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\begin{center}
{\Large \bf Yendi Rising -- Rules} \\ 
{\small \bf This game and all of its text \copyright 1997 MIT Assassins' Guild}
\end{center}

	You may notice that in an effort to keep things simple, these
rules are shorter than average Assassin rules.  This means two things.
First, we the GMs promise to be extremely patient answering questions
about things not covered or detailing aspects of these rules that may
have been glossed over when asked on an individual basis.  Second,
everyone is expected to read them in their entirety before game action
begins.  The GMs will show no mercy to those who have failed to learn
these rules.

\section{Things you should have}

	Your {\bf Character Packet} will contain many things.  {\bf
Character sheets}(white), {\bf Group sheets}(blue), {\bf Mechanic
information Sheets}(green), and any other sheets that are not marked
as game items contain information about your character and should be
read but never shown to any other player.

	Each character will receive an ID badge.  You must wear your
badge at all times while you are playing in the game.  The first digit
of the badge indicates your character's apparent age.  (1 = kid, 2 =
young adult, 3 = middle aged, 4 = old, 5 = wierd)

	You will have a {\bf Statistics Card} which describes various
statistics about your character.  If you don't know what a particular
stat means, ignore it.  You should {\em not} tell people what any of your
stats are unless otehrwise instructed.

	You may also have {\bf Item Cards} simulating game items.
Note that every game item must be associated with or simulated by an
item card.  Item numbers aren't necessarily unique.

        You might have {\bf Ability Cards}, which can modify these
rules.  They'll be explained in your sheets somewhere if you have them.

	Finally, you may have {\bf Memory Packets}.  You may open these
and read them anytime you see/hear the number/description on the front.

	For your convenience, your character sheet ends with a list of
many of the things your packet contains.  See the GMs if you detect a
discrepancy.  Your character sheet will also have any of your special
abilities listed on it.

\section{The real world}

	The most important thing to remember when interacting with the
real world is that this is only a game.  You may not break any real
laws, violate any real Institute policies, etc.

	The second most important thing to remember when in the real
world is that very few people are actually playing the game.  Ideally,
people not playing the game should never notice that anything odd is
going on.

Do not annoy the NPs (non-players) in any way.  Do not initiate game
actions (combat, interrogation, \ldots) of any sort in the presence of
an NP.  Quiet, non-alarming conversations in groups which do not
include NPs are okay, but if you're in such a conversation and decide
you want to take further action\ldots tough luck.

Call a {\em game halt} (see below) if an NP comes onto the scene of
any obvious or strange game action; the halt should be held until the
NP departs or a GM authorizes a location change.  (If the players and
characters all agree to end the action or relocate, that may be done
instead of calling a GM.)

Do not deliberately use NPs as cover or otherwise attempt to take
advantage of the NP rules.

Penalties for breaking these rules may be arbitrarily severe at the
GMs' discretion and need not have in-game explanations.

Note that in the enforcement of these rules, {\bf anything not
explicitly permitted is forbidden if it violates the GM perception of
the term ``common sense''.} It's a nasty place out there, so use your
head.

\subsection{Searching things:} In order to search a public place, go
search it.  To search someone's bag, place a note on it that says
``Searched - See a GM'' and tell a GM what you did.  We'll let you
know what happened as soon as possible.  Stealing such bags works
similarly.

No game action or item stashes are permitted in private or activity
offices (SIPB, LSC, etc.), or in areas in which access is limited to
people of a single sex.  You may only hide game items in your room
{\bf while you or your character is in it.}  All stashes must be in
places that a normal MIT student has acess to.  before you come into
game, collect the stuff in your car or room and bring it with you.

\subsection{Dorm rooms:} Dorm rooms are in game.  However, there are a
number of caveats to this.  First of all, if someone comes to your
room asking for your character, you can either be there or not there.
(If the player is not there, the character is not there.)  

 If the player who's room it is says that the character is there, he
or she can let the visitor in or not.  If so, the two people involved
can interact normally.  If the character who owns the room does not
let the visitor in, there is no way for the visitor to get into the
room.  However, if there is game action occurring in the room, the
characters in the room are considered active and so the visitor must
be allowed to attempt to gain access to the room.

Rooms with multiple roommates playing are defined to be in different
rooms for this mechanic.

\subsection{Game Hours}  GMs will be available from noon to 3am every day.  
Oustside these hours, GMs may be available, but should not be paged.
If you find yourself in a situation requireing a GM outside the GM
hours, welcome to a game halt until the next available GM arrives.
There is a Game Break from 4am Tuesday (i.e. Monday night) to 4pm Wednesday.

\subsection{Email} You can send email ingame.  This represents sending a
message by either small child or magic kludge.  Pay 1 fish to the GMs per
email on the island, and 1 orb to the Sharper Mage per email off the island.

