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{\Huge\bf EIT!}\\
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{\bf February 1993 Assassins' Guild Game}

{\bf Brought to you by GMs Alex Aminoff, Jenise Bushman, Heather
Grove, Sherrian Lea, Rachel Thurston, and Mike Zehr, with assistance
from game mommy Laura Baldwin, and special thanks to Robert Cruikshank,
who was responsible for the original story on which this game is based
and didn't complain when his story was mangled beyond recognition.} \\

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Copyright 1993 by the MIT Assassins' Guild and the above GM team. \\
{\em Eit!} is a game and a work of fiction.  Any resemblance to
people or things, \\ whether alive, dead, real, or fictional, is probably not
a coincidence. \\

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{\large BASIC RULES}
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\section{Preface}

The following are the rules for {\em Eit!}, a real-time real-space
role-playing game run by the MIT Assassins' Guild.  You should read
through these rules carefully and familiarize yourself with them.  If
you make a mistake because you didn't read the rules or didn't ask a
GM for clarification, you're out of luck.  {\bf Eit!} Please note that
many of these rules are almost impossible to enforce, so the game
relies heavily upon the {\em honor system}.  Remember, it's only a
game.  It's supposed to be fun.  We hope that you agree that it is no
fun to win by cheating.  Playing loopholes in these rules is unfair
and not permitted; the GM is the one who calls whether or not you are
playing fair.

There are two basic laws involved here:
\begin{enumerate}
\item The GM is always right. Really. You may disagree with a ruling, you
may not like the rules, but they apply equally to everyone. Remember there
may be things you don't know that influence our rulings.

\item If you're not sure whether something is legal, ask a GM. If you can't
find a GM to ask, assume it's not legal and don't do it. Your character may
be hurt this way, but at least you won't be.
\end{enumerate}

If you violate the rules, intentionally or not, the GMs reserve the
right to apply any punishment they deem suitable.  These include
declaring that you have failed to do whatever you were trying to do,
declaring that the character has died a painful death, and/or handing
you (the player) over, body and soul, to Cthulhu, or, in his absence,
to Sherrian's cats.  This is known as the {\em Soulcatcher Clause.}


\section{Getting Started}

\subsection{Game Packets}

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,
talk to a GM.  Most of these items exist only for you and may never be
shown to, stolen by, etc, another player.

\begin{itemize}  
\item {\bf Character Sheet (white):}  This tells you
who you are, how you think, why you are here, who your subordinates are,
who your friends and enemies are, etc.  As this represents your
personality, history, and beliefs, it {\bf DOES NOT EXIST} and may {\em
never} be shown to anyone.

\item {\bf Badge:}  You should have a badge and a badge
holder in your packet.  This badge has been preprinted and may {\bf
NOT} be changed in any way by the players.  If you lose it or for any
reason need a new one, come to the GMs.  You must wear the badge in
plain sight at all times that you are active.  When you go inactive
(see below), reverse it so that the ``I'M NOT HERE'' sign on the back
is visible.  Gamemasters can be distinguished by their ``Gamemaster''
badges and the godly aura surrounding their bodies.  Some players may
have more than one badge in their packet for some reason; read your
character sheet before deciding which one you should wear.  You can
and should keep several things in the badge holder, behind the badge,
such as your statistics card and ability cards.  Do not put game items
there, however.  There is more information about badges below.

We're using the big clip-on badge holders; please return them since
they're expensive and since the Guild needs lots of small objects to
keep in Laura's house.

\item {\bf Statistics Card:}  This card will fit in and should be kept in your 
badge holder so that you can access it quickly.  It lists your martial
score as well as other important things.  It does not exist in game.
Statistics cards are blue, as distinguished from white item cards.

\item {\bf Scenario:} A summary of overt history. This becomes a
game item if anything is written on it.  Actually, you should print
out a copy of this yourself if you want hardcopy.

\item {\bf Player List (Dramatis Personae):} Just what
it says.  Please pay attention to the times posted for calling another
player; if you don't, and you wake someone up, you deserve whatever
vengeance they choose to exact upon you.  It is likely that there will
be changes and updates to the list as the game progresses; such
changes will be sent to rumor and posted outside the control room.
Actually, you should print out a copy of this yourself if you want
hardcopy.

\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 Bluesheets:}  These are sort of like
character sheets for an entire group of people.  They give the
information on motives, history, structure, etc, common to a group.
Bluesheets {\bf DO NOT EXIST} in the context of the game and may not
be shown to another player, counterfeited, stolen, or read by anybody
except the player who received them.  It should be kept in mind that
what a Bluesheet actually contains is what you think {\em everybody
else} thinks.  Your personal views might not be reflected at all by
the information in a Bluesheet.  Your Character sheet will {\em
always} override the information in a Bluesheet.  Therefore, you should
read your bluesheets, if any, first when you get your packet.  

\item {\bf Greensheets:}   These sheets detail what
special knowledge your character may have about a variety of subjects, and
give some general guidelines for what you can try to do with this
knowledge.  If you wish to use your special knowledge to try and accomplish
something or learn something, or if you are unsure of what your special
knowledge may be good for, talk to a GM. Greensheets, like Bluesheets, do
not exist in the context of the game.

\item {\bf Pinksheets:}  These {\bf do not exist ingame,} contrary to
the use of pinksheets in previous games.  If you have pinksheets in
your packet, you should know what they mean.  

\item {\bf Ability cards:}  Some abilities, notably seduction and other 
abilities which affect other players, have cards; whether an ability has a
card should be noted on your character sheet. The card is shown to the
player(s) you use the ability on and to no one else.  There are two sides to
the ability card.  On the front is the name of the ability and its
description.  You are the only person who can read this side of the card.  The
back of the card describes the ability effect and should be shown to your
victim(s).  Ability cards should be kept in your badge holder so that you can
get them quickly.  Ability cards are yellow and do not exist ingame.

\item {\bf Whitesheets:} Almost anything written on white
paper, including the player list, 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, for example, a recipe or a newspaper article. (Note that
many games use pink sheets for this purpose. Horrors didn't and
neither do we.)  These rules, however, are not a game item.
Whitesheets may be freely photocopied, distributed, etc; make sure the
copies keep the line noting them as Eit! game items. 

\item {\bf Money:}  This is, well, money.  'Nuff said.

\item {\bf Items:}  These may be physical items, pieces of
paper, or (usually) white cards labelled ``Eit!-'em Card'' 
 with a description of the object.
Game items are generally not counterfeitable.  An index card with an
orange sticker on it is a {\em bulky} item.  If you are holding one,
it must be clearly visible, and you must tell any players who see it
what it is {\em even if they don't ask.} A bulky item cannot be
concealed and requires both hands to carry, so you may never carry
more than one nor carry anything else in your hands while carrying
one.  You may not carry a bulky item in a bookbag.  A two-person bulky
item (two orange stickers on the card) requires two people to carry.
N people may drag an N+1-person bulky object at a slow pace.  A corpse
or limp body is a two-person bulky object.  Treatment of bulkiness is
usually pretty obvious.  A bulky item with three dots on the card
(a three-dot bulky item) is really big and heavy and may not be moved 
without first consulting a GM.  

