\documentstyle[fullpage,11pt]{article}
\title{The Prisoner\\
One is Not a Prime Number}
\author{Mike Earl, James Kirtley, Kate Mahoney, Stephen Rinehart}
\date{September 3,1993}
\begin{document}
\maketitle {\center \large \bf Basic Rules\\}\vspace*{1ex} 

These are the rulse for {\bf One is Not a Prime Number,} a one night
Assassin game that has run 3 times to date:  twice at MIT, postfinals '92
and once at UCLA, summer of '92.  As usual, you are responsible for
knowing these rules.  Please note that many of them are impossible to
enforce, so the game relies heavily upon the honor system.  Playing
loopholes in these rules is not permitted.  In the end, the GM is the
one who decides whether or not you are playing fair, and we reserve the
right to violate the letter of the rules in order to preserve their
spirit.  Above all, the gamesmasters wish to remind you that this is
only a game.  Remember, it's supposed to be fun.  If you have any doubts
about our interpretation, talk it over with us in advance.  {\bf ALL GM
RULINGS ARE FINAL, REGARDLESS OF WHAT THE RULES SAY.} We reserve the
right to expel from the game anyone whom we believe to be violating the
spirit of the rules or the game.

This game is copyright (c) 1992 by Mike Earl, James Kirtley, Kathleen
Mahoney, and Stephen Rinehart, except for those parts which are
copyrighted by other people.  It is written under the auspices of the
MIT Assassins' Guild with all the commitments that entails.  All
rights reserved.

\vspace{1ex}
\section{Character Packet:} You should have received the following
things in your packet.  If you are missing anything or find something
which doesn't seem to belong to you, see a GM.  In general, if you are
confused about anything, see a GM.

\begin{itemize}
\item {\bf Character Profile:}  This tells you who you are.  This may never be
shown to anyone.

\item {\bf Scenario:} This tells you what is generally going on around here.
It also may never be shown to anyone.

\item {\bf Button:} A colored button shows that you are playing in the game.
You must wear it visibly at all times.

\item {\bf Ability Cards:} These are 4x6 index cards explaining the mechanics
of an ability.  Those mechanics may supersede these rules.  Ability
cards are only meant to be a reminder of what skills you have.  {\it YOU
MAY NEVER ACTUALLY SHOW THEM TO ANOTHER PLAYER.}  To use them, do what
it says to do on the card.  Abilities usable in combat will be marked
with a red sticker; all other abilities are non-combat only.

\item {\bf Items:} These may be physical items, or 3x5 index cards with a
description of the object.  An index card with a colored dot on it
symbolizes a bulky item that cannot be concealed.  You cannot carry
more than one bulky item at a time.

\item {\bf Manila Envelopes:} These are memory packets.  They have
instructions on when to open them.  If you see/hear a
number/description that is on one of these small envelopes, then open
the envelope.  {\bf Manila envelopes are not game items}.  You may not
take any action based on the knowledge that you have these envelopes.

\end{itemize}
\section{Non-Players and Ghosts:}

{\bf Non-Players:} {\bf Don't piss them off!}  Although the Guild has
reserved all the relevant rooms in buildings 34, 36, and 24, there may
still be non-players around.  Non-players should not see anything,
such as a gun or an item card, which would allow them to guess that
you are anything more than a regular person.  If you have a gun out,
{\it put it away}.  If someone asks you what you are doing, tell them
you are playing a game with the MIT Assassin's Guild. If they
persist, direct them to a GM in 34-101.

If you are alone, or in a small group of normal looking people (no guns
out or anything like that) and you see a non-player, just act normal and
walk past him.  Don't stop; if you're standing still, someone who
doesn't realize that the non-player is there may jump out and try to
shoot you.  Just try and clear the area at a walking pace.

If you see a non-player while in combat, or if there are other players
nearby who don't realize that an non-player is there, you should
immediately call ``Non-Player! Halt!''  loud enough for everyone nearby
to hear it.  This will halt all game action in the area.  During a halt
{\bf NO} action may take place in the area of the halt.  No one can
shoot or be shot, move, talk, or reload.  No action outside the area of
the halt can affect anything within the area of the halt.

Once the non-player has left the area, play may begin again.  Someone
who sees the non-player leave should call ``Resume'' loudly enough for
everyone in the area to hear it.  Play should not resume until all
players are ready.  If things are crowded it is a good idea to have one
player count down, calling ``3, 2, 1, Resume'' so that everyone knows
exactly when play starts.

Use common sense.  People around here may not be used to seeing assassin
players.  We want to be able to do this again, so be careful.

{\bf Ghosts:} When you are unsure whether someone is a non-player or a
ghost, assume they are a non-player.  All GM-recognized ghosts will be
required to wear a white or grey headband when in the area.  Anyone
who wants to be a ghost should contact the GMs first, and learn the
rules.

