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

Welcome to \emph{Wretched Hive}.  These are the basic rules for the
game --- familiarize yourself with them well.

We have tried to select brevity and clarity over case-completeness;
thus, the rules may not explicitly cover strange situations.  In
these cases, we encourage you to 1) apply common sense; if that fails
2) contact a GM!  That's what we're here for.

\section{It's Just a Game}
Though you may be playing a hero in a fantasy universe, you're not
going to turn into a blue shiny ghost if you manage to fall through
the middle of the front stairway of Building 36.  This is only a game.
Real life comes first.  Play safely, then play to have fun.  If you
are not having fun, if you are getting stressed, please mention it to
someone, and take a break if you need to.  Call a halt if you feel
something really unsafe is going on.

For some reason, not everybody is playing our game.  These people are
called non-players or NPs.  To avoid NPs getting annoyed with us, we
would prefer you avoid taking obvious or violent action near them.  If
an NP wanders through game-space, please either restrict yourself to
action which doesn't draw attention or call a halt (``NP Halt!'')
until it walks away.

\section{It's a Game --- so act like it}
	Games are supposed to be cool and be fun.  You can act to
maximize the coolness and fun by getting into character and being
dramatic.  F'lessan's Force Hammer is not to be mumbled -- it is to be
boldly declared against the fools who are you are about to crush with
it.  Even when you are screwed -- especially when you are screwed,
keep your attitude.  After all, when the game is over, the real
winners are the players with the best stories.

\section{Character Packets}
Your Character Packet contains a bunch of things relevant to the game.
For the purposes of the game, your Character Packet doesn't exist.
Therefore, none of the contents, unless clearly stated otherwise (the
main example being Item Cards), should ever be shown
to any other Player under any circumstances.

It's important that you not write anything on the sheets in your
character packet; since they're privileged from being looked at by
other people, it's not fair for you to take notes on them.  If you
want to take notes or condense information onto one sheet of paper, do
it in game (not before) and clearly mark that page as an ``In Game
Document.''

Your Character Packet will include some or all of the following:
(\begin{underline} Underlined \end{underline} objects may not appear
in your packet)
\begin{itemize}

\item {\bf Badge}: This badge identifies you as a Player in this game.
Wear it at all times while playing the game.  The card will say ``I'M
NOT HERE'' on one side and your character's name and physical
description on the other.  When playing, wear the badge with your
character name clearly visible.  For the purposes of the game, badges
do not exist.  The first digit of somebody's badge is their apparent
age in decades.  If they're sufficiently alien that most people can't
tell, it'll be a zero.

\item {\bf Stat Card}: The front of this card contains some vital
statistics about your character that are used in helping figure out
various parts of the game's mechanics\footnote{A mechanic is a way of
representing something which exists in game reality but not in our
reality.  For example, lightsabers.  Also, it allows us to do things
like kill characters without killing players.}.  The back of the card
has a ``Death Report Form'' printed on it.  These will be explained
later on in the rules (Section 7.3.1).

%\item {\bf Maneuver Cards}:  These cards are used to conduct martial
%combat.  This will be explained later in the rules (Section 7.2).

\item {\bf Character Sheet}: This sheet tells you everything you need
to know about your character, and supersedes information in any other
sheets you might have.  It includes a checklist of everything else you
should find in your packet.  Please make sure your packet is complete.

\item 
\begin{underline}
{\bf Ability Card(s)}:
\end{underline}
These are cards associated with special abilities your Character may
have; each one will describe the mechanics of how some ability is
simulated in the game.  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.  Some ability cards need to be ``played'' in order
to be used.  To play an ability card, you hold it up so that you can
see one side and the person you're playing it on can see the other.
For example, if you have an ability card which allows you to tweak
people's noses, you'd hold it up so that you see the side saying,
``You can tweak people's noses,'' and they see the side saying, ``I
tweak your nose.''

\item 
\begin{underline}
{\bf Info Sheet(s)}:
\end{underline}
These sheets contain information or knowledge that your Character has.
Bluesheets contain information about specific groups you may be a member
of;  Greensheets contain information about mechanics.  The line between
the two is somewhat fuzzy.

