% The code here has been modified so that it will latex without the Template.
% Also, commented-out paragraphs (i.e. not seen by players) have been removed.

\documentclass{article}
\usepackage{doublespace}    % for setting default linespacing
\setstretch{1.2}
\topmargin       -0.5in
\textheight      +9.0in
\oddsidemargin   0in
\evensidemargin  \oddsidemargin
\textwidth       +6.5in

\begin{document}

\begin{center}
{\LARGE\bf Return to the Starlight Express} \\

\vspace{0.05in}
{\large\bf A One-Night Assassin Game} \\

\vspace{0.1in}
{\LARGE\bf Basic Rules} \\
\end{center}

All players are responsible for reading and understanding the
following rules before the start of game action.  If you have any
questions, please ask a GM at your convenience.

Please note that many of them are impossible to enforce, so the game
relies heavily upon the honor system.


{\bf ALL GM RULINGS ARE FINAL, REGARDLESS OF WHAT THE RULES SAY.} We
reserve the right to expel from the game anyone whom we believe to be
violating the spirit of the rules or the game.

This game is copyright (c) 2001 by Tom Giordano, Charles Hope, Uriel
Klieger, and Michael Person and is written under the auspices of the
MIT Assassins' Guild with all the commitments that entails.  All
rights reserved.

\mbox{ } \hrulefill \mbox{ }

\section{Character Packet} You should have received several of the following
things in your packet.  Not all packets contain all types of
enclosures but if you think you are missing anything or find something
which doesn't seem to belong to you, see a GM.  

\begin{itemize}

\item {\bf Character Sheet} This tells you who you are.  This may
never be shown to anyone.

\item {\bf Scenario} This tells you what is generally going on around
here.  It also may never be shown to anyone.

\item {\bf Bluesheet} This gives you general information about any
groups your Character may know about. It also may never be shown to
anyone.

\item {\bf Greensheet} This gives you additional information about any
abilities or mechanics your Character may have or need to deal with
during the game. It also may never be shown to anyone.  There may also
be greensheets posted on the wall at in-game locations.  Anyone can
read such a sheet unless specified otherwise.

\item {\bf Name Badge} All players are required to wear their name
badges for the entire game.  The have character numbers for
identification and triggering memory packets.  These numbers are not
information your character is aware of, and cannot be talked about.
Do not put your badge on until game begins.

Badges also have a side which say ``Not Here''.  This should be used
only at the direction of a mechanic, or if you need to find a GM to
settle a time-critical player confusion during a halt.  

\item {\bf Ability Cards} These are 4x6 blue (usually) index cards
explaining the mechanics of an ability.  Those mechanics may supersede
these rules.  To use them, do what it says to do on the card, or ask a
GM.  When you are using the ability, only show other players the
``Ability Effect'' side of the card.

\item {\bf Items} These are index cards with a description of the
object.  Some item cards indicate that they are ``tools'' (See
``Frobbing''),  ``bulky'' (see ``Bulky Items''), or both.

\item {\bf Memory Packets} They have instructions on when to open
them.  These are often triggered by things like ``Badge number 000''
or ``Item number 3254''.  If you see the number or description that is
on one of these small envelopes, then open the envelope.  {\bf Memory
Packets} are not game items.  You may not take any action based on the
knowledge that you have these envelopes.

\item {\bf Armbands} These represent uniforms (see below). If you have
one, do not put it on or let people see it until game starts.

\end{itemize}

\section{Non-Players and Observers} 

\subsection{Non-Players} {\bf Don't piss them off!} The Guild has
reserved most of the relevant rooms in buildings 24, 26, 34, 36, and
38, but others are not reservable.  Players should be careful, because
there may be non-players around.  Don't do things which will disturb
them, such as waving guns around, shooting people, being especially
noisy, blocking hallways, and talking about things like ``Let's kill
Jane!  Do you have a gun?''  If you have a gun out, {\bf put it away}.
If someone asks you what you are doing, tell them you are playing a
game with the MIT Assassins' Guild.  If they persist, direct them to a
GM on the third floor of building 34.

