Cloak & Dagger The Assassins' Guild: Michaelmas 2016 Rules

First time player? No time to read all these rules? Try here for a summary of what you need to know to play.


Assassins is a game of mock assassination for a large number of players. The object of the game is to track down and eliminate specific other players using a variety of harmless methods in accordance with the following rules, while trying to avoid elimination yourself. The game is played for the enjoyment of everyone involved.

If you have any questions about these rules, please ask for clarification from the Umpire, who will be only too happy to provide it. While we would ask you check the rules before emailing, we'd very much prefer you email with what seems a silly question than go and do something cavalier.

Throughout these rules, a "Player" is someone who has signed up to participate in the Game in any capacity. An "Assassin" is a Player who has been alive since the start of the Game and is not a member of the "Police" (i.e. "Assassin" means player who's still in the running to win the game).
The "Police" referred to in these rules are not actual police, these are players who have been killed or have joined as police, and act to enforce the "Wanted" and "Incompetent" rules. Players who become Incompetent or Wanted are targets for the police and are usually killed in pretty short order! This enforces adherence to the game rules and ensures the game doesn't stall. In these rules, for the purposes of clarity, the actual law enforcement agency is referred to in full capitals as POLICE.

The game, in brief:

1. Who can play?

The game is open to people who live or spend a large proportion of their time within 5 miles of Great St. Mary's Church and in an environment compatible with the nature of the game. Students at the University are almost certainly eligible to play; those who are unsure whether they live and work closely enough to participate are invited to contact the Umpire.

2. Code of Conduct

It is important that players familiarise themselves thoroughly with this section. Breaches of the code of conduct can lead to becoming wanted (for minor or unintentional breaches) or disqualification from the game.

2.1. Above all, the assassins game is meant to be fun, inclusive and friendly. It is meant as an opportunity to meet like-minded people. Anyone using the game as an excuse to bully, intimidate or behave in an otherwise unacceptable manner may be disqualified and may be banned from the society.

2.2. Exercise common sense at all times. Players are entirely responsible for their behaviour. The Guild does not condone any course of action that leads to confrontation with people in authority. Avoid inconveniencing other people, especially Porters, Bedders, POLICE, and the general public. In particular see section 2.12. If you are involved in a battle in a public place with non-players present, please respect their wishes and allow them to pass in safety. Non-players are not to be used as cover.

2.3. The assassins game is not a game of real violence. Any player or accomplice acting on behalf of a player found to be using violent method, or threatening violence, even with no intent to carry through the threat will be disqualified from the game immediately. There is no excuse whatsoever for pushing people around or forcing them out of your way. Please contact the Umpire if this unlikely occurrence happens to you.

2.4. The No-Force Rule: This is not a game about physical strength or violence and should never come down to tests of such: for example, if a door is held shut, you may not try to force it open. You should never do anything likely to cause anyone (including yourself) injury. Anyone breaching this rule will have subsequent kills disallowed and may face sanctions. In any situation in which force has been used (particularly if this is inadvertent) a player may call out (preferably clearly and audibly) "No-Force Rule" and the players should move back to where they were before the breach occurred. A similar ruling applies to the weapons of other players - if a weapon held by one player is grabbed by another player then it must not be fought over - it must remain where it is until one player lets go, dies, or both choose to do the same thing (e.g. shoot a third assassin).

2.5. Be aware that the security forces, POLICE, and the public are easily alarmed at present. Avoid behaviour that may cause you to be mistaken for a stalker, burglar, murderer or terrorist: do not wear a balaclava or other suspicious clothing; avoid bearing weapons or fighting in public; remember that even toy guns can look real in the dark or on CCTV - remember there are laws with regard to carrying what looks like a firearm in public; where possible, do not lurk suspiciously; be particularly cautious anywhere outside central Cambridge, where students are less common. The Assassins Guild cannot condone or be used as justification for such activities.

