Proposal: Changing the Lock
Enacted, 13-1. Does nothing, since rule 2.8 (Currently titled “Sightseeing”) does not contain the phrase “one locked station to no longer be locked”.
~lilomar
Adminned at 04 Apr 2011 22:24:09 UTC
In Rule 2.8, replace “one locked station to no longer be locked” with “one locked station (other than Mornington Crescent) to no longer be locked”.
Now that it’s playing out, UNLOCK is definitely overpowered - with two Hops either side of a weekend, a player can end the game without much impediment in four days (with a confederate moving freely to Mornington Crescent within moments of its unlocking, and passing the mantle of victory back to the unlocker). The current ruleset just doesn’t have enough complexity to block the Trail, or to limit who can take advantage of an unlock (“I could unlock Mornington Crescent but my opponents may get there first” is interesting, “I could unlock Mornington Crescent and tell my friend to move there immediately from anywhere on the board” is less so).
I have some ideas for improving the complexity, but don’t want to present them as the only possible solutions, or anything. This is just to see if we agree on “the game should not be winnable in four days”, for now - we can take this clause back out later, when unlocking is less unstoppable.
Josh: Mastermind he/they
Although I think it’s a very short-term fix, and only because I want to extend the dynasty.
Perhaps a mechanism by which six other stations have to be interacted with in some way to make MC available?