SILVER RULES: DRAFT 3 in progress
Disclaimer . . . . . . . . . . Lest anyone anywhere else wishes to start with this ruleset, here is a comment on the extent of its validity.

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Here we expand on the Silver Rules 1, 2 and 3: Assassins is to be SAFE for all participants/bystanders, SECURITY-Conscious and NONDAMAGING of Surrounding Property. These are kept in caps due to their importance; all other words in caps on this and the Bronze page take their here-defined rather than common meanings. [ultimately we may wish to break this degenerate use of caps, so Root Reasons and Definitions are not mixed up.]

* SILVER 4 (Founders) It is mandatory that all would-be participants not only read this section but also take it seriously.

Not having read the rules is not a valid excuse against getting thrown out of assassins games/events/societies for serious breaches of the rules.

* SILVER 5 (Founders) Assassins is about the prevention and not the cure. Past mishaps are heeded and much thought goes into avoiding all manner of mishaps ( not just repeats of past mishaps, though those are the most asinine, particularly in the eyes of the Authorities. This makes it clear that Silver Rule developments must rest on the Real-Life and not the Assassin Game perspective: considering all real life SECURITY problems that all assassin actions could be confused for, by the Public/ Security and Authority figures, and considering all (personal and property) accidents that assassin actions could cause. By these means real life places firm borders on what is acceptable assassin buisness.

* SILVER 6 (Implicit in Founders, partly explicit in Garnett, an explicit crux Here, following from GOLD 2.1 ) All involved in Assassins Consent to Receiving Any Assassins Attack Allowed in the Game in Question. This consent covers whatever `damage' the attack is usually expected to cause, e.g you may receive a wet patch or a small amount of toothpaste if that Game/Event's Umpire approves.

To minimize inconvenience, assailants should stop firing at you once you say "ok, I'm dead".

* SILVER 7 (Founders, facilitates GOLD 2.1 and implements GOLD 3) Each Assassin May Impose Personal Rules If you are allergic to something, in fear for the welfare of your violin etc, you can both ask for this to go specifically into that game's rules and ask for reminders of these facts to be sent on in the targetting information your assassins receive.

* SILVER 8 (Oinn-Dray-Anderson) The importance of "real life places bounds on assassin buisness" is lost unless assassin buisness is categorized. Beware the indolence of thinking a BANNED WEAPONS LIST is enough to avoid trouble. The big no-no's for assassins can involve not only weapons/equipment and actions (collectively WHAT's) but also WHERE's and WHEN's (and sometimes specific combinations of these).

SAFETY

Concerning attacking people with toy or home-made weapons. *SILVER 9 (Founders) It is essential for the well-being of all involved and of bystanders (who may be confused for assassins or accidentally hit by crossfire) to ban decidedly harmful weapons/attacks, and categorize the remaining ones so that any more capable of causing harm than others are earmarked to be used most responsibly.

Attack Types

1 INDIRECT: an attack by leaving a `surprise' for the target.

2 DIRECT: an attack in person.

2.1 STRIKE: if the assailant is still attached to the thing which hits the target

2.2 FIRE A GUN: firing or launching a projectile with a second object larger than a rubber band which stays held by the assailant.

2.3 THROW: stipulates "as hard as you like".

2.4 TOSS stipulates a gentle attack calibrated to be less than the following universally trivially accessible legal weapon action. crumple up a sheet of A4 paper to make a tight paper ball. Tosses are less than or equal in strength to getting this to fly around seven metres at 45 degree launching angle (needs a fairly high ceiling) or around 6 metres at overhead horizontal launching angle.

2.5 DROP stipulates "moving by gravity only, over a height difference no more than the height of a door"

2.6 ROLL is like a DROP but from ground level down one story's worth of stairs. Flicking with a simple rubber band counts as THROWING. TOSS, DROP and ROLL are working definitions due to SAFETY concerns and (indirectly) the U.K.'s current SECURITY situation. We sketch further defining features. From this position, a large portion of the vast Cambridge arsenal of THROWING weapons of the past ten years will survive (sometimes modified or with new design variants) as tossing weapons.

* SILVER 9 What Weapons Are SAFE ?

Is gauged by: 1) BRUTALITY BOUND (Founders): Nothing which could cause cuts, bruises, welts or asphyxiation is allowed.

2) VULNERABILITY BOUNDS (Original Rules do this well, then dangers crept in, repelled by Feanor): Nothing which endangers the most vulnerable parts of the body is allowed. The weakness of the eye and the size of the eyesocket are important here - RISK OF BLINDING (taken to include partial and temporary blinding - anything at all capable of causing serious EYE INJURIES requiring emergency or long-term treatment). The vulnerability of earholes, testicles, neck fractures and risk of choking turn out curtail relatively little more than the BRUTALITY BOUND, RISK OF BLINDING VULNERABILITY BOUND and the NO FORCE RULE.

SAFETY categories for weapon/projectile types are:

FLUFF: as water, confetti, or gentle use of fluffy toys.

SOFT: as a foam-arrow THROWN or a rubber band FIRED from the other side of a fair-sized room. These have low mass. These have "crumple": they lose a lot of energy in an unharmful way on impact. Nor do these have "penetrating power".

HARD: as a tennis ball, a rolled-up newspaper or a Toy Light-Sabre. Also closer range shots with Nerf guns or bands.

Anything HARDER is quite simply BANNED under all circumstances. Many HARD weapons are furthermore only used in Killing Events in secluded zones.

In particular, Nothing which is Metal, Stone or Wood or has Components Thereof can be THROWN/TOSSED/DROPPED/ROLLED/FIRED FROM A GUN/ Used to STRIKE with

* SILVER 10 (Feanor) Some things may be O.K. to TOSS but not to THROW. That depends on HARDNESS and on size of impact cross-sections as gauged by size of the EYESOCKET.

To avoid dangerous return THROWS, it may be necessary to call "TOSS" with TOSS attacks that are unlikely to be fatal. Multiple attacks of otherwise OK projectiles may also be curtailed by then having to be TOSSED (see IMPETUS); call "MULTI-TOSS". They could alternatively be BANNED as causers of more inaccuracy and collateral damage than single THROWS.

*SILVER 11: RISK OF BLINDING (Feanor) A) Spheroidal THROWABLE Fly Straight, So BAN HARD Spheroidal Throwables Below a Certain Size Comparable to the EYESOCKET. L.A.R.P. consider arrowheads of *radius* less than 2cm to be UNSAFE, those being made out of very careful materials with a thick foam finish and requiring a SAFETY and Proficiency Course prior to use. Faced with a wider array of projectile candidates, we require radius greater than 2.5 cm/1 inch, and with no smaller protuberances.

Exemplary applications. HARD spherical THROWABLES below 2.5 cm radius are RISK OF BLINDING. That overrules Shallots/onions of that size as well as hedgehogs of all sizes ever used. HARD Solid THROWABLES above 3 cm in radius violate the BRUTALITY BOUND. That excludes e.g. "Siege Onions". For the sake of convenience (or speculation about the risk to testicles, windows, windscreens), the remaining narrow band of HARD Solid projectiles are also BANNED. Thus, overall, Onions and Hedgehogs are Totally BANNED AS THROWABLES. Whether some such might be retained as TOSS weapons depends on whether there is sufficient discipline that the TOSS-THROW boundary is not blurred, and whether the blunt impact of a TOSS is sufficient to cause any kind of eye injury. For a preliminary understanding of blunt impact and piercing impact aspects of EYE SAFETY, see Eye Safety assessment 1 (19 Jan 06) . HARD Shells above 2.5 cm radius (like pac-balls and tennis balls) look to be highly SAFE (but may be seen as UNSAFE or ALARMING by the public, so are presently secluded zone killing events weapons only pending further investigation. In their favour: tennis players and ball-boys do not wear safety specs and we do not see them getting blinded - compare with the smaller and more solid ball situation in Squash. Likewise, at least 10-20 years ago many thousands of schoolchildren played with pacballs, again not inflicting any notable amount of eye damage.) Some Specifically Investigated smaller HARD Shells may also be OK: the pingpong ball (again, we are not presently aware of notorious eye damage to pingpong players). SOFT or FLUFF spherical types investigated look ok: the foamball, the absorption sponge waterbomb, small teddies.

B) Conjecture: Based on all possible arriving angles, Planar and linear THROWABLES are about 100 times less likely to blind due to substantial rotating and wobbling in flight suppressing the chance of them impacting with their minimal cross-sectional area into an eye.

Putting stabilizer fins on objects clearly wipes that factor out and thus is BANNED.

Newer work: Experimental outcome: Unfortunately the conjecture is false over substantial ranges (depending also on THROWING style and finer features of different linear THROWABLES), as determined by many experiments with pens. This and our understanding of what a fairly point-on collision between a pen and an eye would do (piercing impact) leads us to ban a wide range of linear THROWABLES. THROWING pens, and THROWING carrots are BANNED. THROWING L.A.R.P. knives is subject to further scrutiny - what constitutes a SAFE such could be misinterpreted (particularly by non Larpers). The guideline we give for a SAFE linear THROWING-weapon is the THROWN Nerf dart/Nerf arrow.

Disc-shaped ones appear to be out of use, so we will not stipulate SAFETY measures for them until there is demand otherwise.

C) due to substantial increase of impact in moving from stationary to fast and oppositely moving people, we at least temporarily ban Nerf guns from fight events and from use by and against assassin cyclists.

D) Catapults are BANNED through being known to unwittingly boost the impact of even harmless looking and sounding objects such as grapes to hospitalizing strength.