2.6. To be involved in Assassins is to consent to be met. It is however not a card to intrude beyond welcome. Many Assassins kill people by walking into their unlocked rooms - please note that by playing, you are consenting to this. If you don't want people walking into your room, lock your door - by the nature of the game, your killers are unlikely to knock and say who they are before entering.

2.7. Players should respect the safety of other players, some of who may interpret some attacks as physically cornering people or entering their personal space. Personal safety concerns of anyone present ALWAYS take precedence over tactics or rules. Players are reminded not to photograph or video players without their consent. Players who endanger the safety of other players accidentally or purposefully may face disqualification from the game.

2.7.1. Players can request from the Umpire that other players are not allowed to lurk outside their residence between the hours of midnight and 7am. This is to ensure the safety of players and their neighbours such that they do not feel threatened or intimidated by players lurking late at night.

2.8. You may enter a target's room through an unlocked door or an open window only. If the door is locked you may not make any kind of attack including firing shots or pushing any other item through keyholes, letterboxes or any other gap in, under or over the door. The same principle governs toilet cubicles. You also must not take advantage of Bedders unlocking the door to your target's room to break in and kill them. You may use ruses to gain entry except where such ruses involve impersonating an authority figure (Rule 2.9.). Do not attempt to gain entry to non-Players' rooms in any manner.

2.9. This game depends on players being honest for it to work. This is especially true of reporting to the Umpire: Anyone knowingly giving false or misleading information to the Umpire will face severe penalties. You must inform the Umpire of anything assassin related that occurs to you, especially if you have been killed.. You must expect other players to have nefarious intentions at any time during the game. Players are at liberty to present false information to each other, providing the following rules are not violated :

2.9.1. You are not allowed to impersonate authority figures such as Bedders, Porters, College authorities (not including student union or other student representatives) or the POLICE. This is so that players can take part in the game without aggravating their Bedders by refusing to let them into their room.
You must not lie to authority figures to gain entry to people's rooms, and should not lie to authority figures while undertaking any Guild activity (note that "I've got some stuff to deliver to a colleague" is an entirely truthful description of 'I'm going to find someone I've never met before, whose name I've been given, and shoot them with a rubber-band-gun').

2.9.2. You are not allowed to impersonate the Umpire, for the same reason. You are also not allowed to impersonate the Umpire indirectly by, for example, forging e-mail messages.

If someone knocks on your door claiming to be the Umpire (or, for that matter, a Bedder or Porter), you may safely let them in.

2.9.3. Assassins must not swap their room numbers or nameplates for those of their neighbours, or make up false nameplates. This also applies to the resident lists found attached to accommodation buildings, particularly because as this may contravene fire regulations.

2.9.4. You are perfectly at liberty to deny that you are an Assassin. However, you are not allowed to claim that you are a Dead Assassin and hence harmless. You may also not lie about the vital status of other Assassins who are immediately present. It is legitimate to claim to another player that another assassin you know to be dead is in fact alive. You should not claim that another player who you believe to be still alive is in fact dead.

2.9.5. You may not lie about your out-of-bounds status (e.g. when carrying society equipment (see Out-of-bounds, rule 2.10., Rule 6.)).

2.9.6. You may neither use nor manufacture, nor lie about a fire alarm, security alert or medical emergency to gain an advantage in an attempt to kill a Player or gain information on them.

2.10. There are some places and circumstances which, for reasons of sanity and safety, are considered out-of-bounds (OOB). A full list of locations may be found in section 6.0. If a player has a location which they think should be out of bounds, they should contact the Umpire.

2.10.1. A Player's room is usually only out-of-bounds for supervisions, society meetings and sports activities, as described below. If you believe your room should be made out-of-bounds for any other purpose, or are unsure as to its status, you should ask the Umpire.

2.10.2. Players should not abuse no-kill zones. You should not run into an out-of-bounds area primarily to escape an attacking assassin unless it was your intention to go there prior to encountering the other assassin.

