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\begin{center} 
{\Large Rules for {\bf Zagreb}}    \\ \vspace{15pt}
{\small Written and GMed by {\bf Susan Born, Larry DeLucas, Debbie Moore, and
Michael Moore}} \\ \vspace{10pt}
{\small This game \copyright {\bf 1999} MIT Assassins' Guild and above GM team}
\end{center}

\section{Standard Rules changes}

Zagreb uses the Standard Rules.  If you are not familiar with Guild standard
rules, please {\em read them.}  (They're available at
{\tt http://web.mit.edu/jemorris/Rules} and in\\
{\tt /mit/jemorris/Rules}.)

This document covers only material that augments or overrides the
Standard Rules.  There's a lot of it, so read carefully.


\subsection{Badge Number Encoding}

\begin{description}
\item[1st digit]  approximate age in decades (1 to 9)

\item[2nd digit] apparent physical fitness (either 2, 4, 6, or 8)

\item[3rd digit] just a random number

\item[4th digit] general ethnicity (0 to 9)
\end{description}

For physical fitness, a '2' is either someone very old, very young, or just
obviously out of shape.  A '4' is your average non-athletic individual.  A
'6' is someone who might be able to make a living out of professional sports.
An '8' is either Jackie Chan or Arnold Schwartzeneggar.

For ethnicity,\\
\begin{tabular}{ll}
0& american\\
1& northern european\\
2& iberian\\
3& mediterranean\\
4& eastern european\\
5& asian\\
6& indian\\
7& latino\\		
8& arab\\
9& black\\
\end{tabular}
\vspace{0.25in}


\section{Player Characters vs. Non-Player Characters}

You're all Player Characters.  The main thing that separates you from
others is that you're competent and they're not.  You can recognize
competence in others.  You can tell PCs from NPCs.  The home offices 
of most spy agencies and corporations are staffed by NPCs.  They're
not competent.  If you ask them for help, you won't get any.  If you
have an NPC who takes orders from you, they may be helpful, but most
NPCs are remarkably stupid.

Some, although not all, NPCs in game will be represented by an colored index
card with an item card taped to it.  If you find one of these cards, you have
found someone just sort of moping about.  He/she is at your mercy.  If you
want to talk to them, get a GM or an actual NPC to represent the character.
Otherwise, feel free to kill them (write exactly what you did on the card;
that card becomes a dead body.  You should also tell a GM if you do this),
or lead them around (while they are alive, they are considered non-bulky, but
also non-concealable, i.e., you must hold the card in your hand and tell
everyone you pass by that there is another person walking beside you.)


\section{Game Locations}

Game is divided into two areas, separated by the Infinite Corridor.
\vspace{0.25in}


{\bf 1, 2, 3, 4, 5, 6, 14:} Building 14, buildings 1 through 6, and
all of the space outside that these buildings enclose represents
Bosnia.  You cannot enter/leave this space unless you know otherwise!
Bosnian border guards patrol one side of the Infinite Corridor, and
tend not to let people into Bosnia.  Croatian border guards patrol the
other side, and tend not to let people out of Bosnia.

All other buildings on campus (except buildings 16, 56, and 66) 
represent Zagreb.  You may freely travel around Zagreb.

\begin{description}
\item[16, 56:] Above the first floor is underwater.  You can pass
between 8 and 26 (that area is the shoreline), but in order to go into
16, your character must be able to swim, and must be wearing a
wetsuit.

\item[66:] Above the first floor is out of game unless you know
otherwise.

\item[37-212:] The Common Room: Kraljevski Kasino, a casino and bar.
Lav Zlatosljunak is the bartender; Martyn Fischer is the bouncer.

\item[34-302:] The GM room.  Knock before entering; only 1 player at a
time.

\item[34-304:] The bank / travel office / wargame.  Knock before
entering.  Only one player (or group of players, if necessary for the
mechanic) at a time.

\item[34-301:] The queue room / box room.  You can be here if you're
waiting to see a GM or to do something in the mechanics room, or to
check the box.
\end{description}

In general, don't take any game actions on the 3rd floor of building 34.  
Try not to hang out there too much, either.  ;-)

\begin{description}
\item[33:] Building 33 is the local university.  The 3rd floor houses the labs,
while the fourth floor is a library.

\item[35-225:] Local church.

\item[36-372:] The Solonari coffeeshop.  Run by Victor Solonari.

