Rules And Procedures Of Play

To download a complete copy of the RULES AND ARENA MAP, click here).
("Maze.doc", 63K, MS-Word document)

Click here to download a condensed Windows version of the rules!

Rules "QUICK JUMP"
Overview Golden Rule
The Map Races
The GM Movement
Initiative Updates
Combat Modifiers Parameters
Weapons Ammunition
Preferred Weapon Looting
Orientation & Sneaking Traps
Winning & Winnings Points

Overview

You are thrown into the maze with only your gun and your armor between you and death. Between you and immense fortune lies only the other competitors, and their guns and armor. You must navigate the maze, exterminating Targets, the hapless unarmed white-collar criminals who are good for extra points, on your way to tracking down the other hunters. The goal is simple: if you are the last competitor alive, you win. If you have the most points when time runs out, you win. If you die, you lose.

The game uses a streamlined version of the combat rules for Battlelords of the 23rd Century. I have eliminated a number of combat factors and rules from Battlelords in order to speed up play slightly. If you have any comments or suggestions regarding this game, please email me (brotherbock@byov.com).

I have left out many specifics, such as exact bonuses from high attributes and weapon to-hit numbers, simply because that's a whole lot of crap to type up here, and too much would make this game too complicated. These bonuses and stats WILL be in play, but I will take care of all that.

NOTE: Do not complain about a rule simply because it was a factor in your death. Would you approve of the rule if someone else had have died? If you'd still object, then feel free to comment.

Golden Rule

The GM reserves the right to inflict various nastiness on the players, such as announcing the point leader's position if things are getting boring, or if one character has survived too many games.

The Map

I suggest printing the map out, to make it easier to keep track of the game. If it does not fit on one page, change the margins to (Top: 0.75" Bottom :0.5" Left and Right: 1"), and change the font to Times or Times New Roman, at 28 point. Cell width (Under the Table menu) should be 0.48, with 0.15 space between columns.

To view a GIF image of the map, click here.

Races

I will allow players to play non-humans. However, you must pay some of your starting points to purchase another race. This is because most other races are physically superior to humans, and therefore are at an advantage. The advantage to playing a human? More points for bigger guns and the skills to use them.

Note that the Python races are abnormally expensive. This is because their greatest detriment, a profound lack of intelligence, is not a factor in this game.

Game Master

All judgments by the game master are final. Do NOT whine. If you sincerely feel that something is amiss (i.e. I told you that you were killed by a grenade in square E4, and last round you had moved to G7), by all means let me know. But do not email me to say that you "should have been able to dodge that laser."

Movement

Movement is accomplished by moving from one whole square into another whole square. You may not be in two squares at once, nor may you be on the line between two squares. Diagonal movement IS NOT possible. Only one player may occupy any square at any time. Jumping walls IS NOT possible, although items may be thrown over walls. Other players are not "items." You may move your full movement, then perform an action, or perform an action, then move your full movement. You may NOT move half, shoot, move half, or move two fifths, take a grumpy, then move three fifths, or any other nonsense.

Initiative

The game master will roll initiative for each player every round, and will move players according to their wishes in the initiative order.

Updates

Every round, the point total for all characters will be posted on the web AND given to every player, along with a summary of actions. Location will not be given out publicly.

Each player will also receive a private email, detailing their actions performed that round, and any other data that might immediately affect them. This is to insure that I did not overlook any specified actions, or to explain why certain actions were not possible or occurred differently than what was expected.

All players will then have 24 hours to respond with their next action. Failure to respond will result in a forfeit of your action, although existing parameters (see below) will continue to operate. If all players respond before the deadline, we may be able to get that round over with sooner, in which case I will send the next update out as soon as is possible (do not expect more than one round a day, however).

Weekends will be "commercial breaks," as most people (including me) either don't have time for this kind of nonsense over the weekend, or are away from email. All players will therefore have 72 hours (until the following Monday) to respond to any updates sent on a Friday.

Combat Modifiers

In the interest of speed, I will not include or explain most combat modifiers to the players, such as any negatives involved for shooting at someone who is halfway behind a wall. Instead, I will, if it is not apparent, and it is possible to do so, classify every possible action as Easy, Fair, Normal, Difficult, or Hard, to denote possible modifiers that may apply.

EXAMPLE: You move to E5, and spot Targ (Ram Python) in square H5 (Fair shot) You also see Killbot (Human) in G7 (Difficult shot).

Parameters

As this is play-by-email, constant interaction with the GM is not realistic. Therefore, there are a number of parameters available for you to use. Parameters are "modes of operation" that can be used by the GM to help define your actions.

EXAMPLE: While moving from E4 to D4, you round the corner to find Targ standing in square D4. As two players cannot occupy the same square, your movement stops at D5. You are now directly in front of Targ, who hacks you into little bitty pieces.

