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\begin{center}
{\LARGE\bf Hotel Transylvania} \\

\vspace{0.05in}
{\large\bf A One Night Assassin Game} \\

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{\LARGE\bf Basic Rules} \\
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{\bf Hotel Transylvania} is an {\em experimental} game.  There are
several new mechanics to enable players to use magic, find secret
passages, etc.  That means that these are very non-standard rules, so
even experienced players should read them carefully.  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.
Many of these rules and mechanics have never been tried before, so
there are doubtlessly some mistakes in them.  In the end, the GMs are
the ones 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 gamemasters wish to remind you
that this is only a game.  Remember, it's supposed to be fun.  If you
have any doubts about what our interpretation might be, 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 Rob Fermier, Jen Hawthorne, and
Michael J. Person and is written under the auspices of the MIT
Assassins' Guild with all the commitments that entails.  All rights
reserved.

\mbox{ } \hrulefill \mbox{ }

\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.  At the end of the character profile you
will find a brief summary of your items, abilities, and other sheets,
so that you may check to be sure we have included everything in your
packet. {\em WARNING: Your character profile may refer to other people
in the game and possibly even yourself in the wrong gender.  The list
at the bottom which explains who you know will be correct, but we may
have missed a couple of personal pronouns when switching the parts
around.}  At the end of your character sheet, it will also list a time and a
place to arrive for the beginning of game.  Note that this is where you will be
gathering, to then be placed more precisely by the GMs, not your actual
starting location.


\item {\bf Button} A colored button shows that you are playing in the
game.  You must wear it {\em visibly} at all times. People can be
generally identified by button color.
\begin{description}
\item[Black] GMs
\item[White] Regular People
\item[Yellow] Monster
\item[Blue] Castle Servants
\item[Red] See ``Red Headband'' description later in these rules.
\end{description}

\item {\bf Ability Cards} Very few abilities actually have ability
cards associated with them.  For those that do, these are 4x6 index
cards explaining the mechanics of an ability.  Those mechanics may
supersede these rules.  {\bf You should only show the ``Ability
Effect'' side to other players.} To use them, do what it says to do
on the card, then show the target the appropriate side.

\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 {\em cannot be concealed}. An index card
with two dots on it indicates a bulky item that requires {\em both
hands} to carry.  You cannot carry more than one two-dot item at a
time.  An index card with three dots is an effectively immovable item.

\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.

\item {\bf Greensheets} There may be some greensheets in your packet
that further explain some element of your character sheet or expand
upon a game mechanic.  {\bf You may never show a Greensheet to another
player.}
 
\item {\bf Stickers} There will be a small set of white stickers in your
packet.  Your personal symbol should be marked on the first row of the
stickers.  Please copy this symbol to all of the other stickers before
the game begins.  Any mechanic which refers to your ``aura'' or your
``signature'' is referring to these stickers.

\end{itemize}

\section{Non-Players and Ghosts} 

\subsection{Non-Players} {\bf Don't piss them off!} Although the Guild
has reserved all the relevant rooms for the game 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, {\bf 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 NPC 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. Some people around here may not be used to seeing
assassin players.

\subsection{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 {\bf white headband} when in the area.
Anyone who wants to be a ghost should contact the GMs first and look
over a copy of the ghost rules.

Ghosts {\bf do exist in game.}  You may feel free to make the
assumption that if you see someone's ghost, he is probably dead.
Ghosts will have very specific rules telling them what they can and
cannot do, but if you are annoyed that a particular ghost is following
you, you may cause it to leave your immediate area by telling it to do
so.  Priests, Clerics, and others have been known to have the ability
to permanently banish ghosts, but they use such ability sparingly and
only on the most obnoxious ghosts, since they have great respect for
the dead.

\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 an NPC,
call an NPC halt, put away guns, and wait for them to leave.

\subsection{Destroying Items} In general, in order to destroy an item,
you need to take it to a GM, and describe what you are doing to it.
It is commonly known that destroying magic items often has strange,
unpredictable, or even dangerous side effects.

