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\def\mytype{Basic Rules}
\lfoot{}\rfoot{}
\newcommand\gamename{Nuns At Chess}
\newcommand\gamedate{November 2002}

\newcommand\aKnockOut{Knock Out}
\newcommand\aWound{Wound}
\newcommand\aAssist{Assist}
\newcommand\aDisarm{Disarm}
\newcommand\aRestrain{Restrain}
\newcommand\aThrow{Throw}


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\begin{center}\LARGE\bf\begin{tabular}{|c|}
  \hline \gamename\\ \gamedate\\ Basic Rules\\ \hline
\end{tabular}\end{center}

\vfill\vfill

The following are the rules for {\em\gamename}, a real-time,
real-space roleplaying game sponsored by the MIT Assassins' Guild.
You are responsible for knowing these rules.  Many of them are
nigh-impossible to enforce and rely upon the honor system.  A game is
supposed to be fun.  It's no fun to win by cheating.  Playing
loopholes in these rules is likewise not permitted.  Play fair.  Be
your own harshest critic.

\vfill

The {\bf gamemasters} ({\bf GMs}) run the game; rulings they make are
final.  They promise to be as fair and reasonable as they can; neither
the GMs nor these rules are perfect.  If you are unsure how to
proceed, if you have any doubt that what you want to do is considered
fair and legal, if you are unhappy about how the game is going, or if
you have any questions, contact a GM.

\vfill

This is only a game.  Everyone involved should act with courtesy,
sportsmanship, patience, and taste.  The game does not give you the
right to do in reality anything normally prohibited by legality or
morality.  The GMs may expel anyone they believe to be violating the
spirit of the rules or the game.  Emotions may run high; if you think
things are crossing the line from game to reality too much, or if you
are just getting too stressed, calm down and maybe take a break.  Stay
in control.  Use common sense.  Always, play safely, then play to have
fun.

\vfill

This game is a work of fiction.  Although it may refer to things in
the real world, it does so only for the sake of the scenario.  It is
not meant to make any sort of political, social, economic, religious,
philosophical, technological, governmental, revolutionary, or
geographic comment and does not represent the GMs' personal opinions.
These rules are modifications of those used in previous games.  This
game and all materials thereof are copyright \the\year\ by
Daniel Bates, Ken Clary, Clint Lohse, and the MIT Assassins' Guild.

\vfill\vfill

\begin{center}\bf
  BROUGHT TO YOU BY THE MIT ASSASSINS' GUILD
\end{center}

\vfill

\clearpage
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\section{Getting Started}

\subsection{Character Packets}

Your character packet is a big manila envelope.  It contains your
role: who you are, what you're up to; everything about your part as a
{\bf player-character} ({\bf PC}) in the game.  Read all the contents
and generally keep them with you during the game.  If you are missing
something or find something which doesn't seem to belong to you, tell
one of the GMs.  Character packets are confidential.  Game materials
which cannot be given to other players are marked ``Not
Transferable,'' whereas things which can be given to others are marked
``Freely Transferable'' or ``Game Item.''

%% yes character names on badges, yes to character descriptions
\paragraph{Name-Badge:} A name-badge with your player name, character
name, character description, and {\bf badge number} on it shows that
you are in the game; wear it visibly while you are playing.  It
represents your character's body in-game.  Badge numbers are not
in-game information.  See the {\em Character Bodies} and {\em Badge
Numbers} sections for more details.

\paragraph{Character Sheet:} Your character sheet describes who you
are and what you are up to.  It contains a list of everything else
that should be in your character packet.  Do not show or read your
character sheet to other players.

\paragraph{Bluesheets:} A bluesheet describes information common to
members of a group.  When in conflict, character sheet information
overrides bluesheet information.  Do not show or read a bluesheet to
other players.

\paragraph{Greensheets:} A greensheet describes and expands abilities,
mechanics, or in-game knowledge.  Do not show or read a greensheet to
other players.

\paragraph{Stat Card:} Your stat card lists your statistics.  You
might not know what all of your stats mean.  Do not show your stats to
others.  The reverse side is a {\bf death report}; fill it out and
give it to the GMs when your character dies.

\paragraph{Ability Cards:} An ability card explains a special ability
your character has.  The front side describes the effects; show it to
players when you use the ability.  The reverse is the rules of use and
must not be shown to other players.

