James Bond College 
Live Role Playing Game
General Rules Part I

Basic Play

 

· Agents will determine who is playing the part of “Control” for a particular game.  Control acts as the part of the spymaster who pits all the other players (Agents) against each other.

 

· All Agents will be assigned a number immediately after filling out the basic information sheet by Control.  24 hours prior to the beginning of play, Agents will receive information about their first target from Control.  Once play commences, Agents have 336 hours (2 weeks) in which to eliminate their target(s).  Agents are also being hunted by other Agents throughout the game.

 

· Just as Agents hunt their primary target, they may also kill their hunter, rendering him/her incapable of killing them.  If an Agent is killed by their hunter, they are considered dead and out of the game.  Each time an Agent successfully kills a target; they will get the dead Agent’s assignment from Control within 12-24 hours and begin hunting their new target.

 

· Clever kills, nicely set up, and the stories about them are the point of the game.  Control will appreciate and may reward extra points for skill and good style.

 

· Agents should try not to have any disputes.  Control will arbitrate disputes, but the arbitration may consist of simply killing all parties involved.  Be a good sport: be honest and trust your competition to be honest as well.  If they say you are shot, you probably are.

 

· Winners at the end of the game may not be the last Agent standing, but instead, the one with the most points.  Points are gained by total number of kills (1 point each); avoiding kills and nicely set up kills.  Agents do not gain each others points by killing them.  Control will award and keep track of all points.

 

· Agents who have won two separate games (does not have to be consecutive) will be awarded “00” status by Control and have “00” added to the front of their number for all future games.  “00” status may be revoked by Control only for serious rule violations.

 

Safety

 

· Use common sense in all situations.  Nothing which would be considered unsafe or has the potential for injury should be attempted.

 

· Anyone in or immediately next to a car, whether a driver or passenger, is out of play, and attempts from a moving car, whether by passenger or driver, are invalid.  Drive-bys are not allowed, as this may put the occupants of the vehicle in danger.  Bottom line, automobiles are off limits.

 

· While tailing a target is legal, car chases are ABSOLUTELY illegal.  A car chase is defined as a situation where the target is speeding in order to consciously evade the assassin and the assassin (and/or accomplices) is speeding in order to continue to tail the target.  All parties involved in a car chase will be immediately disqualified from the game.  In addition, lying underneath a car or behind the wheels of a car is strictly prohibited.

 

· Extreme care should be taken to avoid head shots when firing a projectile.  Garrote wire, if used, should be cloth and not actually capable of killing or cutting a player.

 

· Law Enforcement and “real world” security forces must be kept in mind at all times.  Police or non players must NEVER witness weapons or have knowledge of the game.  In addition, Agents should THINK before they act because there are real weapons in the community and non players may mistake Agent’s for an actual threat.

 

· Agents may conduct a SAFETY KILL on each other if using a firearm and the proximity to your opponent is within 10 feet.  Agents may call out “Safety Kill” and do not have to fire their weapon to gain the kill.  They must, of course, have had the drop on their opponent and had the ability to shoot (i.e. had ammunition).  The purpose of the SAFETY KILL is to prevent injury from Air Soft ammunition, etc. 

 

Valid Targets

 

· As an Agent you are entitled to kill the following:

 

           1.  Your target.

 

           2.  Anyone in the act of attacking you.

 

           3.  Anyone who has orders to kill you.  If you discover the identity of any of your assassin, you are entitled to preemptively kill them.

 

· If an Agent kills someone who is not a valid target (i.e. an innocent civilian or another Agent who is not actually hunting you), Agents will be penalized 1 point per casualty by Control.  If Agents neglect to inform Control about their unintended kills, they will be penalized 2 points per casualty once Control finds out about them.

 

· If an Agent mistakenly kills another Agent who was not their target or the assassin assigned to kill them, Control will “resurrect” that Agent to continue the game after Control becomes aware of the situation.  Agents killed in error, should not notify any other Agents to include the one who killed them that they were not a valid target.  Control will secretly “resurrect” them.

 

Deaths

 

· To be killed, Agents must:

 

           1.  Be struck (touched) with a knife, safe projectile, or the main part of a water jet (squirt gun) in the torso.  Limb and head shots do not count.

 

           2.  Be made noticeably wet by a grenade on the torso or head.  Again, limb hits do not count.

 

           3.  Be poisoned in accordance with the poisoning rules above.

 

           4.  Be affected by a custom weapon in a manner appropriate to the weapon and approved by Control.

 

· Anyone trying to manipulate the game while dead (inside information, warning other players, etc.) will be banned from future games.

 

· When a kill takes place, both the assassin and the victim must provide each other their Agent number.  That way, when the report is made, each Agent accurately reports who he or she killed or who killed them.

 

· For each incident where kills were made, all parties involved should report the kill(s) and/or death(s) to Control stating:

 

1.  The Killer

 

2.  The Victim

 

3.  The Weapon(s) used

 

4.  The Time and Location of the incident.

 

5.  Details of any Innocents (non-members) involved.

 

6.  Anything else the Agents consider important, embarrassing, or funny, as awards are often made on the basis of kill reports.

 

· When Control receives both reports of a kill, he will assigned the dead Agent’s target to the Agent who killed him.  This should happen within 12-24 hours or both reports being sent to Control.

 

· Ideally, kills are made with no witnesses.  If any witnesses are able to identify the killer, that Agent will be penalized 1 point per witness by Control.  A witness is any person present at the exact moment of the kill or immediately afterwards and within a direct line of sight of either Agent (although not necessarily looking at the Agents) with the following exceptions:

 

1.  Dead Agents cannot be witnesses.  Ghosts tell no tales.

 

2.  Sleeping or unconscious people are not witnesses.

 

3.  Generally, if you think someone is a witness, they probably are.

 

· Targets must be hit in the torso.  You can be shot in the back.  Shots to the limbs do not count as valid kills.  This does not mean that Agents can cover their chest with their arm and consider themselves invulnerable.  Headshots are not valid and dangerous.  Intentional headshots may be grounds for removal from the game.

 

· Shots may only be blocked by objects that would stop a silenced .22 bullet.  This means that a pillow or an arm are not shields, but a door is.

 

· Both Agents involved in a killing must contact Control immediately to report the incident (no later than 12 hours).  They should describe what happened in detail, relay the names of both parties and the time of the incident, and report any exchange of information.  Control can be reached via e-mail at ___ (TBD) or text messaged at _____ (TBD).

 

· Agents should frequently check their e-mail or text messages (at least once a day). Control may issue a new target, give notice of a side mission, or have special instructions at any time. 

 

· If Agents are involved in a gun battle, either Agent may call “PAUSE” in order to don safety glasses.  ONLY the donning of safety glasses is permitted during pause.  Drawing a weapon, reloading, taking cover, etc. are not allowed.  Misuse of the “PAUSE” will result in loss of points from Control.  If an Agent is ambushing another Agent with a firearm, they may call “PAUSE” to allow their target to don glasses and then shoot them.  No other action is allowed during a “PAUSE” except putting on safety glasses.

 

· Agents should keep all kills a secret until the game is declared over by Control.  This way, active players do not know how many Agents are still in play.

 

· Special kills may be awarded bonuses by Control but not to exceed 4 points per individual assassination.

 

 

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