\documentstyle{article}
\addtolength{\topmargin}{-1in}
\setlength{\textwidth}{6in}
\setlength{\oddsidemargin}{0.25in}
\setlength{\evensidemargin}{.25in}
\addtolength{\textheight}{1.5in}

\newcommand{\gamename}{SIEGE}

%\blank makes a blank line
\newcommand{\blank}{\vspace{\baselineskip}}

%\Logo prints the game logo, whatever that ends up being
\newcommand{\Logo}{{\sl SIEGE}}
%{\stormfont STORMS} \hspace{0.6em}
%			{\stormfont OF} \hspace{0.6em}
%			{\stormfont CHANGE}}

%\Prints three blocks of text across a page.
\newcommand{\split}[3]{
	\hspace{-\parindent}
	\makebox[1.8in][l]{#1}
	\makebox[1.8in][c]{#2}
	\makebox[1.8in][r]{#3} }

\newcommand {\Section}[1]{\section{#1}}

%\newcommand{\memb}[1] {{\bf \sc #1}}

\newcommand{\topquote}[2]
	{\begin{quotation} \em #1 \par \hfill #2 \end{quotation}}

\newcommand{\Rules}[2]{
	\split{\small NOT A GAME ITEM}{\Logo}{\small Basic Rules }

	\blank	
	\blank
	{\centerline\huge #1}

	\blank
	\pagestyle{myheadings}
	\markright{\hfill {\em \gamename} Basic Rules --- NOT a game 
item. 
		\hspace{1in}}
	#2 \par \blank
}
	

\newcommand{\done}{
	\end{document}
}

\newcommand{\heading}[1]{\blank{\bf #1}\par \blank}


\begin{document}
\thispagestyle{empty}
\vspace{-1.5\baselineskip}

\topquote{If you break the spirit of the rules, we {\em will} hose 
you}{The GMs}
\Rules{The Siege of Giron}

As with most assassin games, many of the rules are impossible to enforce 
and we rely on the honor system.  Playing loopholes in these rules is not 
permitted.  The GMs reserve the right to violate the letter of these rules in 
order to preserve the spirit.  Above all, the Gamemasters wish to remind 
you that this is only a game.  If you aren't having fun, or someone else isn't 
having fun, then something is wrong.  If you have any doubts about our 
interpretation of these rules, talk it over with us in advance.

\section{Non-players}

The most important rule of the game is simple: don't piss the non-players 
off.  Action will take you other places where there may be non-players 
around.  Ideally, non-players should not see anything (plastic guns, odd 
items) or hear anything (conversations about killing or kidnapping) which 
would let them know the game is going on.  If someone asks you what you 
are doing, tell them you are playing a game with the MIT Assassin's Guild.  
If they persist, direct them to a GM.

Some things which piss non-players off:
\begin{itemize}
\item Making noise, especially near places where they work.
\item Running.
\item Blocking hallways.  It takes very few people to accidentally do this.
\item Actions which make people nervous or uncomfortable.
\end{itemize}


If you see a non-player, just act normal and walk on.  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 suprise you.  Just try to clear the area at a walking 
pace.  Similarly, if you are about to ambush someone and see a non-player, 
it is more important not to bother the non-player than to successfully 
ambush your target.

If you see a non-player while in combat, or if there are other players doing 
what most people would consider ``strange things''  nearby who don't 
realize that a non-player is there, you should call a halt loud enough for 
everyone nearby to hear it (see the section on halts).

If you see a non-player while roleplaying your unconscious or dead 
character, and there are no players in the vicinity, go ``Not Here'' and find 
a GM.  The citizenry of Lagareth has found you and taken you to the field 
hospital.

{\em Use common sense.}  Don't abuse the non-player rules.

\subsection{Campus Police}

The Campus Police are very important non-players.  We have told the Campus
Police that we are running this game.  However, they have a job which requires
that they find and investigate odd activity.  If a
CP asks you what you're doing, tell them you're playing an assassin game.  This
will disturb them much less than if you're evasive.  After all, you aren't
doing anything wrong.  If you are actually doing something illegal, you are no
longer playing an assassin game.  How {\em did} you get that badge?  Don't
argue and be polite.  Answer their questions and tell them where the control
room is so they can talk to us.  Then come  tell {\em us} what happened.