\paragraph{Memory Packets:} A memory packet is an envelope or stapled
piece of paper with a {\bf trigger} which describes when to open and
read it.  If the trigger is a number, open the packet when you see
something with that number.  If it's a quoted phrase, open when you
hear or read it in-game.  If it's a symbol, open when instructed.  Do
not take game action based on an unopened trigger.  Do not show or
read a memory packet to other players.

\paragraph{Items:} In-game items may be transferred from character to
character, and should be marked as such.  See the {\em Items Etc.}
section for more details.

\paragraph{Scenario:} A scenario gives you general knowledge of the
game and its setting.

\clearpage
\subsection{Reality and Game Reality}

There is a big difference between reality and game reality.  Players
must treat each other with courtesy and explain to each other what
their characters perceive in confusing situations; e.g.\ ``My
character's hands are covered in blood,'' an {\bf out-of-game}
statement.  Characters are under no such restrictions, and may do what
it takes to further their goals; e.g.\ ``Uh, hi Bob.  Just got back
from the butcher shop,'' an {\bf in-game} statement.

{\bf Metagaming} is inferring in-game knowledge that is inappropriate
for your character from out-of-game information.  Do your best to not
metagame and to prevent the risk of metagaming.  Be your own harshest
critic.

\paragraph{Halts:} A halt pauses game action.  To call one, say ``game
halt'' in a clear and audible voice; other players around a corner
should hear you, but you shouldn't scare some poor grad student.  End
a halt by saying ``three, two, one, resume.''  Call a halt for one of
only three reasons: because a rule instructs you to, for safety and
similar out-of-game issues, or to pause game and fetch a GM (which you
should avoid).

\paragraph{Not-Here:} You may go not-here by turning your name-badge
around so the ``I'm Not Here'' side is showing (or by removing your
badge entirely, if you are leaving game).  Putting a hand on your
head, visible from a distance, helps if you're near other players.  Go
not-here for one of only three reasons: because a rule instructs you
to, to leave game, or to fetch a GM while in a halt (which you should
avoid).

%% last two sentences not for closed-time/space game
When you are not-here, your character is not there.  Your character
cannot see, hear, or remember any game actions or information you (the
player) happen to encounter.  Avoid other characters, common game
areas, game signs, or any sort of game interaction.
%To leave or enter
%game for the night/day/whatever, walk to somewhere public.  Don't go
%not-here in front of other characters; give them a fair chance to
%interact with (ambush) you.

\paragraph{Non-Players:} Not everyone in the world is playing in this
game.  Some non-players ({\bf NPs}) like to sleep or study
undisturbed; others just don't like having toy guns waved in their
faces.  You are encouraged to spread the gospel of real-time,
real-space roleplaying; however, use tact and common sense when
dealing with NPs.

NPs may not knowingly affect the game.  They may not be used to hold
items or information, nor can anything be hidden in a NP's room.  They
may not help you kill someone, much less blow up a bomb for you.  Do
not use the presence of NPs to hide from rampaging mobs that want your
blood.

Avoid conspicuous or threatening game actions in front of NPs.
Shooting your friend outside of a classroom one minute before class
lets out is a bad idea, as is screaming bloody murder down a hallway.
If, despite your most valiant efforts, some NPs do get upset, call the
GMs who will help calm them down.

%% not for closed-space games
%\paragraph{Player Rooms:} Players may retreat to their rooms to study,
%sleep, or whatever in safety.  Your character may not enter a player's
%room unless invited in-game.  This has traditionally been called the
%``jhereg rule.''  Do not use your room as an impenetrable meeting
%place or stash site.  If your character is in-game in your room, other
%characters may interact with (kill, torture) you.  Roommates and
%similar are considered to have separate rooms for this rule.

\paragraph{Observers:} An observer is someone not playing the game who
has agreed to watch.  They generally wear an observer headband or an
observer name-badge.  Observers have traditionally been called
``ghosts.''  They should stay out of the way; you can always ask an
observer to leave.  If a friend who is not playing wants to observe
game, send them to the GMs.

\paragraph{Non-Player-Characters:} Non-player-characters ({\bf NPCs})
are characters in the game's universe not played by a full-time
player.  They are minor characters, bit parts, or random people.  Some
may have name-badges; sometimes called ``GM plants,'' these are often
not readily distinguishable from PCs.

\clearpage
\paragraph{Mechanics:} Many actions your character can take, such as
walking, talking, and general interaction with other characters, are
represented by you doing them.  Some things, like combat, are
performed via abstract mechanics, which are described in ability
cards, greensheets, and rules.  The abstract information for mechanics
(like badge numbers) may not be discussed in-game.  If you want to do
something special for which there is no mechanic, ask a GM.