Presentational issue for later drafts: this is a "how to build a silver ruleset" rather than a silver ruleset per se. Silver rulesets should be short so that they are substantially known and adhered to... Idea in final ruleset is to give categories + 1-sentance summaries of remaining `particular to be avoided'ses. While retaining the current page as a spelled-out guide against organizers or license-applicants playing jiggery-pokery with SAFETY OR SECURITY. Moral: silver is to be "easy to use as prescribed" while anyone wishing to do other than prescribed will have to face the much lengthier considerations of rulespages such as this one.

* SILVER 12 (Jackson? MIT? Founders, further brought out by Hogg) A) No Aiming At or Near the Head, Especially Not with HARD or at POINTBLANK (still defined as earlier assassins rules' "at 1 metre or less, the difference being we're BANNING outright what is EYE-UNSAFE at below that range). To the head, it is highly likely that xp supersoaker water is SAFE outside 1m range, we have indications (albeit not yet a fully convincing body of evidence) that rubber band guns and nerf guns using intended ammo throughout are also SAFE outside 1m range, C.P.S. we currently do not know about. Nerf has not been sufficiently vetted, nor have rubber band rifles been looked at at all yet. We currently quarentine all of these. (Notes: outdoors, air flow slows the darts at longer range; modifying darts so as to avoid that is BANNED as is using knotted rubber bands or rubber bands that substantially outrange standard 3 or 4 inch types). Can avoid these issues if at an event in a truly secluded zone in which all present are wearing safety goggles.

* SILVER 13 (K.A.O.S. Guild) B) NO STRIKE Attacks To The Private Parts. Try not to FIRE there either, particularly not with HARD or at POINTBLANK. [Is tied to GOLD 2.1 consent threshold being low enough for a wide range of people to acept it, as per GOLD 3.]

General Point: no aiming is only as good as one's aim, and how the opponent moves (incl whether those behind them will receive the shot instead, courtesy of sidestep/weave/duck). Trust us, the error boxes are very big for very many weapons over very many ranges even if the weapon is being used optimally by an expert. That is why we're taking the route of BANNING things in preference of stipulating no headshots.

* SILVER 14 No POINTBLANK Range FIRING OF GUNS or THROWING At All is furthermore recommended. Instead, say "ping" while pointing the weapon or THROWABLE-in-hand.

* SILVER 15 (Churchill-Hogg-Feanor) "IMPETUS" (SAFETY and NONDAMAGE): massive or fast things may hurt. May also knocking things over. Nothing which is over 80-100 grammes is allowed unless it is FLUFF or unless it is OVERSIZE, and of very low density. Our L.A.R.P. investigation team reveals that in unarmoured combat, projectiles weighing up to half a pound (227g) which are almost invariably SOFT in our categorization are considered SAFE but only if they are of radius greater than about 7cm. That is a density of 0.2 g/cm^3, which clearly overrules vegetables anyway. Certainly nothing HARDer or of more IMPETUS than Footballs (HARD) should *ever* be considered for THROWING, and with *severe* restrictions on WHERE. Larger things [like large cardboard boxes, beach-balls, inflatable armchairs labelled `fridge' `piano' or `boulder' must never be HARD, and can only be DROPPED/TOSSED, not THROWN. THROWN oversizes will be BANNED from many zones on No IMPETUS grounds. Sufficiently large waterbomb DROPPING is capable of breaking someone's neck and is therefore BANNED. Say none bigger than a pint at present. Moreover even these are rather out of use, it may well not infringe on anyone's playing to say fist-sized

IMPETUS also treats the components of a multiple THROW as a single object. So a big handful of carrots will not do where a football won't either. N.B All NO MESSY Zones (defined below) are automatically also NO IMPETUS (for spillage, let alone breakage is messy).

SAFETY of STRIKE weapons (Warner): ban on L.A.R.P. weapons. (Hogg: ban only for nonproficient users - potentially a massive precedent from L.A.R.P: that top-range weapons may require a SAFETY and proficiency Course) (Hogg also: ban on cheap melee weapons though shatterability impalement risks)

*SILVER 16 (Garnett) SAFETY OF UNAWARE TARGET CYCLISTS: take care not to startle these (or any bystander cyclists) due to possibility of very serious injury. Do not use HARD or IMPETUS.

* SILVER 17 (Anderson-Hogg-Nokes): CARS IN MOTION you may not fight in or out of these or with moving traffic in the crossfire zone.

[traffic accidents are extremally serious, while also motorists have little patience].

More elaborate car rules are provided in the rules options. These are Important if you at all use cars concurrently with playing assassins.

*SILVER 18 (Mitchell-Anderson-Bordenave-K.A.O.S.-BairdFraser) Allergies: don't use common allergens as poisons. Tell the Umpire/Organizer of allergies. Best to discontinue ingested poisoning -- one could accidentally `poison' the wrong target (see also 33 for SECURITY reasons). ABF suggests sticking a label under the glass instead of a substance in it. `Poison gas' such as deodorant is BANNED both likewise and due to complaints from porters. [follows from Silver 7]

* SILVER 19 (Implicit in Founders, made explicit by Anderson) NB The `Anyone' In Safety Statement Includes Yourself. An assassins attempt, let alone the middle of an assassins fight, is not the time to figure out for the first time whether you can roll around on concrete, shinny up a drainpipe, jump out of a first floor window... If you really are an expert in such matters, it's your buisness and your risk (in the case of climbing upon structures, that includes ensuring the college-legality of your stunt as well as your SAFETY; as a proviso, it is *widespreadly* a Sending-Down Offense to be Caught on the Roof of a College, excluding the few, obvious open-access "picnic roofs"

SECURITY. I. General

(Booth-Wallace): whether a weapon is SAFE does not necessarily correlate well at all with whether the public sees it as SAFETY or ALARMING. In particular, a substantial portion of the public do not view bandguns and dartguns as SAFE, and may not be prepared to believe you are there to get a specific consenting person or your ability to do so accurately (esp with large waterguns).

Such public perceptions cannot be ignored in setting up the playing of assassins public places. Public perceptions are an inherent part of SECURITY issues as they are a major contributor to official complaints.

* SILVER 20 (Founders-Oxford Closure #1-Sheffield Problem-2 Cambridge Problems) Of vital importance to the surivial and justification of the game of assassins, DO NOT USE REALISTIC REPRESENTATIONS OF WEAPONS for they Shock, Alarm and call down all manner of College and Police Trouble.

Where to draw the cut? 20.1 BANNED WEAPONS:

NO Real Weapons!

NO Air-Rifles, B.B. (Ball Bearing) Guns Or Paintball Guns!

NO Replica Weapons, However Poor The Replica, for The Law Bans Carrying these In Public. This Includes NO Rubber Pellet Guns (IRC consensus 2004, priorly were painted-to-avoid formalized by Warner, 2002, but Anderson had already said that would not work in 2000, following long discussion with Yeung), NO Firewheels Models Of Rubber Band Gun (Shady Cabal Concensus 05), No Capguns, and NO Cheap Designs of Waterpistol or Spudgun That Look Like Any of These Either.

NO `FAKE BOMBS' are allowed (Birch, earlier restrictions: O Leary, earlier ignored advice: Baines-Anderson) Both The word/label itself and the fake object call down evacuations and disposal squads. No Thank You!

20.2 BANNED Non-Weapons

Good assassins use additional non-weapon equipment. However, (Anderson) NO Laser Pointers are to be used by assassins in public places [paranoia about snipers].

No Private Motor Vehicles to be used concurrently with playing assassins unless both you and your umpire adhering to something like the cars rules in the Options.

* SILVER 20.3 (Owen-Garnett-Anderson) NO Powder due to TERRORIST Bio Attacks and Paranoia Thereof. (formerly, chalk/talc/flour was used as contact poison in letters, notepads, on projectiles, or as flourbomb representations of grenade). Assassin contact poison should either be BANNED or be an immediately identifiable substance -- toothpaste being a far better candidate than less habitual products like vaseline or more variable products such as jam. At present Umpire Pewsey has banned all indirect attempts; this may be creating an undesirable void for some peoples' preferences and talents however.

Classification Of As Yet Allowed Weapons By SECURITY Hazard

* SILVER 20 a (Feanor)

RED ALERT: Rubber Band Guns are clearly made out of wood (a few are plastic, some of these are Banned N.B., current assassins, there are at least 2 non-firewheel but plastic RBG makes...). However, these are a sight too gun-shaped for our taste. They may well look real from a distance, in poor light, to the eyes of one hateful of assassins or students, and above all through the `eyes' of C.C.T.V. Likewise plastic knives/shortswords with 3 inch to 15 inch blades.

YELLOW ALERT: Guns, as defined above: launchers of projectiles, that might be confused with its real counterpart, however faint the chance: Supersoakers, Nerf guns and crossbows, toy blowpipes. despite their specific design as toys for public recreation in the USA, can look dodgy. [Moreover, c.f. pre and post 2001-designed supersoakers...]

Holding an unrealistic everyday object bellicosely: as if it were a gun or knife.

GREEN LIGHT: THROWN projectiles (incl flicked or launched from a standard band), everyday non-suspect objects, tiny or mediaevally huge `blades'.

Explanation of how this General Ruleset is making several safetynet rulesets: the first we make cuts out all RED ALERT practises, whether by total bans or WHAT-WHEN-WHERE bans. This is the ruleset we presently recommend. Other rulesets we make are more stringent, in anticipation of the public and authorities becoming even less tolerant. We hope this draft when finished will suffice to be the common ancestor of all these rulesets.