\section{Gamemasters}

Gamemasters (GMs) are the people who are running the game.  You can 
identify GMs by the badge they will be wearing with ``GM'' on it.  
Remember, we're human.  We have the right to change or overturn these 
rules as necessary for the game.  We will try to keep the larger picture in 
mind, so sometimes our rulings will go against you for reasons you don't 
know.

\section{Observers}

Observers are people who are simply watching the game.  You can identify 
them by their badges saying ``Observer'' in white letters on a black 
background.  When you are unsure whether someone is a non-player or an 
observer, assume that they are a non-player. Anyone who wants to be an 
observer should contact the GMs first and learn the rules as applied to 
observers.

Observers should not affect the game.  You can tell them things without 
fear that they will intentionally pass it on (but be aware that people make 
mistakes and sometimes accidentally give out information).  You may ask 
them to move, leave, be quiet, find a GM, or anything else reasonable that 
will not have in-game effects.  

\section{Assistants}

Assistants are people who have been asked, by the GMs, to help in some 
way.  They will look like observers, but their badges will have ``Assistant'' 
in white letters on a black background.  If you are unsure whether someone 
is a non-player or a assistant, assume that he is a non-player.  Treat an 
assistant as you would an observer.  You may ask assistant to move, leave, be 
quiet, find a GM, or anything else reasonable that would not have in-game 
effects.  However, they are helping the GMs; occasionally they will not 
comply.  When there is a assistant in the vicinity, your character feels like 
someone is watching.

\section{Not Here}

When you are not in game, you should turn your badge to the ``Not Here'' 
side so that other players know you aren't actually in game.  Any player 
who is not wearing a badge is ``Not Here''.  Wear your badge if you expect 
to encounter players.  The times to go ``Not Here'' are:
\begin{itemize}
\item When you are out of the playing area
\item When your character cannot be there (he's off being brainwashed, 
for example)
\item When you are doing real-world work and shouldn't be disturbed
\item When an ability, assistant, or GM tells you to
\end{itemize}
When you are ``Not Here'', you may not act on anything you see or interact 
with the other characters in the game.  You cannot become ``Here'' based on 
anything you see or anyone you meet, although you can become ``Here'' based
on, say, phone calls or messages (see the section on Athena).  You do not {\em
need} to be ``Not Here'' to go about your normal day-to-day activities unless
you want to.

\section{Halts}

Whenever in-game action needs to stop, the magic word is ``halt''.  ``Game 
halt'', ``NPC halt'', ``Non-Player Halt'', and other versions are acceptable.  
You should call a halt when non-players are about to see things they 
shouldn't.  You should call a halt if some {\em player} has gotten hurt.  
You should call a halt if the {\em players} are stressed and need a pause.  
You should call a halt if some {\em player}, including yourself, is confused 
(but not if the {\em character} is confused).  You should call a halt if 
required by a game mechanic.  GMs, assistants, and observers can call 
halts.  You should NOT call a halt if you just need time to think.  You should 
NOT call a halt if you need time to organize or sort through your items.  
{\em Use common sense.}

Ideally, no game action (including conversation, pondering, etc.) should 
happen during a halt.  Halts are contagious.  If everyone in a room is halted 
and someone comes in, that person is halted.

You should end a halt when the reason for the halt is over and all players 
are ready.  Someone calls ``3, 2, 1, Resume'' so that everyone knows exactly 
when play starts (incidentally giving people a chance to stop the resume if 
necessary).

\section{Punting}

This game is closely plotted.  People may depend on your presence and 
actions in order to complete their own plots.  If you are not going to spend 
any time in game, please turn in your packet so we can give it to someone 
else.  If you are temporarily hosed, talk to a GM and we will see what we 
can work out.