Become familiar with your mechanics before game starts, especially for
those which occur under time-pressure (including combat).  Game action
will not stop for memory packets, greensheets, or such.

A {\bf kludge} (and derivative forms like ``kludge-ite'') is something
impervious to logic and cleverness, usually for game-balance.  You
can't affect a kludge without a specified mechanic.

{\bf Zone of Control} ({\bf ZoC}) is a rough distance measurement.
You are within ZoC of someone if your outstretched fingers can touch
their outstretched fingers.  Double-ZoC is twice this distance,
triple-ZoC is three times, etc.

{\bf Headbands} represent obvious visual effects; wear them visibly on
your head.  If you see a headband and don't know what it represents,
ask.  If you are wearing a headband, tell people what their characters
see.

%To play {\bf Rock, Paper, Scissors} ({\bf RPS}), you and your
%opponent(s) say ``one, two, three, show'' in unison.  On ``show''
%everyone displays and compares their chosen symbol.  Rock is a closed
%fist.  Paper is a flat hand with palm down.  Scissors is a fist with
%the first two fingers extended, looking vaguely like a pair of
%scissors.  Rock defeats (crushes) scissors, scissors defeats (cuts)
%paper, paper defeats (covers) rock, and any symbol ties with itself.
%You may see or be able to play other, special symbols; the wielder
%will know what happens.

\paragraph{Safety:} This is a game.  Real violence is unacceptable.
Game action should cause no real-world damage, either to people or
property.  If something dangerous is happening, call a halt.  Stay in
control, use common sense, and do not endanger yourself or others.
You should not run or otherwise force your way into or through someone
else's ZoC, and you should never make physical contact with another
player without permission.

\subsection{Basic Strategy}

Your first priority as a player is to make sure you understand the
rules.  If you are completely confused, get a GM who will try to help
you out.  Second, make sure you know enough about your character to
role-play him or her when you start talking to other people.  Read
through your entire packet a couple of times, and skim through it
again right before game starts.  If there is something about your
character you don't know, ask a GM.

As a character, your first priority should be to open lines of
communication.  Contact people, show up at meetings, and chat.  Try to
be easy to get in touch with.  Ask people questions on relevant
subjects.  They'll probably lie, but you just might find something
out.

There are no guarantees that you can trust anyone, but since
cooperation is the key to accomplishing things, you will be forced to
trust people anyway.  The most trustworthy people are probably those
who need you.


\clearpage
\section{Items Etc.}

Many in-game items are represented by little white cards with a number
and description.  Item cards may be shown to others, passed around,
stolen, etc.  The {\bf item number} on the card is not in-game
information and may not be discussed.  Not all in-game items have
cards or numbers; whatever they are represented by should be clearly
marked ``in-game item'' or ``freely transferable.''

Use common sense.  You can't carry a hundred rocks in your pocket,
fold a sword in half, or hide a life-sized statue in a fire hose.  You
can't stop a bullet with a set of blueprints or rip apart a metal safe
with your bare hands.  Even if your bag can carry a shovel in it, the
shovel noticeably sticks out (``you see a shovel sticking out of my
bag'').

\paragraph{Written Information:} If you write in-game information down
on a piece of paper, that paper is now an in-game item and must be
clearly marked as such.  Don't write in-game information on
out-of-game documents (character sheet, etc.).  Don't write
out-of-game information (like memory packet triggers) on in-game
documents.

\paragraph{Envelopes:} Some items and locations may have an attached
envelope (or just be a labeled packet or folded paper).  The envelope
may include directions for when to open these (``open packet if you
press the big red button'' or ``open packet if you eat this'');
otherwise you may only open them if instructed.

\paragraph{Signs:} Some locations and other game materials are
represented by signs or packets posted throughout game area.  You may
read any signs and must follow any rules printed on them.  If a sign
or packet doesn't have some sort of in-game description (it only has
out-of-game mechanics information, like a number or just a colored
dot), then your character doesn't even see it or know that anything
unusual is there.

\paragraph{Bulkiness:} A bulky item is too big or heavy to be carried
or concealed freely.  Bulkiness is measured in {\bf hands} or {\bf
dots} (how many hands it takes to carry it).  If you are carrying a
bulky item, make it clear to onlookers (hold the card).  A hand
carrying a bulky object may do nothing else.  With one hand less than
required, you may drag a bulky item at a slow pace.

