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\begin{document}

\begin{center}
{\Huge {\sc Star Trek:}} \\
{\huge {\sc The Next Short Game}} \\
{\LARGE {\sc Basic Rules}}
\end{center}

\begin{singlespace}

These are the official rules for {\sc Star Trek: The Next Short Game.}
You are responsible for knowing these rules, so please read them
carefully, even if you've played before.  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.  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 \copyright 1994 by Charles Hope, Kathleen
Mahoney, and Nathan Sanders, except for those portions which are
copyright \copyright Paramount Pictures.  It has been written under the
auspices of the MIT Assassins' Guild with all the commitments that
entails.  All rights reserved.

{\sc Disclaimer:} While we have tried to be faithful to the {\sc Star
Trek} genre, it has been necessary on occasion to depart slightly from
it in order to make the game more playable.  No points will be awarded
for pointing out such departures and we ask players to please bear with
us and not point out every minor inconsistency with the {\sc Star Trek}
universe. Inconsistencies {\em within} the {\sc Star Trek} universe are,
of course, Not Our Fault.

\vspace{1pt}
\centerline{\vbox{\hrule width 7.5in}}
\vspace{4pt}

\fbox{\large {\sc 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.

In your packet you should have the following:

\vspace{-7pt}

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

\item {\bf Character Profile:}  This tells you who you are.  This may 
never be shown to anyone.  It contains a list of items, abilities, and
other sheets you should have at the end.  Please double check this with
the contents of your packets to see if you are missing anything.

\item {\bf Character Card:}  This contains facts about your character,
including Hit Points.  You should change the information on this card
when told to do so.  Side A (the side with all of those symbols) should
be shown to anyone using a tricorder on you.  Show Side B (the side with
your name) only if you are shown an ability card telling you to do so.

\item {\bf Scenario:} This describes the world as you know it.  You should
read this first.  Not all scenarios contain the same information.  They
may never be shown to another player.
\end{itemize}

\vspace{-7pt}

In addition, you may also have:

\vspace{-7pt}

\begin{itemize}
\item {\bf Ability Cards:} These are big index cards explaining the 
mechanics of an ability.  Those mechanics may supersede these rules.
The front of an ability card will tell you how to use it; the back of
the ability will describe the effect.  Other players may only look at
the back of a card; show someone the back of the card when you are using
the ability on them.  Abilities which can not be ``played'' on another
player will not be represented by an ability card.  They will be listed
at the end of your character profile.

\item {\bf Gun Stickers:} If your character has a phaser or disruptor,
you will receive a sticker for it.  You should affix this to a suitable
gun in order to make it a game item.

\item {\bf Items:}  These will generally be real items with stickers
on them (guns, potted plants, etc).  They will be given to you
immediately before the run, rather than in your packet, and should be
returned at the end of the run.  Some items may be represented as
3''x5'' index cards with descriptions on them, or 8$\frac{1}{2}$''x11''
pieces of colored paper with descriptions on them.

\item {\bf Knowledge sheets:} These are green sheets of paper
which describe specialized knowledge that your character may have.
Generally this will include explanations of further rules, beyond
those covered here.  These may never be shown to anyone.

\item {\bf Memory Packets:} These are plain manila packets which have
instructions written on them describing when to open them.  If you
see/hear a number/description that is on one of these small envelopes,
then open the envelope and read what's inside.  {\em Memory Packets are
not game items}.  This means: You may not take any action based on the
knowledge that you have these envelopes.  No one can steal them from
you.  These may never be shown to anyone.  You may {\bf NOT} call a halt
or otherwise interrupt the game to read a memory packet.  You {\bf can}
be shot, attacked, pickpocketed, etc. while reading a memory packet.
If you have multiple memory packets with the same triggering event,
you can only open one (pick randomly) when the event happens.

