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\begin{center}

\vspace{-3\baselineskip}  % preserve spacing
{\em Die had two rules sets, ``Short Form'' and ``Long Form,''
for experienced and inexperienced players respectively.
Both are included here, in that order, with their own page numbers.}
\StartPageNumbering{Short Form}
\vspace{\baselineskip}

{\Large \bf Die! You Commie Bastard!} \\ 
{\bf Die! You Capitalist Dog}

{\Large \bf Rules -- Short Form}

{\small Written by Susan Born, Chay Casso, Jenwa Hsung, Ellen
Kranzer, Mike Patton, and Melanie Soderstrom}

{\small \bf This game and all of its text \copyright 1997 MIT Assassins' Guild}
\end{center}

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.  This version is intended for experienced players and doesn't
detail all the practices that are considered ``standard''. 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 some or all of the following
things.  As usual, character sheets, group sheets, etc. should not be
shown to any other player. All sheets are written from the point in
time when game action begins (6pm, Friday, September 19).

\begin{itemize}
\item {\bf Character sheet}(white)

\item {\bf Group sheets}(blue)

\item {\bf Mechanic/Knowledge Sheets}(green)

\item {\bf Background Information} (pink) These are a new innovation.
They contain information about the historical background for the
game.  You don't need to read pink sheets to have all the information
you need to play the game; however, you may find the additional info
useful in role-playing.  Some pink sheets are documents your character
may have read in the past, but isn't likely to be actually carrying
around like the {\em Communist Manifesto}. 

A list of pink sheets will be available and any player can get a copy
of sheets from the GMs. 

\item {\bf ID Badge} You must wear your badge at all times while you
are playing in the game.  The first digit of the ID number indicates your
character's apparent age in decades.  (2 = twenties, 3 = thirties,
etc.) ID numbers on badges are used only for game mechanics and can
not be written down or referred to in character.

\item {\bf Stat Card} 
You should {\em not} tell people what any of your stats are unless
otherwise instructed. The back of your stat card will contain a death report
form, more on this later.

\item {\bf Ability Cards}

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

\item {\bf T Packets}. Open your {\em T packet} if you are scheduled
to testify before HUAC (the House Un-American Activities Committee).
T packets are similar to memory packets and will give you information
about the effect the stress of being called to testify is having on
your character. T packets should be read before you talk to HUAC, but
do not have to be read immediately when you find out you will be
testifying.

\item {\bf Other small Packets}
You may also have or acquire during the game other packets that are
labelled with a single letter. These are used for some of the
mechanics in this game and should not be opened unless you are
instructed to do so.

\item {\bf Item Cards} simulating game items.  Note that every game
item must be associated with or simulated by an item card.  Some items
may also have phys reps. Item numbers aren't necessarily unique. Item cards
marked with a colored sticker are bulky. Guns will have both an item
card and an ID sticker.

\item {\bf Money} All cash in the game, even coins, is represented by
printed bills.  These may not be duplicated.

\end{itemize}


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. 
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.

No game action (except for conversation) or item stashes are permitted
in private or activity offices (SIPB, LSC, labs, etc.), Athena
clusters, in areas in which access is limited to people of a single
sex, or anywhere off-campus.  You may hide game items in your room,
but other players can break in and get them. (See the section on
``Searching.'')

\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{Player Reality vs. Character Reality}  Players are
expected to treat each other with courtesy and to explain to other
players what their characters perceive in confusing situations.
Characters are under no such restrictions.  If the GMs feel that
anyone is crossing this boundary we will remove them from the game.
In general, your player and character are co-located unless there is
some in-game reason why your character couldn't possibly be where your
player is.

\section{Combat}

\subsection{Hit Points}

There are two stats related to Hit Points:  HPmax, the maximum number
of hit points your character has when you are healthy and HPcurr, your
current hit point level.
Your HP stat tells you how much damage you can
absorb. Any time your hitpoints are reduced to zero or below, you are
unconscious.  If your hit points drop to or below -HPmax, you are dead.  How
you recover hit points depends on why you lost them.

The average person has an HPmax of 3.

\subsection{Ranged Combat}

\subsubsection{Disc Guns}

Disc Guns represent a wide variety of standard guns (pistols, rifles,
etc.). Regardless of the type of gun represented, the effect of being
hit by a disk is the same.

You must have both an item card and a disc gun in order for your
character to actually use a gun. In addition to the item card for a
gun, you will also get a sticker with the same ID\# as the item card.
This sticker should be attached to your disc gun.  A disc gun without
an item card and a sticker is useless.  

Ammunition is assumed to be trivial to get and doesn't require an item
card.  If you have a gun, you have unlimited ammunition for it.

\paragraph{Effect}

If you are hit anywhere by a shot fired from a disk gun, drop everything in
your hands and fall down.

One hit in the head or torso reduces your hit points to 0(zero), you
are unconscious and will die in 10 minutes without medical help.  Two
hits in the head or torso reduces your hit points to 0, you are
unconscious and will die in 5 minutes without medical help.  Three hits
in the head or torso and you are dead.

If you are hit in a limb, you lose the use of that limb.  If you are
hit in multiple limbs, you loose use of all those limbs.  If you are
hit multiple times in the same limb, there are no additional effects
from additional hits.  The only way to regain use of the limb is to be
healed by a doctor.

Note that it is often difficult to feel disks hitting you, especially
if you are wearing either heavy or loose clothing. If there is any
question about a hit, it's the shooter's call.

\subsubsection{Rubber Dart Guns}

A rubber dart gun represents a toy gun.  If you are hit by a rubber
dart, you are hit by a rubber dart.  Role-play accordingly.


\subsubsection{Other Projectile Weapons}

Other projectile weapons (nerf weapons, ping-pong ball shooters,
whatever) represent unfamilar devices.  If you are shot with one drop
everything in your hands, fall down, and assume you are
incapacitated.  The person who shot you will tell you what the effect
of the projectile is. 

\subsection{Martial Combat}

\subsubsection{Definition of Zone of Control (ZOC)}

To initiate a martial attack, the other character must be within your
``zone of control.''  Likewise, before another character can use a
martial attack against you, you must be in theirs.  Someone is in your
zone of control if you and he could touch if you extended your arms
towards each other.


\subsubsection{The Basics}

The Martial Combat system is based on the game ``Rock, Paper,
Scissors.''

In the martial combat system for this game there are actually 4 basic
maneuvers. The symbols are:

\begin{description}
\item[\bf ROCK] This symbol is formed by making a fist. 
\item[\bf SCISSORS] This symbol is formed by making a fist and then
extending the first two fingers in a ``peace-sign'' or ``scissors''
type of gesture. 
\item[\bf PAPER] This symbol is formed by holding one's hand flat,
palm down, parallel to the floor.
\item[\bf CHEAT] This symbol is formed by making a ``thumbs up''
guesture (i.e. making a fist with your thumb sticking up).
\end{description}

The first three symbols ({\bf ROCK}, {\bf SCISSORS}, {\bf PAPER}) may
be used by anyone.  The {\bf CHEAT} reprents having special combat
training and can only be used if you have a special ablity that allows
you to use it.

To resolve a martial combat, both players show their symbols at the
same time. To facilitate this, count out loud together. Say
``1-2-3-show!'' You show your symbol as you say the word ``show.''
{\bf SCISSORS} beats {\bf PAPER} (cuts the paper).  {\bf PAPER} beats
{\bf ROCK} (covers the rock).  {\bf ROCK} beats {\bf SCISSORS} (breaks
the scissors). {\bf CHEAT} beats everything except anotherf{\bf CHEAT}. In
the case of a tie, nobody wins/loses.

\subsubsection{Attacking and Defending}

Start the attack by saying ``martial attack---1, 2, 3, show''.  If you
are being attacked, you must display a symbol on the word ``show''.
Failing to do so means that you are surprised (see below).  Note, you
are not required to respond by saying ``Martial Defense''.

\subsubsection{Surprise/Not playing a symbol}

If the person you are attacking does not display a valid symbol at the
end of your ``martial attack---1, 2, 3, show'' count, you have surprised
them.  You automatically win the round.  If you are the one who
doesn't have a symbol ready in time, you have lost the round.

\subsubsection{Damage}

If you lose a round of rock-paper-scissors, you lose one hit
point.  If an attack reduces your hit points to or below zero, you are
unconscious.  Fall down and drop anything you are carrying.  You will
remain unconscious for 10 minutes and then wake up with 1 hit point.
If you are hit again while unconscious, you lose another hit point and
the 10 minute count starts over again.  If your hit points drop to
-HPmax you are dead.

\subsubsection{Break}

If you'd like to break off the fight, say ``Break'' at some point
during the ``1-2-3-Show'' count.  If your opponent responds by saying
``Break,'' the count stops and the fight is over.  If your opponent
does not say ``Break,'' but instead keeps counting, the fight
continues.


\subsubsection{Hand-to-Hand Weapons}

There are edged weapons in game.  Besides having the Item Card, you
must also be carrying a Foam Boffer to use one.  All edged weapons
have the same effect: they add 1 hit point to the amount of damage you
do. This should be marked on the item card.  You can only wield one
weapon at a time.

In order to use a weapon in Martial Combat, you must have the
representation (i.e. the Foam Boffer) in your hand and clear when
``Martial Attack'' is declared.  By ``clear'' we mean that it cannot
be in your pocket or hidden under your coat, even if you're holding
it.  It must be free and ready to be used. If you plan to fight with a
weapon, we suggest that you practice making the symbols with a boffer
in your hand in case your off hand isn't available.

Once ``Martial Attack'' has been declared, if you are now one of the
combatants, you cannot draw a weapon, even between rounds.

\subsubsection{Multiple Opponents}

Martial Combats involving more than two people should begin as usual,
with someone saying ``Martial Attack'' to their intended victim, or
with multiple people simultaneously saying ``Martial Attack'' to their
intended victim(s).  If you are not one of the original attackers or
attackees, you cannot join in on the first round.

The ``1-2-3-Show'' count happens as usual.  Anyone in the combat
extends their symbol towards the person whom they wish their attack to
affect.  {\em Each person can only have a chance to damage one person
in a round}. Your symbol is compared against the symbol of the person
you've extended it towards, and against any and all symbols that are
being extended towards you.  If you win against the person you are
attacking (extending your symbol towards), that person takes damage.
If you win against someone who is extending a symbol towards you, but
whom you are not extending a symbol towards, you take no damage from
that attack, but do them no damage either.  If you lose against
someone who has a symbol extended towards you, you take damage as in a
one-on-one Martial Combat.

Anyone who was not involved in the first round, but wants to
join in now can do so by saying ``Martial Attack'' to their intended
victim before the counting begins and joining in on the group
``1-2-3-Show'' count.

{\bf NOTE:} No one will {\em EVER} get to display more than one
symbol in a round of Martial Combat.


\paragraph{Breaks Against Multiple Opponents}

If you say ``Break'' during the ``1-2-3-Show'' countdown, and everyone
involved in the combat immediately responds ``Break,'' then everyone
breaks and the fight ends.

If you say ``Break'' and none of your opponents do, no one breaks and
the fight goes on.

If you say ``Break'' and one or more of your opponents immediately
responds ``Break,'' but one or more of your opponents simply continues
counting, then you are no longer fighting the people who
said ``Break,'' but are still fighting those who didn't.

\subsection{Ranged Combat vs. Martial Combat}

Both Martial and Ranged Combats happen in real-time, that is, they
take as much time to occur as it takes to play out the mechanic.
Ranged Combat simply wins. If you do not have your gun clear when
``Martial Attack'' is declared on you, you may not draw or use it.


\subsection{Armor}

Body armor, in the form of flak jackets, exists in this game.  Wearing a
flak jacket requires having an item card of it and is represented by
wearing a green headband. Headbands are available from the GMs.

A flak jacket stops 2 of every three bullets, i.e. first two hits
don't count, the third does if you are shot when wearing a flak jacket.

In martial combat, a flak jacket negates the effect of an edged
weapon.  That is, if you are wearing a flak jacket and lose a round of
martial combat to someone wielding a knife, you only take one hit
point of damage.  If you are wearing a flak jacket and the person you
are fighting isn't using an edged weapon, your flak jacket has no
effect on the fight.

\subsection{Heavy Equipment}
In ranged combat, someone driving heavy equipment (see Heavy Equipment
Section)
is every second bullet gets passed machinery i.e. the first hit you don't
count, the second you do, the third you don't, etc. 

