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    \lhead{{\small The Hitchhiker's Guide to the Galaxy: B Ark}}
    \chead{}\rhead{{\small Fall '98}}
    \lfoot{{\small Rules}}\cfoot{\thepage}\rfoot{{\small Not a Game Item}}

\begin{document}
\begin{center}
  {\Huge {\bf Hitchhiker's Guide: B Ark\\ Rules\\}}
  \vspace{10pt}

  {\small Written by Andrew Twyman and Eric Wirtanen\\This game and
  all of its text \copyright 1998 MIT Assassins' Guild \\ (That is, of
  course, except for those parts which have been stolen shamelessly
  from other sources.) \\ These rules written and compiled by
  Andrew Twyman, with examples drawn from many other sources.}

\end{center}

\section{Rules}

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.  If you have any
doubts about the rules or how the GMs interpret them, talk it over
with a GM in advance.  If you make a mistake because you didn't read
the rules or didn't ask a GM to clarify, you're out of luck.

{\bf All GM rulings are final and override the rules.}  You may
disagree with a ruling, you may not like the rules, but they apply
equally to everyone.  Remember that there are things you don't know
that may influence GM rulings.  If you're not sure whether something
is legal, ask a GM. If you can't find a GM to ask, assume it's not
legal and don't do it.  In general, try to use ``common sense,'' even
though a GM may have a hard time explaining their own notion of just
what ``common sense'' is.  No rule is perfect, so try to go with the
spirit of the rule instead of the letter.  Playing loopholes in the
rules is also frowned upon.  This is a role-playing game, not a law
school.  The GMs reserve the right to make decisions which violate the
letter of the rules in order to preserve their spirit.

Please note that many of the rules are almost impossible to enforce,
so the game relies heavily upon the {\em honor system}.  Remember,
it's only a game.  It's supposed to be fun.  We hope that you agree
that it is no fun to win by cheating.  Be your own harshest critic.

\section{Assassin Theory}

\subsection{Reality and Game Reality}

This is only a game.  Remember the difference between reality and game
reality. This game does {\bf not} give you the right to do anything
normally prohibited --- hacking is right out.

You yourself are a {\em Player}.  In the game, you are playing the
part of a {\em Character}.  (Specifically, a {\em Player Character},
or ``PC,'' as opposed to an ``NPC'' (see Non-Player Characters).)
To some extent, this will require you to pretend that you have a split
personality --- your Character may have different tastes, background,
knowledge, and morals than you, the Player.  Think of yourself as an
actor taking on a role.

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
role-playing 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 --- it is no longer fun.  If you notice that you've
crossed this line, you should take a break for a little while to calm
down again.  If you think someone else is crossing this line, you
might politely suggest that they do the same, but don't push the
point.  Some particularly good role-players can portray anger VERY
convincingly without actually feeling any.  If someone politely
suggests that {\em you} take a break to calm down, please consider
doing so.  Perhaps you crossed the line without noticing it.

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.'') As
this example indicates, {\em while {\bf Characters} may lie to other
Characters at almost any time about anything, {\bf Players} may {\bf
never} lie to anybody about anything}.  Players may, however, feel
free to withhold information for the purposes of game.  For instance,
you still shouldn't tell someone your character's secrets, or any
information their character shouldn't have.  Forcing people to forget
information that their character shouldn't know is impolite.

\subsection{People}

\subsubsection{Non-players}

There are lots of people around who aren't involved in the Guild, some
of whom dislike us.  Games shouldn't annoy these people; this is
impolite and can get the Guild in trouble.  The easiest way to avoid
annoying Non-Players would be for them to never even discover that a
game is happening.  This is rather impractical, so we do what we can
to make it less obvious.

The Guild tries to reserve relevant rooms when possible, but there
might always be Non-Players around.  Many of them may even be trying
to do productive work, so disturbing behaviors should be taken
elsewhere.  Disturbing behaviors include: being noisy, especially near
places where they work; running; blocking hallways (it takes very few
people to accidentally do this); taking actions which make people
nervous or uncomfortable (like using threatening body language);
having conversations where the NPs hear snatches like ``bomb'' or
``kill them all'' (some weirdos will think you mean it).

