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\section{Preface}

The following are the rules for {\bf Talidon's Ford}, a
real-time real-space role-playing game run by the M.I.T.  Assassins'
Guild.  You should read through these rules carefully and familiarize
yourself with them.  Some of them are different from more standard
Assassin games; keep this in mind. These rules may be incomplete; in
general, if you're not sure whether something is legal, ask a GM.

\section{Getting Started}

\subsection{Game Packets}

You should receive the following things in your packet.  If you are
missing anything or find something which doesn't seem to belong to you,
talk to a GM.

\begin{itemize}
\item {\bf Character Sheet (white):}   This tells you
who you are and why you are here. It may never be shown to any other
player. It also includes, at the end, a list of most of the other items you
should have in your packet.

\item {\bf Badge:}   Has your real (player) name and a brief (2-4 word),
unique description of your character.  {\bf Please note}: Every object or
character has an individual description.  If you see two characters
described as ``a large green alien,'' for example, they look pretty much
the same to you. You might be able to tell them apart if they were standing
next to each other, but if you saw another ``large green alien'' later, you
couldn't tell which one it was.

\item {\bf Combat Card:} This card lists a variety of statistics about your
character. The center column lists your three combat stats, which will be
discussed in the section on combat.  The rightmost column lists the special
abilities your character has, which will be discussed later.  The leftmost
column gives other information whose meanings you may or may not know. {\em
Do not discuss these statistics with anyone} unless you know what they
mean. 
\end{itemize}

You may also receive any or all of the following.  Again, if you
think you are missing anything or have something which isn't yours,
ask a GM. 

\begin{itemize}
\item {\bf Ability cards:} These cards explain various
abilities your character may have. Some of them must be shown to other
players when used; others are never shown.  No ability card may be shown to
another player unless you are using it. Some players may also have one or
more green {\em ability sheets} which go into further detail about some
(usually magical) abilities they may have and how to use them in the game.
Ability sheets also may never be shown to other players.

\item {\bf Bluesheets:}  These are descriptions of groups of people,
for instance, nationalities.  Please note that anything in your character
sheet automatically overrides what's in a bluesheet; no one ever said that
{\em all} Soviets were loyal members of the Party, after all.

\item {\bf Greensheets:} Give additional information that you may need.
They too are not game items and may not be shown to other players.

\item {\bf Whitesheets:} Anything (except your character sheet) written on
white paper is a game item and exists in the game world. It may be shown to
other players, counterfeited, stolen, or destroyed.  You may have
information written down on whitesheets in your packet. Anything {\em you}
write down in game is a whitesheet and is therefore a game item.

\item {\bf Items:} Each  card contains a  description of the object it
represents.  Game items are not counterfeitable. We have not used any
special mechanic to indicate ``bulky items;'' we hope that you will use
common sense. You can't put a long wooden table in your pocket, and you
can't carry an infinite amount of mugs. Be reasonable. {\bf Please note
again:} All descriptions of items and characters are unique. If you see two
items labelled, ``A big brown box,'' they are almost indistinguishable.

\item {\bf Money:} Money is represented in two different ways.
Gold pieces, which are a rather large unit of currency, are represented by
item cards.  If you have an item card for some number of gold pieces and
want a smaller number, see a GM; we just don't want to make an item card
for each gold piece in game.  Silver and copper pieces, which are more
everyday types of money, are represented by large and small purple widgets,
respectively.  A gold piece is worth roughly ten silvers, and a silver
piece is worth roughly ten coppers.

\item {\bf Ingestibles:} Items in this game that may be eaten, drunk
or otherwise ingested will be represented by foods that may be eaten,
drunk, or otherwise ingested. Expect to see real food in game. You should
feel free to eat it if you care to --- but your character may have to pay
for it\ldots

\item {\bf Information packets:} 
These envelopes will be sealed and will have written on them instructions
telling you when you may open the packet, or a key phrase which you may
hear or see.  They  often contain information which your character has
``remembered'' or ``suddenly noticed.'' Such information may then be used,
told to other players (or not), etc. Other times the envelope may contain
instructions which the player must then follow.  The envelopes and their
contents are {\bf NOT} game items and may not be transferred, read by other
players, or stolen.  Information packets may be read {\bf only} under the
circumstances described on the packet.  Furthermore, you may not take or
avoid {\bf any} action based on the fact that you have these packets.