\item 
\begin{underline}
{\bf Item Card(s)}:
\end{underline}
These are cards that represent physical items in the game.  Item
Cards, unlike other things in your Character Packet, can be shown and
even given to other Players, or other Players may take them from you.
Item Cards which say ``$N$-Hand Bulky'' are bulky and
non-concealable. For each hand of bulkiness, you need one hand to
carry it. So, you can carry as many no-hand items as you want, or two
one-hand items, or one two-hand item (taking both hands). If you have
a 4-Hand Bulky item, two people must work together to carry it.  Some
items will have a physical representation (``physrep'') --- a prop
which represents the item.  The item card and the physrep should stay
together for all of game.

\end{itemize}

\subsection{Scenario}
This is a document containing public knowledge that your Character is
aware of.  It's used to help set the scene as well as the mood for the
game.  It has some additional information on specific mechanics.  It
has a summary of recent events that your Character is aware of.


\section{Game Area}
Game area is the first floor of building 4 on both Friday and
Saturday.  Before game start, we'll tell you that one particular room
is the Cantina proper.  It'll have the bar, lots of chairs, and so on.
Since you can't go outside due to the sand-storm, the rest of the rooms
on the floor represent the small rooms available in the back of the
cantina for conducting ``personal business''.  Each is equipped with a
bed, small table, and two small chairs.
 
\section{Halts}
A halt should be called in any of the previously mentioned situations
(danger, non-players), or if there is confusion about the rules.

Call a Halt by calling out ``Game Halt!''  or in the case of a
Non-Player Halting situation ``Non-Player!  Game Halt!''  Anyone can
do this.  \emph{Don't} do this because you need more time to think;
that would be cheating.

If any other Players wander into the area during a Halt, have them
Halt as well.  If someone hasn't gone to fetch a GM yet, send someone
now; they'll be needed to sort out the multiple Halt.

During a Halt no game action may occur.  You may not talk about
any aspect of the game, except in regards to resolving the current
situation.  Hopefully, if any Halts are necessary, they'll be able to
be resolved very quickly.  Be reasonable and be familiar with the
Rules.

\section{Doing Stuff}
Most things you want to do can be done by just doing them.  If you
want to talk to a particular wookie, walk up and talk to her.  If you
want to pick up a lightsaber, pick up a lightsaber.

Some things aren't things you should do yourself.  Either they're
illegal or unsafe in real life, or the game doesn't quite extend that
far.  For example, if you want to leave the bar into the sand-storm,
come talk to the GMs and we'll tell you that you died of exposure.  If
you want to smash somebody with a bar stool, use the combat mechanic
below.  If you want to mind-control somebody with the Force, you have
an ability card you can play to do that.

If you want to do something that you don't think your player should
do, come and talk to a GM.

Your Character may have some special abilities.  If you do, they will
be explained in your Character Sheet.

Abilities have an Ability Card associated with them.  This card will
be shown to anyone who it is played on, and if applicable, to others
who might notice the effect.

\subsection{Combat Abilities}
Some ability cards can only be used in martial combat; they'll usually
say something about ``Reduce your Disadvantage by\dots''.

\subsection{Metagaming}
Some abilities say ``Force Ability'' on them.  If you see one of these, it
does \emph{not} mean that you're aware that the Force is being used, or
even that anything weird is happening at all.

Making this jump from player knowledge (``This card says `Force' on it.'')
to character knowledge (``He's controlling my mind!'') is called
metagaming.  It's bad.  Don't do it.

\section{Hurting}
There are several reasons you might want to hurt someone in game.
There are couple of ways to do so:
\subsection{Ranged Combat}
The standard sidearm in the \emph{Star Wars} universe is called a
blaster pistol.  It is mechanicked\footnote{represented in game} by a
disc gun (if you don't know what one looks like, ask a GM).  Because a
blaster is clumsy and random, discs which hit your limbs do not count.
If any discs hit your torso, your character falls down unconscious.
Some characters may have armor which keeps the first disc --- or any
discs --- from affecting them.  If you shoot somebody and they don't
fall down, shoot them again.

Once you're unconscious from blaster fire, another burst of discs will
kill you.  For example, let's say somebody shoots you with a bunch of
discs from a disc gun.  You fall to the floor.  They stop firing, walk
up, and put another bunch of discs into you.  You're dead.

