https://wiki.cmukgb.org/api.php?action=feedcontributions&user=Dylan&feedformat=atomKGB Wiki - User contributions [en]2024-03-29T13:48:07ZUser contributionsMediaWiki 1.28.2https://wiki.cmukgb.org/index.php?title=Bylaws&diff=11856Bylaws2018-03-01T02:43:33Z<p>Dylan: Fixed unclear formatting on Article IX</p>
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These are the official (but not the canonical) bylaws of the KGB organization. They are very important.<br />
<br />
=ARTICLE I. NAME AND OBJECTIVES=<br />
<br />
==Section 1. Name==<br />
The name of the organization shall be [[KGB]].<br />
<br />
==Section 2. Objectives==<br />
The objectives of the organization shall be:<br />
* to promote a spirit of fellowship among its [[members]].<br />
* to take an active and positive role in campus life.<br />
<br />
==Section 3. No Profit==<br />
The organization shall not be conducted or operated for profit and no part of any profits or remainder or residue from dues, donations, or other sources of income to the organization shall inure to the personal benefit of any member or individual.<br />
<br />
=ARTICLE II. DEFINITIONS=<br />
<br />
==Section 1. Standing Definitions==<br />
The terms defined as follows shall be considered standing definitions:<br />
<br />
===a. Majority===<br />
A majority shall be defined as a number greater then one-half (1/2), or fifty percent (50%), of the total.<br />
<br />
===b. Organization Quorum===<br />
A quorum of the organization is required in order to hold meetings as set forth in Article IV, Sections 1 and 2, and shall be either a majority of the voting members or seventy-five percent (75%) of the active members.<br />
<br />
===c. Board Quorum===<br />
A quorum of the Board is required in order to hold meetings set forth in Article IV, Sections 3, 4, and 5, shall be a majority of the Board members.<br />
<br />
===d. Written Petitions===<br />
All written petitions shall bear the signatures of either ten (10) members, or twenty percent (20%) of the voting membership, whichever is greater.<br />
<br />
===e. Member in Good Standing===<br />
A [[members|member]] is in good standing whose [[dues]] are current and whose other monetary obligations to the organization are fulfilled<br />
# within sixty (60) days of the obligation's creation, or<br />
# by the Annual Meeting (as defined in Art. VI, Sec. 2)<br />
whichever comes first unless such obligations are created within seven (7) days prior to the Annual Meeting, in which case clause 2 shall not apply.<br />
<br />
===f. Voting Member===<br />
A voting [[members|member]] is a member in good standing who has attended at least one (1) previous meeting during their current term of membership.<br />
<br />
===g. Mailing===<br />
A mailing may be by physical or electronic means. Such mail must be individually addressed to each recipient, and may not only be to a single central bulletin board or other medium.<br />
<br />
===h. Active Member===<br />
An active [[members|member]] shall be a voting member who has attended at least one of the three (3) previous regular organization meetings as set forth in Article IV, Section 1 of these bylaws.<br />
<br />
===i. [[Annual meeting|Annual Meeting]]===<br />
The annual meeting is the meeting at which the officers shall be elected for the ensuing year, and at which other significant business is conducted in accordance with these bylaws, and is described in Article VI, Section 2 of these bylaws.<br />
<br />
===j. Random Process===<br />
A random process shall be any method of choice which assigns an equal probability of selection to each option.<br />
<br />
===k. [[Duck]]===<br />
Anything that looks like a duck, walks like a duck, and quacks like a duck.<br />
<br />
===l. Zombie Dollar===<br />
One zombie dollar is the equivalent of the fee assessed members with a body temperature equal to or less than fifty (50) degrees Fahrenheit, as defined in Article III, Section 2 of these bylaws.<br />
<br />
===m. Term of Membership===<br />
A member's term of membership is the length of time covered by their most recent payment of dues, or the period dating back to when they most recently became a member of KGB, whichever is shorter.<br />
<br />
==Section 2. Provisional Definitions==<br />
All terms not previously defined as standing Definitions shall be defined according to the current edition of MERRIAM-WEBSTER'S COLLEGIATE DICTIONARY.<br />
<br />
=ARTICLE III. MEMBERSHIP=<br />
<br />
==Section 1. [[Members|Membership]]== <br />
Each individual voting member shall have one (1) vote. Each member shall receive one (1) copy of any notices, publications or other distributed documents of the organization.<br />
<br />
==Section 2. Becoming a Member==<br />
Any person whose dues have been paid to the Treasurer and whose body temperature is above fifty (50) degrees Fahrenheit shall be considered a member. However, the second requirement can be waived for the fee of six (6) dollars.<br />
<br />
==Section 3. [[Dues]]==<br />
Membership dues for the next year shall be suggested annually by the [[Executive Board]] in March, and approved or changed by the voting membership at the April meeting. Dues shall be payable on or before the thirtieth day of September each year.<br />
<br />
==Section 4. Termination==<br />
Memberships may be terminated voluntarily:<br />
===a. Resignation===<br />
Any member may resign from the [[KGB|organization]] upon written notice to the [[Recording Secretary]].<br />
<br />
===b. Lapsed Memberships===<br />
A membership will be considered as lapsed and automatically terminated if such member's [[dues]] remain unpaid thirty (30) days after the deadline for payment of dues. However, the [[Executive Board]] may grant an additional thirty (30) days grace period to such delinquent [[members]] in exceptional cases. In no case may a person be entitled to vote at any<br />
[[KGB|organization]] [[meetings|meeting]] whose dues are unpaid as of the date of that meeting, or who are sixty (60) days in arrears of other monetary obligations to the organization.<br />
<br />
==Section 5. Refund of [[Dues]]==<br />
Membership [[dues]] will not be refunded either wholly or in part for any reason save extreme circumstances as determined by the membership.<br />
<br />
==Section 6. Benefits of Membership==<br />
All [[members]] in good standing shall receive all benefits of membership except as stipulated in the bylaws.<br />
<br />
=ARTICLE IV. [[Meetings|MEETINGS]] AND VOTING=<br />
<br />
==Section 1. Regular Organization [[Meetings]]==<br />
Regular [[meetings]] of the organization shall be held as directed by the Executive Board. Written notice of such meetings shall be mailed to the membership at least six (6) days prior to the date of the first such meeting of each semester by the Corresponding Secretary through the official organization newsletter or by other mailing, as well as upon any change in the announced time.<br />
<br />
==Section 2. Special Organization Meetings==<br />
Special [[meetings]] of the organization may be called by the [[President]], or by a majority vote of the members of the [[Executive Board]] who are present and voting at any regular or special meeting of the Board, or by the [[Recording Secretary]] upon receipt of a written petition. Written notice of such [[meetings]] shall be mailed by the [[Corresponding Secretary]] at least three (3) and not more than fifteen (15) days prior to the date of the meeting. Such notice shall state the purpose(s) of the meeting, and no other organization business may be transacted thereat.<br />
<br />
==Section 3. Regular [[Executive Board]] [[Meetings]]==<br />
Regular [[meetings]] of the [[Executive Board]] shall be held as directed by the Board, with a minimum of two (2) such meetings per semester. Notice of such [[meetings]] shall be mailed to the membership at least six (6) days prior to the date of the first such meeting of each semester by the [[Corresponding Secretary]] and upon any change in the announced time. Such [[meetings]] shall be closed to non-members of the organization unless the individual(s) should be specifically invited by the [[Executive Board|Board]], in which case the cause for the non-member presence shall be the first order of business, and after which the non-member may be asked to leave the meeting.<br />
<br />
==Section 4. Special [[Executive Board]] [[Meetings]]==<br />
Special [[meetings]] of the [[Executive Board]] may be called by the [[President]], or by the [[Recording Secretary]] upon the receipt of a written petition signed by at least three (3) members of the [[Executive Board|Board]]. Notice of such [[meetings]] shall be given to the membership at least five (5) days prior to the meeting. Such notice shall state the purpose of the meeting and no other business may be transacted thereat. In addition, all restrictions in Section 3 of this article shall apply to special meetings of the [[Executive Board|Board]].<br />
<br />
==Section 5. Emergency [[Executive Board|Board]] [[Meetings]]==<br />
Emergency meetings of the [[Executive Board|Board]] may be called by the [[President]] or [[1st VP|First Vice-President]] and may be held by phone. Notice of such [[meetings]] shall be given to the officers at least one (1) day prior to the meeting. Any majority decision reached will be entered into the minutes of the next regular [[Exec|Board]] meeting.<br />
<br />
==Section 6. Voting==<br />
Each voting [[members|member]] shall be entitled to one (1) vote at any regular meeting of the [[KGB|organization]] at which the member is present. Absentee voting will be permitted only for elections. Absentee ballots must be submitted to all the election proctors at<br />
least twelve (12) hours in advance of the commencement of the [[Annual meeting|Annual Meeting]], unless the proctors decide to accept absentee ballots after this deadline. Absentee ballots may be submitted by electronic mail, in person, or by any other method the proctors deem acceptable.<br />
<br />
=ARTICLE V. [[:category:Officers|OFFICERS]] AND REPRESENTATIVES=<br />
<br />
==Section 1. [[Executive Board]]==<br />
The [[:category:officers|officers]] of the [[KGB|organization]] shall constitute the [[Exec|Executive board]]. The power necessary for the general management of the organization's affairs shall be entrusted to the Board, except as follows.<br />
<br />
===a. Supremacy of the Organization===<br />
The Board shall be subject to the orders of the organization, and none of its acts shall conflict with action taken by the organization, and the organization may countermand any decision of the board by a majority vote, thus opening up the question for consideration by the organization.<br />
<br />
===b. Distribution of Funds===<br />
The Board shall not distribute the organization's funds except as directed by the organization.<br />
<br />
==Section 2. [[:category:Officers|Officers]]==<br />
The organization officers, consisting of the following, shall serve in their respective capacities both with regard to the organization and its meetings and the [[Exec|Board]] and its [[meetings]].<br />
<br />
===a. [[President]]===<br />
The President shall preside at all [[meetings]] of the [[KGB|organization]] and of the [[Exec|Board]], and shall have the duties and powers normally applicable to the office of President in addition to those provided for in these bylaws.<br />
<br />
===b. [[1st VP|First Vice-President]]===<br />
The First Vice-President shall be in charge of fellowship and shall actively recruit new [[members]].<br />
<br />
===c. [[2nd VP|Second Vice-President]]===<br />
The Second Vice-President shall be in charge of organizing fellowship activities.<br />
<br />
===d. [[Corresponding Secretary]]===<br />
The Corresponding Secretary shall have charge of all correspondence pertinent to the [[KGB|organization]] other than the correspondence reserved for the [[Recording Secretary]] and [[Treasurer]]. The Corresponding Secretary shall be the Editor of the organization [[Pravda?|Newsletter]].<br />
<br />
===e. [[Recording Secretary]]===<br />
The Recording Secretary shall keep a record of all [[meetings]] of the [[KGB|organization]] and of the [[Exec|Board]] and of all matters of which a record shall be ordered by the organization. The Recording Secretary shall keep a roll of the [[members]] of the organization with applicable information, including attendance at meetings of the general body; furthermore, the Recording Secretary shall carry out such other duties as are prescribed in these bylaws, and shall have the duties and powers normally applicable to the office of Secretary, except for those duties and powers assigned to another officer by these bylaws. In the absence of the Recording Secretary, the duties and powers thereof shall be executed by the Corresponding Secretary, or in the absence thereof, the most senior officer present not presiding over the meeting.<br />
<br />
===f. [[Treasurer]]===<br />
The Treasurer shall collect and receive all [[Treasury|moneys]] due or belonging to the organization, and shall deposit the same in a bank satisfactory to the [[Exec|Board]], in the name of the [[KGB|organization]]. The Treasurer's books shall be open at all times to the inspection of the Board, and the Treasurer shall report to the Board and the general [[members|membership]] at every meeting the condition of the organization's finances. At the [[annual meeting]], the Treasurer shall render an account of all moneys received and expended during the previous fiscal year. During the month of September the Treasurer shall mail to each member a statement of [[dues]] for the ensuing year. The Treasurer shall disperse funds as directed by the Executive Board. The Treasurer shall also be responsible for filing all financial forms applicable to the organization. In the absence of the Treasurer, the [[Recording Secretary]] shall record allocations made or debts incurred by or to the organization; however, the Recording Secretary shall not disburse or collect moneys, unless authorized so to do by the Board.<br />
<br />
===g. [[Sergeant at Arms|Sergeant-at-Arms]]===<br />
The Sergeant at Arms shall assist in preserving order as the chair may direct, and other duties as set forth in the standing rules of order.<br />
<br />
==Section 3. [[:category:officers|Officer]] Requirements==<br />
All Officers of the [[KGB|organization]] shall be voting [[members]] who are [[Activities fee|Activities Fee]]-paying students.<br />
<br />
==Section 4. Vacancies==<br />
Any vacancy of an [[:category:Officers|officer]] position occurring on the [[Exec|Board]] during the year shall be filled for the unexpired term of office by a majority vote of all the remaining members of the Board by the second regular [[meetings|meeting]] of the board following the creation of such vacancy.<br />
<br />
==Section 5. Recall of [[:category:Officers|Officers]]==<br />
Any officer may be recalled for misconduct or dereliction of duty. A written petition, stating the reason(s) for recall, shall be filed with the [[Exec|Board]]. Written notice of such a petition shall be mailed to the membership. At the next regular [[meetings|meeting]] at least six (6) days after the mailing, a hearing on the matter will be held and a two-thirds (2/3) vote will be required to sustain the recall.<br />
<br />
==Section 6. Seniority==<br />
Seniority of offices is: [[President]], [[1st VP|First Vice-President]], [[2nd VP|Second Vice-President]], [[Corresponding Secretary]],<br />
[[Recording Secretary]], [[Treasurer]], and [[Sergeant at Arms|Sergeant-at-Arms]].<br />
<br />
=ARTICLE VI. MUSICAL INTERLUDE=<br />
<br />
<br />
=ARTICLE VII. [[KGB|ORGANIZATION]] YEAR, [[Annual meeting|ANNUAL MEETING]], [[Elections|ELECTIONS]]=<br />
<br />
==Section 1. [[KGB|Organization]] Year==<br />
The organization's fiscal year shall begin on the first day of September and end on the thirty-first day of August. The organization's official year shall begin immediately at the conclusion of the [[elections|election]] at the [[annual meeting]] and shall continue<br />
through the election at the next annual meeting.<br />
<br />
==Section 2. [[Annual meeting|Annual Meeting]]==<br />
No later than the last meeting in the month of December the [[Exec|board]] shall set the date for the Annual Meeting. The annual meeting shall be held in the month of April of each year. At the Annual Meeting the Officers for the ensuing year shall be elected by<br />
