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{\Huge\bf Ankara, 1943}\\
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{\bf IAP 1995 Assassins' Guild Game}

{\bf Brought to you by GMs Alexander M S Duran, Jessica Forbess, Edwin R
Karat, Morris Matsa, Andrew Menard, Joy J Nicholson, Pallavi
Nuka, Nicholas D Papaefthimiou, and Andrew Twyman, with assistance from
online consultant GM Jamie Morris and Game Mommy mikka.} \\

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Copyright 1994 by the MIT Assassins' Guild and the above GM team. \\
{\em Ankara, 1943} 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. \\


% This should be the only comment left in the Rules.
% Players, if you notice any other comments still in here when
% these become public, please tell the GMs and try to ignore what
% the comments said.



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{\large BASIC RULES}
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\tableofcontents
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\section{Preface}

The following are the rules for {\em Ankara, 1943}, 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.  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 or otherwise kicking you out of the game, 
and/or handing you (the player) over to the Blood-Drenched Apparition With 
Fangs (hereafter referred to as the BDAWF) of our choice.  This is known as 
the {\em Soulcatcher Clause.}


\section{Getting Started}

\subsection{Game Packets}

You should receive the following things in your packet.  If you are
missing anything or find something which doesn't seem to belong to you,
talk to a GM.  Most of these items exist only for you and may never be
shown to, stolen by, etc, another player.  It is therefore appropriate to
keep all actual game items elsewhere and write ``No Game Items'' on your
packet, in case you leave it lying around.

\begin{itemize}  
\item {\bf Character Sheet (grey):}  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 as well as their white
GM/ghost headband.  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 combat card and ability cards.  Do not put
game items there, however.  There is more information about badges below.

The badge holders we're using are splufty and correspondingly expensive.  The 
Guild would like to {\em keep} them.  Please return your badge holder to the 
GMs at the end of the game, or earlier if you drop out earlier (e.g. by dying).
If splufty badge holders don't get returned, the Guild isn't planning to buy 
any more.

\item {\bf Combat Card:}  This card will fit in and should be kept in your 
badge holder so that you can access it quickly.  It details your combat 
statistics as well as some other game statistics.  It does not exist in game.
Combat cards are yellow, as distinguised from white item cards.

\item {\bf Appearance Card:} Another card for your badge holder.  As these do 
not exist ingame, they are also yellow.

\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.  Even if you are in a group
with someone else and believe that they must therefore have their own 
copy, they MAY NOT look at yours.  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.

\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 Ability cards:}  Some abilities, notably seduction and certain 
combat abilities, have cards.  This card is shown to the player(s) you use the
ability.  The card gives {\em only} the information your victim/target 
receives.  If you have any abilities listed on your character sheet as 
``Card'' abilities, you should have the corresponding card.  They should be 
kept in your badge holder so that you can get them quickly.  Ability cards do 
not exist ingame and are yellow.

\item {\bf Whitesheets:} Almost anything written on white
paper, including the playerlist, is a game item and exists in the game
world. It may be shown to other players, counterfeited, stolen, or
destroyed.  Exception:  you may not create a fake playerlist online, though
you may handwrite false info on one. You may have information written down on 
whitesheets in your packet, for example, a recipe or a newspaper article.  
These Rules, however, are not a game item (don't write game info on them).  
Whitesheets may be freely copied {\em by hand} (photocopiers do not exist 
yet!), distributed, etc; make sure the copies keep the line noting them as 
Ankara game items.  You {\bf MAY NOT} use a computer (or typewriter) to
create whitesheets; everything you make must be handwritten.  You can, of
course, print out copies of what the GMs make available online.

Blueprints are a special kind of Whitesheet.  They are labeled (in the
top right corner) as Blueprints and are required to build some technical
devices.  Also on the sheet are the other requirements needed to build
the device and a short description of what it does.  These are game
items and can be  copied by hand, etc, but the copy must
be {\em exact}, including the ``Ankara, 1943 Blueprint'' notice and
all the information on the sheet other than a description of what the device
does, which is optional; if you miss anything else, it will just be a list, 
and not the instructions of what to do with the list.  You cannot ``unbuild''
a built device to retrieve the components unless you have a skill that says
you can, though anyone can destroy a device (and its components) by just
ripping up its item card.