\item {\bf White Packets:} These are plain white envelopes with no
writing on them.  You may have one, zero, or many of these.  Do NOT
open these unless told to do so.  If you have multiple white packets,
you may only open one at a time.
\end{itemize}

\vspace{-5pt}

\fbox{\large {\sc Badge Colors}} 

The color of a player's badge indicates the character's race, as much as
is obvious upon a quick inspection.  Here is a brief summary of colors
you may see:

\vspace{-7pt}

\begin{itemize}
\setlength{\itemsep}{0in}
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\item {\bf Gray:}  {\sc Cardassian} 
\item {\bf White:}  {\sc Human} 
\item {\bf Blue:} {\sc Romulan} or {\sc Vulcan}  (These two cannot be
distinguished by eye alone.)
\item {\bf Orange}  {\sc Ferengi} 
\item {\bf Brown:} {\sc Klingon} 
\item {\bf Black:} {\sc Borg} 
\item {\bf Red:} {\sc Bajoran}
\item {\bf Something Else:} {\sc Unknown} 
\end{itemize}

Because the gray and white badges are virtually indistinguishable, gray
badges will also have a colored dot on them.

\fbox{\large {\sc Colored Headbands}} 

Colored headbands will be used to represent a number of things in game.
Here is a brief summary:

\vspace{-7pt}

\begin{itemize}
\item {\bf White:} This indicates the person is observing the game, and
is not actually a participant.  (See below under {\sc Observers} for
more details.)

\item {\bf Purple:} If you see someone wearing a purple headband, your
character gets a weird, creepy feeling while they are in the area, but
you can not actually see, hear or follow the person wearing the headbanded.

\item {\bf Blue:} Someone wearing a blue headband is shooting nasty blue
lightning out of their hands, probably at the helpless victim at their
feet.  Role-play accordingly.

\item {\bf Yellow:} A person wearing a yellow headband represent a
little yellow {\sc Star Trek} glowing ball.  If they point to you and
tell you do do something, please do so.

\item {\bf Other colors:} A person wearing any other color headband
(red, green, orange, {\em etc.}) looks odd in some way.  If you seem
someone wearing one, ask them what you see and role-play accordingly.
\end{itemize}

\fbox{\large {\sc Non-Players and Observers}}  

{\sc Non-Players:} First of all, {\bf DON'T ANNOY NON-PLAYERS!}
Although the Guild has tried to reserve all the relevant rooms that
the game takes place in, there may still be non-players around.  Many
of them may be trying to do work, so voices should be kept down.  You
should never yell during a game, and you should try to keep actions in
classrooms, not hallways, whenever possible.  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, {\em 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 {\em walk past}. 

If you see a non-player while in 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 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.  Above all, use common sense.

{\sc Observers:} A observer is someone who is observing the game, but
not participating in any way.  If you are unsure whether someone is a
non-player or an observer, assume they are a non-player.  All
GM-recognized observers will be required to wear a white headband when
in the playing area.  Anyone who wants to be an observer should contact
the GMs first, and learn the rules.  If an observer is getting in the
way or otherwise annoying you as a player, you may ask them to leave and
they are required to comply.  See a GM if this does not happen.

\fbox{\large {\sc Game Area}}

Scattered around the game area you will ocasionally find boxes (or
manilla envelopes, or smaller things) that say ``NOT HERE'' on them in
big letters.  Please ignore these unless you know how to get into one
of them.  Note that it is not necessarily the case that they all open
the same way, so if you know how to open one, don't open others.  If
you find something similar that {\em doesn't} say ``NOT HERE'', you
are of course welcome to do whatever you like with it.  Also, please
note that as there are two games running in the same general area, pay
extra close attention to the {\bf End of Game Zone} signs.  Wandering
into the other game by mistake would be confusing for everyone.  In
particular, {\bf don't open the door between the third floor of 34 and
the third floor of 24}.

\fbox{\large {\sc 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 or against
Institute Policy, the Guild is not responsible and will not protect you.
You have been warned.

{\sc Bulky vs. Normal Items:} Any item represented by a 3''x5'' index
card can be put anywhere you can put the index card.  Anything with a
physical representation can be put anywhere you can put the object {\em
without damaging it.} (Some of them are borrowed from people who will
not appreciate their being mutilated or lost.) Anything represented by
an 8$\frac{1}{2}$''x11'' sign is considered too big to move.

{\sc Theft:} 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.

{\sc Searches:} 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 non-player halt, put away guns, and
wait for them to leave. 