You can be martial attacked by someone driving a piece of heavy
equipment. This is the equivalent of someone trying to run you
down. The attack begins like a normal martial attack. However, the
defender can choose to flee by moving out of ZOC and declaring that he
is fleeing rather than showing a sign. If the defender either does not
respond or shows a sign, the defender is crushed to death by the heavy
machinery.  If the defender flees, the driver may pursue him by moving
back into ZOC and declaring martial attack again.

\subsection{Disarming}

There is no disarming mechanic in this game.

\subsection{Killing Blow}

To kill
someone who is unconscious, you must first be within Zone of Control of
the unconscious person. Touch the other person and declare ``Killing
Blow-Die-Die-Die.''  If any character in Zone of Control of you either
martially attacks you or says, ``I stop you'' or words to that effect
before you complete your count, you have been stopped.  Otherwise, you
are successful.  The phrase ``Killing Blow-Die-Die-Die'' must be clearly
audible and enunciated.

\section{Healing}

As mentioned previously, if you are shot in the head or torso, you
are unconscious and dying.  If you are hit in a limb, you lose the use
of that limb.  Both of these situations can be remedied by proper
medical attention. If a character with a medical ability treats you,
he will tell you the results of your treatment.

Hitpoints lost during combat are recovered at a rate of one
per night.  This increments at the end of the game day (see below), 6
am.

\section{Poisons}

You can be poisoned by eating a poisoned ingestible item (see the
sections on food and ingestibles below).  In order to use a poison you
must have an item card for the poison (itself an ingestible item) and
access to the item you want to poison.  Explain to the GMs what you
are doing, and the GMs will modify the item's effect packet. If you
are poisoned, the effect packet attached to the ingestible item will
explain what happens to you.


\section{Explosives}

Explosives are represented by an item card for dynamite and
a trigger mechanism which you, the player, must supply. The trigger
mechanism must do something active and noticable such as make noise
when the bomb goes off.

The amount of damage an explosion does depends on how much dynamite is used.
The chart below shows the blast radius for bombs of various sizes. The
radius is measured from the site of the explosion.


\begin{tabular}{|c|c|c|}\hline
Sticks of Dynamite& ZOC Units& Feet \\\hline
1&1&3 \\
3&2&6  \\
6&3&9 \\
10&4&12 \\
15&5&15 \\
21&6&18 \\
\hline
\end{tabular}\vspace{\baselineskip}

If you are caught in the blast radius of an explosion, you are dead.
Fall down and drop anything in your hands. If you are carrying any
explosives on your person and are caught in the blast radius of an
explosion, there is a chain reaction and the explosives you are
carrying blow up also creating an additional blast radius measured
from where you are standing.

If you are outside the blast radius of an explosion, but are standing
within ZOC(zone of control) of the blast area, you are
knocked down and must drop any items in your hands.

\section{Death}

If your Character gets killed, well, we're sorry.  We hope you
had fun anyway.

You should do the following things:


\begin{itemize}
\item  When you leave the scene, put any Item Cards in your possession
in a stack where your body is.  Place your Badge insert on top of the stack
with a note describing the body's condition (i.e. bullet wound in chest).
\item Fill out your ``Death Report Form'' (it's on the back of your
stats card) describing how you died and who killed you, 
and return it to the GMs. If you were shot, find out the item number
of the gun that you were shot with and record it on the death report.
\end{itemize}

Finally, dead people tell no tales --
avoid game-areas until your body is found, and then we'll make you an
observer if you'd like.


\section{Food, Alcohol and Other Ingestibles}

Food and other things that your Character may wish to consume are
represented by Item Cards with an envelope attached.  You can only
look at the effect if your character ingests the item.  Once you
consume an ingestible either destroy the item card or return it to the
GMs for possible reuse.

The effects of any ingestible are {\em NOT} cumulative.  (For
example, if you eat 2 pieces of chocolate cake, you won't be in twice
as good a mood\ldots)

If another ingestible you consume would give a similar effect (for
example, if a drug gave +1 to your hit points and a second drug gave
+2 to your hit points), you are affected {\em only} by the stronger
one and are at +2 hit points.  You will suffer simultaneous effects
from anything that doesn't overlap.

If you consume the same or similar ingestible a second time before the first
dosage has worn off, reset the clock on the time you are affected.

\section{Basic Nutrition}
Your character needs to eat one meal a day to stay healthy. Unless
your character eats an in-game meal during the day, your current
(HPcurr) and maximum (HPmax) hit points are reduced by 1 at the end of
the day (6 am). 
The only way to make up for the lost meal is to eat an additional
meal after you've met your nutritional need for the current day.
After you have eaten your one meal for the day, each additional meal
will increase your HPcurr and HPmax by one if they have been reduced
due to malnutrition.

If your current Hit Points are reduced to 0 (zero), you fall
unconscious.  If you become unconscious due to malnutrition, you can be
revived if you receive treatment IV within 24 hours; otherwise, you
die. Treatment can be administered by a doctor with the proper
equipment or at a hospital.  If you are taken to the hospital for
treatment, you will be held until a doctor releases you. (A hospital
stay costs \$10/day)  Treatment restores you to 1 HP and restores 1 to your
Maximum Hit Points.  Any additional restoration of hit points lost
through malnutrition can only take place by eating.  Your HPmax can
never exceed it's value at the start of the game.

There are several sources of food in Thompsonville. The town has two
diners where you can buy a prepared meal.  There are also two grocery
stores where you can purchase food if you have a place to cook a
meal. Air Force personnel also can eat at the Mabry Field mess hall.

For example, John-2 starts the game with both an HPmax and HPcurr of 3.
Friday he doesn't eat so at 6am Saturday morning his HPmax and HPcurr
both drop to 2.  Saturday night he gets into a fist fight and loses 1
hit point.  Now his HPmax is 2 and his HPcurr is 1.  He stops by the
diner and buys dinner. This has no effect on his hit points since it's
his one meal for the day.  John-2 goes home to sleep.  At 6am Sunday,
he gains back the hit point he lost in the fight.  His HPmax and
HPcurr are now both 2.  Sunday, afternoon John-2 goes into the diner
and orders up two dinners (his meal for the day and one to make up the
meal he missed). His HPmax and HPcurr are now both up to 3. Late
Sunday night, John-2 is involved in a barroom brawl and is knocked
unconscious.  10 minutes later he wakes up with his HPmax at 3 and his
HPcurr at 1.  Monday morning, John-2 wakes up with an HPmax of 3 and
an HPcurr of 2.  He gets really busy and forgets to eat so at 6am his
HPmax becomes 2 and his HPcurr becomes 1.  Tuesday afternoon, a mugger
hits John-2 over the head and steals his wallet.  John-2's HPmax is
still 2, but his HPcurr is 0 so he falls unconscious.  Doc Smith comes
along and being half blind, he treats John for malnutrition.  This has
no effect since John-2 did {\em not} fall unconscious from
malnutrition.  John-2 wakes up with HPmax 2 and HPcur 1.  In all
the excitement and hassle of dealing with reporting the crime, John-2
forgets to eat again so at 6am his HPmax drops to 1.  HPcurr gets a
little complicated: it increases by 1 (daily recovery rate for damage
lost during martial combat) but it decreases by 1 because he hasn't
eaten so his HPcurr remains at 1.  Wednesday, John-2 doesn't eat
because he has no money to buy food after the mugging.  At 6am,
wandering around in the basement, John-2's HPmax and HPcurr go to 0
and he collapses.  Doc Smith finds him and again treats him for
malnutrition.  This time, that's the right treatment and John-2 comes
around with HPmax and HPcurr both at 1.  John-2 goes out and mugs
John-3 and gains a large wad of cash.  To celebrate, he goes to the
diner and pigs out, ordering 4 dinners.  This restores his HPmax and
HPcurr to 3 since HPmax can not be increased above it's original value.


\section{Theft for Fun and Profit}

\subsection{Searching Places}

To simulate your Character searching a Game Space, you the Player
should search the Real Space.

\subsubsection{Searching a Character's Living Quarters}

There are special rules for searching a character's living quarters.
Under no circumstances should you actually search a player's real living
quarters.

To search a character's home (hotel room, whatever), you need to have
a way of entering the room.  Then, you need to make sure the character
is not home.  This can be done with a phone call.  Find a GM and tell
the GM your plan for gaining entry.  The GM will send you
somewhere on Campus with instructions on what to do to simulate
breaking into the character's room.  It is possible for
another character or an NPC to observe your break in.  You can abort
at any time simply by leaving the spot the GM sent you to. When you
are done, see a GM to find out the results of your search.

Note that military personnel live outside the secure area of the
base so that their rooms can be broken into the same way any other
character's rooms can be.

\subsection{Searching People}

Two types of searches can be done on a person.

\begin{itemize}
\item {\bf ``Pat-Down'' Search}  This type of search simulates the
stereotypical TV cop ``frisking''.  This search will only reveal the
presence of weapons (guns and hand-to-hand).  This takes as
much time as it takes your victim to tell you what you find.  (For
example,  ``You find a crossbow in this pocket and a knife in this
one.'')
\item {\bf Total Search}  This type of search simulates a mildly
invasive complete search of the Character's entire clothing.  This
takes as much time as it takes your victim to hand over his game items.
In addition to item cards and phys reps, this includes any notes your
character has made. If you're the victim, do this at a reasonable pace; don't
stall.
\end{itemize}

Searching a person does not mean you've searched their back-pack or
purse unless you've explicitly said so.

\subsection{Stealing}
To steal an item that is not represented by an Item Card (for example,
someone's backpack or purse) or is contained in a backpack or purse,
{\bf DO NOT} take the actual item or open the backpack or purse.
Instead, prepare a piece of paper that says ``STOLEN'' on it in big
letters.  Place the piece of paper on top of the item.  If no one
notices you place the piece of paper, or no one stops you, then you
have successfully stolen the item.  Contact a GM.

If you discover a ``STOLEN'' sign on anything containing your game
items, assume that they have been stolen.  See a GM immediately.

\subsection{Picking Pockets}

Picking pockets requires a special ability.  Picking someone's pocket
is simulated by the pick pocket placing a sticker with the words
``CONTACT A GM'' printed on it somewhere on the victim's clothes,
backpack, or purse.  If you notice a sticker on your person, backpack,
or purse, assume that any items you have in that place might have been
stolen.  See a GM immediately. If you notice someone trying to stick a
sticker on you (or someone else), you have just noticed another
Character trying to pick your pocket.  Roleplay accordingly.

\subsection{Locks}

Locks require a key or an appropriate special ability.  A lock and its
matching key will have the same item number.  Character's living
quarters typically are secured with a level 2 lock.  All characters
are assumed to have the key for their own living quarters even though
there are no item cards for these keys.  If for some reason you need
the item card, see a GM.

\section{Kidnapping}

First you have to get your prisoner. 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.  Never actually carry a player.

To simulate carrying an unconscious body: After establishing to your
victim's satisfaction that it would be possible for the kidnappers to
carry him, your victim must make 8.5x11 signs, one per
kidnapper, that say in large letters, "WE ARE CARRYING AN UNCONSCIOUS
PERSON."  The kidnappers and the victim must then walk along the
intended route to the intended place, {\bf openly} displaying the
signs.  If you are spotted by a player, role-play accordingly. If you
are spotted by a NP, the usual rules about interacting with an NP
apply. If an NP asks about the sign, you have been caught. See a GM
immediately. You should of course avoid
heavily trafficked areas while carrying bodies around.

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.

\section{Getting to the Truth}

\subsection{Torture}

Torture is amusing but inefficient.  In a torture situation, the
torturer will describe the chosen method of persuasion to the victim,
who will then role-play accordingly.

\subsection{Drugs}

Sodium Pentothal (truth serum) is known to predispose people to tell
the truth.  It is an intravenous drug so you need a syringe or IV set
up to administer it.

Each dose of truth serum will allow you to ask the subject three short
answer questions, which he must answer without lying. The subject can
neither read, write, give incredibly long and complex answers, nor can
he answer any questions which require thought, conjecture, or
deduction while under the influence of the drug.  He may relate his
suspicions, theories, or beliefs if you can figure out how to ask for
them.  If the player honestly can't understand or remember the
information you request, neither can his drugged-out character and
you've used up a question.  Please note that creating artificial
situations (a commander "relinquishing" command of his organization,
"firing" an agent, etc.) or otherwise attempting to squirm out of
expected truth serum questions is not permitted.

The subject will pass out for 10 minutes after either three questions
are asked or 1/2 an hour has passed since the truth serum was
administered. Receiving three doses of truth serum within 24 hours is
deadly.  The victim will die 1/2 an hour after the administration of
the third dose.