Alternately, they could have hit you with just one disc to knock you
out, and just one more to kill you.

There are other ranged weapons in game, most notably the Wookie
Bowcaster and the Imperial Blaster Rifle.  Both of these are
mechanicked by a dart gun.  If you are hit by a dart, you are on the
ground, unconscious, and bleeding to death.  You will be dead in one
minute unless medical attention reaches you (given the storm, that's
highly unlikely).

\subsection{Melee Combat}
Sometimes, you just can't shoot somebody.  Because we think it's a bad
idea to have players beating each other up, we have a mechanic for
this as well.  

All characters will have a Phi (Greek letter $\phi$) stat. This represents
your combat ability, both offensive and defensive. You'll probably want to
memorize your Phi. 

Rounds are based on the game ``Rock, Paper, Scissors,'' which 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.

These represent different kinds of combat maneuvers.  They defeat each
other cyclically: Scissors cut Paper, Paper wraps Rock, Rock crushes
Scissors.  (Each ties itself.)

In each round of combat, count off ``1, 2, 3, show.''  On ``show''
each combatant displays a symbol towards the person they are
attacking.  By default, you can only attack one person, but you use
your symbol to defend against everyone attacking you.  If you were
Surprised (See {\em Initiating Combat} below), you don't show a
symbol for the first round.

If you are wielding a weapon, it adds its Phi to yours.  This will be
on its item card.

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 who has lower Phi, the defender adds
two to his disadvantage stat. (See {\em Disadvantage} below)

If an attacker wins RPS over a defender who has equal or higher Phi, the
defender adds one to his disadvantage.

On a tie in RPS, nothing happens.

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), you automatically lose
that round of combat, but your phi is as normal. 

\subsubsection{Disadvantage}
As a combat proceeds, all the characters involved will accumulate {\bf
disadvantage} points. At any point when the rules indicate you should
change your disadvantage stat, you should call out what the new value
is. It's obvious how badly you're doing to everyone else in the fight
or watching it.

Any time you increase somebody else's disadvantage, you have the
option to burn some of their disadvantage to create an effect. For
example, if you cause someone's disadvantage to increase from 7 to 9,
you might burn 5 points to bop him on the head, stunning him briefly.
You'll have ability cards which tell you what sorts of tradeoffs you
can make.

When you leave combat, your disadvantage resets to zero, and begins to
climb again when you're involved in combat again.

\subsubsection{Order}
This is a simultaneous system. All individual combats within a larger combat
resolve at the same time. Someone entering combat in the middle of a round
joins during the next round.

\subsubsection{Initiating Combat}
To attack someone, walk to within
ZOC\footnote{ZOC, or zone of control, is the distance within which you
can touch someone with your and their arms extended.  We'll
demonstrate at packet handout and gamestart.} of them, say, ``Martial
Attack'' in a clear voice, and count off two seconds.  If they have
not responded with either ``Martial Defense'' or ``Martial Attack'' in
that time, they are surprised.  If they are not surprised, combat
begins as normal. If they are surprised, they don't get to play a 
symbol and defend themselves this turn.

Once combat begins in either fashion, it proceeds through its normal
cycle. 

\subsubsection{Escape}
Either party in combat may try to escape.  If you desire to escape,
say ``break'' as you play your symbol. You do not increase
anybody's disadvantage that turn.  If you don't get your disadvantage changed that round, you disengage from the
combat.  You will be three steps out of ZOC away from your opponent in
a direction {\em away} from your opponent. You cannot escape by
running past your opponent.  At this point, normal rules apply. Either
combatant may draw a gun, leave the area, or re-engage in combat as
normal.

\subsection{Killing People}
If you have a sharp object, you can kill somebody.  Walk to within ZOC
of your target and say, ``Killing Blow One\dots Killing Blow Two\dots
Killing Blow Three\dots''.  When you finish, the target is dead.
Anybody within ZOC of either of you can stop you at any time by
saying, ``I stop you.''

Unless you know otherwise\footnote{Assassin-speak for ``unless we told
you so in your character packet''}, you can't kill somebody without
some sort of weapon.

