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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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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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-------------------------------------------------------------------------=
----
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
--
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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 - 3 Passes
-----------------------------------------------------------------------

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

592 (Kevan) - AGA FOR - - PAS - AGA FOR
593 (Kevan) - FOR FOR - - PAS - FOR AGA
594 (Kevan) - AGA AGA - - PAS - AGA FOR
595 (Dunx) - PAS AGA - - FOR - FOR FOR
596 (Dunx) - PAS FOR - - FOR - FOR FOR
597 (Dunx) - PAS FOR - - FOR - FOR FOR

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

Initial: 11 22 8 0 0 33 16 17 21
Halved: 11 4 16 9 10
---------------------------------------------------------------------
FOR Votes: +11 +0 +6 +0 +0
AGA Votes: I -1 -0 I I -6 I -0 -0
Decisiveness: n +3 +3 n n +3 n +3 +3
Voting/Own: a -0 -0 a a +0 a -0 -0
c c c c
EP FOR Votes: t +0 +0 t t +0 t +0 +0
EP AGA Votes: i -0 -0 i i +0 i -0 -0
Finger/Pulse: v +5 +0 v v +0 v +5 +0
e e e e
Repeal: +2 +0 +0 +0 +0
Award Ceremony: +3 +0 +7 +0 +0 =
[b]
Kudos Gifts +0 +0 +0 +0 +0
---------------------------------------------------------------------
This Week: +23 +3 +0 +10 +8 +3

Final Kudos: 11 33 7 0 0 26 16 17 13

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

[a] Actions treated as Neutral since not defined.

[b] Ruttsborough Award - none
IMCS Clarity Award - Kevan (Not By A Long Chalk)
CAMREC Cleanup Award - none
Mrs Trellis Award - Kevan ("Line Velocity")
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic)

Dunx
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From riffraff@n... (RiffRaff) Tue Feb 16 23:01:41 1999
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>Proposal 598 - Extending Attacks [Enactment]
>
>For 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.
>
>For 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.
>

Wow... that's very useful and interesting, but potentially very
unbalancing... A lot of actions that would otherwise be too powerful are
only kept in check by the fact that you have to be adjacent. (The new
Velocity Bomb, f'r'instance) I'd much rather it be 1 Red for _every_
station distant (rather than each 3), and if it'd been my proposal, I'd
probably have made it a Blue or even Silver. In fact, Blue would seem to
be more appropriate, since it's not actually targetting other players, it's
just affecting your move.

I like it a lot, but it's... scary.


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

This confuses me. The example doesn't use '(Proxied)', and there's no real
explanation of what Proxying actually _does_...

I'm guessing that you would use (Proxied) to allow you do perform an action
from another station, and then (Extend: 1) to perform the action from an
adjacent station? Presumably, Proxy only _allows_ you to (Extend) an
applicable action, the same way [Wild] allows you to move to a Wild station
- you still have to pay for the allowed action.

Suppose this was combined into the (Extend) proposal, simply rewording it
to "Any action which requires the Actor to be adjacent to or at the same
Station as..." and making the cost 1 Blue and 1 Green for each extra
Station of distance...

--Riff




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From <DELLIS@u...> Wed Feb 17 01:17:50 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Week 41 Proposals included: 

> Proposal 598 - Extending Attacks [Enactment] 
Cunning, very cunning indeed. 

I can see what RiffRaff means about this one though: eir points both about
it 
being a little on the cheap side, and also that it's perhaps using the wrong=

token type, are valid. However, I'd also point out the restrictions that the=

Actor and Target must be on the same Line and have no Line Direction changes=

between them. 

Things I would probably have done differently if I'd suffered from this 
stroke of genius: 

- specifying that Extension is Blockable 
- making the cost increase more quickly as the Actor becomes more remote=

(eg first three Stations cost 1 Token, second triplet 2 Tokens, and
so 
on) 
- using a different Token to pay for it 

> Proposal 599 - The more Targets the merrier! [Enactment] 
I don't think this is a complete Proposal. 

As RiffRaff has already pointed out, the behaviour of a Proxy is never 
actually described. There's also a bit of Cut and Paste Inheritance in the 
second paragraph. 

> Proposal 600 - Flat Terrain [Repeal] 
Good idea. 

> Proposal 601 - Stop Worrying and Love the Bomb [Multiple] 
Some useful bits of rewording, but overall this rework doesn't actually fix 
some of the problems. 

> [Velocity-Bombing <Player>] 1.7.x -3 Re 
This still seems cheap, especially in a Ruttsborough game. 

> A Player may perform the post-Move Action of "[Velocity-Bombing 
Good. 

As it happens, the adjacency criterion always prevented this Action from
being 
performed during a Move though. 

> 3. Hello, Bomb? [Amendment] 

Better wording of the Suspect Package rules, but shouldn't there be
something 
about Velocity Bombs going off as well? 

In the reworded Velocity Bomb rule, there is discussion of a Velocity Bomb 
detonating 'as if it were a Suspect Package' but there is no mention of 
behaviour if the carrying Player is at a Blasted Station. 

> Proposal 602 - The Green Clamp [Action] 
Cool. 

> Proposal 603 - Blackballing [Repeal] 
About time. 

> Proposal 604 - Chlorofiller [Rewrite] 
Better wording, but interesting to note that it's longer. 

The sense seems to be preserved though. 

> Proposal 605 - Token Edit [Rewrite] 
Good. 


I'm also quite surprised no one has put forward a Freeze yet... still, I 
suppose dave is Inactive right now. 

-- 
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: kevan@s...
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Subject: MN: Re: Year 2, Week 41 Proposals
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>Proposal 598 - Extending Attacks [Enactment]
>
>For 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.

"Actioning Player" has always served reasonably well 
enough, but a
definition of "Target" might be helpful - perhaps a proper 
glossary?

This Proposal just seems to make a few minor rules very 
powerful,
though, really - the only Rules that require adjacency are 
the
various Clamps, and the new Velocity Bomb ("adjacent 
Objects" are
completely unreferenced). Three Stations per red is really 
quite
insane, all things considered, particularly under 
Ruttsborough
rules, and it just gives us a rather horrible Extra Thing 
To Keep
Track Of.

Tangentially, the whole "adjacent Station" thing seems a 
bit too
strange to me - surely you should share a location to Clamp 
someone?
The only real problem, as far as I can see, is that you 
could
combine it with a Shunt, to possibly disasterous effect, 
but I
think it'd be better to reword with that in mind, rather 
than
persist with the adjacency.

(I wonder how useful a "Shunt Actions must be performed 
immediately
after a Player's Move" rule might be? As well as bringing 
it closer
to "part of the Move", it'd tidy up caveats like that of 
Shadowing,
for one...)

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

As commented, this isn't worded properly enough to mean 
anything. If
If it means "pay a Green and a Blue to target anyone on the 
Map" then
it's absurd, if it means "pay a Green and a Blue to draw 
your target
from a third Player" then it's interesting, but ruinous for 
Team
Games and still, I suspect, too much to keep track of.

>Proposal 600 - Flat Terrain [Repeal]
>
>Repeal Rule 1.6.2, relating to the velocity gains and 
losses when
>encountering High and Hill stations.

It's certainly true that this Rule is hard to keep in mind 
all the
time, and that it makes the GSD a little harder to follow, 
but I
think it's a nice element. Whichever way the Vote goes on 
this, I
think I might propose a replacement "[Freewheeling]" 
Action, which
gives you 1 LV, but can only be played at Highs and Hills...

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

One of mine. I think I got everything (including ambiguity 
over
whether *Primed* Bombs were Indestructible or not).

>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.
>}

A good point, yes; well spotted, whoever you are.

For what it's worth, Julie's lost Internet access and is 
unlikely to be
regaining it (which is, tangentially, why my Innotts Web 
page has
vanished - a replacement should be up at 
http://members.xoom.com/asabove,
before too long).

Kevan


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From <DELLIS@u...> Thu Feb 18 00:20:58 1999
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Date: 18 Feb 99 08:19:06 +0000
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Let it be known that a former Player of this Game, one Jonathan Ellis (no 
relation), has communicated eir wish to rejoin under eir previous monicker 
of Jonathan. 

Consider it done, sir. You'll be added to the list of Players at the next 
Week End (or perhaps before, but I shan't make any promises). 

Welcome back. Always a fine thing to see Players return. 

Play on. 

-- 
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 kevan@s... Thu Feb 18 00:40:34 1999
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From: kevan@s...
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Dunx said:-

>Proposal 598 - Extending Attacks [Enactment]
> [...]
>However, I'd also point out the restrictions that the
>Actor and Target must be on the same Line and have no Line 
Direction changes
>between them.

Hmm. True enough; I'd rather overlooked that aspect, I 
admit. It still
makes Zone 1 play risky, though, and I think it's probably 
still too
cheap (particularly since most Clamps are deliberately 
inexpensive
because of their need for proximity).

>> Proposal 601 - Stop Worrying and Love the Bomb [Multiple]
>Some useful bits of rewording, but overall this rework 
doesn't actually fix
>some of the problems.
>
>> [Velocity-Bombing <Player>] 
1.7.x -3 Re
>This still seems cheap, especially in a Ruttsborough game.

Well, it's all in the spirit of things. And since when did 
anyone in a
Ruttsborough Game have an LV of less than five? (With a top 
LV of fifteen,
and Shunts only nudging it down a little, Velocity Bombs 
aren't going to
be hugely useful.)

>As it happens, the adjacency criterion always prevented 
this Action from
>being performed during a Move though.

Surely the ruleset these days prevents *any* Actions being 
performed during
a Move?

>> 3. Hello, Bomb? [Amendment]
>
>Better wording of the Suspect Package rules, but shouldn't 
there be
>something about Velocity Bombs going off as well?

Hmm. I wanted to keep away from too much cross-referencing, 
really. Maybe
this is something worth adding, though.

>[...] there is no mention of behaviour if the carrying 
Player is at a
>Blasted Station.

Damn those Blasted Stations.

>> Proposal 604 - Chlorofiller [Rewrite]
>Better wording, but interesting to note that it's longer.

Oh? It's ten words less, as far as I can make out.

>I'm also quite surprised no one has put forward a Freeze 
yet... still, I
>suppose dave is Inactive right now.

I'm happy to concentrate on the Nomic side of things, 
really, since I
haven't really got the time and resources to keep an eye on 
more than
one Game (and I'd be too far behind if I joined most of the 
others
anyway).

Did you ever respond to that Game 15 Buzz, incidentally, 
Dunx?

Kevan


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From <DELLIS@u...> Thu Feb 18 04:08:04 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Given Kevan's reminder to me about the Game 15 buzz that I hadn't responded 
to, it seems an apposite moment to issue a state of play list. 

As of 12:10 GMT 19/2/99 the game states were as follows: 

Game List Rules To Play Last Move 
------------------------------------------------------ 
11 MN-L Long Dunx 12-February-1999 07:04 [1] 
12 MN-C Vanilla PaulWay 15-February-1999 18:51 
13 MN-G Finsbury Grimace 15-February-1999 18:51 [2] 
14 MN-B CF 84 PaulWay 16-February-1999 07:28 
15 MN-R Rutts Kevan 18-February-1999 12:03 [3] 

[1] oops - hadn't noticed that only me and Paul were playing in this one. 

[2] not a cut and paste error - these GSDs really were both submitted at the=

same time 

[3] well, I just reposted with another trivial fix. 

-- 
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 Graeme Jefferis <se98gj@d...> Thu Feb 18 07:56:32 1999
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> 13 MN-G Finsbury Grimace 15-February-1999 18:51 [2] 

I'm having yet more trouble with e-Groups. I've posted two
GSDs for this game, and both times received this message:

[PASTE]
From: "eGroups.com Manager" <l-nomic-g-owner@egroups.com>
Subject: Posting sent to the moderator for approval

Your posting (Subject: "MN-G: Game 13 Game State Document")
has been sent to the moderator
("l-nomic-g-owner@egroups.com") for approval. When the
moderator approves the posting, it will be automatically
distributed to the e-group.
[/PASTE]

I'm interested to see whether this will work itself...

-Grimace.

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From <DELLIS@u...> Thu Feb 18 08:08:32 1999
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>> 13 MN-G Finsbury Grimace 15-February-1999 18:51 [2] 

>I'm having yet more trouble with e-Groups. I've posted two 
>GSDs for this game, and both times received this message: 

>[PASTE] 
>From: "eGroups.com Manager" <l-nomic-g-owner@egroups.com> 
>Subject: Posting sent to the moderator for approval 

It probably means that you've subscribed to the list with a different name 
than you're sending under. You should probably resubscribe using your new 
address and then repost. 

Unfortunately, I don't moderate this group so I can't approve your first 
postings. Kevan? 

-- 
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...> Thu Feb 18 15:46:33 1999
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From: "Wayper, Paul" <WayperP@p...>
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On Wednesday, February 17, 1999 10:34 PM, kevan@s...
[SMTP:kevan@s...] wrote:
> "Actioning Player" has always served reasonably well 
> enough, but a
> definition of "Target" might be helpful - perhaps a proper 
> glossary?

I really hate it when email systems do that. Not that I'm blaming you, Kev
- email systems do the oddest things at times (just ask any ccMail or Lotus
Notes user :-).

The first line is always less than 60 characters in length - if you're
typing in a form text box try not hitting Enter when you come to the end of
a line, and instead use it on the end of a paragraph. Web-based senders are
strange like that sometimes.

HTH,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Thu Feb 18 17:21:48 1999
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From: "Wayper, Paul" <WayperP@p...>
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On Thursday, February 18, 1999 6:43 PM, kevan@s...
[SMTP:kevan@s...] wrote:
> Dunx said:-
> >Proposal 598 - Extending Attacks [Enactment]
> > [...]
> >However, I'd also point out the restrictions that the
> >Actor and Target must be on the same Line and have no Line 
> > Direction changes between them.
> 
> Hmm. True enough; I'd rather overlooked that aspect, I admit. It still
makes Zone 1 play risky, though, and I think it's probably still too cheap
(particularly since most Clamps are deliberately inexpensive because of
their need for proximity).

I might as well come clean - the Extension and Proxying proposals were both
mine. I've submitted to Dunx updates to the Extension proposal for next
week (I personally thought the cost was realistic, but then I may have been
somewhat underfunded in past games :-) - the cost is brought into line with
the suggestions here and a few other bits and pieces are clarified.

The Proxying proposal I've substantially rewritten and am hoping to have
replaced this week if possible. If not, please just pass on it (unless you
consider me particularly worthy of your opprobium for that blunder).

> >> Proposal 601 - Stop Worrying and Love the Bomb [Multiple]
> >Some useful bits of rewording, but overall this rework 
> > doesn't actually fix some of the problems.

I agree - I'd vote more positively for this if it was two separate
proposals, rather than trying to do a substantial rework of Suspect Packages
as well.

> >This still seems cheap, especially in a Ruttsborough game.

All destructive actions are cheap in Ruttsborough. That's what makes it
Ruttsborough!

> Surely the ruleset these days prevents *any* Actions being 
> performed during a Move?

Hmmm. Allowing you to do something to any station you pass through is
exactly the same as letting you perform that action during your move, isn't
it? As the current wording of the rules specifically allows you to play an
Action that you cannot pay for until later (and, IMHO, this is a good thing
and in the spirit of MC), they're effectively equivalent.

The [Rebounding] Action is another good example of this. When exactly is
the [Rebounding] action played? Post-Move! And yet the move itself implies
that it has happened _during_ your Move. So I would say it is definitely
possible to write Actions that are done mid-Move in the current setup.

And let's face it, it's illogical to play a Shunt mid-way through your move.
If someone wanted to do this, then I'd recommend they write a [Bouncing off
<Player>] action to be played on any player, with a similar effect to a
mid-move 'shunt'.

> >Better wording of the Suspect Package rules, but shouldn't 
> > there be something about Velocity Bombs going off as well?

Yes, I thought it was rather incomplete, myself.

> Damn those Blasted Stations.

Don't tell me you didn't intend to say that at some point in time when you
drafted that proposal... ;-)

> >I'm also quite surprised no one has put forward a Freeze 
> > yet... still, I suppose dave is Inactive right now.

I'd vote against it - I've suddenly found a desire to write proposals, and I
think that having weeks with no Proposals to vote on is OK.

Springs and things,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From dunx@l... (Duncan Ellis) Fri Feb 19 06:49:07 1999
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From: dunx@l... (Duncan Ellis)
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Date: Fri, 19 Feb 1999 14:42:01 GMT
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>The Proxying proposal I've substantially rewritten and am hoping to have
>replaced this week if possible. If not, please just pass on it (unless =
you
>consider me particularly worthy of your opprobium for that blunder).
Sadly, I don't think I can do that since it's just too late in the Week -=
the
Rules require four days to elapse between distribution and Wee-End (well,=
the
precise wording is that a Week shall be no fewer than four days in =
length).=20

Also, there is no provision for modifying Proposals once they've been
distributed. There have been a few cases where changes have been made, =
but
they've more minor.

I would have thought that a Player should be allowed to withdraw a =
Proposal, and
I'm happy to consider a Point of Order from you to that effect if you =
wish.

>> Surely the ruleset these days prevents *any* Actions being=20
>> performed during a Move?
>
>Hmmm. Allowing you to do something to any station you pass through is
>exactly the same as letting you perform that action during your move, =
isn't
>it? As the current wording of the rules specifically allows you to play=
an
>Action that you cannot pay for until later (and, IMHO, this is a good =
thing
>and in the spirit of MC), they're effectively equivalent.

Absolutely the opposite, surely? I'm fairly sure there is a line in the =
ruleset
stating that the Player must own the Tokens to pay for a particular =
Action at
the point at which the Action is played.

However, I confess I am at a los to find such a statement in the ruleset =
as it
stands. If it's been removed, I withdraw the remark (and shall plot to =
restore
it!)

I would also agree that there is a convention at work of playing against
borrowed Tokens, where line changes are paid for by passing through the
requisite number of interchanges.

>> >I'm also quite surprised no one has put forward a Freeze=20
>> > yet... still, I suppose dave is Inactive right now.
>
>I'd vote against it - I've suddenly found a desire to write proposals, =
and I
>think that having weeks with no Proposals to vote on is OK.

I think I probably would too. My only reason for considering it is that =
if we
were to have a tournament (as I think we should soon) it would be better =
if the
ruleset were static throughout.

Dunx
--
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From kevan@z... Sat Feb 20 09:28:10 1999
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> I really hate it when email systems do that. Not that I'm blaming you, Kev
> - email systems do the oddest things at times.
> 
> The first line is always less than 60 characters in length - if you're
> typing in a form text box try not hitting Enter when you come to the end of
> a line, and instead use it on the end of a paragraph. Web-based senders are
> strange like that sometimes.

I was replying offline and cutting and pasting, I think. But doubtless all
the fault of my Web-based account, I'm sure. MyOwnEmail have been a little
too useless lately, and I've quietly claimed one of the spare addresses of
Chrissy's new Freeserve account, which should be preferable. Pity to lose
"@somethingorother.com", really, since it was quite nice, but still.

Kevan

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From dunx@l... (Duncan Ellis) Tue Feb 23 15:26:16 1999
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
598 Extending Attacks 2 1 3 3 Fails
599 The more targets the merrier! -- withdrawn -- [a]
600 Flat Terrain 4 1 1 3 Passes
601 Stop Worrying ... 3 1 2 3 Passes
602 The Green Clamp 5 1 - 3 Passes
603 Blackballing 5 1 - 3 Passes
604 Chlorofiller 5 1 - 3 Passes
605 Token Edit 5 1 - 3 Passes
606 Resigning Issue 5 1 - 3 Passes
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Julie Kevan miKi Paul =
Riff
-------------------------------------------------------------------------=
----

598 (PaulWay) - FOR FOR - AGA - AGA - PAS =
AGA
600 (PaulWay) - FOR FOR - AGA - FOR - PAS =
=46OR
601 (Kevan) - AGA FOR - FOR - PAS - AGA =
=46OR
602 (Kevan) - FOR FOR - FOR - PAS - FOR =
=46OR
603 (Kevan) - FOR FOR - FOR - PAS - FOR =
=46OR
604 (Kevan) - FOR FOR - FOR - PAS - FOR =
=46OR
605 (Kevan) - FOR FOR - FOR - PAS - FOR =
=46OR
606 (Dunx) - PAS FOR - FOR - FOR - FOR =
=46OR

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Julie Kevan miKi Paul =
Riff
- KUDOS =
---------------------------------------------------------------------

Initial: 11 33 7 0 0 26 16 17 =
13
Halved: 16 3 13 8 =
6
=
-------------------------------------------------------------------------=
--
FOR Votes: +5 +0 +0 +20 +6 =
+0
AGA Votes: I -0 -0 I -0 I -1 I -4 =
-0
Decisiveness: n +3 +3 n +3 n +3 n +3 =
+3
Voting/Own: a -0 -0 a -0 a +0 a -0 =
-0
c c c c
EP FOR Votes: t +0 +0 t +0 t +0 t +0 =
+0
EP AGA Votes: i -0 -0 i -0 i +0 i -0 =
-0
Finger/Pulse: v +0 +0 v +0 v +5 v +0 =
+5
e e e e

Repeal: +0 +0 +0 +4 +2 =
+0
Rewrite: +0 +0 +0 +9 +0 =
+0

Award Ceremony: +3 +0 +0 +3 +4 =
+0 [b]
Kudos Gifts +0 +0 +0 +0 +0 =
+0
=
-------------------------------------------------------------------------=
--
This Week: +11 +3 +0 +3 +43 +11 =
+8

Final Kudos: 11 27 6 0 3 0 56 16 19 =
14

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Julie Kevan miKi Paul =
Riff
-------------------------------------------------------------------------=
----

[a] by Point of Order from the author.

[b] Ruttsborough Award - none
IMCS Clarity Award - Kevan (Chlorofiller)
CAMREC Cleanup Award - none
Mrs Trellis Award - PaulWay (Extending Attacks)
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 23 15:26:21 1999
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From: dunx@l... (Duncan Ellis)
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 607 - Terminal Velocity [Amendment]

The entire text of Rule 2.2.1 to be removed and replaced with:
"If, at the start of eir Turn before any other Player Actions a Player =
has
an LV of 10 or more, and e does not (and is not forced to by any other =
Rule)
reduce it below 10 before eir Move, then all Terminus Stations on the =
Line e
is on are considered Valid Moves provided that reaching them would not
involve a change of Line Direction (this option is in addition to the
standard Moves available through eir natural LV-dependent Piece Movement =
and
any Special Moves available.) If e chooses to excercise this option and =
is
more than [n] stations from that Terminus, where [n] is eir LV after
adjustment, eir LV is immediately set to 0 after eir Move."
The Rule itself is also te be renamed to "Terminal Velocity".
[Comments: somebody has recently commented that the Chalk Farm
"terminus wild" rule is too strong, so I'm basically putting in a =
condition
that LV has to be an unadjusted 10 before this option can be excercised, =
and
removing the bit about being able to move to any of the termini of the =
lines
if one is resting at an interchange. The bit about not reducing LV before
the move refers mostly to having eaten something the previous move.
Of course, if the station could be reached by normal play (i.e. by a
move legal in the vanilla ruleset), then the LV reduction does not =
apply.]

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

Proposal 608 - Chateau d'Eau

[Comments: This is the first MC game on a non-London tube network... the
Paris Metro. It is set up under the "Turin '57" rule 2.7.1.]

Mornington Crescent may be played on the Paris Metro.
*A map of the Paris metro can be found at:
http://www.paris.org/metro/gifs/metro.map.jpg

*Goal: Chateau d'Eau
*Bank: Hotel De Ville
*Loop: Miromesnil
*Circle Line Equivalent: formed by two lines, Lines 2 and 6 between
Nation and Charles-De-Gaulle Etoile (not counting the part of Line 6 west
of CdG-E.)
*River: The Seine
*The following Rule is to be added: "A player may cross the River =
when
the Bridges are Up by playing a [Swimming] Pre-Move Action. This acts in
every way like the [Walking] action, and the Token costs and time taken =
are
the same, with the addition that all Papery or Edible Possessions held by
that Player must be discarded."
{Comments: This is to prevent people becoming permanently trapped at
"Cite", which is the only station on an island. If they are desperate =
enough
to move immedately, they'll swim... vital if, say, a Parcel or Flag is =
being
carried.}
*Line Codes: The number of the Line (Line 1's line code is 1, for
instance.)
*Finsbury Option rules applied to this allow all RER stations on the
Metro map to be included in the playing board, and Players may move along
the RER lines with Line Codes of A, B, C and D: the last station on an =
RER
line before it goes off the map is considered a Terminus for the purpose =
of
gaining Terminus Hats, choosing Home Stations and moving or being Shunted
along that line.
*Overground Station substitutes: Any station with a connection to =
the
RER suburban lines (which are drawn substantially thicker on the map, and
point to destinations off the map.)
*Station classifications are as on the London Underground, but
translated into French ("Nord", "Sud", "Est", "Ouest" =3D North, South, =
East,
West =3D Compass Stations: "Parc" and "Vert" =3D Parks and Greens (and =
"Jardin"
makes up Gardens to complete Verdant stations): "Maison", "Ville" or =
"Cite"
are Populated: "Rue" or "Boulevard" (Bd.) =3D A to Z: all with "Saint" =
(St),
"Croix" or "Eglise" are Holy. Terminus, Interchange and Overground
connections are all obvious on the map.

*Due to the fact that there are far fewer Park or Green stations on =
the
Paris Metro, any and all of the standard rules about Parks and Greens
Cascades do not apply. An alternative of a Streets and Roads Cascade =
("Rue"
and "Boulevard") replaces these rules and applies instead, being =
terminated
by a move to a "Place" station.

*Zone and Current/Charge regulations do not apply, and all players =
shall
gain 1 Bronze Token for playing any move other than "Pass" or "Farkle"
(or, of course, "Timeout".)


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

Proposal 609 - Amendments to "Capture the Flag" (Amendment)

Amend Rule 2.8.5 to read:

If a Player of one team drops a Flag of another team at Mornington
Crescent, then:
(1) the Team whose Flag is placed on MC (and all its Players) shall =
be
removed from the game:
(2) all other Flags currently carried by that Team are dropped on =
the
stations where the flag-carrying Players were situated:
(3) all other Tokens and Possessions belonging to the team's Players
are discarded.
(4) In addition, the Player who performed the drop shall gain 2 Gold
Tokens and the other Players in eir Team shall gain 1 Gold Token each, =
and
that Team's Flag shall return to the Team's Home Station from wherever it
is. (Mornington Crescent must still be Opened successfully, normally with
the standard cost of 3 Gold Tokens, if a Player moves there to drop the
=46lag. It should be noted that Flags, like Players, cannot be Shunted to
Mornington Crescent.)


When all but one of the teams have been eliminated by this method, =
the
remaining team is declared the Winners. Simply moving to Mornington =
Crescent
does not in itself give victory: only by removing all the other teams =
from
the game in this way can a team be declared victorious.
[Comments: This brings back the actual connection between MC and
winning - something that is currently lacking in the Flag game.]


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

Proposal 610 - Day of Action [Multiple]

{ Comment:
The mission for this Proposal is simple: put all Actions in one table.
A secondary mission is to describe Token *effects* rather than just
Token costs. Things get complicated after that.

The reason for doing this is primarily ease of navigation. I appeciate
that this approach is going to produce one mega-Rule, but as the number
of Actions has increased it has become harder and harder to find those
which are little-used (particularly if one is not sure which phase the
Action happens in). I just think one very large Rule is easier to =
navigate=3D

around than several only slightly smaller Rules.
}

[Amendment: Action Man]
Amend Rule 1.7.2 (Pre-Move Actions) as follows:

- rename the Rule to "Actions"
- add a column "Phase", marking all Actions currently in the table as
"Pre"
- incorporate all Actions described in Rule 1.7.15 (Post-Move Actions)
into the table with a Phase of "Post"
- incorporate all Actions described in Rule 1.7.16 (Neutral Actions)
into the table with a Phase of "Neut"
- add a column "Gain" and include within all Token effects rather than
just costs.

[Amendment: Laying the Table]
Amend Rule 1.7.1 (Action Types) such that its last two paragraphs read =
thus:=3D


"The following section lists the available Actions according to these
classifications. A duration is only specified where it varies from the
standard value defined in the Rule "Carol Vorderman's Revenge".

"The "Cost" column of each Table shows the cost or requirements of that
Manoeuvre - typically an amount of Tokens. Where no cost is specified,
that Action is free. The "Gain" column shows the benefit to the =
Actioning
Player of playing that Action in terms of Tokens gained."

[Repeal: Last Post]
Repeal Rule 1.7.15 (Post-Move Actions)

[Repeal: No More Neutrality]
Repeal Rule 1.7.16 (Neutral Actions)

[Amendment: Reasonable Doubt]
Amend Rule 2.7.6 (Zone Doubt) such that its final bullet point reads =
thus:

" * Rule 1.7.2 (Actions) gives the cost for Tithing a Zone,
supplying a formula its calculation. This formula should be
adjusted (eg 8 - (2 x Zone))

[End of Day of Action]

{ Comment:
So there we have it - fewer changes than I'd expected I must say.
}

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

Proposal 611 - Cashing In [Amendment]

Add an entry to the appropriate Action Table for the Neutral Action =
[Cashing
In Hats] described in Rule 1.4.6.

{ Comment: must have just dropped out in one of the reorgs. }

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

Proposal 612 - The more Targets the merrier!

=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> (Proxy)]' Action is as valid as the
equivalent '[Spooning <Player>]' Action.

Proxying an Action allows the Target to be adjacent to the Station =
occupied
by the Actor. It specifically changes the location of the Target so that
the Target is no longer allowed to be at the same Station as the Actor =
for
the Proxied 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, and =
the
Green and Blue Tokens thus paid are considered part of the original =
Action's
cost when calculating the cost of an Extension.


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

Proposal 613 - Safety Dance

Reword the last paragraph from Rule 1.4.6 (You Can Leave Your Hat On) to:

Any player may perform the Action "[Knocking <Type> Hat off <Player>]"; =
if
the specified Player is carrying a Hat of the specified type and the
specified Player is adjacent to or in the same location as the Player
performing the Action, the specified Hat is destroyed and removed from =
the
specified Player's Luggage.

{IMHO the [Knocking] action has been far too powerful - there is no other
action which you can do to a specific player for one red token which does
not require you to be adjacent to them. If everyone plays a Hands on Hat
action then the Knocking action is meaningless, and you're reduced to
shunting them to remove hats. This way, most of the time you don't have =
to
play a Hands on Head action unless you're specifically worried about =
someone
Knocking you. For the paranoid amongst us, this might not mean too much,
but I think this brings the Knocking action into line with the rest of =
the
ruleset.}


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

Proposal 614 - Extend in Need

If there is no rule called "Extending Attacks", then this Rule revokes
itself.

Change the last paragraph of the "Extending Attacks" Rule to read:

Call the number of Stations between the Actor and the Target 'N' divided =
by
three (rounding down), including the Target Station but not the Actor's
Station. Let M be the sum of all the whole numbers between 1 and N. The
cost of the Extension is M multiples of the cost of the original Action.
Thus, a shunt Extended by three stations costs 1 extra Red Token for the
Extension, and attaching a Freem Clamp to a Player six stations away =
means
that the Extension costs 3 Red and 3 Green tokens.

The Extension cost is added to the original Action's cost when playing =
the
Action.

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 615 - "Thank You For Not Smoking or Summoning Satan In the =
Church"

[Amendment]

Replace the second paragraph of Rule 1.4.24 ("The Podume of Infinite =
Darkness")
with:

"If there is no PoID in play, any Player may perform the Action of =
[Forging
PoID] to bring the PoID into play, in eir Possession, provided that e is
not located at a Holy Station."

{Comments:

This is to prevent a tricky loophole in the fourth paragraph:

"If a Player carrying the Podume of Infinite Darkness ends any Turn at a
Holy Station, the Podume is destroyed."

By this wording, a Player could move to a Holy Station, Forge the PoID,
drop it, and then charge-tunnel away. Since e doesn't end the turn at a
Holy Station, the PoID is not destroyed, and it remains there with no way
to destroy it, since the station it rests at is Blocked.

In fact, one could argue that the Player could remain at the Holy Station=
-
since they've dropped it, the PoID isn't in their possession at the end =
of
the Turn, and thus isn't destroyed.
}


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

Proposal 616 - Going Downhill Fast [Action]

{ Reimplementation of the Slippery Slope, as promised - becoming an =3D
optional LV increase when leaving a High or Hill. }

------------------------------------------------------------------------
Action Rule Duration Cost
------------------------------------------------------------------------
[Freewheeling] 1.7.x
------------------------------------------------------------------------

A Player may perform the pre-Move Action of "[Freewheeling]" if eir
Piece is situated at a High or Hill Station. Upon performing this
Action, eir Line Velocity is increased by one.

If a Rule entitled "The Slippery Slope" exists, repeal it. Either way,
remove this paragraph from the ruleset after Enactment.

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

Proposal 617 - The Midas Clamp [Action]

{ Clamps have, for some reason, inspired me lately. One thing that seems
to have been lost from the things is their ability to be potentially
useful, though (Spoon's old Token-doubling effect having been, as far =
as
I remember, removed a long time ago), so here's something that can be
just as beneficial as crippling. I don't think it leaves too much room
for loopholes or game-shutdowns... }

------------------------------------------------------------------------
Action Rule Duration Cost
------------------------------------------------------------------------
[Midasing <Player>] 1.7.x -2 Gr -2 =
Bu
[Midas Cure] 1.7.x
------------------------------------------------------------------------

A Player may perform the post-Move Action of "[Midasing <Player>]",
where <Player> is either the Actioning Player, or a Player with a =
Piece
adjacent to the Actioning Player's Piece position. A Midased Player
gains a "Midas Clamp" Possession. Midas Clamps are Indestructable
Possessions.

Whenever a Player carrying a Midas Clamp gains a Token, that Token
immediately becomes a Gold Token. If a Player carrying a Midas Clamp
Shunts a Token Stack, all Tokens in that Stack are replaced with Gold
Tokens.

If a Player is carrying a Midas Clamp, e may not perform any Actions
which require the expenditure of Gold Tokens.

A Player may destroy a single Midas Clamp in eir possession by
performing the neutral Action of "[Midas Cure]" whilst at Bank. This
Action may not be performed if the Actioning Player gained a Midas
Clamp earlier in the Turn.

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

Proposal 618 - Sling Your Hook [Amendment]

{ The Terminus Slingshot Action in the Ruttsborough Ruleset is, as has
been commented, somewhat badly worded; the concept of it is also a =
touch
ridiculous, to my eyes - that as well as being able to make a powerful
cross-board Piece Move in *addition* to your normal Move, which
*ignores* all Blocks and impediments, you also get a Silver Token for
it. I mean, what?

To make it more Ruttsborough, I've changed it to a "pay a Black to set
your LV to fifteen, if at a Terminus" thing. Far more in-theme than
teleportation, I think you'll agree...

Oh, and since there's no comfortable way to fit Special Ruleset Actions
into any sort of list, the Action description is to be placed in the
rule itself, traditional formatting being used for the sake of clarity.=
}

Reword Rule 2.4.4 (Terminus Slingshot) to:-

------------------------------------------------------------------------
Action Rule Duration Cost
------------------------------------------------------------------------
[Terminus Slingshot] 2.4.4 -1 Bk
------------------------------------------------------------------------

A Player may perform the neutral Action of "[Terminus Slingshot]" if =
eir
Piece rests at a Terminus Station. Upon performing this Action, eir =
Line
Velocity is set to fifteen.

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

Proposal 619 - Find the Map [Rewrite]

In Rule 1.17.1 (The Underground Map) replace the existing (and long =
obsolete)
Innotts URL with "http://members.xoom.com/mornomic/map.html".

{ Tsk. However did that manage to stay there for so long? }

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

Proposal 620 - What's My Line? [Rewrite]

Remove the last paragraph of Rule 1.17.4 (Line Code).

{ It says nothing which isn't stated elsewhere in the ruleset. }

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

Dunx
--
Ceci n'est pas un .sig

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From <jonathan@f...> Tue Feb 23 17:15:49 1999
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Sorry, but I just noticed this...

>601 (Kevan) - AGA FOR - FOR - PAS - AGA
FOR
>602 (Kevan) - FOR FOR - FOR - PAS - FOR
FOR
>603 (Kevan) - FOR FOR - FOR - PAS - FOR
FOR

>604 (Kevan) - FOR FOR - FOR - PAS - FOR
FOR
>605 (Kevan) - FOR FOR - FOR - PAS - FOR
FOR
^^^^^^^
***BZZZZZZZZZZT!!!*** Only three proposals per person per week! (Rule 0.4.3)
I wouldn't mind, but *every one* of them passing gives the proposer a
somewhat dubiously large advantage in the Kudos stakes...

Jonathan.





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Proposal 615 - "Thank You For Not Smoking or Summoning Satan In the Church"

Replace the second paragraph of Rule 1.4.24 ("The Podume of Infinite
Darkness")
with:

"If there is no PoID in play, any Player may perform the Action of [Forging
PoID] to bring the PoID into play, in eir Possession, provided that e is
not located at a Holy Station."

{Comments:
This is to prevent a tricky loophole in the fourth paragraph:
"If a Player carrying the Podume of Infinite Darkness ends any Turn at a
Holy Station, the Podume is destroyed."
By this wording, a Player could move to a Holy Station, Forge the PoID,
drop it, and then charge-tunnel away. Since e doesn't end the turn at a
Holy Station, the PoID is not destroyed, and it remains there with no way
to destroy it, since the station it rests at is Blocked.
In fact, one could argue that the Player could remain at the Holy Station -
since they've dropped it, the PoID isn't in their possession at the end of
the Turn, and thus isn't destroyed.
}


Comments noted. I'm in favour of this one, though I've got a few of my
own plans for PoIDs... incluing a removal of the clause about shunting them
(having done so successfully myself on at least one occasion at Delphi)


Proposal 616 - Going Downhill Fast [Action]

{ Reimplementation of the Slippery Slope, as promised - becoming an =
optional LV increase when leaving a High or Hill. }

------------------------------------------------------------------------
Action Rule Duration Cost
------------------------------------------------------------------------
[Freewheeling] 1.7.x
------------------------------------------------------------------------

A Player may perform the pre-Move Action of "[Freewheeling]" if eir
Piece is situated at a High or Hill Station. Upon performing this
Action, eir Line Velocity is increased by one.


Right. Good one.

Proposal 617 - The Midas Clamp [Action]

Whenever a Player carrying a Midas Clamp gains a Token, that Token
immediately becomes a Gold Token. If a Player carrying a Midas Clamp
Shunts a Token Stack, all Tokens in that Stack are replaced with Gold
Tokens.

If a Player is carrying a Midas Clamp, e may not perform any Actions
which require the expenditure of Gold Tokens.

A Player may destroy a single Midas Clamp in eir possession by
performing the neutral Action of "[Midas Cure]" whilst at Bank. This
Action may not be performed if the Actioning Player gained a Midas
Clamp earlier in the Turn.


This is, surely, unfairly advantageous to players who choose Home
Stations on one of the lines passing through Bank, and disadvantageous to
those who do not. The reason for this is, players who cannot gain Black
Tokens will soon run out of the ability to change Line... (other Tokens
needed for other Special Moves will, similarly, soon be run out of) and
players whose Home Stations are on a Line that passes through Bank can then
simply play "Home" (which of course, being a special move and at no cost,
doesn't incur the line-changing cost) and afterwards be able to move to Bank
at no cost, without changing line. Meanwhile, the people who aren't on the
same line as Bank will *never* be able to get to it, as all the tokens they
need will be immediately converted to gold.
Not to mention the fact of people passing and gaining 2 tokens, both
immediately converted to gold: someone whose home is at, say, Bethnal Green
would be in an obscenely rich position with nothing able to hurt him (sit on
Home Station, gain 2 gold tokens per turn until bored, move along to Bank at
an LV of 2, then you have loads of gold tokens - and of course can buy a
Money Belt, so you never lose any tokens - and head for MC next go.) This
would be especially bad in any game but the Long Game - remembering that it
only takes 3 golds to open MC - and terrible even there. Of course, probably
nobody would ever Midas Clamp anyone, because of just this eventuality - the
*last* thing you want is to not just allow but force your opponents to gain
gold tokens.)

Proposal 618 - Sling Your Hook [Amendment]

> { The Terminus Slingshot Action in the Ruttsborough Ruleset is, as has
> been commented, somewhat badly worded

Yes. I know. Unfortunately it was me that worded it without thinking...
Nice rearrangement, but I've got my own ideas which I was going to post next
week.

>To make it more Ruttsborough, I've changed it to a "pay a Black to set
> your LV to fifteen, if at a Terminus" thing. Far more in-theme than
> teleportation, I think you'll agree...


I'd prefer the terminus-to-terminus option to be kept - but removing
the reward at the end (maybe a bigger cost as well, or perhaps that the
player must reset an LV of at least 10 back to zero afterwards: a bit like
this week's Terminal Velocity amendment to Chalk Farm), and stating that the
move between the two passes through all the stations in between (rather than
being a teleport) and is thus prevented by blocks, sinkholes or damaged
stations... (in fact, maybe it should stop in such a situation at the
station before the block. It would give, for instance, some players the idea
of bulkheading Camden Town to slingshot from Morden to MC - and others would
then have to work out how to remove the bulkhead or repair the damaged
station, or drop a sinkhole in between the two stations...)
For me, the whole point is that it's a mad, out-of-control rush which
crashes into the buffers at the other end - not a simple "oh, you can move
at maximum velocity next turn", which doesn't sound so Ruttsborough as a
high-speed pile-up IMHO.

So, while I'll vote for this amendment this week (as it desperately
needs *some* form of amendment), I shall probably be proposing another
amendment next week along the lines I've mentioned above. (If the CF
Terminal Velocity amendment passes, expect an amendment for that as well so
that the move passes through all the stations in between - and is thus
brought up short by blocks, sinkholes etc.)

Jonathan.



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From riffraff@n... (RiffRaff) Wed Feb 24 01:35:53 1999
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>simply play "Home" (which of course, being a special move and at no cost,
>doesn't incur the line-changing cost)

It doesn't?

The [Home] action doesn't take you home, it just allows you to make a move
to your home station. You still have to Move there, and if it's on a
different line, wouldn't that involve a Line Change?

If not, I want my black token back in Game 12. :)

--Riff



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From <DELLIS@u...> Wed Feb 24 02:55:02 1999
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>***BZZZZZZZZZZT!!!*** Only three proposals per person per week! (Rule
0.4.3) 
>I wouldn't mind, but *every one* of them passing gives the proposer a 
>somewhat dubiously large advantage in the Kudos stakes... 

Not anymore - the rules now say three Proposals of any type, plus another
two 
Rewrites. Two of Kevan's were Rewrites, which adds up to five. 

As a reminder, a Rewrite aims "To rewrite a single Rule, changing style 
without altering content." 

-- 
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 <jonathan@f...> Wed Feb 24 08:32:14 1999
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>>simply play "Home" (which of course, being a special move and at no cost,
>>doesn't incur the line-changing cost)
>
>It doesn't?
>
>The [Home] action doesn't take you home, it just allows you to make a move
>to your home station. You still have to Move there, and if it's on a
>different line, wouldn't that involve a Line Change?
>
>If not, I want my black token back in Game 12. :)


I was under the impression that the black token (whether gained for
staying on the same line or lost for changing line) applied to normal (i.e.
LV-dependent) Piece Moves, and Special Moves (those allowed by a Pre-Move or
Post-Move Action) counted differently. See Rules 1.5.8 and 1.5.11: a "Piece
Move" excludes all Action-related changes, referring only to normal motion
along Underground Lines. This certainly accounts for all Post-Move
Action-related changes of position, e.g. straddles. Whether it applies to
moves made valid by Pre-Move actions is not entirely clear, except that in
Rule 1.5.0 these actions are defined as "Special Moves", i.e. with the
implication that they are not normal moves, and thus do not qualify for the
black token bonus (if remaining on the Line) or cost (if not).

Jonathan.



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From <kevan@z...> Wed Feb 24 10:01:25 1999
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>Proposal 607 - Terminal Velocity [Amendment]


Rather too fiddly for my tastes, I fear, particularly for such a
freely-useable
rule. Special Rulesets work nicely when their quirks are of great impact
but of uncomplicated explanation (I can remember the Ruttsborough
rules off the top of my head quite easily, possibly having to check the
intricacies of the current Slingshot Action if I'm going to perform it).

This Proposal would work pretty much the same if it said "If a Player has
an LV of ten or more, all Termini are considered Wild during eir Turn. If a
Player performs a Wild Action, e may not change Line or Line Direction
during eir Move, unless eir destination is listed as a Wild Station on the
GSD.", or something. But even that's a bit tangled, and doesn't make for
a very interesting rule.

We probably need to establish "themes" for all of the Special Rulesets,
rather than tossing in interesting Rules at random...

>Proposal 608 - Chateau d'Eau
>
>[Comments: This is the first MC game on a non-London tube network... the
>Paris Metro. It is set up under the "Turin '57" rule 2.7.1.]


Excellent. Top marks to whoever put this one together. And sign me up
for the first Game we play on it.

>Proposal 609 - Amendments to "Capture the Flag" (Amendment)


Hmm. Interesting, but I'm not sure if it adds or detracts from the style of
the Special Ruleset. Since we've never actually played a Capture the
Flag Game, it's hard to tell if anything needs fixing.

I think "take the Flag to your HQ" is fairer than "to MC", either way; the
route from one HQ to the other and back is going to be the same for
both teams, but the route from one HQ to the other and then to MC is
unlikely to be reasonably matched.

I quite like the idea of having a Game where you don't have to bother
collecting Golds, too; where you can concentrate all your Tokens on
attacking and defending.

>[Comments: This brings back the actual connection between MC and
>winning - something that is currently lacking in the Flag game.]

Hmm. Do we have a CAMREC sympathiser in our midst?

>Proposal 610 - Day of Action [Multiple]
>
>{ Comment:
> The mission for this Proposal is simple: put all Actions in one table.

Ordered alphabetically, or still by phase? This Proposal seems unclear
on the matter - if it's the former, then I give it the thumbs-down, for I
often browse through the relevant list of Actions to see just what I can
do to Dunx now that I'm at his Home Station, what I can do at Hyde
Park before I Move away from it, or whatever.

Ordering by phase seems a shade superfluous, since they already
are, and it's obviously helpful to have clear divides between each set.

> A secondary mission is to describe Token *effects* rather than just
> Token costs.

Is this really necessary? There are only about half a dozen Actions
that give any sort of Token benefit, aren't there?

> The reason for doing this is primarily ease of navigation. I appeciate
> that this approach is going to produce one mega-Rule, but as the number
> of Actions has increased it has become harder and harder to find those
> which are little-used (particularly if one is not sure which phase the
> Action happens in).

I've always, always just done a normal text search for the Action I'm after,
personally - it usually turns up the relevant bit of the relevant Action
Table
on the first search, and the Action itself when I search again.

>Proposal 612 - The more Targets the merrier!

I'm still unendeared to this whole thing, I'm afraid. It's too
counter-intuitive,
Clamping or Shunting someone a few Stations away.

>Proposal 613 - Safety Dance
>
>{IMHO the [Knocking] action has been far too powerful - there is no other
>action which you can do to a specific player for one red token which does
>not require you to be adjacent to them. If everyone plays a Hands on Hat
>action then the Knocking action is meaningless, and you're reduced to
>shunting them to remove hats. This way, most of the time you don't have to

>play a Hands on Head action unless you're specifically worried about
someone
>Knocking you. For the paranoid amongst us, this might not mean too much,
>but I think this brings the Knocking action into line with the rest of the
>ruleset.}


A good point, really - I remember being surprised when I realised somewhat
belatedly that you needn't share a Station to knock a Hat off. This
amendment makes the business more intuitive, but it also renders the Action
too narrow to be of much use; if you're that near to a Player, you can take
other action (as it were) to foil their millinery.

The whole Hat thing is a bit boring at the moment, really - slowly collect
them, spend 20 minutes a Turn keeping them on your head, and then
claim Golds for them. I venture it'd be better to just remove the "Knocking"
and "Hands on Head" Actions, and leave it to Shunting and more creative
de-hatting.

>Proposal 614 - Extend in Need

>
>Let M be the sum of all the whole numbers between 1 and N.

I'm scared. Any rule which can't be chattily explained in a paragraph or
two isn't worth having, to these eyes.

Still, the Extended Attacks rule didn't get in, so this won't do anything.

>Proposal 615 - "Thank You For Not Smoking or Summoning Satan In the
>Church"



A good point, but it misses "moving to a Holy Station and dropping the
Podume", which locks the Game in the same manner.

I've no problem with the idea of locking the Game in such a manner,
myself. Aside from the availability of possibly-awkward loopholes
(Charge Tunnelling to the Holy Station to collect the PoID, for example),
being able to put the game into stalemate doesn't seem "wrong". If
you manage to lock the game in such a way that you're the only Player
who can benefit from it, then it's applaudable strategy - if you manage
to lock the game so that it can't progress any further, then you've
stopped anyone else from Winning the Game, which is an equally
valid approach (particularly if someone else was about to Win).

>In fact, one could argue that the Player could remain at the Holy Station -
>since they've dropped it, the PoID isn't in their possession at the end of
>the Turn, and thus isn't destroyed.


No argument about it, really; it's very clearly worded.


>Proposal 617 - The Midas Clamp [Action]

My Proposal, so I'll just respond to Jonathan's comments:-

> This is, surely, unfairly advantageous to players who choose Home
>Stations on one of the lines passing through Bank, and disadvantageous to
>those who do not.

This is true. But Parks and Greens Cascades are unfairly advantageous
to Players with a Green as their Home, Pigeon-Releasing biased towards
Players living in distant Parks, and so forth. There are pros and cons to
every choice of Home Station - although this adds a "pro" to all those
sharing a Line with Bank, those Stations still have their drawbacks
elsewhere; I can't see everyone saying "Ooh, ooh, must have a Home
Station which I can return to if someone should Midas Clamp me."

>The reason for this is, players who cannot gain Black
>Tokens will soon run out of the ability to change Line...

Indeed. (Incidentally, RiffRaff, Homing doesn't require a Line Change;
"Special Moves" come after "Trivial Fares" in Rule 1.5.0's validity
checks, so it doesn't matter if you pay the Black or not. Tsk.)

>Meanwhile, the people who aren't on the
>same line as Bank will *never* be able to get to it, as all the tokens they
>need will be immediately converted to gold.

I'm not sure about "never" - there's probably a useable trick somewhere.
[has a look] Hmm. You can use a Stub Link, or Strile. It's not impossible.
I'm sure there are other ways; presumably it'd be fairly easy to bribe
other Players to help you, if you had lots of spare Golds...

> Not to mention the fact of people passing and gaining 2 tokens, both
>immediately converted to gold: someone whose home is at, say, Bethnal Green
>would be in an obscenely rich position with nothing able to hurt him (sit
on
>Home Station, gain 2 gold tokens per turn until bored, move along to Bank
at
>an LV of 2, then you have loads of gold tokens - and of course can buy a
>Money Belt, so you never lose any tokens - and head for MC next go.)

Hmm. I always forget that Money Belts haven't been repealed.

But would this be such an obscene tactic? If someone Midas-Clamps
themselves and starts racking up Golds, the other Players will presumably
be pretty quick to go and guard Bank.

>Of course, probably
>nobody would ever Midas Clamp anyone, because of just this eventuality -
the
> *last* thing you want is to not just allow but force your opponents to
gain
>gold tokens.)

Well, as with the King himself, having everything turn to Gold is at first
glance staggeringly lovely, but when you realise that you can't gather
the Tokens to perform useful Actions, the novelty wears off. I can see
the Clamp being used as a way to foil someone about to Win - even
if they've got enough Tokens to wander off to Bank and get cured,
it'll slow down their path to victory (at the cost of giving them a few
extra Golds, if they want them).

>Proposal 618 - Sling Your Hook [Amendment]

Another of mine, and further response to Jonathan:-

>(in fact, maybe it should stop in such a situation at the
>station before the block. It would give, for instance, some players the
idea
>of bulkheading Camden Town to slingshot from Morden to MC - and others
would
>then have to work out how to remove the bulkhead or repair the damaged
>station, or drop a sinkhole in between the two stations...)

Ooh. That's quite stylish. I'm not sure if this should be extended to normal
play - that with an LV of 10, you can move five Stations and crash against
an adjacent Block, to stop... More useful than Rebounding. Hmm.

> For me, the whole point is that it's a mad, out-of-control rush which
>crashes into the buffers at the other end - not a simple "oh, you can move
>at maximum velocity next turn", which doesn't sound so Ruttsborough as a
>high-speed pile-up IMHO.

[smiles] Well, no, but "your Piece is moved to another Station" doesn't
sound so Ruttsborough as "suddenly you rush back along the line at
the highest possible speed, ready to smash opponents far into the outer
reaches of Zone 6", either.

Hyperbole aside, though, I think an LV boost is better than a direct
Move to a distant Station - the former obviously lends itself to aggressive
play far more than the latter.

A nice lot of Proposals this Week, anyway - good to see things picking
up again.

Kevan


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From <DELLIS@u...> Fri Feb 26 01:35:05 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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PaulWay has conceded my win in Game 14, so here are the scores: 

Dunx +2 
dave -1 
PaulWay -1 

This means that the Player scores change as follows: 

dave 0 
Dunx 8 
PaulWay 1 

... which makes me the current Grandmaster. How embarrassing. 

All this leaves the Brooke-Taylor Lounge free - what would people like to 
play next? 

-- 
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 <kevan@z...> Fri Feb 26 06:08:46 1999
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>PaulWay has conceded my win in Game 14, [...] 


Ah, bravo. I'll have to take a peek at the archives and see how the Game
was won.

>... which makes me the current Grandmaster.

Cue applause.

We really should try a Tournament one of these days.

>All this leaves the Brooke-Taylor Lounge free - what would people like to 
>play next? 


"Chateau d'Eau", personally, assuming that it gets through on Tuesday. I
hadn't realised there was another Game nearing completion, actually,
which is why I was rather merciless in my Game 13 first-Turn win (which
I'm happy to take back, really; it's just that abusing a loophole usually
gets people's attention more than just mentioning it in passing).

Kevan


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From Graeme Jefferis <se98gj@d...> Mon Mar 1 04:08:20 1999
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> From l-nomic-d-return-68-se98gj=dmu.ac.uk@returns.egroups.com Fri Feb 26 14:09:17 1999
> Mailing-List: contact l-nomic-d-owner@egroups.com
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> 
> >PaulWay has conceded my win in Game 14, [...] 
> 
> 
> Ah, bravo. I'll have to take a peek at the archives and see how the Game
> was won.
> 
> >... which makes me the current Grandmaster.
> 
> Cue applause.
> 
> We really should try a Tournament one of these days.
> 
> >All this leaves the Brooke-Taylor Lounge free - what would people like to 
> >play next? 
> 
> "Chateau d'Eau", personally, assuming that it gets through on Tuesday. I
> hadn't realised there was another Game nearing completion, actually,
> which is why I was rather merciless in my Game 13 first-Turn win (which
> I'm happy to take back, really; it's just that abusing a loophole usually
> gets people's attention more than just mentioning it in passing).

I'd rather you did (take it back) to be honest, as Finsbury Option needs
a decent play-through. Well spotted, at any rate: I can't for the life of
me think of a valid argument against it.

Chateau d'Eau combined with Mornington Croissant has a nice sound, but
I don't think it'd work at all well.

A Ruttsborough Tournament strikes me as interesting...

-Grimace.

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From <WayperP@p...> Mon Mar 1 18:15:00 1999
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People,

For those not subscribed to the Mornington Crescent Discussion List, Matthew
(who owns the http://www.crescent.org.uk domain and server and works for an
internet hosting company) has offered to host the MN lists on his server.
This would not only be a nice thing (rather than have the lists hosted out
of some faceless 'free' service provider), but would also be a step up in
reliability and speed. We would also be able to ditch the annoying
advertisements at the end of messages, something I think would be all for
the best.

Does anyone have any problems with this?

P.S. if you want to subscribe to the above mentioned list, send a blank
email to mcd-l-subscribe-request@m... - another list
which is probably going over to the Crescent server.

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Mon Mar 1 20:58:56 1999
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On Monday, March 01, 1999 10:07 PM, Graeme Jefferis [SMTP:se98gj@d...]
wrote:
> > >... which makes me the current Grandmaster.
> > Cue applause.

Yes, I'm afraid Dunx's superior information processing abilities are coming
to the fore...

Aside from the fact that, when I started the game, Terminus Running was
still permissible, and it was then voted out during my first move. (Or
something like that - the history of that precise moment is a little
foggy). So my whole game strategy has changed.

> A Ruttsborough Tournament strikes me as interesting...

I'd be in that one...

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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From riffraff@n... (RiffRaff) Mon Mar 1 22:54:40 1999
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>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>On Monday, March 01, 1999 10:07 PM, Graeme Jefferis [SMTP:se98gj@d...]
>wrote:
>> > >... which makes me the current Grandmaster.
>> > Cue applause.
>
>Yes, I'm afraid Dunx's superior information processing abilities are coming
>to the fore...
>
>Aside from the fact that, when I started the game, Terminus Running was
>still permissible, and it was then voted out during my first move. (Or
>something like that - the history of that precise moment is a little
>foggy). So my whole game strategy has changed.
>
>> A Ruttsborough Tournament strikes me as interesting...
>
>I'd be in that one...

How about just a Vanilla Tournament first?

Thought: Should the game be Frozen for the duration of a tournament, to
keep the same ruleset for all the involved games?

--Riff



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From <WayperP@p...> Mon Mar 1 23:25:37 1999
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On Tuesday, March 02, 1999 4:57 PM, riffraff@n...
[SMTP:riffraff@n...] wrote:
> >> A Ruttsborough Tournament strikes me as interesting...
> >
> >I'd be in that one...
> 
> How about just a Vanilla Tournament first?
> 
> Thought: Should the game be Frozen for the duration of a tournament, to
> keep the same ruleset for all the involved games?

Ah, Tournament. I was thinking Team game. Ruttsborough team, yes,
Tournament, not for this little steaming piece of henge,

Yields falsehood when preceded by its own quotation,

Paul Wayper -- DPI ITS Computer Systems Officer
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From riffraff@n... (RiffRaff) Mon Mar 1 23:34:54 1999
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>Ah, Tournament. I was thinking Team game. Ruttsborough team, yes,
>Tournament, not for this little steaming piece of henge,
>

Ruttsborough Teams does sound like fun... I'd be up for that.

--Riff



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From: "Kevan Davis" <kevan@z...>
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>For those not subscribed to the Mornington Crescent Discussion List,

Hmm. What's its subscribe-address, again?

>Matthew
>(who owns the http://www.crescent.org.uk domain and server and works for an
>internet hosting company) has offered to host the MN lists on his server.
>This would not only be a nice thing (rather than have the lists hosted out
>of some faceless 'free' service provider), but would also be a step up in
>reliability and speed. We would also be able to ditch the annoying
>advertisements at the end of messages, something I think would be all for
>the best.

>
>Does anyone have any problems with this?


Probably not. So long as you can vouch for said "reliability and speed", I'd
be
happy to see it shifted. I think the only good thing we'd perhaps lose is
the
mailing list archive - the old Foobar list was monitored and logged by
eGroups,
but I *think* they've stopped the service these days, possibly realising
that
they're better off just archiving their own lists and waiting for people to
switch to
them.

Maybe I just couldn't find the right button when I was trying to do such a
thing
the other week, though.

Kevan


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From <DELLIS@u...> Tue Mar 2 02:43:03 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-g-return-22-DELLIS=UK.oracle.com@returns.egroups.com's message of 02-Mar-99 08:59
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Kevan wrote: 
> Can we have a Judge please, Dunx? 

Very well. 

RiffRaff is nominated as Judge. E should consult Rule 1.16.3 for details of 
eir duties. 

(excuse the cross post to the Davis Lounge, but I don't know if RiffRaff has=

subscribed to the Garden list.) 

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

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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

On Tuesday, March 02, 1999 7:36 PM, Kevan Davis
[SMTP:kevan@z...] wrote:
> >For those not subscribed to the Mornington Crescent Discussion List,
> 
> Hmm. What's its subscribe-address, again?

See the Postscript of my first message. Send a blank email to
mcd-l-subscribe-request@m...

> Probably not. So long as you can vouch for said "reliability and speed",
> I'd be happy to see it shifted. I think the only good thing we'd perhaps
> lose is the mailing list archive - the old Foobar list was monitored
> and logged by eGroups, but I *think* they've stopped the service
> these days, possibly realising that they're better off just archiving
their
> own lists and waiting for people to switch to them.

I have a complete archive of all the lists saved in my mail system. I'd
put them up somewhere if you wanted, but honestly I think the game state is
moving fast enough that, given a week or two, the archives would be as good
as populated.

Anyway, I haven't heard anything back from Matt, so I'll check this out.

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.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW


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From duncan@l... (Duncan Ellis (Dunx)) Tue Mar 2 22:38:53 1999
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From: duncan@l... (Duncan Ellis (Dunx))
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
607 Terminal Velocity 3 1 1 3 Passes
608 Chateau d'Eau 4 1 - 3 Passes
609 Am'ts to Capture the Flag 3 1 1 3 Passes
610 Day of Action 3 1 1 3 Passes=20
611 Cashing In 4 1 - 3 Passes
612 The More Targets the Merrier 2 1 2 3 Fails
613 Safety Dance 3 1 1 3 Passes
614 Extend in Need 1 1 3 3 Fails =20
615 Thank You for Not Smoking 3 1 1 3 Passes
616 Going Downhill Fast 4 1 - 3 Passes
617 The Midas Clamp 2 1 3 3 Fails
618 Sling Your Hook 3 1 1 3 Passes
619 Find the Map 4 1 - 3 Passes
620 What's My Line? 4 1 - 3 Passes
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Julie Kevan miKi Paul =
Riff
-------------------------------------------------------------------------=
----

607 (Jonathan) - FOR - - PAS - AGA - FOR =
=46OR
608 (Jonathan - FOR - - PAS - FOR - FOR =
=46OR
609 (Jonathan) - FOR - - PAS - AGA - FOR =
=46OR
610 (Dunx) - PAS - - FOR - AGA - FOR =
=46OR
611 (Dunx) - PAS - - FOR - FOR - FOR =
=46OR
612 (PaulWay) - FOR - - AGA - AGA - PAS =
=46OR
613 (PaulWay) - FOR - - FOR - AGA - PAS =
=46OR
614 (PaulWay) - AGA - - FOR - AGA - PAS =
AGA
615 (RiffRaff) - FOR - - FOR - AGA - FOR =
PAS
616 (Kevan) - FOR - - FOR - PAS - FOR =
=46OR
617 (Kevan) - AGA - - AGA - FOR - FOR =
AGA
618 (Kevan) - FOR - - FOR - PAS - AGA =
=46OR
619 (Kevan) - FOR - - FOR - PAS - FOR =
=46OR
620 (Kevan) - FOR - - FOR - PAS - FOR =
=46OR

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Julie Kevan miKi Paul =
Riff
- KUDOS =
---------------------------------------------------------------------

Initial: 11 27 6 0 3 0 56 16 19 =
14
Halved: 13 3 1 28 9 =
7
=
-------------------------------------------------------------------------=
--
FOR Votes: +7 +0 +10 +17 +6 =
+3
AGA Votes: I -1 -0 I -2 I -4 I -6 =
-1
Decisiveness: n +3 +0 n +3 n +3 n +3 =
+3
Voting/Own: a -0 -0 a -0 a -3 a -0 =
-0
c c c c
EP FOR Votes: t +0 +0 t +0 t +0 t +0 =
+0
EP AGA Votes: i -0 -0 i -0 i +0 i -0 =
-0
Finger/Pulse: v +0 +0 v +0 v +0 v +0 =
+0
e e e e
Repeal: +4 +0 +0 +0 +0 =
+0
Rewrite: +0 +0 +0 +6 +0 =
+0

Award Ceremony: [a] +3 +0 +4 +6 +0 =
+3
Kudos Gifts +0 +0 +0 +0 +0 =
+0
=
-------------------------------------------------------------------------=
--
This Week: +16 +0 +0 +15 +25 +3 =
+8

Final Kudos: 11 29 3 0 16 0 53 16 12 =
15

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Julie Kevan miKi Paul =
Riff
-------------------------------------------------------------------------=
----

[a] Ruttsborough Award - none
IMCS Clarity Award - Kevan (Sling Your Hook)
CAMREC Cleanup Award - Kevan (Find the Map)
Mrs Trellis Award - Jonathan (Chateau d'Eau)
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic)

Dunx
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From duncan@l... (Duncan Ellis (Dunx)) Tue Mar 2 22:38:54 1999
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From: duncan@l... (Duncan Ellis (Dunx))
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 621 - Keep the balance right. [Amendment]

Reword the second paragraph in Rule 0.9.1 (Kudos) to read:

At the start of each Week, the lowest Kudos score of all Active Players =
at
the end of the previous Week is determined. This lowest score is =
subtracted
from each Player's Kudos score of the previous Week and given to em as =
eir
starting Kudos for this Week. Kudos then gets added to or subtracted =
from
this score from the current Weeks' events. If a Player is Inactive at =
the
end of the Week, no changes shall be made to eir Kudos.

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

Proposal 622 - Reintermination [Action]

[Terminus Collect] - duration 20 minutes, no cost.

If eir Move ends at a Terminus (i.e. eir Move ended at a Terminus on the
line they moved along during that Move), a Player may play a Terminus
Collect Action. This Action may not be played twice on the same =
Terminus,
and the Move must include movement on the Line Segment which the Station
Terminates. Thus, [Wild] movement or other Actions which move a piece
directly to its destination cannot be used in the same Play as a Terminus
Collect Action.

Upon successful completion of the Terminus Collect, the Player receives =
one
Silver Token.

{Basically a rework of the Terminus Running, with a couple of slightly =
more
friendly ideas:
* It's a post-move action that directly prevents people wilding in.
* It's cost is lower, and the implicit trip to Bank to convert to a Gold
makes the player easier to target.
* It's got a better definition of the fact that the move actually =
terminates
at that station on that line.
Hopefully people will find this a bit more playable.}

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

Proposal 623 - Lack of Interest Declared [Resignation]

Julie shall be forced to Resign.

{ Comment:
I've targeted Julie because e was made Inactive by proxy, and because
e'd stopped playing by that stage anyway. It seems unlikely e'll =
return.

I have refrained from targeting miKi in the same way, since e was =
active
right up until the point where e left, even though eir Inactivity is
about as long standing as Julie's. Maybe rethink in a few months.
}

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

Proposal 624 - We're Bound for Botany Bay (not quite)

A new Turin '57 subset for the city of Sydney. The URL of the map in
question is:

http://people.enternet.com.au/~cbrnbill/maps/sydney.htm

Goal: Macdonaldtown (an almost completely disused station...)
Bank: Town Hall
Loop: Rooty Hill

Line Codes are:

SR : Southern Line (Green)
WR : Western Line (Yellow)
NR : Northern Line (Red)
IR : Illawarra Line (Blue)
BR : Bankstown Line (Brown)
CR : Cumberland Line (Purple)
MR : Monorail (White)
LR : Light Rail (Light Blue)
TZ : Taronga Zoo Ferry (Blue)
MF : Manly Ferry (Light Blue)
WF : Watson's Bay (Green)
PF : Paramatta, Meadowbank Ferry (Yellow)
DF : Darling Harbour Ferry (Purple)
NF : Mosman, Neutral Bay Ferry (Red)
HF : Hunter's Hill Ferry (Brown)

The body of water corresponding to the Thames is the Sydney Harbour.

In addition to the normal system of interchanges, ferry stops which share=
a
name with a rail station (such as Milson's Point) are also considered
Interchanges.

Classifications of stations are as per normal.

There are no zones shown on the map; therefore all Rules relating to =
Zones
are ignored. Players shall gain a single Bronze Token on eir Turn.

Central Station is the Median of the map, and the Quadrants are =
superimposed
on the Sydney system in the same way as they exist in the London
Underground.

All Interchanges are to be considered the equivalent of British Rail
stations for the purposes of the Emporium. All other Rules relating to
British Rail stations shall be ignored.

Hats are claimable as normal.

Gambits referring to specific London Underground stations are to be =
ignored,
except in the case where the names of the stations in the Gambit are also=
to
be found in stations in the Sydney system.

In addition, the following Gambits are declared according to Rule 2.7.9:

The City Tourist (2 red, 4 blue, 3 green): Exhibition Centre -> Museum ->
Circular Quay
The PaulWay Arrival Gambit (1 black, 1 red, 1 green, 1 blue, 1 bronze, 1
silver): Hornsby -> Central -> Stanmore
The Olympic Tourist (1 Gold, 1 Silver, 1 Bronze): Central -> Olympic Park=
->
Taronga Zoo
The Danger Man Attack (6 Red, 4 Blue, 1 Silver): King's Cross -> Redfern =
->
Mount Druitt

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

Proposal 625 - Infinite Darkness... [Amendment]

Replace the text of Rule 1.4.24 in its entirety, with the following:
"There shall exist a Small, Unique, Indestructable Possession known =
as
the Podume of Infinite Darkness, which may be present on the Map or in =
the
Luggage Rack. It may be placed on a Station or picked up from that =
Station
only by a Player finishing eir Turn at that Station (with the Actions of
[PoID on <Station>] and [Collecting PoID] respectively.)
The presence of the PoID at a Station is indicated as a Token Stack
with the Text "PoID": No other Tokens may be placed on that Station, and
placing a PoID on a station which already contains a Token Stack destroys
that Stack. The PoID's presence in the Luggage Rack is indicated as a
standard Possession.

If there is no PoID in play, any Player may play the Action of =
[Forging
PoID] to bring the PoID into play in eir Possession. This Action may be
played only if the Forging Player voluntarily plays "Pass" twice in
succession, with no Actions other than the Forging (i.e. the Pass may not=
be
forced by any other Rule), and e has remained situated at the same =
Station
for all that time, and Game Time is not between 0800 and 2000 =
(inclusive):
and it may not be performed at a Holy Station.
{Comment: Summoning the Infinite Darkness cannot be done during
daylight hours, or in church... and it costs a lot, and (like all black
magic) is ruined if the summoner is disturbed, for instance by being
Shunted...}

The PoID is destroyed if it is dropped on a Holy Station or Shunted
directly to one, or if a Player carrying it ever finishes eir Turn at a =
Holy
Station.

If a Player is carrying the PoID: E loses 2 points of LV per turn
automatically (for a total adjustment of between +1 and -5), e may not =
make
any Special Moves, and e may not be the target of any Action which =
directly
targets another Player (i.e. any action which includes the string =
<player>
where <player> is the name of any Player involved in the Game), nor may e
move to Mornington Crescent or pass through a Holy Station. Also, one of =
eir
non-Black Tokens is converted to a Black Token for each Turn the PoID
remains in eir possession.

If the PoID is on a Station: All players must lose 2 points of LV =
per
turn (for a total possible adjustment of between +1 and -5) and may not =
make
any Special Moves or be the target of any Action which targets another
Player. Mornington Crescent and all Holy Stations are treated as Blocked =
for
Players only (but not for the purpose of Shunting Token Stacks), and all
Players must convert one non-Black Token to a Black Token each Turn, as
above.


The PoID may be Shunted as if it were a Token Stack. It is destroyed=
if
it is ever shunted directly to a Holy Station, but may not be Dead-End
Shunted. It may not be shunted to Mornington Crescent, but may be
Double-Shunted there (if it is involved in a Double-Shunt, any other =
Token
Stacks involved in the multiple Shunt are destroyed.)

If the PoID is ever on Mornington Crescent (by being Double-Shunted
there), all Players must lose two Tokens if they have them, and one
Possession (Clamps may be removed only if the Player has no non-Clamp
possessions to lose) per Turn: these are discarded. All Token Stacks lose=
1
Token each time the Player who Double-Shunted the PoID to MC takes a =
Turn.
If a Player has no Tokens or Possessions to lose, e may play no move =
other
than "Pass" with no Actions. If no Players have any Tokens or Possessions
left, the game is abandoned with no winner.

It follows that the only way to remove a PoID from Mornington =
Crescent
is to Double-Shunt it away - the same way it arrived - as no Player may =
move
to MC to play a single Shunt, nor can e get there to pick it up.

{Comments: Now PoIDs can be really nasty, but *much* harder to =
forge...
can you cooperate to shunt something to MC to dislodge the PoID before it
destroys the Game? That was the situation we faced at the Delphi MC =
server,
and with not one but three PoIDs in the Long Game...}
*Amend Rule 1.7.15 to change the cost of forging a PoID to 10 Black
Tokens and no Silvers, and make it a 60-minute Action.

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

Proposal 626 - A Lot of Silly Old Buffers [Multiple]

*Amendments to Rule 1.5.6:
-Amend "but the previous station will be counted twice" to "and the
previous station is counted once." Also, change "Finsbury Park" to =
"Arsenal"
in the given example. {Comment: A minor change, but the basis of what =
comes
next...}
-Add, at the end of the Rule, the following paragraphs:
"Beyond the end of the line at every Terminus Station are =
considered
to be buffers. A player whose LV is sufficiently high may Rebound off =
them,
as if e were rebounding off a Blocked Station situated one station =
further
on, with the Action of [Rebounding off Buffers at <station>] where =
<station>
is the Terminus in question. Thus, a Player at South Kensington with an =
LV
of 7 could rebound off the buffers at Olympia to Sloane Square or =
Bayswater,
and with an LV of 6 to Notting Hill Gate or back to South Kensington.
"The [Line Change] Action may not be played subsequently to the
Rebound, either off a Block or off the Buffers."
{Comments: Rebounding off the end of the line (like the Snakes and
Ladders where you have to roll the exact amount on the dice to win or you
bounce off and, if unlucky, land on the snake you thought you'd =
missed...):
also a good way to get rid of an annoying Shadower... bounce off, land up
where you started and Shunt.}
{Further comments: This is all here to set up a Ruttsborough
amendments...}
*Repeal: Rule 2.4.4 (Terminus Slingshot, Ruttsborough Ruleset)
*Enactment: Crash Barrier (New Rule 2.4.4, Ruttsborough Ruleset)
-If a Player is in a position to Rebound off the Buffers or a =
Blocked
Station, e may instead elect to use it as a crash barrier, with the =
Action
[Crash]. Upon doing this, e stops at the Terminus Station and reduces eir=
LV
to zero.
The effects of a Crash are as follows: All Players in the same =
Quadrant
(including the Crashing Player emself) are affected by the Crash, and =
must
lose one Plastic Token if e has one (chosen by the Crashing Player and
placed under normal Token placement rules, i.e. in a different quadrant =
from
the affected Players), one Hat if e has one (which is discarded: Crashing
Player's choice from A-Z, British Rail, Compass, Terminus, Verdant) and =
all
Pigeons if e has any (also discarded.) Any player with the Money Belt =
does
not lose Tokens, any player who has played the [Hands on Hat] Action in =
eir
previous Turn does not lose a Hat, and possession of an Overpriced =
Baguette
will prevent the Pigeons being scared off and lost.
Action: [Crash]. 10-minute Pre-Move. Cost: As above, plus 2 Red =
Tokens
for the Crashing Player.
{Comments: This action appears to be a leveller - everybody loses
Tokens, Pigeons and Hats, and it is the crashing player who loses all eir
LV plus 2 Reds. However, e gets to choose where the Tokens go, and just
watch those stacks build up... placing five or six tokens on stacks all =
at
once, and at own
choice, is not to be sneezed at. A well-judged crash landing could net a
couple of complete stacks in the process of sending tokens flying all =
over
the board, a badly-judged one hurts everybody and benefits nobody. As for
the rest of the effects - ever heard of shockwaves? You can hang on to =
your
tokens and hats, and Pigeons will come back for the crumbs...}
*Amendment to Rule 2.4.3:
Rule 2.4.3 should now read: "All Actions in the standard Mornington
Nomic Ruleset which have a cost in Red Tokens have that cost reduced by =
one
Red Token: if this reduces the cost to zero, then the Action may be
performed during Knip. This reduction in cost does not apply to any =
Actions
which are only defined in this Special Ruleset.
Also, expenditure of Black Tokens is permitted during Knip."
{Comment: A slight change to the Rutts Knip rules - allowing all =
Blue
and Red Token actions is a bit much, especially as my main point in =
putting
this in originally was to allow Shunts and Wilds, at a time when they =
both
cost one red token... now Wilds cost a Black and Shunts are free in =
Rutts.
But the main point of this amendment is to make it clear that any
Rutts-specific actions don't get the reduction that vanilla-rules actions
get.}

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

Proposal 627 - Shunting the Money Around [Multiple]

Amend Rule 1.4.18: "Unique" to be added to the description of Money
Belts in the Emporium.

Amend Rule 1.10.1
*the paragraph describing Money Belts is to be amended to read:
"If the Shunted Player possesses the Money Belt, no Tokens may be claimed
during the Shunt. However, the Money Belt may be taken instead."
{Comment: So if you want to protect your Tokens, you have to go and =
get
the Belt from the person currently protecting eir own... and it's now
Unique, so you can't buy one if somebody else has one. As they stand, =
Money
Belts are a bit too powerful otherwise - being forever immune to losing
Tokens is too great a bonus for a mere 5 Bronzes.}
*The paragraph about shunting Token Stacks is to be amended to read:
"Token Stacks may be shunted as if they were Players, with the
following exceptions: there is no Token cost for Shunting a Stack, the
Shunting Player may approach the Target Station along any Line, and does =
not
reduce eir LV after Shunting a Token Stack. If a Token Stack is Shunted =
to a
station containing another Token Stack, a Double Shunt must be performed,
otherwise the single Shunt is invalid."
*Rule 1.10.2: the final paragraph is to be amended to read:
"For every Double, Triple or greater multiple of Shunt performed on =
a
Player (but not on a Token Stack), the Shunting Player gains 1 Silver
Token."

*Rule 1.4.7: one Amendment plus one Enactment.
-Amend the final paragraph to read:
The Suspect Package can be Shunted as if it were a Token Stack, but =
may
not be Dead-End Shunted. If one Suspect Package is Shunted into another,
both are immediately detonated (at no extra cost to the Shunting Player)
with effects as described in Rule 1.7.30, but all references to a
two-station radius are taken to refer to a four-station radius instead.
-Add the following paragraph afterwards (Enactment):
If a Player is in a position to Shunt a Suspect Package, e may =
Defuse
it instead by moving to its location and playing the Action of [Defusing
Package]. Upon doing this, eir LV is reduced to 0 but e gains 1 Silver
Token, and the Package is removed from the Game. E may not do this if e =
has
placed a Suspect Package on the Board emself during eir last three Turns.
Action: Defusing Package (10-minute Post-Move). Cost: 0.
{Comments: This last one is a way of getting rid of Suspect Packages
without exploding them... and I include the restriction to prevent people
placing a Package one turn and defusing it the next turn for the bonus.
Bombers don't usually try to defuse their own bombs.}
*Rule 2.8.2: amend the final paragraph to read:
Flags may be Shunted as if they were Token Stacks: but Flags may not=
be
Dead-End Shunted or destroyed in the explosion of a Suspect Package, nor
shunted to Mornington Crescent.

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

Proposal 628 - Carry on Clamping [Multiple]

{ This basically changes Clamps so that you need to share a Station (and
Line) to put one on someone. Shunts are suitably adjusted to prevent
you Clamping someone then Shunting them, and Shadowing tweaked in light
of the amended Shunting. }

1. This Time It's Personal [Amendments]

In Rules 1.4.26 (Freem), 1.4.27 (Narg), 1.7.4 (Spoon) and whichever =
details
the Green Clamp, replace "a Player with a Piece adjacent to the Actioning
Player's Piece position" with "a Player who shares a Station and Line =
with
the Actioning Player".

2. Suspect Clamp [Amendment]

Reword the first paragraph of Rule 1.7.43 ("Line Velocity", starring =
Keanu
Reeves) to:-

A Player may perform the Action of "[Velocity-Bombing <Player>]", =
where
<Player> is a Player who shares a Station and Line with the Actioning
Player. Upon performing this Action, the targetted Player gains a
"Velocity Bomb (Dormant)" - an Indestructable Possession.

{ Bringing the structure in line with the other Clamps. }

3. Short Sharp Shunt [Amendment]

Reword the first paragraph of Rule 1.10.1 (A Shunting We Will Go):-

If a Player, after eir Move, shares a Station with another Player, e
may elect to Shunt that Player. This is achieved by performing the
Action of "[Shunting <Player> to <Station>]", where "<Player>" is an
Opponent who shares a Station and Line with the Actioning Player, and
"<Station>" is the chosen Target Station. This Action may only be
performed as the first Action of a Player's Post-Move Action Phase,
and may only be performed if the Actioning Player has a Line Velocity
greater than zero.

For a Shunt to be legal, the following criteria must be met:-

And remove the bullet point "The Shunted Player's Line Code...".

{ Slipped into the preceding section; "shares a Station and Line". }

4. The Speed of Darkness [Amendment]

In Rule 1.7.25 (The Coming of Shadows), replace "A Player may not Shadow
and Shunt a Player during the same Play." with "This Action may only be
performed as the first Action of a Player's Post-Move Action Phase."

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

Proposal 629 - Mornington Crescent Isn't Where The Start Is [Multiple]

{ Fixing that Opening-Move-Win thing. I've only bothered barring a direct
MC start - being able to open at Closed or Damaged Stations doesn't =
seem
too powerful. }

1. Proving the Rule [Amendment]

Reword Rule 2.3.2 (Home Isn't Where The Start Is) to:-

When a Player performs the "[Home:]" Action, all Stations which share
a Quadrant and Line with eir Home Station - with the exception of
Mornington Crescent - become Valid Moves.

2. First-Time Buyer [Amendment]

In Rule 1.5.0 (Valid Moves), replace the "First Turn" bullet point with:-

* Declaring Home (Rule 1.12.4)

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

Proposal 630 - Exciting New Buzzwords [Multiple]

{ Mainly just rewording, trimming a lot of that which I consider =
extraneous,
and reshuffling the important bits elsewhere - the list of Exemptions =
was
a bit awkward, better combined with the other paragraphs than left as
something to read afterwards.

The most dramatic amendment here is the removal of Token penalties for
illegal Moves; this aspect has always made me very uncomfortable, for =
two
reasons:-

(1) It's not a fair penalty; having to discard Tokens will hit some
Players harder than others. It may cripple a complicated strategy
that needs just enough Tokens, or it may be shrugged off because
the Player has a dozen Bronzes lying around.

(2) If a Player makes two mistakes in a GSD, other Players may be
tempted to Buzz one of them, wait for the replay, then Buzz the
other. Buzzing becomes an offensive strategy rather than a way
of keeping the game fair.

I've replaced this - at least for the time being - by a requirement to
put a carat ("^") symbol at the start of any Plays which are replacing
Illegal Turns. Although minimal, I think it's probably enough of a
stigma for Players to be careful, without it impacting unreasonably on
the Game. Maybe you should lose some Points if you have more replayed
Moves than unreplayed ones, at the end of a Game, but I'll leave that
for now.

Other impacts - the legality of a Move doesn't default to "Legal" if
no Judges are available; the Game is put on hold instead. Such seems
more reasonable, although it's unlikely we'll ever have to use it.

Finally, the "Anti-Scamming" bit has been taken out, since it seems
superfluous - if someone really does try to Buzz a Player for wearing
flared trousers, or something, it'll just fall on its face at Judgment.
If someone persistently Buzzes trivia just to stall the game, or if two
Players start conspiring to wreck things, it'd just take an Emergency
Proposal saying "Players X and Y should be removed from Game 18 and be
sent to bed without any tea" to solve it. I hope we don't have to "have
a word for" dealing with ungentlemanly conduct. }

1. Cat Had Stolen Batteries [Repeals]

Repeal Rules 1.16.1-7 - those describing the current Rules for Buzzing.

2. One Good Turn [Enactment]

A Turn may be Legal, Questionable, Illegal or Mistimed.

Turns are Legal by default, until proven otherwise; if the =
most-recently
taken Turn is Legal, play may continue as normal.

If the most recently-taken Turn is Questionable, play may not continue
until the Turn has been established as Legal or Illegal. If any Turns
are played which follow on from a Questionable Turn, those Turns are
deemed Mistimed.

If a Turn is Illegal or Mistimed, it is deemed never to have occurred,
and play continues as normal. If a Turn is made to replace an Illegal
Turn, its Play should be preceded by a "^" character.

3. Buzzing [Enactment]

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. Buzzing =
is
done by posting a message to the relevant Game Lounge, detailing the
spotted illegality.

When a Turn is Buzzed, it becomes a Questionable Turn.

The Player who made a Buzz may at any time withdraw their Buzz; the
Buzzed Turn becomes Legal again.

4. Questionable Turns [Enactment]

If a Turn has become Questionable, the Player who made that Turn has
thirty-six hours to either concede or contest the Buzz. If the Buzz
is conceded, or if no contest is made within thirty-six hours, eir
Turn becomes Illegal.

If the Buzz is contested, the Buzzing Player has thirty-six hours to
eir concede or contest this defence. If the defence is conceded, or
if no contest is made within thirty-six hours, the Questionable Turn
becomes Legal.

If the defence is contested, the matter goes to Judgment.

5. Prepare to be Judged [Enactment]

If a Buzz is taken to Judgment, the Speaker shall randomly select a
Player from the set of Active Players, excluding the Buzzed and =
Buzzing
Player, to act as Referee. If this Player declines, or if e passes no
Judgment within three days of being selected, another Referee should =
be
selected at random. If no Referee is available, the Game in question
should be put on hold until a Referee is available.

The chosen Referee should post a Judgment to the relevant Game Lounge,
clearly stating whether e considers the Questionable Turn to be Legal
or Illegal. Eir decision is binding.

If the Judgment requires a Judge to clarify an ambiguity in a Rule, =
the
Speaker may immediately reword the Rule at issue, to reflect the =
Judge's
decision.

6. Correction [Enactment]

Players are permitted to amend minor details of the GSD, if it has not
been maintained properly. If any aspect of the Token Table or other
information at the top of the GSD does not tally with the listed Plays
(for example, if a Player has Eaten an Overpriced Baguette but not
removed it from eir Inventory), the Player taking eir Turn may amend =
the
incorrect information.

A Turn containing illegal correction may, of course, be Buzzed.

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

Proposal 631 - Overeloquent Roadsigns [Rewrite]

Reword Rule 2.4.1 (Fast and Furious) to:-

Line Velocity has a maximum of fifteen, rather than ten.

{ The rest of this rule was extraneous. "Rather than ten" is kept for its
friendliness. }

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

Proposal 632 - Time Flies [Rewrite]

{ This one's a bit strangely worded, at present. }

Reword Rule 1.13.2 (Get a Move On) to:-

A Player may perform the Action of "[Game Time: +0x00]" to advance =
Game
Time by 'x' hours. Upon performing this Action, Game Time is =
immediately
advanced, and the Actioning Player's Turn is extended in duration by =
the
same number of hours.

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

Proposal 633 - Bear Faced Cheek [Amendment]

Amend Rule 0.9.4 (Fish and Fowl) by rewording "Who's A Clever Bear?" as
follows:

"Awarded to a Player who has played a particularly clever or cheeky move
sequence in the past Week, as nominated by another Player in the same =
Game.
The Player shall receive a bonus +3 Kudos points."

{ Comment:
I don't think the Speaker is watching and could do with a bit of a =
prod.
}

{ Speaker's Comment:
The Proposer is correct - there are too many Games for me to keep track=
of
properly - nominations for interesting Moves would be helpful.
}

Also, reword the first sentence of the first paragraph thus:

"Each Nomic Week, on completion of Voting, the Speaker may give out
discretionary bonus Kudos Awards, as specified by this Rule."

{ Comment:
Not all the bonuses are for Proposals any more, so mentioning them
explicitly is wrong.
}

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

Dunx
--
Ceci n'est pas un .sig

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From duncan@l... (Duncan Ellis (Dunx)) Tue Mar 2 22:42:31 1999
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Apologies for the slight delay in issuing the Week End gubbins - I =
started leter
than usual, and then it got past midnight and I had to sleep.

Perhaps more germane is that the ruleset edits are not complete - Day of =
Action
has not been entirely implemented yet, since although I've added the =
"Gain"
column specified there is no information in it. This omission is noted in=
the
rulset, and will be rectified over the next few days.

Play on!

Dunx
--
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From <WayperP@p...> Tue Mar 2 22:51:56 1999
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On Wednesday, March 03, 1999 4:35 PM, duncan@l...
[SMTP:duncan@l...] wrote:
> Perhaps more germane is that the ruleset edits are not complete - Day of
> Action has not been entirely implemented yet, since although I've added
the
> "Gain" column specified there is no information in it. This omission is
noted in
> the rulset, and will be rectified over the next few days.

By the way, does the HTML ruleset still get updated?

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Tue Mar 2 22:54:12 1999
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> -----------------------------------------------------------------------
> No. Proposal Name F P A Q Result
> -----------------------------------------------------------------------
> 612 The More Targets the Merrier 2 1 2 3 Fails
> 614 Extend in Need 1 1 3 3 Fails 

Can I ask - do people think these are just a Bad Thing, or was it simply
that they weren't well implemented?

Thanks,

Paul Wayper -- DPI ITS Computer Systems Officer
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From riffraff@n... (RiffRaff) Tue Mar 2 23:26:17 1999
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>RiffRaff is nominated as Judge. E should consult Rule 1.16.3 for details of
>eir duties.

Ahem. Hear ye, hear ye:

Firstly, Rule 2.3.2 (Home Isn't Where the Start is) directly conflicts with
Rule 1.5.0 sub 6 (the 'First Turn' section in the Move Validity checklist);
Since 2.3.2 is part of a special ruleset, it takes precedence, and effectly
replaces 1.5.0 sub 6.

Validity is checked thusly:

1. Closed Lines and Stations: MC is Closed, and thus Invalid.

2. Rule 2.3.2 - (Home Isn't Where The Start Is)

"A player need not play eir first move at eir Home Station, provided
eir first move is in the same Quadrant and on the same Line."


All this says is that you can play a station other than your Home Station,
within certain restrictions. It does not state that all Stations that meet
those restrictions are necessarily Valid, however. All diamonds are
valuable; not all valuable things are diamonds.

In other words, you don't have to play your Home station as your first
Move, but you _do_ have to play a _legal_ Station.

MC is still Invalid, because it is Closed, as is this case.

[bangs gavel]

--Riff



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From <DELLIS@u...> Wed Mar 3 05:15:48 1999
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-80-dellis=uk.oracle.com@returns.egroups.com's message of 03-Mar-99 06:51
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> By the way, does the HTML ruleset still get updated? 

Not at the moment, no. I haven't been able to run the QBasic program which 
Kevan used, and a plan to convert that program to Perl (which I can run) has=

stalled. 

I haven't forgotten about it though. 

-- 
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 <kevan@z...> Wed Mar 3 05:37:41 1999
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>> -----------------------------------------------------------------------
>> No. Proposal Name F P A Q Result
>> -----------------------------------------------------------------------
>> 612 The More Targets the Merrier 2 1 2 3 Fails
>> 614 Extend in Need 1 1 3 3 Fails
>
>Can I ask - do people think these are just a Bad Thing, or was it simply
>that they weren't well implemented?


Bad Thing, to these retinae - it seems too much of a strange and
counter-intuitive abstraction, and has too much of an impact on all the
rules that require proximity. Some sort of distanced attack might be
worthwhile (I've long considered a "gun" that can only fire along straight
sections of track), but sweepingly making a huge number of Actions
long-distance seems a little too daunting.

Might I ask the same of the Midas Clamp? Mere poor costing, or was the basic
idea too terrifying for some of you?

(I've been tempted to add a clause to the voting, saying that Players must
give a few-word summary of their reasoning, for every Proposal they vote
against... It's useful feedback, and is likely to make people reflect a
little more.)

Kevan


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From <kevan@z...> Wed Mar 3 05:37:42 1999
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>Ahem. Hear ye, hear ye:
>
>Firstly, Rule 2.3.2 (Home Isn't Where the Start is) directly conflicts with
>Rule 1.5.0 sub 6 (the 'First Turn' section in the Move Validity checklist);
>Since 2.3.2 is part of a special ruleset, it takes precedence, and effectly
>replaces 1.5.0 sub 6.


Direct replacement is only really a reasonable thing to do if both
paragraphs are worded in a similar way; in this case, the two were written
by different authors in different contexts (I've a feeling that the Finsbury
Option predates the new Valid Move business), so it's fairly meaningless to
interchange them.

If the Finsbury thing had been worded in accordance with the relevant bit of
the main ruleset, it would have said something like "all Stations sharing a
Quadrant and Line become Valid Moves", and this would have been much more
clear-cut.


An arguable enough Judgment; since I was going to replay anyway, I'll
respect it rather than challenging and delaying things even further.

It's a fair cop,

Kevan


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From <DELLIS@u...> Wed Mar 3 18:58:06 1999
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The Proposals for Week 43 included: 
>Proposal 621 - Keep the balance right. [Amendment] 

>Reword the second paragraph in Rule 0.9.1 (Kudos) to read: 

>At the start of each Week, the lowest Kudos score of all Active Players at 
>the end of the previous Week is determined. This lowest score is
subtracted 
>from each Player's Kudos score of the previous Week and given to em as eir 
>starting Kudos for this Week. Kudos then gets added to or subtracted from 
>this score from the current Weeks' events. If a Player is Inactive at the 
>end of the Week, no changes shall be made to eir Kudos. 

Interesting approach - I suppose it permits a more direct comparison between=

Player activity with a stronger component of more distant history. 

I think the real weakness is that if we have any Players who are technically=

Active but who don't really participate in the Nomic side, then there'll 
consistently be no adjustment to make. 

That's not to say that the existing scheme doesn't have weaknesses, but I 
think it's primary benefit remains: that it is basically a measure of recent=

activity. 


>Proposal 622 - Reintermination [Action] 

>[Terminus Collect] - duration 20 minutes, no cost. 

>If eir Move ends at a Terminus (i.e. eir Move ended at a Terminus on the 
>line they moved along during that Move), a Player may play a Terminus 
>Collect Action. This Action may not be played twice on the same Terminus, 
>and the Move must include movement on the Line Segment which the Station 
>Terminates. Thus, [Wild] movement or other Actions which move a piece 
>directly to its destination cannot be used in the same Play as a Terminus 
>Collect Action. 

>Upon successful completion of the Terminus Collect, the Player receives one=

>Silver Token. 

>{Basically a rework of the Terminus Running, with a couple of slightly more=

>friendly ideas: 
>* It's a post-move action that directly prevents people wilding in. 
>* It's cost is lower, and the implicit trip to Bank to convert to a Gold 
>makes the player easier to target. 
>* It's got a better definition of the fact that the move actually
terminates 
>at that station on that line. 
>Hopefully people will find this a bit more playable.} 

Better, I think, particularly the Silver rather than Gold reward. 

A question, though - 

> This Action may not be played twice on the same Terminus 

This statement needs to be scoped - does it apply to a Player, to the whole 
Game, within a Turn, or even across the whole MN space? 


>Proposal 624 - We're Bound for Botany Bay (not quite) 

Splendid stuff. 

There are a couple of things missing though: no Circle Line equivalent is 
given, and the role of Charge isn't specified. Apart from that, it looks
very 
fine. 


>Proposal 626 - A Lot of Silly Old Buffers [Multiple] 

Very interesting - I do like the effects of the Crash Action. A couple of 
questions, though: 

> *Amendments to Rule 1.5.6: 
> -Amend "but the previous station will be counted twice" to "and the 
>previous station is counted once." Also, change "Finsbury Park" to
"Arsenal" 
>in the given example. {Comment: A minor change, but the basis of what comes=

>next...} 

Why? I don't see what effect this has on anything, really. 

> [...] Thus, a Player at South Kensington with an LV 
>of 7 could rebound off the buffers at Olympia to Sloane Square or
Bayswater, 
>and with an LV of 6 to Notting Hill Gate or back to South Kensington. 

That directly contradicts the opening statement in the first paragraph of
the 
existing Rule: 

"If a Player attempts to Move along a line segment that contains 
a Blocked Station, that Player will rebound off the Station and return 
the way e came to the extent of eir line velocity." 

In other words, the Rebounding Player has no choice about where to Rebound 
to beyond that which they can exercise by varying eir LV. 

The rest of it rather nice, though. One final comment: 

> Rule 2.4.3 should now read: "All Actions in the standard Mornington 
>Nomic Ruleset which have a cost in Red Tokens have that cost reduced by one=

>Red Token: if this reduces the cost to zero, then the Action may be 
>performed during Knip. This reduction in cost does not apply to any Actions=

>which are only defined in this Special Ruleset. 

This could perhaps be better expressed as "any non-Ruttsborough Ruleset" 
(since we can combine Special Rulesets where they don't conflict) but 


>Proposal 627 - Shunting the Money Around [Multiple] 

All good stuff. 


>Proposal 628 - Carry on Clamping [Multiple] 

Very sensible. However, would we be better off generalising Clamps slightly
so 
that we don't need explicit references to the specific Clamp instances in
the 
Rule? I'm thinking that had the Midas Clamp passed it would immediately have=

introduced an inconsistency, and even now any new Clamps would need to
update 
this Rule to mention themselves. 


>Proposal 629 - Mornington Crescent Isn't Where The Start Is [Multiple] 

Hurrah! 


>Proposal 630 - Exciting New Buzzwords [Multiple] 

Very clean. 

> (2) If a Player makes two mistakes in a GSD, other Players may be 
> tempted to Buzz one of them, wait for the replay, then Buzz the 
> other. Buzzing becomes an offensive strategy rather than a way 
> of keeping the game fair. 

Having been the recent victim (albeit, I am sure, accidental) of such a 
circumstance I can only applaud this. 

>1. Cat Had Stolen Batteries [Repeals] 

>Repeal Rules 1.16.1-7 - those describing the current Rules for Buzzing. 

Not relevant to this Proposal particularly, but just a general observation: 
the Kudos bonus for Repeal seems a little inappropriate when the Rules are 
immediately replaced by something else. Hmmm. 


>Proposal 631 - Overeloquent Roadsigns [Rewrite] 

Quite so. 

-- 
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 <kevan@z...> Wed Mar 3 19:02:41 1999
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>> By the way, does the HTML ruleset still get updated?
>
>Not at the moment, no. I haven't been able to run the QBasic program which
>Kevan used, and a plan to convert that program to Perl (which I can run)
has
>stalled.


I would run it on the computer I'm using here, but QBasic was deleted by
someone clearing off "useless" things a few months ago, so I can't. If
anyone's got the interpreter on their machine, you should be able to grab
the horrendously illegible sourcecode from
http://members.xoom.com/mornomic/mornomic.bas - it'll also need the index
text ("index.txt") from the same directory. I think that's where I put it.

Still. The code will need tweaking to point to your copy of the Ruleset, but
it should just about work. Still rather messy; I was slowly reformatting the
text Ruleset so that it would be legible to the convertor, but it was
getting rather grim work.

I was going to write a shiny new convertor in C++, but haven't gotten around
to it yet. Maybe I'll turn an eye to it over the next week or two.

>I haven't forgotten about it though.


I had. Tsk.

Kevan


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From <jonathan@f...> Wed Mar 3 23:07:42 1999
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>Proposal 621 - Keep the balance right. [Amendment]


This proposal included the following:

>This lowest score is subtracted
>from each Player's Kudos score of the previous Week and given to em as
eir
>starting Kudos for this Week.

What do you mean? This is badly worded. I suspect the writer means -
"This lowest score is subtracted and the _remainder_ given as eir
starting Kudos for this week" (so the lowest scorer of the previous week
starts at 0 again.)
This is, IMHO, very BAD NEWS. It removes the current weighting
towards more recent results in the Kudos stakes: the idea of every
player's Kudos being halved each week was put in for precisely that
purpose, so that as you went further back into the past the results
became less important (last week's score is halved, the week before is
quartered, etc.) Subtracting the same amount (i.e. the lowest player's
Kudos score) from every player instead may keep the scores down, but by
removing the halving element one is taking just as much weight from old
results as new ones, with the result that it is impossible for new
players ever to gain ground on the older players who will have a
built-in and unfair advantage in the Kudos stakes.

An alternative reading of the above (which, as I mentioned, is
badly worded) is that (2)the said lowest total is considered to be the
starting Kudos for the week. This, too, has its problems, because it
takes *no* account of previous weeks: if the starting point for every
Player is the same, then you might as well start from zero rather than
from some arbitrary point based on last week's least popular proposer.
The status quo is preferable in both cases: it does not penalise new
players unfairly in doing so, as (1) does, because of the emphasis on
recent results - but at the same time, a run of accepted Proposals is
actually worth something, where it is not in (2).

>Proposal 622 - Reintermination [Action]


Better than the original Token Running. Half the gain in twice the
time, and with the intention that you have to reach the Terminus along
the Line. I'd still prefer it if one had to leave the way one arrived as
well (as per the original Token Running - I think it should be that both
the move to and the move from the Terminus in question should be forced
to remain on the same Line as if Gapminding, then the difficulty would
actually mean something.)

>Proposal 623 - Lack of Interest Declared [Resignation]

I can't really comment, but fair enough.

>Proposal 624 - We're Bound for Botany Bay (not quite)

>A new Turin '57 subset for the city of Sydney. The URL of the map in
>question is:
>http://people.enternet.com.au/~cbrnbill/maps/sydney.htm
>
>Goal: Macdonaldtown (an almost completely disused station...)
>Bank: Town Hall
>Loop: Rooty Hill


Great idea. Another one to join Chateau d'Eau. Only comment I have
is, last time we played Sydney MC at York, the winning station was
Milson's Point, and I think we have a tradition to maintain... And where
was the loop station when we played it then?

>There are no zones shown on the map; therefore all Rules relating to
Zones
>are ignored. Players shall gain a single Bronze Token on eir Turn.

I suggest that this should be "gain a single Bronze Token for
playing a valid non-Pass Move." I am of the opinion that merely Passing
in a Station for which the Zone Pass is held should not qualify for the
Bronze Token, one has to actually move to a different location (whether
by a Post-Move Action or by the actual Move.)

>Central Station is the Median of the map, and the Quadrants are
superimposed
>on the Sydney system in the same way as they exist in the London
>Underground.
>All Interchanges are to be considered the equivalent of British Rail
>stations for the purposes of the Emporium. All other Rules relating to
>British Rail stations shall be ignored.
>Hats are claimable as normal.


But what about the British Rail Hat, needed to complete the set of
five Hats? Is there to be an Interchange Hat to replace it? This needs
to be worked out.

But a great proposal anyway.

>Proposal 631 - Overeloquent Roadsigns [Rewrite]

>Reword Rule 2.4.1 (Fast and Furious) to:-
> Line Velocity has a maximum of fifteen, rather than ten.


The rest of the Rule may not be entirely extraneous: when I
originally submitted Rutts, it was possible to alter LV by up to 5
points each turn. (Hence the Shunting loss of 6 points: one doesn't have
to stop completely, but you lose more than you can gain the following
turn.) Can somebody tell me when this was changed, or is this a typo in
the Ruleset?

Jonathan.



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From <DELLIS@u...> Thu Mar 4 01:07:21 1999
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Apologies to those waiting for my Moves in Games 12 and 15 - eGroups is 
rejecting my postings from work at the moment. I shall mail my GSDs from
home 
this evening. 

Sorry. 

In terms of timing, I think I'm just about legal in Game 12 but if Kevan
wants 
to Move urgently in Game 15 I can hardly object. 

-- 
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 <kevan@z...> Thu Mar 4 02:30:42 1999
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>Proposal 621 - Keep the balance right. [Amendment]


As has been commented; uncomfortably worded, and fairly meaningless in that
it does nothing to cut down any huge gaps between lowest and highest Kudos,
merely offsetting them. I think the current system's fine, really.

>Proposal 622 - Reintermination [Action]


An interesting reappraisal, but it strikes me as a little superfluous when
you can get a Silver by simply Moving to a large Interchange, or passing
through a reasonable number of the things. I'm not sure I'd want to
carefully meander to some distant Terminus, when I could just zip around
Zone 1 and get two Silvers a Turn.

>Proposal 623 - Lack of Interest Declared [Resignation]
>
>Julie shall be forced to Resign.


As I think I've probably said, the dear one gave up on her Internet access
when she moved house the other month, and has no intention of regaining it.

>Proposal 624 - We're Bound for Botany Bay (not quite)


"Macdonaldtown" doesn't have too much of a ring to it, and others have
mentioned the neglections, but this otherwise seems a welcome addition. I
look forward to the first game we play abroad.

And muse about trying to get hold of one of the Tube-style route-maps that
they have on the side of Brighton buses. Or scanning in the cover of some
brain-science book we've got, that has various nodes of the brain shown as
Tube stations, on the cover. ("Associative Visual Cortex [Shunting Dunx to
Prefrontal Cortex]". Hmm.)

>All other Rules relating to British Rail stations shall be ignored.


Velocity Bombs suddenly become very, very nasty, then. I think "Interchanges
count as BR Stations" is probably better all round, even if it means having
Interchange Hats.

>Proposal 625 - Infinite Darkness... [Amendment]


Absolutely lovely, particularly the "hours of darkness" bit, but the wording
seems a touch suspect - you need to Forge twice to create a PoID, but you
gain a PoID when you perform the Action. It's not clear whether you have to
do both Actions at night, either, really - if you *do*, it'll be incredibly
easy to disrupt a Forging by slipping the clock forward an hour or two
(depending on the number of Players; more than six and it becomes impossible
anyway, since the Round is over before dawn). And suddenly having to pay ten
Blacks for a PoID seems a rather drastic extra measure (although a little
pleasing in its combination with the Morden Paradox; Crescent's "Dark
Ritual"...)

The amended implementation of the PoID seems better, though, I must say;
it's more intuitive that it should have the same effect on a single Player
when carried as it does on all Players when dropped. It'd probably be easier
to say that "If the PoID is situated at a Station, all Players behave as if
they are carrying the PoID", really.

The bit about it causing hideous damage when dropped at MC is particularly
excellent, anyway; the destruction seems far more fitting than the original
loss of acceleration. Probably just destructive enough, as well - although
it's possible to collect a couple of Tokens each Turn to sacrifice to the
PoID, it means going out of your way to do so. Good stuff.

(Two minor semantic quibbles, incidentally - "losing 2 points of LV per
Turn" is quite different from "having a total adjustment of +1 to -5", since
the Player may choose not to perform an "[LV+X]" Action. And when you say
"All Token Stacks lose 1 Token each time the Player who Double-Shunted the
PoID to MC takes a Turn.", which Token is lost?)

>Proposal 626 - A Lot of Silly Old Buffers [Multiple]


Reasonable enough, I suppose. I'm not sure how much use it'll see, though;
to pick up the analogy - if I was playing Snakes and Ladders, but could
adjust my "LV" each Turn, I'd probably not have a problem getting where I
need to go. Rebounding's only been used, to my knowledge, very rarely, but
it's been ingenious enough when it has, I suppose.

> "The [Line Change] Action may not be played subsequently to the
>Rebound, either off a Block or off the Buffers."

Superfluous, since you can't perform mid-Move Actions any more.

> The effects of a Crash are as follows:

Excellence.

> Also, expenditure of Black Tokens is permitted during Knip."

This seems a bit out of the blue. "[Line Change]" is permitted during Knip
anyway - I thought disallowing things like Wilding and Removing Bulkheads
was much the point of the thing.

>Proposal 627 - Shunting the Money Around [Multiple]
>
>"If the Shunted Player possesses the Money Belt, no Tokens may be >claimed
during the Shunt. However, the Money Belt may be taken
>instead."

Hideously, painfully counter-intuitive, but also an incredibly reasonable
way of doing things. Hmm. Maybe it should be renamed to "Token Guard" or
something?

Making it Unique renders it all rather unfair, though - Players should be
allowed to purchase Belts regardless, even if this does mean that the richer
among us can invest in more than one.

> "Token Stacks may be shunted as if they were Players, with the
>following exceptions: there is no Token cost for Shunting a Stack, the
>Shunting Player may approach the Target Station along any Line, and does
not
>reduce eir LV after Shunting a Token Stack. If a Token Stack is Shunted to
a
>station containing another Token Stack, a Double Shunt must be performed,
>otherwise the single Shunt is invalid."

Rather an odd thing to amend along with the Money Belt, but this seems like
a clever and useful implementation.

> If a Player is in a position to Shunt a Suspect Package, e may Defuse
>it instead by moving to its location and playing the Action of [Defusing
>Package]. Upon doing this, eir LV is reduced to 0 but e gains 1 Silver
>Token, and the Package is removed from the Game. E may not do this if e
>has
>placed a Suspect Package on the Board emself during eir last three Turns.

Oh, nice idea. Tanglishly worded (should I really have to go and check other
rules to see if I'm in "a position to Shunt"?), but it seems an obvious
thing to include. The clause about defusing your own Bombs seems a little
clumsy, however - I think it'd be better if there was simply no Token prize
for the act - a good deed is, after all, its own reward, and is likely to be
done to save your own skin anyway.

> Flags may be Shunted as if they were Token Stacks: but Flags may
>not be Dead-End Shunted or destroyed in the explosion of a Suspect
>Package, nor shunted to Mornington Crescent.


Well, Dead-End Shunting a Flag has no particular effect anyway, and won't be
destroyed by default in an explosion. And I quite like the idea of hiding
your own Flag at the Crescent, as a tactic - awkward to resolve, but awkward
to achieve. This amendment also removes the explanation that a Shunted Flag
is referred to as "Flag (T)", carelessly.

An incredibly sweeping and unconnected Proposal, really, that one. Some very
good bits, which I'd certainly vote for in isolation, but some very
questionable elements as well. Hmm.

Responding to others' comments:-

>[Dunx on Clamps:]
>Very sensible. However, would we be better off generalising Clamps slightly
>so that we don't need explicit references to the specific Clamp instances
in
>the Rule? I'm thinking that had the Midas Clamp passed it would immediately
>have introduced an inconsistency, and even now any new Clamps would need
>to update this Rule to mention themselves.


A wise idea, yes, with "Velocity-Bombs count as Clamps", and whatever.

>Not relevant to this Proposal particularly, but just a general observation:
>the Kudos bonus for Repeal seems a little inappropriate when the Rules are
>immediately replaced by something else. Hmmm.

It does, yes. I nearly proposed a "Sorcery" Proposal type, the other Week,
that gave a mere one-off effect, rather than using the usual "Enact this
Rule, do something and then Repeal it" approach. Repeal-and-replace is just
as unbalanced, really. Probably best to do away with it entirely; I don't
think we need to urge people to repeal dubious rules, any more.

>[Jonathan on Speed:]
>The rest of the Rule may not be entirely extraneous: when I
>originally submitted Rutts, it was possible to alter LV by up to 5
>points each turn.

It's always been three, I think. 10LV in two turns would have made for some
ridiculous games.

Kevan


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From <DELLIS@u...> Thu Mar 4 11:41:26 1999
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Two options have been mooted for Game 16 (to be played in the Brooke-Taylor 
Lounge): 

a) Chateau d'Eau 
b) Ruttsborough Team Game 

Opinions please. 

For myself, I'd probably tend towards option (a), simply to allow a bit of 
play on a different map. Option (b) has the benefit of being both the first 
opportunity to combine rulesets, and only the second team game put forward. 

Whichever one doesn't get played now will pop into the next free slot 
(probably Game 12 at a rough guess, unless my brutality towards RiffRaff 
yields results) unless there are objections. 

-- 
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 <kevan@z...> Thu Mar 4 12:25:58 1999
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From: "Kevan Davis" <kevan@z...>
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>Two options have been mooted for Game 16 (to be played in the Brooke-Taylor
>Lounge):
>
>a) Chateau d'Eau
>b) Ruttsborough Team Game
>
>Opinions please.

Chateau d'Eau for me, please. Although the latter is very tempting, I'd
rather try out something entirely new. Certainly a Ruttsborough Team Game
(or maybe Ruttsborough Capture the Flag?) for the next free slot, anyway.

Kevan


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Kevan's recent move in the Ruttsborough game has brought the whole
miserable wording of the Dollis Hill loop back into the spotlight. The
issues I have are:

* Is the Player's Piece moved to Dollis Hill (explicitly or implicitly?)
* When the Player plays the [Dollis Escape] action, what are the Valid
stations for his move?
* Am I the only one whose mind wilts at the current DH rules?

Ta,

Paul Wayper -- DPI ITS Computer Systems Officer
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On Wednesday, March 03, 1999 7:51 PM, Kevan Davis
[SMTP:kevan@z...] wrote:
> Bad Thing, to these retinae - it seems too much of a strange and
> counter-intuitive abstraction, and has too much of an impact on all the
> rules that require proximity. Some sort of distanced attack might be
> worthwhile (I've long considered a "gun" that can only fire along
> straight sections of track), but sweepingly making a huge number of
Actions
> long-distance seems a little too daunting.

I don't know about that. I personally think the costing, especially in the
second draft, was much steeper. For a start, you could always hide around
junctions in the track if afraid of being Extend-attacked. Secondly, the
cost of hitting someone gets progressively larger as they get further away,
fairly quickly - you know, after all, who is going to be more of a threat,
even in this scenario.

Thirdly, the effect of extending actions was not dissimilar to the
abilities of a player with a good setup - with an LV of ten you can hit a
lot of targets, and with more tokens you can often hit things with
straddles, striles, compass wormholes, and all sorts of other deviousness. 
So why, if we allow this sort of thing, is it so difficult for people to
grasp the idea of extending the range of an action.

Personally, I don't think of the IMCS rules being quite as limited as we
do. Some actions require adjacency, some require colocation, some require
just having passed through, some don't care at all. There are good reasons
for some of those, but sometimes I think it's been a bit arbitrary. I
think the IMCS would have you able to choose how far from you the target
was, and a costing scale being brought into play when choosing targets
further from you.

How about this for a proposal:

***

Actions may have a Target Class (from 1 to 7), which defines the location
of the Target with respect to the Player performing the Action. Each
Target Class includes all Target Classes with numbers lower than it (i.e.
Target Class 2 allows the Target to be adjacent to and at the same location
as the Player). Target Classes have the following meanings:

* Class 1 requires colocation of the Target.
* Class 2 requires adjacency of the Target.
* Class 3 requires the Target to be at any Station which the Player's Piece
has passed through during that Move.
* Class 4 requires the Target to be on the same Line as the Player's Piece,
excluding on Line Segments that are unreachable without either changing
Line Direction or Line.
* Class 5 requires the Target to be in the same Zone.
* Class 6 requires the Target to be in the same Quadrant.
* Class 7 allows the Target to be anywhere.

Players may Boost the Target Class of an Action to increase the Target
Class of that particular Action. The cost of the Boost is equal to the
factorial of the number of extra Classes by which the Player wants to Boost
the Action, plus one, in Red and Blue Tokens. (The factorial of a number
is the multiple of all numbers between one and that number - i.e. the
factorial of 5 is 5*4*3*2*1, or 120.) For instance, to Boost an action by
one Target Class, two Red tokens and two Blue tokens must be paid; to Boost
an action by three Target Classes would require 24 Red and 24 Blue Tokens. 
This cost is paid in addition to the cost of the Action itself.

***

The factorial cost is just an idea - rather steep, but this may be to some
people's liking. Each Action would merely need to specify which Target
Class it was; targetless Actions (such as [Gold to Blue]) wouldn't require
a TC.

The point here is that this allows a lot more freedom of action, at a
suitable cost. It's always going to be cheaper to go there directly and do
it, but the above proposal has three important effects:

1) It means that the more general TCs imply the more specific, which (I
feel) makes a lot of sense.
2) It standardises the way you choose targets, and moves more information
about the Action into the Actions Table of 1.7.2, which should also make a
fair bit of sense.
3) It allows you to choose a more distant target by paying a cost, which I
also feel makes a lot of sense.

But anyway, I think you get the idea now.

> Might I ask the same of the Midas Clamp? Mere poor costing, or was the
> basic idea too terrifying for some of you?

I think I voted 'For' that one...

Paul Wayper -- DPI ITS Computer Systems Officer
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From <DELLIS@u...> Mon Mar 8 00:43:01 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Probably time for one of these again, although I suspect Paul's recent
flurry 
has made me the next mover in many games. Ho hum. 

Game List Rules To Play Last Move 
------------------------------------------------------ 
11 MN-L Long Kevan 8-March-1999 05:52 
12 MN-C Vanilla RiffRaff 8-March-1999 06:48 
13 MN-G Finsbury Grimace 4-March-1999 19:02 
15 MN-R Rutts Dunx 8-March-1999 06:39 
16 MN-B pending a decision on what to play 

So, more spread around than I'd expected. Play on! 

-- 
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 <kevan@z...> Mon Mar 8 06:33:19 1999
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From: "Kevan Davis" <kevan@z...>
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>Kevan's recent move in the Ruttsborough game has brought the whole
>miserable wording of the Dollis Hill loop back into the spotlight.

Miserable? Hmm? Let's quote the Rule, so we can see what we're dealing
with:-

Rule 1.8.1 - Dollis Hill Loop

If the previous non-Pass Move in a Game is "Dollis Hill", Dollis Hill
is a Valid Move. In addition, all Stations other than Dollis Hill are
Invalid Move destinations, unless the Player taking eir Turn has
performed
a "[Dollis Sidestep]" or "[Dollis Escape]" Action this Turn.

A "[Dollis Escape]" Action may only be performed if the Actioning Player
has an LV of 10 or more.

>The issues I have are:
>
>* Is the Player's Piece moved to Dollis Hill (explicitly or implicitly?)

Not as such; the Player's Piece *must move* to Dollis Hill, if it moves at
all. If a DH Loop is in effect, the only Valid Moves are "Pass" and "Dollis
Hill", so you have to make your choice from those.

>* When the Player plays the [Dollis Escape] action, what are the Valid
>stations for his move?

Anything that would be valid were the Loop not in effect; it's effectively
the same as a Sidestep, except that it requires an LV of 10, and doesn't
cost anything.

There is one (presumably) glaring mistake in the "[Dollis Escape]" Action,
actually - that you don't need to actually be at Dollis Hill to perform it.
I'd always envisioned the Escape as being a steady build up of LV at the
Hill itself, until you'd gotten enough to break free; not a mere "if you're
going fast enough you don't even have to go to Dollis Hill in the first
place" thing. Worth fixing, or am I the only person who thinks this?

Kevan


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From <DELLIS@u...> Mon Mar 8 07:00:25 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Kevan wrote: 

> There is one (presumably) glaring mistake in the "[Dollis Escape]" 
> Action, actually - that you don't need to actually be at Dollis Hill 
> to perform it. I'd always envisioned the Escape as being a steady 
> build up of LV at the Hill itself, until you'd gotten enough to break 
> free; not a mere "if you're going fast enough you don't even have to 
> go to Dollis Hill in the first place" thing. Worth fixing, or am I the 
> only person who thinks this? 

My view is that the only thing wrong with Dollis Escape is the name: the 
term "escape" implies (as you suggest) that you should be at DH in order 
to perform it. However, I can see no reason why an escape whose condition 
is an LV of 10+ should be any less valid because it's been performed whilst 
not actually at DH - escape velocity is escape velocity, after all. 

I think a more self-consistent fix would be to fold the Escape into Dollis 
Sidestep with the token cost only applying when LV is too low, much as has 
already been done with Opening MC. 

-- 
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...> Mon Mar 8 16:34:23 1999
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Better vote, eh?

Proposal 621 - Pass
Proposal 622 - Pass
Proposal 623 - For
Proposal 624 - Pass
Proposal 625 - For (somewhat dubiously)
Proposal 626 - For
Proposal 627 - Against
Proposal 628 - For
Proposal 629 - For
Proposal 630 - For
Proposal 631 - For
Proposal 632 - For
Proposal 633 - For

Hmmm. Where am I up to with Proposals?

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Mon Mar 8 17:25:01 1999
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From: "Wayper, Paul" <WayperP@p...>
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On Tuesday, March 09, 1999 10:24 AM, Wayper, Paul
[SMTP:WayperP@p...] wrote:
> 
> *** PGP Signature Status: good
> *** Signer: Paul J. Wayper (DPI) <wayperp@p...>
> *** Signed: 09/03/1999 10:24:00
> *** Verified: 09/03/1999 11:17:56
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> 
> Better vote, eh?

Pooh sticks. Forgot to redirect it.

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Mon Mar 8 21:06:29 1999
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On Tuesday, March 09, 1999 12:36 AM, Kevan Davis
[SMTP:kevan@z...] wrote:
> If the previous non-Pass Move in a Game is "Dollis Hill", Dollis Hill
> is a Valid Move. In addition, all Stations other than Dollis Hill are
> Invalid Move destinations, unless the Player taking eir Turn has
> performed a "[Dollis Sidestep]" or "[Dollis Escape]" Action this Turn.

My point here is that 'Valid Move' does not give you any information about
where the player's Piece ends up doing.

* If it performs a Move to get to DH, then (theoretically) it would have to
obey 1.5.0, and specifically the way would have to be clear for that Move
to still be Valid. This would leave most people in a Paradox.
* If it directly moves the Piece to DH, then it should state this; and also
Dunx's avoidance of actually having to move to DH would have been Illegal.

I agree with Dunx - there shouldn't be the restriction of escaping the pull
of a DH loop by pure LV only when situated at DH.

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Mon Mar 8 22:11:40 1999
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On Friday, March 05, 1999 5:13 AM, Dunx (Duncan Ellis)
[SMTP:DELLIS@u...] wrote:
> Two options have been mooted for Game 16 (to be played in the Brooke-
> Taylor Lounge): 
> a) Chateau d'Eau 
> b) Ruttsborough Team Game 
> Opinions please. 

After a bit of consultation, and the discovery that the map referenced in
the rules does actually have the station names on it (as opposed to the one
at the Subway Navigator, metro.ratp.fr:10001), I'll join in the Chateau
d'Eau game. Now to put my beret on... Hup!

I'd probably join in either, but Cd'E would be nice for now.

Paul Wayper -- DPI ITS Computer Systems Officer
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From <DELLIS@u...> Tue Mar 9 01:04:33 1999
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Well, that seems fairly definite. We might as well start then. 

Expect an announcement in the Brooke-Taylor Lounge 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 <kevan@z...> Tue Mar 9 01:48:55 1999
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From: "Kevan Davis" <kevan@z...>
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>> If the previous non-Pass Move in a Game is "Dollis Hill", Dollis Hill
>> is a Valid Move. In addition, all Stations other than Dollis Hill are
>> Invalid Move destinations, unless the Player taking eir Turn has
>> performed a "[Dollis Sidestep]" or "[Dollis Escape]" Action this Turn.
>
>My point here is that 'Valid Move' does not give you any information about
>where the player's Piece ends up doing.


The whole "Valid Move" thing could probably use a bit of a rearrangement, on
reflection; although it makes sense if you start at Rule 1.5.0 and read from
there, jumping straight in at 1.8.1 to work out what's Valid is likely to
get confusing.

>* If it performs a Move to get to DH, then (theoretically) it would have to
>obey 1.5.0, and specifically the way would have to be clear for that Move
>to still be Valid. This would leave most people in a Paradox.

If "it performs a Move"? I'm not sure which of us misses the other's gist.
Performing the "[Dollis Sidestep]" Action affects which Stations are Valid
and Invalid Moves when you come to make your actual Move; the Action itself
doesn't move your Piece at all, through teleportation, faux Movement or
anything else.

>I agree with Dunx - there shouldn't be the restriction of escaping the pull
>of a DH loop by pure LV only when situated at DH.


Maybe. It does weaken it a lot, though - as it stands (or stood in my mind),
the Dollis Hill Loop is quite a clever and useful tactic; if you can pull
one off just when your opponents have run out of Silvers and Golds, you're
pretty much guaranteed to inconvenience them. Having to wait until none of
them can get an LV of 10 is far more difficult, and makes the Loop into more
of a direct attack ("Well, Dunx can afford to Escape, but it'll
inconvenience Kevan").

Surely the whole point of a Dollis Hill Loop is that it affects all Players
and should be relatively tricky to get rid of? As I remember, "[Dollis
Escape]" was written in as a way to eventually break the Loop by force, if
you've been stuck there long enough.

I'm tempted to repeal the Escape Action, and perhaps reword the Loop rule to
permit other, "normal" methods of escape - Straddling, and whatnot. It
should really go by Piece location, rather than Move text.

Kevan


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From <DELLIS@u...> Tue Mar 9 04:57:52 1999
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Date: 09 Mar 99 12:53:01 +0000
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Shifting the forum for this one, since it has wider application... 

For those not party to Game 13, Kevan had played a Wild and claimed the 
bonus for passing through five Interchanges. 

>>> +1 Silver for passing five Interchanges 
>> 
>>I don't think that's on, claiming a route bonus for a Wild - bluntly, it's=

>>too easy. 

>I did go for a mere five, there, rather than exploiting it to the full 
>whenever I could. 
Your self-restraint does you credit. 

>And this issue has come up before, with no proposed 
>solutions to the problem; I just thought I'd rattle things up a little.
I'll 
>maybe propose a fix for this evening. 
Yes, it has. Should have thought about it more definitely before. 

>>Route bonuses should only apply to a normal Piece Move (which was the 
>>wording at one stage, IIRC), and no matter how you look at it Wilding is 
>>not normal. 

>"Normal" needs defining, really. If "[Wild]" renders your Move abnormal, 
>does [Home] (by the "loads of Interchanges" thing, it probably does)? But 
>does [Striling]? Does [LV+1], even? 

You're right, "normal" should perhaps be more explicitly defined. The
closest 
we have at the moment is the following from Rule 1.5.8: 

* A Piece's Move is its normal motion along LU lines, excluding all 
Action-related changes to position. This may be referred to simply 
as 'a Move' 

Again that troubling use of the word 'normal'... In those terms, the only 
normal Move is one which is modified only by acceleration. 

>Maybe it's worth having a look at the "passing through Interchanges" aspect=

>of the Game; boiled down to its essence, it allows greater Token collection=

>once the Game's been progressing for a while, and encourages Players to
take 
>circuitous paths to their destinations. At high velocities (quite aside
from 
>Wilding), it becomes fairly easy to get the tokens you need, and the 
>multiple-Token rewards border on the absurd. 

I know - I've been abusing them mercilessly. 

Personally, I think the passing through bit is worth keeping but that the 
rewards should be simplified again - those bonuses used to have exactly the 
same schedule as those for the number of lines per interchange. This has the 
added benefit of reducing the impact of very high velocities. 

>But I fear that just cutting it down to the "prizes for finishing at an 
>Interchange" will, although clearing a lot of things up, slow the game down=

>too much. Any thoughts? 

Indeed. 

-- 
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 <kevan@z...> Tue Mar 9 05:43:04 1999
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From: "Kevan Davis" <kevan@z...>
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Date: Tue, 9 Mar 1999 13:33:51 -0000
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>>And this issue has come up before, with no proposed
>>solutions to the problem; I just thought I'd rattle things up a little.
I'll
>>maybe propose a fix for this evening.
>Yes, it has. Should have thought about it more definitely before.


Thinking up a fix troubles me. At first glance a simple "Upon performing
this Action, the Actioning Player skips eir next Token Collection phase"
clause seemed to do the trick, but we've overlooked the *other* problem with
Wild Stations - that you can speed quite happily around the entire board,
freely dropping Tokens, Maelbergs, Suspect Packages and whatever else.

The obvious solution (and something that certainly needs to be applied to
Walking and Stub Linking; having glanced at the rules, you can't Walk or
Link if there's no available Tube route to your destination - completely
absurd) is that we should simply say "A Wild Move is not considered to pass
through any Stations".

Which is maybe fair enough, killing both avians with a single rock, but it
means making Wilds and Homes rather powerful again; unBlockable, heedless of
Maelbergs, and the rest. I did rather like the idea of Homing only being
possible if you could plot a route, however tortuous, back there. That if
you go for a secluded residence, Players can block your path back. Tish.

>You're right, "normal" should perhaps be more explicitly defined. The
closest
>we have at the moment is the following from Rule 1.5.8:
>
> * A Piece's Move is its normal motion along LU lines, excluding all
> Action-related changes to position. This may be referred to simply
> as 'a Move'
>
>Again that troubling use of the word 'normal'... In those terms, the only
>normal Move is one which is modified only by acceleration.


Personally I read it as a "normal move" being that made during your Movement
phase, as opposed to Compass Trickery, Straddling and the like. Accelerating
somewhere is arguably just as much an "Action-related change to position" as
Wilding a few stops away.

>Personally, I think the passing through bit is worth keeping but that the
>rewards should be simplified again - those bonuses used to have exactly the
>same schedule as those for the number of lines per interchange. This has
the
>added benefit of reducing the impact of very high velocities.


No prize at all for passing more than five Interchanges is, perhaps, the
best solution; a high LV is advantage enough in itself. Expect a Proposal
about this, this evening...


Kevan


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From <jonathan@f...> Tue Mar 9 06:05:49 1999
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From: "Jonathan Ellis" <jonathan@f...>
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>> * A Piece's Move is its normal motion along LU lines, excluding
all
>> Action-related changes to position. This may be referred to
simply
>> as 'a Move'
>>
>>Again that troubling use of the word 'normal'... In those terms, the
only
>>normal Move is one which is modified only by acceleration.


That's the solution I favour: make a defined difference between
Standard Moves (which are as described above, modified only by LV
changes) and Special Moves (which require an Action other than
acceleration or deceleration in the Pre-Move phase to be valid. (Home,
Wild, Strile, Stub Link are examples...) A proposal is already present
(and about to be unveiled tonight with next week's set) altering the
Token Collection table to reflect this: the Token bonus for passing
through Interchanges will only apply to normal Piece movement, Special
Moves not counting as such. I've always thought of Special Moves as a
kind of teleport (which should, perhaps, be blocked by certain types of
Clamp: how about a Knid rule, explicitly preventing Special Moves but
with no other penalty? :-)
Also, collecting a Bronze for Zone Passes or a Black for remaining
on the same Line will only apply if the player has actually moved (i.e.
no black or bronze bonuses for playing Pass or Farkle.) Token bonuses
for moving to Interchanges will apply to the station the Player ends eir
move at, not to the one at the end of the Piece Move (if the two are
different, e.g. by a Straddle or Compass Trick, or use of an Escalator
Link.)
I've also changed a few Token bonuses in the Token Table, in
particular to include ways of getting Greens (as the only type of Token
other than Gold that can't be got by means of moving: this IMHO ought to
be changed. One can get Silvers, Bronzes, Blues, Reds and Blacks by
making normal moves, so why not Greens as well?

Jonathan.



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From <jonathan@f...> Tue Mar 9 06:10:48 1999
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From: "Jonathan Ellis" <jonathan@f...>
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>Surely the whole point of a Dollis Hill Loop is that it affects all
Players
>and should be relatively tricky to get rid of? As I remember, "[Dollis
>Escape]" was written in as a way to eventually break the Loop by force,
if
>you've been stuck there long enough.
>
>I'm tempted to repeal the Escape Action, and perhaps reword the Loop
rule to
>permit other, "normal" methods of escape - Straddling, and whatnot. It
>should really go by Piece location, rather than Move text.


No. It was brought in specifically to get the game out of a serious
paradox when the game was in Knip (and thus the Sidestep action, which
cost a token, was banned) and nobody had any Blue tokens to void the
Knip: the move had to be Dollis Hill, and players couldn't even Pass to
get blue tokens to void the Knip first.
Also, if there is no Escape action, then if somebody moves to DH
when *nobody* has any silver tokens, then there is no escape: because
nobody can sidestep, or move to an Interchange with five lines, or pass
through five interchanges on the move. So the Escape action is doubly
necessary.

Jonathan.



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From <kevan@z...> Tue Mar 9 07:16:01 1999
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From: "Kevan Davis" <kevan@z...>
To: <l-nomic-d@egroups.com>
Date: Tue, 9 Mar 1999 14:53:58 -0000
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>Token bonuses
>for moving to Interchanges will apply to the station the Player ends eir
>move at, not to the one at the end of the Piece Move (if the two are
>different, e.g. by a Straddle or Compass Trick, or use of an Escalator
>Link.)

I'm not sure about this - I presume it's been implemented by having the
Token Collection Phase after the Post-Move Action Phase; if so, we lose the
fairly huge game element of Moving, collecting a Token, then using that
Token to pay for an Action. Switching the Phases makes everyone a little bit
more vulnerable, a touch slower, and a tad more predictable. I don't think
this is worth the "benefit" described above.

> I've also changed a few Token bonuses in the Token Table, in
>particular to include ways of getting Greens (as the only type of Token
>other than Gold that can't be got by means of moving: this IMHO ought to
>be changed. One can get Silvers, Bronzes, Blues, Reds and Blacks by
>making normal moves, so why not Greens as well?


Oh, I don't know - I rather like the idea of only being able to get Greens
by Recycling other Tokens, myself. The fact that they're the colour of
neutrality means that you really should be able to get hold of them very
easily.

I have found their manufacturing cost rather steep, though - having to
sacrifice two Tokens to create one Green seems quite expensive, particularly
since Green Actions are by their nature the most likely to be useless. (I do
note rather too many off-message Green Actions, actually, including some of
my own. Tsk.) Being able to recycle a single Plastic Token into a Green
seems far more reasonable.

Kevan


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From <jonathan@f...> Tue Mar 9 11:07:12 1999
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From: "Jonathan Ellis" <jonathan@f...>
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>Oh, I don't know - I rather like the idea of only being able to get
Greens
>by Recycling other Tokens, myself. The fact that they're the colour of
>neutrality means that you really should be able to get hold of them
very
>easily.
>
>I have found their manufacturing cost rather steep, though - having to
>sacrifice two Tokens to create one Green seems quite expensive,
particularly
>since Green Actions are by their nature the most likely to be useless.
(I do
>note rather too many off-message Green Actions, actually, including
some of
>my own. Tsk.) Being able to recycle a single Plastic Token into a Green
>seems far more reasonable.


I don't agree so much here - remember, not all material can be
recycled, and there is always some wastage. Hence the two-to-one cost (I
presume that was the reasoning behind using a two-to-one exchange rate
in the first place.) Which is why I suggest that Greens should be
available in the interchange-passing table - I gave them to moves longer
than six interchanges (on the grounds that long train journeys are
enviromentally friendly as compared to, for instance, the same journey
by car or plane... :-)

Jonathan.



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From <WayperP@p...> Tue Mar 9 15:55:38 1999
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On Tuesday, March 09, 1999 11:34 PM, Kevan Davis
[SMTP:kevan@z...] wrote:
> The obvious solution (and something that certainly needs to be applied to
> Walking and Stub Linking; having glanced at the rules, you can't Walk or
> Link if there's no available Tube route to your destination - completely
> absurd) is that we should simply say "A Wild Move is not considered to
> pass through any Stations".

Good news. I've already submitted a proposal to fix this. It divides
1.5.0 into three sections - Passed Moves, in which the Piece is not moved;
Special Moves, where the Piece is moved directly to the destination Station
and specifically doesn't pass through any other stations; and Normal Moves,
which are evaluated as normal. Special Moves are basically everything in
section 3 of the current 1.5.0; all other 'Wild-like' Actions such as
Striles, Compass Tricks, and so on do specifically state that the piece is
moved to the target station directly.

> Which is maybe fair enough, killing both avians with a single rock, but
it
> means making Wilds and Homes rather powerful again; unBlockable, heedless
of
> Maelbergs, and the rest. I did rather like the idea of Homing only being
> possible if you could plot a route, however tortuous, back there. That if
> you go for a secluded residence, Players can block your path back. Tish.

Personally, I don't hold entirely to this theory. Firstly, you can block
someone's Home, which will stop them entering it (IIRC); secondly, I
believe your Home should always be an option (unless, as before, someone
blocks it. It's not that much easier, and; conversely, if they're out
blocking your Home, they're not blocking you, which is a far more direct
approach. If someone Blocked my Home, they'd have to be doing something
pretty amazing to also stymie me elsewhere.

Have fun, 

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From duncan@l... (Duncan Ellis (Dunx)) Tue Mar 9 17:15:07 1999
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From: duncan@l... (Duncan Ellis (Dunx))
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I'm sorry about this, but I'm going to have to delay the Week End gubbins=
for a
day or so - much of it is done, but there are significant bits still =
outstanding
(such as ruleset edits) and I would rather delay and do those properly =
than rush
to finish them poorly.

Apologies.

Dunx
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From <DELLIS@u...> Wed Mar 10 01:37:38 1999
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Date: 10 Mar 99 09:35:31 +0000
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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----------------------------------------------------------------------------=


Emergency Proposal 030 - Do Not Pass Go [Multiple] 

{ Making a few Move-affecting Actions into "teleports", neatly solving 
the problem of excessive Token Collection, and of dropping Tokens and 
Packages at whim. Sadly this does make Wilding a powerful solution to 
"lobster- potting", but this can perhaps be worked around in future 
Proposals. } 

Reword the second paragraph of Rule 1.11.1 (Born to be Wild) to:- 

If a Player performs a pre-Move Action of "[Wild]", eir LV is set to 
zero - for the remainder of eir Turn, all Wild Stations are Valid Moves, 
and the Player's Piece is not considered to pass through any Stations. 
A Player may not adjust eir LV after performing a "[Wild]" Action. 

Reword Rule 1.12.4 (Going Home) to:- 

If a Player performs a pre-Move Action of "[Home]" or "[Home:
<Station>]", 
eir LV is set to zero - for the remainder of eir Turn, eir Home Station 
is a Valid Move, and the Player's Piece is not considered to pass through=

any Stations. A Player may not adjust eir LV after performing either of 
these Actions. 

Reword the first paragraph of Rule 1.7.10 (Walk the Walk) to:- 

If a Player performs a pre-Move Action of "[Walking]", eir LV is set to 
zero - for the remainder of eir Turn, all Stations within Walking 
Distance of the Player's Location are Valid Moves, and the Player's 
Piece is not considered to pass through any Stations. A Player may not 
adjust eir LV after performing a "[Walking]" Action. 

{ Aside from speeding round the board during a Walk, the current wording 
stops you Walking from Wimbledon to South Wimbledon if, say, Stockwell 
is Blocked. } 

To the end of Rule 1.7.33 (Stubbery), add:- 

If a Player owns the Ticket Stub for the Station eir Piece is situated 
at, e may perform the pre-Move Action "[Stub Link]" - for the remainder 
of eir Turn, all Stations which e has Ticket Stubs for are Valid Moves, 
and the Player's Piece is not considered to pass through any Stations. 

{ Again, getting a British Rail train from Amersham to New Cross shouldn't 
be affected by a Bulkhead at Wapping. } 

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

Raised by Kevan, 9/3/99 
----------------------------------------------------------------------------=


(after all that agonising over not finishing off last night, there was one 
vital email I forgot...) 

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

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MORNINGTON NOMIC

Proposals for Voting on in Week Forty-Four
-------------------------------------------------------------------------=
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Proposal 635 - Prime Time [Amendment]

Reword the second and third paragraphs of Rule 1.13.1 (The Richard =
Whiteley
Experience) to:

When a new Game commences (i.e. when the first Player to move in a new =
Game
takes eir Turn), Game Time is set to a time randomly selected by the
Speaker. Each active Player subsequently adds a number of hours and
minutes equal to the total time taken by the Actions and movements of the
Player's Piece. The maximum length of eir Turn starts at one hour (sixty
minutes) and is only extended by the Player playing the [Game Time: =
+0n00]
Action - the length thus being extended by 'n' hours. A Turn that takes
longer than the length allotted to it is an Illegal Move.

Game Time 'skips' the time between 0000 and 0500, and this 'skip' =
advances
the day of the game time by one day. Thus, if Rushton's Turn finished at
Wednesday 2340 and Garden's Turn takes 40 minutes, then Garden's Turn =
ends
at Thursday 0520.

{The aim of this is to stop the rounding-off in hours; since most of us =
are
calculating the minutes taken in our moves anyway. It changes the game
mechanics somewhat, as it becomes more difficult to play a move designed =
to
close the station occupied by the next player, but that is still possible
and I don't think this change is going to stop those who are determined =
to
do such trickery.}

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

Proposal 636 - Flag Capturing and Dropping (Amendment)

*Replace the entire text of Rule 2.8.4 with:
"Flags may be picked up and dropped by Players, with the Post-Move
Actions [Collecting <T> Flag from <Station>] and [Dropping <T> Flag on
<Station>] respectively, where <T> is the colour of the team which owns
the flag in question and <Station> is the Station where the Actioning
Player is situated at the end of eir Move.
A Flag in a Player's possession is kept in the Luggage Rack."
{Comment: At the moment, there is no requirement for the Player to
land at the station in question, only to actually pass through and drop
the Flag en route - like Tokens. But Flags should be more important and
harder to get and drop than that IMHO...}

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

Proposal 637 - Finsbury Option lines (Amendment)

Amend Rule 2.3.1 to read:
*The "North London" line from Richmond to North Woolwich, and the
Thameslink connections from Kentish Town to Farringdon, Moorgate, London
Bridge and Elephant & Castle, and from Finsbury Park to Moorgate, shall
be considered as Underground lines with Line Codes of (NL) and (TL)
respectively, and shall be counted towards the number of Lines present
at Interchanges. However, these Lines are considered to be exempt from
all Zone regulations and are not covered by Zone Passes: a Player ending
eir Piece Move on one of these Lines may not claim a Bronze Token for
playing in a Zone for which a Pass is held, even if the Station is on
another Underground line and the Player has a Zone Pass for the relevant
Zone.
A London Underground map with the North London and Thameslink
lines on can be found at the following website:
http://www.labs.bt.com/profsoc/globecom/under.htm
Connections for the [Walking] Action exist between the following
Stations:
Kentish Town West (NL) - Kentish Town (TL, NT)
Camden Road (NL) - Camden Town (NT)
Hampstead Heath (NL) - Hampstead (NT)
Caledonian Road & Barnesbury (NL) - Caledonian Road (PD)
Finchley Road & Frognal (NL) - Finchley Road (MP, JL)
Acton Central (NL) and North Acton, East Acton, West Acton (CT)
Acton Town (PD) and South Acton (NL)
*[This paragraph is not to be included in the Ruleset: The Speaker
should use the map at the aforementioned URL to calculate the Charge on
each Station which is not already mentioned in the list of Charges: all
those unique to the NL, and the charge of City Thameslink. E should also
post a copy of the map to the MorNomic website, just in case the page is
withdrawn at a later date.]
*The Thameslink connections from Moorgate to Farringdon, and from
Moorgate to Finsbury Park, are closed on Saturdays and Sundays, and open
at peak hours only on Mondays to Fridays.
*Construction Lines are considered as normal Lines, and a Hard Hat
is not needed to use them: therefore the Hard Hat Possession does not
exist in this game. The Jubilee Line connections to Westminster,
Waterloo, London Bridge, Canary Wharf, Canning Town, West Ham and
Stratford are included in the standard Interchanges.
*[This paragraph is not to be included in the Ruleset: Anybody who
has already bought a Hard Hat in a Finsbury Option game is to be
refunded the cost, and the Hard Hat removed from eir Possessions.]

{Comment: This is a solution, in part, to the question of how to
actually implement use of the North London Line etc. in the Finsbury
Option. I include the bit about not counting toward Zone Passes because
there is no available map which shows both the Zones and the two above
Lines.
I had to list the Interchanges because they are not marked as
Interchanges on the actual map showing the Construction Line: they are,
nevertheless, interchanges, or will be when the stations are opened.}

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

Proposal 638 - Line Code Rewrite (Rewrite)

Rewrite the last paragraph of Rule 1.17.4 to read:
"When a Player makes a Piece Move, e should state the Line Code of
the Line e rests on at the end of the Move, and the Line Code of every
Line Segment e has used during the move if e has changed Line. If e
moves to another Station afterwards by use of a Post-Move Action, e must
state the Line Code of the Line e rests on at the destination Station.
{Comments: A bit simpler than the original, which defined the
Station rather than the Player's Piece as being on the Line.}

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

Proposal 639 - No Zone Bonus for Passing (Amendment)

*Amendments to Rule 1.4.20: to be amended to read...

This Table lists the Token bonuses and penalties for Moves.

+----------------------------------------+----------------+
| Event | Token Bonus |
+----------------------------------------+----------------+
| Playing "Pass" as eir Move | +2 Red, Black |
| | or Blue |
+----------------------------------------+----------------+
| Playing "Farkle" as eir Move | +1 Green. |
| | +1 Black, Blue |
| | or Red
+----------------------------------------+----------------+
| Playing a valid non-Pass move and | |
| ending eir Turn in a Station in a Zone | +1 Bronze |
| for which a Zone Pass is carried | |
+----------------------------------------+----------------+
| Ending eir Turn in an Interchange with | +1 Red |
| exactly two lines, having not Passed | |
+----------------------------------------+----------------+
| Ending eir Turn in an Interchange with | +1 Black |
| exactly three lines, having not Passed | |
+----------------------------------------+----------------+
| Ending eir Turn in an Interchange with | +1 Blue |
| exactly four lines, having not Passed | |
+----------------------------------------+----------------+
| Ending eir Turn in an Interchange with | +1 Silver |
| five or more lines, having not Passed | |
+----------------------------------------+----------------+
| Playing a valid non-Pass Piece Move | +1 Black |
| which does not change Line | |
+----------------------------------------+----------------+
| Passing through exactly two | +1 Red |
| Interchanges during eir Piece Move | |
+----------------------------------------+----------------+
| Passing through exactly three | +1 Black |
| Interchanges during eir Piece Move | |
+----------------------------------------+----------------+
| Passing through exactly four | +1 Blue |
| Interchanges during eir Piece Move | |
+----------------------------------------+----------------+
| Passing through exactly five | +1 Silver |
| Interchanges during eir Piece Move | |
+----------------------------------------+----------------+
| Passing through exactly six | +1 Green |
| Interchanges during eir Piece Move | +1 Black |
+----------------------------------------+----------------+
| Passing through exactly seven | +1 Green |
| Interchanges during eir Piece Move | +1 Blue |
| | +1 Red |
+----------------------------------------+----------------+
| Passing through exactly eight | +1 Green |
| Interchanges during eir Piece Move | +1 Red |
| | +2 Black |
+----------------------------------------+----------------+
| Passing through exactly nine | +1 Silver |
| Interchanges during eir Piece Move | +1 Green |
| | +2 Blue |
| | +2 Red |
+----------------------------------------+----------------+
| Passing through ten or more | As above but |
| Interchanges during eir Piece Move | with +1 Black |
| | for each extra |
| | interchange |
+----------------------------------------+----------------+
If a Player passes through the same Interchange twice in one move, e
may still only count it once against the number of Interchanges e has
passed through.
*Amend Rule 1.5.12 (Farkling) - Amendment
If a Player is in possession of a Silly Hat, e may play "Farkle" as
eir Move. Eir Line velocity is immediately set to zero and e may not
play any Post-Move Actions which change eir position that turn.
A Farkle is considered to be equivalent to a Pass for references to
the Player's "previous Move" and for the purposes of table 1.4.20, with
the sole exception that its token bonus is different. However, a Farkle
may not be played if a Rule forces that Player to Pass - only if the
Player is able to move may e Farkle.

{Comments: Passing or farkling doesn't get a bronze token for
staying in a Zone for which a Pass is possessed, or a black token for
staying on a Line. Nor does farkling now provide a greater bonus than
passing: it's two tokens for either a Farkle or a Pass - but one of them
can be Green if you farkle, and Greens are harder to get otherwise (look
at the revised token costs: you need to pass a lot of interchanges, six
or more, and can only get one green at a time. I've also altered it so
that only one silver can be claimed for passing interchanges in one
turn. The number of tokens increases with the number of interchanges.)
In view of this, the Bronze Token bonus for the Farkle has been
discarded.
Anyone want to change a few more Actions to cost green tokens?
}

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

Proposal 640 - Spherical Projection [Special Ruleset]

[Enactment: Non-Euclidean Space]

The Spherical Projection treats the Map as if it were pasted onto a =
sphere.

Under this projection, certain outlying Termini are considered to be
connected to each other. These connected termini are treated as
adjacent Stations, and do not count as Termini for any Rule.

Where a connection is made between Termini of different lines, movement
between such Stations is considered to be a Line Change in the normal =
way.

The following Termini are connected:

High Barnet (NT) <-> Morden (NT)
Cockfosters (PD) <-> Wimbledon (DS)
Epping (CN) <-> Richmond (DS)
Upminster (DS) <-> Ealing Broadway (CN, PD)
Beckton (DL) <-> Uxbridge (MP, PD)
Island Gardens (DL) <-> Amersham (MP)
New Cross (EL) <-> Chesham (MP)
New Cross Gate (EL) <-> Watford (MP)

[Enactment: No Back Door]
The following Manoeuvres specified in Rule 1.18.2 shall be ignored under
this Special Ruleset:

The Morden Paradox Gambit
The Outlying Region Gambit

{ Comment: disallowing Manouevres based on it being difficult to travel
between Termini. }

[End of Spherical Projection]

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

Proposal 641 - Dolly's feeling a little better now (Amendment)

Rewrite Rule 1.8.1

If the previous non-Pass Move in a Game is "Dollis Hill":
* The current Player's Piece is moved directly to Dollis Hill unless they
play the [Dollis Escape] Action.
* Dollis Hill is the only Valid Move, unless the Player is able to play =
the
[Dollis Escape] Action.
* Line Velocity is specifically ignored. LV can be changed in the usual
manner, but has no effect on Piece Movement unless the [Dollis Escape]
Action has been played beforehand

A [Dollis Escape] Action may only be performed if the Actioning Player =
has
an LV of ten or more.

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

Proposal 642 - Mornington Crescent On The Buses [Multiple]

1. Brighton & Hove "Metro" Guidebook [Enactment]

{ I finally managed to get hold of a copy of the map they have on the =
side
of buses down here - after a considerable amount of rehashing (for the
online copy I found was incredibly badly put together, stop names =
mistyped
and missing) it's become a viable Map. If the URL given doesn't work =
yet,
it means I haven't gotten around to uploading it. Bear with me.

Still, just another Guidebook variant. No particularly staggering new
rules for it being bus-based, although the Stops that are only useable =
in
one direction are a new idea which should make for some interesting =
play,
and there are a pleasing number of track loops.

And being able to buy things from the Co-op seems quite cute. }

Map URL : http://members.xoom.com/asabove/metro.gif
Goal : The Crescent (49)
Bank : Bingo Hall (1)
Loop : Lark Hill (5)
River : None
Line Codes : 1, 5, 7, 25, 49
Zones : None
Current : Unavailable
Venbacker Numbers : Unavailable
Quadrants : 1-4, marked on Map; no Quadrant Zero
Circle Line Equivalent : Formed by two lines - Line 5 and Line 7, =
between
George Street and Churchill Square.

Special Rules:-

* Stations may be referred to as "Stops".

* Map abbreviations such as "Rd" and "Gdns" should be read =
unabbreviated.

* Holy Hats take the place of Compass Hats.

* A Shop Stop is one with the string "Shop", "Asda", "Co-op", "C&A",
"Sainsburys", "Somerfield", "Texaco" or "Waitrose" in its name.

* In Rule 1.4.18 (The Emporium), "British Rail Station" should be read=
as
"Shop Stop", although "Edible" Possessions may be bought at =
Refectory.
"British Rail Coffee" becomes "Styrofoam-Flavoured Coffee".

* Certain loops of track may only be traversed in one direction, as
indicated by arrows around that loop. Moves which involve traversing=
any
Line Sections in the wrong direction are Invalid.

* Certain Stops may only be accessed in one direction, as indicated by=
an
arrow directly next to the Stop. If a Move ends at such a Stop =
having
entered from the wrong direction, or begins at such a Stop and =
leaves
in the wrong direction, it is Invalid.

* Where a Stop is "not served Sundays", it is treated as Closed all =
day
Sunday.

* Hardwick Road counts as a Terminus Stop. A Move which passes through
Hardwick Road is Invalid.

* "Palace Pier" is a Stop with a Line Code of "N/A", connected to no =
other
Stops. It may be Walked to from Sea Life Centre (just as Sea Life =
Centre
may be walked to from Palace Pier), but only during Peak Hours.

* A Player may perform the ten-minute neutral Action of "[Playing the =
=46ruit
Machines]", provided that eir Piece is situated at Palace Pier =
during
Peak Hours. This Action costs one Bronze Token.

After submitting eir GSD, the Actioning Player should roll a =
six-sided
die to determine eir prize - this prize should be added to that =
Player's
Token balance by the next Player to take eir Turn. If the next =
Player
takes eir Turn before the die result arrives in the Lounge, no prize=
is
given.

Prize: 1-2 =3D Nothing, 3 =3D 1 Silver, 4 =3D 1 Gold, 5 =3D 3 =
Silvers, 6 =3D 2 Golds.

2. How You Say...? [Amendment]

Rename Rule 2.7.10 (Overcharged (Again)) to "No Word For Fluffy", and =
reword
it to:-

If a Guidebook gives no Venbacker Numbers, Current, Quadrant =
definitionss,
or any other such data required by a Rule, the aspect of any Rule =
requiring
that data should be sensibly ignored.

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

Proposal 643 - Playing with Dollis [Amendment]

{ Requiring an Escape to be made from Dollis Hill itself (rather than
anywhere, counter-intuitively), but permitting a Straddle or whatever
to break the Loop (since it now goes by Piece location rather than
Move text). I think this gives the Loop more of its proper character. }

Reword Rule 1.8.1 (Dollis Hill Loop) to:-

During a Player's Turn, if the previous Active Player's Piece is
situated at Dollis Hill, a Dollis Hill Loop is said to be in effect.

While a Dollis Hill Loop is in effect, a Move that finishes at Dollis
Hill is Valid. A Move which finishes elsewhere is Invalid, unless the
Player taking eir Turn has performed a "[Dollis Sidestep]" or "[Dollis
Escape]" Action this Turn.

A "[Dollis Escape]" Action may only be performed if the Actioning =
Player
is situated at Dollis Hill with an LV of 10 or more.

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

Proposal 644 - Recall Collect [Amendment]

In Rule 1.4.20 (Token Collection Table), remove the rewards for passing
through six, seven, eight or nine Interchanges.

{ Multi-token rewards are rather too generous, and giving extra incentive=
to
speed is probably questionable - having a high LV is beneficial enough,
without being able to reap plentiful Tokens as well. By removing any
reward for passing more than five Interchanges, this encourages slower =
play.
(Or at least more careful play; in some cases it will still be possible=
to
zip around at LV15 and skim just enough Interchanges for a prize.) }

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

Proposal 645 - Rewrite My Fire [Multiple]

{ Comment: Two things really - Rewrites are too fiddly to administer and =
are
better served by a higher Proposal limit, and the whole concept of =
getting
additional Kudos for repealing Rules seems a little pointless (not to
mention being breoken anyway).

Apologies to both Jonathan and Kevan for nicking their ideas.
}

[Amendment: What A Lovely Pare]
Amend Rule 0.4.1 (Proposals) to remove the entry for Rewrite.

[Amendment: But Only Where It's Due]
Amend Rule 0.9.1 (Kudos) to remove the bonuses for passage of Rewrite and
Repeal Proposals.

[Amendment: Quota Palaver]
Amend Rule 0.4.3 (Proposal Submission) so that its first sentance reads
thus:
"Players may submit up to three Proposals per Week, emailing them
directly to the Speaker."

[Repeal: Sitting Duck]
Repeal Rule 0.4.15 (It Could Be More Dramatic, If You Know What I Mean).

[End of Rewrite My Fire]

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

Dunx
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From duncan@l... (Duncan Ellis (Dunx)) Wed Mar 10 15:15:03 1999
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
621 Keep the balance right - 1 4 3 Fails
622 Reintermination 1 1 3 3 Fails
623 Lack of Interest Declared 4 1 - 3 Passes
624 Botany Bay 4 1 - 3 Passes
625 Infinite Darkness 3 1 1 3 Passes
626 Silly Old Buffers 3 1 1 3 Passes
627 Shunting the Money Around 2 1 2 3 Fails
628 Carry On Clamping 3 2 - 3 Passes [a]
629 MC Isn't Where the Start Is 4 1 - 3 Passes
630 Exciting New Buzzwords 4 1 - 3 Passes
631 Overeloquent Roadsigns 3 1 1 3 Passes
632 Time Flies 4 1 - 3 Passes
633 Bear Faced Cheek 4 1 - 3 Passes
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Paul Riff
-------------------------------------------------------------------------=
----

621 (PaulWay) - AGA AGA - AGA AGA - PAS -=20
622 (PaulWay) - AGA AGA - FOR AGA - PAS -=20
623 (Dunx) - PAS FOR - FOR FOR - FOR -=20
624 (PaulWay) - FOR FOR - FOR FOR - PAS -=20
625 (Jonathan) - FOR FOR - PAS AGA - FOR -=20
626 (Jonathan) - FOR AGA - PAS FOR - FOR -=20
627 (Jonathan) - FOR FOR - PAS AGA - AGA -=20
628 (Kevan) - FOR FOR - PAS PAS - FOR -=20
629 (Kevan) - FOR FOR - FOR PAS - FOR -=20
630 (Kevan) - FOR FOR - FOR PAS - FOR -=20
631 (Kevan) - FOR FOR - AGA PAS - FOR -=20
632 (Kevan) - FOR FOR - FOR PAS - FOR -=20
633 (Dunx) - PAS FOR - FOR FOR - FOR -=20

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Paul Riff
- KUDOS =
---------------------------------------------------------------------

Initial: 11 29 3 0 16 53 16 12 15
Halved: 14 1 8 26 6 7
=
-------------------------------------------------------------------------=
--
FOR Votes: +8 +0 +8 +18 +5 +0
AGA Votes: I -0 -0 I -4 -1 I -7 -0
Decisiveness: n +3 +3 n +0 +3 n +3 +0
Voting/Own: a -0 -0 a -0 +0 a -0 -0
c c c
EP FOR Votes: t +0 +0 t +0 +0 t +0 +0
EP AGA Votes: i -0 -0 i -0 +0 i -0 -0
Finger/Pulse: v +0 +0 v +0 +0 v +5 +0
e e e
Repeal: +0 +0 +2 +14 +0 +0
Rewrite: +0 +0 +0 +6 +0 +0

Award Ceremony: +3 +0 +4 +6 +0 +0 =
[b]
Kudos Gifts +0 +0 +0 +0 +0 +0
=
-------------------------------------------------------------------------=
--
This Week: +14 +3 +0 +10 +46 +6 +0

Final Kudos: 11 28 4 0 18 72 16 12 7

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Paul Riff
-------------------------------------------------------------------------=
----

[a] there is an internal inconsistency within this Proposal, where =
mention of
a Shunting Player sharing both Station and Line is to be moved but =
hasn't
been. I've resolved this by a silent PoO to ensure the original sense=
is
maintained - feel free to raise a counter-PoO if there are =
objections.

[b] Ruttsborough Award - none
IMCS Clarity Award - Kevan (Overeloquent Roadsigns)
CAMREC Cleanup Award - Kevan (Exciting New Buzzwords)
Mrs Trellis Award - Jonathan (Infinite Darkness)
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic)

Dunx
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On Thursday, March 11, 1999 9:15 AM, duncan@l...
[SMTP:duncan@l...] wrote:
> 621 Keep the balance right - 1 4 3 Fails
> 622 Reintermination 1 1 3 3 Fails

OK, I can understand from the arguments about 621 that it wasn't a popular
idea. Is so much wrong with Reintermination, as well? The only comment
that I can recall seeing said it wouldn't do any harm - so why three
Against? The current Kudos system doesn't exactly encourage people to
contribute their own ideas, here. (But this is one of the first lessons in
Nomics...)

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
SigClean 1.5a prevents all errors in transcription, transmission, and
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From <WayperP@p...> Wed Mar 10 22:35:57 1999
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On Thursday, March 11, 1999 9:15 AM, duncan@l...
[SMTP:duncan@l...] wrote:
All of these are good. My 'issues' are:

> Proposal 640 - Spherical Projection [Special Ruleset]
> The Spherical Projection treats the Map as if it were pasted onto a
> sphere.
> The following Termini are connected:
> High Barnet (NT) <-> Morden (NT)
> Cockfosters (PD) <-> Wimbledon (DS)
> Epping (CN) <-> Richmond (DS)
> Upminster (DS) <-> Ealing Broadway (CN, PD)
> Beckton (DL) <-> Uxbridge (MP, PD)
> Island Gardens (DL) <-> Amersham (MP)
> New Cross (EL) <-> Chesham (MP)
> New Cross Gate (EL) <-> Watford (MP)

I'm not sure of the Projection here. We aren't looking at a mapping
similar to the standard Mercator projection, are we? To joing Island
Gardens and Amersham, and then Beckton with Uxbridge, requires a sort of
twisting...

Not that this is a problem, mind.

> Proposal 642 - Mornington Crescent On The Buses [Multiple]
> After submitting eir GSD, the Actioning Player should roll a
six-sided
> die to determine eir prize -

I submit that this should actually be done by using the dice server at

> Proposal 643 - Playing with Dollis [Amendment]
> During a Player's Turn, if the previous Active Player's Piece is
> situated at Dollis Hill, a Dollis Hill Loop is said to be in effect.
> While a Dollis Hill Loop is in effect, a Move that finishes at Dollis
> Hill is Valid. A Move which finishes elsewhere is Invalid, unless the
> Player taking eir Turn has performed a "[Dollis Sidestep]" or "[Dollis
> Escape]" Action this Turn.

This does nothing to solve the problems in the DH loop and is inferior
compared to the other DH proposal in this Week.

> Proposal 644 - Recall Collect [Amendment]
> { Multi-token rewards are rather too generous, and giving extra incentive
to
> speed is probably questionable - having a high LV is beneficial enough,
> without being able to reap plentiful Tokens as well. By removing any
> reward for passing more than five Interchanges, this encourages slower
play.

Bah. You haven't lived!

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Wed Mar 10 22:59:18 1999
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On Thursday, March 11, 1999 4:35 PM, Wayper, Paul
[SMTP:WayperP@p...] wrote:
> > Proposal 642 - Mornington Crescent On The Buses [Multiple]
> > After submitting eir GSD, the Actioning Player should roll a
> six-sided
> > die to determine eir prize -
> 
> I submit that this should actually be done by using the dice server at

Flart. I forgot to add the actual address: dice@p...

The format of the message is:

#P mail address of a player [up to 10 #P lines allowed]
#S no. of sides on every die
#D no. of dice for every roll
#R no. of rolls requested
#L no. of rolls printed per line in output
#C comments [up to 100 #C lines allowed]
#T subject line of returned mail

For our purposes, that's:

#p l-nomic-?@egroups.com
#s 6
#d 1
#r 1
#l 1
#t Dice results

And it even gets PGP signed so you know it's real. ;-)

Paul Wayper -- DPI ITS Computer Systems Officer
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From <kevan@z...> Thu Mar 11 02:26:21 1999
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>[a] there is an internal inconsistency within this Proposal, where mention
of
> a Shunting Player sharing both Station and Line is to be moved but
hasn't
> been. I've resolved this by a silent PoO to ensure the original sense
is
> maintained - feel free to raise a counter-PoO if there are objections.


The Proposal actually said:-

"If a Player, after eir Move, shares a Station with another Player, e
may elect to Shunt that Player. This is achieved by performing the
Action of "[Shunting <Player> to <Station>]", where "<Player>" is an
Opponent who shares a Station and Line with the Actioning Player,"

Which is fair enough, a different-Line Player only becoming Illegal when you
attempt to actually target anyone, but I suppose it should ideally say
"Station and Line" in the first sentence. Not quite sure why I worded it so.

Kevan

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From <kevan@z...> Thu Mar 11 02:26:23 1999
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>OK, I can understand from the arguments about 621 that it wasn't a popular
>idea. Is so much wrong with Reintermination, as well? The only comment
>that I can recall seeing said it wouldn't do any harm - so why three
>Against?

As I said at the time, Token Running for Silvers (and faffing around keeping
track of which Termini you've already visited) seems far too much effort
when you can just visit Kings Cross as many times as you like.

Kevan

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From <kevan@z...> Thu Mar 11 02:26:28 1999
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>Proposal 635 - Prime Time [Amendment]


Nice and useful rewording of things (adding the length of your Turn to Game
Time, extended or otherwise, is a good phrasing, the current Rules being
something of a mess), but I'm not sure that the extra paperwork involved
would give much benefit. The only interesting application that occurs to me
is that of a Team Game - of Player X taking a brief Turn, so that team-mate
Player Y won't be in trouble later on.

As you say, this reduces the chance of trapping Players at Closed Stations,
but with such a thing being rare enough anyway (it's been managed, what,
twice?), I'd rue it being made any more difficult.

>Proposal 636 - Flag Capturing and Dropping (Amendment)


Maybe worthwhile, although it's incredibly easy to set up a Sinkhole at your
Home, if you're worried about invaders. Hard to say if it needs work,
really, never having played a Capture the Flag Game.

>Proposal 637 - Finsbury Option lines (Amendment)


Neatly done. I'm wary of the impact of certain Stations not being in Zones,
but can't foresee anything disasterous.

>Proposal 638 - Line Code Rewrite (Rewrite)
>
>Rewrite the last paragraph of Rule 1.17.4 to read:

Does 1.17.4 have a "last Paragraph"? (It's just a list of Line Codes.) 1.2.0
seems to cover the majority of this already anyway, although the stated Line
Code for Action-based Moves is a necessary thing. It shouldn't go in Section
17, though, which is a mere glossary.

>Proposal 639 - No Zone Bonus for Passing (Amendment)


Some nice repairs to the separate rewards for Passing and Moving, but the
wording seems a little too verbose, and - most critically of all - by
awarding the Move-to-Interchange bonuses according to position at the end of
*Turn*, it makes it impossible to collect them during the Token Collection
Phase (which is before Post-Move Actions).


>Proposal 640 - Spherical Projection [Special Ruleset]


As Paul comments, it makes for a very strange sphere. And I can't see it
adding an awful lot to the Game, other than the occasional surprise attack.
Maybe it'd be interesting to have around, though, for combination with other
Special Rulesets...

>Proposal 641 - Dolly's feeling a little better now (Amendment)
>
>If the previous non-Pass Move in a Game is "Dollis Hill":
>* The current Player's Piece is moved directly to Dollis Hill unless they
>play the [Dollis Escape] Action.

No Sidestep any more, then? Hmm. Maybe a good thing, I suppose; that Dollis
Hill is only worth playing if everyone's moving fairly slowly...

The timing on this one seems a tad suspect, though - when does the Player's
Piece get moved? It seems to equate to "at the very start of your Turn,
unless you're going to perform the Escape Action during your pre-Move
Actions", which seems a little too unwieldy - the current approach of Dollis
Hill being the only Valid Move (which is even re-implemented in this
Proposal) is all that's required.

>* Dollis Hill is the only Valid Move, unless the Player is able to play the
>[Dollis Escape] Action.

"The only Valid Move" contradicts the rule that says "Pass" is always a
Valid Move, and I suppose it overrules it, being a specific case. Being able
to Pass should always be an available option, though, I think (and is
referred to earlier in this Proposal anyway, with mention of a "non-Pass
Move"). And overruling "Timeout" is a little messy.

>* Line Velocity is specifically ignored. LV can be changed in the usual
>manner, but has no effect on Piece Movement unless the [Dollis Escape]
>Action has been played beforehand


Scary, circular logic. Line Velocity is "ignored" (a dangerous word) until
you've played the [Dollis Escape] Action, but you can only play the [Dollis
Escape] Action by examining your LV.

Paul commented:-

>> Proposal 642 - Mornington Crescent On The Buses [Multiple]
>> After submitting eir GSD, the Actioning Player should roll a
six-sided
>> die to determine eir prize -
>
>I submit that this should actually be done by using the dice server at

Rule 0.1.3 has beaten you to it, I'm afraid. Kudos for quoting the usage
instructions, though; I've been putting off Random Courier Calling for ages,
now, lacking the energy to log on and check the Web page for the
dice-rolling commands. Such a summary would make a nice addition to the
Ruleset, I think.

>> Proposal 643 - Playing with Dollis [Amendment]
>> During a Player's Turn, if the previous Active Player's Piece is
>> situated at Dollis Hill, a Dollis Hill Loop is said to be in effect.
>> While a Dollis Hill Loop is in effect, a Move that finishes at Dollis
>> Hill is Valid. A Move which finishes elsewhere is Invalid, unless the
>> Player taking eir Turn has performed a "[Dollis Sidestep]" or "[Dollis
>> Escape]" Action this Turn.
>
>This does nothing to solve the problems in the DH loop and is inferior
>compared to the other DH proposal in this Week.

It solves the problem of a counter-intuitive "Escape" from a Station you
aren't at, it permits the Loop to be broken (and started) by something such
as a Straddle (going by Piece location for Loop continuation, rather than
Move text), and it tidies up the wordings a bit.

Are there really any "problems" in the DH Loop, or are people just not
reading things in the right contexts?

>Proposal 645 - Rewrite My Fire [Multiple]
>
>{ Comment: Two things really - Rewrites are too fiddly to administer and
are
> better served by a higher Proposal limit, and the whole concept of
getting
> additional Kudos for repealing Rules seems a little pointless (not to
> mention being breoken anyway).

Very fair points, but if Rewrites would be better replaced by a higher
Proposal limit, why not - er - allow a higher Proposal limit?

I think I'd rather see the style of Rewrites changed a little - maybe to
allow an amendment that purely reflects "common sense", or the rearranging
of a Rule so that it's written as we've been playing it.

Kevan

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From Graeme Jefferis <se98gj@d...> Fri Mar 12 18:21:36 1999
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> Proposal 642 - Mornington Crescent On The Buses [Multiple]

This is great. How can anyone resist a map with 'Long Man of Wilmington' on?

-Grimace.

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From <WayperP@p...> Fri Mar 12 21:45:18 1999
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On Thursday, March 11, 1999 7:54 PM, Kevan Davis
[SMTP:kevan@z...] wrote:
> As I said at the time, Token Running for Silvers (and faffing around
keeping
> track of which Termini you've already visited) seems far too much effort
> when you can just visit Kings Cross as many times as you like.

Then why not allow it anyway?

I don't understand that attitude at all. There are many ways to collect
Silvers - Gambits, King's Cross, and transit through large number of
interchanges. So what's the problem with another method, that is a
different form of moving and at least requires the person to keep moving
around the map? Why is too much effort a problem, Kev?

Respects,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <kevan@z...> Sat Mar 13 00:41:10 1999
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From: "Kevan Davis" <kevan@z...>
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>> As I said at the time, Token Running for Silvers (and faffing around
keeping
>> track of which Termini you've already visited) seems far too much effort
>> when you can just visit Kings Cross as many times as you like.
>
>Then why not allow it anyway?


Fair comment, really - an extra way to do something is only a problem if you
can do it *in addition* to the existing method. Token Running and
Interchange bonuses are fairly mutually exclusive (with the exception of a
few Stations; Ealing Broadway, Charing Cross and - perhaps critically -
Bank), so coexistence isn't a problem.

>Why is too much effort a problem, Kev?


Because it doesn't encourage people to use it; the stingy caveats of your
Token Running seem absurd next to the "Moved to a five-line Interchange?
Have a Silver. Passed through five, as well? Have two Silvers!" bonus, and
I'm always rather leery of anything that requires Players to remember things
for the remainder of the game (Bulkheading is just about forgivable for
giving a pleasing "Ahaha! You can't, Chalk Farm's Bulkheaded." aspect).
Effort is only a good thing if there's some reward for going to it.

I think we'd be better off with good, proper, old-fashioned Token Running,
really (the only restriction on the Action being that you can't play it
within the Circle Line), with a Silver replacing a Gold. The really broken
aspect of the original Running was that you'd have enough Golds to win in
three Turns; with Silvers, it's not too bothersome if someone sits and
hoards - it'll take six Turns to gather enough (giving opponents plenty of
time to disrupt or lobster-pot them), and even then they'll have to tiptoe
back to Bank to get them changed.

Kevan


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From <DELLIS@u...> Sat Mar 13 01:16:33 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Pausing only to deliver eir Votes, Jonathan has mailed me to say that e's 
going Inactive for a time - at least a few days, possibly a few weeks. 

-- 
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 (Duncan Ellis)" <DELLIS@u...>
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-109-dellis=uk.oracle.com@returns.egroups.com's message of 10-Mar-99 09:35
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----------------------------------------------------------------------------=


Emergency Proposal 030 - Do Not Pass Go [Multiple] 

{ Making a few Move-affecting Actions into "teleports", neatly solving 
the problem of excessive Token Collection, and of dropping Tokens and 
Packages at whim. Sadly this does make Wilding a powerful solution to 
"lobster- potting", but this can perhaps be worked around in future 
Proposals. } 

Reword the second paragraph of Rule 1.11.1 (Born to be Wild) to:- 

If a Player performs a pre-Move Action of "[Wild]", eir LV is set to 
zero - for the remainder of eir Turn, all Wild Stations are Valid Moves, 
and the Player's Piece is not considered to pass through any Stations. 
A Player may not adjust eir LV after performing a "[Wild]" Action. 

Reword Rule 1.12.4 (Going Home) to:- 

If a Player performs a pre-Move Action of "[Home]" or "[Home: 
<Station>]", 
eir LV is set to zero - for the remainder of eir Turn, eir Home Station 
is a Valid Move, and the Player's Piece is not considered to pass through=

any Stations. A Player may not adjust eir LV after performing either of 
these Actions. 

Reword the first paragraph of Rule 1.7.10 (Walk the Walk) to:- 

If a Player performs a pre-Move Action of "[Walking]", eir LV is set to 
zero - for the remainder of eir Turn, all Stations within Walking 
Distance of the Player's Location are Valid Moves, and the Player's 
Piece is not considered to pass through any Stations. A Player may not 
adjust eir LV after performing a "[Walking]" Action. 

{ Aside from speeding round the board during a Walk, the current wording 
stops you Walking from Wimbledon to South Wimbledon if, say, Stockwell 
is Blocked. } 

To the end of Rule 1.7.33 (Stubbery), add:- 

If a Player owns the Ticket Stub for the Station eir Piece is situated 
at, e may perform the pre-Move Action "[Stub Link]" - for the remainder 
of eir Turn, all Stations which e has Ticket Stubs for are Valid Moves, 
and the Player's Piece is not considered to pass through any Stations. 

{ Again, getting a British Rail train from Amersham to New Cross shouldn't 
be affected by a Bulkhead at Wapping. } 

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

Raised by Kevan, 9/3/99 
Dunx and RiffRaff 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 <kevan@z...> Sat Mar 13 10:52:35 1999
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From: "Kevan Davis" <kevan@z...>
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Footling around trying to teach myself Visual C++ via the "Frankenstein"
approach and a handful of tutorials culled from the Web, my first lumbering
offspring emerged blinking into the Friday daylight, earlier - it's a little
implementation of the Charge Delta Calculator from the Web page; a shade
more easy to use, and fairly handy to have as a desktop accessory (it's only
26k).

More features to come, probably; it's just the "difference between two
Station Charges" thing, at the moment, since such is the only calculation I
ever need to perform. Still. Feel free to link it from the Web page, or
whatever, Dunx.

http://members.xoom.com/asabove/mornomic.exe

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From <WayperP@p...> Mon Mar 15 23:01:50 1999
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It seems I am having problems understanding you, Kevan. I'm not trying to
be dense, or antagonistic; although I might be a little defensive I don't
think this is unjustified. (I'd also like to hear the opinions of the
other three or so people who didn't seem to like token running in its new
form).

On Friday, March 12, 1999 6:58 PM, Kevan Davis
[SMTP:kevan@z...] wrote:
> Fair comment, really - an extra way to do something is only a problem if
> you can do it *in addition* to the existing method. Token Running and
> Interchange bonuses are fairly mutually exclusive (with the exception of
a
> few Stations; Ealing Broadway, Charing Cross and - perhaps critically -
> Bank), so coexistence isn't a problem.

Again, I don't understand. Do you mean 'in addition', like claiming a
silver token for moving to KXSP and through more than five interchanges; or
do you mean like playing two token claims off the same station? You could
move through eight interchanges and still end up at a terminus - do you
want to ban this?

> Because it doesn't encourage people to use it; the stingy caveats of your
> Token Running seem absurd next to the "Moved to a five-line Interchange?
> Have a Silver. Passed through five, as well? Have two Silvers!" bonus,
and

Try getting a Silver token outside zone 1 and I think you'll see my point.

> I'm always rather leery of anything that requires Players to remember
things
> for the remainder of the game (Bulkheading is just about forgivable for
> giving a pleasing "Ahaha! You can't, Chalk Farm's Bulkheaded." aspect).
> Effort is only a good thing if there's some reward for going to it.

Again, you seem to be contradicting yourself. Station closure is a good
example of something that you have to remember to check, and it's not even
part of the current set of actions! Do you have a problem with that as
well?

> I think we'd be better off with good, proper, old-fashioned Token
Running,
> really (the only restriction on the Action being that you can't play it
> within the Circle Line), with a Silver replacing a Gold. The really
broken
> aspect of the original Running was that you'd have enough Golds to win in
> three Turns; with Silvers, it's not too bothersome if someone sits and
> hoards - it'll take six Turns to gather enough (giving opponents plenty
of
> time to disrupt or lobster-pot them), and even then they'll have to
tiptoe
> back to Bank to get them changed.

In some ways I consider this a disadvantage. I don't like the fact that
the focus of the game might shift from MC to Bank. But I consider that a
minor problem - after all there is always going to be one real focus of the
game...

I don't see much difference with my proposal as to what Kev's just
recommended as a fix for Token Running. It's harder to do, earns you less
and stops various trickeries like wilding. What was wrong with it, then?

BTW, I have found two ways to win a game in the current ruleset (Y2W43) of
MN in two moves, only requiring the use of one black token to change lines.
Let me know if you want to see it played out. Or would you like to ban
that as well? :-)

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.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW


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From <kevan@z...> Tue Mar 16 01:30:36 1999
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From: "Kevan Davis" <kevan@z...>
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>Again, I don't understand. Do you mean 'in addition', like claiming a
>silver token for moving to KXSP and through more than five interchanges; or
>do you mean like playing two token claims off the same station?

Just that you can't Token Run in addition to moving to Kings Cross - the two
are mutually exclusive, and as such Token Running isn't horrendously
powerful.

>Try getting a Silver token outside zone 1 and I think you'll see my point.


Oh, I do, I do. I merely question the profusion of clauses to the thing; why
should it be so awkward to pluck Silvers from the outer reaches, when it's
so easy to gather them in Zone 1?

>> I'm always rather leery of anything that requires Players to remember
>things
>> for the remainder of the game (Bulkheading is just about forgivable for
>> giving a pleasing "Ahaha! You can't, Chalk Farm's Bulkheaded." aspect).
>> Effort is only a good thing if there's some reward for going to it.
>
>Again, you seem to be contradicting yourself.

I do? I merely say that Bulkheading has slight merit in its dramatic effect
(although such is usually more "Er, sorry, I Bulkheaded that ages ago, for
some obsolete reason; you'll have to replay" than "Ahaha, Mr Bond!"), but
becomes rather tiresome when (as in the Long Game) it just falls to whether
anyone remembers the Bulkhead and buzzes you. It's the sort of thing that
would work well if we were sat around a proper board, but doesn't translate
well to email, when you should be able to take in the state of the game from
a quick glance through the Token Table and the last few Plays.

>Station closure is a good
>example of something that you have to remember to check, and it's not even
>part of the current set of actions! Do you have a problem with that as
>well?


Not at all; with potentially-Closed Stations and Lines marked on the Map,
it's easy to see if your Move involves any, and the Crescent and Holy
Stations are exceptions which are easy enough to remember. I'd have a
problem were there an Action which Closed a Station for the rest of the Game
and expected Players to remember this, though.

>In some ways I consider this a disadvantage. I don't like the fact that
>the focus of the game might shift from MC to Bank.

It's beginning to trouble me a bit, as well; the Game does seem to be
tightening in around Zone 1 a lot - maybe it's time to reintroduce a way to
get actual Golds from the outer reaches?

>I don't see much difference with my proposal as to what Kev's just
>recommended as a fix for Token Running. It's harder to do, earns you less
>and stops various trickeries like wilding. What was wrong with it, then?


I'm just naturally averse to Rules which have too many words or clauses in,
really. The stopping of "various trickeries" such as Wilding seemed rather
superfluous - since these days it takes two Plastics to make a Green to
declare the Wild, and a Black to Move to it, I think anyone who bothers to
Wild for a Token Run deserves their prize. And the "once per Terminus", as I
say, bothers me as being something to remember - I don't want to have to
(particularly in the Long Game) read back through all previous Turns to
check a Play's legality. A simple "Token Running may only be performed if
the Player Moved to a Terminus during eir Movement Phase" clause would
probably slow things down just enough.

>BTW, I have found two ways to win a game in the current ruleset (Y2W43) of
>MN in two moves, only requiring the use of one black token to change lines.
>Let me know if you want to see it played out.

I would, of course, dearly love to. I imagine it's a Charge trick? I've
never quite had the enthusiasm to sit down and do the maths for those, but
I'm sure there are some very simple few-move paths from a Home to the
Crescent. Although two Moves surprises me.

>Or would you like to ban that as well? :-)

Not without seeing it, of course. If a powerful strategy can be beaten with
an equally powerful counter-strategy, then it's precisely the sort of thing
we're aiming for. But if the only way to overcome it is to be extremely
lucky, or specifically play to beat that strategy, then yes, I'd probably
like to see it banned. (I've been particularly impressed at Wizards of the
Coast for banning rather a lot of the over-powerful Magic: The Gathering
cards from recent expansions, a move which has crippled a lot of the boring
two-turn-win decks and made tournament play less tiresome.)

Kevan


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From Graeme Jefferis <se98gj@d...> Tue Mar 16 04:00:49 1999
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Apologies to those waiting for me in the Garden Lounge. A move
will appear later today.

-Grimace.

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From <kevan@z...> Tue Mar 16 06:30:37 1999
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From: "Kevan Davis" <kevan@z...>
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In an email I've already replied to, Paul enigmatically whispered:-

>BTW, I have found two ways to win a game in the current ruleset (Y2W43) of
>MN in two moves, only requiring the use of one black token to change lines.
>Let me know if you want to see it played out.

Having pondered a bit, there's a very neat little three-Move victory:-

Kevan : [Home: Anywhere] Anywhere [Recycling] [Tottenham Court Road Wild]
Kevan : [Wild] Tottenham Court Road (NT) [Purchasing Chocolate Bar]
Kevan : [LV+3] [Eating Chocolate Bar] Mornington Crescent (NT)

Two Reds, one Black, one Bronze. It hinges around the fact that Wilds don't
affect Charge, and that the Crescent from Tottenham Court Road is, of
course, +18. Tsk. Not that anyone would bother doing this at the start of a
Game, of course, because an astute opponent would Wild to Tottenham Court
Road during their own Turn, and be one step ahead.

Wait a turn or two, though, and most Players will presumably have mucked up
their Charges too much to take advantage of the shortcut. Hmm. Slightly
alarming, particularly since it can be started from any valid Home Station.

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From <WayperP@p...> Mon Mar 15 15:47:14 1999
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On Monday, March 15, 1999 7:58 PM, Kevan Davis
[SMTP:kevan@z...] wrote:
> Just that you can't Token Run in addition to moving to Kings Cross - the
two
> are mutually exclusive, and as such Token Running isn't horrendously
powerful.

Hmmm. Do you mean the new or the old Token Run? And what was in the old
one preventing moving to KXSP.

(As an aside, does anyone actually mind me using Venbacker Notation for my
station abbreviations?)

> Oh, I do, I do. I merely question the profusion of clauses to the thing;
why
> should it be so awkward to pluck Silvers from the outer reaches, when
it's
> so easy to gather them in Zone 1?

You have me there; but I can only say that I think that this therefore
means we should loosen the restriction on Token Running (or whatever I
called it now), rather than discarding it altogether.

> I do? I merely say that Bulkheading has slight merit in its dramatic
effect
> (although such is usually more "Er, sorry, I Bulkheaded that ages ago,
for
> some obsolete reason; you'll have to replay" than "Ahaha, Mr Bond!"), but
> becomes rather tiresome when (as in the Long Game) it just falls to
whether
> anyone remembers the Bulkhead and buzzes you. It's the sort of thing that
> would work well if we were sat around a proper board, but doesn't
translate
> well to email, when you should be able to take in the state of the game
from
> a quick glance through the Token Table and the last few Plays.

I understand your point, and I agree that the lack of suitable notation in
the GSD (although I don't want a GSD whose header takes up three pages...)
makes these things difficult. However, I thought that the reverse
situation, that people be allowed to play token runs on the same terminus
more than once in a game was a Bad Thing.

> Not at all; with potentially-Closed Stations and Lines marked on the Map,
> it's easy to see if your Move involves any, and the Crescent and Holy
> Stations are exceptions which are easy enough to remember. I'd have a
> problem were there an Action which Closed a Station for the rest of the
Game
> and expected Players to remember this, though.

In some ways that's as much a problem for the other players as the player
who tries to play through a closed interchange. The game can't rely
totally on the player's honesty in their Turn (although it does have to
rely heavily on this). I'm not saying people are cheats, I'm saying that
sometimes we can't remember all the technicalities. I'm sure there have
been instances where people have played turns that they know have been
illegal but have not wanted to change their plans unless spotted. Naughty,
but...

(And we all know Ruttsborough was famous for token stealing; making illegal
token claims and seeing if the other player raised it with the referees. 
The pressure on that other player, to question a dangerous man like
Ruttsborough continuously through the game was high, and too many new
players simply assumed that he must have _some_ justification. Of course,
this was in the day when an illegal token claim would merely result in the
loss of the token and a two-minute penalty. The naive IMCS had never
really had to deal with anything like Ruttsborough...)

Ultimately, as the process of me submitting interesting but unpopular
proposals is reminding me, it's a Nomic as much as anything and player
interaction is all.

> It's beginning to trouble me a bit, as well; the Game does seem to be
> tightening in around Zone 1 a lot - maybe it's time to reintroduce a way
to
> get actual Golds from the outer reaches?

It's hard to see a way around that. Zone 1's heavy crosslinking is
important; not only to MN but to IMCS and ISIHAC as well. I don't want
control of Z1 to become crucial, and there are still Gambits and other
methods of getting golds out in the boonies. (Look at Dunx's favourite
opening). I think a few more Gambits combined with Token Running and maybe
a way of collecting tokens for moving through large numbers of
non-interchange stations (thus using the Bonanza action) will ensure things
are evenly balanced.

Again, the Nomic aspect comes in - if you think Zone 1 is too strong, do
something to promote Outer Zones. If everyone agrees with your POV, things
change. Sitting around and nuking other people's proposals with no comment
doesn't further the ends of that particular game.

> I'm just naturally averse to Rules which have too many words or clauses
in,
> really. The stopping of "various trickeries" such as Wilding seemed
rather
> superfluous - since these days it takes two Plastics to make a Green to
> declare the Wild, and a Black to Move to it, I think anyone who bothers
to
> Wild for a Token Run deserves their prize. And the "once per Terminus",
as I
> say, bothers me as being something to remember - I don't want to have to
> (particularly in the Long Game) read back through all previous Turns to
> check a Play's legality. A simple "Token Running may only be performed if
> the Player Moved to a Terminus during eir Movement Phase" clause would
> probably slow things down just enough.

You have me there. I suffer from the affliction of being supererogatory
sometimes. People need to keep reminding me of this (and yes, the previous
sentence was typed with a smile :-). But, IMHO, this is why amendments
were included as proposal types.

> I would, of course, dearly love to. I imagine it's a Charge trick? I've
> never quite had the enthusiasm to sit down and do the maths for those,
but
> I'm sure there are some very simple few-move paths from a Home to the
> Crescent. Although two Moves surprises me.

They involve using the zero-cost Charge=18 trick to open MC, yes. This is
what you get when you have a database with every station's Radius (so I
can't claim that I thought of the stations, but I did think of how to find
them). There are also methods of moving such that you can Wild across the
map and then drop into MC, thus foiling potential blocks. Interestingly
enough these methods seem to be intertwined with the fact that your home
must be six stations from MC but wilds can close to three stations from
MC... But enough speculation.

> Not without seeing it, of course. If a powerful strategy can be beaten
with
> an equally powerful counter-strategy, then it's precisely the sort of
thing
> we're aiming for. But if the only way to overcome it is to be extremely
> lucky, or specifically play to beat that strategy, then yes, I'd probably
> like to see it banned. (I've been particularly impressed at Wizards of
the
> Coast for banning rather a lot of the over-powerful Magic: The Gathering
> cards from recent expansions, a move which has crippled a lot of the
boring
> two-turn-win decks and made tournament play less tiresome.)

The one way I can see to block both of these is to be lucky (you have to
play before the player trying to two-move-win) and move immediately to
block MC. Even then, if you lower your guard on MC for one moment the
person's latent charge can get them in. They just need to circle close
enough...

Anyway, have a good one, whatever strength you like,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Mon Mar 15 15:47:14 1999
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On Tuesday, March 16, 1999 1:04 AM, Kevan Davis
[SMTP:kevan@z...] wrote:
> Kevan : [Home: Anywhere] Anywhere [Recycling] [Tottenham Court Road Wild]
> Kevan : [Wild] Tottenham Court Road (NT) [Purchasing Chocolate Bar]
> Kevan : [LV+3] [Eating Chocolate Bar] Mornington Crescent (NT)

Very nice. This has the same consequence as my other moves - that all the
player has to do from there is move normally and, automatically, their
charge will be equal to MC's when they get there.
Shunting would be a logical counter-strategy.

Nice one, Kev!

(Incidentally, with a bit more name-crunching, Spiron has worked out that
there are 2,508 possible Mount of Olives Gambit combinations. It doesn't
yet have the information to work out how many of those are actually doable
without a Wild or similar...)

Paul Wayper -- DPI ITS Computer Systems Officer
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From morbidharvester@h... Mon Mar 15 18:15:27 1999
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Says it all really. It's in the form of an annoying frame that clings to the top of your browser. Ick.

It's not too obtrusive, though, and I still find the site reasonably quick. Probably worth sticking with for now rather than moving house and causing more dead-link problems.

-Graeme.

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From <WayperP@p...> Mon Mar 15 19:14:16 1999
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From: "Wayper, Paul" <WayperP@p...>
To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
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On Tuesday, March 16, 1999 12:15 PM, morbidharvester@h...
[SMTP:morbidharvester@h...] wrote:
> Says it all really. It's in the form of an annoying frame that clings to
> the top of your browser. Ick.

What, more than eGroups?

> It's not too obtrusive, though, and I still find the site reasonably
> quick. Probably worth sticking with for now rather than moving house and
> causing more dead-link problems.

Bah. Considering what us Geocitizens have to put up with it's nothing.

But this brings to mind the talk by Matthew of hosting the MN lists on his
machine. I've just (stupidly) realised that MN's web pages could also be
hosted there. Must make an enquiry on the MCD-L.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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From riffraff@n... (RiffRaff) Mon Mar 15 22:41:58 1999
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>(As an aside, does anyone actually mind me using Venbacker Notation for my
>station abbreviations?)

Not me... in fact, I was wondering where you got them. Is there a
net-accessable list somewhere?

--Riff



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From <WayperP@p...> Mon Mar 15 23:42:37 1999
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From: "Wayper, Paul" <WayperP@p...>
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On Tuesday, March 16, 1999 4:44 PM, riffraff@n...
[SMTP:riffraff@n...] wrote:
> Not me... in fact, I was wondering where you got them. Is there a
> net-accessable list somewhere?

*shamed blush* The codes are my own invention, after an old happening at
York. I'll post a text file of them on my pages, but the simple formula is:

C = Circus
CT = City
EA = East
GR = Green
HL = Hill
LA = Lane
NO = North
PK = Park
RD = Road
SO = South
ST = Street
X = Cross
WE = West

Other than that, remove vowels, try to get two-word names sharing the four
letters equally (e.g. Gloucester Road - GLRD) and a few other niceness
conventions.

Full table at http://www.geocities.com/Athens/9791/mc-stations.html

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <kevan@z...> Tue Mar 16 01:04:12 1999
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>Says it all really. It's in the form of an annoying frame that clings to
the top of your browser. Ick.


I'd heard whispers of it. With conspiratorial cover-up drama worthy of
Mulder himself, I happened to chance across them testing it a couple of
months ago; attempting to download the source of a page from the Nomic
pages, I got a frame index, with an invisibly thin sliver of frame above the
main window. Tsk.

>It's not too obtrusive, though, and I still find the site reasonably quick.

I suppose frames aren't too bad from a speed perspective; I just fear how
much it might muck up bookmarking and (as with Ask Jeeves) make browsing to
other pages very annoying. Nowhere near as dire as Geocities, anyway, as
Paul says.

Recently moved to Xoom himself,

Kevan

--
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From <DELLIS@u...> Tue Mar 16 01:41:03 1999
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Date: 16 Mar 99 09:38:48 +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-133-dellis=uk.oracle.com@returns.egroups.com's message of 16-Mar-99 07:42
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> Full table at http://www.geocities.com/Athens/9791/mc-stations.html 

Interesting... I don't know if we'd want to formally recognise this notation=

(after all, Venbacker notation still isn't popular amongst the MC
cognoscenti 
on the tournamet circuit despite its use being mandated by the IMCS), but it=

seems to be a useful tool for noting the routes taken. 

I have a few comments on the table itself, though (mostly from a rabidly MN 
perspective, for which I apologise in advance): 

1. the Venbacker numbers seem to mostly agree, but there are a few omissions=

where spelling or (usually) punctuation is at variance with that used on the=

map. The ones I've spotted are Barons Court; Canons Park; Colliers Wood; 
Devons Road; Gallions Reach; Golders Green; Heathrow Terminals 1,2,3;
Parsons 
Green; Queens Park; Rayners Lane. Shepherd's Bush is also missing, but I
have 
more to say about that next... 

2. why have the Shepherd's Bush stations been given different Venbacker
codes? 
Surely these two are adequately distinguished by use of Line Code? 

3. Escalators - Bank (for Monument) and its reverse are represented, but not=

the escalator links between Tower Hill/Tower Gateway and Bow Church/Bow
Road. 

Good stuff, though. Particularly like the Hats. 

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

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


Emergency Proposal 031 - Narg-u-Meant [Multiple] 

{ A little tweak to the Narg Clamp - rendering it Post-Move to fit in 
with all the other Clamps, as I presume was intended originally (this 
as a fix rather than an abuse - I won't Buzz Paul for an illegal 
Clamping, the moment this passes), and altering the wording of the 
Clamp itself to permit "abnormal" Moves such as Wilding (mentioned in 
the comments of original proposal as an "acceptable escape", even if 
it actually wasn't) and intuitive sidesteps such as Walking. 

Selfishly regarded as an Emergency because I've just been Narged in 
Game 15 and have realised how broken it is (worrying how true that is, 
that you never really analyse things enough until they've happened), 
but since it's such a cheap and easy Player lock, I think it needs 
fixing sharply. } 

1. "Narg!" in Surprise and Alarm [Amendment] 

Make "[Narging <Player>]" a post-Move Action. 

2. How Many Nargonds Round The Pond? [Amendment] 

Reword Rule 1.4.27 (The Narg Clamp explained) to:- 

A Player may perform the Action of "[Narging <Player>]", where 
<Player> is a Player who shares a Station and Line with the Actioning 
Player. A Narged Player gains a "Narg Clamp" Possession. Narg Clamps 
are Indestructable Possessions. 

If a Player is carrying a Narg Clamp, e may only move horizontally or 
vertically; if eir Move involves passing along a section of Line which 
was not completely horizontal or vertical, that Move is Illegal 
(unless their Piece is not considered to pass through Stations this 
Turn). 

A Player carrying a Narg Clamp may not Move to or through Mornington 
Crescent, nor may e perform any Actions which require the expenditure 
of a Blue Token. 

A Player may destroy a single Narg Clamp in eir Possession, by 
performing the Action of "[Anti-Narg]" whilst at Tottenham Court Road. 

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

Raised by Kevan, 16/3/99 
---------------------------------------------------------------------------- 

-- 
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 <kevan@z...> Tue Mar 16 09:36:10 1999
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Just to announce an update to that Charge Delta calculator Windows accessory
I penned the other day; I've just expanded it to include Current searching
(a la the Javascript on the Web page), as well as a handy Venbacker lookup.
It's been retitled the "Mornington Nomic Companion", and despite still being
a bit of a mess, it's available from my Web page.

(If any of you are even using Windows.)

Kevan

--
kevan@d...
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From <DELLIS@u...> Tue Mar 16 10:10:40 1999
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-137-dellis=uk.oracle.com@returns.egroups.com's message of 16-Mar-99 17:38
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Thanks Kevan. 

I'll retitle the link from the MN web page this evening. 

-- 
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: "Wayper, Paul" <WayperP@p...>
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On Tuesday, March 16, 1999 7:39 PM, Dunx (Duncan Ellis)
[SMTP:DELLIS@u...] wrote:
> Interesting... I don't know if we'd want to formally recognise this
notation 
> (after all, Venbacker notation still isn't popular amongst the MC
cognoscenti 
> on the tournamet circuit despite its use being mandated by the IMCS), but
it 
> seems to be a useful tool for noting the routes taken.

Well, I use it as a short-hand - that doesn't mean I'm going to propose to
bring it into force. The IMCS, BTW, have never actually made its use
mandatory; there's an interesting clause in book 12 (that most people I've
spoken to, even on the amateur circuit) that allows the player to use their
own mnemonics rather than the standard IMCS if they find this preferable. 
Most people's 'mnemonics' just happen to coincide with the names of the
stations.

(I feel like a real fraud with this, actually - calling them Venbacker
Codes and implying their use by the IMCS is one thing for my own benefit,
but when it might be seen as some sort of justification for their use, I
back off. I have no desire to see everyone using them just because I say
so - if people find them useful, then they're there, but no more than that.
*Blush*)

> 1. the Venbacker numbers seem to mostly agree, but there are a few
omissions 
> where spelling or (usually) punctuation is at variance with that used on
the 
> map. The ones I've spotted are Barons Court; Canons Park; Colliers Wood; 
> Devons Road; Gallions Reach; Golders Green; Heathrow Terminals 1,2,3;
Parsons 
> Green; Queens Park; Rayners Lane. Shepherd's Bush is also missing, but I
have 
> more to say about that next... 

Yeah, I know. The answer to this is that these are all my own preferences
for the spellings of the stations. You'll also notice that the table
includes the North London, Thameslink and that bit which goes from Moorgate
to Finsbury Park via Essex Road, H&I and Drayton Park. That's because,
when I was entering stations, I was using an old 1994 tube map that
included these stations. I then filled in the Venbacker Codes from there. 
Likewise, with the two Shepherd's Bush stations and the Bank / Monument
escalator variations. I can only apologise by saying they're my own
invention, not a more formal result from an organised decision process.

I was also rushing to get home and didn't stop to tidy the table up. 
Apologies once again.

The Hat column was me trying to make life easier for myself. I've also
generated queries to produce Mount of Olives Gambit combinations, but
that's 2,000 records or so and I think people can work them out on their
own.

Anyway, have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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On Wednesday, March 17, 1999 3:38 AM, Kevan Davis
[SMTP:kevan@z...] wrote:
> Just to announce an update to that Charge Delta calculator Windows
accessory
> I penned the other day; I've just expanded it to include Current
searching
> (a la the Javascript on the Web page), as well as a handy Venbacker
lookup.
> It's been retitled the "Mornington Nomic Companion", and despite still
being
> a bit of a mess, it's available from my Web page.

May I say it's already been useful, Kevan. And so neat, too. Thank you.

Paul Wayper -- DPI ITS Computer Systems Officer
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On Tuesday, March 16, 1999 9:33 PM, Dunx (Duncan Ellis)
[SMTP:DELLIS@u...] wrote:
> Emergency Proposal 031 - Narg-u-Meant [Multiple] 

I'll vote For this. Seems fair, I suppose. (I actually didn't mean this
as a loophole but once spotted it was hard to resist :-)

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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From dunx@l... (Duncan Ellis (Dunx)) Tue Mar 16 15:34:01 1999
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
634 -- void -- [a]
635 Prime Time 3 1 1 3 Passes
636 Flag Capturing and Dropping 2 1 2 3 Fails
637 Finsbury Option Lines 3 1 1 3 Passes
638 Line Code Rewrite 1 1 3 3 Fails
639 No Zone Bonus for Passing 1 1 3 3 Fails
640 Spherical Projection 3 2 - 3 Passes
641 Dolly's Feeling Better... - 1 4 3 Fails [b]
642 MC On The Buses 4 1 - 3 Passes
643 Playing With Dollis 3 - 2 3 Passes
644 Recall Collect 3 1 2 3 Passes
645 Rewrite My Fire 2 1 2 3 Fails
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Paul Riff
-------------------------------------------------------------------------=
----

635 (PaulWay) - FOR FOR - FOR AGA - PAS -=20
636 (Jonathan) - FOR AGA - PAS AGA - FOR -=20
637 (Jonathan) - AGA FOR - PAS FOR - FOR -=20
638 (Jonathan - AGA AGA - PAS AGA - FOR -=20
639 (Jonathan) - AGA AGA - PAS AGA - FOR -=20
640 (Dunx) - PAS FOR - FOR PAS - FOR -=20
641 (PaulWay) - AGA AGA - AGA AGA - PAS -=20
642 (Kevan) - FOR FOR - FOR PAS - FOR -=20
643 (Kevan) - AGA FOR - FOR FOR - AGA -=20
644 (Kevan) - FOR FOR - AGA FOR - AGA -=20
645 (Dunx) - PAS AGA - FOR AGA - FOR -=20

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Paul Riff
- KUDOS =
---------------------------------------------------------------------

Initial: 11 28 4 0 18 72 16 12 7
Halved: 14 2 9 36 6 3
=
-------------------------------------------------------------------------=
--
FOR Votes: +5 +0 +7 +10 +3 +0
AGA Votes: I -2 -0 I -9 -4 I -5 -0
Decisiveness: n +3 +3 n +3 +0 n +3 +0
Voting/Own: a -0 -0 a -0 -6 a -0 -0
c c c
EP FOR Votes: t +0 +0 t +0 +2 t +0 +0
EP AGA Votes: i -0 -0 i -0 +0 i -0 -0
Finger/Pulse: v +0 +0 v +0 +0 v +0 +0
e e e
Repeal: +0 +0 +0 +0 +0 +0
Rewrite: +0 +0 +0 +0 +0 +0

Award Ceremony: +3 +0 +0 +4 +3 +0 =
[c]
Kudos Gifts +0 +0 +0 +0 +0 +0
=
-------------------------------------------------------------------------=
--
This Week: +9 +3 +0 - +6 +4 +0

Final Kudos: 11 23 5 0 0 39 16 10 1

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Paul Riff
-------------------------------------------------------------------------=
----

[a] counting failure again, I'm afraid. I'll be automating all this =
nonsense
soon.

I also diddled PaulWay out of a Proposal last Week - I've given em =
four
in Week 45 as recompense. Complaints to the usual address.

[b] sorry Paul - I didn't see your correction until I was doing these =
Voting
Results. I'm afraid it would have been a bit late, anyway.

[c] Ruttsborough Award - none
IMCS Clarity Award - PaulWay (Prime Time)
CAMREC Cleanup Award - none
Mrs Trellis Award - Kevan (MC on the Buses)
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic)

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Tue Mar 16 15:34:04 1999
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 646 - When in range, do as the Rangers do [Enactment]

Any Action that requires the Player to be adjacent to another Player or
object may also be played if the desired target is at the station as the
Player. In other words, adjacency for Actions is implied by co-location.

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

Proposal 647 - Time keeps on slippin'... [Multiple]

Repeal 1.5.8 (Moving and Shaking)

Reword 1.3.0 to read:

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, perform Actions and collect Tokens.

Moves, Plays, Rounds and Turns shall be defined as follows in combination
with
those definitions already extant:

* A Round is a sequence of Turns in which all Active 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 or (if that Player Resigns or
goes Inactive) the point after which eir Turn would have been.

* A Player's Turn consists of the total set of changes that a Player =
makes
to the GSD when e takes eir Turn, including eir Play. This may be =
referred
to simply as 'a Turn'.

* A Player's Play is the section written against eir name at the bottom =
of
the GSD which includes the Player's Piece's Move and any Actions played.
This may be referred to simply as 'a Play'.

* A Piece's Move is its normal motion along LU lines, excluding all
Action-related changes to position. This may be referred to simply as 'a
Move'

Those Rules defining Line Velocity and changes of Line apply only to the
Piece's Move unless specifically stated otherwise.

{A slight reword, but mostly done to get all the parts of play time under
the one Rule.}

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

Proposal 648 - Contracrostipunctus [Amendment]

Rewrite Rule 1.5.0 to read:

There are three ways for a Player's Piece Move to be Valid:

1) If the Move is either the word "Pass" or the word "Timeout", then this
is known as a Passed Move. The Move is Valid and the Piece stays at its
current Station.

2) If the Move uses one of the following Actions (only one of these =
allowed
per Turn):
* Home (Rule 1.12.1)
* Wild (Rule 1.11.1)
* Marmalade Sandwiches (Rule 1.4.16)
* Striling (Rule 1.7.12)
* Stubbery (Rule 1.7.33)
* Walking (Rule 1.7.10)
In this case, the Move is known as a Special Move. The Move is Valid, =
and
the Piece is moved directly to the specified Station without passing
through any other Stations.

3) Otherwise, the Move is known as a Standard Move. All Stations in the
Map currently under play (by default, the Map defined in Rule 1.17.1) are
Valid. The Player must then check through all the Rules and checks in =
the
following list to determine if any one of them makes the Move Invalid.=20
Once the Move is Invalid, it cannot be revalidated by another Rule.

1. LV Checks

* If the distance between the target Station and the Player's
current Piece Location is not precisely the same as that Player's
LV, the Move becomes Invalid.

2. Trivial Fares

* Line Changing (Rule 1.5.11)

3. Blocks, Impediments and Gaps

* Blocks (Rule 1.9.1)
* Damaged Stations (Rule 1.11.3)
* The Podume of Infinite Darkness (Rule 1.4.24)
* Closed Lines and Stations (Rule 1.13.4)
* Other Players' Home Stations (Rule 1.12.3)
* Power Failures (Rule 1.7.8)
* Maelberg Variances (Rule 1.7.17)
* Gapminding (Rule 1.7.7)
* Bridges (Rule 1.8.3)
* Circle Line Polarisation (Rule 1.8.5)
* Construction Lines (Rule 1.5.10)
* Heathrow Traversal (Rule 1.5.7)

4. Loops and Cascades

* Dollis Hill Loop (Rule 1.8.1)
* Parks and Greens Cascade (Rule 1.8.2)
* Charge Spiral (Rule 1.19.5)

5. First Turn

* If this is the Player's first Turn in the Game, eir Home
Station is a Valid Move and all other Stations are Invalid.

6. Unused Actions

* If the Actioning Player performed a pre-Move Action to make a
particular type of Move Valid, and did not play such a Move,
eir Move becomes Invalid.

Stations "passed through" during a Move are all of those along the route
which the Player's Piece has taken, excepting the Station it started and
ended the Move at.

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

Proposal 649 - Slight Chateau d'Eau fix [Amendment]

Amend Rule 2.7.11 to change the reference to not counting the section of
line 6 to refer to the corect line 2. It's line 2 that extends west of
Charles-de-Gaulle Etoile, not line 6 as is stated in the Rule.

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

Proposal 650 - We Are Normal And We Want Our Freedom [Multiple]

{ Amending the questionable references to "normal" Moves. }

1. Move =3D Movement Motion [Amendment]

In Rule 1.5.8 (Moving and Shaking), reword the third bullet point to:-

* A Piece's Move is its motion during the Movement Phase of a =
Player's
Turn. This may be referred to simply as 'a Move'.

2. Deviant Straddling [Amendment]

In Rule 1.7.6 (Straddling Nancy), replace "A Player may, after Moving eir
Piece normally," with "After Moving, a Player may".

3. Conservation of Energy [Amendment]

In Rule 1.19.2 (Charge), replace "Charge is modified by normal Piece =
movement"
with "Charge is modified by any Piece movement that takes place during a
Player's Movement Phase"

{ Wilding and whatever else should have the same effect on Charge as a =
Move
"merely" affected by LV+X or a Baguette, if only to stop the easy abuse
of the Charge Win. Although whilst on the subject... }

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

Proposal 651 - Electroplate Blues [Amendment]

{ The fiddly maths of a Charge victory have always troubled me, and =
Paul's
talk of a two-turn victory only fuel these troubles further. The idea =
of a
sudden surprise win is very unappealing, particularly since the only =
real
defence against it is to sit down and do some trivial sums for every
Player,
every Turn, just to check (and even then, you probably won't notice
anything suspicious until it's too late).

I know we've not had a spate of ridiculous victories through Charging =
to
the Crescent, but I suspect (and such is the case for me, at least) =
that
it's just a matter of apathy; I can't really be bothered to work out a
suitable sequence of Moves.

Still. A Proposed replacement - the ability to turn Bronze Tokens into
Golds, if your Charge is at least fifty more than everyone else's. I =
think
this is a reasonable implementation - bearing in mind how awkward it is=
to
get Bronzes in the first few Turns, quick victories shouldn't be an =
issue,
and once someone starts Electroplating, it shouldn't be too hard for at
least one person to up their Charge enough to stop it. (And the Drone =
will
most likely remain at zero for a long time, anyway.)

In a roundabout way, actually, this acts as a Token Running substitute =
- a
way to collect Golds which requires Players to move away from the =
centre of
the board... }

1. Electroplate Blues [Action]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Electroplating] Neut 1.7.x -1 Br +1 Go
=
------------------------------------------------------------------------

A Player may perform the "[Electroplating]" Action, if eir Charge is =
at
least fifty more than that of every other Player. Upon performing this
Action, the Actioning Player gains a Gold Token.

2. Run Away! Run Away! [Repeal]

Repeal Rule 1.19.3 (Charge of the Heavy Brigade).


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

Proposal 652 - Through a Podume Darkly [Amendment]

{ The reworked Podume of Infinite Darkness from the other Week had some
nice ideas, but an alarming number of dangerous wordings, and quite a
few over-complicated aspects. For your perusal, a new slant on the
thing - similar in implementation, but with a few differing effects. }

1. Darker Side of the Force [Amendment]

Reword Rule 1.4.24 (The Podume of Infinite Darkness) to:-

There exists a Unique, Indestructable Possession known as the Podume =
of
Infinite Darkness, which may be present on the Map; a PoID's presence =
is
indicated as a Token Stack with the text "PoID", at that Station (the
PoID is not, however, a Token, and it may coexist with a Token Stack).=
It
may be placed on a Station or picked up from that Station (with the
Actions of [PoID on <Station>] and [Collecting PoID] respectively) by =
any
Player who has passed through that Station during eir Turn, or who =
rests
at it. The PoID may also be Shunted as if it were a Token Stack, using
the name "PoID".

If there is no PoID in play, any Player may perform the Action of
"[Forging PoID]" to bring the PoID into play, in eir Possession,
provided that e is not located at a Holy Station, and that Game Time =
is
outside of Peak Hours. If performed at midnight, this Action's cost is
halved.

If a Player is carrying the Podume of Infinite Darkness, dark forces
protect em from the attentions of other Players; if a Player's Move
involves passing through or Moving to a Station which contains a =
Player
who carries the Podume, that Move is Illegal.

All power comes at a price, however - at the end of each of the Turns
of a PoID-carrying Player, e should select two Tokens from those e is
carrying (selecting as many non-Black Tokens as possible), and replace
them with Black Tokens.

If a Player carrying the Podume of Infinite Darkness ever passes =
through
or rests at a Holy Station, or the Podume itself rests at a Holy =
Station,
the Podume is instantly destroyed.

If the Podume of Infinite Darkness rests at a Station, all Players act
as if they were carrying it. In addition, at the start of each =
Player's
Turn, the top Token of every Token Stack is replaced with a Black =
Token.

If the Podume should rest at Mornington Crescent, its effects are
worsened; Tokens are destroyed rather than being blackened. In =
addition,
the Player responsible for placing the Podume at Mornington Crescent
should should roll a single 295-sided die after submitting each of eir
Turns. The next Player to take eir Turn should look this number up on
the Venbacker Table; if it equates to a Holy Station, nothing happens.
Otherwise, the relevant Station is wracked by a terrible explosion, =
with
the effect of a Suspect Package being detonated at that Station.

If the Podume is ever at Mornington Crescent and there are no Tokens
left in the Game, the Game is abandoned with no Winner (all Players =
are
considered to have Lost).

2. Dropped Action [Amendment]

Add the following Action (for it seems to be missing):-

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain [1]
=
------------------------------------------------------------------------
[PoID on <Station>] Neut 1.4.24

And make "[Collecting PoID]" a Neutral Action.

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

Dunx
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From <WayperP@p...> Tue Mar 16 18:05:58 1999
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
641 Dolly's Feeling Better... - 1 4 3 Fails [b]
641 (PaulWay) - AGA AGA - AGA AGA - PAS - 

Once again, I have to ask - was this just because of the mix-up on the
Dollis Escape or are people that determined to have the Dollis Hill rules as
they stand now?

*sigh* It's times like this that I wonder why I try to fix things.

Paul Wayper -- DPI ITS Computer Systems Officer
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>----------------------------------------------------------------------------
>
>Emergency Proposal 031 - Narg-u-Meant [Multiple]


For

--Riff



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>Proposal 647 - Time keeps on slippin'... [Multiple]
...
>* A Piece's Move is its normal motion along LU lines, excluding all
>Action-related changes to position. This may be referred to simply as 'a
>Move'


>Proposal 648 - Contracrostipunctus [Amendment]
...
>2) If the Move uses one of the following Actions (only one of these allowed
>per Turn):
>* Home (Rule 1.12.1)
>* Wild (Rule 1.11.1)
>* Marmalade Sandwiches (Rule 1.4.16)
>* Striling (Rule 1.7.12)
>* Stubbery (Rule 1.7.33)
>* Walking (Rule 1.7.10)
>In this case, the Move is known as a Special Move. The Move is Valid, and
>the Piece is moved directly to the specified Station without passing
>through any other Stations.

What do we do if both of these pass?

647: I [Walk] to a Station on the same Line. I don't gain the +1 Bk for
same-line-ness, because it's an 'Action-related change to position', not a
Move.

648: Same situation. I do gain the +1 Bk, because it is a Valid Move that
doesn't require changing Line.

(Rule 1.4.20:)
+----------------------------------------+--------------+
| Playing a Move which does not involve | +1 Black |
| a change of Line as part of the Move | |
+----------------------------------------+--------------+

--Riff



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> If a Player is carrying the Podume of Infinite Darkness, dark forces
> protect em from the attentions of other Players; if a Player's Move
> involves passing through or Moving to a Station which contains a Player
> who carries the Podume, that Move is Illegal.
>

I prefer the version where you can't be targeted at all by other players.
Simply not being able to move to or though the affected player's station
still doesn't protect them from clamps, double-shunts, etc... If the Dark
Forces can't protect you entirely, what good are they?

--Riff




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>> If a Player is carrying the Podume of Infinite Darkness, dark forces
>> protect em from the attentions of other Players; if a Player's Move
>> involves passing through or Moving to a Station which contains a Player
>> who carries the Podume, that Move is Illegal.
>>
>
>I prefer the version where you can't be targeted at all by other players.
>Simply not being able to move to or though the affected player's station
>still doesn't protect them from clamps, double-shunts, etc... If the Dark
>Forces can't protect you entirely, what good are they?

BTW, I quite like the random explosions. In fact, I think they should
occur as long as the PoID is not carried by a Player, whether it's at MC or
not. The forces of Evil get nasty when they don't have someone in
particular to leech off of :)

Oh, and this week I resolve to remember to vote!
--Riff



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From riffraff@n... (RiffRaff) Tue Mar 16 23:12:03 1999
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>-----------------------------------------------------------------------
>No. Proposal Name F P A Q Result
>-----------------------------------------------------------------------
>641 Dolly's Feeling Better... - 1 4 3 Fails [b]
>641 (PaulWay) - AGA AGA - AGA AGA - PAS -
>
>Once again, I have to ask - was this just because of the mix-up on the
>Dollis Escape or are people that determined to have the Dollis Hill rules as
>they stand now?
>
>*sigh* It's times like this that I wonder why I try to fix things.

It would be nice it there were some way to discuss and modify proposals
before voting on them, like the Green Paper / White Paper system in
Paranomic...

--Riff



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From <DELLIS@u...> Wed Mar 17 00:30:10 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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>It would be nice it there were some way to discuss and modify proposals 
>before voting on them, like the Green Paper / White Paper system in 
>Paranomic... 

There have been attempts to introduce a system of that type here (Public 
Proposals), but they had to be withdrawn due to general apathy. It was also 
deemed to be futile, since if you have an idea you want to discuss, then 
there's nothing to stop you posting it to the list for comments. 

-- 
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 <kevan@z...> Wed Mar 17 02:50:20 1999
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>Once again, I have to ask - was this just because of the mix-up on the
>Dollis Escape or are people that determined to have the Dollis Hill rules
as
>they stand now?


Having to choose between "Dolly's Feeling Better" and "Playing with Dollis",
the latter seemed preferable, being (strangely) more in line with how I
thought the Loop should be amended.

As a matter of interest, what problems remain, in your eyes (or anyone
else's, for that matter), with the Loop rules?

Kevan

--
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From <kevan@z...> Wed Mar 17 02:50:31 1999
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>It would be nice it there were some way to discuss and modify proposals
>before voting on them, like the Green Paper / White Paper system in
>Paranomic...


As Dunx says, the insanely complex "Player Proposals" were written off as
too much effort, when you could just discuss whatever you wanted on the
mailing list. I think the current Proposal system handles things reasonably
well - if your Proposal is shot down because you've worded some of it really
badly, you can repropose it again the next Week, repaired. Yes, you'll have
wasted a Proposal and lost some Kudos, but I think such a penalty is
reasonable, giving Players reason to proofread and think about their
Proposals themselves before submitting them.

As I may have said before, I think it might be a helpful thing if Players
who voted against Proposals had to give a few-word summary of their reasons;
both for feedback to the Proposer, and to make people think about their
Votes a bit more.

Kevan

--
kevan@d...
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From <kevan@z...> Wed Mar 17 02:50:31 1999
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>Proposal 646 - When in range, do as the Rangers do [Enactment]
>
>Any Action that requires the Player to be adjacent to another Player or
>object may also be played if the desired target is at the station as the
>Player. In other words, adjacency for Actions is implied by co-location.


Hmm. Superfluous now that Clamps have been updated, I think. If "objects"
don't include Stations, then it just mucks up Running Straddles a bit - if
"objects" *do* include Stations, it makes Blocking insanely powerful (since
you can just Block your current Location and move from it next Turn). We're
better off just saying "adjacent or co-located" if such a case is needed, I
think (such as Hat-Knocking's current implementation).

>Proposal 647 - Time keeps on slippin'... [Multiple]


A good point, nicely executed.

>Proposal 648 - Contracrostipunctus [Amendment]


Certainly the way to be heading with Move Validity, I think - I imagine we
could eventually get it down to a load of rules that say "Such-and-such a
Move is Invalid" and a few that say "Such-and-such a Move is Valid, taking
precedence over any Rules which say otherwise". Hmm.

This implementation seems quite nice, although the list of Invalidators
shouldn't include the First-Turn thing. Arguably it could be reduced to just
"If any Rules make your Move Invalid, then it is so." - although the list
was intended as a checklist, does anyone actually use it as such?

Dollis Hill rears its head again, too; it's a Validator as much as an
Invalidator. Hmm.

Kevan

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From <DELLIS@u...> Wed Mar 17 03:19:58 1999
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Date: 17 Mar 99 11:16:33 +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-151-dellis=uk.oracle.com@returns.egroups.com's message of 17-Mar-99 10:05
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>>Once again, I have to ask - was this just because of the mix-up on the 
>>Dollis Escape or are people that determined to have the Dollis Hill rules 
as 
>>they stand now? 

>Having to choose between "Dolly's Feeling Better" and "Playing with
Dollis", 
>the latter seemed preferable, being (strangely) more in line with how I 
>thought the Loop should be amended. 

I didn't think there was anything particularly broken with them in the first=

place. Whilst I like the definition of loop by Piece location rather than 
Move, I still don't see why a Player who has a high LV when a DH loop is
about 
to start should be drawn into it. 

Still, it's in the rules now - obviously not immutable, but just have to
deal 
with it. 

>As a matter of interest, what problems remain, in your eyes (or anyone 
>else's, for that matter), with the Loop rules? 

Well, aside from my complaint about Dollis Escape, I'm unhapy with the 
current lack of generality in the loop rules. Dollis should obviously always=

have a special place in any loop system, but we could do with something
which 
will enable local loops, two (or more) station loops, and so on. 

You may gather I've had some ideas in this direction, although they're too 
formless to be published, however informally. 

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

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

Emergency Proposal 031 - Narg-u-Meant [Multiple]

{ A little tweak to the Narg Clamp - rendering it Post-Move to fit in
with all the other Clamps, as I presume was intended originally (this
as a fix rather than an abuse - I won't Buzz Paul for an illegal
Clamping, the moment this passes), and altering the wording of the
Clamp itself to permit "abnormal" Moves such as Wilding (mentioned in
the comments of original proposal as an "acceptable escape", even if
it actually wasn't) and intuitive sidesteps such as Walking.

Selfishly regarded as an Emergency because I've just been Narged in
Game 15 and have realised how broken it is (worrying how true that is,
that you never really analyse things enough until they've happened),
but since it's such a cheap and easy Player lock, I think it needs
fixing sharply. }

1. "Narg!" in Surprise and Alarm [Amendment]

Make "[Narging <Player>]" a post-Move Action.

2. How Many Nargonds Round The Pond? [Amendment]

Reword Rule 1.4.27 (The Narg Clamp explained) to:-

A Player may perform the Action of "[Narging <Player>]", where
<Player> is a Player who shares a Station and Line with the Actioning
Player. A Narged Player gains a "Narg Clamp" Possession. Narg Clamps
are Indestructable Possessions.

If a Player is carrying a Narg Clamp, e may only move horizontally or
vertically; if eir Move involves passing along a section of Line which
was not completely horizontal or vertical, that Move is Illegal
(unless their Piece is not considered to pass through Stations this
Turn).

A Player carrying a Narg Clamp may not Move to or through Mornington
Crescent, nor may e perform any Actions which require the expenditure
of a Blue Token.

A Player may destroy a single Narg Clamp in eir Possession, by
performing the Action of "[Anti-Narg]" whilst at Tottenham Court Road.

---------------------------------------------------------------------------=
-
Raised by Kevan, 16/3/99
Dunx, PaulWay and RiffRaff 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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Date: 16 Mar 99 11:32:37
From:"Dunx (Duncan Ellis)" <DELLIS@u...>
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Subject:MN: Emergency Proposal 031
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----------------------------------------------------------------------------=


Emergency Proposal 031 - Narg-u-Meant [Multiple] 

{ A little tweak to the Narg Clamp - rendering it Post-Move to fit in 
with all the other Clamps, as I presume was intended originally (this 
as a fix rather than an abuse - I won't Buzz Paul for an illegal 
Clamping, the moment this passes), and altering the wording of the 
Clamp itself to permit "abnormal" Moves such as Wilding (mentioned in 
the comments of original proposal as an "acceptable escape", even if 
it actually wasn't) and intuitive sidesteps such as Walking. 

Selfishly regarded as an Emergency because I've just been Narged in 
Game 15 and have realised how broken it is (worrying how true that is, 
that you never really analyse things enough until they've happened), 
but since it's such a cheap and easy Player lock, I think it needs 
fixing sharply. } 

1. "Narg!" in Surprise and Alarm [Amendment] 

Make "[Narging <Player>]" a post-Move Action. 

2. How Many Nargonds Round The Pond? [Amendment] 

Reword Rule 1.4.27 (The Narg Clamp explained) to:- 

A Player may perform the Action of "[Narging <Player>]", where 
<Player> is a Player who shares a Station and Line with the Actioning 
Player. A Narged Player gains a "Narg Clamp" Possession. Narg Clamps 
are Indestructable Possessions. 

If a Player is carrying a Narg Clamp, e may only move horizontally or 
vertically; if eir Move involves passing along a section of Line which 
was not completely horizontal or vertical, that Move is Illegal 
(unless their Piece is not considered to pass through Stations this 
Turn). 

A Player carrying a Narg Clamp may not Move to or through Mornington 
Crescent, nor may e perform any Actions which require the expenditure 
of a Blue Token. 

A Player may destroy a single Narg Clamp in eir Possession, by 
performing the Action of "[Anti-Narg]" whilst at Tottenham Court Road. 

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

Raised by Kevan, 16/3/99 
---------------------------------------------------------------------------- 

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

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> 643 (Kevan) - AGA FOR - FOR FOR - AGA - 
> 644 (Kevan) - FOR FOR - AGA FOR - AGA - 
So, is voting for one's own more radical proposals becoming a viable way of
getting them passed, these days?

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Wed Mar 17 18:26:14 1999
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On Wednesday, March 17, 1999 6:28 PM, Dunx (Duncan Ellis)
[SMTP:DELLIS@u...] wrote:
> There have been attempts to introduce a system of that type here (Public 
> Proposals), but they had to be withdrawn due to general apathy. It was
also 
> deemed to be futile, since if you have an idea you want to discuss, then 
> there's nothing to stop you posting it to the list for comments. 

I wonder if ownership of ideas is a problem here. In Thring, for example,
few people were willing to voice new ideas in case they were either scammed
or taken and proposed by someone else. I don't know if this is the case
here, but perhaps we need a system where proposals can be amended while in
the process of review; before they are voted on.

Personally, I believe in voting something in and then changing it; this
being what I consider to be the Nomic Way. Otherwise, with no feedback and
no approvals, ideas quickly dry up.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Wed Mar 17 18:26:15 1999
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People,

I was just compiling my move from the current ruleset, and I found that
there is a substantial part of the Token Collection Table now missing. The
current ruleset as of 18th March 1999 11:40AEST reads:

Rule 1.4.20 - Token Collection Table

The following table lists the Token Bonus awarded to a Player during eir
Token Collection phase, provided that the listed Event occured during eir
Movement phase.

+----------------------------------------+--------------+
| Event | Token Bonus |
+----------------------------------------+--------------+
| Playing any Valid Move within a Zone | +1 Bronze |
| for which a Zone Pass is carried | |
+----------------------------------------+--------------+
| Moving to an Interchange with | +1 Red |
| exactly two lines | |
+----------------------------------------+--------------+
| Moving to an Interchange with | +1 Black |
| exactly three lines | |
+----------------------------------------+--------------+
| Moving to an Interchange with | +1 Blue |
| exactly four lines | |
+----------------------------------------+--------------+
| Moving to an Interchange with | +1 Silver |
| five or more lines | |
+----------------------------------------+--------------+
| Passing through exactly two | +1 Red |
| Interchanges during a Move | |
+----------------------------------------+--------------+
| Passing through exactly three | +1 Black |
| Interchanges during a Move | |
+----------------------------------------+--------------+
| Passing through exactly four | +1 Blue |
| Interchanges during a Move | |
+----------------------------------------+--------------+
| Passing through exactly five | +1 Silver |
| Interchanges during a Move | |
+----------------------------------------+--------------+
| Playing a Move which does not involve | +1 Black |
| a change of Line as part of the Move | |
+----------------------------------------+--------------+
| Playing 'Pass' as eir Move | +2 Red or |
| | +2 Blue or |
| | +2 Black |
+----------------------------------------+--------------+

If a Player passes through the same Interchange more than once in a single
Move, only the first instance counts with regard to calculating any Token
benefits awarded for passing through Interchanges.

Now, the obvious thing missing here is the bonuses for moving through more
than five interchanges. The most recent proposal to try and alter this
rule was P639 (No Zone Bonus for Passing), which failed. Before then, the
Rule read:

Rule 1.4.20 - Token Collection Table

The following table lists the Token Bonus awarded to a Player during eir
Token Collection phase, provided that the listed Event occured during eir
Movement phase.

+----------------------------------------+--------------+ 
| Event | Token Bonus | 
+----------------------------------------+--------------+ 
| Playing any Valid Move within a Zone | +1 Bronze | 
| for which a Zone Pass is carried | | 
+----------------------------------------+--------------+ 
| Moving to an Interchange with | +1 Red | 
| exactly two lines | | 
+----------------------------------------+--------------+ 
| Moving to an Interchange with | +1 Black | 
| exactly three lines | | 
+----------------------------------------+--------------+ 
| Moving to an Interchange with | +1 Blue | 
| exactly four lines | | 
+----------------------------------------+--------------+ 
| Moving to an Interchange with | +1 Silver | 
| five or more lines | | 
+----------------------------------------+--------------+ 
| Passing through exactly two | +1 Red | 
| Interchanges during a Move | | 
+----------------------------------------+--------------+ 
| Passing through exactly three | +1 Black | 
| Interchanges during a Move | | 
+----------------------------------------+--------------+ 
| Passing through exactly four | +1 Blue | 
| Interchanges during a Move | | 
+----------------------------------------+--------------+ 
| Passing through exactly five | +1 Silver | 
| Interchanges during a Move | | 
+----------------------------------------+--------------+ 
| Passing through exactly six | +1 Silver, | 
| Interchanges during a Move | +1 Black | 
+----------------------------------------+--------------+ 
| Passing through exactly seven | +2 Bl, +2 Re | 
| Interchanges during a Move | +1 Black | 
+----------------------------------------+--------------+ 
| Passing through exactly eight | +1 Silver, | 
| Interchanges during a Move | +1 Re, +1 Bu | 
+----------------------------------------+--------------+ 
| Passing through exactly nine | +2 Silver | 
| Interchanges during a Move | +2 Re, +1 Bu | 
+----------------------------------------+--------------+ 
| Playing a Move which does not involve | +1 Black | 
| a change of Line as part of the Move | | 
+----------------------------------------+--------------+ 
| Playing 'Pass' as eir Move | +2 Red or | 
| | +2 Blue or | 
| | +2 Black | 
+----------------------------------------+--------------+ 

If a Player passes through the same Interchange more than once in a single
Move, only the first instance counts with regard to calculating any Token
benefits awarded for passing through Interchanges.

Can anyone explain this otherwise illegal alteration to the rules?

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <kevan@z...> Wed Mar 17 23:36:22 1999
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From: "Kevan Davis" <kevan@z...>
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>> 643 (Kevan) - AGA FOR - FOR FOR - AGA -
>> 644 (Kevan) - FOR FOR - AGA FOR - AGA -
>So, is voting for one's own more radical proposals becoming a viable way of
>getting them passed, these days?


Er, hasn't it always been?

Kevan

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From <kevan@z...> Wed Mar 17 23:36:27 1999
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From: "Kevan Davis" <kevan@z...>
To: <l-nomic-d@egroups.com>
Date: Thu, 18 Mar 1999 07:35:59 -0000
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>Now, the obvious thing missing here is the bonuses for moving through more
>than five interchanges. The most recent proposal to try and alter this
>rule was P639 (No Zone Bonus for Passing), which failed. Before then, the
>Rule read:
>
>Can anyone explain this otherwise illegal alteration to the rules?


Um, Proposal 644 - "Recall Collect"? Or is that too easy?

Kevan

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From riffraff@n... (RiffRaff) Wed Mar 17 23:44:46 1999
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>>> 643 (Kevan) - AGA FOR - FOR FOR - AGA -
>>> 644 (Kevan) - FOR FOR - AGA FOR - AGA -
>>So, is voting for one's own more radical proposals becoming a viable way of
>>getting them passed, these days?
>
>
>Er, hasn't it always been?

If you're willing to take the negative karma, why not...

--Riff



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From <kevan@z...> Thu Mar 18 03:51:49 1999
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Message-ID: <000301be7136$493c16c0$0d4d883e@my>
From: "Kevan Davis" <kevan@z...>
To: <l-nomic-d@egroups.com>
Date: Thu, 18 Mar 1999 11:36:36 -0000
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>>>> 643 (Kevan) - AGA FOR - FOR FOR - AGA -
>>>> 644 (Kevan) - FOR FOR - AGA FOR - AGA -
>>>So, is voting for one's own more radical proposals becoming a viable way
of
>>>getting them passed, these days?
>>
>>Er, hasn't it always been?
>
>If you're willing to take the negative karma, why not...


With such a sparsity of Voters these days, it's become more necessary to
consider voting for your own Proposals, I think - with four votes it's too
easy to get a split decision on a debatable Proposal, and when one extra
vote could make all the difference, it's worth making (particularly if
you've got Kudos to burn) (or don't care about it).

Time for a bit of a recruitment drive, perhaps? It's a bit disappointing
that our mention in the Independent the other week didn't net us any new
players.

Kevan

--
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From <kevan@z...> Thu Mar 18 04:50:18 1999
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From: "Kevan Davis" <kevan@z...>
To: <l-nomic-d@egroups.com>
Date: Thu, 18 Mar 1999 12:36:00 -0000
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>> There have been attempts to introduce a system of that type here (Public
>> Proposals), but they had to be withdrawn due to general apathy. It was
>also
>> deemed to be futile, since if you have an idea you want to discuss, then
>> there's nothing to stop you posting it to the list for comments.
>
>I wonder if ownership of ideas is a problem here. In Thring, for example,
>few people were willing to voice new ideas in case they were either scammed
>or taken and proposed by someone else.

Indeed, yes. Thring was far more victory-based, though - in Mornington
Nomic, managing to score lots of Kudos for a Proposal isn't terribly
impressive. I forget if Thring had any other reward for idea ownership (was
each rule attributed to its proposer, or was that something else?), but I
think that Mornomic falls outside of such copyrighting - in the wider world
of Mornington Crescent, there's a rather beautiful "unspoken ownership" of
ideas. I'm always secretly proud and amused when some spurious game term
I've invented achieves widespread use. (And having Maelberg Variances cited
in a net-magazine review of the York Server pleased me absurdly.)

>I don't know if this is the case
>here, but perhaps we need a system where proposals can be amended while in
>the process of review; before they are voted on.


I think we've been doing alright, really, reproposing things which failed
because of careless yet drastic mistakes, and quietly heralding the more
ambitious Proposals before we make them, to get a bit of feedback.

>Personally, I believe in voting something in and then changing it; this
>being what I consider to be the Nomic Way.

More or less - it's obviously a bad idea to enact-and-fix something that's
going to critically upset the game in its first incarnation, though;
amending a proposal enacted the week before is little different to enacting
a different version of a proposal which failed, after all. And if something
goes drastically against my own vision of what the game should be, I'm
obviously not overly keen to see it enacted at all.

Kevan

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From <DELLIS@u...> Thu Mar 18 10:33:23 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
To: l-nomic-d@egroups.com
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Week 45's Proposals included: 

> Proposal 647 - Time keeps on slippin'... [Multiple] 
Yes, a good thing well done. 

> Proposal 648 - Contracrostipunctus [Amendment] 
Cleaner wording than the current implementation. I do have one concern, 
though - 

> 3) Otherwise, the Move is known as a Standard Move. All Stations in the 
> Map currently under play (by default, the Map defined in Rule 1.17.1) are 
> Valid. The Player must then check through all the Rules and checks in the=

> following list to determine if any one of them makes the Move Invalid. 
> Once the Move is Invalid, it cannot be revalidated by another Rule. 
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 

> 1. LV Checks 

> * If the distance between the target Station and the Player's 
> current Piece Location is not precisely the same as that Player's 
> LV, the Move becomes Invalid. 

These two points conflict somewhat, particularly where DH loops are 
concerned. 

Consider - Cryer decides to play Dollis Hill, when Rushton is at (say) 
Beckton. Rushton is required to play DH by the loop rules, and decides to 
tick off the points bearing in mind that final sentence from para (3) above 
that an invalidated move remains invalid. 

Since the first point is LV, and there is no way to have anough LV to 
travel from Beckton to Dollis Hill, and no subsequent point may revalidate 
an invalid Move, the required Move to the Hill must be immediately 
discarded as a possibility. Since the only other option is Pass, Rushton 
must remain at Beckton (and, incidentally, breaking the Loop). 

That doesn't seem right, but is it what you intended? This interpretation 
has its benefits (it's another way of forcing a pass) but it is profoundly 
at odds with existing play. 


> Proposal 650 - We Are Normal And We Want Our Freedom [Multiple] 

> 3. Conservation of Energy [Amendment] 

> In Rule 1.19.2 (Charge), replace "Charge is modified by normal Piece 
movement" 
> with "Charge is modified by any Piece movement that takes place during a 
> Player's Movement Phase" 

I was going to complain about this, but of course the wording excludes 
Straddles which is rather nicely done. 

I would have thought that applying this change would sufficiently fix the 
Charge win. 

> Proposal 651 - Electroplate Blues [Amendment] 

I'm a little sad about this - the Electroplating itself is a splendid idea, 
well worth using, but I'm terribly unhappy about losing the Charge win. 

Whilst I accept to a certain extent the point about the fiddliness of the 
maths, the whole point of introducing it was so that we had more than one 
way to win. It just seems a little sad to take that away, to my mind. 

> Proposal 652 - Through a Podume Darkly [Amendment] 
Very pleasing. 

-- 
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 <kevan@z...> Thu Mar 18 11:28:48 1999
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>Since the only other option is Pass, Rushton
>must remain at Beckton (and, incidentally, breaking the Loop).


Tangentially, such is an unintended side effect of the Loop becoming based
on the "previous Active Player's piece position"; you can easily break a
Loop with a Pass. Remiss of me. Hmm. I'm not sure how much I like that.

>> Proposal 650 - We Are Normal And We Want Our Freedom [Multiple]
>
>I was going to complain about this, but of course the wording excludes
>Straddles which is rather nicely done.


I did wonder whether it was worth applying Charge to Straddles or not,
really. I suppose it's good to have a few cases where Piece movement doesn't
necessarily tally with Charge modification.

>I would have thought that applying this change would sufficiently fix the
>Charge win.

Only the Wild victory - it still leaves the rather worrying prospect of a
couple of unpredictable Moves that just happen to hit the right Stations and
allow a victory. Charge Victories unnerve me because they're so hard to
predict, and can only really be anticipated a Turn before their completion
(unless you're willing to double- or triple-calculate potential Charge
modifications for every Player, every Turn).

>I'm a little sad about this - the Electroplating itself is a splendid idea,
>well worth using, but I'm terribly unhappy about losing the Charge win.
>
>Whilst I accept to a certain extent the point about the fiddliness of the
>maths, the whole point of introducing it was so that we had more than one
>way to win. It just seems a little sad to take that away, to my mind.


Mmm; rather a drastic solution, its repeal, I know, but at the end of the
day, a Charge Win isn't really that different to any other sort of Win - the
aim of the game is always, of course, to get to Mornington Crescent. Boiling
it down and stirring it a bit, the Charge Victory can be reworded to "If
your Charge would be 18 when you Moved to Mornington Crescent, you may
perform the pre-Move Action of [Charging] to gain three Golds." (And for
some reason, it suddenly sounds a lot more powerful and dangerous, worded
like that.)

The three-Gold requirement is quite a nice thing, I think, because it means
we can implement a variety of way to collect Golds (a variety of ways to
Win, in essence), and it serves as a fairly blatant "Player X is about to
Win" alarm. Also, rather usefully, by the simple step of making the more
dramatic Gold-gaining Actions into post-Moves, it's easy to put a one-turn
delay on victories, giving opponents a chance to respond to whatever's
happened.

Kevan



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From <WayperP@p...> Thu Mar 18 17:51:08 1999
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From: "Wayper, Paul" <WayperP@p...>
To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
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On Thursday, 18 March 1999 17:36, Kevan Davis
[SMTP:kevan@z...] wrote:
> >Now, the obvious thing missing here is the bonuses for moving through
> >more
> >than five interchanges. The most recent proposal to try and alter this
> >rule was P639 (No Zone Bonus for Passing), which failed. Before then,
> >the
> >Rule read:
> >
> >Can anyone explain this otherwise illegal alteration to the rules?
> 
> Um, Proposal 644 - "Recall Collect"? Or is that too easy?

Profuse apologies. I found this and was just about to send my apologies for
leaping before looking, but Outlook crashed and I had to spend the rest of
the day reinstalling Office. Grrrrrrrr.

I must admit I'm puzzled as to why exactly the game needs to be slowed down,
and even if it does why this particular method. Why not cut the maximum LV
as well? I think what you'll find is that people suddenly come up with lots
of ways to get quick wilds, straddles, striles, wormholes and other instant
moves working...

JM2cW.

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Thu Mar 18 17:56:22 1999
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From: "Wayper, Paul" <WayperP@p...>
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On Thursday, 18 March 1999 22:36, Kevan Davis
[SMTP:kevan@z...] wrote:
> Indeed, yes. Thring was far more victory-based, though - in Mornington
> Nomic, managing to score lots of Kudos for a Proposal isn't terribly
> impressive. I forget if Thring had any other reward for idea ownership
(was
> each rule attributed to its proposer, or was that something else?), but I
> think that Mornomic falls outside of such copyrighting - in the wider
world
> of Mornington Crescent, there's a rather beautiful "unspoken ownership" of
> ideas. I'm always secretly proud and amused when some spurious game term
> I've invented achieves widespread use. (And having Maelberg Variances
cited
> in a net-magazine review of the York Server pleased me absurdly.)

True. Thring had no Rule attribution; even then, this was amendable...

> I think we've been doing alright, really, reproposing things which failed
> because of careless yet drastic mistakes, and quietly heralding the more
> ambitious Proposals before we make them, to get a bit of feedback.

This would work if Proposers did get feedback, but I've got virtually
nothing from people that I've felt made me want to repropose the idea when
proposals have been shot down in flames - and that's with me asking for
comment too.

I was thinking through an idea for having a 'current ruleset' system - that
each game got parcelled off with its own ruleset and therefore had the rules
static (unless a special type of proposal was put through - problem fixing,
you see) during the entire course of its play. I've been burnt several
times in recent games by having to rethink my entire strategy because a new
proposal has shot down the core tactic in mid-play. Will keep you posted.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <WayperP@p...> Thu Mar 18 18:01:38 1999
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On Friday, 19 March 1999 4:29, Dunx (Duncan Ellis)
[SMTP:DELLIS@u...] wrote:
> These two points conflict somewhat, particularly where DH loops are 
> concerned. 

This was something my Dolly's Feeling proposal was meant to fix. I think
this is the real problem with the current DH rules - that the concept of a
Valid Move by 1.5.0 is redefined by the DH rules.

The fundamental point of a DH loop is that LV calculations are ignored; the
same for any loop (Aldwych/Amersham, Ghost Stations, etc.). I'll propose a
new wording of DH loops that fixes that - in the meantime can we pass this
otherwise reasonable proposal?

> I would have thought that applying this change would sufficiently fix the
> Charge win. 

Not so - my two-move wins still stand. They need only one black for a line
change and that's it.

> I'm a little sad about this - the Electroplating itself is a splendid
idea, 
> well worth using, but I'm terribly unhappy about losing the Charge win. 

I admit indifference. Charge wins such as the two-movers I've discovered
would quickly become known to the MN players - becoming, if you like, the
equivalent of Fool's Mates. OTOH, Charge is something I've rarely seen used
in internet games of MC, so it's not something I'm worried about losing.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Fri Mar 19 00:00:11 1999
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People,

Sorry about the delay in posting. Firstly, Outlook GPF'd while I had three
game states and three other posts open yesterday, requiring a complete trash
and reinstall of Off97. Then, it did the same thing today, this time with a
proposal for generic Looping that I'd spent twenty minutes on.

Grrrrrrr.

But anyway, if you will oblige me by giving me a day or two more to get back
onto things, I shall recompense your patience with some moves.

Thanks,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <kevan@z...> Fri Mar 19 00:41:02 1999
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From: "Kevan Davis" <kevan@z...>
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>[Recall Collect]
>I must admit I'm puzzled as to why exactly the game needs to be slowed
down,
>and even if it does why this particular method. Why not cut the maximum LV
>as well? I think what you'll find is that people suddenly come up with
lots
>of ways to get quick wilds, straddles, striles, wormholes and other instant
>moves working...


Removing the upper echelons of Token collection doesn't really "slow the
game down"; it just makes high LVs less powerful - being able to move to any
one of a hundred Stations (he says, guessing at the maths) is quite a huge
strategy benefit, and not one that should be furthered with
borderline-ridiculous rewards for rushing through a lot of Interchanges.

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From <kevan@z...> Fri Mar 19 00:41:33 1999
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From: "Kevan Davis" <kevan@z...>
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>> I think we've been doing alright, really, reproposing things which failed
>> because of careless yet drastic mistakes, and quietly heralding the more
>> ambitious Proposals before we make them, to get a bit of feedback.
>
>This would work if Proposers did get feedback, but I've got virtually
>nothing from people that I've felt made me want to repropose the idea when
>proposals have been shot down in flames - and that's with me asking for
>comment too.


[nods sadly] It's always very disheartening to read that one of your
Proposals has failed four Votes to nil, for no obvious reason.

>I was thinking through an idea for having a 'current ruleset' system - that
>each game got parcelled off with its own ruleset and therefore had the
rules
>static (unless a special type of proposal was put through - problem fixing,
>you see) during the entire course of its play. I've been burnt several
>times in recent games by having to rethink my entire strategy because a new
>proposal has shot down the core tactic in mid-play.

Hmm. An interesting thought, but I imagine rather confusing in practice -
I'm not sure I could cope with six different rulesets, particularly with
games dragging on as long as they do (the Long Game obviously more so than
any other). It's true that there is a potential problem of someone Proposing
things which drop a spanner into your fiendish strategy, but I feel that
this just adds to the experience; such is what it is to play a Nomic. And
it's more luck than persecution, really - with at least a Week's delay
between proposal and enactment, any hasty "Players actually need *four*
Golds to enter MC" attempts probably won't work.

We need to play as we go along, I think, otherwise we'll have rules sitting
untested for far too long, dozens of them suddenly realised as flawed once
we come to use them. The fact that we've got five games going on at once is
enough to stop the Nomic system being used to deny victories - in the early
days we had a fair bit of "Oh, wait a minute, someone's about to win; let's
change things", but with several games in progress, the wider impact of an
amendment is more visible.

Although I did rather like the idea, floated a couple of years ago, of
making a Long Game unwinnable by continually altering the ruleset...

Kevan

--
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From <DELLIS@u...> Fri Mar 19 00:57:16 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-167-dellis=uk.oracle.com@returns.egroups.com's message of 19-Mar-99 01:55
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>I was thinking through an idea for having a 'current ruleset' system - that=

>each game got parcelled off with its own ruleset and therefore had the
rules 
>static (unless a special type of proposal was put through - problem fixing,=

>you see) during the entire course of its play. I've been burnt several 
>times in recent games by having to rethink my entire strategy because a new=

>proposal has shot down the core tactic in mid-play. Will keep you posted. 

Hmm... that has a lot of potential. It would also make tournament play a 
lot fairer, I think. 

You could have a frozen Ruleset for each Game, with votes being taken 
amongst the players for that game as to whether particular proposals 
affecting the Vanilla ruleset should be applied to the rules for that Game. 

When I was thinking about this earlier, I was worrying that there would be 
a merge problem when a Game ended, but that is faulty reasoning since 
changes would not be applied to any Game Ruleset which were not already 
present in the Vanilla rules. 

One suggestion I would make up front is that each Game should have a Deputy 
Speaker to maintain the local Ruleset and collate the Votes - editing one 
Ruleset is fine, but performing the same edits six times? Or even more if a 
Tournament is in play. 

I do like that idea though... it would obviate the need for the rather 
clumsy Frozen/Fluid Nomic state kludge as well. 

-- 
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 Mar 19 01:02:52 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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>> I would have thought that applying this change would sufficiently fix the=

>> Charge win. 

>Not so - my two-move wins still stand. They need only one black for a line=

>change and that's it. 

Ah - best kill it then. 

My personal interest is obvious, but Charge is the final form of an idea I 
had kicking around for months before hand, the massively over-complex Spin. =


Also, I don't know if the analogy with Fool's Mate is entirely accurate, 
since the chess sequence relies on the victim making exactly the wrong move 
rather than in MN where it requires merely that the other parties do 
nothing. The signs should be obvious from Home declaration, but still... 

-- 
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 Mar 19 01:07:16 1999
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-169-dellis=uk.oracle.com@returns.egroups.com's message of 19-Mar-99 07:45
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Nasty... 

"Microsoft: Making computers unnecessarily difficult." 

-- 
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 Mar 19 01:38:25 1999
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>I was thinking through an idea for having a 'current ruleset' system - that
>each game got parcelled off with its own ruleset and therefore had the rules
>static (unless a special type of proposal was put through - problem fixing,
>you see) during the entire course of its play. I've been burnt several
>times in recent games by having to rethink my entire strategy because a new
>proposal has shot down the core tactic in mid-play. Will keep you posted.

That'd certainly fit the theme...

"Are we playing the '43 ruleset, or the '68? With the Thurston Relevancy
Accords?"

--Riff



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From <kevan@z...> Fri Mar 19 02:04:21 1999
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From: "Kevan Davis" <kevan@z...>
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>You could have a frozen Ruleset for each Game, with votes being taken
>amongst the players for that game as to whether particular proposals
>affecting the Vanilla ruleset should be applied to the rules for that Game.

Won't that be a bit of a giveaway, though? If someone votes against an
amendment affecting a particular Game, it's a clue that it would have
affected their plan for it.

I'm partly wearing the Devil's Advocate trousers here (since such is usually
the best way to get things analysed), but I do wonder if this is going to be
more trouble than it's worth - I don't particularly relish the idea of
having to keep six separate Rulesets on my hard disk, and certainly don't
trust myself to remember off the top of my head which Rules (or versions of
Rules) are affecting which Games. It's bad enough forgetting that a Rule's
been amended, and carelessly playing it as if it hasn't - playing three
Games with one implementation of Shunting and two with another would just be
monstrous.

I don't have much of a problem with playing under a shifting Ruleset,
myself; maybe I've just been luckier than Paul in having my tactics mostly
unmolested by Rule amendments, but I know that most of the more dramatic
alterations have been thoughtful enough to have some sort of compensation
(refunds for the owners of to-be-repealed-Possessions, and whatever). There
are cases when you have to rethink something due to a Ruleset change, but I
see those as more of a challenge than a problem.

Kevan

--
kevan@d...
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From <DELLIS@u...> Fri Mar 19 03:25:50 1999
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Game states as of 11:20 GMT 19/3/99 are as follows: 

Game List Rules To Play Last Move (all times GMT) 
------------------------------------------------------ 
11 MN-L Long RiffRaff 15-March-1999 09:25 
12 MN-C Vanilla RiffRaff 19-March-1999 07:35 [1] 
13 MN-G Finsbury PaulWay 18-March-1999 08:06 
15 MN-R Rutts PaulWay 18-March-1999 10:14 [2] 
16 MN-B Chateau Dunx 19-March-1999 06:23 

[1] ignoring the Move RiffRaff played and then withdrew. 

[2] pending PaulWay's response to a Buzz. The time given is that of the 
Buzz rather than the last Play. 

-- 
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 Mar 19 08:10:31 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Just thought I'd spang a couple of ideas off into the ether about 
reorganising the ruleset, especially the 1.x sections. 

Currently the ruleset is organised by concept, which isn't in itself a bad 
thing, but makes the rules difficult to read through and navigate. 

What I propose are the following broad changes - 

1. move the Nomic mechanics to the end - I know that these are the bedrock 
of the whole process, but they are also largely static and not really 
the focus of the game. I suggest renumbering section 0 to section A or 
something (effectively treating it as an appendix) and putting it at the=

end of the ruleset document so that the first thing a new reader sees 
after the contents page is the Vanilla ruleset. 

2. reorganise the Vanilla ruleset around explaining the GSD - this is 
already partly in place but could do with being more clearly described. 
However, I'm thinking that section 1.2 should be promoted to the 
beginning of the ruleset, with the objectives and Turn mechanics 
following. 

3. structure Action descriptions differently - currently the Action 
descriptions are loosely grouped by their effect (states of play, 
shunts, blocks, etc) although there is a rather unsightly lump of 
general Actions in section 1.7. 

What I suggest is reorganising the Action descriptions by what kind 
of tokens they cost - since the roles of Reds, Blues, etc are quite 
well-defined this would have the effect of clustering Actions by the 
desired effect ("I want to really ruin player X's day...") and also by 
what tokens were to hand ("Hmm... I've only got Black Tokens left."). 

Obviously, there are misfits in this scheme, but I would have thought 
we can designate a primary colour (eg the Freem clamp costs a Red and a 
Green, but since it attacks another Player the Red should be considered 
primary). 

4. make tables the primary reference - there are several useful tables at 
different points in the ruleset. These should be grouped in one place 
near the beginning to make finding them easier, and to provide a cleaner 
way in. 

5. extend the Glossary - this is already a useful feature of the ruleset, 
but I think it could be useful to extend it to include conceptual 
descriptions that don't fit in elsewhere (yes, I know it's a bit kitchen=

sink - but I think in a game of this type there always has to be a 
section called 'miscellaneous'). 

You'll note that I haven't talked about Special Rulesets - I don't think 
those can be organised any better than they are already, since by definition=

they have to be grouped by specialisation. 

What do people think? Would this be better or worse than the existing
format? 

-- 
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 Mar 19 08:44:20 1999
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Actually, I'll try and do an example edit this weekend to see how it pans 
out... should I find a free moment, of course. 

-- 
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 <kevan@z...> Fri Mar 19 11:03:46 1999
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From: "Kevan Davis" <kevan@z...>
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Date: Fri, 19 Mar 1999 19:07:48 -0000
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I've just been browsing back through the Cryer Lounge archives, out of
curiosity, and I must say I was particularly impressed by Dunx's combined
Power Failing and Titheing of a few turns previously. I'm sadly a little
late to nominate it for the Clever Bear Award, but it does make me think
that an archive of particularly cunning or fiendish plays would be a welcome
addition to the Web page, with perhaps a little anecdotal paragraph from the
relevant player. Hmm.

Kevan

--
kevan@d...
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From riffraff@n... (RiffRaff) Fri Mar 19 12:25:05 1999
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>What do people think? Would this be better or worse than the existing
>format?

Sounds good to me...

--Riff



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From <kevan@z...> Fri Mar 19 13:05:48 1999
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From: "Kevan Davis" <kevan@z...>
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>Just thought I'd spang a couple of ideas off into the ether about
>reorganising the ruleset, especially the 1.x sections.

Spangers at the ready, then...

>1. move the Nomic mechanics to the end

Certainly, yes. I'd even be tempted to move them to a completely separate
file, possibly taking the opportunity to hack them down to a friendly,
readable format. Since they're very, very rarely amended (and I think we're
at the point where we're rarely going to tinker with them again), it's
probably worth rephrasing them in a chattier manner, so that a completely
new Player can pick things up without effort.

After all, the administration side of things needn't be run to the letter as
much as other Nomics - I'm *sure* we could get the whole of Section 0.* down
into a couple of pages, without losing any of the general meaning.

>2. reorganise the Vanilla ruleset around explaining the GSD - this is
> already partly in place but could do with being more clearly described.
> However, I'm thinking that section 1.2 should be promoted to the
> beginning of the ruleset, with the objectives and Turn mechanics
> following.

Probably a good arrangement - we really need to structure the ruleset so
that it's readable from top to bottom, with understanding increasing
steadily at each step. Perhaps opening with (naturally) the objective of the
game, followed by a brief summary of how it's played, with descriptions
being padded out as the ruleset progresses.

This will make things a bit awkward to amend (in that we'll have to be
careful to check that the summaries remain accurate), but I think it's
probably important to have a readable, friendly ruleset.

>3. structure Action descriptions differently - [...]
> What I suggest is reorganising the Action descriptions by what kind
> of tokens they cost

Excellent idea. This would also have the benefit of encouraging future
Actions to be a little more in-theme when deciding their Token costs, which
can't be bad. (And it'd nice to be able to refer to "Offensive Actions" or
"Move Manipulation Actions" without ambiguity.)

>4. make tables the primary reference - there are several useful tables at
> different points in the ruleset. These should be grouped in one place
> near the beginning to make finding them easier, and to provide a
cleaner
> way in.


Not sure about this one; pretty much all of the tables belong where they
are, as an easy-to-read summary of some rule aspect, the only real exception
being the Action Lists. They're all fairly easy to find, as things stand,
aren't they? A mere search for the appropriate snippet of text.

(I must, I must have a look at writing another ASCII-to-HTML convertor for
the Ruleset, actually.)

>5. extend the Glossary - this is already a useful feature of the ruleset,
> but I think it could be useful to extend it to include conceptual
> descriptions that don't fit in elsewhere

It could and should be a lot more, yes - more than once I've wondered about
the precise Ruleset definition of a term (Rounds springing to mind more than
anything), only to find the Glossary silent.

>You'll note that I haven't talked about Special Rulesets - I don't think
>those can be organised any better than they are already, since by
definition
>they have to be grouped by specialisation.


Indeed not. Although a little uniformity among their layout (particularly
the implementation of new Actions) wouldn't go terribly amiss.

>What do people think? Would this be better or worse than the existing
>format?

Oh, infinitely better - it's the sort of thing we should have had in place
months ago. I look forward to your initial drafts for it, and its
development from there.

Much applause to you,

Kevan

--
kevan@d...
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From riffraff@n... (RiffRaff) Fri Mar 19 22:49:59 1999
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>
>>4. make tables the primary reference - there are several useful tables at
>> different points in the ruleset. These should be grouped in one place
>> near the beginning to make finding them easier, and to provide a
>cleaner
>> way in.
>
>
>Not sure about this one; pretty much all of the tables belong where they
>are, as an easy-to-read summary of some rule aspect, the only real exception
>being the Action Lists. They're all fairly easy to find, as things stand,
>aren't they? A mere search for the appropriate snippet of text.

You could have them as appropriate throughtout the rulseset, then have them
all again in an appendix.

This project would help enormously with my attempt to make a physical board
version... :)

--Riff



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From <kevan@z...> Sat Mar 20 06:57:51 1999
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From: "Kevan Davis" <kevan@z...>
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>This project would help enormously with my attempt to make a physical board
>version... :)


As has come up a few times before, Mornington Nomic probably wouldn't lend
itself terribly well to a physical board game - with moves often taking ten
or twenty minutes to fully consider, and with a fair amount of miscellaneous
statistical data requiring maintenance (including fiddly things such as Game
Time and Charge), I wouldn't relish the idea of playing it over a table.

It would be interesting to try and make a playable "real life" version of
the game, though; as I've mumbled in the past (and sorry to dredge this up
again if I've mentioned it more times than I remember doing), I've tried
making two card games of it - one was a rather arcane strategy one with a
variety of Station, Action and Rule cards (play one Station per Turn,
possibly netting Tokens which you can use to play Action cards, or to put
Rule cards into play), the other a simple Uno/Bartok variant (play a Station
that shares a Line or word-in-name with the previous card).

Curiously, I approached the London Transport Museum with the latter idea a
few weeks ago(explaining it with careful vagueness), and they turned it
down, saying that they were already considering a "similar" game. Be
interesting to see what that turns out to be, if anything. I'm musing about
approaching the BBC instead, making the game far more of a Mornington
Crescent affair than a mere Tube-themed Bartok, but doubt it'd be
particularly viable.

I'd be more interested in creating a complicated strategy game, though, I
think - nothing commercial, just something to amuse ourselves with at
pilgrimages, to play with friends, possibly even to play online if the game
lends itself well enough. With a simple Web-based repository of "official"
cards (new ones being added every so often, old ones being errata'd or
removed), Players could just download and print off anything they needed.
Buy yourself a box of plastic card sleeves and some coloured cardboard (or
spare other-card-game cards), and you can put together a decent enough
little deck.

A card game is the way to go, I've quite firmly decided, anyway - I think
it's the only feasible way to get the sheer breadth of rules to the game
(which is a very critical element of the game's style - "Aha! I respond to
your Double-Strile with a Beckmann's Token Drain!"), without actually having
to include a hundred-page rulebook; instead of having to consider every
possible Action in the Action List, you just look at the few cards in your
hand. By having a huge database of cards and permitting players to put
together their own decks, an incredibly wide and interesting range of
playing styles become available ("My Morden Darkness deck could beat your
Pigeon Baguette one hands down, you know."); far more than a simple board
game could ever provide.

Still not sure if there should be a board involved, though. Although it'd be
extremely pleasing to play on one, it does have the rather nasty drawback of
players having to carry a damn great board about with them all the time. A
laminated map poster would be absolutely gorgeous, no doubt, but I think I'd
sacrifice it for the ability to just play over a table with two decks of
cards and loose change or a bit of paper to keep track of Tokens and things.

Hmm. Hmm. I'll shut up for the moment. If anyone else is at all interested
in working on something like this, it might be worth setting up a mailing
list for it. Give a nod.

Kevan

--
kevan@d...
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From dunx@l... (Duncan Ellis (Dunx)) Sat Mar 20 08:13:42 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Date: Sat, 20 Mar 1999 16:13:45 GMT
Message-ID: <36f3bbc3.9969661@p...>
References: <000701be723b$c9354120$034a883e@my>
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On Fri, 19 Mar 1999 19:07:48 -0000, you wrote:

>I've just been browsing back through the Cryer Lounge archives, out of
>curiosity, and I must say I was particularly impressed by Dunx's =
combined
>Power Failing and Titheing of a few turns previously.=20
It's something I've wanted to inflict on some poor soul for ages. =
RiffRaff just
happened to be in the wrong place at the wrong time.

>I'm sadly a little
>late to nominate it for the Clever Bear Award,=20
Hmm - I don't think I could accept it anyway given the ban on the Speaker
awarding Kudos to emself.

>but it does make me think
>that an archive of particularly cunning or fiendish plays would be a =
welcome
>addition to the Web page, with perhaps a little anecdotal paragraph from=
the
>relevant player. Hmm.
"Hmm" indeed. Perhaps as part of the Game Archive?

Dunx
--
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From riffraff@n... (RiffRaff) Sun Mar 21 01:44:50 1999
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>>This project would help enormously with my attempt to make a physical board
>>version... :)
>
>
>As has come up a few times before, Mornington Nomic probably wouldn't lend
>itself terribly well to a physical board game - with moves often taking ten
>or twenty minutes to fully consider, and with a fair amount of miscellaneous
>statistical data requiring maintenance (including fiddly things such as Game
>Time and Charge), I wouldn't relish the idea of playing it over a table.

It would have to be a rather edited version... Many of the possessions
would be gone, for example, and probably charge as well. The board I have
in mind, though, is quite complicated enough to handle a lot of data...
4-sided Circle Line state marker, dials to keep track of time, dry-erase
board for home and damaged stations...

Actually, it'll probably be rather more interesting as a woodworking
excercise than as a game.

You could keep it relatively fast paced, as long as everyone was reasonably
familiar with the game, had appropriate reference cards, and maybe a time
limit. If only they made chess clocks for more than two players...



>I'd be more interested in creating a complicated strategy game, though, I
>think - nothing commercial, just something to amuse ourselves with at
>pilgrimages, to play with friends, possibly even to play online if the game
>lends itself well enough. With a simple Web-based repository of "official"
>cards (new ones being added every so often, old ones being errata'd or
>removed), Players could just download and print off anything they needed.
>Buy yourself a box of plastic card sleeves and some coloured cardboard (or
>spare other-card-game cards), and you can put together a decent enough
>little deck.
>
>A card game is the way to go, I've quite firmly decided, anyway - I think
>it's the only feasible way to get the sheer breadth of rules to the game
>(which is a very critical element of the game's style - "Aha! I respond to
>your Double-Strile with a Beckmann's Token Drain!"), without actually having
>to include a hundred-page rulebook; instead of having to consider every
>possible Action in the Action List, you just look at the few cards in your
>hand. By having a huge database of cards and permitting players to put
>together their own decks, an incredibly wide and interesting range of
>playing styles become available ("My Morden Darkness deck could beat your
>Pigeon Baguette one hands down, you know."); far more than a simple board
>game could ever provide.

Well, if you need anyone to bounce ideas off of...

Actually, if anyone's interested, I have a text file for a card game a
friend of mine and I created, called Leviathan - sort of like a cross
between Magic and Go Fish, with heavy doses of sarcasm. That's my other
other project right now (after building the robots from Mystery Science
Theater 3000 and making a Mornington Nomic board), making a new set of
Leviathan cards, only with pictures this time... If anyone knows where I
can find a picture of a Black Devil Angler or an Egyptian Mouth-Breeder...

>
>Still not sure if there should be a board involved, though. Although it'd be
>extremely pleasing to play on one, it does have the rather nasty drawback of
>players having to carry a damn great board about with them all the time. A
>laminated map poster would be absolutely gorgeous, no doubt, but I think I'd
>sacrifice it for the ability to just play over a table with two decks of
>cards and loose change or a bit of paper to keep track of Tokens and things.

I do have a poster varnished onto wood, with nice brass hinges and handles,
and holes drilled in each station for pegs, plus a box of assorded pawns,
pegs, and tokens. Made it for playing conventional MC... we never got much
chance to play it in public, but we got great reactions from onlookers when
we did. Particularly since no-one around here's ever heard of the game.

Funny thing is, I'd been playing games similar to MC and Cress and Cheddar
Gorge all through high-school; my friends and I were always making up
elaborate non-games on the spot. It was a bit of a shock when I first
discovered MC several years ago...

Maybe if I ever manage to make a Pilgrimage, I'll teach you all to play
Fligett's Nodules, Kleimnot & Tchuse, and Ring the Frog.

--Riff



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From <WayperP@p...> Sun Mar 21 18:44:17 1999
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On Friday, 19 March 1999 19:01, Dunx (Duncan Ellis)
[SMTP:DELLIS@u...] wrote:
> Ah - best kill it then. 

Charge is fine as a concept; opening MC with the same charge may need work -
perhaps to reduce it to need only two gold tokens?

> Also, I don't know if the analogy with Fool's Mate is entirely accurate, 
> since the chess sequence relies on the victim making exactly the wrong
move 
> rather than in MN where it requires merely that the other parties do 
> nothing. The signs should be obvious from Home declaration, but still... 

Hmmmm. Obviously the analogy isn't quite correct, but there's the Scholar's
Mate (I think), where you move the Rook and Queen out, and the Queen then
takes the Pawn in front of the King... It's slightly less obvious, and it
relies on the co-operation of the other player a bit less. But it's more or
less the same result.

Anyway, it's your choice.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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On Saturday, 20 March 1999 2:07, Dunx (Duncan Ellis)
[SMTP:DELLIS@u...] wrote:
> move the Nomic mechanics to the end - I know that these are the bedrock
> of the whole process, but they are also largely static and not really
> the focus of the game. I suggest renumbering section 0 to section A or
> something (effectively treating it as an appendix) and putting it at the 
> end of the ruleset document so that the first thing a new reader sees
> after the contents page is the Vanilla ruleset. 

Why not even have the Nomic rules as a separate document entirely. I admit
that this may not sound like much (and might also seem like a bit of extra
work) but it'd be very useful to separate the two sets out. They have
different rules for changing, and the Nomic rules get changes very rarely.

> reorganise the Vanilla ruleset around explaining the GSD - this is 
> already partly in place but could do with being more clearly described. 
> However, I'm thinking that section 1.2 should be promoted to the 
> beginning of the ruleset, with the objectives and Turn mechanics 
> following. 

Good idea - or, at least, codifying the GSD header and the move structure.

> What I suggest is reorganising the Action descriptions by what kind 
> of tokens they cost - since the roles of Reds, Blues, etc are quite 
> well-defined this would have the effect of clustering Actions by the 
> desired effect ("I want to really ruin player X's day...") and also by
> what tokens were to hand ("Hmm... I've only got Black Tokens left.").

It's interesting. I'd prefer stated categories, since although token costs
are a good rule of thumb they're not absolute. "Offensive", "Defensive",
"Possessions and Tokens", "Movement","States", and "Extra" would cover most
of them. But even then you could probably use my argument above against
these categories as well. *shrug*

> 4. make tables the primary reference - there are several useful tables at
> different points in the ruleset. These should be grouped in one place
> near the beginning to make finding them easier, and to provide a
> cleaner way in.

Very good idea.

> 5. extend the Glossary - this is already a useful feature of the ruleset,
> but I think it could be useful to extend it to include conceptual 
> descriptions that don't fit in elsewhere (yes, I know it's a bit kitchen 
> sink - but I think in a game of this type there always has to be a 
> section called 'miscellaneous'). 

True, very true. Another good idea.

On the whole, an excellent plan. I think another thing that we need to
tackle is some of these terms (such as 'normal movement' or 'pass through')
that we seem to be having a problem with in the current discussions. If two
people are arguing about a misunderstanding (such as Kev and I with the DH
loop) then there must be something inaccurate or ill-worded.

JM2cW.

Paul Wayper -- DPI ITS Computer Systems Officer
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Another thing:

While we're at restructuring the entire Mornington Ruleset, can we have a
renumbering as well? I for one find it annoying that two logically
sequential points should be called (for example) 1.6.16 and 1.6.2.

JM0.5cW.

Paul Wayper -- DPI ITS Computer Systems Officer
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From <DELLIS@u...> Mon Mar 22 00:29:58 1999
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>While we're at restructuring the entire Mornington Ruleset, can we have a 
>renumbering as well? I for one find it annoying that two logically 
>sequential points should be called (for example) 1.6.16 and 1.6.2. 

Oh, that was a given. But thanks for mentioning it. 

Thanks to all of you for your thoughts. I'm afraid time did not permit 
ruleset hacking over the weekend, but given the comments on table placement 
particularly I shall try to do two versions with different locations for 
significant tables. 

-- 
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 <palnatoke@g...> Tue Mar 23 10:03:51 1999
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I have thought about joining your game, and I have found the rules. I have,
however, not been able to find the rules for Mornington Crescent. There is a
link from one of the MN-pages, but that doesn't work. Any ideas?


Ole Andersen

http://www.geocities.com/Heartland/Acres/3637/
http://www.geocities.com/Paris/Metro/8941/
home: siri.iben@g...
palnatoke@g... (Ole)
palnatoke@a... (Ole)
aeshna@g... (Kira)
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school: ktkock@s... (Kira)





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From <kevan@z...> Tue Mar 23 12:22:07 1999
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From: "Kevan Davis" <kevan@z...>
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>I have thought about joining your game, and I have found the rules. I have,
>however, not been able to find the rules for Mornington Crescent. There is
a
>link from one of the MN-pages, but that doesn't work. Any ideas?


The current ruleset should be available at
http://members.xoom.com/ruleset.txt - it is (as we've been mumbling) perhaps
a little strange to read at first glance, opening with the Nomic-mechanic
rules rather than the Mornington Crescent ones, but if you page down a while
you should find what you're after.

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From <palnatoke@g...> Tue Mar 23 12:36:04 1999
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Kevan Davis <kevan@z...> wrote:


:The current ruleset should be available at
:http://members.xoom.com/ruleset.txt - it is (as we've been mumbling)
perhaps
:a little strange to read at first glance, opening with the Nomic-mechanic
:rules rather than the Mornington Crescent ones, but if you page down a
while
:you should find what you're after.


Insert /mornomic between com and /ruleset. :-)

Thanks.

Ole



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From dunx@l... (Duncan Ellis (Dunx)) Tue Mar 23 12:48:12 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Ole:

>I have thought about joining your game, and I have found the rules.=20

You would be very welcome to join, of course. If you've only just =
subscribed to
the list, you might want to lurk for a little while until you're =
comfortable
with what's happening then join a Game and see how things go from there.

The thing to remember is that we all started knowing nothing about the =
game, so
if there's something you don't understand then do ask. Those of us who =
are
marked on the Player Pages as Mentors have volunteered to be particularly
helpful. Looking at your web presence though, you are already a Nomicker =
so I'm
sure there'll be not much you won't be able to follow.

It may be worth mentioning that although MN uses Nomic mechanisms to =
construct
the ruleset, the focus of the 'win' is entirely upon the game played on =
the
London Underground map.

>I have,
>however, not been able to find the rules for Mornington Crescent. There =
is a
>link from one of the MN-pages, but that doesn't work. Any ideas?

Hmmm... it could be that the IMCS DNS node has died again. Which link was=
it you
followed?

You would probably be better off in the mean time gleaning what you can =
from the
game archives at York (while it is still there - link on the MN title =
page), at
Dan Parslow's MC server (http://parslow.com/cgi-bin/mornington/main.pl), =
and at
Pants MC (http://pantsmc.cream.org/).

In all honesty though, the only thing you really need to know is that the=
object
of the game is to move to Mornington Crescent with as much style as =
possible.
All the fiancettoes, straddles, knurdling, blonking, and other elements =
you
might see are means to that end, no more.

Mornington Nomic and Mornington Crescent are obviously very closely =
linked, but
the rules for MC are now so complex in their entirety as to be beyond the=
ken of
all but the most experienced players. No one here, with the possible =
exception
of PaulWay, could lay claim to such an understanding.

MN is, to a certain extent, an effort to devise a more comprehensible =
ruleset
for the rest of us.

Dunx
--
Ceci n'est pas un .sig

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From dunx@l... (Duncan Ellis (Dunx)) Tue Mar 23 14:43:29 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Date: Tue, 23 Mar 1999 22:43:28 GMT
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Subject: MN: Year 2, Week 46 - Voting Results for Week 45
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
646 When in range... - 1 2 3 Fails
647 Time keeps on slippin'... 2 1 - 3 Passes
648 Contracrostipunctus 1 1 1 3 Fails
649 Slight Chateau d'Eau fix 2 1 - 3 Passes
650 We Are Normal... 2 1 - 3 Passes [a]
651 Electroplate Blues 2 1 - 3 Passes
652 Through a Podume Darkly 2 1 - 3 Passes
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Paul Riff
-------------------------------------------------------------------------=
----

646 (PaulWay) - AGA - - - AGA - PAS -=20
647 (PaulWay) - FOR - - - FOR - PAS -=20
648 (PaulWay) - FOR - - - AGA - PAS -=20
649 (PaulWay) - FOR - - - FOR - PAS -=20
650 (Kevan) - FOR - - - PAS - FOR -=20
651 (Kevan) - FOR - - - PAS - FOR -=20
652 (Kevan) - FOR - - - PAS - FOR -=20

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Paul Riff
- KUDOS =
---------------------------------------------------------------------

Initial: 11 23 5 0 10 42 16 10 3
Halved: 11 2 21 5 1
=
-------------------------------------------------------------------------=
--
FOR Votes: +0 +0 +6 +5 +0
AGA Votes: I -0 -0 I I -0 I -3 -0
Decisiveness: n +3 +0 n n +3 n +3 +0
Voting/Own: a -0 -0 a a +0 a -0 -0
c c c c
EP FOR Votes: t +0 +0 t t +3 t +0 +0
EP AGA Votes: i -0 -0 i i +0 i -0 -0
Finger/Pulse: v +0 +0 v v +5 v +5 +0
e e e e
Repeal: +0 +0 +0 +2 +0
Rewrite: +0 +0 +0 +0 +0

Award Ceremony: +3 +0 +4 +6 +0 =
[*]
Kudos Gifts +0 +0 +0 +0 +0
=
-------------------------------------------------------------------------=
--
This Week: +6 +0 +21 +18 +0

Final Kudos: 11 17 2 0 10 42 16 23 1

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Paul Riff
-------------------------------------------------------------------------=
----

[a] applied to 1.3.0 where the wording that was in the now repealed 1.5.8=
has
moved to.

[*] Ruttsborough Award - none
IMCS Clarity Award - PaulWay (Time Keeps On Slippin')
CAMREC Cleanup Award - PaulWay (Slight Chateau d'Eau Fix)
Mrs Trellis Award - Kevan (Electroplate Blues)
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic)

Note that this footnote is now [*] rather than a letter because I was =
sick
of constantly resequencing.
Dunx
--
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From dunx@l... (Duncan Ellis (Dunx)) Tue Mar 23 14:43:38 1999
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 653 - Let's go Loop the Loop [Multiple]

Enact a new rule called Loop the Loop:

A Game may be in (one or more) Loop states, which have the following
defining features:

* One or more Trap Stations which Invoke the Loop.
* A Sidestep Action to allow a Player to avoid being drawn into the Loop.
* An Escape Action to allow a Player to end the Loop.

A Loop is Invoked when a Player's Piece ends eir Turn at a Trap Station. =
If
the Station is a Trap for more than one Loop, the Player must specify =
which
Loop e is Invoking in eir comments in the Turn. A Loop is not invoked by=
a
Player's Piece _starting_ eir Turn at a Trap Station, only if the Turn is
ended with the Piece being at the Trap Station.

A Player may play the corresponding Sidestep Action before eir Movement
Phase. If so, the Player can play eir Turn normally, without being =
affected
by the Loop.

If e cannot or does not do so, eir Piece is automatically moved (without
travelling through any other stations) to the Trap Station. If there are
multiple Trap Stations and there is a defined order in which those Trap
Stations must be played, then eir Piece is moved to the next Trap Station=
in
that order (looping around from the bottom of the list to the top). If
there are multiple Trap Stations and there is no defined order in which
those Trap Stations must be played, then the Player can choose which Trap
Station eir piece is moved to.

Players in a Loop disregard (and thus do not perform) the Movement Phase =
of
eir Turn. No Actions may be performed that leave eir Piece ending the =
Turn
at a non-Trap Station. If there is only one Trap Station in the Loop, =
the
Piece stays where it is, and that Trap Station is a Valid Move. If there
are multiple Trap Stations, the Piece moves to the next one in sequence =
or
to any chosen Trap Station if there is no defined sequence. Other
impediments to Movement, such as Blocks, are ignored for Players in a =
Loop.

A Player may play the corresponding Escape Action before eir Movement =
Phase
to end the loop. If this is played, e plays eir Turn from eir Piece's
current location as normal. Once an Escape Action is played, the
corresponding Loop is broken and ceases to have any effect.

If two Loops are Invoked simultaneously in such a way that there are no
Stations which are Traps for both Loops, the Loop most recently Invoked
remains in effect and other Loop ceases to have any effect.

Rewrite Rule 1.8.1 (Dollis Hill Loop) to read:

A Dollis Hill Loop has the single Trap Station of Dollis Hill. The =
Sidestep
Action [Dollis Sidestep] costs 1 Silver to perform and the Escape Action
[Dollis Escape] can only be performed when the Player has an LV of 10 or
more.


{Sorry if this seems like using a jackhammer to pick your teeth. On the
mailing list someone had talked about having a generic looping structure,
and the more I thought about it the more this seemed like a better thing =
to
do than to just talk about one specific instance. Besides, my old Dollis
Hill proposal was a bit more flawed than I originally realised. Just =
trying
to make amends. Paul}

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

Proposal 654 - Voting Comments [Enactment]

In addition to Voting on a particular Proposal, a Player may also add a
Comment. This is a small piece of text (less than 80 characters) in =
square
brackets ('[' and ']') appended after the Vote, such that it is clear to
the Speaker which Proposal the Comment is referring to. At the =
discretion
of the Speaker, e may send these comments to the Proposer of the Proposal
before the voting results are distributed. The Speaker cannot give the
Proposer any information as to who gave the Comments that is not in the
Comment itself.


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

Proposal 655 - Day Tripper! [Enactment]

The All Day Rover Card is a Small, Papery posession that costs 3 Bronze.

When a Player purchases an All Day Rover Card, it is 'stamped' with the
current game day. This makes it look like "<Day> Rover Card" in the
Luggage - for instance, an All Day Rover Card purchased at 11:30 on a
Thursday would look like "Thursday Rover Card". Cards that have the
same stamp as the current game day are said to be Current, and Cards
that have a different day are said to be Expired.

While a Player owns a Current All Day Rover Card, e pays nothing to
perform the [Line Change] Action. If a Player owns an Expired All Day
Rover Card, it is automatically discarded.

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

Proposal 656 - Let's Do the Sidestep Again [Multiple]

[Amendment: Step In the Right Direction]
Amend Rule 1.8.1 (Dollis Hill Loop) such that its final paragraph reads
thus:

A "[Dollis Escape]" Action may only be performed if the Actioning =
Player
is situated at Dollis Hill with an LV of 10 or more. "[Dollis =
Sidestep]"
may be performed without cost when the Actioning Player has an LV of =
10
or more.

[Amendment: Step, Look and Listen]
Amend the Actions table in Rule 1.7.2 so that the entry for Dollis =
Sidestep
reads as follows:

[Dollis Sidestep] Pre 1.8.1 -1 Si if LV<10

[End of Let's Do the Sidestep Again]

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

Proposal 657 - Burnt Offering [Multiple]

{ Comment: OK, so I didn't change the 'three' to 'five' last time...
resubmitted with this foolish oversight corrected.

Sorry about that.
}

[Amendment: Two Pare]
Amend Rule 0.4.1 (Proposals) to remove the entry for Rewrite.

[Amendment: Due Me A Favour]
Amend Rule 0.9.1 (Kudos) to remove the bonuses for passage of Rewrite and
Repeal Proposals.

[Amendment: Quota Ridiculous]
Amend Rule 0.4.3 (Proposal Submission) so that its first sentance reads
thus:
"Players may submit up to five Proposals per Week, emailing them
directly to the Speaker."

[Repeal: Duck Off]
Repeal Rule 0.4.15 (It Could Be More Dramatic, If You Know What I Mean).

[End of Burnt Offering]

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

Proposal 658 - Gold Rush [Action]

{ Three vaguely frivolous Proposals from me this Week; I'm just rushing =
out a
few ideas because I've not thought of any yet this Week, and because =
I'm
unexpectedly being employed tomorrow. }

{ Speaker's Comment: I'm sure we all congratulate the author on eir =
success,
in whatever fabulous new career e is embarking upon. Best of luck. }

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Gold Rush] Post 1.7.x -1 Gr
=
------------------------------------------------------------------------

A Player may perform the Action "[Gold Rush]" to uncover a previously
hidden Token lode.

After submitting eir GSD, the Actioning Player should roll a 295-sided
die to determine the location of the lode - the next Player to take =
eir
Turn should look up the Station which has a Venbacker Number matching
the die roll; at the start of eir Turn, any gaps in that Station's =
Token
Stack are replaced with Gold Tokens (a new Stack being created if none
exists, unless there are already twelve or more Stacks in play).

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

Proposal 659 - God Help Us [Multiple]

{ Bit of a tweak, making Holy Stations a shelter from all targetted =
Actions,
at the expense of them preventing outgoing targetted Actions. Hmm. }

1. Sanctuary [Enactment]

If a Player is situated at a Holy Station, e may not be the target of =
any
Action (viz. e may not be the "<Player>" of any Action requiring a =
Player
to be specified), nor may e perform any Actions which target a Player.

2. Papal Bull [Amendment]

In Rule 1.10.1 (A Shunting We Will Go), replace "neither Dollis Hill nor =
a
Holy Station" with "not Dollis Hill".


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

Proposal 660 - Loan Clamps [Action]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Loan-Clamping <Player>] Post 1.7.x -1 Br
[Paying Interest] Neut 1.7.x -2 Br
[Paying Off] Neut 1.7.x -8 Br
=
------------------------------------------------------------------------

A Player may perform the post-Move Action of "[Loan-Clamping =
<Player>]",
where <Player> is a Player who shares a Station and Line with the
Actioning Player. A Loan-Clamped Player gains a "Loan Clamp" =
Possession
and one Gold Token. Loan Clamps are Indestructable Possessions.

At the end of any Turn of a Player carrying a Loan Clamp, if that
Player has not performed an Action of "[Paying Interest]" during that
Turn, all of eir Tokens are destroyed.

A Player may destroy a single Loan Clamp which they are carrying,
by performing the Action of "[Paying Off]".

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

Dunx
--
Ceci n'est pas un .sig

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From <WayperP@p...> Tue Mar 23 15:21:58 1999
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People,

I am going away for two weeks over Easter, and I will have no access to my
email during that time. For that reason I will be Inactive from Monday the
29th of March 1999 through Monday the 8th of April. I will be back Tuesday
the 9th. Don't win too many games while I'm away :-)

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <WayperP@p...> Tue Mar 23 16:43:42 1999
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From: "Wayper, Paul" <WayperP@p...>
To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
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OK, I'm going to start something new. I'll tell you which proposals are
mine, and what I'm wanting from them, and you can tell me before you vote
what you think. I'd rather retract a proposal than have everyone vote
against it, and I believe if everyone does this we'll be getting more done.

So:

On Wednesday, 24 March 1999 8:44, dunx@l...
[SMTP:dunx@l...] wrote:
> Proposal 653 - Let's go Loop the Loop [Multiple]

Yep, this is mine. Exactly as it states; I'm trying to set up a generic
looping system. It might be long, but I feel it's a lot more bulletproof
than the current DH rules, and there's provision for Aldwych/Amersham loops
and so forth. As far as I can see it also exactly duplicates the process of
looping currently - tell me if you don't think so. In particular, I've
tightened up when a Loop is activated and when it becomes defunct.

The only thing it doesn't do, I suppose, is to make sure that Escapes can
only be played at the Trap Station(s). I personally think that if you've
got the conditions of the Escape action, then you should be able to break
the loop whereever you are. But if that's just me, let me know.

> Proposal 654 - Voting Comments [Enactment]

I'm trying to encourage more people to talk about what's being proposed, and
to give feedback to the authors on proposals they like or, more importantly,
don't like. The comment is a simple, anonymous (unless you want to be
acknowledged) system of letting a proposer know what you think. It's
something I do on the end of more than a few of my votes anyway, but only
the Speaker gets to see that.

> Proposal 655 - Day Tripper! [Enactment]

Seems like a good idea. I admit that it might be a bit powerful with the
current system of time usage, but OTOH if that's the case just amend it when
it's enacted. I don't think it's too powerful, though.

> Proposal 656 - Let's Do the Sidestep Again [Multiple]

If you don't vote for the Looping proposal, then vote for this. A good
little amendment.

> Proposal 657 - Burnt Offering [Multiple]

I'm not too sure about this, with the current (relatively) low voting
populace. We may need more people around to make a proposal limit of five
worth its while. But I'll give it a try.

> Proposal 658 - Gold Rush [Action]

Well, this sounds good. Another random decision that I think should be
submitted to the PBM Dice Server.

> Proposal 659 - God Help Us [Multiple]

It seems these Holy Stations are getting fairly powerful - Charing Cross and
King's Cross St. Pancras being fairly significant. Not that this is a bad
thing, mind...

> Proposal 660 - Loan Clamps [Action]

Oooh, dunno about this one. One bronze? I tell you, I'd be paying the
loan-clamp off first go, and not risk losing all my tokens. This would be
fairly dangerous when combined with a shunt to take eir gold token away...

People! Talk!

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <DELLIS@u...> Wed Mar 24 04:30:31 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Week 46's Proposals included: 
>Proposal 653 - Let's go Loop the Loop [Multiple] 

I rather like this - it also has a lot of potential. 

>Proposal 654 - Voting Comments [Enactment] 

Fair enough - I think we should see how it works, although I don't know that=

there would necessarily be anything which a Voter might say privately which 
wasn't already going to be expressed on the list. 

Perhaps we should institute some small Kudos reward to encourage comments in=

this form? 

>Proposal 655 - Day Tripper! [Enactment] 

Ooh, lovely. 

>Proposal 656 - Let's Do the Sidestep Again [Multiple] 

Despite Paul's implication, I don't think this is entirely incompatible with=

653 above. After all, the costs remain unchanged and the effect of this 
Proposal is to offer a discount on Sidestep if you're going fast enough. 

I would accept that this should be broadened should 653 pass, though. 

>Proposal 657 - Burnt Offering [Multiple] 

PaulWay said: 
-- We may need more people around to make a proposal limit of five 
-- worth its while. 

Possibly, but as far as I can see one of the justifications for the Rewrite 
Proposal type is to allow more change (or at least fixes). 

Now, I'm quite keen to kill Rewrites because they're a pain to administer.
You 
wouldn't have thought this would be the case (I certainly didn't at the
time), 
but a Rewrite requires the Speaker to very carefully evaluate each Rewrite 
Proposal for whether it changes the sense of the rule it is purporting to
only 
reword - granted that this process could be performed after Proposal 
publication, but I feel it is incumbent upon me not to issue an invalid 
Proposal in the first place. 

Given that the Rewrite idea was passed into the Ruleset by a large majority,
I 
thought a reasonable quid pro quo for removing this avenue for increasing 
Kudos would be to allow more Proposals. 

For myself, I can't fill my three Proposal quota each Week so an increase
will 
not affect me. After all, there is no *compulsion* to submit up to the
quota. 

Still - that's rather more than two pennorth, but those are my views. 

>Proposal 658 - Gold Rush [Action] 

Hilarious. That *will* be fun to play with. 

>Proposal 659 - God Help Us [Multiple] 

All fair enough, I think - I still think you shouldn't be offered sanctuary 
while you're picking up Pigeons though. 

>2. Papal Bull [Amendment] 

>In Rule 1.10.1 (A Shunting We Will Go), replace "neither Dollis Hill nor a 
>Holy Station" with "not Dollis Hill". 

This points to a minor hole in Loop the Loop - this should refer to Trap 
Station, I would have thought. 

>Proposal 660 - Loan Clamps [Action] 

Yikes. 

A very entertaining and amusing idea (unles you are the victim of course), 
offering a good way of forcing Players with Money Belts to spend Golds. It
has 
two, I think fatal, flaws: 

1. it is far, far too cheap to initiate. Since Bronze is as common as water 
(slight exaggeration, but you see my point) this would undoubtedly
become 
the primary offensive Clamp. 

A Red or Green component would be more appropriate, I would have
thought. 

2. as the Proposal is written, if you do not have the Tokens you can never 
dispose of the Clamp: 

> At the end of any Turn of a Player carrying a Loan Clamp, if that 
> Player has not performed an Action of "[Paying Interest]" during that 
> Turn, all of eir Tokens are destroyed. 

Yes, but you retain the Clamp?! 

I can see the point of this (you lose all your tokens, and scramble
around 
looking for a Gold), and I can see a thriving Token Gift market 
developing, but not only does it seem appallingly Draconian it is
entirely 
out of step with how other Token loss states behave (cf Token Cascade, 
particularly). 

-- 
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 <jonathan@f...> Wed Mar 24 10:34:00 1999
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From: "Jonathan Ellis" <jonathan@f...>
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 Hi guys, I'm back and would like to go Active again. No luck in the
piano competition I'm afraid...


>Proposal 653 - Let's go Loop the Loop [Multiple]

Great idea. I may send in some ghost stations in the near future to
take account of Amersham-Aldwych loops and the Ongar Denial...


>Proposal 654 - Voting Comments [Enactment]


Fair enough.

>Proposal 655 - Day Tripper! [Enactment]


Possible. Are you that short of black tokens that you are willing to pay
three bronzes to preserve them? In particular, are you likely to make
three moves within your Zone Pass areas in the same day, to recoup your
three bronzes? I like this.


>Proposal 656 - Let's Do the Sidestep Again [Multiple]


Great, but if the general Loops stuff is put in then this will need to
be updated to take account of it (changing the description to refer to
all Sidesteps and Escapes.)