\section{Heavy Equipment}

A player wearing a hardhat and carrying an appropriate phys. rep. is
driving a piece of heavy equipment. There are four types of heavy
equipment in game: forklifts, dump trucks, earth movers and fire
trucks. In order to drive a piece of heavy equipment, you must have
the relevent skill. Someone driving a piece of heavy equipment, can
only move at walking pace.

\section{Digging}
There are a number of places around the Thompsonville area where you
might want to dig looking for buried treasure or a new gold vein or a
lost Egyptian city or \ldots.  These sites are represented by a large
manilla envelope marked ``Die! Dig Site'' and have a number.  The site
number exists only for game mechanic purposes and cannot be recorded.
Dig sites might be located anywhere in the playing area of the game.

Within a Dig Site Packet there will be a status sheet (listing how
many depth levels are currently exposed), numbered depth
packets(representing what is located at each depth), and digging
report slips (basically blank paper).

Depth packets are labeled 0 through 10.  Inside a depth packet, is a
description of what you find at that level and possibly item cards and
receipts for unique items.  Zero(0) represents an inch or two below
the surface, 10 doesn't map to a specific depth, but it's a pretty
impressive hole.  The only way for you to look in a depth packet is
for you to dig through that level.  If a level is already exposed then
you cannot look in the depth packet for that level, unless you refill
the hole to that depth.

Digging takes a certain amount of time, but since we want to minimize
the amount of time players spend standing around doing nothing or
spending lots of time ``not here'', this will be handled in an unusual
way.  After you dig, anyone involved in the digging operation can not
go digging again at {\em ANY} dig site until the waiting time has
passed. {\em All} characters in the group digging (whether or not they
got their hands dirty), cannot join another digging party until after
the waiting time has passed.

What equipment you need to dig and how long it takes depends on the
depth you are digging to and the conditions at the site and the number
of people who are involved.  These are standard for levels 0-6.  To
dig below level 6, you must expose level 6.  The description for level
6 includes an explanation of what you need to do to dig deeper.  

\begin{description}
\item[\bf Level 0] -- Level 0 requires no special equipment
and takes no time. This is basically what you see if you kick the
surface a little bit.

\item[\bf Level 1] --- requires a shovel.  It takes one person
1 hour.  If a second person with a second shovel assists, the time is
cut to 1/2 an hour.  Additional bodies and shovels do not speed the process.

\item[\bf Level 2] --- requires a shovel.  It takes one person
1 hour.  If a second person with a second shovel assists, the time is
cut to 1/2 an hour.  Additional bodies and shovels do not speed the process.

\item[\bf Level 3] --- requires a dump truck or earth mover, a
person who can operate it and one other person.  Time 1 hour.

\item[\bf Level 4] --- requires a dump truck or earth mover, a
person who can operate it and one other person. Time 1 hour.

\item[\bf Level 5] --- requires an earth mover, a person who can
operate it and 2 other people.  Time 1 hour.

\item[\bf Level 6] --- requires an earth mover, a person who can
operate it and 2 other people.  Time 1 hour.
\end{description}


In order to expose a level, you must first expose the previous level.
All the times listed here assume that the previous level is
exposed. The one exception to this is that if you've got the
requirements for exposing level 3, you can blow through levels 0, 1 and 2
without taking any time, but you can't open the packets for those
levels.

Filling a level back in requires the same equipment exposing it
required, but takes 1/2 the time digging it does.

To dig, open the depth packet(s) for the levels you are digging (after
making sure you have the requisite equipment and number of people). If
you chose to take a unique item, also take its receipt and leave the
receipt with your character's name on it in The Box in the folder
labelled ``Digging'' (this is so the GMs can track what has and hasn't
been found and can accurately replace packets if they disappear).
When you finish your digging, note on the status sheet which levels
are currently exposed (i.e. if you examined level 3, write down level
3). Fill out a digging report slip listing the dig site number, which
level is currently exposed and anything you think the GMs might be
interested in (like who was in the digging group) and leave it in
``Digging'' folder in The Box.  Note: receipts and digging reports
don't have to be dropped off immediately, but they should be dropped
off in a timely manner.

The waiting period begins when you update the status sheet or when you
leave the site.

Here's an example: John-2 and John-3 looking for pirate treasure.
They know it was burried in an area where there was a lot of red clay.
They have two shovels with them and decide to check out a dig
site. They expose level 0 and notice that the soil has a reddish tinge
so they decide to dig deeper.  They expose level 1 and find a couple
of discarded soda cans, but more importantly find they are digging in
red clay.  John-3 has to go off to a secret meeting so he leaves.
John-3 can not start digging again for 1/2 an hour.  John-2 continues
and exposes level 2.  He finds a small 1-dot bulky chest which he
decides to take.  John-2 can not start diggin again for 1 1/2 hours.
John-2's player updates the status sheet and swings by the control
room area to drop the receipt for the chest and the digging report
slip in The Box.  About an hour later, John-2 and John-3 get together
again.  John-2 tells John-3 about his find and the two of them decide
that they should probably refill the hole.  They wait 1/2 an hour
until John-2 can dig again, then the two of them go back to the hole
and fill it in.  They update the status sheet and cannot dig again for
1/2 hours.  An hour later John-3 is in the vicinity of the control
room so he drops off a digging report in The Box.



\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.  Halts
should also be called when an NP arrives on the scene of a game action
(see above).

\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.


\subsection{The Box:} The Box is a rack of file folders that will live
near the control room. (Either in the hall or the designated GM queue
room.)  There will be a folder labelled with each character's name,
one one labelled ``GM'', and ones labelled for particular mechanics.
You can only look in your own folder.  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.  If a mechanic requires leaving
something in The Box, that is explained elsewhere in the rules.  The
Box is {\em not} to be used for character to character messages.

\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 a human body is a two-dot item.


\subsection{Containers} Some items, like crates, can hold other items.
These items will be represented by an envelope attached to an item
card.  You can store items in the container, by placing the item cards
in the envelope. The container will have a rating telling you how many
``dots of bulkiness'' can be stored in it. You can not place more
bulkiness in the container than its rating.  The ``bulkiness'' of the
container itself is not dependent on whether it's full or empty.
Similarly, containers can hold an infinite number of non-bulky items
(but try to be reasonable about it).

\subsection{Business Hours}

Standard business hours in Thompsonville are 6pm to 2am.
The town of Thompsonville has the usual complement of
stores you'd expect --- grocery stores, hardware stores,  etc.
Some of these stores are run by player characters, some are not. 

\subsubsection{Player Character Owned Shops}

Shops run by player characters are staffed by NPCs during business
hours and things can be purchased there. A standard price list and an
envelope to leave the money in will be posted in the room representing
the shop.  NPCs running shops are klugite and the shop cannot be
robbed while they are there.  Characters can, of course, choose to
open their shops at other times.

\subsubsection{NPC Owned Shops}

Standard price lists for a number of NPC owned shops will be posted by
The Box (see below).  The Box will have folders for ``Blank Item
Cards'' and ``Money''.  During Business Hours, you can purchase items
on the price list, by dropping your money in the ``Money'' folder and
making yourself an item.  If you want something that isn't on the
price list, see a GM.


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

\subsection{Observers:} Observers (ghosts) will be wearing a badge that
says ``Observer'' on it and 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:} This game uses two colors of headband:

\begin{tabular}{|l|l|}\hline
Green	& Character is wearing a flak jacket \\
White	& Observer \\
\hline
\end{tabular}


\subsection{Computers:} 
Email may be used freely. Zephyr may only be used to establish meeting
times and locations.  Computers may not be used to send anonymous
mail.

The email list rumor@mit.edu will be used to inform players about
administrative issues for the game and to distribute the in-game
newspapers. Players should not send email to the rumor list unless
authorized to do so by the GMs. 

Mail for the GMs should be sent to die-gms@mit.edu.

\subsection{Beepers:}  Pagers may not be used for game purposes.

\subsection{Player Knowledge of History:} Anything your player knows
about pre-1953 history, your character knows.  If you want to learn
more, you are welcome to read anything published in 1953 or earlier.
Your character is presumed to have access to the same information.

\subsection{Game Hours}  GMs will be available from 3pm to 6am every day.  
Outside these hours, GMs may be available, but should not be paged.
If you find yourself in a situation requiring a GM outside the GM
hours, you can try to contact a GM. If you can't find one, the
characters involved are in a game halt until a GM is found.

There is a Game Break from 6am Tuesday morning to 6pm Wednesday.  For
any time based mechanics, Game Break counts as 12 hours. Your
characters do not exist and cannot do anything during game break.



%%%%%%% Above is Die's ``Short Form'' rules.
\newpage
\ifodd\value{page}\else % put new page 1 on an odd-facing page
  \leavevmode
  \thispagestyle{empty}
  \newpage
\fi 
%%%%%%% Below is Die's ``Long Form'' rules.

\newfont{\bi}{cmbxti10}

\thispagestyle{empty}

\begin{center}

\vspace{-3\baselineskip}  % preserve spacing
{\em Die had two rules sets, ``Short Form'' and ``Long Form,''
for experienced and inexperienced players respectively.
Both are included here, in that order, with their own page numbers.}
\StartPageNumbering{Long Form}
\vspace{\baselineskip}

{\Large \bf Die! You Commie Bastard!} \\ 
{\bf Die! You Capitalist Dog}

{\Large \bf Rules -- Long Form}

{\small Written by Susan Born, Chay Casso, Jenwa Hsung, Ellen
Kranzer, Mike Patton, and Melanie Soderstrom}

{\small \bf This game and all of its text \copyright 1997 MIT Assassins' Guild}
\end{center}

This document is intended for players who have never played in one of
the Guild's long games.  In addition to the rules, this contains
general info on how to approach playing the game and some terminology to
help you follow the ``assassin geek'' some of us who have been around
awhile speak without realizing. There is also a short form of the rules
available for experienced players.

The first rule is: when in doubt ask a GM (Game Master).  Don't be
afraid to ask ``stupid questions.''  If something doesn't make sense,
ask.  You don't want to try to take out another character only to
discover you'd misunderstood a key rule.  If you want to try 
something that isn't covered in these rules, ask.  The GMs have tried
to anticipate situations that may come up, but not all of them are
covered here.  If they were, the rules would be many times longer.
Also, you might think of something the GMs didn't forsee. If the
request is reasonable and fits into the game structure, you'll
probably be able to do it, but ask a GM.  The only thing the GMs won't
do
is give you a road map showing you how to achieve your goals.
Generally, we've made sure there are several possible routes to your
objective, you get to chose your path.

These rules are based entirely on the honor system, and there
is no easy enforcement system which can prevent cheating.  It is our
hope that you, like us, believe that it is no fun to win by cheating.

Assassin is about role-playing, not rules-lawyering. We reserve the
right to make decisions which violate the letter of these rules in
order to preserve their spirit.

That said, we reserve the right to remove from the game anyone whom we
find cheating.  It is our hope that this will be the only time we need
to refer to this subject.

\section{Live Role-Playing: What Is It?}

Live role-playing is a game, an out-growth of the original
``dungeon-crawl'' style role-playing games.  Where in those games you
have paper, dice, and rule books, in live role-playing you rely on
your own skills.  Everything happens in real time; if an enemy attacks
you, you must react now---no pauses are allowed.  If you aren't
present to see or hear something, you didn't see or hear something.

In order to play, you need only four things: a copy of these rules,
your imagination, your Character Packet, and the Scenario.  You've got
the first in your hands now---you supply the second and we'll give you
the rest.

\section{Things you should have}

\subsection{Character Packets}

{\bf WORD OF ADVICE:} Before playing and interacting with other
Players, read {\bf EVERYTHING} in your Packet.  Then when you're
done with that go back and {\bf READ IT ALL AGAIN}.  Many Players,
even experienced ones, have made embarrassing blunders simply because
of overlooking something clearly stated in their Packet.  Don't let
this happen to you.  If anything in the Packet seems confusing or
unclear after you've read through everything, please feel free to come
ask the GMs --- it's part of what we're here for.


Your {\bf Character Packet} comes in a big manila envelope and
contains a bunch of things relevant to the game.  Your packet will
contain confidential information sheets that will have ``NOT A GAME
ITEM'' written on them.  These sheets represent the things your
character knows.  These sheets should {\bf never} be shown to any other
Player under any circumstances.  You can make annotations for
clarity's sake (for example, writing down the player names associated
with the character names in your sheet), but you should not take
notes about things your character learns in game on your information
sheets.  If you do, the sheets then become game items and can be
viewed, stolen, etc. by other characters. 

Your packet also contains game items and ability cards that you will
use in the course of the game.  You should never look at any other
Player's ``NOT A GAME ITEM'' sheets.