\item {\bf Money:}  This is, well, money.  Change does not exist.

\item {\bf Items:}  These may be physical items, slips of
paper, or (usually) white cards with a description of the object.
Game items are generally not counterfeitable.  Some items may have
physreps (physical representations); these will be attached to the item
card and should not be detached.  If they are accidentally detached, the
item card is an item ingame, the physrep is not (and should be given to the
gms if found).  Other items (most notably guns) will be labelled with stickers.
Those stickers should not be removed from those items in-game.

An index card with an orange sticker on it is a bulky item that cannot be 
concealed. 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.}  No
bulky item can be concealed in any space which is not ``bigger than a
breadbox''.
Carrying a bulky item fully occupies at least one hand --- specifically, it
fully occupies one hand for every orange dot.  If you are holding a one-dot
bulky item in your hand, you may not carry anything else in that hand.  A
two-dot item takes both your hands (hold the item cards with both hands, so
you don't forget) or one of yours and one of a friends (each of you holds
the item card).  An orange dot with a number written on it represents
that many orange dots --- e.g. a twelve-hand item will just have two dots
with ``6'' written on them (we'll try to put more than one on in these
cases, so you can see it's reasonably large from a distance).

A single one-hand item may be put in a bookbag, concealing it, but no more
than one, and nothing bulkier.

With N hands you may drag a N+1-hand item at a slow pace.

A corpse or limp person is a three-hand bulky item.  A sofa is a five-hand
item.  An item that requires ten or more hands (e.g. a grand piano) cannot
be taken through a normal-size doorway.  Treatment of bulkiness is usually
pretty obvious; be reasonable.

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 nonbulky item,
or more than one (be reasonable) can be concealed in a bookbag as long as
there's no one-dot bulky item in there.

In general, {\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 yellow} cards (combat cards, ability cards, etc) do not exist ingame,
nor do cards of other colors.

One last thing about items.  Sometimes they will have envelopes attached
to them.  The envelope will either have a code or instructions.  If
instructions, they should be self-explanatory.  If it is simply a code,
ignore the envelope, unless you know otherwise.  If you know, you'll
know.

One type of item worthy of special mention is RTIs.  RTIs are Random Technological Item.  If you have an RTI, or find one during game, you probably don't know anything about it besides what its item card says, what any skills you have tell you, and that it is some splefty bit of cool stuff of some sort.  Roleplay accordingly.

\item {\bf Ingestibles:}  Items in this game that may be eaten, drunk or 
otherwise ingested will be represented by a sealed 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 (so no sipping).  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 --- but not if {\em you} happen to say the
word or phrase.  Alternatively, they may have a decription
of an occurence written on them, in which case open them when that occurs.
Non-occurence memory packets need not be opened immediately; you may open
it anytime, preferably fairly soon, after the trigger.  Occurence 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.  {\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 are at any time uncertain about opening a memory packet, ask a GM.  
Memory packets may be kept in your badge holder. 

\item {\bf Event packets:}
An event packet is an envelope much like a memory packet, labeled ``Event A''
or something similar.  They act exactly like memory packets, except that you
open them only when told to by a GM.  Game effects of event packets are
permanent unless stated to be otherwise.

\item {\bf Colored Headband:} 
A white headband indicates a GM or ghost. A colored headband is a uniform.
See the section on headbands.
\end{itemize}

There is information available online.  You definitely ought to read it,
whether you print out a copy or not.  Printouts are game items.

The following things are all in /mit/jjnichol/Public.  To print them out:
\begin{verbatim}
add jjnichol
cd /mit/jjnichol/Public
dvips -P''{\em printername} -h'' scenario.dvi
\end{verbatim}
etc.

\begin{itemize}

\item {\bf Scenario:}  What's been going on in the world.  For instance,
who's fighting who in the war --- there are more than two sides, you know!
Do read it.  If you know more history than we do, and see mistakes, we
apologize, but our version is correct for game purposes. 

