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The Mission: Survive

All assassins are assigned a target and are being targeted themselves. Assassins kill and/or
are killed until there remains one assassin standing or an End Game is declared by The
Guild.

Introduction
Approximately 6 hours before the start of the game, you will receive the name and photo of
a fellow assassin, your target.
Following a kill, you should be assigned your new target by email within 24 hours of your
report. However, you may attempt to get a head start on research by getting the details
from your victim (usually, but not always, assassins will inherit their victims target).
The Guild may also give you a deadline to kill, or make a credible attempt at killing, your
target. Failure to meet this deadline may result in being placed on the Blacklist.

1. A metaphorical word
1.1. The spirit of the rules is more important than the letter of the rules.
1.2. If you're in doubt about any section of these rules, don't hesitate to contact The Guild,
who will clarify your issue in a timely manner and may update the rules to avoid similar
confusion in others during the next game.

A few small-print things (in big print)


By taking part in this game you are explicitly allowing your assassins to enter your
room for the purposes of the game should it be unlocked or have an open window. As
in real life, if you don't want trespassers, make sure they can't get in.
The Guild may rewrite these rules as it sees fit. The Guild may take any action to alter
the state of the game that it deems to be in the game's best interests.
Do not bring the Guild, the Society, or indeed yourself into disrepute. The Society
accepts NO liability for the actions of its members.

Breach of These Rules


Anyone found breaching these rules will be judged by The Guild.
Depending on the severity and nature of the infraction you may be:
- Placed on the Blacklist until you remedy the breach (i.e. if you miss a deadline
you will be removed from the Blacklist if you make a credible attempt)
- Placed on the Blacklist for a limited time period.
- Placed on the Blacklist until the end of the game.
- Made open-season, where every member of the society is instructed to kill you.
- Summoned to appear before the The Guild, which has the power to bar you
from the Game.
Generally breaking rules regarding safety, breaking university regulations, or breaking
the law whilst playing the Game will result in being barred by the The Guild.

assasins@imperial.ac.uk

2. Subsets of The Assassins


2.1. The Faceless
2.1.1. The Faceless are defined as those who have failed to submit a photo by the beginning
of the game.
2.1.2. The Faceless
- will not be allocated targets
- may be declared open season to some or all assassins
- may become targets of the Grand High Inquisitor, Keeper of the Scrolls and
Weapons Master, without warning, subject to their whimsy
2.1.3. An assassin may gain a Face in the eyes of The Guild by sending an identifiable photo
of themselves as proof of their having a head.

2.2.Open Season
2.2.1. All assassins are instructed to kill those declared open-season.

2.3.The Blacklist
2.3.1. Consisting of those in Breach of the Rules or those failing to meet a kill deadline from
The Guild, Blacklisters
- May have new targets withheld
- will have their names released to some assassins as valid (extra) targets
- may be declared open-season
- become fair targets for the Grand High Inquisitor, Keeper of the Scrolls and
Weapons Master
2.3.2. Blacklisters may scrub their name from the list by remedying their Breach of the
rules or living to the end of their sentence (assuming no further Breaches).

3. Rules of Engagement
3.1. Valid Targets
3.1.1. As a living assassin, you may kill:
- Your target
- Your assassin (you may also kill them preemptively should you discover their
identity before they search you out)
- Anyone visibly carrying a weapon or setting a trap
- Anyone attacking or making serious aggressive motions towards them
- Any player declared open-season
3.1.2. Under no circumstances should an attack be made against The Guild itself. Any such
attacks will be treated as an attempted coup and will result in termination with
extreme prejudice.

assasins@imperial.ac.uk

1. Civilians
1.1.
1.2.
1.3.

Civilians are defined as non-members of the Assassins Guild.


Civilians may be enlisted in distracting or locating targets and providing both
information and misinformation.
Civilians should not:
- Assassinate
- Be assassinated
- Be used as decoys
- Be used as shields

2. Out of Bounds Areas


2.1.

