If you live in the Baton Rouge area, and are interested in playing an old game with a new spin,
Counter Intelligent
Game Rule Information
Every player must submit a dossier including their real name, code name, home address, e-mail address, and current passport photo with their $5 entry fee. All players will be assigned to one of two teams.
When the game begins, all players have a knife, a $500 bank account, a $200 per day income, the name of the team that they belong to, and the dossier of a member of an opposing team. Any time a player receives a dossier on an enemy agent, it represents a contract to eliminate that agent. All contracts are paid out according to the following formula: (target's # of confirmed kills +1) * 2000 = contract price A player who eliminates an enemy agent receives all of the equipment that that agent possessed and increases his daily income by $200. If the agent also had a contract to eliminate that agent, he receives the contract price and gains the dossier of a new enemy agent. Bonuses may be available to agents who exhibit high levels of creativity and professionalism in executing their contracts.
Any request to purchase equipment or services must be e-mailed to the Board. All e-mail submissions will be reviewed between 7:00 PM and 10:00 PM every evening. A daily update will be e-mailed to all agents every morning. Changes in agent status, purchased equipment, bank account balance, etc. are considered to take effect upon receipt of the update e-mail.
Agents are considered safe from elimination while at work, in class, or attending religious services. No elimination attempts may be made against an agent at these times.
Elimination
An agent may attempt to eliminate any other agent, regardless of which team they are on or whether or not the player has an active contract for his target. Whenever an agent makes an elimination attempt, he must e-mail a detailed report of the attempt to the Board. The report should contain the names of the agent and target, the number of witnesses, the weapon used, number of innocent bystanders, and the outcome of the attempt. A report may also be filed by the target agent, and by any agents who witnessed the attempt.
It is the player's responsibility to observe any elimination attempt that he makes and to notify his target of a successful elimination by clearly stating, “You're dead”. Any unobserved attempt is considered to fail automatically.
An agent that becomes the victim of a successful hit still may occasionally beat the odds and escape death. A player has a 20% chance of being hospitalized, rather than being eliminated after a hit; however, hospitalization does not guarantee survival. All agents on both teams will be notified that the agent has been hospitalized. All other agents on that agent's team are given a chance to vote on whether or not to pay for his treatment. Hospital treatment costs $5,000 per day. If the vote succeeds, the player is hospitalized for the amount of time indicated in the description of the weapon used to eliminate him, and the cost of treatment is split evenly between all members of the agent's team. If the vote fails, the cost of treatment is deducted from the agent's bank account. If the agent does not have enough money to pay for treatment, he is eliminated. The player's team members also vote on whether or not to supply guards for the agent in the hospital. Guards cost $2,000 per day. Any agent (or team) may eliminate an unguarded, hospitalized agent by paying $10,000 for a hospital hit. Paying for a hospital hit counts as completing a contract against the targeted agent. If the vote succeeds, the agent cannot be the victim of a hospital hit, and the cost of guards is split evenly between all agents on that team. If the vote fails, the cost of guards is deducted from the agent's account. If the agent cannot afford guards, he remains unguarded. Hospitalized agents cannot attempt hits or make purchases for the duration of their hospitalization.
Penalties
Stealth and timing are paramount qualities in a successful agent. Agents may be penalized for any of the following actions
- Attempting an elimination while the target is at work, in class, or at a religious service: The attempting agent's bank account will be seized and given to the attempted target.
- Failing an assassination attempt with certain weapons: all agents on both teams are notified as to which team you work for, your code name and real name and the type of weapon that you made the attempt with
- Attempting an assassination in the presence of witnesses: see section on Jail
- Attempting an assassination in the presence of an enemy agent: see section on Jail
- Eliminating an allied agent: Your team will be given an opportunity to vote on punishment. See section on voting.
- Killing an innocent victim: see section on Jail
Voting
Certain events require teams to vote on various issues. Every agent has a number of votes equal to (number of confirmed kills +1) * 2. Simply put, this means that an agent who has eliminated many enemies has more voting power than one who eliminated few enemies. The following is a list of possible voting situations and their potential outcomes if passed:
- Allied agent is hospitalized:
Ignore: nothing happens
Pay for treatment: the cost of treatment is shared equally by all allied agents
Pay for guards: the cost of guards is shared equally by all allied agents
- Enemy agent is hospitalized:
Ignore: nothing happens
Pay for hospital hit: The cost of the hit is shared equally by all agents on the voting team.