2.10.3. If a Player is in obvious distress for a reason unrelated to the fact you are trying to kill them, or they are obviously dealing with someone else in distress, do not take advantage of this situation. This includes mandatory evacuation for fire alarms. In all situations, players should be allowed to return directly to whichever situation they were in before the emergency arose and will be out-of-bounds until such time.

2.10.4. Avoid attacking people in situations where they are surrounded by children, the elderly etc. or where an attack might startle bystanders with babies or carrying valuable or fragile items.

2.11. The serious rules of safety, security and friendliness apply not only to game actions but also to how the game and society are organized.

2.12. Understandably, Porters and other College or University authorities can dislike disruption from Assassins, particularly in larger and older colleges. Players must show university identification when entering a college on assassins' business. Avoid causing problems, and should Porters start being wary, call Timeout, conceal weapons, and depart peacefully. The Umpire will take a very lenient view of people retreating to avoid a Portering, and will probably annul any deaths during the retreat. The Umpire will take a much worse view of anyone attempting to make kills during such a Timeout, let alone anyone who deliberately involves the Porters in game-related events. Never lie to authority, in the event of an incident. Apologise, leave, do not return for some time; and give the Umpire a very detailed report about what happened.

Most of all, remember that this is just a game. Do your best, but have fun. Please be friendly to other Players you meet during the game, even if they may be trying to kill you.

3. How to Kill People

This section defines the rules relating to making an attempt to kill someone, including the methods which are allowed or banned, the outcomes of the event and the rules for activities conducted during the attempt to facilitate safe and fair play.

3.1. Weaponry

The weapons rules describe the various weaponry you may use to eliminate other assassins and their effects. You may e-mail the Umpire to request that other weapons be licensed. The Umpire's decision is final. Generally, weapons kill if they strike the head or torso, and remove limbs if they are hit

3.2. Valid Targets

The following are valid targets for any player:

  • Any of the three targets provided by the Umpire.
  • Anyone on the Wanted List (see Wanted List).
  • Anyone on the Incompetence List (see Incompetents).
  • Any assassin openly carrying a weapon, especially people trying to kill you! The object in question must be clearly visible to you as an Assassins weapon. Players who were previously holding weapons but have since concealed them are not licit targets. Players who have recently dropped or thrown a weapon (so have not concealed it), which is still visible, are licit targets.
  • The three people who have been assigned you as a target (you will not be told who these are, but should you find out you may attempt to defend yourself pre-emptively by killing them first).
  • It should be noted that suicides are not allowed - if you wish to leave the game, email the Umpire, asking to resign.
  • Players should avoid killing non-Players wherever possible. The usual penalty or killing non-Players who are not accomplices is to be put on the Wanted List, but excessive and deliberate murder of non-Players may lead to a disqualification.

    3.3. Discussion Phase

    If players are unsure about what happened during an attack, they may call a "discussion phase" to clarify who has been hit and who, if anybody, is dead. Once a Player has made a bona fide call for a discussion phase to sort out the facts of the incident, so long as it is not a direct interruption of the event, no Players involved in the discussion phase may kill each other during and shortly after the discussion phase is over (giving time for each Player to run away). All players involved in a disputed event are considered to be subject to a discussion phase, this includes any accomplices to the players involved. You may not directly follow another Player involved in the discussion phase immediately after it has finished, but you may of course make another attempt a short time later if you find them again. Players taking part in a discussion phase should take care not to expose themselves to other independent passing Players (as they will not be included in the discussion phase and will thus be able to kill anyone freely). Calling a discussion phase in order to gain an advantage in the game (e.g. to expedite your retreat) may result in sanctions.

    Assassins are strongly encouraged to reach a decision about the facts of an incident at the scene. However, do not be afraid to disagree over the outcome of the incident or the way in which the rules have been applied to events. If there is a strong element of uncertainty as to what the outcome should be, you should make a report to the Umpire as soon as possible and should avoid directly involving yourself in Assassins proceedings until you have received clarification. The Umpire will try to be understanding as far as Competence is concerned. (See Competence) However, the Umpire takes a VERY dim view of people playing silly buggers with the rules, taking the piss in edge cases and otherwise exploiting loopholes. If you do this in the case of a dispute, then you will be more likely to lose out. This is just a game and it is about having fun, not rules lawyering.