If you are alone, or in a small group of normal-looking people (no
guns out or anything) and you see an NP, just act normal and {\em walk
past}.  Don't stop; if you're standing still, someone who doesn't
realize that the NP is there may jump out and try to surprise you.
Just try to clear the area at a walking pace.  Similarly, if you are
about to ambush someone and see an NP, it is more important not to
bother the NP than to successfully ambush your target.  Having quiet
conversations with NPs around is OK in itself, but should be avoided
since someone in the group or coming upon you may wish to do something
more, like kill you all.

If you see an NP while in a combat situation, or if there are other
Players nearby who don't realize that a Non-Player is there, you
should call a {\em Game Halt} (see Game Halts).  If an NP asks what
you're doing, tell them you're playing a game with the MIT Assassins'
Guild. If they persist, direct them to the GMs.  If, despite your most
valiant efforts, some NPs do get upset, {\bf call the GMs} and let
them help calm them down!  Complaints to the Dean's Office are to be
avoided at all costs.

Do not deliberately use NPs as cover or otherwise attempt to take
advantage of the NP rules.  Play the spirit, not the letter; {\em use
common sense.}

\subsubsection{Non-Player Characters}

``Non-Player Characters,'' or ``NPCs,'' are something else
entirely. An NPC is a Character that {\em does} exist in game, but is
being played temporarily by an Observer or GM.  NPCs, unlike NPs, {\em
can} be spoken to, bribed, attacked, killed\ldots{} in other words,
they are much like a Player Character.  Treat them just like one.

\subsubsection{Observers}

A Observer is someone who is observing the game, but not
participating.  ``Ghost'' is an older term for this.  If you are
unsure whether someone is a NP or an observer, assume they are an NP.
Observers will be required to wear a white headband while in game
area.  Anyone who wants to be an Observer must first contact the GMs,
learn what rules they apply to Observers, and get an appropriate white
headband.

The GMs may use Observers to do helpful things, such as tell you
things for the GMs.  When they're just hanging around, they shouldn't
get in your way, and must leave if you ask them to.

\subsubsection{GMs}

Gamemasters (GMs) are the people who wrote and are running the game.
They are:

\begin{itemize}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em
  \leftmargin = 1.5em \rightmargin = 0in \itemindent = 0in

\item Andrew Twyman, {\bf kurgan@mit.edu}
\item Eric Wirtanen, {\bf 72703.643@compuserve.com}

\end{itemize}

The GMs act as judges and referees for everything in game.  They are
available to answer any questions about your Character, the rules, the
game, whatever.  You can ask questions before game by sending email to
{\bf hitchhiker@mit.edu}, or you can talk to a GM during game if
questions come up.  The GMs know your secret plots already, so you can
talk to them without fear; use them as a resource, it's one of their
jobs.  They do have others, though, so if a GM is too busy to talk to
and feels someone else would be able to help, he may direct you to a
Game Mommy or Observer.

\subsubsection{Game Mommies}

Game Mommies ({\bf not} to be confused with GMs, though they have the
same initials) are helpful people who are around to answer questions,
especially for new players.  You can tell them your secret plots (they
won't tell other players) and ask advice.  They're there to help new
players get used to all the concepts, jargon, and traditions that more
experienced players take for granted.  They're not GMs, so they don't
make rulings.  In some cases, they can give more useful answers to
player questions than GMs, since GMs may ``know too much'' to give a
clear answer (GMs tend to respond with ``if you know, you know'' in
situations like this\ldots).

Game Mommies may be playing NPCs, or they may be Observers.  They'll
probably be wearing a badge that says ``Game Mommy'' regardless.  In
either case, feel free to ask them questions.  That's what they're
there for.