- Allied agent is arrested:
Ignore: nothing happens
Pay off witnesses: The cost of paying off all witnesses is shared equally by all team members
Pay off families of innocent victims: The cost of paying off all victim families is shared equally by all team members.
- Allied agent eliminates another allied agent:
Ignore: nothing happens
Fine agent: The agent is fined at the same rate as the contract value of the eliminated agent. If the agent cannot pay the fine, he pays as much as possible.
Declare anathema: The agent's full dossier is distributed to all agents on both teams, he no longer has the protection of either team, and his contract price is doubled.
Jail
Assassination is an inherently risky venture, and it carries with it the possibility of jail time. The chances of being convicted of a hit or attempted hit increase with the number of witnesses and innocent victims involved in the event. An innocent victim is defined as any person not involved in the game who would have been eliminated if they were involved in the game. Chance of conviction follows the following schedule: + 5% for every witness, + 10% for every enemy agent who witnessed the attempt, + 20% for every innocent victim, + 10% for using a car bomb, + 20% for using a firebomb. Witnesses may be paid off at a rate of $5,000 per witness. The families of innocent victims may be paid off at a rate of $25,000 per victim. Enemy agent witnesses can not be paid off.
After successfully completing a hit, an agent's team will be given an opportunity to vote on whether or not to pay off and witnesses or families involved. If the vote succeeds, the cost of the payoff is divided equally between all members of the team. If it fails, the agent is given an opportunity to make the payoff. The Board will determine whether or not an agent is convicted and serves jail time after all payoffs have been made.
An agent may also avoid jail time by turning state's evidence. In doing so, he names one other agent on the same team with a higher number of confirmed kills than himself, or two other agents with an equal or lesser number of confirmed kills. These agents are arrested and serve two days of jail time for every confirmed kill that they have. When an agent turns state's evidence, he receives $10,000 in protection money from the DA and is automatically declared anathema.
If an agent is convicted, he serves jail time according to the following schedule: failed attempt = one day per intended target, successful attempt = two days per intended target and three days per innocent victim. When an agent is convicted, all agents on both teams gain knowledge of the agent's code name, real name, and the amount of jail time he will serve. An agent who is in jail looses all equipment and services that he has acquired. He does not earn his daily income, and cannot attempt to eliminate other players while in jail.
Any agent may eliminate a jailed player by paying for a prison hit. A prison hit costs $3,000. Additionally, the agent paying for the hit must deliver two packs of cigarettes to the Board's Prison Insider. Paying for a prison hit counts as completing a contract against the targeted agent.
Equipment
All weapons have a listed cost, representing the amount of money required to purchase them, and a hospitalization time, representing the amount of time that a target would be hospitalized should he manage to escape death after an attempt. All equipment may be sold back to the Board at one half of it's purchase price.
Knife – An assassin's knife is represented by a painted stick. Eliminating an enemy agent with the knife requires physically touching them with the knife. Using the knife requires extreme stealth; an agent with a knife cannot eliminate a target who is aware of his presence. The target merely has to state, “I see you,” to foil the elimination attempt. If the agent touches his target with the knife after being spotted, the target will be hospitalized for one day. Knife use is subject to penalties for failed attempts.
Hospitalization: two days
Cost: free
Gun – The gun is represented by a pack of rubber bands. Eliminating an enemy agent with the gun requires firing a rubber band at the target, and having it strike anywhere on their body. Gun use is subject to penalties for failed attempts.
Hospitalization: three days
Cost: $500
Poison – Poison is represented by a sticker with a picture of a skull and crossbones. To use poison, an agent places the sticker on a cup, bowl, glass, etc. that he believes his target will eat or drink out of. If the target SWALLOWS any food or drink from the poisoned receptacle, the elimination attempt is considered successful. Poison use is not subject to penalties for failed attempts.
Hospitalization: five days
Cost: $100 per use
Automatic – The automatic is represented by a water pistol. Eliminating a target with the automatic requires squirting them with water anywhere on the body. Use of the automatic is subject to penalties for failed attempts.