    3.4. Timeouts

    In the event of an emergency a player may call "Timeout" in order to bring an immediate halt to all local game activities. The players and immediate surroundings are considered OOB until the issue is resolved. Unlike a discussion phase, this includes any independent players who come across the event. Like a discussion phase, once the issue has been resolved, players are given a short period to leave the surroundings or return to where they were before Timeout was called. When restarting battle, make sure everyone is clear when it will recommence and do not let it become a game of quick-drawing.
    Timeout should be used for serious issues only, not discussing rules or events. It covers things such as:

    Note that abusing the Timeout rules is very likely to result in a player going Wanted, or being removed from the game.

    3.5. Death

    If a player is dealt a fatal blow (i.e. a hit to the torso or head: see the Weaponry Rules for further information) they are immediately killed. Once killed, the player should confirm to any other players involved that they are dead and are immediately subject to the modified rules found in section 4 for dead players. The consequences of actions taken by dead players in contravention of these rules will be annulled at the Umpire's discretion.

    4. Dead Players:

    If you die, you remain bound by the rules until the conclusion of the Game. The following amendments apply to dead players:

    4.1. Dead Players must refrain from bearing weapons openly. They may lend weapons to other Players, and give general playing advice.

    4.2. In general, Dead Players should refrain from announcing the fact that they are dead unless directly questioned and from directly involving themselves in any Assassins activity.

    4.3. A Player, once dead, may not make known, nor by deliberate omission cause to be known, any information they acquired as a direct consequence of playing the Game; most importantly their target lists or information concerning the identity of their Killer. The only exceptions to this are that they must pass on such information to the Umpire in their death report. An obvious but often-missed example of this is that recently killed Players may not phone their Assassin friend upstairs to warn them that there's an Assassin coming for them. Another might be that if two Players go on a raid and one dies, and as they are returning the dead one notices that a live Player is tailing them, they cannot mention it to the live Player. Umpires may choose to relax these rules based on their own opinion for their game. If in doubt, assume these rules to be in effect, but always feel free to ask the Umpire.

    4.4. It should be noted that suicides are not allowed - if you wish to leave the game, email the Umpire, asking to resign. In addition, players must not induce or allow others to kill them.

    Failure to abide by these rules may lead to consequent events being annulled at the Umpire's discretion.

    5. Reporting and Pseudonyms:

    Whenever a player is involved in any assassins-related incident, such as attempting to kill another player, or another player making an attempt on them, they must inform the Umpire as soon as possible. During the course of the Game, reports of events will be published on the website under a pseudonym, which conceals the players true identity until they are killed.

    5.1. How to report: Reports must be emailed to the Umpire. The Umpire's email is at the top of these rules.
    The Umpire will decide whether reports are published in full or whether some information is redacted, and you can request that parts of a report are not published until the end of the game or are not published at all.

    Reports comprise two sections: A summary of events in clear and concise English, and a descriptive report.

    5.1.1 The summary is a concise description at the top of the email of the following information where relevant:

    If the event was complex or disputed, provide a one or two-line summary at the top of the email and then go into as much additional detail as you desire in the next paragraph.

    5.1.2. The descriptive half of the report is an optional description of the events. This is what will be what is added to the website as news of the event in addition to a brief headline created by the Umpire. Descriptions are encouraged to be creative and dramatic, and can bend the truth a little for thematic purposes.