\subsection{Game Halts}

Game Halts are for Players who want to get a GM on the scene or
resolve {\em Player} confusion.  Halts may not be used to stall, gain
thinking time, etc.  Use common sense.  Use halts sparingly.  They
should be called by saying ``Game Halt'' loudly enough for all Players
in the area to hear.

During a Halt {\bf NO} game action may occur.  You may not talk about
any aspect of the game, except in regards to resolving the current
situation.  People should not move around or change things; the
situation when the game resumes should be the same as when it left
off.  If other Players wander in, they become Halted as well; a GM may
well be needed to sort out the multiple Halt.  This is one of the
reasons to keep Halts to a minimum.

A Halt is terminated by consensus of all Players involved in the Halt,
or by a GM.  Someone should call ``3, 2, 1, Resume'' so it is clear
exactly when play resumes.

\subsection{Not Here}

In some instances, you may need to do something or go somewhere the
Character isn't; in that case, you can go Not Here by flipping your
badge to the Not Here side.  You should only do this if instructed to
by a GM, or required to by a rule or mechanic.  Tell other Players
that you see that you're Not Here.  Your Character does not see
anything your Player sees while Not Here.  When you are Not Here, you
may not act on anything you see or interact with the other Characters
in the game.

\section{The Basics}

\subsection{Character Packet}

Your {\bf Character Packet} will contain some or all of the following
things.  For purposes of game, Character Packets {\bf do not exist}
and are confidential.  Therefore, none of the contents, unless clearly
stated otherwise (the main example being the cards representing
items), should ever be shown to any other Player under any
circumstances.  Even if you're positive someone else has an identical
sheet, you still can't look at each other's, nor should you talk about
``well, our Greensheet says\ldots{}'' --- your sheets don't exist
ingame, so Characters shouldn't discuss them, and you might be wrong
about having the same one (GMs love to play tricks).

\begin{description}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em

  \item[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 apparent age in decades.  ID numbers on badges are used only
  for game mechanics and can not be written down or referred to in
  character.

  \item[Character sheet] This is the basis of who you are and how you
  think.  It's sort of your Character's brain, containing your
  personality, history, beliefs, quirks, loyalties, passions, secret
  identity (if any), game goals, who your friends, enemies, and allies
  are, etc.  Your Character sheet will always override other sheets
  when it comes to your opinions, goals, etc.  Your Character sheet
  may also list some number of ``Psychological Limitations''.  These
  are rules of behavior that your character must follow whenever you
  are capable of doing so.  They could simply exist to emphasize
  elements of your character's personality, or they could be due to
  some psychological trauma or conditioning.

  \item[Bluesheets] These are sort of like character sheets for an
  entire group of people.  Tradition prints them on blue paper. They
  give information on motives, history, structure, etc., common to a
  group.  Keep in mind that what a Bluesheet actually contains is what
  you think {\em everybody else} thinks.  Your personal views might
  not be reflected at all by the Bluesheet.

  \item[Greensheets] These sheets detail what special knowledge your
  Character may have about a variety of subjects, and give some
  general guidelines for what you can try to do with this knowledge.
  Tradition prints them on green paper.

  \item[Stat Card] This lists several important statistics about your
  character.  Except in the case of information that your character
  would know anyway (such as your native language) stats should not be
  discussed in character.

  \item[Ability Cards] These are 2-sided index cards that are
  abilities your character has.  They have their own special rules,
  and sometimes an associated greensheet.  To use them, you follow the
  instructions, make sure that other characters seeing you use the
  ablity see the ``ability effect,'' and describe what is happening
  (``I form a ball of fiery doom in my hand and throw it'').