\vspace{1ex}
\section{Items and Information:} Remember the difference between
reality and game reality. This game does {\bf not} give you the right to
actually do anything normally prohibited.  If you are caught doing
something illegal, the Guild is not responsible and will not protect
you.  You have been warned.

Items can be carried with you or hidden anywhere in the playing area.
If you find an item or item card sitting around, you can take it.
It's yours.

If you want to steal a real item which probably exists in game, put
a small sign on it saying ``STOLEN'' and contact a GM, who will give you
a game item to represent the real item.

Searching a body takes as long as it takes for the victim to pull the
stuff out of his pockets and hand it to you.  Victims, be good sports
and do this as quickly as possible.  If you are interrupted by a
non-player, call a halt, put away guns, and wait for them to leave.

\vspace{1ex}
\section{Weapons:} Several restrictions apply to {\bf any} weapon.
It must be fairly small, no bigger than a handgun.  It must not look
excessively realistic.  It must actually simulate what it does; all
guns must shoot something, poisons must taste bad, and so on.  It must
cause no real damage, either to people or property. Any accidental
damage must be repaired at the victim's convenience and the offender's
expense.

In this game, the following weapons are simulated by the following
items:

\begin{itemize}
\item  {\bf Guns:} are simulated by toy dart and disk guns.
Water guns and guns shooting hard pellets are not legal.  All guns can
have at most {\bf 10 shots}.  Do not load more than 10 shots into your
gun at any time.

\item {\bf NULL Guns:} are larger, red, soft pellet guns.  Unless you are told
otherwise, these guns make an odd sound and give you a small shock, but
do no real damage.  If you are hit by one, roleplay accordingly.

\item {\bf Poisons:} are simulated by anything that makes food taste wrong
(salt, for example) or items feel wrong (vaseline).  The poison must be
noticed by the victim (subject to GM override) for it to take effect.
All poisons are assumed to kill instantaneously.  Contact poisons are
only effective against bare skin.  You are immune to accidently
poisoning yourself with your own poison while setting a trap, but this
doesn't mean you can smear vaseline all over your bare palm and shake
hands with the intended victim.  Be reasonable.

\item {\bf Bombs:} Bombs have two components the explosive and a trigger.  You
must have an item card for the explosive.  The explosive itself is
represented by play dough, or a box labeled `BOMB' in big letters.  The
triggering device can be anything real that makes a noise or lights up
to signify the explosion.  If it doesn't go off, either by accident or
someone being able to defuse it, tough.  The blast radius of a bomb is
variable depending on how much explosive is used and the topography of
the room.  Those who need to know about explosives will.  Please note
that explosives are {\bf loud} and draw attention.  Anyone can put a
bomb together, but {\it safely} taking one apart requires the `Defuse
Bomb' ability.  Anyone can pick up a `box' bomb and move it (at their
own risk), but plastique (`play doh') will explode if you try to move it
without defusing it first.

\item {\bf Knives and Other Melee Weapons:} Melee weapons should be made
out of something soft (boffers are available from the Guild), and should
be used gently.  All weapons have a martial combat rating; see `martial
combat' below for more details.  Knives are simulated by rubber knives
or boffers with tape wrapped around one end.  The tape must be visible;
if you are hiding the tape with your hand, you are hitting them with the
hilt (a club) and not the blade!  Talk to a GM if you wish to improvise
a weapon of some sort.

\item {\bf Thrown Knives:} are simulated by ping pong balls.  If someone hits you
with one, the effect is basically the same as if you have been hit in the
same location by a bullet.
\end{itemize}

Weapons do {\bf not} require items cards before they can be used.  Your
sheet will tell you what if any weapons you have and the GMs will
supply you with them when you arrive.  You may not bring additional
weapons into the game.  If you think you should have a weapon and
don't, contact a GM.

\vspace{1ex} \section{Combat:} Combat may occur anywhere in the
playing area any time during game action when non-players are not
present.  The only exceptions are the bathrooms.  You can not be shot in
a bathroom, and you can {\it not} stash items there, take shelter there,
take a short `breather' there, or even enter one unless you are using
it.  Being killed going in or out of one is ok, so be on your guard.  Do
not, under any circumstances, enter a bathroom for the opposite sex.
There are three types of combat.

{\bf Ranged combat:} is simple.  Take out your gun or knife, and fire or
throw it.  The damage caused by a hit roughly simulates reality.  A
hit in the arm or leg destroys the functionality of the location hit.
If hit in the arm, you must drop anything you are holding. If hit in
the leg, you have to hop or crawl.  If hit in the head or torso, you
are down and unconscious, and {\it must} fall down, and drop any items
you are holding.  {\it Head and torso shots are always equivalent.}
Note that someone hit once in a non-critical location may survive
being shot, but those hit in the head or torso probably won't.