A green sticker on an index card indicates that the item is nonconcealable;
bulky objects are always nonconcealable.  Nonconcealable nonbulky items do
not restrict your ability to carry additional items, but can't just be
shoved in your pocket and be unnoticed.  A sword, for instance, can be put
in a scabbard, but people can see it there.  A nonconcealable item may 
{\bf not} be hidden under a jacket or in a backpack.  

You may find a bulky or nonconcealable item on which the dots have been
covered over with other dots.  The dots that are on top indicate the
bulkiness of the item.  You may not remove dots from an item.  

In addition, {\em be reasonable} with items.  You can't carry a hundred
rocks in your pocket, you can't fold a sword in half, you can't hide a
life-sized statue in a fire hose.  Your character shouldn't either.
Only do things with item cards that your character would be able to do
with the actual items.  Use common sense.

Note that only {\em white} cards are item cards and exist ingame; all
{\em blue} or {\em yellow} cards (combat cards, ability cards, etc) do
not exist ingame.

One last thing about items.  Sometimes they will have envelopes attached
to them.  You may not open these envelopes and look inside unless you
have the appropriate ability (if you do, you will know).  

\item {\bf Ingestibles:}  Items in this game that
may be eaten, drunk or otherwise ingested will be represented by a
sealed white envelope with a description of the ingestible on the
outside.  Inside the envelope will be a description of the result of
consuming the ingestible. If you open the envelope, you have ingested
the contents.  Some other items are also represented by envelopes; they
will have all necessary descriptions and/or instructions on them.

\item {\bf Memory packets:}
These envelopes will be sealed and will have a number, word, or phrase on
the front; they are to be opened when you see something with that number or
see or hear that word or phrase.  Alternatively, they may have a description
of an occurrence written on them, in which case open them when that occurs.
Non-occurrence memory packets need not be opened immediately; you may open
it anytime, preferably fairly soon, after the trigger.  Occurrence memory
packets should be opened immediately.  Memory packets contain information
which may then be used, told to other players (or not), etc, and/or
instructions on something that happens to you. The envelopes and their
contents are {\bf NOT} game items and may not be transferred, read by other
players, or stolen.  Seeing a number which matches an envelope does not
count if it occurs before the official start of game action, nor does it 
count during game break, which is a no-game-action time period.  {\bf Memory
packets may not be read before the trigger is encountered or before game
action starts on Friday, nor may you take any action based on the fact that
you have these packets.  If you are uncertain, contact a GM!}  If you receive
memory packets in the course of the game---for instance, if you open one packet
and receive another inside---you may, in general, open the new packet if you
have previously heard the phrase or whatever.  If you are at any time uncertain
about opening a memory packet, ask a GM.  Memory packets may be kept in your
badge holder. 

\end{itemize}

There is information available online that players may look at and print out.
See Information under Miscellaneous below.  Printouts become game items. 

\subsection{Non-Players (NPs)} 

Not everyone in the world is playing this game.  Some people like to
sleep or study undisturbed; others just don't like having guns waved
in their faces.  {\bf Don't piss them off!}

You are encouraged to spread the gospel of real-time, real-space
role-playing to your friends.  However, non-players may not see
anything (such as a gun or boffer) which would allow them to guess
that you are involved in anything out of the ordinary.  Along the same
lines, they may not be affected by, or knowingly affect, the game in
any way.  Abilities, threats, and weapons may not be used against
them; they may not be used to hold items or information and nothing
may be hidden in a non-player's room.  If you slip up, even if the
non-player said he wasn't bothered or wouldn't tell, call a GM.

Avoid conspicuous game actions, large game gatherings, and loud
conversations in areas where there are non-players.  It isn't
difficult to find empty classrooms, although please be careful about
using rooms that various departments regard as private property
(Conference rooms; 34, third floor; 6-233; and as an unfortunate new
development, the Star Chamber).  Large groups wandering around talking
about killing and violence can worry people.  Running and shouting can
frighten people.  If worried, frightened people complain to the Dean's
Office, it is very likely that we will be forced to shut the game down
permanently.  If, despite your most valiant efforts, someone does get
upset, {\bf call the GMs} and let us try to help them calm down. 

Non-players represent the military forces occupying the Institute.  If
you do something suspicious in view of a non-player, you have done
something suspicious in front of a large person with a gun who isn't
too bright but knows he's there to keep the peace.  Characters know
about the military presence, but players shouldn't abuse non-player
rules (i.e., by following a single NP closely in order not to get
shot).

If you have a non-playing friend who wants to hang around the game to
see what's going on, send him or her to us and we'll arrange for Ghost
status.  For game purposes, Ghosts do not exist, and non-player rules
do not apply to them.  However, Ghost status {\bf MUST} be cleared
with a GM.  Ghosts are required to wear a white headband to make them
easy to identify (see Headbands, below).  Any action that takes place
in front of a ``ghost'' that the GMs are not aware of will be
considered to have taken place in front of a non-player.

``Non-Player Characters,'' or ``NPCs,'' are something else entirely.
An NPC is a character that {\em does} exist in game, but is being
played temporarily by a ghost or GM.  These NPCs, unlike non-players,
{\em can} be spoken to, bribed, attacked, killed\ldots in other words,
they are just like any player character.


\subsection{Basic Strategy} 

Your first priority as a player is to make sure you understand the
rules.  If you are completely confused, call a GM and we will try to
clear things up.  After that, make sure you know enough about your
character to role-play him when you start talking to other people.
One suggestion that see ms to work is this (and we apologize if we're
insulting your intelligence, but a lot of first- and second- time
players, and even a few older ones haven't yet discovered it):  {\bf Read
all of your bluesheets, and {\em then} read your character sheet.}  The
order of this is important, because information in your character
sheet overrides {\em anything} in your bluesheets.  Then go to sleep.
When you get up, do it again, and before you start playing, do it yet
again.  We have done the best we can to ensure that everything you
need to know is in your packet somewhere; if you think we've missed
something, come to us and ask.  Feel free to make up irrelevant
details as you see fit; feel free to tell these to a GM (if you tell someone
you went to high school at Foobar High, and they come to the GMs to call
Foobar High and ask, you're not going to be in their records if you didn't
tell the GMs\ldots ).

As a character, your first priority should be to open lines of
communication.  Call people up, show up at meetings, and chat.  Ask people
questions on relevant subjects.  Sure, they'll probably lie, but you might
just find something out.  Try to be easy to get in touch with: a day's
delay can mean a world of difference to your game---and your friends'.