\section{Combat}

\subsection{Hitpoints}

Everyone in game has hitpoints.  Anytime your hitpoints are reduced to
zero or below, you are unconscious.  Anytime your hitpoints are
reduced below -2, you are dead.  Anytime you are unconscious you wake
up 10 minutes later with one hitpoint.

The rest of your hitpoints regerate at 1 per ten minutes for damage
taken with blunt weapons and 1 per night's sleep for damage taken from
bladed weapons.


\subsection{Seduction}

To seduce someone of the opposite sex, simply ``say Seduction attack
$n$'' where, $n$ is your seduction stat, after speaking with them for
five minutes.

If your attack is higher than their seduction resistance, you suceed
and must now wander off and find a room, and, well, you know, for
fifteen minutes. Have fun kids.  

Once seduction has begun, there can be no combat between the two
parties until they have been out ofsight of each other for 15
minutes.

If the seduction is unsuccessful, the target reduces his seduction
resistance by half of the seduction attack, round up, and the attack
can not try again on this target for two hours.  A full nights sleep
resets ones seduction resistance to normal.

\subsection{Martial Combat}



\subsubsection{Attacking}

If the target is in your zone of control, start the attack by saying
``Martial Attack''.  Don't shout, but do say it loud and clear.  The
defender should respond with ``Martial Defense'', in a reasonable time
frame (3 seconds or less).  At this point, both attacker and defender
should choose one maneuver card.  Hold up your card with the side that
has the line ``compare this side'' facing you.  Line up the cards.
For each ``Hit'' facing you from the other person's card, check and
see if it lines up with a ``No Block'' or a ``Block'' on your card.
For each ``Hit'' that lines up with a ``No Block'', lose one hitpoint.
Further, if you are ``hit'', you should enact the role-playing effect
described on the other person's card, (thus the ``cinematic'' nature
of the combat system.)  Some cards may have special effects that
override these rules.  Note that some cards say ``Hit$n$'' instead of
just ``Hit''.  These indicate you take $n$ points of damage instead of
one.  Unless it says otherwise, a combat card requires that you are standing
to use.
 
\subsubsection{Surprise}
 
If you attack someone and their response to ``martial attack'' is
something akin to ''Huh?'', you have surprised them.  Pick a maneuver,
and use it.  They get no defense and take all of the ``hits'' on the
card.


\subsubsection{Hand-to-Hand Weapons}
 
In order to do damage with a weapon, you must have both an item card
and a physical representation (ie, a foam boffer) for the weapon.  In
addition, you must have the representation in your hand and clear at
the beginning of a round, when ``Martial Attack'' is declared.  By
``clear'' we mean that it cannot be in your pocket or tangled up in
your coat, even if you're holding it.  It must be free and ready to be
used.
 
\subsubsection{Drawing a Weapon While in Martial Combat}
 
If you want to draw any weapon in martial combat, you must take a
round of damage.  Instead of playing a maneuver, declare you are
drawing a weapon at the beginning of the round; you get no defense
against the move your opponent plays.  You can draw a ranged weapon or
a hand-to-hand weapon in this manner.

\subsection{Standing Up}

In order to stand up in martial combat, you must take a round to do so in the
same manner as drawing a weapon.

\subsubsection{Disengaging}
 
To disengage from hand-to-hand combat, call out ``Break'' {\bf while}
playing your card.  If your opponent also declares ``Break,'' the
combat is over.  If your opponent doesn't declare ``Break,'' play a
maneuver.  You do no damage that round. If your opponent does not
damage you, you have escaped from combat.  Otherwise, you're still
fighting.

\subsubsection{Multiple Opponents}
 
If fighting multiple opponents, everything is done the same way,
except you hold your maneuver up directly towards the person you wish
to damage.  You then make comparisons of your card vs. the cards of
everyone who is attacking you, and the person who you are attacking,
taking and causing damage appropriately.
 
You can break out of a martial combat if everyone who's attacking you
says ``Break,'' or if no one who's attacking you does any damage.
Otherwise you're still fighting.



\subsection{Ranged Combat}

Ranged threats include:

\begin{tightlist}
\item {\bf Ping Pong Balls:} Ping pong balls represent throwing
knives, darts, etc.  It takes special abilities to use anything
represented by a ping pong ball.  If you are hit by one, loses four
``bladed'' hit points.

\item {\bf Dart Guns:} If you see one, ask the wielder what you see.
If hit with a dart, fall down and be unconscious for ten minutes plus
any effects the wielder tell you.


\item {\bf Foam Pellets:} These represent sorcerous attacks.  When hit
with a foam pellet you are imobilized until the thrower tells you what
happens.  You must say what the effect is immediately and quickly upon
throwing the pellet.  If the target doesn't understand and you leave
without clarifying, the effect dissapates.
\end{tightlist}


\subsection{Bleeding}

If at any time, you have taken half or more of your hitpoints in
``bladed'' damage, you are bleeding.  If the bleeding is not stoppe
din 30 minutes you will die.  Anyone with the item card ``Bandages''
can stop bleeding.  Otherwise, you'll need someone who knows how.

