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{\LARGE\bf A Night at the Opera} \\

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{\LARGE\bf A One Night Murder-Mystery Assassin Game} \\

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{\LARGE\bf Basic Rules} \\
\end{center}

{\bf A Night at the Opera} is a one night murder-mystery assassin
game.  These rules may look familiar to experienced players, but there
are some changes in them and, as usual, {\em you} are responsible for
knowing them.  Please note that many of these rules are impossible to
enforce, so the game relies heavily upon the honor system.  Some of
these rules have never been tried before, so there may be mistakes in
them.  {\em Playing loopholes is prohibited} and in the end, the GM is
the one who decides whether or not you are playing fair.  Please note
that we reserve the right to violate the letter of the rules in order
to preserve their spirit.  Finally, the gamesmasters wish to remind
you that this is only a game.  Remember, it's supposed to be fun.  If
you have any doubts about our interpretation, talk it over with us in
advance.  {\bf ALL GM RULINGS ARE FINAL, REGARDLESS OF WHAT THE RULES
SAY.} We reserve the right to expel from the game anyone whom we
believe to be violating the spirit of the rules or the game.

This game is copyright \copyright 1993 by Tiffany Finley, Bryn Mowry,
David Oh and Heather Williamson.  All rights reserved.

\mbox{ } \hrulefill \mbox{ }

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

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

\item {\sc Game Start Packet: } This envelope may contain additional
information about your character.  You may not open it until the game
begins.

\item {\sc Scenario:} This describes the general situation.  It may
never be shown to anyone.

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

\item {\sc Ability Cards:} These are 4x6 index cards explaining the mechanics
of an ability.  Those mechanics may supersede these rules.  Ability
cards are only meant to be a reminder of the skills you have.  {\em YOU
MAY NEVER ACTUALLY SHOW THEM TO ANOTHER PLAYER.} To use them, do what it
says to do on the card.  Abilities usable in combat will be marked with
a sticker; all other abilities are non-combat only.
 
\item {\sc Items:} These may be physical items, or 3x5 index cards with a
description of the object.  An index card with a colored dot on it
symbolizes a bulky item that cannot be concealed.  You cannot carry more
than one bulky item at a time.

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

\end{itemize}

{\bf Non-Players and Ghosts} 

{\sc Non-Players:} {\bf Don't piss them off!} Although the Guild
has reserved all the relevant rooms in buildings 34, 36, and 24, there
may still be non-players around.  Non-players should not see anything,
such as a gun or an item card, which would allow them to guess that you
are anything more than a regular person.  If you have a gun out, {\bf
put it away}.  If someone asks you 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 are alone, or in a small group of normal looking people (no guns
out or anything like that) and you see a non-player, just act normal and
walk past him.  Don't stop; if you're standing still, someone who
doesn't realize that the non-player is there may jump out and try to
shoot you.  Just try and clear the area at a walking pace.

If you see a non-player while in combat, or if there are other players
nearby who don't realize that an NP is there, you should immediately
call "NP 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.

Remember, use common sense.  This is the surest way to stay out of
trouble.

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

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

Items can be carried with you or hidden anywhere in the playing area.
If you find an item or item card sitting around, you can take it.
It's yours.  Item cards from old runs may look similar to those used
in your run, so look carefully when picking up random items.

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

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

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

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

\begin{itemize}

\item {\sc Guns} are simulated by toy dart and disk guns with labels
on them.  Water guns and guns shooting hard pellets are not legal.
Soft pellet guns are.  All guns can have at most {\bf 6 shots}.  Do
not load more than 6 shots into your gun at any time.

\item {\sc Poisons} are simulated by anything that makes food taste
wrong (salt, for example).  The poison must be noticed by the victim
(subject to GM override) for it to take effect.  All poisons are
assumed to kill instantaneously.  There are no contact poisons.  You
are immune to accidently poisoning yourself with your own poison while
setting a trap, but this doesn't mean you can smear vaseline all over
your bare palm and shake hands with the intended victim.  Be
reasonable.

\item {\sc Bombs} require two components: the explosive (TNT, nitro
glycerin, gunpowder) and a fuse.  The explosive will be represented by
an item card marked ``gunpowder bomb,'' or something similar.  The
fuse is represented by a piece of string.  Large bombs will be bulky
items.  To set a bomb, tape the item card to a box (available from
GM), place an alarm timer (also available from GM) inside and attach
the fuse to the outside. {\em At least 2 inches of string must be
visible from the outside the box and the timer must be set to at least
60 seconds.} The bomb goes off when the timer goes off.  If the timer
fails to go off, the bomb fizzles and does not explode.  The blast
radius of a bomb is variable depending on the amount of explosive used
and the topography of the room.  In general, the bigger the box, the
bigger the explosion.  Those who need to know about explosives will.
Please note that explosives are {\bf loud} and draw attention.  To
defuse a bomb, walk up and pull out the string.  If the bomb goes off
before the string is removed, well, oops.  Anyone may put together a
bomb.  Anyone can pick up a bomb and move it {\em at their own risk}.