{\bf Martial Combat:} All martial combat weapons have a single digit
rating of some type.  Some commonly known ratings are:\vspace*{2ex}

\begin{tabular}{lc}
Bare handed/Gun:& 1\\    Club:& 2\\    Knife or Dagger:& 3\\    Sword:&4\\
\end{tabular}\vspace*{2ex}

Clubs can be improvised from many things, like chairs and table legs.
Talk to a GM {\it before} combat breaks out to see about picking one up.
Once you are in combat, it's too late.

To attack someone with a weapon, you must have it drawn.  You may keep a
weapon drawn all the time, but you can have only {\it one} weapon drawn
at a time, including your gun, and others players are expected to role
play accordingly.

Attacks are done by coming within someone's ``zone of control'' and
saying ``Martial Attack [rating].''  Zone of control is defined as
follows: if you and the other person can reach our your hands and
touch each other, you are within martial attack range.  If the other
player says ``Martial Defense [rating]'' within 2 seconds of the attack,
he gets his normal rating; otherwise, his rating is 0.  The higher
number knocks out the lower one.  If the numbers are equal, both sides
are fine and free to run away or draw bigger weapons and attack again.
If the defender doesn't have a weapon drawn at the start of the
attack, he is stuck fighting without a weapon.  Ratings may be
modified by certain combat abilities.  If you have them, you will know.

Several players may attack as a single person at once, so long as they
are all within the same zone of control.  When one person says,
``Martial Attack [\#],'' anyone who says ``Martial Attack [\#]'' before the
defender says, ``Martial Defense [\#]'' can add their rating to the
attack.  Anyone who doesn't say it in time cannot join that round of
martial attack.

A player may not attack more than one person at a time.  A player who
is attacking someone can be ``jumped'' by a third party.  The third
party simply says, ``Martial Attack [\#]'' before the initial attack is
over.  The attacking player both gets to complete his inital attack
and gets his full defense against party which jumped him.  The attacks
occur in real time; it is ok for the third party to draw a weapon and
attack, all in less than two seconds.

People can draw guns and fire in real time also.  If the defender doesn't
reply in 2 seconds, the attacker can feel free to move on to another
target or to dodge bullets as necessary.  Once an attack has started,
neither the attacker(s) or the defender can draw any weapons,
including guns, until the attack is over.

{\bf Disarming Opponents:} If you notice someone attacking you with a
ranged weapon and standing in your zone of control, you may disarm him
by immediately declaring ``Disarm.''  You cannot disarm someone who is
directly behind you.  Otherwise, disarming works automatically, but if
the attacker gets off a shot before you start to say ``Disarm'' then
you have been shot.e

{\bf Defenses:} Bullet proof vests will stop bullets, up to a point.  If
you have a bullet proof vest, it will have a number.  This is the number
of bullets that it will stop before it needs to ``reset.''  It takes 2
seconds {\bf after the last bullet hits} for the vest to reset.  If you
have a bullet proof vest, and you are hit in the head or torso, {\bf you
still fall down,} and begin counting 2 seconds\footnote{``One One
Thousand, Two One Thousand.''}.  Every time you get hit with a bullet,
start counting over.  If you finish counting the two seconds before the
limit of the vest is exceeded, it resets, and you take no damage.  If
you take more than the limit of the vest before it resets, subtract the
number of the vest from the total number of bullets taken.  Vests
provide no protection for the limbs.

\section{Death and Inactivity:} If you are dead or unconscious,
{\it please note the time of death}, sit still and wait for someone to
find you.  When a player walks up, tell them that you an unconscious
body and list any obvious wounds.  Dead (and inactive) men tell no
tales.  Don't give them anything but a description of the obvious, and
your items if they think to search you.

\section{Kidnapping and Moving Bodies:} If the character you are
moving is conscious, role-play accordingly.  If they are unconscious or
dead, you must carry them.  Players need not actually carry each other.
You may use the lifesize purple panda bear with the ``I am an
unconscious body'' sign on it, or simply announce to any players that
you see, what is actually going on.  Once you have a prisoner, to make
sure he stays there, explain to the GM how you are doing this.

\section{Drugs:} Drugs are sometimes simulated by envelopes with a
description written on the outside (i.e. ``a clear liquid'').  If you
give yourself a drug or have it forced upon you, open the envelope and
carry out the instructions inside.

\section{Locks:} Locked doors are simulated by doors with index
cards or pieces of paper on them.  {\it Do not actually lock any
classroom doors.}  All lockable doors should have a 4x6'' card saying
either `locked' or `unlocked' on them, and should have 3x5'' card with
a grid of number on it.  If you want to try and enter the door, hold
your ``Village Express'' card up to the door and read the number that
shows through the little hole.  If the number is a ``1,'' you can
unlock the door and enter freely.  If it is a ``0,'' you'll have to
try something else.  Doors can be locked and unlocked by anyone, but
only while they are open.  Most doors are ``locked'' from one side
only; those that lock from both should have a piece of paper on both
sides of them.  Note that if you are not careful, you can actually
lock yourself in a room with no way out.
\end{document}