    5.1.3. Suggested report format:

    Subject: [Event(s)] at [time(s)]
    Email body:
    Report Summary:
    [Summary of event]
    [Additional details if complex or disputed]
    Descriptive Report:
    [Creative, dramatic and possibly amusing report]

    Subject: Kill at 12:00 today
    Email body:
    Report Summary:
    I (John Smith) killed Tom Jones.
    I was attacked by Tom Jones around 12:00. His first nerf shot hit my left arm crippling it. We exchanged fire for a short while. During this I hit him fatally in the torso with a waterpistol shot. We spoke and confirmed the outcome. I would like my new pseudonym to be 'Paul Atreides' and to report under that name.
    Descriptive Report:
    A Harkonnen in full uniform strode past Paul as he infiltrated further into the palace. Soon, he'd be in the main area and ready to make one more step on the road to prevent the galaxy spiralling into jihad.
    Then his nexus-awareness twitched. He whirled, drawing his las gun, moving at such speed that the oncoming projectile hit only his left arm. Guns? In this day of shields? It was unorthodox, to be sure. He looked at his opponent: a white bearded gentleman bearing a small pistol. He would stand no chance.
    Diving behind cover, he fired a series of shots, putting his opponent on the defensive. The man fired back. Paul saw the next few actions he must take to win this fight. Left, right. Left again. Then he lunged out of cover, and fired a shot which caught the flailing Harkonnen directly in the chest. The man fell, and Paul slipped quietly back into the shadows, knowing that no-one had heard the commotion. His dreadful destiny continued to drive him on. The jihad must be stopped.

    5.2. Pseudonyms:

    5.2.1. Each Assassin starts the game with one pseudonym, which they may use in news reports to disguise their true identity. Reports will be made under an Assassin's pseudonym. If an assassin has more than one pseudonym and does not specify a preference, their initial pseudonym will be used. If you do not specify a pseudonym on sign-up, the Umpire reserves the right to make one up.

    5.2.2. For every two legal kills of Assassins an Assassin makes, they are entitled to another pseudonym. Should a player wish to make use of this they should note this at the end of the report of their second kill (and include it in future reports in which they wish it to be used). It is possible for successful players to accumulate several pseudonyms over the course of a game.

    5.2.3. In addition, any particularly outstanding or amusing kills may merit an additional pseudonym.

    5.2.4. Pseudonyms must not cause personal or general offence and the names of recent Players may not be used (unless it's your own name).

    5.2.5. Pseudonyms of anyone in a position of authority within the university (lecturers, tutors, porters, etc) may not be used.

    6. Out of Bounds:

    No-one may kill anyone or be killed when they are out-of-bounds (abbreviated to 'OOB'), which include the following:

    6.1. Blanket out of bounds areas

    6.2 Conditions making individuals out of bounds 6.3. No projectile zones

    In addition, players should must avoid firefights across busy streams of traffic (motorised or not), both to avoid risk of injury and to prevent aggravating drivers.

    Players cannot use Assassins as an excuse to crash, infiltrate or lurk societies they are banned from.

    If you are not sure whether a given time or place is out of bounds or not, please contact the Umpire. Similarly, if there is something not mentioned on this list you think should be out of bounds, ask the Umpire to consider it.

    6.4 Society meetings

    Official university or college society meetings or regularly scheduled meetings of an unofficial society which take place in college grounds, including in players' rooms are Out of bounds. Any players hosting or taking part in unofficial society meetings during the game must warn the Umpire of these beforehand; players should not abuse this.

    Players involved in these are out-of-bounds from the moment they enter the rooms or area (for outside events) where the event is being hosted where the event is being hosted and until 2 minutes after the meeting has concluded or they have left the rooms or area (even if they intend to return). Reasonable allowance is made for unavoidable early departure (e.g. toilet breaks), but this should not be exploited. People setting up for or clearing up after a society meeting are OOB. Pubmeets are not out-of-bounds.

    Assassins carrying bulky or expensive items to and from society meetings may be out-of-bounds while doing so, but must specifically clear that you may be doing this at a particular society with the Umpire beforehand. If you are planning to attack someone near their society meeting, you may check with the Umpire as to whether there is any reason your target may be out-of-bounds.

    Please contact the Umpire if you wish to know whether an event is OOB or not.

