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%\put(1.62,2){\makebox(0,0)[t]{\LARGE \bf Basic Rules}}
%\put(1.62,1){\makebox(0,0){\Large \bf Reindeer Games: Pirate{\rm '}s
%Cove IV}}
%\put(3.5,0){\PSbox{sleigh.ps}{2.9in}{2.28in}}
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\begin{center}
{\LARGE\bf Basic Rules} \\
{\Large\bf Reindeer Games:Pirate{\rm '}s Cove IV}
\end{center}


{\Large \bf \underline{Standard Stuff}}

Your packet should contain at least some of the following: 
\begin{enumerate}
\item A blurb, which can also pass for a Scenario.
\item A character sheet: who you are and what you're doing. 
\item A button.  Wear it.
\item One or more bluesheets, describing a group or a mechanic.
\item One or more items, either cards or physical representations.
You will probably not get the phys rep with your packet, but you will
have a card for it.  Pick up the physrep the day of game.  
\item One or more memory packets, small manila envelopes to be opened
when you encounter the number/word indicated on the packet.   Keep
them even after you've opened them, in case you  need to ``open'' it
again.
\item a Q packet.  Ignore this until told otherwise.
\item A map of the game area.
\end{enumerate}
As always, character/blue sheets may not be shown to anyone, and
memory packet labels may not be discussed.

{\bf Game zone} includes Building 36 (basement -- 3rd floor), 34 (1st
-- 3rd floor), and 24 (3rd -- 5th floor, plus stairwells all the way
   down).  Buildings 34 and 36 are the ranch compound and building
24 is some of the area around it.
There will not be end-of-game-zone signs up, but
please don't exit the game area unless you are told to.

{\bf Don{\rm '}t annoy NPCs.}  This includes making large amounts of noise,
running over them in the hallway, or firing/throwing weapons (weapons?
what weapons?) in front of them.  You are welcome to talk game in
front of them if you don't mind being thought eccentric.

\newpage

{\Large \bf \underline{Items}}

Items may be represented by index cards, or by real items (usually
with stickers or tags).  Real items not represented by cards include
several obvious ones (hot chocolate is represented by hot chocolate,
jingle bells by jingle bells) and gold coins, represented by those
gold plastic cap things.  Items will in general be marked with the day
of the run; please ignore items marked as from the previous run.

%\savebox{\pixbox}{\epsfbox{pockets.ps}}
\flow{L}{Unless told otherwise, {\bf you may only carry one item at a time}, in
your hands in front of you (neither elves nor reindeer have
pockets).\\ \vspace{1em}\\
\hspace*{\parindent}{\bf Wearables, Containers, and Heavy Things}: There are a few
exceptions to the above simple rule about items. Wearables (marked as
such) do not count towards your one-item limit when being worn (they
do count while you're picking them up).  Containers (marked as such)
can carry items inside them, sometimes only of a particular type.
Some items may require hands to use (though not to carry) and will be
marked as such.  Some items (including people) are Heavy and can only
be carried on the back of a reindeer or other non-Handed creature, and
(can you guess by now?)  will be marked as such (except for the
people).}{\pixbox}

{\bf Stashes:} Some items on your sheet may be listed as in a
particular location (in which case they won't be in your packet) or as
``stashed,'' in which case they \underline{will} be in your packet and
you should spend the next 24 hours looking for a good place to hide
them in game space (but not actually hiding them), and then show up
half an hour early to game start so you can hide them in your place of
choice.  Note that this is not license to spend half an hour looking
for everyone else's stashes, only to place your own in your pre-chosen
spot.

{\bf Chinese Finger Traps:} If you can get someone to put their
fingers (or hooves or other non-handed front appendages) in a Chinese
Finger Trap, it will take them a minute to disengage
themselves\footnote{of course, if it takes the player
\underline{longer} to get out, it takes longer\ldots}, during which
time you may take from them one item, including non-hat Wearables or
things in their Containers or Pockets.  Anyone who is sitting down
panting (see {\bf Combat} below) can have a Chinese Finger Trap placed
on their fingers without being able to resist.


{\Large \bf \underline{Combats and other dangers}}
%\savebox{\pixbox}{\epsfbox{fight.ps}}
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\flow{L}{
{\bf Martial Combat:} The attacker picks a target, and declares an
attack by stating ``Take that!''  The defender responds with ``Hah!''
or ``Why, you\ldots'' (or even ``Huh, what?'' --- it doesn't matter).
The pair then scuffle for one minute, during which time they form a
small cloud with feet, hands, and/or hooves sticking out.  Neither
person may break from this condition.  Then they drop whatever items
they are carrying, sit down, and pant for another minute.    In the case of multi-way combats, any new person
joining the cloud (by saying ``take that!'' to someone in it) will
cause the scuffle to continue for another minute (not added to the
first minute, just start timing again).}{\pixbox}



\samepage{
%\savebox{\pixbox}{\epsfbox{darts.ps}} 
\flow{L}{
{\bf Ranged Combat:} Snowballs are represented by foam pellets.  Other
ranged weapons are represented by their nerf or colored-plastic
equivalents.  If you are hit by a snowball, you say ``oof!'' and your
hat falls off (note that while you're picking it up again, this counts
as your one item).  The snowball itself is destroyed.  If you are hit
with anything else, ask your attacker what happens (though it's
probably not fatal, you may feel free to dodge).}{\pixbox}

%\epsfbox{hat.ps}}
 
{\bf Other Dangerous Things:} Other things in world that are actually
\underline{dangerous} will be mechaniced with vaseline.  If you touch
some, see a GM immediately.  For example, a toy box with vaseline on
it might mean that there was a poisonous snake inside, and if you
touched it, the snake had bitten you.


\newpage
{\Large \bf \underline{Other stuff, in no particular order}}

{\bf Locks:} Doors marked with cards as ``locked'' are locked (from
the outside).  If the door is open, you can turn it around to
``unlocked'' (or lock it again).  Unless you have a special ability to
open a locked door, it will take five minutes of fiddling (nothing in
your hands) to get open.  Other items may also be locked, and may be
opened in the same fashion.  Items marked as locked with a combination
lock, with a puzzle dangling from them, require solving the puzzle the
first time, and may be opened immediately after that.  Other mechanics
for opening things will be attached to the item if appropriate.

{\bf Snowballs:} Snowballs melt ten minutes after being removed from
freezing areas, and  splat into tiny pieces of snow after being
thrown. 

{\bf Wearables:} You may only wear one particular type of wearable at
the same time (i.e. you can wear a hat and a nosewarmer, but not two hats).

{\bf Headbands:} Ghosts (Non-playing GM helpers) will be wearing white
headbands if practical.  Generally, anyone wearing an orange headband
is ``Not Here'' and should be ignored.

\end{document}
 