\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.  In additon, two players may be sharing an Athena
account.  Be sure to indicate which your mail is addressed to.
It is possible 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.

\item {\bf Rules:}  These.

\item {\bf Newspaper:}  As issues of the newspaper come out, we will mail
them to the rumor list and leave copies online.  There aren't any pregame.
Ditto for any similar ingame things.

\end{itemize}

\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 cannot knowingly have any effect
in-game.  They may not see anything which would allow them to guess that 
you are anything more than a slightly abnormal regular person --- that
includes things like holding or obviously concealing plastic guns, and
casually discussing Hitler's plans to rule the world.  They may not be 
used to hold items or information, deliberately spy for players, nor can
anything be hidden in a NP's room, and they most certainly cannot be convinced
to help you kill someone.

Don't do anything at all suspicious where there are NPs or where there are
likely to be NPs --- e.g. Lobby 7 at any time has a decent chance of traffic
appearing.  If you shoot a gun, or just wave it around, or talk loudly about
setting bombs, or equivalent, in such a situation, the GMs will probably
blow your head up, as well as undoing anything your character may have done
then (e.g. if you killed someone in Lobby 7, they're retroactively alive).
If you do anything suspicious in front of NPs, call a halt and contact a GM
immediately to find out what happens to you.  Do not use the presence of
NPs to shield yourself from other characters --- the GMs will deal harshly
with anyone convicted of doing this.  In general, do not carry out any game
action in areas which are likely to contain large numbers of NPs.  If you
are doing something suspicious in game in a secluded classroom, and an
NP walks in, it's okay, just call a halt, and do whatever is necessary to
keep from bothering the NP.

If you have an NP friend who wants to hang around the game to see
what's going on, send him to the GMs and we'll arrange for Ghost
status for him or her. A Ghost is to all intents and
purposes ``Not Here,'' both in a player and non-player sense. Standard
rules for activities in front of non-players do not apply to Ghosts,
but Ghost status {\bf MUST} be cleared with a GM.  Any action that
takes place in front of a ``ghost'' who has not spoken with the GM's
will be considered to have taken place in front of a non-player.  Ghosts
should be wearing a white GM/ghost headband at all times while ghosting so
that players may glance around and quickly tell which people are players.
Note that a ghost may sometimes represent something ingame, as may a GM.
In this case they should have an additional headband and probably a badge to 
let you know, and they will tell you what you see.

If, despite your most valiant efforts, some non-players do get upset,
{\bf call the GMs} and let us and/or the High Council help calm them down!  
Complaints to the Dean's Office are to be avoided at all costs, because it 
wouldn't take many of them to force us to shut the game down permanently.

\subsubsection{Non-Player Characters (NPCs)}

``Non-Player Characters,'' or ``NPCs,'' can also refer to 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... in other words, they are just like 
any player character.

\subsubsection{NPC Cops}

An NPC cop is represented by a {\em blue} index card which says something
like the following:

``Police Officer Foo Bar is standing here.  If you want to do something in his
presence that he might not like (anything illegal), see a GM.

NOTE: If it is before [TIME1], or after [TIME2] he isn't here after all,
and you should ignore this card.''

This means what it says.  ``Before [TIME1]'' means from midnight until 
[TIME1]; ``after [TIME2]'' means from [TIME2] until midnight.

Of course, GMs/ghosts may play NPC cops sometimes.  If you decide to do
something the cop wouldn't like, a gm or ghost will come be the cop and
roleplay it; you can then shoot them or be shot by them or whatever.

\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 seems 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):  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...).

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.  We've
tried to set up the game so that random killing is unlikely to get you the 
desired results and will most probably cause the killer a large amount of 
difficulty.  It is quite possible to kill the only person who has abilities 
or information that can win you the game.  Even the Axis and the Allies might
find themselves needing each other.  If you kill the only person who can get
you out of your current problem, oops.  We'll try not to feel too bad for you.

