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krammer
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icon Re: Mornington Crescent (0)  
Ok, it's clear that everyone's a bit confused... it seems that the last few moves were played under Squares, so unless anyone has any objections, I suggest we continue using that variant.

Thus, to open things up a little: Willesden Junction. And if anyone complains, I am aware the Oxford Switch is discouraged in tournament play, but I think we can be a bit more relaxed here.

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10-07-2007 at 09:26 PM
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calamarain
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Willesden junction? What a delightfully inspired move! Really gets pressure on the north.

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10-07-2007 at 09:36 PM
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coppro
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The only thing to do here is calm thing's off with Heathrow. Boy am I glad that this variant considers the airport to be a single stop - otherwise, I wouldn't be able to seize control of the economics industry, giving me the better 2:1 trade.
10-08-2007 at 12:03 AM
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Jacob
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I'd like to jump into play with Marble Arch. I often find it's good to get some central moves in before the area's monopolised. Those of you following the game will also realise that I specifically picked Marble Arch because it's connectivity invariant, regardless of whether we're playing Four Squares or Four Seasons (just in case).

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10-08-2007 at 12:35 AM
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Mattcrampy
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icon Re: Mornington Crescent (0)  
I'm sorry, I was being imprecise: I did indeed mean for us to be playing Four Seasons, not Four Squares, and I'm not really sure that Four Squares is going to work particularly well as we start getting closer to Mornington Crescent.

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10-08-2007 at 05:28 AM
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Someone Else
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In that case, I'll play Dollis Hill, to doom you all.
10-08-2007 at 07:44 AM
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Bingbing
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I'll try breaking the loop via moving to Dollis Hill myself.

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10-08-2007 at 01:40 PM
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MartianInvader
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icon Re: Mornington Crescent (0)  
Not the best time in the game to jump in, but I think I see an opening in a still-relatively-underfunded area of the map - I'll play North Harrow

By the way - Are we playing Original Four Squares or Revised? If it's the former, then Someone Else's play was illegal due to Coppro's block two turns earlier.

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10-08-2007 at 02:51 PM
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coppro
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An interesting side effect of this ruleset, though (either Original or Revised) is that I can retroactively unblock by way of Aldwych, which serves to strongly strengthen my occupation of the Picalee triangle.
10-08-2007 at 04:56 PM
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Dex Stewart
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Man, you're playing risky! I'll counter any advantage you might have from that by earning the huge vendor bonus on Covent Gardens.
10-08-2007 at 05:02 PM
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calamarain
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Ooooh... a delicate move there.

For my own purposes, I think I'm going to have to play the Queen Elizabeth gambit (which is legal in all rulesets except the Manchester Rules). Dull, I know, but what can you do?

Mansion House

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10-08-2007 at 05:21 PM
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krammer
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This really isn't your game, is it, calamarain? Thanks to that simple play then by dint of a basic Johnson shift I can move Mornington Crescent.

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10-08-2007 at 05:39 PM
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Dex Stewart
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Congratulations krammer!!!

Since you're the one who chooses the new variant, may I suggest that we play double-city after Bernard rules, using the map of München as well?
10-08-2007 at 05:58 PM
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calamarain
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Dammit! How could I forget about the Johnson shift - it's been in the rules since 1976 :(

You're quite right. That one really wasn't my game :)

Oh, and regarding double-map, are you sure that's a good idea? Sticking to the London grid might be more sensible, especially for new players.

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[Last edited by calamarain at 10-08-2007 06:00 PM]
10-08-2007 at 05:59 PM
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krammer
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I agree. I think that double variants should wait for a while... I always get confused with Bernard rules anyway.

So, this game I think we'll have a round of Cambridge rules, with the addition of a rule that makes things more interesting: stations beginning with vowels are wild.

And with that in mind I'll commence with Green Park.

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10-08-2007 at 06:15 PM
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BeefontheBone
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krammer wrote:
This really isn't your game, is it, calamarain?
Yeah, but at least he got a comic out of it :P

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10-08-2007 at 06:16 PM
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calamarain
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BeefontheBone wrote:
Yeah, but at least he got a comic out of it :P
Hey, I take my inspiration where I can :)

And let's hope this game goes better for me. Being a resident of Cambridge IRL, I am of course very familiar with Cambridge rules and won't get caught out this time.

Just to confirm absolutely (not relevant for this move) - the Aldywch switch is prohibited, and outer norths don't count towards the total?

Either way, I'm going to start with Clapham Common

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10-08-2007 at 06:31 PM
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Chaco
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I'd like to know how many turns going through a Zone Under Construction takes under this ruleset, and what loss of momentum is imparted once one leaves an Oil Slick.

I'll avoid that ambiguity for now and make a quiet move to Molebank.

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10-08-2007 at 06:47 PM
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calamarain
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Chaco wrote:
I'd like to know how many turns going through a Zone Under Construction takes under this ruleset, and what loss of momentum is imparted once one leaves an Oil Slick.

I'll avoid that ambiguity for now and make a quiet move to Molebank.
Regarding zones under construction - that only applies to the Jubilee area, so we don't need to go into full details unless you move there.

As for Oil Slicks... doesn't that depend on which direction you're going?

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10-08-2007 at 07:00 PM
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coppro
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If I recall correctly, Oil Slicks are only directional in this variant within two stations of the Thames.

However, I think that a good play of Leicester Square sets me up for some great things.
10-08-2007 at 08:31 PM
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Dex Stewart
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Since we're playing by Cambridge rules, it means that Chorleywood does count as giving full zone control for zone B, therefore I can apply the Charleston penalty on any player I wish. I move there and pick Chaco.
10-08-2007 at 09:23 PM
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Someone Else
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But moving there allows me to trap you using the Luddite diversion, by playing Preston road.
10-08-2007 at 09:44 PM
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Dex Stewart
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Damn, so now I need to wait either until you move away or until someone chooses a staition with exactly 4 vowels... Am I right?(It's been a while since someone used that one on me)
10-08-2007 at 10:02 PM
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coppro
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Sorry, I'm not familiar with that one. I'll steady my position with South Ruislip.
10-08-2007 at 10:04 PM
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calamarain
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coppro wrote:
Sorry, I'm not familiar with that one. I'll steady my position with South Ruislip.
Fool! That lets me use a Tunbridge shift (the leftward climbing one) to get double power in the east, and thus get Kentish Town

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10-08-2007 at 10:18 PM
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coppro
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Gah! Now all I can do is move to Ruislip Manor.
10-08-2007 at 10:54 PM
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Bingbing
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Let me take Kings Cross to prepare a combo that I don't even know what it is.

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10-08-2007 at 11:41 PM
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Chaco
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Ah, but since King's Cross is wild you've nullified all penalties, including mine!

I can therefore move to Pilsuir Cemetery, thus greatly expanding my territory and giving me more opportunities with the northwestern and eastern roadways. I also gain one unit of iron on my travels.

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10-09-2007 at 01:25 AM
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MartianInvader
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icon Re: Mornington Crescent (+1)  
Then I'll play Mornington Crescent! Ha!


Edit: Apologies! Obviously, that move is illegal (I didn't notice that all the express lines had boarded). I should have realized that you wouldn't have been so foolhardy as to play Kentish Town too early.

Instead I'll play South Kensington, and use the rerouting bonus to lay an oil slick in the north-east direction.

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[Last edited by MartianInvader at 10-09-2007 01:29 AM]
10-09-2007 at 01:28 AM
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coppro
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I'm still stuck taking Ruislip Gardens
10-09-2007 at 02:46 AM
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