NONDAMAGE Classification: Water Statuses

* SILVER 20 b (Dray-Oinn-Anderson-Nehme format) Areas where kills are allowed have one of the following three water statuses:

NO WATER WEAPONS (NWW) [with NO MESSY WEAPONS as an even more stringent "NO WATER or anything which might leave a mark or is likely to knock anything over"] IS THE DEFAULT IN PEOPLES' ROOMS. But you can have your room changed to one of the below if you so wish.

WATER WITH CARE (WWC) Involving responsible use of L relatively small waterguns L and no waterbombs or containers full of water; Also includes no shots that would hit a specific endangered object if the target ducks. IS THE DEFAULT IN RESIDENTIAL CORRIDORS.

FULL WATER Allows full range of water weapons (but still be responsible and careful, and if needs be mop up). IS THE DEFAULT OUTDOORS.

We are not satisfied with this because Full Water may impinge on other users of corridors, while very small waterpistols are a hell of a lot SAFER in fighting round doors (the doyen of accidental POINTBLANK) while having a potential to be strictly regulable to types that are negligibly likely to DAMAGE anything (perchance an Umpire-issued model only for this purpose, paralleling the practise in R.A.G. assassins games)

We thus propose a 3-tier:

NO MESSY

NO UNLICENSED WATER

WATER WITH CARE where the second is a New Category (albeit one Holzhauer and Garnett may well have envisaged) that is No Water except for unpressurized, tiny and low water volume firing pistols, which must be Approved by the Umpire (or indeed Distributed by the Umpire, in which case this is the prevalent mode in R.A.G. assassins ).

Unfortunately: Conjecture (Anderson 2006). There is no such thing as a commercially available GREEN LIGHT (sub-2-inch) waterpistol capable of leaving a noticeable mark on a person at five paces while simultaneously not being a danger to sensitive electronics.

A valuable engineering project: Design a cheaply-mass-producible such (Firer of Single Noticeable Drops) which furthermore does not leak, does not rust, is both hideable in even a very small adult's hand and accurately fireable from within this hidden grasp. Should Be Marketable as an Ideal R.A.G.-Assassin Gun if production and mass postage does not exceed 1 pound per unit, while the Guild could purchase a large stock of these for public umpire-issued use for a fraction of the price spent on unnecessary, useless and UNSAFE junk. Note: the amount of such guns the Guild should have should exceed all expectations of player number if they are at all useful, so as not to effectively limit participation (Gold *). The number of kills with the Heffers 15p model in M98 (around 1/3 of player kills) suggests that this could work, even though the Heffers 15p is now defunct, fired too much water and rusted.

There is nothing as yet stopping a fourth Full Water category, if having four categories is unconfusing, although suggestions that C.P.S. is UNSAFE at POINTBLANK plus a good idea of exactly how much of the corridor a (partially) missed C.P.S. shot takes out correlated against density of unwettable objects and neighbours may consolidate to oust the Full Water status for player rooms. Besides: Default indoors is Water with Care is strong. Would moreover be nice for No Unlicensed Water to be default for player rooms, provided that it entails great care to only hit the target, a double-check it's the right room etc. Though this does depend on responsibility, and on stating very clearly that no unlicensed water means a tiny squirt at the target with a specially approved tiny gun, not trashing everything with an xp.

Prior rules (Founders): default was water allowed in rooms of players/police, with a visible "No Water" sign to be placed on door otherwise. This however had great potential for disaster, e.g. some players forgot to put signs up or chose not to so as to avoid secrecy loss. It also made the default be waterpistol attack, and of course some people attack neighbours' rooms by mistake, and these would be unlikely to have deterring NWW tags on them... Until and incl M98, the "put NWW" on your door was kept as an extra precaution because this was a difficult transition period. By L99 it was finally held that NWW default was engrained enough on the remaining players so as to lift this precaution. L99 also introduced the with care and full water distinction, quite cleverly doing so Before the twentyfold increase in C.P.S. ownership in this period (arrival of the non C.P.S. 2000 C.P.S.'s to the U.K. Toy Market). As such, it is an excellent example of Silver 5.

Issue: The first Killer rules predated widespread computer ownership. It was with that that water status became important. However, today many people own expensive laptops and mobiles, which are not confined to rooms (Silver 43) and some Assassins consider SECURITY ALERT status to be more important than water status if there is to be just one Weapons Status index. A.L.S.O. favour the Three Status system: (SECURITY, SAFETY, NONDAMAGE) = (RED ALERT, YELLOW ALERT or GREEN LIGHT; FLUFF, SOFT or HARD; one of the above water status tierings) with IMPETUS as special extra qualifier for both SAFETY and NONDAMAGE restrictions. If that is too complicated, it is Far From Clear which simplification of it is best! One way would be to BAN RED ALERT, and sizeable classes of HARD, and of IMPETUS, effectively making it acceptable for the first two entries to be single-tier). Though as to whether it's too complicated, it is not unlike present specific restrictions attached to weapons like "no C.P.S. indoors" or "avoid headshots".

Assassins Keeping Each Other Out Of TROUBLE

* SILVER 22 (Implicit from Founders, explicit implem uninvestigated): (Following from GOLD 1-3) Assassins are your welcome guests (regardless of whether they are killing/besieging you), and as such you will not Porter (or worse) any people on assassin buisness.

Indeed, All Involved Shall Watch Out For Each Other. As regards TROUBLE, this means accepting that Porters/Police may challenge someone on assassin buisness for being near one of your haunts. Porters/Police are trained to ask "what's you're buisness here and with who?", and a very natural defense for the challenged people is to say they are there to see you (regardless of whether they are visibly mischievous). While you do not and should not accept responsibility for any misdeeds that person was caught at, it is nevertheless of correct politeness and placatory value to all involved for you to acknowledge, if said Porters/Police subsequently challenge you over the incident, that this person is a `friend' or `acquaintance'/ that you `are open to many visitors on private and social grounds'. Similarly, no-one involved in assassins should ever denounce anyone else involved for doing assassin-related things. Assassins are your welcome guests (even if they are killing/besieging you), and as such you will not Porter any people on assassin buisness. Helpful here (for an assassin attacking a college) 1) knowing the target's name and room number. (Without having to look it up on a long list of addresses entitled "Mayweek Assassins 2006").

2) if you can get away with it, saying "see" is better than "play a practical joke on" is better than "kill as part of the assassins game." What you can set away with may depend on how subtly you are going about assassin buisness, as well as on previous incidents involving the person/staircase being visited, and the porter's own experience of such.

3) Remember, porters have every right not to know, or want to know, or put up with, assassins. Only the occasional porter will find assassins a big laugh, so don't count on it.

If challenged by Porters/Police in a place you are not entitled to freely misbehave in, if challenged, calmly and briefly apologize and get out, if you have the option to. Do not return there.

* SILVER 23 (Nehme-Wakeling-Gill): No Authority Or Staff Figures Shall Be Impersonated By Assassins In lying to get into your target's room: NO Porters/Bedders/Maintenance Men/Supervisors/DOSes/ Porters/Police... For you could be rather directly in very serious TROUBLE if you refuse to believe/let it these people. Particular provisos: 1) Say "I'm the *Guild* police" or "We're the *Assassins* police if you are openly declaring your membership of that to someone. If you *are* an Assassin and a Supervisor, your kills are void if your accessing the victim specifically involved you saying you are the Supervisor. St John's Ambulance volunteers are off bounds while in uniform for work. They may not wear their uniform for anything else, nor may anyone else dress up in Ambulance uniform to evade attacks.

Because the Umpire may well be about sorting out TROUBLE, the Umpire also cannot be impersonated.

SECURITY-NUISANCE. II. Circumstances not to be Disrupted by Assassins

(Founders-Anderson-Holzhauer-Garnett-Pasi-Warner-Johnson-Cripps-Brackenbury-Biltcliffe-Allcutt-BairdFraser-Lester-Gibson - poss. incomplete creditation) This serves not only to avoid TROUBLE but also to make assassins something a wide range of people would consent to being invoved in i.e GOLD 2.1 and 3 again.

The default in all these circumstances is that there should be no assassin related activites there at all. Some exceptions are pinned on this list, but assassin attacks are never allowed here -- No killing/attempts here counts, while it could easily get you thrown out of assassins and in real life TROUBLE too. Some of these circumstances have milder cousins mentioned later on, allowing some kinds of restrictive assassin moves. Only do any of these if you are sure it's the milder situation and you know what the restriction is.

Pedantry concerning WHERE's: A kill does not count, and may constitute an assassin or even real-life offense if any of you, the victim or the piece of space through which the attack is launched is within a zone in which that attack is BANNED.

SILVER 24 Assassins Is Not In Any Way To Disrupt University Teaching

Absolutely no assassin activities of during the course of a Lecture (from the instant the Lecturer enters until they say that's all for now). Ditto Examples Classes/Outdoor Practicals/Supervisions/Seminars/DoS meetings/Tutorials.

No assassin attacks or BRANDISHINGS can ever be carried out on the premises of any of these. However, if the teaching is publically open and impersonal (as lectures are) you may attend in order to avoid assailants outside or to spy for targets inside (No Photography).

SILVER 25 Absolutely No Assassin Activities in Religious Buildings Or Ceremonies. (Now, unlike lectures, extreme offense can be taken from just `pretending to attend' a service in order to play a game. Thus it is not acceptable to attend just to have people pointed out or to follow them out. It is however nobody's buisness why you attend so long as you act respectfully therein and have no visible or unsubtly concealed assassin props with you. So conceivably you could seek sanctuary in there to avoid pursuit. Likewise, you could wait outside a place of worship for a target within). All this includes nonreligious rooms such as toilets, kitchens and indoor hallways on the religious building's premises.

Silver 26 Assassins is Not To Disrupt Sporting Activities, Shows Or Other Social Activities.

