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\begin{center}
  \Huge Wargames
\end{center}

Wargames is a very mechanic-light SIK game, designed to let you test
your tactical and strategic planning and execution. It will be split
into two halves. During the first half, we will play Team Deathmatch,
and during the second half we will play Capture the Flag. Each game is
designed to take 15-30 minutes at the most, so we will play each one
several times.

\begin{center}
\LARGE Team Deathmatch
\end{center}

%\section{Team Deathmatch}

This game is as simple as it gets. There is a red team and a blue
team. Last one standing wins. This game should be short; we'll run it
multiple times.

\subsection*{Team Deathmatch Rules}

\begin{description}
\item[Hit Points] You have 3 of them. If you hit 0, you are {\bf
    knocked out}. Fall down and get out of the way. You can still
  potentially be brought up by your team's {\bf medic} (see below).
\item[Damage] Every projectile does 1hp of damage. You
  should only see patrol darts and laramis.
\item[Medics] Each team has one medic, who has 10 healing points. A
  healing point can be applied to a friendly player on a 3-count. This
  heals that player 1 hp. This can be used to raise players from
  knocked out to 1hp, but not to raise anyone above 3hp. Medics will
  wear a green headband in addition to their team headband.
\end{description}

\subsection*{Team Deathmatch Loadout}

Each team has 8-10 players. One of them is a {\bf heavy gunner} with a
10-shot powerclip. One of them is a {\bf medic} with 10 healing
points. Everyone has a standard patrol dart gun. Team Captain gets
final say on who is the medic and gunner each run.

\subsection*{Team Deathmatch Gamespace}

We may vary gamespace each game for variety. Some possibilities are:

\begin{itemize}
\item 36-B,M,1,2,3
\item 38-1,2,3; 34-1,2,3; 36-1,2,3
\item Just 36-1
\end{itemize}

\pagebreak

\begin{center}
\LARGE Capture the Flag
\end{center}
%\section{Capture the Flag}

\small
Capture the flag is a bit more complicated. Each team has two
flags. Your goal is to bring one of your opponents' flags back to your
rez site.

\subsection*{CTF Basic Rules}
Except for the following, everything is the same as in Team Deathmatch:

\begin{description}
\item[Healing] No medic
\item[Rezzing] Each team has a "Rez Site," where you can respawn if  you die. As soon as you die, you should take off your headband and  run (or walk, if you prefer) to your rez site. Once there, you must wait 30 seconds, at which point you can put your headband back on  and resume playing. You re-enter with full hit points and defense   points (see next section) when you rez.
\end{description}

\subsection*{CTF Rules: Zones, Defense, and Hit Points}

Each player has 3 Hit Points and 3 {\bf Defense Points (DP)}. Each
team has a {\bf Defense Zone}: Within your defense zone, your DP count
as additional hit points, and you take damage to them first. Outside
of your defense zone, only your hit points matter. If you reach 0 HP
(regardless of your DP), you are knocked out.

\subsection*{CTF Rules: Flags}

Flags are physrepped by boffer weapons. {\em THESE ARE NOT TO BE USED
  FOR COMBAT}. Each team has two of them. You may pick up the other
team's flags, \emph{but not your own}. While carrying a flag, you may
only walk. You can still shoot as normal.

If at any time you are alive and see an enemy carrying your flag, you
may yell {\bf ``Red, drop the flag''} (if you are on the blue team),
or, as you may guess, {\bf ``Blue, drop the flag,''} if you're on the
red team.

If you are carrying a flag and you hear someone yell "[your color],
drop the flag!"  {\em YOU MUST DROP IT IMMEDIATELY}.

\subsection*{GM Note}

Yes, we're trying to make it damned hard to actually capture a
flag. Figuring out how to coordinate an effective attack while
balancing defense is exactly the point.

\subsection*{CTF Game Space}

CTF will use buildings 38,34,36, and 26, floors 2 through 4 in each
building. One team's defensive zone will be building 26, the other's
will be buildings 38 and 34. Each team will have a flag on the 2nd and
4th floors in the farthest part of the defensive zone. Each team will
have a rez site on the third floor of the defensive zone.

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