No assassination attempt may be made and no weapon may be used if target or


assassin is in an Out of Bounds area.
2.2. An area only counts as safe when it actively meets one or more of the safe zone
requirements at the present moment. For example, a lecture theatre is only safe
while the lecture is taking place; the theatre is not safe during the interval.
2.3. The following areas are Out of Bounds:
- Any room whilst in use for Academic Commitments such as Lectures, Tutorials,
Practicals etc.
- Libraries, reading rooms, and similar places.
- Computer rooms and similar IT centres.
- Places of Worship. See Rule 1.1 before consecrating your bedroom.
- Any venue with a bouncer on the door (This does NOT include the Union)
- Any performance requiring a ticket such as concerts, plays, films etc.
- Public transport (also bear in mind that shooting a cyclist is dangerous!)
2.4. If there is any confusion regarding whether or not a player is in a safe area, assume
they are in a safe area.
2.5. Whilst it is permissible to kill during Union society meetings, please avoid disrupting
the activity. For games to continue to be allowed to run we need to keep on civilians
good side.
2.6. Poisoning is still permitted in all of the above areas, excluding places of worship.
2.7. A total cease fire will be in effect for Guild socials, starting two hours before the
social starts and ending two hours after the termination of the event in the case of
wide games and other events, unless The Guild specifies otherwise. In the possible
case of barcrawls and late finishing events the ceasefire will be extended until
midday the following day.
Silly Buggers
Do not take the piss.
Unless its funny.
If in doubt, refer to Rule 1.1.

assasins@imperial.ac.uk

4. Kills
4.1. For each incident where kills were made, all parties involved should report the kill or
death to The Guild, stating:
- The Killer
- The Victim
- The Weapon(s) used
- The Time and Location of the incident.
- Details of any Innocents (non-members) involved.
- Anything else you consider important/embarrassing/funny, as awards are often
made on the basis of kill reports.
4.2. After being killed, both you and your assassin should confirm your real names to each
other.
Kill reports should be sent to The Guild at assasins@imperial.ac.uk
We know its misspelt, its very sad, but this is the way to reach us.

5. The Afterlife
5.1. The Guild may report news of a Rising Of The Dead with little warning. All dead players
may, according to the report, rise as zombies and kill any player, alive or undead, for a
period of 24 hours.
- Zombies cannot run - when approaching or chasing their target brain they must
maintain a slow walk.

6. The End Game


6.1. End Game will be declared by The Guild.
6.2. Notice of End Game will be given.
6.3. If the Game has insufficient players alive to be able to allocate targets correctly, then
The Guild reserves the right to enter End Game without notice.
6.4. Once End Game is declared, there are no specific targets to kill, rather each finalist
gets the details of all of the others. Every alive player is a valid target for each and
every other alive player.
6.5. The Grand High Inquisitor will offer an amnesty to those on the Blacklist for missing
deadlines. Others may be pardoned at The Guild's discretion.

7. Final Showdown
7.1. When declaring End Game The Guild will also set a date for the end of play.
7.2. If there is not a winner by this date, then all alive players must attend a Final
Showdown as directed by The Guild.
7.3. There will be a ceasefire between the end of play and the Final Showdown.
7.4. Any player who fails to attend the Final Showdown will be deemed dead.
7.5. The rules of the Final Showdown will be communicated to players in person before it
starts.
7.6. The last player alive is the winner!
assasins@imperial.ac.uk

8. Weapons - General
8.1. All weapons used in the Game must be safe.
8.2. With the exception of poison, all weapons used in the Game must have an effect on the
victim.
8.3. Deaths by any means should be, theoretically, avoidable [e.g. setting off a siren (as a
sonic bomb) in the same room as a target is not a valid kill technique]. See below for
custom weapons procedure.
8.4. No weapon may cause excessive mess or inconvenience to the intended target or
bystanders, nor should it cause damage to eithers belongings.
8.5. The Guild actively encourages creativity and ingenuity on the part of all assassins.
8.6. To be killed, an assassin must:
- Be struck with a knife, lightsaber, safe projectile, or the main part of a water jet in
the torso or head. LIMB HITS DO NOT COUNT.
- Be made noticeably wet by a water grenade on the torso or head. Again, limb hits
do not count.
- Be poisoned in accordance with the poisoning rules below.
- Be struck from above with a M.H.O, see below.
- Be affected by a custom weapon in a manner appropriate to the weapon, and
approved by The Guild.