Sports: No attempts on Sports Halls, Pitches, Tracks, Pavilions incl. on members of the crowd or in the changing-rooms. Boaties are additionally off bounds while carrying boating equipment.

Shows: No attempts in Cinemas, Concerts or Plays (incl in rehearsals) nor at the CUR Radio Station. Fire jugglers are off limits whenever they show the intention of lighting up, up to the radius to which they attract attention to (mostly a Mayweek rule).

Social Activities: No attempts in College Formal Halls or any other eateries food is served to the table (O Leary-BairdFraser) Nor in Society meetings with designated rooms and/or guest speakers.

Your spying/having targets pointed out to you at such places needn't be silent if it is etiquette for the crowd to speak about whatever they like -- or yell -- at this activity.

.

You may Additionally carry out Subtle Non-Attempt Pranks in informal-level sports crowds (watching the bumps or inter-college matches), and the more laid-back society meetings (incl pubmeets). But don't `unload' water or messy weapons by spilling them out unless the zone is FULL WATER. If in a private room, you may also BRANDISH or lean your gun on a table, although this may be unwise in that it could easily get you identified as a threat and killed the instant the society closes.

Specific Requests for No Assassin attempts or no assassin activities at all may be made by societies which are both seriously disrupted by these and greatly attended by assassins. Recent examples include: the entrance hall of Laserquest being a no-kill zone, no assassins at all in the corridor in which the Mayweek 24 hour dungeon roleplaying society meeting is done. More widely, obvious, heavily burdened organizers may be exempt to attack on arrival/departure to societies.

SILVER 26 NO Assassin Activities At All WHERE's:

SECURITY: 1) on Property of the Emergency Services, the Armed Forces, Government/Council Offices or in the immediate surroundings of Laboratories/other Areas Targetted by Animal Rights Fanatics.

The Addenbrookes canteen and carparks may merit attention for possible mild exemptions.

2) In Public in London -- a common party or shopping spot for Cambridge students where the situation with TERRORISM, ARMED POLICE, PUBLIC PARANOIA and ARMED GANGS is currently far worse than in Cambridge --

3) (Anderson-Lester) On Public Transport vehicles and railway stations. You may have noticed that the bus services are now worth using e.g to get on or off Grange Road...

5)(Hogg-Nokes-Anderson) CARS in Motion: you may not fight in or out of these or with moving traffic in the crossfire zone. More elaborate car rules are provided in the rules options. Is Important if you at all use cars concurrently with playing assassins. ***[already said elsewhere, tidy up]*** SECURITY/NONDAMAGE:

6) Fellows' Private Parlours/Private Gardens, Museums

7) Offices belonging to non-assassin people,

In (and if the work so requires it) around the workplace of anyone doing a proper job. Included are Bar-Stewards and people in the act of running an Ent. Conference Facilities in Use,

8) All Constituent parts of Libraries (including the UL locker room, foyer and outside steps).

9) Non-student Leisure Boats.

Exception: you may read gamenews/report/plot by email/umpire from any computers you have rightful leisure access to therein (likely to be limited to libraries, London, laboratories or friends' offices.) You are discouraged from publically using at all realistic vocabulary during this unless you are sure you will not be heard by real-life paranoid people not in the know of the assassins game.

10) Totally Out Of Bounds WHEN-WHERE's (O Leary): Anywhere near places cordoned off by the police (or with very high police presence like closing time at Witherspoons). Incl. staying away from Official Visitors to Cambridge likely to have high security. If there is a fire alarm, let alone a fire. Ditto Medical Emergency.

11) (Founders, J.Birch-Finlayson) Public/Uni/College/Dept. Computer Rooms (as opposed to one's own room) and the Offices of Players are no assassin activities 9:00--5:30. These are those whose primary purpose is computing. (Anderson) Due to past problems, those doubling as libraries are permanently out of bounds.

See also the Lesser Restrictions section for further but partial bans on Assassin activities.

SECURITY. III. In Public Places

While a lot of killing is in Colleges/University buildings, most of the worst can go wrong elsewhere (and not including elsewhere in the playing zone easily slips into excluding people, limiting modes of meeting i.e. would run against GOLD 2-3, and must thus be fought hard against). So, will cut back to colleges After this section. Particularly relevant here:

WHAT You Do With Weapons

(Section instigated by thoughts of Hogg)

INNOCENTLY HOLD: to openly carry a recognizable and innocent everyday object in an ordinary nonbellicose fashion*, when this everyday object is actually nonostensibly labelled as an assassins weapon.

* C.C.T.V. at most ranges can't tell the difference between a banana and a gun or a pen and a knife. If that's how you're holding it, that's how Porters/Police monitoring the cctv's may see it.

BRANDISH: to deliberately FIRE, pose or move bellicosely with or have visibly strapped on weapons, or to openly hold toy weapons. Posing or moving bellicosely is an additional aggravator as it can cause you to look like a real criminal even if a highly nonrealistic weapon is in use. Thus assassins should not do this; fighting styles that do not look realistic should be favoured by the rules: multiple optimal weapon types rather than "guns only", and allowing blocking or shields are routes toward this, as is regular weapons practise (where many optimal moves that look nonrealistic will be in evidence even within no-blocking rules).

SECURELY HOLSTER: to have one one's body concealed non-bulging and properly fastened-on weapons. Benefits from asking close friends if they can tell you're carrying anything. Benefits more from being tested out over long periods of time and/or consulting a genuine master of the subtle half of the game.

LOOSELY CONCEAL: bulging or not properly fastened on weapons or weapons in open bags. The traditional problem with these being that they may fall out or be seen in inappropriate circumstances.

* SILVER 27 (Police Broadcast; Anderson-Lester) The last 2 of these are now subject to the BULKY COAT PROBLEM, which may be the biggest problem everyday life games of assassins has ever faced. While in principle we could have taught you all to SECURELY HOLSTER with cheap materials rather than LOOSELY CONCEAL to avoid dropping guns while in shops etc,^* bulk is harder as some coats by themselves are bulky, both Town and Gown PUBLIC PARANOIA will cause somesuch to be Reported, and the ARMED POLICE may now SHOOT TO KILL suspicious moving people in bulky coats. The best `pre-advice' we have is [based on press releases by the Police] 1) don't carry much if anything at all on you. Use sleeve-drawn knives, joke squirters and foamballs from within the closed hand for kneejerk response, and carry nerfguns/waterpistols in carrier bags for attacks and for quick if not instantaneous defense (though there are carrier bag draws modes that are just as fast as chest, hip or lower-back draws from one's person.) 2) don't wear a large coat on a day nobody else seems to be. 3) don't act in a way the public doesn't understand (running/lurking/looking paranoid) while wearing a bulky coat. 4) never load or otherwise fiddle with weaponry inside your coat in public. Here SECURE HOLSTERING makes a comeback as better than LOOSELY CONCEALING: if done up that way you won't be pressurized into fiddling by the stuff being about to fall out in a compromising place. 5) No strings or wires sticking out of coats, pockets or bags [a number of assassins have had such before -- sensors, broken holsters, dead man's switches, supersoaker tubes up their sleeves, weapons drawing systems, instant appearence changers like retractable skirts or quick summons wigs for confusing pursuers... There is now a new standard of subtlety to be met with all these things. If your `weapons system' becomes dodgy through breaking down in the field, retreat to the nearest place where it can be fixed without drawing TROUBLE. Three protections here are drawing a blatently fake weapon to demonstrate harmlessness, having a big enough bag (backpack or folded carrier) to dump everything into if your weapons system breaks down, and having a strike partner with you to help out while themselves looking normal.

Another problem is that if too many weapons only work in certain zones due to SECURITY/NONDAMAGE restrictions, then one may tend to carry different optimal weapons for each zone on one's person. Or carrying many waterbombs/tennis balls with intention of not running out in prolonged fights. But these things are very prone to leading to a BULKY COAT... This ruleset does not yet find a solution to this ugly problem. This is hard and depends both on the wishes of the wider assassin community and on how the different real world pressures change the balance of factors. What we roughly and not necessarily uniquely suggest is BANNING assassin fighting/BRANDISHING/LOOSE CONCEALING totally rather than partially in zones which people do not need to traverse in order to go about assassining buisness, shops being the prime example. Then equate the following: room attacks: often non-water, dodginess irrelevant: use band-gun; streets: use waterguns as these trash bandguns anyway and waterguns look less dodgy. These can be deployed just as fast from shopping bags as from coats if one knows what one is doing (which could be made publically available information) while common and effective bandgun models are very unbulky. Use non-ALERT, non-MESSY TOSSING weapons-cum-stabbing-and-pinging weapons, and deploy these from shopping bags/light sidepacks. In preplanned attacks, you may deploy other things such as bulky Nerf-guns from a backpack once at the location, while room defense can employ all manner of things which are hard to carry or hide.

TRANSPORT SEALED-OFF: to have weapons sealed in a backpack compartment such that there is no reason whatsoever to open that compartment in places where those weapons are inappropriate. This is to be a useful "weapon" in designing some of the Safetynet Rulesets.

*SILVER 28 (Advice from Porters) Losing A Bag/Backpack In A Compromising Place Can Cause The BOMB SQUAD To Be Called Out. Being chased away from it by an assassin will not count as a valid excuse...[call TIMEOUT if you are chased away] Covering the end of a CPS sticking out of your backpack `with a sock' is also suspicious. No assassin letters should be bulky, no form of assassin fake bombs whatsoever should be readmitted to the game.

