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\newcommand\gamename{Isla San Diablo}


\begin{document}

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

\begin{center}
Written and GMed by \textbf{Danny Bates, Charles Hope, and Marleigh Norton} \\
\copyright MIT Assassins' Guild and above GM team
\end{center}

\textbf{\gamename} uses the Standard Rules.  If you are not familiar with
Guild standard rules, please \emph{read that.}  (They're available 
at \texttt{http://web.mit.edu/jemorris/Rules} and
in \texttt{/mit/jemorris/Rules}.)  Experienced SR users, see the ``Edition 
History'' appendix.

You need not read any of the Combat Systems appendix; we'll cover that
later.

This document covers only material that augments or overrides the
Standard Rules.  

\section{Bring to Game}

\begin{tightlist}

\item \emph{Accurate Time Keeping Device}: Set to Athena time.  It's a
  time loop game, and for the mechanic to work right, everyone needs to
  know when the reboots happen.  Watches with alarms or timers would be
  especially handy.

\item \emph{Writing Implement}: You'll have to write out item cards.

\item \emph{Binary Randomizer}: Some mechanics may tell you to flip a
  coin.  You should have something that will make do.

\item \emph{Food or Money}: There will be a one hour dinner break.

\item \emph{Comfy Shoes}: To paraphrase Charles, a victory is nothing if
  it's not hard won.  You're going to be busy the whole time.  Plan
  accordingly.

\end{tightlist}


\section{Packet Stuff}

Packets are very full.  They have lots of bits.  Be careful when you
open them, so you don't loose any of the bits.  All of the bits should
be documented at the end of your character sheet, so you can double
check that you have everything.  In addition, everyone has a memory
packet that says {\bf ``Open on the Fourth Floor''} which is not listed
at the end of your character sheet.

The odd thing you'll notice about your packet is that you will have
multiple copies of your item cards, in various different colors.  These
are for the different ``cycles,'' see below.  White is for meta stuff,
like character sheets, green sheets, blue sheets, ability cards, memory
packets, and signs.

Two rules on Items that we'll put here, for want of a better place.
First, several places will refer to ``personal items''.  A personal item
is an item which has any word\footnote{The words ``the'', ``in'',
``of'', and ``with'' are exceptions.} from your name or title, as
printed on your name badge, in its description.  Second, several
mechanics requires you to put items together into one.  You can do this
by just crossing out what's on one of the items, writing in the new
item, and ripping up the rest of the items.  However, you can't take
items apart again so easily.  An item whose description includes
multiple sub-items can be used as {\bf one} such sub-item, but that
destroys the main item.  I.E., you could turn a ``wicker basket full of
daisies and daffodils'' into wicker, or a wicker basket, or daisies, or
daffodils, but only one of the four.

\section{Game Space}

Game is played in buildings 1, 3, and 5, plus Lobby 7 and the part of
7 connecting Lobby 7 to building 3.  This represents the Island of San
Diablo.  

The basement of these buildings is Underwater.  You can go down a stair
case and look around, but have to stay within ZOC of the base of the
staircase unless you have some way to breath underwater.  If you can
breath underwater somehow, you can move freely in the basement.  Several
items are destroyed or damaged by being underwater.  In particular,
gunpowder and incense are destroyed, and candles cannot be lit for five
minutes after they are brought above water again.  Other items which are
damaged by getting wet will so indicate on the item.  If you somehow
wind up underwater, unable to breathe, and not in ZOC of a staircase,
you are instantly Wounded and Unconscious.

The first floor of these buildings is beach and clear land.  The
native village is in 5-134.

The second floor of these buildings are Jungle.  In the jungle, you can
only walk heel-toe unless you have a bladed weapon in your hand to cut
your way through, or are in ZOC of someone with a bladed weapon drawn.
In the latter case, the person with the bladed weapon must be in front.
(Note, you don't have to walk heel-toe if you are on the stairs to or
from the 2nd floor.)

