Stonehaven, Scotlands East Coast Charmer Stonehaven, Scotlands East Coast Charmer Home Home History History Kinnef Church Kineff Church Fireball Festival Fireball Festival
 
 
  history   Events   Businesses   Walks   Location   Town Map  
Join Our Mailing List


Rules of Mornington Crescent:

The game:

The original Mornington Crescent was not a game, but a mechanism allegedly used by London Cabbies in the late 19th Century (not some Londinuium game dating to Roman times). Its aim was to extend the cab ride, and hence increase income. Endeavoring when ever possible to pass either end of Mornington Crescent en route between High Gate and the Isle of Dogs.

As the use of the London horse cab faded away in favour of the Motor cab, and London road system expanded, this complicated the exercise and it fell into disuse. Cabbies then favored the modern trend to simply overcharge every fare, irrespective of route.

The modern game was adapted as a one off exercise, on the BBC Radio comedy game show “I'm Sorry I Haven't A Clue” . Based on rules of the first series producer Alexander Layton Laurie Earnesty. At that time they used the London Underground train system as the “Map”, with the final destination being reached the “Mornington Crescent” tube station. The starting point being nominated by the first to start. These simple original rules have been transcribed from a copy of the original hand written broadcast notes.  

Original Rules of the game: (Alexander Layton Laurie Earnesty 1923 – 1977)

The game must be played by two teams (or individuals), with the drawing of cards or the tossing of a coin deciding the first team or player to start first.  

1.        All stations must be fully open stations in both directions on the official London Underground (Tube) map route system as at 1957.

2.        All connections must be in interchange stations and train-to-train – no other routes or footpaths allowed..

3.        The first to start nominates the starting station.

4.        The opposing team then continues the route.

5.        The wining team or player is the first to reach Mornington Crescent station.

6.        Nominated stations must:

1.     Unless crossing the Square Mile, when multiple connections are allowed. Be reachable from the existing station by no more than 1 connection,

2.        All moves from within the City of London Square Mile must pass outside and be via 2 connections.

3.        Must not involved more than 1 pass under or over any section of the Thames.

4.        No move transgresses more than 2 Burgh boundaries.

5.        When connections with Riverboat services are utilised; rules 2 and 6.3 do not then apply.

6.        Except for the Northern Line, no backtracking is allowed for sequential moves.

7.        Unless to finish the game, no player can immediately repeat a previous move of the opposite team.

 

These where the original rules, simple and straightforward, allowing a degree of tactics much like chess. With a good knowledge of the Underground system and Burgh Boundaries, and within the constraints of the options, opposing teams are able to counter and direct each other on specific routes. In some cases forcing opponents for some periods, away from the final destination.

 Further expansions over time:

All good entertaining games grow and modify to keep pace with changing times and social environments. Mornington Crescent is no different. And in 1979 were released a few updated rules.

 Updated Rules 1979: Updated for expansion to rail system:

All stations must be fully open stations in both directions on the official London Underground map route system as at 1971.

Due to increased traffic in some stations:

Rule 2 change: All connections must be in interchange stations and train-to-train – no other routes or footpaths allowed. With the exception to and from Covent Garden station if the game is played at the week end or evenings.

Due to updated fare and zone structure:

Rule 8 : No move will transgress more than 2 fare zones unless starting in Zone B,C or D

With improved integrated rail system:

   Rule 9 : Nations rail link lines between Underground stations are acceptable, unless at a time of playing  there is national industrial action resulting in strike action in the national rail system.

 Additional Rules and Variants.

Released  in 1990 onward to reflect the international appeal.

There are many variations of the rules that can be invoked and deployed during a game. Here is a list of the some of the main variant rules that are available for play.

Known Rule Amendments On calling these clauses:

    • Euston clauses  :  Euston and Euston Square are treated as one station. Present player continues.
    • Victoria clause : Player goes directly to Victoria Station (1 use per game only)
    • Northern Line rule : Backtracking is only allowed if changing at Euston.
    • Incorporating Options: Other international Metro / Underground systems can be linked as inter-rail routes only, but calling this clause forfeits a turn and gives opponents first option of entry station used.  Links via first / last station names letters only.
    • Swedish Inversion Rule : Next player must finish at a  surface stations only.
    • Three time loop jump : next destination station must be reached by three connections, and 2 Thames traverses.
    • Reverse-Badgering  :  Backtracking is allowed to only within 2 stations of previous starting point.
    • Livingstone Itergrated Transport rules 2002c  : All lines, routes, trams and busses in the 2002 public- private partnership agreement are allowed while ken Livingston is still mayor of London.
    • German Lateral rules  : On calling this, use of the Eurostar is allowed to Gare Du Nord, but only 3 Paris metro routes can be traveled before automatic routing to Berlin Central metro station via TGV (unless Victoria Clause nominated). But then only S-Bahn trains on Pre 1990 East / West unification routes can be used.
    • War Provision Rationing Rules of 1942 : On calling this clause, ( based on still inoperable routes in 1942) the player misses a turn, but opponents are limited to 1 connation route using the working Tube layout on June 21st 1940, after a major bombing raid.
    • Arrow Pinoche Varient of Euston Rule :  Starting from Euston and Euston Square only – Based on Raúl Ruiz seeking sanctuary in Paris for  three decades during a particularly long game of Mornington Crescent, where he made more than 100 films. The Paris metro is called but only stations adjacent to operating Art House Cinemas can be used.
    • Two hour Challenge : On the game reaching a duration of more than 2 hours (or multiples off), players can call (while then forfeiting their turn), to adjourn to the bar for a ½ hour consultative adjournment. Any opponents failing to agree forfeit their place in the game.
    • Definitely no Worple Financial Index :  The opposing player must empty his pockets of small coins. If amounting to less than the present international average cost for a McDonalds big Mac on the Worple Big Mac Index, the player misses a turn.
    • Reverse bidding : Offering your opponents a free play, on condition they select a destination , the exact same number of stations away from Mornington Crescent as the present departure station.
    • Osmonds ruling of 1975  : Nominates the Mexico City Metro system for use by opponents. Starting on any station on Líne 2 (Cuatro Caminos -Taxqueña) then by unguarded tunnel to Harrow and Wealdstone if a successful maneuver is performed.
    • 1999 Red Ken versus The People ruling : Nominated any station within walking distance of Downing Street as the start point for the opponents.
    • East Anglian advantage : Any player having become bored with the game can retire from the game without penalty, on forfeit to go directly to East Anglia to enjoy a wet weekend.
    • Rule 221b : Taking part in the game while playing a stringed instrument, or under the influence of drink or drugs (Violins and Opium excepted) is forbidden unless in company with others.

Variants

    • Cobblethorpes 1960 Beeching execution variant  : On calling this clause opponents have the choice to either use the Rail network links to the underground pre 1960 Beeching act or start from Cobblethorpes station in Somerset, using officially listed at the time omnibus transport only.
    • The Larch 1986 variant: On calling this clause (Drawn from the experiences of The eastern larch beetle, Dendroctonus simplex  a native North American insect that colonizes the phloem of the main stem, exposed roots, and larger branches of tamarack, Larix laricina) . Options to pass over or under the Thames are removed for the next 3 subsequent routes. (use once in the game)

 

Maneuvers

    • Ottoman :  Nominating a same line station.
    • Shunting : Moving One station as a delay tactic.
    • Slip Routes : Moving as far away from present position as possible
    • Bidermeyers slip : Opposition goes to Tufnell Park
    • Napoleon maneuver : calling the German Lateral rules , and immediately taking the metro / RER B to Versailles.
    • Ruislip triumvirate : If in Westminster Burgh going to South Ruislip directly
    • Snape's Drift : South Kentish town to finsbury park.
    • Heathrow Terminal 4 Move : Resigning the game

 

Banned Rules and Varients

    • The 1833 Half Scrotum : Faced with defeat, gripping with hands or feet, clenching in teeth (False or natural) of opponents scrotum to prevent speech and hence prevent loss of the game is prohibited. Not applicable to female players.

Postscript : Congratulations for perseverance in reading these rules. One final point, all the above is not the whole story. Truth is, there are only 2 game rules for Mornington Crescent, and the game as presented is a very complex and long running joke. Not complex, considered or mentally taxing.

The true rules are:

      • 1 - A player starts by naming a station on the London Tube system.
      • 2 - The first player to say "Mornington Crescent" wins.

Those (mostly) playing the game know this, to the disadvantage and frustration of those ignorant of this fact. The moves, rules and clauses, consternations and general flummery, are completely random and are only to embellish the myth of involved and highly interwoven strategy play. This deception is why games seldom last more than a few minutes, to maintain the joke for any length of time can be tedious for the players. Trying to follow the moves in any game in close detail unfortunately make this charade obvious. So I am sorry to dispel the illusion, but you are welcome to play yourself among unsuspecting friends. Just name ANY London tube station, make it sound as though it is a seriously considered choice. If the others playing who are "in the KNOW" could cheer or groan in surprise, all the better to make those in ignorance feel more puzzled. When the joke passes, say "Mornington Crescent" to end the game.

Pick a station , any station!

 
 
Facts  

Walks around Muchalls and Newtonhill was Produced by the Wildlife Committee of the Newtonhill Allotment Association