\paragraph{Props:} Some items may have props (physical representations
or {\bf physreps}) associated with them.  The card and physrep should
be kept together.  If they are separated, the card is the real item.
Prop items are as bulky as the physrep.  They can be carried in bags
that can hold them, on straps that are attached to them, etc.

\paragraph{Containers:} Some items, like crates or personal bags, have
a {\bf capacity}.  Capacity is measured in dots or hands; this is how
many dots of items can be stored within.  You can put as many
non-bulky items inside as is within reason.  A container may have a
capacity bigger than its bulkiness; use common sense when nesting
containers.  Put contained item cards inside the envelope attached to
the container card.

\paragraph{Character Bodies:} A body is two hands bulky and usually
represented by a name-badge.  It must be willing or unable to resist
for you to carry it.  Carry the badge conspicuously.  Onlookers can't
tell if it's dead without close examination, unless it would be
obvious (like headless).

%\paragraph{Unstashable Items:} Unstashable items can't be hidden or
%left behind.  They look too important, valuable, or interesting; NPCs
%will not let them stay there.  This is a kludge.  If you're not
%leaving an unstashable item in another PC's care, and you want to
%leave it behind, give it to a GM or observer.  You may leave it in
%plain sight in a public area if there are other PCs around.

\clearpage
\subsection{Searching, Stashing, and Stealing}

\paragraph{Places:} To search a place, search it.  Normal items can be
stashed in any reasonable, legal place.  Don't put items behind locked
doors, inside ceilings, in construction sites, or in hacking
locations; consequently, don't go rummaging through such places for
game items.  Don't stash or search in places that are not in-game; see
the {\em Game Areas} section for more information.

\paragraph{People:} All searches of characters or their belongings are
conducted via player dialogue.  Someone must be willing or unable to
resist for you to search them.  You need at least one free hand to
search someone.  Anyone within ZoC of either you or your victim can
prevent the search by saying ``I stop you'' or an equivalent phrase.

You can perform a {\bf pat-down search}, which will only reveal the
presence of weapons.  This takes as much time as it takes your victim
to tell you what you find.  If you're the victim, do this at a
reasonable pace.

A {\bf total search} is an invasive, complete search of a character's
clothing.  This reveals all in-game items, and takes as long as your
victim spends handing over possessions.  If you're the victim, hand
over items at a reasonable pace.

\paragraph{Bags:} To search a bag that is obviously in-game (has an
attached, displayed item card), search the physrep.  Item cards in the
bag must be in reasonable places.  If the item card has a capacity and
an envelope, the bag is just a prop and all in-game items should be in
the packet.

To search a bag that is not obviously in-game (no visible item card
attached), spend thirty seconds by the bag, put a ``searched (see a
GM)'' note on the bag, and come tell a GM.  Tell any onlookers that
they see you searching through the bag.  Search an attended bag via
player dialog with the owner; they must be willing or unable to
resist.  If someone searches a bag you are holding, hand over all game
items inside at a reasonable pace.

If you find a ``searched'' note on your bag, come see a GM.  To
declare a bag out-of-game, label it ``no game items.''

%% replaces entire above \paragraph
%\paragraph{Bags:} To search an in-game bag (has an attached, displayed
%item card), search the physrep.  Item cards in the bag must be in
%reasonable places.  If the item card has a capacity and an attached
%envelope, the bag is just a prop and all in-game items should be in
%the packet.
%
%Note: all in-game bags must either have an attached container envelope
%or be fully in-game.


\clearpage
\section{Violence, Damage, and Death}

\subsection{Health States}

Characters have five possible states, concerning health and damage.
When you are {\bf fine}, you may act freely.  When you are {\bf
helpless}, you are immobile and may do nothing but talk.  When you are
{\bf knocked out}, you will wake up in five minutes.  When you are
{\bf wounded}, you are unconscious, bleeding, and will die in five
minutes.  When {\bf dead}, you are dead.

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

Dead men tell no tales.  If dead, do not give out any information
about your character or death to any players.  You may remain on the
scene to play the part of your corpse; describe obvious information to
onlookers (``I have a gunshot wound in my back'').  When you leave,
place the front of your name-badge with a description of the body's
obvious state.  Take the ``I'm Not Here'' side to wear.  Stack your
items with your body.  Fill out your Death Report.  Make sure the GMs
know about your death.  If your death becomes generally known to the
other characters, you may be able to become an observer.  Until the
game is over, you may not convey game information to any player.

\subsection{Weapons}

All weapons have both a physrep and an item card; keep these together.
Weapon effects are on the card.  To use a weapon, you must have it in
your hand and unobstructed.  Display it in an obvious manner.  You
cannot hold more than one weapon in a hand.  You may only use one
melee weapon at a time.