There are no guarantees that you can trust anyone, but since cooperation is
the key to accomplishing things, you will probably be forced to trust
people anyway.  There are sometimes ways of proving loyalties, some of
which might change those loyalties ({\it a la} Heisenberg).  Probably the
most trustworthy people are those who need you.

Killing is always an option. It's not usually a good one, though.  The
game is set up so that random killing is unlikely to get you the
desired results and will most probably cause the killer a large amount
of difficulty.  As a general rule, kill only when you are absolutely
sure it is necessary. It is quite possible to kill the only person who
has abilities or information that can win you the game.  Eit! 

\subsection{Game Action}

Game action begins Friday at 6:00 pm.  Before then combat may not take place,
nor may abilities be used, nor anything done ingame that requires a
GM; basically, all you can do ingame is talk to people in character, which
you may do as soon as you wish (it is recommended that you first become
thoroughly familiar with your character packet).  Game action ends
Sunday February 21st at noon (wrapup at 2).

Dead Time is 8am to 6pm Tuesday through Friday (16th--19th) due to the lack of
a control room and lack of GM availability.  During this time, the GMs will be
difficult to find and we won't have a control room during the week.  During
Dead Time, you may look for a GM online or send questions to the GMs by email
$<$eit-gms@athena$>$, but in general we won't be available in person, so don't
plan on getting into a situation that will require a GM.  We will be at work
or in class, and you probably should be too.

There is also a Game Break.  Game Break is from 6pm Tuesday until 6pm
Wednesday.  During this time the GMs won't be available at all.  You may not
take game actions of any sort during Game Break, including using abilities,
opening memory packets, and engaging in combat.  Please note, don't use this
as an excuse to meet with your mortal enemy just because he can't kill you.
This is abusing the rules, and the GMs will not look kindly on this.

\section{Items and Information} 
 
\subsection{Reality and Game 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 by laws or Institute rules.
Under {\bf no} circumstances may a player's real room be entered or
searched, or real items taken, without the express permission of the
player in question.  ``Hacking'' is technically illegal.  If you're caught
doing something illegal, don't bring us into it. We won't protect you. Who
are you, anyway? And how'd you get that badge?

\subsection{Items}

A game item is anything made specifically for the
game, a real item is anything else.  Remember, a GM can always write
up an index card to represent a real item in your possession.  You may
very well at some point wish to steal an item from someone, either by
surrepetitiously stuffing it into your pocket, looting an unconscious
or dead body, or demanding it from a a player held at gunpoint.  If it
is a game item, just take it.  If it is a real item, put a small sign
on it saying ``STOLEN'' and contact a GM, who will give you a game item
to represent the real item.

If an item is stolen from you in this way, you may not use it for game
purposes until you could reasonably have replaced it.  In addition, everything
that was inside the stolen item is also stolen, and you should bring the items
to the GMs.  For instance, if your backpack is stolen, any game items in your
backpack were also stolen and should be brought to the GMs.  In addition, you
may not put game items in it until you go back to your room where you could
reasonably pick up another bag.  Desk staffer players are not desk staffers in
game and their characters may not use their powers to get keys, look at mail,
or anything of the sort.  Guest lists do not exist in game; neither do key
lists.  You may not enter a character's room unless you are invited in.

Certain game items have physical representations, most notably weapons.
You must have an item card for a weapon, and the item card should be
taped to the weapon.  (See Types of Weapons under Violence below.)  We
are also using Purple Widgets in this game.  A purple widget is a small
round purple disk about 1 inch in diameter.  If you find one, you can
pick it up.  It's yours.  In game, as far as you know, a purple widget is
just a purple widget (although some of you may think differently).  

Anything written on {\em white} paper may be a game item, except for these
rules and character sheets. Playerlists, recipes, maps, and newspaper
clippings are game items.  Anything you write on paper is a game item.
Anything pre-printed for the game on colored paper --- bluesheets,
greensheets, pinksheets, etc.  --- is not a game item and may not be traded,
read by other players, and so on.  Ingame papers may be copied, photocopied,
etc; {\em make sure the copies indicate that they are Eit! game items.}

Written information is a game item.  Any information can be encrypted; you can
simulate this by real encryption.  You may have connections to organizations
which can decode anything, but it takes weeks to get through all the red tape,
so you must actually decode any coded information you happen to acquire.
Information may not be hidden by writing it in the middle of your 8.03 notes
(effective as that may be), as all agents are specifically trained to
recognize information, coded or otherwise.  Doing this also makes your 8.03
notes game items, which can legitimately be stolen, so unless you really want
to get rid of your 8.03 notes, don't hide game information in them.  Your
character may have more effective (de)coding abilities; if so, you will know.
Don't write on your colored sheets; if you need to write things down, use
white paper.

As noted before, {\em white} cards are item cards and represent game items;
colored cards (yellow and blue) are not game items.

As a note of advice, decide right now what things are game items. If you
are going to keep game items in your backpack, for instance, then your
backpack is a game item and you should have an item card for it.

To hide an item somewhere , you must actually hide the item there.  If
someone else (including a non-player) finds it, you have to figure out
how to get it back.  {\bf DO NOT} hide items in non-public places, such
as your room, departmental lounges, offices, laboratories, and
anyplace else that requires a key for real-life entry, or anyplace off
campus.  It's unfair to people who don't have keys or transportation
to such places.  Assume that the military (the Big Dumb Guys with
Guns) search rooms periodically for bombs or other dangerous things,
but are stupid enough to pick up every random thing they find and walk
away with it by mistake.  The only time your room is assumed to be
secure from the BDGwG is when you're in it and can tell them to go
away.

\subsection{Game Locations and Searching Them}

Game action may take place only in Game Locations.  This includes
everything relevant to the game, {\em including} in-character
discussions. If you are in a non-game location, you are Not Here and
may not do anything related to the game.  The only exception to this
is that you may dial in to Athena from any location, and you may use a
phone in your dorm, ILG, or office to call other players.

Most places on campus that are publicly accessible are Game Locations up to
and including the third floor, but not above.  You may not take the elevator
or stairs above the third floor.  Note that there are also three places on
the Infinite Corridor where the third floor connects to the fourth floor of
an adjacent building (Lobby 7 to Building 9, Building 10 to Building 13, and
Building 8 to Building 16).  Please pay attention; you may not pass these
points ingame.  There are blank walls there.  If you must go to a place above
the third floor for out-of-game reasons, you must go {\bf NOT HERE}.  The
Student Center and the Green Building exist on all floors, as do dorms and
ILGs.  Building 20 does not exist at all.  Dorms and ILGs, and other
off-campus residences are not legitimate game locations for anything other
than talking.  The BDGwG are around in all of the dorms and residences and
will break up anything that looks more interesting than studying, so don't
stash items, assemble the world-destroying frobozzinator, get into combat, or
do anything else that might require a GM.  This effectively puts residences
under a perpetual Game Break condition.  Don't do anything that will require
a GM to come out there and deal, or we are likely to be upset.  ILGs and
other off-campus residences are considered to be on campus---the distance
between the residence and campus does not exist in game.  Your office that
only you have a key to is not a game location.  Other people's offices are
not game locations, including activity offices such as the MITSFS and APO;
not everyone has equal access to these places, there tend to be NPs there,
and the people running the office tend not to appreciate Assassin gaming
there.  Bathrooms, locker rooms, and access-limited lounges such as the
Cheney room are all off-limits for game.  {\bf Don't do anything in-game in
these areas.} Hiding in a bathroom is not allowed.  Athena clusters are game
locations for purposes of talking and using Athena, but no other game action
(such as hiding items, martial combat, or gunplay) may occur there.  Again,
do not use these rules to hide; the GMs will force your character to leave a
cluster or other public location if they become convinced you are using the
rules as a shield from other characters.

