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Mornington Crescent doesn't exist

 
 
Brigade du jour
20:16 / 30.12.02
At the risk of upsetting entire leagues of cultists and followers of this curious underground practice, I hereby posit the theory that the game Mornington Crescent is a made-up, totally arbitrary lot of nonsense with no rules and no basis in actual fact.

Many Barbelith adherents may be frothing at the mouth to dispute this theory and have dozens of imaginative insults to hurl in my direction. You are welcome, but if you do then I have a condition. You must supply an explanation (to the best of your ability) as to how Mornington Crescent works. I don't understand it and I feel like people are speaking a strange foreign language when they play it near me, a feeling exacerbated by the fact that not only are they of course speaking plain English, but I live in London and am quite familiar with the London Underground.

Please help. I am becoming desperate.
 
 
Shortfatdyke
20:22 / 30.12.02
Easy - it's just played by cliquey people who want to make the rest of us feel like outsiders. That's my way of saying I don't understand it either.

Better than Mornington Crescent, however, is a game a mate of mine used to play - which involved actually making journeys on the Underground that spelt out her name.
 
 
Brigade du jour
20:23 / 30.12.02
Wow! That sounds much cooler! Hope the name wasn't Xerxes or anything.

Maybe I shouldn't let these things get to me. Emotional old sausage, that's me. Thanks for the support, shortfatdyke.
 
 
grant
20:34 / 30.12.02
It's pretty hard to explain, but the idea is that you're a commuter trying to get to Mornington Crescent station. That's the whole thing. The fun of the game is in mixing various real-world obstacles (like construction on the tracks, or hopping onto taxis between stations) with a huge amount of variations on the rules, where certain moves are illegal, or certain conditions have to be met before you can transit directly from your home station to Mornington Crescent.
Within certain rulesets, there may be dozens of sets of conditions that have to be met, so that one player may be avoiding all stations with a "v" in the name, while another will be using only those stations dating back to the 1970s or earlier, and a third will be allowed to ride on three color lines. Along the way, they'll each be trying to block each other's progress, too.
What is frustrating you is really the hallmark of Mornington Crescent, those arguments over the rules. Quite often, as far as your fun quotient goes, this is the actual point of the game - because the rules are so byzantine even within any given ruleset (Chalk Farm Green Book, 1976 update, is something like 1,600 pages long, for example). In some ways (at least the way I play it), it's a game that really rewards research skills along with the kind of tactical thinking you see in "normal" games like go or chess.
And it's true, rather than trying to actually read a rulebook of over 1,600 pages (which is only one of dozens of similarly huge rulebooks), it's much easier to just join in and pick it up as you go along.
 
 
Brigade du jour
20:37 / 30.12.02
So what you're saying is, there are thousands upon thousands of rules, and you just say any station you like until someone picks you up on it?

Hmm. Suddenly it makes a perverse kind of sense. That would explain why uttering the word 'Barking' resulted in such congratulation and back-patting for probably the first time in the town's history.
 
 
Less searchable M0rd4nt
20:41 / 30.12.02
Well, if people will insist on using the Chalk Farm ruleset (which I contend is roughly equivalent to 4D Chess, Connect Pi, Snakes and Wormholes or Invisible Scrabble in terms of pointless abstrusity and futile obfuscation), it's hardly surprising that people get the wrong idea and assume that Mornington Crescent is some kind of cruel joke.
 
 
Brigade du jour
20:44 / 30.12.02
So it was the wrong idea then? Do you promise?
 
 
yawn - thing's buddy
21:07 / 30.12.02
I remember seei ng Mornington Crescent station appear in the middle of Moore's American Gothic Saga in Swamp thing.

It was an unhappy portent.

Not for me, you understand; for the character's in the story.
 
 
Our Lady of The Two Towers
21:12 / 30.12.02
If you're a beginner I suggest 'From Mill Hill East to Colliers Wood' by- oh bugger, can't remember, anyone?- which has the 1988 abridged rules, handy for the beginner, and several practice games you can try working out yourself. It's been out of print for ages and strangely not reprinted (I think there was a problem with copyright following the breakup of the former USSR), there was a copy on ebay that I saw in the Summer but I guess it's long gone now.
 