\subsection{Game Action}

Game action begins Friday at 6:00 pm.  Before then combat may not take place,
nor may special 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
Jan 22nd at noon (wrapup at 2).

Due to the large size of the GM team, there is no Game Break.  

\section{Items and Information} 
 
\subsection{Reality and Game Reality} 

There is a big difference between reality and ``game reality,'' real 
items and game items.  You should never use this game as a pretext to put
yourself or anybody else in danger (this includes any violent physical contact
between platers).  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
surreptitiously 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.  For instance, if your
in-game room key is stolen, you may not use anything you left locked in your
in-game room until you go down to the desk where you could get another key.
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.  Note that room keys are not game items,
so they cannot be stolen, but this example is traditional.

Anything written on {\em white} paper may be a game item, except for these
rules. 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 --- character sheets, bluesheets, greensheets, etc.
--- is not a game item and may not be traded, read by other players, and so
on.  Ingame papers may be copied, but only by hand; make sure the copies
indicate that they are Ankara game items.

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

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, whether in a public or a private
location, you must actually hide the item there.  If another character finds
it, you have to figure out how to get it back.  If you believe you have lost
an item to an NPC, contact a GM and they'll try to deal.
If you want to hide an item in a non-game location, don't.

Note that if you hide items in your room, further concealment is pointless.
Since players searching your room will not be physically searching your room,
it is automatically assumed that anyone who manages to search another person's
room finds all the items there, unless special abilities come into play.

\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.  Any floor above the third in an
Institute building is considered a non-game location, unless you know
otherwise. Dorms and ILGs are game 
locations on all floors, as is the Student Center.  ILGs are considered to be
on campus --- the distance between the ILG 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 NPCs 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.  When you enter a non-game location, you are
considered to be ``Not Here''. {\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.

Floors above the 3rd do not exist in any buildings other than living groups 
and the Student Center, which exist on all floors.  
We are using the nonexistent floors to represent underground areas and
other virtual locations; please do not use them as detours while Not Here, 
so as not to see anything you shouldn't.  If you are on these floors for 
some noncharacter reason (for instance, you the player work there), remember 
that your character is Not Here and cannot do things like find stashes (nor 
try to).

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 a game location your player does not have access to, such as a
person's room, find a GM and convince them that your character can get in,
by picking the lock or whatever, and the GM will work things out (usually
you will be told to go stand by the room for ten minutes while your character
searches, in case the person comes back, or some such).

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. Any player can choose to interrupt your search.  Roleplay
accordingly.   Note that even if the victim has no items on him, it still takes
you 30 seconds to determine this.

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. 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. 

There are no language mechanics.  You all know Turkish, and that's what
everyone is speaking.  You may not use other languages to conceal
messages, whether written or verbal.

\subsection{Rooms} 

\subsubsection{Roommates} 

Every character has his/her own room.
Players who live together have seperate quarters for
game purposes.  If one person, player or not, lets you into their room, you
are {\bf not} in the room of any of their roommates, unless {\bf they} give
you permission to enter their room as well (at which point the three or more
of you may well be in two or more rooms at once.  Yeah well).  

NP roommates are still NPs.  The same rules apply.

\subsubsection{Jhereg Rule} 

The Jhereg Rule (named for Steven Brust's series) is this:  a player may
not be present ingame in another character's room unless invited there ingame.
That is:  if you pass by a player's room and see the door open and the player
no where around, you may {\bf not} physically enter and search.  If you go
over to another player's room and they open the door for you you may {\bf not}
enter without permission.  Furthermore, regardless of whether you the player
are invited into the room, you may not take any game action until invited to
do so by the other player.  You may not, standing in or out of the room, shoot
someone who is in their room, unless the other person has started discussing
game business with you, performed game actions on you, etc, in which case
they forfeit this protection.  Do not use this as protection; your characters
are unaware of it.  It gives you safety to go over to your friend's room to
work on math homework without either of you getting shot.  If the player
whose room it is starts discussing game (visitors may {\bf not} do this first)
all bets are off.  Shoot away if you like.  