\section{Weapons} 

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

\begin{itemize}

\item {\bf Guns} are simulated by toy disk guns.  Water guns
and guns shooting hard pellets are {\em 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 Wands, Staffs, and Rods} are also simulated by toy disk
guns.  Such things will have a piece of tape around the barrel and an
attached item card to keep track of charges.  {\em Anyone may fire
such a weapon.} You may only loads disks into such a weapon if you
have the appropriate skill and resources.  People who can charge magic
items will know how many disks each gun can hold.  (One disk is equal
to one charge.)  {\bf Thus any disk gun is always an actual item which
may be disarmed or fired by any player.}

\item {\bf Bombs} require two components, an explosive and a trigger.  You
must have an item card for the explosive.  {\bf You do not need an
item card for the trigger.} The explosive itself is represented by
play dough.  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 by someone finding the alarm clock you left in
his backpack and turning it off, 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 {\bf safely} taking one apart requires the
``Demolitions'' ability or some magical equivalent.  Once set, plastique
(``play doh'') will explode if you try to move it without defusing it
first.

\item {\bf Knives and Other Melee Weapons} will be represented by
boffers which 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, daggers and other {\bf bladed} weapons are
simulated by 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 Vials of Holy Water} are simulated by ping pong balls.
Unless you have reason to believe otherwise, if someone hits you with
one, you are wet. You may not catch ping pong balls in flight.
\end{itemize}

{\bf All weapons require items cards before they can be used.  If you think
you should have a weapon and don't, contact a GM.}

\section{Combat} Combat may occur anywhere in the playing area any time
during game action when NPCS are not present.  The only exceptions
are the bathrooms.  You can not be shot in a bathroom, and you can
{\bf 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. 

\subsection{Ranged combat} There are three types of ranged combat.

\begin{description}

\item[Disk Gun Combat] 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. You {\bf must} fall down,
and drop any items you are holding.  {\bf Head and torso shots are
always equivalent.} Note that someone hit once in a non-critical
location should survive being shot, but those hit in the head or torso
probably won't, without quick medical attention.

\item[Patrol Gun Combat] Some magic spells and abilities are simulated
with patrol (plastic dart) guns.  These guns do not exist as game
items, but if you see one, the person carrying it is glowing in a
threatening manner.  If you are hit {\bf anywhere} with a patrol dart,
you are immediately unconscious.  Fall down, and wait for further
instructions.
 
\item[Foam Pellet Combat] Some magic spells and abilities are simulated
with foam pellets.  If you see someone carrying a foam pellet, they
are again glowing in a threatening manner.  If you are hit with a foam
pellet {\bf anywhere} you must freeze completely until the attacker
explains the effect.  The attacker is required to explain the effect
immediately.  {\bf Note: Other players {\em may} attack the attacker
while he is explaining the effect of the foam pellet.} If this occurs,
the spell still affects you, but then the caster takes whatever damage
is appropriate from the attack on him.  If you do not know what a foam
pellet is, ask a GM.

\end{description}

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

\begin{center}
\begin{tabular}{|l|l|l|}
\hline
Bare handed/Gun: 1 & Club: 2 & Knife or Dagger: 3 \\
\hline
\end{tabular}
\end{center}

Clubs can be improvised from many things, like chairs and table legs.
Talk to a GM {\bf 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.  To draw it,
pull it out of your pocket, belt, or backpack and make a ``wishhhit''
or ``whoosh"''sound.  You may keep a weapon drawn all the time, but
you can have only {\bf one} weapon drawn at a time, including your
gun, and others players are likely to react accordingly. {\bf In
general, noone may have more than one attack prepared at a time.  This
includes guns, foam pellets, clubs, blue bricks, etc.}

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.  {\bf Your base martial
combat rating is always determined by the weapon you are wielding.
Ratings may then be modified by certain combat abilities, spells,
etc.}

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 initial attack
and gets his full defense against party which jumped him, assuming he
says ``Martial Defense [rating]'' within 2 seconds of the attack.
Both attacks are resolved simultaneously 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.  {\bf Once an attack
has started, neither the attacker(s) nor the defender can draw any
weapons, including guns, until the attack is over.}

\subsection{Defenses} 

If you see someone with a piece of mylar on his badge, he is covered
with a shimmering field of light in the color of the mylar.  Such a
field is probably a defense of some sort.  