\end{itemize}



\section{Non-Players} 

Not everyone in the world is playing this game.  Some people like to sleep
or study undisturbed; others just don't like funny-looking people running
around waving foam boffers in their faces.  {\bf Don't piss them off!}
Non-players are more important than players.  We've tried to arrange things
such that non-players will be rare, but despite our best efforts, some may
pass through the playing area.

Non-players should not see anything which would allow them to guess
that you are anything more than a slightly abnormal regular person.
If someone asks what you are doing, tell them you are
playing a game with the MIT Assassins' Guild. If they persist, direct
them to a GM.

If you run into a non-player during a combat, or if there are other players
nearby who don't realize that a non-player is there, you should immediately
call "Non-player Halt!" loud enough for anyone nearby to hear it. During a
halt, NO action may take place in the area of the halt. No one can attack,
cast magic spells, or talk. No action outside the halt can affect anyone in
the area of the halt.  It's also hard, but you should try to avoid thinking
about what you're going to do after the halt is over; time is {\em
stopped}.  Once the non-player has left, play may resume. Someone who sees
the non-player leave should call "Resume," counting down if it seems
appropriate so that all players are ready.  Use common sense.

\section{Ghosts}

There are two types of ghosts in this game: those ghosts which are
just around to watch, and those who are involved in the running of the
game.  All ghosts must speak to the GMs before becoming ghosts, and we will
give them a headband to wear.  People who are wearing a {\bf white}
headband are ghosts who are just hanging around to watch the game; you
should ignore them.  If a white-headbanded ghost is being loud or annoying,
or just making you paranoid, you have the right to ask the ghost to leave.
If you have problems with white-headbanded ghosts, see a GM.

The other kind of ghosts wear red headbands. They are involved with the
running of the game and have been given specific instructions by the GMs.
You should not try to interact with them unless they specifically approach
you.

\section{Items, Information, and Reality} 
 
There is a big difference between reality and ``game reality,'' real items
and game items.  This game does {\bf not} give you the right to do in
reality anything normally prohibited.  If you're caught doing
something illegal, don't bring us into it. We won't protect you.

Also, some game actions may be represented by different ``real-world''
actions.  If you see someone doing something odd, ask ``What do I see?'' It
may be relevant.

All game items are represented by item cards. If something movable does not
have an item card, it does not exist in game. You may pick up, move, carry,
or hide any game item, subject to any limitations of the item (i.e. you
can't necessarily pick up a small boulder, and you certainly can't hide one
in your back pocket.) Many game items, including weapons, have physical
representations associated with them. Use them.

Game action may take place only in Game Locations, whose boundaries will be
clearly marked.  Please do not leave the game area during the game without
a very good reason. Bathrooms are not part of the playing area (items may
not be hidden there, game discussion may not take place there, you may not
enter one to escape a chase) but if you need to use one, go ahead. Windows
do not exist.

To search an unconscious or dead person, you must be undisturbed for 10
seconds.  Victims, be good sports and give the searcher all of your items
at that time.  Note that even if the victim has no items on him, it still
takes you 10 seconds to determine this.

This is a game.  This means that you are playing this to have fun, a
fact that's easy to forget if you are about to die.  Do try to
keep your temper.  Any real violence which breaks out is liable to get
someone thrown out of the game.

\section{Abilities}

Some special abilities are ``Knowledge'' abilities --- for instance, an
ability may say that ``You are familiar with art, history, and politics.''
Since you, the player, most likely are {\em not} familiar with art,
history, and politics of the world in which the game takes place, you
should ask a GM if you think there is something relevant that your
character would know that you do not.  Also, sometimes you can get more
information about something you're looking at if you ask a GM --- an item
card may say ``A book;'' if you want to read it you should ask a GM.

However, don't come to us for random information. If your character has no
reason to know who Kelden of Poon is, the GMs aren't going to tell you!

\subsection{``Inclined''}

Some ability cards say things like, ``You are inclined to do as I ask.''
They mean exactly that --- no more and no less. If you have good reason not
to do as you are asked, you {\em can} refuse.


\section{Violence} 

In order to use a weapon you {\bf MUST} have both an item card for that
weapon, and a {\em visible} physical representation of the weapon. The
representation must cause no real damage to people or property; any
accidental damage must be repaired at the victim's convenience and the
offender's expense.