Your Character Packet will include some or all of the following: ({\bf
NOTE:} Anything listed {\bi Like This} is an optional item.  You may
have one or more of these in your packet.  You may have none.  You
will have at least one each of any of the other items.)

All sheets are written from the point in time when game action begins
(6pm, Friday, September 19).

\begin{itemize}
\item {\bf Character Sheet} (white)
(While called a ``sheet'' this is most likely actually printed on more
than one piece of paper\ldots) This is a description of the Character
you will be playing in the game---the Character's personality, quirks,
reason for being here, loyalties, secret identity (if any), and game
goals. This is quite possibly the single most important document in
your Character Packet.  Become {\em very} familiar with it.

Your Character Sheet will also contain an inventory of the other
sheets and items that should be in your packet.  If you think you are
missing anything, see a GM.

\item {\bi Group Sheet(s)} (blue)
Group sheets, also called ``blue sheets'' contain information about
the groups your character belongs to and describe the goals of the
group.  In any case it is reasonable for you to assume that any
character who claims to be a member of the same group would also have
access to the same information.  Information in your character sheet
will tell you how your character feels about the group --- anything
from supporting it fully to being a double-agent out to betray it.
{\bf If any information in these sheets is in conflict with that found
in your Character Sheet, the information in the Character Sheet takes
precedence.}

\item {\bi Info Sheet(s)/Mechanic Sheet(s)} (green)
Information and mechanic sheets, also called ``green sheets'', contain
information or knowledge that your Character has. Some of these sheets
are associated with particular abilities your character has and
explain the mechanic for how the ability works. Others may have
information your character knows.

\item {\bi Background Information} (pink) 
``Pink Sheets'' are something new for this game.
They contain information about the historical background for the
game.  You don't need to read pink sheets to have all the information
you need to play the game; however, you may find the additional info
useful in role-playing.  Some pink sheets are documents your character
may have read in the past, but isn't likely to be actually carrying
around like the {\em Communist Manifesto}. 

A list of pink sheets will be available and any player can get a copy
of sheets from the GMs. 

\item {\bf ID Badge}
This badge identifies you as a Player in this game.  You must wear it at all
times while on campus and involved in the game.  The badge can be
folded so that it says ``I'M NOT HERE'' on one side and has your
character's name, ID number,  and physical description on the other.  Wear
your badge with the applicable side clearly visible.

The first digit of the ID number indicates your character's apparent
age in decades.  (2 = twenties, 3 = thirties, etc.)  ID numbers on
badges are used only for game mechanics and cannot be written down or
referred to in character.

Do not make any changes to anything written on the badge.

\item {\bf Stat Card}
This card contains some vital statistics about your character that are
used in various game mechanics.  Specifically, it will have your
character's name and martial combat statistics.  It also has other
stats that are used for game mechanics purposes.  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 instructed to as part of an
ability card effect (see below).  The back of your stat card will
contain a death report form, more on this later.

\item {\bi Ability Card(s)}
These are cards associated with special abilities your Character may
have.  Most of these cards are printed on two sides.
One side summarizes how to use the ability.  The other side explains
the effect of the ability to those who would notice it. If the
explaination of how to use the ability is too long to fit on the card,
you will also get a {\em green sheet} which will explain the ability
in detail.

In some cases, use of a special ability may permit you to do something
which these rules would otherwise forbid.  In such cases, the rules
for the special ability will take precedence over these rules.  If you
have any abilities you might want to use in a situation where seconds
count (for example, any combat or defensive abilities), become
familiar with these portions of the sheet now.  Combat won't stop for
people to read their sheets.

\item {\bi Memory Packet(s)}
These packets represent something that will jog your character's
memory.  Physically, they are small envelopes with something
that may seem cryptic written on them as well as your
character's name (the name is just for sorting purposes so the right
memories get to the right characters). It may be a description, a
verbal phrase (denoted by quotes), an item number, a character ID number
or something else.  When you see an item card or badge {\em
exactly} matching the given number, or hear or see the phrase
verbatim, open the envelope and read its contents immediately. Once
opened, memory packets become part of your character sheet.

Note that Memory Packets represent things that your Character is not
even aware that they know, and as such the existence of a memory
packet, should not be referred to in game.  While it is certainly
acceptable to be keeping your eyes and ears open for the things
written on any Memory Packets you have, it is bad form to go
explicitly searching for them. When you see another player opening a
memory packet, your character sees the other character staring off
into space thinking.  It's polite, but not required,	 to give a player
who is opening a memory packet a moment to read its contents fully
before continuing whatever you were doing before he opened the packet.

\item {\bf T Packets}. 
Open your {\em T packet} if you are scheduled
to testify before HUAC (the House Un-American Activities Committee).
T packets are similar to memory packets and will give you information
about the effect the stress of being called to testify is having on
your character. T packets should be read before you talk to HUAC, but
do not have to be read immediately when you find out you will be
testifying.

\item {\bi Other Packets}
You may also have or acquire during the game other packets that are
labelled with a single letter. These are used for some of the
mechanics in this game and should not be opened unless you are
instructed to do so.

\item {\bi Item Card(s)}
These are cards, or occasionally $8.5'' \times 11''$ sheets of paper,
that represent physical items in the game.  If your Character owns a
wool traveling cloak, it would be rather expensive for us to give you
one, so instead we give you an index card with the description ``a
wool traveling cloak'' printed on it.  In addition, the card will have
a number printed on it.  This is to facilitate certain
mechanics in the game, and cannot be referred to, discussed, written
down, memorized, or anything else along these lines.

Item Cards, unlike most other things in your Character Packet, can be
shown and even given to other Players, or other Players may take them
from you.  As such, all item cards will be marked ``This Card is
Freely Transferable'' If it doesn't say it, it isn't.  Some items may
also have physical representations (``phys rep'').  For example, a
satellite might be a item card attached to a cardboard model.  If
there is a phys rep, the item card and phys rep must be kept
together. Guns have item cards and an ID sticker to be attached to the
phys rep.

Item Cards marked with a round sticker represent non-concealable items.
Non-concealable items cannot be hidden or placed in your pocket. Item
Cards marked with a sticker with a number on it represent bulky, heavy
items that require more than one hand to carry.  (See {\em bulky
items} below.)

\item {\bf Money} All cash in the game, even coins, is represented by
printed bills.  These cannot be duplicated (that would be cheating).

\end{itemize}

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.

\subsection{Scenario}
This is a document containing public knowledge that all the Characters
are aware of.  It's used to help set the scene as well as the mood for the
game.  It includes a list of pre-scheduled public events that will be
happening throughout the week.

\subsection{Player List}
The player list tells you who the characters in the game are, who's
playing them, and how to get in touch with them. The list includes
information about when players do and do not want to be called and
whether or not a player roommate might answer the phone. There are more
people in the world and you may even run into them, but these are the
most important people in your character's universe for the length of
the game.  

\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.

\subsection{Non-Players (NPs)}

{\bf NOTE:} {\em There are no special abilities in this game that
supersede} {\bf ANY} {\em of the rules in this section.  Period.}

Non-Players are those people who are not involved with the game in any
way, shape, manner, or form.  Examples of Non-Players are Campus
Police officers, random graduate students, the people in your 18.03
lecture, Physical Plant workers---in short, anyone who isn't wearing a
game badge.  There is one cardinal rule for dealing with Non-Players.
That rule is:
\smallskip
\centerline{\xivpt\bf DO {\it NOT} ANNOY THEM!}

Do not initiate game actions (combat, interrogation, \ldots) of any
sort in the presence of an NP.  Do not talk about game-related things
in front of Non-Players.  It really distresses people to overhear you
talking about your clever plot to ambush and kill someone.  Do not
pull out your toy guns or otherwise initiate game action in front of
Non-Players.  This distresses them too.  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.

If a Non-Player comes upon the scene where combat or something that
would appear suspicious to a passerby is happening, call a halt {\em
immediately}. (Do this by calling out ``Non-Player!  Game Halt!'')  If
you have any in-game weapons out, put them away {\em immediately}. 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.

No game action or item stashes are permitted in private or activity
offices (SIPB, LSC, labs, etc.), or in areas in which access is limited to
people of a single sex.  

\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.

You many keep game items in your room, but note that another character
can ``break in'' if you're not there.  See the section on ``Searching
Places'' for details.

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

\section{Players vs. Characters}

There is a sharp distinction between player reality and character
reality. Players are expected to treat each other with courtesy and to
explain to other players what their characters perceive in confusing
situations (``My character's hands are covered in blood.'')
Characters are under no such restrictions, and should do what it takes
to further their goals (``Uh, Hi Bob.  Just got back from the butcher
shop.'')  If the GMs feel that anyone is crossing this boundary we
will remove them from the game.

At times during the game, emotions may run high.  You may find that
your Character has gotten into a horrible argument with another
Character and is quite angry.  This is OK; if you're really
roleplaying well, this can even be a lot of fun.  If you find that
the argument has crossed that Player/Character line, and you, the {\em
Player}, are getting angry with the other {\em Player}, this is not
acceptable---you are no longer having fun.

If you notice that you've crossed this line, take a break for a little
while to calm down.  If you notice someone else crossing this line,
{\em politely} suggest that they do the same, but don't push the
point.  Some people are good enough roleplayers that they can play a
very convincing angry person without actually getting angry
themselves.

If someone politely suggests that {\em you} take a break to calm
down, seriously consider doing so.  Perhaps you crossed the line
without realizing it.

Remember, we're all here to have fun.  If you're not having fun,
something is wrong.

\section{Reality Mapping}

For the purposes of this game, you'll need to pretend that you are
not on the grounds of MIT, but are instead in Thompsonville,
Washington in the year 1953.  Particular spots on campus will be
mapped to particular particular locations in town.  These mappings are
explained in the Scenario.  No attempt has been made to preserve
topology so your character can be at ground level even if your player
is on the fifteenth floor of the Green Building.

In general, if your player is someplace, your character is in that
place.  If your player does something in the real world, your
character is doing the same thing (or at least something analogous).

If you must enter an area for non-game reasons that your character
cannot or would not enter (to get to a class or an office, for
example), go ``Not Here'' (See below). You may not do any game-related
actions while you are ``not here.'' You should also try to avoid
noticing any game-related signs and items when you are ``not here.''
If you do notice anything related to the game, your Character does not
know about it.

\subsection{Non-Game Locations}

There are some places at MIT that are not part of the playing area for
the game.  No game action (game conversations, combat, hiding items)
should occur in any of these areas.  For the purpose of the game these
spaces simply don't exist.

You cannot use this to your advantage in any way.  For example, if you
are being chased down the hall, you may not attempt to escape from
your pursuers by entering a non-game location.

Game action (except for conversations) is not allowed in the following places:

\begin{itemize}
\item Anywhere off-campus
\item In any bathroom or rest room
\item In any shared office space (e.g.: the APO, LSC, MITSFS, or SIPB
offices, the office you share with another grad student, etc.)
\item In any Athena Cluster
\item In any space that you, the Player,  are not allowed to be
\end{itemize}

\section{Interacting with\ldots}

Throughout the game  you'll be interacting with a variety of
different people in a variety of ways.  Each of these people will take
some different sort of role in this game.  Below, these different
roles are divided into classes.

\subsection{Game Masters}

The Game Masters (also known as the GMs) are the people
responsible for all of this.  Everything in the game is their fault.
The GMs represent the world and the forces of Nature as they
affect the game.  The GMs will be acting as judges and referees for
anything that happens during the game.

The GMs are available to answer any questions you have about
any aspect of your Character, the rules, or the game itself.  They're
people you can talk to about all your secret plots without fear.  Use
them as a resource.  It's their job.

While the GMs are very friendly folks, the sometimes competitive
nature of the game will occasionally cause them to be stern as well.
A GMs ruling on any situation is {\em final}. It may happen that a
ruling goes against you and you don't understand why.  There are a lot
of things going on in the game of which you are probably not aware.
The GMs are aware of it all and understand the big picture.
Chances are that if you don't understand a ruling, it will become
self-explanatory at wrap-up (a meeting after the game has ended, when
the GMs reaveal what was really going on).

So, please, remember, all GM rulings are final.  Once a GM has made a
ruling, please don't argue about it---we'll be happy to explain the
reasoning to you later.

\subsubsection{Finding a GM}

Campus is a big place so how do you find a GM when you need one?  

Your first stop should be the {\em Control Room}.  (The room number is
listed in the scenario.)  During weekday evenings and all weekend,
there will usually be a GM in the control room.  This is where the GMs
keep all their information for running the game.  You should not enter
the control room unless a GM has told you it's okay because the GMs
may be talking to another player.  If you're in the Control Room
talking to the GMs, you should avoid reading any papers that might be
lying around.  They might be game material that your character does
not have access to.