\subsection{Killing Blow}

A killing blow will kill a helpless victim.  Your victim must be
within ZoC and either unconscious or helpless.  You must use a weapon
(melee or ranged).  Clearly incant ``killing blow one, killing blow
two, killing blow three'' at a reasonable pace.  During the incant, if
you are attacked or if someone within ZoC says ``I stop you'' or an
equivalent phrase, you are stopped.  To stop a killing blow, either
attack the person doing it or say ``I stop you'' within ZoC.

\subsection{Ranged Combat}

Ranged combat is real-time and mostly based upon player skill at
firing and dodging physreps.  Keep it safe.  Hits to anywhere on the
body count the same; don't aim for the head.  If a projectile hits
clothing or long hair such that it would not hit the body when passing
through, it doesn't count.  Hits to an item you hold count as a hits
on you, not the item.  If there is a conflict over whether or not a
projectile hit, the shooter calls the shot.

There are two kinds of ranged projectiles: {\bf bullets} and {\bf
koosh rings}.  If you are hit by a bullet, you become wounded.  If you
are hit by a koosh ring, nothing happens.  Bullets, represented by
either plastic discs, plastic darts, or foam darts, can be fired by
various types of guns.  Ammo is limited in-game; ammo physreps are
reusable.  Unused ammo will have an item card.  Koosh rings represent
a strange magical blast.

%\subsection{Bombs}
%
%Arming or disarming a bomb requires an appropriate ability card.  If a
%bomb explodes, it will be made obvious by a halt being called.  If you
%are within arm's reach of a bomb when it explodes, you are dead.  A
%bomb will have a piece of string attached to it.  If, when stretched
%out (even around corners), the string can touch you, you are wounded.
%Once the dead and wounded have been determined, game will resume.

\clearpage
\subsection{Martial Combat}

%% intro
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.  Someone with a CR of one can't fight
very well.  Someone with a CR of three is somewhat burly or skilled.
When using this stat, you may pull your punches by using a lower
number.

%% offense
To martial-attack someone, clearly state your attack followed by your
CR (``\aKnockOut{} 2'' or ``\aWound{} 2'') from within ZoC.  You must
have the ability card for any attack you make; you don't need to
display it.  Your attack must resolve before you may make another.  If
an ally directs {\bf \aAssist{}} at you after you attack, you may,
within 2 seconds, restate your attack with the \aAssist{}'s CR added
(``\aWound{} 3'', ``\aAssist{} 2'', ``\aWound{} 5'').  \aAssist{} does
not change your CR for defense.  You may always ignore an \aAssist{}.

%% defense
When attacked, resolve by comparing the attack against your CR.  If
your CR is lower, take the effects; else, say ``{\bf resist}'' and the
attack has no effect.  If you neither say ``resist'' nor counterattack
within two seconds of the incant's end, you are surprised and the
attack just works.  The attack begins when the incant begins; until
you resolve, all of your actions other than attacks are interrupted;
serial attacks don't prevent simple actions (talking, weapon-drawing,
ranged attacks) in-between.  Resolve all attacks alone, in the order
they occur; choose the order if it is unclear.  If someone attacks
with the word ``{\bf waylay}'' instead of a CR (``\aKnockOut{}
waylay''), the attack just works.

\paragraph{Martial Attack Abilities:} Here is a list of attack
abilities.  Everyone has \aKnockOut{}, \aWound{}, and \aAssist{}.
Only some people will have \aDisarm{}, \aRestrain{}, and \aThrow{}.
Other attack abilities may exist.\nopagebreak