>Proposal 657 - Burnt Offering [Multiple]

I hoped the last proposal (abolishing Rewrites and Repeal bonuses)
would pass - I don't think that the Proposal limit should be increased
from three in any way. Already the system is heavily enough weighted in
favour of players who are familiar with the rules: allowing the rules to
change five times per person per week is, surely, a little excessive.
I'm finding it bewildering enough catching up with all the things that
have changed since last month...
And the Rewrite idea is, I think, extremely broken: a serious and
guaranteed Kudos gain for something that doesn't even change the rules,
only rewords them. (If any Rule is changed in effect, then the Proposal
does not, or at least should not, qualify as a Rewrite IMHO.) At the
moment, a person who has a Rewrite pass gets not only the Kudos bonus
for having a Proposal pass, but a guaranteed extra Kudos boost -
something not available with any other type of Proposal (as the CAMREC,
IMCS, Trellis and Rutts awards can only be give once per week.) This
unfairly weights the Kudos stakes in favour of those whose only actions
are to rewrite other people's ideas, rather than rewarding original
thought (which I believe was the intention behind making the Trellis and
Rutts weekly awards greater than the CAMREC and IMCS ones), thus
unfairly penalising people who haven't got the hand of the style of
words required in Nomic. It's like awarding extra Kudos points for
someone correcting "was" to "were"...
[END OF RANT]

>Proposal 658 - Gold Rush [Action]


Strange idea. Weird. I like it.

>Proposal 659 - God Help Us [Multiple]

Suits me fine. Using the church as sanctuary doesn't mean you can launch
attacks from within it.


>Proposal 660 - Loan Clamps [Action]


Too powerful for too little cost. I don't like it.

Jonathan.



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From <palnatoke@g...> Wed Mar 24 12:46:18 1999
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From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>
Date: Wed, 24 Mar 1999 21:45:28 +0100
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I have been wondering about the Dollis Hill Loop. Why Dollis Hill? Is there
a good reason, or is it just one of those things?

Ole



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From dunx@l... (Duncan Ellis (Dunx)) Wed Mar 24 13:27:26 1999
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From: dunx@l... (Duncan Ellis (Dunx))
To: l-nomic-d@egroups.com
Date: Wed, 24 Mar 1999 21:27:07 GMT
Message-ID: <36f95624.19379438@p...>
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On Wed, 24 Mar 1999 21:45:28 +0100, you wrote:

>I have been wondering about the Dollis Hill Loop. Why Dollis Hill? Is =
there
>a good reason, or is it just one of those things?

=46undamentally, it's one of those things - a bit like the goal Station =
really.
The whole genesis for this game is the UK BBC Radio 4 comedy show "I'm =
Sorry I
Haven't A Clue", and when Mornington Crescent has been played there they =
just
use Dollis Hill as a loop trap.

Dunx
--
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From <kevan@z...> Wed Mar 24 13:31:56 1999
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From: "Kevan Davis" <kevan@z...>
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Date: Wed, 24 Mar 1999 21:34:28 -0000
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Just some brief response to comments on my own Proposals, things being a bit
busy for me this week...

Dunx said:-

>{ Speaker's Comment: I'm sure we all congratulate the author on eir
success,
> in whatever fabulous new career e is embarking upon. Best of luck. }

My thanks. There's not much of a long-term career in millennium bug
software, I suspect, but that's what I'm doing - plunging into some Visual
Basic work for a company in Brighton; sideways into e-commerce or something
after that, it seems. Gloriously better than the dark days of my Felixstowe
employment, I'm glad to say.

>>Proposal 659 - God Help Us [Multiple]
>
>All fair enough, I think - I still think you shouldn't be offered sanctuary
>while you're picking up Pigeons though.


Ah, the old chestnuts. I like the Pigeons business, and don't think it's too
overpowered - if you hop quietly between Holies, your route's fairly
predictable. Maybe it'd be interesting if we permitted the [Catching Pigeon]
Action to also be played at any Station containing a Player with a Pigeon
(in which case you coax said Pigeon away). Hmm.

>Proposal 660 - Loan Clamps [Action]

>
>1. it is far, far too cheap to initiate. Since Bronze is as common as water
> (slight exaggeration, but you see my point) this would undoubtedly
become
> the primary offensive Clamp.


It wouldn't, really, because the victim is kindly given the means to pay it
off; it'd see more cases of self-clamping, I should think, with Players
getting a free Gold and paying it off in instalments. Rarely would the Clamp
be used offensively; with the victim pretty much guaranteed the option to
get rid of it, you're just giving em the choice, and paying the initial
Bronze for them.

On the matter, Paul said:-

>This would be
>fairly dangerous when combined with a shunt to take eir gold token away...

But, of course, you can only Shunt as your first Post-Move Action, so it
wouldn't really work. Except if you had an accomplice to steal the Gold
before the Victim had eir Turn, I suppose, which is quite amusing.

But anyway, Dunx...

> A Red or Green component would be more appropriate, I would have
>thought.


Maybe Green, but it seemed quite a purely-fiscal thing.

> I can see the point of this (you lose all your tokens, and scramble
around
> looking for a Gold), and I can see a thriving Token Gift market
> developing,

A matter of finding enough Silvers and Bronzes to get by, if you've got a
lot of other Tokens you don't want to lose... The idea of someone running
out of everything and begging for enough to pay off their Loan Clamp seems
amusing, though.

> but not only does it seem appallingly Draconian it is entirely
> out of step with how other Token loss states behave (cf Token Cascade,
> particularly).

It seemed a suitably harsh penalty for not paying it off; anything else
(such as destroying the Clamp and all Tokens) would just encourage people to
get a Loan Clamp, spend everything (or Hoard the Gold) and repeat as
desired.

I didn't realise there was a standard Token-loss system to be "out of step"
with, though...

Kevan



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From <kevan@z...> Wed Mar 24 13:35:11 1999
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>Fundamentally, it's one of those things - a bit like the goal Station
really.
>The whole genesis for this game is the UK BBC Radio 4 comedy show "I'm
Sorry I
>Haven't A Clue", and when Mornington Crescent has been played there they
just
>use Dollis Hill as a loop trap.


Has it cropped up that often, then? Although I rarely manage to catch the
show, I always thought it was just a one-off throwaway strategem from Willie
Rushton that just happened to be echoed in a York game the day after, and
that the majority of the station's infamy came from its reuse on the Web.

I've no idea, mind.

Kevan


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From <jonathan@f...> Wed Mar 24 13:40:52 1999
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From: "Jonathan Ellis" <jonathan@f...>
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>I have been wondering about the Dollis Hill Loop. 

Reply sent by email. 



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From dunx@l... (Duncan Ellis (Dunx)) Wed Mar 24 13:58:12 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Not quite a week since the last one, but while I remember -

Game states as of 21:55 GMT 24/3/99 are as follows:

Game List Rules To Play Last Move (all times GMT)
------------------------------------------------------
11 MN-L Long PaulWay 24-March-1999 17:19
12 MN-C Vanilla PaulWay 24-March-1999 17:19
13 MN-G Finsbury Grimace 24-March-1999 18:08
15 MN-R Rutts PaulWay 23-March-1999 08:12 [1]
16 MN-B Chateau RiffRaff 19-March-1999 15:35 [2]

[1] again, pending PaulWay's response to a Buzz (a differet buzz than =
last
time, though). The time of the Buzz is given.

[2] about due for a Timeout, I'd say. I shall leave it to PaulWay though,
since e's next to play.

Dunx
--
Ceci n'est pas un .sig

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From riffraff@n... (RiffRaff) Wed Mar 24 15:18:33 1999
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>Not quite a week since the last one, but while I remember -
>
>Game states as of 21:55 GMT 24/3/99 are as follows:
>
> Game List Rules To Play Last Move (all times GMT)
> ------------------------------------------------------
> 11 MN-L Long PaulWay 24-March-1999 17:19
> 12 MN-C Vanilla PaulWay 24-March-1999 17:19
> 13 MN-G Finsbury Grimace 24-March-1999 18:08
> 15 MN-R Rutts PaulWay 23-March-1999 08:12 [1]
> 16 MN-B Chateau RiffRaff 19-March-1999 15:35 [2]
>
>[1] again, pending PaulWay's response to a Buzz (a differet buzz than last
> time, though). The time of the Buzz is given.
>
>[2] about due for a Timeout, I'd say. I shall leave it to PaulWay though,
> since e's next to play.


Apologies... go ahead and time me out, I'll catch up next round...

--Riff



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From <WayperP@p...> Wed Mar 24 16:21:47 1999
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On Thursday, 25 March 1999 6:45, Ole Andersen [SMTP:palnatoke@g...]
wrote:
> I have been wondering about the Dollis Hill Loop. Why Dollis Hill? Is
> there a good reason, or is it just one of those things?

Game tradition. I'm not quite sure when the first Dollis Hill Loop first
happened; probably caused by Marcus Hill at the old Delphi site (which
you'll hear murmurings of every now and again). Just one of those things,
really.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
SigClean 1.5a prevents all errors in transcription, transmission, and
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Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW


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From <DELLIS@u...> Thu Mar 25 01:08:22 1999
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>Has it cropped up that often, then? Although I rarely manage to catch the 
>show, I always thought it was just a one-off throwaway strategem from
Willie 
>Rushton that just happened to be echoed in a York game the day after, and 
>that the majority of the station's infamy came from its reuse on the Web. 
I stand corrected. 

>I've no idea, mind. 
Well, ditto if the truth be told. 

I guess the word I'm struggling for here is 'mystique'. 

-- 
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...> Thu Mar 25 10:33:07 1999
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Date: 25 Mar 99 18:26:45 +0000
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Fellows: 

Is anybody still using the Current reports on my web site? (linked to from
the 
MN title page) 

I ask because they seem superfluous nowadays what with Kevan's efforts in
this 
direction and the Current table in the ruleset, and because I could do woth 
the space. There's seven meg in those reports, which if no one is using them=

anymore... 

I'll kill them over the weekend if no one objects. 

Thanks. 

-- 
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 <kevan@z...> Thu Mar 25 10:47:12 1999
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From: "Kevan Davis" <kevan@z...>
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>Is anybody still using the Current reports on my web site? (linked to from
>the MN title page)


Not personally. Fire, as it were, away.

Thanks again for all your work that I've stolen in this area, over the
months, anyway. You're a credit to the force.

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From: "Kevan Davis" <kevan@z...>
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Some comment on the other Proposals, then, in a quiet moment...

>Proposal 653 - Let's go Loop the Loop [Multiple]


Ambitious, and nicely worded. I fear it'll get a bit complex if two Loops
have a Station in common and they start running simultaneously (Rushton
moves to Amersham and starts the Amersham/Aldwych, Cryer then moves to
Aldwych but starts the Aldwych/Ongar/British Museum instead). And I'm
*still* leery of an Escape Action which doesn't involve starting at and
fleeing from the Trap Station.

Wordings of worry:-


>Players in a Loop disregard (and thus do not perform) the Movement Phase of
>eir Turn.

Rather strange - it makes for Moves which don't actually cite a Station,
which would appear rather bizarre; a Dollis Hill Loop could just look like:

Rushton : [LV-2] Dollis Hill (BL)
Cryer : [LV+1]
Brooke-Taylor :
Garden : [Out of Knip]
Rushton : [Dollis Escape] Neasden (BL)

>If there is only one Trap Station in the Loop, the
>Piece stays where it is, and that Trap Station is a Valid Move.

This seems oddly superfluous if no actual Moves are made. Am I misreading
your gist?

Interesting stuff, anyway, particularly once we've got some multi-Station
Loops. The inclusion of new and exciting ways to avoid and stop them should
be entertaining, too.

>Proposal 654 - Voting Comments [Enactment]


Good one. Although it'd be easier all round, I think, if comments were
posted along with the Voting Results - less hassle for Dunx, and it'd
encourage people to bother commenting if they knew their words (or
uncontemplative silence) was going to be broadcast.

>Proposal 655 - Day Tripper! [Enactment]


Cute. I still mourn the old Railcards, of course, but this seems like quite
a nice idea - the one-day duration of it is particularly good. Such is
something I'd considered as a bit of realism for Zone Passes, but since you
don't get many Turns in a Day (or you didn't in the old days), it's not much
of an investment.

I'm not sure how desirable the Cards might be, mind - it's fairly rare that
people ever run out of Blacks, and when they do it's usually something to
take advantage of (only having to Block one Station, knowing that your foe
can't change Lines to get at you through other means, is a pleasing thing).
Offering three Bronze as an alternative, and throwing in the next few Turns'
Line Changes as well - I'm not sure, really. Mrm. The day-duration idea's
really quite lovely, but I'm not sure it adds good things to the gameplay.

Incidentally, implementation would be easier if you didn't bother keeping
track of the issue date and just said "When Game Time passes midnight, all
Day Rover Cards - even those in Nantuckets - are destroyed."

>Proposal 656 - Let's Do the Sidestep Again [Multiple]
>
> A "[Dollis Escape]" Action may only be performed if the Actioning Player
> is situated at Dollis Hill with an LV of 10 or more. "[Dollis Sidestep]"
> may be performed without cost when the Actioning Player has an LV of 10
> or more.


Unless I've got my wrong brain in, this just bundles the Escape into the
Sidestep, without removing the Escape. A very strange thing to do, and my
arbitrary and pointless "Escape only from the Hill itself" crusade takes an
appropriately unimpressed stance.

>Proposal 657 - Burnt Offering [Multiple]
>
>{ Comment: OK, so I didn't change the 'three' to 'five' last time...
> resubmitted with this foolish oversight corrected.


Ah, I did wonder what you were getting at.

Kevan

--
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From dunx@l... (Duncan Ellis (Dunx)) Thu Mar 25 14:29:30 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Kevan commented:

>>Proposal 656 - Let's Do the Sidestep Again [Multiple]
>>
>> A "[Dollis Escape]" Action may only be performed if the Actioning =
Player
>> is situated at Dollis Hill with an LV of 10 or more. "[Dollis =
Sidestep]"
>> may be performed without cost when the Actioning Player has an LV of=
10
>> or more.

>Unless I've got my wrong brain in, this just bundles the Escape into the
>Sidestep, without removing the Escape. A very strange thing to do, and =
my
>arbitrary and pointless "Escape only from the Hill itself" crusade takes=
an
>appropriately unimpressed stance.

Such was my expectation.

I say once more: why should a Player with an LV of 10 who would not be =
held in a
Dollis Hill loop be forced into one?

Anyway, the Proposal doesn't actually bundle the two actions together - =
it
provides (I think) a sane way of permitting those with a high LV to =
actually use
it. I do wonder sometimes about bundling the two together as [Loop =
Avoidance] or
some such, which costs 1 Silver or requires an LV of 10 or more.

This is my Proposal, by the way.

Dunx
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From riffraff@n... (RiffRaff) Fri Mar 26 12:39:37 1999
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>Fellows:
>
>Is anybody still using the Current reports on my web site? (linked to from
>the
>MN title page)
>
>I ask because they seem superfluous nowadays what with Kevan's efforts in
>this
>direction and the Current table in the ruleset, and because I could do woth
>the space. There's seven meg in those reports, which if no one is using them
>anymore...

I use the Charge Delta Calculator, and Dunx's Charge Deltas... can't use
Kevan's device, being on a Mac. I never use currents.html, though.

(resending this, since I didn't see it come through the first time)

--Riff



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From <jonathan@f...> Sat Mar 27 04:14:29 1999
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 An announcement - I will be Inactive again between Tuesday 30 March
(morning) and Tuesday 6 April (before noon) owing to a visit to Dad in
Ireland.

Jonathan.



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<!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN">
<HTML>
<HEAD>

<META content=3Dtext/html;charset=3Diso-8859-1 http-equiv=3DContent-Type><!=
DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN"><!DOCTYPE HTML PUBLIC "-//W3C=
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<DIV><FONT color=3D#000000 size=3D2>&nbsp;&nbsp;&nbsp; An announcement - I =
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Inactive again between Tuesday 30 March (morning) and Tuesday 6 April (befo=
re =

noon) owing to a visit to Dad in Ireland.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>Jonathan.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>


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From <kevan@z...> Sat Mar 27 04:41:22 1999
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From: "Kevan Davis" <kevan@z...>
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Date: Sat, 27 Mar 1999 12:45:34 -0000
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Just a fleeting note to say that it's on version 1.3 now, including suaver
icons and a quick-reference Token Collection table. Downloadable from my Web
page, as ever. Kick me if there's anything else that might be worth
implementing.

Kevan

--
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From wayperp@p... Sun Mar 28 00:23:17 1999
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I've come in to work on a sunday night with hayfever still raging through my sinus cavities to tell you all that I'm officially now inactive and will be for the next two weeks.

Enjoy yourselves. I will.

Have fun,

Paul

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From dunx@l... (Duncan Ellis (Dunx)) Sun Mar 28 21:41:29 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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=46riends:

Given Week 47's coincedence with te Real World festival of Easter, I =
hereby
declare that Week 47 will be extended to two calendar weeks in length and=
will
thus end on 13/4/99.

Don't all cheer at once.

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Tue Mar 30 14:04:23 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Hear ye! Hear ye!

Kevan has made a Move in Game 15 which Dunx has Buzzed, hence rendering =
it
Questionable.

I call upon RiffRaff to act as Judge in this matter.

May it please eir Worship, e will find arguments both for and against (as=
well
as the Move itself of course) in the Rushton Lounge.

We await your Judgement with keen anticipation, and a Strawberry Mivvi.

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Tue Mar 30 14:04:27 1999
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
653 Let's go Loop the Loop 2 - 1 3 Passes
654 Voting Coments 3 - - 3 Passes
655 Day Tripper! 3 - - 3 Passes
656 Let's Do the Sidestep Again 1 1 1 3 Fails=20
657 Burnt Offering 2 - 1 3 Passes
658 Gold Rush 2 1 - 3 Passes
659 God Help Us 2 1 - 3 Passes
660 Loan Clamps 1 - 2 3 Fails=20
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Paul Riff
-------------------------------------------------------------------------=
----

653 (PaulWay) - FOR - - FOR AGA - - -=20
654 (PaulWay) - FOR - - FOR FOR - - -=20
655 (PaulWay) - FOR - - FOR FOR - - -=20
656 (Dunx) - PAS - - FOR AGA - - -=20
657 (Dunx) - FOR - - AGA FOR - - -=20
658 (Kevan) - FOR - - FOR PAS - - -=20
659 (Kevan) - FOR - - FOR PAS - - -=20
660 (Kevan) - AGA - - AGA FOR - - -=20

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Paul Riff
- KUDOS =
---------------------------------------------------------------------

Initial: 11 17 2 0 10 42 16 23 1
Halved: 8 1 5 21 0
=
-------------------------------------------------------------------------=
--
FOR Votes: +3 +0 +0 +5 +0
AGA Votes: I -2 -0 I -0 -2 I I -0
Decisiveness: n +3 +0 n +3 +3 n n +0
Voting/Own: a -3 -0 a -0 -3 a a -0
c c c c
EP FOR Votes: t +0 +0 t +0 +0 t t +0
EP AGA Votes: i -0 -0 i -0 +0 i i -0
Finger/Pulse: v +5 +0 v +0 +0 v v +0
e e e e
Award Ceremony: +3 +0 +0 +4 +0 =
[*]
Kudos Gifts +0 +0 +0 +0 +0
=
-------------------------------------------------------------------------=
--
This Week: +9 +0 +3 +9 +0

Final Kudos: 11 17 1 0 8 30 16 23 0

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Paul Riff
-------------------------------------------------------------------------=
----

[*] Ruttsborough Award - PaulWay (Let's Go Loop the Loop)
IMCS Clarity Award - PaulWay (Day Tripper)
CAMREC Cleanup Award - none
Mrs Trellis Award - Kevan (Gold Rush)
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic)

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Tue Mar 30 14:04:39 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 661 - Recycle that rubbish! [Amendment]

Amend the last sentence of Rule 1.7.39 (Ecofriendly) to read:

This exchanges a pair of matching Plastic Tokens, or a Possession worth
more than one Bronze Token, for a single Green Token. This counts as a
Token Exchange Action, and any Possession used is automatically
discarded.

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

Proposal 662 - Randomness Regulated [Enactment]

If any Rule requires a random determination, such as a roll of a dice, =
then
this shall be done by the Speaker submitting a mail to the PBM dice =
server.
This shall be set up to send the response directly to the list. If the
random determination isn't directly associated with numbers (such as
choosing a player), the entities involved shall be labelled with an
arbitrary number for the random determination, and this labelling will be
included in the headers of the mail to the dice server.

The message to send is as follows: (entries in <triangle brackets> are to=
be
replaced with the appropriate number or text.)

To: dice@p...
Subject: Random determination for <reason>

#p l-nomic-d@egroups.com (or appropriate list)
#s <number of choices - equal to the sides on a die>
#d 1
#r 1
#l 1
#c <any comments, such as the labelling of entities to numbers>
#c <up to one hundred such comments are allowed>
#t Random determination for <reason>

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

Proposal 663 - Proposal Revue [Amendment]

{Actually tightening the proposal update process - read the old 0.4.3!}

Replace the last sentence of Rule 0.4.3 with:

A Player may update a Proposal e has in the current Week by emailing the
required changes to the Speaker. This email should have a subject line =
of
'MN: Updates for Proposals' - if it does not, the update may be =
considered
invalid. If the Proposal has less than four days to be Voted on, then =
the
Proposal is voted on in the next Week.

When a Proposal is updated, all Votes for that Proposal are discarded, =
and
the Speaker must let those Voters know that they should re-vote for the
Proposal in question. The Proposal in its updated form is then posted to
the Discussion Lounge, and note should be made of in which Week the =
Proposal
is to be voted.

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

Proposal 664 - Blonk Cheque [Action]

=
------------------------------------------------------------------------=20
Action Phase Rule Dur Cost Gain=20
=
------------------------------------------------------------------------=20
[Blonking <Player>] Post 1.7.x 20 -1 Re=20
=
------------------------------------------------------------------------=20
=20
A Player may perform the Action of "[Blonking <Player>]", where=20
<Player> is a Player who shares a Station and Line with the Actioning=20
Player. This Action may only be performed as the first Action of a=20
Player's Post-Move Action phase.=20
=20
The Blonking Player may destroy a single token in the possession of=20
the victim. This effect specifically overrides Money Belts.=20
=20
{ Comment:=20
Yes this overrides Money Belts, and it's not terribly expensive, but=20
it is slow. Also, it cannot be combined with a Shunt or anything like=20
that.=20
=20
Another option I considered was Blonking splitting all metallic tokens=20
into their next lowest value, so Golds would go to Silvers. But I =
thought=20
that was too powerful.=20
}=20

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

Proposal 665 - Knerdling [Enactment]

There shall be a Small, Unique, Dispensable Possession called a
Knerdling Stick.
If the following are true:
- The Player, whose Turn it is, has received a Clamp Possession
since e last took a Turn, and has not been Inactive during that period:
- That Player is in possession of the Knerdling Stick, which e must
have received prior to receiving the Clamp in question:

Then the Player may play the Pre-Move Action of "Knerdling
<Player>", where <Player> is any Player (other than the Player who gave
em the Clamp in the first place) whose position can be reached without a
change of Line or of Line Direction, and provided that there are no
Blocks, Bulkheads or other Players in between the Knerdling and Knerdled
Players. Knerdling may only be performed as the first Action of a Turn.
Upon doing this, the Clamp and the Knerdling Stick are removed from
the Knerdling Player's Possessions and added to the Knerdled Player's
Possessions. It should be noted that the Clamp is considered to be
handed over before the Knerdling Stick, which thus cannot be used
against that particular Clamp by the Knerdled Player. This is the only
way in which a Player may get rid of a Clamp without performing the
Clamp-removing Action specific to that type of Clamp.

New object: Knerdling Stick (Small, Unique, Dispensable, costs 3
Bronze in the Emporium.)
New Action: Knerdling (Pre-Move, 10 mins, cost 2 Red.)

{Comment: The "Encyclopaedia Morningtonia" definition of Knerdling
is based on truth: the term was, indeed, used in cricket commentary to
describe a deliberate deflection of the ball behind the wicket. Hence
the concept of deflecting an attack onto another target. But the
Knerdled Player can use the Knerdling Stick emself next time... and of
course, like the en-passant capture in chess, it can only be done in the
first move after the situation occurs.}

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

Proposal 666 - Vermicious Knids [Enactment]

*The following Rule is to be Enacted:
"A Player may perform the Action of "Knidding <Player>", where
<Player> is a Player who shares a Station and Line with the Actioning
Player. The Knidded Player gains a "Knid Clamp" Indestructable
Possession.
A Player who is in possession of a Knid Clamp may not play the
[Opening MC] Action, or make any Special Moves (those defined as such in
Rule 1.5.0). Also, eir Home Station is considered Open to all Players,
who may make Moves which pass through or land on it without having to
pay a Toll.
A Player may remove a Knid Clamp by playing the "De-Knidding"
Action while situated at eir Home Station with an LV of zero.

New Actions:
Knidding (-2 Red) (Post, 20 mins)
De-Knidding (-2 Blue) (Post, 10 mins)
New Possession:
Knid Clamp (Indestructable)

*The following Amendments are also included in this Proposal:

- Add "Clamps" to the list of Blocks, Impediments and Gaps in Rule
1.5.0
- Change the order of the Validity Checks, to put Special Moves
first before LV Modifiers and Trivial Fares. Add the following sentence
to the "Special Moves" section: "Special Moves (those mentioned in this
section) are not considered to pass through intervening stations, and
are not considered for Trivial Fares or the same-line bonus from the
Token Collection Table."
- Change "Greening" Action to 20 mins duration, and the "Anti-Narg"
and "Degreening" to Post-Move Actions.
{Comments:
At last, a way to prevent a Player doing Special Moves - and also,
describing Homes and Wilds as teleports, so a Player who Wilds to
Leytonstone doesn't have to pay a toll to a Player whose Home is at
Leyton: this is currently ambiguous, and it seems that all previous
attempts to clarify this have failed. The price of the Clamp is not
great, but nor is the price of release from it - a simple Pass at the
Home Station will gain the requisite Blue Tokens and reduce LV to zero.
Getting back to the Home Station to do this without use of the [Home]
and [Wild] Actions could prove tricky, though... :-) And now that there
is a way of preventing teleports, I see no problem with describing these
moves as teleports (the previous objection being that there was no way
of blocking it.)
Also, all Clamping actions now take the same length of time and
occur in the same phase of the Turn, and all Clamp-removing moves are
now likewise consistent. I'm looking towards giving a generic Clamp
status to most of the restrictions that can be placed by one Player on
another.}

*Amend Rule 1.7.10, adding the following at the end:
- The action of "Walking" is valid at all times, and is
specifically exempt from any and all Rules which place restrictions on
Special Moves.
{Comment: To prevent a Player being forced to a complete standstill
when Knidded, Narged and stuck on the diagonal. The Player may still be
forced to make a move of "Pass" by other Rules, for instance the Late
Arrival...}

{ Speaker's Comment:
Well, this was the most Beastly Amendment this Week. If I'd been a =
little
more on the ball, I would have invited special submissions...
}

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

Proposal 667 - Mad Hatters Tea Party [Amendment]

- Amend Rule 1.4.6, first paragraph: "There exist seven categories
of Hat: A-Z, British Rail, Compass, Terminus, Verdant, Hard, Silly. The
first five types of Hat may only be bought from Stations of the same
type (Terminus Hats from a Terminus Station, for example): Hard and
Silly Hats may be bought from any Emporium station.
- Amend all references of [Collecting Hat] to [Purchasing Hat], an
action which now costs 2 Bronze Tokens, in line with the cost of Silly
and Hard Hats.
- Change the bonus for [Cashing In Hats] to one Gold and two Silver
Tokens, but remove the restriction that it can only take place at Bank.
But add the following words: "No Player may Purchase a Hat in the same
Turn as cashing Hats in."
- Remove the paragraph about [Knocking Hat Off], and all reference
to it in the Action Table. Also, repeal rule 1.7.34 and remove all
reference to the [Hands On Hat] Action.

{Comment: Since Hat-Knocking can now only be done by adjacent
players, you may as well go the whole way and say that Hats can only be
lost by Shunting. (There is only one station's worth of difference.)
There is also little point in the [Hands On Hat] action any longer. To
balance these changes, Hats now cost something rather than nothing, and
one cannot cash them in the same turn as purchasing the last one.

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

Proposal 668 - Pocket Fluff [Amendment]

Replace the last sentence of the first paragraph of Rule 1.4.15 =
(Nantucket)
with:-

If a Possession is in a Nantucket, the Player is not considered to be
carrying it unless the Rule checking such possession specifically =
details
Nantucketed Possessions. The Possession is still considered to be in =
play,
however.

{ A bit of a fix for Uniqueness purposes (if Cryer Nantuckets the Drone
Stick, Rushton can create a new one), with rewording to permit other
Rules to fiddle around with Nantucket Possessions, if they really want
to. }

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

Proposal 669 - Dropped Packets [Multiple]

In Rule 1.4.7 (The Suspect Package), replace "a Station passed
through by the Player's Piece during eir Move" with "the Actioning
Player's current location, or any Station e has passed through
so far this Turn".

Rename the rule as "Suspect Packages", also, actually.

And make "[Dropping Package at <Station>]" into a Neutral Action.

{ Just a fix so that you can drop the thing at your current location; you
can't at the moment, which is rather strange. Making it Neutral permits
you to drop it at your starting location, too; since you can drop it
adjacent to such a Station, it's more a common sense thing than much of
a change. }

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

Proposal 670 - Farkle Off [Amendment]

Reword Rule 1.5.12 (Farkling) to:-

A Player may play a Move of "Farkle", provided that e performs no =
Actions
during that Turn. Such a Play is identical in every respect to a Move =
of
"Pass", except that, upon making it, the Player who makes it may adjust
Game Time to any day and time.

{ The current Token-gain seems very out-of-keeping with the idea of
"sacrificing one's Move, usually in a frivolous manner" - this
replacement is more fitting, I think; the Player simply takes an
inordinate amount of time to complete a Move which achieves nothing.
(Which does, of course, permit some rather good strategies.)
}

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

Proposal 671 - Vote Race [Multiple]

{ Comment: the current situation on who can vote when is at best unclear
and at worst unjust - the Speaker (both the current one and eir
predecessor) operate(d) a system pretty much as described here, but
this has never been made clear. }

[Amendment: Not Dead But Sleeping]
Amend the first paragraph of Rule 0.5.2 (Voting and Proposal Adoption) so
that it reads thus:

All Players who have been Active at some point during the Nomic Week =
for
which Votes are being gathered may cast votes on current Proposals by
sending eir votes in an email to the Speaker with a subject line of =
"MN:
Votes". If the email does not have this subject line, votes may be
considered invalid. Players not Active at all during that period may =
not
vote.

[Amendment: Charon In The Community]
Amend the first paragraph of Rule 0.5.4 (Abstentions and Quorum) so that
it reads thus:

Any Player who could have Voted but who does not or who submits an
invalid vote shall be deemed to have abstained. Players who could not
have Voted are never counted as having abstained. If the total of
abstentions exceeds the total of valid votes (i.e. votes FOR, AGAINST =
or
PASS), the Proposal fails to reach Quorum.

{ Comment: As a final point - note this sentence from Rule 0.9.1:
"If a Player is Inactive at the end of the Week, no changes shall be
made to eir Kudos."

I would suggest that if this Proposal passes that this point be more
rigidly enforced.
}

[End of Vote Race]

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

Dunx
--
Ceci n'est pas un .sig

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From <palnatoke@g...> Tue Mar 30 16:03:23 1999
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From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>
Date: Wed, 31 Mar 1999 02:02:31 +0200
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Dunx (Duncan Ellis) <DELLIS@U...> wrote:

As you mentioned in your comments, Kevan, there are no Quadrants defined in
Chateau d'Eau. This is because there is no Meridian specified in the Guide
Book.

¤¤¤

Where can these Guide Books be found?


Ole


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From riffraff@n... (RiffRaff) Tue Mar 30 21:27:58 1999
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>Hear ye! Hear ye!
>
>Kevan has made a Move in Game 15 which Dunx has Buzzed, hence rendering it
>Questionable.
>
>I call upon RiffRaff to act as Judge in this matter.
>
>May it please eir Worship, e will find arguments both for and against (as well
>as the Move itself of course) in the Rushton Lounge.
>
>We await your Judgement with keen anticipation, and a Strawberry Mivvi.
>
>Dunx

Ahem. I shall retire to my chambers to review the evidence, and return a
verdict forthwith...

--Riff



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From <DELLIS@u...> Wed Mar 31 00:23:34 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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> Where can these Guide Books be found? 

They're part of the Turin '57 Special Ruleset - each guidebook has its own 
Rule. So Chateau d'Eau (the Paris Metro Guidebook) is Rule 2.7.11, and so
on. 

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

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Dunx replied:
> Where can these Guide Books be found?

They're part of the Turin '57 Special Ruleset - each guidebook has its own
Rule. So Chateau d'Eau (the Paris Metro Guidebook) is Rule 2.7.11, and so
on.

¤¤¤¤


Thanx, Dunx
(had to be done)

I found it (it is not in the HTML version, at least not in mine).
I think I'll try my hand at making a Copenhagen Guidebook over Easter.
After Easter, I'll probably join one of the games.


Seeya,

Ole


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From <kevan@z...> Wed Mar 31 11:18:15 1999
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Message-ID: <005401be7bab$d440e780$f261883e@my>
From: "Kevan Davis" <kevan@z...>
To: <l-nomic-d@egroups.com>
Date: Wed, 31 Mar 1999 20:21:33 +0100
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>I found it (it is not in the HTML version, at least not in mine).


It really is screamingly ridiculous to have an obsolete HTML ruleset linked
to from the main page. I'll see if I can gather a copy of QBasic from
somewhere, to run the old conversion software again. Or sit down and write
the thing from scratch in C++, if I think I can face it. (I probably can't.
Not on a work night, anyway.)

Sick beyond back teeth,

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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>It really is screamingly ridiculous to have an obsolete HTML ruleset linked=

>to from the main page. 

It is rather, isn't it? It seemed reasonable when it was only a Week or so 
behind, when I thought I would be able to run the converter, and (afterthat)=

when I thought I might rewrite it in Perl. 

I'll take it away to a more remote area of the site shortly. 

Apologies to Ole for misleading em. 

-- 
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 <kevan@z...> Mon Apr 5 15:13:52 1999
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From: "Kevan Davis" <kevan@z...>
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I've just found this sitting in my "half-replied to" folder. Ptchsk. I'd
almost made a couple of half-interesting points, so here it is completed.

>It would have to be a rather edited version... Many of the possessions
>would be gone, for example, and probably charge as well. The board I have
>in mind, though, is quite complicated enough to handle a lot of data...
>4-sided Circle Line state marker, dials to keep track of time, dry-erase
>board for home and damaged stations...

Hmm. Perhaps feasible, then, if trimmed down enough, although you'd have to
be careful that the trimmage didn't unbalance anything. Taking away the
fiddlier mathematical aspects of the game (Charge and Game Time), you might
be able to get away with keeping sufficient information on the board - Homes
and Damaged Stations can, of course, just have markers at those Stations.
Hmm.

>You could keep it relatively fast paced, as long as everyone was reasonably
>familiar with the game, had appropriate reference cards, and maybe a time
>limit.


I get the feeling it won't be that easy to translate, myself; much of the
game we play here is tilted towards lengthy consideration, and any attempt
to play the thing face to face would hit snags. Keeping track of everyone's
LV is going to be fiddly without use of a Laser Display-Board, and even then
it'll still take a lot of glancing to and fro over the board to see just
what everyone's up to.

Shoddy board game (well, the travel edition, at least) "The London Game"
uses the reasonable approach of a die-based LV - you roll a six-sided die
and move that many stations along the line you're on (stop at an interchange
to change). Something like that would probably be preferable for a real-life
boardgame of Crescent, I suspect.


And that's just LV. Tokens become quite different when they're gathered in
piles in front of players - does Paul have six or seven Blacks, there? I'd
better not ask, it'd give away my thoughts, and I've only got two minutes
anyway. Game Time: Did Dunx take fifty-five or sixty-five minutes to perform
those Actions? Wait while I add them up.

Playing on a board does add an awful lot to the game - play would be much
clearer if we all saw pieces being moved station-by-station around the map -
but I think we've probably got far too much luggage to carry up that
escalator.

Worth debating for eternity, though.

>Actually, if anyone's interested, I have a text file for a card game a
>friend of mine and I created, called Leviathan - sort of like a cross
>between Magic and Go Fish, with heavy doses of sarcasm.

"Go Fish" rings bells, but only tiny ones, and they seem to lack labels.
Sounds an intriguing thing, anyway - cough up a URL or mail the thing to me,
if you have a moment.


If anyone wants the Word file of the cards that I've put together for
"Mornington Bartok", by the way, just give the nod.

>That's my other
>other project right now (after building the robots from Mystery Science
>Theater 3000

Ah, the one thing I miss about having cable television within walking
distance.

>I do have a poster varnished onto wood, with nice brass hinges and handles,
>and holes drilled in each station for pegs, plus a box of assorded pawns,
>pegs, and tokens.

Beautiful, I'm sure. Any scanned photos of the thing for us to envy?

>Funny thing is, I'd been playing games similar to MC and Cress and Cheddar
>Gorge all through high-school; my friends and I were always making up
>elaborate non-games on the spot. It was a bit of a shock when I first
>discovered MC several years ago...


Cheapass Games - a fine company which various people have suddenly started
recommending to me - have a nice coin-based MC-style game on their Web site,
along with some other interesting little games (including, of course, one
that I already made up a version of - the 'complete a three-letter-word'
game is *far* more interesting if you play it on a 'one point for a
three-letter word, two for a four, four for a five, etc.' basis, and just
carry on until the board's full).

www.cheapass.com, anyway. My Web connection seems to be a bit ill at the
moment, so I can't find the direct reference to the coin game, nor check the
name of the three-letter word one. Still. It's there somewhere.

>Maybe if I ever manage to make a Pilgrimage, I'll teach you all to play
>Fligett's Nodules, Kleimnot & Tchuse, and Ring the Frog.


Now that I seem to have the loose change for a social life again, perhaps
it's time to wonder if any of the Pilgrims would have any idea who I was.
When's the next one due?

Kevan

--
kevan@d...
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From <kevan@z...> Mon Apr 5 15:51:50 1999
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>Proposal 661 - Recycle that rubbish! [Amendment]


Very nice, if it's safe to assume that Clamps and other non-purchasable
things are "worthless" rather than "priceless"...

I still think two matching Plastics for a Green is expensive, though, when
the whole point of Green Actions is to be neutral and potentially useless
(it's quite sad that bluffing Wilds isn't really an option these days) - a
single Plastic seems fair, or *any* two Plastics seems compromise.

>Proposal 662 - Randomness Regulated [Enactment]


Rule 0.1.3 (The Only Way To Die) beats you to it, I'm afraid. And does
things a little more reasonably - the PBM dice server should only be used if
the rules specifically require a *dice* roll; the Speaker is free to use
whatever means e wishes to establish mere "random" events (initial Game
Times, Judges, Playing Orders, etc), which is fine with me - although it's
open to abuse, Mornington Nomic has never been ruthlessly competitive, and
the alternative of having every such random event accompanied by an
automated dice roll in the Discussion Lounge just seems absurd.

Good to have the summary of the message format, though - such would make a
fine addition to Rule 0.1.3.


>Proposal 663 - Proposal Revue [Amendment]
>
>{Actually tightening the proposal update process - read the old 0.4.3!}


Great Portland Street! I had no idea. The whole idea of changing Proposals
midweek is, of course, rather annoying and awkward. Better to deny it
entirely, I think, although this certainly plugs the hole admirably for now.

>Proposal 664 - Blonk Cheque [Action]


Nicely simplistic - it fits very well as an alternative Shunt, and makes for
a splendid verb. I'm not sure it'd see a lot of use, though; the only real
advantages it brings are (a) bypassing Money Belts, and (b) mucking up
someone's Tokens without losing LV. The first point is fairly moot since you
can (can't you? The Web denies me a current ruleset) steal Money Belts these
days, which I think most people will choose to do, although a Dead-End Shunt
bypasses the things just as well, of course.

The second is a fair enough thing, though, I suppose, making it a nice
counterpoint to Shadowing. The twenty-minute duration seems a bit of a harsh
penalty, though, with all its "sister" Actions taking a mere ten.

>Proposal 665 - Knerdling [Enactment]


A nice image; I'm not entirely sure how easy they'll be to use - how often
another Player will be a valid Target - but it might be interesting finding
out. Passing the Stick along seems a nice means of apology (Brockian
Ultra-Cricket?), but a bit counter intuitive - I'm not sure if it'd work
better if the Stick were destroyed, or simply made more expensive; a
near-permanent Clamp repellent is an appealing thought.

>Proposal 666 - Vermicious Knids [Enactment]


I had to ask the Internet what a Vermicious Knid was, in the end. I thought
it was either a Jabberwock or Blackadder reference ("And did you vanquish
the Nibble-Pibblies?"), but it wasn't either. Roald Dahl, in a book I read
when I was maybe six or seven. Whyever did it ring such a loud bell?

A nice thing, anyway; the game becomes very, very different when you're
denied Special Moves. The removal seems rather harsh, though - getting Home
*and* slowing down *and* spending Blues seems a bit too much to ask.

> - Add "Clamps" to the list of Blocks, Impediments and Gaps in Rule
>1.5.0

Well done that man.

> - Change the order of the Validity Checks, to put Special Moves
>first before LV Modifiers and Trivial Fares. Add the following sentence.
>to the "Special Moves" section: "Special Moves (those mentioned in this
>section) are not considered to pass through intervening stations, and
>are not considered for Trivial Fares or the same-line bonus from the
>Token Collection Table."

Um. Confusing. Aside from a Wild becoming Illegal if out of your LV range,
it seems a bit too convoluted to put Special Moves before Trivial Fares and
then to say "If you play one of these, skip the Trivial Fares". Or am I
missing something?

> Also, all Clamping actions now take the same length of time and
>occur in the same phase of the Turn, and all Clamp-removing moves are
>now likewise consistent. I'm looking towards giving a generic Clamp
>status to most of the restrictions that can be placed by one Player on
>another.}

A good direction to be heading in; bravo to you, masked man, whoever you are
(I still can't quite tell Paul and Dunx apart in their Proposing, for some
reason). I'm not quite sure if we need a generic "This is what a Clamp is,
children." rule somewhere, with other rules just saying "Hello, I'm a
Clamp." - there's not really a lot to Clampness, when you look at it.

Tangentially, I think it might be worthwhile shifting many of the current
Actions to "Neutral" status; there really are very few that need to be
limited to before or after a Move...

> - The action of "Walking" is valid at all times, and is
>specifically exempt from any and all Rules which place restrictions on
>Special Moves.
> {Comment: To prevent a Player being forced to a complete standstill
>when Knidded, Narged and stuck on the diagonal. The Player may still be
>forced to make a move of "Pass" by other Rules, for instance the Late
>Arrival...}


Hmm. Probably a good shout. Nicely intuitive, anyway.

>Proposal 667 - Mad Hatters Tea Party [Amendment]


Interesting. As things stand (to generalise completely unfairly from my own
thoughts), we tend to collect hats regardless, considering a run to Bank if
we have the complete set. This would make Hat collecting much more of a
rarity, which is probably a good thing (there does tend to be a lot of
faffing around collecting Hats just because they're free and might be
useful), but it does make the Hat Trick rather more obvious. I suppose the
removal of the Bank requirement balances it, though.

Hmm. Still a fairly small prize for the things, actually, considering the
effort.

>Proposal 671 - Vote Race [Multiple]


Very good points. And I laughed far too hard and long at "Charon in the
Community". Oh dear.


Killing a Monday night,

Kevan

--
kevan@d...
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Quite a few days ago, RiffRaff said:-

>Ahem. I shall retire to my chambers to review the evidence, and return a
>verdict forthwith...


I'll clear my throat a bit. It's been more than time enough to pick a new
Judge, but there's not necessarily a need to do so. (I've a feeling we're
running a bit thin on Active Players, too.)

Actually it'd probably be a good idea to only pick Judges (at least
initially) from the set of Mentors, wouldn't it? It'd spare the newer and
less "public-spirited" (in the nicest possible way) Players. Hmm. Pft.

Kevan

--
kevan@d...
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From riffraff@n... (RiffRaff) Mon Apr 5 19:19:32 1999
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>Quite a few days ago, RiffRaff said:-
>
>>Ahem. I shall retire to my chambers to review the evidence, and return a
>>verdict forthwith...

Whoops! God, I'm sorry. I'll do it right now...

--Riff



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From riffraff@n... (RiffRaff) Mon Apr 5 20:17:43 1999
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Okay, first of all, the new Loop rules went into effect on the 30th, before
Judgement was invoked, but after the disputed move was made. So, I assume
I have to judge this based on the previous rules, right?

Good thing the HTML ruleset hasn't been updated, then. :)

1) "If the previous non-Pass Move in a Game is "Dollis Hill", Dollis Hill
is a Valid Move. In addition, all Stations other than Dollis Hill are
Invalid Move destinations, unless the Player taking eir Turn has performed
a "[Dollis Sidestep]" or "[Dollis Escape]" Action this Turn."

2)Kevan is Narg Clamped, and can't move diagonally.

3) You can't start at Dollis Hill, move through Dollis Hill, _and_ end at
Dollis Hill, with a LV of any less than 14.


So the question is, does 1 cancel out 2 and 3?

Well, yes, the DH rule _has_ to take precedence over the Clamp and LV,
otherwise Kevan couldn't have gotten to DH in the first place.

Dollis Hill is a valid destination (the _only_ valid destination), and no
rule says that you have to take the most direct route there, or anything
like that.

So, I guess I have to go with Kevan on this one. I'm glad we have new loop
rules, though, because IMHO it's rather contrary to common sense.


--Riff
(p.s. - Your turn in Game 12, Dunx; no fair trying to stall till PW gets back.
;) )






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From riffraff@n... (RiffRaff) Mon Apr 5 21:01:27 1999
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>>Actually, if anyone's interested, I have a text file for a card game a
>>friend of mine and I created, called Leviathan - sort of like a cross
>>between Magic and Go Fish, with heavy doses of sarcasm.
>
>"Go Fish" rings bells, but only tiny ones, and they seem to lack labels.
>Sounds an intriguing thing, anyway - cough up a URL or mail the thing to me,
>if you have a moment.

Xac (the other author of the game) used to have it somewhere in the depths
of his page, but I can't find it, so it'll have to be e-mail. I'll send it
along...

The tone is a bit ascerbic in spots... I was angstier back then. :)


>If anyone wants the Word file of the cards that I've put together for
>"Mornington Bartok", by the way, just give the nod.

Yes, indeed! I could get our gaming group to do some playtesting, if you like.


>Ah, the one thing I miss about having cable television within walking
>distance.

The final season starts next week...

>
>>I do have a poster varnished onto wood, with nice brass hinges and handles,
>>and holes drilled in each station for pegs, plus a box of assorded pawns,
>>pegs, and tokens.
>
>Beautiful, I'm sure. Any scanned photos of the thing for us to envy?

Unfortunately not... Perhaps someday I'll get off my lazy butt and do a web
page, for things like that... maybe... someday.


--Riff



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Date: 06 Apr 99 14:49:40 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Friends: 

With due apologies to PaulWay for stealing eir joke, I should apologise to 
everyone for neglecting my Speakerly duties. As Kevan pointed out, I should 
properly have selected another Judge in the Game 15 matter. Thanks are due 
both to Kevan for pointing out the lapse, and to RiffRaff for Judging in the=

end after all. 

In all honesty, I probably should have gone Inactive over Easter but I
thought 
I would have more time than I actually did. Heigh ho. 

Apologies also for playing slowly - the same reasons apply. Moves to follow.=


-- 
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 Apr 6 07:48:37 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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A quick update following on from my own delayed moves: 

Game states as of 21:55 GMT 24/3/99 are as follows: 

Game List Rules To Play Last Move (all times BST) [1] 
------------------------------------------------------ 
11 MN-L Long RiffRaff 30-March-1999 08:11 
12 MN-C Vanilla RiffRaff 6-April-1999 14:47 [2] 
13 MN-G Finsbury Kevan 26-March-1999 14:58 [3] [4] 
15 MN-R Rutts Dunx 26-March-1999 21:58 [3] [4] [5] 
16 MN-B Chateau Kevan 6-April-1999 15:14 [2] 

[1] UK clocks have gone forward following the Spring equinox, so it's 
British Summer Time from here on in (GMT+0100) 

[2] just played it, so a bit of a cheek. 

[3] PaulWay is next in the play order, but of course e's Inactive at the mo.=


[4] actually, these are GMT. 

[5] I'm a little discombobulated by Kevan getting the Judgement - I'll Move 
once I've got my head together. 

-- 
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 (Dunx)) Tue Apr 6 14:38:35 1999
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Date: Tue, 06 Apr 1999 21:37:35 GMT
Message-ID: <370a7db5.642245@p...>
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On Mon, 5 Apr 1999 23:49:43 +0100, you wrote:

>>Proposal 664 - Blonk Cheque [Action]

>The first point is fairly moot since you
>can (can't you? The Web denies me a current ruleset) steal Money Belts =
these
>days

Sadly, no - that amendment failed. Otherwise I would have had it away =
with your
moneybelt in Game 13 some time ago.


Good comments, though - I find myself agreeing with them all, so I shan't
clutter the list further with my own witterings (until I find something =
new to
say).

Dunx
--
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From dunx@l... (Duncan Ellis (Dunx)) Tue Apr 6 14:45:13 1999
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Just a reminder not to expect any Week End stuff today since Week 47 has =
been
decreed to be two calendar weeks in length. Don't forget to vote (if you =
haven't
already).

Week 47 will be the last Week of Year 2 - since the Year end falls in =
what would
be Week 48, we'll tick over into Year 3, Week 1.

With the long Week, I'm sure we'll have lots of new Proposals for the new=
Year!

Dunx
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From <DELLIS@u...> Wed Apr 7 08:00:59 1999
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Players: 

RiffRaff has, as far as I can see, won Game 12. Congratulations to em - a
fine 
win. Two noteworthy Moves on the trot, in fact, to finish off my own feeble 
manoeuvrings. 

The full rankings will be posted shortly, but in the meantime the points for=

those Players in the Game are as follows - 

Player	had	delta	now 
----------------------------------- 
dave	0	-1	0 
Dunx	8	-1	7 
PaulWay	1	-1	0 
RiffRaff	0	+4	4 

... which catapults RiffRaff into joint third behind myself and Kevan. 

Lawks. 

This also means that the Cryer Lounge is free for Game 17: both RiffRaff and=

our new Player Ole have expressed a preference for a Team Game, with which I=

would have to say I concur. 

So - who's for Capture the Flag? Perhaps on the Brighton and Hove Metro? 

-- 
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) Wed Apr 7 11:05:18 1999
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>
> Player had delta now
> -----------------------------------
> dave 0 -1 0
> Dunx 8 -1 7
> PaulWay 1 -1 0
> RiffRaff 0 +4 4

You've forgotten Kevan, who was deleted from the list due to inactivity,
but played nonetheless...

cheers,
--Riff



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From riffraff@n... (RiffRaff) Wed Apr 7 11:07:48 1999
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>This also means that the Cryer Lounge is free for Game 17: both RiffRaff and
>our new Player Ole have expressed a preference for a Team Game, with which I
>would have to say I concur.
>
>So - who's for Capture the Flag? Perhaps on the Brighton and Hove Metro?

Oog... I'm still getting used to London...

--Riff



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From dunx@l... (Duncan Ellis (Dunx)) Wed Apr 7 23:15:36 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Date: Thu, 08 Apr 1999 06:14:47 GMT
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RiffRaff wrote:

>> Player had delta now
>> -----------------------------------
>> dave 0 -1 0
>> Dunx 8 -1 7
>> PaulWay 1 -1 0
>> RiffRaff 0 +4 4
>
>You've forgotten Kevan, who was deleted from the list due to inactivity,
>but played nonetheless...

A fair point, but one I am choosing to ignore. Rule 1.1.9 talks of =
Players in a
Game - for the sake of sanity, I choose to interpret that as meaning =
Players
playing in the Game when it finishes - other interpretations are =
unnecessarily
hard to apply, especially retrospectively (it took me ages to work out =
the
scores for all the Games played when this Rule came in as it was...).

Expect an amendment shortly to clarify this.

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Wed Apr 7 23:15:37 1999
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From: dunx@l... (Duncan Ellis (Dunx))
To: l-nomic-d@egroups.com
Date: Thu, 08 Apr 1999 06:14:49 GMT
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As requested by the Proposer, and in accordance with the current wording =
of Rule
0.4.3, I am obliged to distribute this amended Proposal 666. Updated =
Propossal
follows (new section has change bars):

Proposal 666 - Vermicious Knids [Enactment]

*The following Rule is to be Enacted:
"A Player may perform the Action of "Knidding <Player>", where
<Player> is a Player who shares a Station and Line with the Actioning
Player. The Knidded Player gains a "Knid Clamp" Indestructable
Possession.
A Player who is in possession of a Knid Clamp may not play the
[Opening MC] Action, or make any Special Moves (those defined as such in
Rule 1.5.0). Also, eir Home Station is considered Open to all Players,
who may make Moves which pass through or land on it without having to
pay a Toll.
A Player may remove a Knid Clamp by playing the "De-Knidding"
Action while situated at eir Home Station with an LV of zero.

New Actions:
Knidding (-2 Red) (Post, 20 mins)
De-Knidding (-2 Blue) (Post, 10 mins)
New Possession:
Knid Clamp (Indestructable)

*The following Amendments are also included in this Proposal:

- Add "Clamps" to the list of Blocks, Impediments and Gaps in Rule
1.5.0
- Change the order of the Validity Checks, to put Special Moves
first before LV Modifiers and Trivial Fares. Add the following sentence
to the "Special Moves" section: "Special Moves (those mentioned in this
section) are not considered to pass through intervening stations, and
are not considered for Trivial Fares or the same-line bonus from the
Token Collection Table."
| -Amend Rule 1.5.0: the "LV Checks" section is to be amended as
| follows:
| "If the distance between the target Station and the Player's current
| Piece location is not precisely the same as the Player's LV, and the
| Player has not played an Action which permits a Special Move (as =
defined
| under "Special Moves" in this Rule), then the Move becomes Invalid."
- Change "Greening" Action to 20 mins duration, and the "Anti-Narg"
and "Degreening" to Post-Move Actions.
{Comments:
At last, a way to prevent a Player doing Special Moves - and also,
describing Homes and Wilds as teleports, so a Player who Wilds to
Leytonstone doesn't have to pay a toll to a Player whose Home is at
Leyton: this is currently ambiguous, and it seems that all previous
attempts to clarify this have failed. The price of the Clamp is not
great, but nor is the price of release from it - a simple Pass at the
Home Station will gain the requisite Blue Tokens and reduce LV to zero.
Getting back to the Home Station to do this without use of the [Home]
and [Wild] Actions could prove tricky, though... :-) And now that there
is a way of preventing teleports, I see no problem with describing these
moves as teleports (the previous objection being that there was no way
of blocking it.)
Also, all Clamping actions now take the same length of time and
occur in the same phase of the Turn, and all Clamp-removing moves are
now likewise consistent. I'm looking towards giving a generic Clamp
status to most of the restrictions that can be placed by one Player on
another.}

*Amend Rule 1.7.10, adding the following at the end:
- The action of "Walking" is valid at all times, and is
specifically exempt from any and all Rules which place restrictions on
Special Moves.
{Comment: To prevent a Player being forced to a complete standstill
when Knidded, Narged and stuck on the diagonal. The Player may still be
forced to make a move of "Pass" by other Rules, for instance the Late
Arrival...}


Dunx
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From kevan@z... Thu Apr 8 01:12:14 1999
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> | -Amend Rule 1.5.0: the "LV Checks" section is to be amended as
> | follows:
> | "If the distance between the target Station and the Player's current
> | Piece location is not precisely the same as the Player's LV, and the
> | Player has not played an Action which permits a Special Move (as defined
> | under "Special Moves" in this Rule), then the Move becomes Invalid."

This leaves Line-Changing untouched, though; going Home to a different Line becomes Invalid if you don't pay an extra Black, and all that. Not too pleasing. This seems to be overcomplicating Rule 1.5.0 far too much, really. And still has the problems I mentioned whenever I mentioned them.

Mid-breakfast,

Kevan

--
kevan@d...
http://members.xoom.com/asabove

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From: "Jonathan Ellis" <jonathan@f...>
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>> | -Amend Rule 1.5.0: the "LV Checks" section is to be amended as
>> | follows:
>> | "If the distance between the target Station and the Player's
current
>> | Piece location is not precisely the same as the Player's LV, and
the
>> | Player has not played an Action which permits a Special Move (as
defined
>> | under "Special Moves" in this Rule), then the Move becomes
Invalid."
>
>This leaves Line-Changing untouched, though; going Home to a different
Line becomes Invalid if you don't pay an extra Black, and all that. Not
too pleasing. This seems to be overcomplicating Rule 1.5.0 far too much,
really. And still has the problems I mentioned whenever I mentioned
them.


Nope, not as I read it: Home is in the "Special Moves" section of
Rule 1.5.0 (look at it), and thus exempt from Trivial Fares (see the
earlier amendments to the Line Change action contained in Proposal 666:
"Special Moves are not considered for Trivial Fares". Maybe this ought
to be "considered exempt from Trivial Fares", but the sense seems clear
enough to me: Trivial Fares (the Line-Change Black Token cost) clearly
apply only to non-Special Moves.)
Thus, as I read it, Homing or Wilding to a station on a different
line does *NOT* cost the Line Change black token, nor does any other
Special Move (the currently included ones in Rule 1.5.0 are Home, Wild,
Marmalade Sandwiches, Strile, Stubbery, Walking.) And nor, with this new
amended version of the Proposal, do they appear to be limited by the
Player's LV (the Proposer has evidently taken notice of that particular
bug you found), unless a specific amount of LV is needed for the Action
(e.g. LV >= 5 to Strile - mentioned in the Striling rule.)

However, Special Moves will also, it appears, not be eligible for
the same-Line bonus (which, for me, stands to reason: if there isn't a
penalty for changing Line with one, there shouldn't be a bonus for
staying on Line. Likewise the converse: if there *is* a bonus for
staying on Line when playing a Special Move, there should be a penalty
for not doing so. It appears the Proposer prefers the former
interpretation.)

It doesn't look too complicated to me: you can play a Special Move
(denoted by needing a Pre-Move Action to enable it, and considered a
teleport) or a Standard Move (LV-dependent, passes through the
intervening stations, and is eligible for a same-Line bonus or
different-Line penalty.)

Besides, the problem you point out (does Homing to a different Line
cost a Black Token for changing Line?) is already there in the original
ruleset, where it is not clear whether (1) a Home, Wild, or any other
Special Move, passes through the intervening stations or not, and (2)
whether they are counted for Line Changes (or the same-Line bonus) or
not. This Proposal certainly does not make the situation worse in that
respect - in fact, better, since it specifically states that they do not
pass through intervening stations (not previously clear), and makes them
ineligible for both the same-line bonus and the line-change fare (not
previously clear).

Jonathan.



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From <kevan@z...> Thu Apr 8 13:41:34 1999
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From: "Kevan Davis" <kevan@z...>
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>>This leaves Line-Changing untouched, though; going Home to a different
>>Line becomes Invalid if you don't pay an extra Black, and all that. Not
>>too pleasing. This seems to be overcomplicating Rule 1.5.0 far too much,
>>really. And still has the problems I mentioned whenever I mentioned
>>them.
>
> Nope, not as I read it: Home is in the "Special Moves" section of
>Rule 1.5.0 (look at it), and thus exempt from Trivial Fares (see the
>earlier amendments to the Line Change action contained in Proposal 666:
>"Special Moves are not considered for Trivial Fares".

My apologies - I'd forgotten the fact that an earlier bit of the Proposal
put that amendment in.

> However, Special Moves will also, it appears, not be eligible for
>the same-Line bonus

A fair thing, I think, but awkwardly implemented - being unable to claim the
Token Bonus should be mentioned in the Token Collection Table, not buried
amid the Move Validity stuff.

Such is really my gripe with the Proposal - that although it takes some
decent action here and there, it seems to go about it in rather a
complicated manner; Dunx commented that Rule 1.5.0 is already unwieldy;
Proposal 666 would just make it worse.

Too wide a Proposal, really - the Knidding idea is particularly good, but
the rest drags it down in my estimation.

> It doesn't look too complicated to me: you can play a Special Move
>(denoted by needing a Pre-Move Action to enable it, and considered a
>teleport) or a Standard Move (LV-dependent, passes through the
>intervening stations, and is eligible for a same-Line bonus or
>different-Line penalty.)


Hmm. Maybe this is a good direction to take things, actually, to simplify
the whole Move Legality business - Special Moves are always Valid (unless
they themselves give circumstances when they aren't), normal Moves are
Invalid if any particular Rule (Blocking, Maelbergs, Charge Spiral) declares
them as such.

Hmm.

> Besides, the problem you point out (does Homing to a different Line
>cost a Black Token for changing Line?) is already there in the original
>ruleset,

Not really. It doesn't matter whether you pay the Black or not, since the
Move becomes valid either way when we hit the Special Moves section.

Same old line,

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From dunx@l... (Duncan Ellis (Dunx)) Thu Apr 8 22:35:43 1999
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-------------------------------------------------------------------------=
---
Emergency Proposal 032 - Circular Queue [Amendment]

Amend Rule 1.5.0 (Valid Moves) such that the entry for "Dollis Hill Loop"
appears last in section 5 (Loops and Cascades).

{ Comment: fixing the bug where Charge Spirals take precedence over =
Dollis
Hill loops. }

-------------------------------------------------------------------------=
---
Raised by Dunx, 9/4/99
-------------------------------------------------------------------------=
---

Dunx
--
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----------------------------------------------------------------------------=

Emergency Proposal 032 - Circular Queue [Amendment] 

Amend Rule 1.5.0 (Valid Moves) such that the entry for "Dollis Hill Loop" 
appears last in section 5 (Loops and Cascades). 

{ Comment: fixing the bug where Charge Spirals take precedence over Dollis 
Hill loops. } 

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

Raised by Dunx, 9/4/99 
Kevan voted FOR - it passed. 
----------------------------------------------------------------------------=


{ Speaker's Comment: I'll update the ruleset accordingly at the 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 <DELLIS@u...> Mon Apr 12 03:56:25 1999
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Game 17 will be starting in the Cryer Lounge shortly. 

This will be a Capture the Flag Game (section 2.8) played on the standard 
map. Those who have expressed interest so far are myself, Kevan, RiffRaff, 
and our new Player Ole (I've assumed e wants to play as "Ole" - obviously, 
this can be changed). 

Due to the nature of a Team Game (ie everyone has to pick a team!) we can't 
start yet even though there are sufficient Players. I shall try once again 
to start the Aubergine Team, but we need one more Team at least before the 
Game can commence. 

Play on! 

-- 
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 <palnatoke@g...> Mon Apr 12 05:45:46 1999
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From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>
Date: Mon, 12 Apr 1999 14:33:51 +0200
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Subject: MN: Copenhagen Rulebook, 1st sketch
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This is a rough draft for a Copenhagen Rulebook:

--------------------------------------------------------
Rule 2.7.11 - Copenhagen S-train Guidebook (Sorgenfri)

Mornington Crescent may be played on the S-train net of Copenhagen.

*A map of the S-train net can be found at:
<insert URL. I have attached the map>

*Goal: Sorgenfri

*Bank: Nordhavn

*Loop: Fuglebakken

*Circle Line Equivalent: formed by two lines, Lines C and M between
Hellerup and Vanløse (not counting the part of Line M east of Vanløse and
the ends of Line C.)

*River: There is no river.

*Line Codes: The letter of the Line (Line A's line code is A, for
instance.) Lille Nord (between Hillerød and Helsingør) is LN.

*Station names may include æ/Æ, ø/Ø and/or å/Å.
æ or Æ is &aelig; or &AElig; in HTML and may be substituted by ae or AE
in plain text.
ø or Ø is &oslash; or &Oslash; in HTML and may be substituted by oe (or
o/) or OE (or O/) in plain text.
å or Å is &aring; or &Aring; in HTML and may be substituted by aa (or
a0) or AA (or A0) in plain text.

*Station classifications are as on the London Underground, but
translated into Danish.

The following categories of Station exist:

* A to Z - An A to Z Station is one with the string "vej", "gade" or
"parken" in its Name. Dybbølsbro is an A to Z Station, too.

* DSB - A DSB Station is one that has a connection to DSB. Those are:
Køge, Høje Taastrup, Glostrup, Valby, København H, Nørreport, Østerport,
Hellerup, Klampenborg, Hillerød, Helsingør

* Compass - A Compass Station is one with the string "nord", "nørre",
"syd", "øst" or "vest" in its Name.

* Green - A Green Station is one with the string "grøn" in its
Name.

* High - A High Station is one with the string "høje" in its Name.

* Hill - A Hill Station is one with the string "bakke" or "bjerg"
in its Name. Ishøj is a Hill Station, too.

* Holy - A Holy Station is one with the string "bisp" or "sjæl" in
its name.

* Co-Situated - A Co-Situated Station is one which has more than one Line
serving it at the same map location, but which is not a Terminus.

* Park - A Park Station is one with the string "park" in its Name.

* Plant - A Plant Station is one with the string "birk", "elle",
"have", "kvist", "lind", "lund" or "skov" in its name.

* Populated - A Populated Station is one with the string "by", "borg"
or "gård" in its name.

* Terminus - A Terminus Station is a Station that has at least one
Line emerging from it in only one direction. Each such Line is said to
terminate at that Station.

* Verdant - A Verdant Station is one with the string "park", "grøn"
or "have" in its name.



*Since Interchange Stations have not been defined, all Termini count as
Interchanges.


*Due to the fact that there are far fewer Park or Green stations on the
S-train net, any and all of the standard rules about Parks and Greens
Cascades do not apply. An alternative of a Plant Cascade ("birk", "elle",
"have", "kvist", "lind", "lund" or "skov") replaces these rules and applies
instead, being terminated by a move to a "skov" or "have" station.

*Zone Passes are issued for 2, 3, 4, 5, 6, 7 or All Zones. The price of a
Zone Pass is one Bronze Token less than the number of zones covered. An All
Zones Pass costs 10 Bronze Tokens.

*There are four Quadrants.
Bispebjerg is the Meridian.
Svanemøllen and Malmparken are north of Bispebjerg, Skovlunde and Nordhavn
are south of Bispebjerg.
Emdrup is straight north of Bispebjerg, Solbjerg is straight south of
Bispebjerg.
Langgade, Hvidovre and Friheden are west of Bispebjerg, Hillerød, Valby and
Åmarken are east of Bispebjerg.

*Lines with Restricted Opening
Lines with + are open Mon-Fri 0600-1800, Sat 0900-1400
(Line E between Hellerup and Hillerød is effectively a + line)
Lines with x have these Opening Times (Mon-Fri):
Bx 0630-0800 (Høje Taastrup-København H), 1530-1700 (København H-Høje Taastr
up)
Ex 0630-0800 and 1530-1700 (both directions)

The night break is 0030-0500 on all lines (0030-0600 night between Sat
and Sun)

--------------------------------------------------

Comments, anyone?


I have made no Manoeuvres nor any Gambits. This aspect doesn't make much
sense to me.

I have considered using a larger map.

Ole






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From dunx@l... (Duncan Ellis (Dunx)) Mon Apr 12 23:01:10 1999
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From: dunx@l... (Duncan Ellis (Dunx))
To: l-nomic-d@egroups.com
Date: Tue, 13 Apr 1999 05:59:38 GMT
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Very nicely done, Ole - I can see that Black Tokens will become at a =
premium on
the Compenhagen map - it's a radically different architecture than any =
other
we've played on.

A couple of comments:

On Mon, 12 Apr 1999 14:33:51 +0200, you wrote:

>This is a rough draft for a Copenhagen Rulebook:
>
>--------------------------------------------------------
>Rule 2.7.11 - Copenhagen S-train Guidebook (Sorgenfri)
>
> Mornington Crescent may be played on the S-train net of Copenhagen.
>
> *A map of the S-train net can be found at:
> <insert URL. I have attached the map>

Do you want this on one of your sites, or on the MN one?

> *Station names may include /, / and/or /.
> or is &aelig; or &AElig; in HTML and may be substituted by ae or =
AE
>in plain text.
> or is &oslash; or &Oslash; in HTML and may be substituted by oe =
(or
>o/) or OE (or O/) in plain text.
> or is &aring; or &Aring; in HTML and may be substituted by aa (or
>a0) or AA (or A0) in plain text.
Very nicely done.

> *Due to the fact that there are far fewer Park or Green stations on =
the
>S-train net, any and all of the standard rules about Parks and Greens
>Cascades do not apply. An alternative of a Plant Cascade ("birk", =
"elle",
>"have", "kvist", "lind", "lund" or "skov") replaces these rules and =
applies
>instead, being terminated by a move to a "skov" or "have" station.

Could I suggest offering a different name for P&G then?=20


I take it, though, that you'd want this including in the next Week's =
Proposals.

(don't forget to Vote, incidentally)

Dunx
--
Ceci n'est pas un .sig

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From <WayperP@p...> Mon Apr 12 23:38:13 1999
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From: "Wayper, Paul" <WayperP@p...>
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Just a quick note in case you didn't get my earlier one (egroups?). I'm
back and active.

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.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW


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From riffraff@n... (RiffRaff) Tue Apr 13 03:28:51 1999
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>Very nicely done, Ole - I can see that Black Tokens will become at a premium on
>the Compenhagen map - it's a radically different architecture than any other
>we've played on.


I've been thinking of doing a ruleset for Baltimore, Maryland.

http://www.inform.umd.edu/UMS+State/MD_Resources/MDOT/mta/services/balto_met
ro_subway.gif


What do you think? :)

--Riff



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From palnatoke@g... Tue Apr 13 04:21:57 1999
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Subject: MN: Re: Copenhagen Rulebook, 1st sketch
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 <v01541103b338bcac348-@[24.95.43.37]> wrote: 
> 
> I've been thinking of doing a ruleset for Baltimore, Maryland.
> 
> http://www.inform.umd.edu/UMS+State/MD_Resources/MDOT/mta/services/balto_met
> ro_subway.gif
> 
> 
> What do you think? :)
> 

That would be quite different, to say the least.

Ole

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From <DELLIS@u...> Tue Apr 13 04:51:06 1999
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Date: 13 Apr 99 12:47:16 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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It's probably time for another one of these, what with PaulWay having woken 
up again and Ole having joined our merry band. 

Game states as of 12:45 BST 13/4/99 are as follows: 

Game List Rules To Play Last Move (all times BST) 
------------------------------------------------------ 
11 MN-L Long PaulWay 12-April-1999 13:51 [1] 
13 MN-G Finsbury Grimace 12-April-1999 13:43 
15 MN-R Rutts Kevan 13-March-1999 12:42 
16 MN-B Chateau PaulWay 13-April-1999 10:22 [1] 
17 MN-C Flag Ole 13-April-1999 11:14 

[1] PaulWay having just Activated. 

-- 
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 (Dunx)) Tue Apr 13 15:10:59 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
661 Recycle that rubbish! 6 - - 3 Passes
662 Randomness Regulated 2 1 3 3 Fails
663 Proposal Revue 5 1 - 3 Passes
664 Blonk Cheque 5 1 - 3 Passes
665 Knerdling 5 1 - 3 Passes
666 Vermicious Knids 4 1 1 3 Passes
667 Mad Hatters Tea Party 4 1 1 3 Passes
668 Pocket Fluff 5 1 - 3 Passes
669 Dropped Packets 5 1 - 3 Passes
670 Farkle Off 4 1 1 3 Passes
671 Vote Race 5 1 - 3 Passes
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul =
Riff
-------------------------------------------------------------------------=
----

661 (PaulWay) - FOR FOR - FOR FOR - - FOR =
=46OR
662 (PaulWay) - AGA AGA - FOR AGA - - PAS =
=46OR
663 (PaulWay) - FOR FOR - FOR FOR - - PAS =
=46OR
664 (Dunx) - PAS FOR - FOR FOR - - FOR =
=46OR
665 (Jonathan) - FOR FOR - PAS FOR - - FOR =
=46OR
666 (Jonathan) - FOR FOR - PAS AGA - - FOR =
=46OR
667 (Jonathan) - FOR FOR - PAS FOR - - AGA =
=46OR
668 (Kevan) - FOR FOR - FOR PAS - - FOR =
=46OR
669 (Kevan - FOR FOR - FOR PAS - - FOR =
=46OR
670 (Kevan) - FOR PAS - FOR PAS - - AGA =
=46OR
671 (Dunx) - PAS FOR - FOR FOR - - FOR =
=46OR

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul =
Riff
- KUDOS =
---------------------------------------------------------------------

Initial: 11 17 1 0 8 30 16 0 23 =
0
Halved: 8 0 15 0 11 =
0
=
-------------------------------------------------------------------------=
--
FOR Votes: +10 +0 +17 +13 +0 +13 =
+0
AGA Votes: I -0 -0 I -2 -1 I -0 -3 =
-0
Decisiveness: n +3 +0 n +3 +3 n +0 +3 =
+3
Voting/Own: a -0 -0 a -0 +0 a -0 -3 =
-0
c c c
EP FOR Votes: t +1 +0 t +0 +0 t +0 +0 =
+0
EP AGA Votes: i -0 -0 i -0 +0 i -0 -0 =
-0
Finger/Pulse: v +5 +0 v +0 +0 v +0 +0 =
+0
e e e
Award Ceremony: +3 +0 +0 +4 +0 +3 =
+3 [*]
Kudos Gifts +0 +0 +0 +0 +0 +0 =
+0
=
-------------------------------------------------------------------------=
--
This Week: +22 +0 +18 +19 0 +13 =
+6

Final Kudos: 11 30 0 0 26 34 16 0 24 =
6

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul =
Riff
-------------------------------------------------------------------------=
----

[*] Ruttsborough Award (+2/FOR) - Jonathan (Vermicious Knids)
IMCS Clarity Award (+3) - none
CAMREC Cleanup Award (+3) - PaulWay (Proposal Revue)
Mrs Trellis Award (+4) - Kevan (Farkle Off)
Clever Bear Award (+3) - RiffRaff (the winning Moves in Game =
12)
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 (Dunx)) Tue Apr 13 15:11:06 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Subject: MN: Year 3, Week 1 Proposals
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 672 - 50Hz Notch Filter [Multiple]

Remove all mention of the Drone in the Ruleset. Specifically,

* Remove the last two bullet points in the list in Rule 1.1.2, and change
the sentence "When a game has at least three Players (including the =
Drone),
..." to read "When a game has at least two Players, ..."
* Remove the Drone's entry in the sample GSD of Rule 1.2.0
* Remove the Drone Stick posession in the sample Luggage of rule 1.4.12
* Remove the Action [Claiming Drone Stick] from Rule 1.7.2
* Remove the sentence "The Drone may not perform this Action" in Rule =
1.7.27
* Change the sentence in Rule 1.11.2 that reads "If neither Pick-Up nor
Destination Station is defined, any Player (except the Drone) may perform
..." to read "If neither Pick-Up nor Destination Station is defined, any
Player may perform ..."
* Remove Section 1.15 entirely (repealing Rules 1.15.1 and 1.15.2)
* Change the sentence in Rule 2.6.1 that reads "A Team Game may only
commence if each Team has an equal number of Players and if there are at
least five Players in the Game (including the Drone)." to read "A Team =
Game
may only commence if each Team has an equal number of Players and if =
there
are at least four Players in the Game."
* Repeal Rule 2.6.3.

{The Drone hasn't been used in the last, oh, six or so games, and it =
seems
to be now almost totally moribund (especially now that the rules are =
getting
larger and more complex). Sorry, but it's dead wood.}

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

Proposal 673 - Contracrostipunctus II [Amendment]

Rewrite Rule 1.5.0 to read:

There are three ways for a Player's Piece Move to be Valid:

1) If the Move is either the word "Pass" or the word "Timeout", then this
is known as a Passed Move. The Move is Valid and the Piece stays at its
current Station.

2) If the Move uses one of the following Actions (only one of these =
allowed
per Turn):
* Home (Rule 1.12.1)
* Wild (Rule 1.11.1)
* Marmalade Sandwiches (Rule 1.4.16)
* Striling (Rule 1.7.12)
* Stubbery (Rule 1.7.33)
* Walking (Rule 1.7.10)
In this case, the Move is known as a Special Move. The Move is Valid, =
and
the Piece is moved directly to the specified Station without passing
through any other Stations.

3) Otherwise, the Move is known as a Standard Move. All Stations in the
Map currently under play (by default, the Map defined in Rule 1.17.1) are
Valid. The Player must then check through all the Rules and checks in =
the
following list to determine if any one of them makes the Move Invalid.
Once the Move is Invalid, it cannot be revalidated by another Rule.

Actions of other Players may move a Piece before or after its owner's =
Turn
without that Piece in turn being required to comply to these checks. In
other words, these checks are only applied to a Piece during the Piece's
owner's Turn.

1. LV Checks

* If the distance between the target Station and the Player's current
Piece Location is not precisely the same as that Player's LV, the Move
becomes Invalid.

2. Trivial Fares

* Line Changing (Rule 1.5.11)

3. Blocks, Impediments and Gaps

* Blocks (Rule 1.9.1)
* Damaged Stations (Rule 1.11.3)
* The Podume of Infinite Darkness (Rule 1.4.24)
* Closed Lines and Stations (Rule 1.13.4)
* Other Players' Home Stations (Rule 1.12.3)
* Power Failures (Rule 1.7.8)
* Maelberg Variances (Rule 1.7.17)
* Gapminding (Rule 1.7.7)
* Bridges (Rule 1.8.3)
* Circle Line Polarisation (Rule 1.8.5)
* Construction Lines (Rule 1.5.10)
* Heathrow Traversal (Rule 1.5.7)

4. Loops and Cascades

* Dollis Hill Loop (Rule 1.8.1)
* Parks and Greens Cascade (Rule 1.8.2)
* Charge Spiral (Rule 1.19.5)

5. First Turn

* If this is the Player's first Turn in the Game, eir Home
Station is a Valid Move and all other Stations are Invalid.

6. Unused Actions

* If the Actioning Player performed a pre-Move Action to make a
particular type of Move Valid, and did not play such a Move,
eir Move becomes Invalid.

Stations "passed through" during a Move are all of those along the route
which the Player's Piece has taken, excepting the Station it started and
ended the Move at.

{Added in the clause about only having to apply these checks during the
Piece's Owner's turn. This, as far as I can see, fixes Dunx' main =
concern,
and also plugs an inconsistency in the ruleset that was unstated but =
could
have been challenged.}


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

Proposal 674 - Like A Broken Pencil [Amendment]

Amend Rule 1.1.9 (What Do Points Mean?) such that its second paragraph =
reads
thus:

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

{ Comment: this just makes explicit the way the Speaker is running the
Points system at the moment.
}

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

Proposal 675 - Loopus Loopus [Multiple]

{ Comment: there are a couple of terminological inexactitudes in the loop
references - most references to DH loops should now be to the more =
general
loop construct, apart from where DH is specified as being a special =
case
of same. And so... }

[Amendment: Loopus Interruptus]
Amend Rule 1.5.0 (Valid Moves) such that the reference to the Dollis Hill
shall be replaced with the following line:

* Loop state (Rule 1.8.6)

[Amendment: Mini Looper]
Amend Rule 1.10.1 (A Shunting We Will Go) such that the third bullet =
shall
read thus:

* The Shunted Player's initial location is not a Loop trap Station.

[End of Loopus Loopus]

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

Proposal 676 - Free Range [Enactment]

Range Classes define the location of the target or destination of an =
Action,
relative to the Player performing the Action, at the time the Action is
performed. The following list is in the format:

Range Class : Range Class Name. Range Class Description.

1a : Isolocation. At the same station, on the same line.
1b : Interstation. At the same interchange, not on the same line.
1c : Costation. At the same named station, not on the same line.
2a : Expectoration. On the same Line Segment, or in a Segment that is
reachable without a change in Line Direction, in the same Zone and =
Quadrant.
2b : Feline-rotation. On the same Line in the same Zone and Quadrant.
3a : Shuntation. On the same Line Segment, or in a Segment that is
reachable without a change in Line Direction.
3b : Observation. In the same Zone and Quadrant.
4a : Echolocation. In the same Quadrant.
4b : Tergiversation. In an adjacent Quadrant.
5a : Misinformation. Not in any of the above Range Classes.

Range Classes are compared alphanumerically - 1a is lower than 1b and 2a =
is
higher than 1c. Each Range Class implicitly includes all the Range =
Classes
lower than it. Future additions should slot in between the above Range
Classes in such a way that this implication is still true.

Note that some of the Range Class Names are supposed to be funny.

{This is just to get the general idea into the ruleset before we start
setting up all the relevant Actions with appropriate Range Classes. I'm
also hoping to get people filling in any gaps I haven't thought of. The
point is not to include every single possibility (that would be futile) =
but
to categorise the type of interaction. Note also that this Rule doesn't
deal with LV, or moves that require you to be in a certain LV range. =
That's
another matter entirely.}

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

Proposal 677 - No more albums [Multiple]

Enact a Rule called "Singularity" with the following text between the =
lines:

-------------------------------------------------------------------------

Actions can be Singular, denoted by a separate column "Singular" (or "S" =
for
neatness) in Rule 1.7.2. By default, Actions are Co-operative - not
Singular - so this need not be stated.

Only one Singular action can be performed in each Phase of a player's =
Turn.
This means that one Singular Action (of type Pre-Move or Neutral) can be
performed in the Pre-Move Action Phase, and one Singular Action (of type
Neutral or Post-Move) can be performed in the Post-Move Action Phase.

-------------------------------------------------------------------------

Alter the following Actions so that they are denoted as Singular (a "Y" =
in
the "S" column), and, if present, remove any sentence or phrase in the
associated Rule to the effect that the Action concerned may only be
performed as the first Action of the Post-move Action Phase.

[Shadowing <Player>] (Rule 1.7.25)
[Shunting <Player>] (Rule 1.7.25)

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

Proposal 678 - We Regret To Announce... [Multiple]

{ Comment:
This is something which has been mentioned before, if only to diss it, =
but
the concept behind this Proposal is to have a place where we can record
long term interruptions in service such as Bulkheads, Pegs, whatever.

The objections raised to this idea previously are that it will further
bloat the GSD header, but the fact of the matter is that the long term
effects have not been used extensively to date and that an =
interruptions
box like this will not pad the top of the GSD anywhere near as much as =
has
been feared.

This is particularly true when Station Damage is incorporated. In =
tweaking
Station Damage in this way, I've also taken the opportunity to fix a =
couple
of bugs in the way it was defined (particularly the repair of heavily
damaged stations).
}

[Enactment: Disrupted Services]
Within the GSD, there shall be a box labelled "Disruptions" following
the example format below -

+- Disruptions =
---------------------------------------------------------+
| =
|
=
+-----------------------------------------------------------------------+

Any Station, Line Segment, or other component of the Map whose access =
is
restricted by Player action where that effect does not have a definite
duration (eg one Round) shall be recorded in this box along with an
indication of the nature of the effect. The sequence of items in the =
box
shall match the order in which the disruptions occurred.

Duplicate items are permitted - since sequence may be significant, any
such repetition should be preserved: that is, having the same effect
happen twice to the same Station means two entries in the box (unless
explicitly banned, of course).

Once a Disrupted Map component has had an effect cleared, the
corresponding item shall be removed from the box.

eg Wembley Park has been Bulkheaded, and Euston has been double =
Pegged.

+- Disrupted Services =
--------------------------------------------------+
| Euston (Peg), Wembley Park (Bulkhead), Euston (Peg) =
|
=
+-----------------------------------------------------------------------+

[Amendment: What's the Damage?]
Amend Rule 1.11.3 (Station Damage) as follows:

Certain events may cause Stations to become Damaged (either Lightly or
Heavily). Lightly Damaged Stations are treated as being Closed until
London Transport manage to repair them; Heavily Damaged Stations are
treated as Blocked until repairs are complete.

The following notations shall be applied to Damaged Stations in the
Disruptions box:

Lightly Damaged - (Damage)
Heavily Damaged - (*Damage*)

Whenever Game Time moves into a new day, the first Damaged Station =
listed
in Disruptions shall be removed:

* if the Damage was Light, then the effect is cleared

* if the Damage was Heavy, then the Station is now considered to
be Lightly Damaged and shall be added to Disruptions as if the
Damage had just occurred.

{ Comment: this second point fixes some broken wording in the Station =
Damage
Rule, where a Heavily Damaged Station is implied to go direct to =
entirely
clear in one step (which is both counter-intuitive, and counter to the
original intent. }

[Amendment: Peggy Sioux]
Amend Rule 1.11.4 (Peg Leg) by adding the following paragraph to it:

A Pegged Station is indicated in Disruptions by the suffix "(Peg)"
appended to the Station name.
eg Euston (Peg)

[Amendment: Peggy Sioux II]
Amend Rule 1.7.41 (Pegs Tie) by adding the following paragraph to it:

A Pegged Line Segment is indicated in Disruptions by the suffix =
"(Peg)"
appended to the affected Line Segment, the Line Segment being =
described by
its end Stations and the affected Line Code.
eg Angel to Bank (NT) (Peg)

[Amendment: Bulk Buy]
Amend Rule 1.7.26 (Bulkheading) by adding the following paragraph to it:

A Bulkheaded Station is indicated in Disruptions by the suffix
"(Bulkhead)" appended to the Station name.
eg Wembley Park (Bulkhead)

[Amendment: Maelberg Varied]
Amend Rule 1.7.17 (Maelberg Variance) by adding the following paragraph =
to
it:

A Maelberged Station is indicated in Disruptions by the suffix
"(Maelberg)" appended to the Station name.
eg Paddington (Maelberg)

[End of We Regret To Announce...]

{ Comment: there is scope for including Bridge, Knip, and even Circle =
Line
state in this, but I thought that would best be left for another time.
What I really want to do here is to record something which is easily
overlooked at the moment. }

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

Proposal 679 - Czech Variant [Special Ruleset]

{ Comment: Following up on the alternate movement styles discussion from
months ago, this is an attempt at chess on the Underground. }

[Enactment: Piece Maker]
In a Czech Variant Game, a Player has control of the following types of
pieces (with their analogue in chess):

* Commuter (king) - moves in the same way as a Vanilla Piece. The
Commuter is considered to own the LV, Tokens, and other Player
possessions.
* Driver (rook) - can move with an unlimited LV on its current line,
or on a line serving its start position. May only change line at
its start station.
eg an Inspector at Angel may Move to any Station on the Bank =
branch
of the Northern Line, or to any Station North of Camden Town =
or
South of Kennington.
an Inspector at Ealing Broadway may move freely to any Station=
on
the Central or Piccadilly line not requiring a change in line
direction.
* Inspector (queen) - may move as an Inspector, or may Charge Tunnel
without cost in lieu of a Move.
eg a Shopper at Angel may Move to any Station on the Bank branch
of the Northern Line, or to any Station North of Camden Town =
or
South of Kennington. It may alternatively Charge Tunnel to =
Bank
(which would be pointless), Marble Arch or Knightsbridge.
* Busker (knight) - moves by straddling as if standing on a three =
token
stack.
* Tourist (pawn) - can move with an LV of 1, or to the first
interchange on its current line on its first Move.

A Player has one of each type of Piece except for the Tourist, of which e=
has
four.

All Pieces are governed in their movements by Rules about changes in line
direction, obstructions on the Line, and so on, where those restrictions
apply to the movement form which that Piece uses.

Each Turn, a Player may Move a single piece under eir control. Which =
piece
has been Moved shall be indicated by placing the initial letter of the =
piece
in brackets after the Player's name. Viz:

Cryer (T): Turnham Green (PD)

[Enactment: No Overtaking]
No two Pieces in a Czech Variant Game may occupy the same Station, nor =
may
any Piece pass through a Station occupied by another Piece.

A corollary to this is that any Actions requiring co-location of Pieces =
may
not be played.

[Enactment: Take On Me]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Taking <Piece>] Post ----- 20 -1 Re
=
------------------------------------------------------------------------

Any Station which may be Moved to by a particular Piece is said to be
controlled by that Piece. A Piece occupying a Station which would =
otherwise
be controlled by an opposing Player's Piece is said to be threatened.

A threatened Piece may be removed from the Game if the attacking Piece is
Moved to that Station and plays the Post-Move Action of Taking. Thus:

Rushton (I): Latimer Road (HC) [Taking Tourist]

A Piece which has been Taken is removed from the Map and the Game.

[Taking] may not be performed on any Piece owned by the Taking Player, or=
on
a Commuter.

[Enactment: Checks and Balances]
A Commuter which is threatened is said to be in check.

A Commuter may not be Moved into check.

If a Commuter is in check, the owning Player must play a Move which will
take
the Commuter out of check either by blocking the control of the opposing
Piece, or by moving away from any controlled Stations.

If a Commuter cannot be taken out of check, then the owning Player is
considered to have lost. All that Player's Pieces are removed from the =
board
and eir name is parenthesised in the Token Table. That Player takes no
further
part in the Game.

If any Player succeeds in removing all other Players from the Game, then
that
Player is considered to have won just as much as if e had played =
Mornington
Crescent.

[Enactment: Jump Start]
Up to four Players may participate in a Czech Variant Game. There are
four sets of start positions for Pieces corresponding to the four Compass
Quadrants. These start positions are randomly allocated by the Speaker
before the Game begins.

Each non-Tourist (or major) Piece starts at an outlying Station, usually =
a
Terminus; the Tourists all start at a Station adjacent to a major Piece.

The start positions for each major Piece in each Quadrant are as follows:

+-----------------------------------------------------------------------+
| | NE (1) | SE (2) | SW (3) | NW (4) |
|-----------+-----------------------------------------------------------|
| Commuter | Epping | Beckton | Heathrow T 4 | Amersham |
| Inspector | Upminster | Island Gdns. | Wimbledon | Uxbridge |
| Driver | Walthamstow | New Cross | Richmond | Harrow & |
| | Central | | | Wealdstone |
| Busker | Stratford | Tower Gateway| Kensington | West Ruislip |
| | | | Olympia | |
+-----------------------------------------------------------------------+

There are no Home Stations in the Czech Variant.

[Enactment: Passed Participal]
Only a Commuter may play a Move of Pass.

[Enactment: Promotional Material]
If a Tourist reaches the Meridian, it may be promoted to any other type =
of
Piece except a Commuter.

{ Comment: so - that's chess. Who's for Go? }

[End of Czech Variant]

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

Proposal 680 - Not So Fast [Amendment]

Amend Rule 0.4.3 (Proposal Submission) to say that only three Proposals =
may
be submitted for a given Week.

{ Comment: There were some strenuous objections to the increase - it =
seems
only fair that these objections be aired. }

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

Proposal 681 - Recapture the Flag [Amendment]

{ A return to the original Capture the Flag variant - the simple and
intuitive "capture another Team's Flag and carry it home" approach,
rather than the complex and bizarre "take opponents' Flags to =
Mornington
Crescent to get Gold Tokens, to teleport your Flag and to remove =
Players
from the game" (with, actually, no restriction upon rejoining the game
immediately) which managed to get through a few weeks ago. }

Amend Rule 2.8.5 (Winning) to read:-

If a Flag of a Team ever rests at the HQ of another Team, all members =
of
the latter Team immediately Win the Game.

No other conditions permit a Player to become the Winner.

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

Proposal 682 - Hunt the Ostrich [Special Ruleset]

{ A Drone-hunting variant struck me as potentially interesting, and this
seemed the obvious implementation. I never caught the game on ISIHAC, and
only dimly perceived the York games, but I trust this isn't too far off =
the
mark. }

1. The Ostrich [Enactment]

In a Game of Hunt the Ostrich, the Drone is known as the "Ostrich". =
Any
Rules which refer to the Drone should be considered to refer to the
Ostrich. In addition, the Ostrick Stick is Indestructable.

To Win, a Player must Pounce the Ostrich. No other conditions permit a
Player to become the Winner.

2. Ostrich Actions [Enactment]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Pouncing Ostrich] Neut x.x.x
[Giving Stick to <Player>] Neut x.x.x
[Run Run Run] Pre x.x.x -1 Bk
=
------------------------------------------------------------------------

If a Player is at the same Station as the Ostrich, is not carrying the
Ostrich Stick and has not given the Ostrich Stick away this Turn, e =
may
perform the Action of "[Pouncing Ostrich]". When a Player Pounces the
Ostrich, e Wins the Game.

If a Player is carrying the Ostrich Stick, e may perform the Action
"[Giving Stick to <Player>]", where "Player" is any Active Player =
other
than the Ostrich - the Stick is transferred to that Player's =
inventory.

The Ostrich may perform the Action of "[Run Run Run]"; upon performing
this Action, its LV is increased by 1.

3. Lynch the Ostrich [Enactment]

If the "Team Play" Special Ruleset is being used in conjunction with
"Hunt
the Ostrich", Players may only give the Ostrich Stick to Players on an
opposing Team.

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

Proposal 683 - Fraud Squad [Amendment]

In Rule 1.14.4 (Token Claiming), add the words "nor for a Token which the
Actioning Player placed earlier in the Turn".

{ The "spending a Token then picking it up because you've passed its =
Station
earlier" loophole has been there for a while, and becomes - as RiffRaff
demonstrates - absurd on Quadrantless Maps such as the Paris Metro. }

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

Proposal 684 - Neatly Wrapped [Amendment]

Repeal Rule 2.6.7 (What's mine is yours).

Rename Rule 2.6.6 (Post-Move Team Actions) to "What's Mine Is Yours" and
reword it to:-

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost
=
------------------------------------------------------------------------
[Giving <Possession> to <Player>] Neut 2.6.6
=
------------------------------------------------------------------------

A Player may perform the Action of "[Giving <Possession> to <Player>]"
to give a Small Possession they are carrying to another Player on the
same Team - upon performing this Action, the nominated Possession is
passed from the Actioning Player to the Targeted Player.

{ Combined into one Rule; such layout seems more reasonable. }

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

Proposal 685 - Anti-Dairy Farm [Multiple]

{ Reproposal of some of the better ideas from a failed Proposal I made
back in Week 40, for lack of anything else to submit... }

1. Chalk Farm Denial [Enactment; Chalk Farm Special Ruleset]

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

2. Landing Lite [Amendment]

Reword Rule 2.2.3 (Clearance Granted for Landing):-

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

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

Dunx
--
Ceci n'est pas un .sig

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From riffraff@n... (RiffRaff) Tue Apr 13 16:19:50 1999
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Subject: MN: Re: Year 3, Week 1 Proposals
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>Proposal 672 - 50Hz Notch Filter [Multiple]
>
>Remove all mention of the Drone in the Ruleset. Specifically,

>{The Drone hasn't been used in the last, oh, six or so games, and it seems
>to be now almost totally moribund (especially now that the rules are getting
>larger and more complex). Sorry, but it's dead wood.}

I *like* the Drone. True, I've only attempted to bring it into play once,
and unsuccessfully at that, but it's nice to have the option.

>Proposal 679 - Czech Variant [Special Ruleset]
>
>{ Comment: Following up on the alternate movement styles discussion from
> months ago, this is an attempt at chess on the Underground. }

Weird. Interesting.

> * Commuter (king) - moves in the same way as a Vanilla Piece. The
> Commuter is considered to own the LV, Tokens, and other Player
> possessions.
> * Driver (rook) - can move with an unlimited LV on its current line,
> or on a line serving its start position. May only change line at
> its start station.
> eg an Inspector at Angel may Move to any Station on the Bank branch
> of the Northern Line, or to any Station North of Camden Town or
> South of Kennington.
> an Inspector at Ealing Broadway may move freely to any Station on
> the Central or Piccadilly line not requiring a change in line
> direction.
> * Inspector (queen) - may move as an Inspector, or may Charge Tunnel
> without cost in lieu of a Move.
> eg a Shopper at Angel may Move to any Station on the Bank branch
> of the Northern Line, or to any Station North of Camden Town or
> South of Kennington. It may alternatively Charge Tunnel to Bank
> (which would be pointless), Marble Arch or Knightsbridge.

These are puzzling. The examples for the Driver explain the Inspector, and
the examples for the Inspector refer to a Shopper, which doesn't seem to be
referenced anywhere else, including the Starting Stations chart.


>
>+-----------------------------------------------------------------------+
>| | NE (1) | SE (2) | SW (3) | NW (4) |
>|-----------+-----------------------------------------------------------|
>| Commuter | Epping | Beckton | Heathrow T 4 | Amersham |
>| Inspector | Upminster | Island Gdns. | Wimbledon | Uxbridge |
>| Driver | Walthamstow | New Cross | Richmond | Harrow & |
>| | Central | | | Wealdstone |
>| Busker | Stratford | Tower Gateway| Kensington | West Ruislip |
>| | | | Olympia | |
>+-----------------------------------------------------------------------+

>
>Proposal 681 - Recapture the Flag [Amendment]
>
>{ A return to the original Capture the Flag variant - the simple and
> intuitive "capture another Team's Flag and carry it home" approach,
> rather than the complex and bizarre "take opponents' Flags to Mornington
> Crescent to get Gold Tokens, to teleport your Flag and to remove Players
> from the game" (with, actually, no restriction upon rejoining the game
> immediately) which managed to get through a few weeks ago. }
>
>Amend Rule 2.8.5 (Winning) to read:-
>
> If a Flag of a Team ever rests at the HQ of another Team, all members of
> the latter Team immediately Win the Game.
>
> No other conditions permit a Player to become the Winner.

This doesn't take into account the fact that more than two teams might be
playing. Shouldn't it be something like "If the Flags of all opposing
Teams rest at the HQ of one Team..."?


>Proposal 683 - Fraud Squad [Amendment]
>
>In Rule 1.14.4 (Token Claiming), add the words "nor for a Token which the
>Actioning Player placed earlier in the Turn".
>
>{ The "spending a Token then picking it up because you've passed its Station
> earlier" loophole has been there for a while, and becomes - as RiffRaff
> demonstrates - absurd on Quadrantless Maps such as the Paris Metro. }

Heh heh. :)

This doesn't solve the fact that you can still put the tokens on Stations
you plan to go to next turn, and get them all back anyway. Perhaps we
should come up with some Quadrants for Paris...


--Riff



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From <DELLIS@U...> Wed Apr 14 01:33:25 1999
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Date: 14 Apr 99 09:25:55 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@U...>
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Quick response to RiffRaff's comment - 

> >Proposal 679 - Czech Variant [Special Ruleset] 

I'll put my hand up to this - since I raised the alternate movement styles 
thing in the first place, this is unlikely to surprise. 

> >{ Comment: Following up on the alternate movement styles discussion from 
> > months ago, this is an attempt at chess on the Underground. } 

> Weird. Interesting. 

Thankyou. That was the point. 

> > * Commuter (king) - moves in the same way as a Vanilla Piece. The 
> > Commuter is considered to own the LV, Tokens, and other Player 
> > possessions. 
> > * Driver (rook) - can move with an unlimited LV on its current line, 
> > or on a line serving its start position. May only change line at 
> > its start station. 
> > eg an Inspector at Angel may Move to any Station on the Bank
branch 
> > of the Northern Line, or to any Station North of Camden Town
or 
> > South of Kennington. 
> > an Inspector at Ealing Broadway may move freely to any Station
on 
> > the Central or Piccadilly line not requiring a change in line=

> > direction. 
> > * Inspector (queen) - may move as an Inspector, or may Charge Tunnel 
> > without cost in lieu of a Move. 
> > eg a Shopper at Angel may Move to any Station on the Bank branch 
> > of the Northern Line, or to any Station North of Camden Town
or 
> > South of Kennington. It may alternatively Charge Tunnel to
Bank 
> > (which would be pointless), Marble Arch or Knightsbridge. 

> These are puzzling. The examples for the Driver explain the Inspector,
and 
> the examples for the Inspector refer to a Shopper, which doesn't seem to
be 
> referenced anywhere else, including the Starting Stations chart. 

Careless proof reading. Bum. 

The story is that there used to be a Shopper piece which was intended to be 
analogous to a bishop - it would be allowed to move freely on its current 
line, but not change line at all in the usual way. As an alternative, it
would 
be allowed to Charge Tunnel for free. The queen analogue (which was
originally 
the Driver, Inspector being the old name for the Czech rook) would then 
combime the movement styles of rook and bishop as is done in chess itself. 

You may gather that this has been kicking around for a while. 

When I was figuring out start positions for the Pieces, I realised that
there 
weren't enough Termini in the South East Quadrant particularly to have five 
starting points. Since the Shopper was the piece I was least happy with, I 
decided to remove it. 

Obviously, not very effectively. 

With the new powers of Rule 0.4.3, I shall submit a corrected set of
Movement 
styles this evening. 

Apologies for the inconvenience. 

Comments on other Proposals later. 

-- 
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 kevan@d... Wed Apr 14 01:43:10 1999
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> Proposal 672 - 50Hz Notch Filter [Multiple]
> 
> Remove all mention of the Drone in the Ruleset. Specifically,
> 
> {The Drone hasn't been used in the last, oh, six or so games, and it seems
> to be now almost totally moribund (especially now that the rules are getting
> larger and more complex). Sorry, but it's dead wood.}

I, too, happen to like the Drone. I think something only reaches the dead-wood stage when people aren't using it for a good reason - personally, it's only been for coincidentally strategic reasons that I've left the Drone asleep; there have been quite a few times when I've considered and dismissed claiming the Stick.

Maybe a Droneless Special Ruleset might be worth putting forward, but in honesty the Drone takes up so little of the GSD when it's sleeping that there's not much harm in keeping it.

> Proposal 673 - Contracrostipunctus II [Amendment]

Aha. Good things; an impressive step towards making Move Validity more comprehensible.

A couple of issues, though - the "cannot be revalidated" aspect makes the "First Turn" stage irrelevant, and there's really no need to have a carefully numbered sequence of Invalidators, if they all have the same effect.

> Proposal 676 - Free Range [Enactment]
> 
> Note that some of the Range Class Names are supposed to be funny.

I have a feeling I won't be able to remember these, though. I suspect I'd be happier with a Rule saying "You can only Strafe a Player who shares a Quadrant with you" than "You can only Strafe a Player at an Echolocated Station". Having to continually page through the Ruleset to check the meanings of words isn't my idea of a good time.

If there were only a couple of Range Classes then it'd be forgivable, but this smacks of needlessly confusing jargon.

> Range Classes are compared alphanumerically - 1a is lower than 1b and 2a is
> higher than 1c. Each Range Class implicitly includes all the Range Classes
> lower than it. Future additions should slot in between the above Range
> Classes in such a way that this implication is still true.

This bit's quite clever, actually.

> Proposal 677 - No more albums [Multiple]

Hmm. Maybe a good thing, although I'm not sure we'd have that many Actions that would require it. Shunting and Shadowing obviously need something like this, but I think the current implementation is stronger - it's more intuitive that such Actions can only be played immediately after your Move, and this also makes the game a lot fairer. The proposed replacement is a little broken in that you can Move, Clamp and then Shunt, for example.

> Proposal 678 - We Regret To Announce... [Multiple]

Bravo. A very good idea.

> Proposal 679 - Czech Variant [Special Ruleset]

Very strange and intriguing. I fear it might be something of a nightmare to visualise, but I'd be keen to have a go at it once the careless wordings had been ironed out.

> Proposal 680 - Not So Fast [Amendment]

Five Proposals seems a good number, to me - it's nice to have a good load of things to mull over, and gives less exciting amendments a chance to be put forward. If Dunx is happy Speakering such a quantity, I'm fine with it as it is.

>>Proposal 681 - Recapture the Flag [Amendment] 
>
>This doesn't take into account the fact that more than two teams might be 
>playing. Shouldn't it be something like "If the Flags of all opposing 
>Teams rest at the HQ of one Team..."?

Not really - I think it'd become too tortuous and rambling if you had to collect more than one Flag to win; while you were off getting your second one, you'd have to guard the first one, and everything. Getting one enemy Flag and taking it Home should be challenge enough.

Happy new year,

Kevan

--
kevan@d...
http://members.xoom.com/asabove

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This is a less rough draft for a Copenhagen Rulebook:
(Changes from 1st sketch marked ! in the margin.)

--------------------------------------------------------
Rule 2.7.13(?) - Copenhagen S-train Guidebook (Sorgenfri)

Mornington Crescent may be played on the S-train net of Copenhagen.

*A map of the S-train net can be found at:
! <insert URL. Map attached to 1st sketch>

*Goal: Sorgenfri

*Bank: Nordhavn

*Loop: Fuglebakken

*Circle Line Equivalent: formed by two lines, Lines C and M between
Hellerup and Vanløse (not counting the part of Line M east of Vanløse and
the ends of Line C.)

*River: There is no river.

*Line Codes: The letter of the Line (Line A's line code is A, for
instance.) Lille Nord (between Hillerød and Helsingør) is LN.

*Station names may include æ/Æ, ø/Ø and/or å/Å.
æ or Æ is &aelig; or &AElig; in HTML and may be substituted by ae or AE
in plain text.
ø or Ø is &oslash; or &Oslash; in HTML and may be substituted by oe (or
o/) or OE (or O/) in plain text.
å or Å is &aring; or &Aring; in HTML and may be substituted by aa (or
a0) or AA (or A0) in plain text.

*Station classifications are as on the London Underground, but
translated into Danish.

The following categories of Station exist:

* A to Z - An A to Z Station is one with the string "vej", "gade" or
"parken" in its Name. Dybbølsbro is an A to Z Station, too.

* DSB - A DSB Station is one that has a connection to DSB. Those are:
Køge, Høje Taastrup, Glostrup, Valby, København H, Nørreport, Østerport,
Hellerup, Klampenborg, Hillerød, Helsingør

* Compass - A Compass Station is one with the string "nord", "nørre",
"syd", "øst" or "vest" in its Name.

* Green - A Green Station is one with the string "grøn" in its
Name.

* High - A High Station is one with the string "høje" in its Name.

* Hill - A Hill Station is one with the string "bakke" or "bjerg"
in its Name. Ishøj is a Hill Station, too.

* Holy - A Holy Station is one with the string "bisp" or "sjæl" in
its name.

* Co-Situated - A Co-Situated Station is one which has more than one Line
serving it at the same map location, but which is not a Terminus.

* Park - A Park Station is one with the string "park" in its Name.

* Plant - A Plant Station is one with the string "birk", "elle",
"have", "kvist", "lind", "lund" or "skov" in its name.

* Populated - A Populated Station is one with the string "by", "borg"
or "gård" in its name.

* Terminus - A Terminus Station is a Station that has at least one
Line emerging from it in only one direction. Each such Line is said to
terminate at that Station.

* Verdant - A Verdant Station is one with the string "park", "grøn"
or "have" in its name.



*Since Interchange Stations have not been defined, all Termini count as
Interchanges.


! *There is a Plant Cascade, but no Parks and Greens Cascades.
The Plant Cascade ("birk", "elle", "have", "kvist", "lind", "lund" or
"skov")
replaces these rules and applies instead,
being terminated by a move to a "skov" or "have" station.

*Zone Passes are issued for 2, 3, 4, 5, 6, 7 or All Zones. The price of a
Zone Pass is one Bronze Token less than the number of zones covered. An All
Zones Pass costs 10 Bronze Tokens.

*There are four Quadrants.
Bispebjerg is the Meridian.
Svanemøllen and Malmparken are north of Bispebjerg, Skovlunde and Nordhavn
are south of Bispebjerg.
Emdrup is straight north of Bispebjerg, Solbjerg is straight south of
Bispebjerg.
Langgade, Hvidovre and Friheden are west of Bispebjerg, Hillerød, Valby and
Åmarken are east of Bispebjerg.

*Lines with Restricted Opening
Lines with + are open Mon-Fri 0600-1800, Sat 0900-1400
(Line E between Hellerup and Hillerød is effectively a + line)
Lines with x have these Opening Times (Mon-Fri):
Bx 0630-0800 (Høje Taastrup-København H), 1530-1700 (København H-Høje Taastr
up)
Ex 0630-0800 and 1530-1700 (both directions)

The night break is 0030-0500 on all lines (0030-0600 night between Sat
and Sun)

! *There are two additional Possessions:
! Bike, 12 Br
! City Bike, 2 Br

! A Piece carrying a Bike may perform the Action [Riding the Bike to
<Station>].
! This Action is equivalent to the [Walking to <Station>] Action, except
<Station>
! can be any Station in the same or a neighbouring Zone.

! City Bikes can be purchased at any Station between Dybbølsbro and
Nordhavn, both inclusive.
! A City Bikes can placed in a City Bike Rack by means of the [City Bike
in Rack] Action.
! This Action earns the Player 2 Br, and can only be performed at one of
those Stations.
! A City Bike carried to any other Station must be dropped there at the
beginning of the carrying
! Player's next Turn.

! The following Line Segments (and directions) are Closed to Pieces
carrying Bikes:
! København H to Østerport (all Lines, both directions) Mon-Fri 0700-0830
and 1530-1700.
! Solbjerg to Hellerup (both Lines, both directions) Mon-Fri 0700-0830
and 1530-1700.
! All Lines North of Østerport (away from Østerport) Mon-Fri 1530-1700.
! All Lines North of Østerport (towards Østerport) Mon-Fri 0700-0830.
! Line F North of Hellerup (away from Hellerup) Mon-Fri 1530-1700.
! Line F North of Hellerup (towards Hellerup) Mon-Fri 0700-0830.
! All Lines South of København H (away from København H) Mon-Fri
1530-1700.
! All Lines South of København H (towards København H) Mon-Fri 0700-0830.

! The following Manoeuvers and Gambits are known:
! The Trellis Roundhouse Manouevre (1 Go, 1 Si, 1 Br)
! Quadrant 1 -> Quadrant 2 -> Quadrant 3 -> Quadrant 4
! The Mount of Olives Gambit (6 Bu)
! Holy Station -> Hill Station -> Populated Station
! The Queen's Castles Gambit (3 Bk, 2 Gr, 1 Br)
! Østerport -> Hillerød -> Fredensborg
! The Beach Boys Manoeuvre (1 Bk, 2 Re)
! Solrød Strand -> Brøndby Strand -> Klampenborg
! The Splendid Past Manoeuver (2 Si, 1 Gr, 3 Re)
! Helsingør -> Vesterport -> Frederikssund


--------------------------------------------------

Comments, anyone?

I have considered using a larger map.

Ole







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From <DELLIS@u...> Wed Apr 14 06:30:20 1999
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Date: 14 Apr 99 14:01:12 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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The first batch of Proposals for the new Year included: 

> Proposal 672 - 50Hz Notch Filter [Multiple] 

I confess I'm not bothered either way - disuse seems like a reasonable 
argument against, but then there's the Ostrich Hunt Proposal later on which
is 
a powerful argument in the Drone's favour... 


> Proposal 673 - Contracrostipunctus II [Amendment] 

Much clearer wording. Thinking about it, I'm still not convinced though - as=

far as I can see, insufficient LV will still prevent a Move to Dollis Hill. 

Still. I'll point at the bits I like as well rather than just picking holes.=


> There are three ways for a Player's Piece Move to be Valid: 

Good. I think this split is useful - the circumstances for each Move type
are 
different and need discrete handling (I know this is original to the first 
Contracrostipunctus, but I didn't say anything then). 

> 2) If the Move uses one of the following Actions (only one of these
allowed 
> per Turn): 
> * Home (Rule 1.12.1) 
> * Wild (Rule 1.11.1) 
> * Marmalade Sandwiches (Rule 1.4.16) 
> * Striling (Rule 1.7.12) 
> * Stubbery (Rule 1.7.33) 
> * Walking (Rule 1.7.10) 
> In this case, the Move is known as a Special Move. The Move is Valid, and=

> the Piece is moved directly to the specified Station without passing 
> through any other Stations. 

Fair enough - I think that encapsulates (or at least obviates) the wording 
that's just been added by Prop 666's passage. 

> 3) Otherwise, the Move is known as a Standard Move. All Stations in the 
> Map currently under play (by default, the Map defined in Rule 1.17.1) are 
> Valid. The Player must then check through all the Rules and checks in the=

> following list to determine if any one of them makes the Move Invalid. 

Fine. 

> Once the Move is Invalid, it cannot be revalidated by another Rule. 

Not at all sure that this is fine. Given the order of the points, I think
that 
this effectively kills loops. 

> Actions of other Players may move a Piece before or after its owner's Turn 
> without that Piece in turn being required to comply to these checks. In 
> other words, these checks are only applied to a Piece during the Piece's 
> owner's Turn. 

A fine point. 

> 1. LV Checks 

> * If the distance between the target Station and the Player's current 
> Piece Location is not precisely the same as that Player's LV, the Move 
> becomes Invalid. 

Right - so Kevan has just played Dollis Hill, and RiffRaff is at Beckton. 
There is no way under the current Rules that RiffRaff's Piece could have 
sufficient LV to Move normally to Dollis Hill. In other words, the Move to 
Dollis Hill required by the loop Rule is Invalid. 

Assuming that RiffRaff does not have the requisite Silver Token to play a 
Sidestep, e must Pass. Since e has passed at Beckton, the loop is broken. 

Since the loop condition in section 5 below is after the LV checks, and
given 
that "Once the Move is Invalid, it cannot be revalidated by another Rule",
the 
Move to Dollis Hill remains Invalid. 

I reckon the easiest solution to this (both in implementation and 
comprehensibility) is to concede that loop moves are not in any way standard
- 
give loops their own top level section in Rule 1.5.0, so that if a loop is
in 
force there is a special case to define the behaviour. 

> 4. Loops and Cascades 

> * Dollis Hill Loop (Rule 1.8.1) 
> * Parks and Greens Cascade (Rule 1.8.2) 
> * Charge Spiral (Rule 1.19.5) 

Should this Proposal Pass, I'd like to raise Point of Order to ensure that
EP 
32 be applied to this version of section 4. 

> {Added in the clause about only having to apply these checks during the 
> Piece's Owner's turn. This, as far as I can see, fixes Dunx' main
concern, 
> and also plugs an inconsistency in the ruleset that was unstated but could=

> have been challenged.} 

It's a good fix, but I don't think I've expressed concern in that direction?=



> Proposal 676 - Free Range [Enactment] 

Excuse me, I'll just get my tweezers... 

> 1a : Isolocation. At the same station, on the same line. 
> 1b : Interstation. At the same interchange, not on the same line. 
Fine. A useful distinction. 

> 1c : Costation. At the same named station, not on the same line. 
This needs a 'in the same map location' clause, because otherwise Turnham 
Green and Shepherd's Bush get complicated. 

> 2a : Expectoration. On the same Line Segment, or in a Segment that is 
> reachable without a change in Line Direction, in the same Zone and
Quadrant. 
> 2b : Feline-rotation. On the same Line in the same Zone and Quadrant. 
> 3a : Shuntation. On the same Line Segment, or in a Segment that is 
> reachable without a change in Line Direction. 
> 3b : Observation. In the same Zone and Quadrant. 
> 4a : Echolocation. In the same Quadrant. 
> 4b : Tergiversation. In an adjacent Quadrant. 
> 5a : Misinformation. Not in any of the above Range Classes. 

Some amusing names, but I'm not convinced that making them amusing is going 
to make them a great deal easier to remember (although I do like 5a!). 

It's fairly obvious that these Range Classes are an enumeration of the 
combinations of different relative location classes - the problem is in
trying 
to remember the names for all of these combinations. 

It would undoubtedly be a bit duller, but perhaps easier to follow, if 
relative location classes were defined using some kind of simple code, and
the 
Range Codes were defined as a combination of location codes. 

A relative location might be constructed as a prefix letter (S for station,
Q 
for quadrant) and a proximity suffix character: 

'=3D' identical - applies to any. For Station =3D> same station, same li=
ne 
'~' adjacent - applies to any: 
Station =3D> same interchange, different line 
Line =3D> same Line, but different Line Segment 
Quadrant =3D> adjacent Quadrant 
Zone =3D> adjacent Zone 
'@' close - applies to Station only =3D> same Co-Located Station, 
different line 
'!' different - applies to any (implied by omission of Prefix) 

Relative Location prefixes might be: 
S Station 
L Line Segment (ie section of same Line reachable without a change in 
Line Direction) 
Q Quadrant 
Z Zone 

Exclusions and obvious deductions: 
- any S-code other than '!' implies Q=3D and Z=3D 
- S=3D =3D> L=3D 
- S~ or S@ =3D> L! 

So to use these codes in combination to define your Range Classes: 

S=3D Isolocation. At the same station, on the same line. 
S~ Interstation. At the same interchange, not on the same line. 
S@ Costation. At the same [Co-Located] station, not on the same
line. 
L=3DQ=3DZ=3D Expectoration. On the same Line Segment, or in a Segment =
that
is 
reachable without a change in Line Direction, in the same Zone
and 
Quadrant. 
L~Q=3DZ=3D Feline-rotation. On the same Line in the same Zone and
Quadrant. 
L=3D Shuntation. On the same Line Segment, or in a Segment that is=

reachable without a change in Line Direction. 
Z=3DQ=3D Observation. In the same Zone and Quadrant. 
Q=3D Echolocation. In the same Quadrant. 
Q~ Tergiversation. In an adjacent Quadrant. 
S!L!Z!Q! Misinformation. Not in any of the above Range Classes. 

I confess I don't know how one might compare these, but divining their
meaning 
is simpler I think. 


> Proposal 677 - No more albums [Multiple] 

I think this is a good idea - granted that we only have any Singuler Actions=

in the Post-Move phase, but we've got several of those: Shunt, Shadow and 
Blonk. 

This seems like a useful definition to simplify adding more. 


> Proposal 679 - Czech Variant [Special Ruleset] 

Well, I've already held up my hands on this one. Corrected version this 
evening, as I said before. 


> Proposal 680 - Not So Fast [Amendment] 

Kevan said: 
:Five Proposals seems a good number, to me - it's nice to have a good load
of 
:things to mull over, and gives less exciting amendments a chance to be put =

:forward. If Dunx is happy Speakering such a quantity, I'm fine with it as
it 
:is. 

Oh, I'm happy enough - this Proposal proves your point, I believe. 

My feeling is also that with a larger Proposal limit, individual Proposals
can 
be more focussed. Not that we've had many kitchen sink Proposals, but there 
have been cases where some good ideas have been voted down because they were=

grouped inappropriately. 


> Proposal 682 - Hunt the Ostrich [Special Ruleset] 

Like I say, sufficient reason to keep the Drone in itself. Absolutely 
splendid. 

> { A Drone-hunting variant struck me as potentially interesting, and this 
> seemed the obvious implementation. I never caught the game on ISIHAC, and 
> only dimly perceived the York games, but I trust this isn't too far off
the 
> mark. } 

As it happens, the ISIHAC version was only played once AFAICR and made a few=

vague mentions of knee pads. The York, Delphi and Pants games have been 
invented from whole cloth, but it's quite high quality cloth and worth 
replicating. 


> Proposal 683 - Fraud Squad [Amendment] 

> In Rule 1.14.4 (Token Claiming), add the words "nor for a Token which the 
> Actioning Player placed earlier in the Turn". 

> { The "spending a Token then picking it up because you've passed its
Station 
> earlier" loophole has been there for a while, and becomes - as RiffRaff 
> demonstrates - absurd on Quadrantless Maps such as the Paris Metro. } 

RiffRaff cackled and then wrote: 
:This doesn't solve the fact that you can still put the tokens on Stations 
:you plan to go to next turn, and get them all back anyway. 

No, and it's practically impossible to do so. But then, if you're prepared
to 
go to those length I reckon you deserve your moment in the sun. 

:Perhaps we 
:should come up with some Quadrants for Paris... 

Possibly, but a better bet might be to use a proximity rule - spent Tokens 
cannot be placed within ten Stations of the Piece's final location, perhaps.=

At least offers a challenge. 

-- 
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) Wed Apr 14 07:17:32 1999
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>:This doesn't solve the fact that you can still put the tokens on Stations
>:you plan to go to next turn, and get them all back anyway.
>
>No, and it's practically impossible to do so. But then, if you're prepared
>to go to those length I reckon you deserve your moment in the sun.

I was thinking specifically of the Paris game. Under this proposal, I
wouldn't have been able to reclaim that black token at the end of my turn,
but I could pick it up at the start of the next turn, which would make no
real difference.


>:Perhaps we
>:should come up with some Quadrants for Paris...
>
>Possibly, but a better bet might be to use a proximity rule - spent Tokens
>cannot be placed within ten Stations of the Piece's final location, perhaps.
>At least offers a challenge.

Hm, sounds good. I like it.

--Riff



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From kevan@d... Wed Apr 14 07:19:45 1999
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> >No, and it's practically impossible to do so. But then, if you're prepared
> >to go to those length I reckon you deserve your moment in the sun.
> 
> I was thinking specifically of the Paris game. Under this proposal, I
> wouldn't have been able to reclaim that black token at the end of my turn,
> but I could pick it up at the start of the next turn, which would make no
> real difference.

It makes a little bit of difference; everyone else gets a Turn before you can pick it back up, so if you're near to any other Players, it becomes possibly useless, and potentially unhelpful.

Kevan

--
kevan@d...
http://members.xoom.com/asabove

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From kevan@d... Wed Apr 14 08:24:43 1999
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> > Proposal 673 - Contracrostipunctus II [Amendment]
> 
> Much clearer wording. Thinking about it, I'm still not convinced though - as
> far as I can see, insufficient LV will still prevent a Move to Dollis Hill.

I thought this, but the new rules for Looping mean that your piece is Moved
directly to the relevant Station, outside of your normal Move. (Making things
quite messy when Rule 1.2.0 demands a Valid Move for the GSD.)

> Assuming that RiffRaff does not have the requisite Silver Token to play a
> Sidestep, e must Pass. Since e has passed at Beckton, the loop is broken.

Actually, a Loop isn't broken until someone Escapes it, these days. Mrm. I
didn't notice that aspect of it when I read the Proposal originally.

> I reckon the easiest solution to this (both in implementation and
> comprehensibility) is to concede that loop moves are not in any way standard
> -
> give loops their own top level section in Rule 1.5.0, so that if a loop is
> in
> force there is a special case to define the behaviour.

Indeed, yes.

> > Proposal 677 - No more albums [Multiple]
> 
> This seems like a useful definition to simplify adding more.

[Home], [Wild] and the rest, I suppose... You could be ingenious and include
[LV+X] and [LV-X] as well, actually, since most of the Special Moves (quite
rightly) disallow LV changes. And you can't perform both LV shifts in the
same Turn anyway. Hmm.

> > Proposal 680 - Not So Fast [Amendment]
> 
> My feeling is also that with a larger Proposal limit, individual Proposals
> can be more focussed.

A very good point, actually, yes...

Back to work,

Kevan

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From: "Jonathan Ellis" <jonathan@f...>
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>> Proposal 672 - 50Hz Notch Filter [Multiple]
>>
>> Remove all mention of the Drone in the Ruleset. Specifically,
>>
>> {The Drone hasn't been used in the last, oh, six or so games, and it
seems
>> to be now almost totally moribund (especially now that the rules are
getting
>> larger and more complex). Sorry, but it's dead wood.}
>
>I, too, happen to like the Drone. I think something only reaches the
dead-wood stage when people aren't using it for a good reason -
personally, it's only been for coincidentally strategic reasons that
I've left the Drone asleep; there have been quite a few times when I've
considered and dismissed claiming the Stick.


I found the Drone useful in the game I won: if I'd declared West
Finchley as Wild myself, other people might have noticed what I was up
to and tried to Block it or, worse still, name three Wild Stations in
quick succession and put it off the list. Getting the Drone to do the
calling just before I moved instead was an integral part of my strategy.

>> Proposal 673 - Contracrostipunctus II [Amendment]
>
>Aha. Good things; an impressive step towards making Move Validity more
comprehensible.


Good. Clears up some of the slightly less well worded versions left
before (though the effect doesn't change that much, just the wording.)

>> Proposal 677 - No more albums [Multiple]
>Hmm. Maybe a good thing, although I'm not sure we'd have that many
Actions that would require it. Shunting and Shadowing obviously need
something like this, but I think the current implementation is
stronger - it's more intuitive that such Actions can only be played
immediately after your Move, and this also makes the game a lot fairer.
The proposed replacement is a little broken in that you can Move, Clamp
and then Shunt, for example.


I agree here. At the moment one can't Clamp and Shunt because the Shunt
must be played first, leaving the Player no longer there to be
Clamped... with this dismissed by the wayside, nastiness becomes too
powerful. (Though maybe it could get into the Rutts ruleset...)

>> Proposal 679 - Czech Variant [Special Ruleset]
>
>Very strange and intriguing. I fear it might be something of a
nightmare to visualise, but I'd be keen to have a go at it once the
careless wordings had been ironed out.


Wow. As a chess enthusiast myself, I'd vote for this one.

>> Proposal 680 - Not So Fast [Amendment]
>
>Five Proposals seems a good number, to me - it's nice to have a good
load of things to mull over, and gives less exciting amendments a chance
to be put forward. If Dunx is happy Speakering such a quantity, I'm fine
with it as it is.


I myself still prefer a slightly more static ruleset with things
not changing radically every week or two. On the other hand, I suppose I
can live with five.

>>>Proposal 681 - Recapture the Flag [Amendment]
>>
>>This doesn't take into account the fact that more than two teams might
be
>>playing. Shouldn't it be something like "If the Flags of all opposing
>>Teams rest at the HQ of one Team..."?
>
>Not really - I think it'd become too tortuous and rambling if you had
to collect more than one Flag to win; while you were off getting your
second one, you'd have to guard the first one, and everything. Getting
one enemy Flag and taking it Home should be challenge enough.


Not if you make some compromise with the current ruleset: rather
than "the first team to place an enemy Flag on their Home Station is the
winner", we could say "any Flag placed on the Home Station of an
opposing Team is removed from the game, along with the Team that it
belongs to and all that Team's Possessions: none of the Players of that
Team may rejoin the Game at a later stage. When only one Team is left,
it is declared the Winners." This allows for more than two teams to play
while still retaining the fact that you can't lose the game unless your
own flag is captured.
I still have a gripe against the complete lack of reference to MC
itself in the winning conditions of a game which purports to be an MC
variant: so I shall be proposing, next week, to designate it as an
"Other Game" in a renumbering of the Ruleset, splitting the Special
Rulesets into (1) Section 2: Special MC Rulesets (eg Chalk Farm, Rutts,
Finsbury, Long), (2) Section 3: MC on other networks (there are enough
of these to merit a full Section to itself), and (3) Section 4: Other
Games (those which are played on the Underground with some MN-related
moves, but reaching MC is not the goal: for instance Capture the Flag
and Dunx's Chess-related variant.) In these, there should be no "Opening
MC" action and cost, and MC remains open at its normal opening hours.


Jonathan.



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I might as well answer the queries on my own Proposals...

On Wednesday, 14 April 1999 23:01, Dunx (Duncan Ellis)
[SMTP:DELLIS@u...] wrote:
> > Proposal 672 - 50Hz Notch Filter [Multiple] 
> 
> I confess I'm not bothered either way - disuse seems like a reasonable 
> argument against, but then there's the Ostrich Hunt Proposal later on
> which is a powerful argument in the Drone's favour... 

Well, seeing the opinion is overwhelmingly negative I'd like to withdraw
that proposal. Unfortunately, according to 0.4.3 I can't due to my stupidly
not considering a withdrawal of a proposal as a legitimate thing to do. I'd
like to raise an emergency proposal that a withdrawal be counted as an
update for the purposes of 0.4.3. Or, more specifically,

Emergency Proposal - Help! They don't like my idea! (Amendment)

Add the following paragraph to Rule 0.4.3:

At any time a Player may request that the Speaker withdraw a Proposal the
Player has submitted. The Proposal is then considered never to have been
submitted and any Votes cast in relation to it are discarded. The Speaker
must then notify the Discussion Lounge that the Player in question has
withdrawn said Proposal.

> > Once the Move is Invalid, it cannot be revalidated by another Rule. 
> 
> Not at all sure that this is fine. Given the order of the points, I think
> that this effectively kills loops. 

You're right. I think the best way to handle this is, as Dunx suggested, to
make Loops another special case in 1.5.0, so, to wit, I'd like to request an
update to this Proposal to be the section between the double lines
hereafter:

=========================================

Rewrite Rule 1.5.0 to read:

There are four ways for a Player's Piece Move to be Valid:

1) If the Move is either the word "Pass" or the word "Timeout", then this
is known as a Passed Move. The Move is Valid and the Piece stays at its
current Station.

2) If the Move uses one of the following Actions (only one of these allowed
per Turn):
* Home (Rule 1.12.1)
* Wild (Rule 1.11.1)
* Marmalade Sandwiches (Rule 1.4.16)
* Striling (Rule 1.7.12)
* Stubbery (Rule 1.7.33)
* Walking (Rule 1.7.10)
In this case, the Move is known as a Special Move. The Move is Valid, and
the Piece is moved directly to the specified Station without passing
through any other Stations.

3) If the Game is in a Loop State according to Rule 1.8.6, then the Move is
Valid if it obeys the conditions of the Loop as set out in Rule 1.8.6 and
the relevant Rule or Rules specifying the details of the Loop. This is
known as a Looping Move.

4) Otherwise, the Move is known as a Standard Move. All Stations in the
Map currently under play (by default, the Map defined in Rule 1.17.1) are
Valid. The Player must then check through all the Rules and checks in the
following list to determine if any one of them makes the Move Invalid.

{Removing the can't-revalidate clause that's sticking in people's throats.}

Actions of other Players may move a Piece before or after its owner's Turn
without that Piece in turn being required to comply to these checks. In
other words, these checks are only applied to a Piece during the Piece's
owner's Turn.

1. LV Checks

* If the distance between the target Station and the Player's current
Piece Location is not precisely the same as that Player's LV, the Move
becomes Invalid.

2. Trivial Fares

* Line Changing (Rule 1.5.11)

3. Blocks, Impediments and Gaps

* Blocks (Rule 1.9.1)
* Damaged Stations (Rule 1.11.3)
* The Podume of Infinite Darkness (Rule 1.4.24)
* Closed Lines and Stations (Rule 1.13.4)
* Other Players' Home Stations (Rule 1.12.3)
* Power Failures (Rule 1.7.8)
* Maelberg Variances (Rule 1.7.17)
* Gapminding (Rule 1.7.7)
* Bridges (Rule 1.8.3)
* Circle Line Polarisation (Rule 1.8.5)
* Construction Lines (Rule 1.5.10)
* Heathrow Traversal (Rule 1.5.7)

4. Non-Loop Progressions

* Parks and Greens Cascade (Rule 1.8.2)
* Charge Spiral (Rule 1.19.5)

5. First Turn

* If this is the Player's first Turn in the Game, eir Home
Station is a Valid Move and all other Stations are Invalid.

6. Unused Actions

* If the Actioning Player performed a pre-Move Action to make a
particular type of Move Valid, and did not play such a Move,
eir Move becomes Invalid.

Stations "passed through" during a Move are all of those along the route
which the Player's Piece has taken, excepting the Station it started and
ended the Move at.

=========================================

> Should this Proposal Pass, I'd like to raise Point of Order to ensure
> that EP 32 be applied to this version of section 4. 

Hopefully that won't be necessary due to the above revisions.

BTW, I'd like to congratulate the Speaker on the excellence and
comprehensiveness of the web pages - I found the relevant EP easily and
simply through the archives, even though the EP was passed while I was off
the lists.

> It's a good fix, but I don't think I've expressed concern in that
direction? 

Oh well, I remembered that someone muttered about that. It might have been
a different conversation about something unrelated.

> > 1c : Costation. At the same named station, not on the same line. 
> This needs a 'in the same map location' clause, because otherwise Turnham
> Green and Shepherd's Bush get complicated. 

I thought of this, but I considered them a rare enough case (and that Range
Class 1c would be specified rarely enough) that this was more a minor
misfeature rather than an actual bug.

> Some amusing names, but I'm not convinced that making them amusing is
> going to make them a great deal easier to remember (although I do like
5a!). 

Kevan commented on this as well - I'd intended that people would use the
Range Classes rather than the Range Class Names when specifying them in the
Rules. Range Class Names were initially me trying to find a single word
definition; as that got impractical it just became a bit of fun.

> It would undoubtedly be a bit duller, but perhaps easier to follow, if 
> relative location classes were defined using some kind of simple code,
> and the Range Codes were defined as a combination of location codes. 

This, and what Dunx describes, is a nice idea. I'd encourage him to propose
it whether this passes or not.

> > Proposal 677 - No more albums [Multiple] 
> I think this is a good idea - granted that we only have any Singuler
> Actions in the Post-Move phase, but we've got several of those:
> Shunt, Shadow and Blonk.

My excuse was that I was going through an old ruleset. You could also
include LV adjustment and Homes/Wilds/etc. as Singular moves. I was, once
again, giving a simple framework that could be used in the future.

> My feeling is also that with a larger Proposal limit, individual Proposals
> can be more focussed. Not that we've had many kitchen sink Proposals,
> but there have been cases where some good ideas have been voted down
> because they were grouped inappropriately. 

I agree. While there's always a danger with proposals that rely on other
proposals in the same week, I think this will encourage people to do more
individual fixes rather than lumping ideas inappropriately. Mind you, my
practice recently has been to send off proposals as I feel like it, and if
they wait an extra week or two then this isn't a problem (especially with
the update-proposals-in-progress rules now.)

> No, and it's practically impossible to do so. But then, if you're prepared
to go to those length I reckon you deserve your moment in the sun. 

I also think that spreading tokens ahead of you is a good clue to other
players as to what you're up to. They still have a turn to foil your plans
if they can...

> :Perhaps we should come up with some Quadrants for Paris...

If there's a way to digitise maps (Kevan? Did you get my mail?) then I
think there's a way to make a program to produce arbitrary zonings for any
map. This would be very useful, as I think not having Zones and Quadrants
is a serious hinderance to non-LU maps.

Have fun, anyway,

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.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW


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From dunx@l... (Duncan Ellis (Dunx)) Wed Apr 14 15:52:19 1999
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{ Speaker's Comment: this Proposal is still to be Voted on in Week One, =
since
six days remain in the Week. }

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

Proposal 679 - Czech Variant [Special Ruleset]

{ Comment: An updated version of the Czech Variant, fixing the dubious
proofreading in Piece Maker (as spotted by RiffRaff) but also =
addressing
some rather ambiguous starting positions for Tourists in Jump Start. }

[Enactment: Piece Maker]
In a Czech Variant Game, a Player has control of the following types of
pieces (with their analogue in chess):

* Commuter (king) - moves in the same way as a Vanilla Piece. The
Commuter is considered to own the LV, Tokens, and other Player
possessions.
* Driver (rook) - can move with an unlimited LV on its current line,
or on a line serving its start position. May only change line at
its start station.
eg a Driver at Angel may Move to any Station on the Bank branch
of the Northern Line, or to any Station North of Camden Town =
or
South of Kennington.
a Driver at Ealing Broadway may move freely to any Station on
the Central or Piccadilly line not requiring a change in line
direction.
* Inspector (queen) - may move as a Driver, or may Charge Tunnel
without cost in lieu of a Move.
eg an Inspector at Angel may Move to any Station on the Bank =
branch
of the Northern Line, or to any Station North of Camden Town =
or
South of Kennington. It may alternatively Charge Tunnel to =
Bank
(which would be pointless), Marble Arch or Knightsbridge.
* Busker (knight) - moves by straddling as if standing on a three =
token
stack.
* Tourist (pawn) - can move with an LV of 1, or to the first
interchange on its current line on its first Move.

A Player has one of each type of Piece except for the Tourist, of which e=
has
four.

All Pieces are governed in their movements by Rules about changes in line
direction, obstructions on the Line, and so on, where those restrictions
apply to the movement form which that Piece uses.

Each Turn, a Player may Move a single piece under eir control. Which =
piece
has been Moved shall be indicated by placing the initial letter of the =
piece
in brackets after the Player's name. Viz:

Cryer (T): Turnham Green (PD)

[Enactment: No Overtaking]
No two Pieces in a Czech Variant Game may occupy the same Station, nor =
may
any Piece pass through a Station occupied by another Piece.

A corollary to this is that any Actions requiring co-location of Pieces =
may
not be played.

[Enactment: Take On Me]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Taking <Piece>] Post ----- 20 -1 Re
=
------------------------------------------------------------------------

Any Station which may be Moved to by a particular Piece is said to be
controlled by that Piece. A Piece occupying a Station which would =
otherwise
be controlled by an opposing Player's Piece is said to be threatened.

A threatened Piece may be removed from the Game if the attacking Piece is
Moved to that Station and plays the Post-Move Action of Taking. Thus:

Rushton (I): Latimer Road (HC) [Taking Tourist]

A Piece which has been Taken is removed from the Map and the Game.

[Taking] may not be performed on any Piece owned by the Taking Player, or=
on
a Commuter.

[Enactment: Checks and Balances]
A Commuter which is threatened is said to be in check.

A Commuter may not be Moved into check.

If a Commuter is in check, the owning Player must play a Move which will
take
the Commuter out of check either by blocking the control of the opposing
Piece, or by moving away from any controlled Stations.

If a Commuter cannot be taken out of check, then the owning Player is
considered to have lost. All that Player's Pieces are removed from the =
board
and eir name is parenthesised in the Token Table. That Player takes no
further
part in the Game.

If any Player succeeds in removing all other Players from the Game, then =
that
Player is considered to have won just as much as if e had played =
Mornington
Crescent.

[Enactment: Jump Start]
Up to four Players may participate in a Czech Variant Game. There are
four sets of start positions for Pieces corresponding to the four Compass
Quadrants. These start positions are randomly allocated by the Speaker
before the Game begins.

Each non-Tourist (or major) Piece starts at an outlying Station, usually =
a
Terminus; the Tourists all start at a Station adjacent to a major Piece
(specified below where this is not obvious).

The start positions for each major Piece in each Quadrant are as defined =
in
the table following; non-obvious Tourist locations are given in brackets:

+-----------------------------------------------------------------------+
| | NE (1) | SE (2) | SW (3) | NW (4) |
|-----------+-----------------------------------------------------------|
| Commuter | Epping | Beckton | Heathrow T 4 | Amersham |
| | | |(Heath. T 123)| |
| Inspector | Upminster | Island Gdns. | Wimbledon | Uxbridge |
| Driver | Walthamstow | New Cross | Richmond | Harrow & |
| | Central | | | Wealdstone |
| Busker | Stratford | Tower Gateway| Kensington | West Ruislip |
| |(Pud. Mill La)| (Shadwell) | Olympia | |
+-----------------------------------------------------------------------+

There are no Home Stations in the Czech Variant.

[Enactment: Passed Participal]
Only a Commuter may play a Move of Pass.

[Enactment: Promotional Material]
If a Tourist reaches the Meridian, it may be promoted to any other type =
of
Piece except a Commuter.

{ Comment: so - that's chess. Who's for Go? }

[End of Czech Variant]

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

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Thu Apr 15 00:37:45 1999
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-------------------------------------------------------------------------=
---
Emergency Proposal 033 - Help! They don't like my idea! [Amendment]

Add the following paragraph to Rule 0.4.3:

At any time a Player may request that the Speaker withdraw a Proposal the
Player has submitted. The Proposal is then considered never to have been
submitted and any Votes cast in relation to it are discarded. The =
Speaker
must then notify the Discussion Lounge that the Player in question has
withdrawn said Proposal.

-------------------------------------------------------------------------=
---
Raised by PaulWay, 14/4/99
-------------------------------------------------------------------------=
---

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From dunx@l... (Duncan Ellis (Dunx)) Thu Apr 15 00:37:47 1999
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{ Speaker's Comment: this Proposal is still to be Voted on in Week One, =
since
five days remain in the Week. }

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

Proposal 673 - Contracrostipunctus II [Amendment]

Rewrite Rule 1.5.0 to read:

There are four ways for a Player's Piece Move to be Valid:

1) If the Move is either the word "Pass" or the word "Timeout", then this
is known as a Passed Move. The Move is Valid and the Piece stays at its
current Station.

2) If the Move uses one of the following Actions (only one of these =
allowed
per Turn):
* Home (Rule 1.12.1)
* Wild (Rule 1.11.1)
* Marmalade Sandwiches (Rule 1.4.16)
* Striling (Rule 1.7.12)
* Stubbery (Rule 1.7.33)
* Walking (Rule 1.7.10)
In this case, the Move is known as a Special Move. The Move is Valid, =
and
the Piece is moved directly to the specified Station without passing
through any other Stations.

3) If the Game is in a Loop State according to Rule 1.8.6, then the Move =
is
Valid if it obeys the conditions of the Loop as set out in Rule 1.8.6 and
the relevant Rule or Rules specifying the details of the Loop. This is
known as a Looping Move.

4) Otherwise, the Move is known as a Standard Move. All Stations in the
Map currently under play (by default, the Map defined in Rule 1.17.1) are
Valid. The Player must then check through all the Rules and checks in =
the
following list to determine if any one of them makes the Move Invalid.

{Removing the can't-revalidate clause that's sticking in people's =
throats.}

Actions of other Players may move a Piece before or after its owner's =
Turn
without that Piece in turn being required to comply to these checks. In
other words, these checks are only applied to a Piece during the Piece's
owner's Turn.

1. LV Checks

* If the distance between the target Station and the Player's current
Piece Location is not precisely the same as that Player's LV, the Move
becomes Invalid.

2. Trivial Fares

* Line Changing (Rule 1.5.11)

3. Blocks, Impediments and Gaps

* Blocks (Rule 1.9.1)
* Damaged Stations (Rule 1.11.3)
* The Podume of Infinite Darkness (Rule 1.4.24)
* Closed Lines and Stations (Rule 1.13.4)
* Other Players' Home Stations (Rule 1.12.3)
* Power Failures (Rule 1.7.8)
* Maelberg Variances (Rule 1.7.17)
* Gapminding (Rule 1.7.7)
* Bridges (Rule 1.8.3)
* Circle Line Polarisation (Rule 1.8.5)
* Construction Lines (Rule 1.5.10)
* Heathrow Traversal (Rule 1.5.7)

4. Non-Loop Progressions

* Parks and Greens Cascade (Rule 1.8.2)
* Charge Spiral (Rule 1.19.5)

5. First Turn

* If this is the Player's first Turn in the Game, eir Home
Station is a Valid Move and all other Stations are Invalid.

6. Unused Actions

* If the Actioning Player performed a pre-Move Action to make a
particular type of Move Valid, and did not play such a Move,
eir Move becomes Invalid.

Stations "passed through" during a Move are all of those along the route
which the Player's Piece has taken, excepting the Station it started and
ended the Move at.

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

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Thu Apr 15 00:43:06 1999
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PaulWay wrote in fulsome praise:

>BTW, I'd like to congratulate the Speaker on the excellence and
>comprehensiveness of the web pages - I found the relevant EP easily and
>simply through the archives, even though the EP was passed while I was =
off
>the lists.

Kevan must take the majority of the credit here - I've merely continued =
his
excellent work.

The thought is appreciated though.

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Fri Apr 16 14:49:07 1999
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-------------------------------------------------------------------------=
---
Emergency Proposal 033 - Help! They don't like my idea! [Amendment]

Add the following paragraph to Rule 0.4.3:

At any time a Player may request that the Speaker withdraw a Proposal the
Player has submitted. The Proposal is then considered never to have been
submitted and any Votes cast in relation to it are discarded. The =
Speaker
must then notify the Discussion Lounge that the Player in question has
withdrawn said Proposal.

-------------------------------------------------------------------------=
---
Raised by PaulWay, 14/4/99
Jonathan, RiffRaff and Dunx voted FOR
Keven voted AGAINST
It passed.
-------------------------------------------------------------------------=
---

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Fri Apr 16 14:51:31 1999
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=46ollowing the passage of EP 33, and PaulWay's sentiments in that =
direction, I am
treating Proposal 672 (50Hz Notch Filter) as having been withdrawn.

Objections to the usual address.

Dunx
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From kevan@d... Mon Apr 19 07:59:39 1999
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I think I'll chuck this one out a day early as a "Green Paper";
criticise it as much as you can and I'll submit it for Proposal
tomorrow. It basically tries to simplify the Move Validity thing, by
firmly introducing the partially-included concept of a "Special Move".
It seems to work alarmingly neatly, with no need to touch any of the
existing Invalid-makers, unless I've misread something; etched up in
the cigarette breaks of a non-smoker, I'll admit it's a little rushed.

Kevan

--

Proposal - A Special Need [Multiple]

1. The Soul of Wit [Amendment]

Move the last paragraph of Rule 1.5.0 (Valid Moves) to Rule 1.5.1 (Keep the
Piece), and reword Rule 1.5.0 to:-

"The following Moves are possible in the Game of Mornington Crescent:

* The name of any Station on the Map
* The word "Pass"
* The word "Timeout"

All Moves are Valid by default, unless a Rule or combination of Rules
declares them to be Invalid.

Certain events permit Players to make Special Moves to a given destination -
these Moves do not pass through Stations, but may still be made Invalid. In
addition, a Player's LV is reduced to zero after making a Special Move.

When a Rule says that something 'permits a Special Move', this means that
it permits the current Player to make a Special Move during the current
Turn."

2. Getting There [Enactment, as 1.6.2]

When you make a Move to a Station, that Station must be at a distance of
'x' Stations, where 'x' is your Line Velocity - if it is closer or further,
you cannot get there at that speed, and such a Move is Invalid.

If you are making a Special Move, however, an incorrect Line Velocity
will not make your Move Invalid.

3. Golly [Amendment]

In Rule 1.4.16 (Playing with Food), replace the Marmalade Sandwich's special
effect with:-

When a Player performs the Action "[Eating Marmalade Sandwich]", a
Special Move to Paddington is permitted.

4. Right of Way [Amendment]

Reword the first paragraph of Rule 1.7.10 (Walk the Walk) to:-

A Player may perform the pre-Move Action of "[Walking]" to permit a
Special Move to any Station within Walking Distance.

5. Strile, Friend, Strile [Amendment]

Reword Rule 1.7.12 (Basic Striles) to:-

If a Player's Line Velocity is six or more, e may perform a Strile via
the pre-Move Action of "[Striling]"; this permits em to make a Special
Move to any Strilable Station.

A Station is said to be Strilable if it has a Token Stack, and if that
Token Stack is identical to the Stack at the Player's current Piece
location.

6. Stubthumper [Amendment]

Reword Rule 1.7.33 (Stubbery) to:-

If a Player owns the Ticket Stub for the Station eir Piece is situated
at, e may perform the pre-Move Action "[Stub Link]" - this permits em
to make a Special Move to any other Station which e has a Ticket Stub
for.

7. Of Borneo [Amendment]

Reword the second paragraph of Rule 1.11.1 (Born to be Wild) to:-

A Player may perform the Action of "[Wild]" to permit a Special Move to
any Wild Station.

8. Paintball's Going Home [Amendment]

Reword Rule 1.12.4 (Going Home) to:-

A Player may performs the pre-Move Action of "[Home]" or "[Home:
<Station>]"; both of these permit a Special Move to eir Home Station.

9. Mustn't... Repeal... [Amendment]

Reword Rule 2.2.1 (Terminal Velocity) to:-

If, at the start of eir Turn before any other Player Actions a Player
has an LV of 10 or more, and e does not (and is not forced to by any
other Rule) reduce it below 10 before eir Move, e may make a Special
Move to any Terminus which e shares a Line with, provided that reaching
it would not involve a change of Line Direction (this option is in
addition to the standard Moves available through eir natural
LV-dependent Piece Movement and any Special Moves available).

10. Just Drop Me At The End Of The Road [Amendment]

Reword Rule 2.3.2 (Home Isn't Where The Start Is)) to:-

When a Player performs the "[Home:]" Action, it permits a Special Move to
any Station which shares a Quadrant and Line with that Player's Home
Station.

{ MC exception no longer required, since you can't Special Move to a Closed
Station. }

11. Whose Line Is It Anyway? [Amendment]

In Rule 1.5.11 (Changing Line), replace "A Piece Move that involves a change of
Line" with "A non-Special Move that involves a change of Line".

12. Loose Ends [Amendments]

To the start of Rules 1.8.1 and 1.8.6, add the paragraph "This Rule is closed
for repair - the following paragraphs should be treated as if they do not
appear in the ruleset. This paragraph will remove itself from the Ruleset at
the end of Week Four, at which point Kevan will lose ten Kudos."

{ I'd rather just close off the Loops rather than attempt to bring them in
Line, and having the Proposal fail for doing it in an unpopular way; I'll
be proposing fixes either for this Week or next. There's a bit of a stick
there to encourage me to get around to it. }

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From <DELLIS@U...> Mon Apr 19 08:56:58 1999
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Yes, it does seem rather neat. 

I think the only really troubling thing for me after a quick scan is this 
line: 

> In 
> addition, a Player's LV is reduced to zero after making a Special Move. 

I agree that this is usually the case, but not always - in particular 
there's nothing in the existing Striling Rule which says that LV is zeroed 
during a Strile. 

What's needed is a statement to be added by this Proposal to the Striling 
Rule that LV is *not* zeroed after a Strile. 

I am less concerned about the Loop stuff - obviously it would have an 
immediate effect on the Game 15 loop should this Pass before that loop comes=

to an end, but I don't mind that so much. 

Having said that: are the existing loop rules so hard to accommodate? 

I would have thought an additional exemption in "Getting There" excluding 
the loops from LV considerations would do the job. I'm not saying that this 
would fix the loops adequately in the long term, but it would preserve the 
status quo whilst maintaining clarity. 

Good stuff, though. 

-- 
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 <palnatoke@g...> Mon Apr 19 13:05:13 1999
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From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>
Date: Mon, 19 Apr 1999 22:03:07 +0200
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I have looked at:

"Rule 1.19.5 - Charge Spiral

Any Player may perform the neutral Action "[Charge Spiral]" to put a
Charge Spiral into effect. A Charge Spiral remains in effect until a
Piece
rests as Tottenham Court Road at the end of any Turn.

When a Charge Spiral is in effect, any Move which does not involve a
decrease in the Moving Piece's Charge is Illegal."

I have thought about two changes:

1)
"Rule 1.19.5 - Charge Spiral

Any Player may perform the neutral Action "[Charge Spiral Inwards" or
"[Charge Spiral Outwards" to put a Charge Spiral into effect.

When a Charge Spiral Inwards is in effect, any Move which does not
involve a decrease in the Moving Piece's Charge is Illegal. A Charge Spiral
Inwards remains in effect until a Piece rests at Tottenham Court Road at the
end of any Turn.

When a Charge Spiral Outwardsis in effect, any Move which does not involve
an increase in the Moving Piece's Charge is Illegal. A Charge Spiral
Outwards remains in effect until a Piece rests at Amersham at the end of any
Turn."


2)
Change "does not involve a decrease" in 1.19.5 to "involves an increase".
If Charge Spiral Outwards is defined, change "does not involve an increase"
in 1.19.5 to "involves a decrease".


Thougths, anyone?


Ole


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From <jonathan@f...> Mon Apr 19 15:22:30 1999
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<snip of greenish paper>

Mostly in favour, but the language needs tidying up IMHO - too many
occurrences of "you" which should refer instead to "the Player". Also,
the general stipulation that all Special Moves reduce LV to zero
afterwards should be removed, and placed instead in those Special Moves
which currently demand this (which is to say, Home, Wild and Walking.
Striling and Marmalade Sandwiches do not currently reduce LV to zero and
IMHO they shouldn't, and personally I'd vote for allowing Stub Links to
also escape that restriction as well.)

Jonathan.



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From <jonathan@f...> Mon Apr 19 15:28:56 1999
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From: "Jonathan Ellis" <jonathan@f...>
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>I have looked at:
>
>"Rule 1.19.5 - Charge Spiral
>
> Any Player may perform the neutral Action "[Charge Spiral]" to put a
> Charge Spiral into effect. A Charge Spiral remains in effect until a
>Piece
> rests as Tottenham Court Road at the end of any Turn.
>
> When a Charge Spiral is in effect, any Move which does not involve a
> decrease in the Moving Piece's Charge is Illegal."
>
>I have thought about two changes:

<snip>

Great idea, but not quite the idea I had in mind... what about
someone whose charge is already negative being forced to decrease it?
I'd suggest a different change in the current rule, to "the move is
Invalid if it brings the Charge of the Player further away from zero"
and declare Charge Spirals to be ended when one Player obtains a Charge
of exactly zero, rather than being dependent on a Station. This would
leave, in effect, a double Spiral, with low-charge players spiralling
outwards and high-charge players spiralling inwards - and interacting in
the middle...
(Remember, Special Moves do not affect charge, so a person who
couldn't increase charge owing to being too far out could Wild to the
centre and start spiralling outwards again, and vice versa.)
That being said, Ole's idea is also a fine one. I like it.

Jonathan.



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From <WayperP@p...> Mon Apr 19 16:20:51 1999
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From: "Wayper, Paul" <WayperP@p...>
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On Tuesday, 20 April 1999 0:50, kevan@d...
[SMTP:kevan@d...] wrote:
> I think I'll chuck this one out a day early as a "Green Paper";
> criticise it as much as you can and I'll submit it for Proposal
> tomorrow. It basically tries to simplify the Move Validity thing, by
> firmly introducing the partially-included concept of a "Special Move".
> It seems to work alarmingly neatly, with no need to touch any of the
> existing Invalid-makers, unless I've misread something; etched up in
> the cigarette breaks of a non-smoker, I'll admit it's a little rushed.

I like it, but I also like the structure of 1.5.0 that Contracrostipunctus
II suggests. What I think is important in what you've done here is reword
the Special Moves rules to state that they do a Special Move (rather than
just sort of assume that and have 1.5.0 imply it).

But I'll see what other people think.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <palnatoke@g...> Mon Apr 19 20:49:08 1999
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From: "Ole Andersen" <palnatoke@g...>
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Jonathan Ellis <jonathan@f...> wrote:


:I'd suggest a different change in the current rule, to "the move is
:Invalid if it brings the Charge of the Player further away from zero"
:and declare Charge Spirals to be ended when one Player obtains a Charge
:of exactly zero, rather than being dependent on a Station. This would
:leave, in effect, a double Spiral, with low-charge players spiralling
:outwards and high-charge players spiralling inwards - and interacting in
:the middle...


That could be implemented by defining a [Charge Spiral Double] or
somesuch...


Ole


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From kevan@d... Tue Apr 20 03:26:57 1999
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> When a Charge Spiral Outwardsis in effect, any Move which does not involve
> an increase in the Moving Piece's Charge is Illegal. A Charge Spiral
> Outwards remains in effect until a Piece rests at Amersham at the end of any
> Turn."

A nice alternative, and probably more strategically useful than an inward Spiral. Only having Amersham as the terminator seems a problem, though - if Players are leaning towards other corners of the Map, it will be difficult (and possibly impossible) to find a route to Amersham that doesn't involve decreasing Charge.

Stating a few more Termini should suffice, I think.

> 2)
> Change "does not involve a decrease" in 1.19.5 to "involves an increase".
> If Charge Spiral Outwards is defined, change "does not involve an increase"
> in 1.19.5 to "involves a decrease".

Largely academic, really - since you can always pass, this only touches upon moving to Stations which happen to have the same Current. The only effect I can imagine would be that Spirals would go on for longer, with Players looping quietly around Tottenham Court Road, unwilling to terminate the thing. Probably a bad idea.

Kevan

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From kevan@d... Tue Apr 20 03:33:03 1999
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> (Remember, Special Moves do not affect charge,

Er, I thought they did? I forget how and when we sorted it out once and for all, but Rule 1.19.2 (Charge) says that it's modified by "any Piece movement that takes place during a Player's Movement Phase", which would include Special Moves.

Kevan

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From kevan@d... Tue Apr 20 03:34:26 1999
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> Mostly in favour, but the language needs tidying up IMHO - too many
> occurrences of "you" which should refer instead to "the Player".

Only in the LV bit, which I'd originally written as an expansion to the
current LV rule, already slightly chatty. I was writing it in a
"friendly" manner, explaining a basic premise to a new Player, but I
suppose it should be consistent with the main ruleset at the same time.

Ironic, really; I was scything through help documentation at work
yesterday, wincing at the patronising tone of the "your"s and replacing
them with "the"s.

> Also,
> the general stipulation that all Special Moves reduce LV to zero
> afterwards should be removed, and placed instead in those Special Moves
> which currently demand this (which is to say, Home, Wild and Walking.
> Striling and Marmalade Sandwiches do not currently reduce LV to zero and
> IMHO they shouldn't, and personally I'd vote for allowing Stub Links to
> also escape that restriction as well.)

I just saw this as a good opportunity to bring things in line - if your
LV is killed (for presumably good reasons) when you Wild, why isn't it
killed when you perform a pseudo-Wild such as Marmalading or Striling?

I forget the reasons for Wild being an LV-zeroer, really. I suppose it's
too powerful if you can keep your LV of fifteen and cheerily dash about
the board causing mayhem; it also gives something of a drawback to the
benefit of being able to pick a destination - you remain a bit of a
sitting duck, rather than being able to slip away immediately.

All fairly arguable stuff, but I think that if it applies to Wilding and
Homing, it should be consistent and also go for Striling, Stubbing and
the rest.

Kevan

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From dunx@l... (Duncan Ellis (Dunx)) Tue Apr 20 15:23:17 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
672 50Hz Notch Filter -- withdrawn --
673 Contracrostipunctus II 4 - - 3 Passes
674 Like A Broken Pencil 3 1 - 3 Passes
675 Loopus Loopus 3 1 - 3 Passes
676 Free Range 3 - 1 3 Passes
677 No More Albums 3 - 1 3 Passes
678 We Regret To Announce... 3 1 - 3 Passes
679 Czech Variant 3 1 - 3 Passes
680 Not So Fast 1 - 3 3 Fails
681 Recapture the Flag 3 - 1 3 Passes
682 Hunt the Ostrich 3 1 - 3 Passes
683 Fraud Squad 3 1 - 3 Passes
684 Neatly Wrapped 3 1 - 3 Passes
685 Anti-Dairy Farm 3 1 - 3 Passes
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul =
Riff
-------------------------------------------------------------------------=
----

672 (PaulWay -- withdrawn --
673 (PaulWay) - FOR - - FOR FOR - FOR - =
-=20
674 (Dunx) - PAS - - FOR FOR - FOR - =
-=20
675 (Dunx) - PAS - - FOR FOR - FOR - =
-=20
676 (PaulWay) - FOR - - FOR AGA - FOR - =
-=20
677 (PaulWay) - FOR - - AGA FOR - FOR - =
-=20
678 (Dunx) - PAS - - FOR FOR - FOR - =
-=20
679 (Dunx) - PAS - - FOR FOR - FOR - =
-=20
680 (Dunx) - AGA - - FOR AGA - AGA - =
-=20
681 (Kevan) - FOR - - FOR FOR - AGA - =
-=20
682 (Kevan) - FOR - - FOR PAS - FOR - =
-=20
683 (Kevan) - FOR - - FOR PAS - FOR - =
-=20
684 (Kevan) - FOR - - FOR PAS - FOR - =
-=20
685 (Kevan) - FOR - - FOR PAS - FOR - =
-=20

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul =
Riff
- KUDOS =
---------------------------------------------------------------------

Initial: 11 30 0 0 26 34 16 0 24 =
6
Halved: 15 0 13 17 0 12 =
3
=
-------------------------------------------------------------------------=
--
FOR Votes: +13 +0 +0 +15 0 +10 =
+0
AGA Votes: I -3 -0 I -0 -1 I 0 -2 =
-0
Decisiveness: n +3 +0 n +3 +3 n +3 +0 =
+0
Voting/Own: a -0 -0 a -0 -3 a 0 -0 =
-0
c c c
EP FOR Votes: t +0 +0 t +0 +0 t 0 +3 =
+0
EP AGA Votes: i -0 -0 i -0 +0 i 0 -1 =
-0
Finger/Pulse: v +5 +0 v +0 +0 v 0 +0 =
+0
e e e
Award Ceremony: +3 +0 +0 +7 0 +6 =
+0 [*]
Kudos Gifts +0 +0 +0 +0 0 +0 =
+0
=
-------------------------------------------------------------------------=
--
This Week: +21 +0 +0 +3 +21 +3 +16 =
+0

Final Kudos: 11 36 0 0 16 38 16 3 28 =
3

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul =
Riff
-------------------------------------------------------------------------=
----

[*] Ruttsborough Award - PaulWay (Free Range): +3
IMCS Clarity Award - PaulWay (Contracrostipunctus II): +3
CAMREC Cleanup Award - Kevan (Neatly Wrapped): +3
Mrs Trellis Award - Kevan (Hunt the Ostrich): +4
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic): +3

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Tue Apr 20 15:23:25 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Date: Tue, 20 Apr 1999 22:22:03 GMT
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 686 - Special Rulesets Renumbering [Multiple]

- Add the following text to rule 0.2.10: "Special Rulesets are
divided into three types: (1) Variants, (2) MC on non-Underground
networks and (3) Other Games to be played on an MC board."

- The current contents of Part 2 of the Ruleset ("Special
Rulesets") are to undergo an extensive renumbering, being divided into -
Part 2 "Variants"
Part 3 "Turin '57: MC on other transport networks"
Part 4 "Other Games".

- Each Part of the Ruleset is to have a single defining Section,
numbered "0.0", "1.0", "2.0", "3.0" and "4.0" respectively, defining
what is
common to all of the entries in that Section: the actual special
rulesets contained within should begin their numbering at 2.1.1, 3.1.1
and 4.1.1 etc.
{Comment: giving the number of 0 so it goes before all other
rulings on the subject.}

Any future additional Special Rulesets are to be appended on the
end of the correct part of the Ruleset: for instance the "Czech Variant"
chess-type one and the "Spot the Ostrich" game, if their Proposals pass,
should be added to Part 4. And Ole's Copenhagen variant, should it ever
be passed and introduced, should be added to the end of Part 3 in the
next Section there.
The amendments and renumberings run as follows:

*Part 0, Section 0.0: Nomic Mechanics.
*Rule 0.0.0: Moving the Goalposts
This part of the Ruleset details how Proposals may be made to
affect the Ruleset itself, and related issues.
*Part 1, Section 1.0: Mornington Crescent.
*Rule 1.0.0: Mornington Crescent.
This is the "Standard" or "Vanilla" Ruleset for Mornington Nomic.
It is the basic ruleset for the game, and the basis for all other
Variants and Special Rulesets.

*Ruleset Part 2, Section 2.0: Variants.
*Rule 2.0.0: Definition of Normality
- Each Variant defines the differences between it and the Standard
MN Ruleset. All Rules of the Standard Ruleset are assumed to apply
unless declared otherwise.
{Comment: Renumbered from 2.1.1, slight rewording.}

Then the Variants start in the following order:


Section 2.1 - The Long Game. {Comment: giving it its rightful place
at the top of the list of variants.} (Renumbered from Section 2.5,
otherwise unchanged.)
Section 2.2 - Chalk Farm '84.
Section 2.3 - Finsbury Option.
Section 2.4 - Ruttsborough '58.
Section 2.5 - Spherical Projection. (Renumbered from 2.12)
Section 2.6 - Team Play.
Section 2.7 - Tournament Play. (Renumbered from 2.9)
Section 2.8 - San Francisco 1849. (Renumbered from 2.10)
Section 2.9 - Paranomasia. (Renumbered from 2.11)


All the other Special Rulesets are to be moved to the new Parts 3
and 4 of the Ruleset, and in some cases reworded. In the case of those
which were formerly included in Section 2.7, extensive rewording is to
take place as the Section is expanded into a collection of several
Sections each split into Rules,


*Ruleset Part 3, Section 3.0: "Mornington Crescent on other
transport networks".
*Rule 3.0.0 - Turin '57 Convention
Mornington Crescent may be played on other transport networks than
the London Underground.
Each "Turin '57" network must be defined in the following way:
(a) The transport network to be used.
(b) The Internet URL of a map of that network.
(c) All substitute map entities, Game States and special rules for
that particular network.
In the case of (c) above, the following must be defined:

(1) Goal - the victory station, equivalent to Mornington Crescent.
(2) Loop - a permanent Loop Trap station, equivalent to Dollis
Hill.
(3) Bank - an equivalent to Bank station on the Underground.
In the above three cases, any rules from the Vanilla Ruleset which
apply to these stations apply to the given alternatives instead.
(4) Lines, and Line Codes for all the Lines.

*Rule 3.0.1: Line and Station changes.

The following may also be defined, should a suitable equivalent
exist on the map of the alternative network:

(1) A Circle Line equivalent: any fully closed loop which is made
by lines on the map. If none is defined, Rules 1.8.5 (Circle Line
States) and Rule 1.7.4 (Open the Cutlery Drawer, Mrs Higgins) are
ignored, and any Actions and Possessions defined therein do not exist in
this ruleset, and any rules relating to "Quadrant 0" are ignored. If a
Circle Line equivalent is defined, the area inside is taken to be
Quadrant 0, and the area outside may or may not be divided into further
Quadrants: see (4) below.
{Comment: Quadrant 0 depends on the Circle Line rather than the
Meridian, so I've decided to keep this in the Special Rulesets.}

(2) A river, equivalent to the River Thames: if there is no river
or other body of water on the Map which is crossed by any of the Lines,
then Rule 1.8.3 (Bridges) is ignored, as is rule 2.2.2 (You Can't Swim)
in the event of a Chalk Farm '84 game being played on the network
(should sufficient features of the network be defined to permit this.)
{Comment: Again, a little addition which would be necessary if CF84
was ever played in a riverless game.}

(3) A Meridian (which may or may not be a Station.) If this exists,
Quadrants are superimposed on the Map in the same way as they are on the
London Underground (with the exception of rules about Quadrant 0, which
relate to the Circle Line.)
If there is no Meridian at all, then all Rules relating to Charge
are ignored, and no Quadrants exist in the Game (with the exception of
Quadrant 0 inside the Circle Line equivalent, if that is defined: the
area outside this is considered to be Quadrant 1 for the purpose of
placing used Tokens.)
If there is a Meridian which is not a Station, or if there is no
Meridian at all, then an alternative Station must be defined as a
Station where Narg Clamps may be removed: otherwise, any and all Rules
about Narg do not exist in the Game.
{Comment: otherwise Narg is impossible to get rid of. Also, keeping
the idea of Quadrant 0 as a Circle-defined thing and allowing the
placement of used Tokens on the board - as yet undefined in Quadrantless
games.}

(4) Station Categories. Equivalents must be supplied, if available,
for all categories of Station named in Rule 1.17.6. This may be a simple
translation (e.g "Nord" =3D "North" on a French map) or a substitute
category. Terminus, Interchange and Co-Situated stations are obvious
enough on the map.
Certain features of the Vanilla Ruleset which depend on Station
categories do not exist in the game if an equivalent to that Station
category cannot be defined.
- If no Holy Station exists in the game, then Rules 1.4.24 (The
Podume of Infinite Darkness), 1.7.29 (Collection Plate) and 1.11.5
(Sanctuary) are ignored, and any Actions and Possessions defined therein
do not exist. If there are no Holy Stations (as defined by the Vanilla
Ruleset or by a simple translation of the words which make a Station
Holy), no equivalent may be specified.
{Comment: It doesn't make sense claiming Sanctuary at a Terminus
just because no Stations are Holy under the technical definition...}
- If it is not possible to find an equivalent for all five types of
station at which Hats may be purchased (A-Z, British Rail, Compass,
Terminus, Verdant) and no substitute category can be used, then Hats and
any Rules and Actions relating to them do not exist in the game, apart
from Silly Hats (and Hard Hats, should any Construction Lines be
present.)
{Comment: otherwise there is no point in Hats, if you can't cash in
all five.}
- "British Rail" shall be considered to be replaced by the local
inter-urban transport network. If there are no connections between the
nominated map and the local inter-urban network, then another station
category must be found to house the Emporium (Rule 1.4.18), allow the
player to remove Velocity Bombs (Rule 1.7.43) and purchase an equivalent
to the BR Hat (if Hats exist): and Rule 1.7.9 is ignored.
- If there are not a sufficient number of Park, Green and other
Plant Stations on the map, either (a) an alternative Cascade to the
Parks and Greens Cascade must be defined, or (b) no Cascade exists, and
Rule 1.8.2 (Parks and Greens Cascade) is ignored for the duration of the
Game.
{Comment: See Chateau d'Eau for the reason why.}
- High and Hill stations are ignored, and the [Freewheeling] Action
does not exist in the game, if there are no defined by containing the
strings "High" or "Hill" or a direct translation of either term. No
equivalent may be specified which is not a direct translation.

*Rule 3.0.2: Zone, Quadrant and Other Miscellaneous Changes

- If there is neither Meridian or Circle Line, then (instead of the
Rule about placing used Tokens in a different Quadrant) Tokens which are
used to perform Actions may not be placed on any Station which the
Actioning Player would be capable of reaching with a Standard Move at
maximum LV on eir next Turn.
{Comment: this allows the placing of used Tokens on the board, and
keeps the principle that they should be in a different region from the
Player who played them.}

If no Zones are defined on the Map, then all Rules relating to
Zones, Zone Passes and Tithes are ignored, and Players shall gain a
single Bronze Token for any Turn which is not a Passed Turn.

If Zones are defined, then definitions for the Zones to be used
must be supplied for those Rules which relate to Zones. In particular,
the cost of Tithes and Zone Passes may be adjusted accordingly with the
number of Zones.

Manoeuvres and Gambits on the London Underground do not apply to
any Turin '57 game, unless Stations with the exact same names are
present on the Map. Other Manoeuvres may be defined in the standard ways
(either by definition during a Game or by acceptance as a Proposal),
each specific to the corresponding network, and should be listed in the
corresponding Ruleset. Manoeuvres which rely on specific Quadrants or
Zones, rather than Stations, do not apply unless defined separately in
the particular Ruleset: Manoeuvres which rely on specific Station
Categories are valid provided that the exact categories are present on
the new Map (a replacement category will not do, unless it is a simple
translation.)
{Comment: A bit of a clearup needed there. This might do it.}

Section 3.1: Chateau d'Eau: Paris Metro Guidebook.

*Rule 3.1.1: Chateau d'Eau
Mornington Crescent may be played on the Paris Metro.
Map: http://www.paris.org/metro/gifs/metro.map.jpg
Goal: Chateau d'Eau
Bank: Hotel De Ville
Loop Trap: Miromesnil
Line Codes: The number of each Line is considered to be its Line
Code.
Circle Line Equivalent: formed by two lines, Lines 2 and 6,only on
the Line Segments between Nation and Charles-De-Gaulle Etoile.
River: The Seine
Meridian: None. Narg Clamps may be removed at "Cite".
Quadrants: "Quadrant 0" inside the Circle, "Quadrant 1" outside. A
player on the Quadrant boundary must place used Tokens in a position
that e could not reach with a Standard Move at 10 LV.
Zones: none defined.

*Rule 3.1.2: Swimming
A player may cross the River when the Bridges are Up by playing a
[Swimming] Pre-Move Action. This acts in every way like the [Walking]
action, and the Token costs and time taken are the same, with the
addition that all Papery or Edible Possessions held by that Player must
be discarded.

*Rule 3.1.3: RER et l'Option de Finsbury

The RER lines on the Map are considered the equivalent of British
Rail lines, and any Metro stations they come into contact with are
considered equivalent to British Rail stations for the purposes of
housing Emporia and purchasing Hats.
Finsbury Option rules applied to Chateau d'Eau allow all RER
stations on the Metro map to be included in the playing board, and
Players may move along the RER lines with Line Codes of A, B, C and D:
for those RER lines that point off the map, the last station before it
goes off the map is considered a Terminus in all ways.

*Rule 3.1.4: Station Classifications

Station classifications are as on the London Underground, but
translated into French.
"Nord", "Sud", "Est", "Ouest" =3D North, South, East, West =3D =
Compass
Stations.
"Parc" and "Vert" =3D Parks and Greens, and "Jardin" makes up =
Gardens
to complete the list of Verdant stations. "Tuileries" is considered
Verdant. {Comment: because it's a very famous garden.}
"Maison", "Ville" or "Cite" are Populated.
"Rue" or "Boulevard" (Bd.) =3D A to Z.
"Saint" (St), "Croix" or "Eglise" are Holy Stations.
Terminus, Interchange and suburban British Rail equivalent (RER)
connections are all obvious on the map.

*Rule 3.1.5: Cascade des Rues et Boulevards.

Due to the fact that there are far fewer Park or Green stations on
the Paris Metro than on the London Underground, any and all of the
standard rules about Parks and Greens Cascades do not apply. An
alternative of a Streets and Roads Cascade ("Rue" and "Boulevard")
replaces these rules and applies instead, being terminated by a move to
a "Place" station.

*Section 3.2: We're Bound for Botany Bay (not quite): Sydney
Guidebook.

*Rule 3.2.1: Macdonaldtown
Mornington Crescent may be played on the transport network of
Sydney.
Map: http://people.enternet.com.au/~cbrnbill/maps/sydney.htm
Goal: Macdonaldtown
Bank: Town Hall
Loop Trap: Rooty Hill
Line Codes:
SR: Southern Line (green)
WR: Western Line (yellow)
NR: Northern Line (red)
IR: Illawarra Line (blue)
BR: Bankstown Line (brown)
CR: Cumberland Line (purple)
MR: Monorail (while)
LR: Light Rail (light blue)
TZ: Taronga Zoo Ferry (blue)
MF: Manly Ferry (light blue)
WF: Watson's Bay Ferry (green)
PF: Paramatta-Meadowbank Ferry (yellow)
DF: Darling Harbour Ferry (purple)
NF: Mosman-Neutral Bay Ferry (red)
HF: Hunter's Hill Ferry (brown)

Circle Line equivalent: none {Comment: just pointing this out.}
River Thames equivalent: Sydney Harbour. Ferry stops which share a
name with a rail station (e.g. Milson's Point) are considered
Interchanges between the rail and ferry lines.
Meridian: Central Station. This is considered to be in none of the
four Quadrants.
{Comment: either that or all four, and having it in no quadrant has
a historical precedent - MN before the invention of Quadrant 0.
Zones: none defined.
Emporium Shops: Interchanges (as there is no inter-urban railway
link mentioned on the Map.)
Station classifications: As on the London Underground. Interchange
Hats are claimable instead of British Rail Hats, and the "Visiting" and
"Late Arrival" Actions do not exist.

*Rule 3.2.2: Sydney Gambits

All London Underground Manoeuvres are valid on the Sydney transport
system, provided that stations of identical names exist. The Trellis
Roundhouse Gambit is legal, provided that none of the Stations used are
within 6 Stations of the Meridian (by the shortest possible route.)
{Comment: to make its implementation similar to the current
implementation, given that there is no Quadrant 0 to keep the moves
apart in this game.}
The following Manoeuvres also exist:
The City Tourist (2 red, 4 blue, 3 green): Exhibition Centre ->
Museum
-> Circular Quay

The PaulWay Arrival Gambit (1 black, 1 red, 1 green, 1 blue, 1
bronze,
1 silver): Hornsby -> Central -> Stanmore

The Olympic Tourist (1 Gold, 1 Silver, 1 Bronze): Central ->
Olympic
Park -> Taronga Zoo

The Danger Man Attack (6 Red, 4 Blue, 1 Silver): King's Cross ->
Redfern -> Mount Druitt

*Section 3.3: Brighton & Hove Guidebook
*Rule 3.3.1: Oh We Do Like To Be Beside The Seaside
Mornington Crescent may be played on the Brighton & Hove bus
transport system.
Map URL: http://members.xoom.com/asabove/metro.gif
Goal : The Crescent (49)
Bank : Bingo Hall (1)
Loop : Lark Hill (5)
Circle Line Equivalent : Formed by two lines - Line 5 and Line 7,
the
Line Segments between George Street and Churchill Square only.
River : None
Line Codes : 1, 5, 7, 25, 49
Meridian: The median point of the Map.
Zones : None
Quadrants : 1-4, marked on Map; no Quadrant Zero despite
the presence of a Circle Line. {Comment: As the original Proposer of the
variant intended: e stated that there was no Quadrant Zero, so I'm
holding to that.}

*Rule 3.3.2: Special Rules

- Stations may be referred to as "Stops".
- Map abbreviations such as "Rd" and "Gdns" should be read
unabbreviated.
- Holy Hats take the place of Compass Hats.
- A Shop Stop is one with the string "Shop", "Asda", "Co-op",
"C&A", "Sainsburys", "Somerfield", "Texaco" or "Waitrose" in its name.
- In Rule 1.4.18 (The Emporium), "British Rail Station" should be
read as "Shop Stop", although "Edible" Possessions may be bought at
Refectory. "British Rail Coffee" becomes "Styrofoam-Flavoured Coffee".
- Certain loops of track may only be traversed in one direction, as
indicated by arrows around that loop. Moves which involve traversing any
Line Sections in the wrong direction are Invalid.
- Certain Stops may only be accessed in one direction, as indicated
by an arrow directly next to the Stop. If a Move ends at such a Stop
having entered from the wrong direction, or begins at such a Stop and
leaves in the wrong direction, it is Invalid.
- Where a Stop is "not served Sundays", it is treated as Closed all
day Sunday.
- Hardwick Road counts as a Terminus Stop. A Move which passes
through Hardwick Road is Invalid.
- "Palace Pier" is a Stop with a Line Code of "N/A", connected to
no other Stops. It may be Walked to from Sea Life Centre (just as Sea
Life Centre may be walked to from Palace Pier), but only during Peak
Hours.
- A Player may perform the ten-minute neutral Action of "[Playing
=46ruit Machines]", provided that eir Piece is situated at Palace Pier
during Peak Hours. This Action costs one Bronze Token. After submitting
eir GSD, the Actioning Player should roll a six-sided die to determine
eir prize - this prize should be added to that Player's Token balance by
the next Player to take eir Turn. If the next Player takes eir Turn
before the die result arrives in the Lounge, no prize is given.
Prize: 1-2 =3D Nothing, 3 =3D 1 Silver, 4 =3D 1 Gold, 5 =3D 3 =
Silvers, 6 =3D
2 Golds.

*Ruleset Part 4, Section 4.0: Other Games.
*Rule 4.0.0: Non-MC Games
Other games than MC may be played on the London Underground (or
equivalent network.) The games in this Section are defined as being
non-MC games: therefore, there is no Goal Station, no Action of [Opening
MC], moves to Mornington Crescent do not win the Game, and Mornington
Crescent Station is considered to be (1) open all the time, and (2) a
normal Station like any other.

The victory conditions in each game shall be defined in the Special
Ruleset pertaining to that game.
Other rules of the game of Mornington Crescent apply as normal
unless contradicted by a Rule in this Ruleset.

*Section 4.1: Capture the Flag

*Rule 4.1.1: Capture the Flag
"Capture the Flag" is a team game: therefore all rules of the "Team
Play" Special Ruleset also apply to this game. Specific exceptions to
this are that the number of Players in each team must be agreed on
before the first move of the Game is played, and that the minimum number
of Players in a team is one (in which case the game is an individual
game rather than a team game).
For each Team in the Game there shall exist a Flag, which is
considered Indestructable, and may not be given to another Player on the
same Team by means of the [Giving <Possession> to <Player>] Action.
A Flag may be in the possession of a Player (in eir Luggage Rack),
or may rest at a Station (as if it were a Token Stack.) Either way, its
presence is noted as "Flag (T)" where (T) is a letter or set of letters
that
are clearly and unambiguously an abbreviation of the colour of the Team
who owns it. {Comment: what about a Black team and a Blue team in the
same game? Both abbreviate to B...}
A Flag may be Shunted as if it were a Token Stack or a Player.

*Rule 4.1.2: An Englishman's Home...

In addition to the normal conditions, no Station in Zones 5, 6 or 7
may be a Home Station.
There is only one Home Station for each entire Team, chosen by the
first member of that Team to declare Home: this is known as the Team HQ.
All Players on that Team may, and must, declare that Station as their
Home Station in their first non-Passed Turn.

*Rule 4.1.3: Capturing and Dropping

If a Player has passed through or moved to a Station containing a
=46lag during eir Turn, e may perform the Action "[Collecting Flag (T)]"
to place the Flag of the specified Team in eir Luggage.
If a Player is carrying a Flag, e may perform the post-Move Action
of "[Flag (T) on <Station>]" to place the Flag of the specified Team at
a Station, where "<Station>" is any Station which the Actioning Player's
Piece has passed through this Turn, or started or ended its Move at.
A Player carrying a Flag in eir Luggage at the start of eir Turn
may not make any Special Moves, or play any Post-Move Actions that alter
eir Piece position.
*Rule 4.1.4a: Winning - The Easy Way.

Either this Rule, or Rule 4.1.4b, but not both, may apply to the
game (at the Speaker's discretion, to be announced at the start of the
game.)
If, at the end of a Player's turn, a Flag belonging to one Team
rests at the Team HQ of another Team, the Team whose HQ is involved is
declared the Winners.

*Rule 4.1.4b: Winning - The Hard Way.

Either this Rule, or Rule 4.1.4a, but not both, may apply to the
game (at the Speaker's discrection, to be announced at the start of the
Game.)
If, at the end of any Player's turn, the Flag of one Team rests at
the HQ of another Team, then the Flag in question is removed from the
game, as are all Pieces, Tokens and Possessions of the Team which has
lost its Flag (with the exception of any Flags carried by Players on
that Team: these are placed on the HQs of the Teams they belong to): and
parentheses are put around the names of the Players to indicate that
they may take no further part in the Game.
When there is only one Flag remaining in the Game, its Team is
declared the Winners.

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

Proposal 687 - Actions Against Other Players [Multiple]

*Rename Section 1.10 to " Actions that target other Players"

*Rule 1.10.0: Target Practice
This Section concerns Actions played by one Player that affect
another Player directly.
Any Action which targets another Player in this manner may be
performed only (1) if the Actioning Player shares a Station and Line
with the Target Player at the end of the Actioning Player's Move, and
(2) as the first Post-Move Action (thus, only one may be performed per
Turn), unless explicitly specified otherwise in the Rule defining that
Action.
{Comment: Oh dear, another of my explanatory "Rule 0" ideas... more
to come}

*Add this Rule to the Ruttsborough Ruleset: "Rule 1.10.0 does not
apply: actions that target other Players may be performed at any time in
the Post-Move phase of the Turn."

Rule 1.10.3: amend the first sentence to "If, after eir Move, a
Player shares a Station and Line with another Player, e may perform the
Action of [Dead-End Shunting <Player> to <Station>], where <Station> is
a Terminus which is less than <n> stations away, where <n> is the
Actioning Player's LV."
{Comment: a semantic change mostly, but a Dead-End Shunt should
IMHO only be able to happen if the shunt causes the player to crash into
the Terminus with some force - i.e. if the Terminus is *less* than the
maximum Shunting distance away: otherwise, the Piece comes to a stop
exactly at the platform (i.e. a standard Shunt) rather than crashing
into a dead end.}
Renumber the Rules about Spanging (1.7.35), Shadowing (1.7.25),
Velocity Bombs (1.7.43), and the Clamps (Spoon (1.7.4), Narg (1.4.27),
Knid (not sure), Green (1.7.44)and Freem (1.4.26)) to be in Section
1.10. Also the rule about Knerdling (not sure of the Rule number), which
should be with the Clamps. The Action Table must be adjusted accordingly
to reflect references to the new Rule numbers.

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

Proposal 688 - Consider Yourself Huffed [Enactment]

A Player who shares a Station and Line with another Player at the
end of eir Move may perform the Action "Huffing <Player>": the target
Player gains a Huff Clamp immediately. A Huff Clamp is an Indestructable
Possession.
A player carrying a Huff Clamp may not make any Standard Move that
does not leave em closer to the Station at which e commenced eir Turn on
the Turn immediately prior to being Huffed.
A Huff Clamp may be removed by use of the [De-Huffing] Action,
provided the Player is situated at the Station at which e commenced eir
Turn on the Turn prior to receiving the Huff Clamp.

New Action: Huffing (20-minute Post-Move, cost -2 Red and -1 Green)
New Possession: Huff Clamp (Indestructable)
New Action: De-Huffing (10-minute Post-Move, -1 Black)

{Comment: This can be merely annoying or disastrous - it might be
used just to deny a Manoeuvre by forcing a backtrack, or it might be
used against someone who has just Wilded from Amersham to Morden with
the Bridges up... Should be fun. Huffing is defined in the EM a "an
attacking block which leaves the person in the same place but facing in
the other direction" - hence it forces the Player back where e came
from. Note that the movement does not have to be direct... a roundabout
route is possible. This is intentional.}

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

Proposal 689 - Garbage [Multiple]

Reword Rule 1.7.39 (Ecofriendly) to:-

A Player may perform the Neutral Action of "[Recycling <Thing>]" to
recycle something in their possession - "Thing" may be a single Token,
or a non-Indestructable Possession.

If a single Token is Recycled, the Actioning Player gains one Green
Token. If a Possession listed in Rule 1.4.18 (The Emporium) is
Recycled, the Actioning Player gains Green Tokens equal to half the
Bronze Token value of the Possession (rounded down).

Recycling is considered a Token Exchange Action, unless a Possession
is being Recycled.

And adjust the relevant Action to read:-

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Recycling <Thing>] Neut 1.7.39 5 Varies Varies
=
------------------------------------------------------------------------

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

Proposal 690 - Magno-Clamps [Action]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Magno-Clamping <Player>] Neut 1.7.x -1 Gr
[Attracting] Neut 1.7.x Varies
[Magno-Gone] Neut 1.7.x
=
------------------------------------------------------------------------

A Player may perform the Action of "[Magno-Clamping <Player>]", where
<Player> is a Player who shares a Station and Line with the Actioning
Player. A Magno-Clamped Player gains a "Magno-Clamp" Possession.
Magno-Clamps are Indestructable Possessions.

If a Player is carrying a Magno Clamp, e attracts Metallic Tokens from
eir surroundings; e may perform the neutral Action of "[Attracting]" =
to
exert this ability - upon performing the Action, e may take one =
Metallic
Token from each Player or Token Stack which is less than three =
Stations
away from eir Piece.

However, a Player carrying a Magno Clamp will find it hard to let go =
of
any Metallic Tokens e has - if a Player is carrying a Magno Clamp, e =
may
not perform any Actions which involve the expenditure of Metallic
Tokens, may not Drop or Hoard Metallic Tokens, and Metallic Tokens may
not be taken from eir Possession by other Players.

If a Player carrying a Magno Clamp plays a Move which involves passing
through or leaving a Station occupied by another Player carrying a
Magno Clamp, that Move is Invalid.

A Player may destroy a single Magno Clamp which e is carrying, by
performing the Action of "[Magno-Gone]". Upon performing this Action,
the Actioning Player loses four Metallic Tokens of eir choice, if e
has any.

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

Proposal 691 - Time Passes... [Action]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Waiting] Neut 1.7.x Varies
=
------------------------------------------------------------------------

A Player may perform the Action of "[Waiting]" to spend part of their
Turn merely watching time pass - the duration of this Action can be =
any
period the Actioning Player wishes, between five minutes and one day.

{ Comments : Without this, there is reasonable incentive to perform all
manner of superfluous Actions just to fill out the rest of your =
allotted
hour, if you're keen to get Game Time to a certain point by the end of
your Turn. Not, I feel, a good thing. }

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

Proposal 692 - A Special Need [Multiple]

{ As raised on the mailing list - something that firmly establishes the =
idea
of a "Special Move", making Wilding and similar Actions much easier to
keep track of, and Move Validity rather simpler. }

1. The Soul of Wit [Amendment]

Move the last paragraph of Rule 1.5.0 (Valid Moves) to Rule 1.5.1 (Keep =
the
Piece), and reword Rule 1.5.0 to:-

"The following Moves are possible in the Game of Mornington Crescent:

* The name of any Station on the Map
* The word "Pass"
* The word "Timeout"

All Moves are Valid by default, unless a Rule or combination of Rules
declares them to be Invalid. A Move of "Pass" or "Timeout", however, =
is
*always* Valid.

Certain events permit Players to make Special Moves to a given
destination - these Moves do not pass through Stations, but may still=
be
made Invalid by other Rules. In addition, a Player's LV is reduced to
zero after making a Special Move.

(When a Rule says that something 'permits a Special Move', this means
that it permits the current Player to make a Special Move during the
current Turn.)"

2. Getting There [Enactment, as 1.6.2]

When a Player makes a Move to a Station, that Station must be at a
distance of 'x' Stations, where 'x' is eir Line Velocity - if it is
closer or further, e cannot get there at that speed, and such a Move =
is
Invalid.

When making a Special Move, however, an incorrect Line Velocity will =
not
make a Move Invalid.

3. Golly [Amendment]

In Rule 1.4.16 (Playing with Food), replace the Marmalade Sandwich's =
special
effect with:-

When a Player performs the Action "[Eating Marmalade Sandwich]", a
Special Move to Paddington is permitted.

4. Right of Way [Amendment]

Reword the first paragraph of Rule 1.7.10 (Walk the Walk) to:-

A Player may perform the pre-Move Action of "[Walking]" to permit a
Special Move to any Station within Walking Distance.

5. Strile, Friend, Strile [Amendment]

Reword Rule 1.7.12 (Basic Striles) to:-

If a Player's Line Velocity is six or more, e may perform a Strile via
the pre-Move Action of "[Striling]"; this permits em to make a Special
Move to any Strilable Station.

A Station is said to be Strilable if it has a Token Stack, and if that
Token Stack is identical to the Stack at the Player's current Piece
location.

6. Stubthumper [Amendment]

Reword Rule 1.7.33 (Stubbery) to:-

If a Player owns the Ticket Stub for the Station eir Piece is situated
at, e may perform the pre-Move Action "[Stub Link]" - this permits em
to make a Special Move to any other Station which e has a Ticket Stub
for.

7. Of Borneo [Amendment]

Reword the second paragraph of Rule 1.11.1 (Born to be Wild) to:-

A Player may perform the Action of "[Wild]" to permit a Special Move =
to
any Wild Station.

8. Paintball's Going Home [Amendment]

Reword Rule 1.12.4 (Going Home) to:-

A Player may performs the pre-Move Action of "[Home]" or "[Home:
<Station>]"; both of these permit a Special Move to eir Home Station.

9. Mustn't... Repeal... [Amendment]

Reword Rule 2.2.1 (Terminal Velocity) to:-

If, at the start of eir Turn before any other Player Actions a Player
has an LV of 10 or more, and e does not (and is not forced to by any
other Rule) reduce it below 10 before eir Move, e may make a Special
Move to any Terminus which e shares a Line with, provided that =
reaching
it would not involve a change of Line Direction (this option is in
addition to the standard Moves available through eir natural
LV-dependent Piece Movement and any Special Moves available).

10. Just Drop Me At The End Of The Road [Amendment]

Reword Rule 2.3.2 (Home Isn't Where The Start Is)) to:-

When a Player performs the "[Home:]" Action, it permits a Special Move=
to
any Station which shares a Quadrant and Line with that Player's Home
Station.

{ MC exception no longer required, since you can't Special Move to a =
Closed
Station. }

11. Whose Line Is It Anyway? [Amendment]

In Rule 1.5.11 (Changing Line), replace "A Piece Move that involves a =
change
of Line" with "A non-Special Move that involves a change of Line".

12. Loose Ends [Amendments]

To the start of Rules 1.8.1 and 1.8.6, add the paragraph "This Rule is
closed for repair - the following paragraphs should be treated as if
they do not appear in the ruleset. This paragraph will remove itself
from the Ruleset at the end of Week Four, at which point Kevan will lose
ten Kudos."

{ I'd rather just close off the Loops rather than attempt to bring them =
in
Line, and having the Proposal fail for doing it in an unpopular way; =
I'll
be proposing fixes either for this Week or next. There's a bit of a =
stick
there to encourage me to get around to it. }

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

Proposal 693 - But No Taxi [Action]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Huffing <Player>] Post 1.4.27
=
------------------------------------------------------------------------

A Player may perform the Action of "[Huffing <Player>]", where =
<Player>
is a Player who shares a Station and Line with the Actioning Player.
This Action may only be performed as the first Action of a Player's
Post-Move Action Phase.

Upon performing this Action, the Actioning Player may select any =
number
between zero and 'x' (where 'x' is equal to eir LV, plus the LV of the
Huffed Player) - both the Actioning and Huffed Player's LVs are then =
set
to this value.

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

{ Speaker's Comment: I find it fairly incredible that we have two totally
different Proposals for Huffing this Week... weird. }

Dunx
--
Ceci n'est pas un .sig

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From: "Jonathan Ellis" <jonathan@f...>
To: <l-nomic-d@egroups.com>
Date: Wed, 21 Apr 1999 02:06:11 +0100
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>{ Speaker's Comment: I find it fairly incredible that we have two
totally
> different Proposals for Huffing this Week... weird. }


So do I - but I like both of them, and would like to see both of
them pass, so I suggest that one should be renamed, perhaps to "Toffing"
(also part of real MC and in the IMCS rulebook and Encyclopaedia
Morningtonia) - otherwise it's a straight choice between the two, and
IMHO both ideas are good enough to keep. It will have to be agreed
between the proposers of the ideas first, though, otherwise both might
change and we would be left with the same situation...
My suggestion (as the proposer of 688) is the simpler Proposal 693
is probably better to change its name, as my own more complex one
(Proposal 688) claims to me to be more in keeping with the existing
Encyclopaedia Morningtonia (an attacking block that leaves the huffed
player where e is, but facing in the opposite direction and heading back
the way e came.) However, if the Proposer of 693 is not willing to
change the name of the Action (please announce this within two days)
then I shall mail the Speaker amending Proposal 688 to change all
references in my "Huffing" proposal to "Toffing" on Thursday evening.

Also, just a note to the Speaker to mention the effect of Proposal
687 on both Huffing proposals: if Proposal 687 passes, whichever (or
both) of the Proposals 688 and 693 pass should be renumbered into the
Anti-Player Actions section, (rather than to 1.4.27 as Proposal 693
suggests.)

Jonathan.



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------------
>
>{ Speaker's Comment: I find it fairly incredible that we have two totally
> different Proposals for Huffing this Week... weird. }

So, what happens if they both pass?

--Riff



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From <palnatoke@g...> Wed Apr 21 08:48:08 1999
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From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>
Date: Wed, 21 Apr 1999 17:46:23 +0200
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I propose changing Rule 1.19.5 to have this wording:

"Rule 1.19.5 - Charge Spiral

Any Player may perform the neutral Action "[Charge Spiral Inwards]" or
"[Charge Spiral Outwards]" to put a Charge Spiral into effect.

When a Charge Spiral Inwards is in effect, any Move which does not
involve a decrease in the Moving Piece's Charge is Illegal. A Charge Spiral
Inwards remains in effect until a Piece rests at Tottenham Court Road at the
end of any Turn.

When a Charge Spiral Outwards is in effect, any Move which does not involve
an increase in the Moving Piece's Charge is Illegal. A Charge Spiral
Outwards remains in effect until a Piece rests at a Terminal Station with a
Charge of 80 or more at the end of any Turn."


The price of a Charge Spiral, either Inwards or outwards, should remain as
it is.

Ole


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From <DELLIS@u...> Wed Apr 21 09:12:47 1999
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Date: 21 Apr 99 17:06:47 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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>When a Charge Spiral Outwards is in effect, any Move which does not involve=

>an increase in the Moving Piece's Charge is Illegal. A Charge Spiral 
>Outwards remains in effect until a Piece rests at a Terminal Station with a=

>Charge of 80 or more at the end of any Turn." 

Cool. 

Very slight nit pick, though - Pieces have Charge, Stations have Current. 

-- 
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 kevan@d... Wed Apr 21 10:32:37 1999
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> When a Charge Spiral Outwards is in effect, any Move which does not involve
> an increase in the Moving Piece's Charge is Illegal. A Charge Spiral
> Outwards remains in effect until a Piece rests at a Terminal Station with a
> Charge of 80 or more at the end of any Turn."

There really aren't many Termini with a Charge that high, though, glancing at the Map; critical ones such as High Barnet and Morden, in particular, are quite a lot lower. Perhaps just "any Terminus outside of Zone 1"? Or would that be too weak?

Kevan

--
kevan@d...
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From <palnatoke@g...> Wed Apr 21 13:57:54 1999
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From: "Ole Andersen" <palnatoke@g...>
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I propose changing Rule 1.19.5 to have this wording:

"Rule 1.19.5 - Charge Spiral

Any Player may perform the neutral Action "[Charge Spiral Inwards]" or
"[Charge Spiral Outwards]" to put a Charge Spiral into effect.

When a Charge Spiral Inwards is in effect, any Move which does not
involve a decrease in the Moving Piece's Charge is Illegal. A Charge Spiral
Inwards remains in effect until a Piece rests at Tottenham Court Road at the
end of any Turn.

When a Charge Spiral Outwards is in effect, any Move which does not involve
an increase in the Moving Piece's Charge is Illegal. A Charge Spiral
Outwards remains in effect until a Piece rests at a Terminal Station with a
Current of 70 or more at the end of any Turn."


The price of a Charge Spiral, either Inwards or outwards, should remain as
it is.

Ole

[Changed Charge to Current and 80 to 70.]


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From kevan@d... Fri Apr 23 04:42:43 1999
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> When a Charge Spiral Outwards is in effect, any Move which does not involve
> an increase in the Moving Piece's Charge is Illegal. A Charge Spiral
> Outwards remains in effect until a Piece rests at a Terminal Station with a
> Current of 70 or more at the end of any Turn."

Hmm. Better, but still a bit high - there remain a lot of outlying Termini which fall below the mark. I suppose we can always Wild elsewhere, though, really, so it doesn't matter too much.

Kevan

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From kevan@d... Mon Apr 26 08:48:01 1999
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> My suggestion (as the proposer of 688) is the simpler Proposal 693
> is probably better to change its name, as my own more complex one
> (Proposal 688) claims to me to be more in keeping with the existing
> Encyclopaedia Morningtonia (an attacking block that leaves the huffed
> player where e is, but facing in the opposite direction and heading back
> the way e came.) However, if the Proposer of 693 is not willing to
> change the name of the Action (please announce this within two days)
> then I shall mail the Speaker amending Proposal 688 to change all
> references in my "Huffing" proposal to "Toffing" on Thursday evening.

Sorry I've not gotten back on this one sooner - Proposal 693 was mine, and after musing a bit I think it's probably more deserving of the "Huffing" trousers. Not being familiar with the Morningtonia defition, I chose an implementation which might make a huffing sort of sound - adjusting LVs without actually affecting anything else seemed quite fitting.

"Official" Huffing doesn't fit entirely neatly with the current game, since there's normally no real concept of facing a direction (perhaps there should be; bounding back and forth U-turning with a high LV seems quite counter-intuitive). I think Huffing fits an LV shift better than Toffing, but it really depends if both of these pass or not...

I'm presumably too late anyway, of course. Sorry I've not said anything sooner; absent-mindedness, busyness and relaxation away from computers.

Kevan

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From <jonathan@f...> Mon Apr 26 14:50:11 1999
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From: "Jonathan Ellis" <jonathan@f...>
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 Never mind. The deed has been done: I have emailed the Speaker with
an amendment to my own Proposal 688, changing all occurrences of
"Huffing" to "Toffing" before the official voting deadline. No other
changes have been made other than the change in the name of the Action.
It is now safe to vote FOR both proposals 688 and 693, if one
wishes, without creating a bug in the Ruleset of there being two
different Actions with the same name. I myself have voted for Kevan's
proposal, but hope mine passes as well.

Jonathan.



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From <jonathan@f...> Mon Apr 26 16:29:27 1999
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Two comments:

(1) I will be Inactive again from Wednesday afternoon to Monday
evening.
(2) Nobody has played in the Long Game for ages. Whoever is to play
next should be forced to Timeout.

Jonathan.




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From riffraff@n... (RiffRaff) Mon Apr 26 22:26:50 1999
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>Two comments:
>
> (1) I will be Inactive again from Wednesday afternoon to Monday
>evening.
> (2) Nobody has played in the Long Game for ages. Whoever is to play
>next should be forced to Timeout.

With my luck, it's probably me, although I could swear I was waiting on
someone else.

I'll go have a look.

--Riff



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>>Two comments:
>>
>> (1) I will be Inactive again from Wednesday afternoon to Monday
>>evening.
>> (2) Nobody has played in the Long Game for ages. Whoever is to play
>>next should be forced to Timeout.
>
>With my luck, it's probably me, although I could swear I was waiting on
>someone else.
>
>I'll go have a look.

The last post listed on the EGroups page is from PaulWay, which makes it
Kevan's move. I'm next after that, so I'll go ahead and do the Timeout.
Sorry, Kevan, but it's been nearly two weeks.

Interestingly, the table of contents on the page says there's 131 posts,
but only lists them up to 130. You have to click 130 and then hit 'next
message' to see 131...

--Riff



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From riffraff@n... (RiffRaff) Mon Apr 26 22:55:01 1999
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Yes to all of them.

(I remembered! H'ray!)

--Riff



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From riffraff@n... (RiffRaff) Mon Apr 26 22:56:35 1999
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>Yes to all of them.
>
>(I remembered! H'ray!)
>
>--Riff


Drat! That was meant only for Dunx, obviously. Oh well, you'll all see
the voting results soon enough anyway.

--Riff



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From kevan@d... Tue Apr 27 01:27:09 1999
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From: kevan@d...
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> The last post listed on the EGroups page is from PaulWay, which makes it
> Kevan's move. I'm next after that, so I'll go ahead and do the Timeout.
> Sorry, Kevan, but it's been nearly two weeks.

Tish. Not sure what I was thinking, there. Oh well. It's a fair cop.

> Interestingly, the table of contents on the page says there's 131 posts,
> but only lists them up to 130. You have to click 130 and then hit 'next
> message' to see 131...

eGroups has been behaving a little oddly lately, having trouble keeping track of unread messages, amongst other things. They're apparently working on it.

Not a bad new layout to the pages, really. Good to see the frames gone.

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From <DELLIS@U...> Tue Apr 27 02:08:17 1999
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Date: 27 Apr 99 09:47:23 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@U...>
To: l-nomic-d@egroups.com
X-Orcl-Application: In-Reply-To:UNX8.UK.ORACLE.COM:l-nomic-d-return-298-dellis=uk.oracle.com@returns.egroups.com's message of 27-Apr-99 00:36
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> (1) I will be Inactive again from Wednesday afternoon to Monday 
>evening. 

Duly noted - a nicley timed Inactivity, entirely contained within Week 3. 

> (2) Nobody has played in the Long Game for ages. Whoever is to play 
>next should be forced to Timeout. 

I shall issue a Game State roundup shortly as a reminder. 

-- 
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 Apr 27 02:12:09 1999
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Date: 27 Apr 99 09:45:46 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
To: l-nomic-d@egroups.com
X-Orcl-Application: In-Reply-To:UNX8.UK.ORACLE.COM:l-nomic-d-return-297-dellis=uk.oracle.com@returns.egroups.com's message of 26-Apr-99 22:52
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> Never mind. The deed has been done: I have emailed the Speaker with 
>an amendment to my own Proposal 688, changing all occurrences of 
>"Huffing" to "Toffing" before the official voting deadline. No other 
>changes have been made other than the change in the name of the Action. 

Indeed you did - apologies for not doing anything with it. 

Strictly speaking, although the modification was received before the
deadline 
my laxity means that the announcement is only just effective and, hence, the=

modified 688 should properly be Voted on next Week. 

However, since no actual substantive change has taken place I am inclined to=

let the vote be taken this Week instead - this is contrary to the letter of 
the Rules, but since (as I interpret it) the four day deadline is intended
to 
prevent malicious changes being made I think that letting the vote happen
this 
Week instead is in the spirit. 

If anyone has an objection to this, feel free to rise Point of Order and I 
shall postpone the vote on 688 accordingly. 

Once again, my apologies for not acting promptly. What can I say - it is not=

just Pilgrimages that have been neglected over the last week. 

-- 
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 Apr 27 04:20:12 1999
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Date: 27 Apr 99 12:17:24 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Players: 

Apologies for this, but I'm not going to be able to do the Week End stuff
this 
evening due to an unfortunate outbreak of Real Life. I'm therefore extending=

Week 2 by a day. 

This infestation should be under control by tomorrow lunchtime, at which
time) 
or shortly thereafter) Week End documents will wing their way in the now 
traditional manner. 

Sorry about this. 

-- 
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 Apr 27 05:34:12 1999
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Date: 27 Apr 99 13:30:36 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Game states as of 13:30 BST 27/4/99 are as follows: 

Game List Rules To Play Last Move (all times BST) 
------------------------------------------------------ 
11 MN-L Long Dunx 27-April-1999 13:28 [1] 
13 MN-G Finsbury Grimace 16-April-1999 14:30 
15 MN-R Rutts Kevan 23-April-1999 14:55 
16 MN-B Chateau RiffRaff 20-April-1999 14:01 
17 MN-C Flag Kevan 26-April-1999 09:52 

Games 13 and 16 are due a Timeout now (Kevan to play through in both - as 
emself in 13, as Drone in 16); Game 15 will be due a Timeout in about an
hour 
and a half or so (PaulWay to play through). 

-- 
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 kevan@d... Tue Apr 27 05:59:04 1999
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> Games 13 and 16 are due a Timeout now (Kevan to play through in both - as
> emself in 13, as Drone in 16); 

Paul's next after Grimace in Game 13, isn't he? Or have I missed a GSD or a declaration of Inactivity?

Running out of spare time,

Kevan

--
kevan@d...
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From <DELLIS@u...> Tue Apr 27 06:04:19 1999
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Date: 27 Apr 99 14:02:28 +0100
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-308-dellis=uk.oracle.com@returns.egroups.com's message of 27-Apr-99 13:59
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>Paul's next after Grimace in Game 13, isn't he? Or have I missed a GSD or a=

>declaration of Inactivity? 

You are quite correct. Apologies. 

-- 
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 <palnatoke@g...> Tue Apr 27 13:18:58 1999
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Message-ID: <00af01be90eb$104f4f60$77cd52c3@opus>
From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>
Date: Tue, 27 Apr 1999 22:16:12 +0200
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I have been thinking about a Lost Property Office.

If I, say, lost a parrot in the tube, where would I go to get it back?

Does LT have a central Lost Property Office?


In game terms, we could have dropped things* end up in the Lost Property
Office, and be reclaimable from there within, say, a round.


*) Not all of them, of course.


Ole


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From kevan@d... Wed Apr 28 04:44:01 1999
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> If I, say, lost a parrot in the tube, where would I go to get it back?

I dread to think.

> Does LT have a central Lost Property Office?

Baker Street, apparently, after asking the Internet about it (http://www.londontransport.co.uk/company/4_1_1_8.html). I thought the Lost Property office was at Paddington, myself; is that maybe the nearest Tube station to the actual building?

> In game terms, we could have dropped things* end up in the Lost Property
> Office, and be reclaimable from there within, say, a round.

Items are rarely lost, though, really - they're either stolen or destroyed, and reclaiming such things would seem a bit odd. I suppose we could replace "Discarding" with "Losing", but having items floating around in a "removed from game" area for later retrieval is going to get vaguely confusing.

Maybe we could just have a Lost Property Office that dispenses random Possessions (including Clamps), for a two-Bronze collection fee. Hmm. Or - more realistically - you can buy any Possession you like for two Bronze from there, but only once per Game...

Kevan

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From dunx@l... (Duncan Ellis (Dunx)) Wed Apr 28 13:46:03 1999
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I'm sorry about this, but I'm going to have to put the Week End stuff =
back
another day. I'm just too drained to do this now.

Like I say, sorry to mess you all about.

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Thu Apr 29 14:36:05 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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=46urther apologies for not being on the ball this Week - as mentioned =
before, a
surfeit of Reality is the culprit, biting even harder than usual. This is=
also
why I've been a little slow in Moving.

I'm afraid I must plead your indulgence for a short while once more - I =
simply
do not have the time this evening to do the ruleset updates required by =
the
passage of those Proposals from last Week. I will endeavour to do the =
updates
over the calendar weekend but I'm afraid that is a couple of days away as=
I
write this note.

Just so you know, really.

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Thu Apr 29 14:36:08 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Date: Thu, 29 Apr 1999 21:34:33 GMT
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 694 - Charge Spiral Updates [Multiple]

I propose changing Rule 1.19.5 to have this wording:

"Rule 1.19.5 - Charge Spiral

Any Player may perform the neutral Action "[Charge Spiral Inwards]" or
"[Charge Spiral Outwards]" to put a Charge Spiral into effect.

When a Charge Spiral Inwards is in effect, any Move which does not
involve a decrease in the Moving Piece's Charge is Illegal. A Charge =
Spiral
Inwards remains in effect until a Piece rests at Tottenham Court Road at =
the
end of any Turn.

When a Charge Spiral Outwards is in effect, any Move which does not =
involve
an increase in the Moving Piece's Charge is Illegal. A Charge Spiral
Outwards remains in effect until a Piece rests at a Terminal Station with=
a
Current of 70 or more at the end of any Turn."


The price of a Charge Spiral, either Inwards or outwards, should remain =
as
it is.

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

Proposal 695 - No Voting For Yourself... [Amendment]

Amend the first paragraph of Rule 0.5.2 to read:
"All Active Players may cast votes on current Proposals by sending
eir votes in an email to the Speaker with a subject line of "MN: Votes"
(if the email does not have this subject line, the votes may be
considered invalid.) No player may cast a Vote on a Proposal that e
proposed emself, and any such Vote submitted is invalid. Inactive
Players may not vote, and any votes cast by an Inactive Player are
considered invalid."
*Alter the Kudos table to remove the reference to Players voting
for eir own Proposals.
{Comment: Is there really a point in allowing a Player to vote for
eir own Proposal but penalising eir Kudos for it?...}

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

Proposal 696 - No Hiding Place (1) [Multiple]

Repeal Rule 1.4.16 (Nantucket) and remove all reference to the
Action of "Reshuffling" in the Action Table. Any Possessions contained
in the Nantucket of any player are to be moved into that Player's normal
Possessions in eir Luggage Rack (i.e. the asterisks are removed from
around the Possession.)

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

Proposal 697 - No Hiding Place (2) [Multiple]

-Remove the Money Belt from the Emporium.
-Remove the sentence "This effect specifically overrides Money"
Belts from Rule 1.7.48 (Blonking). This Rule should also be renumbered
into Section 1.10 (as an anti-Player action) along with the reference to
it in the Action Table.
-Remove the bracketed paragraph beginning "(If the Shunted Player
possesses a Money Belt...)" from Rule 1.10.1
-And remove the Money Belt reference from Rule 2.4.4.

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

Proposal 698 - Shockwaves!

Amend Rule 2.4.4 (Ruttsborough Ruleset, "Crash Barrier"), amending
the list of affected Players from "in the same Quadrant" to "whose
location is less than (n) stations away from the Crashing Player, where
(n) is half the Crashing Player's LV,"
{Comment: Shockwaves aren't *THAT* powerful, honest... and the idea
is that the higher the LV of the player, the greater the area of effect.
But a potential 15-station radius struck me as too powerful even for a
Rutts game.}

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

Proposal 699 - Drivebacks (Enactment, Ruttsborough Special Ruleset
only)

A player may perform the Action [<n>-station Driveback on <Line>],
where <Line> is a Line that passes throught the Station e is situated on
and <n> is equal to or less than the Actioning Player's LV.
Upon performing this Action, all Players on that Line are moved a
distance of <n> stations along that Line (or to a Terminus, if this is
closer) in a Line Direction which is directly away from the Actioning
Player. The Actioning Player loses <n> points of LV.
If a Driveback would result in a player being driven through a
Blocked Station or to a Closed Station, then the affected player stops
at the station immediately prior to the Blocked or Closed Station, as if
it were a Terminus.
Any player whose Piece cannot be moved the full distance of <n>
stations - whether this is prevented by a Terminus, Closed or Blocked
Station - loses one Plastic Token of the Actioning Player's choice.
New Action: [Driveback on <Line>] 20-min Post-Move, cost 3 Red.

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

Proposal 700 - Ever Decreasing Circles [Multiple]

1. Still Right Here, Where I Always Was [Amendment]

Reword Rule 1.8.6 (Loop the Loop) to:-

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.

During a Player's Turn, if the previous Turn (other than those which
includes a Loop Sidestep Action or a Move of "Pass") saw that Player's
Piece ending that Turn at a Trap Station, the current Player is caught
in the relevant Loop. When caught, moving to any Station other than =
the
Next Station 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 or Terminate Action, e ignores the =
Loop
for the remainder of eir Turn.

{ Simplification ahoy, with a fairly large dose of How I Think Loops =
Should
Work. Loops become compulsory if you hit a Trap Station, rather than
optional (more of a force of nature than a tool of man), and by =
assuming
that we'll never have two Loops sharing a Trap Station (I see little
reason why we'd want such things) and that Loops have a fixed rather =
than
optional sequence, a lot of it can be cut down. This also uses proper
Moves to Loop Stations, rather than enforced Piece movement and a =
skipped
Move phase. }

2. Hello Dollis [Amendment]

If Rule 1.8.1 (Dollis Hill Loop) has more than one paragraph, remove the
first one.

{ Tidying up should my Proposal "A Special Need" have passed and put the
Dollis Loop into cold storage. }

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

Proposal 701 - If Your Mansion House Needs Haunting [Action]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Ghosting] Pre 1.11.x -1 Bk
=
------------------------------------------------------------------------

The London Underground has a number of disused or semi-existent Ghost
Stations - those featuring in the Game are Aldwych, Blake Hall, =
British
Museum, Brompton Road, Down Street, Hob's End, North End, North Weald,
Ongar and The Millennium Dome. Although not physically on the Map, =
they
are considered to be present on it.

A Player may perform the Action of "[Ghosting]" to slip away to a =
Ghost
Station - if this Action is performed, a Special Move to any empty =
Ghost
Station is permitted (a Ghost Station is empty if no Players are =
there).

Ghost Stations are not on any Line (a Line Code of "GH" should be used
where such a thing is required), nor in any Quadrant or Zone, have no
Venbacker Numbers and all have a Current of 50. They may not be Moved =
to
by any means other than Ghosting, and - not being connected to the
Underground by normal means - are an incalculable distance from other
Stations, adjacent to nowhere and requiring a suitable Special Move to
escape them.

{ Maybe a decent implemenation, at last? Ghost Stations are essentially
perpetually Wild, but aren't connected to normal Stations and can thus
only be escaped from by a Special Move (Homing or what have you, or =
even
Ghosting elsewhere). You can only Move to an empty Ghost Station, so
they become a network of hiding places.

At the end of the day, Ghosting just lets you sneak "off the Map" for
as long as you can afford to, with possible difficulty involved in
getting back.

And no, this won't break Capture the Flag games - you can't hide at a
Ghost Station with your Team's Flag, because you need to make a Special
Move to get there (and can't do so whilst carrying a Flag). }

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

Proposal 702 - Bring Back Spanging [Multiple]

1. Spangers and Mash [Amendment, Repeal]

Remove the "[Spanging...]" Action and Repeal Rule 1.7.35 (Spanging =
Offence).

2. Spanging Offence [Enactment, Section 1.4]

If a Player is carrying a Spanger, e may perform Shunt Actions free of
charge, and eir Line Velocity is not decreased when performing them.

{ Repealing old girlfriends' rules is on something of a par with
throwing away the more traditional relationship relics, really - I'll
just adjust the concept of the Spanger, instead, I think, which has =
been
sadly under-used since its original inception. }

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

Proposal 703 - Clamp-Tampering [Multiple]

In Rule 1.7.49 (Vermicious Knids), replace "A Player may remove a Knid
Clamp by playing the "De-Knidding" Action while situated at eir Home
Station with an LV of zero." with "A Player may destroy a single Knid
Clamp in eir Possession, by performing the Action of "[De-Knidding]"
whilst at eir Home Station."

Also reduce the cost of the De-Knidding Action from two Blue Tokens to
zero Tokens, and increase the cost of the Knidding Action from two
Reds to four Reds.

{ Getting Home, slowing down *and* paying two Blues just seemed
preposterous - as in Greek legend, just getting Home should be
enough.

Two Reds to give a Knid Clamp is *far* too cheap, as well, really;
regarding Knidding as an Action which says "Target Player who
shares a Station with you cannot win the Game until he returns to
eir Home Station", it's rather powerful. Being able to do this for
a mere brace of Reds - or just one in Ruttsborough - seems absurd. }

In Rule 1.4.27 (The Narg Clamp explained), remove the third paragraph
(that which bans moving to the Crescent or performing Actions involving
Blue Tokens).

Also adjust the cost of the Narging Action from one Red, one Bronze,
one Blue to three Red.

{ Simplifying the aim of the Clamp (another 'you can't win' clause
seems over the top, and the Blue denial seems arbitrary) and making
the cost a little more expensive, with more correct use of colour. }

Move Rule 1.7.4 (Open the Cutlery Drawer, Mrs Higgins), Rule 1.7.43 (The
Velocity Bomb), Rule 1.7.44 (The Green Clamp) and Rule 1.7.49
(Vermicious Knids) to Section 1.4 (Tokens and Possessions). If any of
those Rules have been moved already, though, don't bother.

{ Putting them along with the rest of the Clamps, unless they all got =
moved
elsewhere by Proposal 687 last Week. }

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

Proposal 704 - Run and Hyde [Multiple]

Reword Rule 1.7.38 (Jekyll and Hyde Park) to:-

A Player may perform the Action "[Hyde Transformation]" to gain the =
Hyde
Mask Possession, provided they are situated at Hyde Park Corner. The
Hyde Mask is a Unique Possession.

If a Player carries the Hyde Mask, e may increase or decrease eir Line
Velocity by five rather than three. Also, any Actions which target the
Player have their Token cost increased by one Red Token, and any
Actions e performs have their Token cost reduced by one Red Token.

If a Player carries the Hyde Mask, e may not pass through or Move to
Holy Stations, nor may e perform the "[Opening MC]" Action.

If anyone is currently Transformed in any Games, they cease to be so
and gain the Hyde Mask. This paragraph then removes itself from the
ruleset.

Alter the cost of the "[Hyde Transformation]" Action to one Blue Token =
and
two Red Tokens.

{ Tweaked for congruity - rather than appending an (H) to one's name and
having rules for one-at-a-time, this just makes the Mr(s) Hyde trait a
Unique Possession. I've taken the opportunity to make the thing a
little more powerful, too (one extra Red to hit em with *any* Action,
and a Ruttsboroughesque cheapening of their own offensive Actions), =
since
it's not been used very much. }

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

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Thu Apr 29 14:36:17 1999
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From: dunx@l... (Duncan Ellis (Dunx))
To: l-nomic-d@egroups.com
Date: Thu, 29 Apr 1999 21:34:37 GMT
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Subject: MN: Year 3, Week 3 - Voting Results for Week 2
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
686 Special Rulesets Renumbering 5 1 1 3 Passes
687 Actions Against Other Players 5 2 - 3 Passes
688 Consider Yourself Toffed 6 1 - 3 Passes [a]
689 Garbage 6 1 - 3 Passes
690 Magno-Clamps 4 1 2 3 Passes
691 Time Passes... 3 1 3 3 Fails
692 A Special Need 3 1 3 3 Fails
693 But No Taxi 6 1 - 3 Passes
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul =
Riff
-------------------------------------------------------------------------=
----

686 (Jonathan) - FOR FOR - PAS AGA - FOR FOR =
=46OR
687 (Jonathan) - FOR FOR - PAS PAS - FOR FOR =
=46OR
688 (Jonathan) - FOR FOR - PAS FOR - FOR FOR =
=46OR
689 (Kevan) - FOR FOR - FOR PAS - FOR FOR =
=46OR
690 (Kevan) - FOR FOR - AGA PAS - AGA FOR =
=46OR
691 (Kevan) - AGA FOR - AGA PAS - AGA FOR =
=46OR
692 (Kevan) - AGA FOR - AGA PAS - FOR AGA =
=46OR
693 (Kevan) - FOR FOR - FOR PAS - FOR FOR =
=46OR

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul =
Riff
- KUDOS =
---------------------------------------------------------------------

Initial: 11 36 0 0 16 38 16 3 28 =
3
Halved: 18 0 8 19 1 14 =
1
=
-------------------------------------------------------------------------=
--
FOR Votes: +0 +0 +16 +21 0 +0 =
+0
AGA Votes: I -0 -0 I -1 -8 I 0 -0 =
-0
Decisiveness: n +3 +3 n +3 +0 n +3 +3 =
+3
Voting/Own: a -0 -0 a -0 +0 a 0 -0 =
-0
c c c
EP FOR Votes: t +0 +0 t +0 +0 t 0 +0 =
+0
EP AGA Votes: i -0 -0 i -0 +0 i 0 -0 =
-0
Finger/Pulse: v +5 +0 v +0 +0 v 0 +0 =
+0
e e e
Award Ceremony: +3 +0 +8 +6 0 +0 =
+3 [*]
Kudos Gifts -10 +1 +5 +1 +1 +1 =
+1 [b]
=
-------------------------------------------------------------------------=
--
This Week: -2 +4 +0 +31 +20 +4 +4 =
+7

Final Kudos: 11 16 4 0 39 39 16 4 18 =
8

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul =
Riff
-------------------------------------------------------------------------=
----

[a] was 'Huffed'. Archived Proposal updated also.

[b] two things:
1. all Active Players get one point for putting up with my crappy
Speakership this Week.
2. Jonathan gets an extra 4 points for being persistent in raising a
Points of Order about an error in the Ruleset which I haven't =
done
anything about yet (but which will be done with the rest of the
ruleset updates).
Consider this a redistribution of my regular three point bonus.

[*] Ruttsborough Award - Jonathan (Special Rulesets =
Renumbering): +5
IMCS Clarity Award - Kevan (But No Taxi): +3
CAMREC Cleanup Award - Kevan (Garbage): +3
Mrs Trellis Award - Jonathan (Consider Yourself Toffed) =
[a]: +3
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic)

Dunx
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From <palnatoke@g...> Thu Apr 29 19:17:50 1999
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Message-ID: <003201be92af$873e6d20$9fca52c3@opus>
From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>
Date: Fri, 30 Apr 1999 04:16:01 +0200
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Subject: MN: Lost & Found - proposal - work in progress
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The ¤¤¤-delimited text is the proposal. Any obvious holes?

Ole

¤¤¤
The Lost Property Office is placed near Baker Street.

A Player at Baker Street can perform the 42-minute Post-Move Action of
[Finding], but only between 0930 and 1400 on Mondays to Fridays.


------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Finding] Post x.x.x 42 -2 Br varies

The Player performing the [Finding] Action should roll a single 100-sided
die after submitting eir Turn. The next Player to take eir Turn should look
this number up on the table below. The found item is then added to the
Luggage Rack of the Finding Player.


+-------+--------------+---------------------------------+
| Roll | Item found | Qualities |
+----------------------+---------------------------------+
| 1 | Key | |
| 2 | Zone 1 Pass | |
| 3-5 | Spectacles | |
| 6-9 | Money Belt | Empty, of course |
| 10-18 | Umbrella | |
| 19-30 | * | First item in Lost & Found Box |
| 31-40 | Scarf | Woolen |
| 41-42 | Glove | Right Hand |
| 43-45 | Glove | Left Hand |
| 46-60 | Green Token | |
| 61-80 | Book | Papery |
| 81-95 | Nothing | |
| 96-99 | Gloves | Pair |
| 100 | Gold Token | |
+-------+--------------+---------------------------------+


If a Possession is Lost, it is immediately transported to the Lost Property
Office.

The Actioning Player places the Possession in the Lost & Found Box on the
GSD. If there is no room in the box, e must remove one or more of the items
already in the box. Those items are Destroyed.

The Actioning Player may place items in the Lost & Found Box, if
-there is room in the box
and
-no Lost Possession is waiting to be placed in the box.



The Lost & Found Box is conceptually a queue.
These are the default contents of the Lost & Found Box:
+Lost & Found -----------------------------------------------------+
| Thingy, Widget, Gadget, Thingummy, Yesterday's Paper |
+------------------------------------------------------------------+

¤¤¤




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From <palnatoke@g...> Thu Apr 29 22:13:01 1999
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----------------------------------------------------------------------------
-

Proposal 695 - No Voting For Yourself... [Amendment]
{Comment: Is there really a point in allowing a Player to vote for
eir own Proposal but penalising eir Kudos for it?...}


Depends. Since Kudos are, well, just Kudos, I find the current state fine.
If people _really_ want their proposals adopted, they can vote for them.
Have I, btw, overlooked the place where Kudos are said to have a function?

----------------------------------------------------------------------------
-

Proposal 696 - No Hiding Place (1) [Multiple]

I don't like this.

I was planning on finding use for:a number of other Adams/Lloyd creations.



Ole


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From <DELLIS@u...> Fri Apr 30 00:21:20 1999
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Date: 30 Apr 99 08:18:36 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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> Have I, btw, overlooked the place where Kudos are said to have a function?=


It's all described in Section 0.9, being a Nomic attribute rather than 
anything to do with individual 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 kevan@d... Fri Apr 30 01:53:06 1999
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Quite saddening, these Voting Comments - if someone had said something
earlier in the Week, I could have responded and perhaps made a
difference. Tsk. For what it's worth, my reaction to the Voting Comments
I received via the Speaker:-

>690 - Time Passes
>"Turns no longer have to last an hour (though they may not last
>longer, unless the Player Farkles or pays the Blue Token cost of
>extension), and of course most of the superfluous Actions carry their
>own token costs. Hence, no point."

Turns no longer *have* to last an hour, no, but there are circumstances
when such is required (if you really, really need to have Holy Stations
open by your next Turn, or whatever); it just seemed neater to have an
Action that took time and did nothing, rather than leaving people to
perform other Actions (not *all* superfluous Actions cost Tokens) to
waste time. Oh well.

>"This is a free version of [Game Time+0n00]."

Um, no it's not. It doesn't extend your Turn length at all, it just
fills up the remainder of it if you want to.

>691 - A Special Need
>"I would be in favour of this, but (1) it's already been done, and (2) it
>mucks up the Loops."
>"I don't think this achieves anything over what PaulWay's Proposal from the
>other Week managed."

It temporarily disables the Loops, yes, but I don't think it's already
been done - the current 1.5.0 seems a little too wordy, with the list
of Special Moves seeming awkward, and make Special Moves ludicrously
powerful (you can Wild to someone's Home Station, Strile to a closed
Mornington Crescent, and whatever).

>"Why the 1.5.0 rewording?"

Simplification - there's really no need to have that huge list any
more, if we make a few simple declarations about Special Moves and
other Validity issues. Such is the direction to be taking the Ruleset,
I feel.

I'll repropose one or both of these if I feel they're likely to be well
received a second time around - the latter is, I think, quite an
important alteration to the Ruleset, and I'd be interesting to read
response to these comments (particularly as two Players who said they
were in favour of the Greenish Paper suddenly changed their mind and
voted against it).

Puzzled,

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From kevan@d... Fri Apr 30 02:24:53 1999
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> Proposal 694 - Charge Spiral Updates [Multiple]

A Good Thing, as discussed.

>Proposal 695 - No Voting For Yourself... [Amendment]
>
> {Comment: Is there really a point in allowing a Player to vote for
>eir own Proposal but penalising eir Kudos for it?...}

Well, it allows Players to sacrifice a little Kudos to try and push
through a Proposal they really want to see pass; I think it's nice to
have the option to push certain Proposals harder than others.

This would be an issue if everyone was just voting in favour of their
own Proposals and unbalancing things, but as it's not the case, I
don't think we've got a problem on our hands.

>Proposal 696 - No Hiding Place (1) [Multiple]

Hmm. Maybe a good idea, but it seems particularly pleasing to have such
a Liff reference, and there has been some strategic use of the thing. Are
there any good arguments for killing this one?

>Proposal 697 - No Hiding Place (2) [Multiple]

I preferred the stealable Money Belt idea from a few Weeks back, myself.
Being able to buy *some* form of Token protection seems important.

>Proposal 699 - Drivebacks (Enactment, Ruttsborough Special Ruleset
>only)

A very interesting Shunt variation, and I'd look forward to seeing how this
turned out in practice. Why only a Ruttsborough rule, though?

Kevan

--
kevan@d...
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From kevan@d... Fri Apr 30 06:40:27 1999
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Why *is* my grammar so crushingly clumsy and unreadable before midday? Tsk.

Kevan


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From <palnatoke@g...> Fri Apr 30 22:56:31 1999
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Dunx answered my question:


> Have I, btw, overlooked the place where Kudos are said to have a function?

It's all described in Section 0.9, being a Nomic attribute rather than
anything to do with individual games.



¤¤¤

That's all fine and dandy, but what _useful_ things can I do with my Kudos?
They are the scoring unit in the Nomic-part of the game, but that part is
unwinnable, and the Kudos aren't carried over into the Mornington-part of
the game.

So, the way I see it, they are nice, and that's it.


Ole


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From riffraff@n... (RiffRaff) Sat May 1 00:14:25 1999
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>That's all fine and dandy, but what _useful_ things can I do with my Kudos?
>They are the scoring unit in the Nomic-part of the game, but that part is
>unwinnable, and the Kudos aren't carried over into the Mornington-part of
>the game.
>
>So, the way I see it, they are nice, and that's it.


Well, yeah. They're a general measure of success and game involvement, but
that's it.

So I don't worry _too_ much when I keep forgetting to vote ;) It's just a
'heads up' kinda thing.

--Riff



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From <palnatoke@g...> Sat May 1 11:37:44 1999
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From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>
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The ¤¤¤-delimited text is the proposal, named 'Lost & Found'.

If you want it changed before I submit it, just sya so. I'm all ears.

Ole

¤¤¤

London Transport's Lost Property Office is placed near Baker Street.

A Player at Baker Street can perform the 42-minute Post-Move Action of
[Finding], but only between 0930 and 1400 on Mondays to Fridays.

The Player performing the [Finding] Action should roll a single 100-sided
die after submitting eir Turn. The next Player to take eir Turn should look
the number rolled up on the table below. The found item is then added to the
Luggage Rack or Token Table of the Finding Player.

+-------+--------------+---------------------------------+
| Roll | Item found | Qualities |
+----------------------+---------------------------------+
| 1 | Key | |
| 2 | Zone 1 Pass | |
| 3-5 | Spectacles | |
| 6-9 | Money Belt | Empty, of course |
| 10-18 | Umbrella | |
| 19-30 | * | First item in Lost & Found Box |
| 31-40 | Scarf | Woolen |
| 41-42 | Glove | Right Hand |
| 43-45 | Glove | Left Hand |
| 46-60 | Green Token | |
| 61-80 | Book | Papery |
| 81-95 | Nothing | |
| 96-99 | Gloves | Pair |
| 100 | Gold Token | |
+-------+--------------+---------------------------------+

If a Possession is Lost, it is immediately transported to the Lost Property
Office.

The Actioning Player places the Possession in the Lost & Found Box on the
GSD. If there is no room in the box, e must remove one or more of the items
already in the box. Those items are Destroyed.

The Actioning Player may place items in the Lost & Found Box, if
-there is room in the box
and
-no Lost Possession is waiting to be placed in the box.


The Lost & Found Box is conceptually a queue, where items are added in the
back end and removed from the front end.
These are the default contents of the Lost & Found Box:
+Lost & Found -----------------------------------------------------+
| Thingy, Widget, Gadget, Thingummy, Yesterday's Paper |
+------------------------------------------------------------------+
(the Thingy is in the front and Yesterday's Paper is in the back)

<the L&F-box is to be added to the GSD>


<add to Action table>
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Finding] Post x.x.x 42 -2 Br varies
</add to Action table>

¤¤¤

Special issues:

42 minutes? It more or less had to be done.
Lost? In the current rules, nothing is 'Lost'.... But that might come.
The found items? Most are useless now, but that can be changed if we want
it.


Ole



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From <jonathan@f...> Sat May 1 18:24:26 1999
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>The ¤¤¤-delimited text is the proposal, named 'Lost & Found'.

<snip>

Personally, I think the game already has so many objects and
actions that adding in so many more, all in one go, with no definition
of what the objects actually *do*, is just a bit much for my tastes. I
like the basic idea, though...
Last time I can remember so many objects being added in one single
proposal, with nothing much for them to do, was the proposal which
introduced Edible Possessions into the game: at least there, that was
fixable by a single proposal about the effects of eating food (the
temporary LV boost) which seems to have become rather popular these
days.
A single proposal that gives functions to all Ole's new objects
would probably not be so easy to come by, as all the objects suggested -
Spectacles, Umbrella, Gloves, Scarf, Book, Widget, Thingummy,
Yesterday's Paper etc - do not seem to have anything like as much in
common as in the "Edibility" instance, and would all have to be defined
and given functions separately.
{***STOP PRESS - MAD IDEA ALERT*** See the last few lines of this
post below - I just had the idea while writing this post, and have sent
off the proposal for inclusion next week... I still haven't had ideas
for Yesterday's Paper or a Book yet, so these have not been included,
you will have to think something up yourself if you want to have them
included in Lost Property. Likewise "Thingummy" etc.}
To say that the new items "add colour to the game" would not of
itself, IMHO, be sufficient reason. Now if there were some method to
adding a couple of new objects (like a new class of object - see below,
some of your choices have inspired me to send in a Proposal covering
glasses, gloves, specs etc...) the rest of the Lost Property box could
be filled up with more of the already-existing Possessions. For your
suggested random (to be filled up) slots, I'd leave them all empty and
not bother with the "Thingy, Widget, Gadget, Thingummy" stuff, leaving
ways of losing Possessions to be defined later. (Perhaps as a result of
an amendment to the Shunting or Blonking...)
My suggestions for the possible random things you could get from
the Lost Property Office are...
5 slots for objects that Players have Lost
Nothing (the largest chance.)
2 Plastic Tokens of the same (random) type
1 Metallic Token of random type (you might be unlucky and get only
1 Bronze for the two you spent to find it)
1 Musical Possession (random)
Parcel, with named Delivery Station (this would require a rewrite
of the Parcel rule, allowing each Parcel to have its own separate
delivery station: delivering it gets the current reward.)
Suspect Package - to be dropped immediately as if the Player had
paid the token cost and performed the Action of dropping the Package.
Velocity Bomb (well, there has to be *some* risk in picking up
unidentified packages...)
Hat (any of the 7 types, cannot be claimed if the Player already
has a Hat of the same type)
Gloves (one or two)
Specs
etc. etc...

And the list you put up has just given me the crazy idea of sending
a separate Proposal (this week) to define "Garment" Possessions, and
this classification to be added to Hats and the new possessions (Gloves,
Spectacles etc. - maybe add Overcoat to this list, I know I've lost at
least three on various tube systems in my lifetime, so maybe that could
turn up in Lost Property some day) and the effects of Wearing them.

Jonathan.



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From <palnatoke@g...> Sat May 1 20:08:03 1999
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From: "Ole Andersen" <palnatoke@g...>
To: "Duncan Ellis (Dunx)" <dunx@l...>
Cc: "Mornington" <l-nomic-d@egroups.com>
Date: Sun, 2 May 1999 04:56:38 +0200
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The ¤¤¤-delimited text is the proposal, named 'Lost & Found'.
The %%%-delimited text

¤¤¤

London Transport's Lost Property Office is placed near Baker Street.

A Player at Baker Street can perform the 42-minute Post-Move Action of
[Finding], but only between 0930 and 1400 on Mondays to Fridays.

The Player performing the [Finding] Action should roll a single 100-sided
die after submitting eir Turn. The next Player to take eir Turn should look
the number rolled up on the table below. The found item is then added to the
Luggage Rack or Token Table of the Finding Player.

+-------+-----------------+---------------------------------+
| Roll | Item found | Qualities |
+-------------------------+---------------------------------+
| 1 | Zone 1 Pass | * |
| 2-3 | Spectacles | Garment |
| 4-8 | Scarf | Garment, Woolen |
| 9-13 | Glove | Garment, Right Hand |
| 14-20 | Glove | Garment, Left Hand |
| 21-22 | Gloves | Garment, Pair |
| 23 | Money Belt | Empty, Garment* |
| 24 | Casiotone | Musical |
| 25 | Drum | Musical |
| 26 | Guitar | Musical |
| 27 | Harmonica | Small, Musical |
| 28 | Saxophone | Musical |
| 29 | Violin | Musical |
| 31 | Piano | Musical, Too Big! |
| 32 | A-Z Hat | Hat* |
| 33 | BR Hat | Hat* |
| 34 | Compass Hat | Hat* |
| 35 | Terminus Hat | Hat* |
| 36 | Verdant Hat | Hat* |
| 37 | Hard Hat | Hat* |
| 38 | Silly Hat | Hat* |
| 39 | Velocity Bomb | |
| 40-41 | Package | Suspect, dropped |
| 42-45 | Book | Papery |
| 46-49 | § | First item in Lost & Found Box |
| 50-93 | Nothing | |
| 94 | Tokens | 2 Black |
| 95 | Tokens | 2 Blue |
| 96 | Tokens | 2 Red |
| 97 | Tokens | 2 Green |
| 98 | Token | 1 Bronze |
| 99 | Token | 1 Silver |
| 100 | Token | 1 Gold |
+-------+-----------------+---------------------------------+
*) If the Player already possesses the found item, nothing is found.
!) The Piano can only be moved using the [Walking] Action.


If a Possession is Lost, it is immediately transported to the Lost Property
Office.

The Actioning Player places the Possession in the Lost & Found Box on the
GSD. If there is no room in the box, e must remove one or more of the items
already in the box. Those items are Destroyed.

The Actioning Player may place items in the Lost & Found Box, if
-there is room in the box
and
-no Lost Possession is waiting to be placed in the box.


The Lost & Found Box is conceptually a queue, where items are added in the
back end and removed from the front end.
The Lost & Found Box begins empty:

+Lost & Found -----------------------------------------------------+
| |
+------------------------------------------------------------------+

<the L&F-box is to be added to the GSD>


<add to Action table>
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Finding] Post x.x.x 42 -2 Br varies
</add to Action table>

%%%

Special issues:


If the 'Garment' category is not defined, it shall be deleted in the table.

If the Money Belt is no more, it shall be deleted in the table, and the roll
of 23 shall produce a pair of gloves.
%%%

¤¤¤

I don't see a great danger in having undefined things floating around. If a
possession is undefined, the possessing Player will either discard it
(always an option), or make a proposal outlining the works of the
possession.

We don't have a way of Losing things, yet.


Ole




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From riffraff@n... (RiffRaff) Sat May 1 21:52:33 1999
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Looks interesting, but currently, a 42-minute post-move action with only
barely better than a fifty percent shot of getting anything at all, and
about 1 in four of getting anything that has a _use_, it's not something I
would go out of my way for. I would only use it if I was stuck at Baker
Street, and for some reason could only think of ten minutes worth of
actions to fill up my turn. Or fifteen, if I want to drop a token
somewhere. And if that's my situation, I'm going to Pass, and get my two
blue tokens instead, because that's a sure thing.

An action that takes almost your whole turn to use, and only at a specific
station, needs to have a pretty significant guarantee of a reward if it's
going to get used at all.

--Riff



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From <palnatoke@g...> Sun May 2 05:47:49 1999
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From: "Ole Andersen" <palnatoke@g...>
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RiffRaff <riffraff@n...> wrote:


:Looks interesting, but currently, a 42-minute post-move action with only
:barely better than a fifty percent shot of getting anything at all, and
:about 1 in four of getting anything that has a _use_, it's not something I
:would go out of my way for. I would only use it if I was stuck at Baker
:Street, and for some reason could only think of ten minutes worth of
:actions to fill up my turn. Or fifteen, if I want to drop a token
:somewhere. And if that's my situation, I'm going to Pass, and get my two
:blue tokens instead, because that's a sure thing.
:
:An action that takes almost your whole turn to use, and only at a specific
:station, needs to have a pretty significant guarantee of a reward if it's
:going to get used at all.
:


I guess you are right.
But I don't think all Actions need be high-powered. Farkling, for one, has
just been downgraded.
If we want a more powerful version of Finding, we can fiddle a bit with some
of the parameters.
And, almost seriously, we _need_ a 42-minute Action.

Ole



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From dunx@l... (Duncan Ellis (Dunx)) Mon May 3 11:45:39 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Date: Mon, 03 May 1999 18:43:50 GMT
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Players:

The updates from the end of Week 2 have finally been completed. At least =
they've
been done before Week 3 draws to a close...

Anyway, a few Points of Order were implemented, mostly raised by the =
Speaker:

1. formatting - I'm really, really glad I didn't start these ruleset
edits on Thursday night: they've taken in excess of three hours.

The main reason this was so time consuming has been formatting - in
order to maintain a coherent form to the Ruleset, it's important to
ensure that all the Rules have the same layout.

This isn't intended as a personal attack on anyone, but=20
reformatting text is a ludicrously slow and tedious job which I
would really rather not do. I would appreciate it in the future if
Proposers could try to mirror the structure of the existing Ruleset,
particularly in their enactments, since it's much easier for the
original author to do this on each of eir own Proposals than for the
Speaker to have a bulk job to do in one go.

As I say, I don't mean to offend anyone but this has been a pretty
harrowing set of ruleset updates what with one thing and another,
and not really the ideal way to spend a Bank Holiday Monday
afternoon.

2. various odd renamings in the Special Ruleset reworking (eg removing
the "Metro" from the Brighton & Hove "Metro" Guidebook) have been
reversed.

3. Proposal 687 added a Rule to Ruttsborough denying the influence
of 1.10.0. As it was worded, this lifted the requirement of co-
location of an offensive Player with eir victim which the rest of
that Rule makes reasonably clear was not the intent. I've added a
couple of words to address this.

4. Proposal 688 mentions adding a Toff Clamp possession - there is no
place where allPossessions are recorded so this has not been
implemented. The closest thing is The Emporium (Rule 1.4.18), but
that is a list of purchasable Possessions.

5. Jonathan's PoO - as I mentioned, Jonathan has been persistent in
pointing out an error in the Ruleset which I've been slack in
addressing: his point was that the Quadrants for many of the
Finsbury Option Stations were wrong (cut and paste inheritance, I'm
afraid) and that two other Stations were missing entirely.

These points have now been addressed.

Further thanks to Jonathan for mentioning this again after I didn't
do anything with his original message.

Obviously, anyone unhappy with these Points should feel free to complain
to the usual address.

Dunx
--
Ceci n'est pas un .sig

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From <jonathan@f...> Mon May 3 13:10:19 1999
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From: "Jonathan Ellis" <jonathan@f...>
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Dunx wrote:...

>2. various odd renamings in the Special Ruleset reworking (eg removing
the "Metro" from the Brighton & Hove "Metro" Guidebook) have been
reversed.


I can only say: Whoops. Oh, and *frume*...

>3. Proposal 687 added a Rule to Ruttsborough denying the influence
of 1.10.0. As it was worded, this lifted the requirement of co-
location of an offensive Player with eir victim which the rest of
that Rule makes reasonably clear was not the intent. I've added a
couple of words to address this.


And Whoops again. The desired effect, as I have no doubt that Dunx
has guessed, is that the Rutts ruleset removes the necessity that a
player-targetting action be the *first* Post-Move Action: so any number
of such actions can be performed in one turn in the Rutts ruleset,
including for instance clamping one player, straddling to a new location
and shunting another player from there... (now we know why the bastard
was so fond of Dollis Hill and other Loops - it gets all the players
together to be smashed in one go.) Thanks for clearing this up.
I believe that most of the individual rules on each
player-targetting action refer to having to share a Station and Line
anyway, so even if this restriction is removed by ignoring 1.10.0 it
might still be there from (for instance) Rule 1.10.1 - which is *not*
ignored. Thanks for clearing it up anyway.

>4. Proposal 688 mentions adding a Toff Clamp possession - there is no
place where all Possessions are recorded so this has not been
implemented. The closest thing is The Emporium (Rule 1.4.18), but
that is a list of purchasable Possessions.


I gave a description of the Toff Clamp Possession simply because it
was called into existence by the act of Toffing. It is indeed, like all
other Clamps, Indestructable and has AFAIK no other attributes. As long
as this is made clear somewhere within the added Rule, there shouldn't
be a problem.

Jonathan.



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From <WayperP@p...> Mon May 3 16:43:21 1999
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Gentlemen and others,

Just a quick apology for not posting moves sooner - work has been fairly
busy and in addition I've had a mole and a lipoma (fatty cancer) removed
which gave me a bit of pain. I'll be hoping to post moves today.

Thanks for your indulgence,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Mon May 3 16:52:23 1999
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On Saturday, 1 May 1999 15:44, Ole Andersen [SMTP:palnatoke@g...]
wrote:
> That's all fine and dandy, but what _useful_ things can I do with my
> Kudos?
> They are the scoring unit in the Nomic-part of the game, but that part is
> unwinnable, and the Kudos aren't carried over into the Mornington-part of
> the game.

Their name is well given - you get Kudos for doing things which further the
game. (If you're not aware, 'kudos' is defined as the intangible credit
received for doing something worthy in someone else's eyes). It's a good
way of measuring how you're fitting in with everyone - if you do everything
you're required to and submit proposals that people think are good then you
get Kudos. If you propose unpopular proposals, vote for your own and ignore
your other duties then you don't get any. You get half your previous week's
Kudos to start with so that your previous actions affect your current
position.

I don't know if there's a theoretical limit to a person's Kudos, but I'd say
that even with winning all the awards, proposing the maximum, and getting
your voting right and maybe judging an EP or two _every_week_, you'd still
max out at around 100 or so.

> So, the way I see it, they are nice, and that's it.

Exactly right. It's a nice way to keep track of who's in line with the
current MN ideal, but apart from that it means little.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <palnatoke@g...> Mon May 3 20:23:30 1999
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The ¤¤¤-delimited text is the proposal, named 'Lost & Found'.
It consists of two proposed new rules and three insertions in tables.

The %%%-delimited text takes care of a couple of potential loose ends.

¤¤¤
Rule 1.7.x - Lost & Found

London Transport's Lost Property Office is placed near Baker Street.

A Player at Baker Street can perform the 42-minute Post-Move Action
of [Finding], but only between 0930 and 1400 on Mondays to Fridays.

The Player performing the [Finding] Action should roll a single
100-sided die after submitting eir Turn. The next Player to take eir Turn
should look the number rolled up on the table below. The found item is
then added to the Luggage Rack or Token Table of the Finding Player.

+-------+-----------------+---------------------------------+
| Roll | Item found | Special/Qualities |
+-------------------------+---------------------------------+
| 1 | Zone 1 Pass | * |
| 2 | Zone 2 Pass | * |
| 3 | Zone 3 Pass | * |
| 4-11 | § | Caught Picking Rags# |
| 12-13 | Spectacles | Garment |
| 14-18 | Scarf | Garment, Woolen |
| 19 | Glove | Garment, Right Hand |
| 20-21 | Glove | Garment, Left Hand |
| 22 | Gloves | Garment, Pair |
| 23 | Money Belt | Empty, Garment* |
| 24 | Casiotone | Musical |
| 25 | Drum | Musical |
| 26 | Guitar | Musical |
| 27 | Harmonica | Small, Musical |
| 28 | Saxophone | Musical |
| 29 | Violin | Musical |
| 31 | Piano | Musical, Too Big! |
| 32 | A-Z Hat | Hat* |
| 33 | BR Hat | Hat* |
| 34 | Compass Hat | Hat* |
| 35 | Terminus Hat | Hat* |
| 36 | Verdant Hat | Hat* |
| 37 | Hard Hat | Hat* |
| 38 | Silly Hat | Hat* |
| 39 | Velocity Bomb | |
| 40-41 | Package | Suspect, dropped |
| 42 | Book | Papery |
| 43-44 | Newspaper | Yesterday's, Papery |
| 45 | Newspaper | Today's, Papery |
| 46-49 | § | First item in Lost & Found Box |
| 50-93 | Nothing | |
| 94 | Tokens | 2 Black |
| 95 | Tokens | 2 Blue |
| 96 | Tokens | 2 Red |
| 97 | Tokens | 2 Green |
| 98 | Token | 1 Bronze |
| 99 | Token | 1 Silver |
| 100 | Token | 1 Gold |
+-------+-----------------+---------------------------------+
*) If the Player already possesses the found item, nothing is found.
!) The Piano can only be moved using the [Walking] Action.
#) The Player is immediately moved to Tower Hill, loses all of eir
Possessions and must play a Move of "Pass" with no Actions as eir next
Turn.


If a Possession is Lost, it is immediately transported to the Lost
Property
Office.

The Actioning Player places the Possession in the Lost & Found Box on the
GSD. If there is no room in the box, e must remove one or more of the
items
already in the box. Those items are Destroyed.

The Actioning Player may place items in the Lost & Found Box, if
-there is room in the box
and
-no Lost Possession is waiting to be placed in the box.


The Lost & Found Box is conceptually a queue, where items are added in
the rear end and removed from the front end.
The Lost & Found Box begins empty:

+Lost & Found -----------------------------------------------------+
| |
+------------------------------------------------------------------+

<the L&F-box is to be added to the GSD>

Rule 1.4.x - Read All About It!

A Newspaper is a Papery posession that costs 1 Bronze.

When a Player purchases a Newspaper, it is 'stamped' with the
current game day. This makes it look like "<Day> Paper" in the
Luggage - for instance, an Newspaper purchased at 11:30 on a
Thursday would look like "Thursday Paper". Newspapers that have the same
stamp as the current game day are said to be Today's, and Newspapers that
have a different day are said to be Yesterday's.

While a Player owns Today's Paper, e pays nothing to perform the
[Walking]
Action. While a Player owns Yesterday's Paper, e pays nothing to perform
the
[Walking] Action, but automatically discards the Paper upon performing
that
Action.

<add to Action table>
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Finding] Post x.x.x 42 -2 Br varies
</add to Action table>

<add to Emporium table>
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Newspaper | 1 Br | Papery, Today's |
| Piano | 9 Br | Musical, Too Big! |
+---------------------+------+---------------------------------+

</add to Emporium table>

<add to Busking table>
[as bottom item]
* Piano - 1 Blue, 2 Red, 1 Bronze, 2 Green

</add to Busking table>

%%%

Special issues:


If the 'Garment' category is not defined, it shall be deleted in the table.

If the Money Belt is no more, it shall be deleted in the table, and the roll
of 23 shall produce a pair of gloves (thus changing the roll of 22 to be
22-23).
%%%

¤¤¤

I don't see a great danger in having undefined things floating around. If a
possession is undefined, the possessing Player will either discard it
(always an option), or make a proposal outlining the works of the
possession.

We don't have a way of Losing things, yet.


Ole




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From <palnatoke@g...> Mon May 3 20:32:47 1999
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Message-ID: <00c001be95de$a5238780$26cd52c3@opus>
From: "Ole Andersen" <palnatoke@g...>
To: "Duncan Ellis (Dunx)" <dunx@l...>,
  "Mornington" <l-nomic-d@egroups.com>
Date: Tue, 4 May 1999 05:30:27 +0200
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Subject: MN: Update of Proposal (better formatted, I hope)
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The ¤¤¤-delimited text is the proposal, named 'Lost & Found'.
It consists of two proposed new rules and three insertions in tables.

The %%%-delimited text takes care of a couple of potential loose ends.

¤¤¤
Rule 1.7.x - Lost & Found

London Transport's Lost Property Office is placed near Baker Street.

A Player at Baker Street can perform the 42-minute Post-Move Action
of [Finding], but only between 0930 and 1400 on Mondays to Fridays.

The Player performing the [Finding] Action should roll a single
100-sided die after submitting eir Turn. The next Player to take eir Turn
should look the number rolled up on the table below. The found item is
then added to the Luggage Rack or Token Table of the Finding Player.

+-------+-----------------+---------------------------------+
| Roll | Item found | Special/Qualities |
+-------------------------+---------------------------------+
| 1 | Zone 1 Pass | * |
| 2 | Zone 2 Pass | * |
| 3 | Zone 3 Pass | * |
| 4-11 | § | Caught Picking Rags# |
| 12-13 | Spectacles | Garment |
| 14-18 | Scarf | Garment, Woolen |
| 19 | Glove | Garment, Right Hand |
| 20-21 | Glove | Garment, Left Hand |
| 22 | Gloves | Garment, Pair |
| 23 | Money Belt | Empty, Garment* |
| 24 | Casiotone | Musical |
| 25 | Drum | Musical |
| 26 | Guitar | Musical |
| 27 | Harmonica | Small, Musical |
| 28 | Saxophone | Musical |
| 29 | Violin | Musical |
| 31 | Piano | Musical, Too Big! |
| 32 | A-Z Hat | Hat* |
| 33 | BR Hat | Hat* |
| 34 | Compass Hat | Hat* |
| 35 | Terminus Hat | Hat* |
| 36 | Verdant Hat | Hat* |
| 37 | Hard Hat | Hat* |
| 38 | Silly Hat | Hat* |
| 39 | Velocity Bomb | |
| 40-41 | Package | Suspect, dropped |
| 42 | Book | Papery |
| 43-44 | Newspaper | Yesterday's, Papery |
| 45 | Newspaper | Today's, Papery |
| 46-49 | § | First item in Lost & Found Box |
| 50-93 | Nothing | |
| 94 | Tokens | 2 Black |
| 95 | Tokens | 2 Blue |
| 96 | Tokens | 2 Red |
| 97 | Tokens | 2 Green |
| 98 | Token | 1 Bronze |
| 99 | Token | 1 Silver |
| 100 | Token | 1 Gold |
+-------+-----------------+---------------------------------+
*) If the Player already possesses the found item, nothing is found.
!) The Piano can only be moved using the [Walking] Action.
#) The Player is immediately moved to Tower Hill, loses all of eir
Possessions and must play a Move of "Pass" with no Actions as eir next
Turn.


If a Possession is Lost, it is immediately transported to the Lost
Property Office.

The Actioning Player places the Possession in the Lost & Found Box on the
GSD. If there is no room in the box, e must remove one or more of the
items already in the box. Those items are Destroyed.

The Actioning Player may place items in the Lost & Found Box, if
-there is room in the box
and
-no Lost Possession is waiting to be placed in the box.


The Lost & Found Box is conceptually a queue, where items are added in
the rear end and removed from the front end.
The Lost & Found Box begins empty:

+Lost & Found -----------------------------------------------------+
| |
+------------------------------------------------------------------+

<the L&F-box is to be added to the GSD>

Rule 1.4.x - Read All About It!

A Newspaper is a Papery posession that costs 1 Bronze.

When a Player purchases a Newspaper, it is 'stamped' with the
current game day. This makes it look like "<Day> Paper" in the
Luggage - for instance, an Newspaper purchased at 11:30 on a
Thursday would look like "Thursday Paper". Newspapers that have the same
stamp as the current game day are said to be Today's, and Newspapers that
have a different day are said to be Yesterday's.

While a Player owns Today's Paper, e pays nothing to perform the
[Walking] Action. While a Player owns Yesterday's Paper, e pays nothing
to
perform the [Walking] Action, but automatically discards the Paper upon
performing that Action.

<add to Action table>
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Finding] Post x.x.x 42 -2 Br varies
</add to Action table>

<add to Emporium table>
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Newspaper | 1 Br | Papery, Today's |
| Piano | 9 Br | Musical, Too Big! |
+---------------------+------+---------------------------------+

</add to Emporium table>

<add to Busking table>
[as bottom item]
* Piano - 1 Blue, 2 Red, 1 Bronze, 2 Green

</add to Busking table>

%%%

Special issues:


If the 'Garment' category is not defined, it shall be deleted in the table.

If the Money Belt is no more, it shall be deleted in the table, and the roll
of 23 shall produce a pair of gloves (thus changing the roll of 22 to be
22-23).
%%%

¤¤¤

I don't see a great danger in having undefined things floating around. If a
possession is undefined, the possessing Player will either discard it
(always an option), or make a proposal outlining the works of the
possession.

We don't have a way of Losing things, yet.


Ole




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From <palnatoke@g...> Tue May 4 03:37:06 1999
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Message-ID: <00c701be95de$d7fb46c0$26cd52c3@opus>
From: "Ole Andersen" <palnatoke@g...>
To: "Duncan Ellis (Dunx)" <dunx@l...>,
  "Mornington" <l-nomic-d@egroups.com>
Date: Tue, 4 May 1999 05:33:06 +0200
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Subject: MN: Update of Proposal (better formatted, I hope)
Content-Type: text/plain; charset="iso-8859-1"
Content-Transfer-Encoding: 8bit

The ¤¤¤-delimited text is the proposal, named 'Lost & Found'.
It consists of two proposed new rules and three insertions in tables.

The %%%-delimited text takes care of a couple of potential loose ends.

¤¤¤
Rule 1.7.x - Lost & Found

London Transport's Lost Property Office is placed near Baker Street.

A Player at Baker Street can perform the 42-minute Post-Move Action
of [Finding], but only between 0930 and 1400 on Mondays to Fridays.

The Player performing the [Finding] Action should roll a single
100-sided die after submitting eir Turn. The next Player to take eir Turn
should look the number rolled up on the table below. The found item is
then added to the Luggage Rack or Token Table of the Finding Player.

+-------+-----------------+---------------------------------+
| Roll | Item found | Special/Qualities |
+-------------------------+---------------------------------+
| 1 | Zone 1 Pass | * |
| 2 | Zone 2 Pass | * |
| 3 | Zone 3 Pass | * |
| 4-11 | § | Caught Picking Rags# |
| 12-13 | Spectacles | Garment |
| 14-18 | Scarf | Garment, Woolen |
| 19 | Glove | Garment, Right Hand |
| 20-21 | Glove | Garment, Left Hand |
| 22 | Gloves | Garment, Pair |
| 23 | Money Belt | Empty, Garment* |
| 24 | Casiotone | Musical |
| 25 | Drum | Musical |
| 26 | Guitar | Musical |
| 27 | Harmonica | Small, Musical |
| 28 | Saxophone | Musical |
| 29 | Violin | Musical |
| 31 | Piano | Musical, Too Big! |
| 32 | A-Z Hat | Hat* |
| 33 | BR Hat | Hat* |
| 34 | Compass Hat | Hat* |
| 35 | Terminus Hat | Hat* |
| 36 | Verdant Hat | Hat* |
| 37 | Hard Hat | Hat* |
| 38 | Silly Hat | Hat* |
| 39 | Velocity Bomb | |
| 40-41 | Package | Suspect, dropped |
| 42 | Book | Papery |
| 43-44 | Newspaper | Yesterday's, Papery |
| 45 | Newspaper | Today's, Papery |
| 46-49 | § | First item in Lost & Found Box |
| 50-93 | Nothing | |
| 94 | Tokens | 2 Black |
| 95 | Tokens | 2 Blue |
| 96 | Tokens | 2 Red |
| 97 | Tokens | 2 Green |
| 98 | Token | 1 Bronze |
| 99 | Token | 1 Silver |
| 100 | Token | 1 Gold |
+-------+-----------------+---------------------------------+
*) If the Player already possesses the found item, nothing is found.
!) The Piano can only be moved using the [Walking] Action.
#) The Player is immediately moved to Tower Hill, loses all of eir
Possessions and must play a Move of "Pass" with no Actions as eir
next Turn.


If a Possession is Lost, it is immediately transported to the Lost
Property Office.

The Actioning Player places the Possession in the Lost & Found Box on the
GSD. If there is no room in the box, e must remove one or more of the
items already in the box. Those items are Destroyed.

The Actioning Player may place items in the Lost & Found Box, if
-there is room in the box
and
-no Lost Possession is waiting to be placed in the box.


The Lost & Found Box is conceptually a queue, where items are added in
the rear end and removed from the front end.
The Lost & Found Box begins empty:

+Lost & Found -----------------------------------------------------+
| |
+------------------------------------------------------------------+

<the L&F-box is to be added to the GSD>

Rule 1.4.x - Read All About It!

A Newspaper is a Papery posession that costs 1 Bronze.

When a Player purchases a Newspaper, it is 'stamped' with the
current game day. This makes it look like "<Day> Paper" in the
Luggage - for instance, an Newspaper purchased at 11:30 on a
Thursday would look like "Thursday Paper". Newspapers that have the same
stamp as the current game day are said to be Today's, and Newspapers that
have a different day are said to be Yesterday's.

While a Player owns Today's Paper, e pays nothing to perform the
[Walking] Action. While a Player owns Yesterday's Paper, e pays nothing
to perform the [Walking] Action, but automatically discards the Paper
upon
performing that Action.

<add to Action table>
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Finding] Post x.x.x 42 -2 Br varies
</add to Action table>

<add to Emporium table>
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Newspaper | 1 Br | Papery, Today's |
| Piano | 9 Br | Musical, Too Big! |
+---------------------+------+---------------------------------+

</add to Emporium table>

<add to Busking table>
[as bottom item]
* Piano - 1 Blue, 2 Red, 1 Bronze, 2 Green

</add to Busking table>

%%%

Special issues:


If the 'Garment' category is not defined, it shall be deleted in the table.

If the Money Belt is no more, it shall be deleted in the table, and the roll
of 23 shall produce a pair of gloves (thus changing the roll of 22 to be
22-23).
%%%

¤¤¤

I don't see a great danger in having undefined things floating around. If a
possession is undefined, the possessing Player will either discard it
(always an option), or make a proposal outlining the works of the
possession.

We don't have a way of Losing things, yet.


Ole





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From <palnatoke@g...> Tue May 4 06:47:40 1999
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  Tue, 4 May 1999 15:46:53 +0200 (MET DST)
Message-ID: <03f701be9634$75f970e0$26cd52c3@opus>
From: "Ole Andersen" <palnatoke@g...>
To: <l-nomic-d@egroups.com>
Date: Tue, 4 May 1999 13:57:48 +0200
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Sorry for the double-posting.

Something happened while I was sending. Not quite sure what it was.


Ole



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From <snowl@s...> Tue May 4 13:58:39 1999
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From: "Snow" <snowl@s...>
To: l-nomic-d@egroups.com
Date: Tue, 4 May 1999 21:58:33 +0100
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> I don't know if there's a theoretical limit to a person's Kudos, but I'd
> say that even with winning all the awards, proposing the maximum, and
> getting your voting right and maybe judging an EP or two _every_week_,
> you'd still max out at around 100 or so.

The maximum theoretical limit to a person's Kudos is 12p+42 
where p is the number of active players.

Assuming:
1) All Paulway's stuff above except the EP (Emergency 
Proposal???) bit. I can find no reference to gaining Kudos through 
judging an Emergency Proposal (indeed the nomic part of the 
Ruleset (0.0.0-1.0.0) has no reference to what a judge is, what e 
might do (other than "judging") nor how e might be 
elected/selected), so I have ignored this.
2) No Kudos gifts for a finite time in the past that would make the 
player's Kudos exceed 12p+42 (see Note).
3) The number of active players is static.
4) The first part of the first sentence of Rule 0.4.3 means "the 
maximum number of proposals a player may make in one week is 
5", rather than "the maximum number of proposals in one week is 
5" and that at least one other proposal is voted on.
6)The phrase "Voting FOR or AGAINST all Proposals besides eir 
own" means "voting for all proposals besides eir own", rather than 
"voting FOR for all proposals besides eir own or voting AGAINST for 
all proposals besides eir own". [Having thought about this it doesn't 
make any difference either way, but it's a weird way to say it 
anyway.]
7) All active players vote FOR for all of the player's proposals.
8) When a player's Kudos is halved fractional parts are discarded ie 
rounding-down rather than rounding-up.
9) No rule changes effecting Kudos for a finite time in the past and 
no rule changes enabling infinite Kudos at any time in the past.
10) I've not made a mistake.

Note: Using eir own steam a person can achieve only 12p+41, but 
can maintain 12p+42 assuming e already has it eg. via a gift.

I'll get my coat.....

Snow

-Errors and Ommisions Expected

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From dunx@l... (Duncan Ellis (Dunx)) Tue May 4 15:11:55 1999
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From: dunx@l... (Duncan Ellis (Dunx))
To: l-nomic-d@egroups.com
Date: Tue, 04 May 1999 22:10:08 GMT
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
694 Charge Spiral Updates 3 1 - 3 Passes
695 No Voting For Yourself - 1 3 3 Fails
696 No Hiding Place (1) - 1 3 3 Fails
697 No Hiding Place (2) - 1 3 3 Fails
698 Shockwaves! 3 1 - 3 Passes
699 Drivebacks 3 1 - 3 Passes
700 Ever Decreasing Circles 4 - - 3 Passes
701 If Your Mansion House... 3 1 - 3 Passes
702 Bring Back Spanging 3 1 - 3 Passes
703 Clamp-Tampering 4 - - 3 Passes
704 Run and Hyde 3 1 - 3 Passes
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul =
Riff
-------------------------------------------------------------------------=
----

694 (Ole) - FOR - - FOR FOR - PAS - =
-=20
695 (Jonathan) - AGA - - PAS AGA - AGA - =
-=20
696 (Jonathan) - AGA - - PAS AGA - AGA - =
-=20
697 (Jonathan) - AGA - - PAS AGA - AGA - =
-=20
698 (Jonathan) - FOR - - PAS FOR - FOR - =
-=20
699 (Jonathan) - FOR - - PAS FOR - FOR - =
-=20
700 (Kevan) - FOR - - FOR FOR - FOR - =
-=20
701 (Kevan) - FOR - - FOR PAS - FOR - =
-=20
702 (Kevan) - FOR - - FOR PAS - FOR - =
-=20
703 (Kevan) - FOR - - FOR FOR - FOR - =
-=20
704 (Kevan) - FOR - - FOR PAS - FOR - =
-=20

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul =
Riff
- KUDOS =
---------------------------------------------------------------------

Initial: 11 16 4 0 39 39 16 5 18 =
8
Halved: 8 2 19 19 2 9 =
4
=
-------------------------------------------------------------------------=
--
FOR Votes: +0 +0 +6 +17 +3 +0 =
+0
AGA Votes: I -0 -0 I -9 -1 I -0 -0 =
-0
Decisiveness: n +3 +0 n +3 +3 n +3 +0 =
+0
Voting/Own: a -0 -0 a -0 -6 a 0 -0 =
-0
c c c
EP FOR Votes: t +0 +0 t +0 +0 t 0 +0 =
+0
EP AGA Votes: i -0 -0 i -0 +0 i 0 -0 =
-0
Finger/Pulse: v +5 +0 v +5 +5 v +5 +0 =
+0
e e e
Award Ceremony: +3 +0 +0 +7 0 +0 =
+0 [*]
Kudos Gifts +0 +0 +0 +0 0 +0 =
+0
=
-------------------------------------------------------------------------=
--
This Week: +11 +0 +0 +5 +25 +11 +0 =
+0

Final Kudos: 11 19 2 0 24 44 16 13 9 =
4

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul =
Riff
-------------------------------------------------------------------------=
----

[*] Ruttsborough Award - none
IMCS Clarity Award - Kevan (Ever Decreasing Circles): +3
CAMREC Cleanup Award - none
Mrs Trellis Award - Kevan (If Your Mansion House...): +4
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 (Dunx)) Tue May 4 15:11:56 1999
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From: dunx@l... (Duncan Ellis (Dunx))
To: l-nomic-d@egroups.com
Date: Tue, 04 May 1999 22:10:00 GMT
Message-ID: <37306a01.2653323@p...>
X-Mailer: Forte Agent 1.5/32.452
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Subject: MN: Year 3 Week 4 Proposals
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 705 - The Emperor's New Clothes... [Enactment]

*New Rule: The Emperor's New Clothes
If a Player has a "Garment" Possession in eir Luggage Rack, e may
perform the Action of [Wearing <Garment>]. Possessions being Worn are
indicated by surrounding their names with *asterisks*. A Worn Possession
may be removed by the Action of [Removing <Garment>].
A Garment that is being Worn cannot be removed from its owner by
any other Player by means of any "targetting" Action (as defined in
Section 1.10.)
Garments that are being worn have the following properties:
Hat (Silly) The player may Farkle on eir turn.
Hat (Hard) The player may move along Construction Lines.
Hat (any other) If the player ends eir (non-Passed) Move at a
Station of the same type as the Hat being worn, e may collect 1 Blue
Token provided that e has not collected that Hat in the same Turn. (It
should be noted that only one Hat can be worn by any one Player at one
time: if the player wishes to wear another, the first must be removed.)
Overcoat - The Player has access to a Nantucket and may perform
the [Reshuffling] Action. Only one may be worn at any one time.
Spectacles - If the Player performs an Action that targets
another Player (i.e. one from Section 1.10) e may affect a Player in an
adjacent station (instead of the normal stipulation that the Player must
be at the same location), but eir maximum LV is one less than normal (9
rather than 10 under normal circumstances.) Spectacles may not be worn
by a Player wearing the Hyde Mask.
{Comment: you can target your opponents better if you can see
better at closer distances - but if so, they make you shortsighted, so
you can't see so far, hence the restriction on LV as you can't see so
well where you're going.}
{Note to Speaker: the last phrase should be altered to "under the
influence of the Hyde Transformation" if this week's proposal to change
the Transformation to a Mask fails. Please remove this note from the
Proposal when published.}
Gloves: A player wearing a pair of Gloves may pick up two Tokens
from any Stack in the station that e finishes eir Move at (but only one
from those e passes over.) However, a player wearing Gloves may not
perform the "Reshuffling" Action. If, for some reason, the Player wears
only one Glove ("L"eft or "R"ight) there is no effect: two must be worn
for any effects.
*New Possessions (all to be bought from the Emporium:)
Overcoat - 6 Bronze. Garment. {Comment: a large cost for the one
item which may be worn without any drawbacks.}
Gloves - 3 Bronze for a pair. Small, Garments. {Comment: Ole's Lost
Property box, if implemented, may allow single Gloves to be found, but
they can only be bought in pairs from the Emporium.}
Spectacles - 4 Bronze. Small, Garment. {Comment: Well, I know
"Garment" isn't really appropriate for spectacles, but it's the best
description I could think of that would lump it in with all other
wearable possessions... and the cost may seem high, but IMHO it's
appropriate for something that makes it that much easier to target and
shunt other players... }
*Add "Garment" to the description of all Hats as Possessions.
*New Actions: [Wearing <Garment>] and [Removing <Garment>], both
15-minute Post-Move.
*Repeal Rule 1.4.15 "Nantucket" if it has not already been
repealed, replace it with the following:
*New Rule: You've Got To Pick A Pocket Or Two...
Any player possessing an Overcoat is considered to possess a
Nantucket ("The secret pocket which eats your train ticket" -
D.Adams/J.Lloyd). Up to four Small Possessions may be stored therein -
they are denoted by (brackets) surrounding them.
Possessions in a Nantucket may not be manipulated in any way by any
player, with one exception: the owner of a Nantucket may play the
"Reshuffling" Action once per Turn, provided e is wearing eir Overcoat.
This Action allows the Player to move any or all of eir Small
Possessions into and out of eir Nantucket as e sees fit, subject to any
restrictions on the number of objects that may be Nantucketed.
If a Player loses eir Overcoat, any Nantucketed Possessions are
lost as well.
Any possessions in a Nantucket are not considered to be carried by
the Player in question unless the Rule checking such possession
specifically refers to Nantucketed possessions: but they are still
considered to exist in the game.
{Comment: Pockets aren't bottomless, hence the suggested limit of
four small possessions therein... and losing an Overcoat is not likely
considering that it can't be stolen by a Shunt if being worn, and there
is no reason to take it off once worn.}
{Further comment: I thought of this following Ole's publication of
his Lost Property proposal... just as the "Eating" action was given to
the Food possessions, I thought that any new items of clothing needed a
"Wearing" action...}

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

Proposal 706 - Timeout On The Grand Scale [Enactment]

Any player who does not play a single move in any particular Game
for a period of two calendar months should be considered to have
Resigned from that Game and deleted from the relevant GSD, along with
all eir Tokens and Possessions.

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

Proposal 707 - You Have 10 Minutes To Clear This Building... [Amendment]

*Amend the title of what is currently Rule 1.7.30 to the title
above.
*Amend "Any Player" to "Any Player who is fewer than <n> stations
away, where <n> is that Player's LV" in the restrictions on detonating
the Package: and change the Action to Post-Move (it is currently
Neutral.)
Add the following text to the Rule:
"A Player may perform the Action of [Defusing Package] provided
that e is situated at the same location as a Suspect Package and has not
placed a Suspect Package emself during eir last three Turns. Eir LV is
set to zero upon performing this action, and the Package is removed from
the game."
New Action: [Defusing Package] 20-minute Post-Move, reward of 1
Silver Token. {Comment: A chance to get rid of suspect packages and earn
the thanks of the grateful public - but don't stray too close too
soon...}

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

Proposal 708 - Blocks, Impediments and Gaps [Multiple]

*Rename Section 1.9 "Blocks and Impediments"
*Renumber the Bulkheading rule (1.7.26) into Section 1.9
*Add to Rule 1.11.3: "If an Action is performed that should Lightly
Damage a Station which is already Lightly Damaged, that Station
immediately becomes Heavily Damaged." {Comment: Suppose a Fire were
spotted at a Station that is already Damaged...}
*Renumber the Power Failure rule (1.7.8) into Section 1.9.
*Renumber the Maelberg rule (1.7.17) into Section 1.9.
*Renumber the Kafka Sinkhole rule (1.14.5) into Section 1.9, and
add "Kafka Sinkholes" to the list of "Blocks, Impediments and Gaps" in
rule 1.5.0.
*Renumber the Gapminding Rule (1.7.7) into Section 1.8 "States of
Play" and add the following: "If the Gap is being Minded, this shall be
marked on the GSD by the presence of the word "Gap". {Comment: It's a
state of play, just like Bridges Up or Down, and deserves its place on
the GSD - considering the number of times I saw Game 7 buzzed for "Mind
The Gap" offences when we were playing that...}
*Amend Rule 1.5.0 to take account of all these changes of Rule
numbering.

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

Proposal 709 - *Boing* (Chalk Farm Ruleset) [Enactment]

If a Shunt is performed, the Shunting Player may elect to rebound
off the Shunted Player by a distance of up to <n> stations, where <n> is
the Shunting Player's LV. The distance that the Shunted Player travels
is reduced correspondingly, so the overall effect of the Shunt is as
follows:
(1) The Shunted and Shunting Players must finish the Shunt on the
same Line as each other.
(2) They must be exactly <n> Stations apart, and the Station where
the Shunt actually took place is occupied by one of the Players or is
between the two.
(3) The Shunted Player does not travel along the same Line in the
opposite Line Direction to that which the Shunting Player arrived.
(4) Blocks, impediments or closures which would restrict the
destination Station of either Player after the Shunt are ignored.
Example:
Rushton: Bank (CN) [Blocking Liverpool Street]
Garden: (with LV of 8) Bank (CN) [Shunting Rushton to Leyton,
rebounding to Holborn]
{Comment: Just another one of my mad ideas, but a bit strange, so I
thought it was worth while trying this one out in a variant before
thinking of moving it to the vanilla ruleset.}

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

Proposal 710 - Token Table Change [Amendment]

I propose changing this entry in the Token Collection Table:

+----------------------------------------+--------------+
| Passing through exactly five | +1 Silver |
| Interchanges during a Move | |
+----------------------------------------+--------------+

to this:

+----------------------------------------+--------------+
| Passing through five or more | +1 Silver |
| Interchanges during a Move | |
+----------------------------------------+--------------+

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

Proposal 711 - Walking In The Night [Amendment]

I want to walk in the night!

In "Rule 1.13.1 - The Richard Whiteley Experience", replace:

Game Time 'skips' the time between 0000 and 0500, and this 'skip'
advances the day of the game time by one day. Thus, if Rushton's Turn
finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
Garden's Turn ends at Thursday 0520.

with

Game Time 'skips' the time between 0000 and 0500, and this 'skip'
advances the day of the game time by one day. Thus, if Rushton's Turn
finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
Garden's Turn ends at Thursday 0520. An exception to this 'skip' is=20
the Action [Walking]. [Walking] can occur between 0000 and 0500.
Thus, if Rushton began [Walking] at Wednesday 2350, this Action would
end at Thursday 0020. The next non-[Walking] Action could not begin
until 0500.

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

Proposal 712 - Lost and Found [Multiple]

The ^^^-delimited text is the proposal, named 'Lost & Found'.
It consists of two proposed new rules and three insertions in tables.

The %%%-delimited text takes care of a couple of potential loose ends.

^^^
Rule 1.7.x - Lost & Found

London Transport's Lost Property Office is placed near Baker Street.

A Player at Baker Street can perform the 42-minute Post-Move Action
of [Finding], but only between 0930 and 1400 on Mondays to Fridays.

The Player performing the [Finding] Action should roll a single
100-sided die after submitting eir Turn. The next Player to take eir =
Turn
should look the number rolled up on the table below. The found item is
then added to the Luggage Rack or Token Table of the Finding Player.

+-------+-----------------+---------------------------------+
| Roll | Item found | Special/Qualities |
+-------------------------+---------------------------------+
| 1 | Zone 1 Pass | * |
| 2 | Zone 2 Pass | * |
| 3 | Zone 3 Pass | * |
| 4-11 | <special> | Caught Picking Rags# |
| 12-13 | Spectacles | Garment |
| 14-18 | Scarf | Garment, Woolen |
| 19 | Glove | Garment, Right Hand |
| 20-21 | Glove | Garment, Left Hand |
| 22 | Gloves | Garment, Pair |
| 23 | Money Belt | Empty, Garment* |
| 24 | Casiotone | Musical |
| 25 | Drum | Musical |
| 26 | Guitar | Musical |
| 27 | Harmonica | Small, Musical |
| 28 | Saxophone | Musical |
| 29 | Violin | Musical |
| 31 | Piano | Musical, Too Big! |
| 32 | A-Z Hat | Hat* |
| 33 | BR Hat | Hat* |
| 34 | Compass Hat | Hat* |
| 35 | Terminus Hat | Hat* |
| 36 | Verdant Hat | Hat* |
| 37 | Hard Hat | Hat* |
| 38 | Silly Hat | Hat* |
| 39 | Velocity Bomb | |
| 40-41 | Package | Suspect, dropped |
| 42 | Book | Papery |
| 43-44 | Newspaper | Yesterday's, Papery |
| 45 | Newspaper | Today's, Papery |
| 46-49 | <special> | First item in Lost & Found Box |
| 50-93 | Nothing | |
| 94 | Tokens | 2 Black |
| 95 | Tokens | 2 Blue |
| 96 | Tokens | 2 Red |
| 97 | Tokens | 2 Green |
| 98 | Token | 1 Bronze |
| 99 | Token | 1 Silver |
| 100 | Token | 1 Gold |
+-------+-----------------+---------------------------------+
*) If the Player already possesses the found item, nothing is found.
!) The Piano can only be moved using the [Walking] Action.
#) The Player is immediately moved to Tower Hill, loses all of eir
Possessions and must play a Move of "Pass" with no Actions as eir
next Turn.


If a Possession is Lost, it is immediately transported to the Lost
Property Office.

The Actioning Player places the Possession in the Lost & Found Box on =
the
GSD. If there is no room in the box, e must remove one or more of the
items already in the box. Those items are Destroyed.

The Actioning Player may place items in the Lost & Found Box, if
-there is room in the box
and
-no Lost Possession is waiting to be placed in the box.


The Lost & Found Box is conceptually a queue, where items are added in
the rear end and removed from the front end.
The Lost & Found Box begins empty:

+Lost & Found -----------------------------------------------------+
| |
+------------------------------------------------------------------+

<the L&F-box is to be added to the GSD>

Rule 1.4.x - Read All About It!

A Newspaper is a Papery posession that costs 1 Bronze Token.

When a Player purchases a Newspaper, it is 'stamped' with the
current game day. This makes it look like "<Day>'s Paper" in the
Luggage - for instance, an Newspaper purchased at 11:30 on a
Thursday would look like "Thursday's Paper". Newspapers that have the
same stamp as the current game day are said to be Today's, and
Newspapers that have a different day are said to be Yesterday's.

While a Player owns Today's Paper, e pays nothing to perform the
[Walking] Action. While a Player owns Yesterday's Paper, e pays =
nothing
to perform the [Walking] Action, but automatically discards the Paper
upon performing that Action.

<add to Action table>
=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Finding] Post x.x.x 42 -2 Br varies
</add to Action table>

<add to Emporium table>
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Newspaper | 1 Br | Papery, Today's |
| Piano | 9 Br | Musical, Too Big! |
+---------------------+------+---------------------------------+

</add to Emporium table>

<add to Busking table>
[as bottom item]
* Piano - 1 Blue, 2 Red, 1 Bronze, 2 Green

</add to Busking table>

%%%

Special issues:


If the 'Garment' category is not defined, it shall be deleted in the =
table.

If the Money Belt is no more, it shall be deleted in the table, and the =
roll
of 23 shall produce a pair of gloves (thus changing the roll of 22 to be
22-23).
%%%

^^^

I don't see a great danger in having undefined things floating around. If=
a
possession is undefined, the possessing Player will either discard it
(always an option), or make a proposal outlining the works of the
possession.

We don't have a way of Losing things, yet.

{ Speaker's Comment: Apologies to the Proposer, but I've had to =
substitute
alternative values for some of the special characters e used in this
Proposal. I honestly don't know what ISO character set encoding I'm =
working
to here, but I was getting some odd hex strings turning up (=3DA4 and =
=3DA7). I
suppose that's what I get for reading in MIME but working in ASCII... }

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

Proposal 713 - Ever-Rolling Stream [Multiple]

1. Half the Clock [Amendment]

Reword the second paragraph of Rule 1.13.1 (The Richard Whiteley =
Experience)
to:-

Each Player's Turn has a default maximum duration of one hour. =
Whenever
a Player performs an Action or makes a Move, Game Time is advanced by
the duration of that Action or Move. If this should take the duration
of eir Turn so far beyond its maximum duration, the Turn becomes
Illegal.

{ A very, very necessary clarification - that the clock ticks as your =
Turn
progresses; if a Closed Station opens in half an hour and you wish to
Move there, it's possible to do things for thirty minutes then Move
legally. Current wordings are at best vague and at worst counter-
intuitive, on this score. }

2. Dry-Marker Pens from Hell [Amendment]

Reword Rule 1.13.3 (Carol Vorderman's Revenge) to:-

Any Action or the movement of the Player's Piece shall have a duration=
of
ten minutes of Game Time unless otherwise specified. Payment of Token
forfeits and receipt of Token bonuses shall be considered =
instantaneous,
that is having no duration. A Move of Pass or Timeout shall similarly
have
no duration.

{ Trimming superfluity. }

3. Long Lunch [Action]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Duration: +0x00] Neut 1.7.x Varies
=
------------------------------------------------------------------------

A Player may perform the Action of "[Duration: +0x00]" to extend the
length of eir Turn - upon performing this Action, eir Turn's duration
is increased by 'x' hours.

{ As it stands, "[Game Time: +0x00]" puts the clock forward *and* extends
your Turn - if you do a two-hour one at noon, the clock goes forward to
two o'clock, and you can then perform an extra two hours of Actions,
leaving the clock at 4pm. Not good. }

4. Right Away [Repeal]

Repeal Rule 1.13.2 (Get a Move On) and remove the relevant Action from =
the
Ruleset.

{ I did consider leaving the "[Game Time: +0x00]" Action in, to allow
Players
to wind the clock forward without taking it as part of their Turn, but =
it
seemed a bit too superfluous. Particularly when there was that handy
little
"[Waiting]" Action I came up with last Week - you can just extend the
duration of your Turn and wait for the whole of it, if you must...

The Waiting Proposal failed for being badly explained, anyway. There =
now
follows a reproposal of it. }

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

Proposal 714 - Time Again [Action]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Waiting] Neut 1.7.x Varies
=
------------------------------------------------------------------------

A Player may perform the Action of "[Waiting]" to spend part of their
Turn merely watching time pass - the duration of this Action can be =
any
period the Actioning Player wishes, between five minutes and one week.
This Action may be performed any number of times in a Turn.

{ This lets Players pad out their Turns if they haven't used the
entirety of their duration - it doesn't extend the Turn at all, it
merely uses up any amount of that which remains. Better than the GSDs
getting spammed up with pointless time-wasting actions, I feel. }

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

Proposal 715 - A Pressing Special Need [Multiple]

{ Blathered about on the mailing list - this simplifies the Move Legality
business a *lot*, not to mention fixing some flaws in the current
implementation. Proposed last Week as a green paper and given thumbs =
up,
only to die at the polling station in a flurry of tardy feedback. Argue=
it
on the mailing list if you've any objections to any of this, please. }

1. The Soul of Wit [Amendment]

Move the last paragraph of Rule 1.5.0 (Valid Moves) to Rule 1.5.1 (Keep =
the
Piece), and reword Rule 1.5.0 to:-

"The following Moves are possible in the Game of Mornington Crescent:

* The name of any Station on the Map
* The word "Pass"
* The word "Timeout"

All Moves are Valid by default, unless a Rule or combination of Rules
declares them to be Invalid. A Move of "Pass" or "Timeout", however, =
is
*always* Valid.

Certain events permit Players to make Special Moves to a given
destination - these Moves do not pass through Stations, but may still=
be
made Invalid by other Rules. In addition, a Player's LV is reduced to
zero after making a Special Move.

(When a Rule says that something 'permits a Special Move', this means
that it permits the current Player to make a Special Move during the
current Turn.)"

2. Getting There [Enactment, as 1.6.2]

When a Player makes a Move to a Station, that Station must be at a
distance of 'x' Stations, where 'x' is eir Line Velocity - if it is
closer or further, e cannot get there at that speed, and such a Move =
is
Invalid.

When making a Special Move, however, an incorrect Line Velocity will =
not
make a Move Invalid.

3. Golly [Amendment]

In Rule 1.4.16 (Playing with Food), replace the Marmalade Sandwich's =
special
effect with:-

When a Player performs the Action "[Eating Marmalade Sandwich]", a
Special Move to Paddington is permitted.

4. Right of Way [Amendment]

Reword the first paragraph of Rule 1.7.10 (Walk the Walk) to:-

A Player may perform the pre-Move Action of "[Walking]" to permit a
Special Move to any Station within Walking Distance.

5. Strile, Friend, Strile [Amendment]

Reword Rule 1.7.12 (Basic Striles) to:-

If a Player's Line Velocity is six or more, e may perform a Strile via
the pre-Move Action of "[Striling]"; this permits em to make a Special
Move to any Strilable Station.

A Station is said to be Strilable if it has a Token Stack, and if that
Token Stack is identical to the Stack at the Player's current Piece
location.

6. Stubthumper [Amendment]

Reword Rule 1.7.33 (Stubbery) to:-

If a Player owns the Ticket Stub for the Station eir Piece is situated
at, e may perform the pre-Move Action "[Stub Link]" - this permits em
to make a Special Move to any other Station which e has a Ticket Stub
for.

7. Of Borneo [Amendment]

Reword the second paragraph of Rule 1.11.1 (Born to be Wild) to:-

A Player may perform the Action of "[Wild]" to permit a Special Move =
to
any Wild Station.

8. Paintball's Going Home [Amendment]

Reword Rule 1.12.4 (Going Home) to:-

A Player may performs the pre-Move Action of "[Home]" or "[Home:
<Station>]"; both of these permit a Special Move to eir Home Station.

9. Mustn't... Repeal... [Amendment]

Reword Rule 2.2.1 (Terminal Velocity) to:-

If, at the start of eir Turn before any other Player Actions a Player
has an LV of 10 or more, and e does not (and is not forced to by any
other Rule) reduce it below 10 before eir Move, e may make a Special
Move to any Terminus which e shares a Line with, provided that =
reaching
it would not involve a change of Line Direction (this option is in
addition to the standard Moves available through eir natural
LV-dependent Piece Movement and any Special Moves available).

10. Just Drop Me At The End Of The Road [Amendment]

Reword Rule 2.3.2 (Home Isn't Where The Start Is)) to:-

When a Player performs the "[Home:]" Action, it permits a Special Move=
to
any Station which shares a Quadrant and Line with that Player's Home
Station.

{ MC exception no longer required, since you can't Special Move to a =
Closed
Station. }

11. Whose Line Is It Anyway? [Amendment]

In Rule 1.5.11 (Changing Line), replace "A Piece Move that involves a =
change
of Line" with "A non-Special Move that involves a change of Line".

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

Proposal 716 - Quick Change [Amendment]

To the first paragraph of Rule 1.7.21 (Bureau de Change), add the =
sentence
"Each of the Actions may be performed any number of times per Turn."

{ We've been playing it as such for a long time, after all. }

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

Proposal 717 - Slight CAMREC Rumblings [Multiple]

In Rule 4.0.0 (Non-MC Games), replace the first paragraph with:-

Other games than MC may be played on the London Underground (or
equivalent network). In these games, having a Piece end a Turn at
Mornington Crescent does not constitute a Win.

{ Mornington Crescent should still be an important Station, I feel, with
its own Opening cost and special rules. Although not permitting =
victory,
it allows for some interesting tactics if it's left in. (The "a normal
Station like any other" wording is a little dangerous, also, should
anyone feel like claiming "okay, it'll be like Dollis Hill".) }

Replace the last paragraph of Rule 4.2.4 (Checks and Balances) with:-

If only one Player remains in the Game, e is the Winner.

{ The current "if any Player succeeds in removing all other Players from =
the
Game" wording means that a single Player must take out each other =
Player,
which seems unlikely. The "as much as if e has played Mornington =
Crescent"
is questionable, as well, in a variant where Moving to MC should mean
nothing. }

Replace the first paragraph of Rule 4.2.5 (Jump Start) with:-

Up to four Players may participate in a Czech Variant Game, and there =
is
never a Drone Player. There are four sets of start positions for =
Pieces
corresponding to the four Compass Quadrants. These start positions are
randomly allocated by the Speaker before the Game begins. Once a Game
has begun, no further Players may join.

{ Knocked-out Players are kept out of the game under current rules, but
new Players joining towards the end would be quite out of keeping. =
Also,
having the Drone in play would make the Game too strange and =
unbalanced. }

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

Proposal 718 - Uncharged [Repeal]

Repeal Rule 2.1.2 (No Charge).

{ Comment: That Rule doesn't exist any more. }

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

Proposal 719 - Listen Very Carefully, I Will Say Zis Only Once =
[Amendment]

Amend Rule 0.4.3 (Proposal Submission) by inserting the following =
paragraph
after the first:

In order to simplify the incorporation of new text into the Ruleset,
Proposals containing content which is to inserted verbatim should be
formatted in a similar way to the Ruleset. This applies particularly
to Enactments, Actions, and large scale Amendments.

{ Comment: Well, you know what this is about. It isn't just laziness on
the part of your Speaker - extensive reformatting has potential to
introduce errors, and the fewer opportunities for such mistakes the
better. }

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

Proposal 720 - Liquid Assets [Multiple]

[Repeal: Thaw Point]

Repeal Rule 0.4.14 (The Ice Man Cometh).

[Amendment: Old Thaw]

Amend Rule 0.4.1 (Proposal Types) to remove Freeze and Unfreeze.

{ Comment: this hasn't been used, and doesn't seem likely to be either.
All it's doing at the moment is cluttering up the MN web page.

