A different interpretation of Mornington Crescent, this one having an actual board - a Tube map - and counters which are moved around on it.
Special Rules
The Board
This deck requires a board - a London Underground map. Any map will do, so long as you have some way of placing counters on it to represent players and line disruptions. Each Player needs a piece to represent themselves, and you'll need maybe half a dozen "block" counters, as well as three or four miscellaneous counters for other station markers.
Opening Moves
Before the game starts (before, significantly, opening hands are drawn), each player - proceeding clockwise - chooses a Station to start at (other than Mornington Crescent), and places their piece on that Station.
Turn Structure
Rules are then as for standard Dvorak, except that Players may play any number of Things and Actions per turn, as befits the complexity of the game. In addition, the "Play" phase of each turn gains an extra aspect - the "Move".
The Move
A Player's Move may be made before or after any Actions or Things are played (you may play an Action, make your Move, and then play another Action, for example), and consists of the Player moving their piece up to three Stations along a line. A Player may not change lines during their Move, but if they end their Move at an Interchange Station, they can Move off along a different line during their next Turn.
Blocked Stations
Stations may become Blocked - if a Station is Blocked, a piece may not enter it during a Move. (It is allowed to leave, however, if it was there when the Station became Blocked.)
Mornington Crescent
Mornington Crescent is considered to be Blocked until a card is played to unblock it. When a Player finishes their Turn at Mornington Crescent, they win the game.
Card List
Terminus Run
Thing
Play only a Terminus Station outside of the Circle Line, and other than Kentish Town. Mornington Crescent is unblocked, for you only, while this card is in play.
Rush Hour
Action
From the beginning of the next Player's turn until the end of your next turn, Mornington Crescent is unblocked.
Card by Sandy
Bonanza
Thing
Play only if you would have five or more cards left in your hand after playing this. Discard your hand. Mornington Crescent is unblocked, for you only, while this card is in play.
Podume of Infinite Darkness
Thing
When you play this, move directly to Morden. Mornington Crescent is unblocked, for you only, while this card is in play.
Triple Helsinki
Action
Remove all counters (but not Player pieces) from the Map.
Block
Action
Place a Block counter on an adjacent Station, or remove one from it.
Block
Action
Place a Block counter on an adjacent Station, or remove one from it.
Directional Play
Thing
Any Player who ends their Move at a Station without a compass direction in its name must discard two cards. Destroy this at the end of any of your turns.
Card by Sandy
Double-Block
Action
Place Block counters on two adjacent Stations.
Circle-Line : Clockwise
Thing
Players may only travel clockwise along stretches of Circle Line track (or track parallel and connected to it). This card replaces "Circle Line : Anti-Clockwise".
Circle-Line : Anti-Clockwise
Thing
Players may only travel anti-clockwise along stretches of Circle Line track (or track parallel and connected to it). This card replaces "Circle Line : Clockwise".
Strile
Action
Move your piece to an adjacent Station.
Straddling
Action
You may make as many line changes as you wish, during this turn's Move.
Card by Sandy
BR Link
Action
Play only at a BR Station. You may move directly to another BR Station instead of making a normal Move, this turn.
Parallel Shift
Action
You may move any number of Stations, this turn, provided you go around no corners.
Card by Sandy/Kevan
Bridge Lock
Thing
Players may not cross the Thames. You may destroy this card at the end of any of your turns.
Home Declaration
Thing
Place a Home counter at your current location. You may move directly back to this Station in place of a normal Move. (Remove the counter from the board if this card leaves play.)
Remote Block
Action
Place a Block counter on any Station, or remove one from any Station.
South London Revanche
Action
All Players north of the Thames must discard a card at random.
Card by Sandy/Kevan
The Main Drag
Action
Nominate a compass direction. Until the end of your next turn, each step of every Move must include movement in that direction.
Card by Sandy
Increased Line Velocity
Thing
Nominate a Line. Players Moving along that Line may move four Stations instead of three.
Card by Sandy
Shunt
Action
Choose a Player who shares a Station with you. Move them up to five Stations along a single Line.
Circle Lock
Thing
All Stations on the Circle Line (and Euston) are Blocked while this card is in play, and may not be unblocked.
Parks and Greens Cascade
Thing
Any Player who ends their Move at a Station without the word "Park" or "Green" in its name must discard two cards. Destroy this card when a Player moves to Green Park.
Septimus Divergence
Action
Play only at Seven Sisters. Draw four cards.
Mipplington Denial
Action
Destroy a Thing.
Pitchfork Revocation
Action
Destroy two Things.
Knip
Thing
Play onto an opponent. They must always discard a card (if they have any) immediately after playing an Action.
Mind the Gap
Thing
Players may not end their Moves at Interchanges.
Wild
Thing
Nominate a Station other than Mornington Crescent; any Player may move directly to that Station, as their Move. Destroy this card at the start of your next turn.
Driveback
Action
Move a Player up to five Stations along a Line you share with them. (Wherever they are.)
The Call of Dollis
Action
Move all Players to Dollis Hill.
Card by Sandy/Kevan