secret, written ballot from among those nominated in accordance with Section 4 of this article. They shall take office immediately upon the conclusion of the election and each retiring [[:category:Officers|officer]] shall relinquish all properties and records relating to that office within fifteen (15) days after the [[elections|election]].<br />
<br />
==Section 3. [[Elections]]==<br />
The color of elections shall be [[purple]].<br />
<br />
===a. Proctors===<br />
For the duration of the [[elections]] at the [[Annual meeting|Annual Meeting]], a set of at least three proctors shall preside and keep order at the meeting. Ballots shall be counted by at least two proctors. Proctors shall be ineligible to run in that year's elections. Proctors shall be voting members of the organization except as discussed in section VI.3.b.<br />
<br />
===b. Normal Proctor Selection===<br />
At least two weeks prior to the [[Annual meeting|Annual Meeting]], a slate of at least three consenting [[members]] shall be nominated as proctors at a meeting of the [[Exec|Board]]. A member shall not be nominated if any member of the Board objects. At any meeting of the general body thereafter prior to the Annual Meeting, the slate may be modified or approved by a two-thirds (2/3) vote. At any such time, if it has not yet approved a slate of proctors, the organization may elect to request proctors from an external source with a two-thirds (2/3) vote.<br />
<br />
===c. Emergency Proctor Selection===<br />
If, at the Annual Meeting, less than three approved proctors are in attendance, the [[members|general body]] shall again have the opportunity to modify and approve the slate of proctors. If no proctors have yet been approved, after at least two failed votes to approve the current slate of proctors the chair may declare an impasse. In such an impasse, five present members not presently nominated for office shall be selected as proctors by random process; or, if five such members cannot be found, five members from the total attendance shall be so selected, but shall remain eligible for election.<br />
<br />
===d. [[Elections|Election]] Procedure===<br />
The election of each officer shall be concluded before the election of the next begins, and these elections shall be held in order of the chain of command. Write-in ballots or other invalid ballots shall be considered as abstentions. The system by which we will vote is “Instant-runoff voting” as detailed below:<br />
<br />
1) Each general body member present at elections (or voting absentee) will receive a ballot with the names of all candidates running for a given officer position listed.<br />
<br />
2) Members will rank candidates for each position. They may rank as many or as few candidates as they would like until they have no confidence in a candidate.<br />
<br />
3) Positions will be decided by counting votes and eliminating the candidate with the fewest number of votes, until a single candidate remains. That candidate is the winner of that position.<br />
<br />
4) In the event of a tie between the candidates receiving the fewest number of votes, the proctors will eliminate one candidate by random process.<br />
<br />
5) Each time a candidate is eliminated as the result of 3) and/or 4), the votes for that candidate will be redistributed according to the next candidate ranked on each ballot, until no further candidates are ranked, at which point the ballot will be considered an abstention.<br />
<br />
6) Officers elected to a position will be removed from the running for the following positions up for election.<br />
<br />
The winner shall be announced by the election proctors. At least three of the election proctors shall sign a document in triplicate containing the names of the new executive board. Vote totals shall not be announced. The ballots shall be destroyed upon completion of the elections.<br />
<br />
===e. Election Quorum===<br />
Election of officers may proceed in the absence of quorum if the presence at the meeting of every absentee voter would be sufficient to reach quorum.<br />
<br />
==Section 4. Nominations==<br />
No person may be a candidate in an [[KGB|organization]] [[elections|election]] who has not been nominated or who is not a voting organization [[members|member]] in good standing. During the last quarter of the official year the Executive Board shall select a [[NomCom|Nominating Committee]] consisting of four (4) members willing to so serve, not more than one (1) of whom shall be a member of the [[Exec|Board]]. The [[Recording Secretary]] shall immediately notify the committee members of their selection. The Board shall name a Chairperson for the committee and it shall be this person's duty to call a committee meeting which shall be held on or before March 1. Once the first meeting has been held, the membership of this committee cannot be altered by the board. No person who has served on the Nominating Committee will be eligible to run in that year's elections. <br />
<br />
===a. Duties of the Nominating Committee===<br />
The committee shall encourage as many able members to nominate themselves for offices as possible. If any office has no nominations for candidates, or the nominations for an office are such that all candidates could be elected to a position earlier in the chain of command, one (1) week before nominations are closed, Nominating Committee shall nominate one (1) person to that position, such that at least one person who is nominated for the office cannot be elected to a position earlier in the chain of command, and after securing the consent of each person so nominated, shall on or before the fourth day before nominations are closed report their nominations to both the [[RecSec|Recording]] and [[CorSec|Corresponding]] Secretaries in writing. Nominating Committee is to do everything in its power to maintain the appearance of neutrality.<br />
<br />
===b. Membership Notification of the Report of the Nominating Committee===<br />
Upon receipt of the [[NomCom|Nominating Committee]]'s report, the [[Corresponding Secretary]] shall on or before the third day before nominations are closed notify each member in writing of the candidates so nominated. <br />
<br />
===c. Ad hoc Nominations===<br />
Additional nominations may be made at any meeting after the report of the nominating committee and before the [[annual meeting]] by any member in attendance provided that the person so nominated does not decline when his or her name is proposed, and provided further that if the proposed candidate is not in attendance at this meeting, the proposer shall present to the Recording Secretary a written statement of the candidate's willingness to be so nominated. A voting member may be nominated and run for more than one (1) office, but shall only be allowed to hold one (1) office.<br />
<br />
===d. Membership Notification of the Final List of Nominees===<br />
Upon finalization of the nominations and at least three days before the annual meeting, the [[Corresponding Secretary]] shall notify each member in writing of the list of candidates. <br />
<br />
===e. Exclusion of Other Nominations===<br />
Nominations cannot be made at the [[annual meeting]] or in any manner other than as provided for in this section.<br />
<br />
=ARTICLE VIII - [[Committees|COMMITTEES]]=<br />
<br />
==Section 1. Ordinary [[Committees]]==<br />
The Board may each year appoint standing ordinary committees to advance the work of the organization. Special ordinary committees may also be appointed by the Board to aid it on particular projects. Such committees shall always be subject to the final authority of the Board.<br />
<br />
==Section 2. Revision of Ordinary [[Committees]]==<br />
Any ordinary committee appointment may be terminated by the Board upon written notice to the appointee, and the Board may appoint successors to those persons whose services have been terminated.<br />
<br />
==Section 3. Extraordinary [[Committees]]==<br />
The organization may appoint extraordinary committees to advance the work of the organization. Each such committee has an owner, who must be a member in good standing of the organization. The owner appoints and replaces the chair of the committee as deemed<br />
appropriate.<br />
<br />
==Section 4. Ownership of Extraordinary [[Committees]]==<br />
The owner of an extraordinary committee is determined by auction, the proceeds of which are payable to the organization. In the event of a vacancy in ownership of an extraordinary committee, the organization may fill the vacancy by auction.<br />
<br />
==Section 5. Voluntary Transfer of Ownership of Extraordinary [[Committees]]==<br />
The owner of an extraordinary committee may transfer the ownership of the committee to another member in good standing by notifying the Recording Secretary.<br />
<br />
==Section 6. Records of [[Committees]]==<br />
The [[Recording Secretary]] shall maintain a record of the membership of all ordinary committees and of the ownership of all<br />
extraordinary committees.<br />
<br />
=ARTICLE IX. REPRIMAND, PROBATION, SUSPENSION, AND EXPULSION=<br />
<br />
==Section 1. Submitting a Complaint==<br />
Any person affiliated with the organization<br />
can be held accountable for any conduct deemed inappropriate or harmful to the<br />
organization, its purposes, objectives, or affiliated people. Any person<br />
affiliated with the organization may, at any time, issue a complaint against<br />
any other person affiliated with the organization by contacting any member of<br />
the Executive Board in any way, including but not limited to verbal or written<br />
communication. The Executive Board may also issue a complaint about any person<br />
affiliated with the organization.<br />
<br />
# Complaints may be about actions or events that occurred in any context. This includes, but is not limited to, interactions online, in person, and at organization events.<br />
<br />
==Section 2. Involvement of Officers==<br />
If a complaint is issued against an<br />
officer, that officer must withdraw themself from all Executive Board activity<br />
related to that complaint. Any officer may also choose to withdraw themself<br />
from such activity at any moment and for any other reason.<br />
<br />
# If quorum of the Board cannot be obtained with the remaining officers the complaint and the process fall under Section 7.<br />
# For the remainder of this article the Executive Board and officers refer to those who have not withdrawn themselves, except in deciding quorum of the Board.<br />
<br />
==Section 3. Starting the Procedure==<br />
Within one (1) week after a complaint has<br />
been issued, the Executive Board must do the following:<br />
<br />
# The Board must offer to hold separate discussions with the accused party and the accuser in order to determine the severity of the situation. Either party may refuse this meeting.<br />
## All meetings with any involved parties must take place with at least two (2) officers, one of whom must be the President or most senior officer not withdrawn as defined in Section 2.b. Each party may request to include a specific member of the Board at the meeting. Each person may also have a third party present at the meeting, subject to advance approval of the Board.<br />
## Any meeting held with an accused party may be held in the presence of a representative of the Student Activities team within the Office of Student Leadership, Involvement and Civic Engagement (hereafter, “Student Activities”), at the discretion of the Executive Board.<br />
# If the Executive Board believes that the complaint may require disciplinary action beyond a Reprimand (i.e., Probation, Suspension, or Expulsion), they must inform a representative from Student Activities of the situation. The Executive Board does not need to receive a response before issuing the disciplinary action.<br />
<br />
The Executive Board may then choose to take one of the disciplinary actions<br />
defined in Section 4.<br />
<br />
==Section 4. Disciplinary Actions==<br />
In response to a complaint, the Executive<br />
Board may issue any of the following disciplinary actions against the accused<br />
party. The Executive Board must approve such an action by majority vote, unless<br />
specified otherwise. If disciplinary action is approved, the Board must send<br />
written notice of such action to the accused party within 24 hours of the vote.<br />
<br />
===a. Reprimand===<br />
The Board may issue a reprimand to the accused party for<br />
minor offenses. The reprimand will take the form of a written notice and a<br />
verbal warning including, but not limited to, a warning of future<br />
consequences should the accused party continue their behavior. The verbal<br />
warning will be given during a meeting between the accused party and at<br />
least one member of the Executive Board.<br />
<br />
===b. Probation===<br />
For moderate offenses that have the potential to escalate,<br />
the Board may place the accused party on probation. The accused party may<br />
still participate in the activities of the organization, but must adhere to<br />
the conditions of a written agreement. The agreement:<br />
<br />
# Will be written by the Executive Board in discussion with a representative from Student Activities, with input from the accused party.<br />
# Will include a set of conditions (e.g., restricted actions and corresponding consequences) that the accused must adhere to.<br />
# May restrict the accused party from attending some, but not all, organization activities.<br />
# Will include the following information:<br />
## If the Board determines that the conditions of the agreement are broken in any way, the Executive Board may immediately escalate the disciplinary action to Suspension or Expulsion.<br />
## The Executive Board may end a Probation at any time at their discretion.<br />
# Will be signed by the President and the accused party.<br />
<br />
===c. Suspension===<br />
For offenses of a more serious nature, the Board may forbid<br />
the accused party from attending all organization activities, and, if<br />
applicable, suspend the accused party’s membership privileges.<br />
<br />
# Upon receiving a complaint, the Executive Board may issue a Temporary Suspension, which is a full ban from all organization activities, for up to one (1) week. The Executive Board does not have to meet the requirements in Section 3 to enact a Temporary Suspension. Temporary Suspensions may be enacted once per complaint and cannot be extended.<br />
# Upon issuing a Suspension, the Board:<br />
## Must specify its duration. If the Suspension extends beyond the next Annual Meeting, each new Executive Board must, during its first meeting, decide by majority vote to uphold or end the Suspension.<br />
## May set objectives for the suspended party during the term of their Suspension. The Executive Board will define these objectives in discussion with the accused party and a representative from Student Activities. Completion of these objectives will end the suspension as specified in Section 4.c.3.<br />
## Must provide written notice to the suspended party of the duration of the suspension, any objectives set for the suspension, and the procedures given in Sections 4.c.3, 4.c.4, and 4.c.5.<br />
# The Executive Board may end a Suspension at any time by majority vote. If the Board determines that the suspended party has accomplished the objectives set forward in Section 4.c.2.B, the Board must immediately end the Suspension.<br />
# A party whose Suspension has ended will be placed on probation. The Executive Board must meet to define the terms of the probation, as defined in Section 4.b.<br />
# If a Suspension is violated, the Executive Board may modify the Suspension or immediately move to expel the suspended party.<br />
<br />
===d. Expulsion===<br />
For heinous offenses, the Board may move to expel the accused<br />
party from the organization. To issue an expulsion:<br />
<br />