I think a better bet would be some kind of local ruleset for
particular games. But that's a whole other Proposal. }

[End of Liquid Assets]

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

Proposal 721 - Bear All [Amendment]

Amend Rule 0.9.4 (Fish and Fowl) to remove the Clever Bear Award.

{ Comment: This isn't getting used, and isn't likely to be. }

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

Proposal 722 - Funny Peculiar [Amendment]

Amend Rule 0.9.4 (Fish and Fowl) to add the following award:

Lyttleton Trophy Audience Appreciation Award

Awarded to the Player whose Proposal or Proposal title garners the
greatest number of remarks appreciative of it humour posted to the
Discussion Lounge from the other Players. Only the first such remark
from each Player for a particular Proposal shall be counted. The
Proposer shall receive a bonus +3 Kudos points.

As this Award is objectively assessed, the Speaker shall be
eligible.

{ Comment: Dammit, but there aren't enough witty Proposals around! }

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

Dunx
--
Ceci n'est pas un .sig

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From <DELLIS@U...> Tue May 4 19:05:14 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@U...>
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-322-dellis=uk.oracle.com@returns.egroups.com's message of 01-May-99 06:44
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Ole perspicaciously commented on Kudos: 
> So, the way I see it, they are nice, and that's it. 

Yes. 

The current role of Kudos is as an indicator of how much each Player has 
contributed to the game recently, or at least how successfully. 

I've tried to get rid of it, but that didn't fly. 

-- 
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 May 4 21:38:46 1999
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Taking what some may see as the coward's option, I would like to resign from
Game 15. As it seems to be getting nowhere with great rapidity I can't see
any point in staying in (seeing that I was a fair bit behind).

And why I sent that to l-nomic-c I have no eye dear.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <DELLIS@u...> Wed May 5 01:16:05 1999
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-336-dellis=uk.oracle.com@returns.egroups.com's message of 04-May-99 21:58
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Snow: 

Thanks for working that out. I was all set to disagree, but then the numbers=

I came up with were exactly half of yours and the penny dropped! 

To answer a couple of your queries - 

>I can find no reference to gaining Kudos through 
>judging an Emergency Proposal 

EPs aren't Judged any more - they are Voted on. So the Proposer of an EP
gains 
Kudos on that EP during the Week it was Voted on as if it were a normal 
Proposal. 

>4) The first part of the first sentence of Rule 0.4.3 means "the 
>maximum number of proposals a player may make in one week is 
>5", rather than "the maximum number of proposals in one week is 
>5" and that at least one other proposal is voted on. 

Quite. I think an "Each" at the beginning of the sentence you refer to would=

help. 

It has been pointed out before (by the currently Inactive dave, principally)=

that some of the language in the Ruleset is a bit tortured... a pair of
fresh 
eyes helps to see that. 

>10) I've not made a mistake. 

Not as far as I can see. 

Excellent job. 

-- 
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...> Wed May 5 01:44:05 1999
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-340-dellis=uk.oracle.com@returns.egroups.com's message of 05-May-99 05:38
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>Taking what some may see as the coward's option, I would like to resign
from 
>Game 15. As it seems to be getting nowhere with great rapidity I can't see=

>any point in staying in (seeing that I was a fair bit behind). 

Well, 'behind' is a relative term - I don't think you're in any different 
position than either Kevan or myself, really. 

Sorry to see you go, though. 

-- 
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 <palnatoke@g...> Wed May 5 02:02:23 1999
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Dunx explained:

The current role of Kudos is as an indicator of how much each Player has
contributed to the game recently, or at least how successfully.

¤¤¤

So, taking the Busíness Approach(TM), there is no reason to accumulate
Kudos.

Well, the Business Approach(TM) usually makes games (and gamers) boring,
anyways.


Ole


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From <palnatoke@g...> Wed May 5 02:02:26 1999
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I have looked in 1.17.1 and 1.17.6, and found:

(1.17.1) Furthermore, Stations on the Map, which are indicated by the
Map's Key as Interchange Stations, may be referred to, in general, as
Interchange Stations.

(1.17.6) * Interchange - An Interchange Station is one which is defined on
the Map as being an Interchange Station.


That's all very fine.
It didn't particularly help me in determining the difference between
Interchanges and Co-Situated Stations, but I believe I have found out
anyways.

Now I wonder:

The Map legend has an aeroplane symbol, meaning Airport Interchange.

Does this mean that the Heathrow Terminals are Interchanges?

I guess not, but it's a bit too close for comfort.

Anyone want to make an Airport Interchange proposal?
It could get interesting on maps with more airports (Finsbury for one).


Ole


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From <DELLIS@u...> Wed May 5 02:52:05 1999
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> So, taking the Bus=EDness Approach(TM), there is no reason to accumulate 
> Kudos. 

Quite so. 

> Well, the Business Approach(TM) usually makes games (and gamers) boring, 
> anyways. 

Again, quite so. We didn't get where we are today by taking the Business 
Approach(TM). 

Thank Davis. 

-- 
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...> Wed May 5 05:30:17 1999
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-338-dellis=uk.oracle.com@returns.egroups.com's message of 04-May-99 23:10
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Best get back into this... lots to comment on in a patronisingly approving 
way as well. 

The Proposals for Week 4 included: 
> Proposal 705 - The Emperor's New Clothes... [Enactment] 

This is really, really nice... a tremendous example of one good idea 
sparking another. Trellis is going to be hard to award this Week. 

A couple of specific comments, though: 

> Hat (any other) If the player ends eir (non-Passed) Move at a 
> Station of the same type as the Hat being worn, e may collect 1 Blue 
> Token provided that e has not collected that Hat in the same Turn. 

I'm glad to see this one again, having been terribly disappointed when my 
attempt at something similar was voted down. 

>(It 
> should be noted that only one Hat can be worn by any one Player at one 
> time: if the player wishes to wear another, the first must be removed.) 

I agree completely, but this text is rather buried at the moment - it could
do 
with being brought out in the open a bit more since it is a terribly 
significant point. 

>If, for some reason, the Player wears 
> only one Glove ("L"eft or "R"ight) there is no effect: two must be worn 
> for any effects. 

Michael Jackson impression, anyone? 

Hmm. 

> {Comment: Pockets aren't bottomless, hence the suggested limit of 
> four small possessions therein... and losing an Overcoat is not likely 
> considering that it can't be stolen by a Shunt if being worn, and there 
> is no reason to take it off once worn.} 

What about if it's a warm day? 


> Proposal 706 - Timeout On The Grand Scale [Enactment] 

Fair enough, I guess - there are a fair long term Inactive Players kicking 
around. 


> Proposal 707 - You Have 10 Minutes To Clear This Building... [Amendment] 

> *Amend "Any Player" to "Any Player who is fewer than <n> stations 
> away, where <n> is that Player's LV" in the restrictions on detonating 
> the Package: and change the Action to Post-Move (it is currently 
> Neutral.) 

I'm not sure about the range of a remote control being limited by LV... I 
suppose it makes some kind of sense in terms of playability, although not a 
great deal as far as physical analogues go. 

> "A Player may perform the Action of [Defusing Package] [...] 

Pleasing. 


> Proposal 708 - Blocks, Impediments and Gaps [Multiple] 

> *Renumber the Bulkheading rule (1.7.26) into Section 1.9 

I remember being a little surprised at the time when Bulkheads turned up in 
section 1.7... ah well. 


> Proposal 709 - *Boing* (Chalk Farm Ruleset) [Enactment] 

Interesting... not terribly sure how useful it is, but it might be
instructive 
to see how it plays. One query: 

> (3) The Shunted Player does not travel along the same Line in the 
> opposite Line Direction to that which the Shunting Player arrived. 

This seems very opaquely worded to me - I can see what it means, but it took=

me several readings to sort through it. 

I think the problem is that this (and indeed most of the numbered points) is=

actually a restriction on perfoming the rebound rather than a consequence. 

In other words, I would say that this Proposal needs restructuring. 


> Proposal 710 - Token Table Change [Amendment] 

I have a strange feeling of deja vu... 

I'm glad to see this, but we do seem to be going round in circles on this. 


> Proposal 711 - Walking In The Night [Amendment] 

> Game Time 'skips' the time between 0000 and 0500, and this 'skip' 
> advances the day of the game time by one day. Thus, if Rushton's Turn 
> finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then 
> Garden's Turn ends at Thursday 0520. An exception to this 'skip' is 
> the Action [Walking]. [Walking] can occur between 0000 and 0500. 
> Thus, if Rushton began [Walking] at Wednesday 2350, this Action would 
> end at Thursday 0020. The next non-[Walking] Action could not begin 
> until 0500. 

Er... why, though? 


> Proposal 712 - Lost and Found [Multiple] 

This in combination with Proposal 705 is splendid. 

I'm still unconvinced about the lengthy duration, deeply significant or not.=



> Proposal 713 - Ever-Rolling Stream [Multiple] 

A lot of very perspicacious amendments, with one solitary caveat... 

> 3. Long Lunch [Action] 

> ------------------------------------------------------------------------

> Action Phase Rule Dur Cost Gain 
> 
------------------------------------------------------------------------ 
> [Duration: +0x00] Neut 1.7.x Varies 
> 
------------------------------------------------------------------------ 

This makes such manipulations free, whereas the the current [Game Time]
Action 
costs one Blue Token per hour. This may seem a pointless objection when 
Farkling is always free, but then you can't do anything else at the same
time 
as a Farkle. 


> Proposal 714 - Time Again [Action] 

Better, but it's still not clear (I think) from the wording of the Proposal 
that this is a padding Action but does not itself extend the duration of the=

Turn. In fact, I'm not convinced this meaning is even present without the 
passage of Proposal 713 above. 


> Proposal 715 - A Pressing Special Need [Multiple] 

I'm going to come back to this later - I need to go over the current 
implementation again. 


> Proposal 716 - Quick Change [Amendment] 

A very perceptive little amendment. 


> Proposal 717 - Slight CAMREC Rumblings [Multiple] 

> Replace the last paragraph of Rule 4.2.4 (Checks and Balances) with:- 

> If only one Player remains in the Game, e is the Winner. 

Oh, I suppose. 

It's interesting this - this not only fixes a broken bit of wording (which I=

accept unreservedly and with gratitude) but also takes away that way of 
winning. 

My intention was to allow a Player to win by moving eir Commuter to MC. 
Unfortunately, I blew it on the wording - I was so busy trying to get the
chess 
bits sorted out that I rather forgot about moving to MC. 

Oh well. It's no loss. 


> Proposal 718 - Uncharged [Repeal] 

> Repeal Rule 2.1.2 (No Charge). 

> { Comment: That Rule doesn't exist any more. } 

This is mine. 

It's been pointed out to me that this coment can be somewhat misleading. The=

purpose of this Proposal is to remove a reference to Rule 1.19.3 which was 
repealed some time ago - the comment confuses the issue, since it can be 
misread as meaning that Rule 2.1.2 doesn't existi any more. 

Sorry about that. 

-- 
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 kevan@d... Wed May 5 05:46:49 1999
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Just a brief response to a comment from Dunx (forgive the formatting on this one, but the eGroups text editor has, as ever, ideas of its own):-

> > 3. Long Lunch [Action]
> 
> > ------------------------------------------------------------------------
> 
> > Action Phase Rule Dur Cost Gain
> >
> ------------------------------------------------------------------------
> > [Duration: +0x00] Neut 1.7.x Varies
> >
> ------------------------------------------------------------------------
> 
> This makes such manipulations free, whereas the the current [Game Time]
> Action
> costs one Blue Token per hour. This may seem a pointless objection when
> Farkling is always free, but then you can't do anything else at the same
> time
> as a Farkle.

Nng. It was meant to be, of course, one Blue per hour, again. Making it fairly identical to the Game Time Action, if you use the free Waiting Action to pad out the spare hours.

Expect an email shortly with an update to the Proposal, Dunx.

Kevan


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> Expect an email shortly with an update to the Proposal, Dunx. 

Received. I'll sort it out tonight when I can use FTP. 

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

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Dunx wrote:

> Proposal 710 - Token Table Change [Amendment]

I have a strange feeling of deja vu...

I'm glad to see this, but we do seem to be going round in circles on this.


###
I find it strange that going through six interchanges earns me _nothing_.
###

> Proposal 711 - Walking In The Night [Amendment]

> Game Time 'skips' the time between 0000 and 0500, and this 'skip'
> advances the day of the game time by one day. Thus, if Rushton's Turn
> finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
> Garden's Turn ends at Thursday 0520. An exception to this 'skip' is
> the Action [Walking]. [Walking] can occur between 0000 and 0500.
> Thus, if Rushton began [Walking] at Wednesday 2350, this Action would
> end at Thursday 0020. The next non-[Walking] Action could not begin
> until 0500.

Er... why, though?

###
Why -which part of it?
I find it unrealistic that Walking should be restricted, timewise.
I haven't found any other Actions that could combine with Walking in the
middle of the night.
There might be some.



Ole
###


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I wrote: 
>> Proposal 715 - A Pressing Special Need [Multiple] 

>I'm going to come back to this later - I need to go over the current 
>implementation again. 

This is 'later' enough. 

A very good Proposal, considerably simplifying the current structure. 

My only misgiving is (as I've mentioned on a previous draft) that Striling 
currently doesn't zero LV, but I don't think that's a big loss anyway. 

The primary criticism of this new structure (not one I would put forward, 
although others might) is that the 'check list' format has been lost: the 
existing 1.5.0 is a centralised listing of what invalidates Moves. 

But I much prefer the format of this Proposal - considerably easier to 
maintain, and much easier to follow. 

Kevan: apologies for not voicing my concerns properly before. I'll try not
to 
rush my opinions again. 

-- 
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 <jonathan@f...> Wed May 5 17:43:09 1999
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Proposal 711 - Walking In The Night [Amendment]
But what do we do when the player whose turn it is to play wants to play
a non-Walking move and someone else has just put the game time past
midnight by Walking? Does e have to miss eir turn and wait until enough
Players have Walked around to bring the time up to 5am? This is a
problem.

>Proposal 712 - Lost and Found [Multiple]
*GREAT* idea, as I mentioned before. Proposal 705 complemens this rather
well, as was the intention (though someone will have to add functions
for scarfs etc. eventually.

>We don't have a way of Losing things, yet.
Just you wait... I must admit one of my proposals for next week is going
to take a bet on this one passing. I'll put in some ways of Losing
stuff...

Proposal 714 - Time Again [Action]

> the duration of this Action can be any
> period the Actioning Player wishes, between five minutes and one
week.


This is odd. How on earth do you get one turn to last a week? (It would
need loads of blue tokens - 19 per day for days 2-7 (discounting the
five hours between 0000 and 0500) plus 18 for the first day (you get the
first hour as standard), for a grand total of 132 Blue Tokens...) Or is
the implication of this that Waiting ignores the maximum Turn length?
IMHO it shouldn't, that's what the "Farkle" move is for. This should be
changed to "between five minutes and the maximum legal duration of the
Player's turn."


Proposal 715 - A Pressing Special Need [Multiple]
Got it. Seems to have ironed out all the bugs.

>Proposal 717 - Slight CAMREC Rumblings [Multiple]
>{ Mornington Crescent should still be an important Station, I feel,
with
> its own Opening cost and special rules}


And what would be the result of this? Simply that nobody would ever
bother to land on MC if it costs three gold tokens to enter. It can
still be passed through anyway, as it is not Blocked but Closed, and of
course the other branch of the Northern goes straight from Euston to
Camden Town. I can't see any strategy that could conceivably make use of
MC having an Opening cost. (Oh, and BTW I'm not that keen on other
stations, for instance Dollis Hill, having special effects in non-MC
games. For instance, how would it affect the Czech Variant? One piece
moves to Dollis Hill, then follows a bloodbath as every other piece in
the game lands on top of it (movement to Dollis Hill being not just
permitted but enforced.) This is clearly broken and needs fixing.)
I would, however, like Dunx's idea that one can win the Czech game
by moving the Commuter to MC, in addition to the other way of winning
(for instance, if so many exchanges have taken place that there is no
way of pinning the final enemy Commuter down). But other pieces in the
game should treat it as a normal station.

Proposal 719 - Listen Very Carefully, I Will Say Zis Only Once
[Amendment]
In order to simplify the incorporation of new text into the Ruleset,
Proposals containing content which is to inserted verbatim should be
formatted in a similar way to the Ruleset. This applies particularly
to Enactments, Actions, and large scale Amendments.


This can be a bit difficult on both sides. The way I see it, the current
situation inconveniences only one person (the Speaker.) The situation
after this Rule inconveniences everyone else - besides, there is *still*
the chance that something might go wrong. Anyway, this is unenforcable
(what happens to proposals submitted in the "wrong" format? Are the
simply rejected for the sake of appearances, or are they let in in
defiance of the new Rule of this proposal? Either way, it is broken.)

Jonathan.



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Jonathan wrote:


:Proposal 711 - Walking In The Night [Amendment]
:But what do we do when the player whose turn it is to play wants to play
:a non-Walking move and someone else has just put the game time past
:midnight by Walking? Does e have to miss eir turn and wait until enough
:Players have Walked around to bring the time up to 5am? This is a
:problem.


I see.

The Practical Solution(TM) would be to advance the time to 0500 and then do
whatever e wants.

Since the Practical Solution(TM) isn't always available, let's rewrite the
proposal to:

####
I want to walk in the night!

In "Rule 1.13.1 - The Richard Whiteley Experience", replace:

Game Time 'skips' the time between 0000 and 0500, and this 'skip'
advances the day of the game time by one day. Thus, if Rushton's Turn
finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
Garden's Turn ends at Thursday 0520.

with

Game Time 'skips' the time between 0000 and 0500, and this 'skip'
advances the day of the game time by one day. Thus, if Rushton's Turn
finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
Garden's Turn ends at Thursday 0520. An exception to this 'skip' is
the Action [Walking]. [Walking] can occur between 0000 and 0500.
Thus, if Rushton began [Walking] at Wednesday 2350, this Action would
end at Thursday 0020. The next non-[Walking] Action would begin at
0500.


####





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From dunx@l... (Duncan Ellis (Dunx)) Thu May 6 02:49:59 1999
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{ Speaker's Comment:
Two updated Proposals for your edification. These new versions are =
still to
be voted on in Week 4.

Votes received on the previous versions have been discarded and must be
recast (those concerned having been notified privately as well). }

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

Proposal 711 - Walking In The Night [Amendment]

I want to walk in the night!

In "Rule 1.13.1 - The Richard Whiteley Experience", replace:

Game Time 'skips' the time between 0000 and 0500, and this 'skip'
advances the day of the game time by one day. Thus, if Rushton's Turn
finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
Garden's Turn ends at Thursday 0520.

with

Game Time 'skips' the time between 0000 and 0500, and this 'skip'
advances the day of the game time by one day. Thus, if Rushton's Turn
finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
Garden's Turn ends at Thursday 0520. An exception to this 'skip' is=20
the Action [Walking]. [Walking] can occur between 0000 and 0500.
Thus, if Rushton began [Walking] at Wednesday 2350, this Action would
end at Thursday 0020. The next non-[Walking] Action would begin at
0500.

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

Proposal 713 - Ever-Rolling Stream [Multiple]

1. Half the Clock [Amendment]

Reword the second paragraph of Rule 1.13.1 (The Richard Whiteley =
Experience)
to:-

Each Player's Turn has a default maximum duration of one hour. =
Whenever
a Player performs an Action or makes a Move, Game Time is advanced by
the duration of that Action or Move. If this should take the duration
of eir Turn so far beyond its maximum duration, the Turn becomes
Illegal.

{ A very, very necessary clarification - that the clock ticks as your =
Turn
progresses; if a Closed Station opens in half an hour and you wish to
Move there, it's possible to do things for thirty minutes then Move
legally. Current wordings are at best vague and at worst counter-
intuitive, on this score. }

2. Dry-Marker Pens from Hell [Amendment]

Reword Rule 1.13.3 (Carol Vorderman's Revenge) to:-

Any Action or the movement of the Player's Piece shall have a duration=
of
ten minutes of Game Time unless otherwise specified. Payment of Token
forfeits and receipt of Token bonuses shall be considered =
instantaneous,
that is having no duration. A Move of Pass or Timeout shall similarly =
have
no duration.

{ Trimming superfluity. }

3. Long Lunch [Action]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Duration: +0x00] Neut 1.7.x -x Bu
=
------------------------------------------------------------------------

A Player may perform the Action of "[Duration: +0x00]" to extend the
length of eir Turn - upon performing this Action, eir Turn's duration
is increased by 'x' hours.

{ As it stands, "[Game Time: +0x00]" puts the clock forward *and* extends
your Turn - if you do a two-hour one at noon, the clock goes forward to
two o'clock, and you can then perform an extra two hours of Actions,
leaving the clock at 4pm. Not good. }

4. Right Away [Repeal]

Repeal Rule 1.13.2 (Get a Move On) and remove the relevant Action from =
the
Ruleset.

{ I did consider leaving the "[Game Time: +0x00]" Action in, to allow
Players
to wind the clock forward without taking it as part of their Turn, but =
it
seemed a bit too superfluous. Particularly when there was that handy =
little
"[Waiting]" Action I came up with last Week - you can just extend the
duration of your Turn and wait for the whole of it, if you must...

The Waiting Proposal failed for being badly explained, anyway. There =
now
follows a reproposal of it. }

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

Dunx
--
Ceci n'est pas un .sig

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From kevan@d... Thu May 6 03:23:12 1999
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> Proposal 714 - Time Again [Action]
> 
> > the duration of this Action can be any
> > period the Actioning Player wishes, between five minutes and one
> week.
> 
> This is odd. How on earth do you get one turn to last a week? [...]
> This should be changed to "between five minutes and the maximum legal
> duration of the Player's turn."

A week was just an arbitrary upper maximum, just in case anyone ever did manage to amass hundreds of Blues. If anything, it'd work better as "any duration which is a multiple of five minutes". "Maximum legal duration" just seems a bit fiddly, particularly when it's obvious that a four-day Waiting Action during a sixty-minute Turn will make that Turn Illegal.

> >Proposal 717 - Slight CAMREC Rumblings [Multiple]
> >{ Mornington Crescent should still be an important Station, I feel,
> with
> > its own Opening cost and special rules}
> 
> 
> And what would be the result of this? Simply that nobody would ever
> bother to land on MC if it costs three gold tokens to enter. It can
> still be passed through anyway, as it is not Blocked but Closed, and of
> course the other branch of the Northern goes straight from Euston to
> Camden Town. I can't see any strategy that could conceivably make use of
> MC having an Opening cost. 

Well, the Ostrich can scamper and hide there if it can get the Golds, a Team might like to try and get their Flag there to keep it safe, a Czech Variant Piece could Move there and become difficult to capture, and so forth. As you say, it can still be passed through anyway - better to keep it in for optional strategy than to declare it "normal" and render it meaningless, I feel.

> (Oh, and BTW I'm not that keen on other
> stations, for instance Dollis Hill, having special effects in non-MC
> games. For instance, how would it affect the Czech Variant? One piece
> moves to Dollis Hill, then follows a bloodbath as every other piece in
> the game lands on top of it (movement to Dollis Hill being not just
> permitted but enforced.) This is clearly broken and needs fixing.)

I admit to not being entirely au fait with the Czech rules yet, but yes, this does seem like a pressing issue. Perhaps all Stations should become "normal" in a Czech Game, since the style is so different to typical MC games?

> Proposal 719 - Listen Very Carefully, I Will Say Zis Only Once
> [Amendment]
> In order to simplify the incorporation of new text into the Ruleset,
> Proposals containing content which is to inserted verbatim should be
> formatted in a similar way to the Ruleset. This applies particularly
> to Enactments, Actions, and large scale Amendments.
> 
> This can be a bit difficult on both sides. The way I see it, the current
> situation inconveniences only one person (the Speaker.) The situation
> after this Rule inconveniences everyone else - 

I can't begin to express my disappointment at this statement. The Speaker is doing eir job entirely voluntarily, putting in a great deal of time, dedication and effort to keep the Nomic above water - if there's any inconvience of eirs which can be lessened (by spreading it amongst Players or otherwise), it'd be ungrateful not to honour it.

If it takes, say, five minutes to reformat a sketched-out Proposal into a "proper" style, and twelve such Proposals are made in a Week, the Speaker has an hour's worth of work on eir hands. If the Proposers reformatted them themselves before posting, it'd take them about fifteen minutes each, and the Speaker could get on with eir other duties and - whisper it - real life.

But, of course, when you're writing a Proposal you can format it as you go along, and this is barely an effort. Three-space indentation on anything that's going to be pasted directly into the Ruleset (very easy to do with a macro; if you're using a text editor that doesn't support such things, I recommend kicking the Web for a "PFE" download site), clarity of amendment and passing thought as to how the Speaker's going to have to deal with the end result.

> besides, there is *still*
> the chance that something might go wrong. Anyway, this is unenforcable
> (what happens to proposals submitted in the "wrong" format? Are the
> simply rejected for the sake of appearances, or are they let in in
> defiance of the new Rule of this proposal? Either way, it is broken.)

I think if it says "Proposals should be...", then anything that isn't can be optionally regarded as "not a Proposal". This rule could benefit from a little "...or they may be ignored" clause, I suppose.

Speaking as an ex-Speaker,

Kevan

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From <DELLIS@u...> Thu May 6 03:29:20 1999
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Date: 06 May 99 09:31:26 +0100
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>>> Proposal 715 - A Pressing Special Need [Multiple] 

>>I'm going to come back to this later - I need to go over the current 
>>implementation again. 

>My only misgiving is (as I've mentioned on a previous draft) that Striling 
>currently doesn't zero LV, but I don't think that's a big loss anyway. 

Actually - I've thought of something else. I think Dollis Hill Loops might
be 
inescapable. 

Consider: 

1. Proposal 715 states that LV is zeroed after a Special Move 

2. Loops are now implemented as Special Moves. 

The most pessimistic reading of this is that any Move to a Loop Trap Station=

during a Loop will zero LV. Since the only way to break a Loop now is a Loop=

Escape which is allowed only with high LV, this Action can never be played. 

A less pessimistic reading is that only the first forced Move into a Loop is=

Special, since once in the Loop there is no need to make a Special Move to 
reach the Trap Station. There are two faults with this reading though: 

1. this reading only has merit in single Station Loops. Obviously this is
the 
only kind we have now, but I'm sure an Amersham/Aldwych loop can't be far
away 
now. 

2. it confers a considerable advantage to the initiator of the Loop - since
e 
will be the only one with a non-zero LV when the loop starts, e will have
the 
lead in terminating it. 

Either way, I think we may need an exemption on the LV zeroing of Special 
Moves for Loop Moves. 

-- 
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...> Thu May 6 03:57:48 1999
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-350-dellis=uk.oracle.com@returns.egroups.com's message of 06-May-99 00:47
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>>Proposal 719 - Listen Very Carefully, I Will Say Zis Only Once 
>>[Amendment] 
>> In order to simplify the incorporation of new text into the Ruleset, 
>> Proposals containing content which is to inserted verbatim should be 
>> formatted in a similar way to the Ruleset. This applies particularly 
>> to Enactments, Actions, and large scale Amendments. 


>This can be a bit difficult on both sides. The way I see it, the current 
>situation inconveniences only one person (the Speaker.) The situation 
>after this Rule inconveniences everyone else 

Yes, but any inconvenience is spread out - the current situation is that the=

Speaker may have to reformat *every* Proposal, whereas if the Proposals are 
formatted to match the Ruleset byt the Proposer then the maximum amount of 
formatting for each individual is five Proposals. 

Also, writing the Proposal initially in a form compatible with the Ruleset 
would require no reformatting at all and hence (as far as I can see) no 
inconvenience. 

The current situation is unreasonable in that it makes the Speaker's life as=

difficult as possible. 

>besides, there is *still* 
>the chance that something might go wrong. Anyway, this is unenforcable 
>(what happens to proposals submitted in the "wrong" format? Are the 
>simply rejected for the sake of appearances, or are they let in in 
>defiance of the new Rule of this proposal? Either way, it is broken.) 

This is true, but then sanctions are difficult to formulate in this area 
anyway. The only options I could come up with were a Kudos penalty, or
asking 
the Proposer to do the edits emself. 

This Proposal is intended only to document what would be of help to the 
Speaker rather than necessarily to enforce it. 

I was going to note down exactly the formats used in the ruleset, but apart 
from this being intensely dull it's also mutable - the next Speaker may wish=

to lay out the Ruleset in an entirely different way or abandon the text
format 
completely. 

Would it be more helpful to offer some informal submission guidelines on the=

web site rather than putting this stuff in the ruleset? 

-- 
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 kevan@d... Thu May 6 04:01:09 1999
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> Proposal 711 - Walking In The Night [Amendment]
> 
> Game Time 'skips' the time between 0000 and 0500, and this 'skip'
> advances the day of the game time by one day. Thus, if Rushton's Turn
> finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
> Garden's Turn ends at Thursday 0520. An exception to this 'skip' is 
> the Action [Walking]. [Walking] can occur between 0000 and 0500.
> Thus, if Rushton began [Walking] at Wednesday 2350, this Action would
> end at Thursday 0020. The next non-[Walking] Action would begin at
> 0500.

Forgive me if I miss a point, but - er - does this have any particular impact on the game, aside from slightly altering Game Time if someone performs a "[Walking]" Action in the run-up to midnight?

Under current Rules, the Play of "[Walking] Neasden (JL) [Gold Rush]" performed at ten to midnight would take fifty minutes and finish at 5:40am. Under the proposed Rule, the same Play would take fifty minutes and finish at 5:10am.

Being able to Walk at night is a nice enough image, and perfectly intuitive, but this implementation of it doesn't seem to achieve anything. Maybe it'd be workable with a "[Nightfall]" Action that prevents the next dark-skip and limits Players to Walking movement until 05:00am, or something.

Making things intuitive is fairly awkward and difficult to implement across the board, though. If I can Walk during the usually-avoided hours of darkness, why can't I play my Harmonica?

Tubas in the moonlight,

Kevan

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From kevan@d... Thu May 6 04:14:37 1999
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> Actually - I've thought of something else. I think Dollis Hill Loops might
> be inescapable.
> [...]
> Either way, I think we may need an exemption on the LV zeroing of Special
> Moves for Loop Moves.

Well, there's always Food and Shadowing. Even so, I think it might be better to change the Dollis Escape to something other than a high LV, rather than making an exception to Special Moves - on reflection, it's rather counter-intuitive to build up a high LV by continuing Moving to the same Station; if we're saying that magical, teleporting Special Moves set your LV to zero, it seems odd to make one case an exception.

Kevan

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From <palnatoke@g...> Thu May 6 04:52:36 1999
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Kevan wrote:

:Forgive me if I miss a point, but - er - does this have any particular
impact on the game, aside from slightly altering Game Time if someone
performs a "[Walking]" Action in the run-up to midnight?
<snip>:
:Making things intuitive is fairly awkward and difficult to implement across
the board, though. If I can Walk during the usually-avoided hours of
darkness, why can't I play my Harmonica?


If I have read my proposal right, no. There is no other impact. And, of
course you can play your Harmonica - but you can't make a living out of it -
you wouldn't earn a Token. That part is changable, of course - though it
might be a bit hard to implement a 'realistic' income pattern.


Ole


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From kevan@d... Thu May 6 05:07:57 1999
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>> Forgive me if I miss a point, but - er - does this have any particular
>> impact on the game, aside from slightly altering Game Time if someone
>> performs a "[Walking]" Action in the run-up to midnight?
> If I have read my proposal right, no. There is no other impact.

Is such a minimal-impact rule worth having in the game, then, do you think?

> And, of
> course you can play your Harmonica - but you can't make a living out of it -
> you wouldn't earn a Token.

Oh, fair point, yes, you can't Busk outside of Peak Hours.

> That part is changable, of course - though it
> might be a bit hard to implement a 'realistic' income pattern.

Well, indeed; in a game such as this, the more realistic you make it, the more boring and pointless it's likely to get - it might be interesting to have Players having to get from their Home Station to their Work Station by 9:00am, leaving at 5:30pm with an increased number of Bronze Tokens which they can spend on tickets, but the idea of "Shunting" another commuter becomes bizarre, as does most of the rest of the ruleset, and it soon falls to pieces.

It's quite strange how we've developed something of a real/imaginary crossover for the game - I remember being very cautious when I first proposed Edible Possessions, for fear of trying to make the game too "real-life", but it seems to have become a workable and enjoyable avenue, and nowhere near as uncomfortable as I feared...

Kevan

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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-358-dellis=uk.oracle.com@returns.egroups.com's message of 06-May-99 12:28
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>If I have read my proposal right, no. There is no other impact. And, of 
>course you can play your Harmonica - but you can't make a living out of it
- 
>you wouldn't earn a Token. That part is changable, of course - though it 
>might be a bit hard to implement a 'realistic' income pattern. 

The possibilities are endless... becoming a street salesman (perhaps an 
alternative source for Edible items?); or a performance artist. Be a mugger 
(maybe reusing the Shunting Action in a pedestrian context); or a paramedic 
(after having been injured in a mugging, you could pay to get back into the 
game). Drive a taxi cab, or be a street walker (time for a [Jangling Keys] 
Action?). 

Before you know it we'll have a bustling London nightlife and won't need the=

Underground at all. 

-- 
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 <palnatoke@g...> Thu May 6 06:14:34 1999
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From: "Ole Andersen" <palnatoke@g...>
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Kevan wrote:

:Is such a minimal-impact rule worth having in the game, then, do you think?


Definitely yes.
Not necessarily in this form, though.
The presence of a rule can spawn new rules, which can ... .

As for realism, no. That would be inappropriate.
'Realism' - that's quite another alley. If things make sense in some way,
they might be worth the bother.

Ole


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From kevan@d... Thu May 6 09:04:57 1999
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> :Is such a minimal-impact rule worth having in the game, then, do you think?
> 
> Definitely yes.
> Not necessarily in this form, though.
> The presence of a rule can spawn new rules, which can ... .

True enough, of course, but such is more the case with Proposals which offer much potential for future Proposals - "Each Player has a number of Tokens", "Stations may be Open or Closed", and whatever. Although night-time activity is a particularly intriguing idea, and one which I suspect will spawn new Proposals, the very tightly-focused Walking-in-the-night Proposal doesn't seem to be the best path into it. I think I'd be tempted to vote against it and wait for next Week to bring more appealing amendments, myself...

Kevan

--
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>From "Ole Andersen" <palnatoke@g...> Thu May 6 10:10:05 1999
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> :Is such a minimal-impact rule worth having in the game, then, do you think?
> 
> Definitely yes.
> Not necessarily in this form, though.
> The presence of a rule can spawn new rules, which can ... .

True enough, of course, but such is more the case with Proposals which offer much potential for future Proposals - "Each Player has a number of Tokens", "Stations may be Open or Closed", and whatever. Although night-time activity is a particularly intriguing idea, and one which I suspect will spawn new Proposals, the very tightly-focused Walking-in-the-night Proposal doesn't seem to be the best path into it. I think I'd be tempted to vote against it and wait for next Week to bring more appealing amendments, myself...

Kevan

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From <palnatoke@g...> Thu May 6 10:10:05 1999
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Dunx wrote:

How about night walking being another way of getting a roll on the Lost
Property table?

¤¤¤

That's an idea. Consider it bought.

I'll update my props immediately.


Ole


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From dunx@l... (Duncan Ellis (Dunx)) Thu May 6 14:25:30 1999
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{ Speaker's Comment:
More updates to Proposals - this time to 711 (again) and 712. These are
still for voting on in Week 4, although it's a close-run thing. Any =
updates
received tomorrow (that is, Friday) will have to be rolled over into =
Week 5
since I won't be able to publish them and still allow the four day =
period
required for Votes.

Once again, Votes received on these Proposals are discarded - the =
parties
concerned have been notified.
}

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

Proposal 711 - Walking In The Night [Amendment]

I want to walk in the night!

In "Rule 1.13.1 - The Richard Whiteley Experience", replace:

Game Time 'skips' the time between 0000 and 0500, and this 'skip'
advances the day of the game time by one day. Thus, if Rushton's Turn
finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
Garden's Turn ends at Thursday 0520.

with

Game Time 'skips' the time between 0000 and 0500, and this 'skip'
advances the day of the game time by one day. Thus, if Rushton's Turn
finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
Garden's Turn ends at Thursday 0520.
Exceptions to this 'skip' are:
[Walking] and [Searching the Garbage], which can occur between 0000
and 0500.
Thus, if Rushton began [Walking] at Wednesday 2350, this Action would
end at Thursday 0020.
The next Action would begin at 0500, unless it is one of the above
exceptions..

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

Proposal 712 - Lost and Found [Multiple]

The ^^^-delimited text is the proposal, named 'Lost & Found'.
It consists of three proposed new rules and three insertions in tables.

The %%%-delimited text takes care of a couple of potential loose ends.

^^^
Rule 1.7.x - Lost & Found

London Transport's Lost Property Office is placed near Baker Street.

A Player at Baker Street can perform the 42-minute Post-Move Action
of [Finding], but only between 0930 and 1400 on Mondays to Fridays.

The Player performing the [Finding] Action should roll a single
100-sided die after submitting eir Turn. The next Player to take eir =
Turn
should look the number rolled up on the table below. The found item is
then added to the Luggage Rack or Token Table of the Finding Player.

+-------+-----------------+---------------------------------+
| Roll | Item found | Special/Qualities |
+-------------------------+---------------------------------+
| 1 | Zone 1 Pass | * |
| 2 | Zone 2 Pass | * |
| 3 | Zone 3 Pass | * |
| 4-11 | <special> | Caught Picking Rags# |
| 12-13 | Spectacles | Garment |
| 14-18 | Scarf | Garment, Woolen |
| 19 | Glove | Garment, Right Hand |
| 20-21 | Glove | Garment, Left Hand |
| 22 | Gloves | Garment, Pair |
| 23 | Money Belt | Empty, Garment* |
| 24 | Casiotone | Musical |
| 25 | Drum | Musical |
| 26 | Guitar | Musical |
| 27 | Harmonica | Small, Musical |
| 28 | Saxophone | Musical |
| 29 | Violin | Musical |
| 31 | Piano | Musical, Too Big! |
| 32 | A-Z Hat | Hat* |
| 33 | BR Hat | Hat* |
| 34 | Compass Hat | Hat* |
| 35 | Terminus Hat | Hat* |
| 36 | Verdant Hat | Hat* |
| 37 | Hard Hat | Hat* |
| 38 | Silly Hat | Hat* |
| 39 | Velocity Bomb | |
| 40-41 | Package | Suspect, dropped |
| 42 | Book | Papery |
| 43-44 | Newspaper | Yesterday's, Papery |
| 45 | Newspaper | Today's, Papery |
| 46-49 | <special> | First item in Lost & Found Box |
| 50-93 | Nothing | |
| 94 | Tokens | 2 Black |
| 95 | Tokens | 2 Blue |
| 96 | Tokens | 2 Red |
| 97 | Tokens | 2 Green |
| 98 | Token | 1 Bronze |
| 99 | Token | 1 Silver |
| 100 | Token | 1 Gold |
+-------+-----------------+---------------------------------+
*) If the Player already possesses the found item, nothing is found.
!) The Piano can only be moved using the [Walking] Action.
#) The Player is immediately moved to Tower Hill, loses all of eir
Possessions and must play a Move of "Pass" with no Actions as eir
next Turn.


If a Possession is Lost, it is immediately transported to the Lost
Property Office.

The Actioning Player places the Possession in the Lost & Found Box on =
the
GSD. If there is no room in the box, e must remove one or more of the
items already in the box. Those items are Destroyed.

The Actioning Player may place items in the Lost & Found Box, if
-there is room in the box
and
-no Lost Possession is waiting to be placed in the box.


The Lost & Found Box is conceptually a queue, where items are added in
the rear end and removed from the front end.
The Lost & Found Box begins empty:

+Lost & Found -----------------------------------------------------+
| |
+------------------------------------------------------------------+

<the L&F-box is to be added to the GSD>

Rule 1.7.(x+1) - Awwww - What a Stink

A Player can perform the 30-minute Post-Move Action of
[Searching the Garbage], but only between 2330 and 0530,
and only after having performed the [Walking] Action in the same Turn.

The Player performing the [Searching the Garbage] Action should roll
a single 100-sided die after submitting eir Turn. The next Player to
take eir Turn should look the number rolled up on the table in
Rule 1.7.x.
The found item is then added to the Luggage Rack or Token Table
of the Finding Player.


Rule 1.4.x - Read All About It!

A Newspaper is a Papery posession that costs 1 Bronze Token.

When a Player purchases a Newspaper, it is 'stamped' with the
current game day. This makes it look like "<Day>'s Paper" in the
Luggage - for instance, an Newspaper purchased at 11:30 on a
Thursday would look like "Thursday's Paper". Newspapers that have the
same stamp as the current game day are said to be Today's, and
Newspapers that have a different day are said to be Yesterday's.

While a Player owns Today's Paper, e pays nothing to perform the
[Walking] Action. While a Player owns Yesterday's Paper, e pays =
nothing
to perform the [Walking] Action, but automatically discards the Paper
upon performing that Action.

<add to Action table>
=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Finding] Post x.x.x 42 -2 Br varies
[Searching the Garbage) Post x.x.x 30 -2 Br varies
</add to Action table>

<add to Emporium table>
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Newspaper | 1 Br | Papery, Today's |
| Piano | 9 Br | Musical, Too Big! |
+---------------------+------+---------------------------------+

</add to Emporium table>

<add to Busking table>
[as bottom item]
* Piano - 1 Blue, 2 Red, 1 Bronze, 2 Green

</add to Busking table>

%%%

Special issues:


If the 'Garment' category is not defined, it shall be deleted in the =
table.

If the Money Belt is no more, it shall be deleted in the table, and the =
roll
of 23 shall produce a pair of gloves (thus changing the roll of 22 to be
22-23).
%%%

^^^

UPDATES: Added [Searching the Garbage].

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

Dunx
--
Ceci n'est pas un .sig

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From <WayperP@p...> Thu May 6 16:03:29 1999
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On Thursday, 6 May 1999 20:41, kevan@d...
[SMTP:kevan@d...] wrote:
> Well, there's always Food and Shadowing. Even so, I think it might be
> better to change the Dollis Escape to something other than a high LV,
> rather than making an exception to Special Moves - on reflection, it's
> rather counter-intuitive to build up a high LV by continuing Moving to
> the same Station; if we're saying that magical, teleporting Special Moves
> set your LV to zero, it seems odd to make one case an exception.

True. The LV exception for DH isn't a big problem, really (IMO). I agree
that it's counterintuitive to be building up LV and still not be moving, but
otherwise we're going to have to think up a (consistent) new way of escaping
DH loops that can, eventually, be performed by anyone in any circumstance.

Another opinion here is that exceptions is what gives the game its distinct
flavour. Why Bank in particular for cashing in hats and other items (apart
from the name association)? Why Mornington Crescent as a finishing station?
The answer is simply "it's traditional". I personally think that we may
indeed need a better way to escape DH, but I think we would be true to the
spirit of the IMCS if the rules allowed you to build up LV at DH without
moving in order to escape.

Opinions. You gotta have 'em.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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Proposal 711 - For
Proposal 712 - For

Paul Wayper -- DPI ITS Computer Systems Officer
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On Friday, 7 May 1999 10:23, Wayper, Paul
[SMTP:WayperP@p...] wrote:
> Proposal 711 - For
> Proposal 712 - For

Brilliant. *puts gun to head* *pulls trigger* *flag with "Bang" unrolls
from other ear*

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.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW


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From riffraff@n... (RiffRaff) Thu May 6 23:17:05 1999
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>Proposal 712 - Lost and Found [Multiple]

This proposal still has the problems I mentioned earlier: it can only be
played at Baker Street, and since it's a 42-minute Post-Move action, that
means that to use it, you have to move directly to Baker Street without
adjusting your LV or doing _anything_ else that turn. And after wasting
your turn this way, you still have only a 50% chance of any gain at all.
(And an 8% chance of losing all your Possessions and your next turn!)

I think it would be much better implemented as a [Finding Lost Object]
action that could be played _anywhere_. Lost items don't necessarily turn
up at the Lost and Found, after all. "Rag Picking" could be renamed
"Accused of Theft", or something.

And that would leave Baker Street free for a Sherlock Holmes-related
action, should anyone think of one. :)

--Riff



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From riffraff@n... (RiffRaff) Thu May 6 23:29:54 1999
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>I think it would be much better implemented as a [Finding Lost Object]
>action that could be played _anywhere_. Lost items don't necessarily turn
>up at the Lost and Found, after all. "Rag Picking" could be renamed
>"Accused of Theft", or something.

Erk, I completely missed the new [Searching the Garbage] action. Spoke too
soon. However, the time restriction on this will still make it rather
rare, particularly if 'Walking in the Night' doesn't pass, making it usable
only in the two half-hour periods 2330-0000 and 0500-0530. I don't see the
reason for that - nothing's stopping you from digging in the trash during
the day. I still prefer '[Finding Lost Object], because I'd be pretty
surprised to find a Gold Token or Violin in the trash. A playable violin,
anyway. ;)

Speaking of 'Walking in the Night', I really don't understand the rationale
behind that one. The trains are still running all night - why walk? I
don't see why it would be exempt from the time jump.

--Riff



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>Speaking of 'Walking in the Night', I really don't understand the rationale=

>behind that one. The trains are still running all night - why walk? 

Not in London, they don't - as I found out a few years ago when I was
stranded 
at Wembley after the last tube had run. 

There is a reduced bus service overnight, though. 

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

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>>Speaking of 'Walking in the Night', I really don't understand the rationale
>>behind that one. The trains are still running all night - why walk?
>
>Not in London, they don't - as I found out a few years ago when I was
>stranded
>at Wembley after the last tube had run.

Really? Is that the origin of the 0000 - 0500 time jump? I had assumed we
were just sleeping, or something. :)

--Riff



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>>Not in London, they don't - as I found out a few years ago when I was 
>>stranded 
>>at Wembley after the last tube had run. 

>Really? Is that the origin of the 0000 - 0500 time jump? I had assumed we=

>were just sleeping, or something. :) 

That really is it, yes. Nearly as strange as British pubs used to be in the 
afternoons. 

-- 
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 kevan@d... Fri May 7 03:02:41 1999
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More updates? I'm not sure how much I'm in favour of mid-Week Proposal
changes. Personally I never vote until the very end of the Week, so that
I'm basing my opinion on as much discussion and reflection as possible,
but I do wonder how many people vote mid-Week and are inconvenienced by
these things. 

It's not a huge issue, I suppose - the updater suffers more than anyone,
since eir Proposals are likely to fail if some of the votes are rendered
invalid and never recast. It can mean quite a bit of work for the
Speaker, though, I suppose... 

> Proposal 711 - Walking In The Night [Amendment]

This still fails to appeal to me, I'm afraid; although a nice concept, I
can't imagine this implementation ever being used - Walking is a rare
enough event anyway; the chances of it being needed around midnight are
incredibly slim, and the nugatory reward (a very slight change in Game
Time, which can easily be compensated for by the next Player) doesn't
give any real reason to bother.

> Proposal 712 - Lost and Found [Multiple]
> 
> London Transport's Lost Property Office is placed near Baker Street.

Out of interest, though, is it actually at Paddington station? I
forget how the bear story goes.

> | 31 | Piano | Musical, Too Big! |
> !) The Piano can only be moved using the [Walking] Action.

After a weekend of being criticised by a three-year-old as "too big" for
most of his toys, this amused me. Surely all "Too Big" Possessions
should have this restriction, though, for completeness? And it should
probably be worded as "If a Player carries a Too Big Possession, any
non-Special Move e makes is Invalid." or something. Probably easier to
say that you can still Wild and whatnot, I suspect. Although escaping
a Dollis Hill Loop by buying a Piano has some amusement potential.

> * Piano - 1 Blue, 2 Red, 1 Bronze, 2 Green

It's not very much, is it, when you're paying more than a Gold Token
to get the thing?

> #) The Player is immediately moved to Tower Hill, loses all of eir
> Possessions and must play a Move of "Pass" with no Actions as eir
> next Turn.

Very harsh. There doesn't seem to be enough of a positive element to
balance this, to my eyes.

> A Player can perform the 30-minute Post-Move Action of
> [Searching the Garbage], but only between 2330 and 0530,
> and only after having performed the [Walking] Action in the same Turn.

Um, the Player *has* to extend eir Turn to be able to do this, then -
"[Walking]" takes half an hour, and the Move itself takes ten minutes.

Paying two Bronze to search a dustbin seems, um, odd, anyway.

> While a Player owns Today's Paper, e pays nothing to perform the
> [Walking] Action. While a Player owns Yesterday's Paper, e pays nothing
> to perform the [Walking] Action, but automatically discards the Paper
> upon performing that Action.

An interesting implementation, and probably the most realistic use
for a newspaper, but I think it'll have a possibly unhelpful impact
on the Game - instead of just "[Walking]" and paying a Black, you
can buy a paper for a Bronze and Walk for free.

But nobody ever really uses Walking, so it's not that much of an
issue. Perhaps it might be worthwhile concentrating on making
Walking more usable...

Everywhere is walking distance if you have the time,

Kevan

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>Proposal 705 - The Emperor's New Clothes... [Enactment]
>
> Garments that are being worn have the following properties:
> Hat (Silly) The player may Farkle on eir turn.

Not that you can't Farkle anyway. Such things are probably best
written into the relevant rules - that the Busking bonus applies
for *wearing* a Silly Hat rather than carrying one, and whatever.

> Hat (Hard) The player may move along Construction Lines.

Likewise.

> Hat (any other) If the player ends eir (non-Passed) Move at a
>Station of the same type as the Hat being worn, e may collect 1 Blue
>Token provided that e has not collected that Hat in the same Turn.

Superfluous exception, really - if you're being given a Blue in your
Token Collection phase, you must have performed the Hat Collection
before your Move; since this wasn't a Pass, you must have been at a
different Station. All credit to you if you collect a BR Hat then
Move to a different BR Station, I think.

Surely this should be in Rule 1.4.20's Token Collection Table, though?

> Overcoat - The Player has access to a Nantucket and may perform
>the [Reshuffling] Action. Only one may be worn at any one time.

This is actually stated in the amended Nantucket rule, so is rather
superfluous here. I suppose one-at-a-time makes sense, though; such
restriction is probably best generalised ("A Player may not wear a
Possession if e already wears a Possession of that type.") and made
more obvious.

> Spectacles - If the Player performs an Action that targets
>another Player (i.e. one from Section 1.10) e may affect a Player in an
>adjacent station (instead of the normal stipulation that the Player must
>be at the same location), but eir maximum LV is one less than normal (9
>rather than 10 under normal circumstances.) 

I had to read this twice to understand that the LV restriction was
permanent, not just during the targetting Action. Seems like an
odd effect of wearing Glasses, anyway, being able to fit Clamps on
people at different Stations.

>Spectacles may not be worn by a Player wearing the Hyde Mask.

But you can put the Mask on after the Spectacles, I think. The
Hyde Mask is an obvious candidate for becoming a Garment, actually.
Quite a nice addition, this Garment business.

> Gloves: A player wearing a pair of Gloves may pick up two Tokens
>from any Stack in the station that e finishes eir Move at (but only one
>from those e passes over.)

Probably easier to implement as picking up two Tokens when you use
the "[Claiming Token]" Action. Good stuff, though.

> *New Actions: [Wearing <Garment>] and [Removing <Garment>], both
>15-minute Post-Move.

Mmm. Why fifteen, rather than ten? In all honesty I find it quite fiddly
to check the durations of the Actions I perform - wouldn't it be better
(and I might propose such sweeping reform) to have most Actions at ten
minutes, with only a slim few "obvious" exceptions?

> {Comment: Pockets aren't bottomless, hence the suggested limit of
>four small possessions therein...

Oh, I don't know, I used to lose an alarming number of things in the
lining of my old coat. It's rare that anyone would Nantucket many
things, though, looking over past games.

>Proposal 706 - Timeout On The Grand Scale [Enactment]
>
> Any player who does not play a single move in any particular Game
>for a period of two calendar months should be considered to have
>Resigned from that Game and deleted from the relevant GSD, along with
>all eir Tokens and Possessions.

Fair enough. We could probably use a formal "Player X has resigned"
notation to put in the GSD, actually, to make it easier to follow
what's happened when you read back over it.

>Proposal 707 - You Have 10 Minutes To Clear This Building... [Amendment]
>
> *Amend "Any Player" to "Any Player who is fewer than <n> stations
>away, where <n> is that Player's LV" in the restrictions on detonating
>the Package: and change the Action to Post-Move (it is currently
>Neutral.)

Hmm. Not a bad idea, I suppose. Why the distance of a radio transmission
should be affected by LV, though, I've no idea. Doppler effect?

> "A Player may perform the Action of [Defusing Package] provided
>that e is situated at the same location as a Suspect Package and has not
>placed a Suspect Package emself during eir last three Turns. Eir LV is
>set to zero upon performing this action, and the Package is removed from
>the game."

I think it's fair enough to let you defuse your own packages, if you're
stupid enough to drop one and sit next to it for a Turn. So long as you
can't defuse one you've dropped earlier in the Turn, things should be
alright. And if you're able to drop one and defuse it the next Turn,
without anyone blowing you up in the mean-time, you deserve a reward.

>Proposal 708 - Blocks, Impediments and Gaps [Multiple]

Bravo, I think. Not sure about the Sinkholes, but this all seems quite
wise.

>Proposal 709 - *Boing* (Chalk Farm Ruleset) [Enactment]

Very cute. Another thing that I'd welcome in the main ruleset, as a
variation of basic Shunting.

>Proposal 710 - Token Table Change [Amendment]

I suppose this can't hurt. It was only the huge Token bonuses for
more than five Interchanges that I objected to, whenever it was.

>Proposal 720 - Liquid Assets [Multiple]
>
>Repeal Rule 0.4.14 (The Ice Man Cometh).

Mmm. I suppose there's no need for it now that things seem to have
picked up, and that the Ruleset's behaving itself more.

>Proposal 722 - Funny Peculiar [Amendment]
>
>Amend Rule 0.9.4 (Fish and Fowl) to add the following award:
>
> Lyttleton Trophy Audience Appreciation Award
>
> Awarded to the Player whose Proposal or Proposal title garners the
> greatest number of remarks appreciative of it humour posted to the
> Discussion Lounge from the other Players.

Hmm. Do you really feel enthusiastic enough to total these up every
Week, Dunx?

Kevan

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Players: 

I asked a few weeks ago about whether it would be acceptable to delete the 
Current reports from my web site. Someone (RiffRaff, I think) said they
still 
used them, so I didn't remove them in the end. 

Well, Xoom are now claiming to offer unlimited web space so I was thinking
of 
moving the reports onto the main site. Any objections? 

I will update the look of the pages while I'm at it to match the rest of the=

site. 

-- 
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 <palnatoke@g...> Fri May 7 06:51:05 1999
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Kevan wrote:


:> Proposal 711 - Walking In The Night [Amendment]
:
:This still fails to appeal to me, I'm afraid; although a nice concept, I
:can't imagine this implementation ever being used - Walking is a rare
:enough event anyway; the chances of it being needed around midnight are
:incredibly slim, and the nugatory reward (a very slight change in Game
:Time, which can easily be compensated for by the next Player) doesn't
:give any real reason to bother.
:

Is 'nugatory' an everyday word? It seems to have no relation to nougat.
:-(

:> Proposal 712 - Lost and Found [Multiple]
:>
:> London Transport's Lost Property Office is placed near Baker Street.
:
:Out of interest, though, is it actually at Paddington station? I
:forget how the bear story goes.
:

It's been quite a while since I read Paddington last, but the Lost Property
Office _is_ in Baker Street, and the nearest station _is_ Baker Street.


:> | 31 | Piano | Musical, Too Big! |
:> !) The Piano can only be moved using the [Walking] Action.
:
:After a weekend of being criticised by a three-year-old as "too big" for
:most of his toys, this amused me. Surely all "Too Big" Possessions
:should have this restriction, though, for completeness? And it should
:probably be worded as "If a Player carries a Too Big Possession, any
:non-Special Move e makes is Invalid." or something. Probably easier to
:say that you can still Wild and whatnot, I suspect. Although escaping
:a Dollis Hill Loop by buying a Piano has some amusement potential.
:

I have a 'Size Matters' proposal coming - so far I have four sizes in mind:
Small, Big, Too Big and the default, unmarked size.

:> * Piano - 1 Blue, 2 Red, 1 Bronze, 2 Green
:
:It's not very much, is it, when you're paying more than a Gold Token
:to get the thing?
:
What are the exchange rates between the various Tokens? Pianos should be
expensive and bothersome, but I don't know how much one should earn playing
one.


:> #) The Player is immediately moved to Tower Hill, loses all of eir
:> Possessions and must play a Move of "Pass" with no Actions as eir
:> next Turn.
:
:Very harsh. There doesn't seem to be enough of a positive element to
:balance this, to my eyes.
:
Perhaps too harsh. I still like the 'In Jail' (or should it be 'In Gaol')
idea.


:> A Player can perform the 30-minute Post-Move Action of
:> [Searching the Garbage], but only between 2330 and 0530,
:> and only after having performed the [Walking] Action in the same Turn.
:
:Um, the Player *has* to extend eir Turn to be able to do this, then -
:"[Walking]" takes half an hour, and the Move itself takes ten minutes.
:
What if e doesn't Move?


:Paying two Bronze to search a dustbin seems, um, odd, anyway.
:

Granted.

:> While a Player owns Today's Paper, e pays nothing to perform the
:> [Walking] Action. While a Player owns Yesterday's Paper, e pays
nothing
:> to perform the [Walking] Action, but automatically discards the Paper
:> upon performing that Action.
:
:An interesting implementation, and probably the most realistic use
:for a newspaper, but I think it'll have a possibly unhelpful impact
:on the Game - instead of just "[Walking]" and paying a Black, you
:can buy a paper for a Bronze and Walk for free.


As I say above, I don't really know the exchange rates.
Still, there is a risk that you buy a paper in anticipation of walking on
your next Turn, and then someone Farkles or somesuch.
The Sunday Paper should perhaps be more expensive - and have some additional
use?

:
:But nobody ever really uses Walking, so it's not that much of an
:issue. Perhaps it might be worthwhile concentrating on making
:Walking more usable...
:
:Everywhere is walking distance if you have the time,
:

Ah, but we only have an hour...



Ole


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From <DELLIS@u...> Fri May 7 07:22:16 1999
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>>Proposal 722 - Funny Peculiar [Amendment] 
>> 
>>Amend Rule 0.9.4 (Fish and Fowl) to add the following award: 
>> 
>> Lyttleton Trophy Audience Appreciation Award 
>> 
>> Awarded to the Player whose Proposal or Proposal title garners the 
>> greatest number of remarks appreciative of it humour posted to the 
>> Discussion Lounge from the other Players. 

>Hmm. Do you really feel enthusiastic enough to total these up every 
>Week, Dunx? 

Well, we'll see - since such acclamation tends (or would tend) to pop up in 
Proposal comments that I always read anyway, they shouldn't be too time 
consuming to collect. I was wondering about marking acclamations in the
table 
of votes cast... hmm. 

-- 
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 <palnatoke@g...> Fri May 7 23:11:32 1999
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From: "Ole Andersen" <palnatoke@g...>
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Hi all,

I have read your comments. Some of them are quite relevant - in fact most of
them.


Therefore I'd like 711 and 712 to be rolled over into next week.

Those are the points that I'll look into:
1. 42 minutes
2. Baker Street
3. 'Go to Jail'
4. Little reason to walk
5. Garbage vs. Lost Property Office


I'd like to transfer 1 Kudo to each player who has re-submitted eir vote as
a result of my updates.
If I have too few Kudos too do that - well, thay say it's the thought that
counts...




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From <palnatoke@g...> Sun May 9 02:35:46 1999
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I just looked at Garden Nomic's rules, and got inspired.

I don't know about London, but in Copenhagen the weather _does_ influence
the train service.

And I seem to remember that the Thames became so clean (relatively
speaking), that people actually _were fishing_ in it.
[Fishing] might be an option at Water Stations (the strings: water, wharf,
harbour, embankment, island, bridge, shore, ditch, brook).
One might need a Fishing Hat...


Btw, why isn't Theydon Bois a Plant Station?



Ole




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From <WayperP@p...> Sun May 9 19:17:49 1999
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On Sunday, 9 May 1999 19:18, Ole Andersen [SMTP:palnatoke@g...] wrote:
> Btw, why isn't Theydon Bois a Plant Station?

This is a new one on me. Why should it be (not meaning to be impolite - I
don't see it in the name)?

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <palnatoke@g...> Sun May 9 19:44:49 1999
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Paul wrote:

:On Sunday, 9 May 1999 19:18, Ole Andersen [SMTP:palnatoke@g...]
wrote:
:> Btw, why isn't Theydon Bois a Plant Station?
:
:This is a new one on me. Why should it be (not meaning to be impolite - I
:don't see it in the name)?
:
:Have fun,




Bois is French for tree.


Ole


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On Monday, 10 May 1999 12:30, Ole Andersen [SMTP:palnatoke@g...]
wrote:
> Bois is French for tree.

Ah. You've doubled my knowledge of French. :-)

Thanks,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <DELLIS@u...> Mon May 10 03:14:08 1999
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>I don't know about London, but in Copenhagen the weather _does_ influence 
>the train service. 

Not so much, here - it is underground after all (well, certain parts of it 
are...). The mainline services are a lot worse for that kind of thing:
leaves 
on the line, frost on the rails, even the wrong kind of snow (it was 
apparently too powdery and got into places it shouldn't have). 

>And I seem to remember that the Thames became so clean (relatively 
>speaking), that people actually _were fishing_ in it. 
>[Fishing] might be an option at Water Stations (the strings: water, wharf, 
>harbour, embankment, island, bridge, shore, ditch, brook). 
>One might need a Fishing Hat... 

Go for it! 

I await with baited breath (sic) for what you can do with the fish, boots
and 
black rib nobblers that might be caught in the Thames. 

>Btw, why isn't Theydon Bois a Plant Station? 

Because this is London rather than Paris, and it just isn't pronounced like 
that: Bois is spoken to rhyme with 'toys'. 

-- 
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 kevan@d... Mon May 10 04:43:16 1999
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> >:Is such a minimal-impact rule worth having in the game, then, do you
> think?
> 
> >Definitely yes.
> 
> That's broadly the conclusion I've come to - although this rule in itself
> might not be useful, the things it triggers might be.

I think the idea is the important catalyst, to be honest - that this Proposal and its discussion has started people thinking about night-time Actions, and that some Proposals of greater usefulness are likely to be produced as a result. I fear that most of them would start by removing the changes made by Ole's Proposal, though. A case of an excellent idea but a questionable implementation, is all.

Kevan

--
kevan@d...
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From dunx@l... (Duncan Ellis (Dunx)) Mon May 10 14:24:45 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Players:

I'd like you to welcome Snow, who has expressed a wish to join. E's =
already
contributed the maximum Kudos score.

Round of applause, please.

Dunx
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From <WayperP@p...> Mon May 10 21:24:25 1999
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On Monday, 10 May 1999 20:07, Dunx (Duncan Ellis)
[SMTP:DELLIS@u...] wrote:
> Not so much, here - it is underground after all (well, certain parts of it
> are...). The mainline services are a lot worse for that kind of thing:
leaves 
> on the line, frost on the rails, even the wrong kind of snow (it was 
> apparently too powdery and got into places it shouldn't have). 

I've often wondered about this. _Leaves_ on the line? I can understand
frost, and even stretch my mind to the wrong kind of snow (having read
Mawson's biography, snow is not just the fat fluffy stuff you see in high
temperatures). But how can leaves on the line incapacitate a modern train?

Awaiting with baited breath, knees and groin protector,

Paul Wayper -- DPI ITS Computer Systems Officer
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From dunx@l... (Duncan Ellis (Dunx)) Mon May 10 22:16:56 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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>I've often wondered about this. _Leaves_ on the line? I can understand
>frost, and even stretch my mind to the wrong kind of snow (having read
>Mawson's biography, snow is not just the fat fluffy stuff you see in =
high
>temperatures). But how can leaves on the line incapacitate a modern =
train?

This excuse was met with some incredulity.

"It's these tree things, you see - very tricky fellows. Every autumn they=
shed
their leaves! Who would have thought it, eh? And when so many of the =
blessed
things have been planted right by the rail lines... well, it's amazing we=
didn't
think of it earlier really... but some of the leaves drop on the rails. =
Then
it'll rain, and the leaves turn all slippery and slimy so the poor =
trains, bless
'em, can't get any traction. Tragic.

"Anyway, we've solved the problem now - we've swan down all the trees. =
That'll
slow the ubggers down."

Dunx
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From <palnatoke@g...> Mon May 10 22:28:43 1999
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From: "Ole Andersen" <palnatoke@g...>
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Paul asked:
:
:I've often wondered about this. _Leaves_ on the line? I can understand
:frost, and even stretch my mind to the wrong kind of snow (having read
:Mawson's biography, snow is not just the fat fluffy stuff you see in high
:temperatures). But how can leaves on the line incapacitate a modern train?
:


Because leaves, when decomposing, becomes a quite soapy substance.
Since the only friction between train and track comes from the weight of the
train, adding a soapy substance (leaves or snow) changes the entire math.


Ole


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From <WayperP@p...> Mon May 10 22:42:30 1999
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On Tuesday, 11 May 1999 15:15, dunx@l...
[SMTP:dunx@l...] wrote:
> This excuse was met with some incredulity.

It makes you wonder why they haven't rigged either some sort of
scrubber/shunt in front of the traction wheels that can be activated when
leaves actually are on the line, or a reserve drive train that's some type
of rubber wheel that can be lowered onto the track independently of the main
wheels. But then what do I know?

> "Anyway, we've solved the problem now - we've swan down all the trees.
> That'll slow the ubggers down."

Don't you just ahte trnsapositnio erorrs?

Ahve fnu,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Mon May 10 22:46:41 1999
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From: "Wayper, Paul" <WayperP@p...>
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On Monday, 10 May 1999 20:07, Dunx (Duncan Ellis)
[SMTP:DELLIS@u...] wrote:
> I await with baited breath (sic) for what you can do with the fish, boots
> and black rib nobblers that might be caught in the Thames. 

This causes me to ponder much on the nature of MC. If you'll indulge me
somewhat and bear with me, I hope we'll both come out of this with an idea
of where I'm heading.

The 1997/8/9 WMCC games were played in the very comfortable surroundings
provided by Rob at York. The IMCS workmen must have spent a great deal of
time labouring over the floor alone - the brass inlays in the wood, with the
various line colours in enamel, the beautifully precise symbols, the way MC
was subtly silver where everything else was brassy-gold - it all spoke to me
of the great respect the IMCS and the competitors have of the game. The
leather-upholstered player seats, with their token racks, small pegging
boards, and a Trellis Crescent-Master 2000 tastefully reworked in brass and
oak, were luxury. Even the spectator's galleries, with their comfortable
chairs with plenty of refreshments and old MC Player magazines, added to the
prestigious feel of the game.

Now, this is all a fiction - a little farrago of illusion I allow myself to
play to the standard I believe is expected of me. But, correspondingly, the
idea of players sitting there with token racks, pegging boards, pondering
over the board as white-gloved assistants move the pieces around with
miniature trowels is very much a part of my game of MC. Occasionally, one
requests a point of order from the adjudicator, who quietly types on his
keyboard and retrieves the relevant pages from the IMCS database. Players
make notes on the pads provided, and (rarer these days) enjoy a pipe or
glass of their favourite tipple, and mention occasional encouragements to
their opponents.

By now you're asking me what I'm talking about. My point is that MC is
played by people sitting around a board, with a small number of aids (token
racks, etc) but otherwise (generally) sedate. It is not a game played by
real people tramping across the wilds of London, nor is it a game where
people just yell out any old station on the LU. In general it involves
moving linearly (i.e. progressing through stations sequentially) but not all
the time - and the higher-order plays, such as Hodgkinson's Progression,
Pickerings and Paradoxes (pardon my alliteration), generally move over the
board in a much more complex pattern.

What I'm noticing is that there are an increasing number of proposals that
do not fit in with my illusion. I don't have a little doll sitting in front
of me with miniature clothing, or an IMCS-embossed notepad with a stylised
human to annotate; nor does one need the Trellis Crescent-Master 2000 for
all but the more difficult strunts and mappings. Walking serves the purpose
of moving when other movement is disabled - it does not simulate pulling on
the boots and mac and trudging the streets. Therefore, I find it difficult
to envision these new Proposals in my perception of playing MC.

This is not to say they're useless. I praise Ole and everyone else who has
made MN such an original and thought-provoking game. It takes about as much
time to make a move in MN as it used to take to play a PBM move - and people
charged money for that priveledge! So in a way this letter is recognising
that I have a somewhat old-fashioned and anachronistic view of proceedings.

But this is where I'm coming from, and this is the basis on which I propose
new Rules for the game and on which I vote. I guess my main point here is
that I want to know if other people feel a similar feeling. We've already
been ransacking the Encyclopaedia Morningtonia - should we make a few more
fundamental changes to the way play is performed? Or am I in an
evolutionary dead end?

Your thoughts welcomed,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From riffraff@n... (RiffRaff) Mon May 10 23:12:49 1999
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>But this is where I'm coming from, and this is the basis on which I propose
>new Rules for the game and on which I vote. I guess my main point here is
>that I want to know if other people feel a similar feeling. We've already
>been ransacking the Encyclopaedia Morningtonia - should we make a few more
>fundamental changes to the way play is performed? Or am I in an
>evolutionary dead end?

I have to say I agree... I've always pictured MC as being the sort of game
played in a Gentleman's Club, by Bertie Wooster or Holmes' brother Mycroft,
with port and cigars and nice brass-edged tokens. Or maybe you could find
a game on the other side of the tracks, played by unemployed steel-mill
workers in the back room of a seedy bar, shouting their bets and marking
score on the wall with a hunk of chalk. "_Amersham_?!? Yeh _bastard_!"
But always a _boardgame_, not a city-wide scavenger hunt.

On the old Delphi server, there was a terrific short piece of fiction
describing James Bond defeating Goldfinger at Crescent instead of
blackjack. I thought I had saved a copy of it, but I can't find it.
Pity...

--Riff



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From kevan@d... Tue May 11 02:25:12 1999
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Paul said:-

> What I'm noticing is that there are an increasing number of proposals that
> do not fit in with my illusion. I don't have a little doll sitting in front
> of me with miniature clothing, or an IMCS-embossed notepad with a stylised
> human to annotate; nor does one need the Trellis Crescent-Master 2000 for
> all but the more difficult strunts and mappings. Walking serves the purpose
> of moving when other movement is disabled - it does not simulate pulling on
> the boots and mac and trudging the streets. Therefore, I find it difficult
> to envision these new Proposals in my perception of playing MC. 

As mumbled, I was very hesitant in the earlier days to include Edible
Possessions, since they seemed too much of a step away from
smoking-jacket Crescent - it's rather hard to picture Ruttsborough
pushing four Bronzes back into the Token Pool and requesting a Lukewarm
Burger (actual or symbolised) from the referee. 

However, I suspect our game would probably lose a lot of its current
atmosphere if we replaced food with "Velocity Increase Counters" and
Pigeons with "Park Release Tickets", or simply repealed these elements
because they didn't look right. Having some sort of real-life parallel
makes it easier to see what's going on; although in normal Crescent it's
perfectly reasonable for a player to cry "Aha, I'll cross-hatch the
Northern Line with a few Shifflings, and use couple of temporary
Akers-Douglas Podumes to block eastbound traffic on the Circle!", I'm
not sure that such tactics would be implementable under our Nomic
ruleset; it'd require far too much abstract reference, with players
having to remember the purposes of items with unhelpful names. 

On the other hand, I can't imagine a game of Crescent that didn't have
Striling and Huffing and Maelberg Variances; the arcane jargon is a very
pleasing aspect of the game, and making such things simpler or more
"realistic" (as the disasterous "Ramsay Street" attempted to) would be
far from welcome. 

There's obviously a line in the sand somewhere - I'm just not sure
where. The proposed Garments seem very borderline in their attempts to
create Possessions which behave "realistically"; it may or may not be
better to have a "Token Scoop" instead of Gloves, a "Murchison Targeter"
in place of Spectacles, and whatever. 

But, then again, these don't really work either - if I'm sat playing at
a board in the Diogenes Club, I don't expect to have to gather a little
pile of objects in front of me to keep track of the current game state.
Maybe I can stack a few tokens on the board as an aide memoire, but
little else should be necessary; Mornington Crescent is a game that can
be played and enjoyed over the radio, after all. We don't need Samantha
to latch a yellow metal contraption to Tim Brooke-Taylor's ankle to
remind the audience that he's in Spoon, we just remember it. 

And I think that's probably the key, really - that we need some
memorable shorthand to show that Dunx has been Knidded, that Ole has
paid the Tokens that allow him to pick up an extra Token from each
Station; our solution of "Possessions" seems entirely reasonable. If we
were playing face-to-face then we probably could survive without keeping
track of these, but shifting the game to a medium where a round can take
upwards of a week, we need some way to make note of the state of things.
And if we're going to have "real life" aspects to help us keep track, we
might as well implement amusing or interesting side-effects. 

On reflection, although Garments are taking our version of the game a
little further away from board-playable Crescent (although we've had
Hats for absolutely ages, of course), they add a lot to email- playable
Crescent - by grouping them as items of apparel rather than a mess of
disparate Token Scoops and Murchison Targeters, they give us the ability
to impose general rules for them (you must Wear them to gain their
bonus, you can't Wear more than one of the same type of Garment, etc.),
which is a Good Thing to these eyes. 

Over-realism is, as we've said, just going to get boring, but I think
we'll notice that boundary when we're in danger of hitting it.

Wondering how much of that made sense, so soon before lunch,

Kevan

--
kevan@d...
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From <palnatoke@g...> Tue May 11 05:03:02 1999
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From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>
Date: Tue, 11 May 1999 14:01:13 +0200
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Subject: MN: Sv: MC: A (single) player's perspective
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Paul wrote (after a lot of very relevant thoughts):

:We've already
:been ransacking the Encyclopaedia Morningtonia - should we make a few more
:fundamental changes to the way play is performed? Or am I in an
:evolutionary dead end?


I think the main element in our differences here is minimalism vs.
maximalism.

The minimalist tends to want few, simple rules, while the maximalist wants
all the add-ons and options.

The Nomic-mechanisms tend to favour the maximalist approach, I believe.


I see two ways of accomodating both approaches:

1) Make a minimal set of standard rules, and move all the 'fluff' to
various variant rulesets,
or
2) Keep the standard rules as they are now, and make a minimalist
variant.

I believe both ways are practicable. But we have to make a choice if we want
both minimalism and maximalism satisfied.


Ole


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From kevan@d... Tue May 11 08:07:57 1999
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> :We've already
> :been ransacking the Encyclopaedia Morningtonia - should we make a few more
> :fundamental changes to the way play is performed? Or am I in an
> :evolutionary dead end?
>
> I think the main element in our differences here is minimalism vs.
> maximalism.

I don't think so - it's more a matter of whether we have Gloves and Socks and
Fishing in the Thames, or Splinks and Jessop Markers and Pickering over the
Diagonals. Real-life materialism versus the abstract rules of "proper"
Crescent.

> The Nomic-mechanisms tend to favour the maximalist approach, I believe.

Not really; I've played a few (mostly face-to-face) minimalist Nomics. It
depends entirely on the players, as does everything else.

> 2) Keep the standard rules as they are now, and make a minimalist
> variant.
> 
> I believe both ways are practicable. But we have to make a choice if we want
> both minimalism and maximalism satisfied.

I think a minimalist variant might be interesting, shorn of the more frivolous
Actions and Possessions, but as we've discovered in the foreign-Map games,
there's an awful lot of "Oh, hang on, we can't use Freem Clamps because we're
not using Zones" problems when you try this.

It's really a matter of deciding whether to carry on with the real-life
aspects of our Crescent rules, or to backpedal a bit and forge ahead with
semi-random abstract jargon. (Although I suspect that, being in a democracy,
we've already got what most people are in favour of.)

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From dunx@l... (Duncan Ellis (Dunx)) Tue May 11 15:17:48 1999
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From: dunx@l... (Duncan Ellis (Dunx))
To: l-nomic-d@egroups.com
Date: Tue, 11 May 1999 22:15:46 GMT
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Subject: MN: Year 3 Week 5 Proposals
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 723 - Lost Property
-Renumber the Blonking rule (1.7.48) into Section 1.10
-If Proposal 712 passes, amend the final paragraph of that Rule to:
"The Blonked Player loses a single Token or Possession, chosen by the
Blonking Player: this Token or Possession is put into the Lost&Found
box. Tokens may be lost regardless of whether the Player has a Money
Belt."
-Also add to the Lost&Found rule from Proposal 712 if it passes -
when it describes the effects of being "Caught Picking Rags", this
should be amended to:
"The Player is moved straight to Tower Hill, must play a move of
"Pass" with no Actions on eir next Turn, and loses all of eir
Possessions: these are placed in the Lost Property Box, any surplus
(chosen at random) being discarded."

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

Proposal 724 - All The Pegs In One Basket (Renumbering)
-Renumber Rule 1.7.41 (Pegs Tie) into Section 1.11 with a new
numbering of 1.11.5.
-The existing Rule 1.11.5 (Sanctuary) is itself to be moved to
1.11.7
-and the current Rule 1.7.29 (Collection Plate) is to be deleted
and its entire text added to the "Sanctuary" Rule
-and the Actions Table to be updated accordingly in all three
cases.
{Comments: the Pegs ought to be together, and the Holy Station rules can
be all in one place - Holy Stations as a category seem to be special
enough to warrant this, and in the "Restricted Opening" rule it already
explains that Holy Stations aren't open on Sundays unless the correct
Action is played.}

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

Proposal 725 - Just Passing Through...
-Amend Rule 1.12.3 to the following:
During a Player's turn, the Home Stations of all other Players are
considered Blocked.
A Player may perform the Action of [Toll to <Player>]: the cited
Player gains Tokens equal to the cost of the Action, and eir Home
Station is then considered to be Closed rather than Blocked for the rest
of the Actioning Player's Turn.
The Action of [Rent to <Player>] may be performed instead: this
works in exactly the same way as above, but the cited Player's Home
Station is considered Open instead of Blocked or Closed.

-In the Action Tables, amend the cost of the Toll action to 4
Bronze and add a [Rent to <Player>] Action with a cost of 8 Bronze.

{Comment: It ought to cost more to actually land on the station
than to merely pass through... hence the "Toll" leaves it closed, but
trains can pass through, and the "Rent" leaves the home open to the
honoured guest to land in and stay until eir next turn.}

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

Proposal 726 - *PECK!* (Spot the Ostrich Ruleset)

-Add the following to Rule 4.3.2:
If the Ostrich ever shares a Station and Line with another Player,
the Ostrich may play the Action of "[Pecking <Player>]". The Player is
immediately moved to a Wild Station in another Quadrant, eir LV is
reduced to zero, and the Player holding the Ostrich Stick may take one
Token or Possession from the Pecked Player. Only the Ostrich may Peck,
and no Rule preventing aggressive Actions or expenditure of Tokens (red
or otherwise)may prevent a Peck.
Action (to be added to the table in 4.3.2):
[Pecking <Player>] Post-Move, cost 2 Red.

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

Proposal 727 - Token claiming and dropping...

-Remove "started eir move at" from the list of Stations at which a
Token may be claimed or dropped in Rules 1.14.3 and 1.14.4
-Remove the "or adjacent Quadrant" from Rule 1.4.19: it should now
read "it cannot be in the same Quadrant as the Player's final location."

{Comments: (1) - this would otherwise allow players to collect two
tokens from a Stack in one visit, one upon arrival and the other upon
leaving. (2) the current implementation is broken: what happens if the
player is in Quadrant 0 where all other Quadrants are adjacent? Then,
under the current rules, the Token cannot be dropped anywhere... I can
see why it was changed from the implementation that I am to proposing to
change it back to, and I have a suspicion that that change predates
Quadrant 0. But with Quadrant 0 in existence, it doesn't work.}

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

Proposal 728 - Pachisi Crescent

The &&&-delimited is a Proposal for a Variant.

It could be argued that it belongs in Section 4, Other Games, but
since MC is the goal, I have put it in Section 2, Variants.


&&&


/------------------------------------------------------------------------=
------\
SECTION 2.x - Pachisi Crescent
\------------------------------------------------------------------------=
------/

Rule 2.x.1 - The Game

Each Player has four Pieces, numbered 1 to 4. All Pieces begin the
game in an off-Map pool of Pieces.
Each Player may Move one of eir Pieces in eir Turn (if e is at all =
able
to Move one of eir Pieces).
The first Player to Move all eir Pieces to Mornington Crescent wins
the game.

Rule 2.x.2 - Moves
A Piece can only move to Mornington Crescent if it has visited the
Home Stations of all the Players, beginning and ending with the =
Piece's
own Home Station.

A Piece Moving to Mornington Crescent is removed from the game.

Rule 2.x.3 - Line Velocity

All Pieces belonging to the same Player have the same LV.

Rule 2.x.4 - Actions

The Action "[Opening MC]" costs 1 Bronze Token.
The Action "[Toll to <Player>]" is free.
The Action "[Home]" is only legal if the performing Piece is in the
off-Map pool.

Rule 2.x.4.1 - Knuff of it!

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Knuffing <Piece>] Neut ----- 20
=
------------------------------------------------------------------------

If a Piece shares a Station and Line with another Piece, e may perform
the Neutral Action of Knuffing. Thus:

Rushton-1 : Latimer Road (HC) [Knuffing Garden-1]

A Piece which has been Knuffed is removed from the Map and placed in
the off-Map pool of Pieces. The Knuffed Piece's record of visited Home
Stations is deleted.

[Knuffing] may not be performed on any Piece owned by the Knuffing
Player.
[Knuffing] may not be performed on any Piece sharing a Station with
another Piece controlled by the same Player.
[Knuffing] may not be performed on any Piece occupying a Holy Station,
unless performed as a Pre-Move Action.

Rule 2.x.5 - States of Play

Circle Line is always in its Clockwise State, so the [Circle: <State>]
Actions are void.

Rule 2.x.5 - Home Stations

Each Player has a Home Station, which is Home Station for all eir =
Pieces.

The Home Station must be one of these:

+------------------------+---------------+
| Home Station | Abbreviation |
+------------------------+---------------+
| Amersham | Am |
| Harrow & Wealdstone | HW |
| Stanmore | St |
| Edgware | Ed |
| High Barnet | HB |
| Cockfosters | Co |
| Walthamstow Central | WC |
| Epping | Ep |
| Upminster | Up |
| Beckton | Be |
| Island Gardens | IG |
| New Cross | NC |
| Brixton | Br |
| Morden | Mo |
| Wimbledon | Wi |
| Richmond | Ri |
| Heathrow Terminal 4 | H4 |
| Ealing Broadway | EB |
| Uxbridge | Ux |
| West Ruislip | WR |
+------------------------+---------------+

The list is a loop, where West Ruislip is considered to be just
above Amersham.

No two Players can have the same Home Station.

When performing the [Home: <Station>] Action, the Player shall
choose a Home Station at least X Stations away from any already
chosen Home Stations, as determined by the list of available Home
Stations.
X is 7, initially.
If no Station is available, X is diminished by 2,
and a new attempt is made.

Rule 2.x.5.1 - Visiting Home Stations

There is a section on the GSD used to note the Home Stations
visited by each Piece.

{Example:
Home Stations: Rushton: New Cross, Garden: Harrow & Wealdstone,
Trellis: Walthamstow Central, Cryer: Heathrow Terminal 4

+----------+------------------+--+
| Piece | Visited |MC|
+----------+------------------+--+
|Rushton-1 | NC,H4 | |
|Rushton-2 | NC,H4,HW,WC,NC | |
|Rushton-3 | <home> | |
|Rushton-4 | NC,H4 | |
|Garden-1 | <home> | |
|Garden-2 | HW,WC | |
|Garden-3 | HW,WC | |
|Garden-4 | HW,WC,NC | |
|Trellis-1 | WC,NC,H4,HW,WC |MC|
|Trellis-2 | WC,NC,H4 | |
|Trellis-3 | WC,NC | |
|Trellis-4 | WC,NC | |
|Cryer-1 | H4,HW,WC | |
|Cryer-2 | H4,HW | |
|Cryer-3 | <home> | |
|Cryer-4 | <home> | |
+----------+------------------+--+
(end of example)}

A Piece is said to visit a Home Station if the Station is added
to the Piece's list of visited Home Stations.

A Home Station is added to the Piece's list of visited Home
Stations if the Piece:
- begins a Turn there,
- ends a Turn there, or
- passes through the Station.

The Home Stations can only be visited in the order indicated on
the list of possible Home Stations, and beginning and ending with
the Home Station of the owning Player.

No Home Station can be visited more than once (unless the
visiting Piece has been Knuffed between the visits).


&&&

{ Speaker's Comment: pachisi is also known as ludo. }

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

Proposal 729 - Yodeling

I propose Amending:

Rule 1.7.20 - Busking

A Player may perform the action 'Busking' provided that Game Time is
currently
during Peak Hours and
- e is carrying a Musical Possession, in which case e may use the
instrument,
and/or
- e is at a Hill Station, in which case e may Yodel.

The Player must specify in eir comments which instrument e is using, =
if
any.

A Player successfully performing this Action gains a number of Tokens
depending on the type of musical instrument used, as follows:

* Yodeling - 1 Bronze
* Harmonica - 3 Bronze
....[rest of current rule unchanged]

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

Proposal 730 - Size Matters

I propose a new rule:

Rule 1.4.x - Size Matters

Possessions come in four sizes:

* Small,
* Medium,
* Big, and
* Too Big.

Unless otherwise defined, Possessions are Medium-sized.
A Player may carry any amount of Small and Medium-sized Possessions.
A Player can carry no more than two Big or Too Big Possessions,
including at most one Too Big Possession.

A Player carrying a Too Big Possession may not perform any Standard =
Move.

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

Proposal 731 - Walking In The Night [Amendment]

I want to walk in the night!

In "Rule 1.13.1 - The Richard Whiteley Experience", replace:

Game Time 'skips' the time between 0000 and 0500, and this 'skip'
advances the day of the game time by one day. Thus, if Rushton's Turn
finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
Garden's Turn ends at Thursday 0520.

with

Between 0000 and 0500, no trains are running.
Therefore, no Standard Moves can be made during this time.


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

Proposal 732 - Lost and Found [Multiple]

The ^^^-delimited text is the proposal, named 'Lost & Found'.
It consists of two proposed new rules and three insertions in tables.

The %%%-delimited text takes care of a couple of potential loose ends.

^^^
Rule 1.7.x - Lost & Found

London Transport's Lost Property Office is placed at Paddington.

A Player can perform the 30-minute Post-Move Action
of [Finding], but only between 0930 and 1400 on Mondays to Fridays.

The Player performing the [Finding] Action should roll a single
100-sided die after submitting eir Turn.

If the performing Player is at Paddington and the time is between
0930 and 1400 on Mondays to Fridays, e adds 5 to eir roll.

The next Player to take eir Turn should look the number rolled up
on the table below. The found item is then added to the Luggage Rack
or Token Table of the Finding Player.

+-------+-----------------+---------------------------------+
| Roll | Item found | Special/Qualities |
+-------------------------+---------------------------------+
| 1-44 | Nothing | |
| 45-52 | <special> | Accused of Theft # |
| 53-54 | Package | Suspect, dropped |
| 55 | Velocity Bomb | |
| 56 | Zone 1 Pass | * |
| 57 | Zone 2 Pass | * |
| 58 | Zone 3 Pass | * |
| 59-60 | Spectacles | Garment |
| 61-62 | Scarf | Garment, Woolen |
| 63 | Glove | Garment, Right Hand |
| 64-65 | Glove | Garment, Left Hand |
| 66 | Gloves | Garment, Pair |
| 67 | Money Belt | Empty, Garment* |
| 68 | Casiotone | Musical |
| 69 | Drum | Musical |
| 70 | Guitar | Musical |
| 71 | Harmonica | Small, Musical |
| 72 | Saxophone | Musical |
| 73 | Violin | Musical |
| 74 | Piano | Musical, Too Big |
| 75 | A-Z Hat | Hat* |
| 76 | BR Hat | Hat* |
| 77 | Compass Hat | Hat* |
| 78 | Terminus Hat | Hat* |
| 79 | Verdant Hat | Hat* |
| 80 | Hard Hat | Hat* |
| 81 | Silly Hat | Hat* |
| 82 | Book | Papery |
| 83-84 | Newspaper | Yesterday's, Papery |
| 85 | Newspaper | Today's, Papery |
| 86 | Tokens | 2 Black |
| 87 | Tokens | 2 Blue |
| 88 | Tokens | 2 Red |
| 89 | Tokens | 2 Green |
| 90 | Token | 1 Bronze |
| 91 | Token | 1 Silver |
| 92 | Token | 1 Gold |
| >92 | <special> | First item in Lost & Found Box |
+-------+-----------------+---------------------------------+
*) If the Player already possesses the found item, nothing is found.
#) The Player is immediately moved to Tower Hill and loses one
Bronze Token, if e has any.


If a Possession is Lost, it is immediately transported to the Lost
Property Office.

The Actioning Player places the Possession in the Lost & Found Box on =
the
GSD. If there is no room in the box, e must remove one or more of the
items already in the box. Those items are Destroyed.

The Actioning Player may place items in the Lost & Found Box, if
-there is room in the box
and
-no Lost Possession is waiting to be placed in the box.


The Lost & Found Box is conceptually a queue, where items are added in
the rear end and removed from the front end.
The Lost & Found Box begins empty:

+Lost & Found -----------------------------------------------------+
| |
+------------------------------------------------------------------+

<the L&F-box is to be added to the GSD>


Rule 1.4.x - Read All About It!

A Newspaper is a Papery posession that costs 1 Bronze Token.

When a Player purchases a Newspaper, it is 'stamped' with the
current game day. This makes it look like "<Day>'s Paper" in the
Luggage - for instance, an Newspaper purchased at 11:30 on a
Thursday would look like "Thursday's Paper". Newspapers that have the
same stamp as the current game day are said to be Today's, and
Newspapers that have a different day are said to be Yesterday's.

While a Player owns Today's Paper, e pays nothing to perform the
[Walking] Action. While a Player owns Yesterday's Paper, e pays =
nothing
to perform the [Walking] Action, but automatically discards the Paper
upon performing that Action.

<add to Action table>
=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Finding] Post x.x.x 30 -2 Br varies

</add to Action table>

<add to Emporium table>
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Newspaper | 1 Br | Papery, Today's |
| Piano | 9 Br | Musical, Too Big! |
+---------------------+------+---------------------------------+

</add to Emporium table>

<add to Busking table>
[as bottom item]
* Piano - 1 Blue, 2 Red, 1 Bronze, 2 Green

</add to Busking table>

%%%

Special issues:


If the 'Garment' category is not defined, it shall be deleted in the =
table.

If the Money Belt is no more, it shall be deleted in the table, and the =
roll
of 23 shall produce a pair of gloves (thus changing the roll of 22 to be
22-23).
%%%

^^^

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

Proposal 733 - And you run and you run to catch up to the sun... =
(Amendment)

Rewrite Rule 1.13.3 (Carol Vorderman's Revenge) to:

{The main new bit - variable length moves}

The duration of a Player's Piece Normal movement is calculated by adding =
all
relevant times from the following table, rounded up to the nearest five
minutes:

+--------------------------------------------------+----------+
| Movement of Piece | Duration |
+--------------------------------------------------+----------+
| Moving through three stations or less | 10 mins |
| Moving through four, five or six stations | 15 mins |
| Moving through seven or eight stations | 20 mins |
| Moving through nine or more stations | 25 mins |
| Every station above ten moved through | +3 mins |
| Each change of line | +5 mins |
| Crossing the river | +2 mins |
| Changing more than two zones | +5 mins |
+--------------------------------------------------+----------+

=46or example, a move from Southfields to Bond Street, changing to the
Piccadilly at South Kensington and to the Jubilee at Green Park, would =
take
(25 + 5 + 5 + 2 + 5) rounded =3D 40 minutes.

Special Moves, and other Actions which do not move the Piece sequentially
through stations, do not use this table and take only ten minutes.

{And now for the more traditional part of the Rule}

All Actions have a duration of ten minutes unless otherwise specified.
Actions and Piece movement occur in sequence such that the total duration=
of
a Player's Turn is calculated by adding the durations of the individual
components.

Payment of Token forfeits and receipt of Token bonuses shall be =
considered
instantaneous, that is having no duration. A Move of Pass or Timeout =
shall
similarly have no duration.

{And a final fix at the end - I believe Kevan's point about a move being
invalid if an Action or Move is done at a time which is illegal (e.g. =
moving
to a station before it's open) is not yet remedied.}

If at any point during a Turn the total duration of all performed Moves =
and
Actions exceeds that of the allotted period of Game Time for that Turn, =
at
that point, that Turn shall be considered Illegal. Likewise, each Action=
or
Move takes place at the point of time given by Game Time, and thus is =
judged
for its legality at that point in time of the Turn.

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

Proposal 734 - Time and Motion Sickness [Amendment]

Adjust all Actions which have a duration of more than ten minutes - with =
the
sole exception of Busking - to have a duration of ten minutes.

{ Whether playing a Turn or checking an opponent's, it's a pain having to
look up which Actions are twenty minutes and which ten, and it's not =
even
slightly intuitive. Busking seems to be the only exception, in that its
copious Token benefit should only be awarded if you're willing to
sacrifice most of the rest of your Turn. I can see little need to keep =
the
other long Actions, though.

An intentionally over-dramatic solution, I confess, but perhaps the =
best.
I await comment. }

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

Proposal 735 - Heading Them Off At The Pass [Amendment]

In the Token Collection Table, replace the Pass reward with:-

+----------------------------------------+--------------+
| Playing 'Pass' as eir Move | +2 Red or |
| | +2 Black or |
| | +1 Blue |
+----------------------------------------+--------------+

{ The Blue reward has been halved in light of the fact that two Blues can
be exchanged for a Gold, and that - Blues being "rarer" - everyone =
always
goes for them unless they've a particular need for Reds or Blacks. This
amendment should make it more of a decision. }

....and reword the non-Line-Change reward to:-

+----------------------------------------+--------------+
| Playing a non-Pass Move which did not | +1 Black |
| involve a change of Line | |
+----------------------------------------+--------------+

{ Clarifying that you don't get it for a Pass. }

And trim all those extraneous "during a Move"s from the table, as well,
actually (since the opening paragraph says "during eir Movement phase").

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

Proposal 736 - Stack 'em High, Watch 'em Rot [Repeal]

Repeal Rule 1.14.2 (Stack em High, Sell em Cheap).

{ A semi-random bit of repealing - the Rule giving prizes for certain
arrangements of Tokens has never really been used much, leaves great
potential for future abuse (potential which has shied me away from
considering proposing any Stack-manipulation Actions), and is all
rather too arbitrary to remember or realise very easily. }

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

Proposal 737 - Plastic? Are You Kidding? [Amendment]

{ Busking for Plastic Tokens seems very strange, and not terribly popular
either, if games so far are anything to go by. I suspect Busking would
become more strategic if the gathered wealth could exchanged for Golds;
here's a Proposal that amends appropriately, along with the ability
to use multiple instruments in a - whisper it - slightly realistic
fashion... }

Reword Rule 1.7.20 (Busking) to:-

A Player may perform the Action "[Busking]", provided that e is =
carrying
a Musical Possession and that Game Time is currently during Peak =
Hours.
Upon performing this Action, the Actioning Player gains a number of
Bronze Tokens according to the instrument(s) e is using. If the Player
has more than one Musical Possession, e may use as many of these as e
wishes, so long as the combined instruments do not require the use of
more than two hands, two feet and a mouth.

+-------------+---------------------+----------+
| Instrument | Body Parts Required | Reward |
+-------------+---------------------+----------+
| Drum | One Hand or Foot | 2 Bronze |
| Harmonica | Mouth | 3 Bronze |
| Casiotone | One Hand | 4 Bronze |
| Guitar | Two Hands | 5 Bronze |
| Violin | Two Hands | 6 Bronze |
| Saxophone | Two Hands and Mouth | 7 Bronze |
+-------------+---------------------+----------+

If a Player is carrying a Silly Hat, e gains an additional Bronze =
Token
whenever e Busks.

If the "[Wearing]" Action exists, replace "carrying" with "wearing" in
the previous paragraph. Remove this paragraph from the ruleset, either
way.

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

Proposal 738 - Cunningly Fashioned Out Of Pure Green [Action]

{ Some overly bizarre nonsense for you. }

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Constructing Generator] Neut 1.7.x -2 Gr -2 Si
[Generating Token] Neut 1.7.x -1 Gr Varies
=
------------------------------------------------------------------------

A Player may perform the Action of "[Constructing Generator]" to put
together a Token Generator; upon performing this Action, the Actioning
Player gains such a Possession.

Token Generators are powered by a single Pigeon, and require a small
positive Charge to do their work - namely, converting a Green Token =
into
a Token of any other colour.

If a Player is carrying a Token Generator, a Pigeon and has a Charge
greater than zero, e may perform the Action "[Generating Token]" to
gain a Token of any colour which Tokens can possibly be.

Token Generators are rather heavy, however, and if a Player carrying =
one
ever has an LV greater than five, eir LV is immediately reduced to =
five.

-------------------------------------------------------------------------=
----
Dunx
--
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From dunx@l... (Duncan Ellis (Dunx)) Tue May 11 15:17:52 1999
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
705 The Emperor's New Clothes 5 1 - 4 Passes
706 Timeout On The Grand Scale 5 1 - 4 Passes
707 You Have 10 Minutes... 5 1 - 4 Passes
708 Blocks, Impediments and Gaps 5 1 - 4 Passes
709 *Boing* 4 1 1 4 Passes
710 Token Table Change 4 1 1 4 Passes
711 Walking In The Night --- withdrawn ---
712 Lost and Found --- withdrawn ---
713 Ever-Rolling Stream 6 - - 4 Passes
714 Time Again 6 - - 4 Passes
715 A Pressing Special Need 6 - - 4 Passes
716 Quick Change 3 1 2 4 Passes
717 Slight CAMREC Rumblings 3 1 2 4 Passes
718 Uncharged 5 1 - 4 Passes
719 Listen Very Carefully... 4 1 1 4 Passes
720 Liquid Assets 5 1 - 4 Passes
721 Bear All 3 1 2 4 Passes
722 Funny Peculiar 4 1 1 4 Passes
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff =
Snow
-------------------------------------------------------------------------=
----

705 (J'than) - FOR FOR - PAS FOR - FOR FOR - =
-=20
706 (J'than) - FOR FOR - PAS FOR - FOR FOR - =
-=20
707 (J'than) - FOR FOR - PAS FOR - FOR FOR - =
-=20
708 (J'than) - FOR FOR - PAS FOR - FOR FOR - =
-=20
709 (J'than) - FOR FOR - PAS FOR - AGA FOR - =
-=20
710 (Ole) - FOR AGA - FOR FOR - PAS FOR - =
-=20
711 (Ole) --- withdrawn ---
712 (Ole) --- withdrawn ---
713 (Kevan) - FOR FOR - FOR FOR - FOR FOR - =
-=20
714 (Kevan) - FOR FOR - FOR FOR - FOR FOR - =
-=20
715 (Kevan) - FOR FOR - FOR FOR - FOR FOR - =
-=20
716 (Kevan) - FOR FOR - FOR PAS - FOR FOR - =
-=20
717 (Kevan) - FOR AGA - AGA PAS - FOR FOR - =
-=20
718 (Dunx) - PAS FOR - FOR FOR - FOR FOR - =
-=20
719 (Dunx) - PAS FOR - AGA FOR - FOR FOR - =
-=20
720 (Dunx) - PAS FOR - FOR FOR - FOR FOR - =
-=20
721 (Dunx) - PAS AGA - FOR FOR - AGA FOR - =
-=20
722 (Dunx) - PAS AGA - FOR FOR - FOR FOR - =
-=20

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff =
Snow
- KUDOS =
---------------------------------------------------------------------

Initial: 11 19 2 0 24 44 16 13 9 4 =
0
Halved: 9 1 12 22 6 4 2 =
0
=
-------------------------------------------------------------------------=
--
FOR Votes: +21 +0 +0 +24 +26 +4 +0 +0 =
+0
AGA Votes: I -4 -0 -0 -1 -2 I -1 -0 -0 =
+0
Decisive: n +3 +3 +0 +3 +3 n +3 +3 +0 =
+0
Voting/Own: a -0 -0 -0 -0 -9 a 0 -0 -0 =
+0
c c
EP FOR: t +0 +0 +0 +0 +0 t 0 +0 +0 =
+0
EP AGA: i -0 -0 -0 -0 +0 i 0 -0 -0 =
+0
Digit/Pulse: v +5 +0 +0 +0 +5 v 0 +5 +0 =
+0
e e
Awards: +3 +0 +0 +4 +6 0 +0 +0 =
+0 [*]
Kudos Gifts +1 +0 +0 +1 +0 -2 +0 +0 =
+0 [a]
=
-------------------------------------------------------------------------=
--
This Week: +28 +3 +0 +31 +29 +4 +8 +0 =
+0

Final: 11 37 4 0 43 51 16 10 12 2 =
0

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff =
Snow
-------------------------------------------------------------------------=
----

[a] Ole's gift of +1 to those who had to recast (sorry Paul - you hadn't =
voted
at that point, so it hardly counts as recasting)

[*] Ruttsborough Award - none
IMCS Clarity Award - Kevan (A Pressing Special Need): +3
CAMREC Cleanup Award - Kevan (Ever-Rolling Stream): +3
Mrs Trellis Award - Jonathan (The Emperor's New Clothes): =
+4
(this would have gone to Ole's Prop 712, but it was =
withdrawn)
Clever Bear Award - none
For E's A Jolly Good Fellow - Dunx (automatic)
Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Tue May 11 15:17:55 1999
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The ruleset updates from the Week 4 Proposals will follow over the next =
few
days. I'm afraid it's just too late and I've had too horrible a day.

Sorry.

Dunx
--
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From <palnatoke@g...> Tue May 11 16:42:01 1999
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Dunx wrote:


The ruleset updates from the Week 4 Proposals will follow over the next few
days. I'm afraid it's just too late and I've had too horrible a day.

Sorry.

###

I guess it is 'Karma meets Murphy's Law'. Have a bad day, and you can be
sure the players will adopt each and every rule change.


Ole


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From <DELLIS@u...> Wed May 12 01:49:07 1999
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> I guess it is 'Karma meets Murphy's Law'. Have a bad day, and you can be 
> sure the players will adopt each and every rule change. 

LOL! 

Well, that's cheered me up - thanks. 

-- 
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 <palnatoke@g...> Wed May 12 04:18:58 1999
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Seemingly unimplemented MC-speak:

Boxing out the F, J, O and W placings draws the partner into an elliptical
progression north to south

In weak positional play, it is vital to consolidate an already strong outer
square, eg Pentonville Road

In a straight rules game, it's inadmissible to transfer inversely, which is
otherwise a powerful tactic

Opening the triangle will block any of the three possible reverse draws and
is usually played early in the game (before the Central Line has been
quartered) so that the risk of a diagonal move is negligible, as is the
possibility of quartering

The lateral shift decisively breaks opponents' horizontal and vertical
approaches.

The A40 northbound used as a counter-play offers rear access to suburban
bidding

the Kerishni-Immanolo debate of 1923

Jean-Jacques Mariata's near fatal brush with Sir Arthur Kingstone-Blakely
after the young but promising Frenchman accused the English grandmaster of
cheating by playing his Tewkesbury Avenue out of turn, causing the
aristocratic nobleman to set loose his hounds on Mariata's prize Juniper
collection.

A Queens Passage is almost always followed by a Kings Entry

An Amersham Reversal into the Old Kent Road is so often worth more than just
2 in rent (10 with a house).

And quite a bit on:
http://www.inet.co.th/cyberclub/olarn/mc1.htm
Great MC Players in History



Ole



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From kevan@d... Wed May 12 05:06:11 1999
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These voting comments aren't as good an idea as I thought they'd be;
there's a large amount of pointlessness in not being able to respond
to someone's criticism until after votes have been tallied...

Someone said of my "Slight CAMREC Rumblings" Proposal (which passed
anyway, but I'd like the chance to explain myself):-

>Comments: [...] Otherwise, people will simply not ever move to MC as
>there is no point in paying the cost (as it is not a winning station.)
>Likewise, nobody would ever bother moving to MC in a Flag game if it
>cost three gold tokens to enter for no bonus.

As I thought I'd said somewhere, a three-Golds-to-enter Crescent has
quite a huge strategic significance, even if you don't Win for Moving
there; because the Game is geared to prevent Players from getting to
the Crescent, it's a very safe place to hide. I'd strongly consider
bothering to move, with Flag, to MC in a Flag game, on the basis that
anyone after it would have to go to just as much bother. Likewise the
Ostrich would do well to hide there, since its pursuers will have
trouble getting in.

It's also arguably necessary for the Ostrich variant; it'll be very
easy to Pounce the Ostrich if e starts the game at a bog-standard
Mornington Crescent and anyone can just wander in...

>Proposal 725 - Just Passing Through...

Hmm. Interesting idea, and I suppose it's a more intuitive use of the
word "Toll". I'm not sure how often it'll be used (have we *ever* had a
Toll paid?), but it's probably good to have around.

>Proposal 726 - *PECK!* (Spot the Ostrich Ruleset)

Not bad, although what happens if there isn't a Wild Station in another
Quadrant? (And maybe we should provide some Kneepads...)

>Proposal 727 - Token claiming and dropping...
>
>{Comments: (1) - this would otherwise allow players to collect two
>tokens from a Stack in one visit, one upon arrival and the other upon
>leaving.

Hmm. Is that really such an awful thing?

>(2) the current implementation is broken: what happens if the
>player is in Quadrant 0 where all other Quadrants are adjacent?

Then the spent Token gets destroyed, or at least that's how we've
been playing it. Reading the rules, it doesn't actually specify
where a Token goes if you can't place it...

>I can
>see why it was changed from the implementation that I am to proposing to
>change it back to, and I have a suspicion that that change predates
>Quadrant 0. But with Quadrant 0 in existence, it doesn't work.}

Originally, of course, the rule was put in to avoid Players placing
Tokens in a Quadrant next door, for collection during their next Move.
If I remember correctly, we realised that this made Zone 1 rather too
powerful, in that you could easily zip to and from opposite Quadrants,
and I *think* this was why we came up with Quadrant Zero.

Quadrant Zero Tokens being lost seems a reasonable solution, anyway; I
think we just need to clarify this in the ruleset somewhere.

>Proposal 728 - Pachisi Crescent

An appealingly original game style, and I find it rather hard to picture
it being played (and really can't remember much about Ludo except that
it involves absolutely no skill at all); this may be one that we'll just
have to try to see how it goes. I suspect that the four Pieces are going
to make matters complicated, though; how much of a sacrifice it would be
to reduce it to one Piece, I don't know. Hmm.

>Proposal 729 - Yodeling

An amusing image, although the fact that not all Hill Stations are
actually on Hills (not to mention being, er, underground) does rather
spoil it. This does clash with Proposal 737 (Plastic? Are You Kidding?)
too, actually, since they both seek to adjust the same Rule...

>Proposal 730 - Size Matters

Probably worth having for the sake of future Proposals, I suppose. The
phrase "a Too Big Possession" strikes as clumsy, though...

>Proposal 731 - Walking In The Night [Amendment]
>
> Between 0000 and 0500, no trains are running.
> Therefore, no Standard Moves can be made during this time.

Hmm. An obvious and intriguing implementation, that. I suspect it will
disrupt the game rather too much, though; even if everyone manages to
get an hour's worth of Turn in, it's going to kick everyone's LV down
to zero as they Walk or Wild or whatever. Advancing Game Time (and
Farkling) becomes rather powerful; if someone's about to Win, just
put Game Time into the hours of darkness and they're reduced to abnormal
Moves.

>Proposal 732 - Lost and Found [Multiple]
>
> A Player can perform the 30-minute Post-Move Action
> of [Finding], but only between 0930 and 1400 on Mondays to Fridays.
>
> The Player performing the [Finding] Action should roll a single
> 100-sided die after submitting eir Turn.
>
> If the performing Player is at Paddington and the time is between
> 0930 and 1400 on Mondays to Fridays, e adds 5 to eir roll.

Ah. Good one; you can Find stuff anywhere, but stand more chance of
doing so at Paddington. Only +5 to the roll, though? And why can't
you perform the Action outside of "working hours", elsewhere?

>Proposal 733 - And you run and you run to catch up to the sun... (Amendment)

Hmm. Horrible at first glance, but looking closer it's just a matter
of checking your LV and a couple of other things. I see some appeal
in this - that if you're charging around the board at foolish speeds,
you can't do as many other things - but the mathematician in me
wonders why your journey takes longer at higher speeds, and the non-
mathematician in me quakes a little at the idea of having to add these
things up every Turn, then take them into account for calculating Turn
duration. Tish.

Kevan

--
kevan@d...
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Spiffing stuff, Ole! 

I'm sure I recognise some of those imprecations from an interview Graeme 
Garden gave when MC was reopened last year (was it so long ago?) but, as you=

say, valuable information. 

The Great MC Players is splendid too - shame about the link back to Delphi, 
really. Oh well. 

-- 
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 (Dunx)) Wed May 12 10:04:31 1999
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Kevan wrote:

>These voting comments aren't as good an idea as I thought they'd be;
>there's a large amount of pointlessness in not being able to respond
>to someone's criticism until after votes have been tallied...

Hmm - I see what you mean.

Are people saying things in Voting Comments that they would never say =
publicly?
Is the anonymity good or ill?

Responses welcome; repeals more so.

Dunx
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Ceci n'est pas un .sig

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Kevan wrote:

:>Proposal 728 - Pachisi Crescent
:
:An appealingly original game style, and I find it rather hard to picture
:it being played (and really can't remember much about Ludo except that
:it involves absolutely no skill at all); this may be one that we'll just
:have to try to see how it goes. I suspect that the four Pieces are going
:to make matters complicated, though; how much of a sacrifice it would be
:to reduce it to one Piece, I don't know. Hmm.
:
Perhaps four pieces is too much. Two might be better (like a permanent
bifurcation), but I'd like to see this playtested first.



:>Proposal 729 - Yodeling
:
:An amusing image, although the fact that not all Hill Stations are
:actually on Hills (not to mention being, er, underground) does rather
:spoil it. This does clash with Proposal 737 (Plastic? Are You Kidding?)
:too, actually, since they both seek to adjust the same Rule...
:
Whaddya mean???
Of course Hill Stations are on Hills. Too bad we have no Alp Stations :-)
The clashing is unfortunate. There is also a clash between 'Lost & Found'
and 'Plastic? Are you kidding?'.

:>Proposal 730 - Size Matters
:
:Probably worth having for the sake of future Proposals, I suppose. The
:phrase "a Too Big Possession" strikes as clumsy, though...
:

I tried to find a synonym for 'too big', but they wouldn't step forward...

:>Proposal 731 - Walking In The Night [Amendment]
:>
:> Between 0000 and 0500, no trains are running.
:> Therefore, no Standard Moves can be made during this time.
:
:Hmm. An obvious and intriguing implementation, that. I suspect it will
:disrupt the game rather too much, though; even if everyone manages to
:get an hour's worth of Turn in, it's going to kick everyone's LV down
:to zero as they Walk or Wild or whatever. Advancing Game Time (and
:Farkling) becomes rather powerful; if someone's about to Win, just
:put Game Time into the hours of darkness and they're reduced to abnormal
:Moves.
:

That's right. Simplicity is powerful here. The previous implementation was,
however, heading for infinite complexity.

:>Proposal 732 - Lost and Found [Multiple]
:>
:> A Player can perform the 30-minute Post-Move Action
:> of [Finding], but only between 0930 and 1400 on Mondays to Fridays.
:>
:> The Player performing the [Finding] Action should roll a single
:> 100-sided die after submitting eir Turn.
:>
:> If the performing Player is at Paddington and the time is between
:> 0930 and 1400 on Mondays to Fridays, e adds 5 to eir roll.
:
:Ah. Good one; you can Find stuff anywhere, but stand more chance of
:doing so at Paddington. Only +5 to the roll, though? And why can't
:you perform the Action outside of "working hours", elsewhere?
:

Ah. Typo. One of the things with cut&paste. The time limit shouldn't be
there in the first sentence. Expect an update.



Ole



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I have looked at the map, and now I wonder:

How many lines are there at:

Chalfont & Latimer?
Woodford?
Euston?
Poplar?
Acton Town?

The thread is, of course, that those Interchanges have multiple instances of
one line.

Another question (related, though) is:
How can Queen's Park (and, to some extent, london Bridge) be an Interchange
Station at all?


Ole


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From <jonathan@f...> Wed May 12 14:26:35 1999
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>As I thought I'd said somewhere, a three-Golds-to-enter Crescent has
>quite a huge strategic significance, even if you don't Win for Moving
>there; because the Game is geared to prevent Players from getting to
>the Crescent, it's a very safe place to hide. I'd strongly consider
>bothering to move, with Flag, to MC in a Flag game, on the basis that
>anyone after it would have to go to just as much bother.

Yes, but of course you can't just drop the Flag on MC and leave it
there, as it can be picked up mid-move... I did, a while ago, submit an
amendment that Flags should only be able to be picked up and dropped if
the Player was actually situated at that station at the time, but it
failed.

>Likewise the
>Ostrich would do well to hide there, since its pursuers will have
>trouble getting in.

>It's also arguably necessary for the Ostrich variant; it'll be very
>easy to Pounce the Ostrich if e starts the game at a bog-standard
>Mornington Crescent and anyone can just wander in...


A good point.

>>Proposal 725 - Just Passing Through...
>Hmm. Interesting idea, and I suppose it's a more intuitive use of the
>word "Toll". I'm not sure how often it'll be used (have we *ever* had a
>Toll paid?), but it's probably good to have around.


I remember Game 5. If I'd thought of it at the time (rather than one
move too late), paying a toll would actually have been useful - in the
days when the Token Running action to gain a Gold existed, as I could
(with LV of 10) have passed through your home of Bethnal Green (paying
the Toll), shunted you to Epping and nicked one of your Golds - and Run
a Gold from Stratford (where you were) next turn. But the best ideas
don't always come at the best times... If this Proposal passes,

>>Proposal 726 - *PECK!* (Spot the Ostrich Ruleset)
>
>Not bad, although what happens if there isn't a Wild Station in another
>Quadrant? (And maybe we should provide some Kneepads...)


Ah. A problem with the Wilds. Probably best to change it to "a Terminus
Station of the Ostrich Stick holder's choice"... Of course, it's a very
powerful action for very little cost (the Ostrich being able to,
basically, simultaneously Spang and Shunt with one action, considering
the effects) but of course the Ostrich has to be fairly close to a
player to be able to manage it, and if it's too close it gets caught.
And you only have to catch the Ostrich once...

>>Proposal 727 - Token claiming and dropping...
>>
>>{Comments: (1) - this would otherwise allow players to collect two
>>tokens from a Stack in one visit, one upon arrival and the other upon
>>leaving.
>Hmm. Is that really such an awful thing?

It's always rather bothered me. Just a personal thing.

>>(2) the current implementation is broken: what happens if the
>>player is in Quadrant 0 where all other Quadrants are adjacent?
>Then the spent Token gets destroyed, or at least that's how we've
>been playing it. Reading the rules, it doesn't actually specify
>where a Token goes if you can't place it...


But this results in too many Tokens being lost from the game IMHO. Maybe
a requirement that the Token should be in a different Zone as well as
Quadrant (maybe more than one Zone Boundary away?) would be more
satisfactory, but I don't believe that performing the same Action should
result in a Token being destroyed or not destroyed depending on where
the Player is. Besides, carefully placing the Tokens was part of the
game and encouraged Players to play a bit more close to the centre
anyway - with that extra degree of interaction between players.

> Proposal 736 - Stack 'em High, Watch 'em Rot
I do not like this proposal at all. Personally, I believe that
watching how the Token Stacks build up and trying to complete one ought
to be a very important strategic part of the game. Certainly it worked
for me in Game 7 - I was in urgent need of Blue Tokens at the time for
my Drone strategy, and could not afford to Pass (and get two at the
expense of losing my entire LV), so I hit upon the idea of completing a
Stack. The presence of a lone Black Token in a far quadrant allowed me
to Mind the Gap (1 silver) and play another black-token action (1 black)
to complete the Stack and get the reward. I am frankly surprised that
there is not more attempt at strategy of this kind in the games. (And
yes, minding the Gap was definitely an annoyance to me at the time, but
one I was prepared to put up with for the sake of the five blue tokens.
You win some, you lose some: your choice.)
Personally I view this as a more satisfactory way of gaining
valuable tokens than performing Manoeuvres or locating Gold Rushes
(suddenly unearthing a random gold lode in London, for heaven's
sake?!?) - I shall be voting against this proposal. However, I think
that there should be, if anything, more ways of getting a fair number of
Plastic Tokens (such as the 3 red plus 5 blue of the Black-Silver-Black
stack) , and only a few ways of getting Gold and Silver Tokens (as there
are now.) Similarly with Manoeuvres and Gambits, which (like Token
Stacking) seem to me to be truer to the spirit of MC than Gold Rushes
and Pigeons.

>Proposal 738
A bit of weirdness, but I can't really see the point. At the moment, the
only way of creating Green Tokens seems to be Recycling (apart from the
occasional Busk, not if Proposal 737 passes, or certain Manoeuvres which
are hardly ever played) - i.e. turning one non-Green token into a Green.
This one simply reverses the procedure, and I ask: if this is needed,
why recycle in the first place? I can't really see any cases where any
Player would want to turn a Green Token into a non-Green, apart from a
Gold Token (and I really don't like that possibility - I agree with
PaulWay that some things are getting a bit too far from the spirit of
real MC.)

Jonathan.


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From <jonathan@f...> Wed May 12 14:39:04 1999
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>How many lines are there at:
>
>Chalfont & Latimer?
>Woodford?
>Euston?
>Poplar?
>Acton Town?
>
>The thread is, of course, that those Interchanges have multiple
instances of
>one line.


I've always been playing it that only the number of different lines
count, so Euston counts two (NT, VC) Acton Town counts two (PD, DS), and
all the rest count as one line only.

>Another question (related, though) is:
>How can Queen's Park (and, to some extent, London Bridge) be an
Interchange
>Station at all?

For London Bridge, it is an Interchange between the Northern and
the extended Jubilee lines. In the Finsbury Option, a branch of
Thameslink stops there as well. Likewise, there are Jubilee interchanges
at Stratford, Waterloo, West Ham, Westminster and Canary Wharf: though
not connected by the Interchange symbol, they will nevertheless be
interchanges when the extension opens around 4000 AD :-) The map is
incorrect in one further point: there is a Docklands stop between East
India and Royal Victoria - Canning Town (on the original map, this is
only shown on the Jubilee Extension - which will presumably also stop
there.) In short, the map is out of date, and the sooner a new one is
found to replace it the better. I have a decent one (which has all the
lines, interchanges marked correctly, *and* the Finsbury Option extra
lines, and up-to-date zone boundaries marked - which will allow us to
end the current anomaly of no Zone for the Finsbury Option extras,
introduced because the web map which shows these lines doesn't have
zones marked.) Unfortunately I can't get my scanner to read it properly,
but if I could have an address to send it by post to then no doubt
somebody (maybe Dunx or Kevan) could scan it and put it up on the
website.
The Queens Park interchange (on the official website map) is
because many northbound Bakerloo line trains terminate at Queens Park,
only a few go all the way to Harrow and Wealdstone. My aforementioned
more up-to-date map has no interchange sign there.

Jonathan.



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From <WayperP@p...> Wed May 12 16:08:53 1999
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On Wednesday, 12 May 1999 22:06, kevan@d...
[SMTP:kevan@d...] wrote:
> These voting comments aren't as good an idea as I thought they'd be;
> there's a large amount of pointlessness in not being able to respond
> to someone's criticism until after votes have been tallied...

I proposed this because I felt the thing lacking at that stage in the
proceedings was the ability to comment anonymously. This was before first
drafts and reproposal became popular, and I don't like having to tell
someone that I'm going to vote against their proposal and there's nothing
that they can do about it. *shrugs* It may be obsolete now as a concept,
but I still find it useful - and I find I congratulate more than I condemn.

Anyway, have fun,
Paul Wayper -- DPI ITS Computer Systems Officer
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From <palnatoke@g...> Wed May 12 22:15:57 1999
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Kevan answered:



:> The Nomic-mechanisms tend to favour the maximalist approach, I believe.
:
:Not really; I've played a few (mostly face-to-face) minimalist Nomics. It
:depends entirely on the players, as does everything else.
:

I haven't tried FTF Nomic. But I have a hunch that 'net Nomic tends to be
maximalist.


:> 2) Keep the standard rules as they are now, and make a minimalist
:> variant.
:>
:> I believe both ways are practicable. But we have to make a choice if we
want
:> both minimalism and maximalism satisfied.
:
:I think a minimalist variant might be interesting, shorn of the more
frivolous
:Actions and Possessions, but as we've discovered in the foreign-Map games,
:there's an awful lot of "Oh, hang on, we can't use Freem Clamps because
we're
:not using Zones" problems when you try this.
:

If we wanted a Basic Ruleset, what should be there?

Standard Moves, Tokens, Shunts? Do we need more?

:It's really a matter of deciding whether to carry on with the real-life
:aspects of our Crescent rules, or to backpedal a bit and forge ahead with
:semi-random abstract jargon. (Although I suspect that, being in a
democracy,
:we've already got what most people are in favour of.)
:


You are probably right.


Ole


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From <palnatoke@g...> Wed May 12 23:22:47 1999
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I know that we define Ghost Stations as being 'off-line', but where are
they?

Aldwych - on PD, sidetrack from Holborn
Blake Hall
British Museum
Brompton Road - I guess its near W. Brompton...
Down Street
Hob's End
North End
North Weald - near Harrow & Wealdstone?
Ongar
The Millennium Dome


Ole



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On Thursday, May 13, 1999 4:21 PM, Ole Andersen [SMTP:palnatoke@g...]
wrote:
> I know that we define Ghost Stations as being 'off-line', but where are
> they?
> 
> Aldwych - on PD, sidetrack from Holborn

True.

> North Weald
> Blake Hall
> Ongar

This is the station order from Epping on the Central line. This was closed
off in 96 or 97 I think.

> British Museum

Between Holborn and Chancery Lane on the Central.

> Brompton Road - I guess its near W. Brompton...

Between Knightsbridge and South Kensington on the Piccadilly. Don't be
fooled by the Road thing - remember Edgware and Edgware Road.

> Down Street
> Hob's End
> North End
> The Millennium Dome

Now here you've caught me without my Stations of the London Underground
book.

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.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW


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From Jonathan David Amery <jda23@h...> Thu May 13 07:35:15 1999
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On Thu, 13 May 1999, Wayper, Paul wrote:

> > North Weald
> > Blake Hall
> > Ongar
> 
> This is the station order from Epping on the Central line. This was closed
> off in 96 or 97 I think.
> 

Theres only one station between Epping and Ongar.

-- 
Jonathan Amery. Here I am Lord, Is it I Lord?
##### I have heard you calling in the night.
#######__o I will go Lord, if you lead me.
#######'/ I will hold your people in my heart.


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From <jonathan@f...> Thu May 13 07:59:18 1999
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-----Original Message-----
From: Jonathan David Amery <jda23@h...>
To: 'l-nomic-d@egroups.com' <l-nomic-d@egroups.com>
Date: Thursday, May 13, 1999 03:35
Subject: MN: Re: Ghosts?


>On Thu, 13 May 1999, Wayper, Paul wrote:
>
>> > North Weald
>> > Blake Hall
>> > Ongar
>>
>> This is the station order from Epping on the Central line. This was
closed
>> off in 96 or 97 I think.
>>
>
> Theres only one station between Epping and Ongar.

In recent years, only North Weald existed. But about 20 years ago, there
was also Blake Hall in between North Weald and Ongar: it was closed some
time before the rest of the branch line.

Jonathan.



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From kevan@d... Thu May 13 08:03:55 1999
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> > Down Street
> > Hob's End
> > North End
> > The Millennium Dome
> 
> Now here you've caught me without my Stations of the London Underground
> book.

As the Proposer of the new Ghost Stations, "North End" was culled from Jonathan's (was it Jonathan's?) old Ghost Stations Proposals, "Down Street" featured in Neil Gaiman's Neverwhere and is presumably a ghost station somewhere, "The Millennium Dome" was just a bit of frivolity (I've really no idea which Tube station will be nearest to the Dome when it's open, or even if they'll get things finished in time), and "Hob's End" was the Tube station being built in what was probably "Quatermass and the Pit". They found a Martian spaceship whilst excavating, if memory serves.

Did nobody get the "If Your Mansion House Needs Haunting" reference, by the way? I was rather pleased with it, at the time...

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From Jonathan David Amery <jda23@h...> Thu May 13 08:06:19 1999
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On Thu, 13 May 1999 kevan@d... wrote:

> Jonathan's (was it Jonathan's?) old Ghost Stations Proposals, "Down
> Street" featured in Neil Gaiman's Neverwhere and is presumably a ghost
> station somewhere, "The Millennium Dome" was just a bit of frivolity

Neverwhere claims that there are 50 Ghost statiosn (or so).

-- 
Jonathan Amery. Here I am Lord, Is it I Lord?
##### I have heard you calling in the night.
#######__o I will go Lord, if you lead me.
#######'/ I will hold your people in my heart.


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From <DELLIS@u...> Thu May 13 08:32:53 1999
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Kevan wrote: 

> Did nobody get the "If Your Mansion House Needs Haunting" reference, by
the 
> way? I was rather pleased with it, at the time... 

It made me smile - I'm doing a bit of work on ghosts at the moment in my day=

job, and I named the source code branch ifYourMansionHouseNeedsHaunting as a=

result. Consider it a lasting memorial in the source code archives of
Oracle. 

-- 
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 <snowl@s...> Thu May 13 09:14:08 1999
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<color><param>0100,0100,0100</param>On 13 May 99, at 16:41, Wayper, Paul wrote:


<color><param>7F00,0000,0000</param>> On Thursday, May 13, 1999 4:21 PM, Ole Andersen

> [SMTP:palnatoke@g...] wrote: 

> I know that we define Ghost Stations

> as being 'off-line', but where are > they?


<color><param>7F00,0000,0000</param>> > Brompton Road - I guess its near W. Brompton...

> <color><param>7F00,0000,0000</param>

> Between Knightsbridge and South Kensington on the Piccadilly. Don't be

> fooled by the Road thing - remember Edgware and Edgware Road.


</color>I have wondered for a long time why it takes so long to get from S. 
Ken to Knightsbridge. I thought there was a huge MI5 underground 
bunker that the tunnel needed to avoid.


Here are some sites dealing with closed LU stations.


http://marina.fortunecity.com/fantasy/382/lul_clsd.htm

http://www.infolondon.co.uk/transport/lt/under/index.htm

http://www.calong.dircon.co.uk/print.ghosts.html

http://www.netforce.co.uk/whitecon/pilot.html

http://www.timeout.com/london/sight/By_area/downstreet.html 
(_read the last paragraph of this_)


I also found a site (and lost it again), which said there used to be a 
Post Office station and that the post office has its own seperate 
underground system in London.


Snow


-Errors and Fissions Excepted

<nofill>


From <palnatoke@g...> Thu May 13 10:44:01 1999
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Kevan wrote:

:
:As the Proposer of the new Ghost Stations, "North End" was culled from
Jonathan's (was it Jonathan's?) old Ghost Stations Proposals,

OK, but _where_?

"Down Street" featured in Neil Gaiman's Neverwhere and is presumably a ghost
station somewhere,

I think I saw it on one of the LT-related webpages, so it seems to be
'official'

"The Millennium Dome" was just a bit of frivolity (I've really no idea which
Tube station will be nearest to the Dome when it's open, or even if they'll
get things finished in time),

I think North Greenwich is the closest.

and "Hob's End" was the Tube station being built in what was probably
"Quatermass and the Pit". They found a Martian spaceship whilst excavating,
if memory serves.


Where?

:
:Did nobody get the "If Your Mansion House Needs Haunting" reference, by the
way? I was rather pleased with it, at the time...
:


I don't think I got it... :-(


Ole



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From <palnatoke@g...> Thu May 13 12:54:58 1999
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Paul wrote:

:
:> British Museum
:
:Between Holborn and Chancery Lane on the Central.
:

Thanks.

:> Brompton Road - I guess its near W. Brompton...
:
:Between Knightsbridge and South Kensington on the Piccadilly. Don't be
:fooled by the Road thing - remember Edgware and Edgware Road.


I found a map of LT in 1900. Brompton (without Road) seems to be the old
name of Gloucester Road. That makes three Bromptons, so far.


Ole


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From: "Ole Andersen" <palnatoke@g...>
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Snow wrote:
:
:I also found a site (and lost it again), which said there used to be a Post
Office station and that the post office has its own seperate underground
system in London.
:


The P.O. was between Bank and Chancery Lane (according to a map I found
somewhere on the 'net - ca. 40 kB). Was it renamed to St. Paul's?

I found the site, too. I'll see if I can find it again...

Ole




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From <palnatoke@g...> Thu May 13 13:18:42 1999
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I wrote:


:Snow wrote:
::
::I also found a site (and lost it again), which said there used to be a
Post
:Office station and that the post office has its own seperate underground
:system in London.
::
:
:
:The P.O. was between Bank and Chancery Lane (according to a map I found
:somewhere on the 'net - ca. 40 kB). Was it renamed to St. Paul's?
:
:I found the site, too. I'll see if I can find it again...
:

It's at
http://www.pins.co.uk/upages/karslakec/po_railway/index.html

Ole


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From <jonathan@f...> Thu May 13 13:35:46 1999
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>:As the Proposer of the new Ghost Stations, "North End" was culled from
>Jonathan's (was it Jonathan's?) old Ghost Stations Proposals,

It's on the Northern Line: a station that was half-built and then
abandoned, which qualifies it in standard MC for both "foetal" (stations
in the process of being built) and "ghost" (stations that have closed)
status. Was also known at one stage as Bull & Bush after a nearby pub. I
can't remember the exact position, but a fine article on ghost stations
is present in the Encyclopaedia Morningtonia at the great and
world(?)-famous site which used to be "Mornington Crescent at York" but
has now moved to UCL at the following side:
http://madeira.physiol.ucl.ac.uk/cgi-bin/crescent/mornington.pl
[Ole] You should try *real* MC some time, it seems much less formal
than the fairly strict (albeit constantly changing) rules of MN. [Kevan]
is there any particular reason you've stopped posting to real MC games
and only play Mornington Nomic now?


>"Down Street" featured in Neil Gaiman's Neverwhere and is presumably a
ghost
>station somewhere,
Piccadilly, between Knightsbridge and Gloucester Rd IIRC, though I
may be wrong about this.

>"The Millennium Dome" was just a bit of frivolity (I've really no idea
which
>Tube station will be nearest to the Dome when it's open, or even if
they'll
>get things finished in time),

North Greenwich (JL extension.) It's being specially constructed for the
purpose.

Jonathan.



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From <DELLIS@u...> Fri May 14 00:53:00 1999
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> It's at http://www.pins.co.uk/upages/karslakec/po_railway/index.html 

Unfortunately, not a terribly interesting map for a Turin '57 game... 

How would that c. 1900 map be to play on? 

-- 
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 kevan@d... Fri May 14 01:13:17 1999
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> [Kevan]
> is there any particular reason you've stopped posting to real MC games
> and only play Mornington Nomic now?

Lack of online time, really; after the heady days of free university access, I was reduced to paying for an Internet connection, and only strayed online to briefly collect email and reply to it afterwards. Such was fine for Nomickery, but not too good for Crescent at York.

And although I've got Internet access at work these days, I'm loathe to dip too much of a toe back into online Crescentry, knowing how much of my day it used to claim. I tend to partake in a little casual play whenever I bump into any friends who know the game, and listen to ISIHAC if I remember, but such is my limit of "proper" Crescent at the moment...

Kevan

--
kevan@d...
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From <palnatoke@g...> Fri May 14 02:42:04 1999
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Dunx wrote:

How would that c. 1900 map be to play on?

###

I can send it to you off-list, if you like.

It has:

Black (Northern): Clapham Common to Moorgate
Red (Central): Bank to Shepherd's Bush
Green (District):Wimbledon, Richmond, Hounslow West and Ealing Broadway to
Edgware Road, Whitechapel and New Cross
Purple (Met): Hammersmith, Brompton [Gloucester Road], Chesham, Brill and
Verney Junction to Mansion House and St. Mary's

I found the map on the euroMetro site.


Ole




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From kevan@d... Fri May 14 04:58:42 1999
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> >As I thought I'd said somewhere, a three-Golds-to-enter Crescent has
> >quite a huge strategic significance, [...]
> 
> Yes, but of course you can't just drop the Flag on MC and leave it
> there, as it can be picked up mid-move...

Indeed not, but if you just sit at MC rather than dropping the Flag there,
your opponents are going to have rather a hard time getting at you.

> [Quadrant Zero]
> But this results in too many Tokens being lost from the game IMHO.

Is this a problem? I suspect that the game wouldn't be particularly
impacted if *all* Tokens were lost when spent...

> Maybe
> a requirement that the Token should be in a different Zone as well as
> Quadrant (maybe more than one Zone Boundary away?) would be more
> satisfactory, [...]

There's the danger that it'll get too fiddly to check, though - it's quite
nice at the moment that you can quite easily glance at the Map and find a
Station in the necessary Quadrant, or skim over the existing Stacks and
find one that's valid for Token dropping.

> Besides, carefully placing the Tokens was part of the
> game and encouraged Players to play a bit more close to the centre
> anyway - with that extra degree of interaction between players.

Mmm, there was that, I suppose, but interaction combined with an easy way
to get back spent Tokens is likely to get overly messy, and there's
probably a little too much space for exploitation on a Player's way to the
Crescent (casually Spooning people and picking up the Gold straight away).
My memory's a bit hazy on how things used to be in this area, really.

> > Proposal 736 - Stack 'em High, Watch 'em Rot
> I do not like this proposal at all. Personally, I believe that
> watching how the Token Stacks build up and trying to complete one ought
> to be a very important strategic part of the game.

Maybe so, but the current implementation of it seems too slapdash; I'm
slightly uncomfortable with the idea of performing unnecessary Actions
just to get some Tokens across the Map to complete a Stack - although
cunning (well, unless you've got loads of Tokens, in which case it's
quite easy), it makes the GSD rather ugly. 

I think my main problem with Stack patterns, though, is the fact that
they're quite difficult to remember, and players are unlikely to think
"Oh, look, I can finish a Stack" or "Oh, mercy, Paul's about to finish
one" (particularly when it's possible to spew out dozens, even
theoretical hundreds of Tokens per turn).

> Personally I view this as a more satisfactory way of gaining
> valuable tokens than performing Manoeuvres or locating Gold Rushes

Manoeuvres are just as unsatisfactory, I think, in that there's no easy
way to keep an eye on such things, particularly with the Station-attribute
ones, although it is always quite impressive when someone manages to pull
a Manoeuvre off.

I'm not quite sure what you've got against Gold Rushes, though...

> (suddenly unearthing a random gold lode in London, for heaven's
> sake?!?)

Er, as opposed to throwing plastic from one side of the city to the
other and having it create precious metals in your pocket? Gold Rushes
are just as abstract as any other aspect of the game - the term just
seemed an appropriate one for the random generation of a Gold Token
Stack.

> >Proposal 738
> A bit of weirdness, but I can't really see the point. At the moment, the
> only way of creating Green Tokens seems to be Recycling (apart from the
> occasional Busk, not if Proposal 737 passes, or certain Manoeuvres which
> are hardly ever played)

Such was the point of Green Tokens, I thought, that you only got them by
Recycling. I found it a bit odd when they started cropping up elsewhere,
to be honest.

> - i.e. turning one non-Green token into a Green.
> This one simply reverses the procedure, and I ask: if this is needed,
> why recycle in the first place?

Players would obviously be happy to Recycle a Black into a Green, and
then generate a Silver. Green Tokens just seemed a fitting source of raw
material, was all.

> I can't really see any cases where any
> Player would want to turn a Green Token into a non-Green, apart from a
> Gold Token

Such is, of course, the real point of having a Generator, and that's why
they're so cumbersome and fiddly to use. All kudos, I think, to anyone
who manages to get one up and running, and holds onto it for long enough
to dispense three Golds.

> (and I really don't like that possibility - I agree with
> PaulWay that some things are getting a bit too far from the spirit of
> real MC.)

I thought this was particularly close to "Real Crescent", myself - the
announcement that a Player is "using the Token Generator to turn a Green
into a Silver, Straddling to Neasden and Minding the Gap" doesn't strike
these ears as anything other than proper Crescent. Tish.

Kevan

--
kevan@d...
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From <DELLIS@U...> Fri May 14 05:21:49 1999
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>I think my main problem with Stack patterns, though, is the fact that 
>they're quite difficult to remember 

I agree entirely - I've been toying on and off for months with trying to
apply 
some more general patterns which *are* more memorable (much in the same way 
that the interchange token bonuses work), but have been unable to define any=

suitable forms. 

As Kevan points out, manoeuvres have a similar difficulty, but they are
saved 
by some rather good names which act (to a certain extent) as mnemonics. 

-- 
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 May 14 07:26:53 1999
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Game states as of 15:00 BST 14/5/99 are as follows: 

Game List Rules To Play Last Move (all times BST) 
------------------------------------------------------ 
11 MN-L Long Dunx 13-May-1999 21:49 
13 MN-G Finsbury Grimace 3-May-1999 21:58 [1] 
15 MN-R Rutts Dunx 6-May-1999 14:01 
16 MN-B Chateau PaulWay 6-May-1999 16:58 
17 MN-C Flag Dunx 11-May-1999 12:06 

[1] last play was discussion of a Buzz on Grimace - since it's rather more 
than 36 hours since the Buzz and e's not defended emself particularly 
vigorously I think we take it that e's conceded. A Timeout will follow. 


Oh dear - I do seem to be lagging rather. Sorry all. 

-- 
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 <palnatoke@g...> Fri May 14 09:29:10 1999
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From: "Ole Andersen" <palnatoke@g...>
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Dunx wrote (on the P.O. line):


> It's at http://www.pins.co.uk/upages/karslakec/po_railway/index.html

Unfortunately, not a terribly interesting map for a Turin '57 game...


###

That's right, but it could be a P.O. (or Mount Pleasant) Option -similar to
Finsbury.

Ole


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From <palnatoke@g...> Fri May 14 12:29:39 1999
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From: "Ole Andersen" <palnatoke@g...>
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I wrote:

::>Proposal 732 - Lost and Found [Multiple]
::>
::> A Player can perform the 30-minute Post-Move Action
::> of [Finding], but only between 0930 and 1400 on Mondays to Fridays.
::>
::> The Player performing the [Finding] Action should roll a single
::> 100-sided die after submitting eir Turn.
::>
::> If the performing Player is at Paddington and the time is between
::> 0930 and 1400 on Mondays to Fridays, e adds 5 to eir roll.
::
::Ah. Good one; you can Find stuff anywhere, but stand more chance of
::doing so at Paddington. Only +5 to the roll, though? And why can't
::you perform the Action outside of "working hours", elsewhere?
::
:
:Ah. Typo. One of the things with cut&paste. The time limit shouldn't be
:there in the first sentence. Expect an update.
:


The announced update is not coming. I just remembered it, and I think we are
past update time.

I think the 'working hours' restriction is a _small_ annoyance. If this prop
goes through, feel free to propose an amendment on that point later.



Ole


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From dunx@l... (Duncan Ellis (Dunx)) Sat May 15 04:30:33 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Players:

The Week 5 Ruleset updates have been completed. Get 'em while they're =
slightly
luke warm.

Don't forget to Resign Players from Game where they've been Inactive for =
more
than two months (Proposal 706)...

Dunx
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From <palnatoke@g...> Sun May 16 22:28:41 1999
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From: "Ole Andersen" <palnatoke@g...>
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It looks like Croydon Tramlink has a status similar to DLR.

It, too, could be added to the map. It has an interesting loop.

Only trouble with it:

It has an interchange with the underground at Wimbledon, and is witinwalking
distance at Morden, but apart from that, it is unconnected to LU.


Ole


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From dunx@l... (Duncan Ellis (Dunx)) Tue May 18 13:48:28 1999
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Players:

Apologies for this, but I've only just got round to starting to Speak and=
it's
nearly ten, so I'm going to have to postpone for a day. Humble apologies =
for the
inconvenience.

Dunx
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From <WayperP@p...> Tue May 18 16:02:35 1999
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Taking this post from the Lyttleton list and reposting on the Discussion
list for more general comment.

For those not in the know, the question has come up about the "Stack 'em
high, sell 'em cheap" rules for Token exchanging. Jonathan's managed to
pull off a 2 silver token swap, and this brings makes others think of using
this more.

On Tuesday, May 18, 1999 9:32 PM, kevan@d...
[SMTP:kevan@d...] wrote:
> PaulWay wrote:
> > *shrugs* Personally, Token Stacking is my preferred 'IMCS-approved'
method
> > of gaining Golds.
> 
> It has a very traditional feel to it, certainly, but I don't think it's
> too compatible with the way that the game's working at the moment; Token
> Stacking is a fairly random affair, and quite hard (or at least
> uninteresting) to plan in advance ("Aha, if I do these pointless Actions
> this Turn, and these superfluous ones next Turn, I can complete a
> Stack"). And dropping Tokens along your route needs you to travel back
> and forth through the same Stations a few times for it to be of any use,
> which is less than exciting.

True. The [Hoarding] Action might be the most useful tool we have here.
One possibility is to open up the [Placing Token] Action to be able to put a
token anywhere. If you don't like that, then what about being able to place
tokens on any place you 'own' - Home stations, pegs, stubs, places you've
visited this turn and the like. Maybe once you've put a token on a stack
you can always place tokens on that stack.

So do people think that we should expand on this sort of Token gain method?

> Cashing in Hats is perhaps the most "proper" of Gold-gettings, at least in
> its general style - you have to travel to a fairly wide range of
> different Stations to get everything you need, and this lends itself to a
> pleasing list of Moves.

Indeed, although one wonders if we should perhaps expand the list and make
it five of any type out of a list of say seven.

> I think the other methods are all fair enough, though, and we really need
> such things to keep the game diverse and interesting; better to have
> numerous attacks and defences than a simple set of strategies, I think.
> It wouldn't be Mornington Crescent, otherwise.

Oh, absolutely.

> > Manoeuvres will always remain possible, [...]
> > But for my part I haven't done anything I wanted (yet) to put a
> > name to...
> 
> Me neither, and I do wonder if it's worth reinventing the concept of
> Manoeuvres, solving the flaw of their murkiness - perhaps a compulsory
> "I'm about to complete a Manoeuvre next Turn" Action, along the lines of
> Dunx's old "Atari" suggestion, would solve some of its troubles.

I don't really see the point of that; like everything else, the assumption
is there that you have to keep watching what other players are going to do.
I try to check what everyone's up to each turn - if for nothing else than to
make sure I'm not inadvertently shunted.

Comments, anyone?

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.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW


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From riffraff@n... (RiffRaff) Tue May 18 22:35:10 1999
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Reposting this to the Discussion list, after PaulWay's example:


>> One idea that I would like to see (it isn't in next week's
>>Proposals, but will be in the week after next) is that of forcing all
>>Tokens expended on a particular Action to be placed on the same Stack.
>
>That would fix people being able to get back all the tokens spent on
>Tithing. I'd vote for that, assuming I remembered to vote.
>
>>>Me neither, and I do wonder if it's worth reinventing the concept of
>>Manoeuvres, solving the flaw of their murkiness - perhaps a compulsory
>>"I'm about to complete a Manoeuvre next Turn" Action, along the lines of
>>Dunx's old "Atari" suggestion, would solve some of its troubles.
>>
>> That might be possible, but personally I prefer the idea that one
>>has to spot the opponents *without* them telling you what they are
>>doing. After all, in chess, you don't announce your intentions to your
>>opponents (and, while I'm a great Rutts fan on some occasions, my
>>original favourite MC grandmaster was the Russian chess fiend
>>Baryshnikov.) For instance, any one of you guys at Charing Cross could
>>have come up the Jubilee, blocked Neasden and denied my Rushton Memorial
>>Gambit. But because most of you were so preoccupied in picking up
>>Pigeons, nobody noticed - indeed Dunx was kind enough to kill the
>>potential DH Loop (if everybody had followed, I couldn't have escaped as
>>I had neither Silver Tokens nor an LV of 10). One just has to be on
>>one's guard. Likewise, a Power Failure on the Northern might have killed
>>RiffRaff's Morden Paradox, but nobody was too worried. MC is surely a
>>game of strategy, after all...
>
>Agreed.
>
>Perhaps [Atari] could be optional... Say, you're about to complete a
>Gambit, and you play [Atari]. If noone is able to block the Manoevre, you
>get an extra Silver (or something) as a bonus for having given the warning.
>
>cheers,
>--Riff



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From <palnatoke@g...> Wed May 19 00:33:23 1999
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From: "Ole Andersen" <palnatoke@g...>
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Would someone please enlighten me?

What is the Atari proposal, and what does it have to do with Atari?


Ole

PS A thing about eGroups: Sending the same message to two or more lists is
seen as potential spamming. The message is sent to the moderator for
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From <DELLIS@u...> Wed May 19 01:35:56 1999
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Ole wrote: 
> Would someone please enlighten me? 

> What is the Atari proposal, and what does it have to do with Atari? 

It was a Proposal I put forward ages ago to force Players to give fair
warning 
when they were about to win a Game - Proposal 548, Year 2 Week 29. 

It was derived not so much from Atari the computer maker, but the source for=

the name of Nolan Bushnell's company - in Go, when you are within a move of 
capturing an army you must say 'atari'. 

This is in contrast to chess, where you are told you are in check when it 
happens. 

-- 
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 kevan@d... Wed May 19 01:36:17 1999
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> What is the Atari proposal, and what does it have to do with Atari?

To remind everyone...

------------------------------------------------------------------------------

Proposal 548 - Didn't They Used to Make Computers? [Action]

A Player must play the Post-Move Action [Atari], if e believes that e can 
win on eir next Turn. Playing Atari when it is impossible to win on the 
next Turn is Illegal. 

There is no requirement to explain how a win might be achieved when 
playing [Atari], although an explanation may be needed if the Action is 
challenged. 

A winning Play shall be deemed Illegal unless the Player has played an 
Action of [Atari] on the Turn prior to that of eir otherwise winning Play. 

Name: Atari 
Type: Post-Move 
Cost: none 
Duration: none 

{ Comment: 
Borrowing an idea from Go (and, to a certain extent, chess) of giving 
fair warning when something bad is about to happen. 

Atari would prevent serendipitous victories, but it would also stop 
stealth victories which (I seem to recall) was an objection to the 
Charge idea. It might also help to undermine gross misinterpretation of 
the Rules. 

Note that there is no cost associated with playing Atari, nor is there 
any penalty for playing Atari and then not winning. The only penalty is 
for playing Atari when you cannot, in fact, win. 
}

------------------------------------------------------------------------------

This could very easily be applied to Manoeuvres instead; whether this is a good idea or not is left as an exercise to the reader.

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From dunx@l... (Duncan Ellis (Dunx)) Wed May 19 15:28:21 1999
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
723 Lost Property 4 2 1 4 Passes [a]
724 All The Pegs In One Basket 6 1 - 4 Passes
725 Just Passing Through 5 1 1 4 Passes
726 *PECK!* 4 2 1 4 Passes
727 Token Claiming and Dropping 2 2 3 4 Fails
728 Pachisi Crescent 5 2 - 4 Passes
729 Yodeling 5 1 1 4 Passes
730 Size Matters 5 1 1 4 Passes
731 Walking In The Night 2 2 3 4 Fails
732 Lost & Found 6 1 - 4 Passes
733 And you run and you run... 2 1 4 4 Fails
734 Time And Motion Sickness 1 1 5 4 Fails
735 Heading Them Off At The Pass 6 1 - 4 Passes
736 Stack 'em High, Watch 'em Rot 1 1 5 4 Fails
737 Plastic? Are You Kidding? 1 1 5 4 Fails
738 Cunningly Fashioned... 4 1 2 4 Passes
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff =
Snow
-------------------------------------------------------------------------=
----

723 (J'than) - FOR FOR - PAS FOR - AGA FOR - =
PAS
724 (J'than) - FOR FOR - PAS FOR - FOR FOR - =
FOR
725 (J'than) - FOR FOR - PAS AGA - FOR FOR - =
FOR
726 (J'than) - FOR FOR - PAS AGA - FOR FOR - =
PAS
727 (J'than) - AGA AGA - PAS AGA - FOR FOR - =
PAS
728 (Ole) - FOR FOR - FOR PAS - PAS FOR - =
FOR
729 (Ole) - FOR FOR - FOR AGA - PAS FOR - =
FOR
730 (Ole) - FOR FOR - FOR AGA - PAS FOR - =
FOR
731 (Ole) - AGA AGA - FOR AGA - PAS FOR - =
PAS
732 (Ole) - FOR FOR - FOR FOR - PAS FOR - =
FOR
733 (Paul) - AGA FOR - AGA AGA - AGA PAS - =
FOR
734 (Kevan) - AGA FOR - AGA PAS - AGA AGA - =
AGA
735 (Kevan) - FOR FOR - FOR PAS - FOR FOR - =
FOR
736 (Kevan) - AGA FOR - AGA PAS - AGA AGA - =
AGA
737 (Kevan) - FOR AGA - AGA PAS - AGA AGA - =
AGA
738 (Kevan) - FOR FOR - AGA PAS - AGA FOR - =
FOR

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff =
Snow
- KUDOS =
---------------------------------------------------------------------

Initial: 11 37 4 0 43 51 16 10 12 2 =
0
Halved: 19 2 21 25 5 6 1 =
0
=
-------------------------------------------------------------------------=
--
FOR Votes: +0 +0 +0 +21 +13 +23 +2 +0 =
+0
AGA Votes: I -0 -0 -0 -6 -17 I -5 -4 -0 =
+0
Decisive: n +3 +3 +0 +3 +0 n +3 +3 +0 =
+3
Voting/Own: a -0 -0 -0 -0 +0 a 0 -0 -0 =
+0
c c
EP FOR: t +0 +0 +0 +0 +0 t 0 +0 +0 =
+0
EP AGA: i -0 -0 -0 -0 +0 i 0 -0 -0 =
+0
Digit/Pulse: v +0 +0 +0 +0 +0 v 0 +0 +0 =
+0 [b]
e e
Awards: +3 +0 +0 +0 +3 +4 +0 +0 =
+0 [*]
Kudos Gifts +0 +0 +0 +0 +0 0 +0 +0 =
+0
=
-------------------------------------------------------------------------=
--
This Week: +6 +3 +0 +18 -1 +25 +1 +0 =
+3

Final: 11 25 5 0 39 24 16 30 7 1 =
3

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff =
Snow
-------------------------------------------------------------------------=
----

[a] amendment to 712 discarded because no longer applicable (I was going =
to
apply them to 732, but neither Blonking nor Picking Rags are =
mentioned
any more)

[b] now there's a novelty...

[*] Ruttsborough Award - none
IMCS Clarity Award - Kevan (Plastic? Are You Kidding?): +3
CAMREC Cleanup Award - none
Mrs Trellis Award - Ole (Pachisi Crescent): +4
Lyttleton Award - none
For E's A Jolly Good Fellow - Dunx (automatic): +3

Dunx
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 739 - Radio Control [Multiple]

Rule 1.10.x - Radiation

A Player possessing a Remote Control may perform the Action of
"Radiating <Player>", where <Player> is a Player who shares a Station
and Line with the Actioning Player, also known as the Controller.
The Radiated Player, also known as the Controllee, gains a "Radio =
Clamp"
Indestructable Possession.

A Controllee will move parallel to eir Controller each time the
Controller
Moves or is Shunted, if possible, provided the Remote Control is On.

Thus, if Rushton (now at Regent's Park) had Radiated Garden (now at
Paddington), and Moved (with the Remote Controll On) Oxford Circus-
Bond Street-Green Park-Piccadilly Circus, Garden would be moved
Bayswater-Bayswater-Notting Hill Gate-Queensway, not being able to
move west from Bayswater.

A Controllee may remove a Radio Clamp by playing the "De-Radiating"
while sharing a Station and Line with eir Controller. This causes the
Remote Control to explode, causing Light Damage to the Station =
occupied
by the Controller, as well as destroying one Token of each colour,
belonging to the Controller, if e has any.

If a Remote Control is destroyed, except by "De-Radiating", the
corresponding Radio Clamp is destroyed, too.


Rule 1.4.x - Zzzzzzzzzzap!

Electric Possessions are either On or Off, Off being the default.

A Player can switch one of eir Electric Possessions On or Off by using
the
Neutral Action [<Possession> On] or [<Possession> Off], respectively.

If the Circle Line is in an Electrified State, all Electric =
Possessions
are Off.

+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Remote Control (Off)| 3 Br | Small, Electric |



=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[De-Radiating] Neut 1.10.x -1 Re -1 Bu
[Radiating <Player>] Neut 1.10.x -3 Re
[<Possession> Off] Neut 1.4.x none
[<Possession> On] Neut 1.4.x none

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

Proposal 740 - A Wether Was Once A Ram [Enactment]

Londonian Weather is a strange and unpredictable affair, veering =
between
bright sunshine and heavy snow throughout the Year, sometimes even
changing during the course of any given Week.

When a Player advances Game Time to or beyond midnight between Sunday =
and
Monday, e should should roll a single six-sided die after submitting =
eir
Turn. The next Player to take eir Turn should look this number up on =
the
table below to establish the weather for the coming week.

Cloudless All is well.

1 =3D Change, 2 =3D Overcast, 3-4 =3D Cloudless, 5-6 =3D=
Windy

Overcast Ominous grey clouds gather slowly overhead, bringing =
with
them the promise of rain.

1-2 =3D Fog, 3 =3D Raining, 4 =3D Overcast, 5-6 =3D =
Cloudless

Windy Trees sway and leaves flutter as a gentle wind sweeps
through the City, rippling waves along the lawn.
The LV Adjustment range is LV-2 to LV+4, instead of the
usual LV+/-3.

1 =3D Change, 2-3 =3D Cloudless, 4-5 =3D Windy, 6 =3D =
Storm

Storm Trees topple and bankers fly with their little =
Umbrellas.
The LV Adjustment range is LV-1 to LV+5, instead of the
usual LV+/-3.
If a Player has any Tokens, e must perform the
[<Token Colour> Token on <Station>] Actionduring eir =
Turn.

1 =3D Change, 2-3 =3D Cloudless, 4-6 =3D Windy

Raining The clouds open, and heavy raindrops patter on the =
lawns,
streams of water snaking down the windows of the City.
All Pre-Move Actions take 5 minutes more than usual.

1-2 =3D Fog, 3 =3D Overcast, 4-5 =3D Raining, 6 =3D =
Snowing

Snowing Chill winds blow, and a crisp layer of snow covers the
whole City, tiny icicles hanging from the gutters.
While it snows, switching Lines at a Co-Situated Station
lasts 10 minutes.
Shunting causes the Shunting Player to skid along with =
the
Shunted Player, both ending in the same place.

1 =3D Fog, 2-3 =3D Raining, 4 =3D Windy, 5-6 =3D Snowing

Fog You can barely see a hand before you.
In Fog, [Ghosting] is Free, while Shunting costs
double.
Wearing Spectacles causes the effects of Fog to be
ignored by the Wearing Player.

1 =3D Change, 2-3 =3D Fog, 4 =3D Windy, 5-6 =3D Raining

Smog Besides your not being able to see a hand before you, =
Smog
will destroy your health.
All the effects of Fog apply to Smog as well.
An Environmental Tax is levied, so all performed, =
except
[Recycling <Thing>], cost one Bronze Token on top of =
the
usual cost.

1-2 =3D Fog, 3-4 =3D Raining, 5 =3D Windy, 6 =3D Smog

Change For the remainder of the week, weather checks are
performed each midnight.
Apart from this, no change in the pre-existing weather
occurs.

1-3 =3D Cloudless, 4-6 =3D Windy


Weather Conditions are noted in a box on the GSD, e.g.

+Weather -----------------+
| Cloudless(Change) |
+-------------------------+


[Upon the adoption of this Rule, the weather is defined to be Cloudless.]

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

Proposal 741 - It was thi-i-is big! [Multiple]

New
Rule 1.7.x - Gone Fishin'

A Player may perform the Action "[Fishing]", provided e is at a Water
Station and wearing a Fishing Hat.

The Player performing the [Fishing] Action should roll a single
10-sided die after submitting eir Turn. The next Player to take eir =
Turn
should look the number rolled up on the table below. The found item is
then added to the Luggage Rack or Token Table of the Finding Player.

+-------+-----------------+---------------------------------+
| Roll | Item caught | Special/Qualities |
+-------------------------+---------------------------------+
| 1-4 | Nothing | |
| 5 | Boot | Garment, Old Wet |
| 6 | Goldfish | Edible, worth 1 Bronze Token |
| 7 | Carp | Edible, worth 2 Bronze Tokens |
| 8 | Halibut | Edible, worth 3 Bronze Tokens |
| 9 | Tuna | Edible, worth 5 Bronze Tokens |
| 10 | HMS Belfast | Edible, worth 7 Bronze Tokens |
+-------+-----------------+---------------------------------+

New
Rule 1.7.x - Following the Wet Footprints

A Player may perform the Action "[Backtracking]", provided e is
wearing an Old, Wet Boot. If Circle Line is Electrified, no =
Backtracking
is possible.

When a Player performs a pre-Move Action of "[Backtracking]", eir LV =
is
set to zero - for the remainder of eir Turn, the Station to which e =
made
eir last Standard Move is a Valid Move, and the Player's Piece is not
considered to pass through any Stations.
A Player may not adjust eir LV after performing a "[Backtracking]"
Action.


Amend
Rule 1.4.6 - You Can Leave Your Hat On

There exist eight categories of Hat: A-Z, British Rail, Compass, =
Fishing,
Terminus, Verdant, Hard, Silly. Hard and Silly Hats may be bought from
any Emporium station, Fishing Hats from any Water Station, all other =
Hats
from Stations of the same type (Terminus Hats from a Terminus Station,
for example).

A Player may perform the Action "[Purchasing Hat (<Type>)]" if e is
situated at a Station which a Hat of the specified type may be
purchased, and if e is not carrying a Hat of that type already.

A Player may perform the Action "[Cashing in Hats]" if e is carrying =
an
A to Z, British Rail, Compass, Fishing, Terminus and Verdant Hat; upon
performing this Action e loses all of those Hats and gains one Gold =
and
two Silver Tokens.
No Player may Purchase a Hat in the same Turn as cashing Hats in.

Amend
Rule 3.0.1 - Line and Station changes
under (4):
- If it is not possible to find an equivalent for all six types of
station at which Hats may be purchased (A-Z, British Rail, =
Compass,
Fishing, Terminus, Verdant) and no substitute category can be =
used,
then Hats and any Rules and Actions relating to them do not =
exist
in
the game, apart from Silly Hats (and Hard Hats, should any
Construction Lines be present.)

Insert in
Rule 1.17.6 - Station Categories
* Water - A Water Station is one with the string "Bridge", =
"Brook",
Ditch", "Embankment", "Harbour", "Island", "Quay",
"Shore",
"Water" or "Wharf" in its name.


Insert in
1.4.x "The Emperor's New Clothes..."

Old, Wet Boot - The Player has access to the Action =
[Backtracking].


Insert in Action Table
=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Backtracking] Pre 1.7.x -1 Bk
[Fishing] Neut 1.7.x 30 -1 Br

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

Proposal 742 - Don't Bomb the Chinese Embassy! [Amendment]

{Comment: As the title suggests, it is important to keep maps up to
date... as witnessed by the recent events over Belgrade.}

- The official Map for Mornington Nomic should be replaced by the
new one at http://www.londontransport.co.uk/image/colormap.pdf
- As this Map has the North London and Thameslink connections as
well, it is suitable for the Finsbury Option rule, and should be
included as part of the Map there.
- Remove some of the text of Rule 2.3.1, between "However, these
lines are considered to be exempt from all Zone regulations..." and the
new Walking Distance connections.
- Append the following text to Rule 1.17.4:
Any National Railways lines shown on the Map are not considered part
of the playing area in the Standard Ruleset. No move which passes along
a Line Segment of a National Railways line is valid: and National
Railways are not counted towards the number of Lines passing through an
Interchange Station, nor are stations where National Railways lines
intersect with Underground lines considered Interchanges at all unless
there is more than one Underground line passing through that Station.
{Comment: Otherwise Willesden Junction, Kentish Town, Custom House
etc. all look like Interchanges with nothing to show for it. Of course,
the Finsbury Option is easier to understand now...}

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

Proposal 743 - Mindbocklingly... [Action]

Add to:
Rule 1.7.2 - Actions

=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[<Token Colour> Bock] Post 1.7.x -1 Bu,
-1 <Token Colour>
[Un-Bock <Token Colour>] Post 1.7.x -3 Bu
-1 <Token Colour>
[Un-Bock] Post 1.7.x -6 Bu



New Rule:
Rule 1.7.x - Mindbocklingly...

A Player may perform the Post-Move Action "[<Token Colour> Bock]", the
Post-Move Action "[Un-Bock <Token Colour>]" or the Post-Move Action
"[Un-Bock]", where <Token Colour> is a colour of Tokens in the Game.

If a "[<Token Colour> Bock]" Action has been performed and no =
"[Un-Bock
<Token Colour>]" or "[Un-Bock]" Action has been performed since, the =
Game
is said to be "In <Token Colour> Bock", and each Action has a Token =
cost
of one <Token Colour> Token above and beyond the ordinary Token cost,
except if:

* The Actioning Player is at a <Token Colour> Station, which for the
purpose
of this rule is defined as a Station with the string <Token Colour> =
in
its name,

or

* The Token cost of the Action already includes one or more <Token
Colour>
Tokens,

or

* The Action performed is [Un-Bock <Token Colour>]" or "[Un-Bock]".



The State of <Token Colour> Bock is indicated in the Disruptions Box =
in
the GSD, when appropriate.

------


Comment:


See 'Bock' in Encyclopaedia Morningtonia.



Colours in Stations:
* Black : Blackfriars, Blackhorse Road, Blackwall.
* Blue :
* Green : Bethnal Green, Bounds Green, Golders Green, Green =
Park,
Greenford, Kensal Green, North Greenwich, Parsons
Green, Stepney Green, Turnham Green, Willesden =
Green,
Wood Green
* Red : Redbridge, Shoreditch(?)
* Bronze :
* Silver :
* Gold : Golders Green, Goldhawk Road

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

Proposal 744 - Stribble me Timbers... [Action]

Rule 1.7.x - Stribble me Timbers


If a Player, after eir Move, shares a Station and Line with a Token
Stack, e may elect to Stribble the Stack. This is achieved by =
performing
the Action of "[Stribble to <Station>]", where "<Station>" is the =
chosen
Target Station. This Action may only be performed if the Actioning
Player has a Line Velocity greater than four.


For a Stribble to be legal, the following criteria must be met:-

* There are is a distance of 'p' Stations between the Target =
Station
and the Stribbled Stack's initial location (where 'p' is twice =
the
Actioning Player's Line Velocity).

* The Line Code of the Target Station is the same as one of the =
Lines
which serves the Stribbled Stack's initial location.

Blocked Stations, closed Lines or any criteria which would normally
place the target Station out of reach do not restrict the choice of
target Station.

When a Stribble has been successfully performed, the top-most Token of
the Stribbled Stack is moved to the specified Station, the second =
Token
(if there is any) is moved one Station less (along the same line),
and so on.

If this placing of Tokens would cause a violation of Rule 1.14.3,
any unplaceable Tokens disappear.

Upon performing a Stribble, the Stribbler has eir Line Velocity =
reduced
to zero.






Insert in:
Rule 1.7.2 - Actions

=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Stribble to <Station>] Post 1.7.x

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

Proposal 745 - Exchange Commission [Multiple]

-Amend the final paragraph of Rule 1.7.21 to read:
The Opposite Actions ([Silver to Gold] etc.) may be performed, but
at double the exchange rate: thus, 4 Silver Tokens are needed to change
into 1 Gold.

-Amend the Action table accordingly.

{Comment: Removing the focus on Bank, but demanding double the
exchange rate instead... after all, when changing one's currency at a
bureau de change, they always rip you off.}

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

Proposal 746 - Blue in the face... [Multiple]

-Amend Rule 1.7.21 Token Exchange table to give 3 Blue Tokens to
one Gold.
{Comment: Blues seem to me to be just a bit too hard to come by in
quantity at the moment, especially given the vast number of Actions
which require Blue Tokens.}

-Change the token gain for Passing, in the Token Table to "1
Plastic Token of any colour".
{Comment: Yes, I know Blues and Greens are most likely to be
chosen, but the player might conceivably be short of Reds or Blacks
instead. (For instance, wanting the tenth to get a Bonanza.) Besides, I
don't like the idea of a guaranteed 2 tokens for a Pass when one has to
be very careful in playing and passing through Interchanges to get 2
tokens as the result of a Move: the reward for a Pass shouldn't IMHO be
greater than the reward for an average move (which may well not involve
landing on an interchange at all, or necessarily passing through one.)
And allowing it to be 1 Green for a Pass simply reflects the fact that
the Token could be Recycled into a Green anyway.}

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

Proposal 747 - Stationary Shunts*** [Multiple]

If a Player has an LV of zero after eir Movement Phase and shares a
Station and Line with another Player, e may play the Action of
[Stationary Shunting <Player> to <Station>]. The effect of this is as if
a standard Shunt had been played with an LV of 1, but with the following
differences:

-The Actioning Player may not take any Tokens or Possessions from the
Target Player.

-The Target Player may not, on eir next Turn, play any Action which
directly targets the Actioning Player.

Action: [Stationary-Shunting <Player> to <Station>] Post, 1 Red.

{Comment: A way to get rid of a persistent Shadower. Also, the only
shunt that is permitted from a Wild...}

-Add the following to Rule 1.10.1:
A Player may not perform a Shunt if eir LV is at zero (for
instance, directly after a Pass or a Special Move.)


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

Proposal 748 - Second Hand Goods... [Multiple]

-Add the following text to Rule 1.4.18:
A Player may sell any of the above goods ([Selling <Possession>])
back to the Emporium at half price (rounding all fractions down)
provided e is at a Station where that item may be Purchased.

New Action: [Selling <Possession>] Neut, +(x/2) Br.

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

Proposal 749 - Reverse The Polarity Of The Neutron Flow [Amendment]

Reword Rule 1.7.46 (Electroplate Blues) to:-

A Player may perform the "[Electroplating]" Action, if eir Charge is =
at
least fifty more or fifty less than that of every other Player. Upon
performing this Action, the Actioning Player gains a Gold Token.

{ Adding fifty *less* as an optional alternative, and to make the aspect =
a
bit more interesting in minimal-player games (if Player A rushes off to
get a high Charge and Player B rushes after to prevent it, Player C can
sidle away and achieve a low one). }

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

Proposal 750 - Do You Suppose He Meant The Camaargue? [Amendment]

In Rule 3.1.1 (Chateau d'Eau), replace "Narg Clamps may be removed at
"Cite"." with "Narg Clamps may not be played."

{ They're *horrible* on the Metro, after all. }

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

Proposal 751 - Et Pourquoi Pas? [Amendment]

Dans Rule 3.1.4 (Station Classifications), ajoutent:-

"Mont" =3D Hill.

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

Dunx
--
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Proposal comments from my ill-fated variable move times proposal below,
which I'd like to answer. Maybe then someone can tell me if it's worth
reproposing:

> Prop 733
> "I don't believe in variable-length moves... it's not as if one is
> *actually* on the trains. I view the game more as being moving pieces
> round a board, not getting on and off trains..."
> 
> "Sorry for not saying this on the list, but this seems quite wrong to
> me. Surely the whole point of increasing velocity is that you can move
> a 
> larger in the *same* time?"
> 
OK, this is fair. And the velocity point is well made; a bow to my unknown
commentator.

Kevan complained a while back that people were moving too quickly; notably,
he didn't lower the line velocity maximum but rather eliminated the bonuses
for passing through interchanges. This, to my mind, implies that the real
problem is people doing overly complex multi-line fandagos in Quadrant 0
with the intent to pick up all the bonuses. Certainly I agree that it seems
almost against the spirit of the game to go from Charing Cross to Leicester
Square via Green Park, Baker Street, Paddington and who-knows-where else.
And I am as guilty of doing that as anyone else.

As an aside, people will always try to maximise the number of tokens they
collect each turn - that's the way of the game. This would seem to suggest
that Kevan's aforementioned amendment was not really a complete fix. Am I
reading Kevan's intent correctly?

Now, I thought that with P733 I would include a penalty for changing lines.
The idea here is that complex move, with many line changes and lots of
distance covered, would take longer; it means that you can do a simple move
and some complex Actions, or some simple Actions and a complex move, but not
both (without time extension). This would be working along the same line as
Kevan's intent (which I agree with).

#1: We're moving pieces on a board to simulate travel on the LU, surely?
While Cluedo is a board game, for example, you're simulating moving round a
real mansion. Some of our moves may be a little more unusual, but surely
going to gaol in Monopoly is similar?

#2: Velocity surely does mean you travel further in a given time. However,
what about changing trains? If you really want to get technical, the trains
move at a relatively constant velocity so a longer move _does_ take more
time, and thus our term 'Line Velocity' is a misnomer. I'm certainly not
proposing a change to the name LV, but it's not really talking about the
velocity of a line is it either?

I may be biased, but I don't think either of these are really good reasons.
Is there one part of this proposal (such as, for #2, the distance formula)
that is unacceptable while the rest of it is sound? Please let me know,
because I really think this is a good idea.

Have fun, anyway,

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.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW


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From <palnatoke@g...> Thu May 20 00:25:01 1999
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I had thought of making a variant where LV is _Line_ Velocity, not pLayer
Velocity.
Each Line could have its own (changable, of course) Velocity, and the
Players would have to cope
with that. There should, of course, be something to regulate changing from,
say, a LV3-line to a LV10-line.


Ole

Paul wrote:

:#2: Velocity surely does mean you travel further in a given time. However,
:what about changing trains? If you really want to get technical, the
trains
:move at a relatively constant velocity so a longer move _does_ take more
:time, and thus our term 'Line Velocity' is a misnomer. I'm certainly not
:proposing a change to the name LV, but it's not really talking about the
:velocity of a line is it either?




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From kevan@d... Thu May 20 04:46:50 1999
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>Proposal 739 - Radio Control [Multiple]

This seems very confusing; there's a lot of scope for interpretation in
"moving parallel", and how do you keep track of which Controller controls
which Clamp? Also, since you can only Clamp someone who shares a Station
as you, surely the Controllee is just going to follow the Controller
precisely? Strangeness.

Not a bad general idea, though, and Electrical Possessions seem
particularly neat. Maybe this Rule would work better if the owner of a
Radio Controller could issue an "[Ordering <Player> to <Station>]" for
any Player who has a Clamp, and where Station is within that Player's
LV range - all Stations other than that one are then Invalid Moves for
that Player, during eir next Turn. Or they just get penalised if they
Move anywhere else. Hmm.

> Proposal 740 - A Wether Was Once A Ram [Enactment]

Quite strange to see my dear old Garden Nomic weather proposal unearthed.
Although pleasant enough in its style, it really doesn't seem to fit the
game very well - the percussions of some of the Weathers are entirely too
powerful or awkward, and none of them affect the one (perhaps only) thing
in the Game that Weather *should* affect; namely Walking.

One of the Underground's glorious things is that you can vanish from a
surface world of sunshine, and emerge ten minutes later in pouring rain,
the change in weather entirely unnoticed during your journey. The only
real impositions the weather might make would be to hamper walks between
stations, and mayhap (with the wrong kind of snow) to delay British Rail
trains. This seems too little impact to warrant faffing around with dice,
to me.

> Proposal 741 - It was thi-i-is big! [Multiple]

Oh dear, this really is turning into Garden Nomic. Although the
Backtracking Action is quite excellent and should perhaps be implemented
as a normal Action, the Fishing side doesn't seem to add much, and sushi
from the Thames doesn't appeal particularly; buying a Hat and then
Fishing for something that might be better than the comestible you could
have bought in the first place - not very enticing. As I say, Backtracking
is nice, but the odds of anyone ever getting the Boot to do it seem quite
a shame.

>Proposal 742 - Don't Bomb the Chinese Embassy! [Amendment]

Personally I lack a PDF viewer, so this Proposal doesn't especially appeal
to me. I think we had this conversation before, a couple of years ago;
it's better to reference a map that most people can access from any
computer, than a nicer or more recent one that requires special software.
If anyone's willing to make a JPG format image of the PDF for the Web page,
though, I suppose that'd be alright...

Having said that, the superfluous Lines on this new Map make things a
bit awkward, having to include rules that tell us to ignore them, so
maybe we're better off keeping the existing one.

> Proposal 743 - Mindbocklingly... [Action]

Very nice; a more precise variation of Knip. The cheapness is a little
bothersome, but the fact that it's an all-Player inconvenience seems to
balance this. Good stuff.

> Proposal 744 - Stribble me Timbers... [Action]

Whether this is a good or bad thing, I'm not sure. It allows the easy
destruction of Kafka Sinkholes and patterned Stacks, and can set up
the fallen Tokens to be collected in one swoop (although the twice-LV
bit stops you getting them next Turn, of course; more of a Team thing,
and I suppose tricky enough to warrant the reward). Mmm. Interesting.
Worth trying, I think.

Stribbling does make it sound too much like a Piece Move Action to me,
though. It must be a "Str*ing" thing.

> Proposal 745 - Exchange Commission [Multiple]

Hmm. Double rates seems harsh, but maybe it's a step worth taking;
"Bank then Crescent" seems too common a victory route, the way things
are these days.

> Proposal 746 - Blue in the face... [Multiple]
>
> -Amend Rule 1.7.21 Token Exchange table to give 3 Blue Tokens to
>one Gold.
>{Comment: Blues seem to me to be just a bit too hard to come by in
>quantity at the moment, especially given the vast number of Actions
>which require Blue Tokens.}

Passing does seem the most common way to get them these days, this is
true, and it certainly shouldn't be the case.

> -Change the token gain for Passing, in the Token Table to "1
>Plastic Token of any colour".
> {Comment: Yes, I know Blues and Greens are most likely to be
>chosen, but the player might conceivably be short of Reds or Blacks
>instead. (For instance, wanting the tenth to get a Bonanza.) Besides, I
>don't like the idea of a guaranteed 2 tokens for a Pass when one has to
>be very careful in playing and passing through Interchanges to get 2
>tokens as the result of a Move: the reward for a Pass shouldn't IMHO be
>greater than the reward for an average move.

Stopping to think about it, the only reason I originally proposed the
Token bonus for Passing in the first place was to provide a way out of a
bad situation; I dimly remember Yao getting stuck on the Northern
somewhere, lacking the Tokens to overcome eir problems, and being unable
to perform a Move that would get him any.

This proposal seems a good solution to the problem of Passing being far
too common. Another might be only to award the Tokens if the Player
doesn't have any of that colour already. As Game 15 shows, it's a bit
too easy to stockpile Tokens by continual passing, particularly when
you've got nothing better to do.

>Proposal 747 - Stationary Shunts*** [Multiple]

A nice little displacement Shunt, and a manoeuvre I've used a fair bit
in IMCS-regulated Crescent. Bravo, there.

Two things, though:-

> -The Target Player may not, on eir next Turn, play any Action which
>directly targets the Actioning Player.

No? I'd say you deserved all you got, really. There's mention of it
shaking persistent Shadowers, but I think most Shadowers are likely to
give up if your LV is zero.

> -Add the following to Rule 1.10.1:
> A Player may not perform a Shunt if eir LV is at zero (for
>instance, directly after a Pass or a Special Move.)

This is already in there, actually, at the end of the first paragraph.

>Proposal 748 - Second Hand Goods... [Multiple]

Hmm. I suppose so. It does provide an easy and lucrative way to dispose
of a stolen Zone Pass, rather than just discarding it, but I suppose
such is fair enough, really.

Touting,

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From <palnatoke@g...> Thu May 20 06:56:15 1999
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Kevan wrote:


:>Proposal 739 - Radio Control [Multiple]
:
:This seems very confusing; there's a lot of scope for interpretation in
:"moving parallel", and how do you keep track of which Controller controls
:which Clamp?

That's the weak part, methinks.
I doubt it will be used too much. The penalty when the Controllee catches
the Controller should scare some people off.

:Also, since you can only Clamp someone who shares a Station
:as you, surely the Controllee is just going to follow the Controller
:precisely? Strangeness.

Nope.
The Controllee is not bothered at all, as long as the Radio Control is Off.

:
:Not a bad general idea, though, and Electrical Possessions seem
:particularly neat. Maybe this Rule would work better if the owner of a
:Radio Controller could issue an "[Ordering <Player> to <Station>]" for
:any Player who has a Clamp, and where Station is within that Player's
:LV range - all Stations other than that one are then Invalid Moves for
:that Player, during eir next Turn. Or they just get penalised if they
:Move anywhere else. Hmm.

That could be a nice implementation, too. This one was stolen from
RoboRally.

:
:> Proposal 740 - A Wether Was Once A Ram [Enactment]
:
:Quite strange to see my dear old Garden Nomic weather proposal unearthed.
:Although pleasant enough in its style, it really doesn't seem to fit the
:game very well - the percussions of some of the Weathers are entirely too
:powerful or awkward, and none of them affect the one (perhaps only) thing
:in the Game that Weather *should* affect; namely Walking.


You might be right.
There is a typo in the 'smog' entry, btw. The word 'Actions' is missing
between 'all' and 'performed'.


:> Proposal 741 - It was thi-i-is big! [Multiple]
:
:Oh dear, this really is turning into Garden Nomic. Although the
:Backtracking Action is quite excellent and should perhaps be implemented
:as a normal Action, the Fishing side doesn't seem to add much, and sushi
:from the Thames doesn't appeal particularly; buying a Hat and then
:Fishing for something that might be better than the comestible you could
:have bought in the first place - not very enticing. As I say, Backtracking
:is nice, but the odds of anyone ever getting the Boot to do it seem quite
:a shame.

You might be right, again.

:
:>Proposal 742 - Don't Bomb the Chinese Embassy! [Amendment]
:
:Personally I lack a PDF viewer, so this Proposal doesn't especially appeal
:to me. I think we had this conversation before, a couple of years ago;
:it's better to reference a map that most people can access from any
:computer, than a nicer or more recent one that requires special software.
:If anyone's willing to make a JPG format image of the PDF for the Web page,
:though, I suppose that'd be alright...
:
:Having said that, the superfluous Lines on this new Map make things a
:bit awkward, having to include rules that tell us to ignore them, so
:maybe we're better off keeping the existing one.
:

A new map. It is also available as .jpg at the same site, named zone_big.jpg
(Check it out before you change the text. I might be wrong.)
Jubilee Line has grown (or the need for Hard Hats has diminished).
How do we treat 'Connections with National Railwithin walking distance'?
And do we get National Rail Hats in lieu of BR Hats?

:> Proposal 743 - Mindbocklingly... [Action]
:
:Very nice; a more precise variation of Knip. The cheapness is a little
:bothersome, but the fact that it's an all-Player inconvenience seems to
:balance this. Good stuff.

Encyclopaedia Morningtonia:

Bock
The state of Bock usually affects the whole game, although variants which
affect only single quadrants have been seen. Bock is a Coloured state,
acting as a filter on same-coloured stations, moves and manouevres; and also
affecting Spin through escalator links and Main line stations. Cross-hatched
Bock is possible although rarely used as the effects are very slight and the
maintenance cost high. [HR]

I did not get all of it, but most, I think.

There is a Douglas Adams reference too, btw.

:> Proposal 744 - Stribble me Timbers... [Action]
:
:Whether this is a good or bad thing, I'm not sure. It allows the easy
:destruction of Kafka Sinkholes and patterned Stacks, and can set up
:the fallen Tokens to be collected in one swoop (although the twice-LV
:bit stops you getting them next Turn, of course; more of a Team thing,
:and I suppose tricky enough to warrant the reward). Mmm. Interesting.
:Worth trying, I think.
:
:Stribbling does make it sound too much like a Piece Move Action to me,
:though. It must be a "Str*ing" thing.
:

A Shunt variation. Usable only on Token Stacks, so far.
No Dead-End Stribbling, either.

:> Proposal 745 - Exchange Commission [Multiple]
:
:Hmm. Double rates seems harsh, but maybe it's a step worth taking;
:"Bank then Crescent" seems too common a victory route, the way things
:are these days.

I like keeping the Bank. Could we have both?




Ole



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From <DELLIS@u...> Thu May 20 07:57:26 1999
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Date: 20 May 99 15:55:48 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Friends: 

Just a brief note to apologise for my slow play over the last few weeks. It 
will come as no surprise if I plead that the same over-abundance of reality 
which has blighted my Speaking of late has affected my play also. 

Moves will follow in all the Games I am currently holding up. 

Once again, sorry - and thanks for not being more aggressive in timing me
out. 

-- 
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 <jonathan@f...> Thu May 20 09:42:02 1999
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>> "I don't believe in variable-length moves... it's not as if one is
>> *actually* on the trains. I view the game more as being moving
pieces
>> round a board, not getting on and off trains..."
>>
>> "Sorry for not saying this on the list, but this seems quite wrong
to
>> me. Surely the whole point of increasing velocity is that you can
move
>> a
>> larger in the *same* time?"
>OK, this is fair. And the velocity point is well made; a bow to my
unknown
>commentator.

Me, actually.

>Kevan complained a while back that people were moving too quickly;
notably,
>he didn't lower the line velocity maximum but rather eliminated the
bonuses
>for passing through interchanges. This, to my mind, implies that the
real
>problem is people doing overly complex multi-line fandagos in Quadrant
0
>with the intent to pick up all the bonuses.

My suggestion is either (1) the current state of play, which I
prefer, or if a fix is desired then (2) that the bonus for passing
through interchanges should only apply if the player does not change
Line at that interchange... thus, moving Charing Cross to Leicester
Square could be done with a "multi-line fandango" (nice phrase there),
but would only score tokens based on the number of interchanges *not*
changed at. This seems to me a much simpler solution.

Jonathan.





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From: "Jonathan Ellis" <jonathan@f...>
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Date: Thu, 20 May 1999 17:57:59 +0100
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>>Proposal 747 - Stationary Shunts*** [Multiple]
>
>A nice little displacement Shunt, and a manoeuvre I've used a fair bit
>in IMCS-regulated Crescent. Bravo, there.
>Two things, though:-
>> -The Target Player may not, on eir next Turn, play any Action which
>>directly targets the Actioning Player.
>No? I'd say you deserved all you got, really. There's mention of it
>shaking persistent Shadowers, but I think most Shadowers are likely to
>give up if your LV is zero.

Yes, but otherwise there is no protection against the Shadower
switching to a Shunt (potentially gaining a Gold Token), Blonk, Clamp or
Velocity Bomb. The idea being that this is a defensive measure, allowing
the player to escape from a Shadowing without being ruined next go.


Jonathan.



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From <DELLIS@u...> Thu May 20 10:23:25 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Jonathan wrote: 
> Me, actually. 

No, me in fact - your comment is the first paragraph; my comment is the
second. 

My own preference is to leave the basic move duration the same, but to 
penalise line changes in time (say, five minutes each). I'll do more 
substantive comments when I'm not rushing to get away from my desk before 
being dragged into a conversation I have no interest in. 

(BTW, I'm Spartacus) 

-- 
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) Thu May 20 13:23:14 1999
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>:> Proposal 745 - Exchange Commission [Multiple]
>:
>:Hmm. Double rates seems harsh, but maybe it's a step worth taking;
>:"Bank then Crescent" seems too common a victory route, the way things
>:are these days.
>
>I like keeping the Bank. Could we have both?

I agree... perhaps you could get the correct exchange rate at Bank, and the
more expensive one anywhere else?

cheers,
--Riff



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From <jonathan@f...> Thu May 20 15:51:06 1999
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From: "Jonathan Ellis" <jonathan@f...>
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Proposal 739 - Radio Control [Multiple]
I agree with Kevan's comments - an interesting idea but impractical
as stated.

Proposal 740 - A Wether Was Once A Ram [Enactment]
...and again, this isn't Garden Nomic - whether you see MC games as
actually getting on an off trains, or as a board game (played with or
without the "board" (map) in front of one), in neither case ought it to
be affected by the weather. Leaves on the line, yes. Normal rain or
sunshine, no.
Likewise the Fishing one - we already have one way of trying to get
a random result - the "Lost Property": gambling 2 Bronze tokens on the
chance of getting a better - or perhaps worse - result. (A fitting
tribute to the long and honourable history of MC as a gambling game.) Do
we really need another mechanism which is simply a different "gamble" in
addition to this?

Proposal 742 - Don't Bomb the Chinese Embassy! [Amendment]
I didn't realise that some people had problems with computers
seeing .pdf formats, but then I'm not entirely computer-literate. Mine
showed it fine, and I haven't added any progams to what came with the
package apart from a couple of games. So I naturally presumed that it
could be read by all.
I mainly liked this map because it was the only one with both the
Finsbury extra lines *and* the Zones marked on, as well as the Jubilee
extension. (I wonder when they'll admit to the Docklands extension to
Lewisham.) But if you use such a map, of course one has to put in a
mention that these lines don't count as part of the standard game.

Proposal 743 - Mindbocklingly... [Action]

Great idea. However, a Point of Order for the author of the
Proposal and the Speaker: it is a new Game State, and as such belongs in
Section 1.8 with the Game States rather than Section 1.7 (Actions).

Proposal 744 - Stribble me Timbers... [Action]
All for it. Another good idea.

Proposal 749 - Reverse The Polarity Of The Neutron Flow [Amendment]

Reword Rule 1.7.46 (Electroplate Blues) to:-
Personally I'm not keen on Electroplating at all. But while it exists,
this is as good an idea as any to add to it.

Proposal 750 - Do You Suppose He Meant The Camaargue? [Amendment]

>In Rule 3.1.1 (Chateau d'Eau), replace "Narg Clamps may be removed at
"Cite"." with "Narg Clamps may not be played."

Sorry... I was still thinking with my own personal Paris Metro map,
where a lot of the lines *are* straight. I forgot that they aren't
straight on the internet map of the metro. Good call. Narg seems almost
too powerful *anyway*, especially when combined with Knid (to prevent
Wilding to Tottenham Court Road) and/or Knip (no token expenditure)


Jonathan.



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From <palnatoke@g...> Thu May 20 21:50:56 1999
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I hereby withdraw props 739 and 740.

I'll make a couple of proposals next week, using parts of these props.
Hopefully I have made a correct analysis as to which parts to reuse.


Ole


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From <palnatoke@g...> Fri May 21 01:22:02 1999
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I forgot to withdraw 741, as well.


Ole


-----Oprindelig meddelelse-----
Fra: Ole Andersen <palnatoke@g...>
Til: l-nomic-d@egroups.com <l-nomic-d@egroups.com>
Dato: 21. maj 1999 06:50
Emne: MN: Withdrawal of props 739 and 740


:I hereby withdraw props 739 and 740.
:
:I'll make a couple of proposals next week, using parts of these props.
:Hopefully I have made a correct analysis as to which parts to reuse.
:
:
:Ole
:
:
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From <DELLIS@u...> Fri May 21 01:38:54 1999
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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Just acknowledging those withdrawals. 

I'll still comment on them, if I may, when I get around to commenting 
(hopefully later today... lunchtime doesn't exactly hang heavy, but it can
be 
a time for quite contemplation after the hurly burly of a morning's
debugging). 

-- 
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 <palnatoke@g...> Fri May 21 06:27:25 1999
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Dunx wrote:

I'll still comment on them, if I may, 

###
Sure, go ahead.

Ole


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From <jonathan@f...> Mon May 24 11:33:09 1999
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From: "Jonathan Ellis" <jonathan@f...>
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 Still testing... I sent a test message to the long game lounge and
have had no reply. Freeserve mail server has been having problems lately
(including 48 hours non-operational, and now it asks me to re-input my
password every time I try to get mail.) Could *somebody* mail me back to
tell me if this has arrived, as otherwise I won't know whether it's my
outgoing mail gone wrong (if it isn't reaching the server) or my
incoming mail server (if the message reaches the server but doesn't come
back to me.)
I've tried testing to see if I'd been unsubscribed from the list,
but a ping to the manager has come back with a "you are still
subscribed" message...

Jonathan.



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From <WayperP@p...> Mon May 24 16:47:54 1999
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People,

Just a nudge in the way of politeness; a lot of people are replying to GSDs
with buzzes and commentaries that are not actual GSDs. This, last time I
checked, was actually illegal, which in Nomic terms means that as long as it
goes unpunished it's fine. :-) Or has that rule been repealed?

Haben sie fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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From: "Dunx (Duncan Ellis)" <DELLIS@u...>
To: l-nomic-d@egroups.com
Cc: jonathan@f...
X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-454-dellis=uk.oracle.com@returns.egroups.com's message of 24-May-99 19:34
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Your message arrived fine. 

-- 
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 May 25 00:37:01 1999
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Date: 25 May 99 08:30:44 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@U...>
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> Just a nudge in the way of politeness; a lot of people are replying to
GSDs 
> with buzzes and commentaries that are not actual GSDs. This, last time I 
> checked, was actually illegal, which in Nomic terms means that as long as
it 
> goes unpunished it's fine. :-) Or has that rule been repealed? 

I know the rule you mean, but I think it was repealed some time ago (not 
perhaps explicitly, but possibly as part of a general reorg in that area). 

I can't see any mention of it now, at any rate. 

But the point is sound - if you're buzzing, it helps to make it obvious in
the 
subject line that this is what you're doing. 

-- 
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 kevan@d... Tue May 25 02:57:35 1999
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> I know the rule you mean, but I think it was repealed some time ago (not
> perhaps explicitly, but possibly as part of a general reorg in that area).
> 
> I can't see any mention of it now, at any rate.

It used to be a hefty Kudos penalty, I think. I've a feeling we ditched it because it was being a bit too harsh for carelessness, and because most people were remembering.

> But the point is sound - if you're buzzing, it helps to make it obvious in
> the subject line that this is what you're doing.

Indeed; I've been guilty a bit lately, but only when replying to non-GSDs without reading their subject lines. Heigh ho.

As a thought, incidentally, does anyone have the technology and inclination to automate the "Current Game States" update? It'd be handy to have a simple Web page that listed these things, that was automatically updated simply by scanning someone's email. No idea how to do it myself, but such would be a welcome alternative to wading through eGroups and checking the most recent GSDs (wading angrily, of course, through postings that echo the subject line but turn out to be something else).

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From <DELLIS@u...> Tue May 25 04:49:57 1999
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Date: 25 May 99 12:47:33 +0100
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-458-dellis=uk.oracle.com@returns.egroups.com's message of 25-May-99 10:57
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>As a thought, incidentally, does anyone have the technology and inclination=

to >automate the "Current Game States" update? It'd be handy to have a
simple 
Web 
>page that listed these things, that was automatically updated simply by 
>scanning someone's email. No idea how to do it myself, but such would be a =

>welcome alternative to wading through eGroups and checking the most recent =

>GSDs (wading angrily, of course, through postings that echo the subject
line 
>but turn out to be something else). 

I think my answer to that would be 'possibly' - I'm buying some space on a
web 
server with CGI and general server-side capability. I see no reason why that=

couldn't host exactly such a facility, although the how is another matter. 

More soon (this week with any luck). 

-- 
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 (Dunx)) Tue May 25 14:47:58 1999
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 752 - Venbacker Ladder [Action]

Rule 1.8.x - Venbacker Ladder

A Player may perform the Action of "[Venbacker Ladder]" to put such
a Ladder into effect.

While a Venbacker Ladder is in effect, a Move to a Station with a
Venbacker Number lower than the Move played by the previous Actioning
Player is Invalid, unless the Player taking eir Turn has performed a
"[Ladder Sidestep]" Action during that Turn.

A Player may perform the Action of "[Terminating Ladder]" to end a
Venbacker Ladder, provided that eir piece is situated at the Station
with the highest Venbacker Number in the Game.


=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Ladder Sidestep] Pre 1.8.2 -3 Bk
[Venbacker Ladder Pre 1.8.2 -2 Bu
[Terminating Ladder] Post 1.8.2

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

Proposal 753 - Whimsy Shortfall [Amendment]

Amend Rule 0.9.4 (Fish and Fowl) to remove the Lyttleton Trophy.

{ Comment:
This was a stupid idea in the first place, proposed on a whim, and
bitterly regretted since. And this is without having had any applause =
to
tally...
}

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

Proposal 754 - Stack In The Mud [Multiple]

{ Comment: the limit on the number of token stacks has been largely
irrelevant ever since the introduction of Quadrant Zero and the
non-adjacent Quadrant restriction. This is particularly true when the
Token Stacks table is being used to document Station contents (Suspect
Packages, Flags, etc) (in fact we probably ought to change the =
name...).

This is particularly true if tokens for a particular Action all have to
go in the same place (as suggested by Jonathan).
}

[Amendment: Piles and Piles]
Amend Rule 1.14.3 (Token Dropping) such that its final paragraph reads =
thus:=3D


"A Player may not place a Token on a Stack if it already has six Tokens
in it."

[Amendment: Keep Together, Please!]
Amend Rule 1.4.19 (Token Tracking) to add the following bullet point:

* All Tokens paid for a particular Action must be placed on the same
Stack. Any Tokens surplus to the capacity of the Stack are
destroyed.

{ Comment: the rest is just removing collateral references to token
stack limits. }

[Amendment: Suspect Evidence]
Amend Rule 1.4.7 (Suspect Packages) such that its third paragraph reads
thus:

If there are less than three Suspect Packages in play, any Player may
create a Suspect Package with the Neutral Action "[Dropping Package at
<Station>]", where "<Station>" is the Actioning Player's current
location, or any Station e has passed through so far this Turn.

[End of Stack In The Mud]

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

Proposal 755 - Radio Control [Multiple]

Rule 1.10.x - Radiation

A Player possessing a Remote Control may perform the Action of
"Radiating <Player>", where <Player> is a Player who shares a Station
and Line with the Actioning Player, also known as the Controller.
The Radiated Player, also known as the Controllee, gains a "Radio =
Clamp"
Indestructable Possession.

A Controllee may remove a Radio Clamp by playing the "De-Radiating"
while sharing a Station and Line with eir Controller. This causes the
Remote Control to explode, causing Light Damage to the Station =
occupied
by the Controller, as well as destroying one Token of each colour,
belonging to the Controller, if e has any.

If a Remote Control is destroyed, except by "De-Radiating", the
corresponding Radio Clamp is destroyed, too.

Each Radio Control has a unique number, assigned to it by the
purchasing Player at the time of the Purchase. The Radio Clamp, once
created, gets the same number as its corresponding Radio Control.

The Controller of a given Radio Control, identified by <ID> may, if =
the
Radio Control is On, perform the following Actions:

* [Radio Clamp <ID> LV+X] to add X, which may be no larger =
than
3, to the LV of the possessor of the
Radio Clamp identified by <ID>.
* [Radio Clamp <ID> LV-X] to deduct X, which may be no larger
than 3, from the LV of the possessor
of the Radio Clamp identified by =
<ID>.
* [Radio Clamp <ID> to <Station>] to command the possessor of the =
Radio
Clamp identified by <ID> to Move to
<Station> on eir next Turn. The
Station must be within the LV of the
Controllee. If the Controllee Moves =
to
another Station, and the Radio =
Control
is On at the time of the Move, e =
Loses
a Metal Token, if e has any.


Rule 1.4.x - Zzzzzzzzzzap!

Electric Possessions are either On or Off, Off being the default.

A Player can switch one of eir Electric Possessions On or Off by using
the Neutral Action [<Possession> On] or [<Possession> Off],
respectively.

If the Circle Line is in an Electrified State, all Electric =
Possessions
are Off.


Insert in Emporium Table
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Remote Control (Off)| 3 Br | Small, Electric |


Insert in Action Table
=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[De-Radiating] Neut 1.10.x -1 Re -1 Bu
[Radiating <Player>] Neut 1.10.x -3 Re
[Radio Clamp <ID> LV+X] Post 1.10.x -1 Re
[Radio Clamp <ID> LV-X] Post 1.10.x -1 Re
[Radio Clamp <ID> to <Station>] Neut 1.10.x -1 Re
[<Possession> Off] Neut 1.4.x none
[<Possession> On] Neut 1.4.x none

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

Proposal 756 - Soap on the Tracks [Action]

Rule 1.9.x - Soap on the Tracks.

During eir Turn, any Player may perform the post-Move action "[Soap on
(<Line>)]", where "<Line>" is the Line Code of the ActioningPlayer's
most recent Move. When this is performed, the specified Line is Soaped
for one Round.

If a Line is Soaped:-

* Any Shunting on the Line causes the Shunting Player to skid along
with the Shunted Player, both ending in the same place.


Insert in Action Table
=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Soap on (<Line>)] Pre 1.9.x -2 Bu

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

Proposal 757 - Sgronk! [Action]

Rule 1.8.x - Sgronk!

A Player may perform the Action "[Sgronk!]" to put the Game in the =
State
of Sgronk.

If the Game is in Sgronk, a Piece Move which involves passing through =
a
Station with a Token Stack is Invalid.

If, at any time, there are no Token Stacks with two or more Tokens in
them, the Game immediately leaves the State of Sgronk.


Insert in Action Table
=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Sgronk!] Pre 1.8.x 20 -3 Bu

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

Proposal 758 - Following the Wet Footprints [Action]

New
Rule 1.7.x - Following the Wet Footprints

A Player may perform the Action "[Backtracking]".
If Circle Line is Electrified, no Backtracking is possible.

When a Player performs a pre-Move Action of "[Backtracking]", eir LV =
is
set to zero - for the remainder of eir Turn, the Station to which e =
made
eir last Standard Move is a Valid Move, and the Player's Piece is not
considered to pass through any Stations.
A Player may not adjust eir LV after performing a "[Backtracking]"
Action.


Insert in Action Table
=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Backtracking] Pre 1.7.x -2 Bk

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

Proposal 759 - Volume Control [Amendment]

{ Comment: The ruleset is rather large. This Proposal intends to allow
it to be split into more than one file in a meaningful way.

As an aside, it also fixes a bit of obsolete terminology: what we've =
all
been calling a Section is defined to be a Subset in the current =
version;
and there's still a reference to Transmutation which died literally
years ago.

The second paragraph here is the new one.
}

Amend Rule 0.2.3 (Numbering) such that it reads thus:

Rules shall be numbered for reference purposes, with three numbers in =
the
format "[Volume].[Section].[Rule]" (eg. "1.3.4"), Volume and Section =
being
defined in the Ruleset's Table of Contents, and Rule being an integer =
number
used to distinguish between Rules within the same Section.

The Ruleset itself may be split across multiple files. Each file must
include the complete Table of Contents, and an indication of which
parts of the Ruleset are contained within it.

New Rules shall be placed in a Volume and Section of the Speaker's =
choice
upon their Enactment. They shall have a Rule number equal to the next
successive integer number after that of the last Rule in the relevant
Section.

Proposals shall be numbered with successive integers which carry on
from week to week and bear no relation to the Rule numbers.

If a Rule is Amended its number does not change. Repealing one Rule =
does
not affect the Rule number of any Rule, except the one Repealed, which
is then removed.

A Renumbering Proposal allows the Speaker to rearrange the Rule =
Numbers
in a Section. The Rules in that Section shall be numbered with the
lowest ordinal Rule receiving the Rule Number 1, the next lowest 2, =
and
so on.

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

Proposal 760 - Disruptive Behaviour [Multiple]

{ Comment: We're losing a lot of GSD header space to documenting game
states which don't change much. Better to move them into the
Disruptions board, I would say.
}

[Amendment: More Than Just Leaves On The Line]
Amend Rule 1.2.2 (Disrupted Services) such that its second paragraph
reads thus:

Any Station, Line Segment, component of the Map whose access is
restricted by Player action, or Game State restricting Player actions
where that effect does not have a definite duration (eg one Round) =
shall
be recorded in this box along with an indication of the nature of the
effect. The sequence of items in the box shall match the order in =
which
the disruptions occurred.

[Amendment: Cascade Failure]
Amend Rule 1.8.2 (Parks and Greens Cascade) by adding the following
paragraph:

While a Parks and Greens Cascade is active, this is indicated in
Disruptions by the string "Parks and Greens".

[Amendment: Abridged Too Far]
Amend Rule 1.8.3 (Bridges) so that its first paragraph reads thus:

The Game shall have a "Bridges" state, being either "Up" or "Down".
When Bridges are Up, this shall be indicated in Disruptions by the
string "Bridges Up".

[Amendment: Little Knipper]
Amend Rule 1.8.4 (Knip) by adding the following paragraph:

While the Game is in Knip, this is indicated in Disruptions by the
string "In Knip".

[Amendment: Circular Logic]
Amend Rule 1.8.4 (Circle Line States) such that its first paragraph
reads thus:

The Circle Line has four possible States - Normal, Clockwise,
Anticlockwise and Electrified. The non-Normal States are represented =
in
Disruptions by the string "Circle" suffixed by the symbols "-->", =
"<--"
and "***" respectively.
eg when the Circle is Electrified, "Circle ***" will be inserted
into Disruptions

[Amendment: Gaptoothed]
Amend Rule 1.8.7 (Gapminding) by adding the following paragraph:

While Gaps are being minded, this is indicated in Disruptions by the
string "Gapminding".

[Amendment: Spiral Bound]
Amend Rule 1.19.5 (Charge Spiral) by adding the following paragraph:

While a Charge Spiral is in effect, this is indicated in Disruptions
by the following strings:
- "Charge In" for a Inwards Spiral
- "Charge Out" for an Outwards Spiral

While we're at it, renumber this Rule into Section 1.8.

{ Comment: note that whilst I've added P&G, Gapminding and Charge Spiral
to the indicated states, I've omitted loops. Since these are defined
solely by the previous Piece's location it seems unnecessary. }

[Amendment: Stating the Obvious]
Amend Rule 1.2.0 (The Game State Document) such that its third paragraph
reads thus:

The GSD shall also include the following information in an appropriate
format: Disruptions; Game Time; Wild Stations; Token Stacks; Courier
Pick-up and Destination Stations.

{ Comment: removing incomplete and duplicate information. }

{ Final Comment: here's a suggested format for the GSD header without
the obsolete stuff -

+----------+------------------+----+----+----------------------+
| | | | | Tokens |
| Player | Home | LV | CH | Bk Bu Br Go Gr Re Si |
+----------+------------------+----+----+----------------------+
|*Drone | | 0 | 0 | 2 0 2 0 0 2 0 |
+----------+------------------+----+----+----------------------+
+- Wild -------------------------------------------++-- Time --+
+ || Day xxxx |
+--------------------------------------------------++----------+
+--Possessions-------------------------------------------------+
| Drone | |
+----------+---------------------------------------------------+
+- Stacks ------+--------------++---------------+--------------+
| | || | |
+---------------+--------------++---------------+--------------+
+--------------------------------------------------------------+
| Courier call from to |
+--------------------------------------------------------------+
+- Disruptions ------------------------------------------------+
| Circle ***, Dollis Hill(peg) |
+--------------------------------------------------------------+
}

[End of Disruptive Behaviour]

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

Proposal 761 - All In The Wrist [Multiple]

{ Another one from the Encyclopaedia Morningtonia... }

1. The fFrobisher fFlourish [Action]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[fFrobisher fFlourish] Neut 1.7.x -6 Bu =20
=
------------------------------------------------------------------------

A Player may perform the Action of "[fFrobisher fFlourish]" to
redistribute all the Tokens currently being carried by Players. After
submitting a Turn containing this Action, the Actioning Player should
roll seven dice, each with a number of sides equal to the number of
Active Players in the Game.

E must then perform the following calculations and post a summary of
their results to the relevant Game Lounge.

Firstly, all Players lose all of their Tokens; these are combined in
a Pool.

Each die roll should then be converted to a Player's name, according =
to
their position in the Playing Order (ignoring Inactive Players). For
example, a die roll of three indicates the third Active Player in the
Player Order.

The following table is then referenced to determine what share of the
Tokens from the Pool are given to each Player. "2" indicates half of
the Tokens of that colour (rounded down), "1" indicates a quarter
(also rounded down), and "r" indicates that the Player receives any
Tokens left over of that colour, after the rest have been distributed.

+------------------+----------------------+
| Die | Bk Bu Br Go Gr Re Si |
+------------------+----------------------+
| First | 1 2 1 0 r 0 0 |
| Second | 0 1 2 1 0 r 0 |
| Third | 0 0 1 2 1 0 r |
| Fourth | r 0 0 1 2 1 0 |
| Fifth | 0 r 0 0 1 2 1 |
| Sixth | 1 0 r 0 0 1 2 |
| Seventh | 2 1 0 r 0 0 1 |
+------------------+----------------------+

When the next Player takes eir Turn, e should - at the start of eir
Turn - update the GSD to reflect the Token redistribution of the
fFlourish.

2. Never Say Die [Amendment]

To the end of Rule 0.1.3 (The Only Way To Die), add:-

If a Player is required to make a die roll after eir Turn, that =
Player's
Turn is not considered to be complete until the roll is made; an
incomplete Turn may be timed out as if it had not been made. If the
results of the die roll should be interpreted by the rolling Player, =
eir
Turn is not considered complete until these interpretations have also
been made.

{ Clarifying what should happen if someone forgets to roll a die, or - in
the case of the fFlourish - to comment on the results. }

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

Proposal 762 - To The Bottle Bank [Multiple]

Reword Rule 1.7.39 (Ecofriendly) to:-

A Player may perform the Neutral Action of "[Recycling]" to Recycle =
any
combination of Tokens and non-Indestructable Possessions which e is
carrying (all of which should be listed in the comments section of the
GSD).

For each Token that is Recycled, the Actioning Player gains one Green
Token. For each Possession listed in Rule 1.4.18 (The Emporium) that =
is
Recycled, the Actioning Player gains Green Tokens equal to half the
Bronze Token value of the Possession (rounded down).

Recycling is considered to be a Token Exchange Action.

Rename the "[Recycling <Thing>]" Action to "[Recycling]".

{ Being able to recycle multiple things at once seems like a good idea,
rather than sluggishly generating a maximum of one Green per Turn. }

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

Proposal 763 - Quail, Mortal [Action]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Cowering] Post 1.7.x -1 Bu
=
------------------------------------------------------------------------

A Player may perform the Action "[Cowering]" if e fears for eir =
safety.

If a Player performs an Action which targets a Player who performed =
the
"[Cowering]" Action during eir most recent Turn, that Action's cost is
increased by one Red Token.

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

Proposal 764 - Away from Babel [Amendment]

Reword Rule 1.14.2 (Stack em High, Sell em Cheap) to:-

If, after performing a [<Colour> Token on <Station>] Action, or after
placing Tokens spent in the performing of an Action, a Token Stack
has six Tokens where it had less than six before, the current Player
may be eligible for a Token reward.

If any of the following sequences have been formed, the relevant
Stacks are destroyed, and the current Player gains the appropriate
reward.

+--------------------+------------------------+
| Sequence of Tokens | Reward |
+--------------------+------------------------+
| Bk Bk Bk Bk Bk Bk | +4 Red Tokens |
| Re Re Re Re Re Re | +4 Blue Tokens |
| Bu Bu Bu Bu Bu Bu | +4 Silver Tokens |
| Gr Gr Gr Gr Gr Gr | +1 Gold Token |
| Si Si Si Si Si Si | +2 Gold Tokens |
| Re Gr Re Gr Re Gr | +2 Silver Tokens |
| Gr Bu Gr Bu Gr Bu | +4 Silver Tokens |
| Bu Bk Bu Bk Bu Bk | +6 Blue Tokens |
+--------------------+------------------------+

And rename the Rule to "Stack 'em High, Sell 'em Cheap", because I
always, always type the title with apostrophes when I'm trying to search
the Ruleset for it. Tish.

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

Proposal 765 - I Don't Know About You, But... [Enactment]

{ Time, perhaps, for another Loop. I forget if anyone will get the =
reference
or not. }

1. We've All Been To Pimlico [Enactment: Section 1.8]

A Pimlico Loop has the single Trap Station of Pimlico. Its Sidestep
Action is "[Pimlico Sidestep]" and its Terminate Action "[Pimlico
Escape]". The former may be performed for free if the Actioning Player
is located at a Ghost Station, the latter may only be performed if all
Active Players are located at Pimlico.

2. Passports From [Actions]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Pimlico Sidestep] Neut 1.8.x -1 Si
[Pimlico Escape] Neut 1.8.x
=
------------------------------------------------------------------------

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

Proposal 766 - Fosdyke Notation [Multiple]

{ Comment: apologies for the length of this - it's a fairly simple thing,
but needs some concrete examples. }

[Enactment: Fosdyke Notation]

Fosdyke Notation relates to the proximity between two game objects, in
particular between the subject and object of an Action or effect. A =
Fosdyke
Code describes the relative location of subject and object at a
particular point in time; a Fosdyke Requirement specifies the =
proximity
necessary for a particular Action or effect to occur.

Proximity in Fosdyke Notation is described by applying equality =
indicators
to location classes.

Equality indicators consist of either a digit quantifying the degree =
of
proximity, or an indication that the classes are irreconcilably =
different.
Thus:

<n> variance - an integer describing the variation between class
values. A value of zero means the classes are identical; =
other
values may have specific meanings for specific classes.
* difference - the classes are different and cannot be compared
further.

The location classes defined thus far and the meanings of various
equality indicators are as follows:

S Station <n> distance between subject and object without =
changing=3D

line
* subject and object have no direct connection

R Route <n> distance of the shortest route between subject =
and
object, regardless of line changes
* there is no route between subject and object
{ Comment: applies to sub-networks in some Turin =
'57=3D

games, and to Ghosts.
}

L Line <n> number of line changes required between subject =
and
object (the lowest number of line changes, not =
the
number of line changes in the shortest route)
* there is no route between subject and object

Q Quadrant <n> number of Quadrant boundaries between subject and
object
{ Comment: never higher than two on the LU map }
* either subject or object is not in a Quadrant

Z Zone <n> number of Zone boundaries between subject and =
object=3D

* either subject or object is not in a Zone

A Fosdyke Code (FC) consists of the set of classes and their =
indicators
describing the proximity relationship between subject and object.

For example:

FC Meaning
-------------------------------------------------------------
S0L0 subject and object are both at the same Station and on the
same Line
S3L0 subject and object are three Stations apart on the same
Line
R4Z1 subject and object are four Stations apart on the
shortest route and are in adjacent Zones.

Elements may be omitted from a Fosdyke Code which are implied by other
elements in the Code (eg S0 implies Z0 and Q0) or which are too
troublesome to calculate (eg the subject is at Amersham and the object
is at Island Gardens: knowing that the Fosdyke Code is Q2Z5 is
sufficient; determining the precise number of line changes and =
stations
on the shortest route is futile for most purposes).

A Fosdyke Requirement (FR) consists of a set of classes and an =
expression=3D

of the required value for the corresponding indicator in a Fosdyke =
Code.
This is used to describe the proximity between subject and object for =
an
Action or effect to occur.

For example:

FR Meaning
------------------------------------------------------------------
S0L0 subject and object must both be at the same Station and on=
the
same Line ie both Station and Line elements must be =
exactly
zero
R<6 subject and object must be within six stations of each =
other by
any route ie the route distance must be less than six
Q>1 subject and object must have two Quadrant boundaries =
between
them (ie in a different, non-adjacent Quadrant)

Determining if an event can occur is a matter of comparing the =
elements of
the Fosdyke Code with the corresponding elements of the Fosdyke =
Requirement
for that event (a Code indicator of '*' will always fail such a test).=
If
each element in the Requirement is met by the relevant Fosdyke Code, =
then
the Action is permitted (at least by the conditions described by this
notation).

{ Comment: that's all I want to do at the moment - define the terms.

The next steps are:
1. specifying the Fosdyke Requirements for Actions and effects (not
terribly difficult, but a lot of small amendments). There is no =
need
to do these all in one go, though.

2. manipulating Fosdyke codes - in particular, modifying a code so you
can perform an action you wouldn't normally be allowed to eg =
placing
a Clamp on someone from an adjacent Station.

The form of such manipulations would be of the form 'reduce a =
single
Code indicator by one'.

Such manipulations could either be through paying tokens, or by
owning some special artifact (such as Spectacles).

Note also that these proximity classes are for physical attributes, but
there's no reason they couldn't be applied to other properties - =
Charge,
say, or tokens matching a stack. These seem to be the most immediately
useful classes though.
}

{ Biographical Comment:

Amos Fosdyke was born in the Yorkshire mining village of Paithwaite
(pronounced pow-it, but that's Yorkshire) in 1863. The mine owner (Lord
Potheridge) was an enlightened individual and insisted that his =
workers'
children should attend school until the age of eleven before starting
work underground, and so it was with Amos - a significant part of the
curriculum consisted of learning how to play Mornington Crescent.

Amos did not shine at the Game.

In a village where the MC team was noted throughout the West Riding
for its aggressiveness, Amos was too cerebral a player, his reactions
too considered to be a part of the team. So, when he reached the age
of eleven, he went down the mine.

The long periods of darkness underground gave him time to think, and
think he did - about Mornington Crescent. He visualised the map,
developed theories of movement, plans of attack, and strategies to
cripple his opponents.

No one would ever have known about this, had Amos Fosdyke not taken
advantage of the Paithwaite Mining Company Sudden Weight Loss
Programme and lost a leg in the doors of the pit head lift in April
1880 (19th century lift doors not being big on safety).

While he was convalescing, he had an opportunity to play MC against =
Lord
Potheridge (a remarkable coincedence indeed that the infirmary was
hosting an MC exhibition tournament that month). Rather to the
astonishment of the onlookers, Fosdyke won. Very, very quickly.

In recognition of this, Amos was given a scholarship to the MC team
and a terrifying Crescent competitor was born.

After a time captaining the Paithwaite team (incidentally learning to =
read=3D

in the process), Amos became a noted theorist. His writing on proximity
theory were the framework upon which later theorists (including both
Grossman and someone called Mrs Trellis) constructed boundary analyses =
and=3D

quantum token dynamic processes. Without Fosdyke's pioneering work on
proximity and the formalism of behavioural permissivity these theorems
would have been merely wordy discussions.

The notation presented here is both an adaptation and an _homage_.
}

[Repeal: Goodbye To All That]
Repeal Rule 1.17.9 (Free Range).

{ Comment: Well... we don't need both. Sorry, Paul. }

[End of Fosdyke Notation]

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

Dunx
--
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From dunx@l... (Duncan Ellis (Dunx)) Tue May 25 14:48:02 1999
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Message-ID: <374f1885.5340276@p...>
X-Mailer: Forte Agent 1.5/32.452
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
739 Radio Control -- withdrawn --
740 A Wether Was Once A Ram -- withdrawn --
741 It was thi-i-is big! -- withdrawn --
742 Don't Bomb the Embassy! 1 2 4 4 Fails
743 Mindbocklingly... 6 1 - 4 Passes [a]
744 Stribble me Timbers 5 2 - 4 Passes
745 Exchange Commission 2 1 4 4 Fails
746 Blue in the face 6 1 - 4 Passes
747 Stationary Shunts 5 1 1 4 Passes
748 Second Hand Goods 4 1 2 4 Passes
749 Reverse the Polarity... 6 1 - 4 Passes
750 Do You Suppose He Meant... ? 6 1 - 4 Passes
751 Et Pourquoi Pas? 5 1 1 4 Passes
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff =
Snow
-------------------------------------------------------------------------=
----

739 (Ole) -- withdrawn --=20
740 (Ole) -- withdrawn --=20
741 (Ole) -- withdrawn --=20
742 (J'than) - AGA AGA - PAS AGA - FOR - AGA =
PAS
743 (Ole) - FOR FOR - FOR FOR - PAS - FOR =
=46OR
744 (Ole) - FOR FOR - FOR FOR - PAS - FOR =
PAS
745 (J'than) - AGA FOR - PAS FOR - AGA - AGA =
AGA
746 (J'than) - FOR FOR - PAS FOR - FOR - FOR =
=46OR
747 (J'than) - AGA FOR - PAS FOR - FOR - FOR =
=46OR
748 (J'than) - FOR FOR - PAS FOR - AGA - FOR =
AGA
749 (Kevan) - FOR FOR - FOR PAS - FOR - FOR =
=46OR
750 (Kevan) - FOR FOR - FOR PAS - FOR - FOR =
PAS
751 (Kevan) - FOR FOR - FOR PAS - FOR - FOR =
AGA

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff =
Snow
- KUDOS =
---------------------------------------------------------------------

Initial: 11 24 5 0 39 24 16 30 7 1 =
0
Halved: 12 2 19 12 15 3 0 =
0
=
-------------------------------------------------------------------------=
--
FOR Votes: +0 +0 +0 +18 +16 +11 +0 +0 =
+0
AGA Votes: I -0 -0 -0 -11 -1 I 0 -0 -0 =
+0
Decisive: n +3 +3 +0 +3 +3 n +3 +0 +3 =
+0
Voting/Own: a -0 -0 -0 -0 +0 a 0 -0 -0 =
+0
c c
EP FOR: t +0 +0 +0 +0 +0 t 0 +0 +0 =
+0
EP AGA: i -0 -0 -0 -0 +0 i 0 -0 -0 =
+0
Digit/Pulse: v +0 +5 +0 +5 +0 v 0 +0 +5 =
+0
e e
Awards: +3 +0 +0 +0 +3 +3 +0 +0 =
+0 [*]
Kudos Gifts +0 +0 +0 +0 +0 0 +0 +0 =
+0
=
-------------------------------------------------------------------------=
--
This Week: +6 +8 +0 +15 +21 +17 +0 +8 =
+0

Final: 11 18 10 0 34 33 16 32 3 8 =
0

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff =
Snow
-------------------------------------------------------------------------=
----

[a] Jonathan raised a Point of Order that this was a game state rather a
direct Action, which has been implemented. Jonathan's other point =
that a
Bock state should be recorded in the Knip box has been ignored, for
reasons which I hope will be apparent after reading the Week 7 =
Proposals.

[*] Ruttsborough Award - none
IMCS Clarity Award - Ole (Minbocklingly): +3
CAMREC Cleanup Award - Kevan (Do You Suppose He Meant...): +3
Mrs Trellis Award - none
Lyttleton Trophy - none
For E's A Jolly Good Fellow - Dunx (automatic)

Dunx
--
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From Graeme Jefferis <se98gj@d...> Wed May 26 04:11:44 1999
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Fine stuff this week.

> Proposal 752 - Venbacker Ladder [Action]

Quite nice, although Venbacker numbers don't quite seem an
appropriate thing to limit moves on. In Crescent history,
and indeed in MN, Venbacker numbers are used solely for
station identification.

In effect, though, all it means is that moves must be
played incrementally through the alphabet, which is quite
acceptable. I'm not quite sure I like the terminating
condition - I can feel games getting stuck. Woodside
Park, stuck at the top end of the Northern line, isn't
the worlds most accessible station - but then, there's
always Wild. I suppose we'd just have to test it, really.

> Proposal 754 - Stack In The Mud [Multiple]

Better. And you're right, the Stack Table really ought to
turn into a generic 'Station Contents' table.

> Proposal 755 - Radio Control [Multiple]
> Proposal 756 - Soap on the Tracks [Action]
> Proposal 757 - Sgronk! [Action]

I like all these three. Good stuff.

> Proposal 760 - Disruptive Behaviour [Multiple]

Hm. Fair enough, I think

> Proposal 761 - All In The Wrist [Multiple]

This I don't like. I think a fFrobisher fFlourish ought
to redistribute tokens perfectly evenly; this implementation is
random.

> Proposal 764 - Away from Babel [Amendment]

Much better.

> Proposal 766 - Fosdyke Notation [Multiple]

Although initially rather scary, this seems nice.

-Graeme.

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From kevan@d... Wed May 26 04:24:53 1999
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> > Proposal 761 - All In The Wrist [Multiple]
> 
> This I don't like. I think a fFrobisher fFlourish ought
> to redistribute tokens perfectly evenly; this implementation is
> random.

The Encyclopaedia Morningtonia says that the fFlourish "basically pools everyone's tokens and distributes (flourishes) them back at random", and on reflection this seemed the most reasonable tactic - a simple even distribution would give a grimly guaranteed way of dragging people's Token totals down, and we'd be at a loss as to what to do with leftover Tokens.

More tactically interesting, I think, to give a random effect - Players are likely to use the fFlourish as a last-ditch attempt to prevent a victory, or to just generally sabotage the Game. The fact that you could lose all of your Tokens and see your most dangerous nemesis gain every Token in the Game, if luck is against you, is sobering enough to limit its use.

On reflection, actually, the Win-sabotage aspect is likely to get a bit irritating, and this might be better off amended so that Gold Tokens are untouched. Hmm.

Kevan

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From kevan@d... Wed May 26 05:12:43 1999
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>Proposal 752 - Venbacker Ladder [Action]

Very stylish, and actually quite easy to keep track of with Venbacker
Numbers being assigned alphabetically. However, if Woodside Park is
Damaged or Bulkheaded, it's going to slow the Game up rather tiresomely.
I suppose it's no worse than Charge Spiralling, though, really.

>Proposal 753 - Whimsy Shortfall [Amendment]

Well, these things have to be tried.

>Proposal 754 - Stack In The Mud [Multiple]

Good stuff. I'm not sure about excess Tokens being destroyed if you've
got too many for the Stack you've chosen (simply place your Golds on a
Stack of six, when Spooning, and nobody can get them), but I suppose
it adds strategy.

Full Stacks seem to be a thing of the past, anyway, this is true, and
the increasing number of Stack destruction tricks should make this even
less of an issue.

>Proposal 755 - Radio Control [Multiple]

Nicely implemented, particularly the LV modifier. This should be
entertaining.

>Proposal 756 - Soap on the Tracks [Action]

Interesting, although this should probably extend to denying any sort
of LV manipulation on the Line in question; the Shunt thing is fairly
unexciting, only minimally defensive (the idea being that you Soap the
Line you're on, and discourage other Players from Shunting you, yes?)
and probably not worth two Blues.

But, er, Soap, though? Surely Ice, at least?

>Proposal 757 - Sgronk! [Action]

Jolly good stuff, thoroughly changing the feel of the board without
requiring any particularly annoying rethinking. I have doubts about
the de-Sgronking criteria, though - even with all Player's working
in unison, it's going to be a very long time before all Stacks can
be demolished, isn't it? And it only takes one Player to spill a
few Tokens somewhere each Turn (Hoarding, presumably) to keep the
Sgronk going.

This really needs a [De-Sgronk] Action to become playable, I think.

An excellent word, anyway.

>Proposal 758 - Following the Wet Footprints [Action]

Nice, but where on earth did the archaic and rambling "...is a Valid
Move and the Player's Piece is not considered to pass through any
Stations..." wording surface from? It really only needs to say "A Player
may perform the Action of "[Backtracking]" to permit a Special Move to
the Station e ended eir last Turn at." or something.

Although now that I word it like that, the Action sounds less useful;
you can only replay your previous Move, so it's only of any use if
you've been Shunted or otherwise forced elsewhere. Was this intended,
or should it be the last-but-one Move?

>Proposal 759 - Volume Control [Amendment]
>
>{ Comment: The ruleset is rather large. This Proposal intends to allow
> it to be split into more than one file in a meaningful way.

Well, this really depends what Dunx has in mind for file-splitting; as
has been said, it's nice to be able to download the whole lot in one go,
and search it at whim. Splitting the Ruleset into Nomic Mechanics and
Crescent Rules is fine, but anything smaller would probably raise a
frown.

>Proposal 760 - Disruptive Behaviour [Multiple]

Good idea.

>Proposal 766 - Fosdyke Notation [Multiple]

Cleverly done; the sort of thing that wouldn't look at all out of place
between the leatherbound covers of the IMCS rulebook. How does the
proposer intend to work this notation into the rest of the ruleset,
though? As was mentioned after Paul's "Free Range" Proposal, I think I'd
rather see "A Player may Shunt any Player who shares a Station and Line
with em" than "A Player may Shunt any Player who has a Fosdyke Code of
S0L0 in relation to em" (although S0L0 is a pleasing, if slightly
misleading, bit of serendipity), and I've a suspicion that we'll only
ever really need to use a few of the notations anyway.

>{ Biographical Comment:

Bravo.

Kevan

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> But, er, Soap, though? Surely Ice, at least?

I *like* Soap. I can imagine 'soaping the tracks' at ex-York quite
happily.

-Graeme.

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From Graeme Jefferis <se98gj@d...> Wed May 26 07:26:44 1999
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> > > Proposal 761 - All In The Wrist [Multiple]
> > 
> > This I don't like. I think a fFrobisher fFlourish ought
> > to redistribute tokens perfectly evenly; this implementation is
> > random.
> 
> The Encyclopaedia Morningtonia says that the fFlourish "basically
> pools everyone's tokens and distributes (flourishes) them back at
> random", and on reflection this seemed the most reasonable tactic
> - a simple even distribution would give a grimly guaranteed way of
> dragging people's Token totals down, and we'd be at a loss as to
> what to do with leftover Tokens.

Ah, I see. My image was of the pooled tokens being 'shuffled and
dealt' to all players, which is more even but, as you say, less
interesting tactically.

A nice compromise might have each player gaining all of another
player's tokens, IYSWIM. That's a bit more tricky to implement,
but probably easier to actually 'do' when it comes around to
performing the action (as that's the part that really scares me.)

> On reflection, actually, the Win-sabotage aspect is likely to get
> a bit irritating, and this might be better off amended so that Gold
> Tokens are untouched. Hmm.

Sounds a bit contrary. No, don't do that to it...

-Graeme.

(re: the Soap thing -- nary a day or three ago, I skidded on
a big puddle of *soup* in Dan's Long Game. It can't be a
coincidence, can it?... )

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From <DELLIS@u...> Wed May 26 09:51:58 1999
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The Proposals for Week 7 included many excellent things, amongst them: 

> Proposal 752 - Venbacker Ladder [Action] 

Can we go down the ladder as well as up? 

There probably ought to be something in the GSD to record the ladder state, 
too. 

> Proposal 755 - Radio Control [Multiple] 

Yes, very pleasing - the combination of radio control and velocity bombs 
would be particularly vicious, and to be applauded. 

> Proposal 756 - Soap on the Tracks [Action] 

Can we have a flood on the line to wash the soap away? This might also 
short out the power for a couple of rounds (Power Failure with a longer 
duration). 

> Proposal 757 - Sgronk! [Action] 

Splendid, splendid stuff. As Kevan points out, perhaps a little difficult 
to remove, but adds an extra tactical element to token stack creation. 

> Proposal 759 - Volume Control [Amendment] 

To respond to Kevan's remarks - my intent was to split the Ruleset into 
three. Whilst the Special Rulesets obviously depend on the Vanilla Rules, 
they're still pretty much independent. 

> Proposal 761 - All In The Wrist [Multiple] 

This made me laugh. Hilarious. 

> Proposal 762 - To The Bottle Bank [Multiple] 

Fair enough - a reasonable simplification, I think. 

> Proposal 763 - Quail, Mortal [Action] 

Very, very nice - we could probably do with more minor defensive Actions 
like this. 

> Proposal 764 - Away from Babel [Amendment] 

I like that a lot. 

> Proposal 765 - I Don't Know About You, But... [Enactment] 

How about a loop using red and blue tokens and going from Hill to Hill and 
named for the Lavendar Hill Mob? 

> Proposal 766 - Fosdyke Notation [Multiple] 

Responding to Kevan's comments: 

- Cleverly done; the sort of thing that wouldn't look at all out of place 
- between the leatherbound covers of the IMCS rulebook. How does the 
- proposer intend to work this notation into the rest of the ruleset, 
- though? 

Originally I was thinking that Fosdyke Requirements would replace English 
descriptions, but I think they might be better as a clear and unambiguous 
supplement - perhaps even in the Action table, although that may be unwise 
given that it's already quite overloaded. 

However - a core intention is to simplify writing Rules which manipulate 
range: much easier to say 'reduces Fosdyke Code by one in a single class' 
than 'allows influence on adjacent Stations, Lines, Quadrants, or Zones'. 

- I've a suspicion that we'll only 
- ever really need to use a few of the notations anyway. 

FWIW I agree, but I'd rather they were there and unused than missing and 
needed later. 

The thing is that once this Notation is defined, it should be pretty 
unintrusive but will provide a clear and unambiguous definition of 
circumstances. 

Anyway - I'll have a go through the ruleset and collect FRs, then publish 
them as and when. 

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

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>Proposal 752 - Venbacker Ladder [Action]

> A Player may perform the Action of "[Terminating Ladder]" to end a
> Venbacker Ladder, provided that eir piece is situated at the Station
> with the highest Venbacker Number in the Game.


I see a problem here. I'd like to see a change to this: perhaps
allowing it to be performed *for free* if the Station has the highest
Venbacker in the game, otherwise it costs tokens... otherwise there is
the problem of Blocked or Bulkheaded stations preventing any further
progress (especially with the game in Knip and no way of removing the
Bulkhead or adding more Damage to put the Bulkhead off the list of
disruptions.)


>Proposal 754 - Stack in the Mud [Multiple]

.
> This is particularly true if tokens for a particular Action all have
to
> go in the same place (as suggested by Jonathan).


And I'd like to suggest that it was one of my dumber ideas.
Especially with the new Token Stacks in a later Proposal which replace
the old bonus Stacks: some Actions require the placing of a lot of
tokens of the same colour (which makes the new Stacks far easier to
create, even in one turn from nothing - just go round spotting two Fires
for a bonus), others require the placing of different coloured tokens
(which can in many cases never be made into some of the Stacks that have
been proposed here, and thus act just like most current Stacks do.)
I was a little too late in submitting a Proposal for this week
amending the placing of Tokens to "one Token per Stack per Action",
having thought about the issue further (as above.) I do, however, like
the removal of the limit on the number of token stacks.

>Proposal 755 - Radio Control [Multiple]

A workable version of the Proposal. I like this.

Proposal 756 - Soap on the Tracks [Action]


Soap??? What about ice on the rails? Other than that, nice idea. (Will
have to replace "Power Failure" with "Leaves On The Line" :-)

>Proposal 757 - Sgronk! [Action]


We need an alternative way of De-Sgronking. Other than that, fine.


>Proposal 758 - Backtracking

Too easy to backtrack - it makes Toffing a player simply not worth the
effort unless the player is Knidded as well.

>Proposal 760 - Disruptive Behaviour [Multiple]

{ Comment: We're losing a lot of GSD header space to documenting game
states which don't change much. Better to move them into the
Disruptions board, I would say.


<lot of very useful stuff snipped>

I think that proper Game States (Knip, Gapminding etc) should be
kept separate from Disruptions, myself: one line for Game States,
another for other Disruptions. (I was just too late, owing to the
Freeserve mail problems, with a Proposal of my own which worked in
almost the same way as this Proposal - with the above exception, and the
fact that I hadn't bothered putting Charge Spirals as a Game State,
though in retrospect that seems like a good idea. Also, why need the
full text "Gapminding" when "Gap" will do?)
Good call, though.
I also think Loops should be a State, and have a Proposal under
wraps to rewrite the Loop code to bring the concept of different types
of loop - Automatic (Dollis Hill) and Invoked (e.g. Amersham/Aldwych,
now Ghosts have been defined: a player moving to either of the two
Stations does not necessarily *have* to start the Loop there, unlike
Dollis Hill.)


>Proposal 761 - All In The Wrist [Multiple]


Ouch. I must admit I'm not keen on the way this works... too random for
my taste. (Yes, I know the fFlourish is a bit of a randomizer, but
something that simply gives one random Player half the Golds in the
game, two get a quarter each and the rest end up with *nothing* after
all that hard work - that doesn't seem fair. Especially with no way to
sit out of the fFlourish.


Proposal 764 - Away from Babel [Amendment]
Nice idea. But in conjunction with Proposal 754, makes completing Stacks
a little too easy (in the case of many Actions which have the playing of
a lot of same-colour Tokens) or impossible (otherwise.) I'd vote for
this one and against 754.

Proposal 765 - I Don't Know About You, But... [Enactment]

Do we really need another Dollis Hill in the game? One is quite
enough (a Station which no Player can land at without starting a Loop,
and Pimlico hasn't historically had *that* effect.)
Besides, I think there should be a way to *end* loops without being
part of them (not just to sidestep them. Now, if there were an Invoked
Loop state (so that players can land at Pimlico *without* starting the
Loop) I'd vote for it. As it is, I shall have to vote against.

Jonathan.



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From <jonathan@f...> Wed May 26 14:07:47 1999
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> Proposal 752 - Venbacker Ladder [Action]

>Can we go down the ladder as well as up?
I'm working on it. A Proposal will turn up next week (this one
seems certain to pass, so I'm taking a gamble on it.)

Jonathan.





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From <palnatoke@g...> Wed May 26 15:06:46 1999
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Proposal 752 - Venbacker Ladder [Action]


Moves alphabetically forward (or rather _not_ backwards).
The terminator is a bit hard.

I had originally thought of it as a trestle ladder: first up - then down.
The idea got too complicated, so I cut the 'down' part.

Omissions:
] in the Action table
GSD-entry

I'll post an update.


Proposal 753 - Whimsy Shortfall [Amendment]

I like the awards.


Proposal 754 - Stack In The Mud [Multiple]


This kills the need for one of the sentences in Stribble Me Timbers (744,
just adopted).


Proposal 756 - Soap on the Tracks [Action]


Not a very powerful thing, but I like the picture it created inside my head.


Proposal 757 - Sgronk! [Action]


Sure, it _is_ hard to get out of, though Stribbling helps. But feel free to
invent a [De-Sgronk!].

Sgronk! is, btw, the sound of a train being halted by hitting a Token Stack.


Proposal 758 - Following the Wet Footprints [Action]



The '...is a Valid Move and the Player's Piece is not considered to pass
through any
Stations...' came from one of the Special Moves. In fact, the Backtracking
might be quite a thing if you perform several Special Moves in a row. You
can then Backtrack to where you were before the Special Moves.


Proposal 759 - Volume Control [Amendment]


This is OK, especially if it doesn't prevent having a Full Ruleset file,
too. I know that this is not server-friendly, but Xoom might be able to live
with it.


Proposal 760 - Disruptive Behaviour [Multiple]

Fine. We'll probably learn to navigate the new GSD.


Proposal 761 - All In The Wrist [Multiple]

Quite a dangerous redistributor. Let's try it!


Proposal 762 - To The Bottle Bank [Multiple]


More efficient environmental tech. :-)


Proposal 763 - Quail, Mortal [Action]

Grammar question:

If a Player performs an Action which targets a Player who performed the
"[Cowering]" Action during eir most recent Turn, that Action's cost is
increased by one Red Token.


Doesn't 'that' point back to the most recent Action mentioned, which is
Cowering?
Just to be sure some rules lawyer won't fry us.


Proposal 764 - Away from Babel [Amendment]

Very nice. A table I can almost remember, already.


Proposal 765 - I Don't Know About You, But... [Enactment]


Sure, why not.
Someone (just to preserve the anonymity of the author) has a multi-loop in
next week's batch.


Proposal 766 - Fosdyke Notation [Multiple]

Very nice. Poor Amos, though.




Ole


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From <jonathan@f...> Wed May 26 16:40:50 1999
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>Proposal 752 - Venbacker Ladder [Action]
>Moves alphabetically forward (or rather _not_ backwards).
>The terminator is a bit hard.
>
>I had originally thought of it as a trestle ladder: first up - then
down.
>The idea got too complicated, so I cut the 'down' part.
>
>Omissions:
>] in the Action table
>GSD-entry
>
>I'll post an update.

Don't worry, a Proposal to add those (and add a downwards-only
version of the Ladder, and a means for reversing from one to the other)
has been sent for next week. I like this idea in general.

>Proposal 758 - Following the Wet Footprints [Action]
>The '...is a Valid Move and the Player's Piece is not considered to
pass
>through any
>Stations...' came from one of the Special Moves. In fact, the
Backtracking
>might be quite a thing if you perform several Special Moves in a row.
You
>can then Backtrack to where you were before the Special Moves.


Which is a problem if the Player is Toffed, unless an amendment is
added to this to specifically prevent the use of Backtracking by a
Toffed Player: my idea was that the Player had to move back to eir
previous location, the hard way if necessary. An automatically-allowed
[Backtracking] Action would destroy this feature, allowing as it does a
free Special Move to the previous location. Besides, I'm not in favour
of a "teleport-to" move allowing an automatic "teleport-back". Far too
powerful and easy.
Imagine the following situation: Player has a Home Station in an
outer Zone which is a Park Station. Player moves to Charing Cross (and
cannot be targeted, because the Stations of the Cross are Holy and
provide Sanctuary.) Player collects Pigeons. Player performs the [Home]
Action and releases the lot. Player performs the [Backtracking] Action
to Charing Cross. Repeat ad nauseam. Hardly a decent way to win, is
it... simply switching back and forth between two stations until enough
golds are found to win the game. And with a Baguette, it would be
possible to gain golds at the rate of four every three turns, which is
far too much. (Collecting Pigeon twice, nets four pigeons with a
baguette, and one turn to Home and release them. I'm going to call this
the Homing Pigeon Manoeuvre if it goes through.)
Therefore, I don't like this idea and will be voting against it.

>Proposal 765 - I Don't Know About You, But... [Enactment]
>Sure, why not.

Because it's just another Dollis Hill, that's why not. We surely
only need one of them: what place or precedent is there in the Game for
a second Station which automatically causes a Loop by the Player moving
there? Such a station would seriously disturb the gravitational balance
of the board and have terrifying potential for Liddrup Vortices to
develop - which is obviously why both the IMCS and CAMREC are in
agreement over this. And this is the sort of problem that we may be just
about to approve...?!?
Now, if the loop was an *invoked* loop (i.e. a Player could start
it if e chose to, but does not have to do so when e moves to the Trap
Station) then I might be persuaded. And see below...

>Someone (just to preserve the anonymity of the author) has a multi-loop
in
>next week's batch.
So has somebody else, if your somebody is the person I think it is
(and, more to the point, isn't the somebody I'm thinking of.) I happen
to know that there will be facilities set up for single-station loops,
multiple-station loops (with or without a set order for the stations to
be played in), loops which happen automatically and loops which can be
started deliberately.

Jonathan.



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From <jonathan@f...> Wed May 26 16:52:24 1999
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Proposal 752 - Venbacker Ladder [Action]
FOR.

Proposal 753 - Whimsy Shortfall [Amendment]
FOR.

Proposal 754 - Stack In The Mud [Multiple]
I don't like one of the provisions in this (ironically enough, it was
the one I suggested myself) and have commented about it extensively on
the group. Sorry, but AGAINST.

Proposal 755 - Radio Control [Multiple]
FOR.

Proposal 756 - Soap on the Tracks [Action]
FOR.

Proposal 757 - Sgronk! [Action]
FOR.

Proposal 758 - Following the Wet Footprints [Action]
AGAINST.

Proposal 759 - Volume Control [Amendment]
AGAINST.

Proposal 760 - Disruptive Behaviour [Multiple]
FOR.

Proposal 761 - All In The Wrist [Multiple]
AGAINST.

Proposal 762 - To The Bottle Bank [Multiple]
FOR.

Proposal 763 - Quail, Mortal [Action]
FOR.

Proposal 764 - Away from Babel [Amendment]
FOR.

Proposal 765 - I Don't Know About You, But... [Enactment]
AGAINST.

Proposal 766 - Fosdyke Notation [Multiple]
I can't see how this would have any practical use: it might save
ruleset space and still be usable by us veteran Players, but newbies
(and yes, there are some) would find it very hard to decipher or
remember if this were to replace the existing descriptions in all Rules.
And if it does not do that, then there is no need for it as it will be
an additional description, thus describing the same thing twice - I
don't see the point.
And I believe the game should be fairly user-friendly, i.e.
describing actions and game concepts in terms that can be easily
understood, i.e plain English is better than a code of this kind. (Which
is easier for a newcomer to the game to understand - "A player may Shunt
a S0L0 Player" or "A Player may Shunt another Player who shares Station
and Line with em"?)
Thus, sorry but AGAINST.

Jonathan.



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From <jonathan@f...> Wed May 26 16:55:23 1999
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 Oh bugger... I hit the "Reply to Author" button when sending my
votes and forgot that this replies to the group (which is where I got
the message sent to me from) rather than Dunx (who actually posted the
Proposals to the group...) Sorry guys. Will do better next time. <fx:
smack!> <cowers under table>

Jonathan.



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From <WayperP@p...> Wed May 26 19:57:37 1999
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On Thursday, May 27, 1999 9:58 AM, Jonathan Ellis
[SMTP:jonathan@f...] wrote:
> ... <cowers under table>

A good time to use the [Cowering] Action, eh?

Don't worry, we've all done it. It's even got a name - "Doing a Snowgod",
after a Nomic-player with that name who apparently doesn't check his
destination regularly.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <palnatoke@g...> Wed May 26 20:47:59 1999
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742 Don't Bomb the Embassy! 1 2 4 4 Fails

Why didn't you want to change the map?

I liked the idea (still do, I guess).


Ole


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From <palnatoke@g...> Wed May 26 22:51:50 1999
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:Proposal 756 - Soap on the Tracks [Action]
:
:
:Not a very powerful thing, but I like the picture it created inside my
head.
:



Note, btw, that it is a Post-Move Action. I made a cut&paste error in the
Action Table.

Ole



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From kevan@d... Thu May 27 04:52:29 1999
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> Proposal 763 - Quail, Mortal [Action]
> 
> Grammar question:
> 
> If a Player performs an Action which targets a Player who performed the
> "[Cowering]" Action during eir most recent Turn, that Action's cost is
> increased by one Red Token.
>
> Doesn't 'that' point back to the most recent Action mentioned, which is
> Cowering?

It's ambiguous at worst, I suppose; common sense tells us that it's probably not increasing the cost of an Action which has already been performed, but I confess it's sloppy wording. I'll fix it under Rule 0.2.11 (In Case Of Ambiguity, Break Glass), if Dunx registers concern.

> Just to be sure some rules lawyer won't fry us.

We'd fry them, I think.

Kevan

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From kevan@d... Thu May 27 05:02:17 1999
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> >Proposal 761 - All In The Wrist [Multiple]
> 
> Ouch. I must admit I'm not keen on the way this works... too random for
> my taste. (Yes, I know the fFlourish is a bit of a randomizer, but
> something that simply gives one random Player half the Golds in the
> game, two get a quarter each and the rest end up with *nothing* after
> all that hard work - that doesn't seem fair. Especially with no way to
> sit out of the fFlourish.

I'm still in two minds about amending this one to leave Golds intact. I don't know; it's intentionally dangerous, really. That a random Player could end up with all the Golds means that only the most desperate Players are going to bother with a fFlourish when there are a few Golds knocking around.

Maybe a case of seeing how things go, maybe one best decided through a fixing Proposal next week, to see how many are in favour. Hmm.

> Proposal 764 - Away from Babel [Amendment]
> Nice idea. But in conjunction with Proposal 754, makes completing Stacks
> a little too easy (in the case of many Actions which have the playing of
> a lot of same-colour Tokens) or impossible (otherwise.) I'd vote for
> this one and against 754.

Mmm, good point, yes; stuff such as Tithing becomes a bit dangerous. Having easily recognisable Stacks is the important step, though, I think; we'll worry about the Token placing next Week.

> Proposal 765 - I Don't Know About You, But... [Enactment]
> 
> Do we really need another Dollis Hill in the game? One is quite
> enough (a Station which no Player can land at without starting a Loop,
> and Pimlico hasn't historically had *that* effect.)

Well, after all the trouble of making generic Loop rules, it seemed about
time to start using them; I thought that this one had enough originality
to make it worthwhile.

And although historically questionable, the song "Pimlico" by David Devant and his Spirit Wife contains what are probably sufficient Underground references, and even a mention of Tim Brooke-Taylor. And there seem to be an eerie number of Crescent-playing Devant fans about the place, if I remember correctly... (I thought Dunx was one of them, but may have been mistaken.)

http://members.tripod.com/spiritwife/lyricsrare.html, anyway. And the new album's quite, quite excellent.

> Besides, I think there should be a way to *end* loops without being
> part of them (not just to sidestep them. 

Um, Sidestepping does actually end them.

> Now, if there were an Invoked
> Loop state (so that players can land at Pimlico *without* starting the
> Loop) I'd vote for it. As it is, I shall have to vote against.

I'm not sure whether active Loop invocation is worth the candle or not; were Dollis Hill a completely inconsequential Station, it's unlikely that anyone would ever happen to stop there. Adding the "If you stop here, you start a Loop" aspect gives more intriguing strategy than "You can start a Loop from here", I feel. Hmm.

Kevan

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From <palnatoke@g...> Thu May 27 06:05:58 1999
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Kevan wrote:
:
:> Proposal 765 - I Don't Know About You, But... [Enactment]
:>
<snip>
:
:> Besides, I think there should be a way to *end* loops without being
:> part of them (not just to sidestep them.
:
:Um, Sidestepping does actually end them.
:


I can't find any such note in Rule 1.8.6, Kevan.
Sidestepping gets you out (for one Turn), but the next player is still
sucked in.


Ole


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From Jonathan David Amery <jda23@h...> Thu May 27 06:12:30 1999
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On Thu, 27 May 1999, Wayper, Paul wrote:

> On Thursday, May 27, 1999 9:58 AM, Jonathan Ellis
> [SMTP:jonathan@f...] wrote:
> > ... <cowers under table>
> 
> A good time to use the [Cowering] Action, eh?
> 
> Don't worry, we've all done it. It's even got a name - "Doing a Snowgod",
> after a Nomic-player with that name who apparently doesn't check his
> destination regularly.
> 
Someone cauterise the list, it's a severe outbreak!

Someone send for the Med Student, tell them we've been infected with....

snowgod's disease!

-- 
Jonathan Amery. Here I am Lord, Is it I Lord?
##### I have heard you calling in the night.
#######__o I will go Lord, if you lead me.
#######'/ I will hold your people in my heart.


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From kevan@d... Thu May 27 07:54:38 1999
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> Um, Sidestepping does actually end them.
> 
> I can't find any such note in Rule 1.8.6, Kevan.
> Sidestepping gets you out (for one Turn), but the next player is still
> sucked in.

Reading the rule a bit more carefully (with only nagging doubt that I wrote the current wording in the first place), this does actually seem to be the case; Turns containing Sidesteps are ignored when checking the Location of the previous Player. I'd not realised that. Tsk.

Kevan

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From dunx@l... (Duncan Ellis (Dunx)) Thu May 27 14:02:37 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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Jonathan wrote:

>>Proposal 754 - Stack in the Mud [Multiple]

>> This is particularly true if tokens for a particular Action all have
>to
>> go in the same place (as suggested by Jonathan).
>
>
> And I'd like to suggest that it was one of my dumber ideas.

No, Jonathan, you were very perceptive.

It doesn't make any difference at all - there is nothing in the current =
ruleset
to *prevent* exactly the kind of behaviour you describe, and this =
amendment does
not change that situation.

What it does prevent is the highly dubious tactic of Tithing without =
cost, where
a Player Tithes a Zone and spreads the Tokens expended in the Tithe =
around. E
can then collect all those tokens in the Collection phase.

I concede that this amendment might make it a more delicate operation to =
collect
token bonuses, but is that actually such a bad thing?


As for your remarks on Fosdyke (which I shall break protocol by =
commenting on,
even though they were not intended to go to the list) the intent is that =
the
=46osdyke Notation should act as a precise and (above all) manipulable
description: I honestly don't know what other uses this may have - it is
presented more as hook for future ideas than as a complete system in its =
own
right.

Obviously as the Proposer I am rather biassed, but I feel that the =
presence of
this notation adds another dimension to the ruleset without detriment to =
the
Game.

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Thu May 27 14:02:38 1999
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The following updates to Proposals have been received:

These are still for voting on in Week 7.

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

Proposal 752 - Venbacker Ladder [Action]

Rule 1.8.x - Venbacker Ladder

A Player may perform the Action of "[Venbacker Ladder]" to put such
a Ladder into effect.

While a Venbacker Ladder is in effect, a Move to a Station with a
Venbacker Number lower than the Move played by the previous Actioning
Player is Invalid, unless the Player taking eir Turn has performed a
"[Ladder Sidestep]" Action during that Turn.

A Player may perform the Action of "[Terminating Ladder]" to end a
Venbacker Ladder, provided that eir piece is situated at the Station
with the highest Venbacker Number in the Game.

While a Venbacker Ladder is in effect, this is indicated in
Disruptions by the string "Venbacker Ladder".


=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Ladder Sidestep] Pre 1.8.2 -3 Bk
[Venbacker Ladder] Pre 1.8.2 -2 Bu
[Terminating Ladder] Post 1.8.2

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

Proposal 758 - Following the Wet Footprints [Action]

New
Rule 1.7.x - Following the Wet Footprints

A Player may perform the Action of "[Backtracking]" to permit a =
Special
Move to the Station e ended eir last Turn at.

If Circle Line is Electrified, no Backtracking is possible.
A Player at eir Home Station may not Backtrack.
A Player may not Backtrack if e wears a Clamp.

When a Player performs a pre-Move Action of "[Backtracking]", eir LV =
is
set to zero.
A Player may not adjust eir LV after performing a "[Backtracking]"
Action.

Insert in Action Table
=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Backtracking] Pre 1.7.x -2 Bk

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

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Thu May 27 14:12:44 1999
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From: dunx@l... (Duncan Ellis (Dunx))
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I thought you might be interested in this message which I received from =
LT this
evening -

On Thu, 27 May 1999 17:44:11 +0100, London Transport
<enquire@l...> wrote:

>Dear webmaster
>
>I note that your web site links directly into our scrollable tube map. =
This
>is going to be removed from our web site shortly as it is significantly =
out
>of date. You may wish to change your links to forward users to our maps =
in
>.jpg format.=20
>
>URL is http://www.londontransport.co.uk/mhomefrm.html
>
>Regards
>
>Webmaster
>LT Web Site
>
>
>--------------------------------------------------------
>general email : enquire@l...
>travel enquiries : 0171 222 1234 (24 hour service)
>travel enquiries : travinfo@l...=20
>address : 55 Broadway, London, SW1H 0BD
>website	: http://www.londontransport.co.uk
>--------------------------------------------------------

Now, as it happens I've got a copy of the GIFs referred to which I will =
upload
to Xoom.com at some point, but this JPEG map might be a more acceptable
alternative than the PDF one suggested before.

Ole: to answer your question about our apparent reluctance to change maps=
- one
reason I voted against Jonathan's Proposal last Week was that the PDF map
suggested was not usable by all the Players.

I also objected because any change in map requires a change in Current
calculations, since Current is defined in terms of physical loction on =
the Map.
This is an objection I intended to voice on the list, but other more =
urgent
concerns intervened.

=46inally, I don't think that using the latest map is important. It =
doesn't matter
which map we use - as long as we agree on which map it is.

But that's my view.

Dunx
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From riffraff@n... (RiffRaff) Thu May 27 22:36:23 1999
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>Now, as it happens I've got a copy of the GIFs referred to which I will upload
>to Xoom.com at some point, but this JPEG map might be a more acceptable
>alternative than the PDF one suggested before.

They're a little harder to read... Interesting to note that the one that
has the Zones marked has the Rail system on it, and the one without the
Rail doesn't have the Zones.

I'm quite impressed that they e-mailed you about it... I highly doubt you'd
ever hear of a gov't office doing such a nice thing 'round here.


--Riff



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From kevan@d... Fri May 28 03:17:14 1999
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> I also objected because any change in map requires a change in Current
> calculations, since Current is defined in terms of physical loction on the Map.
> This is an objection I intended to voice on the list, but other more urgent
> concerns intervened.

I think Current and Charge are leaning towards the arbitrariness of Venbacker Numbers, in that they're only really referenced from a look-up table. If the new Map is only slightly differently arranged, I think we could probably get away with keeping the current Currents. If you're looking for a Station with a particular Current, you can estimate it simply by glancing, and get a more precise reading by searching the Ruleset or using the Mornomic Companion.

Unless anyone's printing out the Maps and using a pair of compasses to determine Valid Moves during a Charge Spiral, or somesuch, I suppose. A particularly pleasing image, but I rather doubt anyone's bothering.

Hmm. Maybe it's time to try and write that huge and impressive Mornomic Companion program that does all that sort of thing. In extremely belated response to a point of Paul's that never got an answer, I expect I could manage some sort of Map-mapping program (click on the Stations and it determines their coordinates, allowing Current and Quadrants and whatnot to be calculated fairly easily) if I had a computer; I still haven't gotten around to buying one myself, and Chrissy's has been lacking a monitor for a particularly long time, now.

> Finally, I don't think that using the latest map is important. It doesn't matter
> which map we use - as long as we agree on which map it is.

Well, indeed. I'm quite happy with the one we've got, although the newer ones suggested by London Transport *are* rather nice... Would it impact things terribly if we used the National Rail lines in Vanilla Games, perhaps with a little reworking (a small fare to Move along them, I suppose)?

Kevan

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From <jonathan@f...> Fri May 28 03:20:25 1999
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From: "Jonathan Ellis" <jonathan@f...>
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>They're a little harder to read... Interesting to note that the one
that
>has the Zones marked has the Rail system on it, and the one without the
>Rail doesn't have the Zones.

That was part of the reason behind the search for a decent map for
use by the Finsbury Option in particular: I couldn't find a map with the
extra lines *and* the Zones, except one which had _all_ the London
Underground/British Rail connections fir miles around. Which would
clearly have got overly complicated.
It's a shame that the pdf format couldn't have been itself
converted into something else that everybody could read (I was under the
impression that something posted on the net in such a prominent and
accessible site as the official London Transport site would be readable
by all), as it was the only LU map I have found that has the Zones
marked on, also the Finsbury lines (for those playing the Finsbury
Option) and no extra British Rail lines otherwise, *and* the newly-open
part of the Jubilee Extension... I don't see the point about Current and
Charge having to be changed: besides, it looked to me as if the stations
were all in the same place (relative to each other) on the Map as they
were for the older Map anyway, thus not necessitating any changes in
Station Currents.

Jonathan.



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From kevan@d... Fri May 28 03:27:47 1999
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> What it does prevent is the highly dubious tactic of Tithing without cost, where
> a Player Tithes a Zone and spreads the Tokens expended in the Tithe around. E
> can then collect all those tokens in the Collection phase.

I thought this was sufficiently fixed by requiring one of the Blues to be paid the following Turn, when Tithing - that it could be sabotaged by preventing that second payment.

As I might have commented before, this is notably similar to the "free" spells that have surfaced in recent Magic expansions; those that replenish the resources used to cast them, but only if they're successfully cast. This means that your opponent can scupper you by stopping the spell being cast correctly (meaning that you spend the resources and don't get them back), and also that - although "free" - you can't cast the spell until you've gathered enough resources to cast it in the first place.

The same goes for Tithing, really - although an expensive Tithe might get you your Tokens back, you need to have gathered enough in the first place to be able to play it.

>[Fosdyke]
> Obviously as the Proposer I am rather biassed, but I feel that the presence of
> this notation adds another dimension to the ruleset without detriment to the
> Game.

True, but if it's only adding a very minimal benefit to the Game, such extra dimension is questionable, making the Game more complicated than it needs to be. I think I'll wait to see what impact this has on the rest of the Ruleset before writing it off as a superfluous (but still particularly good) idea, really; it could go either way.

Kevan

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From <jonathan@f...> Fri May 28 03:40:01 1999
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Proposal 758 - Following the Wet Footprints [Action]


Sorry, but this is still hideously abusable provided that the Circle is
not Electrified (which doesn't, let's face it, happen very often.) In
the following way:

Get a Home Station which is *next to* a Park Station (Queensbury
for preference), place a Token on it for Straddling purposes, and switch
back and forth as follows:

Charing Cross (Collecting Pigeon) - repeat until full of Pigeons.
When Passing (to collect Pigeons), collect a Black Token if you have
less than 3. Otherwise, Blue (to give a chance of de-electrifying the
Circle should someone electrify it.)

[Home] Queensbury [Straddling to Canons Park] [Releasing Pigeons]
Paying a single Black Token for the Straddle.

[Backtracking] Charing Cross (Collecting Pigeon): -2 Black for the
Backtracking, which is permitted as the Player is no longer at Home, but
all Moves are on the same Line and thus eligible for a single Black
Token bonus. Thus, gaining 1 Black Token every Turn, and choosing Black
as the token colour received for a Pass, means the Player will never run
out of Black Tokens (for the Backtracking or the Straddling) and have an
inexhaustible supply of Pigeons and Golds. Thus, as I said, hideously
abusable.
And if Backtracking is changed to be prevented the turn after a
"Home", then a "Wild" to an outer-region Park Station will do instead:
if Backtracking is to be permitted only after a Standard Move, it might
be worthwhile as an escape route after being Shunted while not allowing
the Pigeon abuse as detailed above. But I don't see *anyway* why a
teleport move should allow a cheap teleport back afterwards from no
matter where.

Jonathan.



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From kevan@d... Fri May 28 04:02:25 1999
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> Proposal 758 - Following the Wet Footprints [Action]
> 
> 
> Sorry, but this is still hideously abusable

Tangentially, it still superfluously repeats some of the Special Move definition from Rule 1.5.0...

> provided that the Circle is
> not Electrified (which doesn't, let's face it, happen very often.) In
> the following way:

Clever stuff, and reasonably argued. Such tactics are all very obvious, though, and should be *fairly* easy to stop once they become apparent; Bulkheading Charing Cross seeming the obvious solution, but old and generic standbys like Knip or Dollis Hill would probably do the trick.

> But I don't see *anyway* why a
> teleport move should allow a cheap teleport back afterwards from no
> matter where.

This is a good point, really - much of the drawback of the teleport Actions is that they're one-way; if you flee Home because Zone 1 is getting hectic, or Wild to the outer reaches to chisel away at a Gold Stack, you suffer the penalty of having to make your own way back afterwards.

Similarly, one of the reasons for Shunting people is to kick them a fair distance away, so that they'll have to take a couple of Turns getting back to wherever they were; with Backtracking, a Shuntee can immediately return to where e was - both to finish whatever e was doing, and to extract horrible revenge on the Shunter, who'll still be at that Station.

In all, this seems like a nice Action at first glance; a simple and powerful effect that should interact pleasingly with other Rules, but I fear it's going to be a little too unbalancing if it passes.

Backtracking on first impressions,

Kevan

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From <jonathan@f...> Fri May 28 09:07:09 1999
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-----Original Message-----
From: kevan@d... <kevan@d...>
To: l-nomic-d@eGroups.com <l-nomic-d@eGroups.com>
Date: Friday, May 28, 1999 11:17
Subject: MN: Re: (fwd) London Underground Map


>> I also objected because any change in map requires a change in
Current
>> calculations, since Current is defined in terms of physical loction
on the Map.
>> This is an objection I intended to voice on the list, but other more
urgent
>> concerns intervened.
>
>I think Current and Charge are leaning towards the arbitrariness of
Venbacker Numbers, in that they're only really referenced from a look-up
table. If the new Map is only slightly differently arranged, I think we
could probably get away with keeping the current Currents. If you're
looking for a Station with a particular Current, you can estimate it
simply by glancing, and get a more precise reading by searching the
Ruleset or using the Mornomic Companion.
>
>Unless anyone's printing out the Maps and using a pair of compasses to
determine Valid Moves during a Charge Spiral, or somesuch, I suppose. A
particularly pleasing image, but I rather doubt anyone's bothering.
>
>Hmm. Maybe it's time to try and write that huge and impressive Mornomic
Companion program that does all that sort of thing. In extremely belated
response to a point of Paul's that never got an answer, I expect I could
manage some sort of Map-mapping program (click on the Stations and it
determines their coordinates, allowing Current and Quadrants and whatnot
to be calculated fairly easily) if I had a computer; I still haven't
gotten around to buying one myself, and Chrissy's has been lacking a
monitor for a particularly long time, now.
>
>> Finally, I don't think that using the latest map is important. It
doesn't matter
>> which map we use - as long as we agree on which map it is.
>
>Well, indeed. I'm quite happy with the one we've got, although the
newer ones suggested by London Transport *are* rather nice... Would it
impact things terribly if we used the National Rail lines in Vanilla
Games, perhaps with a little reworking (a small fare to Move along them,
I suppose)?


Well, with so many more stations, the chances of Players ever
interacting with each other would be pretty remote... which is why I
tend to lean towards using only the North London and Thameslink
connections that appear on most maps of the Underground when the rest of
British Rail doesn't appear. Hence, the current situation with the
Vanilla Rules (CAMREC standard, no national railways at all - in fact, I
think the Vanilla Rules should be named "Chalk Farm 84" in honour of the
last known ruleset that IMCS and CAMREC could agree upon, and another
name found for the ruleset that currently bears that name...) and
Finsbury Option (the most successful of the more recent IMCS proposals
so far, but not yet accepted by CAMREC, nor is it yet "official",
they're still beta-testing it - although it seems only a matter of time,
as the Jubilee now nears completion and no serious bugs have been found
yet.)

Jonathan.



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From <palnatoke@g...> Sat May 29 14:40:59 1999
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From: "Ole Andersen" <palnatoke@g...>
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I hereby withdraw Prop 758.

I'll possibly make another prop, but not this week. 

Ole


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From <WayperP@p...> Sun May 30 18:05:53 1999
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From: "Wayper, Paul" <WayperP@p...>
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On Friday, May 28, 1999 8:17 PM, kevan@d...
[SMTP:kevan@d...] wrote:
> Hmm. Maybe it's time to try and write that huge and impressive Mornomic
> Companion program that does all that sort of thing. In extremely belated
> response to a point of Paul's that never got an answer, I expect I could
> manage some sort of Map-mapping program (click on the Stations and it
> determines their coordinates, allowing Current and Quadrants and whatnot
> to be calculated fairly easily) if I had a computer; I still haven't
> gotten around to buying one myself, and Chrissy's has been lacking a
> monitor for a particularly long time, now.

I just had another idea for that. The total requirements are probably large
enough that I think we should look at donating some money to Kevan if he can
program it (I certainly will). It'd certainly be of use in the future
scheme of things, especially seeing that Zones (and Charge, perhaps) seem to
be an integral part of current play and foreign maps that don't use them are
quite a bit more boring to play. But that may just be my unfamiliarity with
the Paris Metro.

I think I last proposed the idea to Kevan privately, so it might be a good
idea to throw the idea open publicly and see what people can add:

* The program's function is to act as a database and calculator for rail
maps. You start with a bitmap image (of the rail map in question) and use
the program to generate data about the map.
* You start by loading the bitmap image, and then clicking on points on the
map corresponding to the locus of stations. The program will ask you to
enter the name of the station, although it will try to guess if you've
already input that station before (by distance).
* You can then create a branch (of a line) and then select the stations in
order that are on that branch. Branches get linked into lines - lines are
essentially trees of branches. Each branch will also remember the
interchange stations on it (as an attribute of the station leaf).
* By storing information about line colour, the program should then be able
to generate a rail map of the map in question at any resolution.
* Station location can then be used to generate lists of charges.
* By specifying an 'origin' station Quadrants can be generated.
* Zones can be created by specifying their perimeter polygon. This can then
be used to generate a list of stations in a Zone, and can also be used to
add zone colour overlay information in a map.
* By specifying a grid of horizontal and vertical lines, the station list
can then include a simple lookup (e.g. "Parsons Green : E3").
* All the information entered can be saved and loaded in a simple file
format.

What's a good rate, Kevan?

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From kevan@d... Mon May 31 03:32:36 1999
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> I just had another idea for that. The total requirements are probably large
> enough that I think we should look at donating some money to Kevan if he can
> program it (I certainly will).

Tish and tosh. Money is the least of my incentives; I already get more than I know what to do with from my proper employers (for the curious, a Millennium Bug tester that I partly wrote for them is downloadable from my Web page). Knowing that I'm doing something that's appreciated, and that I'm going to enjoy writing, are the only issues, really.

I'm hesitantly looking to buy some sort of home computer at the moment; when I've gotten hold of one (and if any UK people could recommend a good place to buy a reasonably unimpressive computer, I'd welcome it), I'll take a look at the thing in greater depth and see how much of it's feasible. I imagine it shouldn't be that awful to get working, and only slightly less awful to polish up to an impressive standard.

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From <snow@s...> Mon May 31 10:02:46 1999
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PaulWay wrote:

> The program's function is to act as a database and calculator for
> rail maps. You start with a bitmap image (of the rail map in
> question) and use the program to generate data about the map.

Since the images from LU PDF files are vector graphics (you can 
see it build up on anything but the fastest of computers) it should 
be possible to rip the data straight out without waving mice about.

Unfortunately not. I did a bit of research the other day and 
discovered that Adobe only distributes its PDF library for 
applications that are "in alignment with Adobe's strategic 
directions". I don't think that extracting LU data from PDF maps 
counts.

I did manage to extract the station names and their locations using 
a tool I found on the net, but not the locations of the stations (I got 
the locations of the names, not the locations of the stations).

Anyway, even if one could rip the station locations one would still 
need to connect them with the station names.

So the bitmap option would seem to be better.

> I'm hesitantly looking to buy some sort of home computer at the moment;
> when I've gotten hold of one (and if any UK people could recommend a goo=
d
> place to buy a reasonably unimpressive computer, I'd welcome it), I'll
> take a look at the thing in greater depth and see how much of it's
> feasible. I imagine it shouldn't be that awful to get working, and only
> slightly less awful to polish up to an impressive standard.

How unimpressive? Secondhand in MicroMart you should be able 
to get a 486 for =A350 or a slow Pentium for =A3100. Even a new PII can 
be found for less than =A35-600 if your definition of "unimpressive" is 
significantly more impressive than mine.

Snow

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From <WayperP@p...> Mon May 31 18:32:41 1999
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On Tuesday, June 01, 1999 3:02 AM, Snow [SMTP:snow@s...] wrote:
> Anyway, even if one could rip the station locations one would still 
> need to connect them with the station names.
> So the bitmap option would seem to be better.

Considering that just about every other map of every other railway system in
the world seems to currently be in bitmap format, I think this should be the
main focus of our work.

Dunx laboriously copied and pasted coordinates for the 295 stations from the
standard map into a database, and then laboriously joined them up into
lines. He has them in an SQLish database somewhere. That's the sort of
labour of love one goes through once only.

Should I create a separate list for this discussion?

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Mon May 31 19:13:54 1999
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People,

I've been wondering if we may be Barking up the wrong Becontree with the
idea of limiting things like Bocks. The way my mind is wandering is that it
might be a better idea to increase the number of tokens people get each turn
(both via a more liberal system of bonuses for moving and more gains in
Actions). The counter side is that Actions take longer, are more exclusive
(i.e. you can only perform a certain number or combination each turn) and
take more tokens to perform.

The reason I think this way is that at the moment it's very common to have
your options limited by having no useful tokens at all. Not only are you
limited in what you can do to other players, but you're also limited by what
you can defend against. Thus, people who can gain a few extra tokens are
immediately at a reasonably large advantage.

I'm wondering if that could be combatted by increasing the general flow of
tokens. If shunts cost three reds, but you pick up three reds from a pass,
then you're not really changing too much. However, if you get two reds and
two blacks for passing through three interchanges, then you're much closer
to playing that shunt (or defence). But if you can only shunt and do one
other thing that turn, then we won't suddenly see mammoth Turns from
everyone.

That's the general idea - comments?

Paul Wayper -- DPI ITS Computer Systems Officer
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From <jonathan@f...> Tue Jun 1 02:44:13 1999
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PaulWay wrote:
>I've been wondering if we may be Barking up the wrong Becontree with
the
>idea of limiting things like Bocks. The way my mind is wandering is
that it
>might be a better idea to increase the number of tokens people get each
turn
>(both via a more liberal system of bonuses for moving and more gains in
>Actions). The counter side is that Actions take longer, are more
exclusive
>(i.e. you can only perform a certain number or combination each turn)
and
>take more tokens to perform.

See my comments below. Also, I think that the bonuses for moving
*to* Interchanges should be doubled, but not the bonuses for moving
*through* Interchanges (which would otherwise make high LVs, already
desirable, overpowered.) It makes sense to me that putting oneself at
risk (more Lines passing through the Station is more directions to be
Targetted from) should earn a greater reward. Three tokens per Turn as a
possible gain from moving seems okay to me, and I wouldn't particularly
like to see more than that, but I agree the current potential of two is
maybe on the low side (though not too much so: see below.)


>The reason I think this way is that at the moment it's very common to
have
>your options limited by having no useful tokens at all. Not only are
you
>limited in what you can do to other players, but you're also limited by
what
>you can defend against. Thus, people who can gain a few extra tokens
are
>immediately at a reasonably large advantage.


Hence my comments about, and use of, some sadly neglected features
of this game: the Token Stack completion, and Manoeuvres. (The current
Black-Silver-Black stack at least was used to great effect in one case,
in Game 7, getting three reds and five blues: seeing as so many actions
cost reds or blues, this proved to be a great advantage for yours
truly - and one which, for some reason, no other player of the time also
tried to exploit despite being given the example. It has the bonus of
being hard to play because of the need for a Silver Token, so isn't
going to be completed every day of the week.) People are playing the
Actions occasionally, but *not* thinking about where they place their
Tokens afterwards. I don't think that the placement should always be
"intuitive", to use the phrase that Kevan (I think) used: one should
have to remember some difficult things, such as one or two non-obvious
token stacks (only need to remember one or two of the non-intuitive
ones, they could then become a feature of that particular player's
playing style.) I'd rather see the new stacks of this week's Proposals
*added* to the list of possible bonus Stacks, not used to replace it.
I get the impression, having actually done something with the rules
as they currently stand, that some people have decided already "oh, it's
broken, it gets a lot of tokens quickly", rather than "how can I use
that to my own best advantage myself?" There are too many Actions which
cost a lot of tokens, and not enough ways of getting a lot of tokens
IMHO: and the two most under-used features of the game both include ways
of getting a lot of tokens... RiffRaff performed the Morden Paradox
gambit and has got a load of black tokens, but is doing nothing with
them - not even making a Gold from a Bonanza, which surprises me as I
believed Riff was actually thinking about strategy for a while. (Of
course, e could be collecting Blacks for a PoID...). As mentioned
before, Blues in particular are far too hard to come by considering the
number of actions which require multiple blues. There are already plenty
of ways of getting Golds, it's the multiple Plastic Tokens bit which
needs attention IMHO.
Meanwhile, in the Long Game, we have people Passing for turn after
turn, collecting Pigeons to release at no cost (thus gaining loads of
Gold while mainly remaining at the same Station, or - worse still -
going round in circles to come back to the same Station, something I
believe should be forbidden): and worse still, doing so at a Station
where they cannot be targeted and driven out from (i.e. Charing Cross.)
I've tried a Dollis Hill Loop, but Dunx kept on breaking it: I agree
that DH loops should be breakable, the problem is with the Pigeon and
not the Loop IMHO. Already this is a hideously abusable feature - this
is being proved, and would be even worse had anyone actually chosen an
outer-region Park station as a Home, to return to carrying all four
Pigeons with no loss... why should the game reward players who sit in
one place for so long? Meanwhile, there is a complete Stack of Golds at
Stonebridge Park and *nobody* has yet made a move towards it because
Pigeons are such an easy source of golds...

I'd like to see something of a reworking of Manoeuvres and Gambits,
such that each one must include at least one move of over 10 stations
(thus, may only be completed if some non-linear move is involved, for
instance a Special Move or Straddle, or the Player has managed to get
Supercharged.) This could work better if a Special Move did not reduce
LV to 0. (Suggestion: reduces LV by the number of Zone and Quadrant
boundaries crossed.) Again, not necessarily the "intuitive" ones: one
ought to have to remember a few and use them, again allowing for
individual playing styles to come through and rewarding the one who
could remember the greatest number of them (and thus have the most
options.)
It seems at the moment that the game is in danger of being taken
over by the Nomic aspect: so many players are taking so bloody long to
move that one is in danger of forgetting what MC is about, and I suspect
the reason for people not moving is that the actual MC part of the game
is no longer interesting on account of being frustrating as PaulWay
describes above - because nobody can do anything worthwhile (partly, if
I may say, the fault of the Players - one wonders why it is PaulWay that
has the most tokens even in MN, just as in real MC :-) and why I've been
picking up so many that I've overtaken a number of the Players in the
game despite joining in the Long Game comparatively later and spending s
everal weeks inactive...) and the fact that (as I point out) it is too
easy to gain the necessary Golds with a lot of staying in one place,
especially with Pigeons. At least the (otherwise broken) Token Running
way of getting golds encouraged players to actually move about the board
as the same terminus could not be used more than once...

>I'm wondering if that could be combatted by increasing the general flow
of
>tokens. If shunts cost three reds, but you pick up three reds from a
pass,
>then you're not really changing too much. However, if you get two reds
and
>two blacks for passing through three interchanges, then you're much
closer
>to playing that shunt (or defence). But if you can only shunt and do
one
>other thing that turn, then we won't suddenly see mammoth Turns from
>everyone.

My suggestions:
(1) A simple limit of only one Pre-Move, only one Post-Move Action
per Turn. Neutral Actions may be played as either: Token Exchange
actions do not count towards this limit, nor do Special Move Actions.
(2) The current 1-hour turn limit to be removed instead: no longer
needed if there is a limit on the number of Actions. Game Time will
still matter in respect to Peak Hours, Station closures (hence, paying
Blues to advance Game Time so that one can move along a particular
portion of Line would still be valid.)
(3) Actions targetting Players to be extended to any Player who
shares a Station, not just same-Line players, to allow multiple
targetting with a single Action against Players who are at the same
Station but different Lines. (A way of breaking up a mass congregation
of people Passing at Charing Cross collecting Pigeons.) Gapminding to
prevent targetting of Players on different Lines from the Player.
(4) Holy Stations to provide Sanctuary only to players who have
contributed to the Collection Plate on their previous Turn. (Well, if
you don't contribute towards the Church, why should it help you? The
custom of Sanctuary in real life assumed everyone was a churchgoer who
prayed, listened to Mass and paid their tithes...)

Jonathan.



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From kevan@d... Tue Jun 1 03:06:06 1999
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>I'm wondering if that could be combatted by increasing the general flow
>of tokens. If shunts cost three reds, but you pick up three reds from a
>pass, then you're not really changing too much. However, if you get two
>reds and two blacks for passing through three interchanges, then you're
>much closer to playing that shunt (or defence).

This seems to be spreading things a little too thin; the thing about
getting Tokens from Interchanges is that you can aim to get the ones you
need (taking a slightly odd route to a Station so that you can claim a
Red and Shunt someone when you get there). Bubbling it down to
(effectively) two-thirds of a Red and two-thirds of a Black would make
this rather less focused, slow the Game down and cause the build-up of
Tokens you might not particularly want. 

I think the current Token levels are fairly reasonable; not large enough
to merit frightening maths, small enough to give a fairly good idea of
what options Players have open to them (if Dead-End Shunting cost seven
Reds, a Suspect Package cost eight and a Detonation six, it'd become
rather unwieldy to keep tabs on such things). The current costs also
seem about right in terms of Token Stacking - if we suddenly trebled
all the Action costs, we'd have thrice as many Token Stacks springing up,
and would have to allow triple-Claimings to balance it. Perhaps not too
bad, but getting handfuls of random loose change (1/3 of an effective
Red, 1/3 of a Blue, 1/3 of a Green) is less than appealing.

I'd say that the issue is ultimately the speed at which you can gather
Tokens; as things stand, you're likely to get one Plastic Token you want
per Turn by Moving in the correct manner, and maybe two if you're lucky.
This means you can afford to Block or Shunt once per Turn, can Bulkhead
every fourth (or second if you're skilful) Turn, can Bonanza for a Gold
every ten (or, again, five if you're deft enough), and so forth. This
seems about right.

The critical issues are, in my opinion, overly cheap Actions (a
second-turn Freem or Bock seems quite powerful) and overly generous
Token-gain methods (maybe some of the Manoeuvres?). Mornomic equivalents
of Ancestral Recall and Black Lotus, I suppose, to the Magic players
amongst you.

>But if you can only
>shunt and do one other thing that turn, then we won't suddenly see
>mammoth Turns from everyone. 

I'm not so sure that this is a bad thing; the Complicated Move is quite
a classic aspect of Crescent, and I'm always very impressed when someone
pulls off an overly complex series of Actions, even if they're all
absolutely horrible and directed solely against me. So long as such
Turns are at least partially predictable ("Hmm, Dunx has got twenty
Reds, and enough Blues to extend eir Turn quite a lot; he's probably
going to go on a mad offensive soon"), which I think they generally are,
I've nothing against them.

Kevan

--
kevan@d...
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From kevan@d... Tue Jun 1 04:06:31 1999
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>I think that the bonuses for moving
>*to* Interchanges should be doubled, but not the bonuses for moving
>*through* Interchanges (which would otherwise make high LVs, already
>desirable, overpowered.) It makes sense to me that putting oneself at
>risk (more Lines passing through the Station is more directions to be
>Targetted from) should earn a greater reward.

True enough, yes; it makes sense that destination should earn more
reward than route. A total of three Tokens seems a shade too many,
though - perhaps normal rewards for the destination, and a slightly
reduced bonus for passing Interchanges (nothing for two, a Red for
three, a Black for four, a Blue for five-plus?).

>I don't think that the placement should always be
>"intuitive", to use the phrase that Kevan (I think) used: one should
>have to remember some difficult things, such as one or two non-obvious
>token stacks (only need to remember one or two of the non-intuitive
>ones, they could then become a feature of that particular player's
>playing style.)

It depends how much of a bonus this gives, really; if being able to
remember Token patterns gives you a small edge, it's forgivable, but
throwing out large rewards for Players with the best memories (or
those who notice by chance) seems too unbalancing, to me. Skill
should be more of a criteria than bland recollection or luck.

>I get the impression, having actually done something with the rules
>as they currently stand, that some people have decided already "oh, it's
>broken, it gets a lot of tokens quickly", rather than "how can I use
>that to my own best advantage myself?"

Isn't that what we should be doing, though? If a free "gain ten Golds"
Action somehow fell into the ruleset, shouldn't we consider and repair
it, rather than thinking "Hmm, how can I use this to Win?"

>As mentioned
>before, Blues in particular are far too hard to come by considering the
>number of actions which require multiple blues.

I think such Actions would be too cheap if Blues suddenly became as
commonplace as Reds or Blacks, though; the difficulty in obtaining
Blues is reflected in the costs of the Actions, I feel.

>Meanwhile, in the Long Game, we have people Passing for turn after
>turn, collecting Pigeons to release at no cost

The mere cost of getting to a distant Park Station.

>Already this is a hideously abusable feature - this is being proved,

Well, it'll be proved as soon as anyone actually gets a Pigeon into a
Park. Nobody's ever managed it yet, so it can't be *that* hideously
abusable.

>and would be even worse had anyone actually chosen an
>outer-region Park station as a Home, to return to carrying all four
>Pigeons with no loss...

Such would be rather an obvious strategy, though - I'm sure other
Players would lurk around that Player's Home, either to Block it
and deny their going Home, or to mug them for their Gold when they
try to leave.

(Besides, any game plan that can be referred to as "The Homing Pigeon
Strategy" is no bad thing.)

>Meanwhile, there is a complete Stack of Golds at
>Stonebridge Park and *nobody* has yet made a move towards it

The Stack's only been there for a Round, and the Jubilee's just
been Power-Failed, so it's not *vastly* surprising that nobody's
started heading for it...

>because Pigeons are such an easy source of golds...

Rot. Nobody's ever gotten a Gold from a Pigeon in the history of the
Game; it can't be that easy.

> I'd like to see something of a reworking of Manoeuvres and Gambits,
>such that each one must include at least one move of over 10 stations
>(thus, may only be completed if some non-linear move is involved, for
>instance a Special Move or Straddle, or the Player has managed to get
>Supercharged.)

Good and bad; good in that it makes the performing of a Manoeuvre a
little more apparent, bad in that it's a bit too arbitrary and destroys
concise little Manoeuvres like the Morden Paradox.

>Again, not necessarily the "intuitive" ones: one
>ought to have to remember a few and use them, again allowing for
>individual playing styles to come through and rewarding the one who
>could remember the greatest number of them (and thus have the most
>options.)

I disagree strongly with this; individual playing style should come
from the way resources and options are used and responded to, rather
than simply being able to remember more of them than your opponents.

> It seems at the moment that the game is in danger of being taken
>over by the Nomic aspect: so many players are taking so bloody long to
>move that one is in danger of forgetting what MC is about, and I suspect
>the reason for people not moving is that the actual MC part of the game
>is no longer interesting on account of being frustrating

Well, if I were bored with the game itself, I'd resign from it and
concentrate on the rulemaking. I'm guilty of forgetting it's my Turn,
sometimes, but that's about it.

>and the fact that (as I point out) it is too
>easy to gain the necessary Golds with a lot of staying in one place,
>especially with Pigeons.

Is it really that easy? The only other way I can think of is slowly
mining a Gold Stack, but such a tactic is liable to see other Players
turning up to either help or hinder you.

>My suggestions:
> (1) A simple limit of only one Pre-Move, only one Post-Move Action
>per Turn. Neutral Actions may be played as either: Token Exchange
>actions do not count towards this limit, nor do Special Move Actions.

Interesting, and this might make a good variant (Baker Street?). I
think it'd just be too much of a strangler on the Vanilla ruleset,
though; as commented, the complicated Moves tend to be the most
impressive. Additionally, Actions such as Blocks are fairly staple
elements of play, usually secondary to greater machinations; if I
have to choose between Blocking to keep Dunx at bay, and doing
something clever to help me Win, I fear I'd often have no choice
but to turn to the former each Turn.

Incidentally, wouldn't this just compound your cited "problem" of
people gathering Tokens and not spending them?

> (3) Actions targetting Players to be extended to any Player who
>shares a Station, not just same-Line players, to allow multiple
>targetting with a single Action against Players who are at the same
>Station but different Lines. (A way of breaking up a mass congregation
>of people Passing at Charing Cross collecting Pigeons.) Gapminding to
>prevent targetting of Players on different Lines from the Player.

Didn't this used to be the case in the old days? I'm sure the Shunting
Rule originally gave an example of Shunting several Players at once...

> (4) Holy Stations to provide Sanctuary only to players who have
>contributed to the Collection Plate on their previous Turn.

Rather expensive; perhaps a "[Sanctuary]" Action for a Blue, instead? I
don't know; it is rather annoying that Holy Stations can be so powerful,
but it's nice to have the hiding place available, and it doesn't stop
opponents waiting outside for you, with a big stick.

Pigeon-friendly,

Kevan

--
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From <palnatoke@g...> Tue Jun 1 10:06:04 1999
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How about getting Tokens for:

1) the number of Lines at the Start Station, if it is an Interchange,
2) the number of Interchanges moved through, and
3) the number of Lines at the End Station, if it is an Interchange.

This way, we can keep the Token Collection Table symmetric.


Ole




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From dunx@l... (Duncan Ellis (Dunx)) Tue Jun 1 16:09:15 1999
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It's midnight and I have to get up at six. The Ruleset updates will =
happen
later.

Dunx
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From dunx@l... (Duncan Ellis (Dunx)) Tue Jun 1 16:09:29 1999
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-------------------------------------------------------------------------=
----
MORNINGTON NOMIC

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

Proposal 767 - Not at All Good for the Environment [Action]

New
Rule 1.7.x - Not at All Good for the Environment

A Player may perform a Pre-Move Action of "[Taxiplane to <Station>]",
where <Station> is defined as an Airport Interchange, provided e is
at an Airport Interchange.

When a Player performs the Action "[Taxiplane to <Station>]", eir LV =
is
set to zero, and a Special Move to <Station> is allowed.

{ Speaker's Comment: what goes round comes round - the Proposer may be
interested, and perhaps even amused, to peruse Proposal 017 from Year =
1,
Week 2. }

New
Rule 1.7.x - Power-crazed Egotistical Entrepreneur

A Player may perform a Pre-Move Action of "[Bransoning]", provided e =
is
at an Airport Interchange.

When a Player performs the Action "[Bransoning]", eir LV is
set to zero, e must roll a 295-sided die, look up the rolled number
in the Venbacker Table, and Move to the Station indicated by the roll.
This Special Move is always allowed.


Insert in Action Table
=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Taxiplane to <Station>] Pre 1.7.x -4 Gr -1 Bk
[Bransoning] Pre 1.7.x -2 Go -4 Gr -1 Bk


{Comment:
This obviously works best if there are two Airport Interchanges.
We have both Heathrows on LU, and London Airport in Finsbury.

Bransoning could be a way of winning (just roll 164), but it is quite
expensive - and should be so.

}

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

Proposal 768 - Game States rewrite [Multiple]

-New Rule:
Rule 1.8.0: A Game may be in one or more Game States. These should be
listed in a section on the Game State Document: if there is not room to
enter a Game State into the relevant area, enough Game States should be
deleted from the start of the line to make room for it.
{Comment: The main effect of this is because I believe Game States
should be considered different from Disruptions. Disruptions generally
affect one Station or Line, and that Station or Line needs to be
mentioned: Game States affect the whole Game - hence Circle Line states
are becoming a Disruption as they affect only one Line.}
-Amend Rule 1.2.0, the third paragraph to read:
The GSD shall also include the following information, each in an
appropriate format:
Game Day and Time
Wild Stations
Game States
Disrupted Services
Station Contents
Courier Calls.

- Amend Rule 1.2.2 to remove "Game States" from the list of
Disruptions if it has been put there: Game States should now have a box
of their own, similar in format to the Disrputions box.

- Amend Rule 1.8.2:
While a Parks and Greens Cascade is active, this is indicated in the
Game States box as "P&G Cascade".

- Amend Rule 1.8.3:
While the Bridges are Up, this is indicated in the Game States box as
"Bridges Up".

- Amend Rule 1.8.4:
While the game is in Knip, this is indicated in the Game States box
as "Knip".

- Renumber Rule 1.8.5 into Section 9, and amend it so that its
first paragraph reads:
The Circle Line may be in any of four states: Normal, Clockwise,
Anticlockwise and Electrified. While the Circle Line is in a condition
other than Normal, this should be indicated in the Disruptions box:
"Circle:-->" for Clockwise, "Circle: <--" for Anticlockwise, and
"Circle:***" for Electrified.

-Amend Rule 1.8.7:
While the Gap is being Minded, this should be indicated in the Game
States box as "Gap".

-Amend the "Mindbocklingly" rule:
While the game is in a state of Bock, this should be indicated in the
Game States box as "Bock:<xx>" where <xx> is the two-letter description
of the type of Token involved.

- Renumber the Charge Spiral Rule into Section 1.8. Also, add the
following, so that its final paragraph reads:

While a Charge Spiral is in effect, this is indicated in the Game
States box as "Charge In" or "Charge Out" for Inwards or Outwards
spirals respectively.

- Renumber Rules 1.7.36 and 1.7.37, combining into a single Rule
and placing in Section 1.8.

- Amend all "Token Cascade" references in the Ruleset text to
"Token Shower"
{Comment: To differentiate from the Parks and Greens Cascade.}

- Add the following text to the renumbered and renamed Token Shower
rule:
If a Token Shower is in play, this should be noted in the Game States
box as "Token Shower:<Player>" where <Player> is the focal Player.

- Rename Section 1.9, both in its normal title and in the index, to
"Blocks, Impediments and Disruptions".
{Comment: Gaps are now a Game State, and other disruptions have since
been added.}

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

Proposal 769 - Token Stacking [Amendment]
- Remove, if it exists, the bullet point in Rule 4.1.19 which
states that "all Tokens for a particular action must be placed on the
same Stack."
- Add the following bullet point to Rule 1.4.19:
* All Tokens spent on any particular Action must be placed on
different Stacks. If there are not enough eligible Stacks available, the
excess Tokens are destroyed.

- Amend the final paragraph of Rule 1.14.3 to read as follows:
There may be no more than three Stacks in each Quadrant, and no Token
Stack may contain more than six Tokens: if a Token is dropped on a Stack
containing six tokens, the bottom Token of that Stack is destroyed to
make room for it.
If a Station contains another entity which is listed in the Token
Stack table (Suspect Packages, Flags, the Podume of Infinite Darkness
etc.) then no Tokens may be placed there at all. However, this other
item does not count against the number of Stacks that may coexist.

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

Proposal 770 - Loop the Loop [Multiple]

- Repeal Rules 1.8.1 and 1.8.6.

- New Rule 1.8.1 (Loop the Loop):

The Game may be in a "Loop" State, which should be detailed in the
Game States section as "Loop:<loop>" where <loop> is the type of Loop.
Only one Loop State may exist at once: if the game is placed into more
than one Loop, then the most recent Loop continues, and all other Loops
are ended.

For each Loop, the following must be defined:

* A Loop Type: either "Automatic" or "Invoked".

* One or more Trap Stations: moving to one of these may start the
Loop automatically (in the case of an Automatic Loop) or if the moving
Player plays the [<loop> Loop] Action (in the case of an Invoked Loop).
If there is more than one Trap Station, they may be Sequential (the
stations must be played in a pre-set order) or Unordered (the Player may
move to any of the Trap Stations of that particular Loop, with the
provision that e may only stay at the same Station if e plays a move of
Pass.)

* A [<loop> Loop] Action to begin Invoked Loops, together with the
cost and conditions of that Action.

* A [<loop> Escape] Action to allow the Player of this Action to
end the "Loop" Game State, together with the cost and conditions of that
Action.

* (Optional) A [<loop> Sidestep] Action to allow the Player of this
Action to ignore the Loop while leaving the "Loop" Game State still in
force for other Players. Also, the cost and conditions of that Action.

* (Optional) Any other special features pertaining to that Loop.

When a Game is in a Loop State, the Player whose Turn it is *must* do
one of the following things:

* Move eir Piece directly to the Trap station (or one of them: the
next in sequence, should the loop be Sequential.) This move is
considered Special in that no intervening Stations are considered to be
passed through: but may not be prevented by any restriction which
prevents Special Moves, nor is the Player's LV set to zero except upon
moving into the Trap Station from a non-Trap Station.

* Play a [<loop> Sidestep] Action. E may then move as normal for
eir Turn, but the Loop State remains for future players. If three
consecutive players (discounting Passes) play Sidestep Actions, the Loop
State is ended.

* Play a [<loop> Escape] Action. The Loop State is ended, and e may
move eir Piece as normal.

* Pass or Timeout: eir Piece is immediately moved to a Loop Trap
station (chosen at random by the next Player in the case of a
multiple-Trap Loop, ignoring the Sequential/Unordered status), or
remains in position if e is already at one.