    6.5 Activities involving assassin weaponry

    Assassins may declare that their weapons no longer count as assassin weapons for a given time. This is intended to allow participation in any non-assassin-related activity that might lead to non-players/assassins getting killed by assassin weaponry (for example, a waterfight or snowball fight with friends).

    To do this, simply declare to any participants in the activity (particularly known assassins) that the weapon no longer counts as an Assassins weapon. For the duration of the activity, your weapon will no longer count as a weapon.

    Note that this means that everyone who heard you can't kill you for bearing while you are participating in the activity (although this does not extend to assassins you forgot to tell, since they have no way of knowing what you are wielding isn't a weapon). The Umpire will take a very dim view on people claiming stupid things like: "I did say I understood his weapon didn't count but I actually didn't hear him, so my later attempt on him for bearing was justified". Also, if anyone makes an attempt on you while you are participating in such an activity, your weapon will regain its power so you can fight back.

    Do not abuse this rule (for example, by attempting to use this so that you can have your weaponry out without it counting as bearing). This rule is made so that you don't miss out on fun activities like snowball fights, etc., not as a way of survival.

    7. Accomplices and Non-Players:

    Players may, if they wish, make use of non-Player accomplices on their attempts. Any person with at least a basic knowledge of the Assassins Game acting to the advantage of a Player on their instruction, with their consent or by prior understanding is considered an accomplice. A Player should not induce one of the Authority figures described in the Conduct rules to be an Accomplice.

    7.1. Players are entirely responsible for the safety of their accomplices, and will bear some responsibility for their actions with regard to these rules

    7.2. Non-Player accomplices cannot kill anyone. They may not openly bear weapons nor anything that could be construed as such. Kills in which armed non-Players are used as decoys may be annulled.

    7.3. If a player's accomplice is killed the Player(s) whom they were accomplicing will be held responsible and made Wanted.

    7.4. Note that if a Player instructs, or by deliberate omission permits a non-Assassin to put themselves in the way of danger on their behalf (e.g. by exiting a Room first to ascertain the presence of their attackers), that person will be deemed an accomplice.

    7.5. Players may not enter non-Players' rooms through the window unless they have been specifically allowed to do so by the room's occupant. While Players may pass through the unlocked rooms of non-Players, they should avoid doing so unless absolutely necessary (for example, because they are on the only route to a target's room). If players happen to catch their targets in the room of a non-Player, the room is should be considered a No Water zone, unless the non-Player has requested otherwise to the Umpire. Generally, killing in a non-Players' room should be avoided.

    7.6. If a non-Assassin acting as an accomplice to a Player or a group of Players is killed in the process, they will be strongly requested not to act as an active accomplice to that Player or group again in the course of the Game. Accompanying a player for other reasons and playing no part in the game is acceptable. Someone persistently involving themselves in a game which does not involve them personally may damage the gameplay experience for all.

    7.7. Note that, during a firefight, if a non-Player goes and picks up ammunition on the battlefield for you, they become an Accomplice. The other Assassin may shoot the Accomplice, thus making you Wanted (for having your Accomplice killed). The Accomplice can also no longer be involved, and thus may not continue to pick up ammo - the Umpire will take a very dim view of that or similar involvement from a dead Accomplice.

    8. Epistemology:

    8.1. Any information disseminated through the website or given you by the Umpire you should assume to be legitimate information unless you have information to the contrary, in which case you should check with the Umpire.

    8.2. Any Player who explicitly tells you that they are dead, you may assume to be dead. Note that a statement to the effect that you are dead is always taken to concern your most recent incarnation unless explicitly stated otherwise. The Umpire will take a very dim view of any Player who impersonates another Player, or who permits a non-Player to impersonate them, for the purposes of pretending to be dead. The obvious similar rule exists for any Assassin who tells you explicitly that they are Wanted or any Police player who tells you that they are Corrupt.

    8.3. Information considered illegitimate is most likely to have been acquired from a Dead Player: see "Dead Players" above. Whilst still alive, you are at liberty to pass information onto other Players as much and as misleadingly as you so desire.