\item[24-407:] Zagreb General Hospital.  If you want to place yourself
or an wounded friend into the hospital, grab a small packet from the
wall packet marked 'empty rooms'.  Write a three-digit number on the
small packet, put the wounded person's badge in the small packet, and
put the small packet in the wall packet marked 'patients'.

\item[26-210:] Dave's Diving Equipment.  This is where things such as
wetsuits and harpoon guns are purchased.

\item[26-204:] The docks.

\item[13-3101:] The train station.
\end{description}

\section{Travel by boat / plane / train}

Traveling to other places is easy.  If you want your character to go
someplace other than Croatia/Bosnia for a while, be forewarned that...

{\em Once PCs leave game, they are considered to be NPCs for the purposes of
all outside-of-gamespace mechanics}

That being said, if you still want to travel here's how it's done.  First,
choose a method.  Next, find out by reading the appropriate travel sheet
how many hours it will take you to reach your destination (Assume hopping
from boat to boat, or train to plane, or whatever, all takes no time.  It's
only the actual traveling that counts.)  Once you've done that, wait until
the appropriate time (when your transport is close to leaving), and then go
to the docks/train station/whatever, and go not here.  You must log any
arrivals or departures that you make to or from out of game locations in
'Rolodex  number 1,' using the following format:

Say that you, Bob Smith, were traveling by plane from Zaire to Bonn, and say
that you had calculated that it would take you sixteen hours.  The next plane
you need to catch leaves at 9pm, so you hop on that one.  But before you
do, you write on the 'Zaire' card of 'Rolodex number 1,' 'Bob Smith leaves
Zaire at 9pm on 10/21.'  Sixteen hours later, you arrive in Bonn, but not
before writing in 'Rolodex number 1,' 'Bob Smith arrives in Bonn at 1pm on
10/22.'  Got it?

Oh yes, one other thing about travel: the local customs are both extremely
thorough and extremely paranoid.  So much so that *no* useful items will be
allowed to move into and out of gamespace.  Sound like a kludge?  It is.

\section{Game Times}

Game starts at 6pm Friday and ends at noon next Sunday; wrapup is at 2pm.

There will be no Game Break ('cause hey, it's postfinals!)

GMs will be available from about 5pm to 3am every day; you may take game
actions outside of this time, but please try not to do anything that requires
a GM.


\subsection{Martial Combat}
You need not read all of the Combat Systems appendix; Zagreb uses a slightly
modified version of the {\em Rock, Paper, Scissors} system.

Instead of blocks, Zagreb has dodges (same symbol).  They work the same way
as blocks, i.e., they avoid all hits but do no damage.

Specials work a little bit differently.  One of your stats should be the
number of specials you can use during a given combat.  There are three
different types, each with a different hand symbol:

\begin{tabular}{lll}
{\bf Type of attack}&		{\bf Symbol}&	{\bf Effect}\\\hline
Ninja Strike&		point& double damage vs. rock\\
&&full damage vs. paper\\ 
&&take damage vs. scissors\\
Judo Chop (or Kick)&	``o.k.''& double damage vs. paper\\
&&full damage vs. scissors \\
&&take damage vs. rock\\
Tae Kwon Leap&		``hang''& double damage vs. scissors\\
&&full damage vs. rock\\
&& take damage vs. paper\\
\end{tabular}
\vspace{0.25in}

note: you may {\em not} use a knife in concert with these specials!

Typical combat stats in game are 9 HP, 3 damage, 1 dodge, 1 cheat,
and 1 special.
\vspace{0.25in}

\section{Items of Interest}
\subsection{Money}

There are two forms of currency in game.

The first is US dollars.  The currency of choice in the corporate world, US
dollars are only transferred via credit (i.e., not cash!)  If you have a bank
account (regular or swiss) you'll know about it at game start.

To make a transaction involving US dollars, you'll need to get a GM, and go
to the mechanics room.  The person you're transferring money to will probably
want to tag along as well.  If there's no GM available, the bank is either
busy or closed.  People have different types of bank accounts.  If you have
a normal account, the bank needs a name and a 4-digit pin number from you if
you want to transfer money to another account.  You also, of course, need the
name of the account you are transferring to.  A swiss bank account transfer
requires a name and a 10-digit code to transfer from an account, or just a
name to transfer to one.

The second form of currency is the European Income Token (EIT).  EITs, unlike
dollars, are traded only on a cash basis.  There isn't really any way to
exchange EITs for dollars or vice versa at a bank, but if you can convince
someone to give you US dollars for your EITs, yay you.  There is no official
exchange rate between the two, either.