\section{Game Mechanics which Require Saying Things}

For all game mechanics which require saying words, including halts, 
martial attacks, stiletto attacks, and magic, you must say the words clearly.  
``Stillmashatak'' is not an acceptable substitute for ``Stiletto Martial Attack.''

\section{Zone of Control}

Two people are within Zone of Control if they can stretch out their hands and
touch each other's fingertips.

\section{I Stop You}

Many things can be stopped by simply saying ``I stop you'' from within zone of
control.  This indicates that your character is taking appropriate measures to
stop it.  Actions which can be stopped this way include:
\begin{itemize}
\item Killing blows
\item Poisoning food
\item Most spells
\item Rituals
\item Pat-down searches
\item Full searches
\end{itemize}
Actions which cannot be stopped this way include:
\begin{itemize}
\item Martial combat
\item Ranged combat
\item Effects from spells
\item Effects from rituals
\item Abilities usable in combat
\end{itemize}

\section{Writing on Things}

Anything you write information on becomes an in-game item, which can be 
seen, read, taken, or borrowed by other players.  Don't write on anything 
(such as a character sheet) which shouldn't become an in-game item.  Don't 
do anything silly like put your in-game notes inside, say, your class notes 
for 6.001.


\section{Running}

Running for short distances, when there are no non-players in the vicinity, 
is OK.  When you get into a chase scene, call a brief halt to tell everyone 
that it is happening, and then {\em walk}.  Everyone (unless you know 
otherwise) runs at the same speed.  Tell any players you see that you are 
running.



\section{When and Where you can Play}

The city is represented by central MIT campus (see the scenario).  No 
game action can occur off central campus.  Places where only some players 
have access are also out of game, such as offices, dorms, bathrooms, etc.  
Athena clusters are also out of game.  ``Out of game'' means just that -- you 
shouldn't be playing the game there.  Don't talk in character, don't stash 
items, and so on.  

Dead time is time when, although you can play the game, no actions can 
occur which might require a GM.  Don't take advantage of this to meet 
your arch-enemy.  If any action (such as combat) needs a GM during dead 
time we will hose you.

6am to 2pm Thursday and Friday is dead time.  You can play; the GMs will be
unavailable  (sleeping, working, all that sort of stuff).  Don't do anything
which might require a GM.  Tuesday, 3am to Wednesday,  5pm is Game Break.  Game
Break is just that: a chance to do something  other than play the game.  All of
game break is dead time

\section{Athena}

Electronic mail and zephyr can be used to set up meetings.  Znol can be 
used to see who is logged on.  However, this is a live-action roleplaying 
game. You can use zephyr (or phone, or even U.S. Mail if you want) to set 
up meetings, but if information is going to be transferred you should meet 
face to face.

If you need to transfer information or hold conversations electronically get 
permission from a GM.


\section{Searching and Theft}

If you are stunned, unconscious, dead, or simply willing, you may be 
searched.  The person (in your zone of control) says ``I search you'' and  you
hand over your items.  Don't forget to give up your readily available  gold
(from your gold card).  It takes as long as it takes for you to find and  give
up the items.  Be a good sport about this.  If someone searches you,  assume
they are also searching your backpack and any bags (if you are  searching
someone, you should probably remind the person).

A somewhat less invasive method of searching someone is the pat-down 
search.  If you are stunned, unconscious, dead, or simply willing, you may 
be given a pat-down search.  The person, in your zone of control, says ``I 
pat you down [for weapons]''.  You then show the searcher all your 
weapons and bulky items.  A pat-down search does not include bags or 
backpacks unless the searcher asks you to open them.

To search an in-game location, simply go there and search it.  If you find 
someone's real-life personal belongings unguarded and wish to steal them, do NOT 
physically take or open them.  Place a sign saying ``stolen'' on it and tell a 
GM.


\section{Death}

If you are dead, please note the time and wait fifteen minutes, in case 
someone finds you.  Write down the time, place, and manner of your 
death.  When a player walks up, tell them that you are an unconscious/dead 
body and list any obvious wounds.  Dead characters (and their players) 
can't give any more information than the obvious.  Dead people tell no 
tales -- avoid the ``I was just killed by [insert player or character name]'' 
problem.  When you have finished playing your dead body, find a GM and 
give him/her your death card (you know, the thing with the time, place, 
and manner of your death).  If a Non-Player sees you while you are being 
your dead body, find a GM immediately: a Lagarethan citizen is going to 
take you to the field hospital.