  \item[Memory Packets] A memory packet is a folded-and-stapled strip
  of paper something written on it letting you know when to open it
  and read what's inside.  Typically this means that seeing someone
  (whose badge number triggered the packet) or something, or hearing a
  phrase, jogged your Character's memory.  Memory packet triggers are
  frequently a number or phrase.  If a number, open the packet when
  you see a badge, item card, etc.~with that number.  If a phrase,
  open the packet when you hear someone say it or see it in writing.
  If the packet is labeled something odd like ``QK,'' you only open it
  when something instructs you ``open your QK packet now.''  Some
  packets will have more complex instructions, such as ``open if you
  get married.''  {\em Memory Packets are not game items}.  This
  means: You may not take any action based on the knowledge that you
  have (or lack) unopened envelopes.  No one can steal them from you.
  You may {\bf NOT} call a halt or otherwise interrupt the game to
  read a memory packet.

  \item[Game Start Packet] You should have a special memory packet
  labelled ``Open at Game Start''.  This packet will tell you what has
  happened to your character in the minutes leading up to the
  beginning of game, filling in the gap between where your Character
  sheet leaves off and where game begins.  You shouldn't open this
  packet until 5 minutes before game start, or when instructed to by a
  GM.  This allows you to react in real time to any surprises you
  might have encountered.

  \item[Item Cards] See Items, below.

\end{description}

\subsection{Game Time and Game Area}

This game witll take place from 6pm to 12am on the night of Friday
Sept 18 or Saturday Sept 19 (depending on which run you're playing).
Please try to arrive by 5:30pm in 1-390 so that we can make
last-minute rules clarifications, and place you by 6pm.  Players will
be expected to be in game for the entire length of game time.  Game
will be followed by wrapup, also in 1-390, when the GMs will explain
what was really going on.

Game area consists of buildings 1, 3, 5, and 7 (all floors)
representing the decks of the B Ark.  You should not leave these
buildings during game time (if you're not sure, take a look at a
nearby room and see if the room number starts with one of those
building numbers).  Thus you should not go outside (that would be
space, after all).  There is a single exception to this, which is that
in the basement of building 7 (under the infinite corridor) there is
an area where you must go outside briefly in order to continue along
the hallway (there's also a flashing red light, so you can recognize
it).  You may do so at this point only, and only to continue in the
hallway and go back inside immediately.  For the purposes of game,
this small patch is not considered outside.

Game action is limited to public areas.  This means that you should
not perform any game action in private offices, Athena clusters, or
restrooms.  You should not use these locations to hide from your
enemies either.

\subsection{Signs}

Locations of interest in the game will be represented by 8.5''x11''
signs on the wall, possibly with packets attached.  The sign will
describe the location, and what you can do there.  You should not open
the packets attached to a sign unless you are told to by some rule or
by a GM.  Some characters may have special abilities which are useable
only at specific locations.

A common type of sign you will encounter is a door.  If a door is
unlocked in reality and has no sign, then it is unlocked in game and
you may go through.  If a door has a sign attached, then it has a
lock.  If the door is open, then you may use it freely.  If it is
closed, then it is locked.  The sign will specify a lock type (which
will be a single letter).  A locked door can be openned by using a
keycard of the correct type (the keycard will be an item which will
specify ``opens type X doors'' where X should match the lock type).
Some characters may have special abilities allowing them to open
locked doors by other methods.


\subsection{Headbands}

If you see a player wearing a headband, it means something special.
Some headband colors and their meanings:

\begin{description}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em

  \item[White] Observer.

  \item[Purple] You see nothing, but you do get an eerie feeling of
  being watched.

  \item[Grey] A robot.

  \item[Blue] You don't actually see the player's character standing
  there, but simply a face on a nearby viewscreen (i.e. the ship's
  computer).

  \item[Other] Something interesting.  Ask what you see.

\end{description}

\section{Items}

Items are represented as little white index cards with a number and
description.  These are ingame and may be shown to others, given,
stolen, etc.  Some items may have props --- ``physreps'' or Physical
Representations --- associated with them, in which case the item card
and physrep should always be kept together.  If they are separated,
the item card is the real item.  Note that weapons cannot be used
without a physrep that Players can see threatening them; see Combat
and Weapons.