For those times when a number of players are waiting to see a GM,
there will be a waiting area (the {\em queue room}) set up nearby so
you don't have to hang out in the hallway when there is a line to
speak to the GMs. Be careful because both ``here'' and ``not here''
characters might be in the queue. If you are ``not here'', you can't
interact with any other characters. If you are ``here'', you many
interact with other characters who are also ``here.''

Another place to look for GMs is at any large public event. You can
expect to find at least one GM at any event listed in the scenario.

Also, if you are setting up a meeting where you expect a GM's presence
might be useful (or where you'll think we'll be entertained), you can
contact the GMs in advance and arrange for someone to be there.

It is permissible to go ``not here'' to find a GM if your character is
uncomfortable going to the places you'll need to go to find one.

\subsection{Other Players}

Interacting with other Players should be fairly easy.  Players are
easily recognizable by the badge they'll be wearing.  The badge will
have the other Player's Character name on it.
Act towards the other Character as you think your Character would
react in the existing situation.

Sometimes, your interaction with other Characters will involve the use
special abilities or combat. See the appropriate section of the rules
for how these should be handled.

\subsection{Non-Player Characters}

Sometimes your Character may end up interacting with someone who
exists in the game, but isn't a Player.  This person is still a
Character, but we call them ``Non-Player Characters'' or ``NPCs'' to
make the distinction clear.

Often the part of the NPCs will be played by someone who was
previously acting as an Observer(see below), or even a GM.  This can get
confusing, and we'll do our best to alleviate that confusion whenever
possible.  Anyone playing the part of a NPC will be wearing a Badge
with the NPC's name and description on it.  While this Badge is being
worn, that person, regardless of what role they had in the game
previously, is for the moment that NPC and only that NPC.

Interact with NPCs in a fashion similar to how you interact with other
Players, i.e. act towards them as you believe your Character would act
towards this Character.  In general, treat NPCs exactly as you would
Player Characters---don't tell them your secrets or assume they're not
dangerous.


\subsection{Observers(Ghosts)}

Often, there will be some people hanging about who just want to watch
all the fun and random mayhem that are happening throughout the game.  We
call these people ``Observers'' or ``Ghosts''.  You have to be careful
with the term ``Ghost''; however, since in some games there may be
characters who happen to be supernatural spirits.

Observers will be wearing Badges that say ``Observer'' on them.  In
addition, they will be wearing a white headband.  For the purposes of
the game, they don't exist and your Character may ignore them as if
they were, in fact, not there.  Observers cannot affect the game in
any way, so if one asks permission to read your Character Packet, it's
OK to let them if you don't mind.  If at any point you're feeling
annoyed by an Observer, or think that the presence of an Observer may
compromise your game play, you should ask them to leave the
area. Observers must leave if they are asked to do so. If
you are having problems with an Observer, talk to the GMs.

\subsection{Special Abilities}

Your Character may have some special abilities. Because of the
difficulty of representing the action of some of the special abilities,
some suspension of disbelief on your part is necessary. For example,
if a player shows you an ability card that says ``Tell me your {\em
color} stat'', you must tell him what the value of the color stat is on
your stat card; however, your character has no memory of anything
unusual happening.

You use your ability by following the instructions on the back of the
ability card and any associated green sheet.  If the ability is being
used on another Character and the character would notice, show that
person the effect side of the Ability Card.  If any other Characters
would notice you using your ability, tell their Players what their
Characters see. When other Characters use abilities on you, they'll do
the same.

Some ability cards may involve telling the person a stat from your
stat card and no other effect. In that case, your character notices
nothing unusual and you should play as if nothing had happened.

Ability Cards may supersede these rules.  Where there is a conflict
between what is on an Ability Card and what is in these rules, what is
on the Ability Card is what happens.

\subsection{``NOT HERE'' Players}

If you see another player wearing their name badge with the ``Not
Here'' side showing, that person's character is not present.  There
are a whole host of reasons why a character might be ``Not Here'' ---
the character could be somewhere other than where the player is, the
character could be dead, the player could be dealing with the real
world and not be able to cope with game action at the moment, etc.
Since your character didn't see anyone, you cannot discuss the fact
that you saw the player, but not the character; nor can your
character draw any conclusions from the fact that someone was ``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 {\bf 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.

\section{The Box}

The Box is a rack of file folders that will live
near the control room. (Either in the hall or the designated GM queue
room.)  There will be a folder labelled with each character's name,
one one labelled ``GM'', and ones labelled for particular mechanics.
You can only look in your own folder.  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.  If a mechanic requires leaving
something in The Box, that is explained elsewhere in the rules.  The
Box is {\em not} to be used for character to character messages.


\section{Combat}

It will occasionally happen that the best way for your
Character to accomplish something will be by resorting to violence.
In other cases you'll want to defend yourself from other Characters
who have decided that {\em they} should resort to violence.  Because
one of these two things will probably happen to you during the game,
it's {\em vital} that you become intimate with this section of the
rules.  Fast-paced combats are part of what makes live roleplaying
fun---ones that drag on forever through multiple halts are not much
fun.

The combat rules are probably the rules that vary the most from game
to game as different GMs choose different points on the simplicity
vs. realism scale.  For this game, we have decided to keep the combat
system relatively simple.


\subsection{Combat and the Real World}

The following points take precedence over all other rules.

\begin{itemize}
\item Game combats are {\bf NEVER} real combats.  Ideally, there should be no
chance of anyone getting hurt by anything that occurs during a game
combat.  If something is happening that seems likely to cause someone
to get hurt, call a halt {\bf IMMEDIATELY}.

\item Players are {\bf NOT} to initiate any combats in front of,
around, or in sight of Non-Players.  Just don't do it.  The guy who
draws his disc gun and starts shooting at you in Lobby 7 at noon is
just plain {\bf WRONG}, but if you draw your gun to return the fire,
you're just as wrong as he is.

\item Combats are {\bf NOT} to cause property damage.  You are
personally responsible for repairing or replacing anything you
inadvertently break during a combat.  Don't break anything on purpose.

\item Anything used by a Player to represent an in-game weapon
used by a Character {\bf MUST} be approved in advance by a GM, and
must meet the standards set by the other Meta-Rules.  Thus, things
like baseball bats, water balloons, and nitroglycerin will not be
approved, due to the damage to Players and property that they can
cause.

\item Nothing should {\bf EVER} be aimed at anyone's head; head and
torso are equivalent for the purposes of the combat rules.

\item Combats should happen as close to real-time as possible.

\end{itemize}


OK, now that we're got all that out of the way, let's get to the fun
stuff, the actual combat system itself.  We start with:

\subsection{Hit Points}

You have two stats related to hit points: HPmax and HPcurr.  HPmax is
the number of hit points your character has when it is healthy and
well fed.  HPcurr is the number of hit points your character currently
has.

Your HP (Hit Point) stats tell you how much damage you can
absorb. Anytime your HPcurr stat is reduced to zero or below, you are
unconscious.  Anytime your HPcurr is reduced to or below -HPmax (negative
HPmax), you are dead.  When your character is unconcious, you should
ignore any game action or conversations you hear since your character
isn't aware of them.

The average person has an HPmax of 3.

\subsection{Ranged Combat}

Ranged combat happens at a distance.  This will be represented by
projectiles, varying in type as explained along with their effects
below:

\subsubsection{Disc Guns}

Disc Guns shoot small, flat plastic disks. In this game they are used
to represent a wide variety of standard guns (pistols, rifles,
etc.). Regardless of the type of gun represented, the effect of being
hit by a plastic disk is the same.

You must have both an item card and a disc gun in order for your
character to actually use a gun. In addition to the item card for a
gun, you will also get a sticker with the same ID\# as the item card.
This sticker should be attached to your disc gun.  A disc gun without
an item card and a sticker is useless.  On the other hand, if you have
an item card for a gun, but no disc gun, you should either buy one
from the Guild or borrow one from a friend. (The GMs may have a
limited supply to loan, but don't depend on it.)

Ammunition is assumed to be trivial to get and doesn't require an item
card.  If you have a gun, you have unlimited ammunition for it.

In the heat of an action, phys reps may be exchanged between players
without the item cards being passed on.  If this happens, try to get
the item cards to the right player as soon as possible.  If you need
to substitute one phys rep for another representing the same gun,
transfer the sticker or get a new sticker from the GMs.


\paragraph{Effect}

If you are hit anywhere by a shot fired from a disk gun, drop everything in
your hands and fall down.

If you are hit once in the head or torso, your current hit points are
reduced to 0(zero), you are unconcious, and you will die in 10 minutes
without medical help.  If you are hit twice in the head or torso, your
current hit points are reduced to 0, you are unconcious and will die
in 5 minutes without medical help.  If you are hit three times in the
head or torso, you are dead.

If you are hit in a limb, you lose the use of that limb.  If you are
hit in multiple limbs, you loose use of all those limbs.  If you are
hit multiple times in the same limb, there are no additional effects
from additional hits.  If you lose the use of an arm you can't carry
anything in that hand.  If you lose the use of a leg, you have a bad
limp and you cannot run in character.  The only way to regain use of
the limb is to be healed by a doctor.

For example, John-3 and John-4 get into a gun fight, both start with
an HPcurr of 3.  John-3 gets shot once in the right arm. He falls down
and drops his gun.  John-3 picks up his
gun and continues shooting and hits John-4 in the chest twice, but not
before taking a shot in the left leg.  John-4 falls down and is
unconcious and dying.  He now has 0 current hit points.  John-3 has
not lost any hit points and can limp away from the confrontation, but
he can't carry anything in his left hand and has a bad limp. John-3
decides that finding a doctor is a top priority.

Note that it is often difficult to feel disks hitting you, especially
if you are wearing either heavy or loose clothing. If there is any
question about a hit, it's the shooter's call.

\subsubsection{Rubber Dart Guns}

A rubber dart gun (single-shot rubber dart guns are frequently refered
to as a ``patrol gun'') represents a toy gun.  If you are hit by a
rubber dart, you are hit by a rubber dart.  Role-play accordingly.

\subsubsection{Other Projectile Weapons}

Other projectile weapons (nerf weapons, ping-pong ball shooters,
whatever) represent unfamilar devices.  If you are shot with one drop
everything in your hands, fall down, and assume you are
incapacitated.  The person who shot you will tell you what the effect
of the projectile is. 

\subsection{Martial Combat}

Martial Combat is combat that happens at close range.  Some people may
refer to it as ``hand-to-hand'' combat. You should never, under any
circumstances, actually hit another player. 

\subsubsection{Definition of Zone of Control (ZOC)}

To initiate a martial attack, the other character must be within your
``zone of control.''  Likewise, before another character can use a
martial attack against you, you must be in theirs.  Someone is in your
zone of control if you and he could touch if you extended your arms
towards each other.

Zone of control is an important concept that will affect many
abilities and many mechanics.  Make sure you understand it.  Ask a GM
if you're not sure.



\subsubsection{The Basics}

The Martial Combat system is based on the game ``Rock, Paper,
Scissors.''  

In the martial combat system for this game there are actually 4 basic
maneuvers. The symbols are:

\begin{description}
\item[\bf ROCK] This symbol is formed by making a fist. 
\item[\bf SCISSORS] This symbol is formed by making a fist and then
extending the first two fingers in a ``peace-sign'' or ``scissors''
type of gesture. 
\item[\bf PAPER] This symbol is formed by holding one's hand flat,
palm down, parallel to the floor.
\item[\bf CHEAT] This symbol is formed by making a ``thumbs up''
guesture (i.e. making a fist with your thumb sticking up).
\end{description}

The first three symbols ({\bf ROCK}, {\bf SCISSORS}, {\bf PAPER}) may
be used by anyone.  The {\bf CHEAT} reprents having special combat
training and can only be used if you have a special ablity that allows
you to use it.

To resolve a martial combat, both players show their symbols at the
same time. To facilitate this, count out loud together. Say
``1-2-3-show!'' You show your symbol as you say the word ``show.''
{\bf SCISSORS} beats {\bf PAPER} (cuts the paper).  {\bf PAPER} beats
{\bf ROCK} (covers the rock).  {\bf ROCK} beats {\bf SCISSORS} (breaks
the scissors). {\bf CHEAT} beats everything except another {\bf
CHEAT}. In the case of a tie, nobody wins/loses.