The third floor of these buildings is the Mountain peak above the Jungle
line.  You can walk easily here, but the Mountain is susceptable to
avalanches.  Any loud noise could set one off.  If you fire a gun in the
mountain, you and anyone within ZOC of you are immediately caught in an
avalanche.  Go not here, walk to the nearest staircase, go down to the
Jungle and go here.  The person who fired the gun (or set off other loud
noise, if something else caused the loud noise) is {\bf Stunned} for one
minute when they get to the Jungle.  Anyone else who was in ZOC is {\bf
Stunned} for thirty seconds.  The gun shot still goes off, and if you
hit someone, they're still hit.

The fourth floor can only be entered if you know you can do so.

\section{Game Time}

Game time is divided into sections, generally referred to as ``cycles''
or ``days.''  Each cycle has a different color of item card associated
with it.  If you have an item card which is not the color of the current
cycle, it does not exist.  Items created in game should be the color of
the cycle they are created in.  {\bf Note: This includes any in-game
written notes your character may make.  Write the color of the cycle, as
well as the language written, on all in-game notes.}  At the end of each
cycle, there will be ten minutes for you to return to your original
starting location, and get out the appropriate item cards for the new
cycle, and throw out the old ones.  The first cycle is RED, and ends at
3 pm.  You should have memory packets to open at the end of each cycle,
telling you what color is next and when the next cycle ends, and
possibly other stuff.

Signs on the wall will have sections at the bottom, divided into
colors, for changes that have been made to them.  When you read a
sign, check the changes that have been made {\bf for the current
cycle}.  Make changes in the right box, too.

Some items are Silver.  Silver items exist across cycles.  If you have
one in your possession at the end of a cycle, you start the next cycle
with it, whether or not you originally had it on you.

In general, physical effects (items, changes to signs, wounds or death
your character may suffer) do not survive the end of a cycle.  Other
effects (memory packets opened, abilities gained or lost, stat
changes) {\bf do} last from one cycle to the next.  Hopefully,
everything will be clear as to whether it survives a cycle end, but if
you're not sure about something, see a gm.

Game starts at 1 pm, show up by noon in 5-134.  We expect it to run
until approximately 9 pm if everyone has pants.  We aren't counting on
everyone having pants, though.  There will be a one hour dinner break.
If you choose, you may continue to talk in character during the dinner
break, but no other game actions may take place.

\section{Combat}

\subsection{Health}

There are a number of health stats you can be in in this game.
``Healthy'' means you're fine.  ``Wounded'' means you'll die in five
minutes from the time you got wounded.  (Each additional wound reduces
that time by a minute.)  ``Unconscious'' means you're on the floor,
unconscious, and will wake up in five minutes.  You should try not to
pay attention to what goes on around you while you're unconscious.
Note that while wounded and unconscious are frequently corrolated,
it's possible to be either without being the other.  ``Helpless'' is
like unconscious, except you can talk and pay attention to what's
going on.  ``Stunned'' means you're standing there, unable to do
anything, for the stated period of time.  {\bf Note you are not immune
to damage while stunned, and you cannot respond to martial attacks.}
``Soaked'' means you're wet, and any items destroyed or damaged by
water which you're carrying are destroyed or damaged.  ``Blind'' is
not quite as bad as stunned, in that you can respond to martial combat
value with a ``Wuss'' stat, and you can move around at a walking pace.
You can't really see, though.  ``Dead'' means you're dead.  {\bf You
can pay attention to what happens to and around your body while you're
dead, and you come back to life at the beginning of the next cycle,
unless something happens to prevent that.}  If your body is destroyed,
you may still pay attention, but you are stuck to that spot.  If you
get sick of playing your dead body, however, you can feel free to
wander out of game space and come back at the start of the next cycle.
You know the rules on dead people in character.