The following types of Loop are recognised:

(1) Standard Holding Loop. (Invoked, Single Trap)
Trap station: As chosen by the [Looping] Actioning Player.
Entry Action: [Loop the Loop] - cost=3D2 Blue.
Sidestep Action: [Loop Sidestep] Cost=3D2 Black
Escape Action: [Loop Escape] Cost=3D1 Blue if at the Trap Station, 2
Blue otherwise.

(2) Dollis Hill Loop (Automatic, Single Trap)
Trap Station: Dollis Hill
Entry Action: Any move which leaves the moving Player at Dollis
Hill at the end of eir Turn.
Sidestep Action: none.
Escape Action: [Dollis Escape] Cost:1 Silver unless the Actioning
Player has an LV of 10 or greater.
Special: If Game Time is after 2200 hours, a Player at Dollis Hill
may play the [Ongar Denial] Action. This destroys all Knid, Spoon and
Narg Clamps in play, removes the game from Knip if it is in Knip, and
ends the "Dollis Hill Loop" Game State. Ongar becomes a valid Special
Move destination for that Player, and may not be prevented by any means.

(3) Amersham-Aldwych Loop (Invoked, Unordered Multiple Trap)
Trap Stations: Amersham, Aldwych.
Entry Action: [A-A Loop] - cost 1 Red, 1 Blue Tokens
Sidestep Action: [A-A Sidestep] - cost 1 Green, 1 Blue Token.
Escape Action: [A-A Escape] - cost 1 Green, 1 Blue if performed at
Amersham or Aldwych *and* LV is 10 or greater, 2 Green and 2 Blue
otherwise.
Special: Each Player enters the Loop at either Station, but on any
future Looped turns must either move to the other Station or play a
Pass. Also, note that Aldwych is a Ghost Station, and may only be
entered with the [Ghosting] Special Move Action. If this is not
possible, a Player at Amersham must Pass.

(4) Morden Paradox (Invoked, Single Trap)
Entry Action: [Using the Morden Paradox Gambit]. This starts the
loop automatically.
Sidestep Action: [Paradox Sidestep], cost 3 Black
Escape Action: [Paradox Escape], cost 3 Black if performed at
Morden, 6 Black otherwise.

- Delete the Pimlico Loop rule if it has passed.

- Delete the [Dollis Escape] and [Dollis Sidestep] Actions from the
Action Table, and replace with the following:
[<loop> Loop] Post-Move, cost varies.
[<loop> Sidestep] Pre-Move, cost varies.
[<loop> Escape] Pre-Move, cost varies.

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

Proposal 771 - Game into Boris... [Enactment]
Rule 1.8.x
The Game shall have a State known as "Boris", which it is either In
or Out of: at the start of the game it is Out of Boris, which is
considered the default. If the game is In Boris, this should be noted in
the GSD Game States section as "Boris".

A Player may play the [Into Boris] or [Out of Boris] Action on eir
Turn, changing the Boris state accordingly.

When a Game is in Boris, the following conditions apply:

* The bonus in Table 1.4.20 of 1 Black Token for remaining on the
same Line does not apply: instead, a bonus of 1 Black Token is given for
any Standard Move which does *not* remain on the same Line.

* The [Line Change] action has a cost of zero: instead, any move
which does not involve this Action incurs a penalty of 1 Black Token.

* LV is limited to four less than the usual maximum (i.e. normally
6), and may only be adjusted by up to two points each turn.

* No Player may perform any Post-Move Action which changes the
location of eir Piece.

* No Player may make a move of "Pass". If there exist any conditions
which enforce a move of "Pass", the Player must instead make a Special
Move (which cannot be prevented by any means) to Dollis Hill instead.
Similarly, Timeouted Players are moved automatically to Dollis Hill. A
Dollis Hill Loop state is begun in either case.

New Actions for the Action Table:
[Into Boris] Neutral, 1.8.x, cost 2 Re 2 Bu
[Out of Boris] Neutral, 1.8.x, cost 2 Gr 2 Bl.

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

Proposal 772 - Ladders Up and Down. [Multiple]

Delete the text of the "Venbacker Ladder" Rule and replace with the
following:

A Player may perform the Action of [Venbacker Ladder: <x>] where <x>
is either Up or Down, to bring the Game into a State of Venbacker
Ladder - this is noted in the Game States section as "Ladder Up" or
"Ladder Down".

While a Venbacker Ladder is in effect, the following applies:
(1) If the ladder is Up at the start of a Player's Turn, then a
Standard Move to a Station with a Venbacker Number lower than eir
previous location is Invalid.
(2) If the ladder is Down at the start of a Player's Turn, then a
Standard Move to a Station with a Venbacker Number higher than eir
previous location is Invalid.

A Player may perform the Action of [Ladder Sidestep] to ignore the
Ladder for one Turn: it remains in effect for other Players.

A Player may perform the Action of [Ladder Reverse] to reverse the
Ladder, from Up to Down or from Down to Up.

A Player may perform the Action of [Terminating Ladder] to end a
Venbacker Ladder Game State, provided e is situated at a Station with a
Venbacker Number below 21 or above 275.


=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------

[Venbacker Ladder Up/Down] Post 1.8.x -2 Bu
[Ladder Sidestep] Pre 1.8.x -3 Bk
[Ladder Reverse] Neut 1.8.x -1 Bu -1 Bk
[Terminating Ladder] Post 1.8.x

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

Proposal 773 - Humpty Dumpty Loop [Enactment]

Proposal for a new
Rule 1.8.x - Humpty Dumpty Loop

A Humpty Dumpty Loop has the Trap Stations Kingsbury, Queensway,
Prince Regent, Earl's Court, Barons Court, Knightsbridge. The
Sidestep Action [Humpty Sidestep] costs 1 Silver to perform and the
Escape Action [Dumpty Escape] can only be performed when the Player
has an LV equal to eir Charge.


=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Humpty Sidestep] Pre 1.8.2 -1 Si
[Dumpty Escape] Post 1.8.2 -2 Gr =20

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

Proposal 774 - A Whiter Shade of Pale... [Multiple]

Amend
Rule 1.4.1 - Token Gesture

In the Game of Mornington Crescent, there exist a number of =
differently
coloured Tokens, which can be carried by Players and piled in Stacks =
on
Stations. Tokens are created and lost as the Game progresses, and all
are listed on the Game State Document.

There are eight colours of Token - three Metallic (Gold, Silver and
Bronze) and five Plastic (Black, Blue, Green, Red and White).

Tokens may be awarded for certain Moves and Actions within the game,
and must be expended to perform particular Actions.

The Token Cost of any Action shall, where applicable, reflect the
nature of the Action and the extent of its effect. The nature of
the Action shall be reflected in the colour of Token required and
the extent shall be reflected in the number of Tokens required. The
type of Actions the different Token Colours should apply to shall
be as follows:

* Black : Move Actions (those which only affect the position =
or
movement of the Actioning Player's Piece)

* Blue : Indirectly Aggressive Actions (those which may =
indirectly
affect the movement or status of another Player's =
Piece)

* Green : Neutral Actions (those which have no immediate =
effect on
any Piece's position, such as declarations)

* Red : Aggressive Actions (those which directly affect the
position, status or ability to Move of another =
Player)

* White : Generous Actions (those which help the game, =
possibly even
hurting the Actioning Player)

* Bronze : 'Purchasing' Actions (those relating to the =
acquisition of
Gold Tokens and Possessions)

* Silver / Gold : Special Actions (ones which should only be allowed =
to be
used infrequently, thus cost more)


New
Rule 1.4.x - With or Without Sulfo

If a Token is Shunted (or moved by similar means) to Angel, the Token
turns White.
If a White Token is Shunted (or moved by similar means) to =
Blackfriars,
the Token turns Black.

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

Proposal 775 - Return of the Son of the Revenge of the Clever Bear =
[Amendment]

Append the following to Rule 0.9.4 - Fish and Fowl:

Who's a Clever Bear? Award

A player who feels that e has just performed a particularly clever or =
stylish
sequence of Actions may perform the Action [Taking a Bow] immediatly
afterwards. Similarly, a Player who feels that another Player has just=
made
such a move may perform the Action [Applauding <Player>]. Clairifying
comments may be added in the Comments section of the GSD, if desired, =
and the
play in question is considered Nominated.

At the week's end, the Speaker will consider all moves so Nominated =
during
the previous week, and award the Who's a Clever Bear? trophy to the =
Player
whose move e deems to be the cleverest of the lot. (The Speaker may =
decline
to award the Trophy if the only candidate is self-Nominated, and the =
Speaker
feels the move in question to be unworthy.)

The Speaker may give this Award to emself, provided that e was =
Nominated by
another Player, and that there are no other Nominations that week.

The Player who receives the Award shall gain an additional +3 Kudos.


Insert in Action Table
=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Taking a Bow] Neut 0.9.4 none
[Applauding <Player>] Neut 0.9.4 none


{Comments: I always liked the idea of the Clever Bear award - Players
_should_ gain recognition for pulling off a particularly clever or cheeky
move. However, it was, I imagine, quite a nuisance for the Speaker to =
keep
track of, hence its banishment. Thus, a clear method for Players to
nominate each other (and themselves), giving the Speaker a defined list =
of
candidates to choose from, instead of having to think back to all the =
moves
played in all the games in the past week...}

{ Speaker's Comment: the Proposer is very perceptive. }

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

Proposal 776 - Hatcheries [Action]

=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Hatching <Line> from
<Station 1> to <Station 2>] Post 1.8.x -1 Si -z Bu*
[Cross-Hatching <Line> from
<Station 1> to <Station 2>] Post 1.8.x -1 Go -z Bu*
[Un-Hatching <Line> from
<Station 1> to <Station 2>] Post 1.8.x -1 Go -z Bu*

*) 1 Blue Token per Station in the LIne Segment


Rule 1.8.x - Hatcheries

A Line Segment may be Hatched by playing the Post-Move Action =
"[Hatching
<Line> from <Station 1> to <Station 2>]", where <Station 1> &
<Station 2> are Stations and <Line> is a Line upon which both Stations
rest and via which there is a continuous route between the Stations =
that
requires no changes in direction. The order of Stations in the Action =
is
not significant.

In order to Hatch a Line Segment, the Actioning Player must have Moved
via the Line Segment in the same Turn.

Hatching a Line Segment causes all Stations in that Line Segment not =
to
be considered part of the Line in question for a period of one Round.
For the purpose of counting Lines at an Interchange, the Hatched Line
Segment is considered absent.

A Hatched Line Segment is indicated in Disruptions by the suffix
"(Hatch)" appended to the affected Line Segment, the Line Segment =
being
described by its end Stations and the affected Line Code.
eg Angel to Bank (NT) (Hatch)

A Hatched Line Segment may be Cross-Hatched by playing the Post-Move
Action "[Cross-Hatching <Line> from <Station 1> to <Station 2>]", =
where
<Station 1>, <Station 2> and <Line> are defined as mentioned above,
provided the Actioning Player is at a Station in the Line Segment
to be Cross-Hatched.

Cross-Hatching a Line Segment causes all Stations in that Line Segment
not to be considered part of the Line in question until Un-Hatched.

Similar to Hatching, a Cross-Hatched Line Segment is indicated in
Disruptions by the suffix "(Cross-Hatch)".
eg Angel to Bank (NT) (Cross-Hatch)

A Cross-Hatched Line Segment may be Un-Hatched by playing the =
Post-Move
Action "[Un-Hatching <Line> from <Station 1> to <Station 2>]", where
<Station 1>, <Station 2> and <Line> are defined as mentioned above,
provided the Actioning Player is at a Station in the Line Segment
to be Un-Hatched.

Un-Hatching a Line Segment causes all Stations in that Line Segment to=
be
considered part of the Line in question again.

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

Proposal 777 - Lyttleton Announcement [Action]

Rule 1.7.x - Lyttleton Announcement

A Player may perform the Neutral Action of "[Lyttleton Announcement]".
When a Lyttleton Announcement has been made, all Players lose eir Home
Stations.=20


=
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Lyttleton Announcement] Neut 1.7.x 50 -1 Go

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

Proposal 778 - Fair Warning [Enactment]

As close as possible to thirty-six hours before the votes are due in a =
Week,
the Speaker will send out an email to all Active Players who have voted =
on
less than half of the current Proposals. This message will have the =
subject
line "MN: Reminder to Vote" and notify the Player in question that the =
bulk
of their votes are still uncast.

{Comments: I hate to lumber the Speaker with this, but it'd certainly =
help
me to remember that I haven't cast all my votes in this Week. And I =
think
that if we can get everyone to vote things will be a little more even in =
the
voting scheme. But that's just me.}

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

Proposal 779 - New, Clear Bomb [Amendment]

In Rule 1.7.30, replace the first paragraph with:-

Any Player who is fewer than five stations away from a Suspect Package
may perform the neutral Action of "[Detonating <Station> Package]" to=20
Detonate that Package, where "<Station>" is the Station it rests at.

{ A simply radio-detonator range, sort of thing, rather than making it LV
based; such was merely another bonus for Going Very Quickly, and one =
that
didn't seem to fit terribly well. (Arguably a Doppler effect, but not =
if
you're speeding away from the Package.) }

And replace the last paragraph with:-

A Player may perform the Action of [Defusing Package] provided that e =
is
situated at the same location as a Suspect Package, and that e did not
place the Package there emself. Upon performing this Action, that =
Package
is removed from play and the Actioning Player gains a Silver Token.

{ Vague tweaking; you should be rewarded for defusing someone else's =
Suspect
Package, even if you dropped a different one of your own last Turn. }

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

Proposal 780 - Muzzling [Amendment]

Replace the third paragraph of Rule 1.8.4 (Knip) with:-

When a Game is in Knip, no Players may perform Actions which include
Token expenditure (with the exception of "[Out of Knip]" and "[Line
Change]").

{ Knip was forged in the early days when there weren't many Actions of
great impact, and when Tokens were scarce; the current Knip effect
of sacrificing a Token at the end of each Turn just seems a bit weak
(a Bronze or Black per Turn isn't too tricky) and easy to overlook
(more often than not we forget about the Token loss when we're in
Knip). In these enlightened times, particularly with MC requiring an
Action to Open, I suspect that the mere denial of non-free Actions is
probably crippling enough. }

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

Proposal 781 - A Chip Off The Old Bock [Multiple]

{ Rewording Bock a bit (there's no need to waffle about checking whether
Actions have been performed since other Actions now we've got the
Disruptions Box; such is a mere Gapminding hangover), and altering
things so that free Actions remain free, and so that Line Changing and
Token Exchange Actions aren't touched.

Oh, and making the thing reasonably expensive; three Blues instead of
a mere one. }

Reword Rule 1.8.8 (Mindbocklingly...) to:-

Players may perform the Post-Move Action "[<Token Colour> Bock]", the
Post-Move Action "[Un-Bock <Token Colour>]" and the Post-Move Action
"[Un-Bock]", where <Token Colour> is a permissible Token colour.

When a Player performs a "[<Token Colour> Bock]" Action, the Game is
put into "<Token Colour> Bock"; this is detailed in the Disruptions =
Box
of the GSD. When a Player performs a "[Un-Bock <Token Colour>]" =
Action,
the relevant Bock is removed from the Disruptions Box. When a Player
performs the "[Un-Bock]" Action, all Bocks are removed.

For each Bock State that the Game is in, the cost of all Actions is
increased by one Token of the Bock colour, unless one of the following
conditions is true for that Action:-

* The Actioning Player is situated at a Station of the Bock colour,
which for the purpose of this rule is defined as a Station with
the colour string in its name (e.g. "Goldhawk Road" for Gold Bock).

* The Token cost of the Action already includes one or more <Token
Colour> Tokens, or is a Token Exchange Action, or is free.

* The Action is "[Un-Bock <Token Colour>]", "[Un-Bock]" or "[Line
Change]".

Adjust the cost of "[<Token Colour> Bock]" to "-3 Bu, -1 <Token Colour>".

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

Proposal 782 - A Poor Second To Belgium [Action]

=
------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
=
------------------------------------------------------------------------
[Double Helsinki] Neut 1.7.x -6 Bu
[Single Helsinki] Neut 1.7.x -3 Bu
[Triple Helsinki] Neut 1.7.x -9 Bu
=
------------------------------------------------------------------------

A Player may perform a Single, Double or Triple Helsinki to "sink" all
of the Game's Token Stacks into the Map.

Upon performing a Single Helsinki, the bottom Token of all Token =
Stacks
is destroyed. A Double Helsinki destroys the bottom two, a Triple the
bottom three. A Player may not perform more than one Helsinki Action =
per
Turn.

{ Implementation of a classic piece of Crescent terminology, and a
reasonable foil to the businesses of "free" Tithing and scattering
Tokens for imminent collection, amongst other things. }

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

Proposal 783 - Fighting For Our Wealth [Enactment: Section 2.4]

In addition to Tokens received at the start of the Game, each Player
receives one Gold Token.

{ To encourage the attacking of other Players in a Ruttsborough Game, and
to possibly swiften the Game up - both fast and furious. }

-------------------------------------------------------------------------=
----
Dunx
--
Ceci n'est pas un .sig

------------------------------------------------------------------------

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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
752 Venbacker Ladder 6 1 - 4 Passes
753 Whimsy Shortfall 5 1 1 4 Passes
754 Stack In The Mud 5 1 1 4 Passes
755 Radio Control 5 1 1 4 Passes
756 Soap On The Tracks 4 1 2 4 Passes
757 Sgronk! 5 1 1 4 Passes
758 Following the Wet Footprints -- withdrawn --
759 Volume Control 4 1 2 4 Passes
760 Disruptive Behaviour 5 1 1 4 Passes
761 All In The Wrist 3 1 3 4 Fails
762 To The Bottle Bank 6 1 - 4 Passes
763 Quail, Mortal 5 1 1 4 Passes
764 Away From Babel 4 1 2 4 Passes
765 I Don't Know About You, But... 3 1 3 4 Fails
766 Fosdyke Notation 4 1 2 4 Passes
-----------------------------------------------------------------------

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff =
Snow
-------------------------------------------------------------------------=
----

752 (Ole) - FOR - - FOR FOR - PAS FOR FOR =
=46OR
753 (Dunx) - PAS - - FOR FOR - AGA FOR FOR =
=46OR
754 (Dunx) - PAS - - AGA FOR - FOR FOR FOR =
=46OR
755 (Ole) - FOR - - FOR FOR - PAS AGA FOR =
=46OR
756 (Ole) - FOR - - FOR AGA - PAS FOR AGA =
=46OR
757 (Ole) - FOR - - FOR FOR - PAS FOR FOR =
AGA
758 (Ole) -- withdrawn --
759 (Dunx) - PAS - - AGA FOR - FOR FOR FOR =
AGA
760 (Dunx) - PAS - - FOR FOR - FOR FOR AGA =
=46OR
761 (Kevan) - FOR - - AGA PAS - AGA FOR AGA =
=46OR
762 (Kevan) - FOR - - FOR PAS - FOR FOR FOR =
=46OR
763 (Kevan) - FOR - - FOR PAS - AGA FOR FOR =
=46OR
764 (Kevan) - FOR - - FOR PAS - FOR FOR AGA =
AGA
765 (Kevan) - FOR - - AGA PAS - AGA FOR AGA =
=46OR
766 (Dunx) - PAS - - AGA AGA - FOR FOR FOR =
=46OR

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff =
Snow
- KUDOS =
---------------------------------------------------------------------

Initial: 11 25 5 0 39 24 16 30 7 1 =
3
Halved: 12 2 19 12 15 3 0 =
1
=
-------------------------------------------------------------------------=
--
FOR Votes: +23 +0 +0 +0 +21 +20 +0 +0 =
+0
AGA Votes: I -7 -0 -0 -0 -9 I -4 -0 -0 =
+0
Decisive: n +3 +0 +0 +3 +3 n +3 +3 +3 =
+3
Voting/Own: a -0 -0 -0 -0 +0 a 0 -0 -0 =
+0
c c
EP FOR: t +0 +0 +0 +0 +0 t 0 +0 +0 =
+0
EP AGA: i -0 -0 -0 -0 +0 i 0 -0 -0 =
+0
Digit/Pulse: v +0 +0 +0 +0 +0 v 0 +0 +0 =
+0
e e
Awards: +3 +0 +0 +0 +3 +4 +0 +0 =
+0
[*]
Kudos Gifts +0 +0 +0 +0 +0 0 +0 +0 =
+0
=
-------------------------------------------------------------------------=
--
This Week: +22 +0 +0 +3 +18 +23 +3 +3 =
+3

Final: 11 44 2 0 22 30 16 38 6 3 =
4

-------------------------------------------------------------------------=
----
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff =
Snow
-------------------------------------------------------------------------=
----

[*] Ruttsborough Award (+1/FOR) - none
IMCS Clarity Award (+3) - none
CAMREC Cleanup Award (+3) - Kevan (To the Bottle Bank)
Mrs Trellis Award (+4) - Ole (Radio Control)
For E's A Jolly Good Fellow (+3) - Dunx (automatic)

Dunx
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Ceci n'est pas un .sig

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From <WayperP@p...> Tue Jun 1 18:08:45 1999
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Some comments on proposals. But first, I'd just like to say that I've
printed an A3 station index with all the NL and TL stations and a few ghosts
as well. The print includes name, venbacker number, station code, what hats
you can get from it and its grid reference (e.g. C5). It sits below my nice
neat rail map...

Anyway, to save you a bit of work, if your proposal is not listed below,
assume I approved in full.

On Wednesday, June 02, 1999 9:07 AM, dunx@l...
[SMTP:dunx@l...] wrote:
> Proposal 769 - Token Stacking [Amendment]

Hmmm. Why undo what went before? And why the misnumbering:
> - Remove, if it exists, the bullet point in Rule 4.1.19 which
> states that "all Tokens for a particular action must be placed on the
> same Stack."
> - Add the following bullet point to Rule 1.4.19:

Or have we gone higher than I thought with rule numbers?

Paul Wayper -- DPI ITS Computer Systems Officer
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From riffraff@n... (RiffRaff) Wed Jun 2 03:15:37 1999
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>How about getting Tokens for:
>
>1) the number of Lines at the Start Station, if it is an Interchange,
>2) the number of Interchanges moved through, and
>3) the number of Lines at the End Station, if it is an Interchange.
>
>This way, we can keep the Token Collection Table symmetric.


Or, we could simply revert to the old version of the token collection
table, which gave additional tokens for the higher numbers:


+----------------------------------------+--------------+
| Moving to an Interchange with | +1 Red |
| exactly two lines | |
+----------------------------------------+--------------+
| Moving to an Interchange with | +1 Black |
| exactly three lines | |
+----------------------------------------+--------------+
| Moving to an Interchange with | +1 Blue |
| exactly four lines | |
+----------------------------------------+--------------+
| Moving to an Interchange with | +1 Silver |
| five or more lines | |
+----------------------------------------+--------------+
| Passing through exactly two | +1 Red |
| Interchanges during a Move | |
+----------------------------------------+--------------+
| Passing through exactly three | +1 Black |
| Interchanges during a Move | |
+----------------------------------------+--------------+
| Passing through exactly four | +1 Blue |
| Interchanges during a Move | |
+----------------------------------------+--------------+
| Passing through exactly five | +1 Silver |
| Interchanges during a Move | |
+----------------------------------------+--------------+
| Passing through exactly six | +1 Silver, |
| Interchanges during a Move | +1 Black |
+----------------------------------------+--------------+
| Passing through exactly seven | +2 Bl, +2 Re |
| Interchanges during a Move | +1 Black |
+----------------------------------------+--------------+
| Passing through exactly eight | +1 Silver, |
| Interchanges during a Move | +1 Re, +1 Bu |
+----------------------------------------+--------------+
| Passing through exactly nine | +2 Silver |
| Interchanges during a Move | +2 Re, +1 Bu |
+----------------------------------------+--------------+

I was never sure why we stopped using it, anyway...

--Riff



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From <WayperP@p...> Wed Jun 2 03:36:51 1999
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People,

I'd love to start putting Fosdyke codes in for Actions, but the logical
place for them is in the table of 1.7.2 and there's simply no longer enough
room for that to fit in eighty characters AFAICS. The options I can see
are:

* Make the table a separate Volume in HTML format that is kept as a table on
the MorNomic pages.
* Squeeze the columns up a little for the extra characters (four would be
average).
* Put them in the Rule itself.

On the whole I'm rather keen on the idea that each Action Rule includes the
Action Table entry, as this is a much neater way of specifying what it
costs, what it gains, what restrictions are placed on it and so forth. But
it's always a little inconvenient to read the table for a rule, then page
down to the rule, then have to page up to find out how long it takes or
whether it's Neutral, Pre or Post. Maybe a list format like:

[Shunting <Player> to <Station>]
Phase:	Postmove
Dur:	0:10
Cost:	-1Re
FR:	Player {S0,L0} <Player>, Player {L0,S=LV} <Station>

or:

[Blue to Gold]
Phase:	Neut
Dur:	None
Cost:	-2Bu
Gain:	+1Go
FR:	Player {S0,L0} Bank

or:

[Blocking <Station>]
Phase:	Post
Dur:	10
Cost:	-1Re
FR:	Player {S1} <Station>

Incidentally, {L0,S=LV} may be easier to interpret than L0S=LV (or even
S=LVL0). Fix?

Enjoy,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <palnatoke@g...> Wed Jun 2 03:56:46 1999
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From: "Ole Andersen" <palnatoke@g...>
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[For some reason, Dunx' messages don't get '>' or ':' at the beginning of
each line, when I reply. My replies come after ###s for clarity]


Proposal 767 - Not at All Good for the Environment [Action]
{ Speaker's Comment: what goes round comes round - the Proposer may be
interested, and perhaps even amused, to peruse Proposal 017 from Year 1,
Week 2. }


###
Well, things happen. I had thought of helicopters, but changed it.
For Bransoning, see the Encyclopaedia Morningtonia.


Proposal 768 - Game States rewrite [Multiple]
{Comment: The main effect of this is because I believe Game States
should be considered different from Disruptions. Disruptions generally
affect one Station or Line, and that Station or Line needs to be
mentioned: Game States affect the whole Game - hence Circle Line states
are becoming a Disruption as they affect only one Line.}


###
I don't quite agree. Circle Line Electrified does things to metallic Tokens
and Electric possessions.


-Amend the "Mindbocklingly" rule:
While the game is in a state of Bock, this should be indicated in the
Game States box as "Bock:<xx>" where <xx> is the two-letter description
of the type of Token involved.


###

Note that there can be several colours of Bock at the same time.
Fine prop, elsewise.


Proposal 769 - Token Stacking [Amendment]
- Remove, if it exists, the bullet point in Rule 4.1.19 which
states that "all Tokens for a particular action must be placed on the
same Stack."
- Add the following bullet point to Rule 1.4.19:
* All Tokens spent on any particular Action must be placed on
different Stacks. If there are not enough eligible Stacks available, the
excess Tokens are destroyed.


###
Nice.

- Amend the final paragraph of Rule 1.14.3 to read as follows:
There may be no more than three Stacks in each Quadrant, and no Token
Stack may contain more than six Tokens: if a Token is dropped on a Stack
containing six tokens, the bottom Token of that Stack is destroyed to
make room for it.
If a Station contains another entity which is listed in the Token
Stack table (Suspect Packages, Flags, the Podume of Infinite Darkness
etc.) then no Tokens may be placed there at all. However, this other
item does not count against the number of Stacks that may coexist.


###
Not nice.

Proposal 770 - Loop the Loop [Multiple]

(2) Dollis Hill Loop (Automatic, Single Trap)
Special: If Game Time is after 2200 hours, a Player at Dollis Hill
may play the [Ongar Denial] Action. This destroys all Knid, Spoon and
Narg Clamps in play, removes the game from Knip if it is in Knip, and
ends the "Dollis Hill Loop" Game State. Ongar becomes a valid Special
Move destination for that Player, and may not be prevented by any means.

(3) Amersham-Aldwych Loop (Invoked, Unordered Multiple Trap)
Also, note that Aldwych is a Ghost Station, and may only be
entered with the [Ghosting] Special Move Action. If this is not
possible, a Player at Amersham must Pass.


###
Fine, but Ongar is a Ghost, too. Why treat Ongar and Aldwych differently?


Proposal 771 - Game into Boris... [Enactment]
* The bonus in Table 1.4.20 of 1 Black Token for remaining on the
same Line does not apply: instead, a bonus of 1 Black Token is given for
any Standard Move which does *not* remain on the same Line.

* The [Line Change] action has a cost of zero: instead, any move
which does not involve this Action incurs a penalty of 1 Black Token.


###
The simple reversal of the normal state.


Proposal 772 - Ladders Up and Down. [Multiple]
(1) If the ladder is Up at the start of a Player's Turn, then a
Standard Move to a Station with a Venbacker Number lower than eir
previous location is Invalid.


###
Lessening the burden. You don't have to climb up from the previous Player's
position, but only from your own.

A Player may perform the Action of [Ladder Reverse] to reverse the
Ladder, from Up to Down or from Down to Up.

###
Nice.

A Player may perform the Action of [Terminating Ladder] to end a
Venbacker Ladder Game State, provided e is situated at a Station with a
Venbacker Number below 21 or above 275.

###
Lessening the burden once again.
You can even terminate a Ladder Down from the top.


Proposal 773 - Humpty Dumpty Loop [Enactment]

A Humpty Dumpty Loop has the Trap Stations Kingsbury, Queensway,
Prince Regent, Earl's Court, Barons Court, Knightsbridge.

###
All the King's Men.


Proposal 774 - A Whiter Shade of Pale... [Multiple]

###
Introducing White Tokens and making Angel a bit dangerous. Blackfriars is,
of course, Angel's evil brother.


Proposal 775 - Return of the Son of the Revenge of the Clever Bear
[Amendment]

###
A multitude of rewards is nice, if it is administrable (that must be the
word).

Proposal 776 - Hatcheries [Action]


###
Oooops! Bayswater is not on Circle!
I might make [Recolouring] next week - to make Notting Hill Gate -
Bayswater - Paddington part of Central.


Proposal 777 - Lyttleton Announcement [Action]

###
Deletng all the Homes. Could make life quite interesting.
I had thought of resetting all the Game States with it, too, but decided not
to (though not for any good reason).

Proposal 778 - Fair Warning [Enactment]

###
Whazt does the Speaker say?

Proposal 779 - New, Clear Bomb [Amendment]

###
Nice.

Proposal 780 - Muzzling [Amendment]

###
Probably a good idea.

Proposal 781 - A Chip Off The Old Bock [Multiple]


###
Nice rewording.

* The Actioning Player is situated at a Station of the Bock colour,
which for the purpose of this rule is defined as a Station with
the colour string in its name (e.g. "Goldhawk Road" for Gold Bock).


###
ShoREDitch!! (I kind of like that)

Adjust the cost of "[<Token Colour> Bock]" to "-3 Bu, -1 <Token Colour>".


###
As said earlier, 3+1 are many. Possibly too many.


Proposal 782 - A Poor Second To Belgium [Action]


###
No Quadruple, Quintuple, Sextuple Helsinki?
Nice, still.


Proposal 783 - Fighting For Our Wealth [Enactment: Section 2.4]

In addition to Tokens received at the start of the Game, each Player
receives one Gold Token.

###
Probably a good idea.


Ole



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From <palnatoke@g...> Wed Jun 2 04:01:43 1999
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Riff wrote:
(quoting me)


:>How about getting Tokens for:
:>
:>1) the number of Lines at the Start Station, if it is an Interchange,
:>2) the number of Interchanges moved through, and
:>3) the number of Lines at the End Station, if it is an Interchange.
:>
:>This way, we can keep the Token Collection Table symmetric.
:
:
:Or, we could simply revert to the old version of the token collection
:table, which gave additional tokens for the higher numbers:
:
<snip>
:
:I was never sure why we stopped using it, anyway...
:


I guess it was because it gave additional Tokens for the _higher_ numbers.

Ole


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From kevan@d... Wed Jun 2 04:02:48 1999
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> >How about getting Tokens for:
> >
> >1) the number of Lines at the Start Station, if it is an Interchange,
> >2) the number of Interchanges moved through, and
> >3) the number of Lines at the End Station, if it is an Interchange.
> >
> >This way, we can keep the Token Collection Table symmetric.
> 
> Or, we could simply revert to the old version of the token collection
> table, which gave additional tokens for the higher numbers:

Not quite the same thing; Ole was proposing an alternative (and needlessly fiddly, unless I miss something) way of phrasing the "twice the Token bonus for the number of Lines at the End Station" suggestion from Jonathan, whereas the original Collection table merely gave ridiculous bonuses for passing through more than five Interchanges.

> I was never sure why we stopped using it, anyway...

Because people were getting ridiculous amounts of Tokens when travelling at high speeds; on top of the fact that a high LV is preferable anyway (more Stations available to Move to, greater number of routes to any given Station, more power when Shunting, etc.), this seemed too unfair. Focus should really be on the Station you manage to end up at, since ultimately it's that which matters more to the rest of the Game.

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From <palnatoke@g...> Wed Jun 2 04:05:48 1999
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Does BBC send ISIHAC? Or have they stopped?

Ole


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From: "Ole Andersen" <palnatoke@g...>
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Kevan wrote:
:
:Not quite the same thing; Ole was proposing an alternative (and needlessly
fiddly, unless I miss something) way of phrasing the "twice the Token bonus
for the number of Lines at the End Station" suggestion from Jonathan,
whereas the original Collection table merely gave ridiculous bonuses for
passing through more than five Interchanges.
:


You missed something. There are three differences:

1) If you are Shunted or otherwise transported between the end of your Move
and the beginning of your next Move, you'll get another result.

2) If you still are where you left off, your reward comes one Turn later.

3) There is only one table to memoris(z?)e:
1-nothing, 2-red, 3-black, 4-blue, 5-silver


Ole


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From kevan@d... Wed Jun 2 05:40:10 1999
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> :Not quite the same thing; Ole was proposing an alternative (and needlessly
> fiddly, unless I miss something) way [...]
> 
> You missed something. There are three differences:
> 
> 1) If you are Shunted or otherwise transported between the end of your Move
> and the beginning of your next Move, you'll get another result.
> 
> 2) If you still are where you left off, your reward comes one Turn later.

I suppose. This does little but strengthen Shunting, though, at the expense of making it take a while longer to calculate Token bonuses. Perhaps worth it, perhaps not, but either way I'm still against the idea of doubling Token bonuses for destinations; two Silvers for a Move to Kings Cross (whether split between two Turns or not), plus whatever else you can garner through the passing of Interchanges, just seems ludicrous.

> 3) There is only one table to memoris(z?)e:
> 1-nothing, 2-red, 3-black, 4-blue, 5-silver

I always misremember it as black/red/blue/silver, myself, since that seems the more logical increase in Token worth. Tish.

Kevan

--
kevan@d...
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From <DELLIS@u...> Wed Jun 2 05:47:17 1999
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Ole asked: 
> Does BBC send ISIHAC? Or have they stopped? 

They're still going - it's currently running on Radio 4 at 1830 BST on
Monday 
and on Sunday lunchtime (1200 BST or 1230 BST depending on the schedulers' 
mood). 

(BST is GMT+0100) 

-- 
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 <palnatoke@g...> Wed Jun 2 07:01:00 1999
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I have puzzled a bit with changing the metallic exchange rates.

The _proper_ thing would, of course, be 12 Bronze to one Silver, and 20
Silver to one Gold.

Some of the costs and bonuses would have to be changed, too.


Ole

Btw, I think Bz would be a better abbreviation for Bronze - I keep wondering
about those Brown Tokens.


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From kevan@d... Wed Jun 2 07:01:25 1999
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> Proposal 767 - Not at All Good for the Environment [Action]

Still as dodgy as the original, I suspect; spending five Tokens to take
a flight from one Heathrow to the other seems ridiculous, and even in a
Finsbury Option game, it seems too obscure to be useful. (Why not just
Wild?)

>Rule 1.7.x - Power-crazed Egotistical Entrepreneur

This is an excellent idea, which I've only a couple of misgivings about.
Firstly the cost - although the Golds mean that it's a fair enough route
to victory (making it free would just render it annoying were someone to
pull off a second-Turn Win), they make it quite pointless to use
otherwise - aside from victory, I really can't imagine any circumstance
where you'd want to use this (particularly when you can Wild to a
specific destination, or at least Charge Tunnel if you need a path to
somewhere distant). Two Golds on the off-chance you'll get where you
might need to be? Unappealing.

The idea of rolling dice mid-Move is quite suspect, also; what happens
if you change your mind about your Move before submitting it, but after
you've rolled the die? Such is indistinguishable from rolling the die,
seeing what you get, then changing your mind if it's bad.

Plus, actually (and this remains a problem with the existing dice
implementation), you can cheerfully replace any Turns which involve bad
die rolls, continually doing so until you get a number you like. A Bad
Thing.

A random Move does sound like an entertaining thing, though; I'd welcome
a more watertight reproposal of this one.

>Proposal 768 - Game States rewrite [Multiple]

Nicely tidying. The bit about "enough Game States should be deleted from
the start of the line to make room for it" is a bit scary, but I suppose
shouldn't ever really become an issue.

>Proposal 769 - Token Stacking [Amendment]

A necessary amendment, I think. But...

> * All Tokens spent on any particular Action must be placed on
>different Stacks. If there are not enough eligible Stacks available, the
>excess Tokens are destroyed.

Hmm. This means that you can't create new Stacks with expended Tokens...
There's probably a little too much ambiguity apropos of the difference
between "a Token Stack" and "the Tokens, if any, resting at a Station".

> If a Station contains another entity which is listed in the Token
>Stack table (Suspect Packages, Flags, the Podume of Infinite Darkness
>etc.) then no Tokens may be placed there at all. However, this other
>item does not count against the number of Stacks that may coexist.

I'm not sure if this is a good thing or not, really, since it's not
exhaustive - you can still drop a Flag on a Stack, Shunt the Podume
onto a Stack, and so forth.

>Proposal 770 - Loop the Loop [Multiple]

Quite a poor words-to-improvement ratio, as I read it. The return of
the dangerously fuzzy "Move eir Piece directly" unsettles me (is this
a replacement of the normal Move, or not?), the Invocation Actions
strike as superfluous (moving to a uniquely identified Station is
enough, I think), the DH loop is weakened (you can Escape for the
price of a Sidestep, without having to be at DH), the Morden Paradox
lacks a Trap Station and there's a casual and abusable "chosen at
random by the next Player".

On the plus side, this does clarify what happens if one Loop starts in
the middle of another, it fixes the Dollis Escape (at present you can
never get an LV of 10, because each Special Move to Dollis Hill zeroes
your LV), and makes Passing less of a free Sidestep, but this isn't
enough to save it, for me.

>Proposal 771 - Game into Boris... [Enactment]

This doesn't really fit the Morningtonia definition (perhaps we should
have a link to the Encyclopaedia from our Web page, actually?), but
seems fairly interesting nevertheless. I'm a bit hazy as to what happens
if I don't change Line but don't have any Black Tokens, and the denied
Passing leaves a bad taste, but otherwise it seems alright.

>Proposal 772 - Ladders Up and Down. [Multiple]

Reversing the direction and loosening the boundaries at either end is
nice, but I'm not sure why the rest of the rule has been so dramatically
reworded; making it dependent on one's last Move rather than the
previous Player's Move takes away much of the beauty of the thing.

>Proposal 774 - A Whiter Shade of Pale... [Multiple]

Even though this now gives us the five mana colours from Magic, which is
slightly amusing, I don't think it's a terribly worthwhile addition, at
least without some suggested White Actions, and a way to actually get
the things aside from Passing and Token Generating.

>Proposal 775 - Return of the Son of the Revenge of the Clever Bear [Amendment]

Very gentlemanly and "proper Crescent", I must say. Bravo.

>Proposal 776 - Hatcheries [Action]

A fine implementation of Hatching, and perhaps suitably expensive
(particularly in that you have to Hatch and *then* Cross-Hatch a Line,
to get it Cross-Hatched). I'm not quite sure what should happen to
someone who's caught at a Hatched Station, though... It's not part of
the Line any more, but are they able to Move to other Hatched Stations
on that Line? Puzzling.

>Proposal 777 - Lyttleton Announcement [Action]

Curious. Perhaps a little cheap, in that it forces every Player to make
their next Move a good distance from the Crescent (and is thus a very
strong Win-denial), and can make a mockery of Capture the Flag games,
but interestingly appealing all the same.

It could probably use amendment so that Home Stations are lost at the
end of the Turn, though, so that the Actioning Player can't "[Home:]"
immediately and get the best place.

>Proposal 778 - Fair Warning [Enactment]

Rather odd to give the Speaker more work, because some people are
forgetting to vote. This seems a rather convoluted way of doing it, too
- the Speaker of Thring just used to send out an automated "thirty-six
hours left, everyone" message to the list each week, which did the job
neatly enough. How easy would that be for you to implement, automated
or otherwise, Dunx?

Kevan

--
kevan@d...
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From riffraff@n... (RiffRaff) Wed Jun 2 10:39:52 1999
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>I have puzzled a bit with changing the metallic exchange rates.
>
>The _proper_ thing would, of course, be 12 Bronze to one Silver, and 20
>Silver to one Gold.

This was proposed at one point previously...

--Riff



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From <WayperP@p...> Wed Jun 2 14:46:38 1999
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On Wednesday, June 02, 1999 5:04 PM, riffraff@n...
[SMTP:riffraff@n...] wrote:
> Or, we could simply revert to the old version of the token collection
> table, which gave additional tokens for the higher numbers:
> I was never sure why we stopped using it, anyway...

Kevan repealed all the higher interchange bonuses because he apparently
doesn't like people going at high velocities. I think he doesn't like
people getting huge numbers of tokens in a turn. I can't really understand
why - I don't think it's been plain from what's gone on. *shrugs*
Difference of opinion, really.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Wed Jun 2 15:03:56 1999
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On Wednesday, June 02, 1999 8:30 PM, kevan@d...
[SMTP:kevan@d...] wrote:
> Not quite the same thing; Ole was proposing an alternative (and needlessly
> fiddly, unless I miss something) way of phrasing the "twice the Token
> bonus for the number of Lines at the End Station" suggestion from
> Jonathan, whereas the original Collection table merely gave ridiculous
> bonuses for passing through more than five Interchanges.

Not necessarily. Special moves would change where you claim the first token
bonus from.

> Because people were getting ridiculous amounts of Tokens when travelling
> at high speeds; on top of the fact that a high LV is preferable anyway
> (more Stations available to Move to, greater number of routes to any
> given Station, more power when Shunting, etc.), this seemed too unfair.
> Focus should really be on the Station you manage to end up at, since
> ultimately it's that which matters more to the rest of the Game.

As I said at the time, why not then limit the LV to six say? Reducing the
reasons people need for a high LV doesn't stop it being attractive. For
instance, you're never going to stop high LV giving more powerful shunts
unless you make another (constant shunt distance, say) system for Shunts -
which is going to be abused in its turn.

A high LV is always going to be an advantage. I think Jonathan's point of
view here is more useful - learn to deal with it in a game context rather
than getting out the Nomic Scalpel and changing it. There are always going
to be methods that are more useful; you just have to take that on board. I
agree with Kevan that you sometimes have to change the rules if something's
too powerful or too useless, but I think you may have a hair trigger on the
shotgun there Kevan :-)

Have fun as always,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <WayperP@p...> Wed Jun 2 15:11:43 1999
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On Wednesday, June 02, 1999 10:40 PM, kevan@d...
[SMTP:kevan@d...] wrote:
> > 3) There is only one table to memoris(z?)e:
> > 1-nothing, 2-red, 3-black, 4-blue, 5-silver

I do think that's a very good point there Ole.

> I always misremember it as black/red/blue/silver, myself, since that seems
> the more logical increase in Token worth. Tish.

Actually, I was thinking that we might go black/red/blue/green/silver. That
would make Green tokens marginally more available and would get them flowing
so to speak.

Even then, KCSP is still a prized station because of its proximity to MNCT
and multi-line access. Yes, two silvers might concievably be overpowered,
but I think this is something we can't judge until we've tried it out.
Certainly with an LV of five or more (which is achievable from a standing
start in two turns) you can pick up a Silver easily. This doesn't seem to
be ruining the game.

Interestingly, no-one's pointed out that the Recycling action basically
means actions with a Green token are effectively priced at "-2Re/Bk/Bu" plus
whatever their cost is. If we shot the Recycling action, people would have
a lot more difficulty with quite a few actions.

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
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From <WayperP@p...> Wed Jun 2 15:16:48 1999
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On Wednesday, June 02, 1999 10:51 PM, Ole Andersen
[SMTP:palnatoke@g...] wrote:
> The _proper_ thing would, of course, be 12 Bronze to one Silver, and 20
> Silver to one Gold.
> Some of the costs and bonuses would have to be changed, too.

You've basically answered yourself. In order to change the exchange rate
you'd have to make Gold's proportionally more difficult to get, which in
most cases would make it almost impossible to win (consider that that one
gold, worth 240 bronze, can be stolen away in one shunt). Or, if you go the
other way, people's Bronze column would be so cumbersome it would be almost
pointless.

The exchange rate that we've got works well enough, I suppose. Things like
this are a bit of a pity, but it makes more sense this way (I feel).

Lots of opinions today, eh?

Paul Wayper -- DPI ITS Computer Systems Officer
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From <palnatoke@g...> Wed Jun 2 15:46:26 1999
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From: "Ole Andersen" <palnatoke@g...>
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Kevan wrote:

:
:>Proposal 776 - Hatcheries [Action]
:
:A fine implementation of Hatching, and perhaps suitably expensive
:(particularly in that you have to Hatch and *then* Cross-Hatch a Line,
:to get it Cross-Hatched). I'm not quite sure what should happen to
:someone who's caught at a Hatched Station, though... It's not part of
:the Line any more, but are they able to Move to other Hatched Stations
:on that Line? Puzzling.
:

The Line Segment stops being a part of the Line, it doesn't disappear.
So a Move along a Hatched Line Segment is, basically, not a Same-Line Move.



:
:>Proposal 778 - Fair Warning [Enactment]
:
:Rather odd to give the Speaker more work, because some people are
:forgetting to vote. This seems a rather convoluted way of doing it, too
:- the Speaker of Thring just used to send out an automated "thirty-six
:hours left, everyone" message to the list each week, which did the job
:neatly enough. How easy would that be for you to implement, automated
:or otherwise, Dunx?
:


I think that _everybody_ on the list can do it.
Just define an 'Event' in the e-group you want to notify.



Ole


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From <jonathan@f...> Wed Jun 2 18:05:20 1999
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>>Proposal 768 - Game States rewrite [Multiple]
>
>Nicely tidying. The bit about "enough Game States should be deleted
from
>the start of the line to make room for it" is a bit scary, but I
suppose
>shouldn't ever really become an issue.


Well, it's exactly the same implementation as the Disruptions box...

>>Proposal 769 - Token Stacking [Amendment]
>A necessary amendment, I think. But...
>
>> * All Tokens spent on any particular Action must be placed on
>>different Stacks. If there are not enough eligible Stacks available,
the
>>excess Tokens are destroyed.
>
>Hmm. This means that you can't create new Stacks with expended
Tokens...
>There's probably a little too much ambiguity apropos of the difference
>between "a Token Stack" and "the Tokens, if any, resting at a Station".


The rules already say that Tokens expended to perform Actions must
be dropped on a Token Stack, so this does not actually change that at
all... already the implication is that one cannot create new Stacks with
expended Tokens. So the ambiguity exists already, and this does nothing
to make it worse. In any case, single Tokens are being placed on the
board anyway, presumably defined as being Stacks of one Token after the
placement... Of course, new Stacks cannot be created if the limit has
been reached.

>> If a Station contains another entity which is listed in the Token
>>Stack table (Suspect Packages, Flags, the Podume of Infinite Darkness
>>etc.) then no Tokens may be placed there at all. However, this other
>>item does not count against the number of Stacks that may coexist.
>
>I'm not sure if this is a good thing or not, really, since it's not
>exhaustive - you can still drop a Flag on a Stack, Shunt the Podume
>onto a Stack, and so forth.


Could do with a rewording, I suppose - to say that these items may also
not be placed on, or shunted to, stations containing Stacks unless the
Stack is shunted away (or perhaps double-shunted - at the moment,
double-shunting isn't allowed for Stacks, and my proposals to introduce
it have failed twice - probably because of all the peripherals involved
rather than the act itself.)

>>Proposal 770 - Loop the Loop [Multiple]
>
>Quite a poor words-to-improvement ratio, as I read it. The return of
>the dangerously fuzzy "Move eir Piece directly" unsettles me (is this
>a replacement of the normal Move, or not?)
Yes. It is, after all, considered a Special Move (as detailed just
two lines below), which does indeed happen in place of a normal Move.
However, it cannot be blocked by anything else (thus preventing the
paradox of being unable to play Dollis Hill when in Knid.)

> the Invocation Actions
>strike as superfluous (moving to a uniquely identified Station is
>enough, I think)
But this would mean, for instance, that certain Stations can never
be entered without Looping. This is clearly not the case with any
Station except Dollis Hill - plenty of Players in real MC go to Amersham
or Aldwych without starting A-A loops, or to Pimlico without starting
Loops, or indeed to Morden without invoking the Paradox. So it is
obvious that some Loops are started deliberately, and require some
additional Action as well as the Player's presence at the Station.
Therefore, there has to be some separate Action of [<looptype> Loop] for
starting that Loop.

> the DH loop is weakened (you can Escape for the
>price of a Sidestep, without having to be at DH),
You really don't like the idea of being able to get out of Dollis
Hill Loops without having actually been there, do you? But this is what
has been happening anyway - someone plays a "Dollis Sidestep" for 1
Silver to ignore the DH Loop, and as a result the Loop is considered
ended because the last non-Pass move is to somewhere other than DH. Thus
I have brought it under the heading of an Escape (which ends the Loop),
as opposed to a Sidestep (which now merely avoids it while keeping the
rest of the players in), but the end result is exactly the same - no
matter what you prefer to call it.

> the Morden Paradox
>lacks a Trap Station and there's a casual and abusable "chosen at
>random by the next Player".


Whoops. Bugfix coming up... Trap Station for the Morden Paradox is
of course Morden.
As for the "chosen at random by the next Player", this should only
apply to a Timeout - and is mainly meant to prevent Players passing or
timeouting to avoid being drawn into a Loop at all. Consider that the
chances of actually being forced into an Unordered Multiple-Trap Loop
are very slim anyway (considering that there is exactly one such Loop
contained in this Proposal), and any Player timeouting in such a
situation clearly has to be forced into the Loop somewhere or gain the
unfair advantage of being allowed to ignore it by passing - I can hardly
imagine Mrs Trellis trying something like that, but it's the sort of
thing that Ruttsborough or Stannard might try to get away with -
deliberately timing out in order to avoid going into the loop, and thus
remain outside for that one crucial extra turn. Hence the fact that the
next Player chooses the timeouting Player's destination...

>>Proposal 771 - Game into Boris... [Enactment]
>This doesn't really fit the Morningtonia definition (perhaps we should
>have a link to the Encyclopaedia from our Web page, actually?), but
>seems fairly interesting nevertheless. I'm a bit hazy as to what
happens
>if I don't change Line but don't have any Black Tokens, and the denied
>Passing leaves a bad taste, but otherwise it seems alright.


If you don't have any black tokens, you *have* to change Line or
the move is Invalid. If you can't change line, there is no valid Move
and as such you must Pass. But in Boris, the Pass is also denied -
however, a Special Move into a Dollis Hill Loop is permitted, and
enforced, instead (basically, this replaces the Pass, which otherwise
can be used as a forcing Action - for instance when Visiting, collecting
Pigeons, forging a PoID etc.)
Hence the nastiness of the condition, which is not obvious at
first: one has to change Line or lose a Black Token, but moves are
limited to short distances (the restriction on LV) which implies
comparatively less chance of being able to change Line in that
distance...
...and the real nastiness of it is that, if a DH loop does start,
there is no way of being able to get to an LV of 10. It is still
possible for Players to cooperate to give one player 10 tokens of the
same colour, (enough for a Bonanza), gain 1 Gold, split to 2 Silvers,
pay one Silver for the Escape and move past Wembley Park (thus changing
Line, legally.) But DH Loops will be much harder to get out of in Boris,
and much easier to get into... Yes, I've thought very carefully about
just how evil I can get with this condition. The idea being that one has
to tread very carefully to avoid total disaster, and the player cannot
simply avoid the dilemma by Passing because that triggers off the Dollis
Hill trap which is suddenly much more deadly. Thus, about as close to
the EM definition as I could get.
And a little bit of MC history I dug up recently: nobody knows who
it was that was first caught on a Line during a Power Failure with the
game in what is now known as "Boris" - but when Mrs Trellis used the
tactic on the Piccadilly in the '84 final for her revenge against
Baryshnikov, the Russian was trapped at Russell Square with nowhere to
go (not even to change Line since Russell Square is not an interchange)
except Dollis Hill, and the now-infamous "Bloomsbury Boris Bomb" was
born. A little snippet of info which surprised me when I discovered it,
as the BBB is now a tactic so beloved of Ruttsborough-style players, but
it is in fact a Trellis invention.

>>Proposal 772 - Ladders Up and Down. [Multiple]
>
>Reversing the direction and loosening the boundaries at either end is
>nice, but I'm not sure why the rest of the rule has been so
dramatically
>reworded; making it dependent on one's last Move rather than the
>previous Player's Move takes away much of the beauty of the thing.


I must admit I hadn't noticed that distinction. Whoops.
(On the other hand, this makes it a little more like Charge Spirals
where each move is dependent on the Player's previous Charge rather than
the previous Player's current Charge. I nicked the wording from there,
not noticing the subtle change of meaning... it can always be amended
back next week, but I don't think a little thing like that is worth
losing the chance to climb down or reverse the Ladder for.)

>>Proposal 774 - A Whiter Shade of Pale... [Multiple]
>
>Even though this now gives us the five mana colours from Magic, which
is
>slightly amusing, I don't think it's a terribly worthwhile addition, at
>least without some suggested White Actions, and a way to actually get
>the things aside from Passing and Token Generating.

I agree (for once :-)

>>Proposal 777 - Lyttleton Announcement [Action]
>
>Curious. Perhaps a little cheap, in that it forces every Player to make
>their next Move a good distance from the Crescent (and is thus a very
>strong Win-denial), and can make a mockery of Capture the Flag games,
>but interestingly appealing all the same.
>
>It could probably use amendment so that Home Stations are lost at the
>end of the Turn, though, so that the Actioning Player can't "[Home:]"
>immediately and get the best place.


If it's a Post-Move Action, there isn't a problem except with
Capture the Flag (from which this Rule should be specifically
disallowed.)

Jonathan.



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From Dunx <dunx@l...> Wed Jun 2 23:04:22 1999
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The following updates to Proposals have been received. The modified versions
are for voting on in Week 8.

The Proposals modified are: 767, 769, 770, 771, 772, 774, 777.

-----------------------------------------------------------------------------

Proposal 767 - Not at All Good for the Environment [Action]


New
Rule 1.7.x - Not at All Good for the Environment


A Player may perform a Pre-Move Action of "[Taxiplane to <Station>]",
where <Station> is defined as an Airport Interchange, provided e is
at an Airport Interchange.


When a Player performs the Action "[Taxiplane to <Station>]", eir LV is
set to zero, and a Special Move to <Station> is allowed.


New
Rule 1.7.x - Power-crazed Egotistical Entrepreneur


A Player may perform a Post-Move Action of "[Bransoning]", provided e is
at an Airport Interchange.


When a Player performs the Action "[Bransoning]", eir LV is
set to zero, and e must roll a 295-sided die. The next Actioning Player
must then look up the rolled number in the Venbacker Table. The
Bransoning Player is deemed to have ended eir Turn at the Station
indicated by the roll.
This Special Move is always allowed.



Insert in Action Table
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Taxiplane to <Station>] Pre 1.7.x -2 Gr -1 Bk
[Bransoning] Post 1.7.x -1 Go -2 Gr -1 Bk



{Comment:
Halved the prices and cleaned Bransoning a bit.
}

-----------------------------------------------------------------------------

Proposal 769 - Token Stacking [Amendment]

- Remove, if it exists, the bullet point in Rule 4.1.19 which
states that "all Tokens for a particular action must be placed on the
same Stack."



- Add the following bullet point to Rule 1.4.19:


* All Tokens spent on any particular Action must be placed on
different Stacks. If there are not enough eligible Stacks available, the
excess Tokens are destroyed.


- Amend the final paragraph of Rule 1.14.3 to read as follows:


There may be no more than three Stacks in each Quadrant, and no Token


Stack may contain more than six Tokens: if a Token is dropped on a Stack
containing six tokens, the bottom Token of that Stack is destroyed to
make room for it.



If a Station contains another entity which is listed in the Token
Stack table (Suspect Packages, Flags, the Podume of Infinite Darkness
etc.) then no Tokens may be placed there at all. However, this other
item does not count against the number of Stacks that may coexist.


Also, no non-Token entity except a Player's Piece may be placed on a
Station containing a Token Stack, or Shunted to such a Station unless
the Token Stack is Shunted (or Double-Shunted) away first.


- Amend the second-to-last paragraph (i.e. the one before the given
example) of Rule 1.10.1 so that its final sentence reads:
Token Stacks may not be Shunted to any Station containing another
Token Stack unless a Double Shunt is played.

-----------------------------------------------------------------------------
Proposal 770 - Loop the Loop [Multiple]


- Repeal Rules 1.8.1 and 1.8.6.


- New Rule 1.8.1 (Loop the Loop):


The Game may be in a "Loop" State, which should be detailed in the
Game States section as "Loop:<loop>" where <loop> is the type of Loop.
Only one Loop State may exist at once: if the game is placed into more
than one Loop, then the most recent Loop continues, and all other Loops
are ended.


For each Loop, the following must be defined:


* A Loop Type: either "Automatic" or "Invoked".


* One or more Trap Stations: moving to one of these may start the
Loop automatically (in the case of an Automatic Loop) or if the moving
Player plays the [<loop> Loop] Action (in the case of an Invoked Loop).
If there is more than one Trap Station, they may be Sequential (the
stations must be played in a pre-set order) or Unordered (the Player may
move to any of the Trap Stations of that particular Loop, with the
provision that e may only stay at the same Station if e plays a move of
Pass.)


* A [<loop> Loop] Action to begin Invoked Loops, together with the
cost and conditions of that Action.


* A [<loop> Escape] Action to allow the Player of this Action to
end the "Loop" Game State, together with the cost and conditions of that
Action.


* (Optional) A [<loop> Sidestep] Action to allow the Player of this
Action to ignore the Loop while leaving the "Loop" Game State still in
force for other Players. Also, the cost and conditions of that Action.


* (Optional) Any other special features pertaining to that Loop.


When a Game is in a Loop State, the Player whose Turn it is *must* do
one of the following things:



* Make a Standard Move to the Trap Station (or one of them: the
next in sequence, should the loop be Multiple and Sequential) if such a
Move would normally be possible, depending on LV and any other
conditions of play.


* Make a Special Move directly to the Trap Station (or one of them:
the
next in sequence, should the loop be Multiple and Sequential.) A Special
Move to a Trap Station of a Loop which is currently in play is always
valid, and may not be prevented in any way by any Actions or conditions
which prevent Special Moves, and LV is only set to zero if the Player's
previous location was a non-Trap Station.


* Play a [<loop> Sidestep] Action. E may then move as normal for
eir Turn, but the Loop State remains for future players. If three
consecutive players (discounting Passes) play Sidestep Actions, the Loop
State is ended immediately.


* Play a [<loop> Escape] Action. The Loop State is ended, and e may
move eir Piece as normal.


* Pass or Timeout: eir Piece is immediately moved to a Loop Trap
station (or one of them, if there are more than one, and in the correct
order if the Loop is Sequential.) In the case of a Timeout, the Player
calling the Timeout has the responsibility of stating the destination of
the Timeouted Player according to the above restrictions.


The following types of Loop are recognised:


(1) Standard Holding Loop. (Invoked, Single Trap)
Trap Station: As chosen by the [Looping] Actioning Player.
Entry Action: [Loop the Loop] - cost=2 Blue.
Sidestep Action: [Loop Sidestep] Cost=2 Black
Escape Action: [Loop Escape] Cost=1 Blue if at the Trap Station, 2
Blue otherwise.


(2) Dollis Hill Loop (Automatic, Single Trap)
Trap Station: Dollis Hill
Entry Action: Any move which leaves the moving Player at Dollis
Hill at the end of eir Turn.
Sidestep Action: none.
Escape Action: [Dollis Escape] Cost:1 Silver unless the Actioning
Player has an LV of 10 or greater.
Special: If Game Time is after 2200 hours, a Player at Dollis Hill
may play the [Ongar Denial] Action. This destroys all Knid, Spoon and
Narg Clamps in play, removes the game from Knip if it is in Knip, and
ends the "Dollis Hill Loop" Game State. Ongar becomes a valid Special
Move destination for that Player, and may not be prevented by any means.
It should be noted that, although Ongar is a Ghost Station, the Ongar
Denial is considered to include the [Ghosting] Action implicitly: that
Action need not be played separately from the Ongar Denial.


(3) Amersham-Aldwych Loop (Invoked, Unordered Multiple Trap)
Trap Stations: Amersham, Aldwych.
Entry Action: [A-A Loop] - cost 1 Red, 1 Blue Tokens
Sidestep Action: [A-A Sidestep] - cost 1 Green, 1 Blue Token.
Escape Action: [A-A Escape] - cost 1 Green, 1 Blue if performed at
Amersham or Aldwych *and* LV is 10 or greater, 2 Green and 2 Blue
otherwise.
Special: Each Player enters the Loop at either Station, but on any
future Looped turns must either move to the other Station or play a
Pass. Also, note that Aldwych is a Ghost Station, and may only be
entered with the [Ghosting] Special Move Action. If this is not
possible, a Player at Amersham must Pass.


(4) Morden Paradox (Invoked, Single Trap)


Trap Station: Morden
Entry Action: [Using the Morden Paradox Gambit]. This starts the
loop automatically.
Sidestep Action: [Paradox Sidestep], cost 3 Black
Escape Action: [Paradox Escape], cost 3 Black if performed at
Morden, 6 Black otherwise.


- Delete the Pimlico Loop rule if it has passed.


- Delete the [Dollis Escape] and [Dollis Sidestep] Actions from the
Action Table, and replace with the following:
[<loop> Loop] Post-Move, cost varies.
[<loop> Sidestep] Pre-Move, cost varies.
[<loop> Escape] Pre-Move, cost varies.
[Ongar Denial] Pre-Move, cost 2 Black and 1 Blue

-----------------------------------------------------------------------------

Proposal 771 - Game into Boris... [Enactment]

Rule 1.8.x
The Game shall have a State known as "Boris", which it is either In
or Out of: at the start of the game it is Out of Boris, which is
considered the default. If the game is In Boris, this should be noted in
the GSD Game States section as "Boris".


A Player may play the [Into Boris] or [Out of Boris] Action on eir
Turn, changing the Boris state accordingly.


When a Game is in Boris, the following conditions apply:


* The bonus in Table 1.4.20 of 1 Black Token for remaining on the
same Line does not apply: instead, a bonus of 1 Black Token is given for
any Standard Move which does *not* remain on the same Line.


* The [Line Change] action has a cost of zero: instead, any Standard
Move
which does not involve this Action incurs a penalty of 1 Black Token. If
the Player has no Black Tokens, any Standard Move which does not involve
a change of Line is invalid.


* LV is limited to four less than the usual maximum (i.e. normally
6), and may only be adjusted by up to two points each turn.


* No Player may perform any Post-Move Action which changes the
location of eir Piece.


* No Player may make a move of "Pass". If there exist any conditions
which enforce a move of "Pass", the Player must instead make a Special
Move (which cannot be prevented by any means) to Dollis Hill instead.
Similarly, Timeouted Players are moved automatically to Dollis Hill. A
Dollis Hill Loop state is begun in either case.


New Actions for the Action Table:
[Into Boris] Neutral, 1.8.x, cost 2 Re 2 Bu
[Out of Boris] Neutral, 1.8.x, cost 2 Gr 2 Bl.

-----------------------------------------------------------------------------

Proposal 772 - Ladders Up and Down. [Multiple]


Delete the text of the "Venbacker Ladder" Rule and replace with the
following:


A Player may perform the Action of [Venbacker Ladder: <x>] where <x>
is either Up or Down, to bring the Game into a State of Venbacker
Ladder - this is noted in the Game States section as "Ladder Up" or
"Ladder Down".


While a Venbacker Ladder is in effect, the following applies:
(1) If the ladder is Up at the start of a Player's Turn, then a
Standard Move to a Station with a Venbacker Number lower than that of
the
previous Player's location is Invalid.
(2) If the ladder is Down at the start of a Player's Turn, then a
Standard Move to a Station with a Venbacker Number higher than the
previous Player's location is Invalid.


A Player may perform the Action of [Ladder Sidestep] to ignore the
Ladder for one Turn: it remains in effect for other Players.


A Player may perform the Action of [Ladder Reverse] to reverse the
Ladder, from Up to Down or from Down to Up.


A Player may perform the Action of [Terminating Ladder] to end a
Venbacker Ladder Game State, provided e is situated at a Station with a
Venbacker Number below 21 (if the Ladder is Down) or above 275 (if it is
Up.)


------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------


[Venbacker Ladder Up/Down] Post 1.8.x -2 Bu
[Ladder Sidestep] Pre 1.8.x -3 Bk
[Ladder Reverse] Neut 1.8.x -1 Bu -1 Bk
[Terminating Ladder] Post 1.8.x

-----------------------------------------------------------------------------

Proposal 774 - A Whiter Shade of Pale... [Multiple]


Amend
Rule 1.4.1 - Token Gesture


In the Game of Mornington Crescent, there exist a number of differently
coloured Tokens, which can be carried by Players and piled in Stacks on
Stations. Tokens are created and lost as the Game progresses, and all
are listed on the Game State Document.


There are eight colours of Token - three Metallic (Gold, Silver and
Bronze) and five Plastic (Black, Blue, Green, Red and White).


Tokens may be awarded for certain Moves and Actions within the game,
and must be expended to perform particular Actions.


The Token Cost of any Action shall, where applicable, reflect the
nature of the Action and the extent of its effect. The nature of
the Action shall be reflected in the colour of Token required and
the extent shall be reflected in the number of Tokens required. The
type of Actions the different Token Colours should apply to shall
be as follows:


* Black : Move Actions (those which only affect the position or
movement of the Actioning Player's Piece)


* Blue : Indirectly Aggressive Actions (those which may indirectly
affect the movement or status of another Player's Piece)


* Green : Neutral Actions (those which have no immediate effect on
any Piece's position, such as declarations)


* Red : Aggressive Actions (those which directly affect the
position, status or ability to Move of another Player)


* White : Defensive Actions (those which protect the Actioning
Player)


* Bronze : 'Purchasing' Actions (those relating to the acquisition of
Gold Tokens and Possessions)


* Silver / Gold : Special Actions (ones which should only be allowed to be
used infrequently, thus cost more)



New
Rule 1.4.x - With or Without Sulfo


If a Token is Shunted (or moved by similar means) to Angel, the Token
turns White.
If a White Token is Shunted (or moved by similar means) to Blackfriars,
the Token turns Black.



Amend lines in 1.7.2:
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Collection Plate] Neut 1.11.7 -1 Si +1 Wh
[Collecting Tithe] Neut 1.7.31 -1 Wh
[Cowering] Post 1.7.x -1 Wh
[Soap on (<Line>)] Pre 1.9.x -2 Wh


Amend Lost & Found-table in 1.7.53:



+-------+-----------------+---------------------------------+
| Roll | Item found | Special/Qualities |
+-------------------------+---------------------------------+
| 1-43 | Nothing | |
| 44-51 | <special> | Accused of Theft # |
| 52-53 | Package | Suspect, dropped |
| 54 | Velocity Bomb | |
| 55 | Zone 1 Pass | * |
| 56 | Zone 2 Pass | * |
| 57 | Zone 3 Pass | * |
| 58-59 | Spectacles | Garment |
| 60-61 | Scarf | Garment, Woolen |
| 62 | Glove | Garment, Right Hand |
| 63-64 | Glove | Garment, Left Hand |
| 65 | Gloves | Garment, Pair |
| 66 | Money Belt | Empty, Garment* |
| 67 | Casiotone | Musical |
| 68 | Drum | Musical |
| 69 | Guitar | Musical |
| 70 | Harmonica | Small, Musical |
| 71 | Saxophone | Musical |
| 72 | Violin | Musical |
| 73 | Piano | Musical, Too Big |
| 74 | A-Z Hat | Hat* |
| 75 | BR Hat | Hat* |
| 76 | Compass Hat | Hat* |
| 77 | Terminus Hat | Hat* |
| 78 | Verdant Hat | Hat* |
| 79 | Hard Hat | Hat* |
| 80 | Silly Hat | Hat* |
| 81 | Book | Papery |
| 82-83 | Newspaper | Yesterday's, Papery |
| 84 | Newspaper | Today's, Papery |
| 85 | Tokens | 2 Black |
| 86 | Tokens | 2 Blue |
| 87 | Tokens | 2 Red |
| 88 | Tokens | 2 Green |
| 89 | Tokens | 2 White |
| 90 | Token | 1 Bronze |
| 91 | Token | 1 Silver |
| 92 | Token | 1 Gold |
| >92 | <special> | First item in Lost & Found Box |
+-------+-----------------+---------------------------------+
*) If the Player already possesses the found item, nothing is found.
#) The Player is immediately moved to Tower Hill and loses one
Bronze Token, if e has any.


{Comment:
Redefined the White role.
Added a couple of ways of getting White Tokens, and a couple of
ways of getting rid of them.}

-----------------------------------------------------------------------------

Proposal 774 - A Whiter Shade of Pale... [Multiple]


Amend
Rule 1.4.1 - Token Gesture


In the Game of Mornington Crescent, there exist a number of differently
coloured Tokens, which can be carried by Players and piled in Stacks on
Stations. Tokens are created and lost as the Game progresses, and all
are listed on the Game State Document.


There are eight colours of Token - three Metallic (Gold, Silver and
Bronze) and five Plastic (Black, Blue, Green, Red and White).


Tokens may be awarded for certain Moves and Actions within the game,
and must be expended to perform particular Actions.


The Token Cost of any Action shall, where applicable, reflect the
nature of the Action and the extent of its effect. The nature of
the Action shall be reflected in the colour of Token required and
the extent shall be reflected in the number of Tokens required. The
type of Actions the different Token Colours should apply to shall
be as follows:


* Black : Move Actions (those which only affect the position or
movement of the Actioning Player's Piece)


* Blue : Indirectly Aggressive Actions (those which may indirectly
affect the movement or status of another Player's Piece)


* Green : Neutral Actions (those which have no immediate effect on
any Piece's position, such as declarations)


* Red : Aggressive Actions (those which directly affect the
position, status or ability to Move of another Player)


* White : Defensive Actions (those which protect the Actioning
Player)


* Bronze : 'Purchasing' Actions (those relating to the acquisition of
Gold Tokens and Possessions)


* Silver / Gold : Special Actions (ones which should only be allowed to be
used infrequently, thus cost more)



New
Rule 1.4.x - With or Without Sulfo


If a Token is Shunted (or moved by similar means) to Angel, the Token
turns White.
If a White Token is Shunted (or moved by similar means) to Blackfriars,
the Token turns Black.



Amend lines in 1.7.2:
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Collection Plate] Neut 1.11.7 -1 Si +1 Wh
[Collecting Tithe] Neut 1.7.31 -1 Wh
[Cowering] Post 1.7.x -1 Wh
[Soap on (<Line>)] Pre 1.9.x -2 Wh


Amend Lost & Found-table in 1.7.53:



+-------+-----------------+---------------------------------+
| Roll | Item found | Special/Qualities |
+-------------------------+---------------------------------+
| 1-43 | Nothing | |
| 44-51 | <special> | Accused of Theft # |
| 52-53 | Package | Suspect, dropped |
| 54 | Velocity Bomb | |
| 55 | Zone 1 Pass | * |
| 56 | Zone 2 Pass | * |
| 57 | Zone 3 Pass | * |
| 58-59 | Spectacles | Garment |
| 60-61 | Scarf | Garment, Woolen |
| 62 | Glove | Garment, Right Hand |
| 63-64 | Glove | Garment, Left Hand |
| 65 | Gloves | Garment, Pair |
| 66 | Money Belt | Empty, Garment* |
| 67 | Casiotone | Musical |
| 68 | Drum | Musical |
| 69 | Guitar | Musical |
| 70 | Harmonica | Small, Musical |
| 71 | Saxophone | Musical |
| 72 | Violin | Musical |
| 73 | Piano | Musical, Too Big |
| 74 | A-Z Hat | Hat* |
| 75 | BR Hat | Hat* |
| 76 | Compass Hat | Hat* |
| 77 | Terminus Hat | Hat* |
| 78 | Verdant Hat | Hat* |
| 79 | Hard Hat | Hat* |
| 80 | Silly Hat | Hat* |
| 81 | Book | Papery |
| 82-83 | Newspaper | Yesterday's, Papery |
| 84 | Newspaper | Today's, Papery |
| 85 | Tokens | 2 Black |
| 86 | Tokens | 2 Blue |
| 87 | Tokens | 2 Red |
| 88 | Tokens | 2 Green |
| 89 | Tokens | 2 White |
| 90 | Token | 1 Bronze |
| 91 | Token | 1 Silver |
| 92 | Token | 1 Gold |
| >92 | <special> | First item in Lost & Found Box |
+-------+-----------------+---------------------------------+
*) If the Player already possesses the found item, nothing is found.
#) The Player is immediately moved to Tower Hill and loses one
Bronze Token, if e has any.


{Comment:
Redefined the White role.
Added a couple of ways of getting White Tokens, and a couple of
ways of getting rid of them.}

-----------------------------------------------------------------------------

Proposal 777 - Lyttleton Announcement [Action]


Rule 1.7.x - Lyttleton Announcement


A Player may perform the Neutral Action of "[Lyttleton Announcement]".
When a Lyttleton Announcement is made, all Players lose eir Home
Stations at the end of the Turn.



------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Lyttleton Announcement] Neut 1.7.x 50 -1 Go

-----------------------------------------------------------------------------


------------------------------------------------------------------------

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From <DELLIS@u...> Thu Jun 3 00:44:24 1999
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Date: 03 Jun 99 08:43:34 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-516-dellis=uk.oracle.com@returns.egroups.com's message of 02-Jun-99 19:42
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>>I have puzzled a bit with changing the metallic exchange rates. 
>> 
>>The _proper_ thing would, of course, be 12 Bronze to one Silver, and 20 
>>Silver to one Gold. 

>This was proposed at one point previously... 

Never formally proposed, in the end - I was going to change the names to 
pounds, shillings and pence also. Kevan talked me down. 

The reason is that, as Paul has pointed out, the economics would completely 
change since the relative values of the metals are so wildly different. 

We might be able to get away with it if we introduced a sub-Bronze token, 
something like a Pewter, and treated Bronze as the shilling equivalent.
Silver 
would then be closer to the old crown (ten shillings, or half a pound). 

I'd rather try this in a Special Ruleset to see if it works first, though. 

-- 
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 kevan@d... Thu Jun 3 01:33:16 1999
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> > Or, we could simply revert to the old version of the token collection
> > table, which gave additional tokens for the higher numbers:
> > I was never sure why we stopped using it, anyway...
> 
> Kevan repealed all the higher interchange bonuses

...and at least half of you agreed with me enough to vote FOR, of
course...

> because he apparently
> doesn't like people going at high velocities. I think he doesn't like
> people getting huge numbers of tokens in a turn.

Well, as commented in other messages, a high LV is such a good thing
already that it seems unfair to give further reward for it - not to
discourage high velocities, merely to stop them giving Players a huge
advantage over their slower neighbours. 

As for people getting huge numbers of Tokens in a single Turn; this is
also something of an issue, although it wasn't the main thrust of my
repeal. Gaining a large number Tokens per Turn means that you can
perform a large number of Actions per Turn; if *everyone* can perform
that many Actions then it just makes the game more intense and
short-lived (fine, I suppose, for Ruttsborough, but not really the other
variants), but since only the faster Players get the bonus, it makes
them more likely to maintain their lead. 

>I can't really understand why - I don't think it's been plain from
>what's gone on. 

Didn't we discover that the large Token bonuses became quite unbalancing,
during the week or two that we were using them? Memory fails me.

Die young,

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From kevan@d... Thu Jun 3 02:09:31 1999
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> > Not quite the same thing; Ole was proposing an alternative (and needlessly
> > fiddly, unless I miss something) way of phrasing the "twice the Token
> > bonus for the number of Lines at the End Station" suggestion from
> > Jonathan, whereas the original Collection table merely gave ridiculous
> > bonuses for passing through more than five Interchanges.
> 
> Not necessarily. Special moves would change where you claim the first token
> bonus from.

Well, Straddling and Compass Tricks. You'd still "end your Move" at
whichever Station, with a normal Special Move.

> As I said at the time, why not then limit the LV to six say? Reducing the
> reasons people need for a high LV doesn't stop it being attractive.

Reducing its benefits doesn't affect its attractiveness? Um?

I just don't want high LV to become a necessary thing for victory, is
all; if the Players who rush around Zone 1 with high LVs always end up
in a *far* better position than those who try other tactics, then the
Game's going to get rather stale and tedious.

> A high LV is always going to be an advantage. I think Jonathan's point of
> view here is more useful - learn to deal with it in a game context rather
> than getting out the Nomic Scalpel and changing it.

Jonathan's suggestion (which used, unless I miss your gist, a perfectly
sharp Nomic Scalpel) was to make a high LV less powerful by giving greater
reward for final destinations; this is one way to take the emphasis off of
speed, but I suspect it may result in too many Tokens being thrown around.

> I agree with Kevan that you sometimes have to change the rules if
> something's too powerful or too useless, but I think you may have a hair
> trigger on the shotgun there Kevan :-)

[shrugs] I normally only take aim and mention that I'm targetting something,
to see if people leap in front of it or blast the thing to oblivion by
themselves; I've not proposed any changes to anything yet. A single shotgun
can rarely achieve much in a Nomic, in any case.

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From <jonathan@f...> Thu Jun 3 03:36:27 1999
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>Jonathan's suggestion (which used, unless I miss your gist, a perfectly
>sharp Nomic Scalpel) was to make a high LV less powerful by giving
greater
>reward for final destinations; this is one way to take the emphasis off
of
>speed, but I suspect it may result in too many Tokens being thrown
around.


Too many by whose definition? Some of us are of the opinion that
certain kinds of Plastic Token in particular are not numerous enough in
the game, though I do believe that Silvers should be rare, and so should
Golds (hence my distaste for the Gold Rush which creates an entire stack
of them at once.)
This relates to another private bugbear of mine: why should Silver
Tokens be available from moves? Especially now that we have another kind
of Plastic Token. If the simple change were made, changing the "Silver"
reward to a "Green" for passing through five interchanges or landing on
a five-line interchange, then one could quite happily double the reward
for the Station landed on and gain up to three Plastic Tokens per Turn -
and without the problem that was mentioned earlier, of being able to get
two or three Silver Tokens on one go for landing on Kings Cross (in
particular) or Baker Street. Two Greens might not be so much what was
desired, and gaining three plastic tokens per turn seems a little more
conducive to strategy than two: no longer a case of "oh, this is the
only Action I can play", more a case of "right, *which* Action shall I
play?"
Moving about the centre of the board would then do no more than
change the likely colour of the Plastic Token being picked up, not
particularly increasing the likelihood of a Player getting a valuable
Silver. And the destination would become more important than the length
of the move, making high LVs slightly less important while still leaving
them desirable for certain things.

Jonathan.



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From kevan@d... Thu Jun 3 05:05:01 1999
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>Too many by whose definition? Some of us are of the opinion that certain
>kinds of Plastic Token in particular are not numerous enough in the
>game, though I do believe that Silvers should be rare, and so should
>Golds (hence my distaste for the Gold Rush which creates an entire stack
>of them at once.) 

Well, much of this is mere opinion and personal taste, of course. I
think Silvers should be attainable, albeit rarely (there are, after all,
only a couple of Stations which grant them), and am continually
surprised when people complain about Greens "not being available enough"
and start adding other ways to get them. The idea that Greens can only
be created by recycling other Tokens is quite, quite elegant, entirely
befitting their "indifferent catalyst" status, and the idea of gaining
them any other way just seems to be missing the (and I presume Dunx's
original, rather than just my interpretative) point.

>This relates to another private bugbear of mine: why should Silver
>Tokens be available from moves? Especially now that we have another kind
>of Plastic Token. If the simple change were made, changing the "Silver"
>reward to a "Green" for passing through five interchanges or landing on
>a five-line interchange,

A mere Green, for all that effort? Even if Recycling were repealed to
make Greens rarer, the fact that they're used for potentially useless
Actions such as Wilding and Gold Rushing means that they're arguably
less precious than Reds or Blacks. Limiting Silvers to (presumably
your intent) Manoeuvres and Stacks would make them too difficult to
obtain, I suspect.

>gaining three plastic tokens per turn seems a little more
>conducive to strategy than two: no longer a case of "oh, this is the
>only Action I can play", more a case of "right, *which* Action shall I
>play?" 

Reasonable argument were Tokens distributed at random, but they're
not; I should hope it was more a case of "Where can I get a third Blue
from?" than "Oh, look, three Blues; which Action shall I play?"

Kevan

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From kevan@d... Thu Jun 3 06:10:49 1999
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Hmm. Egroups' "Reply" button seems to be broken...

> Actually, I was thinking that we might go black/red/blue/green/silver.
> That would make Green tokens marginally more available and would get
> them flowing so to speak.

Hmm. Is "available to anyone who has any Tokens" somehow not available
enough, then? I think the recent tweak to Recycling (that you can
Recycle a number of Tokens at once) should get Greens into heavier
circulation; there's really no need to have any other way of getting
them, so far as I can see.

>Interestingly, no-one's pointed out that the Recycling action basically
>means actions with a Green token are effectively priced at "-2Re/Bk/Bu"
>plus whatever their cost is.

"-1 any", actually, in light of various amendments. I thought this
equivalent costing was pretty much the original point of Green Tokens,
though, myself.

Although the fact you can now generate as many Greens as you need means
that all the Green Actions might as well just say "-X any", since most
people will only bother Recycling immediately before spending the
Greens. Hmm. Maybe that one-per-Turn maximum wasn't such a bad thing
after all.

>If we shot the Recycling action, people would have a lot more difficulty
>with quite a few actions. 

Well, yes. Isn't that the point of Green Tokens?

Kevan

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From <palnatoke@g...> Thu Jun 3 07:36:48 1999
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Kevan, you seem to forget Green Bock.

If greens are only available through Actions, Green Bock is even more
deadly.

Ole


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From kevan@d... Thu Jun 3 08:42:32 1999
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>Kevan, you seem to forget Green Bock. 
>
>If greens are only available through Actions, Green Bock is even more deadly.

More a case of Bock being questionable, rather than Green Tokens, I think;
Gold Tokens are also only available through Actions, after all. The "Chip
Off The Old Bock" Proposal allows Token Exchange Actions to be performed
without extra cost during Bock, anyway, so this won't be an issue if the
Proposal goes through.

Kevan

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From <WayperP@p...> Thu Jun 3 15:53:06 1999
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From: "Wayper, Paul" <WayperP@p...>
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On Thursday, June 03, 1999 6:33 PM, kevan@d...
[SMTP:kevan@d...] wrote:
> > > Or, we could simply revert to the old version of the token collection
> > > table, which gave additional tokens for the higher numbers:
> > > I was never sure why we stopped using it, anyway...
> > 
> > Kevan repealed all the higher interchange bonuses
> 
> ...and at least half of you agreed with me enough to vote FOR, of
> course...

Sorry, Kevan - didn't mean to sound like I was accusing you or anything.
Just trying to be informative. You're absolutely right (although I didn't
vote for it. I think it was one of those weeks where I forgot to vote or
something).

> Well, as commented in other messages, a high LV is such a good thing
> already that it seems unfair to give further reward for it - not to
> discourage high velocities, merely to stop them giving Players a huge
> advantage over their slower neighbours. 
> 
> As for people getting huge numbers of Tokens in a single Turn; this is
> also something of an issue, although it wasn't the main thrust of my
> repeal. Gaining a large number Tokens per Turn means that you can
> perform a large number of Actions per Turn; if *everyone* can perform
> that many Actions then it just makes the game more intense and
> short-lived (fine, I suppose, for Ruttsborough, but not really the other
> variants), but since only the faster Players get the bonus, it makes
> them more likely to maintain their lead. 

True. This is why I thought it was a good idea to bring in timed moves - so
that people who make longer moves naturally get to make fewer Actions
(without spending a blue to extend their move). But this was shot down - I
think because people didn't like the fact that you had to pay on a sliding
scale for moving.

With this discussion in mind, would people accept a proposal to make more
complex Moves take more time? The "velocity = more distance in same time"
argument doesn't hold too much water in my opinion - LV is a convenient term
not a hard and fast rule. The only other real argument I can recall against
it was that it was too powerful; that can be edited down. What do people
think?

Consider: if the problem we're having here is that it's more beneficial to
move at high LVs, then we shouldn't stop people moving that fast - we should
be adding a downside to moving fast. Longer duration of Move is the best
solution I can see. If someone has a better one, then please state or
Propose it, but without that I think we're not dealing with the whole
problem.

> Didn't we discover that the large Token bonuses became quite unbalancing,
> during the week or two that we were using them? Memory fails me.

Not at all, IMNSHO. It takes four turns to get up to full 'speed', and even
then that's all lost if you get Shunted or do a Special Move. After the
bonuses above five were dropped, all I did was make sure that I moved
through five interchanges and no more. It didn't make me give up choosing
complicated routes or putting my LV above five. In this sense limiting the
bonuses had no effect. The problem is not moving far per se, the problem is
that moving further allows you to make too many Actions (because of the
increased token gains). I think the only reasonable way to limit this is to
make long moves take more time, thus giving you less time to Act.

So what do people think?

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <WayperP@p...> Thu Jun 3 16:26:28 1999
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From: "Wayper, Paul" <WayperP@p...>
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Date: Fri, 4 Jun 1999 09:25:34 +1000
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On Thursday, June 03, 1999 8:40 PM, Jonathan Ellis
[SMTP:jonathan@f...] wrote:
> This relates to another private bugbear of mine: why should Silver
> Tokens be available from moves? Especially now that we have another kind
[snip]
> Moving about the centre of the board would then do no more than
> change the likely colour of the Plastic Token being picked up, not
> particularly increasing the likelihood of a Player getting a valuable
> Silver. And the destination would become more important than the length
> of the move, making high LVs slightly less important while still leaving
> them desirable for certain things.

That's a great idea. How about this:

Proposal - The Age of Plastic

Replace Rule 1.4.20 with the following text:

The following table lists the Token Bonus awarded to a Player during eir
Token Collection phase. If the Event listed occurred during eir Movement
phase, then they receive the Bonus listed against that Event.

In the table, <m> is the quotient and <n> is the remainder given when the
number of Interchanges the Player passed through (not counting each
Interchange more than once) is divided by five, and one is added. In
mathematical terms, <m> = (<interchanges> / 5) and <n> =((<Interchanges> mod
5) + 1). If the number of Interchanges the Player passed through (not
counting each Interchange more than once) is less than two, then <n> is
zero.

+----------------------------------------+--------------+
| Event | Token Bonus |
+----------------------------------------+--------------+
| Playing any Valid Move within a Zone | +1 Bronze |
| for which a Zone Pass is carried | |
+----------------------------------------+--------------+
| Moving from or to an Interchange with | +1 Red |
| exactly two lines | |
+----------------------------------------+--------------+
| Moving from or to an Interchange with | +1 Black |
| exactly three lines | |
+----------------------------------------+--------------+
| Moving from or to an Interchange with | +1 Blue |
| exactly four lines | |
+----------------------------------------+--------------+
| Moving from or to an Interchange with | +1 Green |
| five or more lines | |
+----------------------------------------+--------------+
| <n> is equal to three | +1 Red |
| (2,7,12 Interchanges) | |
+----------------------------------------+--------------+
| <n> is equal to four | +1 Black |
| (3,8,13 Interchanges) | |
+----------------------------------------+--------------+
| <n> is equal to five | +1 Blue |
| (4,9,14 Interchanges) | |
+----------------------------------------+--------------+
| <n> is equal to one | +1 Green |
| (5,10,15 Interchanges) | |
+----------------------------------------+--------------+
| <n> is equal to two | +1 White |
| (6,11 Interchanges) | |
+----------------------------------------+--------------+
| <m> is greater than zero | +1 Plastic |
| (more than six Interchanges) | Token |
| | (any colour) |
+----------------------------------------+--------------+
| Playing a non-Pass Move which did not | +1 Black |
| involve a change of Line | |
+----------------------------------------+--------------+
| Playing 'Pass' as eir Move | +1 Plastic |
| | Token |
| | (any colour) |
+----------------------------------------+--------------+


It may look a little complex, but in my mind it solves a couple of problems.
Firstly, all the bonuses with the exception of Zone Passes now give only
plastic tokens. Secondly, the bonus for moving through lots of interchanges
is not really that much larger. Thirdly, it means that if someone happens
to want to up the Ruttsborough allowable velocity, the formulas still cope
with giving those bonuses. Fourthly, the table's set out to make things
relatively easy to read.

Anyway, what do you think?

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From Jonathan David Amery <jda23@h...> Thu Jun 3 18:28:40 1999
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On Fri, 4 Jun 1999, Wayper, Paul wrote:

> With this discussion in mind, would people accept a proposal to make more
> complex Moves take more time? The "velocity = more distance in same time"
> argument doesn't hold too much water in my opinion - LV is a convenient term
> not a hard and fast rule. The only other real argument I can recall against
> it was that it was too powerful; that can be edited down. What do people
> think?

5 mins per line change?

-- 
Jonathan Amery. O speak to reassure me,
##### To hasten or control;
#######__o O speak, and make me listen,
#######'/ Thou Guardian of my soul. - J.E. Bode


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From <WayperP@p...> Thu Jun 3 18:46:13 1999
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On Friday, June 04, 1999 11:28 AM, Jonathan David Amery
[SMTP:jda23@h...] wrote:
> 5 mins per line change?

Certainly makes those hyperlinechange moves more difficult :-)

What do you think of 10 minutes per four stations, or some sliding scale
with similar intent (longer moves take more time?)

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From riffraff@n... (RiffRaff) Thu Jun 3 23:18:43 1999
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> This relates to another private bugbear of mine: why should Silver
>Tokens be available from moves? Especially now that we have another kind
>of Plastic Token. If the simple change were made, changing the "Silver"
>reward to a "Green" for passing through five interchanges or landing on
>a five-line interchange, then one could quite happily double the reward
>for the Station landed on and gain up to three Plastic Tokens per Turn -
>and without the problem that was mentioned earlier, of being able to get
>two or three Silver Tokens on one go for landing on Kings Cross (in
>particular) or Baker Street.

Except that there are a large number of Actions that require Silver
tokens... and how are you going to get them otherwise? The only other way
to get them would be to get a Gold token and make change... and one of the
easiest means of getting Golds, i.e. getting two Silvers and cashing them
in, would be impossible.

--Riff



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From <palnatoke@g...> Thu Jun 3 23:58:51 1999
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Paul wrote:
:
:What do you think of 10 minutes per four stations, or some sliding scale
:with similar intent (longer moves take more time?)
:


Let's try it in a variant first. It seems like it would drastically diminish
the value of a high LV.


Ole


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From <palnatoke@g...> Thu Jun 3 23:58:53 1999
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It looks like we have a small problem:

The rules define Interchanges from the map.
But the map doesn't acknowledge the Interchanges on Jubilee Line's 'under
construction' part.

Should we ignore Jubilee (under construction), when counting Lines?


Or did I miss something?

Ole


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From <DELLIS@u...> Fri Jun 4 00:59:07 1999
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>The rules define Interchanges from the map. 
>But the map doesn't acknowledge the Interchanges on Jubilee Line's 'under 
>construction' part. 
This is because they're not interchanges yet - it's difficult to justify an 
Interchange with a line which isn't operating. As and when we move to a
later 
map, then these interchanges will be activated. 

The non-Interchange status of the Jubilee connections is one reason why 
Walking was introduced. 

>Should we ignore Jubilee (under construction), when counting Lines? 
Yes. 

-- 
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 kevan@d... Fri Jun 4 01:41:43 1999
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>>[Hatching]
>>It's not part of :the Line any more, but are they
>>able to Move to other Hatched Stations :on that Line?
>
>The Line Segment stops being a part of the Line, it doesn't disappear.
>So a Move along a Hatched Line Segment is, basically, not a Same-Line
>Move.

Well, yes, all well and good, but how does that affect the actual Move?
I may not be able to claim a same-Line bonus for moving between Hatched
Stations, but can I actually Move between them? Are they still regarded
as being adjacent to one another? I think this needs clarifying.

>[automated reminders]
>I think that _everybody_ on the list can do it. 
>Just define an 'Event' in the e-group you want to notify.

Oh, the Calendar thing? That might be quite good, then, if it sends
automated emails to the list. Would anyone care (or object if I
attempted) to test this and see precisely what happens?

I've always wondered how useful the Polls would be to a Nomic mailing
list, but haven't dabbled for fear of spamming everyone...

Kevan

--
kevan@d...
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From kevan@d... Fri Jun 4 02:16:31 1999
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>True. This is why I thought it was a good idea to bring in timed moves -
>so that people who make longer moves naturally get to make fewer Actions
>(without spending a blue to extend their move). But this was shot down -
>I think because people didn't like the fact that you had to pay on a
>sliding scale for moving. 

I didn't like the complexity of it, myself; having to perform a fiddly
bit of maths to work out how much time you had left in your Turn. Although
the idea was a good one, the implementation seemed less elegant than it
might have been.

>With this discussion in mind, would people accept a proposal to make
>more complex Moves take more time? The "velocity = more distance in same
>time" argument doesn't hold too much water in my opinion - LV is a
>convenient term not a hard and fast rule.

This is fair enough; it's just hard to change mental gear, when we've
always considered Moves to be of a fixed time length, and thus LV to
be a literal velocity rather than a Move distance limit.

>Consider: if the problem we're having here is that it's more beneficial
>to move at high LVs, then we shouldn't stop people moving that fast - we
>should be adding a downside to moving fast. Longer duration of Move is
>the best solution I can see. If someone has a better one, then please
>state or Propose it, but without that I think we're not dealing with the
>whole problem. 

But the issue, unless I've lost track of things, isn't "How can we make
high LVs less powerful?" - it's "Let's not make high LVs any more
powerful by reproposing the large bonuses for passing more than five
Interchanges." I think things are alright as they stand, really.

Kevan

--
kevan@d...
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From <palnatoke@g...> Fri Jun 4 03:42:15 1999
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From: "Ole Andersen" <palnatoke@g...>
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Kevan wrote:


:>>[Hatching]
:>>It's not part of :the Line any more, but are they
:>>able to Move to other Hatched Stations :on that Line?
:>
:>The Line Segment stops being a part of the Line, it doesn't disappear.
:>So a Move along a Hatched Line Segment is, basically, not a Same-Line
:>Move.
:
:Well, yes, all well and good, but how does that affect the actual Move?
:I may not be able to claim a same-Line bonus for moving between Hatched
:Stations, but can I actually Move between them? Are they still regarded
:as being adjacent to one another? I think this needs clarifying.
:

Yes, on both. Where I, myself, get in doubt is when you Move along the
Hatched Line Segment; do you change line? I would say you did not, because
they are still on the Line Segment, but the Segment just happens to be part
of no Line, though still part of the Underground. So Moving from <no line>
to <no line> is neither Same-Line nor Other-Line.

Adjacency (Walking distance) is (if I got it right): neighbours on a Line
Segment, same name in two places or special mentioning in the Rules.

It is really a bit arbitrary. Especially between Earl's Court and Acton Town
and between Baker Street and Wembley Park.


:>[automated reminders]
:>I think that _everybody_ on the list can do it.
:>Just define an 'Event' in the e-group you want to notify.
:
:Oh, the Calendar thing? That might be quite good, then, if it sends
:automated emails to the list. Would anyone care (or object if I
:attempted) to test this and see precisely what happens?
:
:I've always wondered how useful the Polls would be to a Nomic mailing
:list, but haven't dabbled for fear of spamming everyone...
:


I have already defined Tuesday 18:00 as New Nomic Week. It only takes :00,
:15, :30 and :45, so 17:59 isn't possible.

I also tried to make it send out a reminder 48 hours before. On other
egroups-lists, it is quite a low-noise thing. Again, there are restrictions:
you can pick a reminder time rather freely within the last 24 hours, but
before that it is only in full days.

The Polls are not that bad. You should try them. Only problem is you can't
do it by e-mail, you have to go to the webpage.


Ole


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From <jonathan@f...> Fri Jun 4 04:07:24 1999
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From: "Jonathan Ellis" <jonathan@f...>
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>> This relates to another private bugbear of mine: why should
Silver
>>Tokens be available from moves? Especially now that we have another
kind
>>of Plastic Token.

>Except that there are a large number of Actions that require Silver
>tokens... and how are you going to get them otherwise? The only other
way
>to get them would be to get a Gold token and make change... and one of
the
>easiest means of getting Golds, i.e. getting two Silvers and cashing
them
>in, would be impossible.


Erm - Manoeuvres? Careful Token Stacking? I'm not that keen on the
idea of cashing smaller-value tokens into larger-value tokens anyway (it
used to be that Gold could be converted to Silver or Bronze, but not the
other way around: I was happy with this, but it changed during my
seven-month absence.) Besides, the current implementation of this makes
Bank too much of a focus for the game IMHO. Especially with the fact
that Blue Tokens can also be converted to Gold.
But I do think that the reward for actually moving should be about
the same whatever the length of the move, and whatever the station moved
to: hence my suggestion that Plastic Tokens should be the reward, not
Silvers. (After all, all the Plastics have their uses - Blue and Green
are the hardest to come by, but one might well want a Red or two to
perform an offensive action, or the last token for a Bonanza.) High LV
is already powerful enough for the player, no need to reward it with a
Silver as well just for passing through a certain number of
interchanges.

Jonathan



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From Dunx <dunx@l...> Fri Jun 4 15:20:50 1999
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The Week 8 updates to the ruleset have been implemented.

I haven't split the ruleset yet (as 0.2.3 now allows me to) yet. This will
follow.

--
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From Dunx <dunx@l...> Fri Jun 4 15:29:50 1999
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Somewhat after the party, here are my comments on the Week 8 Proposals.

I've also included my remarks on other people's comments.

> Proposal 767 - Not at All Good for the Environment [Action]

Kevan's already deconstructed this Proposal quite effectively so I shan't say
much more, except that the modified Bransoning mechanism is a lot safer and
more in line with other random events. I still think the whole enterprise is
too expensive for the actual benefit gained.


> Proposal 768 - Game States rewrite [Multiple]

> -New Rule:
> Rule 1.8.0: A Game may be in one or more Game States. These should be
> listed in a section on the Game State Document: if there is not room to
> enter a Game State into the relevant area, enough Game States should be
> deleted from the start of the line to make room for it.

I'm sorry, but I think this idea of deleting Game States from the box if the
line is full is atrocious. It encourages the tactic of declaring additional
Game States to push out one at the head of the queue.

Not, in fact, that the wording given even specifies that the Game States box
operates as a queue.

Jonathan has asserted that this is how the Disruptions box works: that simply
isn't true. The Station Damage box which Disruptions replaced did use such a
mechanism, but Disruptions does not.


> Proposal 769 - Token Stacking [Amendment]

I don't agree with this proposal - most of it is fairly innoccuous, but
then...

> There may be no more than three Stacks in each Quadrant

So what you're really saying is that there can't be more than twelve stacks
(since tokens can only be explicitly placed in Quadrant 0, they are rarely
created).

Isn't this exactly where we were a couple of Weeks ago?

> If a Station contains another entity which is listed in the Token
> Stack table (Suspect Packages, Flags, the Podume of Infinite Darkness
> etc.) then no Tokens may be placed there at all. However, this other
> item does not count against the number of Stacks that may coexist.

I can't see the logic behind this one at all - if a Station is big enough for
a Token Stack and a Piece to co-exist, why prevent other objects being
present?

> Proposal 770 - Loop the Loop [Multiple]

I like some of the taxonomy, but I'm not comfortable with the changes in
wording which Kevan has already pointed out.


> Proposal 771 - Game into Boris... [Enactment]

I'm sorry - this is way, way too powerful and far far too cheap.

Jonathan's explanation of precisely why this is such a nasty game state
convinces all the more strongly to vote against.


> Proposal 773 - Humpty Dumpty Loop [Enactment]

Amusing loop, but the termination condition is too difficult: charge can be a
very large number or negative, which means the chances of having LV an charge
the same are pretty slight.

Could someone run a quick simulation of progress between these stations to see
how charge can vary over time?


> Proposal 774 - A Whiter Shade of Pale... [Multiple]

I like the idea, but... I can't quite see the point. In particular, many of
the Actions fingered for having a White cost aren't defensive.


> Proposal 775 - Return of the Son of the Revenge of the Clever Bear
[Amendment]

Yes, very pleasing. A Clever Bear indeed.


> Proposal 776 - Hatcheries [Action]

Again, Kevan has preempted most of my comments. One point though -

> Rule 1.8.x - Hatcheries

> Hatching a Line Segment causes all Stations in that Line Segment not to
> be considered part of the Line in question for a period of one Round.

> A Hatched Line Segment is indicated in Disruptions [...]

This is wrong. The Disruptions box is for effects which have an indefinite
duration, whereas Hatching is definied as having a duration of one Round.


> Proposal 777 - Lyttleton Announcement [Action]

Do I not like this... this is the smart bomb (in the Defender sense) of
MorNomic Actions.

This just has too broad an effect: global changes to Game State are fair
enough, because they're debilitating in a continuous sense, and obviously
targeting individual players is fine and all part of the game - but this just
blows away the whole game state without any defense at all. And all for a
single Gold Token?

No... far, far too scary.


> Proposal 778 - Fair Warning [Enactment]

It's the selective part of this Proposal which gets me - I agree with the
sentiment, but I'll be voting against this and setting up an automatic
notification to the list instead.


The rest seem fair enough to me - and I will add a link to the Encyclopaedia
Morningtonia from the index page too, since it seems to e seeing so much use
at the moment.

--
Dunx
Ceci n'est pas un .sig


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From: Dunx <dunx@l...>
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At 11:41 04/06/99 +1000, you wrote:
>> 5 mins per line change?
>
>Certainly makes those hyperlinechange moves more difficult :-)
>
>What do you think of 10 minutes per four stations, or some sliding scale
>with similar intent (longer moves take more time?)

I'd rather stick with the simple linear formula, since you can remember it
more easily.

Personally, I think that if you're going to penalise complicated moves you're
better doing so by this method than by making moves covering more distance take
longer. And such a simple formula as '5 mins per line change' is a doddle to
keep track of.

--
Dunx
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From Dunx <dunx@l...> Fri Jun 4 16:08:15 1999
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PaulWay wrote:
>Proposal - The Age of Plastic
>
>Replace Rule 1.4.20 with the following text:
>
>The following table lists the Token Bonus awarded to a Player during eir
>Token Collection phase.

[...]

>It may look a little complex [...]

You're not wrong!

To be honest, the reason I voted for the simplifcation of the token table
was that the rewards at higher interchange counts were non-incremental,
strange, and difficult to remember. I would vote against Age of Plastic for
the same reason.

I actually agree with Kevan that the current situation is pretty much OK, but
if we're going to up the rewards for larger interchange counts can we keep them
linear?

Or even just straight additive - for the first five interchanges passed through
you get a Silver, then take five off the interchange count and look the number
up again.

So six interchanges would get the same as five (ie one Silver), seven
interchanges would get a Silver and a Red, and so on.

--
Dunx
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From Dunx <dunx@l...> Fri Jun 4 16:08:29 1999
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At 17:28 02/06/99 +1000, PaulWay wrote:

>I'd love to start putting Fosdyke codes in for Actions, but the logical
>place for them is in the table of 1.7.2 and there's simply no longer enough
>room for that to fit in eighty characters AFAICS.

The lack of room in the table is actually one of the things which stopped me
putting this in as a suggestion in the original Proposal.

>The options I can see
>are:
>
>* Make the table a separate Volume in HTML format that is kept as a table on
>the MorNomic pages.

Hmm... no. Too hard to maintain (not so much the separate volume part, more
the different file format business)

>* Squeeze the columns up a little for the extra characters (four would be
>average).

This is better. I think we could probably save a lot of space by making the
Action descriptions shorter. There doesn't seem to be any real need for the
table to contain the precise syntax, just sufficient to identify the Action.

For instance -
[Late Arrival from <Place>] could be just [Late Arrival]
[Claiming a <Token Colour> Token from <Station>] could be [Claiming Token]

Also, do we really need the square brackets in the Action table? They add no
value - square brackets delimit an Action in the GSD, but by definition any
text in that column is an Action.

>* Put them in the Rule itself.

>On the whole I'm rather keen on the idea that each Action Rule includes the
>Action Table entry, as this is a much neater way of specifying what it
>costs, what it gains, what restrictions are placed on it and so forth. But
>it's always a little inconvenient to read the table for a rule, then page
>down to the rule, then have to page up to find out how long it takes or
>whether it's Neutral, Pre or Post. Maybe a list format like:
>
>[Shunting <Player> to <Station>]
>Phase:	Postmove
>Dur:	0:10
>Cost:	-1Re
>FR:	Player {S0,L0} <Player>, Player {L0,S=LV} <Station>

I don't have a problem with this - there is the issue with duplication, though.

One of the reasons for putting the token costs into the table (and only the
table) in the first place was to make the table the definitive reference and
thus to minimise the amount that has to be edited when a cost is to change.

>Incidentally, {L0,S=LV} may be easier to interpret than L0S=LV (or even
>S=LVL0). Fix?

It is a lot easier to read, isn't it?

Hmm...

--
Dunx
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From riffraff@n... (RiffRaff) Fri Jun 4 22:25:58 1999
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>
>Or even just straight additive - for the first five interchanges passed through
>you get a Silver, then take five off the interchange count and look the number
>up again.
>
>So six interchanges would get the same as five (ie one Silver), seven
>interchanges would get a Silver and a Red, and so on.

Very sensible... I'd vote for that one.

--Riff



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From <palnatoke@g...> Sat Jun 5 00:50:39 1999
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Dunx wrote:
:
:>* Squeeze the columns up a little for the extra characters (four would be
:>average).
:
:This is better. I think we could probably save a lot of space by making the
:Action descriptions shorter. There doesn't seem to be any real need for the
:table to contain the precise syntax, just sufficient to identify the
Action.
:
:For instance -
:[Late Arrival from <Place>] could be just [Late Arrival]
:[Claiming a <Token Colour> Token from <Station>] could be [Claiming Token]
:


That would limt the GSD's usefulness in reconstructing the game, I guess.




Ole


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From <palnatoke@g...> Sat Jun 5 00:50:41 1999
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From: "Ole Andersen" <palnatoke@g...>
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I withdraw all my proposals from this week.

Proposal 767 - Not at All Good for the Environment [Action]
Too expensive. Should probably be split in two.

Proposal 773 - Humpty Dumpty Loop [Enactment]
This is the Charge variation:
Kingsbury (-23) Queensway (+46) Prince Regent (-37) Earl's Court (+6) Barons
Court (-20) Knightsbridge (+28) [Kingsbury]
I suspect it is hard to hit ones LV with this.

Proposal 774 - A Whiter Shade of Pale... [Multiple]
Gotta be rethought.

Proposal 776 - Hatcheries [Action]
Needs detailing.

Proposal 777 - Lyttleton Announcement [Action]
Too powerful.

Expect some of the props to resurface.
Thanks for the analyses, anyway.

Ole


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From riffraff@n... (RiffRaff) Sat Jun 5 01:01:33 1999
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>Dunx wrote:
>:
>:>* Squeeze the columns up a little for the extra characters (four would be
>:>average).
>:
>:This is better. I think we could probably save a lot of space by making the
>:Action descriptions shorter. There doesn't seem to be any real need for the
>:table to contain the precise syntax, just sufficient to identify the
>Action.
>:
>:For instance -
>:[Late Arrival from <Place>] could be just [Late Arrival]
>:[Claiming a <Token Colour> Token from <Station>] could be [Claiming Token]
>:
>
>
>That would limt the GSD's usefulness in reconstructing the game, I guess.

I'm guessing that we'd still use the full versions for the GSD; the shorter
forms would be just for the Action Table

--Riff



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From <palnatoke@g...> Sat Jun 5 02:36:03 1999
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From: "Ole Andersen" <palnatoke@g...>
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Riff wrote:
(quoting Dunx)
:>
:>Or even just straight additive - for the first five interchanges passed
through
:>you get a Silver, then take five off the interchange count and look the
number
:>up again.
:>
:>So six interchanges would get the same as five (ie one Silver), seven
:>interchanges would get a Silver and a Red, and so on.
:
:Very sensible... I'd vote for that one.
:


Or one Puce less than the number of Interchanges?

;-)

Ole


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From <palnatoke@g...> Sat Jun 5 07:14:28 1999
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From: "Ole Andersen" <palnatoke@g...>
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I just converted 3 GSDs to the new format. Please check if I forgot
something.

Ole


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From <palnatoke@g...> Sat Jun 5 10:24:05 1999
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From: "Ole Andersen" <palnatoke@g...>
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Kevan wrote:

:> Ole : [Home: West Brompton] Pass (West Brompton)
:> {
:> Comment:
:>
:> I assume I stay at WB when passing.
:
:Squinting at the rules, I'm not so sure that you do; the "Home:" Action
only permits a Special Move to your new Home Station, and it's the Move
itself that brings you onto the board. Perhaps this should be amended so
that your Piece is brought into existence at that point when you play the
Action, so that the Move only becomes for the sake of form.
:
:Incidentally, this highlights a horrible danger in this Week's Proposal to
reset peoples' Home Stations; you can simply pick a Home that's got
something nice at it (another Player's Hoarded Tokens, perhaps, or a Flag or
Gold Stack) and Home straight there.
:
:Mind you, the latter examples of a peril of joining new Games; it'd be
rather unbalancing if a new Player joined a Game and settled himself on top
of a Gold Token Stack. Hmm. Perhaps you should only be able to choose empty
Stations, or something...
:


Well, then. Is it just Pass (off the board)?

As to the second paragraph, I have withdrawn that very proposal, and it will
do something less drastic when I put it forward next time.


Ole


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From <kevan@z...> Sat Jun 5 11:14:43 1999
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I've been musing a bit lately about a slightly different slant on my varied
and rabid ideas for a real-life Crescent variant; anyone interested might
like to skim through the initial sketchings I've put up on my Web page:-

http://members.xoom.com/asabove/crescard.txt

Let me know what you might think.

Kevan

--
kevan@d...
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From Dunx <dunx@l...> Sun Jun 6 03:04:22 1999
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At 04:04 05/06/99 -0500, you wrote:
>>Dunx wrote:
>>:
>>:>* Squeeze the columns up a little for the extra characters (four would be
>>:>average).
>>:
>>:This is better. I think we could probably save a lot of space by making the
>>:Action descriptions shorter. There doesn't seem to be any real need for the
>>:table to contain the precise syntax, just sufficient to identify the
>>Action.
>>:
>>:For instance -
>>:[Late Arrival from <Place>] could be just [Late Arrival]
>>:[Claiming a <Token Colour> Token from <Station>] could be [Claiming Token]
>>:
>>
>>
>>That would limt the GSD's usefulness in reconstructing the game, I guess.
>
>I'm guessing that we'd still use the full versions for the GSD; the shorter
>forms would be just for the Action Table

Spot on. Actually using the Actions requires the full form described in a
Rule, but we could get away with a much more minimalist description in the
Action table.

Either that, or we could split Action syntax across multiple lines; that's
already had to be done in many cases.

--
Dunx
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From Dunx <dunx@l...> Sun Jun 6 03:15:46 1999
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Ole wrote:
>I withdraw all my proposals from this week.

Fairly obviously, this meas that all Votes received for these Proposals
will be discarded.

--
Dunx
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From Dunx <dunx@l...> Sun Jun 6 03:19:33 1999
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Ole wrote:
>Kevan wrote:
>
>:> Ole : [Home: West Brompton] Pass (West Brompton)
>:> {
>:> Comment:
>:>
>:> I assume I stay at WB when passing.
>:
>:Squinting at the rules, I'm not so sure that you do; the "Home:" Action
>only permits a Special Move to your new Home Station, and it's the Move
>itself that brings you onto the board. Perhaps this should be amended so
>that your Piece is brought into existence at that point when you play the
>Action, so that the Move only becomes for the sake of form.

This is probably a good idea, since otherwise the Dollis Hill loop would
presumably override the Special Move to the Home Station.

>:Mind you, the latter examples of a peril of joining new Games; it'd be
>rather unbalancing if a new Player joined a Game and settled himself on top
>of a Gold Token Stack. Hmm. Perhaps you should only be able to choose empty
>Stations, or something...

What, like joining Game 11 and Homing to Stonebridge Park?

Ole again:
>Well, then. Is it just Pass (off the board)?

No - the usual form is:

Player : [Home: <Station>] <Station> (<Line Code>)

This both creates your Piece and Moves it to your Home Station.

--
Dunx
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From <palnatoke@g...> Sun Jun 6 14:32:56 1999
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What do you say?

The wording may need to be changed, but do you find the feaure intrusive =
or somesuch?

Ole


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From Dunx <dunx@l...> Sun Jun 6 15:00:33 1999
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Ole wrote:
>What do you say?
>
>The wording may need to be changed, but do you find the feaure intrusive or 
>somesuch?

I think the wording definitely needs work ("The Nomic Week has just ended"
on Sunday!?) but I think it's a useful message.

Thanks, chap.

--
Dunx
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From <WayperP@p...> Sun Jun 6 16:16:06 1999
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On Saturday, June 05, 1999 9:05 AM, Dunx [SMTP:dunx@l...]
wrote:
> PaulWay wrote:
> >It may look a little complex [...]
> 
> You're not wrong!
> 
> To be honest, the reason I voted for the simplifcation of the token table
> was that the rewards at higher interchange counts were non-incremental,
> strange, and difficult to remember. I would vote against Age of Plastic
> for the same reason.

But...

> Or even just straight additive - for the first five interchanges passed
> through you get a Silver, then take five off the interchange count and
> look the number up again.

But this is pretty much exactly how my Age of Plastic table works! It's
just Modulo arithmetic - after five Interchanges you get a plastic token of
your choice and you just subtract five (or ten in the case of high-LV
Ruttsborough games).

Or am I missing your point, Dunx?

have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <WayperP@p...> Sun Jun 6 16:19:45 1999
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On Saturday, June 05, 1999 9:05 AM, Dunx [SMTP:dunx@l...]
wrote:
> At 11:41 04/06/99 +1000, you wrote:
> >What do you think of 10 minutes per four stations, or some sliding scale
> >with similar intent (longer moves take more time?)
> 
> I'd rather stick with the simple linear formula, since you can remember
> it more easily.
> 
> Personally, I think that if you're going to penalise complicated moves
> you're better doing so by this method than by making moves covering more
> distance take longer. And such a simple formula as '5 mins per line
change'
> is a doddle to keep track of.

So what you're saying is that a proposal for:
* ten minutes per four stations or part thereof,
* five minutes per line change
would be totally acceptable? I'll do it. Might as well see if I can get a
negative score with all my unlikeable proposals :-)

Have fun,

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <palnatoke@g...> Sun Jun 6 21:20:40 1999
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From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>
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I have now created two weekly events.

One is Tue 1800 'End of Nomic Week'
The other in Mon 0600 'Get Your Votes Ready'

But the Time Zone in 'unknown' - and I cannot change that.
I guess the list-owner (Dunx? Kevan?) has to do it. Use the 'calendar' =
tab and find London (scroll, scroll, scroll).



Ole



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From Dunx <dunx@l...> Sun Jun 6 22:36:25 1999
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At 09:15 07/06/99 +1000, you wrote:
>On Saturday, June 05, 1999 9:05 AM, Dunx [SMTP:dunx@l...]
>wrote:
>> PaulWay wrote:
>> >It may look a little complex [...]
>> 
>> You're not wrong!
>> 
>> To be honest, the reason I voted for the simplifcation of the token table
>> was that the rewards at higher interchange counts were non-incremental,
>> strange, and difficult to remember. I would vote against Age of Plastic
>> for the same reason.
>
>But...
>
>> Or even just straight additive - for the first five interchanges passed
>> through you get a Silver, then take five off the interchange count and
>> look the number up again.
>
>But this is pretty much exactly how my Age of Plastic table works! It's
>just Modulo arithmetic - after five Interchanges you get a plastic token of
>your choice and you just subtract five (or ten in the case of high-LV
>Ruttsborough games).

OK, I hadn't realised that. I think the way Age of Plastic is written
obscures the ease of use of the table.

>Or am I missing your point, Dunx?

My point really is that I wouldn't actually vote for my suggestion either.

--
Dunx
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From Dunx <dunx@l...> Sun Jun 6 22:38:48 1999
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At 09:18 07/06/99 +1000, you wrote:
>On Saturday, June 05, 1999 9:05 AM, Dunx [SMTP:dunx@l...]
>wrote:
>> At 11:41 04/06/99 +1000, you wrote:
>> >What do you think of 10 minutes per four stations, or some sliding scale
>> >with similar intent (longer moves take more time?)
>> 
>> I'd rather stick with the simple linear formula, since you can remember
>> it more easily.
>> 
>> Personally, I think that if you're going to penalise complicated moves
>> you're better doing so by this method than by making moves covering more
>> distance take longer. And such a simple formula as '5 mins per line
>change'
>> is a doddle to keep track of.
>
>So what you're saying is that a proposal for:
>* ten minutes per four stations or part thereof,
>* five minutes per line change
>would be totally acceptable? I'll do it. Might as well see if I can get a
>negative score with all my unlikeable proposals :-)

I'm happy enough with the form, but not with the purpose. I still don't
think that a move should take longer because it passes through more stations.

In other words:
- five minutes per line change: yes.
- ten minutes per four stations: no.

--
Dunx
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From Dunx <dunx@l...> Sun Jun 6 22:42:26 1999
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At 06:19 07/06/99 +0200, you wrote:
>I have now created two weekly events.
>
>One is Tue 1800 'End of Nomic Week'
>The other in Mon 0600 'Get Your Votes Ready'

Cracking.

>But the Time Zone in 'unknown' - and I cannot change that.
>I guess the list-owner (Dunx? Kevan?) has to do it. Use the 'calendar' tab 
>and find London (scroll, scroll, scroll).

'Tis done.

As it happens, the default time zone is 'Universal', which wouldn't have
been far off anyway.

--
Dunx
Ceci n'est pas un .sig


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From <WayperP@p...> Sun Jun 6 23:40:23 1999
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From: "Wayper, Paul" <WayperP@p...>
To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Date: Mon, 7 Jun 1999 16:39:19 +1000
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On Monday, June 07, 1999 3:33 PM, Dunx [SMTP:dunx@l...]
wrote:
> At 09:15 07/06/99 +1000, you wrote:
> >But this is pretty much exactly how my Age of Plastic table works! It's
> >just Modulo arithmetic - after five Interchanges you get a plastic token
> >of your choice and you just subtract five (or ten in the case of high-LV
> >Ruttsborough games).
> 
> OK, I hadn't realised that. I think the way Age of Plastic is written
> obscures the ease of use of the table.

Well, once I started looking at wordings I had to express it precisely,
which is why you get the formula. I also included the number of
interchanges in the table, and hopefully the pattern would have been obvious
from that. *shrugs* It seems to be very unpopular, though.

> My point really is that I wouldn't actually vote for my suggestion either.

Then what would you vote for? Is the current state really working?

Opinions. I'm full of them. :-)

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.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW


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From <DELLIS@u...> Mon Jun 7 03:09:03 1999
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Date: 07 Jun 99 11:06:30 +0100
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X-Orcl-Application: In-Reply-To:UKUNIX2.UK.ORACLE.COM:l-nomic-d-return-566-dellis=uk.oracle.com@returns.egroups.com's message of 07-Jun-99 07:39
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PaulWay wrote: 
>> My point really is that I wouldn't actually vote for my suggestion
either. 

>Then what would you vote for? Is the current state really working? 

I think it is, yes. 

-- 
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 Jun 7 05:24:15 1999
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Date: 07 Jun 99 13:22:04 +0100
From: "Dunx (Duncan Ellis)" <DELLIS@u...>
To: l-nomic-d@egroups.com
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Friends: 

I have a couple of announcements with regard to email addresses, and an 
archaeological footnote. 

First of all, as of the beginning of Week 9 my Speaker mail contact address 
will change from my Demon account to - 

speaker@d... 

All Votes, Proposals, EPs, and other bits and bobs should be sent to that 
address from Week 9 onwards (you can use it now, if you like, but the formal=

chageover isn't until Week 9). 

I shall update the MN page accordingly when I do the rest of the Week End 
bizzo. 

As it happens, I'll also be changing over to playing from dunx@d..., but=

that has less of an impact so isn't really worth announcing per se. 

Secondly, I'm going to stop playing from this Oracle address (at least for
the 
foreseeable future). This will also be effective from the beginning of Week
9. 

The observant amongst you will have noticed that I've not been terribly 
responsive of late in any case, so I doubt that there will be much
difference. 
However, if anyone feels that this is going to place an unreasonable burden
on 
my Speakership then please say. 

Private email sent here will obviously be responded to as time permits. 

The archaeological element to the message is that I was sorting through some=

old papers over the weekend and uncovered a printout of the Week 7 ruleset 
(from the days before Years). Would anyone be interested? It actually has
some 
notes on it from when I was trying to put together Actions... 

-- 
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 <palnatoke@g...> Tue Jun 8 13:35:07 1999
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From: "Ole Andersen" <palnatoke@g...>
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:Let me know what you might think.

Very nice. I have been away from CCGs the last couple of years, so the =
CCG environment might have changed, but having both map _and_ cards =
might be the downfall of the game.


MCCCG... :-)

Ole


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From kevan@d... Tue Jun 8 13:54:08 1999
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> :Let me know what you might think.
> 
> Very nice. I have been away from CCGs the last couple of years,
> so the CCG environment might have changed, but having both map
> _and_ cards might be the downfall of the game.

Such has been the reason I've shied away from a Map-based game before; easily the best thing in the world about simple collectable-card-games is their ability to be played whilst waiting for trains and whatever. Lack of component parts makes them ludicrously easy to play anywhere and anywhen, as well as making them easily playable through unexpected media (I once managed a particularly good game of Magic in a telephone box).

I've been wrestling with the idea of a purely card-based Crescent for a while, and have a couple of prototypes lying around, but they're not particularly satisfying. You *need*, of course, a lot of Station cards for it to be proper Crescent, which doesn't leave too much room for other types of card. It also becomes very weird when the game becomes detached from the structure of the Map, particularly if Players have a deck each and choose which Stations they have available - same-Station Actions become near-pointless, possibly even same-Liners, and it's very hard to make the game decently confrontational; the prototype I attempted was depressingly like Mythos - both Players faff around doing clever things to help them win, then one of them wins. Interaction is fairly minimal and random, and not particularly gripping.

I see this incarnation of the CCG more as being a board game that happens to use cards; in a particularly bizarre sort of way, it's the triple-headed mutant offspring of The London Game (which I think I 'reviewed' when I bought it at the London Transport Museum last year; I wonder if an eGroups search will find it?).

Ole's is the only response I've had to the thing, anyway. If anyone's interested, the Web page (http://members.xoom.com/asabove/crescard.txt) now has a couple of example decks. I'll start an eGroups list for it if anyone's brave enough to say anything else.

Topdecking a Spoon Clamp,

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From Dunx <dunx@d...> Tue Jun 8 15:13:38 1999
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At 20:53 08/06/99 +0000, you wrote:
>> :Let me know what you might think.

Apologies for not replying before - usual feeble excuses apply.

I haven't finished reading through the various cards, but it seems like a
very wel thought through set of mechanics. Not having played any CCG games
at all (indeed, I wasn't even aware that each player had their own deck in
M:TG) it's fairly novel, but I will be following the development of this
variant very closely. Extremely interesting.

Good points:

- constant LV
- only one kind of token

Not-sure points:

- the buzz cards
- pigeons

More comments when I've finished reading, although I would like to say that
I think the board is a sufficient differentiator to make it worth trying
out in play. The main issue (as ever) is having a big enough board to put
tokens onto - having tried token play on an LU map on the February
Pilgrimage, I can report that Minstrels and Smarties are too big.

>Ole's is the only response I've had to the thing, anyway. If anyone's 
>interested, the Web page (http://members.xoom.com/asabove/crescard.txt) now 
>has a couple of example decks. I'll start an eGroups list for it if anyone's 
>brave enough to say anything else.

I'll stick my hand up here, I think.

Ideal fodder for a Pilgrimage or other get together, though.


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From <palnatoke@g...> Tue Jun 8 16:46:48 1999
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From: "Ole Andersen" <palnatoke@g...>
To: <l-nomic-d@egroups.com>
Date: Wed, 9 Jun 1999 01:40:43 +0200
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Kevan wrote:

:I've been wrestling with the idea of a purely card-based Crescent for a =
while, and have a couple of prototypes lying around, but they're not =
particularly satisfying. You *need*, of course, a lot of Station cards =
for it to be proper Crescent, which doesn't leave too much room for =
other types of card.=20

The cards could be Station _and_ something else, with the Station being =
colour-coded (line(s), zone(s)), defining the possible next play.



It also becomes very weird when the game becomes detached from the =
structure of the Map, particularly if Players have a deck each and =
choose which Stations they have available - same-Station Actions become =
near-pointless, possibly even same-Liners, and it's very hard to make =
the game decently confrontational;


The confrontationality could be helped by varying rarity, and by making =
choices about which actions to couple with which stations.=20


the prototype I attempted was depressingly like Mythos - both Players =
faff around doing clever things to help them win, then one of them wins. =
Interaction is fairly minimal and random, and not particularly gripping.


My main gripe about Mythos is the lack of logic. Why do _my_ Byakhees =
attack _your_ Investigator? X-Files is better at explaining the crossing =
of interests.


:
:Ole's is the only response I've had to the thing, anyway. If anyone's =
interested, the Web page (http://members.xoom.com/asabove/crescard.txt) =
now has a couple of example decks. I'll start an eGroups list for it if =
anyone's brave enough to say anything else.
:

That could be fun.


Ole



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From MN Speaker <speaker@d...> Tue Jun 8 17:07:47 1999
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Players:

A couple of ruleset tweaks -

1. the HTML ruleset has been retired. It was too obsolete to be useful, and
was not going to be updated any time soon.

2. the ASCII ruleset has been split. This is an experimental split at the
moment, but have a look at the structure I've applied and let me know what
you think.

I'm intending to make this multi-file form the master as of Week 10 (ie
next Week) so if you have any objections, now would be a good time to air them.

Cheers.

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From MN Speaker <speaker@d...> Tue Jun 8 17:07:47 1999
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Players:

As previously mentioned, the email address for sending messages to the
Speaker is now

speaker@d...

Thanks.

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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-----------------------------------------------------------------------------
MORNINGTON NOMIC

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

Proposal 784 - Holding Stations [Multiple]

Amend Rule 1.14.3 (Token Dropping) such that its final paragraph reads
thus:

"A Player may not place a Token on a Stack if it already has six Tokens
in it, unless the Stack is at Mornington Crescent, Seven Sisters or
Euston."

Amend Rule 1.10.1 (A Shunting We Will Go) such that this paragraph:


"Stacks of Tokens may be Shunted as though they were Players. This is
performed in the usual way; the Name of the Stack being 'Token Stack'.
It is illegal to shunt Token Stacks to Stations which already have Token
Stacks on them."

reads thus:

"Stacks of Tokens may be Shunted as though they were Players. This is
performed in the usual way; the Name of the Stack being 'Token Stack'.
It is illegal to shunt Token Stacks to Stations which already have Token
Stacks on them. A Token Stack of more than 6 Tokens can not be Shunted."

-----------------------------------------------------------------------------

Proposal 785 - Turner's Declension [Action]

Rule 1.7.x - Turner's Declension

If a Player's Line Velocity is six or more, e may perform a Turner's
Declension via the pre-Move Action of "[Declension]"; this permits em
to make a Special Move to any Declensable Station.

A Station is said to be Declensable, if it has a Token Stack, and if that
Token Stack has one less Token than the Stack at the Player's current
Piece location.

Multiple Declensions can be performed in succession. The Actioning Player
receives the bottom Token of each Token Stack so moved to.



------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Declension to <Station>] Pre 1.7.x varies


{Comment:

Thank You to Hugo Rune.}

-----------------------------------------------------------------------------

Proposal 786 - More better unique [Amendment]

Make the Actions [Attracting], [Busking], [Catching Pigeon], [Dead-End
Shunting <Player> to <Station>], [Freeming <Player>], [Greening <Player>],
[Knidding <Player>], [Magno-Clamping <Player>], [Narging <Player>], and
[Toffing <Player>] Singular Actions.

-----------------------------------------------------------------------------

Proposal 787 - Alchemy [Enactment, Ruttsborough]

New
Rule 2.4.x - Alchemy

If a Player Shunts a Token Stack to a Station occupied by another Token
Stack, e may perform the Action "[Alchemy]".

When Alchemy is performed, the Tokens of the two Token Stacks merge on
each level of the Stacks, bottom Token with bottom Token, second Token
with seconnd Token and so on.

If the merged Tokens are identical, they become a Gold Token.
If the merged Tokens are not identical, they become the Token
alphabetically right after the un-Shunted Token.
If the merged Token Stacks are of uneven height, the surplus Tokens are
unaffected.

For the purpose of this Rule, the alphabetical list of Tokens is considered
a loop, with the first kind of Token coming immediately after the last.

{
Comment:

Today (June 4), the Tokens available are: Bk-Bu-Br-Go-Gr-Re-Si

So if ReGrReReReRe was Shunted to BkBkBkGrBr, and Alchemy performed, the
resulting Token Stack would be: BuBuBuReGoRe.


}

-----------------------------------------------------------------------------

Proposal 788 - Speed Crazy [Action]

New
Rule 1.8.x - Speed Crazy

A Player may perform the Action of "[Speed Craze]" to
put such a Craze into effect.

While a Speed Craze is in effect, the Action [LV-X] is Invalid, unless
the Player taking eir Turn has performed a "[Craze Sidestep]"
Action during that Turn.

A Player may perform the Action of "[Terminating Craze]" to end a
Speed Craze, provided that eir piece is situated at a
High or Hill Station and eir LV is 10.



------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Speed Craze] Pre 1.8.x -3 Gr
[Craze Sidestep] Pre 1.8.x -3 Bk
[Terminating Craze] Post 1.8.x



{Comment:

This does not affect the [Radio Clamp <ID> LV-X] Action.

}

-----------------------------------------------------------------------------

Proposal 789 - And the Smell of It... [Action]

New
Rule 1.7.x - And the Smell of It...

A Player may perform a Pre-Move Action of "[Taxiplane to <Station>]",
where <Station> is defined as an Airport Interchange, provided e is
at an Airport Interchange.

When a Player performs the Action "[Taxiplane to <Station>]", eir LV is
set to zero, and a Special Move to <Station> is allowed.

Insert in Action Table
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Taxiplane to <Station>] Pre 1.7.x -1 Gr -1 Bk

-----------------------------------------------------------------------------

Proposal 790 - These Tight Skirts Slow Me Down [Amendment]

Amend Rule 1.13.3 (Carol Vorderman's Revenge) to:

The Movement of the Player's Piece shall have a duration of ten minutes of
Game Time for every four stations (or part thereof) moved through plus five
minutes for every change of Line. In mathematical terms (divisions being
rounded down):

Duration = ((Stations / 4) + 1) * 10 + (Line_Changes) * 5

For instance, a move from Lambeth North to Paddington would have a duration
of ((9/4)+1)*10 = (2+1)*10 = 30 minutes if moving on the Bakerloo, and
((7/4)+1)*10 + (2)*5 = (1+1)*10 + 10 = 30 minutes if moving via the Jubilee
(changing at Charing Cross) and Circle (changing at Baker Street).

Actions have a duration of ten minutes of Game Time unless otherwise
specified.

-----------------------------------------------------------------------------

Proposal 791 - UnderfFlourished [Multiple]

{ Reproposing the fFrobisher fFlourish, this time leaving Golds untouched
and distributing Tokens a little more evenly. }

1. The fFrobisher fFlourish [Action]

------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[fFrobisher fFlourish] Neut 1.7.x -5 Bu
------------------------------------------------------------------------

A Player may perform the Action of "[fFrobisher fFlourish]" to
redistribute all the Tokens currently being carried by Players. After
submitting a Turn containing this Action, the Actioning Player should
roll six dice, each with a number of sides equal to the number of
Active Players in the Game.

E must then perform the following calculations and post a summary of
their results to the relevant Game Lounge.

Firstly, all Players lose all of their non-Gold Tokens; these are
combined in a Pool.

Each die roll should then be converted to a Player's name, according to
their position in the Playing Order (ignoring Inactive Players). For
example, a die roll of three indicates the third Active Player in the
Player Order.

The following table is then referenced to determine what share of the
Tokens from the Pool are given to each Player. "1" indicates that the
Player receives a quarter (rounded down) of the relevantly-coloured
Tokens from the pool, and "r" indicates that the Player receives any
Tokens left over of that colour, after the rest have been distributed.

+------------------+-------------------+
| Die | Bk Bu Br Gr Re Si |
+------------------+-------------------+
| First | 1 1 1 1 r 0 |
| Second | 0 1 1 1 1 r |
| Third | r 0 1 1 1 1 |
| Fourth | 1 r 0 1 1 1 |
| Fifth | 1 1 r 0 1 1 |
| Sixth | 1 1 1 r 0 1 |
+------------------+-------------------+

When the next Player takes eir Turn, e should - at the start of eir
Turn - update the GSD to reflect the Token redistribution of the
fFlourish.

2. Never Say Die [Amendment]

To the end of Rule 0.1.3 (The Only Way To Die), add:-

If a Player is required to make a die roll after eir Turn, that Player's
Turn is not considered to be complete until the roll is made; an
incomplete Turn may be timed out as if it had not been made. If the
results of the die roll should be interpreted by the rolling Player, eir
Turn is not considered complete until these interpretations have also
been made.

{ Clarifying what should happen if someone forgets to roll a die, or - in
the case of the fFlourish - to comment on the results. }

-----------------------------------------------------------------------------

Proposal 792 - Suited and Booted [Multiple]

1. Newer Clothes [Amendment]

Reword Rule 1.4.30 (The Emperor's New Clothes) to:-

If a Player has a "Garment" Possession in eir Luggage Rack, e may
perform the Action of "[Wearing <Garment>]" to Wear it, or "[Removing
<Garment>]" to Remove it. Possessions being Worn are indicated by
surrounding their names with asterisks.

A Garment that is being Worn cannot be removed from its owner's
Luggage Rack by any Action.

A Player cannot Wear more than one Garment of the same Type (no
more than one Overcoat, no more than one Hat, etc.).

2. Camouflage [Amendment]

To Rule 1.4.20 (Token Collection Table), add:-

+----------------------------------------+--------------+
| Moving to a Station of a type which | +1 Blue |
| matches the Moving Player's Worn Hat | |
+----------------------------------------+--------------+

3. Hand in Glove [Amendment]

To Rule 1.14.4 (Token Claiming), add:-

If a Player is Wearing Gloves, e may perform the "[Claiming]"
Action twice for each Station.

4. *Worn*, Damn You [Amendment]

In Rule 1.5.10 (Hard Hats Must Be Worn), replace "carrying" with "Wearing".

5. Albeit Difficult To Throw Money Into [Amendment]

In Rule 1.7.20 (Busking), replace "carrying" with "Wearing".

{ I would add a Busking clause for the Action to require an unworn Hat,
but I suspect it'd be shot down for its realism. }

-----------------------------------------------------------------------------

Proposal 793 - I Can Do Anything [Amendment]

In Rule 1.7.20 (Busking), adjust the Piano reward to "1 Gold".

{ Is anyone seriously going to pay nine Bronze for something they can't
carry properly, and which only generates one Blue, two Reds, one Bronze,
and two Greens (and even then, only if they can spare fifty minutes)?
Better to make it another way to get Golds, I think - more importantly,
a "generic" way; looking at the Paris ruleset, there's really not a lot
of options open... }

-----------------------------------------------------------------------------

Proposal 794 - Stopping Block [Amendment]

Amend the third paragraph of Rule 1.9.1 (Basic Blocks) to read:-

If a Station is Blocked, any Moves which start, pass through or
end at that Station are Invalid, unless the Moving Player owns the
Ticket Stub for that Station.

{ Being able to Move out of a Blocked Station but not a Closed one seems
too absurd, especially in terms of synonymous Station Damage. Since you
can't Block occupied Stations, this doesn't have much impact beyond
making Suspect Packages more dangerous if you're caught right in the
middle of them. }

-----------------------------------------------------------------------------

Proposal 795 - Unfurnished Property [Amendment]

In Rule 1.12.2 (Declaring a Home Station), replace "Terminus Stations" with
"Stations containing Players, Tokens or any Game elements".

{ Homing in on top of another Player, a Flag, a particularly juicy Token
Stack or whatever should really be ruled against. In this post-Token-
Running age, I think it's safe if this replaces the needless Terminus
restriction. }

-----------------------------------------------------------------------------

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
767 Not Good For the Environment -- withdrawn --
768 Game States rewrite 2 2 2 4 Fails
769 Token Stacking 2 2 2 4 Fails
770 Loop the Loop 2 1 3 4 Fails
771 Game into Boris... 3 1 2 4 Passes
772 Ladders Up and Down 1 1 4 4 Fails
773 Humpty Dumpty Loop -- withdrawn --
774 A Whiter Shade of Pale -- withdrawn --
775 Return of the Clever Bear 6 - - 4 Passes
776 Hatcheries -- withdrawn --
777 Lyttleton Announcement -- withdrawn --
778 Fair Warning 1 - 5 4 Fails
779 New, Clear Bomb 5 1 - 4 Passes
780 Muzzling 5 1 - 4 Passes
781 A Chip Off the Old Bock 4 1 1 4 Passes
782 A Poor Second To Belgium 5 1 - 4 Passes
783 Fighting For Our Wealth 4 1 1 4 Passes
-----------------------------------------------------------------------

-----------------------------------------------------------------------------
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------------

767 (Ole) -- withdrawn --
768 (J'than) - AGA AGA - PAS PAS - FOR - - FOR
769 (J'than) - AGA FOR - PAS PAS - AGA - - FOR
770 (J'than) - AGA AGA - PAS AGA - FOR - - FOR
771 (J'than) - AGA FOR - PAS AGA - FOR - - FOR
772 (J'than) - AGA FOR - PAS AGA - AGA - - AGA
773 (Ole) -- withdrawn --
774 (Ole) -- withdrawn --
775 (Riff) - FOR FOR - FOR FOR - FOR - - FOR
776 (Ole) -- withdrawn --
777 (Ole) -- withdrawn --
778 (Paul) - AGA AGA - FOR AGA - AGA - - AGA
779 (Kevan) - FOR FOR - FOR PAS - FOR - - FOR
780 (Kevan) - FOR FOR - FOR PAS - FOR - - FOR
781 (Kevan) - FOR FOR - FOR PAS - AGA - - FOR
782 (Kevan) - FOR FOR - FOR PAS - FOR - - FOR
783 (Kevan) - FOR FOR - AGA PAS - FOR - - FOR

-----------------------------------------------------------------------------
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff Snow
- KUDOS ---------------------------------------------------------------------

Initial: 11 31 5 0 20 34 16 39 4 7 3
Halved: 15 2 10 17 19 2 3 1
---------------------------------------------------------------------------
FOR Votes: +0 +0 +0 +10 +23 +0 +0 +6 +0
AGA Votes: I -0 -0 -0 -13 -2 I -0 -0 -0 +0
Decisive: n +3 +3 +0 +3 +0 n +3 +0 +0 +3
Voting/Own: a -0 -0 -0 -0 +0 a -0 -0 -0 +0
c c
EP FOR: t +0 +0 +0 +0 +0 t +0 +0 +0 +0
EP AGA: i -0 -0 -0 -0 +0 i -0 -0 -0 +0
Digit/Pulse: v +0 +0 +0 +0 +0 v +0 +0 +0 +0
e e
Awards: +3 +0 +0 +3 +6 +0 +0 +4
+0 [*]
Kudos Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0
---------------------------------------------------------------------------
This Week: +6 +3 +0 +3 +27 +3 +0 +10 +3

Final: 11 21 5 0 13 44 16 22 2 13 4

-----------------------------------------------------------------------------
dave Dunx Grimace Jon J'than Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------------

[*] Ruttsborough Award (+1/FOR) - Jonathan (Loop the Loop)
IMCS Clarity Award (+3) - Kevan (New, Clear Bomb)
CAMREC Cleanup Award (+3) - Kevan (Muzzling)
Mrs Trellis Award (+4) - RiffRaff (Return of the Clever Bear)
For E's A Jolly Good Fellow (+3) - Dunx (automatic)
--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From riffraff@n... (RiffRaff) Tue Jun 8 23:22:15 1999
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>At 20:53 08/06/99 +0000, you wrote:
>>> :Let me know what you might think.
>
>Apologies for not replying before - usual feeble excuses apply.

Me as well...

>
>I haven't finished reading through the various cards, but it seems like a
>very wel thought through set of mechanics. Not having played any CCG games
>at all (indeed, I wasn't even aware that each player had their own deck in
>M:TG) it's fairly novel, but I will be following the development of this
>variant very closely. Extremely interesting.

Indeed... Actually, it reminds me of a game called Knightmare Chess. It
was like a CCG except that the cards weren't collectable. You got one
whole set of cards, and each player got half the deck at random. You then
got a certain number of points to make a playing deck with, each card
costing a certain number of points.

The similarity with MCCCG was that you then played a game of Chess. You
could play one card each turn along with your move, to produce odd effects
like barriers, or more powerful pieces, or what have you. Certain cards
could only be played if you moved a certain type of piece that turn, and so
on...

>
>Good points:
>
>- constant LV
>- only one kind of token
>
>Not-sure points:
>
>- the buzz cards

I didn't even notice those... time to read it again.

>- pigeons
>
>More comments when I've finished reading, although I would like to say that
>I think the board is a sufficient differentiator to make it worth trying
>out in play. The main issue (as ever) is having a big enough board to put
>tokens onto - having tried token play on an LU map on the February
>Pilgrimage, I can report that Minstrels and Smarties are too big.

I have a board (I'm sure I've mentioned this before) that consists of a LU
poster varnished onto a large hinged board. It works quite well for this
sort of thing, if you have a table big enough to put it on. (Or if you're
somewhere where you can sit on the floor) It takes Bingo tokens and
generic plastic boardgame pawns quite well.


>>Ole's is the only response I've had to the thing, anyway. If anyone's
>>interested, the Web page (http://members.xoom.com/asabove/crescard.txt) now
>>has a couple of example decks. I'll start an eGroups list for it if anyone's
>>brave enough to say anything else.
>
>I'll stick my hand up here, I think.

Count me in too...




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From <DELLIS@u...> Wed Jun 9 01:28:00 1999
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Date: 09 Jun 99 09:25:39 +0100
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Oops - I forgot to cancel my MN subs to this address last night. 

That's the last you'll hear from this address - byee! 

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

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Ole revealed to me: 

>My main gripe about Mythos is the lack of logic. Why do _my_ Byakhees
attack 
>_your_ Investigator? X-Files is better at explaining the crossing of 
>interests. 

Oh *that* Mythos! Golly. 

As a seasoned CoC Keeper, I would say that Byakhees attack Invetigators 
because they're human. But then, I tended not to use the minor races much. 

-- 
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 kevan@d... Wed Jun 9 01:41:43 1999
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Just to announce that I've set up a mailing list for discussion of the card game; http://www.egroups.com/group/mc-cg/info.html for details and a subscription button. For those who lack Web access or the enthusiasm to use it, I think "mc-cg-subscribe@egroups.com" is the way to do it via email.

I'll respond to people's comments on that list, when I get around to it; if anyone has anything further to say about the game, say it there rather than cluttering the MN list any further, if you would.

Nice to see some interest,

Kevan

--
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From <jefferis@s...> Wed Jun 9 02:13:45 1999
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> Proposal 784 - Holding Stations [Multiple]

Mmm. I'm not quite sure how much use this is going to be, really. The
actual concept is good, but only having three Holding Stations seems
limiting. I'd like to see Holding made a Station state, with the
opportunity to play a [<Station> Holding] sort-of-action.

> Proposal 785 - Turner's Declension [Action]

Oh, another of my EM entries... nice implementation, there, but perhaps a
tiny smidgen overpowerful in it's zipping across the map implications? I'd
prefer this if all Declensable Stations had to be on the same Line and in
the same Line Direction. Either that or give the action a small cost for
first use.

> Multiple Declensions can be performed in succession. The Actioning Player
> receives the bottom Token of each Token Stack so moved to.

If I read this right, this only occurs on multiple Declensions. Correct?

> Proposal 787 - Alchemy [Enactment, Ruttsborough]

Interesting. I was worried about this making for easy transmuting of very
small token stacks, but in Rutts this shouldn't be a problem.

> If the merged Tokens are not identical, they become the Token
> alphabetically right after the un-Shunted Token.

Not sure about that; it just seems a strange method.

> Proposal 789 - And the Smell of It... [Action]

The ability to go from Heathrow to Silvertown & London City Airport seems
superfluous, really.

> Proposal 790 - These Tight Skirts Slow Me Down [Amendment]

Seems alright. One of those things that just needs to be tried, I imagine.

> Proposal 792 - Suited and Booted [Multiple]

Fair enough...

> { I would add a Busking clause for the Action to require an unworn Hat,
> but I suspect it'd be shot down for its realism. }

No, that's a great idea: realism is good when it's memorable.


-Graeme.

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From <palnatoke@g...> Wed Jun 9 02:49:29 1999
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Hugo Rune wrote:
:
:> Proposal 784 - Holding Stations [Multiple]
:
:Mmm. I'm not quite sure how much use this is going to be, really. The
:actual concept is good, but only having three Holding Stations seems
:limiting. I'd like to see Holding made a Station state, with the
:opportunity to play a [<Station> Holding] sort-of-action.

It is, actually, pure EM-ripoff. The more variable geometry of making it =
a Station state might be interesting, though. Feel free to write it.

:=20
:> Proposal 785 - Turner's Declension [Action]
:
:Oh, another of my EM entries... nice implementation, there, but perhaps =
a
:tiny smidgen overpowerful in it's zipping across the map implications? =
I'd
:prefer this if all Declensable Stations had to be on the same Line and =
in
:the same Line Direction. Either that or give the action a small cost =
for
:first use.

This is a choice: Is Declension a Strile-thing or a Stradddle-thing?
I chose Strile.
As to cost, well, it still takes 10 minutes.


:
:> Multiple Declensions can be performed in succession. The Actioning =
Player
:> receives the bottom Token of each Token Stack so moved to.
:
:If I read this right, this only occurs on multiple Declensions. =
Correct?

Correct. If someone sees it differently, say so. I'll make an update, =
then.


:
:> Proposal 787 - Alchemy [Enactment, Ruttsborough]
:
:Interesting. I was worried about this making for easy transmuting of =
very
:small token stacks, but in Rutts this shouldn't be a problem.
:=20

That was exactly the reason for putting it in Rutts.


:> If the merged Tokens are not identical, they become the Token
:> alphabetically right after the un-Shunted Token.
:
:Not sure about that; it just seems a strange method.

It is*. My first version had the Token become the one alphabetically =
after the alphabetically last, but that would produce Silver each time =
Red was involved, which was just _too much_.

*) I thought Alchemy was supposed to be strange.

:
:> Proposal 789 - And the Smell of It... [Action]
:
:The ability to go from Heathrow to Silvertown & London City Airport =
seems
:superfluous, really.
:

Yes.
This is really a Turin'57 thing (especially Berlin or New York), but I =
see no reason not to have the opportunity in Finsbury or (even) Vanilla.
I had too many props, so the follow-up to this (Bransoning) won't come =
through until next week.



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From kevan@d... Wed Jun 9 06:37:10 1999
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> Proposal 784 - Holding Stations [Multiple]

In the first Week of Year Two, Proposal 341 (A little bit of local colour)
attempted to do more or less the same. Looking back over the Voting I was
the only person to vote against it, but I remember mentioning that an
unlimited Token Stack size seemed merely awkward to keep track of without
adding anything very much to the Game.

A year on, it might be more feasible; this Proposal at least does the job
rather neatly. I think I might vote this through out of curiosity.

>Proposal 785 - Turner's Declension [Action]

Hmm. An interesting alternative Strile, with benefits outweighing
drawbacks. I'm not sure about one bit of it, though:-

Multiple Declensions can be performed in succession. The Actioning Player
receives the bottom Token of each Token Stack so moved to.

This puzzles me. Does it mean that I can play "[Declension to Neasden]
[Declension to Amersham] [Declension to Morden] Morden (NT)"? If so, what
size must the Stacks be? Decreasing by one each time, or constantly one
less than my starting location? I presume the latter, since the Piece
doesn't Move until the Move itself. This means, though, that "each
Token Stack so moved to" doesn't really amount to anything.

>Proposal 786 - More better unique [Amendment]
>
>Make the Actions [Attracting], [Busking], [Catching Pigeon], [Dead-End
>Shunting <Player> to <Station>], [Freeming <Player>], [Greening <Player>],
>[Knidding <Player>], [Magno-Clamping <Player>], [Narging <Player>], and
>[Toffing <Player>] Singular Actions.

The concept of Singularity is redundant these days, actually, now that
we've grouped a load of stuff in Section 1.10 and said that it can only
be performed as the first Post-Move Action (which does, looking at it,
make Double-Shunting impossible). I can't see this amendment achieving
much; we might just as well repeal Singularity.

But for Busking, anyway. What's that doing in there?

>Proposal 787 - Alchemy [Enactment, Ruttsborough]

Intriguing, but probably too tricky in its setup to be of any great use.
Hardly Ruttsborough, even so.

>Proposal 788 - Speed Crazy [Action]

Very nice. You can pass to set your LV to zero, of course, but this is
so harsh and awkward that it doesn't detract from the idea.

>Proposal 789 - And the Smell of It... [Action]

Better placed in the Turin Special Rulesets as and when, I think; it
seems rather too dull to bother with on the London Map. I much preferred
the Bransoning.

>Proposal 790 - These Tight Skirts Slow Me Down [Amendment]

Ugh, quite frankly. Such complex mathematical formulae are always quite
distasteful. Wouldn't we be better off saying "if your LV is six or
more, your Move takes twenty minutes", and giving "[Line Change]" a
duration? If we needed to regulate this sort of thing; I'm not so sure
that we do, in all honesty.

Kevan

--
kevan@d...
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From <jefferis@s...> Wed Jun 9 07:12:03 1999
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>:> Proposal 785 - Turner's Declension [Action]
>:
>:Oh, another of my EM entries... nice implementation, there, but perhaps a
>:tiny smidgen overpowerful in its zipping across the map implications? I'd
>:prefer this if all Declensable Stations had to be on the same Line and in
>:the same Line Direction. Either that or give the action a small cost for
>:first use.

>This is a choice: Is Declension a Strile-thing or a Stradddle-thing?
>I chose Strile.

Hm, IIRC, the EM version says Strile as well. That's more to do with the way
I visualise Striles and Straddles outside of Mornomic - my 'Strile' sits atop
two token stacks [like MN's Straddles] and my 'Straddles' are like bridges
between two (parallellish) line sections.

So, when I wrote it, I was really visualising a mechanic similar to MN's
Straddling.

At any rate -- doesn't the EM one reward *low* LV rather than high? :)

>As to cost, well, it still takes 10 minutes.

I suppose so..

>:> Proposal 787 - Alchemy [Enactment, Ruttsborough]
>:
>:Interesting. I was worried about this making for easy transmuting of very
>:small token stacks, but in Rutts this shouldn't be a problem.
>
>That was exactly the reason for putting it in Rutts.

Yes, I see that. Not having played a Rutts game, I can't really comment on
how it might affect the play. 

>:> If the merged Tokens are not identical, they become the Token
>:> alphabetically right after the un-Shunted Token.
>:
>:Not sure about that; it just seems a strange method.
>
>It is*. My first version had the Token become the one alphabetically
>after the alphabetically last, but that would produce Silver each time
>Red was involved, which was just _too much_.

Agreed. And alchemy is meant to be strange, that's true. Well, despite
it's arbitrariness, I can't think of a decent alternative.

(What it really needs, of course, are Lead Tokens... :) ...)

>:> Proposal 789 - And the Smell of It... [Action]
>:
>:The ability to go from Heathrow to Silvertown & London City Airport seems
>:superfluous, really.
>:
>:Yes.
>:This is really a Turin'57 thing [...]

Oh, fair enough then I suppose, the only problem being whether it's misleading
in
Vanilla games.

-Graeme.

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From <snowl@s...> Sat Jun 12 09:30:03 1999
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I'm leaving university and heading out into the real world. They don't 
appear to have free unlimited internet access there so I will go 
inactive for an indeterminate period (hopefully just a week or so- 
until I get a modem).

Snow

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From dunx@d... Mon Jun 14 05:36:04 1999
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I don't have a lot to add to the remarks which have already been made, but:

> Proposal 790 - These Tight Skirts Slow Me Down [Amendment]
> 
> Duration = ((Stations / 4) + 1) * 10 + (Line_Changes) * 5

I don't like the move length component and will be voting against on that basis. The line change component is more appropriate, in my view, but I do not consider myself an apologist for it.

That's all, really.


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From <jonathan@f...> Mon Jun 14 23:03:15 1999
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 My lords, ladies and gentlemen,

Owing to circumstances beyond my control (generally known as "Real
Life", specifically as "moving house") I am going to have to cut down
the amount of time I spend on the web. In the end, it has come down to a
straight choice, whether to carry on playing Mornington Crescent or
Mornington Nomic (I have time enough for one, but not both, and am
currently embroiled in a challenging Lock Cup match against Mr Wild
Pants), and I am sorry to have to say that Mornington Nomic is the one
that has had to take second place, as I prefer the more freeform version
of the game. I am therefore resigning from the Long Game and from
Mornington Nomic.

Cheers. It's been fun while it lasted -

Jonathan.



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From MN Speaker <speaker@d...> Tue Jun 15 15:56:08 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Ten
-----------------------------------------------------------------------------

Proposal 796 - Power-crazed Egotistical Entrepreneur [Action]

New
Rule 1.7.x - Power-crazed Egotistical Entrepreneur

A Player may perform a Pre-Move Action of "[Bransoning to @Station@]",
provided e is at an Airport Interchange or at a Station with the
string 'Gold' in its name.

When a Player performs the Action "[Bransoning to @Station@]", eir LV
is set to zero. The next Actioning Player must roll a 295-sided die
and then look up the rolled number in the Venbacker Table. The
Bransoning Player is deemed to have ended eir Turn at the Station
indicated by the roll, and @Station@ in the GSD is replaced with
the name of the indicated Station.
This Special Move is always allowed.


Insert in Action Table
------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Bransoning] Post 1.7.x -1 Go -1 Gr -1 Bk

{Comment:
Letting the _next_ player make the roll should cover the hole.
A small sacrifice for the good of the game.
}

-----------------------------------------------------------------------------

Proposal 797 - Sitting on a Wall [Enactment]

Proposal for a new
Rule 1.8.x - Humpty Dumpty Loop

A Humpty Dumpty Loop has the Trap Stations Kingsbury, Queensway,
Prince Regent, Earl's Court, Barons Court, Knightsbridge. The
Sidestep Action [Humpty Sidestep] costs 1 Silver to perform and the
Escape Action [Dumpty Escape] can only be performed when the Player
has an LV equal to the remainder of (eir Charge/10).


------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Humpty Sidestep] Pre 1.8.2 -1 Si
[Dumpty Escape] Post 1.8.2 -2 Gr

-----------------------------------------------------------------------------

Proposal 798 - Hatch-as Hatch-Can [Action]

------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Hatching <Line> from
<Station 1> to <Station 2>] Post 1.8.x -1 Si -z Bu*
[Cross-Hatching <Line> from
<Station 1> to <Station 2>] Post 1.8.x -1 Go -z Bu*
[Un-Hatching <Line> from
<Station 1> to <Station 2>] Post 1.8.x -1 Go -z Bu*

*) 1 Blue Token per Station in the LIne Segment


Rule 1.8.x - Hatcheries

A Line Segment may be Hatched by playing the Post-Move Action "[Hatching
<Line> from <Station 1> to <Station 2>]", where <Station 1> &
<Station 2> are Stations and <Line> is a Line upon which both Stations
rest and via which there is a continuous route between the Stations that
requires no changes in direction. The order of Stations in the Action is
not significant.

In order to Hatch a Line Segment, the Actioning Player must have Moved
via the Line Segment in the same Turn.

Hatching a Line Segment causes all Stations in that Line Segment not to
be considered part of the Line in question for a period of one Round.
For the purpose of counting Lines at an Interchange, the Hatched Line
Segment is considered absent.

Moving within a Hatched Line Segment is unhindered by its Hatching,
while Moving to or from a Hatched Line Segment constitutes a
change of Line.

A Hatched Line Segment may be Cross-Hatched by playing the Post-Move
Action "[Cross-Hatching <Line> from <Station 1> to <Station 2>]", where
<Station 1>, <Station 2> and <Line> are defined as mentioned above,
provided the Actioning Player is at a Station in the Line Segment
to be Cross-Hatched.

Cross-Hatching a Line Segment causes that Line Segment to stay Hatched
until Un-Hatched, thus extending the period of the Hatch.

A Cross-Hatched Line Segment is indicated in Disruptions by the suffix
"(XHatch)" appended to the affected Line Segment, the Line Segment being
described by its end Stations and the affected Line Code.
eg Angel to Bank (NT) (XHatch)

A Cross-Hatched Line Segment may be Un-Hatched by playing the Post-Move
Action "[Un-Hatching <Line> from <Station 1> to <Station 2>]", where
<Station 1>, <Station 2> and <Line> are defined as mentioned above,
provided the Actioning Player is at a Station in the Line Segment
to be Un-Hatched.

Un-Hatching a Line Segment causes all Stations in that Line Segment to be
considered part of the Line in question again.

-----------------------------------------------------------------------------

Proposal 799 - He has a Way of Saying It [Action]

Rule 1.7.x - Lyttleton Announcement

A Player may perform the Pre-Move Action of "[Lyttleton Announcement]".
When a Lyttleton Announcement is made, all Game States are reset to
what they were at the beginning of the Game.


------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Lyttleton Announcement] Neut 1.7.x 50 -1 Go

-----------------------------------------------------------------------------

Proposal 800 - Soap Box [Amendment]

In Rule 1.7.6 (Straddling Nancy), after

A Straddle Destination is valid if its distance from the starting
location is less than or equal to the number of Tokens in the Stack
at the starting location. In addition, Running Straddles may only
be performed in the Piece's Line Direction.

add

For the purpose of this
rule, any Token Stack at Marble Arch is considered to have a height
of one Token more than its actual height. Even if there are
no Tokens at Marble Arch, a Straddle may start there, with a
Straddling distance of one.


{Comment:
Speaker's Corner, of course.
}

-----------------------------------------------------------------------------

Proposal 801 - easy-to-read Fosdyke Codes [Amendment]

Change the sentence reading:

A Fosdyke Code (FC) consists of the set of classes and their indicators
describing the proximity relationship between subject and object.

to:

A Fosdyke Code (FC) consists of the set of classes and their indicators
describing the proximity relationship between subject and object. This set
is given in standard set notation - round brackets enclosing elements
separated by comments, viz: (element 1, element 2, element 3...).

Amend the table giving examples of Fosdyke Codes to read:

FC Meaning
-------------------------------------------------------------
(S0,L0) subject and object are both at the same Station and on the
same Line
(S3,L0) subject and object are three Stations apart on the same
Line
(R1,Z1) subject and object are four Stations apart on the
shortest route and are in adjacent Zones.

Amend the table giving examples of Fosdyke Requirements to read:

FR Meaning
------------------------------------------------------------------
(S0,L0) subject and object must both be at the same Station and on the
same Line ie both Station and Line elements must be exactly
zero
(R<6) subject and object must be within six stations of each other by
any route ie the route distance must be less than six
(Q>1) subject and object must have two Quadrant boundaries between
them (ie in a different, non-adjacent Quadrant)

{Comments: As demonstrated on the discussion list, Fosdyke Requirements are
a little hard to read once you get past simple examples. Having them listed
as a set might not add many characters, but will probably make things easier
to read in the long run.}

-----------------------------------------------------------------------------

Proposal 802 - Fosdyke Updates to the Action Table [Amendment]

Amend Rule 1.7.2 to read:

The following table is an index to all Actions in Mornington Nomic. It
should be used as a guide; the full details given in the pertaining Rule may
give requirements and effects not listable here. In particular, the Cost,
Gain and Fosdyke Requirements (FR) columns are not guaranteed to be
complete.

In the Fosdyke Requirements column, the Subject is given to be the Piece of
the Player performing the Action and the Object is usually (but not always -
again, check the context in the Rule) the first object mentioned as a
variable (i.e. in <triangular brackets>) in the Action.

-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Anti-Narg] # Post 1.10.8 1Bk
[Applauding <Player>] Neut 0.9.4 none
[Attracting] Neut 1.10.14 varies
[Bifurcating to <Station>] Post 1.7.42 30 1Go,2 Gr
[Blocking <Station>] Post 1.9.1 1Re (S1)
[Blonking <Player>] Post 1.10.16 20 1Re
[Blue to Gold] Neut 1.7.21 none 2Bu 1Go
[Bonanza] Neut 1.4.10 10Plastic 1Go
[Bridges Up] Neut 1.8.3 2Bu
[Bridges Down] Neut 1.8.3 2Bu
[Bronze to Gold] Neut 1.7.21 none 8Br 1Go
[Bronze to Silver] Neut 1.7.21 none 4Br 1Si
[Bulkheading <Station>] Neut 1.9.3 20 4Re (S1)
[Busking] # Neut 1.7.20 50 varies
[Cascade Kill] Post 1.7.37 2Re
[Cascade Sidestep] Pre 1.8.2 3Bk
[Cascade Steal] Post 1.7.37 3Re
[Cashing In Hats] Neut 1.4.6 1Go,2Si
[Catching Pigeon] # Post 1.4.25
[Charge Spiral] Neut 1.8.11 3Bu
[Charge Tunneling] Post 1.19.4 20 1Si
[Circle Line: Normal] Post 1.8.5 20 2Bu
[Circle Line: (Anti)Clockwise] Post 1.8.5 20 2Bu,1Si
[Circle Line: Electrified] Post 1.8.5 20 2Re,2Bu,1Si
[Claiming a <Token Colour> Post 1.14.4 5 (S0)
Token from <Station>]
[Claiming Drone Stick] Neut 1.15.1 3Bu
[Purchasing Hat] Post 1.4.6 2Br
[Collecting Parcel] Neut 1.11.2
[Collection Plate] Neut 1.11.7 1Si
[Collecting PoID] Neut 1.4.24 none
[Collecting Tithe] Neut 1.7.31 1Bu
[<Compass> Wormhole to <Place>] Post 1.7.13 20 2Si
[Constructing Generator] Neut 1.7.54 2Gr,2Si
[Courier Call (Fixed)] Post 1.11.2 1Gr
[Courier Call (Random)] Post 1.11.2
[Cowering] Post 1.7.56 1Bu
[Dead-End Shunting <Player> to Post 1.10.3 1Re (S=LV)
<Station>] #
[Declaring ____ Gambit/ Post 1.18.1 5 as specified
Manoeuvre] and 1Gr
[Defusing Package] Post 1.7.30 20 1Si
[Degreening] Post 1.10.9 2Gr
[De-Knidding] Post 1.10.11
[De-Radiating] Neut 1.10.18 1Re,1Bu
[De-Toffing] Post 1.10.13 1Bk
[Delivering Parcel] Neut 1.11.2 3Go
[Denying the ____ Gambit/ Post 1.18.4 none 1Re,1Bu varies
Manoeuvre]
[Detonating <Station> Package] Post 1.7.30 20 2Re (S<5)
[Discarding <Possession>] Neut 1.4.22 none
[Dollis Sidestep] Pre 1.8.1 1Si
[Dollis Escape] Pre 1.8.1
[Double Helsinki] Neut 1.7.57 6Bu
[Dropping Package at <Station>] Neut 1.4.7 2Re (S0)
[Duration: +0x00] Neut 1.7.51 xBu
[Eating <Victual>] Pre 1.4.16 20
[Electroplating] Neut 1.7.46 1Br 1Go
[Finding] Post 1.7.53 30 2Br varies
[Fire at <Station>] (Inter) Post 1.9.2 10 per 4Re
line
[Fire at <Station>] (Other) Post 1.9.2 2Re
[Forging PoID] Post 1.4.24 60 10Bk
[Freeming <Player>] # Post 1.10.10 20 1Re,1Gr (S0,L0)
[Freem-away!] Post 1.10.10
[Freewheeling] Pre 1.7.45
[Generating Token] Neut 1.7.54 1Gr varies
[Ghosting] Pre 1.11.6 1Bk
[Giving Tokens to <Player>] Post 1.7.27
[Gold Rush] Post 1.7.x 1Gr
[Gold to Blue] Neut 1.7.21 none 1Go 3Bu
[Gold to Silver] Neut 1.7.21 none 1Go 2Si
[Gold to Bronze] Neut 1.7.21 none 1Go 8Br
[Greening <Player>] # Post 1.10.9 20 2Gr (S0,L0)
[Hoarding <Tokens>] Post 1.4.9
[Home] Pre 1.12.4 30
[Home: <Station>] Neut 1.12.2 none
[Huffing <Player>] Post 1.10.15 (S0,L0)
[Hyde Transformation] Post 1.7.38 1Bu,2Re
[Ignore the Gap] Neut 1.8.7 5 1Si
[Into Boris] Neut 1.8.12 2Re,2Bu
[Into Knip] Neut 1.8.4 4Bu
[Knerdling] Pre 1.10.12 2Re
[Knidding <Player>] # Post 1.10.11 20 4Re (S0,L0)
[Ladder Sidestep] Pre 1.8.9 3Bk
[Late Arrival from <Place>] Neut 1.7.9 3Re
[Line Change] Pre 1.5.11 none 1Bk
[LV+X] Pre 1.6.1
[LV-X] Pre 1.6.1
[Maelberging <Station>] Post 1.9.5 1Bu
[Magno-Clamping <Player>] # Neut 1.10.14 1Gr
[Magno-Gone] Neut 1.10.14
[Mind the Gap] Neut 1.8.7 1Si
[Narging <player>] # Post 1.10.8 20 3Re (S0,L0)
[Opening MC] Neut 1.7.28 3Go if Charge
does not match
[Out of Boris] Neut 1.8.12 2Gr,2Bu
[Out of Knip] Neut 1.8.4 4Bu
[Parks and Greens Cascade] Post 1.8.2 2Bu
[Pegging <Line> from <S1> Post 1.11.5 20 xBu *
to <S2>]
[Pegging <Station>] Neut 1.11.4 1Bu
[PoID on <Station>] Neut 1.4.24 (S0,L0)
[<Possession> Off] Neut 1.4.33 none
[<Possession> On] Neut 1.4.33 none
[Power Failure! <Line>] Post 1.9.4 20 3Re (L0)
[Power Restored <Line>] Post 1.9.4 (L0)
[Purchasing <Possession>] Neut 1.4.18 xBr
[Radiating <Player>] Neut 1.10.18 3Re (S0,L0)
[Radio Clamp <ID> LV+X] Post 1.10.18 1Re
[Radio Clamp <ID> LV-X] Post 1.10.18 1Re
[Radio Clamp <ID> to <Station>] Neut 1.10.18 1Re
[Rebounding off <Station>] Post 1.5.6
[Recycling] Neut 1.7.39 5 varies varies
[Releasing Pigeons] Post 1.4.25 1Go per
Pigeon
[Removing Bulkhead at Neut 1.9.3 20 4Bk
<Station>]
[Removing <Garment>] Neut 1.4.30 15
[Removing Velocity Bomb] Neut 1.10.6 2Si
[Rent to <Player>] Pre 1.12.3 8Br
[Reshuffling] Neut 1.4.15
[Selling <Possession>] Neut 1.4.18 (x/2)Br
[Sgronk!] Pre 1.8.10 20 3Bu
[Shadowing <Player>] # Post 1.10.5 (S0)
[Shunting <Player(s)> to Post 1.10.1 1Re (S0,L0)
<Station>] #
[Single Helsinki] Neut 1.7.57 3Bu
[Silver to Bronze] Neut 1.7.21 none 1Si 4Br
[Silver to Gold] Neut 1.7.21 none 2Si 1Go
[Soap on (<Line>)] Pre 1.9.7 2Bu (L0)
[Spooning <Player>] Post 1.10.7 20 1Go (S0,L0)
[<Station> Wild] Post 1.11.1 1Gr
[Stationary-Shunting <Player> Post 1.10.17 1Re (S0,L0)
to <Station>]
[Straddling to <Station>] Post 1.7.6 20 1Bk
[Stribble to <Station>] Post 1.7.55 (L0)
[Striling to <Station>] Pre 1.7.12
[Stub Link] Pre 1.7.33
[Taking a Bow] Neut 0.9.4 none
[Terminating Cascade] Post 1.8.2
[Terminating Ladder] Post 1.8.9
[Tithe <Zone>] Neut 1.7.31 20 (7-Zone)Bu
[Toffing <Player>] # Post 1.10.13 20 2Re,1Gr (S0,L0)
[Token Cascade] Pre 1.7.36 15 4Re/Bu/Bk
[<Token Colour> Bock] Post 1.8.8 3Bu,
1<Token Colour>
[<Token Colour> Token on Post 1.14.3 5
<Station>]
[Toll to <Player>] Pre 1.12.3 4Br
[Triple Helsinki] Neut 1.7.57 9Bu
[Un-Bock <Token Colour>] Post 1.8.8 3Bu
1<Token Colour>
[Un-Bock] Post 1.8.8 6Bu
[Un-Maelberging] Post 1.9.5 1Bu (S0,L0)
[Unpegging <Station>] Post 1.11.4 1Bk
[Unspoon] Post 1.10.7 5 any
[Using ____ Gambit/Manoeuvre] Post 1.18.3 5 varies
[Velocity-Bombing <Player>] Post 1.10.6 3Re
[Venbacker Ladder] Pre 1.8.9 2Bu
[Visiting <Place>] Post 1.7.9 6Br
[Waiting] Neut 1.7.52 Varies
[Walking to <Station>] Pre 1.7.10 30 1Bk
[Wearing <Garment>] Neut 1.4.30 15
[Wild] Pre 1.11.1 30 1Bk

{Adding the Fosdyke Requirements in, and correcting a few things - like the
fact that Bulkheading was incorrectly referring to 1.7.27 and several
Actions referred to 1.7.x and 1.9.x.}

-----------------------------------------------------------------------------

Proposal 803 - Push Down, Pop Up, Byte Byte Byte! [Enactment]

Add the following Action to 1.7.2:

------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Inverting Stack at <Station>] Neut 1.4.x 1 Gr

Add the following Rule to section 1.4:

Rule 1.4.x - Pushing and popping

A Player may perform the Action [Inverting Stack at <Station>] to invert the
Token Stack at the named Station. This reverses the order of the Tokens in the
Stack - to wit, the bottom token becomes the top, the second bottom becomes
the second top, and so forth.

-----------------------------------------------------------------------------

Proposal 804 - Rebound to Work [Multiple]

{ Rewording the Rebound rule completely, making it a pre-Move permission
Action and simplifying the wording of the rebound (without, unless I've
missed anything, losing a glimmer of the implementation). }

1. Tall Buildings In A Single Rebound [Amendment]

Reword Rule 1.5.6 (On the Rebound):-

A Player may perform the pre-Move Action "[Rebounding]" to set emself
up to rebound during eir Move.

If a Player has performed the "[Rebounding]" Action, e may, during eir
Move, rebound at Stations which are adjacent to Blocked Stations
(provided that e is on a Line which the two Stations have in common),
and at Terminus Stations.

When rebounding at a Station, the rebounding Player may change Line
Direction.

2. You Absolute Rebounder! [Amendment]

In Rule 1.7.2 (Actions), replace "[Rebounding off <Station>]" with:-

------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Rebounding] Pre 1.5.6 zero
------------------------------------------------------------------------

-----------------------------------------------------------------------------

Proposal 805 - Flicking Paper Clips [Amendment]

Reword Rule 1.10.17 (Stationary Shunts) to:-

A Player may perform a "[Stationary Shunt]"; this is identical to a
normal Shunt, except that it may (and may only) be performed if the
Actioning Player has an LV of zero.

When performed, a Stationary Shunt has the same effect as a normal
Shunt being played at an LV of 1, except that the Actioning Player
may not take any Tokens or Possessions from the Shunted Player.

{ Tidying a bit, and removing the ridiculous "Shunted Player can't
take revenge next Turn" clause. }

-----------------------------------------------------------------------------

Proposal 806 - Sliced Carat [Amendment]

In Rule 1.16.1 (One Good Turn), remove the text "If a Turn is made to
replace an Illegal Turn, its Play should be preceded by a "^"
character."

{ Since we've never actually remembered to use it. I think the stigmata of
being buzzed in front of everyone else is probably enough of a counter-
incentive, without actually branding people. }

-----------------------------------------------------------------------------

Proposal 807 - Eco-Hostile [Amendment]

{ Altering it to allow recycling only of Tokens of the same colour, *or* a
single Possession. Bonanza wins and other any-Token things are too easy,
otherwise, as well as Greening all the Drone's Tokens before you abandon
em, and whatever.

Also fixing the rule to stipulate that, er, the Recycled stuff is actually
destroyed. }

Reword the first paragraph of Rule 1.7.39 (Ecofriendly) to:-

A Player may perform the Neutral Action of "[Recycling]" to Recycle a
number of Tokens of the same colour, or a single non-Indestructable
Possession, either of which must be in eir possession. That which e
Recycles is detailed in the comments of eir Turn, and is destroyed upon
performance of this Action.

-----------------------------------------------------------------------------

Proposal 808 - Lie In It [Amendment]

Cut the third and fourth paragraphs of Rule 0.4.3 (Proposal Submission),
pertaining to the amendment of Proposals.

{ It's too fiddly, really, with quite a few down-sides - it's extra legwork
for friend Speaker, it biases things heavily against Players who vote early
in the Week (particularly if they don't check their mail again until after
the Week-End), and it gives people a reason not to think too carefully
about their Proposals when they first write them. Additionally, the
occasions where it has been used usually don't address the issues raised
on the mailing list anyway, or further issues come up later in the week.
We can live without this, I feel. }

-----------------------------------------------------------------------------

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From MN Speaker <speaker@d...> Tue Jun 15 15:56:09 1999
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Subject: MN: Year 3 Week 10 - Voting Results for Week 9
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
784 Holding Stations 5 1 - 3 Passes
785 Turner's Declension 3 1 2 3 Passes
786 More Better Unique 2 1 3 3 Fails
787 Alchemy 3 - 3 3 Fails
788 Speed Crazy 5 1 - 3 Passes
789 And the Smell of It... 3 - 3 3 Fails
790 These Tight Skirts ... 2 - 4 3 Fails
791 UnderfFlourished 3 1 2 3 Passes
792 Suited and Booted 5 1 - 3 Passes
793 I Can Do Anything 5 1 - 3 Passes
794 Stopping Block 5 1 - 3 Passes
795 Unfurnished Property 4 1 1 3 Passes
-----------------------------------------------------------------------

-----------------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------------

784 (Ole) - FOR FOR - FOR - PAS FOR FOR - 
785 (Ole) - FOR FOR - AGA - PAS FOR AGA - 
786 (Paul) - FOR AGA - AGA - AGA PAS FOR - 
787 (Ole) - FOR FOR - AGA - FOR AGA AGA - 
788 (Ole) - FOR FOR - FOR - PAS FOR FOR - 
789 (Ole) - AGA AGA - AGA - FOR FOR FOR - 
790 (Paul) - AGA FOR - AGA - AGA FOR AGA - 
791 (Kevan) - FOR AGA - PAS - AGA FOR FOR - 
792 (Kevan) - FOR FOR - PAS - FOR FOR FOR - 
793 (Kevan) - FOR FOR - PAS - FOR FOR FOR - 
794 (Kevan) - FOR FOR - PAS - FOR FOR FOR - 
795 (Kevan) - FOR FOR - PAS - AGA FOR FOR - 

-----------------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
- KUDOS ---------------------------------------------------------------------

Initial: 11 21 5 0 44 16 22 -2 13 4
Halved: 10 2 22 11 -1 6 
---------------------------------------------------------------------
FOR Votes: +0 +0 +0 +22 +19 +4 +0 
AGA Votes: I -0 -0 -0 -3 I -8 -7 -0 I
Decisive: n +3 +3 +0 +3 n +3 +3 +3 n
Voting/Own: a -0 -0 -0 +0 a -6 -3 -0 a
c c c
EP FOR: t +0 +0 +0 +0 t +0 +0 +0 t
EP AGA: i -0 -0 -0 +0 i -0 -0 -0 i
Digit/Pulse: v +0 +0 +0 +0 v +0 +0 +0 v
e e e
Awards: +3 +0 +0 +6 +4 +0 +0 [*]
Kudos Gifts +0 +0 +0 +0 +0 +0 +0 
---------------------------------------------------------------------
This Week: +6 +3 +0 +28 +12 -3 +3 

Final: 11 16 5 0 50 16 23 -4 9 4

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------

[*] Ruttsborough Award (+1/FOR) - none
IMCS Clarity Award (+3) - Kevan (UnderfFlourished)
CAMREC Cleanup Award (+3) - Kevan (Stopping Block)
Mrs Trellis Award (+4) - Ole (Turner's Declension)
Clever Bear (+3) - none
For E's A Jolly Good Fellow (+3) - Dunx (automatic)
--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From MN Speaker <speaker@d...> Tue Jun 15 15:57:58 1999
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Date: Tue, 15 Jun 1999 23:42:37 +0100
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There've been no comments on the split ruleset, so I assume there are no
issues with it.

I'll be going across to using this form as of next Week.

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From kevan@d... Wed Jun 16 06:38:32 1999
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>Proposal 796 - Power-crazed Egotistical Entrepreneur [Action]

Nnng. Confusing stuff. Under this Proposed Rule, a legal couple of Moves
would be:-

Kevan : [LV+3] Heathrow Terminal 4 (PD)
Dunx : Pass (Angel (NT))
Kevan : [Bransoning to @Station@] [Wild] Angel (NT) [Shadowing Dunx]

The last Move being replaced with:-

Kevan : [Bransoning to Neasden] [Wild] Angel (NT) [Shadowing Dunx]

...seeing me end the Turn at Neasden. Which seems a very odd way of
doing it. I think the neatest way might be to make Bransoning a
post-Move Action, and have it enforcing a Special Move to the random
destination, during the Actioning Player's next Turn.

>{Comment:
> Letting the _next_ player make the roll should cover the hole.

No different to letting the Actioning Player roll the die after eir
Turn, really.

>Proposal 798 - Hatch-as Hatch-Can [Action]

This still puzzles me a bit, I'm afraid...

> Hatching a Line Segment causes all Stations in that Line Segment not to
> be considered part of the Line in question for a period of one Round.

Are those Stations considered to be physically detached from their
neighbours, so that you can't moved from an Unhatched to a Hatched
Station? Or are they simply "not considered part of the Line" in the
same way that Ghost Stations don't have a Line - Angel will still
sit on the Northern Line and be available to Move to, it just has a
Line Code of "N/A" for a Turn?

If it's the latter, then this seems ludicrously weak. Either way,
though, this reads a little too ambiguously, to me.

>Proposal 799 - He has a Way of Saying It [Action]
>
> A Player may perform the Pre-Move Action of "[Lyttleton Announcement]".
> When a Lyttleton Announcement is made, all Game States are reset to
> what they were at the beginning of the Game.

Terrifying. If you take a sinle Game State to be "any aspect of the
Game" (which Rules 1.2.0 and 1.3.1 would seem to suggest), then this
means the Game reverts to however it was immediately prior to the
opening Move. Crushingly powerful.

Even if the Proposer of this intended "Game States" to mean "Knip and
Bock and what have you", it's still probably a bit too powerful; a
person with four Golds can rescind all such States and move to the
Crescent.

Perhaps there is room for a "State" destroyer, though, along similar
lines to getting rid of all your Clamps by standing over a Package and
detonating it...

>Proposal 800 - Soap Box [Amendment]

Cute, but I can't imagine it ever being used. It'd be fitting to have
Marble Arch giving some benefit to the Speaker, I suppose, but such
crossover between Crecent and Nomic doesn't fit things too well.

>Proposal 801 - easy-to-read Fosdyke Codes [Amendment]

It makes sense, really.

>Proposal 802 - Fosdyke Updates to the Action Table [Amendment]

Very neatly done. Good stuff.

>Proposal 803 - Push Down, Pop Up, Byte Byte Byte! [Enactment]

Good stuff. A nicely simple mechanic which can work with a few other
rules to achieve intriguing strategic things; just the sort of Proposal
I like to see. Bravo, whoever.

Kevan

--
kevan@d...
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From <palnatoke@g...> Wed Jun 16 11:17:24 1999
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From: "Ole Andersen" <palnatoke@g...>
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Kevan wrote:
: >Proposal 796 - Power-crazed Egotistical Entrepreneur [Action]
:
: Nnng. Confusing stuff. Under this Proposed Rule, a legal couple of Moves
: would be:-
:
: Kevan : [LV+3] Heathrow Terminal 4 (PD)
: Dunx : Pass (Angel (NT))
: Kevan : [Bransoning to @Station@] [Wild] Angel (NT) [Shadowing Dunx]
:
: The last Move being replaced with:-
:
: Kevan : [Bransoning to Neasden] [Wild] Angel (NT) [Shadowing Dunx]
:
: ...seeing me end the Turn at Neasden. Which seems a very odd way of
: doing it. I think the neatest way might be to make Bransoning a
: post-Move Action, and have it enforcing a Special Move to the random
: destination, during the Actioning Player's next Turn.

It should be Post. It looks like I made a mistake here. The Action table
entry says Post, the text says Pre.



:
: >{Comment:
: > Letting the _next_ player make the roll should cover the hole.
:
: No different to letting the Actioning Player roll the die after eir
: Turn, really.
:

That would require a new definition of the end of a Turn or be open to
abuse. As it is now, the
Turn is not over until the _next_ player begins eir Turn.



: >Proposal 798 - Hatch-as Hatch-Can [Action]
:
: This still puzzles me a bit, I'm afraid...
:
: > Hatching a Line Segment causes all Stations in that Line Segment not
to
: > be considered part of the Line in question for a period of one Round.
:
: Are those Stations considered to be physically detached from their
: neighbours, so that you can't moved from an Unhatched to a Hatched
: Station? Or are they simply "not considered part of the Line" in the
: same way that Ghost Stations don't have a Line - Angel will still
: sit on the Northern Line and be available to Move to, it just has a
: Line Code of "N/A" for a Turn?
:
: If it's the latter, then this seems ludicrously weak. Either way,
: though, this reads a little too ambiguously, to me.

Angel still sits on the line connecting Old Street and KingsX.
If it is weak, it is because we have too few Actions depending on Line.


:
: >Proposal 799 - He has a Way of Saying It [Action]
: >

: Even if the Proposer of this intended "Game States" to mean "Knip and
: Bock and what have you", it's still probably a bit too powerful; a
: person with four Golds can rescind all such States and move to the
: Crescent.


The meaning was "Knip and Bock and what have you", but who has 4 Golds? Or
26 in the Long Game?


Ole





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From <palnatoke@g...> Wed Jun 16 13:20:24 1999
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:
: Proposal 799 - He has a Way of Saying It [Action]
:
: Rule 1.7.x - Lyttleton Announcement
:
: A Player may perform the Pre-Move Action of "[Lyttleton Announcement]".

: [Lyttleton Announcement] Neut 1.7.x 50 -1 Go
:

I hate cut&paste. The ruletext is OK, the Action table is erroneous.


: Proposal 801 - easy-to-read Fosdyke Codes [Amendment]

: (R1,Z1) subject and object are four Stations apart on the
: shortest route and are in adjacent Zones.

Typo alert!
Should have been (R4,Z1).


:
: Proposal 802 - Fosdyke Updates to the Action Table [Amendment]
:
: Amend Rule 1.7.2 to read:
:
: The following table is an index to all Actions in Mornington Nomic. It
: should be used as a guide; the full details given in the pertaining Rule
may
: give requirements and effects not listable here. In particular, the Cost,
: Gain and Fosdyke Requirements (FR) columns are not guaranteed to be
: complete.

It would be nice if the full details _are_ in the Rule.
If this is adopted, we may need to comb through the Rules.



: [Dead-End Shunting <Player> to Post 1.10.3 1Re (S=LV)
: <Station>] #

: [Shunting <Player(s)> to Post 1.10.1 1Re
(S0,L0)
: <Station>] #

This puzzles me. Explanation?


:
: Proposal 808 - Lie In It [Amendment]
:
: Cut the third and fourth paragraphs of Rule 0.4.3 (Proposal Submission),
: pertaining to the amendment of Proposals.
:
: { It's too fiddly, really, with quite a few down-sides - it's extra
legwork
: for friend Speaker, it biases things heavily against Players who vote
early
: in the Week (particularly if they don't check their mail again until
after
: the Week-End), and it gives people a reason not to think too carefully
: about their Proposals when they first write them. Additionally, the
: occasions where it has been used usually don't address the issues raised
: on the mailing list anyway, or further issues come up later in the week.
: We can live without this, I feel. }

The logical thing here would be to strike the fifth paragraph as well.



Ole





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From kevan@d... Mon Jun 21 05:27:31 1999
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Mildly amusing to note that my reaction to London Transport's recent decision to close the Circle Line until August, and of the general public's resultant outrage to it, was "Oh, come on, it's only been Power-Failed, not Electrified."

On a related note, I was a little puzzled to find Iris Murdoch's excellent "A Word Child" casually referring to the Circle Line as "the Inner Circle", more than a few times (the main character often passing the time by taking a train around the line a few dozen times, alighting at random) - did it used to be known as this, back in the seventies, or something?

Kevan

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From Dunx <dunx@d...> Mon Jun 21 23:46:31 1999
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At 12:27 21/06/99 +0000, you wrote:
>Mildly amusing to note that my reaction to London Transport's recent 
>decision to close the Circle Line until August, and of the general public's 
>resultant outrage to it, was "Oh, come on, it's only been Power-Failed, not 
>Electrified."

Ah, the perspective of the seasoned player...

>On a related note, I was a little puzzled to find Iris Murdoch's excellent 
>"A Word Child" casually referring to the Circle Line as "the Inner Circle", 
>more than a few times (the main character often passing the time by taking a 
>train around the line a few dozen times, alighting at random) - did it used 
>to be known as this, back in the seventies, or something?

>From Clive's Underground pages (which I will link to when I finish my MC
resources page, but for which I have temporarily mislaid the URL - this
text is quoted from a local copy):

------------------------------------- 8< ------------------------------------
Readers will note the name "Inner Circle", still used by many Londoners.
"Inner" simply referred to the central position of the route with respect to
London and its railways; the name was in use by 1869, well before the actual
completion of the circuit. In fact, over the following decade, three other
services, each in the form of a horseshoe and, in two cases, sharing track
with the Inner Circle, were given names obviously modelled after it:
* Middle Circle
Hammersmith & City Line from Moorgate via Latimer Road to Kensington
(Olympia), then District Line to Mansion House. This service ran from 1872
to 1905, though from 1900 onwards the latter terminus was cut back to
Earl's Court. The service was operated by the Hammersmith & City and
District Railways.
* Outer Circle
NLR from Broad Street to Willesden Junction, then WLR to Kensington
(Olympia), then District Line to Mansion House. The route started
operating on 1867-09-01 from Broad Street to Kensington (Olympia), was
extended on 1869-01-01 to Victoria, and then diverted to Mansion House
on 1872-02-01. It was then cut back to Earl's Court in 1909, reduced to
a Willesden-Earl's Court shuttle in 1912, and finally abandoned in 1940
after bomb damage to the track at Kensington (Olympia). This was
essentially a LNWR service; though the District provided the locomotives
on its section and operated the shuttle from 1914-07-01 to 1914-11-21
inclusive (while the LNWR obtained electric trains).
* Super Outer Circle
Midland Railway from St.Pancras to Cricklewood, then Midland & South
Western Joint to Acton Central, then NLR to Acton Lane Junction (see
the District Line) via a chord (since removed), then District Line to
Earl's Court. This was operated by the Midland Railway from 1878-05-01
to 1880-09-30.
------------------------------------- 8< ------------------------------------

So there you go.

I wouldn't be surprised if, in Iris Murdoch's case, the term "Inner Circle"
is also a reference to Dante.

--
Dunx
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From MN Speaker <speaker@d...> Tue Jun 22 13:39:19 1999
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I'm not doing the Speaker thing tonight. Apologies for the inconvenience,
but the Week End stuff is being put back by 24 hours.

Technically, of course, Week 10 has already ended but I haven't checked the
votes or Proposals I've received yet, so consider this a bonus.

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From <WayperP@p...> Tue Jun 22 16:57:56 1999
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On Monday, June 21, 1999 10:27 PM, kevan@d...
[SMTP:kevan@d...] wrote:
> Mildly amusing to note that my reaction to London Transport's recent
> decision to close the Circle Line until August, and of the general
> public's resultant outrage to it, was "Oh, come on, it's only been Power-
> Failed, not Electrified."

*LOL* Wonderful! I love it when life works like that.

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From MN Speaker <speaker@d...> Wed Jun 23 14:04:21 1999
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
796 Power-crazed Entrepreneur 1 2 1 3 Fails
797 Sitting On A Wall 3 1 - 3 Passes
798 Hatch-as Hatch-Can 1 1 2 3 Fails
799 He Has a Way of Saying It - 1 3 3 Fails
800 Soap Box - 2 2 3 Fails
801 easy-to-read Fosdyke Codes 4 - - 3 Passes
802 Fosdyke Updates to Actions 3 - 1 3 Passes
803 Push Down, Pop Up... 4 - - 3 Passes
804 Rebound to Work 3 1 - 3 Passes
805 Flicking Paper Clips 3 1 - 3 Passes
806 Sliced Carat 3 1 - 3 Passes
807 Eco-Hostile 3 1 - 3 Passes
808 Lie In It 3 - 1 3 Passes
-----------------------------------------------------------------------

-----------------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------------

796 (Ole) - FOR PAS - AGA - PAS - - - 
797 (Ole) - FOR FOR - FOR - PAS - - - 
798 (Ole) - FOR AGA - AGA - PAS - - - 
799 (Ole) - AGA AGA - AGA - PAS - - - 
800 (Ole) - AGA PAS - AGA - PAS - - - 
801 (Paul) - FOR FOR - FOR - FOR - - - 
802 (Paul) - FOR FOR - FOR - AGA - - - 
803 (Paul) - FOR FOR - FOR - FOR - - - 
804 (Kevan) - FOR FOR - PAS - FOR - - - 
805 (Kevan) - FOR FOR - PAS - FOR - - - 
806 (Kevan) - FOR FOR - PAS - FOR - - - 
807 (Kevan - FOR FOR - PAS - FOR - - - 
808 (Kevan) - FOR FOR - FOR - AGA - - - 

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
- KUDOS ---------------------------------------------------------------

Initial: 11 16 5 0 50 16 23 -4 9 4
Halved: 8 2 25 11 -2 4 
---------------------------------------------------------------------
FOR Votes: +0 +0 +0 +15 +5 +7 +0 
AGA Votes: I -0 -0 -0 -1 I -8 -1 -0 I
Decisive: n +3 +0 +0 +3 n +3 +0 +0 n
Voting/Own: a -0 -0 -0 -3 a -0 -0 -0 a
c c c
EP FOR: t +0 +0 +0 +0 t +0 +0 +0 t
EP AGA: i -0 -0 -0 +0 i -0 -0 -0 i
Digit/Pulse: v +0 +0 +0 +5 v +0 +0 +0 v
e e e
Awards: +3 +0 +0 +3 +4 +3 +3 [*]
Kudos Gifts +0 +0 +0 +0 +0 +0 +0 
---------------------------------------------------------------------
This Week: +6 +0 +0 +22 +4 +9 +3 

Final: 11 14 2 0 47 16 15 7 7 4

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------

[*] Ruttsborough Award (+1/FOR) - none
IMCS Clarity Award (+3) - PaulWay (easy-to-read Fosdyke Codes)
CAMREC Cleanup Award (+3) - Kevan (Rebound To Work)
Mrs Trellis Award (+4) - Ole (Sitting On A Wall)
Clever Bear (+3) - RiffRaff
For E's A Jolly Good Fellow (+3) - Dunx (automatic)

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From MN Speaker <speaker@d...> Wed Jun 23 14:04:33 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Eleven
-----------------------------------------------------------------------------

Proposal 809 - Night Train [Action]

In Rule 1.13.1, after:

Game Time 'skips' the time between 0000 and 0500, and this 'skip'
advances the day of the game time by one day. Thus, if Rushton's Turn
finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
Garden's Turn ends at Thursday 0520.

insert:

If the Action [Night Train] is performed, the firstcoming 'skip' is
ignored, but the day of the game time is still advanced at 0000.
To signify this anomaly, an asterisk is inserted in the Game Time
in the Game State Document. Actions that target other Players
cannot be played between 0000 and 0500. 



------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Night Train] Neut 1.13.1 -1 Bu



{Comment:

+- Wild -----------------------------------------------++-- Time --+
+ || Sun*1945 |
+------------------------------------------------------++----------+

This does require a bit of maintenance, but not much.

}

-----------------------------------------------------------------------------

Proposal 810 - Gotcha! [Multiple]

In Rule 1.10.1, delete:

It is illegal to shunt Token Stacks to Stations which already have Token
Stacks on them.

In Rule 1.10.2, replace:

Token Stacks may be involved in Double Shunts; however, a Player may not
be Double-Shunted if the target of the original Shunt was a Token Stack.

with

Token Stacks may be involved in Double Shunts.

-----------------------------------------------------------------------------

Proposal 811 - Did you see That? [Action]

Rule 1.7.x - Did you see That? 

A Player may perform the post-Move Action of "[Streaking]", provided e
carries no Possessions.

When a Player performs "Streaking", all Players at Stations passed
through by the Actioning Player Lose all eir non-Worn, non-Nantucketed
Possessions.

If a Streaking Player ends eir Turn at Arsenal, Wembley Park or
Wimbledon, e gains an Overcoat and is transported to Tower Hill.
In this case, the Streaking costs one Bronze Token in addition to the
ordinary cost. 


------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Streaking] Post 1.7.x -4 Re

-----------------------------------------------------------------------------

Proposal 812 - Not So Fast There! [Action]

Rule 1.8.x - Not So Fast There!

A Player may perform the pre-Move Action "[Speed Limit on <Line>: <limit>]"
to put such a Limit in effect.

If a Line has a Speed Limit, no Player with a LV of more than <limit> may
Move through any part of the said Line, unless eir Charge is greater than
+100% or less than -100%, in which cases eir LV may have a value of up to
twice the Limit.

The cost of performing [Speed Limit] is an amount of Blue Tokens equal to
the difference between the previous Speed Limit and the new Speed Limit.

All Lines and Line Segments have an initial Speed Limit of 10.



------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Speed Limit on <Line>: <x>] Pre 1.8.x none varies

-----------------------------------------------------------------------------

Proposal 813 - Mimicry [Action]

Rule 1.10.x - Mimicry

A Player may perform the post-Move Action of "[Mimicking <Player>]",
provided that "<Player>" is a Player (known as the Mimickee) with the
same LV and location as the Actioning Player (known as the Mimicker).

For one Round, all Token losses that otherwise would happen to the
Mimicker shall happen to the Mimickee instead, and all Token gains that
otherwise would happen to the Mimickee shall happen to the Mimicker
instead.

If this leads to the Mimickee having to lose a Token e does not have,
the Mimickee stops being Mimickee, while the Mimicker loses the Token
in question and stops being Mimicker.

No Player can be the Mimickee of two Mimickers.

------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Mimicking <Player>] # Post 1.10.x -3 Re



{Comment:
I assume that the payment of the 3 Red must occur before the Mimicking can
take place.

}

-----------------------------------------------------------------------------

Proposal 814 - Turner Reprise [Amendment]

Remove the last paragraph of Rule 1.7.58, Turner's Declension ("Multiple
Declensions can be performed in succession. The Actioning Player
receives the bottom Token of each Token Stack so moved to.")

{ Too confusing, really, and never explained - does this suggest multiple
Declensions in one Turn? Surely not, since you can only make one Move per
Turn. Successive Turns, perhaps? But if you only get the Token for multiple
Declensions, how should you know whether to take one after your first
Declension? Is anyone really going to bother? Etc. }

-----------------------------------------------------------------------------

Proposal 815 - Jack's Tractor [Multiple]

Throughout the ruleset, replace the strings "Too Big!" with "Huge", and then
replace the strings "Too Big" with "Huge".

{ Guarding against such potential grammatical atrocities as "Easter Island
statues are Too Big Possessions", and trimming extraneous punctuation. }

-----------------------------------------------------------------------------

Proposal 816 - Heading Them Off [Amendment]

In Rule 1.4.20 (Token Collection Table), remove the reward for "Playing
'Pass' as eir Move".

{ Passing shouldn't be so appealing, really - ideally it should see no more
use than the forced-Passing resulting from explosions and the like, and
rarely as anything approaching strategy. Dollis Hill Loops have become
rather disappointing, with most Players passing to gain a Token instead
of a less-rewarding normal Move. }

-----------------------------------------------------------------------------

Proposal 817 - I Closed My Eyes And... [Amendment]

Reword Rule 1.7.38 (Jekyll and Hyde Park) to:-

A Player may perform the Action "[Hyde Transformation]" to gain the Hyde
Mask Possession, provided they are situated at Hyde Park Corner. The
Hyde Mask is a Unique Garment Possession.

If a Player is wearing the Hyde Mask, e may increase or decrease eir Line
Velocity by five rather than three. Also, any Actions which target the
Player have their Token cost increased by one Red Token, and any
Actions e performs have their Token cost reduced by one Red Token.

If a Player is wearing the Hyde Mask, e may not pass through or Move to
Holy Stations, nor may e perform the "[Opening MC]" Action.

-----------------------------------------------------------------------------

Proposal 818 - Boris Call-Off [Repeal]

Repeal Rule 1.8.12 (Game into Boris...)

{ It's far too vague and unfocused, really, with a mish-mash of minor
effects. Simple, elegant states such as Sgronk are far more interesting
to play with, and have far more of a 'style' to them. I can tell you off
the top of my head what Sgronk does, but would struggle to remember -
let alone summarise - Boris. }

-----------------------------------------------------------------------------

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From MN Speaker <speaker@d...> Wed Jun 23 14:23:07 1999
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Players:

Three things to note about the web site this week -

1. the ruleset is now officially split.

2. the map now links to local copies of the GIFs (to guard against that day
when LU finally withdraw the map)

3. the Proposal Archive Zip file has been updated.

Any other neat ideas, and I'll be pleased to entertain them.

Finally, a quick survey - how many of you (particularly potential Speakers)
have access to Perl?

I ask because I'm considering generating the MN pages much as I already do
with Orangeness (www.dunx.org) and the tools used are written in Perl. I'll
hold off if not enough people (or at least not the appropriate people) have
access to the language.

Just a thought, anyway.

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From <WayperP@p...> Wed Jun 23 16:49:06 1999
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Date: Thu, 24 Jun 1999 09:48:01 +1000
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On Thursday, June 24, 1999 7:00 AM, MN Speaker [SMTP:speaker@d...]
wrote:
> dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
> -----------------------------------------------------------------------
> 
> 796 (Ole) - FOR PAS - AGA - PAS - - - 
> 797 (Ole) - FOR FOR - FOR - PAS - - - 
> 798 (Ole) - FOR AGA - AGA - PAS - - - 
> 799 (Ole) - AGA AGA - AGA - PAS - - - 
> 800 (Ole) - AGA PAS - AGA - PAS - - - 
> 801 (Paul) - FOR FOR - FOR - FOR - - - 
> 802 (Paul) - FOR FOR - FOR - AGA - - - 
> 803 (Paul) - FOR FOR - FOR - FOR - - - 
> 804 (Kevan) - FOR FOR - PAS - FOR - - - 
> 805 (Kevan) - FOR FOR - PAS - FOR - - - 
> 806 (Kevan) - FOR FOR - PAS - FOR - - - 
> 807 (Kevan - FOR FOR - PAS - FOR - - - 
> 808 (Kevan) - FOR FOR - FOR - AGA - - - 

Scum on a stick! I checked and double-checked that I voted this turn - and
got confused with my votes for two weeks ago! Bugger! Not that it matters
much, I would have voted roughly that way, and my votes wouldn't have really
mattered in most of them. *sigh* Half an hour on the rack for me...

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <WayperP@p...> Wed Jun 23 18:51:15 1999
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On Thursday, June 24, 1999 7:20 AM, MN Speaker [SMTP:speaker@d...]
wrote:
> Finally, a quick survey - how many of you (particularly potential
> Speakers) have access to Perl?

Aye.

> I ask because I'm considering generating the MN pages much as I already
> do with Orangeness (www.dunx.org) and the tools used are written in
> Perl. I'll hold off if not enough people (or at least not the appropriate
> people) have access to the language.

What sort of processing do you do? AFAICS Xoom doesn't allow Perl scripted
pages, so you're presumably using a tool to compile the static pages and
then uploading the HTML files. Correctamundo?

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From <palnatoke@g...> Thu Jun 24 01:35:25 1999
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From: "Ole Andersen" <palnatoke@g...>
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: Proposal 809 - Night Train [Action]

Pretty simple. But we'll have to remember removing the asterisk once we're
past midnight.

: Proposal 810 - Gotcha! [Multiple]
:

Can you Shunt a Token Stack to another Stack without Double-Shunting?
If you can, the prop needs repair.

:
: Proposal 812 - Not So Fast There! [Action]

Could be quite annoying if played with a Speed Craze.
This could cooperate rather nicely with some kind of Hatching or
Reclolouring.

:
: Proposal 813 - Mimicry [Action]

'I get all your income, you get all my expenses.'
I had thought of a Clamp, but that would be too much.

:
: Proposal 814 - Turner Reprise [Amendment]

Fine.

:
: Proposal 815 - Jack's Tractor [Multiple]

: { Guarding against such potential grammatical atrocities as "Easter Island
: statues are Too Big Possessions", and trimming extraneous punctuation. }

I had thought of this myself, but now you've really got my interest. Easter
Island statues? Do you have a prop ready?
;-)

:
: Proposal 816 - Heading Them Off [Amendment]
:

The award for Passing is, if I understood it right, some kind of insurance.
There should either be a failsafe way of getting Tokens, or a number of free
Actions.
Or both, of course.

:
: Proposal 817 - I Closed My Eyes And... [Amendment]
:

Basically adjusting the Mask to its new Garment status.

:
: Proposal 818 - Boris Call-Off [Repeal]
:
: Repeal Rule 1.8.12 (Game into Boris...)

Well, what do we do about the Boris in Game 17?



Ole




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From dunx@d... Thu Jun 24 02:30:24 1999
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PaulWay ranted after not voting:
> Scum on a stick! I checked and double-checked that I voted this turn - a=
nd
> got confused with my votes for two weeks ago!

I can see now why you wanted the individual notifications - the thing is th=
ough that I just can't guarantee that I would be able to supply notes to ind=
ividuals.

Rather irritatingly, eGroups' event notification system doesn't appear to d=
o anything either.

Would web based voting help? If I posted a CGI form which had a radio butto=
n for each Proposal and kept track of who had voted? (obviously not on the X=
oom site)

The problem with that is authentication - I'd be a bit dubious about using =
passwords because they're so easily forgotten. A possible solution would be =
to have the Voter enter their email address, partly so that I can tell who h=
as actually submitted the Votes and partly to send a copy of the message to =
the Voter.

Hmm.

I would not put this forward as a replacement for the current system, but i=
t might be useful as an adjunct.

Thoughts?



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From dunx@d... Thu Jun 24 03:17:55 1999
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PaulWay wrote:
> On Thursday, June 24, 1999 7:20 AM, MN Speaker [SMTP:speaker@d...]
> wrote:
> > I ask because I'm considering generating the MN pages much as I already=

> > do with Orangeness (www.dunx.org) and the tools used are written in
> > Perl. I'll hold off if not enough people (or at least not the appropria=
te
> > people) have access to the language.
> 
> What sort of processing do you do? AFAICS Xoom doesn't allow Perl script=
ed
> pages, so you're presumably using a tool to compile the static pages and
> then uploading the HTML files. Correctamundo?

Absolument, monsieur.

Nothing I do justifies truly active content yet, but I do like consistency =
of formatting so my pages are generated from data files using a standard tem=
plate on my own machine and then uploaded en masse to the server. This ensur=
es, for instance, that the navigation bars at the side and bottom are derive=
d from the same information.

I was going to do a similar thing with the MN pages, since the look is cons=
istent now but can be fiddly to maintain (it took me weeks to update the ema=
il addresses in the footers after I took on the Speakership, for instance). =
I do occasionally make errors in updating the URLs in the track map, too, wh=
ich would be less likely in a generated world.

But it's not essential, and the final HTML could always be treated as the m=
aster in any case.



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From kevan@d... Thu Jun 24 04:34:36 1999
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> Proposal 809 - Night Train [Action]

Nicely intriguing; a very neat implementation, and one that should make for=

some interesting use.

> Proposal 810 - Gotcha! [Multiple]
> 
> In Rule 1.10.1, delete:
> 
> It is illegal to shunt Token Stacks to Stations which already have Tok=
en
> Stacks on them.

So, um, what happens when you Shunt a Token Stack to the same Station as
another one?

> Proposal 811 - Did you see That? [Action]

Bizarre. I know there have been a few streakings in the IMCS championships,=

but I don't think any of them were strategic. This also draws attention to
the fact that a Player without any Garment Possessions may be regarded as
naked, which probably doesn't bear thinking about...

> Proposal 812 - Not So Fast There! [Action]

Very simple, very elegant; I'm surprised this hasn't been suggested before,=

appalled at myself for not having thought of it. Nicely arranged; one
possible weirdness in the fact that you can have negative speed limits,
but nothing broken.

> All Lines and Line Segments have an initial Speed Limit of 10.

Ah. This does, of course, muck up Ruttsborough. On a related note, though,
I wonder if it's worth doing away with the ten-LV maximum, and simply
having the speed limits. If you can get the Circle Line's limit up to 17,
for example, you're more than welcome to move that quickly along it...
Hmm.

> Proposal 813 - Mimicry [Action]

This looks very dangerous, to me. When it says that "Token losses that
otherwise would happen", does this include Tokens spent on Actions? Can
you Mimic someone and cheerfully spend their Tokens performing all
manner of Actions?

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From kevan@d... Thu Jun 24 04:55:25 1999
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> : Proposal 815 - Jack's Tractor [Multiple]
> 
> : { Guarding against such potential grammatical atrocities as "Easter Isl=
and
> : statues are Too Big Possessions", and trimming extraneous punctuation=
. }
> 
> I had thought of this myself, but now you've really got my interest. East=
er
> Island statues? Do you have a prop ready?
> ;-)

I think that's probably pushing it a *bit*... Maybe you could collect such =
strange artifacts from British Museum, but I'm not really sure what you'd do=
with them.

> : Proposal 816 - Heading Them Off [Amendment]
> :
> 
> The award for Passing is, if I understood it right, some kind of insuranc=
e.
> There should either be a failsafe way of getting Tokens, or a number of f=
ree
> Actions.
> Or both, of course.

Originally the Token bonus for passing was, indeed, to help people who coul=
dn't get Tokens any other way. I think the need for that has lessened since,=
really, in that there are quite a lot of cheap Actions. This encourages Pla=
yers to aim for the right Interchanges rather than just pass mindlessly, and=
I can't really imagine it affecting the game adversely. 

> : Proposal 818 - Boris Call-Off [Repeal]
> :
> : Repeal Rule 1.8.12 (Game into Boris...)
> 
> Well, what do we do about the Boris in Game 17?

I'd forgotten it was there, in all honesty. If this Proposal passes then th=
e Boris will just fizzle to nothing; I imagine the game will be over, or at =
inevitably drawing to a conclusion, within the next week, though.

(He says, tempting fate rather too much...)

Kevan

--
kevan@d...
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From <snow@s...> Thu Jun 24 05:06:16 1999
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I've completed the battle of the "Could not negotiate network 
protocol" and got myself back online. I will hence go active again.

Snow

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From kevan@d... Thu Jun 24 08:35:27 1999
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> Would web based voting help? If I posted a CGI form which had a radio but=
to=3D
> n for each Proposal and kept track of who had voted? (obviously not on th=
e X=3D
> oom site)

I nearly did this a few times, albeit as a simple form which emailed voting=
results to the Speaker. It wasn't hugely complicated, just a slightly-forma=
tted Proposal list with a few radio-buttons after each, but was presumably a=
wkward enough for me not to get around to it.

I think Web-based Voting would be rather nice, and I imagine I'd use it. A =
list of Voters-so-far should certainly keep people alert, too.

> The problem with that is authentication - I'd be a bit dubious about usin=
g =3D
> passwords because they're so easily forgotten. A possible solution would =
be =3D
> to have the Voter enter their email address, partly so that I can tell wh=
o h=3D
> as actually submitted the Votes and partly to send a copy of the message =
to =3D
> the Voter.

Since you know who's allowed to vote and who isn't, a "Who are you?" radio =
button would suffice, I suppose. Sufficient warning that the Voter would be =
emailed a confirmation should stop anyone considering abuse of the system.

Mmm. Very nice.

Kevan

--
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From <snowl@s...> Thu Jun 24 09:43:12 1999
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On 24 Jun 99, at 2:19, dunx@d... wrote:
> PaulWay wrote:
> > On Thursday, June 24, 1999 7:20 AM, MN Speaker [SMTP:speaker@d...]
> > wrote:
> > > I ask because I'm considering generating the MN pages much as I
> > > already do with Orangeness (www.dunx.org) and the tools used are
> > > written in Perl. I'll hold off if not enough people (or at least not
> > > the appropriate people) have access to the language.

There is a 32bit DOS version of Perl that everyone with Win95 or 
NT should be able to use. Unless "access to the language" mean 
"able to program Perl", but I can't see why that would be necessary.

Snow

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From <palnatoke@g...> Thu Jun 24 16:20:38 1999
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Kevan wrote:

> Proposal 810 - Gotcha! [Multiple]
>
> In Rule 1.10.1, delete:
>
> It is illegal to shunt Token Stacks to Stations which already have
Token
> Stacks on them.

So, um, what happens when you Shunt a Token Stack to the same Station as
another one?

###
Either two Stacks in one Station or Double-Shunt. The ambiguity suddenly hit
me after distribution. I guess this part needs repair.


> Proposal 811 - Did you see That? [Action]

Bizarre. I know there have been a few streakings in the IMCS championships,
but I don't think any of them were strategic. This also draws attention to
the fact that a Player without any Garment Possessions may be regarded as
naked, which probably doesn't bear thinking about...

###
Of course, it should have been Garments. Well, take the idea and run with
it.


> Proposal 812 - Not So Fast There! [Action]

Very simple, very elegant; I'm surprised this hasn't been suggested before,
appalled at myself for not having thought of it. Nicely arranged; one
possible weirdness in the fact that you can have negative speed limits,
but nothing broken.

> All Lines and Line Segments have an initial Speed Limit of 10.

Ah. This does, of course, muck up Ruttsborough. On a related note, though,
I wonder if it's worth doing away with the ten-LV maximum, and simply
having the speed limits. If you can get the Circle Line's limit up to 17,
for example, you're more than welcome to move that quickly along it...
Hmm.


###
I had thought of deleting the maximum, but decided not to, mostly to avoid
possible conflicts in other parts of the rules - not that I noticed any,
but...



> Proposal 813 - Mimicry [Action]

This looks very dangerous, to me. When it says that "Token losses that
otherwise would happen", does this include Tokens spent on Actions? Can
you Mimic someone and cheerfully spend their Tokens performing all
manner of Actions?


This was my original reply:
##
Exactly. You just have to find someone with the same LV as yourself. This
does make Wild a bit risky.
But, you can only use eir Tokens. Once you try to use a Token not carried by
the Mimickee, e is free. That means, of course, that you use eir Tokens
first, and then your own.
It does carry the risk of superfluous Actions just to use the Mimickee's
Tokens.
Hmm.
##

Then I saw the word loss. Since we now have a place for Lost Property, it's
a bit nebulous. Gotta rewrite it.



Ole




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From dunx@d... Thu Jun 24 16:21:15 1999
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It must be time for one of these again - onward, ever onward!

Game States as of 15:00 24/6/99:

Game List Rules To play Last Move [1]
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
11 L'ton Long Jon 14:12 21-June-99
13 Garden Fin.Opt PaulWay 14:20 21-June-99
15 R'ton Rutts Kevan 14:47 21-June-99
16 B-T C d'E PaulWay 17:04 12-June-99
17 Cryer CtF Kevan 10:29 23-June-99

[1] all times in BST. I think.

(incidentally, apologies for my last couple of posts being badly laid out -=

eGroups input box is a bit odd.)



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From Dunx <dunx@d...> Thu Jun 24 17:32:02 1999
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At 04:10 24/06/99 -0700, you wrote:
>> Would web based voting help? If I posted a CGI form which had a radio but
>to=
>> n for each Proposal and kept track of who had voted? (obviously not on th
>e X=
>> oom site)
>
>I nearly did this a few times, albeit as a simple form which emailed voting
> results to the Speaker. It wasn't hugely complicated, just a slightly-forma
>tted Proposal list with a few radio-buttons after each, but was presumably a
>wkward enough for me not to get around to it.

This is approval enough - I'll have a hack around over the weekend.

>I think Web-based Voting would be rather nice, and I imagine I'd use it. A 
>list of Voters-so-far should certainly keep people alert, too.

This is why I would want to put up the web-based voter.

On to the CGI manual, then...

--
Dunx
Ceci n'est pas un .sig


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From: "Wayper, Paul" <WayperP@p...>
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On Thursday, June 24, 1999 7:10 PM, dunx@d... [SMTP:dunx@d...]
wrote:
> Would web based voting help? If I posted a CGI form which had a radio
> button for each Proposal and kept track of who had voted? (obviously not
> on the Xoom site)

This sort of system had been set up on Thring and IMHO is a Good Thing. If
you can do this I shall gild your statue in my personal shrine and keep
lighted candles burning around it twenty-four hours a day.

In some ways I think if we can get a tame server for CGI then we can start
automating some of these tasks, so that Proposals get submitted to a CGI
script which places them on the board for voting and so on. I'm always
'for' automating the tasks of the Speaker.

> The problem with that is authentication - I'd be a bit dubious about using
> passwords because they're so easily forgotten. A possible solution would
> be to have the Voter enter their email address, partly so that I can tell
> who has actually submitted the Votes and partly to send a copy of the
> message to the Voter.

*shrugs* At Thring I can't remember exactly how it was set up - obviously
forging people's addresses was much more of a concern in the competitive
world of Thring than in our more communal MN. I think you had to enter your
email address and a confirmation of your votes was mailed out and had to be
replied to. I have no objection to an initial confirmation and then use of
cookies for authentication, or a password system (I have so many passwords
I've invented a system for generating passwords for new sites that's easy
for me to remember but hard for other people to guess. It's an computer
thing.)

> I would not put this forward as a replacement for the current system, but
> it might be useful as an adjunct.

I'm quite happy to have both. When Thring had the email system some of the
tasks of the speaker were automated by the Speaker at the time using CGI
scripts and so forth. A neat little Perl script that could analyse an
incoming Votes mail and record the votes of a player simply would be
something that would be eternally useful, I'd imagine.

Or am I proposing too many technical and programming solutions to things?

Paul Wayper -- DPI ITS Computer Systems Officer
_____________________________________________________________________
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From Dunx <dunx@d...> Thu Jun 24 20:49:53 1999
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At 12:18 24/06/99 +0100, you wrote:
>On 24 Jun 99, at 2:19, dunx@d... wrote:
>> PaulWay wrote:
>> > On Thursday, June 24, 1999 7:20 AM, MN Speaker [SMTP:speaker@d...]
>> > wrote:
>> > > I ask because I'm considering generating the MN pages much as I
>> > > already do with Orangeness (www.dunx.org) and the tools used are
>> > > written in Perl. I'll hold off if not enough people (or at least not
>> > > the appropriate people) have access to the language.
>
>There is a 32bit DOS version of Perl that everyone with Win95 or 
>NT should be able to use. Unless "access to the language" mean 
>"able to program Perl", but I can't see why that would be necessary.

Since I have that (the ActiveState distribution) installed on the Win9x
partitions of both machines at home, I would have to agree.

My question was really meant as a query about how widely it was installed.

Being able to program in Perl is not significant in this instance. Having
it installed is obviously important.

--
Dunx
Ceci n'est pas un .sig


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From Dunx <dunx@d...> Fri Jun 25 03:09:35 1999
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At 08:43 25/06/99 +1000, you wrote:
>On Thursday, June 24, 1999 7:10 PM, dunx@d... [SMTP:dunx@d...]
>wrote:
>> Would web based voting help? If I posted a CGI form which had a radio
>> button for each Proposal and kept track of who had voted? (obviously not
>> on the Xoom site)
>
>This sort of system had been set up on Thring and IMHO is a Good Thing. If
>you can do this I shall gild your statue in my personal shrine and keep
>lighted candles burning around it twenty-four hours a day.

Well, if it's been done before then I'm fairly sure it's doable :-)

>In some ways I think if we can get a tame server for CGI then we can start
>automating some of these tasks, so that Proposals get submitted to a CGI
>script which places them on the board for voting and so on. I'm always
>'for' automating the tasks of the Speaker.

Well so am I, obviously. It's setting aside the time to redesign processes
that's the difficult thing at the moment.

Anyway, you may gather that dunx.org is CGI-capable. I just haven't done
anything with its capabilities yet.

>> I would not put this forward as a replacement for the current system, but
>> it might be useful as an adjunct.
>
>I'm quite happy to have both. When Thring had the email system some of the
>tasks of the speaker were automated by the Speaker at the time using CGI
>scripts and so forth. A neat little Perl script that could analyse an
>incoming Votes mail and record the votes of a player simply would be
>something that would be eternally useful, I'd imagine.

Also quite unlikely, I think - the formats of voting mails vary widely.

There have been various attempts to automate the counting process, though -
Kevan had his QBasic program, I got about half way through writing a Perl
tool for the same purpose (which was too ambitious, the probable reason why
it never got finished), and Snow has written a neat little program to do
the same thing. Due to the process inertia I mentioned earlier, I'm not
using any of these aids at the moment.

>Or am I proposing too many technical and programming solutions to things?

I'm not going to start pointing the finger, given my own tendency to
over-technologise.

--
Dunx
Ceci n'est pas un .sig


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From <WayperP@p...> Fri Jun 25 04:17:41 1999
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People,

I'm going on holidays from now until monday week, so I would like to
announce that I will be inactive from 26th June 1999 until 6th of July 1999.

Thanks,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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From riffraff@n... (RiffRaff) Mon Jun 28 00:42:36 1999
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>Proposal 809 - Night Train [Action]
>Proposal 810 - Gotcha! [Multiple]

For

>Proposal 811 - Did you see That? [Action]

Against

>Proposal 812 - Not So Fast There! [Action]

For

>Proposal 813 - Mimicry [Action]

Against

>Proposal 814 - Turner Reprise [Amendment]
>Proposal 815 - Jack's Tractor [Multiple]

For

>Proposal 816 - Heading Them Off [Amendment]

Against

>Proposal 817 - I Closed My Eyes And... [Amendment]
>Proposal 818 - Boris Call-Off [Repeal]

For

Whoo, the auto-reminder really works! Cheers :)


Proposal: Limit One (1) Per Customer

Append the following to the end of Rule 0.9.4 - Fish and Fowl

No single move may be awarded the Who's A Clever Bear trophy more
than
once, no matter how many times it was Nominated.



--Riff



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From riffraff@n... (RiffRaff) Mon Jun 28 00:43:40 1999
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Argh! Damn my eyes!

--Riff



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From MN Speaker <speaker@d...> Tue Jun 29 14:12:34 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Twelve
-----------------------------------------------------------------------------

Proposal 819 - What IS this stuff? [Multiple]

Rule 1.9.x - Goo!

A Player possessing a Goo Gun may perform the Action of "[Goo on
<Station>]".

If the Goo Gun has a Voltage of 'n', <Station> can be a Station
'n' or fewer Stations from the location of the Actioning Player,
but only in a straight line.

Alternatively, <Station> can be a Station which the Actioning
Player's Piece has passed through during eir Turn.

When the Action [Goo on <Station>] is played, the Station in
question becomes Gooey for one Round.

Any Move passing through or beginning at a Gooey Station requires a
LV one higher than otherwise required. If several Gooey Stations are
involved, the required LV is adjusted once for each such Station.



Rule 1.4.x - Sticky!

A Goo Gun is a Small Possession, and has an initial Voltage of 0 (zero).

The Voltage of a Goo Gun can be increased by 'X' by playing the Action
[Voltage+X], but only if the Actioning Player has played the Action
[LV-X]
previously in eir Turn, with X having the same value in both Actions.

The Voltage of a Goo Gun is set to 0 (zero) when the Action [Goo on
<Station>] is played.

In the Luggage Rack, "Goo Gun(6)" is a Goo Gun with a Voltage of 6.


------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Goo on <Station>] Neut 1.9.x -1 Bu
[Voltage+X] Neut 1.4.x none



+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Goo Gun(0) | 3 Br | Small |

-----------------------------------------------------------------------------

Proposal 820 - Like Dominoes [Amendment]

In
Rule 1.10.2 - Line 'Em Up, Knock 'Em Down
change 

The validity and rewards of a Double-Shunt are identical to that of a
normal Shunt, treated as if the Actioning Player Shunted the Double-
Shunted Player directly, except that the Actioning Player's LV is
considered to be that which it was during eir Move (since it will have
been set to zero by the first Shunt).

to

The validity and rewards of a Double-Shunt are identical to that of a
normal Shunt, treated as if the Actioning Player Shunted the Double-
Shunted Player directly, except that the Actioning Player's LV is
considered to be that which was used in the first Shunt.

-----------------------------------------------------------------------------

Proposal 821 - Jespersen Manoeuvre [Enactment]

I propose:
Rule 1.16.x - Jespersen Manoeuvres

If a Player believes that another Player has performed an Action which,
though in accordance with the Rules being used for that Game, is too
powerful for its cost and duration, and if no more than three other
Turns have been made since, e may announce that the said Action is a
Jespersen Manoeuvre. This is done by posting a message to the relevant
Game Lounge, detailing the effects of the Manoeuvre. 

When a Jespersen Manoeuvre has been announced, the dubious Action may
not be performed until one of the following has happened:

* the Nomic Week after the announcement of the Jespersen Manoeuvre has
ended,
* the Rule detailing the said Action has been amended, or
* an Emergency Proposal to amend the wording of the Action has been
defeated.

The Player performing the Jespersen Manoeuvre gains one Kudo. 

The Player announcing the Jespersen Manoeuvre gains one Kudo if the Rule
detailing the Action is amended before the end of the Nomic Week after
the announcement.

{Kind of a soft Buzz}

-----------------------------------------------------------------------------

Proposal 822 - Down and Out [Multiple]

In
Rule 3.1.1 - Chateau d'Eau
after:
Loop Trap: Miromesnil

insert:
Lost Property Office: Gare d'Austerlitz(5,10,C)

Prison (Tower Hill equivalent): Bastille(1,5,8)

Holding Stations (Rule 1.14.3): Chateaau d'Eau(4),
Republique(3,5,8,9,11) and Les Halles(4)

and at the end of the the rule, insert:
Stations connected by dash lines (e.g. Rue de la Pompe(9) and Avenue
Henri Martin(C)) are within Walking distance of each other.

Stations connected with double lines (e.g. Gare du Nord(4,5,B,D) and
La Chapelle(2)) have an Escalator Link.



New
Rule 3.1.6 - Eating with the Locals

Instead of these Victuals:
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| British Rail Coffee | 3 Br | Edible |
| Chocolate Bar | 1 Br | Small, Edible, Dispensable |
| Lukewarm Burger | 4 Br | Edible |
| Marmalade Sandwich | 2 Br | Edible |
| Overpriced Baguette | 5 Br | Edible |
+---------------------+------+---------------------------------+
these are available:
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| SNCF Tea | 3 Br | Edible |
| Saucissons Sec | 1 Br | Small, Edible, Dispensable |
| Escargot | 4 Br | Edible |
| Brie | 2 Br | Edible |
| Choucroute | 5 Br | Edible |
+---------------------+------+---------------------------------+

Each of these Victuals has the same uses as its London equivalent.
Eating the Brie permits a Special Move to Ch. de Gaulle-Etoile(1,2,6,A).

-----------------------------------------------------------------------------

Proposal 823 - Limit One (1) Per Customer [Amendment]

Append the following to the end of Rule 0.9.4 - Fish and Fowl

No single move may be awarded the Who's A Clever Bear trophy more than
once, no matter how many times it was Nominated.

-----------------------------------------------------------------------------

Proposal 824 - To The End [Multiple]

1. He Who Laughs Last [Amendment]

To Rule 1.1.3 (Resignation), add:-

If, after a Resignation, there is only one non-Drone Player remaining in
the Game, e is considered to have Won. E may optionally submit a GSD
detailing the further Moves necessary for a victory.

2. Stalemate [Enactment: 1.1]

If all Active non-Drone Players of a Game are agreed that that Game has
reached a point of Stalemate, the Speaker may declare that that Game is
over; the Game ends, and no Players are considered to have Won or Lost.

Stalemate is defined as the point at which no Player can possibly reach
victory conditions within a reasonable time limit. This definition is
deliberately vague and open to interpretation and discussion, but
Players are encouraged to acknowledge a reasonable Stalemate rather than
simply adjusting the Ruleset so that the Stalemate is broken
(particularly if the Stalemate was intentional).

-----------------------------------------------------------------------------

Proposal 825 - Caffeine Rush [Amendment]

To the Coffee section of Rule 1.4.16 (Playing with Food), add:-

When a Player performs the Action "[Eating British Rail Coffee]",
all Actions performed during the remainder of eir Turn have their
durations halved.

{ Only Actions, though - drinking Coffee doesn't speed the trains up. }

-----------------------------------------------------------------------------

Proposal 826 - Tube Rats Ate My Zone Pass [Multiple]

{ The other animal-kingdom residents of the London Underground, and more
fitting than Pigeons, if anything (cf. Neverwhere). }

1. Not Hampsters [Enactment]

Rats exist in the Game, as Possessions.

No Player may carry more than four Rats at any one time. If this limit
is exceeded at the end of that Player's Turn, then the number of Rats
carried shall be reduced accordingly.

Rats have quite an appetite. If, at the end of any Turn, a Player
carries one or more Rats and any number of Edible or Papery Possessions,
all of eir Edible and Papery Possessions are destroyed.

In addition, if no Rats have actually been caught that Turn, and more
than two Rats are held by the Player, then a single Rat escapes the
Player's grasp and the number of Rats held is reduced by one.

Any Player may perform the post-Move Action "[Catching Rat]" to add a
Rat to eir Inventory, provided that their Piece is situated at a Closed
Station, or a Station which lies solely on a Line which is Under
Construction. If the Actioning Player is carrying a Lukewarm Burger, e
instead adds three Rats to eir Inventory.

Any Player may perform the post-Move Action "[Releasing Rat]", to set
a single Rat free. Upon performing this Action, one Rat carried by the
Actioning Player is removed from eir Luggage. If any Players sharing
a Station with the Actioning Player are carrying an Edible or Papery
Possession, the Actioning Player may place a Rat in one of those
Players' Luggages. This Action may be performed multiple times during
a single Turn.

2. Nyeeer [Amendment]

Add the following Actions:-

-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Catching Rat] Post 1.4.x 
[Releasing Rat] Post 1.4.x
-----------------------------------------------------------------------------

3. Equality in the Workplace [Amendment]

In Rule 1.7.54 (Cunningly Fashioned Out Of Pure Green), replace "single
Pigeon" with "small creature", and "a Pigeon" with "a Pigeon or Rat,".

-----------------------------------------------------------------------------

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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Subject: MN: Year 3 Week 12 - Voting Results for Week 11
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
809 Night Train 4 1 2 4 Passes
810 Gotcha! 4 1 2 4 Passes
811 Did You See That? 4 1 2 4 Passes
812 Not So Fast There! 6 1 - 4 Passes
813 Mimicry - 1 6 4 Fails
814 Turner Reprise 5 1 1 4 Passes
815 Jack's Tractor 6 1 - 4 Passes
816 Heading Them Off 1 1 5 4 Fails
817 I Closed My Eyes And ... 6 1 - 4 Passes
818 Boris Call-Off 5 1 1 4 Passes
-----------------------------------------------------------------------

-----------------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------------

809 (Ole) - AGA FOR - FOR - PAS AGA FOR FOR
810 (Ole) - FOR AGA - AGA - PAS FOR FOR FOR
811 (Ole) - FOR FOR - AGA - PAS FOR AGA FOR
812 (Ole) - FOR FOR - FOR - PAS FOR FOR FOR
813 (Ole) - AGA AGA - AGA - PAS AGA AGA AGA
814 (Kevan) - FOR AGA - PAS - FOR FOR FOR FOR
815 (Kevan) - FOR FOR - PAS - FOR FOR FOR FOR
816 (Kevan) - AGA FOR - PAS - AGA AGA AGA AGA
817 (Kevan) - FOR FOR - PAS - FOR FOR FOR FOR
818 (Kevan) - FOR FOR - PAS - FOR FOR FOR AGA

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
- KUDOS ---------------------------------------------------------------

Initial: 11 14 2 0 47 16 15 11 7 4
Halved: 7 1 23 7 3 2
---------------------------------------------------------------------
FOR Votes: +0 +0 +0 +23 +18 +0 +0
AGA Votes: I -0 -0 -0 -7 I -12 I -0 -0
Decisive: n +3 +3 +0 +3 n +3 n +3 +3
Voting/Own: a -0 -0 -0 +0 a -0 a -0 -0
c c c 
EP FOR: t +0 +0 +0 +0 t +0 t +0 +0
EP AGA: i -0 -0 -0 +0 i -0 i -0 -0
Digit/Pulse: v +0 +0 +0 +0 v +5 v +0 +5
e e e 
Awards: +3 +0 +0 +3 +4 +0 +0 [*]
Kudos Gifts +0 +0 +0 +0 +0 +0 +0
---------------------------------------------------------------------
This Week: +6 +3 +0 +22 +18 +3 +8

Final: 11 13 4 0 45 16 25 11 6 10

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------

[*] Ruttsborough Award (+1/FOR) - none
IMCS Clarity Award (+3) - none
CAMREC Cleanup Award (+3) - Kevan (Turner Reprise)
Mrs Trellis Award (+4) - Ole (Not So Fast There!)
Clever Bear (+3) - none
For E's A Jolly Good Fellow (+3) - Dunx (automatic)

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From kevan@d... Fri Jul 2 00:52:22 1999
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>Proposal 819 - What IS this stuff? [Multiple]

The "gun" aspect is very nicely implemented, but the ammo seems rather
uninspiring; I can't see there being much use for something which does
little more (in effect) than maybe decrease a Player's LV by one.
Admittedly gooing up a whole Line could be problematic, but at one
Station a Turn, and paying for the Voltage, it seems more effort than
it's worth.

A gun that could knock Player's Tokens away, or blow up Stations from
afar would be far more useful and interesting, I suspect...

>Proposal 820 - Like Dominoes [Amendment]

Very good. Double-Shunting is, er, still completely illegal, though,
since there's no way to perform it as the first post-Move Action (all
Actions in that Section having to be performed as such, and Double-
Shunting not being listed as an exception). Something to fix for next
Week, I suppose. I've plans to take a large hammer to the whole
"singularity / targetted Actions" business, anyway.

>Proposal 821 - Jespersen Manoeuvre [Enactment]

Not bad; it'd probably help to formalise this, since we frequently seem
to criticise something we notice during play, but forget to do anything
about it. As it stands it's a little strange in that nobody seems able
to question the Jespersen cry - what's to stop me, for instance,
saying that nobody else can use the Blocking Action until its Rule gets
amended?

The Kudos reward seems incredibly small beer, incidentally, and might
as well not be there - encouraging people to decry certain Actions as
broken probably isn't a good thing anyway.

>Proposal 822 - Down and Out [Multiple]

Good stuff, particularly the comestibles.

>Proposal 823 - Limit One (1) Per Customer [Amendment]
>
>Append the following to the end of Rule 0.9.4 - Fish and Fowl
>
> No single move may be awarded the Who's A Clever Bear trophy more than
> once, no matter how many times it was Nominated.

Er, how would it possible to award more than one in this fashion, if
only one is awarded per Week, and only Moves made in the past Week are
valid candidates? Or am I missing something?

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From riffraff@n... (RiffRaff) Fri Jul 2 01:54:56 1999
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>>Proposal 823 - Limit One (1) Per Customer [Amendment]
>>
>>Append the following to the end of Rule 0.9.4 - Fish and Fowl
>>
>> No single move may be awarded the Who's A Clever Bear trophy more than
>> once, no matter how many times it was Nominated.
>
>Er, how would it possible to award more than one in this fashion, if
>only one is awarded per Week, and only Moves made in the past Week are
>valid candidates? Or am I missing something?

The rule doesn't specify that you can't Applaud moves made in the previous
Week; it only implies that you can't Applaud a move (small-m) if that
Player has taken another turn since then.

"...a Player who feels that another Player has *just* made such a move may
perform the Action [Applauding <Player>]."

(Emphasis on 'just' is mine.)

Anyway, we've already seen it happen once: when I took the Aubergine Flag
in Game 17, I nominated the move, and then you did (as Drone). Then the
Week ended, and then Ole took his turn and Nominated it again. Not that
Dunx awarded the trophy twice, but I figured I'd throw this in just to
clairify.

--Riff



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From <palnatoke@g...> Sat Jul 3 10:07:54 1999
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From: "Ole Andersen" <palnatoke@g...>
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Kevan wrote:

: >Proposal 819 - What IS this stuff? [Multiple]
:
: A gun that could knock Player's Tokens away, or blow up Stations from
: afar would be far more useful and interesting, I suspect...

You might be right. The Goo was lifted from RoboRally, where the
LV-equivalent seldom goes above 3, so it might be a bit weak here. I didn't
want to propose heavy artillery right away, but once we have a small gun, we
can use the mechanics for other ballistics, too.

The Goo Gun could be improved by defining what might happen to a player hit
by the Goo.
It might get cheaper, and/or easier to reload, too.


:
: >Proposal 820 - Like Dominoes [Amendment]
:
: Very good. Double-Shunting is, er, still completely illegal, though,
: since there's no way to perform it as the first post-Move Action (all
: Actions in that Section having to be performed as such, and Double-
: Shunting not being listed as an exception). Something to fix for next
: Week, I suppose. I've plans to take a large hammer to the whole
: "singularity / targetted Actions" business, anyway.

I trust you'll find a way of legalising Double-Shunting.

I wonder, btw, about Rules 0.2.8, 1.10.0 and 1.10.2.

0.2.8 says that the Rules should work together, and that the specific should
take precedence over the general, as well as the explicit over the implicit.

1.10.0 is general and explicit in disallowing secondary targeting.
1.10.2 is specific, but implicit re 1.10.0 in allowing Double-Shunting.

1.10.2 is, amusingly, an exception to 1.10.0 in allowing targeting without
(S0,L0).

:
: >Proposal 821 - Jespersen Manoeuvre [Enactment]
:
: As it stands it's a little strange in that nobody seems able
: to question the Jespersen cry - what's to stop me, for instance,
: saying that nobody else can use the Blocking Action until its Rule gets
: amended?

The three ways of ending the Jespersen status are: a time limit, an
amendment, and the defeat of an Emergency Prop. Only one of these is needed
to end Jespersen.

If nobody wants to change the rule, the Jespersen will go away after a week
and a half or so.

If the rule is so broken that an EP is necessary, the Jespersen will go away
earlier.

:
: The Kudos reward seems incredibly small beer, incidentally, and might
: as well not be there - encouraging people to decry certain Actions as
: broken probably isn't a good thing anyway.

If you Jespersen one of my Actions, I will gain a Kudo. If the rule isn't
fixed, you'll gain nothing. And you can't Jespersen your own Actions.


Ole



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From <palnatoke@g...> Sat Jul 3 10:08:03 1999
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: 
: Proposal 824 - To The End [Multiple]
: 
: 1. He Who Laughs Last [Amendment]
: 
: 2. Stalemate [Enactment: 1.1]
: 

Nice indeed.

: 
: Proposal 825 - Caffeine Rush [Amendment]
: 
: { Only Actions, though - drinking Coffee doesn't speed the trains up. }

That would depend on who drank the stuff, I guess.

: 
: Proposal 826 - Tube Rats Ate My Zone Pass [Multiple]
: 
: Rats exist in the Game, as Possessions.

I suspect that would make them Medium-sized.

: 
: In Rule 1.7.54 (Cunningly Fashioned Out Of Pure Green), replace "single
: Pigeon" with "small creature", and "a Pigeon" with "a Pigeon or Rat,".
: 

Is this a problem?


Ole




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From MN Speaker <speaker@d...> Sun Jul 4 12:01:42 1999
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Players:

If you visit the Mornomic web pages, you will see a new link to the
Voting Booth. This is a simple CGI proggy which collects your votes and
comments and mails them to your Speaker.

As an authentication mechanism, you will be mailed a copy of the votes
you enter. If you vote using the Voting Booth and do not receive an
email confirmation, then please let me know - I may have put the wrong
address in the data file.

See what you think, anyway.

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From kevan@d... Mon Jul 5 06:18:13 1999
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> If you visit the Mornomic web pages, you will see a new link to the
> Voting Booth. This is a simple CGI proggy which collects your votes
and
> comments and mails them to your Speaker.

Absolutely excellent stuff, Ellis; it makes Voting a far more elegant
and pleasurable experience, and seems a long overdue addition to the
game. Bravo.

> As an authentication mechanism, you will be mailed a copy of the votes
> you enter. If you vote using the Voting Booth and do not receive an
> email confirmation, then please let me know - I may have put the wrong
> address in the data file.

I've gotten mine alright. I suppose such is a reasonable enough way of
stopping abuse of the system; there's the mild issue of someone maybe
wandering through the site and messing about with things at random,
which could potentially muck things up if the abused Voter didn't check
eir mail soon enough, but I can't imagine this would ever really
happen. Making the Voting Booth secret would solve it, but I'd probably
forget how to find it, and it'd seem a shame not to showcase such a
fine addition to the Nomic.

Kevan



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From Dunx <dunx@d...> Mon Jul 5 13:23:43 1999
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Kevan wrote:
>> If you visit the Mornomic web pages, you will see a new link to the
>> Voting Booth. This is a simple CGI proggy which collects your votes
>and
>> comments and mails them to your Speaker.
>
>it makes Voting a far more elegant
>and pleasurable experience, and seems a long overdue addition to the
>game. Bravo.

Most kind - it was an ideal opportunity for me to exercise my CGI skills.
More of this kind of server-based shenanigans to follow, I don't doubt.

>> As an authentication mechanism, you will be mailed a copy of the votes
>> you enter. If you vote using the Voting Booth and do not receive an
>> email confirmation, then please let me know - I may have put the wrong
>> address in the data file.
>
>I've gotten mine alright. I suppose such is a reasonable enough way of
>stopping abuse of the system; there's the mild issue of someone maybe
>wandering through the site and messing about with things at random,

I did ponder that possibility, and decided it was sufficiently unlikely to
not worry about. The incidence of spam at !York and MCiOS is pretty low, and
those sites offer immediate interaction as an incentive.

If there's a real problem, the simplest solution would probably to issue
passwords.

--
Dunx
Ceci n'est pas un .sig


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From MN Speaker <speaker@d...> Tue Jul 6 15:41:45 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Thirteen
-----------------------------------------------------------------------------

Proposal 827 - The Fast Game [Special]

/-----------------------------------------------------------------------------\
SECTION 2.x - The Fast Game
\-----------------------------------------------------------------------------/

Rule 2.x.1 - The Fast Game

In the Fast Game, the Players have 24 hours to submit eir Turn, instead of
the 36 hours mentioned in Rule 1.3.5.

-----------------------------------------------------------------------------

Proposal 828 - Better Goo [Multiple]

If Proposal 819 has been adopted:


1.1 In
Rule 1.9.x - Goo!

replace

When the Action [Goo on <Station>] is played, the Station in
question becomes Gooey for one Round.

with

When the Action [Goo on <Station>] is played, the Station in
question becomes Gooey until a Player passes through the Station
during eir Move.
A Gooey Station is marked in the GSD with (Goo)

1.2 In
Rule 1.9.x - Goo!
after

Any Move passing through or beginning at a Gooey Station requires a
LV one higher than otherwise required. If several Gooey Stations are
involved, the required LV is adjusted once for each such Station.

insert

When [Goo on <Station>] is played, and a Player is occupying the
said Station, the said Player becomes Gooey, and 'Goo' (a Small,
Indestructible Possession) is placed in eir Luggage Rack.

A Gooey Player needs a LV one higher than otherwise required.
If a Gooey Player performs any Action that requires the Player to
have a Papery Possession, e destroys the Papery Possession as well
as the Goo in the process.
A Gooey Player crossing the river stops being Gooey(thus
destructing the Goo).

{How come Indestructible means Destructible In Defined Ways?}

2. In
Rule 1.4.x - Sticky!
replace

The Voltage of a Goo Gun can be increased by 'X' by playing the Action
[Voltage+X], but only if the Actioning Player has played the Action
[LV-X] previously in eir Turn, with X having the same value in both
Actions

with

The Voltage of a Goo Gun can be increased by 'X' by playing the Action
[Voltage+X], but only if the Actioning Player has played the Action
[LV-X] or [LV+X] previously in eir Turn, with X having the same
value in both Actions.

{That should increase the demand for Goo Guns, I hope.}

-----------------------------------------------------------------------------

Proposal 829 - Bull's Eye [Multiple]

This proposal is in 4 parts.



1. Don't Shoot till You see the Red in his Eye [Amendment]
In
Rule 1.10.0 - Target Practice, replace

Any Action which targets another Player in this manner may be performed
only (1) if the Actioning Player shares a Station and Line with the
Target Player at the end of the Actioning Player's Move, and
(2) as the first Post-Move Action (thus, only one may be performed per
Turn), unless explicitly specified otherwise in the Rule defining that
Action.

with

These Actions fall in several groups:

1. The Shunt Group (Rules 1.10.1.x):
Actions that cause another Piece at the same Station as the
Actioning Player's Piece to be moved.

2. The Clamp Group (Rules 1.10.2.x):
Actions that create a Possession in the Luggage Rack of another
Player at the same Station as the Actioning Player.

3. The Shadowing Group (Rules 1.10.3.x):
Actions that change the LV, Charge and/or Token count of the
Actioning Player and/or another Player at the same Station as
the Actioning Player, based on the attributes of either Player.

4. Other Targeting Actions (Rules 1.10.4.x).

The Actioning Player may perform no more than one Action of groups 1-3
on any given other Player. If an Action falls in more than one group,
it is still counted as one Action.


2. I'm No Peter Pan [Amendment]

In
Rule 1.10.5 - The Coming of Shadows

replace
A Player may perform the post-Move Action of "[Shadowing <Player>]",
provided that "<Player>" is a Player (known as the Shadowed Player)
whose Piece's location is that of the Actioning Player's Piece.

with

A Player may perform the post-Move Action of "[Shadowing <Player>]",
provided that "<Player>" is a Player (known as the Shadowed Player)
who shares a Station and Line with the Actioning Player.


3. Never Mix Business and Pleasure [Renumbering]

Renumber Rule 1.10, thus:

1.10.0 (current 1.10.0, amended as above)
1.10.1 The Shunt Group
1.10.2 The Clamp Group
1.10.3 The Shadowing Group
1.10.4 Other Targeting Actions

1.10.1 The Shunt Group
1.10.1.1 (current 1.10.1) - A Shunting We Will Go
1.10.1.2 (current 1.10.3) - Dead-End Shunts
1.10.1.3 (current 1.10.17) - Stationary Shunts


1.10.2 The Clamp Group
1.10.2.1 (current 1.10.6) - The Velocity Bomb
1.10.2.2 (current 1.10.7) - Open the Cutlery Drawer, Mrs Higgins
1.10.2.3 (current 1.10.8) - The Narg Clamp explained
1.10.2.4 (current 1.10.9) - The Green Clamp
1.10.2.5 (current 1.10.10) - The Freem Clamp explained
1.10.2.6 (current 1.10.11) - Vermicious Knids
1.10.2.7 (current 1.10.13) - Consider Yourself Toffed
1.10.2.8 (current 1.10.14) - Magno-Clamps
1.10.2.9 (current 1.10.18) - Radiation


1.10.3 The Shadowing Group
1.10.3.1 (current 1.10.5) - The Coming of Shadows
1.10.3.2 (current 1.10.15) - But No Taxi
1.10.3.3 (current 1.10.16) - Blonk Cheque


1.10.4 Other Targeting Actions
1.10.4.1 (current 1.10.2) - Line 'Em Up, Knock 'Em Down
1.10.4.2 (current 1.10.12) - Knerdling


{This leads to a number of derived changes:

-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Anti-Narg] # Post 1.10.2.3 1Bk
[Attracting] Neut 1.10.2.8 varies
[Blonking <Player>] Post 1.10.3.3 20 1Re
[Dead-End Shunting <Player> to Post 1.10.1.2 1Re (S=LV)
<Station>] #
[Degreening] Post 1.10.2.4 2Gr
[De-Knidding] Post 1.10.2.6
[De-Radiating] Neut 1.10.2.9 1Re,1Bu
[De-Toffing] Post 1.10.2.7 1Bk
[Freeming <Player>] # Post 1.10.2.5 20 1Re,1Gr (S0,L0)
[Freem-away!] Post 1.10.2.5
[Greening <Player>] # Post 1.10.2.4 20 2Gr (S0,L0)
[Huffing <Player>] Post 1.10.3.2 (S0,L0)
[Knerdling] Pre 1.10.4.2 2Re
[Knidding <Player>] # Post 1.10.2.6 20 4Re (S0,L0)
[Magno-Clamping <Player>] # Neut 1.10.2.8 1Gr
[Magno-Gone] Neut 1.10.2.8
[Narging <player>] # Post 1.10.2.3 20 3Re (S0,L0)
[Radiating <Player>] Neut 1.10.2.9 3Re (S0,L0)
[Radio Clamp <ID> LV+X] Post 1.10.2.9 1Re
[Radio Clamp <ID> LV-X] Post 1.10.2.9 1Re
[Radio Clamp <ID> to <Station>] Neut 1.10.2.9 1Re
[Removing Velocity Bomb] Neut 1.10.2.1 2Si
[Shadowing <Player>] # Post 1.10.3.1 (S0,L0)
[Shunting <Player(s)> to Post 1.10.1.1 1Re (S0,L0)
<Station>] #
[Spooning <Player>] Post 1.10.2.2 20 1Go (S0,L0)
[Stationary-Shunting <Player> Post 1.10.1.3 1Re (S0,L0)
to <Station>]
[Toffing <Player>] # Post 1.10.2.7 20 2Re,1Gr (S0,L0)
[Unspoon] Post 1.10.2.2 5 any
[Velocity-Bombing <Player>] Post 1.10.2.1 3Re

In Rule 3.0.1, (1)
the mention of Rule 1.10.7 shall be changed to refer to Rule 1.10.2.2.

In Rule 3.0.1, (4) -"British Rail"...
the mention of Rule 1.10.6 shall be changed to refer to Rule 1.10.2.1.


}

4. Repeal Rule 2.4.5 [Repeal]

-----------------------------------------------------------------------------

Proposal 830 - The Envelope, Please... [Amendment]

Amend Rule 0.9.4 to read thus: 

Each Nomic Week, several bonus Kudos Awards may be given out after 
Voting. These awards are administrated by the Speaker and are either 
Automatic, nominated to a specific Player during a Game, or nominated 
to a specific Proposal during Voting. 

Automatic Awards - these awards are given out every Week without the 
need for any nomination. 

* For E's a Jolly Good Fellow Award: +3 Kudos to the Speaker, for 
doing a grand job. 

Nominated In Game - these awards are nominated by Players during a 
Game as described for each Award. 

* Who's a Clever Bear? Award: +3 Kudos to the most nominated Player 

A player who feels that e has just performed a particularly 
clever or stylish sequence of Actions may perform the Action 
[Taking a Bow] immediately afterwards. Similarly, a Player who 
feels that another Player has just made such a move may perform 
the Action [Applauding <Player>]. Clarifying comments may be 
added in the Comments section of the GSD, if desired, and the 
play in question is considered Nominated. 

At the week's end, the Speaker will consider all moves so 
Nominated during the previous week, and award the Who's a 
Clever Bear? trophy to the Player whose move e deems to be the 
cleverest of the lot. (The Speaker may decline to award the 
Trophy if the only candidate is self-Nominated, and the Speaker 
feels the move in question to be unworthy.) 

The Speaker may give this Award to emself, provided that e was 
Nominated by another Player, and that there are no other 
Nominations that week. 

Nominated In Voting - these awards are nominated by Players with eir 
Votes. Each Player who is eligible to Vote may nominate one of the 
Week's Proposal for each of these Awards, although if a Player 
feels that no Proposal is suitable for an Award then e may decline 
to nominate anything. 

A Player may not nominate any of eir own Proposals. 

On completion of Voting, the Speaker shall tally the nominations 
for each Award and give the Kudos bonus to the Player who 
submitted the most nominated Proposal, provided that this Proposal 
received more than one nomination. 

In the event of a tie for an Award, all Players submitting a 
winning Proposal shall receive the bonus Kudos. If the same Player 
has submitted more than one winning Proposal for a particular 
award, e only receives one Kudos bonus for that Award. 

The awards are 

* Ruttsborough Award for Grandiosity: +1 Kudos/FOR vote to the most 
nominated Proposal. 

Awarded to Proposals that are particularly ambitious in scope 
and scale. Each vote For this Proposal shall score 2 Kudos for 
the Proposer instead of the usual 1. 

* IMCS Clarity Award: +3 Kudos to the most nominated Proposal. 

Awarded to Proposals that are particularly clear and concise. 
The Proposal need not be short, but its wording must be 
particularly clear and unambiguious. The Proposer shall receive 
a bonus +3 Kudos points. 

* CAMREC Cleanup Award: +3 Kudos to the most nominated Proposal. 

Awarded to Proposals that make particularly pertinent or 
perspicacious Amendments to the ruleset, e.g. fixing a loophole 
or a broken Rule. If the Proposal does so in some style, all 
the better. The Proposer shall receive a bonus +3 Kudos points. 

* Mrs Trellis Award for Entertainment: +4 Kudos to the most nominated 
Proposal. 

Awarded to Proposals that are particularly entertaining, 
amusing or just plain daft; Proposals that add to the fun of 
playing Mornington Nomic. The Proposer shall receive a bonus 
+4 Kudos points. 

{ Comment: the main point of this is to enable Player nomination of Awards 
rather than forcing the Speaker to choose, but I've taken the opportunity to
try and tidy up some of the wording which has degraded somewhat with other
changes. 

Note that some previous restrictions have changed: 

1. the Speaker can now receive Proposal awards, but since e can't nominate 
emself there isn't much scope for abuse. 

I nearly added a clause banning the Speaker from nominating since e is
the only one who knows who has made the Proposals, but decided against
it because it doesn't matter - in this scheme the Speaker only has one
nomination, after all. 

2. more than one Proposal can receive a particular Award - this was to 
avoid the need for the Speaker to have a casting vote and reintroduce 
the same kind of decisions this Proposal is intended to remove. 

3. one Proposal can receive multiple awards. 

One thing that is arguably missing from this reworking is the requirement to
publish the nominations received. Easily added later, though.
}

-----------------------------------------------------------------------------

Proposal 831 - Indigestion [Amendment]

Um, remove the last paragraph of Rule 1.4.16 (Playing with Food):-

"The Actioning Player's LV is automatically decreased by an amount
equal to the cost of that Victual in Bronze Tokens during eir
next Turn. In both cases, the LV increase and decrease are applied
after any other LV adjustments, and before the Move."

{ I hope it's not just me that's been forgetting to do this; I thought
we lost this clause *weeks* ago. Oh well. As things are, a one-off
no-strings LV boost seems to be reasonable enough, after the cost of
buying the thing in the first place, and the lengthy eating process. }

-----------------------------------------------------------------------------

Proposal 832 - Buck the Pass [Multiple]

1. An End To Handouts [Amendment]

In Rule 1.4.20 (Token Collection Table), remove the reward for playing
"Pass" as one's Move.

2. Beggars *Can* Be Choosers [Action]

------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Begging] Neut 1.7.x +1 Plastic
------------------------------------------------------------------------

A Player may perform the Action "[Begging]" if e has played a Move of
"Pass" this Turn. Upon performing this Action, e may gain one Plastic
Token of a colour of eir choice, provided that e has no more than two
Tokens of that colour already.

{ Passing should be, I feel, something you do when you really can't do
anything else, bringing no particular benefit by itself. As commented,
the habit of Dollis Hill Loops to descend into tedious Passing is
particularly disappointing, as is the "oh, I might as well grab a Blue
while I'm here" sideline of Pigeon Catchers, mad Bombers and the rest.

This removes the benefit for Passing, but allows a Begging Action which
can be used to get Tokens if you're short of them (which was the
original intent of the Passing bonus). Reasonable replacement? }

-----------------------------------------------------------------------------

Proposal 833 - Hitting the Ground Running [Amendment]

To Rule 1.8.1 (Dollis Hill Loop), add the paragraph:-

If a Player performs a Special Move to Dollis Hill, eir LV is not
adjusted as it would normally be.

{ So that building up LV in a DH Loop is actually *possible*... }

-----------------------------------------------------------------------------

Proposal 834 - Anti-Narcissism [Amendment]

In Rule 1.10.5 (The Coming of Shadows), replace "is a Player" with "is
another Player".

{ Shadowing yourself is permissible and ludicrous, as things stand. }

-----------------------------------------------------------------------------

Proposal 835 - Brown and Sticky [Amendment]

Move Rule 1.10.12 (Knerdling) to Section 1.4, since it's a Possession thing,
rather than an offensive, targetted or post-Move Action...

-----------------------------------------------------------------------------

Proposal 836 - Finding all the time [Amendment]

In Rule 1.7.53,

change 
A Player can perform the 30-minute Post-Move Action
of [Finding], but only between 0930 and 1400 on Mondays to Fridays.

to

A Player can perform the 30-minute Post-Move Action
of [Finding].

-----------------------------------------------------------------------------

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From MN Speaker <speaker@d...> Tue Jul 6 15:41:55 1999
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
819 What IS This Stuff? 1 1 3 4 Fails
820 Like Dominoes 3 1 1 4 Passes
821 Jesperson Manoeuvre 1 1 3 4 Fails
822 Down and Out 3 2 - 4 Passes
823 Limit One (1) Per Customer 5 - - 4 Passes
824 To The End 4 1 - 4 Passes
825 Caffeine Rush 4 1 - 4 Passes
826 Tube Rats Are My Zone Pass 4 1 - 4 Passes
-----------------------------------------------------------------------

-----------------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------------

819 (Ole) - FOR AGA - AGA - PAS - - AGA
820 (Ole) - FOR AGA - FOR - PAS - - FOR
821 (Ole) - AGA FOR - AGA - PAS - - AGA
822 (Ole) - FOR FOR - FOR - PAS - - PAS
823 (Riff) - FOR FOR - FOR - FOR - - FOR
824 (Kevan) - FOR FOR - PAS - FOR - - FOR
825 (Kevan) - FOR FOR - PAS - FOR - - FOR
826 (Kevan) - FOR FOR - PAS - FOR - - FOR

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
- KUDOS ---------------------------------------------------------------

Initial: 11 13 4 0 45 16 25 11 6 5
Halved: 6 2 22 12 5 3 2
---------------------------------------------------------------------
FOR Votes: +0 +0 +0 +12 +8 +0 +5 +0
AGA Votes: I -0 -0 -0 -0 I -7 -0 -0 -0
Decisive: n +3 +3 +0 +3 n +3 +0 +0 +0
Voting/Own: a -0 -0 -0 +0 a -0 -0 -0 -0
c c 
EP FOR: t +0 +0 +0 +0 t +0 +0 +0 +0
EP AGA: i -0 -0 -0 +0 i -0 -0 -0 -0
Digit/Pulse: v +0 +0 +0 +5 v +5 +0 +0 +0
e e 
Awards: +3 +0 +0 +3 +7 +0 +0 +0 [*]
Kudos Gifts +0 +0 +0 +0 +0 +0 +0 +0
---------------------------------------------------------------------
This Week: +6 +3 +0 +23 +16 +0 +5 +0

Final: 11 12 5 0 45 16 28 5 8 2

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------

[*] Ruttsborough Award (+1/FOR) - none
IMCS Clarity Award (+3) - Ole (What IS This Stuff?)
CAMREC Cleanup Award (+3) - Kevan (To The End)
Mrs Trellis Award (+4) - Ole (Down and Out)
Clever Bear (+3) - none
For E's A Jolly Good Fellow (+3) - Dunx (automatic)

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From <palnatoke@g...> Tue Jul 6 16:24:30 1999
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From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>, "Speaker Dunx" <speaker@d...>
Date: Wed, 7 Jul 1999 00:59:19 +0200
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Subject: MN: Withdrawal of Prop 828
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Since Prop 819 failed, I withdraw Prop 828.

Feel free to comment on it, though.


Ole



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From <WayperP@p...> Tue Jul 6 16:38:49 1999
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Heigh ho,

Just announcing my return to play after the holidays. I'll get into playing
as soon as possible.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From <palnatoke@g...> Wed Jul 7 07:47:17 1999
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----- Original Message -----
From: MN Speaker <speaker@d...>
To: <l-nomic-d@egroups.com>
Sent: 7. juli 1999 00:37
Subject: MN: Year 3 Week 13 Proposals


: --------------------------------------------------------------------------
---
: MORNINGTON NOMIC
:
: Proposals for Voting on in Week Thirteen
: --------------------------------------------------------------------------
---
:
: Proposal 827 - The Fast Game [Special]

I had thought of allowing multiple Timeouts, too, but that seemed
unnecessary and potentially messy.

:
: Proposal 828 - Better Goo [Multiple]
:
: If Proposal 819 has been adopted:
:

Well, it wasn't.

I still like the idea, so expect to see Goo again.


:
: Proposal 830 - The Envelope, Please... [Amendment]

: { Comment: the main point of this is to enable Player nomination of Awards
: rather than forcing the Speaker to choose, but I've taken the
opportunity to
: try and tidy up some of the wording which has degraded somewhat with
other
: changes.

Is Speaker choice so bad?
This reminds me of the discussions on bicameral parliaments. If both
chambers are elected by the same constituency, they will tend to be similar.
Here, the most popular proposals will win the awards.
I don't think I like democracy everywhere.

:
: Proposal 831 - Indigestion [Amendment]

I like it in. It's a bit of book-keeping, granted, but I still like the
fading of the boost.


:
: Proposal 832 - Buck the Pass [Multiple]
:
Very nice.


:
: Proposal 833 - Hitting the Ground Running [Amendment]
:
: { So that building up LV in a DH Loop is actually *possible*... }

That is not a bad thing.

:
: Proposal 834 - Anti-Narcissism [Amendment]
:

Bugfixing

:
: Proposal 835 - Brown and Sticky [Amendment]
:
: Move Rule 1.10.12 (Knerdling) to Section 1.4, since it's a Possession
thing,
: rather than an offensive, targetted or post-Move Action...

It is still closely related to Clamps. And it does include an element of
targeting. (-tt- ?)


:
: Proposal 836 - Finding all the time [Amendment]
:

Bugfixing, too.



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From kevan@d... Wed Jul 7 08:19:18 1999
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> : Proposal 835 - Brown and Sticky [Amendment]
> :
> : Move Rule 1.10.12 (Knerdling) to Section 1.4, since it's a
Possession
> thing,
> : rather than an offensive, targetted or post-Move Action...
> 
> It is still closely related to Clamps. And it does include an element
of
> targeting. (-tt- ?)

All quite true, but the fact that it's a pre-Move Action means that you
can't ever perform it, since Actions in Section 1.10 have to be the
first post-Move Action, if anything. Similarly, it's unlikely that
you'll want to target someone who shares a Station, as all other
Section 1.10 Actions are required to.

Kevan

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From kevan@d... Wed Jul 7 08:20:28 1999
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> Proposal 827 - The Fast Game [Special]
>
> In the Fast Game, the Players have 24 hours to submit eir Turn,
instead of
> the 36 hours mentioned in Rule 1.3.5.

I'm not sure this would give any noticeable increase in speed; there's
no
particular reason why Players wouldn't be as gentlemanly as they are
already, happily waiting a week for someone to make eir Move if it's
clear that person is otherwise engaged.

It may be interesting to add clause saying that any Move made more than
twenty-four hours after the last is automatically illegal, rather than
leaving it to discretion, but I wouldn't rush to play, my Internet
access and spare time being somewhat intermittent and unpredictable.

Or perhaps a "Short Game" variant requiring only one Gold to open MC...?

>Proposal 828 - Better Goo [Multiple]
>
>{How come Indestructible means Destructible In Defined Ways?}

It used to be "Sticky", but was changed to something a little more
fitting. Maybe "Undroppable" would fit better. (Or, dare I say it,
"Cursed"...)

>Proposal 829 - Bull's Eye [Multiple]

Not bad. It'd certainly be nice to have something which allowed the
Shunting of more than one Player during a Turn, but at the same time
the existing "first thing you do after your Move" solution is quite
neat and intuitive (rather than Moving, Busking for fifty minutes
and then kicking a Player to Morden).

This does seem to overcomplicate the issue a bit, too, really. And,
more than anything, its casual destruction of the Volume/Section/Rule
structure is disturbing and, well, illegal according to the Ruleset.
As such, I fear the Speaker may have to discard it...

>Proposal 830 - The Envelope, Please... [Amendment]

It makes a lot of sense, but (from experience as Speaker) I think it's
going to be quite rare that popular opinion would differ terribly from
the whim of the Speaker. It's Dunx's call, really, as to whether he'd
mind the extra legwork. I suppose it would work quite elegantly in the
cgi Voting Booth...

>Proposal 836 - Finding all the time [Amendment]

Indeed.

Kevan

--
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From <palnatoke@g...> Wed Jul 7 09:35:36 1999
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From: "Ole Andersen" <palnatoke@g...>
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Kevan wrote:


: > : Proposal 835 - Brown and Sticky [Amendment]
: > :
: > : Move Rule 1.10.12 (Knerdling) to Section 1.4, since it's a
: Possession
: > thing,
: > : rather than an offensive, targetted or post-Move Action...
: >
: > It is still closely related to Clamps. And it does include an element
: of
: > targeting. (-tt- ?)
:
: All quite true, but the fact that it's a pre-Move Action means that you
: can't ever perform it, since Actions in Section 1.10 have to be the
: first post-Move Action, if anything. Similarly, it's unlikely that
: you'll want to target someone who shares a Station, as all other
: Section 1.10 Actions are required to.
:


I still wonder about Rules 0.2.8, 1.10.0 and 1.10.2 (and 1.10.12).

0.2.8 says that the Rules should work together, and that the specific should
take precedence over the general, as well as the explicit over the implicit.

1.10.0 is general and explicit in disallowing secondary targeting.
1.10.2 is specific, but implicit re 1.10.0 in allowing Double-Shunting.
1.10.12 is specific, too.


Ole



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From kevan@d... Wed Jul 7 16:17:11 1999
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> I still wonder about Rules 0.2.8, 1.10.0 and 1.10.2 (and 1.10.12).
> 
> 0.2.8 says that the Rules should work together, and that the specific
should
> take precedence over the general, as well as the explicit over the
implicit.
> 
> 1.10.0 is general and explicit in disallowing secondary targeting.
> 1.10.2 is specific, but implicit re 1.10.0 in allowing
Double-Shunting.
> 1.10.12 is specific, too.

I meant to comment about this when you raised it earlier, actually, but
forgot to get back to it. The way I read it, Double-Shunts are
impossible because 1.10.0 requires them to be played as the first
Action, and 1.10.2 requires them to be played after a Shunt. Just as
impossible as an Action which required Players to carry a Possession
which didn't exist in the game, or whatever.

1.10.12 is just as bad, although slightly more clear-cut, in that it
can only be performed as a pre-Move Action, and can also only be
performed as the first post-Move Action. Such a Rule conflict isn't
necessarily a problem (we may, for instance, add a different Action
which can cancel the effect of one or the other sides), but I'd say it
was messy enough to require attention - it doesn't create any dangerous
paradoxes in the ruleset, merely untidiness and confusion.

Kevan

--
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From kevan@d... Wed Jul 7 16:17:11 1999
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> I still wonder about Rules 0.2.8, 1.10.0 and 1.10.2 (and 1.10.12).
> 
> 0.2.8 says that the Rules should work together, and that the specific
should
> take precedence over the general, as well as the explicit over the
implicit.
> 
> 1.10.0 is general and explicit in disallowing secondary targeting.
> 1.10.2 is specific, but implicit re 1.10.0 in allowing
Double-Shunting.
> 1.10.12 is specific, too.

I meant to comment about this when you raised it earlier, actually, but
forgot to get back to it. The way I read it, Double-Shunts are
impossible because 1.10.0 requires them to be played as the first
Action, and 1.10.2 requires them to be played after a Shunt. Just as
impossible as an Action which required Players to carry a Possession
which didn't exist in the game, or whatever.

1.10.12 is just as bad, although slightly more clear-cut, in that it
can only be performed as a pre-Move Action, and can also only be
performed as the first post-Move Action. Such a Rule conflict isn't
necessarily a problem (we may, for instance, add a different Action
which can cancel the effect of one or the other sides), but I'd say it
was messy enough to require attention - it doesn't create any dangerous
paradoxes in the ruleset, merely untidiness and confusion.

Kevan

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From <palnatoke@g...> Wed Jul 7 22:07:29 1999
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From: "Ole Andersen" <palnatoke@g...>
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Kevan wrote:
: The way I read it, Double-Shunts are
: impossible because 1.10.0 requires them to be played as the first
: Action, and 1.10.2 requires them to be played after a Shunt.

Before I began nomicking, I would have argued along the same lines. So
you're probably right.


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From <WayperP@p...> Wed Jul 7 22:44:50 1999
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Impatient for more games to keep me awake at work, I decided to compile the
list of who's currently up to bat in each game:

Game 11: Kevan (Long Game - Lyttleton)
Game 13: Dunx (Finsbury Option - Garden)
Game 15: Kevan (Ruttsborough - Rushton)
Game 16: Ole (Chateau d'Eau - Brooke-Taylor)
Game 17: Kevan (Team game - Cryer)

Thurible,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From riffraff@n... (RiffRaff) Sat Jul 10 20:41:02 1999
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I dunno how many you you may or may not already know this, but I've just
discovered that Yoz, who ran the Delphi MC server, is working at Douglas
Adams's company The Digital Village, and is currently Community Editor for
H2G2, the online version of The Hitchhiker's Guide to the Galaxy.

His user page is http://www.h2g2.com/U47 , and judging from Encyclopedia
Morningtonia, there's some great writers on this list who would no doubt
make excellent Guide reporters...

(My page is /U46393, or you can just search for 'RiffRaff')

cheers,
--Riff

"Press down on the medulla oblongata! Five bucks says he smells burnt toast!"
--Sam & Max, Freelance Police



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From Dunx <dunx@d...> Tue Jul 13 01:42:48 1999
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Just comment on a comment, really. Kevan wrote:

>>Proposal 830 - The Envelope, Please... [Amendment]
>
>It makes a lot of sense, but (from experience as Speaker) I think it's
>going to be quite rare that popular opinion would differ terribly from
>the whim of the Speaker. It's Dunx's call, really, as to whether he'd
>mind the extra legwork. I suppose it would work quite elegantly in the
>cgi Voting Booth...

I shall 'fess up as the Proposer, here. My motivation in putting this
forward is that I don't feel like I'm offering anything more than my whim
in allocating awards. Frankly, nominating Awards is a chore.

The thinking was indeed that it would work well in the Voting Booth. A
handful of extra lines in a trio of templates and one Perl script, in fact.

I'll Speak later.

--
Dunx
Ceci n'est pas un .sig


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From MN Speaker <speaker@d...> Tue Jul 13 16:08:16 1999
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
827 The Fast Game 1 1 4 4 Fails 
828 -- withdrawn --
829 -- illegal -- [a]
830 The Envelope Please... 3 1 2 4 Passes
831 Indigestion 4 1 1 4 Passes
832 Buck the Pass 6 - - 4 Passes
833 Hitting the Ground Running 5 1 - 4 Passes
834 Anti-Narcissism 5 1 - 4 Passes
835 Brown And Sticky 3 1 2 4 Passes
836 Finding all the time 5 1 - 4 Passes
-----------------------------------------------------------------------

-----------------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------------

827 (Ole) - AGA AGA - AGA - PAS FOR - AGA
828 (Ole) -- withdrawn --
829 (Ole) -- illegal --
830 (Dunx) - PAS AGA - FOR - FOR FOR - AGA
831 (Kevan) - FOR FOR - PAS - AGA FOR - FOR
832 (Kevan) - FOR FOR - FOR - FOR FOR - FOR
833 (Kevan) - FOR FOR - PAS - FOR FOR - FOR
834 (Kevan) - FOR FOR - PAS - FOR FOR - FOR
835 (Kevan) - AGA FOR - PAS - AGA FOR - FOR
836 (Ole) - FOR FOR - FOR - PAS FOR - FOR

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
- KUDOS ---------------------------------------------------------------

Initial: 11 12 5 0 45 16 28 5 8 2
Halved: 6 2 22 14 2 4 1
---------------------------------------------------------------------
FOR Votes: +3 +0 +0 +23 +6 +0 +0 +0
AGA Votes: I -2 -0 -0 -3 I -4 -0 -0 -0
Decisive: n +3 +3 +0 +3 n +3 +3 +0 +3
Voting/Own: a -0 -0 -0 -3 a -0 -0 -0 -0
c c 
EP FOR: t +0 +0 +0 +0 t +0 +0 +0 +0
EP AGA: i -0 -0 -0 +0 i -0 -0 -0 -0
Digit/Pulse: v +0 +0 +0 +5 v +0 +0 +0 +0
e e 
Awards: +0 +0 +0 +0 +0 +0 +0 +0 [*]
Kudos Gifts +0 +0 +0 +0 +0 +0 +0 +0
---------------------------------------------------------------------
This Week: +4 +3 +0 +25 +5 +3 +0 +3

Final: 11 10 5 0 47 16 19 5 4 4

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------

[a] as pointed out by Kevan, at the very least this Proposal is contrary to
Rule 0.2.3. I shouldn't have accepted it, for which I apologise.

[*] Ruttsborough Award (+1/FOR) - none
IMCS Clarity Award (+3) - none
CAMREC Cleanup Award (+3) - none
Mrs Trellis Award (+4) - none
Clever Bear (+3) - none
For E's A Jolly Good Fellow (+3) - eschewed
I haven't had time to properly consider Award nominations this Week, so I've
declined my automatic bonus.

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From MN Speaker <speaker@d...> Tue Jul 13 16:08:47 1999
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----------------------------------------------------------------------------=
-
MORNINGTON NOMIC

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

Proposal 837 - No, it can't be Eaten [Multiple]

Rule 1.9.x - Goo!

A Player possessing a Goo Gun may perform the Action of "[Goo on
<Station>]".

If the Goo Gun has a Voltage of 'n', <Station> can be a Station
'n' or fewer Stations from the location of the Actioning Player,
but only in a straight line.

Alternatively, <Station> can be a Station which the Actioning
Player's Piece has passed through during eir Turn.

When the Action [Goo on <Station>] is played, the Station in
question becomes Gooey until a Player passes through the Station
during eir Move.
A Gooey Station is marked in the GSD with (Goo)

Any Move passing through or beginning at a Gooey Station requires a
LV one higher than otherwise required. If several Gooey Stations are
involved, the required LV is adjusted once for each such Station.

When [Goo on <Station>] is played, and a Player is occupying the
said Station, the said Player becomes Gooey, and 'Goo' (a Small,
Indestructible Possession) is placed in eir Luggage Rack.

A Gooey Player needs a LV one higher than otherwise required in
order to move.
If a Gooey Player performs any Action that requires the Player to
have a Papery Possession, e destroys the Papery Possession as well
as the Goo in the process.
A Gooey Player crossing the river stops being Gooey(thus
destructing the Goo).


Rule 1.4.x - Sticky!

A Goo Gun is a Small Possession, and has an initial Voltage of 0 (zero).

The Voltage of a Goo Gun can be increased by 'X' by playing the Action
[Voltage+X], but only if the Actioning Player has played the Action
[LV-X] or [LV+X] previously in eir Turn, with X having the same
value in both Actions.


The Voltage of a Goo Gun is set to 0 (zero) when the Action [Goo on
<Station>] is played.

In the Luggage Rack, "Goo Gun(6)" is a Goo Gun with a Voltage of 6.


------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Goo on <Station>] Neut 1.9.x -1 Bu
[Voltage+X] Neut 1.4.x none



+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Goo Gun(0) | 3 Br | Small |

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

Proposal 838 - Gran Turismo [Multiple]

/---------------------------------------------------------------------------=
-\
SECTION 2.x - The Short Game
\---------------------------------------------------------------------------=
-/

Rule 2.x.1 - The Short Game

In the Short Game, the cost for the [Opening MC] action is 1 (one)
Gold Token.

/---------------------------------------------------------------------------=
-\
SECTION 3.x - Gran Turismo
\---------------------------------------------------------------------------=
-/

Rule 3.x.1 - Gran Turismo

In a game of MC Gran Turismo, the Players must move to the MC equivalents
on a number of transport networks before moving to Mornington Crescent.

The Speaker designates the number and order of networks at the beginning=
of
the game.

All Players begin in London.

Each Player must move to the MC equivalents in the specified order. Each
[Opening MC equivalent] is priced according to the rules for the Short
Game, while [Opening MC] is priced according to the Vanilla ruleset.

Each network is played on as per the relevant rules for that network.

The winner is the first Player to move to Mornington Crescent after=
having
visited all the MC equivalents.

Game States are specific to each network. Loop (and other) states do not
apply to other networks and Players therein.

Hats are globally valid, provided such hats exist in the various=
networks.
Edibles are globally valid, provided such edibles exist in the various
networks.

Each Player may, once e enters a network, declare a Home Station in that
network. A Player may have a maximum of one Home Station in each=
network.
A Pleyer may not perform the [Home] Action, unless e has declared a Home
Station in eir current network.

A Player may move from one network to another by means of the [Plane to
<City>] or [InterCity to <City>] Action, with <City> being the name of=
the
city moved to.

In order to perform the [Plane to <City>], the Player must be at an=
Airport
Interchange. If there is no Airport Interchange in <City>, the [Plane to
<City>] Action is, of course, void. After performing [Plane to <City>],
the Player may perform a Special Move to an Airport Interchange in=
<City>.

In order to perform the [InterCity to <City>], the Player must be at a BR
Station (or equivalent). If there is no BR Station (or equivalent) in
<City>, the [InterCity to <City>] Action is, of course, void. =
Furthermore,
there must exist a railway connection between the cities in question. If=
it
is unclear whether or not such a connection exists, the Speaker decides
upon the existance (or non-existance) thereof. After performing=
[InterCity
to <City>], the Player may perform a Special Move to a BR Station (or
equivalent) in <City>.

The Actions [InterCity to <City>] and [Plane to <City>] ignore the=
maximum
Turn duration mentioned in Rule 1.13.1. Additionally, performing the
associated Move after =EBither of these Actions is always legal with=
respect
to Rule 1.13.1.

No Action may be performed after [InterCity to <City>] or [Plane to
<City>].

----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
----------------------------------------------------------------------------
[InterCity to <City>]* Pre 3.x.1 60 1Si
[InterCity to <City>]** Pre 3.x.1 300 1Si
[InterCity to <City>]*** Pre 3.x.1 3 days 1Si
[Plane to <City>]* Pre 3.x.1 30 1Go
[Plane to <City>]** Pre 3.x.1 60 1Go
[Plane to <City>]*** Pre 3.x.1 300 1Go
[Plane to <City>]**** Pre 3.x.1 1 day 1Go

*) same country
**) same continent
***) Europe-Asia-Africa (any combination), or N.America-S.America (or vice
versa)
****) any other

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

Proposal 839 - The other Eye [Multiple]

This proposal is in 3 parts.


1. Don't Shoot till You see the Red in his Eye [Amendment]

In
Rule 1.10.0 - Target Practice, replace

Any Action which targets another Player in this manner may be performed
only (1) if the Actioning Player shares a Station and Line with the
Target Player at the end of the Actioning Player's Move, and
(2) as the first Post-Move Action (thus, only one may be performed per
Turn), unless explicitly specified otherwise in the Rule defining that
Action.

with

Any Action which targets another Player in this manner may be performed
only (1) if the Actioning Player shares a Station and Line with the
Target Player at the end of the Actioning Player's Move, and
(2) no Player is Target of more than one Action, unless explicitly
allowed for in the Rule defining that Action.

2. I'm No Peter Pan [Amendment]

In
Rule 1.10.5 - The Coming of Shadows

replace
A Player may perform the post-Move Action of "[Shadowing <Player>]",
provided that "<Player>" is a Player (known as the Shadowed Player)
whose Piece's location is that of the Actioning Player's Piece.

with

A Player may perform the post-Move Action of "[Shadowing <Player>]",
provided that "<Player>" is a Player (known as the Shadowed Player)
who shares a Station and Line with the Actioning Player.



3. Amend Rule 2.4.5 - Any Time You Like
to have this wrding:

Point 2 of Rule 1.10.0 does not apply: actions that target other Players
may be performed in any quantity in the Post-Move phase of the Turn.

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

Proposal 840 - Euston Walkabout [Amendment]

In
Rule 1.7.10 - Walk the Walk,
add
* Euston (NT,VC) and Euston Square (CL,HC,MP)

to the list of Stations within Walking Distance.

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

--
Your Mornington Nomic Speaker
"Speak softly and carry a big stick"


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From Dunx <dunx@d...> Tue Jul 13 16:26:25 1999
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Friends:

You may have all seen this coming as the level of my play has
steadily deteriorated over the last few weeks, but I am going
to have to go Inactive for an indefinite amount of time, at
least over the rest of the Northern summer.

Since I don't know how long I will be out of circulation, I shall
have to resign from all the Games I am currently playing in.

Following on from this extended bout of Inactivity, there is a
need to find another Speaker. I am happy enough to continue in
this capacity for another Week (or two at a push) but the sooner
the reins are handed over the better, I would say. There is nothing
in the Rules to forbid an Inactive Speaker, but it seems a somewhat
strange situation to be in.

The actual handover should not be too traumatic - there is no
need to change the Speaker email address, for instance, since it
is an entirely separate POP account from my own email. Similarly,
the management of the eGroups lists is now assigned to the Speaker
rather than to any individual, and access to the Xoom web site is
easily handed off. I never got around to sorting out many of the
Perl-based tools I was threatening to implement, so there is little
enough to worry about there.

The only bit of fiddliness is the Voting Booth - I've updated the
CGI script include award nominations (since 830 passed) but actual
updates to the Proposal list an so on will need an extra bit of code
to enable access without requiring FTP access. Separate FTP accounts
are not in my gift, and I'm unwilling to hand over the FTP password
even to such trusted individuals as yourselves. If the voting booth
dies or goes into abeyance, then so be it.

I would commend to the next Speaker Snow's VoteMachine, which is a
very useful tool that I never really got round to using. I intention
is that the messages sent by the booth to the Speaker can be used as
input to this modern marvel.

In any case, it has been a pleasure to have Spoken for you despite my
occasional complaints. I can only apologise for the suddenness of my
departure, and express my awe at appreciation at the constant flashes
of creative brilliance in Proposals and aggressive play which it has
been my privilege to have witnessed.

I shall return.

--
Dunx
Ceci n'est pas un .sig


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From <palnatoke@g...> Tue Jul 13 16:44:08 1999
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Proposal 837 - No, it can't be Eaten [Multiple]

The Goo prop plus the updates from Better Goo in one neat package.


Proposal 838 - Gran Turismo [Multiple]

Two new Sections in one prop.
The Short Game is a prerequisite for Gran Turismo.


Proposal 839 - The other Eye [Multiple]

The Bull's Eye prop without the renumbering and with a more manageable
1.10.0 than in the first prop.
Please that "2. I'm No Peter Pan [Amendment]" probably is without effect,
since the quoted text is not in Rule 1.10.5 anymore.


Proposal 840 - Euston Walkabout [Amendment]

Euston Square is marked as 'within walking distance' of Euston on the
.PDF-map proposed some weeks ago. I don't think they moved either station,
so they probably _are_ that close.


Ole


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From Dunx <dunx@d...> Tue Jul 13 22:59:57 1999
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>Proposal 840 - Euston Walkabout [Amendment]
>
>Euston Square is marked as 'within walking distance' of Euston on the
>.PDF-map proposed some weeks ago. I don't think they moved either station,
>so they probably _are_ that close.

They sure are - about a five minute stroll along one of the busier roads in
London, so hardly a pleasant walk but certainly achieavable.

--
Dunx
Ceci n'est pas un .sig


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From <palnatoke@g...> Tue Jul 13 23:35:12 1999
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From: "Ole Andersen" <palnatoke@g...>
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Dunx wrote:

: >Proposal 840 - Euston Walkabout [Amendment]
: >
: >Euston Square is marked as 'within walking distance' of Euston on the
: >.PDF-map proposed some weeks ago. I don't think they moved either
station,
: >so they probably _are_ that close.
:
: They sure are - about a five minute stroll along one of the busier roads
in
: London, so hardly a pleasant walk but certainly achieavable.


Uh-oh...
That leaves 25 minutes unaccounted for.

;-)
Ole


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From <palnatoke@g...> Thu Jul 15 21:29:59 1999
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Is Rotherhithe (East London) and Canada Water (Jubilee [under construction])
within walking distance? The two seem pretty close together on the map.


Ole



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From <palnatoke@g...> Sat Jul 17 11:45:47 1999
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You've fallen quite silent, guys.

Are all this week's props that (good or) bad?


Ole


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From kevan@d... Sat Jul 17 13:04:31 1999
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Sorry to have left this bombshell unreplied-to for so long... A busy
week.

> You may have all seen this coming as the level of my play has
> steadily deteriorated over the last few weeks, but I am going
> to have to go Inactive for an indefinite amount of time, at
> least over the rest of the Northern summer.

I hadn't seen it coming at all, really, just putting down your
intermittent (but no less exceptional) playing performance to, as with
myself, a heavy workload and nice weather. Sorry to hear things are
drastic enough to warrant a dropping of Speakership; I trust the rest
of your free time isn't being similarly curtailed.

> Following on from this extended bout of Inactivity, there is a
> need to find another Speaker.

Indeed. I would, of course, reclaim the reins myself, but can't really
give it the time it needs; work and sunshine aside, my Internet access
is incredibly limited these days, and it'd be ludicrously awkward
trying to keep everything up to date. Heigh ho.

Maybe we could operate on "limited Speakership" for a while, if nobody
had the time to dedicate themselves fully to the job - simply reduce
the Speaker's job to something as vague as "changing the ruleset if
we've generally decided that something's broken or dubious". Hmm. Such
might not be a terribly bad way to run the Nomic, really. Maybe worth
trying to see how it goes.

> In any case, it has been a pleasure to have Spoken for you despite my
> occasional complaints.

And a pleasure to have been Spoken at, and on behalf of. You seem to
have fitted into the Mornington Nomic Speaker boots even more snugly
than myself, and you'll be sadly missed, in Speaking, Proposing and
Playing.

> I shall return.

We shall await.

Kevan

--
kevan@d...
http://members.xoom.com/asabove


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From <palnatoke@g...> Sat Jul 17 23:48:39 1999
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Kevan wrote:
:
: Maybe we could operate on "limited Speakership" for a while, if nobody
: had the time to dedicate themselves fully to the job - simply reduce
: the Speaker's job to something as vague as "changing the ruleset if
: we've generally decided that something's broken or dubious". Hmm. Such
: might not be a terribly bad way to run the Nomic, really. Maybe worth
: trying to see how it goes.
:

And we just killed the Frozen/Fluid thing. Well, we can just pretend it's
still there.

Ole


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From <WayperP@p...> Sun Jul 18 19:04:57 1999
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On Sunday, July 18, 1999 3:45 PM, Ole Andersen [SMTP:palnatoke@g...]
wrote:
> Kevan wrote:
> :
> : Maybe we could operate on "limited Speakership" for a while, if nobody
> : had the time to dedicate themselves fully to the job - simply reduce
> : the Speaker's job to something as vague as "changing the ruleset if
> : we've generally decided that something's broken or dubious". Hmm. Such
> : might not be a terribly bad way to run the Nomic, really. Maybe worth
> : trying to see how it goes.
> :
> 
> And we just killed the Frozen/Fluid thing. Well, we can just pretend it's
> still there.

I was just thinking that. Never mind - I suggest we just don't propose
anything and keep the scores at their current state until we can find a new
Speaker, who can just take up the reins as if we've just had a very long
Week.

Let play continue, though!

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW


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From <palnatoke@g...> Sun Jul 18 23:06:54 1999
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Paul wrote:
: I was just thinking that. Never mind - I suggest we just don't propose
: anything and keep the scores at their current state until we can find a
new
: Speaker, who can just take up the reins as if we've just had a very long
: Week.
:
: Let play continue, though!
:

Extending the Week is within the Speaker's power, so that would be quite
easy.
Rule 0.6.2 is quite forgiving, so to speak.


Ole


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From <snowl@s...> Mon Jul 19 18:31:28 1999
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From: Ole Andersen <palnatoke@g...>
Sent: Monday, July 19, 1999 5:10 AM
> Paul wrote:
> : I was just thinking that. Never mind - I suggest we just don't propose
> : anything and keep the scores at their current state until we can find a
> new
> : Speaker, who can just take up the reins as if we've just had a very long
> : Week.
> :
> : Let play continue, though!
> :
>
> Extending the Week is within the Speaker's power, so that would be quite
> easy.
> Rule 0.6.2 is quite forgiving, so to speak.
>

This is probably not a sensible time to volunteer given that it's taken me
30min and 3 ISPs to send this Email, but if no one else wants to be "it"
I'd be happy to speak until I get more important commitments (like a job). I
may not be able to keep the end of week deadlines every week due to not
having decent internet access when I'm in London, but I should be able to
get everything done when I'm at home.

Due to my inexperience at the game I would be unwilling to carry out certain
tasks (in particular the Clever Bear Award) these would have to be ignored
or deputised.

What do you think? Has the prospect of seeing my spelling and grammar on a
regular basis put everyone off the idea of having a speaker?

Anyway if no more experienced players are stepping forward I'm willing to
have a go anytime after this week's results have been anounced.

Snow

-Folding cornflakes carry no dust



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From Dunx <dunx@d...> Wed Jul 21 01:33:16 1999
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Players:

Sorry for the delay in the week end stuff - it will turn up this evening.

--
Dunx
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From Dunx <dunx@d...> Wed Jul 21 01:40:53 1999
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Players:

Thanks for your kind words in response to my announcement. Apologies for
not replying more promptly to the points raised.

This is isn't the only thing I'm giving up - work is a bit of a bugger at
the moment, and pretty much everything is taking a hit as a result. I will
return in the Autumn once things have eased somewhat.

Particular thanks are due to Snow for volunteering - I am quite happy to
pass the Speaker's Hat onto em if the other Players are amenable.

My other suggestion was going to be to agree that the next Week be extended
indefinitely until a new Speaker was found. Breakages in the ruleset could
be handled by EP, and updates to the Game table are pretty much trivial. But
having a live Speaker would be better.

Er... I think that's about it for the moment. As I've mentioned in my other
message, the Week End stuff will appear this evening (circumstances not being
auspicious last night).

All the best.

--
Dunx
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From MN Speaker <speaker@d...> Wed Jul 21 15:50:30 1999
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-----------------------------------------------------------------------
No. Proposal Name F P A Q Result
-----------------------------------------------------------------------
837 No, it can't be Eaten 1 1 1 4 Inquorate [a]
838 Gran Turismo - 2 1 4 Inquorate
839 The Other Eye 1 1 1 4 Inquorate
840 Euston Walkabout 2 1 - 4 Inquorate
-----------------------------------------------------------------------

-----------------------------------------------------------------------------

dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------------

837 (Ole) - - - - AGA - PAS - - FOR
838 (Ole) - - - - AGA - PAS - - PAS
839 (Ole) - - - - AGA - PAS - - FOR
840 (Ole) - - - - FOR - PAS - - FOR

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
- KUDOS ---------------------------------------------------------------

Initial: 11 10 5 0 47 16 19 5 4 4
Halved: 2 23 9 2 2 2
---------------------------------------------------------------------
FOR Votes: +0 +0 +0 +4 +0 +0 +0
AGA Votes: I I -0 -0 -0 I -3 -0 -0 -0
Decisive: n n +0 +0 +3 n +3 +0 +0 +0
[b]
Voting/Own: a a -0 -0 +0 a -0 -0 -0 -0
c c c
EP FOR: t t +0 +0 +0 t +0 +0 +0 +0
EP AGA: i i -0 -0 +0 i -0 -0 -0 -0
Digit/Pulse: v v +0 +0 +0 v +0 +0 +0 +0
e e e
Awards: +0 +0 +4 +0 +0 +0 +0
[*]
Kudos Gifts +0 +0 +0 +0 +0 +0 +0
---------------------------------------------------------------------
This Week: +0 +0 +3 +4 +0 +0 +0

Final: 11 37 2 0 26 16 13 2 2 2

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------

[*] Ruttsborough Award (+1/FOR) - none
IMCS Clarity Award (+3) - none
CAMREC Cleanup Award (+3) - none
Mrs Trellis Award (+4) - none [c]
Clever Bear (+3) - none
For E's A Jolly Good Fellow (+3) - Dunx (automatic) [d]

[a] Quorum is defined as the point where the number of invalid votes (ie

abstentions) does not exceed the number of valid votes. With seven
Active
Players, there needed to be four valid votes for each Proposal for
them to
be Quorate (Rule 0.5.4).

