Cloak & Dagger The Assassins' Guild

About The Assassins' Guild

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 and someone will be able to answer your query.

Michaelmas 2017

The Umpires for this term are Andrew Darby of Corpus Christi College and Allex Allen (previously of Magdalene College), who can be contacted using if anyone has any queries about rules/weapons/anything.

The Michaelmas game is now over! Thomas Carey was victorious in the duel, and earned the title of M.A. (Master Assassin). Congratulations to all the duellists, and awards will be available to view soon.

The Duel Report is now available to view.

Current Game:


The rules for the Michaelmas 2017 game are below. It is compulsory to read at least the Weaponry Rules and Pocket Rules to avoid incidents. These provide most of the information required to play and link to more detailed information in the main rules. 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 umpire will incentivise this with cookies/weaponry/other stuff. You will find out how to apply for these things if you read the main rules.


Archival Items

General Interest


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