The Cambridge Assassins' Guild is a student run society which aims to engage players in a game of mock assassination across Cambridge in the spirit of fun and frivolity. It is in no way a society of actual assassins. (Apparently we have to clarify this...)
Games are usually run for the duration of the Michaelmas and Lent terms, with a special May Week game following exams. There are also socials and other events throughout the year to encourage players to meet up for some fun and games without threat of impending death.
The object of the game is to track down and eliminate the other players, while also
staying alive yourself.
“Assassination” is carried out with a variety of harmless toys or fake weapons which range from pens labelled as ‘knife’ to water pistols and the popular Nerf weaponry.
Often people come up with more inventive and amusing ways to dispatch their targets.
To find out more, I suggest you read the FAQ, which acts as a general introduction to the game. After this, read the pocket rules for a fuller description of how to play and sign up. Reading the main rules is also a good idea. Reports of past games available in the archives may also give you some ideas of how to play and read the current game rules.
If you wish to be notified with details of games and events,
please join the mailing list or email the Umpire to be added.
If you have any questions, please email email@example.com and someone will be able to answer your query.
The Umpire for this term is Kim Ward of Churchill College, who can be contacted using firstname.lastname@example.org if anyone has any queries about rules/weapons/anything.
The winner of the Michaelmas 2016 game was Andrew Darby of Corpus Christi, who has been awarded an M.A. Michael Warman has been awarded a B.A. in recognition of his exemplary service over several games. Game statistics are available here, and a full archive of the game may be found here. Awards will be published soon.
The rules for the Lent 2017 game are below. It is compulsory to read at least the Pocket Rules. These provide most of the information required to play and link to more detailed information. You are also strongly advised to read through the Main Rules, which cover more depth and provide clarification on items mentioned in the Pocket Rules. The Weapons Rules give a comprehensive guide on what weapons we do and don't allow - if you're in doubt about your weapon, check there.
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