\subsubsection{If it Happens to You}
You should do the following things immediately following your
Character's death:

\begin{itemize}
\item Be a good sport about it.
\item {\bf DO NOT} give out any information about your Character
and/or your Character's death to any Players.
\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 {\em very} obvious.  For example,
you could tell a Player who looks at you, ``I'm lying on the floor
face-down, not moving, and my legs are over there across the room.''
\item Fill out the ``Death Report Form'' on the back of your Stat
Card, and bring it to a GM.
\item When you leave the scene, put any Item Cards in your possession
in a stack where your body is.  Place the name half of your paper
badge on top of the stack; bring the badge-holder to the GMs.
\item Rip off the not-here part of your badge and wear that as you 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''.  If, after your Character's death becomes generally known to
the other Characters, you're interested in watching the game, come to
the GMs.  We'll give you an ``Observer'' badge, and you can watch as
such.

\subsection{Ranged Combat vs. Martial Combat}
In general, the guns win.  Martial combat and ranged combat both occur
in real-time, that is, taking as much time as it really takes.  If you
have a gun out when someone calls ``martial attack'', you may shoot
them, as long as you do so in a reasonable time frame (2 seconds being
about the limit) and your gun is already drawn.  Once the two seconds
elapse, you are in martial combat (assuming your opponent is still
standing for some reason) and can not fire any more.  If your gun
wasn't already drawn, you can't draw it before you get hit.

If you see a Martial Combat occurring and feel like opening fire upon
the combatants, you may.  As long as you are not engaged in the
martial combat, you may draw a weapon and fire at will.  Because
blasters are so clumsy and random, if you shoot any person involved in
a martial combat with a blaster, you have shot them \textbf{all}.
Likewise, if one person claims to have parried the shot (Say, they've
got a lightsaber or something), they've parried it from hitting
everybody in the combat.

\section{Healing}
Sometimes things will hurt you (see above).  If you get knocked out,
you wake up five minutes later.  If you're ever ``bleeding to death,''
you have one minute before dying.  If you die... well, as far as
\emph{we} know, that's permanent.

There are people in game who can perform first aid; they know how that
works.  There are people with greater medical ability.  They know how
that works too.  Please do note that unconscious people are very
rarely capable of calling out for help.

\section{Items and Physreps}
There are some objects which are in game, but which we haven't been
able to procure.  For example, we're not giving you real lightsabers
or keycards.  However, we need some way to represent that you've got
one.  For each item you have, you'll have a little card.  From your
character's point of view, this is the object.

	Items are generally as bulky as their physrep.  However, items
with one or more dots on them are particularly bulky, and require the
full involvement of as many hands as they have dots to carry.  People
can combine their hands to carry large items.  So an item with 2 dots
on it requires both of your hands to carry, while an item with 6 dots
requires the full attention of 3 people.  A body, should you find one,
is 2-hands bulky.  A body chopped in half is still 2-hands bulky, and
a limb by itself is 1-hand bulky.

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

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 1 or
more Item Cards or other things of interest (clearly labelled {\bf
Wretched Hive} and the date).

{\em Never} actually search another Player.  All searches of people
are conducted via dialogue.  To search someone, they must willingly 
submit to the search.  If they are unwilling, the only way you can 
search them is if you first render them dead, stunned, or unconscious.  
Two types of searches can be done on a person.

\begin{description}
\item[``Pat-Down Search''] This search will only reveal the presence
of any weapons (blasters, knives, lightsabers, etc.).  This takes as
much time as it takes your victim to tell you what you find.

\item[``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 their Item
Cards.  If you're the victim, do this at a reasonable pace; don't
stall.
\end{description}

Search of 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 a physrepped item, the same is true: just pick up the disc
gun or lightsaber prop, or whatever, and walk off with it.

To steal an item that is somebody's mostly-out-of-game personal
property (for example, someone's back-pack or purse), {\bf DO NOT}
take the actual item.  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
and we'll get you the Item Cards (if any) that you stole.

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

Some bags will have ``No Game Items Inside'' signs on them.  That
means there are no items in there; don't bother stealing it.  Feel
free to put such a sign on your own backpack if and only if it really
has no game items in it.

\subsection{Locks}
The back rooms of the bar can be locked from the inside.  Inside each
of these rooms will be a sign saying ``Locked'' and a piece of tape.
To represent the door being locked, put the sign on the outside of the
door and close it.  If you come across such a sign, you can't open the
door unless you know otherwise (say, you have a key, or can pick
locks).