If you are alone, or in a small group of normal looking people (no guns
out or anything like that) and you see a non-player, just act normal and
walk past him.  Don't stop; if you're standing still, someone who
doesn't realize that the non-player is there may jump out and try to
shoot you.  Just try and clear the area at a walking pace.

If you see a non-player while in combat, or if there are other players
nearby who don't realize that an NP is there, you should immediately
call ``NP Halt!'' loud enough for everyone nearby to hear it.
This will halt all game action in the area.  During a halt {\bf NO}
action may take place in the area of the halt.  No one can shoot or be
shot, move, talk, or reload.  No action outside the area of the halt can
affect anything within the area of the halt.

Once the non-player has left the area, play may begin again.  Someone
who sees the non-player leave should call ``Resume'' loudly enough for
everyone in the area to hear it.  Play should not resume until all
players are ready.  If things are crowded it is a good idea to have one
player count down, calling ``3, 2, 1, Resume'' so that everyone knows
exactly when play starts.


\subsection{Observers} Observers (formerly known as ``Ghosts'') are not
playing the game, just watching.  You may conduct game action in front
of Observers.  When you are unsure whether someone is a non-player or
an Observer, assume they are a non-player.  All GM-recognized
Observers will be required to wear a white headband when in the area.
Anyone who wants to be an Observer should contact the GMs first, and
learn the rules.

\section{Items}

You may carry as many normal items as you like.  {\bf Items may not be
hidden or stashed---you must either carry them on you or put them
somewhere in plain sight.}  Be reasonable about this.  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 \emph{not}
search the Player's belongings.  Leave a note saying ``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 People}

To search someone, they must be willing or helpless (unconscious or
tied up) in front of you.  Say ``I'm searching you.''  Searching a
body takes as long as it takes for the victim to pull the stuff out of
his pockets and hand it to you.  Victims, be good sports and do this
as quickly as possible.  Searching someone does not mean you've
searched their backpack or purse.  

You may also perform a pat-down search, which reveals only the
presence of weapons.

\subsection{Bulky Items}

A \emph{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 will specify how many ``hands'' bulky it is. 

Cooperation is possible.  It should be clear to onlookers which people are
carrying the item (the Players should be holding the item card together).

A bulky object must be carried openly and cannot be concealed.

$N-1$ hands may drag an $N$-hands bulky object at a slow pace.

A body is a {\bf three-hands} bulky item.


\section{Weapons} 

In this game, the following weapons are simulated by the following
items:

\begin{itemize}

\item {\bf Guns} are simulated by toy disk guns. 

\item {\bf Knives and Other Melee Weapons} are are represented by
small foam boffers.  All weapons have a martial combat rating; see
``martial combat'' below for more details.  Knives are simulated by
boffers with tape wrapped around one end.  The tape must be visible;
if you are hiding the tape with your hand, you are hitting them with
the hilt (a club) and not the blade!  Talk to a gm if you wish to
improvise a weapon of some sort.

\item {\bf Throwing Knives} are simulated by ping pong balls.  If
someone hits you with one, the effect is the same as if you have been
hit in the same location by a bullet (see below).  Anyone may use a
throwing knife.

\item {\bf Foam Pellets} Foam pellets simulate special attacks.  It
may not be clear what the source of such an attack is, but if you see
someone holding a foam pellet, they are clearly dangerous.  If you can
use these, you'll know; do not pick them up unless you know you can
use them.

\end{itemize}

If you should start with a weapon and don't have an appropriate
physical representation, see a GM before the game starts.

\section{Combat} Combat may occur anywhere in the playing area any time
during game action when NPs are not present.  The only exceptions are
the bathrooms.  You can not be shot in a bathroom, and you can {\bf
not} take shelter there, take a short ``breather'' there, or even
enter one unless you are using it.  Being killed going in or out of
one is okay, so be on your guard.

There are three types of combat.