You may not leave the campus ingame.  The military has cordoned off the
campus and they are not allowing anyone to leave.  All MIT buildings are
assumed to be within the boundary of the campus.  All off-campus residences
are assumed to be located on the edge of campus, just inside the boundary.  

To search a game location, you must actually search it.
If you find something, wonderful; if you don't, oh well.  Don't bother
trying to search non-game locations; even if it isn't illegal, it won't do
you any good because no one's allowed to hide things there.

To search an unconscious or dead person, you must have privacy for at least
30 seconds, or 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 the search is interrupted by anyone, call a GM.
Note that even if the victim has no items on him, it still takes you 30
seconds to determine this.


\subsection{Rooms} 

\subsubsection{Roommates} 
Roommates are assumed to be occupying separate quarters for game
purposes.  If one person (player or not) lets you into a room, you do
{\em not} have access to their roommate's ``game'' quarters to wake them
up, leave a note, etc.  You MUST be invited into the room by the player
to physically enter a players room for game purposes.  Just because
you have a real world key, doesn't mean you have access in game.
Remember the distinction between the game and reality.  Guest lists
and key lists do not exist in-game. 

NP roommates are still NPs.  They may know that their roommates are
playing, but the game shouldn't otherwise affect them, and as always,
you should avoid annoying them.  If an NP roommate asks you to leave,
do so immediately if not sooner.

There are several players living at places like TEP, pika, and similar
off-campus living groups.  Unless you are told otherwise by the GM's,
treat these places as you would off-campus housing in general.  In
other words: you must be invited in, you cannot affect NP housemates,
and any questionable activities that are observed by NPs will have
inevitable repercussions.  The fact that players live in them does not
change the fact that they are shared living spaces with a real-world
function for the real people in them.


\subsubsection{Jhereg Rule} 

Because residences are under perpetual Game Break conditions, the Jhereg
Rule is unneccessary.  You may not take any sort of game action other
than talking in a dorm room or living group.  If you try, the BDGwG will
stop you.  You can't use abilities, search rooms, stash items, enter
combat, put contact poison on the doorknob, or start any other game
action of any sort.

\section{Technological Devices}

\subsection{Requirements for Construction} 
Building a technological device usually requires that you know which
components, abilities, and tools are needed, and that you have them
available. Sometimes you will need to do more than this. For this
reason, please make a transcript of what you use and what you do with
it. Failing to build a device for any reason results in the
destruction of a number of randomly selected item card components
equal to the difficulty level of the device.

A single person {\em can} use more than one of their abilities at a
time on a given recipe.

\subsection{Time Taken for Construction}
It takes as long to build as it does for a player ({\bf NOT HERE}) or a
ghost to go to the control room and get a manila envelope and item
card for the finished product.  {\bf Bring the transcript of the process
(mentioned above) with you or we will not give you the item card.}

\subsection{Representation}
Most technological devices are represented by an item card glued
to a manila envelope. When the device is built, place all the
modular components (specified in the recipe) inside this envelope.
A pink copy of the recipe for a device is also placed inside
the envelope. Some items may also have a green sheet placed inside
the envelope. Do not read either of these sheets unless otherwise
instructed.

\subsection{Recipes}
A recipe for a device specifies what specific components, abilities,
and tools are required to build it. Every recipe also specifies
a difficulty level; this number is used in various mechanics.

You do not need a recipe printed by the GMs in order to build an
item, e.g. you can copy down recipes on scrap paper and they will
still work; however, if you make a mistake in transcription your
attempt will fail. 

\subsection{Taking a Device Apart}
Taking a device apart requires the same tools and abilities as putting
it together. If you take a device apart without the correct tools and
abilities, the consequences are the same as for failing to build a
device: a number of randomly selected item card components equal to
the difficulty level of the device will be destroyed. This implies
that you must know beforehand what tools and abilities are required;
in fact, it is usually a good idea to have the recipe of something you
are trying to take apart. If you can find out a device's recipe by
looking at it, you'll know.

\subsection{Operation of Devices}
What a device does will either be obvious or not. If it's obvious,
what it does will be written on the item card. If not, you must
know what it is and what it does before using it.

\section{Violence}  

This is a game.  This means that you are playing this to have fun, a
fact that's really easy to forget when 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.

There are all sorts of weapons you can use in this game.  If you have a
strange idea for a weapon, feel free to call a GM and see if it is
reasonable.  In order to use a weapon you {\bf MUST} have an item card for
that weapon. In addition, many weapons require that you have a physical
representation of the weapon.  The next section gives a more specific
description of the sorts of weapons in game.  Several restrictions apply
to all weapons, however.

\begin{itemize} 
\item {\bf Size:} It must be fairly small, so NPs won't notice it.

\item {\bf Appearance:} It must be clearly unreal so NPs won't care if they
do notice it.  Bright colors are usually good.  

\item {\bf Functionality:} It has to simulate what it does.  All guns must
shoot something, bombs must go beep or something, poisons must taste or
feel odd, etc.

\item {\bf Safety:}  It must cause no real damage whatsoever, either to people
or property.  Water balloons are out of the question.  Any accidental
damage, real or perceived, must be repaired at the victim's
convenience and the offender's expense.  A basic rule of thumb is that
a GM must be able to hit you with it repeatedly and with full force
without causing any damage.  Please let us test this. We need some
exercise.

\end{itemize}

Please don't walk around areas with non-players with any sort of weapon
visible.  Guns, even plastic ones, tend to disturb people, and boffers can
look like lead pipes at a distance.  Don't take any chances of annoying
non-players. 

\subsection{Types of Weapons} 

\begin{description}
\item[Guns:] Some of you will have guns.  In order to use an
in-game gun, you must have a representation of a gun as well as an item
card. 

\item[Disk Guns:] A normal gun is a disk gun.  These can be purchased from the
Guild.  If you want to buy one, ask James Kirtley; if you want to
borrow one, ask around.  Other sorts of player guns represent unusual
ingame guns and are not acceptable as representation for normal guns.
A normal gun shoots bullets that kill people, as usual; they do,
however, hold twenty shots.  Gun effects are detailed in {\bf Gun
Combat}, below.