\section{Character Packet}

You should have received the following things in your packet.  If you are 
missing anything or find something which doesn't seem to belong to you, 
see a GM.  In general, if you are confused about anything, see a GM.

\begin{itemize}

\item Contents List (one).  This is a list of everything that should be in your
Character Packet.

\item Character Profile (one).  This sheet tells who you are.  It does not 
exist in game and may never be shown to anyone.  Become thoroughly 
acquainted with it.  At the end, there may be a lists of items or abilities;
the Contents List is correct if there are any discrepencies between them.

\item Scenario (one).  This tells you information which is public knowledge 
among the characters in the game.  It may be handed out separately from 
the character packet.

\item Badge (one).  This badge has a description of you on one side and 
``I'M NOT HERE'' on the other (you may need to fold it over for this 
effect).  You must wear it visibly at all times when you are playing the 
game (we'll talk about ``not here'' later).  There will be a description of 
how your character looks on your badge.  Also, the first digit of your badge
number is your apparent age in decades.

\item Headband (zero or more).  If there is something abnormal and easily 
visible about your character, you will have a headband.  This headband 
should be worn whenever you are ``here''.

\item Stat Card (one).  This card will have several statistics, including 
maximum hit points and current hit points.  Sometimes you will be told to 
change values on this card for a certain amount of time; it is your 
responsibility to keep track of these changes as they occur.  Anything which
would reduce your hit points below zero only reduces it to zero.  If you are
brought to zero hit points, you are stunned and unable to take any action.

\item Combat Cards (three).  These cards will have different attacks (rock, 
scissors, and paper) and the amount of damage they do.

\item Death report card (one).  If you die, please fill out this card with 
your character name, the time and circumastances of your death (including 
who killed you and why), and give it to a GM when you have a chance.  It 
is not in game,before or after you fill it out.

\item Ability Card (zero or more).  These are index cards explaining the 
mechanics of any special abilities you may have.  If it is an ability which 
can be used on other characters, one side will have the mechanics and the 
other will have an ability effect to be shown to the character upon whom 
you are using it.  Aside from the ability effect while the ability is being 
used, these cards are not in game and may not be shown to other players.  
Your character cannot refer to the ability by name, and your character can lie
about having an ability.

\item Items (zero or more).  These may be physical items or index cards 
with a description of the object.  They will have an identification number 
which represents a detailed description of the item; as such it can only be 
copied with the permission of a GM.  Some items may be bulky (see 
``bulkiness'').  Some items will also have an effect printed on them.  Items 
and item cards are the only things you will find in your character packet 
which actually exist in game.

\item Green Sheets.  These sheets contain information about mechanics in 
the game which you may know an others will not.  They do not exist in 
game and may not be shown, even to other people who seem to have the 
same green sheet.  Sometimes they will be different.

\item Blue Sheets.  These sheets contain information shared by groups of 
people.  They do not exist in game and may not be shown, even to other 
people who seem to have the same blue sheet.

\item Memory Packets.  These small manilla envelopes contain information 
your character isn't aware of.  They will have your character name on one 
side and a phrase, number, or situation on the other.  If you see the entire 
number, hear the phrase, or encounter the situation, open the envelope and 
read the contents at the first convenient (relatively inconspicuous) moment.  
Some memory packets will have ``open immediately'' on them; these contain 
time-relevant data so you must open them immediately upon seeing the 
number, hearing the phrase, or encountering the situation.  It could really 
hose you if you miss triggering a time-relevant packet.  Your character is 
not even aware of the number, phrase, or situation until the memory packet 
is actually triggered - neither character nor player should take or avoid action
based on the  existence of memory packets.

\item Retainers.  These envelopes represent non-player characters who can 
affect the game, but will never actually be in the game.  If 
you have retainer cards for a nanny with two bodyguards, the bodyguards 
will never actually be in game and will not guard you.  This is a kludge, just
deal.