Also, more conventional defenses such as bullet-proof vests are known
to exist.

\subsection{Disarming Opponents} If you notice someone attacking
with a ranged weapon (disk gun) and standing in your zone of control,
you may disarm him by immediately declaring ``Disarm''.  This works
for all {\bf disk gun} simulated attacks.  You cannot disarm patrol
guns, foam pellets, or martial weapons.  You cannot disarm someone who
is directly behind you.  Otherwise, disarming works automatically, but
is {\bf only one shot retroactive}, so if the attacker gets off a
second shot before you start to say ``Disarm'' then you have been
shot.  

\subsection{Death and Inactivity} If you are dead or unconscious, {\bf
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.  After you have been dead for a
while, a GM will give you a copy of the ghost rules, and you may then
don a white headband, and walk about.

\subsection{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.  Make 8.5x11 signs, one per
kidnapper, that say in large colorful letters, ``WE ARE CARRYING AN
UNCONSCIOUS PERSON.'' The kidnappers and the victim must then walk
along the intended route, {\bf openly} displaying the signs.  If a
player notices you, role-play accordingly.  If an NPC notices you, put
away the sign and call a halt.  Once you have a prisoner, to make sure
he stays there, explain to a GM what you are doing to ensure this.

\section{Getting Around}

\subsection{Leaving the Castle} Players should not try to exit the
Castle without contacting a GM, unless specifically told otherwise.
This is Halloween night, there is a really fierce storm blowing
outside and it's really nasty out there.

\subsection{Doors} Unless specified otherwise, all rooms in the playing
area will be marked with a sign stating that it has been reserved by
the MIT Assassin's Guild.  We will try to mark all inappropriate doors
with signs that say ``This door does not exist in game''.  Unless you
are specifically told otherwise, you may not walk through doors so
marked.  Doors will also have various cards attached that say whether
the door is locked, warded, welded shut, etc.  See a GM, if you think
you can destroy a door.

\subsection{Locks} Locked doors are simulated by doors with index cards
or pieces of paper on them.  {\bf Do not actually lock any classroom
doors.} All lockable doors should have a sign saying ``locked'' or
``unlocked'' on them, and should have three digit number on them.  If
you have a key that matches the number, you can unlock the door and
enter freely.  If not, you'll have to try something else. (An ``X'' in
your key's number will substitute for any digit.  So a key marked
``6X4'' will open locks ``634'' and ``684'' but not ``653.'')  In
general, the higher the number of the lock, the harder it is to get
around.  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.

\subsection{Wards} Another way to seal a door (or a passageway in
general) is with a ward.  Wards are magical fields of energy that are in
general impassible.  Each ward in game has a puzzle associated with it.  If the
associated puzzle is in the ``solved'' position, the ward does not restrict
movement.  You {\bf may} freely play with the puzzle.  This is in real time and
it is very obvious what you are doing.  {\bf In general, before you can go
through any door you must do two things.  Defeat the lock (if any) and defeat
the ward (if any).} Destroying a door will defeat the lock, but not the ward.

\subsection{Elevators} Elevators may only be summoned from an elevator
button with an item card that shows it exists in game.  Once an
elevator arrives, you may enter the elevator.  After entering, {\bf
wait until the doors close} and then look inside the folded piece of
paper inside the elevator.  It will tell you which buttons (if any)
you are allowed to push.  When you arrive at your destination you must
get out of the elevator, wait for the doors to close, and proceed from
there.

\subsection{Secret Passages} It may come to pass that you have reason
to believe that you may walk through a door that does not normally
exist.  If this is the case, go through the appropriate door and then
read the directions that you find on the other side.