If you want to go to someone's room specifically in-game, you should indicate
this by something like using your character name when they ask who's there.
If they open the door for your {\bf character} you are considered invited to
conduct game business.

\subsubsection{Off-Campus Housing}

Several players live off-campus at ILGs or real-world houses.  These are
all considered to be on the fringes of campus for game purposes.  The interior
of TEP exists, for instance, but the distance between it and MIT does not.
If you want to
take some action at an off-campus location, and you do not have the time
or the means to get there (some players live in Somerville), find a GM and
they will try to find a way to kludge 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.

\item {\bf Functionality:} It has to simulate what it does.  All guns must
shoot something, bombs must go beep or something, 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.  The GMs
may well wish to test this.
\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 with an Ankara
Game Item sticker on it (guns don't have item cards, just item stickers).

\item[Disk Guns:] A normal gun is a disk gun.  These can be purchased from the
Guild; if you want to buy one, ask us and we'll tell you who to see.  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.  Ammo is not an item for normal guns; if you've 
got disks, you've got bullets.  If you have Weird Ammo or a Weird Gun, your
ammo may well require item cards.

\item[Dart Guns:] These represent Weird Things.  Most people have never
seen anything that would be represented by a dart gun. If you are hit anywhere,
by a dart gun you fall unconscious and ask the person who shot you what happened (call a game halt if necessary).  Your characters do not know that all dart guns have these effects;
if someone points a dart gun at you, their character is pointing a
Weird-Looking Technological Gun$^TM$ that is probably Very Dangerous and Scary$^TM$.
Roleplay accordingly.  Dart guns do require ammo.  You should have an item card
for each dart you have, which you should rip up after firing 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 and are
uncommon, as in real life.

\item[Thrown weapons:]  Throwing knives,
shuriken, and such are represented by foam pellets. Being
hit with one is just like being hit with a bullet, only quieter.  They require
skill to use in any way.  If you have the skill, you'll know.  If you don't,
you can't use them or catch them or do anything but get hurt by them.  (If
there is one on the ground you may pick it up and give it to someone who can
use it, of course.)

\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.  If you really
need a club, you can always smash a piece of furnature or something.  Bring
the thing you smashed to a GM to get your club.

\item[Bombs:]  If you have a bomb, you have a large piece of explosive,
represented by an item card.  Detonators are trivial to create (for someone
with a demolitions skill), and can be timed or operated by a switch.  The
detonator must include some 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 is ten feet.
Anyone caught within this range when the bomb goes off is treated as if they
had been hit in the torso with a bullet.  Anyone within twenty feet falls down
and loses two hit points.  If a bomb explodes, FIND A GM immediately so we can
tell you what happened to the room, etc.  If you plant a bomb, or plan on doing
so, 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.  If you want a 
deadman device, it must do something any time your character dies or loses 
consciousness.

\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[Other:]  Any other kind of weapon should have both a physrep and
an item card to be put on the physrep; between the two of them it should
be clear what it is and what it does.  Strange weapons tend to take skill;
if you pick up a strange weapon, assume you can't use it unless you know
you can or until you ask a GM.  (If it says ``requires skill'' on the item
card, don't bother to ask....)

\end{description}

\subsection{Combat} 

Combat may occur at any time during Game Action in any Game Location.
There will be local area halts for the Patrol games in building 36 
on Saturday evenings.

{\bf NO FORM OF COMBAT, MARTIAL OR OTHERWISE, MAY TAKE PLACE WHERE THERE
ARE NON-PLAYER WITNESSES.} Even if they aren't looking.  Note the Jhereg Rule,
above, for combat in players' rooms.

Combat, and any other game action for that matter, should not include violent
physical contact of any kind.  No punching, wrestling, biting, or anything else
you can think of.  This is part of the difference between reality and
game-reality.  While characters can freely harm and kill each other, players
should never put themselves or each other at risk.