Things not to leave behind on a raid: raiding can involve lying using props and/or overt pieces of equipment. You may NOT LEAVE BEHIND what were formerly mostly buzzy/flashy `detonators' lying around deployed as motion sensors, (or deploy such in a public place), the string you tie to doors to extend the range of the no-force rule, periscope constructions or walkie-talkies, or large props like inflatable armchairs or stereos. It is OK to leave behind small excuse props like survey-sheets, C.I.C.C.U. leaflets, blutacked spyholes, and simple blutacked mirrors. Plus: don't necessarily count on the O.K.ness of leaving worrying-looking or worrying-labelled equipment in your own room as a variety of bedders and maintenance staff may visit this while you are out. Some Such Have filed Serious Complaints.

Common Elements Of Assassin Activities Of Relevance To The Silver Rules

JUMPING: a sudden and final attack in which the first thing the victim knows is the killing blow. Most commonly an ambush round a corner or an attack from behind.

FIGHTING: if a JUMP is botched or there is a head-on chance encounter, there may be a protracted firefight. this has a much higher probability of causing TROUBLE than a JUMP. If it's meant to be a fight, the venue should be chosen to be as nonoffensive as possible. You can always "take it outside" if TROUBLE looms.

CHANCE MEETING: to attack on sight without prior plan. For chance encounter attacks and for defense, carry "all round useable" esp. as regards WHEN-WHERE dependent SECURITY or DAMAGE hazards. Water with care weapons indeed used with care are often a good option; bandguns in indoor places likely to have C.C.T.V. or complaining bystanders are actually often a bad option, though they are a good option for residential corridors.

PREPLANNED ATTACK: you have rather more scope here to choose methods that not only are likely to get you a quick, accurate JUMP kill, but also are unlikely to cause TROUBLE given WHEN and WHERE the preplanned attack is to be. If it's a first try, you may consider the option of not attacking if you discover unfortunate features of the place you planned the attack e.g a C.C.T.V. watching a lecture theatre door where you were going to try to attack with two rubber band guns or a plodge having line of sight to where you were going to stand openly with a C.P.S.

LURKING: if you know where they are going you may wish to JUMP them at either endpoint or on what is a probable part of the route.

* SILVER 29: (Anderson-Lester) LURKING Is RED ALERT through public/police/porter suspicion, for it is part of what many kinds of criminals/maniacs do.

Precautions: You may not lurk in any area above that is NO RED ALERT. You may not lurk far away from whom you are visiting without either looking like you belong there or if you look like an assassin i.e you are blatently bearing toy or labelled weaponry which furthermore itself is not in violation of that zone's ALERT status.

If you are not doing any of these things, you may NOT LURK more than the 5 minutes a normal person would hang around on finding their visitand out. If you have no University I.D. (or companion bearing such) you may not lurk more than 5 minutes in a given university residence corridor even if you are bearing assassin weaponry.

If you suspect you have aroused suspicion while not bearing arms, unless there is POOR LIGHT or (poor resolution prone) C.C.T.V., you may choose to demonstrate harmlessness by drawing a blatently fake toy weapon, smiling, or declaring you are intending to play a prank on a particular friend of yours.

* SILVER 30 (Police Broadcast) (NO LURKING Like A TERRORIST Might) Do NOT LURK Important Buildings, or places with a High Person Density. That includes not pacing to and fro in front of such places or repeatedly circling them.

LYING YOUR WAY INTO A ROOM The use of fake identities and stories (sometimes backed up with props) in order to get into someone's room. Conversely, if an assassin approaches their room to find assassins outside, they may pretend to be a neighbour, a marauding C.I.C.C.U. rep etc. in order to lever advantage.

SPYING Looking for a target, having them pointed out to you, finding out details about them, sketching their face, estimating their height, listing items of their wardrobe, who they are friends with. Is intended to be subtle: either done by liars or done silently from a distance. In the case of doing this in a zone where assassinn attacks are disallowed (where better to do it?), you may additionally pounce on them when they leave the zone or when the activity preventing assassin attacks (e.g society meeting) ends. You are advised to know well how the space and time boundaries are defined if you intend to operate just outside these.

SUBTLE PRANKS Discovering, stealing, unloading or booby trapping unattended weapons if there are other assassins about, improvised weapon building by labelling.

SECURITY. IV. More On Not Getting Mistaken For A Real-Life Criminal

* (One Phrasing of) the Anderson-Lester Uber-Rule: Silver 31 WHERE and WHEN relevant, Do NOT Look Like A Burglar, A Mugger, An Armed Robber, A Pervert/Wierdo/Stalker Or a Drinks Spiker. Nor Is Assassins A License To Trespass, Computer-Hack, Commit Motoring Offenses Or Cycling Offenses.

To help with WHEN and WHERE, the following concepts are useful. For many purposes, these (time) zones are different.

IN COLLEGE (defined as being on portered premises) or otherwise is also a highly significant distinction.

Is it AFTER DARK ? should be a consideration in planning raids to reflect where and how it is sensible to raid.

UNSOCIABLE HOURS midnight to 8 a.m. Not good for random assassin room attacks, particularly noisy or prolonged ones (disturbing the assassin or neighbours, arousing suspicion of illegal or inappropriate behaviour).

Nor attacks on non-college residential areas (may bring calls to the police about either noisy intimidating louts or about silent, loitering burglars/muggers)

And most colleges shut at midnight (a few earlier). Don't get locked in -- some colleges then don't let people out without help of the person being visited!

BEDDER HOURS Within 8:00 -- lunchtime is common.

Bedders have been known to report both obvious pranksters and subtle loitering "burglars", or even "drug dealers", "food-thieving/squatting tramps" and "gangsters/real-life murderers". Do "see if people are in", but both lurking and prolonged fighting can bring TROUBLE in BEDDER HOURS.

* SILVER 32 NOT LOOKING LIKE A BURGLAR: Factors contributing toward being reported as a (realistic) burglar

Being in a Residential or Commercial area...

with a low witness density (so that getting away with lockpicking/smashing windows at some stage looks plausible to the occasional onlooker)

If you are LURKING *without* highly visible blatently fake toy weapons out.

If you are trespassing.

Commercial area: during closed hours. Commercial or Residential: AFTER DARK, and more so the more UNSOCIABLE HOURS it is.

Having huge amounts of equipment concealed in bags.

Looking scruffy.

If it is a security guard, neighbourhood watch, or actively-watched cctv area. Especially so if this place, a nearby place or a place patrolled by the same staff has a history of previous break-ins/thefts.

* SILVER 33 NOT LOOKING LIKE A MUGGER Is a factor AFTER DARK and even more so in UNSOCIABLE HOURS while NOT IN COLLEGES.

Aggravated by: 1) remoteness from frequented areas of town.

2) there being several assassins/accomplices preparing the attack.

RE 32, 33: Recommended practises: look like you have a real life legitimate reason to be there -- that should be part of the plan. Look like students not hardened characters... Turn around looking like a gang into using each other as a reason for being there: talk about something as far removed as possible from assaulting old ladies/the killer game. Groups including girls will cause less suspicion. Two pairs of people somewhat apart who show no indication of knowing each other looks less intimidating than a gang of 4 and no witnesses.

Moving in a slow circle rather than lurking statically can help as most passers by won't notice the circle. This is invalidated in high cctv areas or if there are other static lurkers -- tramps, drunks and townies-looking-for-a-fight being good examples. Incidentally, assaults and carjackings are quite common in some town areas. Think of your own SAFETY. If you are in a group, don't lose anyone real-life vulnerable just because another group of assassins attacks you.

* SILVER 34 NOT LOOKING LIKE AN ARMED ROBBER If we have our way and there is no fighting with guns allowed in commercial areas, the remaining problem is (Hogg) that LOOSELY CONCEALED weapons often fall out or stick out, which may cause a SECURITY alert particularly though cctv monitoring. The best solution is to not venture therein with any YELLOW/RED LIGHT weapons on your person (TRANSPORT SEALED-OFF is fine). A second-best solution is to have any such SECURELY HOLSTERED.

* SILVER 35 NOT LOOKING LIKE A PERVERT/STALKER/WIERDO: most likely to affect lone male assassin, in UNSOCIABLE HOURS.

IN COLLEGE, this may be offset by bearing blatently fake toy weapons, by being harmlessly friendly (not pushy, not intrusive) to passing neighbours. If neighbours take badly to you, you should not turn up too often, even with toy weapons.

Optical instruments of use to assassins such as binoculars or cameras may not be used for assassin purposes in residential areas by people not well known as a friend of a resident in those areas. Mirrors, periscopes etc. may not be used to look into showers or toilets or the rooms of non-players

Elsewhere, it is aggravated by constantly staring in one direction or looking as if you are hiding. Toy weapons may not help if people in this area are not used to it. They may note you as wierd for having those, or fear/get aggressive over the possibility you intend to use the weapons on them/random passers by rather than on consenting assassins.

* Silver 36 NO TRESPASSING (Origens uninvestigated, some refinements by Feanor, Lester, BairdFraser)

36.1 upon `people involved' (straying beyond consent)

Taking part in this game implicitly allows people to enter your room through an unlocked door or open window. Entering a room by any other means is STRICTLY FORBIDDEN. If you don't want trespassers, make certain they can't get in. The following are BANNED as means of carrying out attempts:

appropriating oneself of the keys of another's room (even if they are your friend or partner), let alone picking locks or breaking in.

entering via someone who also legitimately has the keys such as a Bedder.

entering through attic lofts.

Entering through a broken window.

Conning their room-mate or other friend who is in there to let you in is just perfect though... that way you enter through an open door... Of course, they might actually be the player, or under very specific instructions to let you in on behest of that player...