\item Gold Card.  This piece of paper represents the amount of gold you 
have on your person.  Don't forget to 
give up the on-the-person money if you are searched.

\end{itemize}


\section{Retainers}

We will make an effort not to have ``people'' who are not players 
(mercenaries, guards, etc.) appear in game.  If we have to make non player
characters appear in the game, these people will be played by physical
people whenever possible; when not possible they  will be represented by retainer
cards.  If you need to interact with a person  when there is no physical person
representing it, in a way which is not on the retainer card, talk to a GM.


\section{ Items and Bulkiness}

Items are represented by item cards.  They have a description of the item 
and a number (the number does not exist in game and cannot be copied or 
repeated without GM permission - it represents a detailed description of the 
item).  If an item has an orange dot or the word ``BULKY'' on it, the item 
requires one hand to hold.  If an item has two orange dots or the words 
``VERY BULKY'' on it, the item requires two hands to hold (not 
necessarily from the same person).  If an item has three orange dots or the 
word ``IMMOBILE'' on it, the item cannot be moved (see a GM if you 
think otherwise).  Items take the amount of space you would expect; don't 
stuff 100 bracelets in your pocket even though they might not be bulky.  
Bulky, very bulky, and immobile items must be within other players' sight 
if they are carried.

\section{ Drugs, Potions, and Consumables}

Any in-game drugs or other consumables will be represented by item cards 
with packets attached to them.  If you eat, drink, or otherwise 
appropriately use the object open the packet.  Inside, you will find an
effect and zero or more pieces of paper with either ``it works'' or ``it
doesn't work''.  If none of the pieces of paper say ``it doesn't work'', the
effect happens.  Otherwise, you have simply eaten or drunk a foul-tasting
substance.

\section{ Gold}

There are two common levels of money, the Dragon and the Gold.  There 
is no effective conversion between the two beyond what can be 
accomplished with other players, since they represent completely different 
scales.  Dragons are used to measure the output of a county or dukedom.  
Gold is used to buy dinner.  The output of a country or dukedom is not  readily
converted within the scope of the game into Gold.


\section{Decode}

Occasionally you will find instructions such as ``Decode when {\tt situation}:
{\tt string of letters}''.  When the situation occurs, take the string of
letters and replace each letter with the next letter in the alphabet, with z
becoming a, and follow the decoded instructions.  For example, ``Decode at
midnight: knrd sgqdd ghs onhmsr.''  At midnight, and not before, you decode the
instructions and follow them, losing three hit points.

\section{Dots}

If you find a dot stuck to you or your clothing, see a GM.

In building 33, you can only go through doors if they have a dot with the word
``siege'' on them.

If you find a dot with ``Siege'' and a room number, you have found a secret
passage to that room.  All people going through the secret passage must touch
the dot, go ``Not Here'', travel to the specified room, and become ``Here''.
Anyone coming through a secret passage will make noise just before they leave 
the passage (as the door opens).  You may talk freely in the secret passage,
but you cannot take other action (including combat or exchanging items).  You
cannot stop or change direction while you are in the secret passage.  People can
pass by each other without seeing each other while they are ``Not Here''.  If a
secret passage takes you to a location which is listed as ``out of game'' in the
scenario, there should be a piece of paper in a fairly obvious place describing
the location and stating where you can go.  If there is not, see a GM so we can
replace it.

\section{Locks and Keys}

Some items or doors are locked.  They will list the item number of the key which
opens it.  To open the item or door, touch the key to the locked object and say
``click''.  The items will re-lock automatically when they close.

\section{Poisons}

If you are eating or drinking while you are in game, the food or drink is in
game.  The only exception occurs when, for some reason, your character
could not be eating or drinking. 

Poisons are anything which makes things taste wrong.  The poison must be 
noticed by the  victim (subject to GM intevention) for it to be effective.  
You must also have an item card for the poison being used.  If you are 
poisoned in this way, your character immediately falls unconscious (if 
there are non-players around, just say ``I fall unconscious'' rather than 
making a scene in Networks).  Find a GM to see what happened.  If you 
plan on poisoning someone, tell the GMs first so we can arrange to be 
nearby.