{\sc Power:} Many of the items in game need to be powered in order to
operate.  (Phasers, tricorders, etc.)  For phasers, power is represented
by the number of discs in the gun, and used up as you fire.  For other
items that need power, minimum operating power will be listed on the
item.  Power can be transfered between items that take power freely.
Power can be fed into an item that needs power at a rate of one point of
power per five seconds, or (in the case of phasers) as fast as you can
load.

\fbox{\large {\sc Doors and Locks}}  

Not all doors in game actually represent doors.  Frequently they are
simply pieces of underbrush you have to push past to get to another
part of the island.  If it does represent a door, however, it will
have a lock attached to it.  Things besides doors may also sometimes
be locked.  Locks are represented by two index cards resting in
envelopes, showing one of two positions: {\sc unlocked} and {\sc
locked}.  This being {\sc Star Trek}, locks recognize who they're supposed
to let in, and you'll have an ability for any locks you're allowed to
open when locked.  Otherwise, you'll have to shoot the lock off.  

If you decide to use a phaser on any lock {\sc unlocked} or {\sc
locked}, you must check the back of the front index card.  If it says
{\sc easy}, then the lock is destroyed and the door is {\sc
unlocked}---remove the envelope and cards from the door and throw them
away.  If the back of the card says {\sc hard} however, turn the second
card so that it says {\sc jammed}. Then replace the {\sc
unlocked/locked} card with {\sc locked} showing.  Unless you know
otherwise, it is impossible to open a {\sc jammed} lock.

\fbox{\large {\sc Weapons}} 

Several restrictions apply to {\bf any} weapon.  It must be fairly
small.  It must not look excessively realistic.  It must actually
simulate what it does (for instance, all guns must shoot something.)  It
must cause no real damage, either to people or property.  (Water guns
are therefore not acceptable as gun representations.)  Any accidental
damage must be repaired at the victim's convenience and the offender's
expense.

In this game, weapons are simulated as follows:

\vspace{-7pt}

\begin{itemize}
\item  {\bf Phasers and Disruptors:} These are simulated by toy disk guns.  
They have three settings: {\sc stun, kill}, and {\sc overload}.  The
{\sc kill} setting is indicated by a colored rubber band on the barrel
of the gun.  A {\sc stun} shot leaves you unconscious for ten minutes,
but does not affect the number of hit points you have.  A {\sc kill}
shot leaves you dead.  (See {\sc Death} below.)  A phaser set to {\sc
overload} will explode after a three second countdown.  The force of
this explosion is sufficient to kill a person within zone of control
of the phaser.  Items they are carrying are destroyed.  Phasers in the
midst of a countdown {\em cannot} be stopped.

\item {\bf Blunt Melee Weapons:} These are clubs, sticks, rocks, etc.
There are represented by a plain foam boffer, which are available from
the GMs.  If you surprise someone in martial combat while wielding a
blunt weapon, they fall {\bf immediately} unconscious.  Talk to a GM if
you wish to improvise a weapon of some sort.

\item {\bf Knives:} Knives are simulated by boffers with (brightly
colored) 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!  Damage done by a knife does not heal
normally and must be specially treated.  That means if you fall
unconscious in a knife fight, you will {\bf not} wake up until someone
heals you.

\item {\bf Patrol Guns} (i.e. dart guns) represent attack that do not come
from any sort of visible weapon.  They represent an offensive power
intrinsic to the bearer and can not be stolen.  The shooter will tell
you the special effect (e.g. ball of fire, burst of green light, etc.)
and the effect of the hit.
\end{itemize}

\vspace{-5pt}

\fbox{\large {\sc 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 {\em not}
hide items there, hide yourself 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 two types of combat, ranged combat and hand-to-hand
(martial) combat.

{\sc Ranged combat:} This is simulated by disc and dart guns.  If you
are hit, you {\em must} fall down, and drop any items you are holding.
All hits are equivalent (head, torso, hand, foot), but {\bf you should
never aim to hit someone in the head}.  

{\sc Disarm:} There is {\bf no} automatic disarm.

{\sc Martial Combat:} Martial combat uses a modified rock/paper/scissors
system. There are 4 possible moves, each represented by a hand signal.
Not all moves are available to everyone.  The moves which are available
in unlimited quantities are:

\vspace{-7pt}

\begin{itemize}
\item {\bf Rock:} A closed fist.

\item {\bf Paper:} An open hand, palm down.