# The Board must hold a meeting with a representative of Student Activities to discuss the motion to expel. All non-withdrawn officers must attend, and a written statement that the meeting was held must be signed by all present, including the representative of Student Activities.<br />
# After this meeting is held, any non-withdrawn officers may recuse themselves from voting on the motion. If quorum of the Board cannot be btained with the remaining officers, the motion cannot proceed.<br />
# The Board will then vote on the motion to expel. No officer may abstain. If there are two (2) or more “no” votes, the motion fails. Otherwise, it passes and the expulsion goes into effect.<br />
<br />
The Executive Board must immediately provide written notice of the expulsion to the expelled party. Once the Board has informed the expelled party, it must not discuss the expulsion with the general body until twenty-four (24) hours have passed. Within one (1) week of the expulsion, the Board must send a mailing to the body stating that an expulsion has occurred. The Board must disclose the identity of the expelled party to any member who asks, but may choose not to announce it to the general body. The Board must present the written confirmation from Student Activities to any member, or to the expelled party, upon request.<br />
<br />
==Section 5. Appeals of Probation or Suspension==<br />
Any party against whom the<br />
Executive Board has issued a Probation or Suspension may appeal the decision of<br />
the Board within thirty (30) days of the Board issuing the disciplinary action.<br />
The affected party must present their appeal to the Executive Board in writing.<br />
Between 7 and 10 days after receiving the appeal, the Board must begin the<br />
appeals process, as defined in Section 5.b or Section 5.c.<br />
<br />
# With their appeal, the affected party must request either for the appeal to be mediated by Student Activities or voted on by the general body. The accuser, or any person who has been adversely affected by actions related to the complaint, may also make such a request. If not all such requests are in agreement, the appeal will be mediated by Student Activities.<br />
# If the appeal is to be mediated by Student Activities, the affected party will meet, as defined in Section 3.a, with a representative from Student Activities and two (2) officers, to resolve the appeal.<br />
# If the appeal is to be voted on by the general body, the Recording Secretary will mail notice of the appeal to the membership. The Board will then present the matter to the voting membership at the first Regular Meeting at least six (6) days after the mailing. An affirmative two-thirds (2/3) vote will be required to sustain the actions of the Board.<br />
# Any given decision of the Board can only be appealed once.<br />
<br />
==Section 6. Reinstatement after Expulsion==<br />
Any person who has been expelled may<br />
apply to have their expulsion be repealed.<br />
<br />
# This application must be sent in writing to the Board. Within one week, the Board. Within one week, the Board will vote to approve the application. The application can only be approved by a unanimous vote. If the Board approves the application, the Recording Secretary will mail notice of the application to the membership within twenty-four (24) hours of the Board’s decision. If the Board rejects the application, they will send written notice of this decision to the applicant within twenty-four (24) hours.<br />
# The Board will then present the matter to the voting membership at the first Regular Meeting at least six (6) days after the mailing.<br />
# If the expelled party so desires, they may submit a written defense which a representative of the Executive Board will read to the general body during the discussion prior to the vote. This defense is not required for the vote to commence.<br />
# An affirmative two-thirds (2/3) vote will be required to repeal the expulsion.<br />
<br />
==Section 7. Extenuating Circumstances==<br />
If the procedures in this Article are not<br />
appropriate or have ceased to be sufficient for a given complaint, the<br />
Executive Board will meet with a representative from Student Activities to<br />
develop a process which is in line with the values and intentions of the<br />
organization and these bylaws.<br />
<br />
=ARTICLE X. PARLIAMENTARY AUTHORITY=<br />
<br />
The rules contained in the current edition of [[Robert's Rules of Order|ROBERT'S RULES OF ORDER NEWLY REVISED]] shall govern the [[KGB|organization]] in all cases to which they are applicable and in which they are not inconsistent with these [[Bylaws]] and any special rules of order the [[KGB|organization]] may adopt.<br />
<br />
=ARTICLE XI. AMENDMENTS=<br />
<br />
==Section 1. Proposal of Amendments==<br />
Amendments to these [[bylaws]] may be proposed by the [[Executive Board]] or by written petition addressed to the [[Recording Secretary]]. Amendments proposed by such petition shall be promptly considered by the [[Exec|Board]] and must be submitted to the [[members]] with the recommendations of the [[Exec|Board]] by the [[Recording Secretary]] for a [[voting|vote]] within thirty (30) days of the date when the petition was received by the [[Recording Secretary]].<br />
<br />
==Section 2. Approval of Amendments==<br />
These bylaws may be amended by a two-thirds (2/3) [[voting|vote]] at any regular or special [[meetings|meeting]] called for the purpose, provided the proposed amendments have been included in the notice of the meeting and mailed to each [[members|member]] at least six (6) days prior to the date of the meeting.<br />
<br />
=ARTICLE XII. DONATIONS=<br />
<br />
The [[KGB|organization]] may accept donations in the form of money, equipment or other property to be used for the exclusive benefit of the [[members|membership]], provided however, that all contributions and donations to the organization shall be subject to approval by the [[Exec|Board]].<br />
<br />
=ARTICLE XIII. DISSOLUTION=<br />
<br />
The organization may be dissolved at any time by the written consent of not less than two-thirds (2/3) of the [[voting]] [[members]] in good standing. In the event of the dissolution of the [[KGB|organization]], whether voluntary or involuntary or by operation of law, none of the property of the organization nor any proceeds thereof nor any assets of the [[KGB|organization]] shall be distributed to any [[members]] of the [[KGB|organization]]. After payment of the debts of the [[KGB|organization]], its property and assets shall be given to a similar organization or sold and the money donated to a charitable organization selected by the [[Executive Board]].<br />
<br />
=ARTICLE XIV. SUGGESTED ORDER OF BUSINESS=<br />
<br />
==Section 1. [[KGB|Organization]] [[meetings]]==<br />
At [[meetings]] of the [[KGB|organization]], the order of business, so far as the character and nature of the meeting may permit, shall be as follows:<br />
<br />
# Reading and correction of the [[minutes]] of the last regular [[KGB|organization]] [[meetings|meeting]] and any special [[meetings]] or [[Exec|Board]] meetings held in the interim<br />
# Reports of [[officers]]<br />
# Reports of [[committees]]<br />
# [[Old business]]<br />
# New business<br />
# [[Elections]] (at [[annual meeting]])<br />
# Actual Real Relevant Announcements Pertaining to the Business of KGB as an Organization.<br />
# [[Schmucks|Open floor]]<br />
<br />
==Section 2. [[Exec|Board]] [[meetings]]==<br />
At [[meetings]] of the [[Exec|Board]], the order of business, unless otherwise directed by majority [[voting|vote]] of those present, shall be as follows:<br />
<br />
# Reading and correction of the [[minutes]] of the last regular [[Exec|Board]] [[meetings|meeting]] and any special [[meetings]] or [[KGB|organization]] [[meetings]] held in the interim<br />
# Reports of [[officers]]<br />
# Reports of [[committees]]<br />
# [[Old business]]<br />
# New business</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Fable&diff=11843Fable2018-01-15T21:06:12Z<p>Dylan: Added new corsec to infobox</p>
<hr />
<div>'''Fable''' joined the KGB in their junior year. They are an artist and are working on a set of exec portraits. Can confirm, the portraits look good.<br />
<br />
They also granted the "Monty Hally Trolley Prolley" its name.<br />
<br />
{{s-start}}<br />
{{s-bef|before=[[Rin|Rin Fair]]}}<br />
{{s-ttl|title=[[Corresponding Secretary]]<br />
|years=[[2017 Officers|2017-2018]]}}<br />
{{s-aft|after=[[eseeser|Ellen Seeser]]}} <br />
{{end}}<br />
[[Category:Members]][[Category:Current Members]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Eseeser&diff=11842Eseeser2018-01-15T21:04:50Z<p>Dylan: Fixed name</p>
<hr />
<div>'''Ellen''' is here, and she is waiting. She has plenty of time.<br />
<br />
===Officer Dossiers:===<br />
<br />
===CorSec, 2017-2018===<br />
<br />
{{s-start}}<br />
{{s-bef|before=[[Fable|Fable]]}}<br />
{{s-ttl|title=[[Corresponding Secretary]]<br />
|years=[[2017 Officers|2017-2018]]}}<br />
{{s-aft|after=$CORSEC}}<br />
{{end}}<br />
<br />
<br />
[[Category:Members]][[Category:Current Members]][[Category:Officers]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Rin&diff=11841Rin2018-01-15T21:03:49Z<p>Dylan: Fixed name</p>
<hr />
<div>'''Rin Fair''', also known as Rinaissance Fair, is a multi-colored unicorn who likes to sit quietly at the back of [[KGB]] [[Meetings]] and listen to other people make funny jokes. After becoming an officer, she instead began to sit quietly at the front of KGB Meetings and listen to other people make funny jokes.<br />
<br />
She is the Editor-in-Chef of [[readme]] and a [[booth]] chair (see [[Topple The Czar: The Return|Topple The Czar]]).<br />
<br />
<br />
<br />
===Officer Dossiers:===<br />
<br />
===1VP, 2017-2018===<br />
Katie is the epitome of red oni, her emotional landscape a vast burning sun of cuddling and cuteness that would likely incinerate other mortals through its sheer intensity; but to her is homeostasis. She is an aficionado of musical theatre, and a patron of the arts. She really likes Sky High, but we can forgive her for that.<br />
Katie is the Vice President, and potentially the reason you’re here. Though shy, through attrition she is able to draw unsuspecting friends into her interests and social circles over the course of months, years, and decades. When she has marked you , your fate will lead you to her domain. She is like Davey Jones in this way. It is her most valuable asset.<br />
She also does robots!<br />
<br />
====CorSec, 2016-2017====<br />
Rin is [http://tvtropes.org/pmwiki/pmwiki.php/Main/TheQuietOne The Quiet One] of the KGB. She prefers to sit and listen during GBMs and perform her officer duties in writing, distributing her Pravda? instead of actually “speaking.”<br />
=====Tropes=====<br />
[http://tvtropes.org/pmwiki/pmwiki.php/Main/PomPomGirl Pom Pom Girl]: Despite being usually quiet, Rin is very enthusiastic about everything. She will back your ideas and support your endeavors without actually initiating her own things.<br />
<br />
[http://tvtropes.org/pmwiki/pmwiki.php/Main/TheFashionista The Fashionista]: While she’s often too lazy to appear presentable, she has strong opinions about fashion and hair and will discuss endlessly if you mention wanting to dye yours.<br />
<br />
[http://tvtropes.org/pmwiki/pmwiki.php/Main/AdorableAbomination Adorable Abomination]: She may look cute and sweet, but if you get to know her you will soon discover that she is a terrible human being. In fact, scratch that. She isn’t a real person.<br />
<br />
Written by: [[Rin]]<br />
<br />
<br />
<br />
{{s-start}}<br />
{{s-bef|before=[[eeb|Erin Balke]]}}<br />
{{s-ttl|title=[[Corresponding Secretary]]<br />
|years=[[2016 Officers|2016-2017]]}}<br />
{{s-aft|after=[[Fable|Fable]]}}<br />
{{s-bef|before=[[Dylan|Dylan Vrana]]}}<br />
{{s-ttl|title=[[First Vice President]]<br />
|years=[[2017 Officers|2017-2018]]}}<br />
{{s-aft|after=$1VP}}<br />
{{end}}<br />
[[Category:Members]][[Category:Current Members]][[Category:Officers]][[Category:Booth Chairs]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Fable&diff=11840Fable2018-01-15T21:02:55Z<p>Dylan: Fixed name</p>
<hr />
<div>'''Fable''' joined the KGB in their junior year. They are an artist and are working on a set of exec portraits. Can confirm, the portraits look good.<br />
<br />
They also granted the "Monty Hally Trolley Prolley" its name.<br />
<br />
{{s-start}}<br />
{{s-bef|before=[[Rin|Rin Fair]]}}<br />
{{s-ttl|title=[[Corresponding Secretary]]<br />
|years=[[2017 Officers|2017-2018]]}}<br />
{{s-aft|after=$CORSEC}} <br />
{{end}}<br />
[[Category:Members]][[Category:Current Members]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Fable&diff=11838Fable2018-01-15T21:02:02Z<p>Dylan: Dylan moved page Quinn to Fable</p>
<hr />
<div>'''Michael Quinn''' joined the legion of [[Michael]]s in their junior year. They are an artist and are working on a set of exec portraits. Can confirm, the portraits look good.<br />
<br />
They also granted the "Monty Hally Trolley Prolley" its name.<br />
<br />
{{s-start}}<br />
{{s-bef|before=[[Rin|Rin Fair]]}}<br />
{{s-ttl|title=[[Corresponding Secretary]]<br />
|years=[[2017 Officers|2017-2018]]}}<br />
{{s-aft|after=$CORSEC}} <br />
{{end}}<br />
[[Category:Members]][[Category:Current Members]][[Category:Michaels]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Quinn&diff=11839Quinn2018-01-15T21:02:02Z<p>Dylan: Dylan moved page Quinn to Fable</p>
<hr />
<div>#REDIRECT [[Fable]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=2017_Officers&diff=118372017 Officers2018-01-15T21:00:53Z<p>Dylan: Fixed name</p>
<hr />
<div>President - [[Dylan|Dylan Vrana]]<br />
<br />
First Vice President - [[Rin|Rin Fair]]<br />
<br />
Second Vice President - [[Ian|Ian Griswold]]<br />
<br />
Corresponding Secretary - [[Quinn|Fable]] (May - November) and [[eseeser|Ellen Seeser]] (November - May)<br />
<br />
Recording Secretary - [[dhreed|Desmond Reed]]<br />
<br />
Treasurer - [[jpdoyle|Joe Doyle]]<br />
<br />
Sergeant at Arms - [[Kate|Kate Krakopolsky]]<br />
<br />
<br />
{{start box}}<br />
{{succession box|title=[[2017 Officers]]|before=[[2016 Officers]]|after=[[2018 Officers]]}}<br />
{{end box}}<br />
<br />
[[category:Officers]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Main_Page&diff=11800Main Page2017-09-20T23:11:55Z<p>Dylan: Protected "Main Page": High traffic page: This is the main page, it has already been deleted once, we shouldn't do that any more ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div><big>'''Welcome to the KGB wiki. We are awesome.'''</big><br />
<br />
This is the main page. From here, you can teleport via magic internets to:<br />
<br />
* [[What We Do]]<br />
* [[Members]]<br />
* [[History]]<br />
* [[Information]]<br />
* [[:category:Inside jokes|Inside Jokes]]<br />
<br />
==Of "Current" Interest==<br />
<br />
* [[2017 Officers|Officers for 2017–2018]]<br />
* [[Get Board Get Carded]]<br />
* [[Ice cream socialism]]<br />
* [[Capture the Flag with Stuff]]<br />
* [[Booth]]<br />
<br />
==Meta==<br />
<br />
* [[I wanna edit this wiki]]<br />
<br />
===Meta Meta===<br />
<br />
* [[I wanna edit this "I wanna edit this wiki"]]<br />
<br />
====Meta Meta Meta====<br />
<br />
* [[I wanna edit this "I wanna edit this 'I wanna edit this wiki'"]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Topple_The_Czar:_The_Return&diff=8359Topple The Czar: The Return2017-03-22T01:38:57Z<p>Dylan: /* Things Learned */ Fixed infobox date</p>
<hr />
<div>[[KGB]]'s [[2016 Officers|2017]] [[Booth]]. The [[carnival]] theme was "Timehop" so naturally KGB had to timehop back to THE REVOLUTION and to its second booth ever as well as first [[:Category:FIRST PLACE|first place]] booth from [[1989 Officers|1990]], [[Topple The Czar]].<br />
<br />
Booth chairs: [[dylan|Dylan Vrana]], [[shempton|Sarah Hempton]], [[rin|Rin Fair]]<br />
<br />
==Notable Features==<br />
<br />
==Things Learned==<br />
<br />
<br />
<br />
{{s-start}}<br />
{{s-bef|before=[[Octodad]]}}<br />
{{s-ttl|title=[[Booth]]<br />
|years=2017}}<br />
{{s-aft|after=$BOOTH}}<br />
{{end}}<br />
[[Category:Booth]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Topple_The_Czar:_The_Return&diff=8358Topple The Czar: The Return2017-03-22T01:38:39Z<p>Dylan: /* Things Learned */ Fixed inbox</p>
<hr />
<div>[[KGB]]'s [[2016 Officers|2017]] [[Booth]]. The [[carnival]] theme was "Timehop" so naturally KGB had to timehop back to THE REVOLUTION and to its second booth ever as well as first [[:Category:FIRST PLACE|first place]] booth from [[1989 Officers|1990]], [[Topple The Czar]].<br />