* 36.1.1 It's the room-player's problem if their room-mate was not informed about intrusion through open windows or open doors. If the room-mate says they're not having it, but the prospective player is keen, then those are strong grounds on which that prospective player should rather be some other player's or group's accomplice [and so not give a consenting address]. If the prospective now-accomplice is new to assassins and has nobody to accomplice, the Umpire should get the chief of police to liaise between this accomplice and the police force. Another way out of this mess or the mess of a real-life paranoid or stalked neighbour is to permit playing or policing from the position of giving detailed lecture and/or society meeting info instead of a room address and commenting that the corridoor in question, even if discovered, is strictly out of bounds. The Umpire should be most very accomodating of all these circumstances. This is one very big reason why this rule-set is to have a Charter of Accomplices nailed to it. *partly displace*

Likewise, if a player swaps roomtag or doorpad with someone, they have to ensure said innocent/accomplice consents to receiving attacks. This defuses a commentary by Holzhauer, while there is also the tactic of disguising your roomdoor as that of an out of order toilet (Colleges might always object to tagswapping or bizarre door decorations; all we'll say is they didn't ever notice or care in the mid to late 90's).

* 36.1.2 Intrusion includes `intrusion upon nudity or intimacy' -- beware that in playing assassins (or in agreeing to let your room-mate be an assassin), you are consenting to recieve a momentary such intrusion if you are then so stupid as to not lock your door and windows beforehand. Of course, such intrusions can be very upsetting for the assailant too. The assailant should retreat at once from sight, and under `TIMEOUT' if the first instinctive shot wasn't a definitive kill.

* 36.2 Trespassing upon people *not* involved.

Entering a block through the window of a non-consenting non-player is RED LIGHT to BANNED. [some colleges have a balcony culture where clearly empty rooms are left wide open for such transit].

You may not lurk inside the empty open rooms of people you are not certain are playing unless you are very close friends with that person, and even then it's between you and them if they're upset by it.

You may not lurk or hide in a toilet for the opposite sex.

You may not commit any prosecutable trespassing. Being there `to see your targ... friend' is ok, being there on grounds that it is one of the fairly direct routes an honest person might take in order to see a `targ...friend' is also a fair reason to give if challenged. Being many hundreds of metres from any such place or route committing trespass (be it through taking an ultraparanoid diverted route or as a consequence of having just been chased by assassins) will simply not do. ABF says moreover that the default in such a situation is that you may be asked to leave but aren't prosecutable.

* 36.3 your address must be correct and to your reasonable knowledge unique. Both in what you tell the Umpire and in that your house and room numbers themselves cannot be changed or placed furthermore on other houses or rooms. Your doorbell, door pannel, door message notepad etc can contain whatever gross falsehoods you like. assassins are free to attack the correctly given roomnumber.

* Silver 37 (KAOS-Anderson-Lester) NOT SPIKING DRINKS: should discontinue poisoning of food and drink by adding harmless substances in public places such as bars as onlookers/ misidentifed victims may view this as attempted drugging, with or without sports career ruination or attempted rape.

* Silver 38 (Allcutt) Things Not To Do To A Suspect Who May Not In Fact Have Anything To Do With Assassins. This is a difficult/dangerous thing as Joe or Jane Public are not party to the consenting arrangements of some assassin game. Such people should Never be dealt a STRIKE attack. For this could get you beaten up or sued, since Joe or Jane Public may turn out to be Nasty or Easily Offended people such as Townies with a Grudge against students, or members of University Staff with high self esteem and no sense of humour whatsoever. So kill at close range by saying `Ping' rather than stabbing, slashing, tapping or running them through.

Such people should NOT be attacked with a HARD weapon, NOT a MESSY one; WATER should be used at most "WITH CARE", Extreme Care. No headshots.

Be more interested in whether they are playing rather than in whether your hit was definite enough. Most Fellows will not give a damn if it was the main jet, nor most Townies give a damn whether it was in the shoulder. Ideally the Umpire should make sure all keen and paranoid types know how to kill a target offering no assassin-resistance cleanly with one shot, Especially any Wanted Criminals playing seriously. A more advanced form suggested is watching the suspect react to the appearence of what is clearly a toy or labelled weapon suddenly pointed at them from within its reliable range. If they try to run or draw, click or splat right off. In all cases assassins should be polite, and friendly or apologetic as required.

A further point raised by Raccoon: There are those who will consider that pointing a toy gun at them, let alone firing it in their general direction, constitutes assault. [whether or not this can be substantiated by law and realistically lead to arrests or prosecutions is an issue not presently clear to us] One response to this is "extend ping-kill to things like foamballs or toy raccoons". It may come to pass that this will be the only acceptable way of killing a non-bearing unsubstantiated suspect.

It is illegitimate to frame a non-consenting person. You will be made wanted for getting an otherwise innocent consenting decoy, unless they are decoying for a criminal. It is illegitimate to both not declare a shared room and not have the consent of those that share it with you.

* SILVER 38 b Addendum: Someone BRANDISHING: While if the thing a person is holding turns out to be an assassin weapon you will not be penalized within the game, you MAY NOT consider the carrying of everyday objects that are also canonical weapons, e.g rubber bands, vegetables of types commonly used as knives or (now BANNED/disused, pens or umbrellas) as reason to categorize that person as someone involved in assassins. It should be noted that even if they are carrying a toy weapon or an assassin-labelled weapon, they may not be an assassin. Partygoers, People Having a Laugh, Parents, Children may often be seen with toy weapons, as may be more rarely people who have CONFISCATED said item or BEATEN UP the person who recently used it on them. The last two are plausible for labelled weapons also, as is the scenario of somebody finding an everyday object they have a use for, which just mysteriously also has something scrawled on it. As a proviso, if you engage people who are *having a playfight* with toy weapons similar to that with which you then kill them, they will not mind. This is not so clear with everyday objects or labelled weapons, because e.g an innocent carrot buyer in the Market might well `return fire' in anger if pelted with labelled carrots for "bearing".

* SILVER 38 c In fights, you shall not use members of the public whom you do not know as cover. If such people are in the way (which includes in range along the line of fire *beyond* as well as in between combatents, as most assassin attacks can be dodged), TIMEOUT should be called. If there is a hopeless stream of bystanders, the fight itself should be moved.

* SILVER 38 d High density places like central Cambridge streets in the tourist season are ill advised as places to try and JUMP an assassin using C.P.S., let alone to have protracted firefights between several such. That should (at least) be part of Varsity, Generals' and Mayweek planning.

* SILVER 38 e You never know who will come across INDIRECT weapons, and you won't be at hand to deflect TROUBLE... Thus many INDIRECT weapons are not a great idea, and this extends to putting goo on the underside of doorhandles, on lightswitches etc. That is why this is a Wanted offense unless inside the unlocked room of a player.

*SILVER 39 (Founders): It is phenomenally stupid and phenomenally TROUBLEsome if you sign someone up to play Assassins without their consent or if you supply a false address for yourself especially if it's someone else's address, or for all you know, could be confused with someone else's. For that means the targetting of a non-consenting person by someone thinking the person at that address is consenting. On these TROUBLE grounds, the supplying of false details is a disqualifiable offence. Genuine typos or insufficient info may also be disqualifiable, but only if a complaint is generated by your affected neighbour or by the person in the `other' B staircase Trinity if you neglected to give a Court. Please be Thorough with your address!

VI COLLEGE VERSIONS OF THESE PROBLEMS

(Anderson, based on long study of Student Press and talks with Porters about why changes in the closing times of gates)

SILVER 40 The Fauna of College Criminals, real and perceived, differs from those in town. Brutal break-ins and muggings are not expected. Sneak thieves however are aplenty, whether targetting open rooms or lockpicking. Wierdos are also expected, including some that are, or are feared to be, a threat to ladies.

Kings' and Trinity staff have been known to suspect loitering students of being criminals, while Kings can shut when it pleases and often demands any guests be met by college members at its gates. New Hall has a "no men without a welcoming host present" in many of its residential corridors. Newnham requires a signed note from the host in order to exit premises after midnight. In any college which shuts overnight, it is unwise to get locked inside.

SECURITY-DAMAGE. VII. LESSER RESTRICTIONS ON ASSASSINATION

* SILVER 41 NO MESSY NO HARD killing is allowed in:

(Wakeling) May Balls/Events, and (ask Mayweek Umpire First) some Mayweek Society Garden Parties (NO DODGY is also desirable in all these).

Public College Rooms that Contain Artwork, Antique Furniture or are TV rooms (If a Public College Room is merely Lushly Carpeted, it is just NO MESSY).

(Founders) In the rooms of people who are not involved.

(Nehme) In Attacking those openly bearing musical instruments or large electronic goods: additionally (Anderson-Wakeling) use 90 degree frontal attacks only so as not to startle target into dropping valuable fragile property. Such may not be carried merely as a defense against assassins.

(Implicitly Founders'; Anderson in writing) In Music Rooms [DAMAGE: Contain Pianos]. (Anderson) In Lifts [Poor aeration and SAFETY: no dodging space together with many closeby hard walls to flinch into...]

* SILVER 42 (2002ish in origin) At most WWC in:

outdoor components of eating outlets such as the outside part of the Gardies queue or the whole of the queue of the Van of Death. Cafeteria style service IN COLLEGES, but it's back to NO MESSY NO VERY HARD if the Cafeteria Service is located in a College Hall with Pictures.

College Bars but not Pubmeets therein of a Named Society.

Ents.

(MIT) Adjacent to Noticeboards.

Rooms that are primarily not computer rooms such as JCR's or Newnham corridoors are WWC if large enough that the computer is in no way endangered.

(Sharpened by Lester) NB Indoors is Never FULL WATER with the Exception of the areas surrounding the FULL WATER room of a player. If these are inappropriate, the FULL WATER status should be revoked.

