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The core rules will be used as written in almost
every round. However, the core rules may be
adjusted by Q for a specific round scenario. Any
change to the core rules must be noted in the round
protocol.
Boundaries
Killing round boundaries regulate what weapons
may be used at a given location and time by an
assassin to `kill' their victim. Agents who do not
observe the boundary rules will be penalised.
A weapon may not be used to kill in or from an area
where its use is illegal.
Open Kill Zones
Any legal weapon may be used in an Open Kill
Zone. The only restrictions are those indicated
elsewhere in these rules. Any area outside of a
building on the University of Canterbury Campus is
an Open Kill Zone.
The campus
is generally taken as
including the grounds between Clyde, Creyke, and
Ilam Road, excluding the obvious private properties.
To the south the boundary runs around the
Recreation Centre and track,
along the edge of the Ilam Primary School and the
UCSA car park.
Campus does not include the Halls of Residence,
Ilam Flats, Ilam Playing Fields, Ilam Gardens,
or the University Staff Club.
No Kill Zones
No means no. Kills are not permitted in or from a
No Kill Zone. Unless otherwise specified all off-campus
locations are No Kill Zones, see below for
exceptions to this rule. Other No Kill Zones include:
- Public restrooms for the opposite sex.
- The Highlander Rule; no kills on Holy
Ground.1
- Moving vehicles of any kind or vehicles stopped
in traffic. Any ordinary wheeled conveyance (e.g bicycles, rollerblades,
skateboards or scooters) is counted as a vehicle. Mobility aids
for the disabled (e.g wheelchairs) are not counted as vehicles
- Any footpath along a road running around the
campus boundary.
- All Lecture Theatres, Laboratories, Tutorial
Rooms, Libraries, and Staff Offices (unless its
your office, in which case you can kill any fool
who enters).
- All campus businesses, especially the Banks.
This includes RDU but not CANTA, Student
Executive Offices (student politicians are not
innocent bystanders), or the Union Cafes.
- The K.A.O.S. noticeboard corridor. The corridor
ends when you run out of walls on both sides of
you.
- During the meeting of a UCSA club in the UCSA
building the room where the club is meeting is a
No Kill Zone.
Limited Kill Zones
In a Limited Kill Zone some weapons are banned or
otherwise subject to regulation or limitation.
- Ranged weapons are not permitted inside
buildings.
- To be legal a kill inside a building requires either
the Assassin to gain surprise, or for the victim
to be gullible. These concepts are explained in
detail below.
- In the Lower Common Room (LCR) only Honey
Traps, letter bombs, contact poison, and
ingested poisons are legal. When you sup with
devils you had best use a long spoon. The
balconies are considered to be part of the LCR.
- In the Union Cafes only ingested poisons and
Honey Traps are legal. When a cafe is closed it
is no longer a cafe.
- At K.A.O.S. Parties only Honey Traps, duels,
and Executions ordered by the Dictator are legal.
- The Vampire rule. At the Victim's place of
residence (anywhere they pay rent or board, or
spend more than three nights a week at) the
Assassin can only kill the victim with a Honey Trap or
a Bomb, if they have been invited into the house
by someone who lives there. An Assassin may
only enter a bedroom if invited in by the Victim.
Surprise Kills
Inside a building once a Victim is aware of your
presence you may not attempt to kill them. To
prevent confusion the victim should acknowledge
that they have seen the Assassin (say `Hello
Assassin' or some other cheery witticism).
Drawing a new weapon, or suddenly using a drawn
weapon does not satisfy the requirement for
`surprise'. However if someone turns their back to
you, then this counts as `gullibility' (see below).
The idea behind this rule is to encourage a stealthy
backstab of the victim by the assassin, and to
remove the possibility of running fights that involve a
risk of injury.
If your intended victim kills you while you're in the act
of surprising them, then you count as being
surprised. Tough luck chump.
This is a rule that is often the subject of disputes. See
Disputes and Appeals for more information on
resolving disputes.
Gullibility Kills
Gullibility overrides the requirement for surprise on
all indoor kills. The key to a gullibility kill is that it
requires action on the part of the victim to trigger
their demise.
A victim who handles a device coated with contact
poison, drinks a spiked can of drink, or that triggers
a booby-trap that the Assassin has given them
deserves everything they get.
One year the Dictator's Assassin was
studying at
Waikato University. There was a killing round in progress
at Canterbury and Malcom Harbrow (better known as
`Idiot'
2
) was attempting to kill the Dictator. The Dictator
supplied a small program called `gothic.exe' to the
Dictator's Assassin, who promptly forwarded it by e-mail
to Idiot with the message that it was a really cool graphic.
Idiot assembled the program, which had been divided
into six files, and ran it. The word BOOM appeared on
his computer screen. Within thirty minutes the Dictator's
Assassin had received a reply that started with `D'oh!'
The Players
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Agents must identify themselves as a player in the
Round when they are on-campus by prominently
displaying a K.A.O.S. badge or a K.A.O.S. T-shirt.
3
A badge should be worn towards the centre of the
upper torso (below the neckline and above the
bottom of the ribcage).
Wearing a badge on your belt, shirt seam, choker,
or hat, does not count, no matter how stylish!
Badge Kills
If an agent is not wearing a badge (or t-shirt) in an easily
visible location any other agent in the Round may
claim the credit for a `Badge Kill' on them.