\subsubsection{Hit Points} 
Your Hit Points are a measure of how much damage you can take.  If your
hit points are positive, you are conscious, unless there is a special reason
for you not to be (like being asleep!).  If your hit points fall to zero, you
are unconscious.  Hit points are never negative; if something would reduce
you below zero, you remain at zero.  However, if the GMs feel someone is
sustaining far too much damage --- e.g. having taken someone prisoner in
martial combat, you proceed to hit them on the head with a large stone
club every five minutes to make sure they stay out --- we will rule that
they are in a coma or dead.  Some game effects may lower your {\em maximum} hit
point value.  Your maximum hit point value can never go below zero.  If your
maximum hit point value is lowered to zero, then you are extremely weak, and
will fall unconscious if attacked, effected by a bomb, shot, etc.

If you are alive and your hit points are below your maximum, you recover
them naturally albeit slowly.  When unconscious (i.e. at 0 hp) you recover
one hit point and wake up after ten minutes during which you do not sustain 
damage.  (Damage inflicted while you are at zero hp does not reduce your hp, 
though as noted above if the damage becomes ridiculous it will kill you, but it
always ``resets'' your ten-minute wakeup time).  You recover one hit point
for every full three hours of sleep; you recover one hit point for every
six hours awake.  Medical care may improve these figures.

The typical adult human being has 3 hit points.

Broken limbs will {\bf not} heal until you receive special attention; in 
general you recover naturally only from damage inflicted in martial combat. 
You can sleep off being beaten up; you can't sleep off having your arm 
blown away.

\subsubsection{Gun Combat}  
Gun combat is directly simulated by combat with plastic guns. If you want to
shoot a person in game, and you have a gun, try to hit them with a disk.  If
you find a place where a disk cannot go but a bullet could (such as through
a pocket, through a window, etc.), then you can't shoot in that situation,
it's just one of the drawbacks of simulation.  If you are
hit with any gun, {\em anywhere,} fall down and take two hit points of damage.
If hit
in an arm, drop whatever you were holding in that hand; if hit in the head
or torso, drop what's in both hands.  If you are conscious after the hit (see
below), you may feel free to stand up again at your soonest convenience.

Further effects:  A limb hit makes that limb useless until it is treated.  You
cannot engage in combat, or use that limb in any way (a leg hit means you have
to hop).  The simplest treatment is a tourniquet, which restores your limb
to working order, but reduces your MA and MD by two each.
Everybody knows how to apply a tourniquet.
This MA/MD loss remains permanently unless you find out otherwise,
for instance by having an ability used by someone else to aid your healing.
Being hit in the same limb again will not cause another penalty, though it will
nullify the effect of a tourniquet.  Hits in multiple limbs cause cumulative
penalties.  Applying a tourniquet takes one minute, and requires two usable
arms.  Thus, if you get shot in the arm, you cannot apply a tourniquet, but
must find someone to do it for you.  (If two people have been shot in one arm
each, it is perfectly reasonable for them to jointly put on tourniquets.)
If you receive no tourniquet, or other medical attention, then after 15 minutes
you will fall unconscious, and after 15 more minutes, you will die.

If you are hit in the head or torso, you are unconscious.  You will die in
fifteen minutes unless someone uses an ability which tells you otherwise.
(Note that head and torso hits are equivalent.  For out of game safety's sake,
never aim for another player's head.)

If you are hit with a dart gun (patrol gun), you should fall down immediately.
Ask the person who shot you what happens.

\subsubsection{Disarming}

You may attempt to disarm an opponent if he is holding a gun. To do
this, you must be within zone of control. Simply declare ``Disarm \#''
where \# is your martial delta score. If your martial delta score is
equal to or higher than the martial delta of the person you are trying
to disarm, he must 
drop his gun. While he is doing so, and after he is finished doing so,
play proceeds as normal.\footnote{Note: This means that if you are the
person being disarmed, you have two choices - one, you can drop your
gun and immediately be prepared to do something else (like draw a
sword to chop the other guy in half) {\bf and} risk breaking the gun,
or you can carefully put down your gun and risk what the other guy
could do to you in the time it takes you to put the gun down.  If you put
the gun down, you must stand up fully again before you can reach down to
pick it up.}  If both characters grab for the gun (which is bound to happen),
and both get a hand on it, it goes to the person who had it originally (or
whoever was closest to that person, in the case of two third parties grabbing
it).  This will avoid the nasty situation of two players wrestling for a
gun, which is a thing to be avoided.
If you have a weapon that adds to your Mdelta, you may not use that
delta for disarming or avoiding being disarmed, unless the weapon says
explicitly that it can be used for that purpose. You may not disarm
someone who is standing behind you.