{\bf Guns} do not exist --- fancy that! This is a medieval world.

{\bf Swords} are represented by {\em long} foam boffers. Most people aren't
very good at using them --- they're heavy and clumsy. It takes real
training to use a sword effectively. {\bf Please note:} You may {\em not}
fold up, crumple, or otherwise change the shape of a foam boffer.  Can you
fold up, crumple, or otherwise change the shape of your three-foot long steel
sword?  If you can, you have destroyed it beyond repair.

{\bf Knives and daggers} are represented by shorter foam boffers with
tape on the end. Anyone can use one.  Again, you cannot fold a knife; don't
fold the boffer.

{\bf Clubs} are represented by foam boffers without tape. Don't fold them.

{\bf Poisons} can be anything that makes food taste wrong (cayenne pepper,
for example) or items feel wrong (vaseline, for example). The poison must
be noticed as distinctly odd by the victim (subject to GM override) for it
to take effect.  Ingested poisons take effect immediately, but do not kill:
if you eat something that has been ``poisoned,'' you are unconscious. Fall
over.  Contact poison kills, but it takes effect slowly: although the
victim notices he's been poisoned immediately, he falls unconscious two
minutes later, and is dead after one more minute.  Only prompt, usually
magical care can save a poisoned victim.  Contact poisons are only
effective against bare skin: gloves, napkins, etc.  do protect against it.
You are immune to accidentally poisoning yourself with your own poison (of
any sort), but intentionally placing poison on yourself will affect you. In
order to use poison, you must have an item card for it. Please don't put
contact poison on things that non-players are likely to touch.

\subsection{Combat}

Combat may occur anywhere in the playing area during game action, as
long as there are no non-players present. 

Every character has two combat statistics: attack number, and hit points
(listed as AT/HP).  Most non-fighters have AT=1; fighters have AT=3. Most
weapons add +1 to your AT; a sword in the hands of a trained knight adds
+2.  Hit points vary; an average human male has 10. Armor, physical or
magical, adds ``buffer'' points to a character's hit points: a truly
chivalrous knight may have HP=13; his plate mail armor may add 5 hit points
such that he can take 5 HP before showing any injuries, then his normal 13
before falling unconscious.

To attack another player, you must be within about five feet of your
intended victim, point at him or her, and declare ``Martial Attack [AT],''
where AT is your attack number including any weapon you are using.  The
defender, if alert, should declare ``Martial Defense [AT],'' where AT
is his attack number including any weapon he is using.  He has two seconds
to do this; if he can draw a small weapon (not a sword) in 2 seconds, he
can use it.  Either combatant may choose to use less than his or her
maximum AT.

If a defender does not reply ``Martial Defense'' in reply to
``Martial Attack,'' he is caught by surprise and is immediately
knocked unconscious.

Other players may join a combat by declaring ``Martial Attack'' and
pointing at a target.

Once all attacks have been declared, all combatants then play
rock-paper-scissors: one or both players count to three, then reveal their
moves by making the appropriate hand signal: a closed fist for ROCK, an
open palm for PAPER, and two fingers in a V for SCISSORS. ROCK beats
SCISSORS, SCISSORS beats PAPER, PAPER beats ROCK. There are no other moves.
In the case of a combat involving more than two people, each combatant
defends against all attacks with the same sign, and attacks one person with
that sign.  Any player who loses {\bf or ties} a round of combat take as
much damage as his opponent's AT. Any abilities that refer to taking or doing
``half'' damage should be rounded in favor of the defender (i.e. if you
would take 2.5 points of damage, only take 2 points).

Combatants may take as much time between rounds as they both want. In this
time, a combatant may turn around, take one normal step (about two to three
feet), use a magical item (but not cast a spell), shout at each other, or
yell for help.  If your opponent gives you enough time to do so, you may
also open a door, draw a weapon, or cast a spell, or just about anything
else.  However, any player in a combat may force the pace by saying,
``Martial Attack.''  The other player(s) should then delay only if they
need more time to keep track of their hit points; please do not stall if
your opponent(s) are not willing to wait. You cannot perform any
time-consuming action if your opponent wants to force the pace.

A combatant cannot attack or defend against an opponent who is behind him,
and can only turn before a round (not during one).  If a combatant is more
than five feet from any other combatant at the beginning of a round, he is
out of the combat and may not attack or be attacked unless he rejoins the
combat. If you don't want your opponent to escape this way, either follow
him or call ``Martial Attack'' before he takes more than one step.