\subsection{``C'' Packets} Many doors will have a folded piece of paper
taped to the outside that is marked with a ``C''.  {\bf You may not
look at the writing inside this paper} unless you are specifically
told otherwise.  

\subsection{Room Descriptions} When you enter a room, you should see a
sheet on the inside of the door.  This sheet will describe the
appearance of the room and you may read it freely.

\subsection{Secret Buttons} If you see a small manila envelope with a
colored dot on it, you have found a secret button.  You may either
ignore it, or ``press the button'' by opening the packet and following
the directions on the inside. Once you have read the directions once,
you do not need to read them again; however, if you use the secret
button after that first time, you {\bf must} physically touch the
envelope which represents the button.  You may not simply wave your
hand at it and state that you have pressed it, nor may you slap at it
in a great hurry as you run by. You must stop and press the button.

\section{Other}

\subsection{Magic Items} Everyone in the game (unless you are told
otherwise) will be able to recognize and use a magic item either
through personal experience or through reading the appropriate
fiction, etc.  {\bf Any item that has a non-zero entry in the maximum
mana row is clearly a magic item.  Any item with a zero for maximum
mana capacity is not.} Magic items come in two types.

\begin{description}

\item[Regular Magic Items] A regular magic item will have a non-zero
rating for mana maximum, and mana charge. To use such an item, simply
subtract the per charge cost of one use from the current mana rating of
the item, make the appropriate notation on the item card, open the
envelope on the back, and follow the directions inside.  Unless you
have some appropriate ability or spell, {\bf you may not open the
packet on the back of a magic item without expending a charge.
Exception: Before the game begins, you may open the packets on any
items you possess to figure out what they do.} If the current mana is
less than the per charge cost, you may not use the item.

\item[Enchanted Items]  Enchanted items have a per charge rating of zero.  
If the current mana is equal to the max mana, you may freely open the
packet and follow the direction inside.  If the two numbers are not
equal, the item is inert.  {\bf Again, unless you have an appropriate
ability or spell, you may not open the packet without following the
directions inside.}

\end{description}

Magic items that need to be worn in order to function, (a crown,
gloves, etc.), {\bf must} be displayed openly in when in use.

\subsection{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.

\subsection{Props} Several in-game items are propped by little widgets and
other random small things.  
\begin{description}

\item[Small Foam Circles] These represent antique-looking gold coins.

\item[Small Foam Cylinders] These represent uncut nuggets of gold.

\item[Round Shiny Gold Lids] These represent large bars of gold.  They are
heavy, and thus should be considered one-dot bulky items.

\item[Small Silver Caps] These represent some bizarre looking technological
device.  Unless you are told otherwise, you have no idea what any of these do.

\item[Computer Keys] These repesent small crystal fragments.

\end{description}

\subsection{Traps} Occasionally, some items (crates, cabinets, etc.) or
doors may have been trapped.  A trapped object will have a note to
this effect explaining the trap.  Unless you used an appropriate key
to open the cabinet, door, etc., you set off the trap.  Follow the
directions on the trap card.

\subsection{Headbands} There are three types of headbands relevant for
this game.

\begin{description}

\item[White Headbands] As stated earlier, if you see someone with a
white headband, they are a ghost and you should roleplay accordingly.

\item[Black Headband] If you see someone with a black headband, they
are clearly evil, nasty, and powerful.  Example: An troll or a skeleton
might wear a black headband.

\item[Red Headband] If you see someone with a red headband, the
appropriate response might be to run away and ask questions from a
distance.  This person is bathed in a field of immense power and no
mere human is going to stand against him unless he chooses otherwise.
He will not be necessarily good or evil, just truly powerful.

\end{description}


\subsection{Inactivity} If you are forced to go inactive you should
remove your button, tell everyone you see that you are ``Not Here''
and {\bf do what ever you have to do to return to activity as soon as
possible.} In general a GM will specifically tell you if it is
permissible to be inactive.  Remember, if you are inactive, you don't
see anything, you don't hear anything, you can't take action on
anything you should should stumble across while you were inactive.

\end{document}