<br />
Booth chairs: [[dylan|Dylan Vrana]], [[shempton|Sarah Hempton]], [[rin|Rin Fair]]<br />
<br />
==Notable Features==<br />
<br />
==Things Learned==<br />
<br />
<br />
<br />
{{s-start}}<br />
{{s-bef|before=[[Octodad]]}}<br />
{{s-ttl|title=[[Booth]]<br />
|years=2016}}<br />
{{s-aft|after=$BOOTH}}<br />
{{end}}<br />
[[Category:Booth]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=8093ITR2016-11-06T00:17:09Z<p>Dylan: /* Wizards */ Added wizards rules.</p>
<hr />
<div>ITR, which stands for Ineligible To Reregister, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]]. It originated at Harvey Mudd. A HM alum (now in grad school at CMU) has informed us that being ITR is when students are required to take a semester off for grade problems, sometimes as a result of spending too much time playing ITR. [https://www.cs.hmc.edu/~adunlap/funwiki/index.cgi?ItrGames Here] is HM's wiki page on ITR. <br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "Endgame!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as Endgame and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
Happy citizens win when all psychos are dead. A psycho is victorious when everyone besides them is dead.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
<br />
== Classes ==<br />
A new variety of ITR in which all citizens have classes based on Dungeons and Dragons archetype. Each player, before the start of the game, chooses a class, which gives them new abilities. Players are not required to tell others their class, but must not lie about having an ability.<br />
<br />
* Bard - The bard can '''stun''' players. To stun, make eye contact with another player and say "stun." So long as you keep eye contact, they cannot move. This ability can be used twice.<br />
* Cleric - The cleric can '''heal'''. To heal, look at a player who has died recently and within your view and say "heal." This ability can be used twice.<br />
* Druid - The druid can raise an '''animal companion'''. Go to the graveyard and choose a player to be your companion. They have a single dagger, but do not retain their previous abilities. They must clearly act like an animal which you specify, and follow your orders. Animals and anyone who kills an animal do not evaluate remorse. If an animal's master is killed, the animal goes berserk and kills everyone nearby.<br />
* Fighter - The fighter has '''forelimb armor'''. Their arms, from the elbow down, and legs, from the knees down, are protected against daggers.<br />
* Monk - The monk loses their dagger and gains a '''palm attack''', allowing them to kill with a touch. They also have '''limb armor''', and their arms from shoulder down and legs from hip down are invulnerable.<br />
* Paladin - The paladin can '''detect evil'''. They may make eye contact with another player, wiggle their fingers in front of their nose, and ask another player if they are happy. That player must answer truthfully. This ability can be used twice.<br />
* Wizard - The wizard can cast '''magic missile'''. They may look another player in the eyes and say "Abracastabra." That player dies immediately and the wizard does not evaluate remorse. This ability can be used once (or possibly twice, I forget).<br />
* Ranger - A ranger can '''dual wield''', gaining two daggers. They have also studied the art of '''knife throwing''', allowing them to kill with a thrown knife. They must still evaluate remorse.<br />
* Rogue - The rogue can '''backstab''' players by stabbing them in the back (while behind that player) and saying "backstab". The rogue may choose not to ask the backstabbed player if they are happy. If they do ask, the rogue must evaluate remorse (if relevant).<br />
* Sorcerer - The sorcerer can '''stun''' once and '''heal''' once.<br />
<br />
Here are some classes not typically used, but sometimes added for variety.<br />
<br />
* Barbarian - The barbarian is '''illiterate''' and did not read the rules. They are immune to abilities (and should announce that they are a barbarian if 11they are targeted). They can still be stabbed by a ranger's second dagger and an animal companion's dagger (they know what daggers are, after all), but are immune to '''heal''', '''stun''', '''detect evil''', and '''magic missile'''. They are also immune to palm attacks, making barbarian / monk duels hilarious to watch. The barbarian isn't especially fun to play against, but can be a good way to ease new players into classes.<br />
<br />
Here are some variants of existing classes.<br />
<br />
* Ranger - Before the introduction of '''knife throwing''', the ranger could '''headshot''' players by making eye contact and saying "Boom, headshot." That player dies, and the ranger must evaluate remorse. This ability can be used twice.<br />
* Rogue - To strengthen the historically weak rogue, the rogue was given '''cloak armor''', granting them '''forelimb armor''' (like the fighter) only on their non-dagger hand.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. This variant is an even bigger mess of rules than [[ITR#Classes|Classes]].<br />
<br />
Players are not assigned as happy or psycho in wizards. The last person standing wins. Dead players should not go to the graveyard- they sit down where they died and act as reagents for spells.<br />
<br />
A '''blob''' is a group of players who have made a horrible mistake. They link arms and walk through the halls slowly. They're immune to stabbing, and anyone they touch becomes part of the blob. When a blob reaches four people, everyone in the blob dies. A blob cannot win.<br />
<br />
Each person may pick one cantrip (unlimited use) and two spells (limited use).<br />
<br />
The cantrips are<br />
<br />
* Body Armor - You have forelimb armor, protecting your arms from the elbow down and legs from the knee down, like a fighter in [[ITR#Classes|Classes]].<br />
* Dual Wield - You can carry two daggers, like a ranger in Classes.<br />
* Illusion - By saying "Illusion", you raise every dead player in line of sight as an illusion. They walk around pretending to be players. If they have a spell cast on them, are stabbed, stab somebody, or otherwise interact with a player they sit back down. They cannot cast spells or affect other players in any way.<br />
* Blob Psion - Blob scions are immune to blobs. They are absorbed as normal. They can exit blobs at will. If the blob containing them is banished or splits before they exit, they die. They maintain spell counts and life through blob encounters, but cannot cast spells while inside a blob.<br />
* Thrall - Works just like thrall in [[ITR#Vampires|Vampires]]- tap a player on the shoulder and they must follow your orders. They win when you win, you win when they win.<br />
<br />
The spells are<br />
<br />
* Magic Missile - Make eye contact with your target and say "Magic Missile". They die. (2 uses)<br />
* Stun - Make eye contact (squinty) with your target and say "Stun". They cannot move until they break eye contact or die. (3 uses)<br />
* Animal Companion - Choose a dead player to be your animal companion. They follow the same rules as in [[ITR#Classes|Classes]]. (3 uses)<br />
* Reflect - Causes a spell to rebound on its caster. Can be used on Magic Missile, Stun, and Death God. If a spell is reflected twice, both its caster and original target become a blob. (2 uses)<br />
* Banish - Destroy one target animal companion, death god, flaming zombie, or blob. (2 uses)<br />
* Death God - Choose a dead (sitting) player to become a Death God. Tell them a name. The Death God now seeks out that player to kill them. The Death God cannot be killed, but can be banished and reflected (if a Death God is reflected twice, they should find both players involved and make them be a blob). Death Gods should be very clear that they are Death Gods (say, "I am a Death God and cannot die, I will kill you [TARGET]"). (3 uses)<br />
* Flaming Zombie - Pick a dead player to be a flaming zombie. They blindly attack everyone near them as they count down from 10. Anyone they tag becomes a flaming zombie. They cannot be killed, but can be banished. When they finish their countdown, they die. (1 use)<br />
* Heal - Pick a dead player. They're resurrected in the same state in which they died. (2 uses)<br />
<br />
== Outbreak ==<br />
<br />
Outbreak is a last-game-of-the-night variant, which is to say that it goes very quickly and is frantically active. One player is assigned to be psycho, with all the rest happy. Whenever a player (happy or psycho) dies, they go to the graveyard and are reborn as a psycho. The winner is the last happy person left alive.<br />
<br />
== Combinations ==<br />
<br />
[[ITR#Vampires|Vampire]] [[ITR#Classes|Classes]]? [[ITR#Wizards|Wizard]] [[ITR#Outbreak|Outbreak]]? Combining variants can make things even more incomprehensible / fun!<br />
<br />
<br />
<br />
[[Category: Games]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=8092ITR2016-11-05T23:52:05Z<p>Dylan: </p>
<hr />
<div>ITR, which stands for Ineligible To Reregister, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]]. It originated at Harvey Mudd. A HM alum (now in grad school at CMU) has informed us that being ITR is when students are required to take a semester off for grade problems, sometimes as a result of spending too much time playing ITR. [https://www.cs.hmc.edu/~adunlap/funwiki/index.cgi?ItrGames Here] is HM's wiki page on ITR. <br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "Endgame!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as Endgame and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
Happy citizens win when all psychos are dead. A psycho is victorious when everyone besides them is dead.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
<br />
== Classes ==<br />
A new variety of ITR in which all citizens have classes based on Dungeons and Dragons archetype. Each player, before the start of the game, chooses a class, which gives them new abilities. Players are not required to tell others their class, but must not lie about having an ability.<br />
<br />
* Bard - The bard can '''stun''' players. To stun, make eye contact with another player and say "stun." So long as you keep eye contact, they cannot move. This ability can be used twice.<br />
* Cleric - The cleric can '''heal'''. To heal, look at a player who has died recently and within your view and say "heal." This ability can be used twice.<br />
* Druid - The druid can raise an '''animal companion'''. Go to the graveyard and choose a player to be your companion. They have a single dagger, but do not retain their previous abilities. They must clearly act like an animal which you specify, and follow your orders. Animals and anyone who kills an animal do not evaluate remorse. If an animal's master is killed, the animal goes berserk and kills everyone nearby.<br />
* Fighter - The fighter has '''forelimb armor'''. Their arms, from the elbow down, and legs, from the knees down, are protected against daggers.<br />
* Monk - The monk loses their dagger and gains a '''palm attack''', allowing them to kill with a touch. They also have '''limb armor''', and their arms from shoulder down and legs from hip down are invulnerable.<br />
* Paladin - The paladin can '''detect evil'''. They may make eye contact with another player, wiggle their fingers in front of their nose, and ask another player if they are happy. That player must answer truthfully. This ability can be used twice.<br />
* Wizard - The wizard can cast '''magic missile'''. They may look another player in the eyes and say "Abracastabra." That player dies immediately and the wizard does not evaluate remorse. This ability can be used once (or possibly twice, I forget).<br />
* Ranger - A ranger can '''dual wield''', gaining two daggers. They have also studied the art of '''knife throwing''', allowing them to kill with a thrown knife. They must still evaluate remorse.<br />
* Rogue - The rogue can '''backstab''' players by stabbing them in the back (while behind that player) and saying "backstab". The rogue may choose not to ask the backstabbed player if they are happy. If they do ask, the rogue must evaluate remorse (if relevant).<br />
* Sorcerer - The sorcerer can '''stun''' once and '''heal''' once.<br />
<br />
Here are some classes not typically used, but sometimes added for variety.<br />
<br />
* Barbarian - The barbarian is '''illiterate''' and did not read the rules. They are immune to abilities (and should announce that they are a barbarian if 11they are targeted). They can still be stabbed by a ranger's second dagger and an animal companion's dagger (they know what daggers are, after all), but are immune to '''heal''', '''stun''', '''detect evil''', and '''magic missile'''. They are also immune to palm attacks, making barbarian / monk duels hilarious to watch. The barbarian isn't especially fun to play against, but can be a good way to ease new players into classes.<br />
<br />
Here are some variants of existing classes.<br />
<br />
* Ranger - Before the introduction of '''knife throwing''', the ranger could '''headshot''' players by making eye contact and saying "Boom, headshot." That player dies, and the ranger must evaluate remorse. This ability can be used twice.<br />
* Rogue - To strengthen the historically weak rogue, the rogue was given '''cloak armor''', granting them '''forelimb armor''' (like the fighter) only on their non-dagger hand.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. This variant is an even bigger mess of rules than [[ITR#Classes|Classes]], and thus we're not going to describe them here.<br />
<br />
== Outbreak ==<br />
<br />
Outbreak is a last-game-of-the-night variant, which is to say that it goes very quickly and is frantically active. One player is assigned to be psycho, with all the rest happy. Whenever a player (happy or psycho) dies, they go to the graveyard and are reborn as a psycho. The winner is the last happy person left alive.<br />
<br />
== Combinations ==<br />
<br />
[[ITR#Vampires|Vampire]] [[ITR#Classes|Classes]]? [[ITR#Wizards|Wizard]] [[ITR#Outbreak|Outbreak]]? Combining variants can make things even more incomprehensible / fun!<br />
<br />
<br />
<br />
[[Category: Games]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=8091ITR2016-11-05T23:44:50Z<p>Dylan: /* Classes */ Updated rules to represent current state of classes</p>
<hr />
<div>ITR, which stands for Ineligible To Reregister, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]]. It originated at Harvey Mudd. A HM alum (now in grad school at CMU) has informed us that being ITR is when students are required to take a semester off for grade problems, sometimes as a result of spending too much time playing ITR.<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "Endgame!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as Endgame and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
Happy citizens win when all psychos are dead. A psycho is victorious when everyone besides them is dead.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
<br />
== Classes ==<br />
A new variety of ITR in which all citizens have classes based on Dungeons and Dragons archetype. Each player, before the start of the game, chooses a class, which gives them new abilities. Players are not required to tell others their class, but must not lie about having an ability.<br />
<br />
* Bard - The bard can '''stun''' players. To stun, make eye contact with another player and say "stun." So long as you keep eye contact, they cannot move. This ability can be used twice.<br />
* Cleric - The cleric can '''heal'''. To heal, look at a player who has died recently and within your view and say "heal." This ability can be used twice.<br />
* Druid - The druid can raise an '''animal companion'''. Go to the graveyard and choose a player to be your companion. They have a single dagger, but do not retain their previous abilities. They must clearly act like an animal which you specify, and follow your orders. Animals and anyone who kills an animal do not evaluate remorse. If an animal's master is killed, the animal goes berserk and kills everyone nearby.<br />
* Fighter - The fighter has '''forelimb armor'''. Their arms, from the elbow down, and legs, from the knees down, are protected against daggers.<br />