\subsubsection{Cover}

There is no cover rule.  If you are covering someone, you had better just
shoot them before they can get their hand on your gun to disarm you.

\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.''  Your victim then has two seconds to respond with ``Martial
Defense.''  If he does not say ``Martial Defense'' within two seconds,
then you surprised him and he has a 0 MA, MD, and Mdelta that round,
regardless of his skills and weapons.

The defender's Martial Defense (MD) is subtracted from the attacker's Martial
Attack (MA).  If the defender was surprised, his MD is {\em zero} for that
round.  The result, if positive, is subtracted from the defender's hit points.
If the defender was not surprised, the converse happens also (simultaneously,
in-game); the attacker's MD is subtracted from the defender's MA and the
result, if positive, lost from the attacker's hit points.  If your hit points
reach zero you are unconscious.  If both parties are still up, combat
continues.

Your Martial Delta (Mdelta) score may be used to help your MA and MD.
You may add a portion of it to your MA and a portion of it to your MD;
the sum of the two portions can't exceed your Mdelta.  You may redistribute it
each round; you must make your distribution before your opponent announces
what MA they are using, and remember not to use more Mdelta than you have.

Multiple combatants: all attacks declared before defense is declared and
within two seconds of the first attack are taken together.  The defender
may apply his Martial Defense against as many of the attacks as he
wishes, but his effective MD is lowered by one for each additional
attacker he defends against.  I.e., defend against one person at full MD,
or two at MD-1 each, or three at MD-2 each, etc.  The defender gets to
counterattack one attacker (his choice).  Attacks made after defense is
declared are considered seperate; the defender uses his MD against each
such attack and counterattacks each such (group of) attacker(s).  Your
Mdelta distribution is fixed each round; however much you add to your MD,
that's your MD against all attackers.

Attack with a weapon adds to your martial scores.  A club or clublike object
(a gun can be used as a club) adds +1 to your MA.  A knife or sword adds +2.  
People with skill get more benefit out of weapons, of course; this is for just
picking it up and waving it around.  

You may voluntarily use any nonnegative integer MA or MD less than your own.

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, call 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.

Drawing weapons:  if you have a weapon out, i.e. 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 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.

A normal adult human has Martial Attack 4, Martial Defense 3, Martial
Delta 0, Hit Points 3.

\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 use only
one-half (round down) your MD and may use no weapons to defend.  If you are
still up you have successfully fled; move ten feet away from your opponent.
You probably want to flee.  Leave.

\subsection{Running}  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.  Under no circumstances should you actually run, as it
has a tendency to upset NPs.

\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 (though
you can specify slitting their throat or whatever).
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, 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.  If your
body has not been discovered, however, you should leave your badge, and all of your game items behind to indicate it's presence.  {\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.

Dead (and inactive) men 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 --- we will give you a ``See a GM'' card to put
in your stash location.  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 --- maybe the GMs will tell you you're not dead after all.  Also,
try to know who was present at your killing, who killed you, and what happened,
so that you can tell the GMs.  The GMs like to be able to know what is going
on in game, and to tell stories at game wrapup.

\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 should 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, put the signs
away, but make sure any players you pass know what you are doing.

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.  Drugs, like ingestables, will have an
envelope containing information on their effect.  Open it when you have taken
the drug.

\section{Special Abilities} 
Certain people will have special abilities listed on 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 ability sheet. Most of these are
fairly straightforward. Their effects and uses are descriped on the ability
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 your character 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 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 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{Rooms} 

The Control Room for this game will be 16-135.
There may also be a GM logged on at any given time to answer questions.