\subsection{Guns and Throwing Knives} 
To use one of these, take out your gun or throwing knife, and fire or
throw it.  {\bf If you are hit by either of these at any time, fall to
the ground and drop anything you are carrying in your hands.}  When in
doubt, the shooter calls whether the shot actually hit, and where.

A hit in the arm or leg destroys the functionality of the location
hit.  If hit in an arm, you may no longer carry anything with that
arm, and you lose one ``hand'' of carrying capacity for bulky items.
If hit in the leg, you may only walk at a very slow pace.  If shot in
both legs, you may not walk at all.  Being hit in a limb will not kill
you or knock you unconscious.

{\bf Head and torso shots are always equivalent; do not aim for the
head!} If you are shot once in the head or torso, you immediately fall
unconscious and will die ten minutes later unless you receive some
form of medical help.  If you are shot multiple times in the head or
torso, you die immediately.  

\subsubsection{Foam Pellets} If you are struck with a foam pellet in
any location, you are dead.

\subsection{Martial Combat} 

To attack someone, come within their ``zone of control'' (ZoC) and say
``Martial Attack [rating].''  ZoC is defined as follows: if you and
the other person can reach out your hands and touch each other, you
are within ZoC.  The other player must respond with ``Martial Defense
[rating]'' (or ``Martial Attack [rating]'') within two seconds of the
attack.  If you forget to say a number, your number is zero.  Then
compare numbers; the person with the lower number is knocked
unconscious for \emph{ten minutes}.  If the numbers are equal, both
sides are unharmed and are free to run away or draw bigger weapons and
attack again.  If the defender doesn't reply within two seconds, they
are knocked unconscious, and the attacker can feel free to move on to
another target or to dodge bullets or to leave the area, or to take
any other game action he cares to.

To use a weapon in martial combat, you must have it in your hand and
clear (i.e.~not in your pocket, belt, bag, or tangled in your coat)
before you say (or the person attacking you says) ``Martial Attack
[rating]''.  Once the attacker has started saying ``Martial Attack
[rating]'', neither the attacker nor the defender can draw any
weapons, including guns.  You may keep a weapon drawn all the time,
but you can have only {\bf one} weapon drawn at a time, including
guns, throwing knives, etc.  If someone is walking around near you
with a drawn weapon, roleplay accordingly.  If the defender has a gun
or throwing knife in their hand and clear, they may fire/throw it
instead of saying ``Martial Defense [rating]''.  However, if for
whatever reason the shots fail to knock the attacker unconscious
within the two seconds, the defender's rating is zero, and has been
knocked unconscious.

Anyone else in ZoC of the target can add their rating to the
attacker's by saying ``Martial Attack [rating]'' before the defender
responds or two seconds elapse, or add to the defender by saying
``Martial Defense [rating]'' before two seconds elapse.  Each side sums
its ratings; everyone on the losing side falls down, everyone on the
winning side stays up.  There are no three (or more) sided martial
combats.

\subsection{Combat Ratings}

All martial combat weapons have a single digit rating.  Some commonly
known ratings are:

\begin{center}
\begin{tabular}{|l|l|l|}
\hline
Bare handed/Gun: 1 & Club: 2 & Knife or Dagger: 3 \\
\hline
\end{tabular}
\end{center}

Clubs can be improvised from many things, like chairs and table legs.
Talk to a GM {\bf before} combat breaks out to see about picking one up.
Once you are in combat, it's too late.

Note that some special abilities may modify martial combat ratings.

\subsection{Disarming Opponents} If you notice someone with a gun or
throwing knife and standing in your zone of control, you may disarm
him by immediately declaring ``Disarm.''  You cannot disarm someone
who is directly behind you.  Otherwise, disarming works automatically,
but if the attacker gets off a shot before you start to say ``Disarm''
then you have been shot.

\subsection{Killing Helpless Victims} You may perform a Killing Blow on
anyone who is within your ZoC and helpless.  You must be within ZoC
and free to hit them.  Say ``Killing Blow'' towards them.  Anyone who is
within ZoC of you {\em or} ZoC of your victim may stop you by saying
``No'' or ``I stop you'' or anything indicating resistance within two
seconds.  If nothing stops you, you have killed the person.  You are
assumed to have broken their neck unless you say otherwise, eg
``Killing Blow---I cut your throat to the spine'' (if you are holding a
blade).

