% The code here has been modified so that it will latex without the Template.

\documentclass{article}
\usepackage{doublespace}    % for setting default linespacing
\setstretch{1.2}

\newcommand\gamename{Murder on the Starlight Express \#11}

\pagestyle{empty}  % this ought to be a single page

\topmargin       -0.5in
\textheight      +9.0in
\oddsidemargin   0in
\evensidemargin  \oddsidemargin
\textwidth       +6.5in

\begin{document}

\begin{center} \Huge Rules for \gamename \end{center}

\begin{center} \small
Written by by Jennifer Catelli, Charles Hope,
David Oh, and Francis Zane

\copyright 1991 MIT Assassins' Guild and above GM team

Run 11, June 2000, GM'd by Brian Bermack, Megan McCallion, 
Andrew Menard, and Jamie Morris, \\
with help from Charles Hope
\end{center}

\vfill

\textbf{\gamename} uses the Standard Rules.
% The original game predated the SR, but is utterly compatible with them.
If you are not familar with 
Guild standard rules, please \emph{read that.}  They're available in 
\texttt{/mit/jemorris/Rules} and at \texttt{http://web.mit.edu/jemorris/Rules}.

You need not read all of the Combat Systems appendix; we use only the
Starlight system.  (What a surprise.)

This document covers only material that augments the Standard Rules.
Only body bulkiness is overridden.

\begin{description}  \divide\itemsep by 2\relax

\item[Game Area] is all floors of 1, 3, and 5, except the part of 3 that's
part of the Infinite Corridor.  \\
You must be in game area at all times during the game.  \\
Athena is not in game (nor are your cellphones, except to call a GM). \\
Game starts around 6:00 or 6:30 and is expected to take approximately 
six hours; it may be longer.

\item[Bodies] are \emph{three}-hands bulky (not SR two),
so two hands can drag a body slowly, but it takes three to move quickly.

\item[Guns] are standard disc guns and do not have item cards; they
should have a sticker on them with ``Starlight 11'' and a gun number.
If you start with a gun, the sticker for it should be in your packet.
Bullets have the default SR effects for kill guns.  \textbf{Only
\emph{EIGHT} shots can be in a gun.}  More ammo is freely available.

\item[Throwing knives] are foam pellets, do not require skill to use,
and affect you like bullets.

\item[Cover and Disarm] as per the Standard Rules are both \emph{universally}
available.

\item[Bombs] exist as per the SR.  Explosives are blocks of foam attached
to item cards.  (Timers are not ingame; you supply timer physrep.)
Anyone may arm a bomb; defusing one takes skill.  Trying to move an
armed bomb detonates it.  Effects vary by explosive and will be on
the item card.

\item[Contact poison] is simulated by anything that makes items feel
obviously wrong; vaseline is often good.  If you notice that you have
encountered contact poison with your bare skin, you die instantly.
You must have an ingame dose of contact poison before applying it to
something.  You are immune to accidentally poisoning yourself with
your own poison while setting a trap, but this doesn't mean you can
smear vaseline all over your bare palm and shake hands with the
intended victim.  Be reasonable.  You may not set traps in which 
the victim is ``poked'' with contact poison, only traps in which the
victim intentionally touches the whatever-is-poisoned.

\item[Locks] are index cards or pieces of paper on the door.
\textbf{Do not actually lock any classroom doors.} All lockable doors
should have a sign saying ``locked'' or ``unlocked'' on them, plus a
three digit number.  A closed door can be locked or unlocked by
holding a key with matching number against the lock (not just having a
key in your pocket).  An open door can be locked or unlocked by
anyone.  Most doors are ``locked'' from one side only; if there's a lock
visible in front of you, you interact with it, otherwise you don't.
Note that if you are not careful, you could actually trap yourself in
a locked room.  Locks are indestructible.

\end{description}

\end{document}