EITs are used in Zagreb (as well as in Bosnia) to make small purchases (RTIs,
guns, and so forth).


\subsection{Computers and Disks}

A disk is represented by an item card with a small packet taped to it.  The
packet may or may not contain one or more slips of paper, or other packets.
In order to look inside the first packet, you need to be in a classroom (any
classroom will do).  You must be sitting down, and you must tell anyone who
enters the room that you are typing on a computer.  If the first packet
contains additional packets, the computer disk contains encrypted data;
you'll have to find some way to decrypt it in game.  When you are seated in
a classroom with a disk, you may copy information from one disk to another
by writing down on a second slip of paper everything that is on the first,
and then putting the second slip into the appropriate packet.  You may also
write new files to disk.  However, once a file is on a disk, it cannot be
changed nor deleted!  If you want to destroy a file on a disk, just destroy
the disk by ripping up the item card.
\vspace{0.25in}


\subsection{Macroeconomic Units}

Some items in game may say, ``*foo* macroeconomic unit(s) of *bar*''.  These
items are always bulky, and represent crates of some type of item.  You may
take any number of individual items of type *bar* from this crate, but you
must write on the item card how many items the crate is missing (just a minus
sign and a number will do.)  If you later put items into the crate, then
change the number appropriately.  You cannot put more items into a crate than
it started with.  For sanity's sake, you cannot put any items other than
those of type *bar* into a crate of type *bar*.
\vspace{0.25in}


\subsection{Random Note}

Some items may have abilities associated with them.  If you have a reason to
think an item has some special ability, but don't have the ability card, see
a GM.
\vspace{0.25in}


\subsection{Disarm and Cover}
There is no Disarm / Cover in game.


\subsection{Weapons}

If a gun is in game, it must have a gun sticker on it.  If you find a gun
lying around, and it doesn't have a sticker on it, it's not an in-game gun.
If you start with gun(s), we'll supply you with sticker(s) for them.
Every gun has a 5-digit gun number on the sticker.  The first two digits
are the caliber of the gun.

\begin{tabular}{|l|l|l|l|}\hline
weapons&	represented by&		number of torso shots&	limb shots\\
&&					needed to incapacitate& \\\hline
shuriken&	foam pellet&				2&	no effect\\\hline

throwing knife&	foam pellet&	1&	no effect\\
		& taped to small boffer& & \\\hline
.22 pistol&	single-shot dart gun&			2&	no effect\\\hline

.38 or .44&	disc gun&				2&	wound\\\hline

.45 pistol&	multi-shot dart gun&			1&	wound\\\hline

harpoon gun&	single-shot laramie gun (nerf)&		2&	wound\\\hline

others...&	something else&	    assume you're dead & \\
& &				unless told otherwise& \\\hline
\end{tabular}


When you get shot once in the torso, you are down on the ground.  You 
can do anything while down on the ground, except get back up (i.e., you 
can shoot, crawl away, write a novel, etc.)  You die in 10 minutes from 
loss of blood, unless you can get to a hospital or someone with the 
first aid skill.  If you have the first aid skill, and can still use 
both arms, you may use it on yourself.

If you are hit once in the torso with a throwing knife or a .45, or twice
in the torso with any other weapon, you are not only on the ground and
bleeding, you are also unconscious.  If no one kills you during that period,
you wake up in five minutes, but are still bound by the above rules (i.e.,
you now have 5 minutes to get to a hospital).

When you get shot once in the limb by any gun other than a .22, that
limb becomes useless.  Also, if you are shot 4 or more times by {\it
any} type of gun, you are on the ground bleeding, regardless of
whether they hit you in the torso or a limb.

{\em note: you can go into negative hit points!  Characters normally regain HP at
a rate of 1 point per 5 minutes, up to their maximum.  Hospitals are spiffy.
Hospitalized characters regain HP at a rate of 1 point per 1 minute, up to
their maximum.}

Also, if you took a bullet or shuriken in the torso, but managed to survive
long enough to get to a hospital, in 24 hours you'll be back on your feet.
Wounded limbs take longer to repair - 48 hours, to be exact.

{\em note: you need special abilities in order to use shuriken and throwing knives.}

\subsection{Bulletproof Vests}

If you have an item card for a bulletproof vest, and your character is wearing
the vest, it will stop the first 3 discs, darts, or pellets that hit your
torso from actually harming you.  You must still fall down, but you can
immediately get back up, draw a gun, or whatever.  You may ``play dead'' by
just lying there, but if another character ``checks your pulse'', you must
tell them you are still alive.  After 3 hits of any type or combination of
types, the vest is useless.  Vests cannot be repaired.  They can be worn under
clothing.