\subsubsection{Attacking and Defending}

To attack another character in martial combat, they must be within
your zone of control. Start the attack by saying ``martial attack---1,
2, 3, show''.  Don't shout, but do say it loud and clear.  If you are
being attacked, you must display a symbol on the word ``show''.
Failing to do so means that you are surprised (see below).

When martially attacked, many experienced players will probably respond
``Martial Defense'' as they show their symbols.  This is not required
in this combat system, but has been in many systems used in the past
so it's an ingrained habit for many of us.

If someone declares a martial attack on you from outside of zone of
control, the proper response is {\em still} to display a symbol. After
displaying symbols, you should check the distance between you. If you
are not within zone of control, then the attack missed and no one is
hurt. No one can ever successfully martially attack you from outside
zone of control.

Do not use the term ``martial attack'' in casual conversation in the
game area. It may be mistaken for an actual attack. You can substitute
the term ``M.A.'' if you need to talk about it.

\subsubsection{Surprise/Not playing a symbol}

If the person you are attacking does not display a valid symbol at the
end of your ``martial attack---1, 2, 3, show'' count, you have surprised
them.  You automatically win the round.  If you are the one who
doesn't have a symbol ready in time, you have lost the round.

A person might also not display a symbol for a variety of other
reasons.  In this case or the surprise case, the attack automatically
wins.

If both combatants are still active at the end of the round, start
another round, with both of you making fist and starts another
``1-2-3-Show'' count.  Repeat until one of you is unconcious.

\subsubsection{Damage}

If you lose a round of rock-scissors-paper, your HPcurr goes down by
one point.  If an attack reduces your HPcurr to or below zero, you are
unconscious.  Fall down and drop anything you are carrying.  You will
remain unconsious for 10 minutes and then wake up with your HPcurr at
1 hit point.  If you are hit again while unconsious, you loose another
hit point and the 10 minute count starts over again.  If your hit
points drop to -HPmax you are dead.

\subsubsection{Break}

You may not wish to continue a fight until one of the combatants is
unconscious.  There might be several reasons why you might not want to
continue---it could all be a big misunderstanding, someone might be
sneaking up to shoot you with a Disk Gun, you think that you might end
up being the one who falls unconscious\ldots

If you'd like to break off the fight, say ``Break'' at some point
during the ``1-2-3-Show'' count.  If your opponent responds by saying
``Break,'' the count stops and the fight is over.  If your opponent
does not say ``Break,'' but instead keeps counting, the fight
continues.

For example, John and his clone John-2 are engaged in martial combat,
John-2 knows that he has only 2 Hit Points remaining, and says
``Break'' while counting down with John.  John, who knows nothing
about how many Hit Points John-2 has, does know that he did 3 points
of damage to John-2, and thinks he can win the fight.  He does not say
``Break,'' but just continues counting.  The fight continues.

In the next round, John loses to John-2's Paper Attack.  Now he's down
to 1 hit point, so John says ``Break'' as they start the
``1-2-3-Show'' count for the third round.  John-2 immediately also
says ``Break.''  They stop counting and the fight is over.

\subsubsection{Hand-to-Hand Weapons}

Possession of certain Item Cards for weapons will help in Martial
Combat.  Besides having the Item Card, you must also be carrying a
Foam Boffer.  The Boffer is the representation of the weapon.  All
edged weapons have the same effect: they add 1 hit point to the amount
of damage you do if you win a round of martial combat. This will
usually be marked on the item card. That is, if you win a round of
martial combat when you are using an edged weapon, you do 2 hit points
of damage rather than one. You can only wield one weapon at a time.

In order to use a weapon in Martial Combat, you must have the
representation (i.e. the Foam Boffer) in your hand and clear when
``Martial Attack'' is declared.  By ``clear'' we mean that it cannot
be in your pocket or hidden under your coat, even if you're holding
it.  It must be free and ready to be used. If you plan to fight with a
weapon, we suggest that you practice making the symbols with a boffer
in your hand in case your off hand isn't available.

Once ``Martial Attack'' has been declared, if you are now one of the
combatants, you cannot draw a weapon, even between rounds.  Your
Character's attention is fully occupied by the fight.

\subsubsection{Multiple Opponents}

It will sometimes happen that Martial Combats will be more confusing
than one-on-one.  A fight may be two-on-one, or two-on-two, or even
one-on-one-on-one-on-one.  That's OK.  These Rules account for that,
too.

Martial Combats involving more than two people should begin as usual,
with someone saying ``Martial Attack'' to their intended victim, or
with multiple people simultaneously saying ``Martial Attack'' to their
intended victim(s).  If you are not one of the original attackers or
attackees, you cannot join in on the first round.

The ``1-2-3-Show'' count happens as usual.  Anyone in the combat
extends their symbol towards the person whom they wish their attack to
affect.  {\em Each person can only have a chance to damage one person
in a round}. Your symbol is compared against the symbol of the person
you've extended it towards, and against any and all symbols that are
being extended towards you.  If you win against the person you are
attacking (extending your symbol towards), as in a one-on-one Martial Combat.
If you win against someone who is extending a symbol towards you, but
whom you are not extending a symbol towards, you take no damage from
that attack, but do them no damage either.  If you lose against
someone who has a symbol extended towards you, you take damage as in a
one-on-one Martial Combat.

If you're still above zero Hit Points the fight enters the second
round.  Anyone who was not involved in the first round, but wants to
join in now can do so by saying ``Martial Attack'' to their intended
victim before the counting begins and joining in on the group
``1-2-3-Show'' count.

{\bf NOTE:} No one will {\em EVER} get to display more than one
symbol in a round of Martial Combat.

I know this all sounds horribly confusing, so let's try an example:

John Q. Average's evil clone, John Q. Average-2, has activated another
of the clones, John Q. Average-3.  John-2 and John-3 decide to work
together to get rid of John.  They move to get John into both of their
Zones of Control.  At the agreed upon secret signal, John-2 and John-3
say ``Martial Attack'' simultaneously and then start the
``1-2-3-Show'' count together.  Both John-2 and John-3 display
``Scissors,'' while John displays ``Rock'' extended towards John-3.

John wins over John-2, but does him no damage, since he has no symbol
extended towards him.  John wins over John-3, and does 1 point of
damage to John-3.

In the second round, John displays ``Paper,'' extended towards John-2.
John-2 also displays ``Paper,'' extended towards John.  John-3
displays ``Rock,'' extended towards John.  Neither John nor John-2
wins against each other so neither does damage to the other.  John
wins over John-3, but does not get to damage him since he didn't have
his symbol extended towards him.  So, no one takes any damage, and the
fight goes on.

In the third round, John displays ``Paper'' again, this time extended
towards John-3.  Both John-2 and John-3 display ``Scissors,'' each
extended towards John.  John loses against both of them and takes 2
points of damage.  Since John only had 1 hit point at the beginning of
the fight he is now at -1 hitpoints and falls down unconscious.

Note, that had there been other attackers, John would not have fallen
down unconscious until he had finished comparing symbols with everyone
attacking him.  Being unconscious will not save you from damage.

\paragraph{Breaks Against Multiple Opponents}

Breaks in Martial Combats against multiple opponents work similarly to
the way they work in one-on-one's, with a slight twist.

If you say ``Break'' during the ``1-2-3-Show'' countdown, and everyone
involved in the combat immediately responds ``Break,'' then everyone
breaks and the fight ends.

If you say ``Break'' and none of your opponents do, no one breaks and
the fight goes on.

If you say ``Break'' and one or more of your opponents immediately
responds ``Break,'' but one or more of your opponents simply continues
counting, then you are no longer fighting the people who
said ``Break,'' but are still fighting those who didn't.

\subsection{Ranged Combat vs. Martial Combat}

Now that we've explained Ranged Combat and Martial Combat, let's
explain how they work together.

Ranged Combat simply wins.

Both Martial and Ranged Combats happen in real-time, that is, they
take as much time to occur as it takes to play out the mechanic.
Since you can probably pull the trigger on a disc gun faster than you
can go through rounds of Martial Combat, you can see why Ranged Combat
wins.

This has two main effects.

If you have your gun in your hand and clear
(as clear was described in the Martial Combat subsection
``Hand-to-Hand Weapons'') when someone declares ``Martial Attack'' on
you, you have the option of responding to him by simply shooting him
before they complete the ``1-2-3-Show'' count.  If you hit him with a
shot from a disk gun, he will fall down and must stop the attack.  On
the other hand, if your shot misses, and you don't have a symbol ready
in time, then you've been surprised.  

If you do not have your gun clear when
``Martial Attack'' is declared on you, you may not draw or use it.

If you see a Martial Combat occurring and feel like opening fire upon
the combatants, you may.

\subsection{Armor}

Body armor, in the form of flak jackets, exists in this game.  Wearing a
flak jacket requires having an item card of it and is represented by
wearing a green headband. Headbands are available from the GMs. (The
items you'll have to come by in game.)

A flak jacket stops the first two of every three bullets, i.e. you only count
every 3rd plastic disk that hits you while wearing a flak jacket.

In martial combat, a flak jacket negates the effect of an edged
weapon.  That is, if you are wearing a flak jacket and lose a round of
martial combat to someone wielding a knife, you only take one hit
point of damage.  If you are wearing a flak jacket and the person you
are fighting isn't using an edged weapon, your flak jacket has no
effect on the fight.

\subsection{Heavy Equipment}

In ranged combat, someone driving heavy equipment (see Heavy Equipment
Section)
is every second bullet gets passed machinery i.e. the first hit you don't
count, the second you do, the third you don't, etc. 

You can be martial attacked by someone driving a piece of heavy
equipment. This is the equivalent of someone trying to run you
down. The attack begins like a normal martial attack. However, the
defender can choose to flee by moving out of ZOC and declaring that he
is fleeing rather than showing a sign. If the defender either does not
respond or shows a sign, the defender is crushed to death by the heavy
machinery. (We suggest you run away.) If the defender flees, the
driver may pursue him by moving back into ZOC and declaring martial
attack again.

\subsection{Disarming}

Sometimes games have a mechanic for disarming people. This game does not.

\subsection{Killing Blow}

A character who is unconscious can be killed fairly easily.  To kill
someone who is unconscious, you must first be within Zone of Control of
the unconscious person. Touch the other person and declare ``Killing
Blow-Die-Die-Die.''  If any character in Zone of Control of you either
martially attacks you or says, ``I stop you'' or words to that effect
before you complete your count, you have been stopped.  Otherwise, you
are sucessful.  The phrase ``Killing Blow-Die-Die-Die'' must be clearly
audible and enunciated.

\section{Healing}

Various things can happen to your Character to cause injury.
Most of the time this will happen as a result of Combat.  Fortunately
for your Character, there provides ways to recover from these
injuries.

As mentioned previously, if you are shot in the head or torso, you
are unconscious and dying.  If you are hit in a limb, you lose the loss
of that limb.  Both of these situations can be remedied by proper
medical attention. If a character with a medical ability treats you,
he will tell you the results of your treatment.

Hitpoints lost during combat are recovered at a rate of one
per night.  This increments at the end of the game day (see below), 6
am.


\section{Poisons}

You can be poisoned by eating a poisoned ingestible item (see the
sections on food and ingestibles below).  In order to use a poison you
must have an item card for the poison (itself an ingestible item) and
access to the item you want to poison.  Explain to the GMs what you
are doing, and the GMs will modify the item's effect packet. If you
are poisoned, the effect packet attached to the ingestible item will
explain what happens to you.

\section{Explosives}

It's just possible that your character might get the urge to blow
something up.  Well, with the right equipment that urge can be
indulged.  Explosives are represented by an item card for dynamite and
a trigger mechanism which you, the player, must supply. The trigger
mechanism must do something active and noticable such as make noise
when the bomb goes off. Examples of trigger mechanisms that have been
used in the past are: oven timers, alarm watches, mercury switches
attached to buzzer, and a set of paper clips twisted up in a
rubberband that unwound and made noise when the envelope it was in was
opened.  Be creative.

The amount of damage an explosion does depends on how much dynamite is used.
The chart below shows the blast radius for bombs of various sizes. The
radius is measured from the site of the explosion.

\begin{tabular}{|c|c|c|}\hline
Sticks of Dynamite& ZOC Units& Feet \\\hline
1&1&3 \\
3&2&6  \\
6&3&9 \\
10&4&12 \\
15&5&15 \\
21&6&18 \\
\hline
\end{tabular}\vspace{\baselineskip}

If you are caught in the blast radius of an explosion, you are dead.
Fall down and drop anything in your hands. If you are carrying any
explosives on your person and are caught in the blast radius of an
explosion, there is a chain reaction and the explosives you are
carrying blow up also creating an additional blast radius measured
from where you are standing.