There are other ways of being poisoned, some of which are less obvious.  
If you are poisoned, you'll know.


\section{The Siege}
 
Giron is currently under siege, and there is a battle going on around
the city (and potentially inside it, if the Miyoshans start winning).
For purposes of the battle simulation, the area in and around Giron
has been divided into five rows of 26 squares each, and the castle. A
military unit can occupy one siege square. The rows are numbered 1-5
(row 1 is inside the city, row 2 is the wall, row 3 is just outside
the wall, and rows 4 and 5 are well beyond the wall). Each square is
labelled with a letter and its row number. For example, square F2 is
a wall square, surrounded by F3 outside the city, F1 inside the city,
E2 and G2 to the sides, and E1, G1, E3, and G3 on the diagonals.
Military commanders know more about the siege; if you think you need
more information and don't have it, ask a GM (or a military commander).
 
\section{Political Power}
 
Every lord has a certain amount of political power, based on his rank,
holdings, wealth, military power, and so on. Political power
can be used to back edicts. Those who are politically active have a
greensheet describing more details about political power.  The
$\delta$ (delta) score on your combat card lists your political power
as of February 1, 1000. If your score is a number preceded by ``V-''
that means that you have {\em veto power} over a lord of that amount
of political power --- usually your parent or spouse.  This means that by
making public your disagreement with an edict they have signed, you can
cause their signature to have no effect.

\section{Headbands}

If you see someone with a headband of a color you haven't seen before, you 
should move to a safe distance and ask the person wearing the headband 
what he looks like.  If you see another person wearing the same color 
headband, you can assume that they look similar, although not identical.
The headbands you know at the beginning of game are:
\begin{itemize}
\item Green: members of the house Cyclops (one eye and a slightly different
build).
\item Red: surrounded by a visible magic glow.
\item Blue: very scary.
 \end{itemize}
You can tell
another player what a given color headband looks like, but we  suggest you ask
for yourself when you first see a headband in case the  person who told you made
a mistake.

\section{Magic Items}

Magic items exist, too.  Big surprise.  They can be mechaniced in a number 
of ways, including
\begin{itemize}
\item An item you have to know about it to use.  This will look 
like a normal item.
\item An item a mage will know how to use.  This will have an 
envelope with instructions; don't open it unless you know you can.
\item An item anyone can use.  This will have instructions printed 
on or attached to the item.
\end{itemize}


\section{Magic}

If you see someone holding a disc gun or a foam pellet, 
his hand is glowing magically.  If you get hit by a foam pellet and are not
sure what the spell effect is, call a halt and find out.  Damage-dealing spells
are represented by disc guns.  The caster is required to call out the amount of
damage done by the discs.  Getting hit by multiple discs is equivalent to being
hit by only one disc.  Armor and martial defense does not apply.

Generally, however, magic is either a ritual (for which you need a GM) or 
an ability card which will explain what happens, both of which are 
accompanied by an incantation.  All incantations end with a four digit 
number, identifying the completion of the spell.  Spellcasting makes as much
sense as the words and gestures  required for the spell or ritual.

Spells represented by ability cards have a side for the target of the spell to
read. You may always ask to see the effect side of any spell cast on you.  Call a
halt to do this if necessary.


\section{ Combat}

Combat may occur anywhere in the playing area any time during game 
action when there are {\em no} non-players present.  Note that bathrooms 
and Athena clusters are not in game.  The combat system is derived from a 
rock-paper-scissors system.  All normal people have three different attacks 
known as rock, paper, and scissors.