{\em Note that ammunition is an in-game item! You {\bf must} have an item
card for it in order to load your gun, and when you re-load your gun, you
lose the item!} This is different from standard Assassin rules; pay
attention.

To load your gun you must have an item card for ammunition.  Destroy
the card when you load.  If you already have some disks in your gun,
{\bf you need not remove them, but you do not end up with extra ammo.}
I.e. if your gun has five disks in it, you destroy a twenty-bullet
card to reload it and end up with a gun with twenty bullets in it ---
and no extra bullets.

This holds for normal guns --- twenty-shot disk guns.  If you have something
else, you should also have the appropriate information for it.

\item[Knives:]  If you have a knife, get a short black boffer 
(foam cylinder) to represent it.  The GMs will try to have some in case
you need one.  To attack someone using your knife, you must have this
boffer out and visible. You {\em don't} actually need to hit your
intended victim with it.  A knife boffer must visibly have a piece of
tape around one end; this end is the blade, the other is the hilt.  If
you hold the knife so that the tape is not visible, you are holding the
blade and if you attack someone you are using your knife like a club.

\item[Swords:]  Swords are a lot like knives (use tape), but 
they are represented by full-length boffers.  Also they hurt the person you 
hit them with a lot more.  Swords take some skill to use effectively.  

\item[Clubs (including blackjacks, baseball bats):]  Use a
long boffer. Again, you must have it out if you're using it.  Most odd weapons
can be considered to be clubs.  A gun can be used as a club.

\item[Small weapons:] Most other weapons are small enough so as not to be
visible before they are used, and therefore don't require physical
representations. Just hold the item card. If the weapon requires a physical
representation, the item card will tell you what to use.

\item[Bombs:]  An bomb consists of two parts, the explosive
and the detonator, unless otherwise noted.  The explosive requires an item
card. The detonator requires only a physical item which will make some sort of
noise when it's supposed to be exploding: a timed detonator might be an alarm
clock, for instance. If it doesn't go off for any reason, neither did the
bomb.  Roleplay accordingly.  The blast radius of a bomb varies. If a bomb
explodes, FIND A GM immediately so we can tell you what happened.  If you
plant a bomb, TELL A GM so we know what happens.  If you want to plant a bomb
that may go off soon, and there isn't a GM around, you may instead try to find
a sufficiently clueful ghost (i.e. one whom the GMs have cleared as knowing
enough to do this), explain the bomb to their satisfaction, and the ghost will
call the halt and tell everybody what happens when/if the bomb explodes.  You
should use a GM whenever possible.  Note that bombs are {\bf loud} and draw
witnesses, even if no one gets killed.  

\item[Poison:]  Poison can be anything that makes food taste
wrong (salt, for example) or items feel wrong (vaseline, for example). The
poison must be noticed by the victim (subject to GM override) for it to
take effect; if the victim didn't notice, you didn't use enough.  All
poisons are assumed to take effect slowly: although the victim notices he's
been poisoned immediately, he may still engage in combat for another thirty
seconds, and falls unconscious after two minutes.  All poisons are assumed
to be killing poisons, not tranqs, unless specified in advance to a GM.
Some poisons may do other things; if your poisoner (or a GM) tells you
about them, believe him.  Prompt medical care may save a poisoned victim,
or it may not.  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.  If in doubt,
contact a GM.  In order to use poison, you must have an item card for it.
The item card will say how much you have; when you use some, be sure to
mark its use on the card.

\end{description}

\subsection{Combat} 

Combat may occur at any time, but take notes on limits on GM use as specified
in Game Action, above, and act accordingly.  Combat frequently results in
someone needing a GM.  There will also be a local area halt
for the Patrol games in building 36 during the evenings of Saturday February
13th and Saturday February 20th.  Combat may occur in any game location (see
above section on Game Locations), except for Athena clusters. However:

{\bf NO FORM OF COMBAT, MARTIAL OR OTHERWISE, MAY TAKE PLACE WHERE
THERE ARE NON-PLAYER WITNESSES.} Even if they aren't looking. Even if
they say they won't tell. If for any reason a non-player sees any part
of a combat, TELL A GM IMMEDIATELY.  Probably they do something you
will not enjoy; military intervention may well figure prominently.
Note that any attempt to abuse this rule --- for instance,
deliberately declaring a combat in front of a non-player or in area
where non-players are likely to appear, to get the other characters in
trouble too --- will result in very angry GMs who have the power to
kill your character (also see the Soulcatcher clause, above).

\subsubsection{Gun Combat}  

Gun combat is directly simulated by combat with plastic guns. If you
are hit with a {\em normal gun} (disk gun) in the head (but see Head
Shots, below) or torso, you are knocked down, and drop all items you
are carrying in your hands.  If you are hit once in the torso, you are
unconscious and will bleed to death in 15 minutes unless you receive
medical attention in that time.  If you are hit twice, you will bleed
to death in 5 minutes unless you receive medical attention.  If you
are hit 3 times, you are just dead.  If you are hit multiple times
with several minutes between hits, you are dead 15 minutes from the
first hit or 5 minutes from the second hit or instantly with the third
hit, whichever is shortest.  A hit to a limb causes you to lose the
use of that limb until you receive medical attention; if it is a leg,
fall down, if it is an arm, drop anything you hold in that hand.  A
hit to a limb also reduces your Martial Score by 1.  However, it is
not possible for your Martial Score to go below 0.  Note that the
regions of the body are considered to be the head/torso, right arm,
left arm, right leg, and left leg --- no further subdivisions.  Limbs
are not considered to bleed.

Even if you are wearing protective gear, the initial effect of a gunshot is
still the same: hits to head or torso still knock you over and force you to
drop all items in your hands; hits to the legs still knock you over; hits
to an arm still forces you to drop everything in that hand.  You may (or
may not) then be able to get up and retrieve your lost items (if you
haven't been killed otherwise).

\subsubsection{Disarming}

It is possible to disarm someone of a gun they are holding --- not of
anything else.  To disarm someone, you must be within Zone of Control (see
below) and (clearly) say ``Disarm!'' to them.  Disarm is automatically
successful.  The disarmed character drops the gun immediately.  The player
may drop the gun or, to prevent harm to players' property, gently set it
down.  Anyone who can get the gun can get the gun; of course, they may just
be disarmed again\ldots If you gently set your gun down, remember that your
character {\bf dropped} it.  You must stand up fully before you may pick it
up.  Reaching down, letting go of it, and grabbing it immediately is illegal.