9. Permitted Weapons
All traps, all custom weapons and weapons not listed below may only be
used on approval by The Weapons Master,
alex.holmes10@imperial.ac.uk
The Guild is happy to ratify any weapons which are safe, clean, and balanced with
existing weapons.
9.1. Guns and Grenades
9.1.1. Guns are to be represented by water guns, pistols, supersoakers or similar.
9.1.2. Grenades are to be represented by water bombs.
9.1.3. Guns must not look realistic.
9.1.4. Water weapons may not be used inside.
When using water weapons, extra consideration should be given to Rule 8.1.4.
9.2. Melee Weapons
9.2.1. Foam, paper/cardboard knives etc may all be used.
9.2.2. Handmade paper/cardboard knives must be knife shaped and clearly marked with
the word 'KNIFE', 'SWORD', 'DAGGER', or similar.
9.2.3. Plastic/metal knives are not allowed.
9.2.4.Throwing knives and other thrown weapons require approval.
9.2.5. Labelled spoons are our favourite.
9.2.6.If the material the knife is constructed from is not listed under above, The Guild may
declare it to be ineffective (see Rule 1.1). Basically, writing 'KNIFE' on sweet
wrappers and as text on phones does not give you an impromptu weapon.
assasins@imperial.ac.uk

9.3. Poison
9.3.1. You can poison someone by placing a marker or label with POISON clearly visible
on it under their food or drink. You can poison the plate food is served on, or the
container a drink comes in.
9.3.2. The marker does not have to be visible to casual inspection (although if you claim
you've written on the plate in individual gold atoms using an AFM we will want to
see proof).
9.3.3. The poison takes effect when at least half of the poisoned food or drink item has been
consumed assuming the poison has not been discovered before this point.
9.3.4. All poison attempts must be witnessed by the assassin trying to make the kill and
revealed immediately. Poisoning things in your targets room or shared kitchen in
the hope theyll eventually consume some of it is not allowed.
9.4. Lightsabers
9.4.1. Toy lightsabers may be used as lightsabers. Lightsabers function identically to knives
for the most part.
9.4.2.Each time a lightsaber is swung, it or its holder must make an accompanying 'jwum'
sound. If this sound is not made, then the effects of the swing are ignored.
9.5. Miscellaneous Heavy Objects (M.H.O.s)
9.5.1. Light pillows, cushions, duvets, blocks of polystyrene with no sharp edges, and so
forth, maybe used as miscellaneous heavy objects providing they are clearly marked
with 'SAFE', 'ANVIL', 'PIANO', 'FRIDGE', 'M.H.O.', or similar.
9.5.2. M.H.O.s can be dropped or propelled downwards while held in two hands, from
above head height (of victim).
9.5.3. M.H.O.s can also be indirectly released, for instance, by a pulley system. Such a
system is subject to the rules on Traps.
9.6. Traps
9.6.1. Players may arrange items to attempt to kill unwary assassins in their rooms, if they
live in college, or in their houses, if they live out, in accordance with the kill methods
listed previously.
9.6.2.These traps must not unduly inconvenience others, including cleaners.
9.6.3. Regardless of the effectiveness or reliability of your trap, it does not kill the target
unless you see it work. An exception to this is if the kill is recorded, on a webcam, for
example.
9.6.4.All trap designs must be ratified by The Guild before they can be deployed or used.
9.7. Razor-Edged Bowlers
9.7.1. A razor-edged bowler (R.E.B.) is made from any hat with a firm rim and tin foil. The
tin foil must be completely wrapped around the edge of the hat.
9.7.2. The R.E.B. can be frisbeed at a target, and kills if the foil wrapped rim strikes them
as normal.
9.7.3. Any part of the R.E.B. can be caught from mid air, in which case it can be thrown
back.
9.7.4. R.E.Bs may be deliberately blocked or deflected by any melee weapon.
assasins@imperial.ac.uk

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