*SILVER 43 Unrealistic Knives and Ping-kills from unrealistic objects only: A) (Founders) After the 5:30 pm total ban is lifted, COMPUTER ROOMS and offices of players.

B) SHOPS/MALLS/BANKS/CAR PARKS, and PUBS/TOWN CLUBS also have this status at all times.

Especial effort should be made not to cause a disturbance in or near any of these. [all commonly have C.C.T.V., and either DAMAGABLE valuables or irate non-student customers]. For those in doubt of this N.B Durham ban all assassin activities from shops and places serving alcohol. Personally, Feanor has campaigned for putting B) on the FULLY BANNED LIST for several years; Umpire Gibson did for the first time in Guild rules in Lent 06. (Earlier shop restrictions: Founders: NO WATER if it could DAMAGE adjacent goods, Warner: NO WATER, Biltcliffe: discouragement to use GUNS)

* SILVER 44 (Origin unknown, was significant in Anderson-Hogg discussions) DAMAGE SENSITIVE areas with exposed windows or parked cars or kitchen interiors are NO HARD, NO IMPETUS N.B attacks on a player room, regardless of its Water Status, with HARD or IMPETUS weapon should always be done with extreme care. [This par. ranges all the way up to Criminal Damage]. It will commonly be agreed for no HARD, IMPETUS weapons to be THROWN indoors or at all. DROPPING/ROLLING beach balls or cardboard box fridges however should be OK in the areas not BANNED in this section.

* SILVER 45 (origin unknown) WATER Can DAMAGE Hidden Carried Objects Like Laptops Or Phones Thus water in excess is discouraged. If your laptop concerns you, or your clothes, you should never be bearing arms or actively assassining. (Exception: once in a NWW zone, particularly a ball-queue, you can have NWW assassin fun). If rather you are assailed in such a state, it should be ruled that the call `SURRENDER' means that you go down to the assailant who has the surest range without any shots required. If you are furthermore concerned about walking into an ambush or being JUMPED, you should carry a white HANDKERCHIEF OF SURRENDER held up high. While in this state you may not flee, hide or defend yourself and you will die to the first assassin that calls `PING' at you from within range. They can demonstrate the range while you are *not* standing in the path of fire. These rules protect the `clothes and better things to do' of the victim without prejudicing those who prefer to hunt assassins in the streets. They also encourage meetings... By carrying the handkerchief of surrender you may be killed by someone who wouldn't recognize you otherwise, but that means a new acquaintance, perchance even a new friend...

* SILVER 46 (Founders) Assassins must always tidy up. By transferring from RED/YELLOW ALERT GUNS to THROWABLES, one is increasing how objectionable a trail assassin attacks leave behind. This could Cross Authorities or incurr Fines for Littering. Worse, following from 1.3.4, what if an irasicible nonplayer picks up e.g those labelled onions so as to take home and eat them only for some student twit to empty half a C.P.S. on them for `bearing'? Or what if a real vandal sees you THROWING things around, leaving some behind, and then decides to put these objects through a few car windscreens? These are good reasons why HARD THROWABLEs should never be labelled.

If, Despite All This, TROUBLE Threatens Or Actually Appears...

* SILVER 47 (Pasi) "TIMEOUT": a call to be used if cross authority figures are descending, if somebody is injured or in other emergencies. [The current word `Ceasefire' is a poor choice because it is both an admission that there were things being FIRED, and because it could be misheard as the genuine panic call "Fire!" leading to alarms, evacuation and Firemen.]

* Silver 48 (Laycock): Carry your university I.D. with you if you have any, dont't do prolonged or porterable things in the first place if you have none and have nobody with you who has some.

The essence of assassins is not lost if the authorities ban this or that weapon or practise. Accept such decisions of theirs. And they should not have to repeat themselves, so indeed SILVER 4. [N.B They have `lifespans' in Cambridge considerably longer than students', and often assume their prior complaints are remembered/passed down.].

* SILVER 49 (Founders): (real life games only) If the authority figures are sufficiently cross with you, regardless of whether it was your fault, it may be advisable or polite to resign from the termly game to ensure no more TROUBLE happens around you.

That is another good reason for there to be Assassin Events, carefully thought out to be TROUBLE-free: the inclusion of people who are still illusioned with assassin things but know or fear that e.g their College doesn't want them playing or drawing in assassins on College grounds.

* SILVER 50 (Founders, given in a definition-free form to permit brief and unambiguous quotation for the passing of sentence): People involved who seriously, persistantly or unremorsefully: get into trouble, endanger/hurt people or damage neighbouring property shall be banned.

As bench indicators of trouble, official complaints to one's Dean almost certainly cause you to be disqualified. Wasteof Police time, incurring a large fine or being seen in public with BANNED REALISTIC WEAPONS will definitely cause you to be disqualified.

* Individual players may not speak for any Assassin Institution as a whole, and as such not use any Assassin Rules as an excuse for their behaviour.

The Umpire and/or other Senior Assassin Figures are responsible not to have any dangerous troublemakers on the loose. Such people may or may not merit a second chance by rehabilitation and this may or may not be taken on/risked by some senior assassin figure. Those currently BANNED for causing troble should never hide that fact from any Umpires under which they subsequently wish to play and re-admission is at each Umpire's discretion. This is cleanest if the rehabilitator is the current Umpire or someone trusted by the current Umpire. ________________________________________________________________________________________________________________________________________________________________________________________________________

This is the Knowledge From Many, Accumulated and Written by Feanor, now complete enough to be Open to Debate.

Next: The Bronze Rules

Disclaimer: Anyone involved in an assassins activity is responsible for their own behaviour. So, A.S.A.S. is in no way responsible for anyone's misdeeds (nasty, inappropriate, unsafe, trouble-causing or damaging to property). That is to cover both activities that A.S.A.S. participate in and the activities of any independent societies who may choose to adopt some of A.S.A.S.' rules. That said, A.S.A.S. reserve the right not to admit those who perpetrate such misdeeds.

Notes:

Many rulesets say "Exercise common sense." But that's a cop-out. We can quite assure you most of the best players have, between them, shown a lack of all known important kinds of common sense. That's one reason why this page has *many* topics...

[Newsgroup entry about further rules developments]

Backstory: Adam Biltcliffe suggests cutting various things. Tom Booth and Ed Anderson say each such cut would exclude a small number of people.

Next Phase: The rules cover a collection of lobes of various sizes. Examples ***: Indirect weapons. Water weapons. Throwables. Policing. Accomplicing. Lying one's way through doors. Duel rematches. Blocking. Criminality. Concealment. Disguises. Spying. Mafias. Vampiricity. Binding Social no-kills. Surviving. Attacking at the close of society meetings. Cars. Cyclebys. Lurking. Sneaking. Attacking houses. Firing through doorholes. Cutting out any of many such lobes partially cuts out several people, sometimes badly cuts out several people. Inclusion is based on not badly cutting out any known players and providing a wide enough selection of lobes to accommodate and encourage all manner of playing styles.

Some keys here:

1) there is no reason each game should have the same lobes. These can change in a termly cycle, and vary according to demand, security/safety pressure differences, and due to wish to experiment. Indeed, Mayweek typically has a different lobe structure (as do "Mafia" games), and that difference is traditionally there to break up the (other sort of) mafias that tend to aggregate in Lent games.

2) Each lobe has its own safety-and-security, strategy-and-tactics. Safety-and-security is a more important veto/relative lobesize determiner (being an inevitable consequence of playing immersed in the fairly intolerant real world) than strategy-and-tactics (which is about intrinsic gamebalance). Safety-and-security can cause lobes to be lost forever. Strategy-and-tactics should never have that effect - they should rather be archived as options not in use statedly due to frivolosities and not necessities. This is the difference between rubber pellet guns and rubber poison hedgehogs (at least historically and as a first-order approximation).

3) Some diversity constraints (whether or not aggravated by being peopled by known and/or keen players) are alternatives. That means there are certain properties possessed by subsets of lobes which mean that at least one lobe with such properties should survive. E.g. There should be at least one setting which requires substantial and attractive fighting skills. There should be at least one setting which allows for subtle rather than ham-fisted takedowns. There should be enough settings that everyone can do well in at least one of them which occurs (or can be plotted to occur) reasonably often - say once per killing phase. There should be enough settings that the sufficiently bothered can make many and varied attempts. There should be at least one "rehabilitation channel" wherein warned or banlisted assassins can work with experienced assassins (the police and the experienced accomplice/mafia godparent schemes are such). There should be at least one setting which allows for cheap/improvised weapons users to have advantage over the wielders of expensive toys. There should be at least one setting for coordinated group movements as these are major Varsity match win-or-lose things. There should be at least some settings, signposted, which a Fresher could use to outplay veterans; here it helps for lobes to vary sufficiently from game to game so that many veterans are effectively as inexperienced in those departments as the Freshers. Thus it's never *just* "should we bin this or that of the examples ***"

4) A good setup is for Michaelmas to have many lobes as catchment for new peoples, an Umpire who is an adept of a substantial number of lobes, advertises those lobes, is happy and competent to suggest different people try different lobes, and furthermore encourages people to diversify between lobes (thus lessening the impact on people of particular lobes being cut, whether by demand or trouble-related necessity). Ressurrection (player or police variety) may help people to experiment with more lobes, likewise killing events.

5) The more lobes, the less monotony, countering another drop-out cause.

6) Some lobes relate to killing form and others to killing game-context. permitting good fighting and good sneaking is prior to whether there's ressurrection or police, say, so such lobes should have a core jointly set up before the traditional termly/Mayweek/new Adam Biltcliffe... distinguishing game-context rules are built in.