\subsection{Death and Inactivity} 
If you are dead or unconscious, {\bf please note the time of death},
sit still and wait for someone to find you.  When a player walks up,
tell them that you are an unconscious body and list any obvious
wounds.  Dead (and inactive) men tell no tales.  Don't give them
anything but a description of the obvious (i.e.~``I've been shot twice
and my neck is broken'', not ``Joe and his friend shot me in the back,
the dirty traitors''), and your items if they think to search you.

\section{Other}

\subsection{Locks} Locked doors are simulated by doors with index cards
or pieces of paper on them.  {\bf Do not actually lock any classroom
doors.} All lockable doors should have a sign saying ``locked'' or
``unlocked'' on them, and should have a four digit number on them.  If
you hold a key that matches the number up to the lock, you can unlock
the door and enter freely.  If you don't have the right key, you can
break a lock by frobbing it (see {\bf Frobbing}, below) with a welding
torch for five minutes.

Doors can be locked and unlocked by anyone while they are open.  Most
doors are ``locked'' from one side only; those that lock from both
should have a piece of paper on both sides of them.  Note that if you
are not careful, you can actually lock yourself in a room with no way
out.

\subsection{Radiation}

Red signs, or red items cards are radioactive.  No one may enter a
room/hallway containing a radioactive item unless wearing a radiation
suit.  If something radioactive is suddenly discovered in a room or
hallway, all players not in radiation suits must immediately flee to
outside of its area of effect if at all possible.  If for some reason
you cannot flee the area (you're unconcious, the only exit leads into
vacuum, whatever), you die in ten minutes.

\subsection{Suits}

Suits are represented by red or yellow headbands.  These are one-hand 
bulky objects.  It requires one full minute to put on or take off a
suit.  During this minute, the player must hold the headband and
nothing else in both hands, and their Martial Rating is 0.  You may
stop putting on a suit at any time by dropping the headband.

While wearing a suit, players must walk heel-toe and their Martial
Rating is 0.  If you are shot while wearing a suit, the suit is not
damaged.

\subsubsection{Pressure Suits}

Pressure suits are {\bf yellow} headbands.  While wearing pressure
suits, characters are immune to all atmospheric (or lack thereof)
effects.  Pressure suits do not provide protection from guns, throwing
knives, etc., but shooting them doesn't make them useless.

\subsubsection{Radiation Suits}

Radiation suits are {\bf red} headbands.  Radiation suits offer all of
the protection of pressure suits and also make characters immune to
the effects of red signs/items.  Anyone can combine two pressure suits
into a single radiation suit at a machine shop, by frobbing the sign
for five minutes.  No, you can't get the pressure suit back out later.


\subsection{Holograms}

Holographic projections are {\bf blue} headbands.  Players wearing
blue headbands are clearly a bit translucent.  Don't bother engaging
them in martial combat, handing them items, etc.

\subsection{Uniforms}

Uniforms are mechaniced by armbands.  they may be freely put on and
removed in the time it takes one to put on or remove the armband.
Uniforms are also one-hand bulky when not worn.

{\bf Green} armbands are Alliance uniforms.  {\bf Black} armbands are
old-style \emph{Gabriel} uniforms.  {\bf Purple} armbands are prison
convict uniforms.

\subsection{Frobbing}

``To Frob'' is a technical term meaning to interact with a technical
device in some way.  In order to frob a sign, a player must put both
hands on the sign, and may not be holding anything other than tools in
his hands.  If you only have one usable arm, you may not frob signs,
although you may direct someone to frob a sign using skills you have.

Sometimes you will be directed to frob a sign as part of a specified
mechanic.  Other signs indicate that they are generically
``Frobbable,'' although this will usually still require a relevant
skill.  If you wish to do something with such a generic sign, see a
GM.

\subsection{Time}

Please wear a watch.

\end{document}