\subsection{Ranged Combat}

Disc guns, dart guns, and ping pong balls all leave you wounded and
unconscious if they hit you.  Dart guns represent muskets.  Anyone can
use them, but they require an item card to have at all, and {\bf each
dart you fire requires a gunpowder item card.}  Ping pong balls are
throwing knives.  You can only use one if you know how to do so, and
must have the appropriate item card.  Disc guns represent weirdshit
attacks (not necessarily the same ones).  If you find an item
phys. repped by a disc gun, you can use it, but can't put more discs
in it unless you know how.

Spell packets represent other weirdshit attacks.  The person who
throws it at you will call out the state it puts you in, followed by a
number.  The number indicates how powerful the effect is if you have a
resist ability.  If you don't have such an ability, you can't resist and
the spell takes effect.

\subsection{Martial Combat}

Martial combat can only take place in ZOC, between two people at a
time.  Start one by declaring ``martial attack'' and how good you are.
The target has two seconds to respond with ``martial defense'' or
``resist'' or something similar, and their stat, or they lose.
Martial combatants have three generally recognized stats, ``Wuss,''
``Competent,'' and ``Gross.''\footnote{If you see someone with the
legendary ``Super-Gross,'' fear them.}  If one person's stat is higher
than the other, the lower stat loses.  If it's a tie, you bounce.
Find something else to do to deal with them.  The loser is unconscious
if the winner was barehanded, and unconscious and wounded if the
winner had a bladed weapon.

Other martial combat effects, such as restrain, disarm, or waylay, may
be possible, if you have the appropriate ability.  They work about the
way you expect them to.  You have to beat the other person's stat to
succeed at a restrain or a disarm.  Waylay just works, unless you
notice it in advance.  If you've never played a game before, ask us.

\subsection{Capturing People}

People who are willing, unconscious, helpless, or stunned\footnote{Or
  dead, technically, but we'll look at you funny.} can be tied up.  It
  takes an item card for something to tie people up with, such as
  vines, rope, or wire.  Tied up people are ``helpless.''  They can
  wriggle free in five minutes, but it's obvious they're doing so.

\section{Other Stuff}

\subsection{Electronic Communication}

There is none.

\subsection{Headbands}

A red headband indicates someone wreathed in flames, and immune to
darts, discs, and ping pong balls.  

A brown headband indicates either an animal, or someone with an animal
hanging around them.  Ask to find out what kind.

A yellow headband indicates someone who is glowing, but otherwise looks
normal.

A green headband is a zombie.  (An obviously dead animate corpse.)

A purple headband is a demon.  (Pointy horns, smell of brimstone, etc.)

\subsection{Signs and Packets}

As mentioned above, signs will have boxes at the bottom marked by
color, to indicate anything that's changed about them.  If you change
something about a sign {\bf put it in the right box.}

Many signs have packets hanging off them.  They'll tell you how to
open them.  There are also lots of packets hanging around without
signs, that say ``T'' on them.  You can only open these if you know
you can.

\subsection{Languages}

The magic of San Diablo means you can all understand spoken human
languages.  Written ones, you still need to actually know, in order to
read.  Indicate on anything you write what language it's written in.

\subsection{Sex}

There isn't a general seduction mechanic.  If you think it's
appropriate, go ahead.  The only rule is that all parties must consent
(tied up or unconscious doesn't count as consent, ye scurvy dog.)

\subsection{String}

There are items in game which are phys-repped by string.  Since
phys-reps are limited, please only take them if your mechanic requires
them (it'll be noted in the instructions).  The mechanics are designed
so as not to block passage ways or cause safety hazards.  Use common
sense.

\subsection{Fire}

Several things in game need to be lit, noticably candles and incense.
You must have a game mechanic available to light something.  Already
burning items count as able to light things.  Anything non-bulky which
is lit becomes one hand bulky.

\subsection{Thanks}

We want to say thank you to Mike Person and Laura Baldwin for all
their assistance in producing the game for us.

\end{document}
