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Assassin Game Rules

I. General Rules
A. Everyone playing receives one target to kill from a pool of players. The targets
should be distributed in a way that targets cannot be forged nor reproduced. Rocks
with names on them or some other non-paper object are generally good ideas.
Target assignment should be completely random, for instance picking names out
of a bucket.

B. Players may kill their target only. Stealth is your ally, so don’t mess up and try
to have as few witnesses as possible. This makes the general atmosphere of
espionage more interesting and also keeps other players in the dark about who is
stalking who.

C. For a kill to register, you must hit your target with a valid weapon in the target
area for that weapon and the target assignment (rock or whatever the targets name
is on) must be immediately presented as proof of the kill.

D. Assassinations may not be made FROM or IN a safe zone.

E. The game continues indefinitely until one assassin remains.

F. When you are killed, you are out for the rest of the game.

G. Under NO CIRCUMSTANCES tell anyone who your target is.

H. When you kill your target you inherit their target.

I. You may use non-players for information or as a distraction device ONLY if


they are oblivious to the game. You may not ask them to spy and you may not do
anything that might inform them that the assassin game is going on.

J. One or two Game-Masters will exist who will settle disputes, create the initial
target assignments, and generally oversee the entire process. Their decisions
are final – you accept that when you decide to play the game.

K. When you agree to play the Assassin Game, you understand that there will be
people following you, that you might get wet or surprised, and that you are
expected to be and ACTIVE PARTICIPANT. Assassins who are deemed to not
be living up to the spirit of the game (hiding in a house and making no
attempts to stalk their targets whatsoever over a period of time) may be
subject to termination in the same way that a cheater or poor-sportsman might
be. This game is meant to be fun, so all participants are expected to do their
part to make it so.
L. The Counterstrike Rule: When being assaulted (and ONLY when being
assaulted) a target may counterattack their target and foil the attacker’s
attempt. Unlike the “Disarmament Rule”, the only way to stop an assassin
from attacking you is to literally see their weapon, dodge their attack, and
neutralize them before you are eliminated; you cannot simply call them out.
A counterstrike may be made with any legal weapon in the target zone for
that weapon. In essence a target is “killing” their attacker, except instead of
dying the assailant’s attack fails. IF THIS RULE IS IN EFFECT ALL
SPOTTING RULES ARE OVERRIDED.

II. Weaponry

A. Knives

1. Plastic spoons are the only knives allowed. You must hit in the head,
neck, or torso to kill and only the scoop end is deadly. If you hit in a
non-lethal area, are spotted, or are blocked then your attack fails.

2. If a knife attack is made in the head or neck (ex: slitting of the throat)
the target is immediately slain. However for a torso attack to kill, the
victim must be stabbed a minimum of three times in rapid succession.
The “torso stabs” must be done at least three inches apart to register. If
your attack fails, the target is not “wounded” but continues as if they
had never been stabbed in the first place.

B. Grenades

1. Water balloons are fair game as long as the targets are not carrying the
aforementioned sensitive materials such as exposed papers and books.
Assassins are expected to be mindful of the water damage that
balloons can cause.

2. Rolled up clean socks may be used, but only outside of the assassin's
home / dorm room. The socks need to be wet enough to leave a mark
when they hit. This may require re-wetting a sock throughout the day.

3. To kill with a grenade you must hit your target on a fly in the head
neck or torso. A water balloon must explode on a fly. A sock must
leave a wet mark on the person in the target area.

4. Once thrown the ordinance is dead if the target notices you. For
instance, should a water balloon miss and not explode and the target
somehow fails to see you, you may re-throw it. Once spotted however,
if the target is unharmed the attack fails.
C. Poison

1. You may poison your target’s food with hot-sauce or chocolate sauce
only if said condiment is not already on their food.

2. A quarter-sized amount must be applied in order for the poisoning to


count.

3. An antidote is grass. Ten blades must be consumed for the poison to be


neutralized.

4. Once poisoned, you have 2 minutes to find some grass to eat. It is up


to the attacker to keep track of time between the target consuming the
poison and acquiring an antidote.

5. An antidote taken protects the eater for the entire meal.

6. If a poison attempt is spotted before consumption it is considered a


failed attempt.

III. Safety Zones

A. Safety areas consist of the following:

1. The Library.

2. Any and all computer labs.

3. Only poison and bombs may be set off in homes / Lunch Areas.

4. Any important meeting that shouldn’t be interrupted. This includes


athletic practices, classes that are underway, club meetings, or work.
Athletes or other meeting participants may neither attack nor be
attacked during the designated time of the meeting. Please note – if
there is a meeting going on (for instance a class) but a target is
wandering around outside of the classroom, they may be assassinated.

5. Places of worship such as the chapel.

6. No attaching sleeping targets unless they are sleeping outside of their


own home or dorm room. Bombs are an exception to this rule.

7. A failed attempt will result in the assassin having to cease stalking and
assaulting their target for 30 minutes.
IV. We are playing to have fun; we’ll go off a system of honor, please don’t lie about
killing your target, and don’t lie about not dying; if the game master finds out that you’re
lying, the game master may as he sees fit, remove you from the current and/or future
games.

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