Hospitalization: five days
Cost: $1000
Sniper Rifle – The sniper rifle is represented by a disposable camera. Eliminating a target with the sniper rifle requires getting a clear, identifiable picture of the target's head. The picture should be e-mailed to the Board for review. Use of the sniper rifle is not subject to penalties for failed attempts.
Hospitalization: three days
Cost: $2000
Car Bomb – The car bomb is represented by a roll of toilet paper wrapped in aluminum foil. The bomb must be affixed underneath a vehicle (not in the trunk or passenger compartment) while the engine is dead. The elimination attempt is considered successful if the target starts their car while the bomb is attached. Any other persons in the vehicle are also considered eliminated, including any innocent bystanders. Note that the eliminating agent must still observe the attempt and notify his target of a successful elimination as soon as possible. Use of car bombs is not subject to penalties for failed attempts.
Hospitalization: seven days
Cost: $500
Firebomb – Firebombing a target carries with it an inherent risk of failure. The bomb must be purchased in advance. In order to use the bomb, an agent must e-mail the Board with the intended location and time that the bomb will go off at least two hours before the intended time. The location must be an enclosed structure (a building with walls). The agent must still observe the elimination attempt. At the appointed time, he may check the location and make a list of all persons inside. All innocent bystanders are killed instantly. Any agents inside the building have a twenty-five percent chance of survival. Standard rules for hospitalization still apply to agents who are eliminated in the attempt.
Hospitalization: 7 days
Cost: $1000
Body Armor – An agent who purchases body armor is effectively immune to bullets. Any successful assassination attempt made on the agent with a gun or automatic results in a hospitalization period of one day. Of course, the body armor is ruined after being used once. Cost: $2500
Information Services
The following services may be purchased at any time.
Make a contact: learn the code name and contact information of one random allied agent Cost: $200
Recon: gain the dossier of one random enemy agent Cost: $500
Background check: gain detailed information on any enemy agent whose dossier you hold, or any allied agent who's code name and real name you know. Detailed information includes # of confirmed kills, bank account total, daily income, equipment and services purchased, and contact information. Cost: $500
Head count: learn the total number of active agents on your team: Cost: $200
Enemy head count: learn the total number of active agents on the enemy team: Cost: $500
Counter Intelligence: learn the code names of all enemy agents that have your dossier: Cost: $1,000
Personnel Services
Outsourcing: give an enemy dossier that you posses to another allied agent. You receive half of the contract price if the allied agent eliminates the target: Cost: $2000
Private physician: increase the chance that you will be hospitalized after a successful hit to 50%. A private physician quits after he saves your life once. Cost: $2,000 plus $500 per day
Body double: If you are the victim of a successful hit, there is a 50% chance that your double was hit instead. Obviously, a body double is lost once killed. An agent may hire multiple body doubles, further reducing the chance of a successful hit. (e.g. An agent with three body doubles has a 75% chance of escaping a successful hit.) Cost: $5,000 plus $500 per day
Bodyguard: Designate one agent on your team. If you are the victim of a successful hit, you bodyguard is eliminated instead of you. The cost of a bodyguard is paid to the designated agent. An agent does not have to consent to being a bodyguard to be designated. Cost: $5,000 plus $1,000 per day
Hunting trip with the DA: take the local district attorney out for the weekend. Effectively, this is a “get out of jail free” card that may be redeemed for yourself or another allied agent at any time. Cost: $7,000
Frame up: Have an agent arrested and tried for a fake crime Cost: $5,000 plus $3,000 per witness and $10,000 per innocent victim
Other Services
Safety deposit box: your equipment will not be confiscated if you go to jail. Cost: $100 per day
Health insurance: bills for medical treatment will be paid off automatically if you are hospitalized Cost: $300 per day
Life insurance: Designate another agent on your team. If that agent is eliminated, you gain (x * 1,000) dollars. Cost: (x * 100 dollars) per day
Legitimate front: provides an alibi for any crime. Reduces the chance of being convicted by 25%. Cost: $3,000 plus $500 per day
Safe house: spend some time at a safe house. An agent cannot attempt hits or be hit while at a safe house. Cost: $1,000 per day
If you're interested, or have questions, contact jasontseneca@yahoo.com for more info.
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