The description on an item card (``a large, glowing, blood-red ruby'')
is ingame information obvious to anyone who looks at the item.  The
{\em item number} on the card is {\em not} ingame information and may
not be spoken of.  It may trigger memory packets.  You may have
special knowledge that lets you learn information from item numbers
(such as detecting counterfeit money); you can only discuss such
mechanics if the GMs say so.  The same applies to badge numbers and
similar things.  Item numbers are not necessarily unique.

Some items will have envelopes attached to them.  You should not open
these unless you know that you should due to some rule or ability.  A
specific example is Devices (representing various technological
contraptions) which have several packets attached.  Only characters
with an appropriate skill may open the packets attached to a Device.

If you are wearing an item (e.g.~jewelry), you should display both the
physrep (if any) and the item card --- people might have a memory
packet for it, or a special ability that requires the item number.

\subsection{Bulkiness}

A {\em bulky} item is too big or heavy to be carried freely.
Bulkiness is measured in ``hands,'' i.e.~how many hands it takes to
carry it.  An item card with $N$ colored dots on it is $N$-hand bulky.
(A dot with a number on it is that many hands' worth of bulkiness.)
Cooperation is possible.  It should be clear to onlookers which people
are carrying the item (the Players should be holding the item card
together).  $N-1$ hands may drag an $N$-hands bulky object at a slow
pace.

A bulky object must be carried openly and cannot be concealed.  It
cannot be put in a bookbag unless otherwise specified.  A hand helping
to carry a bulky object can be doing nothing else.

A body is a two-hands bulky item.

\subsection{Written Information}

Playerlists, recipes, maps, and newspaper clippings are game items.
If you write something down on a piece of paper, that paper is now an
in-game item and should be clearly marked as such.  It can be traded,
stolen, etc.  Therefore, don't write things on your Character sheet,
Bluesheets, and other stuff that shouldn't be in-game.

\subsection{Babel Fish}

Babel Fish are a special kind of wearable item.  You wear one in your
ear and it allows you to understand anything said to you in any form
of language.  If you are not wearing a Babel Fish, you must ask
everyone who speaks to you what language they are speaking.  If it is
not a language you can speak, then you cannot understand them without
a Babel Fish.  The languages you can speak are listed on your
statcard.  If you speak several languages, you may choose which to
speak at any given time.

When you are wearing a Babel Fish, you need not display it (since it
is hidden in your ear).  However, while you are wearing a Babel Fish
you should change your ``Fish'' stat to match that which is listed on
the Babel Fish item card.  If you remove the Babel Fish, your ``Fish''
stat reverts to its normal value (the one on your statcard).

\subsection{Dataspheres}

Dataspheres are a special type of item in that they have a physrep but
no item card.  A datasphere is represented by a marble.  If you find
one in game you may take it (unless it is inside a packet, in which
case you shouldn't take it unless instructed to).  Dataspheres are
data storage devices, and you may well find someone who knows how to
use them.

\subsection{Hiding Things}

Items can be carried with you or hidden anywhere in the playing area.
To hide an item somewhere, you must actually hide the item there.  If
someone else finds it, you have to figure out how to get it back.  Do
not hide items in areas that are not Game Locations.  Don't hide bulky
items somewhere a real such item wouldn't fit\ldots{}.

{\bf Stashing Rule:} Don't stash items out of reach of short people.
This pretty much rules out stashing things inside drop ceilings.  We
can give a demonstration of what's too high; though mainly this is
``common sense.''

\subsection{Theft}

If you find an item or item card sitting around, you can take it. It's
yours.  To steal game items left in someone's bookbag or purse, do
{\em not} search the Player's belongings.  Leave a ``STOLEN --- see a
GM'' note on it and tell a GM.  The Player will give the contents to
the GMs, who will pass them on to you.

\subsection{Searching Places}

To search a game location, you must actually search it.  If you find
something, wonderful; if you don't, oh well.  Don't bother trying to
search non-game locations; even if it weren't illegal, it won't do you
any good because no one's allowed to hide things there.