    8.4. Using information you have acquired only through illegitimate means to your advantage may result in becoming wanted or disqualification if the Umpire believes such information has been obtained by illegal means.

    8.5. It is the responsibility of Players to read their e-mail and the News frequently to see whether they have been put on the Wanted list. Players are deemed to know that they are Wanted/Police/Incompetent as soon as these details are published on the website. They are not Wanted/Police/Incompetent before this, and you cannot kill someone just because you believe that they are about to become Wanted, unless they have explicitly told you that they are Wanted.

    8.6. Players are permitted to leave notes for targets they have visited and found to be out/ or who have hidden such that they are aware of the identity of the assassin whom has made an attempt and can report it accurately. Notes left should in no way be threatening, you are assassins after all, not thugs, (e.g. "I'm coming to get you!" is definitely not OK), and should where possible have the players real name and/or pseudonym such that the recipient can make a report. When leaving a note consider how it will look to a non-player or passing bedder/porter who knows nothing of the game but is on the alert for abuse/suspicious behaviour and you shouldn't go far wrong.

    9.The Wanted List:

    9.1. Assassins who break the rules in minor ways, for instance by accidentally killing an illicit target, will be placed on the Wanted List and they become legal targets for everyone else in the game, including the Police.

    9.2. Players may remove themselves from the Wanted List either by dying or by redeeming themselves. The conditions of redemption will be decided by the Umpire based on the severity of the crime. Redemption conditions will typically be a combination of either making a given number of licit kills or surviving a minimum time period. Redemption only occurs at the next update of the list on the website, not immediately at the point of meeting the conditions.

    9.3. Players who redeem themselves from the Wanted List may be either given a new pseudonym, or given less stringent conditions for acquiring one (e.g. one kill), at the Umpire's discretion to help with their rehabilitation.

    9.4. Note that Players who are on the Wanted List are valid targets for everyone while on the public list - this means that, even if someone is known to be Wanted, they are not a valid target until the list is updated. Similarly, even if the redemption conditions are met, the Wanted Player is still a valid target until removed from the list.

    10. Competence:

    To encourage participation in the game, there is a time limit for making attempts on your targets, called the "competence period". Players who are active in the game, for instance by making and reporting attempts on targets, will be granted an extended period of competence. Those players who make no efforts during their competence period will be declared incompetent, or 'inco'.

    10.1. If you do not make two valid attempts or one successful kill within your competency period, you will be designated Incompetent.

    10.2. After each two attempts (including unsuccessful ones) or one successful kill, your competence deadline will be extended. The Umpire reserves the right to decrease competency periods towards the end of the game if not enough is happening.

    10.3. The Umpire will periodically send out reminder emails with your competence deadline affixed.

    10.4. Any players who fail to fulfil the conditions of competence will be placed on the Incompetence List.

    10.5. The Umpire will specify conditions for Incompetents who wish to clear the list, which will usually be one valid attempt. Redemption only occurs at the next update of the list on the website - again, like the Wanted list (see 9.4), even if someone is known to have run out of competence, they are only a valid target while on the Incompetence list. If the list is not yet up, they are not a valid target (unless actually one of your three targets, of course). Incompetent Players remain a valid target for everyone while on the list - even if they have met their redemption targets, if the list has not yet been updated, they are valid.

    10.6. Incompetents who remain on the list for a long period of time without making sufficient attempts at redemption may be removed from the Game by being "thunderbolted" (removed from the Game by umpirical omnipotence). However, the Umpire and associated forces will try really hard to meet you before this point (to kill you and maybe offer you biscuits in the process). If you are thunderbolted but still wish to be involved, you're very welcome to join the police. Please let the Umpire know if this is the case.

    10.7. You will not be given Competence for an attempt you make while in an out-of-bounds area.

    10.8. You will usually not be given Competence if an attempt is made on you, unless you manage to kill a live player, although particular skill and effort may be rewarded.