\subsection{Recovery}

Hit points are regained at a rate of one per hour, although some magical
abilities may modify this.  If you have at any time fewer hit points than
your base (i.e. 15 in the case of the knight mentioned above), then you are
visibly wounded.  The loser of a fight remains unconscious for five
minutes, then regains consciousness if he is left alone. He will have one
hit point.  Anyone can kill an unconscious person --- to do so, simply say,
``Killing blow,'' and the character is dead.


\subsection{Cold}

It is {\em cold} outside. If you spend a long time outside for one reason
or another, you will be hurt.  After ten minutes, you lose one HP. From
then on, you lose 1 HP and 1 AT every additional ten minutes (though your
AT score can never go below zero). If your base AT is zero, you may not
attack anyone (though you can still attempt to defend if attacked). If you
reach zero HP from cold, you fall unconscious and will die if you are not
found and carried inside; this is the exception to the standard
unconsciousness mechanic. You must stay inside for as long as you were
outside since last losing HP to ``reset'' --- that
is, you can't go outside for fourteen minutes, then duck inside for thirty
seconds and go back out without losing hit points.

There are places --- for instance, the stable --- which are quite cold, but
not as cold as outside. In these places, you do not lose AT points, and you
only lose a hit point every 20 minutes (not every 10), starting after 20
minutes (not 15). Otherwise, the rules are the same as for outside.

When you have lost hit points due to cold, you can regain them faster if
you sit by the fire (recover 1 HP every 10 minutes and 1 AT every 30
minutes), or have some food or drink (1 HP once per hour). These effects
are cumulative, so if you eat and sit by the fire you'll get back 8 HP in
one hour (six from the fire, one from eating, and one normal).  This will
{\em not} restore hit points lost in combat; only those lost from cold.



\subsection{Death and Inactivity}

If you are killed, sit still and wait to be found. If a player walks by,
tell them what you look like (a dead and bleeding body, usually), and
describe any obvious wounds. If they feel for a pulse, tell them they don't
feel one.  If they search you, give them your items. If you are someplace
where you are likely not to be found for some time, it may be a good idea
to leave a sheet of paper saying ``A dead body'' while you go to inform the
GMs of your death. Use your best judgement.  After you are found, tell a GM
how you died and who found you.  If you find a corpse, tell a GM how you
found it.  Also, if you kill someone, let the GMs know when you have a
chance; we'd like to know.

\section{Magic and other Supernatural Powers} 

In the world in which this game takes place, magic and divine power are
parts of everyday life, for some.  Gods have a tangible presence. They seem
to have almost unlimited power (though they may not always use it), often
channelled through their priests and priestesses. Human mages exist as
well. In any case, there may well be characters in game who can perform
feats of magic or divine power.  If so, they will know more about how to do
specific things, but you are probably familiar with some magic and should
know how to react to it.

Healing magic is generally useful for curing wounds and restoring hit
points. It is generally not fast acting; the healer will be able to
tell you what he or she is doing and how it affects you.

Illusion magic may change the appearance of things or people, or cause them
to appear to be where they are not or vice versa.  If an illusion spell is
being cast, either you (as a player) will know it, or you will not, and you
will believe that the illusion is real. In either case, roleplay
accordingly.

Combat magic affects a person's ability to fight. This generally includes
magical armor (which adds hit points), magical weapons (which add attack
points), and magical attacks which may be ranged or unusually effective
(e.g. firebolt). 

Control magic is the rarest and most powerful. Some magicians have the
power to immobilize a person, or even control their thoughts.  Other
spells may force you to do things you'd rather not do; again, roleplay
accordingly. Such spells can be quite strong.

Communication magic allows people to communicate at a distance or without
audible speech. Need more be said?

Spells may not be cast in combat unless your opponent is giving you time to
do so. (This is not generally a good idea on your opponent's part.) 

\section{Closing Notes}

We reserve the right to violate the letter of these rules in order to
preserve their spirit.  We hope that these rules are reasonably clear,
but 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.

And so, good luck, and remember\ldots

\begin{center}
{\Large
TO ERR IS HUMAN\ldots

TO FORGIVE IS NOT OUR POLICY.
}
\end{center}
\end{document}