\subsection{Searching People}

All searches of Characters (or their belongings) are conducted via
Player dialogue.  You cannot search an unwilling Character unless they
are unable to resist you (immobile, unconscious, or dead).  Even then,
anyone in Zone of Control (see Zone of Control) of either of you can
prevent the search by saying ``I stop you.''

There are two kinds of searches.  If the searcher does not indicate
which, they are performing a Total Search by default.  It takes two
free hands to perform either kind at a reasonable speed.

{\bf Pat-Down Searches} simulate stereotypical TV cop ``frisking.''
This search will only reveal the presence of weapons (ranged and
hand-to-hand) and armor.  This takes as much time as it takes your
victim to tell you what you find.  (``You find a crossbow in this
pocket and a knife in this one.'')

{\bf Total Searches} simulate a mildly invasive complete search of the
Character's entire body and clothing.  This takes as much time as it
takes the victim to hand over their item cards.  Victims, don't stall,
but do be careful to hand them only item cards and not ability cards
and so on.  Anyone nearby can see what the searcher finds, which is
another reason not to hand over an indistinguishable wad of cards, as
the searcher doesn't find a wad of items.  Remember to hand over your
ingame money.

Search of a Character does not mean you've searched their backpack or
purse.  To search those, do {\em not} actually look through them
yourself.  Tell the Player ``I'm searching your backpack.''  If no-one
stops you, the Player will give you the item cards in their backpack.


\section{Combat}

This is a game.  This means that you are playing this to have fun, a
fact that's really easy to forget when your Character is about to die.
Do try to keep your temper.  Real violence is unacceptable.  Please
try not to walk around areas with NPs with any sort of weapon visible.
Guns, even plastic ones, sometimes disturb people, and boffers can
look like lead pipes at a distance.

The Meta-Rules explain the overall outlook on combat rules.  They are:

\begin{itemize} 
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em
  \leftmargin = 1.5em \rightmargin = 0in \itemindent = 0in

  \item Game combats are {\bf never} real combats.  No possibility of
  injury should exist in any martial combat.  If something is
  happening that seems likely to cause someone to get hurt, {\em call
  a Halt}.
 
  \item Players are {\bf not} to initiate any combats in sight of
  Non-Players.
 
  \item Combats are {\bf not} to cause property damage.

  \item Combats should happen as close to realtime as possible.

\end{itemize}

\subsection{Health}

Your health (and also your effectiveness in combat) is represented by
a stat called $\phi$ (Phi).  If you are wounded, you will lose points
of $\phi$, and will regain them through natural healing at a rate of 1
point per half-hour.  Natural healing can never raise your $\phi$
higher than its value at the start of game.

Typical humanoid $\phi$ is 5.

\subsection{Ranged Combat}

Ranged combat is represented by the use of dart guns and disk guns.
Disk guns represent stun guns, while dart guns represent
Kill-o-Zap$^{\rm TM}$ guns.  A few general rules to keep in mind when
using these:

\begin{itemize}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em
  \leftmargin = 1.5em \rightmargin = 0in \itemindent = 0in

\item A hit anywhere on your body counts equally.  {\bf Do Not} aim
for the head.  It has no advantage in the game, and is quite annoying.

\item If there is any doubt, the shooter decides whether the shot hit
or missed.  It is often difficult to feel disks hitting you,
especially if you are wearing heavy or loose clothing.

\item Bayonetting (when the dart fires and makes contact, but fails to leave
the barrel because you were too close), doesn't count as a hit.

\item Richochets, clothing shots, and hair shots also do not count.  When in
doubt, the shooter calls the shot.

\end{itemize}

When hit by either type of gun you should fall down unconscious for
ten minutes.  If it was a stun gun, you should also lose 1 $\phi$
point.  Future hits by stun guns will reset your 10-minute timer
(i.e. if you had been unconscious for 7 minutes, and are shot again
with a stun gun, you will be unconscious for 10 more minutes).  When
you wake up from unconsciousness if your $\phi$ is less than 1, you
should set it to 1.