\subsubsection{Cover}

A character can achieve {\em cover} by touching the barrel of his gun to
the victim and declaring ``cover.''  Provided that the covering player then
keeps his gun within two feet of his victim, he then can take one free
shot, at any time, at the victim, until such time as he loses the cover by
being out of range or voluntarily dropping it. The covering player must
continue to pay attention to the person being covered; if he looks away or
is significantly distracted, this counts as voluntarily dropping cover.
This free shot is retroactive in the sense that he gets to take it if the
victim declares martial attack, disarms, or tries to escape.  If so, and the
retroactive shot hits and disables the victim, the attempted attack, disarm,
or whatever failed.  A third party can attempt to break this cover by
martially attacking the coverer.  If the coverer is surprised (no martial
defense), the cover is broken.  If, on the other hand, he declares martial 
defense, he then has a choice of either defending or taking his free shot.

\subsubsection{Head Shots} 

It is not good for players to shoot at each other's heads.  Never do this.
Any time an attack of yours hits a player in the head, your character hit
that character in the torso.  Aiming for the head in gun combat will gain
you nothing but ill will.

To be able to shoot or stab a character in the head you need essentially the
same circumstances as for a Killing Blow.  To shoot, hold your gun {\em next
to} your victim's head, say ``I am shooting you in the head'' or some such,
and fire {\em past the head.}  As long as your gun does not jam and no one
disarms you before you fire, you have shot the person through the head.  
Your victim should be dead.  To stab or otherwise attack the head, go through
an analogous process with your foam boffer or whatever.

\subsubsection{Hand-to-Hand Combat}

Hand-to-hand or melee combat is initiated by pointing at your opponent while
within Zone of Control (see below) and declaring ``Martial Attack'' {\em and
your Martial Score.} Your victim then has two seconds to respond with
``Martial Defense'' (or ``Martial Attack,'' since they are equivalent.
However, ``huh'' and ``what'' are unacceptable responses.).  If he does not
say ``Martial Defense'' within two seconds, then you surprised him.  His
Martial Score is 0 and he automatically falls unconscious for 15 minutes.

(BE CAREFUL when attacking by surprise!  Some players have been known to react
suddenly and dangerously when approached by surprise; in addition, you do not
want to be taken for a mugger.  Use caution; you are better off failing to
surprise a character than surprising a player and being {\em really} knocked
out.)

If someone declares Martial Attack on you from outside Zone of Control, the
proper response is to declare Martial Defense and {\em then} point out that
they were too far away.  

The combat system we are using is a variation on the Starlight system.
The higher number automatically wins, and the person with the lower
number falls unconscious for 15 minutes.  If the numbers are equal,
both people remain conscious and may continue to pummel each other by
continuing to declare ``Martial Attack'' and ``Martial Defense'' until
they Escape (see below) or someone else comes along and shoots them
all.  The base Martial Score if you are bare-handed is 1.  A club
gives you +1 for a Martial Score of 2.  A knive gives you a +2 for a
Martial Score of 3.  A sword gives you a +3 for a Martial Score of 4.
You may have special combat abilities that alter these scores; if so,
you will know about them.

{\bf Multi-person combat:} all attacks declared before defense is declared and
within two seconds of the first attack are taken together.  The Martial Scores
of all people attacking the same defender are added together and compared to
the Martial Score of the defender.  If the defender's score is lower than the
combined score of the attackers, he falls unconscious.  The defender chooses
one person to counter-attack and compares his Martial Score to that person's
score.  The person with the lower score falls unconscious.  (Yes, this does
mean that ganging up is a good way to take down a single victim.)  A single
person may only attack one person per round.

You may voluntarily use any integer non-negative Martial Score less than your
own.  However, if you call a score higher than your own, your Martial Score
is 0 and you fall unconscious.  

Martial combat takes place in {\em real time} with respect to anyone not
directly involved in the combat.  Another player may freely join into the
combat on either side, fire a gun into the combat, shout for help, or
anything else he may choose to do, regardless of how long the combatants
are fiddling.  Please don't abuse this; {\em stalling to give your friend
time to show up is abusing the rules} and will probably get you eited.

{\bf Drawing weapons:} if you have a weapon out, ie in your hand, ready to
use, you may use it when attacked.  If a melee weapon, you may use it for
combat; if a gun, you may fire within two seconds of ``Martial Attack''
instead of martial defending (you may not do both).  If your attacker is shot
down the attack is void.  If you martial attack you may not draw a weapon
during the combat.  The defender may {\em not} draw a weapon during the two
seconds of response time.  People engaged in combat may not disarm, so a third
party with a gun can easily come up and blow you away.  In this case the last
round of attacks made still takes effect.

\subsubsection{Zone of Control} 

Your are in another character's Zone of Control, and they are in yours,
if your outstretched arms can touch fingertips.  Fairly simple.

\subsubsection{Escape}

Either party in combat may try to escape.  Simply say ``Escape'' instead of
martial defense or attack when a round has ended.  You do not get to attack
the round you escape.  If the other person chooses to attack, you still get
your defense.  At the end of the round, if you are still conscious, you have
successfully fled; move ten feet away from your opponent.  You probably want
to flee.  Leave.  Say that you are running if you are; under no circumstances
should you actually run.  If someone pursues you, they keep constant distance
unless you enter a dead end or some such.  All characters run at the same
speed.

\subsubsection{Killing Blow} 

Any character who is not in a position to resist can be killed almost
instantly.  To do this, you must be within Zone of Control and declare
``Killing Blow.''  Anyone within your Zone of Control or the victim's
capable of moving at all can stop you.  The rescuing player must say
``No'' or ``stop'' or ``I prevent you'' or {\em anything} indicating
that you are opposed, within two seconds.  You are assumed to have
broken your victim's neck, causing death instantly, if you succeed.
Killing Blows may be applied to someone who is unconscious, securely
bound, or otherwise unable to move or defend.

\subsection{Death and Inactivity} 

Death.  It happens to all of us sooner or later, and to quite a few
characters during the game.  Try to be a good sport about it all. 'Nuff
said?

If you think you may be dead or injured, contact a GM as soon as possible.
If you are unsure about your condition, you are inactive and ``Not
Here'' until the matter is resolved.

If you die, note the time and circumstances of your death so that you can tell
the GMs.  Please try to stay in the area, i.e. role-play the dead body, for at
least fifteen minutes.  If someone searches you, act accordingly; if someone
examines you, tell them what they see.  After fifteen minutes it is probably
OK to leave; you should probably go to the GMs.  Leave a note saying that a
dead body is here and describing any {\em obvious} wounds.  {\bf You are not a
Ghost unless and until the GMs have declared you one officially.} This means
that other players, even ones who know you're dead, should not be giving you
game information.

However, dead (and inactive) men certainly do {\bf not} tell tales.
Neither do they talk on the phone, drop hints, or fill their conversations
with significant silences.  You must do your best to communicate {\bf no}
information to {\bf anyone}, including non-players.  If someone telephones
you about game business, tell him the phone is still ringing.  If someone
sees you in person, tell him you're not really there.  The ``I'M NOT HERE''
side of your badge should be displayed.  If you do become a Ghost, you will
be given a Ghost headband and may freely receive information from players
just like any other Ghost, however, {\bf until the game is over, you may still
not convey information to any player.}

You should get all the items on your body together to give to the first
person who searches your body, or to the GMs if the authorities find you
first.  You should also get together all other items in your possession
(i.e. stashed someplace that no living character knows) to give to the GMs
in case anyone finds them.  Please try to be cooperative with your killer(s),
no matter how bad you may feel.  It was probably nothing personal.