\subsection{Killing Blow} Any time someone is unconscious, any
character may kill this person, by leaning over them and saying
clearly, ``Killing Blow! Yendi coils and strikes unseen.''  Any other
person in Zone of Control of either party need only say ``I stop
you!'' within two seconds (i.e. during the recitation) to prevent
this.  If the killing blow is not prevented, the victim is dead.

\subsection{Death}

When you die, do not start telling people your plots for you can be
revivified.  If a sorceror or something revivifies you, you are back
to life with all memories intact, no bleeding, and one hitpoint.

Anyone who has been:
\begin{tightlist}
\item Dead for 48 hours.
\item Intentionally stabbed through the brain or burned to ash {\bf
after death.}
\item Reduced to -4 HP in a round of combat in which they were hit on the
head (the top box of the combat cards) by a bladed weapon.
\item Killed by a Morganti weapon
\end{tightlist}
is unrevivfiable.


\section{Random Important Rules}


\subsection{Game Halts:} Game halts are for players who want to get a
GM on the scene or resolve {\em player} confusion.  They should be
called by saying "Game Halt" loudly enough for all players in the area
to hear.  All game action ceases for the duration of the halt.  A halt
is terminated by consensus of all players involved in the halt.  Halts
should also be called when an NP arrives on the scene of a game action
(see above).  {\em Halts may not be used to stall, gain thinking time,
etc.  Use common sense. Use sparingly.}

\subsection{Not Here:} In some instances, your player may need to do
something or go somewhere the character wouldn't; in that case, you
can go ``not here'' by flipping your badge to the ``not here'' side.
Tell other players that you see that you're ``not here'', and
therefore not currently playing.  Your character does not see anything
your player sees or hears while ``not here''; therefore, it's best if
you just avoid the game entirely when not here.  Not here is a good
way to do homework, or to run for a GM when you're in the middle of a
game-halt; you should NOT use it to leave game in the evening without
first walking to a public place (street, lobby 7, ...) because someone
might be trying to follow you and they deserve the chance.

\subsection{The Box:} The Box is a rack of file folders that will live in one
of the common rooms.  There will be a folder labelled with each player's name
as well as ``GM'' and ``Ocean,'' among other things.  Look only in your own
folder, unless you know otherwise.  If you want to get non-urgent answers from
the GMs, leave the questions in the ``GM'' folder {\em with your character's
name on them.}  We'll get back to you, probably by leaving a note in your
folder.

\subsection{Bulky Items:} Some items are bulky.  An item card that has one
colored dot on it must be carried openly and can be the only thing in
the hand carrying it.  A two-dot item requires two hands to carry.
Three dots requires three hands.  (Cooperation is possible.)  You get
the idea.  Note that any body counts as a two-dot item.


\subsection{Running:} Running is not forbidden.  Use common sense and
don't annoy any NPCs.


\subsection{Observers:} Observers (ghosts) will be wearing a badge that
says ``Ghost'' on it or a standard white headband.  Observers cannot
affect the game in any way.  If at any point you're feeling annoyed by
an observer, or think that the presence of an Observer may compromise
you, politely ask them to leave the area.  They will.

\subsection{Headbands:} Red ones should be wrapped around {\em
Morganti} weapons.  Even a single nick from such a weapon can kill.
Gold ones should be wrapped around the seventeen {\em Great Weapons}.
A Great Weapon is like a Morganti weapon except much more powerful.
If you see such a weapon, imagine a thousand demons whispering in your
ear, ``Run, as you value your soul.''

\subsection{Fishing:} Elde has amazing fishing waters.  Everyone may
take two ``fish'' slips from the ocean envelope each day.

\subsection{Computers:} You may use Athena for zephyr or email.  You
must pay the GMs one fish or one orb for every email you send and
every zephyr conversation you have.

\subsection{Ingestibles:} Anything that you can eat, drink, or be
injected with in game will be mechaniced by a small envelope saying,
for instance, ``A syringe filled with clear liquid.''  If you eat,
drink, or otherwise take the stuff into your body, read the contents.
Once you actually open the envelope you are committed, so think
carefully. 

\subsection{Contact Poison} This is mechaniced by petroleum jelly.  If
you touch contact poison, you are dead.  You require an item card to
use this poison.


\subsection{Death:} If you die, write down the circumstances on
the back of your statistics card and bring the card to the GMs.  Leave
a piece of paper with your button stuck to it describing the obvious
state of your body (``dead; sword wound in front'' -- {\bf not}
``killed by the Warlord.'')  Finally, dead people tell no tales --
avoid game-areas until your body is found, and then we'll make you an
observer.

\subsection{Other Special Abilities:} If you have a special ability, it
will be listed on your character sheet.  Follow the directions for its
use as listed.  If someone shows you an ability card, do what it says.


\end{document}