If it was a Kill-o-Zap$^{\rm TM}$ gun, you are also bleeding to death!
The first hit leaves you ten minutes to live.  Cut five minutes from
your remaining life each time you're hit again (so the third shot just
kills you).  This process can only be averted by someone with First
Aid skill.  If someone spends 1 minute applying First Aid to you, then
you should lower your $\phi$ to 0 and then act as if you had been shot
by a stun gun (i.e. you will wake up 10 minutes after you were shot,
unless hit by further shots).

\subsection{Martial Combat}

\subsubsection{ZOC and Rock/Paper/Scissors}

Someone is in your {\em Zone of Control}, and you are in theirs,
if you could touch fingertips with arms extended.

``Rock, Paper, Scissors'' involves showing hand symbols to each other.
There are three symbols:

{\bf Rock} is made by a fist.

{\bf Paper} is made by a flat hand held horizontally, palm down.

{\bf Scissors} is made by the first two fingers extended out of a
fist, looking vaguely like a pair of scissors.

They defeat each other cyclically: Scissors cut Paper, Paper wraps
Rock, Rock crushes Scissors.  (Each ties itself.)

When playing RPS, count off ``1, 2, 3, show.''  On ``show'' each
player displays a symbol.  Determine who wins.

\subsubsection{Initiating and Joining Combats}

To initiate combat with someone, walk up to them and clearly declare ``Martial
Attack.''  If they do not reply with ``Martial Defense'' (or ``Martial
Attack'') within 2 seconds, they are Surprised and lose the first
round of combat.  If they do respond correctly, normal combat ensues.

Anyone who says ``Martial Attack'' to the target after the first attacker,
within the two seconds of reaction time and before ``Martial Defense''
is declared, is helping to attack the target that round.  Anyone declaring
it afterwards is too late and will only join in the next round.  Similarly,
anyone in the combat can only declare ``Martial Attack'' on someone uninvolved,
bringing them into the combat, between rounds.

\subsubsection{Martial Combat Rounds}

In each round of combat, count off ``1, 2, 3, show.''  On ``show''
each combatant displays a rock-paper-scissors symbol towards the
person they are attacking.  You only attack one person, but you use
your symbol to defend against everyone attacking you.  If you were
Surprised, you don't show a symbol for the first round.

If you are wielding a weapon (see Weapons), it adds its
``weapon-like'' $\phi$ to yours.  This will be on its item card;
typical ``weapon-like'' $\phi$ values are Club +1, Knife +2, Sword +3.

If your symbol beats that of your target, tell them your $\phi$ score.
You may ``pull your punch'' by saying a lower score.

If an attacker wins RPS over a defender with lower $\phi$, the defender
is knocked unconscious for ten minutes.

If an attacker wins RPS over a defender with equal or higher $\phi$, the
defender loses one personal (not weapon-like!) $\phi$.

On a tie in RPS, each defender loses one personal $\phi$ (in a one-on-one
fight, that's both of you).

Remember that you use your symbol to defend against everyone, but you
only attack the single target you extend your symbol towards.

If you don't show a symbol (e.g.~were Surprised), your $\phi$ is zero (so
you {\em will} be knocked unconscious).

If your personal $\phi$ reaches zero(weapon-like $\phi$
notwithstanding), you are unconscious for ten minutes.  Treat this
exactly as if you were hit by a stun gun (see ranged combat).  When
you awaken, your $\phi$ will be 1.

After $\phi$ scores are adjusted, if more than one combatant is still
conscious a new round of combat begins with a new count of ``one, two,
three, show.''

\subsubsection{Break}

To try to escape the combat, say ``Break'' between rounds.  If
everyone else says ``Break,'' the combat ends.  If only some do, those
who say it are no longer fighting each other but may still be fighting
the others.  (And next round they can attack each other again.)

If some of your opponents didn't say ``Break'' when you did, you're
trying to escape them.  You do no damage that round.  If you manage to
take no damage, you've escaped --- declare this and leave ZoC.