Had you been under the "Stop When Spot Enemy" parameter, your movement would have halted at D6, when Targ first became visible to you. As he has a sword, and cannot hit you from two squares away, you are safe (for the moment). Had you been operating under the "Shoot on Sight" parameter as well, you could light up Targ like a briefcase Christmas tree (and hope you kill him before his initiative).

NOTE: This is not as stupid as it sounds. If you spot Targ, and shoot him immediately, his Fire if Fire on parameter may kick in. If you just stop, his action may move him out of the area (unless he's under Shoot on Sight).

It is entirely possible to be operating under more than one parameter, such as Fire if Fired on and Stop When Spot Enemy (allowing you to let the enemy go if he wishes, but letting you return fire if he doesn't). Obvious contradictions are not allowed (Shoot on Sight and Don't Shoot Anything).

If you come up with a plausible addition to the list of parameters, it will become available to all players.

Note that parameters are included to speed up playability and provide for a more realistic game; they will, however, take away some control over your character, namely the specifics of your actions. You tell me that you want to shoot the first target you see. If you see an unarmed Targets shortly before you see Phil the Phentari, you will have already shot the Target, and Phil will have lucked out. It's up to you whether you wish to use parameters or not. They are not mandatory for anyone.

Weapons

All weapons listed will be given a range in map squares. Most should more than cover the board, but some will not (Flamethrowers, for example). Hand Weapons may only be used on an enemy in an adjoining square, diagonals included. The exception to this rule is the Eridani, who may attack from two squares away.

There is a limit of three weapons that any character may carry into the maze. Five grenades count as one weapon, as do two daggers.

Ammunition

Unless otherwise stated in the weapon description (see Flamethrowers), a player is considered to have unlimited ammo for all weapons (NOT grenades). You will, however, have to reload when your gun runs out of ammo (capacity listed under Ammo in the weapon tables). Reloading may be done either in place of moving, or in place of an action. For example, you may stay where you are, reload, then shoot, or move away and reload the weapon. You may want to keep track of your own ammo so you can plan ahead. I will keep track of ammo as well, but I will not warn you when you are about to run out.

Preferred Weapon

For you gun-mongers who go around toting a personal arsenal, this entry on your character sheet lets me know which weapon you will use to attack, if none is stated in your email. If no weapon is stated, and you have no preferred weapon listed, I will choose a weapon from your list alphabetically (no shit).

Furthermore, there is a blank for Preferred Hand Weapon. Filling in this blank with the name of a hand weapon means that you will automatically use this weapon if a target is in an adjoining square (or two squares away for Eridani). In other words, you will shoot Targ if he is three squares away, but you will knife him if he is next to you. DO NOT fill in this blank if you do not want to automatically use a hand weapon in close quarters.

NOTE: A -20% penalty will be applied when firing ANY NON-PISTOL at a target in an adjacent square.

The Preferred Grenade blank is treated as the Preferred Weapon blank.

Looting

All contestants are fitted with neural collars, which allow the game referees complete control over the participants' nervous systems. Whenever a hunter (not a Target) is killed, all contestants are frozen, while a clean up crew removes the body. All weaponry is taken as well. Therefore, no looting of dead bodies is possible. However, there may be times that a contestant drops a weapon (arm gets chopped off, whatever). If this is the case, the weapon may be picked up by anyone.

Orientation and Sneaking

No matter what square you occupy, you have 360 degrees of vision. For instance, if you are in F7, you are able to see to D5, H5, and E8, all at the same time. This rule assumes that you are moving your field of vision. You can specify that you are looking one particular direction. For instance, from D7 you can specify that you are looking down the hall to D15. This will give you a bonus should any targets appear in that field of vision. This doen NOT mean that you cannot see to your right, into A7, it just means that your attention is elsewhere. You will suffer a negative to attack in a direction you are not looking, and anybody sneaking up on you from that direction will find it easier to surprise you. However, anyone sneaking into an area you are looking at will be in defecation mode (say goodnight, Gracie).

Successfully sneaking up on someone can be devastating. You get your attack, which is one level easier for difficulty, and they do not get to return fire, even if operating under an appropriate parameter. Watch your back, soldier.

Traps

The maze also contains a random number of mined squares throughout the Arena. The function is simple: the first person to step on that square sets the mine off.

The mine will be set off only if a player moves specifically to that square, or if travel over that square is inevitable. For instance, Targ moves from H3 to E4, and a mine is located in G4. It is not set off, as he may have rounded the corner by way of H5, not G4. However, he does set of the mine in E5, as he necessarily traveled over that square.

Winning and Winnings

The winner of each game, and any surviving players if the game ran to the time limit, receive a cash prize equal to the points they scored during the game. (Cash is spent exactly as points are for weapons and armor).

Winnings can be used to buy equipment, skill levels, and even higher attributes, for the next game.

Points

Players gather points by shooting other players, and the hapless Targets running around the Arena (white collar criminals who are given the chance to enter the Arena...if they survive, they're set free).