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{\huge Tabloid 1991: The Christmas Game}\\

{\LARGE Rules Sheet}
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\section {Disclaimer}
There are many characters in this game with, shall we say, {\em
unique} viewpoints on some things.  Some people are playing the parts
of closed-minded bigots, religious fanatics, or anti-religious people.
Please remember that this is ONLY A GAME, and you should not equate a
character's views or comments with the player's.  Enough said?

\section{Combat}

\subsection{Hand-to-Hand Combat}

When one person wishes to martially subdue another, the aggressor says
``Martial Attack''.  If the defender does not say ``Martial Defense''
soon after that, then the defender has been taken by surprise and
automatically loses the martial combat.  If the defender responds in
time, then they have both entered into a state of struggle, clearly
visible.  Note: martial combat can only occur when the combatants are
within 5 feet of each other.

While in a state of struggle, one may not draw a weapon, or otherwise
manipulate his/her possessions, but may speak or shout in a reasonably
limited manner (no more than two sentences per round). 

When only two people are in a state of struggle, martial combat is
resolved as follows: the two play rock-paper-scissors.  The loser of
the game normally falls unconscious.  If the game ties, then combat
goes into the next round where rock paper scissors must be played
again.  If there are ever two ties in a row, then the combatants
disengage (moving ten feet apart).

This basic algorthim is modified for ``disregard.'' Some characters,
because they possess unusually good physical prowess have a certain
number of disregards that may be applied during any unbroken sequence
of combat rounds.  A disregard is this: after R-P-S is played for that
round, a player has the option of playing a disregard.  If the player
plays one of his/her disregards, then that round will be disregarded
as far as combat goes.  A counter disregard may be played for every
disregard played that will have the effect of nullifying the effect of
the disregard.  There are also, for the below average combatant,
``anti-disregards.''  An anti-disregard is a disregard that is
automatically played against the player if that player should win or
tie in R-P-S.  Note: players who have disregards should have ability
cards indicating that.

Team combats are handled by a GM with more detailed rules.
  
When one is knocked out, one is usually down for ten minutes,
unconscious.  If a nearby conscious person wishes, he/she may inflict
a ``killing blow'' upon the unconscious person in order to render
him/her dead.

\subsection{Guns}

Projectile combat is dealt with in the usual manner.  A shot in a
limb, and the limb is usually rendered useless until medical help is
received.  If the head or the torso are hit, the usual result is
unconsciousness and probably death.

\subsection{Disarming}

If one wishes to disarm someone, one may do so by engaging the person
in a disarm struggle by saying ``martial disarm'' (the response also
being ``martial defense'').  The round is resolved as it would be in
standard martial combat except that whoever loses must drop whatever
he/she is presently carrying and the combat is then resolved. Note,
the same rules about the state of struggle applies to this kind of
struggle, including the disengaging on multiple consecutive ties.

\subsection{NPCs}

While there is no restriction on combat in the party area, there are
restrictions on what may be done outside the party area.  These
restrictions are imposed so that nonplayers (NPCs) will not get
annoyed at our activities.  If you initiate combat in front of an NPC,
then you will probably be instantly disarmed, and surrounded by such
great numbers of people that no one can attack anyone.  Got it?  Also,
if you are ever in a position where you are carrying an unconscious
body, the following applies: one person carrying a body must move
slowly, two people can move at walking pace, four can move briskly.
All carriers must wear signs that say ``I am carrying an unconscious
body'' quite visibly on themselves.  If NPC interacts with anyone
carrying a body, see a GM, because you are probably in trouble.

\section {Special Thanks}
The Tabloid GMs would like to extend special thanks to David Cho for
helping with the nifty PostScript hacks, and also to Sherrian Lea, who
originally conceived of {\em Tabloid}.  If you enjoy the game, perhaps
you should get Sherrian drunk, and she'll give you some good ideas,
too.

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{\small {\em Tabloid} is Copyright 1991 by Anna Herbert,
Linda Julien, Ross Lippert, and Sam Lippert.}
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