\subsubsection{Weapons}

Note that if you have your gun out and someone declares ``Martial
Attack'' on you, shooting them is a legitimate response.  However, if
for whatever reason your shots fail to down them within your two
``Don't be Surprised'' seconds, you are considered to have lost the
first round of combat as if you were Surprised (you may not both shoot
{\em and} declare Martial Defense).  Once you are engaged in martial
combat (have declared Martial Attack or Martial Defense, or passed the
time to say the latter) you may neither draw nor fire a gun.

In order to do damage with a weapon, you must have both an item card
and a physrep (e.g.~a foam boffer) for it.  In addition, you must have
the representation in your hand and clear at the beginning of a round,
when ``Martial Attack'' is declared.  ``Clear'' means that it cannot
be in your pocket or tangled up in your coat, even if you're holding
it.  It must be free, ready to be used, and visible to onlookers.
This rule applies both to guns (which can be fired only in two seconds
before combat) and martial combat weapons (which can be used after
combat begins).

\subsection{Killing Blow and Knockouts}

Any Character not in a position to resist --- immobile or unconscious
--- may be killed almost instantly.  To do this, be within Zone of
Control and declare {\em ``Killing Blow''} towards your victim.
Anyone within ZoC of you or your victim who can move can stop you; the
rescuing Player just says ``No'' or ``stop'' or ``I prevent you'' or
{\em anything} indicating that you are opposed, within two seconds.
(``Martial Attack'' works, as does shooting you).

Similarly, you may knock out a helpless (or willing) target by being
within Zone of Control and declaring ``I knock you out.''  If no-one
else within ZoC of one of you prevents it as above, you have knocked
them unconscious for ten minutes (just as if they had been defeated in
martial combat).  They only lose one point of $\phi$, though future
knockout attempts can make them lose more $\phi$, down to a minimum of
1.  If you knock out an already unconscious person, they reset the
time until waking up.

If a Character is kept unconscious for more than an hour, they may, at
the Player's option, go into a coma or die.  It's {\em boring} to be
kept out that long, not to mention it's a real pain having to ignore all
the game action around you, like your captors discussing their plans.  If
you know you're going to keep your captive out for a while, tell the Player
so they can go get a snack in the meantime.

\section{Death}

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

\begin{itemize}
  \topsep = 0in \partopsep = 0in \itemsep = 0in \parsep = 0em
  \leftmargin = 1.5em \rightmargin = 0in \itemindent = 0in

  \item {\bf DO NOT} give out any information about your
  Character or their death to any Players.

  \item Feel free to remain on the scene to play the part of your
  corpse.  It's nice to do this for at least 10--15 minutes or so, so
  that PCs who wander along will see you and not have to spot just
  your badge.  Only in this case can you give out any information, and
  even then, only what's {\em very} obvious.  For example, you could
  tell a Player who looks at you, ``I'm lying face-down, not moving,
  with what looks like a bullet wound in my back.''  You {\em can't}
  say ``Joe shot me,'' ``I was beaten and then killed,'' etc.

  \item When you leave the scene, put any item cards in your
  possession in a stack where your body is.  Put the Here side of your
  badge on top of it with a description of the obvious state of your
  body (``sword wound in chest, decapitated'').  Take the Not Here
  side to wear.

  \item Come tell a GM.  Your Stat Card has a Death Report Form; fill
  that out and give it to the GMs.

\end{itemize}

After your death, you are Not Here (see Not Here) if you run into any
other PCs.  You cannot explain to them {\em why} you are Not Here.
Dead men tell no tales, nor do Not Here ones.  Neither do they talk on
the phone, drop hints, or fill their conversations with significant
silences.

If, after your Character's death becomes generally known to the other
Characters, you're interested in watching the game, come to the GMs
and they'll make you an Observer.

Much the same situation applies if your Character is permanently out
of game without being dead.

\section{Life, The Universe, and Everything}

42

\end{document}
