The 2004 Killing Round Regulations are intended to be a comprehensive guide for both playing and running `Killing Rounds' for the K.A.O.S. (Killing As Organised Sport) game at the University of Canterbury; and to be used as a reference for other branches creating their own house rules.

This guide is an attempt to distill all of the wisdom of the ages that has accumulated since K.A.O.S. was formally established at the University of Canterbury in the early 1980s, and to make it available to everyone that wishes to play the game.

It is the author's fond hope that this will enable the agents of K.A.O.S. to avoid making a few of the basic screw-ups that can ruin everyone's fun and that the game will be enjoyed by all its players and administrators.
Good luck!

Credits go to
† All of the former members of K.A.O.S. that have helped organise and run Killing Rounds since the club was founded in 1981.
† The Killer rules, published by Steve Jackson Games. They inspired the rules we were using in 1986 and we have evolved from there.
† Everyone who took the time to proof the original draft.
† Cover Art: The K.A.O.S. Eagle, by Fitz.
† Interior Art: Cartoons by Matt Powell.
† Version 1.0: Dillon Burke.
† Version 1.12: Dillon Burke, Leon Adams and Phil Anderson
† Version 2.0: Simeon Lodge, Jonty, Hamish Cameron and Leon Adams.
† Version 2.1: Simeon Lodge, Leon Adams, Chris Darby and Storm Geldenhuis
† Version 2.2: John Richardson and Jack Aitken, modified for web by Livy Jack.

The basic rules are common to all games and scenarios. Underlying all of the basic rules are a few meta-rules. These can be simply stated as follows:

Do nothing that will cause harm to another person.

Do nothing that will get the K.A.O.S. club banned from anywhere.

Have fun

An agent is a member of K.A.O.S. that is playing in a round. A victim is the agent that is the target of an attempt to kill them. The assassin is the agent attempting to kill the victim. A bystander is anyone not playing in the round, or anyone playing in the round who is not a legitimate target. A mercenary is someone hired by an agent to play in the round on their behalf.

The Dictator is the current President-for-Life of the K.A.O.S. club. The Living Room is the current K.A.O.S. headquarters, and is where Q should be found during a round.

The core rules will be used as written in almost every round. However, the core rules may be adjusted by Q for a specific round scenario. Any change to the core rules must be noted in the round protocol.

The Position of Q

Q is the traditional title held by the agent in charge of organising and running a K.A.O.S. killing round. Q is responsible for writing the scenario for the round and advertising the round.

During the round Q ought to be available on campus during normal office hours to answer questions, resolve problems, arbitrate disputes, and issue permits. They are responsible for keeping the status sheet for the round accurately up to date.

The Position of K

K is the person designated as the substitute for Q if Q is not present for any reason. They have all the powers that Q has, but only when Q is not present.

By long tradition an assassin working on behalf of the Dictator to carry out a warrant of execution on an agent is not required to identify themselves until immediately after the kill has been made.

Being formally awarded the position of Dictator's Assassin for a year is a not uncommon reward for ruthless efficiency in killing rounds.

Killing rounds organised by the K.A.O.S. club are restricted to full financial members of the K.A.O.S. club.

Financial requirements for membership can only be wavered by the Dictator. K.A.O.S. reserves the right to ban any of its members from playing in a round. This would only normally happen in unusual circumstances, such as a member flagrantly and continually breaking round rules.

A few short words on killing rounds

The ideal killing round is an odd mix of dirty tricks, flamboyance and good sportsmanship. The following are some of the things that fall into the last two catagories.

Dead Men Tell No Lies
If you are killed you must identify yourself truthfully to your Assassin (a good death scream and some squirming around on the floor is not inappropriate either). This stricture applies even if the kill turns out to be a void kill.

Dead Men Tell No Tales
It is poor form to reveal the identity of the assassin who killed you or to talk about the size of their waterpistol.

Die With Your Boots On
Be honest and accept death gracefully. This is only a game, anyone taking it seriously will be executed or promoted onto the Politburo (and they don't get to have any fun at all).

Style over Substance
One flamboyant kill with a carefully positioned refrigerator will add more to your reputation and chances of being elevated to the status of `Master Assassin' than ten boring backstabs with a chuck of yellow foam rubber.

The standard bribe to Q to find out a piece of information, or to ensure someone's silence, is the traditional chocolate fish.

Any bribe greater than a can of coke is considered excessive and will result in confiscation of the bribe by Q. Probably.

Mutual Death
If you kill each other at the same time (which is quite possible with waterpistols), then you are both dead. You should not fight a duel to decide who dies first.

Don't Be a Rhino
While it may improve your immediate score to ignore hits scored on you by other players, word soon gets round about people who don't play according to the spirit of the rules.
Such people will find themselves subject to the ire of Q or the secret police.