\item {\bf Scissors:} A fist with the first two fingers extended.
\end{itemize}

\vspace{-7pt}

You may also have {\bf Cheats,} which are represented by the ``thumbs
up'' sign.  If you have any, the number of uses {\em per} combat will be
indicated at the end of your character sheet.

To initiate combat with someone, walk up to them and say ``Martial
Attack.''  If they do not reply with ``Martial Defense'' within 2
seconds, they are surprised and immediately lose one hit point.  If
they respond with ``Martial Defense'', normal combat ensues.  Combat
proceeds as follows: each person decides on a move ({\em quickly!})
and then both parties display the appropriate sign on three.  The
situation is resolved as follows. {\bf Rock} beats {\bf scissors},
{\bf scissors} beats {\bf paper}, {\bf paper} beats {\bf rock}, and
{\bf cheat} beats all three.  The loser takes one hit ({\em i.e.}
loses one hit point).  In the case of a tie (such as {\bf rock}-{\bf
rock} or {\bf cheat}-{\bf cheat}) both parties take a hit.

If you do not have your weapon (gun, knife, club) out (where ``out'' is
defined as plainly visible and clear of all clothing) when ``Martial
Attack'' is declared, you may not draw it during that combat.  Note that
if you have your gun out and someone declares ``Martial Attack.'' on
you, shooting them is a legitimate response.

To break off from martial combat, say ``Break.'' as you show your
symbol.  If both parties say ``Break,'' then the combat is considered
over.  If only one party says ``Break,'' then that party loses that
round (and a hit point.)  In multi-person combat, if everyone who is
attacking you says ``Break,'' you may escape from the combat,
otherwise you lose that round.

{\sc Killing Blow:} To kill an unconscious person, simply touch them and
say ``Killing blow.''  If no one with in arms reach says ``I prevent
you,'' the unconscious character is now dead.

{\sc Regaining Lost Hit Points:} If you reach zero hit points, you are
unconscious and (barring anything unusual happening) will remain so for
10 minutes, at which point you wake-up with 1 hit point.  Additional hit
points return at a rate of one per half hour.

In the case of group combats, each person designates a target for their
attack before each round.  (Ganging up is permitted.)  This is the {\em
only} person you can do damage to that round.  The various combats are
then resolved individually, with the same sign acting for both your
attack and your defense.

Note that martial combat occurs in real time.  If someone walks in on a
group of people engaged in martial combat, they are free to pull out
their gun and start shooting.  Additionally, if someone walks with in
arm's reach of your combat, you are free to reach out and start
attacking them at your earliest convenience.

\fbox{\large {\sc Death and Inactivity}} 

If you are dead or unconscious, {\em please note the time of death}, sit
still and wait for someone to find you.  When a player walks up, tell
them that you are a dead or unconscious body and list any obvious
wounds, then go see a GM.  Don't give them anything but a description of
the obvious, and your items if they think to search you.  Do not tell
anyone still playing {\em anything} about the game and try not to hang
around players ``Not Here.''  Once your death becomes widely known, you
may become an observer.  (See a GM.)

\fbox{\large {\sc 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.  Carrying a body
requires two people using both hands (proceed at any reasonable
non-running pace) or one person dragging (proceed at a slow walk).

\fbox{\large {\sc Final Notes}}  

Everyone should bring a disk gun if they own one.  (If you have more,
we'd appreciate you bringing them too.)  New players may borrow them
from the GMs if they need to.  We also recommend that you bring a watch
(a digital watch or a stop watch is better) and a pencil.  Additionally,
as you will not be allowed to leave the playing area while you are still
playing, you may want to bring a snack with you.  The game will start
promptly at 8pm and will not run significantly more than 6 hours.
 
\fbox{\large {\sc Credits}}  

This game has been brought to you by Charles Hope, Kathleen Mahoney,
Nathan Sanders, the MIT Assassins' Guild, and the MIT Finance Board.

The Gamesmasters express their deep appreciation to Megan McCallion,
Michael Earl, and Pier Ho for agreeing to be run-time GMs.  We also wish
to thank Dave Modiano, Susanne Willert and Laura Baldwin for a variety
of help during the writing and production of this game.

\end{singlespace}

\end{document}