The doors cannot be closed from the outside while locked.  When you
leave a room, make sure you take the sign off.

\section{Money and Finance}
Some people in this universe are wealthier than others.  This is
represented by a ``Wealth'' stat on your stat card.  It will have a
number and a word.  The numbers convert to words  as shown in Table \ref{wealth}.

\begin{table}[bthp]
\centering
\begin{tabular}{|ccp{3in}|}
\hline
Number & Level & Effect\\\hline
$15+5n$\dots$19+5n$&Multimillionaire $n$ & Each level represents about
ten times as much \emph{stuff} as the previous level.\\
25\dots29 & Multimillionaire 2 & You can afford to own and control your
own planet.\\
20\dots24 & Multimillionaire 1& You can afford to own and maintain a
small fleet of starships.\\
15\dots19 & Filthy Rich& You can afford everything you want, including a starship.\\
11\dots14 & Very Wealthy& You can afford anything within reason: up to
but not including a starship, or a Starship and otherwise you're Struggling.\\
9\dots10 & Wealthy & You can afford anything you
need and most things you want.\\
7\dots8 & Comfortable & You're safely middle class.  You won't be buying
a starship, but you're not too bad off.  You have free time.\\
5\dots6 & Average & You can afford food, rare luxuries, and a decent lifestyle.\\
3\dots4 & Struggling & You get by, but all of your effort goes into survival.\\
2 & Poor & You can afford to eat most days, but you've got to work or
beg really hard.\\
0\dots1 & Dead Broke& You have the shirt on your back and nothing else.\\\hline
\end{tabular}
\caption{Wealth Levels}
\label{wealth}
\end{table}

If you want to make somebody else richer, you probably have to make
yourself poorer.  For example, if you want to make Han Solo richer
than he his, you and he should walk up to a GM and tell him that
you're transferring One Wealth Point (or two, or however many you want
to transfer).  Different numbers within the same wealth level don't
have any perceptible difference in the game universe.  Someone with
wealth 6 is no different from someone with wealth 5.  Wealth 7,
however, is noticeably wealthier.

Wealth levels aren't physical objects, so they can't be stolen.  Also,
a single wealth level (i.e. a single number, from 5 to 6, or 10 to 11)
is a \emph{lot} of money.  It's reasonable to risk losing a wealth
point in a game of Sabacc, especially if you're at the broader levels.
Losing multiple points is the stuff of legend.

\section{Aliens and Languages}
Some people in game speak languages other than Galactic Common.  If
you can speak or understand such a language, you'll have an ability
card telling you so.  If you wish to communicate in private with
somebody who also knows the language, you should both show your
ability cards, then communicate in writing.  You should destroy the
writing when you're done.

Alternately, if it's convenient, you can whisper.  If you're alone in
a room, you can even speak out loud.

Many aliens have biologies which are distinctly non-human.  They may be
harder to kill, not get drunk, not be able to be knocked unconscious,
not have a recognizable age, and so on.  Role-play accordingly.

\section{Sabacc}
The primary gambling diversion of the Galaxy right now is the card
game Sabacc.  It's not really distinguishable from the modern card
game Uno.  You have a deck of many colored and numbered cards.  You're
dealt a hand of cards; you win when it's gone.  On each turn, you need
to play a card which matches either the color or number of the
preceding card.  If you don't know how to play Uno, we'll have copies
of the rules there, and we'll be happy to explain it to you.

\subsection{Betting}
It is customary to bet on Sabacc.  The Cantina house rules are an ante
of 1 Wealth Point.  Table limit is a maximum of five Wealth Points per
participant riding on any game.  Higher stakes games are permissible,
but you should expect the House to take a cut, and there to be a
\emph{lot} of watchful eyes on the table.  Side bets are perfectly
legal.  People bet on the winner, the next color, the choice of color
for a wild, and so on.

The standard game works like this, though:
\begin{enumerate}
\item All the players ante up a wealth point.
\item The game begins.
\item If somebody reaches one card and has Uno called on them, they
are out of the game.
\item If somebody reaches one card and calls Uno, they can put more
money in the pot.  Everyone else must meet this bet or fold out
of the game.
\end{enumerate}
\end{document}