Next let's step even one step futher back, before any specific lobes are considered. There are the following lobe-independent key elements.

I) Inclusion of different people by doing assassination.

II) Consent for any the attacks involved to be received by all.

III) No real-life nastiness whilst doing this, or as a justifiable consequence of doing this expressed while doing more of this.

IV) Safety and security based on lobe-independent maxims, on knowledge of the surrounding real world as relates to each lobe, on knowledge of all wrong that has ever happened within that lobe.

V) that I-III) are required to be in place to prevent some of the worst of IV) - assassins deliberately getting other assassins in trouble, assassin people hounding other assassin people off the safety-and-security discussion-table, assassins causing trouble through being unpleasent to assassins in public. And are available as a defense for when Dean of College X says "why the hell do you people keep on playing the fool" and as a mollifier for the assassins in such a position that they are to argue solely for activities that meet a reasonable balance between noble aims I-III) and the unpleasent face of reality IV).

VI) I-IV) are not to be bent.

VII) a *choice* of fun rules (all within the scope of I-IV) as befits public demand, which determine what is a kill (a hit? valid to the zonetype? with no mitigating circumstances?) and what consequences that kill has (competence? wantedness? points transfer? new pseudonym?), and such that safety-and-security sensible techniques are encouraged by ensuring that these are strategically-and-tactically superior *though what they count as representing*.

VIII) From here on, I only follow one such choice and do not reproach others for choosing differently. I choose to continue working with principles, because that is less confusing than tit-bits. I choose: i) The elements of the game (attempts, buildups, kills) are universally tasteful practical jokes. ii) There is an omnipotent and unbiassed Umpire. iii) Favour the Bothered.

The Umpire regulates I-IV as well as disagreements over VII. Part of being bothered is bending VII *not I-IV* for advantage, but the Umpire's omnipotence means they can bend you back, for "payback with interest". Favouring the bothered I illustrate in the fighting lobe for ranged weapons including its entwining well with the safety-and-security sensible techniques issue of VII (my progress with Matt Johnson's newsgroup question last year as to which ranged weapons I'd allow). In the present clime, I would choose to make the experience-cumulative xp supersoaker as strong as possible in what its effect represents. 4 subchoices among others which push in that direction are: limiting throwables, allowing blocking, counting it as a machine gun volley so all parts of sizeable (clusters of) holes of a specific size or above are unambiguously acknowledged as hits (in turn tied to knowing what cross-section a watershot presents over a wide range of distances and weather conditions, and stating this with specimen photos on the rulespage), and zonally restricting C.P.S. (not indoors, perchance not in a triangle in central cambridge, ever/during tourist hours/during tourist season). Allowing blocking is also one of two routes to improving the deal with bandgun security hazards - it would favour players to have large plastic blocking fins of nonoffensive shape turning them into rectangles by filling in the undebarrel-forehandle quadrant; and optimal blocking fighting is *very* far removed from real-life bellicose in posture. Is not perfect because *transparent* blocking fins are superior technically but not securitywise, so *opaque* would have to be inserted as a security-clause. The (weaker) alternative would be to demand bandguns be done up so, else they are game-invalid through being a security hazard. While the alternative of getting throwables that can outdo guns because guns may become security-unacceptable has been an interest of mine since my rehab start in M1997. One or more of multi, low air resistance and bouncy+ricochets-count (hedgehogs) is capable of doing this, though I always found the strongest combination along these lines was with xp coverfire with the off-hand (then one needs a smallish and minimally gun-shaped xp like a 240 if non-blocking or the very wide 270 if blocking). Factor in safety, which is the antagonist of low air resistance and, indirectly, cluster and b+r, and one loses the carrot, the (multi)throwing-pen, the (multi)onion and the (multi)hedgehog (these are all mine). Capture the Flag have substantial experience with the next level of optimality: Bjoern's tennis ball and Simeon's taped-up Cambridge Student. It should be said that these are likely seen as dangerous by the public (though they are not very), and they are capable of causing large-momentum damage in rooms/kitchens, even windows and windscreens. And, sadly, even bandguns outdoors, let alone xp's, can well hold a thrower sufficiently at bay that even what multithrow one can manage with these bulkier hollows is easy to dodge, again and again. the better LARP throwing daggers I've seen can vie with tennis balls, though they may be less rather than more appropriate. Safety problems (both actual and public-perceived) first go away with the foamball/Larp rock (untaped). But these are much easier to dodge than tennis balls - of those who have taken interest in fighting this term, only I and a certain other sportsman look to be able to get any hits at all with these in face-to face combat with offhand xp's. Should say at this stage we can throw them 26 metres outdoors fairly accurately but slow in flight, so they are 'but' of value to take out the unalert from outside gunrange. ie jump, flank, attack from behind. also to distract, and to break formation. They just won't outdo optimal fighting guns in a frontal fight (though of course, were security to dictate "no guns of any kind" a la Sheffield, one wouldn't need to worry about opponents with guns). They are also passable for room and corridor fighting, where ranges are oft small and line-of-sight sometimes absent) and more so if ricochets count. They could also be used to bangkill not necessarily correctly identified peoples (to avoid the pointing guns at people being assault issue i believe raised by Raccoon). I am currently building "planets". These are foamballs with hegdehog cores. These clearly fly further while not having the subeyesocket size or bounciness of the hedgehog. These will still be large momentum but are intended to be window-windscreen safe and therefore universally useable outdoors, while seeking to make some difference in watergun fights in the more-or-less present restrictions situation (safety-net 1: more restricted gun-use; safe throwables viable vs guns). While combining the planet (or possibly returning to the foamball) with "guns are ok in student residence corridors", "ban on many unnecessary indoors like shops as (full) playzones", and "transport guns between student residence corridors only in sealed-off backpack compartments" (to avoid Jonathan Hogg's point of guns falling out of coats/carrier bags while in shops), one has *Safety-net 2*. *Safety net 3* is the gunless state, with foamballs, thrown nerfdarts and flicked bands for "ranged" alon gside various hand-to-hand stuff. I'll add that this state certainly suffices still to well cover pretty much all lobes and carry out Aim I. Though it would not appear necessary to go there yet, and there is also as yet the option of preserving some gunnery uses elsewise, in killing events in carefully chosen secluded zones.

Edward

(The above long par is intended to illustrate one important type of mentality to be applied to each lobe, in addition to how it may be applied to this particular lobe.)

Further consideration: If certain lobes are cut or cycled, killing events can complement them. e.g. CTF do blocking and one-hit-kill rather than limbwounds, the Inner Half do societal killing/timing/improvised weapon. rudiments of sparring and group tactics have been recently been covered ... elsewhere

What are the Great Simplifiers and their social consequences?

The carefully chosen secluded zone is the biggest simplifier, turning open play into killing events capable of great silver brevity. That's not a restriction as these complement not supplant main games. They lose "at any time", "passive involvement", much of meeting, of accomplicing, of subtlety and of defense. Though there are exceptional types of killing events that do not lose some of these.

Campus Only is the Sheffield. That will lose those living in houses (quite a Large Fraction) unless there is a compensatory scheme giving other targetting info. This measure also permits those with difficult or stalker-plagued neighbours to remain involved. It will also use connectivity of the playzone, on which most mayweek and mafia fun is based, lose subtlety, lose much chance encounter, make the corridor attack yet more prominent, heightening neighbour incidents and safety incidents involving accidental pointblank round doors.

Not in Campus. If the porters are more trouble than the townsfolk... the above reverses (and it becomes hard to provide "targetting wheres", as most timetabled where's are IN COLLEGE/in departments. A cut to be dreaded.

No Red Alert What/When/Where's: cut out those things which are deemed closest to the edge of trouble.

NWW.

wider weapons useage with safety specs and disciplined use thereof (and discipline in carrying stuff to and from the venue). Must be fully secluded as bystanders have no safety glasses. Is paintball (or analogue with assassin weapons, incl some otherwise banned).

small waterpistolettes only. Is called RAG assassins, and has much smaller silver rules. Typically also cuts fights out by not permitting defence (flee only). That is pretty unnecessary though, among people willing to read a conventional-length safety-security ruleset (forbidding defence being of course greatly spoilsport).

No indirect weapons. Counter: a few work well at parties, if certain cautions kept.

No criminal/police system. Need replacement inclusion in place of police. That is coverable by ressurrection. Is Mayweek/Adam's proposal. Have difficulty figuring out what to do about non nasty non trouble risking breaches of rules. Points penalties may answer part of this. Police is also a rehab channel for serious offenders. That can be countered however by distinct deployment of senior assassins - partner or accomplice the occasional person with no common sense till they get enough, you don't have to be the CoP to do that...

No accomplices. Cuts out people on the verge of being interested. Makes neighbours feel unwanted as well as intruded on, bad combination that. Should not be done in our opinion. Rather we should deal with this minor matter ourselves, as we care about it and know more about it than anyone else. Would then have some superbly designed paragraph appended onto otherwise bereft rulesets...

Only shooting people whose picture you are carrying. Cuts down on innocents and on "illicit kills". problem: may aid obsessives. may intimidate would be players to give name/address/photo to unknown people particularly if issue of people stopping unwelcome visits *after* the game is not stopped. incidentally, default multiple ressurrection interferes with this too in termlies.

Duels could have martially/spectatorially superior rules to the game, essentially becoming killing events in carefully chosen secluded zones...

To be continued (and trimmed).

2008 addendum: we're easing up about the bulky coat problem. There having been no further large and consequential violations of Silver since 2005, we now consider the three SafetyNets as somewhat too extreme. On these grounds, only SafetyNet 1 will be renovated, factoring in the various observations and mishaps between M06 and L09.