* Monk - The monk loses their dagger and gains a '''palm attack''', allowing them to kill with a touch. They also have '''limb armor''', and their arms from shoulder down and legs from hip down are invulnerable.<br />
* Paladin - The paladin can '''detect evil'''. They may make eye contact with another player, wiggle their fingers in front of their nose, and ask another player if they are happy. That player must answer truthfully. This ability can be used twice.<br />
* Wizard - The wizard can cast '''magic missile'''. They may look another player in the eyes and say "Abracastabra." That player dies immediately and the wizard does not evaluate remorse. This ability can be used once (or possibly twice, I forget).<br />
* Ranger - A ranger can '''dual wield''', gaining two daggers. They have also studied the art of '''knife throwing''', allowing them to kill with a thrown knife. They must still evaluate remorse.<br />
* Rogue - The rogue can '''backstab''' players by stabbing them in the back (while behind that player) and saying "backstab". The rogue may choose not to ask the backstabbed player if they are happy. If they do ask, the rogue must evaluate remorse (if relevant).<br />
* Sorcerer - The sorcerer can '''stun''' once and '''heal''' once.<br />
<br />
Here are some classes not typically used, but sometimes added for variety.<br />
<br />
* Barbarian - The barbarian is '''illiterate''' and did not read the rules. They are immune to abilities (and should announce that they are a barbarian if 11they are targeted). They can still be stabbed by a ranger's second dagger and an animal companion's dagger (they know what daggers are, after all), but are immune to '''heal''', '''stun''', '''detect evil''', and '''magic missile'''. They are also immune to palm attacks, making barbarian / monk duels hilarious to watch. The barbarian isn't especially fun to play against, but can be a good way to ease new players into classes.<br />
<br />
Here are some variants of existing classes.<br />
<br />
* Ranger - Before the introduction of '''knife throwing''', the ranger could '''headshot''' players by making eye contact and saying "Boom, headshot." That player dies, and the ranger must evaluate remorse. This ability can be used twice.<br />
* Rogue - To strengthen the historically weak rogue, the rogue was given '''cloak armor''', granting them '''forelimb armor''' (like the fighter) only on their non-dagger hand.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. This variant is an even bigger mess of rules than [[ITR#Classes|Classes]], and thus we're not going to describe them here.<br />
<br />
== Outbreak ==<br />
<br />
Outbreak is a last-game-of-the-night variant, which is to say that it goes very quickly and is frantically active. One player is assigned to be psycho, with all the rest happy. Whenever a player (happy or psycho) dies, they go to the graveyard and are reborn as a psycho. The winner is the last happy person left alive.<br />
<br />
== Combinations ==<br />
<br />
[[ITR#Vampires|Vampire]] [[ITR#Classes|Classes]]? [[ITR#Wizards|Wizard]] [[ITR#Outbreak|Outbreak]]? Combining variants can make things even more incomprehensible / fun!<br />
<br />
[[Category: Games]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=8048ITR2016-09-13T00:00:17Z<p>Dylan: </p>
<hr />
<div>ITR, which stands for Ineligible To Reregister, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]]. It originated at Harvey Mudd. A HM alum (now in grad school at CMU) has informed us that being ITR is when students are required to take a semester off for grade problems, sometimes as a result of spending too much time playing ITR.<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "Endgame!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as Endgame and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
Happy citizens win when all psychos are dead. A psycho is victorious when everyone besides them is dead.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
<br />
== Classes ==<br />
A new variety of ITR in which all citizens have classes based on Dungeons and Dragons archetype. Each player, before the start of the game, chooses a class, which gives them new abilities. Players are not required to tell others their class, but must not lie about having an ability.<br />
<br />
* Bard - The bard can '''stun''' players. To stun, make eye contact with another player and say "stun." So long as you keep eye contact, they cannot move. This ability can be used twice.<br />
* Cleric - The cleric can '''heal'''. To heal, look at a player who has died recently and within your view and say "heal." This ability can be used twice.<br />
* Druid - The druid can raise an '''animal companion'''. Go to the graveyard and choose a player to be your companion. They have a single dagger, but do not retain their previous abilities. They must clearly act like an animal which you specify, and follow your orders. Animals and anyone who kills an animal do not evaluate remorse. If an animal's master is killed, the animal goes berserk and kills everyone nearby.<br />
* Fighter - The fighter has '''forelimb armor'''. Their arms, from the elbow down, and legs, from the knees down, are protected against daggers.<br />
* Monk - The monk loses their dagger and gains a '''palm attack''', allowing them to kill with a touch. They also have '''limb armor''', and their arms from shoulder down and legs from hip down are invulnerable.<br />
* Paladin - The paladin can '''detect evil'''. They may make eye contact with another player, wiggle their fingers in front of their nose, and ask another player if they are happy. That player must answer truthfully. This ability can be used twice.<br />
* Wizard - The wizard can cast '''magic missile'''. They may look another player in the eyes and say "Abracastabra." That player dies immediately and the wizard does not evaluate remorse. This ability can be used once (or possibly twice, I forget).<br />
* Ranger - A ranger can '''dual wield''', gaining two daggers. They can also '''headshot''' players by making eye contact and saying "Boom, headshot." That player dies, and the ranger must evaluate remorse. This ability can be used twice<br />
* Rogue - The rogue can '''backstab''' players by stabbing them in the back (while behind that player) and saying "backstab". The rogue may choose not to ask the backstabbed player if they are happy. If they do ask, the rogue must evaluate remorse (if relevant).<br />
* Sorcerer - The sorcerer can '''stun''' once and '''heal''' once.<br />
* Barbarian - The barbarian is '''illiterate''' and did not read the rules. They are immune to abilities (and should announce that they are a barbarian if they are targeted). They can still be stabbed by a ranger's second dagger and an animal companion's dagger (they know what daggers are, after all), but are immune to '''heal''', '''stun''', '''detect evil''', and '''magic missile'''. They are also immune to palm attacks, making barbarian / monk duels hilarious to watch.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. This variant is an even bigger mess of rules than [[ITR#Classes|Classes]], and thus we're not going to describe them here.<br />
<br />
== Outbreak ==<br />
<br />
Outbreak is a last-game-of-the-night variant, which is to say that it goes very quickly and is frantically active. One player is assigned to be psycho, with all the rest happy. Whenever a player (happy or psycho) dies, they go to the graveyard and are reborn as a psycho. The winner is the last happy person left alive.<br />
<br />
== Combinations ==<br />
<br />
[[ITR#Vampires|Vampire]] [[ITR#Classes|Classes]]? [[ITR#Wizards|Wizard]] [[ITR#Outbreak|Outbreak]]? Combining variants can make things even more incomprehensible / fun!<br />
<br />
[[Category: Games]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Dylan&diff=7981Dylan2016-07-12T05:29:59Z<p>Dylan: </p>
<hr />
<div>'''Dylan''' (pronounced "Die-lan") is a large [[booth]] chair (see [[Octodad]]) and owner of the Swear of the Week Club.<br />
<br />
He is known for his broad shoulders, deep voice, and masterful [[Dungeon Master|DMing]].<br />
<br />
<br />
{{s-start}}<br />
{{s-bef|before=[[Skye|Skye Toor]]}}<br />
{{s-ttl|title=[[First Vice President]]<br />
|years=[[2016 Officers|2016-2017]]}}<br />
{{s-aft|after=$1VP}}<br />
{{end}}<br />
<br />
<br />
[[Category:Members]][[Category:Current Members]][[Category:Officers]][[Category:Booth Chairs]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Kirn&diff=7972Kirn2016-06-20T16:48:09Z<p>Dylan: </p>
<hr />
<div>'''Kirn Hans''' (pronounced "Kern Hands") is, despite her protests, easily the most innocent member of the [[KGB]]. She is frequently surprised at how white and/or tall people are and likes to announce this thoughtfully.<br />
<br />
Oh my God, Kirn, you can't just ask people why they're white.<br />
<br />
[[Category:Members]][[Category:Current Members]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Kirn&diff=7971Kirn2016-06-20T16:47:52Z<p>Dylan: </p>
<hr />
<div>--[[User:Dylan|Dylan]] 12:47, 20 June 2016 (EDT)'''Kirn Hans''' (pronounced "Kern Hands") is, despite her protests, easily the most innocent member of the [[KGB]]. She is frequently surprised at how white and/or tall people are and likes to announce this thoughtfully.<br />
<br />
Oh my God, Kirn, you can't just ask people why they're white.<br />
<br />
[[Category:Members]][[Category:Current Members]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Capture_the_Flag_with_Stuff&diff=7963Capture the Flag with Stuff2016-05-06T18:29:06Z<p>Dylan: /* Overview */</p>
<hr />
<div>==Overview==<br />
[[Capture the Flag with Stuff]] is one of [[KGB]]'s flagship [[:category:events|events]]. Held semesterly, the event regularly draws over one hundred [[students]], [[non-students]], and [[alumni]]. <br />
<br />
* [http://www.cmukgb.org/activities/ctfws.php Rules]<br />
* [[CtFwS Judge's Secrets]]<br />
<br />
Capture the Flag with Stuff was created by KGB alumnus [[User:Zarf|Andrew Plotkin]], who famously does work in interactive fiction and game design. He was inspired by [http://eblong.com/zarf/moopsball/index.html Moopsball], a mildly psychotic game for up to 324 players (plus referees). To the best of our knowledge, no game of Moopsball has ever been played, as it requires three days, nearly 200 people at minimum, a field-of-play the size of more than 10 football fields, and thousands of dollars worth of bicycles, plastic hammers and bats, and frisbees. It's also probably illegal, as modern civilized society frowns upon drunken assault, especially when bicycle-based.<br />
<br />
==Versions at Other Institutions==<br />
Capture the Flag with Stuff has been played at other universities and institutions, often with consultation from CMU KGB members on how to adapt rules to better suit their facilities or players. Adoption for other campuses has traditionally resulted in hilarity and creativity which enriches the game.<br />
<br />
===CtFwS in the Park===<br />
[http://ctfwsinthepark.com/rules.html CtFwSitP] is essentially the same game, except it has been scaled for outdoor play, by fewer players, in a park (specifically Golden Gate Park where many CMU and KGB alumni live near after graduating). <br />
<br />
===Harvard University===<br />
[http://www.hrsfa.org/photos/lotze/ctfws/harvard-rules2.html Harvard University's variation] differs from KGB's in some major ways. They include a category of White items, but their color scheme in general is not as dichotomous as KGB's (red items are typically for offense, blue for defense, and green are special items in the KGB's rules). Also, the concept of charging is majorly changed, in that, items tend to have a single charge per game or much longer recharge periods. The issue of Stuff becoming useless is then mitigated by the inclusion of a glyph which recharges items, included below. Major additions or changes to particular pieces of Stuff include:<br />
* '''The Long Wand of the Law (red)''': A deprecated item in KGB's rules, the Long Wand of the Law allows a player to extend his reach, presumably for easier capture of opponents. The wand does not count as an extension of the body for being tagged by others or for being whapped by other magical wands.<br />
* '''The Wand of Snoozing (green)''': This wand is the same as KGB's Stun Wand but with a better name.<br />
* '''The Dispel Wand (white)''': Essentially the same as KGB's identically-named wand except for the color change from blue to white and a few rules changes. 1) A simultaneous whap with another Dispel Wand dispels both users Stuff. In addition, a piece of Stuff may be dispelled to become a "mundane piece of foam"<br />
* '''The Bribe Potion (red)''': Replacing the [[Ninja Potion]] from KGB rules, this potion may be given by a captive to a captor in exchange for "free-backs".<br />
* '''The Truth Serum/Potion (blue)''': The jailer uses this potion to ask the six questions, instead of having this power at all times. Each blue potion may only be used once every 15 minutes.<br />
* '''The Potion of Lubrication (white)''': The [[Key Potion]] from KGB's rules is split into two potions in Harvard's rules; the Potion of Lubrication allows a jailed player (and one jailed friend) to escape from jail by handing the potion to the jailer, who must take it. The green Key Potion (which Harvard refers to as the Jolt! Potion) retains its color in their version and is used only for becoming unstunned.<br />
* '''The Belt of Twofer (red)''': Similar to the blue Belt of Doc-Oct, the wearer may capture up to two captives. The belt is activated by capturing one player and then yelling the key-phrase, "Twofer!" at any point before reaching the jail. The key-phrase which compels the first captive to sit down and await either the wearer to capture a second captive or one minute to pass.<br />
* '''Goombah's Belt of Humiliating Protection (green)''': Essentially the same, except for the suggestion of singing the Super Mario Bros. theme song (which sort of makes more sense, given the belt name). Also, the wearer and anyone chained to her may not carry other magical items.<br />
* '''The Glyph of Charging (Still Going)''': Stuff may be touched to this glyph to regain a charge. Unlike other glyphs, this glyph is available to any player regardless of team affiliation.<br />
* '''The Glyph of Entrancement (Gotcha)''': This glyph is similar to KGB's identically-named glyph, except for 1) the glyph only works if you are within 10 feet and 2) those who see opponent glyphs are stunned for 10 minutes.<br />
* '''The Glyph of the Net (Thanks)''': If an player sees the opponent's Glyph of the Net and is within 10 feet of it, the player is compelled to leave one magical item at the glyph. Magical items left in this way may not be picked up and returned to play.<br />
<br />
Here are [http://flickrhivemind.net/Tags/ctfws/Interesting some pictures] of CtFwS being played at Harvard.<br />
<br />
[http://web.mit.edu/anime/Showing-Announcements/2003/2003-01-24 These minutes] from the MIT Anime Club imply that MIT students were also in attendance.<br />
<br />
===University of Glasgow===<br />
The University of Glasgow Science Fiction and Fantasy Society (popularly referred to as Io) ran a small game of Capture the Flag with Stuff and later emailed the [[2009 Officers]] to tell tales of their adventures. The email is transcribed below:<br />
<br />
Dear KGB,<br />
<br> While looking around this summer for activities for the members of<br />
Glasgow University Science Fiction and Fantasy Society (known as Io, for<br />
reasons), I happened upon the CMU KGB website, and the rules of the game<br />
of Capture the Flag with Stuff, which I promptly decided to steal.<br />
However, I thought that you might be interested to know something of our<br />
experiences playing the game, which took place yesterday evening,<br />
Wednesday the last of September.<br />
<br> The venue was the two main quads of the University, which are connected<br />
by gothic cloisters some ten metres in diameter. I was aware that<br />
playing outside would cause problems; in particular the Glyph of the<br />
Disgusting Doorknob was absolutely useless for both teams. I wracked my<br />
brain trying to think of an indoor venue that would allow us to run<br />