Rule 0.5.4 also states that in the event of a Proposal being
Inquorate,
the original Proposer may immediately repropose it. I'm afraid I
have been
unable to spend the time this Week to check with Ole as to whether
or not
e wants to repropose - I would suggest rolling over the free
reproposal
into the following Week.

[b] Ole is considered decisive since e explicitly passed on all the
Proposals

[c] only one nomination was received, which does not permit the award to
be
made.

[d] this, of course, has no effect since the current Speaker is
Inactive. The
next Speaker should obviously insert eir own name here.



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From MN Speaker <speaker@d...> Wed Jul 21 15:57:08 1999
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So, that'll be about it then.

I hereby declare Week 15 of Year 3 to be extended indefinitely until
such time as a Speaker shall be agreed amongst the Active Players.

This is not to ignore Snow's selfless volunteering, merely to give other
Players enough time to say aye or nay. When you've made up your minds,
please let me know (not at the speaker address, though!).

In the meantime, I'm happy enough to administrate EPs and game starts.
Responsibility for determining playing sequence is hereby officially
deputised to whosoever takes it upon themselves to do the honours for
each Game.

Cheers to one and all. See you all again in due course.



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From <palnatoke@g...> Wed Jul 21 23:39:23 1999
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From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>
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After Riff's and Kevan's victory in Capture the Flag, we need a new game on
l-nomic-c.

We have a Long Game (2.1), a Finsbury (2.3), a Rutts (2.4), and a Chateau
(3.1).

I propose either Vanilla (1.), Pachisi (2.10) or Ostrich (4.3).

Any takers?


Ole




From dunx@d... Thu Jul 22 00:56:27 1999
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Chaps:

There is a single Proposal for Week 15 which, although I sent a message
publishing it, does not appear to have made it to the mailing list.

It's been uploaded onto the web site, though, and I will send it again
later.

(as for my suspicious increase in Kudos... this is obviously wrong.
Again, fix later)




From <WayperP@p...> Thu Jul 22 18:30:09 1999
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From: "Wayper, Paul" <WayperP@p...>
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On Thursday, July 22, 1999 4:12 PM, Ole Andersen [SMTP:palnatoke@g...]
wrote:
> I propose either Vanilla (1.), Pachisi (2.10) or Ostrich (4.3).

I'd vote for Vanilla.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From riffraff@n... (RiffRaff) Thu Jul 22 22:39:10 1999
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>On Thursday, July 22, 1999 4:12 PM, Ole Andersen [SMTP:palnatoke@g...]
>wrote:
>> I propose either Vanilla (1.), Pachisi (2.10) or Ostrich (4.3).
>
>I'd vote for Vanilla.

I'll second that

--Riff

"Press down on the medulla oblongata! Five bucks says he smells burnt toast!"
--Sam & Max, Freelance Police




From kevan@d... Fri Jul 23 01:05:33 1999
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> >> I propose either Vanilla (1.), Pachisi (2.10) or Ostrich (4.3).
> >
> >I'd vote for Vanilla.
> 
> I'll second that

And I'll third it. Shall we begin?

Kevan

--
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From kevan@d... Fri Jul 23 01:19:39 1999
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Rather a weird story on This Is London this morning; London Transport
are auctioning off some of their old Northern Line trains:-

http://www.thisislondon.com/dynamic/news/top_story.html?in_review_id=15
7956&in_review_text_id=127324

Only very slightly tempted,

Kevan

--
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From kevan@d... Fri Jul 23 12:53:24 1999
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> So, that'll be about it then.

Indeed it will. Thanks for putting the time in to draw the Nomickery
side to a reasonable close.

> I hereby declare Week 15 of Year 3 to be extended indefinitely until
> such time as a Speaker shall be agreed amongst the Active Players.
> 
> This is not to ignore Snow's selfless volunteering, merely to give
other
> Players enough time to say aye or nay. When you've made up your minds,
> please let me know (not at the speaker address, though!).

I'm more than happy to see Snow taking the reins, myself - sorry for
not having commented earlier, but my time and thoughts have been being
pulled variously about the locale lately. So long as Snow feels happy
taking on the job, that's really all that matters - he seems to be of
overly sufficient sound mind for the role.

Whether we operate on "full" or simply get by with Emergency Proposals
as appropriate, I'll leave to the discretion of whoever becomes
Speaker; I've a feeling the latter might be worth shifting for a while
to anyway, unless Snow (or whoever else) is keen enough to jump
straight in with eir Speakering.

> In the meantime, I'm happy enough to administrate EPs and game starts.

Very kind of you.

> Responsibility for determining playing sequence is hereby officially
> deputised to whosoever takes it upon themselves to do the honours for
> each Game.

Such seems fair enough. I see no harm in separate pseudo-Speakers
stepping forward for various games, as appropriate. (Mornington Nomic,
broadcast in glorious surround-sound.)

> Cheers to one and all. See you all again in due course.

And cheers back at you. All the best until your undoubtedly triumphant
return, and may life treat you kindly in the interim.

Minding the gap,

Kevan

--
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From <palnatoke@g...> Sun Jul 25 12:14:41 1999
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From: "Ole Andersen" <palnatoke@g...>
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: > >> I propose either Vanilla (1.), Pachisi (2.10) or Ostrich (4.3).
: > >
: > >I'd vote for Vanilla.
: > 
: > I'll second that
: 
: And I'll third it. Shall we begin?
: 

Consider it fourthed.

Ole



From <palnatoke@g...> Mon Jul 26 04:38:03 1999
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From: "Ole Andersen" <palnatoke@g...>
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What happened here?


Ole

----- Original Message ----- 
From: eGroups.com Manager <l-nomic-r-owner@egroups.com>
To: Ole Andersen <palnatoke@g...>
Sent: 26. juli 1999 13:07
Subject: Posting sent to the moderator for approval


: Your posting (Subject: "Game 15 Game State Document") has been sent
: to the moderator ("l-nomic-r-owner@egroups.com") for approval. When
: the moderator approves the posting, it will be automatically
: distributed to the eGroup.
: 
: 



From kevan@d... Mon Jul 26 05:46:33 1999
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> What happened here?

Were you maybe posting from an abnormal email address? eGroups
occasionally mistakes people for non-subscribers, in such situations,
and approachers the group maintainer for verification.

I'm not sure if anything else would trigger it, in all honesty. You
weren't swearing copiously or anything, were you?

Kevan

--
kevan@d...
http://members.xoom.com/asabove



From <palnatoke@g...> Mon Jul 26 09:35:51 1999
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Message-ID: <009c01bed784$d3e1d440$5ac38e81@opus>
From: "Ole Andersen" <palnatoke@g...>
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Kevan answered me:

: > What happened here?
:
: Were you maybe posting from an abnormal email address? eGroups
: occasionally mistakes people for non-subscribers, in such situations,
: and approachers the group maintainer for verification.
:
: I'm not sure if anything else would trigger it, in all honesty. You
: weren't swearing copiously or anything, were you?


I wouldn't think so.

This was the message (as sent from my usual address):
(I've cut the ads out (my method is: reply to the previous GSD, place old
text in clipboard, select full text of reply, insert clipboard, edit)).

[Ruttsborough]
+------------+-------------------+----+----+----------------------+
| Player | Home | LV | Ch | Tokens |
| | | | | Bk Bu Br Go Gr Re Si |
+------------+-------------------+----+----+----------------------+
|*Drone | | 0 | 0 | 2 0 2 0 0 2 0 |
| Ole | West Brompton | 3 | 0 | 1 0 2 0 0 2 0 |
| Kevan | Neasden | 0 | -2 | 10 10 0 0 0 2 0 |
+------------+-------------------+----+----+----------------------+
+- Wild ----------------------------------------------++-- Time --+
| Kennington, Fairlop || Tue 1210 |
+-----------------------------------------------------++----------+
+Possessions-+----------------------------------------------------+
| Kevan | *Harmonica* |
+------------+----------------------------------------------------+
+Station-Tokens---+--------------+-----------------+--------------+
| Mill Hill East | Bk | Barons Court | GrBuBuBu |
| Hounslow Central| BkBk | Covent Garden | Re |
| Limehouse | BkBkBkGrBr | Surrey Quays | ReGrReReReRe |
| East India | Bu | Royal Victoria | BuRe |
| Custom House | Bu | Prince Regent | BuBuRe |
| Royal Albert | Bu | Finchley Road | Bk |
| Neasden | GoGoBrBr | Seven Sisters | GrGrBuBu |
| New Cross Gate | BuBu | | |
+-----------------+--------------+-----------------+--------------+
+- Disruptions ---------------------------------------------------+
| Charge In |
+-----------------------------------------------------------------+
+-----------------------------------------------------------------+
| Courier Call from Farringdon to Hyde Park Corner... |
+-----------------------------------------------------------------+


PaulWay : [Home: Limehouse] Limehouse [Purchasing a Zone 2 Pass]
dave : Time Out
Kevan : [Home: Elm Park] Elm Park (DS)
Dunx : [Home: Brent Cross] Brent Cross (NT)
PaulWay : [LV+3] Monument (for Bank) (NT via DL, CL) [Recycling]
[Kennington Wild]
dave : [Home: White City] White City (CN) [Purchasing Zone 2 Pass]
Kevan : [LV+3] Upminster (DS) [Terminus Slingshot] [Claiming a Black
Token from Upminster] [Blocking Goldhawk Road]
Dunx : [LV+3] Belsize Park (NT) [Collecting Hat] [Hands On Hat]
PaulWay : [LV+2] Shoreditch (EL via NT, HC) [Blocking Aldgate East]
dave : [LV+3] West Acton (CN) [Collecting Hat] [Hands on Hat]
Kevan : [Recycling] [Courier Call (Fixed)] Pass (Hammersmith (DS))
[Terminus Slingshot] [Collecting Parcel] [Claiming a Red
Token from Hammersmith] [Claiming a Black Token from
Goldhawk Road]
Dunx : Euston (NT) [Collecting Hat] [Purchasing Stub] [Hands On Hat]
[Recycling]
PaulWay : Time Out
dave : [LV+2] Hammersmith (HC via CN,PD) [Collecting Hat]
[Terminus Slingshot] [Blocking East Ham]
Dunx : [LV-2] Camden Town (NT) [Using the Minnerman Spiral Gambit]
[Hands On Hat]
PaulWay : [LV+3] Camden Town (NT via EL, HC) [Dead-end Shunting Dunx
to Mill Hill East] [Blocking Euston]
dave : Pass (Barking HC)
Dunx : [LV+2] East Finchley (NT) [Collecting Hat] [Hands On Hat]
[Charge Spiral]
PaulWay : [LV+3] Leicester Square (NT via NT, DS, BK, PD) [Blocking
Tottenham Court Road]
dave : Time Out
Dunx : [LV+1] Tufnell Park (NT) [Hands on Hat]
Kevan : [Home: Neasden] Neasden (JL) [Blocking Wembley Park]
PaulWay : [LV+2] Goodge Street (NT via NT, BK, PD, JL, CT, VC)
[Collecting Hat] [Hands on Hat]
Dunx : [LV+1] King's Cross St Pancras (NT) [Silver to Bronze]
[Purchasing British Rail Coffee] [Hands On Hat]
Kevan : [LV+1] Dollis Hill (JL) [Blocking Willesden Green]
PaulWay : [LV+3] Dollis Hill (JL) [Tithing Zone 3] [Hands on Hat]
Dunx : [LV+3] [Eating British Rail Coffee] [Dollis Escape]
Warren Street (NT via NT,VC,CN,BL,NT,PD,JL,CN)
[Silver to Bronze] [Silver to Bronze]
[Purchasing Zones 1-6 Pass]
Kevan : Pass (Dollis Hill (JL)) [Shadowing PaulWay]
PaulWay : [LV+1] [Narging Kevan] Charing Cross (JL) [Time: +1:00]
[Collecting Hat] [Blocking Leicester Square]
[Blocking Piccadilly Circus] [Blocking Embankment]
Dunx : [LV+3] Holborn (PD via VC,JL,BL,VC,NT,CN)
[Rebounding off Leicester Square] [Red Token on
Covent Garden] [Pegging Tottenham Court Road]
Kevan : Pass (Dollis Hill (JL))
PaulWay : Dollis Hill (JL) [Shadowing Kevan]
Dunx : Dollis Hill (JL) [Recycling] [Freeming Kevan]
Kevan : Dollis Hill (JL) [Shadowing PaulWay] [Dropping Package at
Dollis
Hill] [Detonating Package]
Dunx : Pass (Dollis Hill (JL))
Kevan : Pass (Dollis Hill (JL))
Dunx : [LV+3] Dollis Hill (JL)
Kevan : Pass (Dollis Hill (JL)) [Shadowing Dunx]
Dunx : Pass (Dollis Hill (JL)) [Shadowing Kevan]
Kevan : Pass (Dollis Hill (JL)) [Shadowing Dunx]
Dunx : Pass (Dollis Hill (JL)) [Shadowing Kevan] [Tithe Zone 3]
Kevan : Pass (Dollis Hill (JL)) [Shadowing Dunx] [Purchasing
Harmonica]
Dunx : Pass (Dollis Hill (JL)) [Shadowing Kevan] [Collecting Tithe]
Kevan : Pass (Dollis Hill (JL)) [Shadowing Dunx] [Busking]
PaulWay : Pass (Dollis Hill (JL))
Dunx : Pass (Dollis Hill (JL)) [Shadowing Kevan] [Recycling]
[Freeming Kevan] [Narging Kevan]
Kevan : Pass (Dollis Hill (JL)) [Shadowing PaulWay] [Dropping Package
at Dollis Hill] [Reshuffling] [Detonating Package]
Dunx : Pass (Dollis Hill (JL))
Kevan : Pass (Dollis Hill (JL))
Dunx : Timeout
Kevan : Pass (Dollis Hill (JL)) [Shadowing Dunx] [Waiting]
Dunx : [Bonanza] [Gold to Silver] [Dollis Sidestep] [Duration: +0100]
[Purchasing Chocolate Bar] [Eating Chocolate Bar] [LV+3]
Finchley Road (JL) [Black Token on Finchley Road]
[Straddling to Baker Street (HC)] [Waiting]
Kevan : Pass (Dollis Hill (JL)) [Electroplating] [Bonanza]
Dunx : [Dollis Sidestep] [LV+3] King's Cross St. Pancras (PD via
BL,CN)
[Unpegging Tottenham Court Road]
Kevan : Farkle (Dollis Hill (JL))
Ole : [Home: West Brompton] Pass
Dunx : Pass (King's Cross St.Pancras (PD)) [Waiting]
Kevan : Pass (Dollis Hill (JL)) [Hoarding 2 Bronze, 2 Gold]
Ole : Pass [Recycling] [Inverting Stack at Neasden] [Fairlop Wild]
Kevan : Farkle (Dollis Hill (JL))
Ole : [Speed Limit on CL: 8] Pass [Courier Call (Random)] [Begging]
Kevan : Farkle (Dollis Hill (JL))
Ole : Pass [Begging]
Kevan : Farkle (Dollis Hill (JL))
Ole : [LV+3] [Speed Limit on CL: 6] Dollis Hill (JL)


{ Comments :

0:10 First gear...
0:00 -2 Bu Slowing down the Circle (on New Cross Gate)
0:10 +1 Bk No change of line - getting on the board
==========
0:20 -2 Bu, +1 Bk


LV+=3
Charge+=0


That should be OK, then.

}







From <palnatoke@g...> Mon Jul 26 14:31:28 1999
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From: "Ole Andersen" <palnatoke@g...>
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Date: Mon, 26 Jul 1999 23:03:59 +0200
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I just found this marvellous word on news://uk.transport.london .


Ole



From <palnatoke@g...> Tue Jul 27 01:07:47 1999
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From: "Ole Andersen" <palnatoke@g...>
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Date: Tue, 27 Jul 1999 09:13:47 +0200
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>From uk.transport.london:
: 
: Dear all,
: 
: just a quick message for those interested in buying Underground items
: including a whole train!!, train equipment, station signs etc.
: 
: London Underground is holding an auction on 31 July.
: 
: Details at :
: 
: http://www.londontransport.co.uk/underground/press/pn1193.htm
: 
: Regards
: 
: Paul
: 

They might have a couple of MC signs...


Ole



From <palnatoke@g...> Tue Jul 27 09:02:31 1999
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From: "Ole Andersen" <palnatoke@g...>
To: <l-nomic-r@egroups.com>, "Mornington" <l-nomic-d@egroups.com>
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: 0:10 | An extra five hours; all the Blues go on East India, which
: | completes and destroys a six-Blue Stack - four shiny new
: | Silvers for me, there.

Oh, yes.
I just noticed the hole. There are a number of Actions with scalable cost.
Combine any one of these with Stack 'em High, and you've got a fortune.

Jespersen!!!

<Oh, that failed? Dang.>


Ole





From kevan@d... Thu Jul 29 05:51:13 1999
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> : 0:10 | An extra five hours; all the Blues go on East India, which
> : | completes and destroys a six-Blue Stack - four shiny new
> : | Silvers for me, there.
> 
> Oh, yes.
> I just noticed the hole. There are a number of Actions with scalable
cost.
> Combine any one of these with Stack 'em High, and you've got a
fortune.

Possibly; it boils down to interpretation - Rule 1.14.2 (Stack 'em High)
gives rewards if "a Token Stack has six Tokens where it had less than
six before"; arguably if that Token Stack didn't exist during the
previous
Turn, it can't be considered to have had any number of Tokens in it.
(The ruleset does suffer from occasional confusion between "a Stack of
Tokens" and "the space in which Tokens would be Stacked".)

What solutions do you recommend? Banning same-colour patterns seems the
most obvious, I suppose, but it'd be a shame to lose the "intuitive
pattern" thing; I know I've been a lot quicker to spot potential Stacks
since we amended this one, which seems an undeniably good thing.

Wording it definitively as "must complete a Stack that existed during
the previous Turn" would cure things a bit, I think, without being
particualrly exploitable. I'm not sure how it should be worded, though.
(Should you be able to, for instance, Helsinki away a
single-black-Token stack and slam six Blues in its place for a prize?)

> Jespersen!!!
> 
> <Oh, that failed? Dang.>

Eprop, anyone? Have you taken over the throne of Speaker, yet, Snow?

Kevan

--
kevan@d...
http://members.xoom.com/asabove



From <palnatoke@g...> Sat Jul 31 01:26:13 1999
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From: "Ole Andersen" <palnatoke@g...>
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:
: Possibly; it boils down to interpretation - Rule 1.14.2 (Stack 'em High)
: gives rewards if "a Token Stack has six Tokens where it had less than
: six before"; arguably if that Token Stack didn't exist during the
: previous
: Turn, it can't be considered to have had any number of Tokens in it.

Do you mean: It cannot have the <number of Tokens> attribute, or <number of
Tokens> = 0?


: (The ruleset does suffer from occasional confusion between "a Stack of
: Tokens" and "the space in which Tokens would be Stacked".)
:
: What solutions do you recommend? Banning same-colour patterns seems the
: most obvious, I suppose, but it'd be a shame to lose the "intuitive
: pattern" thing; I know I've been a lot quicker to spot potential Stacks
: since we amended this one, which seems an undeniably good thing.

We could modify the 'all in the same Stack'-requirement to 'place all on one
Stack, but only one Action's Tokens on the same Stack' or somesuch.

We would need to modify the scalable Actions, then.

:
: Wording it definitively as "must complete a Stack that existed during
: the previous Turn" would cure things a bit, I think, without being
: particualrly exploitable. I'm not sure how it should be worded, though.
: (Should you be able to, for instance, Helsinki away a
: single-black-Token stack and slam six Blues in its place for a prize?)

We could say that a Stack ceases to exist the moment it has zero Tokens.


:
: > Jespersen!!!
: >
: > <Oh, that failed? Dang.>
:
: Eprop, anyone? Have you taken over the throne of Speaker, yet, Snow?
:

Well, have you?


Ole




From <snowl@s...> Sat Jul 31 05:30:53 1999
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From: Ole Andersen <palnatoke@g...>
Sent: Saturday, July 31, 1999 9:13 AM
> :
> : Eprop, anyone? Have you taken over the throne of Speaker, yet, Snow?

Sorry, didn't see this the first time round, too close to the sigs.

> Well, have you?

Well only Kevan has (publically) made any remark on the subject either way.
I think Dunx is waiting until a majority say they are in favour.

I got the impression most people were in the "leave it dormant for a while"
camp. However, I'm happy to have a go if enough people say "aye".

Snow
-The telephones of placidity shall inherit the meek.




From <palnatoke@g...> Sat Jul 31 06:40:42 1999
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Snow wrote:
:
: Well only Kevan has (publically) made any remark on the subject either
way.
: I think Dunx is waiting until a majority say they are in favour.
:
: I got the impression most people were in the "leave it dormant for a
while"
: camp. However, I'm happy to have a go if enough people say "aye".
:


Eye!

I have enjoyed the 'thinking pause', but all good things come to end, and
then other good things begin.


Ole



From <WayperP@p...> Sun Aug 1 18:54:21 1999
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On Saturday, July 31, 1999 10:06 PM, Snow [SMTP:snowl@s...] wrote:
> I got the impression most people were in the "leave it dormant for a
> while" camp. However, I'm happy to have a go if enough people say
> "aye".

I'm quite happy to leave it dormant and just play, but I'm not opposed to
having a speaker. I'm happy just playing things out as they stand at the
moment, buzzes on blue tokens included.

Arbalests of the unconscious,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From Richard_M_Brockie@n... Mon Aug 2 16:09:36 1999
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I have finally done it, yes that's right, I promised that I would rejoin
Mornomic when I had email access again, and this comes courtesy of the nice
folks at Seagate who have seen fit to employ me here in Silicon Valley for
lots of cash, especially given the going rate for new PhD's in the UK.

Last one to Ongar farkles.
miKi




From <palnatoke@g...> Mon Aug 2 22:23:47 1999
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miKi wrote:

: I have finally done it, yes that's right, I promised that I would rejoin
: Mornomic when I had email access again, and this comes courtesy of the
nice
: folks at Seagate who have seen fit to employ me here in Silicon Valley for
: lots of cash, especially given the going rate for new PhD's in the UK.
:
: Last one to Ongar farkles.
: miKi
:

Welcome back.
You arrive in the middle of a Speaker transistion.
Dunx is leaving the throne, and Snow seems to be entering it.

And the games are:

Brooke-Taylor: (Chateau d'Eau) Kevan to play
Cryer: (Vanilla) Kevan to play
Garden: (Finsbury) Grimace to play
Lyttleton: (Long Game) Kevan to play
Rushton: (Ruttsborough) Kevan to play (once my randomness arrives)


Ole






From kevan@d... Tue Aug 3 00:52:27 1999
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miKi wrote:-

> I have finally done it, yes that's right, I promised that I would
rejoin
> Mornomic when I had email access again, 

Bravo. Good to see you back.

And Ole wrote:-

> And the games are:
> 
> Brooke-Taylor: (Chateau d'Eau) Kevan to play
> Cryer: (Vanilla) Kevan to play
> Garden: (Finsbury) Grimace to play
> Lyttleton: (Long Game) Kevan to play
> Rushton: (Ruttsborough) Kevan to play (once my randomness arrives)

Um. Sorry to hold everything up. I've really got alarming little spare
time at the moment, and most of that is spent beyond spitting distance
of the Internet. I'll try and get some moves in over lunch.

Kevan



From <snowl@s...> Tue Aug 3 19:30:44 1999
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----------------------------------------------------------------------------
-
MORNINGTON NOMIC

Proposals for Voting on in Week Fifteen
----------------------------------------------------------------------------
-

Proposal 841 - Eating at Home [Multiple]

1. There's No Place Like McDonald's

In Rule 1.4.18 - The Emporium insert at the end of the first block of text:

A Home-Cooked Meal may only be purchased at the Player's Home Station.

In the Possession table, insert:

+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Home-Cooked Meal | 1 Br | Edible, Huge |
+---------------------+------+---------------------------------+

after:

A Player may sell any of the above goods ([Selling <Possession>]) back
to the Emporium at half price (rounding all fractions down) provided e
is at a Station where that item may be Purchased.

insert:

A Home-Cooked Meal may not be sold.

2. It's terrifyingly Nutricious!

In Rule 1.4.16 - Playing with Food after:

A Player may perform the 20-minute Pre-Move Action of [Eating
<Victual>] at the start of eir Turn, where <Victual> is an Edible
Possession that the Player is carrying. Upon performance of this
Action, the Actioning Player gains Line Velocity equal to the cost
of the Victual in Bronze Tokens, and the Eaten Possession is
destroyed.

insert:

For the purpose of this rule, a Home-Cooked Meal is considered to have
a cost of 3 Bronze Tokens.

----------------------------------------------------------------------------
-

Snow
-Who can do things with a CD most people can't do with a lava lamp.




From <snowl@s...> Tue Aug 3 19:30:45 1999
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Ole Andersen <palnatoke@g...>
> miKi wrote:
>
> : I have finally done it, yes that's right, I promised that I would rejoin
> : Mornomic when I had email access again,

Hello, pleased to meet you. I assume you are now active?

>and this comes courtesy of the
> nice
> : folks at Seagate who have seen fit to employ me here in Silicon Valley
for
> : lots of cash, especially given the going rate for new PhD's in the UK.

Doing something interesting I hope?

> You arrive in the middle of a Speaker transistion.
> Dunx is leaving the throne, and Snow seems to be entering it.

OK, no one has said anything against my becoming Speaker (although only
Kevan and Ole have said anything in favour) and no other candidates have
stepped forward, so I'm going to declare myself Speaker as of Tues 10th
August 17.58. If anyone objects you should inform Dunx (asking for anonymity
if you wish) before that time.

Otherwise, I declare a new Mornomic week to start Tues 10th August 17.59
(next Tuesday). I have reposted this week's proposal since it didn't make it
to the list the first time round.

Snow
-A renegade carrot of tranquility.




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On Tuesday, August 03, 1999 9:08 AM, Richard_M_Brockie@n...
[SMTP:Richard_M_Brockie@n...] wrote:
> I have finally done it, yes that's right, I promised that I would rejoin
> Mornomic when I had email access again, and this comes courtesy of the
> nice folks at Seagate who have seen fit to employ me here in Silicon
> Valley for lots of cash, especially given the going rate for new PhD's
> in the UK.

So are you allowed to tell us what's new in hard disk research? :-)

Grand to see you, sir, and hope you make sense of the rules. If you want
any help on playing, let me know.

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



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On Wednesday, August 04, 1999 12:12 PM, Snow [SMTP:snowl@s...] wrote:
> Snow
> -Who can do things with a CD most people can't do with a lava lamp.

I've got to know - what is this ability, exactly?

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From <palnatoke@g...> Wed Aug 4 02:35:20 1999
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From: "Ole Andersen" <palnatoke@g...>
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Paul quoted Snow, and asked:
: > Snow
: > -Who can do things with a CD most people can't do with a lava lamp.
: 
: I've got to know - what is this ability, exactly?

Well, what *can* people do with lava lamps?


Ole




From riffraff@n... (RiffRaff) Wed Aug 4 06:13:04 1999
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For those who might have missed it since Delphi went down, Yoz has reposted
the casino scene from 'Goldfinger' at http://www.h2g2.com/A132157

--Riff

"Press down on the medulla oblongata! Five bucks says he smells burnt toast!"
--Sam & Max, Freelance Police




From Richard_M_Brockie@n... Wed Aug 4 11:02:39 1999
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Snow - please consider me active from this moment.

miKi




From Richard_M_Brockie@n... Wed Aug 4 14:32:29 1999
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Snow, I declare that I wish to join Game 11, The Long Game...

My, my, how the rules have changed since I was here last - the station
currents thing was just being discussed, and Token Running was still legal.

I love the idea of getting a Gold Token for busking with a piano, and the
complete impracticality of actually carrying it around - kudos to whoever
came up with that one.

PaulWay, if you would be my mentor, that would be great, but I cannot
divulge any secrets about herd, or even hard disk drives as I have only
been here 2.5 weeks, so still no nothing. People who have visited my (now
woefully out of data) website - link on the players' pages - will know that
my PhD was in Astronomy, yet here I am working for a hard disk drive
manufacturer. Well, it is not as crazy as it sounds - Astronomy is
basically Physics applied to the universe, and I am working as a physicist,
so there is a (tenuous) connection.

Still manding the gap,
miKi




From <snowl@s...> Wed Aug 4 18:23:43 1999
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miKi said:
> Snow, I declare that I wish to join Game 11, The Long Game...

OK, you can fit in between Riff and Ole.

Snow
-Who is being viciously attacked by a swarm of 2 huge moths with wingspans
in excess of 1.5cm.





From <snowl@s...> Wed Aug 4 18:30:16 1999
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Ole said:
> Paul quoted Snow, and asked:
> : > Snow
> : > -Who can do things with a CD most people can't do with a lava lamp.
> :
> : I've got to know - what is this ability, exactly?

Chuck it like a frisbee, use it to reflect sunlight into the eyes of passing
motorists, use it as a Christmas tree decoration, put it in the microwave
for exciting disco effects......put it in a CD player and play it.

> Well, what *can* people do with lava lamps?

You can use them as a portible heater, but only if you aren't running a
computer, printer, modem, stereo, active speakers, TV and clock-radio from
the single power-socket on that side of the room.

Snow
-Who can do things with a lava lamp most people can't do with a Kenny from
South Park life-sized soft toy.




From <palnatoke@g...> Wed Aug 4 21:36:56 1999
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From: "Ole Andersen" <palnatoke@g...>
To: "Mornington" <l-nomic-d@egroups.com>
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Snow wrote:
: > : I've got to know - what is this ability, exactly?
:
: Chuck it like a frisbee, use it to reflect sunlight into the eyes of
passing
: motorists, use it as a Christmas tree decoration, put it in the microwave
: for exciting disco effects......put it in a CD player and play it.

Some ritual. Are any of the parts optional?


And - more seriously: Do you have any preferred Speaker address?

Ole




From dunx@d... Thu Aug 5 03:47:42 1999
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Ole wrote in response to Snow's rather outre behaviour with CDs:
> And - more seriously: Do you have any preferred Speaker address?

If I may interject... my intention in setting up a discrete email
address for my own Speakership was that the Speaker mail address should
remain as speaker@d... no matter who the Speaker actually is (it is
an entirely separate mailbox from my own email address). I'll be giving
Snow the relevant passwords shortly.

Obviously, if Snow doesn't want to do that then that is his
prerogative, but I just thought I'd mention it.

Cheers.




From kevan@d... Thu Aug 5 04:05:12 1999
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To respond briefly to this week's Proposal, before I forget...

> Proposal 841 - Eating at Home [Multiple]

Basically allowing an cheap opening Move with an LV of six, or - more
horrifyingly - a quick return to high LVs after performing a "[Home]"
Action. 
I don't really see any need to offer such an offset to the zero-LV
Homing drawback, to be honest.

It does allow a more interesting variety of opening moves, which is a
good thing, but just seems too cheap to be fair, in all. Perhaps
allowing Players to purchase any Food at their Home Station, since
they'll have it in their cupboards, would be more balanced (and would
lessen the bonus for picking a BR Station as your residence). Hmm.

Getting back into Nomic mode,

Kevan



From <palnatoke@g...> Thu Aug 5 07:40:53 1999
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From: "Ole Andersen" <palnatoke@g...>
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Kevan wrote:

: > Proposal 841 - Eating at Home [Multiple]
: 
: It does allow a more interesting variety of opening moves, which is a
: good thing, but just seems too cheap to be fair, in all. Perhaps
: allowing Players to purchase any Food at their Home Station, since
: they'll have it in their cupboards, would be more balanced (and would
: lessen the bonus for picking a BR Station as your residence). Hmm.

Point taken. Proposal withdrawn.


Ole



From <snowl@s...> Thu Aug 5 19:01:47 1999
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Dunx said:
> Ole wrote in response to Snow's rather outre behaviour with CDs:
> > And - more seriously: Do you have any preferred Speaker address?
> 
> If I may interject... my intention in setting up a discrete email
> address for my own Speakership was that the Speaker mail address should
> remain as speaker@d... no matter who the Speaker actually is (it is
> an entirely separate mailbox from my own email address). I'll be giving
> Snow the relevant passwords shortly.

Received. Yes, I intend to keep the Speaker's email address the same.

Snow
-Who's got a funny six-legged spider-thing in his bathroom.






From <snowl@s...> Thu Aug 5 19:01:48 1999
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Ole Andersen <palnatoke@g...> said:
> Kevan wrote:
>
> : > Proposal 841 - Eating at Home [Multiple]
> :
> : It does allow a more interesting variety of opening moves, which is a
> : good thing, but just seems too cheap to be fair, in all. Perhaps
> : allowing Players to purchase any Food at their Home Station, since
> : they'll have it in their cupboards, would be more balanced (and would
> : lessen the bonus for picking a BR Station as your residence). Hmm.
>
> Point taken. Proposal withdrawn.

Confirmed.

Players might like to vote anyway (for nothing) if they want the decisivness
Kudos bonus.

Snow
-Who can do things to a life-sized Kenny from South Park soft toy most
people wish they could do to their boy/girlfriend(s).




From kevan@d... Fri Aug 6 00:43:38 1999
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> Players might like to vote anyway (for nothing) if they want the
decisivness
> Kudos bonus.

I think precedence says that we should get it anyway (based on the
cases where all Proposals for a given Week are from the same Player,
plus - I think - one Week where we didn't get any Proposals), although
looking at the logic it seems a bit suspect. Maybe Rule 0.9.1 (Kudos)
could use a little ambiguity-smiting.

> -Who can do things to a life-sized Kenny from South Park soft toy most
> people wish they could do to their boy/girlfriend(s).

You're scaring me.

Kevan

--
kevan@d...
http://members.xoom.com/asabove



From <snowl@s...> Sat Aug 7 14:23:46 1999
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Kevan said:
> > Players might like to vote anyway (for nothing) if they want the
> decisivness
> > Kudos bonus.
>
> I think precedence says that we should get it anyway (based on the
> cases where all Proposals for a given Week are from the same Player,
> plus - I think - one Week where we didn't get any Proposals), although
> looking at the logic it seems a bit suspect. Maybe Rule 0.9.1 (Kudos)
> could use a little ambiguity-smiting.

I feel that the spirit of the Rule (since the wording is ambiguous) is that
Players should be rewarded for making the effort to vote, hence some form of
effort should be required (a blank vote).

On the other hand, if there is a precedent then that should be followed (I
have no recollection of it, so it might be from before my time here).

Snow
-Who is wondering whether it should be "whom".




From kevan@d... Tue Aug 10 07:06:33 1999
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Just a brief plug for a Mediocrity mailing list, for anyone who missed
its announcement on the Nomic Bulletin Board; Luke Schubert, who some
of you will remember from Thring, has recently set up an eGroups list
for the playing and discussion of Mediocrity (which, again, some of you
will remember as being one of Thring's sub-games). It currently lacks
enough people to warrant a game, though, which is a bit sad - if you're
at all interested, your presence would be appreciated.

For details, wander to:-

http://www.egroups.com/group/mediocrity/info.html

And for a bit of background on the game, if you've never heard of it:-

http://goanna.cs.rmit.edu.au/~geoff/mediocrity.html

Cheers,

Kevan

--
kevan@d...
http://members.xoom.com/asabove




From <speaker@d...> Wed Aug 11 00:56:51 1999
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From: "MN Speaker" <speaker@d...>
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Date: Wed, 11 Aug 1999 01:29:32 +0100
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When in the Course of Mornomic Events, it becomes necessary for a new Speaker to assume the Powers
of the Crescent, it falls upon er shoulders the duty to protect and uphold the rights of all Players
instilled in them by London Transport. Among these are Life, Liberty, and the Pursuit of Mornington
Crescent. We hold these Truths to be self-evident until the next Ruleset change.

The Speaker swears that e will faithfully execute the office of Speaker of Mornington Nomic, and
will, to the best of er ability, preserve, protect, and defend the Ruleset and all who sail in er.

The Speaker is empowered by the Players of the Game of Mornington Nomic to go boldly where no
Speaker has boldly gone before boldly, to seek out new Stations and to destroy Podumes of Infinite
Darkness whenever they threaten to undermine the Ruleset

Where do you want to go today?

MN Speaker
-Forgive those who have shunted against us.









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From: "MN Speaker" <speaker@d...>
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Game Lounge To move

16(Chateau d'Eau) Brook-Tayler RiffRaff
18(Vanilla) Cryer PaulWay
13(Finsbury Park) Garden PaulWay
11(The Long Game) Lyttleton RiffRaff
15(Ruttsborough '58) Rushton Ole





From <speaker@d...> Wed Aug 11 01:44:50 1999
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----------------------------------------------------------------------
No. Proposal Name F P A Q Result
----------------------------------------------------------------------
841 Eating at Home --Withdrawn--
----------------------------------------------------------------------

----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
----------------------------------------------------------------------

841 (Ole) --Withdrawn--

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
- KUDOS ---------------------------------------------------------------

Initial: 11 10 2 0 26 16 13 2 2 2
Halved: 1 0 13 8 6 1 1 1
---------------------------------------------------------------------
FOR Votes: +0 +0 +0 +0 +0 +0 +0 +0
AGA Votes: I I +0 +0 +0 +0 +0 +0 +0 +0 
Decisive: n n +3 +3 +3 +3 +3 +3 +3 +3 [a]

Voting/Own: a a +0 +0 +0 +0 +0 +0 +0 +0
c c 
EP FOR: t t +0 +0 +0 +0 +0 +0 +0 +0
EP AGA: i i +0 +0 +0 +0 +0 +0 +0 +0
Digit/Pulse: v v +0 +0 +0 +0 +0 +0 +0 +0
e e 
Awards: +0 +0 +0 +0 +0 +0 +0 +3 [*]

Kudos Gifts +0 +0 +0 +0 +0 +0 +0 +0
---------------------------------------------------------------------
This Week: +3 +3 +3 +3 +3 +3 +3 +6

Final: 11 10 4 3 16 11 9 4 4 7

-----------------------------------------------------------------------
dave Dunx Grimace Jon Kevan miKi Ole Paul Riff Snow
-----------------------------------------------------------------------

[*] Ruttsborough Award (+1/FOR) - none
IMCS Clarity Award (+3) - none
CAMREC Cleanup Award (+3) - none
Mrs Trellis Award (+4) - none
Clever Bear (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

[a] The precedent appears to be that if there are no Proposals in a given 
Week then all Players receive the decisiveness bonus.

MN Speaker
-With 10% extra MegaBass




From <speaker@d...> Wed Aug 11 01:44:55 1999
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From: "MN Speaker" <speaker@d...>
To: "Mornomic" <l-nomic-d@egroups.com>
Date: Wed, 11 Aug 1999 01:15:15 +0100
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I think I've updated everything on the website that needs updating with the
following exceptions:

1) Player Points table - It makes me come out in a cold sweat just thinking
about it. I'll do it tomorrow.
2) There are a few problems with the Game Archive:
a) Game 12 is missing, if anyone has the game in their email archive
could you send me a copy with approximate start/end dates. If not, can
anyone remember which Lounge it was in?
b) Does anyone know approximatly when Game 17 started (Capture the Flag,
Cryer).
c) What happened to Game 7 that was so terrible it couldn't be put up on
the website?

If there's anything on the website that anyone thinks I should have done, or any Speakering
generally that I have overlooked could you tell me please. Thanks.

MN Speaker






From <speaker@d...> Wed Aug 11 01:45:00 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Sixteen
-----------------------------------------------------------------------------

Proposal 842 - Emptying the Cupboards [Amendment]

In
Rule 1.4.18 - The Emporium,

after:
Any Player may purchase the following Possessions, at the following costs,
by playing the ten-minute neutral Action of "[Purchasing <Possession>]" at
any British Rail Station, where "<Possession>" is the Possession being
purchased. Dispensable Possessions may be purchased at any Station.

insert:
Additionally, Edible Possessions may be purchased at the Player's Home
Station.

-----------------------------------------------------------------------------

Proposal 843 - Spread'em [Amendment]

In
Rule 1.4.19 - Token Tracking,

replace

* All Tokens paid for a particular Action must be placed on the same
Stack. Any Tokens surplus to the capacity of the Stack are
destroyed.

with

* No two Tokens paid for a particular Action may be placed on the same
Stack.

* Any Tokens surplus to the capacity of a Stack are destroyed.

{
Avoiding the "Double Helsinki - Blue Stack" hole, hopefully.

}

------------------------------------------------------------------------------

Proposal 844 - Follow the Purple Line, Sir! [Multiple]

1. In
Rule 1.6.1 - Line Velocity,
replace

Each Player has a Line Velocity (abbreviated to "LV"), being an integer
number between zero and ten, which represents the speed at which eir
Piece is moving around the Map. A Player's LV remains unchanged from the
end of eir Turn until the start of eir next Turn, unless modified during
another Player's Turn.

If a Player's LV is ever less than zero, it immediately becomes zero. If
it is even more than ten, it immediately becomes ten.

with

Each Player has a Line Velocity (abbreviated to "LV"), being a
non-negative integer number, which represents the speed at which eir
Piece is moving around the Map. A Player's LV remains unchanged from the
end of eir Turn until the start of eir next Turn, unless modified during
another Player's Turn.

If a Player's LV is ever less than zero, it immediately becomes zero.

2. Repeal
Rule 1.6.4 - Last One to Amersham is a Cissy

While a player's piece has a charge greater than +100% or less than -100%, eir
LV may be increased (but only by the normal means) up to a maximum of 20. If a
player's LV is above 10 when eir charge is calculated, and eir new charge is
less than +100% or greater than -100%, eir LV may remain at its current value
until lowered but may not be raised again by any means until it has fallen
below 10, at which point the maximum LV for that player is reset to the default
value.

3. In
Rule 2.2.1 - Terminal Velocity,
replace

If, at the start of eir Turn before any other Player Actions a Player
has an LV of 10 or more, and e does not (and is not forced to by any
other Rule) reduce it below 10 before eir Move, e may make a Special
Move to any Terminus which e shares a Line with, provided that reaching
it would not involve a change of Line Direction (this option is in
addition to the standard Moves available through eir natural
LV-dependent Piece Movement and any Special Moves available).

with

If, at the very beginning of eir Turn, a Player has an LV equal to or
above the Speed Limit of eir current Line, and e does not (and is not
forced to by any other Rule) reduce it below the Speed Limit of eir
current Line before eir Move, e may make a Special Move to any Terminus
which e shares a Line with, provided that reaching it would not involve
a change of Line Direction (this option is in addition to the standard
Moves available through eir natural LV-dependent Piece Movement and any
Special Moves available).

4. In
Rule 2.4.1 - Fast and Furious,
replace

Line Velocity has a maximum of fifteen, rather than ten.

with

All Lines and Line Segments have an initial Speed Limit of 15.


{

Doing away with the general LV-limit of 10.
Every line gets a local, adjustable, limit.

}

------------------------------------------------------------------------------

Proposal 845 - Ludomania [Multiple]

1.
Renumber Section 2.10, thus:

Rule 2.10.1 - The Game
Rule 2.10.2 - Moves
Rule 2.10.3 - Line Velocity
Rule 2.10.4 - Actions
Rule 2.10.5 - Knuff of it! (former 2.10.4.1)
Rule 2.10.6 - States of Play (former 2.10.5)
Rule 2.10.7 - Special Stations (former 2.10.5 (sic) Home Stations)
Rule 2.10.8 - Visiting Home Stations (former 2.10.5.1)

2. In (new number) 2.10.7, insert last:

Holy Stations provide no protection beyond what is mentioned
in Rule 2.10.5.

3. Create a new:

Rule 2.10.9 - Get that Elbow out of my Ear!

If the game has more than 2 players at the beginning of the
game, each player has fewer Pieces:
+--------------+------------------+
| # of players | # of Pieces each |
+--------------+------------------+
| 3-5 | 3 |
| 6-9 | 2 |
| 10- | 1 |
+--------------+------------------+


{
Changing the illegal numbering, correcting Holy Stations, and reducing the
number of Pieces.
}

------------------------------------------------------------------------------

Proposal 846 - Vanilla and Stabilizers [Enactment]

Create a new
Rule 0.5.* - The Stabilizer
There is an Entity called The Stabilizer.
The Stabilizer has one vote, which it will cast AGAINST any Proposal
to create a new Rule in the Vanilla ruleset (Volume 1).
The Stabilizer is not counted for the purpose of determining Quorum.

------------------------------------------------------------------------------

Proposal 847 - Ambiguity Sminting [Multiple]

Rewrite
Rule 0.9.1 - Kudos

Every Player has a Kudos score (an integer), which is kept in an Official
Document known as the Kudos Chart. The Kudos Chart is distributed by the
Speaker at the end of each Week along with all other relevant Official
Documents.

A Player's Kudos score for each Week is calculated by determining the
Kudos earned for that Week and adding that to half of the previous
Week's Kudos score (rounding down half Kudos). If a Player is Inactive
at the end of the Week, no changes shall be made to eir Kudos.

When a Player joins the game of Mornington Nomic, e starts with a Kudos
score of zero and is considered to have had a Kudos score of zero in the
previous Week also.

At the end of each Week, each Player's Kudos score is adjusted according
to the following table.

+---------------------------------------------------------+----------------+
| Event | Kudos Modifier |
+---------------------------------------------------------+----------------+
| Each Vote FOR one of eir Proposals | +1 |
| Each Vote AGAINST one of eir Proposals | -1 |
| Each Vote FOR one of eir Proposals, made by emself | -3 |
| | |
| Making one or more valid Votes (*) | +2 |
| Voting FOR or AGAINST all Proposals besides eir own (+) | +2 |
| Voting FOR all Proposals that pass, and AGAINST all | +5 |
| Proposals that fail, besides eir own Proposals, in | |
| one Week (+) | |
+---------------------------------------------------------+----------------+

(*) -In Weeks when no Proposals have been submitted a BLANK vote must be made
to receive this bonus.

(+) -Players must make at least one valid non-PASS vote to recieve these
bonuses.

In Rule 0.5.2 - Voting and Proposal Adoption
add to the end of the second paragraph:

If there are no Proposals in a Nomic Week then a vote of BLANK is valid.


{
1 Kudos can be zero.
2 Kudos should be rounded down when halved.
3 Players will get a +2 Kudos bonus for "Making an effort".
4 Players can get another +2 Kudos for being "Decisive".
5 Reducing the incentive to make FOR/AGAINST votes when the Player is
undecided or doesn't have the time to study the Proposal properly.
6 BLANK Vote is made valid.
}

----------------------------------------------------------------------------

Proposal 848 - Bear Necessities [Multiple]

In
Rule 0.9.4 - Fish and Fowl

Replace the line:

Who's a Clever Bear? Award: +3 Kudos to the most nominated Player

with

Who's a Clever Bear? Award: +3 Kudos

{
I think this was a mistake.
}

------------------------------------------------------------------------------

Proposal 849 - Found, Found, Found [Amendment]

Amend the fourth paragraph of Rule 1.7.53 (Lost & Found) from:-

"If the performing Player is at Paddington and the time is between
0930 and 1400 on Mondays to Fridays, e adds 5 to eir roll."

with:-

"If the performing Player is at Paddington and the time is between
0930 and 1400 on Mondays to Fridays, e instead rolls a twenty-sided
die and specifies a number between zero and eighty - the specified
number is added to the number rolled. A roll of four or less,
however, remains unmodified."

{ To give some reasonable bonus to Finding at Paddington; the current
plus-five offers a very, very slim incentive, doing little more than
tweaking the table to include "1-5; First item in Lost Property Box". }

------------------------------------------------------------------------------

Proposal 850 - Quantum Sleep [Amendment]

In Rule 1.8.11 (Charge Spiral), replace "does not involve a decrease" with
"involves an increase", and "does not involve an increase" with "involves an
decrease".

{ As demonstrated in the current Ruttsborough Game, it's a bit too limiting
to deny same-Current Moves, and the Rule becomes quite broken when
combined with a Dollis Hill Loop. Either way, this restores the original
wording and intention. }

------------------------------------------------------------------------------

Proposal 851 - A Nation Turns Its Back [Amendment]

To the second paragraph of Rule 1.7.60 (Did you see That?), add:-

"If any of those Possessions may be dropped, they are instead dropped at
their owner's current Location."

...and add "non-Indestructable" to the list of items which are lost.

{ Droppable stuff should really be pick-uppable again, and surprising Clamps
and things from people is a touch ridiculous. }

------------------------------------------------------------------------------

Proposal 852 - Ghost-Train Scenery [Amendment]

Rename Rule 1.4.35 (Not Hampsters) to "Not Hamsters" (damn me), and add "a
Ghost Station" to the list of Rat haunts.

{ A hugely obvious and overlooked residence for our verminous friends. }

------------------------------------------------------------------------------

Proposal 853 - A Purple Shirt and All The Rest [Amendment]

Reword the first paragraph Rule 1.14.2 (Stack 'em High, Sell 'em Cheap) to:-

If, after performing a [<Colour> Token on <Station>] Action, or after
placing Tokens spent in the performing of an Action, a Token Stack
has exactly six Tokens - and if it had between one and five Tokens
during the previous Turn - the current Player may be eligible for a
Token reward.

{ Bit of a tweak to avoid over-easy "play an expensive Action, build a
new Stack and claim the prize" - you only get it for completing Stacks
which were started during previous Turns. }

And remove the "BkBkBkBkBkBk" reward

{ Such should be a horrid great uncappable Kafka Sinkhole, of course; as
it stands you can easily destroy a five-Token Kafka by capping it with a
Black. *And* you'd get a reward. Tsk. }

---------------------------------------------------------------------------------

Proposal 854 - Practical Reproposals [Amendment]

In Rule 0.5.4 - Abstentions and Quorum
rewrite the last paragraph to read:

If a Proposal fails to reach Quorum, its Proposer may repropose it unchanged
during one of the next two Nomic Weeks - this reproposal does not count
towards the usual Weekly Proposal limit.

{
It is often impractical to contact the Proposer for the next Nomic Week.
}

------------------------------------------------------------------------------

Proposal 855 - Taxman [Amendment]

Rewrite
Rule 0.9.3 - Credit Where Credit is Due

A Player can give any other Player a positive number of Kudos by announcing
their intention on the list. The giving Player must state the number of
Kudos being given, and the reason for the gift. Gifts must not reduce the
giving Player to a negative number of Kudos. The exchange happens as soon as
the Discussion Lounge receives the notification and the Speaker will record
this gift in the Kudos Chart at the end of Nomic Week.

{
Eliminating the "tax loop-hole" where one Player can give another Kudos
before eir own is halved and the other receives it after eirs is halved.
}


===============================================================================

Reproposals from Week 14:

===============================================================================

Reproposal 856 - Gran Turismo [Multiple]

/----------------------------------------------------------------------------\
SECTION 2.x - The Short Game
\----------------------------------------------------------------------------/

Rule 2.x.1 - The Short Game

In the Short Game, the cost for the [Opening MC] action is 1 (one)
Gold Token.

/----------------------------------------------------------------------------\
SECTION 3.x - Gran Turismo
\----------------------------------------------------------------------------/

Rule 3.x.1 - Gran Turismo

In a game of MC Gran Turismo, the Players must move to the MC equivalents
on a number of transport networks before moving to Mornington Crescent.

The Speaker designates the number and order of networks at the beginning of
the game.

All Players begin in London.

Each Player must move to the MC equivalents in the specified order. Each
[Opening MC equivalent] is priced according to the rules for the Short
Game, while [Opening MC] is priced according to the Vanilla ruleset.

Each network is played on as per the relevant rules for that network.

The winner is the first Player to move to Mornington Crescent after having
visited all the MC equivalents.

Game States are specific to each network. Loop (and other) states do not
apply to other networks and Players therein.

Hats are globally valid, provided such hats exist in the various networks.
Edibles are globally valid, provided such edibles exist in the various
networks.

Each Player may, once e enters a network, declare a Home Station in that
network. A Player may have a maximum of one Home Station in each network.
A Pleyer may not perform the [Home] Action, unless e has declared a Home
Station in eir current network.

A Player may move from one network to another by means of the [Plane to
<City>] or [InterCity to <City>] Action, with <City> being the name of the
city moved to.

In order to perform the [Plane to <City>], the Player must be at an Airport
Interchange. If there is no Airport Interchange in <City>, the [Plane to
<City>] Action is, of course, void. After performing [Plane to <City>],
the Player may perform a Special Move to an Airport Interchange in <City>.

In order to perform the [InterCity to <City>], the Player must be at a BR
Station (or equivalent). If there is no BR Station (or equivalent) in
<City>, the [InterCity to <City>] Action is, of course, void. Furthermore,
there must exist a railway connection between the cities in question. If it
is unclear whether or not such a connection exists, the Speaker decides
upon the existance (or non-existance) thereof. After performing [InterCity
to <City>], the Player may perform a Special Move to a BR Station (or
equivalent) in <City>.

The Actions [InterCity to <City>] and [Plane to <City>] ignore the maximum
Turn duration mentioned in Rule 1.13.1. Additionally, performing the
associated Move after ëither of these Actions is always legal with respect
to Rule 1.13.1.

No Action may be performed after [InterCity to <City>] or [Plane to
<City>].

----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
----------------------------------------------------------------------------
[InterCity to <City>]* Pre 3.x.1 60 1Si
[InterCity to <City>]** Pre 3.x.1 300 1Si
[InterCity to <City>]*** Pre 3.x.1 3 days 1Si
[Plane to <City>]* Pre 3.x.1 30 1Go
[Plane to <City>]** Pre 3.x.1 60 1Go
[Plane to <City>]*** Pre 3.x.1 300 1Go
[Plane to <City>]**** Pre 3.x.1 1 day 1Go

*) same country
**) same continent
***) Europe-Asia-Africa (any combination), or N.America-S.America (or vice
versa)
****) any other

-----------------------------------------------------------------------------

Reproposal 857 - The other Eye [Multiple]

This proposal is in 3 parts.


1. Don't Shoot till You see the Red in his Eye [Amendment]

In
Rule 1.10.0 - Target Practice, replace

Any Action which targets another Player in this manner may be performed
only (1) if the Actioning Player shares a Station and Line with the
Target Player at the end of the Actioning Player's Move, and
(2) as the first Post-Move Action (thus, only one may be performed per
Turn), unless explicitly specified otherwise in the Rule defining that
Action.

with

Any Action which targets another Player in this manner may be performed
only (1) if the Actioning Player shares a Station and Line with the
Target Player at the end of the Actioning Player's Move, and
(2) no Player is Target of more than one Action, unless explicitly
allowed for in the Rule defining that Action.

2. I'm No Peter Pan [Amendment]

In
Rule 1.10.5 - The Coming of Shadows

replace
A Player may perform the post-Move Action of "[Shadowing <Player>]",
provided that "<Player>" is a Player (known as the Shadowed Player)
whose Piece's location is that of the Actioning Player's Piece.

with

A Player may perform the post-Move Action of "[Shadowing <Player>]",
provided that "<Player>" is a Player (known as the Shadowed Player)
who shares a Station and Line with the Actioning Player.



3. Amend Rule 2.4.5 - Any Time You Like
to have this wrding:

Point 2 of Rule 1.10.0 does not apply: actions that target other Players
may be performed in any quantity in the Post-Move phase of the Turn.

-----------------------------------------------------------------------------

Reproposal 858 - Euston Walkabout [Amendment]

In
Rule 1.7.10 - Walk the Walk,
add
* Euston (NT,VC) and Euston Square (CL,HC,MP)

to the list of Stations within Walking Distance.

-----------------------------------------------------------------------------

Reproposal 859 - No, it can't be Eaten [Multiple]

Rule 1.9.x - Goo!

A Player possessing a Goo Gun may perform the Action of "[Goo on
<Station>]".

If the Goo Gun has a Voltage of 'n', <Station> can be a Station
'n' or fewer Stations from the location of the Actioning Player,
but only in a straight line.

Alternatively, <Station> can be a Station which the Actioning
Player's Piece has passed through during eir Turn.

When the Action [Goo on <Station>] is played, the Station in
question becomes Gooey until a Player passes through the Station
during eir Move.
A Gooey Station is marked in the GSD with (Goo)

Any Move passing through or beginning at a Gooey Station requires a
LV one higher than otherwise required. If several Gooey Stations are
involved, the required LV is adjusted once for each such Station.

When [Goo on <Station>] is played, and a Player is occupying the
said Station, the said Player becomes Gooey, and 'Goo' (a Small,
Indestructible Possession) is placed in eir Luggage Rack.

A Gooey Player needs a LV one higher than otherwise required in
order to move.
If a Gooey Player performs any Action that requires the Player to
have a Papery Possession, e destroys the Papery Possession as well
as the Goo in the process.
A Gooey Player crossing the river stops being Gooey(thus
destructing the Goo).


Rule 1.4.x - Sticky!

A Goo Gun is a Small Possession, and has an initial Voltage of 0 (zero).

The Voltage of a Goo Gun can be increased by 'X' by playing the Action
[Voltage+X], but only if the Actioning Player has played the Action
[LV-X] or [LV+X] previously in eir Turn, with X having the same
value in both Actions.


The Voltage of a Goo Gun is set to 0 (zero) when the Action [Goo on
<Station>] is played.

In the Luggage Rack, "Goo Gun(6)" is a Goo Gun with a Voltage of 6.


------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Goo on <Station>] Neut 1.9.x -1 Bu
[Voltage+X] Neut 1.4.x none



+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Goo Gun(0) | 3 Br | Small |

-----------------------------------------------------------------------------

MN Speaker
-Big-up massive junglist Speaker in the house laying down some phat Proposals....tripping man.






From <speaker@d...> Wed Aug 11 02:16:00 1999
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Ugg, I can't connect to dunx.org, it's broken my connection a couple of times. Since the break was
during the sending of mail I'm not sure what got through. I've not received anything from eGroups
yet, but it usually takes a while to get through the system. I'll check to see if everything got
through tomorrow night and repost if it didn't, in the meantime the props and result are on Xoom for
those who can't wait.

Sorry.

MN Speaker
-Making a mess of his first Week End.



From kevan@d... Wed Aug 11 08:52:36 1999
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Brief, brief comments. Anything that I've spared can be assumed to have
gotten a thumbs-up.

>Proposal 843 - Spread'em [Amendment]
>
> * No two Tokens paid for a particular Action may be placed on the
same
> Stack.

Not bad. Considering that you can perform multiple Actions to add
several
Tokens to a Stack (if you couldn't, nobody would ever place a fifth
Token
on anything), this should be alright.

> * Any Tokens surplus to the capacity of a Stack are destroyed.

This second bullet-point is quite superfluous, since you can't add
Tokens
to a full Stack, and there's no way to get from a five-Token one to a
more-than-six-Token one when you're dishing out individual Tokens.

>Avoiding the "Double Helsinki - Blue Stack" hole, hopefully.

True enough, this does give such an advantage over Proposal 853 (A
Purple
Shirt and All The Rest). Although I'd probably applaud anyone who
managed
such a manoeuvre.

>Proposal 844 - Follow the Purple Line, Sir! [Multiple]

Good good, although it's a pity the ten-LV limit is buried deep in the
shadows of Section 1.8, now; such a crucial game aspect really needs to
be mentioned a bit more prominently.

>Proposal 845 - Ludomania [Multiple]

Not really sure how good or bad this would be, since we've never tried
the variant. I can't see why Holy Stations need "correcting", either
way.

>Proposal 846 - Vanilla and Stabilizers [Enactment]

Interesting. Only valid if we really are getting more bad enactments
passing
than good, these days - I'm not entirely sure that we are, though.

>Proposal 848 - Bear Necessities [Multiple]
>
>I think this was a mistake.

I don't know; arguably it clarifies the situation a bit. Probably
superfluous,
though, really.

>Proposal 855 - Taxman [Amendment]
>
>Eliminating the "tax loop-hole" where one Player can give another Kudos
>before eir own is halved and the other receives it after eirs is
halved.

Very perspicacious of you, I must say. I suppose it'd be a critical
issue if
Kudos was at all important, but since it's just a method of recognising
the
efforts of particular Players, I've a feeling the current approach
probably
does more justice. True, two Players could bounce Kudos back and forth,
up
into the realms of infinity, but I can't imagine anyone would bother, or
would want the horrified boredom it generated from other players.

>Reproposal 856 - Gran Turismo [Multiple]

To reiterate what I think was my initial reaction; excellent stuff on
the
Short Game, but the rest seems too disjointed and vague to be playable.

>Reproposal 857 - The other Eye [Multiple]

A bit weird; you can Move, Straddle and then Shunt someone at your
previous location. Although it permits multiple-Shunts, which is a good
thing, losing the "Shunt immediately after Moving" aspect is a shame,
since this is a particularly intuitive implementation. Multiple-Shunts
are probably too rare to include, really, and they'd be a bit too
powerful (particularly in Ruttsborough) anyway.

Note that section two will do nothing because it references the old,
broken Shadow wording.

>Reproposal 859 - No, it can't be Eaten [Multiple]

"Required LV" is, as I'm sure I said, a bit vague, and the
implementation
doesn't seem to have any particularly useful interpretations anyway,
unless I'm missing a big potential tactic. Hm.

Good to see the Nomic side of things rolling again, anyway; an
impressively
flawless transition, Snow. (I got all the eGroups messages perfectly, so
far as I can tell.)

Kevan

--
kevan@d...
http://members.xoom.com/asabove



From riffraff@n... (RiffRaff) Wed Aug 11 15:43:25 1999
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>Proposal 843 - Spread'em [Amendment]
>
>In
>Rule 1.4.19 - Token Tracking,
>
>replace
>
> * All Tokens paid for a particular Action must be placed on the same
> Stack. Any Tokens surplus to the capacity of the Stack are
> destroyed.
>
>with
>
> * No two Tokens paid for a particular Action may be placed on the same
> Stack.
>
> * Any Tokens surplus to the capacity of a Stack are destroyed.

This just takes us back to the problem of being able to Tithe for free,
which is why this rule was established in the first place. I would much
prefer just to have the stack rewards changed to something more interesting
- six of one color is terribly dull. Even just alternating colors would be
much better.



>Proposal 846 - Vanilla and Stabilizers [Enactment]
>
>Create a new
>Rule 0.5.* - The Stabilizer
> There is an Entity called The Stabilizer.
> The Stabilizer has one vote, which it will cast AGAINST any Proposal
> to create a new Rule in the Vanilla ruleset (Volume 1).
> The Stabilizer is not counted for the purpose of determining Quorum.
>

Um, why? I really don't see the necessity. If there's a proposal we don't
want, we don't vote for it. All it does is automatically break any ties to
the negative, and unless I'm mistaken, tied proposals don't pass anyway.


>MN Speaker
>-Big-up massive junglist Speaker in the house laying down some phat
>Proposals....tripping man.

LOL!

--Riff

"Press down on the medulla oblongata! Five bucks says he smells burnt toast!"
--Sam & Max, Freelance Police




From riffraff@n... (RiffRaff) Wed Aug 11 15:45:42 1999
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>Game Lounge To move
>
>16(Chateau d'Eau) Brook-Tayler RiffRaff
>18(Vanilla) Cryer PaulWay
>13(Finsbury Park) Garden PaulWay
>11(The Long Game) Lyttleton RiffRaff
>15(Ruttsborough '58) Rushton Ole


Sigh.

Regretfully, I'm going to have to resign from 11 and 16... Too much
real-world activity for me to be able to properly concentrate on more than
one game at a time, I'm afraid. Sorry for the hold-up.

--Riff

"Press down on the medulla oblongata! Five bucks says he smells burnt toast!"
--Sam & Max, Freelance Police




From <snowl@s...> Wed Aug 11 18:00:14 1999
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RiffRaff said
> >Game Lounge To move
> >
> >16(Chateau d'Eau) Brook-Tayler RiffRaff
> >18(Vanilla) Cryer PaulWay
> >13(Finsbury Park) Garden PaulWay
> >11(The Long Game) Lyttleton RiffRaff
> >15(Ruttsborough '58) Rushton Ole
>
>
> Sigh.
>
> Regretfully, I'm going to have to resign from 11 and 16... Too much
> real-world activity for me to be able to properly concentrate on more than
> one game at a time, I'm afraid. Sorry for the hold-up.

Hardly a hold-up; Kevan moved in those games less than 36hr ago.

This brings to my attention the orderings in the games. There are 2 games with ordering: PaulWay,
Kevan, RiffRaff, Ole and another with: PaulWay, Kevan.. It strikes me that if Players tend to make
moves in several games at the same time, then all the pressure is put on the next person in the
chain at once.

The current Ruleset says Player order should be random.........

For new games it might be sensible to artificially make sure there is as little overlap of Player
order with existing games as possible. Game 18 does this nicely, by using the reverse order of the
above chain.

Snow
-Who isn't going to send out Game States next week.



From <snowl@s...> Wed Aug 11 18:00:16 1999
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RiffRaff said: 

> >MN Speaker
> >-Big-up massive junglist Speaker in the house laying down some phat
> >Proposals....tripping man.
> 
> LOL!

Too much Mark and Lard.

Snow
-I love Ann Widdecombe



From <snowl@s...> Wed Aug 11 18:00:18 1999
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Kevan said:
> >Proposal 848 - Bear Necessities [Multiple]
> >
> >I think this was a mistake.
>
> I don't know; arguably it clarifies the situation a bit. Probably
> superfluous,
> though, really.

As I read it the method for awarding the Clever Bear? is contradictory. In the title it says "to the
most Nominated player" whareas in the body it suggests that the Speaker should choose from the
available nominations.

> Good to see the Nomic side of things rolling again, anyway; an
> impressively
> flawless transition, Snow. (I got all the eGroups messages perfectly, so
> far as I can tell.)

Except that it took 7.5hr from me sending it to me receiving it (although this may be a problem at
my end).

The Points Chart is up now. It wasn't as difficult as I thought it would be (I have to admit I
hadn't ever set eyes on the thing before yesterday).

dunx.org is working again. However, the Voting Booth is being rather pooy at the moment, I will have
another go when I upload this.

Snow
-A rapid crossbreed of silence.





From Richard_M_Brockie@n... Thu Aug 12 11:40:50 1999
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Oh how I miss Mark and Lard of an afternoon... (PaulWay must not have a
clue what we are on about...)

I have to claim the dubius honour of actually getting through to them by
email and getting Mark to ask Lard to tell a colleague of mine to "stop
dreaming of Australia and do some Astronomy".

Game 11 move to follow soon, I hope
miKi





"Snow" <snowl@s...> on 08/11/99 05:10:07 PM

Please respond to l-nomic-d@egroups.com

To: l-nomic-d@egroups.com
cc: (bcc: Richard M Brockie)

Subject: MN: Re: Year 3 Week 16 Proposals




RiffRaff said:

> >MN Speaker
> >-Big-up massive junglist Speaker in the house laying down some phat
> >Proposals....tripping man.
>
> LOL!

Too much Mark and Lard.

Snow
-I love Ann Widdecombe


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From Richard_M_Brockie@n... Thu Aug 12 17:25:20 1999
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I am trying to look at the list archive for Game 11, but it looks really
weird, there seems to be no logical ordering to the numbering of the
messages, and the bottons to move through the messages don't really do what
the purport to do. Am I missing something?

miKi




From <WayperP@p...> Thu Aug 12 22:21:01 1999
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On Wednesday, August 11, 1999 10:10 AM, MN Speaker [SMTP:speaker@d...]
wrote:
> Game Lounge To move
> 
> 18(Vanilla) Cryer PaulWay
> 13(Finsbury Park) Garden PaulWay

Please don't time me out just yet; I'll try to get onto it sometime soon.

Ta,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From Dunx <dunx@d...> Fri Aug 13 00:56:42 1999
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------------=_934530992-676-1
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date: Fri, 13 Aug 1999 3:56:32 EDT
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to: l-nomic-d@egroups.com

On Thu, 12 Aug 1999 17:23:47 -0700 Richard_M_Brockie@n...
wrote:
> I am trying to look at the list archive for Game 11, but it looks
really
> weird, there seems to be no logical ordering to the numbering of
the
> messages, and the bottons to move through the messages don't really do
what
> the purport to do. Am I missing something?

The default ordering on
eGroups is threaded. Unfortunately, its idea of threading doesn't necessarily
match up with sanity (it's probably just a bit weak at dealing with hundreds
of messages with the same subject line, truth be told).

Try clicking on the
Date heading - that should order the messages in a more useful
sequence.

--
Dunx - occasional
visitor




------------=_934530992-676-1--
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> I am trying to look at the list archive for Game 11, but it looks
really
> weird, there seems to be no logical ordering to the numbering of the
> messages, and the bottons to move through the messages don't really
do what
> the purport to do. Am I missing something?

eGroups has gone a little odd lately; I thought they'd fixed it, but
evidently they haven't. Someone should get around to mentioning it,
probably - they were quick enough to fix the "messages never being
marked as read" thing when it cropped up a few weeks ago.

Your best bet for navigation is either to use the forward/back buttons
on each message, or to just hack around with the URL to get the message
number you desire.

Kevan

--
kevan@d...
http://members.xoom.com/asabove



From <palnatoke@g...> Sat Aug 14 15:17:54 1999
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From: "Ole Andersen" <palnatoke@g...>
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: Proposal 842 - Emptying the Cupboards [Amendment]

Nice.

: Proposal 844 - Follow the Purple Line, Sir! [Multiple]

As Kevan said, it should have a more prominent place in the rules.

: Proposal 845 - Ludomania [Multiple]
: {
: Changing the illegal numbering, correcting Holy Stations, and reducing the
: number of Pieces.
: }

The problem with Holy Stations is: you can't target anybody at Holy
Stations, and the Knuffing Action modifies exactly this absent targeting.

: Proposal 846 - Vanilla and Stabilizers [Enactment]

The purpose is to make the Vanilla rules more stable than the rest. An
alternative could be stricter Quorum or majority.

: Proposal 847 - Ambiguity Sminting [Multiple]

Nice.

: Proposal 849 - Found, Found, Found [Amendment]

: "If the performing Player is at Paddington and the time is between
: 0930 and 1400 on Mondays to Fridays, e instead rolls a twenty-sided
: die and specifies a number between zero and eighty - the specified
: number is added to the number rolled. A roll of four or less,
: however, remains unmodified."

When does e specify the number?

:
: Proposal 850 - Quantum Sleep [Amendment]

I think this kills one of my waiting props, I think. If so, Snow, feel free
to delete that prop.

:
: Proposal 851 - A Nation Turns Its Back [Amendment]

:-)

: Proposal 852 - Ghost-Train Scenery [Amendment]

:-)

:
: Proposal 853 - A Purple Shirt and All The Rest [Amendment]

Not bad.

: Proposal 854 - Practical Reproposals [Amendment]

: {
: It is often impractical to contact the Proposer for the next Nomic Week.
: }

We could implement a 'repropose unless requested' policy.


: Proposal 855 - Taxman [Amendment]

That sounds like a nice loop-hole. It would be a pity losing. Maybe we can
entice a newbie to jump into it, sometime?

:
: Reproposal 856 - Gran Turismo [Multiple]

I'm not too happy about the inter-city travel, but I still like the concept.

: Reproposal 857 - The other Eye [Multiple]

As pointed out, point 2 is moot.

: Reproposal 858 - Euston Walkabout [Amendment]

Simple thing.

:
: Reproposal 859 - No, it can't be Eaten [Multiple]

: When the Action [Goo on <Station>] is played, the Station in
: question becomes Gooey until a Player passes through the Station
: during eir Move.

This is the crux. You can bog down the entire countryside by applying
generous amounts of Goo.

: When [Goo on <Station>] is played, and a Player is occupying the
: said Station, the said Player becomes Gooey, and 'Goo' (a Small,
: Indestructible Possession) is placed in eir Luggage Rack

And you can target people without targetting them. Circumvents the complete
protection offered by Holy Stations.



Ole



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miKi wrote:

: Oh how I miss Mark and Lard of an afternoon... (PaulWay must not have a
: clue what we are on about...)

I am quite perplexed, too. I assume it is something British.


Ole



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Ole said:

> miKi wrote:
>
> : Oh how I miss Mark and Lard of an afternoon... (PaulWay must not have a
> : clue what we are on about...)
>
> I am quite perplexed, too. I assume it is something British.

Mark Radcliffe and The Boy Lard (Mark Riley) are Radio1 DJs. They specialise in pastiching "tin-pot
local radio" by being as crap as possible. It used to work rather well when they were on "the
graveyard shift", but IMO have started to stagnate lately.

Incidentally where are you from?

Oh, if I didn't mention it before the Voting Booth is setup for this week.

Snow
-Gail Porter naked.






From <palnatoke@g...> Mon Aug 16 11:09:17 1999
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Snow asked:
:
: Incidentally where are you from?
:

The .dk of my address implies Denmark, and that is as close to the truth as
it gets.


Ole



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Dunx wrote:
: The default ordering on
: eGroups is threaded. 

It appears that they have changed their default to date-ordered.


Ole 



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This voting booth lark is good, isn't it?

miKi




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 Mornington Nomic
Voting results for Week 16 Year 3


------------------------------------------------------------
No. Proposal F P A Q Results
------------------------------------------------------------
842 Emptying the Cupboards 6 0 0 4 Passes
843 Spread'em 2 0 3 4 Fails
844 Follow the Purple Line, Sir! 5 0 0 4 Passes
845 Ludomania 4 1 0 4 Passes
846 Vanilla and Stabilizers 0 0 5 4 Fails
847 Ambiguity Sminting 5 1 0 4 Passes
848 Bear Necessities 4 1 1 4 Passes
849 Found, Found, Found 2 2 2 4 Fails
850 Quantum Sleep 5 1 0 4 Passes
851 A Nation Turns Its Back 4 2 0 4 Passes
852 Ghost-Train Scenery 5 1 0 4 Passes
853 A Purple Shirt and All The Rest 5 1 0 4 Passes
854 Practical Reproposals 5 1 0 4 Passes
855 Taxman 4 1 1 4 Passes
856 Gran Turismo 1 1 3 4 Fails
857 The other Eye 3 0 2 4 Passes
858 Euston Walkabout 4 0 1 4 Passes
859 No, it can't be Eaten 1 0 4 4 Fails
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

842 (Ole) - - - - FOR FOR FOR FOR FOR FOR [a]
843 (Ole) - - - - AGA FOR - FOR AGA AGA 
844 (Ole) - - - - FOR FOR - FOR FOR FOR 
845 (Ole) - - - - PAS FOR - FOR FOR FOR 
846 (Ole) - - - - AGA AGA - AGA AGA AGA 
847 (Snow) - - - - FOR FOR FOR FOR FOR PAS 
848 (Snow) - - - - FOR FOR AGA FOR FOR PAS 
849 (Kevan) - - - - PAS PAS AGA FOR FOR AGA 
850 (Kevan) - - - - PAS FOR FOR FOR FOR FOR 
851 (Kevan) - - - - PAS PAS FOR FOR FOR FOR 
852 (Kevan) - - - - PAS FOR FOR FOR FOR FOR 
853 (Kevan) - - - - PAS FOR FOR FOR FOR FOR 
854 (Snow) - - - - FOR FOR FOR FOR FOR PAS 
855 (Snow) - - - - FOR FOR AGA FOR FOR PAS 
856 (Ole) - - - - AGA AGA - AGA FOR PAS 
857 (Ole) - - - - AGA AGA - FOR FOR FOR 
858 (Ole) - - - - FOR AGA - FOR FOR FOR 
859 (Ole) - - - - AGA AGA - AGA AGA FOR 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

CAMREC Cleanup Aw - - - - 848 - - - - - 
Mrs Trellis Award - - - - - - - - - 859 
Clever Bear - - - - - - - - - - 
ICMS Clarity Awar - - - - 855 - - - - - 
Ruttsborough Awar - - - - 844 - - - - 844 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week +11 +10 +4 +3 +16 +11 +9 +4 +4 +7
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial +11 +10 +4 +3 +16 +11 +9 +4 +4 +7
Halved +2 +1 +8 +5 +4 +2 +2 +3

FOR votes +0 +0 +21 +0 +26 +0 +0 +18
AGAINST votes +0 +0 -2 +0 -18 +0 +0 -2
Voting/own +0 +0 +0 +0 -3 +0 +0 +0

EP FOR votes +0 +0 +0 +0 +0 +0 +0 +0
EP AGAINST vo +0 +0 +0 +0 +0 +0 +0 +0

Decisiveness +0 +0 +0 +0 +0 +3 +3 +0
Finger/pulse +0 +0 +0 +0 +0 +0 +0 +0

Awards +0 +0 +0 +0 +5 +0 +0 +3

This week +0 +0 +19 +0 +10 +3 +3 +19
Final +11 +10 +2 +1 +27 +5 +14 +5 +5 +22

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

For E's A Jolly Good Fellow (+3) - Snow (automatic)
CAMREC Cleanup Award (+3) - none
Mrs Trellis Award (+4) - none
Clever Bear (+3) - none
ICMS Clarity Award (+3) - none
Ruttsborough Award (+1) - Ole (Follow the Purple Line, Sir!)


[a] - Ole made several votes of "ABSTAIN" this week. Since "ABSTAIN" is not a vote
recognised by the Ruleset these votes are invalid and have been ignored. Instead
Ole was considered to have abstained from voting for these Proposals.

MN Speaker
-Professional breast massager.








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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Seventeen
-----------------------------------------------------------------------------

Proposal 860 - Ordering the deck [Mulitple]

In
Rule 1.1.2 - A New Game

replace the paragraph beginning:

When a Game has at least three Players (including the Drone), 

with:

When a Game has at least three Players (including the Drone), the Order
of Play is determined by the Speaker and announced to the list. That
Game then commences.

The Speaker shall determine Order of Play by adding each Player to the Game
such that the number of times a Player follows the same Player across all
Games is minimised. Within the above contraint the Order of Play should be
random.

In
Rule 1.1.8 - Joining In

replace the sentence:

When a new Player joins a Game already in progress, eir position in the
Playing Order shall be determined by random selection.

with:

When a new Player joins a Game already in progress, the Speaker shall
determine eir position in the Playing Order by adding the Player such that
the number of times a Player follows the same Player across all Games is
minimised. Other than this the position shall be determined randomly.

{
Attempting to reduce situations of the form:

Rushton moves in 3 Games simultaniously, which means it is Garden's turn
in those 3 Games (thus putting pressure on Garden).
}

---------------------------------------------------------------------------------------

Proposal 861 - Alaric Jespersen strikes back! [Enactment]

I propose:
Rule 1.16.x - Alaric Jespersen strikes back! 

If a Player believes that another Player has performed an Action which,
though in accordance with the Rules being used for that Game, is too
powerful for its cost and duration, and if no more than three other
Turns have been made since, e may claim that the said Action is a
Jespersen Manoeuvre. This is done by posting a message to the relevant
Game Lounge, detailing the effects of the Manoeuvre. 

When a Jespersen Manoeuvre has been announced, the Speaker appoints a
Judge, who (within 5 days) must decide if the statement "<Action> is a
Jespersen Manoeuvre" is TRUE or FALSE. If the Judge finds the Statement
TRUE, any adopted Proposal to remedy the Rule containing the said Action
gains its Proposer 3 Kudos in addition to the usual gain.



{Kind of a soft Buzz}

---------------------------------------------------------------------------------------

Proposal 862 - Corner & Side [Muliple]

This proposal consists of 3 new Rules and a new Section, as well as an
Action Table entry.


Rule 1.4.x - Personality

Certain Possessions may possess the "Personal" attribute. Such
Possessions contain the prefix "<Player>'s" (or "<Player>', if
that is correct). In some cases, the postfix (<Player>) can be
used instead.


Rule 1.4.x - Corner & Side

A Player at Farringdon may perform the Action of "[Corner & Side]".
This creates a Personal Token Box, a Small Possession, in eir
Luggage Rack.
All Tokens stacked at a Player's Home Station at the beginning of
eir Turn become Personal Tokens, if eir Personal Token Box exists.

Rule 1.4.x - Personal Tokens
Personal Tokens are like other Tokens, except for their limited
stackability and collectability.

No Token can be stacked on top of a Personal Token, except the
Personal Tokens of the same or the next Player, as defined in the
GSD Table.

All Personal Tokens held by a Player without the corresponding
Personal Token Box, disintegrate at the end of the Player's Turn.

All a resigning Player's Personal Tokens become ordinary Tokens.

Personal Tokens have their own lines (one per Personal Token Box)
in the GSD table.


/------------------------------------------------------------------------------\
SECTION 2.x - The Corner & Side Option
\------------------------------------------------------------------------------/

Rule 2.x.1 - The Corner & Side Option

In the Corner & Side Option, each Player begins the game with a Personal
Token Box in addition to the usual initial Possessions and Tokens.


Insert in Action Table:
-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Corner & Side] Post 1.4.x 8Br

---------------------------------------------------------------------------------------

Proposal 863 - Polliwogs and Hedgehogs [Enactment]

Rule 1.4.x - Polliwogs and Hedgehogs

Any Player may perform the Action of "[Poll Tax]".
This Action eliminates one Token of each colour from each Player.
If a Player has no Tokens of a colour, no Tokens of that colour
are taken from em.


-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Poll Tax] Post 1.4.x 2 Si


---------------------------------------------------------------------------------------

MN Speaker
-Sheep Maintenance engineer












From <palnatoke@g...> Tue Aug 17 22:44:01 1999
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: --------------------------------------------------------------------------
-------------
: dave Dunx Grimac Jon Kevan miKi Ole Paul
Riff Snow
: --------------------------------------------------------------------------
-------------
: Voting/own +0 +0 +0 +0 -3 +0
+0 +0

Drat. I had forgotten whose prop it was. And then it passed 6-0. Waste of 3
good points.

: Decisiveness +0 +0 +0 +0 +0 +3
+3 +0

Didn't I vote FOR or AGAINST all Proposals besides my own?

Ole



From <snowl@s...> Wed Aug 18 14:25:45 1999
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miKi said:

> This voting booth lark is good, isn't it?
>

Indeed, the inspired creation of Dunx. BTW did you get the VB's automatic confirming email OK?

Snow
-Rabbit illuminator to the Queen. 





From <snowl@s...> Wed Aug 18 14:25:48 1999
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Ole said:

> : --------------------------------------------------------------------------
> -------------
> : dave Dunx Grimac Jon Kevan miKi Ole Paul
> Riff Snow
> : --------------------------------------------------------------------------
> -------------
> : Voting/own +0 +0 +0 +0 -3 +0
> +0 +0
> 
> Drat. I had forgotten whose prop it was. And then it passed 6-0. Waste of 3
> good points.

2 actually (you get 1 point for the FOR vote and 3 taken away because it was your own prop).

> : Decisiveness +0 +0 +0 +0 +0 +3
> +3 +0
> 
> Didn't I vote FOR or AGAINST all Proposals besides my own?

Sorry, a bug in TheVoteMachine. I'll correct it for next week.

This week +0 +0 +19 +0 +13 +3 +3 +19
Final +11 +10 +2 +1 +27 +5 +17 +5 +5 +22

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Snow
-Funeral Director (cattle division)




From <palnatoke@g...> Wed Aug 18 14:48:05 1999
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: Proposal 860 - Ordering the deck [Mulitple]

This seems to have a small conflict with Rule 1.1.7.
Nothing serious, though. And the 'wave' problem does need fixing.


: Proposal 861 - Alaric Jespersen strikes back! [Enactment]

No penalties in this version of Jespersen - more a gentlemanly warning.


: Proposal 862 - Corner & Side [Muliple]

Illustrating the (almost) complete impracticability of non-standard Tokens.


: Proposal 863 - Polliwogs and Hedgehogs [Enactment]

A general taxation tool.



Ole



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What should we play now in the Rushton Memorial Lounge?

: : Kevan : [Opening MC] [Humpty Sidestep] Mornington Crescent (NT via
: : PD,CN)
: : 




From <speaker@d...> Tue Aug 24 16:02:35 1999
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 Mornington Nomic
Voting results for Week 17 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
860 Ordering the deck 2 1 0 4 Quorum
861 Alaric Jespersen strikes back! 0 1 2 4 Quorum
862 Corner & Side 0 2 1 4 Quorum
863 Polliwogs and Hedgehogs 0 1 2 4 Quorum
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

860 (Snow) - - - - FOR - FOR - - PAS 
861 (Ole) - - - - AGA - PAS - - AGA 
862 (Ole) - - - - AGA - PAS - - PAS 
863 (Ole) - - - - AGA - PAS - - AGA 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - 861 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - 860 - - - - - 
Mrs Trellis - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week +11 +10 +2 +1 +27 +5 +17 +5 +5 +22
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial +11 +10 +2 +1 +27 +5 +17 +5 +5 +22
Halved +1 +0 +13 +2 +8 +2 +2 +11

FOR votes +0 +0 +0 +0 +0 +0 +0 +2
AGAINST votes +0 +0 +0 +0 -5 +0 +0 +0
Voting/own +0 +0 +0 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0 +0 +0

Making/effort +0 +0 +2 +0 +2 +0 +0 +2
Decisiveness +0 +0 +2 +0 +2 +0 +0 +0
Finger/pulse +0 +0 +5 +0 +5 +0 +0 +0

Awards +0 +0 +3 +0 +0 +0 +0 +3

This week +0 +0 +12 +0 +4 +0 +0 +7
Final +11 +10 +1 +0 +25 +2 +12 +2 +2 +18

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - Kevan (Game 15 -Rushton)
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-Making a note of the Clever Bear? shaped hole in TheVoteMachine.





From riffraff@n... (RiffRaff) Tue Aug 24 20:54:26 1999
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>[<Line>: One Way: <direction>] Post 1.x.2 20 2Bu,1Si (L0)

I feel this should probably cost a little more... the reason being, when
forced to travel a particular direction on the the Circle Line, you can
still get somewhere - it just takes longer. Being able to make other Lines
one-way, however, can irrevocably trap players at dead-ends.

--Riff

"Press down on the medulla oblongata! Five bucks says he smells burnt toast!"
--Sam & Max, Freelance Police




From <palnatoke@g...> Tue Aug 24 22:41:57 1999
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Riff wrote:
:
: >[<Line>: One Way: <direction>] Post 1.x.2 20 2Bu,1Si (L0)
:
: I feel this should probably cost a little more... the reason being, when
: forced to travel a particular direction on the the Circle Line, you can
: still get somewhere - it just takes longer. Being able to make other
Lines
: one-way, however, can irrevocably trap players at dead-ends.
:

There's always Home and Wild, but it is more or less on purpose that I did
not change any of the costs.


Ole




From kevan@d... Wed Aug 25 06:40:36 1999
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> What should we play now in the Rushton Memorial Lounge?

Hunt the Ostrich, anyone? I'd suggest Czech variant, but probably
haven't got enough spare brainpower or time for it at the moment...

Kevan



From Dunx <dunx@d...> Wed Aug 25 15:15:02 1999
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Kevan wrote:
>> What should we play now in the Rushton Memorial Lounge?
>
>Hunt the Ostrich, anyone? I'd suggest Czech variant, but probably
>haven't got enough spare brainpower or time for it at the moment...

I was hoping for Czech Variant myself, but obviously I don't really have a
say at the moment.

Lavendar podumes to one and all,

--
Dunx
Ceci n'est pas un .sig



From <snowl@s...> Wed Aug 25 19:30:48 1999
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> Proposal 864 - Linear C [Multiple]

I think there should a box in the GSD for line states if it's going to get complicated.

> "[<Line> Soaped]", where "<Line>" is the Line Code of the Actioning

Why doesn't this have a colon like all the others?


> Proposal 865 - Reordering the deck [Mulitple]

More or less the same as last Week's, but taking into account Rule 1.1.7 and avoiding some
duplication.


> Proposal 866 - Ostrich-Stretching Time [Multiple]

> { I admit I never caught any of the Hunt the Ostrich games on ISIHAC; I
> trust that kitting up for Ostrich-hunting was more or less the point of
> Kneecaps? }

Was Hunt the Ostrich on ISIHAC? I didn't know that, I thought it was a York or Delphi concoction.

> 3. I Think Not [Enactment, 4.3]
>
> The Ostrich may not Wear Garments, except for Hats.

An Ostrich wouldn't be able to see if it wore a hat.


> Proposal 867 - Stay on Target... [Multiple]
>
> 1. Summing Up [Amendment]
>
> Reword the second paragraph of Rule 1.10.0 (Target Practice) from:-
>
> Any Action which targets another Player in this manner may be performed
> only (1) if the Actioning Player shares a Station and Line with the
> Target Player at the end of the Actioning Player's Move, and
> (2) as the first Post-Move Action (thus, only one may be performed per
> Turn), unless explicitly specified otherwise in the Rule defining that
> Action.

That's not what the Rule says. Part 2 is incorrect. This means the Proposal changes the meaning of
the Rule rather than just the wording. The orginal wording is:

(2) no Player is Target of more than one Action, unless explicitly
allowed for in the Rule defining that Action.

I fear I have to claim responsiblity for this error. I think the Proposer downloaded the compressed
ruleset. Unfortunatly when I compressed the ruleset I inadvertantly saved it as "ruleset.ZIP"
whereas the link is to "ruleset.zip". Hence anyone downloading the compressed ruleset would get the
old version. By the time you read this I should have corrected the problem. Sorry.

I will treat the Proposal as though the correct wording had been inserted and the tag-line was
"Change the second paragraph..."


> Proposal 868 - Millennial Tension [Multiple]
>
> 1. Let's go to the Dome, Simone [Enactment]
>
> Upon
> performing this Action, e gains two thousand Gold Tokens.

I think long games should be excluded from this.

> This Rule will repeal itself on the second of January 2000.

All computers all over the world are going to spontaneously explode on the first, so we needn't
worry about this.

Snow
-"Scenes of terrible devastation."



From <snowl@s...> Wed Aug 25 19:30:49 1999
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Kevan said:

> > What should we play now in the Rushton Memorial Lounge?
>
> Hunt the Ostrich, anyone? I'd suggest Czech variant, but probably
> haven't got enough spare brainpower or time for it at the moment...

Hunt the Ostrich or Pachisi Crescent would get my vote.

Incedentally in Hunt the Ostrich what's to stop everyone just passing the Ostrich Stick onto the
next person in the Playing Order, thus preventing anyone from winning?

Snow
-"Put your hands in the air if you're from another planet"




From <snowl@s...> Wed Aug 25 19:31:22 1999
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As I said elsewhere there was a problem with the compressed Ruleset. I have now renamed the file, so
the link points to the most recent version. Appologies again for this mistake.

Also I have noticed that Game 7 is on the website, but not linked to. Is there any reason why I
should not link to it?

Snow
-Aardvark redistibution consultant.



From <palnatoke@g...> Wed Aug 25 22:30:47 1999
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From: "Ole Andersen" <palnatoke@g...>
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Snow wrote:
:
: Also I have noticed that Game 7 is on the website, but not linked to. Is
there any reason why I
: should not link to it?

Had it been any other Nomic, I would blame it on the Illuminati.


:
: Snow
: -Aardvark redistibution consultant.

Don't you fiddle with my aardvarks.

:-)
Ole




From <palnatoke@g...> Wed Aug 25 22:30:49 1999
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From: "Ole Andersen" <palnatoke@g...>
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Snow answered:
: > > What should we play now in the Rushton Memorial Lounge?
: >
: > Hunt the Ostrich, anyone? I'd suggest Czech variant, but probably
: > haven't got enough spare brainpower or time for it at the moment...
: 
: Hunt the Ostrich or Pachisi Crescent would get my vote.

Mine, too.

Ole



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: > Proposal 864 - Linear C [Multiple]
:
: I think there should a box in the GSD for line states if it's going to get
complicated.

Not a bad idea.

:
: > "[<Line> Soaped]", where "<Line>" is the Line Code of the Actioning
:
: Why doesn't this have a colon like all the others?

I guess my colon key got stuck.... Feel free to put it in.


: > 3. I Think Not [Enactment, 4.3]
: >
: > The Ostrich may not Wear Garments, except for Hats.
:
: An Ostrich wouldn't be able to see if it wore a hat.

So it couldn't peck?

:
: > Proposal 868 - Millennial Tension [Multiple]
: >
: > 1. Let's go to the Dome, Simone [Enactment]
: >
: > Upon
: > performing this Action, e gains two thousand Gold Tokens.
:
: I think long games should be excluded from this.
:
: > This Rule will repeal itself on the second of January 2000.
:
: All computers all over the world are going to spontaneously explode on the
first, so we needn't
: worry about this.

We still have time to put decomputerized play into the rules.



Ole




From <palnatoke@g...> Thu Aug 26 01:17:45 1999
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From: "Ole Andersen" <palnatoke@g...>
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>From Rule 1.17.6:
* High Hill - A High Hill Station is one with both the strings "High"
and
"Hill" in its Name.

Are there any High Hill Stations?


Ole




From Dunx <dunx@d...> Thu Aug 26 01:26:38 1999
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On Thu, 26 Aug 1999 09:48:34 +0200 "Ole Andersen" wrote:

> From Rule
1.17.6:
> * High Hill - A High Hill Station is one with both the strings
"High"
> and
> "Hill" in its Name.
> 
> Are there any
High Hill Stations?

No, at least not on the Londond map. There's been at
least one attempt to remove this clause.

Dunx the Ever So
Quiet




------------=_935656154-6659-0--
From kevan@d... Thu Aug 26 04:45:12 1999
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> > Any Action which targets another Player in this manner may be
performed
> > only (1) if the Actioning Player shares a Station and Line with
the
> > Target Player at the end of the Actioning Player's Move, and
> > (2) as the first Post-Move Action (thus, only one may be
performed per
> > Turn), unless explicitly specified otherwise in the Rule
defining that
> > Action.
> 
> That's not what the Rule says. Part 2 is incorrect. This means the
Proposal
> changes the meaning of the Rule rather than just the wording. The
> orginal wording is: [...]

Ah. I'd assumed the rule had been changed back, as I thought was the
case (the not-more-than-once version being, although pleasing, less
intuitive and effective than the first-Action one). I've no qualms with
attempting to amend this back, and thank you for rewording the Proposal
in light of things.

> > Upon
> > performing this Action, e gains two thousand Gold Tokens.
> 
> I think long games should be excluded from this.

Ah, good point. So long as we get such an Amendment in in the next four
months, though, we should be alright...

Kevan

--
kevan@d...
http://members.xoom.com/asabove



From riffraff@n... (RiffRaff) Sat Aug 28 11:41:47 1999
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>On Wednesday, August 11, 1999 10:10 AM, MN Speaker [SMTP:speaker@d...]
>wrote:
>> Game Lounge To move
>>
>> 18(Vanilla) Cryer PaulWay

Two weeks later...

--Riff

This announcement was brought to you by your local Department of Redundancy
Department, which brought you this Department of Redundancy Department
announcement, courtesy of your local Department of Redundancy Department.




From <palnatoke@g...> Mon Aug 30 08:22:06 1999
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From: "Ole Andersen" <palnatoke@g...>
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Kevan wrote:

: 
: Incidentally, where did the old "No Word For Fluffy" Rule go,
: apropos of denying things which depend on factors absent from a
: given Map? The current wordings only seem to cover Zones, and a
: few specifics (Hills, Narging, Manoeuvreing, etc).
: 

Check Rule 3.0.1. Is something missing?


Ole



From <speaker@d...> Mon Aug 30 13:40:17 1999
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From: "MN Speaker" <speaker@d...>
To: "Mornomic" <l-nomic-d@egroups.com>
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Ole:

> Snow answered:
> : > > What should we play now in the Rushton Memorial Lounge?
> : >
> : > Hunt the Ostrich, anyone? I'd suggest Czech variant, but probably
> : > haven't got enough spare brainpower or time for it at the moment...
> : 
> : Hunt the Ostrich or Pachisi Crescent would get my vote.
> 
> Mine, too.

OK, Hunt the Ostrich is on everyone's list, so that'll be it.

I still think the stick passing situation needs looking at, but we can sort that out later.

MN Speaker
-Sunburnt






From <speaker@d...> Tue Aug 31 14:57:13 1999
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Subject: MN: Year 3 Week 18 Voting Results
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 Mornington Nomic
Voting results for Week 18 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
864 Linear C 1 1 1 4 Quorum
865 Reordering the deck 2 1 0 4 Quorum
866 Ostrich-Stretching Time 2 1 0 4 Quorum
867 Stay on Target... 3 0 0 4 Quorum
868 Millennial Tension 2 1 0 4 Quorum
869 Fare's Fair 2 1 0 4 Quorum
870 Mend the Gap 2 1 0 4 Quorum
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

864 (Ole) - - - - AGA - PAS - - FOR 
865 (Snow) - - - - FOR - FOR - - PAS 
866 (Kevan) - - - - PAS - FOR - - FOR 
867 (Kevan) - - - - FOR - FOR - - FOR 
868 (Kevan) - - - - PAS - FOR - - FOR 
869 (Kevan) - - - - PAS - FOR - - FOR 
870 (Kevan) - - - - PAS - FOR - - FOR 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - 864 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - - - 865 - - - 
Mrs Trellis - - - - - - 868 - - 868 
Clever Bear? - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week +11 +10 +1 +0 +22 +2 +12 +2 +2 +18
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial +11 +10 +1 +0 +22 +2 +12 +2 +2 +18
Halved +0 +0 +11 +1 +6 +1 +1 +9

FOR votes +0 +0 +11 +0 +1 +0 +0 +2
AGAINST votes +0 +0 +0 +0 -1 +0 +0 +0
Voting/own +0 +0 -3 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0 +0 +0

Making/effort +0 +0 +2 +0 +2 +0 +0 +2
Decisiveness +0 +0 +2 +0 +2 +0 +0 +2
Finger/pulse +0 +0 +5 +0 +5 +0 +0 +5

Awards +0 +0 +4 +0 +0 +0 +0 +3

This week +0 +0 +21 +0 +9 +0 +0 +14
Final +11 +10 +0 +0 +32 +1 +15 +1 +1 +23

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - Kevan (Millennial Tension)
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-Penguin Impersonator



From <speaker@d...> Tue Aug 31 14:57:19 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Nineteen
-----------------------------------------------------------------------------

Proposal 871 - Peak-A-Boo [Amendment]

In
Rule 1.13.6 - Line Segments with Restricted Opening,
change:

Peak Hours shall be described as Mon to Sat 0800 to 2000 inclusive.

to:

Peak Hours shall be described as Mon to Fri 0700 to 1000 inclusive and
1500 to 1800 inclusive.

------------------------------------------------------------------------------

Proposal 872 - Jespersen, Alaric Jespersen... [Enactment]

I propose:
Rule 1.16.x - Jespersen, Alaric Jespersen...

If a Player believes that another Player has performed an Action which,
though in accordance with the Rules being used for that Game, is too
powerful for its cost and duration, and if no more than three other
Turns have been made since, e may claim that the said Action is a
Jespersen Manoeuvre. This is done by posting a message to the relevant
Game Lounge, detailing the effects of the Manoeuvre.

When a Jespersen Manoeuvre has been announced, the Speaker appoints a
Judge, who (within 5 days) must decide if the statement "<Action> is a
Jespersen Manoeuvre" is TRUE or FALSE. If the Judge finds the Statement
TRUE, any adopted Proposal to remedy the Rule containing the said Action
gains its Proposer 10 Kudos in addition to the usual gain. This bonus
can only be earned once for each Jespersen Manoeuvre.



{Since the Jespersened Action _is_ within the Rules, it would not be
entirely fair to stop it.}

----------------------------------------------------------------------------


Proposal 873 - A Token Effort [Muliple]

This proposal consists of 3 new Rules and a new Section, as well as an
Action Table entry.


Rule 1.4.x - Personality

Certain Possessions may possess the "Personal" attribute. Such
Possessions contain the prefix "<Player>'s" (or "<Player>', if
that is correct). In some cases, the postfix (<Player>) can be
used instead.


Rule 1.4.x - Corner & Side

A Player at Farringdon may perform the Action of "[Corner & Side]".
This creates a Personal Token Box, a Small Possession, in eir
Luggage Rack.
All Tokens stacked at a Player's Home Station at the beginning of
eir Turn become Personal Tokens, if eir Personal Token Box exists.

Rule 1.4.x - Personal Tokens
Personal Tokens are like other Tokens, except for their limited
stackability and collectability.

No Token can be stacked on top of a Personal Token, except other
Personal Tokens.

All Personal Tokens held by a Player without the corresponding
Personal Token Box, disintegrate at the end of the Player's Turn.

All a resigning Player's Personal Tokens become ordinary Tokens.

Personal Tokens have their own lines (one per Personal Token Box)
in the GSD table.


/------------------------------------------------------------------------------\
SECTION 2.x - The Corner & Side Option
\------------------------------------------------------------------------------/

Rule 2.x.1 - The Corner & Side Option

In the Corner & Side Option, each Player begins the game with a Personal
Token Box in addition to the usual initial Possessions and Tokens.


Insert in Action Table:
-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Corner & Side] Post 1.4.x 8Br

----------------------------------------------------------------------------

Proposal 874 - Death and Taxes [Enactment]

Rule 1.4.x - Death and Taxes

Any Player may perform the Action of "[Poll Tax]".
This Action eliminates one Token of each colour from each Player.
If a Player has no Tokens of a colour, no Tokens of that colour
are taken from em.


-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Poll Tax] Post 1.4.x 2 Go


{
A cost of one Token would essentially be a cost of none, since that one
Token would be eliminated anyway.

}
----------------------------------------------------------------------------

Proposal 875 - Like Wasps, Bees and Such [Enactment]

I propose this:
Rule 1.10.x - Like Wasps, Bees and Such

A Player may perform the post-Move Action of "[Mimicking <Player>]",
provided that "<Player>" is another Player (known as the Mimickee)
with the same LV and location as the Actioning Player (known as
the Mimicker).

For one Round, each time the Mimickee gains a Token, the Mimicker
gains an identical Token.

No Player can be the Mimickee of two Mimickers.

------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain
------------------------------------------------------------------------
[Mimicking <Player>] # Post 1.10.x -3 Re



==============================================================================
The following have been reproposed from Week 18.
==============================================================================

Reproposal 876 - Rereordering the deck [Mulitple]

Create a new
Rule 1.1.x - Order of Play

When one or more Players join a game the Speaker shall determine the Order
of Play by adding each Player to the Game such that the number of times a
Player follows the same Player across all Games is minimised. Within the
above contraint the Order of Play should be random.

This Rule takes precedence over Rule 1.1.7.

In
Rule 1.1.2 - A New Game

replace the paragraph:

When a Game has at least three Players (including the Drone), the Order
of Play is determined at random by the Speaker and announced to the
list. That Game then commences.

with:

When a Game has at least three Players (including the Drone), the Order
of Play is determined by the Speaker according to Rule 1.1.x and announced
to the list. That Game then commences.

In
Rule 1.1.8 - Joining In

replace the sentence:

When a new Player joins a Game already in progress, eir position in the
Playing Order shall be determined by random selection.

with the paragraph:

When a new Player joins a Game already in progress, the Speaker shall
determine er position in the Playing Order according to Rule 1.1.x.

{
Attempting to reduce situations of the form:

Rushton moves in 3 Games simultaniously which means it is Garden's turn
in those 3 Games (thus putting pressure on Garden).
}

MN Speaker
-Lava lamp connoisseur



From <speaker@d...> Tue Aug 31 14:57:21 1999
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It appears that people haven't had the time to vote lately. I would suggest extending this week to
double length, but since I'm going away the week after it might end up 3 weeks long (too long?).

I could change it to two odd length weeks (now until 10th and 10th until 21st), but that might just
cause confusion. Besides this might not help.

Unless anyone can suggest something better I will just leave things as they are.

MN Speaker
-"Scream if you want to go faster" (or just vote).





From <speaker@d...> Wed Sep 1 12:50:08 1999
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Subject: MN: Year 3 Week 19 Reproposals
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The following have been reproposed from Week 18 for voting in Week 19.
========================================================================

Reproposal 877 - Linear C [Multiple]

This Proposal is in 12 parts, one of which is an Action Table entry.

1. Create a Section 1.x:

/------------------------------------------------------------------------------\
SECTION 1.x - Line States
\------------------------------------------------------------------------------/


2. Create a new Rule 1.x.0, with this wording:

Rule 1.x.0 - Line States
Each line has a number of possible States.
If a Line is in no other State, it is in its Normal State.
A Player may put a Line in a given State by performing the Action
"[<Line>: <State>]". Unless otherwise noted, eir Piece must be situated at a
Station which is on the said Line.

All Lines and Line Segments have an initial Speed Limit of 10.


3. Create a new Rule 1.x.1, with this wording:

Rule 1.x.1 - Back To Normal
A Player may put a Line in its Normal State by performing the post-Move Action
"[<Line>: Normal]". This Action does not change the Line's Speed Limit.


4. Create a new Rule 1.x.2, with this wording:

Rule 1.x.2 - And Where Might YOU Be Going?
A Player may perform the post-Move Action "[<Line>: One Way: <direction>]" to
put the mentioned Line in a One Way State, with the mentioned direction as the
prescribed direction.

While a Line is in a One Way State, a Move which involves traversing
any Line Segment of the said Line (or a Line
Segment which touches the said Line) in the opposite direction of the
prescribed direction shall be considered Invalid.

For the purpose of this Rule, the following directions (and their opposites)
are recognized:

Bakerloo N-S: Harrow & Wealdstone to Elephant & Castle
Central E-W: Epping and Woodford to Ealing Broadway and West Ruislip
Circle Clockwise (opposite direction named Anti-Clockwise)
District E-W: Upminster and Edgware Road to Wimbledon, Richmond,
Ealing Broadway and Kensington Olympia
East London N-S: Shoreditch to New Cross Gate and New Cross
Hamm & City E-W: Barking to Hammersmith
Jubilee N-S: Stanmore to Charing Cross and Stratford
Metropolitan E-W: Aldgate to Uxbridge, Amersham, Chesham and Watford
Northern N-S: High Barnet, Mill Hill East and Edgware to Morden
Piccadilly E-W: Cockfosters to Uxbridge and Heathrow 123
(Heathrow 4 if W-E)
Victoria N-S: Walthamstow Central to Brixton
Water & City N-S: Bank to Waterloo
DLR E-W: Beckton and Island Gardens to Stratford, Bank and
Tower Gateway

For two Line Segments to touch, every Station on one Line Segment
must also lie on the other, and vice versa.


5. Create a new Rule 1.x.3, with this wording:

Rule 1.x.3 - Opposites Attract, They Say
A Player may perform the post-Move Action "[<Line>:Electrified]" to
put the mentioned Line in an Electrified State.

While a Line is in an Electrified State, all Stations on the said Line
are considered Blocked if the Moving Player is carrying any
Metallic Tokens at the start of eir Movement Phase.


6. Reword Rule 1.8.15, and move it to the new Section 1.x as Rule 1.x.4:

Rule 1.x.4 - Not So Fast There!

A Player may perform the pre-Move Action "[<Line>: Speed Limit: <limit>]"
to put such a Limit in effect.

If a Line has a Speed Limit, no Player with a LV of more than <limit> may
Move through any part of the said Line, unless eir Charge is greater than
+100% or less than -100%, in which cases eir LV may have a value of up to
twice the Limit.

The cost of performing this Action is an amount of Blue Tokens equal to
the difference between the previous Speed Limit and the new Speed Limit.


7. Reword Rule 1.9.4, and move it to the new Section 1.x as Rule 1.x.5:

Rule 1.x.5 - Power Failure!

During eir Turn, a Player may perform the post-Move action "[<Line>:Power
Failure!]", where "<Line>" is the Line Code of the Actioning
Player's most recent Move. When this is performed, the specified Line
suffers a Power Failure for one Round.

If a Line has had a Power Failure:-

* Any Piece Moves which start or end at a Station on that Line,
or which pass through a Station on that Line, are deemed to
be Invalid, with the exception of "Walking" Actions.

* No Player situated at a Station on that Line may perform a
Straddle.


8. Reword Rule 1.9.7, and move it to the new Section 1.x as Rule 1.x.6:

Rule 1.x.6 - Soap on the Tracks.

During eir Turn, any Player may perform the post-Move action
"[<Line> Soaped]", where "<Line>" is the Line Code of the Actioning
Player's most recent Move. When this is performed, the specified
Line is Soaped for one Round.

If a Line is Soaped:-

* Any Shunting on the Line causes the Shunting Player to skid along
with the Shunted Player, both ending in the same place.


9.In
Rule 1.1.2 - A New Game,
change
* The Circle Line is in its Normal State.
to
* All Lines are in their Normal State.


10. In
Rule 1.4.33 - Zzzzzzzzzzap!,
change
If the Circle Line is in an Electrified State, all Electric Possessions
are Off.
to
If a Line is in an Electrified State, all Electric Possessions carried
by Players whose Pieces are on the said Line, are Off.


11. Repeal Rule 1.8.5.

12. Replace:
-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Circle Line: Normal] Post 1.8.5 20 2Bu
[Circle Line: (Anti)Clockwise] Post 1.8.5 20 2Bu,1Si
[Circle Line: Electrified] Post 1.8.5 20 2Re,2Bu,1Si
[Power Failure! <Line>] Post 1.9.4 20 3Re (L0)
[Power Restored <Line>] Post 1.9.4 (L0)
[Soap on (<Line>)] Pre 1.9.7 2Bu (L0)
[Speed Limit on <Line>: <x>] Pre 1.8.15 none varies

with:
-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[<Line>: Normal] Post 1.x.1 20 2Bu (L0)
[<Line>: One Way: <direction>] Post 1.x.2 20 2Bu,1Si (L0)
[<Line>: Electrified] Post 1.x.3 20 2Re,2Bu,1Si (L0)
[<Line>: Power Failure!] Post 1.x.5 20 3Re (L0)
[<Line> Soaped] Pre 1.x.6 2Bu (L0)
[<Line>: Speed Limit: <x>] Pre 1.x.4 none varies (L0)

{
Power Restored is not necessary, as Power Failure! is a one round thing.
}

------------------------------------------------------------------------------

Reproposal 878 - Ostrich-Stretching Time [Multiple]

{ A bit of tweaking to the Ostrich rules, since they're a shade too
flawed to be playable at the moment, and it'd be nice to try a game
of it at some point (maybe in the recently-vacated Rushton Lounge?). }

1. Stunt the Ostrich [Amendment]

In Rule 4.3.2 (Ostrich Actions), reword the last paragraph from:-

If the Ostrich ever shares a Station and Line with another Player, the
Ostrich may play the Action of "[Pecking <Player>]". The Player is
immediately moved to a Wild Station in another Quadrant, eir LV is
reduced to zero, and the Player holding the Ostrich Stick may take one
Token or Possession from the Pecked Player. Only the Ostrich may Peck,
and no Rule preventing aggressive Actions or expenditure of Tokens (red
or otherwise)may prevent a Peck.

to:-

If the Ostrich shares a Station and Line with another Player, it may
perform the Action of "[Pecking <Player>]", where Player is that Player.
The Pecked Player loses a single Edible Possession (if e has any) of the
Ostrich Stick holder's choice, has eir LV halved (rounding up), and may
not perform the Action "[Pouncing Ostrich]" during eir next Turn.

{ Rendering it a bit more playable; the current wording will get confused
if the Game lacks the necessary Wild Station, and the idea of a Pecked
Player losing a Possession to the Ostrich Stick Holder seems rather
unfair and bizarre. }

Also replace the "x.x.x" references, in that Rule, with "4.3.2", and
halve the cost of Pecking to one Red Token.

2. Suited and Booted [Enactment, 4.3]

A "Kneecaps" Possession exists, purchaseable for four Bronze Tokens from
any Station which sells Emporia items (see Rule 1.4.18). Kneecaps are
Garments.

A Player wearing Kneecaps may not be Pecked by the Ostrich.

{ I admit I never caught any of the Hunt the Ostrich games on ISIHAC; I
trust that kitting up for Ostrich-hunting was more or less the point of
Kneecaps? }

3. I Think Not [Enactment, 4.3]

The Ostrich may not Wear Garments, except for Hats.

{ Well. }

------------------------------------------------------------------------------

Reproposal 879 - Stay on Target... [Multiple]

1. Summing Up [Amendment]

Reword the second paragraph of Rule 1.10.0 (Target Practice) from:-

Any Action which targets another Player in this manner may be performed
only (1) if the Actioning Player shares a Station and Line with the
Target Player at the end of the Actioning Player's Move, and
(2) as the first Post-Move Action (thus, only one may be performed per
Turn), unless explicitly specified otherwise in the Rule defining that
Action.

to:-

Each of these Actions may only be performed if the Actioning Player
shares a Station and Line with the Targetted Player, and if it is
performed as the first Post-Move Action of a Turn (unless otherwise
specified).

2. Always Try To Do Things In Chronological Order [Amendment]

To the end of Rule 1.10.2 (Line 'Em Up, Knock 'Em Down), add "This Action
may only be performed as the *second* Post-Move Action of a Turn."

3. Clampdown [Multiple]

Move all the Clamp Rules from Section 1.10 to Section 1.4 (Tokens and
Possessions).

{ It feels more intuitive to be able to Clamp at whim, and as things
stand the Clamp-removal Actions are rather out-of-place. It seems
foolish to move them elsewhere by themselves, and personally I always
look in the Possessions section for Clamps anyway.

Heavy multi-clamping is a bit of an issue, but - as I've demonstrated
in the past - detonating a Suspect Package beneath yourself is a cheap
way to get rid of them all and to inconvenience the Clamper (more so
in that he's just spent a load of Tokens Clamping you). }

------------------------------------------------------------------------------

Reproposal 880 - Millennial Tension [Multiple]

1. Let's go to the Dome, Simone [Enactment]

A Player may perform the Action "[Visiting Millennium Dome]" for free,
if e is situated at North Greenwich and if the date in real life is
either the 31st of December 1999 or the 1st of January 2000. Upon
performing this Action, e gains two thousand Gold Tokens.

This Rule will repeal itself on the second of January 2000.

{ Should be entertaining. It was going to be "Upon performing this Action,
e Wins the Game.", but the idea of non-MC victories in what may well be
proper-MC games seems wrong. Two thousand Golds should probably help a
bit, anyway, I expect... }

2. Exorcism [Amendment]

In Rule 1.11.6 (If Your Mansion House Needs Haunting), remove "The
Millennium Dome" from the list of Ghost Stations.

{ North Greenwich is actually the Station to use to get there, according
to the London Transport site... }

------------------------------------------------------------------------------

Reproposal 881 - Fare's Fair [Amendment]

Reduce the cost of the "[Visiting <Place>]" Action to four Bronze Tokens.

{ Six is a bit steep, particularly when it's so easy for other Players to
delay the train. The rarity of this Action's usage suggests that
something needs changing, and I'm hesitant to repeal it entirely. }

------------------------------------------------------------------------------

Reproposal 882 - Mend the Gap [Amendment]

Reword Rule 1.8.7 (Gapminding) to:-

A Player may perform the Action "[Mind the Gap]" or the Action "[Ignore
the Gap]", to put the Game in and out of a "Gapminding" State,
respectively. While such a State is in effect, the "[Line Change]"
Action may not be performed.

This State is indicated in Disruptions by the string "Gapminding"

{ The current wording blathers on about the sequence of Mind and Ignore
Actions, which is rather obsolete now that we've got the Disruptions
box. Rewording the effect of the thing to "no Line Changing" is
probably a bit simpler, too, unless I've overlooked something horrible. }

------------------------------------------------------------------------------

MN Speaker
-A single handed attempt to ruin a perfectly good planet.








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> Proposal 871 - Peak-A-Boo [Amendment]

> Peak Hours shall be described as Mon to Fri 0700 to 1000 inclusive and
> 1500 to 1800 inclusive.

Why? The current times fit LU's peak hours services better than these.


> Proposal 872 - Jespersen, Alaric Jespersen... [Enactment]

> any adopted Proposal to remedy the Rule containing the said Action
> gains its Proposer 10 Kudos in addition to the usual gain. This bonus
> can only be earned once for each Jespersen Manoeuvre.

If an Action needs changing then just make a Proposal, if it's a good one you'll get lots of Kudos
anyway. If more Kudos is required increase the CAMREC Award.

> {Since the Jespersened Action _is_ within the Rules, it would not be
> entirely fair to stop it.}

If it's worth making a fuss about then surely it should be worth stopping. I can't see the point of
this unless it's actually going to stop the Action.


> Proposal 873 - A Token Effort [Muliple]

Still don't understand what this is for.


> Proposal 874 - Death and Taxes [Enactment]

> -----------------------------------------------------------------------------
> Action ('#' if Singular) Phase Rule Dur Cost Gain FR
> -----------------------------------------------------------------------------
> [Poll Tax] Post 1.4.x 2 Go

A much more suitable cost.

> {
> A cost of one Token would essentially be a cost of none, since that one
> Token would be eliminated anyway.
> }

Except that you need 2 golds rather than 1 (not that I disapprove).

Snow
-Androgynous person watcher.




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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Twenty
-----------------------------------------------------------------------------

Proposal 883 - The Short Game [Enactment]

/------------------------------------------------------------------------------\
SECTION 2.x - The Short Game
\------------------------------------------------------------------------------/

Rule 2.x.1 - The Short Game

In the Short Game, the cost for the [Opening MC] action is 1 (one)
Gold Token.

------------------------------------------------------------------------------

Proposal 884 - Ostracisation [Multiple]

1. What's Brown and Sticky? [Amendment]

In Rule 4.3.2 (Ostrich Actions), replace:-

If a Player is carrying the Ostrich Stick, e may perform the Action
"[Giving Stick to <Player>]", where "Player" is any Active Player other
than the Ostrich - the Stick is transferred to that Player's inventory.

with:-

If a Player has been carrying the Ostrich Stick since eir previous Turn,
e may perform the Action "[Giving Stick to <Player>]", where "Player" is
any Active Player other than the Ostrich - the Stick is transferred to
that Player's inventory.

{ Requiring the Stick to remain in someone's Possession for at least
one Round, which should solve the problem of "giving the Stick to
whoever's most likely to win". }

2. Trust No-One [Amendment]

In Rule 4.3.3 (Lynch the Ostrich), replace "Players may only give the
Ostrich Stick to Players on an opposing Team" with "a Player may not
Pounce the Ostrich if a Team-mate of eirs carries the Ostrich Stick".

{ To avoid the rather obvious situation of Puce Player A getting the
Stick and leading the Ostrich to Puce Player B. Tsk. }

------------------------------------------------------------------------------

MN Speaker
-Inventor of the home castration kit.





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 Mornington Nomic
Voting results for Week 19 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
871 Peak-A-Boo 0 1 3 4 Fails
872 Jespersen, Alaric Jespersen... 0 1 3 4 Fails
873 A Token Effort 0 1 3 4 Fails
874 Death and Taxes 2 1 1 4 Passes
875 Like Wasps, Bees and Such 0 2 2 4 Fails
876 Reordering the deck 3 1 0 4 Passes
877 Linear C 2 2 0 4 Passes
878 Ostrich-Stretching Time 3 1 0 4 Passes
879 Stay on Target... 3 1 0 4 Passes
880 Millennial Tension 2 1 1 4 Passes
881 Fare's Fair 3 1 0 4 Passes
882 Mend the Gap 3 1 0 4 Passes
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

871 (Ole) - - - - AGA - PAS AGA - AGA 
872 (Ole) - - - - AGA - PAS AGA - AGA 
873 (Ole) - - - - AGA - PAS AGA - AGA 
874 (Ole) - - - - FOR - PAS AGA - FOR 
875 (Ole) - - - - AGA - PAS AGA - PAS 
876 (Snow) - - - - FOR - FOR FOR - PAS 
877 (Ole) - - - - PAS - PAS FOR - FOR 
878 (Kevan) - - - - PAS - FOR FOR - FOR 
879 (Kevan) - - - - PAS - FOR FOR - FOR 
880 (Kevan) - - - - PAS - FOR AGA - FOR 
881 (Kevan) - - - - PAS - FOR FOR - FOR 
882 (Kevan) - - - - PAS - FOR FOR - FOR 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - 877 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - - - - - - 874 
Mrs Trellis - - - - - - - - - 880 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 10 0 0 32 1 15 1 1 23
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 10 0 0 32 1 15 1 1 23
Halved 0 0 16 0 7 0 0 11

FOR votes +0 +0 +14 +0 +4 +0 +0 +3
AGAINST votes +0 +0 -1 +0 -12 +0 +0 +0
Voting/own +0 +0 +0 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0 +0 +0

Making/effort +0 +0 +2 +0 +2 +2 +0 +2
Decisiveness +0 +0 +0 +0 +2 +2 +0 +0
Finger/pulse +0 +0 +0 +0 +5 +0 +0 +0

Awards +0 +0 +0 +0 +0 +0 +0 +3

This week +0 +0 +15 +0 +1 +4 +0 +8
Final 11 10 0 0 31 0 8 4 0 19

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)


MN Speaker
-Carrot tamer



From kevan@d... Wed Sep 8 05:34:58 1999
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Little to comment, really.

> Rule 2.x.1 - The Short Game
> 
> In the Short Game, the cost for the [Opening MC] action is 1 (one)
> Gold Token.

Bravo; this should be entertaining. Aside from keeping an eye on
potential Electroplaters, I can't see it being too ridiculous.

Dare I ask why the rule says "1 (one)" instead of just "1" or "one",
incidentally? Guard against misprints or transcribing errors seems a
shade redundant in this media...

Kevan

--
kevan@s...
http://members.xoom.com/asabove




From <palnatoke@g...> Wed Sep 8 08:59:03 1999
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Kevan wrote:
: Dare I ask why the rule says "1 (one)" instead of just "1" or "one",
: incidentally? Guard against misprints or transcribing errors seems a
: shade redundant in this media...

I'd rather be redundant than wonder what that ell is doing there.


Ole




From kevan@d... Wed Sep 8 09:08:09 1999
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> : Dare I ask why the rule says "1 (one)" instead of just "1" or "one",
> : incidentally? Guard against misprints or transcribing errors seems a
> : shade redundant in this media...
> 
> I'd rather be redundant than wonder what that ell is doing there.

Something that plagued the mailing list in its early days; I had rather
a lot of people asking me why they couldn't seem to sign up to
"1-nomic@f...". I think we addressed it in the FAQ, in the end.
Rather a foolish quirk of Foobar mailing lists, and a slight pity that
we carried it over to eGroups, really. Tish.

Can't we just say "one Gold Token", though?

Kevan



From <palnatoke@g...> Wed Sep 8 10:29:17 1999
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:
: Something that plagued the mailing list in its early days; I had rather
: a lot of people asking me why they couldn't seem to sign up to
: "1-nomic@f...". I think we addressed it in the FAQ, in the end.
: Rather a foolish quirk of Foobar mailing lists, and a slight pity that
: we carried it over to eGroups, really. Tish.

Most mailing lists have either l- or -l in their name - as if the
subscribers did not *know* it was a list. And then we get the 'why can't I
sign on'-thing running.

:
: Can't we just say "one Gold Token", though?

Sure.


Ole




From <speaker@d...> Wed Sep 8 15:02:54 1999
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Players,

I will be going away for a while on Saturday. I will be taking my S5 and modem with me, but I don't
think I will be able to complete the Speaker's duties for this Week. I could, no doubt, compile the
results and send out the next Proposals, but there seems little point if I would be unable to update
the Ruleset. So I will provisionally extend the Week until 21st Spetember (next Tuesday, but one).

If anyone want's to deputy for that time then that's fine, but other than Week end stuff there's not
much to do, so there shouldn't really be any problems. I will probably be online once or twice
during that time if technology doesn't conspire against me again.

MN Speaker
-Inventer of the terracotta condom.



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> Rule 2.x.1 - The Short Game
>
> In the Short Game, the cost for the [Opening MC] action is 1 (one)
> Gold Token.

Sounds good, I would also like to see a fast/quick game (I think Kevan suggested this some time ago)
where there is a time limit after which a Turn becomes invalid (say 48hrs).

> Proposal 884 - Ostracisation [Multiple]
>
> If a Player has been carrying the Ostrich Stick since eir previous Turn,
> e may perform the Action "[Giving Stick to <Player>]", where "Player" is
> any Active Player other than the Ostrich - the Stick is transferred to
> that Player's inventory.
>
> { Requiring the Stick to remain in someone's Possession for at least
> one Round, which should solve the problem of "giving the Stick to
> whoever's most likely to win". }

I know it was me that suggested this problem, but I've since changed my mind. All one has to do it
give the stick away then Pounce the Ostrich in the same Turn.

There is also another problem. Playing Order can be more significant in HTO than other games. The
Player who follows the Ostrich at the moment always has first call on the [Claiming Ostrich Stick]
action (provided e has sufficient Tokens).

Also if the Player has enough tokens he can give the stick to the Ostrich and immediatly claim it
back again, so e has both control of the Ostrich and prevents anyone else from getting it (via the
giving/claiming mechanisum anyway).

The more I think about this, the more complicated it gets. The best solution I have thought of to
date is:

1) The Drone Stick may only change Player once per round by the [Claiming Stick method].
2) The Ostrich Stick may only change hands once per round by the [Claiming/Giving Ostrich Stick]
methods (together).
3) Prevent the Ostrich from claiming the Ostrich Stick.

Can anyone see any problems with this?

> In Rule 4.3.3 (Lynch the Ostrich), replace "Players may only give the
> Ostrich Stick to Players on an opposing Team" with "a Player may not
> Pounce the Ostrich if a Team-mate of eirs carries the Ostrich Stick".
>
> { To avoid the rather obvious situation of Puce Player A getting the
> Stick and leading the Ostrich to Puce Player B. Tsk. }

Sounds sensible.

Snow
-Used condom salesman.




From <snowl@s...> Thu Sep 9 14:35:40 1999
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I said:

> All one has to do it
> give the stick away then Pounce the Ostrich in the same Turn.

Didn't read the Ruleset properly, this isn't right.

Snow
-Able to eat an apple.



From <snowl@s...> Fri Sep 10 11:16:57 1999
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I going inactive as of now. I'll be back in a week or so.

If any problems crop up anyone who wants to sort it out is deputised to do so.

Snow
-Britain's largest exporter of aluminium penguins.



From <speaker@d...> Sat Sep 18 13:16:48 1999
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Ole said:

> My mail thingie has sent three messages to the dice server.
>
> This is the first reply.

Since the dice server isn't a member of the mail list all emails from it go to the moderator (the
Speaker) for approval and won't reach the list until I have approved them. This also applies to
emails send from addresses other than the one subscribed with (which is why some of Ole's mails go
missing).

If egroups thinks the message is a duplicate of one already send (which can happen if a move is
retaken with only minor modifications) then it will go for modification.

I have rejected the messages from the dice server since they aren't needed and some of Ole's
messages that were sent again from a different address, but normally I would approve any messages
that should reach the list and haven't been resent from the correct address.

It think Dunx (or Kevan) set up the game lounges with the above restriction, but not the discussion
lounge. This seems sensible to me, but I will have a look to see if dice-server mails can be allowed
through.

Snow
-Who sold his soul to the devil, but had to give a 25% discount for damaged goods.



From <snowl@s...> Sat Sep 18 13:16:58 1999
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Hi,

I'm active again.

This Nomic Week will finish at 1759 of Tues 21st September.

Snow
-"Hello, how can I help you?",
"That will be £1.90 please",
"Thankyou, goodbye".
These are just some of the phrases London shop-keepers are incapable of saying.



From <palnatoke@g...> Sun Sep 19 06:53:59 1999
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From: "Ole Andersen" <palnatoke@g...>
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Snow wrote:
: Since the dice server isn't a member of the mail list all emails from it
go to the moderator (the
: Speaker) for approval and won't reach the list until I have approved them.
This also applies to
: emails send from addresses other than the one subscribed with (which is
why some of Ole's mails go
: missing).

As for the dice server being on the list: you can add it to the list. Use
the 'invite several people' button, add the dice server to the list
_without_ asking its permission, and voila!
This is the way to do it, because 1. the dice server won't confirm that it
should be on the list, and 2. you only get the option of forced
participiation if you use the 'singular invitation'.
Alternatively, you can change the list set-up to accept entries from
_everyone_, but that opens the door to all kinds of spam.

As for my double addresses: 1508oa@f... is my school mail, but when
I send things out, I appear as 1508oa@m... , which I hadn't
realised at first.


Ole







From <palnatoke@g...> Sun Sep 19 14:10:35 1999
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I wrote:
: This is the way to do it, because 1. the dice server won't confirm that it
: should be on the list, and 2. you only get the option of forced
: participiation if you use the 'singular invitation'.

I was rather nonsensical in 2. - I should have said the opposite.


Ole



From <speaker@d...> Tue Sep 21 12:58:48 1999
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 Mornington Nomic
Voting results for Week 20 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
883 The Short Game 3 1 0 4 Passes
884 Ostracisation 3 1 0 4 Passes
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

883 (Ole) - - - - FOR - PAS FOR - FOR 
884 (Kevan) - - - - PAS - FOR FOR - FOR 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - - - - - - 884 
ICMS Clarity - - - - - - 884 884 - - 
Mrs Trellis - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 10 0 0 31 0 8 4 0 19
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 10 0 0 31 0 8 4 0 19
Halved 0 0 15 0 4 2 0 9

FOR votes +0 +0 +3 +0 +3 +0 +0 +0
AGAINST votes +0 +0 +0 +0 +0 +0 +0 +0
Voting/own +0 +0 +0 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0 +0 +0

Making/effort +0 +0 +2 +0 +2 +2 +0 +2
Decisiveness +0 +0 +2 +0 +2 +2 +0 +2
Finger/pulse +0 +0 +5 +0 +5 +5 +0 +5

Awards +0 +0 +3 +0 +0 +0 +0 +3

This week +0 +0 +15 +0 +12 +9 +0 +12
Final 11 10 0 0 30 0 16 11 0 21

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - Kevan (Ostracisation)
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-If you blow really hard while holding your nose, your brains come out your ears.





From <speaker@d...> Tue Sep 21 12:58:55 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Twenty-One
-----------------------------------------------------------------------------

Proposal 885 - Number Six [Enactment]

Prison Clamps are Indestructable Possessions. A Player carrying a Prison
Clamp may not play a Move other than "Pass", and e may not be targetted
by Actions. At the start of a Player's Turn, if that Player has been
carrying a particular Prison Clamp for more than two Rounds, it is
destroyed.

If a Rule states that a Player be "Sent to the Tower", eir Piece is
moved to Tower Hill and e gains a "Prison Clamp" Possession.

-----------------------------------------------------------------------------

Proposal 886 - Zero Tolerance [Amendment]

In Rule 1.7.53 (Lost & Found), replace "Accused of Theft #" with "Sent to
the Tower", and remove the explanation of the Theft thing.

{ Just tidying up. I've submitted this separately since being Sent to the
Tower is rather more harsh than the original "move to the Tower, lose a
Bronze" that the Lost & Found Rule used. With the following Proposal,
though, you'll only be arrested if you search for stuff outside of the
Lost Property office, so that probably balances it. }

------------------------------------------------------------------------------

Proposal 887 - Found Again [Amendment]

Amend the fourth paragraph of Rule 1.7.53 (Lost & Found) from:-

"If the performing Player is at Paddington and the time is between
0930 and 1400 on Mondays to Fridays, e adds 5 to eir roll."

with:-

"If the performing Player is at Paddington and the time is between 0930
and 1400 on Mondays to Fridays, e instead specifies a number between
zero and eighty in the comments of eir Turn, and rolls a twenty-sided
die. The specified number is added to the number rolled. A roll of four
or less, however, remains unmodified."

{ Reproposal of "Found, Found, Found" from a few Weeks ago, which failed
due to careless wording (as to when the specified number should be
specified). To reiterate the original argument, a +5 bonus does nothing
more than replace "1-5 Nothing" with "1-5 First item in Lost & Found Box";
which is barely any change at all, considering how empty the Lost & Found
Box tends to be. }

------------------------------------------------------------------------------

Proposal 888 - Can You Hear Snoring? [Enactment, 0.3]

Any Player may Inactivate another Player by announcing this fact in the
Discussion Lounge, provided that the Inactivated Player has neither Voted
nor played a Mornington Crescent move for more than three weeks.

When a Player is Inactivated in this fashion, e becomes Inactive.

{ I'm not actually sure who's even Active at the moment, but this is a handy
thing to have, I think. Written in an "if someone spots it" manner, to
save
friend Speaker from too much boring paperwork. }

------------------------------------------------------------------------------

Proposal 889 - Hyde Makeover [Amendment]

Add the sentence "The Hyde Mask may not be removed, only discarded." to the
first paragraph of Rule 1.7.38 (Jekyll and Hyde Park).

{ The "remove before your Move, wear after" aspect, as an easy way to avoid
the Holy Station thing, had eluded my attention. Tsk. Well done, RiffRaff.
This seems the easiest solution, anyway.

Incidentally, has anyone else started visualising the Hyde Mask as Darth
Maul? Tch. }

------------------------------------------------------------------------------

MN Speaker
-Addicted to Tomb Raider II




From riffraff@n... (RiffRaff) Tue Sep 21 17:30:06 1999
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>Proposal 889 - Hyde Makeover [Amendment]
>
>Add the sentence "The Hyde Mask may not be removed, only discarded." to the
>first paragraph of Rule 1.7.38 (Jekyll and Hyde Park).
>
>{ The "remove before your Move, wear after" aspect, as an easy way to avoid
> the Holy Station thing, had eluded my attention. Tsk. Well done, RiffRaff.
> This seems the easiest solution, anyway.

Hum. I don't see the problem with being able to remove it to avoid the
Holy Station thing - after all, it takes half your turn to do it, and due
to the layout of Holy Stations, the right side of the board is completely
walled off otherwise, apart from a very circuitous southerly route.

Perhaps if you could move through Holy Stations while it's removed, but
couldn't stop at Holy Stations in either case? That way, if you didn't
have enough time left to put it back on after the move, someone could
always shunt you and steal it...Perhaps it could even have the time
required to wear/remove it upped to 20 minutes.

Of course, I might be seen as a bit biased... ;)


> Incidentally, has anyone else started visualising the Hyde Mask as Darth
> Maul? Tch. }

I keep thinking of the Bugs Bunny cartoon with Dr. Jekyll in it. He
switches back and forth a lot - thus supporting my argument ;) That and
the more gory portrayal of him/them in Alan Moore's "The League of
Extraordinary Gentlemen".

--Riff




From kevan@d... Wed Sep 22 02:32:23 1999
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> [The Hyde Mask]
> Hum. I don't see the problem with being able to remove it to avoid
the
> Holy Station thing - after all, it takes half your turn to do it, and
due
> to the layout of Holy Stations, the right side of the board is
completely
> walled off otherwise, apart from a very circuitous southerly route.

It seems wrong that the "normal" way to circumvent a problem should be
so clumsy-looking on the GSD, though. I'd rather see it addressed in a
manner that befits what were presumably the original intentions of the
Mask ("Become more powerful, but suffer in-theme movement
restrictions").

> Perhaps if you could move through Holy Stations while it's removed,
but
> couldn't stop at Holy Stations in either case? That way, if you
didn't
> have enough time left to put it back on after the move, someone could
> always shunt you and steal it... Perhaps it could even have the time
> required to wear/remove it upped to 20 minutes.

All reasonable alternative solutions, but I think a simple "you can't
take it off" approach is probably a lot neater and easier. No idea,
really. I'll see what the Voters do.

> Of course, I might be seen as a bit biased... ;)

As might I, being an opponent in the relevant game, although I try to
be objective. This is where the impartial for-the-good-of-the-game
Nomic side tends to creak a bit, I suppose.

> That and
> the more gory portrayal of him/them in Alan Moore's "The League of
> Extraordinary Gentlemen".

That's the second time I've heard such the League mentioned lately, and
the second time I've been intrigued by the idea of it... Hmm. Must have
a prod at some bookshops.

Kevan

--
kevan@s...
http://members.xoom.com/asabove



From kevan@s... Fri Sep 24 01:32:07 1999
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Er, Ole's just Blocked the Station I was occupying in Game 19; having
checked the Ruleset, I find myself wondering just when and why we lost
the "You can't Block an occupied Station" clause. Or if I imagined it
all along...

Puzzled,

Kevan

--
kevan@s...
http://members.xoom.com



From <snowl@s...> Fri Sep 24 12:41:21 1999
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> Er, Ole's just Blocked the Station I was occupying in Game 19; having
> checked the Ruleset, I find myself wondering just when and why we lost
> the "You can't Block an occupied Station" clause. Or if I imagined it
> all along...

The earliest Ruleset I have is Year 3 Week 1 which shows no sign. You used to be allowed to move out
of Blocked Stations until Proposal 794 (Stopping Block), which contained the following incorrect
comment:

{ Being able to Move out of a Blocked Station but not a Closed one seems
too absurd, especially in terms of synonymous Station Damage. Since you
can't Block occupied Stations, this doesn't have much impact beyond
making Suspect Packages more dangerous if you're caught right in the
middle of them. }

Snow
-He cut a hole in the chainlink fence and the penguins started to swarm onto the airfield.





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 Mornington Nomic
Voting results for Week 21 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
885 Number Six 4 1 0 4 Passes
886 Zero Tolerance 4 1 0 4 Passes
887 Found Again 4 1 0 4 Passes
888 Can You Hear Snoring? 3 1 1 4 Passes
889 Hyde Makeover 3 0 2 4 Passes
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

885 (Kevan) - - - - PAS - FOR FOR FOR FOR 
886 (Kevan) - - - - PAS - FOR FOR FOR FOR 
887 (Kevan) - - - - PAS - FOR FOR FOR FOR 
888 (Kevan) - - - - PAS - FOR FOR AGA FOR 
889 (Kevan) - - - - FOR - FOR AGA AGA FOR 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - 885 - - 
CAMREC Cleanup - - - - - - 888 889 - 889 
ICMS Clarity - - - - - - 889 888 - 886 
Mrs Trellis - - - - - - 886 886 - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 10 0 0 30 0 16 11 0 21
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 10 0 0 30 0 16 11 0 21
Halved 0 0 15 0 8 5 0 10

FOR votes +0 +0 +18 +0 +0 +0 +0 +0
AGAINST votes +0 +0 -3 +0 +0 +0 +0 +0
Voting/own +0 +0 -3 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0 +0 +0

Making/effort +0 +0 +2 +0 +2 +2 +2 +2
Decisiveness +0 +0 +2 +0 +2 +2 +2 +2
Finger/pulse +0 +0 +5 +0 +5 +0 +0 +5

Awards +0 +0 +7 +0 +0 +0 +0 +3

This week +0 +0 +28 +0 +9 +4 +4 +12
Final 11 10 0 0 43 0 17 9 4 22

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - Kevan (Hyde Makeover)
ICMS Clarity (+3) - none
Mrs Trellis (+4) - Kevan (Zero Tolerance)
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-Trevor boarded the plane and placed a Fruit Gum on each seat.








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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Twenty-Two
-----------------------------------------------------------------------------

Proposal 890 - The Fast Game [Enactment]

Create a new section

/------------------------------------------------------------------------------\
SECTION 2.x - The Fast Game
\------------------------------------------------------------------------------/

Rule 2.x.1 - The Fast Game

In the Fast Game if a Player takes more than 36 hours (excluding weekends)
to take a Turn then a Move of Timeout is automatically made and any other 
Move becomes invalid. It then becomes the Turn of the next Player in the 
Playing Order.

{
Probably best when mixed with other SRs (Ruttsbourgh?).
}

------------------------------------------------------------------------------

Proposal 891 - 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.

------------------------------------------------------------------------------

Proposal 892 - 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.
}

------------------------------------------------------------------------------

Proposal 893 - 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.

------------------------------------------------------------------------------

Proposal 894 - 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.
}

------------------------------------------------------------------------------

Proposal 895 - 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 <Player>]" is the only
Action to have an altered Token cost.)

-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Applauding <Player>] Neut 0.9.4 none
[Blocking <Station>] Post 1.9.1 1Re (S1)
[Home] Pre 1.12.4 30
[Home: <Station>] 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 <Player>] Pre 1.12.3 4Any
[Shunting <Player(s)> to Post 1.10.1 1Re (S0,L0)
<Station>] #
[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. }

------------------------------------------------------------------------------

Proposal 896 - Flat-Earth Society [Multiple]

Repeal all Rules of Section 2.5 (Spherical Projection), and remove the
Section from the Ruleset.

------------------------------------------------------------------------------

MN Speaker
-It's like wrestling with a wrestler.





From riffraff@n... (RiffRaff) Tue Sep 28 17:46:33 1999
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>------------------------------------------------------------------------------
>
>Proposal 892 - 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.
>}
>

It refers to the fact that you can perform the action for free if your
charge would be 18 (equal to MC itself) upon arriving there.

The applicable rule is in the section on Current and Charge, assuming it
hasn't been removed while my back was turned.

--Riff

"It's hard to kill a man who can stand on one foot."

--"Ronnie Rocket", by David Lynch




From kevan@s... Wed Sep 29 01:44:59 1999
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>Proposal 890 - The Fast Game [Enactment]
>
> In the Fast Game if a Player takes more than 36 hours (excluding
weekends)
> to take a Turn then a Move of Timeout is automatically made and
[...]

"Automatically made" seems a bit awkward, in absence of any automatic
way for Turns to be submitted; I can imagine things becoming awkward if
a few people take a while to submit turns consecutively. Might it be
easier just to say "if a Player doesn't take eir Turn within 36 hours, e
may not submit a Turn for that Round", or somesuch?

>Proposal 891 - Busy Buzzy Bee [Multiple]
>
>{
> Mistimed Turns become Legal if the Buzzed Turn becomes Legal, so
Buzzing is
> not an underhand way to retake a regretted Turn.
>}

My brain hurts too much to think whether this covers everything or not.
It seems alright at first glance, though.

>{
> Stops Turns being Buzzed that were valid at the time taken, but not
after
> a Ruleset change.
>}

Very good point.

> If a Turn is currently being Buzzed then no further Buzzes can be
made in 
> that Game.

"Currently Questionable", though, surely? The act of Buzzing only takes
an
instant.

>Proposal 892 - 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.
>}

It was a hangover from an old Rule; I'm afraid we *did* repeal it in the
end, RiffRaff - if you browse the archives you'll find the full
discussion of it, but basically there were one too many
clever-maths-tricks for managing a Charge win, and it was something that
could be very unexpected, compared to the "Oh, Paul's got two Golds, I'd
better keep an eye on him" stuff of normality. It metamorphosed into
Electroplating (Bronze to Gold if you've got a high enough Charge), for
what it's worth.

> Proposal 893 - Y2K bug [Enactment]
>
> Rule 1.7.62 (Let's go to the Dome, Simone) does not apply to the
Long
> Game.

Tch, I'd forgotten we intended to fix this. Well remembered.

>Proposal 894 - No Walkouts [Amendment]
>
>{
> 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.
>}

Walking or Straddling or the like, yes. I'd not noticed. Tch. This new
approach will have to put something in the Disruptions Box, though,
really.

Good stuff, anyway.

Kevan

--
kevan@s...
http://members.xoom.com/asabove



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> Proposal 895 - 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. }

I'm not sure passers-by will be digging deep into Special Rulesets. That said, it is an excellent
idea.

It is on my list of things to do write a "Rough Guide to Mornomic" for the web site, but it is
fairly low down the list and the items at the top have been there for months without progress.

> Proposal 896 - Flat-Earth Society [Multiple]
>
> Repeal all Rules of Section 2.5 (Spherical Projection), and remove the
> Section from the Ruleset.

I've only just looked at this one. It seems rather nice.

Snow
-Trevor replied to the General "Fuel the plane. We're going to invade Belgium".



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Kevan wrote:
> >Proposal 890 - The Fast Game [Enactment]
> >
> > In the Fast Game if a Player takes more than 36 hours (excluding
> weekends)
> > to take a Turn then a Move of Timeout is automatically made and
> [...]
>
> "Automatically made" seems a bit awkward, in absence of any automatic
> way for Turns to be submitted;

Yes, a good point.

> I can imagine things becoming awkward if
> a few people take a while to submit turns consecutively. Might it be
> easier just to say "if a Player doesn't take eir Turn within 36 hours, e
> may not submit a Turn for that Round", or somesuch?

That would be better.

> >Proposal 891 - Busy Buzzy Bee [Multiple]
>
> > If a Turn is currently being Buzzed then no further Buzzes can be
> made in
> > that Game.
>
> "Currently Questionable", though, surely? The act of Buzzing only takes
> an
> instant.

Your right, but since this isn't currently covered in the Ruleset the Proposal won't remove
anything.

> >Proposal 894 - No Walkouts [Amendment]
> >
> >{
> > 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.
> >}
>
> Walking or Straddling or the like, yes. I'd not noticed. Tch. This new
> approach will have to put something in the Disruptions Box, though,
> really.

Yes. We could put it in the, as yet unexplained, Game States box and maybe include the Line States
there as well.

Snow
-The penguins pushed the plane down the runway until the engines started and jumped in at the last
minute. At last they were on their way to Belguim to confront the terrible compost-rights violations
there.




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> Proposal 890 - The Fast Game [Enactment]

I'm going to withdraw this, because I've had a better idea.

Snow
-nuf si sdrawkcab ffuts gnitirw






From kevan@s... Mon Oct 4 01:34:24 1999
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> > Proposal 895 - Baker Street [Special Ruleset]
> 
> I'm not sure passers-by will be digging deep into Special Rulesets.
That said, it is an excellent
> idea.

Well, a little mention in the FAQ or on the index page would be more
than enough, I think.

> It is on my list of things to do write a "Rough Guide to Mornomic"
for the web site, but it is
> fairly low down the list and the items at the top have been there for
months without progress.

I think we've considered such a few times before, and have dismissed it
as a bad idea in light of the ruleset's continual overhauls. Having
said that, though, I think we may well be at a stable enough point to
sit down and write something - the FAQ already has, I believe, a brief
overview of the game's workings; what depth might be required beyond
that, I'm not sure.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <speaker@d...> Tue Oct 5 14:28:43 1999
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Kevan made the following Proposal under the apparent belief that Prop 888 failed. Since it didn't
there seems little point voting on it. I don't think anyone will object to me vetoing it?

> Proposal - Are You *Sure* You Can't Hear Snoring? [Enactment, 0.3]
>
> Any Player may Inactivate another Player by announcing this fact in the
> Discussion Lounge, provided that the Inactivated Player has neither Voted
> nor played a Mornington Crescent move for more than three weeks.
>
> When a Player is Inactivated in this fashion, e becomes Inactive.
>
> { This failed last Week, bizarrely. To underline the thinking behind it,
> this
> is a way of Inactivating idle Players to stop them mucking up Quorum by
> failing to Vote, or holding up Games by not doing anything. If someone
> should be Inactivated when they had every intention of doing stuff later
> that day, they can immediately declare themselves Active again.
>
> Nothing controversial there, surely? }

MN Speaker
-REDS (Rapid Elephant Deployment Service) member.





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-----------------------------------------------------------------------------
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 <Player>]
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 <Player>] 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.
}

MN Speaker
-Waving my legs in the air like a deranged koala bear.



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 Mornington Nomic
Voting results for Week 22 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
890 The Fast Game -- Withdrawn --
891 Busy Buzzy Bee 1 1 1 4 Quorum
892 Charge Matching 2 1 0 4 Quorum
893 Y2K bug 2 1 0 4 Quorum
894 No Walkouts 2 1 0 4 Quorum
895 Baker Street 2 1 0 4 Quorum
896 Flat-Earth Society 0 1 2 4 Quorum
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

890 (Snow) -- Withdrawn --
891 (Snow) - - - - FOR - AGA - - PAS 
892 (Snow) - - - - FOR - FOR - - PAS 
893 (Snow) - - - - FOR - FOR - - PAS 
894 (Snow) - - - - FOR - FOR - - PAS 
895 (Kevan) - - - - PAS - FOR - - FOR 
896 (Kevan) - - - - PAS - AGA - - AGA 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - 895 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - - - 893 - - - 
Mrs Trellis - - - - - - 895 - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 10 0 0 43 0 17 9 4 22
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 10 0 0 43 0 17 9 4 22
Halved 0 0 21 0 8 4 2 11

FOR votes +0 +0 +2 +0 +0 +0 +0 +7
AGAINST votes +0 +0 -2 +0 +0 +0 +0 -1
Voting/own +0 +0 +0 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0 +0 +0

Making/effort +0 +0 +2 +0 +2 +0 +0 +2
Decisiveness +0 +0 +2 +0 +2 +0 +0 +2
Finger/pulse +0 +0 +5 +0 +5 +0 +0 +5

Awards +0 +0 +0 +0 +0 +0 +0 +3

This week +0 +0 +9 +0 +9 +0 +0 +18
Final 11 10 0 0 30 0 17 4 2 29

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-Help, I've got the brain of a madman.







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>2. Lucky the Guys Told Me My Bedroom Was On Fire [Amendment]

"... I might have gone to sleep and accidentally burned to death."

How did you know I'd been watching nothing but The Young Ones for the past
two days? Has someone been monitoring my television viewing habits?

Weird. Eerie.

--Riff

"As the eunuch said to Mussolini, 'I haven't got one, and even if I did I
wouldn't show it to you."

"It's hard to kill a man who can stand on one foot."

--"Ronnie Rocket", by David Lynch




From kevan@s... Wed Oct 6 01:07:43 1999
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> Kevan made the following Proposal under the apparent belief that Prop
888 failed. Since it didn't
> there seems little point voting on it. I don't think anyone will
object to me vetoing it?

Er...

------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
888 Can You Hear Snoring? 2 1 2 4 Fails
------------------------------------------------------------

Or am I missing something?

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <snowl@s...> Wed Oct 6 10:53:34 1999
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Kevan wrote:


> > Kevan made the following Proposal under the apparent belief that Prop
> 888 failed. Since it didn't
> > there seems little point voting on it. I don't think anyone will
> object to me vetoing it?
>
> Er...
>
> ------------------------------------------------------------
> No. Proposal Name F P A Q Results
> ------------------------------------------------------------
> 888 Can You Hear Snoring? 2 1 2 4 Fails
> ------------------------------------------------------------
>
> Or am I missing something?

No, you're not. I changed my mind and somehow the old version went on the website. The version I
emailed was the correct version and should by now be on the website.

I'll go and hit myself with a fish as punishment.

Snow
-Hitting himself with a fish.




From kevan@s... Thu Oct 7 01:17:19 1999
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>No, you're not. I changed my mind and somehow the old version went on
>the website. The version I emailed was the correct version and should
>by now be on the website.

Ah, fair enough.

Well, since Inactivation is working after all, it's probably time to
Inactivate Grimace, Jon and miKi. I hereby do so.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From Richard_M_Brockie@n... Thu Oct 7 10:54:03 1999
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Fair cop guv - this working for a living lark - they expect you to work for
your money! I shall remain a lurker...

miKi





kevan@s... on 10/07/99 02:20:19 AM

Please respond to l-nomic-d@egroups.com

To: l-nomic-d@egroups.com
cc: (bcc: Richard M Brockie)

Subject: MN: Inactivation




>No, you're not. I changed my mind and somehow the old version went on
>the website. The version I emailed was the correct version and should
>by now be on the website.

Ah, fair enough.

Well, since Inactivation is working after all, it's probably time to
Inactivate Grimace, Jon and miKi. I hereby do so.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan


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From <speaker@d...> Thu Oct 7 13:27:05 1999
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The following have been reproposed from Week 22.

------------------------------------------------------------------------------

Proposal 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 <Player>]" is the only
Action to have an altered Token cost.)

-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Applauding <Player>] Neut 0.9.4 none
[Blocking <Station>] Post 1.9.1 1Re (S1)
[Home] Pre 1.12.4 30
[Home: <Station>] 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 <Player>] Pre 1.12.3 4Any
[Shunting <Player(s)> to Post 1.10.1 1Re (S0,L0)
<Station>] #
[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. }

------------------------------------------------------------------------------

Proposal 909 - Flat-Earth Society [Multiple]

Repeal all Rules of Section 2.5 (Spherical Projection), and remove the
Section from the Ruleset.

------------------------------------------------------------------------------

MN Speaker
-REM (Rapid Elephant Movement)




From <snowl@s...> Thu Oct 7 13:27:28 1999
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> Proposal 897 - Did You Spill My Podumes? [Multiple]

> { A more intuitive term; I keep expecting Stribbling to be a Piece-mover,
> along the lines of Straddling and Striling.

Yes me too.

> Proposal 898 - Block Block [Multiple]

> { Too powerful, otherwise; a single Red to paralyse someone is quite harsh,

You can always walk out and attack. Or block back

> { Noticing a Fire at an occupied Station is rather silly. Not to mention
> rather powerful. }

I suppose so.


> Proposal 900 - Free for All [Enactment]

Enhanced Fast Game Super-Plus-Turbo.


> Proposal 902 - Shared Stories [Enactment]

This is sort-of Cheddar Gorge. Although I like the idea, I can't really see this working without
completely ignoring the Vanilla Ruleset and just making up a new game, in which case it wouldn't
really be MN...

I think the problem is that a game that involves collabrative story telling can't really be
competative and hope to make good stories. The story telling bit just has too much of a tacked-on
feeling.

I would rather leave it to Not York and MCiOS.

> Proposal 903 - Solipsism [Enactment]

I can't see anyone winning this. Players would just stay away from MC. Maybe if it was combined with
Free for All......

Snow
-Rucksack is not an anagram of Ann Widdecombe.



From kevan@s... Fri Oct 8 05:37:58 1999
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> Fair cop guv - this working for a living lark - they expect you to
work for
> your money!

I know, my lot do that. It's disgraceful.

> I shall remain a lurker...

Nice to know some of us are still here in spirit, then.

We're getting down to fairly slim numbers of Active Players these days,
anyway, by the looks of it - perhaps time to start persuading people to
join, again?

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From Dunx <dunx@d...> Fri Oct 8 06:53:20 1999
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On Fri, 08 Oct 1999 06:40:54 -0700 kevan@s... wrote:
> We're getting down to fairly slim numbers of Active Players these days,
> anyway, by the looks of it - perhaps time to start persuading people to
> join, again?

I'm still lurking away as well, albeit intermittently. I'll probably
reactivate fairly soon.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <speaker@d...> Tue Oct 12 13:36:05 1999
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Date: Tue, 12 Oct 1999 20:59:16 +0100
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Twenty-Four
-----------------------------------------------------------------------------

Proposal 910 - Baker Street as played on ... [Enactment]

If Proposal 908 Passes, enact the following Rule:

Rule 4.4.x - Dr. Watson's Reward

Under Baker Street Rules, West Ham, Hammersmith and Covent Garden are
Special Stations. When a Piece finishes a Turn at any Special Station, that
Player may collect any one (but no more than one) of the following rewards,
provided that eir Piece did not start that Turn on a Special Station:

* A green and a red token.
* Two black tokens.
* A black and a bronze token.
* A blue token.

This token reward is to allow beginner players a bonus for exploring the map
and learning the practices of the game.

[Just bringing an element of the 'real' Baker Street into the variant.]

MN Speaker
-Who's just recieved an email from his web-host sent tommorow!






From <speaker@d...> Tue Oct 12 13:40:14 1999
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 Mornington Nomic
Voting results for Week 23 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
897 Did You Spill My Podumes? 2 1 0 3 Passes
898 Block Block 1 2 0 3 Passes
899 Nomic Nostalgia 0 1 2 3 Fails
900 Free for All 2 1 0 3 Passes
901 Why can't I make 23 consecative Tur 0 1 2 3 Fails
902 Shared Stories 0 1 2 3 Fails
903 Solipsism 2 1 0 3 Passes
904 Busy Buzzy Bee 1 1 1 3 Fails
905 Charge Matching 1 1 1 3 Fails
906 Y2K bug 2 1 0 3 Passes
907 No Walkouts 2 1 0 3 Passes
908 Baker Street 2 1 0 3 Passes
909 Flat-Earth Society 0 1 2 3 Fails
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

897 (Kevan) - - - - PAS - FOR - - FOR 
898 (Kevan) - - - - PAS - FOR - - PAS 
899 (Kevan) - - - - PAS - AGA - - AGA 
900 (Snow) - - - - FOR - FOR - - PAS 
901 (Snow) - - - - AGA - AGA - - PAS 
902 (Ole) - - - - AGA - PAS - - AGA 
903 (Ole) - - - - FOR - PAS - - FOR 
904 (Snow) - - - - FOR - AGA - - PAS 
905 (Snow) - - - - FOR - AGA - - PAS 
906 (Snow) - - - - FOR - FOR - - PAS 
907 (Snow) - - - - FOR - FOR - - PAS 
908 (Kevan) - - - - PAS - FOR - - FOR 
909 (Kevan) - - - - PAS - AGA - - AGA 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - - - - - - - 
Mrs Trellis - - - - - - - - - 899 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 10 0 0 30 0 17 4 2 29
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 10 0 0 30 0 17 4 2 29
Halved 15 8 2 1 14

FOR votes +5 +2 +0 +0 +8
AGAINST votes -4 -2 +0 +0 -4
Voting/own +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0

Making/effort +2 +2 +0 +0 +2
Decisiveness +2 +2 +0 +0 +0
Finger/pulse +0 +5 +0 +0 +0

Awards +0 +0 +0 +0 +3

This week +5 +9 +0 +0 +9
Final 11 10 0 0 20 0 17 2 1 23

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-Getting increasingly s***ped-off with his web-host.






From <speaker@d...> Tue Oct 19 15:39:47 1999
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 Mornington Nomic
Voting results for Week 24 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
910 Baker Street as played on ... 1 1 0 3 Quorum
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

910 (Paul) - - - - - - - PAS - FOR 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - - - - - - - 
Mrs Trellis - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 10 0 0 20 0 17 2 1 23
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 10 0 0 20 0 17 2 1 23
Halved 10 8 1 0 11

FOR votes +0 +0 +1 +0 +0
AGAINST votes +0 +0 +0 +0 +0
Voting/own +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0

Making/effort +0 +0 +2 +0 +2
Decisiveness +0 +0 +0 +0 +2
Finger/pulse +0 +0 +0 +0 +5

Awards +0 +0 +0 +0 +3

This week +0 +0 +3 +0 +12
Final 11 10 0 0 10 0 8 4 0 23

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-Sitting on a bag of compost.



From <speaker@d...> Tue Oct 19 15:39:56 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Twenty-Five
-----------------------------------------------------------------------------

Proposal 911 - Higgins' Retroactive Token Declaration [Multiple]

Add the following line into the Actions table in Rule 1.7.2:

-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Retroactivity] Post 1.x.y 20 1Re,1Bk,1Gr

Enact the following Rule:

A Player may invoke Higgins' Retroactive Token Declaration during their
Post-Move Phase by playing the [Retroactivity] Action. When this is played
during a Turn, the Token cost of any Action (including the Retroactivity
Action) may be payed at any time during that Turn. In other words, the
Player need not have the Tokens at the time of playing an Action, so long as
at some time during the Turn those Tokens are gained - thus, the gaining of
the Tokens is made retroactive to take place before the Action takes place.

For instance, Rushton has no silver Tokens, and thus cannot pay to perform a
Dollis Sidestep action. However, he can move to King's Cross St. Pancras
and gain a 1 silver bonus for arriving at a five or more line interchange.
During his turn, he plays a Retroactivity, and thus retroactively has the
silver token to play the Dollis Sidestep.

{Proposer's Note: I can't find any reference in the Ruleset that states that
Retroactivity is explicitly not possible. It's pretty much a convention
that we play, that you can't perform an action you can't pay for at the time
of the action being performed. But can anyone find a reference in the
ruleset? Anyway, in thinking about the way we play MN at the moment, one
things we've culled enough from the Encyclopaedia Morningtonia and we should
now look at the complex gameplay going on in ordinary MC games on servers
everywhere.}

MN Speaker
-Brought to you using flicker vision.




From kevan@s... Wed Oct 20 02:37:48 1999
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> ------------------------------------------------------------
> No. Proposal Name F P A Q Results
> ------------------------------------------------------------
> 910 Baker Street as played on ... 1 1 0 3 Quorum
> ------------------------------------------------------------

Cuh. Sorry about that, and also for the Games that are waiting for me
to do something; I've been rather busy the past week or so. I'll try
and get stuff done tonight, or tomorrow.

Apologising for the delay,

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From kevan@s... Wed Oct 20 06:09:36 1999
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>Proposal 911 - Higgins' Retroactive Token Declaration [Multiple]
>
>{Proposer's Note: I can't find any reference in the Ruleset that
states that
>Retroactivity is explicitly not possible. It's pretty much a
convention
>that we play, that you can't perform an action you can't pay for at
the time
>of the action being performed. But can anyone find a reference in the
>ruleset?

Rule 1.13.3 (Carol Vorderman's Revenge) *used* to have something to say
on the matter, I think, but if it did then it's been mislaid. This sort
of thing seems to happen a little too much, really - perhaps
rule-rewording Proposals should show a before-and-after thing, so that
it's easier to see what's being changed, and easier to spot a problem?

Either way, this seems like a decent enough Proposal; it would have
been nicer if it had also addressed the issue of the paying-as-you-go
approach being used by default, though.

>Anyway, in thinking about the way we play MN at the moment, one
>things we've culled enough from the Encyclopaedia Morningtonia and we
should
>now look at the complex gameplay going on in ordinary MC games on
servers
>everywhere.}

Certainly. After all, I've heard it said that some of the Encyclopaedia
entries were just made up spur-of-the-moment by unscrupulous York
players.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <snow@s...> Wed Oct 20 14:59:03 1999
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> Proposal 911 - Higgins' Retroactive Token Declaration [Multiple]

-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Retroactivity] Post 1.x.y 20 1Re,1Bk,1Gr

Why Post Move? Can an Action affect something before it has been played? Even given the nature of
the Action I'm not sure it explicity allows this. It would be better to make it Pre-Move surely?

> {Proposer's Note: I can't find any reference in the Ruleset that states that
> Retroactivity is explicitly not possible. It's pretty much a convention
> that we play, that you can't perform an action you can't pay for at the time
> of the action being performed.

Rule 1.2.0 says "Actions are considered to occur in the order in which they are specified in the
Player's Turn." and Rule 0.2.7 says Official Documents can only be changed if a Rule specifically
allows it. I think this is enough to prevent retroactive behaviour (if we assume that Actions are
added to the document one at a time).

On the other hand I can't find anything to say you can't have negative Tokens...

Snow
-Wondering if he should spend some negative Golds.




From <speaker@d...> Wed Oct 20 14:59:06 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Twenty-Five
-----------------------------------------------------------------------------

The following has been reproposed from Week 24.

Reproposal 912 - Baker Street as played on ... [Enactment]

If Proposal 908 Passes, enact the following Rule:

Rule 4.4.x - Dr. Watson's Reward

Under Baker Street Rules, West Ham, Hammersmith and Covent Garden are
Special Stations. When a Piece finishes a Turn at any Special Station, that
Player may collect any one (but no more than one) of the following rewards,
provided that eir Piece did not start that Turn on a Special Station:

* A green and a red token.
* Two black tokens.
* A black and a bronze token.
* A blue token.

This token reward is to allow beginner players a bonus for exploring the map
and learning the practices of the game.

[Just bringing an element of the 'real' Baker Street into the variant.]




From kevan@s... Fri Oct 22 02:18:13 1999
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On the off-chance that any of you want *more* strange email games in
your in-tray, here's a shameless plug for Duplicity, a thing I've just
kicked into motion elsewhere in the eGroups world. A trivia game where
the object is to give the same answer as other people, rather than the
correct one.

A basic ruleset's up, and play will begin just as soon as enough people
turn up, anyway. Tell all of your friends.

http://www.egroups.com/group/duplicity/

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From kevan@s... Mon Oct 25 02:55:47 1999
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>Reproposal 912 - Baker Street as played on ... [Enactment]
>
>Rule 4.4.x - Dr. Watson's Reward
>
>Under Baker Street Rules, West Ham, Hammersmith and Covent Garden are
>Special Stations. When a Piece finishes a Turn at any Special
Station, that
>Player may collect any one (but no more than one) of the following
rewards,
>provided that eir Piece did not start that Turn on a Special Station:
>
>* A green and a red token.
>* Two black tokens.
>* A black and a bronze token.
>* A blue token.
>
>This token reward is to allow beginner players a bonus for exploring
the map
>and learning the practices of the game.

Er, it should probably be noted that there's no real way to spend
Green, Blue or Bronze Tokens in the Baker Street variant, aside from
the "any" of Rent payment.

>[Just bringing an element of the 'real' Baker Street into the variant.]

I did wonder how to work this aspect of it in, but couldn't think of a
pleasing way to achieve it (limiting Moves to four Stations seeming
rather pointless). This might be a more interesting approach, handled
differently (one Gold from each?), but I doubt it'd be a very helpful
introduction. Hmm.

Kevan

--
kevan@s...
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From <speaker@d...> Tue Oct 26 12:50:56 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Twenty-Six
-----------------------------------------------------------------------------

Proposal 913 - Collapsing Singularity [Multiple]

1. Implosion [Amendment]

Repeal Rule 1.7.50 (Singularity).

2. Most Singular [Amendment]

Remove all mention of Singularity from Rule 1.7.2 (Actions).

{ Rule 1.10.0 (Target Practice) now covers the multiple-Shunting/Clamping
business quite neatly, and I'm afraid I still can't see any reason for
denying a same-Turn Anti-Narg, Busk and Pigeon Catch, or whatever. }

------------------------------------------------------------------------------

Proposal 914 - Soap Distant [Multiple]

To the list of things caused by Soap in Rule 1.20.6 (Soap on the Tracks),
add:-

* Any Player performing a Special Move to a Station on that Line must,
immediately after eir Move, move eir Piece to an unblocked Station
adjacent to that Station, unless all adjacent Stations are Blocked.

Also, insert a few more carriage returns in Section 1.20; it looks a bit
cramped, at present.

------------------------------------------------------------------------------

Proposal 915 - Stack Tracking [Amendment]

To the end of Rule 1.4.19 (Token Tracking), add:-

In the GSD's list of Token Stacks, each Station name should have its
Quadrant appended to it, in parentheses.

{ I don't know about you, but I usually can't be bothered to check which
Quadrant each existing Stack rests in, and, unless I recognise a
particularly obvious one, just create a new Stack instead. Not good. }

------------------------------------------------------------------------------

Proposal 916 - I'll Get My Coat [Amendment]

Rename Rule 1.4.15 (You've Got To Pick A Pocket Or Two...) to "You Got A
Light Mac?" (I keep expecting the Rule to be about pickpocketing rather
than overcoats), remove the superfluous "subject to any restrictions on
the number of objects that may be Nantucketed" (because there aren't
any), and reword the third paragraph from:-

If a Player loses eir Overcoat, any Nantucketed Possessions are lost
as well.

to:-

If a Player's Overcoat is stolen by another Player, and the robbed
Player has only one Overcoat, all of the victim's Nantucketed
Possessions are moved (remaining Nantucketed) to the stealing Player's
inventory. If a Player loses an Overcoat and has none left as a result,
all of eir Nantucked Possessions are also lost.

{ Allowing "decoy Overcoats" if anyone can be bothered. This seems the
most reasonable way to deal with multiple coats, anyway. }

------------------------------------------------------------------------------

Proposal 917 - A Great Fall [Multiple]

Repeal Rule 1.8.14 (Humpty Dumpty Loop) and remove the relevant Actions from
Rule 1.7.2 (Actions).

{ After too many occurences of this Loop being initiated and not realised
(and even not realised by the initiating Player), I think it's time for it
to go, or at least be replaced. I'd suggest the Pimlico Loop again, but
nobody ever seems to go for it. Feel free to suggest replacements next
week, I suppose. }

------------------------------------------------------------------------------

Proposal 918 - Fingers on Buzzers [Multiple]

{
As before, but with Questionable Turns rather than Buzzed ones.
}

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 Questionable 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 Questionable then no further Buzzes can be made in that Game.

------------------------------------------------------------------------------

Proposal 919 - Clean up [Multiple]

{
There's a lot of stuff here, but I don't think any of it is contraversial, so
I've lumped it all together.
}

1) ----------

In Rule 0.2.7 - Free for All

Replace

the current state of the Mornington Crescent Game

with

Games State Documents

{
I don't know whether this originally refered to the Fluid/Frozen thing or was from
when there was only one Game, but it will be better this way.
}

2) ---------

Remove the phrase "if charge does not match" from the [Opening MC] Action in
the Action table and the Baker Street variant (Section 2.14).

{
This definitly shouldn't be there.
}

3) ---------

Start Rule 0.4.3 - Proposal Submission

Each Player may

instead of

Players may

4) --------

In Rule 0.4.5 - Proposal Enactment

Remove the bracketed text

(or, in the case of Emergency Proposals, the moment at which the Judge
declares eir Vote)

{
Judges aren't used any more.

No Replacement for this text is needed since the EProp Rule is worded
appropriatly
}

5) --------

Move Rule 0.4.16 - Voting Comments

to SECTION 0.5 - Votes

6) --------

In Rule 0.5.6 - Distribution of Voting Results
Remove the "the" from

and
relevant information concerning the each Proposal's passage

------------------------------------------------------------------------------

Proposal 920 - Today's Special [Multiple]

In Rule 0.2.10 - Special Rulesets

Remove the paragraphs

Special Rulesets may be referred to explicitly by name, or by number in
the form 'SR <X>' where <X> is the relevant number.

Change the paragraph

No Special Ruleset may alter the rules of Mornington Nomic, directly
or otherwise.

to

The only Rules Special Rulesets may alter, directly or otherwise, are its
own.

MN Speaker
-Weighing up the pros and cons of buying Rolf Harris's Greatest Hits album (£3.99 from HMV).



From <speaker@d...> Tue Oct 26 12:50:58 1999
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 Mornington Nomic
Voting results for Week 25 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
911 Higgins' Retroactive Token Declarat 1 1 2 3 Fails
912 Baker Street as played on ... 1 1 2 3 Fails
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

911 (Paul) - - - - FOR - AGA PAS - AGA 
912 (Paul) - - - - AGA - FOR PAS - AGA 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - - - - - - - 
Mrs Trellis - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 10 0 0 10 0 8 4 0 23
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 10 0 0 10 0 8 4 0 23
Halved 5 4 2 0 11

FOR votes +0 +0 +2 +0 +0
AGAINST votes +0 +0 -4 +0 +0
Voting/own +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0

Making/effort +2 +2 +2 +0 +2
Decisiveness +2 +2 +0 +0 +2
Finger/pulse +0 +0 +0 +0 +5

Awards +0 +0 +0 +0 +3

This week +4 +4 +0 +0 +12
Final 11 10 0 0 9 0 8 2 0 23

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-With a super new Barclays Bank mouse mat.






From <WayperP@p...> Tue Oct 26 23:23:09 1999
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On Wednesday, October 27, 1999 5:24 AM, MN Speaker [SMTP:speaker@d...]
wrote:
> 911 Higgins' Retroactive Token Declarat 1 1 2 3 Fails
> 912 Baker Street as played on ... 1 1 2 3 Fails

*sigh* Though we make communication easier, by allowing it in the voting
and by making voting easier, we seem to have progressed little in the
direction of telling proposers why their proposals are not liked. As I'm
assuming that no-one wants a proposal that makes it mandatory for a Player
voting 'Against' to supply a reason[1], I'm appealing to the public to find
out what was wrong with the two proposals I thought - from all the
conversation in the last week here - were not badly received.

[1] However, if people want to I'll propose it.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From kevan@s... Wed Oct 27 01:15:15 1999
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> > 911 Higgins' Retroactive Token Declarat 1 1 2 3 Fails
> > 912 Baker Street as played on ... 1 1 2 3 Fails
> 
> I'm appealing to the public to find
> out what was wrong with the two proposals I thought - from all the
> conversation in the last week here - were not badly received.

The Retroactive thing seemed alright to me, although it would have been
nice if it had clarified the ambiguity of what happened in normal
circumstances. The Baker Street amendment struck me as a little flawed
in the fact that most of the gainable Tokens couldn't be spent, as I
said.

I think only having three Active Voters is probably denting things
unfairly, really.

>[1] However, if people want to I'll propose [compulsory commenting for
> AGAINST Votes]

Might be a good idea, actually, even if people just say "I agree with
Player X's comments on the mailing list" or whatever. In a Nomic where
the only motive to shoot down a proposal is its being Bad For The Game,
this can't hurt, and could well be helpful.

Although I'm not sure how you'd word it to catch AGAINST Votes which
carelessly lacked a comment - should they be ignored, or should the
Voter merely lose Kudos?

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From Dunx <dunx@d...> Wed Oct 27 03:12:33 1999
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Kevan wrote:
> I think only having three Active Voters is probably denting things
> unfairly, really.

Yes, well... I'm probably going to reactivate in a couple of weeks or so,
which may help.

> >[1] However, if people want to I'll propose [compulsory commenting for
> > AGAINST Votes]
> 
> Might be a good idea, actually, even if people just say "I agree with
> Player X's comments on the mailing list" or whatever. In a Nomic where
> the only motive to shoot down a proposal is its being Bad For The Game,
> this can't hurt, and could well be helpful.
> 
> Although I'm not sure how you'd word it to catch AGAINST Votes which
> carelessly lacked a comment - should they be ignored, or should the
> Voter merely lose Kudos?

I'd be inclined to ignore them. The Kudos penalty for indecisiveness would
then kick in.

The Proposal implementing this would have to be very carefully worded such
that the comment would have to be a meaningful explanation, rather than
arbitrary text.

Finally, the Voting Booth could be changed to reject AGAINST votes without
a comment, although obviously it wouldn't be able to gauge the relevance of
the text.

Cheers.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <palnatoke@g...> Wed Oct 27 13:31:36 1999
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From: "Ole Andersen" <palnatoke@g...>
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Paul wrote:
: As I'm
: assuming that no-one wants a proposal that makes it mandatory for a Player
: voting 'Against' to supply a reason[1], I'm appealing to the public to
find
: out what was wrong with the two proposals I thought - from all the
: conversation in the last week here - were not badly received.

I voted against Higgins because of the Post-part. I would have liked it much
more if the action had been Pre.
And as to not saying so... it was lucky that I found the time to vote at
all.

Ole



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: Proposal 913 - Collapsing Singularity [Multiple]

Fine.

: Proposal 914 - Soap Distant [Multiple]
:
: To the list of things caused by Soap in Rule 1.20.6 (Soap on the Tracks),
: add:-
:
: * Any Player performing a Special Move to a Station on that Line
must,
: immediately after eir Move, move eir Piece to an unblocked Station
: adjacent to that Station, unless all adjacent Stations are Blocked.

Having to move *after* one's Turn seems to be hard to implement.
How would you write it? And is moving after one's Turn at all permissible?

:
: Also, insert a few more carriage returns in Section 1.20; it looks a bit
: cramped, at present.

That sounds fair.



: --------------------------------------------------------------------------
----
:
: Proposal 915 - Stack Tracking [Amendment]
:
: To the end of Rule 1.4.19 (Token Tracking), add:-
:
: In the GSD's list of Token Stacks, each Station name should have its
: Quadrant appended to it, in parentheses.

Nah. It would ruin my attempt at putting line numbers on the stacks in
Chateau d'Eau. Finding one's way round London is not *that* hard, methinks.

: --------------------------------------------------------------------------
----
:
: Proposal 916 - I'll Get My Coat [Amendment]
:
Nice.

:
: Proposal 917 - A Great Fall [Multiple]
:

I assume it has to go.
I hope to reintroduce it, perhaps as a non-automatic loop.
There was this proposal about having two kinds of loops, where some loops
would have to be declared, while others, eg Dollis Hill, were automatic....
If any of you want to make such a prop, feel free.

:
: Proposal 918 - Fingers on Buzzers [Multiple]
:

Appears to be OK.

: --------------------------------------------------------------------------
----
:
: Proposal 919 - Clean up [Multiple]
:

Sure.

:
: --------------------------------------------------------------------------
----
:
: Proposal 920 - Today's Special [Multiple]
:
: In Rule 0.2.10 - Special Rulesets
:
: Remove the paragraphs
:
: Special Rulesets may be referred to explicitly by name, or by number in
: the form 'SR <X>' where <X> is the relevant number.
:
: Change the paragraph
:
: No Special Ruleset may alter the rules of Mornington Nomic, directly
: or otherwise.
:
: to
:
: The only Rules Special Rulesets may alter, directly or otherwise, are
its
: own.

How about Rulesets referring to each other? Capture the Flag is a Team game,
IIRC. Does this mean that changes in the Team game rules would have no
effect on the Capture the Flag rules?

Ole



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> On Wednesday, October 27, 1999 5:24 AM, MN Speaker [SMTP:speaker@d...]
> wrote:
> > 911 Higgins' Retroactive Token Declarat 1 1 2 3 Fails
> > 912 Baker Street as played on ... 1 1 2 3 Fails
>
> *sigh* Though we make communication easier, by allowing it in the voting
> and by making voting easier, we seem to have progressed little in the
> direction of telling proposers why their proposals are not liked.

I voted against the Baker Street Prop because of Kevan's comments (that the gained tokens were
unuseable). I just didn't like the retroactive one, even if I'd thought the Post-move thing wasn't a
problem.

> As I'm
> assuming that no-one wants a proposal that makes it mandatory for a Player
> voting 'Against' to supply a reason[1],

I can't say I would vote with such a Proposal.

Snow
-Probably the only person that gets claustrophobic about the entire universe.



From <snow@s...> Wed Oct 27 13:57:57 1999
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> Proposal 913 - Collapsing Singularity [Multiple]

Seems fine.

> Proposal 914 - Soap Distant [Multiple]

OK.

> Proposal 915 - Stack Tracking [Amendment]

Fine.

> Proposal 916 - I'll Get My Coat [Amendment]

> remove the superfluous "subject to any restrictions on
> the number of objects that may be Nantucketed" (because there aren't
> any),

The first paragraph of Rule 1.4.15 says

Up to four Small Possessions may be stored therein


> Proposal 917 - A Great Fall [Multiple]

Good, but what about the Games that are in Humpties already? Under the new Loop rules they will
remain in the Loop until the Loop terminate Action is played.

I made a similar mistake when I changed the Loop Rule, as a result it's not clear whether Game 19 is
in a Loop or not.

Snow
-"Licensed to kill"



From <palnatoke@g...> Wed Oct 27 14:13:53 1999
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Snow wrote:
: > Proposal 917 - A Great Fall [Multiple]
:
: Good, but what about the Games that are in Humpties already? Under the new
Loop rules they will
: remain in the Loop until the Loop terminate Action is played.

I assume that they will stay in the loop, but that the undefined-ness of
this will cause the state to be of little importance.


Ole



From <WayperP@p...> Wed Oct 27 16:36:30 1999
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On Wednesday, October 27, 1999 7:18 PM, kevan@s...
[SMTP:kevan@s...] wrote:
> > > 911 Higgins' Retroactive Token Declarat 1 1 2 3 Fails
> > > 912 Baker Street as played on ... 1 1 2 3 Fails
> > 
> > I'm appealing to the public to find
> > out what was wrong with the two proposals I thought - from all the
> > conversation in the last week here - were not badly received.
> 
> The Retroactive thing seemed alright to me, although it would have been
> nice if it had clarified the ambiguity of what happened in normal
> circumstances. The Baker Street amendment struck me as a little flawed
> in the fact that most of the gainable Tokens couldn't be spent, as I
> said.

As to the Baker Street proposal, I agree - not enough analysis of the Baker
Street game is my excuse. I hope you liked the fact that one can't just
shuttle from one to the other (West Ham being difficult but manageable) but
have to make them separate moves. If the game is designed to encourage
newer players, then it should have them doing a variety of stuff. Does
everyone think that one gold should be the reward for this?

> >[1] However, if people want to I'll propose [compulsory commenting for
> > AGAINST Votes]
> 
> Although I'm not sure how you'd word it to catch AGAINST Votes which
> carelessly lacked a comment - should they be ignored, or should the
> Voter merely lose Kudos?

I think Dunx' idea of having an AGAINST vote without a comment as being
counted a PASS is a fine idea - the Proposal would be called "Strong
Feelings" and would basically say that if you didn't include a reason as to
why you voted AGAINST the Proposal as your Comment, then your vote would be
changed to PASS, because you should have a good reason for voting against
something. Comments, everyone?

So you're now at Stormloader, Kevan?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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From <WayperP@p...> Wed Oct 27 17:21:58 1999
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On Thursday, October 28, 1999 6:22 AM, Ole Andersen
[SMTP:palnatoke@g...] wrote:
> I voted against Higgins because of the Post-part. I would have liked it
> much more if the action had been Pre.

Interestingly, I left it as a Post Action because it can then apply to
itself. If it were a Pre action, then you would have to have the tokens for
it already, which is sort of exactly what it's trying to circumvent, if you
see what I mean.

What about a Neutral action? Then it's your choice. Realistically, it
makes little difference; the only things that need to be definitely Pre or
Post are so becaue they make sure that certain effects (e.g. Wilding) take
place over two turns, rather than within a turn. Otherwise, Wilding would
be far too powerful.

> And as to not saying so... it was lucky that I found the time to vote at
> all.

I'm usually (note not always *sheepish grin*) saved by the reminder. A
thousand blessings upon the person who thought of using it!

Smooth noodle maps,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From <WayperP@p...> Wed Oct 27 19:13:53 1999
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On Thursday, October 28, 1999 6:33 AM, Ole Andersen
[SMTP:palnatoke@g...] wrote:
> : Proposal 913 - Collapsing Singularity [Multiple]
> Fine.

Pity; I think that Singularity is useful to prevent overly agressive turns.
But then the 'First Post Action' method seems to be working well. I have to
admit a small pang of regret as its proposer, but the feeling is obviously
against it.

> Having to move *after* one's Turn seems to be hard to implement.
> How would you write it? And is moving after one's Turn at all permissible?

Well, someone can shunt you - that's moving your piece after your turn. So
I'd implement it as a 'piece is moved automatically to' thing - controllable
by the player, of course, but at the same time it's pretty much the same
with Straddles.

> Nah. It would ruin my attempt at putting line numbers on the stacks in
> Chateau d'Eau. Finding one's way round London is not *that* hard,
> methinks.

Well, I was going to say "speak for yourself", but as one non-Briton to
another (I think) it seems pointless.

Incidentally, how did you originally stumble on Mornington Crescent, Ole?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From riffraff@n... (RiffRaff) Wed Oct 27 21:26:06 1999
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>> Proposal 917 - A Great Fall [Multiple]
>
>Good, but what about the Games that are in Humpties already? Under the new
>Loop rules they will
>remain in the Loop until the Loop terminate Action is played.
>
>I made a similar mistake when I changed the Loop Rule, as a result it's
>not clear whether Game 19 is
>in a Loop or not.


I was thinking of a proposal along the lines that a loop would only be
initiated by the choice of the player, perhaps at the cost of a blue token.
As I remember from playing Mornington Crescent, a Dollis Hill Loop was not
always initiated every time someone played Dollis Hill...

The other thing that bothers me about the wording of the loop rules, is
that it specifies that you must move to the next station in the list of
Trap Stations, unlike regular Mornington Crescent play where you could move
to any of the Trap Stations. In an Aldwych/Amersham loop, for example, the
two stations don't have to alternate - you can move to either one you
choose.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From <palnatoke@g...> Wed Oct 27 21:59:00 1999
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: > Having to move *after* one's Turn seems to be hard to implement.
: > How would you write it? And is moving after one's Turn at all
permissible?
:
: Well, someone can shunt you - that's moving your piece after your turn.
So
: I'd implement it as a 'piece is moved automatically to' thing -
controllable
: by the player, of course, but at the same time it's pretty much the same
: with Straddles.

If I am Shunted, then *someone* moves *me*, and the move is incorporated in
the grammar of the Shunt.

: Incidentally, how did you originally stumble on Mornington Crescent, Ole?
:

I had found this nifty Nomic concept, and then I guess I came across the
Nomic Database (or somesuch). And the rest is history.


Ole



From kevan@s... Thu Oct 28 03:10:46 1999
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> : Proposal 914 - Soap Distant [Multiple]
> 
> Having to move *after* one's Turn seems to be hard to implement.
> How would you write it? And is moving after one's Turn at all
permissible?

It's Moving after one's *Move*, though, which is very easy to implement
(Straddling, Compass Trickery, etc.). I confess I overlooked the
documenting of it, though, and this is enough of a flaw to kill it,
really. It needs a compulsory "[Slipping to <Station>]" Action, so that
other Players can tell, in future Moves, where Player X ended up. Tch.
Reproposal next Week.

Kevan

--
kevan@s...
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From kevan@s... Thu Oct 28 03:16:29 1999
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> > Proposal 916 - I'll Get My Coat [Amendment]
> 
> > remove the superfluous "subject to any restrictions on
> > the number of objects that may be Nantucketed" (because there aren't
> > any),
> 
> The first paragraph of Rule 1.4.15 says
> 
> Up to four Small Possessions may be stored therein

Oh. Tch. I didn't notice that. I think that bit implies the superfluous
bit anyway; everything in the Ruleset is subject to everything else in
the Ruleset, after all.

The four-limit does rather muck up stealing an Overcoat from someone,
though. I'll tweak this next Week if I remember.

Kevan

--
kevan@s...
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From <snowl@s...> Thu Oct 28 12:27:38 1999
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Ole said:
> : Proposal 920 - Today's Special [Multiple]
> :
> : In Rule 0.2.10 - Special Rulesets

> : Change the paragraph
> :
> : No Special Ruleset may alter the rules of Mornington Nomic, directly
> : or otherwise.
> :
> : to
> :
> : The only Rules Special Rulesets may alter, directly or otherwise, are
> its
> : own.
>
> How about Rulesets referring to each other? Capture the Flag is a Team game,
> IIRC. Does this mean that changes in the Team game rules would have no
> effect on the Capture the Flag rules?

If the Team game rules are used by other Rulesets then changes will automatically propagate. This
Proposal doesn't affect Ruleset changes via Proposal.

The Proposal just allows Special Rulesets to change themselves, but still forbids them from changing
other Rulesets.

eg The long game has something like "This Rule will repeal itself on the second of January 2000"
this will be allowed if the Proposal passes, but isn't currently.

Snow
-If I heat my brain to 50,000K I can communicate telepathically with crockery.




From <snowl@s...> Thu Oct 28 12:27:42 1999
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Ole:

> Snow wrote:
> : > Proposal 917 - A Great Fall [Multiple]
> :
> : Good, but what about the Games that are in Humpties already? Under the new
> Loop rules they will
> : remain in the Loop until the Loop terminate Action is played.
> 
> I assume that they will stay in the loop, but that the undefined-ness of
> this will cause the state to be of little importance.

Players will still have to move to the next trap station, but there won't be one to move to.

Snow
-Replacing his brain with an inflatable crocodile.




From <palnatoke@g...> Thu Oct 28 13:44:24 1999
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...
: > I assume that they will stay in the loop, but that the undefined-ness of
: > this will cause the state to be of little importance.
:
: Players will still have to move to the next trap station, but there won't
be one to move to.


I revise my position:
How can one be in a Loop, when the said Loop is neither mentioned in the
rules nor in the GSD?

The moment the Loop is stricken from the ruleset, we have no indication of
it's having been there.

This could, btw, be a good reason to put Loops in the Disruptions box... or
such.

Ole



From kevan@s... Fri Oct 29 01:09:38 1999
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>> Players will still have to move to the next trap station, but there
won't
>> be one to move to.
> 
> I revise my position:
> How can one be in a Loop, when the said Loop is neither mentioned in
the
> rules nor in the GSD?

To throw in my two Bronze Tokens' worth, Rule 1.8.6 (Loop the Loop)
says that a Loop State "must have" three specific features; Trap
Stations, a Sidestep and an Escape. If something doesn't have these,
it's not a Loop, even if we refer to it as "The Something-Or-Other
Loop".

> The moment the Loop is stricken from the ruleset, we have no
indication of
> it's having been there.

I think the moment it's stricken, it stops being a Loop and, lacking
any other defined effect on the Game, becomes entirely ineffectual.

> This could, btw, be a good reason to put Loops in the Disruptions
box... or
> such.

Mm. Aren't they already, though? I notice the Ruleset doesn't seem to
have anything to say on the matter, mind.

Still right here,

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <speaker@d...> Tue Nov 2 15:22:53 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Twenty-Seven
-----------------------------------------------------------------------------

Proposal 921 - You Missed A Bit [Multiple]

If the Proposal "Soap Distant" passed last Week, undo any effect it may have
had on the Rulest.

To the list of things caused by Soap in Rule 1.20.6 (Soap on the Tracks),
add:-

* Any Player performing a Special Move to a Station on that Line must,
immediately after eir Move, perform the zero-duration zero-cost
"[Sliding to <Station>]" Action, where "<Station>" is a Station
adjacent to eir current Location. A Player may only perform the
"[Sliding...]" Action in this instance, and when e does so, eir
Piece is Moved to the cited Station.

Also, insert a few more carriage returns in Section 1.20; it looks a bit
cramped, at present.

------------------------------------------------------------------------------

Proposal 922 - Another Coat Should Do It [Amendment]

Rename Rule 1.4.15 (You've Got To Pick A Pocket Or Two...) to "You Got A
Light Mac?" (I keep expecting the Rule to be about pickpocketing rather
than overcoats), remove the phrase "subject to any restrictions on
the number of objects that may be Nantucketed", replace "Up to four" with
"Any number of", and reword the third paragraph from:-

If a Player loses eir Overcoat, any Nantucketed Possessions are lost
as well. 

to:-

If a Player's Overcoat is stolen by another Player, and the robbed
Player has only one Overcoat, all of the victim's Nantucketed
Possessions are moved (remaining Nantucketed) to the stealing Player's
inventory. If a Player loses an Overcoat and has none left as a result,
all of eir Nantucked Possessions are also lost.

{Speaker's comment:
The similar Proposal from last Week passed, rendering a great deal of this
unnessesary.
}

------------------------------------------------------------------------------

Proposal 923 - Down a Peg [Amendment]

{ Just simplifying the rather verbose and slightly scary wording... }

Reword Rule 1.11.4 (Peg Leg) to:-

A Station may be Pegged; this is indicated in the Disruptions Box by
giving the Station name with a "(Peg)" suffix. 

If a Station is Pegged, any Turn which sees a Piece ending at that
Station is Illegal. In addition, game objects (Tokens or Possessions)
may not be placed at or removed from a Pegged Station. 

A Player may Peg a Station by playing the Post-Move Action [Pegging
<Station>] on any Station which eir Piece starts at, passes through, or
is adjacent to at the end of eir Move provided that the Station does not
contain a Piece. 

A Station is Unpegged by the Post-Move Action [Unpegging <Station>]
which may be played on any Pegged Station which the Actioning Player's
Piece passes through or is adjacent to at the end of eir Move. 

------------------------------------------------------------------------------

Proposal 924 - Power Shunts [Action]

-----------------------------------------------------------------------------
Action ('#' if Singular) Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Power-Shunting <Player> Post 1.10.x 1Re (S0,L0)
to <Station>]
-----------------------------------------------------------------------------

A Power Shunt is identical in execution and effect to a normal Shunt,
except that the Actioning Player's LV is unaffected, and e may not
claim any Tokens or Possessions from the Shunted Player.

{ Further Shunt diversity. Perhaps an obvious one. Yawn. }

------------------------------------------------------------------------------

Proposal 925 - Do I Really Have To Chew Seventy-Two Times, Keith? [Multiple]

Change the duration of the "[Eating]" Action to ten minutes, and add to the
Baguette bit of Rule 1.4.16 (Playing with Food):-

The Action "[Eating Overpriced Baguette]" has a duration of twenty
minutes.

------------------------------------------------------------------------------

Proposal 926 - Knuff off! [Special Ruleset]

Add to the end of Rule 2.10.5 - Knuff of it!

[Knuffing] may not be performed in the same Turn as the [Home] Action.

{
In the Pachisi game Players have to go to others Home stations, making them
easy targets for [Home][Knuffing <Piece>] sequences.
}
-------------------------------------------------------------------------------

Proposal 927 - Vanillaisation [Special Ruleset]

Replace all occurances of "Standard Ruleset", "Standard MN Ruleset" and "Standard
Mornington Nomic Ruleset" with "Vanilla Ruleset" throughout the Ruleset.

-------------------------------------------------------------------------------

Proposal 928 - Dusting [Special Ruleset]

{
More non-contraversial stuff I hope.
}

Reword Rule 2.10.6 - States of Play

Circle Line is always in its Clockwise State, so the [Circle: <State>]
Actions are void.

to

The Circle Line is always in its Clockwise State.

{
The Action doesn't exist anymore.
}

---------------

In Rule 2.6.1 - Team Games

Reword

When a Player joins a Team Game, eir position in the Playing Order shall
be chosen randomly from the set of possible positions which would not
place em immediately before or after (the list wrapping from top to
bottom) a member of eir Team. If no such positions exist, eir position
is selected as normal.


to

When determining Playing Order, where possible, Players should not be put in
positions following or preceding (the list wrapping from top to bottom) a 
member of eir own team. Other than this Playing Order should be determined as
normal.

{
Just bringing the Team Game in line with the Vanilla Ruleset.
}

--------------

In Rule 4.1.2 - An Englishman's Home...

Reword the end of paragrpah 2 from

declare that Station as
their Home Station in their first non-Passed Turn.

to

declare that Station as
their Home Station in their first non-Passed, non-Timed-out Turn.

---------------

Renumber Rule 4.1.4a - Winning The Easy Way
and Rule 4.1.4b - Winning The Hard Way

to 4.1.4 and 4.1.5 respectivly and change all references to them.

{
Illegal numbering.
}

--------------------------------------------------------------------------

MN Speaker
-Dropping things on his steel toe caps to see if it hurts.





From <speaker@d...> Tue Nov 2 15:23:53 1999
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 Mornington Nomic
Voting results for Week 26 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
913 Collapsing Singularity 3 1 0 3 Passes
914 Soap Distant 1 0 3 3 Fails
915 Stack Tracking 2 1 1 3 Passes
916 I'll Get My Coat 3 0 1 3 Passes
917 A Great Fall 3 1 0 3 Passes
918 Fingers on Buzzers 3 1 0 3 Passes
919 Clean up 3 1 0 3 Passes
920 Today's Special 1 2 1 3 Fails
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

913 (Kevan) - - - - PAS - FOR FOR - FOR 
914 (Kevan) - - - - AGA - AGA FOR - AGA 
915 (Kevan) - - - - PAS - AGA FOR - FOR 
916 (Kevan) - - - - AGA - FOR FOR - FOR 
917 (Kevan) - - - - PAS - FOR FOR - FOR 
918 (Snow) - - - - FOR - FOR FOR - PAS 
919 (Snow) - - - - FOR - FOR FOR - PAS 
920 (Snow) - - - - FOR - AGA PAS - PAS 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - - - - 917 - - 
ICMS Clarity - - - - - - - 919 - - 
Mrs Trellis - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 10 0 0 9 0 8 2 0 23
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 10 0 0 9 0 8 2 0 23
Halved 4 4 1 0 11

FOR votes +12 +0 +0 +0 +7
AGAINST votes -5 +0 +0 +0 -1
Voting/own +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0

Making/effort +2 +2 +2 +0 +2
Decisiveness +2 +2 +0 +0 +2
Finger/pulse +0 +0 +0 +0 +5

Awards +0 +0 +0 +0 +3

This week +11 +4 +2 +0 +18
Final 11 10 0 0 15 0 8 3 0 29

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-"Inside Britain's [only] lesbian lap-dancing club."




From kevan@s... Wed Nov 3 05:05:40 1999
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Just a brief and shameless plug for a Nomic I've joined recently (yes,
I get rewarded for recruiting new players); probably of more than
moderate interest to some of you, though, since I'm pretty sure we've
had a few references to the Paranoia role-playing-game bounced about
over the years. It's looking to be quite an amusing thing, and it'd be
good to see some of you over there. (I feel a need for a "Mornington
Crescent Players" Secret Society.)

http://rivendell.fortunecity.com/meridian/309/paranoia/ , anyway. Or
browse the archives at http://www.onelist.com/community/paranomic .

Returning you to your normal service,

Kevan-R-GNM-1

--
kevan@s...
http://www.stormloader.com/kevan



From <snowl@s...> Wed Nov 3 12:22:10 1999
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> Proposal 921 - You Missed A Bit [Multiple]
>
> If the Proposal "Soap Distant" passed last Week, undo any effect it may have
> had on the Rulest.

It doesn't matter in this case, but I would like to voice my general disapproval of Proposals that
undo Proposal X, especially if Proposal X removes or replaces stuff (which this doesn't).

> To the list of things caused by Soap in Rule 1.20.6 (Soap on the Tracks),
> add:-
>
> * Any Player performing a Special Move to a Station on that Line must,
> immediately after eir Move, perform the zero-duration zero-cost
> "[Sliding to <Station>]" Action, where "<Station>" is a Station
> adjacent to eir current Location. A Player may only perform the
> "[Sliding...]" Action in this instance, and when e does so, eir
> Piece is Moved to the cited Station.

Rather messy, but it seems to be the only way to do it. Does it really need doing?

Snow
-"That's like hypnotising chickens."





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On Thursday, November 04, 1999 6:20 AM, Snow [SMTP:snowl@s...] wrote:
> It doesn't matter in this case, but I would like to voice my general
> disapproval of Proposals that undo Proposal X, especially if Proposal X
removes
> or replaces stuff (which this doesn't).

Indeed. The problem is the overlap between proposing something and having
last week's proposals passed or failed. By the time your proposal enters
the queue, your proposal may already be out of date. This is another area
where rewriting and revoking proposals comes in handy - I think those
mechanisms are better suited to this problem than the rather blunt method
Snow outlines above.

> > * Any Player performing a Special Move to a Station on that Line
> > must,
> > immediately after eir Move, perform the zero-duration zero-cost
> > "[Sliding to <Station>]" Action, where "<Station>" is a Station
> > adjacent to eir current Location. A Player may only perform the
> > "[Sliding...]" Action in this instance, and when e does so, eir
> > Piece is Moved to the cited Station.
> 
> Rather messy, but it seems to be the only way to do it. Does it really
> need doing?

I'd tend to write this as:

* If a Player performs a Special Move to a Station on that Line, their Piece
gets automatically moved to an adjacent Station (Fosdyke Requirement S1L0)
immediately after eir Move. The Station thus 'slipped to' is the final
resting place of eir Piece and, as such, is the Station named in eir Move.

Or, taking a fresh approach:

* While a Line is Soaped, any Stations to which a Special Move is valid are
replaced by those Stations immediately adjacent (Fosdyke Requirement S1L0).
Thus, if the Jubilee is Soaped and Finchley Road is Wild, Special Moves can
be made to West Hampstead or Swiss Cottage _but_not_ Finchley Road.

I actually think the last is better, because it approaches the real problem
- that the player doesn't land on the station e wants to Special Move to.
Thus, the actual target of the Action is altered - and another way of
looking at this is that there are different targets.

But then I'm not the proposer...

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From kevan@s... Thu Nov 4 01:36:19 1999
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> > Rather messy, but it seems to be the only way to do it. Does it
really
> > need doing?
> 
> I'd tend to write this as:
> 
> * If a Player performs a Special Move to a Station on that Line,
their Piece
> gets automatically moved to an adjacent Station (Fosdyke Requirement
S1L0)
> immediately after eir Move. The Station thus 'slipped to' is the
final
> resting place of eir Piece and, as such, is the Station named in eir
Move.

I suppose that's fair enough. I just went for the commentary-Action to
make the progress of the game clearer, for the benefit of future
generations. I've a nagging feeling that writing one's Move as
something it isn't might toss a spanner into the works somewhere, but
can't really think of anything.

> Or, taking a fresh approach:
> 
> * While a Line is Soaped, any Stations to which a Special Move is
valid are
> replaced by those Stations immediately adjacent (Fosdyke Requirement
S1L0).
> Thus, if the Jubilee is Soaped and Finchley Road is Wild, Special
Moves can
> be made to West Hampstead or Swiss Cottage _but_not_ Finchley Road.
> 
> I actually think the last is better, because it approaches the real
problem
> - that the player doesn't land on the station e wants to Special Move
to.
> Thus, the actual target of the Action is altered - and another way of
> looking at this is that there are different targets.
> 
> But then I'm not the proposer...

Well, the "land and slip" approach seems more intuitive than "waver in
mid-air and land elsewhere" thing; although of fairly minimal impact on
the game, it carries the distinction that you *must be able to Move to
the Station in the first place*. (And, maybe positively, the
requirement to perform the Action straight after your Move means that
you can't Shunt.)

But the idea of Finchley Road being Blocked, whilst a slippery Wild to
Swiss Cottage is still possible, is perhaps a little confusing (unless,
I suppose, you picture the Block itself as being soapy as well, which
is maybe fair enough). I dunno. I'll leave it to the Voters.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <snowl@s...> Thu Nov 4 13:22:49 1999
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> Well, the "land and slip" approach seems more intuitive than "waver in
> mid-air and land elsewhere" thing; although of fairly minimal impact on
> the game, it carries the distinction that you *must be able to Move to
> the Station in the first place*. (And, maybe positively, the
> requirement to perform the Action straight after your Move means that
> you can't Shunt.)

Maybe the Move could be made something like Vauxhall (via Oval) in the same way that normal Moves go
Vauxhall (VC via CL).

Snow
-Wondering whether Pieces should be renamed Trains.




From <snowl@s...> Thu Nov 4 13:22:49 1999
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> On Thursday, November 04, 1999 6:20 AM, Snow [SMTP:snowl@s...] wrote:
> > It doesn't matter in this case, but I would like to voice my general
> > disapproval of Proposals that undo Proposal X, especially if Proposal X
> removes
> > or replaces stuff (which this doesn't).
>
> Indeed. The problem is the overlap between proposing something and having
> last week's proposals passed or failed. By the time your proposal enters
> the queue, your proposal may already be out of date. This is another area
> where rewriting and revoking proposals comes in handy - I think those
> mechanisms are better suited to this problem than the rather blunt method
> Snow outlines above.

I have no objections to Proposals that say "if Proposal X passes do this otherwise do that". It's
ones that say "undo Proposal X" that might be troublesome. If multiple Proposals change the same
Rule several Weeks running, it may be difficult to establish exactly what was there before the
Proposal happened, especially if something is deleted.

None of this matters in the above case because it didn't pass and would only have added stuff.

Snow
-How do you get an Englishman to apologise? 
Stand on his foot.







From <palnatoke@g...> Fri Nov 5 22:37:02 1999
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: Proposal 926 - Knuff off! [Special Ruleset]
:
: Add to the end of Rule 2.10.5 - Knuff of it!
:
: [Knuffing] may not be performed in the same Turn as the [Home] Action.
:
: {
: In the Pachisi game Players have to go to others Home stations, making
them
: easy targets for [Home][Knuffing <Piece>] sequences.
: }

The greatest danger in real world ludo is when your piece lands on the space
where another player's pieces enter the track. This, of course, only happens
when e rolls 'globe' (or 6, if using an ordinary d6), and then decides to
have one of eir pieces leave the starting position.

In Pachisi Crescent, [Home] can only be performed by a piece in the starting
position. True, there is no random element to limit this, but [Home] does
change the Player's LV to 0.

I'll probably vote for the proposal, but I don't think it is absolutely
necessary.

Ole



From <snowl@s...> Sun Nov 7 07:49:35 1999
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I've finally got this thing working. MCMapper is a program to get Station Currents from a JPEG or
GIF image.

www.snow.vg/program/mcmapper.html

The interface is rather primative, as is the programming, the design is almost non-existant, it's
riddled with bugs and could do with a good deal more functionality, but it will get the Station
Currents out if you try hard enough.

You will need a Java 1.1 VM to run it. I've tried it on MS JView v5 and Sun JRE v1.1.6 which worked
fine and Sun JDK v1.2 which didn't.

I have converted Dunx's map data so that it can be read by MCMapper (hope you don't mind Dunx), but
the data structures are slightly different, so it's not optimal.

Could anyone recommend a book on OO software design, preferably aimed at the kind of person that
finds For Dummies books challenging?

Snow
-Converting the Ruleset to XML.




From <palnatoke@g...> Sun Nov 7 13:26:55 1999
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Snow wrote:

:
: You will need a Java 1.1 VM to run it. I've tried it on MS JView v5 and
Sun JRE v1.1.6 which worked
: fine and Sun JDK v1.2 which didn't.

I get these Javathings at my usual Java retailer?

:
: I have converted Dunx's map data so that it can be read by MCMapper (hope
you don't mind Dunx), but
: the data structures are slightly different, so it's not optimal.

Ahh.. how are your structures?

:
: Could anyone recommend a book on OO software design, preferably aimed at
the kind of person that
: finds For Dummies books challenging?

My fave book on this subject is in Danish, and it isn't very good, so... No.

:
: Snow
: -Converting the Ruleset to XML.
:

Wow!


Ole



From riffraff@n... (RiffRaff) Sun Nov 7 22:39:02 1999
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Who are we waiting on?

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From Dunx <dunx@d...> Mon Nov 8 01:08:34 1999
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"Snow" wrote:
> I've finally got this thing working. MCMapper is a program to get Station
> Currents from a JPEG or
> GIF image.
> 
> www.snow.vg/program/mcmapper.html

Cool!

Now all we need is something to use that information to parse game state
documents and draw the current positions onto a map.

> You will need a Java 1.1 VM to run it. I've tried it on MS JView v5 and
> Sun JRE v1.1.6 which worked
> fine and Sun JDK v1.2 which didn't.

Oo er... how does it fail? I don't have a 1.2 JVM to hand at the mo, although
I do need to get hold of one. Hmm.

> I have converted Dunx's map data so that it can be read by MCMapper (hope
> you don't mind Dunx), but
> the data structures are slightly different, so it's not optimal.

Of course I don't mind. I'm just glad they're being used.

I'm also not fussed about the data structures - as long as what you're using
works, and is general enough to cover other maps, I'm not bothered.

> Could anyone recommend a book on OO software design, preferably aimed at
> the kind of person that
> finds For Dummies books challenging?

Not really, since I've learnt OO on courses and as I've gone along rather
than from a book.

The only book I've read on the subject is "Object-oriented Modeling and
Design" by James Rumbaugh (and four others) which is considered a classic.
The notation used is similar to (indeed was the prototype for) parts of the
UML standard, but it can be rather heavy going.

A book I've seen consistently recommended is "Thinking In Java" by Bruce
Eckel. I mention it because it apparently does a very good job of explaining
how objects work in Java, so it might be a good bet here.

An XML ruleset, eh?

Want a hand?

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From kevan@s... Mon Nov 8 01:15:43 1999
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> Who are we waiting on?

Moi, I'm afraid. Sorry to be so hopeless. I'll give it a look over
lunch.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



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From: "Snow" <snowl@s...>
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Dunx said:
> Now all we need is something to use that information to parse game state
> documents and draw the current positions onto a map.

That shouldn't be too difficult, but XMLifying the Ruleset and writing my XML/XSLT web site
preprocessor take precedence.

> > You will need a Java 1.1 VM to run it. I've tried it on MS JView v5 and
> > Sun JRE v1.1.6 which worked
> > fine and Sun JDK v1.2 which didn't.
>
> Oo er... how does it fail? I don't have a 1.2 JVM to hand at the mo, although
> I do need to get hold of one. Hmm.

It throws an exception when I try to use the XML parser. I don't know what the exception is or
exactly where it's thrown because it goes off the top of the screen.


> I'm also not fussed about the data structures - as long as what you're using
> works, and is general enough to cover other maps, I'm not bothered.

Sorry, I should have asked first really. I should also have asked whoever wrote the JavaScript
calculator now I'm thinking about it.

I removed some information about quadrants and zones because I figured they could be worked out
automatically (in theory). I made it a little more flexable by allowing multiple lines on a line
segment for co-situated stations (the bit that didn't transform well). And missed out the line
orientation because I thought it would be too difficult to implement. It should work equally well on
other maps.


> The only book I've read on the subject is "Object-oriented Modeling and
> Design" by James Rumbaugh (and four others) which is considered a classic.
> The notation used is similar to (indeed was the prototype for) parts of the
> UML standard, but it can be rather heavy going.

I might look at that.

> A book I've seen consistently recommended is "Thinking In Java" by Bruce
> Eckel. I mention it because it apparently does a very good job of explaining
> how objects work in Java, so it might be a good bet here.

I read that, it's an excellent book to learn Java from, but not really about design.

> An XML ruleset, eh?
>
> Want a hand?

Unless you happen to know how to write an XSLT word wrapper it's just a matter of plodding through
the Ruleset standardising the format, so the convertion can be automated. Not something I'd want to
inflict on someone else really. I was actually doing this before I was distracted by TheVoteMachine
and MCMapper, so it's not going to happen quickly.

Snow
-Standardising the Ruleset.



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Ole:
> Snow wrote:
> : You will need a Java 1.1 VM to run it. I've tried it on MS JView v5 and
> Sun JRE v1.1.6 which worked
> : fine and Sun JDK v1.2 which didn't.
>
> I get these Javathings at my usual Java retailer?

Since you're running IE5 you probably have MS JView already. To check type jview at a command
prompt, if it does anything other than "Bad command or file name" then you have a Java VM and it's
almost certainly v1.1 compatable.

Snow
-Experiencing the kind of pleasure that can only be achieved by listening to a 12min drum solo.






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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Twenty-Eight
-----------------------------------------------------------------------------

Nothing this week. You can make vote of BLANK if you wish to get some Kudos.

MN Speaker
-Building a life sized model of Ann Widdecombe in his bedroom.




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 Mornington Nomic
Voting results for Week 27 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
921 You Missed A Bit 1 0 2 3 Fails
922 Another Coat Should Do It 2 1 0 3 Passes
923 Down a Peg 3 0 0 3 Passes
924 Power Shunts 3 0 0 3 Passes
925 Do I Really Have To Chew Seventy-Tw 3 0 0 3 Passes
926 Knuff off! 2 1 0 3 Passes
927 Vanillaisation 2 1 0 3 Passes
928 Dusting 2 1 0 3 Passes
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

921 (Kevan) - - - - - - FOR AGA - AGA 
922 (Kevan) - - - - - - FOR PAS - FOR 
923 (Kevan) - - - - - - FOR FOR - FOR 
924 (Kevan) - - - - - - FOR FOR - FOR 
925 (Kevan) - - - - - - FOR FOR - FOR 
926 (Snow) - - - - - - FOR FOR - PAS 
927 (Snow) - - - - - - FOR FOR - PAS 
928 (Snow) - - - - - - FOR FOR - PAS 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - 924 924 - - 
CAMREC Cleanup - - - - - - 926 926 - 923 
ICMS Clarity - - - - - - 921 925 - 924 
Mrs Trellis - - - - - - 925 - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 10 0 0 15 0 8 3 0 29
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 10 0 0 15 0 8 3 0 29
Halved 7 4 1 0 14

FOR votes +12 +0 +0 +0 +6
AGAINST votes -2 +0 +0 +0 +0
Voting/own +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0

Making/effort +0 +2 +2 +0 +2
Decisiveness +0 +2 +0 +0 +2
Finger/pulse +0 +0 +0 +0 +5

Awards +3 +0 +0 +0 +6

This week +13 +4 +2 +0 +21
Final 11 10 0 0 20 0 8 3 0 35

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - Kevan (Power Shunts)
CAMREC Cleanup (+3) - Snow (Knuff off!)
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)


Snow
-Picking the mushrooms and olives off the pizza.



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 Mornington Nomic
Voting results for Week 28 Year 3

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------
Last Week 11 10 0 0 20 0 8 3 0 35
Halved - - - - 10 0 4 1 0 17

Voted BLANK +2 +2

Final - - - - 10 - 6 1 0 19

MN Speaker
-Whoever invented mental aritmetic should be killed.



From <speaker@d...> Tue Nov 16 14:27:14 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Twenty-Nine
-----------------------------------------------------------------------------

Proposal - Clear amendments [Enactment]

Rule 0.4.X - Clear Amendments.

A Proposal to Amend a Rule must fully quote the entire section of the rule
in its 'before' and 'after' states, such that potential voters are given a
clear idea exactly what is being changed. Proposers are encouraged to
include commentary on the change, explaining why the change is necessary and
what, if any, side effects might result from the change. 

------------------------------------------------------------------------------

Proposal - Metamorphosis [Amendment]

In Rule 1.9.6 (Kafka Sinkholes), replace "all of eir non-Black, non-Metallic
Tokens are converted to Black Tokens" with "all of eir Tokens are converted
to Black Tokens, on a one-for-one basis".

{ Making it a lot harsher, since the current version is maybe a little
underpowered for the amount of time and effort it takes to set up. That
nobody's yet pulled one off is probably a sign of something.

And while I'm here, I might as well clarify the any-to-Black ratio, since
it's arguably a bit unclear. }

------------------------------------------------------------------------------

Proposal - Man The Barricades [Action]

-----------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Barricading] Post 1.x.x 1Bu
-----------------------------------------------------------------------------

A Player may perform the Action "[Barricading]" to render their Home
Station unassailable - until the end of the Actioning Player's next
Turn, no Player may perform the "[Rent to]" or "[Toll to]" Action, if it
would target the Actioning Player.

------------------------------------------------------------------------------

Proposal - Clamp of the Eco-Warrior [Amendment]

Change the second paragraph Rule 1.4.41 (The Green Clamp) from:-

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.

to:-

At the end of any Turn of a Player carrying a Green Clamp, if that
Player has not performed the "[Recycling]" Action, eir Turn is
Illegal.

{ Recycling allows Possessions to be mulched, now, so this really needs
changing. If Recycling is actually impossible, one can always Pass. }

------------------------------------------------------------------------------

Proposal - Washing [Multiple]

{
More petty cleaning.
}

In Rule 2.14.2 - Limited Actions
remove all references to singularities

{
Singularities no longer exist.
}

--------------------

In Rule 1.1.2 - A New Game
replace "Normal Game" with "Vanilla Game" in this paragraph.

This New Game may be a Normal Game (using only the 1.x Mornington
Crescent Rules), or a Special Rules Game (using one or more 2.x
Mornington Crescent Rules, in addition to those of the Normal Game).
Such a Game type is specified when the Speaker starts that Game.

--------------------

In Rule 1.1.12 - Order of Play

Rewrite

number of times a
Player follows the same Player 

to

number of times any
Player follows the same Player 

--------------------

In Rule 1.3.1 - Taking a Turn

Replace the phrase

unless this is
the first Turn of the Game, this posting will be a copy of the previous
Player's Turn, with appropriate alterations.

with

unless this is
the first Turn of the Game, this posting will be a copy of the previous
Player's GSD, with appropriate alterations.

and reword

* Appending to the Game State Document a Comment. Comments begin
with "{Comment:" and end with a close brace "}". Comments in no
way affect the state of play of the Game of Mornington
Crescent.

to
* Appending to the Game State Document a Comment. Comments begin
with "{" and end with a close brace "}". Comments in no
way affect the state of play of the Game of Mornington
Crescent.

{
Bringing the Rules into line with how we play.
}

------------------

In Rule 1.4.16 - Playing with Food

{
Rule 1.4.18 - The Emporium 
says all this in a nice table.
}

Remove the following items:

* Chocolate Bar

Chocolate Bars count as Small, Edible Possessions.

and

Marmalade Sandwiches count as Edible Possessions.

and

British Rail Coffees count as Possessions.

and

* Lukewarm Burger

Lukewarm Burgers count as Edible Possessions.

and

Overpriced Baguettes count as Edible Possessions.


------------------------------------------------------------------------------

Proposal - Wordings [Amendment]

In Rule 1.4.1 - Token Gesture
Change the last sentence of:

The Token Cost of any Action shall, where applicable, reflect the
nature of the Action and the extent of its effect. The nature of
the Action shall be reflected in the colour of Token required and
the extent shall be reflected in the number of Tokens required. The
type of Actions the different Token Colours should apply to shall
be as follows:

to

The following list shows what type of Action each Token should be used
as payment for:

{
* Black - Move Actions (those which only affect the position or
movement of the Actioning Player's Piece)

I don't like the original wording, but my alternative isn't much better.
}

MN Speaker
-I become strangely non-committal and start to hit people.




From <palnatoke@g...> Tue Nov 16 21:25:20 1999
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Subject: MN: Re: Year 3 Week 29 Proposals
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Did we do away with proposal numbers?

: Proposal - Clear amendments [Enactment]
:
Nice

:
: Proposal - Metamorphosis [Amendment]
:
Ouch! Stinkholes!

:
: Proposal - Man The Barricades [Action]
:
: --------------------------------------------------------------------------
---
: Action Phase Rule Dur Cost Gain FR
: --------------------------------------------------------------------------
---
: [Barricading] Post 1.x.x 1Bu
: --------------------------------------------------------------------------
---
:
: A Player may perform the Action "[Barricading]" to render their Home
: Station unassailable - until the end of the Actioning Player's next
: Turn, no Player may perform the "[Rent to]" or "[Toll to]" Action, if
it
: would target the Actioning Player.

This cripples Pachisi Crescent, if getting a Blue a Turn is possible.

:
: Proposal - Clamp of the Eco-Warrior [Amendment]
:
Nice

:
: Proposal - Washing [Multiple]
:

Sure

:
: Proposal - Wordings [Amendment]
:
Not bad, but why?


Ole



From Dunx <dunx@d...> Wed Nov 17 05:27:59 1999
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Hello all.

I'd like to announce my reactivation as of the beginning of Week 30, or
next Tuesday as it is also known. In other words, I shan't be Voting on the
Week 29 Proposals but will try to submit a number of Proposals for
consideration next Week.

I won't join any Games just yet until I've reacquainted myself with the
ruleset.

As for the Speakership... well, Snow seems to be doing a splendid job, so
unless he's itching to divest himself of the Speaker trousers I'll leave
them with him for the moment.

Looking forward to playing again after too long an absence...

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <WayperP@p...> Wed Nov 17 15:28:28 1999
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On Wednesday, November 17, 1999 7:31 PM, Dunx [SMTP:dunx@d...] wrote:
> I'd like to announce my reactivation as of the beginning of Week 30, or
> next Tuesday as it is also known. In other words, I shan't be Voting on
> the Week 29 Proposals but will try to submit a number of Proposals for
> consideration next Week.

Excellent news! Welcome back, and take it easy.

Although I've been enjoying the games we've been playing, it'll be nice to
have more than three people in some of them. Mind you, with Kevan seemingly
poised in game 13, you might be able to step into a new game (another
Finsbury Option, anyone?).

> As for the Speakership... well, Snow seems to be doing a splendid job, so
> unless he's itching to divest himself of the Speaker trousers I'll leave
> them with him for the moment.

I agree. Having seen several speakers in various Nomic games, I've come to
realise that each one brings a different methodology to the game. Not that
this is a euphemism for "Snow's been doing a bad job" - he's been just as
good as any Speaker, and it's not a job that is easy or quick. I certainly
can't see any reason for him to give it up...

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From <snowl@s...> Thu Nov 18 10:15:03 1999
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> Hello all.

Hi.

> I'd like to announce my reactivation as of the beginning of Week 30, or
> next Tuesday as it is also known. In other words, I shan't be Voting on the
> Week 29 Proposals but will try to submit a number of Proposals for
> consideration next Week.
>
> I won't join any Games just yet until I've reacquainted myself with the
> ruleset.

OK.

> As for the Speakership... well, Snow seems to be doing a splendid job

Thankyou.

>, so
> unless he's itching to divest himself of the Speaker trousers I'll leave
> them with him for the moment.

I'm quite happy with it at the moment, as long as no one else objects I'll carry on for a bit.

Snow
-I saw Ken Campbell at the theatre last night. Very bizarre





From <snowl@s...> Thu Nov 18 10:15:03 1999
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> Proposal - Clear amendments [Enactment]

> A Proposal to Amend a Rule must fully quote the entire section of the rule
> in its 'before' and 'after' states

I suppose "section" is sufficiently vague that the Proposer can use eir judgment how much needs to
be quoted, without enforcing excessive amounts of Ruleset being included in Proposals.


> Proposal - Metamorphosis [Amendment]

OK


> Proposal - Man The Barricades [Action]

> A Player may perform the Action "[Barricading]" to render their Home
> Station unassailable - until the end of the Actioning Player's next
> Turn, no Player may perform the "[Rent to]" or "[Toll to]" Action, if it
> would target the Actioning Player.

It took me a while make sense of this; There is some ambiguity over the "Actioning Player" and it
could be better worded generally.

On the other hand I'm not sure about whether it's really needed.


> Proposal - Clamp of the Eco-Warrior [Amendment]

Fine.

Snow
-"It's a nice day for a white wedding. It's a nice day to starrrrrrrrrrrt again."




From <snowl@s...> Thu Nov 18 10:15:04 1999
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> > Proposal - Clear amendments [Enactment]

Ole:
> Did we do away with proposal numbers?

Bother, I've done it again and sent out two different versions. I appear to have uploaded the
correct version to the website. This version just misses the Proposal numbers and is in a slightly
different order.

I've also set up the Voting Booth correctly on my second attempt.

> : Proposal - Wordings [Amendment]
> :
> Not bad, but why?

No important reason; the current wording is just a little fuzzy.

Snow
-Making a note to stop listening to the radio while doing Week-end stuff.





From <kevan@s...> Mon Nov 22 05:57:55 1999
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> Proposal - Clear amendments [Enactment]
> 
> Rule 0.4.X - Clear Amendments.
> 
> A Proposal to Amend a Rule must fully quote the entire section of the
rule
> in its 'before' and 'after' states, such that potential voters are
given a
> clear idea exactly what is being changed. Proposers are encouraged to
> include commentary on the change, explaining why the change is
necessary and
> what, if any, side effects might result from the change. 

Mm, I tend to try and do this anyway, if I think my Proposal is going
to look rather mysterious or ambiguous otherwise. I don't think we
really need to *force* people to do this (I presume that the above rule
will be interpreted as "Any Proposal which doesn't do this shall be
rejected"?); if your Proposal is so badly worded that everyone mistakes
it for a bad one and shoots it down, it's your loss.

The danger of a bad Proposal being mistaken for a good one is a small
issue, I suppose, but likely to be noticed by a Voter during the Week,
or - worst case - by the Speaker as e updates the Ruleset, in which
case e's likely to make a note of the previous wording and take
corrective action as soon as possible. But this hasn't ever happened
yet.

> Proposal - Washing [Multiple]
>
> replace "Normal Game" with "Vanilla Game" in this paragraph.

Hm. To bring it in line with other things, or just because you don't
like the term "Vanilla"?

> * Appending to the Game State Document a Comment. Comments begin
> with "{" and end with a close brace "}". Comments in no
> way affect the state of play of the Game of Mornington
> Crescent.
> 
> {
> Bringing the Rules into line with how we play.
> }

I'd been meaning to fix that for a while, actually. Well done. The rest
of these minor fixes seems fine, anyway, and mostly long overdue. Kudos.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <snowl@s...> Mon Nov 22 15:11:42 1999
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> > Proposal - Washing [Multiple]
> >
> > replace "Normal Game" with "Vanilla Game" in this paragraph.
>
> Hm. To bring it in line with other things, or just because you don't
> like the term "Vanilla"?

Other way round, I'm trying to standardise around "Vanilla Game".

Snow
-Wishing a slow and painful death on whoever thought of the tar archive format and eternal damnation
on anyone who has written an untarer that doesn't untar things.









From <kevan@s...> Tue Nov 23 01:28:48 1999
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> > > replace "Normal Game" with "Vanilla Game" in this paragraph.
> >
> > Hm. To bring it in line with other things, or just because you don't
> > like the term "Vanilla"?
> 
> Other way round, I'm trying to standardise around "Vanilla Game".

I was being... ironic. Yes. That was it. Oh dear.

Bring more coffee,

Kevan

--
kevan@s...
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Subject: MN: Year 3 Week 30 Proposals
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

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

Proposal 335 - Oi, Achilles [Multiple]

Throughout the Ruleset, replace the word "Indestructable" with
"Undroppable".

{ Because they're not bloody Indestructable. }

-----------------------------------------------------------------------------

MN Speaker
-Placing a rabbit on top of a lava lamp.



From <speaker@d...> Tue Nov 23 13:17:17 1999
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Subject: MN: Year 3 Week 29 Voting Results
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 Mornington Nomic
Voting results for Week 29 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
929 Clear amendments 1 1 1 3 Fails
930 Metamorphosis 1 1 1 3 Fails
931 Clamp of the Eco-Warrior 2 1 0 3 Passes
932 Washing 2 1 0 3 Passes
933 Wordings 1 1 1 3 Fails
934 Man The Barricades 1 1 1 3 Fails
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

929 (Paul) - - - - AGA - - PAS - FOR 
930 (Kevan) - - - - PAS - - AGA - FOR 
931 (Kevan) - - - - PAS - - FOR - FOR 
932 (Snow) - - - - FOR - - FOR - PAS 
933 (Snow) - - - - FOR - - AGA - PAS 
934 (Kevan) - - - - PAS - - FOR - AGA 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - 932 - - - - 931 
ICMS Clarity - - - - - - - - - - 
Mrs Trellis - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 10 0 0 10 0 6 1 0 19
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 10 0 0 10 0 6 1 0 19
Halved 5 3 0 0 9

FOR votes +4 +0 +1 +0 +3
AGAINST votes -2 +0 -1 +0 -1
Voting/own +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0

Making/effort +2 +0 +2 +0 +2
Decisiveness +2 +0 +2 +0 +2
Finger/pulse +0 +0 +0 +0 +0

Awards +0 +0 +0 +0 +3

This week +6 +0 +4 +0 +9
Final 11 10 0 0 11 0 3 4 0 18

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)


MN Speaker
-Automating rabbits.




From <snowl@s...> Tue Nov 23 13:17:24 1999
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I'm going to London for a few days. I should remain connected so I won't go inactive. But if you
don't hear from me until next Tuesday you'll know technology has conspired against me.

Snow
-Hampton Hampster's hamstering hampers hamster hamstring.




From <WayperP@p...> Tue Nov 23 15:40:46 1999
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On Wednesday, November 24, 1999 7:13 AM, Snow [SMTP:snowl@s...] wrote:
> I'm going to London for a few days. I should remain connected so I won't
> go inactive. But if you
> don't hear from me until next Tuesday you'll know technology has conspired
> against me.

Are you meeting up for the Pilgrimage? 12:30 on Saturday at the Head of
Steam near Euston, so I'm told.

> -Hampton Hampster's hamstering hampers hamster hamstring.

Buffalo buffalo buffalo buffalo buffalo buffalo buffalo.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From <snowl@s...> Wed Nov 24 06:50:47 1999
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PaulWay wrote:
> On Wednesday, November 24, 1999 7:13 AM, Snow [SMTP:snowl@s...] wrote:
> > I'm going to London for a few days. I should remain connected so I won't
> > go inactive. But if you
> > don't hear from me until next Tuesday you'll know technology has conspired
> > against me.
> 
> Are you meeting up for the Pilgrimage? 12:30 on Saturday at the Head of
> Steam near Euston, so I'm told.

I shall avoid it like the plague :-)

Snow
-Hairy Harry halibut hurrys haughtily home.






From <WayperP@p...> Wed Nov 24 19:21:13 1999
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On Thursday, November 25, 1999 12:11 AM, Snow [SMTP:snowl@s...] wrote:
> > Are you meeting up for the Pilgrimage? 12:30 on Saturday at the Head
> > of Steam near Euston, so I'm told.
> 
> I shall avoid it like the plague :-)

I'm sorry to be obtuse, but any particular reason? Or am I missing some
subtle form of hyperbole?

Babula,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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From Snow <snow@s...> Thu Nov 25 16:06:43 1999
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PaulWay:

On Thursday, November 25, 1999 12:11 AM, Snow [SMTP:snowl@s...] wrote: > =
> Are you meeting up for the Pilgrimage? 12:30 on Saturday at the Head > > =
of Steam near Euston, so I'm told.
>=20
> I shall avoid it like the plague :-)

> I'm sorry to be obtuse, but any particular reason?

I'm just shy. In addition I don't drink, which seems to be a key part of =
pilgrimages.

Snow
-Feeding a Christmas cake.=




From Dunx <dunx@d...> Fri Nov 26 01:19:22 1999
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On Fri, 26 Nov 1999 00:10:25 +0000 Snow wrote:


> PaulWay:
> 
> On Thursday, November 25, 1999 12:11 AM, Snow [SMTP:snowl@s...] wrote:
> > > Are you meeting up for the Pilgrimage? 12:30 on Saturday at the Head
> > > of Steam near Euston, so I'm told.
> > 
> > I shall avoid it like the plague :-)
> 
> > I'm sorry to be obtuse, but any particular reason?
> 
> I'm just shy. In addition I don't drink, which seems to be a key part of
> pilgrimages.

Aw, now there's sad.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <WayperP@p...> Sun Nov 28 16:00:25 1999
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On Friday, November 26, 1999 10:10 AM, Snow [SMTP:snow@s...] wrote:
> PaulWay:
> > I'm sorry to be obtuse, but any particular reason?
> I'm just shy. In addition I don't drink, which seems to be a key part of
> pilgrimages.

OK, this is the last time I'll say anything - I don't want to pester you or
anything. But they're a nice bunch really (so I'm told), and probably quite
happy to have a non-imbiber around regardless. As for shy, you can probably
find a companion in, er, the quiet girl whose name I can't remember who
always seems to be shy of the camera. Friend of Yer Mom's, or something.
Whatsername. Tip of my tongue.

Anyway, enough of this. You probably don't enjoy being needled about
attending anyway, so we'll leave it there.

> Snow
> -Feeding a Christmas cake.

Ah, fattening it up for Christmas, eh?

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



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I've put this in a Voting Comment, but I thought I'd best point it out
publically as well.

> Proposal 335 - Oi, Achilles [Multiple]

> Throughout the Ruleset, replace the word "Indestructable" with
> "Undroppable".

> { Because they're not bloody Indestructable. }

Actually, no - granted that of the Indestructable Possessions all the
Clamps are both Indestructable and Undroppable, but neither the Drone Stick
nor the Podume of Infinite Darkness are Undroppable.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <kevan@s...> Mon Nov 29 09:07:46 1999
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> > { Because they're not bloody Indestructable. }
> 
> Actually, no - granted that of the Indestructable Possessions all the
> Clamps are both Indestructable and Undroppable, but neither the Drone
Stick
> nor the Podume of Infinite Darkness are Undroppable.

Gnh. Yes. I knew there was a reason why we weren't using "Undroppable".
"Un-Discardable" is the crux of the issue, really, but it's very hard
finding a word that fits. (I'm sure I remember "Cursed" being touted,
jokingly.) "Persistent", perhaps?

Voting against his own Proposals again,

Kevan

--
kevan@s...
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From riffraff@n... (RiffRaff) Mon Nov 29 14:02:52 1999
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>> > { Because they're not bloody Indestructable. }
>>
>> Actually, no - granted that of the Indestructable Possessions all the
>> Clamps are both Indestructable and Undroppable, but neither the Drone
>Stick
>> nor the Podume of Infinite Darkness are Undroppable.
>
>Gnh. Yes. I knew there was a reason why we weren't using "Undroppable".
>"Un-Discardable" is the crux of the issue, really, but it's very hard
>finding a word that fits. (I'm sure I remember "Cursed" being touted,
>jokingly.) "Persistent", perhaps?

"Cursed" sounds good to me! :)

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From <kevan@s...> Tue Nov 30 07:15:35 1999
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I think was this probably suggested quite a long time ago, but now
seems about the time (if not entirely too late) to mention it again;
how about a swift Game under Tournament Rules to determine the finest
Mornington Nomic player of the twentieth century?

Kevan

--
kevan@s...
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From Dunx <dunx@d...> Tue Nov 30 08:47:16 1999
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On Tue, 30 Nov 1999 07:18:52 -0800 "Kevan Davis" wrote:

> I think was this probably suggested quite a long time ago, but now
> seems about the time (if not entirely too late) to mention it again;
> how about a swift Game under Tournament Rules to determine the finest
> Mornington Nomic player of the twentieth century?

An excellent plan! I'm up for it.

Something which I was going to put through as a Proposal was the idea of
freezing rulesets for a particular Game; this seems particularly sensible
for a Tournament, so that all the Players are operating on a level playing
field.

What do you think?

And of course it may not, actually, be too late - it depends what
definition of the Millenium one wants to use.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <kevan@s...> Tue Nov 30 08:53:33 1999
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> Something which I was going to put through as a Proposal was the idea
of
> freezing rulesets for a particular Game; this seems particularly
sensible
> for a Tournament, so that all the Players are operating on a level
playing
> field.
>
> What do you think?

Mm, possibly, but with most amendments these days being along the lines
of making things less broken, or bringing them more in line with how
we've been playing them, I can't see anything that drastic coming
along. (And if it did, we'd suddenly have to cope with the idea of only
using the new rules in whichever games started after it was introduced,
and - I fear, for myself at least - forget which was what. And have to
have several different copies of the Ruleset lying around.)

> And of course it may not, actually, be too late - it depends what
> definition of the Millenium one wants to use.

Careful, there.

Kevan

--
kevan@s...
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From <speaker@d...> Tue Nov 30 13:38:02 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Thirty-One
-----------------------------------------------------------------------------

Proposal 936 - Flavour of the Month [Multiple]

[Amendment: Something A Bit More Interesting]
Amend Rule 2.0.0 (Definition of Normality) to add the following paragraph
at the beginning:

This Volume describes variations the standard rules, and shall be known
as the Raspberry Ripple Rules.

[Amendment: Something With A Bit More Variety]
Amend Rule 3.0.0 (Turin '57 Convention) so that the first paragraph reads
as follows:

Mornington Crescent may be played on other transport networks than the
London Underground. This Volume describes these different networks, and
shall be known as the Mint Choc Chip Rules.

[Amendment: Something With A Bit More Tang]
Amend Rule 4.0.0 (Non-MC Games) such that its first paragraph reads thus:

Other games than MC may be played on the London Underground (or
equivalent network). In these games, having a Piece end a Turn at
Mornington Crescent does not constitute a Win. This Volume describes
these different approaches, and shall be known as the Cheese and Onion
Rules.

[End of Flavour of the Month]

------------------------------------------------------------------------------

Proposal 937 - Typo Frenzy! [Multiple]

[Amendment: Volume Control]
Amend the last paragraph of Rule 0.1.2 (Terms of Reference) such that it
reads thus:

The term "Mornington Crescent" in this Ruleset refers to, according
to context, either the game described in Volumes 1 to 4, or the London
Underground Station of the same name. The term "Game" in this Ruleset
can mean either "Mornington Nomic" or "Mornington Crescent", but this
should be clear from context.

{ Comment: was "... described in Rules 1.*.*", which is out of date. }

[Amendment: This Time It's Personal]
Amend Rule 0.7.1 (Points of Order) such that its second paragraph reads
thus:

The email containing the Point of Order should have a subject
line of 'MN: Point of Order'. If it does not have this subject
line, the Point of Order may be considered invalid.

{ Comment: eliminating an inappropriate personal pronoun (was "... your
Point of Order"). }

[Amendment: Volume Control II]
Amend Rule 1.1.2 (A New Game) such that its second paragraph reads thus:

This New Game may be a Normal Game (using only the Vanilla Mornington
Crescent Rules), or a Special Rules Game (using one or more sets of
Mornington Crescent Rules from Volumes 2-4, in addition to those of the
Normal Game). Such a Game type is specified when the Speaker starts
that Game.

{ Comment: again, using obsolete section numbering. }

[Amendment: Comments Required]
Amend Rule 1.3.1 (Taking A Turn) such that the penultimate bullet point
reads thus:

* Appending to the Game State Document a Comment. Comments begin
with "{Comment:" and end with a close brace "}". Comments in no
way affect the state of play of the Game of Mornington
Crescent, but may be required to clarify aspects of Play.

{ Comment: some comments are actually needed now. }

[Amendment: Impediments Blocked]
Amend Rule 1.7.6 (Straddling Nancy) such that its penultimate paragraph
reads thus:

Although not considered to pass through any intervening Stations,
the Straddle Destination must be a valid Move with respect to Blocks and

other such impediments.

{ Comment: removinf an obsolete reference to the old Impediments section of

Rule 1.5.0.}

[Amendment: Twelve?!]
Amend Rule 1.7.47 (Gold Rush) such that its last paragraph reads thus:

After submitting eir GSD, the Actioning Player should roll a 295-sided
die to determine the location of the lode - the next Player to take eir
Turn should look up the Station which has a Venbacker Number matching
the die roll; at the start of eir Turn, any gaps in that Station's Token

Stack are replaced with Gold Tokens (a new Stack being created if none
exists).

{ Comment: removing last reference to the twelve stack limit.}

[Amendment: Courier Wave]
Amend Rule 1.11.2 (Three-Point Courier) such that its third paragraph reads

thus:

While a Player is carrying a Parcel, e may not make any Special Moves ,
and may not perform Actions which would alter eir Piece position.

{ Comment: removing obsolete reference to Move Validity checks. }

[Amendment: Off the Map]
Amend Rule 1.17.1 (The Underground Map) such that the map URL reads as
follows:

http://members.xoom.com/mornomic/london/map.html

{ Comment: it's moved. }

[End of Typo Frenzy!]

------------------------------------------------------------------------------

Proposal 938 - The Third Side [Amendment]

Amend Rule 1.7.10 (Walk the Walk) such that its second paragraph is
replaced by the following text:

Two Stations are within Walking Distance if they are adjacent to each
other on the Map, or if they share the same name but are not co-located,

or if a line drawn between them would form the third side of a triangle
with a Station adjacent to both and the Stations do not share a Line
Segment (eg Queensway to Bayswater, or Rickmansworth to Croxley would be

valid; Northolt to Pervial or Croxley to Northwood would not be valid).

In addition, the following Stations are within Walking Distance of each
other:-

{ Comment: a presumption of geographical proximity, if you like. }

------------------------------------------------------------------------------

Proposal 939 - Focus Group [Multiple]

[Amendment: Under the Microscope]

Add the following possession to the table in Rule 1.4.18 (The Emporium):

| Magnifier | 6 Br | |

[Action: Foskdyke's Magnifier]

Action: [Magnify]
Phase: Pre-Move
Duration: 20 mins
Cost: none

If a Player is carrying a Magnifier Possession, e may perform the
Pre-Move Action of "Magnify". This has the effect of loosening Fosdyke
Requirements on Actions operating on a particular Station, Player, Token

Stack or Line played during that Turn such that a single Fosdyke
Requirment component may have its index increased by one.

For example -

* (S0) => (S1) - the Player need only be adjacent rather than
co-located

* (S0,L0) => (S1,L0) or (S0,L1) - the Player may be at an adjacent
Station on the same Line, or on a different Line at
the same Station.

[End of Focus Group]

------------------------------------------------------------------------------

Proposal 940 - Louder Actions [Amendment]

{ Comment: one or two Actions seem to have dropped out of the Actions
table. The following extra lines have been drawn from the original
Proposals. }

Add the following lines to the Action table in the appropriate alphabetic
locations:

[Declension] Pre 1.7.58 varies 
[fFrobisher fFlourish] Neut 1.7.59 5Bu 
[Speed Craze] Pre 1.8.13 3Gr 
[Craze Sidestep] Pre 1.8.13 3Bk 
[Terminate Craze] Post 1.8.13 
[Double-Shunting <Player> Post 1.10.2 1Re 

to <Station>]

{ Comment: that last one is probably the most surprising omission. Also, no

cost is mentioned in the Proposal so I've taken it as being a single red
just as the Shunt was made to be eventually. }

In addition, move the entry for [Topple] to its rightful place after [Toll
to <Player>].


------------------------------------------------------------------------------

Proposal 941 - Your Freem Clamp Glows Black For A Moment [Multiple]

{ Only one from me, again, this week. Busy times. }

Throughout the Ruleset, replace the words "Indestructable" and "Undroppable"
with "Cursed".

{ Well, why not? }

------------------------------------------------------------------------------

MN Speaker
-Singing the Lord's Prayer to the tune of Smack my Bitch Up.




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Subject: MN: Year 3 Week 30 Voting Results
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 Mornington Nomic
Voting results for Week 30 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
935 Oi, Achilles 1 1 3 3 Fails
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

935 (Kevan) - AGA - - PAS - AGA AGA - FOR 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - - - - - - - 
Mrs Trellis - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 10 0 0 11 0 3 4 0 18
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 10 0 0 11 0 3 4 0 18
Halved 5 5 1 2 0 9

FOR votes +0 +1 +0 +0 +0 +0
AGAINST votes +0 -3 +0 +0 +0 +0
Voting/own +0 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0

Making/effort +2 +2 +2 +2 +0 +2
Decisiveness +2 +0 +2 +2 +0 +2
Finger/pulse +5 +0 +5 +5 +0 +0

Awards +0 +0 +0 +0 +0 +3

This week +9 +0 +9 +9 +0 +7
Final 11 14 0 0 5 0 10 11 0 16

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-Great fires of goats freed Tony from modem.








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Subject: MN: Re: Year 3 Week 31 Proposals
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On 30 Nov 99, MN Speaker wrote about MN: Year 3 Week 31 Proposals:

> -----------------------------------------------------------------------------
> MORNINGTON NOMIC
> 
> Proposals for Voting on in Week Thirty-One
> -----------------------------------------------------------------------------
> 
> Proposal 936 - Flavour of the Month [Multiple]
> 

Aaaargh!


> Proposal 937 - Typo Frenzy! [Multiple]
> 

Nice.

> 
> Proposal 938 - The Third Side [Amendment]
> 
...
> valid; Northolt to Pervial or Croxley to Northwood would not be valid).

Not bad. I assume the Speaker will change Pervial to Perivale.


> 
> Proposal 939 - Focus Group [Multiple]
> 

Nice.

> 
> Proposal 940 - Louder Actions [Amendment]
> 

Nice.

> Proposal 941 - Your Freem Clamp Glows Black For A Moment [Multiple]
> 

Cursed Clamps.... reminds me that I need to call together my AD&D 
group soon.


Ole


From <snowl@s...> Wed Dec 1 14:50:49 1999
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Ole said:

> Cursed Clamps.... reminds me that I need to call together my AD&D 
> group soon.

Aardvark Deployment & Detonation?

Snow
-Reporting Ole to the RSPCA.



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Ole wrote:
> Dunx answered Kevan:
>
> : On Tue, 30 Nov 1999, you wrote:
> : > Hm. Two moves in as many months. Time, perhaps, to draw this game to a
> : > close and play something fresh?
> :
> : Suits me.
> :
> : Czech Variant?
> :
>
> Well, I'd go for anything, but how about Short, Fast Solipsism?

Unless someone Buzzes Kevan's win in Game 13 then there are 2 new games to be made. And there was
talk of a tournament as well. Not sure this might be overdoing it with the amount of activity
recently, but we'll see.

I think we need a quick game on the go. How about Free-for-all-Pachisi, Free-for-all-Solipsism or
Baker Street (assuming a simpler game will result in faster moves)?

Czech Variant has been waiting on the back-burner for quite a long time as well.

Snow
-Using too much brain power trying to catch ostriches.






From <snowl@s...> Wed Dec 1 14:50:50 1999
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Dunx said:
> On Tue, 30 Nov 1999 07:18:52 -0800 "Kevan Davis" wrote:
>
> > I think was this probably suggested quite a long time ago, but now
> > seems about the time (if not entirely too late) to mention it again;
> > how about a swift Game under Tournament Rules to determine the finest
> > Mornington Nomic player of the twentieth century?
>
> An excellent plan! I'm up for it.

Hmm, maybe.

> Something which I was going to put through as a Proposal was the idea of
> freezing rulesets for a particular Game; this seems particularly sensible
> for a Tournament, so that all the Players are operating on a level playing
> field.
>
> What do you think?

Ug, no thanks.

Snow
-Talking to a Jaffa Cake





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Subject: MN: Re: Year 3 Week 31 Proposals
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> Proposal 936 - Flavour of the Month [Multiple]
>
> [Amendment: Something A Bit More Interesting]
> Amend Rule 2.0.0 (Definition of Normality) to add the following paragraph
> at the beginning:
>
> This Volume describes variations the standard rules, and shall be known
> as the Raspberry Ripple Rules.

Known where? You're not even changing the title.

And why not "variations [to] the Vanilla Ruleset"?


> Proposal 937 - Typo Frenzy! [Multiple]

> [Amendment: Comments Required]
> Amend Rule 1.3.1 (Taking A Turn) such that the penultimate bullet point
> reads thus:
>
> * Appending to the Game State Document a Comment. Comments begin
> with "{Comment:" and end with a close brace "}". Comments in no
> way affect the state of play of the Game of Mornington
> Crescent, but may be required to clarify aspects of Play.

We just got rid of that "{Comment:" thing.

> [Amendment: Off the Map]
> Amend Rule 1.17.1 (The Underground Map) such that the map URL reads as
> follows:
>
> http://members.xoom.com/mornomic/london/map.html

There is also http://members.xoom.com/mornomic/map.jpg. The patchwork map leaves holes on my
computer.

> Proposal 938 - The Third Side [Amendment]
>
> Amend Rule 1.7.10 (Walk the Walk) such that its second paragraph is
> replaced by the following text:
>
> Two Stations are within Walking Distance if they are adjacent to each
> other on the Map, or if they share the same name but are not co-located,

I know this is the original wording not the Proposer's, but how can two Stations have the same name
without being the same Station? And why not co-located ones?

> or if a line drawn between them would form the third side of a triangle
> with a Station adjacent to both and the Stations do not share a Line
> Segment

Is Line Segment the right term for this?

> Proposal 939 - Focus Group [Multiple]

Looks fine.

> Proposal 940 - Louder Actions [Amendment]

Good.

> Proposal 941 - Your Freem Clamp Glows Black For A Moment [Multiple]

> Throughout the Ruleset, replace the words "Indestructable" and "Undroppable"
> with "Cursed".

I'd rather have "Undiscardable", but this will do.

Snow
-Paying someone to have an anti-capitalist riot for him.






From <palnatoke@g...> Wed Dec 1 22:30:03 1999
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Snow quoted me: 
: > Cursed Clamps.... reminds me that I need to call together my AD&D 
: > group soon.
: 
: Aardvark Deployment & Detonation?
: 
: Snow
: -Reporting Ole to the RSPCA.

Drat. Foiled again...


Ole




From <palnatoke@g...> Wed Dec 1 22:30:05 1999
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Snow wrote:

: > Proposal 938 - The Third Side [Amendment]
: >
: > Amend Rule 1.7.10 (Walk the Walk) such that its second paragraph is
: > replaced by the following text:
: >
: > Two Stations are within Walking Distance if they are adjacent to each
: > other on the Map, or if they share the same name but are not
co-located,
:
: I know this is the original wording not the Proposer's, but how can two
Stations have the same name
: without being the same Station? And why not co-located ones?

I assume there is a reason why Paddington is both a two-blob Interchange and
an ordinary Station.

As to co-location: Who would want to Walk from Sloane Square (DS) to Sloane
Square (CL)?

:
: > or if a line drawn between them would form the third side of a
triangle
: > with a Station adjacent to both and the Stations do not share a Line
: > Segment
:
: Is Line Segment the right term for this?

I think it is, in the sense that the intended new Walk is across the split
of a junction.


Ole



From Dunx <dunx@d...> Thu Dec 2 04:38:40 1999
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On Wed, 1 Dec 1999 22:49:51 -0000 "Snow" wrote:
> > Proposal 936 - Flavour of the Month [Multiple]
> >
> > [Amendment: Something A Bit More Interesting]
> > Amend Rule 2.0.0 (Definition of Normality) to add the following
> paragraph
> > at the beginning:
> >
> > This Volume describes variations the standard rules, and shall be
> known
> > as the Raspberry Ripple Rules.
> 
> Known where? You're not even changing the title.

Volume 1 is titled "Mornington Crescent" not "Vanilla Rules".

> And why not "variations [to] the Vanilla Ruleset"?

Because I took the original wording from the wrong copy of the Ruleset! I
feel a fool.

> > Proposal 937 - Typo Frenzy! [Multiple]
> 
> > [Amendment: Comments Required]
> > Amend Rule 1.3.1 (Taking A Turn) such that the penultimate bullet point
> > reads thus:
> >
> >	* Appending to the Game State Document a Comment. Comments begin
> >	with "{Comment:" and end with a close brace "}". Comments in no
> >	way affect the state of play of the Game of Mornington
> >	Crescent, but may be required to clarify aspects of Play.
> 
> We just got rid of that "{Comment:" thing.

Again...

> > [Amendment: Off the Map]
> > Amend Rule 1.17.1 (The Underground Map) such that the map URL reads as
> > follows:
> >
> > http://members.xoom.com/mornomic/london/map.html
> 
> There is also http://members.xoom.com/mornomic/map.jpg. The patchwork map
> leaves holes on my
> computer.

True, but I was just seeking to update the existing reference.

> > Proposal 938 - The Third Side [Amendment]
> >
> > Amend Rule 1.7.10 (Walk the Walk) such that its second paragraph is
> > replaced by the following text:
> >
> > Two Stations are within Walking Distance if they are adjacent to
> each
> > other on the Map, or if they share the same name but are not
> co-located,
> 
> I know this is the original wording not the Proposer's, but how can two
> Stations have the same name
> without being the same Station? And why not co-located ones?

I have two words for you: Shepherd's Bush!

(as it happens I Proposed Walking in the first place too, so it is my
wording)

> > or if a line drawn between them would form the third side of a
> triangle
> > with a Station adjacent to both and the Stations do not share a Line
> > Segment
> 
> Is Line Segment the right term for this?

Yes. Definition (b) in Rule 1.5.4.

Having said that, this definition doesn't specifically mention that a Line
Segment in this context should not include a change of Line Direction, but
then I think the examples given clarify the point sufficiently.

> > Proposal 940 - Louder Actions [Amendment]
> 
> Good.

I nearly included this in Typo Frenzy; I'm glad I didn't now.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



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In the Long Game, I did:

: Ole : [LV-3] Charing Cross (BK) [Catching Pigeon] [Recycling]
: [Declaring the Easter Gambit]
...
: 0:05 -1 Gr Easter Gambit: Holy Station -> A-Z Station -> another Holy
: Station
: -1 Bu .
: -1 Br .
: -1 Si ... to the Gambit (all three discarded)

Please add:

Easter Gambit (1Bu, 1Br, 1Si)
Holy Station -> A-Z Station -> another Holy Station

to Rule 1.18.2


Ole




From <snowl@s...> Thu Dec 2 14:41:39 1999
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Subject: MN: Re: Year 3 Week 31 Proposals
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Ole:
> Snow wrote:
>
> : > Proposal 938 - The Third Side [Amendment]
> : >
> : > Amend Rule 1.7.10 (Walk the Walk) such that its second paragraph is
> : > replaced by the following text:
> : >
> : > Two Stations are within Walking Distance if they are adjacent to each
> : > other on the Map, or if they share the same name but are not
> co-located,
> :
> : I know this is the original wording not the Proposer's, but how can two
> Stations have the same name
> : without being the same Station? And why not co-located ones?
>
> I assume there is a reason why Paddington is both a two-blob Interchange and
> an ordinary Station.
>
> As to co-location: Who would want to Walk from Sloane Square (DS) to Sloane
> Square (CL)?

Someone on on Sloane Square (DS) wanting to attack someone else on Sloane Square (CL) with an LV
over 3, Green Park and S.Ken are Blocked and they don't have a Construction Hat.

Snow
-Forgetting how to program C++.





From <snowl@s...> Thu Dec 2 14:41:40 1999
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Subject: MN: Re: Manoeuvre
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> In the Long Game, I did:
> 
> : Ole : [LV-3] Charing Cross (BK) [Catching Pigeon] [Recycling]
> : [Declaring the Easter Gambit]
> ...
> : 0:05 -1 Gr Easter Gambit: Holy Station -> A-Z Station -> another Holy
> : Station
> : -1 Bu .
> : -1 Br .
> : -1 Si ... to the Gambit (all three discarded)
> 
> Please add:
> 
> Easter Gambit (1Bu, 1Br, 1Si)
> Holy Station -> A-Z Station -> another Holy Station
> 
> to Rule 1.18.2

OK. I'll add it with next Week's Props.

Snow
-Puzzled.




From <snowl@s...> Thu Dec 2 14:41:41 1999
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Subject: MN: Re: Year 3 Week 31 Proposals
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Dunx wrote:
> > I know this is the original wording not the Proposer's, but how can two
> > Stations have the same name
> > without being the same Station? And why not co-located ones?
>
> I have two words for you: Shepherd's Bush!

Wow, I didn't know that. I bet it will do something nasty to MCMapper.

Snow
-Thinking about rewriting MCMapper in WFC.





From <WayperP@p...> Thu Dec 2 15:38:29 1999
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On Friday, December 03, 1999 6:50 AM, Snow [SMTP:snowl@s...] wrote:
> Ole wrote:
> > Please add:
> > Easter Gambit (1Bu, 1Br, 1Si)
> > Holy Station -> A-Z Station -> another Holy Station
> > to Rule 1.18.2
> 
> OK. I'll add it with next Week's Props.
> 
Er, your Snowness, I believe Rule 1.18.2 states:

The Speaker shall update this rule to include any new gambit declared using
a legal Manoeuvre Declaraction action.

So it doesn't need a proposal at all (AFAICS)

Ta,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From <WayperP@p...> Thu Dec 2 15:40:36 1999
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Subject: MN: Re: Year 3 Week 31 Proposals
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On Friday, December 03, 1999 8:33 AM, Snow [SMTP:snowl@s...] wrote:
> Dunx wrote:
> > > I know this is the original wording not the Proposer's, but how can
> > > two
> > > Stations have the same name
> > > without being the same Station? And why not co-located ones?
> >
> > I have two words for you: Shepherd's Bush!
> 
> Wow, I didn't know that. I bet it will do something nasty to MCMapper.
> 
Two more: Edgware Road!

MCMapper was originally in Java, yes? Do you think you could find some
language that compiles an executable for Windows x86 architecture?

Flapjacks,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From <WayperP@p...> Thu Dec 2 15:46:24 1999
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Subject: MN: Winning
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People,

I'm interested to find out people's opinions about winning.

Winning is too hard, too easy, or just right?

What do you think is the best way to win? The most difficult? What have
you used?

What other non-implemented ways can you think of?

Which variants do you think are easier to win? Which are harder?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From Dunx <dunx@d...> Thu Dec 2 22:20:28 1999
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On Thu, 02 Dec 1999, you wrote:
> On Friday, December 03, 1999 6:50 AM, Snow [SMTP:snowl@s...] wrote:
> > Ole wrote:
> > > Please add:
> > > Easter Gambit (1Bu, 1Br, 1Si)
> > > Holy Station -> A-Z Station -> another Holy Station
> > > to Rule 1.18.2
> > 
> > OK. I'll add it with next Week's Props.
> > 
> Er, your Snowness, I believe Rule 1.18.2 states:
> 
> The Speaker shall update this rule to include any new gambit declared using
> a legal Manoeuvre Declaraction action.
> 
> So it doesn't need a proposal at all (AFAICS)

I don't think that's what he meant - I read it as just doing the update at the
same time.

While we're on the subject f non-Proposal updates, the "last updated"
information at the top of each Volume is stale.

--
Dunx
Ceci n'est pas un .sig


From <dunx@d...> Fri Dec 3 05:48:24 1999
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PaulWay wrote: 
> I'm interested to find out people's opinions about winning.

In some ways I think winning is too hard, in other ways it is pitched
about right.

My main concern about winning at the moment is that there is only the
one way.

To expand a little - as has been expressed before (by your good self)
the MN ruleset mechanics are very well balanced: Gold tokens are not
abundant, and there are many ways of spending them apart from playing
MC. My view about winning being too hard is based, if anything, on the
paucity of Gold gathering opportunities which do not involve huge
amount of hoop-leaping.

But - what is good about the Gold token thing is that it is fair on
other Players. The only attempt we've had at an alternative win
strategy was my Charge matching idea, which was generally considered
too obscure to predict. Indeed, I get the feeling that my win by that
method was met with irritation as much as approbation.

I'm also terribly impressed that we've generall avoided the 'Monopoly
syndrome' where the sole aim of the game is to collect tokens.

> What other non-implemented ways can you think of?

Well, I've already tried introducing one and it didn't work.

What I would suggest, however, is that any further attempts be cast in
some way other than as a way to collect Golds. The nice thing about
Charge is that it was an attribute of Piece which was manipulated by
moving around... I suppose what was wrong with it was that its changes
were actually too unpredictable to anyone but the player whose Charge
it was.

Hmm... Paul - how about your Snoods or Alignment ideas from years ago?
We could have a handedness index for a Player, which changes when the
alignment or Snoodness of their Move is non-neutral. If handedness
exceeds a certain threshold then the Player can open MC (or we could
call it Spin).

Or we could just that with Charge - if the absolute value of Charge
exceeds a certain threshold then MC can be played for free or at a
discount.

Lots to do, yet.




From <snowl@s...> Fri Dec 3 15:39:53 1999
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Dunx said:
> On Thu, 02 Dec 1999, you wrote:
> > On Friday, December 03, 1999 6:50 AM, Snow [SMTP:snowl@s...] wrote:
> > > Ole wrote:
> > > > Please add:
> > > > Easter Gambit (1Bu, 1Br, 1Si)
> > > > Holy Station -> A-Z Station -> another Holy Station
> > > > to Rule 1.18.2
> > >
> > > OK. I'll add it with next Week's Props.
> > >
> > Er, your Snowness, I believe Rule 1.18.2 states:
> >
> > The Speaker shall update this rule to include any new gambit declared using
> > a legal Manoeuvre Declaraction action.
> >
> > So it doesn't need a proposal at all (AFAICS)
>
> I don't think that's what he meant - I read it as just doing the update at the
> same time.

Yes, that's what I meant.

> While we're on the subject f non-Proposal updates, the "last updated"
> information at the top of each Volume is stale.

Really, which ones? I just did a quick check and couldn't see anything wrong, but I'm often
mistaken. I know the Table of Contents is out of sync across the different files, but the last
updated bit looks alright. I shall fix the TOC when I next update the Ruleset.

Snow
-Probably wrong.






From <snowl@s...> Fri Dec 3 15:39:55 1999
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PaulWay said:
> On Friday, December 03, 1999 8:33 AM, Snow [SMTP:snowl@s...] wrote:
> > Dunx wrote:
> > > > I know this is the original wording not the Proposer's, but how can
> > > > two
> > > > Stations have the same name
> > > > without being the same Station? And why not co-located ones?
> > >
> > > I have two words for you: Shepherd's Bush!
> >
> > Wow, I didn't know that. I bet it will do something nasty to MCMapper.
> >
> Two more: Edgware Road!
>
> MCMapper was originally in Java, yes? Do you think you could find some
> language that compiles an executable for Windows x86 architecture?

Is this one of those ironics Kevan was talking about? Or is there some reason you can't run Java
VMs?

I can find lots of languages that make Win32 EXEs, but the only one I program is ISO C++ which lacks
any GUI facilities.

Snow
-Probably holding the wrong end of the stick.





From <snowl@s...> Sun Dec 5 07:32:34 1999
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Dunx:

> PaulWay wrote:
> > I'm interested to find out people's opinions about winning.
>
> In some ways I think winning is too hard, in other ways it is pitched
> about right.
>
> My main concern about winning at the moment is that there is only the
> one way.

Is this so bad?

> I'm also terribly impressed that we've generall avoided the 'Monopoly
> syndrome' where the sole aim of the game is to collect tokens.

Monopoly doesn't have tokens and the sole aim is to bankrupt your opponents.

> > What other non-implemented ways can you think of?
>
> Well, I've already tried introducing one and it didn't work.
>
> What I would suggest, however, is that any further attempts be cast in
> some way other than as a way to collect Golds.

I would disagree. The good thing about collecting Golds is that it provides a consistant measure of
a person's position in the game.

> The nice thing about
> Charge is that it was an attribute of Piece which was manipulated by
> moving around... I suppose what was wrong with it was that its changes
> were actually too unpredictable to anyone but the player whose Charge
> it was.

I tend to think the problem with Charge is that it's too predictable. Unless something happens to
change a Player's charge other than Moving (eg a Shunt) then it will always be the same at the same
Station. Different routes to a Station should produce different Charges. Special Moves should not
change Charge. Changing line should have some effect...... Once some system has been introduced to
make charges more interesting then more rewards can be given to those that achieve higher or lower
charges. Some form of enhanced electroplating maybe.

At the moment Charge is just a burden to calculate and has little affect on the Game.

Snow
-"XML is sentient" claims cardboard.



From <snowl@s...> Sun Dec 5 07:32:34 1999
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PaulWay said:
>
> I'm interested to find out people's opinions about winning.

I'm all for it.

> Winning is too hard, too easy, or just right?
>
> What do you think is the best way to win? The most difficult? What have
> you used?

I haven't really played enough and haven't yet won.

> What other non-implemented ways can you think of?

How about ending your Turn at Queensway?

I assume we need to keep MC as the winning station, and we need to prevent normal Turns from ending
there. The Closed Station thing seems the best way to do this. Now the issue seems to be how do we
Open MC. I personally can see nothing wrong with collecting Golds for this.

An idea that has just occured to me is a Beetle Run (I think this is what it is called). In a BR
everyone takes it in turns to throw a dice, for a 6 they get a body, for a 5 they get a head, 4 is a
leg.... The first person to build a whole beetle wins.

Until a year or two ago MC was closed for rebuilding. Getting a Gold might allow you to buy some
track or a platform. A silver would get you a lift. A Bronze a turnstyle. Once you have collected
all the pieces for the Station you can put them together and it Opens. Maybe we could allow track to
be ripped up from another Station if the Charge is high enough or something.

This would require some extensive rewriting of the Ruelset and might work better as a variant
(though I feel we have enough of these already). On the whole I'm happy with the current system
though.

Snow
-Setting his trousers on fire to achieve a higher state of consciousness.





From <WayperP@p...> Sun Dec 5 16:47:22 1999
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On Friday, December 03, 1999 11:49 PM, Dunx [SMTP:dunx@d...] wrote:
> I'm also terribly impressed that we've generall avoided the 'Monopoly
> syndrome' where the sole aim of the game is to collect tokens.

That is a good point; I think of it as the Tom Sawyer principle. (His
church instigated a ticket system for learning bits of the Scripture, and
you traded several low-value tickets for higher ones. Tom Sawyer started
trading tickets for things other people wanted, and in a short space of time
he'd collected the 'first prize' - without knowing one line of the actual
requirements).

> Hmm... Paul - how about your Snoods or Alignment ideas from years ago?
> We could have a handedness index for a Player, which changes when the
> alignment or Snoodness of their Move is non-neutral. If handedness
> exceeds a certain threshold then the Player can open MC (or we could
> call it Spin).

OK, how's this.

The original idea was that each person has two Snoods - Left and Right.
Each left-handed turn you make (VXHL to PMLC is a right-handed turn, PMLC to
STJP via VCTR is a right-handed turn, and BANK to LVST is a left-handed
turn) adds one counter (i.e. index) to the Left Snood, and so forth. The
journey VCTR -> GRPK -> PICC -> LCSQ -> TCRD is R|-|L|L, giving a total of
one counter in the left Snood. Whenever the Left Snood is equal to the
Right Snood, they are both zeroed and they are called Aligned, otherwise the
Snoods are Vagrant.

Now, since you can't have a home station in zone 1 or within six stations of
MC, the only way to get to MC with Snoods Aligned is to be already on the
Northern Line, specifically the High Barnet branch. Perhaps if you could
win by getting to MC with Snoods Aligned and at least one line change
performed?

We'd have to look at what would happen to the Snoods with shunting,
straddling and wild moves, but it looks interesting, anyway.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From <WayperP@p...> Sun Dec 5 17:13:58 1999
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Thinking about things,

I believe Snow's right. Golds are an excellent way to ascertain how well
someone's going toward winning. 'Quick wins' - ways, like Charge Opening,
where you instantly win - are, I believe, looked on as a bit of a cheat,
mainly because, short of intimately studying everyone else's move (which
most of us don't really have the time for), they're almost impossible to
prevent.

What occurs to me is that these 'Quick wins' should give, say, Silver
tokens, which can be traded up to Gold. For that I'd say have four 'Banks'
- Piccadilly, Embankment, Bank and King's Cross St. Pancras - to give people
more opportunity of converting up to Golds without being the immediate focus
of Shunting attention. (Bank is, IMHO, very pressured by this threat at
this point in time).

In light of that, I have a better idea of the Snoods win thing. If you
Align your Snoods, you gain tokens using the following table:

Counters in snood before alignment / Token gained
1-2 / 1 Black
3-4 / 1 Blue
5-6 / 1 Silver
7- / 1 Gold

Because you only Align your snoods when they're equal, it means that you can
rack up a a fair bit of Vagrancy - so the Gold isn't impossible to get. To
prevent people doing several loops (OXFC -> PICC -> LESQ -> TCRD -> OXFC = 4
left counters) and then 'unwinding' to gain an equal number of the opposite
handed counter, you could say that only line segments previously uncounted
in your move contribute counters. (Make sense?) So if you were going to
get a gold, you'd have to execute at least four moves. And that's just for
one gold.

While I think the move 'handedness' is a fairly intuitive concept, it
obviously has to be codified to make sense. For instance, GRPK -> CHAX is a
left-handed move; but if you've come from HPKC, is it? If you change from
the BK to the MT at BKST, and your journey is from MRLB to GPST, have you
continued straight or have you done a left-hander (due to the MT's bend from
BKST to GPST?). And so on.

But, anyway, what do people think?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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From <palnatoke@g...> Sun Dec 5 21:54:30 1999
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Paul wrote:
: For instance, GRPK -> CHAX is a
: left-handed move; but if you've come from HPKC, is it? If you change from
: the BK to the MT at BKST, and your journey is from MRLB to GPST, have you
: continued straight or have you done a left-hander (due to the MT's bend
from
: BKST to GPST?). And so on.

Green Park to CharingX is right-handed if it goes through Piccadilly Circus.

I think handedness should be counted only at Interchanges, and possibly at
junctions.
More or less, as 'if you were driving on a road like this, would you stick
out your hand to indicate your turning?'


Ole



From <kevan@s...> Mon Dec 6 05:17:34 1999
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From: "Kevan Davis" <kevan@s...>
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> Winning is too hard, too easy, or just right?

I sometimes feel that winning a game can be a little on the difficult
side, with numerous little tricks that can scupper a successful player
who was blind to a certain pitfall (Gapminding, Charge Spirals, Bock,
etc.), but maybe that's the best way for it to be, so long as no
individual impediment is over-powerful. (As it stands, I think they're
all expensive enough to warrant inclusion; that only a player
thoughtful enough to stockpile Tokens and set emself up is able to
perform the scuppering, and a cautious enough opponent will have enough
Tokens to pay off the impediment anyway.)

> What do you think is the best way to win? The most difficult? What
have
> you used?

I forget, really, particularly when the rules change beneath one's
feet. I think I tend to go for a miscellaneous collection of Golds,
depending on whatever seems easiest at the time - I rarely commit
myself to a single plan of attack, preferring to see what other player
start doing, and doing what I can to work around that. I suppose I tend
more to the defensive than confrontational, only Shunting if I'm in
danger of being Shunted myself, or if it's a clear way to foil
someone's plans.

There was one game, I forget which, where I tried the Mount of Olives
Gambit, getting six Blues which could be easily changed to the
requisite three Golds at Bank; I remember being a bit too blind to the
rest of the game, though, and was skewed offside by the attacks of
other Players. The way it should be, really; I think any
carefully-plotted scheme is going to be vulnerable to a bit of the
unexpected.

I suppose Team Games differ, though, with their need for some
discussion; a plan of attack is likely to arise very early on, however
vague. It was interesting that Capture the Flag very quickly became a
matter of obscure rule interpretation, the victory conditions being so
simple.

Best and trickiest ways to win, though? I don't think there's a lot in
it, really - having dampened down the overly-strong victory methods of
days past, nothing seems to have jumped to the top of the pile. There
was a lot of hoo-hah over Pigeon-catching, a while back, but it's yet
to be abused at all. And quite a few approaches remain untried, which I
intend to have a stab at at some point. Piano-playing, Token generating
and Electroplating, perhaps more than any others.

> Which variants do you think are easier to win? Which are harder?

Well, as we saw, Chateau d'Eau is extremely irritating to play. Capture
the Flag seems to be quite quick and simple, but not necessarily easy.
Team Games tend to be swung by people dropping in and out of the game,
which perhaps needs addressing. As for the rest, I can't say I've
noticed that much effect on gameplay.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From Dunx <dunx@d...> Mon Dec 6 06:07:39 1999
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Date: Mon, 06 Dec 1999 10:10:53 AST
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Snow wrote:
> Dunx:
> > I'm also terribly impressed that we've generall avoided the 'Monopoly
> > syndrome' where the sole aim of the game is to collect tokens.
> 
> Monopoly doesn't have tokens and the sole aim is to bankrupt your
> opponents.

Tokens, money... whatever.

Whilst I agree that the stated aim of Monopoly is bankrupting your
opponents, this is achieved by collecting all the money. I apologise for
the misrepresentation though.

The point I was making was that, although specific tokens are needed to
open MC, the aim of the game as a whole is not the collection of tokens.

> > The nice thing about
> > Charge is that it was an attribute of Piece which was manipulated by
> > moving around... I suppose what was wrong with it was that its changes
> > were actually too unpredictable to anyone but the player whose Charge
> > it was.
> 
> I tend to think the problem with Charge is that it's too predictable.
> Unless something happens to
> change a Player's charge other than Moving (eg a Shunt) then it will
> always be the same at the same
> Station. Different routes to a Station should produce different Charges.
> Special Moves should not
> change Charge.

I agree, and I cannot remember why it was changed. I think it may have been
based on the interpretation that even during a Special Move the Piece is
still considered to travel along the Lines, as opposed to the
'teleportation' interpretation.

> Changing line should have some effect......

Good idea.

> Once some
> system has been introduced to
> make charges more interesting then more rewards can be given to those
> that achieve higher or lower
> charges. Some form of enhanced electroplating maybe.
> 
> At the moment Charge is just a burden to calculate and has little affect
> on the Game.

I would tend to agree, to be honest, although it is not a very large burden
- there was more point when you could Charge Open MC.

Time for a Proposal, methinks. After you, sir.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From Dunx <dunx@d...> Mon Dec 6 06:29:31 1999
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PaulWay wrote:
> Dunx wrote:
> > Hmm... Paul - how about your Snoods or Alignment ideas from years ago?
> 
> OK, how's this.

[a clearly worded explanation expediently snipped]

> Now, since you can't have a home station in zone 1 or within six stations

> of
> MC, the only way to get to MC with Snoods Aligned is to be already on the

> Northern Line, specifically the High Barnet branch. Perhaps if you could

> win by getting to MC with Snoods Aligned and at least one line change
> performed?

That seems fair, or at least worth examining.

> We'd have to look at what would happen to the Snoods with shunting,
> straddling and wild moves, but it looks interesting, anyway.

I would suggest having Snoods align without bonus on a Special Move, and
equalise on Shunt much as Charge does already.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <kevan@s...> Mon Dec 6 06:52:25 1999
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Precious little time available to say anything, sadly, but...

> > At the moment Charge is just a burden to calculate and has little
affect
> > on the Game.
> 
> I would tend to agree, to be honest, although it is not a very large
burden
> - there was more point when you could Charge Open MC.

*cough* Electroplating! *cough*

Such was a more than reasonable replacement for Charge Opening, I
thought - only one Gold can be collected per Turn, so that other
Players have time to react, and the critical Charge is dependent on the
Charge of the other Players, rather than being an arbitrary number. If
a fixed number is preferred (making the Action harder for other Players
to prevent - a good or bad thing, I'm not sure), though, a simple "If a
Player has a charge above sixty or below negative sixty" amendment
should do it.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From Dunx <dunx@d...> Mon Dec 6 07:04:56 1999
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On Mon, 06 Dec 1999 06:55:46 -0800 "Kevan Davis" wrote:
> Precious little time available to say anything, sadly, but...
> 
> > > At the moment Charge is just a burden to calculate and has little
> affect
> > > on the Game.
> > 
> > I would tend to agree, to be honest, although it is not a very large
> burden
> > - there was more point when you could Charge Open MC.
> 
> *cough* Electroplating! *cough*

Good point, well made.

Apologies.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



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 Mornington Nomic
Voting results for Week 31 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
936 Flavour of the Month 0 2 3 3 Fails
937 Typo Frenzy! 5 0 0 3 Passes
938 The Third Side 1 2 2 3 Fails
939 Focus Group 2 2 1 3 Passes
940 Louder Actions 5 0 0 3 Passes
941 Your Freem Clamp Glows Black For A 4 1 0 3 Passes
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

936 (Dunx) - PAS - - AGA - AGA AGA - PAS 
937 (Dunx) - FOR - - FOR - FOR FOR - FOR 
938 (Dunx) - PAS - - AGA - FOR AGA - PAS 
939 (Dunx) - PAS - - AGA - FOR FOR - PAS 
940 (Dunx) - FOR - - FOR - FOR FOR - FOR 
941 (Kevan) - FOR - - PAS - FOR FOR - FOR 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - 939 - - - 
CAMREC Cleanup - - - - 937 - 937 937 - 937 
ICMS Clarity - - - - - - - 941 - 941 
Mrs Trellis - - - - - - 938 939 - 936 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 14 0 0 5 0 10 11 0 16
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 14 0 0 5 0 10 11 0 16
Halved 7 2 5 5 0 8

FOR votes +13 +4 +0 +0 +0 +0
AGAINST votes -6 +0 +0 +0 +0 +0
Voting/own -6 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0

Making/effort +2 +2 +2 +2 +0 +2
Decisiveness +2 +2 +2 +2 +0 +0
Finger/pulse +5 +0 +0 +5 +0 +0

Awards +3 +3 +0 +0 +0 +3

This week +13 +11 +4 +9 +0 +5
Final 11 20 0 0 13 0 9 14 0 13

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - Dunx (Typo Frenzy!)
ICMS Clarity (+3) - Kevan (Your Freem Clamp Glows Black For A Moment)
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-Playing DOOM on his S5.



From <speaker@d...> Tue Dec 7 15:13:32 1999
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Subject: MN: Year 3 Week 32 Proposals
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-----------------------------------------------------------------------------
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 <Station>]
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 <Station>", where "<Station>" 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]

MN Speaker
-"I regret to say that we of the FBI are powerless to act in cases of oral-genital intimacy unless
it has, in some way, obstructed interstate commerce." -- J. Edgar Hoover



From <snowl@s...> Tue Dec 7 15:13:33 1999
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My Web Host was moving house yesterday and as a result my email from eGroups is lost. If anything
happened in the Game Lounges that the Speaker ought to know about it will need to be reposted or
otherwise communicated to me.

In Prop 940 the gain of the [Declension] Action is given as "varies". I'm not sure what this is for
other than being the same as the original Prop. There were also a few "an Cursed"s about after Prop
941. I made a couple of Points of Order to myself and fixed these.

Re the empty Lounges. I suggest the following games, either put your name down or suggest something
different.

Czech variant.

Free-for-All Solipsism
Snow


Snow
-Who was shocked to find that Manchester is actually quite nice.






From <kevan@s...> Wed Dec 8 01:20:43 1999
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From: "Kevan Davis" <kevan@s...>
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> Re the empty Lounges. I suggest the following games, either put your
name down or suggest something
> different.
> 
> Czech variant

This one seems perhaps the most intimidating of all the Special
Rulesets, but what the hell. I'm going to be sitting around quite a bit
over Christmas anyway, I expect.

> Free-for-All Solipsism

Seems like an amusing idea. Count me in.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From Dunx <dunx@d...> Wed Dec 8 02:36:25 1999
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On Wed, 08 Dec 1999 01:23:56 -0800 "Kevan Davis" wrote:
> > Re the empty Lounges. I suggest the following games, either put your
> name down or suggest something
> > different.
> > 
> > Czech variant
> 
> This one seems perhaps the most intimidating of all the Special
> Rulesets, but what the hell.

Well, I could hardly pass by such a gauntlet - count me in as well.

(I think this is one where a board would be most useful...)

> > Free-for-All Solipsism
> 
> Seems like an amusing idea. Count me in.

And me. I'm particularly intrigued by what a Dollis Hill loop would
look like.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <kevan@s...> Wed Dec 8 03:28:59 1999
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> > This one seems perhaps the most intimidating of all the Special
> > Rulesets, but what the hell.
> 
> Well, I could hardly pass by such a gauntlet - count me in as well.

Actually, how about trying a bit of a recruitment drive, and starting a
game of Baker Street if we get any new Players? It might even be a
helpful idea to crack open a new Game Lounge and dedicate it solely to
playing friendly games of Baker Street; I suspect we're currently
appearing entirely too complicated and intimidating to potential new
players...

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From Dunx <dunx@d...> Wed Dec 8 04:27:19 1999
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> Actually, how about trying a bit of a recruitment drive, and starting a
> game of Baker Street if we get any new Players? It might even be a
> helpful idea to crack open a new Game Lounge and dedicate it solely to
> playing friendly games of Baker Street; I suspect we're currently
> appearing entirely too complicated and intimidating to potential new
> players...

Maybe we could call it the Jupitus Lounge, in honour of Phill Jupitus'
maiden appearance on ISIHAC the other week.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <palnatoke@g...> Wed Dec 8 06:30:08 1999
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Dunx wrote (quoting Kevan (quoting Snow)):
: > > Re the empty Lounges. I suggest the following games, either put your
: > name down or suggest something
: > > different.
: > > 
: > > Czech variant
: > 
: > This one seems perhaps the most intimidating of all the Special
: > Rulesets, but what the hell.
: 
: Well, I could hardly pass by such a gauntlet - count me in as well.

Count me in, too.

: 
: (I think this is one where a board would be most useful...)
: 
: > > Free-for-All Solipsism
: > 
: > Seems like an amusing idea. Count me in.
: 
: And me. I'm particularly intrigued by what a Dollis Hill loop would
: look like.

Here, ditto.


Ole




From <palnatoke@g...> Wed Dec 8 06:30:09 1999
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Kevan wrote:
: Actually, how about trying a bit of a recruitment drive, and starting a
: game of Baker Street if we get any new Players? It might even be a
: helpful idea to crack open a new Game Lounge and dedicate it solely to
: playing friendly games of Baker Street; I suspect we're currently
: appearing entirely too complicated and intimidating to potential new
: players...

Could be a nice idea.

Trellis Lounge?


Ole



From <kevan@s...> Wed Dec 8 07:33:51 1999
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> Maybe we could call it the Jupitus Lounge, in honour of Phill Jupitus'
> maiden appearance on ISIHAC the other week.

Is he set to become a new regular, then? It's going to be a bit odd if,
six months down the road, we have a lounge named after someone who was
only ever on there once.

Ole's "Trellis" suggestion seems quite fitting, but risks mild
confusion should we ever end up with a Trellis Special Ruleset (I've a
feeling that if we had a Ruttsborough Lounge, I'd keep going in there
by mistake when looking for a Ruttsborough '58 Game).

I can't remember who else has guested with any regularity on the
programme, myself. Paul Merton? Or am I getting confused with Just a
Minute?

(And I suppose the "Children's Lounge" would be counter-productively
insulting...)

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From Dunx <dunx@d...> Wed Dec 8 08:24:27 1999
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> > Maybe we could call it the Jupitus Lounge, in honour of Phill Jupitus'
> > maiden appearance on ISIHAC the other week.
> 
> Is he set to become a new regular, then? It's going to be a bit odd if,
> six months down the road, we have a lounge named after someone who was
> only ever on there once.

A fair point - AFAIK, he is not set to be a regular but I suppose I was
thinking of Jupitus' felicity on the programme, and the fact that he
acquitted himself reasonably well in his MC game.

> I can't remember who else has guested with any regularity on the
> programme, myself. Paul Merton? Or am I getting confused with Just a
> Minute?

Mr Merton has been on, but not recently. The same goes for Stephen Fry.
More recent guests have included Fred McCauley (Macauley?), Jeremy Hardy,
and Sandy Toksvig.

How about the Sell Lounge? Colin is, in his own way, as vital to the
programme as Humph (although obviously "The Sell Lounge" sounds unnervingly
like a stock market).

Samantha? Sven? Maybe with one of the scorers we should modify the name -
make it the Scorers' Saloon rather than a Lounge.

Or even the Laser Display Board Lounge?

Final suggestion, honest - since we're thinking of making this a Baker
Street-specific Lounge, maybe we should call it Holmes.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From Richard_M_Brockie@n... Wed Dec 8 09:53:23 1999
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<delurk>

I would be tempted out by a game of Baker Street...

miKi

<relurk>





"Kevan Davis" <kevan@s...> on 12/08/99 03:32:26 AM

Please respond to l-nomic-d@eGroups.com

To: l-nomic-d@eGroups.com
cc: (bcc: Richard M Brockie)

Subject: MN: Baker Street



> > This one seems perhaps the most intimidating of all the Special
> > Rulesets, but what the hell.
>
> Well, I could hardly pass by such a gauntlet - count me in as well.

Actually, how about trying a bit of a recruitment drive, and starting a
game of Baker Street if we get any new Players? It might even be a
helpful idea to crack open a new Game Lounge and dedicate it solely to
playing friendly games of Baker Street; I suspect we're currently
appearing entirely too complicated and intimidating to potential new
players...

Kevan

--
kevan@s...
http://www.stormloader.com/kevan


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From <palnatoke@g...> Wed Dec 8 11:12:49 1999
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Dunx wrote:
...
: 
: Final suggestion, honest - since we're thinking of making this a Baker
: Street-specific Lounge, maybe we should call it Holmes.
: 

Or Sherlock?
Holmes is fine by me.

Ole




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> How about the Sell Lounge? Colin is, in his own way, as vital to the
> programme as Humph (although obviously "The Sell Lounge" sounds unnervingly
> like a stock market).

This would be my first choice

> Samantha? Sven? Maybe with one of the scorers we should modify the name -
> make it the Scorers' Saloon rather than a Lounge.

This would be my second choice after Sell.

> Final suggestion, honest - since we're thinking of making this a Baker
> Street-specific Lounge, maybe we should call it Holmes.

Or Practice lounge.

Snow
-Frolicking in the autumn mist. 



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Subject: MN: Re: Year 3 Week 32 Proposals
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> 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.

What does overlapping mean in this context?

> Rule 1.17.x - Spin Doctors

> 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.

How is the Spin of a Station to be recorded after the piece has left?

> [No, I haven't the faintest idea about what to do with these terms, but that
> may come.]

I'd rather have something to do with them before inserting them in the Ruleset.

> Proposal 944 - A New Kind of Sucker [Multiple]

Hmm.

> Proposal 945 - Anti-MC [Special Ruleset]

> 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.

Two Tokens of the Actioning Player's choice?

Snow
-Did you know that the Intel 810 chipset has a built in true-random number generator?






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Subject: MN: Re: Baker Street
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>Dunx wrote:
>...
>:
>: Final suggestion, honest - since we're thinking of making this a Baker
>: Street-specific Lounge, maybe we should call it Holmes.
>:
>
>Or Sherlock?
>Holmes is fine by me.

or even Watson...

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From <kevan@s...> Thu Dec 9 01:17:16 1999
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Subject: MN: Re: Year 3 Week 32 Proposals
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> The Call of a Station is equal to the number of non-overlapping
Line
> Segments emanating from the Station.

Jolly good, if a little under-defined. "The Call of Morden" has fine
Lovecraftian potential, regardless.

> > 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.
> 
> How is the Spin of a Station to be recorded after the piece has left?

This does seem a bit too much to keep track of. Something that'd work
superbly with a board game or computer game, but only serves to make
things more awkward, through email.

> > [No, I haven't the faintest idea about what to do with these terms,
but that
> > may come.]
> 
> I'd rather have something to do with them before inserting them in
the Ruleset.

I don't know; it might be more interesting to define the skeleton of
Call and Spin, then see what people can think of doing with it - such
springboarding is perhaps a helpful path to be treading. (As Paul said
in a Lounge somewhere, or possibly through private email, the idea of
encouraging all Players to concentrate on a given aspect of the Ruleset
seems like a positive idea, and I think this goes just as much for the
implementation of new mechanics as for the repair of old ones.)

> > All aggressive Actions, whether direct or indirectly in their
effect
> > on Players, have their costs reduced by two tokens.
> 
> Two Tokens of the Actioning Player's choice?

And how is "aggressive" defined? (Although the Token colours list Blue
as "Indirectly Aggressive" and Red as "Directly Aggressive", these seem
far more guidelines than methods of interpreting Actions. "Out of
Knip", "Cascade Kill" and whatever else surely don't qualify as
Aggressive.)

> -Did you know that the Intel 810 chipset has a built in true-random
number generator?

Brownian motion of air particles?

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <kevan@s...> Thu Dec 9 01:29:58 1999
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From: "Kevan Davis" <kevan@s...>
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Just to cast my votes on the Lounge-naming matter...

> > How about the Sell Lounge? Colin is, in his own way, as vital to the
> > programme as Humph (although obviously "The Sell Lounge" sounds
unnervingly
> > like a stock market).
> 
> This would be my first choice

I'd forgotten Colin, carelessly. A nicely consistent suggestion.

> > Samantha? Sven? Maybe with one of the scorers we should modify the
name -
> > make it the Scorers' Saloon rather than a Lounge.
> 
> This would be my second choice after Sell.

It'll be a bit odd if we don't use a surname, really. And while
"Scorers' Saloon" cleanly separates it from the other Lounges, it
doesn't really suggest what the Saloon is for. (And could well attract
entirely the wrong sort of clientele.)

> > Final suggestion, honest - since we're thinking of making this a
Baker
> > Street-specific Lounge, maybe we should call it Holmes.
> 
> Or Practice lounge.

"Holmes" sounds perfect, really. Probably a good idea to go with that
and to save "Sell" for the day when we feel the need for another normal
Lounge.

Can we get the Baker Street Rules put up in a prominent place on the
Web page, incidentally, Snow? Maybe added to the FAQ somewhere?

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <palnatoke@g...> Thu Dec 9 06:51:31 1999
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Subject: MN: Re: Year 3 Week 32 Proposals
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: > 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.
:
: What does overlapping mean in this context?

To pick an example:

Surrey Quays (EL) has 7 Line Segments emanating from it: to Shoreditch, to
Whitechapel, to Shadwell, to Wapping, to Rotherhithe, to New Cross and to
New Cross Gate. The first 5 of these overlap on Surrey Quays-Rotherhithe, so
they are counted as just one. Hence, the Call of Surrey Quays is 3.

Kevan answered Snow:
: > > 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.
: >
: > How is the Spin of a Station to be recorded after the piece has left?
:
: This does seem a bit too much to keep track of. Something that'd work
: superbly with a board game or computer game, but only serves to make
: things more awkward, through email.

We would probably only want to keep track of Spin in a number of cases.
Permanent Spin Tracking would be killing, I guess.

:
: > > [No, I haven't the faintest idea about what to do with these terms,
: but that
: > > may come.]
: >
: > I'd rather have something to do with them before inserting them in
: the Ruleset.
:
: I don't know; it might be more interesting to define the skeleton of
: Call and Spin, then see what people can think of doing with it - such
: springboarding is perhaps a helpful path to be treading. (As Paul said
: in a Lounge somewhere, or possibly through private email, the idea of
: encouraging all Players to concentrate on a given aspect of the Ruleset
: seems like a positive idea, and I think this goes just as much for the
: implementation of new mechanics as for the repair of old ones.)

The proposal is only *defining*, not *implementing*, basically because I
only got half an idea.


Ole



From <snowl@s...> Thu Dec 9 16:30:24 1999
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> > > Samantha? Sven? Maybe with one of the scorers we should modify the
> name -
> > > make it the Scorers' Saloon rather than a Lounge.
> >
> > This would be my second choice after Sell.
>
> It'll be a bit odd if we don't use a surname, really. And while
> "Scorers' Saloon" cleanly separates it from the other Lounges, it
> doesn't really suggest what the Saloon is for.

Does it have to? The current names don't really indicate what goes on inside and Holmes doesn't
much.

> > > Final suggestion, honest - since we're thinking of making this a
> Baker
> > > Street-specific Lounge, maybe we should call it Holmes.
> >
> > Or Practice lounge.
>
> "Holmes" sounds perfect, really. Probably a good idea to go with that
> and to save "Sell" for the day when we feel the need for another normal
> Lounge.

I'd rather call it the Baker Street Lounge than Holmes, since Holmes isn't MC related. Sell would
still be my first choice.

> Can we get the Baker Street Rules put up in a prominent place on the
> Web page, incidentally, Snow? Maybe added to the FAQ somewhere?

If you mean just the Baker Street part of Volume 4, then I will, but I can't see the point. It's not
self contained, so one would still have to refer to the main Ruleset to play. And it wouldn't be of
any help to someone who didn't already know the game.

If you mean an entire self-contained Baker Street Ruleset with none of the unnessasary parts of the
full Ruleset and maintain it in parallel with the full Ruleset. Then I will, but only if someone
else does the constructing and maintaining.

Snow
-"The Prime Minister has accused France of defying science...."
-Radio 4




From <snowl@s...> Thu Dec 9 16:30:22 1999
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OK, we've got:

Czech Variant (Garden Lounge)

Kevan
Dunx
Ole

Free-for-all Solipsism (Brook-Taylor Lounge)

Kevan
Dunx
Ole
Snow.

I'll give people another day to sign up since Czech variant doesn't allow late arrivals. The games
start tommorow.

Snow
-"You know I've got the world up my ass"
--Circle Jerks.



From <snowl@s...> Thu Dec 9 16:30:23 1999
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Ole said:
> : > 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.
> :
> : What does overlapping mean in this context?
>
> To pick an example:
>
> Surrey Quays (EL) has 7 Line Segments emanating from it: to Shoreditch, to
> Whitechapel, to Shadwell, to Wapping, to Rotherhithe, to New Cross and to
> New Cross Gate. The first 5 of these overlap on Surrey Quays-Rotherhithe, so
> they are counted as just one. Hence, the Call of Surrey Quays is 3.

Oh I see, clever. Why not just have the number of adjacent Stations? Less clever, but easier to
understand without examples.

Snow
-"I'm the operator with my pocket calculator"
--Kraftwerk





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> > -Did you know that the Intel 810 chipset has a built in true-random
> number generator?
>
> Brownian motion of air particles?

Radiation from a resistor.

Snow
-Discovering that CDs don't just snap in half when you bend them, but explode into a multitude of
high velocity shrapnel all heading straight for your eyes and leave a pretty layer of glittery stuff
all over the room.





From <palnatoke@g...> Thu Dec 9 22:40:17 1999
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Snow wrote:
:
: Oh I see, clever. Why not just have the number of adjacent Stations? Less
clever, but easier to
: understand without examples.
:

Well, you're right. That would be easier.

The main difference comes with, say, Sloane Square. It has 2 adjacent
Stations, but it is connected to each of these by 2 lines, so that makes 4
Line Segments.

So, in fact, a wording like:
"The Call of a Station is equal to the number of Line Segments from the
Station to its adjacent Stations"
might be better.


Ole



From Dunx <dunx@d...> Thu Dec 9 22:45:32 1999
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On Thu, 09 Dec 1999, you wrote:
> > The Call of a Station is equal to the number of non-overlapping
> Line
> > Segments emanating from the Station.
> 
> Jolly good, if a little under-defined. "The Call of Morden" has fine
> Lovecraftian potential, regardless.