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 common area; 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 common area if there are people
around who might be doing things.

If you want to just hang out with other characters, try {\bf Rick's Cafe}, located in 16-141.  Always a good place for refreshment, entertainment, relaxation,
or just round up characters for your secret meeting.  ``Everyone comes to
Rick's.''  (Remember that Ricks is a game location, so you can be shot,
attacked, etc. there, though few people would do such a thing at Rick's.)

All public meetings will be held in 1-190 unless otherwise specified.  

\section{Miscellaneous}

Name badges in Ankara contain the following information:

\begin{itemize}
\item {\bf Number} This is the large four-digit number on the badge.  The first
digit of this number is the character's apparent age in decades.  The rest
of the number has no in game meaning, unless you know otherwise.

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

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

\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{Appearance Cards} 

Everyone has an appearance card.  After spending at least fifteen minutes 
continuously in close proximity to a character, you may ask to see his or her
card.  It will have a number on it.  The first four digits of this number
should be equal to the number on the player's badge.  If they are not, then
closer inspection has led you to see that the character does not look exactly
as you would expect from first inspection.  The character might have dyed hair,
be crossdressing, or be in disguise.  You cannot find out any more unless
you know otherwise.  Other than this, the appearance number is probably
meaningless to you.  It may trigger a memory packet. Note that the character
then realizes that your character was peering intently for the past fifteen
minutes, as does anyone around, so you might want to have an excuse ready
for being nosy.  Your appearance card should be kept in your badge holder.
You may look at your own appearance card (if you want, stare in a mirror for
fifteen minutes first).

\subsection{Money}

Cash in Ankara is represented by spiffy Ankara bills --- thanks, Laura!
Players may not fake these unless they know otherwise.

\subsection{Headbands}

A headband indicates something unusual about someone's appearance.  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.

A blue headband is a civilian cop uniform.

A black headband is a Turkish military uniform.

A red headband is a uniform other than Turkish police or military.  Ask the
wearer for more specific information.

Please do not wear explicit Nazi symbols or anything that might be taken
as such by NPs; we try not to get people riled up.  Also, overt Nazi-like
action, such as goose-stepping or ``Zieg Heil!''-ing, tend to annoy NPC's,
don't do them.  If you want to display your support of Germany, wear an
Iron Cross, or some such thing.

\subsection{Cameras}

Cameras did exist in 1943, but they were not the simple push-button type
they are today.  You may only operate a camera if you have the ability to.
If you take a picture, write a description on a piece of paper and stick it
in an envelope attached to the camera.  Film may not be developed in game.

\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, or any larger body (Violating the Geneva Convention is right
out!).  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.

Game is set in Ankara in 1943.  There aren't computers for you to use.
Despite this, you may still use Athena to communicate with other characters,
setting up meetings, etc.  Treat email as you would the
postal service, and treat zephyr as you would a telephone conversation.

The GMs will be sending email to the rumor mailing list to inform you
of general rulings, give you the newspaper, and whatever else we feel
like doing.  Players may not send email to the rumor mailing list, unless they
obtain permission from the GMs to do so.

You may also use Athena to print out the information in /mit/jjnichol/Public.
No other uses of Athena are permissible ingame.  In particular, you may
not use Athena to create and print out game whitesheets.

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, nor may any other game action.  You may
indicate to someone in an Athena cluster that you want to go
outside and talk.

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.

\section{Closing Notes}

First of all, thanks to Laura Baldwin for designing spiffy Ankara cash
and a program to distribute it with, to Megan McCallion for proofreading
these rules, and to miscellenous oldtimers for advice.

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 (though hastily) 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.  The Guild's games have been in a constant state of
evolution since their humble beginnings as a circle game years ago.  They
have become what they are now because of people who cared enough to make
suggestions, and hopefully they will continue that improvement through
your help.

And so, good luck, and remember\ldots

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

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

\end{document}