To claim the kill you should first intercept the victim
and verify their lack of badge (or t-shirt). After doing so (or if
unable to do so) you must report the badge kill to Q.
Once Q has verified the badge kill by consulting the
victim the kill may be recorded.
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If you lose your badge Q can supply another one for you,
but replacements cost $2.00 each.
Cruising
Agents may not use their vehicles (see `No Kill Zones' above)
to cruise the campus looking for victims, or to produce an instant
No Kill Zone when threatened. Agents who use their vehicles in
a round for purposes other than coming and going may be subject to
disciplinary action.
The Dictator's Assassin
By long tradition an assassin working on behalf of
the Dictator to carry out a warrant of execution on
an agent is not required to identify themselves until
immediately after the kill has been made.
Being formally awarded the position of Dictator's
Assassin for a year is a not uncommon reward for
ruthless efficiency in killing rounds.
Aliases and Code Names
When signing up for a killing round you are required
to use your real name, unless you are better known
by an alias and have the permission of Q. Code
Names may only be used by Master Assassins.
Dropping out of the round
An agent may voluntarily withdraw from a round at
any time by contacting Q. This is a good idea if you fall
ill or find yourself without the time to fully participate
in the game.
Expulsion from the round
Q may expel any agent from the round for a flagrant
violation of the round protocols or the meta-rules.
Q may expel any agent that is considered inactive
according to the round protocol. Making sure you
report to Q each day should prevent you being `purged'.
Legitimate Targets
Legitimate targets for assassination depend on the
scenario, but will always include:
- Your assigned Victim(s).
- The Assassin(s) assigned to you, if you know
their identity.
- Any mercenary hired by the above.
- The Predator Rule. Any
Agent that approaches
you, or appears to be lying in wait, with a drawn
weapon is a legitimate target. Agents in hot pursuit
of another victim don't count.
- Any Agent that fails to identify themselves as a
player in the Round. See Badge Kills above.
You do not score credit for any target that is not a
legitimate one.
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Accidental Deaths
An agent is safe from the effects of their own
devices when building and testing them. In the
actual kill attempt agents can blow themselves up
with their own device, swallow their own poison, and
shoot themselves. In this case they are dead, and
no other agent receives any credit for the kill.
If you trigger a device, or contact a poison intended
for another victim you are dead (see gullibility), and
no other agent receives any credit for the kill.
If you are the struck by the crossfire of an
assassination attempt then you count as a
bystander, unless you were deliberately exposing
yourself to the fire...
There is a tale told of a cunning Agent that
had purchased two bottles of coke, and filled one with an
insidious poison - carefully marking the cap of the bottle
so that he would not drink out of it accidentally. Alas, an
even more cunning Agent carefully switched the bottle
caps when he was not looking...
The Ten Minute Rule
In most killing rounds in which a player has more than one life there is
a ten minute period following a kill in which the victim may not kill or
be killed again.
Recording a Kill
It is the responsibility of both the victim and the
assassin to ensure that a kill is recorded on the club
noticeboard, or with Q as quickly as possible after
the kill has been made. Assassins may not get credit
for kills that go long unrecorded!
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Innocent Bystanders
Killing a bystander may result in a penalty. If you
are sure someone is your Assassin, you may risk
killing him or her. Bystanders should not normally
be involved in the round, and any agent that elicits
participation from a bystander that leads to their
accidental death is subject to penalty.
Target Summary
Some examples should clarify the preceding rule
sections.
- If Agent A, assigned to assassinate Agent B,
instead kills Agent D through a bomb or poison,
then D is dead, but A does not receive any credit for
the kill. A is not penalised unless they encouraged
D towards their demise.
- If Agent A, still chasing
Agent B, had pulled a ranged or contact weapon on
D and killed them, then D would not be dead and A
would be penalised.
- If A laid a bomb for B and an innocent bystander
triggered the device A will normally be culpable for
any penalty involved, unless B encouraged the
bystander to trigger the device.
- If A laid a tripwire
device that a bystander walks through then A is to
blame.
- If B is getting a bystander to open their mail
for fear of letter bombs, and there is a letter bomb,
then B is responsible for the death of the bystander.
- The innocent bystander in the illustration above is C.
B (in the pram) doesn't seem to have a badge, and may be
subject to a badge kill.
The accidental death and bystander rules are dependent
on the personal honesty of the agents playing in the
round. Remember - it is only a game!
Mercenaries
The use of mercenaries will always be subject to the
protocol for that round. Q must decide how many
lives a mercenary may be allowed.
Any agent may recruit mercenaries to assist them in
the killing round. Anyone eligible to play in a round,
that is not actually playing in or organising the
current round, may be recruited as a mercenary.
The fee for the service is negotiated between the
hiring agent and the mercenary.
Notice of the hire of the mercenary must be posted
on the club noticeboard at least one clear hour
before the mercenary enters the game as an active
participant. The notice must specify the name of the
mercenary, who has hired them, and when their
contract expires.
A mercenary is treated as a physical extension of
the hiring agents' body. If the mercenary is killed,
so is the agent, and vice versa. The mercenary
may use any weapon that the hiring agent is
permitted to use.
A mercenary may only be hired by one agent at a
time, but they may be bribed by anyone. It is so
hard to get good help these days!
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