around and wreak general havoc within, but none could be found. Playing<br />
after nightfall, albeit in well-lit surroundings, also made things<br />
interesting. Telling blue Stuff from green Stuff was a particular challenge.<br />
<br> In spite of the above circumstances, the ten players we managed to<br />
gather seemed to have fun, with play closing after an hour with a score<br />
of 3-0 to the yellow team.<br />
<br> You may, therefore, be pleased to know that the game has invaded<br />
Scotland, and I definitely intend to run it again, probably in a better<br />
location.<br />
<br> With my regards,<br />
<br> Josy Shewell Brockway<br />
Games Convenor<br />
Society of Io<br />
<br />
Josy also included a link to their [http://www.lordofthemoon.com/iowiki wiki] which is no longer in use. However, Io is still alive and well according to [http://www.facebook.com/groups/lordofthemoon/ their Facebook group]<br />
<br />
===University of California at Santa Barbara===<br />
There is a [https://www.facebook.com/groups/255577677198/ Facebook group] with activity as recently as January 2010 which implies that someone at least attempted to organize a game at UCSB.<br />
<br />
[[category:Events]]<br />
[[category:Stuff]]<br />
[[category:Nifty]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Capture_the_Flag_with_Stuff&diff=7962Capture the Flag with Stuff2016-05-06T18:27:24Z<p>Dylan: /* Overview */</p>
<hr />
<div>==Overview==<br />
[[Capture the Flag with Stuff]] is one of [[KGB]]'s flagship [[:category:events|events]]. Held semesterly, the event regularly draws over one hundred [[students]], [[non-students]], and [[alumni]]. <br />
<br />
* [http://www.cmukgb.org/activities/ctfws.php Rules]<br />
* [[CtFwS Judge's Secrets]]<br />
<br />
Capture the Flag with Stuff was created by KGB alumnus Andrew Plotkin, who famously does work in interactive fiction and game design. He was inspired by [http://eblong.com/zarf/moopsball/index.html Moopsball], a mildly psychotic game for up to 324 players (plus referees). To the best of our knowledge, no game of Moopsball has ever been played, as it requires three days, nearly 200 people at minimum, a field-of-play the size of more than 10 football fields, and thousands of dollars worth of bicycles, plastic hammers and bats, and frisbees. It's also probably illegal, as modern civilized society frowns upon drunken assault, especially when bicycle-based.<br />
<br />
==Versions at Other Institutions==<br />
Capture the Flag with Stuff has been played at other universities and institutions, often with consultation from CMU KGB members on how to adapt rules to better suit their facilities or players. Adoption for other campuses has traditionally resulted in hilarity and creativity which enriches the game.<br />
<br />
===CtFwS in the Park===<br />
[http://ctfwsinthepark.com/rules.html CtFwSitP] is essentially the same game, except it has been scaled for outdoor play, by fewer players, in a park (specifically Golden Gate Park where many CMU and KGB alumni live near after graduating). <br />
<br />
===Harvard University===<br />
[http://www.hrsfa.org/photos/lotze/ctfws/harvard-rules2.html Harvard University's variation] differs from KGB's in some major ways. They include a category of White items, but their color scheme in general is not as dichotomous as KGB's (red items are typically for offense, blue for defense, and green are special items in the KGB's rules). Also, the concept of charging is majorly changed, in that, items tend to have a single charge per game or much longer recharge periods. The issue of Stuff becoming useless is then mitigated by the inclusion of a glyph which recharges items, included below. Major additions or changes to particular pieces of Stuff include:<br />
* '''The Long Wand of the Law (red)''': A deprecated item in KGB's rules, the Long Wand of the Law allows a player to extend his reach, presumably for easier capture of opponents. The wand does not count as an extension of the body for being tagged by others or for being whapped by other magical wands.<br />
* '''The Wand of Snoozing (green)''': This wand is the same as KGB's Stun Wand but with a better name.<br />
* '''The Dispel Wand (white)''': Essentially the same as KGB's identically-named wand except for the color change from blue to white and a few rules changes. 1) A simultaneous whap with another Dispel Wand dispels both users Stuff. In addition, a piece of Stuff may be dispelled to become a "mundane piece of foam"<br />
* '''The Bribe Potion (red)''': Replacing the [[Ninja Potion]] from KGB rules, this potion may be given by a captive to a captor in exchange for "free-backs".<br />
* '''The Truth Serum/Potion (blue)''': The jailer uses this potion to ask the six questions, instead of having this power at all times. Each blue potion may only be used once every 15 minutes.<br />
* '''The Potion of Lubrication (white)''': The [[Key Potion]] from KGB's rules is split into two potions in Harvard's rules; the Potion of Lubrication allows a jailed player (and one jailed friend) to escape from jail by handing the potion to the jailer, who must take it. The green Key Potion (which Harvard refers to as the Jolt! Potion) retains its color in their version and is used only for becoming unstunned.<br />
* '''The Belt of Twofer (red)''': Similar to the blue Belt of Doc-Oct, the wearer may capture up to two captives. The belt is activated by capturing one player and then yelling the key-phrase, "Twofer!" at any point before reaching the jail. The key-phrase which compels the first captive to sit down and await either the wearer to capture a second captive or one minute to pass.<br />
* '''Goombah's Belt of Humiliating Protection (green)''': Essentially the same, except for the suggestion of singing the Super Mario Bros. theme song (which sort of makes more sense, given the belt name). Also, the wearer and anyone chained to her may not carry other magical items.<br />
* '''The Glyph of Charging (Still Going)''': Stuff may be touched to this glyph to regain a charge. Unlike other glyphs, this glyph is available to any player regardless of team affiliation.<br />
* '''The Glyph of Entrancement (Gotcha)''': This glyph is similar to KGB's identically-named glyph, except for 1) the glyph only works if you are within 10 feet and 2) those who see opponent glyphs are stunned for 10 minutes.<br />
* '''The Glyph of the Net (Thanks)''': If an player sees the opponent's Glyph of the Net and is within 10 feet of it, the player is compelled to leave one magical item at the glyph. Magical items left in this way may not be picked up and returned to play.<br />
<br />
Here are [http://flickrhivemind.net/Tags/ctfws/Interesting some pictures] of CtFwS being played at Harvard.<br />
<br />
[http://web.mit.edu/anime/Showing-Announcements/2003/2003-01-24 These minutes] from the MIT Anime Club imply that MIT students were also in attendance.<br />
<br />
===University of Glasgow===<br />
The University of Glasgow Science Fiction and Fantasy Society (popularly referred to as Io) ran a small game of Capture the Flag with Stuff and later emailed the [[2009 Officers]] to tell tales of their adventures. The email is transcribed below:<br />
<br />
Dear KGB,<br />
<br> While looking around this summer for activities for the members of<br />
Glasgow University Science Fiction and Fantasy Society (known as Io, for<br />
reasons), I happened upon the CMU KGB website, and the rules of the game<br />
of Capture the Flag with Stuff, which I promptly decided to steal.<br />
However, I thought that you might be interested to know something of our<br />
experiences playing the game, which took place yesterday evening,<br />
Wednesday the last of September.<br />
<br> The venue was the two main quads of the University, which are connected<br />
by gothic cloisters some ten metres in diameter. I was aware that<br />
playing outside would cause problems; in particular the Glyph of the<br />
Disgusting Doorknob was absolutely useless for both teams. I wracked my<br />
brain trying to think of an indoor venue that would allow us to run<br />
around and wreak general havoc within, but none could be found. Playing<br />
after nightfall, albeit in well-lit surroundings, also made things<br />
interesting. Telling blue Stuff from green Stuff was a particular challenge.<br />
<br> In spite of the above circumstances, the ten players we managed to<br />
gather seemed to have fun, with play closing after an hour with a score<br />
of 3-0 to the yellow team.<br />
<br> You may, therefore, be pleased to know that the game has invaded<br />
Scotland, and I definitely intend to run it again, probably in a better<br />
location.<br />
<br> With my regards,<br />
<br> Josy Shewell Brockway<br />
Games Convenor<br />
Society of Io<br />
<br />
Josy also included a link to their [http://www.lordofthemoon.com/iowiki wiki] which is no longer in use. However, Io is still alive and well according to [http://www.facebook.com/groups/lordofthemoon/ their Facebook group]<br />
<br />
===University of California at Santa Barbara===<br />
There is a [https://www.facebook.com/groups/255577677198/ Facebook group] with activity as recently as January 2010 which implies that someone at least attempted to organize a game at UCSB.<br />
<br />
[[category:Events]]<br />
[[category:Stuff]]<br />
[[category:Nifty]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=7961ITR2016-05-06T16:25:49Z<p>Dylan: </p>
<hr />
<div>ITR, which stands for Ineligible To Return, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]]. It originated at Harvey Mudd, which is why nobody currently in the KGB knows why it's called Ineligible to Return.<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "Endgame!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as Endgame and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
Happy citizens win when all psychos are dead. A psycho is victorious when everyone besides them is dead.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
<br />
== Classes ==<br />
A new variety of ITR in which all citizens have classes based on Dungeons and Dragons archetype. Each player, before the start of the game, chooses a class, which gives them new abilities. Players are not required to tell others their class, but must not lie about having an ability.<br />
<br />
* Bard - The bard can '''stun''' players. To stun, make eye contact with another player and say "stun." So long as you keep eye contact, they cannot move. This ability can be used twice.<br />
* Cleric - The cleric can '''heal'''. To heal, look at a player who has died recently and within your view and say "heal." This ability can be used twice.<br />
* Druid - The druid can raise an '''animal companion'''. Go to the graveyard and choose a player to be your companion. They have a single dagger, but do not retain their previous abilities. They must clearly act like an animal which you specify, and follow your orders. Animals and anyone who kills an animal do not evaluate remorse. If an animal's master is killed, the animal goes berserk and kills everyone nearby.<br />
* Fighter - The fighter has '''forelimb armor'''. Their arms, from the elbow down, and legs, from the knees down, are protected against daggers.<br />
* Monk - The monk loses their dagger and gains a '''palm attack''', allowing them to kill with a touch. They also have '''limb armor''', and their arms from shoulder down and legs from hip down are invulnerable.<br />
* Paladin - The paladin can '''detect evil'''. They may make eye contact with another player, wiggle their fingers in front of their nose, and ask another player if they are happy. That player must answer truthfully. This ability can be used twice.<br />
* Wizard - The wizard can cast '''magic missile'''. They may look another player in the eyes and say "Abracastabra." That player dies immediately and the wizard does not evaluate remorse. This ability can be used once (or possibly twice, I forget).<br />
* Ranger - A ranger can '''dual wield''', gaining two daggers. They can also '''headshot''' players by making eye contact and saying "Boom, headshot." That player dies, and the ranger must evaluate remorse. This ability can be used twice<br />
* Rogue - The rogue can '''backstab''' players by stabbing them in the back (while behind that player) and saying "backstab". The rogue may choose not to ask the backstabbed player if they are happy. If they do ask, the rogue must evaluate remorse (if relevant).<br />
* Sorcerer - The sorcerer can '''stun''' once and '''heal''' once.<br />
* Barbarian - The barbarian is '''illiterate''' and did not read the rules. They are immune to abilities (and should announce that they are a barbarian if they are targeted). They can still be stabbed by a ranger's second dagger and an animal companion's dagger (they know what daggers are, after all), but are immune to '''heal''', '''stun''', '''detect evil''', and '''magic missile'''. They are also immune to palm attacks, making barbarian / monk duels hilarious to watch.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. This variant is an even bigger mess of rules than [[ITR#Classes|Classes]], and thus we're not going to describe them here.<br />
<br />
== Outbreak ==<br />
<br />
Outbreak is a last-game-of-the-night variant, which is to say that it goes very quickly and is frantically active. One player is assigned to be psycho, with all the rest happy. Whenever a player (happy or psycho) dies, they go to the graveyard and are reborn as a psycho. The winner is the last happy person left alive.<br />
<br />
== Combinations ==<br />
<br />
[[ITR#Vampires|Vampire]] [[ITR#Classes|Classes]]? [[ITR#Wizards|Wizard]] [[ITR#Outbreak|Outbreak]]? Combining variants can make things even more incomprehensible / fun!<br />
<br />
[[Category: Games]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=7960ITR2016-05-05T21:17:10Z<p>Dylan: </p>
<hr />
<div>ITR, which stands for Ineligible To Return, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]].<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "Endgame!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as Endgame and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
Happy citizens win when all psychos are dead. A psycho is victorious when everyone besides them is dead.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
<br />
== Classes ==<br />
A new variety of ITR in which all citizens have classes based on Dungeons and Dragons archetype. Each player, before the start of the game, chooses a class, which gives them new abilities. Players are not required to tell others their class, but must not lie about having an ability.<br />
<br />
* Bard - The bard can '''stun''' players. To stun, make eye contact with another player and say "stun." So long as you keep eye contact, they cannot move. This ability can be used twice.<br />
* Cleric - The cleric can '''heal'''. To heal, look at a player who has died recently and within your view and say "heal." This ability can be used twice.<br />
* Druid - The druid can raise an '''animal companion'''. Go to the graveyard and choose a player to be your companion. They have a single dagger, but do not retain their previous abilities. They must clearly act like an animal which you specify, and follow your orders. Animals and anyone who kills an animal do not evaluate remorse. If an animal's master is killed, the animal goes berserk and kills everyone nearby.<br />
* Fighter - The fighter has '''forelimb armor'''. Their arms, from the elbow down, and legs, from the knees down, are protected against daggers.<br />
* Monk - The monk loses their dagger and gains a '''palm attack''', allowing them to kill with a touch. They also have '''limb armor''', and their arms from shoulder down and legs from hip down are invulnerable.<br />
* Paladin - The paladin can '''detect evil'''. They may make eye contact with another player, wiggle their fingers in front of their nose, and ask another player if they are happy. That player must answer truthfully. This ability can be used twice.<br />
* Wizard - The wizard can cast '''magic missile'''. They may look another player in the eyes and say "Abracastabra." That player dies immediately and the wizard does not evaluate remorse. This ability can be used once (or possibly twice, I forget).<br />