Stats for an average human, excluding knights, are:
\begin{tabular}{|l|l|}\hline
Stat&Average\\ \hline
Hit Points&10\\
Defense&5\\
High Attack&12\\
Medium Attack&10\\
Low Attack&8\\ \hline
\end{tabular}

Average ingame knight combat stats, excluding skills, are:
\begin{tabular}{|l|l|}\hline
Hit Points&15\\
Defense&7+armor\\
High Attack&14+weapons\\
Medium Attack&12+weapons\\
Low Attack&10+weapons\\ \hline
\end{tabular}

A round of martial combat consists of:
\begin{itemize}
\item Both people are within zone of control
\item Attacker says ``Martial Attack''
\item Defender says ``Martial Defense'' or ``Martial Attack'' within two seconds
\item Both players choose one of their combat cards, and either player may say 
``escape'' at this time IF they are not wearing armor.
\item Flip the cards; the cards state which cards they ``beat'' or are ``beaten'' by.
If your card ``beat'' the other person's card, or the other person's card was 
``beaten'' by your card, you announce the amount of damage you are doing 
(it is on the card, but this tells the people around you and lets you use less 
than maximum damage).  The target subtracts his defense from the attack 
and takes the resulting number as hit points of damage.  You can elect to do 
less damage than the card indicates.
\item If your hit points have reached (or passed) zero, fall down.  You are
stunned and unable to do anything.
\item If either player said ``escape'' while
choosing cards and is not wearing  armor, they now move up to ten feet away.  If
both players call ``escape'',  they won't end up in each other's zone of control. 
If you cannot move ten  feet to escape without going deeper into the zone of
control of some non-escaping attacker, the escape is unsuccessful. 
\end{itemize}

If you fail to say ``Martial Defense'' or ``Martial Attack'' within two seconds of
the attack, you  have no defenses or armor and lose to whatever card the attacker
plays.  If you are attacked while stunned or  unconscious, you cannot say
``Martial Defense'' within two seconds and must face the consequences.  If
you are being kept stunned or unconscious this way, talk to the GMs about the
coma option.

Anyone can knock out a stunned character (who would otherwise be 
somewhat aware of what was going on, although unable to do anything) by 
saying within zone of control ``I knock you out, three, two, one.''  Stopping 
this is the same as the rules for stopping a killing blow.

In the two seconds you have to say ``Martial Defense'', before you say 
``Martial Defense'', you can do anything you are actually capable of except 
drawing a crossbow, cocking a crossbow, leaving zone of control, drawing 
a weapon, casting a spell that does not specifically say ``usable in combat'', 
and putting armor on.  You can draw a melee weapon during combat for 
use in the NEXT round of combat.

There is no disarm mechanic or cover mechanic.

Multiple weapons cannot be used effectively in combat.

If you take more than a third of your hit points in damage, stick a red dot 
on your badge.  If you think you should look especially bloody, feel free to 
stick extra red dots on.  If you have taken less than a third, you are still 
wounded, but it can be hidden.  Rounding up or down is, in this case, up to 
the player.

Any character can killing blow another character who is stunned, 
unconscious, bound, or unresisting.  The person administering the killing 
blow must be within zone of control of the target, be reasonably able to 
administer such a blow, and say ``Killing blow, three, two, one'' (three 
second countdown).  During that time, any character within zone of control 
of either the target or the killer can say ``No,'' ``I stop you,'' or anything 
else obviously indicating that they want the target alive.


\subsection{  Multi-person combat}

Multi-person combat works like two player combat, except that you select 
who you are going to attack at the time you say ``Martial Attack'' or 
``Martial Defense''.  You use your chosen card to defend from all attacks 
aimed at you, and your opponent must use his card to defend from your 
attack.  Your armor and martial defense subtracts from the sum of all damage
done to you in a round, not from each attack individually.


\subsection{Stilettos}

No matter how pumped the knight, a knife between the shoulder blades will 
seriously cramp his style.  Stilettos are represented by an item card and a 
thin foam boffer.  To use a stiletto on someone, get behind him, pull out 
the foam boffer, gently touch the boffer to his back and clearly say 
``Stiletto Martial Attack.''  If the target begins saying ``Martial Attack'' or 
``Martial Defense'' before you finish saying ``Stiletto Martial Attack,'' the 
two of you are now in martial combat (in which a stiletto is no better than 
a fist).  If the target does not begin saying ``Martial Attack'' in time, he is 
on the floor at zero hit points, stunned, and in need of medical
attention  See a GM if you don't get medical attention within fifteen minutes. 
You cannot declare ``Stiletto Martial Attack'' on someone who is in martial 
combat, or who is attacking you.