The sound of large (not small) explosions will be simulated by having
a GM or ghost pop a balloon.  If you hear a balloon pop, you heard the
bomb explode.  If you see a GM or ghost standing with a balloon, you
should assume that you can smell and see the smoke from a large bomb
which is within seconds of exploding.  Take whatever action you feel
is appropriate.

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

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

All weapons except guns require item cards before they can be used.
Guns require special item stickers which must be stuck to the gun.  If
you think you should have a weapon and don't, contact a GM.

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

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

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

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

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

To attack someone with a weapon, you must have it drawn.  To draw it,
pull it {\em completely} out of your pocket, belt, or backpack.  You
may keep a weapon drawn all the time, but you can have only {\em one}
weapon drawn at a time, including your gun, and other players are
expected to role play accordingly.  {\em You must completely put away
or drop the weapon you are holding before drawing another one.} Please
be careful about this; it will prevent a lot of confusion.

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

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

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

People can draw guns and fire in real time also.  If the defender
doesn't reply in 2 seconds, the attacker can feel free to move on to
another target or to dodge bullets as necessary.  Once an attack has
started, neither the attacker(s) or the defender can draw any weapons,
including guns, until the attack is over.  If a player is attacked
while their gun is drawn, they may not fire until the martial combat
is over.  If a player is attacked while firing a gun, both
the shots and the martial attack count.

If you are knocked unconscious, you stay unconscious for 10 minutes.

{\sc Disarming Opponents:} If you notice someone attacking you
with a ranged weapon and standing in your zone of control, you may
disarm him by immediately declaring "Martial Disarm [\#]."  You cannot
disarm someone who is directly behind you.  Otherwise, disarming works
automatically, but is {\bf only one shot retroactive}, so if the
attacker gets off a second shot before you start to say ``Martial
Disarm [\#]'' then you have been shot.  If you get the rating wrong,
you have been shot regardless and the disarm fails.

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

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

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

{\bf Locks:} Locked doors are simulated by doors with index cards
or pieces of paper on them.  {\bf Do not actually lock any classroom
doors.} All lockable doors should have a sign saying "locked" or
"unlocked" on them, and should have three digit number on them.  If you
have a key that matches the number, you can unlock the door and enter
freely.  If not, you'll have to try something else.  In general, the
higher the number of the lock, the harder it is to get around.  Doors
can be locked and unlocked by anyone, but only while they are open.
Most doors are "locked" from one side only; those that lock from both
should have a piece of paper on both sides of them.  Note that if you
are not careful, you can actually lock yourself in a room with no way
out.

{\bf Secret Doors and Passages:} Yes, there are secret passages in the
Opera House.  The ``basic'' theatre corresponds to the area shown on
your maps and its edges are marked by ``end of game zone'' signs.  All
windows on this boundary, including exterior windows, represent
mirrors.  When you look in them, you see your reflection.

Secret passages can lead to areas outside of the basic theatre.  If
you see a player outside of the game zone, you should assume that they
are in a secret passage and that you are looking at them through a
previously one way mirror.  Incidentally, they can see you as well as
you can see them.  You can look at them, shout at them, and, if you
can open the door, shoot them.

All ``end of game zone'' doors are numbered with a three digit number.
Secret doors will have a switch hidden nearby represented by a colored
dot with a number on it.  The number on the switch will match the
number on the door it opens.  To unlock the door, you must place a
finger on the switch and count {\em out loud} to 10 (yes, the
mechanism is loud).  You then have 5 seconds to open the door.  If you
wait more than 5 seconds, the door will relock itself.  If the door is
opened, it will relock itself as soon as it closes.  On the back of
the door will be a sign marked ``secret passage,'' and notes on the
new playing area.

You may hold or prop doors open, or leave them open behind you.  If
you go through an open door and you're not sure if you're in the game
zone, look for the secret passage sign on the back.  If it is not
there, you should return to the playing area.

You may keep someone from slamming a secret door shut on you by
placing both hands on the door and saying ``stop!'' before the door
finishes closing.  While this rules applies only to secret doors, in
general, {\em Do not engage in a shoving match over a door.} Use your
common sense and no one will get hurt.

{\bf Searching Bulky Items:} Bulky items which can hold or conceal
things (boxes, barrels, ceramic bunnies) will be represented by
envelopes with a description and a time on them.  To search the item,
place both hands on the envelope and stand there for the appropriate
amount of time.  Then look open and look inside the envelope.  If the
object is destroyed when searched, it will be marked with the word
``destroyed'', and you must rip the envelope in half and leave it on
the floor.  If the object is not destroyed, you may reclose it (tuck
the flap back into the envelope), or you may leave it open (leave the
envelope flat on the floor with the flap sticking out).  If in doubt,
please consult a GM.

{\bf Do Not Cross Red Tape:} If you see a line of red tape on the
ground, do not cross it under any circumstances.
\end{document}
