Inverse Crescent. You are drawn by a gradually increasing force towards MC. The measurement of the force (which we will call "Pull") is basically -LV, but it does not increase at a uniform rate. This is probably due to quantum. (The technical specialists among us can expand on this.) Periodic announcements on the current level of Pull will be made by Mission Control. The aim is to resist the increasing attraction to MC as long as possible. The higher your LV away from MC, the longer you can resist, but if your LV becomes greater than 186,000, then you break free of Pull altogether and spin off into outer wotsit, ending up god knows where. The first person to arrive at MC, obviously, loses the game.
Good morning. Pull has been measured today at 7.32. This is a slightly bigger jump than expected, but well within normal tolerances. We would advise all players that the use of high LV to pass close to MC is a logical strategy at low levels of Pull, but becomes more risky as Pull increases. The inverse strategy, that of using a low LV combined with high levels of Pull to induce a "sling-shot" is equally risky without meticulous calculation. Tuj has spun-off altogether, by virtue of increasing his LV to greater than 186,000. By our calculations, he is now either somewhere in the Gamma Quadrant or possibly Taunton. With some careful positional play, he may get back into the game in a few moves. Today's special is Lamb Korma. That is all.