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\newcommand\gamename{To The Lighthouse}

\begin{document}

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

\begin{center}
Written and GMed by {\bf Jake Beal and Jimmy Jia} \\
\copyright MIT Assassins' Guild and above GM team
\end{center}

{\bf \gamename} uses the Standard Rules.  If you are not familar with
Guild standard rules, please {\em read that.}  They're available in 
{\tt /mit/jemorris/Rules} and at {\tt http://web.mit.edu/jemorris/Rules}.

{\bf DO NOT TALK WITH OTHER PEOPLE ABOUT GAME BEFORE GAME START, NOT
EVEN YOUR FRIENDS AND ALLIES. DO NOT SHOW YOUR NAMETAGS BEFORE GAME START.}

{\bf WARNING: There are many subtle details in this game. If something
seems like it's wrong or doesn't fit right, you should assume that it's
not a GM error, and there really is something off going on.}

\subsection*{Time and Place}

The game takes place in buildings 34 and 36.
You can't go elsewhere unless specifically directed to.  
Note that you are expected to be in game areas at all times during the game.

Stairs are limited access: you may only use them as directed by signs
on a stairway door. 

Movement within a floor may be limited by doors or red tape on the floor.
Any door without a sign is assumed to be freely openable. Red tape on
the floor cannot be crossed.

Friday, game starts at 8pm and ends at midnight. Players are expected to
arrive at 34-3 before 7:30pm, and GMs will be on hand by 7pm at the
latest.  
Sunday, game starts at 7pm and ends at 11pm. Players are expected to
arrive at 34-3 before 6:30pm, and GMs will be on hand by 6pm at the
latest.  
Players with questions for the GMs are encouraged to arrive
early so that game may start on time.

The GM Control Room will be in 34-302.

\subsection*{Items}

As per the standard rules, moveable objects are generally represented by item
cards, and may be bulky. In addition, some signs on the wall may be
treated as item cards --- if there's a grandfather clock, it's about
as big and hard to move as a grandfather clock. 

There may also be props without item cards. These are treated as any
other item, but generally will have no special properties. 

In general, use common sense about items and roleplay accordingly --- this
is purposefully ill-defined.

\subsection*{Martial Combat}

Martial Combat uses a modified Darkwater combat system.
All characters have a {\bf Combat Rating} ({\bf CR}) stat.  This
represents your basic skill in martial combat; you use the same number
for attacking and defending.\footnote{No, you may not know typical numbers.}

Weapons raise your effective CR, and also make martial combat more
deadly: they will say how much they add on the item card. You may only
use one weapon at a time in martial combat.  In order to use a weapon
in martial combat, it must be drawn when Martial Attack is declared.

To attack somebody, go up with ZOC of them and say ``Martial Attack
$x$'', where $x$ is your effective Attack.\footnote{You may pull your
attack if you wish.} Your friends may help you
by also coming in ZOC and saying ``Martial Assist $y$'' where $y$ is
their effective Attack, within 2 seconds of your attack (if they 
wait too long, they're worthless.) 

The person attacked has two seconds the respond to the attack. He
adds up the numbers attacking him and compares it with his CR: if his
CR is equal or greater, he has defended successfully and says
``Resist''. If his CR is less than the total attack, or he fails to
respond within two seconds (i.e. is {\em surprised}), he loses the
combat and falls down unconscious. If anybody attacking him was
wielding a weapon, he is wounded, otherwise he is merely knocked out.
(see Injury and Death for details)

% martial attack --> barehand = knockout, weapon = wound

{\em Example: Fred and Bob want to take down Jim and Biff. Fred has CR
2, Bob has CR 1, and Jim has CR 3. Fred walks in ZOC of Biff and says,
``Martial Attack 2!'' and Bob (also in ZOC) chimes in ``Martial Assist
1!''.  Biff has no pants and sits there with his mouth open, losing
and getting knocked out. Next, Fred and Bob pull the same thing on
Jim, who has his wits about him and responds immediately ``Resist!''
because his CR of 3 is equal to their combined attack of 3. If one of
them had, say, a lead pipe giving him +1 CR, Jim would have lost against
their combined 4 and then been wounded because he was attacked with a weapon.}

\subsection*{Ranged Combat}

If you get hit with a projectile weapon, you are wounded.
Fall down and begin bleeding.

\subsection*{Injury and Death}

Characters have four possible states, concerning health and damage:
you can be fine, knocked out, wounded, or dead.  When you are fine,
you may act freely.  When you are knocked out, you will wake up in
five minutes.  When you are wounded, you are unconscious, bleeding,
and will die in five minutes.  When dead, you are dead.

When knocked out or wounded, you should fall down and drop anything
you are holding.  Just lie there.  You won't be doing much of anything
until you wake up.  Try not to listen to conversations going on around
you.

\subsection*{Headbands}

\begin{tabular}{|c|c|}\hline
Color&Meaning\\\hline
White & Observer\\
Blue & Just a trick of the light\\
Other & ask from a safe distance \\
\hline\end{tabular}

\subsection*{WYSIWYG}

Lots of things aren't covered by these rules. For example, seduction,
getting tied up, etc. Roleplay them as appropriate, use common
sense, and don't piss off other players.

%Common household items are available to a reasonable
%extent (e.g. twine yes, rope no).

\end{document}