If you are outside the blast radius of an explosion, but are standing
within ZOC(zone of control) of the blast area, you are
knocked down and must drop any items in your hands.

Here's an example. John decides he wants to blow up the cloning lab.
He builds a time bomb using item cards for 6 sicks of dynamite and an
oven timer set for 45 minutes and hides it in the cloning lab.  When the
timer goes off, John-2 and John-5 are standing 8 feet from where the
bomb is, on opposite sides. They both are dead. John-4 is standing 2
feet from John-2 but 10 feet from the bomb so he's knocked down and
drops the cell culture he was holding. John-3 is standing 13 feet from
the bomb so you'd think he'd be safe. Unfortunately, John-5 happened
to be carrying 3 sticks of dynamite and John-3 is standing only 5 feet
from him. The dynamite John-5 is carrying blows up and John-3 dies in
the secondary explosion.

If you plant a bomb, you should try to talk to the GMs to arrange for
a GM to be present when the bomb goes off. While the situation can be
resolved without a GM, having one will make things run a lot more
smoothly.


\section{Death}

Death.  It's unpleasant.  None of us looks forward to it---but it
happens sometimes, even to the best of us.  It could even happen to
your Character.

The possibility of Character death in live roleplaying is one of the
things that helps keep the excitement level high.


\subsection{If it Happens to You}

If your Character gets killed, well, we're sorry.  We hope you
had fun anyway.

You should do the following things immediately following your
Character's death:

\begin{itemize}
\item Be a good sport about it.  If someone managed to kill you, it
probably means that they were doing a good job.
\item {\bf DO NOT} give out any information about your Character
and/or your Character's death to any Players.  You're dead---you can't
convey information anyway.
\item Feel free to remain on the scene to play the part of your dead
body if you'd like.  Only in this case can you give out any
information, and even then, only what's very obvious.  For example,
you could tell a Player who looks at you, ``I'm lying on the floor
face-down, not moving, with what looks like a bullet wound in my
back.'' However, you could {\em not} say something like, ``I look
like I was killed by a very skilled swordsman.''
\item When you leave the scene, put any Item Cards in your possession
in a stack where your body is.  Place your Badge insert on top of the stack
with a note describing the body's condition (i.e. bullet wound in chest).
\item Fill out your ``Death Report Form'' (it's on the back of your
stats card) describing how you died and who killed you,
and return it to the GMs. If you were shot, find out the item number
of the gun that you were shot with and record it on the death report.
\item Come tell a GM.  We like to keep up on these things.
\end{itemize}

After your death, you are ``NOT HERE'' if you run into any other
Characters.  You cannot explain to them {\em why} you are ``not
here,'' since your Character is not there to do so.

If, after your Character's death becomes generally known to the other
Characters, you're interested in staying involved in the game, stop by to
see the GMs.  You might be able to become an Observer if you'd like to.

\section{Food, Alcohol and Other Ingestibles}

Food and other things that your Character may wish to consume are
represented by Item Cards with an envelope attached.  The Item Card
will give a description of the ingestible.  For example: ``A Piece of
Chocolate Cake.'' The envelope has a slip of paper explaining what
happens if you ingest the item.  For example: ``Mmmm.  Chocolate cake.
It's really good.  Be sure to thank the person who gave it to you.
For the next 30 minutes you will be in a good mood.''  You can only
look at the effect if your character ingests the item.  Once you
consume an ingestible, it no longer exists in the game; either
destroy the item card or return it to the GMs for possible reuse.

The effects of any ingestible are {\em NOT} cumulative.
(For example, if you eat 2 pieces of chocolate cake, you won't be in
twice as good a mood\ldots)

If another ingestible you consume would give a similar effect (for
example, if a drug gave +1 to your HPcurr and a second drug gave +2 to
your HPcurr), you are affected {\em only} by the stronger one and
are at +2 HPcurr relative to before you took the drug.  You will
suffer simultaneous effects from anything that doesn't overlap.

If you consume the same or similar ingestible a second time before the first
dosage has worn off, reset the clock on the time you are affected.

\section{Basic Nutrition}
Your character needs to eat one meal a day to stay healthy. Unless
your character eats an in-game meal during the day, your current
(HPcurr) and maximum (HPmax) hit points are reduced by 1 at the end of
the day (6 am). 
The only way to make up for the lost meal is to eat an additional
meal after you've met your nutritional need for the current day.
After you have eaten your one meal for the day, each additional meal
will increase your HPcurr and HPmax by one if they have been reduced
due to malnutrition.

If your current Hit Points are reduced to 0(zero), you fall
unconscious.  If you become unconscious due to malnutrition, you can be
revived if you receive treatment IV within 24 hours; otherwise, you
die. Treatment can be administered by a doctor with the proper
equipment or at a hospital.  If you are taken to the hospital for
treatment, they will hold you until a doctor releases you. (A
hospital stay costs \$10/day.)
Treatment restores you to 1 HP and restores 1 to your
Maximum Hit Points.  Any additional restoration of hit points lost
through malnutrition can only take place by eating.  Your HPmax can
never exceed it's value at the start of the game.

There are several sources of food in Thompsonville. The town has two
diners where you can buy a prepared meal.  There are also two grocery
stores where you can purchase food if you have a place to cook a
meal. Air Force personnel also can eat at the Mabry Field mess hall.

For example, John-2 starts the game with both an HPmax and HPcurr of 3.
Friday he doesn't eat so at 6am Saturday morning his HPmax and HPcurr
both drop to 2.  Saturday night he gets into a fist fight and loses 1
hit point.  Now his HPmax is 2 and his HPcurr is 1.  He stops by the
diner and buys dinner. This has no effect on his hit points since it's
his one meal for the day.  John-2 goes home to sleep.  At 6am Sunday,
he gains back the hit point he lost in the fight.  His HPmax and
HPcurr are now both 2.  Sunday, afternoon John-2 goes into the diner
and orders up two dinners (his meal for the day and one to make up the
meal he missed). His HPmax and HPcurr are now both up to 3. Late
Sunday night, John-2 is involved in a barroom brawl and is knocked
unconscious.  10 minutes later he wakes up with his HPmax at 3 and his
HPcurr at 1.  Monday morning, John-2 wakes up with an HPmax of 3 and
an HPcurr of 2.  He gets really busy and forgets to eat so at 6am his
HPmax becomes 2 and his HPcurr becomes 1.  Tuesday afternoon, a mugger
hits John-2 over the head and steals his wallet.  John-2's HPmax is
still 2, but his HPcurr is 0 so he falls unconscious.  Doc Smith comes
along and being half blind, he treats John for malnutrition.  This has
no effect since John-2 did {\em not} fall unconscious from
malnutrition.  John-2 wakes up with HPmax 2 and HPcur 1.  In all
the excitement and hassle of dealing with reporting the crime, John-2
forgets to eat again so at 6am his HPmax drops to 1.  HPcurr gets a
little complicated: it increases by 1 (daily recovery rate for damage
lost during martial combat) but it decreases by 1 because he hasn't
eaten so his HPcurr remains at 1.  Wednesday, John-2 doesn't eat
because he has no money to buy food after the mugging.  At 6am,
wandering around in the basement, John-2's HPmax and HPcurr go to 0
and he collapses.  Doc Smith finds him and again treats him for
malnutrition.  This time, that's the right treatment and John-2 comes
around with HPmax and HPcurr both at 1.  John-2 goes out and mugs
John-3 and gains a large wad of cash.  To celebrate, he goes to the
diner and pigs out, ordering 4 dinners.  This restores his HPmax and
HPcurr to 3 since HPmax can not be increased above it's original value.



\section{Theft for Fun and Profit}

Sometimes another Character will have something you want.
You may decide that stealing it from them might be easier than
convincing them to give it to you.

\subsection{Searching}

There will generally be two types of searches that your Character can
do---searching a place or searching a person.

\subsubsection{Places}

To simulate your Character searching a Game Space, you the Player
should search the Real Space.  Don't damage anything while looking
around.  Success in your search will be indicated by your finding Item
Cards or other things of interest (there may be signs that describe
things your character sees, for example, all clearly labelled ``Die!''
or ``Die, You Commie Bastard'' with corresponding explanations.

\subsubsection{A Character's Living Quarters}

There are special rules for searching a character's living quarters
since players live in a wide variety of places.  Under no
circumstances should you actually search a player's real living
quarters.

To search a character's home (hotel room, whatever), first you need to
make sure you have a way of entering the room.  Second, check to see
if the character is home.  This can be done with a phone call.  If the
character is not home, find a GM and tell the GM your plan for gaining
entry.  The GM will send you somewhere on Campus with instructions on
what to do to simulate breaking into the character's room.  Note, that
it's possible for another character or an NPC to observe your break
in. It is an operation that entails a certain amount of risk. You can
abort at any time simply by leaving the spot the GM sent you to. When
you are done, see a GM to find out the results of your search.

Note that military personnel live outside the secure area of the
base so that their rooms can be broken into the same way any other
character's rooms can be.

\subsubsection{People}

{\em Never} actually search another Player.  All searches of people
are conducted via dialogue.

To search someone, they must willingly submit to the search or be
unconscious or dead.

Two types of searches can be done on a person.

\begin{itemize}
\item {\bf ``Pat-Down'' Search}  This type of search simulates the
stereotypical TV cop ``frisking''.  This search will only reveal the
presence of weapons (guns and hand-to-hand).  This takes as
much time as it takes your victim to tell you what you find.  (For
example, ``You find a crossbow in this pocket and a knife in this
one.'')
\item {\bf Total Search}  This type of search simulates a mildly
invasive complete search of the Character's entire clothing.  This
takes as much time as it takes your victim to hand over his game items.
In addition to item cards and phys reps, this includes any notes your
character has made. If you're the victim, do this at a reasonable pace; don't
stall.
\end{itemize}

Searching a person does not mean you've searched their back-pack or
purse.  To search those {\em DO NOT} actually look through them
yourself.  Tell the other Player, ``I'm searching your back-pack.''
They may attempt to stop you by attacking you, or saying ``I stop
you'' if in your Zone of Control.  If they don't stop you, or are
otherwise incapable of doing so, the other Player will give you any
Item Cards that are in the back-pack or purse.

\subsection{Stealing}

To steal an item represented by an Item Card, simply take the Item
Card.  If no one notices or no one stops you, you have successfully
stolen the item.

To steal an item that is not represented by an Item Card (for example,
someone's backpack or purse) or is contained in a backpack or purse,
{\bf DO NOT} take the actual item or open the backpack or purse.
Instead, prepare a piece of paper that says ``STOLEN'' on it in big
letters.  Place the piece of paper on top of the item.  If no one
notices you place the piece of paper, or no one stops you, then you
have successfully stolen the item.  Contact a GM.

If you discover a ``STOLEN'' sign on anything containing your game
items, assume that they have been stolen.  Do not use them in the game
until told otherwise by a GM.  See a GM immediately.

\subsection{Picking Pockets}

In order to pick someone's pocket, you must have a special ability
that allows you to do so.  Picking someone's pocket is simulated by the pick
pocket placing a sticker with the words ``CONTACT A GM'' printed on it
somewhere on the victim's clothes, backpack, or purse.  If you notice
a sticker on your person, backpack, or purse, assume that any items
you have in that place might have been stolen.  Do not use them in the
game until told otherwise by a GM.  See a GM immediately. If you
notice someone trying to stick a sticker on you (or someone else), you
have just noticed another Character trying to pick your pocket.
Roleplay accordingly.  If you notice someone else with a ``CONTACT A
GM'' sticker already on them, you should tell them so that they know
to find us.

\subsection{Locks}

Locks require a key or an appropriate special ability.  A lock and its
matching key will have the same item number.  Character's living
quarters typically are secured with a level 2 lock.  All characters
are assumed to have the key for their own living quarters even though
there are no item cards for these keys.  If for some reason you need
the item card, see a GM.

\subsection{Kidnapping for Money and Power}

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.  Knocking him unconscious or
sticking a gun in his back are the two most popular methods, but feel
free to be creative (come with us or we {\em won't} shoot your physics
professor).

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.  Never actually
carry a player. 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 victim must make 8.5x11 signs,
one per kidnapper, that say in large colorful letters, "WE ARE
CARRYING AN UNCONSCIOUS PERSON."  The kidnappers and the victim must
then walk along the intended route to the the intended place, {\bf
openly} displaying the signs.  If you are spotted by a player,
role-play accordingly. If you are spotted by a NP, the usual rules
about interacting with an NP apply. If an NP asks about the sign, you
have been caught. See a GM immediately. You should of course avoid
heavily trafficked areas while carrying bodies around.