\iffalse % replacing macros with their expansion text to latex w/o GameTeX
\begingroup
  \MAP{Abil}{%
    \setbox0\hbox{\phantom{w}{\em Effect}: \MYeffect}%
    \par{\bf\MYname}: \MYtext\hfill\null\hskip\wd0\null%
    \hskip-\wd0 plus1fill\box0%
    \nopagebreak\par%
    }
  \aKnockOut{}
  \aWound{}
  \aAssist{}
  \aDisarm{}
  \aRestrain{}
  \aThrow{}
\endgroup
\else  %%% start replacement text
\textbf{Knock Out}: You can knock someone out as an attack.
This requires a blunt weapon.
Say ``Knock Out'' and your CR.\\
\textbf{Wound}: You can wound someone as an attack.
This requires an edged weapon, such as a knife.
Say ``Wound'' and your CR.\\
\textbf{Assist}: You can assist someone else's attack.  
You must be within ZoC of both the attacker and target.
Within two seconds of an attack, direct this at the attacker,
saying ``Assist'' and your CR.\\
\textbf{Disarm}: You can disarm one item from someone as an attack.
Say ``Disarm'' and your CR.  Point at the item you want to disarm.
If the attack works, they must drop that item.\\
\textbf{Restrain}: You can restrain someone as an attack.
Say ``Restrain'' and your CR.  If you succeed, they are helpless.
You may freely drag, attack, or (if you have a weapon) killing-blow them.
To do anything else, or if your health state changes, incant ``release''
and let them go.\\
\textbf{Throw}: You can throw someone as an attack.
Say ``Throw'' and your CR.  Point in the direction you want to
throw them. (\emph{Effect:} I throw you.  Go in the direction
I point ten full steps or until you hit a wall or similar.)\\
\fi  %%% finish replacement text

\subsection{Stealth}

Stealth abilities represent sneaking up on a victim with obvious
intent to invade their personal space, probably to attack them by
surprise or to pick their pocket.

To use a stealth ability, you must be within ZoC of your victim.  Form
the sign of the devil (index and pinky fingers extended, thumb holding
other two fingers down) and extend it along the direct, unobstructed
line from your shoulder to the victim's head.  Hold this position for
the time specified by your ability.  Before this time is up, the
ability is thwarted if anyone attacks you or if the victim notices the
symbol.  If they react in any way to the symbol, they have noticed;
you (the attacker) make the call.

If you notice someone using a stealth ability on you, make it obvious.
``I notice you'' is unambiguous; use it if you can.  Once a stealth
ability is finished, you may not retroactively have noticed.

%\paragraph{Waylay:} You can attack by surpise as a stealth ability.
%You must hold the symbol for five seconds.  If you succeed, you may
%replace your CR with ``waylay'' for a single immediate attack on your
%victim.


\clearpage
\section{Miscellaneous}

\paragraph{Headband Colors:} A white or yellow headband represents an
observer.  A red headband represents a vampire.  A black headband
represents a werewolf.  Interwined red and black headbands represent
something big and scary (ask from a safe distance).

\paragraph{Badge Numbers:} The first digit of your badge number is
your character's apparent age in decades.
%  The second digit is your
%character's apparent burliness: a ``3'' is pretty skinny, a ``5'' is
%average, and an ``8'' is huge and muscular.

\paragraph{Rope:} Rope is not freely available.  However, rosaries
are, and are suitable for tying someone up.  Make an item card for a
rosary if you want one.  To tie someone up, they must be either
willing, helpless, or unconscious.  If you get tied up with a rosary,
you become helpless.  If you are conscious and left alone, you can
wriggle free in five minutes.

\paragraph{Game Times:} Game runs from 7pm to midnight on Friday, from
3pm to midnight on Saturday, and from 3pm to 9pm on Sunday.  Surviving
PCs are expected to be in-game for the entirety.  Game may end early.
Cleanup and Wrapup will immediately follow the end of game.

\paragraph{Game Areas:} All publicly accessible areas of Buildings
2, 4, 6, 8, 12, and 24 and all courtyards confined therein are in-game
(your character can move about freely in them).  All other buildings
on main campus may be in-game, but not regularly accessible.  You may
go in-game to these buildings only if a mechanic or GM tells you to.
Once there, you may only leave the building if a mechanic or GM tells
you to.  See the Scenario for a map.

If you find yourself in building 36 during Patrol, you find specters
acting out a battle of the French Revolution.  They may pause their
combat when you pass, but if they shoot you, you are shot.

As usual, avoid places it is illegal for you to go, areas under
construction, etc.  Don't take game actions in bathrooms, private
offices, activity offices, and other places not all players would be
allowed to enter.  Game action is not allowed in Athena clusters.
Don't hide in them, either.  You may not use Athena or phones for any
in-game purpose.


%\clearpage
\section{Closing Notes}

These rules are imperfect.  The GMs may violate the letter of the
rules in order to preserve the spirit.  We hope these rules are
reasonably clear, but if you have any doubts about your
interpretation, talk it over with us in advance.

We should also add, as much as we hate to admit it, we GMs are human:
when all of our carefully laid plans are going haywire, we may lose
our cool.  Remember, the best way to deal with people is by remaining
calm and friendly, especially when everyone is tired and hungry.

We hope you have lots of fun.  Good luck.

\end{document}