 
Tezcatlipoca
21:14 / 30.12.02
Ok, for this example I'll be using a MC thread I started about a month ago, a copy of which can be found here.

------------------------

As you can see, we start with the Greenberg 1886 variant, and I commence play at Bank.

Miss Club responds with Kennington, which is fast and furious play (possibly more fast than furious, it's not clear at this stage). Now she could have attempted a double back loop and gone instead for one of the Jubilee stops, but that would have left her laterals totally unprotected.

Later we see the Chairman pull me up on Snodgrass bold play rule, and play Ealing Broadway. Now that was a move that none of us had seen since Gustav Fenning defended his title in 1953. Ironic, really.

As Mordant quite rightly says, the Chalk Farm rule set is a little vague at times with respect to its proper usage, (or indeed any usage), but as you can see from the game in progress, the Misgendered Lord adheres to these said rules by playing the controversial Mill Hill East. Throwing the game into a potential diagonal shunt.

As grant says, there are several rule sets which often are played simultaneously - if not always harmoniously, and a prime example of this is Rothkoid's introduction of the Coates-Resident Manoeuvre to Maida Vale. What Rothkoid has done here, however the Misgendered Lord makes a rather stunning recovery with London Victoria. The important thing to remember there is that the Victoria move was not a station alteration under Rothkoid's foreign ruleset, but a legal shift from Maid Vale to London Victoria under Misgendered's rule set. This is perfectly legal in MC, expect in cases where Circle/District rule shifts are wild or the French variant Mornington Croissant is being enforced.

Such rule crossovers can cause problems, of course, as can be seen towards the bottom of the first page on the MC thread. The game breaksdown completely as the various protagonists argue the rule variants in play, and which are - and which are not - to be considered legal. Grant resolves the matter with a very diplomatic play of Kennington, which allows me to play Edgeware Road.

Rothkoid supplies a very admirable Notting Hill Gate, from whence play proceeds quickly until I manage to bring the game neatly to a finish by employing the Playwright Backshunt to Mornington Crescent.

------------------------

It has often been said that MC is one of those games that takes years to learn, seconds to master, and centuries to play, but hopefully this post has helped to clear up some of the murkier areas regarding the rules system(s)...
 
 
Mourne Kransky
21:24 / 30.12.02
The Barbelith form of the game, which has emerged over the course of several forays into The Creation, is a good one for beginners because it is fairly liberal in its interpretation of the Rules. There are some purists around who take a much more rigid approach to the game. They might not see any humour in "Barking" for instance.
 
 
Brigade du jour
21:27 / 30.12.02
I see a lot of humour in Barking, but then I used to live there. Laughing is the only way to cope. Thanks for the tip, wise one.
 
 
The Strobe
22:30 / 30.12.02
Also note that it is dangerous to admit one does not know how to play to a group of seasoned MC veterans. It's a convention of the game: anyone playing is assumed to know the rules and if they get them wrong then you just correct (and possibly punish) them as necessary. Admitting you cannot play is bad form - showing the desire to learn is more important. It's worth noting that MC is one of the more sporting games in the world, encouraging fair play to anyone confident enough to pick it up.

This is partly because, as examples have shown, it's very easy to be called on a rule you never even really knew about, but at least you know better for next time. It's a lot like Go: lifetime to master, etc. I do recommend playing with a tube map open, because you'll be forced to consider all sorts of stations you might not know. It teaches you the tube like nothing else. A timetable may also be handy, not to mention a rhyming dictionary.

I was thinking today we needed a new game of this... might kick it off; FeliciaHTB, do come along.
 
 
Brigade du jour
23:17 / 30.12.02
I would but you'd all laugh at me. Poo.

Oh all right then. Give us an email when it starts.
 
 
The Strobe
23:22 / 30.12.02
If you're interested in playing... it's kicked off in the Creation.
 
 
Brigade du jour
23:31 / 30.12.02
Ta muchly Paleface.
 
  
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