    11. The Umpire:

    Each assassins game is organised, run and regulated by the Umpire. The Umpire for the Michaelmas 2016 game is Alex Hibbert of Magdalene College, who may be contacted by e-mailing You are also welcome to visit him at Mallory Court, F5 (in the Magdalene Village), or at another location convenient- just email to ensure that the time is convenient!

    11.1. The primary method of contacting the Umpire is through e-mail, but they will be happy to meet up with players to discuss any aspect of the game which may be worrying them. The Umpire's room is out of bounds. Players are discouraged from running into the Umpire's room in order to escape an attacker. Should a Player burst into the Umpire's room gibbering about attacking Assassins, they will be unceremoniously booted out again.

    11.2. Players should try to resolve any queries before they become a matter of life or death. Feel free to email the Umpire regarding any questions you have regarding the rules and they will do their best to get back to you as soon as possible.

    11.3. Taking or attempting to take items from the Umpire's pigeonhole or break into their computer account is strictly forbidden. Impersonating the Umpire is also forbidden: see Conduct.

    11.4. Player-Umpire communications may be made public at the end of the game for everyone's enlightenment and amusement. If Players do not wish a certain communication to be made public, please tell the Umpire in said communication.

    11.4.1. The Umpire may be approached with issues relating to other players' conduct. The umpire will treat all issues raised in strictest confidence, except where concerns MUST be passed on to college authorities or the POLICE.

    11.4.2. Complaints from official persons (porters, for example) will almost certainly result in the disqualification of involved players. Please show common sense, especially when in other colleges. Involvement of the (real) POLICE will definitely cause you to be disqualified (and may jeopardise future participation).

    11.5. The Umpire is immortal, omnipotent, omniscient and completely immune to any form of mind control. Players attempting to test these propositions may be placed on the Wanted List or subject to more creative umpirical sanctions.

    11.6. The Umpire has the right to personally hunt any incompetent players who are about to be thunderbolted, Wanted players, corrupt police. Killing a mortal incarnation of the Umpire may or may not provide competence (as with police), although it will give you the satisfaction of a kill. However, if you are not a valid target of the Umpire this will also place you on the Wanted list if you are not already

    11.7. The Umpire's ruling is final. There will be no right of appeal against a disqualification.

    11.8 The Umpire wishes that everybody reads the rules. As such, the phrase "Dies Irae" should be included in your signup email to demonstrate you have indeed read the rules.

    12. The Police:

    In order to enforce the rules laid down in this document, the umpire employs a police force, made up of players who have been killed and resurrected by the umpire to enforce justice. Players who are killed may sign up to join the Police force under a new pseudonym. The police function much as players, following the same weapons, conduct and other rules, but may only target the following players legally.:

    Police making illicit kills will likely be added to the Corrupt Police list, and will be hunted down by their erstwhile colleagues. Any kills arising from deliberate targeting of live players by Police will be by default annulled. Live players killed for conspicuous weapon bearing, attacking Police, or through friendly-fire will likely remain dead. Police who have been killed will be resurrected by the umpire at his/her discretion to continue to serve as a force of justice. It provides a way of players who still wish to participate past their death to continue to play a part in the game and to encourage others to action or else be hunted down.

    Bored police (especially later in the game once the incompetence list has dwindled) may choose to go corrupt and target their colleagues for amusement. It is expected that you inform the Umpire well in advance of doing this. Some more honourable corrupt officers will also advertise their intentions beforehand. Such 'police-wars' must be confined to the force and are expected not to interfere in the main game. Remember that corrupt police will not typically regenerate when dead, so such players will be out of action until the next term. Organisers of police wars should check that others are interested before including them in the war.

    13. Signing up for the game:

    If you've read all that and you'd like to play, you should provide the Umpire by email the following details:

    Anyone found to have supplied false or misleading details to the Umpire will be disqualified, but I'm sure it's not necessary to say that.

    If you live in a shared room, you are advised to tell your roommate that you are playing, so that they will not think that your assassins are real murderers. It is your duty to ensure that they will not act unreasonably towards any attacking Players.



    The history of these rules may be found here.

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