Assassin Game Rules – Wittenberg University Compilation by Lukas Treu 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 Disarmament Rule: When an assassin sights another assassin, he or she may say, “*The other assassin’s name*, you are disarmed!” This phrase must be uttered loud enough for the other assassin to hear (pointing at them may accent it) and effectively prevents the “called-out” assassin from attacking the deliverer of the phrase. For instance, if Bryce sees Erin, he may say, “Erin you are disarmed!” and she may not attack him for thirty minutes. IF THIS RULE IS IN EFFECT ALL SPOTTING RULES ARE OVERRIDEN. M. 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. Guns 1. Water guns, nerf guns, rubber band guns, and blowguns are legal. Paintball guns and airsoft guns ARE NOT. These may be used outside as long as the target is not carrying exposed papers, books, or something else that might be ruined by an attack. 2. To kill with a gun you must score a hit on the head, neck or torso. Blowguns require a head or neck shot to kill. You may fire as many times as you wish unless spotted and called out, in which case the attack is a failure. B. 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.

C. 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. D. 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. E. Bombs 1. A bomb is an alarm device of some sort, for instance a target's clock, computer, or the target’s cell phone. The assassin sets the alarm for a time that is at least 2 hours from the current time.

2. Car bombs are also legal – An assassin may record a sound file stating, “You've been car bombed, you are dead.” and put it on a CD, planting it in a target's car CD player. Please be aware that as the assassin you still must assert proof of the target's death and be able to legitimate that the target indeed heard the car bomb's message (which isn't always easy). 3. If a bomb goes off and the target is in the room they are dead. 4. If you set off a bomb you need to be around when it goes off to present proof of target. You have five minutes to assert proof of a bomb kill. 5. The assassin may not be in a room when the bomb goes off or it is a failed attack. 6. If the target checks the alarm and corrects it, thereby defusing the bomb the attempt is a failure. 7. The bomb may not be stolen or hidden from its owner. Also, a bombing device must be owned by the target (an assassin cannot hide his or her own cell phone in a targets room for instance). 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 / home-dorm rooms. 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. **Note: Use of a website such as www.thehappyzork.com can simplify organization.**