It is {\bf very important} that you tell the GMs when you are dead {\bf soon!}
If you can't go yourself for some reason, send a ghost or the person who killed
who, but {\bf let the GMs know quickly.}  It is much, much preferable if you go
yourself.

\subsection{Kidnapping for Fun and Profit} 

Most kidnappings require considerable planning.  It is strongly
recommended that you discuss your plans with a GM first, even more so
than with ordinary assassination attempts.  As always, if you don't
understand the rules and thus screw yourself over, you're out of luck.

First you have to get your prisoner.  Martially subduing him or sticking a
gun in his back are the two most popular methods, but feel free to be
creative.

Next, you have to get him wherever you are planning to keep him.  If you
are going to march him along with a gun at his back, then do so.  If he is
unconscious, he will have to be carried.  Since this would be
uncomfortable, not to mention potentially dangerous, it is simulated as
follows: After establishing to the victim's satisfaction that it would be
possible for the kidnappers to actually carry him, the attackers must 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 to the the intended place, {\bf openly}
displaying the signs.  If any non-player passes within view, you have been
spotted by an NPC who will probably make a fuss.  You should contact a GM
immediately. You're probably in trouble.

Once you have your victim right where you want him, you have to make
sure he stays there.  Explain to the GM what sort of restraints you are
using and what precautions you are taking (like searching to find the
knife he was hoping to cut your ropes with).  The captive is inactive
with respect to everyone except those people who can actually get to
where he is being held.

\subsection{Getting to the Truth}
First of all it should be emphasized that {\em while characters may
lie to other characters at almost any time about anything, {\bf
players may {\em never} lie to anybody about anything}}.  

\paragraph{Torture} 
Torture is amusing but inefficient.  Unless you have something special
available to you, you have no way of really forcing the person to give you
information.  Even trained agents can be broken, but it will probably take
much more time than you have.  In a torture situation, the torturer will 
describe the chosen method of persuasion to the victim, who will then
role-play accordingly.  This means that it is entirely up to the victim what,
if anything, he will say, and how much truth it contains.

Special abilities may alter these conditions; if so, they will contain the 
appropriate information.

\paragraph{Drugs}
If your character knows, you'll know.  Things like truth serum will contain
appropriate information on the paper in the ingestible's envelope.

\section{Special Abilities} 
Certain people will have special abilities listed at the bottom of their
character sheet.  If necessary, there will be an associated greensheet
explaining how to use the ability.  Some special abilities may modify the
basic rules. You cannot tell someone, for instance, ``I have a Swimming
ability,'' you may, however, tell them that you're a good swimmer.  Your
character may in fact tell someone you are a good swimmer even if you do not
have the ability, but if you actually have to swim, you won't be able to.

There are three general types of abilities.  Some abilities, such as
``Electronics,'' are simply listed on your character sheet. Most of these are
fairly straightforward. Their effects and uses are described on the character
sheet.

Some abilities cannot be adequately described in a few lines. These
abilities will have an associated Greensheet which explains in greater
detail how to use the ability, both as a character and as a player, and
what the ability allows you to do. If you have such an ability, it will be
listed on the ability sheet with a note to ``See Greensheet.''
If you have such an ability but are missing the Greensheet, see a GM.

Finally, some abilities, for example, ``Seduction,'' have a card to
play.  If you have such an ability, it will be listed so on your
character sheet; make sure you have the appropriate card.  To use such
an ability, you show the back of the card to the player on whom you
are using the ability, and the card will describe its effects. Note
that some abilities have limitations on when you may use them; be sure
to heed these limitations.  {\em The backs of ability cards do not
usually describe the ability fully --- only what the victim can
discern.}

If your ability has a card, you should show it to the target if at all 
possible.  However, if you are in combat, or your character is holding a gun
in each hand, or similar circumstances make this very difficult, it is
sufficient to just say what the effects are.  Be sure to give {\em all} the
information on the victim side of the card, including type of ability if given
and any special markings on that side of the card.

\section{Control Room} 

The Control Room for this game will be 37-232.  There will not be a control
room 8am-6pm on Tuesday through Friday (16th--19th) because there are classes
during the day in the rooms we are using.  There is no Control Room during
Game Break.  Friday the 12th there should be at least one GM logged on to
answer questions from 1pm until 6pm, when game action starts and the control
room becomes 37-232.

For those of you new to Assassin, the Control Room is a good
place to look for a GM. It is where we keep all the nifty things that you
shouldn't see, as well as where we will probably eat and sleep for most of
game. Do not go in there without a GM's permission.  It is a good
place to deliver food to.

If you need to see a GM for one reason or another, there will be a
{\bf queue} in a room near the control room. We'll try to be competent
about checking that room often to see if there are players waiting for
us, but please forgive us if we're slow. We're only human.  Typically
the Queue Room will be the same as the Lounge; when it is not, the
queue room is NOT a legal place to hold in-game conversations or carry
out in-game actions.  If you have to see a GM and you are Not Here,
you should put your name on the queue and loiter in the hallway rather
than be in the Lounge if there are people around who might be doing
things.

If you want to just hang out with other characters, try the lounge of
the Chapel of Our Lady of the All-Night Tool.  This is a legal game
location.  It will be 37-212 (right next to 37-232) all day on the
weekends and most evenings after 6pm.  Please note: other people will
be using this room during the day and some evenings during the week.
If there are NPs in the room, {\bf don't bother them!} The hangout
room will be moved to 35-225 on the evenings when we don't have
37-212.  The Lounge is the place where students, faculty, staff, and
visitors usually hang out.  Note that you {\em can} be shot there, but
that's the chance you take.  The Lounge is considered to be NPC-free
--- that is, no virtual people will be there (and no non-players
should be in there, either, but treat them normally if they are).

All public meetings will be held in 35-225 unless specified otherwise.  
Eit! has the room reserved after 6pm on weeknights and all day on weekends.

\section{Statistics Cards}

\subsection{Age}

This is your actual age (as opposed to what it says on your badge). 
Simple enough

\subsection{Xi, Psi, Gamma, Mu, Omega}

Your statistics card will have the stats $\xi$, $\psi$, $\gamma$,
$\mu$, and $\omega$ on it.  These represent things most people don't
know about.  Unless you know otherwise, you have no idea what they are
and you have never heard of them.  You may not discuss them.

Other things may alter these scores, of course.

\subsection{Base Martial Score}

This is your Base Martial Score for unarmed hand-to-hand combat after
any pluses for unarmed combat skills, such as martial arts, have been
added in.  For most people it will be 1; for some people it will be
higher.  This is here for your own reference.  Using a weapon will
increase your martial score.