I rather like the terminology used, as well. It's good to see Spin turning up.

> > > 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.
> > 
> > How is the Spin of a Station to be recorded after the piece has left?
> 
> This does seem a bit too much to keep track of. Something that'd work
> superbly with a board game or computer game, but only serves to make
> things more awkward, through email.

I've been soundly preempted on the point I was going to make, but there might be
an easy solution: we could record the Spins of Stations moved to as we Move to
them. The easiest place would probably be in the Line Code parentheses.

So, starting with an LV of 0 -

Dunx : [LV+3] Oval (VC, 6)

Not very pretty or easy to find though.

> > > [No, I haven't the faintest idea about what to do with these terms,
> but that
> > > may come.]
> > 
> > I'd rather have something to do with them before inserting them in
> the Ruleset.
> 
> I don't know; it might be more interesting to define the skeleton of
> Call and Spin, then see what people can think of doing with it - such
> springboarding is perhaps a helpful path to be treading. (As Paul said
> in a Lounge somewhere, or possibly through private email, the idea of
> encouraging all Players to concentrate on a given aspect of the Ruleset
> seems like a positive idea, and I think this goes just as much for the
> implementation of new mechanics as for the repair of old ones.)

I'm with Kevan on this one - definitions with potential are always useful, as
long as they are well-defined and not too cumbersome.

> > > All aggressive Actions, whether direct or indirectly in their
> effect
> > > on Players, have their costs reduced by two tokens.
> > 
> > Two Tokens of the Actioning Player's choice?
> 
> And how is "aggressive" defined? (Although the Token colours list Blue
> as "Indirectly Aggressive" and Red as "Directly Aggressive", these seem
> far more guidelines than methods of interpreting Actions. "Out of
> Knip", "Cascade Kill" and whatever else surely don't qualify as
> Aggressive.)

Hmm... good point. The intention was to make the game less tortuous, since
attacking play is an essential part of this variant - I chose to use the loose
'aggressive' wording rather than the phraseology from Rutts since I wanted to
encourage Pegging of Line Segments.

One to fix and resubmit, or Pass and fix in situ?

--
Dunx
Ceci n'est pas un .sig


From <snowl@s...> Fri Dec 10 13:27:51 1999
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Ole:

> Snow wrote:
> :
> : Oh I see, clever. Why not just have the number of adjacent Stations? Less
> clever, but easier to
> : understand without examples.
> :
> 
> Well, you're right. That would be easier.
> 
> The main difference comes with, say, Sloane Square. It has 2 adjacent
> Stations, but it is connected to each of these by 2 lines, so that makes 4
> Line Segments.
> 
> So, in fact, a wording like:
> "The Call of a Station is equal to the number of Line Segments from the
> Station to its adjacent Stations"
> might be better.

That would be alot better.

Snow
-Daisy juggling.



From <speaker@d...> Mon Dec 13 12:11:35 1999
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Subject: MN: Emergency Proposal 34 - Piece In Our Time [Multiple]
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The following Emergency Proposal has been made:

Votes should be cast within 24hrs to the normal address.

> Emergency Proposal - Piece In Our Time [Multiple]
> 
> { Comment: an ambiguity and and error in the Czech Variant Rules...
> Following on from commentary in the Czech Variant Game, obviously. }
> 
> [Amendment: Taken Out]
> 
> Amend Rule 4.2.2 (No Overtaking) such that its secoind paragraph reads
> thus:
> 
> A corollary to this is that any Actions requiring co-location of
> Pieces may not be played, the [Taking] Action described in Rule 4.2.3
> being the sole exception.
> 
> [Amendment: I Wouldn't Start From Here]
> 
> Amend Rule 4.2.1 (Piece Maker) to add the following paragraph:
> 
> If there is ambiguity about which of a Player's Pieces could have
> performed the Move (eg where multiple Tourists may Move to the same
> initial Interchange) the Player must include the start station within
> the Piece brackets. Thus:
> 
> Rushton (T Surrey Quays) : Poplar (DL)
> 
> [Enactment: It's Over There, In A Box]
> 
> Apply the Piece ambiguity elimination rule from the Rule 4.2.1 to all
> active Games of Czech Variant.
> 
> After its application, this Rule repeals itself.
> 
> [End of Piece In Our Time]

Snow
-Buy Cuban Boys. Get Cliff off #1.






From <snowl@s...> Mon Dec 13 13:58:42 1999
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Subject: MN: Re: Emergency Proposal 34 - Piece In Our Time [Multiple]
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> Emergency Proposal - Piece In Our Time [Multiple]
>
> { Comment: an ambiguity and and error in the Czech Variant Rules...
> Following on from commentary in the Czech Variant Game, obviously. }
>
> [Amendment: Taken Out]
>
> Amend Rule 4.2.2 (No Overtaking) such that its secoind paragraph reads
> thus:
>
> A corollary to this is that any Actions requiring co-location of
> Pieces may not be played, the [Taking] Action described in Rule 4.2.3
> being the sole exception.

I don't think this solves the problem. Simply because the Action is allowed doesn't mean the Move
is. I'm not even convinced that the "corollary" prevents the [Taking] action, just notes that they
can't be used.

The problem is with the Move not the Action.

> [Amendment: I Wouldn't Start From Here]
>
> Amend Rule 4.2.1 (Piece Maker) to add the following paragraph:
>
> If there is ambiguity about which of a Player's Pieces could have
> performed the Move (eg where multiple Tourists may Move to the same
> initial Interchange) the Player must include the start station within
> the Piece brackets. Thus:
>
> Rushton (T Surrey Quays) : Poplar (DL)

Might be easier to just give the Tourists numbers, but this does the trick.

> [Enactment: It's Over There, In A Box]
>
> Apply the Piece ambiguity elimination rule from the Rule 4.2.1 to all
> active Games of Czech Variant.

Rule 0.4.5 says

". No
Proposal may have any retroactive effect, explicit or otherwise."

Snow
-Buy Cuban Boys. Get Cliff off #1.










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On Tuesday, December 14, 1999 5:45 AM, MN Speaker [SMTP:speaker@d...]
wrote:
> The following Emergency Proposal has been made:
> 
> Votes should be cast within 24hrs to the normal address.

For.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From <kevan@s...> Tue Dec 14 05:24:30 1999
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> I don't think this solves the problem. Simply because the Action is
allowed doesn't mean the Move
> is. The problem is with the Move not the Action.

Very true. I vote AGAINST.

> > Rushton (T Surrey Quays) : Poplar (DL)
> 
> Might be easier to just give the Tourists numbers, but this does the
trick.

It's a bit ugly, though, skewing the alignment of the player/move
thing. Numbering the Tourists would be nicer, I think. Possibly a touch
confusing, but probably not.

> > [Enactment: It's Over There, In A Box]
> >
> > Apply the Piece ambiguity elimination rule from the Rule 4.2.1 to
all
> > active Games of Czech Variant.
> 
> Rule 0.4.5 says
> 
> ". No
> Proposal may have any retroactive effect, explicit or otherwise."

How is this retroactive? Or am I missing something?

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From Dunx <dunx@d...> Tue Dec 14 07:45:24 1999
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On Tue, 14 Dec 1999 05:27:55 -0800 "Kevan Davis" wrote:
> > I don't think this solves the problem. Simply because the Action is
> allowed doesn't mean the Move
> > is. The problem is with the Move not the Action.
> 
> Very true. I vote AGAINST.

Fair enough. A rather rushed EP, I fear.

> > >	Rushton (T Surrey Quays) : Poplar (DL)
> > 
> > Might be easier to just give the Tourists numbers, but this does the
> trick.
> 
> It's a bit ugly, though, skewing the alignment of the player/move
> thing. Numbering the Tourists would be nicer, I think. Possibly a touch
> confusing, but probably not.

Hmm, yes. I was aiming for something effective and quick but which would
submit to fiddling later, rather than something immediately perfect.

How about suffixing the Tourist with the major Piece it starts adjacent to
instead? The major Piece prefixes are unique, after all, and this would be
easier to follow, I think, than adding arbitrary numbers.

It also has a pleasing resonance with chess - "Busker's Tourist to Surrey
Quays, Takes Inspector."

> > > [Enactment: It's Over There, In A Box]
> > >
> > > Apply the Piece ambiguity elimination rule from the Rule 4.2.1 to
> all
> > > active Games of Czech Variant.
> > 
> > Rule 0.4.5 says
> > 
> > ". No
> > Proposal may have any retroactive effect, explicit or otherwise."
> 
> How is this retroactive? Or am I missing something?

I think Snow's point is that the EP is attempting to modify Moves already
played (or Move, actually, since only my Move is affected).

On balance, rather than risk some really very bad legislation making it
into the Ruleset, I think I shall withdraw this EP and do it as a standard
Proposal instead. It does not, on reflection, seem that urgent.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <speaker@d...> Tue Dec 14 11:45:59 1999
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Subject: MN: Year 3 Week 32 Voting Results
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 Mornington Nomic
Voting results for Week 32 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
942 Denial in the Lion's Den 3 1 1 3 Passes
943 Calling Dr. Spin 1 2 2 3 Fails
944 A New Kind of Sucker 3 2 0 3 Passes
945 Anti-MC 2 2 1 3 Passes
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

942 (Dunx) - PAS - - FOR - FOR FOR - AGA 
943 (Ole) - AGA - - PAS - FOR PAS - AGA 
944 (Dunx) - PAS - - FOR - FOR FOR - PAS 
945 (Dunx) - PAS - - FOR - AGA FOR - PAS 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - 944 - 943 
CAMREC Cleanup - - - - - - - 942 - - 
ICMS Clarity - - - - - - 942 943 - - 
Mrs Trellis - - - - - - 944 945 - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 20 0 0 13 0 9 14 0 13
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 20 0 0 13 0 9 14 0 13
Halved 10 6 4 7 0 6

FOR votes +8 +0 +1 +0 +0 +0
AGAINST votes -2 +0 -2 +0 +0 +0
Voting/own +0 +0 -3 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0

Making/effort +2 +2 +2 +2 +0 +2
Decisiveness +2 +0 +2 +0 +0 +0
Finger/pulse +5 +0 +0 +0 +0 +0

Awards +0 +0 +0 +0 +0 +3

This week +15 +2 +0 +2 +0 +5
Final 11 25 0 0 8 0 4 9 0 11

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-Buy Cuban Boys. Get Cliff off #1.



From <snowl@s...> Tue Dec 14 11:46:00 1999
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> > > > [Enactment: It's Over There, In A Box]
> > > >
> > > > Apply the Piece ambiguity elimination rule from the Rule 4.2.1 to
> > all
> > > > active Games of Czech Variant.
> > > 
> > > Rule 0.4.5 says
> > > 
> > > ". No
> > > Proposal may have any retroactive effect, explicit or otherwise."
> > 
> > How is this retroactive? Or am I missing something?
> 
> I think Snow's point is that the EP is attempting to modify Moves already
> played (or Move, actually, since only my Move is affected).

Yes, but after thinking about it over night, it's only the GSD being changed.

> On balance, rather than risk some really very bad legislation making it
> into the Ruleset, I think I shall withdraw this EP and do it as a standard
> Proposal instead. It does not, on reflection, seem that urgent.

OK.

Snow
-Buy Cuban Boys. Get Cliff off #1.



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Subject: MN: Year 3 Week 33 Proposals
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Thirty-Three
-----------------------------------------------------------------------------

Proposal 946 - You've Got To Haggle! [Action]

Rule 1.4.x - You've Got To Haggle!

An Action is Hagglable if its cost contains two or more Tokens of the
same colour.
Token exchange Actions and [Opening MC] are not Hagglable, however.


A Player may perform the post-Move Action "[Haggle over <Action>]",
where <Action> is a Hagglable Action, to reduce the cost of said
<Action> by one of the involved same-colour Tokens, for a duration of
one Round.

-----------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Haggle over <Action>] Post 1.4.x 30

------------------------------------------------------------------------------------------

Proposal 947 - Haven of Piece [Multiple]

{ Comment: reworking the EP Piece In Our Time to be a bit more pleasing
and, accurate whilst also removing the dubious retroactivity. }

[Amendment: Move Doubt]

Amend Rule 4.2.2 (No Overtaking) such that it reads thus:

No two Pieces in a Czech Variant Game may occupy the same Station unless

a Taking Action is played. No Piece may pass through a Station occupied
by another Piece.

A corollary to this is that any Actions (other than Taking) which
require co-location of Pieces may not be played.

[Amendment: Suffix Punch]

Amend Rule 4.2.1 (Piece Maker) such that its final paragraph and the
example read thus:

Each Turn, a Player may Move a single piece under eir control. Which
piece has been Moved shall be indicated by placing the initial letter of

the piece in brackets after the Player's name for a major Piece, while
Tourists are identified by the letter T prefixed by the major Piece
which they begin the Game adjacent to. Viz:

Cryer (I) : Turnham Green (PD)
Rushton (BT) : Whitechapel (DL)

[End of Haven of Piece]

------------------------------------------------------------------------------------------

Proposal 948 - Passengers Only [Amendment]

Amend Rule 4.2.1 (Piece Maker) to add the following paragraph to the
bullet point describing the Commuter:

Movement bonuses and penalties apply only to the Commuter.

{ Comment: the current situation where all Pieces get the bonuses seems
bizarre - a Driver or Inspector could travel through every Interchange
on a Line in one Move (twice, in the case of the Piccadilly). 

Basically, this is about encouraging the Commuter to actually _move_.
}

------------------------------------------------------------------------------------------

Proposal 949 - No Comment [Amendment]

{ Comment: mending something I broke by accident earlier. }

Amend Rule 1.3.1 (Taking A Turn) such that the penultimate bullet point
reads thus:

* Appending to the Game State Document a Comment. Comments begin
with "{" and end with a close brace "}". Comments in no
way affect the state of play of the Game of Mornington
Crescent, but may be required to clarify aspects of Play.

------------------------------------------------------------------------------------------

MN Speaker
-Buy Cuban Boys. Get Cliff off #1.



From <palnatoke@g...> Wed Dec 15 03:45:18 1999
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I revised this:

Protoproposal: Spin City [Multiple]

Rule 1.17.x - A Close Call

The Call of a Station is equal to the number of Line Segments from the
Station to its adjacent Stations.
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 Call of the Station Moved to, minus
the
LV of the Move.
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.

---

Now, what could we use such a thing for?
And how would we record it?


Ole



From Dunx <dunx@d...> Wed Dec 15 09:21:56 1999
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On Wed, 15 Dec 1999 12:46:42 +0100 "Ole Andersen" wrote:
> I revised this:
> 
> Protoproposal: Spin City [Multiple]
[...]

Better.

> And how would we record it?

This is still, to my mind, the killer, and I shall address it first if I
may. The options would seem to be:

a/ have another board akin to Disruptions or Stacks to which Spins are
added as they are defined. How bad this would be depends entirely on how
long the Game lasts, but it would probably be infeasible for the Long Game
(~150 Moves played, and less than a fifth of the way through). There is an
obvious limit, though, since there are only 295 Stations on th estandard
board.

b/ give the Spin in the Move. This is manageable, but would radically
change the look of the GSD one way or another. Let's consider this further.


Given a normal enough Move -

Kevan : [LV+3] Queens Park (BL) [Purchasing Knerdling Stick]

... the Spin value (<n>) could go:

1 - in with the Line Code:
Kevan : [LV+3] Queens Park (<n> BL) [Purchasing Knerdling Stick]

This isn't too bad, but doesn't fit in well with Special Moves.

2 - as a prefix to the Play Proper, say replacing the ':' separator:
Kevan :<n>: [LV+3] Queens Park (BL) [Purchasing Knerdling Stick]

... although that doesn't work because again it is not clear which
Station the value applies to if a Special Move had been made. Let's
add the Venbacker Code, then -
Kevan :QUPK=<n>: [LV+3] Queens Park (BL) [Purchasing Knerdling Stick]

(not sure about the exact code - PaulWay's page is not linked and I've
left my printout at home)

3 - as a separate Action somewhere else in the Play:
Kevan : [LV+3] Queens Park (BL) [Purchasing Knerdling Stick]
[Spin Queen's Park=<n>]

(or use the Venbacker Code again)

The downside with all of these is that in a series of Moves to a Station,
only the last one is significant, and that the actual Moves become more
cumbersome.

c/ record the Spin elsewhere - there is a proud history of trying to record
Game information on web pages, but it's never gone well. The values change
too quickly, and anyway this means the GSD is no longer self-contained.

Let's just mark that one down as unworkable, then.


Going back to /a/, consider that Spin could degrade; if Spins are always
reset to Call at the end of a Game Day, then the Spin Board might at least
be workable.


> Now, what could we use such a thing for?

How about:

a/ setting a number of Stations to a given Spin garners you a bonus, or
forming a pattern on the map with Spin-matched Stations could have an
effect (such as invoking an immediate Tithe, or some other Action).

b/ matching Charge and Spin could get a bonus

c/ Spin could have LV effects, or do something strange to Token Stacks, or
add an implied stack at a particular location (one-time-only Straddles?)
(actually, I don't like any of these since they place further emphasis on
Stations with lots of Lines)

d/ Spin would be something else to use in Manoeuvres

The key, however, is interaction - if Spin is to be interesting and
actually worth tracking, it needs to be able to interact with other Game
artefacts in novel ways.

And don't forget that there is the possibility of such things as Spin
Dampening Fields, or Spin Inversions, or whatever.


I do have a further question or two, though: at what point should Spin
effects be calculated? Normal Moves only? After Special Moves have been
executed? What do Shunts do?

Further, how does Spin work on non-Co-Located Stations such as Turnham
Green or Shepherd's Bush? Is Spin allocated by Station/Line Code pair in
these cases? What is the Call of Chalfont & Latimer: 3 or 4?

I think I'll stop there.

Just my tuppence three farthings during a merge/compilation cycle (it's
amazing how long compilations can take sometimes).

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <snowl@s...> Wed Dec 15 13:19:27 1999
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Ole wrote:


> The Call of a Station is equal to the number of Line Segments from the
> Station to its adjacent Stations.
> 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.

Good.

> Rule 1.17.x - Spin Doctors
>
> The Spin of a Move is equal to the Call of the Station Moved to, minus
> the
> LV of the Move.
> 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.

I'm not sure Stations should have Spin.

> Now, what could we use such a thing for?

I think there is a lot of unused potential in Charges (excuse the pun). Maybe Spin could be used to
interfere with Charge somehow.

> And how would we record it?

Well, I don't think Stations should have Spin, so I won't worry about recording it.

Incedentally, when you make your Proposal don't forget to make an exception for Baker Street (like
Charge).

Snow
-Buy Cuban Boys. Get Cliff off #1.




From <snowl@s...> Wed Dec 15 13:19:28 1999
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> Proposal 946 - You've Got To Haggle! [Action]

Yuck, horrible. How do you know which colour the haggling is over?

> Proposal 947 - Haven of Piece [Multiple]

Excellent

> Proposal 948 - Passengers Only [Amendment]
>
> Amend Rule 4.2.1 (Piece Maker) to add the following paragraph to the
> bullet point describing the Commuter:
>
> Movement bonuses and penalties apply only to the Commuter.
>
> { Comment: the current situation where all Pieces get the bonuses seems
> bizarre - a Driver or Inspector could travel through every Interchange
> on a Line in one Move (twice, in the case of the Piccadilly).
>
> Basically, this is about encouraging the Commuter to actually _move_.

This seems to be too much in the other direction. The current state is clearly unacceptable, but I
think this will slow the game down too much. It will, I think, need to be played to see whether
other pieces need a method of getting Tokens. I shall leave it to the Players of Game 21.

> Proposal 949 - No Comment [Amendment]
>
> { Comment: mending something I broke by accident earlier.

Good.

Snow
-Buy Cuban Boys. Get Cliff off #1.




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: > Proposal 946 - You've Got To Haggle! [Action]
:
: Yuck, horrible. How do you know which colour the haggling is over?

It looks like [Constructing Generator] and [<Line>:Electrified] are the only
Actions with potential multi-Haggling. All other Hagglable Actions are 2 (or
more) of one colour and zero or one of another colour.

I would guess the Haggling could be over either colour, as the Actioning
Player see fit.


Ole



From <snowl@s...> Thu Dec 16 12:39:45 1999
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Subject: MN: Re: Year 3 Week 33 Proposals
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> : > Proposal 946 - You've Got To Haggle! [Action]
> :
> : Yuck, horrible. How do you know which colour the haggling is over?
>
> It looks like [Constructing Generator] and [<Line>:Electrified] are the only
> Actions with potential multi-Haggling. All other Hagglable Actions are 2 (or
> more) of one colour and zero or one of another colour.
>
> I would guess the Haggling could be over either colour, as the Actioning
> Player see fit.

Yes, but how is the colour to be recorded? In fact the same applies to Begging. What is needed is
[Begging for <colour>] and [Haggle over <colour> for <Action>].

I suppose the precident has been set to exclude such details, but if the GSD is to be a true record
then the details must be recorded. Although with Ruleset changes so regular tracing a GSD would be
difficult.

Snow
-Buy Cuban Boys. Get Cliff off #1.




From <palnatoke@g...> Thu Dec 16 14:27:03 1999
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Snow asked:
: Yes, but how is the colour to be recorded? In fact the same applies to
Begging. What is needed is
: [Begging for <colour>] and [Haggle over <colour> for <Action>].

You have a point. I might even vote for such a proposal. Go ahead and write
it!

:
: I suppose the precident has been set to exclude such details, but if the
GSD is to be a true record
: then the details must be recorded. Although with Ruleset changes so
regular tracing a GSD would be
: difficult.

Right, but I assume the solution is that we all acquire some more
understanding employers, so we can play all day. That should keep the
rulechange-to-turn ratio down.


Ole



From <kevan@s...> Fri Dec 17 01:04:01 1999
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> > I would guess the Haggling could be over either colour, as the
Actioning
> > Player see fit.
> 
> Yes, but how is the colour to be recorded? In fact the same applies
to Begging. What is needed is
> [Begging for <colour>] and [Haggle over <colour> for <Action>].

I disagree; yes, the Haggled Token colour should be recorded, because
the Action's cost is decreased for a whole Round - other Players should
be able to easily see which colour was chosen, without having to wade
back through comments.

With Begging, though, nobody really cares which colour Token you chose
(unless they want to Buzz you for an illegal Beg, but that happens
straight away); the only really relevant thing is how many Tokens you
*have*, which - of course - the GSD lists anyway.

Kevan

--
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From <kevan@s...> Fri Dec 17 01:13:43 1999
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Fleeting comments:-

> Proposal 946 - You've Got To Haggle! [Action]

I'm not entirely comfortable with this one, since it rather skews the
predictability of the game; I don't want to have to stop and think
"Right, now what can Actions can people play against me if they Haggle
as well?" every Turn.

It does suddenly make the game a lot more powerful, too, which I'm not
sure would be a good thing - we seem to have got all the Token costs
nicely balanced, now; offering the chance to halve some of them (quite
easily, too, with many Turns having a spare half hour) seems reckless.

> Proposal 947 - Haven of Piece [Multiple]
>
> Tourists are identified by the letter T prefixed by the major Piece
> which they begin the Game adjacent to. Viz:

I can't decide how awkward this is going to be to keep track of.
Probably not very, if you just refer to the previous Move made by that
Piece, I suppose. Good stuff.

> Proposal 948 - Passengers Only [Amendment]
> 
> Amend Rule 4.2.1 (Piece Maker) to add the following paragraph to the
> bullet point describing the Commuter:
> 
> Movement bonuses and penalties apply only to the Commuter.

I've a feeling that Czech Variant would be more playable without any
Actions (other than "[Taking]") and sans Tokens, actually...

Kevan

--
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From <kevan@s...> Fri Dec 17 05:47:38 1999
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> Protoproposal: Spin City [Multiple]
> 
> Rule 1.17.x - A Close Call
> 
> The Call of a Station is equal to the number of Line Segments from
the
> Station to its adjacent Stations.
> 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.

Good stuff, no objections there. I suppose this should probably lead to
low-Call Stations having some benefit (since high-Call ones are already
likely to give bonuses for moving to them, being huge Interchanges).

> Rule 1.17.x - Spin Doctors
> 
> The Spin of a Move is equal to the Call of the Station Moved to,
minus
> the
> LV of the Move.
> 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.

This I'm less happy with; the idea of having another semi-arbitrary
Station state doesn't greatly appeal. Aside from being, as discussed, a
bit of an arse to keep track of, it also seems rather tricky to
manipulate delicately, requiring at least a couple of Moves to get
yourself lined up correctly. Unless someone can come up with a
particularly smashing use for Spin that requires it to be monitored,
I'd be hesitant to vote in favour of it.

Kevan

--
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From <kevan@s...> Fri Dec 17 05:58:22 1999
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> [...]
> 3 - as a separate Action somewhere else in the Play:
> Kevan : [LV+3] Queens Park (BL) [Purchasing Knerdling Stick]
> [Spin Queen's Park=<n>]
>
> The downside with all of these is that in a series of Moves to a
Station,
> only the last one is significant, and that the actual Moves become
more
> cumbersome.

Ugh. Indeed. This seems far too much paperwork and arithmetic for
something that's probably going to have minimal impact on most games. I
think Charge is just about enough to keep track of and document; adding
something else that depends on Station stats and varies with each Move
just seems sadistic.

Kevan

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From Dunx <dunx@d...> Fri Dec 17 07:11:01 1999
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On Fri, 17 Dec 1999 01:17:14 -0800 "Kevan Davis" wrote:
> > Proposal 948 - Passengers Only [Amendment]
> > 
> > Amend Rule 4.2.1 (Piece Maker) to add the following paragraph to the
> > bullet point describing the Commuter:
> > 
> >	Movement bonuses and penalties apply only to the Commuter.
> 
> I've a feeling that Czech Variant would be more playable without any
> Actions (other than "[Taking]") and sans Tokens, actually...

I think you're probably right, there - a very perspicaceous observation

The only exception would have to be that the Commuter has to be able to
change its LV, but othewise I think you've hit the nail very firmly on the
head.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <kevan@s...> Fri Dec 17 08:31:00 1999
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> The only exception would have to be that the Commuter has to be able
to
> change its LV, but othewise I think you've hit the nail very firmly
on the
> head.

I was wondering about that; is there a good reasoon for the Commuter
not using a king-style LV-1-move?

Kevan

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From <palnatoke@g...> Fri Dec 17 15:18:58 1999
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Kevan wrote:
: > Proposal 946 - You've Got To Haggle! [Action]
:
: I'm not entirely comfortable with this one, since it rather skews the
: predictability of the game; I don't want to have to stop and think
: "Right, now what can Actions can people play against me if they Haggle
: as well?" every Turn.
:
: It does suddenly make the game a lot more powerful, too, which I'm not
: sure would be a good thing - we seem to have got all the Token costs
: nicely balanced, now; offering the chance to halve some of them (quite
: easily, too, with many Turns having a spare half hour) seems reckless.

With arguments like these, I might consider voting against.

But seeing that it is my own proposal, I think I should withdraw it instead.

Snow, I hereby withdraw Proposal 946.


Ole



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Kevan wrote:
> > > I would guess the Haggling could be over either colour, as the
> Actioning
> > > Player see fit.
> >
> > Yes, but how is the colour to be recorded? In fact the same applies
> to Begging. What is needed is
> > [Begging for <colour>] and [Haggle over <colour> for <Action>].
>
> I disagree; yes, the Haggled Token colour should be recorded, because
> the Action's cost is decreased for a whole Round - other Players should
> be able to easily see which colour was chosen, without having to wade
> back through comments.
>
> With Begging, though, nobody really cares which colour Token you chose
> (unless they want to Buzz you for an illegal Beg, but that happens
> straight away); the only really relevant thing is how many Tokens you
> *have*, which - of course - the GSD lists anyway.

At the moment we have a GSD which is half of one thing and half of another. It contains a lot of
information which is not required to play the Game (most stuff beyond the last round), but doesn't
have quite enough to recreate a Game ([Begging], [Waiting] and several others don't put all the
"Turn" in the GSD).

I suppose it depends on whether we want to be able to follow a whole Game using only the GSD. If not
then a lot of the GSD could be stripped away. If we do then some Actions will need to be changed.

Actions that would need changing are [Waiting], [Recycling], [Generating Token] and [Purchasing Hat]
which are all simple to change (the Ruleset specifies 3 versions of [Purchasing Hat]). [Finding],
[fFrobisher fFlourish] and [Reshuffling] would cause problems. There may be others.

Snow
-Wrestling a piano.







From <snowl@s...> Sun Dec 19 11:10:34 1999
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Ole:
> With arguments like these, I might consider voting against.
> 
> But seeing that it is my own proposal, I think I should withdraw it instead.
> 
> Snow, I hereby withdraw Proposal 946.

OK

Snow
-Pingu's pink pint of pine puree poisons penguins.






From <speaker@d...> Tue Dec 21 13:50:04 1999
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Thirty-Four
-----------------------------------------------------------------------------

Proposal 950 - Vera [Enactment]

Rule 1.20.x - Very Erratic Repetitive Announcements

A Player may perform the post-Move Action "[<Line>:Vera:<Game State>]",
where <Game State> is one of the Game States defined in Section 1.8, to
put the mentioned Line in a State of Vera.

While a Line is in a State of Vera, the said Game State applies to the
said Line.

Each Line can only be in one State of Vera at a time. Putting a Line,
already in a State of Vera, in another State of Vera, will terminate the
first-introduced State of Vera.

The cost and duration of [<Line>:Vera:<Game State>] are the same as the
cost and duration of the Action introducing the said Game State.

The post-Move Action [<Line>:deVera] terminates the State of Vera on the
said Line.




-----------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[<Line>:Vera:<Game State>] Post 1.20.x varies varies (L0)
[<Line>:deVera] Post 1.20.x 5 1Si (L0)

--------------------------------------------------------------------------------------

Proposal 951 - Jungle Bulls [Action]

Rule 1.13.x - Upcoming Holidays

A Player may play the neutral Action [Upcoming Holiday].
After eir Turn, the Player should roll a 6-sided die after submitting
eir Turn. The next Player to take a Turn should reference this
die-roll with the following table, to determine a day. The firstcoming
instance of the rolled day is considered a Holiday, and is for all
purposes like a Sunday. For instance, Cramner plays [Upcoming Holiday]
on a Tuesday, rolls a 2, and Henry VIII, being the next Player, records
that the following Tuesday is a Holiday.
The sudden occurence of Sunday-like days in the middle of the week is,
of course, a disruption, and as such noted in the Disruptions Box of
the GSD: Upcoming Holiday, later amended to Upcoming Holiday: Tuesday.

+----------+-----------+
| # rolled | Day |
+----------+-----------+
| 1 | Monday |
| 2 | Tuesday |
| 3 | Wednesday |
| 4 | Thursday |
| 5 | Friday |
| 6 | Saturday |
+----------+-----------+



-----------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Upcoming Holiday] Neut 1.13.x 1Bu


--------------------------------------------------------------------------------------

Proposal 952 - Stationery [Multiple]

In Rule 1.17.6, change:
* Co-Situated - A Co-Situated Station is one which has more than one Line
serving it at the same map location, but which is not an
Interchange. For instance Bayswater is Co-Situated,
whereas Turnham Green is not.
to:
* Co-Located - A Co-Located Station is one which has more than one Line
serving it at the same map location, but which is not an
Interchange. For instance Bayswater is Co-Located,
whereas Turnham Green is not.


Add a new:
Rule 1.17.x - A Close Call

The Call of a Station is equal to the total number of Line Segments from
the Station to its adjacent Stations.
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.

MN Speaker
-Having a large one in Ikea.



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Subject: MN: Year 3 Week 33 Voting Results
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 Mornington Nomic
Voting results for Week 33 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
946 You've Got To Haggle! -- Withdrawn --
947 Haven of Piece 3 0 0 3 Passes
948 Passengers Only 2 1 0 3 Passes
949 No Comment 3 0 0 3 Passes
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

946 (Ole) -- Withdrawn --
947 (Dunx) - - - - - - FOR FOR - FOR 
948 (Dunx) - - - - - - FOR FOR - PAS 
949 (Dunx) - - - - - - FOR FOR - FOR 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - - - - - - 947 
Mrs Trellis - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 25 0 0 8 0 4 9 0 11
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 25 0 0 8 0 4 9 0 11
Halved 12 4 2 4 0 5

FOR votes +8 +0 +0 +0 +0 +0
AGAINST votes +0 +0 +0 +0 +0 +0
Voting/own +0 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0

Making/effort +0 +0 +2 +2 +0 +2
Decisiveness +0 +0 +2 +2 +0 +0
Finger/pulse +0 +0 +5 +5 +0 +0

Awards +0 +0 +0 +0 +0 +3

This week +8 +0 +9 +9 +0 +5
Final 11 20 0 0 4 0 11 13 0 10

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-Who got The Rock Lobster in his head this morning and can't get rid of it.





From <snowl@s...> Tue Dec 21 13:50:08 1999
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I'm going to London for Chirstmas and might be busy over new year, so I won't be able to Speak for
that time. Hence I suggest Week 34 be extended until 4th Jan 2000.

Obviously if anyone wishes to take over Speaking for that time they can do so.

Snow
-"Making beautiful sounds with table-tennis bats and radiator pipes."








From <WayperP@p...> Tue Dec 21 15:25:03 1999
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On Wednesday, December 22, 1999 7:50 AM, MN Speaker [SMTP:speaker@d...]
wrote:
> MN Speaker
> -Who got The Rock Lobster in his head this morning and can't get rid of
> it.

I find the best thing to do when you've got a mildly annoying song in your
head is to immediately find another, slightly more irritating song to
replace it with. Because the memes fight eachother, you can clear them both
out of your head while they're trying to wrest control from eachother.
However, only do this if you know that the song you're replacing with is
something you're quite familiar with, otherwise it gains control. Having a
pre-prepared familiar song for these emergencies is always a good idea -
"You're the Voice" by John Farnham works well for me.

This all sounds dangerously messianic, but it works for me.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From riffraff@n... (RiffRaff) Tue Dec 21 17:54:08 1999
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>On Wednesday, December 22, 1999 7:50 AM, MN Speaker [SMTP:speaker@d...]
>wrote:
>> MN Speaker
>> -Who got The Rock Lobster in his head this morning and can't get rid of
>> it.
>
>I find the best thing to do when you've got a mildly annoying song in your
>head is to immediately find another, slightly more irritating song to
>replace it with. Because the memes fight eachother, you can clear them both
>out of your head while they're trying to wrest control from eachother.
>However, only do this if you know that the song you're replacing with is
>something you're quite familiar with, otherwise it gains control. Having a
>pre-prepared familiar song for these emergencies is always a good idea -
>"You're the Voice" by John Farnham works well for me.

My solution is to sing "Felice Navidad" and "Fish Heads" at the same time.

"I wanna wish-a you a merry Christmas,
I wanna wish-a you Roly-poly fish heads,
Fish heads, fish heads, a merry Christmas,
Eat them up, yum!"


--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From Dunx <dunx@d...> Wed Dec 22 02:21:05 1999
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On Tue, 21 Dec 1999, you wrote:
> I'm going to London for Chirstmas and might be busy over new year, so I won't be able to Speak for
> that time. Hence I suggest Week 34 be extended until 4th Jan 2000.

Sounds like a good plan to me - I've been on leave from work since Friday, so
my play is bound to be erratic (with my routine being broken) until the New
Year.

Felicitations of the season to everyone, though.

Ho ho ho.

--
Dunx
Ceci n'est pas un .sig


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To: "Mornomic" <l-nomic-d@egroups.com>
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Date: Wed, 22 Dec 1999 20:07:42 -0000
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Subject: MN: Re: Year 3 Week 33 Voting Results
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Riff and PaulWay wrote:
> >On Wednesday, December 22, 1999 7:50 AM, MN Speaker [SMTP:speaker@d...]
> >wrote:
> >> MN Speaker
> >> -Who got The Rock Lobster in his head this morning and can't get rid of
> >> it.
> >
> >I find the best thing to do when you've got a mildly annoying song in your
> >head is to immediately find another, slightly more irritating song to
> >replace it with. Because the memes fight eachother, you can clear them both
> >out of your head while they're trying to wrest control from eachother.

I can see a sort of Core Wars going on inside PaulWay's head with songs battling it out for control
of his brain. Notes and lyrics being fired between the neurons in an attempt to sieze the cortex.

> >However, only do this if you know that the song you're replacing with is
> >something you're quite familiar with, otherwise it gains control. Having a
> >pre-prepared familiar song for these emergencies is always a good idea -
> >"You're the Voice" by John Farnham works well for me.

Never heard of it. Probably a good thing.

I used to be able to rid myself of them by trying to remember the theme tune to Quantum Leap. With
the first series or two this was almost impossible for some reason, but then they changed it and it
became more memorable.

> My solution is to sing "Felice Navidad" and "Fish Heads" at the same time.
>
> "I wanna wish-a you a merry Christmas,
> I wanna wish-a you Roly-poly fish heads,
> Fish heads, fish heads, a merry Christmas,
> Eat them up, yum!"

How bizarre.

Snow
-Who can remember the theme tune to Quantum Leap.




From <snowl@s...> Wed Dec 22 14:57:24 1999
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Dunx:

> On Tue, 21 Dec 1999, you wrote:
> > I'm going to London for Chirstmas and might be busy over new year, so I won't be able to Speak
for
> > that time. Hence I suggest Week 34 be extended until 4th Jan 2000.
>
> Sounds like a good plan to me - I've been on leave from work since Friday, so
> my play is bound to be erratic (with my routine being broken) until the New
> Year.
>
> Felicitations of the season to everyone, though.

Indeed, Merry Christmas and a Happy Apocalypse to everyone.

I'm going inactive now.

Snow
-Wondering if he can get to London and back without a Young Persons Railcard again.



From <WayperP@p...> Wed Dec 22 15:21:25 1999
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On Wednesday, December 22, 1999 8:21 PM, Dunx [SMTP:dunx@d...] wrote:
> On Tue, 21 Dec 1999, you wrote:
> > I'm going to London for Chirstmas and might be busy over new year, so I
> > won't be able to Speak for
> > that time. Hence I suggest Week 34 be extended until 4th Jan 2000.
> 
> Sounds like a good plan to me - I've been on leave from work since Friday,
> so my play is bound to be erratic (with my routine being broken) until
> the New Year.

I'm going to subscribe my home address to the lists while I'm away (for two
weeks, until the 10th). So, like Dunx, play might be erratic, but I'll do
what I can.

Merry whatever, take care and have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From <snowl@s...> Thu Dec 30 11:12:49 1999
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I'm back and active.

Snow
-Cuban Boys are #1 on John Peel's Festive 50; the world is a good place to be.







From <speaker@d...> Sat Jan 1 12:08:01 2000
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From: "MN Speaker" <speaker@d...>
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Subject: MN: Emergency Proposal 35 - Overcharging
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The following EP has been made; send votes to the normal Speaker address before midnight Monday.



Emergency Proposal 35 - Overcharging [Special Ruleset]

Create a new Rule 2.13.x

The Action [Electroplating], as defined by Rule 1.4.26, may not be played in Solipsism.

{
There is probably a more subtle way to do this, but baning it will do for the moment.

The Problem is that it is possible for a Player to always move away from (or towards) the centre
and other Players will move back towards the centre letting the first Player move towards the edge
again gaining more Charge. Either that or everyone will move towards the edge and just stay there,
crippling the game.

In a normal game the amount of Charge a person can get is generally constrained by how far away
from (or towards) the centre e can get (depending on where everyone else is and where home stations
are....), but in Solipsism things like

Rushton : Mill Hill East
Garden : Tottenham court Road
Rushton : Mill Hill East
Garden : Tottenham Court Road

will send Rushton's charge spiralling up and Garden's down.

If no alternative is found we can probably remove Charge from Solipsism all together.

}

Snow
-The campaign not against being for unclear English.





From <palnatoke@g...> Sat Jan 1 17:40:34 2000
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From: "Ole Andersen" <palnatoke@g...>
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Snow wrote in the Brooke-Taylor Lounge:
: | Player | Home | LV | CH | Bk Bu Br Go Gr Re Si |
: +--------------+------------------+----+----+----------------------+
: | Ole | Limehouse | 6 |-40 | 1 4 0 0 0 4 1 |
: | Snow | West Kensington | 6 |+17 | 5 0 2 0 0 3 0 |
: |*Drone | | 0 | 0 | 2 0 2 0 0 2 0 |
: | Kevan | Morden | 1 | -7 | 3 0 2 0 0 2 0 |
: | Dunx | | 0 | 0 | 2 0 2 0 0 2 0 |
...
:

: Snow : [LV+3] Arnos Grove (PD via NT) [Electroplating]
:
: Not a Turn, just justifying my EP.
: }

Well, Rule 1.7.46 says:

A Player may perform the "[Electroplating]" Action, if eir Charge is at
least fifty more or fifty less than that of every other Player. Upon
performing this Action, the Actioning Player gains a Gold Token.

and you are not even close to being 50 from *every other Player*. I, on the
other hand, might be close - if Kevan doesn't move towards the Meridian.

No, I don't think Electroplating should be removed from Solipsism. But
please convince me.


Ole



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Ole said:

> Snow wrote in the Brooke-Taylor Lounge:
> : | Player | Home | LV | CH | Bk Bu Br Go Gr Re Si |
> : +--------------+------------------+----+----+----------------------+
> : | Ole | Limehouse | 6 |-40 | 1 4 0 0 0 4 1 |
> : | Snow | West Kensington | 6 |+17 | 5 0 2 0 0 3 0 |
> : |*Drone | | 0 | 0 | 2 0 2 0 0 2 0 |
> : | Kevan | Morden | 1 | -7 | 3 0 2 0 0 2 0 |
> : | Dunx | | 0 | 0 | 2 0 2 0 0 2 0 |
> ...
> :
>
> : Snow : [LV+3] Arnos Grove (PD via NT) [Electroplating]
> :
> : Not a Turn, just justifying my EP.
> : }
>
> Well, Rule 1.7.46 says:
>
> A Player may perform the "[Electroplating]" Action, if eir Charge is at
> least fifty more or fifty less than that of every other Player. Upon
> performing this Action, the Actioning Player gains a Gold Token.
>
> and you are not even close to being 50 from *every other Player*. I, on the
> other hand, might be close - if Kevan doesn't move towards the Meridian.

Sorry, I should have been a little more detailed or explained how lazy I was being; I didn't change
any of the GSD except the comment. The move from King X to Arnos Grove is +37 leaving my Charge at
+54 which is 50 more than everyone else.

> No, I don't think Electroplating should be removed from Solipsism. But
> please convince me.

Well assuming I'm at Arnos Grove to raise your Charge (and prevent me from [Electroplting] again)
you would go to Cockfosters, but that wouldn't be enough. Then any move made by any other Player
would reduce eir Charge still leaving me with +50 over everyone else. No single Player would be able
to stop me from Eletroplting again with a normal move (Arnos Grove->Cockfosters is +6 the second
highest Charge is 0, I would still have +51 over everyone else).

Only a coordinated series of moves like

Ole : Kings X
Kevan : Cockfosters (if Kevan's LV was high enough)

would stop me from [Electroplating], but would allow you (Ole) to do so. And I think expecting a lot
of coordination between (competing) Players is unreasonable, especially if it is just going to move
the problem to another Player.

If I decide only to move away from the meridian and you decide only to move towards it then we will
be able to [Electroplate] whenever we have Bronzes unless both Dunx and Kevan coordinate an effort
to stop us (by following or blocking). Overall I think the Action is too powerful.

Snow
-My new chair has broken after less than a week of use :-(





From <kevan@s...> Mon Jan 3 10:25:05 2000
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Looks like nobody made it to North Greenwich for their two-thousand
Gold Tokens, then. Probably just as well; from the stuff I've seen on
telly, the Millennium Dome looked insanely dull - I can't imagine
wanting to see in the new year sitting motionless in some audience,
watching some barking sub-Olympic-opening-ceremony costumed nonsense.
Tch.

Hope everyone had a pleasant opening to the new year, anyway, and that
we're all back to full life and speed before too long.

Happy 1900,

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From riffraff@n... (RiffRaff) Mon Jan 3 15:49:28 2000
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>Looks like nobody made it to North Greenwich for their two-thousand
>Gold Tokens, then. Probably just as well; from the stuff I've seen on
>telly, the Millennium Dome looked insanely dull - I can't imagine
>wanting to see in the new year sitting motionless in some audience,
>watching some barking sub-Olympic-opening-ceremony costumed nonsense.
>Tch.

The fireworks over the Thames looked nice on CNN, though. Has there been
any decision on what to use the Millenium Dome for, yet?

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




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> Emergency Proposal 35 - Overcharging [Special Ruleset]

FOR: Kevan
AGAINST: Ole

Proposal Fails.

MN Speaker
-"Moving up on second base behind nicholas-van-whats-his-face; at 6'6 and a 100 tonnes the
undesputed king of the slums."



From <snowl@s...> Mon Jan 3 16:18:14 2000
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> Looks like nobody made it to North Greenwich for their two-thousand
> Gold Tokens, then.

No, forgot about it myself.

> Probably just as well; from the stuff I've seen on
> telly, the Millennium Dome looked insanely dull - I can't imagine
> wanting to see in the new year sitting motionless in some audience,
> watching some barking sub-Olympic-opening-ceremony costumed nonsense.
> Tch.

I didn't see any of it, but it doesn't sound terribly exciting.

> Hope everyone had a pleasant opening to the new year, anyway, and that
> we're all back to full life and speed before too long.

Yes, the fireworks were rather impressive here. We had a 180 panoramic view of fireworks in every
direction for 20 mins around midnight and the mormon temple was attractivly floodlit in the centre.

Snow
-"Never been a litter bug, given head, taken drugs."






From <snowl@s...> Mon Jan 3 16:43:21 2000
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Riff said:
> >Looks like nobody made it to North Greenwich for their two-thousand
> >Gold Tokens, then. Probably just as well; from the stuff I've seen on
> >telly, the Millennium Dome looked insanely dull - I can't imagine
> >wanting to see in the new year sitting motionless in some audience,
> >watching some barking sub-Olympic-opening-ceremony costumed nonsense.
> >Tch.
>
> The fireworks over the Thames looked nice on CNN, though. Has there been
> any decision on what to use the Millenium Dome for, yet?

For the next year or so it is holding an exhibition celebrating 2000 years of Tony Blair or
something. After that I don't know. I remember hearing something about a conference centre.

Snow
-"God save the Queen, bloodsport for all."



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Sorry I didn't comment on these earlier.


> Proposal 950 - Vera [Enactment]

Err, is the only purpose of this to increase the cost to take the line out of the given state?
Doesn't this just make a more powerful set of Actions with no corresponding increase in cost.

>
> Proposal 951 - Jungle Bulls [Action]

Hmm. I can't see it making much of a difference really.

> Proposal 952 - Stationery [Multiple]
>
> In Rule 1.17.6, change:
> * Co-Situated - A Co-Situated Station is one which has more than one Line
> serving it at the same map location, but which is not an
> Interchange. For instance Bayswater is Co-Situated,
> whereas Turnham Green is not.
> to:
> * Co-Located - A Co-Located Station is one which has more than one Line
> serving it at the same map location, but which is not an
> Interchange. For instance Bayswater is Co-Located,
> whereas Turnham Green is not.

I found 3 occurances of Co-Situated and 2 of Co-Located. I think the Ruleset will need changing as
well as the definition. I can't see any benefit of Co-Located over Co-Situated, but I can't see an
disadvantage either.

I'm leaving this space blank for an extremely insightful comment that I've forgotten.

> Add a new:
> Rule 1.17.x - A Close Call
>
> The Call of a Station is equal to the total number of Line Segments from
> the Station to its adjacent Stations.
> 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.

If it must be done this is the way to do it.

Snow
-"Causing chaos and delay on the underground."



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--------------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Thirty-Five
--------------------------------------------------------------------------------

Proposal 953 - Apocalypse? No I missed it. [Special Ruleset]

Repeal Rule 2.1.2 (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.

{
I did make a Proposal some time ago to allow Special Rulesets
to modify themselves, but it failed.
}

-------------------------------------------------------------------------

Proposal 954 - Money for Nothing [Special Ruleset]

Create a new Rule 2.13.x

The Action [Electroplating], as defined by Rule 1.4.26, may 
not be played in Solipsism.

{
I can think of better solutions than this, but they're fairly major
and I haven't the brainpower to think them though at this time.
}

MN Speaker
-Zzzzzzzzzzzzzoooooooooooooooooooooommmmmmm!!!!!!!!



From <speaker@d...> Tue Jan 4 12:26:17 2000
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Subject: MN: Year 3 Week 34 Voting Results
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 Mornington Nomic
Voting results for Week 34 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
E35 Overcharging 1 0 1 3 Fails
950 Vera 1 1 1 3 Fails
951 Jungle Bulls 1 2 0 3 Passes
952 Stationery 2 1 0 3 Passes
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

35 (Snow) - - - - FOR - AGA - - - 
950 (Ole) - FOR - - - - PAS - - AGA 
951 (Ole) - FOR - - - - PAS - - PAS 
952 (Ole) - FOR - - - - PAS - - FOR 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - - - - - - 952 
ICMS Clarity - - - - - - - - - - 
Mrs Trellis - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 20 0 0 4 0 11 13 0 10
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 20 0 0 4 0 11 13 0 10
Halved 10 2 5 6 0 5

FOR votes +0 +0 +4 +0 +0 +0
AGAINST votes +0 +0 -1 +0 +0 +0
Voting/own +0 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +1
EP AGAINST +0 +0 +0 +0 +0 -1

Making/effort +2 +2 +2 +0 +0 +2
Decisiveness +0 +0 +2 +0 +0 +0
Finger/pulse +0 +0 +5 +0 +0 +0

Awards +0 +0 +0 +0 +0 +3

This week +2 +2 +12 +0 +0 +5
Final 11 12 0 0 4 0 17 6 0 10

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-Free camels from desert said army major to Zebadee.




From <snowl@s...> Wed Jan 5 17:05:15 2000
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A while ago Kevan said
> Out of interest, incidentally, does anyone have a scannable copy of the
> "Great Bear" Tube-map variant, which I've seen occasional posters of?
> It's the normal London Underground map, but with famous people's names
> instead of stations (each line signifying a particular branch of fame;
> philosophy, politics, film, comedy or whatnot). Mornington Crescent was
> Humphrey Bogart, from memory...

There is a conversation on MCiOS which came up with

http://members.tripod.com/pansiecola/greatbear/boogabear.htm

Snow
-Defrosting leprechauns.




From <kevan@s...> Thu Jan 6 01:22:10 2000
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> There is a conversation on MCiOS which came up with
> 
> http://members.tripod.com/pansiecola/greatbear/boogabear.htm

Marvellous. Very handy that it's got a little Station index at the
bottom, too; we could probably use one of those underneath our normal
Tube map, for the decreasing but considerable number of Stations I can
never seem to find.

Does anyone want to volunteer to propose the Great Bear variant, so
that we don't all trip over ourselves?

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From Dunx <dunx@d...> Thu Jan 6 03:26:29 2000
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On Thu, 06 Jan 2000 01:25:45 -0800 "Kevan Davis" wrote:
> > There is a conversation on MCiOS which came up with
> > 
> > http://members.tripod.com/pansiecola/greatbear/boogabear.htm
> 
> Marvellous. Very handy that it's got a little Station index at the
> bottom, too; we could probably use one of those underneath our normal
> Tube map, for the decreasing but considerable number of Stations I can
> never seem to find.
> 
> Does anyone want to volunteer to propose the Great Bear variant, so
> that we don't all trip over ourselves?

I'm just looking forward to declaring home at Benny Hill.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



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> > Does anyone want to volunteer to propose the Great Bear variant, so
> > that we don't all trip over ourselves?
> 
> I'm just looking forward to declaring home at Benny Hill.

Which should maybe be declared the Dollis Hill replacement? (Triggering
silly music and speeded-up footage when we get stuck in one?)

Robert Maxwell for Bank, perhaps? Hmm. Not sure where you'd have to go
to catch Pigeons, mind - Burt Kwouk seems the only, albeit tenuous,
one. Sans Parks, though, there doesn't seem a lot of point.

And the "Saints" Line makes for an awful lot of Holy Stations, of
course...

Kevan

--
kevan@s...
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From Dunx <dunx@d...> Thu Jan 6 06:43:08 2000
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On Thu, 06 Jan 2000 04:14:15 -0800 "Kevan Davis" wrote:


> > > Does anyone want to volunteer to propose the Great Bear variant, so
> > > that we don't all trip over ourselves?
> > 
> > I'm just looking forward to declaring home at Benny Hill.
> 
> Which should maybe be declared the Dollis Hill replacement? (Triggering
> silly music and speeded-up footage when we get stuck in one?)
> 
> Robert Maxwell for Bank, perhaps? Hmm. Not sure where you'd have to go
> to catch Pigeons, mind - Burt Kwouk seems the only, albeit tenuous,
> one. Sans Parks, though, there doesn't seem a lot of point.

A shame Tom Lehrer doesn't feature.

Or we could have a more appropriate small creature instead? Gerbils,
perhaps?

> And the "Saints" Line makes for an awful lot of Holy Stations, of
> course...

There's always Living and Dead as categories - obviously this would change
over time...

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <palnatoke@g...> Sat Jan 8 15:24:42 2000
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From: "Ole Andersen" <palnatoke@g...>
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Subject: MN: What to play in the Rushton Memorial Lounge?
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After Snow's win, this Lounge has stood empty. What do we want to play?

Proposals so far seem to be:


San Francisco 1849
Pachisi
Botany Bay/S.F.49


What do you say?

Ole



From <kevan@s...> Sun Jan 9 05:26:15 2000
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> After Snow's win, this Lounge has stood empty. What do we want to
play?

A "Great Bear" variant sounds like a fun idea, to me, if we can get a
Special Ruleset into place for it...

Kevan

--
kevan@s...
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From <WayperP@p...> Sun Jan 9 21:05:19 2000
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On Sunday, January 09, 2000 11:30 PM, Kevan Davis
[SMTP:kevan@s...] wrote:
> > After Snow's win, this Lounge has stood empty. What do we want to
> play?

Baker Street gets my vote, just to try it out.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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From <WayperP@p...> Sun Jan 9 21:07:32 2000
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On Sunday, January 09, 2000 9:23 AM, Ole Andersen
[SMTP:palnatoke@g...] wrote:
> After Snow's win, this Lounge has stood empty. What do we want to play?

I'd also go a game of SF 1849. Botany Bay I think might have to wait until
we get the problems with non-Zoned and Quadranted Maps fixed (the problems
being basically how to get enough tokens to win).

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From <kevan@s...> Mon Jan 10 02:44:50 2000
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> Baker Street gets my vote, just to try it out.

Did we reach any decision on whether to open a new, Baker-Street-only
Lounge, in the end? I quite forget.

Kevan

--
kevan@s...
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From Richard_M_Brockie@n... Mon Jan 10 09:41:07 2000
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The fireworks and related celebrations in Edinburgh were certainly worth
travelling 6000 miles to be part of...

Oh yes, and I caught the 'flu...

miKi






riffraff@n... (RiffRaff) on 01/03/2000 03:56:40 PM

Please respond to l-nomic-d@eGroups.com

To: l-nomic-d@eGroups.com
cc: (bcc: Richard M Brockie)

Subject: MN: Re: Squib



>Looks like nobody made it to North Greenwich for their two-thousand
>Gold Tokens, then. Probably just as well; from the stuff I've seen on
>telly, the Millennium Dome looked insanely dull - I can't imagine
>wanting to see in the new year sitting motionless in some audience,
>watching some barking sub-Olympic-opening-ceremony costumed nonsense.
>Tch.

The fireworks over the Thames looked nice on CNN, though. Has there been
any decision on what to use the Millenium Dome for, yet?

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"



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From <WayperP@p...> Mon Jan 10 17:47:04 2000
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On Monday, January 10, 2000 8:48 PM, Kevan Davis
[SMTP:kevan@s...] wrote:
> > Baker Street gets my vote, just to try it out.
> 
> Did we reach any decision on whether to open a new, Baker-Street-only
> Lounge, in the end? I quite forget.

Well, for the record, I think the Rushton Memorial Lounge would be quite
suitable. As long as there's a Baker Street Game going on somewhere in the
Lounges, then I don't think there's a need to dedicate a specific lounge to
it.

Babula,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From <kevan@s...> Tue Jan 11 01:12:10 2000
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> > Did we reach any decision on whether to open a new,
Baker-Street-only
> > Lounge, in the end? I quite forget.
> 
> Well, for the record, I think the Rushton Memorial Lounge would be
quite
> suitable. As long as there's a Baker Street Game going on somewhere
in the
> Lounges, then I don't think there's a need to dedicate a specific
lounge to
> it.

I don't know; I think it might be better to have a spare lounge purely
for Baker Street, keeping four for whatever "proper" Crescent we feel
like playing. Four seems to have been exactly the right number so far,
is all.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <speaker@d...> Tue Jan 11 13:45:31 2000
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Subject: MN: Year 3 Week 35 Voting Results
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 Mornington Nomic
Voting results for Week 35 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
953 Apocalypse? No I missed it. 1 1 1 3 Fails
954 Money for Nothing 2 1 0 3 Passes
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

953 (Snow) - AGA - - - - - FOR - PAS 
954 (Snow) - FOR - - - - - FOR - PAS 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - - - - - - - 
Mrs Trellis - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 12 0 0 4 0 17 6 0 10
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 12 0 0 4 0 17 6 0 10
Halved 6 2 8 3 0 5

FOR votes +0 +0 +0 +0 +0 +3
AGAINST votes +0 +0 +0 +0 +0 -1
Voting/own +0 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0

Making/effort +2 +0 +0 +2 +0 +2
Decisiveness +2 +0 +0 +2 +0 +0
Finger/pulse +5 +0 +0 +0 +0 +0

Awards +0 +0 +0 +0 +0 +3

This week +9 +0 +0 +4 +0 +7
Final 11 15 0 0 2 0 8 7 0 12

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)


MN Speaker
-Coughing in time with the Archers signiture tune.



From <speaker@d...> Tue Jan 11 13:45:33 2000
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Subject: MN: Year 3 Week 36 Proposals
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

Proposals for Voting on in Week Thirty-Six
-----------------------------------------------------------------------------

Proposal 955 - Helpless in the face of your beauty [Amendment]

Change the last paragraph in Rule 1.7.13 from:

Upon performing this Action, the Player's Piece is moved directly to
the cited Station.

to:

This Action allows a post-move Special Move to the cited Station.

{Just bringing this into line with the rest of the "Special Move" rules.}

MN Speaker
-72dpi







From <snowl@s...> Tue Jan 11 13:45:43 2000
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> > > Did we reach any decision on whether to open a new,
> Baker-Street-only
> > > Lounge, in the end? I quite forget.

A proposal to change Rule 0.10.1 would be the way to get such a decision made.

> > Well, for the record, I think the Rushton Memorial Lounge would be
> quite
> > suitable. As long as there's a Baker Street Game going on somewhere
> in the
> > Lounges, then I don't think there's a need to dedicate a specific
> lounge to
> > it.
> 
> I don't know; I think it might be better to have a spare lounge purely
> for Baker Street, keeping four for whatever "proper" Crescent we feel
> like playing. Four seems to have been exactly the right number so far,
> is all.

Czech variant is more "proper" than Baker Street or a Long Game?

Snow
-"Single orphan first year camel."




From <kevan@s...> Wed Jan 12 01:21:20 2000
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>Proposal 955 - Helpless in the face of your beauty [Amendment]
>
>Change the last paragraph in Rule 1.7.13 from:
>
> Upon performing this Action, the Player's Piece is moved directly to
> the cited Station.
>
>to:
>
> This Action allows a post-move Special Move to the cited Station.
>
> {Just bringing this into line with the rest of the "Special Move"
rules.}

"Post-move Special Move"? How very Zen. Although the point may not be
stated as rigorously as I think it might, in the ruleset, aren't
Special Moves just a type of Move?

I've always accepted Compass Tricks as being the great exception; that
they permit a non-Move piece move. On reflection, though, we never
*did* deal with the fact that they can be used to move directly to a
Blocked, Home, or whatever Station.

The way to fix it is, for my money, to have it as a pre-Move Action
which permits a Special Move. But that's based on my impression of
Special Moves never being anything more than replacement Moves - I'd be
interested to see if other people's perception of them is any
different...

(Sorry I forgot to Vote and Propose this week, by the way. Still quite
haven't gotten back into the swing of things after the holidays.)

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <snowl@s...> Wed Jan 12 13:58:50 2000
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> >Proposal 955 - Helpless in the face of your beauty [Amendment]
> >
> >Change the last paragraph in Rule 1.7.13 from:
> >
> > Upon performing this Action, the Player's Piece is moved directly to
> > the cited Station.
> >
> >to:
> >
> > This Action allows a post-move Special Move to the cited Station.
> >
> > {Just bringing this into line with the rest of the "Special Move"
> rules.}
> 
> "Post-move Special Move"? How very Zen. Although the point may not be
> stated as rigorously as I think it might, in the ruleset, aren't
> Special Moves just a type of Move?

As far as I know, yes.

> I've always accepted Compass Tricks as being the great exception; that
> they permit a non-Move piece move.

They seem to be the same sort of thing as Straddles which aren't Moves.

> The way to fix it is, for my money, to have it as a pre-Move Action
> which permits a Special Move. 

Sounds sensible to me.

Snow
-I am the world's foremost expert on Satan worshipping as an alternative to food.



From Dunx <dunx@d...> Thu Jan 13 01:25:52 2000
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On Wed, 12 Jan 2000 20:08:03 -0000 "Snow" wrote:
> > I've always accepted Compass Tricks as being the great exception; that
> > they permit a non-Move piece move.
> 
> They seem to be the same sort of thing as Straddles which aren't Moves.

But Straddles are played in addition to a normal Move, whereas Compass Tricks
are played in lieu of same.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <palnatoke@g...> Thu Jan 13 08:16:53 2000
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Sounds a bit like MC...

...
: AIR TRAFFIC CONTROL -
: A game played by airline pilots and air traffic
: controllers. The game has no rules, and neither side
: knows how it is played, but the goal is to prevent
: flights from arriving in time for passengers to make
: connecting flights.
...
: >From the RHF archives as selected by Brad Templeton, Maddi Hausmann and
: Jim Griffith. This newsgroup posts former jokes from the newsgroup
: rec.humor.funny. Visit http://www.netfunny.com/rhf to browse the RHF
pages
: and archives on the web.
:
: Join and contribute to the Electronic Frontier Foundation (EFF) today.




From <snowl@s...> Thu Jan 13 10:35:53 2000
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Dunx said:
> On Wed, 12 Jan 2000 20:08:03 -0000 "Snow" wrote:
> > > I've always accepted Compass Tricks as being the great exception; that
> > > they permit a non-Move piece move.
> > 
> > They seem to be the same sort of thing as Straddles which aren't Moves.
> 
> But Straddles are played in addition to a normal Move, whereas Compass Tricks
> are played in lieu of same.

Where does it say one can't play a normal Move and a compass wormhole thingermy in the same Turn? 

Snow
-Radio controlled soul.




From <kevan@s...> Fri Jan 14 01:24:41 2000
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> > But Straddles are played in addition to a normal Move, whereas
Compass Tricks
> > are played in lieu of same.
> 
> Where does it say one can't play a normal Move and a compass wormhole
thingermy in the same Turn? 

Indeed; sorry Dunx, but it doesn't - it's just a post-Move Action that
says "Upon performing this Action, the Player's Piece is moved directly
to the cited Station."

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <speaker@d...> Tue Jan 18 11:56:51 2000
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Subject: MN: Year 3 Week 37 Proposals
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

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

Proposal 956 - Radiology [Amendment]

In Rule 1.4.46 - Radiation, replace:

A Player possessing a Remote Control may perform the Action of
"Radiating <Player>", where <Player> is a Player who shares a Station
and Line with the Actioning Player, also known as the Controller.
The Radiated Player, also known as the Controllee, gains a "Radio Clamp"
Cursed Possession.

with:

A Player possessing a Remote Control may perform the Action of
"Radiating <Player>", where <Player> is a Player who shares a Station
and Line with the Actioning Player, also known as the Controller.
The Radiated Player, also known as the Controllee, gains a "Radio Clamp"
Cursed Possession and is immediately transported to eir Home Station.

and replace:

If a Remote Control is destroyed, except by "De-Radiating", the
corresponding Radio Clamp is destroyed, too.

with:

If a Remote Control is destroyed, any corresponding Radio Clamp
is destroyed, too.



[Who's going to Radiate anybody, only to have an explosion right in eir
face?]


----------------------------------------------------------------------------------

Proposal 957 - Trumpington's Variation [Special Ruleset]

/------------------------------------------------------------------------------\
SECTION 2.x - Trumpington's Variation
\------------------------------------------------------------------------------/

Rule 2.x.1 - Trumpington's Variation

In Trumpington's Variation, the Winner is the first Player whose Piece
rests at the same Station as the Goal Marker at the end of eir Turn.

There are a number of Markers in Trumpington's Variation.
Each Marker in Trumpington's Variation defines its location at any given
time as the equivalent of the Station originally occupied by the Marker,
as described in the Vanilla rules.
So, if the Bank Marker is located at Bayswater, any Action defined in the
Vanilla rules in regard to Bank, e.g. "[Silver to Gold]", is instead
considered defined in regard to Bayswater, as long as that is where the
Bank Marker is.

Markers can be Shunted as if they were Token Stacks, but two Markers
cannot occupy the same Station.


Rule 2.x.2 - Markers

The following table shows the Markers and their initial locations:


+---------------+-------------------++---------------+-------------------+
| Marker | Location || Marker | Location |
+---------------+-------------------++---------------+-------------------+
| Goal | MC || Lost Pty | Paddington |
| Nelson | Charing Cross || Prison | Tower Hill |
| Bank | Bank || Jekyll | Hyde Park Corner |
| Trap | Dollis Hill || Stadium1 | Arsenal |
| Stadium2 | Wembley Park || Stadium3 | Wimbledon |
| Septimus | Seven Sisters || Holding | Euston |
| Home* | ** || | |
+---------------+-------------------++---------------+-------------------+
*One per Player
**As defined by [Home:<Station>]

A similar table shall be included in the GSD.

Rule 2.x.3 - Closed? No, Moved!

In Trumpington's Variation, Rule 1.13.4 is modified:
A Move which ends at the (Closed) Goal is valid, if the Turn includes
Shunting the Goal Marker to another Station.
Similarly, a Move ending at the (Closed or Blocked) Home Station of a
non-Actioning Player is valid, if the Turn contains a Shunt of the Home
Marker to another Station.

----------------------------------------------------------------------------------

Proposal 958 - ¤*?§||@£$ [Amendment]

To Rule 1.11.7 - Sanctuary,
add after the last sentence:

A Player may perform the neutral Action of "[Defaming <Station>]",
where <Station> is a Holy Station.
This causes <Station> to be considered a non-Holy Station until
the firstcoming Sunday, at which time the Station again becomes Holy.


-----------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Defaming <Station>] Neut 1.11.7 5Bk (S1)

----------------------------------------------------------------------------------

Proposal 959 - Blocking a line [Amendment]

Amend Rule 1.20.3's last paragraph from:

While a Line is in an Electrified State, all Stations on the said Line
are considered Blocked if the Moving Player is carrying any
Metallic Tokens at the start of eir Movement Phase.

to

While a Line is in an Electrified State, all Stations on that Line are
considered Blocked if the Moving Player is carrying any Metallic Tokens at
the start of eir Movement Phase and starts from, arrives at, or otherwise
use the Electrified Line.

For example, if the Northern Line is Electrified and Rushton has one or more
Metallic Tokens, e may start eir move from Embankment, arrive at it, or move
along the Circle Line from Temple to Westminster without being Blocked.
However, e could not move from Charing Cross to Leicester Square directly
(i.e. using the Northern Line). Garden, who has no Metallic Tokens, could
do so in the same circumstances.

{Comment: I think this is pretty much what we'd agree should happen. I'm
just codifying it to make things more sensible in future. PJW}


MN Speaker
-Who has finally got MSDN flash.




From <speaker@d...> Tue Jan 18 11:56:52 2000
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Subject: MN: Year 3 Week 36 Voting Results
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 Mornington Nomic
Voting results for Week 36 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
955 Helpless in the face of your beauty 0 1 3 3 Fails
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

955 (Paul) - AGA - - AGA - - PAS - AGA 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - - - - - - - 
Mrs Trellis - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 15 0 0 2 0 8 7 0 12
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 15 0 0 2 0 8 7 0 12
Halved 7 1 4 3 0 6

FOR votes +0 +0 +0 +0 +0 +0
AGAINST votes +0 +0 +0 -3 +0 +0
Voting/own +0 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0

Making/effort +2 +2 +0 +2 +0 +2
Decisiveness +2 +2 +0 +0 +0 +2
Finger/pulse +5 +5 +0 +0 +0 +5

Awards +0 +0 +0 +0 +0 +3

This week +9 +9 +0 -1 +0 +12
Final 11 16 0 0 10 0 4 2 0 18

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)


MN Speaker
-Firing lava lamps at cows.




From <WayperP@p...> Tue Jan 18 19:51:01 2000
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On Thursday, January 13, 2000 3:28 PM, Dunx [SMTP:dunx@d...] wrote:
> On Wed, 12 Jan 2000 20:08:03 -0000 "Snow" wrote:
> > > I've always accepted Compass Tricks as being the great exception;
> > > that
> > > they permit a non-Move piece move.
> > 
> > They seem to be the same sort of thing as Straddles which aren't Moves.
> 
> But Straddles are played in addition to a normal Move, whereas Compass
> Tricks
> are played in lieu of same.

OK, that proposal went down like a steel pancake. And, predictably, no
comments to say where the problem lay, nor any real suggestions in the
forum. Is there something peculiarly perverse about our little crowd, or is
fixing something less important than pointing out it's broken?

To the topic: to my understanding, Straddles and Compass Tricks take place
after a normal move (which would include a pass). The post-move action
translocates your Piece to the new location in the same way that a Special
Move translocates it. The difference being that a Special Move replaces a
normal move whereas Straddles and Compass Tricks (and, for that matter,
Charge Tunnelling) are done after a normal move.

You see, I consider the problem here to be exactly the same as when we first
looked at codifying 'Special Moves'. The 'move' involved is assumed to be a
'jump' - the Piece does not traverse any line segments but is moved to the
destination directly. I tend to like to codify these things; especially
since there is an existing structure for this type of non-line-segment-bound
move in a different context.

As I see it, there's a couple of ways of going from here, depending on what
you see the problem as being. We can either just leave it as is ("I see no
problem here"), create a "Special Post-move" rule which says that these
post-move actions do not traverse line segments ("divide and conquer"), or
amend the "Special Move" rule to include the definition of post-move jumps
("combine and unite").

I do worry about leaving it as is, because I can think of a few post-move
jump actions which would start to make things shaky unless we nailed it down
with a suitable definition.

What do people think? Which way do you want to go?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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From <palnatoke@g...> Tue Jan 18 22:41:21 2000
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Paul wrote:
: To the topic: to my understanding, Straddles and Compass Tricks take
place
: after a normal move (which would include a pass). The post-move action
: translocates your Piece to the new location in the same way that a
Special
: Move translocates it. The difference being that a Special Move replaces
a
: normal move whereas Straddles and Compass Tricks (and, for that matter,
: Charge Tunnelling) are done after a normal move.

Basically, a Special Move *is* a Move, while a Straddle, Compass Trick or
Charge Tunnel is not.
If you created a new category (Translocations or whichever), and put these
in there, and then defined this category as being like Special Moves in
this and this way - well, I might vote for it.


Ole



From <WayperP@p...> Tue Jan 18 22:59:23 2000
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On Wednesday, January 19, 2000 3:40 PM, Ole Andersen
[SMTP:palnatoke@g...] wrote:
> Basically, a Special Move *is* a Move, while a Straddle, Compass Trick or
> Charge Tunnel is not.
> If you created a new category (Translocations or whichever), and put
> these
> in there, and then defined this category as being like Special Moves in
> this and this way - well, I might vote for it.

I have no problem with this idea. I'll submit it and see where things go.

However, the similarity between Special Moves and this new category makes me
wonder if they're not parts of a greater whole. E.g. Translocations are
broken down in to Move-Translocations (what we call Special Moves - these
replace normal moves) and Action-Translocations (the new category - taking
place in addition to normal moves).

On the one hand this looks like a lot more complex structure - which it
isn't really. On the other hand, it may inspire people to write more neat
fun game stuff.

Bnurl,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From <snowl@s...> Wed Jan 19 13:08:31 2000
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> Proposal 957 - Trumpington's Variation [Special Ruleset]

I think examples might need to be excluded, but it looks interesting otherwise.

> Rule 2.x.3 - Closed? No, Moved!
>
> In Trumpington's Variation, Rule 1.13.4 is modified:
> A Move which ends at the (Closed) Goal is valid, if the Turn includes
> Shunting the Goal Marker to another Station.

I haven't checked, but if the line is soaped won't both the marker and piece end in the same place?

> Proposal 958 - ¤*?§||@£$ [Amendment]

OK

> Proposal 959 - Blocking a line [Amendment]

Good.

Snow
-Coke will replace petrol in the 21st century.




From <snowl@s...> Wed Jan 19 13:10:38 2000
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PaulWay wrote:

> On Wednesday, January 19, 2000 3:40 PM, Ole Andersen
> [SMTP:palnatoke@g...] wrote:
> > Basically, a Special Move *is* a Move, while a Straddle, Compass Trick or
> > Charge Tunnel is not.

Exactly.

> > If you created a new category (Translocations or whichever), and put
> > these
> > in there, and then defined this category as being like Special Moves in
> > this and this way - well, I might vote for it.
>
> I have no problem with this idea. I'll submit it and see where things go.

Sounds good.

> However, the similarity between Special Moves and this new category makes me
> wonder if they're not parts of a greater whole. E.g. Translocations are
> broken down in to Move-Translocations (what we call Special Moves - these
> replace normal moves) and Action-Translocations (the new category - taking
> place in addition to normal moves).

Why not just make them all Special Moves (replace the normal Move) and scrap Straddles? I can see no
reason why Charge tunneling and Compass tricks should be any different to Wilds and Walking and I'm
sure we can live without Straddles (or create a straddle/walking hybrid). This way all piece Moving
(excepting shunts) is in the Move phase of the Turn.

Snow
-I hate everything.




From <snowl@s...> Wed Jan 19 13:10:40 2000
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PaulWay said:

> On Thursday, January 13, 2000 3:28 PM, Dunx [SMTP:dunx@d...] wrote:
> > On Wed, 12 Jan 2000 20:08:03 -0000 "Snow" wrote:
> > > > I've always accepted Compass Tricks as being the great exception;
> > > > that
> > > > they permit a non-Move piece move.
> > >
> > > They seem to be the same sort of thing as Straddles which aren't Moves.
> >
> > But Straddles are played in addition to a normal Move, whereas Compass
> > Tricks
> > are played in lieu of same.
>
> OK, that proposal went down like a steel pancake. And, predictably, no
> comments to say where the problem lay, nor any real suggestions in the
> forum. Is there something peculiarly perverse about our little crowd, or is
> fixing something less important than pointing out it's broken?

Sorry. There were Voting comments, I just forgot to forward them. It has been done now.

I think, however, that Kevan pointed out what the problem was (it isn't a Special Move) and I posted
an agreement, I'm not sure what futher comments you might want beyond this.

The problem wasn't made clear at the time, so I couldn't really make suggestions for a solution.

Snow
-I now know what the problem is.




From <palnatoke@g...> Wed Jan 19 14:21:14 2000
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Subject: MN: Re: Year 3 Week 36 Proposals
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Snow asked:
: Why not just make them all Special Moves (replace the normal Move) and
scrap Straddles?

Well, I *like* Straddles. And there is a certain devious charm about making
a Move, and then end up in an unexpected location.


Ole




From <palnatoke@g...> Wed Jan 19 14:21:15 2000
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Subject: MN: Re: Year 3 Week 37 Proposals
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Snow asked:
: > In Trumpington's Variation, Rule 1.13.4 is modified:
: > A Move which ends at the (Closed) Goal is valid, if the Turn
includes
: > Shunting the Goal Marker to another Station.
:
: I haven't checked, but if the line is soaped won't both the marker and
piece end in the same place?

Drat! You are absolutely right. I forgot about soap.
I withdraw 957. Comments are still welcome. Expect new version next week.

Ole




From <kevan@s...> Thu Jan 20 07:24:02 2000
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Subject: MN: Re: Year 3 Week 36 Proposals
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> : Why not just make them all Special Moves (replace the normal Move)
and
> scrap Straddles?
> 
> Well, I *like* Straddles. And there is a certain devious charm about
making
> a Move, and then end up in an unexpected location.

I've mixed feelings on the Straddle business - although they're quite
boringly easy to pull off (the old "drop a Token, Straddle from it"
trick), it's quite a pleasing little technique, and would leave
something of a gap in the Ruleset were it removed.

Its wording, apropos of legality, is a bit dodgy, though:-

"Although not considered to pass through any intervening Stations,
the Straddle Destination must be a valid Move with respect to Blocks
and
other such impediments."

Because it's not a Move. A simple "You cannot Straddle to a Blocked or
Closed Station" should be enough to plug the holes, though. (Charge
Tunneling specifically plugs the "can't Tunnel to MC" one, but -
curiously - no others, so you can Tunnel to another Player's Home
Station. And although Compass Tricks naturally preclude trips to the
Crescent, they permit broken Homes.) Whether Tunnelling and Tricking
should be permitted as post-Move Piece manipulations, I'm not too
bothered, but I think a could of exceptions to the rule are - unless
pointless or awkward - quite healthy.

Kevan

--
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From <WayperP@p...> Thu Jan 20 23:18:15 2000
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On Friday, January 21, 2000 1:19 AM, Kevan Davis
[SMTP:kevan@s...] wrote:
> I've mixed feelings on the Straddle business - although they're quite
> boringly easy to pull off (the old "drop a Token, Straddle from it"
> trick), it's quite a pleasing little technique, and would leave
> something of a gap in the Ruleset were it removed.

I've never had to use one, but then I've never forward planned enough for
it. If I needed to, perhaps. Hmmmmm.

> Because it's not a Move. A simple "You cannot Straddle to a Blocked or
> Closed Station" should be enough to plug the holes, though. (Charge
> Tunneling specifically plugs the "can't Tunnel to MC" one, but -
> curiously - no others, so you can Tunnel to another Player's Home
> Station. And although Compass Tricks naturally preclude trips to the
> Crescent, they permit broken Homes.) Whether Tunnelling and Tricking
> should be permitted as post-Move Piece manipulations, I'm not too
> bothered, but I think a could of exceptions to the rule are - unless
> pointless or awkward - quite healthy.

The way I think is: there may be other conditions that are later invented
that can stop a Action-Translocation (for want of a better word) - e.g. a
station can be Flonged, meaning it can be traversed through normally and
people can stop or start a normal move there, but other Special Moves and so
forth are illegal. Having to rewrite every rule that does a Special Move
would be tedious - this is why we formulated the Special Move name.
Likewise, having a codification for an Action-Translocation gets similar
gains in version control.

Another one of those things that make me think that we need to overhaul the
turn structure.
I, for one, want to be able to perform actions during the middle of my Move.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From <kevan@s...> Fri Jan 21 01:42:30 2000
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Subject: MN: Straddles, Mid-Move Actions
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> I've never had to use one, but then I've never forward planned enough
for
> it. If I needed to, perhaps. Hmmmmm.

Speaking mostly from personal experience, so I'm probably wrong, I
think the "drop a Token, Straddle from it" trick - used when you really
need to move an extra Station (effectively costing you a Black and an
any-colour, which I suspect is fair enough) - probably accounts for
ninety-five per cent of all Straddles. There's not really much forward
planning you can do beyond that, with possible exception (as I think
someone - Dunx? RiffRaff? - once pulled off) of piling some Tokens up
near the Crescent to permit a hefty victory Straddle later in the game.

> The way I think is: there may be other conditions that are later
invented
> that can stop a Action-Translocation (for want of a better word) -
e.g. a
> station can be Flonged, meaning it can be traversed through normally
and
> people can stop or start a normal move there, but other Special Moves
and so
> forth are illegal. Having to rewrite every rule that does a Special
Move
> would be tedious - this is why we formulated the Special Move name.

Very true. Maybe the neatest solution would be to have "Special Moves"
and "Translocations" ("Straddling counts as a Translocation"), so that
Flonging could simply say "A Flonged Station may not be the target of a
Special Move or Translocation."

I fear we'd fall over ourselves if we tried to speak of Straddles as
"Special Moves" when they're not Moves, or if we spoke of Wilds as
"Translocations" when they were still Moves (and obey many critical
Rules by dint of counting as Moves).

> Likewise, having a codification for an Action-Translocation gets
similar
> gains in version control.

I could speak this sentence in a meeting at work and I'm sure everyone
would feign understanding. But yes, I see what you mean.

> Another one of those things that make me think that we need to
overhaul the
> turn structure.
> I, for one, want to be able to perform actions during the middle of
my Move.

Hmm. Although dramatic (swinging near to a Station to detonate a
Suspect Package mid-Move, then rushing away), it makes the notation a
lot more complicated ("[LV+3] Charing Cross [Blocking Camden Town from
Euston]"?), and may give Players too much power - and thus too much to
think about - through such freedom. Perhaps.

I remember that we originally had some Actions that were playable
mid-Move, but we shifted away from them over the years (beside a few
hangovers such as "[Dropping a Black Token at Wherever]", which are
meek enough to work). The precise reasons and arguments we used elude
me, though.

Kevan

--
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On Friday, January 21, 2000 7:46 PM, Kevan Davis
[SMTP:kevan@s...] wrote:
> Very true. Maybe the neatest solution would be to have "Special Moves"
> and "Translocations" ("Straddling counts as a Translocation"), so that
> Flonging could simply say "A Flonged Station may not be the target of a
> Special Move or Translocation."

Sounds fine to me. I'll try to put it in Proposal-speak.

> I fear we'd fall over ourselves if we tried to speak of Straddles as
> "Special Moves" when they're not Moves, or if we spoke of Wilds as
> "Translocations" when they were still Moves (and obey many critical
> Rules by dint of counting as Moves).

Oh, true. I'm just looking at a more general class of moves that don't pass
through stations. But that's relatively beside the point.

> 
> > Likewise, having a codification for an Action-Translocation gets
> similar
> > gains in version control.
> 
> I could speak this sentence in a meeting at work and I'm sure everyone
> would feign understanding. But yes, I see what you mean.

What was I on? Who knows?

> Hmm. Although dramatic (swinging near to a Station to detonate a
> Suspect Package mid-Move, then rushing away), it makes the notation a
> lot more complicated ("[LV+3] Charing Cross [Blocking Camden Town from
> Euston]"?), and may give Players too much power - and thus too much to
> think about - through such freedom. Perhaps.

True - likewise, there are few things I could think of, apart from the
trivial token collections, that needed to be done mid-move; mainly because
this isn't an interrupt game like MtG, but a play-your-turn-out game.

> I remember that we originally had some Actions that were playable
> mid-Move, but we shifted away from them over the years (beside a few
> hangovers such as "[Dropping a Black Token at Wherever]", which are
> meek enough to work). The precise reasons and arguments we used elude
> me, though.

Just that there was very little that you could do _then_ that actually
needed to be mid-move. Now, I feel that most of the Clamps are pretty
pointless - no-one uses them because, in order to clamp someone, you open
yourself up to retributive clamping pretty much all the time (hmmmmm -
straddling or compass work...) If you could clamp someone mid-move, it
would be a lot more fun, but then everyone would either go around with
Knerdling Sticks or multiple Clamps as soon as they came within zone 1...

Save to say that there's nothing I can think of in the current ruleset that
really benefits from being able to be played mid-turn. However, it's an
avenue we should consider occasionally to add new elements to the ruleset.

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From <WayperP@p...> Sun Jan 23 20:56:58 2000
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Subject: MN: Baker Street, Rushton Lounge, Right now!
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People,

While the more erudite of us faff around with elegant suggestions on what
next to play, can we please have a game of Baker Street in the Rushton
Memorial Lounge as soon as possible. Put my name down for it please!

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From <kevan@s...> Mon Jan 24 05:32:29 2000
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Subject: MN: Re: Baker Street, Rushton Lounge, Right now!
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> While the more erudite of us faff around with elegant suggestions on
what
> next to play, can we please have a game of Baker Street in the Rushton
> Memorial Lounge as soon as possible. Put my name down for it please!

I think I'd prefer a Great Bear game in the Rushton Memorial Lounge
(I'll try and get the Variant proposed for tomorrow), with a new Lounge
(the Holmes?) set up for perpetual newbie-soothing Baker Street.
Coinciding with a recruitment drive if we can think of anywhere to
shout from. Perhaps.

Kevan

--
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From <kevan@s...> Mon Jan 24 05:41:25 2000
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Subject: MN: Re: Straddles, Mid-Move Actions
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> Now, I feel that most of the Clamps are pretty
> pointless - no-one uses them because, in order to clamp someone, you
open
> yourself up to retributive clamping pretty much all the time (hmmmmm -
> straddling or compass work...)

I disagree, because retributive Clamping *also* leaves you open to, er,
retributive Clamping. If you hang around to Clamp someone back, they
might Clamp you again. Or at least Shunt or otherwise annoy you.

Personally I only Clamp people if I know they're too short on Tokens to
retaliate, or that I could get rid of a given Clamp quite easily. I
don't think Clamping's become that rare, has it?

> If you could clamp someone mid-move, it
> would be a lot more fun, but then everyone would either go around with
> Knerdling Sticks or multiple Clamps as soon as they came within zone
1...

Perhaps. Although an amendment to bring Clamps in line with Suspect
Packages (droppable at any Station you've passed through this Turn)
might be worth trying, just to see how it affects things.

> Save to say that there's nothing I can think of in the current
ruleset that
> really benefits from being able to be played mid-turn. However, it's
an
> avenue we should consider occasionally to add new elements to the
ruleset.

Well, I think the Suspect Package and Token Dropping Actions are
precedent enough; proof that a "do something at a Station you've passed
through" is a perfectly good way to implement pseudo-mid-Move Actions
(the only real difference being that you can pay for them with Tokens
you gain during your Move).

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <kevan@s...> Mon Jan 24 08:03:46 2000
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Subject: MN: Re: Baker Street, Rushton Lounge, Right now!
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> I think I'd prefer a Great Bear game in the Rushton Memorial Lounge
> (I'll try and get the Variant proposed for tomorrow),

'Tis done, to spare anyone else the anguish or worry. Nothing
spectacular; just the nuts and bolts of it, and a "John and Jean"
Cascade to replace Parks and Greens. Not sure what else will need
fixing, really. We'll see.

Kevan

--
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From <snowl@s...> Mon Jan 24 12:21:31 2000
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Subject: MN: Re: Baker Street, Rushton Lounge, Right now!
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Keavn:
> PaulWay:
> > While the more erudite of us faff around with elegant suggestions on
> what
> > next to play, can we please have a game of Baker Street in the Rushton
> > Memorial Lounge as soon as possible. Put my name down for it please!
>
> I think I'd prefer a Great Bear game in the Rushton Memorial Lounge
> (I'll try and get the Variant proposed for tomorrow), with a new Lounge
> (the Holmes?) set up for perpetual newbie-soothing Baker Street.
> Coinciding with a recruitment drive if we can think of anywhere to
> shout from. Perhaps.

I'll side with PaulWay here. I'd rather get a Baker Street game up and running. We can move it into
the Baker Street lounge should one be created.

The other thing I would say is straight Baker Street or annotated (San Fransico) Baker Street?
Annotated might be better from the newbie POV, but reduces the competativeness.

Names for Baker Street game in Rushton Memorial Lounge (please indicated preference for SF or not):

PaulWay
Snow (SF)

Snow
-Connected during peak time and only paying 1ppm.



From <kevan@s...> Tue Jan 25 01:00:15 2000
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Subject: MN: Re: Baker Street, Rushton Lounge, Right now!
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> I'll side with PaulWay here. I'd rather get a Baker Street game up
and running. We can move it into
> the Baker Street lounge should one be created.

That's fair enough, I suppose.

> The other thing I would say is straight Baker Street or annotated
(San Fransico) Baker Street?
> Annotated might be better from the newbie POV, but reduces the
competativeness.

I think playing one game of San Francisco might be helpful, to nail up
for future reference. Count me in.

Kevan

--
kevan@s...
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From <palnatoke@g...> Tue Jan 25 12:21:05 2000
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...
: Names for Baker Street game in Rushton Memorial Lounge (please indicated
preference for SF or not):
:
: PaulWay
: Snow (SF)
Kevan (SF)
Ole (SF)






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Subject: MN: Year 3 Week 37 Voting Results
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 Mornington Nomic
Voting results for Week 37 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
956 Radiology 1 1 0 3 Quorum
957 Trumpington's Variation -- Withdrawn --
958 ¤*?§||@£$ 2 0 0 3 Quorum
959 Blocking a line 1 1 0 3 Quorum
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

956 (Ole) - - - - - - - FOR - PAS
957 (Ole) -- Withdrawn --
958 (Ole) - - - - - - - FOR - FOR
959 (Paul) - - - - - - - PAS - FOR

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - 957
CAMREC Cleanup - - - - - - - 956 - 959
ICMS Clarity - - - - - - - 958 - -
Mrs Trellis - - - - - - - 957 - -

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

Last Week 11 16 0 0 10 0 4 2 0 18
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 16 0 0 10 0 4 2 0 18
Halved 8 5 2 1 0 9

FOR votes +0 +0 +3 +1 +0 +0
AGAINST votes +0 +0 +0 +0 +0 +0
Voting/own +0 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0

Making/effort +0 +0 +0 +2 +0 +2
Decisiveness +0 +0 +0 +2 +0 +0
Finger/pulse +0 +0 +0 +5 +0 +0

Awards +0 +0 +0 +0 +0 +3

This week +0 +0 +3 +10 +0 +5
Final 11 8 0 0 5 0 5 11 0 14

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-Train car rain carrot tommorow.




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Subject: MN: Year 3 Week 38 Proposals
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

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

Proposal 960 - Melmholtz Coils upon your boils [Enactment]

Action:
[Charge-Swapping with <Player>]
Time: Post-move
Duration: 20 minutes
Cost: 1 Silver token.

The Charge-Swapping Action allows a Player to swap eir Piece with the Piece
of another Player. It can only be performed when the two Pieces are at
Stations with equal Current values (see Rule 1.17.8). The Player performing
the Action needs to sacrifice a Silver Token in order to 'conduct' the
charge. Upon completion of this Action, the Players swap Charges.

Example: Brooke-Taylor has eir Piece situated at Oval and has a Charge of
-20. Garden moves to Shoreditch and ends up with a Charge of +15. Garden
Charge-Swap with Brooke Taylor; after this, Brooke-Taylor's Piece is at
Shoreditch and Garden's is at Oval. Brooke-Taylor and Garden end up with
Charges of +15 and -20 respectively.

----------------------------------------------------------------------------------

Proposal 961 - Parallellity [Special Ruleset]

/------------------------------------------------------------------------------\
SECTION 2.x - Parallellity
\------------------------------------------------------------------------------/

Rule 2.x.1 - Parallellity

Parallellity is a version of Free for All, so the rules in Section 2.12 apply
to Parallellity too.

A special feature of Parallellity is that each Player has eir own Game Time,
which is advanced as part of eir Turn.

Actions advancing the Game Time, advance only the Game Time of the
Actioning Player.

Rule 2.x.2 - Non Sequitur

A Player, whose Game Time is more advanced than all other Players' Game
Times, may not take a Turn.



{A possible layout of a part of the GSD:
+- Wild -----------------------------------------------------------+
+ <none> |
+------------------------------------------------------------------+
+Possessions-+-----------------------------------------++-- Time --+
| RiffRaff | <none> || Mon 0925 |
| PaulWay | Zone 2 Pass || Tue 0800 |
| Ole | Hat (*B*) || Tue 0735 |
+------------+-----------------------------------------++----------+
}

----------------------------------------------------------------------------------

Proposal 962 - Trumpington's Variation [Special Ruleset]

/------------------------------------------------------------------------------\
SECTION 2.x - Trumpington's Variation
\------------------------------------------------------------------------------/

Rule 2.x.1 - Trumpington's Variation

In Trumpington's Variation, the Winner is the first Player whose Piece
rests at the same Station as the Goal Marker at the end of eir Turn.

There are a number of Markers in Trumpington's Variation.
Each Marker in Trumpington's Variation defines its location at any given
time as the equivalent of the Station originally occupied by the Marker,
as described in the Vanilla rules.
{ So, if the Bank Marker is located at Bayswater, any Action defined in
the
Vanilla rules in regard to Bank, e.g. "[Silver to Gold]", is instead
considered defined in regard to Bayswater, as long as that is where the
Bank Marker is.
}
Markers can be Shunted as if they were Token Stacks, but two Markers
cannot occupy the same Station. Markers can not be Dead-End Shunted.


Rule 2.x.2 - Markers

The following table shows the Markers and their initial locations:


+----------------+------------------++----------------+------------------+
| Marker | Location || Marker | Location |
+----------------+------------------++----------------+------------------+
| Goal | MC || Lost Pty | Paddington |
| Nelson | Charing Cross || Prison | Tower Hill |
| Bank | Bank || Jekyll | Hyde Park Corner |
| Trap | Dollis Hill || Stadium1 | Arsenal |
| Stadium2 | Wembley Park || Stadium3 | Wimbledon |
| Septimus | Seven Sisters || Holding | Euston |
| Home(<Player>)*| ** || | |
+----------------+------------------++----------------+------------------+
*One per Player
**As defined by [Home:<Station>]

A similar table shall be included in the GSD.

Rule 2.x.3 - Closed? No, Moved!

In Trumpington's Variation, Rule 1.13.4 is modified:

A Move which ends at the (Closed) Goal is valid, if the Turn ends with
the Goal Marker and the Actioning Player's Piece at different Stations.

Similarly, a Move ending at the (Closed or Blocked) Home Station of a
non-Actioning Player is valid, if the Turn ends with the Home Marker and
the Actioning Player's Piece at different Stations.


{{You may want to move the comment from the middle of the text to the
end.}}

----------------------------------------------------------------------------------

Proposal 963 - Translocation [Multiple]

Part 1 - The Rule

Enact a Rule in the 1.5 section called "Translocation" which states:

An Action designated as a Translocation is one that allows the current
Player to move eir Piece to a new station outside of the normal Move phase.
This is done by directly shifting the Piece to the new location - the Piece
does not pass through Stations, but the movement may still be invalidated by
other Rules. The shift of the Piece takes place immediately after the
completion of the Translocation Action.

Part 2 - The amendments

Amend Rule 1.7.6 ("Straddling Nancy") so that its first sentence reads:

"After Moving, a Player may Straddle from a Station that has a Token Stack -
this permits em to make an immediate Translocation to another Station."

Remove the paragraph in Rule 1.7.6 that reads:

"Although not considered to pass through any intervening Stations, the
Straddle Destination must be a valid Move with respect to Blocks and other
such impediments."

and add the following sentence to the preceding paragraph:

"In addition, the Straddle Destination must not be Blocked, Closed, or
another Player's Home Station."

{This just tidies up the wording a bit.}

Amend the last paragraph of Rule 1.7.13 ("Stupid Compass Tricks") to read:

"This Action allows an immediate Translocation to the specified Station."

Amend the second-last paragraph of Rune 1.19.4 ("Fifth Coulomb") to read:

"This Action allows an immediate Translocation to the specified Station."

----------------------------------------------------------------------------------

Proposal 964 - Your choice - take it or leave it [Amendment]

Amend the new rule created by the Proposal entitled "Translocation" to add
the paragraph

"The Station thus Translocated to must not be Blocked, Closed or have any
other impediment which would prevent an ordinary Move to that Station from
being performed (although not necessarily by the Player performing the
Translocation."

{I thought I'd put this in, but then thought that some people might think it
too restrictive. So I put it in a separate Proposal so you could choose
which implementation you wanted.}

----------------------------------------------------------------------------------

Proposal 965 - Another choice for you to make [Amendment]

Amend Rule 1.5.1 ("Keeping the Piece") by adding the following paragraph:

"Outside eir Movement Phase, no other movement of the Player's Piece is
allowed during eir Turn apart from Translocation Actions."

{Same again - you choose whether you want this or not.}


------------------------------------------------------------------------------

Proposal 966 - The Great Bear [Special Ruleset]

1. Nietzche via Jupiter [Enactment]

Mornington Crescent may be played using the "Great Bear" Tube-map poster.

Map URL: http://members.tripod.com/pansiecola/greatbear/boogabear.htm

Goal : Humphrey Bogart (FA)

Bank : Robert Maxwell (JN)

Loop : Benny Hill (TC)

Line Codes: Engineers (EN)
Louis (LO)
Philosophers (PH)
Explorers (EX)
Planets (PL)
Journalists (JN)
Footballers (FT)
Musicians (MU)
Film Actors (FA)
Saints (ST)
Italian Artists (IA)
Sinologues (SI)
Thirty Comedians (TC)

Meridian: Gina Lollobrigida (FA/JN)

Zones : None

2. Special Rules [Enactment]

- Instead of a "Parks and Greens Cascade", the Great Bear uses a "John
and Jean Cascade", terminable by a Robert Station.

------------------------------------------------------------------------------

Proposal 967 - A Time for Clamps [Amendment]

In Rule 1.7.2 (Actions), make "[Magno-Clamping <Player>]" a post-Move Action,
bringing it in line with the other Clamps.

{ I think all of the Clamps need to be applied post-Move, to avoid a
Clampee Clamping you back and running away, making - as Paul says in
the Discussion Lounge - the whole business a bit pointless. The
Magno-Clamp just seems to have been Proposed carelessly. By me. Sorry
about that. }

------------------------------------------------------------------------------

Proposal 968 - Slightly Down With Poll Tax [Amendment]

In Rule 1.7.2 (Actions), halve the cost of the "[Poll Tax]" Action to one
Gold Token.

{ Fairer, I think, particularly since you'll lose another Gold to the Tax if
you've got more than one, anyway. }

------------------------------------------------------------------------------

MN Speaker
-Flogging a lava lamp




From <palnatoke@g...> Tue Jan 25 13:40:18 2000
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: Proposal 960 - Melmholtz Coils upon your boils [Enactment]
:
: Action:
: [Charge-Swapping with <Player>]

Ah... so Charge-Swapping is a Translocation! :-)


: Proposal 963 - Translocation [Multiple]

Nice. Clearish.


:
: Proposal 964 - Your choice - take it or leave it [Amendment]
:
: Amend the new rule created by the Proposal entitled "Translocation" to
add
: the paragraph
:
: "The Station thus Translocated to must not be Blocked, Closed or have any
: other impediment which would prevent an ordinary Move to that Station
from
: being performed (although not necessarily by the Player performing the
: Translocation."

Just picking a nit:
'must not' = 'need not'
'may not' = !'must'

or so I remember my English classes. I may be wrong, of course.

:
: Proposal 965 - Another choice for you to make [Amendment]
:
: Amend Rule 1.5.1 ("Keeping the Piece") by adding the following paragraph:
:
: "Outside eir Movement Phase, no other movement of the Player's Piece is
: allowed during eir Turn apart from Translocation Actions."
:

So if it isn't an explicit Translocation, it can't be done?
Generally nice, but invalidating Charge-Swapping, isn't it?


: Proposal 966 - The Great Bear [Special Ruleset]
:
: 1. Nietzche via Jupiter [Enactment]
:
: Mornington Crescent may be played using the "Great Bear" Tube-map
poster.
:
: Map URL: http://members.tripod.com/pansiecola/greatbear/boogabear.htm
:
: Goal : Humphrey Bogart (FA)
Well, I had thought of Gottfried Daimler. It has the 'X'.

:
: Bank : Robert Maxwell (JN)

Nope. Maxwell is a Louis. This Line is named after all the Louises,
especially in the Hainault Loop.

: Meridian: Gina Lollobrigida (FA/JN)

Gina is a Louis, too.

:
: Zones : None

Zones could be:
1: C3-D7
2: B2-E8, except C3-D7
3: A1-F9, except B2-E8
or such.

:
: 2. Special Rules [Enactment]
:
: - Instead of a "Parks and Greens Cascade", the Great Bear uses a "John
: and Jean Cascade", terminable by a Robert Station.

Nice.

:
: Proposal 967 - A Time for Clamps [Amendment]
:
: In Rule 1.7.2 (Actions), make "[Magno-Clamping <Player>]" a post-Move
Action,
: bringing it in line with the other Clamps.

Sounds reasonable.

: Proposal 968 - Slightly Down With Poll Tax [Amendment]
:
: In Rule 1.7.2 (Actions), halve the cost of the "[Poll Tax]" Action to one
: Gold Token.
:
: { Fairer, I think, particularly since you'll lose another Gold to the Tax
if
: you've got more than one, anyway. }

Sounds fair, too.

Ole





From <kevan@s...> Wed Jan 26 01:17:31 2000
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> Mornington Nomic
> Voting results for Week 37 Year 3
> 
> 
> ------------------------------------------------------------
> No. Proposal Name F P A Q Results
> ------------------------------------------------------------
> 956 Radiology 1 1 0 3 Quorum
> 957 Trumpington's Variation -- Withdrawn --
> 958 =A4*?=A7||@=A3$ 2 0 0 3 Quorum
> 959 Blocking a line 1 1 0 3 Quorum
> ------------------------------------------------------------

Cuh. I thought I'd voted when I hadn't. Hopeless of me. Sorry about
that.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <snowl@s...> Wed Jan 26 02:28:06 2000
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Ole wrote:

> : Proposal 960 - Melmholtz Coils upon your boils [Enactment]
> :
> : Action:
> : [Charge-Swapping with <Player>]
>
> Ah... so Charge-Swapping is a Translocation! :-)

Not really the pieces stay where they are.


> : "The Station thus Translocated to must not be Blocked, Closed or have any
> : other impediment which would prevent an ordinary Move to that Station
> from
> : being performed (although not necessarily by the Player performing the
> : Translocation."
>
> Just picking a nit:
> 'must not' = 'need not'

Huh? They're not the same!

> 'may not' = !'must'

Sounds right.


> : Proposal 966 - The Great Bear [Special Ruleset]


> : Goal : Humphrey Bogart (FA)
> Well, I had thought of Gottfried Daimler. It has the 'X'.

I think people have been playing MC from before it gained an 'X'. Have they?

> :
> : Zones : None
>
> Zones could be:
> 1: C3-D7
> 2: B2-E8, except C3-D7
> 3: A1-F9, except B2-E8
> or such.

Would probably work.

Snow
-"No engineer looks at a television remote control without wondering what it would take to turn it
into a stun gun."
-Scott Adams (Dilbert)



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Subject: MN: Re: Year 3 Week 38 Proposals
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> Proposal 960 - Melmholtz Coils upon your boils [Enactment]
>
> Action:
> [Charge-Swapping with <Player>]
> Time: Post-move
> Duration: 20 minutes
> Cost: 1 Silver token.
>
> The Charge-Swapping Action allows a Player to swap eir Piece with the Piece

OK. But it might be better with a higher cost and the need to be at stations with the same current
removed though.

> Proposal 961 - Parallellity [Special Ruleset]
>

I like this, maybe it should be included in the standard Free for All rules.

> Proposal 962 - Trumpington's Variation [Special Ruleset]

Good.

>
> {{You may want to move the comment from the middle of the text to the
> end.}}

Oh, I think that was for me.

> ----------------------------------------------------------------------------------
>
> Proposal 963 - Translocation [Multiple]



> Remove the paragraph in Rule 1.7.6 that reads:
>
> "Although not considered to pass through any intervening Stations, the
> Straddle Destination must be a valid Move with respect to Blocks and other
> such impediments."
>
> and add the following sentence to the preceding paragraph:
>
> "In addition, the Straddle Destination must not be Blocked, Closed, or
> another Player's Home Station."
>
> {This just tidies up the wording a bit.}

It may be tidyer, but is it right? What about Bulkheaded Stations for example. I prefer the more
general wording.

>
> Proposal 964 - Your choice - take it or leave it [Amendment]
>
> Amend the new rule created by the Proposal entitled "Translocation" to add
> the paragraph
>
> "The Station thus Translocated to must not be Blocked, Closed or have any
> other impediment which would prevent an ordinary Move to that Station from
> being performed (although not necessarily by the Player performing the
> Translocation."

What about Moves to Home Stations; the owner can Move to eir Home Station, but other should not.

>
> Proposal 965 - Another choice for you to make [Amendment]
>
> Amend Rule 1.5.1 ("Keeping the Piece") by adding the following paragraph:
>
> "Outside eir Movement Phase, no other movement of the Player's Piece is
> allowed during eir Turn apart from Translocation Actions."

Some forms of shunts (shunts on a soaped line maybe others) move a Players piece.

> ------------------------------------------------------------------------------
>
> Proposal 966 - The Great Bear [Special Ruleset]


> Bank : Robert Maxwell (JN)

I would probably have made Karl Marx the Bank, but then I'm me.

>
> Proposal 967 - A Time for Clamps [Amendment]

Fine

>
> Proposal 968 - Slightly Down With Poll Tax [Amendment]
>
> In Rule 1.7.2 (Actions), halve the cost of the "[Poll Tax]" Action to one
> Gold Token.
>
> { Fairer, I think, particularly since you'll lose another Gold to the Tax if
> you've got more than one, anyway. }

I not sure. Poll Tax is a very powerful Action. The cost is 2Go presently, if a Player has 2Go then
they will be able to use the Acton and won't have a 3rd to lose. If they have 3Go then they would be
able to win in most cases anyway.

Poll Tax is too effective a way to scupper a win. If one does have a 3rd Go and haven't yet been
able to win, one can just change the 3rd into bronzes and minimize the loss.

Snow
-"No engineer looks at a television remote control without wondering what it would take to turn it
into a stun gun."
-Scott Adams (Dilbert)





From Dunx <dunx@d...> Thu Jan 27 08:19:03 2000
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On Wed, 26 Jan 2000 01:21:13 -0800 "Kevan Davis" wrote:
> Cuh. I thought I'd voted when I hadn't. Hopeless of me. Sorry about
> that.

Thus sums up my own poor showing, also. Bit of a rum do all roung, in fact
(with the obvious exception).

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From Dunx <dunx@d...> Thu Jan 27 08:46:50 2000
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> > Proposal 960 - Melmholtz Coils upon your boils [Enactment]
> >
> > Action:
> > [Charge-Swapping with <Player>]
> > Time: Post-move
> > Duration: 20 minutes
> > Cost: 1 Silver token.
> >
> > The Charge-Swapping Action allows a Player to swap eir Piece with the
> Piece
> 
> OK. But it might be better with a higher cost and the need to be at
> stations with the same current
> removed though.

Doesn't that rather negate the point of the Proposal? The way I read it was
as a specialised for of Charge Tunneling, where the Piece at the other end
is exchanged with the Acting Piece.

> > Proposal 963 - Translocation [Multiple]
> 
> > Remove the paragraph in Rule 1.7.6 that reads:
> >
> > "Although not considered to pass through any intervening Stations, the
> > Straddle Destination must be a valid Move with respect to Blocks and
> other
> > such impediments."
> >
> > and add the following sentence to the preceding paragraph:
> >
> > "In addition, the Straddle Destination must not be Blocked, Closed, or
> > another Player's Home Station."
> >
> > {This just tidies up the wording a bit.}
> 
> It may be tidyer, but is it right? What about Bulkheaded Stations for
> example. I prefer the more
> general wording.

Actually so do I, but it's not wrong - Bulkheaded Stations are considered
Blocked, whereas Closed Stations are not (since a Piece may pass through a
Closed Station), so it is probably worth mentioning explicitly.

> > Proposal 964 - Your choice - take it or leave it [Amendment]
> >
> > Amend the new rule created by the Proposal entitled "Translocation" to
> add
> > the paragraph
> >
> > "The Station thus Translocated to must not be Blocked, Closed or have
> any
> > other impediment which would prevent an ordinary Move to that Station
> from
> > being performed (although not necessarily by the Player performing the
> > Translocation."
> 
> What about Moves to Home Stations; the owner can Move to eir Home
> Station, but other should not.

Yes, it does seem rather ambiguously worded - something like

"The Station thus Translocated to must not be Blocked, Closed or have any

other impediment which would prevent a Move to that Station from being
performed."

... might be better. I've removed the 'ordinary' because Special Moves are
governed by impediments too, if I remember correctly.

I can see that there might be an argument that a Move cannot be made by the
Actioning Player because e has insufficient LV to cover the distance thus
implying that the Translocation is illegal, but I think this is less
difficult than permitting Translocations to Home Stations because the
Home's owning Player can Move there.

(the counter-argument is that the hypothetical Move is being brought in to
demonstrate that it is only rendered illegitimate by the impediment, and
that LV is simply not relevant)

Maybe we need a single definition for impediment.

> > Proposal 965 - Another choice for you to make [Amendment]
> >
> > Amend Rule 1.5.1 ("Keeping the Piece") by adding the following
> paragraph:
> >
> > "Outside eir Movement Phase, no other movement of the Player's Piece is

> > allowed during eir Turn apart from Translocation Actions."
> 
> Some forms of shunts (shunts on a soaped line maybe others) move a
> Players piece.

Quite so, except that this extra clause limits itself to movement in the
Moving Player's Turn.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <snowl@s...> Thu Jan 27 13:35:49 2000
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Dunx said:

> > OK. But it might be better with a higher cost and the need to be at
> > stations with the same current
> > removed though.
>
> Doesn't that rather negate the point of the Proposal? The way I read it was
> as a specialised for of Charge Tunneling, where the Piece at the other end
> is exchanged with the Acting Piece.

I suppose so.


> > > "In addition, the Straddle Destination must not be Blocked, Closed, or
> > > another Player's Home Station."
> > >
> > > {This just tidies up the wording a bit.}
> >
> > It may be tidyer, but is it right? What about Bulkheaded Stations for
> > example. I prefer the more
> > general wording.
>
> Actually so do I, but it's not wrong - Bulkheaded Stations are considered
> Blocked, whereas Closed Stations are not (since a Piece may pass through a
> Closed Station), so it is probably worth mentioning explicitly.

OK, Bukheaded Stations are covered. But if the Player is clamped or there is a loop or the bridges
are up or some new impedament is created it just isn't general enough.


> > > being performed (although not necessarily by the Player performing the
> > > Translocation."
> >
> > What about Moves to Home Stations; the owner can Move to eir Home
> > Station, but other should not.
>
> Yes, it does seem rather ambiguously worded - something like
>
> "The Station thus Translocated to must not be Blocked, Closed or have any
>
> other impediment which would prevent a Move to that Station from being
> performed."
>
> ... might be better. I've removed the 'ordinary' because Special Moves are
> governed by impediments too, if I remember correctly.
>
> I can see that there might be an argument that a Move cannot be made by the
> Actioning Player because e has insufficient LV to cover the distance thus
> implying that the Translocation is illegal, but I think this is less
> difficult than permitting Translocations to Home Stations because the
> Home's owning Player can Move there.
>
> (the counter-argument is that the hypothetical Move is being brought in to
> demonstrate that it is only rendered illegitimate by the impediment, and
> that LV is simply not relevant)
>
> Maybe we need a single definition for impediment.

Excellent idea.

> > > Proposal 965 - Another choice for you to make [Amendment]
> > >
> > > Amend Rule 1.5.1 ("Keeping the Piece") by adding the following
> > paragraph:
> > >
> > > "Outside eir Movement Phase, no other movement of the Player's Piece is
>
> > > allowed during eir Turn apart from Translocation Actions."
> >
> > Some forms of shunts (shunts on a soaped line maybe others) move a
> > Players piece.
>
> Quite so, except that this extra clause limits itself to movement in the
> Moving Player's Turn.

Yes, but shunts on a soaped line move both the shunter and shuntee.

Ichabod Snow
-"No engineer looks at a television remote control without wondering what it would take to turn it
into a stun gun."
-Scott Adams (Dilbert)







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Subject: MN: Re: Baker Street, Rushton Lounge, Right now!
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On Wednesday, January 26, 2000 5:58 AM, Ole Andersen
[SMTP:palnatoke@g...] wrote:
> ...
> : Names for Baker Street game in Rushton Memorial Lounge (please
> : indicated
> preference for SF or not):
> :
> : PaulWay

I'll play SF if people want to, but it's not necessary to my enjoyment.

Codpieces,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From <WayperP@p...> Thu Jan 27 17:24:27 2000
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Subject: MN: Re: Year 3 Week 37 Voting Results
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On Wednesday, January 26, 2000 7:21 PM, Kevan Davis
[SMTP:kevan@s...] wrote:
> Cuh. I thought I'd voted when I hadn't. Hopeless of me. Sorry about
> that.

This is why, when I'm in doubt, I check for the mail that the voting form
sends me.

Bravo again to Dunx for setting that up.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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Subject: MN: Re: Year 3 Week 38 Proposals
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On Wednesday, January 26, 2000 8:25 PM, Snow [SMTP:snowl@s...] wrote:
> Ole wrote:
> 
> > : Proposal 960 - Melmholtz Coils upon your boils [Enactment]
> > :
> > : Action:
> > : [Charge-Swapping with <Player>]
> >
> > Ah... so Charge-Swapping is a Translocation! :-)
> 
> Not really the pieces stay where they are.

Not so. The Charge-swap swaps both Pieces and Charges. It is a
Translocation. I'll put an amendment in if it passes.

> > Just picking a nit:
> > 'must not' = 'need not'
> 
> Huh? They're not the same!

Indeed so. "I must not hit Ole" != "I need not hit Ole" - the former
implies a restriction, the latter implies a choice. Compare "I must not hit
Ole if I want to avoid punishment" to "I need not hit Ole if I want to avoid
punishment".

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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On Wednesday, January 26, 2000 8:27 PM, Snow [SMTP:snowl@s...] wrote:
> > Proposal 960 - Melmholtz Coils upon your boils [Enactment]
> >
> > The Charge-Swapping Action allows a Player to swap eir Piece with the
> > Piece
> 
> OK. But it might be better with a higher cost and the need to be at
> stations with the same current removed though.

Hmmm - that's an altogether separate move - effectively allowing you to swap
pieces with another player from anywhere, no?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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On Thursday, January 27, 2000 10:51 PM, Dunx [SMTP:dunx@d...] wrote:
> Maybe we need a single definition for impediment.

I think this is the generally preferable solution. We need some method of
saying simply "The station can be a valid destination of a move" and "The
station can be moved through". The latter is probably "Blocked" (as in
"Bulkheaded stations are considered Blocked"); the former could perhaps be
called "Barred" (as in barred shut).

So a proposal to define Blocked and Barred and then go through the ruleset
defining appropriately ("A Closed Station is considered Barred", etc.).
Sound OK?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From <speaker@d...> Fri Jan 28 03:41:08 2000
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==============================================================================

Reproposals from Year 3 Week 37

==============================================================================

Reproposal 969 - Radiology [Amendment]

In Rule 1.4.46 - Radiation, replace:

A Player possessing a Remote Control may perform the Action of
"Radiating <Player>", where <Player> is a Player who shares a Station
and Line with the Actioning Player, also known as the Controller.
The Radiated Player, also known as the Controllee, gains a "Radio Clamp"
Cursed Possession.

with:

A Player possessing a Remote Control may perform the Action of
"Radiating <Player>", where <Player> is a Player who shares a Station
and Line with the Actioning Player, also known as the Controller.
The Radiated Player, also known as the Controllee, gains a "Radio Clamp"
Cursed Possession and is immediately transported to eir Home Station.

and replace:

If a Remote Control is destroyed, except by "De-Radiating", the
corresponding Radio Clamp is destroyed, too.

with:

If a Remote Control is destroyed, any corresponding Radio Clamp
is destroyed, too.



[Who's going to Radiate anybody, only to have an explosion right in eir
face?]


----------------------------------------------------------------------------------

Reproposal 970 - Trumpington's Variation [Special Ruleset]

/------------------------------------------------------------------------------\
SECTION 2.x - Trumpington's Variation
\------------------------------------------------------------------------------/

Rule 2.x.1 - Trumpington's Variation

In Trumpington's Variation, the Winner is the first Player whose Piece
rests at the same Station as the Goal Marker at the end of eir Turn.

There are a number of Markers in Trumpington's Variation.
Each Marker in Trumpington's Variation defines its location at any given
time as the equivalent of the Station originally occupied by the Marker,
as described in the Vanilla rules.
So, if the Bank Marker is located at Bayswater, any Action defined in the
Vanilla rules in regard to Bank, e.g. "[Silver to Gold]", is instead
considered defined in regard to Bayswater, as long as that is where the
Bank Marker is.

Markers can be Shunted as if they were Token Stacks, but two Markers
cannot occupy the same Station.


Rule 2.x.2 - Markers

The following table shows the Markers and their initial locations:


+---------------+-------------------++---------------+-------------------+
| Marker | Location || Marker | Location |
+---------------+-------------------++---------------+-------------------+
| Goal | MC || Lost Pty | Paddington |
| Nelson | Charing Cross || Prison | Tower Hill |
| Bank | Bank || Jekyll | Hyde Park Corner |
| Trap | Dollis Hill || Stadium1 | Arsenal |
| Stadium2 | Wembley Park || Stadium3 | Wimbledon |
| Septimus | Seven Sisters || Holding | Euston |
| Home* | ** || | |
+---------------+-------------------++---------------+-------------------+
*One per Player
**As defined by [Home:<Station>]

A similar table shall be included in the GSD.

Rule 2.x.3 - Closed? No, Moved!

In Trumpington's Variation, Rule 1.13.4 is modified:
A Move which ends at the (Closed) Goal is valid, if the Turn includes
Shunting the Goal Marker to another Station.
Similarly, a Move ending at the (Closed or Blocked) Home Station of a
non-Actioning Player is valid, if the Turn contains a Shunt of the Home
Marker to another Station.

----------------------------------------------------------------------------------

Reproposal 971 - ¤*?§||@£$ [Amendment]

To Rule 1.11.7 - Sanctuary,
add after the last sentence:

A Player may perform the neutral Action of "[Defaming <Station>]",
where <Station> is a Holy Station.
This causes <Station> to be considered a non-Holy Station until
the firstcoming Sunday, at which time the Station again becomes Holy.


-----------------------------------------------------------------------------
Action Phase Rule Dur Cost Gain FR
-----------------------------------------------------------------------------
[Defaming <Station>] Neut 1.11.7 5Bk (S1)


Ichabod Snow
-"No engineer looks at a television remote control without wondering what it would take to turn it
into a stun gun."
-Scott Adams (Dilbert)














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Subject: MN: Re: Year 3 Week 38 Proposals
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PaulWay:
> On Thursday, January 27, 2000 10:51 PM, Dunx [SMTP:dunx@d...] wrote:
> > Maybe we need a single definition for impediment.
> 
> I think this is the generally preferable solution. We need some method of
> saying simply "The station can be a valid destination of a move" and "The
> station can be moved through". The latter is probably "Blocked" (as in
> "Bulkheaded stations are considered Blocked"); the former could perhaps be
> called "Barred" (as in barred shut).
> 
> So a proposal to define Blocked and Barred and then go through the ruleset
> defining appropriately ("A Closed Station is considered Barred", etc.).
> Sound OK?

Yes, except I'd rather keep "Closed" than use "Barred".

Ichabod Snow
-"No engineer looks at a television remote control without wondering what it would take to turn it
into a stun gun."
-Scott Adams (Dilbert)






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Subject: MN: Re: Year 3 Week 38 Proposals
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> On Wednesday, January 26, 2000 8:25 PM, Snow [SMTP:snowl@s...] wrote:
> > Ole wrote:
> >
> > > : Proposal 960 - Melmholtz Coils upon your boils [Enactment]
> > > :
> > > : Action:
> > > : [Charge-Swapping with <Player>]
> > >
> > > Ah... so Charge-Swapping is a Translocation! :-)
> >
> > Not really the pieces stay where they are.
>
> Not so. The Charge-swap swaps both Pieces and Charges. It is a
> Translocation. I'll put an amendment in if it passes.

I don't think you're right here. According to the example after the swap has taken place the two
Players are in opposite locations. Since they have swapped pieces the pieces can't have changed
position therefore no Translocation has taken place.

Ichabod Snow
-"[Manchester] a notoriously gay area of England just outside of London"
-An American





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Snow answered Paul:
: > Not so. The Charge-swap swaps both Pieces and Charges. It is a
: > Translocation. I'll put an amendment in if it passes.
:
: I don't think you're right here. According to the example after the swap
has taken place the two
: Players are in opposite locations. Since they have swapped pieces the
pieces can't have changed
: position therefore no Translocation has taken place.

Ah. Do we swap the Pieces or do the Pieces swap positions? I assume the
latter is what is meant.


Ole




From <palnatoke@g...> Fri Jan 28 14:05:50 2000
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: Reproposal 969 - Radiology [Amendment]
: Reproposal 970 - Trumpington's Variation [Special Ruleset]
: Reproposal 971 - ¤*?§||@£$ [Amendment]

I believe 970 is wrongly reproposed. I withdrew 957, so it did not fail
Quorum.
Besides, 962 is an updated version of this prop.

Since I *have* voted, I hereby vote PASS on 969 and 971.


Ole




From <snowl@s...> Sat Jan 29 09:21:10 2000
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Ole:
> Snow answered Paul:
> : > Not so. The Charge-swap swaps both Pieces and Charges. It is a
> : > Translocation. I'll put an amendment in if it passes.
> :
> : I don't think you're right here. According to the example after the swap
> has taken place the two
> : Players are in opposite locations. Since they have swapped pieces the
> pieces can't have changed
> : position therefore no Translocation has taken place.
>
> Ah. Do we swap the Pieces or do the Pieces swap positions? I assume the
> latter is what is meant.

It may be what was meant, but I don't think it is what was Proposed.

Snow
-"No engineer looks at a television remote control without wondering what it would take to turn it
into a stun gun."
-Scott Adams (Dilbert)





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Ole:

> : Reproposal 969 - Radiology [Amendment]
> : Reproposal 970 - Trumpington's Variation [Special Ruleset]
> : Reproposal 971 - ¤*?§||@£$ [Amendment]
>
> I believe 970 is wrongly reproposed. I withdrew 957, so it did not fail
> Quorum.
> Besides, 962 is an updated version of this prop.

Bother.

Proposals are renumberd thus:

Reproposal 969 - Radiology [Amendment]
Reproposal 970 - ¤*?§||@£$ [Amendment]
Proposal 971 -----Next Week------


> Since I *have* voted, I hereby vote PASS on 969 and 971.

OK.

Ichabod
-"No engineer looks at a television remote control without wondering what it would take to turn it
into a stun gun."
-Scott Adams (Dilbert)









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-----------------------------------------------------------------------------
MORNINGTON NOMIC

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

Proposal - Thingies [Ammendment]

1. In Rule 1.4.18, replace these items:
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Hard Hat | 2 Br | Garment |
| Newspaper | 1 Br | Papery, Today's |
| Remote Control (Off)| 3 Br | Small, Electric |
| Silly Hat | 2 Br | Garment |
| Spectacles | 4 Br | Small, Garment |
| Vacuum Cleaner | 6 Br | Large, Electrical |
+---------------------+------+---------------------------------+
with these:
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Book | 3 Br | Papery |
| Hat | 2 Br | Garment |
| Newspaper | 1 Br | Papery, Today's, Dispensable |
| Remote Control (Off)| 3 Br | Small, Electrical |
| Scarf | 3 Br | Garment, Woolen |
| Spectacles | 4 Br | Small, Garment |
| Vacuum Cleaner (Off)| 6 Br | Large, Electrical |
+---------------------+------+---------------------------------+

2. Amend Rule 1.4.33 - Zzzzzzzzzzap! to have this wording:

Electrical Possessions are either On or Off, Off being the default.

A Player can switch one of eir Electrical Possessions On or Off by
using the Neutral Action [<Possession> On] or [<Possession> Off],
respectively.

If a Line is in an Electrified State, all Electrical Possessions
carried by Players whose Pieces are on the said Line, are Off.

3. In Rule 1.8.7 - Gapminding, change:

A Player may perform the Action "[Mind the Gap]" or the Action "[Ignore
the Gap]", to put the Game in and out of a "Gapminding" State,
respectively. While such a State is in effect, the "[Line Change]"
Action may not be performed.
to:
A Player may perform the Action "[Mind the Gap]" or the Action "[Ignore
the Gap]", to put the Game in and out of a "Gapminding" State,
respectively. While such a State is in effect, the "[Line Change]"
Action may not be performed, unless the Player is carrying a Book.


4. Add to the end of Rule 1.4.35:

A Player wearing a Scarf may perform the Action [Release Rat] as
a Neutral Action.


MN Speaker
-"No engineer looks at a television remote control without wondering what it would take to turn it
into a stun gun."
-Scott Adams (Dilbert)









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 Mornington Nomic
Voting results for Week 38 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
960 Melmholtz Coils upon your boils 1 1 1 3 Fails
961 Parallellity 1 1 1 3 Fails
962 Trumpington's Variation 1 1 1 3 Fails
963 Translocation 3 0 0 3 Passes
964 Your choice - take it or leave it 3 0 0 3 Passes
965 Another choice for you to make 1 0 2 3 Fails
966 The Great Bear 2 1 0 3 Passes
967 A Time for Clamps 2 1 0 3 Passes
968 Slightly Down With Poll Tax 1 1 1 3 Fails
969 Radiology 0 2 1 3 Fails
970 ¤*?§||@£$ 1 2 0 3 Passes
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

960 (Paul) - - - - AGA - FOR - - PAS
961 (Ole) - - - - AGA - PAS - - FOR
962 (Ole) - - - - AGA - PAS - - FOR
963 (Paul) - - - - FOR - FOR - - FOR
964 (Paul) - - - - FOR - FOR - - FOR
965 (Paul) - - - - AGA - AGA - - FOR
966 (Kevan) - - - - PAS - FOR - - FOR
967 (Kevan) - - - - PAS - FOR - - FOR
968 (Kevan) - - - - PAS - FOR - - AGA
969 (Ole) - - - - AGA - PAS - - PAS
970 (Ole) - - - - FOR - PAS - - PAS

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

Ruttsborough - - - - 963 - - - - 963
CAMREC Cleanup - - - - - - 967 - - 967
ICMS Clarity - - - - 963 - - - - 966
Mrs Trellis - - - - 970 - 966 - - -

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

Last Week 11 8 0 0 5 0 5 11 0 14
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 8 0 0 5 0 5 11 0 14
Halved 4 2 2 5 0 7

FOR votes +0 +5 +3 +8 +0 +0
AGAINST votes +0 -1 -3 -3 +0 +0
Voting/own +0 +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0 +0

Making/effort +0 +2 +2 +0 +0 +2
Decisiveness +0 +2 +2 +0 +0 +0
Finger/pulse +0 +5 +0 +0 +0 +0

Awards +0 +3 +0 +3 +0 +3

This week +0 +16 +4 +8 +0 +5
Final 11 4 0 0 18 0 6 13 0 12

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

Ruttsborough (+1) - Paul (Translocation)
CAMREC Cleanup (+3) - Kevan (A Time for Clamps)
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)


MN Speaker
-"Bring me corpses; and quickly!"










From <kevan@s...> Wed Feb 2 01:13:52 2000
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> If a Line is in an Electrified State, all Electrical Possessions 
> carried by Players whose Pieces are on the said Line, are Off. 

Do they become switched off, or are "On" Possessions merely treated as
being "Off" for as long as the Player keeps his foot on the electrics?

> A Player wearing a Scarf may perform the Action [Release Rat] as 
> a Neutral Action. 

Fair enough to give Scarves a purpose, I suppose, but, er, what? Is
this a clever reference that's sailed over my head, perhaps?

Kevan

--
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From <palnatoke@g...> Wed Feb 2 08:18:48 2000
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Kevan asked:

: > If a Line is in an Electrified State, all Electrical Possessions
: > carried by Players whose Pieces are on the said Line, are Off.
:
: Do they become switched off, or are "On" Possessions merely treated as
: being "Off" for as long as the Player keeps his foot on the electrics?
:

Well, I guess their 'On-ness' is suppressed while the zap is on.


: > A Player wearing a Scarf may perform the Action [Release Rat] as
: > a Neutral Action.
:
: Fair enough to give Scarves a purpose, I suppose, but, er, what? Is
: this a clever reference that's sailed over my head, perhaps?
:

Not especially clever. The [Release Rat] Action is, I think, a Post-Move
Action without a Scarf.


Ole





From <kevan@s...> Wed Feb 2 09:33:37 2000
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> : Do they become switched off, or are "On" Possessions merely treated
as
> : being "Off" for as long as the Player keeps his foot on the
electrics?
> 
> Well, I guess their 'On-ness' is suppressed while the zap is on.

Hmm. I think I would have guessed the other way. Clarity is required.

> Not especially clever. The [Release Rat] Action is, I think, a
Post-Move
> Action without a Scarf.

Indeed. Curious.

Kevan

--
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From: "Ichabod Snow" <snowl@s...>
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Kevan said:
> > A Player wearing a Scarf may perform the Action [Release Rat] as 
> > a Neutral Action. 
> 
> Fair enough to give Scarves a purpose, I suppose, but, er, what? Is
> this a clever reference that's sailed over my head, perhaps?
> 

Rupert the Bear had a scarf didn't he?

Ichabod Snow
-Trying to confuse everyone.








From <kevan@s...> Thu Feb 3 01:02:34 2000
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> > > A Player wearing a Scarf may perform the Action [Release Rat]
as 
> > > a Neutral Action. 
> > 
> > Fair enough to give Scarves a purpose, I suppose, but, er, what? Is
> > this a clever reference that's sailed over my head, perhaps?
> 
> Rupert the Bear had a scarf didn't he?

I don't remember him releasing rats, though...

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From Dunx <dunx@d...> Thu Feb 3 02:25:54 2000
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Friends:

I was hoping I hoping I wouldn't have to do this, but I'm afraid I am going
to have to go Inactive again until further notice. Work is just too much at
the moment, and I'm afraid I haven't the energy to contribute properly to
this game.

Apologies for disappearing again so soon.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <snowl@s...> Thu Feb 3 08:25:12 2000
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Kevan worte:
> > > > A Player wearing a Scarf may perform the Action [Release Rat]
> as 
> > > > a Neutral Action. 
> > > 
> > > Fair enough to give Scarves a purpose, I suppose, but, er, what? Is
> > > this a clever reference that's sailed over my head, perhaps?
> > 
> > Rupert the Bear had a scarf didn't he?
> 
> I don't remember him releasing rats, though...

What about James Herbert? He wrote some books about rats.

Ichabod Snow
-"No engineer looks at a television remote control without wondering what it would take to turn it
into a stun gun."
-Scott Adams (Dilbert)






From <snowl@s...> Thu Feb 3 08:25:19 2000
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Dunx:
> I was hoping I hoping I wouldn't have to do this, but I'm afraid I am going
> to have to go Inactive again until further notice. Work is just too much at
> the moment, and I'm afraid I haven't the energy to contribute properly to
> this game.

OK. Come back soon.

Snow
-"I've come to collect my hedgehog for the hard of hearing"



From <speaker@d...> Tue Feb 8 11:14:58 2000
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

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

Proposal 972 - No Drone Resignations [Ammendment]

Change
Rule 1.1.10 - Timeout On The Grand Scale
from:
Any player who does not play a single move in any particular Game for a
period of two calendar months should be considered to have Resigned from
that Game and deleted from the relevant GSD, along with all eir Tokens
and Possessions.

to:
Any non-Drone Player who does not play a single move in any particular
Game for a period of two calendar months should be considered to have
Resigned from that Game and deleted from the relevant GSD, along with
all eir Tokens and Possessions.

-----------------------------------------------------------------------------

MN Speaker
-A random mistake.








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 Mornington Nomic
Voting results for Week 39 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
971 Thingies 1 1 0 3 Quorum
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

971 (Ole) - - - - - - PAS - - FOR 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - - - - - - - 
Mrs Trellis - - - - - - - - - 971 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 4 0 0 18 0 6 13 0 12
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 4 0 0 18 0 6 13 0 12
Halved 9 3 6 0 6

FOR votes +0 +1 +0 +0 +0
AGAINST votes +0 +0 +0 +0 +0
Voting/own +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0

Making/effort +0 +2 +0 +0 +2
Decisiveness +0 +0 +0 +0 +2
Finger/pulse +0 +0 +0 +0 +5

Awards +0 +0 +0 +0 +3

This week +0 +3 +0 +0 +12
Final 11 4 0 0 9 0 6 6 0 18

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)

MN Speaker
-I have a feeling I'm supposed to be doing something, but don't know quite what.









From <kevan@s...> Wed Feb 9 02:36:52 2000
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> ------------------------------------------------------------
> No. Proposal Name F P A Q Results
> ------------------------------------------------------------
> 971 Thingies 1 1 0 3 Quorum
> ------------------------------------------------------------

Um. Whoops. I forgot what day it was.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <speaker@d...> Thu Feb 10 07:47:13 2000
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The following has been reproposed from Week 39:

-------------------------------------------------------------

Proposal 973 - Thingies [Ammendment]

1. In Rule 1.4.18, replace these items:
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Hard Hat | 2 Br | Garment |
| Newspaper | 1 Br | Papery, Today's |
| Remote Control (Off)| 3 Br | Small, Electric |
| Silly Hat | 2 Br | Garment |
| Spectacles | 4 Br | Small, Garment |
| Vacuum Cleaner | 6 Br | Large, Electrical |
+---------------------+------+---------------------------------+
with these:
+---------------------+------+---------------------------------+
| Possession | Cost | Qualities |
+---------------------+------+---------------------------------+
| Book | 3 Br | Papery |
| Hat | 2 Br | Garment |
| Newspaper | 1 Br | Papery, Today's, Dispensable |
| Remote Control (Off)| 3 Br | Small, Electrical |
| Scarf | 3 Br | Garment, Woolen |
| Spectacles | 4 Br | Small, Garment |
| Vacuum Cleaner (Off)| 6 Br | Large, Electrical |
+---------------------+------+---------------------------------+

2. Amend Rule 1.4.33 - Zzzzzzzzzzap! to have this wording:

Electrical Possessions are either On or Off, Off being the default.

A Player can switch one of eir Electrical Possessions On or Off by
using the Neutral Action [<Possession> On] or [<Possession> Off],
respectively.

If a Line is in an Electrified State, all Electrical Possessions
carried by Players whose Pieces are on the said Line, are Off.

3. In Rule 1.8.7 - Gapminding, change:

A Player may perform the Action "[Mind the Gap]" or the Action "[Ignore
the Gap]", to put the Game in and out of a "Gapminding" State,
respectively. While such a State is in effect, the "[Line Change]"
Action may not be performed.
to:
A Player may perform the Action "[Mind the Gap]" or the Action "[Ignore
the Gap]", to put the Game in and out of a "Gapminding" State,
respectively. While such a State is in effect, the "[Line Change]"
Action may not be performed, unless the Player is carrying a Book.


4. Add to the end of Rule 1.4.35:

A Player wearing a Scarf may perform the Action [Release Rat] as
a Neutral Action.



MN Speaker
-"No engineer looks at a television remote control without wondering what it would take to turn it
into a stun gun."
-Scott Adams (Dilbert)








From <speaker@d...> Tue Feb 15 11:41:52 2000
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Subject: MN: Year 3 Week 41 Proposals
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

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

Proposal 974 - In My Own Time [Multiple]

{This proposal is intended to make all games Free for All.
The most interesting stuff is in point 12, where I propose that each player
has eir own game time. The rest is more or less just consequences of that.}


1. In
Rule 1.1.2 - A New Game
change :
When a new Game begins, the following initial conditions apply to that
Game:-

* The Game shall take place in a Lounge of the Speaker's choice.
* Game Time is randomly selected by the Speaker.
to:
When a new Game begins, the following initial conditions apply to that
Game:-

* The Game shall take place in a Lounge of the Speaker's choice.
* Initial Game Time is randomly selected by the Speaker, being the same
for all Players. The Initial Game Time shall be evenly divisible
by 5 minutes.

In
Rule 1.1.8 - Joining In
change:
When a new Player joins a Game already in progress, the Speaker shall
determine er position in the Playing Order according to Rule 1.1.12. The
Playing Order shall be reflected in the sequence of the Game State Document's
Token Table, and may not be amended except by the addition of further new
Players and the resignation of old ones.
to:
When a new Player joins a Game already in progress, the Speaker shall
determine eir position in the Playing Order according to Rule 1.1.12, and
assign em a Game Time. This Game Time is randomly chosen from the Game Times
of the already playing Players of the Game. The Playing Order shall be
reflected in the sequence of the Game State Document's Token Table, and may
not be amended except by the addition of further new Players and the
resignation of old ones.

3. In
Rule 1.2.0 - The Game State Document
change:
The GSD shall also include the following information in an appropriate
format: Disruptions; Game Time; Wild Stations; Token Stacks; Courier
Pick-up and Destination Stations.
to:
The GSD shall also include the following information in an appropriate
format: Disruptions; Game Times; Wild Stations; Token Stacks; Courier
Pick-up and Destination Stations.

4. In
Rule 1.3.0 - Turn Summary
change:
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, perform Actions and collect Tokens.

Moves, Plays, Rounds and Turns shall be defined as follows in
combination with those definitions already extant:

* A Round is a sequence of Turns in which all Active 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 or (if that
Player Resigns or goes Inactive) the point after which eir Turn would
have been.
to:
The Game of Mornington Crescent is divided into Turns, each taken by
a Player. During each Turn, a Player may make a Move, perform Actions
and collect Tokens.

Moves, Plays, Rounds and Turns shall be defined as follows in
combination with those definitions already extant:

* A Round is a sequence of as many Turns as there are Active Players
in the Game. 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).

5. In
Rule 1.3.1 - Taking a Turn
change:
* Updating of any aspects of the Game State Document which
have been altered (eg. Game Time, Token possession, Knip, etc.)
to:
* Updating of any aspects of the Game State Document which
have been altered (eg. Game Times, Token possession, Knip, etc.)

6. In
Rule 1.3.2 - Playing Sequence
change:
After a Player has taken eir Turn, it becomes the Turn of the next
Active Player in the Token Table at the top of the GSD. If there are
no further Active 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.
to:
A Busy Player may not take a Turn.

7. In
Rule 1.3.5 - Timing is Everything
change:
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.
to:
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 no Player submits eir Turn within this time, any Player from that Game
may submit a Turn on the behalf of the Lagging Player, if the Game has such
a Player, containing the Move of "Timeout" (with no Actions), and advance
the Game Time of the thusly Forced Player 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.

8. In
Rule 1.4.24 - The Podume of Infinite Darkness
change:
If there is no PoID in play, any Player may perform the Action of
"[Forging PoID]" to bring the PoID into play, in eir Possession,
provided that e is not located at a Holy Station, and that Game Time is
outside of Peak Hours. If performed at midnight, this Action's cost is
halved.
to:
If there is no PoID in play, any Player may perform the Action of
"[Forging PoID]" to bring the PoID into play, in eir Possession,
provided that e is not located at a Holy Station, and that eir Game Time
is outside of Peak Hours. If performed at midnight, this Action's cost
is halved.

9. In
Rule 1.5.12 - Farkling
change:
A Player may play a Move of "Farkle", provided that e performs no
Actions during that Turn. Such a Play is identical in every respect to a
Move of "Pass", except that, upon making it, the Player who makes it may
adjust Game Time to any day and time.
to:
A Player may play a Move of "Farkle", provided that e performs no
Actions during that Turn. Such a Play is identical in every respect to a
Move of "Pass", except that, upon making it, the Player who makes it may
adjust eir Game Time to any day and time.

10. In
Rule 1.7.20 - Busking
change:
A Player may perform the action 'Busking' provided that Game Time is
currently during Peak Hours and
to:
A Player may perform the action 'Busking' provided that eir Game Time
is currently during Peak Hours and

11. In
Rule 1.11.3 - Station Damage
change:
Whenever Game Time moves into a new day, the first Damaged Station listed
in Disruptions shall be removed:
to:
Whenever the Game Time of the Lagging Player (or the Co-Lagging Players)
move(s) into a new day, the first Damaged Station listed in Disruptions
shall be removed:

12. In
Rule 1.13.1 - The Richard Whiteley Experience
change:
Each Game currently in progress shall have a unique Game Time, which shall be
recorded on the Game State Document for that Game. Game Time shall consist of
the same units of measurement as real time (but shall bear no other relation to
real time) and shall be expressed as the day followed by the time in the
24-hour clock format.

Each Player's Turn has a default maximum duration of one hour. Whenever
a Player performs an Action or makes a Move, Game Time is advanced by
the duration of that Action or Move. If this should take the duration
of eir Turn so far beyond its maximum duration, the Turn becomes
Illegal.

Game Time 'skips' the time between 0000 and 0500, and this 'skip'
advances the day of the game time by one day. Thus, if Rushton's Turn
finished at Wednesday 2340 and Garden's Turn takes 40 minutes, then
Garden's Turn ends at Thursday 0520.

If the Action [Night Train] is performed, the firstcoming 'skip' is
ignored, but the day of the game time is still advanced at 0000.
To signify this anomaly, an asterisk is inserted in the Game Time
in the Game State Document. Actions that target other Players
cannot be played between 0000 and 0500.
to:
Each Game currently in progress shall have a number of Game Times, one
for each Player, which shall be recorded on the Game State Document for
that Game.
Game Time shall consist of the same units of measurement as real time
(but shall bear no other relation to real time) and shall be expressed
as the day followed by the time in the 24-hour clock format.

Each Player's Turn has a default maximum duration of one hour. Whenever
a Player performs an Action or makes a Move, eir Game Time is advanced
by the duration of that Action or Move. If this should take the duration
of eir Turn so far beyond its maximum duration, the Turn becomes
Illegal.

Each Player's Game Time 'skips' the time between 0000 and 0500, and this
'skip' advances the day of eir Game Time by one day.

When a Player advances eir Game Time beyond midnight between Sunday and
Monday, e must signify this by prefixing eir Game Time with a plus (+),
unless e is Lagging, in which case e shall delete a plus from all
Game Times.

If the Action [Night Train] is performed, the firstcoming 'skip' is
ignored, but the day of the Player's Game Time is still advanced at
0000.
To signify this anomaly, an asterisk is inserted in the appropriate Game
Time in the Game State Document. Actions that target other Players
cannot be played between 0000 and 0500.


13. In
Rule 1.13.4 - Station Opening
change:
Each Station may be either Open or Closed, dependent on a number of factors.
Certain Stations and Lines are described as having Restricted Opening, the
Open/Closed state of these depending on the current Game Time, and being
given in Rules 1.13.5 and 1.13.6.
to:
Each Station may be either Open or Closed, dependent on a number of
factors.
Certain Stations and Lines are described as having Restricted Opening,
the Open/Closed state of these depending on the current Game Time of the
Actioning Player, and being given in Rules 1.13.5 and 1.13.6.

14. Create a new
Rule 1.13.x - Business and Lag

A Player, whose Game Time is more advanced than all other Players', is
said to be Busy.
A Player, whose Game Time is less advanced than all other Players', is
said to be Lagging.
If several Players all have identical Game Times, which are less
advanced than all other Players', they are said be Co-Lagging.

15. Delete Section 2.12

16. Create a new Rule in the Vanilla Ruleset:
If a common Game Time is defined in a Game, all Players of that Game are
given this Game Time as their individual Game Times.

17. Delete the just-created Rule.


MN Speaker
-"The moose took it."









From <speaker@d...> Tue Feb 15 11:41:53 2000
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Subject: MN: Year 3 Week 40 Voting Results
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 Mornington Nomic
Voting results for Week 40 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
972 No Drone Resignations 3 1 0 3 Passes
973 Thingies 2 1 1 3 Passes
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

972 (Ole) - - - - FOR - PAS FOR - FOR
973 (Ole) - - - - AGA - PAS FOR - FOR

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - -
CAMREC Cleanup - - - - 972 - - - - 972
ICMS Clarity - - - - 972 - - - - -
Mrs Trellis - - - - - - - - - 973

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

Last Week 11 4 0 0 9 0 6 6 0 18
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 4 0 0 9 0 6 6 0 18
Halved 4 3 3 0 9

FOR votes +0 +5 +0 +0 +0
AGAINST votes +0 -1 +0 +0 +0
Voting/own +0 +0 +0 +0 +0

EP FOR +0 +0 +0 +0 +0
EP AGAINST +0 +0 +0 +0 +0

Making/effort +2 +2 +2 +0 +2
Decisiveness +2 +0 +2 +0 +2
Finger/pulse +0 +0 +5 +0 +5

Awards +0 +3 +0 +0 +3

This week +4 +9 +9 +0 +12
Final 11 4 0 0 8 0 12 12 0 21

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - Ole (No Drone Resignations)
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none [*]
For E's A Jolly Good Fellow (+3) - Snow (automatic)

*- PaulWay's bow in the Lyttleton Lounge hasn't been considered this Week since the Turn is being
Slightly Buzzed. I will consider it next week depending on the outcome of the Slight Buzz.


MN Speaker
-Snake Charming









From <snowl@s...> Sun Feb 20 04:58:22 2000
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> Proposal 974 - In My Own Time [Multiple]
>
> {This proposal is intended to make all games Free for All.
> The most interesting stuff is in point 12, where I propose that each player
> has eir own game time. The rest is more or less just consequences of that.}

Arrrrrrrrrrrgh! Run for your lives :-)

I see there is nothing to prevent a Player making x successive Turns within minutes of each other
unless zie becomes the Busy Player. Why then restrict each Turn to 60mins? This would add a new
level of stratergy to the game, since allowing ones own time to get too far ahead would mean the
lagging player can play a devistating series of Turns with noone in between to stop zir. This would
also do away with Pre and Post Actions since one can just play a null Move to get the Action done.

Too fiddly for Vanilla games though. And I've not been too impressed with Free-for-All Solipsium
either.

> * A Round is a sequence of as many Turns as there are Active Players
> in the Game. 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).
>

Nice definition of a Round.


> 6. In
> Rule 1.3.2 - Playing Sequence
> change:
> After a Player has taken eir Turn, it becomes the Turn of the next
> Active Player in the Token Table at the top of the GSD. If there are
> no further Active 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.
> to:
> A Busy Player may not take a Turn.

OK

Snow
-Double sided sticky tape takes over world.






From <WayperP@p...> Sun Feb 20 15:21:28 2000
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On Sunday, February 20, 2000 10:55 PM, Snow [SMTP:snowl@s...] wrote:
> Arrrrrrrrrrrgh! Run for your lives :-)

I have to agree with this comment on the proposal, but this message is not
about that:

[snip]
> unless zie becomes the Busy Player. Why then restrict each Turn to 60mins?
^^^

I know this doesn't really matter, but have you considered using Spivak
pronouns? Not only are they authorised by Rule 0.1.2, but most of the
players here are more familiar with them (from experience).

Plural	Singular
^^^^^^	^^^^^^^^
they	e
them	em
their	eir
theirs	eirs

Etc.

Not that this is vitally important, but thought you might be interested.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From <kevan@s...> Mon Feb 21 03:11:47 2000
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From: "Kevan Davis" <kevan@s...>
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> Arrrrrrrrrrrgh! Run for your lives :-)

Indeed. This was also my initial reaction.

> Too fiddly for Vanilla games though. And I've not been too impressed
with Free-for-All Solipsium
> either.

And this was my conclusion; from the Solipsism game, I think it's shown
that such an approach just polarises the apathetic and busy from the
enthusiastic and frequently-online - it lessens the sense of urgency
for the former, if they never actually have to bother submitting a
Turn, and gives the edge to the latter, who don't have to wait for
other Players to catch up. Not a good thing, if you ask me. 

> > * A Round is a sequence of as many Turns as there are Active
Players
> > in the Game. 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).
> >
> 
> Nice definition of a Round.

I don't know, it's a bit precarious, isn't it? If I Block a Station for
a Round (say six Turns), and suddenly three people go Inactive, does
that mean that the Block still lasts for six Turns, or adjusts itself
to last only three?

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



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PaulWay said:

> On Sunday, February 20, 2000 10:55 PM, Snow [SMTP:snowl@s...] wrote:

> [snip]
> > unless zie becomes the Busy Player. Why then restrict each Turn to 60mins?
> ^^^
>
> I know this doesn't really matter, but have you considered using Spivak
> pronouns? Not only are they authorised by Rule 0.1.2, but most of the
> players here are more familiar with them (from experience).

Oh, sorry; got a bit mixed up. Zie, zir... are more common elsewhere. There seem to be at least 4
different sets of gender-neutral terms. Somebody should complain to the OED.

Ichabod Snow
-"No engineer looks at a television remote control without wondering what it would take to turn it
into a stun gun."
-Scott Adams (Dilbert)








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Snow, Paul and Kevan wrote:

: > Arrrrrrrrrrrgh! Run for your lives :-)
:

Well, I assume this means that you aren't going to vote for it, so I'd
better withdraw the prop.

Consider it withdrawn.

Ole



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Subject: MN: Re: Year 3 Week 41 Proposals - Using Rule 0.1.2
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On Tuesday, February 22, 2000 6:17 AM, Snow [SMTP:snowl@s...] wrote:
> Oh, sorry; got a bit mixed up. Zie, zir... are more common elsewhere.
> There seem to be at least 4
> different sets of gender-neutral terms. Somebody should complain to the
> OED.

I've heard reports of up to sixteen (!), including such curiosities as
heshe/hishers, sh-he/sh-him and thim/thirs. The reasons I like Spivak are
that it's easy to read, it's short to type, and when you miss out a
consonant it's not as noticeable in speech as inserting a different vowel.

Babula,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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From Dunx <dunx@d...> Tue Feb 22 03:21:26 2000
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Juat a quick comment from an Inactive Player who happens to be passing
by...

On Mon, 21 Feb 2000 19:21:21 +0100 "Ole Andersen" wrote:
> Well, I assume this means that you aren't going to vote for it, so I'd
> better withdraw the prop.

Is it just me, or does this practice of withdrawing Proposals which have
attracted negative public comment undermine the Kudos system? If unpopular
Proposals never make it to the Vote, then their Proposers are never going
to attract the negative Kudos reward for Votes against.

Should there be a penalty for withdrawal?

(I shan't revive the debate about Kudos itself, although long-time
observers will know I don't like it)

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <palnatoke@g...> Tue Feb 22 13:13:06 2000
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Dunx wrote:
...
: Is it just me, or does this practice of withdrawing Proposals which have
: attracted negative public comment undermine the Kudos system? If
unpopular
: Proposals never make it to the Vote, then their Proposers are never going
: to attract the negative Kudos reward for Votes against.

In a sense it *does* undermine the Kudos system, but with everybody getting
their Kudos halved every week, and not much proposing happening, Kudos
aren't much of an indicator (except of activity level).

:
: Should there be a penalty for withdrawal?

Could be, but again... weekly halving is still a very effective equalizer.


Ole



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 Mornington Nomic
Voting results for Week 41 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
974 In My Own Time -- Withdrawn --
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

974 (Ole) -- Withdrawn --

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Initial 11 4 0 0 8 0 12 12 0 21
Halved 4 6 6 0 10

Final 11 4 0 0 4 0 6 6 0 10

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

MN Speaker
-"No engineer looks at a television remote control without wondering what it would take to turn it
into a stun gun."
-Scott Adams (Dilbert)








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-----------------------------------------------------------------------------
MORNINGTON NOMIC

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

No Proposals this week.

MN Speaker
-I think I forgot to eat anything for 24hours.




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> Snow, Paul and Kevan wrote:
> 
> : > Arrrrrrrrrrrgh! Run for your lives :-)
> :
> 
> Well, I assume this means that you aren't going to vote for it, so I'd
> better withdraw the prop.
> 
> Consider it withdrawn.

OK.

MN Speaker
-Do not read this.




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PaulWay said:

> On Tuesday, February 22, 2000 6:17 AM, Snow [SMTP:snowl@s...] wrote:
> > Oh, sorry; got a bit mixed up. Zie, zir... are more common elsewhere.
> > There seem to be at least 4
> > different sets of gender-neutral terms. Somebody should complain to the
> > OED.
>
> I've heard reports of up to sixteen (!)

Wow.

> , including such curiosities as
> heshe/hishers,

I would have thought "he/she", "his/her" was one of the more common ones, especialy in written
English.

Snow
-Not runnning and not hiding. Boring.




From <WayperP@p...> Tue Feb 22 15:07:49 2000
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On Wednesday, February 23, 2000 6:29 AM, Snow [SMTP:snowl@s...] wrote:
> > , including such curiosities as
> > heshe/hishers,
> 
> I would have thought "he/she", "his/her" was one of the more common ones,
> especialy in written English.

Not as one word, and not as a formal construction. Ick.

BTW, if you read to the end of this sentence, your nose will drop off.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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On Wednesday, February 23, 2000 7:05 AM, Ole Andersen
[SMTP:palnatoke@g...] wrote:
> Dunx wrote:
> ...
> : Is it just me, or does this practice of withdrawing Proposals which
> : have
> : attracted negative public comment undermine the Kudos system? If
> unpopular
> : Proposals never make it to the Vote, then their Proposers are never
> : going
> : to attract the negative Kudos reward for Votes against.
> 
> In a sense it *does* undermine the Kudos system, but with everybody
> getting
> their Kudos halved every week, and not much proposing happening, Kudos
> aren't much of an indicator (except of activity level).

I'll agree that perhaps one should lose Kudos when withdrawing a Proposal -
but not as much as the penalty for having everyone vote Against your
Proposal. One or two points at the most.

Besides, the Kudos scores are trivia, really; I ceased worrying about them
ages ago. Losing no Kudos as a result of withdrawing an unpopular Proposal
is hardly a worry to my mind.

And I speak as, if I recall correctly, the proposer of the withdrawal rules.
You may laugh at my uncertainty, but with the constant changes to rules it's
hard to be sure of what's yours and what's just a good idea of someone
else's.

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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 Mornington Nomic
Voting results for Week 42 Year 3

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Initial 11 4 0 0 4 0 6 6 0 10
Halved 2 3 3 0 5

Final 11 4 0 0 2 3 3 5

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

MN Speaker
-Does anyone know my PIN? I don't.







From <speaker@d...> Tue Feb 29 12:54:40 2000
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-----------------------------------------------------------------------------
MORNINGTON NOMIC

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

No Proposals this week.

MN Speaker
-Who managed to fit 12 episodes of ISIHAC on one CD and still have room for a video of naked people
doing the kind of thing naked people do in videos found on the internet (morris dancing).








From <WayperP@p...> Tue Feb 29 17:16:06 2000
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On Wednesday, March 01, 2000 6:09 AM, MN Speaker [SMTP:speaker@d...]
wrote:
> MN Speaker
> -Who managed to fit 12 episodes of ISIHAC on one CD and still have room...

Are you serious, and can I either get a copy or can you mail me the files
(not on this address, on paulway@e...).

Quivering in anticipation,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



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PaulWay wrote:

> On Wednesday, March 01, 2000 6:09 AM, MN Speaker [SMTP:speaker@d...]
> wrote:
> > MN Speaker
> > -Who managed to fit 12 episodes of ISIHAC on one CD and still have room...
>
> Are you serious, and can I either get a copy or can you mail me the files
> (not on this address, on paulway@e...).
>
> Quivering in anticipation,

Distribution of copyrighted material is immoral and illegal. But just for you I'll drop my morals
and enter the criminal underworld. Continued in private...

Snow
-Wearing a stocking over his head and buying a ticket to South America.





From <speaker@d...> Tue Mar 7 14:13:32 2000
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With the lack of Proposals over the past few weeks I have decided to extend Week 43 until a Proposal
is made or some other reason to require a Week end.

MN Speaker
-Travis: "Why does it always rain on me?"
Answer: It's God's way of telling you you're crap.








From <kevan@s...> Wed Mar 8 01:32:26 2000
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> With the lack of Proposals over the past few weeks I have decided to
extend Week 43 until a Proposal
> is made or some other reason to require a Week end.

That's fair enough. Personally I'm a bit too busy with other things to
give too much time to dear old Mornomic, these days, but I do wonder if
it's maybe time to detach the Nomic side of it and just develop a
"proper" ruleset through vague discussion (I suspect it's mainly just a
one-man job, once we agree on what work needs to be done). As commented
before, it'd be nice if we could get the whole thing down to a readable
little "leaflet"... Hmm.

> -Travis: "Why does it always rain on me?"
> Answer: It's God's way of telling you you're crap.

I rather liked their new album, actually. I thought "And what's a
Wonderwall, anyway?" was a particularly fine lyric.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <kevan@s...> Fri Mar 10 08:41:05 2000
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Just a shameless plug for Genomic, a new Nomic of mine that's about to
begin. As much as I love dear old Mornomic, I rather miss the cut and
thrust of *proper* Nomic, where players can cheerfully abuse rules and
be at each other's throats, rather than patiently struggling to produce
a balanced and interesting set of game rules...

http://www.crosswinds.net/~genomic/

Be nice to see you all there, anyway, if you've got the time for it.

Cheers,

Kevan

--
kevan@s...
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From <palnatoke@g...> Fri Mar 10 11:18:36 2000
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Kevan wrote:
: Just a shameless plug for Genomic, a new Nomic of mine that's about to
: begin.=20

Thanks.

Did you put up the rules, too, or did you do the plug first?

I found no rules when I looked.


Ole



From <zanangel@i...> Sat Mar 11 03:52:55 2000
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> Did you put up the rules, too, or did you do the plug first?
> 
> I found no rules when I looked.

Odd. They've been up at http://www.crosswinds.net/~genomic/ruleset.html
for a day or two, are linked from the main index page, and still seem
to be there. Is Crosswinds maybe a bit erratic in making its files
available, as well as being rather slow? Oh dear.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan



From <palnatoke@g...> Mon Mar 13 05:17:29 2000
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Sorry guys,

Real Life just came by. E said that I should spend more time on earning =
money and learning stuff and less time on playing games.

I hereby go Inactive.

<LURK MODE>

Ole



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 Mornington Nomic
Voting results for Week 43 Year 3

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

Initial 11 4 0 0 2 0 3 3 0 5
Halved 1 1 2

Final 11 4 0 0 1 0 3 1 0 2

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow
---------------------------------------------------------------------------------------

MN Speaker
-I removed my left arm and replaced it with Ian Paisley.










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-----------------------------------------------------------------------------
MORNINGTON NOMIC

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

Proposal 975 - Worthy investment [Enactment]

A Proposal may be marked "Joker" by its Proposer to make that Proposal a
Joker Proposal. Joker Proposals cannot be Withdrawn, and cause the Proposer
to gain or lose twice the number of Kudos for that Proposal that e would
have gained or lost with a non-Joker Proposal. A Joker Proposal is marked
with the word "Joker" in brackets after the Proposal Title. A Proposal may
only be marked as a Joker when it is initially Proposed - a Joker Proposal
cannot be changed to a non-Joker Proposal after it is submitted, or vice
versa.

{This may address some of the Withdrawing Proposal concerns that peopel
have, in an innovative way.}

MN Speaker
-I hate children.



From <kevan@s...> Wed Mar 15 03:58:02 2000
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Ole said:-

> Real Life just came by. E said that I should spend more time on
> earning money and learning stuff and less time on playing games.

Sorry to see you go, then. Hope you manage to find sufficient time for
amusement, in between earning and learning.

Out of interest, who here is still active? I've rather lost track...

Kevan

--
kevan@s...
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> Out of interest, who here is still active? I've rather lost track...

You, me and PaulWay.

Snow
-I removed my left arm and replaced it with a radish.



From <WayperP@p...> Sun Mar 19 17:47:10 2000
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On Thursday, March 16, 2000 6:53 AM, Snow [SMTP:snowl@s...] wrote:
> 
> > Out of interest, who here is still active? I've rather lost track...
> 
> You, me and PaulWay.

Yes; I can do a good impression of being active if asked.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From <kevan@s...> Mon Mar 20 02:40:51 2000
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> > > Out of interest, who here is still active? I've rather lost
track...
> > 
> > You, me and PaulWay.
> 
> Yes; I can do a good impression of being active if asked.

Hmm. Ultimately, a three-player Nomic seems a little feeble; all the
more so for this particular one, when I know I'd rather have some of
the old regulars around to give their thoughts and input on major
proposal issues.

Is it maybe to to put Mornomic into cold storage?

Kevan

--
kevan@s...
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From <WayperP@p...> Mon Mar 20 16:21:25 2000
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On Monday, March 20, 2000 8:41 PM, Kevan Davis
[SMTP:kevan@s...] wrote:
> Hmm. Ultimately, a three-player Nomic seems a little feeble; all the
> more so for this particular one, when I know I'd rather have some of
> the old regulars around to give their thoughts and input on major
> proposal issues.

I tend to agree; but then a three player game of MC is still quite possible.

> Is it maybe to to put Mornomic into cold storage?

I'd say hibernation; not necessarily frozen, just very slow. As things
stand, is there any reason why we can't just let the games, etc, sit as they
are and wait for spring?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From <kevan@s...> Tue Mar 21 03:42:05 2000
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> I tend to agree; but then a three player game of MC is still quite
possible.

Oh, indeed, no problem playing MC, just MN. Even two-player MC has been
shown to work quite well, after all.

> > Is it maybe to to put Mornomic into cold storage?
> 
> I'd say hibernation; not necessarily frozen, just very slow. As
things
> stand, is there any reason why we can't just let the games, etc, sit
as they
> are and wait for spring?

Such was the approach I imagined, really; announcing (as Snow did last
week) an indefinitely prolonged Week, until things started happening
again, with the MC games continuing as they are.

Kevan

--
kevan@s...
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From Dunx <dunx@d...> Tue Mar 21 05:26:42 2000
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On Tue, 21 Mar 2000 03:42:02 -0800 "Kevan Davis" wrote:
> > I'd say hibernation; not necessarily frozen, just very slow. As
> things
> > stand, is there any reason why we can't just let the games, etc, sit
> as they
> > are and wait for spring?
> 
> Such was the approach I imagined, really; announcing (as Snow did last
> week) an indefinitely prolonged Week, until things started happening
> again, with the MC games continuing as they are.

I must say that this idea of an indefinitely long week is much simpler,
easier, and more flexible than that ridiculous Fluid/Frozen thing I came up
with last year. Kudos to Snow on that one, I think.

--
Dunx
"Fixing HTML is like trying to graft arms and legs onto a hamburger."
Ted Nelson



From <snowl@s...> Tue Mar 21 14:55:08 2000
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PaulWay:
> I'd say hibernation; not necessarily frozen, just very slow. As things
> stand, is there any reason why we can't just let the games, etc, sit as they
> are and wait for spring?

Isn't that tomorrow?

Snow
-Children should be seen and destroyed.



From <speaker@d...> Tue Mar 21 14:55:08 2000
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 Mornington Nomic
Voting results for Week 44 Year 3


------------------------------------------------------------
No. Proposal Name F P A Q Results
------------------------------------------------------------
975 Worthy investment 0 0 2 2 Fails
------------------------------------------------------------

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

975 (Paul) - - - - AGA - - - - AGA 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough - - - - - - - - - - 
CAMREC Cleanup - - - - - - - - - - 
ICMS Clarity - - - - - - - - - - 
Mrs Trellis - - - - - - - - - - 

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Last Week 11 4 0 0 1 0 3 1 0 2
Gifts +0 +0 +0 +0 +0 +0 +0 +0 +0 +0

Initial 11 4 0 0 1 0 3 1 0 2
Halved 0 0 1

FOR votes +0 +0 +0
AGAINST votes +0 -2 +0
Voting/own +0 +0 +0

EP FOR +0 +0 +0
EP AGAINST +0 +0 +0

Making/effort +2 +0 +2
Decisiveness +2 +0 +2
Finger/pulse +5 +0 +5

Awards +0 +0 +3

This week +9 -2 +12
Final 11 4 0 0 9 0 3 -2 0 13

---------------------------------------------------------------------------------------
dave Dunx Grimac Jon Kevan miKi Ole Paul Riff Snow 
---------------------------------------------------------------------------------------

Ruttsborough (+1) - none
CAMREC Cleanup (+3) - none
ICMS Clarity (+3) - none
Mrs Trellis (+4) - none
Clever Bear? (+3) - none
For E's A Jolly Good Fellow (+3) - Snow (automatic)


MN Speaker
-"I think I'm playing that at the wrong speed."



From <speaker@d...> Tue Mar 21 14:55:09 2000
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Subject: MN: Year 3 Week 45 Proposals/Week Extension
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There were no proposals this Week.

Week 45 will be extended indefinitly.

Proposals will be stock piled until there are enough to warrant the effort of a Week End. If
something needs doing use an EP.

MN Speaker
-I removed my left arm and replaced it with Tesco's.



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Subject: Reminder - Get Your Votes Ready 
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We would like to remind you of this upcoming event.

Get Your Votes Ready 

Date: Monday, April 17, 2000 
Time: All Day

36 hours to go! 







From snowl@s... Thu May 04 03:59:44 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
Subject: McMapper v0.2
Date: Thu, 4 May 2000 11:54:34 +0100
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From: "Snow" <snowl@s...>

I've replaced the old semi-working MCMapper v0.1.1 with new semi-working MCEditor and MCViewer.

MCEditor is more or less the same as MCMapper v0.1 with minor interface changes and a new file
format that stores the image and XML in one file.

MCViewer doesn't do much at the moment. If you hover you're mouse over a station you can read its
current and if you click a station name on the list it will be highlighted.

Unfortunately both are very slow.

Source code is also included.

Snow
-Worshipping false gods.






From kevan@s... Wed May 10 04:25:23 2000
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From: "Kevan " <kevan@s...>

> I've replaced the old semi-working MCMapper v0.1.1 with new semi-
working MCEditor and MCViewer.

I didn't even know there was an old semi-working one. Where can we 
find these treasures?

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"Meet me on the corner of your life."



From palnatoke@g... Wed May 10 22:35:50 2000
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To: "Mornington" <l-nomic-d@egroups.com>
Subject: Reactivation
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From: "Ole Andersen" <palnatoke@g...>

I go Active again.

I resign from all Games that I currently play in.

Now, does this mean that we have to discuss which Games to play? Or is =
Mornomic dead?

Ahhh.. and a totally OffTopic question: do any of you know Extreme =
Programming?

Ole




From snowl@s... Thu May 11 09:22:02 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
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Subject: Re: Re: McMapper v0.2
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From: "Snow" <snowl@s...>

Kevan said:
> > I've replaced the old semi-working MCMapper v0.1.1 with new semi-
> working MCEditor and MCViewer.
> 
> I didn't even know there was an old semi-working one. Where can we 
> find these treasures?

http://www.snow.vg/program/mcmapper.html

Not sure about them being treasures though.

Snow
-Spreading love and peace through the medium of extreme violence.




From snowl@s... Thu May 11 09:22:03 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
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Subject: Re: Reactivation
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From: "Snow" <snowl@s...>

Ole said:
> I go Active again.

OK

> I resign from all Games that I currently play in.
>
> Now, does this mean that we have to discuss which Games to play? Or
is Mornomic dead?

Not dead, just resting.

Kevan said something shortly before Mornomic went to sleep. That MN
should move away from the Nomic side and start a Ruleset that should
become static.

IMO the current Ruleset is too bulky for sensible play. I would favour
a much slimmer Ruleset. I would dump everything from Mornomic other
than "a game played on an underground map with MC as the winning
station" unless it definitly helps the game and start from there.

Of course we can draw on the current ruleset where appropriate and any
new ruleset could be run in parallel with the current one.

What do you think? Does Mornomic need a change of direction? Or should
we just carry on as we are?

> Ahhh.. and a totally OffTopic question: do any of you know Extreme
Programming?

No, but you've grabbed my attention. What is Extreme Programming?

Snow
-Longer than a piece of string.








From riffraff@n... Thu May 11 12:51:20 2000
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From: riffraff@n...


>> Now, does this mean that we have to discuss which Games to play? Or
>is Mornomic dead?
>
>Not dead, just resting.

Me too. :)

>
>Kevan said something shortly before Mornomic went to sleep. That MN
>should move away from the Nomic side and start a Ruleset that should
>become static.

I'll second that.

>
>IMO the current Ruleset is too bulky for sensible play. I would favour
>a much slimmer Ruleset. I would dump everything from Mornomic other
>than "a game played on an underground map with MC as the winning
>station" unless it definitly helps the game and start from there.

Agreed, there certainly is a lot that could be trimmed. A lot of the more
complicated Possessions, for instance. IMHO most of the elements that turn
the game into more of a "pretend you're travelling on the Tube" game rather
than a regular (albeit complicated) board game, can be removed... S'pose I
should go see what's actually changed since I last played...

>> Ahhh.. and a totally OffTopic question: do any of you know Extreme
>Programming?
>
>No, but you've grabbed my attention. What is Extreme Programming?

Sounds familiar, but I can't bring it to mind.

>
>Snow
>-Longer than a piece of string.

--Riff
-Bigger than a breadbox

"I'm a non-local quantum event - I exist at _all_ points in space and time!"
--Riff




From palnatoke@g... Thu May 11 15:24:17 2000
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Subject: Re: Re: Reactivation
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From: "Ole Andersen" <palnatoke@g...>

: IMO the current Ruleset is too bulky for sensible play. I would favour
: a much slimmer Ruleset. I would dump everything from Mornomic other
: than "a game played on an underground map with MC as the winning
: station" unless it definitly helps the game and start from there.
:=20
: Of course we can draw on the current ruleset where appropriate and any
: new ruleset could be run in parallel with the current one.
:=20
: What do you think? Does Mornomic need a change of direction? Or should
: we just carry on as we are?

We could archive the current ruleset and make a new one. Once that one =
gets too bulky, we could...
No really, that could be a nice way of getting around the problem.
What are the *absolute necessities*?

:=20
: > Ahhh.. and a totally OffTopic question: do any of you know Extreme
: Programming?
:=20
: No, but you've grabbed my attention. What is Extreme Programming?

It is a lightweight development methodology, which takes a number of =
'Best Practices' and combines them to offset each others' weaknesses. =
Certainly not a road for everyone, but quite a number of the ideas seem =
quite good.
If you have net access at affordable rates, check =
http://www.extremeprogramming.org and =
http://c2.com/cgi/wiki?ExtremeProgrammingRoadmap for more.


Ole



From WayperP@p... Thu May 11 15:52:29 2000
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From: "Wayper, Paul" <WayperP@p...>

*gasp* Look - Mornington Nomic! It lives!

On Thursday, May 11, 2000 2:56 PM, Ole Andersen [SMTP:palnatoke@g...]
wrote:
> I go Active again.
> 
> I resign from all Games that I currently play in.

Now there's an interesting idea. We all resign the current games, and then
start afresh. I'd hate to give up my lead in the Long Game, but it's
probably for the best. Does this sound like a good idea?

> Now, does this mean that we have to discuss which Games to play? Or is
> Mornomic dead?

No, I'm just getting back to it. I'm considering moving my play base to
home (i.e. not playing so much at work), which just might give me the time
necessary to contemplate moves. But it does give me something to do whilst
waiting for things to actually work here...

> Ahhh.. and a totally OffTopic question: do any of you know Extreme
> Programming?

Nope - never heard of it? Writing perl scripts while skidding down a 45
degree slope on a rollered mat?

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From kevan@s... Fri May 12 03:17:56 2000
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Date: Fri, 12 May 2000 10:17:47 -0000
To: l-nomic-d@egroups.com
Subject: Whither Mornomic?
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From: "Kevan " <kevan@s...>

>IMO the current Ruleset is too bulky for sensible play. I would 
favour
>a much slimmer Ruleset. I would dump everything from Mornomic other
>than "a game played on an underground map with MC as the winning
>station" unless it definitly helps the game and start from there.

Mm, two ways to go, really - we can either sit down and try to make a 
fitting replacement for the existing Ruleset (keeping the basic 
mechanics, trimming extranea and writing a snappy and legible set of 
rules) or detonate the whole lot and start afresh (maybe making the 
game more word-based than physical, or whatever, taking a completely 
new tack).

The former appeals more to me, I think, although it would mean, for 
sanity's sake, dropping the "Nomic" side of things and establishing a 
ruleset via informal discussion (with one person acting as scribe, I 
suppose). "This week we're going to discuss Blocking."

Ultimately we'd produce a concise, comprehensible ruleset, as user-
friendly as something you might find packaged with a boardgame; from 
there, future ruleset amendment and expansion (not that there'd be 
much) would be along the lines of a slow-but-sure IMCS-style review 
board, I suppose, with new Actions and fixes to old ones maybe 
creeping in every few months. Hm.

(If anyone mourns the loss of Nomickery and feels the urge to get 
back into it, incidentally, I might recommend the DNA-based Genomic 
(http://www.crosswinds.net/~genomic) or cleverly-automated Unanomic 
(http://www.ravenblack.net/~unanomic), both going rather strong and 
still in early-ish days.)

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"Foot-and-a-half max. We could keep it in the breadbin."



From Richard_M_Brockie@n... Fri May 12 10:08:35 2000
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Subject: Re: MN: Whither Mornomic?
To: l-nomic-d@egroups.com
Date: Fri, 12 May 2000 10:07:20 -0700
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From: Richard_M_Brockie@n...


I am with Kevan on this one - a concise set of rules seems to me to be the
better way to go.
Not that I have given much in put to MorNomic recently, but part of the
reason why I didn't get back into it is that I didn't have the time to get
my head round the huge quantity of rules which had appeared in my absense.

Now, with the possibility of getting an ISP at home, I will be able to play
from home rather than work. I am suffering from the same realisation as
PaulWay, these buggers for whom I work actually want me to do something
whilst I am here, not piss about like I did when doing my PhD.
Can't complain too much, the money is rather better than being a postgrad
student.

So, I think a Proposal along the lines outlined by Kevan should be tabled -
do we actually have a functioning Speaker at the moment?

miKi





"Kevan " <kevan@s...> on 05/12/2000 03:17:47 AM

Please respond to l-nomic-d@egroups.com

To: l-nomic-d@egroups.com
cc:

Subject: MN: Whither Mornomic?


>IMO the current Ruleset is too bulky for sensible play. I would
favour
>a much slimmer Ruleset. I would dump everything from Mornomic other
>than "a game played on an underground map with MC as the winning
>station" unless it definitly helps the game and start from there.

Mm, two ways to go, really - we can either sit down and try to make a
fitting replacement for the existing Ruleset (keeping the basic
mechanics, trimming extranea and writing a snappy and legible set of
rules) or detonate the whole lot and start afresh (maybe making the
game more word-based than physical, or whatever, taking a completely
new tack).

The former appeals more to me, I think, although it would mean, for
sanity's sake, dropping the "Nomic" side of things and establishing a
ruleset via informal discussion (with one person acting as scribe, I
suppose). "This week we're going to discuss Blocking."

Ultimately we'd produce a concise, comprehensible ruleset, as user-
friendly as something you might find packaged with a boardgame; from
there, future ruleset amendment and expansion (not that there'd be
much) would be along the lines of a slow-but-sure IMCS-style review
board, I suppose, with new Actions and fixes to old ones maybe
creeping in every few months. Hm.

(If anyone mourns the loss of Nomickery and feels the urge to get
back into it, incidentally, I might recommend the DNA-based Genomic
(http://www.crosswinds.net/~genomic) or cleverly-automated Unanomic
(http://www.ravenblack.net/~unanomic), both going rather strong and
still in early-ish days.)

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"Foot-and-a-half max. We could keep it in the breadbin."


------------------------------------------------------------------------
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From: "Ole Andersen" <palnatoke@g...>

Kevan wrote:

: The former appeals more to me, I think, although it would mean, for=20
: sanity's sake, dropping the "Nomic" side of things and establishing a=20
: ruleset via informal discussion (with one person acting as scribe, I=20
: suppose). "This week we're going to discuss Blocking."

Well, that *could* be implemented in a Nomic, so the Speaker chose a =
theme for discussion and proposals.

:=20
: Ultimately we'd produce a concise, comprehensible ruleset, as user-
: friendly as something you might find packaged with a boardgame; from=20
: there, future ruleset amendment and expansion (not that there'd be=20
: much) would be along the lines of a slow-but-sure IMCS-style review=20
: board, I suppose, with new Actions and fixes to old ones maybe=20
: creeping in every few months. Hm.
:=20
: (If anyone mourns the loss of Nomickery and feels the urge to get=20
: back into it, incidentally, I might recommend the DNA-based Genomic=20
: (http://www.crosswinds.net/~genomic) or cleverly-automated Unanomic=20
: (http://www.ravenblack.net/~unanomic), both going rather strong and=20
: still in early-ish days.)

Both look nice. Especially nice is it to see the jetsam and flotsam of =
various net games - both players and ideas.


Ole




From riffraff@n... Fri May 12 14:17:21 2000
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To: l-nomic-d@egroups.com
Subject: Re: MN: Whither Mornomic?
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From: riffraff@n...


>Ultimately we'd produce a concise, comprehensible ruleset, as user-
>friendly as something you might find packaged with a boardgame;

I don't know everone's stand on this, but personally, I'd like to see this
comment considered literally - i.e. that we end up with a set of rules for
a game that could concievably be played in Real Life, with a map and some
pawns and tokens. (Or at least bits of paper to keep track of tokens and
possessions.) So, we'd have to do away with 295-sided dice, and suchlike.

Anyay, my opinion. Whaddya think?

--Riff

"I'm a non-local quantum event - I exist at _all_ points in space and time!"
--Riff




From kevan@s... Sun May 14 05:15:38 2000
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To: l-nomic-d@egroups.com
Subject: Re: MN: Whither Mornomic?
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From: "Kevan " <kevan@s...>

>I don't know everone's stand on this, but personally, I'd like to 
see this
>comment considered literally - i.e. that we end up with a set of 
rules for
>a game that could concievably be played in Real Life, with a map and 
some
>pawns and tokens. (Or at least bits of paper to keep track of 
tokens and
>possessions.) So, we'd have to do away with 295-sided dice, and 
suchlike.

It's a challenging and long-considered balance, though, getting
something that's as playable in real life as it is via sluggish email.
Clearly the existing Mornington Nomic framework is far too fiddly and
complex to make an easy transition to the tabletop (stuff like Game 
Time
would be too much effort for too little purpose, LV and Charge would 
be
a pain to keep tabs on, remembering all the Actions would be a
nightmare, and so forth), just as a normal, information-heavy 
boardgame
(Monopoly or Scrabble, say) would be rather fiddly to convert to email
play.

"Mornington Crescent: The Card Game" (www.stormloader.com/kevan/mccg)
went some way to bridge the gap, of course, putting nearly all of the
movement restrictions in as optional Rule cards, getting around the
problem of having to remember dozens of Actions by limiting Players to
whatever cards they happened to have in their hands at the time. Which
was perfectly good for real-life play, and only slightly clumsy online
(fairly playable in a real-time medium, but mailing play would 
require,
I expect, an impartial "dealer" figure to ensure nobody was stacking
their deck).

Whether MC:CG is worth running with, I'm not sure. I would have
predicted its biggest failing was the need for a board, but we've been
managing alright without one in the world of Mornington Nomic; 
something
that seems rather surprising, in retrospect.

Still, as has been mumbled before, twisting MN into a card game is 
quite
neat, because players aren't expected to memorise huge archives of
Actions, and it cuts down the "Hm, can I do something better?" 
and "Hold
on, I'd better consider every possible counter-attack" angles (which 
are
bad enough for veterans, let alone new players) by just giving you a
hand of seven cards to choose from.

The alternative - having a canonical list of Actions which anyone can
use if they can afford the Tokens - isn't entirely ludicrous, though.
Provided we can develop a snappy language for the game, there's no
reason why it can't be played on a memory-and-reference basis ("Right,
I'll play a Parks and Greens Cascade." "What does that do, again?"
"Denies Moves to non-Park, non-Green Stations, until someone Moves to 
a
Plant Station." "Oh yes.") Providing each player with a little booklet
of Actions (using simple iconic notation for the situations in which
they can be played; has anyone else seen "Zarcana"?) would allow them 
to
both choose their tactics and check on those of other players, and 
it'd
probably work quite nicely.

The only problem, of course, is that this gives a particularly hefty
advantage to veterans, who'd have a far better idea of the Actions 
that
could be useful in a given situation; something that, I fear, has 
maybe
scared away a lot of potential Mornomickers over the years. I suppose
it's not *too* bad in an email environment, where timid players can
spend hours poring over available Actions and past games before making
their move, but in a world of swift real-time play it would become
rather intimidating, and would certainly dampen the "teaching a friend
to play in five minutes" factor (something which I think any game 
should
try and keep in mind).

Boiling down my own conclusions, I think the only way to keep the
wonderful, baroque complexity of Mornington Crescent (for me, most of
the point of the game is being able to cry "But you can't cross-Shunt 
me
to Amersham, not with Higginson's Nullifier in effect!") is to somehow
restrict the Actions available per turn, and having them in a hand of
cards seems the most reasonable way to do it (an alternative might be 
to
have ten publicly-visible Actions playable at any given time, 
shuffling
a new one in each Turn, although this seems less dramatic).

And the alternative is, of course, to have a much simpler game, and I
suppose there's no real reason why we can't do this - maybe a tightly
strategic little shunting-and-blocking affair, something like The 
London
Game, but without the random element. Czech Variant, I suppose. Or the
tile-laying thing that Ole suggested on the MC:CG mailing list. Hmm.

The time has come to jettison the Nomic underbelly, anyway, I think.
Ideally any design decision we make should be unanimous, with 
objecters
being brought around by persuasion rather than blankly out-voted. And
Nomic-style ruleset authoring is invariably very piecemeal and untidy,
in any case - the best approach would be, I think, to just casually
discuss how to do something, and nominate someone to write it down
neatly when we've decided.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"I play postal chess with a man who doesn't know me."



From riffraff@n... Sun May 14 14:43:14 2000
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Date: Sun, 14 May 2000 17:47:31 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: Whither Mornomic?
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...


>It's a challenging and long-considered balance, though, getting
>something that's as playable in real life as it is via sluggish email.
>Clearly the existing Mornington Nomic framework is far too fiddly and
>complex to make an easy transition to the tabletop (stuff like Game
>Time would be too much effort for too little purpose, LV and Charge would
>be a pain to keep tabs on, remembering all the Actions would be a
>nightmare, and so forth), just as a normal, information-heavy
>boardgame (Monopoly or Scrabble, say) would be rather fiddly to convert to
>>email play.

It would just require more widgets in the box - a clock face with movable
hands for the time, dials from 1-10 for LV, special tokens placable on the
board to identify blocks, suspect packages, and station fires... and so on.

What you end up with is less like Monopoly, and more like one of those huge
strategic wargames with a zillion cardboard chiclets in little zip-loc
bags, that take a helluva long time to play. Which is fine - I like the
idea of people hunched over the board, examining all the little interface
gizmos and quietly pondering their next move...

Note that I don't mean that it should be designed _purely_ for RL play;
just that, in designing an e-mail game, we should keep the idea of a board
game in mind and reject rules that would be impossible to use on a board.

>The alternative - having a canonical list of Actions which anyone can
>use if they can afford the Tokens - isn't entirely ludicrous, though.
>Provided we can develop a snappy language for the game, there's no
>reason why it can't be played on a memory-and-reference basis ("Right,
>I'll play a Parks and Greens Cascade." "What does that do, again?"
>"Denies Moves to non-Park, non-Green Stations, until someone Moves to
>a Plant Station." "Oh yes.") Providing each player with a little booklet
>of Actions (using simple iconic notation for the situations in which
>they can be played; has anyone else seen "Zarcana"?) would allow them
>to both choose their tactics and check on those of other players, and
>it'd probably work quite nicely.

Yes, that's what I was thinking. This also falls in line with Original MC:
"Has anyone got a copy of the '45 Finsbury Revisions?" "Which volume?"

Throw in a laminated card chart of Actions, Costs, and Fosdyke Codes, and
you're set. And if there's enough room for simple one-sentence
explanations of what the Action does, and a page number for the long
explanation in the book, so much the better.

>The only problem, of course, is that this gives a particularly hefty
>advantage to veterans, who'd have a far better idea of the Actions
>that could be useful in a given situation; something that, I fear, has
>maybe scared away a lot of potential Mornomickers over the years. I suppose
>it's not *too* bad in an email environment, where timid players can
>spend hours poring over available Actions and past games before making
>their move, but in a world of swift real-time play it would become
>rather intimidating, and would certainly dampen the "teaching a friend
>to play in five minutes" factor (something which I think any game
>should try and keep in mind).

Well, the current version of Baker Street is an excellent start to that, I
think. And then once a new player has mastered Baker Street, e could move
on to Baker Street With Langerhan's Upgrade, which add some possessions and
a few more actions. And so on. And of course, the e-mail version would be
useful for training as well.

The extra time available in an e-mail game would make it play somewhat
differently, but that's not a bad thing. In fact, the impetus to speed
things up a bit might compel players of the board version to invent
strategies and complex manoeuvers beforehand... possibly leading to classic
strategies being named and passed around: "And then he came out of nowhere
and hit me with 'PaulWay's Death Shunt', and that was it for me."

>Boiling down my own conclusions, I think the only way to keep the
>wonderful, baroque complexity of Mornington Crescent (for me, most of
>the point of the game is being able to cry "But you can't cross-Shunt
>me to Amersham, not with Higginson's Nullifier in effect!") is to somehow
>restrict the Actions available per turn, and having them in a hand of
>cards seems the most reasonable way to do it (an alternative might be
>to have ten publicly-visible Actions playable at any given time,
>shuffling a new one in each Turn, although this seems less dramatic).

Hard to do in e-mail, too.

Perhaps we could set up a new class of Manoeuvers that produce a game
condtion instead of simply rewarding tokens, i.e. "Higginson's Nullifier:
Bank -> Zone 4 -> BR Station (Prevents Shunting for 3 rounds)"

>The time has come to jettison the Nomic underbelly, anyway, I think.
>Ideally any design decision we make should be unanimous, with
>objecters being brought around by persuasion rather than blankly
>out-voted. >And Nomic-style ruleset authoring is invariably very piecemeal
>and untidy,
>in any case - the best approach would be, I think, to just casually
>discuss how to do something, and nominate someone to write it down
>neatly when we've decided.

Ditto to that.


cheers,
--Riff

"I'm a non-local quantum event - I exist at _all_ points in space and time!"
--Riff




From WayperP@p... Sun May 14 16:37:53 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: Whither Mornomic?
Date: Mon, 15 May 2000 09:37:16 +1000
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From: "Wayper, Paul" <WayperP@p...>

I'm going to take the risk of replying to this initial message before I've
read the replies, to get my thoughts while they're fresh.

To start, I'd like to talk about my ongoing conversation with 'ky', who's
just recently started playing at MCiOS. She's quite intelligent, and worked
out how standard MC works, but was needing a sort of list of the conventions
of play so that she didn't play something completely bland or completely
bogus. As part of this, I pointed her to the MN site with the standard
disclaimers about Knowledge-that-man-was-not-meant-to-wot-of and
This-may-blow-your-mind.

She can now see why MC is easier :-)

I've started going through the basics with her - read Section 0, then read
Sections 1.1, 1.2, 1.3, and 1.5, followed by 1.7 and 1.4. This has got me
thinking about writing "The Newcomers Guide to Mornington Nomic - What you
need to know in seven easy paragraphs." (for arbitrary values of seven).
It's a task I'd like to volunteer for, given that my time may not be a
valueless commodity.

This, IM(NSH)O, would make the game much more understandable than either a
complete restructuring or a complete rewrite. Both of those suffer from the
problems inherent in getting one person (or a small number of people) to set
out the rules - there will always be inconsistencies where (that
person)/(those people's) (blind spots)/(natural assumptions) are. They also
take a considerable amount of time, and the process by which they are
executed is essentially simulated by the Nomic we have already played.

To my mind, MN as it stands gains its complexity not from a basic
incomprehensibility of the rules but rather their sheer number and
diversity. Any player who knows that they only need to refer to Sections 0
and 1 for the bulk of their play has already reduced their task
immeasurably; knowing that you only need to refer to a simple subset of 1.7
for the playable actions likewise cuts down your workload. Those are the
things that a new Player needs to be told.

If we lobotomise the ruleset, or restructure it to be fundamentally
different from the current procedure, we only hamper our own efforts, and we
cannot guarantee that those efforts will not be counterproductive to the new
Player. Likewise, if we lose the Nomic side of things we lose all pretense
that this is a co-operative game and reduce it to a dictatorship, or an
oligarchy, where the High Priests hand down the rules and the Mere Players
can only obey. How many people want to play something like that? We also
lose the mechanisms to bring about change as fairly as we can, and the
substitute is dangerously open to accusations of unfairness.

So, do people want to consider the third alternative - writing the Guide
Book? I'll endeavour to get a rough draft out within the week, but I can't
guarantee anything.

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From snowl@s... Mon May 15 11:58:53 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <EF8480F87336D311AC1F00A0C9FC03329342A2@PIBCRMEXH001>
Subject: Re: RE: Whither Mornomic?
Date: Mon, 15 May 2000 19:39:00 +0100
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From: "Snow" <snowl@s...>

PaulWay said:
> If we lobotomise the ruleset, or restructure it to be fundamentally
> different from the current procedure, we only hamper our own
efforts, and we
> cannot guarantee that those efforts will not be counterproductive to
the new
> Player. Likewise, if we lose the Nomic side of things we lose all
pretense
> that this is a co-operative game and reduce it to a dictatorship, or
an
> oligarchy, where the High Priests hand down the rules and the Mere
Players
> can only obey. How many people want to play something like that?
We also
> lose the mechanisms to bring about change as fairly as we can, and
the
> substitute is dangerously open to accusations of unfairness.

I think some form of democratic system will be needed. But if we carry
on with the Nomic system we will have to make quorum 70-80% to make
sure the Ruleset is fairly static. And at the moment that could give
any one person a veto. We should keep in mind that we are trying to
produce a static version of the ruleset (if we decide that we are).

At the moment there's a lot of gubbins in the Ruleset that is not
directly related to playing the game, mostly Volume 0 and the Rule
concerning points in Volume 1. I think there should be a more distinct
separation. Something like a constitution to deal with which Lounges
games are played in, changes to the Ruleset (when needed) and other
bureaucracy. And the ruleset itself kept separate and unsullied by
"politics".

> So, do people want to consider the third alternative - writing the
Guide
> Book? I'll endeavour to get a rough draft out within the week, but
I can't
> guarantee anything.

If you need to refer the the ruleset it's too complicated. If you need
to write a guide to the ruleset it's unplayable. Unless your guide
could act as a ruleset unto itself I can't see the point (other
opinions are available).

Snow
-I think bureaucracy should be spelt better.







From riffraff@n... Mon May 15 14:21:58 2000
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Date: Mon, 15 May 2000 17:26:16 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: RE: Whither Mornomic?
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...


>> So, do people want to consider the third alternative - writing the
>Guide
>> Book? I'll endeavour to get a rough draft out within the week, but
>I can't
>> guarantee anything.
>
>If you need to refer the the ruleset it's too complicated. If you need
>to write a guide to the ruleset it's unplayable. Unless your guide
>could act as a ruleset unto itself I can't see the point (other
>opinions are available).

I think having a complicated game that sometimes requires referring to the
ruleset is fine, and perfectly in keeping with the Mornington Crescent
theme. However, I agree that a ruleset that needs a guide of its own is a
poorly-written (or at least poorly-organized) ruleset.

I think probably the best way to go about it would be to simply take each
rule in turn, discuss its worth and any necessary alterations or
rephrasings, as well as where in the ruleset it should go, and come to our
final decision whether to dump it or keep it by consensus rather than by
vote. I don't think this really constitutes an Oligarchy of Evil
Overlords, because, really, anyone interested is on the list. And anyone
on the list is free to jump in and discuss. And, again, Original MC has
its ruling councils too. Should we be CAMREC or the IMCS? :)

cheers,
--Riff

"I'm a non-local quantum event - I exist at _all_ points in space and time!"
--Riff




From WayperP@p... Mon May 15 16:04:54 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: Re: RE: Whither Mornomic?
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From: "Wayper, Paul" <WayperP@p...>

On Tuesday, May 16, 2000 4:39 AM, Snow [SMTP:snowl@s...] wrote:
> I think some form of democratic system will be needed. But if we carry
> on with the Nomic system we will have to make quorum 70-80% to make
> sure the Ruleset is fairly static. And at the moment that could give
> any one person a veto. We should keep in mind that we are trying to
> produce a static version of the ruleset (if we decide that we are).

Why exactly are we trying to produce a static version of the ruleset? If
that's the case, I suggest each person goes off and writes their own little
version and tries to convince other people to play it, because that's what's
going to happen if we go down this 'one person rewrite' track. I would
change quite a lot of things that are in the current MN ruleset - Remote
Controls, pigeons, hats, and courier calls would all go. But because we're
playing a _co-operative_ game, I don't continually try to force people to
accept this point of view by proposing repeals all the time. Likewise, I
accept when other people don't particularly like a modification to the game
that I propose.

I'm not threatening here, just making a real-world prediction. One big
advantage of this game is that another person with their own idea of how MC
should be played could come along and add eir opinions into the formula. If
we go down the track of fixing the ruleset in stone that new player could
cause a schism by writing eir own ruleset and draining our already sparse
player resources in some sort of virtual bun-fight. No-one wants that.

> At the moment there's a lot of gubbins in the Ruleset that is not
> directly related to playing the game, mostly Volume 0 and the Rule
> concerning points in Volume 1. I think there should be a more distinct
> separation. Something like a constitution to deal with which Lounges
> games are played in, changes to the Ruleset (when needed) and other
> bureaucracy. And the ruleset itself kept separate and unsullied by
> "politics".

I think you're seeing problems where none exist. The Volume 0 rules haven't
been updated in ages, nor have they needed to be. They don't interfere in
the playing of MC except in the most ephemeral way - i.e you don't need to
know a whole lot about Volume 0 in order to actually play.

Likewise, there are a lot of rules in Volume 1 that can be ignored when
contemplating one's move. These are identifiable, and it's my belief that a
guide book makes that task easier. 

And what 'politics' are you talking about? Surely you can't be suggesting
that people are being less than honest in their dealings with MN?

> If you need to refer the the ruleset it's too complicated. If you need
> to write a guide to the ruleset it's unplayable. Unless your guide
> could act as a ruleset unto itself I can't see the point (other
> opinions are available).

Put bluntly, I think you're talking through your hat.

Look at the rules of Monopoly some time. It's not a simple document. But
everyone knows how to play because of the 80/20 rule - 80% of the rules are
used 20% of the time and vice versa. You only need to know about moving
your counter and what happens when you land on properties for most of your
actual play, but the rules have to cover what the bank can and cannot do,
what happens if someone cannot pay, or various things like that. All rule
systems are like that.

People write guides to chess! This is not because it has a vast, unwieldy
set of rules, but they are simplifying the learning process and teaching
people how to get beyond the simple constructs of which pieces can move how.
And remember this conversation next time you try to teach a person a
trick-based card game (e.g. 500 or Up And Down The River).

Play a couple of Cheapass Games (http://www.cheapass.com) sometime. They
spend a lot of time making the rules as simple as possible without
sacrificing the fun factor. They too aren't particularly simple documents,
although most of them just take up an A4 page. They're a good example of
how to write rules for intelligent people. They set out the bulk of the
rules you need to play first, and then 'cover the bases' later with
explaining what happens in complicated circumstances.

What I'm saying here is that the ruleset is a way of simply defining what
can be done. A guide is a way of explaining how to play normally - it
outlines the general principles and then refers to the specific rules so the
reader can see the actual definitions.

I'll post what I have so far in a separate message. Hopefully this will
make what I'm attempting to do clearer.

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From WayperP@p... Mon May 15 16:08:04 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: The PaulWay Guide To Mornington Nomic
Date: Tue, 16 May 2000 09:07:41 +1000
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From: "Wayper, Paul" <WayperP@p...>

The PaulWay Guide to Mornington Nomic

Or

Across the Jubilee with Map, Rules and bits of string.

Introduction:

Mornington Crescent is, as any fule kno, that quintessential brain-stretcher
popularised by the BBC radio show I'm Sorry I Haven't A Clue. For those who
still live in daub-and-wattle huts in the middle of Peru, the essence of
Mornington Crescent is to get to the eponymous station by moving along the
London Underground. The rules can be difficult to find at best, since most
libraries refuse to stock them and the internet site of the International
Mornington Crescent Society is often completely absent from the internet
entirely.
Nomics, on the other hand, are a generic form of meta-game popularised by
Douglas Hofstadter. Their basic mode of play is to modify the rules of the
game; winning is often achieved by putting the game in an unplayable state.
The more formalised Nomics start with a body of rules defining how players
go about changing things; they often involve a Speaker to co-ordinate the
entire process. Often, in Nomics, a 'sub-game' will develop which can
affect the winning conditions.
Mornington Nomic is the combination of those two concepts. Started back in
??? by Kevan Davis, it was a (startlingly successful) attempt to codify the
more popular rules of MC and play conventions into an actual playable game.
It has evolved many times, from a very blunt and often very confusing game
into one with a surprising amount of regularity. This has come at the cost
of having almost 300KB of rule documents - an array bewildering even for
experts in MN.
This document is an attempt to explain the basics of play and afford new
players to MN an easy way to get a grip on how to actually play the game
without having to learn the entire game. Please forward all comment on
whether I have actually succeeded in this aim to myself, PaulWay, using the
address "paulway@e...".
Document History
Version	Date	Author	Changes
0.1	15/5/2000	PaulWay	Initial document drafting - wrote the
Introduction.

How it works

The game of MN functions on two fronts:
The Nomic:
The Nomic side of MN is where new rules get drafted, proposed, voted on, and
(if they pass) added into the ruleset. The rules recognise specific objects
or titles when they are capitalised; when a term is capitalised it is
because the person who proposed the rule wanted it to be recognised as being
governed by a specific set of rules. This is not necessarily always the
case, and references to a player (as distinct from a Player) may still be
governed by rules. It all depends on context.
People are split into three groups, the Speaker, other Players in MN, and
everyone else. Only the former two are actually playing MN - everyone else
just watches on. The Speaker has a specific set of duties set out by the
rules, among which are the collection and distribution of Proposals and the
publishing of the results of the voting. Section 0.3 covers the rules
specifically relating to Players and the Speaker, but most of the ruleset is
about how the Speaker, the Players, and the Rules interact.
In the Nomic side, time is divided up into Weeks. Most Nomic actions take a
week to perform - if you propose something this week, it's published next
week. If you vote this week, the proposal passes or fails next week. There
are a few actions which can be taken instantly, such as the Speaker
proposing an Emergency Proposal to cure some particular immediate problem
with the rules; most of the time you wait for a week.
Players make Proposals according to Section 0.4, in which they propose to
make changes to the rules. To make a Proposal, you draft one up and send it
in an email to the Speaker, who sends it out with all the others at the
start of the next Week. The Subject field of the email should start with
the words "MN: Proposal" otherwise the Speaker may not accept it (they can
be lenient if they're not pressed for time). A general guide to formatting
a Proposal is:

Proposal - The name of the Proposal [Proposal Type (see Rule 0.4.1)]
The body of the Proposal. This is where you write what you want to happen
if the Proposal passes. In the case of an enactment, you just write the
body text of the new rule. If otherwise, you write a slightly more verbose
description of what you want to occur. Try to be specific rather than
general, because ambiguity is a big problem and we try to avoid it where
possible.
{In curly braces, you can insert whatever 'commentary' text you want. This
has no effect on the Proposal but is a way of communicating your thoughts
and rationales for this Proposal to the other Players when they vote on it.
You can include your name if you want to, but it's not necessary.}

When you vote, you do so by sending an email to the Speaker. Once again,
you should put "MN: Votes" in the sart of the Subject line so that the
Speaker knows what to do with it. On each line, include the proposal number
and your vote. I use the form:

Proposal 391: FOR
Proposal 392: PASS
Proposal 393: AGAINST

If you don't vote on a proposal, you're assumed to be passing. However,
each proposal must have a number of votes on it otherwise it doesn't reach
quorum. This means that if the number of people who don't vote (abstain) on
a proposal is larger than the number of people who voted (even if they
PASSed) then the proposal is automatically rejected. This is to avoid the
situation where a player takes advantage of some lull in the proceedings to
put a controversial proposal into the works and then get eir cronies to vote
for it while the majority are asleep. In practice, this rarely happens, and
people just forget to vote.
Voting is something you should do every week.
In general, the Nomic side exists to provide a medium for adding to the
rules for MC. It's generally frowned upon to try and enact Nomic rules
which affect MC states - e.g. enacting a rule which gives a specific player
(e.g. yourself) three Gold Tokens. Also frowned upon is trying to put the
Nomic in an unplayable state - again because the Nomic side is merely a
vehicle for organising changes to the MC rules.

The Games of Mornington Crescent
Each Game is embodied in a Game State Document (GSD). It consists of a
header which details the 'state of play', a series of Turns submitted by
Players, and mail footers from both the list and the player's own footers -
these are ignored for the purposes of evaluating the GSD. Each GSD
comprises a single game of MC and resides on one individual discussion list
on Egroups, which is used exclusively for the purpose of posting discussion
related to that game alone.



Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From riffraff@n... Mon May 15 16:20:10 2000
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Date: Mon, 15 May 2000 19:24:28 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: The PaulWay Guide To Mornington Nomic
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>The PaulWay Guide to Mornington Nomic

("The Hitch-Hiker's Guide to Mornington Crescent"?)

Okay, I grok. This looks like a Good Thing.

However, I still think the rules themselves could stand to be generally
reorginized, tidied up, and have some of the fat trimmed out. Then we'd
have a guide to an excellent and well-organized game, rather than a guide
to a quite good, yet poorly-organized game.

--Riff

"I'm a non-local quantum event - I exist at _all_ points in space and time!"
--Riff




From WayperP@p... Mon May 15 16:23:29 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: MN: The PaulWay Guide To Mornington Nomic
Date: Tue, 16 May 2000 09:22:49 +1000
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From: "Wayper, Paul" <WayperP@p...>

On Tuesday, May 16, 2000 10:24 AM, riffraff@n...
[SMTP:riffraff@n...] wrote:
> >The PaulWay Guide to Mornington Nomic
> 
> ("The Hitch-Hiker's Guide to Mornington Crescent"?)

Great idea! Consider it done.

> Okay, I grok. This looks like a Good Thing.
> However, I still think the rules themselves could stand to be generally
> reorginized, tidied up, and have some of the fat trimmed out. Then we'd
> have a guide to an excellent and well-organized game, rather than a guide
> to a quite good, yet poorly-organized game.

I agree! Propose away!

I also like the thought that someone else had that we should have a weekly
focus. However, I don't think this needs to be codified, I just think we
need to talk about things more on the list. To that end, read another
message...

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
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From WayperP@p... Mon May 15 16:36:38 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: Proposal - current discussion topic
Date: Tue, 16 May 2000 09:36:20 +1000
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From: "Wayper, Paul" <WayperP@p...>

People,

Following on from my general conversation in other mails, I suggest that we
start a current discussion topic - a sort of focus for our ministrations on
the ruleset.

I'm going to suggest we start by considering how Actions are organised.

For instance, I like the table in 1.7.2, where each action is listed with
its 'arguments', costs and benefits, timing, duration, and relevant rule.
I'd love to code more information in here, but the big question is how much
can you put in without either making it incomprehensible or, even worse, out
of date. The Fosdyke Requirements, in particular, are not guaranteed to be
correct.

But to approach the problem from another angle, I think that a lot of the
confusion is that there's no real standard way to phrase Action rules. IMO
they need a sort of header, similar to the columns in the 1.7.2 table, and
then the rule description. This too needs to be more consistent, so that
one Rule doesn't say "This Action allows a Special Move to <Station>" and
another says "After performing this Action, the Piece now exists at
<Station>."

In part, we've gone some way to doing this - standardising things like
Special Moves, Pieces, and other terminology. However, I still think that
the wording of Actions needs to be standardised in some useful way. This
would allow people to skim rules much more quickly to find the one that they
wanted.

What do other people think?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
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From riffraff@n... Mon May 15 17:30:34 2000
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Date: Mon, 15 May 2000 20:34:52 -0500
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Subject: Re: MN: Proposal - current discussion topic
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From: riffraff@n...


>For instance, I like the table in 1.7.2, where each action is listed with
>its 'arguments', costs and benefits, timing, duration, and relevant rule.
>I'd love to code more information in here, but the big question is how much
>can you put in without either making it incomprehensible or, even worse,
>>out of date. The Fosdyke Requirements, in particular, are not guaranteed
>>to be correct.

They're also a bit confusing, although they certainly look efficient...

>But to approach the problem from another angle, I think that a lot of the
>confusion is that there's no real standard way to phrase Action rules. IMO
>they need a sort of header, similar to the columns in the 1.7.2 table, and
>then the rule description. This too needs to be more consistent, so that
>one Rule doesn't say "This Action allows a Special Move to <Station>" and
>another says "After performing this Action, the Piece now exists at
><Station>."

Wasn't there a Proposal that wanted to change 'Special Move' to
'Translocation'? Did that pass? Special Moves have always seemed a bit
puzzling... is Action X a Special Move? Is a Special Move a Move? Do
Special Moves follow a (blockable) path, or are they teleportations?

Perhaps there's a first thing to change: make some Special Moves
Translocations instead. Translocations (such as a Compass Wormhole) do not
follow a path, and do not change your Charge; Special Moves _do_ follow a
path (Straddling, frinstance), and _do_ change your Charge.

(But, I digress)

>In part, we've gone some way to doing this - standardising things like
>Special Moves, Pieces, and other terminology. However, I still think that
>the wording of Actions needs to be standardised in some useful way. This
>would allow people to skim rules much more quickly to find the one that
>>they wanted.

This could be done by devising some Action catagories, that could be added
to the Action list:

Blocking <Station> ... Block
Bulkheading <Station> ... Block
Fire at <Station> ... Block
Straddling to <Station> ... Sp. Move
Walking to <Station> ... Sp. Move
<Compass> Wormhole to <Station> ... Transloc.
Home ... Transloc.
Narging <Player> ... Clamp
Spooning <Player> ... Clamp
Gold to Blue ... Token Ex.
Recycling ... Token Ex.
Into Knip ... Game State
Mind The Gap ... Game State

Then you could have two action lists: One simple alphabetical one ("What
page is Narging on?") (This could be placed at the end of the rules, as a
general index) and one divided into sections ("I need a block, what are my
options?")


--Riff

"I'm a non-local quantum event - I exist at _all_ points in space and time!"
--Riff




From riffraff@n... Mon May 15 18:03:41 2000
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Date: Mon, 15 May 2000 21:07:56 -0500
To: l-nomic-d@egroups.com
Subject: MN Discussion: Theme
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

I'd like to propose a second, somewhat more global topic here:

I think (although I may have misunderstood) that Kevan suggested a halting
of the Nomic aspect of MN and a re-examination of the rules for the purpose
of tightening up MN into a more definitive Game, rather than the loose,
messy collection of rules that Nomics seem to invariably become (MN
certainly being no exception).

The main problem I see with Mornington Nomic, is that we're operating with
two seperate themes: a Real Rules version of Traditional MC (Blocks,
Straddles, Manoeuvers, Knip, Shunts, etc.), and also a sort of MC
Role-Playing (Pigeons, Overcoats, Busking, Station Fires, Streaking, etc.).

This has the effect of making the game rather muddled, and I think we
should choose one theme, one direction that we want the game to go, and
either discard rules that don't fit the theme, or re-define them to fit if
they're rules that seem necessary to keep. (Or even keep them unchanged if
they're inoffensive enough. I mean, Zone Passes? Fine. Hard Hats...
okay. But Vacuum Cleaners?)

Personally, I'd like to see MN changed to Traditional MC (and I suspect
Paul agrees, for one.)

Discuss?

--Riff (getting off the soapbox and putting away his CAMREC card)

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From WayperP@p... Mon May 15 19:48:13 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: MN Discussion: Theme
Date: Tue, 16 May 2000 12:47:52 +1000
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From: "Wayper, Paul" <WayperP@p...>

On Tuesday, May 16, 2000 12:08 PM, riffraff@n...
[SMTP:riffraff@n...] wrote:
> The main problem I see with Mornington Nomic, is that we're operating
> with
> two seperate themes: a Real Rules version of Traditional MC (Blocks,
> Straddles, Manoeuvers, Knip, Shunts, etc.), and also a sort of MC
> Role-Playing (Pigeons, Overcoats, Busking, Station Fires, Streaking,
> etc.).

Astute. I agree with your reasoning here. It's the Role-playing, as a
whole, which seems to be outside my usual 'definition' of playing Mornington
Crescent. Obviously, therefore, I would be more in favour of discarding the
Role-playing stuff and keeping the Traditional stuff.

> they're inoffensive enough. I mean, Zone Passes? Fine. Hard Hats...
> okay. But Vacuum Cleaners?)

Pianos?

In some ways I think this could spawn the schism I was talking about before.
In a way I would like to inculcate both variants into a common structure -
have the Volume 1 rules which deal with the mechanics of entering a move,
how it's processed, and so forth, Volume 2, which is Traditional MC, and
Volume 3, which is Role-playing. Volumes 2 and 3 both rely on Volume 1.

However, the other way to do it is to say that the Role-playing side of it
is more suited to a free-form game where people are less constrained by
actual rules when they write their moves. At the risk of being divisive I
would say to those people: There are now more MC servers than ever. Play
there.

So, Riff, you were right. :-)

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From palnatoke@g... Wed May 17 05:17:41 2000
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To: <l-nomic-d@egroups.com>
References: <EF8480F87336D311AC1F00A0C9FC03329342B4@PIBCRMEXH001>
Subject: Re: RE: MN Discussion: Theme
Date: Wed, 17 May 2000 14:13:35 +0200
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From: "Ole Andersen" <palnatoke@g...>

Paul wrote:
:=20
: In some ways I think this could spawn the schism I was talking about =
before.
: In a way I would like to inculcate both variants into a common =
structure -
: have the Volume 1 rules which deal with the mechanics of entering a =
move,
: how it's processed, and so forth, Volume 2, which is Traditional MC, =
and
: Volume 3, which is Role-playing. Volumes 2 and 3 both rely on Volume =
1.

My view is more like:

1. CAMREC, which holds the Boardgame elements,
and
2. IMCS, which holds CAMREC plus the Roleplaying elements.

Then each Game would be labelled CAMREC-Style or IMCS-Style.

:=20
: However, the other way to do it is to say that the Role-playing side =
of it
: is more suited to a free-form game where people are less constrained =
by
: actual rules when they write their moves. At the risk of being =
divisive I
: would say to those people: There are now more MC servers than ever. =
Play
: there.

Well, if you have a pointer or two ready, I would like to see what it is =
like... But I'll probably stay here, anyways.


Ole



From snowl@s... Wed May 17 10:31:24 2000
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Message-ID: <00f801bfc025$2aaa73c0$528d7ed4@snow>
To: "Mornomic" <l-nomic-d@egroups.com>
Subject: Direction needed.
Date: Wed, 17 May 2000 17:04:10 +0100
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From: "Snow" <snowl@s...>

We need to decide what we're doing or not doing, before we start doing
it. The questions I think we need to answer are:

a) Does everything work as it is?
b) Do we want a "static" version of the game?
c) Do we want to scrap everything and start again?
d) If yes to (c), do we go down the "one person rewrite track".
e) Do we drop the Nomic side? If so what do we replace it with?

These are my views:

a) No
b) Yes
c) Yes
d) I think we need a one-person editor to start with.
e) We drop it initially, to make things work fast, once we have a
reasonable stable ruleset we reintroduce it, but modified.

The plan I would suggest is:

1) Everyone has a good old shouting match about what the game needs
and what it doesn't. Each person can contribute bits of ruleset
(including bits of the current ruleset).
2) Someone is made editor and goes off with all the bits of ruleset
and tries to tie them up. If there are gaps either e tries to fill
them eirself or makes a note for everyone to think about.
3) Everyone looks at the ruleset and we have a vote on whether it is
acceptable as a starting point. If not goto (1).
4) We then start up some form of fast-track Nomic system to edit the
ruleset.
5) Once the ruleset is "stable" we modify the nomic system so that it
can only be changed with a large majority.
6) We play.

Before all that I think we would need to decide on the democratic
systems we will use at each stage (how we decide the editor, how we
vote to approve the intial ruleset, how the fast-track nomic works,
how the stable nomic works). I would also suggest that these systems
be kept separate from the game rules (to avoid confusion to newbies).

I keep using the word nomic in all this, but I am advocating a game
which is essentially not a nomic, and thus a different game to
Mornomic.

What does everybody think?

Snow
-Fighting custard for the good of the planet..



From snowl@s... Wed May 17 10:31:24 2000
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Message-ID: <00f901bfc025$2b9d1120$528d7ed4@snow>
To: "Mornomic" <l-nomic-d@egroups.com>
Subject: New Player - Brown
Date: Wed, 17 May 2000 17:42:59 +0100
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From: "Snow" <snowl@s...>

We have a new player. To be known as Brown.

Welcome Brown.

Snow
-I am perfect, please corrupt me.




From riffraff@n... Wed May 17 15:37:33 2000
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Date: Wed, 17 May 2000 18:41:52 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: Direction needed.
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...


>These are my views:
>a) Does everything work as it is?
>a) No

Agree.

>b) Do we want a "static" version of the game?
>b) Yes

Yes, mostly. I think it should be possible for new stuff to be added, but
only with full or nearly-full consensus, and only after we've gone through
a couple test games. (Or if it's discovered we're missing something vital.)

Idea:
MC, historically, is an oft-updated game anyway. Suppose, instead of
adding new rules one at a time, we waited until we had a dozen or so, and
called it "The 1952 Updike Revisions" or whatever. Then we also have
instant variations to choose from, just like classic MC. Of course, this
doesn't matter until we have the first revision finished.

>c) Do we want to scrap everything and start again?
>c) Yes

Weeell... depends what you mean. I don't think we should start
_completely_ over from scratch. I think we should go down the list of what
we've got and say "keep it, toss it, keep it, keep it, toss it...", then
make new stuff to fill any gaps.

>d) If yes to (c), do we go down the "one person rewrite track".
>d) I think we need a one-person editor to start with.

If by 'editor' you mean 'scribe', then yes. But I think everyone should
have a say in choosing what stays and what goes.

>e) Do we drop the Nomic side? If so what do we replace it with?
>e) We drop it initially, to make things work fast, once we have a
>reasonable stable ruleset we reintroduce it, but modified.

Agreed in the sense that there won't be new proposals. But everyone should
agree on the changes made.

>
>The plan I would suggest is:
>
>1) Everyone has a good old shouting match about what the game needs
>and what it doesn't. Each person can contribute bits of ruleset
>(including bits of the current ruleset).
>2) Someone is made editor and goes off with all the bits of ruleset
>and tries to tie them up. If there are gaps either e tries to fill
>them eirself or makes a note for everyone to think about.
>3) Everyone looks at the ruleset and we have a vote on whether it is
>acceptable as a starting point. If not goto (1).
>4) We then start up some form of fast-track Nomic system to edit the
>ruleset.
>5) Once the ruleset is "stable" we modify the nomic system so that it
>can only be changed with a large majority.
>6) We play.

This seems needlessly complicated. I think the ruleset we've got is, in
essence, pretty good. It just needs some of the fat trimmed out,
re-organized, and tightened up. No need to start completely over this way.

>I keep using the word nomic in all this, but I am advocating a game
>which is essentially not a nomic, and thus a different game to
>Mornomic.

True. We could fully take up the CAMREC mantle and call it Real Mornington
Crescent.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From WayperP@p... Wed May 17 16:05:33 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: Direction needed.
Date: Thu, 18 May 2000 09:05:00 +1000
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From: "Wayper, Paul" <WayperP@p...>

On Thursday, May 18, 2000 2:04 AM, Snow [SMTP:snowl@s...] wrote:
> We need to decide what we're doing or not doing, before we start doing
> it. The questions I think we need to answer are:
> 
> a) Does everything work as it is?

Yes

> b) Do we want a "static" version of the game?

No

> c) Do we want to scrap everything and start again?

No

> d) If yes to (c), do we go down the "one person rewrite track".

No

> e) Do we drop the Nomic side? If so what do we replace it with?

No. Keep it.

I think you miss another fundamental feature of our current conditions. At
the moment play seems to be stalled because people don't have the time to
play. In this situation, the chances of someone actually having enough time
to sit down and rewrite vast quantities of ruleset are slim at best.
Therefore, if we do go down that path we can expect the entire game to
crumble into a wilderness of flaky revisions, hesitation, and apathy. This
is not a Good Thing, in my opinion.

I've been having conversations with ky (from MCiOS) and she's found my Guide
(now called the Hitchhiker's Guide to MC) very useful. That from a player
completely new to both MC and Nomics is a telling point, again IM(PNSH)O.

What did other people think of it?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From WayperP@p... Wed May 17 16:10:53 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: Re: RE: MN Discussion: Theme
Date: Thu, 18 May 2000 09:10:26 +1000
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From: "Wayper, Paul" <WayperP@p...>

On Wednesday, May 17, 2000 10:14 PM, Ole Andersen
[SMTP:palnatoke@g...] wrote:
> Well, if you have a pointer or two ready, I would like to see what it is
> like... But I'll probably stay here, anyways.

Ah. Try:

http://parslow.com/mornington
http://www.dunx.org/cgi-bin/orange-mc

for starters. Just remember - MN was the attempt to formalise, or at least
set down, the 'rules' in MC...

HTH,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From riffraff@n... Wed May 17 20:39:45 2000
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Subject: Re: MN: RE: Direction needed.
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From: riffraff@n...


>> e) Do we drop the Nomic side? If so what do we replace it with?
>
>No. Keep it.
>
>I think you miss another fundamental feature of our current conditions. At
>the moment play seems to be stalled because people don't have the time to
>play. In this situation, the chances of someone actually having enough time
>to sit down and rewrite vast quantities of ruleset are slim at best.
>Therefore, if we do go down that path we can expect the entire game to
>crumble into a wilderness of flaky revisions, hesitation, and apathy. This
>is not a Good Thing, in my opinion.

I think we should at least alter the system to consensus rather than just
votes, though. And we need to discuss the proposals much more beforehand.

>
>I've been having conversations with ky (from MCiOS) and she's found my Guide
>(now called the Hitchhiker's Guide to MC) very useful. That from a player
>completely new to both MC and Nomics is a telling point, again IM(PNSH)O.

...What's the 'P' stand for?

>
>What did other people think of it?

All I saw was the intro. Could you post the full text?

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Wed May 17 20:40:18 2000
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To: l-nomic-d@egroups.com
Subject: Re: MN: New Player - Brown
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>We have a new player. To be known as Brown.
>
>Welcome Brown.

Hallo, Brown. You've arrived at a rather strange time. :)

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From WayperP@p... Wed May 17 20:50:17 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: MN: RE: Direction needed.
Date: Thu, 18 May 2000 13:49:48 +1000
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From: "Wayper, Paul" <WayperP@p...>

On Thursday, May 18, 2000 2:44 PM, riffraff@n...
[SMTP:riffraff@n...] wrote:
> I think we should at least alter the system to consensus rather than just
> votes, though. And we need to discuss the proposals much more beforehand.

Agreed. Perhaps we need a fourth type of vote - REFINE. If more than
(count(Players)/4) Players vote Refine, the Proposal is carried over to the
next Week and the author is encouraged to refine it to the suggestions made
on the discussion list. A way of not just trashing proposals that don't
immediately appeal or aren't created perfect.

> ...What's the 'P' stand for?

Probably. In other words, I am biased on this issue, so presenting evidence
that proves my claims is not necessarily independent.

> All I saw was the intro. Could you post the full text?

Er, that's all there is so far. I'll see if I have some more spare time;
I've got it at home as well now so I'm going to continue working on it. I
should be able to make something that covers all the bases but doesn't take
more than, say, four pages.

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From WayperP@p... Wed May 17 20:56:01 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: MN: New Player - Brown
Date: Thu, 18 May 2000 13:55:23 +1000
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From: "Wayper, Paul" <WayperP@p...>

On Thursday, May 18, 2000 2:45 PM, riffraff@n...
[SMTP:riffraff@n...] wrote:
> >We have a new player. To be known as Brown.
> >Welcome Brown.
> 
> Hallo, Brown. You've arrived at a rather strange time. :)

Indeed. Greetings, Brown! Introduce yourself somewhat, don't be afraid to
speak up :-)

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From riffraff@n... Wed May 17 21:40:36 2000
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Date: Thu, 18 May 2000 00:44:55 -0500
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Subject: RE: MN: RE: Direction needed.
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From: riffraff@n...


>> All I saw was the intro. Could you post the full text?
>
>Er, that's all there is so far. I'll see if I have some more spare time;
>I've got it at home as well now so I'm going to continue working on it. I
>should be able to make something that covers all the bases but doesn't take
>more than, say, four pages.

Well, looks quite good so far. I'm interested to see what you come up with
for the beginning Player's guide to the game itself.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Wed May 17 22:34:18 2000
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Date: Thu, 18 May 2000 01:38:37 -0500
To: l-nomic-d@egroups.com
Subject: RE: MN: RE: Direction needed.
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>On Thursday, May 18, 2000 2:44 PM, riffraff@n...
>[SMTP:riffraff@n...] wrote:
>> I think we should at least alter the system to consensus rather than just
>> votes, though. And we need to discuss the proposals much more beforehand.
>
>Agreed. Perhaps we need a fourth type of vote - REFINE. If more than
>(count(Players)/4) Players vote Refine, the Proposal is carried over to the
>next Week and the author is encouraged to refine it to the suggestions made
>on the discussion list. A way of not just trashing proposals that don't
>immediately appeal or aren't created perfect.

The only problem is, it still leaves the possibility for Players to vote
against something and have it go through anyway. Personally, I would much
prefer for us to continue discussing the topic until _everyone_ feels they
can vote For. If we condense the current rules down into a tight, basic
ruleset, it's necessary, IMO, for everyone to approve of those rules,
because they're going to be the foundation for everything that comes after.

I think, for the immediate restructuring to a core ruleset, we can do away
with our usual system of automated voting, and go to a purely discussion
format. The reason being, the weekly voting schedule isn't going to fit
well with the discussion going on - either a topic will be touchy and we'll
still be in the middle of discussing it at week's end, or it'll be fairly
obvious, we'll reach a consensus right away, and be forced to wait a week
to count the votes and move onto the next matter.

Here's an example of how I think it could work:

Speaker: "Next item of business: Rule x.y.z: Should we keep it? Discuss."
[or, alternately:]
Speaker: "PaulWay has proposed we delete rules a.b.c - x.y.z. Discuss."
[or:]
Speaker: "How exactly should Rule x.y.z be phrased? Suggestions?"

Kevan: "Foo."
PaulWay: "Bar."
Snow: "Baz."
RiffRaff: "Ling."
Kevan: "Ling?"
RiffRaff: "Ling."
Ole: "Fnord."

[Once discussion has died down or appeared to reach a conclusion:]

Speaker: "All right, what are your votes?"
Kevan: "Aye."
RiffRaff: "Aye."
Ole: "Aye."
Snow: "Aye."
PaulWay: "Nay."
Speaker: "PaulWay, why Nay?"
PaulWay: "Foo."
RiffRaff: "Bar."
Ole: "Baz."
[Etc.]

And once we can all agree on the issue, or on a suitable compromise, it
gets added to the new ruleset. The advantage is, not only can we get the
simple things over with quickly, but we can change proposals to add
agreed-upon changes or compromises on the fly, instead of having to wait
another week for an updated Proposal. Assuming that everyone has a chance
to deal with the e-mail at least once a day (is that a valid assumption?
Haven't heard from Kevan in a couple days), and that we could handle two or
three discussion threads at a time, we could get the thing done with pretty
quickly. At that point, we can start playing games based on the new core
rules ("Mornington Crescent Basic Rules"), and go back to our usual Nomic
format to start producing Revisions. (For which a REFINE vote would be a
great addition.)

Thoughts?

Of course, we should firstly decide how to go about revising. Should we go
with Snow's suggestion to discard the whole thing, and propose items that
need to be included? Or do the opposite - start with the current ruleset
and propose changes and deletions? Or my idea, to simply go through the
sections and rules one by one and vote on what to keep and what to remove?

Again, thoughts?

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From WayperP@p... Wed May 17 23:35:30 2000
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Subject: RE: MN: RE: Direction needed.
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From: "Wayper, Paul" <WayperP@p...>

On Thursday, May 18, 2000 3:45 PM, riffraff@n...
[SMTP:riffraff@n...] wrote:
> Well, looks quite good so far. I'm interested to see what you come up
> with for the beginning Player's guide to the game itself.

I should make a note of things that I've had to really work on to get them
understandable. One thing I noted is that there's no actual description of
what a Proposal looks like. From my limited time as a Thring Speaker I
recall having a lot of problems with people having completely different ways
of laying out a proposal; I guess it's probably the same for MN. This, and
other things, is probably what we need to look at.

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From dunx@d... Wed May 17 23:54:49 2000
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To: l-nomic-d@egroups.com
Subject: RE: MN: RE: Direction needed.
Date: Thu, 18 May 2000 07:47:09 +0100
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From: Dunx <dunx@d...>

On Thu, 18 May 2000, you wrote:
> On Thursday, May 18, 2000 3:45 PM, riffraff@n...
> [SMTP:riffraff@n...] wrote:
> > Well, looks quite good so far. I'm interested to see what you come up
> > with for the beginning Player's guide to the game itself.
> 
> I should make a note of things that I've had to really work on to get them
> understandable. One thing I noted is that there's no actual description of
> what a Proposal looks like. From my limited time as a Thring Speaker I
> recall having a lot of problems with people having completely different ways
> of laying out a proposal; I guess it's probably the same for MN. This, and
> other things, is probably what we need to look at.

Still lurking really, but yes - the variation in Proposal layout was, in my
Speaking time, sometimes very onerous indeed. I did try to get some rules
into the ruleset asking proposers to format their Proposals to match the
ruleset, but that was as far as it went. Also, some Players ignored them
anyway (who have since resigned).

More this evening, I hope.

--
Dunx
Ceci n'est pas un .sig


From riffraff@n... Thu May 18 00:16:59 2000
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Date: Thu, 18 May 2000 03:21:18 -0500
To: l-nomic-d@egroups.com
Subject: Sample CAMREC Revision
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

This isn't an official Proposal of any sort, but I've gone through the
ruleset from the CAMREC point-of-view expounded by PaulWay and myself, and
produced a sample of what I think would be a good starting place for
revision. (Assuming we decide to revise in such a way - only PW and myself
have really expressed an opinion on the matter.) Also, don't be offended
if I've marked one of your Rules for removal - it doesn't mean it's not a
good rule, just that it doesn't fit the 'Real MC' theme. Likewise, there's
a number of rules I personally don't like, that stay nevertheless for being
thematically fitting.

This only encompasses Section 1 of the rules, the rest being the Nomic
Rules and alternate/variant Games.

Section 1.0 - Mornington Crescent - Keep
Section 1.1 - The Game - Keep
Section 1.2 - The Game State Document - Keep
Section 1.3 - Turn-Taking - Keep
Section 1.4 - Tokens and Possessions
1.4.1 - Token Gesture - Keep
1.4.19 - Token Tracking - Keep
1.4.20 - Token Collection Table - Keep
1.4.18 - The Emporium
Keep all text outside the chart. Remove all items in the
chart apart from:
All Day Rover
Hat
Knerdling Stick
Money Belt
Spanger
<Station> Stub
Zone Passes
Food Items
Magnifier

Note that these all require more discussion to determine
actual appropriateness and what revisions may be needed. In particular, I
think the Hard Hat should be kept, simply because it's such an intuitive
device in conjunction with Lines Under Construction. The other Hats are
nice ruleswise - perhaps they could be Podumes instead? Notes on Food
Items further down.
1.4.12 - The Luggage - Keep
1.4.22 - Discarding Possessions - Keep
1.4.9 - Hoard of the Things - Keep
1.4.23 - Unique Opportunity - Keep
1.4.6 - You Can Leave Your Hat On - Keep, pending discussion
1.4.7 - Suspect Packages - Remove
1.4.10 - This Token Has a Cash Value... - Keep
1.4.15 - You Got a Light Mac? - Remove, but discuss
possibility of reviving the Nantucket as stand-alone.
1.4.16 - Playing With Food - Keep, pending discussion
of more appropriate replacements. The Chocolate Bars are too damn handy,
and the Marmalade Sandwich is very stylish.
1.4.24 - The Podume of Infinite Darkness - Keep
1.4.25 - Release the Pigeons! - Remove
1.4.28 - Day Tripper! - Keep
1.4.29 - Spanging Offense - Keep, pending discussion.
Personally, I'd like to see items like the Spanger, the Drone Stick, the
Hyde Mask, and the various Clamps changed from being Possessions to 'Player
States', with a box similar to the 'Disruptions' box: "Spanging", "Drone
Master", "In Spoon", "Narged", "Dr. Jekyll"/"Mr. Hyde", and so forth.
1.4.30 - The Emperor's New Clothes - Remove
1.4.31 - Size Matters - Keep, pending discussion
1.4.32 - Read All About It! - Remove
1.4.33 - Zzzzzzzzzzap! - Remove
1.4.34 - Pushing and Popping - Keep
1.4.35 - Not Hamsters - Remove
1.4.36 - Knerdling - Keep, p.d. (ref. 1.4.29)
1.4.37 - Death and Taxes - Keep
1.4.38 - The Velocity Bomb - Keep, p.d. (ref. 1.4.29)
1.4.39 - Open the Cutlery Drawer... - Keep, p.d. (ref. 1.4.29)
1.4.40 - The Narg Clamp Explained - Keep, p.d. (ref. 1.4.29)
1.4.41 - The Green Clamp - Keep, p.d. (ref. 1.4.29)
1.4.42 - The Freem Clamp Explained - Keep, p.d. (ref. 1.4.29)
1.4.43 - Vermicious Knids - Keep, p.d. (ref. 1.4.29)
1.4.44 - Consider Yourself Toffed - Keep, p.d. (ref. 1.4.29)
1.4.45 - Magno-Clamps - Keep, p.d. (ref. 1.4.29)
1.4.46 - Radiation - Remove, but needs
discussion. It's really just a clamp-producing device, but IMO it crosses
the line.
1.4.47 - Number Six - Keep, p.d. (ref. 1.4.29)
1.4.48 - Fosdyke's Magnifier - Keep, p.d. (ref. 1.4.29)
1.4.49 - Vizhke's Voracious Vacuum - Remove
Section 1.5 - Moves - Keep
Section 1.6 - Line Velocity - Keep
Section 1.7 - Actions
1.7.1 - Action Types - Keep
1.7.2 - Actions - Keep, with chart altered
to reflect remaining Actions. For the remainder of Section 1.7, keep all
Rules except as noted:
1.7.20 - Busking - Remove
1.7.30 - You Have 10 Minutes... - Remove
1.7.30 - Jekyll and Hyde Park - Keep, p.d. (ref. 1.4.29)
1.7.53 - Lost & Found - Keep, p.d. (discuss
possibility of altering to only include remaining Possessions and Tokens)
1.7.54 - Cunningly Fashioned Out Of... - Remove
1.7.60 - Did You See That? - Remove
Section 1.8 - States of Play - Keep
Section 1.9 - Blocks, Impediments, and Gaps - Keep (discuss 1.9.2 -
Escalator Fires)
Section 1.10 - Actions That Target Other Players - Keep
Section 1.11 - Special Stations - Keep, except:
1.11.2 - Three-Point Courier - Remove
1.11.3 - Station Damage - Keep, p.d.
Section 1.12 - Home Stations - Keep
Section 1.13 - Game Time - Keep
Section 1.14 - Token Stacks - Keep
Section 1.15 - The Drone - Keep, p.d. (ref. 1.4.29)
Section 1.16 - Buzzing - Keep
Section 1.17 - Glossary and Definitions - Keep
Section 1.18 - Manoeuvers and Gambits - Keep
Section 1.19 - Current and Charge - Keep
Section 1.20 - Line States
1.20.0 - Line States - Keep
1.20.1 - Back To Normal - Keep
1.20.2 - And Where Might YOU Be Going? - Keep
1.20.3 - Opposites Attract, They Say - Keep, p.d.
1.20.4 - Not So Fast There! - Keep
1.20.5 - Power Failure! - Keep, p.d.
1.20.6 - Soap on the Tracks - Remove (discuss?)


--Riff




"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From kevan@s... Thu May 18 05:12:57 2000
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To: l-nomic-d@egroups.com
Subject: General Musings
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From: "Kevan " <kevan@s...>

Sorry I've been fairly quiet in this discussion; I've been rather busy
lately, with my meagre free time going into the running of Genomic, 
and
my brain being too sapped by deadening work stuff to be up to writing
any terribly coherent paragraphs on anything.

To summarise my thoughts on the future of the Nomic, though - well,
firstly I don't feel there's any great need for it to be a Nomic any
more. Some sort of semi-democratic voting system might be handy to 
have
around for taking straw polls or making majority decisions on trifling
issues, but this should only be a very, very small part of what we 
spend
our time doing. As RiffRaff said, it's far better to discuss these
things to the point of unanimity. This applies both to establishing a
new-look ruleset and adding new stuff to it further down the line.

I certainly see no need to wave the "Nomic" flag from our battlements
when we've become far more of a game-design team, anyway; if people 
want
the excitement of proper, political, cut-and-thrust Nomic, they're
really better off going somewhere else, and it seems terribly
self-destructive and annoying to have new players (hello, Brown)
possibly turning up under the wrong premise, and potentially ideal
people not turning up at all.

As for the design process; I've a feeling that rebuilding from scratch
might be saner than chipping bits away from an unwieldy ruleset. The
crux of the whole thing is the nuts and bolts of gameplay, and I think
they certainly have to be penned anew rather than chiselled down from
bigger, clumsier paragraphs. Once we have a tiny ruleset that neatly
defines a very, very basic version of the game (Baker Street, maybe,
with just a bare minimum of Actions - we should, I hope, be able to 
get
something like that on one page of A4), we can look at the extra stuff
from the Mornomic Ruleset and implement it appropriately (in the same
way we've looked at the Encyclopaedia Morningtonia and couched the 
ideas
in Mornomic terms).

My feeling on the look of the finished game is one of simplicity; that
(viewing it from both real-life and email perspectives) you just need 
a
Board, a Piece for each Player, some Tokens, an assortment of "local
state" counters (Block, Maelberg, Sinkhole, etc), and a few sturdy 
bits
of cardboard with "Knip", "Spoon Clamp" and whatnot written on them, 
to
bring out when the relevant States and Possessions are in play. Simple
enough for it to be playable with a few dead matches, a pocket-sized
Tube map and a biro, but robust enough for a gold-plated mahogany-
board
edition to remain an enticing possibility. A simple Action sheet for
each Player is all that's needed, although veterans would, of course,
be able to remember most of them, which is rather pleasing.

(To tangent, incidentally, the "Zarcana" game I mentioned earlier has 
a
very neat notation for summarising how certain cards can be played - a
handful of intuitive little symbols; an upright triangle if the card 
can
only be played on an upright piece, a triangle on a rectangle if the
card can only be played on a piece that rests on a card-in-play (both
symbols if both apply), etc. I daresay the British Rail timetable
symbols could be used to amusing effect, for most things, with pseudo-
BR
stuff for the other cases.)

Admittedly at odds with RiffRaff, I'd like to see the fiddlier bits of
the game cut out completely - Game Time really is far too much effort
its minimal relevance, the Token system could do with simplification
(the "claim one of a colour of your choice if you move to an
Interchange" of MC:CG worked quite nicely), LV would probably be 
easier
to deal with in real-life play if it was a "move between one and three
Stations per turn, unless some State or Possession says otherwise"
thing, and whatnot. We can argue this properly when the time comes to
analyse the aspect, of course, and I look forward to doing so.

To respond to a few comments here and there, anyway:-

>[Paul]
>At the moment play seems to be stalled because people don't have the
>time to play. In this situation, the chances of someone actually 
having
>enough time to sit down and rewrite vast quantities of ruleset are
>slim at best.

Surely no greater time than is needed to maintain the thing in a
Nomic fashion, as Speaker, though? Particular since the editor's job
is going to be, for the most part, merely editing other people's words
together.

Good work on the Guide, anyway. I think a cross between its chattiness
and some sort of easily-referrable at-a-glance reference would make 
for
an ideal replacement Ruleset, and I trust you'll be putting in
sufficient input on the matter.

>[Snow]
>The plan I would suggest is:
>
>1) Everyone has a good old shouting match about what the game needs
>and what it doesn't. Each person can contribute bits of ruleset
>(including bits of the current ruleset).

Rather pandemonious. Wouldn't it be better to address it bit by bit,
with the editor overseeing the discussion, starting and ending topics
as he sees fit?

>2) Someone is made editor and goes off with all the bits of ruleset
>and tries to tie them up. If there are gaps either e tries to fill
>them eirself or makes a note for everyone to think about.

I suspect that writing this bit-by-bit would be easier - first 
establish
a turn-taking system, then a piece-placement-and-moving system, then
basic Action implementation, and so forth, going back to fix anything
that's later found wanting.

>4) We then start up some form of fast-track Nomic system to edit the
>ruleset.

This would be useful once the basic ruleset was in place and we just
needed to translate old Actions (and maybe add a few necessary new
ones), Possessions, and whatnot. I suppose some sort of semi-formal
voting system is all that's needed here, so that the editor can chuck
out an ordered list of submissions and we can then discuss and veto 
them
in an organised fashion, rather than having to track a load of 
different
threads.

>5) Once the ruleset is "stable" we modify the nomic system so that it
>can only be changed with a large majority.

This seems good, although - as has been said - such changes would
ideally only be made very rarely, along the lines of IMCS's monthly
amendments. (The sudden shifting-underfootness of games past was 
always
a bit of a problem, wasn't it?)

>6) We play

Bravo.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"And will the world end in the night-time? I really don't know."



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Subject: Re: MN: New Player - Brown
To: l-nomic-d@egroups.com
Date: Thu, 18 May 2000 10:21:17 -0700
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From: Richard_M_Brockie@n...


Greetings to you Brown,

miKi




From snowl@s... Thu May 18 13:06:18 2000
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Subject: Re: General Musings
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From: "Snow" <snowl@s...>

I agree with everything Kevan said. Though I do think it is important
to have a well defined plan and formal voting system in place if
needed. If not then I think PaulWay's prophecy will happen of groups
who feel that they aren't having their say leaving or splintering. The
voting system needn't be used for everything only for things where
there is a major split.

I will also repeat something I said earlier. The 'politics' (voting,
game lounges and such-like) should be kept separate from the game
ruleset. They're not really connected (especially if we stop being a
Nomic) and they will just confuse the beginner.

Snow
-I can turn myself into the theme tune to Buffy TVS using only my
mind.



From snowl@s... Thu May 18 13:06:19 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541100b548d669dbe2@[24.95.44.133]>
Subject: Re: MN: Direction needed.
Date: Thu, 18 May 2000 20:53:41 +0100
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From: "Snow" <snowl@s...>

RiffRaff said:

> Agreed in the sense that there won't be new proposals. But everyone
should
> agree on the changes made.

It would obviously be preferable if everyone agrees, but I think we
might have to settle for a majority in some situations.

> True. We could fully take up the CAMREC mantle and call it Real
Mornington
> Crescent.

Good idea.

Snow
-I can turn myself into money using only my mind.









From gthoele@G... Thu May 18 22:52:22 2000
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Subject: Re: MN: The PaulWay Guide To Mornington Nomic
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X-eGroups-From: gthoele@G... (Gunnar Thoele)
From: gthoele@G...

Hallo Wayper,!

Very fine. I could probably be interested in playing MN as a new player, 
and as there seems to be a bit of activity now...
>still live in daub-and-wattle huts in the middle of Peru, the essence
>of
By the way, i live in the middle of nowhere, a 3500 people german rural 
village.

--
Gunnar Thöle



From riffraff@n... Fri May 19 17:22:13 2000
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Date: Fri, 19 May 2000 20:26:32 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: General Musings
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...


>I suspect that writing this bit-by-bit would be easier - first
>establish
>a turn-taking system, then a piece-placement-and-moving system, then
>basic Action implementation, and so forth, going back to fix anything
>that's later found wanting.

All right, sounds fine, let's just get it underway, already!

Feels like the People's Front of Judea from "Life of Brian" - "It's been
brought to our attention that Brother Brian is in grave danger and we must
act immediatly. Now, before we put this to a vote, we should further
discuss and examine the issue at hand..." Gah! :) 'Nuff _talk_, let's DO
it!

Everybody sound off:

A) Are we all in agreement that we should stick to a Pure MC theme?

B) Does anyone completely disagree with the method suggested by Kevan,
quoted above?

If everybody posts their answers to these two questions, and we're in
consensus, we can finally start writing some rules!

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From gthoele@G... Fri May 19 20:07:07 2000
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Subject: Even more new players...
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From: gthoele@G...

Hallo !

I just more or less decided to join Mornington Nomic (or whatever it is 
to be called now).

And, as a very new player, i would want the ruleset to be trimmed... It 
is a very large document, indeed.

-- 
Gunnar Thöle


From palnatoke@g... Fri May 19 23:43:46 2000
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Subject: Re: MN: General Musings
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From: "Ole Andersen" <palnatoke@g...>

Riff asked:
:=20
: A) Are we all in agreement that we should stick to a Pure MC theme?

No. But if we keep a copy of the bells-and-whistles, one could always =
propose such things in an Option.
So I guess this effectively is yes, after all.

: B) Does anyone completely disagree with the method suggested by Kevan,
: quoted above?

Well, I don't disagree, so the answer might be no.


Ole



From riffraff@n... Wed May 24 20:36:52 2000
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Subject: Re: MN: General Musings
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From: riffraff@n...

Hello?

...Hello? Bueller?


Man, I try and inspire everyone to action, and the exact opposite happens!

I feel like that guy in that one episode of "The Twilight Zone"*. "Where
is everybody? Where is everybody!?"


--Riff
(*You know the one - the one where it turns out that reality isn't what you
think it is? That's my favorite.)



"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Wed May 24 20:46:49 2000
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To: l-nomic-d@egroups.com
Subject: Re: MN: General Musings
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>Riff asked:
>:
>: A) Are we all in agreement that we should stick to a Pure MC theme?
>
>No. But if we keep a copy of the bells-and-whistles, one could always
>>propose such things in an Option.
>So I guess this effectively is yes, after all.

I'm sure we'd still have the original on hand, so we could always do a
non-CAMREC alternate, sure. It could be called "Tunnels and Tubetrains".
:)

>: B) Does anyone completely disagree with the method suggested by Kevan,
>: quoted above?
>
>Well, I don't disagree, so the answer might be no.

Good enough. I just want for us to settle on a plan, so we can get started!

Sorry if I'm all hyper about this, everyone, but I want to get this going
before my unstable attention span gets derailed again. :)

(Hello to Gunnar, by the way. Amazing how international we've become...)

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From WayperP@p... Wed May 24 21:08:34 2000
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Subject: RE: MN: General Musings
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From: "Wayper, Paul" <WayperP@p...>

On Thursday, May 25, 2000 2:41 PM, riffraff@n...
[SMTP:riffraff@n...] wrote:
> Man, I try and inspire everyone to action, and the exact opposite happens!

You've caught me at a busy time. I'm trying to wrap several projects up at
work. But, more importantly, I'm trying to find a new job in Melbourne so I
can live with my new love. Surreptitiously so as to not make things more
difficult for my job here.

I haven't even had a chance to dig out the HHGTMN again...

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From kevan@s... Fri May 26 01:15:07 2000
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From: "Kevan " <kevan@s...>

> > Man, I try and inspire everyone to action, and the exact opposite 
happens!
> 
> You've caught me at a busy time.

Me too, really. The slivers of spare time I find in my life tend to 
get snapped up quickly by Genomic, or feeling guilty about not 
running Genomic well enough. And I barely have any time at a computer 
outside of work anyway, really, particularly with the weather picking 
up. Pft.

> But, more importantly, I'm trying to find a new job in Melbourne so 
I
> can live with my new love.

Tsk, I really have far too little idea of what my friends are doing 
these days. Bravo there. Hope it's going well.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"Busy scissors, oh, oh..."



From riffraff@n... Sun May 28 13:04:17 2000
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Subject: Re: MN: Re: General Musings
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>> > Man, I try and inspire everyone to action, and the exact opposite
>happens!
>>
>> You've caught me at a busy time.

(Oddly, I never got this message...)

>
>Me too, really. The slivers of spare time I find in my life tend to
>get snapped up quickly by Genomic, or feeling guilty about not
>running Genomic well enough. And I barely have any time at a computer
>outside of work anyway, really, particularly with the weather picking
>up. Pft.

Ah, well, that's understandable. Since I have a lot of free time, I'll see
if I can come up with some basic ruleset plans on my own for general
approval, save us some time...

>> But, more importantly, I'm trying to find a new job in Melbourne so
>>I can live with my new love.

Well, congratulations, and good luck! :)

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Fri Jun 02 09:16:28 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541100b557399e64f9@[24.95.44.133]>
Subject: Re: MN: Re: General Musings
Date: Fri, 2 Jun 2000 16:39:31 +0100
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From: "Snow" <snowl@s...>

RiffRaff wrote:
> >> > Man, I try and inspire everyone to action, and the exact
opposite
> >happens!
> >>
> >> You've caught me at a busy time.
>

My monitor died, but I've got a nice shiny new one now.

If we are all agreed to start a new Ruleset (or prepared to go along
with it for the time being) then we can start the discussions. The old
ruleset will still be there if everything goes Pete Tong.

> >
> >Me too, really. The slivers of spare time I find in my life tend to
> >get snapped up quickly by Genomic, or feeling guilty about not
> >running Genomic well enough. And I barely have any time at a
computer
> >outside of work anyway, really, particularly with the weather
picking
> >up. Pft.
>
> Ah, well, that's understandable. Since I have a lot of free time,
I'll see
> if I can come up with some basic ruleset plans on my own for general
> approval, save us some time...

Excellent, when will they be ready? Do you want to be editor/scribe?

Snow
-Looking at the world through a 19" hole.






From snowl@s... Fri Jun 02 09:16:28 2000
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Message-ID: <002501bfccad$2849d8c0$c68d7ed4@snow>
To: "Mornomic" <l-nomic-d@egroups.com>
Subject: Subject: Moving
Date: Fri, 2 Jun 2000 17:08:50 +0100
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From: "Snow" <snowl@s...>

Moving seems like a sufficiently fundamental place to start.

A number of ways of working it spring to mind:

1) The Mornomic way: The LV can be changed by a small amount each
turn. A player can move a distance equivalent to eir LV.

2) Turn at a time: Each player can move at most X stations in one
turn.

3) Time limiting: Moving 1 station takes 10mins. The further e moves
the less time e has available for shunting, blocking...

With the last 2 no record of the current LV need be made. The first
may encourage more long-term planning.

Other thing to bare in mind are: changing lines, moving for other
reasons (shunting, straddling...), how many times per turn a player
can move (possibly more than 1) and whether the route taken need be
noted.

I think moves should be made actions to standardize the notation.

Snow
-Running my monitor at 1920x1440 simply because I can.




From riffraff@n... Fri Jun 02 14:04:18 2000
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Subject: Re: MN: Re: General Musings
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From: riffraff@n...


>>
>> Ah, well, that's understandable. Since I have a lot of free time,
>I'll see
>> if I can come up with some basic ruleset plans on my own for general
>> approval, save us some time...
>
>Excellent, when will they be ready?

I'll try and get something concrete done this weekend, and post it late
sunday or after work monday.

>Do you want to be editor/scribe?

What would that entail, exactly? Just keep a running file of agreed-upon
changes and so forth? Sure, I can do that, if no-one else wants the honor.
:)

cheers,
--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Fri Jun 02 15:32:16 2000
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Date: Fri, 2 Jun 2000 18:36:38 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: Subject: Moving
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>Moving seems like a sufficiently fundamental place to start.
>
>A number of ways of working it spring to mind:
>
>1) The Mornomic way: The LV can be changed by a small amount each
>turn. A player can move a distance equivalent to eir LV.
>
>2) Turn at a time: Each player can move at most X stations in one
>turn.
>
>3) Time limiting: Moving 1 station takes 10mins. The further e moves
>the less time e has available for shunting, blocking...
>
>With the last 2 no record of the current LV need be made. The first
>may encourage more long-term planning.

I dislike 2) because it reduces the opportunity for strategy. Moving at
maximum speed should carry some sort of balancing penalty (and, conversely,
there should probably be a reward for moving slowly). The original method
got around this by forcing you to gain speed gradually, so you couldn't
instantly start zooming around the board, and likewise you had to plan a
gradual slow-down if you wanted to land at a specific station.

3) is nice, although given a 1 hour turn, 10 mins = 1 station would be very
limiting. 2 or 3 minutes would probably be better, allowing for an average
move of 3 - 5 Stations. Or, for simplicity, you could say 1-4 Stations =
10 mins, 5-8 Stations = 20 mins, 9 or 10 Stations = 30 mins. Thus you'd
have to sacrifice half your turn for really speedy movement.

(Parenthetical aside concerning time: in response to Kevan's earlier
comment about Game Time being too much work for no benefit, I think it's
valuable for two reasons: firstly, it provides for Stations with restricted
hours, which I think is pretty nifty. After all, the symbols are right
there on the map - why not take advantage of them? Secondly, Game Time
provides a tidy and stylish way to limit the number of Actions you can take
in a turn... without them, we'd be forced to use 'Action Points' or
something. Urgh.)

I like LV though, simply because (and I expect some of you disagree) I
_like_ having several strange numbers to keep track of. And I think it
fits in with the whole MC genre - having to pull out charts and graphs to
calculate Beck's Coefficient, and all that.

Perhaps LV could be combined with 3) in some way. How about: you start with
LV = 1, and can add or subtract 1 (or possibly 2) per turn, to a maximum of
5. By subtracting your LV from 6, you get the time it takes to move 1
Station, BUT, you must move at least as many Stations as your LV. So, with
LV 1, each Station takes 5 minutes; LV 3, each Station takes 3 minutes
(half your turn to move 10), but you have to move at least 3; LV 5, you can
move 10 Stations in only 10 minutes, but you can't move less than 5
Stations.

Hmmm. I like it! Complicated on the surface, but it wouldn't take much at
all to get used to it, and there isn't any more to keep track of than in
the original version. And it seems nicely balanced - someone who pushes
their LV up to 5 in order to zoom across the board would have to do some
tricky skidding-about and maneuvering to land at exactly the Station they
want, whereas someone travelling slowly could stop easily whereever they
please. And what makes the improvement over the original version is that
you _can_ move 10 Stations with a LV of only 1, provided you're willing to
sacrifice almost all of your Turn.

>
>Other thing to bare in mind are: changing lines, moving for other
>reasons (shunting, straddling...), how many times per turn a player
>can move (possibly more than 1) and whether the route taken need be
>noted.

I think that for the most part these can be kept the same. One Move per
turn, Actions that move you cost extra time and Tokens, route need only be
noted when it would make a difference. Changing lines should, perhaps,
cost a little extra time - say, 2 mins. Plus the Black Token. With maybe
an option to take a full 10 minutes to change lines and forgo the cost.

>
>I think moves should be made actions to standardize the notation.

<shrug> Hokay - wouldn't really change anything.

[Moving to <Station> {via <Route>}] Time: variable Cost: 0 (Can only be
played once per Turn)

plus a notation of which Action can only be played before (or after) a Move
Action.

--Riff


"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Sat Jun 03 15:32:56 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541101b55de212760e@[24.95.44.133]>
Subject: Re: MN: Subject: Moving
Date: Sat, 3 Jun 2000 23:27:47 +0100
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From: "Snow" <snowl@s...>

RiffRaff:
> Moving at
> maximum speed should carry some sort of balancing penalty

Agreed.

> The original method
> got around this by forcing you to gain speed gradually, so you
couldn't
> instantly start zooming around the board, and likewise you had to
plan a
> gradual slow-down if you wanted to land at a specific station.

I would disagree. The original method didn't require slowing down to
land at a specific station, one could just take a longer route. This
is the main problem with it.

> 3) is nice, although given a 1 hour turn, 10 mins = 1 station would
be very
> limiting. 2 or 3 minutes would probably be better, allowing for an
average
> move of 3 - 5 Stations. Or, for simplicity, you could say 1-4
Stations =
> 10 mins, 5-8 Stations = 20 mins, 9 or 10 Stations = 30 mins. Thus
you'd
> have to sacrifice half your turn for really speedy movement.

It's 30 stations from Edgeware to Morden (the more northerly and
southerly stations on the Northern line) should we really be able to
do this in 3 turns. I would cap LV at 6 as a more suitable speed for
moving around. And even at this speed there should be a heavy
time/token penalty.

> (Parenthetical aside concerning time: in response to Kevan's earlier
> comment about Game Time being too much work for no benefit, I think
it's
> valuable for two reasons: firstly, it provides for Stations with
restricted
> hours, which I think is pretty nifty. After all, the symbols are
right
> there on the map - why not take advantage of them? Secondly, Game
Time
> provides a tidy and stylish way to limit the number of Actions you
can take
> in a turn... without them, we'd be forced to use 'Action Points' or
> something. Urgh.)

I would keep the hour limit on a turn, but I can't see the point in
keeping Game Time generally.

>
> I like LV though, simply because (and I expect some of you disagree)
I
> _like_ having several strange numbers to keep track of. And I think
it
> fits in with the whole MC genre - having to pull out charts and
graphs to
> calculate Beck's Coefficient, and all that.

I don't mind having numbers to keep track of provided the effort is
rewarded. Charge takes a lot of effort to track and has nearly no
effect. Game time is fairly easy to track, but still doesn't do much
(except for limiting a Turn to an hour). LV is trivial to use and has
a large effect.

We should bare in mind that part of this exercise is to make the game
more accessable to newbies (and oldies).

> One Move per
> turn, Actions that move you cost extra time and Tokens, route need
only be
> noted when it would make a difference. Changing lines should,
perhaps,
> cost a little extra time - say, 2 mins. Plus the Black Token. With
maybe
> an option to take a full 10 minutes to change lines and forgo the
cost.

I don't think we should use units of time less than 5mins. I think
10mins+black would be good for changing line.

OK, one move per normal turn. I was thinking about having different
types of move Actions. This is more or less what we have now stated
more consistently.

Normal: [Move to <Station> {via route}] (Once per turn)
Pass: [Pass] (Replaces normal move).
Straddle: [Straddle to <Station>] (Only allowed after normal moves).
Special Move to Loop station: [Loop Move to Dollis Hill] (Only allowed
in Dollis Hill loops, replaces normal move.)
...etc

Snow
-I no longer need to spend 10mins adjusting the brightness and
contrast to see Lara Croft.




From snowl@s... Sat Jun 03 15:33:05 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541100b55de010fd66@[24.95.44.133]>
Subject: Re: MN: Re: General Musings
Date: Sat, 3 Jun 2000 23:31:39 +0100
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From: "Snow" <snowl@s...>

> >Do you want to be editor/scribe?
>
> What would that entail, exactly? Just keep a running file of
agreed-upon
> changes and so forth? Sure, I can do that, if no-one else wants the
honor.
> :)

Putting together the various bits of ruleset the players write and
filling in the gaps. I don't think there is a need for only one person
to do it, as long as only one person at a time is doing it. I'm happy
to have a go if you don't want to/get bored of it.

There is the files space at eGroups/OneList we can use to share
editing between whoever is interested.

Snow
-I spend at least 3hrs per day trying to get the image on my monitor
rectangular.




From WayperP@p... Sun Jun 04 16:16:22 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: Subject: Moving
Date: Mon, 5 Jun 2000 09:15:41 +1000 
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From: "Wayper, Paul" <WayperP@p...>

On Saturday, June 03, 2000 2:09 AM, Snow [SMTP:snowl@s...] wrote:
> 1) The Mornomic way: The LV can be changed by a small amount each
> turn. A player can move a distance equivalent to eir LV.

Seems to be similar to the way MC is played online as well.

> 2) Turn at a time: Each player can move at most X stations in one
> turn.

Shunting would be a big problem. Not only because you have much more range
all the time, but also because you're open to countershunting (unless you
put in some silly rule like "the shuntee cannot shunt the shunter next go" -
which I prefer to be a consequence of having both your LVs reduced to zero
rather than explicitly state it.)

> 3) Time limiting: Moving 1 station takes 10mins. The further e moves
> the less time e has available for shunting, blocking...

I tried putting in a proposal for similar to this a while back - basically
moving ten stations would take sixty minutes, but it was tiered (1-3:10m
4-5:20m 6-7:30m 8-9:40m 10:50m). In addition to this there was a
'surcharge' on each line change; so moving on one line took less time than
moving the same distance across multiple lines.

It got shot down in flames. I think the attitude was "we don't want
anything less than the best", which in my opinion is a fairly boneheaded way
to approach a Nomic (if nothing else).

> Other thing to bare in mind are: changing lines, moving for other
> reasons (shunting, straddling...), how many times per turn a player
> can move (possibly more than 1) and whether the route taken need be
> noted.

I don't want to build in any limitations explicitly; I prefer to give people
an arbitrary amount (e.g. LV=10, 60 minutes) and have them choose from
there.

> I think moves should be made actions to standardize the notation.

I disagree. I think it looks fine. It also makes the person's current
location very easy to find in the GSD.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From WayperP@p... Sun Jun 04 16:21:14 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: MN: Re: General Musings
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From: "Wayper, Paul" <WayperP@p...>

On Sunday, June 04, 2000 8:32 AM, Snow [SMTP:snowl@s...] wrote:
> -I spend at least 3hrs per day trying to get the image on my monitor
> rectangular.

You'll find they change geometry as they warm up.

Some day I will have so much money I will have a 21 or 23 inch monitor and
be able to run at 2048x1576, which would allow me to have nice techy fonts
for the title bars and still have them relatively clear.

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From kevan@s... Tue Jun 06 05:51:03 2000
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To: l-nomic-d@egroups.com
Subject: Re: Subject: Moving
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From: "Kevan " <kevan@s...>

> > 2) Turn at a time: Each player can move at most X stations in one
> > turn.
> 
> Shunting would be a big problem. Not only because you have much 
more range
> all the time, but also because you're open to countershunting 
(unless you
> put in some silly rule like "the shuntee cannot shunt the shunter 
next go" -
> which I prefer to be a consequence of having both your LVs reduced 
to zero
> rather than explicitly state it.)

MC:CG had a fairly neat approach to the whole business, which I was 
quite pleased with for its elegance - basically, you could move up to 
three Stations per Move. That was it. There were certain ways you 
could increase the maximum (Game States to up everyone's, Possessions 
to raise your own), or decrease it (States for everyone, Clamp 
Possessions for specific victims), and "maximum Move distance" was 
vaguely referred to as "LV". Dead easy to keep track of, and it 
worked perfectly well strategy-wise.

As for Shunting - you're thinking in MN terms, Paul. The easy 
solution is simply to say that Shunts move the victim four Stations 
along a Line. (And eight for a Power Shunt, or whatever.)

I like this, myself, because it makes real-life play very easy - you 
don't need to keep track of LV at all, it's just always three, unless 
certain things are in play (such things giving it enough diversity to 
add strategy). Having to keep tabs on ever-changing variables is 
quite fiddly - anything short of twiddly brass dials would, I think, 
be cumbersome and ugly.

As for the timing thing - I find this just too fearsome, and I'd be 
happy to see this aspect of the game being killed off entirely. The 
"no more than an hour's worth of Actions" is fairly awkward to keep 
track of, particularly in real-time play ("Right - LV increase, Move, 
Drop Token, Straddle, Shunt, Collect Token. Your go. Unless anyone's 
buzzing.") - this would be much, much easier as (again, cribbing 
MC:CG) "one Action before your Turn, one after". Although that does 
limit cunning stratagems a bit, I suppose. Maybe two either side. And 
the "big" Actions having a "This can only be played if it's the only 
Action of your Turn" thing.

> > I think moves should be made actions to standardize the notation.
> 
> I disagree. I think it looks fine. It also makes the person's 
current
> location very easy to find in the GSD.

Me too. It's important to be able to pluck out the crux of someone's 
Turn, and as is clear from listening to games on the radio, the Move 
is always the most important thing.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"There's more to life than books, you know, but not much more."



From WayperP@p... Tue Jun 06 21:52:21 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: MN vs MC - an issue of complexity (was: Moving)
Date: Wed, 7 Jun 2000 14:30:24 +1000 
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From: "Wayper, Paul" <WayperP@p...>

On Tuesday, June 06, 2000 10:49 PM, Kevan [SMTP:kevan@s...]
wrote:
> MC:CG had a fairly neat approach to the whole business, which I was 
> quite pleased with for its elegance - basically, you could move up to 
> three Stations per Move. That was it. There were certain ways you 
> could increase the maximum (Game States to up everyone's, Possessions 
> to raise your own), or decrease it (States for everyone, Clamp 
> Possessions for specific victims), and "maximum Move distance" was 
> vaguely referred to as "LV". Dead easy to keep track of, and it 
> worked perfectly well strategy-wise.

OK, I've worked out what I think the fundamental problem in the "playing a
move" paradigm is.

Let's look at the three non-MN genres in which MC is played: 

1) ISIHAC. This is the original game, the reference if you like. This is
the game that has the fearsomely complex ruleset, the terse game play, the
surprise and simplicity and driving logic of chess with the complex strategy
and intricacy and subtlety that go with it.

2) MC:CG. This game has to have simple gameplay, because there's only a
certain amount of state you can store either in your head or on whatever
portable state-storing systems you have (e.g. dice for hit points, counters,
etc).

3) MCiOS, !York, PantsMC, Orange, whatever. This is where we get our
fearsome complexity of move from. "Backshunting Raak and performing a
Triple Inverse Stoat on the Central Line with Bethnal Green, lowering
helical stress by 2.8 Brians and introducing a plaid token rain on all even
cross-hatched stations." I need say no more.

>From the "simplicity of ruleset" point of view, 1 comes between 2 and 3. My
justification for this is that we have to explain our moves! In 2, they're
self-evident. In 1, they're implied, but the players are assumed to be up
to handling it all, and therefore they're not so difficult that they need be
noted down. In 3, there's the implication that the players, who are not
assumed to be so below ISIHAC standards that they need reminders, still need
to either point out or remember what's going on.

Now, MN derives its structure principally from 3. There are bits tagged on,
like clamps, to explain things that are sort of implicit in 3 but need a
common structure or methodology to be played sensibly. However, the current
feeling of the list seems to be that we should be heading towards 2. 2 is
good for new players - it's almost what it's designed for. However, with
the baroque ruleset we have at the moment, scrapping it would be the best
way.

But I, for one, don't think that's what MN should be about. Because I don't
think a simplified ruleset will offer anything more than a half-hour's
entertainment - for the same reason that no-one really considers Baker
Street to be a complex game. The beauty of what we have is provided in the
underlying structures - the hour's worth of time to divide between actions
and moving is a good example. It's a structure, moreover, which can
accommodate a large amount of new stuff without needing a heck of revision.

Don't get me wrong, I'm all for the card game. I promise I'll look at it
someday (when my life is sorted out and I'm living in Melbourne). I'm all
for having a quick, playable game of MC that still makes you think. But
equating that with MN is like trying to say a propellor is equivalent to a
hypersonic ramjet engine.

_THAT_ to me is the issue we need to pursue here. If everyone's all for the
simplicity of a card game, then let's all go to the card game forum and
abandon MN. But in my view butchering it to produce a simple game is like
running CP/M on a Pentium III.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From WayperP@p... Tue Jun 06 21:54:54 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: Re: Subject: Moving
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From: "Wayper, Paul" <WayperP@p...>

My thoughts on the grand issue you can read in another email. For now:

On Tuesday, June 06, 2000 10:49 PM, Kevan [SMTP:kevan@s...]
wrote:
> As for Shunting - you're thinking in MN terms, Paul. The easy 
> solution is simply to say that Shunts move the victim four Stations 
> along a Line. (And eight for a Power Shunt, or whatever.)

OK, you've got me there. Good point.

> I like this, myself, because it makes real-life play very easy - you 
> don't need to keep track of LV at all, it's just always three, unless 
> certain things are in play (such things giving it enough diversity to 
> add strategy). Having to keep tabs on ever-changing variables is 
> quite fiddly - anything short of twiddly brass dials would, I think, 
> be cumbersome and ugly.

Well, if we're doing that, why have tokens?

> As for the timing thing - I find this just too fearsome, and I'd be 
> happy to see this aspect of the game being killed off entirely. The 
> "no more than an hour's worth of Actions" is fairly awkward to keep 
> track of, particularly in real-time play ("Right - LV increase, Move, 
> Drop Token, Straddle, Shunt, Collect Token. Your go. Unless anyone's 
> buzzing.") - this would be much, much easier as (again, cribbing 
> MC:CG) "one Action before your Turn, one after". Although that does 
> limit cunning stratagems a bit, I suppose. Maybe two either side. And 
> the "big" Actions having a "This can only be played if it's the only 
> Action of your Turn" thing.

Yep; if we're going for real-time face-to-face play we should dispense with
time altogether.

But see my other email for why I may be taking the attitude I do here.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From riffraff@n... Mon Jun 12 16:27:10 2000
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Subject: Re: MN: Re: General Musings
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>> >Do you want to be editor/scribe?
>>
>> What would that entail, exactly? Just keep a running file of
>agreed-upon
>> changes and so forth? Sure, I can do that, if no-one else wants the
>honor.
>> :)
>
>Putting together the various bits of ruleset the players write and
>filling in the gaps. I don't think there is a need for only one person
>to do it, as long as only one person at a time is doing it. I'm happy
>to have a go if you don't want to/get bored of it.

Sounds like no problem, I'll be happy to take charge of it until, as you
say, I get bored. :)

Sorry to be slow in responding, especially after all my harping about the
list being so quiet... I managed to break my foot last week, took a bit to
get back up to speed, so to speak... :/

cheers,
--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Mon Jun 12 16:53:53 2000
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Date: Mon, 12 Jun 2000 19:56:44 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: Subject: Moving
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...


>I like this, myself, because it makes real-life play very easy - you
>don't need to keep track of LV at all, it's just always three, unless
>certain things are in play (such things giving it enough diversity to
>add strategy). Having to keep tabs on ever-changing variables is
>quite fiddly - anything short of twiddly brass dials would, I think,
>be cumbersome and ugly.

I tend to feel that only three stations per move would become annoyingly
slow - especially out on the outer edges of the board where you get 9 or 10
stations together in a row with no interchanges. 5 would be preferable. I
like 5.

And, there's any number of ways that LV could easily and stylishly kept
track of - a series of small cards nicely printed with the numbers, your
current LV on top of the stack, for example. Or a die numbered 0-5, with
your current LV on the top face. Or just a row of numbered squares, with
a glass bead or something to mark the current value. No problem.

>
>As for the timing thing - I find this just too fearsome, and I'd be
>happy to see this aspect of the game being killed off entirely. The
>"no more than an hour's worth of Actions" is fairly awkward to keep
>track of, particularly in real-time play ("Right - LV increase, Move,
>Drop Token, Straddle, Shunt, Collect Token. Your go. Unless anyone's
>buzzing.") - this would be much, much easier as (again, cribbing
>MC:CG) "one Action before your Turn, one after". Although that does
>limit cunning stratagems a bit, I suppose. Maybe two either side. And
>the "big" Actions having a "This can only be played if it's the only
>Action of your Turn" thing.

Good point, I'd forgotten about real-time play. Perhaps it would be best
to simply have a number of available actions per turn. I prefer 2 before
and 2 after - at least. 1 and 1 would definately impair clever strategy.
Perhaps 2 before and 2 after, with an option to take extra actions at extra
cost?

'Off-Peak Hours' could be implemented as a Game State activated by a
certain action...

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Tue Jun 13 11:14:01 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541104b56b3320a041@[24.95.44.133]>
Subject: Re: MN: Re: Subject: Moving
Date: Tue, 13 Jun 2000 19:05:23 +0100
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From: "Snow" <snowl@s...>

RiffRaff said:
> I tend to feel that only three stations per move would become
annoyingly
> slow - especially out on the outer edges of the board where you get
9 or 10
> stations together in a row with no interchanges. 5 would be
preferable. I
> like 5.

I'm happy with 5.

> >As for the timing thing - I find this just too fearsome, and I'd be
> >happy to see this aspect of the game being killed off entirely. The
> >"no more than an hour's worth of Actions" is fairly awkward to keep
> >track of, particularly in real-time play
>
> Good point, I'd forgotten about real-time play. Perhaps it would be
best
> to simply have a number of available actions per turn. I prefer 2
before
> and 2 after - at least. 1 and 1 would definately impair clever
strategy.
> Perhaps 2 before and 2 after, with an option to take extra actions
at extra
> cost?

Maybe I'm being too reductionist here, but...

Dump game time, LV, limits on number of actions before/after move,
changing line..... and replace them all with black tokens. It costs 1
black token to move one station, 1 black token to change line and 2
black tokens to play an action (in addition to the action's cost).

This is just an amalgamation the Action Point system Riff referred to
with the "time for LV" PaulWay and I were talking about. But allows
more long term stratergising by stock-piling blacks. We would have to
make black tokens far more easy to come by, probably by giving
players, say, 10 blacks before each turn.

-- Annatov Snow
I can turn myself into the script to episode 3 from Buffy TVS using
only my mind.






From riffraff@n... Sat Jun 17 23:43:23 2000
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Date: Sun, 18 Jun 2000 02:47:50 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: Subject: Moving
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...


>Maybe I'm being too reductionist here, but...
>
>Dump game time, LV, limits on number of actions before/after move,
>changing line..... and replace them all with black tokens. It costs 1
>black token to move one station, 1 black token to change line and 2
>black tokens to play an action (in addition to the action's cost).

That would take a huge amount of black tokens, and simply handing them out
seems too artificial.

How about this:

Movement: up to 5 Stations per turn, with a charge of 1 Black Token for
each additional Station over 5. [5 free Stations seems necessary to me to
promote play on the entire board. Consider how long it would take to get
to Morden and back, even with free movement... without it, it becomes
essentially impossible... play would never get out of the Circle line.]

Line Changes: Can change Line at the beginning or end of the Move for free,
changes during the Move cost 1 Black per change.

Actions: 2 Actions per Turn (1 pre-move, 1 post-move - either one can be
played as a neutral), additional Actions cost 1 Green Token each. [Green
instead of Black because Blacks are movement-oriented tokens, and Green are
for generic purposes.]

This would require only a few more Blacks than usual... say, gain 1 Black
token for every 2 Intersections passed, or something like that. Also, the
Recycling necessary for Green Tokens would need to be changed, since using
an Action to do it would be silly, and there's no Game Time. My suggestion
would be to allow free Recycling of plastic tokens for Green tokens (1 for
1) at a few centrally-located Stations - say, Tower Hill, King's X,
Paddington, and Victoria.

(Or maybe at any Park/Plant/Green Station - that might be more intuitive,
although on the other hand there's a whole lot of them. I was originally
thinking just Green Stations, but there aren't _enough_ of those. Perhaps
just Parks and Greens? Is Limehouse a Green Station?)

Another question about movement: what about Escalators? Personally, I'm
thinking they should allow you to change line for free, but would still
count as an additional Station for movement. Pity they're all in one place
like that...

cheers,
--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Sun Jun 18 06:06:02 2000
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To: <l-nomic-d@egroups.com>
References: <v01541102b5721f0d1a85@[24.95.44.133]>
Subject: Re: MN: Re: Subject: Moving
Date: Sun, 18 Jun 2000 13:44:19 +0100
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From: "Snow" <snowl@s...>

Riff wrote:
> >Maybe I'm being too reductionist here, but...
> >
> >Dump game time, LV, limits on number of actions before/after move,
> >changing line..... and replace them all with black tokens. It costs
1
> >black token to move one station, 1 black token to change line and 2
> >black tokens to play an action (in addition to the action's cost).
>
> That would take a huge amount of black tokens, and simply handing
them out
> seems too artificial.

OK, every time you enter a new zone you get black tokens eqivalent to
the zone number, the further you go from the centre the more blacks
you get, so you can afford to move. It also forces players to leave
zone 1 if they want to move. Maybe a free move of 2 or 3 stations
would be necessary.

> How about this:
>
> Movement: up to 5 Stations per turn, with a charge of 1 Black Token
for
> each additional Station over 5. [5 free Stations seems necessary to
me to
> promote play on the entire board. Consider how long it would take
to get
> to Morden and back, even with free movement... without it, it
becomes
> essentially impossible... play would never get out of the Circle
line.]

The trouble is that if the value is too low then you can't usefully
move outside zone 1, but if it's too high then you can traverse z1 in
1 or 2 moves. I feel that 5 is too high for inside z1, but a minimum
for outside.


> Line Changes: Can change Line at the beginning or end of the Move
for free,
> changes during the Move cost 1 Black per change.

OK

> Actions: 2 Actions per Turn (1 pre-move, 1 post-move - either one
can be
> played as a neutral), additional Actions cost 1 Green Token each.
[Green
> instead of Black because Blacks are movement-oriented tokens, and
Green are
> for generic purposes.]

I'm not sure that we need so many Token colours, but that is a
discussion for another time. Suffice to say extra Actions cost extra
Tokens.

>
> Another question about movement: what about Escalators? Personally,
I'm
> thinking they should allow you to change line for free, but would
still
> count as an additional Station for movement. Pity they're all in
one place
> like that...

Fine by me.

-- Annatov Snow
I can turn myself into the script from episode 11 of Buffy TVS using
only my mind.




From martin@m... Sun Jun 18 13:06:00 2000
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Subject: Mornington Crescent Website
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From: Martin Sewell <martin@m...>

The IMCS are pleased to announce their new Website:

http://morningtoncrescent.org/
--
=B8,=F8=A4=BA=B0`=B0=BA=A4=F8,=B8=B8,=F8=A4=BA=B0` Martin=
Sewell`=B0=BA=A4=F8,=B8=B8,=F8=A4=BA=B0`=B0=BA=A4=F8,=B8
martin@m... | M.Sewell@c...
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http://www.cs.ucl.ac.uk/staff/M.Sewell
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ICQ# 29857597 | Gooey: Martin/198 | AIM: martin040
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From riffraff@n... Sun Jun 18 21:25:09 2000
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Date: Mon, 19 Jun 2000 00:29:36 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: Subject: Moving
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>> Movement: up to 5 Stations per turn, with a charge of 1 Black Token
>>for each additional Station over 5. [5 free Stations seems necessary to
>>me to promote play on the entire board. Consider how long it would take
>>to get to Morden and back, even with free movement... without it, it
>>becomes essentially impossible... play would never get out of the Circle
>>line.]
>
>The trouble is that if the value is too low then you can't usefully
>move outside zone 1, but if it's too high then you can traverse z1 in
>1 or 2 moves. I feel that 5 is too high for inside z1, but a minimum
>for outside.

It kind of comes down to the difference between playing a real boardgame,
and playing in e-mail. In RL, it's fine (even preferential) to not be able
to do much in one turn, because it makes the turns short and play passes
quickly around the table without a problem. In an e-mail game, however,
you want to be able to do more in one turn, because of the time it takes to
get around to your turn again. With a couple days between players, a game
takes incredibly long if you can only move a couple stations in one go.

While it's important that we keep RL play in mind so that we end up with a
good game in that format, it seems to me that we're probably going to be
doing most of our actual playing via e-mail.

>OK, every time you enter a new zone you get black tokens eqivalent to
>the zone number, the further you go from the centre the more blacks
>you get, so you can afford to move. It also forces players to leave
>zone 1 if they want to move. Maybe a free move of 2 or 3 stations
>would be necessary.

That's pretty good... The problem with my idea (1 black per 2 interchanges)
was that there aren't many interchanges in the outer Zones where those
tokens become necessary. The only problem I see with this is with Players
spending multiple turns simply oscillating between Zones 4 and 5 to build
up a massive supply of Tokens. Perhaps the necessity of forefeiting
several turns to do that would balance it out.

Well, why don't we say 3 free Stations, 1 Black per additional, and +X
Black Tokens upon entering Zone X... and we can iron out any problems of
slowness or token hoarding in playtesting before we write the Basic Ruleset
in stone.

(Although my initial prediction is we'll want to change to 5 free Stations
for an e-mail game, and 3 for a RL game.)

Sound good?

Does anyone else have any comments or opposition? I'm assuming you're all
reading the posts even if you're not posting yourselves, and that your
silence means you have no objections to what Snow and I are doing here.

cheers,
--Riff


"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From palnatoke@g... Sun Jun 18 21:44:43 2000
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To: <l-nomic-d@egroups.com>
References: <v01541103b5735b2a6970@[24.95.44.133]>
Subject: Re: MN: Re: Subject: Moving
Date: Mon, 19 Jun 2000 06:33:09 +0200
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From: "Ole Andersen" <palnatoke@g...>

Riff wrote:

: The only problem I see with this is with =
Players
: spending multiple turns simply oscillating between Zones 4 and 5 to =
build
: up a massive supply of Tokens. Perhaps the necessity of forefeiting
: several turns to do that would balance it out.

It could just be a number of Tokens equal to the highest-numbered zone =
entered, though that would give a smaller flow.



Ole



From WayperP@p... Sun Jun 18 22:01:03 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: MN: Re: Subject: Moving
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From: "Wayper, Paul" <WayperP@p...>

On Monday, June 19, 2000 2:33 PM, Ole Andersen [SMTP:palnatoke@g...]
wrote:
> Riff wrote:
> 
> : The only problem I see with this is with
> : Players
> : spending multiple turns simply oscillating between Zones 4 and 5 to
> : build
> : up a massive supply of Tokens. Perhaps the necessity of forefeiting
> : several turns to do that would balance it out.
> 
> It could just be a number of Tokens equal to the highest-numbered zone
> entered, though that would give a smaller flow.

The highest numbered zone entered in one turn, yeah?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From WayperP@p... Sun Jun 18 22:01:37 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: Mornington Crescent Website
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From: "Wayper, Paul" <WayperP@p...>

On Monday, June 19, 2000 6:05 AM, Martin Sewell
[SMTP:martin@m...] wrote:
> The IMCS are pleased to announce their new Website:
> 
> http://morningtoncrescent.org/

It looks nice, but is the IMCS subcontracting this website? Who's running
the show?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From palnatoke@g... Sun Jun 18 22:22:03 2000
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Subject: Re: MN: Re: Subject: Moving
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From: "Ole Andersen" <palnatoke@g...>


: >=20
: > It could just be a number of Tokens equal to the highest-numbered =
zone
: > entered, though that would give a smaller flow.
:=20
: The highest numbered zone entered in one turn, yeah?
:=20

Yep. I assume that we leave the real zones A-D as zone 7...

Ole



From palnatoke@g... Sun Jun 18 22:22:04 2000
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Subject: Re: RE: Mornington Crescent Website
Date: Mon, 19 Jun 2000 07:17:31 +0200
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From: "Ole Andersen" <palnatoke@g...>

Paul wrote:=20
: It looks nice, but is the IMCS subcontracting this website? Who's =
running
: the show?
:=20

Looks like it's Martin Sewell's show. Of the 'Players' links, his was =
the one that seemed to work. But he has an imcs@m... =
address ;-)


Ole



From M.Davies@d... Mon Jun 19 00:45:19 2000
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From: Mary Davies <M.Davies@d...>

Please remove me from all the Mornington Crescent web lists



From M.Davies@d... Mon Jun 19 00:46:10 2000
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From: Mary Davies <M.Davies@d...>

Me please



From martin@m... Mon Jun 19 02:42:53 2000
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Date: Mon, 19 Jun 2000 10:42:15 +0100
To: l-nomic-d@egroups.com
Subject: Re: MN: RE: Mornington Crescent Website
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From: Martin Sewell <martin@m...>

At 06:01 19/06/00 , Paul Wayper wrote:
>On Monday, June 19, 2000 6:05 AM, Martin Sewell
>[SMTP:martin@m...] wrote:
> > The IMCS are pleased to announce their new Website:
> >
> > http://morningtoncrescent.org/
>
>It looks nice, but is the IMCS subcontracting this website? Who's running
>the show?

Yes, it's my Web site. I've no idea why it ended up so anonymous...the 
IMCS are just /so/ secretive... ;-)

I'll have to ensure that the link to my site fails too... ;-)

Cheers

Martin


From kevan@s... Mon Jun 19 02:44:14 2000
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To: l-nomic-d@egroups.com
Subject: Re: Mornington Crescent Website
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From: "Kevan " <kevan@s...>

> Please remove me from all the Mornington Crescent web lists

I don't even have the authority to remove you from *this* one any 
more, actually. You might try clicking the "Unsubscribe" button on 
the front page of the eGroups interface (the page you get taken to 
when you click the link I presume you clicked at 
morningtoncrescent.org). Failing that, send an email to l-nomic-d-
unsubscribe@egroups.com.

That only unsubscribes you from *this* list, though. I've no idea 
which others exist, even less which ones you're subscribed to.

Nice to see IMCS getting a more stable Web presence than the erratic 
imcs.org, anyway; an applaudable attempt to create an ultimate MC 
resource base. Pity someone seems to have hacked into the IMCS Web 
site and put a load of crude nonsense up in place of the report on 
the 1999 UK Championships Final, mind. CAMREC terrorism? I thought 
they'd calmed down a bit lately, under Vednik's new presidency. Tsk. 
A shame that Dan's glorious MCiOS server is only given fleeting 
appendectoral mention, too.

Oh, and My Life Story's excellent "Mornington Crescent" album was 
reissued the other year, incidentally, and is easily available from 
any online CD-purchasing place you'd care to mention. Beautifully 
lyrical, orchestral, full-of-life stuff. Although I'm still quite 
pleased that I found the original green-cover rarity for eight quid, 
the other month.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"She travels education class, reading poems on the Tube."



From snowl@s... Mon Jun 19 03:36:43 2000
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From: "Snow" <snowl@s...>

Mary Davies said:

> Please remove me from all the Mornington Crescent web lists

For eGroups (or OneList) send a empty email to
<list>-unsubscribe@egroups.com

replacing <list> with the name of the list you want to unsubscribe

eg l-nomic-d-unsubscribe@egroups.com for this one.

-- Snow
I can turn myself into the script to episode 21 from Buffy TVS using
only my mind.







From snowl@s... Mon Jun 19 03:36:44 2000
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To: <l-nomic-d@egroups.com>
References: <v01541103b5735b2a6970@[24.95.44.133]>
Subject: Re: MN: Re: Subject: Moving
Date: Mon, 19 Jun 2000 11:31:28 +0100
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From: "Snow" <snowl@s...>

Riff wrote:
> It kind of comes down to the difference between playing a real
boardgame,
> and playing in e-mail. In RL, it's fine (even preferential) to not
be able
> to do much in one turn, because it makes the turns short and play
passes
> quickly around the table without a problem. In an e-mail game,
however,
> you want to be able to do more in one turn, because of the time it
takes to
> get around to your turn again. With a couple days between players,
a game
> takes incredibly long if you can only move a couple stations in one
go.

Good point, but moving needn't be the sole purpose of a turn. I
suppose the size of the free turn will be determined by how much other
stuff can be done inside one turn.

> Well, why don't we say 3 free Stations, 1 Black per additional, and
+X
> Black Tokens upon entering Zone X... and we can iron out any
problems of
> slowness or token hoarding in playtesting before we write the Basic
Ruleset
> in stone.
>
> (Although my initial prediction is we'll want to change to 5 free
Stations
> for an e-mail game, and 3 for a RL game.)
>
> Sound good?

If we combine this with Ole's suggestion about the highest zone
entered (or maybe the zone the move is finished at) then it sounds
great.

We might also cap the number of blacks a player can carry to prevent
hoarding.

-- Annatov Snow
Do you want to see my innuendo?



From riffraff@n... Mon Jun 19 15:55:46 2000
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From: riffraff@n...


>If we combine this with Ole's suggestion about the highest zone
>entered (or maybe the zone the move is finished at) then it sounds
>great.

Yeah, let's try it with the zone finished at. That seems... cleaner,
somehow. "At the end of your Move, gain a number of Black Tokens equal to
the number of the Zone occupied." (Except when Passing, right?) That would
also prevent players from simply looping into the outer Zones and back in
one move to gain Tokens - to get the benefit, you have to spend at least a
little time there.

So, here's what we've got:

Movement: Each Turn, you may move up to 3 Stations for free. Each
additional Station moved costs 1 Black Token. At the end of your Move,
gain X Black Tokens, where X is the number of the Zone the Move is ended
in.

Passing: A Player may elect to play a Move of "Pass", and remain in eir
current location. E gains 1 Plastic Token of any color, but does not gain
the bonus Tokens for Zone.

Line Changes: A Player may change Line before and after eir Move for free.
Changing Line during the Move costs 1 Black Token per change.

Actions: A Player may take one free Action before the Move, and one after
the Move. Additional Actions may be purchased at the cost of one _____
Token each. [I think Green, but we'll save that for further discussion]

Escalators: A Player may change Line for free when travelling across an
Escalator link. The extra Station still counts toward the total number of
Stations moved.


If noone has any objections, I'll add this to the Beta Ruleset (along with
the various definitions and so forth from the original rules.)

cheers,
--Riff



"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From Richard_M_Brockie@n... Mon Jun 19 16:36:30 2000
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Subject: Re: MN: RE: Mornington Crescent Website
To: l-nomic-d@egroups.com
Date: Mon, 19 Jun 2000 16:34:53 -0700
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I wish I could see it - my company's firewall won't let me in...

miKi





"Wayper, Paul" <WayperP@p...> on 06/18/2000 10:01:13 PM

Please respond to l-nomic-d@egroups.com

To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
cc:

Subject: MN: RE: Mornington Crescent Website


On Monday, June 19, 2000 6:05 AM, Martin Sewell
[SMTP:martin@m...] wrote:
> The IMCS are pleased to announce their new Website:
>
> http://morningtoncrescent.org/

It looks nice, but is the IMCS subcontracting this website? Who's running
the show?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From palnatoke@g... Mon Jun 19 22:08:51 2000
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To: <l-nomic-d@egroups.com>
References: <v01541106b574582fe3dc@[24.95.44.133]>
Subject: Re: MN: Re: Subject: Moving
Date: Tue, 20 Jun 2000 06:56:48 +0200
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From: "Ole Andersen" <palnatoke@g...>

: Line Changes: A Player may change Line before and after eir Move for =
free.
: Changing Line during the Move costs 1 Black Token per change.
:=20
: Actions: A Player may take one free Action before the Move, and one =
after
: the Move. Additional Actions may be purchased at the cost of one =
_____
: Token each. [I think Green, but we'll save that for further =
discussion]

Is Line Change an Action?

Ole



From WayperP@p... Mon Jun 19 22:31:12 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: Re: Mornington Crescent Website
Date: Tue, 20 Jun 2000 15:31:02 +1000
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From: "Wayper, Paul" <WayperP@p...>

On Monday, June 19, 2000 7:44 PM, Kevan [SMTP:kevan@s...]
wrote:
> Nice to see IMCS getting a more stable Web presence than the erratic 
> imcs.org, anyway; an applaudable attempt to create an ultimate MC 
> resource base. Pity someone seems to have hacked into the IMCS Web 
> site and put a load of crude nonsense up in place of the report on 
> the 1999 UK Championships Final, mind. CAMREC terrorism? I thought 
> they'd calmed down a bit lately, under Vednik's new presidency. Tsk. 
> A shame that Dan's glorious MCiOS server is only given fleeting 
> appendectoral mention, too.

I wonder if we can get our own 'paulway@m...' reflectors?

Martin? Would that be kosher?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
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From martin@m... Tue Jun 20 01:07:11 2000
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Date: Tue, 20 Jun 2000 08:56:44 +0100
To: l-nomic-d@egroups.com
Subject: Re: MN: RE: Re: Mornington Crescent Website
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From: Martin Sewell <martin@m...>

At 06:31 20/06/00, Paul Wayper wrote:
>I wonder if we can get our own 'paulway@m...' reflectors?
>
>Martin? Would that be kosher?

(anything)@morningtoncrescent.org is redirected to my usual POP3 account 
with F9. I can use Filters on Eudora Pro to automatically redirect mail to 
any specific address when I download from the server though.

If that's any help...

Cheers

Martin


From martin@m... Tue Jun 20 01:07:12 2000
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Date: Tue, 20 Jun 2000 09:04:09 +0100
To: l-nomic-d@egroups.com
Subject: Re: MN: RE: Mornington Crescent Website
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From: Martin Sewell <martin@m...>

Re: http://morningtoncrescent.org

At 00:34 20/06/00, Richard/miKi wrote:

>I wish I could see it - my company's firewall won't let me in...

If it's any help, the actual site address is:
http://www.msewell.f9.co.uk/mc

Cheers

Martin


From kevan@s... Tue Jun 20 01:43:42 2000
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To: l-nomic-d@egroups.com
Subject: Token Colleciton
Message-ID: <8inarl+6njt@eGroups.com>
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From: "Kevan " <kevan@s...>

> Passing: A Player may elect to play a Move of "Pass", and remain in 
eir
> current location. E gains 1 Plastic Token of any color, but does 
not gain
> the bonus Tokens for Zone.

Out of interest (and I think this is probably very relevant) are we 
still happy with the "particular Colour Token for passing through 
Interchanges or landing on one" approach for gaining Tokens 
otherwise? Or is it worth lapsing to "one Token of any Colour if you 
land on an Interchange, maybe two if it's a big multi-liner", in 
light of the generally decreased velocities?

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"You saved your tokens for the right one to come along."



From snowl@s... Tue Jun 20 03:50:23 2000
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Subject: Re: Token Colleciton
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From: "Snow" <snowl@s...>

Kevan said:
> > Passing: A Player may elect to play a Move of "Pass", and remain
in
> eir
> > current location. E gains 1 Plastic Token of any color, but does
> not gain
> > the bonus Tokens for Zone.

Do we need to give Tokens for Passing? I remember there was a reason
for it, but I can't remember what.

Is there anything to stop a person making a Move of zero length?
Should there be? If there is no restriction can we dump the Pass
option?

> Out of interest (and I think this is probably very relevant) are we
> still happy with the "particular Colour Token for passing through
> Interchanges or landing on one" approach for gaining Tokens
> otherwise? Or is it worth lapsing to "one Token of any Colour if you
> land on an Interchange, maybe two if it's a big multi-liner", in
> light of the generally decreased velocities?

I think Players should have to do something more complicated than move
to get Tokens. That said, the current system might work quite well. Go
out to Zone 4/5/6 get some blacks. Come back to Z1. Use the blacks to
make a long move and get tokens via the interchange system.

-- Annatov Snow
I hate people who complain about people who use mobile phones on
trains.



From snowl@s... Tue Jun 20 03:50:30 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541106b574582fe3dc@[24.95.44.133]> <006501bfda75$3c551160$4c852fc3@richardmayhew>
Subject: Re: MN: Re: Subject: Moving
Date: Tue, 20 Jun 2000 11:47:02 +0100
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From: "Snow" <snowl@s...>

Ole said:
> Is Line Change an Action?