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.

\section{Getting to the Truth}

\subsection{Torture}

Torture is amusing but inefficient.  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 he will say (if anything) and whether or not it
will be the truth.

\subsection{Drugs}

Sodium Pentothal (truth serum) is known to predispose people to tell
the truth.  It is an intravenous drug so you need a syringe or IV set
up to administer it.

Each dose of truth serum will allow you to ask the subject three short
answer questions, which he must answer without lying.  He does not
have to give you the information you want however ...

\begin{quotation}
For example:
\begin{itemize}
\item[INTERROGATOR:] Do you know who WARLOCK is?
\item[SUBJECT:] Yes.
\item[INTERROGATOR:] Who is WARLOCK?
\item[SUBJECT:] Warlock is the head of SWORD.
\item[INTERROGATOR:] What is WARLOCK'S real name?
\item[SUBJECT:] I don't know.
\end{itemize}
\end{quotation}

The subject can neither read, write, give incredibly long and complex
answers, nor can he answer any questions which require thought,
conjecture, or deduction while under the influence of the drug.  He
may relate his suspicions, theories, or beliefs if you can figure out
how to ask for them.  If the player honestly can't understand or
remember the information you request, neither can his drugged-out
character and you've used up a question.  Please note that creating
artificial situations (a commander "relinquishing" command of his
organization, "firing" an agent, etc.) or otherwise attempting to
squirm out of expected truth serum questions is not permitted.

The subject will pass out for 10 minutes after either three questions
are asked or 1/2 an hour has passed since the truth serum was
administered. Receiving three doses of truth serum within 24 hours is
deadly.  The victim will die 1/2 an hour after the administration of
the third dose.

Few, if any, characters will be willing to have truth serum used on
them.  People who wish to play realistically will not be eager to be
questioned.

It's a good idea to let a GM know in advance if you are going to truth
someone.

\section{Business Hours}

Standard business hours in Thompsonville are 6pm to 2am (okay, so
that's a little odd, but it's when we expect the players to be
around).  The town of Thompsonville has the usual complement of
stores you'd expect --- grocery stores, hardware stores, etc.
Some of these stores are run by player characters, some are not. 

\subsection{Player Character Owned Shops}

Shops run by player characters are staffed by NPCs during business
hours and things can be purchased there. A standard price list and an
envelope to leave the money in will be posted in the room representing
the shop.  NPCs running shops are kludgeite (see glossary) and the
shop cannot be robbed while they are there.  Characters can, of
course, choose to open their shops at other times.

\subsection{NPC Owned Shops}

Standard price lists for a number of NPC owned shops will be
posted by The Box (see below).  The Box will also have a folder of blank item
cards and a folder labelled ``Money''.  During Business Hours, if you
want to purchase something from an NPC owned shop and it's on the
price list, drop your money in the ``Money'' folder, take a blank item
card and fill it out.  If you want something that isn't on the price
list, see a GM. 


\section{Heavy Equipment}

A player wearing a hardhat and carrying an appropriate phys. rep. is
driving a piece of heavy equipment. There are four types of heavy
equipment in game: forklifts, dump trucks, earth movers and fire
trucks. In order to drive a piece of heavy equipment, you must have
the relevent skill. Someone driving a piece of heavy equipment, can
only move at walking pace.


\section{Digging}
There are a number of places around the Thompsonville area where you
might want to dig looking for buried treasure or a new gold vein or a
lost Egyptian city or \ldots.  These sites are represented by a large
manilla envelope marked ``Die! Dig Site'' and have a number.  The site
number exists only for game mechanic purposes and cannot be recorded.
Dig sites might be located anywhere in the playing area of the game.

Within a Dig Site Packet there will be a status sheet (listing how
many depth levels are currently exposed), numbered depth
packets(representing what is located at each depth), and digging
report slips (basically blank paper).

Depth packets are labeled 0 through 10.  Inside a depth packet, is a
description of what you find at that level and possibly item cards and
receipts for unique items.  Zero(0) represents an inch or two below
the surface, 10 doesn't map to a specific depth, but it's a pretty
impressive hole.  The only way for you to look in a depth packet is
for you to dig through that level.  If a level is already exposed then
you cannot look in the depth packet for that level, unless you refill
the hole to that depth.

Digging takes a certain amount of time, but since we want to minimize
the amount of time players spend standing around doing nothing or
spending lots of time ``not here'', this will be handled in an unusual
way.  After you dig, anyone involved in the digging operation can not
go digging again at {\em ANY} dig site until the waiting time has
passed. {\em All} characters in the group digging (whether or not they
got their hands dirty), cannot join another digging party until after
the waiting time has passed.

What equipment you need to dig and how long it takes depends on the
depth you are digging to and the conditions at the site and the number
of people who are involved.  These are standard for levels 0-6.  To
dig below level 6, you must expose level 6.  The description for level
6 includes an explanation of what you need to do to dig deeper.  

\begin{description}
\item[\bf Level 0] -- Level 0 requires no special equipment
and takes no time. This is basically what you see if you kick the
surface a little bit.

\item[\bf Level 1] --- requires a shovel.  It takes one person
1 hour.  If a second person with a second shovel assists, the time is
cut to 1/2 an hour.  Additional bodies and shovels do not speed the process.

\item[\bf Level 2] --- requires a shovel.  It takes one person
1 hour.  If a second person with a second shovel assists, the time is
cut to 1/2 of an hour.  Additional bodies and shovels do not speed the process.

\item[\bf Level 3] --- requires a dump truck or earth mover, a
person who can operate it and one other person.  Time 1 hour.

\item[\bf Level 4] --- requires a dump truck or earth mover, a
person who can operate it and one other person. Time 1 hour.

\item[\bf Level 5] --- requires an earth mover, a person who can
operate it and 2 other people.  Time 1 hour.

\item[\bf Level 6] --- requires an earth mover, a person who can
operate it and 2 other people.  Time 1 hour.
\end{description}


In order to expose a level, you must first expose the previous level.
All the times listed here assume that the previous level is
exposed. The one exception to this is that if you've got the
requirements for exposing level 3, you can blow throught levels 0, 1 and 2
without taking any time, but you can't open the packets for those
levels.

Filling a level back in requires the same equipment exposing it
required, but takes 1/2 the time digging it does.

To dig, open the depth packet(s) for the levels you are digging (after
making sure you have the requisite equipment and number of people). If
you chose to take a unique item, also take its receipt and leave the
receipt with your character's name on it in The Box in the folder
labelled ``Digging'' (this is so the GMs can track what has and hasn't
been found and can accurately replace packets if they disappear).
When you finish your digging, note on the status sheet which levels
are currently exposed (i.e. if you examined level 3, write down level
3). Fill out a digging report slip listing the dig site number, which
level is currently exposed and anything you think the GMs might be
interested in (like who was in the digging group) and leave it in
``Digging'' folder in The Box.  Note: receipts and digging reports
don't have to be dropped off immediately, but they should be dropped
off in a timely manner.

The waiting period begins when you update the status sheet or when you
leave the site.

Here's an example: John-2 and John-3 are looking for pirate treasure.
They know it was buried in an area where there was a lot of red clay.
They have two shovels with them and decide to check out a dig
site. They expose level 0 and notice that the soil has a reddish tinge
so they decide to dig deeper.  They expose level 1 and find a couple
of discarded soda cans, but more importantly find they are digging in
red clay.  John-3 has to go off to a secret meeting so he leaves.
John-3 can not start digging again for 1/2 an hour.  John-2 continues
and exposes level 2.  He finds a small 1-dot bulky chest which he
decides to take.  John-2 can not start digging again for 1 1/2 hours.
John-2's player updates the status sheet and swings by the control
room area to drop the receipt for the chest and the digging report
slip in The Box.  About an hour later, John-2 and John-3 get together
again.  John-2 tells John-3 about his find and the two of them decide
that they should probably refill the hole.  They wait 1/2 an hour
until John-2 can dig again, then the two of them go back to the hole
and fill it in.  They update the status sheet and cannot dig again for
1/2 hour.  An hour later John-3 is in the vicinity of the control
room so he drops off a digging report in The Box.



\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} (not character) 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.  This
means that you cannot use the time to discuss strategy with another
player, draw a weapon, shift position, etc. A halt is terminated by
consensus of all players involved in the halt or by the GM, if there is
one present. Game action resumes on a call of ``3 \ldots
2 \ldots 1 \dots Resume''.  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.}

When you hear ``Game Halt'' or ``NP Halt'' or ``NPC Halt'', you should
stop all game action immediately and evaluate the situation.

\subsection{Bulky Items:} Some items are bulky and can't just be
slipped into a pocket.  Item cards for bulky items are marked with a
colored dot with a number on it.  Items are often described as being
{\em n}-dot bulky where {\em n} is the number on the dot.  A dot
without a number is the same as a dot with a 1 on it.  Any 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 a human body is a two-dot
item.

\subsection{Containers} Some items, like crates, can hold other items.
These items will be represented by an envelope attached to an item
card.  You can store items in the container, by placing the item cards
in the envelope. The container will have a rating telling you how many
``dots of bulkiness'' can be stored in it. You can not place more
bulkiness in the container than its rating.  The
``bulkiness'' of the container itself is not dependent on whether it's
full or empty (not realistic, but easier to manage).  Similarly,
containers can hold an infinite number of non-bulky items (but try to
be reasonable about it).

For example, you have a 4-dot bulky crate with a rating of 8 and four
2-dot bulky cellos.  You can store 4 cellos in the crate.  You and a
friend can move the crate together if you aren't carrying any other
bulky items.  If you have a fifth cello, it won't fit in the crate,
but you can toss in a couple of harmonicas if you really feel like it.

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

\subsection{ Headbands:} To summarize some information scattered
throughout the rules, this game uses two colors of headband:

\begin{tabular}{|l|l|}\hline
Green	& Character is wearing a flak jacket \\
White	& Observer \\
\hline
\end{tabular}

Players should avoid wearing headbands of these colors during the game
unless it is appropriate for their characters.

\subsection{Computers:} 
While this is a {\em live} role-playing game and the GMs encourage
you to interact with other characters in person whenever possible,
computers can be used in game.  Email may be used freely (and in fact
certain characters can only interact via email). Zephyr may only be
used to establish meeting times and locations.  Computers may not be
used to send anonymous mail. If you need to contact someone
anonymously, you'll have to be creative.

When using the computer system, please keep in mind that this is a
roleplaying game, not a computer hacking contest.  Computers may not
be used for anything which is illegal at MIT, in Massachusetts, or in
the United States.  This includes looking at someone else's files
without his express permission, even if he has left them
world-readable, grabbing his screen, and just about anything else that
the average user would object to.  Possession of privileges in real
life does not confer them in the game.

The email list rumor@mit.edu will be used to inform players about
administrative issues for the game and to distribute the in-game
newspapers. Players should not send email to the rumor list unless
authorized to do so by the GMs. 

Mail for the GMs should be sent to die-gms@mit.edu.

\subsection{Beepers:} Pagers cannot be used for game purposes.

\subsection{Player Knowledge of History:} Anything your player knows
about pre-1953 history, your character knows.  If you want to learn
more, you are welcome to read anything published in 1953 or earlier.
Your character is presumed to have access to the same information.

\subsection{Game Hours}  GMs will be available from 3pm to 6am every day.  
Outside these hours, GMs may be available, but should not be paged.
If you find yourself in a situation requiring a GM outside the GM
hours, you can try to contact a GM. If you can't find one, the
characters involved are in a game halt until a GM is found.

There is a {\em Game Break} from 6am Tuesday morning to 6pm
Wednesday.  During this time no game action of any kind can take
place. In effect, your characters don't exist.  For any time based
mechanics, Game Break counts as 12 hours.

\subsection{Punting}

This game is closely plotted.  People may depend on your presence and
actions in order to complete their own goals.  If you are not going to
spend any time in game, please turn in your packet so we can give it
to someone else.  If you are temporarily overloaded, talk to a GM and we
will see what we can work out.

\section{Summary}

To summarize, we'd like to touch again upon what we feel are the most
important rules.  These are:

\begin{itemize}
\item It's a game.  We're all here to have fun.
\item Don't annoy non-players.
\item Don't do anything that could cause anyone (yourself
included) to actually get hurt.
\item All GM rulings are final.
\item Be reasonable.
\item It's only a game. We're all here to have fun.
\end{itemize}


And lastly, we'd like to thank the Players, without whom this game
might have happened anyway, but what would have been the point?

Thanks for reading through all these Rules.  We know they're long, but
we wanted them to be complete.

Enjoy!

\end{document}