Armor is not a defense against a stiletto.

\subsection{ Dueling}

Dueling works exactly like normal combat, except:
\begin{itemize}
\item You say ``Martial Duel'' instead of ``Martial Attack''.

\item You say ``Martial Duel'' or ``Martial Defense'' in response.  If you say
``Martial Attack'', you have started real combat.

\item At the end of a round of
duelling, you can say ``Disengage'' to cease dueling.  If your opponent has not
surrendered, this is usually considered yielding.

\item To go into martial combat from a duel at any point other than the initial
round of dueling, you must disengage first. 

\item When you go to zero hit points, you have been forced to surrender. 

\item When you end the duel or enter martial combat, you recover the hit points
lost in the duel.

\end{itemize}


\subsection{Crossbows}

Crossbows are one-dot bulky items.  They are represented by patrol guns 
AND an item card.  They can be hung at a belt - represent this by taping 
the item card for the crossbow to your badge.  Note that the patrol gun 
may be out of sight.  Indeed, it should stay out of the sight of all Non-
Players.

Crossbow bolts do 15 points of damage if they hit.  Your defense (on the combat 
card) does not affect this number.  Your rock/scissors/paper attacks do not 
affect this number.  Your armor does not affect this number.  Your pinky  finger
does not affect this number.  Get the point?  Well, magic might  affect it.

In all ranged combat (including crossbows and spells) head and torso hits 
are equivalent.  Do not every aim for the head.  Aim for the torso, it's larger
and safer.


\section{Healing}

Characters heal naturally at 1 HP/day.
All conscious characters have the ability to bandage wounds, bringing 
another character to 1HP and consciousness, unless something else (such as 
{\em rigor mortis}, a coma, or damage from a stiletto attack) keeps him from
waking.   There is a field hospital which, if a character spends 15 minutes
there, will  bring you up to 3HP.  The location is in the scenario.  Any NPC
finding an unconscious or dead body will take it there.  Magical and herbal
healing methods exist.

\section{Fnord}

The following things do not exist and cannot be referred to directly by 
characters unless you know otherwise:

\begin{itemize}
\item Greek letters, and statistics associated with them.
\item Item numbers
\item Badge numbers
\item Statistics associated with character attack strengths, defense strengths,
and hit points.
\item Memory packets
\item Instructions to decode a string, and the decoded strings.
\item Manilla envelopes
\item Character sheets
\item Bluesheets and greensheets
\end{itemize}

\section{ Basic Strategy Hints}

Make sure your character packet contains everything listed on the character 
sheet.  Read everything in your character packet.  Then read it again, 
starting with the more general information (rules and scenario) and going 
to the more specific information (your character sheet).  Make sure you 
understand your abilities.  Then, take out a piece of paper and make two 
lists.  The first list is a list of questions to ask the GMs (ask these 
questions before game begins).  The second list is a list of things you plan to
do.   {\bf WARNING}: Never bring your ``to do'' list to the game.  If you ever
bring  such a list into the game it becomes a game item, and can be stolen or
read  by other people.

\section{ Old Fogeys}

All you old fogeys who think you know all the rules and tend to skim longer
rules, if you get it wrong because you did that we will hose you.  If you read
nothing else, read the sections on ``Game Mechanics which Require Saying
Things'', ``When and Where you can Play'', ``Athena'', ``Political Power'',
``Magic Items'', ``Magic'', ``Combat'', and ``I Stop You''.


\section{ Credits}

This game brought to you by Brian Bermack, Jeff Gold, 
Sybil Shearin, Pete Gast, Robert Ringrose, Sara 
Verrilli, and hordes of other people.  These rules copyright 1994 
Brian Bemack, Pete Gast, Jeff Gold, Robert Ringrose, Sybil Shearin, and 
Sara Verrilli.


\done