It is in the current Ruleset, but I don't think it should be in the
new one.

-- Annatov Snow
It's too hot.




From kevan@s... Tue Jun 20 06:53:19 2000
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Subject: Re: Token Collection
Message-ID: <8insqv+o2c8@eGroups.com>
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From: "Kevan " <kevan@s...>

> Do we need to give Tokens for Passing? I remember there was a reason
> for it, but I can't remember what.

It was a way to avoid a Player being trapped without Tokens, unable 
to get to an Interchange to get some; something that was, I think, 
more of an issue in the earlier days. Over time, Passing just became 
an easy way to get the Tokens you needed, if you weren't doing 
anything much. I think we can live without the bonus. If someone does 
get pinned down without a Token to their name, all credit to the 
pinner-down.

> Is there anything to stop a person making a Move of zero length?
> Should there be? If there is no restriction can we dump the Pass
> option?

I'm not really sure about a zero-length Move, at this stage. I think 
a Pass should remain if only to permit the dialogue "Hmm, I can't do 
anything, I'll pass.", though, which is a common enough refrain at 
York and MCiOS.

> I think Players should have to do something more complicated than 
move
> to get Tokens. That said, the current system might work quite well. 
Go
> out to Zone 4/5/6 get some blacks. Come back to Z1. Use the blacks 
to
> make a long move and get tokens via the interchange system.

Hm, that sounds too bothersome. I think one of your choice from an 
Interchange is fair enough, Interchanges being more vulnerable. 
Restricting Movement (particularly gravitating it to the Circle Line) 
should keep everyone together and make movement more strategic. No 
bad thing.

> -- Annatov Snow
> I hate people who complain about people who use mobile phones on
> trains.

Mm, I find the "I'm on the train!" jokes rather pathetic - if 
someone's using a *mobile* phone, that means that the other person 
won't know where they are, and is likely to ask. Tsk.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"I haven't got a telephone, and if I did it wouldn't ring."



From Richard_M_Brockie@n... Tue Jun 20 10:21:44 2000
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Subject: Re: MN: RE: Mornington Crescent Website
To: l-nomic-d@egroups.com
Date: Tue, 20 Jun 2000 10:20:07 -0700
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From: Richard_M_Brockie@n...


Aha! It all becomes clear now.

miKi





Martin Sewell <martin@m...> on 06/20/2000 01:04:09 AM

Please respond to l-nomic-d@egroups.com

To: l-nomic-d@egroups.com
cc:

Subject: Re: MN: RE: Mornington Crescent Website


Re: http://morningtoncrescent.org

At 00:34 20/06/00, Richard/miKi wrote:

>I wish I could see it - my company's firewall won't let me in...

If it's any help, the actual site address is:
http://www.msewell.f9.co.uk/mc

Cheers

Martin

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From riffraff@n... Tue Jun 20 14:47:49 2000
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Subject: Re: MN: Re: Subject: Moving
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>Ole said:
>> Is Line Change an Action?
>
>It is in the current Ruleset, but I don't think it should be in the
>new one.

Agreed, I think it can be simply mentioned in the turn comments or something.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Tue Jun 20 17:21:13 2000
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Date: Tue, 20 Jun 2000 20:25:41 -0500
To: l-nomic-d@egroups.com
Subject: MN: Tokens
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>> Do we need to give Tokens for Passing? I remember there was a reason
>> for it, but I can't remember what.
>
>It was a way to avoid a Player being trapped without Tokens, unable
>to get to an Interchange to get some; something that was, I think,
>more of an issue in the earlier days. Over time, Passing just became
>an easy way to get the Tokens you needed, if you weren't doing
>anything much. I think we can live without the bonus. If someone does
>get pinned down without a Token to their name, all credit to the
>pinner-down.

I don't think that's possible any more anyway... since you can always move
3 Stations for free, and gain at least 1 Black Token after every Move, the
only way I can think of that it could happen is for all the Stations around
your Home Station to be blocked while you're there. Very unlikely. I
included the bonus just as a way to get non-black tokens (since you'd
probably never choose a black one for Passing) if you needed one and were
in a situation where you couldn't otherwise get them, but I could go either
way if people think it's not necessary.

>
>> Is there anything to stop a person making a Move of zero length?
>> Should there be? If there is no restriction can we dump the Pass
>> option?
>
>I'm not really sure about a zero-length Move, at this stage. I think
>a Pass should remain if only to permit the dialogue "Hmm, I can't do
>anything, I'll pass.", though, which is a common enough refrain at
>York and MCiOS.

Yep.

>
>> I think Players should have to do something more complicated than
>move
>> to get Tokens. That said, the current system might work quite well.
>Go
>> out to Zone 4/5/6 get some blacks. Come back to Z1. Use the blacks
>to
>> make a long move and get tokens via the interchange system.
>
>Hm, that sounds too bothersome. I think one of your choice from an
>Interchange is fair enough, Interchanges being more vulnerable.
>Restricting Movement (particularly gravitating it to the Circle Line)
>should keep everyone together and make movement more strategic. No
>bad thing.

I was thinking of some kind of modification on the current system... might
as well declare Tokens as the next item of discussion, eh?

Here's my thoughts and ideas re: Tokens...

Colours:

Black: for movement and movement-based Actions. The Zone bonus makes them
plentiful, so we don't need any other means of collecting them.

Red: For Actions that directly affect other Players (i.e. attacks)

Blue: For Actions that indirectly affect other Players or affect the game
as a whole (i.e. changes to Game State) (I personally feel that these
should be somewhat more common than the Reds, in reverse of the original
rules where the Reds were more common. I guess I'm just not very
agressive. ;) )

Green: Neutral or miscellaneous Actions. Primarily, I think these would be
used as Tokens spent to buy extra Actions. Since that's a valuable
ability, they should be slightly harder to get than your average token,
which is why I like the idea of having to Recycle other tokens to get them
- you have to travel to one of a particular group of Stations and pay a
Plastic token (and maybe a Bronze as well) to get one. This forces you to
plan ahead when getting them, whereas if we simply use Black Tokens or "Any
Plastic Token", then you lose that extra opportunity for strategizing.
(Esp. since Blacks are incredibly easy to get now.) After studying the map
a bit, I think recycling should be available only at Green Stations -
there's only 12 of them, but they're well spread out and there's one
reasonably near just about any spot on the map, without it being _too_ easy
to get to them.

Bronze: Used for minor Actions, to add extra cost to more powerful Actions,
and possibly as upkeep to Actions with duration (should we implement any).
Also, can be collected and cashed in for Silver Tokens. They should be
relatively common.

Silver: For extra-powerful Actions, and to cash in for Gold. I think these
should _only_ be available through saving up Bronzes, forcing Players to
save up for those powerful Actions, rather than just pulling off a
5-interchange Move like before.

Gold: For extremely powerful Actions, and for winning. Available through
saving up Silvers, and some other tricky manoeuvers to be decided later.


Token Bonuses for Moves:
(# of Int. passes through, and # of Lines from an Int. landed on)

2 Int. - 1 Br
3 - 1 Br, 1 Bu
4 - 1 Br, 1 Bu, 1 Rd
5 - 2 Br, 1 Bu, 1 Rd
6 - 2 Br, 2 Bu, 1 Rd
7 - 2 Br, 2 Bu, 2 Rd
8 - 3 Br, 2 Bu, 2 Rd

... and so on. A Player could easily gain a couple Bronze and maybe a Blue
each Move, and the high numbers of Tokens gained with longer moves is
balanced by the number of Black tokens required to make such a move. To
pass 8 Interchanges, you'd have to spend 7 Blacks. (Remember, the Station
landed on doesn't count as 'passed through'.)

The table's open-ended, since a Player could theoretically stash up a load
of Black Tokens and make a truly massive Move, unless we want to put a
limit on Stations moved in a turn.

8 Br = 1 Si; 4 Si = 1 Go?

Stacking: I don't think Token Stacking needs to be changed from the
original version, except to add that black tokens spent for the Move aren't
stacked, and recycling for Green tokens is a Token Exchange, so they aren't
stacked either.

That reminds me: along with our current Pre- and Post- Move and Neutral
Actions, how about also having some Free Actions, which wouldn't count
toward your number of Actions in a turn. These would primarily be Token
Exchange Actions, like Recycling and <Silver to Gold>, although we might
come up with others at some point.


Whew. So, what do the rest of you think?

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Wed Jun 21 14:52:17 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541109b575a62e66fa@[24.95.44.133]>
Subject: Re: Tokens
Date: Wed, 21 Jun 2000 22:50:09 +0100
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From: "Snow" <snowl@s...>

Riff:
> >I'm not really sure about a zero-length Move, at this stage. I
think
> >a Pass should remain if only to permit the dialogue "Hmm, I can't
do
> >anything, I'll pass.", though, which is a common enough refrain at
> >York and MCiOS.

Yes, but is that Pass for the Move or Pass for the Turn. Is there any
difference between Passing for the Move, but still making Actions, and
making a zero-length Move and Actions.

Rushton is at Charing Cross.

Rushton: [Blocking Waterloo] Charing Cross (NT) [Wild Green Park]
Rushton: [Blocking Waterloo] Pass (Charing Cross (NT)) [Wild Green
Park]
Rushton: Pass

Just notation really.

> Colours:
>
> Black: for movement and movement-based Actions. The Zone bonus
makes them
> plentiful, so we don't need any other means of collecting them.

OK, but see my comment about greens.

> Red: For Actions that directly affect other Players (i.e. attacks)

OK

> Blue: For Actions that indirectly affect other Players or affect the
game
> as a whole (i.e. changes to Game State)

OK

> (I personally feel that these
> should be somewhat more common than the Reds, in reverse of the
original
> rules where the Reds were more common. I guess I'm just not very
> agressive. ;) )

Depends on what Actions are available really.

> Green: Neutral or miscellaneous Actions.

I think Greens could be replaced by Blacks and/or Blues. Say 4 blacks
for an extra Action, Blues for the rest. Reduce the complexity a
little.

> Bronze: Used for minor Actions, to add extra cost to more powerful
Actions

OK

> Silver: For extra-powerful Actions, and to cash in for Gold. I
think these
> should _only_ be available through saving up Bronzes,

I don't think we need these as well as Golds and bronzes. If they're
just bigger denominations of Bronzes then I can't see the point. It
doesn't matter if someone has 2000 bronzes it's just a number. I
suppose this might be different for RL where a stack of 30 bronze
might be bulky, but then we could just have a 10Br token.

> Gold: For extremely powerful Actions, and for winning

OK.


> The table's open-ended, since a Player could theoretically stash up
a load
> of Black Tokens and make a truly massive Move, unless we want to put
a
> limit on Stations moved in a turn.

We could say you can't pass through or land on a Station already
passed through. Or cap the number of blacks a Player can hold (say
10).


> Token Bonuses for Moves:
> (# of Int. passes through, and # of Lines from an Int. landed on)

> Stacking: I don't think Token Stacking needs to be changed from the

I'll have to think about these.



> That reminds me: along with our current Pre- and Post- Move and
Neutral
> Actions, how about also having some Free Actions, which wouldn't
count
> toward your number of Actions in a turn.

OK.

--Annatov Snow
Minus two wisdom teeth and some blood.






From riffraff@n... Wed Jun 21 20:53:07 2000
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Subject: Re: MN: Re: Tokens
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From: riffraff@n...


>Rushton is at Charing Cross.
>
>Rushton: [Blocking Waterloo] Charing Cross (NT) [Wild Green Park]
>Rushton: [Blocking Waterloo] Pass (Charing Cross (NT)) [Wild Green
>Park]
>Rushton: Pass
>
>Just notation really.

True, but 'Pass' makes it easier to see at a glance that the Player hasn't
gone anywhere. It's also arguable that a Move of 0 isn't a Move at all.
Plus, it prevents confusion over whether or not you get token bonuses for a
0-length Move. You simply can't make one; you have to Pass instead.

>> (I personally feel that [Blue Tokens]
>> should be somewhat more common than the Reds, in reverse of the
>> original rules where the Reds were more common. I guess I'm just not
>> very agressive. ;) )
>
>Depends on what Actions are available really.

Well, having more attack options doesn't necessarily imply that people
should be able to attack more often - just that, when they do, they have
more choices.

>> Green: Neutral or miscellaneous Actions.
>
>I think Greens could be replaced by Blacks and/or Blues. Say 4 blacks
>for an extra Action, Blues for the rest. Reduce the complexity a
>little.

I like the added complexity... not only does it make your own planning more
strategic (when to get Greens, and how many, and what Tokens to trade for
them), but it provides hints of what other Players might be planning,
allowing you to make plans based on that. If I see Kevan suddenly collect
7 or 8 Greens, I know he's probably up to something. Without those sort of
clues, pretty much anything someone does is going to be an utter surprise,
and instead of being a strategy game, it becomes "Gather Gold Tokens as
quickly as possible and hope no-one unexpectedly attacks you".

Plus, having the extra colour adds more... well, colour. Just having
Black, Blue, and Red is dull. At least we don't have to deal with Whites
and Yellows and Oranges and Puces and Chartreuses like in regular MC. :)

>> Silver: For extra-powerful Actions, and to cash in for Gold. I
>> think these should _only_ be available through saving up Bronzes,
>
>I don't think we need these as well as Golds and bronzes. If they're
>just bigger denominations of Bronzes then I can't see the point. It
>doesn't matter if someone has 2000 bronzes it's just a number. I
>suppose this might be different for RL where a stack of 30 bronze
>might be bulky, but then we could just have a 10Br token.

This is similar to Greens. "Uh-oh," I think, "Snow's stashing up a lot of
Bronzes. I'll try and head him off at Bank before he can cash them in for
Silvers and do something terrifying to me." Plus, like Greens, it makes
Actions that require them slightly more difficult, since you have to get to
a specific Station to acquire them. Adds an interesting extra dimension to
it.

Plus it adds a sort of aesthetic balance to the thing. Can't just go from
Bronze to Gold with nothing in-between...

>> The table's open-ended, since a Player could theoretically stash up
>> a load of Black Tokens and make a truly massive Move, unless we want to
>>>> put a limit on Stations moved in a turn.
>
>We could say you can't pass through or land on a Station already
>passed through. Or cap the number of blacks a Player can hold (say
>10).

The first sounds a bit counter-intuitive, and would probably become
annoying in practice. Probably we'll have to put a cap on Blacks, but
let's wait for play-testing to decide how much. (I was thinking around
15-20, myself.)

Anyone else have comments on my Token Thoughts?


>--Annatov Snow
>Minus two wisdom teeth and some blood.

Owch. I hope you at least got some fun painkillers out of it. They gave
me Percocet for my foot, it was pretty nice.

cheers,
--Riff

p.s. Does anyone have the URL for the Tube Map where the Lines are laid out
geographically accurately, rather than on a grid? I can't remember if it
was here that I saw it or somewhere else...



"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From kevan@s... Thu Jun 22 01:36:13 2000
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To: l-nomic-d@egroups.com
Subject: Re: Bendy Tube map
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> p.s. Does anyone have the URL for the Tube Map where the Lines are 
laid out
> geographically accurately, rather than on a grid? I can't remember 
if it
> was here that I saw it or somewhere else...

It's still in the "pages that have amused me lately" bit of my Web 
page, actually, three or four months on. Tsk.

http://www.xara.com/gallery/usergallery/maps/tubemap.html

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"Her train of thought is underground;
the map is yours, but God knows what you'll make of it."



From snowl@s... Thu Jun 22 04:57:39 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v0154110ab57740cced21@[24.95.44.133]>
Subject: Re: MN: Re: Tokens
Date: Thu, 22 Jun 2000 12:56:09 +0100
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From: "Snow" <snowl@s...>

RiffRaff wrote:
> True, but 'Pass' makes it easier to see at a glance that the Player
hasn't
> gone anywhere.

OK.

> >> Green: Neutral or miscellaneous Actions.
> >
> >I think Greens could be replaced by Blacks and/or Blues
>
> I like the added complexity... not only does it make your own
planning more
> strategic.

OK, let's leave them in for now and see how they perform.

> >> Silver: For extra-powerful Actions, and to cash in for Gold. I
> >> think these should _only_ be available through saving up Bronzes,
> >
> >I don't think we need these as well as Golds and bronzes. If
they're
> >just bigger denominations of Bronzes then I can't see the point. It
> >doesn't matter if someone has 2000 bronzes it's just a number. I
> >suppose this might be different for RL where a stack of 30 bronze
> >might be bulky, but then we could just have a 10Br token.
>
> This is similar to Greens.

No, I really do have a reason here. Assuming something similar to the
current ruleset; it is just as easy to do Bronze->Silver as
Bronze->Silver->Gold in the same Turn. And since one can do
Gold->Silver without being at Bank Silvers are redundant.

As an example, if a player has enough Bronze to make a Gold then e
isn't going to make 4 Silvers even if Silvers are what e needs. If eir
plans change later e will have a Gold e can use. If eir plan doesn't
change e can create the Silver anyway.

On the otherhand if we used Bank for Bronze->Silver and some other
station (Bond Street say) for Silver->Gold and maybe require
down-exchanging at Bank as well then maybe we should keep Silvers.

> Plus it adds a sort of aesthetic balance to the thing. Can't just
go from
> Bronze to Gold with nothing in-between...

Rename Bronze to Silver.

-------------------------

OK, I'm brain-storming. Here is a different approach to Tokens. Rather
than have Action costs measured in x reds for an aggressive move have
1 red+ cost in Bronze/Silver/Gold. That is remove the emphasis from
having enough plastics to do something towards having one to do it
plus enough "money" Tokens.

Or to put it another way. Having a plastic gives you a right to do an
Action, but the cost is made up in "money" Tokens.

Shunting 1red.
Blocking 1red+1bronze.
Bulkheading 1red +4bronze.
Bridges Up 1blue+2bronze.

I don't actually think this is a good idea. I'm just hoping a
brainstorming session will throw up something good.


> >--Annatov Snow
> >Minus two wisdom teeth and some blood.
>
> Owch. I hope you at least got some fun painkillers out of it. They
gave
> me Percocet for my foot, it was pretty nice.

I didn't need painkillers because it didn't hurt. What did you do to
your foot incidentally?

-- Annatov Snow
What is apparent is that I don't understand. What is less apparent is
what I don't understand.









From riffraff@n... Thu Jun 22 11:52:59 2000
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Subject: Re: MN: Re: Tokens
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...


>No, I really do have a reason here. Assuming something similar to the
>current ruleset; it is just as easy to do Bronze->Silver as
>Bronze->Silver->Gold in the same Turn. And since one can do
>Gold->Silver without being at Bank Silvers are redundant.
>
>As an example, if a player has enough Bronze to make a Gold then e
>isn't going to make 4 Silvers even if Silvers are what e needs. If eir
>plans change later e will have a Gold e can use. If eir plan doesn't
>change e can create the Silver anyway.

I see. Hmmm. Well, there is the fact that the Gold can be stolen though a
Shunt or some other means, whereas if you have 4 Silvers instead you're not
risking as much.

>On the otherhand if we used Bank for Bronze->Silver and some other
>station (Bond Street say) for Silver->Gold and maybe require
>down-exchanging at Bank as well then maybe we should keep Silvers.

It would seem strange to not be able to do all exchanges at Bank, but I
could see requiring down-exchanging there too. That might become too
inconvienient, though.

Well, what if we forgot the idea about making Silvers only acquirable by
collecting Bronzes? Like in the original version, make it possible
(although difficult) to acquire them without having to save up.

2 - 1 Br
3 - 1 Br, 1 Bu
4 - 2 Br, 1 Bu, 1 Rd
5 - 2 Br, 2 Bu, 1 Rd
6 - 3 Br, 2 Bu, 1 Rd, 1 Si
7 - 3 Br, 2 Bu, 2 Rd, 1 Si
8 - 4 Br, 3 Bu, 2 Rd, 1 Si

What's everyone else think about this issue? Vital decision, here.

>OK, I'm brain-storming. Here is a different approach to Tokens. Rather
>than have Action costs measured in x reds for an aggressive move have
>1 red+ cost in Bronze/Silver/Gold. That is remove the emphasis from
>having enough plastics to do something towards having one to do it
>plus enough "money" Tokens.
>
>Or to put it another way. Having a plastic gives you a right to do an
>Action, but the cost is made up in "money" Tokens.
>
>Shunting 1red.
>Blocking 1red+1bronze.
>Bulkheading 1red +4bronze.
>Bridges Up 1blue+2bronze.
>
>I don't actually think this is a good idea. I'm just hoping a
>brainstorming session will throw up something good.

Actually, I was thinking a bit along those lines too. The Plastic Token
defines what kind of Action it is, and the Metallics provide the extra
cost.

The Token Bonus table might looks something like this:

2 - 1 Br
3 - 2 Br
4 - 2 Br, 1 Bu/Rd (choice)
5 - 3 Br, 1 Bu/Rd
6 - 3 Br, 1 Bu/Rd, 1 Si
7 - 3 Br, 2 Bu/Rd, 1 Si
8 - 4 Br, 2 Bu/Rd, 1 Si

It's not a bad idea, but it's not really necessary. We can use Metallic
Tokens to pump up Action costs regardless. That's actually what I had in
mind for the more easily-available Bronzes - to add cost to an Action when
an extra Plastic token might be too much.

(Sudden thought: Instead of artifically limiting how far you can Move in a
turn, or how many Blacks you can store, simply end the Token Bonus table at
8. That way the only extra benefit to a Move farther than that is the
extra distance it provides.)

>
>
>> >--Annatov Snow
>> >Minus two wisdom teeth and some blood.
>>
>> Owch. I hope you at least got some fun painkillers out of it. They
>gave
>> me Percocet for my foot, it was pretty nice.
>
>I didn't need painkillers because it didn't hurt. What did you do to
>your foot incidentally?

Urgh. It was pretty dumb - I tried to jump down off of a wall that turned
out to be taller then I thought (I'm not very good at judging distances).
I landed badly and broke my heel. Fortunately, the joint is fine, so there
shouldn't be any permanent effects once the fracture heals.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




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Subject: Re: MN: Re: Bendy Tube map
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From: riffraff@n...

>> p.s. Does anyone have the URL for the Tube Map where the Lines are
>laid out
>> geographically accurately, rather than on a grid? I can't remember
>if it
>> was here that I saw it or somewhere else...
>
>It's still in the "pages that have amused me lately" bit of my Web
>page, actually, three or four months on. Tsk.
>
>http://www.xara.com/gallery/usergallery/maps/tubemap.html

Ah, it must have been your page that I saw it on originally, then. Thanks!

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Sat Jun 24 05:51:31 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v0154110bb578112de8c7@[24.95.44.133]>
Subject: Re: MN: Re: Tokens
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From: "Snow" <snowl@s...>

Riff said:
> I see. Hmmm. Well, there is the fact that the Gold can be stolen
though a
> Shunt or some other means, whereas if you have 4 Silvers instead
you're not
> risking as much.

You're risking less if you leave them as Bronze...

> It would seem strange to not be able to do all exchanges at Bank,

Maybe if only one type of exchange per Turn was permitted
(bronze->silver or silver->gold), but I'm not sure it's enough. Or
doing an exchange automatically transported you to your Home Station.

Or make Bronze and Silver exchangable, but make Golds available some
other way.

> but I
> could see requiring down-exchanging there too. That might become
too
> inconvienient, though.

With good forward planning it shouldn't be any more inconvienient than
having to up-exchange.

> Well, what if we forgot the idea about making Silvers only
acquirable by
> collecting Bronzes?

That doesn't change anything. The point is they're exchangable. And as
long as they are exchangable there is little point having more than
two types.

> >Or to put it another way. Having a plastic gives you a right to do
an
> >Action, but the cost is made up in "money" Tokens.
>
> Actually, I was thinking a bit along those lines too. The Plastic
Token
> defines what kind of Action it is, and the Metallics provide the
extra
> cost.

The trouble with this is that for really big violent Actions players
only need one red and a load of Metallics. This is the warning thing
you were talking about before, you need to have some idea of what your
opponents are doing. If someone only has one red then e should only be
able to do small aggressive Actions, not launch a massive attack using
Metallics.

> (Sudden thought: Instead of artifically limiting how far you can
Move in a
> turn, or how many Blacks you can store, simply end the Token Bonus
table at
> 8. That way the only extra benefit to a Move farther than that is
the
> extra distance it provides.)

OK.

-- Annatov Snow
"That was much more fun than sex competitions!"





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Date: Sat, 24 Jun 2000 17:31:07 -0500
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Subject: Re: MN: Re: Tokens
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>
>> It would seem strange to not be able to do all exchanges at Bank,
>
>Maybe if only one type of exchange per Turn was permitted
>(bronze->silver or silver->gold), but I'm not sure it's enough. Or
>doing an exchange automatically transported you to your Home Station.
>Or make Bronze and Silver exchangable, but make Golds available some
>other way.

I'll have to ponder these a bit.

>
>> but I
>> could see requiring down-exchanging there too. That might become
>too
>> inconvienient, though.
>
>With good forward planning it shouldn't be any more inconvienient than
>having to up-exchange.

Hmm, okay. Worth testing, at any rate.

>
>> Well, what if we forgot the idea about making Silvers only
>acquirable by
>> collecting Bronzes?
>
>That doesn't change anything. The point is they're exchangable. And as
>long as they are exchangable there is little point having more than
>two types.
>

I just think it's nice to have the intermediary, y'know? Instead of having
to save up 32 Bronzes before you can get a Gold and do something powerful,
you can get a Silver and do something mediumly-powerful with only 8. It's
like, in D&D, you can't cast a Meteor Swarm spell until 20th level, but at
least you can do a Fireball at 5th or so. (Or whatever the numbers actually
are.) Sure, we could simply replace costs of '1 Si' with '8 Br', but if
we're going to do that, why not just get rid of Golds too, and make it cost
96 Br to play <Opening MC>? Because A) it's clumsy, and B) variety is the
spice of life.

>> The Plastic Token defines what kind of Action it is, and the Metallics
>> provide the extra cost.
>
>The trouble with this is that for really big violent Actions players
>only need one red and a load of Metallics. This is the warning thing
>you were talking about before, you need to have some idea of what your
>opponents are doing. If someone only has one red then e should only be
>able to do small aggressive Actions, not launch a massive attack using
>Metallics.

Very true. Good point.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From kevan@s... Mon Jun 26 06:11:29 2000
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Subject: Re: Tokens
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From: "Kevan " <kevan@s...>

> Black: for movement and movement-based Actions. The Zone bonus 
makes them
> plentiful, so we don't need any other means of collecting them.

*Too* plentiful, perhaps? I originally (gods, nostalgia) proposed 
them as a way to stop too much Line hopping - you could only changes 
Lines by spending a Black, and could only get a Black by staying on 
the same line for a Turn. Are there (or will there be?) enough useful 
movement Actions to stop Black Tokens piling up?

> Blue: For Actions that indirectly affect other Players or affect 
the game
> as a whole (i.e. changes to Game State) (I personally feel that 
these
> should be somewhat more common than the Reds, in reverse of the 
original
> rules where the Reds were more common. I guess I'm just not very
> agressive. ;) )

I don't know; the basic Red Actions of Shunting and Blocking are so 
useful that they really *need* to be cheap, allowing the threat of 
them to be fairly ever-present. Something like Blocking, being so 
dependent on Player location, should be one of the cheapest Actions 
of the game, I think.

> Green: Neutral or miscellaneous Actions. Primarily, I think these 
would be
> used as Tokens spent to buy extra Actions. Since that's a valuable
> ability, they should be slightly harder to get than your average 
token,
> which is why I like the idea of having to Recycle other tokens to 
get them
> - you have to travel to one of a particular group of Stations and 
pay a
> Plastic token (and maybe a Bronze as well) to get one.

Hm, I always saw Greens as being "any-colour" Tokens, since you could 
easily Recycle anything to get them, and the fact that their Actions 
were so vague and neutral fitted it quite well.

> Bronze: Used for minor Actions, to add extra cost to more powerful 
Actions,
> and possibly as upkeep to Actions with duration (should we 
implement any).

Are we losing Possessions, then?

> Token Bonuses for Moves:
> (# of Int. passes through, and # of Lines from an Int. landed on)
> 
> 2 Int. - 1 Br
> 3 - 1 Br, 1 Bu
> 4 - 1 Br, 1 Bu, 1 Rd
> 5 - 2 Br, 1 Bu, 1 Rd
> 6 - 2 Br, 2 Bu, 1 Rd
> 7 - 2 Br, 2 Bu, 2 Rd
> 8 - 3 Br, 2 Bu, 2 Rd

Fearsome. Wouldn't it be easier to deal with on a "one Token of any 
Colour if you land on an Interchange, maybe two if it's a hefty one 
like Bank or Baker Street", particularly in real life play? Have I 
said this before?

> The table's open-ended, since a Player could theoretically stash up 
a load
> of Black Tokens and make a truly massive Move, unless we want to 
put a
> limit on Stations moved in a turn.

Hm, this scares me a bit, the idea of someone coughing out five 
Blacks for a charge through Zone 1, gathering a load of differently 
coloured Tokens and then whapping me with a two-Blue and two-Red 
Action I wasn't expecting? Hoarding Blacks for a speedy Move is fair 
enough, but getting Tokens for it as well seems nasty.

As has been said before, and I think still applies, moving quickly is 
its own reward.

> Stacking: I don't think Token Stacking needs to be changed from the
> original version, except to add that black tokens spent for the 
Move aren't
> stacked, and recycling for Green tokens is a Token Exchange, so 
they aren't
> stacked either.

Hm. Not worth ditching the idea of Token Stacking if we're going to 
try and play this in real life? You can't guarantee that everyone 
will have stackable Tokens available, after all (I'd probably use 
glass beads, myself). And I always found Stacking a bit dull, anyway; 
it was only really the expensive Tokens (and cheerful rule abuse) 
that made it worthwhile. I'd rather see Stacking killed off, maybe 
keeping the amusing "Gold Rush" Action as a "put a Gold Rush counter 
on a random Station; if a Player moves to a Station with a Gold Rush 
counter, they gain two Golds" thing.

> That reminds me: along with our current Pre- and Post- Move and 
Neutral
> Actions, how about also having some Free Actions, which wouldn't 
count
> toward your number of Actions in a turn. These would primarily be 
Token
> Exchange Actions, like Recycling and <Silver to Gold>, although we 
might
> come up with others at some point.

Hm, this seems fair enough. I'm not sure what others we'd ever need, 
though.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"Later on the Northern Line, she'll freak about the lack of sky."



From riffraff@n... Mon Jun 26 14:44:43 2000
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Subject: Re: MN: Re: Tokens
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From: riffraff@n...

>> Black: for movement and movement-based Actions. The Zone bonus
>makes them
>> plentiful, so we don't need any other means of collecting them.
>
>*Too* plentiful, perhaps? I originally (gods, nostalgia) proposed
>them as a way to stop too much Line hopping - you could only changes
>Lines by spending a Black, and could only get a Black by staying on
>the same line for a Turn. Are there (or will there be?) enough useful
>movement Actions to stop Black Tokens piling up?

Well, I'm anticipating that with only 3 free stations, players will want to
spend at least 2-4 Blacks on most moves, not counting multiple line
changes. And there's always Straddles and varying Translocations as well.
And it takes a long time to get to the outer Zones to get a lot of them,
unless you use them up getting back, in which case there's no problem.

>
>> Blue: For Actions that indirectly affect other Players or affect
>the game
>> as a whole (i.e. changes to Game State) (I personally feel that
>these
>> should be somewhat more common than the Reds, in reverse of the
>original
>> rules where the Reds were more common. I guess I'm just not very
>> agressive. ;) )
>
>I don't know; the basic Red Actions of Shunting and Blocking are so
>useful that they really *need* to be cheap, allowing the threat of
>them to be fairly ever-present. Something like Blocking, being so
>dependent on Player location, should be one of the cheapest Actions
>of the game, I think.

I can agree with that. No need to let my non-agressive feelings affect the
game as a whole :) (Although I think Blocking should possibly be a Blue
action.)

>
>> Green: Neutral or miscellaneous Actions. Primarily, I think these
>would be
>> used as Tokens spent to buy extra Actions. Since that's a valuable
>> ability, they should be slightly harder to get than your average
>token,
>> which is why I like the idea of having to Recycle other tokens to
>get them
>> - you have to travel to one of a particular group of Stations and
>pay a
>> Plastic token (and maybe a Bronze as well) to get one.
>
>Hm, I always saw Greens as being "any-colour" Tokens, since you could
>easily Recycle anything to get them, and the fact that their Actions
>were so vague and neutral fitted it quite well.

They would still be used for those Actions, it's just that I think getting
extra Actions is what they'd be used for the most.

>
>> Bronze: Used for minor Actions, to add extra cost to more powerful
>Actions,
>> and possibly as upkeep to Actions with duration (should we
>implement any).
>
>Are we losing Possessions, then?

I would like to lose Possessions, and in fact I have a lengthy
suggestion/proposal/rant prepared concerning their removal and replacement
with "Player States" and "Podumes", but I was saving it for later because I
think it's probably too much for the Basic Ruleset, which should (IMO, of
course) be kept as simple as possible, not only so we can get the
foundations of the game nice and sturdy, but also so it can be used to
teach the game to new Players, ala the Baker Street rules from the Original
Ruleset. (Whew! Long sentence.)

>
>> Token Bonuses for Moves:
>> (# of Int. passes through, and # of Lines from an Int. landed on)
>>
>> 2 Int. - 1 Br
>> 3 - 1 Br, 1 Bu
>> 4 - 1 Br, 1 Bu, 1 Rd
>> 5 - 2 Br, 1 Bu, 1 Rd
>> 6 - 2 Br, 2 Bu, 1 Rd
>> 7 - 2 Br, 2 Bu, 2 Rd
>> 8 - 3 Br, 2 Bu, 2 Rd
>
>Fearsome. Wouldn't it be easier to deal with on a "one Token of any
>Colour if you land on an Interchange, maybe two if it's a hefty one
>like Bank or Baker Street", particularly in real life play? Have I
>said this before?

Well, if we want to make Blues and Reds have roughly the same value, we
could do something like that. There should be provisions for getting
Bronzes and possibly Silvers as well, though. What about this one:

2 - 1 Br
3 - 2 Br
4 - 2 Br, 1 Bu/Rd (choice)
5 - 3 Br, 1 Bu/Rd
6 - 3 Br, 1 Bu/Rd, 1 Si
7 - 3 Br, 2 Bu/Rd, 1 Si
8 - 4 Br, 2 Bu/Rd, 1 Si

>
>> The table's open-ended, since a Player could theoretically stash up
>a load
>> of Black Tokens and make a truly massive Move, unless we want to
>put a
>> limit on Stations moved in a turn.
>
>Hm, this scares me a bit, the idea of someone coughing out five
>Blacks for a charge through Zone 1, gathering a load of differently
>coloured Tokens and then whapping me with a two-Blue and two-Red
>Action I wasn't expecting? Hoarding Blacks for a speedy Move is fair
>enough, but getting Tokens for it as well seems nasty.
>
>As has been said before, and I think still applies, moving quickly is
>its own reward.

Well, as I mentioned in a later message, we could end the table at 8, thus
providing no extra advantage for high speeds. It would take a lot of Black
Tokens to get 7 or 8 Interchanges. (at least 6 or 7)

>> Stacking: I don't think Token Stacking needs to be changed from the
>> original version, except to add that black tokens spent for the
>Move aren't
>> stacked, and recycling for Green tokens is a Token Exchange, so
>they aren't
>> stacked either.
>
>Hm. Not worth ditching the idea of Token Stacking if we're going to
>try and play this in real life? You can't guarantee that everyone
>will have stackable Tokens available, after all (I'd probably use
>glass beads, myself). And I always found Stacking a bit dull, anyway;
>it was only really the expensive Tokens (and cheerful rule abuse)
>that made it worthwhile. I'd rather see Stacking killed off, maybe
>keeping the amusing "Gold Rush" Action as a "put a Gold Rush counter
>on a random Station; if a Player moves to a Station with a Gold Rush
>counter, they gain two Golds" thing.

Well, I've got stackable Tokens in my set, enough for a reasonable amount
of Players. I use colored plastic Bingo chips (although I may make some
wooden ones later on). I quite like Token Stacking, I think it really adds
something to the game, deciding where to put them, and planning routes that
allow you to pick them up later, and so forth. And all the various Actions
concerning them - Shunting them and Toppling them and Straddling and so
forth... and being able to put Tokens on particular Stations seems to be a
fundamental part of Regular MC.

What I really want to know, Kevan (and Paul and Ole and everyone else), is
what's your take on the Silvers/No Silvers thing Snow and I've been going
back and forth on?

cheers,
--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Tue Jun 27 13:20:27 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
Subject: Horizontal complexity
Date: Tue, 27 Jun 2000 20:14:16 +0100
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From: "Snow" <snowl@s...>

I've just been thinking about the current ruleset; trying to get a
general overview of the objectives and how it works. I discovered that
there isn't any general description of what you have to do to win
(other than get 3 golds and go to MC). I can't decide whether this is
good or bad, but it did raise some other points while I was thinking.

1) One of the main problems with the current ruleset is that it has an
awful lot of "horizontal complexity" and not much "vertical
complexity". By which I mean there are a lot of different things in
the game, but most of them are only small, underused, even
half-finished things.

Charge is the canonical example of this. It's a great idea, but once
the general concept of how a player's charge varies was worked out
nothing was done with it. It's just a number one has to calculate
during ones turn.

2) The object of the game is really "get 3 golds", not "land on MC".
In itself this is acceptable though not really desirable. But bellow
the gold level the game becomes unfocused, which implies to me that we
have a game centred around getting golds not landing on MC. That
probably doesn't make sense, but I think how to put it clearer right
now.

-- Snow
I invented chronological order.




From riffraff@n... Tue Jun 27 14:41:31 2000
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Date: Tue, 27 Jun 2000 17:31:19 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: Horizontal complexity
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>I've just been thinking about the current ruleset; trying to get a
>general overview of the objectives and how it works. I discovered that
>there isn't any general description of what you have to do to win
>(other than get 3 golds and go to MC). I can't decide whether this is
>good or bad, but it did raise some other points while I was thinking.
>
>1) One of the main problems with the current ruleset is that it has an
>awful lot of "horizontal complexity" and not much "vertical
>complexity". By which I mean there are a lot of different things in
>the game, but most of them are only small, underused, even
>half-finished things.
>
>Charge is the canonical example of this. It's a great idea, but once
>the general concept of how a player's charge varies was worked out
>nothing was done with it. It's just a number one has to calculate
>during ones turn.

Well, hopefully we can work that out in the new ruleset. This time,
instead of an idea living or dying on the basis of a single proposal and
vote, we can take the time to discuss it and come up with much fuller
workings before we implement it.

>
>2) The object of the game is really "get 3 golds", not "land on MC".
>In itself this is acceptable though not really desirable. But bellow
>the gold level the game becomes unfocused, which implies to me that we
>have a game centred around getting golds not landing on MC. That
>probably doesn't make sense, but I think how to put it clearer right
>now.

Well, it is possible to get 3 Golds _without_ winning, but I know what you
mean. It doesn't (didn't) often happen that someone would get 3 Golds and
then have to fight a concerted battle to get to MC - usually they'd get
there the same turn, or soon after. The challenge of the game is getting
the Golds in the first place. I can't really think of any way around it,
though. In any case, does it really make a difference?

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From WayperP@p... Tue Jun 27 22:45:40 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: Horizontal complexity
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From: "Wayper, Paul" <WayperP@p...>

On Wednesday, June 28, 2000 5:14 AM, Snow [SMTP:snowl@s...] wrote:
> 1) One of the main problems with the current ruleset is that it has an
> awful lot of "horizontal complexity" and not much "vertical
> complexity". By which I mean there are a lot of different things in
> the game, but most of them are only small, underused, even
> half-finished things.

Absolutely. But this is not necessarily a fatal flaw. The horizontal
complexity is a result of the breadth of MC play in the wild - there are
lots of different gambits. The lack of vertical complexity is a result of
this - we lack depth because people don't usually (get to) explain how they
built up to their move over fifteen previous moves.

The lack of depth is a good thing in a way. It means that you don't have to
remember to prepare a lot for a move; this means that you can play after not
looking at the game for two weeks because the game state, and hence your
plans, are pretty much elucidated in the document itself. The fact that
people haven't built amazingly vertically complex structures is, to my mind,
simply a reflection of the fact that each idea works as well as it needs to.

We do have examples of deep complexity - shunting, for example.

If we had a lot of depth then this would make things an order of magnitude
more complex; and it would also make it a lot harder for new people to play.
However, a lack of breadth is more of a problem; look at the attempt at
Baker Street for an example of a very simple game which was ultimately
(IMNSHO) flawed by having only one way of winning. I think I've had a
couple of proposals rejected because they made the game more vertically
complex.

> 2) The object of the game is really "get 3 golds", not "land on MC".
> In itself this is acceptable though not really desirable. But bellow
> the gold level the game becomes unfocused, which implies to me that we
> have a game centred around getting golds not landing on MC. That
> probably doesn't make sense, but I think how to put it clearer right
> now.

Well, I see what you mean, but again I don't consider this a problem. There
needs to be a way to govern winning, and in most games you don't win in a
single move - you win by gradually accruing the things you need to win. The
"land on MC" side links in nicely to the tactical map situation - even if
someone's got three golds, winning is not necessarily a foregone conclusion.

My attitude to the rest of the list's actions is that you're attempting to
take a working grandfather clock and make a sundial out of it. You're
working with a very complex thing, in which the pieces all fit together
quite well (albeit not perfectly) and make with fewer parts and a slightly
diffferent function. To my mind the most likely course of action is that
you will bash about an ever-increasingly-lobotomised ruleset, then throw the
whole unworkable mess out and start again from scratch.

Because to my mind the real problem with MC at the moment is that we aren't
playing. Everyone's pleading that they can't find the time to actually
play, and yet you're attempting to put together a construct which will have
very little testing until you've actually hammered it together. It's like
constructing a program by writing everything first and not testing until
everything is complete. You're inevitably going to hit bugs, which will
make people even more apathetic about playing, but you've got no real
structure in which to implement solutions.

I have always considered the nomic to be a good solution to the problem of
people collaborating to build up a set of rules. I think MN has worked
particularly well because proposals generally keep to the level of
experience and understanding of the players - proposals that are seen as too
complex or too simple usually fail. It also means you have a ruleset at all
stages of play - show me a ruleset now from what you've been debating.

Since my opinions, which I've basically stated before, have basically been
ignored outright, passed over or criticised, I'm basically stating my point
of view as a matter of record here. I'm quite interested to see what your
work eventually produces, but since your aims are quite divergent from mine
in this instance I see no common ground for my interaction. I'd rather
leave you to peacefully sort out what you want than bang my head against the
brick wall of your opposing preferences.

Of course, if you feel I can contribute at some stage, please ask. I watch
your progress with interest.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From snowl@s... Wed Jun 28 14:17:07 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <EF8480F87336D311AC1F00A0C9FC0332934343@PIBCRMEXH001>
Subject: Re: RE: Horizontal complexity
Date: Wed, 28 Jun 2000 22:14:50 +0100
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From: "Snow" <snowl@s...>

> The lack of depth is a good thing in a way. It means that you don't
have to
> remember to prepare a lot for a move; this means that you can play
after not
> looking at the game for two weeks because the game state, and hence
your
> plans, are pretty much elucidated in the document itself.

I'm not sure that players' plans being visable in the GSD is something
to be considered good.

> The fact that
> people haven't built amazingly vertically complex structures is, to
my mind,
> simply a reflection of the fact that each idea works as well as it
needs to.

To me it suggests everyone was pulling in different directions. Even
so, individual ideas working doesn't mean the whole thing together
worked.

> If we had a lot of depth then this would make things an order of
magnitude
> more complex; and it would also make it a lot harder for new people
to play.

I disagree with this. I can't see how having lots of different small
rules is easier than fewer large ones.

> I think I've had a
> couple of proposals rejected because they made the game more
vertically
> complex.

But did they make it more horizontally complex as well?

> > 2) The object of the game is really "get 3 golds", not "land on MC
>
> Well, I see what you mean, but again I don't consider this a
problem. There
> needs to be a way to govern winning, and in most games you don't win
in

Agreed.

> Since my opinions, which I've basically stated before, have
basically been
> ignored outright, passed over or criticised

Speaking for myself I certainly haven't ignored anything you've said.
If I criticised your comments it was because I didn't agree with them.

> I'm quite interested to see what your
> work eventually produces, but since your aims are quite divergent
from mine
> in this instance I see no common ground for my interaction. I'd
rather
> leave you to peacefully sort out what you want than bang my head
against the
> brick wall of your opposing preferences.
>
> Of course, if you feel I can contribute at some stage, please ask.

Riff has twice asked for other peoples' views on the Silver issue,
once specifically using your name. I also would like to know what you
think. This is a open discussion, you don't need an invite.

-- Snow
I invented the colour orange.






From riffraff@n... Wed Jun 28 14:55:56 2000
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To: l-nomic-d@egroups.com
Subject: Re: MN: Re: RE: Horizontal complexity
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>> The lack of depth is a good thing in a way. It means that you don't
>have to
>> remember to prepare a lot for a move; this means that you can play
>after not
>> looking at the game for two weeks because the game state, and hence
>your
>> plans, are pretty much elucidated in the document itself.
>
>I'm not sure that players' plans being visable in the GSD is something
>to be considered good.

Well, if I grok Paul's meaning, it's not so much eir plans as a record of
what ey've done, from which you can attempt to deduce eir plans. Right?

>
>> The fact that
>> people haven't built amazingly vertically complex structures is, to
>my mind,
>> simply a reflection of the fact that each idea works as well as it
>needs to.
>
>To me it suggests everyone was pulling in different directions. Even
>so, individual ideas working doesn't mean the whole thing together
>worked.

True... I think that's pretty much why we started the new ruleset, really.

>
>> If we had a lot of depth then this would make things an order of
>magnitude
>> more complex; and it would also make it a lot harder for new people
>to play.
>
>I disagree with this. I can't see how having lots of different small
>rules is easier than fewer large ones.

Well, most of the small rules were simply different Actions... so you
didn't lose much if you forgot them or didn't understand them. I do agree
to a point, but I like having lots of different Actions because of the
diversity. And I want to keep the ultra-complex vibe of Original MC.

>> Since my opinions, which I've basically stated before, have
>basically been
>> ignored outright, passed over or criticised
>
>Speaking for myself I certainly haven't ignored anything you've said.
>If I criticised your comments it was because I didn't agree with them.

Ditto... I've got a very poor memory (some would say notoriously so), but I
don't recall any particular suggestions or commentary from you (Paul) since
we started the new ruleset, except for wanting to get rid of the RPG
aspects, which I whole-heartedly agreed with. Not to seem wossname,
please correct me if I'm wrong. :)

>
>> I'm quite interested to see what your
>> work eventually produces, but since your aims are quite divergent
>from mine
>> in this instance I see no common ground for my interaction. I'd
>rather
>> leave you to peacefully sort out what you want than bang my head
>against the
>> brick wall of your opposing preferences.
>>
>> Of course, if you feel I can contribute at some stage, please ask.
>
>Riff has twice asked for other peoples' views on the Silver issue,
>once specifically using your name. I also would like to know what you
>think. This is a open discussion, you don't need an invite.

Please! I particularly want to get some other views on the Silver issue,
because it appears that Snow and I aren't going to reach an agreement on
our own. And anyway, I don't want it to be just the two of us doing this;
this game's supposed to be for us all.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From WayperP@p... Wed Jun 28 17:40:01 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: MN: Re: RE: Horizontal complexity
Date: Thu, 29 Jun 2000 10:39:27 +1000
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From: "Wayper, Paul" <WayperP@p...>

Replying to Snow and Riff's comments in one.

On Thursday, June 29, 2000 9:00 AM, riffraff@n...
[SMTP:riffraff@n...] wrote:
> >I'm not sure that players' plans being visable in the GSD is something
> >to be considered good.
> 
> Well, if I grok Paul's meaning, it's not so much eir plans as a record of
> what ey've done, from which you can attempt to deduce eir plans. Right?

Basically, yeah. It's impossible to hide your intent completely, since
we're assumed to all be wanting to win. So from the premise that the person
is angling for golds, you can deduce a fair bit from what they're doing at
the time. This doesn't mean that you're setting your plans out for all to
see, it just means that there are only so many courses of action that you
can take.

> >To me it suggests everyone was pulling in different directions. Even
> >so, individual ideas working doesn't mean the whole thing together
> >worked.
> 
> True... I think that's pretty much why we started the new ruleset, really.

OK, let me clarify something here.

To my mind, the Action system is a vertically complex thing. At the top you
have the idea that actions are formatted in certain ways, and can be played
at certain times during the move. Below that you've got general classes of
actions - Singular actions, Token Exchange, Purchasing, Aggressive,
Defensive, Neutral, Translocation, etc. Below this you have groups of
actions - Aggressive actions include all the things you can do with Clamps,
for example - but Clamps also have a defensive Action (removing the clamp).

Each of these layers has an effect, in-game or not - Singular actions can
only be played immediately after a move, clamping actions all have a certain
interaction with a particular clamp, aggressive actions usually involve a
red token. The fact that each layer adds its own particular complexity to
the meaning of the action is what gives you vertical complexity.

We have a lot of horizontal complexity, since as Riff says there are a
swagload of individual actions you can do each turn. Likewise, we have
horizontal complexity in the system of timing - you can only fit so many
things in an hour, which governs your choice of actions without having to
necessarily structure what you do.

Another way of looking at this is how you add things. When you add
something and it broadens a level, then you've added horizontal complexity;
adding Ghost Stations to the map, for instance. When you add something and
it creates a new level, that's vertical complexity; for example, adding a
new type of actions called Translocation actions which move your piece
without it passing along a Line.

So; Snow's statement still stands - we have vertical complexity and
horizontal complexity. From hereon in, I'll use breadth and depth for those
two terms to save my typing.

The point I'm trying to make with this is that MC, as played on !York and
Outer Space, is a very broad game with little depth. MN, OTOH, is a deep
game because it needs to be structured - but it has a fair bit of breadth
too. Games are all relatively 'deep' - you need a structure to fit rules
into and to order things hierarchially. I think the thing that really
confuses people and makes a game difficult to play is /disproportional/
breadth or depth. I don't think MN was that.

Sure, there were a couple of things that needed to be overhauled - I think
one of them was the way moves were performed. But my sustained opinion is
that the way to do this is by proposals, not by stopping progress entirely.

> >I disagree with this. I can't see how having lots of different small
> >rules is easier than fewer large ones.
> 
> Well, most of the small rules were simply different Actions... so you
> didn't lose much if you forgot them or didn't understand them. I do
> agree
> to a point, but I like having lots of different Actions because of the
> diversity. And I want to keep the ultra-complex vibe of Original MC.

My point precisely. The rules of Othello are simpler than the rules of
Monopoly. Both are interesting games in their own right. The small rules
ultimately have to fit in a larger structure, but there's no reason to limit
the number of rules per 'layer' just to satisfy some sense of deep
structure.

> >Speaking for myself I certainly haven't ignored anything you've said.
> >If I criticised your comments it was because I didn't agree with them.
> 
> Ditto... I've got a very poor memory (some would say notoriously so), but
I
> don't recall any particular suggestions or commentary from you (Paul)
since
> we started the new ruleset, except for wanting to get rid of the RPG
> aspects, which I whole-heartedly agreed with. Not to seem wossname,
> please correct me if I'm wrong. :)

Well, I sent a number of fairly lengthy (ooh, from me, how surprising!)
mails about abandoning the nomic process and keeping that alive. And
perhaps if anything the general apathy level - which is the same as what
I've got from my proposals: little comment, little suggestion for
improvement, just outright against voting and silence - is what's putting me
off. No-one seems to find any inspiration or interest in my ideas, they
just keep pottering on with their own.

Who knows - maybe I'm guilty of my own criticism. Do you think so?

> >Riff has twice asked for other peoples' views on the Silver issue,
> >once specifically using your name. I also would like to know what you
> >think. This is a open discussion, you don't need an invite.
> 
> Please! I particularly want to get some other views on the Silver issue,
> because it appears that Snow and I aren't going to reach an agreement on
> our own. And anyway, I don't want it to be just the two of us doing this;

As to Silvers, I would say that they're pretty traditional by now and they
don't add much extra complexity to the game - rather, they add a nice extra
level of strategy - so they should stay.


To come at the idea completely afresh, why don't we start with the Volume 0
rules and nothing in the other Volumes, and Propose things from there. Each
person takes on a certain aspect and tries to propose a good logical
structure, and we vote, discuss and amend from there. The main change I
would make is that the Nomic Week is actually a Nomic Month, to give people
time to get their ideas fully collected.

What do you think of that?

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From riffraff@n... Wed Jun 28 21:27:06 2000
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Date: Thu, 29 Jun 2000 00:31:33 -0500
To: l-nomic-d@egroups.com
Subject: RE: MN: Re: RE: Horizontal complexity
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

Gosh, Paul - I agree with pretty much everything you've said. Great minds,
eh? ;)


>Well, I sent a number of fairly lengthy (ooh, from me, how surprising!)
>mails about abandoning the nomic process and keeping that alive. And
>perhaps if anything the general apathy level - which is the same as what
>I've got from my proposals: little comment, little suggestion for
>improvement, just outright against voting and silence - is what's putting me
>off. No-one seems to find any inspiration or interest in my ideas, they
>just keep pottering on with their own.
>
>Who knows - maybe I'm guilty of my own criticism. Do you think so?

Well, as to the MN system we had, it certainly wasn't very conducive to
discussion. Proposals sent in blindly, we receive a large list of them,
and then vote anonymously, with no discussion or amendments during or
afterwards. The tendency (at least for me) was to vote "Sure, why not?" or
"Nah." rather than actually For or Against. We never got to explore the
possibilities of the ideas.

After MN and before the current process, it was pretty chaotic. I think
Snow and I jumped in and started the current discussions and decisions just
to get the productivity ball rolling; we really didn't seem to be going
anywhere otherwise. I do remember now that you suggested a fourth vote of
'Delay' or 'Discuss', or something like that, which I thought was a good
idea.


>To come at the idea completely afresh, why don't we start with the Volume 0
>rules and nothing in the other Volumes, and Propose things from there. Each
>person takes on a certain aspect and tries to propose a good logical
>structure, and we vote, discuss and amend from there. The main change I
>would make is that the Nomic Week is actually a Nomic Month, to give people
>time to get their ideas fully collected.
>
>What do you think of that?

That's sort of what I was thinking, except that I think we should start
with a very basic core ruleset, consisting only of how movement works, how
tokens work, and some very basic actions (i.e. Blocking, Shunting, and some
alternate way to get Golds other than collecting Bronzes and Silvers),
which would be developed via discussion and consensus (or as near-to as
possible) rather than via the proposal and voting system. This way, we
have a firm foundation of fundamental rules that we can all agree on, on
which to build more elaborately through Proposals and Voting. The first
set would simply be The Basic Rules, and then the first set of additions
would be, say, The IMCS 1922 Fairfax Amendments. Followed by the 1929
Lancashire Revisions, the following month. And so on. Thus newbies can be
trained on the Basic Rules, and add revisions in order as they get the hang
of it. This would also allow us to choose games with rules only up to a
certain revision. Or even "all current rules except for 1945 Dunlop".
Tres MC. :)

I definately think we should do away with all the automated Proposing and
Voting, though. Make all your Proposals on-list, as you think of them. We
discuss them openly and the Proposer is free to add or change the Proposal
according to comments and discussion until we have a dozen or so good
Proposals to vote on, and then we vote and compile the next IMCS Revision.

>> >Riff has twice asked for other peoples' views on the Silver issue,
>> >once specifically using your name. I also would like to know what you
>> >think. This is a open discussion, you don't need an invite.
>>
>> Please! I particularly want to get some other views on the Silver issue,
>> because it appears that Snow and I aren't going to reach an agreement on
>> our own. And anyway, I don't want it to be just the two of us doing this;
>
>As to Silvers, I would say that they're pretty traditional by now and they
>don't add much extra complexity to the game - rather, they add a nice extra
>level of strategy - so they should stay.

Yup, that about sums it up IMO.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From kevan@s... Thu Jun 29 01:31:55 2000
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To: l-nomic-d@egroups.com
Subject: Re: Silvers
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From: "Kevan " <kevan@s...>

> Please! I particularly want to get some other views on the Silver 
issue,
> because it appears that Snow and I aren't going to reach an 
agreement on
> our own. And anyway, I don't want it to be just the two of us 
doing this;
> this game's supposed to be for us all.

Forgive my silence. I think the existence of Silvers is a fairly good 
thing, seeming an obvious middle ground between Bronzes and Golds, 
but that they're spent on "extra-powerful Actions" seems a bit vague, 
particularly when the other Token colours are so neatly defined.

Maybe "Mind the Gap" should cost one Blue and one Silver, or 
whatever. (Was Gapminding a Silver Action? I can't seem to get to the 
MN site.) I think I'd be just as happy if such an Action cost three 
Blue, though. Do we really want a generic "powerful" Token, when 
Token quantity already signifies an Action's strength?

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"Am I still ill?"



From paulway@e... Thu Jun 29 15:29:30 2000
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To: l-nomic-d@egroups.com
Subject: New ruleset idea
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From: Paul Wayper <paulway@e...>

-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

People,

I'm working on a new ruleset, following some thoughts I had about
this on the way home. (Trying to be proactive rather than just
complaining as I feel I have been up until now).

My first idea is that "Proposals" take the form of individual emails
that are maintained by the proposer emself (i.e. they take care of
posting out any revisions). A Proposal automatically passes if it's
got everyone's For vote, and if those votes are older than a day or
so (to allow for the idea of the proposer soliciting votes for a
harmless proposal and then modifying it just before sending in their
own vote).

The whole thing is looking fundamentally different from MN as it
started out. Yes, we still have the rule numbers and stuff, but I'm
not trying to define everything as rigidly - there's nothing on Nomic
Weeks (yet), there's no need (from the MN perspective) to have
Players (they will be needed in the MC side, but then again a person
can play without having to contribute to the ruleset...), and the
Speaker has few(er) duties.

I'll let you know more when I'm not quite so tired and I have a bit
more free time to nut things out.

Have fun,

Paul (from his new address)

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From riffraff@n... Fri Jun 30 11:38:42 2000
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Subject: Re: MN: New ruleset idea
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...


>I'll let you know more when I'm not quite so tired and I have a bit
>more free time to nut things out.
>

Sounds interesting... I'll look forward to seeing it when I get back from
vacation on the 9th. Don't make any important decisions without me! :)

Off to the Emerald Isle,
--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Fri Jun 30 12:51:25 2000
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Subject: Re: New ruleset idea
Date: Fri, 30 Jun 2000 19:47:21 +0100
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From: "Snow" <snowl@s...>

> My first idea is that "Proposals" take the form of individual emails
> that are maintained by the proposer emself (i.e. they take care of
> posting out any revisions). A Proposal automatically passes if it's
> got everyone's For vote, and if those votes are older than a day or
> so (to allow for the idea of the proposer soliciting votes for a
> harmless proposal and then modifying it just before sending in their
> own vote).

You mean a fast-track nomic system. Where have I heard that idea
before? Oh yes, it's what I suggested 6 weeks ago, but everyone else
said either "No, use concensus" or "No, use the current system".

That said, I've been suprised at how well the concensus system has
worked so far (for moving anyway) and don't really want to waste time
thinking about alternatives until it breaks. At the minimum I think we
should get the basic framework mapped out, before we bring in such a
system. Even then the concensus system might be enough.

> The whole thing is looking fundamentally different from MN as it
> started out. Yes, we still have the rule numbers and stuff, but I'm
> not trying to define everything as rigidly - there's nothing on
Nomic
> Weeks (yet), there's no need (from the MN perspective) to have
> Players (they will be needed in the MC side, but then again a person
> can play without having to contribute to the ruleset...), and the
> Speaker has few(er) duties.

I think you'd need "Players" in the Nomic side, so you know when
everyone had voted FOR (or not), but they needn't be the same as
"Players" on the game side.

-- Snow
Does anyone here believe that someone else has read one of their
emails? Or are we all just talking to ourselves?



From snowl@s... Fri Jun 30 12:51:26 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541100b57d88625460@[24.95.46.99]>
Subject: Token Stacks and bonuses
Date: Fri, 30 Jun 2000 20:48:48 +0100
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From: "Snow" <snowl@s...>

> What I really want to know, Kevan (and Paul and Ole and everyone
else), is
> what's your take on the Silvers/No Silvers thing Snow and I've been
going
> back and forth on?

OK, I'm the only person who cares that Silvers are redundant, so let's
keep them. If I can't kill the disease I'll have a go at the symptons
(Token exchanging) instead.

> >> Token Bonuses for Moves:
> >> (# of Int. passes through, and # of Lines from an Int. landed on)
> >>
> >> 2 Int. - 1 Br
> >> 3 - 1 Br, 1 Bu
> >> 4 - 1 Br, 1 Bu, 1 Rd
> >> 5 - 2 Br, 1 Bu, 1 Rd
> >> 6 - 2 Br, 2 Bu, 1 Rd
> >> 7 - 2 Br, 2 Bu, 2 Rd
> >> 8 - 3 Br, 2 Bu, 2 Rd
> >
> >Fearsome. Wouldn't it be easier to deal with on a "one Token of any
> >Colour if you land on an Interchange, maybe two if it's a hefty one
> >like Bank or Baker Street", particularly in real life play? Have I
> >said this before?

I don't think moving about the board is really very challenging. I
would rather introduce a bit of route planning skills:

Station Landed on Bonus
============ ====
Termini (zone 3/4/5) Br
Interchange Rd
Green Gr
Mainline Bu
Zone x x Bl

Further you can't claim for the same station twice in 3 (say) 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, +Rd, +Bl) .

I would still cap Blacks at, say, 10.

> >> Stacking: I don't think Token Stacking needs to be changed from
the
> >
> >Hm. Not worth ditching the idea of Token Stacking if we're going to
> >try and play this in real life?

Well if we're going to have so many Tokens we should make good use of
them. Token stacks seem like a suitable way to do that, but they will
have to do something better than the current implementation. IMHO the
current system is barely any more useful than charge.

I don't think Players should normally be able to pick up Tokens off a
Stack. Nor do I think that Actions paid for should go onto Stacks. So
Tokens would have to be explicitly placed on Stations.

You would have to be on the station to do anything. Once the Action is
played all the Tokens vanish and you can't use that Station again for
3 Turns. You can't place the Token(s) and play the Action in the same
Turn.

Here are some examples off the top of my head:

1) If a Plant station contains a Green Token, you can make a Silver
(it's just an example it doesn't have to make sense).

2) If an Interchange station contains 3 black tokens then you can
Wild/Teleport to anywhere on the map.

3) If a Normal (non-interchange/non-BR) station contains 3 blacks you
can Teleport anywhere on the line.

4) If a Normal Station contains 2 reds you can do something foul to
anyone on the line.

5) If Bank has 5 Bronze you get a Silver.

6) If a Home Station has 3 reds and a black you can move the owning
player's piece anywhere on the board.

Etc.....

Golds can be made via Silvers on Termini or some other suitably
difficult means.

-- Snow
I invented under-water.







From WayperP@p... Sun Jul 02 21:09:23 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: Token Stacks and bonuses
Date: Mon, 3 Jul 2000 14:08:53 +1000 
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From: "Wayper, Paul" <WayperP@p...>

On Saturday, July 01, 2000 5:49 AM, Snow [SMTP:snowl@s...] wrote:
> I don't think moving about the board is really very challenging. I
> would rather introduce a bit of route planning skills:

I'm with you 100% on this.

My own personal opinion is that the way to curb the 'LV at max and vary the
route to achieve your destination' effect is to make each interchange you go
through take a penalty. My preferred currency paid here is time - it's real
world (you usually end up spending at least five minutes waiting for the
next train) and time can't be 'banked' (in the same way as you can save up
tokens).

I don't like the idea of eradicating time from the equation and replacing it
with another thing - 'action cost points', black tokens, or whatever. Yes,
it's 'removing complexity', but to my mind it's also introducing possible
ways to abuse the rules - for instance, by someone saving up a ludicrous
amount of black tokens and then winning in one turn by doing everything at
once.

I like your table, though - it makes a bit more sense than the one we
currently have and could promote more strategic moving. I'd still like to
see token running come back, but that's just me.

> You would have to be on the station to do anything. Once the Action is
> played all the Tokens vanish and you can't use that Station again for
> 3 Turns. You can't place the Token(s) and play the Action in the same
> Turn.

I think I'm with you here. It sounds good, and is also starting to head
toward a concept of Manoeuvres that could be fun. What if that general
framework could be extended to encompass trickier things than just moving to
a station, placing the tokens and performing the action - say, moving from
one station to another passing through a third. Or how about moving from
one station to another _without_ going through a third? Or even forming
certain patterns in tokens in a stack (e.g. Red Blue Red Blue), or a
particular formation (putting a black token on all Holy stations in zone 1)?

I'm just sort of running with a concept here, because I think you've got a
great start.

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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who has actually disproven the existence of tablet-form asparagus.



From snowl@s... Mon Jul 03 04:28:37 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <EF8480F87336D311AC1F00A0C9FC0332934350@PIBCRMEXH001>
Subject: Re: RE: Token Stacks and bonuses
Date: Mon, 3 Jul 2000 12:11:44 +0100
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From: "Snow" <snowl@s...>

PaulWay said:
> On Saturday, July 01, 2000 5:49 AM, Snow [SMTP:snowl@s...] wrote:
> > I don't think moving about the board is really very challenging. I
> > would rather introduce a bit of route planning skills:
>
> I'm with you 100% on this.
>
> My own personal opinion is that the way to curb the 'LV at max and
vary the
> route to achieve your destination' effect is to make each
interchange you go
> through take a penalty. My preferred currency paid here is time

Time was also my first choice, but we had this discussion 3 weeks ago.
Nothing is set in stone, but let's wait until we have a draft ruleset
before we change what we have already. I do like the interchange
penalty idea though.

> I don't like the idea of eradicating time from the equation and
replacing it
> with another thing - 'action cost points', black tokens, or
whatever. Yes,
> it's 'removing complexity', but to my mind it's also introducing
possible
> ways to abuse the rules - for instance, by someone saving up a
ludicrous
> amount of black tokens and then winning in one turn by doing
everything at
> once.

That's why I want a 10 black limit.

On the other hand I do like the current system _because_ it removes
time from the equation.

> I like your table, though - it makes a bit more sense than the one
we
> currently have and could promote more strategic moving. I'd still
like to
> see token running come back, but that's just me.

If whatever moving system we use keeps moves relativly short then I
think Token running could be viable.

> > You would have to be on the station to do anything. Once the
Action is
> > played all the Tokens vanish and you can't use that Station again
for
> > 3 Turns. You can't place the Token(s) and play the Action in the
same
> > Turn.
>
> I think I'm with you here. It sounds good, and is also starting to
head
> toward a concept of Manoeuvres that could be fun. What if that
general
> framework could be extended to encompass trickier things than just
moving to
> a station, placing the tokens and performing the action - say,
moving from
> one station to another passing through a third. Or how about moving
from
> one station to another _without_ going through a third?

I would certainly like to see lots of stuff like this in the game,
provided that they "made sense" rather than just being arbitrary
formations.

> Or even forming
> certain patterns in tokens in a stack (e.g. Red Blue Red Blue), or a
> particular formation (putting a black token on all Holy stations in
zone 1)?

The trouble with patterns is that any pattern is arbitrary. Red, Blue,
Red, Blue doesn't mean anything. On the other hand putting a Blue on
every holy station to stop a player being targetted does "make sense".

There is the problem with multi-station stacks: others can easily
steal Actions. If Garden places a Blue on all zone 1 holy stations he
can't make the Action until his next Turn, by then some other player
is likly to be able to reach one of the zone 1 holy stations and steal
the Action.

-- Snow
I invented gravity.








From WayperP@p... Mon Jul 03 15:58:54 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: Re: New ruleset idea
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From: "Wayper, Paul" <WayperP@p...>

On Saturday, July 01, 2000 4:47 AM, Snow [SMTP:snowl@s...] wrote:
> You mean a fast-track nomic system. Where have I heard that idea
> before? Oh yes, it's what I suggested 6 weeks ago, but everyone else
> said either "No, use concensus" or "No, use the current system".

*shrugs* Well, I didn't claim it was a new idea.

The feature that I'm looking for here is that each proposal is maintained
and updated by its proposer. Only once it's got all the votes can it be
passed, but it never actually gets 'voted against', just either forgotten or
discarded by the proposer. This not only keeps those pots boiling longer
and encourages people to talk things out rather than just cancelling an
idea, but also lifts the burden of collecting and distributing the proposals
and votes and such from the Speaker's shoulders.

> I think you'd need "Players" in the Nomic side, so you know when
> everyone had voted FOR (or not), but they needn't be the same as
> "Players" on the game side.

You have a point there. Should only registered Players be allowed to Vote?
Should we require this for Proposing as well? What do people think?

> Does anyone here believe that someone else has read one of their
> emails? Or are we all just talking to ourselves?

Well, at the moment it seems to just be you, me and Riff. Dunx is getting
busy at work again, and I wouldn't have a clue about Kevan - he hasn't ever
written back to me.

Have fun,

Paul Wayper -- DPI IS&S ITO Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From dunx@d... Mon Jul 03 23:25:55 2000
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To: l-nomic-d@egroups.com
Subject: Re: MN: RE: Re: New ruleset idea
Date: Tue, 4 Jul 2000 07:20:06 +0100
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From: Dunx <dunx@d...>

On Mon, 03 Jul 2000, you wrote:
> > Does anyone here believe that someone else has read one of their
> > emails? Or are we all just talking to ourselves?
> 
> Well, at the moment it seems to just be you, me and Riff. Dunx is getting
> busy at work again, and I wouldn't have a clue about Kevan - he hasn't ever
> written back to me.

I'm still reading, just not in a position to contribute at the moment.

An impressive effort so far, though.

--
Dunx
Ceci n'est pas un .sig


From paulway@e... Tue Jul 04 00:45:39 2000
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Date: Tue, 04 Jul 2000 07:15:41 +1000
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: RE: Token Stacks and bonuses
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From: Paul Wayper <paulway@e...>

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Hash: SHA1

At 12:11 PM 3/07/2000 +0100, you wrote:
>On the other hand I do like the current system _because_ it removes
>time from the equation.

I still don't understand why. Time (e.g. "10:45AM") sums up a lot of
things - closure-states of stations and lines, how much more time you
have in this day, peak hours - that can't really be well represented
by tokens or what-have-you. And it means you don't have to keep
track of black tokens so ferociously.


>If whatever moving system we use keeps moves relativly short then I
>think Token running could be viable.

I think you're looking at the wrong problem here.

The problem is not _long_ moves. It's being able to use a high LV to
move to anywhere you want - even close by stations - by using a
roundabout route. This is why an interchange time penalty makes so
much sense to me. It doesn't limit movement in the outer zones, but
stops people doing Tottenham Court Road to Warren Street with a LV of
10.

>I would certainly like to see lots of stuff like this in the game,
>provided that they "made sense" rather than just being arbitrary
>formations.

Oh, true. But let's not also forget that this is MC - things don't
always make sense. What exactly is Knip, for example.

>The trouble with patterns is that any pattern is arbitrary. Red,
>Blue, Red, Blue doesn't mean anything. On the other hand putting a
>Blue on every holy station to stop a player being targetted does
>"make sense". 

I'm with you there. But I'm also thinking certain patterns are
artistic and can be rewarded as such. Rainbows, long stacks with one
colour, sandwiches, licorice allsorts, whatever.

>There is the problem with multi-station stacks: others can easily
>steal Actions. If Garden places a Blue on all zone 1 holy stations
>he can't make the Action until his next Turn, by then some other
>player is likly to be able to reach one of the zone 1 holy stations
>and steal the Action.

True. Which is why I don't think that's a good model. Personally I
think the 'current' MN model - playing Actions in a certain time -
has no big flaws compared to the other systems being bandied about
here.

Have fun,

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From kevan@s... Tue Jul 04 01:48:33 2000
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Subject: Re: New ruleset idea
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From: "Kevan " <kevan@s...>

> The feature that I'm looking for here is that each proposal is 
maintained
> and updated by its proposer. Only once it's got all the votes can 
it be
> passed, but it never actually gets 'voted against', just either 
forgotten or
> discarded by the proposer. This not only keeps those pots boiling 
longer
> and encourages people to talk things out rather than just 
cancelling an
> idea, but also lifts the burden of collecting and distributing the 
proposals
> and votes and such from the Speaker's shoulders.

This seems too disparate a system, each Player pursuing their own 
(possibly overlapping) whims. At the end of the day, the Nomic system 
is generally quite bad when it comes to creating a readable ruleset - 
we really need a single "Scribe" to get the thing written in a 
consistent style and reasonably flowing sequence. (With other 
Players, naturally, pointing a finger at any typos or dodginess.)

I think we need a Speaker (or at least a vague consensus) to keep 
discussions on-track, attempting to deal with game issues in turn, 
and the Scribe writing it down as we go, occasionally posting a 
"Right, this is what the 'Moving' section will look like - any 
objections?" message to the list.

> > I think you'd need "Players" in the Nomic side, so you know when
> > everyone had voted FOR (or not), but they needn't be the same as
> > "Players" on the game side.
> 
> You have a point there. Should only registered Players be allowed 
to Vote?
> Should we require this for Proposing as well? What do people think?

Making registration a requirement would let us all know where we 
stood, how many people were interested, and the rest, I think. A 
clear line between "Players" and (say) "Designers" wouldn't hurt, 
though.

> Well, at the moment it seems to just be you, me and Riff. Dunx is 
getting
> busy at work again, and I wouldn't have a clue about Kevan - he 
hasn't ever
> written back to me.

I've got rather less spare time than I used to have, I'm afraid. (I 
hope the "hasn't ever written back" doesn't refer to private email, 
though? Didn't I send you something a month or two ago?) Mostly I'm 
just nodding at the list traffic here; if anything particularly 
objectionable crops up, I'll take the time to say something.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"It's work, lovelife, miscellaneous."



From palnatoke@g... Tue Jul 04 02:17:01 2000
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Message-ID: <010c01bfe598$8d565be0$74822fc3@richardmayhew>
To: <l-nomic-d@egroups.com>
References: <EF8480F87336D311AC1F00A0C9FC0332934358@PIBCRMEXH001>
Subject: Re: RE: Re: New ruleset idea
Date: Tue, 4 Jul 2000 10:45:42 +0200
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From: "Ole Andersen" <palnatoke@g...>

Paul (from his work addy) quoted Snow:
: > Does anyone here believe that someone else has read one of their
: > emails? Or are we all just talking to ourselves?
:=20
: Well, at the moment it seems to just be you, me and Riff. Dunx is =
getting
: busy at work again, and I wouldn't have a clue about Kevan - he hasn't =
ever
: written back to me.
:=20

I'm just talking to myself, too...

Ole




From palnatoke@g... Tue Jul 04 02:17:02 2000
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To: <l-nomic-d@egroups.com>
References: <EF8480F87336D311AC1F00A0C9FC0332934350@PIBCRMEXH001> <3.0.6.32.20000704071541.007ea100@p...>
Subject: Re: MN: Re: RE: Token Stacks and bonuses
Date: Tue, 4 Jul 2000 10:55:01 +0200
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From: "Ole Andersen" <palnatoke@g...>

Paul wrote:
: The problem is not _long_ moves. It's being able to use a high LV to
: move to anywhere you want - even close by stations - by using a
: roundabout route. This is why an interchange time penalty makes so
: much sense to me. It doesn't limit movement in the outer zones, but
: stops people doing Tottenham Court Road to Warren Street with a LV of
: 10.

See, had this been mentioned in MN, we would have created two new terms: =
one for the shortest distance between two stations and another for the =
ratio between shortest distance and travelled distance, and then we =
would assign a penalty for making moves with a high ratio.

:=20
: >I would certainly like to see lots of stuff like this in the game,
: >provided that they "made sense" rather than just being arbitrary
: >formations.
:=20
: Oh, true. But let's not also forget that this is MC - things don't
: always make sense. What exactly is Knip, for example.

In Copanhagen, we have Knippelsbro, a bridge named after Hans Knip, who =
was 'bromester' (bridge master or somesuch) from 1641. We do pronounce =
the 'k', though, so it may be entirely unrelated...

...
: Personally I
: think the 'current' MN model - playing Actions in a certain time -
: has no big flaws compared to the other systems being bandied about
: here.

I guess you are right, more or less.


Ole
--
Ole Andersen
Br=F8ndby=F8ster, Denmark
palnatoke@g...

"The man who doesn't read good books has no advantage over the man who
can't read them."
-- Mark Twain



From scholarships@i... Tue Jul 04 14:04:07 2000
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Subject: Scholarships for Computer/IT Training for Teachers/Educators
Date: Tue, 4 Jul 2000 17:07:47
Message-Id: <409.607514.411021@h...>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: <scholarships@i...>


Tuition-Free Computer and IT Training for Teachers/Educators

Dear Teacher/Educator,

To help the Nation's teachers and others in education to become
computer-literate and/or computer professionals, the non-profit 
National Education Foundation CyberLearning, with the support of 
Microsoft and others, is offering the first 5,000 applicants full tuition
scholarships of $2,000 to take any or all of the 400+ Internet-based 
online personal computing and computer professional courses.

The high-quality, user-friendly courses are either self-study or 
instructor-led. They cover all levels and almost all topics, including 
Computer Basics, Internet Basics, Web Design Basics, Networking 
Basics, Programming Basics, A+, Network+, MCSE, CNE, Microsoft
Office, MOUS, WordPerfect, Lotus, Operating Systems, Windows,
Windows 2000, Linux, Unix, Networking, WAN, LAN, Programming, 
Java, C++, Visual Basics, Internet, Web Design, Web Applications, 
Web Master, E-commerce, Databases, Oracle and Cisco.

To sign up, just visit www.cyberlearning.org, click on "Free IT Training,"
complete the application and pay a registration fee of $75.
This $75 is your only cost, since the tuition is free for you.

You can receive immediate access to all 400+ online courses, an 
online library of the latest 1,000+ computer/information technology 
books, instructor assistance, course-specific chat areas and round 
the clock technical support. 

Please feel free to forward this information to interested teachers, 
educators and others in education. If you do not wish to receive any 
further scholarship information from us, please reply with the message, 
"remove” in the Subject line. Thank you.

The non-profit National Education Foundation (NEF) CyberLearning
has provided tuition-free IT training to thousands of students, 
teachers and disadvantaged individuals. It has earned many 
distinctions including "The Ivy League of IT Training," 
"1995 Fairfax Human Rights Award Winner," 
and " A Leader in Bridging the Digital Divide."

“You are helping to empower America. I salute you for your ongoing
commitment to creating a better America,” --- President Clinton

"This is an awesome opportunity." --- Washingtonjobs.com

“Microsoft is pleased to play a part ... NEF can make a positive
difference in the lives of a great number of individuals." --- Microsoft

"I have found the CyberLearning online courses to be extremely easy 
and useful. I liked pre-course self-assessments and IT books online 
and available 24/7. The course screens were interactive and made me 
feel as if I was in the application itself. The site looks and feels very
professional. The list of courses is huge. It includes something for 
almost everyone. I find this to be a very worthy cause."
--- Ken Horowitz, IT Training coordinator



From paulway@e... Tue Jul 04 14:33:04 2000
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Date: Wed, 05 Jul 2000 07:31:53 +1000
To: abuse@i... abuse@s... abuse@n... abuse@c... abuse@t...
Subject: SPAM attempt by IOIP for Cyberlearning
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: Paul Wayper <paulway@e...>

-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

All:

Recently I received a mail from Scholarships@i... on a mailing
list I am a member of. It was not to do with anything concerned with
the list, but rather was a completely inappropriate, useless and
unasked-for advertisement for CyberLearning. IOIP displays extremely
poor marketting ability in spamming by using email groups not related
in any way to their market. Cyberlearning display extremely poor
management skills for choosing such an inept advertising means.

It should be noted that the most stupid and inflammatory thing IOIP
has done here is in this paragraph from their spam:

Please feel free to forward this information to interested teachers, 
educators and others in education. If you do not wish to receive any
further scholarship information from us, please reply with the
message, 
"remove” in the Subject line. Thank you.

Firstly, as this was sent to an email group, any replies would have
gone to the group rather than to the original poster. Secondly,
opt-out marketing, as this is, shows extremely poor business
knowledge and causes far more problems that it allegedly solves. 
Thirdly, as untrustworthy marketers are often known to use these
'remove' requests simply to collect working email addresses, use of
'remove' requests is a dangerous thing for the user to undertake.


IOIP: You are directly responsible for this post. You should
question the person responsible for targetting an email group
completely unrelated to the topic of your advertisement. They have
ruined whatever credibility your company might have had.

SERVINT.NET: You provide connectivity to IOIP. Their actions are
considered as spamming and they may violate your Acceptable Use
Policy, as well as having damaged your reputation. I suggest you
look into this and penalise them to the maximum extent possible.

NETAXS.COM: You provide connectivity to SERVINT.NET. Likewise, your
reputation has been tarnished by association. I suggest you keep
this in mind when looking at SERVINT.NET's actions in future.

CYBERLEARNING.COM: You are the product advertised in this post. You
have shown extremely bad business sense in choosing to use a company
that would use any form of email mass marketing to advertise your
services. That they have chosen to advertise by using a forum
completely unrelated to anything that might have to do with your
product only makes things worse. I suggest you cancel your contract
with IOIP and sue for damages to your reputation.

TYCHO.NET: You provide connectivity for CYBERLEARNING.COM. We
suggest you look into this matter for any breaches of your Acceptable
Use Policy.

This mail has also been BCC'd to the group in question.


The headers and beginning of this mail were:

From: <scholarships@i...>
Mailing-List: list l-nomic-d@egroups.com; contact
l-nomic-d-owner@egroups.com
Delivered-To: mailing list l-nomic-d@egroups.com
List-Unsubscribe: <mailto:l-nomic-d-unsubscribe@egroups.com>
Date: Tue, 4 Jul 2000 17:07:47
Reply-To: l-nomic-d@egroups.com
Subject: MN: Scholarships for Computer/IT Training for
Teachers/Educators
X-MIME-Autoconverted: from 8bit to quoted-printable by
smv18.iname.net id RAA01869

Tuition-Free Computer and IT Training for Teachers/Educators

Dear Teacher/Educator,

To help the Nation's teachers and others in education to become
computer-literate and/or computer professionals, the non-profit 
National Education Foundation CyberLearning, with the support of 
Microsoft and others, is offering the first 5,000 applicants full
tuition
scholarships of $2,000 to take any or all of the 400+ Internet-based 
online personal computing and computer professional courses.

The high-quality, user-friendly courses are either self-study or 
instructor-led. They cover all levels and almost all topics,
including 
Computer Basics, Internet Basics, Web Design Basics, Networking 
Basics, Programming Basics, A+, Network+, MCSE, CNE, Microsoft
Office, MOUS, WordPerfect, Lotus, Operating Systems, Windows,
Windows 2000, Linux, Unix, Networking, WAN, LAN, Programming, 
Java, C++, Visual Basics, Internet, Web Design, Web Applications, 
Web Master, E-commerce, Databases, Oracle and Cisco.

To sign up, just visit www.cyberlearning.org, click on "Free IT
Training,"
complete the application and pay a registration fee of $75.
This $75 is your only cost, since the tuition is free for you.


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Report all bugs to the author. SigClean is FreeWare. (c) 1998-9 PJW



From kevan@s... Wed Jul 05 04:59:14 2000
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To: l-nomic-d@egroups.com
Subject: Re: SPAM attempt by IOIP for Cyberlearning
Message-ID: <8jv7ub+bp36@eGroups.com>
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From: "Kevan " <kevan@s...>

> Recently I received a mail from Scholarships@i... on a mailing
> list I am a member of. [...]

Well done that man. Was this typed around the output of some cunning 
boilerplate spam-complaint generator, out of interest?

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"Throw your homework onto the fire."



From paulway@e... Wed Jul 05 05:11:31 2000
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Date: Wed, 05 Jul 2000 22:09:20 +1000
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: SPAM attempt by IOIP for Cyberlearning
In-Reply-To: <8jv7ub+bp36@eGroups.com>
References: <3.0.6.32.20000705073153.007fdbd0@p...>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: Paul Wayper <paulway@e...>

-----BEGIN PGP SIGNED MESSAGE-----
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At 11:59 AM 5/07/2000 -0000, you wrote:
>Well done that man. Was this typed around the output of some cunning
> boilerplate spam-complaint generator, out of interest?

Not really - it was typed out of a knowledge (from a long and
somewhat embittering membership of the SPAM-L list) of what to say,
how to find out those responsible, and wielding the LARTing hammer in
an appropriate fashion. I don't expect anything to come of it, but
it's at least caused some trouble for somebody.

If you have spam problems, ask me for solutions.

Paul

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From kevan@s... Wed Jul 05 05:26:02 2000
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Date: Wed, 05 Jul 2000 12:25:58 -0000
To: l-nomic-d@egroups.com
Subject: Re: SPAM attempt by IOIP for Cyberlearning
Message-ID: <8jv9gm+cf5i@eGroups.com>
In-Reply-To: <3.0.6.32.20000705220920.00811d20@p...>
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From: "Kevan " <kevan@s...>

> Not really - it was typed out of a knowledge (from a long and
> somewhat embittering membership of the SPAM-L list) of what to say,
> how to find out those responsible, and wielding the LARTing hammer 
in
> an appropriate fashion. I don't expect anything to come of it, but
> it's at least caused some trouble for somebody.

Jolly good. I just went for the "quickly replying, pretending to be 
really interested in a huge purchase, but wording it in a very 
obscure way" option, in the hope that somebody's time will be wasted 
writing back. From a free throwaway Webmail thing, naturellement.

Whatever happened to those Web pages that take an email address and 
sign it up with all the spam mailing lists it can think of, 
incidentally? I couldn't seem to find any when I was searching the 
Web this morning.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"A desire to see this land all happy and nice."



From paulway@e... Wed Jul 05 05:31:33 2000
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Date: Wed, 05 Jul 2000 22:27:50 +1000
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: SPAM attempt by IOIP for Cyberlearning
In-Reply-To: <8jv9gm+cf5i@eGroups.com>
References: <3.0.6.32.20000705220920.00811d20@p...>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: Paul Wayper <paulway@e...>

-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

At 12:25 PM 5/07/2000 -0000, you wrote:
>Whatever happened to those Web pages that take an email address and 
>sign it up with all the spam mailing lists it can think of, 
>incidentally? I couldn't seem to find any when I was searching the 
>Web this morning.

Is your desire to nuke someone else's mailbox completely or to shield
your mailbox from ever being chosen by a spammer as their target?

Paul

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From kevan@s... Wed Jul 05 05:51:16 2000
Return-Path: <kevan@s...>
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Date: Wed, 05 Jul 2000 12:51:00 -0000
To: l-nomic-d@egroups.com
Subject: Re: SPAM attempt by IOIP for Cyberlearning
Message-ID: <8jvavk+aq8f@eGroups.com>
In-Reply-To: <3.0.6.32.20000705222750.007b13d0@p...>
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From: "Kevan " <kevan@s...>

> Is your desire to nuke someone else's mailbox completely or to 
shield
> your mailbox from ever being chosen by a spammer as their target?

To demonstrate how annoying spam is, really, rather than to nuke. 
Forcing the lovely Cyberlearning people to at least change the 
enquiry email address they give out on their Web page, if their 
current one falls victim to a few spam lists. A shade more subtle 
than the easy option of mailbombing, which inconveniences others 
along the way.

I've seen the Cyberlearning thing three times today; in my private 
email and on the Genomic mailing list, as well as here, and I'm being 
quite infuriated by it. And I've sat in office meetings where the 
boss has said "Hey, why don't we spam people?" - it usually takes an 
awful lot of bricks to beat sense into these people. None of our 
legal/logical arguments working, the other programmers and I were 
forced to write a script to send out junk mail - if just *one* person 
had responded dramatically, I could have nailed it to the boss's wall 
and hopefully killed that train of his thought for good.

Heigh ho.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"Captain, I'm... very annoyed with Uhura."



From paulway@e... Wed Jul 05 06:02:10 2000
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Date: Wed, 05 Jul 2000 23:00:59 +1000
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: SPAM attempt by IOIP for Cyberlearning
In-Reply-To: <8jvavk+aq8f@eGroups.com>
References: <3.0.6.32.20000705222750.007b13d0@p...>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: Paul Wayper <paulway@e...>

-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

At 12:51 PM 5/07/2000 -0000, you wrote:
>To demonstrate how annoying spam is, really, rather than to nuke. 
>Forcing the lovely Cyberlearning people to at least change the 
>enquiry email address they give out on their Web page, if their 
>current one falls victim to a few spam lists. A shade more subtle 
>than the easy option of mailbombing, which inconveniences others 
>along the way.

I prefer to LART the upstreams. There's usually a clause in their
AUPs that suggests that spamming is bad. They're also responsible
for fielding all the bounce messages, the flames, the mailbombs and
the hacking attempts that go into a spam so clueless that it actually
advertised its own site using its own name. (Believe me, some of the
anti-detection stuff that I've seen in URLs makes you wonder what
deviant mind thought it up).

Besides, there's that vague feeling of being above their methods.

>I've seen the Cyberlearning thing three times today; in my private 
>email and on the Genomic mailing list, as well as here, and I'm
>being quite infuriated by it. And I've sat in office meetings where
>the 
>boss has said "Hey, why don't we spam people?" - it usually takes an
> awful lot of bricks to beat sense into these people. None of our 
>legal/logical arguments working, the other programmers and I were 
>forced to write a script to send out junk mail - if just *one*
>person had responded dramatically, I could have nailed it to the
>boss's wall and hopefully killed that train of his thought for
>good.

Maybe. I prefer to just stand up and say that spamming is proven to
be more cost - in terms of the amount of negative press it can
generate - than any trivial benefit you might get out of it. Banner
ad clicks have gone down to 1 in ten million pages displayed, from
what I've heard. People are becoming even more inured to advertising
on the internet, to the stage that it's practically wallpaper.

Anyway, whatever. Have fun,

Paul, who's discovered GPF comics (www.gpf-comics.com) and is almost
all the way through the archive...

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---------------------------------------------------------------------
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From WayperP@p... Wed Jul 05 17:15:51 2000
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Subject: RE: Re: New ruleset idea
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From: "Wayper, Paul" <WayperP@p...>

On Tuesday, July 04, 2000 6:48 PM, Kevan [SMTP:kevan@s...]
wrote:
> This seems too disparate a system, each Player pursuing their own 
> (possibly overlapping) whims. At the end of the day, the Nomic system 
> is generally quite bad when it comes to creating a readable ruleset - 
> we really need a single "Scribe" to get the thing written in a 
> consistent style and reasonably flowing sequence. (With other 
> Players, naturally, pointing a finger at any typos or dodginess.)

I'm prepared to accept the possibility of occasionally having two or more
overlapping proposals. I've been prepared in the past, and am prepared now,
to abandon a proposal of my own in favour of someone else's better written
idea. You can't deny the benefit of abandoning the Nomic system of
proposals being thrown out if they don't immediately pass.

At the moment, there's sort of vague talk about various concepts but no real
evidence of physical rules. Having proposals that explicitly state the
wording out there on the list being reviewed by everyone makes it look like
we're actually progressing toward a goal. And while 'readable' can often
mean 'full of loopholes', this too allows for revision by consultation via
the list.

> I think we need a Speaker (or at least a vague consensus) to keep 
> discussions on-track, attempting to deal with game issues in turn, 
> and the Scribe writing it down as we go, occasionally posting a 
> "Right, this is what the 'Moving' section will look like - any 
> objections?" message to the list.

I agree, but I see those two as being the Speaker's roles - keeping the web
files of the ruleset up to date and posting news of when they've been
updated. If the Scribe isn't having to actually draft the rules this means
they won't burn out.

> Making registration a requirement would let us all know where we 
> stood, how many people were interested, and the rest, I think. A 
> clear line between "Players" and (say) "Designers" wouldn't hurt, 
> though.

Well, as far as Voting is concerned it makes things easier. Dunno about the
Designers idea - are you talking about Players being Players Of MC and
Designers being Designers Of The Ruleset?

> I've got rather less spare time than I used to have, I'm afraid. (I 
> hope the "hasn't ever written back" doesn't refer to private email, 
> though? Didn't I send you something a month or two ago?) Mostly I'm 
> just nodding at the list traffic here; if anything particularly 
> objectionable crops up, I'll take the time to say something.

Ironic that you should say this in light of our recent discussions about
Cyberlearning... :-)

Have fun,

-- Paul Wayper -- DPI IS&S Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
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From WayperP@p... Wed Jul 05 18:30:05 2000
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To: "'l-nomic-d@egroups.com'" <l-nomic-d@egroups.com>
Subject: RE: MN: Re: RE: Token Stacks and bonuses
Date: Thu, 6 Jul 2000 11:29:35 +1000 
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From: "Wayper, Paul" <WayperP@p...>

On Tuesday, July 04, 2000 6:55 PM, Ole Andersen [SMTP:palnatoke@g...]
wrote:
> See, had this been mentioned in MN, we would have created two new terms:
> one for the shortest distance between two stations and another for the
> ratio between shortest distance and travelled distance, and then we would
> assign a penalty for making moves with a high ratio.

To my mind that's an overly complex way of penalising long moves. I don't
see a problem with calculating "([number of stations] * 2 + [number of line
changes] * 5) rounded up to the nearest 5 minutes". I do have a problem
with calculating "shortest distance", especially with the arguments that
could result from determining which route is the shortest. For instance:

If LVST is Maelberged, and I want to move from BNGR to MRGT, I might argue
that my shortest route is MIEN, STGR, WTCH, SHDW, BANK, MRGT. But someone
else might argue that if I'd expended a silver to un-Maelberg LVST then my
shortest route would be two stations rather than six. What if the shortest
route went through someone else's home station and I didn't want to pay the
toll?

Even if you solve all those problems, there's still the question of how you
calculate the thing. To my mind it's a more complex equation, maybe even
involving lookups on a chart (if you're assigning token penalties). And
you've just introduced two new terms, where with timing the moves you don't
introduce any new nomenclature.

> In Copanhagen, we have Knippelsbro, a bridge named after Hans Knip, who
> was 'bromester' (bridge master or somesuch) from 1641. We do pronounce
> the 'k', though, so it may be entirely unrelated...

Well, I've always pronounced Knip with a silent K. But the term is used in
some card games, so it might be interesting to find out where the term comes
from. Hand me my throbbing search engine, Chilvers...

Hmmm. Doesn't seem to be much there according to Google, although Kevan
will be pleased to know that the MC Card Game was the first on the list.

Boingy boingy boingy,

-- Paul Wayper -- DPI IS&S Computer Systems Officer
SigClean 1.5a prevents all errors in transcription, transmission, and
reception of eMail, destroys sig and email viruses, and stops flames.
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From riffraff@n... Tue Jul 11 11:12:58 2000
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Subject: Re: MN: Token Stacks and bonuses
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From: riffraff@n...


>Station Landed on Bonus
>============ ====
>Termini (zone 3/4/5) Br
>Interchange Rd
>Green Gr
>Mainline Bu
>Zone x x Bl

Interesting, although shouldn't a Terminus be worth more than a Bronze?
And what do you mean by 'Mainline'?

>
>Further you can't claim for the same station twice in 3 (say) 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, +Rd, +Bl) .
>
>I would still cap Blacks at, say, 10.

I think we need a testing round before we can properly determine this, but
10 is as good a place to start as any, I guess.

>Well if we're going to have so many Tokens we should make good use of
>them. Token stacks seem like a suitable way to do that, but they will
>have to do something better than the current implementation. IMHO the
>current system is barely any more useful than charge.
>
>I don't think Players should normally be able to pick up Tokens off a
>Stack. Nor do I think that Actions paid for should go onto Stacks. So
>Tokens would have to be explicitly placed on Stations.
>
>You would have to be on the station to do anything. Once the Action is
>played all the Tokens vanish and you can't use that Station again for
>3 Turns. You can't place the Token(s) and play the Action in the same
>Turn.

Interesting...sort of a more useful version of Manoeuvers. I would suggest
that, if you can't pick up the Tokens (which I'm not sure I like, but I'm
willing to play along for now), you should at least still be able to shunt
them - that way you can steal tokens for your own actions by hockey-pucking
them onto different stations.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Tue Jul 11 11:18:33 2000
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To: l-nomic-d@egroups.com
Subject: Re: MN: Re: RE: Token Stacks and bonuses
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...


>There is the problem with multi-station stacks: others can easily
>steal Actions. If Garden places a Blue on all zone 1 holy stations he
>can't make the Action until his next Turn, by then some other player
>is likly to be able to reach one of the zone 1 holy stations and steal
>the Action.

Well, why does he have to wait 'till next turn? I can see that a delay
might be necessary for a gambit that only requires one Token, to give other
Players a chance to react, but something like this with tokens at multiple
Stations, the delay involved in getting to all those Stations should be
enough.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Tue Jul 11 14:29:21 2000
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Subject: Re: MN: Re: RE: Token Stacks and bonuses
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>At 12:11 PM 3/07/2000 +0100, you wrote:
>>On the other hand I do like the current system _because_ it removes
>>time from the equation.
>
>I still don't understand why. Time (e.g. "10:45AM") sums up a lot of
>things - closure-states of stations and lines, how much more time you
>have in this day, peak hours - that can't really be well represented
>by tokens or what-have-you. And it means you don't have to keep
>track of black tokens so ferociously.

I agree. With game time, we can get rid of all the extra Blacks needed,
simply by having Line Changes and so forth cost time instead of Tokens.
Same for extra Actions.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Wed Jul 19 05:38:27 2000
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To: <l-nomic-d@egroups.com>
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Subject: Re: MN: Re: RE: Token Stacks and bonuses
Date: Wed, 19 Jul 2000 11:20:05 +0100
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From: "Snow" <snowl@s...>

PaulWay said:
> At 12:11 PM 3/07/2000 +0100, you wrote:
> >On the other hand I do like the current system _because_ it removes
> >time from the equation.
>
> I still don't understand why. Time (e.g. "10:45AM") sums up a lot
of
> things - closure-states of stations and lines, how much more time
you
> have in this day, peak hours - that can't really be well represented
> by tokens or what-have-you. And it means you don't have to keep
> track of black tokens so ferociously.

Keeping track of Blacks is a lot easier than keeping track of time.
And since we've got so many Tokens we might as well use them for
something.

> >If whatever moving system we use keeps moves relativly short then I
> >think Token running could be viable.
>
> I think you're looking at the wrong problem here.
>
> The problem is not _long_ moves. It's being able to use a high LV
to
> move to anywhere you want - even close by stations - by using a
> roundabout route. This is why an interchange time penalty makes so
> much sense to me

Generally I like the interchange idea, but it doesn't help for token
running; there aren't that many interchanges on the way to termini.

-- Snow
Needlessly spliting infinitives.




From snowl@s... Wed Jul 19 05:38:29 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541107b59120f1c6d9@[24.95.79.71]>
Subject: Re: MN: Re: RE: Token Stacks and bonuses
Date: Wed, 19 Jul 2000 13:36:33 +0100
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From: "Snow" <snowl@s...>

Sorry for not saying anything for a while.

Riff said:
> >There is the problem with multi-station stacks: others can easily
> >steal Actions. If Garden places a Blue on all zone 1 holy stations
he
> >can't make the Action until his next Turn, by then some other
player
> >is likly to be able to reach one of the zone 1 holy stations and
steal
> >the Action.
>
> Well, why does he have to wait 'till next turn? I can see that a
delay
> might be necessary for a gambit that only requires one Token, to
give other
> Players a chance to react, but something like this with tokens at
multiple
> Stations, the delay involved in getting to all those Stations should
be
> enough.

It was just a suggestion off the top of my head, not something well
thought out. The trouble with not waiting for the next Turn is that
there is no point in having Stack Actions for just one Station. If all
you have to do is put a Token on a Station and then do the Action one
might as well just increase the cost of the Action.


> >Station Landed on Bonus
> >============ ====
> >Termini (zone 3/4/5) Br
> >Interchange Rd
> >Green Gr
> >Mainline Bu
> >Zone x x Bl
>
> Interesting, although shouldn't a Terminus be worth more than a
Bronze?

Maybe, it depends on how easy it is to get there. I was trying to get
something simple and easy to remember. We could have

Termini (zone=3/4/5) <zone> Br

> And what do you mean by 'Mainline'?

I meant BR Stations.

> >Well if we're going to have so many Tokens we should make good use
of
> >them. Token stacks seem like a suitable way to do that, but they
will
> >have to do something better than the current implementation. IMHO
the
> >current system is barely any more useful than charge.
> >
> >I don't think Players should normally be able to pick up Tokens off
a
> >Stack. Nor do I think that Actions paid for should go onto Stacks.
So
> >Tokens would have to be explicitly placed on Stations.
> >
> >You would have to be on the station to do anything. Once the Action
is
> >played all the Tokens vanish and you can't use that Station again
for
> >3 Turns. You can't place the Token(s) and play the Action in the
same
> >Turn.
>
> Interesting...sort of a more useful version of Manoeuvers. I would
suggest
> that, if you can't pick up the Tokens (which I'm not sure I like,
but I'm
> willing to play along for now), you should at least still be able to
shunt
> them - that way you can steal tokens for your own actions by
hockey-pucking
> them onto different stations.

I'm having doubts about what I said now. I still like the idea of a
stacks-manuvers thing, but how to get the Tokens on the stacks and
what to do once they are there is puzzeling me.

The non-adjacent quadrant thing is too messy. Putting Tokens used to
pay for Actions on Stations seem unnatural to me. The trouble with
allowing people to pick up Tokens is that other Players would just go
around picking up your carefully placed Tokens.

Maybe we could just have all stack related action require more than
one Token on more than one Station, that would eliminate the delay
problem. Tokens can only be placed on Stations that the Player
occupies and they can't be picked up (but can be shunted).

I'm still not convinced by my own arguments. Can anyone suggest
something better.

-- Snow
Thank god all that sport has gone, now we can watch Buffy TVS on a
Wednesday afternoon like god intended us to.





From riffraff@n... Wed Jul 19 20:26:38 2000
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Date: Wed, 19 Jul 2000 23:31:16 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: RE: Token Stacks and bonuses
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...


>It was just a suggestion off the top of my head, not something well
>thought out. The trouble with not waiting for the next Turn is that
>there is no point in having Stack Actions for just one Station. If all
>you have to do is put a Token on a Station and then do the Action one
>might as well just increase the cost of the Action.

I meant when the tokens have to be placed on multiple Stations, you can do
the action right after placing the last token. That way it still takes
multiple turns, and maybe other players can stop you getting to that last
Station. You're right though - one-station Actions would be useless that
way... of course, we could just not have any. (How about, for the ease of
discussion, we refer to this "place tokens on Stations to cause Actions"
idea as 'Gambits' (as distinct from Manoeuvres from the original rules
(even though they were also called Gambits.).)?)

>I'm having doubts about what I said now. I still like the idea of a
>stacks-manuvers thing, but how to get the Tokens on the stacks and
>what to do once they are there is puzzeling me.
>
>The non-adjacent quadrant thing is too messy. Putting Tokens used to
>pay for Actions on Stations seem unnatural to me.

I kind of liked it, in the same way I like putting Luxury Tax and Community
Chest money on Free Parking in Monopoly. It does seem, though, that there
should be a better way. I remember once having to figure out a Blue action
I could perform, just so I could get a Blue token onto a certain stack.
Eurgh.

>The trouble with
>allowing people to pick up Tokens is that other Players would just go
>around picking up your carefully placed Tokens.

It just seems so natural, though. You land at a Station with a token, you
get the token. It's like some kind of inherent law of boardgames.

>Maybe we could just have all stack related action require more than
>one Token on more than one Station, that would eliminate the delay
>problem. Tokens can only be placed on Stations that the Player
>occupies and they can't be picked up (but can be shunted).
>
>I'm still not convinced by my own arguments. Can anyone suggest
>something better.

Well, perhaps we should just leave it to simmer for a bit. I sort of feel
it all seems too complicated for a beginning ruleset anyway. We can always
bring it in as an IMCS Revisionary Supplement later on once we've figured
something out.

All we really need right now is to finalize Movement (including token
bonuses), decide whether or not to use Time (I prefer Time, but I'll bow to
the majority), and pick a few starting actions. And then we can
start....... PLAYING! AARGH! (ahem.) After that, we can bring back some
kind of Nomic system to add more complicated stuff like Token Stacking
Gambits and my Podumes/Player States ideas...

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From david@d... Fri Jul 21 01:10:23 2000
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From: David Lynch <david@d...>

New to this list, but, after looking at the archives for a bit, I think I
might chime in on some of what's been floating around.

As far as moves go, my thoughts would be to use the free-move and token
system, but with a couple changesto what's been discussed before. I'd base
the number of free moves on the zone number, with a minimum. (ie, zone 6
gives you 6 free "steps", and so forth, but zones 1-3 give you 3.) Each
line change is one step, costing a black token if necessary. (On a move
longer than what you get free, it ends up being the same as automatically
paying.)

I'd say keep time, but with a fixed increment per turn, perhaps an hour.
(This limits you to 24 different possible times per day, rather than
288, and eliminates the need for any addition whatsoever.)

As for the idwa of mixing plastic and metallic tokens, I'd say to do that,
but keep the idea of the number of plastic tokens indicating the degree of
rarity that something should occur (say 4 rd for a fire + 1 si to pay to
clean up the damage), or to increase the strength of something. (ie, shunt
is 1rd + 2br for 4 stations, 2 more for each additional rd.)

And, in parting, one breif thought about the endgame: provide a chance for
someone else to sneak into Mornington Crescent before the person with 3
golds gets there, or to block the opener's path. Perhaps, make it 2 golds
to open it, and it remains open until that Player's next turn ends, but
the Player cannot stop there on the same turn as e opens it. There also
should be some sort of additional goal to satisfy when you land there, so
that you can't just move over from Euston, after having sat there and
passed the whole game, when the person before you has opened it up.

- David Lynch
(Insert amusing .sig quote here)



From snowl@s... Tue Jul 25 04:09:19 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541100b59c271160f4@[24.95.79.71]>
Subject: Re: MN: Re: RE: Token Stacks and bonuses
Date: Tue, 25 Jul 2000 12:05:38 +0100
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From: "Snow" <snowl@s...>

Riff said:
> I meant when the tokens have to be placed on multiple Stations, you
can do
> the action right after placing the last token.

OK, so no one-station Gambits and mulit-Station Gambits can be played
immediatly after placing the last Token.

> >The non-adjacent quadrant thing is too messy. Putting Tokens used
to
> >pay for Actions on Stations seem unnatural to me.
>
> I kind of liked it, in the same way I like putting Luxury Tax and
Community
> Chest money on Free Parking in Monopoly

How strange, my sister plays by such a rule, but when we checked the
ruleset it doesn't exist. Maybe it was introduced in a later (or
earlier) version. Daft rule if you ask me, it just keeps all the
Tokens/money in the game so they saturate.

> >The trouble with
> >allowing people to pick up Tokens is that other Players would just
go
> >around picking up your carefully placed Tokens.
>
> It just seems so natural, though. You land at a Station with a
token, you
> get the token. It's like some kind of inherent law of boardgames.

It would certainly be nice to pick up Tokens, but how do we regulate
it? Limit picking up Tokens to one at a time, but allow 2 to be
placed (so you can protect useful tokens with a worthless Black). Or
prevent Tokens from being picked up with x Turns/Rounds of being
placed. Or have a charge for picking up Tokens.

> All we really need right now is to finalize Movement (including
token
> bonuses), decide whether or not to use Time (I prefer Time, but I'll
bow to
> the majority), and pick a few starting actions. And then we can
> start....... PLAYING! AARGH! (ahem.) After that, we can bring back
some
> kind of Nomic system to add more complicated stuff like Token
Stacking
> Gambits and my Podumes/Player States ideas...

OK, let's try to get some sort of rough draft going so we can see the
holes. I've cut and pasted some of the stuff posted here with some of
the stuff from the current Ruleset and produced a very rough draft. If
people suggest better wording I can update it.

Alternatively if Riff (or anyone else) wants to be editor e can
scavenge chunks out of it for their own version. I just want to be
able to see what I'm doing really.

http://www.egroups.com/files/l-nomic-d/

-- Snow
No sooner does Buffy TVS come back, than Charmed goes missing, and
Sliders is still AWOL. How am I supposed to get my fill of American
Sci-fi TV when _they_ keep moving everything? I blame
Murdoch/Gates/Blair/Europe; it's obviously a conspiricy. And they've
got golf on 12hrs a day. Somebody should kill Greg Dyke, that would
solve the problem. And there's that awful ColdPlay single being played
24/7, what's happened to British music? America is producing genius
like Eninem and Moby, and Britain is producing rubbish like Embrace,
Travis and Coldplay. Let's kill Jo Whiley, that would solve the
problem.









From snowl@s... Tue Jul 25 04:09:20 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
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Subject: Re: (unknown)
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From: "Snow" <snowl@s...>

> New to this list, but, after looking at the archives for a bit, I
think I
> might chime in on some of what's been floating around.

Welcome.

> I'd say keep time, but with a fixed increment per turn, perhaps an
hour.
> (This limits you to 24 different possible times per day, rather than
> 288, and eliminates the need for any addition whatsoever.)

This is completly the opposite of my stance. If we _must_ have time, I
would keep it for Turn length regulation only. Game time just doesn't
give enough back to be worth it. Ideally I would leave time out.

Snow's stupid idea of the day: No restriction of the number of Actions
a person can have in a Turn. Obviously some things need regulating
(number of shunts per Turn say), but why not let Players do as much as
their Tokens will permit them?

> And, in parting, one breif thought about the endgame: provide a
chance for
> someone else to sneak into Mornington Crescent before the person
with 3
> golds gets there,

I think if someone has gone to all the effort of getting 3 golds e
should be the only one entitled to win. Certainly there should be ways
to stop em, but it hardly seems fair to allow the win to be stolen.

-- Snow
Hurry up Mr Murdoch and buy the rest of the sport screen-rights
please. I want to watch Sliders.






From riffraff@n... Sat Jul 29 16:52:05 2000
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Date: Sat, 29 Jul 2000 19:56:46 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: RE: Token Stacks and bonuses
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...


>> I kind of liked it, in the same way I like putting Luxury Tax and
>Community
>> Chest money on Free Parking in Monopoly
>
>How strange, my sister plays by such a rule, but when we checked the
>ruleset it doesn't exist. Maybe it was introduced in a later (or
>earlier) version. Daft rule if you ask me, it just keeps all the
>Tokens/money in the game so they saturate.

It's not an actual rule, more of a house rule that gets played in most
people's houses. (Most people I know, anyway.)

>
>> >The trouble with
>> >allowing people to pick up Tokens is that other Players would just
>go
>> >around picking up your carefully placed Tokens.
>>
>> It just seems so natural, though. You land at a Station with a
>token, you
>> get the token. It's like some kind of inherent law of boardgames.
>
>It would certainly be nice to pick up Tokens, but how do we regulate
>it? Limit picking up Tokens to one at a time, but allow 2 to be
>placed (so you can protect useful tokens with a worthless Black). Or
>prevent Tokens from being picked up with x Turns/Rounds of being
>placed. Or have a charge for picking up Tokens.

Point. Well, how about this (I'm going off your ruleset from the egroups
file here): First we make Bronze tokens a bit more common by making a BR
Station worth a Br instead of Bu . BR = Br Aha-ha-ha. Then, we can charge
a Br for picking up a Token. For the other tokens, make Interchanges worth
_either_ a Blue or a Red, and 3-4-5 Terminuses worth a Blue _and_ a Red
(Since they're relatively hard to get to). Howzat?


>> All we really need right now is to finalize Movement (including
>token
>> bonuses), decide whether or not to use Time (I prefer Time, but I'll
>bow to
>> the majority), and pick a few starting actions. And then we can
>> start....... PLAYING! AARGH! (ahem.) After that, we can bring back
>some
>> kind of Nomic system to add more complicated stuff like Token
>Stacking
>> Gambits and my Podumes/Player States ideas...
>
>OK, let's try to get some sort of rough draft going so we can see the
>holes. I've cut and pasted some of the stuff posted here with some of
>the stuff from the current Ruleset and produced a very rough draft. If
>people suggest better wording I can update it.
>
>Alternatively if Riff (or anyone else) wants to be editor e can
>scavenge chunks out of it for their own version. I just want to be
>able to see what I'm doing really.
>
>http://www.egroups.com/files/l-nomic-d/

Looks good for a start... some questions:

Are we going to allow the 3 free steps of movement? Otherwise it may be
possible to get stuck.

Actions - how many per turn? Or are we just doing Time, presumably a limit
of an hour? I notice you included durations in the blocking/unblocking
actions.

Blocking/Unblocking - Any color Tokens? Red, like the original version?
Or Blue, since they don't directly affect other Players? Or perhaps Red to
Block and Blue to Unblock? And can Unblocking be performed from anywhere
on the board?

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Sat Jul 29 17:02:13 2000
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From: riffraff@n...

>> New to this list, but, after looking at the archives for a bit, I
>think I
>> might chime in on some of what's been floating around.
>
>Welcome.

Indeed! Any relation to the movie-directing David Lynch? :)

>
>> I'd say keep time, but with a fixed increment per turn, perhaps an
>hour.
>> (This limits you to 24 different possible times per day, rather than
>> 288, and eliminates the need for any addition whatsoever.)
>
>This is completly the opposite of my stance. If we _must_ have time, I
>would keep it for Turn length regulation only. Game time just doesn't
>give enough back to be worth it. Ideally I would leave time out.

I'm a little confused... I think what David meant was to use time for turn
length regulation, as you say, with a limit of one hour per turn. That way
we only have to count Time in 1-hour increments.

That's pretty much what we had before, except that if you didn't use the
whole hour, only the used fraction would be added to the clock. Thinking
about it, the idea of counting a full hour no matter how much you actually
use has its attractions - not only would it be simpler to keep track of,
but the day would wind on much quicker, thus bringing Off-Peak Hours and
such into play more often.

>Snow's stupid idea of the day: No restriction of the number of Actions
>a person can have in a Turn. Obviously some things need regulating
>(number of shunts per Turn say), but why not let Players do as much as
>their Tokens will permit them?

Well, around about the endgame, people usually have a pretty good stash of
Tokens saved up... some pretty elaborate and crazy moves would ensue,
without anything you could do in defense...

>
>> And, in parting, one breif thought about the endgame: provide a
>chance for
>> someone else to sneak into Mornington Crescent before the person
>with 3
>> golds gets there,
>
>I think if someone has gone to all the effort of getting 3 golds e
>should be the only one entitled to win. Certainly there should be ways
>to stop em, but it hardly seems fair to allow the win to be stolen.

Agreed. I guess that's why <Opening MC> only lasted as long as the current
Player's turn.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From david@d... Sat Jul 29 19:37:58 2000
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Date: Sat, 29 Jul 2000 21:37:48 -0500 (CDT)
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: (unknown)
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From: David Lynch <david@d...>

On Sat, 29 Jul 2000 riffraff@n... wrote:

> Indeed! Any relation to the movie-directing David Lynch? :)

No, but I'll gladly take credit for the movies. :)

> >
> >> I'd say keep time, but with a fixed increment per turn, perhaps an
> >hour.
> >> (This limits you to 24 different possible times per day, rather than
> >> 288, and eliminates the need for any addition whatsoever.)
> >
> >This is completly the opposite of my stance. If we _must_ have time, I
> >would keep it for Turn length regulation only. Game time just doesn't
> >give enough back to be worth it. Ideally I would leave time out.
> 
> I'm a little confused... I think what David meant was to use time for turn
> length regulation, as you say, with a limit of one hour per turn. That way
> we only have to count Time in 1-hour increments.

Actually, I wasn't necessarialy approaching time as an action-limiting
measure, but it did appear to work effectively. If were to go with time, I
think I'd want to eliminate the speed limit as general rule, as you'd be
limited already in a similar fashion. 

> That's pretty much what we had before, except that if you didn't use the
> whole hour, only the used fraction would be added to the clock. Thinking
> about it, the idea of counting a full hour no matter how much you actually
> use has its attractions - not only would it be simpler to keep track of,
> but the day would wind on much quicker, thus bringing Off-Peak Hours and
> such into play more often.

This was the primary thought. It lets you do off-peak, weekends, and
holidays, but eliminates a lot of the complexity.

> >> And, in parting, one breif thought about the endgame: provide a
> >chance for
> >> someone else to sneak into Mornington Crescent before the person
> >with 3
> >> golds gets there,
> >
> >I think if someone has gone to all the effort of getting 3 golds e
> >should be the only one entitled to win. Certainly there should be ways
> >to stop em, but it hardly seems fair to allow the win to be stolen.
> 
> Agreed. I guess that's why <Opening MC> only lasted as long as the current
> Player's turn.

I honestly have no idea where I came up with the stolen win idea. I like
the idea of being able to stop the person, perhaps make <Opening MC> a
post-turn move, valid for one round, but you get some of it back if you
don't manage to land there on your next turn.

--
David Lynch



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To: <l-nomic-d@egroups.com>
References: <v01541101b5a92ded7ca6@[24.95.44.135]>
Subject: Re: MN: Re: (unknown)
Date: Sun, 30 Jul 2000 12:31:19 +0100
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From: "Snow" <snowl@s...>


> I'm a little confused... I think what David meant was to use time
for turn
> length regulation, as you say, with a limit of one hour per turn.
That way
> we only have to count Time in 1-hour increments.
>
> That's pretty much what we had before, except that if you didn't use
the
> whole hour, only the used fraction would be added to the clock.
Thinking
> about it, the idea of counting a full hour no matter how much you
actually
> use has its attractions - not only would it be simpler to keep track
of,
> but the day would wind on much quicker, thus bringing Off-Peak Hours
and
> such into play more often.

Well, that certainly simplifies game time. I still don't think it's
worth the effort, but with hour increment the effort is so little I
won't argue over it (for now).

> >Snow's stupid idea of the day: No restriction of the number of
Actions
> >a person can have in a Turn. Obviously some things need regulating
> >(number of shunts per Turn say), but why not let Players do as much
as
> >their Tokens will permit them?
>
> Well, around about the endgame, people usually have a pretty good
stash of
> Tokens saved up... some pretty elaborate and crazy moves would
ensue,
> without anything you could do in defense...

Don't people have a stash of Tokens because they can't play them
quickly enough. If not, does it matter as long as everyone is the
same. Or those who don't have lots of Tokens will probably have spent
them earlier to get in a better position. Or maybe because Tokens
hardly ever leave the game (they just go on Token Stacks) the game
saturates.

-- Snow
God is broken.




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To: <l-nomic-d@egroups.com>
References: <v01541100b5a929556805@[24.95.44.135]>
Subject: Re: MN: Re: RE: Token Stacks and bonuses
Date: Sun, 30 Jul 2000 12:32:52 +0100
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From: "Snow" <snowl@s...>

Riff said:
> Point. Well, how about this (I'm going off your ruleset from the
egroups
> file here): First we make Bronze tokens a bit more common by making
a BR
> Station worth a Br instead of Bu . BR = Br Aha-ha-ha. Then, we can
charge
> a Br for picking up a Token. For the other tokens, make
Interchanges worth
> _either_ a Blue or a Red, and 3-4-5 Terminuses worth a Blue _and_ a
Red
> (Since they're relatively hard to get to). Howzat?

Why not just charge a Green? Or keep your system but have
interchange=red, termini=blue. That way Blues can be used for more
powerful, game-wide Actions.

> >http://www.egroups.com/files/l-nomic-d/
>
> Looks good for a start... some questions:
>
> Are we going to allow the 3 free steps of movement? Otherwise it
may be
> possible to get stuck.

Sorry, forgot to put that in.

> Actions - how many per turn? Or are we just doing Time, presumably
a limit
> of an hour? I notice you included durations in the
blocking/unblocking
> actions.

I used a template from another ruleset. The blocking/unblocking
Actions are just place holders. I will work on a fresh template for
Mornomic 2 (or Real MC?) once we've decide if durations are needed.

> Blocking/Unblocking - Any color Tokens? Red, like the original
version?
> Or Blue, since they don't directly affect other Players? Or perhaps
Red to
> Block and Blue to Unblock? And can Unblocking be performed from
anywhere
> on the board?

Again it's just a place holder. The other ruleset only has one token
colour. When I write the new template I will include appropriate
support for multiple tokens.

-- Snow
Charmed is back, but Morse has been made an hour earlier so they're on
at the same time. Proof of conspiricy.




From riffraff@n... Sun Jul 30 21:22:40 2000
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Subject: Re: MN: Re: RE: Token Stacks and bonuses
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From: riffraff@n...

>Riff said:
>> Point. Well, how about this (I'm going off your ruleset from the
>egroups
>> file here): First we make Bronze tokens a bit more common by making
>a BR
>> Station worth a Br instead of Bu . BR = Br Aha-ha-ha. Then, we can
>charge
>> a Br for picking up a Token. For the other tokens, make
>Interchanges worth
>> _either_ a Blue or a Red, and 3-4-5 Terminuses worth a Blue _and_ a
>Red
>> (Since they're relatively hard to get to). Howzat?
>
>Why not just charge a Green?

That does sound good, and appropriate to the Token color. I was originally
thinking Bronze because it didn't seem worthwile to spend a Token to pick
up a Token of equal or lesser value, but I didn't take into account the
fact that much of the reason for picking it up is to ruin someone else's
Gambit.

>Or keep your system but have
>interchange=red, termini=blue. That way Blues can be used for more
>powerful, game-wide Actions.

I think that might make the Blues _too_ rare, and I expect that we'll
probably end up with a lot of important Blue actions... Blocking, for
example. I think Blue and Red should be roughly the same rarity. Powerful
game-wide actions can simply cost more and have a longer time cost.

The Termini are pretty tough to get to without spending a lot of Tokens on
movement, so they should have a pretty good reward. Heck, we used to have
Token Running, which gave a Gold for getting there, if I'm not mistaken. I
was thinking, instead of giving both a Red and a Blue, we could have a
Purple Token which can be used as either Red or Blue. That would be
slightly less valuable than two tokens, but might be a pain in the neck...

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Sun Jul 30 22:01:45 2000
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From: riffraff@n...


>Well, that certainly simplifies game time. I still don't think it's
>worth the effort, but with hour increment the effort is so little I
>won't argue over it (for now).

How long should Movement take? Say, 5 minutes per Token spent, plus 10 per
Line Change? (Not counting the 1 free change either pre- or post-Move.)

>Don't people have a stash of Tokens because they can't play them
>quickly enough. If not, does it matter as long as everyone is the
>same. Or those who don't have lots of Tokens will probably have spent
>them earlier to get in a better position. Or maybe because Tokens
>hardly ever leave the game (they just go on Token Stacks) the game
>saturates.

Well, with the Time limit back, we don't have to have the 2-Action limit we
were thinking of before. If we have a Time-increasing Action (say, 1 Green
per extra hour), that would pretty much allow you as many Actions as you
could pay for.

More thoughts:

Since Gambits have to involve at least 2 Stacks (and most would probably be
at least 3), then that makes them really expensive, even before you count
the movement and turns necessary to create the Stacks. Therefore Gambits
would end up being A) really powerful, and B) rarely used. I think they
add an interesting element to the game, and would like to see them used
more commonly, instead of ending up like Manoeuvers, which were neat but
almost never played.

So, how about having 2 ways to place a Token on a Station: first, the
regular post-Move Action <Dropping [Token] at [Station]>, which allows you
to place one of your Tokens at a Station you started or ended your Move on
or passed through, and also a neutral Action <Creating [Token] at
[Station]>, which allows you to create a _new_ Token at a Station you
either started or ended your Move at (but _not_ one you passed through),
depending on whether you play it as pre- or post-Move. This way, you don't
have to spend your own Tokens on the Gambit if you don't want to, making
the only 'cost' the time and effort it takes to get to the appropriate
Stations. This way, we can have less powerful, more common Gambits - and
if one needs to cost more, we can add a Token surcharge to activate the
Gambit after you've placed the last Token. (It would be possible to place
multiple tokens in a turn by both Dropping and Creating, but you'd be
paying extra because you'd be using some of your own Tokens.)

The greater amount of Tokens on the board shouldn't unbalance the relative
rarity of the Tokens much because it's so costly to pick them up (a Green
token is rarer than any except Silver or Gold), and the extra amount of
Tokens on the board allows us to play with higher Stacks (color patterns,
Toppling, etc.), and also Shunting them around to alter or prevent Gambits.
(And there could always be Actions or Gambits that would destroy Tokens.
For example, "If there are exactly 5 Black Tokens on a Line, you can play
the Gambit <Finger of Death> to destroy all Tokens on that Line."

Keeping track of the multiple Tokens also wouldn't be much of a problem -
in the RL game, there's an obvious visual cue, and in the e-mail version
there's a list of Stacks in the GSD - it would be harder to visualize them
on the map, but that wouldn't usually be necessary because with Gambits
like "4 Holy Stations with Blue Tokens at the top of the Stacks", the list
is sufficient to see how close you are to success. Having the Line
abbreviations included in the Stack list would make it even easier.


Another problem (IMO) I've noticed is that there's no longer much reason
(except for distance) to carefully plan what route you're taking in your
Move... since there's no LV, you don't have to calculate your route in a
way to exactly match your LV, and we don't currently have any Token bonuses
for route, only for the Station landed at. Should we have some kind of
Route Token Bonus or something?

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@p... Mon Jul 31 13:19:12 2000
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To: l-nomic-d@egroups.com
Subject: MN: Re: MN: Re: RE: Token Stacks and bonuses
From: "RiffRaff ." <riffraff@p...>

Well, I'm bored at work, so here's some various thoughts...

First, some minor nitpicky corrections for the e-groups file:

"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 or (if that Player Resigns or goes Inactive) the point after
which eir Turn would have been."

I think, traditionally, we've played it with the duration ending at the _beginning_ of the post-move phase... You play the Action, get the effects during your post-move phase, everyone else gets one full turn under the effects, and then you get your pre-move and move phases under the effects, thus giving you a total of one full turn affected as well. Otherwise, you would get _two_ post-move phases worth of effects.

"A player's train is moved using the move action."

Er... can we have 'piece' instead of 'train'? :)

"A player may not step to a blocked station."

How about: 'A player may pass through, but not occupy, a closed Station. A player may neither pass through nor occupy a blocked Station.'

"A Player ay not hold more than 10 Black Tokens at the end or eir
Turn."

Hm, I like this better than a straight 10-Token limit... this way, you can get more than 10, as long as you get rid of them by the end of the turn. See, I was worried that a limit of 10 wouldn't be enough, but this should fix it. Bravo.

"interchange: An interchange station is one that has at least 3
adjacent stations."

This isn't actually true... I can't pull up the map right now (it's too obviously non-work-related, and anyway members.xoom seems to be down), but I definately remember at least two Interchanges with only two adjacent Stations - one in the middle of the far left of the map, where the ends of the red and green lines join together, and one in the upper-right, where the white line intersects with a line that isn't displayed on our map - possibly British Rail, or something.

Also, I think there may be an opposite example - a non-interchange Station with three adjacent Stations - involving a co-situated Station on the blue and green lines, near the lower-left corner of the Circle line. Not as sure about my memory on that one, though.

A couple more definitions:

'Pass through' - A Station that is stepped to during a Player's Move, excepting the Station the Move is finished at, is considered to have been passed through.

'Occupy' - On a Player's turn, the Stations e started and ended eir Move at, as well as any Station moved to or from using piece-moving Actions, are considered to have been occupied by that Player during that turn. Other players are considered to be occupying the Stations they are currently located at.

--Riff


"The police said it was an accident. He came home late one night, and fell down an elevator shaft... onto some bullets."
--The Bowler, "Mystery Men"

------------------------------------------------------------
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From riffraff@n... Mon Jul 31 14:29:04 2000
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From: riffraff@n...


>"interchange: An interchange station is one that has at least 3
>adjacent stations."
>
>This isn't actually true... I can't pull up the map right now (it's too
>>obviously non-work-related, and anyway members.xoom seems to be down),
>but >I definately remember at least two Interchanges with only two
>adjacent >Stations - one in the middle of the far left of the map, where
>the ends of >the red and green lines join together, and one in the
>upper-right, where >the white line intersects with a line that isn't
>displayed on our map - >possibly British Rail, or something.

Okay, at home with the map: Ealing Broadway, Barking, and Queen's Park are
all Interchanges with only 2 adjacent Stations. (The 'white line' I was
thinking of is, I think, Network Southeast, which isn't on our map, but is
on my gameboard.)

>Also, I think there may be an opposite example - a non-interchange Station
>>with three adjacent Stations - involving a co-situated Station on the
>blue >and green lines, near the lower-left corner of the Circle line. Not
>as sure >about my memory on that one, though.

I was right on that one, it's Turnham Green.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Tue Aug 01 14:51:30 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
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Subject: Draft Ruleset
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From: "Snow" <snowl@s...>

Riff said:
> First, some minor nitpicky corrections for the e-groups file:
>
> "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 or (if that Player Resigns or goes Inactive) the point after
> which eir Turn would have been."
>
> I think, traditionally, we've played it with the duration ending at
the _beginning_ of the post-move phase...

I just cut+pasted it from the current ruleset. If you makes a Action
at the end of the post-move phase then it doesn't affect your current
Turn so it should affect the next Turn.

> "A player's train is moved using the move action."
>
> Er... can we have 'piece' instead of 'train'? :)

If you want. I prefer "train" myself, but it doesn't really matter.

> "A player may not step to a blocked station."
>
> How about: 'A player may pass through, but not occupy, a closed
Station. A player may neither pass through nor occupy a blocked
Station.'

OK.

> "interchange: An interchange station is one that has at least 3
> adjacent stations."
>
> This isn't actually true...

It's only not true if we decide it's not true. This definition is more
general and less likly to change with new LU maps.

> 'Pass through' - A Station that is stepped to during a Player's
Move, excepting the Station the Move is finished at, is considered to
have been passed through.

OK, but the Station finished at is stepped to (so isn't an exception),
but the first Station isn't (so is an exception).

'Pass through' - A Station is passed through if it has been stepped to
or from during a Player's Move.


> 'Occupy' - On a Player's turn, the Stations e started and ended eir
Move at, as well as any Station moved to or from using piece-moving
Actions, are considered to have been occupied by that Player during
that turn. Other players are considered to be occupying the Stations
they are currently located at.

This allows Players to "occupy" several Stations at the same time. How
about: "A Player occupies the Station e is currently located at." Or
is that a circular definition?

I've put a new draft up on:

http://www.egroups.com/files/l-nomic-d/

-- Snow
I can set fire to things in 3 different languages.





From snowl@s... Tue Aug 01 14:51:31 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
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Subject: Re: MN: Re: (unknown)
Date: Tue, 1 Aug 2000 07:34:05 +0100
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From: "Snow" <snowl@s...>

Riff wrote:
> >Well, that certainly simplifies game time. I still don't think it's
> >worth the effort, but with hour increment the effort is so little I
> >won't argue over it (for now).
>
> How long should Movement take? Say, 5 minutes per Token spent, plus
10 per
> Line Change? (Not counting the 1 free change either pre- or
post-Move.)

I give an inch and you take a mile! I said game-time not Turn-time.
I still quite happy to argue over Turn time.

Snow's stupid idea of the day: No pre-move Actions. Fixed limit of 3
Actions per Turn, or -Gr per extra Action. What are pre-move Actions
for? How do they help the Game?

> So, how about having 2 ways to place a Token on a Station: first,
the
> regular post-Move Action <Dropping [Token] at [Station]>, which
allows you
> to place one of your Tokens at a Station you started or ended your
Move on
> or passed through, and also a neutral Action <Creating [Token] at
> [Station]>, which allows you to create a _new_ Token at a Station

I'm not sure I understand the logic of this. What's the point of
having different Tokens with different rarity if they can just be
magiced out of thin air at will. I understand that there is a problem
of not enough Tokens on the board, but this seems to undermine the
whole Token system. Unless I misunderstand you?

How having some Gambits that allow Tokens to "breed". Put a Green on 2
BR Stations and you get 3Gr.

> Another problem (IMO) I've noticed is that there's no longer much
reason
> (except for distance) to carefully plan what route you're taking in
your
> Move... since there's no LV, you don't have to calculate your route
in a
> way to exactly match your LV, and we don't currently have any Token
bonuses
> for route, only for the Station landed at. Should we have some kind
of
> Route Token Bonus or something?

I think that if we can make the Gambit thing work there will be plenty
of route planning skills required. Not necessarily inside the Turn,
but over several Turns. Can you suggest a suitabe system for route
Token bonuses inside Turns?

-- Snow
"Penises can go up as well as down."




From riffraff@n... Tue Aug 01 15:42:33 2000
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From: riffraff@n...


>> I think, traditionally, we've played it with the duration ending at
>the _beginning_ of the post-move phase...
>
>I just cut+pasted it from the current ruleset. If you makes a Action
>at the end of the post-move phase then it doesn't affect your current
>Turn so it should affect the next Turn.

Well, it depends on when you play it. If it's your first Action after your
Move, you get a post-move phase's worth of effect.

>> "interchange: An interchange station is one that has at least 3
>> adjacent stations."
>>
>> This isn't actually true...
>
>It's only not true if we decide it's not true. This definition is more
>general and less likly to change with new LU maps.

But what about the Interchanges that _don't_ have 3 adjacent Stations?
We could just define Interchanges as "a thing on the map" like Zones and
Lines. :)

>
>> 'Pass through' - A Station that is stepped to during a Player's
>Move, excepting the Station the Move is finished at, is considered to
>have been passed through.
>
>OK, but the Station finished at is stepped to (so isn't an exception),
>but the first Station isn't (so is an exception).
>
>'Pass through' - A Station is passed through if it has been stepped to
>or from during a Player's Move.

Except that the Stations you start and finish at aren't passed _through_.

>> 'Occupy' - On a Player's turn, the Stations e started and ended eir
>Move at, as well as any Station moved to or from using piece-moving
>Actions, are considered to have been occupied by that Player during
>that turn. Other players are considered to be occupying the Stations
>they are currently located at.
>
>This allows Players to "occupy" several Stations at the same time. How
>about: "A Player occupies the Station e is currently located at." Or
>is that a circular definition?

The important phrase is "have been occupied", meaning a Station that you
spent some time at instead of just moving through (which is why I made that
exception in the 'passed through' definition above). If you start at
Station Foo, Move to Station Bar, perform a couple post-move Actions, and
then straddle to Station Baz, then that's three Stations that you've
occupied over the course of your Turn. Once your turn is over, however,
you only occupy the Station you're standing on at the end of your turn.

The distinction might be important for certain actions, i.e. a token could
be dropped at any Station you happened to pass through, but you could only
create the PoID at a Station you've actually occupied.


--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Tue Aug 01 16:25:46 2000
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From: riffraff@n...


>> How long should Movement take? Say, 5 minutes per Token spent, plus
>10 per
>> Line Change? (Not counting the 1 free change either pre- or
>post-Move.)
>
>I give an inch and you take a mile! I said game-time not Turn-time.
>I still quite happy to argue over Turn time.

Hmph. I still prefer it as a better alternative for limiting the number of
Actions... after all, it was you who suggested allowing players as many
Actions as they could pay for, and with turn-time plus purchasing extra
hours, that can easily be done... Another good thing about it is a
balancing effect - if you spend less time Moving, you've got more time for
Actions, and vice-versa.

>
>Snow's stupid idea of the day: No pre-move Actions. Fixed limit of 3
>Actions per Turn, or -Gr per extra Action. What are pre-move Actions
>for? How do they help the Game?

Simply because there's Actions you might want to play before you Move?
Oh, unless you mean making all Actions either neutral or specifically
post-move. True, there's aren't many pre-move Actions, but there are a
few... paying a Toll to another Player, for instance, has no purpose if you
do it _after_ you've moved.

>
>> So, how about having 2 ways to place a Token on a Station: first,
>the
>> regular post-Move Action <Dropping [Token] at [Station]>, which
>allows you
>> to place one of your Tokens at a Station you started or ended your
>Move on
>> or passed through, and also a neutral Action <Creating [Token] at
>> [Station]>, which allows you to create a _new_ Token at a Station
>
>I'm not sure I understand the logic of this. What's the point of
>having different Tokens with different rarity if they can just be
>magiced out of thin air at will. I understand that there is a problem
>of not enough Tokens on the board, but this seems to undermine the
>whole Token system. Unless I misunderstand you?

Well, first of all, I guess we'd have to say you couldn't Create Silver or
Gold Tokens. Therefore any Token you pick up is going to be equal or
lesser value than the Token you spent on it, since it costs a Green and
that's the rarest of the Plastics (and Bronze). So Action costs wouldn't
be undermined at all.

Gambit costs would be different, true - 3 Red Tokens on BR Stations would
be just as difficult as 3 Green Tokens, but I think that Gambits will be
plenty difficult just based on how much travelling around you have to do
and recovering from having them Shunted out of place. The colors of the
Tokens would be more thematic. Plus, since you'd have the option of
dropping your own Tokens as well as creating them (in order to get them in
place faster), the Token color would affect you there. (And like I
mentioned before, if a Gambit needs a little extra difficulty, there can be
a Token charge for actually activating the Gambit after all the Tokens are
in place on the board.)


>How having some Gambits that allow Tokens to "breed". Put a Green on 2
>BR Stations and you get 3Gr.

That might be good, although... How exactly are we planning on Gambits to
work? "If you personally place such-and-such Tokens then..." or "If
such-and-such Tokens are on the board..."? Or some of each?

To use your example, if I place a Green on a BR Station one turn, and then
someone else shunts it away before I place the second Green, do I still get
paid? I _did_ place it on the Station... What if I find two Greens
already on the board, and shunt them onto BR Stations, do I get paid? Once
Tokens start getting kicked around, it'll be difficult to keep track of who
originally put them down, and where.

I'm thinking Gambits might be best served by declaring a certain pattern of
Tokens that must exist on the board, no matter who got them there or how.
If that condition is met, then a Token cost can be paid to activate the
Gambit - with the color of the cost relating to the nature of the Gambit
just like Action costs.

Example: "If there are two Black Tokens located at Holy Stations and two
Red Tokens located at Compass Stations, you may spend 2 Bu to destroy those
four Tokens and put the game into Knip."


>> Another problem (IMO) I've noticed is that there's no longer much
>reason
>> (except for distance) to carefully plan what route you're taking in
>your
>> Move... since there's no LV, you don't have to calculate your route
>in a
>> way to exactly match your LV, and we don't currently have any Token
>bonuses
>> for route, only for the Station landed at. Should we have some kind
>of
>> Route Token Bonus or something?
>
>I think that if we can make the Gambit thing work there will be plenty
>of route planning skills required. Not necessarily inside the Turn,
>but over several Turns.

Good point, I hadn't considered that.

>Can you suggest a suitabe system for route
>Token bonuses inside Turns?

I'll think about it...

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




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">
>Snow's stupid idea of the day: No pre-move Actions. Fixed limit of 3
>Actions per Turn, or -Gr per extra Action. What are pre-move Actions
>for? How do they help the Game?

Simply because there's Actions you might want to play before you Move?
Oh, unless you mean making all Actions either neutral or specifically
post-move. True, there's aren't many pre-move Actions, but there are a
few... paying a Toll to another Player, for instance, has no purpose if you
do it _after_ you've moved."

<de-lurk>
Pre-move actions must be kept - otherwise [Opening MC] is rather tricky,
and having it as a post-move action means that for it to benefit you, it
must last a round, leaving MC open for all other players until it is again
your turn...

- miKi

<lurk>





riffraff@n... on 08/01/2000 05:30:28 PM

Please respond to l-nomic-d@egroups.com

To: l-nomic-d@egroups.com
cc:

Subject: Re: MN: Re: (unknown)



>> How long should Movement take? Say, 5 minutes per Token spent, plus
>10 per
>> Line Change? (Not counting the 1 free change either pre- or
>post-Move.)
>
>I give an inch and you take a mile! I said game-time not Turn-time.
>I still quite happy to argue over Turn time.

Hmph. I still prefer it as a better alternative for limiting the number of
Actions... after all, it was you who suggested allowing players as many
Actions as they could pay for, and with turn-time plus purchasing extra
hours, that can easily be done... Another good thing about it is a
balancing effect - if you spend less time Moving, you've got more time for
Actions, and vice-versa.

>
>Snow's stupid idea of the day: No pre-move Actions. Fixed limit of 3
>Actions per Turn, or -Gr per extra Action. What are pre-move Actions
>for? How do they help the Game?

Simply because there's Actions you might want to play before you Move?
Oh, unless you mean making all Actions either neutral or specifically
post-move. True, there's aren't many pre-move Actions, but there are a
few... paying a Toll to another Player, for instance, has no purpose if you
do it _after_ you've moved.

>
>> So, how about having 2 ways to place a Token on a Station: first,
>the
>> regular post-Move Action <Dropping [Token] at [Station]>, which
>allows you
>> to place one of your Tokens at a Station you started or ended your
>Move on
>> or passed through, and also a neutral Action <Creating [Token] at
>> [Station]>, which allows you to create a _new_ Token at a Station
>
>I'm not sure I understand the logic of this. What's the point of
>having different Tokens with different rarity if they can just be
>magiced out of thin air at will. I understand that there is a problem
>of not enough Tokens on the board, but this seems to undermine the
>whole Token system. Unless I misunderstand you?

Well, first of all, I guess we'd have to say you couldn't Create Silver or
Gold Tokens. Therefore any Token you pick up is going to be equal or
lesser value than the Token you spent on it, since it costs a Green and
that's the rarest of the Plastics (and Bronze). So Action costs wouldn't
be undermined at all.

Gambit costs would be different, true - 3 Red Tokens on BR Stations would
be just as difficult as 3 Green Tokens, but I think that Gambits will be
plenty difficult just based on how much travelling around you have to do
and recovering from having them Shunted out of place. The colors of the
Tokens would be more thematic. Plus, since you'd have the option of
dropping your own Tokens as well as creating them (in order to get them in
place faster), the Token color would affect you there. (And like I
mentioned before, if a Gambit needs a little extra difficulty, there can be
a Token charge for actually activating the Gambit after all the Tokens are
in place on the board.)


>How having some Gambits that allow Tokens to "breed". Put a Green on 2
>BR Stations and you get 3Gr.

That might be good, although... How exactly are we planning on Gambits to
work? "If you personally place such-and-such Tokens then..." or "If
such-and-such Tokens are on the board..."? Or some of each?

To use your example, if I place a Green on a BR Station one turn, and then
someone else shunts it away before I place the second Green, do I still get
paid? I _did_ place it on the Station... What if I find two Greens
already on the board, and shunt them onto BR Stations, do I get paid? Once
Tokens start getting kicked around, it'll be difficult to keep track of who
originally put them down, and where.

I'm thinking Gambits might be best served by declaring a certain pattern of
Tokens that must exist on the board, no matter who got them there or how.
If that condition is met, then a Token cost can be paid to activate the
Gambit - with the color of the cost relating to the nature of the Gambit
just like Action costs.

Example: "If there are two Black Tokens located at Holy Stations and two
Red Tokens located at Compass Stations, you may spend 2 Bu to destroy those
four Tokens and put the game into Knip."


>> Another problem (IMO) I've noticed is that there's no longer much
>reason
>> (except for distance) to carefully plan what route you're taking in
>your
>> Move... since there's no LV, you don't have to calculate your route
>in a
>> way to exactly match your LV, and we don't currently have any Token
>bonuses
>> for route, only for the Station landed at. Should we have some kind
>of
>> Route Token Bonus or something?
>
>I think that if we can make the Gambit thing work there will be plenty
>of route planning skills required. Not necessarily inside the Turn,
>but over several Turns.

Good point, I hadn't considered that.

>Can you suggest a suitabe system for route
>Token bonuses inside Turns?

I'll think about it...

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"















From david@d... Tue Aug 01 21:42:41 2000
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To: l-nomic-d@egroups.com
Subject: Re: 01 August Ruleset
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From: David Lynch <david@d...>

A few thoughts. Apologies in advance for any long-windedness.

> x.2 - Turn Phases
> 
> Multiple Actions are permitted, provided that there is only one
> example of a particular Action type made that Turn.

This needs a bit of clarification, in my opinion, as to what a "particular
Action type" is.

> x.5 - Timing is Everything
> 
> 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.

This could be shortened to something like "A Player's 36 hours do not
include time between 0000 GMT Saturday and 0000 GMT Monday, but e may take
eir turn during that time."

> x.1 - Moving
> 
> Zone <x> +<x> Bk

Clarify how one figures <x>. (Or have we decided?)

> x.1 - Actions
> 
> Allowable exchanges are:
> 10Br -> 1Si
> 1Si -> 10Br

We could just say that "The reverse of any Exchange listed below is also
acceptable," and save ourselves a line on each exchange.

> Move...

David's evil thought of the day: Use the actual times between the
stations for time, according to LUL.

Not-so-evil thought: Exchanges not at the start or end of a route cost 5
minutes for the first, 10 minutes for the second, and so on...

> x.1 - Glossary
> 
> interchange: An interchange station is one that has at least 3
> adjacent stations.

OK... let's try this... "An interchange station is one which has multiple
lines or branches thereof which do not all serve the same adjacent
stations." This would include, in my interpretation:

* Ones which are clearly interchange stations.
* Stations which are served by multiple lines, but at least one
terminates. (Barking, Ealing Broadway, Edgware Road [Circle/District/H&C])
* Stations with multiple branches of the same line where one terminates 
(Chalfont & Latimer, Woodford)

This would change the interchanges some from what are marked on the
post-JLE map I have (IE doesn't want to work for me right now to see the
Xoom map) as follows:
* Aldgate becomes an interchange station. (2nd case above)
* Kennington, Harrow-on-the-Hill, North Acton, Turnham Green,
Leytonstone, and Camden Town become interchange stations, by virtue of
having a branch split off between them and adjacent stations.
* Hight Street Kensington becomes an interchange station, because the
Edgware Road branch does not continue with the Circle.

Or we could just define it as what's on the map.

> terminus: A terminus station is one that has only one adjacent
> station.

...on the line?



From riffraff@p... Wed Aug 02 07:27:28 2000
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Subject: MN: Re: 01 August Ruleset
From: "RiffRaff ." <riffraff@p...>


>> x.2 - Turn Phases
>> 
>> Multiple Actions are permitted, provided that there is only one
>> example of a particular Action type made that Turn.
>
>This needs a bit of clarification, in my opinion, as to what a "particular
>Action type" is.

In the original version, you simply couldn't play the same Action twice in a turn unless the Action specifically allowed it (like most Token Exchanges, and Blocking at an extra charge). I assume that's what Snow means, unless he has more elaborate plans...

>> x.1 - Moving
>> 
>> Zone <x> +<x> Bk
>
>Clarify how one figures <x>. (Or have we decided?)

The number of the Zone. i.e if you're in Zone 3, you get +3 Bk.

>> x.1 - Actions
>> 
>> Allowable exchanges are:
>> 10Br -> 1Si
>> 1Si -> 10Br

Ooer, that seems like a lot... 
I was thinking more along the lines of the 8 Br = 2 Si = 1 Go that we had originally. Since you can only get the Bronzes at BR Stations, they aren't as common any more.


>David's evil thought of the day: Use the actual times between the
>stations for time, according to LUL.

Yeek! I doubt we could get Snow to agree to _that_... Heck, I'm a bit wary myself. :)

>Not-so-evil thought: Exchanges not at the start or end of a route cost 5
>minutes for the first, 10 minutes for the second, and so on...

Sounds okay...

>
>> x.1 - Glossary
>> 
>> interchange: An interchange station is one that has at least 3
>> adjacent stations.
>
>OK... let's try this... "An interchange station is one which has multiple
>lines or branches thereof which do not all serve the same adjacent
>stations." This would include, in my interpretation:

Well, except that the ones that serve multiple lines but aren't marked as Interchanges are that way for a reason - you can't change lines there. The best example is (forget the name, and again I can't get to the map... I think we might have members.xoom firewalled. The one on the blue and green lines about an inch away from the SW corner of the Circle line. Edgware Road, possibly?) where it isn't an interchange, yet serves a different Station on each of the two lines, in that direction. If we declare it as an interchange, wouldn't that imply that you can change lines there, even though you can't in actual terms? Plus, we'd have to remember which Stations aren't accurately labelled on the Map, and so forth... aaugh!

>Or we could just define it as what's on the map.

Yes, please! (whimper)

>> terminus: A terminus station is one that has only one adjacent
>> station.
>
>...on the line?

Yes, there aren't any multi-line terminii, so they each have exactly one adjacent Station. Plus, they have their own map symbol too...

--Riff


"The police said it was an accident. He came home late one night, and fell down an elevator shaft... onto some bullets."
--The Bowler, "Mystery Men"

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From snowl@s... Wed Aug 02 13:40:39 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541104b5ad0eb5dc0a@[24.95.44.135]>
Subject: Re: MN: Draft Ruleset
Date: Wed, 2 Aug 2000 20:53:05 +0100
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From: "Snow" <snowl@s...>

> >> I think, traditionally, we've played it with the duration ending
at
> >the _beginning_ of the post-move phase...
> >
> >I just cut+pasted it from the current ruleset. If you makes a
Action
> >at the end of the post-move phase then it doesn't affect your
current
> >Turn so it should affect the next Turn.
>
> Well, it depends on when you play it. If it's your first Action
after your
> Move, you get a post-move phase's worth of effect.

If you do something really evil that lasts a round it is only fair
that it affects you as well.

> >> 'Pass through' - A Station that is stepped to during a Player's
> >Move, excepting the Station the Move is finished at, is considered
to
> >have been passed through.
> >
> >OK, but the Station finished at is stepped to (so isn't an
exception),
> >but the first Station isn't (so is an exception).
> >
> >'Pass through' - A Station is passed through if it has been stepped
to
> >or from during a Player's Move.
>
> Except that the Stations you start and finish at aren't passed
_through_.

OK, I see, I misread your definition. I thought you were specifically
including the last Station rather than excluding it.

> >> 'Occupy' - On a Player's turn, the Stations e started and ended
>
> The important phrase is "have been occupied", meaning a Station that
you
> spent some time at instead of just moving through (which is why I
made that
> exception in the 'passed through' definition above

"A Player may Block a Station adjacent to the one e currently
occupies." allows the Player to Block Stations that e shouldn't be
able to. It also allows vacuum-occupation; make a pre-Move action
dependant on occupying the Station the Move is made to. Maybe e
wouldn't be able to move to that Station unless the Action was played.

> The distinction might be important for certain actions, i.e. a token
could
> be dropped at any Station you happened to pass through, but you
could only
> create the PoID at a Station you've actually occupied.

Make "occupy" mean the current location (the piece is stationary). And
use "has occupied during this turn" for situations where it is needed
(I don't think there are many).

-- Snow
Making sculptures out of oxygen.









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To: "Mornomic" <l-nomic-d@egroups.com>
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Subject: Re: Re: 01 August Ruleset
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From: "Snow" <snowl@s...>

David said:
> A few thoughts. Apologies in advance for any long-windedness.
>
> > x.2 - Turn Phases
> >
> > Multiple Actions are permitted, provided that there is only
one
> > example of a particular Action type made that Turn.
>
> This needs a bit of clarification, in my opinion, as to what a
"particular
> Action type" is.
>
> > x.5 - Timing is Everything
> >
> > 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.
>
> This could be shortened to something like "A Player's 36 hours do
not
> include time between 0000 GMT Saturday and 0000 GMT Monday, but e
may take
> eir turn during that time."

I just cut+pasted this from the current ruleset. I will rewrite it at
some point (unless you want to do it).

> > x.1 - Moving
> >
> > Zone <x> +<x> Bk
>
> Clarify how one figures <x>. (Or have we decided?)

We decided that <x> would be the zone the move was finished at. I'll
update the ruleset sometime.

> > x.1 - Actions
> >
> > Allowable exchanges are:
> > 10Br -> 1Si
> > 1Si -> 10Br
>
> We could just say that "The reverse of any Exchange listed below is
also
> acceptable," and save ourselves a line on each exchange.

It won't save any space in the GSD and the sentence is longer than the
extra space taken in the ruleset.

> David's evil thought of the day: Use the actual times between the
> stations for time, according to LUL.

Hmmm. I wonder if we could make this work. Some form of table or
program would be required to do the sums. I still don't want time, but
if we have it we could consider this.

> > x.1 - Glossary
> >
> > interchange: An interchange station is one that has at least
3
> > adjacent stations.
>
> OK... let's try this... "An interchange station is one which has
multiple
> lines or branches thereof which do not all serve the same adjacent
> stations." This would include, in my interpretation:

Bit of a mouth full, but it does the job. I think some kind of
explanation would be needed along with the formal definition.

> * Stations which are served by multiple lines, but at least one
> terminates. (Barking, Ealing Broadway, Edgware Road
[Circle/District/H&C])

Ahhh, now I see what Riff was on about. I hadn't thought about that

> * Aldgate becomes an interchange station. (2nd case above)

I'm not sure Aldgate or Barking should be interchanges, but your
definition is so nice I can put up with it.

> * Hight Street Kensington becomes an interchange station, because
the
> Edgware Road branch does not continue with the Circle.

Interesting, let me play Holmes for a while. The maps I have don't
show that High Street Kensington is a terminus for some branches of
the District line (though not the Edgware Road branch), so either you
have a different map to me, or you've been there. Now I can't see any
reason why a map would incorrectly mark the Edgware Road branch as
terminating at HSK, so I conclude that you've been there.

But you aren't in Britain now (unless you've setup your computer up
wrong and work nights). So I hypothesize that you are either a) A
Briton living in the Americas or b) A North or South American who
went on holiday to London.

Now the fact you put "1 August" in the subject header suggests you are
not originally American as an American would use "August 1". You could
be from Canada/Cuba/Bolivia/Chilli if they write dates European style,
but I will conclude you are originally British. I think it is more
likely that an ex-pat would want to play MC than a random Canadian and
I doubt Cuba/Bolivia/Chilli have enough internet users to be
statistically significant.

Either way you spent some time waiting for a train at HSK (normal),
enough to ingrain the fact that the district line has a terminus
there. But not regularly otherwise you would know which branches
terminate there. Now you seem to have some degree of familiarlity
with the LU map, so I think you probably lived in London at some
point, but never had cause to regularly get off at HSK (as they say).

How did I do Watson?

Regardless, we can't make rules based on anything except what the map
looks like and all the maps I have don't show the terminus at HSK.

> > terminus: A terminus station is one that has only one
adjacent
> > station.
>
> ...on the line?

Good point.

terminus: A terminus station is one that has exactly one adjacent
station on some line.

-- Snow
I wonder how many people get off in underground stations.








From snowl@s... Wed Aug 02 13:40:48 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541105b5ad1253b5bd@[24.95.44.135]>
Subject: Re: MN: Re: (unknown)
Date: Wed, 2 Aug 2000 20:52:59 +0100
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From: "Snow" <snowl@s...>

Riff said:
> >Snow's stupid idea of the day: No pre-move Actions.
>
> Simply because there's Actions you might want to play before you
Move

OK it was a stupid idea.

> >> or passed through, and also a neutral Action <Creating [Token] at
> >> [Station]>, which allows you to create a _new_ Token at a Station
> >
> >I'm not sure I understand the logic of this. What's the point of
> >having different Tokens with different rarity if they can just be
> >magiced out of thin air at will. I understand that there is a
problem
> >of not enough Tokens on the board, but this seems to undermine the
> >whole Token system. Unless I misunderstand you?
>
> Well, first of all, I guess we'd have to say you couldn't Create
Silver or
> Gold Tokens. Therefore any Token you pick up is going to be equal
or
> lesser value than the Token you spent on it, since it costs a Green
and
> that's the rarest of the Plastics (and Bronze).

Green Stations may be few, but there not as inaccessable as Termini. I
think Bronze will be more difficult to get than Green. I still think
this problem would be better solved by making Tokens more available.
Also the [Droping <Token>] Action might be allowed more than once per
Turn, though that would bring back the "place token and do Action in
same turn" problem.

Let's include it for now, and review it after a test game. Though only
non-metallics should be allowed.

> >How having some Gambits that allow Tokens to "breed". Put a Green
on 2
> >BR Stations and you get 3Gr.
>
> I'm thinking Gambits might be best served by declaring a certain
pattern of
> Tokens that must exist on the board, no matter who got them there or
how.

That's what I meant, I just phrased it badly.

-- Snow
Britain's largest importer of lobster semen.







From david@d... Wed Aug 02 17:19:22 2000
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Date: Wed, 2 Aug 2000 19:19:10 -0500 (CDT)
To: Mornomic <l-nomic-d@egroups.com>
Subject: Re: MN: Re: Re: 01 August Ruleset
In-Reply-To: <000201bffcc1$96ef0e00$294b08c3@snow>
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From: David Lynch <david@d...>


On Wed, 2 Aug 2000, Snow wrote:

> David said:
> > > x.5 - Timing is Everything
> > >
> > > 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.
> >
> > This could be shortened to something like "A Player's 36 hours do
> not
> > include time between 0000 GMT Saturday and 0000 GMT Monday, but e
> may take
> > eir turn during that time."
> 
> I just cut+pasted this from the current ruleset. I will rewrite it at
> some point (unless you want to do it).

I could.

> > > x.1 - Moving
> > >
> > > Zone <x> +<x> Bk
> >
> > Clarify how one figures <x>. (Or have we decided?)
> 
> We decided that <x> would be the zone the move was finished at. I'll
> update the ruleset sometime.

I could, if you want me to.

> > > x.1 - Actions
> > >
> > > Allowable exchanges are:
> > > 10Br -> 1Si
> > > 1Si -> 10Br
> >
> > We could just say that "The reverse of any Exchange listed below is
> also
> > acceptable," and save ourselves a line on each exchange.
> 
> It won't save any space in the GSD and the sentence is longer than the
> extra space taken in the ruleset.

Or 10Br = 1Si. Also, if and/or when we add more, it would be easier than
having each one.

> > David's evil thought of the day: Use the actual times between the
> > stations for time, according to LUL.
> 
> Hmmm. I wonder if we could make this work. Some form of table or
> program would be required to do the sums. I still don't want time, but
> if we have it we could consider this.

I was thinking to just label them on the map. Then you could do them
yourself, based on the route you took. (with tables or programs available
if you wanted them)

> > * Aldgate becomes an interchange station. (2nd case above)
> 
> I'm not sure Aldgate or Barking should be interchanges, but your
> definition is so nice I can put up with it.

Barking is on the official map as an interchange.

> > * Hight Street Kensington becomes an interchange station, because
> the
> > Edgware Road branch does not continue with the Circle.
> 
> Interesting, let me play Holmes for a while. The maps I have don't
> show that High Street Kensington is a terminus for some branches of
> the District line (though not the Edgware Road branch), so either you
> have a different map to me, or you've been there. Now I can't see any
> reason why a map would incorrectly mark the Edgware Road branch as
> terminating at HSK, so I conclude that you've been there.

OK then, time to play Moriarty to your Holmes. Actually, my point was that
it turns west south of HSK, while Circle turns east, and I worded it
oddly.

> But you aren't in Britain now (unless you've setup your computer up
> wrong and work nights). So I hypothesize that you are either a) A
> Briton living in the Americas or b) A North or South American who
> went on holiday to London.
>
> Now the fact you put "1 August" in the subject header suggests you are
> not originally American as an American would use "August 1". You could
> be from Canada/Cuba/Bolivia/Chilli if they write dates European style,
> but I will conclude you are originally British. I think it is more
> likely that an ex-pat would want to play MC than a random Canadian and
> I doubt Cuba/Bolivia/Chilli have enough internet users to be
> statistically significant.
> 
> Either way you spent some time waiting for a train at HSK (normal),
> enough to ingrain the fact that the district line has a terminus
> there. But not regularly otherwise you would know which branches
> terminate there. Now you seem to have some degree of familiarlity
> with the LU map, so I think you probably lived in London at some
> point, but never had cause to regularly get off at HSK (as they say).
> 
> How did I do Watson?

Not all that well, I'm afraid.

Native U. S. of A. resident of British extraction. (My father grew up near
Glasgow, and from somewhere near Manchester several generations back on
the other side of the family tree.) Try to get back regularly, and usually
hang around London for a day while I'm there. Used the non-American date
format because a.) this list is for a game about London, and b.) Our way
of putting things is, to be blunt, idiotic.~

> > > terminus: A terminus station is one that has only one
> adjacent
> > > station.
> >
> > ...on the line?
> 
> Good point.
> 
> terminus: A terminus station is one that has exactly one adjacent
> station on some line.

Exactly. I'd also say that you can only claim your terminus bonus if
you're on the line that terminates at that station.



From riffraff@n... Wed Aug 02 20:49:21 2000
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From: riffraff@n...


>> Well, it depends on when you play it. If it's your first Action
>after your
>> Move, you get a post-move phase's worth of effect.
>
>If you do something really evil that lasts a round it is only fair
>that it affects you as well.

But will it affect you for one turn, or for one turn plus an extra phase?

We could stipulate that those type of Actions must be played as either the
first or last Action of the phase - then, if you play it as the first
Action of your post-move phase (say), then it lasts until the beginning of
your next post-move phase; if you play it at the end of the phase, it lasts
until the -end- of your next post-move phase.

>Make "occupy" mean the current location (the piece is stationary). And
>use "has occupied during this turn" for situations where it is needed
>(I don't think there are many).

Yeah, that was my intent, really - sloppy wording.

cheers,
--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From palnatoke@g... Wed Aug 02 21:33:19 2000
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Subject: Re: Re: Re: 01 August Ruleset
Date: Thu, 3 Aug 2000 06:30:34 +0200
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From: "Ole Andersen" <palnatoke@g...>

Snow wrote (quoting David (Hi David, btw!)):
: > * Hight Street Kensington becomes an interchange station, because
: the
: > Edgware Road branch does not continue with the Circle.
:=20
: Interesting, let me play Holmes for a while. The maps I have don't
: show that High Street Kensington is a terminus for some branches of
: the District line (though not the Edgware Road branch), so either you
: have a different map to me, or you've been there. Now I can't see any
: reason why a map would incorrectly mark the Edgware Road branch as
: terminating at HSK, so I conclude that you've been there.

I seem to remember a discussion on one of the relevant newsgroups, maybe uk=
.london.transport - nah, but something similar.
Anyways, there is something fishy about the District line, and HSK being a =
terminal for one of the sub-lines does ring a bell.


Ole
--
Ole Andersen
Br=F8ndby=F8ster, Denmark
palnatoke@g...

The test of ahimsa is the absence of jealousy. The man whose heart never
cherishes even the thought of injury to anyone, who rejoices at the
prosperity of even his greatest enemy, that man is the bhakta, he is the
yogi, he is the guru of all. -Swami Vivekananda (1863-1902)



From riffraff@n... Wed Aug 02 21:57:34 2000
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Subject: Re: MN: Re: Re: 01 August Ruleset
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From: riffraff@n...


>> * Aldgate becomes an interchange station. (2nd case above)
>
>I'm not sure Aldgate or Barking should be interchanges, but your
>definition is so nice I can put up with it.

Well, personally I just think Barking should be an interchange simply
because it's marked that way on the map, and Aldgate shouldn't be, because
it isn't. I really (really _really_) do _not_ want to have to deal with
having to remember which stations marked as interchanges on the map aren't
*really* interchanges, and vice-versa.

I'm not in London (and my last visit was long ago), so can you tell me what
makes an interchange an interchange, in actual RL usage? My assumption was
that some multiple-line Stations aren't marked as interchanges because it's
more difficult or impossible to change lines there. Why is Moorgate an
interchange, and not Barbican?

>Regardless, we can't make rules based on anything except what the map
>looks like and all the maps I have don't show the terminus at HSK.

I don't understand how it could possibly be a terminus anyway - neither
line terminates there! Is it just the map I'm looking at? I only have the
Xoom one, and the poster I made my RL game-board from - it doesn't have a
date, but it has the North London and Thameslink BR lines, Ongar, and
construction from Westferry to Beckton, if that helps.

>
>> > terminus: A terminus station is one that has only one
>adjacent
>> > station.
>>
>> ...on the line?
>
>Good point.
>
>terminus: A terminus station is one that has exactly one adjacent
>station on some line.

I've only just now noticed that (for example) the District line terminates
at Edgware Road. Had we been playing that as a terminus before? I'd only
been thinking of the little T-shaped stations as Terminii. I feel a bit
silly...

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Wed Aug 02 22:07:43 2000
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From: riffraff@n...


>Green Stations may be few, but there not as inaccessable as Termini. I
>think Bronze will be more difficult to get than Green.

I still don't think Bronze should be that rare. Particularly if it's going
to take 10 of them to make a Silver! I really think they should be at BR
Stations, with a Silver or two Plastics at Terminii - if we want people to
move to the outer reaches of the board, there needs to be a worthwhile
reward there. Also, I'd like to keep the old metallic values of 8 Br = 2
Si = 1 Go, or possibly 16 Br = 4 Si = 1 Go. (The current rules file only
has the exchange from Br to Si - what do you have in mind for Si to Go?)

>I still think
>this problem would be better solved by making Tokens more available.
>Also the [Droping <Token>] Action might be allowed more than once per
>Turn, though that would bring back the "place token and do Action in
>same turn" problem.
>
>Let's include it for now, and review it after a test game. Though only
>non-metallics should be allowed.

Okay.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Wed Aug 02 22:11:35 2000
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Subject: Re: MN: Re: Re: Re: 01 August Ruleset
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From: riffraff@n...


>: Interesting, let me play Holmes for a while. The maps I have don't
>: show that High Street Kensington is a terminus for some branches of
>: the District line (though not the Edgware Road branch), so either you
>: have a different map to me, or you've been there. Now I can't see any
>: reason why a map would incorrectly mark the Edgware Road branch as
>: terminating at HSK, so I conclude that you've been there.
>
>I seem to remember a discussion on one of the relevant newsgroups, maybe
>uk.london.transport - nah, but something similar.
>Anyways, there is something fishy about the District line, and HSK being a
>terminal for one of the sub-lines does ring a bell.

How confusing! Is it a _secret_? Are there lots of extra Underground
lines noone's supposed to know about? Maybe you _can_ take the tube to
British Museum!

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Thu Aug 03 07:36:26 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541109b5aebb85ad49@[24.95.44.135]>
Subject: Re: MN: Re: (unknown)
Date: Thu, 3 Aug 2000 14:53:12 +0100
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From: "Snow" <snowl@s...>

Riff said:
> >Green Stations may be few, but there not as inaccessable as
Termini. I
> >think Bronze will be more difficult to get than Green.
>
> I still don't think Bronze should be that rare.

I've already rewritten the Token bonuses twice based on what you've
said; make up your mind.

> Particularly if it's going
> to take 10 of them to make a Silver!

I wrote the Exchange Action from memory, I thought it was 10Br=1Si. I
will rewrite it. Is 4Br=1Si OK?

> The current rules file only
> has the exchange from Br to Si - what do you have in mind for Si to
Go?)

Dunno really. But I've already made my feelings about having 3
exchangable Token types clear. I was thinking of Token Running, put a
Silver on 2 Termini and get a Gold. Though that's probably too
difficult.

>>> * Aldgate becomes an interchange station. (2nd case above)
>>
>>I'm not sure Aldgate or Barking should be interchanges, but your
>>definition is so nice I can put up with it.
>
>Well, personally I just think Barking should be an interchange simply
>because it's marked that way on the map, and Aldgate shouldn't be,
because
>it isn't. I really (really _really_) do _not_ want to have to deal
with
>having to remember which stations marked as interchanges on the map
aren't
>*really* interchanges, and vice-versa.

The trouble with the map version is that it marks a lot of BR stations
as interchanges. And which are marked varies according to what map you
look at.

"An interchange is a Station that contains more than 1 non-co-situated
line type." Co-situated is redefined to mean where two lines are
"drawn together" on the map for the whole length between two stations.

This doesn't allow line branches like N.Acton or Camden Town, but
should be pretty easy to read from the map.

>>If you do something really evil that lasts a round it is only fair
>>that it affects you as well.
>
>But will it affect you for one turn, or for one turn plus an extra
phase?
>
>We could stipulate that those type of Actions must be played as
either the
>first or last Action of the phase - then, if you play it as the first
>Action of your post-move phase (say), then it lasts until the
beginning of
>your next post-move phase; if you play it at the end of the phase, it
lasts
>until the -end- of your next post-move phase.

OK, let's do that.

-- Snow
I suddenly only need 7.5 hrs sleep. I used to need 9hrs. I wonder what
to do with my extra 1.5hrs/day.






From snowl@s... Thu Aug 03 07:36:26 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <Pine.LNX.3.96.1000802185040.4607A-100000@d...>
Subject: Re: MN: Re: Re: 01 August Ruleset
Date: Thu, 3 Aug 2000 15:18:01 +0100
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From: "Snow" <snowl@s...>

David said:
> > I just cut+pasted this from the current ruleset. I will rewrite it
at
> > some point (unless you want to do it).
>
> I could.

Sure, anything you want to put in the ruleset just post it here and if
nobody objects it'll go in. The same applies to anyone. Of course if
it involves time/possessions/charge/movement/nomic...etc expect a lot
of objections :-)

> > We decided that <x> would be the zone the move was finished at.
I'll
> > update the ruleset sometime.
>
> I could, if you want me to.

It's only one line, it'll be easiest to write it straight into the
ruleset.

> > How did I do Watson?
>
> Not all that well, I'm afraid.

Fair enough. It was a long shot, but worth it for the smug feeling I
would have had if I was right.

> > terminus: A terminus station is one that has exactly one adjacent
> > station on some line.
>
> Exactly. I'd also say that you can only claim your terminus bonus if
> you're on the line that terminates at that station.

Hmm. All the other bonuses are based on the station rather than the
position within the station. You can't be on a BR line, but, you can
still claim the bonus for a BR Station.

-- Snow
Hurrah. Sliders is back.







From snowl@s... Thu Aug 03 07:36:29 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541108b5aeacb531db@[24.95.44.135]>
Subject: Re: RL interchanges
Date: Thu, 3 Aug 2000 15:21:41 +0100
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From: "Snow" <snowl@s...>

Riff wrote:
> I'm not in London (and my last visit was long ago), so can you tell
me what
> makes an interchange an interchange, in actual RL usage? My
assumption was
> that some multiple-line Stations aren't marked as interchanges
because it's
> more difficult or impossible to change lines there. Why is Moorgate
an
> interchange, and not Barbican?

Co-situated stations (eg Sloane Square) mean all lines travel on the
same track. So Sloane Square only has 2 platforms and 2 tracks (1 for
each direction). I assume Barbican is the same.

Interchange stations are both housed in the same building (or on the
same site when above surface). So Picadilly Circus allows you to
travel between lines by going down a few tunnels. I assume Moorgate is
the same.

Once inside the station you needn't leave it or pass through
ticket-gates to change lines.

BR "interchanges" like Vauxhall and Waterloo have the BR station above
ground and the LU station under it; usually accessable from inside the
BR Station. I assume Barbican and Moorgate are the same.

AFAICT that only leaves Shepherd's Bush, Edgware Road and Turnham
Green. I've never been to any of these, so I couldn't say whether they
exist on the same site or are split into 2 separate stations. My guess
would be that they occupy the same site, but you have to leave the
station and reenter it to change line (this can happen at Victoria if
you make a wrong turning).

> >Regardless, we can't make rules based on anything except what the
map
> >looks like and all the maps I have don't show the terminus at HSK.
>
> I don't understand how it could possibly be a terminus anyway -
neither
> line terminates there! Is it just the map I'm looking at?

No, none of the maps I have show the terminus. HSK has 3 platforms. 2
for the north/south bound Circle/District lines (both lines on the
same tracks). It also has another platform that terminates the
district line comeing from Wimbledon, Ealing Broadway and Richmond.
Most trains carry on to Edgware Road, but some terminate at HSK.
Obviously since there is only 1 platform one train must leave before
another can arrive.

The only other thing to say about HSK is that trains wait there
forever before going on south.

-- Snow
Falling through misty impersonations.









From riffraff@n... Thu Aug 03 12:54:42 2000
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From: riffraff@n...

>Riff said:
>> >Green Stations may be few, but there not as inaccessable as
>Termini. I
>> >think Bronze will be more difficult to get than Green.
>>
>> I still don't think Bronze should be that rare.
>
>I've already rewritten the Token bonuses twice based on what you've
>said; make up your mind.

Okay okay - here's my last word on what I think they should be, then:

Green Station: +1 Gr
BR Station: +1 Br
Zone x: +x Bk
Interchange: choice of +1 Rd or +1 Bu
Terminus (above zone 2): either +1 Rd and +1 Bu, or +1 Si (I'm unsure which
would be better - what do you think? I'm leaning towards the +1 Rd +1 Bu.)

>
>> Particularly if it's going
>> to take 10 of them to make a Silver!
>
>I wrote the Exchange Action from memory, I thought it was 10Br=1Si. I
>will rewrite it. Is 4Br=1Si OK?

Fine. :)

>
>> The current rules file only
>> has the exchange from Br to Si - what do you have in mind for Si to
>Go?)
>
>Dunno really. But I've already made my feelings about having 3
>exchangable Token types clear. I was thinking of Token Running, put a
>Silver on 2 Termini and get a Gold. Though that's probably too
>difficult.

Yeah... wouldn't want people stealing the Silver while you move to the next
terminus... What if we make Br and Si freely exchangable, but Si and Go
exchangable only at Bank?

>The trouble with the map version is that it marks a lot of BR stations
>as interchanges. And which are marked varies according to what map you
>look at.

Well, that's why we have the one 'official' map at Xoom...

>
>"An interchange is a Station that contains more than 1 non-co-situated
>line type." Co-situated is redefined to mean where two lines are
>"drawn together" on the map for the whole length between two stations.
>This doesn't allow line branches like N.Acton or Camden Town, but
>should be pretty easy to read from the map.

Well, according the the Xoom map, those two aren't interchanges anyway, so
that's fine. However, it does prevent interchanges with one line turning
on itself, like Poplar, Woodford, and Chalfont & Latimer. There's also a
question of the bit of Jubilee under construction - Westminster, for
instance, would be counted as an interchange, but it isn't marked because
noone was officially using that line yet.

How about we call stations under construction interchanges for purposes of
changing line, but only co-located for purposes of bonus? Those that
actually are interchanges would only be counted as such if you're on a line
that is involved with the marked interchange (i.e. London Bridge is only an
interchange if you're on the Northern line). This would be similar to
Edgware Road, which isn't an interchange if you're on the Bakerloo.

The only Station that I see on the map as really being 'incorrectly' marked
is Queen's Park.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From david@d... Thu Aug 03 16:02:07 2000
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Date: Thu, 3 Aug 2000 18:00:41 -0500 (CDT)
To: Mornomic <l-nomic-d@egroups.com>
Subject: MN: Re: RL interchanges
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From: David Lynch <david@d...>

A few random thoughts about maps and such... 

We are trying for accuracy with reality, but it seems to me that we could
make a couple minor changes from the LUL map on our official map for the
purpose of gameplay, such as dropping the Queen's Park non-interchange.

Also, why not update the map for the Jubilee Extension? If I understand
the current discussion, we're essentially going to treat the "under
construction" section as a regular line with all co-located stations
rather than interchanges. It would seem just as easy to use the real
line.



From riffraff@n... Thu Aug 03 16:11:57 2000
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Subject: Re: MN: Re: RL interchanges
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From: riffraff@n...

>A few random thoughts about maps and such...
>
>We are trying for accuracy with reality, but it seems to me that we could
>make a couple minor changes from the LUL map on our official map for the
>purpose of gameplay, such as dropping the Queen's Park non-interchange.
>
>Also, why not update the map for the Jubilee Extension? If I understand
>the current discussion, we're essentially going to treat the "under
>construction" section as a regular line with all co-located stations
>rather than interchanges. It would seem just as easy to use the real
>line.

Well, previously we had a Hard Hat possession that you had to be wearing to
travel on the under-construction line. I'm thinking on a re-working of
that for after we've finalized the basic rules, and start adding more
complicated suppliments.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From kevan@s... Sat Aug 05 07:07:12 2000
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To: l-nomic-d@egroups.com
Subject: Random Response
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From: "Kevan " <kevan@s...>

Mm, hello. Sorry I've been so quiet lately. Haven't really been able 
to
find the time to get up to speed with things and chip in, lately.

For what it's worth, though, some comments to bits and pieces spoken 
over
the past week or so:-

>We could stipulate that those type of Actions must be played as 
either the
>first or last Action of the phase -

The Shunting stuff does (or did, or *should*) say that it's only
performable as the first Action; I think we might have done this for
Clamping as well, as a way to "attach" the Action to the Move. Which 
is
useful. Last-Action Actions seem fairly frivolous, though.

>then, if you play it as the first
>Action of your post-move phase (say), then it lasts until the 
beginning of
>your next post-move phase; if you play it at the end of the phase, 
it lasts
>until the -end- of your next post-move phase.

Nastily confusing. I think everything should just last until the end 
of
your next Turn, since pretty much all game-wide horrors are going to 
be
played Post-Move anyway. We can always chuck exceptions into the text
of Actions, when we need them.

>I've only just now noticed that (for example) the District line 
terminates
>at Edgware Road. Had we been playing that as a terminus before? 

Mm, I remember doing a particularly viscious Ruttsborough Slingshot 
from
Hammersmith, in one game...

>I still don't think Bronze should be that rare. Particularly if 
it's going
>to take 10 of them to make a Silver! 

Are we keeping Zone Passes, though?

>We are trying for accuracy with reality, but it seems to me that we 
could
>make a couple minor changes from the LUL map on our official map for 
the
>purpose of gameplay, such as dropping the Queen's Park non-
interchange.

Hm, I'd hope that the ruleset would be robust enough for us to play
it on whatever map we had to hand (provided we were all using the same
one, naturally).

Some varyingly piffling and terse comments on the impressive-looking
Ruleset, while I'm here:-

>A move consists of a series of steps.

I applaud this. Very clear way of putting it.

>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. 

Hm, this strikes me as annoying to remember, at first, but probably
isn't that bad in practice. We'll see.

>The Station of Mornington Crescent is closed.

"..., by default, closed." sounds more understandable.

>unless they play [Open MC].

"...during their Pre-Move phase."

>A Player may not have less than 0 tokens of any type.

That's rather obvious, isn't it? And caught by the "can't spend Tokens
you don't have" things anyway. Trimming of extraneous stuff like this
is something we should try and do all along, I think. It is pleasing
that the Ruleset reads far more like something you'd get printed on
the inside of a box lid. I trust we can keep it so.

>[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.

Hm, might it be wise to break convention and just write this as
"[Block <adjacent Station>]"?

>MC may not be blocked.

What? Why not?

>Move

Hm, why is this listed as an Action when 2.2 clearly separates Actions
from Moves?

>The Open MC Action may be played to allow a Player to move to 
Mornington
>Crescent. MC will remain open only during the Turn it was played in.

Just saying "Mornington Crescent becomes Open for the rest of the 
Turn"
would be more precise and catch-all.

>[Pick up <x>] 

Hm, so we're losing the ability to pick up Tokens from Stations we've
passed through?

>blocked: When a station is closed [...]

Tish.

>closed: When a station is closed a piece may occupy it. No player may
>occupy a closed Station.

Don't these two contradict? And what if a Station closes while you're 
on
it? It really should just be "may not Step to it", with an appropriate
amendment to 3.1 ("A Player may not Step to a Blocked or Closed
Station.")

>line/zone: A thing on the map.

Excellent.

>line change: A line change occurs when a Player steps from a Station 
on
>one Line to a Station on a different Line.

Hm, does it? What about flipping between Lines as you sail around the
Circle?

>Occupy: On a Player's turn, the Stations e started and ended eir Move
>at, as well as any Station moved to or from using piece-moving 
Actions,
>are considered to have been occupied by that Player during that 
turn. 

Confusing. At the end of my Turn, I'm considered to "Occupy" several
Stations at once? I'm even considered to Occupy them before I've made
my Move?

>pass through: A Station is passed through if it has been stepped to 
or
>from during a Player's Move.

Hm, would this be better as "to *and* from"?

Nitpicking, anyway. Nice to see such progression of things, and I
thoroughly look forward to playing a test game.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"Plagiarise. Let no-one else's work evade your eyes."



From riffraff@p... Sat Aug 05 10:38:01 2000
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From: "RiffRaff ." <riffraff@p...>


>>I still don't think Bronze should be that rare. Particularly if 
>>it's going to take 10 of them to make a Silver! 
>
>Are we keeping Zone Passes, though?

They've kind of been replaced by the Black Token bonus for Zones. Also, I'm looking to replace Possessions with Player States and Podumes. (I can go ahead and explain my plans for that now, if you (collective) like, but I don't think we should include it in the rules until later on.)

>
>>We are trying for accuracy with reality, but it seems to me that we 
>>could make a couple minor changes from the LUL map on our official >>map for the purpose of gameplay, such as dropping the Queen's Park >>non-interchange.
>
>Hm, I'd hope that the ruleset would be robust enough for us to play
>it on whatever map we had to hand (provided we were all using the >same one, naturally).

I rather agree... the original version was straightforward enough that we used *foreign* subway maps with little to no alteration... I think that if it's that important to not play Queen's Park as an interchange, we should find a different map to play on, rather than trying to make confusing changes to the existing one.


>>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. 
>
>Hm, this strikes me as annoying to remember, at first, but probably
>isn't that bad in practice. We'll see.

The GSD would make it relatively simple online. RL play would be harder, but shouldn't be insurmountable... you could use colored pegs or something to track where you've been, if you can't remember.


>>[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.
>
>Hm, might it be wise to break convention and just write this as
>"[Block <adjacent Station>]"?

Or we could use Fosdyke Notation... what would that be, <S1>?

> 
>>MC may not be blocked.
>
>What? Why not?

Er, good question. I missed that...

>>[Pick up <x>] 
>
>Hm, so we're losing the ability to pick up Tokens from Stations we've
>passed through?

I think the reasoning behind this is that being able to easily pick up Tokens would make Gambits far too difficult... thus you can only pick them up at the cost of a Green.


>>closed: When a station is closed a piece may occupy it. No player >>may occupy a closed Station.
>
>Don't these two contradict? And what if a Station closes while you're 
>on it? It really should just be "may not Step to it", with an >appropriate amendment to 3.1 ("A Player may not Step to a Blocked or >Closed Station.")

Well, that makes them effectively the same thing. The distinction of Closed Stations before was that you could move through them, but not land on them. What about something like, "A player may step to a Closed Station, but may not end eir Move there."

>And what if a Station closes while you're on it?

I believe the way we played it before was that you could stay there, but if you moved off of it you couldn't move back.

>>Occupy: On a Player's turn, the Stations e started and ended eir >>Move at, as well as any Station moved to or from using piece-moving 
>>Actions, are considered to have been occupied by that Player during >>that turn. 
>
>Confusing. At the end of my Turn, I'm considered to "Occupy" several
>Stations at once? I'm even considered to Occupy them before I've made
>my Move?

That was sloppy wording on my part. It's not that you occupy them, but rather that you _occupied_ them, past tense. The point was to make a distinction between Stations that you occupied during the turn, and Stations that you merely passed through... but at any particular point in time, you only _occupy_ the Station you're located at right then.

>
>>pass through: A Station is passed through if it has been stepped to 
>>or from during a Player's Move.
>
>Hm, would this be better as "to *and* from"?

Ooh, that's very good... saves having to explain that the first and last Stations aren't included. (Why didn't I think of that?)

>
>Nitpicking, anyway. Nice to see such progression of things, and I
>thoroughly look forward to playing a test game.

Yes indeed!

--Riff



"The police said it was an accident. He came home late one night, and fell down an elevator shaft... onto some bullets."
--The Bowler, "Mystery Men"

------------------------------------------------------------
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From snowl@s... Sat Aug 05 11:26:23 2000
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From: "Snow" <snowl@s...>

Riff wrote:
> Okay okay - here's my last word on what I think they should be,
then:
>
> Green Station: +1 Gr
> BR Station: +1 Br
> Zone x: +x Bk
> Interchange: choice of +1 Rd or +1 Bu
> Terminus (above zone 2): either +1 Rd and +1 Bu, or +1 Si (I'm
unsure which
> would be better - what do you think? I'm leaning towards the +1 Rd
+1 Bu.)

I don't like the choice thing. If nothing else it prevent the GSD from
being a complete record of the game (unless we add some method of
indicating the choice).

Green Station: +1 Gr
BR Station: +1 Br
Zone x: +x Bk
Interchange: +1 Rd
Terminus (above zone 2): Token Running 2Si = 1Go.

And lose Blue Tokens. I'm not keen on game-wide Actions anyway. I
suppose we'll have to keep Dollis Hill loops, but we can just make
them very expensive (5Re, 1Go) and then lose all the rest.

> >Silver on 2 Termini and get a Gold. Though that's probably too
> >difficult.
>
> Yeah... wouldn't want people stealing the Silver while you move to
the next
> terminus... What if we make Br and Si freely exchangable, but Si and
Go
> exchangable only at Bank?

Even you must admit that there is no point having both Br and Si if
you can change between the 2 at will. Let's leave Br->Si exchanges at
Bank and make a Si->Go exchange at termini (called Token Running).

-- Snow
Yoddeling zebra paid overtime.





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To: "Mornomic" <l-nomic-d@egroups.com>
References: <Pine.LNX.3.96.1000803171311.7150B-100000@d...>
Subject: Re: Re: RL interchanges
Date: Sat, 5 Aug 2000 18:38:30 +0100
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From: "Snow" <snowl@s...>

David wrote:
> A few random thoughts about maps and such...
>
> We are trying for accuracy with reality, but it seems to me that we
could
> make a couple minor changes from the LUL map on our official map for
the
> purpose of gameplay, such as dropping the Queen's Park
non-interchange.

Great idea. We can make up the interchange rule via some sensible
consistant means and then edit the map to match.

> Also, why not update the map for the Jubilee Extension? If I
understand
> the current discussion, we're essentially going to treat the "under
> construction" section as a regular line with all co-located stations
> rather than interchanges. It would seem just as easy to use the real
> line.

Yes, there's no point complicating the matter with under-construction
lines that don't exist anymore. We should just make a copy of the
current map from the LU website and put it on Xoom.

-- Snow
Repeating everything David says through inability to think of anything
original to say myself.




From snowl@s... Sat Aug 05 11:26:26 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <8mh72f+qgv5@eGroups.com>
Subject: Re: Random Response
Date: Sat, 5 Aug 2000 19:10:21 +0100
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From: "Snow" <snowl@s...>

The ruleset has been updated appropriatly.

http://www.egroups.com/files/l-nomid-d/

I only reply to parts that require discussion.

> >then, if you play it as the first
> >Action of your post-move phase (say), then it lasts until the
> beginning of
> >your next post-move phase; if you play it at the end of the phase,
> it lasts
> >until the -end- of your next post-move phase.
>
> Nastily confusing. I think everything should just last until the end
> of
> your next Turn, since pretty much all game-wide horrors are going to
> be
> played Post-Move anyway. We can always chuck exceptions into the
text
> of Actions, when we need them.

Hmm. I must read stuff more carefully. Riff's wording means
something entirly different to what I thought it said. I'd go along
with Kevan's suggestion.

> >I still don't think Bronze should be that rare. Particularly if
> it's going
> >to take 10 of them to make a Silver!
>
> Are we keeping Zone Passes, though?

Dunno. Depends what happens about possessions really.

> >unless they play [Open MC].
>
> "...during their Pre-Move phase."

Superfluous if [Open MC] is a pre-move Action.

> >A Player may not have less than 0 tokens of any type.
>
> That's rather obvious, isn't it? And caught by the "can't spend
Tokens
> you don't have" things anyway.

There are 3 things to say about having less than 0 Tokens, but I can
never remember what they all are at the same time and end up writing
the same thing twice. I'll think about this for a while.

> >[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.
>
> Hm, might it be wise to break convention and just write this as
> "[Block <adjacent Station>]"?

Maybe. What do others think?

> >MC may not be blocked.
>
> What? Why not?

Because it's a trivially easy way to stop a win. But we haven't
discussed it yet; it's just a place holder.

> >Move
>
> Hm, why is this listed as an Action when 2.2 clearly separates
Actions
> from Moves?

It does put the format for the GSD in the same place as the Actions.
But there's no real reason for it to be there really. Do you want it
gone?

> Hm, so we're losing the ability to pick up Tokens from Stations
we've
> passed through?

Dunno. I don't see why we shouldn't be able to now we have a charge
for it. Do others agree?

--Snow
6hrs sleep and I still feel great. I won't need sleep at all by the
end of the month.










From riffraff@n... Sat Aug 05 15:03:59 2000
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Date: Sat, 5 Aug 2000 18:08:42 -0500
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From: riffraff@n...

>Even you must admit that there is no point having both Br and Si if
>you can change between the 2 at will. Let's leave Br->Si exchanges at
>Bank and make a Si->Go exchange at termini (called Token Running).

Okay, that sounds good.

>I don't like the choice thing. If nothing else it prevent the GSD from
>being a complete record of the game (unless we add some method of
>indicating the choice).
>
>Green Station: +1 Gr
>BR Station: +1 Br
>Zone x: +x Bk
>Interchange: +1 Rd
>Terminus (above zone 2): Token Running 2Si = 1Go.
>
>And lose Blue Tokens. I'm not keen on game-wide Actions anyway. I
>suppose we'll have to keep Dollis Hill loops, but we can just make
>them very expensive (5Re, 1Go) and then lose all the rest.

Eeek. I'm not sure I like the idea of losing a Plastic... the Blue Tokens
aren't necessarily all game-wide actions, just Actions that don't target
specific Players, i.e. Blocking, Bulkheading, Token Stack manipulation, and
so forth... We'd have to lose the thematic value of the Token colors, which
makes the Action costs rather less interesting IMO.

I know! I was talking before about possibly having a token bonus for
route, why don't we bring in the Blue Tokens that way? Say, +1 Bu for
every 3 Interchanges passed through. That means you have to spend at least
2 Black tokens to move that quickly, and in Zone 1, where interchanges are
plentiful, you only get one Black token back from the Zone bonus -
therefore, we don't have to worry about people hoarding the Blues up with
any rate of speed. Howzat?

--Riff


"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Sat Aug 05 15:13:06 2000
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Date: Sat, 5 Aug 2000 18:17:49 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: Random Response
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From: riffraff@n...


>> Nastily confusing. I think everything should just last until the end
>> of
>> your next Turn, since pretty much all game-wide horrors are going to
>> be
>> played Post-Move anyway. We can always chuck exceptions into the
>text
>> of Actions, when we need them.
>
>Hmm. I must read stuff more carefully. Riff's wording means
>something entirly different to what I thought it said. I'd go along
>with Kevan's suggestion.

Okay, I can agree. I guess if there's some -beneficial- effect that lasts
a full round, there's no real reason to stop someone playing it pre-move
and getting nearly two turn's worth - after all, eir the one paying for the
action and all, so they get a bonus for thinking of it first.

>
>> >I still don't think Bronze should be that rare. Particularly if
>> it's going
>> >to take 10 of them to make a Silver!
>>
>> Are we keeping Zone Passes, though?
>
>Dunno. Depends what happens about possessions really.

I'll go ahead and post my Player State/Podume ideas in a second here.

>> >A Player may not have less than 0 tokens of any type.
>>
>> That's rather obvious, isn't it? And caught by the "can't spend
>Tokens
>> you don't have" things anyway.
>
>There are 3 things to say about having less than 0 Tokens, but I can
>never remember what they all are at the same time and end up writing
>the same thing twice. I'll think about this for a while.

Hmmm, I'm trying to guess... is one of them concerned with paying for
actions with Tokens you earn later in your Turn? (i.e., buying pre-move
Actions with Tokens you earn from the Move Bonus?)

>
>> >[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.
>>
>> Hm, might it be wise to break convention and just write this as
>> "[Block <adjacent Station>]"?
>
>Maybe. What do others think?

I don't mind... it'd be convienient for cheat-sheet type Action lists.
Or, like I said in that message from my other address, we could use the
Fosdyke codes for it.

>> Hm, so we're losing the ability to pick up Tokens from Stations
>we've
>> passed through?
>
>Dunno. I don't see why we shouldn't be able to now we have a charge
>for it. Do others agree?

I don't have a problem with it, but I think we should leave it for testing
to make sure.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Sat Aug 05 15:15:19 2000
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Date: Sat, 5 Aug 2000 18:20:02 -0500
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: Re: RL interchanges
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From: riffraff@n...


>Great idea. We can make up the interchange rule via some sensible
>consistant means and then edit the map to match.

(...)

>Yes, there's no point complicating the matter with under-construction
>lines that don't exist anymore. We should just make a copy of the
>current map from the LU website and put it on Xoom.

Given the choice, I highly prefer finding a more modern map to use, rather
than making artificial-seeming changes to the one we have now.

--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From geometricity@c... Sat Aug 05 16:37:57 2000
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Date: Sat, 05 Aug 2000 23:37:34 +0000
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: Re: RL interchanges
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From: David Lynch <geometricity@c...>

At 23:20 8/5/2000, riff wrote:
> >Yes, there's no point complicating the matter with under-construction
> >lines that don't exist anymore. We should just make a copy of the
> >current map from the LU website and put it on Xoom.
>
>Given the choice, I highly prefer finding a more modern map to use, rather
>than making artificial-seeming changes to the one we have now.

Ideally, I'd like to see a ruleset written to where you could put in any 
city's map or any version of the LUL map and still have it work, with the 
exception of designating another "goal" station in place of MC as 
necessary. Perhaps a clause saying that before a game begins, someone (the 
Speaker?) declares the map/goal to be used. There are a lot of little bells 
and whistles that are specific to London, but that shouldn't necessarialy 
be the whole point of the game.

David Lynch
(at home)



From palnatoke@g... Sat Aug 05 16:54:17 2000
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To: <l-nomic-d@egroups.com>
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Subject: Re: MN: Re: Re: RL interchanges
Date: Sun, 6 Aug 2000 01:46:27 +0200
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From: "Ole Andersen" <palnatoke@g...>

Daivd wrote:
: Ideally, I'd like to see a ruleset written to where you could put in any=
=20
: city's map or any version of the LUL map and still have it work, with the=
=20
: exception of designating another "goal" station in place of MC as=20
: necessary. Perhaps a clause saying that before a game begins, someone (th=
e=20
: Speaker?) declares the map/goal to be used. There are a lot of little bel=
ls=20
: and whistles that are specific to London, but that shouldn't necessarialy=
=20
: be the whole point of the game.

I really cannot see how I could agree more. Only trouble is, what do differ=
ent maps show? Do all maps have zones? Do all maps have Interchanges? Do al=
l maps have Termini?
And - if we make our own definitions of this and that - what do we do, when=
our definition clashes with the one on the map?

Ole
-not sleeping (though I oughta)



From riffraff@n... Sat Aug 05 16:57:56 2000
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Date: Sat, 5 Aug 2000 20:02:39 -0500
To: l-nomic-d@egroups.com
Subject: Player States and Podumes
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

[Okay, here we go. Remember, I'm not suggesting this for addition to the
basic ruleset we're working on now, but as something to add a little later
on after we're ready to start expanding. Also, this is an explanation
rather than an exact proposal, so the wording would probably have to be
cleaned up.]


With the removal of Possessions from the game, any Possession-concerning
rules we wish to keep can be converted into either Player States or
Podumes.

Player States are similar to the Disruptions box on the GSD, but instead of
concerning the game as a whole, they list status-changing effects affecting
individual Players. Thus, possessions such as:

+- Possessions ---------------------------------------------------------+
| Rushton: Narg Clamp, Spoon Clamp, Drone Stick |
+-----------------------------------------------------------------------+

would be replaced with:

+- Player States -------------------------------------------------------+
| Rushton: Narged, in Spoon, Drone Master |
+-----------------------------------------------------------------------+

Much like the Possessions concerned, the individual rules would specify the
exact name of the Player State, and under what conditions it is acquired or
removed.

Added note: Player States are 'states of being', therefore it's accurate to
say "Garden is in Spoon", rather than having to say "Garden has the Player
State of 'in Spoon'." (Kinda obvious - I guess that's the Rules Lawyer in
me talking.)


Podumes:

Podumes replace some of the other, stranger Possessions. They are items
that give specific extra abilities or bonuses to the Player who possesses
them.

They are similar to Tokens in certain behaviors: they can be Claimed or
Dropped as though they were Tokens, and Shunted as if they were a Token
Stack. They may also be stolen by a Shunting player, instead of a Token.

When possessed by a player, they are kept track of in a Podumes box on the
GSD, similar to the Player States box. When they are located at a Station,
they are listed as a Token Stack at the appropriate Station. (A Podume may
be located at the same Station as a Token Stack, but two Podumes may not be
located at the same Station.)

Rules introducing Podumes will specify the Podume's name (natch), as well
as the conditions under which it may be Created (brought into the game),
and possibly Destroyed (removed from the game).

Each Podume is unique; if a Podume is either in the possession of a player
or located at a Station, no more Podumes of that same name may be Created
until the original has been Destroyed.

Here are some examples:


Station Podumes: There are five Station Podumes, each associated with a
particular type of Station and color of Token. They are: A-to-Z Podume
(Black), British Rail Podume (Bronze), Compass Podume (Blue), Terminus
Podume (Red), and Verdant Podume (Green).

A Station Podume may be Created with the Gambit-type Action [Creating
<Station type> Podume], which may be activated at a cost of two Tokens of
the color appropriate to the Station Podume in question, when three Tokens
of that color are located at Stations of the appropriate type (i.e. a
Compass Podume may be created with the Action [Creating Compass Podume], at
a cost of -2 Bu, when 3 Blue Tokens are located at Compass Stations.) When
the Station Podume is Created, the 3 Tokens on the board are destroyed, and
the Podume is brought into possession of the Actioning player.

A Player who possesses a particular Station Podume may claim one extra
Token of its related color when claiming the Token Bonus at a Station of
the related type. This bonus is cumulative if the Station applies to
multiple Station Podumes in the player's possession.

A Player who possesses at least three Station Podumes and is located at
Bank may perform the Action [Cashing in Station Podumes]. All Station
Podumes possessed by that Player are Destroyed, and the player gains +x Go,
where x is the number of Podumes Destroyed, minus one.
_____

The Doppler Podume: The Doppler Podume may be Created with the Gambit
Action [Creating Doppler Podume], at a cost of -1 Rd -1 Bu, when a Red and
a Blue Token are located at Terminii outside Zone 2, in opposite Quadrants.
The two Tokens are destroyed, and the Doppler Podume is Created and
located at Tottenham Court Road.

A Player possessing the Doppler Podume may perform the post-move Action
[Doppler Effect] (no cost), provided that eir Move involved at least six
steps. Upon performing the Action, the player may change one of eir Tokens
from Red to Blue, or vice-versa.
_____

The Hyde Podume: The Hyde Podume may be Created with the Action [Creating
Hyde Podume] (-2 Rd -1 Si), when located at Hyde Park. The Hyde Podume is
placed into the Action player's possession.

When the Hyde Podume enters a player's possession, the player gains the
Player State of "Dr. Jekyll". A Player who is Dr. Jekyll may perform the
neutral Action [Hyde Transformation], which costs 1 Rd the first time it is
performed by that player, 2 Rd the second time, and so forth. (If the Hyde
Podume leaves a player's possession, enters another player's possession,
and then *re*-enters the first player's possession, the cost is reset to 1
Rd.) Upon performing the Action, the player loses the Player State "Dr.
Jekyll" and gains the Player State "Mr. Hyde". The effect lasts one round,
after which the Player State reverts back to "Dr. Jekyll".

While a player is Mr. Hyde, e gains an additional free step when moving.
Also, any Actions this player makes are reduced in cost by -1 Rd, and
Actions by other players that target this player have their costs increased
by +1 Rd.

When the Hyde Podume leaves a player's possession, e ceases to be either
Dr. Jekyll or Mr. Hyde.



And that's Player States and Podumes. What do you all think?

cheers,
--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From riffraff@n... Sat Aug 05 21:57:32 2000
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Date: Sun, 6 Aug 2000 01:02:16 -0500
To: l-nomic-d@egroups.com
Subject: Time
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

We should probably attempt to resolve this whole Time thing. We've gone
back and forth quite a bit, and don't seem to be able to particularly sway
each other's opinions, so maybe we should just have a vote so we can pick
something, at least for testing purposes.

Here, as I make it, are our choices:

A) No time. ("No! _Time_ to lose!")

B) Game Time only. After each player's turn, the Game Time is incremented
by one hour. After 24 hours, the day of the week is incremented. This has
no effect on the length of a player's turn or how many Actions e may
perform.

C) Game Time & Turn Time. As above, but each player has 60 minutes of turn
time for movement and Actions, with the option of purchasing additional
hours for 1 Green Token each. Even if the player doesn't use the full 60
minutes, Game Time is nevertheless incremented by 1 hour.

D) As above, but the Game Time is incremented by the actual amount of time
the player used. (What we had in the previous version of MN.)


My vote is for C. I think turn time is still the best bet for limiting the
amount of stuff a player may do in one turn, while the 1-hour increments in
the Game Time make the peak hours etc. come around quicker - and you don't
have to bother with the math if you're not doing much in a turn.

So, what does everyone else think? Snow, David, Ole, Paul, Kevan, Dunx?
Other lurkers whose name's I've regretfully forgotten? Take a moment out
of your busy schedule and cast a vote - it's just one letter. ;-)

cheers,
--Riff

"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From geometricity@c... Sat Aug 05 22:28:13 2000
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Subject: Re: MN: Re: Re: RL interchanges
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From: David Lynch <geometricity@c...>

At 23:46 8/5/2000, you wrote:
>Daivd wrote:
>: Ideally, I'd like to see a ruleset written to where you could put in any
>: city's map or any version of the LUL map and still have it work, with the
>: exception of designating another "goal" station in place of MC as
>: necessary. Perhaps a clause saying that before a game begins, someone (the
>: Speaker?) declares the map/goal to be used. There are a lot of little bells
>: and whistles that are specific to London, but that shouldn't necessarialy
>: be the whole point of the game.
>
>I really cannot see how I could agree more. Only trouble is, what do 
>different maps show? Do all maps have zones? Do all maps have 
>Interchanges? Do all maps have Termini?
>And - if we make our own definitions of this and that - what do we do, 
>when our definition clashes with the one on the map?
>
>Ole
>-not sleeping (though I oughta)

Default to what the map says in all cases. Otherwise, go with the 
definitions. If there are no zones marked, default to some number of blacks 
to turn or some system of distance from the center of the map.

David Lynch
(at Home)



From geometricity@c... Sat Aug 05 22:29:52 2000
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From: David Lynch <geometricity@c...>

At 06:02 8/6/2000, riffraff wrote:
>My vote is for C.

As is mine, with B in 2nd.

With a related note on the idea of using real time as turn time, the 
longest 13 station (assuming that 3 free + 10 bk = 13 moves maximum in a 
round, any time notwithstanding) trip I've found so far is 48 minutes from 
Chesham to Finchley Road via the Metropolitan.

David Lynch
(at home)



From palnatoke@g... Sun Aug 06 00:09:53 2000
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Subject: Re: MN: Time
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From: "Ole Andersen" <palnatoke@g...>

David wrote:
: At 06:02 8/6/2000, riffraff wrote:
: >My vote is for C.
:=20
: As is mine, with B in 2nd.

I'll put D before B, but C is number one.

Ole



From kevan@s... Sun Aug 06 03:29:17 2000
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From: "Kevan " <kevan@s...>

> My vote is for C. I think turn time is still the best bet for 
limiting the
> amount of stuff a player may do in one turn, while the 1-hour 
increments in
> the Game Time make the peak hours etc. come around quicker - and 
you don't
> have to bother with the math if you're not doing much in a turn.

I'm tending towards A. The only, only good thing about Game Time, if 
you ask me, is the ability to strand people at Stations which Close 
during particular hours. Oh, and the neatness of Damaged Stations 
being repaired over (Player-influenceable) time. But both of these 
things are fairly rare - certainly rare enough for Game Time not to 
be worth the effort of keeping track of constantly, I think.

A possible alternative might just be a "Peak Hours / Non-Peak Hours" 
setting which can be changed with an Action. Hm.

Kevan

--
kevan@s...
http://www.stormloader.com/kevan
"Such dodgy motives to lie about the time,
but I've got no watch, so..."



From snowl@s... Sun Aug 06 03:54:33 2000
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Subject: Re: MN: Re: Re: RL interchanges
Date: Sun, 6 Aug 2000 11:12:15 +0100
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From: "Snow" <snowl@s...>

David said:
> At 23:46 8/5/2000, you wrote:
> >Daivd wrote:
> >: Ideally, I'd like to see a ruleset written to where you could put
in any
> >: city's map or any version of the LUL map and still have it work,
with the
> >: exception of designating another "goal" station in place of MC as
> >: necessary. Perhaps a clause saying that before a game begins,
someone (the
> >: Speaker?) declares the map/goal to be used. There are a lot of
little bells
> >: and whistles that are specific to London, but that shouldn't
necessarialy
> >: be the whole point of the game.
> >
> >I really cannot see how I could agree more. Only trouble is, what
do
> >different maps show?

Which is exactly why we should use more general definitions. Ones that
will work on any map. Then for convienence we can make a few minor
changes to a rastor map so we can see at a glance what is an
interchange and what is not. If a player can't access Xoom then any
map will do, because the definitions produce the same stations however
the map is marked.

-- Snow
Charmed was on and Inspector Morse was on at a different time, maybe I
was wrong about the conspiricy.




From snowl@s... Sun Aug 06 03:54:34 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541114b5b2abf1bd0a@[24.95.44.135]>
Subject: Re: Time
Date: Sun, 6 Aug 2000 11:25:09 +0100
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From: "Snow" <snowl@s...>

ABCD...

E) Use time as Turn length regulation, but dump game time.

Could somebody tell me exactly what you want to do with game time and
why you think it's worth the effort?

My vote would be for A followed by E.

I know I said we shouldn't change the movement system until we have a
working draft for the basic ruleset, but we would have to change it
anyway if time was brought in so let me give an alternative. In order
to give a game-wide view of a system I will outline a system I have
been thinking about. The problem with what we have now is we have been
focusing on parts rather than the whole game.

The movement is based on something PaulWay said about penalising
Players for going through interchanges. There is a fixed number of
steps per Turn of 6 say. In addition each interchange counts an extra
step (note: changing line must be done at interchanges so costs
extra).

A fixed number of Actions per Turn of 4. These can be pre- or
post-move distributed at the Player's will. (1+3, 2+2...)

Black Tokens can be given for going to a termini after having been to
the meridian (and vice-versa). They aren't needed to be so plentiful
with this system.

Blue Tokens can now be given for going through 2 interchanges.

Or for something a little different: How about +Bu for passing over a
Stack with more than 2 Tokens on it (or more than 2 stacks). Or
circling an opponent. Or sticking to the same line. Or crossing the
river. Or making a move with a prime number of steps in it. Or moving
though 4 stations starting with a vowel.

-- Snow
Telephoning ostrich paralyzed by Bruce Springstein.











From riffraff@n... Sun Aug 06 15:09:23 2000
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From: riffraff@n...

>ABCD...
>
>E) Use time as Turn length regulation, but dump game time.
>
>Could somebody tell me exactly what you want to do with game time and
>why you think it's worth the effort?
>
>My vote would be for A followed by E.

Hmmm... after Kevan's points about Game Time, I think I'll switch my vote
to E, followed by C.

So far, if we count second choices as half-votes, we've got C a half-vote
over A, which is a half-vote over E.


>The movement is based on something PaulWay said about penalising
>Players for going through interchanges. There is a fixed number of
>steps per Turn of 6 say. In addition each interchange counts an extra
>step (note: changing line must be done at interchanges so costs
>extra).

My problem with this is that everyone's limited to a constant rate of speed
- in Zone 1, you move slowly, outside Zone 1 you move a bit quicker. With
this system, you can't choose to move slowly to conserve Black Tokens, and
then spend them on an extra burst of speed when you need it later on. The
strategic element of saving up your Black Tokens is lost.


>
>A fixed number of Actions per Turn of 4. These can be pre- or
>post-move distributed at the Player's will. (1+3, 2+2...)

I was thinking at first that this might be too many, but considering that
the Green tokens you would need to get extra Actions are relatively rare,
it sounds good.


>Blue Tokens can now be given for going through 2 interchanges.
>
>Or for something a little different: How about +Bu for passing over a
>Stack with more than 2 Tokens on it (or more than 2 stacks). Or
>circling an opponent. Or sticking to the same line. Or crossing the
>river. Or making a move with a prime number of steps in it. Or moving
>though 4 stations starting with a vowel.

:) 2 interchanges sounds best to me. Actually, crossing the river is nice
thematically, but there aren't enough Stations on the other side IMO.

--Riff


"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Mon Aug 07 05:17:26 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <v01541115b5b39aabd804@[24.95.44.135]>
Subject: Re: MN: Re: Time
Date: Mon, 7 Aug 2000 13:07:08 +0100
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From: "Snow" <snowl@s...>

> So far, if we count second choices as half-votes, we've got C a
half-vote
> over A, which is a half-vote over E.

Hmm, I've never heard of a voting system that counts 2nd votes as
half. But C is ahead whatever system we use. PaulWay, miKi, Gunnar,
Dunx, do you want to make yourselves heard?

> >The movement is based on something PaulWay said about penalising
> >Players for going through interchanges. There is a fixed number of
> >steps per Turn of 6 say. In addition each interchange counts an
extra
> >step (note: changing line must be done at interchanges so costs
> >extra).

Correction: Line Changes _or_ interchanges cost an extra step (I
forgot about co-situated stations). Changing line at an interchange
only cost 1 extra step, because they are both the same step. Also 6
might be too low (8 maybe).

> My problem with this is that everyone's limited to a constant rate
of speed
> - in Zone 1, you move slowly, outside Zone 1 you move a bit quicker.
With
> this system, you can't choose to move slowly to conserve Black
Tokens, and
> then spend them on an extra burst of speed when you need it later
on. The
> strategic element of saving up your Black Tokens is lost.

I'm not stopping you collecting blacks for bigger moves. You just have
to decide how many blacks are to be available and think up a suitable
system for distributing them. Eg 1 per Turn, 1 per line change (nice
coz line changes are punished by slower moves, so it balances), keep
the current zone system (probably too many blacks), token breeding,
termini, occupying the same station as an opponent...

-- Snow
Petrified orange holds secret to massive telephone overhaul.








From riffraff@p... Mon Aug 07 05:43:57 2000
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From: "RiffRaff ." <riffraff@p...>

>To: "Mornomic" <l-nomic-d@egroups.com>
>From: "Snow" <snowl@s...>
>Date: Mon, 7 Aug 2000 13:07:08 +0100
>Reply-To: l-nomic-d@egroups.com
>Subject: Re: MN: Re: Time
>
>> So far, if we count second choices as half-votes, we've got C a
>half-vote
>> over A, which is a half-vote over E.
>
>Hmm, I've never heard of a voting system that counts 2nd votes as
>half. But C is ahead whatever system we use. PaulWay, miKi, Gunnar,
>Dunx, do you want to make yourselves heard?

That's because I just made it up. I couldn't think of any other way to take them into consideration, offhand.


>Correction: Line Changes _or_ interchanges cost an extra step (I
>forgot about co-situated stations). Changing line at an interchange
>only cost 1 extra step, because they are both the same step. 

Um... I may be misremembering (I do that), but I think I've always played that line could only be changed at an interchange. Mid-move, at least. Have I been playing wrong? D'oh! First the hidden terminii, now this!

>Also 6
>might be too low (8 maybe).

8 sounds good.

>I'm not stopping you collecting blacks for bigger moves. You just have
>to decide how many blacks are to be available and think up a suitable
>system for distributing them. Eg 1 per Turn, 1 per line change (nice
>coz line changes are punished by slower moves, so it balances), keep
>the current zone system (probably too many blacks), token breeding,
>termini, occupying the same station as an opponent...

I must've misunderstood, then. Is it 8 *free* steps, and 1 Black each for extras, with Interchanges costing 2 steps? I thought you meant 8 steps, period.

Zone bonuses might not be too many Blacks, just -backwards-. In Zone 1, where you'd really need them, you only get 1 per Move, and in the outer Zones you get more, but there aren't nearly as many interchanges out there. We could keep it the same, forcing people to move into the outer Zones to get tokens and then move back to Zone 1, or reverse it, +x Bk where x is 5 minus Zone, say.
--Riff


"The police said it was an accident. He came home late one night, and fell down an elevator shaft... onto some bullets."
--The Bowler, "Mystery Men"

------------------------------------------------------------
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From snowl@s... Mon Aug 07 14:47:01 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <200008071146.EAA02013@m...>
Subject: Re: MN: Re: Time
Date: Mon, 7 Aug 2000 22:42:58 +0100
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From: "Snow" <snowl@s...>

RIff wote:
> >Correction: Line Changes _or_ interchanges cost an extra step (I
> >forgot about co-situated stations). Changing line at an interchange
> >only cost 1 extra step, because they are both the same step.
>
> Um... I may be misremembering (I do that), but I think I've always
played that line could only be changed at an interchange. Mid-move,
at least. Have I been playing wrong? D'oh! First the hidden
terminii, now this!

I always played that you could change line at co-situated stations,
whether I was right or not is something else.

> >I'm not stopping you collecting blacks for bigger moves. You just
have
> >to decide how many blacks are to be available and think up a
suitable
> >system for distributing them. Eg 1 per Turn, 1 per line change
(nice
> >coz line changes are punished by slower moves, so it balances),
keep
> >the current zone system (probably too many blacks), token breeding,
> >termini, occupying the same station as an opponent...
>
> I must've misunderstood, then. Is it 8 *free* steps, and 1 Black
each for extras, with Interchanges costing 2 steps? I thought you
meant 8 steps, period.

You didn't misunderstand, I just hadn't thought about it one way or
the other.

To keep the number of blacks in the game sensible we might have 1Bk=2
extra steps and then regulate the blacks more heavily.

> Zone bonuses might not be too many Blacks, just -backwards-. In
Zone 1, where you'd really
> need them, you only get 1 per Move,

I'm not sure we "need" to go faster than 4steps/turn in Z1. And 8
outside Z2 may be too much. On the otherhand having Blacks to go
faster than you need would be nice, provided they aren't too easy to
get hold of.

>and in the outer Zones you get more, but there aren't nearly as many
interchanges out there. We could keep it the same, forcing people to
move into the outer Zones to get tokens and then move back to Zone 1,
or reverse it, +x Bk where x is 5 minus Zone, say.

This would require the 10Black limit staying in place; I would rather
get rid of it if we could. How about +1Bk for a zone change of 3 or
more eg Z1->Z4 or Z5->Z2.

-- Snow
Dancing with penguins.





From riffraff@p... Tue Aug 08 09:38:42 2000
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Subject: Re: MN: Re: Time
From: "RiffRaff ." <riffraff@p...>


>> Um... I may be misremembering (I do that), but I think I've always
>played that line could only be changed at an interchange. Mid-move,
>at least. Have I been playing wrong? D'oh! First the hidden
>terminii, now this!
>
>I always played that you could change line at co-situated stations,
>whether I was right or not is something else.

I'll go look it up... no I won't, I keep forgetting I can't get to Xoom pages from work. I'll look when I get home.


>To keep the number of blacks in the game sensible we might have 1Bk=2
>extra steps and then regulate the blacks more heavily.
>
>> Zone bonuses might not be too many Blacks, just -backwards-. In
>Zone 1, where you'd really
>> need them, you only get 1 per Move,
>
>I'm not sure we "need" to go faster than 4steps/turn in Z1. And 8
>outside Z2 may be too much. 

...Yeah, I think I agree.

>On the otherhand having Blacks to go
>faster than you need would be nice, provided they aren't too easy to
>get hold of.

Right.

>>and in the outer Zones you get more, but there aren't nearly as many
>interchanges out there. We could keep it the same, forcing people to
>move into the outer Zones to get tokens and then move back to Zone 1,
>or reverse it, +x Bk where x is 5 minus Zone, say.
>
>This would require the 10Black limit staying in place; I would rather
>get rid of it if we could. 

Yes, me too.

>How about +1Bk for a zone change of 3 or
>more eg Z1->Z4 or Z5->Z2.

I can't get to the map right now, but I wonder if that might not be a tad _too_ hard... perhaps 2 zones instead? Remember that although Black tokens will primarily be spent on Moves, there'll be some Action and Gambit costs that'll require them too.

--Riff


"The police said it was an accident. He came home late one night, and fell down an elevator shaft... onto some bullets."
--The Bowler, "Mystery Men"

------------------------------------------------------------
http://www.powerpuff.com - the number one place on the net for Powerpuff Stuff!
http://fm.powerpuff.com POWERPUFF-FM: cartoon bits & anime hits - LISTEN NOW!




From snowl@s... Wed Aug 09 12:37:14 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <200008081643.JAA21885@m...>
Subject: Re: MN: Re: Time
Date: Wed, 9 Aug 2000 14:47:44 +0100
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From: "Snow" <snowl@s...>

Riff:
> ...Yeah, I think I agree.
>...
> Right.
> ...
> Yes, me too.
>

Well, I'm glad we agree, but it's a little academic. Unless anyone
else is going to vote I think we should declare C the winner. So a
time based movement system is needed.

> >How about +1Bk for a zone change of 3 or
> >more eg Z1->Z4 or Z5->Z2.
>
> I can't get to the map right now, but I wonder if that might not be
a tad _too_ hard... perhaps 2 zones instead? Remember that although
Black tokens will primarily be spent on Moves, there'll be some Action
and Gambit costs that'll require them too.

Good point; 2 would be better.

-- Snow
I've found God. He was wandering around at the bottom of my garden.







From david@d... Wed Aug 09 18:29:57 2000
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Date: Wed, 9 Aug 2000 20:29:20 -0500 (CDT)
Reply-To: David Lynch <david@d...>
To: Mornomic <l-nomic-d@egroups.com>
Subject: Time: How?
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From: David Lynch <david@d...>

As I see it, there are a few different ways to run time. To borrow the
format used earlier:

A. Reality - Based on published times. It would be interesting, but
complicated. We'd have to get time values for every line at every station,
and have a way to get that info wherever you want.

B. Reality-Based - One value per station, no matter which line, based
on a single station as zero. Only makes much of a difference from
"reality" at relatively far-out stations which serve multiple lines.

C. Map-Based - Similar to charge. Set an arbitrary zero point and base
times on distance that. Accurate for trips to/from the City, but not
around the edges. 

D. Zone-Based - Time between stations is based on the zone they're in.

E. Fixed - Always the same time between each station.

I'd have to go for A first, then B or D - they're about equal. The last
two are obviously the easiest from an administrative standpoint.

--
David Lynch
back at his regular e-mail, but still planning revenge on the person
responsible



From riffraff@n... Thu Aug 10 01:13:37 2000
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Subject: Re: MN: Time: How?
X-eGroups-From: riffraff@n... (RiffRaff)
From: riffraff@n...

>As I see it, there are a few different ways to run time. To borrow the
>format used earlier:
>
>A. Reality - Based on published times. It would be interesting, but
>complicated. We'd have to get time values for every line at every station,
>and have a way to get that info wherever you want.
>
>B. Reality-Based - One value per station, no matter which line, based
>on a single station as zero. Only makes much of a difference from
>"reality" at relatively far-out stations which serve multiple lines.
>
>C. Map-Based - Similar to charge. Set an arbitrary zero point and base
>times on distance that. Accurate for trips to/from the City, but not
>around the edges.

The problem with these is they have to be re-calculated for different
maps... merely a pain if it's just a newer map with 3 or 4 new Stations on
it, but if we ever wanted to use a foreign map, look out! And, you'd end up
with weird decimals and all kinds of bad math - I think times for movement
and Actions should be limited to 5 or 10-minute intervals.

Plus, consider the implementation: a chart, consisting of not just a list
of every Station, but every *Line Segment*, with different numbers for each
one. Now imagine having to reference that chart for *every step in your
Move.* I know I've said before that I like the occasional chart or
complicated rule, but this strikes me as something that'd get old really
quickly.

>
>D. Zone-Based - Time between stations is based on the zone they're in.
>
>E. Fixed - Always the same time between each station.
>
>I'd have to go for A first, then B or D - they're about equal. The last
>two are obviously the easiest from an administrative standpoint.

D is okay, but I prefer E. Nice and smooth, just count up your Stations.
I could see possibly adding in D later on as an IMCS Extension, but not in
the basic rules. Let's keep it nice and simple for new players.

BTW, are we going to keep the '8 free steps per move, interchanges cost
double' idea, and just add time costs?

--Riff



"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Thu Aug 10 06:37:13 2000
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To: <l-nomic-d@egroups.com>
References: <v01541102b5b7f696f0f0@[24.95.44.135]>
Subject: Re: MN: Time: How?
Date: Thu, 10 Aug 2000 13:13:08 +0100
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From: "Snow" <snowl@s...>

Riff wrote:
> >As I see it, there are a few different ways to run time. To borrow
the
> >format used earlier:
> >
> >A. Reality -
> >B. Reality-Based -
> >C. Map-Based - >

The reality system is appealing, but I think we should probably aim
for something simple.

> I think times for movement
> and Actions should be limited to 5 or 10-minute intervals.

I agree.

> >
> >D. Zone-Based - Time between stations is based on the zone they're
in.
> >
> >E. Fixed - Always the same time between each station.
> >
> >I'd have to go for A first, then B or D - they're about equal. The
last
> >two are obviously the easiest from an administrative standpoint.
>
> D is okay, but I prefer E. Nice and smooth, just count up your
Stations

D or E would be my choice. I think D could be made to work. We need to
propose some systems and see what's what.

Here's a system.

10 mins/station (stepped to) in Z1/2
5 mins/station (stepped to) not in Z1/Z2
10 mins/line change
x mins/Action

Maximum 60mins

Stations on the Z2/3 border are counted as Z1/2.

Now, Green Tokens are no longer needed. However the green
station/bonus system is rather nice so how about we paint all our
black tokens green and give black tokens away at green stations?

> BTW, are we going to keep the '8 free steps per move, interchanges
cost
> double' idea, and just add time costs?

No. Time replaces free steps. The ideas both solve the same problem,
there's no point having both.

-- Snow
I invented the semi-porous boat.



From riffraff@n... Thu Aug 10 10:13:02 2000
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Subject: Re: MN: Time: How?
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From: riffraff@n...


>Here's a system.
>
>10 mins/station (stepped to) in Z1/2
>5 mins/station (stepped to) not in Z1/Z2
>10 mins/line change
>x mins/Action
>
>Maximum 60mins
>
>Stations on the Z2/3 border are counted as Z1/2.

That's pretty good... I like the fact that there's only one 'border' to
deal with, rather than making it different for _every_ Zone.

Should we put some kind of cap on it? No more than 10 steps, say, so that
you can't buy extra hours and make ludicrously long Moves... maybe, "No
more than 60 mins per turn may be spent Moving."

Also, Line Changes = -1 Bk? Or, how about being able to spend a Black
during the Move to knock 10 mins off your time?

>
>Now, Green Tokens are no longer needed. However the green
>station/bonus system is rather nice so how about we paint all our
>black tokens green and give black tokens away at green stations?

Well, Greens are still good for buying extra hours of Time, and I'm sure we
can think of other uses. Gambits and stuff. And I like the +1 Bk per 2
Zones of Movement thing.

--Riff




"This calls for a subtle blend of psychology and extreme violence."
--Vyvyan, "The Young Ones"




From snowl@s... Fri Aug 11 08:22:55 2000
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To: <l-nomic-d@egroups.com>
References: <v01541103b5b8a02ecdb1@[24.95.44.135]>
Subject: Re: MN: Time: How?
Date: Fri, 11 Aug 2000 10:50:01 +0100
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From: "Snow" <snowl@s...>


> >Here's a system.
> >
> >10 mins/station (stepped to) in Z1/2
> >5 mins/station (stepped to) not in Z1/Z2
> >10 mins/line change
> >x mins/Action
> >
> >Maximum 60mins
> >
> >Stations on the Z2/3 border are counted as Z1/2.
>
> That's pretty good... I like the fact that there's only one 'border'
to
> deal with, rather than making it different for _every_ Zone.
>
> Should we put some kind of cap on it? No more than 10 steps, say,
so that
> you can't buy extra hours and make ludicrously long Moves... maybe,
"No
> more than 60 mins per turn may be spent Moving."

Hmm, buy extra hours? I would rather not cap it and not allow extra
hours to be bought.

> Also, Line Changes = -1 Bk?

Why? Line changes cost time, no extra charge is needed.

> >Now, Green Tokens are no longer needed. However the green
> >station/bonus system is rather nice so how about we paint all our
> >black tokens green and give black tokens away at green stations?
>
> Well, Greens are still good for buying extra hours of Time, and I'm
sure we
> can think of other uses. Gambits and stuff. And I like the +1 Bk
per 2
> Zones of Movement thing.

As I said I don't wat extra hours; for Gambits black/green tokens will
do just as well.

What I'm suggesting is an amalgomation of green and black into one
colour (which happens to be green). Green tokens no longer have any
obvious use (unless we allow extra hours), black Tokens are similarly
disenfranchised. Together they may do something useful.

-- Snow
Rabid rabbit Rick rodgers randy Rob.



From riffraff@p... Fri Aug 11 10:12:24 2000
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Subject: Re: MN: Time: How?
From: "RiffRaff ." <riffraff@p...>


>Hmm, buy extra hours? I would rather not cap it and not allow extra
>hours to be bought.

Well, that works too. I always liked being able to buy extra time when necessary, but we can always add it in later on after some testing, if we want.


>What I'm suggesting is an amalgomation of green and black into one
>colour (which happens to be green). Green tokens no longer have any
>obvious use (unless we allow extra hours), black Tokens are similarly
>disenfranchised. Together they may do something useful.

Well... I hate losing a color, but I can't refute your logic. 

--Riff



"The police said it was an accident. He came home late one night, and fell down an elevator shaft... onto some bullets."
--The Bowler, "Mystery Men"

------------------------------------------------------------
http://www.powerpuff.com - the number one place on the net for Powerpuff Stuff!
http://fm.powerpuff.com POWERPUFF-FM: cartoon bits & anime hits - LISTEN NOW!




From snowl@s... Mon Aug 14 03:31:07 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
Subject: Actions
Date: Mon, 14 Aug 2000 11:20:47 +0100
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From: "Snow" <snowl@s...>

A new version of the ruleset is at

http://www.egroups.com/files/l-nomic-d/

At the bottom of the ruleset is a update log.

The Turn and Gambits sections are still a little rough, but the whole
thing is approching usability. All we need now are a few Actions like
blocking, shunting and some gambits.

Snow's stupid idea of the day: Put the GSD header at the foot and call
it a footer. This put the details of the game state and player states
next to the Turns that have been taken most recently. On the down side
it means you have to scroll to the bottom to see what's happening.

-- Snow
Is the answer: hot lesbian action?



From paulway@e... Mon Aug 14 18:21:51 2000
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

At 06:08 PM 5/08/2000 -0500, you wrote:
>I know! I was talking before about possibly having a token bonus
>for route, why don't we bring in the Blue Tokens that way? Say, +1
>Bu for every 3 Interchanges passed through. That means you have to
>spend at least 2 Black tokens to move that quickly, and in Zone 1,
>where interchanges are plentiful, you only get one Black token back
>from the Zone bonus -
>therefore, we don't have to worry about people hoarding the Blues up
>with any rate of speed. Howzat?

Sounds brilliant. I'm in favour (for what little that's worth).

Paul

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From paulway@e... Mon Aug 14 18:21:52 2000
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Date: Tue, 15 Aug 2000 09:58:40 +1000
To: l-nomic-d@egroups.com
Subject: Re: MN: Re: Re: RL interchanges
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At 06:20 PM 5/08/2000 -0500, you wrote:
>>Great idea. We can make up the interchange rule via some sensible
>>consistant means and then edit the map to match.
>>Yes, there's no point complicating the matter with
>>under-construction lines that don't exist anymore. We should just
>>make a copy of the
>>current map from the LU website and put it on Xoom.
>
>Given the choice, I highly prefer finding a more modern map to use,
>rather than making artificial-seeming changes to the one we have
>now.

Yes, and if we made a map in order to make the ruleset simple and
sensible, it wouldn't be MC, would it? :-)

Paul

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From paulway@e... Mon Aug 14 18:21:53 2000
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To: l-nomic-d@egroups.com
Subject: Re: MN: Re: Re: RL interchanges
In-Reply-To: <003201bfff38$873656c0$da832fc3@richardmayhew>
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At 01:46 AM 6/08/2000 +0200, you wrote:
>I really cannot see how I could agree more. Only trouble is, what do
>different maps show? Do all maps have zones? Do all maps have
>Interchanges? Do all maps have Termini? 

All maps (of necessity) have Termini. Most maps I've seen either
have interchanges explicitly or all stations where two lines join are
shown like interchanges on the LU. Zones are the main problem -
almost no maps show zones, and the ones that do are significantly
less (usually) than the LU. About the only one that has a comparable
zone system that I can think of is the Sydney map.

What I wanted a while back, and Snow (I think) made a
somewhat-working version of, is a program that can take a picture of
a map, and then allow you to specify stations, connect those stations
as lines, encompass stations in zones, and then store these values in
a database. This would allow you to take any map (e.g. the horrible
picture of the Paris Metro) and clean it up so it could be used as a
map for MC.

Ideally this would also do a few useful calculations for you - it
could work out station charges (if we ever brought that system back
into play); it could tell you how many stations were in a zone so you
could get a good idea of proportions (aiming for a similar proportion
of stations in a zone to the LU would be a Good Thing) and so forth.

>And - if we make our own definitions of this and that - what do we
>do, when our definition clashes with the one on the map? 

Or when the map is updated?

I agree with David's point - we shouldn't make the ruleset so
LU-centric that it's impractical to adapt it to another map.

Paul (making a small comeback)

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From paulway@e... Mon Aug 14 18:21:55 2000
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Subject: Re: MN: Re: Time
In-Reply-To: <v01541115b5b39aabd804@[24.95.44.135]>
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At 06:14 PM 6/08/2000 -0500, you wrote:
>>ABCD...
>>
>>E) Use time as Turn length regulation, but dump game time.
>>
>>Could somebody tell me exactly what you want to do with game time
>>and why you think it's worth the effort?

Can someone remind me what Game Time was, if it was different to Turn
Time?

E, followed by D, for me in that case...

Paul

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From paulway@e... Mon Aug 14 18:21:57 2000
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Date: Tue, 15 Aug 2000 10:16:55 +1000
To: l-nomic-d@egroups.com
Subject: Re: MN: Time: How?
In-Reply-To: <Pine.LNX.3.96.1000809154123.8084A-100000@d... et>
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At 08:29 PM 9/08/2000 -0500, you wrote:
>As I see it, there are a few different ways to run time. To borrow
>the format used earlier:

Here I'd _definitely_ vote for E. You're never going to be able to
accurately account for any possible route, so why bother? For
instance, in any system that is based on reality how do you take into
account that at some times you can change trains in one minute and at
other times you have to wait half an hour for the connecting train?

But I still advocate a 'step' (if that's what we're calling them) to
change lines at an interchange. If you're not using the interchange
to change lines then it shouldn't count extra. I.e. the number of
steps in your journey is the number of stations you passed through
plus the number of line changes you made plus one (to arrive at your
destination).

Paul

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From snowl@s... Tue Aug 15 14:15:20 2000
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Message-ID: <003501c006fd$82e03c40$04877ed4@snow>
To: "Mornomic" <l-nomic-d@egroups.com>
References: <000401c00238$d88fc9e0$9e837ed4@snow> <3.0.6.32.20000815101655.007ad260@o...>
Subject: Re: MN: Time: How?
Date: Tue, 15 Aug 2000 21:55:22 +0100
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From: "Snow" <snowl@s...>

PaulWay said:
> But I still advocate a 'step' (if that's what we're calling them) to
> change lines at an interchange. If you're not using the interchange
> to change lines then it shouldn't count extra. I.e. the number of
> steps in your journey is the number of stations you passed through
> plus the number of line changes you made plus one (to arrive at your
> destination).

That's more or less what we have now, except we're using time rather
than step-limits, and Z1 and 2 stations cost more.

> Can someone remind me what Game Time was, if it was different to
Turn
> Time?

Game Time is the 24hr clock which is used for peak/off-peak stuff.
Turn time is 60mins in a Turn and the length of Actions/Moves.

> E, followed by D, for me in that case...

We have a sort of E/D mix at the moment.

What are people's view on Game Time? The original vote was a little
skewed, becasue the non-Game Time side's vote was fractured over
Turn-time, but I think had a majority.

As I understand it (correct me if I'm wrong):

Pro: David and Ole
Anti: Snow, Riff, Kevan (and PaulWay?)

-- Snow
Is the answer: Anne Widdecombe and a chainsaw?











From snowl@s... Tue Aug 15 14:15:45 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <3.0.6.32.20000815095840.007ad820@o...>
Subject: Re: MN: Re: Re: RL interchanges
Date: Tue, 15 Aug 2000 22:11:26 +0100
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From: "Snow" <snowl@s...>

PaulWay said:
> At 06:20 PM 5/08/2000 -0500, you wrote:
> >>Great idea. We can make up the interchange rule via some sensible
> >>consistant means and then edit the map to match.
> >>Yes, there's no point complicating the matter with
> >>under-construction lines that don't exist anymore. We should just
> >>make a copy of the
> >>current map from the LU website and put it on Xoom.
> >
> >Given the choice, I highly prefer finding a more modern map to use,
> >rather than making artificial-seeming changes to the one we have
> >now.
>
> Yes, and if we made a map in order to make the ruleset simple and
> sensible, it wouldn't be MC, would it? :-)

I'm not suggesting making a map or editing a map and then using it as
the rules. I say produce the rules in a map-independant way. Then if
people find it convienient edit a map so that interchanges are marked
as such and non-interchanges are not.

The current system (interchanges as defined on the map) is different
for each version of the map. If we define an interchange in a way that
doesn't rely on a particular version of the map (David's suggestion
say) then you can use any map. However to make finding interchanges
easy a map can edited so that the interchanges are marked correctly.

-- Snow
Is the answer: a 300bps modem and Quake Arena.




From palnatoke@g... Tue Aug 22 13:23:48 2000
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Message-ID: <028d01c00c76$41baa880$f2822fc3@richardmayhew>
To: "Mornington" <l-nomic-d@egroups.com>
Subject: Jigsaw
Date: Tue, 22 Aug 2000 22:19:17 +0200
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From: "Ole Andersen" <palnatoke@g...>

http://www.jigzone.com/cgi-local/choosepuzzle.pl?p=3Djz/p13/London_tube_map=
.gif&z=3D240_piece_squares
[UNWRAP if needed]

It takes some time to load...

Ole
--
Ole Andersen
Br=F8ndby=F8ster, Denmark
palnatoke@g...

The test of ahimsa is the absence of jealousy. The man whose heart never
cherishes even the thought of injury to anyone, who rejoices at the
prosperity of even his greatest enemy, that man is the bhakta, he is the
yogi, he is the guru of all. -Swami Vivekananda (1863-1902)



From paulway@e... Tue Aug 22 17:58:47 2000
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To: l-nomic-d@egroups.com
Subject: Re: MN: Jigsaw
In-Reply-To: <028d01c00c76$41baa880$f2822fc3@richardmayhew>
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At 10:19 PM 22/08/2000 +0200, you wrote:
>http://www.jigzone.com/cgi-local/choosepuzzle.pl?p=jz/p13/London_tube
>_map.gif&z=240_piece_squares [UNWRAP if needed]

80 minutes - 75 to get most of it done and then I clicked "Solve"

Ouch, what a timewaster! Cool idea, but I don't have that much
time...

Paul

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From palnatoke@g... Sat Aug 26 02:53:14 2000
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To: <l-nomic-d@egroups.com>
References: <3.0.6.32.20000823105844.007e7240@m...>
Subject: Re: MN: Jigsaw
Date: Sat, 26 Aug 2000 11:49:04 +0200
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From: "Ole Andersen" <palnatoke@g...>

I figured that this forum was the right place to mention the thing... where=
else would people know the LU map by heart?

I haven't experimented with changing the parameters in the URL. That could =
make the puzzle a bit faster to solve - and perhaps the number of all-white=
pieces could be reduced.


Ole



From snowl@s... Sun Sep 10 12:15:41 2000
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To: "Mornomic" <l-nomic-d@egroups.com>
References: <001101c005da$5be02700$c4877ed4@snow>
Subject: Re: Actions
Date: Sun, 10 Sep 2000 16:40:56 +0100
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From: "Snow" <snowl@s...>

I wrote:
> The Turn and Gambits sections are still a little rough, but the
whole
> thing is approching usability. All we need now are a few Actions
like
> blocking, shunting and some gambits.

Blocking (1Re, 20mins, post): A player may block an adjacent station.
When a station is blocked no player may step to that station for 1
round.

Shunting (1Re, 20mins, post): If a Player occupies the same station
(and line?) as another player e may shunt that player 4 steps in the
direction the shunting player is traveling. If a Termius or Blocked
station would prevent the Shunt had it been a normal Move then the
Shunt may not be carried out.

[The following are ideas off the top of my head, please feel free to
dis' them]

Shockwave (2Bu, 40mins, post): If all interchanges on a line contain a
Stack with a Re Token a player on that line may play the Shockwave
action. The Shockwave action shunts all player on the line except for
the actioning player 4 steps away from the actioning player. [Which
way is "away" on the Circle and Northern Lines???]

Teleport (2Bz, 30mins, post): If a player occupies a station with a
Stack containing 3Gr e may play the Teleport Action and put eir piece
on any station on the Board with a Stack containing 3Gr.

Prison (2Bu, 2Bz, 30mins, post): If the circle line has 5 or more
stations with Stacks containing a Bu Token then a Player occuping a
station on the circle line may play the Prison Action to Block all
Stations on the circle line for 1 round. [No one can move in or out of
the circle line; players on the circle line (including the Actioning
player) may move off the circle line provided they are on another
line. If they are not on another line they are stuck there for one
round.]

Breed (0, 10mins, post): If a Terminus contains a Stack with 1 Plastic
Tokens and a Metal Token a Player occuping that Station may play the
Breed Action to gain 2 Plastic Tokens of the same colour as the one on
the Stack. The Metal Token is not destoyed after this Gambit is
played. [Issues: could not destroying the Metal cause abuse?]

-- Snow
TV programmers are pure evil; they are starting Angel before series 4
of Buffy TVS has finished _and_ putting it opposite the Robot Wars
international final, __and__ it's not on the BBC ___and___ they've
started beeping out South Park. Evil.





From kevan@s... Thu Sep 14 02:33:41 2000
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To: l-nomic-d@egroups.com
Subject: Re: Actions
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From: "Kevan " <kevan@s...>

> Blocking (1Re, 20mins, post): A player may block an adjacent 
station.
> When a station is blocked no player may step to that station for 1
> round.

Hm, would it not be nicer as "Blocking <Adjacent Station> (1Re, 
20mins, post): Chosen Station becomes Blocked for one round." with 
"Blocked" being defined elsewhere (since I imagine it'd be used in 
other contexts; Bulkheading, that rather nice "stacks become blocks" 
state, etc).

> Shunting (1Re, 20mins, post): If a Player occupies the same station
> (and line?) as another player e may shunt that player 4 steps in the
> direction the shunting player is traveling. If a Termius or Blocked
> station would prevent the Shunt had it been a normal Move then the
> Shunt may not be carried out.

Hm, I prefered the old version (or, at least, what I remember the old 
version as being, once tweaked for distance); "Shunting <Colocated 
Player> (1Re, 20mins, post): Chosen Player is moved four steps along 
any one Line, or less if they are stepped to a Terminus." Simplicity. 
And all that.

> [The following are ideas off the top of my head, please feel free to
> dis' them]

Hmm. I'm really not sure about this keeping-track-of-Token-Stacks 
malarkey, you know. Although quite lovely when played on a real 
board, I think it's just going to hurt people's heads in email play. 
Knowing whether all the Interchanges on the Central Line have Token 
Stacks is quite fearsomely unintuitive and fiddly, if you've just got 
a list of various Stations on your monitor and a map pinned to your 
office wall.

Unless, unless, someone sits and codes an MCiOS-style interface which 
generates a map GIF and keeps track of Tokens and things as the game 
progresses. Go to the site, play your move, have it send a nudging 
email to the next player. That might be quite nice. Hm. Having 
trodden into the realms of cgi scripting since I last thought about 
something like this, it doesn't seem quite as fearful and fanciful as 
it used to.

Hmm...

K.

--
kevan@s...
http://uncertain.org/~kevan
"Her train of thought is underground, the map is yours,
but God knows what you'll make of it."



From kevan@s... Thu Sep 14 07:28:19 2000
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Subject: Mornington Dvorak
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From: "Kevan " <kevan@s...>

http://uncertain.org/~kevan/dvorak/

Hm, do any of you lot fancy having a stab at a Mornington Crescent 
version of this, sometime?

Kevan

--
kevan@s...
http://uncertain.org/~kevan
"Unanswered questions, questionable answers aren't enough."



From riffraff@p... Sun Sep 24 18:37:34 2000
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Subject: MN: Bizarre
From: "RiffRaff ." <riffraff@p...>


Anyone seen the August issue of "Bizarre"? There's an incredible article on the 'history' of MC.

BTW, I'll stop being so quiet when we get internet in our new apartment. :)

--Riff


"The police said it was an accident. He came home late one night, and fell down an elevator shaft... onto some bullets."
--The Bowler, "Mystery Men"

------------------------------------------------------------
http://www.powerpuff.com - unofficial fan site-not affilliated w/Time Warner Inc
http://hardcoreradiostore.com - your source for toon/anime music & video!




From kevan@s... Tue Oct 03 03:51:00 2000
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Subject: Re: Mornington Dvorak
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From: "Kevan " <kevan@s...>

> http://uncertain.org/~kevan/dvorak/
> 
> Hm, do any of you lot fancy having a stab at a Mornington Crescent 
> version of this, sometime?

For what it's worth, it's now been done:-

http://uncertain.org/~kevan/cgi-bin/cardlist.cgi?mornington

--
kevan@s...
http://uncertain.org/~kevan
"Ladies and gentlemen, I've suffered for my music;
now it's your turn."



From richard_brockie@h... Wed Oct 04 00:30:08 2000
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Subject: Greeting all...
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From: "Richard Brockie" <richard_brockie@h...>

I'm back in the land of those able to spend some time playing MN as I now
have an internet connection at home. So, what is new? What have I missed?

- miKi



From snowl@s... Thu Oct 05 14:10:04 2000
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From: "Snow" <snowl@s...>

miKi said:

> I'm back in the land of those able to spend some time playing MN as
I now
> have an internet connection at home. So, what is new? What have I
missed?
>
The current draft new ruleset is here:

http://www.egroups.com/files/l-nomic-d/

We need to get the actions and gambits sorted out. There is also the
issue of whether we want stacks, possessions or both.

Let's see if we can get the wheels moving again.

-- Snow
Software Developer.




From snowl@s... Thu Oct 05 14:14:23 2000
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From: "Snow" <snowl@s...>


> Hm, would it not be nicer as "Blocking <Adjacent Station> (1Re,
> 20mins, post): Chosen Station becomes Blocked for one round." with
> "Blocked" being defined elsewhere (since I imagine it'd be used in
> other contexts; Bulkheading, that rather nice "stacks become blocks"
> state, etc).

OK.

> > Shunting (1Re, 20mins, post): If a Player occupies the same
station
> > (and line?) as another player e may shunt that player 4 steps in
the
> > direction the shunting player is traveling. If a Termius or
Blocked
> > station would prevent the Shunt had it been a normal Move then the
> > Shunt may not be carried out.
>
> Hm, I prefered the old version (or, at least, what I remember the
old
> version as being, once tweaked for distance); "Shunting <Colocated
> Player> (1Re, 20mins, post): Chosen Player is moved four steps along
> any one Line, or less if they are stepped to a Terminus."
Simplicity.
> And all that.

Does that mean you can shunt someone through a block? Or shunt someone
in the direction from which the shunter came? I have no objection to
having a shunt that will work in any direction the shunter wants, but
I don't think shunting thorough blocks should be allowed.

> > [The following are ideas off the top of my head, please feel free
to
> > dis' them]
>
> Hmm. I'm really not sure about this keeping-track-of-Token-Stacks
> malarkey, you know. Although quite lovely when played on a real
> board, I think it's just going to hurt people's heads in email play.
> Knowing whether all the Interchanges on the Central Line have Token
> Stacks is quite fearsomely unintuitive and fiddly, if you've just
got
> a list of various Stations on your monitor and a map pinned to your
> office wall.

Well I have an alternative, but I think a lot of people are keen on
Stacks.

> Unless, unless, someone sits and codes an MCiOS-style interface
which
> generates a map GIF and keeps track of Tokens and things as the game
> progresses. Go to the site, play your move, have it send a nudging
> email to the next player. That might be quite nice. Hm. Having
> trodden into the realms of cgi scripting since I last thought about
> something like this, it doesn't seem quite as fearful and fanciful
as
> it used to.

MCMapper/JMC were going in that direction, but I've got a job now so I
probably won't be spending too much time on them for a while.

-- Snow
Employed person.







From david@d... Thu Oct 05 15:55:02 2000
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Date: Thu, 5 Oct 2000 17:54:13 -0500 (CDT)
To: Mornomic <l-nomic-d@egroups.com>
Subject: Re: MN: Re: Re: Actions
In-Reply-To: <005401c02f0f$99d71b00$a05a08c3@snow>
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From: David Lynch <david@d...>

On Thu, 5 Oct 2000, Snow wrote:

> > Unless, unless, someone sits and codes an MCiOS-style interface which
> > generates a map GIF and keeps track of Tokens and things as the game >
> progresses. Go to the site, play your move, have it send a nudging >
> email to the next player. That might be quite nice. Hm. Having > trodden
> into the realms of cgi scripting since I last thought about > something
> like this, it doesn't seem quite as fearful and fanciful as > it used
> to. 
> 
> MCMapper/JMC were going in that direction, but I've got a job now so I
> probably won't be spending too much time on them for a while.

A cold front, hurricane, and Christopher Columbus have united here to make
a long, cold, rainy weekend, and I just happen to have a woefully
underutilized web server here at school. I could see what I can whip up if
nobody objects.

- David Lynch -
david@d...



From snowl@s... Wed Feb 07 11:25:16 2001
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To: "Mornomic" <l-nomic-d@yahoogroups.com>
Subject: Are we alive?
Date: Wed, 7 Feb 2001 19:23:21 -0000
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From: "Snow" <snowl@s...>

Hmmm. We almost had a working ruleset and then everything stopped.

Anyway Brown has emailed me to say he would like to join Mornington
Nomic, so I thought I'd see if there was still a Mornington Nomic to
join.

Those of you with long memories will remember that I introduced a
Brown before (maybe the same one), but e never said anything... they
do exist, I'm not making it up.

-- Snow
(Out of practise making up silly sigs)




From dunx@d... Wed Feb 07 11:35:00 2001
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Message-ID: <98157449901@m...>
From: dunx@d...

Well, I'm still interested and actually in a pretty good situation to go
active again. OK, so I've started a new job in a new country but I've got 
a great deal more time and energy than I had last time I played any part
in the game.

So, bring it on (as they say in these parts, apparently).

On Wed, 7 Feb 2001 19:23:21 -0000 "Snow" wrote:

> Hmmm. We almost had a working ruleset and then everything stopped.
> 
> Anyway Brown has emailed me to say he would like to join Mornington
> Nomic, so I thought I'd see if there was still a Mornington Nomic to
> join.
> 
> Those of you with long memories will remember that I introduced a
> Brown before (maybe the same one), but e never said anything... they
> do exist, I'm not making it up.
> 
> -- Snow
> (Out of practise making up silly sigs)

--
Dunx
No .sig, because this isn't from a machine that has such things.

This message powered by EMUMAIL. -- http://www.EMUMAIL.com


From david@d... Wed Feb 07 16:33:03 2001
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Date: Wed, 7 Feb 2001 18:32:20 -0600 (CST)
To: Mornomic <l-nomic-d@yahoogroups.com>
Subject: Re: MN: Are we alive?
In-Reply-To: <00f901c0913b$ad674c60$fb837ed4@snow>
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From: David Lynch <david@d...>

I'm alive, at least for the moment. Ask me again after flying through
both O'Hare and Heathrow twice each in the next four days.

- David James Lynch -
david@d...
[Shunts himself to Heathrow Terminals 1,2,3]

On Wed, 7 Feb 2001, Snow wrote:

> Hmmm. We almost had a working ruleset and then everything stopped.
> 
> Anyway Brown has emailed me to say he would like to join Mornington
> Nomic, so I thought I'd see if there was still a Mornington Nomic to
> join.
> 
> Those of you with long memories will remember that I introduced a
> Brown before (maybe the same one), but e never said anything... they
> do exist, I'm not making it up.
> 
> -- Snow
> (Out of practise making up silly sigs)
> 



From mn_miKi@h... Wed Feb 07 22:53:52 2001
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I'm alive too! Hey Dunx, does this mean that you too have sold out and move=
d to pastures 'Merkin? Where are you - I am in Silicon Valley these days.

- miKi

----- Original Message -----=20
From: dunx@d...=20
To: l-nomic-d@yahoogroups.com=20
Sent: Wednesday, February 07, 2001 12:34 PM
Subject: Re: MN: Are we alive?


Well, I'm still interested and actually in a pretty good situation to go
active again. OK, so I've started a new job in a new country but I've got=
=20
a great deal more time and energy than I had last time I played any part
in the game.

So, bring it on (as they say in these parts, apparently).

On Wed, 7 Feb 2001 19:23:21 -0000 "Snow" wrote:

> Hmmm. We almost had a working ruleset and then everything stopped.
>=20
> Anyway Brown has emailed me to say he would like to join Mornington
> Nomic, so I thought I'd see if there was still a Mornington Nomic to
> join.
>=20
> Those of you with long memories will remember that I introduced a
> Brown before (maybe the same one), but e never said anything... they
> do exist, I'm not making it up.
>=20
> -- Snow
> (Out of practise making up silly sigs)

--
Dunx
No .sig, because this isn't from a machine that has such things.

This message powered by EMUMAIL. -- http://www.EMUMAIL.com

Yahoo! Groups Sponsor=20
=20=20=20=20=20=20=20
=20=20=20=20=20=20=20


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<STYLE></STYLE>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT face=3DArial size=3D2>I'm alive too! Hey Dunx, does this mean th=
at you=20
too have sold out and moved to pastures 'Merkin? Where are you - I am in Si=
licon=20
Valley these days.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>&nbsp;- miKi</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<BLOCKQUOTE=20
style=3D"PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LE=
FT: #000000 2px solid; MARGIN-RIGHT: 0px">
<DIV style=3D"FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV=20
style=3D"BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>Fro=
m:</B>=20
<A title=3Ddunx@d... href=3D"mailto:dunx@d...">dunx@d...</A> =
</DIV>
<DIV style=3D"FONT: 10pt arial"><B>To:</B> <A title=3Dl-nomic-d@yahoogrou=
ps.com=20
href=3D"mailto:l-nomic-d@yahoogroups.com">l-nomic-d@yahoogroups.com</A> <=
/DIV>
<DIV style=3D"FONT: 10pt arial"><B>Sent:</B> Wednesday, February 07, 2001=
12:34=20
PM</DIV>
<DIV style=3D"FONT: 10pt arial"><B>Subject:</B> Re: MN: Are we alive?</DI=
V>
<DIV><BR></DIV><TT>Well, I'm still interested and actually in a pretty go=
od=20
situation to go<BR>active again. OK, so I've started a new job in a new=20
country but I've got <BR>a great deal more time and energy than I had las=
t=20
time I played any part<BR>in the game.<BR><BR>So, bring it on (as they sa=
y in=20
these parts, apparently).<BR><BR>On Wed, 7 Feb 2001 19:23:21 -0000 "Snow"=
=20
wrote:<BR><BR>&gt; Hmmm. We almost had a working ruleset and then everyth=
ing=20
stopped.<BR>&gt; <BR>&gt; Anyway Brown has emailed me to say he would lik=
e to=20
join Mornington<BR>&gt; Nomic, so I thought I'd see if there was still a=
=20
Mornington Nomic to<BR>&gt; join.<BR>&gt; <BR>&gt; Those of you with long=
=20
memories will remember that I introduced a<BR>&gt; Brown before (maybe th=
e=20
same one), but e never said anything... they<BR>&gt; do exist, I'm not ma=
king=20
it up.<BR>&gt; <BR>&gt; -- Snow<BR>&gt; (Out of practise making up silly=
=20
sigs)<BR><BR>--<BR>Dunx<BR>No .sig, because this isn't from a machine tha=
t has=20
such things.<BR><BR>This message powered by EMUMAIL. -- <A=20
href=3D"http://www.EMUMAIL.com">http://www.EMUMAIL.com</A><BR></TT><BR></=
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From dunx@d... Wed Feb 07 23:23:29 2001
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Subject: Re: MN: Are we alive?
Date: Wed, 7 Feb 2001 23:20:51 +0000
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From: Dunx <dunx@d...>

On Thu, 08 Feb 2001, you wrote:
> 
> I'm alive too! Hey Dunx, does this mean that you too have sold out and moved to pastures 'Merkin? Where are you - I am in Silicon Valley these days.

Absolutely. I'm in Portland, OR, MC capital of America. After all, it has
an underground station. And three (yes, three!) MC players.

I've been here a week and a half. It seems OK so far.

-- 
Dunx
"Fixing HTML is like grafting arms and legs onto a hamburger."
- Ted Nelson


From paulway@e... Thu Feb 08 11:00:28 2001
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From: Paul Wayper <paulway@e...>

At 11:32 AM 8/02/2001, you wrote:
>I'm alive, at least for the moment. Ask me again after flying through
>both O'Hare and Heathrow twice each in the next four days.

I'm still here. I'm still waiting for something to happen... I might be 
able to contribute, but I have a minor philosophical problem with the way 
the ruleset has gone.

> - David James Lynch -
>david@d...
>[Shunts himself to Heathrow Terminals 1,2,3]

PaulWay: Puts himself in Hewligan's Dilemma at Brixton.




From kevan@s... Fri Feb 09 04:49:01 2001
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Subject: Re: Are we alive?
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From: "Kevan Davis" <kevan@s...>

> Anyway Brown has emailed me to say he would like to join Mornington
> Nomic, so I thought I'd see if there was still a Mornington Nomic to
> join.

Mm, I'm still here as well. And sat gazing at maps on a District Line 
car the other weekend, I was reminded just how much I missed using 
the dear old Tube map as a strategic battleground.

Now, where were we?

Kevan

--
http://uncertain.org/~kevan
"Her train of thought is underground."



From a_r_brown_esq@y... Sat Feb 10 05:32:54 2001
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Date: Sat, 10 Feb 2001 05:32:53 -0800 (PST)
Subject: making nomic easier
To: l-nomic-d@yahoogroups.com
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From: =?iso-8859-1?q?Andrew=20Brown?= <a_r_brown_esq@y...>

An easier rulset would make things simpler. There is
currently far too much to remember and there are
things which are hardly ever used.

I myself have an idea which would get rid of
i)Charges and Currents
ii)All possesions apart from stubs
iii)The token system
iv)High and Hill stations reducing LV
v)The sanctuary rule
vi)A vast amount of actions
vii)Time

The reasoning for this is that i) takes an age to
calculate. In the case of ii) just think - what use
are spectacles? They can be bought but seem to affect
nothing. iii)How many times have you been annoyed that
you don't have a specific token. Also only 2 stations
(3 under finsbury) can get you a silver token. This
can be crippling as you know. iv) I always forget this
rule until the last minute. v)See iv). And finally
vi)and vii)Some actions are very under used; whilst
calculating the time of day and week is a large pain
in the behind.

On the other hands the traditional features such as
Knip, Spoon, Shunting, Dollis Hill loop and the strile
I would keep. 

You will notice I have not told you how I would do
this, or what actions remain, or how my modifications
would affect other variants.

I will tell you in glorious detail if e-mail me. You
may not be intrested; or my ideas might proove
impractable. Fair enough.

Hoping this finds you as it leaves me,
Andrew Brown

a_r_brown_esq@y...


__________________________________________________
Do You Yahoo!?
Get personalized email addresses from Yahoo! Mail - only $35 
a year! http://personal.mail.yahoo.com/


From mn_miKi@h... Sat Feb 10 11:33:45 2001
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From: "miKi" <mn_miKi@h...>

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Welcome to Mornomic Brown, but don't think that you can get away with sugge=
sting something so radical and not expanding on it... Anyway, by and large,=
I agree with you - there is a lot of superfluous overhead in the rules whi=
ch does make jumping into a game rather daunting. I had a hand in getting t=
he rules into something workable, but then was out of touch for about 8 mon=
ths starting around the time charge was introduced, and to be perfectly hon=
est, couldn't really get back into it when I got reliable internet access a=
gain.

So, I am largely in favour of the proposal briefly outlined by Brown, maybe=
with the exception of the token system. We do need to have some sort of cu=
rrency, and though the large number of token colours is probably excessive,=
I think that we require that Actions have some cost to the perpetrator.

So my thoughts are along the lines of:
1. Pare the ruleset down to an agreed bare minimum required to have a f=
unctioning game.
2. Let Nomic work its magic on the rules.
3. Have more emphasis on creating Special Rulesets which is more in cha=
racter with Traditional MC, so the basic game remains reasonably simple and=
hence straightforward for newcomers and old timers like myself who have lo=
st the plot.
4. Have a normal rules game running constantly in the Lyttleton lounge,=
leaving the others for Special Games as required.

Do we have a(n active) Speaker?

Mind the gap,
- miKi

PS. Excuse the poor wordwrap - I currently have to use Outlook Un-express f=
or email. I never thought that I would pine for pine!
----- Original Message -----=20
From: Andrew Brown=20
To: l-nomic-d@yahoogroups.com=20
Sent: Saturday, February 10, 2001 5:32 AM
Subject: MN: making nomic easier


An easier rulset would make things simpler. There is
currently far too much to remember and there are
things which are hardly ever used.

I myself have an idea which would get rid of
i)Charges and Currents
ii)All possesions apart from stubs
iii)The token system
iv)High and Hill stations reducing LV
v)The sanctuary rule
vi)A vast amount of actions
vii)Time

The reasoning for this is that i) takes an age to
calculate. In the case of ii) just think - what use
are spectacles? They can be bought but seem to affect
nothing. iii)How many times have you been annoyed that
you don't have a specific token. Also only 2 stations
(3 under finsbury) can get you a silver token. This
can be crippling as you know. iv) I always forget this
rule until the last minute. v)See iv). And finally
vi)and vii)Some actions are very under used; whilst
calculating the time of day and week is a large pain
in the behind.

On the other hands the traditional features such as
Knip, Spoon, Shunting, Dollis Hill loop and the strile
I would keep.=20

You will notice I have not told you how I would do
this, or what actions remain, or how my modifications
would affect other variants.

I will tell you in glorious detail if e-mail me. You
may not be intrested; or my ideas might proove
impractable. Fair enough.

Hoping this finds you as it leaves me,
Andrew Brown

a_r_brown_esq@y...


__________________________________________________
Do You Yahoo!?
Get personalized email addresses from Yahoo! Mail - only $35=20
a year! http://personal.mail.yahoo.com/

Yahoo! Groups Sponsor=20
=20=20=20=20=20=20=20
=20=20=20=20=20=20=20


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<HTML><HEAD>
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>
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<STYLE></STYLE>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT face=3DArial size=3D2>Welcome to Mornomic Brown, but don't think=
that you=20
can get away with suggesting something so radical and not expanding on it..=
.=20
Anyway, by and large, I agree with you - there is a lot of superfluous over=
head=20
in the rules which does make jumping into a game rather daunting. I had a h=
and=20
in getting the rules into something workable, but then was out of touch for=
=20
about 8 months starting around the time charge was introduced, and to be=20
perfectly honest, couldn't really get back into it when I got reliable inte=
rnet=20
access again.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>So, I&nbsp;am&nbsp;largely in favour of th=
e=20
proposal briefly outlined by Brown, maybe with the exception of the token=20
system. We do need to have some sort of currency, and though the large numb=
er of=20
token colours is probably excessive,&nbsp;I think that we&nbsp;require that=
=20
Actions have some cost to the perpetrator.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>So my thoughts are along the lines of:</FO=
NT></DIV>
<DIV><FONT face=3DArial size=3D2>&nbsp;&nbsp;&nbsp; 1. Pare the ruleset dow=
n=20
to&nbsp;an agreed&nbsp;bare minimum required to have a functioning=20
game.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>&nbsp;&nbsp;&nbsp; 2. Let Nomic work its m=
agic on=20
the rules.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>&nbsp;&nbsp;&nbsp; 3. Have more emphasis o=
n=20
creating Special Rulesets which is&nbsp;more in character with Traditional =
MC,=20
so the basic game remains reasonably simple and hence straightforward for=20
newcomers and old timers like myself who have lost the plot.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>&nbsp;&nbsp;&nbsp; 4. Have a normal rules =
game=20
running constantly in the Lyttleton lounge, leaving the others for Special =
Games=20
as required.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Do we have a(n active)&nbsp;Speaker?</FONT=
></DIV>
<DIV><FONT face=3DArial size=3D2></FONT><BR>Mind the gap,<BR>&nbsp;- miKi</=
DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>PS. Excuse the poor wordwrap - I currently=
have to=20
use Outlook Un-express for email. I never thought that I would pine for=20
pine!</FONT></DIV>
<BLOCKQUOTE=20
style=3D"PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LE=
FT: #000000 2px solid; MARGIN-RIGHT: 0px">
<DIV style=3D"FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV=20
style=3D"BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>Fro=
m:</B>=20
<A title=3Da_r_brown_esq@y... href=3D"mailto:a_r_brown_esq@y...=
">Andrew=20
Brown</A> </DIV>
<DIV style=3D"FONT: 10pt arial"><B>To:</B> <A title=3Dl-nomic-d@yahoogrou=
ps.com=20
href=3D"mailto:l-nomic-d@yahoogroups.com">l-nomic-d@yahoogroups.com</A> <=
/DIV>
<DIV style=3D"FONT: 10pt arial"><B>Sent:</B> Saturday, February 10, 2001 =
5:32=20
AM</DIV>
<DIV style=3D"FONT: 10pt arial"><B>Subject:</B> MN: making nomic easier</=
DIV>
<DIV><BR></DIV><TT>An easier rulset would make things simpler. There=20
is<BR>currently far too much to remember and there are<BR>things which ar=
e=20
hardly ever used.<BR><BR>I myself have an idea which would get rid=20
of<BR>i)Charges and Currents<BR>ii)All possesions apart from stubs<BR>iii=
)The=20
token system<BR>iv)High and Hill stations reducing LV<BR>v)The sanctuary=
=20
rule<BR>vi)A vast amount of actions<BR>vii)Time<BR><BR>The reasoning for =
this=20
is that i) takes an age to<BR>calculate. In the case of ii) just think - =
what=20
use<BR>are spectacles? They can be bought but seem to affect<BR>nothing.=
=20
iii)How many times have you been annoyed that<BR>you don't have a specifi=
c=20
token. Also only 2 stations<BR>(3 under finsbury) can get you a silver to=
ken.=20
This<BR>can be crippling as you know. iv) I always forget this<BR>rule un=
til=20
the last minute. v)See iv). And finally<BR>vi)and vii)Some actions are ve=
ry=20
under used; whilst<BR>calculating the time of day and week is a large=20
pain<BR>in the behind.<BR><BR>On the other hands the traditional features=
such=20
as<BR>Knip, Spoon, Shunting, Dollis Hill loop and the strile<BR>I would k=
eep.=20
<BR><BR>You will notice I have not told you how I would do<BR>this, or wh=
at=20
actions remain, or how my modifications<BR>would affect other=20
variants.<BR><BR>I will tell you in glorious detail if e-mail me. You<BR>=
may=20
not be intrested; or my ideas might proove<BR>impractable. Fair=20
enough.<BR><BR>Hoping this finds you as it leaves me,<BR>Andrew=20
Brown<BR><BR>a_r_brown_esq@y...<BR><BR><BR>_________________________=
_________________________<BR>Do=20
You Yahoo!?<BR>Get personalized email addresses from Yahoo! Mail - only $=
35=20
<BR>a year!&nbsp; <A=20
href=3D"http://personal.mail.yahoo.com/">http://personal.mail.yahoo.com/<=
/A><BR></TT><BR></BODY></HTML>

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From snowl@s... Sat Feb 10 15:20:37 2001
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Message-ID: <011801c093b8$0c684740$f0877ed4@snow>
To: "Mornomic" <l-nomic-d@yahoogroups.com>
Subject: Everyone remain calm
Date: Sat, 10 Feb 2001 22:46:22 -0000
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From: "Snow" <snowl@s...>

I was just trying to learn what the new eGroups/Yahoo address from
Mornomic is when I came accross:

http://groups.yahoo.com/group/MorningtonCrescentCa

What do we do? Should we embrace them as fellow travellers on the way
to enlightenment, or sue them for copyright theft?

--
Snow
(trying not to panic)




From snowl@s... Sat Feb 10 15:20:39 2001
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To: <l-nomic-d@yahoogroups.com>
References: <960ovs+a7da@eGroups.com>
Subject: Re: Re: Are we alive?
Date: Sat, 10 Feb 2001 23:08:39 -0000
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From: "Snow" <snowl@s...>


----- Original Message -----
From: Kevan Davis <kevan@s...>
To: <l-nomic-d@yahoogroups.com>
Sent: Friday, February 09, 2001 12:49 PM
Subject: MN: Re: Are we alive?


> > Anyway Brown has emailed me to say he would like to join
Mornington
> > Nomic, so I thought I'd see if there was still a Mornington Nomic
to
> > join.
>
> Mm, I'm still here as well. And sat gazing at maps on a District
Line
> car the other weekend, I was reminded just how much I missed using
> the dear old Tube map as a strategic battleground.
>
> Now, where were we?

The situation at the moment is that we have the 'old' ruleset and the
'new' ruleset (aka MN2 or RealMC). The new ruleset is approaching
playability, and the old ruleset is still (just)playable.

I think we need to take a look at where we are with the new ruleset,
how players feel about it and its current direction. In particular
comments from PaulWay would be helpful.

For the record the old ruleset is at:

http://members.nbci.com/mornomic/ruleset.html

And the new ruleset is:

http://groups.yahoo.com/group/l-nomic-d/files/ruleset_2000_8_5.html

For completeness I have put a copy of this up:

http://groups.yahoo.com/group/l-nomic-d/files/mcarena.html

It's a ruleset I made a while ago. It's really designed for computers
to play rather than humans, but I never got round to writing the
program that uses it.

--
Snow
(hoping we can all agree this time).








From mn_miKi@h... Sat Feb 10 17:30:08 2001
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References: <98157449901@m...> <OE17mmKtrM0mkhcQZt0000041bd@h...> <01020723232500.06367@dagon>
Subject: Re: MN: Are we alive?
Date: Fri, 9 Feb 2001 21:56:46 -0800
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From: "miKi" <mn_miKi@h...>

------=_NextPart_000_001A_01C092E3.321F08A0
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charset="iso-8859-1"
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Dunx,

How splendid - who are you working for?

- miKi (parsing at Tooting Bec)
----- Original Message -----=20
From: Dunx=20
To: l-nomic-d@yahoogroups.com=20
Sent: Wednesday, February 07, 2001 3:20 PM
Subject: Re: MN: Are we alive?


On Thu, 08 Feb 2001, you wrote:
>=20
> I'm alive too! Hey Dunx, does this mean that you too have sold out and =
moved to pastures 'Merkin? Where are you - I am in Silicon Valley these day=
s.

Absolutely. I'm in Portland, OR, MC capital of America. After all, it has
an underground station. And three (yes, three!) MC players.

I've been here a week and a half. It seems OK so far.

--=20
Dunx
"Fixing HTML is like grafting arms and legs onto a hamburger."
- Ted Nelson

Yahoo! Groups Sponsor=20

Click here for Classmates.com=20
=20=20=20=20=20=20=20


------=_NextPart_000_001A_01C092E3.321F08A0
Content-Type: text/html;
charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META http-equiv=3DContent-Type content=3D"text/html; charset=3Diso-8859-1"=
>
<META content=3D"MSHTML 5.50.4134.600" name=3DGENERATOR>
<STYLE></STYLE>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT face=3DArial size=3D2>Dunx,</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>How splendid - who are you working=20
for?</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>- miKi (parsing at Tooting Bec)</FONT></DI=
V>
<BLOCKQUOTE=20
style=3D"PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LE=
FT: #000000 2px solid; MARGIN-RIGHT: 0px">
<DIV style=3D"FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV=20
style=3D"BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>Fro=
m:</B>=20
<A title=3Ddunx@d... href=3D"mailto:dunx@d...">Dunx</A> </DIV>
<DIV style=3D"FONT: 10pt arial"><B>To:</B> <A title=3Dl-nomic-d@yahoogrou=
ps.com=20
href=3D"mailto:l-nomic-d@yahoogroups.com">l-nomic-d@yahoogroups.com</A> <=
/DIV>
<DIV style=3D"FONT: 10pt arial"><B>Sent:</B> Wednesday, February 07, 2001=
3:20=20
PM</DIV>
<DIV style=3D"FONT: 10pt arial"><B>Subject:</B> Re: MN: Are we alive?</DI=
V>
<DIV><BR></DIV><TT>On Thu, 08 Feb 2001, you wrote:<BR>&gt; <BR>&gt; I'm a=
live=20
too! Hey Dunx, does this mean that you too have sold out and moved to pas=
tures=20
'Merkin? Where are you - I am in Silicon Valley these days.<BR><BR>Absolu=
tely.=20
I'm in Portland, OR, MC capital of America. After all, it has<BR>an=20
underground station. And three (yes, three!) MC players.<BR><BR>I've been=
here=20
a week and a half. It seems OK so far.<BR><BR>-- <BR>Dunx<BR>"Fixing HTML=
is=20
like grafting arms and legs onto a=20
hamburger."<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - Ted=20
Nelson<BR></TT><BR></BODY></HTML>

------=_NextPart_000_001A_01C092E3.321F08A0--
From dunx@d... Sat Feb 10 22:22:39 2001
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Subject: Re: MN: Are we alive?
Date: Sat, 10 Feb 2001 22:17:20 +0000
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From: Dunx <dunx@d...>

On Sat, 10 Feb 2001, you wrote:
> 
> Dunx,
> 
> How splendid - who are you working for?

Rational Software, makers of Rose, ClearCase, and other fine software
engineering tools. Since this work is in direct competition with what I
was doing at Oracle, I was asked to serve out my notice period at home.
Which was nice.

Things progress well at the moment, with my having just moved into a
house and obtained (finally!) a mobile phone. And I have a kettle, which
makes the brewing of tea possible.

I can see a West Coast Pilgrimage of some sort may be in order!

-- 
Dunx
A man who is tired of London has seen sense at last.
(apart, of course, from its excellent underground railway services which
are beyond compare, particularly when betting is involved)


From kevan@s... Sun Feb 11 07:51:14 2001
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Date: Sun, 11 Feb 2001 15:51:11 -0000
To: l-nomic-d@yahoogroups.com
Subject: Re: making nomic easier
Message-ID: <966cdf+10qfp@eGroups.com>
In-Reply-To: <OE31jbDt3HvoFOAmEaJ0000571e@h...>
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From: "Kevan Davis" <kevan@s...>

> So my thoughts are along the lines of:
> 1. Pare the ruleset down to an agreed bare minimum required to 
have a functioning game.

Agreed. I think we're more or less there already, really - my only 
doubts about ruleset_2000_8_5.html are that the Black-Token LV 
replacement seems just as complex as LV itself (but with far more 
unpredictability), and - possibly - that Token Stacks are more 
trouble than they're worth.

> 2. Let Nomic work its magic on the rules.

Mm, maybe. I'm not sure if Proposal-and-Voting is an overly 
bureaucratical path to tread - as has been said before on the 
subject, we'd have a more robust basic ruleset if any points of 
contention were argued through to a unanimous agreement, if 
individual issues were addressed en masse, rather than by whoever 
happened to notice them.

> 3. Have more emphasis on creating Special Rulesets which is 
more in character with Traditional MC, so the basic game remains 
reasonably simple and hence straightforward for newcomers and old 
timers like myself who have lost the plot.

This seems a good way to go. A sturdy, static basic ruleset, but 
which can be used to play dynamic Nomic games (or to replay previous 
Special Rulesets, of course).

> 4. Have a normal rules game running constantly in the Lyttleton 
lounge, leaving the others for Special Games as required.

Indeed.

Kevan

--
http://uncertain.org/~kevan
"Later on the Northern Line, she'll freak about the lack of sky."



From paulway@e... Tue Feb 13 14:50:47 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Re: making nomic easier
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From: Paul Wayper <paulway@e...>

At 06:33 AM 11/02/2001, you wrote:
>So my thoughts are along the lines of:
> 1. Pare the ruleset down to an agreed bare minimum required to have a 
> functioning game.
> 2. Let Nomic work its magic on the rules.

I'm absolutely 100% for this idea. I'm very strongly against any one 
person deciding what we have in our ruleset - I can agree with some of 
Brown's proposals but scrapping the token system is like saying that in the 
interests of simplicity only vanilla icecream will be sold. The previous 
games have proved that tokens are almost vital as a way of keeping track of 
who can do what.

I think the best course of action is to start with the Volume 0 Ruleset 
(which defines how to play the Nomic side of the game) available on the 
Xoom MorNomic site without Rule 0.4.3 (which allows the speaker to move 
references to token movements in a proposal into the table in Rule 
1.4.1). This ruleset had spent nine weeks without a revision, and I 
consider it to be stable and a good foundation for play.

>From there, I think each of us should nominate to be 'in charge' of one 
section of play mechanics. For instance, I'd like to nominate myself to be 
in charge of tokens. This means that it's my job initially to set up (in a 
set of proposals) the framework for token keeping, token transactions and 
so forth. People should be encouraged, but not forced, to borrow sensibly 
from the Volume 1 rules. Anyone is free to propose anything they like, 
whether inside their 'charge' or not, but the caretaker of that section is 
the one who should be predominately with that section. I.e. I might 
propose something on game timing, but if the game timing caretaker says "I 
have a better idea" or "I've been thinking on that for a while and we need 
to do X to make the game more complete" then I'd acquiesce quite happily.

The game sections I see are:

* Actions: how players do things in the game.
* Definitions: ensuring standard usage and standard terminology.
* Game timing: the timing of moves and actions and so forth.
* Legality: buzzing, taking back invalid or illegal moves.
* Movement: moving around the map (via lines or not).
* Special Rulesets: keeping everything separate, and keeping everything 
together.
* States: spoon, knip, bridges, toffing, narging - all that stuff.
* Tokens: their acquisition, usage, transferral and movement on the board.
* Winning: how to win; keeping various methods at roughly equal 'cost'.

> 3. Have more emphasis on creating Special Rulesets which is more in 
> character with Traditional MC, so the basic game remains reasonably 
> simple and hence straightforward for newcomers and old timers like myself 
> who have lost the plot.

I think this is a very good point; it could be argued that a lot of the 
complexity was in stuff like clothing and charges that could, indeed 
should, have been placed in a separate variant ruleset and used when 
applicable. I also tend to be a Traditionalist, in that I like Mornington 
Nomic to reflect the way Mornington Crescent is played on ISIHAC and at 
such sites as Madeira, Outer Space, and Orange (not to forget Mono 
list). This means I'm not 100% happy with things like newspapers and 
busking not because they didn't work but because they're not a part of my 
life playing MC on the internet.

Perhaps we need to be more careful of what things we introduce into the 
standard game and put novelties and special effects into variant rulesets 
(of which, by convention, there are a myriad). This is not to say that I 
want to keep such things as shunting or spoon in separate rulesets - I want 
the IMCS Standard to be still playable, as it were. The border is blurred 
and vague; each of us must make up their own mind as to when they cross it.

> 4. Have a normal rules game running constantly in the Lyttleton 
> lounge, leaving the others for Special Games as required.

Yes!

>Do we have a(n active) Speaker?

I'd volunteer Dunx, since he did an excellent job, but if necessary I'll do 
the job. Some weeks I have time free, some weeks I don't.

Have fun,

Paul



From paulway@e... Tue Feb 13 14:56:20 2001
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Date: Wed, 14 Feb 2001 09:56:08 +1100
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Everyone remain calm
In-Reply-To: <011801c093b8$0c684740$f0877ed4@snow>
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From: Paul Wayper <paulway@e...>

At 09:46 AM 11/02/2001, you wrote:
>I was just trying to learn what the new eGroups/Yahoo address from
>Mornomic is when I came accross:
>
>http://groups.yahoo.com/group/MorningtonCrescentCa
>
>What do we do? Should we embrace them as fellow travellers on the way
>to enlightenment, or sue them for copyright theft?

I think we should send a delegation to greet them and see what they're up to.

PaulWay (volunteering)



From palnatoke@g... Tue Feb 13 21:03:26 2001
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To: <l-nomic-d@yahoogroups.com>
References: <20010210133253.95264.qmail@w...> <5.0.0.25.1.20010214091042.009e2850@m...>
Subject: Re: MN: Re: making nomic easier
Date: Wed, 14 Feb 2001 06:02:36 +0100
MIME-Version: 1.0
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From: "Ole Andersen" <palnatoke@g...>

Paul wrote:

...
: I think this is a very good point; it could be argued that a lot of the=20
: complexity was in stuff like clothing and charges that could, indeed=20
: should, have been placed in a separate variant ruleset and used when=20
: applicable.=20

"Mornington RPG"

...=20
: Perhaps we need to be more careful of what things we introduce into the=20
: standard game and put novelties and special effects into variant rulesets=
=20
: (of which, by convention, there are a myriad). This is not to say that I=
=20
: want to keep such things as shunting or spoon in separate rulesets - I wa=
nt=20
: the IMCS Standard to be still playable, as it were. The border is blurre=
d=20
: and vague; each of us must make up their own mind as to when they cross i=
t.

What if (after an initial period of confusion, angst and all that) the Stan=
dard Ruleset could only be amended by moving rules from the non-Standard ru=
lesets?


Ole



From dunx@d... Tue Feb 13 23:05:38 2001
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Subject: MN: Rulesets Aplenty
Date: Tue, 13 Feb 2001 22:14:42 +0000
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From: Dunx <dunx@d...>

To the Clan McNomic:

As a returning Player, I've spent some time this evening reading the
various rulesets which are extant, and although I haven't come to any
definite conclusions (particularly about the most recent iteration of the
New Ruleset) I would make the following observations:

1. the original ruleset is perhaps a touch too complicated - that's an
obvious statement, but one I've never really cleaved to before having
not participated for a long time.

My own take on this complexity is that it has two aspects:

a) difficulty - some of mechanics are over complicated for little gain.
As the inventor of Charge I would certainly accept responsibility
for some of this unnecessary difficulty, but there's actually a lot
less really difficult stuff in the Game than first appears and most
of what there is adds to the Game.

b) volume - there are a huge number of Rules, Possessions, Hats,
Station and Line States, Clamps, Disruptions, and so on. There is
just too much for anyone to remember, and frankly a lot of it isn't
terribly interesting. Indeed, a lot of Actions, Clamps and States
are just minor variations on each other introduced more out of
whimsy than anything else.

Of these two, I would have said that (b) was the larger problem simply
because it gets in the way of actually playing the game. I would also
add that a lot of these game elements don't really interact in
interesting ways - Kevan has said in the past that one of his goals
with the game was to have game mechanics which interact with each other
in interesting ways.

(Incidentally, my remarks at the end of (b) are not meant as an attack
on whimsy per se, merely on gratuitous whimsy obstructing the
playability of the game)

I would loudly echo approval for the idea of hiving a lot of this stuff
(both the complicated and the voluminous) off into Special Rulesets.
Ole's suggestion of freezing the standard rules to untried additions is
also sound to my eyes.

As for the content of the Special Rulesets - I wonder if we have scope
for building what would amount to discrete Ruleset components which
could be plugged together to make more complex Rules. I'm thinking
particularly that the Game Time and Charge/Current Rules could be
happily componentised in this manner (sorry, dreadful terminology -
blame the business I'm in).

It might be interesting to categorise any Special Rulesets we come up
with by complexity, size, whimsicality, and so on.

2. I'm not really in a position to cavil over the replacement ruleset which
was worked on over the Summer last year since I could have joined in
but didn't, but I'm not sure I like it much. I need to read it again,
but it seems to have thrown the baby out with the bathwater.

I do like the statement at the top about this game really having rules,
though.

3. the MCArena ruleset is interesting.

4. mechanism - I agree that there are problems with the administrative
burden of a Nomic (I find Kudos particularly onerous, as evidenced by
my various attempts to get rid of it) but its structure and the fact
that it places an end point on discussions is very useful.

The core point about MN when considering it as a Nomic is that the
Nomic part is not a competitive element of the game - it happens to be
a useful format for discussing and arriving at workable rules. That
structure is valuable, and I think is probably worth maintaining in
some form.


Finally, on the subject of Speaking: Snow is still the incumbent as far as
I am aware and was doing a good job the last time I was paying attention.
If he no longer wants the job then I'm happy to re-don the Speaking
trousers, but for myself I think I might be happier with a rotating
Speakership.

Cheers.

-- 
Dunx
"Fixing HTML is like grafting arms and legs onto a hamburger."
- Ted Nelson


From snowl@s... Wed Feb 14 15:16:15 2001
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To: <l-nomic-d@yahoogroups.com>
References: <966cdf+10qfp@eGroups.com>
Subject: Re: Re: making nomic easier
Date: Wed, 14 Feb 2001 22:40:27 -0000
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From: "Snow" <snowl@s...>

Kevan said:
> > So my thoughts are along the lines of:
> > 1. Pare the ruleset down to an agreed bare minimum required to
> have a functioning game.
>
> Agreed. I think we're more or less there already, really - my only
> doubts about ruleset_2000_8_5.html are that the Black-Token LV
> replacement seems just as complex as LV itself (but with far more
> unpredictability), and - possibly - that Token Stacks are more
> trouble than they're worth.

Though I prefer the Black-Token LV system, I lost the 'consensus' and
a time based system was established. I started to convert the ruleset,
but never got round to putting it up. It is up now. Token stacks were
a half-decided system that is really just a place holder. It can be
replaced or enhanced as the group decides (if indeed we continue with
the new ruleset).

> > 2. Let Nomic work its magic on the rules.
>
> Mm, maybe. I'm not sure if Proposal-and-Voting is an overly
> bureaucratical path to tread - as has been said before on the
> subject, we'd have a more robust basic ruleset if any points of
> contention were argued through to a unanimous agreement, if
> individual issues were addressed en masse, rather than by whoever
> happened to notice them.

I want a democratic system, but nothing so clunky as what we have now.
It should be able to cope with discussions that last weeks (or
months), but not turn minor problems into bureacratic nightmares.

I think the speaker should start a thread to be discussed. Everyone
debates it as close to unianimity as possible then someone makes a
formal proposal (direct to the list), and everyone votes a +1 or -1
(direct to the list), after a certain amount of time (say 4 working
days) the votes are summed and a positive number passes (or a higher
threshold could be set).

The speaker is only responsible for deciding the thread. Everything
else can be done directly by the players (including updating the
ruleset if we use eGroups file space).

> > 3. Have more emphasis on creating Special Rulesets which is
> more in character with Traditional MC, so the basic game remains
> reasonably simple and hence straightforward for newcomers and old
> timers like myself who have lost the plot.
>
> This seems a good way to go. A sturdy, static basic ruleset, but
> which can be used to play dynamic Nomic games (or to replay previous
> Special Rulesets, of course).

This sounds exactly right provided the nomic games only affect the
Special Rulesets, not the 'static' basic ruleset.

--
Snow
(playing with my new optical mouse)






From snowl@s... Wed Feb 14 15:16:16 2001
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To: <l-nomic-d@yahoogroups.com>
References: <5.0.0.25.1.20010214095532.009e40c0@m...>
Subject: Re: MN: Everyone remain calm
Date: Wed, 14 Feb 2001 22:50:20 -0000
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From: "Snow" <snowl@s...>

PaulWay said:
> At 09:46 AM 11/02/2001, you wrote:
> >I was just trying to learn what the new eGroups/Yahoo address from
> >Mornomic is when I came accross:
> >
> >http://groups.yahoo.com/group/MorningtonCrescentCa
> >
> >What do we do? Should we embrace them as fellow travellers on the
way
> >to enlightenment, or sue them for copyright theft?
>
> I think we should send a delegation to greet them and see what
they're up to.

Good idea, sign me up.

> PaulWay (volunteering)
Snow

--
Snow
(rabbit hole causes temporal worm distress)



From snowl@s... Wed Feb 14 15:16:18 2001
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To: <l-nomic-d@yahoogroups.com>
References: <01021323050304.01611@dagon>
Subject: Re: Rulesets Aplenty
Date: Wed, 14 Feb 2001 23:02:01 -0000
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From: "Snow" <snowl@s...>

Dunx said:
> 1. the original ruleset is perhaps a touch too complicated
> ...
> but there's actually a lot
> less really difficult stuff in the Game than first appears
and most
> of what there is adds to the Game.

I think the first part of this sentence is the key point to the whole
discussion, it isn't difficult it's just complicated. The second part
I not sure about, I think most of the ruleset subtracts from the game.

> I would loudly echo approval for the idea of hiving a lot of
this stuff
> (both the complicated and the voluminous) off into Special
Rulesets.

Agreed.

> Ole's suggestion of freezing the standard rules to untried
additions is
> also sound to my eyes.

The more static the better in my eyes.

> 2. I'm not really in a position to cavil over the replacement
ruleset which
> was worked on over the Summer last year since I could have
joined in
> but didn't, but I'm not sure I like it much. I need to read it
again,
> but it seems to have thrown the baby out with the bathwater.

It's not finished yet! _I_ don't think it's going in the wrong
direction, but that is one of the things we are discussing.

> I do like the statement at the top about this game really having
rules,
> though.

I was a member of this list for weeks, before I decided it was 'for
real'.

--
Snow
(this sig has been left intentionally blank)






From snowl@s... Wed Feb 14 15:16:20 2001
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To: <l-nomic-d@yahoogroups.com>
References: <20010210133253.95264.qmail@w...> <5.0.0.25.1.20010214091042.009e2850@m...>
Subject: Re: MN: Re: making nomic easier
Date: Wed, 14 Feb 2001 23:10:43 -0000
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From: "Snow" <snowl@s...>

PaulWay said:
> From there, I think each of us should nominate to be 'in charge' of
one
> section of play mechanics.

I don't like this at all. We'll just end up with people trying to
implement moving with actions, becuase they're in charge of actions
and the person in charge of moves is not being co-operative. Everyone
should have equal say on all subjects. Furthermore where possible
everyone should be encoaraged to have a say on all subjects, the more
people put their input in the more likely we are to get the best
solution.

> The game sections I see are:
>
> * Actions: how players do things in the game.
> * Definitions: ensuring standard usage and standard terminology.
> * Game timing: the timing of moves and actions and so forth.
> * Legality: buzzing, taking back invalid or illegal moves.
> * Movement: moving around the map (via lines or not).
> * Special Rulesets: keeping everything separate, and keeping
everything
> together.
> * States: spoon, knip, bridges, toffing, narging - all that stuff.
> * Tokens: their acquisition, usage, transferral and movement on the
board.
> * Winning: how to win; keeping various methods at roughly equal
'cost'.

Looks right.

> > 4. Have a normal rules game running constantly in the Lyttleton
> > lounge, leaving the others for Special Games as required.
>
> Yes!

Yes.

> >Do we have a(n active) Speaker?
>
> I'd volunteer Dunx, since he did an excellent job, but if necessary
I'll do
> the job. Some weeks I have time free, some weeks I don't.

Officially I'm still Speaker, but I'd like to get rid of the role so I
can stop being diplomatic. Since Dunx is willing I'll second the
nomination.

--
Snow
(this sig has been left intentionally blank)



From snowl@s... Wed Feb 14 15:21:18 2001
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References: <966cdf+10qfp@eGroups.com> <00a501c096dc$0bb114e0$52837ed4@snow>
Subject: Re: Re: Re: making nomic easier
Date: Wed, 14 Feb 2001 23:20:29 -0000
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From: "Snow" <snowl@s...>

I Said:

> Kevan said:
> > > So my thoughts are along the lines of:
> > > 1. Pare the ruleset down to an agreed bare minimum required
to
> > have a functioning game.
> >
> > Agreed. I think we're more or less there already, really - my only
> > doubts about ruleset_2000_8_5.html are that the Black-Token LV
> > replacement seems just as complex as LV itself (but with far more
> > unpredictability), and - possibly - that Token Stacks are more
> > trouble than they're worth.
>
> Though I prefer the Black-Token LV system, I lost the 'consensus'
and
> a time based system was established. I started to convert the
ruleset,
> but never got round to putting it up. It is up now.

I'm talking nonsense, it's already up I just linked to the wrong
version. The right version is:

http://groups.yahoo.com/group/l-nomic-d/files/ruleset_2000_8_14.html

--
Snow
(Mind like sieve invades sieve like mind)



From mn_miKi@h... Wed Feb 14 16:13:51 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Re: Re: making nomic easier
Date: Wed, 14 Feb 2001 16:13:50 -0800
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From: "miKi mn" <mn_miKi@h...>

From: "Snow" <snowl@s...>
>Kevan said:
> > > 3. Have more emphasis on creating Special Rulesets which is
> > more in character with Traditional MC, so the basic game remains
> > reasonably simple and hence straightforward for newcomers and old
> > timers like myself who have lost the plot.
> >
> > This seems a good way to go. A sturdy, static basic ruleset, but
> > which can be used to play dynamic Nomic games (or to replay previous
> > Special Rulesets, of course).
>
>This sounds exactly right provided the nomic games only affect the
>Special Rulesets, not the 'static' basic ruleset.

This gets right to the nub of the matter - if we are going to make any 
progress, I suggest that we do something like have a go at getting the rules 
into a decent starting point by whatever method we choose - maybe PaulWay's 
idea of us each doing a setion is a good one, and then we play the basis 
rules (and those only) and allow the nomic to work in a way in which we 
agree. After a time when things are settled, we can then set it in stone and 
start developing Special Rules.

I agree with whoever it was that suggested that having the individual 
special rules small in scope so that one can plug and play a great number of 
combinations. I can even envisage a "What special rules are you playing?" 
webpage where one can click on the options one would like and the relevent, 
complete, ruleset for those selections would be returned.

An extension of that idea is to call the add-ons "Options", as in the 
"Finsbury Option" from York which acts in addition to the standard rules, 
but that there could also be "Variants" which modify the standard rules. For 
example, the Ongar Variant might have a different mechanism for determining 
a change in LV. This could also be accomplished using a web-based 
interface-type thing. It does, however, require someone to write the thing, 
and I have no clue whatsoever when it comes to web-based programming.