* Ranger - A ranger can '''dual wield''', gaining two daggers. They can also '''headshot''' players by making eye contact and saying "Boom, headshot." That player dies, and the ranger must evaluate remorse. This ability can be used twice<br />
* Rogue - The rogue can '''backstab''' players by stabbing them in the back (while behind that player) and saying "backstab". The rogue may choose not to ask the backstabbed player if they are happy. If they do ask, the rogue must evaluate remorse (if relevant).<br />
* Sorcerer - The sorcerer can '''stun''' once and '''heal''' once.<br />
* Barbarian - The barbarian is '''illiterate''' and did not read the rules. They are immune to abilities (and should announce that they are a barbarian if they are targeted). They can still be stabbed by a ranger's second dagger and an animal companion's dagger (they know what daggers are, after all), but are immune to '''heal''', '''stun''', '''detect evil''', and '''magic missile'''. They are also immune to palm attacks, making barbarian / monk duels hilarious to watch.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. This variant is an even bigger mess of rules than [[ITR#Classes|Classes]], and thus we're not going to describe them here.<br />
<br />
== Outbreak ==<br />
<br />
Outbreak is a last-game-of-the-night variant, which is to say that it goes very quickly and is frantically active. One player is assigned to be psycho, with all the rest happy. Whenever a player (happy or psycho) dies, they go to the graveyard and are reborn as a psycho. The winner is the last happy person left alive.<br />
<br />
== Combinations ==<br />
<br />
[[ITR#Vampires|Vampire]] [[ITR#Classes|Classes]]? [[ITR#Wizards|Wizard]] [[ITR#Outbreak|Outbreak]]? Combining variants can make things even more incomprehensible / fun!<br />
<br />
[[Category: Games]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=7959ITR2016-05-05T21:12:50Z<p>Dylan: /* Wizards */</p>
<hr />
<div>ITR, which stands for Ineligible To Return, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]].<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "Endgame!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as Endgame and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
Happy citizens win when all psychos are dead. A psycho is victorious when everyone besides them is dead.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
<br />
== Classes ==<br />
A new variety of ITR in which all citizens have classes based on Dungeons and Dragons archetype. Each player, before the start of the game, chooses a class, which gives them new abilities. Players are not required to tell others their class, but must not lie about having an ability.<br />
<br />
* Bard - The bard can '''stun''' players. To stun, make eye contact with another player and say "stun." So long as you keep eye contact, they cannot move. This ability can be used twice.<br />
* Cleric - The cleric can '''heal'''. To heal, look at a player who has died recently and within your view and say "heal." This ability can be used twice.<br />
* Druid - The druid can raise an '''animal companion'''. Go to the graveyard and choose a player to be your companion. They have a single dagger, but do not retain their previous abilities. They must clearly act like an animal which you specify, and follow your orders. Animals and anyone who kills an animal do not evaluate remorse. If an animal's master is killed, the animal goes berserk and kills everyone nearby.<br />
* Fighter - The fighter has '''forelimb armor'''. Their arms, from the elbow down, and legs, from the knees down, are protected against daggers.<br />
* Monk - The monk loses their dagger and gains a '''palm attack''', allowing them to kill with a touch. They also have '''limb armor''', and their arms from shoulder down and legs from hip down are invulnerable.<br />
* Paladin - The paladin can '''detect evil'''. They may make eye contact with another player, wiggle their fingers in front of their nose, and ask another player if they are happy. That player must answer truthfully. This ability can be used twice.<br />
* Wizard - The wizard can cast '''magic missile'''. They may look another player in the eyes and say "Abracastabra." That player dies immediately and the wizard does not evaluate remorse. This ability can be used once (or possibly twice, I forget).<br />
* Ranger - A ranger can '''dual wield''', gaining two daggers. They can also '''headshot''' players by making eye contact and saying "Boom, headshot." That player dies, and the ranger must evaluate remorse. This ability can be used twice<br />
* Rogue - The rogue can '''backstab''' players by stabbing them in the back (while behind that player) and saying "backstab". The rogue may choose not to ask the backstabbed player if they are happy. If they do ask, the rogue must evaluate remorse (if relevant).<br />
* Sorcerer - The sorcerer can '''stun''' once and '''heal''' once.<br />
* Barbarian - The barbarian is '''illiterate''' and did not read the rules. They are immune to abilities (and should announce that they are a barbarian if they are targeted). They can still be stabbed by a ranger's second dagger and an animal companion's dagger (they know what daggers are, after all), but are immune to '''heal''', '''stun''', '''detect evil''', and '''magic missile'''. They are also immune to palm attacks, making barbarian / monk duels hilarious to watch.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. This variant is an even bigger mess of rules than [[ITR#Classes|Classes]], and thus we're not going to describe them here.<br />
<br />
== Outbreak ==<br />
<br />
Outbreak is a last-game-of-the-night variant, which is to say that it goes very quickly and is frantically active. One player is assigned to be psycho, with all the rest happy. Whenever a player (happy or psycho) dies, they go to the graveyard and are reborn as a psycho. The winner is the last happy person left alive.<br />
<br />
[[Category: Games]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=7958ITR2016-05-05T21:12:24Z<p>Dylan: Classes</p>
<hr />
<div>ITR, which stands for Ineligible To Return, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]].<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "Endgame!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as Endgame and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
Happy citizens win when all psychos are dead. A psycho is victorious when everyone besides them is dead.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
<br />
== Classes ==<br />
A new variety of ITR in which all citizens have classes based on Dungeons and Dragons archetype. Each player, before the start of the game, chooses a class, which gives them new abilities. Players are not required to tell others their class, but must not lie about having an ability.<br />
<br />
* Bard - The bard can '''stun''' players. To stun, make eye contact with another player and say "stun." So long as you keep eye contact, they cannot move. This ability can be used twice.<br />
* Cleric - The cleric can '''heal'''. To heal, look at a player who has died recently and within your view and say "heal." This ability can be used twice.<br />
* Druid - The druid can raise an '''animal companion'''. Go to the graveyard and choose a player to be your companion. They have a single dagger, but do not retain their previous abilities. They must clearly act like an animal which you specify, and follow your orders. Animals and anyone who kills an animal do not evaluate remorse. If an animal's master is killed, the animal goes berserk and kills everyone nearby.<br />
* Fighter - The fighter has '''forelimb armor'''. Their arms, from the elbow down, and legs, from the knees down, are protected against daggers.<br />
* Monk - The monk loses their dagger and gains a '''palm attack''', allowing them to kill with a touch. They also have '''limb armor''', and their arms from shoulder down and legs from hip down are invulnerable.<br />
* Paladin - The paladin can '''detect evil'''. They may make eye contact with another player, wiggle their fingers in front of their nose, and ask another player if they are happy. That player must answer truthfully. This ability can be used twice.<br />
* Wizard - The wizard can cast '''magic missile'''. They may look another player in the eyes and say "Abracastabra." That player dies immediately and the wizard does not evaluate remorse. This ability can be used once (or possibly twice, I forget).<br />
* Ranger - A ranger can '''dual wield''', gaining two daggers. They can also '''headshot''' players by making eye contact and saying "Boom, headshot." That player dies, and the ranger must evaluate remorse. This ability can be used twice<br />
* Rogue - The rogue can '''backstab''' players by stabbing them in the back (while behind that player) and saying "backstab". The rogue may choose not to ask the backstabbed player if they are happy. If they do ask, the rogue must evaluate remorse (if relevant).<br />
* Sorcerer - The sorcerer can '''stun''' once and '''heal''' once.<br />
* Barbarian - The barbarian is '''illiterate''' and did not read the rules. They are immune to abilities (and should announce that they are a barbarian if they are targeted). They can still be stabbed by a ranger's second dagger and an animal companion's dagger (they know what daggers are, after all), but are immune to '''heal''', '''stun''', '''detect evil''', and '''magic missile'''. They are also immune to palm attacks, making barbarian / monk duels hilarious to watch.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. This variant is an even bigger mess of rules than [[Classes|ITR#Classes]], and thus we're not going to describe them here.<br />
<br />
<br />
== Outbreak ==<br />
<br />
Outbreak is a last-game-of-the-night variant, which is to say that it goes very quickly and is frantically active. One player is assigned to be psycho, with all the rest happy. Whenever a player (happy or psycho) dies, they go to the graveyard and are reborn as a psycho. The winner is the last happy person left alive.<br />
<br />
[[Category: Games]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=7957ITR2016-05-05T20:55:47Z<p>Dylan: </p>
<hr />
<div>ITR, which stands for Ineligible To Return, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]].<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "Endgame!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as Endgame and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
Happy citizens win when all psychos are dead. A psycho is victorious when everyone besides them is dead.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
<br />
== Classes ==<br />
A new variety of ITR in which all citizens have classes based on Dungeons and Dragons archetype. Each player, before the start of the game, chooses a class, which gives them new abilities.<br />
<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. This variant is an even bigger mess of rules than [[Classes|ITR#Classes]], and thus we're not going to describe them here.<br />
<br />
<br />
== Outbreak ==<br />
<br />
Outbreak is a last-game-of-the-night variant, which is to say that it goes very quickly and is frantically active. One player is assigned to be psycho, with all the rest happy. Whenever a player (happy or psycho) dies, they go to the graveyard and are reborn as a psycho. The winner is the last happy person left alive.<br />
<br />
[[Category: Games]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=7956ITR2016-05-05T20:51:59Z<p>Dylan: /* Outbreak */</p>
<hr />
<div>ITR, which stands for Ineligible To Return, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]].<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "Endgame!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as Endgame and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
Happy citizens win when all psychos are dead. A psycho is victorious when everyone besides them is dead.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. <br />
<br />
<br />
<br />
== Classes ==<br />
<br />
== Outbreak ==<br />
<br />
Outbreak is a last-game-of-the-night variant, which is to say that it goes very quickly and is frantically active. One player is assigned to be psycho, with all the rest happy. Whenever a player (happy or psycho) dies, they go to the graveyard and are reborn as a psycho. The winner is the last happy person left alive.<br />
<br />
[[Category: Games]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=7955ITR2016-05-05T20:48:40Z<p>Dylan: /* Permanent Rules */</p>
<hr />
<div>ITR, which stands for Ineligible To Return, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]].<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "Endgame!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as Endgame and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
Happy citizens win when all psychos are dead. A psycho is victorious when everyone besides them is dead.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. <br />
<br />
<br />
<br />
== Classes ==<br />
<br />
== Outbreak ==<br />
<br />
<br />
<br />
<br />
<br />
[[Category: Games]]<br />
<br />
Are you happy? ;)</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=7954ITR2016-05-05T20:48:10Z<p>Dylan: /* Vanilla ITR */</p>
<hr />
<div>ITR, which stands for Ineligible To Return, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]].<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "End Game!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as end game and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
Happy citizens win when all psychos are dead. A psycho is victorious when everyone besides them is dead.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. <br />
<br />
<br />
<br />
== Classes ==<br />
<br />
== Outbreak ==<br />
<br />
<br />
<br />
<br />
<br />
[[Category: Games]]<br />
<br />
Are you happy? ;)</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=7953ITR2016-05-05T20:47:30Z<p>Dylan: /* Vampires */</p>
<hr />
<div>ITR, which stands for Ineligible To Return, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]].<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "End Game!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as end game and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires. Vampires may create "thralls" by tapping an unsuspecting victim on the neck or shoulders (in an area not covered by state, local, or federal law) with two fingers (as fangs). That person now follows the orders of the last vampire to thrall them. They and their master now win as a team. Thralls are unhappy for the purposes of remorse, but should report their original status to the graveyard. Thralls who were vampires continue to have the power to create thralls (and retain all their original thralls) but happy people who were thralled do not gain the ability to create thralls.<br />
<br />
Thralls report directly to their last master- so if Alice thralls Bob, and Bob thralls Charlie, Charlie still reports to Bob (who in turn reports to Alice). And if Eve thralls Charlie, Charlie still reports to Bob (and by extension Eve).<br />
<br />
Happy people win when all vampires and thralls are dead. A vampire and their thralls win when everyone who isn't either the vampire or one of their thralls is dead.<br />
<br />
Remember not to lie about game state- if you do not have the ability to thrall, you cannot make the thrall gesture and should refrain from touching other players on the neck or shoulders.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. <br />
<br />
<br />
<br />
== Classes ==<br />
<br />
== Outbreak ==<br />
<br />
<br />
<br />
<br />
<br />
[[Category: Games]]<br />
<br />
Are you happy? ;)</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=7952ITR2016-05-05T20:42:20Z<p>Dylan: /* Vanilla ITR */</p>
<hr />
<div>ITR, which stands for Ineligible To Return, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]].<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "End Game!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as end game and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to. If a happy person kills another happy person, the killer dies of remorse.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. <br />
<br />
<br />
<br />
== Classes ==<br />
<br />
== Outbreak ==<br />
<br />
<br />
<br />
<br />
<br />