\section{Miscellaneous}

\subsection{More about name badges}

Name badges in Eit! contain the following information:

\begin{itemize}
\item {\bf Number} This is the large three-digit number on the badge.  It
has no in-game meaning.

\item {\bf Character's name} in large type.

\item {\bf Player's name} in smaller italic type.

\item {\bf Age} This represents approximately how old a character looks.  It is
your best guess; you might tell someone, ``Oh, John's about 45 years old,''
even though he might actually be younger or older.

\item {\bf Appearance} This will be one or more adjectives describing the
character's obvious physical appearance, just after the apparent age.

\end{itemize}

\subsection{Watches}

Everyone who is playing in an Assassins' game should wear a watch.
There are always things that need to be timed, such as unconsciousness
and drug effects, and you may be required to note the time at which
events (such as death) occur.  If you don't have a watch, get one
before Game Action begins.  Besides, it is generally useful to know
what time it is so that you can make it to your secret meetings on
time.

\subsection{Med Center}

Med Center is represented by the 1st floor classrooms in Building 66.  
Amazingly enough, Med Center is staffed 24 hours per day by reasonably
competent NPC doctors.  This is a good place to go if you are injured and
need medical attention.  If you want to take any sort of game action here,
in particular anything illegal, talk to a GM.  

\subsection{Locks}

There are no locked doors.  All of the labs and other interesting
places were broken into during the looting.  If you want to break into
a room, don't bother.  Everything interesting was stolen during the
looting.  If you have what you wanted to steal from the room, you have
it.  If you don't, you don't; someone in game probably has it, and you
need to find that person and talk to him.  Rooms in dorms are locked,
but you can't do anything illegal or terribly interesting in the dorms
with the BDGwG around, so don't try.

\subsection{Money}

Cash in Eit! is represented by Eit! dollars in various denominations.
Simple enough.  

\subsection{Purple Sheets}

You may find purple sheets of paper lablled ``Eit! Spring 1993'' posted
around the game area.  If you see a purple sheet, you must read it and
follow the instructions unless you think you have a reason to ignore
it (if you do, you'll know).  Please note: Horrors used purple sheets
for their tunnel mechanic.  Some of them may still be around.  When
you find a purple sheet, check what game it is from.  If it is from
Horrors, please get rid of it.

\subsection{Headbands}

A headband indicates that the wearer does not look as one would expect.  Please
do not wear a headband during game, especially while Here and near game areas,
except for game purposes.  White headbands indicate that the wearer is a ghost,
GM, or game mommy.  If the white headband is their only one, they are Not Here.
Thus you can tell at a glance who the non-players are.  If the ghost/GM is 
also wearing another headband, it means the same for them as it does for a 
player to be wearing it.  A GM/ghost wearing a {\em green} headband represents
a normal-looking NPC.

Colored headbands mean different things.  When you see someone wearing an
unfamiliar color headband, you should ask (from a safe distance) what you see.
A headband of a particular color (other than green or white) will not always
represent the same appearance, so every time you see a headband, you should
ask what you see.

\subsection{Lost \& Found}

Lost \& Found is, well, just that.  If you have lost something, talk
to them and see if they have it.  If you can describe what you lost 
and they have it, they will give it to you.  If you find something,
you can turn it in to Lost \& Found for the rightful owner to claim.
Of course, talking to Lost \& Found requires {\em finding} them\ldots
(Lost \& Found will be played by a ghost or GM.)

\subsection{Computers} 

When using the computer system, please keep in mind that this is a
role-playing game, based on personal interactions, not a computer hacking
contest.  Computers should, therefore, be considered as an aid to
playing in the game rather than as the point of it.  In general, the GMs
will be glad to show you how to do most normal things.

Computers may {\bf not} be used for anything which is illegal at MIT, in
Massachusetts (although it is permissible to sleep with one), or the
United States.  This includes looking at someone else's files without
his express permission, even if he has left them world-readable,
grabbing his screen, and just about anything else that the average user
would object to.  Possession of privileges in real life, whether
rightfully yours or acquired through more creative means, does not
confer them in the game.

Athena is back up by the time game action begins, and you may use Athena
in-game.  Please cc all game email to agaminof@athena.  We have put a
lot of work into the game, and we would like to keep track of what is
going on.  

Playing in this game in no way exempts you from the standard rules of
terminal room etiquette; being in a terminal room in no way exempts you
from the rules on dealing with non-players. If you have a loud
conversation, take it out in the hall.  Be willing to surrender your
terminal to someone with real work to do.  Use common sense here, and err
on the side of caution.  It wouldn't take many more complaints to get us
kicked out of all of the terminal rooms permanently.  {\bf NO} combat may
take place in an Athena cluster.  Other game action may begin in Athena
clusters if their are no non-players present, but should be relocated
elsewhere as soon as possible for the sake of courtesy.

In addition, do not leave your terminal screensaved for extended periods of
time.  If you will be gone longer than a half hour, log out.  The GMs
reserve the right to reboot workstations that have been left unattended for
long periods, especially if there is a shortage of available workstations.
Also note that Athena staffers (and others) have been known to
automatically reboot machines left screensaved for twenty minutes.

If you have any questions about what may or may not be done on the
computer, contact a GM.  We reserve the right to cruelly over-react to
any abuses of the computer systems, whether the abuse is one of computer
use or terminal room courtesy.

You probably want to subscribe to instance eit for this game.  Add
these lines to your .cshrc.mine file:

zctl sub message eit \*

alias zeit 'zwrite -i eit -s ``[character name]'''

Then use zeit to write to eit as your character.

\subsection{Information}

These rules, the playerlist, and the history are all online.  To access, type

attach teg

cd /mit/teg/Public/Eit

\section{Closing Notes}

These rules are imperfect, and poorly typed.  Because of these
imperfections, 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.  By doing this, you may avoid honest mistakes that
appear to be intentional.  {\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.

Let us also add that, as much as we hate to admit it, we GMs are human:
when all of our carefully laid plans collapse, we may lose our cool.
Remember, the best way to deal with people is by remaining calm and
friendly. Offering food doesn't hurt either.

We welcome any suggestions you may have on how to improve these rules
and the game in general.  This game has been in a constant state of
evolution since its humble beginnings as a circle game years ago.  It
has become what it is now because of people who cared enough to make
suggestions, and hopefully it will continue that improvement through
your help.

We would like to thank the people who have helped us prepare this
game, including Adina Adler, Richard Barbalace, Nico Garcia, Ping
Huang, Jennifer Szostak, Dave Cho for computer and postscript hacks,
Tom Yu for the idea of ``Eit-'em Cards'', Adina Adler for shopping and
lots of other random help, and Jamie Morris for feeding us, running
errands, and fixing misaligned GM backs.

And so, good luck, and remember\ldots

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

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