{\em Note: shurikens, throwing knives, and harpoon guns ignore bulletproof vests.}

\subsection{A word about explosives...}

Don't play with fire, kids.  But if you do, here's how:

Explosives are represented by an item card taped to some object, usually a
stick of dynamite or a block of C-4, but once in a while to something
smaller (for example, a wristwatch).  If you're going to be using any
explosives, you definitely want to tell a GM to be in the vicinity ahead of
time.

To use dynamite, you must state in a loud and clear voice (while holding
the dynamite in one hand and a match or lighter in the other), ``I light
this stick of dynamite.''  After that, you've got three seconds to get rid
of it.  The GM will determine the exact moment of explosion, call a halt,
and determine who's going to need to be cleaned up with a mop.

To use other types of explosives, you must have a timer attached to them.
Set the timer, and put the bomb somewhere.  Anyone can arm a bomb, but
disarming one requires the bomb disarm skill.  When the timer goes beep,
the GM (whom you've told about the bomb ahead of time, of course) will
again call a halt and figure out who's dead.

{\bf ALL explosions affect everyone and everything within double-ZoC.}

There are no chain-reaction-effects for victims who happen to be carrying
dynamite.

\subsection{Knives}
The only weapons usable in martial combat are knives.  Knives are
represented by foam boffers.  They give +1 damage to each successful hit.
You must be holding a knife ahead of time in order to use it in a round of
combat.  However, you may {\it draw} a knife during combat if, and only if:

\begin{enumerate}
\item you {\it win} (not tie or dodge) a round successfully {\bf AND}
\item elect to draw a knife {\it instead} of doing damage that round
\end{enumerate}

Remember, if you use a 'special' in combat, your knife does not count that
round, even if you have it in your hand.
\vspace{0.25in}


\section{Athena and Phones}

Ok, folks, this part is {\it very} important:

Phones and Zephyr may {\it only} be used to set up meetings!  No other
game information may be relayed via phone/zephyr.

When you send e-mail to someone, that represents your character using the
telephone.  Home machines, dialups, and any other non-cluster machines
represent house/hotel phones, while athena cluster machines represent
public pay phones.

All in-game e-mail must be cc'ed to the GMs, along with where it was sent
from.  Don't forget to do this.
\vspace{0.25in}

\section{More Miscellaneous Info}

\subsection{Mobs}
If you see someone wearing a headband of any color other than white, the
person is representing a mob of people.

If you fire 3 or more shots into a mob, two of the people in the mob are
killed and the rest disperse.  (Mobs are unaffected by knives, shuriken,
and so on.)

\subsection{News}
Nightly News: There will be three newscasts per night, held in the common
room.

\begin{description}
\item[6:00] early news
\item[9:00] prime time news
\item[11:00] late night news
\end{description}

\subsection{Athletic Ability}
Various things in game (abilities, packets on the wall) may require
your character to have a certain amount of athletic ability.  Your
character has an ``actual athletic ability'' stat, which is usually
based on but not always equal to your apparent physical fitness stat.
Athletic ability ranges from 1 (Gandhi) to 9 (Jet Li).

\subsection{The Rumormill}
The common room has a packet on the wall marked ``rumormill''.  This
represents the current Word on the Street.  Anyone can put things into
this packet, but only characters in game who have the ability can take
things out of it.

\subsection{Recognition}
You may, after talking 1-on-1 with someone for 2 minutes, multiply the
first three digits of their badge number together, and add the fourth.
If the resulting number is the same as one of your memory packets, you
may open that memory packet.

\subsection{Rooms}
There is a way to break into character's rooms in-game, but you need to have
the proper ability to do it.  If you know, you know.

\subsection{Stock Market}
There is a stock market mechanic in game.  If you don't know how it works,
your character doesn't know how it works.  If you want to know, ask other
players, not the GMs.  (Knowledge of the mechanic merely represents in-game,
character knowledge of how the market works.)

\subsection{Seduction}
There is no in-game seduction mechanic.  Role-play accordingly.  Or don't.

\subsection{Email}
Mail for the GMs should be sent to {\tt zagreb-gms@mit.edu}\\
Flames without a question or content should be directed to /dev/null.

\subsection{Finally\ldots}
Have a good time, and remember to eat your vegetables.

\end{document}