Thoughts please,
Mind the gap,
- miKi

_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com



From paulway@e... Wed Feb 14 16:16:43 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Re: making nomic easier
In-Reply-To: <006901c09643$64281ea0$0200000a@richardmayhew>
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From: Paul Wayper <paulway@e...>

At 04:02 PM 14/02/2001, you wrote:
>What if (after an initial period of confusion, angst and all that) the 
>Standard Ruleset could only be amended by moving rules from the 
>non-Standard rulesets?

Cunning, and brilliant. Sounds like an excellent idea. I'm 100% behind it.

Paul



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Subject: Re: MN: Re: Re: making nomic easier
Date: Thu, 15 Feb 2001 19:14:34 -0000
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From: "Snow" <snowl@s...>

Miki wrote:
> From: "Snow" <snowl@s...>
> >Kevan said:
> > > > 3. Have more emphasis on creating Special Rulesets which
is
> > > more in character with Traditional MC, so the basic game remains
> > > reasonably simple and hence straightforward for newcomers and
old
> > > timers like myself who have lost the plot.
> > >
> > > This seems a good way to go. A sturdy, static basic ruleset, but
> > > which can be used to play dynamic Nomic games (or to replay
previous
> > > Special Rulesets, of course).
> >
> >This sounds exactly right provided the nomic games only affect the
> >Special Rulesets, not the 'static' basic ruleset.
>
> This gets right to the nub of the matter - if we are going to make
any
> progress, I suggest that we do something like have a go at getting
the rules
> into a decent starting point by whatever method we choose - maybe
PaulWay's
> idea of us each doing a setion is a good one, and then we play the
basis
> rules (and those only) and allow the nomic to work in a way in which
we
> agree. After a time when things are settled, we can then set it in
stone and
> start developing Special Rules.
>
> I agree with whoever it was that suggested that having the
individual
> special rules small in scope so that one can plug and play a great
number of
> combinations. I can even envisage a "What special rules are you
playing?"
> webpage where one can click on the options one would like and the
relevent,
> complete, ruleset for those selections would be returned.
>
> An extension of that idea is to call the add-ons "Options", as in
the
> "Finsbury Option" from York which acts in addition to the standard
rules,
> but that there could also be "Variants" which modify the standard
rules. For
> example, the Ongar Variant might have a different mechanism for
determining
> a change in LV. This could also be accomplished using a web-based
> interface-type thing. It does, however, require someone to write the
thing,
> and I have no clue whatsoever when it comes to web-based
programming.

I agree with all of this except for the method used to get there. The
basic ruleset should be approached in a holistic fashion; anyone
following last summer's discussions will realise that you can't
sensibly discuss x without also considering the knock-on effect on y
and z.

On the other hand where possible we should try to concentrate on the
same part of the ruleset at the same time, so it can be discussed
properly and inclusivly (hopefully to unanmity).

--
Snow
(wondering how many different ways I can spell uniamity)



From paulway@e... Thu Feb 15 16:06:06 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Re: Re: making nomic easier
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From: Paul Wayper <paulway@e...>

At 09:40 AM 15/02/2001, you wrote:
>I want a democratic system, but nothing so clunky as what we have now.
>It should be able to cope with discussions that last weeks (or
>months), but not turn minor problems into bureacratic nightmares.

I agree with your idea here, but I'd like to propose (heh) an idea to take 
the overriding control of the process off the hands of the speaker.

Any person can propose an idea, whether it be a nebulous preference or 
actual rule text. E then becomes the 'referee' for that proposal. Votes 
are collected by em, discussion is moderated and processed by em, and in 
general e is responsible for the process of taking that idea and turning it 
into a rule that everyone agrees on. Near unanimity should be the goal, 
but people are encouraged to construct rather than block.

>From having been the Speaker in Thring and from seeing the workload that 
gets passed to the Speaker in this game, I think it's a good idea to free 
them from as much administration as possible. So in my mind they should be 
the ones to do the updates of the ruleset, but that should be reduced to a 
simple matter of copy and paste.

This sounds exactly right provided the nomic games only affect the
>Special Rulesets, not the 'static' basic ruleset.

Yep. I think a standard guide (but not a hard-and-fast rule) should be 
that a rule should survive one play in a Special ruleset before being 
considered for addition to the 'IMCS standard' Ruleset. And even then, I 
can see things like Clothing and Currents being permanently in Special 
Rulesets.

Paul



From dunx@d... Fri Feb 16 07:46:51 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Re: Rulesets Aplenty
Date: Fri, 16 Feb 2001 06:49:45 +0000
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From: Dunx <dunx@d...>

On Wed, 14 Feb 2001, you wrote:
> Dunx said:
> > 1. the original ruleset is perhaps a touch too complicated
> > ...
> > but there's actually a lot
> > less really difficult stuff in the Game than first appears
> and most
> > of what there is adds to the Game.
> 
> I think the first part of this sentence is the key point to the whole
> discussion, it isn't difficult it's just complicated.

Indeed.

> The second part
> I not sure about, I think most of the ruleset subtracts from the game.

I think I would agree with you on that point, but I suspect our positions
diverge somewhat after that. My thinking is that the core mechanics don't
need to be touched since they've been proven workable over several games,
but that a lot of the fluff which has accreted needs to be separated from
the basic rules.

> > Ole's suggestion of freezing the standard rules to untried
> additions is
> > also sound to my eyes.
> 
> The more static the better in my eyes.

Indeed, especially if we can keep a ruleset stable through the duration of
a single game!

> > 2. I'm not really in a position to cavil over the replacement
> ruleset which
> > was worked on over the Summer last year since I could have
> joined in
> > but didn't, but I'm not sure I like it much. I need to read it
> again,
> > but it seems to have thrown the baby out with the bathwater.
> 
> It's not finished yet! _I_ don't think it's going in the wrong
> direction, but that is one of the things we are discussing.

I realise it's not finished; I was just saying I didn't like the direction
it was taking.

Incidentally, the more recent version of the new ruleset you've uploaded
is unreadable on any browser I have access to (NS4.7 and NS6 on Linux).

Forward, anyway.

-- 
Dunx
Life. Don't talk to me about life.


From dunx@d... Fri Feb 16 07:46:52 2001
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Subject: Re: MN: Re: making nomic easier
Date: Fri, 16 Feb 2001 07:00:18 +0000
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From: Dunx <dunx@d...>

Snow wrote:
> PaulWay said:
> > >Do we have a(n active) Speaker?
> >
> > I'd volunteer Dunx, since he did an excellent job, but if necessary
> I'll do
> > the job. Some weeks I have time free, some weeks I don't.
> 
> Officially I'm still Speaker, but I'd like to get rid of the role so I
> can stop being diplomatic. Since Dunx is willing I'll second the
> nomination.

Well, if no one else has any objections I'll setup the magic phone booth
of Speaker transformation over the weekend.

In particular, I'll write up a formal process proposal so we have
something concrete to argue about.

Forward, to a future of brighter tokens!

-- 
Dunx
Life. Don't talk to me about life.


From dunx@d... Fri Feb 16 07:46:55 2001
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Subject: Re: MN: Re: Re: making nomic easier
Date: Fri, 16 Feb 2001 07:04:12 +0000
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From: Dunx <dunx@d...>

PaulWay wrote:
> Any person can propose an idea, whether it be a nebulous preference or 
> actual rule text. E then becomes the 'referee' for that proposal. Votes 
> are collected by em, discussion is moderated and processed by em, and in 
> general e is responsible for the process of taking that idea and turning it 
> into a rule that everyone agrees on. Near unanimity should be the goal, 
> but people are encouraged to construct rather than block.

That seems a reasonable basis. My thinking was in particular that any
changes to basic rules should be entirely unanimous, including transfer of
elements from a special ruleset into the basic rules, but that special
ruleset changes might be managed using majority voting.

> From having been the Speaker in Thring and from seeing the workload that 
> gets passed to the Speaker in this game, I think it's a good idea to free 
> them from as much administration as possible. So in my mind they should be 
> the ones to do the updates of the ruleset, but that should be reduced to a 
> simple matter of copy and paste.

I would certainly endorse that point, as I'm sure Snow and Kevan can too.

-- 
Dunx
Life. Don't talk to me about life.


From dunx@d... Fri Feb 16 07:47:01 2001
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To: l-nomic-d@yahoogroups.com
Subject: MN: Proposed Starting Point
Date: Fri, 16 Feb 2001 07:27:53 +0000
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From: Dunx <dunx@d...>

OK, we need to have something concrete to argue about. This message is an
outline of what I intend to write up more formally over the weekend.

First of all, we should take as the starting point for discussion the last
version of the old ruleset. I suggest this primarily because the core
mechanics of that ruleset have been play tested reasonably thoroughly,
rather than to denigrate the fine work on the newer ruleset.

Secondly, the structure of the rules shall be that a core set of game
mechanics (called the "Basic Ruleset") should remain largely static
(except for bug fixes, but that's a process issue). The Basic Ruleset will
be supplemented by various Special Rulesets which can be much more
mutable.

We may want to classify these Special Rulesets as "Options" or "Variants",
where Options add to the Basic Ruleset but Variants modify the Basic
Ruleset. This may or may not be a useful distinction to draw: after all,
Variants could conceivably modify Options, but the goal would be in this
structure a modular ruleset.

(a point worth mentioning is that the name "Special Ruleset" becomes
misleading since these optional bits and bobs are likely to make up the
majority of text in the ruleset as a whole)

Thirdly, we should accept that in order to get the ruleset sane again, we
need a two phase process:

1/ defining a core ruleset - unanimity required

2/ adding special rulesets - majority voting acceptable

We can't really start playing games again until /1/ has reached some kind
of conclusion.

Finally, the process for modifying Rules will vary depending on which
Rules are being modified: changing the Basic Rules should continue to
require unanimity, whereas Special Rules might be changed by simple
majority.

What I shall flesh out over the next couple of days are the administrative
processes, probably using Section 0 as a basis but simplifying certain
elements.

OK?

-- 
Dunx
Life. Don't talk to me about life.


From dunx@d... Fri Feb 16 07:47:04 2001
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Subject: Re: MN: Re: Re: making nomic easier
Date: Fri, 16 Feb 2001 07:23:34 +0000
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From: Dunx <dunx@d...>

PaulWay wrote:> Any person can propose an idea, whether it be a nebulous preference or 
> actual rule text. E then becomes the 'referee' for that proposal. Votes 
> are collected by em, discussion is moderated and processed by em, and in 
> general e is responsible for the process of taking that idea and turning it 
> into a rule that everyone agrees on. Near unanimity should be the goal, 
> but people are encouraged to construct rather than block.

That seems a reasonable basis. My thinking was in particular that any
changes to basic rules should be entirely unanimous, including transfer of
elements from a special ruleset into the basic rules, but that special
ruleset changes might be managed using majority voting.

Having said that, this process is probably not going to advisable until we
have a reasonably stable basic ruleset - as Snow mentioned elsewhere, the
core rules are best considered as a whole.

> From having been the Speaker in Thring and from seeing the workload that 
> gets passed to the Speaker in this game, I think it's a good idea to free 
> them from as much administration as possible. So in my mind they should be 
> the ones to do the updates of the ruleset, but that should be reduced to a 
> simple matter of copy and paste.

I would certainly endorse that point, as I'm sure Snow and Kevan can too.

-- 
Dunx
Life. Don't talk to me about life.


From david@d... Fri Feb 16 10:01:55 2001
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Date: Fri, 16 Feb 2001 12:00:37 -0600 (CST)
To: Mornington Nomic Discussion List <l-nomic-d@yahoogroups.com>
Subject: Experimentation
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From: David Lynch <david@d...>

One thought for adding new rules: When we get a working base ruleset,
modify it to allow for shorter games and use that when consensus is that a
rule might want to be play-tested before it's enacted into the final
version -- esentially the experimentation ruleset.

- David James Lynch -
david@d...



From snowl@s... Sat Feb 17 14:36:12 2001
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Subject: Re: MN: Re: Rulesets Aplenty
Date: Sat, 17 Feb 2001 21:46:00 -0000
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From: "Snow" <snowl@s...>

Dunx said:
> Incidentally, the more recent version of the new ruleset you've
uploaded
> is unreadable on any browser I have access to (NS4.7 and NS6 on
Linux).

Hmm, I check things on IE5 and lynx. I generally assume that anything
in between will work. It's mostly W3C standard HTML+CSS with a few
bits of HTML that should fail in a readable fashion. I suspect a
partial implementation of CSS is too blame. I've removed the CSS stuff
from the template, does this help?

I guess the moral is to always use W3C standard HTML and never use
Netscape.

--
Snow
(Considering Opera)



From snowl@s... Sat Feb 17 14:36:13 2001
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Subject: Re: MN: Re: Re: making nomic easier
Date: Sat, 17 Feb 2001 21:54:51 -0000
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From: "Snow" <snowl@s...>

PaulWay said:
> Any person can propose an idea, whether it be a nebulous preference
or
> actual rule text. E then becomes the 'referee' for that proposal.
Votes
> are collected by em, discussion is moderated and processed by em,
and in
> general e is responsible for the process of taking that idea and
turning it
> into a rule that everyone agrees on. Near unanimity should be the
goal,
> but people are encouraged to construct rather than block.
>
> From having been the Speaker in Thring and from seeing the workload
that
> gets passed to the Speaker in this game, I think it's a good idea to
free
> them from as much administration as possible. So in my mind they
should be
> the ones to do the updates of the ruleset, but that should be
reduced to a
> simple matter of copy and paste.

I agree with everything you and Dunx said (about the debate system)
with 3 minor caveats.

1) The static ruleset should not require unanimous agreement to make
changes, but a higher majority (say 75%). I say this because once we
have a stable playable ruleset I will vote -1 for everything that
isn't a bug fix; and I don't want my view to get in the way of what
might be the majority.

2) There should only be one 'major' discussion at a time. Chosen by
the Speaker from suggestion from players. Minor details can be dealt
with in the background.

3) I should try to remember my 3rd point.

--
Snow
(I did have a 3rd one, but it appears to have left my brain)





From paulway@e... Sun Feb 18 02:58:04 2001
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Date: Sun, 18 Feb 2001 21:58:00 +1100
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Proposed Starting Point
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From: Paul Wayper <paulway@e...>

At 06:27 PM 16/02/2001, you wrote:
>We may want to classify these Special Rulesets as "Options" or "Variants",
>where Options add to the Basic Ruleset but Variants modify the Basic
>Ruleset. This may or may not be a useful distinction to draw: after all,
>Variants could conceivably modify Options, but the goal would be in this
>structure a modular ruleset.

An excellent proposition. Although it might be considered to be a small 
difference, the precedence issue alone indicates that this distinction is 
worth making. And to have separate conditions by which proposals for each 
are judged is good too.

>What I shall flesh out over the next couple of days are the administrative
>processes, probably using Section 0 as a basis but simplifying certain
>elements.

100% with you there. Any part I can do, let me know. I've still got days 
free now that I'm on my second week of late shift.

Have fun,

Paul



From paulway@e... Sun Feb 18 17:58:20 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Re: Re: making nomic easier
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From: Paul Wayper <paulway@e...>

At 11:13 AM 15/02/2001, you wrote:
>I agree with whoever it was that suggested that having the individual
>special rules small in scope so that one can plug and play a great number of
>combinations. I can even envisage a "What special rules are you playing?"
>webpage where one can click on the options one would like and the relevent,
>complete, ruleset for those selections would be returned.

I like this idea a lot.

This reminds me also of my other idea, which is to start the new attempt at 
the ruleset off being formatted in HTML. If we start with consistent 
formatting, then things just fall into place. Tables become easier to 
read, sections and subsections become easier to identify, bulletted and 
numbered lists become simple, etcetera. It also becomes possible to build 
a ruleset parser, a ruleset modifier web tool, and other useful gadgets 
that make everyone's lives (especially the Speaker's) much easier.

I also foresee the possibility of using XML (thought I don't even know how 
to write it), and having a Ruleset Formatter like miKi has proposed above: 
specify which combination of rulesets you're playing under and the engine 
spits out the list of all rules that apply.

I must look up a good XML tutorial on the web.

Have fun,

Paul



From paulway@e... Mon Feb 19 15:23:07 2001
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Date: Mon, 19 Feb 2001 13:09:38 +1100
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Re: making nomic easier
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From: Paul Wayper <paulway@e...>

At 10:10 AM 15/02/2001, you wrote:
>I don't like this at all. We'll just end up with people trying to
>implement moving with actions, becuase they're in charge of actions
>and the person in charge of moves is not being co-operative. Everyone
>should have equal say on all subjects. Furthermore where possible
>everyone should be encoaraged to have a say on all subjects, the more
>people put their input in the more likely we are to get the best
>solution.

Well, I was advocating co-operation and interaction, but I can see your 
worst-case scenario. Personally, I think if we need movement in actions 
(and, given that Wild moves are one of the fundamental components of MC 
play as I see it, I think we do) then the coordinators of those two topics 
get together in email and nut out a complete structure. Then they put it 
up for everyone to review. Only when you have a 75% majority (the figure 
being bandied about currently) does that set of rules get added.

I guess I see coordinators as the people who guide the process of setting 
up the rules. I think the ruleset we're trying to create is too complex 
for one person to hold all the 'concept' (ie. the modus operandi and grand 
scheme) of each facet of play in eir head for too long before it all gets 
to be a gooey paste.

Paul



From dunx@d... Mon Feb 19 22:44:44 2001
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Subject: MN: Mechanical Suggestions
Date: Mon, 19 Feb 2001 22:42:14 +0000
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Friends:

Attached is an initial suggestion for the process part of a
reconstituted Morning Nomic. Basically, it is Section 0 of the old
Ruleset with some modifications. I'll give a summary of those
modifications in a moment, but I thought I'd say where I thought we
should go next.

What I suggest here is to follow a version of the modified Proposal
process described in the new Section 0, treating this Section as a
single big Proposal and with myself as the Proposer. Obviously this
can't properly be constituted under the new process, since it has not
yet been Passed into the Rules, but since I assume we are treating any
previous rulesets as being in abeyance then we have to start somewhere.

Once we have agreed what the core mechanics shoud look like, we can
start constructing a basic ruleset in earnest. I have deliberately not
codified any concepts of focussing the discussion on specific topics,
since that's not truly a mechanical issue.

So, what has changed?

The main thing which is different from the old Section 0 is the Proposal
process: rather than being tied to the end the Nomic Week and being
managed exclusively by the Speaker, I've made the Players responsible
for their own Proposals and have decoupled Voting from the end of the
Week, as well as making Voting a public act. This is all predicated on
Mornington Nomic no longer being competitive in the Nomic space, all the
cut throat attacks are confined to the Mornington Crescent map.

What I think should happen with a Proposal is as follows:

1/ someone has an idea, and puts together a Proposal embodying this
idea. So far, so similar to the current process, although I suggest
that for most Proposals it is worth thrashing out an idea publically
before constructing a Proposal.

2/ the Player puts on eir Proposer hat and formally issues the
Proposal by posting it to the list. This can be done at any time of
Week, and does not require the Speaker's involvement (although it is
up to the Speaker to avoid duplicates). Each Proposal has a unique
Proposal number, just as currently.

3/ other Players Vote. I've suggested that the Proposer not be allowed
to Vote on eir Proposal.

Votes are posted to the discussion list within a calendar week of
the Proposal being issued.

4/ once the Voting is completed, the Proposer tallies the Votes and
publishes the result. If the Proposal passed to the appropriate
standard, the Proposer then edits the ruleset accordingly.

Note that only one Proposer can edit the ruleset at once. Permission
to edit the document is sought from the Speaker, and (in the
strictest interpretation) if you don't have this permission any
changes you make will not be accepted.

In practice, if changes do not affect the same areas of the ruleset,
then simultaneous editing would be allowed.

5/ if a Proposal fails, the Proposer is allowed to solicit feedback and
reissue the Proposal with any changes deemed necessary, but it is
considered a new Proposal with a new Proposal number and everything.

That's it. apart from caveats about Players using common sense in not
continually resubmitting Proposals which no one Votes for and not being
capricious in their Votes. The Speaker has no role except to act as a
guarantor of the consistency of the Ruleset.

Another significant change is that I have reintroduced immutability, and
different degrees thereof. Immutability is a property present in many
Nomics (and originally in this one too) which is applied to Rules to
stop them being changed maliciously. What I have tried to do here is to
codify degrees of immutability linked to how powerful the mandate
required for change is. I've also made these controls applicable to
sections and volumes rather than just rules, which is the mechanism I
suggest using to stabilise the basic ruleset once we have agreed its
content.

There are not many other big changes which are not concomitant to the
above, apart from what has been removed:

- Kudos: always difficult to administer, increasingly irrelevant in
the old ruleset, but utterly futile now that the Nomic part is
no longer competitive. I weep for the loss of whimsy only.
- Mentors: they speak of an earlier time when the ruleset was
unnavigable without aid. And when we're all finding our way
anyway...

Obviously all comments are welcome on what I've done here, but
particular points I'm interested in:

- mutability: I haven't offered any suggestion for the mutability
modifiers of any Rules in this first draft, primarily because
I've run out of intellectual energy to make sensible decisions
on this point. All suggestions welcome.
- Roles: I have made mention of different roles which Players have
within the Game. Is this useful terminology?
- Week-End: I've moved this to 1200 GMT Tuesday, which is where it
started in the first ruleset. The 1800 Tuesday time was
introduced because the Speaker was very unlikely to do the
Week-End admin until that time in the evening, and this gave
Players another six hours to get their bits and bobs in. With
the Speaker's role in Proposal administration reduced, there
seems less reason for this otherwise confusing time.
- ruleset format: I've stuck to a text file for the moment. I'm not
hostile to XML or HTML formats, but text is most widely readable
and is easily edited. I'm also loath to change this aspect of
the Game along with everything else right at the moment.
- Special Rulesets: I've had a go at defining Options and Variants.
Are these satisfactory?
- Points of Order and EPs: these are unchanged, since they seem to
be useful panic measures.
- Game Time: we're well into Year Four now, by the terms of The
Theocracy of Muntab. I hereby declare Week 1 started last April
and continues until tomorrow.

Returning to how to get going here, I'm putting forward this initial
draft as a discussion document rather than yet being any kind of formal
Proposal. When this goes to a Vote, I'm looking for some variety of
unanimity, not because it is necessarily required (indeed, I am hoping
to keep the Mechanics section mostly easily changeable) but because it
probably makes sense at this stage.

See what you all think.

--
Dunx
Nihilism? Nothing to it.

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From riffraff@p... Wed Feb 21 20:23:06 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Are we alive?
From: "RiffRaff ." <riffraff@p...>

Great Caesar's Ghost! I leave my e-mail for a couple days, come back, and there's about a million MC posts... 

>I'm still here. I'm still waiting for something to happen... I might be 
>able to contribute, but I have a minor philosophical problem with the way 
>the ruleset has gone.

Actually, I used some of the intervening time to edit and re-write the original MN ruleset (rather imperialistically, I might add, if that were a word) to make it work with the physical board I've got. We've only tested it up to Complexity Level 2 (the "Basic Rules"), but it works well so far. I could post them somewhere if there's interest. Note however that I destroyed most of the stuff that made it playable over e-mail.

--Riff




------------------------------------------------------------
Listen to POWERPUFF-FM on the SonicBox iM Tuner-FREE DOWNLOAD!
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From paulway@e... Thu Feb 22 14:25:15 2001
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From: Paul Wayper <paulway@e...>

At 03:23 PM 22/02/2001, you wrote:
>Actually, I used some of the intervening time to edit and re-write the 
>original MN ruleset (rather imperialistically, I might add, if that were a 
>word) to make it work with the physical board I've got. We've only tested 
>it up to Complexity Level 2 (the "Basic Rules"), but it works well so 
>far. I could post them somewhere if there's interest. Note however that 
>I destroyed most of the stuff that made it playable over e-mail.

Actually, call me deranged and in need of better things to do with my time, 
but the idea of playing 'Real' MC at a Pilgrimage is very very 
tempting. And no doubt you've had a look at some of the problems that 
we'll have to look at as well.

Have fun,

Paul



From riffraff@p... Thu Feb 22 19:49:40 2001
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From: "RiffRaff ." <riffraff@p...>



>To: l-nomic-d@yahoogroups.com
>From: Paul Wayper <paulway@e...>
>Date: Fri, 23 Feb 2001 09:25:00 +1100
>Reply-To: l-nomic-d@yahoogroups.com
>Subject: Re: MN: Are we alive?
>
>At 03:23 PM 22/02/2001, you wrote:
>>Actually, I used some of the intervening time to edit and re-write the 
>>original MN ruleset (rather imperialistically, I might add, if that were a 
>>word) to make it work with the physical board I've got. We've only tested 
>>it up to Complexity Level 2 (the "Basic Rules"), but it works well so 
>>far. I could post them somewhere if there's interest. Note however that 
>>I destroyed most of the stuff that made it playable over e-mail.
>
>Actually, call me deranged and in need of better things to do with my time, 
>but the idea of playing 'Real' MC at a Pilgrimage is very very 
>tempting. And no doubt you've had a look at some of the problems that 
>we'll have to look at as well.

Hokay, I'll get them up... I've got to go through and add some of the changes we made while testing. Might take a bit, as my free time is being demolished by a stack of new videogames and a bizarre little card game called "1000 Blank White Cards", but I'll try and find some time this weekend. :)

cheers,
--Riff





------------------------------------------------------------
Listen to POWERPUFF-FM on the SonicBox iM Tuner-FREE DOWNLOAD!
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From dunx@d... Thu Feb 22 21:35:43 2001
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Subject: Re: MN: Mechanical Suggestions
Date: Thu, 22 Feb 2001 21:25:13 +0000
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On Mon, 19 Feb 2001, you wrote:
> Attached is an initial suggestion for the process part of a
> reconstituted Morning Nomic. Basically, it is Section 0 of the old
> Ruleset with some modifications. I'll give a summary of those
> modifications in a moment, but I thought I'd say where I thought we
> should go next.

No comments then? Should I take that as unanimous approval, or disinterest?

It is quite a long document, I suppose, but I thought it would be quite
easy to digest since it was so close in content to the old Section 0.

A few comments of my own, anyway:

Mandates: I'm fairly sure most of the Mandates given won't be any use. In
particular, Total Unianimity seems far too demanding for any realy work,
whilst Simple Majority seems too weak to be safe.

Mutability: I'm going to leave all of the Section 0 Rules as the default
for now, because I can't see there's any percentage in doing anything else
initially.

That's all I had based on rereading the document when I was more awake.
Anybody else?

Something I obviously haven't done yet is upload this onto the web site. I
shall notify you when that's done.

But if that's all, then I'll put this section to a vote shortly.

Cheers.

-- 
Dunx
There is no spoon.


From david@d... Fri Feb 23 09:58:00 2001
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To: l-nomic-d@yahoogroups.com
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From: David Lynch <david@d...>

On Thu, 22 Feb 2001, Dunx wrote:

> No comments then? Should I take that as unanimous approval, or disinterest?

Take it as lack of time, in my case. It's sitting here in Pine waiting for
my reading as soon as I have more than a few seconds for e-mail.

- David James Lynch -
david@d...



From dunx@d... Fri Feb 23 12:05:05 2001
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From: Dunx <dunx@d...>

On Fri, 23 Feb 2001, you wrote:
> On Thu, 22 Feb 2001, Dunx wrote:
> 
> > No comments then? Should I take that as unanimous approval, or disinterest?
> 
> Take it as lack of time, in my case. It's sitting here in Pine waiting for
> my reading as soon as I have more than a few seconds for e-mail.

Of course. I'll do that walk through I mentioned since I should think that
might help in reading the document.

Also, I should apologise for the somewhat arch tone of my last message. I
was a bit tired.

Cheers.

-- 
Dunx
There is no spoon.


From paulway@e... Fri Feb 23 12:16:14 2001
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From: Paul Wayper <paulway@e...>

At 08:25 AM 23/02/2001, you wrote:
>No comments then? Should I take that as unanimous approval, or disinterest?

Sorry, but I must have missed the attachment. I didn't see the attachment 
on your email, but when I looked at the copy online it showed me the 
ruleset that you had attached to your email, Dunx. This must be some 
curious filtering on yahoo's behalf, or else my email program isn't obeying 
MIME (which would be more curious).

>It is quite a long document, I suppose, but I thought it would be quite
>easy to digest since it was so close in content to the old Section 0.

This is what stands out to me (not necessarily wrong) at first impression:

# Have we always had section 0.2.3? It strikes a bell somewhere (probably 
in my old Thring archives).

# The idea for Mandate and Mutability seems to remind me curiously of 
Ackanomic. If we get to the stage where repealed rules are not actually 
edited out but are marked "Repealed" and filed away in a corner somewhere, 
I'll know we've been infiltrated by the Ackanomic Secret Service. While I 
agree with Dunx that Mandate seems rather simple and needs more subtlety, I 
can't work out exactly what that might be or find anything else to add (at 
this stage).

# I'd like to suggest a change here: rework 0.4.1 here to read:

Each Proposal submitted by a Player should have a name (typically summing
up the aim of the Proposal in a few words, optionally in the form of a
pun), a Type, any amount of text stating what the Proposal should do
if it is Voted through, and any amount of commented text explaining
anything the Proposer feels the need to explain. All the manipulations
of the Ruleset in one Proposal should generally have one general aim or
effect.

Proposals may be of the following types:-

* Enactment - To create one or more new Rules to be added to the
Ruleset. Enactments may specify the Volume and/or
Section of the new Rule(s), which are created if
they don't already exist.
* Amendment - To change the wording of one or more existing Rules
in the manner detailed in the Proposal.
* Repeal - To remove one or more Rules, as specified by the
Proposal, from the Ruleset.
* Multiple - A combination of Enactments, Amendments and Repeals
in any order.
* Renumbering - To renumber all the Rule Numbers in a particular
Subsection, or to renumber a single Rule.
* Resignation - To force another Player to Resign.
* Mutability - To change the Mutability Modifier of a Rule, Section,
or Volume.

Commented text is signified by surrounding it with curly braces, and
is entirely ignored if the Proposal passes and alters the Ruleset.


All I'm really changing is taking away the necessity to use Multiple 
Proposals all the time to get any real work done. If you're doing a bunch 
of enactments then it should just be an enactment. That and a bit of 
wanton tidying :-)


# Is there any reason why Proposals can't be numbered arbitrarily, so long 
as they haven't been used before? We need to avoid continual reposts of 
proposals due to the inevitable "when I checked my mail that proposal 
number was free..." conflicts. I think the best way is for each Player to 
have a prefix which they alone use: e.g. my Proposals would be Proposal 
PW001, PW002, etc. Doesn't have to be specifically two initials: Proposal 
GrandPoohBah140D_20010301a could be OK as well (if somewhat 
sesquipedalian). Once again, a simple matter of leaving it to the players 
themselves to sort out.

Of course, having some sort of order to the numbering would be encouraged 
(i.e. sequential proposals from the same proposer being numbered Thing44 
then Ajax921 then THX1138 would be right out). After all, if we can fit it 
in some kind of database for automatic formatting then that'd be good.

# 0.5.2 strikes me as being out of place, because it allows only one week 
for discussion on a Proposal to take place. But then I may be 
misunderstanding the intent of the Ruleset as it is. Are we aiming for a 
Proposal to be patched and amended before being Voted for, or are we aiming 
at patches and amendments involving discarding the old Proposal and 
Proposing a new one?


That's pretty much it, yeah. I'm in favour of the Ruleset generally.

Have fun,

Paul



From dunx@d... Fri Feb 23 16:59:36 2001
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From: Dunx <dunx@d...>

On Fri, 23 Feb 2001, you wrote:
> At 08:25 AM 23/02/2001, you wrote:
> >No comments then? Should I take that as unanimous approval, or disinterest?
> 
> Sorry, but I must have missed the attachmentT.

That's very odd, isn't it?

It's partly my fault for not putting this stuff up on the web page, of
course, something I shall rectify this weekend.

> This is what stands out to me (not necessarily wrong) at first impression:
> 
> # Have we always had section 0.2.3? It strikes a bell somewhere (probably 
> in my old Thring archives).

That's always been there, yes - or at least, it's a section which is
unchanged from the latest version of the old Section 0.

As for the Thring similarity, I may be wrong here but I believe that the
original Ruleset was drawn in part from Thring. Kevan?

> # The idea for Mandate and Mutability seems to remind me curiously of 
> Ackanomic. If we get to the stage where repealed rules are not actually 
> edited out but are marked "Repealed" and filed away in a corner somewhere, 
> I'll know we've been infiltrated by the Ackanomic Secret Service.

Not me, guv - I've heard of Ackanomic, but nothing more. Mutability is,
as I said, a pretty venerable concept in Nomics (I believe it is even
mentioned in Peter Suber's original rules?), whilst Mandate just seemed
like the right word.

> While I 
> agree with Dunx that Mandate seems rather simple and needs more subtlety, I 
> can't work out exactly what that might be or find anything else to add (at 
> this stage).

This is precisely why I'm less keen than I was earlier on in the week on
applying any more stringent Mutability constraints to Section 0,
particularly to the newest bits. I think we need these ideas, since having
something in-game is better than just the edict "thou shalt not change
Section 1", but if someone has a blinding flash of insight as to how to
make this a more subtle provision then we want it in as quickly as
possible.

> # I'd like to suggest a change here: rework 0.4.1 here to read:
> 
> Each Proposal submitted by a Player should have a name (typically summing
> up the aim of the Proposal in a few words, optionally in the form of a
> pun), a Type, any amount of text stating what the Proposal should do
> if it is Voted through, and any amount of commented text explaining
> anything the Proposer feels the need to explain. All the manipulations
> of the Ruleset in one Proposal should generally have one general aim or
> effect.
> 
> Proposals may be of the following types:-
> 
> * Enactment - To create one or more new Rules to be added to the
> Ruleset. Enactments may specify the Volume and/or
> Section of the new Rule(s), which are created if
> they don't already exist.
> * Amendment - To change the wording of one or more existing Rules
> in the manner detailed in the Proposal.
> * Repeal - To remove one or more Rules, as specified by the
> Proposal, from the Ruleset.
> * Multiple - A combination of Enactments, Amendments and Repeals
> in any order.
> * Renumbering - To renumber all the Rule Numbers in a particular
> Subsection, or to renumber a single Rule.
> * Resignation - To force another Player to Resign.
> * Mutability - To change the Mutability Modifier of a Rule, Section,
> or Volume.
> 
> Commented text is signified by surrounding it with curly braces, and
> is entirely ignored if the Proposal passes and alters the Ruleset.
> 
> 
> All I'm really changing is taking away the necessity to use Multiple 
> Proposals all the time to get any real work done. If you're doing a bunch 
> of enactments then it should just be an enactment. That and a bit of 
> wanton tidying :-)

I can see what you're aiming for here, but I suspect it's slightly
missed the target. In particular, past experience suggests that it is
rare to have a Multiple proposal consisting of just Enactments: there is
usually at least one Amendment in there too.

That usual form may be an artifact of the Byzantine ruleset we had, but
I suspect not.

I think a cleaner tidy up would be to just say by default that any
ruleset manipulation is a Multiple, which can include sections to Enact,
Amend, create Special Rulesets, or Repeal, and to leave just the
Renumber, Resign and Mutability types separate.

> # Is there any reason why Proposals can't be numbered arbitrarily, so long 
> as they haven't been used before? We need to avoid continual reposts of 
> proposals due to the inevitable "when I checked my mail that proposal 
> number was free..." conflicts.

That's a good point, well made - I would have thought just using the
Player name and an index value (or even a date stamp) would be
sufficient.

> # 0.5.2 strikes me as being out of place, because it allows only one week 
> for discussion on a Proposal to take place. But then I may be 
> misunderstanding the intent of the Ruleset as it is. Are we aiming for a 
> Proposal to be patched and amended before being Voted for, or are we aiming 
> at patches and amendments involving discarding the old Proposal and 
> Proposing a new one?

Well, what I was aiming for was that ideas for Proposals should be
discussed before a Proposal is even made such that the general form of
Proposals would usually be largely decided before Voting opens. I didn't
mention this approach explicitly in the ruleset section I put forward
because this discussion process would be impossible to define, and
indeed would be counter-productive to do so, but I will add a suggestion
that that be the case at the top of 0.4.2.

The week of discussion is in fact the same period available under the
old rules (assuming a Week was a week long, which it usually was), but
Proposals were very rarely discussed before submission. Using a calendar
week rather than a Nomic Week as teh Voting period was merely a
reflection of the decoupling of the Proposal submission process from the
Week-End. Hopefully we'll get a less 'spiked' sequence of Proposals
coming through.

What is deliberately missing is that the Proposer cannot modify a
Proposal which is placed before the Players for consideration. BUT e can
withdraw it, then immediately submit a modified version with a new
Proposal number. Since the Proposal content is likely to have been
thrashed out before hand, the most likely reason for such withdrawal and
resubmission is typoes.

The primary advantage of this system is that there is never any
confusion about what is being voted on, because each textually different
Proposal will have a distinct ID.

The main disadvantage is that it is open to abuse, but then there is
much in these suggested procedural rules which is loose and open to such
abuse because the focus of MN nowadays is not twisting the Nomic rules
to your own advantage. And if I'm wrong about _that_, then you have the
wrong Speaker.

Anyway, that's what I was trying to do. If I haven't achieved that, then
I'd like to know how I can.

One further omission: I meant to put in a ban on the Proposer Voting
with regard to eir own Proposals. I seem to have missed that out.

> That's pretty much it, yeah. I'm in favour of the Ruleset generally.

Glad to hear it.

I shall put these changes into effect, anyway, and republish this
pre-Proposal for consideration. Still aiming to put it to the Vote next
week, in any case.

-- 
Dunx
There is no spoon.


From dunx@d... Sun Feb 25 23:42:29 2001
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From: Dunx <dunx@d...>

Friends:

I've updated the suggested Section 0 I distributed last week. Changes of
note are:

- 0.4.1: much simplified Proposal Types. The assumption now is
that most Proposals are multiple (which I've called "Ruleset" Proposals)
and that these can contain any number of Enactments (which now encompass
creation of any Ruleset component rather than just Rules), Amendments or
Repeals. There is some consequent edits in 0.4.3 and 0.2.1.

- 0.4.2: put in Paul's suggestion to make number collisions less
likely.

- 0.3.5: added a Mandate requirement of Active Unanimity to
Resignation Proposals.

This modified Section 0 can be found on the MN website, which I've updated
slightly.

I'm afraid I didn't get very far with the walkthrough document; sorry.
I'll try to do it over the next couple of days instead.

-- 
Dunx
Life. Don't talk to me about life.


From dunx@d... Sun Feb 25 23:42:29 2001
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From: Dunx <dunx@d...>

Players:

Could those who are currently Active please declare themselves either on
the list or via email to speaker@d.... We need this information if
we're going to have a meaningful vote on Section 0.

Thanks.

-- 
Dunx
Life. Don't talk to me about life.


From palnatoke@g... Mon Feb 26 06:27:44 2001
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From: "Ole Andersen" <palnatoke@g...>

...
: Could those who are currently Active please declare themselves either on
: the list or via email to speaker@d.... We need this information if
: we're going to have a meaningful vote on Section 0.

I am Active.
Sort of, at least. I hate the flu.


Ole

--
Ole Andersen
Br=F8ndby=F8ster, Denmark
palnatoke@g...
http://palnatoke.blogspot.com

The test of ahimsa is the absence of jealousy. The man whose heart never
cherishes even the thought of injury to anyone, who rejoices at the
prosperity of even his greatest enemy, that man is the bhakta, he is the
yogi, he is the guru of all. -Swami Vivekananda (1863-1902)



From gthoele@G... Mon Feb 26 08:50:26 2001
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Subject: Re: MN: Who Is Active?
Date: Mon, 26 Feb 2001 17:51:12 +0100
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From: Gunnar Thoele <gthoele@G...>

Hallo!

>Could those who are currently Active please declare themselves either on
I am. Note that i still don't have a clue about how to play (new
player), but that'll come soon...

-- 
Gunnar


From paulway@e... Mon Feb 26 10:40:26 2001
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From: Paul Wayper <paulway@e...>

At 03:06 AM 24/02/2001, you wrote:
>It's partly my fault for not putting this stuff up on the web page, of
>course, something I shall rectify this weekend.
>
>Not me, guv - I've heard of Ackanomic, but nothing more. Mutability is,
>as I said, a pretty venerable concept in Nomics (I believe it is even
>mentioned in Peter Suber's original rules?), whilst Mandate just seemed
>like the right word.

Ackanomic is the longest-running (I believe it is still running) game of 
Nomic played on the Internet. It has many interesting features, not the 
least of which being Rules are given a Mutability factor, and repealed 
Rules stay in the Ruleset rather than being discarded (presumably so that 
you don't get an old idea reproposed by the unknowing). It's huge.

>I can see what you're aiming for here, but I suspect it's slightly
>missed the target. In particular, past experience suggests that it is
>rare to have a Multiple proposal consisting of just Enactments: there is
>usually at least one Amendment in there too.

I agree that there were a lot of Multiple Proposals because you had to 
update the Action table and/or other tables when proposing a new Action or 
whatever. But I believe that in this new game there will be considerable 
instances where people want to enact entire sets of rules, or amend several 
rules.

I'm also a great believer in the idea of fitting new concepts into old 
structure. Particularly, fitting new items into existing tables, like new 
Actions into the Action Cost Table (1.5.0 or whatever it was). What I'd 
like to see is ways to do this automatically, or at least without having to 
physically raise an amendment.

I think a cleaner tidy up would be to just say by default that any
>ruleset manipulation is a Multiple, which can include sections to Enact,
>Amend, create Special Rulesets, or Repeal, and to leave just the
>Renumber, Resign and Mutability types separate.

This has its merits too.

>What is deliberately missing is that the Proposer cannot modify a
>Proposal which is placed before the Players for consideration. BUT e can
>withdraw it, then immediately submit a modified version with a new
>Proposal number. Since the Proposal content is likely to have been
>thrashed out before hand, the most likely reason for such withdrawal and
>resubmission is typoes.

I've been wondering about a more formalised 'protoProposal' stage, where a 
Proposal is published but not yet available to be voted on. Only when the 
Proposer feels confident of a response does the Proposal actually have to 
go to Voting. But I think if we informally agree to nut things out on the 
list then this will serve as well.

Have fun,

Paul



From paulway@e... Mon Feb 26 10:41:32 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Who Is Active?
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From: Paul Wayper <paulway@e...>

At 06:30 PM 26/02/2001, you wrote:
>Could those who are currently Active please declare themselves either on
>the list or via email to speaker@d.... We need this information if
>we're going to have a meaningful vote on Section 0.

Active.

PaulWay



From dunx@d... Mon Feb 26 11:49:02 2001
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On Sun, 25 Feb 2001, I wrote:
> Could those who are currently Active please declare themselves either on
> the list or via email to speaker@d.... We need this information if
> we're going to have a meaningful vote on Section 0.

I'd better declare myself as Active too.

-- 
Dunx
Life. Don't talk to me about life.


From dunx@d... Mon Feb 26 11:51:47 2001
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From: Dunx <dunx@d...>

On Mon, 26 Feb 2001, Ole wrote:
> I am Active.
> Sort of, at least. I hate the flu.

Yes, well... I've been lucky with such things most of this winter having
not been working from September, but arriving in the US I got one of the
nastiest colds I've had in years so I do sympathise with you. Get well
soon.

-- 
Dunx
Life. Don't talk to me about life.


From dunx@d... Mon Feb 26 11:55:35 2001
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From: Dunx <dunx@d...>

On Mon, 26 Feb 2001, you wrote:
> Hallo!

Hello. I don't believe we've met. I'm Dunx, and I'll be your Speaker.

> >Could those who are currently Active please declare themselves either on
> I am. Note that i still don't have a clue about how to play (new
> player), but that'll come soon...

Well, feel free to ask questions if something isn't clear.

If you haven't already, it's well worth looking at Kevan's MN FAQ document
(linked to from the web page). It's perhaps a little dated, but still
helpful.

> -- 
> Gunnar

One question - what name do you want to play under? Is "Gunnar" OK?

-- 
Dunx
Life. Don't talk to me about life.


From dunx@d... Mon Feb 26 12:16:06 2001
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From: Dunx <dunx@d...>

On Mon, 26 Feb 2001, you wrote:
> Ackanomic is the longest-running (I believe it is still running) game of 
> Nomic played on the Internet. It has many interesting features, not the 
> least of which being Rules are given a Mutability factor, and repealed 
> Rules stay in the Ruleset rather than being discarded (presumably so that 
> you don't get an old idea reproposed by the unknowing). It's huge.

Sounds like I should keep away. The main reason I never really got into
Thring was its hugeness.

Incidentally, I was right about Peter Suber's original rules including
Immutability: as published in Hofstatder's "Metamagical Themas", Rules
100-199 are immutable, while Rules 200+ are Mutable.

> I agree that there were a lot of Multiple Proposals because you had to 
> update the Action table and/or other tables when proposing a new Action or 
> whatever. But I believe that in this new game there will be considerable 
> instances where people want to enact entire sets of rules, or amend several 
> rules.

This is exactly my point - if every type of Proposal can be a multiple
of itself, why not pull out the concept of multipleness into a common
Proposal Type?

> I'm also a great believer in the idea of fitting new concepts into old 
> structure. Particularly, fitting new items into existing tables, like new 
> Actions into the Action Cost Table (1.5.0 or whatever it was). What I'd 
> like to see is ways to do this automatically, or at least without having to 
> physically raise an amendment.

Well, there were mechanisms to do that in the Old Ruleset - the Action
Proposal Type, for instance - but they tended to be pretty rarely used.
There may be scope for that kind of thing again, but not just at the
moment.

If we do have such compound proposal types, I would like to see the same
kind of Proposal Type superclassing I've tried to introduce with Ruleset
Proposals.

Finally, on the subject of automatic updates, are we talking tool-based
updates here? I'm happy enough with such things of course, as long as:

1 - the sources are available
2 - the underlying technologies are free (as in beer, mainly, but as in
speech too for preference) and reasonably stable. Perl and Java work
here; almost any MS language or platform don't (because they tend to
be expensive, closed, and constantly in a state of flux).
3 - the text ruleset is still treated as the master for recovery purposes

My reasoning for all of these points is to ensure that we don't see MN
die in the same way as Thring did. A further reason is to ensure that we
don't build platform dependencies into how the the ruleset is managed.

> I've been wondering about a more formalised 'protoProposal' stage, where a 
> Proposal is published but not yet available to be voted on. Only when the 
> Proposer feels confident of a response does the Proposal actually have to 
> go to Voting. But I think if we informally agree to nut things out on the 
> list then this will serve as well.

Well, as I say, I resisted trying to formalise that process because it
was so slippery. If you can come up with a sensible and flexible form of
words, then by all means submit it.

-- 
Dunx
Life. Don't talk to me about life.


From snowl@s... Mon Feb 26 14:55:40 2001
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To: <l-nomic-d@yahoogroups.com>
References: <5.0.0.25.1.20010219124831.00a15a90@m...>
Subject: Re: MN: Re: Re: making nomic easier
Date: Mon, 26 Feb 2001 22:50:43 -0000
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From: "Snow" <snowl@s...>

PaulWay said:
> This reminds me also of my other idea, which is to start the new
attempt at
> the ruleset off being formatted in HTML. If we start with
consistent
> formatting, then things just fall into place. Tables become easier
to
> read, sections and subsections become easier to identify, bulletted
and
> numbered lists become simple, etcetera.

The RealMC ruleset used HTML.

> I also foresee the possibility of using XML (thought I don't even
know how
> to write it), and having a Ruleset Formatter like miKi has proposed
above:
> specify which combination of rulesets you're playing under and the
engine
> spits out the list of all rules that apply.

The RealMC ruleset was written in XML and transformed to HTML using
XSLT.

The ruleset formatter should be easy to write, but writing the ruleset
in such a way that it always produces something sensible might be
quite hard. It depends how much forethought is put into it I suppose.

--
Snow
(Mmm, chocolate)





From snowl@s... Mon Feb 26 14:55:44 2001
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Subject: Re: Who Is Active?
Date: Mon, 26 Feb 2001 22:36:39 -0000
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From: "Snow" <snowl@s...>

Dunx said:
> Players:
>
> Could those who are currently Active please declare themselves
either on
> the list or via email to speaker@d.... We need this information
if
> we're going to have a meaningful vote on Section 0.

I am Snow.

--
Snow
(I shall be defining myself later)





From snowl@s... Mon Feb 26 14:55:45 2001
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To: <l-nomic-d@yahoogroups.com>
References: <0102192245090A.05020@dagon>
Subject: Re: Mechanical Suggestions
Date: Mon, 26 Feb 2001 22:49:14 -0000
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From: "Snow" <snowl@s...>

Dunx said:
> Friends:
>
> Attached is an initial suggestion for the process part of a
> reconstituted Morning Nomic.

This is much more complicated than I had imagined. I would suggest
something far less complicated:

------------start----------------

The process for making a change to the ruleset:

1) The Speaker will decide a topic for discussion, based on
suggestions from players.
2) The players will discuss the topic until unimity, or until the
Speaker judges further discussion to be unproductive.
3) One or more players will send an email to the list with the subject
line starting [Proposal]. This will contain a description of the way
they intend to change the ruleset and it's repercussions on the other
parts of the ruleset.
4) Players will vote to the list on the proposal in emails with a
subject line starting [Vote].
5) After at least 7 days have passed the votes will be counted. If a
proposal has a majority of the votes cast, then it will be enacted.
6) The Speaker or someone delagated by the Speaker will then update
the ruleset according to the proposal.
7) The Speaker decides which Players are allowed to vote based on
activity.
8) The Players decide who is Speaker by some fair means.

----------------End--------

A lot simpler...

Notes:
a) Assumes only one proposal will get majority.
b) Proposals do not contains the specific words that go into the
ruleset only the ideas that are to be enacted. This avoids overly
complex proposals that talk about change this paragraph and that
sentence, rather than concentrating on what the proposal is on about.
c) Once the ruleset is complete and stable it can be 'staticised' via
a proposal (eg increase the majority needed to change the base ruleset
to 75%).
d) If a more complicated structure is needed later, it can be created
later.

--
Snow
(Mmmm, buscuits)




From snowl@s... Mon Feb 26 14:55:45 2001
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Message-ID: <010101c0a047$1c2ff100$724b08c3@snow>
To: <l-nomic-d@yahoogroups.com>
References: <20010210133253.95264.qmail@w...> <5.0.0.25.1.20010214091042.009e2850@m...> <5.0.0.25.1.20010219125852.00a180f0@m...>
Subject: Re: MN: Re: making nomic easier
Date: Mon, 26 Feb 2001 22:35:41 -0000
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From: "Snow" <snowl@s...>

PaulWay said:
> At 10:10 AM 15/02/2001, you wrote:
> >I don't like this at all. We'll just end up with people trying to
> >implement moving with actions, becuase they're in charge of actions
> >and the person in charge of moves is not being co-operative.
Everyone
> >should have equal say on all subjects. Furthermore where possible
> >everyone should be encoaraged to have a say on all subjects, the
more
> >people put their input in the more likely we are to get the best
> >solution.
>
> Well, I was advocating co-operation and interaction, but I can see
your
> worst-case scenario. Personally, I think if we need movement in
actions
> (and, given that Wild moves are one of the fundamental components of
MC
> play as I see it, I think we do) then the coordinators of those two
topics
> get together in email and nut out a complete structure. Then they
put it
> up for everyone to review. Only when you have a 75% majority (the
figure
> being bandied about currently) does that set of rules get added.
>
> I guess I see coordinators as the people who guide the process of
setting
> up the rules. I think the ruleset we're trying to create is too
complex
> for one person to hold all the 'concept' (ie. the modus operandi and
grand
> scheme) of each facet of play in eir head for too long before it all
gets
> to be a gooey paste.

OK, your suggestion was sensible for the ruleset you envisage. My
critisism was sensible for the ruleset I envisage. But we've had this
discussion many times. I can't see any point having it again.

--
Snow
(Mmmm, popcorn)





From palnatoke@g... Mon Feb 26 15:52:24 2001
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To: <l-nomic-d@yahoogroups.com>
References: <5.0.0.25.1.20010224050458.00a91eb0@m...> <0102192245090A.05020@dagon> <5.0.0.25.1.20010224050458.00a91eb0@m...> <5.0.0.25.1.20010225103026.01f36780@m...>
Subject: Re: MN: Mechanical Suggestions
Date: Tue, 27 Feb 2001 00:50:05 +0100
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From: "Ole Andersen" <palnatoke@g...>

Paul wrote:
:=20
: Ackanomic is the longest-running (I believe it is still running) game of=
=20

Nope. Neither longest-running nor still running. Sorry.

>From http://www.nomic.net/~nomicwiki/index.php?AckaNomic :

"
Ackanomic started January 22, 1996.=20

In late 1999 it underwent a Schism into ThinAcka? and FatAcka?. The split i=
nvolved a proposal to erase the ruleset and start over with a fairly typica=
l initial ruleset. It was quite controversial and passed by a small margin,=
but its opponents then discovered that, due to an oversight, it had been d=
istributed with the first line missing. Some players claimed that the propo=
sal worked anyway, while others argued that it had no effect, and these two=
threads became ThinAcka? and FatAcka? respectively.=20

FatAcka? apparently died shortly after the schism.=20

ThinAcka? survived somewhat longer, but seems to have been inactive since M=
ay 2000.=20
"

>From http://www.nomic.net/~nomicwiki/index.php?Agora :

"
Agora Nomic is the longest continuously running Nomic known. Agora started =
in 1993 and has been running ever since. At any given time, Agora has aroun=
d 20 players.
"


Ole

--
Ole Andersen
Br=F8ndby=F8ster, Denmark
palnatoke@g...
http://palnatoke.blogspot.com

"Never apologize, never explain."
- Hunter S. Thompson



From dunx@d... Mon Feb 26 20:51:38 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Re: Mechanical Suggestions
Date: Mon, 26 Feb 2001 20:12:43 -0800
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From: Dunx <dunx@d...>

On Mon, 26 Feb 2001, you wrote:
> Dunx said:
> > Friends:
> >
> > Attached is an initial suggestion for the process part of a
> > reconstituted Morning Nomic.
> 
> This is much more complicated than I had imagined. I would suggest
> something far less complicated:

By "this", do you mean the process itself, or the expression of that
process?

I ask because the process you suggest is practically the same as the one
I put forward, except described less rigorously.

Whilst I applaud the brevity of your suggestion, I suspect that more
thoroughness is needed in this section of the rules at least. I'm also
very concerned that you are loading too much onto notes which, because
they are footnotes rather than in the body of the ruleset, are likely to
be ignored.

But to address my individual misgivings...

> 1) The Speaker will decide a topic for discussion, based on
> suggestions from players.

This point actually embodies most of my issues - too much of a role for
the Speaker in leading the discussion, when that should really be the
province of the Players.

One of the difficulties with the Old Ruleset which I have sought to
eliminate is placing too much workload on the Speaker. Making the
Speaker the discussion leader as well as guarantor of fair play forces
too much back on eir shoulders.

In truth, I would hope that the Speaker _would_ take a lead in focussing
discussion as time permits, but placing this duty as the first rule
makes it a requirement, which I dislike.

> 2) The players will discuss the topic until unimity, or until the
> Speaker judges further discussion to be unproductive.
> 3) One or more players will send an email to the list with the subject
> line starting [Proposal]. This will contain a description of the way
> they intend to change the ruleset and it's repercussions on the other
> parts of the ruleset.
> 4) Players will vote to the list on the proposal in emails with a
> subject line starting [Vote].
> 5) After at least 7 days have passed the votes will be counted. If a
> proposal has a majority of the votes cast, then it will be enacted.
> 6) The Speaker or someone delagated by the Speaker will then update
> the ruleset according to the proposal.
> 7) The Speaker decides which Players are allowed to vote based on
> activity.

All fair enough, barring other concerns I've already raised.

> 8) The Players decide who is Speaker by some fair means.

I do rather like the idea of electing a Speaker, although "some fair
means" seems a bit woolly.

> A lot simpler...

No. Fewer words, and fewer precise definitions, but not simpler. Harder
for the Speaker and less clear for the Players.

> a) Assumes only one proposal will get majority.

Hmm. Optimistic.

> b) Proposals do not contains the specific words that go into the
> ruleset only the ideas that are to be enacted. This avoids overly
> complex proposals that talk about change this paragraph and that
> sentence, rather than concentrating on what the proposal is on about.

This really frightens me. I've seen enough examples in this very game
where two people interpret the same words to mean entirely different
things, and what you're suggesting is that Players don't even know what
they're voting on?!

> c) Once the ruleset is complete and stable it can be 'staticised' via
> a proposal (eg increase the majority needed to change the base ruleset
> to 75%).

Well, yes - fair enough. Doesn't say what the 75% is of, but still.

> d) If a more complicated structure is needed later, it can be created
> later.

If by 'complicated' you mean 'accurately defined', then I think we need
it now as much as ever.

To explain where I'm coming from here: I've put forward the revised
Section 0 using the same format as the Old Ruleset because we know it
works. I am not wishing to imply that the turns of phrase could not be
tightened up a little in spots, but defining terms accurately is
important.

I'm all for simplifying the Mornington Crescent rules as much as
possible, as long as they're still interesting, but if there's one place
where rigorousness is needed then it's in the Nomic mechanics.

-- 
Dunx
Life. Don't talk to me about life.


From mn_miKi@h... Mon Feb 26 21:28:31 2001
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References: <01022523321401.01433@dagon>
Subject: Re: Who Is Active?
Date: Mon, 26 Feb 2001 21:26:37 -0800
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From: "miKi" <mn_miKi@h...>

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I'm Active.

Mind the gap,
- miKi
----- Original Message -----=20
From: Dunx=20
To: l-nomic-d@yahoogroups.com=20
Sent: Sunday, February 25, 2001 11:30 PM
Subject: MN: Who Is Active?


Players:

Could those who are currently Active please declare themselves either on
the list or via email to speaker@d.... We need this information if
we're going to have a meaningful vote on Section 0.

Thanks.

--=20
Dunx
Life. Don't talk to me about life.

Yahoo! Groups Sponsor=20
=20=20=20=20=20=20=20
=20=20=20=20=20=20=20

Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.=20


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</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT face=3DArial size=3D2>I'm Active.</FONT></DIV>
<DIV><BR>Mind the gap,<BR>&nbsp;- miKi</DIV>
<BLOCKQUOTE=20
style=3D"PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LE=
FT: #000000 2px solid; MARGIN-RIGHT: 0px">
<DIV style=3D"FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV=20
style=3D"BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>Fro=
m:</B>=20
<A title=3Ddunx@d... href=3D"mailto:dunx@d...">Dunx</A> </DIV>
<DIV style=3D"FONT: 10pt arial"><B>To:</B> <A title=3Dl-nomic-d@yahoogrou=
ps.com=20
href=3D"mailto:l-nomic-d@yahoogroups.com">l-nomic-d@yahoogroups.com</A> <=
/DIV>
<DIV style=3D"FONT: 10pt arial"><B>Sent:</B> Sunday, February 25, 2001 11=
:30=20
PM</DIV>
<DIV style=3D"FONT: 10pt arial"><B>Subject:</B> MN: Who Is Active?</DIV>
<DIV><BR></DIV><TT>Players:<BR><BR>Could those who are currently Active p=
lease=20
declare themselves either on<BR>the list or via email to <A=20
href=3D"mailto:speaker@d...">speaker@d...</A>. We need this infor=
mation=20
if<BR>we're going to have a meaningful vote on Section=20
0.<BR><BR>Thanks.<BR><BR>-- <BR>Dunx<BR>Life. Don't talk to me about=20
life.<BR></TT><BR><BR><TT>Your=20
use of Yahoo! Groups is subject to the <A=20
href=3D"http://docs.yahoo.com/info/terms/">Yahoo! Terms of Service</A>.</=
TT>=20
<BR></BLOCKQUOTE></BODY></HTML>

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From mn_miKi@h... Mon Feb 26 21:31:30 2001
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References: <0102192245090A.05020@dagon>
Subject: Re: Mechanical Suggestions
Date: Mon, 26 Feb 2001 21:32:01 -0800
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From: "miKi" <mn_miKi@h...>

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O great wearer of the Speakership Trousers, or Dunx as he is more widely kn=
own,

I am in favour of the re-write of Section 0 which you suggested. I have a c=
ouple of minor quibbles, mostly about the plethora of Mandates, but they do=
form a complete set as they are currently presented. Will we ever get Tota=
l Unanimity, I ask myself? All in all, it seems fine to me.

Mind the gap,
- miKi

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<DIV><FONT face=3DArial size=3D2>O great wearer of the Speakership Trousers=
, or Dunx=20
as he is more widely known,</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>I am in favour of the re-write of Section =
0 which=20
you suggested. I have a couple of minor quibbles, mostly about the plethora=
of=20
Mandates, but they do form a complete set as they are currently presented. =
Will=20
we ever get Total Unanimity, I ask myself? All in all, it seems fine to=20
me.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT><BR>Mind the gap,<BR>&nbsp;- miKi</=
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From mn_miKi@h... Mon Feb 26 21:46:39 2001
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Subject: Email problems...
Date: Mon, 26 Feb 2001 21:47:12 -0800
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From: "miKi" <mn_miKi@h...>

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Who has access to the egroups/Yahoo groups listserver? My work email addres=
s has (thanks to our completely incompetent IT dept.) changed under me and =
now that I have email at home I would like to remove my work account from t=
he list - I get enough messages at work as it is. Problem is that Yahoo gro=
ups refuses to process my request as my email address has changed. So, plea=
se remove Richard_M_Brockie@n... from the list, and I'll be ha=
ppy.

Mind the gap,
- miKi

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<DIV><FONT face=3DArial size=3D2>Who has access to the egroups/Yahoo groups=
=20
listserver? My work email address has (thanks to our completely incompetent=
IT=20
dept.) changed under me and now that I have email at home I would like to r=
emove=20
my work account from the list - I get enough messages at work as it is. Pro=
blem=20
is that Yahoo groups refuses to process my request as my email address has=
=20
changed. So, please remove <A=20
href=3D"mailto:Richard_M_Brockie@n...">Richard_M_<A=20
href=3D"mailto:Richard_M_Brockie@n...">Brockie@n...=
om</A></A>=20
</FONT>from the list, and I'll be happy.</DIV>
<DIV><FONT face=3DArial size=3D2><BR>Mind the gap,<BR>&nbsp;-=20
miKi</FONT></DIV></BODY></HTML>

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From mn_miKi@h... Mon Feb 26 21:54:21 2001
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Subject: Re: MN: Re: Mechanical Suggestions
Date: Mon, 26 Feb 2001 21:54:51 -0800
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From: "miKi" <mn_miKi@h...>

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Whilst I like brevity in most things, I find myself agreeing with Dunx - I =
remember one memorable occasion when Kevan and myself were of completely di=
ffering opinions regarding the implied workings of a rule. We were both ada=
mant that the rule clearly indicated our own interpretation. I seem recall =
that Kevan's view prevailed through an EP, but I was able to get round the =
rule by spotting and exploiting a different poorly re-written rule and mana=
ged to get a "Who's a Clever Bear?" award that week.

We need clarity in our rules.
Mind the gap,
- miKi
----- Original Message -----=20
From: Dunx=20
To: l-nomic-d@yahoogroups.com=20
Sent: Monday, February 26, 2001 8:12 PM
Subject: Re: MN: Re: Mechanical Suggestions


On Mon, 26 Feb 2001, you wrote:
> Dunx said:
> > Friends:
> >
> > Attached is an initial suggestion for the process part of a
> > reconstituted Morning Nomic.
>=20
> This is much more complicated than I had imagined. I would suggest
> something far less complicated:

By "this", do you mean the process itself, or the expression of that
process?

I ask because the process you suggest is practically the same as the one
I put forward, except described less rigorously.

Whilst I applaud the brevity of your suggestion, I suspect that more
thoroughness is needed in this section of the rules at least. I'm also
very concerned that you are loading too much onto notes which, because
they are footnotes rather than in the body of the ruleset, are likely to
be ignored.

But to address my individual misgivings...

> 1) The Speaker will decide a topic for discussion, based on
> suggestions from players.

This point actually embodies most of my issues - too much of a role for
the Speaker in leading the discussion, when that should really be the
province of the Players.

One of the difficulties with the Old Ruleset which I have sought to
eliminate is placing too much workload on the Speaker. Making the
Speaker the discussion leader as well as guarantor of fair play forces
too much back on eir shoulders.

In truth, I would hope that the Speaker _would_ take a lead in focussing
discussion as time permits, but placing this duty as the first rule
makes it a requirement, which I dislike.

> 2) The players will discuss the topic until unimity, or until the
> Speaker judges further discussion to be unproductive.
> 3) One or more players will send an email to the list with the subject
> line starting [Proposal]. This will contain a description of the way
> they intend to change the ruleset and it's repercussions on the other
> parts of the ruleset.
> 4) Players will vote to the list on the proposal in emails with a
> subject line starting [Vote].
> 5) After at least 7 days have passed the votes will be counted. If a
> proposal has a majority of the votes cast, then it will be enacted.
> 6) The Speaker or someone delagated by the Speaker will then update
> the ruleset according to the proposal.
> 7) The Speaker decides which Players are allowed to vote based on
> activity.

All fair enough, barring other concerns I've already raised.

> 8) The Players decide who is Speaker by some fair means.

I do rather like the idea of electing a Speaker, although "some fair
means" seems a bit woolly.

> A lot simpler...

No. Fewer words, and fewer precise definitions, but not simpler. Harder
for the Speaker and less clear for the Players.

> a) Assumes only one proposal will get majority.

Hmm. Optimistic.

> b) Proposals do not contains the specific words that go into the
> ruleset only the ideas that are to be enacted. This avoids overly
> complex proposals that talk about change this paragraph and that
> sentence, rather than concentrating on what the proposal is on about.

This really frightens me. I've seen enough examples in this very game
where two people interpret the same words to mean entirely different
things, and what you're suggesting is that Players don't even know what
they're voting on?!

> c) Once the ruleset is complete and stable it can be 'staticised' via
> a proposal (eg increase the majority needed to change the base ruleset
> to 75%).

Well, yes - fair enough. Doesn't say what the 75% is of, but still.

> d) If a more complicated structure is needed later, it can be created
> later.

If by 'complicated' you mean 'accurately defined', then I think we need
it now as much as ever.

To explain where I'm coming from here: I've put forward the revised
Section 0 using the same format as the Old Ruleset because we know it
works. I am not wishing to imply that the turns of phrase could not be
tightened up a little in spots, but defining terms accurately is
important.

I'm all for simplifying the Mornington Crescent rules as much as
possible, as long as they're still interesting, but if there's one place
where rigorousness is needed then it's in the Nomic mechanics.

--=20
Dunx
Life. Don't talk to me about life.

Yahoo! Groups Sponsor=20
=20=20=20=20=20=20=20
=20=20=20=20=20=20=20

Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.=20


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</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT face=3DArial size=3D2>Whilst I like brevity in most things, I fi=
nd myself=20
agreeing with Dunx - I remember one memorable occasion when Kevan and mysel=
f=20
were of completely differing opinions regarding the implied workings of a r=
ule.=20
We were both&nbsp;adamant that the rule clearly indicated our own=20
interpretation. I seem recall that Kevan's view prevailed through an EP, bu=
t I=20
was able to get round the rule by spotting and exploiting a=20
different&nbsp;poorly re-written rule and managed to get a "Who's a Clever=
=20
Bear?" award that week.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT><FONT face=3DArial size=3D2></FONT>=
&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>We need clarity in our rules.</FONT></DIV>
<DIV>Mind the gap,<BR>&nbsp;- miKi</DIV>
<BLOCKQUOTE=20
style=3D"PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LE=
FT: #000000 2px solid; MARGIN-RIGHT: 0px">
<DIV style=3D"FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV=20
style=3D"BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>Fro=
m:</B>=20
<A title=3Ddunx@d... href=3D"mailto:dunx@d...">Dunx</A> </DIV>
<DIV style=3D"FONT: 10pt arial"><B>To:</B> <A title=3Dl-nomic-d@yahoogrou=
ps.com=20
href=3D"mailto:l-nomic-d@yahoogroups.com">l-nomic-d@yahoogroups.com</A> <=
/DIV>
<DIV style=3D"FONT: 10pt arial"><B>Sent:</B> Monday, February 26, 2001 8:=
12=20
PM</DIV>
<DIV style=3D"FONT: 10pt arial"><B>Subject:</B> Re: MN: Re: Mechanical=20
Suggestions</DIV>
<DIV><BR></DIV><TT>On Mon, 26 Feb 2001, you wrote:<BR>&gt; Dunx said:<BR>=
&gt;=20
&gt; Friends:<BR>&gt; &gt;<BR>&gt; &gt; Attached is an initial suggestion=
for=20
the process part of a<BR>&gt; &gt; reconstituted Morning Nomic.<BR>&gt;=20
<BR>&gt; This is much more complicated than I had imagined. I would=20
suggest<BR>&gt; something far less complicated:<BR><BR>By "this", do you =
mean=20
the process itself, or the expression of that<BR>process?<BR><BR>I ask be=
cause=20
the process you suggest is practically the same as the one<BR>I put forwa=
rd,=20
except described less rigorously.<BR><BR>Whilst I applaud the brevity of =
your=20
suggestion, I suspect that more<BR>thoroughness is needed in this section=
of=20
the rules at least. I'm also<BR>very concerned that you are loading too m=
uch=20
onto notes which, because<BR>they are footnotes rather than in the body o=
f the=20
ruleset, are likely to<BR>be ignored.<BR><BR>But to address my individual=
=20
misgivings...<BR><BR>&gt; 1) The Speaker will decide a topic for discussi=
on,=20
based on<BR>&gt; suggestions from players.<BR><BR>This point actually emb=
odies=20
most of my issues - too much of a role for<BR>the Speaker in leading the=
=20
discussion, when that should really be the<BR>province of the=20
Players.<BR><BR>One of the difficulties with the Old Ruleset which I have=
=20
sought to<BR>eliminate is placing too much workload on the Speaker. Makin=
g=20
the<BR>Speaker the discussion leader as well as guarantor of fair play=20
forces<BR>too much back on eir shoulders.<BR><BR>In truth, I would hope t=
hat=20
the Speaker _would_ take a lead in focussing<BR>discussion as time permit=
s,=20
but placing this duty as the first rule<BR>makes it a requirement, which =
I=20
dislike.<BR><BR>&gt; 2) The players will discuss the topic until unimity,=
or=20
until the<BR>&gt; Speaker judges further discussion to be=20
unproductive.<BR>&gt; 3) One or more players will send an email to the li=
st=20
with the subject<BR>&gt; line starting [Proposal]. This will contain a=20
description of the way<BR>&gt; they intend to change the ruleset and it's=
=20
repercussions on the other<BR>&gt; parts of the ruleset.<BR>&gt; 4) Playe=
rs=20
will vote to the list on the proposal in emails with a<BR>&gt; subject li=
ne=20
starting [Vote].<BR>&gt; 5) After at least 7 days have passed the votes w=
ill=20
be counted. If a<BR>&gt; proposal has a majority of the votes cast, then =
it=20
will be enacted.<BR>&gt; 6) The Speaker or someone delagated by the Speak=
er=20
will then update<BR>&gt; the ruleset according to the proposal.<BR>&gt; 7=
) The=20
Speaker decides which Players are allowed to vote based on<BR>&gt;=20
activity.<BR><BR>All fair enough, barring other concerns I've already=20
raised.<BR><BR>&gt; 8) The Players decide who is Speaker by some fair=20
means.<BR><BR>I do rather like the idea of electing a Speaker, although "=
some=20
fair<BR>means" seems a bit woolly.<BR><BR>&gt; A lot simpler...<BR><BR>No=
.=20
Fewer words, and fewer precise definitions, but not simpler. Harder<BR>fo=
r the=20
Speaker and less clear for the Players.<BR><BR>&gt; a) Assumes only one=20
proposal will get majority.<BR><BR>Hmm. Optimistic.<BR><BR>&gt; b) Propos=
als=20
do not contains the specific words that go into the<BR>&gt; ruleset only =
the=20
ideas that are to be enacted. This avoids overly<BR>&gt; complex proposal=
s=20
that talk about change this paragraph and that<BR>&gt; sentence, rather t=
han=20
concentrating on what the proposal is on about.<BR><BR>This really fright=
ens=20
me. I've seen enough examples in this very game<BR>where two people inter=
pret=20
the same words to mean entirely different<BR>things, and what you're=20
suggesting is that Players don't even know what<BR>they're voting=20
on?!<BR><BR>&gt; c) Once the ruleset is complete and stable it can be=20
'staticised' via<BR>&gt; a proposal (eg increase the majority needed to c=
hange=20
the base ruleset<BR>&gt; to 75%).<BR><BR>Well, yes - fair enough. Doesn't=
say=20
what the 75% is of, but still.<BR><BR>&gt; d) If a more complicated struc=
ture=20
is needed later, it can be created<BR>&gt; later.<BR><BR>If by 'complicat=
ed'=20
you mean 'accurately defined', then I think we need<BR>it now as much as=
=20
ever.<BR><BR>To explain where I'm coming from here: I've put forward the=
=20
revised<BR>Section 0 using the same format as the Old Ruleset because we =
know=20
it<BR>works. I am not wishing to imply that the turns of phrase could not=
=20
be<BR>tightened up a little in spots, but defining terms accurately=20
is<BR>important.<BR><BR>I'm all for simplifying the Mornington Crescent r=
ules=20
as much as<BR>possible, as long as they're still interesting, but if ther=
e's=20
one place<BR>where rigorousness is needed then it's in the Nomic=20
mechanics.<BR><BR>-- <BR>Dunx<BR>Life. Don't talk to me about=20
life.<BR></TT><BR><BR><TT>Your=20
use of Yahoo! Groups is subject to the <A=20
href=3D"http://docs.yahoo.com/info/terms/">Yahoo! Terms of Service</A>.</=
TT>=20
<BR></BLOCKQUOTE></BODY></HTML>

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From dunx@d... Mon Feb 26 23:13:16 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Email problems...
Date: Mon, 26 Feb 2001 23:12:44 -0800
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From: Dunx <dunx@d...>

On Mon, 26 Feb 2001, you wrote:
> 
> Who has access to the egroups/Yahoo groups listserver? My work email address has (thanks to our completely incompetent IT dept.) changed under me and now that I have email at home I would like to remove my work account from the list - I get enough messages at work as it is. Problem is that Yahoo groups refuses to process my request as my email address has changed. So, please remove Richard_M_Brockie@n... from the list, and I'll be happy.

Done. You've been removed from l-nomic-d and l-0nomic-l, which the only
lounges you were subscribed to using that mail address.

Just a note to other Players - I noticed some pretty elderly mail
addresses in the subscription lists for some of the lounges. Have a look,
and if you have problems then let me know at speaker@d....

Cheers.

-- 
Dunx
Life. Don't talk to me about life.


From kevan@s... Tue Feb 27 05:50:19 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: Who Is Active?
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From: "Kevan Davis" <kevan@s...>

> Could those who are currently Active please declare themselves 
either on
> the list or via email to speaker@d... We need this information if
> we're going to have a meaningful vote on Section 0.

Mm, yes, I'm around, just a bit quiet. I'll leap in when I've managed 
to gather appropriate numbers of my thoughts for long enough to write 
them down. But consider me Active. Hello.

Kevan

--
http://uncertain.org/~kevan
"Put on your dunce's caps. Those caught not wearing their
dunce's caps may be forced to stand at the front and teach."



From se98gj@d... Wed Feb 28 04:49:49 2001
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Subject: Re: MN: Who Is Active?
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From: se98gj@d...

--- In l-nomic-d@y..., Dunx wrote:
> Players:
> 
> Could those who are currently Active please declare themselves 
> either on the list or via email to speaker@d... We need this 
> information if we're going to have a meaningful vote on Section 0.

Allo. I'm here.

-Graeme / Grimace.



From se98gj@d... Wed Feb 28 05:26:29 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Mechanical Suggestions
Message-ID: <97iu9j+ej3s@eGroups.com>
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From: se98gj@d...

--- In l-nomic-d@y..., Paul Wayper <paulway@e...> wrote:
> # I'd like to suggest a change here: rework 0.4.1 here to read:
> [...]
> Proposals may be of the following types:-
> 
> * Enactment - To create one or more new Rules to be added to the
> Ruleset. Enactments may specify the Volume and/or
> Section of the new Rule(s), which are created if
> they don't already exist.
> * Amendment - To change the wording of one or more existing Rules
> in the manner detailed in the Proposal.
> * Repeal - To remove one or more Rules, as specified by the
> Proposal, from the Ruleset.
> * Multiple - A combination of Enactments, Amendments and Repeals
> in any order.
> * Renumbering - To renumber all the Rule Numbers in a particular
> Subsection, or to renumber a single Rule.
> * Resignation - To force another Player to Resign.
> * Mutability - To change the Mutability Modifier of a Rule, 
Section,
> or Volume.

I'm tempted to do away with "Proposal type" altogether and just go 
for something as simple as "A Proposal describes any number of Rule 
changes or alterations to the Game State."

Then we can have Proposals that look like this:

Perform the following actions in sequence:

Enact a new rule in Section 4.2 entitled "Neep Clamps" with the 
following text: "A Player possessing a Neep Clamp must pay fourteen 
black tokens at the end of eir turn."

Append the following text to Rule 4.2.3 ("Bock"): "Cross-hatched 
Players are unaffected by Bock."

Repeal Rule 4.2.8 ("Agate Tring".)

> I think the best way is for each Player to 
> have a prefix which they alone use: e.g. my Proposals would be
> Proposal PW001, PW002, etc. Doesn't have to be specifically two 
> initials: Proposal GrandPoohBah140D_20010301a could be OK as well
> (if somewhat sesquipedalian). Once again, a simple matter of 
> leaving it to the players themselves to sort out.

I like this a lot, although a short, consistent prefix convention 
should be encouraged.

> Of course, having some sort of order to the numbering would be 
> encouraged (i.e. sequential proposals from the same proposer being 
> numbered Thing44 then Ajax921 then THX1138 would be right out). 
> After all, if we can fit it in some kind of database for automatic 
> formatting then that'd be good.

Mmm. I'm sure everyone'll be quite sensible about this anyway.

> # 0.5.2 strikes me as being out of place, because it allows only 
> one week for discussion on a Proposal to take place. But then I 
> may be misunderstanding the intent of the Ruleset as it is. Are we 
> aiming for a Proposal to be patched and amended before being Voted 
> for, or are we aiming at patches and amendments involving 
> discarding the old Proposal and Proposing a new one?

Tricky one this. It gets a bit messy either way. I'd probably steer 
clear of any explicit Proposal amendment/redrafting mechanism at all, 
and simply allow Proposal retraction.

Then, I might post Proposal Grim0042, get some comments on things 
that need changing, and retract it in favour of Grim0042a, which may 
in turn be superseded by Grim0042b. This seemingly-rigourous 
redrafting scheme could work without needing to be specified at all.

After all, if you're drafting a Proposal, it's easy enough to post it 
to the list for comments.

-Graeme.



From dunx@d... Wed Feb 28 23:47:27 2001
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To: l-nomic-d@yahoogroups.com
Subject: MN: Section 0 - Bugs and Apologies
Date: Wed, 28 Feb 2001 22:58:09 -0800
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Players:

I'm afraid I'm not going to publish that walk through of the suggested
Section 0 that I promised. Having just come from efforts to write
something useful and interesting about it, I found that all I was doing
was describing the titles of the subsections, the contents being if not
self-defining then at least stand alone. This doesn't seem likely to be
useful to anybody else, and certainly is of no interest to me to write.

So, I'm sorry if anybody was relying on that promised summary for
navigating through Section 0 - I can't supply it.

Instead, I shall ask whether anyone has any further questions or
issues with the suggested Section 0?

One useful thing which has come out of my rereading of this Section is a
few more slight bugs, or rather (to be more precise) one actual error and
a couple of inconsistencies. These are:

- 0.2.1: refers to the old sequential approach to Proposal numbering,
which should really be removed entirely. Proposal numbering is adequately
explained in 0.4.2.

- 0.2.2: the real bug; removing Immutability from a Ruleset component
should drop it to Static rather than Stable.

- 0.2.7: para 4 after the bulleted list - "Special Rulesets have no effect
on any games of Mornington Nomic other than those they are incorporated
in." Should read "Mornington Crescent"; having made an effort to draw a
distinction between MN (the Rules) and MC (the Game governed by those
Rules) I'm a little embarrassed this one slipped through.

Anyway, I'll fix those and upload the modified Section to the website.

I'm going to make this a formal Proposal over the weekend, I think, unless
there is more to be said?

-- 
Dunx
Life. Don't talk to me about life.


From dunx@d... Wed Feb 28 23:47:27 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Mechanical Suggestions
Date: Wed, 28 Feb 2001 23:13:31 -0800
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From: Dunx <dunx@d...>

On Wed, 28 Feb 2001, you wrote:
> I'm tempted to do away with "Proposal type" altogether and just go 
> for something as simple as "A Proposal describes any number of Rule 
> changes or alterations to the Game State."
> 
[...]

Well, I hope the simplified Proposal Type system will help a bit - I'm a
bit leary of chucking out Proposal Type entirely, because there are
qualitatively different kinds of things which can Proposed which should
really be handled differently; forcing someone to resign seems a different
thing to me than changing the Ruleset.

As I've said before, I intend to leave Section 0 open to change so feel
free to propose a modification.

> > I think the best way is for each Player to 
> > have a prefix which they alone use: e.g. my Proposals would be
> > Proposal PW001, PW002, etc.
> 
> I like this a lot, although a short, consistent prefix convention 
> should be encouraged.

See 0.4.2 - is that OK?

> > # 0.5.2 strikes me as being out of place, because it allows only 
> > one week for discussion on a Proposal to take place. But then I 
> > may be misunderstanding the intent of the Ruleset as it is. Are we 
> > aiming for a Proposal to be patched and amended before being Voted 
> > for, or are we aiming at patches and amendments involving 
> > discarding the old Proposal and Proposing a new one?
> 
> Tricky one this. It gets a bit messy either way. I'd probably steer 
> clear of any explicit Proposal amendment/redrafting mechanism at all, 
> and simply allow Proposal retraction.

I agree - Proposal change is a hard thing to manage, as previous
experiences demonstrate.

> Then, I might post Proposal Grim0042, get some comments on things 
> that need changing, and retract it in favour of Grim0042a, which may 
> in turn be superseded by Grim0042b. This seemingly-rigourous 
> redrafting scheme could work without needing to be specified at all.

You read my mind (or read my comments, I'm not sure which ;-)

-- 
Dunx
Life. Don't talk to me about life.


From dunx@d... Wed Feb 28 23:47:29 2001
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To: l-nomic-d@yahoogroups.com
Subject: MN: Voting on Proposed Section 0
Date: Wed, 28 Feb 2001 23:22:34 -0800
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Players:

Don't worry, I'm not opening the Voting just yet!

This is just a brief message to say how I intend to handle the Voting on
the Section 0 suggestion that has been kicking around now for a couple of
weeks.

First of all, the following Players have so far declared themselves Active
(in no particular order):

Ole
Gunnar
PaulWay
Dunx
Snow
miKi
Grimace
Kevan

Since I'm going to leave Section 0 in a Unstable state initially, I'm
looking for an Active Majority Mandate, that is more Active Players Voting
FOR the Proposal than not. Obviously, I won't be Voting.

I'll repeat this stuff when the Proposal is formally, er, Proposed.

-- 
Dunx
Life. Don't talk to me about life.


From se98gj@d... Thu Mar 01 02:48:57 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Mechanical Suggestions
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Coh. I've been looking at out-of-date versions of the Mechanics 
proposal. The one on the website's much better, and addresses 
everything I said. My apologies. 

-Graeme.



From dunx@d... Sun Mar 04 22:30:14 2001
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To: l-nomic-d@yahoogroups.com
Subject: MN: Proposal Dunx0001 - New Section 0 [Ruleset]
Date: Sun, 4 Mar 2001 22:14:26 -0800
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{ Comment: Here's the formal Proposal of the new Section 0. As I say, I'm
looking for an Active Majority Mandate, and will close the Voting one
week hence (which rounding up is about 0700 GMT 12-Mar-2001). Post your
Votes on the discussion list, please. This Proposal is also on the web site. }

Enact the text between <<START and END>> as Section 0 of the New Ruleset.

<<START
/------------------------------------------------------------------------------\
| |
| MORNINGTON NOMIC - RULESET |
| |
| Volume 0 - Nomic Mechanics |
| |
| (Last updated during Year Four, Week Three) |
| |
\------------------------------------------------------------------------------/

/-------------------\
| Table of Contents |
\-------------------/

0 Nomic Mechanics

0.1 Terms of Reference
0.2 Rules and the Ruleset
0.3 Players
0.4 Proposals
0.5 Votes
0.6 The Nomic Week
0.7 Points of Order
0.8 Gaming Lounges


/------------------------------------------------------------------------------\
SECTION 0.0 - Nomic Mechanics
\------------------------------------------------------------------------------/

Rule 0.0.0 - Rude Mechanicals

This part of the Ruleset details the mechanics and terminology used in
constructing rulesets.

/------------------------------------------------------------------------------\
SECTION 0.1 - Terms of Reference
\------------------------------------------------------------------------------/

Rule 0.1.1 - The Name of the Nomic

The name of this Nomic shall be "Mornington Nomic".

Rule 0.1.2 - Terms of Reference

Within the Rules and other Official Documents, most words and phrases
should be given the interpretation they normally have in the English
language. However, some words and phrases may be explicitly redefined
within Official Documents to have a special interpretation in the Game of
Mornington Nomic. In particular, the capitalisation of a term tends to mean
that it is being used with some special Game-specific interpretation in
mind. However, such capitalisation is not a necessity and Game-specific
definitions for such words and phrases should also be used when it seems
more natural to do so.

Unless otherwise indicated, when a choice is specified to be made at
random, the intended meaning is that each possible selection should have an
equal probability of being chosen.

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.

The term "Mornington Crescent" in this Ruleset refers to, according
to context, either the game described in Volumes 1 and above, or the London
Underground Station of the same name. The term "Game" in this Ruleset can
mean either "Mornington Nomic" or "Mornington Crescent", but this should be
clear from context.

Rule 0.1.3 - The Only Way To Die

Whenever a Rule calls for a die-roll to be made, the person required to
make the roll shall do so using the dice server at http://www.pbm.com/dice,
with results being sent to the Game Lounge in which the die-roll is
required.

If a Player is required to make a die roll after eir Turn, that Player's
Turn is not considered to be complete until the roll is made; an incomplete
Turn may be timed out as if it had not been made. If the results of the die
roll should be interpreted by the rolling Player, eir Turn is not
considered complete until these interpretations have also been made.

/------------------------------------------------------------------------------\
SECTION 0.2 - Rules and the Ruleset
\------------------------------------------------------------------------------/

Rule 0.2.1 - Numbering

Rules shall be numbered for reference purposes, with three numbers in the
format "[Volume].[Section].[Rule]" (eg. "1.3.4"), Volume and Section being
defined in the Ruleset's Table of Contents, and Rule being an integer
number used to distinguish between Rules within the same Section.

New Ruleset components shall be placed in a Volume and Section in
accordance with that suggested in the Proposal upon their Enactment. They
shall have a Rule number equal to the next successive integer number after
that of the last Rule in the relevant Section.

If a Rule is Amended its number does not change. Repealing one Rule does
not affect the Rule number of any Rule, except the one Repealed, which is
then removed.

A Renumbering Proposal allows the Speaker to rearrange the Rule Numbers in
a Section. The Rules in that Section shall be numbered with the lowest
ordinal Rule receiving the Rule Number 1, the next lowest 2, and so on,
with the exception of Rules which exist solely as a heading for a Section
or Volume which may have an ordinal number of 0.

Rule 0.2.2 - Change Or The Better

Ruleset components (that is Rules, Sections, or Volumes) may be marked with
a Mutability Modifier indicating how easy it is to change that ruleset
component. This Modifier is placed in square brackets after the name of the
ruleset component, and if omitted is assumed to be Unstable.

Any ruleset component having a particular degree of Mutability has a
corresponding Mandate requirement for that component to be changed
(Mandates are defined in Rule 0.5.1). The Mutability Modifiers are as
follows, in increasing order of ease of modification:

- Immutable: ruleset components marked as Immutable cannot have their
content changed. A Status Change Proposal must be passed with a Total
Majority Mandate to remove Immutability, at which point the ruleset
component becomes Static.

A Proposal to remove Immutability must be passed separately from and
before any Proposal to modify the content of an Immutable ruleset
component.

- Static: ruleset components marked as Static may be changed by passage of
a Proposal with Totally Unanimous Mandate.

- Stable: ruleset components marked as Stable may be changed by passage of
a Proposal with a Total Majority Mandate.

- Unstable: Sections or Rules marked as Unstable (or which are unmarked,
which is taken as a synonym) may be changed by passage of a Proposal
with a Active Majority Mandate.

In a Proposal containing changes which have different mandate requirements
(eg which call for changes to both one Static and one Stable Rule) then the
most demanding mandate is required for the entire Proposal.

Rule 0.2.3 - Rule Changes

Rule Changes that affect Rules needed to allow or apply Rule-changes
are as permissible as other Rule Changes. Even Rule Changes that
Amend or repeal their own authority are permissible. No Rule Change
or type of Move is impermissible solely on account of the self-
reference or self-application of a Rule.

Rules may also be changed by Rules, subject to constraints in the
Ruleset. Such Rule Changes shall be known as "Non-Proposed Rule
Changes".

Rule 0.2.4 - Free for All

Whatever is not prohibited or regulated by a Rule is permitted and
unregulated, with the sole exception of changing an Official Document,
which is permitted only when a Rule or set of Rules explicitly or
implicitly permits it. Official Documents include the Rules, Player's
Proposals, Votes cast and voting records, the list of current Players, Game
State Documents and any other document so designated by the Rules.

Rule 0.2.5 - Rule Conflict

All Rules shall be considered to work together implicitly. Rules shall
be evaluated with the specific taking precedence over the general,
the stated taking precedence over the implicit, and the more Immutable
taking precedence over the less so. Rules can explicitly state that they
defer to another rule or set of rules, or can state that they explicitly
take precedence over another rule or set of rules. Where a deference loop
or precedence loop exists (e.g. two rules that claim precedence over the
other), this shall be ignored and the other methods of evaluating rule
precedence listed in this Rule shall be used.

If two or more Rules are in conflict, or the validity or treatment of a
particular act in relation to these Rules is not clear or in question,
then the Speaker is empowered to raise an Emergency Proposal that will
amend as many of the rules as necessary to bring about a resolution of
the problem.

Rule 0.2.6 - Keep the Ruleset Tidy

In the Ruleset, the Speaker is free to make as many corrections of spelling
and layout as e sees fit, provided that these changes do not affect the
wording or meaning of the Rules. E need not inform the Players of these
corrections.

Rule 0.2.7 - Volume Control

The Mornington Nomic ruleset is divided into the following Volumes:

- Volume 0: the Nomic mechanics

- Volume 1: the Basic Rules for Mornington Crescent

- Volumes 2 and higher: Special Ruleset groups (related Special Rulesets
being grouped together)

Special Rulesets are adjuncts to the Basic Rules which add or modify the
Rules under which a Mornington Crescent game is to be played.

Special Rulesets may be referred to explicitly by name, or by number in
the form 'SR <X>' where <X> is the relevant Volume and Section reference.

No Special Ruleset may alter the rules of Mornington Nomic, directly
or otherwise.

Special Rulesets have no effect on any games of Mornington Crescent other
than those they are incorporated in. They may, however, be amended via
proposal in the same way as any other Mornington Nomic rules.

Special Rules always take precedence over the Basic Mornington Crescent
rules for any relevant Special Rules games, unless explicitly stated
otherwise in the Special Ruleset.

Special Rules may never take precedence over the Nomic Mechanic rules.

Otherwise, all Special Rules are treated in exactly the same way as
Basic Rules.

Special Rulesets may (but need not be) classified as follows:

* Options are Special Rulesets which add new elements to the Game

* Variants are Special Rulesets which modify the behaviour of other
Mornington Crescent Rules.

These are not hard and fast classifications, there being nothing to stop
Rules being both added and modified within a Special Ruleset.

Special Rulesets may depend for their use on the inclusion of another
Special Ruleset in a Game. Such a dependency must be stated clearly in the
text of the Special Ruleset.

Rule 0.2.8 - In Case Of Ambiguity, Break Glass

If a part of the Ruleset is ever regarded as being ambiguous, in a
manner which the Speaker feels requires urgent attention, e may ask the
Player responsible for that ambiguity to clarify the wording one way or
another. The Rule or Rules in question shall be immediately updated to
reflect this judgement, the amendment being announced on the mailing
list.

The Player responsible for an ambiguity is e whose Proposal (or other
activity) caused the ambiguity to come into effect. If no Player can be
regarded as being clearly and solely responsible for the ambiguity, the
Speaker may clarify it emself.

/------------------------------------------------------------------------------\
SECTION 0.3 - Players
\------------------------------------------------------------------------------/

Rule 0.3.1 - Players and Player States

Anyone may apply to join Mornington Nomic by sending a request in an email
to the Speaker (see Rule 0.3.2) stating that they wish to join the game,
and giving a one-word Name by which they wish to be known. The Speaker will
then determine whether the application is successful. Any successful
applicant becomes a Player. The Speaker's decision is final in this matter.

There are two Player States: Active and Inactive. A Player may change eir
Player State at any time by sending a message to the list announcing the
change, which will take effect immediately. New Players are Active by
default.

A Player may at any time post a message to the Discussion Lounge announcing
a desire to change the Name e uses in Mornington Nomic. This change shall
take effect at the end of the current Game Week or after three days,
whichever is later, provided that no other Player objects to the change of
Name before then.

All Players must always abide by all the Rules.

Rule 0.3.2 - The Speaker

One Player shall hold the office of Speaker. The Speaker's role is to
maintain the ruleset, and perform various other functions as specified by
rules.

If the Speaker is unable, unwilling, or prevented by a rule, from
fulfilling any of eir tasks, e may designate a Deputy to take
responsibility for those tasks (either temporarily or permanently). Any
other Player who is willing and able is a valid candidate for the role of
Deputy Speaker. Throughout the Ruleset, the term 'Speaker' shall be read as
meaning the Speaker or Deputy Speaker, as appropriate.

Rule 0.3.3 - Filled Roles

Players in the game of Mornington Nomic may take on various Roles during
play. These Roles and their responsibilities include (but are not
necessarily limited to):

- Speaker: as defined in Rule 0.3.2

- Player in a Mornington Crescent Game: such a Player makes Move in Games
in which e is participating in accordance with the Rules for that Game.

When a Player's State changes to Inactive, an asterisk is marked next to
eir name in the Game State Document of any Games in which e is currently
taking part and eir turn is skipped until e changes eir state back to
Active.

- Proposer: defined in Rule 0.4.2

- Voter: defined in Rule 0.5.3

Rule 0.3.4 - Can You Hear Snoring?

Any Player may Inactivate another Player by announcing this fact in the
Discussion Lounge, provided that the Inactivated Player has neither Voted
nor played a Mornington Crescent move for more than three weeks.

When a Player is Inactivated in this fashion, e becomes Inactive.

Rule 0.3.5 - Resignation

Any Player may Resign from a Game of Mornington Crescent or from Mornington
Nomic as a whole by posting a message to the Discussion Lounge informing
the other Players of eir wish.

If a Player Resigns from a particular Mornington Crescent Game eir name is
removed from those parts of Game State Documents which record the current
Game position (eg ownership of Game elements).

If a Player Resigns from Mornington Nomic, it is treated as if e has
Resigned from all Mornington Crescent Games which e was participating in at
the time of Resignation.

Any Player may submit a Proposal of Type Resignation, Proposing that a
Player be Forced to Resign either from a particular Mornington Crescent
Game or from Mornington Nomic. This requires a Mandate of Active Unanimity.

/------------------------------------------------------------------------------\
SECTION 0.4 - Proposals
\------------------------------------------------------------------------------/

Rule 0.4.1 - Proposals

Each Proposal submitted by a Player should have a name (typically summing
up the aim of the Proposal in a few words, usually in the form of a very
bad pun), a Type, any amount of text stating what the Proposal should do
if it is Voted through, and any amount of commented text explaining
anything the Proposer feels the need to explain.

Proposals may be of the following types:-

* Ruleset - To manipulate the content of the ruleset. All such
manipulations in a single Proposal should have one
general aim or effect. Ruleset Proposals may consist
of any number of sub-Proposals of the following types:
+ Enactment: To create one new Rule or Ruleset
component to be added to the Ruleset.
+ Amendment: To change the wording of one existing
Rule in the manner detailed in the Proposal.
+ Repeal: To remove one Rule, as specified by the
Proposal, from the Ruleset.
* Renumbering - To renumber all the Rule Numbers in a particular
Subsection, or to renumber a single Rule.
* Resignation - To force another Player to Resign.
* Mutability - To change the Mutability Modifier of a Rule, Section,
or Volume by one level of Mutability.

Commented text is signified by surrounding it with curly braces, and
is entirely ignored if the Proposal passes and alters the Ruleset.

Rule 0.4.2 - Proposal Submission

Any Active Player may put forward a Proposal for the consideration of other
Players. This is done in the role of Proposer.

Each Proposal must have a unique number, being the name of the Proposer
together with an index number one more than the last Proposal which was
published by that Proposer. A resubmission of a previous Proposal whether
modified or not is still considered to be a new submission which requires a
new Proposal number.

Further, for a Ruleset Proposal containing Enactments some indication must
be included of where exactly these new Ruleset components would reside.

The Proposer submits the Proposal to the Discussion Lounge with a subject
line beginning "MN: Proposal <n>", where <n> is the Proposal number, and
including the title of the Proposal.

At any time prior to the close of Voting a Proposer may withdraw a Proposal
which e has submitted for consideration by notifying this fact to the
Discussion Lounge. The Proposal is then considered never to have been
submitted and any Votes cast in relation to it are discarded.

Note that there is no limit on the number of Proposals which may be open
for consideration at any given time, but Proposers are encouraged to use
common sense in not swamping the other Players.

Similarly, there is no explicit prohibition of submitting and re-submitting
modified versions of a particular Proposal idea until it passes, but again
the Proposer is urged to use common sense in not continually submitting
Proposals which e knows will always fail.

Rule 0.4.3 - Proposal Enactment

A newly enacted Proposal takes effect at the moment at which Voting Results
for that Proposal are published in the Discussion Lounge. No Proposal may
have any retroactive effect, explicit or otherwise. The wording of a
Proposal has no effect until it has enacted.

When a new Ruleset component is created, it takes the name of the Enactment
Proposal (or Proposal section) that Enacted it.

In order to simplify the incorporation of new text into the Ruleset,
Proposals containing content which is to inserted verbatim should be
formatted in a similar way to the Ruleset.

The implementation of the Proposal is performed by the Proposer, the
modified Ruleset Volumes being sent to the Speaker.

Permission to perform the Proposal implementation edits must be sought from
the Speaker. Only one Proposer may edit the Ruleset at any given time, in
order to prevent conflicting changes being applied simultaneously. If such
permission is not obtained, the Speaker has the right to ignore the edits. 

If the Speaker feels that a Proposer is taking an unreasonable amount of
time to implement a Proposal, especially if the implementation of other
Proposals is being blocked by such apparent inaction, permission to edit
the Ruleset may be withdrawn. Notice of such withdrawal must be posted to
the Discussion list.

Rule 0.4.4 - We Are Not Men, We Are Veto

The Speaker may Veto the consideration of any Proposal which is before the
Players if e feels that there is undue duplication or conflict with other
outstanding Proposals, or if the Proposal number is not unique, or for any
other reason. A Proposal being Vetoed means that it is not voted on and
cannot become a part of the Rules. The Speaker must publish the reasons for
eir decision to the list. A Point of Order may be raised (in the usual
way) if a Player feels that the Speaker's reason was not valid.

/------------------------------------------------------------------------------\
SECTION 0.5 - Votes
\------------------------------------------------------------------------------/

Rule 0.5.1 - Mandates and Their Application

In order for a Proposal to be Enacted it must achieve the necessary
Mandate, a Mandate being the required proportion of FOR Votes within a
particular set of possible Voters.

The following are Mandates which are specifically recognised, but others
are possible and may be specified as necessary (the most likely
qualification being that a specific percentage of a voting population must
be in favour):

1/ Total Unanimity - all Players Voted in favour

2/ Active Unanimity - all Active Players Voted in favour

3/ Simple Unanimity - all Players who Voted were in favour

4/ Total Majority - a majority of all Players Voted in favour

5/ Active Majority - a majority of Active Players Voted in favour

6/ Simple Majority - a majority of those who Voted were in favour

Rule 0.5.2 - When to Vote

All Votes for a Proposal must be submitted in the calendar week following
the publication of that Proposal.

Rule 0.5.3 - Voting and Proposal Adoption

All Players who are Active at some point during the voting period for a
Proposal are considered to be the Voters for that Proposal. Players not
Active at all during that period may not vote in regard to that Proposal.

The Proposer may not Vote.

A Voter may cast eir Vote on a Proposal by sending an email to the
Discussion Lounge with the subject line "MN: Vote on <n>" where <n> is the
Proposal number being voted on. If the email does not have this subject
line, votes may be considered invalid.

Votes for multiple Proposals may be cast in a single message by including
the Proposal numbers of all the Proposals being voted on in the email
subject line.

Valid votes are FOR, AGAINST or PASS. Any other vote is invalid. Each Voter
has exactly one vote per Proposal. If a Player attempts to vote for a
single Proposal more than once, only the latest valid vote shall be
counted.

In order for a Proposal to be adopted, it must achieve its required Mandate.

Rule 0.5.4 - Abstention and Default Mandates

If a Voter could have voted on a particular Proposal and chooses not to, e
is considered to have abstained and a Vote of PASS is recorded. 

Unless otherwise specified, a Proposal must achieve a Mandate of an Active
Majority, that is that more Voters voted in favour of the Proposal than the
total of those who Voted against or passed.

Rule 0.5.5 - Direct Tinkering Ban

If the passing of a Proposal would directly cause any aspect of the Nomic
other than the Ruleset to be altered, the Proposal must achieve Simple
Unanimity to pass. This takes precedence over all other Rules regarding the
passing of Proposals.

Rule 0.5.7 - Voting Comments

In addition to Voting on a particular Proposal, a Player may also add a
Comment. This is a piece of text enclosed in curly brackets ('{' and '}')
appended after the Vote, such that it is clear which Proposal the Comment
is referring to.

/------------------------------------------------------------------------------\
SECTION 0.6 - The Nomic Week
\------------------------------------------------------------------------------/

Rule 0.6.1 - Theocracy of Muntab

The Game of Mornington Nomic shall be counted in Nomic Weeks and
Nomic Years. The Nomic Week number is incremented each Nomic Week,
and the Nomic Year number incremented once on the 16th of April
every year. The Nomic Week and Nomic Year have no bearing on Game
numbers.

Rule 0.6.2 - The Week-End

The Nomic Week ends at 11:59am on Tuesday, unless altered by the Speaker.
Only the end of the current Nomic Week may be extended (it cannot be
shortened) and each Nomic Week must be a minimum of 4 days. After any
extension, the end of the following Nomic Week defaults to the next Tuesday
at 11:59am which is over 4 days from the end of the extended Nomic Week.
All Players must be informed of the extension of a Nomic Week, by the
Speaker. The next Nomic Week begins immediately after the previous Nomic
Week ends.

/------------------------------------------------------------------------------\
SECTION 0.7 - Points of Order
\------------------------------------------------------------------------------/

Rule 0.7.1 - Points of Order

If a Player is concerned about aspects of the Game State, wordings or
spellings within the Ruleset, or any point e considers to be minor, e
may email the Speaker to this effect. Corrective action shall be taken
by the Speaker if e feels it to be appropriate, and announced on the
Discussion Lounge.

The email containing the Point of Order should have a subject
line of 'MN: Point of Order'. If it does not have this subject
line, the Point of Order may be considered invalid.

If any Player is unhappy with the result of a Point of Order, e may
make an Emergency Proposal to correct it.

Rule 0.7.2 - Emergency Proposals

If a Player is concerned about serious aspects of the Ruleset, e may
make an Emergency Proposal. This is effectively identical to a normal
Proposal, and should be emailed to the Speaker along with indication
that it is an Emergency Proposal. This email should have a subject
line of 'MN: Emergency Proposal' - if it does not, it may be considered
invalid.

The Speaker forwards the Eprop to the Discussion Lounge. Any Player other
than e who made the Eprop may submit a Vote on that Proposal, emailing it
to the Speaker.

After twenty-four hours have elapsed (excluding weekends), the Votes are
tallied for the Emergency Proposal. The Eprop is treated as a normal
Proposal for the purposes of determining enactment, with the exception
that Quorum is ignored.

If the Proposal passes, it takes effect immediately.

When announcing the results of voting on the Emergency Proposal, the
Speaker must distribute a record of how the votes were cast.

/------------------------------------------------------------------------------\
SECTION 0.8 - Gaming Lounges
\------------------------------------------------------------------------------/

Rule 0.8.1 - The Lounges

Mornington Nomic takes place on a number of mailing lists, known as
Lounges. There are five Game Lounges and one Discussion Lounge - the
Game Lounges are used to play the game of Mornington Crescent, and the
Discussion Lounge is a forum for discussing aspects of the Nomic, as well
as the announcement of Voting Results, Proposal distribution, and so
forth.

Each of these Lounges has a mailing list set up for it, with the following
addresses being those you should post messages to:-

* The Discussion Lounge - l-nomic-d@yahoogroups.com
* The Brooke-Taylor Lounge - l-nomic-b@yahoogroups.com
* The Cryer Lounge - l-nomic-c@yahoogroups.com
* The Garden Lounge - l-nomic-g@yahoogroups.com
* The Lyttleton Lounge - l-nomic-l@yahoogroups.com
* The Rushton Memorial Lounge - l-nomic-r@yahoogroups.com

Each non-Discussion Lounge may have a Game being played within it; all
postings relevant only to that Game should be made to the appropriate
mailing list.

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

/------------------------------------------------------------------------------\
All Mornington Crescent Rules (C) Copyright the Mornington Nomic Team 1997-2001
\------------------------------------------------------------------------------/
END>>

-- 
Dunx
The only Ultimate Truth is that there isn't one.


From paulway@e... Mon Mar 05 06:49:37 2001
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Date: Mon, 05 Mar 2001 22:15:56 +1100
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Mechanical Suggestions
In-Reply-To: <011801c0a04f$19008960$0200000a@richardmayhew>
References: <5.0.0.25.1.20010224050458.00a91eb0@m...> <0102192245090A.05020@dagon> <5.0.0.25.1.20010224050458.00a91eb0@m...> <5.0.0.25.1.20010225103026.01f36780@m...>
Mime-Version: 1.0
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From: Paul Wayper <paulway@e...>

At 10:50 AM 27/02/2001, you wrote:
>Agora Nomic is the longest continuously running Nomic known. Agora started 
>in 1993 and has been running ever since. At any given time, Agora has 
>around 20 players.

Maybe I was thinking of Agora. I don't know. Anyway, I'm wrong.

Ta,

Paul



From gthoele@G... Mon Mar 05 08:45:32 2001
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To: l-nomic-d@yahoogroups.com
Subject: MN: Vote on Dunx0001
Date: Mon, 05 Mar 2001 17:45:04 +0100
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From: Gunnar Thoele <gthoele@G...>

PASS

{Sounds fine to me, not overly complicated...}

-- 
Gunnar


From dunx@d... Mon Mar 05 09:29:52 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Vote on Dunx0001
Date: Mon, 5 Mar 2001 09:25:56 -0800
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From: Dunx <dunx@d...>

On Mon, 05 Mar 2001, you wrote:
> PASS
> 
> {Sounds fine to me, not overly complicated...}

OK, I'm a bit confused here - do you mean you're voting for the Proposal to
pass? Or are you abstaining?

I should have been clearer on this since we're restarting, but could
Players please Vote one of:

FOR (should you wish the Proposal to succeed)
AGAINST (should you wish to see the Proposal fail)
PASS (if you want to abstain)

A vote of PASS will be entered in any case if you don't Vote explicitly.

Apologies for the confusion.

-- 
Dunx
The only Ultimate Truth is that there isn't one.


From mn_miKi@h... Mon Mar 05 15:24:42 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Vote on Dunx0001
Date: Mon, 05 Mar 2001 15:23:30 -0800
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From: "miKi mn" <mn_miKi@h...>

Now, would this be considered a dimpled or hanging chad?

- miKi


>From: Dunx <dunx@d...>
>Reply-To: l-nomic-d@yahoogroups.com
>To: l-nomic-d@yahoogroups.com
>Subject: Re: MN: Vote on Dunx0001
>Date: Mon, 5 Mar 2001 09:25:56 -0800
>
>On Mon, 05 Mar 2001, you wrote:
> > PASS
> >
> > {Sounds fine to me, not overly complicated...}
>
>OK, I'm a bit confused here - do you mean you're voting for the Proposal to
>pass? Or are you abstaining?
>
>I should have been clearer on this since we're restarting, but could
>Players please Vote one of:
>
>	FOR (should you wish the Proposal to succeed)
>	AGAINST (should you wish to see the Proposal fail)
>	PASS (if you want to abstain)
>
>A vote of PASS will be entered in any case if you don't Vote explicitly.
>
>Apologies for the confusion.
>
>--
>Dunx
>The only Ultimate Truth is that there isn't one.

_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com



From mn_miKi@h... Mon Mar 05 15:25:03 2001
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Subject: MN: Vote on Dunx0001
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From: "miKi mn" <mn_miKi@h...>

FOR

Mind the gap,
- miKi

_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com



From palnatoke@g... Tue Mar 06 03:07:55 2001
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Date: Tue, 06 Mar 2001 11:07:51 -0000
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Vote on Dunx0001
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From: "Ole Andersen" <palnatoke@g...>

I vote FOR Dunx0001.

Ole



From paulway@e... Tue Mar 06 03:16:25 2001
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From: Paul Wayper <paulway@e...>

FOR



From kevan@s... Tue Mar 06 10:14:17 2001
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To: l-nomic-d@yahoogroups.com
Subject: Vote on Dunx001
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From: "Kevan Davis" <kevan@s...>

Hm, not entirely sure about the multitude of majority/mutability 
types, or the enforced "sub-proposal" multiple-proposal approach 
(what's wrong with a bit of vagueness?), but it all seems perfectly 
robust and well-written. I vote FOR.

Kevan

--
http://uncertain.org/~kevan
"Give a man a fish, he'll be surprised."



From snowl@s... Tue Mar 06 11:51:18 2001
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To: <l-nomic-d@yahoogroups.com>
Subject: MN: Vote on Dunx0001
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From: "Snow" <snowl@s...>

I vote PASS (meaning abstain).

--
Snow
(My cat is on fire.)



From gthoele@G... Wed Mar 07 09:13:49 2001
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Subject: Re: MN: Vote on Dunx0001
Date: Wed, 07 Mar 2001 18:14:17 +0100
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From: Gunnar Thoele <gthoele@G...>

{Hallo!
>OK, I'm a bit confused here - do you mean you're voting for the Proposal to
>pass? Or are you abstaining?
Shit. Sorry i chose the wrong word. I want the proposal to <pass> so:}
FOR
-- 
Gunnar


From dunx@d... Mon Mar 12 21:51:06 2001
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To: l-nomic-d@yahoogroups.com
Subject: MN: Voting Results for Dunx0001
Date: Mon, 12 Mar 2001 20:02:17 -0800
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From: Dunx <dunx@d...>

- Dunx0001 --------------------------------- Vote Closed: 0700 GMT 12-Mar-2001
Mandate: Active Majority
Votes: FOR Gunnar, miKi, Ole, Kevan, PaulWay
AGAINST	-
PASS Snow, Grimace
Outcome: Dunx0001 Passed
------------------------------------------------------------------------------

-- 
Dunx
"Fixing HTML is like grafting arms and legs onto a hamburger."
- Ted Nelson


From dunx@d... Mon Mar 12 22:21:58 2001
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To: l-nomic-d@yahoogroups.com
Subject: MN: Where To Begin?
Date: Mon, 12 Mar 2001 22:12:15 -0800
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From: Dunx <dunx@d...>

Friends:

Now that we have an officially active set of Nomic mechanics in the new
Section 0 ruleset, it's time to get down to the fun stuff and think about
how to play the Game itself.

What I would like to do is to get some kind of extremely basic ruleset up
and running as quickly as possible so that we can get playing. To that end
I'd like to open the discussion on what is the least we can have in the
Game whilst being playable. My own thoughts here would be:

- the map
- Pieces and basic movement (with or without Line Velocity, but we need
some constraint I would suggest)
- one or two offensive moves (Block and Shunt?)
- something to collect to make MC open (what used to be gold tokens;
ticket stubs? I hesitate to suggest hats...)
- very simple Buzzing (eg if a Player makes an illegal move, they
forfeit their turn)

The point here is to keep possession tracking to an absolute minimum.
Wording, as has already been observed, should be as simple as possible
without being ambiguous.

Failing that, I'm also quite tempted by the idea of taking the old Section
1 and taking stuff out until it's more immediately playable. However, it
would be harder to keep the language simple with that approach.

In any case, if we have something playable but simple then we can add a
certain amount of extra rules until it at least becomes interesting. Once
that point of minimal interest is reached, then we can freeze the basic
rules and get onto building Options and Variants.

So, ideas please.

-- 
Dunx
A problem worthy of attack
Proves its worth by fighting back
- Piet Hein


From paulway@e... Tue Mar 13 16:14:44 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Where To Begin?
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From: Paul Wayper <paulway@e...>

At 05:12 PM 13/03/2001, you wrote:
>What I would like to do is to get some kind of extremely basic ruleset up
>and running as quickly as possible so that we can get playing. To that end
>I'd like to open the discussion on what is the least we can have in the
>Game whilst being playable.

My thoughts are:

1) The Premove/Postmove/Neutral Action system was very stable and worked well.

2) The "Player: [Actions...] Move [Actions...]" looked good and recorded 
things fairly well. You're never going to record everything that goes on 
in a move (e.g. token transactions) in a way that still allows the move to 
be readable by any normal person; remembering what they did is usually 
enough. If you can't challenge the move as it was recorded at the time 
then it should be left as is.

3) The Premove Actions / Move / Postmove Action system was stable. The 
minor flaw was in the implementation of Wild moves, which were never really 
ratified to all work the same way.

4) The Token system is almost essential. My opinion is that the Plastic / 
Metallic distinction with seven (Red, Green, Blue, Black, Bronze, Silver, 
Gold) is pretty much all you could ever need.

My first idea here is that 'Move' is really like an action anyway - if you 
had a [Moving to <Station>] Action then it would be used in exactly the 
same way as a normal Action. It would also make sense because a [Wild to 
<Station>] is pretty much exactly the same, it just uses a separate set of 
governing rules. Likewise, a [Pass] is a movement action of sorts. So 
perhaps there are four categories of Actions:

Premove Actions - must take place before any Moving action.
Move Actions - must make at least one Moving action per Turn.
Postmove Actions - must take place after any Moving action.
Neutral Actions - can be played anywhere.

Only Move Actions are allowed to affect the location of the Player's Piece, 
and you can do more than one per turn if allowed. For instance (starting 
at Elephant and Castle on the Bakerloo Line with a LV of 3):

PaulWay: [Touching the Buffers] (Collecting a Silver Token at a Terminus)
[LV+3] (Up my LV to six)
[Moving to Oxford Circus] (four Interchanges = two black Tokens)
[Collecting Green Token] (left by Dunx)
[fFanshawe's Interchange Wild to Victoria] (move to any other 
Interchange in same Zone with same number of Lines and at least one Line in 
common)
[Blonking the Circle Line] (just in case Kevan should try an attack)
[Showing Zone 1 Pass] (three line interchange = one blue token)
Victoria (VC)

That's two Premove actions, one Move action, one Neutral action, another 
Move action, and two Postmove actions, followed by my finishing Station and 
Line.

To me this is a good way of controlling the whole 'Move to one station then 
perform some action to move your piece somewhere else' problem which we 
struggled with in the previous Incarnation. It also opens up the scope; 
some Moves must accompany other Moves (e.g. move to one Station then Slide 
along the line to another) although most would work independently of 
eachother. If you think about it, there's no real need for one Move per 
turn - witness the pseudo-Move of Pass. Pass simply becomes a Move Action 
that allows you to stay where you are.

That's enough from me; what do the rest of you think?

>The point here is to keep possession tracking to an absolute minimum.

I agree. While I think Tokens essential, everything else should be more 
flexible. I do think Clamps are a good solution for the problem of what 
State a player is in (although a typically Nomic one).

>Failing that, I'm also quite tempted by the idea of taking the old Section
>1 and taking stuff out until it's more immediately playable. However, it
>would be harder to keep the language simple with that approach.

I agree. I think perhaps the thing to do now is start with a few broad 
brushstrokes (such as the idea above) and then start to Propose the details 
as they become clear.

Have fun,

Paul



From mn_miKi@h... Tue Mar 13 23:26:07 2001
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Subject: Re: MN: Where To Begin?
Date: Tue, 13 Mar 2001 23:25:37 -0800
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From: "miKi" <mn_miKi@h...>

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What PaulWay proposes sounds great to me. I really like the idea of a Move =
Action type, and the example presented with optional descriptions of each A=
ction and the tokens earned/relinquished in the ()'s is nice. My only comme=
nt is that I feel that having 7 (count them!), 7 different token types is s=
omething verging on overkill. We should be able to get by with fewer, surel=
y?

Mind the gap,
- miKi
----- Original Message -----=20
From: Paul Wayper=20
To: l-nomic-d@yahoogroups.com=20
Sent: Tuesday, March 13, 2001 4:14 PM
Subject: Re: MN: Where To Begin?


At 05:12 PM 13/03/2001, you wrote:
>What I would like to do is to get some kind of extremely basic ruleset u=
p
>and running as quickly as possible so that we can get playing. To that e=
nd
>I'd like to open the discussion on what is the least we can have in the
>Game whilst being playable.

My thoughts are:

1) The Premove/Postmove/Neutral Action system was very stable and worked =
well.

2) The "Player: [Actions...] Move [Actions...]" looked good and recorded=
=20
things fairly well. You're never going to record everything that goes on=
=20
in a move (e.g. token transactions) in a way that still allows the move t=
o=20
be readable by any normal person; remembering what they did is usually=20
enough. If you can't challenge the move as it was recorded at the time=20
then it should be left as is.

3) The Premove Actions / Move / Postmove Action system was stable. The=20
minor flaw was in the implementation of Wild moves, which were never real=
ly=20
ratified to all work the same way.

4) The Token system is almost essential. My opinion is that the Plastic =
/=20
Metallic distinction with seven (Red, Green, Blue, Black, Bronze, Silver,=
=20
Gold) is pretty much all you could ever need.

My first idea here is that 'Move' is really like an action anyway - if yo=
u=20
had a [Moving to <Station>] Action then it would be used in exactly the=20
same way as a normal Action. It would also make sense because a [Wild to=
=20
<Station>] is pretty much exactly the same, it just uses a separate set o=
f=20
governing rules. Likewise, a [Pass] is a movement action of sorts. So=20
perhaps there are four categories of Actions:

Premove Actions - must take place before any Moving action.
Move Actions - must make at least one Moving action per Turn.
Postmove Actions - must take place after any Moving action.
Neutral Actions - can be played anywhere.

Only Move Actions are allowed to affect the location of the Player's Piec=
e,=20
and you can do more than one per turn if allowed. For instance (starting=
=20
at Elephant and Castle on the Bakerloo Line with a LV of 3):

PaulWay: [Touching the Buffers] (Collecting a Silver Token at a Terminus)
[LV+3] (Up my LV to six)
[Moving to Oxford Circus] (four Interchanges =3D two black Toke=
ns)
[Collecting Green Token] (left by Dunx)
[fFanshawe's Interchange Wild to Victoria] (move to any other=20
Interchange in same Zone with same number of Lines and at least one Line =
in=20
common)
[Blonking the Circle Line] (just in case Kevan should try an at=
tack)
[Showing Zone 1 Pass] (three line interchange =3D one blue toke=
n)
Victoria (VC)

That's two Premove actions, one Move action, one Neutral action, another=
=20
Move action, and two Postmove actions, followed by my finishing Station a=
nd=20
Line.

To me this is a good way of controlling the whole 'Move to one station th=
en=20
perform some action to move your piece somewhere else' problem which we=20
struggled with in the previous Incarnation. It also opens up the scope;=
=20
some Moves must accompany other Moves (e.g. move to one Station then Slid=
e=20
along the line to another) although most would work independently of=20
eachother. If you think about it, there's no real need for one Move per=
=20
turn - witness the pseudo-Move of Pass. Pass simply becomes a Move Actio=
n=20
that allows you to stay where you are.

That's enough from me; what do the rest of you think?

>The point here is to keep possession tracking to an absolute minimum.

I agree. While I think Tokens essential, everything else should be more=
=20
flexible. I do think Clamps are a good solution for the problem of what=
=20
State a player is in (although a typically Nomic one).

>Failing that, I'm also quite tempted by the idea of taking the old Secti=
on
>1 and taking stuff out until it's more immediately playable. However, it
>would be harder to keep the language simple with that approach.

I agree. I think perhaps the thing to do now is start with a few broad=20
brushstrokes (such as the idea above) and then start to Propose the detai=
ls=20
as they become clear.

Have fun,

Paul


Yahoo! Groups Sponsor=20

iWin.com - The Place to Win Stuff!=20
=20=20=20=20=20=20=20

Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.=20


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<META http-equiv=3DContent-Type content=3D"text/html; charset=3Diso-8859-1"=
>
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<STYLE></STYLE>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT face=3DCourier size=3D2>What PaulWay proposes sounds great to me=
. I=20
really like the idea of&nbsp;a Move Action type, and the example presented =
with=20
optional descriptions of each Action and the tokens earned/relinquished=20
in&nbsp;the ()'s is nice. My only comment is that I feel that having 7 (cou=
nt=20
them!), 7 different token types is something verging on overkill. We should=
be=20
able to get by with fewer, surely?</FONT></DIV>
<DIV><FONT face=3DCourier size=3D2></FONT><FONT face=3DCourier size=3D2></F=
ONT><BR>Mind=20
the gap,<BR>&nbsp;- miKi</DIV>
<BLOCKQUOTE=20
style=3D"PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LE=
FT: #000000 2px solid; MARGIN-RIGHT: 0px">
<DIV style=3D"FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV=20
style=3D"BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>Fro=
m:</B>=20
<A title=3Dpaulway@e... href=3D"mailto:paulway@e...">Pa=
ul=20
Wayper</A> </DIV>
<DIV style=3D"FONT: 10pt arial"><B>To:</B> <A title=3Dl-nomic-d@yahoogrou=
ps.com=20
href=3D"mailto:l-nomic-d@yahoogroups.com">l-nomic-d@yahoogroups.com</A> <=
/DIV>
<DIV style=3D"FONT: 10pt arial"><B>Sent:</B> Tuesday, March 13, 2001 4:14=
=20
PM</DIV>
<DIV style=3D"FONT: 10pt arial"><B>Subject:</B> Re: MN: Where To Begin?</=
DIV>
<DIV><BR></DIV><TT>At 05:12 PM 13/03/2001, you wrote:<BR>&gt;What I would=
like=20
to do is to get some kind of extremely basic ruleset up<BR>&gt;and runnin=
g as=20
quickly as possible so that we can get playing. To that end<BR>&gt;I'd li=
ke to=20
open the discussion on what is the least we can have in the<BR>&gt;Game w=
hilst=20
being playable.<BR><BR>My thoughts are:<BR><BR>1) The Premove/Postmove/Ne=
utral=20
Action system was very stable and worked well.<BR><BR>2) The "Player:=20
[Actions...] Move [Actions...]" looked good and recorded <BR>things fairl=
y=20
well.&nbsp; You're never going to record everything that goes on <BR>in a=
move=20
(e.g. token transactions) in a way that still allows the move to <BR>be=20
readable by any normal person; remembering what they did is usually=20
<BR>enough.&nbsp; If you can't challenge the move as it was recorded at t=
he=20
time <BR>then it should be left as is.<BR><BR>3) The Premove Actions / Mo=
ve /=20
Postmove Action system was stable.&nbsp; The <BR>minor flaw was in the=20
implementation of Wild moves, which were never really <BR>ratified to all=
work=20
the same way.<BR><BR>4) The Token system is almost essential.&nbsp; My op=
inion=20
is that the Plastic / <BR>Metallic distinction with seven (Red, Green, Bl=
ue,=20
Black, Bronze, Silver, <BR>Gold) is pretty much all you could ever=20
need.<BR><BR>My first idea here is that 'Move' is really like an action a=
nyway=20
- if you <BR>had a [Moving to &lt;Station&gt;] Action then it would be us=
ed in=20
exactly the <BR>same way as a normal Action.&nbsp; It would also make sen=
se=20
because a [Wild to <BR>&lt;Station&gt;] is pretty much exactly the same, =
it=20
just uses a separate set of <BR>governing rules.&nbsp; Likewise, a [Pass]=
is a=20
movement action of sorts.&nbsp; So <BR>perhaps there are four categories =
of=20
Actions:<BR><BR>Premove Actions - must take place before any Moving=20
action.<BR>Move Actions - must make at least one Moving action per=20
Turn.<BR>Postmove Actions - must take place after any Moving=20
action.<BR>Neutral Actions - can be played anywhere.<BR><BR>Only Move Act=
ions=20
are allowed to affect the location of the Player's Piece, <BR>and you can=
do=20
more than one per turn if allowed.&nbsp; For instance (starting <BR>at=20
Elephant and Castle on the Bakerloo Line with a LV of 3):<BR><BR>PaulWay:=
=20
[Touching the Buffers] (Collecting a Silver Token at a=20
Terminus)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [LV+3=
] (Up=20
my LV to six)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
[Moving to Oxford Circus] (four Interchanges =3D two black=20
Tokens)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Collec=
ting=20
Green Token] (left by=20
Dunx)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [fFanshaw=
e's=20
Interchange Wild to Victoria] (move to any other <BR>Interchange in same =
Zone=20
with same number of Lines and at least one Line in=20
<BR>common)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
[Blonking the Circle Line] (just in case Kevan should try an=20
attack)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Showin=
g=20
Zone 1 Pass] (three line interchange =3D one blue=20
token)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Victoria=
=20
(VC)<BR><BR>That's two Premove actions, one Move action, one Neutral acti=
on,=20
another <BR>Move action, and two Postmove actions, followed by my finishi=
ng=20
Station and <BR>Line.<BR><BR>To me this is a good way of controlling the =
whole=20
'Move to one station then <BR>perform some action to move your piece some=
where=20
else' problem which we <BR>struggled with in the previous Incarnation.&nb=
sp;=20
It also opens up the scope; <BR>some Moves must accompany other Moves (e.=
g.=20
move to one Station then Slide <BR>along the line to another) although mo=
st=20
would work independently of <BR>eachother.&nbsp; If you think about it,=20
there's no real need for one Move per <BR>turn - witness the pseudo-Move =
of=20
Pass.&nbsp; Pass simply becomes a Move Action <BR>that allows you to stay=
=20
where you are.<BR><BR>That's enough from me; what do the rest of you=20
think?<BR><BR>&gt;The point here is to keep possession tracking to an abs=
olute=20
minimum.<BR><BR>I agree.&nbsp; While I think Tokens essential, everything=
else=20
should be more <BR>flexible.&nbsp; I do think Clamps are a good solution =
for=20
the problem of what <BR>State a player is in (although a typically Nomic=
=20
one).<BR><BR>&gt;Failing that, I'm also quite tempted by the idea of taki=
ng=20
the old Section<BR>&gt;1 and taking stuff out until it's more immediately=
=20
playable. However, it<BR>&gt;would be harder to keep the language simple =
with=20
that approach.<BR><BR>I agree.&nbsp; I think perhaps the thing to do now =
is=20
start with a few broad <BR>brushstrokes (such as the idea above) and then=
=20
start to Propose the details <BR>as they become clear.<BR><BR>Have=20
fun,<BR><BR>Paul<BR><BR></TT><BR><BR><TT>Your=20
use of Yahoo! Groups is subject to the <A=20
href=3D"http://docs.yahoo.com/info/terms/">Yahoo! Terms of Service</A>.</=
TT>=20
<BR></BLOCKQUOTE></BODY></HTML>

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From gthoele@G... Wed Mar 14 11:10:00 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Where To Begin?
Date: Wed, 14 Mar 2001 20:10:11 +0100
References: <01031222230203.06592@dagon>
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From: Gunnar Thoele <gthoele@G...>

Hallo!

My suggestions are:
> -map
I suggest using the current state of real-life London Transport,
including the JLE and every "Underground" line and also the DLR, but
not Tramlink and mainline railways.

> - Pieces and basic movement (with or without Line Velocity, but we need
> some constraint I would suggest)
Line velocity seems to be a good concept as far as i know.
Additionally i would personally like that movements are not dependent
on dice.

> - something to collect to make MC open (what used to be gold tokens;
> ticket stubs? I hesitate to suggest hats...)
Wasn't it (the real-life stazion) closed for rebuilding some time ago?
Why not collect building material (tiles, concrete,...)?

> - very simple Buzzing (eg if a Player makes an illegal move, they
> forfeit their turn)
I agree.

-- 
Gunnar


From snowl@s... Wed Mar 14 13:31:29 2001
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To: <l-nomic-d@yahoogroups.com>
References: <5.0.0.25.1.20010314104700.01f16bf0@m...>
Subject: Re: MN: Where To Begin?
Date: Wed, 14 Mar 2001 21:28:51 -0000
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From: "Snow" <snowl@s...>

> 2) The "Player: [Actions...] Move [Actions...]" looked good and
recorded
> things fairly well. You're never going to record everything that
goes on
> in a move (e.g. token transactions) in a way that still allows the
move to
> be readable by any normal person

I think we should at least aim to have the GSD describe our Turns
fully. If it proves it too complicated then we can leave it. But we
shouldn't set out to leave gaps.

> 4) The Token system is almost essential. My opinion is that the
Plastic /
> Metallic distinction with seven (Red, Green, Blue, Black, Bronze,
Silver,
> Gold) is pretty much all you could ever need.

IMO this is too much. I would say a better system would be to work out
what types of Tokens are needed and then decide what to call them. I
think there are 3 or 4 types needed:

1) Tokens for agressive/targeting Actions.
2) Tokens for defensive Actions.
3) Tokens for winning/special Actions.
4) Tokens for movement Actions.

Whether movement Tokens are needed depends on whether moving needs
Tokens. If not then Actions that cause movement are just Special
Actions. Also type 3 might be better if there was a high (gold) Token
and a low (Silver) Token.

> My first idea here is that 'Move' is really like an action anyway -
if you
> had a [Moving to <Station>] Action then it would be used in exactly
the
> same way as a normal Action.

On the 4th June 2000 I said:

>> I think moves should be made actions to standardize the notation.

To which PaulWay replied:

> I disagree. I think it looks fine. It also makes the person's
current
> location very easy to find in the GSD.

Anyway I agree with making moves Actions.

> Premove Actions - must take place before any Moving action.

The only ones I can think of that would go here are ones that are in
the Player's interest to go here. If players want to do stupid things
why not let them. I don't think premove actions are required.

> Move Actions - must make at least one Moving action per Turn.

Why must someone make a move? Why not just let them sit there? Loops
are a special case, but they are a special case whether or not you
force Players to move.

> Postmove Actions - must take place after any Moving action.

I think 'must take place after all moving Actions' would be better.
Post-move Actions are often agressive, so the Player should not be
allowed to run away.

> Only Move Actions are allowed to affect the location of the Player's
Piece,
> and you can do more than one per turn if allowed.

Agreed. I like the idea of allowing more than one move per turn.

> Pass simply becomes a Move Action
> that allows you to stay where you are.

Pass would have to be limited to Turns that don't contain any other
moves.

> >The point here is to keep possession tracking to an absolute
minimum.
>
> I agree. While I think Tokens essential,

Agreed. Tokens are central to the game.

> everything else should be more
> flexible. I do think Clamps are a good solution for the problem of
what
> State a player is in (although a typically Nomic one).

I not convined there's anything wrong with writing "Knip" next to the
Player's name. But it's just symbology, so I don't really mind one way
or the other.

--
Snow
(1245678912456789124567891245678912456789)



From snowl@s... Wed Mar 14 13:46:48 2001
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To: <l-nomic-d@yahoogroups.com>
Subject: Re: MN: Where To Begin?
Date: Wed, 14 Mar 2001 21:44:00 -0000
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From: "Snow" <snowl@s...>

Gunnar said:

> Hallo!

Hi.

> My suggestions are:
> > -map
> I suggest using the current state of real-life London Transport,
> including the JLE and every "Underground" line and also the DLR, but
> not Tramlink and mainline railways.

The map should be fixed once we have a stable ruleset, but I agree
that we should update to the latest version.

> > - Pieces and basic movement (with or without Line Velocity, but
we need
> > some constraint I would suggest)

> Line velocity seems to be a good concept as far as i know.

I don't like LV. Turn time is my prefered method of move regulation.
LV's biggest problem (among a miriad of smaller ones) is that it
allows too much movement inside Zone 1 and hinders movement outside
it.

> Additionally i would personally like that movements are not
dependent
> on dice.

Agreed, dice introduce too much complexity by email.

> > - something to collect to make MC open (what used to be gold
tokens;
> > ticket stubs? I hesitate to suggest hats...)
> Wasn't it (the real-life stazion) closed for rebuilding some time
ago?
> Why not collect building material (tiles, concrete,...)?

This is how MCArena works. I seem to remember there were reasons why
it wouldn't work with Mornomic, but I can't remember them.

--
Snow
(333333333333333)



From paulway@e... Wed Mar 14 19:30:04 2001
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Date: Thu, 15 Mar 2001 14:30:01 +1100
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Where To Begin?
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From: Paul Wayper <paulway@e...>

At 08:28 AM 15/03/2001, you wrote:
>On the 4th June 2000 I said:
>
> >> I think moves should be made actions to standardize the notation.
>
>To which PaulWay replied:
>
> > I disagree. I think it looks fine. It also makes the person's
> > current location very easy to find in the GSD.

OK, here's a life-size oil painting of me standing in a corner wearing a 
dunce's cap, a monkey suit, a banana in each ear and having a cream pie 
rammed into my face just fast enough to make it wrap around the side of my 
head.

I'm sorry, Snow, that I didn't see what you were on about then, otherwise I 
would have agreed with you. Maybe you didn't explain it enough for my 
simple brain, maybe I was just too intent on the old way of play to think 
about it. Anyway, I owe you a large drink and a good deal of kudos.

Which reminds me, are we going to have Kudos again? My gut says 'yeah!' 
but my brain says 'that's a Nomic thing, and it doesn't contribute to the 
game. Shut up, gut.'

>The only ones I can think of that would go here are ones that are in
>the Player's interest to go here. If players want to do stupid things
>why not let them. I don't think premove actions are required.

I think that some types of actions are useful as Pre-move only: line 
velocity changes, for instance (again, on the 'don't let them run away' 
principle, perhaps).

>Why must someone make a move? Why not just let them sit there? Loops
>are a special case, but they are a special case whether or not you
>force Players to move.

Well, if Pass is a valid Movement action, then this simplifies 
things. Having the "You can Move or you can Pass" thing is just a more 
complex way of saying "You must Move, but a move can be a Pass". If you 
see what I mean.

Forcing Looping by making everyone play a "Loop to <Station>" Move Action 
seems a very useful device too.

>I think 'must take place after all moving Actions' would be better.
>Post-move Actions are often agressive, so the Player should not be
>allowed to run away.

Er, yes. That's what I meant... Agreed.

>Pass would have to be limited to Turns that don't contain any other
>moves.

Yep.

>I not convined there's anything wrong with writing "Knip" next to the
>Player's name. But it's just symbology, so I don't really mind one way
>or the other.

True. But all the mechanisms for dealing with those symbols are equivalent 
to the Clamp mechanisms anyway.

And, in defence of seven coloured tokens, I will say that they fit 
reasonably neatly into the GSD headers, and allowed a breadth and depth of 
Action 'qualification' that was useful. I don't like using one type of 
token as a general catch-all 'cost' device.

As an aside, I think that Blue tokens should lose the 'specialty item' 
status they seemed to have in the previous Incarnation.

Have fun,

Paul



From snowl@s... Thu Mar 15 14:31:01 2001
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Subject: Re: MN: Where To Begin?
Date: Thu, 15 Mar 2001 22:30:26 -0000
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From: "Snow" <snowl@s...>

PaulWay said:
> At 08:28 AM 15/03/2001, you wrote:
> I think that some types of actions are useful as Pre-move only: line
> velocity changes, for instance (again, on the 'don't let them run
away'
> principle, perhaps).

Well I hope we can find something better than line velocity (time
maybe), but I accept that there may be actions that are required to be
pre-move. My concern was that if there are only 2 or 3 actions that
are in the game's interest to be pre-move (rather than the player's
interest), that we don't clutter up the ruleset explicity saying they
are neutral. However having thought about it if we move to a HTML/XML
ruleset it should be possible to keep it tidy.

> >Why must someone make a move?
>
> Well, if Pass is a valid Movement action, then this simplifies
> things. Having the "You can Move or you can Pass" thing is just a
more
> complex way of saying "You must Move, but a move can be a Pass". If
you
> see what I mean.

But wouldn't it be less complex not to say anything? Or do I
misunderstand?

> Forcing Looping by making everyone play a "Loop to <Station>" Move
Action
> seems a very useful device too.

But you have to say that anyway. In a loop you have to finish your
turn on the loop station (or make a move action to it), it doesn't
make a difference whether normal turns require a move or not.

> >I not convined there's anything wrong with writing "Knip" next to
the
> >Player's name. But it's just symbology, so I don't really mind one
way
> >or the other.
>
> True. But all the mechanisms for dealing with those symbols are
equivalent
> to the Clamp mechanisms anyway.

OK

> And, in defence of seven coloured tokens, I will say that they fit
> reasonably neatly into the GSD headers,

Ahh, GSD headers... I found these to be a bit of a pain to read and a
very large pain to edit. And in the wrong place, they should be at the
foot of the GSD where the last move is.

I would favour a simple footer like:

Game (10:23): Embankment blocked, bridges up
----------------------------------------------------
Rushton (Wimbledon): 1Go, 4Si, 8Gr, knip clamp
Cryer (Euston): 2Go, 3Br, 2Gr, suspect package clamp
Garden (S.Kensington): 1Bk, on fire clamp

> and allowed a breadth and depth of
> Action 'qualification' that was useful. I don't like using one type
of
> token as a general catch-all 'cost' device.

Well, I would think 3 or 4 tokens covers most categories. Green tokens
were pretty much pointless; you just [Recycle <plastic>] then [Action
with green token]. Similarly the exchange thing at Bank reduced
Gold/Silver/Bronze to effectively 2 Token types.

Red - Agressive
Blue - Defensive
Gold - Special actions (inc winning)
Black (if needed) - movement

What more is needed?

--
Snow
(Scientists have proved that 97% of paperweights are incapable of
unassisted flight)






From dunx@d... Thu Mar 15 22:47:09 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Where To Begin?
Date: Thu, 15 Mar 2001 22:30:15 -0800
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From: Dunx <dunx@d...>

Where to begin indeed.

It's arguable whether this message is going to be particularly useful,
since most of the points which I wanted to raise in relation to my original
discussion suggestions have already been made. I apologise if there seems
to be an element of "me too!", but there we have it.

In any case, I'll just go through the few points mentioned in the first
place and my thinking on them. I'll also bring in some elements from other
people's messages.

I should also explain that my focus here is very much on the core rules,
the point being to make a ruleset which is simple enough to understand,
complex enough to be interesting, and extensible.

The points I wanted to discuss were:

> - the map

My point in raising this was to suggest going for a modern map, which
seems to be a general point of agreement. However, using a modern map
requires a program to render PDF (since I believe that is the only form
published by London Transport these days).

Is that going to be OK? I remember the last time use of a PDF map was
mentioned some Players objected because they didn't have the plugin.
How is everyone fixed for Adobe Acrobat or similar?

> - Pieces and basic movement (with or without Line Velocity, but we need
> some constraint I would suggest)

I don't have a particular agenda here. I personally am quite happy with
LV, but I can appreciate the objections to it.

Snow, when you mention using Turn Time to regulate movement do you mean
saying that (for instance) each station moved takes five minutes, but
line changes cost ten? I apologise if I missed earlier debate on this
subject.

Is Turn Time a good idea in the Basic Rules? Obviously the full panoply
of the Richard Whiteley Experience and Carol Vorderman's Revenge
(Section 1.13 in the old rules) would be monstrous overkill, but even
allocating people an hour to play in is quite a bit of book-keeping.

Despite its imperfections, LV has the distinct advantage of being easy
to track.

> - one or two offensive moves (Block and Shunt?)

This touches on a couple of issues, both of which have been mentioned
by others:

a) Actions
b) Tokens

I had come to the very firm conclusion that Actions were essential, if
only because they are an extremely effective way of adding new
mechanics. I am glad to see that this appears to be the consensus.

My thinking was that, in the Basic Rules at least, we might be able to
dispense with Pre/Post-Move Actions, effectively saying that Actions
are Post-Move, but that makes LV manipulation tricky (if we use LV).

Making Moves Actions would obviate the need for the distinction though,
as long as we say that things happen during a Turn in the order they
are described.

As for Tokens... well, I agree there are too many kinds, especially for
the Basic Rules. We do need something to restrict Players from doing
everything every Turn though, and Token cost is pretty effective in
this (as is Turn Time, but see earlier remarks about this possibly
being too much for the Basic Rules).

I thought we could probably get away with just Black, Red and Gold
tokens in the Basic Rules:

- Black would be a general purpose token
- Red would be the attacking token
- Gold would be the special token

Whether we actually use these colours is moot, of course.

Related to the huge number of tokens is the monster GSD header. Snow
has already touched on this, and indeed has described pretty much what
I was going to suggest: fold the Token tracking into the luggage rack.
Putting the information at the end of the GSD is a tremendous idea too,
since it will make it much easier to make moves.

> - something to collect to make MC open (what used to be gold tokens;
> ticket stubs? I hesitate to suggest hats...)

This point actually becomes less relevant if we have Tokens, since we
can use Gold Tokens again. I mentioned it because I wasn't sure if we
were going to have tokens in the basic rules.

It's worth mentioning the abstract/realist division, though.

One of the difficulties with MN towards the end of its last incarnation
was the proliferation of weird and wonderful possessions: clothing,
wildlife, musical instruments, a massive variety of clamps... it got a
bit, well, silly. It's been termed Mornington Roleplay by some.

Which way do we go? Is Mornington Crescent an immersive experience
meant to recreate the feeling of travelling the Underground, or an
abstract game which just happens to use the map as a medium?

I'm firmly in the abstract camp, frankly, particularly for the Basic
Rules. I'm of this opinion because it will be much easier to construct
Special Ruleset options which bolt the RPG elements on the side of
sensible core mechanics than to remove distracting whimsical elements
for a more abstract game.

> - very simple Buzzing (eg if a Player makes an illegal move, they
> forfeit their turn)

Seems to be a consensus on this one. Not much else to say.

One final point:

PaulWay said:

> Which reminds me, are we going to have Kudos again? My gut says 'yeah!'
> but my brain says 'that's a Nomic thing, and it doesn't contribute to the
> game. Shut up, gut.'

Your brain is correct, Paul. Just say no.

We're not at a point of complete consensus yet, but I think it's worth
starting to rough out a Basic Rules section to plug stuff into. If nobody
else beats me to it, I'll put something up over the weekend.

One procedural point, though: I think we should avoid having a single
monster Proposal for the Basic Rules like we had for Section 0. Maybe this
is a good time for a bit of division of labour?

-- 
Dunx
A problem worthy of attack
Proves its worth by fighting back
- Piet Hein


From david@d... Fri Mar 16 10:09:00 2001
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Date: Fri, 16 Mar 2001 12:07:21 -0600 (CST)
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Where To Begin?
In-Reply-To: <01031522362900.15580@dagon>
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From: David Lynch <david@d...>

On Thu, 15 Mar 2001, Dunx wrote:

> Where to begin indeed.
> 
> It's arguable whether this message is going to be particularly useful,
> since most of the points which I wanted to raise in relation to my original
> discussion suggestions have already been made. I apologise if there seems
> to be an element of "me too!", but there we have it.
> 
> In any case, I'll just go through the few points mentioned in the first
> place and my thinking on them. I'll also bring in some elements from other
> people's messages.
> 
> I should also explain that my focus here is very much on the core rules,
> the point being to make a ruleset which is simple enough to understand,
> complex enough to be interesting, and extensible.
> 
> The points I wanted to discuss were:
> 
> > - the map
> 
> My point in raising this was to suggest going for a modern map, which
> seems to be a general point of agreement. However, using a modern map
> requires a program to render PDF (since I believe that is the only form
> published by London Transport these days).

I believe that I have, somewhere in the chaos that is known as my hard
disk, a copy of the last JPG version LT (or TfL, whatever they're called
this week) put out, which is post-Jubilee-Extension. (We certianly don't
want to use the current version, with every BR station as an interchange
blob, and the (temporary) deletion of the District around the west side of
the Circle.) If I find it, I'll upload it to the files area.

> Is that going to be OK? I remember the last time use of a PDF map was
> mentioned some Players objected because they didn't have the plugin.
> How is everyone fixed for Adobe Acrobat or similar?

If all else fails, take screen shots of the PDF and stitch them together.

> > - Pieces and basic movement (with or without Line Velocity, but we need
> > some constraint I would suggest)
> 
> I don't have a particular agenda here. I personally am quite happy with
> LV, but I can appreciate the objections to it.

I have no real objections here, but wouldn't be too terribly unhappy if we
were to do away with it.

> Is Turn Time a good idea in the Basic Rules? Obviously the full panoply
> of the Richard Whiteley Experience and Carol Vorderman's Revenge
> (Section 1.13 in the old rules) would be monstrous overkill, but even
> allocating people an hour to play in is quite a bit of book-keeping.

If the book-keeping is going to be a major problem, make moving 20
minutes, with additional time for line changes, if we so desire.

- David James Lynch -
david@d...



From gthoele@G... Fri Mar 16 12:25:57 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Where To Begin?
Date: Fri, 16 Mar 2001 21:26:06 +0100
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From: Gunnar Thoele <gthoele@G...>

Hallo!
> requires a program to render PDF (since I believe that is the only form
> published by London Transport these days).
> 
For me PDF is fine. And if somebody feels like it's not good, it
should be possible to make a JPG image from it without too much
hassle...
-- 
Gunnar


From snowl@s... Fri Mar 16 15:28:21 2001
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Subject: Re: MN: Where To Begin?
Date: Fri, 16 Mar 2001 23:26:58 -0000
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From: "Snow" <snowl@s...>

Dunx said:
> I remember the last time use of a PDF map was
> mentioned some Players objected because they didn't have the
plugin.
> How is everyone fixed for Adobe Acrobat or similar?

It's easy enough to convert the PDF version to JPEG.

> Snow, when you mention using Turn Time to regulate movement do
you mean
> saying that (for instance) each station moved takes five
minutes, but
> line changes cost ten? I apologise if I missed earlier debate on
this
> subject.

That's the sort of thing; though I hadn't any firm ideas.

> Is Turn Time a good idea in the Basic Rules? Obviously the full
panoply
> of the Richard Whiteley Experience and Carol Vorderman's Revenge
> (Section 1.13 in the old rules) would be monstrous overkill, but
even
> allocating people an hour to play in is quite a bit of
book-keeping.

Well, there are other options:
1) Fixed maximum 'steps' per turn.
2) Pay for movement using tokens.
3) Allow <zone>+2 steps per turn (where <zone> is the highest zone
passed through).

Suggestions...

> My thinking was that, in the Basic Rules at least, we might be
able to
> dispense with Pre/Post-Move Actions, effectively saying that
Actions
> are Post-Move, but that makes LV manipulation tricky (if we use
LV).

We could dispense with pre/post-move actions, but some actions
(shunting say) should really be post-move. If you feel it's better we
could just say in the actions themselves that they must occur after
all moves.

I'm not at all sure about saying all actions must be post move. For
one thing this obstructs PaulWay's idea about multiple moves per turn.

> Making Moves Actions would obviate the need for the distinction
though,
> as long as we say that things happen during a Turn in the order
they
> are described.

True.

> I thought we could probably get away with just Black, Red and
Gold
> tokens in the Basic Rules:
>
> - Black would be a general purpose token
> - Red would be the attacking token
> - Gold would be the special token

Sounds fine by me.

> I'm firmly in the abstract camp, frankly, particularly for the
Basic
> Rules. I'm of this opinion because it will be much easier to
construct
> Special Ruleset options which bolt the RPG elements on the side
of
> sensible core mechanics than to remove distracting whimsical
elements
> for a more abstract game.

I'm abstract too.

> > - very simple Buzzing (eg if a Player makes an illegal move, they
> > forfeit their turn)
>
> Seems to be a consensus on this one. Not much else to say.

OK by me.

> > Which reminds me, are we going to have Kudos again? My gut says
'yeah!'
> > but my brain says 'that's a Nomic thing, and it doesn't contribute
to the
> > game. Shut up, gut.'
>
> Your brain is correct, Paul. Just say no.

Absolutely, resist the temptation.

> We're not at a point of complete consensus yet, but I think it's
worth
> starting to rough out a Basic Rules section to plug stuff into. If
nobody
> else beats me to it, I'll put something up over the weekend.

If you're talking about a document that we can point at to help focus
our discussions then OK. If your talking about a proposal with actual
rules in I don't think we have anything solid to propose

> One procedural point, though: I think we should avoid having a
single
> monster Proposal for the Basic Rules like we had for Section 0.
Maybe this
> is a good time for a bit of division of labour?

No, everything should be discussed by everyone. If the ruleset starts
being divided up then people will start adding/changing things without
proper debate. Once as much agreement as possible is gained then it
can be divided up.

--
Snow
(trick penguin steals tree)








From dunx@d... Fri Mar 16 16:09:41 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: Where To Begin?
Date: Fri, 16 Mar 2001 15:57:39 -0800
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From: Dunx <dunx@d...>

Snow wrote:
> It's easy enough to convert the PDF version to JPEG.

I had assumed as much, but hadn't made the time to investigate.

I've got a number of PDF maps kicking around, as well. I'll see what
they're like.

> Well, there are other options:
> 1) Fixed maximum 'steps' per turn.
> 2) Pay for movement using tokens.
> 3) Allow <zone>+2 steps per turn (where <zone> is the highest zone
> passed through).

Interesting.

> > My thinking was that, in the Basic Rules at least, we might be
> able to
> > dispense with Pre/Post-Move Actions, effectively saying that
> Actions
> > are Post-Move, but that makes LV manipulation tricky (if we use
> LV).
> 
> We could dispense with pre/post-move actions, but some actions
> (shunting say) should really be post-move. If you feel it's better we
> could just say in the actions themselves that they must occur after
> all moves.

*shrug* I'm ambivalent, really. On the one hand it's nice to factor out
common behaviour as much as possible, on the other it's good to keep the
up front definitions as short as possible to aid quicker understanding.

> I'm not at all sure about saying all actions must be post move. For
> one thing this obstructs PaulWay's idea about multiple moves per turn.

Indeed. Forget I mentioned it.

> > I thought we could probably get away with just Black, Red and
> Gold
> > tokens in the Basic Rules:
> >
> > - Black would be a general purpose token
> > - Red would be the attacking token
> > - Gold would be the special token
> 
> Sounds fine by me.

Goodo.

> > We're not at a point of complete consensus yet, but I think it's
> worth
> > starting to rough out a Basic Rules section to plug stuff into. If
> nobody
> > else beats me to it, I'll put something up over the weekend.
> 
> If you're talking about a document that we can point at to help focus
> our discussions then OK. If your talking about a proposal with actual
> rules in I don't think we have anything solid to propose

I'm purely talking about a structured blank canvas. There are bits which
could probably be filled in a bit (buzzing, for instance) but everything
is still very much up in the air in terms of content, wording, colour of
ink, etc.

> > One procedural point, though: I think we should avoid having a
> single
> > monster Proposal for the Basic Rules like we had for Section 0.
> Maybe this
> > is a good time for a bit of division of labour?
> 
> No, everything should be discussed by everyone. If the ruleset starts
> being divided up then people will start adding/changing things without
> proper debate. Once as much agreement as possible is gained then it
> can be divided up.

My fault for not explaining more fully.

What I meant to suggest was that individuals could go away and write
stuff, but I'm absolutely with you that everything in the Basic Rules
should be discussed thoroughly before it's written up and voted on.

It probably is too early for that yet. I suppose I'm hankering for
something more concrete to pick holes in, though.

Ho hum.

-- 
Dunx
Just because automatic transmissions don't require a clutch pedal doesn't
mean you should put the handbrake there!


From dunx@d... Sun Mar 25 21:48:39 2001
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To: l-nomic-d@yahoogroups.com
Subject: MN: Basic Rules Structure
Date: Sun, 25 Mar 2001 21:40:27 -0800
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From: Dunx <dunx@d...>

Sorry, people, I haven't done the Basic Rules Structure document yet.

One thing I have been wondering about is whether to follow a format
similar to that of Section 1 of the Old Rules (which was certainly my
original thought) or to push for something more discursive.

The relative benefits and costs of these two approaches include:

Section 1 Style:

Pros	easy to maintain, since there is little duplication
easy to extend
Cons	hard to read or understand cold
hugely off-putting to new Players

Discursive Style

Pros	much easier to follow, since terms are defined where needed
duplicate descriptions are allowed, again aiding
understanding
Cons	harder to write in the first place
harder to maintain due to duplication

What do people think? Is this a distinction worth drawing? Should we
actually have two ruleset documents, one which defines the rules in an
unambigous but possibly impenetrable way, and another which is readable?

-- 
Dunx
"Fixing HTML is like grafting arms and legs onto a hamburger."
- Ted Nelson


From snowl@s... Fri Mar 30 13:12:31 2001
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Subject: Re: MN: Where To Begin?
Date: Fri, 30 Mar 2001 22:02:22 +0100
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From: "Snow" <snowl@s...>

Dunx said:
> > We could dispense with pre/post-move actions, but some actions
> > (shunting say) should really be post-move. If you feel it's better
we
> > could just say in the actions themselves that they must occur
after
> > all moves.
>
> *shrug* I'm ambivalent, really. On the one hand it's nice to factor
out
> common behaviour as much as possible, on the other it's good to keep
the
> up front definitions as short as possible to aid quicker
understanding.

Personally I would put the restriction in the rules to start with and
only factor them out if there were enough to warrant it.

> > > One procedural point, though: I think we should avoid having a
> > single
> > > monster Proposal for the Basic Rules like we had for Section 0.
> > Maybe this
> > > is a good time for a bit of division of labour?
> >
> > No, everything should be discussed by everyone. If the ruleset
starts
> > being divided up then people will start adding/changing things
without
> > proper debate. Once as much agreement as possible is gained then
it
> > can be divided up.
>
> My fault for not explaining more fully.
>
> What I meant to suggest was that individuals could go away and write
> stuff, but I'm absolutely with you that everything in the Basic
Rules
> should be discussed thoroughly before it's written up and voted on.

Sorry, I overreacted there. That sounds like a good plan.

> It probably is too early for that yet. I suppose I'm hankering for
> something more concrete to pick holes in, though.

I have no objection to having a draft ruleset. As long as nothing in
it is taken as the 'correct way' until voted on.

--
Snow
(Having nothing to say isn't going to stop me saying it)






From snowl@s... Fri Mar 30 13:12:31 2001
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To: <l-nomic-d@yahoogroups.com>
References: <01032521511702.00593@dagon>
Subject: Re: Basic Rules Structure
Date: Fri, 30 Mar 2001 22:09:39 +0100
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From: "Snow" <snowl@s...>

Dunx wrote:

> One thing I have been wondering about is whether to follow a format
> similar to that of Section 1 of the Old Rules (which was certainly
my
> original thought) or to push for something more discursive.
>
> What do people think? Is this a distinction worth drawing? Should we
> actually have two ruleset documents, one which defines the rules in
an
> unambigous but possibly impenetrable way, and another which is
readable?

I think the idea PaulWay put forward a while ago is probably the best.
Have a rule-by-rule version as the 'official' one and then (if anyone
has the time/desire to write it) a 'guide' written in a less formal
style.

--
Snow
(i hATE cAPS lOCK)




From nomic_miKi@y... Sun Apr 29 08:23:45 2001
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From: miKi <nomic_miKi@y...>

I have a new email address.

-- miKi
--
-- nomic_miKi@y...

_________________________________________________________
Do You Yahoo!?
Get your free @yahoo.com address at http://mail.yahoo.com



From riff10111@y... Tue Jun 05 16:40:37 2001
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Subject: grammar
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From: "RiffRaff" <riff10111@y...>

Hello all - sorry I didn't get those boardgame-version rules up yet. 
I'm working on revising them right now, actually, after some 
additional testing. Plus I'm trying to make them readable to people 
who aren't ultra-pedantic rules lawyers. ;)

Which brings me to my question: is it more accurate to say "West 
Acton is served by the Central Line", or "West Acton serves the 
Central Line"?

cheers,
--Riff



From dunx@d... Tue Jun 05 16:46:36 2001
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From: Duncan Ellis <dunx@d...>

On Tuesday 05 June 2001 16:40, you wrote:
> Hello all - sorry I didn't get those boardgame-version rules up yet.
> I'm working on revising them right now, actually, after some
> additional testing. Plus I'm trying to make them readable to people
> who aren't ultra-pedantic rules lawyers. ;)

Apologies also from me for not yet putting up any proposed Section 1 rules. 
Just been, well, busy doing other things.

If anyone else wants to step into the drafting breach, please do so.

> Which brings me to my question: is it more accurate to say "West
> Acton is served by the Central Line", or "West Acton serves the
> Central Line"?

The former, I would say.

-- 
Dunx
A problem worthy of attack
Proves its worth by fighting back
- Piet Hein


From paulway@e... Tue Jun 05 16:51:23 2001
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From: Paul Wayper <paulway@e...>

At 09:40 AM 6/06/2001, you wrote:
>Hello all - sorry I didn't get those boardgame-version rules up yet.
>I'm working on revising them right now, actually, after some
>additional testing. Plus I'm trying to make them readable to people
>who aren't ultra-pedantic rules lawyers. ;)
>
>Which brings me to my question: is it more accurate to say "West
>Acton is served by the Central Line", or "West Acton serves the
>Central Line"?
>
>cheers,
>--Riff
>
>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/



From paulway@e... Tue Jun 05 17:10:37 2001
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From: Paul Wayper <paulway@e...>

At 09:46 AM 6/06/2001, you wrote:
>Apologies also from me for not yet putting up any proposed Section 1 rules.
>Just been, well, busy doing other things.
>If anyone else wants to step into the drafting breach, please do so.

OK, you've shamed me into it. Here's an email I was drafting some time ago 
on Late shift...

Dunx,

In a bit of time while I studiously avoid looking for things to do, I
thought I might have a go at part of Ruleset 1. Let me know what you
think.

BTW:
* is there something in Ruleset 0 about standard nomenclature for variables 
and expansions - e.g. the use of triangle brackets, square brackets, 
ellipses and so forth in 1.1.1?
* I started adding Game Time into this and then thought 'no, keep it simple 
at first...' Likewise with Action Groups (e.g. Can't play a normal move 
and a wild move same turn: which of these is Turn Unique?)
* Possible confusion between 'Players of Mornington Nomic' and 'Players of 
a Game of Mornington Crescent'?
* Also, after a bit of thought, removed the section on Tokens. Someone can 
hardwire that in later.
* This is only a first approximation, while trying to enable a complete 
game of MC to be played. Therefore there are a few things which I'd want 
to see changed as the ruleset became more complex. But here it is anyway.


Rule 0.x.y - Game Start Proposals

A Game Start Proposal is a valid Proposal type. A Game Start Proposal 
contains the proposed Game's Name, the address of one of the standard email 
lists currently not being used for another Game, and a list of Optional 
Rulesets that will be used for that Game. Voting for a Game Start Proposal 
requires at least three Active Players to vote 'For' it to Pass. {NB: is 
there some official term for that requirement?}

If the Proposal Passes, a new Game is Started by following the procedure in 
Rule 1.1.0. If the Proposal Fails then it is discarded.


Rule 1.0.0 - Mornington Crescent Definitions

This Rule contains an overview of the working of a Game of Mornington Crescent.

A Game of Mornington Crescent is played on a Map. By default, this is the 
map of the London Underground (available at http://url).

Each Game is represented by its Game State Document; this document is the 
total summary of the current state of play of that Game, as well as a 
summary history of play up until that point. Game State Documents are 
contained in emails from the Players in that Game, and Documents posted 
later supersede those posted earlier.

Each Game can be said to be Valid or Invalid. A Valid Game is one in which 
all the play up until that point has abided by the Ruleset or Rulesets that 
applied to that Game at the point of time at which the play was 
made. While a Game is in progress, the Ruleset or Rulesets that apply to 
that Game cannot be changed by ordinary Proposal. If the current state of 
play is such that it contravenes one or more Rules that apply to that Game, 
then the Game is considered to be Invalid and play is returned to the 
historic state that was most recently Valid.

Once a Game has been Started, it also be said to be In Play or 
Won. Winning the Game consists of playing one of the appropriate Winning 
Actions in the Ruleset or Rulesets available for that Game.

Games can be Buzzed by any Player, in order for em to point out an illegal 
move that has made the Game Invalid, by posting a message with the subject 
line containing the word "BUZZ" and pointing out what Rule or Rules have 
been broken. Once a Game has been Buzzed, no further Play is allowed on 
that Game until the question of the Validity of the Game has been sorted 
out to the satisfaction of the Players of that Game.

Some Rules may talk about a Route. This is the path taken along the lines 
of the Map in exactly the same way as a commuter might travel on real 
trains. It moves through each Station consecutively along the Route and 
changes Lines only at Interchanges. A Route cannot include a 'double-back' 
- a change of direction of movement on one line. For instance, moving from 
Euston to Camden Town and back to Mornington Crescent would be considered 
Invalid because of a double-back at Euston.

Rule 1.1.0 - Starting the Game

After a Game Start Proposal is sucessfully Passed, the Game is Started in 
the following manner:

1) The Speaker decides the Number and Name of the Game. The Number of the 
Game is the next available integer higher than any other Started Game at 
that point in time. The Name of the Game is taken from the Name of the 
Proposal, and may be adapted by the Speaker to suit the style of the Game 
being played and in general to make it conform to the aesthetics of 
Mornington Crescent game names.

2) The Speaker then decides the Order of Play. E takes the list of all 
Players who voted For the Proposal to Start the Game and randomly assigns 
them a position in the Order of Play.

3) The Speaker then posts a standard Game State Document, with the Players' 
Holdings listed in by their place in the Order of Play, to the list 
designated for the use of that Game in the Game Start Proposal.

Rule 1.1.1 - To everything, Turn Turn Turn.

Play in a game of Mornington Crescent is broken up into Turns. During each 
Turn, one and only one Player is the Current Player; the other Players are 
Waiting during that Turn. Players follow one another in playing Turns as 
defined in the Order of Play.

A Turn is divided up into three Phases, which follow one another in the 
order: Pre-move, Move, and Post-move. In each of these Phases, zero or 
more Actions can be played; however, a Player must play at least one Action 
in the Move phase of their Turn. Actions are listed in the Player's Turn 
in the order in which they occur in the Turn. A Player's Turn appears in 
the Game State Document as:

<Player's Name> ":" <Action> ([<Action>] ...)

Each Player has a Piece, which represents their location on the Map. In 
particular, it is considered to represent a real person waiting on the 
platform for a train. Thus, a Piece can be said to have both a Station 
location and be 'on' a Line. The Current Player's Piece moves only during 
the Move Phase, although some Actions in other Phases might move other 
Waiting Player's Piece(s).

Rule 1.2.0 - Action and Reaction.

An Action is designated in the Game State Document as the Action Name 
between square brackets - for example, "[Pass]" or "[Shunting PaulWay to 
Shoreditch]". They are the basic unit by which a Player's Turn is 
enacted. Actions have various Attributes which affect how and when they 
may be played:

* Uniqueness: There are four states of Uniqueness: Game, Turn, Phase or 
None. If an Action has no Uniqueness (i.e. its Uniqueness state is None) 
then the Player can play that Action more than once during eir turn if 
desired. Otherwise, the state specifies the period of time that Action is 
Unique for - in other words, the Player can play, at most, one of that 
Action in that period of time. For example, a Game Unique Action (e.g. 
"[Opening MC]") can only be played once per game.

* Phase: An Action has one or more Phases in which it can be played. An 
Action which can be played in more than one Phase can be used in any Phase 
of the Player's Turn. Likewise, the use of a multi-Phase Action in one 
Phase does not preclude its use in another Phase if the Player so desires 
(although still being bound by Uniqueness above).

* Winnitude: When a Winning Action is legally Played, the Game is 
considered to be Won.

Rule 1.2.1 - Premeditation.

The following is a list of valid Pre-move Actions:

* [LV+<x>] (Turn Unique) (Premove/Postmove Phase)

This Action increases the Current Player's LV by <x>.

* [LV-<x>] (Turn Unique) (Premove/Postmove Phase)

This Action decreases the Current Player's LV by <x>.

Rule 1.2.2 - Movement in Still Life.

A Player's Move Phase must contain one and only one Movement Action. The 
following is a list of valid Movement Actions:

* [Moving to <Station>] (Turn Unique) (Move Phase)

This Action moves the Current Player's Piece to the specified 
Station. It is only legal to play a Move Action if the following 
conditions are met:

+ The distance from the Piece to the named Station is equal to the 
Player's LV, by any Route.
+ The route taken does not pass through any Blocked Stations, nor is 
the named Station blocked.

* [Wild to <Station>] (Turn Unique) (Move Phase)

This Action moves the Current Player's Piece directly to the specified 
Station. It is only legal to play a Wild Action if the following 
conditions are met:

+ The Player's Piece is currently no less than three Stations away 
from any other Player's Piece (by any Route).
+ There is no Player's Piece less than three Stations away from the 
specified Station.
+ The specified Station is not less than three Stations away from 
Mornington Crescent.

* [Pass] (Turn Unique) (Move Phase)

This Action leaves the Current Player's Piece where it is, while not 
affecting the Player's LV.

Rule 1.2.3 - Post-Move Stress Disorder.

The following is a list of valid Postmove Actions:

* [Blocking <Station>] (Postmove Phase)

This Action allows the Current Player to block movement to or through 
a Station. If the Player plays more than one Block Action in one Turn, 
their next Turn must include the Movement Action [Pass].

* [Shunting <Player> to <Station>] (Turn Unique) (Postmove Phase)

This Action allows the Current Player to transfer eir LV to another 
player (known as the Shunted Player). The distance from the Current 
Player's Piece to the named Station must be equal to the LV of the Current 
Player. After the Shunt is performed, the Shunted Player's Piece is moved 
to the named Station, the Shunted Player is given the LV of the Current 
Player, and the Current Player's LV is reduced to zero.

* [Opening MC] (Game Unique) (Postmove Phase) (Winning)

This Action allows the Current Player to open Mornington Crescent and 
win the game. It can only be performed as the last Action of a Player's 
Turn, with the Player's Piece resting at Mornington Crescent and no other 
Players' Pieces within three Stations of Mornington Crescent.




OK, I _think_ I've got it all covered, but it's been over four weeks since 
I started writing so there are bound to be holes. But it's a 
start. Likewise, to everyone I would say: please don't let your own 
personal ideas of how MC should be played interfere with getting things 
working. This isn't my idea of how it _should_ be played - that involves 
tokens and game time, among other things. We need to start somewhere, 
however, so here is _a_ somewhere.

Have fun,

Paul



From unrealtor@u... Tue Jun 05 17:16:16 2001
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Date: Tue, 05 Jun 2001 19:10:34 -0500
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: grammar
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From: David Lynch <unrealtor@u...>

At 18.40 2001.06.05, you wrote:
>Hello all - sorry I didn't get those boardgame-version rules up yet.
>I'm working on revising them right now, actually, after some
>additional testing. Plus I'm trying to make them readable to people
>who aren't ultra-pedantic rules lawyers. ;)
>
>Which brings me to my question: is it more accurate to say "West
>Acton is served by the Central Line", or "West Acton serves the
>Central Line"?

Either the former or "The Central Line serves West Acton." (Depends on 
whether you want passive or active voice.) The second one sounds odd. 
Stations don't usually serve lines.


~ David Lynch ~
~The Crunch That You Crave~
unrealtor@u...

"You have such a nice, soft
buzzer here."
-- Charles Nelson Reilly



From dunx@d... Wed Jun 06 09:46:48 2001
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From: Duncan Ellis <dunx@d...>

On Tuesday 05 June 2001 17:10, PaulWay wrote:
> OK, you've shamed me into it. Here's an email I was drafting some time ago
> on Late shift...

Excellent work, Paul! All very interesting... comments from me later.

-- 
Dunx
A problem worthy of attack
Proves its worth by fighting back
- Piet Hein


From gthoele@G... Wed Jun 06 11:52:20 2001
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Subject: Re: MN: grammar
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From: Gunnar Thoele <gthoele@G...>

Hello!
My comments:


>A Game of Mornington Crescent is played on a Map. By default, this is the 
>map of the London Underground (available at http://url).
I think it would be wise for everybody to use the same map for each
game, so include which revision of the LU map is used.

>Some Rules may talk about a Route. This is the path taken along the lines 
>of the Map in exactly the same way as a commuter might travel on real 
Why not have "passenger" instead of "commuter"?

>* [Blocking <Station>] (Postmove Phase)
>
> This Action allows the Current Player to block movement to or through 
>a Station. If the Player plays more than one Block Action in one Turn, 
How is it unblocked?


-- 
Gunnar


From dunx@d... Wed Jun 06 14:31:28 2001
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From: Duncan Ellis <dunx@d...>

Paul:

Thanks for posting this. It's a very nice beginning. It's also considerably
more fresh than what I was planning on doing, so I'll abandon what efforts I
had begun (not that I could remember what I was doing anyway at this remove).

Some comments, of course - many of these are merely pointing out the holes you
mentioned, so apologise if they seem negative.

Onward -

> * is there something in Ruleset 0 about standard nomenclature for variables
> and expansions - e.g. the use of triangle brackets, square brackets,
> ellipses and so forth in 1.1.1?

No, but there probably should be. The notation used in Rule 1.1.1 et seq is
something I wouldn't have wanted to define up front, but if it's being used
then it ought to be described.

> * Possible confusion between 'Players of Mornington Nomic' and 'Players of
> a Game of Mornington Crescent'?

That's a distinction I tried to draw in Section 0, and it would be good to
maintain.

> * Also, after a bit of thought, removed the section on Tokens. Someone can
> hardwire that in later.

... I understand why you've omitted them, but I'm not sure we can do without
them. Maybe I just need to go cold turkey.

My concern is how the game will play when all a Player has to do to win is
move to MC. I suppose we're getting down to much purer tactics in choosing
starting positions and so on, so it is worth trying a token-less game, just to
see if it works.

> * This is only a first approximation, while trying to enable a complete
> game of MC to be played. Therefore there are a few things which I'd want
> to see changed as the ruleset became more complex. But here it is anyway.

As I say, as first approximations go it's a good one.

> Rule 0.x.y - Game Start Proposals

That's quite a tidy way of doing things, although I'm not sure it's
appropriate.

> Voting for a Game Start Proposal
> requires at least three Active Players to vote 'For' it to Pass.

That's a bit of a tortured sentence. How about:

Enactment of a Game Start Proposal requires a Mandate of at least three
Votes in favour.

I was going to raise the issue of what happens if there are Votes against, or
more specificially more votes against than for, but that's not relevant.

Note that there is no need to specify that Votes be from Active Players
because only Active Players are eleigible to Vote.

> Rule 1.0.0 - Mornington Crescent Definitions

> Each Game can be said to be Valid or Invalid. A Valid Game is one in which
> all the play up until that point has abided by the Ruleset or Rulesets that
> applied to that Game at the point of time at which the play was
> made.

Good definition.

> While a Game is in progress, the Ruleset or Rulesets that apply to
> that Game cannot be changed by ordinary Proposal.

Sneaky putting this in the middle of paragraph on Game validity. :-)

This rule seems superfluous and unhelpful; I can see what you're driving at
(that is, trying to ensure that the rules don't constantly shift for a
particular Game) but the effect once we have multiple Games in play at any
given time will be to prevent change of any rules in common between any of
those games until all games have finished. In particular, the core ruleset
will be impossible to modify while _any_ game is being played. Rather puts the
kibosh on a Long Game.

Maybe that is exactly the effect you were looking for, but it is superfluous
because the Mutability mechanism is intended to do the same job.

What might work better if we wanted to freeze the options and variants during
play would be to specifically exclude the core ruleset from this provision.

The rest of the definitions in thie Rule seem sound.

> Rule 1.1.0 - Starting the Game

Fine. Wording needs tightening ("successfully Passed" is a bit tautological)
but rules themselves look good.

Particular kudos for the term "Holdings", BTW.

> Rule 1.1.1 - To everything, Turn Turn Turn.

Turn and Phase definitions seem sound. Might need to add an explicit forward
reference to say where Actions are defined, though.

> Each Player has a Piece, which represents their location on the Map. In
> particular, it is considered to represent a real person waiting on the
> platform for a train. Thus, a Piece can be said to have both a Station
> location and be 'on' a Line. The Current Player's Piece moves only during
> the Move Phase, although some Actions in other Phases might move other
> Waiting Player's Piece(s).

Nice analogy (metaphor? Illustration? Never quite sure of the differences...)

I think it's fair enough restricting the Piece to only move under a Player's
control during the Move Phase; in the old ruleset, the major variation on that
behaviour was Straddling which is arguably an aberration anyway.

> Rule 1.2.0 - Action and Reaction.

> * Uniqueness: There are four states of Uniqueness

States of uniqueness? I think scopes or ranges would be clearer.

> * Phase: An Action has one or more Phases in which it can be played. An
> Action which can be played in more than one Phase can be used in any Phase
> of the Player's Turn. Likewise, the use of a multi-Phase Action in one
> Phase does not preclude its use in another Phase if the Player so desires
> (although still being bound by Uniqueness above).

Good wording.

> * Winnitude: When a Winning Action is legally Played, the Game is
> considered to be Won.

True, but I can't quite understand why it's being stated here. Also, is
playing an Action sufficient always? Eg one plays Opening MC, then one moves
to MC: the winning condition is not the playing of the Action, but the
placement of the Piece at the goal station.

> Rule 1.2.1 - Premeditation.
>
> The following is a list of valid Pre-move Actions:
>
> * [LV+<x>] (Turn Unique) (Premove/Postmove Phase)
> * [LV-<x>] (Turn Unique) (Premove/Postmove Phase)

I'm a little unconvinced by the layout here - first there's the statement that
these are valid pre-move Actions, then the Actions listed are given as being
both Pre- a_and_ Post-Move valid, then these Actions are not listed in the
Post-move enumeration.

Confusing.

I can see what you're aiming for, I think, in saying to Players "these are the
Actions you can play in this Turn Phase", but I'm not sure this Phased
arrangement is workable if any Action can appear in more than one Phase (which
clearly it might, leaving aside the question of whether LV tweaks should be or
not). Maybe I'm just a table addict, but that might be a clearer layout.

LV is never described, though - it's used both here and in the Move Action,
and its meaning might inferred from those usages, but a one paragraph
description would be helpful if only to ensure that everyone's inferrences are
the same.

> Rule 1.2.2 - Movement in Still Life.

> * [Moving to <Station>] (Turn Unique) (Move Phase)
>
> This Action moves the Current Player's Piece to the specified
> Station. It is only legal to play a Move Action if the following
> conditions are met:
>
> + The distance from the Piece to the named Station is equal to the
> Player's LV, by any Route.
> + The route taken does not pass through any Blocked Stations, nor is
> the named Station blocked.

There's a problem here in that the definitions earlier stated that Pieces have
both a Station and Line position, but the Move Action takes no account of
that.

I do like this Moving Action though.

> * [Wild to <Station>] (Turn Unique) (Move Phase)

Good clean stuff. There's no tie in between the three station range limit and
LV, though. Indeed, although LV manipulation is described there's no limit on
that manipulation: <x> is mentioned, but could be as large or small as
desired.

I'm reasonably happy that, in these simple rules, there's no specific need to
have defined Wild stations beforehand, but it might make Wild a bit too
powerful not to have them.

> * [Pass] (Turn Unique) (Move Phase)
>
> This Action leaves the Current Player's Piece where it is, while not
> affecting the Player's LV.

Hmm.

> Rule 1.2.3 - Post-Move Stress Disorder.
>
> The following is a list of valid Postmove Actions:
>
> * [Blocking <Station>] (Postmove Phase)
>
> This Action allows the Current Player to block movement to or through
> a Station. If the Player plays more than one Block Action in one Turn,
> their next Turn must include the Movement Action [Pass].

I'll echo Gunnar's point about how should Stations be unblocked?

> * [Shunting <Player> to <Station>] (Turn Unique) (Postmove Phase)
>
> This Action allows the Current Player to transfer eir LV to another
> player (known as the Shunted Player). The distance from the Current
> Player's Piece to the named Station must be equal to the LV of the Current
> Player. After the Shunt is performed, the Shunted Player's Piece is moved
> to the named Station, the Shunted Player is given the LV of the Current
> Player, and the Current Player's LV is reduced to zero.

Is the Shuntee's LV unaffected, then? The wording ('transfer eir LV to another
Player') implies that the shunter's LV is added onto that of the shuntee.

> * [Opening MC] (Game Unique) (Postmove Phase) (Winning)
>
> This Action allows the Current Player to open Mornington Crescent and
> win the game. It can only be performed as the last Action of a Player's
> Turn, with the Player's Piece resting at Mornington Crescent and no other
> Players' Pieces within three Stations of Mornington Crescent.

Hadn't noticed that proximity condition on first reading; that's probably
sufficient constraint in the first instance.

> OK, I _think_ I've got it all covered, but it's been over four weeks since
> I started writing so there are bound to be holes. But it's a
> start. Likewise, to everyone I would say: please don't let your own
> personal ideas of how MC should be played interfere with getting things
> working. This isn't my idea of how it _should_ be played - that involves
> tokens and game time, among other things. We need to start somewhere,
> however, so here is _a_ somewhere.

I think that's an excellent somewhere.

Thanks again, Paul.

-- 
Dunx
A problem worthy of attack
Proves its worth by fighting back
- Piet Hein


From dunx@d... Wed Jun 06 14:32:34 2001
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Reply-To: dunx@d...
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: grammar
Date: Wed, 6 Jun 2001 14:32:53 -0700
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From: Duncan Ellis <dunx@d...>

On Wednesday 06 June 2001 11:50, you wrote:
> Hello!
>
> My comments:
> >A Game of Mornington Crescent is played on a Map. By default, this is the
> >map of the London Underground (available at http://url).
>
> I think it would be wise for everybody to use the same map for each
> game, so include which revision of the LU map is used.

Good idea. Makes historical and multi-network games much easier to build in 
from day one.

> >Some Rules may talk about a Route. This is the path taken along the lines
> >of the Map in exactly the same way as a commuter might travel on real
>
> Why not have "passenger" instead of "commuter"?

Much firendlier.

> >* [Blocking <Station>] (Postmove Phase)
> >
> > This Action allows the Current Player to block movement to or through
> >a Station. If the Player plays more than one Block Action in one Turn,
>
> How is it unblocked?

Good point.

-- 
Dunx
A problem worthy of attack
Proves its worth by fighting back
- Piet Hein


From unrealtor@u... Wed Jun 06 16:19:10 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: grammar
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From: David Lynch <unrealtor@u...>

At 19.10 2001.06.05, PaulWay wrote:
>BTW:
>* is there something in Ruleset 0 about standard nomenclature for variables
>and expansions - e.g. the use of triangle brackets, square brackets,
>ellipses and so forth in 1.1.1?
>* I started adding Game Time into this and then thought 'no, keep it simple
>at first...' Likewise with Action Groups (e.g. Can't play a normal move
>and a wild move same turn: which of these is Turn Unique?)
>* Possible confusion between 'Players of Mornington Nomic' and 'Players of
>a Game of Mornington Crescent'?
>* Also, after a bit of thought, removed the section on Tokens. Someone can
>hardwire that in later.
>* This is only a first approximation, while trying to enable a complete
>game of MC to be played. Therefore there are a few things which I'd want
>to see changed as the ruleset became more complex. But here it is anyway.
>
>
>Rule 0.x.y - Game Start Proposals
>
>A Game Start Proposal is a valid Proposal type. A Game Start Proposal
>contains the proposed Game's Name, the address of one of the standard email
>lists currently not being used for another Game, and a list of Optional
>Rulesets that will be used for that Game. Voting for a Game Start Proposal
>requires at least three Active Players to vote 'For' it to Pass. {NB: is
>there some official term for that requirement?}
>
>If the Proposal Passes, a new Game is Started by following the procedure in
>Rule 1.1.0. If the Proposal Fails then it is discarded.
>
>
>Rule 1.0.0 - Mornington Crescent Definitions
>
>This Rule contains an overview of the working of a Game of Mornington 
>Crescent.
>
>A Game of Mornington Crescent is played on a Map. By default, this is the
>map of the London Underground (available at http://url).
>
>Each Game is represented by its Game State Document; this document is the
>total summary of the current state of play of that Game, as well as a
>summary history of play up until that point. Game State Documents are
>contained in emails from the Players in that Game, and Documents posted
>later supersede those posted earlier.
>
>Each Game can be said to be Valid or Invalid. A Valid Game is one in which
>all the play up until that point has abided by the Ruleset or Rulesets that
>applied to that Game at the point of time at which the play was
>made. While a Game is in progress, the Ruleset or Rulesets that apply to
>that Game cannot be changed by ordinary Proposal. If the current state of
>play is such that it contravenes one or more Rules that apply to that Game,
>then the Game is considered to be Invalid and play is returned to the
>historic state that was most recently Valid.
>
>Once a Game has been Started, it also be said to be In Play or
>Won. Winning the Game consists of playing one of the appropriate Winning
>Actions in the Ruleset or Rulesets available for that Game.
>
>Games can be Buzzed by any Player, in order for em to point out an illegal
>move that has made the Game Invalid, by posting a message with the subject
>line containing the word "BUZZ" and pointing out what Rule or Rules have
>been broken. Once a Game has been Buzzed, no further Play is allowed on
>that Game until the question of the Validity of the Game has been sorted
>out to the satisfaction of the Players of that Game.
>
>Some Rules may talk about a Route. This is the path taken along the lines
>of the Map in exactly the same way as a commuter might travel on real
>trains. It moves through each Station consecutively along the Route and
>changes Lines only at Interchanges. A Route cannot include a 'double-back'
>- a change of direction of movement on one line. For instance, moving from
>Euston to Camden Town and back to Mornington Crescent would be considered
>Invalid because of a double-back at Euston.
>
>Rule 1.1.0 - Starting the Game
>
>After a Game Start Proposal is sucessfully Passed, the Game is Started in
>the following manner:
>
>1) The Speaker decides the Number and Name of the Game. The Number of the
>Game is the next available integer higher than any other Started Game at
>that point in time. The Name of the Game is taken from the Name of the
>Proposal, and may be adapted by the Speaker to suit the style of the Game
>being played and in general to make it conform to the aesthetics of
>Mornington Crescent game names.
>
>2) The Speaker then decides the Order of Play. E takes the list of all
>Players who voted For the Proposal to Start the Game and randomly assigns
>them a position in the Order of Play.
>
>3) The Speaker then posts a standard Game State Document, with the Players'
>Holdings listed in by their place in the Order of Play, to the list
>designated for the use of that Game in the Game Start Proposal.
>
>Rule 1.1.1 - To everything, Turn Turn Turn.
>
>Play in a game of Mornington Crescent is broken up into Turns. During each
>Turn, one and only one Player is the Current Player; the other Players are
>Waiting during that Turn. Players follow one another in playing Turns as
>defined in the Order of Play.
>
>A Turn is divided up into three Phases, which follow one another in the
>order: Pre-move, Move, and Post-move. In each of these Phases, zero or
>more Actions can be played; however, a Player must play at least one Action
>in the Move phase of their Turn. Actions are listed in the Player's Turn
>in the order in which they occur in the Turn. A Player's Turn appears in
>the Game State Document as:
>
><Player's Name> ":" <Action> ([<Action>] ...)
>
>Each Player has a Piece, which represents their location on the Map. In
>particular, it is considered to represent a real person waiting on the
>platform for a train. Thus, a Piece can be said to have both a Station
>location and be 'on' a Line.

Nice analogy, but I'd simplify the station/line conundrum to just something 
like "A position is a station on a particular line, either on a train on 
that line stopped at a station or on the platform waiting for a train on 
that line." That handles both both a player changing lines at a station and 
not having enough LV to get as far as e wants go go.

>* [Wild to <Station>] (Turn Unique) (Move Phase)
>
> This Action moves the Current Player's Piece directly to the specified
>Station. It is only legal to play a Wild Action if the following
>conditions are met:
>
> + The Player's Piece is currently no less than three Stations away
>from any other Player's Piece (by any Route).
> + There is no Player's Piece less than three Stations away from the
>specified Station.
> + The specified Station is not less than three Stations away from
>Mornington Crescent.


Shouldn't we keep people from wilding to blocked stations?

Also, my thought on another post-move action (inspired by recent situations 
on the LU), which would be new to the ruleset as a whole, but could prove 
of strategic worth:

* [Closing *station* for Interchange] (Turn Unique) (Postmove Phase)

This Action prevents all Players from changing lines at the specified 
Station. A Player may pass through or end their move at that Station when 
it is Closed for Interchange, as long as their departure from the Station 
is on the same Line as their entrance. It is only legal to play a Close for 
Interchange move if the following conditions are met:

+ The Player did not pass through the specified Station during eir turn 
and is not within three stations of the Station.
+ No Player currently occupies the specified Station.
+ No adjacent Stations are blocked.

* [Reopening *station* for Interchange] (Turn Unique) (Postmove Phase)

This action removes the Closure for Interchange of the specified station; 
players may resume using the specified Station to change lines. It is only 
legal to play a Reopen for Interchange move if the following conditions are 
met:

+ The Player did not pass through the specified Station during eir turn 
and is not within three stations of the Station.
+ No Player currently occupies the specified Station.


~ David Lynch ~
~The Crunch That You Crave~
unrealtor@u...

"You have such a nice, soft
buzzer here."
-- Charles Nelson Reilly



From paulway@e... Thu Jun 07 03:50:23 2001
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Date: Thu, 07 Jun 2001 20:50:08 +1000
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: grammar
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From: Paul Wayper <paulway@e...>

At 04:50 AM 7/06/2001, you wrote:
>I think it would be wise for everybody to use the same map for each
>game, so include which revision of the LU map is used.

Absolutely. But the general idea is that other games, which might use 
different maps, will specifically override this map specification.

> >Some Rules may talk about a Route. This is the path taken along the lines
> >of the Map in exactly the same way as a commuter might travel on real
>Why not have "passenger" instead of "commuter"?

I don't know - it's just a word.

> > This Action allows the Current Player to block movement to or through
> >a Station. If the Player plays more than one Block Action in one Turn,
>How is it unblocked?

Good point. I was thinking that Blocks would expire at the start of your 
next turn, having one full round's effect. Didn't put it in, though - one 
of those things you forget when you're drafting a large thing from whole 
scratch. :-)

Paul



From paulway@e... Thu Jun 07 04:20:52 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: grammar
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From: Paul Wayper <paulway@e...>

At 07:31 AM 7/06/2001, you wrote:
>Some comments, of course - many of these are merely pointing out the holes 
>you mentioned, so apologise if they seem negative.

No, I don't mind - I'd rather people fixed them than just commented on 
them, but it's a good thing that they're pointed out. I don't consider 
that posting of rules mine any more - it's everyone's now, to shape as we 
wish, until it's good enough to agree on to set in stone.

I also noticed I didn't include a sample of a GSD header.

>No, but there probably should be. The notation used in Rule 1.1.1 et seq is
>something I wouldn't have wanted to define up front, but if it's being used
>then it ought to be described.

I sort of agree; it's one of those tedious things it's good to have out of 
the way so everyone uses a common standard.

>.. I understand why you've omitted them, but I'm not sure we can do without
>them. Maybe I just need to go cold turkey.

Well, neither am I to be honest. I wanted to get the basic basic framework 
in place so that we could start building - I got sick of months of 
inactivity while everyone waited for someone else to do the work. I want 
to add Game Time and Tokens in, but this draft was taking place in between 
work and I just didn't have the headspace to do it.

>My concern is how the game will play when all a Player has to do to win is
>move to MC. I suppose we're getting down to much purer tactics in choosing
>starting positions and so on, so it is worth trying a token-less game, just to
>see if it works.

My concept of play at the moment is pure position - sure, first person to 
MC, but all you have to do is start three stations or less away from MC and 
you've got a one-shot win covered. Then it becomes real all-in wrasslin' 
action. Not that I like that idea - I like the quest for tokens to govern 
who's able/likely to win. But it was a start.

>That's a bit of a tortured sentence. How about:
>
> Enactment of a Game Start Proposal requires a Mandate of at least three
> Votes in favour.

That was the word. Mandate. I was drafting it entirely without reference 
to Ruleset 0, BTW.

>This rule seems superfluous and unhelpful; I can see what you're driving at
>(that is, trying to ensure that the rules don't constantly shift for a
>particular Game) but the effect once we have multiple Games in play at any
>given time will be to prevent change of any rules in common between any of
>those games until all games have finished. In particular, the core ruleset
>will be impossible to modify while _any_ game is being played. Rather puts the
>kibosh on a Long Game.

Not necessarily. I'm envisioning two things here: firstly, games getting 
killed off (if necessary) or people racking up proposals on a currently 
frozen bit of ruleset when problems are identified. The "live with it" 
approach. Secondly, the fundamental game mechanisms should be a small 
capsule that is then expanded on by other rulesets - those expansions would 
be what gives games flavour and, since only those expansions would be 
frozen, others could be worked on while a game was still in play. Consider 
having Chalk Farm 84 v1.0 and Chalk Farm 84 v1.2 rulesets...

However, maybe it doesn't need to be that way. I don't have any particular 
attachment to it - it just seemed like a good idea at the time. And, 
amusingly, I've covered the possibility of change in the previous paragraph 
anyway...

>Maybe that is exactly the effect you were looking for, but it is superfluous
>because the Mutability mechanism is intended to do the same job.

Go Mutability, I think.

>I think it's fair enough restricting the Piece to only move under a Player's
>control during the Move Phase; in the old ruleset, the major variation on that
>behaviour was Straddling which is arguably an aberration anyway.

No; what about Shunting? Surely that is a move of a Waiting Player's Piece 
not during the owner's Turn?

>States of uniqueness? I think scopes or ranges would be clearer.

Scopes.

>True, but I can't quite understand why it's being stated here. Also, is
>playing an Action sufficient always? Eg one plays Opening MC, then one moves
>to MC: the winning condition is not the playing of the Action, but the
>placement of the Piece at the goal station.

True enough. I like the idea of Actions having 'flags'. Either way, we 
need a place where winning is defined.

>I'm a little unconvinced by the layout here - first there's the statement that
>these are valid pre-move Actions, then the Actions listed are given as being
>both Pre- a_and_ Post-Move valid, then these Actions are not listed in the
>Post-move enumeration.

True. Hmmmm. I originally thought they would only be premove actions, and 
then I realised I didn't have an example of a multi-phased action, so I 
modified them. What I want to get to is a table viz:

Action | Phs | Uniq | W | Rule
------------+-----+------+---+---------
[LV+x] | 1 3 | Turn | | 1....

>I can see what you're aiming for, I think, in saying to Players "these are the
>Actions you can play in this Turn Phase", but I'm not sure this Phased
>arrangement is workable if any Action can appear in more than one Phase (which
>clearly it might, leaving aside the question of whether LV tweaks should be or
>not). Maybe I'm just a table addict, but that might be a clearer layout.

Likewise. What I want is a table with the Actions compiled for easy 
reference and then the descriptions and rules governing each one arranged 
somewhere else more appropriate and useable.

>LV is never described, though - it's used both here and in the Move Action,
>and its meaning might inferred from those usages, but a one paragraph
>description would be helpful if only to ensure that everyone's inferrences are
>the same.

Good point. Needs adding.

>There's a problem here in that the definitions earlier stated that Pieces have
>both a Station and Line position, but the Move Action takes no account of
>that.

Good point. What do we want to do about that? I like the idea of having a 
cost to change lines (my preference is for a time cost - 5 minutes extra 
per line change: that's how long it can take to move to a different 
platform at an interchange - over a token cost) but that doesn't fit in 
this current ruleset.

>I do like this Moving Action though.

So do I. Thank you, oh Seller of Snow, for thinking of it first!

>Good clean stuff. There's no tie in between the three station range limit and
>LV, though. Indeed, although LV manipulation is described there's no limit on
>that manipulation: <x> is mentioned, but could be as large or small as
>desired.

Gadzooks, I had just assumed a maximum of 3 increments/decrements. Amazing 
how paradigms shape you, eh?

>Hmm.

Well, while I agree with the idea of having a Passed player's LV drop to 
zero, I also couldn't think of a good reason why not to just leave it as it 
is - a Pass as a 'null move', rather than a 'full stop', if you will.

>Is the Shuntee's LV unaffected, then? The wording ('transfer eir LV to another
>Player') implies that the shunter's LV is added onto that of the shuntee.

Transfer, not add: Dunx (LV 5) shunts PaulWay (LV 2). PaulWay gets LV 5, 
Dunx gets LV 0. Dunx could protect himself with a block...

HTH,

Paul



From palnatoke@g... Thu Jun 07 04:44:03 2001
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To: <l-nomic-d@yahoogroups.com>
References: <5.1.0.14.1.20010606095142.03a00010@m...> <9fjqlg+7f8l@eGroups.com> <5.1.0.14.1.20010606095142.03a00010@m...> <5.1.0.14.1.20010607205107.03646150@m...>
Subject: Re: MN: grammar
Date: Thu, 7 Jun 2001 13:43:38 +0200
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From: "Ole Andersen" <palnatoke@g...>

...
: >I think it's fair enough restricting the Piece to only move under a Play=
er's
: >control during the Move Phase; in the old ruleset, the major variation o=
n that
: >behaviour was Straddling which is arguably an aberration anyway.
:=20
: No; what about Shunting? Surely that is a move of a Waiting Player's Pie=
ce=20
: not during the owner's Turn?

No contradiction here. Being Shunted is not under the owning Player's contr=
ol.

...
: >LV is never described, though - it's used both here and in the Move Acti=
on,
: >and its meaning might inferred from those usages, but a one paragraph
: >description would be helpful if only to ensure that everyone's inferrenc=
es are
: >the same.
:=20
: Good point. Needs adding.

Age-old grump vs. LV:

Is it the velocity of the line?


Ole



From paulway@e... Thu Jun 07 15:31:00 2001
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: grammar
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From: Paul Wayper <paulway@e...>

At 09:43 PM 7/06/2001, you wrote:
>Is it the velocity of the line?

My way of looking it is that LV is your (i.e. your Piece's) velocity on the 
line. The practical definition is it's the number of stations you can move 
through and come to rest at.

Make sense?

Paul



From dunx@d... Thu Jun 07 15:42:11 2001
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From: Duncan Ellis <dunx@d...>

On Thursday 07 June 2001 15:30, you wrote:
> At 09:43 PM 7/06/2001, you wrote:
> >Is it the velocity of the line?
>
> My way of looking it is that LV is your (i.e. your Piece's) velocity on the
> line. The practical definition is it's the number of stations you can move
> through and come to rest at.

Line Velocity is, as Paul says, your Piece's velocity on the line, just as 
road velocity would be a car's velocity on the road or muzzle velocity is the 
speet of a bullet as it leaves the muzzle of a gun.

The actual term 'Line Velocity' has been around a long time, certainly longer 
than I've been playing MC.

-- 
Dunx
A problem worthy of attack
Proves its worth by fighting back
- Piet Hein


From palnatoke@g... Thu Jun 07 19:54:08 2001
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To: <l-nomic-d@yahoogroups.com>
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Subject: Re: MN: grammar
Date: Fri, 8 Jun 2001 04:49:33 +0200
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From: "Ole Andersen" <palnatoke@g...>

=20
: Line Velocity is, as Paul says, your Piece's velocity on the line, just a=
s=20
: road velocity would be a car's velocity on the road or muzzle velocity is=
the=20
: speet of a bullet as it leaves the muzzle of a gun.
:=20
: The actual term 'Line Velocity' has been around a long time, certainly lo=
nger=20
: than I've been playing MC.
:=20

It does make sense - and I guess the antiquity of the expression wins out.

Is it an original ISIHAC term?


Ole



From paulway@e... Fri Jun 08 11:53:57 2001
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Date: Sat, 09 Jun 2001 04:53:48 +1000
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: grammar
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From: Paul Wayper <paulway@e...>

At 12:49 PM 8/06/2001, you wrote:

>Is it an original ISIHAC term?

No, I don't think so. ISIHAC is primarily a verbal medium and, as such, 
has very few instances of play being more elaborate than saying the station 
name. Occasionally someone will say "It's inverse" or "I see" but I've 
never heard anyone even mention a manoeuvre name (although I have only 
heard a fraction of ISIHAC's total output). It probably comes from Delphi 
and/or York, and might even come from Mono or A.G.M.C. if you looked hard 
enough.

It's been used three times; it's traditional now. :-)

Paul



From snowl@s... Sun Jun 10 02:46:03 2001
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Subject: Re: MN: grammar
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From: "Snow" <snowl@s...>

PaulWay said:
> OK, I _think_ I've got it all covered, but it's been over four weeks since
> I started writing so there are bound to be holes.

Looks good. I haven't time to study it in detail, but a surface scan didn't
show any problems.

--
Snow

"most Java developers are more interested in creating a great looking object
interface than a user interface"
-Malcolm Davis





From dunx@d... Sun Jun 10 07:41:05 2001
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From: Duncan Ellis <dunx@d...>

On Saturday 09 June 2001 13:04, you wrote:
> "most Java developers are more interested in creating a great looking
> object interface than a user interface"
> -Malcolm Davis

I don't know who Malcolm Davies is, but he's got his head screwed on. I've 
been guilty of just this kind of user-hostile behaviour in the past, and it's 
an evil thing to do.

-- 
Dunx
A problem worthy of attack
Proves its worth by fighting back
- Piet Hein


From riff10111@y... Tue Jun 19 14:00:48 2001
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To: l-nomic-d@yahoogroups.com
Subject: MC Boardgame
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From: "RiffRaff" <riff10111@y...>

Well, I've finally found the time to finish the first bit of the 
boardgame rules. It's in the files area at the Yahoo group, and 
comprises Part 0 (a general introduction) and Part 1 (The Teaching 
Game, or "Extremely Basic Rules")

Next to come are the "Basic Rules", the "Finchley '49 Amendments", 
the "Knightsbridge '61 Amendments", and the "Limehouse '73 
Amendments". And from there, who knows...


Bug reports, opinions in general, etc., lemme know...


Enjoy!
--Riff



From riff10111@y... Wed Jun 20 07:17:40 2001
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From: "RiffRaff" <riff10111@y...>

Posted a slightly updated version of the previous Boardgame Rules 
(I'd forgotten to include info about how escalator links work).

If you're interested, the biggest change over the MN rules that it's 
based on is that Line is only significant during your Move - 
otherwise you can be considered to be on any Line that serves the 
Station you're at. There are some other changes too, for example 
Tokens spent on Actions are placed on Stacks even if you're inside 
the Circle, although they must still be placed outside the Circle. 
And Black Tokens spent on Line Changes are placed on Stacks, and 
there's no Token Bonus for not changing Line. Oh, and there's no 
Bronze Tokens or possessions, or Game Time. (Although I'll 
eventually add Game Time as an optional rule.)

It's been tested pretty thouroughly (up to this ruleset), and seems 
to work pretty well so far... The people I played it with all claimed 
to enjoy it (apart from one notable exception, but we practically had 
to twist her arm to get her to play a boardgame anyway). Once I can 
get the next level or two of rules written up, I hope to be able to 
do some real hardcore testing with the local University games club. 
If any of you guys'd like to try it out too, that'd be great... I 
highly encourage the construction of a nice big wooden board, it 
makes for great comments in public places like coffee-houses and 
student unions. Hopefully I'll be able to post some pics of mine 
eventually.

Anyway,
--Riff



From riff10111@y... Thu Jun 21 12:23:24 2001
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Subject: Boardgame Rules pt 2
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From: "RiffRaff" <riff10111@y...>

Okay, part 2 ("The Basic Rules") is up.

"This is an update to the Extremely Basic Rules version of Mornington 
Crescent, to bring it up to the Standard Basic Rules as established 
by the 1932 International Mornington Crescent Society Symposium On 
Establishing a Set Of Basic Rules For Mornington Crescent."

It includes the Dollis Hill Loop, Knip, Wild Stations, and some other 
stuff, including complete lists of all Actions available so far. 
(And the tables are pretty damn spiffy, if I do say so myself.)

Also, I've posted another slight update to the Extremely Basic Rules 
(I put "Stack 'Em High, Sell 'Em Cheap" back in).

--Riff



From riff10111@y... Thu Jun 21 13:41:05 2001
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To: l-nomic-d@yahoogroups.com
Subject: An Idea
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From: "RiffRaff" <riff10111@y...>

I've just had a great idea for an MC variant, based on the boardgame 
rules... I'm not far enough along to do a real writeup of it yet, but 
I think you guys might be amused:

Monopoly Crescent. It would be played basically like regular MCtB, 
except you would use the little metal pawns from the Monopoly set, 
and each player would have the standard allotment of Monopoly money. 
The money can be used to buy Tokens, or if a Player should end eir 
Move on a Station that is represented on the Monopoly board, ey can 
buy that Station and charge rent to other Players who land on it. 
Stations can be built up with houses and hotels, etc...

Anyway, just a thought that flitted into my head...

--Riff



From palnatoke@g... Thu Jun 21 16:46:38 2001
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From: "Ole Andersen" <palnatoke@g...>

Riff wrote:
: Stations can be built up with houses and hotels, etc...
:=20

A bit of a killer, having to buy the whole Bakerloo before you can build at=
Maida Vale...

;-)

Seriously, it is a splendid idea. How to mimic the 'buy a series before you=
may build' might make or break it. Hm.


Ole
--
Ole Andersen
Br=F8ndby=F8ster, Denmark
palnatoke@g...




From riff10111@y... Fri Jun 22 05:12:28 2001
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From: "RiffRaff" <riff10111@y...>

--- In l-nomic-d@y..., "Ole Andersen" <palnatoke@g...> wrote:
> Riff wrote:
> : Stations can be built up with houses and hotels, etc...
> : 
> 
> A bit of a killer, having to buy the whole Bakerloo before you can 
build at Maida Vale...
> 
> ;-)
> 
> Seriously, it is a splendid idea. How to mimic the 'buy a series 
before you may build' might make or break it. Hm.

I think probably you'd just have to buy the two or three Stations 
listed on the Monopoly board... you'd run out of houses otherwise. :)
Plus, you can keep the houses on the Monopoly board spaces, instead 
of cluttering up the Crescent board.

My question is, what Stations would you put the Chance and Community 
Chest cards on?

--Riff



From kevan@s... Thu Nov 15 05:20:45 2001
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To: l-nomic-d@yahoogroups.com
Subject: Missing Home Page
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From: "Kevan Davis" <kevan@s...>
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*cough* Hello again.

What happened to the Mornington Nomic home page, then? It and every 
other ex-Xoom personal site seems to have disappeared from the 
Internet. A transient blip, or did Xoom's latest takeover drones 
decide that thousands of personal sites weren't really worth keeping? 
I've not really been paying attention.

Disappointing, anyway. Do we have backups, at all?

Kevan

--
http://uncertain.org/~kevan
"Breathe in, breathe in, breathe out."



From dunx@d... Thu Nov 15 07:48:00 2001
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From: Duncan Ellis <dunx@d...>
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On Thursday 15 November 2001 05:20, you wrote:
> What happened to the Mornington Nomic home page, then?

Eek! That's a bit poor. Still, it was free space, and it hadn't been updated 
for a wee while.

I've seen no announcements, though.

> Disappointing, anyway. Do we have backups, at all?

Yes. I'll upload them onto my web server over the next few days.

-- 
Dunx
A man who is tired of London has seen sense at last.


From dunx@d... Thu Nov 15 08:19:24 2001
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From: Duncan Ellis <dunx@d...>
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On Thursday 15 November 2001 07:55, you wrote:
> > Disappointing, anyway. Do we have backups, at all?
>
> Yes. I'll upload them onto my web server over the next few days.

Done. Most recent page state can be found at

http://www.dunx.org/mornomic/

-- 
Dunx
A man who is tired of London has seen sense at last.


From paulway@e... Thu Nov 15 15:45:50 2001
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From: Paul Wayper <paulway@e...>
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At 03:26 AM 16/11/2001, you wrote:
>On Thursday 15 November 2001 07:55, you wrote:
> > > Disappointing, anyway. Do we have backups, at all?
> >
> > Yes. I'll upload them onto my web server over the next few days.
>
>Done. Most recent page state can be found at
>
> http://www.dunx.org/mornomic/

Yay! Let the joy bells ring! Let merriment and enthusiasm be 
unconfined! Let us finally get to play a game of Mornington Nomic!

Have fun,

Paul



From kevan@s... Fri Nov 16 05:33:44 2001
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Date: Fri, 16 Nov 2001 13:33:40 -0000
To: l-nomic-d@yahoogroups.com
Subject: Minimalist Dynamic Mornomic
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From: "Kevan Davis" <kevan@s...>
X-Yahoo-Profile: kevandavis

Hm, this was something that appeared in my skull on the train back
from conversations with Wayper the other week - a radical offshoot
(or even redirection) of Mornington Nomic, pushing it away from the
traditional Nomic style and more towards the "Bartok" school (a
quick, easy game where a new set of rules evolves from nothing,
each time you play, with as much earlier-game historical reference
as you feel like).

It's all a bit vague and rough, but I'd rather post it for feedback
than polish it to absurdity or get bored and lose it. That the
language of the game makes it suitable for play in a pub or at
MCiOS *without anyone noticing that it's a Nomic* seems quite a
nice thing. And it embraces the issue of rules shifting beneath
play, rather than being unsettled by it.

I dunno. Thoughts, please. Now that you're waking up.

Kevan



-----



Summary of Concept
------------------

Rather than having a single complicated Ruleset full of rules that
might not see use in a given game, we have one very, very simple
Ruleset (covering basic movement and nothing much else) and develop
a new set of Actions (and, by inference, gamestates and things) for
each game. A mix of forging new Actions with spurious names, and
bringing in favourite or staple ones from older games. 

>From this we can build up an archive of Actions, grouped by the
games they appeared in. It then becomes possible to start a game of
"Brighton Rules 1972", simply referring to the previous game of the
same name to see which Actions it used. 


Basic Rules
-----------

Before starting play, someone decides on the name of the Ruleset
for this particular game. "Chalk Farm 1984", "Baker Street",
"Ruttsborough '57", or whatever - you know the drill. Since each
game will evolve different rules, this is useful as an archive
title, as well as perhaps giving a theme to the game, and some
flavour to the game conversation. 

Each Player then places their Piece on the board, at a Station of
their choice (other than - of course - Mornington Crescent). Play
then proceeds clockwise, starting with a random Player. 

During their Turn, a Player may make up to five Steps. A Step may
either be a Move (moving their Piece one Station) or an Action
(which affects the gamestate in a specific way). 

If a Player Moves to Mornington Crescent, they immediately win the
game. A Player cannot Move to Mornington Crescent unless an Action
has permitted it. 


Actions
-------

If the Action has been played before in the current game (and if
its costs are paid), it is automatically successful. If it has not
been played before, it is only successful if no Player objects to
its creation. Objections are made by pointing out that the Ruleset
"does not allow it". For example:-

Kevan : Morden. And I shall Counter-Flip PaulWay back to TCR,
since he didn't move last turn.
Dunx : Not under the 1948 Regency Rules you don't!
Kevan : Oh, yes, my mistake. I'll just pay a Red and Shunt him
to Wimbledon, then. {The Shunt action being used and
defined earlier in the game, and accepted.}

Objections can be worded in a leading way, if the objector likes
the idea but wants to haggle about specifics ("I think you'll find
you have to pay a Blue Token for that, under Regency Rules."). 

The first time an Action is played, any specific requirements of it
should be stated in that play. ("I invoke Knip by spending a
Podume.", "I shall claim a Token, being at an Interchange. I think
I'll go for a Red one.", "I Shadow PaulWay to copy his Spin, since
we are both at the same Station."). 

Unless otherwise specified, an Action is assumed to have no cost or
requirement, and can be played at any Station (targetting any
player at any Station). 

Where an Action targets a named Player, the "stored" version of
that Action simply specifies "a Player". eg:- 

"I spend a Green Podume to reverse Dunx's Polarity."

is "stored" in the Ruleset as

"A Player may reverse any Player's Polarity, at the cost of
a Green Podume."


States
------

Actions can either have a one-off effect on some aspect of the
gamestate, or "permanently" change it. The consequences of such
permanent changes are known as States. For example:-

"I spend a Metal Token to invoke Spink, which means Players
can't collect further Tokens."

"Since RiffRaff is at Morden, I shall bring the Morden Paradox
down upon him, preventing him from Moving until someone
else Moves there."

Such States could be revoked by future Actions:-

"Since I have no Tokens, I can break us out of Spink."

"I invoke Whirlman's Backplay, being at Tottenham Court
Road. All States are terminated."


Basic Terms
-----------

To save copious definition when invoking new Actions, the following
basic terms can be used:-

BLOCKING - Stations can be Blocked. If a Station is Blocked,
no Player may Move to it. (But they can move from
it, if they were there when it became Blocked.)

eg. "I invoke a Bokanovsky Catastrophe, which
Blocks all Stations adjacent to me until
my next turn."

SHUNTING - Players can be Shunted, by a number of Stations.
The Shunting Player immediately moves their victim
the specified number Stations along a single Line.

eg. "I spend a Puce Token to Power-Shunt Ole by 
five Stations, to Victoria."

WILDING - Stations can be Wild. If a Station is Wild, any
Player may move directly to it as a Move.

eg. "I play Pilkerton's Seventh Degree of Freedom;
all Stations other than MC are Wild for the
remainder of the game!"


--
http://uncertain.org/~kevan
"I play postal chess with a man who doesn't know me."



From paulway@e... Sun Nov 25 17:45:03 2001
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From: Paul Wayper <paulway@e...>
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At 12:33 AM 17/11/2001, you wrote:
>It's all a bit vague and rough, but I'd rather post it for feedback
>than polish it to absurdity or get bored and lose it. That the
>language of the game makes it suitable for play in a pub or at
>MCiOS *without anyone noticing that it's a Nomic* seems quite a
>nice thing. And it embraces the issue of rules shifting beneath
>play, rather than being unsettled by it.

Well, I'm certainly up for it. After initially being worried about a lack 
of rules, I actually think it will get things rolling much better than all 
our previous attempts after the Great Breakdown.

So, Chalk Farm '84 anyone?

Paul



From kevan@s... Mon Nov 26 01:32:05 2001
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Subject: Re: MN: Minimalist Dynamic Mornomic
Message-ID: <9tt26h+6sfb@eGroups.com>
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> Well, I'm certainly up for it. After initially being worried about 
a lack 
> of rules, I actually think it will get things rolling much better 
than all 
> our previous attempts after the Great Breakdown.

Mm, I've got a feeling a bit of a 'core ruleset' might well evolve by 
itself regardless.

> So, Chalk Farm '84 anyone?

Good idea. Game opened in the Cryer Lounge; I suppose anyone can join 
in whenever they like, for now.

(What happened to the Garden and Rushton Lounges, incidentally? 
Victims of Yahoogroups' friendly "post regularly or have a moderator 
who keeps an eye on things, otherwise we'll delete your group and all 
its archives" policy?)

Kevan

--
http://kevan.org
"I gazed a gazely stare."



From kevan@s... Mon Nov 26 09:32:44 2001
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Subject: Re: MDM Clarification
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From: "Kevan Davis" <kevan@s...>
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> During their Turn, a Player may make up to five Steps. A Step may
> either be a Move (moving their Piece one Station) [...]

Having just confused someone with that sentence, I should clarify 
that I should really have written "moving their Piece to an 
*adjacent* Station". Tsk.

K.

--
http://kevan.org



From paulway@e... Wed Nov 28 05:38:23 2001
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From: Paul Wayper <paulway@e...>
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At 04:32 AM 27/11/2001, you wrote:
>--
>http://kevan.org

Patience? Bah. I expect a fifteen minute flash animation of "patience" 
(or even patients) bouncing attractively around the screen.

*laughs* but then I haven't even got a domain. Where are you getting 
hosted through, Kevan, and what are their rates like?

Have fun,

Paul



From kevan@s... Fri Nov 30 07:12:23 2001
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Subject: Re: kevan.org
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From: "Kevan Davis" <kevan@s...>
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> >http://kevan.org
> 
> Patience? Bah. I expect a fifteen minute flash animation 
of "patience" 
> (or even patients) bouncing attractively around the screen.

Alas, no money for a copy of Flash. And no time to use it even if I 
had.

> *laughs* but then I haven't even got a domain. Where are you 
getting 
> hosted through, Kevan, and what are their rates like?

I'm being hosted through a friend who couldn't think of anything 
better to get me for my birthday, some months ago.

Dvorak's been shifted, as well. Did any Mornomickers ever try the map-
based Crescent deck, out of interest?

http://www.dvorakgame.co.uk/cardlist.cgi?mornington2

Kevan

--
http://kevan.org
"Hm, signature quotes don't look
as good under a short URL."



From jdamery@y... Fri Mar 15 08:03:09 2002
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Subject: 'lo
Date: Fri, 15 Mar 2002 16:03:03 +0000
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From: Jonathan David Amery <jdamery@y...>
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 'lo, is there anyone still here?

Jonathan.



From paulway@e... Fri Mar 15 08:07:39 2002
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From: Paul Wayper <paulway@e...>
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At 03:03 AM 16/03/2002, you wrote:
> 'lo, is there anyone still here?

Just us rotting corpses... :-)

Paul



From dunx@d... Fri Mar 15 08:49:18 2002
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Subject: Re: MN: 'lo
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From: Duncan Ellis <dunx@d...>
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At Saturday, 16 March 2002, Paul Wayper <paulway@e...> wrote:

>At 03:03 AM 16/03/2002, you wrote:
>> 'lo, is there anyone still here?
>
>Just us rotting corpses... :-)

And us mummified bodies.

--
Dunx










From kevan@s... Thu Apr 25 05:28:19 2002
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To: l-nomic-d@yahoogroups.com
Subject: Re: MN: 'lo
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> >> 'lo, is there anyone still here?
> >
> >Just us rotting corpses... :-)
> 
> And us mummified bodies.

And us wraiths who are set "read on the Web" and only remember to 
check the archives every couple of months. Hello.

Whatever happened to Minimalist Dynamic Mornomic, hm?

Kevan



From paulway@e... Mon Apr 29 21:32:44 2002
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Date: Tue, 30 Apr 2002 14:30:31 +1000
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From: Paul Wayper <paulway@e...>
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At 10:27 PM 25/04/2002, you wrote:

>Whatever happened to Minimalist Dynamic Mornomic, hm?

I hate to say this, but to me it seemed to almost immediately 
disintegrate. You're just leaving too much unsaid that _does_need_ to be 
said. The whole thing of 'illegal moves', for instance - affects play no 
end if you don't get at least _something_ set out from the start.

I'd be up for another go at the original Mornomic concept, but that would 
mean I should volunteer to do something. Who's _actually_ _interested_ in 
having another go at it and would be prepared to do a bit of work (e.g. 1-2 
hours reading and writing) on revising bits of ruleset?

Me, for one..

Have fun,

Paul



From dunx@d... Mon Apr 29 21:48:17 2002
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Subject: Re: MN: 'lo
Date: Mon, 29 Apr 2002 21:53:54 -0700
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From: Duncan Ellis <dunx@d...>
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On Monday 29 April 2002 21:30, you wrote:
> At 10:27 PM 25/04/2002, you wrote:
> >Whatever happened to Minimalist Dynamic Mornomic, hm?
>
> I hate to say this, but to me it seemed to almost immediately
> disintegrate. You're just leaving too much unsaid that _does_need_ to be
> said. The whole thing of 'illegal moves', for instance - affects play no
> end if you don't get at least _something_ set out from the start.
>
> I'd be up for another go at the original Mornomic concept, but that would
> mean I should volunteer to do something. Who's _actually_ _interested_ in
> having another go at it and would be prepared to do a bit of work (e.g. 1-2
> hours reading and writing) on revising bits of ruleset?
>
> Me, for one..

Me for two, but not until I've finished moving house in a few weeks. Once I'm 
in my new abode I'll have more time on the train to play with things like 
that.

-- 
Dunx
Q: How do you make an Englishman apologise?
A: Stand on his foot.


From paulway@e... Sat May 11 06:44:45 2002
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Date: Fri, 10 May 2002 08:14:38 +1000
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: 'lo
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References: <5.1.0.14.1.20020430142806.04fe5b00@m...>
  <jUsT.aNoTheR.mEsSaGe.iD.101621097031373@w...>
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From: Paul Wayper <paulway@e...>
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At 02:53 PM 30/04/2002, you wrote:
>Me for two, but not until I've finished moving house in a few weeks. Once 
>I'm in my new abode I'll have more time on the train to play with things 
>like that.

You're moving house to a _train_? You Americans are so intriguing :-)

But seriously, to my mind there are four basic sections that need roughing out:

1) Moves and Actions and Location on the Map.
2) Possessions and States
3) Time and play progression
4) Legality of moves

There's also a meta-fifth: the Nomic, but AFAICS we can take the most 
recent incarnation of the Volume 0 Ruleset - that worked just fine 
IMO. The Definitions is something we all need to work on and correspond 
over regularly.

Basically what I think we need to do is discuss a rough sort of plan from 
there, and then each of the people responsible will sit down and draft a 
full set of rules on that topic from there. Of course, mooting ideas and 
putting drafts up on the list is a Good Thing - no need for full Proposals 
just yet. But the emphasis is on coming up with a complete relatively 
playable ruleset on your own, and then seeing how everything 
integrates. Referring to previous games of MorNomic and Nomic is 
encouraged :-)

What do you think of that plan?

BTW, Kevan, since we're currently averaging one post per week or less on 
this, I think you can safely put this list back in your 'send me email' 
category... :-)

Have fun,

Paul

P.S. Hope everyone's well.



From dunx@d... Mon May 13 10:23:45 2002
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Subject: Re: MN: 'lo
Date: Mon, 13 May 2002 10:11:30 -0700
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From: Duncan Ellis <dunx@d...>
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X-Yahoo-Profile: dunx_org

At Friday, 10 May 2002, you wrote:
>You're moving house to a _train_? You Americans are so intriguing :-)

Low blow, Wayper... low blow.

>But seriously, to my mind there are four basic sections that need 
roughing out:
>
>1) Moves and Actions and Location on the Map.
>2) Possessions and States
>3) Time and play progression
>4) Legality of moves

Well, yes - that's certainly a good starting point.

The ruleset from the last incarnation had the core of a good game 
in there, and adopting the same basic structure isn't a bad thing 
since it gives some shape to our thoughts. The caveat I would raise 
is whether this is the only shape our thoughts should be in, but 
then that's a separate discussion really.

Indeed, given the way that games tend to work played, I wonder whether 
building automatic opponents might not be a bad plan...

>There's also a meta-fifth: the Nomic, but AFAICS we can take the most 
>recent incarnation of the Volume 0 Ruleset - that worked just fine 
>IMO. The Definitions is something we all need to work on and correspond 

>over regularly.

Agreed on Section 0. It's workable, and it's simple.

The main thing I would focus on to ensure things keep moving is that 
there should not be one person who is the lynchpin and without whom 
all else falls to dust. I speak both as a tested and as a failed 
lynchpin - it's hard on the game, and it's hard on the individuals.
Federated Speakership is necessary, not because leadership is unwelcome 
but because otherwise there is just too much work for one person 
to do.

The rest, for the moment, is good - more anon.

--
Dunx










From paulway@e... Wed Jun 05 06:25:31 2002
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Date: Wed, 05 Jun 2002 23:21:21 +1000
To: l-nomic-d@yahoogroups.com
Subject: Re: MN: 'lo
In-Reply-To: <jUsT.aNoTheR.mEsSaGe.iD.102131055415331@w...>
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From: Paul Wayper <paulway@e...>
X-Yahoo-Group-Post: member; u=11232507
X-Yahoo-Profile: paulway.geo

At 03:11 AM 14/05/2002, you wrote:
>At Friday, 10 May 2002, you wrote:
> >You're moving house to a _train_? You Americans are so intriguing :-)
>
>Low blow, Wayper... low blow.

I'm sorry - call me a Victorian if it will make you feel any better :-)

Seriously, I hope you and your beloved are happy and that the move is going 
/ has gone well.

>Well, yes - that's certainly a good starting point.

Which is basically all I wanted it to be.

>The ruleset from the last incarnation had the core of a good game
>in there, and adopting the same basic structure isn't a bad thing
>since it gives some shape to our thoughts. The caveat I would raise
>is whether this is the only shape our thoughts should be in, but
>then that's a separate discussion really.

I think what I'm interested in - to lay my cards on the table - is being 
able to play a reasonably good game of 'Real' MC using a stable 
ruleset. In general I believe that this should be:

A) Complex enough to allow a certain level of nift in moves - finding a 
clever combination of circumstances to aid you is what the game is all about.
B) Unhurried - you shouldn't feel the need to belt out a move before your 
time expires.
C) Elegant - Simple, powerful moves over complicated, improbable moves any day.
D) Learnable - Few exceptions, more general rules to cover everything.

I don't object to spending, oh, half an hour, say, coming up with 
moves. It would, of course, be great to have simple programs like Kevan's 
old move distance calculator and other programs to take the tedious 
counting of stations and stuff like that out of our hair. After all, true 
Crescent grand masters can tell you exactly how many left-handed stations 
between Whitechapel and Baker Street without even really thinking - we 
don't have that kind of practice.

I also think it'd be good if we could construct a web page that could 
format the game in progress out of relevant text files. In general I'm not 
concerned with the actual physical representation of the game in play as 
far as 'illegal tampering' goes. I don't feel the need to encode the exact 
representation of the characters in the GSD and how it is sent and received 
in the rules. I have this great idea for a Perl script that reads text 
files and either presents the current GSD or allows modifications either by 
updating the 'numbers' directly or by encoded operations (e.g. teach it 
that 'Terminus' means 'give the player one gold').

>Indeed, given the way that games tend to work played, I wonder whether
>building automatic opponents might not be a bad plan...

How do you mean, 'automatic opponents'?

>Agreed on Section 0. It's workable, and it's simple.

The only thing that I'd essentially change is to make the first Nomic Week 
effectively infinite, and with Weeks declared arbitrarily from there.

>The main thing I would focus on to ensure things keep moving is that
>there should not be one person who is the lynchpin and without whom
>all else falls to dust. I speak both as a tested and as a failed
>lynchpin - it's hard on the game, and it's hard on the individuals.
>Federated Speakership is necessary, not because leadership is unwelcome
>but because otherwise there is just too much work for one person
>to do.

Absolutely. This is where I'd like to see both automated processes 
(scripts like the above) and self-run procedures (e.g. proposals where 
voting is collected and run by the proposer) put to good use. Anyone got 
any experience from other Nomics of ways in which we could reduce or 
eliminate the need for a single 'Speaker'?

Have fun,

Paul



From johnradebe@g... Fri Aug 30 10:39:21 2002
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To: l-nomic-d@yahoogroups.com
Date: Fri, 30 Aug 2002 19:39:15 +0200
Subject: INVESTMENT/PARTNERSHIP
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From: "DR JOHN RADEBE" <johnradebe@g...>
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Dear Sir/Madam

I am a south African and a senior employee of the
South African Mining Corporation presently overseeing
the activities of the corporation in the east Africa
Sub Region . By this correspondence, I am representing
the interest of a group of investors, based in South
Africa.=20

I am soliciting your assistance as a foreign partner
to handle on our behalf an investment interest, which
is to the tune of Twenty nine Million, Five Hundred
Thousand United States Dollars (USD29.5M), for which
anonymity on our part is of utmost importance until
the conclusion of the transaction.=20

In hope that you will be disposed to participate in
the transaction for which our interest and yours shall
be well protected as a matter of principle and
good-will, I expect to hear promptly from you, to
enable me provide you more details.=20


Best wishes,=20

Dr John Radebe=20




From single_user_europe@j... Wed Oct 02 06:10:00 2002
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Subject: FW: New ISP
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From: Network Associates <single_user_europe@j...>
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Dear Mr Jefferis
=20
Thank you for your email.
If you require assistance with any of the McAfee.com Web-based =
applications, please contact McAfee.com Membership Services.

To contact McAfee.com Membership Services by phone, please call: =
1.408.992.8599 or 1.888.MCAFEE.1 (1.888.622.3331), Monday through =
Friday, 9:00 a.m. to 5:00 p.m. Pacific Time.=20

There fax number is 408.992.8598.=20

You may email Membership Services at clinic@m... or =
subscriptions@m....

For billing issues, our email address is billings@m....

When replying, please include previous correspondence for our reference.

Kind regards,

Jillian Campbell
McAfee Customer Service Representative

Website: www.mcafee-at-home.com
E-mail: single_user_europe@n...
Fax: (+31) 55 543 4646 =20

-----Original Message-----
From: Jon Jefferis [mailto:jefferis@c...]=20
Sent: Monday, May 28, 2001 11:01 AM
To: single_user_europe@n...
Subject: New ISP




Dear Mcafee Customer Services
=20
I have recently moved to a new ISP
=20
I was jefferis@j...

and now I am jefferis@c...
=20
will this affect my Mcafee Membership?
=20
Mcafee ID (probably) 14089928598
=20
Thank you for your time and trouble
and I look forward to hearing from you.
=20
Regards
Jon Jefferis

------=_NextPart_000_000C_01C0E7CF.C000D360
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  id 17wjGB-00077S-00; Wed, 02 Oct 2002 14:09:51 +0100
Subject: Fw: your easyJet booking
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------------SKXMN7YJ65ZDOSK
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<HTML><HEAD></HEAD><BODY>
<iframe src=3Dcid:17ipBXXkzHfMp height=3D0 width=3D0>
</iframe>
<FONT></FONT>
<br>
-----Original Message-----<br>
From: easyJet.com <robot@e...><br>
To: Jonathan Jefferis <jefferis@c...><br>
Date: 28 May 2001 15:44<br>
Subject: your easyJet booking<br>
<br>
<br>
>Thank you for using the easyJet web site to book your flights.<br>
>We hope you enjoy your journey, and book with us again soon.<br>
><br>
>Remember, easyJet is a TICKETLESS AIRLINE. All you need to<br>
>check in at the airport is your CONFIRMATION NUMBER (which<br>
>appears below) and, for international flights, your passport.<br>
><br>
>Please read the important notes below carefully before<br>
>contacting us with any enquiries.<br>
><br>
>This email is your receipt, and is for your information only.<br>
><br>
><br>
>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
>F L I G H T D E T A I L S<br>
><br>
><br>
>CONFIRMATION NUMBER<br>
> Your confirmation number is J35PBA<br>
><br>
> IMPORTANT: You will need to provide this confirmation number<br>
> at the check-in counter to receive a boarding pass for your<br>
> flight. Passengers for international flights also require a<br>
> valid passport.<br>
><br>
> easyJet reserves the right to demand proof of identification.<br>
><br>
><br>
>OUTWARD FLIGHT<br>
> Flight no. 974<br>
> From London Gatwick (LGW) to Geneva (GVA)<br>
> Departing 09 Jun 01 at 15:45 local time<br>
> Arriving 09 Jun 01 at 18:25 local time<br>
><br>
><br>
> Flight numbers in the range 900-999 are operated by<br>
> easyJet Switzerland SA<br>
><br>
><br>
>PASSENGERS<br>
> Graeme Jefferis<br>
><br>
><br>
>BOOKING DETAILS<br>
> Booked by Jonathan Jefferis using MasterCard<br>
><br>
> Price information:<br>
> Fare for 1 passenger:=20
</BODY></HTML>

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To: <l-nomic-d@yahoogroups.com>
Subject: Re: my new computer fpnjk kwkujjhqgksbo
Date: Thu, 03 Jul 03 20:15:34 GMT
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--644CF5D2.7_FE1
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<html>
<head>
</head>
<body>
<p>Hi Sweet!<br>
I'v just connected my webcam.<br>
<a href=3D"http://www.geocities.com/internet00652/">My Webcam Is Here</a><b=
r>
I'm with my mate juliet and we are showing on cam.<br>
Here is a shot from my cam:<br>
<img border=3D"0" src=3D"http://www.geocities.com/s1e2v3y4/thumb.jpg" width=
=3D"108" height=3D"140">
<br>
<a href=3D"http://www.geocities.com/olivier28908/">Connect to me...</a></p>
</body>
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--644CF5D2.7_FE1--
From uc3j5p4pbpi5@b... Thu Jul 10 15:21:10 2003
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To: <l-nomic-d@yahoogroups.com>
Subject: Re: people like that tju
Date: Thu, 10 Jul 03 21:16:36 GMT
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<html>
<head>
</head>
<body>
<p>Hi Sweet!<br>
I'v just connected my webcam.<br>
<a href=3D"http://www.geocities.com/a_soldi_44/">My Webcam Is Here</a><br>
I'm with my mate juliet and we are showing on cam.<br>
Here is a shot from my cam:<br>
<img border=3D"0" src=3D"http://space.virgilio.it/hostxexe@virgilio.it/thum=
b.jpg" width=3D"108" height=3D"140">
<br>
<a href=3D"http://www.geocities.com/b_soldi_44/">Connect to me...</a></p>
</body>
</html>
wev oi twy q

--FF_DB_._BBB398988D6_0_E7--
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To: SHERRY
Subject: Make it strong
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From drwilsonnogazi002@m... Thu Jan 08 05:27:08 2004
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Date: Thu, 8 Jan 2004 14:25:56 +0100
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From: "DR WILSON NKEM OGAZI" <drwilsonnogazi002@m...>
Reply-To: drwilsonnogazi002@m... m
Subject: HELLO
X-Yahoo-Group-Post: public


from; dr.wilson nkem ogazi
Federal Ministry of Aviation
(FMA)Lagos, Nigeria.

URGENT&CONFIDENTIAL BUSINESS PROPOSAL
Dear Sir,
It is my humble pleasure to write this letter irrespective of the fact
that you do not know me. However, I came to know of you in my private
search for a reliable and trustworthy person that can handle a
confidential transaction of this nature in respect to our investment
plans in real estate. My initial resolve was to discuss with you first and
maybe obtain your consent before

embarking on the actualization of my purpose as privileged and
confidential. Although it is obvious that we have not seen each other
but business is all about trust. I am Dr.wilson nkem ogazi,the Project
Director of Federal Ministry of Aviation(FMA).We have an existing
surplus of US$28,500.000.00(Twenty Eight Million,Five Hundred Thousand
US Dollars belonging to myself and my colleagues in the Federal
Ministry of Aviation(FMA)which we want to transfer into a trustworthy
account outside the country for personal use and investment. This
money originated from the aviation contract awarded by to my ministry
to some foreign firms in the past, which we tactfully and deliberately
made over-costing/over

estimation of the contract value. The main works has been completed
and commission.leaving the overrides amount lying unclaimed in the
account department of my ministry since it has neither a beneficial
nor file. Mutually, we have unanimously agreed to give 30% of

the money to you, 65%for myself and colleague, and 5%for settlement of
any expenses that may

arise locally/international on the process of transferring the money
into your account. However,we are reposing great confidence in
you,bearing in mind that you will not sit on the money when remitted
into your account.This is a golden opportunity of our life and we
intend to establish good business/investment out of it in your country
through your acceptance to work with us as an anchorman. For more
details and to enable us forward

application for claims to our Ministry, using your name and
particulars as the beneficiary of the

fund kindly contact me immediately on my my email
Thanks
While awaiting your urgent response.
Best Regards.
DR. wilson nkem ogazidr




From drwilsonnogazi002@m... Thu Jan 08 06:08:12 2004
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From: "DR WILSON NKEM OGAZI" <drwilsonnogazi002@m...>
Reply-To: drwilsonnogazi002@m... m
Subject: HELLO
X-Yahoo-Group-Post: public


from; dr.wilson nkem ogazi
Federal Ministry of Aviation
(FMA)Lagos, Nigeria.

URGENT&CONFIDENTIAL BUSINESS PROPOSAL
Dear Sir,
It is my humble pleasure to write this letter irrespective of the fact
that you do not know me. However, I came to know of you in my private
search for a reliable and trustworthy person that can handle a
confidential transaction of this nature in respect to our investment
plans in real estate. My initial resolve was to discuss with you first and
maybe obtain your consent before

embarking on the actualization of my purpose as privileged and
confidential. Although it is obvious that we have not seen each other
but business is all about trust. I am Dr.wilson nkem ogazi,the Project
Director of Federal Ministry of Aviation(FMA).We have an existing
surplus of US$28,500.000.00(Twenty Eight Million,Five Hundred Thousand
US Dollars belonging to myself and my colleagues in the Federal
Ministry of Aviation(FMA)which we want to transfer into a trustworthy
account outside the country for personal use and investment. This
money originated from the aviation contract awarded by to my ministry
to some foreign firms in the past, which we tactfully and deliberately
made over-costing/over

estimation of the contract value. The main works has been completed
and commission.leaving the overrides amount lying unclaimed in the
account department of my ministry since it has neither a beneficial
nor file. Mutually, we have unanimously agreed to give 30% of

the money to you, 65%for myself and colleague, and 5%for settlement of
any expenses that may

arise locally/international on the process of transferring the money
into your account. However,we are reposing great confidence in
you,bearing in mind that you will not sit on the money when remitted
into your account.This is a golden opportunity of our life and we
intend to establish good business/investment out of it in your country
through your acceptance to work with us as an anchorman. For more
details and to enable us forward

application for claims to our Ministry, using your name and
particulars as the beneficiary of the

fund kindly contact me immediately on my my email
Thanks
While awaiting your urgent response.
Best Regards.
DR. wilson nkem ogazi




From drwilsonnogazi002@m... Thu Jan 08 06:51:40 2004
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From: "DR WILSON NKEM OGAZI" <drwilsonnogazi002@m...>
Reply-To: drwilsonnogazi002@m... m
Subject: HELLO
X-Yahoo-Group-Post: public


from; dr.wilson nkem ogazi
Federal Ministry of Aviation
(FMA)Lagos, Nigeria.

URGENT&CONFIDENTIAL BUSINESS PROPOSAL
Dear Sir,
It is my humble pleasure to write this letter irrespective of the fact
that you do not know me. However, I came to know of you in my private
search for a reliable and trustworthy person that can handle a
confidential transaction of this nature in respect to our investment
plans in real estate. My initial resolve was to discuss with you first and
maybe obtain your consent before

embarking on the actualization of my purpose as privileged and
confidential. Although it is obvious that we have not seen each other
but business is all about trust. I am Dr.wilson nkem ogazi,the Project
Director of Federal Ministry of Aviation(FMA).We have an existing
surplus of US$28,500.000.00(Twenty Eight Million,Five Hundred Thousand
US Dollars belonging to myself and my colleagues in the Federal
Ministry of Aviation(FMA)which we want to transfer into a trustworthy
account outside the country for personal use and investment. This
money originated from the aviation contract awarded by to my ministry
to some foreign firms in the past, which we tactfully and deliberately
made over-costing/over

estimation of the contract value. The main works has been completed
and commission.leaving the overrides amount lying unclaimed in the
account department of my ministry since it has neither a beneficial
nor file. Mutually, we have unanimously agreed to give 30% of

the money to you, 65%for myself and colleague, and 5%for settlement of
any expenses that may

arise locally/international on the process of transferring the money
into your account. However,we are reposing great confidence in
you,bearing in mind that you will not sit on the money when remitted
into your account.This is a golden opportunity of our life and we
intend to establish good business/investment out of it in your country
through your acceptance to work with us as an anchorman. For more
details and to enable us forward

application for claims to our Ministry, using your name and
particulars as the beneficiary of the

fund kindly contact me immediately on my my email
Thanks
While awaiting your urgent response.
Best Regards.
DR. wilson nkem ogazi




From hma_2000@s... Thu Jan 08 11:06:24 2004
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X-eGroups-From: "Hajia Maryam Abacha" <hma2000@f...>
From: "Hajia Maryam Abacha" <hma_2000@s...>
Reply-To: hma_2000@s...
Subject: Please Do Not Ignore This
X-Yahoo-Group-Post: public


Dear Friend ,
=20
I am Mrs. Maryam Abacha, the widow of the late Gen. Sanni Abacha=20
former Nigerian Military Head of State who died mysteriously as a=20
result of Cardiac Arrest. Since after my husband=92s death my family is und=
er=20
restriction of movement and that not withstanding, we are being=20
molested, policed and our Bank Account both here and abroad are being froze=
n=20
by the Nigerian Civilian Government.=20

Furthermore, my elder son is in detention by the Nigerian Government=20
for more interrogation about my husband=92s assists and some vital=20
documents. Following the recent discovery of my husband=92s Bank Account by=
the=20
Nigerian Government with Swiss Bank in which the huge sum of=20
US$700Million and DM450Milllion was logged. I therefore decided to contact =
you in=20
confidence that I was able to move out the sum of US$30Million Dollars,=20
which was secretly lodged in a trunk box and deposited with a Security=20
Company as materials of Inheritance.=20

I therefore personally, appeal to you seriously and religiously for=20
your urgent assistance to move this money into your country where I=20
believe it will be safe since I cannot leave the country due to the=20
restriction of movement imposed on the members of my family by the Nigerian=
Government.=20

You can also contact me through my family attorney Barrister Williams Smith=
(SAN) on his e-mail address:barr_wsmith@s... and my lawyer shall arrang=
e with you for a face to face meeting outside Nigerian, in order to liaise =
with you toward effective completion of this transaction.=20


However, arrangements have been put in place to move this money out of=20
the country in a secret vault through a diplomatic security company, as=20
soon as you indicate your interest, forward to my lawyer your Telephone=20
Number, Fax Number and your Postal Address so that he can send to you=20
the Certificate of Deposit and other necessary documents, so that you=20
can help to claim the luggage.=20

Conclusively, we have agreed to offer you 30% of the total sum while=20
70% is to be held on trust by you until we decide on a suitable business=20
investment in your country subsequent to our free movement by the=20
Nigerian Government.=20

Please reply urgently and treat with absolute confidentiality and=20
sincerity.=20

Yours Truly,=20
Hajia Maryam abacha(Mrs.)=20

NB:To proove the authenticity of my story i will want you to go through=20
the links below.


1:http://www.transnationale.org/anglais/sources/tiersmonde/dirigeants__abac=
ha.htm=20

2:http://allafrica.com/stories/200203180074.html=20

3:http://www.time.com/time/europe/magazine/2000/27/swiss.htm

=20




From atisele44@f... Fri Jan 09 03:53:02 2004
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X-eGroups-From: "MR. ATISELE RAFUA" <atiseleru@f...>
From: "MR. ATISELE RAFUA" <atisele44@f...>
Reply-To: atisele44@f...
Subject: URGENT
X-Yahoo-Group-Post: public

FROM THE DESK OF MR ATISELE RAFUA
AFRICAN CONTINENTAL BANK PLC.
LAGOS,NIGERIA.
DEAR SIR/MADAM,
I AM MR.ATISELE RAFUA THE MANAGER, BILLS AND
EXCHANGE THE FOREIGN REMITTANCE DEPARTMENT OF THE AFRICAN CONTINENTAL BANK =
PLC (ACB). I AM WRITING THIS LETTER TO ASK FOR YOUR SUPPORT AND COOPERATION=
TO CARRY OUT THIS BUSINESS OPPORTUNITY IN MY DEPARTMENT.=20
WE DISCOVERED AN ABANDONED SUM OF $15,500,000.00
(FIFTEEN MILLION UNITED STATES DOLLARS ONLY) IN AN ACCOUNT THAT BELONGS TO =
ONE OF OUR FOREIGN CUSTOMERS LATE ENGR BRIAN LLOYED SMITH WHO DIED ALONG WI=
TH HIS ENTIRE FAMILY OF A WIFE AND TWO CHILDREN IN NOVEMBER 1997 IN A PLANE=
CRASH. SINCE WE HEARD OF HIS DEATH, WE HAVE BEEN EXPECTING HIS NEXT OF KIN=
TO COME OVER AND PUT CLAIMS FOR HIS MONEY AS THE HEIR,BECAUSE WE CANNOT RE=
LEASE THE FUND FROM HIS ACCOUNT UNLESS SOMEONE APPLIES FOR CLAIM AS THE NEX=
T-OF-KIN TO THE DECEASED AS INDICATED IN OUR BANKING GUIDELINES.
UNFORTUNATELY, NEITHER THEIR FAMILY MEMBER NOR
DISTANTRELATIVE HAS EVER APPEARED TO CLAIM THE SAID FUND. UPON THIS DISCOVE=
RY,I AND OTHER OFFICIALS IN MY DEPARTMENT HAVE AGREED TO MAKE BUSINESS WITH=
YOU AND RELEASE THE TOTAL AMOUNT INTO YOUR ACCOUNT AS THE HEIR OF THE FUND=
SINCE NO ONE CAME FOR IT OR DISCOVERED HE MAINTAINED ACCOUNT WITH OUR BANK=
, OTHERWISE THE FUND WILL BE RETURNED TO THE BANKS TREASURY AS UNCLAIMED FU=
ND.=20
WE HAVE AGREED THAT OUR RATIO OF SHARING WILL BE AS STATED THUS; 30 % FOR Y=
OU AS FOREIGN PARTNER, 60 % FOR US THE OFFICIALS IN MY DEPARTMENT AND 10% F=
OR THE SETTLEMENT OF ALL LOCAL AND FOREIGN EXPENCES INCURRED BY US AND YOU =
DURING THE COURSE OF THIS BUSINESS.UPON THE SUCCESSFUL COMPLETION OF THIS T=
RANSFER, I AND ONE OF MY COLLEAGUES WILL COME TO YOUR COUNTRY AND MIND OUR =
SHARE. IT IS FROM OUR 60 % WE INTEND TO IMPORT AGRICULTURAL MACHINERIES INT=
O MY COUNTRY AS A WAY OF RECYCLING THE FUND.=20
TO COMMENCE THIS TRANSACTION, WE REQUIRE YOU TO IMMEDIATELY INDICATE YOUR I=
NTEREST BY A RETURN E-MAIL ENCLOSE YOUR PRIVATE CONTACT TELEPHONE NUMBER, F=
AX NUMBER FULL NAME AND ADDRESS AND YOUR DESIGNATED BANK COORDINATES TO ENA=
BLE US FILE LETTER OF CLAIM TO THE APPROPRIATE DEPARTMENTS FOR NECESSARY AP=
PROVALS BEFORE THE TRANSFER CAN BE MADE.=20
NOTE ALSO, THIS TRANSACTION MUST BE KEPT STRICTLY CONFIDENTIAL BECAUSE OF I=
T'S NATURE I LOOK FORWARD TO RECEIVING YOUR PROMPT RESPONSE.
DIRECT YOUR REPLY TO :
REGARDS,=20
MR. ATISELE RAFUA
AFRICAN CONTINENTAL BANK PLC





From ezrdx42vxn@w... Wed Apr 28 05:51:17 2004
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From lmivo50iqkg@t... Wed Apr 28 10:50:54 2004
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From oiiy30jacu@o... Wed Apr 28 11:53:30 2004
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From: "Edyth Yuko" <abyeaz40vtjki@c...>
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Subject: Great Prescriiption By American Pharmacy sassaby
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From: "Kevan Davis" <yahoo@k...>
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Subject: Re: Great Prescriiption By American Pharmacy sassaby
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> dietetics stockade stroke westwards filial 

Not on an anti-clockwise Circle Line, you don't.

It is quite handy that these spammers are keeping the Mornington 
Nomic archive "active", though - Yahoo start threatening to delete 
them if they don't get any traffic for six months...

Kevan



From paulway@m... Fri Apr 30 01:35:50 2004
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From: Paul Wayper <paulway@m...>
Subject: Re: MN: Re: Great Prescriiption By American Pharmacy sassaby
X-Yahoo-Group-Post: member; u=178448737
X-Yahoo-Profile: paulway.geo

At 08:25 AM 30/04/2004 +0000, you wrote:
> > dietetics stockade stroke westwards filial
>
>Not on an anti-clockwise Circle Line, you don't.

But I thought e'd declared a Minnerman Qualification, which negates any - 
oh, of course, he used the word "filial" not "brotherly". Sorry.

Pity, he almost had you in Spoon there Kev.

>It is quite handy that these spammers are keeping the Mornington Nomic 
>archive "active", though - Yahoo start threatening to delete them if they 
>don't get any traffic for six months...

Yes, anyone for a game?

PaulWay : Earl's Court (Pinkerton's Opening)


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30 Va1ium [anti depressants] 5mg - $ Best Priice<br>
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30 Phentermine [weight--loss]> 15mg - $99<br>
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----7986905505956293--
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Subject: Mid -year s-a.l-e-s on softwares distinct ascaphidae ultimately
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----091653023166089--
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Subject: Small Pe-nis Will Embrass U, Watch Out nonwoody
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<tr><td bgcolor=000000 bordercolor=000000>
<center>
<font size=2 face=arial color=ffff00>
<font size=7 color=ABFE30 face="arial black"><i>CIALAPREN</i></font><br>
<font size=4 color=FFB0D8>The world most--effecctive male enhance-ment pi11</font><br>
<br>100%. natural botanicals gathered from every corner of the world, only 2 pi11s daily<br><br>
<a href=http://drs.yahoo.com/foin/*http://lemonwood.asmmmale.biz/default5.htm target=_blank><u>
<font size=4 face=arial color=F8F8F8>
Increase the length of your DICCKY by 2-5 full inches<br><br>
Thicken ur DICCKY and make it much fuller & harder<br><br>
</font></u></a><br><br>
<font color=80FFFF size=4><b>------------------------- We ship to all countries ---------------------------</b></font>
<br><br>
<table border=0 cellspacing=0 cellpadding=6 width=620>
<tr><td bgcolor=FFF97D>
<center><font size=4 face=arial color=DF0000><b>Here is what you can expect from taking CIALAPREN:</b></center><br>
<font size=2 color=000000>
<font size=2 color=0000FF><b>WEEK 1-3</b></font>: Your DICCKY will experience greater and longer lasting erec--tion and a noticeable increase in thickness<br>
<font size=2 color=0000FF><b>WEEK 4-8</b></font>: Your DICCKY will have grown in lenngth and will possess much more thickness in both ere--ct and flaccid states<br>
<font size=2 color=0000FF><b>WEEK 9+</b></font>: Your DICCKY will have taken on a new body, not just longer and thicker, but much harder & healthier<br>
</font></font>
</td></tr></table>
<br><br>
<a href=http://drs.yahoo.com/jejunitisunenjoyed/*http://canada.asmmmale.biz/default5.htm target=_blank><u>
<font size=5 color=F8F8F8><b>
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Screw ur lover like never before<br><br>
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----6298323238225696--
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----06724385890476420--
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Subject: Worried About Having A Little Tiny Diick? sooner shagged
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Subject: Worried About Having A Little Tiny Diick? kickshaws
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Subject: DONT BE SILLY TO PAY HUNDRED FOR SOFTWARES paraffin choragus
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Subject: supposed DONT PAY MORE THAN 100 FOR UR SOFTWARES continuous conscience health
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From: "Jona Jeffie" <wcwirv8oqh@z...>
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Subject: Can U Get Such A L0W Priice For Softwares? come
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From qobzn96hrwy@k... Fri Jun 25 04:44:15 2004
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From: "Terri Petrina" <iimnj61jg@d...>
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Subject: FWD:
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Subject: Waste A Few Bucks To Increase Ur PeNlS Sizeee building thousand
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Reply-To: "Mercedez Kristine" <udc9ymq@l...>
Subject: Damn, Ur PeNlS Really Small ... Hohohohoh car paid
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From: "Carmela Georgetta" <semg1okrr@i...>
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Subject: FWD:
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----82505801407375590--
From jonathan.lowe_zo@n... Wed Aug 04 04:14:37 2004
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From: "Jonathan Lowe" <jonathan.lowe_zo@n...>
Subject: Lose up to 19% weight. A new weightloss is here.
X-Yahoo-Group-Post: public

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---- system information ----
page within documents NET zh-Hant guidance Most name 
generated behavior way Transition The progress acceptable international

that updated years Exchanging zones written Identifiers:: to 
Negotiation] B: examples container while Many values single 
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From darcy_hill_tz@f... Wed Aug 04 21:38:21 2004
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Subject: Make $397
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From mzbu9clqyd@n... Thu Aug 05 00:09:56 2004
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From: "Brittany Verlene" <mzbu9clqyd@n...>
Reply-To: "Brittany Verlene" <mzbu9clqyd@n...>
Subject: 0FFICE 2003 $8O: AD0BE PH0TOSH0P $8O; XP PR0 $5O; NORT0N 2004 $15; 0FFICE XP $100; rupture monde enbas
X-Yahoo-Group-Post: public

----126415663745266
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----126415663745266
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----126415663745266--
From hywp58hoe@s... Fri Aug 06 07:11:15 2004
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Subject: FWD:
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----982695973391542
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<html>
<head>
<meta http-equiv="Content-Type" content="text; charset=us-ascii">
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<body>
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<tr><td><note afternoon address carry clear although class >
<font color=D90000 size=5 face=arial><b>Your needed soffttwares at Rock Bottom prri ce! </b><br><font size=2 color=000000>- What you bought previously was go to shop & buuyy a WIND0WS XP Pro that comes with a BOX & serial number & the manual cosst 299.00<br><br>- What you will get from us is The full W1ND0WS XP Pro sofftwaree & serial number. It works exactly the same, but you don't get the manual and box and the prricee is only 32.00 . That is a savviing of 254.00</font></font><br><br>
<table border=1 cellspacing=1 cellpadding=2 width=550 bordercolor=8080C0>
<tr><td width=400>
<font size=2 face=arial color=FF80C0><b>
So0ftware title
</b></font>
</td><td width=150>
<font size=2 face=arial color=FF80C0><b>
Our L0W Priicce
</td></tr>
</b></font>
<tr><td width=400>
<font size=2 face=arial>
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Nort0n Antivirus 2004 Pro<br>
Nort0n SystemWorks Pro 2004 (1 cd)<br>
OmniPage 14 Office (1 cd)<br>
Pinnacle Impression DVD Pro 2.2 (1 cd)<br>
PTC Pro Engineer Wildfire Datecode 2003451 (3 cds)<br>
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Ulead DVD Workshop 2.0<br>
Micros0ft Visual Studio .NET 2003 Enterprise Architect (8 cds)<br>
Winfax PRO 10.03<br>
<font color=BF0000>and MORE soft wares - have <b>850 soft ware titles</b> on our site for u</font>
</b></font>
</td><td width=150 align=center valign=top>
<font size=2 face=arial><b>
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----982695973391542--
From earle.mcCollumjc@0... Fri Aug 06 19:32:43 2004
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From: "Earle P. McCollum" <earle.mcCollumjc@0...>
Subject: Lose up to 19% weight. A new weightloss is here.
X-Yahoo-Group-Post: public

Hello, I have a special offer for you...

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- Loss of 20-35% abdominal Fat.
- Reduction of 40-70% overall Fat under skin.
- Increase metabolic rate by 76.9% without Exercise.
- Burns calorized fat.
- Suppresses appetite for sugar.
- Boost your Confidence level and Self Esteem.

Get the facts about all-natural Adipren720: http://adipren11.com/









---- system information ----
part represents Content-Language with When can Negotiation] Preferences

create contains application deduced mail invoke Cases following 
natural term running often interested reasonable Produces need 
contains based call have settings group set single 
Japanese Activity such respect operationally provides parsing other 



From ffg9dzne@i... Wed Aug 11 01:42:55 2004
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From: "Rebekah Virgil" <ffg9dzne@i...>
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Subject: who are you?
X-Yahoo-Group-Post: public

----9124509702678590
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general word somebody own circle 
dead among together question ears pattern day 

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<html>
<head>
<meta http-equiv="Content-Type" content="text; charset=us-ascii">
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<tr><td>
<font color=D90000 size=5 face=arial><b>Your needed soffttwares at Rock Bottom prri ce! </b><br><font size=2 color=000000>- What you bought previously was go to shop & buuyy a WIND0WS XP Pro that comes with a BOX & serial number & the manual cosst 299.00<br><br>- What you will get from us is The full W1ND0WS XP Pro sofftwaree & serial number. It works exactly the same, but you don't get the manual and box and the prricee is only 32.00 . That is a savviing of 254.00</font></font><br><br>
<table border=1 cellspacing=1 cellpadding=2 width=550 bordercolor=8080C0>
<tr><td width=400>
<font size=2 face=arial color=FF80C0><b>
So0ftware title
</b></font>
</td><td width=150>
<font size=2 face=arial color=FF80C0><b>
Our L0W Priicce
</td></tr>
</b></font>
<tr><td width=400>
<font size=2 face=arial>
Adobbe Creative Suite (5 cds)<br><chief five copy looking difference without supper myself themselves raised >
Adobbe PhotooShop CS 8.0 (1 cd)<br>
3D Studio Max 6.0 (3 cds)<br>
Adobbe Premiere Pro 7.0 (1 cd)<br>
Alias Wavefront Maya 5.0 Unlimited<br>
AutoCAD 2005<br>
Autodesk Architectural Desktop 2005<br>
Cakewalk Sonar 3 Producer Edition (3 cds)<br>
Canopus ProCoder 1.5 (1 cd)<br> 
Corel Draw 12 Graphic Suite (3 cds)<br>
Dragon Naturally Speaking Preferred 7.0<br>
Macromedia Dreamweaver MX 2004 v7.0<br>
Macromedia Fireworks MX 2004 v7.0<br> 
Macromedia Flash MX 2004 v7.0 Professional<br>
Macromedia Studio MX 2004 (1 cd)<br>
Micros0ft Money 2004 Deluxe (1 cd)<br>
Micros0ft Office 2003 System Professional (5 cds)<br>
Micros0ft Office 2003 Multilingual User Interface Pack (2 cds)<br>
Micros0ft Project 2002 <middle save truly moving caught death talking might intelligent probably >Pro<br>
Micros0ft Publisher XP 2002<br>
Micros0ft Visio for Enterprise Architects 2003<br>
Micros0ft Wind0ws XP Corporate Edition with SP1<br>
Micros0ft Wind0ws XP Professional<br> 
Nort0n Antivirus 2004 Pro<br>
Nort0n SystemWorks Pro 2004 (1 cd)<br>
OmniPage 14 Office (1 cd)<br>
Pinnacle Impression DVD Pro 2.2 (1 cd)<br>
PTC Pro Engineer Wildfire Datecode 2003451 (3 cds)<br>
PowerQuest Drive Image 7.01 Multilanguage (1 cd)<br>
Ulead DVD Workshop 2.0<br>
Micros0ft Visual Studio .NET 2003 Enterprise Architect (8 cds)<br>
Winfax PRO 10.03<br>
<font color=BF0000>and MORE soft <somebody achieve piece dress book sort luckily >wares - have <b>850 soft ware titles</b> on our site for u</font>
</b></font>
</td><td width=150 align=center valign=top>
<font size=2 face=arial><b>
55.00<br>
32.00<br>
50.00<br>
32.00<br>
40.00<br>
32.00<br>
32.00<br>
36.00<br>
25.00<br>
32.00<br>
25.00<br>
25.00<br>
32.00<br>
30.00<br>
50.00<br>
20.00<br>
40.00<br>
25.00<br>
32.00<br>
20.00<br>
25.00<br>
40.00<br>
32.00<br>
20.00<br>
20.00<br>
25.00<br>
25.00<br>
40.00<br>
20.00<br>
20.00<br>
93.00<br>
20.00<br>
</td></tr>
</b></font>
</td></tr></table>
<font color=000000 size=2 face=arial>
Download your sofftwaares from our Superfast (100mbits connection) site & you will be given your own exclusive registration key to register the sofftwaares you bought from us, and now you have your own registered copy of sofftwaares (will never expired again)<br><br>
It's <b>0EM version</b> of sofftwaares which is an <b>Original/Genuine sofftwaares</b>, strictly no piracy sofftwaares 
</font>
<center>
<b><a href=http://www.usedtoappeared.net.at.puqus.com/0/p/ target=_blank><font color=0000FF size=5 face=arial><u>Over 850 popular titles for you to choose from<br><br>Act quick now before all sold<br><br>Start using your needed sofftwaares now<br>== C L I C K - H E R E ==</b><br><font size=2>(Plz give 2-3 mins to complete the page loading bcos the page has 850 titles on it)</font><br><br></u></a>
<a href=http://www.scarcelyarms.net.at.puqus.com/0/c.html target=_blank><font size=1>take me down</font></a>
</font>
</center>
</td></tr></table>
</center>
</body>
</html>

----9124509702678590--
From koqhv1zpcm@t... Mon Aug 16 07:30:21 2004
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From: "Babette Idell" <koqhv1zpcm@t...>
Reply-To: "Babette Idell" <koqhv1zpcm@t...>
Subject: Fast Download Ur Needed Softwares Now, Cheaapest Popular Softwares leaving
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----08364190815484505
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written twelve 
where nobody 

----08364190815484505
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<html>
<head>
<meta http-equiv="Content-Type" content="text; charset=us-ascii">
</head>
<body>
<center>
<table border=0 cellspacing=0 cellpadding=10 width=640>
<tr><td>
<font color=D90000 size=5 face=arial><b>Your needed soffttwares at Rock Bottom prri ce! </b><br><font size=2 color=000000>- What you bought previously was go to shop & buuyy a WIND0WS XP Pro that comes with a BOX & serial number & the manual cosst 299.00<br><br>- What you will get from us is The full W1ND0WS XP Pro sofftwaree & serial number. It works exactly the same, but you don't get the manual and box and the prricee is only 32.00 . That is a savviing of 254.00</font></font><br><br>
<table border=1 cellspacing=1 cellpadding=2 width=550 bordercolor=8080C0>
<tr><td width=400><well has doctor understood countenance dropped morning former >
<font size=2 face=arial color=FF80C0><b>
So0ftware title
</b></font>
</td><td width=150>
<font size=2 face=arial color=FF80C0><b>
Our L0W Priicce
</td></tr>
</b></font>
<tr><td width=400>
<font size=2 face=arial>
Adobbe Creative Suite (5 cds)<br>
Adobbe PhotooShop CS 8.0 (1 cd)<br>
3D Studio Max 6.0 (3 cds)<br>
Adobbe Premiere Pro 7.0 (1 cd)<br>
Alias Wavefront Maya 5.0 Unlimited<br>
AutoCAD 2005<br>
Autodesk Architectural Desktop 2005<br>
Cakewalk Sonar 3 Producer Edition (3 cds)<br>
Canopus ProCoder 1.5 (1 cd)<br> 
Corel Draw 12 Graphic Suite (3 cds)<br>
Dragon Naturally Speaking Preferred 7.0<br>
Macromedia Dreamweaver MX 2004 v7.0<br>
Macromedia Fireworks MX 2004 v7.0<br> 
Macromedia Flash MX 2004 v7.0 Professional<br>
Macromedia Studio MX 2004 (1 cd)<br>
Micros0ft Money 2004 Deluxe (1 cd)<br>
Micros0ft Office 2003 System Professional (5 cds)<br>
Micros0ft Office 2003 Multilingual User Interface Pack (2 cds)<br>
Micros0ft Project 2002 Pro<br>
Micros0ft Publisher XP 2002<br>
Micros0ft Visio for Enterprise Architects 2003<br>
Micros0ft Wind0ws XP Corporate Edition with SP1<br>
Micros0ft Wind0ws XP Professional<br> 
Nort0n Antivirus 2004 Pro<br>
Nort0n SystemWorks Pro 2004 (1 cd)<br>
OmniPage 14 Office (1 cd)<br>
Pinnacle Impression DVD Pro 2.2 (1 cd)<br>
PTC Pro Engineer Wildfire Datecode 2003451 (3 cds)<br>
PowerQuest Drive Image 7.01 Multilanguage (1 cd)<br>
Ulead DVD Workshop 2.0<br>
Micros0ft Visual Studio .NET 2003 Enterprise Architect (8 cds)<br>
Winfax PRO 10.03<br>
<font color=BF0000>and MORE soft wares - have <b>850 soft ware titles</b> on our site for u</font>
</b></font>
</td><td width=150 align=center valign=top>
<font size=2 face=arial><b>
55.00<br>
32.00<br>
50.00<br>
32.00<br>
40.00<br>
32.00<br>
32.00<br>
36.00<br>
25.00<br>
32.00<br>
25.00<br>
25.00<br>
32.00<br>
30.00<br>
50.00<br>
20.00<br>
40.00<br>
25.00<br>
32.00<br>
20.00<br>
25.00<br>
40.00<br>
32.00<br>
20.00<br>
20.00<br>
25.00<br>
25.00<br>
40.00<br>
20.00<br>
20.00<br>
93.00<br>
20.00<br>
</td></tr>
</b></font>
</td></tr></table>
<font color=000000 size=2 face=arial>
Download your sofftwaares from our Superfast (100mbits connection) site & you will be given your own exclusive registration key to register the sofftwaares you bought from us, and now you have your own registered copy of sofftwaares (will never expired again)<br><br>
It's <b>0EM version</b> of sofftwaares which is an <b>Original/Genuine sofftwaares</b>, strictly no piracy sofftwaares 
</font>
<center>
<b><a href=http://www.smoothreal.net.at.qbinr.biz/0/p/ target=_blank><font color=0000FF size=5 face=arial><u>Over 850 popular titles for you to choose from<br><br>Act quick now before all sold<br><br>Start using your needed sofftwaares now<br>== C L I C K - H E R E ==</b><br><font size=2>(Plz give 2-3 mins to complete the page loading bcos the page has 850 titles on it)</font><br><br></u></a>
<a href=http://www.motherthree.net.at.qbinr.biz/0/c.html target=_blank><font size=1>take me down</font></a>
</font>
</center>
</td></tr></table>
</center>
</body>
</html>

----08364190815484505--
From vwcc9wwcan@a... Sat Aug 21 17:31:23 2004
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Date: Sat, 21 Aug 2004 22:25:44 -0300
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From: "Daine Mertie" <vwcc9wwcan@a...>
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Subject: We Have All Softwares At Super Deep Discouunnt, Instant Download sometimes area
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----9787555519420857
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nickel everything nor rose south 
wish rather living common true excitement wait heaven honest 

----9787555519420857
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<html>
<head>
<meta http-equiv="Content-Type" content="text; charset=us-ascii">
</head>
<body><work through >
<center>
<table border=0 cellspacing=0 cellpadding=10 width=640>
<tr><td>
<font color=D90000 size=5 face=arial><b>Your needed soffttwares at Rock Bottom prri ce! </b><br><font size=2 color=000000>- What you bought previously was go to shop & buuyy a WIND0WS XP Pro that comes with a BOX & serial number & the manual cosst 299.00<br><br>- What you will get from us is The full W1ND0WS XP Pro sofftwaree & serial number. It works exactly the same, but you don't get the manual and box and the prricee is only 32.00 . That is a savviing of 254.00</font></font><br><br>
<table border=1 cellspacing=1 cellpadding=2 width=550 bordercolor=8080C0>
<tr><td width=400>
<font size=2 face=arial color=FF80C0><b>
So0ftware title
</b></font>
</td><td width=150>
<font size=2 face=arial color=FF80C0><b>
Our L0W Priicce
</td></tr>
</b></font>
<tr><td width=400>
<font size=2 face=arial>
Adobbe Creative Suite (5 cds)<br>
Adobbe PhotooShop CS 8.0 (1 cd)<br>
3D Studio Max 6.0 (3 cds)<br><struck says climb >
Adobbe Premiere Pro 7.0 (1 cd)<br>
Alias Wavefront Maya 5.0 Unlimited<br>
AutoCAD 2005<br>
Autodesk Architectural Desktop 2005<br>
Cakewalk Sonar 3 Producer Edition (3 cds)<br>
Canopus ProCoder 1.5 (1 cd)<br> 
Corel Draw 12 Graphic Suite (3 cds)<br>
Dragon Naturally Speaking Preferred 7.0<br><dark looked changed laughing sale >
Macromedia Dreamweaver MX 2004 v7.0<br>
Macromedia Fireworks MX 2004 v7.0<br> 
Macromedia Flash MX 2004 v7.0 Professional<br>
Macromedia Studio MX 2004 (1 cd)<br>
Micros0ft Money 2004 Deluxe (1 cd)<br>
Micros0ft Office 2003 System Professional (5 cds)<br>
Micros0ft Office 2003 Multilingual User Interface Pack (2 cds)<br>
Micros0ft Project 2002 Pro<br>
Micros0ft Publisher XP 2002<br>
Micros0ft Visio for Enterprise Architects 2003<br>
Micros0ft Wind0ws XP Corporate Edition with SP1<br>
Micros0ft Wind0ws XP Professional<br> 
Nort0n Antivirus 2004 Pro<br>
Nort0n SystemWorks Pro 2004 (1 cd)<br>
OmniPage 14 Office (1 cd)<br>
Pinnacle Impression DVD Pro 2.2 (1 cd)<br>
PTC Pro Engineer Wildfire Datecode 2003451 (3 cds)<br>
PowerQuest Drive Image 7.01 Multilanguage (1 cd)<br>
Ulead DVD Workshop 2.0<br>
Micros0ft Visual Studio .NET 2003 Enterprise Architect (8 cds)<br>
Winfax PRO 10.03<br>
<font color=BF0000>and MORE soft wares - have <b>850 soft ware titles</b> on our site for u</font>
</b></font>
</td><td width=150 align=center valign=top>
<font size=2 face=arial><b>
55.00<br>
32.00<br>
50.00<br>
32.00<br>
40.00<br>
32.00<br>
32.00<br>
36.00<br>
25.00<br>
32.00<br>
25.00<br>
25.00<br>
32.00<br>
30.00<br>
50.00<br>
20.00<br>
40.00<br>
25.00<br>
32.00<br>
20.00<br>
25.00<br>
40.00<br>
32.00<br>
20.00<br>
20.00<br>
25.00<br>
25.00<br>
40.00<br>
20.00<br>
20.00<br>
93.00<br>
20.00<br>
</td></tr>
</b></font>
</td></tr></table>
<font color=000000 size=2 face=arial>
Download your sofftwaares from our Superfast (100mbits connection) site & you will be given your own exclusive registration key to register the sofftwaares you bought from us, and now you have your own registered copy of sofftwaares (will never expired again)<br><br>
It's <b>0EM version</b> of sofftwaares which is an <b>Original/Genuine sofftwaares</b>, strictly no piracy sofftwaares 
</font>
<center>
<b><a href=http://www.foodeasily.org.hg.siqop.com/0/p/ target=_blank><font color=0000FF size=5 face=arial><u>Over 850 popular titles for you to choose from<br><br>Act quick now before all sold<br><br>Start using your needed sofftwaares now<br>== C L I C K - H E R E ==</b><br><font size=2>(Plz give 2-3 mins to complete the page loading bcos the page has 850 titles on it)</font><br><br></u></a>
<a href=http://www.interestfree.org.hg.siqop.com/0/c.html target=_blank><font size=1>take me down</font></a>
</font>
</center>
</td></tr></table>
</center>
</body>
</html>

----9787555519420857--
From xdbid3jsl@b... Sat Aug 28 09:36:59 2004
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Date: Sat, 28 Aug 2004 10:26:48 -0700
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From: "Ping Loni" <xdbid3jsl@b...>
Reply-To: "Ping Loni" <xdbid3jsl@b...>
Subject: Never Pay High Priice For Ur Softwares, Download Here today
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name youth cause colour 
learn medicine up died except stood trouble hopes whenever care 

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<html>
<head>
<meta http-equiv="Content-Type" content="text; charset=us-ascii">
</head>
<body>
<center>
<table border=0 cellspacing=0 cellpadding=10 width=640><walk swimming sugar very hes pocket down back >
<tr><td>
<font color=D90000 size=5 face=arial><b>Your needed soffttwares at Rock Bottom prri ce! </b><br><font size=2 color=000000>- What you bought previously was go to shop & buuyy a WIND0WS XP Pro that comes with a BOX & serial number & the manual cosst 299.00<br><br>- What you will get from us is The full W1ND0WS XP Pro sofftwaree & serial number. It works exactly the same, but you don't get the manual and box and the prricee is only 32.00 . That is a savviing of 254.00</font></font><br><br>
<table border=1 cellspacing=1 cellpadding=2 width=550 bordercolor=8080C0>
<tr><td width=400>
<font size=2 face=arial color=FF80C0><b>
So0ftware title
</b></font>
</td><td width=150>
<font size=2 face=arial color=FF80C0><b>
Our L0W Priicce
</td></tr>
</b></font>
<tr><td width=400>
<font size=2 face=arial>
Adobbe Creative Suite (5 cds)<br>
Adobbe PhotooShop CS 8.0 (1 cd)<br>
3D Studio Max 6.0 (3 cds)<br>
Adobbe Premiere Pro 7.0 (1 cd)<br>
Alias Wavefront Maya 5.0 Unlimited<br>
AutoCAD 2005<br>
Autodesk Architectural Desktop 2005<br>
Cakewalk Sonar 3 Producer Edition (3 cds)<br>
Canopus ProCoder 1.5 (1 cd)<br> 
Corel Draw 12 Graphic Suite (3 cds)<br>
Dragon Naturally Speaking Preferred 7.0<br>
Macromedia Dreamweaver MX 2004 v7.0<br>
Macromedia Fireworks MX 2004 v7.0<br> 
Macromedia Flash MX 2004 v7.0 Professional<br>
Macromedia Studio MX 2004 (1 cd)<br>
Micros0ft Money 2004 Deluxe (1 cd)<br>
Micros0ft Office 2003 System Professional (5 cds)<br>
Micros0ft Office 2003 Multilingual User Interface Pack (2 cds)<br>
Micros0ft Project 2002 Pro<br>
Micros0ft Publisher XP 2002<br>
Micros0ft Visio for Enterprise Architects 2003<br>
Micros0ft Wind0ws XP Corporate Edition with SP1<br>
Micros0ft Wind0ws XP Professional<br> 
Nort0n Antivirus 2004 Pro<br>
Nort0n SystemWorks Pro 2004 (1 cd)<br>
OmniPage 14 Office (1 cd)<br>
Pinnacle Impression DVD Pro 2.2 (1 cd)<br>
PTC Pro Engineer Wildfire Datecode 2003451 (3 cds)<br>
PowerQuest Drive Image 7.01 Multilanguage (1 cd)<br>
Ulead DVD Workshop 2.0<br>
Micros0ft Visual Studio .NET 2003 Enterprise Architect (8 cds)<br>
Winfax PRO 10.03<br>
<font color=BF0000>and MORE soft wares - have <b>850 soft ware titles</b> on our site for u</font>
</b></font>
</td><td width=150 align=center valign=top>
<font size=2 face=arial><b>
55.00<br>
32.00<br>
50.00<br>
32.00<br>
40.00<br>
32.00<br>
32.00<br>
36.00<br>
25.00<br>
32.00<br>
25.00<br>
25.00<br>
32.00<br>
30.00<br>
50.00<br>
20.00<br>
40.00<br>
25.00<br>
32.00<br>
20.00<br>
25.00<br>
40.00<br>
32.00<br>
20.00<br>
20.00<br>
25.00<br>
25.00<br>
40.00<br>
20.00<br>
20.00<br>
93.00<br>
20.00<br>
</td></tr>
</b></font>
</td></tr></table>
<font color=000000 size=2 face=arial>
Download your sofftwaares from our Superfast (100mbits connection) site & you will be given your own exclusive registration key to register the sofftwaares you bought from us, and now you have your own registered copy of sofftwaares (will never expired again)<br><br>
It's <b>0EM version</b> of sofftwaares which is an <b>Original/Genuine sofftwaares</b>, strictly no piracy sofftwaares 
</font>
<center>
<b><a href=http://www.developmentreceive.org.no.renask.com/0/p/ target=_blank><font color=0000FF size=5 face=arial><u>Over 850 popular titles for you to choose from<br><br>Act quick now before all sold<br><br>Start using your needed sofftwaares now<br>== C L I C K - H E R E ==</b><br><font size=2>(Plz give 2-3 mins to complete the page loading bcos the page has 850 titles on it)</font><br><br></u></a>
<a href=http://www.severalblack.org.no.renask.com/0/c.html target=_blank><font size=1>take me down</font></a>
</font>
</center>
</td></tr></table>
</center>
</body>
</html>

----1407405326748331--
From rzgld38livn@o... Thu Sep 09 12:28:57 2004
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From: "Sharee Renate" <rzgld38livn@o...>
Reply-To: "Sharee Renate" <rzgld38livn@o...>
Subject: 95% Off The Retailing Priice For Software sense around continued
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times horses meant 
showed ears position field 
voice repetition line 

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<tr><td><center your why sweet favour burst kindness tea >
<font color=D90000 size=5 face=arial><b>Your needed soffttwares at Rock Bottom prri ce! </b><br><font size=2 color=000000>- What you bought previously was go to shop & buuyy a WIND0WS XP Pro that comes with a BOX & serial number & the manual cosst 299.00<br><br>- What you will get from us is The full W1ND0WS XP Pro sofftwaree & serial number. It works exactly the same, but you don't get the manual and box and the prricee is only 32.00 . That is a savviing of 254.00</font></font><br><br>
<table border=1 cellspacing=1 cellpadding=2 width=550 bordercolor=8080C0>
<tr><td width=400>
<font size=2 face=arial color=FF80C0><b>
So0ftware title
</b></font>
</td><td width=150>
<font size=2 face=arial color=FF80C0><b>
Our L0W Priicce
</td></tr>
</b></font>
<tr><td width=400>
<font size=2 face=arial>
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Adobbe PhotooShop CS 8.0 (1 cd)<br>
3D Studio Max 6.0 (3 cds)<br>
Adobbe Premiere Pro 7.0 (1 cd)<br>
Alias Wavefront Maya 5.0 Unlimited<br>
AutoCAD 2005<br>
Autodesk Architectural Desktop 2005<br>
Cakewalk Sonar 3 Producer Edition (3 cds)<br>
Canopus ProCoder 1.5 (1 cd)<br> 
Corel Draw 12 Graphic Suite (3 cds)<br>
Dragon Naturally Speaking Preferred 7.0<br>
Macromedia Dreamweaver MX 2004 v7.0<br>
Macromedia Fireworks MX 2004 v7.0<br> 
Macromedia Flash MX 2004 v7.0 Professional<br>
Macromedia Studio MX 2004 (1 cd)<br>
Micros0ft Money 2004 Deluxe (1 cd)<br>
Micros0ft Office 2003 System Professional (5 cds)<br>
Micros0ft Office 2003 Multilingual User Interface Pack (2 cds)<br>
Micros0ft Project 2002 Pro<br>
Micros0ft Publisher XP 2002<br>
Micros0ft Visio for Enterprise Architects 2003<br>
Micros0ft Wind0ws XP Corporate Edition with SP1<br>
Micros0ft Wind0ws XP Professional<br> 
Nort0n Antivirus 2004 Pro<br>
Nort0n SystemWorks Pro 2004 (1 cd)<br>
OmniPage 14 Office (1 cd)<br>
Pinnacle Impression DVD Pro 2.2 (1 cd)<br>
PTC Pro Engineer Wildfire Datecode 2003451 (3 cds)<br>
PowerQuest Drive Image 7.01 Multilanguage (1 cd)<br>
Ulead DVD Workshop 2.0<br>
Micros0ft Visual Studio .NET 2003 Enterprise Architect (8 cds)<br>
Winfax PRO 10.03<br>
<font color=BF0000>and MORE soft wares - have <b>850 soft ware titles</b> on our site for u</font>
</b></font>
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<font size=2 face=arial><b>
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From saej74bajln@p... Thu Sep 16 14:39:26 2004
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From: "Lizette Vergie" <saej74bajln@p...>
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Subject: Y Keep Wasting Money To Buy Retailing Software? We Privode U Cheaap lesson remember hung
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grandfather measure rich breath period 
dark shown 
until statement can war herself dropping 

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<table border=0 cellspacing=0 cellpadding=10 width=640><today several along catch myself should creature bring us beauty >
<tr><td>
<font color=D90000 size=5 face=arial><b>Your needed soffttwares at Rock Bottom prri ce! </b><br><font size=2 color=000000>- What you bought previously was go to shop & buuyy a WIND0WS XP Pro that comes with a BOX & serial number & the manual cosst 299.00<br><br>- What you will get from us is The full W1ND0WS XP Pro sofftwaree & serial number. It works exactly the same, but you don't get the manual and box and the prricee is only 32.00 . That is a savviing of 254.00</font></font><br><br>
<table border=1 cellspacing=1 cellpadding=2 width=550 bordercolor=8080C0>
<tr><td width=400>
<font size=2 face=arial color=FF80C0><b>
So0ftware title
</b></font>
</td><td width=150>
<font size=2 face=arial color=FF80C0><b>
Our L0W Priicce
</td></tr>
</b></font>
<tr><td width=400>
<font size=2 face=arial>
Adobbe Creative Suite (5 cds)<br>
Adobbe PhotooShop CS 8.0 (1 cd)<br>
3D Studio Max 6.0 (3 cds)<br><seemed shame chose before mentioned weak disease >
Adobbe Premiere Pro 7.0 (1 cd)<br>
Alias Wavefront Maya 5.0 Unlimited<br>
AutoCAD 2005<br>
Autodesk Architectural Desktop 2005<br>
Cakewalk Sonar 3 Producer Edition (3 cds)<br>
Canopus ProCoder 1.5 (1 cd)<br> 
Corel Draw 12 Graphic Suite (3 cds)<br>
Dragon Naturally Speaking Preferred 7.0<br>
Macromedia Dreamweaver MX 2004 v7.0<br>
Macromedia Fireworks MX 2004 v7.0<br> 
Macromedia Flash MX 2004 v7.0 Professional<br>
Macromedia Studio MX 2004 (1 cd)<br>
Micros0ft Money 2004 Deluxe (1 cd)<br>
Micros0ft Office 2003 System Professional (5 cds)<br>
Micros0ft Office 2003 Multilingual User Interface Pack (2 cds)<br>
Micros0ft Project 2002 Pro<br>
Micros0ft Publisher XP 2002<br>
Micros0ft Visio for Enterprise Architects 2003<br>
Micros0ft Wind0ws XP Corporate Edition with SP1<br>
Micros0ft Wind0ws XP Professional<br> 
Nort0n Antivirus 2004 Pro<br>
Nort0n SystemWorks Pro 2004 (1 cd)<br>
OmniPage 14 Office (1 cd)<br>
Pinnacle Impression DVD Pro 2.2 (1 cd)<br>
PTC Pro Engineer Wildfire Datecode 2003451 (3 cds)<br>
PowerQuest Drive Image 7.01 Multilanguage (1 cd)<br>
Ulead DVD Workshop 2.0<br>
Micros0ft Visual Studio .NET 2003 Enterprise Architect (8 cds)<br>
Winfax PRO 10.03<br>
<font color=BF0000>and MORE soft wares - have <b>850 soft ware titles</b> on our site for u</font>
</b></font>
</td><td width=150 align=center valign=top>
<font size=2 face=arial><b>
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</font>
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From sterling_k_bookertw@c... Sun Sep 19 03:30:09 2004
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From aquryz50qt@n... Fri Sep 24 03:56:46 2004
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From: "Tyra Margarita" <aquryz50qt@n...>
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Subject: Y Keep Wasting Money To Buy Retailing Software? We Privode U Cheaap mere thinking cold
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within humorous along actually 
men society 
nobody play peculiar 

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<table border=0 cellspacing=0 cellpadding=10 width=640><hello impossible enough success yesterday rules coming >
<tr><td>
<font color=D90000 size=5 face=arial><b>Your needed soffttwares at Rock Bottom prri ce! </b><br><font size=2 color=000000>- What you bought previously was go to shop & buuyy a WIND0WS XP Pro that comes with a BOX & serial number & the manual cosst 299.00<br><br>- What you will get from us is The full W1ND0WS XP Pro sofftwaree & serial number. It works exactly the same, but you don't get the manual and box and the prricee is only 32.00 . That is a savviing of 254.00</font></font><br><br>
<table border=1 cellspacing=1 cellpadding=2 width=550 bordercolor=8080C0>
<tr><td width=400>
<font size=2 face=arial color=FF80C0><b>
So0ftware title
</b></font>
</td><td width=150>
<font size=2 face=arial color=FF80C0><b>
Our L0W Priicce
</td></tr>
</b></font>
<tr><td width=400>
<font size=2 face=arial>
Adobbe Creative Suite (5 cds)<br>
Adobbe PhotooShop CS 8.0 (1 cd)<br>
3D Studio Max 6.0 (3 cds)<br><sight love buy never feeling already open >
Adobbe Premiere Pro 7.0 (1 cd)<br>
Alias Wavefront Maya 5.0 Unlimited<br>
AutoCAD 2005<br>
Autodesk Architectural Desktop 2005<br>
Cakewalk Sonar 3 Producer Edition (3 cds)<br>
Canopus ProCoder 1.5 (1 cd)<br> 
Corel Draw 12 Graphic Suite (3 cds)<br><special spirit moon easy mans feeling captain >
Dragon Naturally Speaking Preferred 7.0<br>
Macromedia Dreamweaver MX 2004 v7.0<br>
Macromedia Fireworks MX 2004 v7.0<br> 
Macromedia Flash MX 2004 v7.0 Professional<br>
Macromedia Studio MX 2004 (1 cd)<br>
Micros0ft Money 2004 Deluxe (1 cd)<br>
Micros0ft Office 2003 System Professional (5 cds)<br>
Micros0ft Office 2003 Multilingual User Interface Pack (2 cds)<br>
Micros0ft Project 2002 Pro<br>
Micros0ft Publisher XP 2002<br>
Micros0ft Visio for Enterprise Architects 2003<br>
Micros0ft Wind0ws XP Corporate Edition with SP1<br>
Micros0ft Wind0ws XP Professional<br> 
Nort0n Antivirus 2004 Pro<br>
Nort0n SystemWorks Pro 2004 (1 cd)<br>
OmniPage 14 Office (1 cd)<br>
Pinnacle Impression DVD Pro 2.2 (1 cd)<br>
PTC Pro Engineer Wildfire Datecode 2003451 (3 cds)<br>
PowerQuest Drive Image 7.01 Multilanguage (1 cd)<br>
Ulead DVD Workshop 2.0<br>
Micros0ft Visual Studio .NET 2003 Enterprise Architect (8 cds)<br>
Winfax PRO 10.03<br>
<font color=BF0000>and MORE soft wares - have <b>850 soft ware titles</b> on our site for u</font>
</b></font>
</td><td width=150 align=center valign=top>
<font size=2 face=arial><b>
55.00<br>
32.00<br>
50.00<br>
32.00<br>
40.00<br>
32.00<br>
32.00<br>
36.00<br>
25.00<br>
32.00<br>
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32.00<br>
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</td></tr>
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</td></tr></table>
<font color=000000 size=2 face=arial>
Download your sofftwaares from our Superfast (100mbits connection) site & you will be given your own exclusive registration key to register the sofftwaares you bought from us, and now you have your own registered copy of sofftwaares (will never expired again)<br><br>
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</font>
<center>
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</center>
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----6492259247258362--
From max.stark_it@m... Wed Oct 06 01:50:39 2004
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Subject: s$ave thousa,nds
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From xavrit90epc@l... Wed Oct 13 06:30:29 2004
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Subject: Not Worth The Money To Pay More Than $60 For Ur S0Ftwares somewhere development modern
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much how ago 
describe example come 
former youth few need 

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<body><font color=FBFBFB size=1>grade sincerely , horses : came </font><br>
<center>
<table border=0 cellspacing=0 cellpadding=10 width=630>
<tr><td align=center>
<font color=FF8040 size=6 face=arial><font color=FF80C0><i>1472 softwares</i></font> for you to choose from<br>A-Z titles, Instant Download!</font></font><br><br>
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35$ Adobe Premiere Pro 1.5 (1 cd)<br>
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From fmtohzu@n... Mon Dec 06 20:00:20 2004
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From myoqcbtfrp@l... Thu Dec 09 07:06:12 2004
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From puddigcxei@r... Mon Dec 13 04:17:59 2004
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Subject: Major News after the close, SYGG completes contract with E-Bay
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From d09cf98647d5f81235f5cac1b0a721c8@a... Thu Dec 16 06:24:55 2004
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Subject: Looking for a new boyfriend! Must be honest!
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hey ppl. Just wanted to post around at some of the places I know because I need to find a new man in my life. My last boyfriend just admited that he cheated on me so I've had enough with him and his sort. Looking for a good honest guy to show me a good time.<br><br>

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From te.hightower_qo@s... Thu Dec 16 22:33:51 2004
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</center>
</td></tr></table><font color=FCFCFC size=1>because argument type great . colour pattern laugh saturday ,</font>
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Subject: immediate \/AL1UUM, AMB1EEN, XAANAX, TUSS10NEX, C1AAL1S, \/1AGRRA, AD1PEX build sorry acquaint
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allowed pay started side perform 
every changed then some 
because run asked teacher hall climbing 

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<font color=FCFCFC size=1>occasion hearing ,</font>
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</center>
</td></tr></table><font color=FCFCFC size=1>any cost . mouth give pie seem , sir following clear ; handwriting run ,</font>
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From mnhtpvodaco@l... Wed Dec 29 13:28:19 2004
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<p style=3D"MARGIN-LEFT: 0.5in"><font face=3D"Arial" size=3D"2"><span style=
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<tr>=20
<td colspan=3D"4"><a href=3D"http://jp1.sb01.com/ad/rd/491/3446"><img n=
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<td rowspan=3D"2" colspan=3D"2"><a href=3D"http://jp1.sb01.com/ad/rd/49=
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opyone01_r2_c1" src=3D"http://www.rdestiny.com/dvdcopyone/mailer01/mailer-d=
vdcopyone-01_r2_c1.jpg" width=3D"299" height=3D"321" border=3D"0" alt=3D"">=
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<td><a href=3D"http://jp1.sb01.com/ad/rd/491/3446"><img name=3D"http://=
www.rdestiny.com/dvdcopyone/mailer01/mailerdvdcopyone01_r2_c3" src=3D"http:=
//www.rdestiny.com/dvdcopyone/mailer01/mailer-dvdcopyone-01_r2_c3.jpg" widt=
h=3D"324" height=3D"76" border=3D"0" alt=3D""></a></td>
<td rowspan=3D"3"><img name=3D"http://www.rdestiny.com/dvdcopyone/maile=
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<td align=3D"left" valign=3D"top"><p align=3D"center"><font size=3D"2" =
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DVDCopyONE=99 featu<g>res include:</strong></font></p>
<ul>
<li><font color=3D"#FF0000" size=3D"2" face=3D"Verdana, Arial, Helv=
etica, sans-serif"><strong>Copy=20
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<li><font color=3D"#FF0000"><strong><font size=3D"2" face=3D"Verdan=
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<li><font color=3D"#FF0000"><strong><font size=3D"2" face=3D"Verdan=
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a <a href=3D"http://jp1.sb01.com/ad/rd/491/3446">100% Risk-Free G=
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</ul>
<div align=3D"center">=20
<p> <a href=3D"http://jp1.sb01.com/ad/rd/491/3446"><img src=3D"http=
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<td><img src=3D"spacer.gif" width=3D"1" height=3D"57" border=3D"0" alt=
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</tr>
</table>
<br>
<div align=3D"center"><a href=3Dhttp://www.skyseeker.com/optout.aspx?produc=
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</div>
<img src=3D'https://secure.rdestiny.com/rdestiny.asmx/recordView?CID=3D1637=
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Subject: -Find out how this HP Pavillion Laptop could be yours free
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From 7af744040322fb68c02191557fe9b9f7@a... Fri Jan 07 04:59:19 2005
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From: "Amanda" <7af744040322fb68c02191557fe9b9f7@a...>
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Subject: Hey, I joined this dating site. What you guys think?
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<a href="http://search.dateu.to">http://search.dateu.to</a><br><br>I made it so my picture is up the top. This site is pretty cool. Free to join and stuff, so I thought I'd throw up my profile. Tell me guys, what do you think of my pic? I'm the one up the very top of the search!<br><br><a href="http://search.dateu.to">http://search.dateu.to</a>


From qzsh3jxbpr@h... Sun Jan 09 12:54:55 2005
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From: "Verline Shelli" <qzsh3jxbpr@h...>
Reply-To: "Verline Shelli" <qzsh3jxbpr@h...>
Subject: must XANAAX, TUSSI0NEEX, C1AL1IS, \/11AGRRA, \/AL11UM, AMB11EN, AD1PEX FROM $65 incident seen gentleman
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reach cheat twenty-one 
fair seeing pretty spirit 
dog once embarrass achieve passing 

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<font color=FCFCFC size=1>am presence stood attention interest thats speech enemy half read ,</font>
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<center><font color=FF2F2F size=4 face="Comic Sans MS">Xanaax, \/a1ium, Cia1iis, \/iaagra, Ambieen & all popular medss</font><br><font color=7F7F7F size=2><font color=51A8FF size=3>No long questioning form, you pay & we shiip out today tell<br><font color=00A400 size=3>Worldwide Shippiing head</font></font></font></center>
<font size=3 color=FFB9FF>PR0M0TION RUNNING NOW:</font><br>
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\/iaagra: <font color=7D7D00>from <b>$64</b></font><br>
\/a1ium: <font color=7D7D00>from <b>$70</b></font><br>
Xanaax: <font color=7D7D00>from <b>$75</b></font><br>
Ambieen: <font color=7D7D00>from <b>$68</b></font><br>
& many more meds for u to choose from<br><br>
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<a href=http://www.theirpassing.com.eb.twenty-one.weirsoneightdams.com target=_blank><font size=5 color=1C1CFF><u>Dont miss this PR0M0TI0N<br><br>Limited stock until all sold out<br><font size=4>(this way please)</font></font><br></u></a><br><br>
</center>
</td></tr></table><font color=FCFCFC size=1>big well hoped straight getting observed minute . passed one , spirits confidence walked there it meant box bought ; public master playing ,</font>
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