[[Category: Games]]<br />
<br />
Are you happy? ;)</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=7951ITR2016-05-05T20:41:25Z<p>Dylan: /* Vanilla ITR */</p>
<hr />
<div>ITR, which stands for Ineligible To Return, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]].<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "End Game!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as end game and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. Psychos may choose to ask, but are not required to.<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. <br />
<br />
<br />
<br />
== Classes ==<br />
<br />
== Outbreak ==<br />
<br />
<br />
<br />
<br />
<br />
[[Category: Games]]<br />
<br />
Are you happy? ;)</div>Dylanhttps://wiki.cmukgb.org/index.php?title=ITR&diff=7950ITR2016-05-05T20:41:09Z<p>Dylan: /* Permanent Rules */</p>
<hr />
<div>ITR, which stands for Ineligible To Return, is a game affiliated with the [[KGB]] (although not an official KGB activity) and is played on the 4th floor of [[Wean]].<br />
<br />
The game starts out as a cross between Mafia and Tag, but as the rounds go on new concepts are introduced and rules change.<br />
<br />
== Equipment ==<br />
ITR requires a bag of fake daggers. Daggers are made by rolling up a piece of paper and wrapping it in duct tape. A minimum of one dagger per player is required, and if the Wizards or Classes rounds are going to be played, more will probably be necessary.<br />
<br />
<br />
== Permanent Rules ==<br />
Some meta rules stay no matter which round of ITR the game is currently on. Any of these rules can have specific exceptions in different rounds, but unless a new rule overrides or changes one of these rules, they are always in effect.<br />
<br />
* Kill - a kill is completed by hitting or stabbing another player with a dagger. Players who have been hit and killed go to the graveyard. They must carry their dagger in an obvious way, usually by gripping it in the middle, to indicate to active players that they have been killed and are on their way to the graveyard.<br />
<br />
* Graveyard - the Newell-Simon/Wean bridge. This is where players who have died wait until the round is over. The first player to go to the graveyard is tasked with keeping count of the people who have died and what role they were given at the beginning of the game, so that they know who is left alive and, if sufficiently few people are left, when they should begin to limit the playing area.<br />
<br />
* NEVER lie about game state. If killed, grasp your dagger in the pre-agreed manner (usually in the center) and make your way to the graveyard. When asked by your killer if you were happy, do not lie. Lying about happy status to when alive is encouraged, but once killed, it is illegal.<br />
<br />
* DEAD MEN TELL NO TALES! Once you have died, you can't interact with living players.<br />
<br />
* "Half Court!" - shouted by the people in the graveyard if the game is getting stale. Limits the play area to the tiled circle surrounding the elevators and staircases on the 4th floor, i.e. no murder hallway or carpeted extension.<br />
<br />
* "End Game!" - shouted by the people in the graveyard if the game continues to be a stalemate after limiting it to half court. Limits the play area to the hallway visible from the graveyard, which is the hallway connecting the Newell-Simon/Wean bridge and the Engineering library.<br />
<br />
* "Bloodsport!" - shouted by the people in the graveyard when the game has been limited to either half court or the end game hallway. Limits play area to the same physical space as end game and changes the game to a free-for-all where the last person alive is the victor.<br />
<br />
* "Part the Red Sea!" - said by the people in the graveyard whenever NPCs need to get past. This is a command for all dead players to move to the walls of the graveyard in order to leave enough space for people to walk through the center.<br />
<br />
* Plants - the plants may or may not be armed. Be warned. Be wary.<br />
<br />
* "Orgy!" - if a large group of people are standing around talking for a long time and a player feels like it might be holding up the game, they may shout this and leap into the center of the group. Afterwards, they must count down from three and then spin in a circle with their dagger extended. Any people they hit during this are killed, but remorse (if applicable) is not evaluated until after the circle is completed.<br />
<br />
== Vanilla ITR ==<br />
Vanilla ITR is the most basic form of the game. <br />
Players are all citizens of Happyville, where everyone is happy all the time. Unfortunately, recently psychos have appeared in Happyville. Psychos are remorseless killers who can only be stopped by death, and it is the duty of every upstanding happy citizen to take them down. As such, daggers have been dipped in a potent truth serum and distributed to every citizen.<br />
<br />
Upon killing a potential psycho, happy citizens must ask for the victim's happy status. <br />
<br />
<br />
== Vampires ==<br />
Psycho killers were an unpleasant experience for the citizens of Happyville, but it recently got worse. The psychos have become vampires.<br />
<br />
== Wizards ==<br />
The citizens of Happyville have stumbled across books of magic and, through much effort and training, have become wizards. <br />
<br />
<br />
<br />
== Classes ==<br />
<br />
== Outbreak ==<br />
<br />
<br />
<br />
<br />
<br />
[[Category: Games]]<br />
<br />
Are you happy? ;)</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Booth_Committee&diff=7762Booth Committee2016-04-22T22:43:56Z<p>Dylan: </p>
<hr />
<div>An ordinary committee, chaired by exec and any current [[Booth]] chair. It is for serious boof business.<br />
<br />
[[Category:Committees]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Sgberg&diff=7756Sgberg2016-04-22T22:39:01Z<p>Dylan: </p>
<hr />
<div>'''Sonia Berg''' is the current champion of the KGB Pit Fighting League. <br />
<br />
[[Category:Members]][[Category:Current Members]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Midway&diff=7661Midway2016-04-22T18:50:27Z<p>Dylan: </p>
<hr />
<div>[[Midway]] is the site of many of [[CMU]]'s annual [[Carnival]] events, including [[Booth]], the [[Carnival]] rides, and the main performance stage. It was located in a parking lot to the immediate west of the dormitory [[Morewood]].<br />
<br />
As of Carnival 2016, Midway has relocated to the CFA lawn and lot.<br />
<br />
<br />
[[category:Campus features]][[Category:Carnival]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Octodad&diff=7660Octodad2016-04-22T18:49:29Z<p>Dylan: </p>
<hr />
<div>[[KGB]]'s [[2015 Officers|2016]] [[Booth]], and the first KGBooth to win 1st place in the Independent category since 1998.<br />
<br />
Nobody suspects a thing.<br />
<br />
Booth chairs: [[cmorey|Craig Morey]], [[dylan|Dylan Vrana]], [[mvarner|Maddy Varner]]<br />
<br />
==Notable Features==<br />
* A porch that looked like a real porch<br />
* A cool game with tentacles<br />
* Dickfish<br />
* An entire wallpapered hallway<br />
* A giant trophy acknowledging our booth as best booth<br />
<br />
==Things Learned==<br />
* How to level real good since this was the first year on [[Midway|Neue Midway]] (CFA parking lot)<br />
* That gravity never takes a break<br />
* Now that Midway is inconveniently far from everyone's cages, [[Dumpster Diving|dumpster diving]] after Teardown basically builds your booth for the next year.<br />
<br />
{{s-start}}<br />
{{s-bef|before=[[Where The Sidewalk Ends]]}}<br />
{{s-ttl|title=[[Booth]]<br />
|years=2016}}<br />
{{s-aft|after=$BOOTH}}<br />
{{end}}<br />
[[Category:Booth]][[Category:FIRST PLACE]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Booth&diff=7658Booth2016-04-22T18:46:42Z<p>Dylan: </p>
<hr />
<div>[[Booth]] is the process of constructing a wooden scaffolding for holding [[spackle]] and [[caulk]]. Organizations can Win Booth by having the most uniformly-spackled wooden structures on [[Midway]].<br />
<br />
It is very important to ACTUALLY KNOW WHAT YOU ARE DOING when spackling a booth. If you simply give a bucket of spackle to [[Creidieki]], and tell him "figure out what to do with this", you will not Win Booth. Particularly if he then enlists all of the freshmen.<br />
<br />
Anyway, after you [[spackle]] something, you wait for it to dry, and then you sand over it, and then you paint it. Casual afterthought is then used to construct a [[roofs|roof]] and cover it in tar paper. Roof construction is oft-considered the best time of year to identify which KGB members are [[load bearing]].<br />
<br />
All of this might be fun, if it didn't cost more than [[KGB]] has spent on anything else, ever. That small detail <i>guarantees</i> fun. Or you can just take wood out of the [[Dumpster Diving|dumpsters]]. That works too.<br />
<br />
== History ==<br />
<br />
History of booth:<br />
<br />
* 1989: [[Land the Plane in Red Square]]<br />
* 1990: [[Topple The Czar]]<br />
* 1991: [[The Hunt for Red October]]<br />
* 1992: ''(no booth)''<br />
* 1993: ''(still no booth)''<br />
* 1994: [[The Mir Space Station]]<br />
* 1995: [[Peter and the Wolf]]<br />
* 1996: [[Kremlin]]<br />
* 1997: ''(boothless)''<br />
* 1998: [[Baba Yaga's Hut]]<br />
* 1999: [[The Rats of NIMH]]<br />
* 2000: [[Sputnik]]<br />
* 2001: ''(booth de nada)''<br />
* 2002: [[Snegurochka's Castle]]<br />
* 2003: [[The Winter Palace]]<br />
* 2004: [[Tetris]]<br />
* 2005: [[Victorian Pseudo-science]]<br />
* 2006: [[Roanoke Island]]<br />
* 2007: [[Big Things Made Small]]<br />
* 2008: [[Science (booth)|KGB presents SCIENCE!]]<br />
* 2009: [[20,000 Leagues Under the Sea|KGB Goes 20,000 Leagues Under the Sea]]<br />
* 2010: [[Atlantis|KGB Rediscovers Atlantis]]<br />
* 2011: [[The Phantom Tollbooth]]<br />
* 2012: [[A Giant TV]]<br />
* 2013: [[Funkelstiltskin]]<br />
* 2014: [[The Magic Schoolbooth]]<br />
* 2015: [[Where The Sidewalk Ends]]<br />
* 2016: [[Octodad]]<br />
<br />
== Mating call ==<br />
<br />
BOOOOOOOOOOOOOOOOOOOOOTH!!<br />
<br />
== Cultlike chant ==<br />
When I say Booth, you say Booth! Booth! (Booth!)<br />
<br />
[[Category:Events]]<br />
[[category:Nifty]]<br />
[[Category:Carnival]]<br />
[[Category:Booth]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Booth&diff=7653Booth2016-04-22T18:45:00Z<p>Dylan: </p>
<hr />
<div>[[Booth]] is the process of constructing a wooden scaffolding for holding [[spackle]] and [[caulk]]. Organizations can Win Booth by having the most uniformly-spackled wooden structures on [[Midway]].<br />
<br />
It is very important to ACTUALLY KNOW WHAT YOU ARE DOING when spackling a booth. If you simply give a bucket of spackle to [[Creidieki]], and tell him "figure out what to do with this", you will not Win Booth. Particularly if he then enlists all of the freshmen.<br />
<br />
Anyway, after you [[spackle]] something, you wait for it to dry, and then you sand over it, and then you paint it. Casual afterthought is then used to construct a [[roofs|roof]] and cover it in tar paper. Roof construction is oft-considered the best time of year to identify which KGB members are [[load bearing]].<br />
<br />
All of this might be fun, if it didn't cost more than [[KGB]] has spent on anything else, ever. That small detail <i>guarantees</i> fun. Or you can just take wood out of the [[dumpster diving|dumpsters]]. That works too.<br />
<br />
== History ==<br />
<br />
History of booth:<br />
<br />
* 1989: [[Land the Plane in Red Square]]<br />
* 1990: [[Topple The Czar]]<br />
* 1991: [[The Hunt for Red October]]<br />
* 1992: ''(no booth)''<br />
* 1993: ''(still no booth)''<br />
* 1994: [[The Mir Space Station]]<br />
* 1995: [[Peter and the Wolf]]<br />
* 1996: [[Kremlin]]<br />
* 1997: ''(boothless)''<br />
* 1998: [[Baba Yaga's Hut]]<br />
* 1999: [[The Rats of NIMH]]<br />
* 2000: [[Sputnik]]<br />
* 2001: ''(booth de nada)''<br />
* 2002: [[Snegurochka's Castle]]<br />
* 2003: [[The Winter Palace]]<br />
* 2004: [[Tetris]]<br />
* 2005: [[Victorian Pseudo-science]]<br />
* 2006: [[Roanoke Island]]<br />
* 2007: [[Big Things Made Small]]<br />
* 2008: [[Science (booth)|KGB presents SCIENCE!]]<br />
* 2009: [[20,000 Leagues Under the Sea|KGB Goes 20,000 Leagues Under the Sea]]<br />
* 2010: [[Atlantis|KGB Rediscovers Atlantis]]<br />
* 2011: [[The Phantom Tollbooth]]<br />
* 2012: [[A Giant TV]]<br />
* 2013: [[Funkelstiltskin]]<br />
* 2014: [[The Magic Schoolbooth]]<br />
* 2015: [[Where The Sidewalk Ends]]<br />
* 2016: [[Octodad]]<br />
<br />
== Mating call ==<br />
<br />
BOOOOOOOOOOOOOOOOOOOOOTH!!<br />
<br />
== Cultlike chant ==<br />
When I say Booth, you say Booth! Booth! (Booth!)<br />
<br />
[[Category:Events]]<br />
[[category:Nifty]]<br />
[[Category:Carnival]]<br />
[[Category:Booth]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Dumpster_Diving&diff=7651Dumpster Diving2016-04-22T18:44:02Z<p>Dylan: Created page with "KGB booth is a shoestring operation, unlike some fancier booth competitors, so we look for any means we can of reducing costs. During Teardown, booth orgs with more..."</p>
<hr />
<div>[[Booth|KGB booth]] is a shoestring operation, unlike some fancier booth competitors, so we look for any means we can of reducing costs. During Teardown, booth orgs with more money than sense throw out all sorts of perfectly usable wood, so we head in afterwards to claim it for the proletariat.<br />
<br />
Good times to dumpster dive include soon after Teardown (before the dumpsters are dragged away), after build week, and whenever somebody is cleaning their cage.<br />
<br />
At the rate we're dumpster diving, soon TSA will have paid for more of our wood than we have.<br />
<br />
[[Category:Booth]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Octodad&diff=7643Octodad2016-04-22T18:26:04Z<p>Dylan: /* Notable Features */</p>
<hr />
<div>[[KGB]]'s [[2015 Officers|2016]] [[Booth]].<br />
<br />
Nobody suspects a thing.<br />
<br />
Booth chairs: [[cmorey|Craig Morey]], [[dylan|Dylan Vrana]], [[mvarner|Maddy Varner]]<br />
<br />
==Notable Features==<br />
* A porch that looked like a real porch<br />
* A cool game with tentacles<br />
* Dickfish<br />
<br />
==Things Learned==<br />
* How to level real good since this was the first year on Neue Midway (CFA parking lot)<br />
* That gravity never takes a break<br />
<br />
{{s-start}}<br />
{{s-bef|before=[[Where The Sidewalk Ends]]}}<br />
{{s-ttl|title=[[Booth]]<br />
|years=2016}}<br />
{{s-aft|after=$BOOTH}}<br />
{{end}}<br />
[[Category:Booth]][[Category:FIRST PLACE]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Octodad&diff=7642Octodad2016-04-22T18:21:57Z<p>Dylan: </p>
<hr />
<div>[[KGB]]'s [[2015 Officers|2016]] [[Booth]].<br />
<br />
Nobody suspects a thing.<br />
<br />
Booth chairs: [[cmorey|Craig Morey]], [[dylan|Dylan Vrana]], [[mvarner|Maddy Varner]]<br />
<br />
==Notable Features==<br />
* A porch that looked like a real porch<br />
* A cool game with tentacles<br />
<br />
==Things Learned==<br />
* How to level real good since this was the first year on Neue Midway (CFA parking lot)<br />
* That gravity never takes a break<br />
<br />
{{s-start}}<br />
{{s-bef|before=[[Where The Sidewalk Ends]]}}<br />
{{s-ttl|title=[[Booth]]<br />
|years=2016}}<br />
{{s-aft|after=$BOOTH}}<br />
{{end}}<br />
[[Category:Booth]][[Category:FIRST PLACE]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=Octodad&diff=7641Octodad2016-04-22T18:18:48Z<p>Dylan: /* Things Learned */</p>
<hr />
<div>[[KGB]]'s [[2015 Officers|2016]] [[Booth]].<br />
<br />
Nobody suspects a thing.<br />
<br />
Booth chairs: [[cmorey|Craig Morey]], [[dylan|Dylan Vrana]], [[mvarner|Maddy Varner]]<br />
<br />
==Notable Features==<br />
* a porch that looked like a real porch<br />
* a cool game with tentacles<br />
<br />
==Things Learned==<br />
*how to level real good since this was the first year on Neue Midway (CFA parking lot)<br />
*that gravity never takes a break<br />
<br />
{{s-start}}<br />
{{s-bef|before=[[Where The Sidewalk Ends]]}}<br />
{{s-ttl|title=[[Booth]]<br />
|years=2016}}<br />
{{s-aft|after=$BOOTH}}<br />
{{end}}<br />
[[Category:Booth]][[Category:FIRST PLACE]]</div>Dylanhttps://wiki.cmukgb.org/index.php?title=User:Dylan&diff=7639User:Dylan2016-04-22T18:17:12Z<p>Dylan: Redirected page to Dylan</p>
<hr />
<div>#REDIRECT [[Dylan]]</div>Dylan