Starting a Killing Round

A round begins when Q organises it. Anyone seeking to run a round should approach the Dictator for permission. A round will normally be advertised in advance on the K.A.O.S. facebook pages.

Q may organise other appropriate advertising. Notice of a round will normally include the following information: Round scenario and Protocol (see below).

  • Start time
  • End time
  • Who Q is and how to contact them
  • Any unusual background information


A round will normally end when a pre-determined time is reached; the round has run out of participants, or at the discretion of Q.

The Protocol
The Protocol for a round lists all relevant information for that round, especially any information that is different from that contained in these regulations. All participating agents must understand the Protocol for a particular round before play can begin. The Protocol should be published on the Killing round event page. It should cover all of the following points:

Some Basic contact details for Q.

  • Who will be K when Q is unavailable.
  • The rules for the scenario being played. Variations from the core rules should be explicitly noted.
  • Variations to the basic boundaries of the area of play.
  • Legal weapons and who may issue new weapons permits.
  • When the round is to start and when it is to end.
  • The number of lives each agent has.
  • The roles that mercenaries may play.
  • Whether recruitment of new agents is allowed during the round.
  • The conditions under which an agent may be considered inactive and removed from the round.
  • Anything else Q thinks is important or relevant to the round.

Agents must identify themselves as a player in the Round when they are on-campus by prominently displaying a K.A.O.S. badge or a K.A.O.S. T-shirt.

A badge should be worn towards the centre of the upper torso (below the neckline and above the bottom of the ribcage).
Wearing a badge on your belt, shirt seam, choker, or hat, does not count, no matter how stylish!

Inside a building once a Victim is aware of your presence you may not attempt to kill them. To prevent confusion the victim should acknowledge that they have seen the Assassin (say `Hello Assassin' or some other cheery witticism). Drawing a new weapon, or suddenly using a drawn weapon does not satisfy the requirement for `surprise'.

However if someone turns their back to you, then this counts as `gullibility' (see below). The idea behind this rule is to encourage a stealthy backstab of the victim by the assassin, and to remove the possibility of running fights that involve a risk of injury.

If your intended victim kills you while you're in the act of surprising them, then you count as being surprised. Tough luck chump.
This is a rule that is often the subject of disputes. See Disputes and appeals for more information on resolving disputes.

Gullibility overrides the requirement for surprise on all indoor kills. The key to a gullibility kill is that it requires action on the part of the victim to trigger their demise.
A victim who handles a device coated with contact poison, drinks a spiked can of drink, or that triggers a booby-trap that the Assassin has given them deserves everything they get.

One year the Dictator's Assassin was studying at Waikato University. There was a killing round in progress at Canterbury and Malcom Harbrow (better known as `Idiot') was attempting to kill the Dictator.
The Dictator supplied a small program called `gothic.exe' to the Dictator's Assassin, who promptly forwarded it by e-mail to Idiot with the message that it was a really cool graphic. Idiot assembled the program, which had been divided into six files, and ran it. The word BOOM appeared on his computer screen. Within thirty minutes the Dictator's Assassin had received a reply that started with `D'oh!'

If an agent is not wearing a badge (or t-shirt) in an easily visible location any other agent in the Round may claim the credit for a `Badge Kill' on them.

To claim the kill you should first intercept the victim and verify their lack of badge (or t-shirt). After doing so (or if unable to do so) you must report the badge kill to Q. Once Q has verified the badge kill by consulting the victim the kill may be recorded.

If you lose your badge Q can supply another one for you, but replacements cost $2.00 each.

Agents may not use their vehicles (see `No Kill Zones' above) to cruise the campus looking for victims, or to produce an instant No Kill Zone when threatened.

Agents who use their vehicles in a round for purposes other than coming and going may be subject to disciplinary action.

Dropping out of the round
An agent may voluntarily withdraw from a round at any time by contacting Q.

This is a good idea if you fall ill or find yourself without the time to fully participate in the game.

Expulsion from the round
Q may expel any agent from the round for a flagrant violation of the round protocols or the meta-rules.

Q may expel any agent that is considered inactive according to the round protocol. Making sure you report to Q each day should prevent you being `purged'.

Legitimate targets for assassination depend on the scenario, but will always include:

  • Your assigned Victim(s).
  • The Assassin(s) assigned to you, if you know their identity.
  • Any mercenary hired by the above.
  • The " Predator Rule " Any Agent that approaches you, or appears to be lying in wait, with a drawn weapon is a legitimate target. Agents in hot pursuit of another victim don't count.
  • Any Agent that fails to identify themselves as a player in the Round. See Badge Kills above.
  • You do not score credit for any target that is not a legitimate one.

Innocent Bystanders

Killing a bystander may result in a penalty. If you are sure someone is your Assassin, you may risk killing him or her.

Bystanders should not normally be involved in the round, and any agent that elicits participation from a bystander that leads to their accidental death is subject to penalty.

Target Summary

Some examples should clarify the preceding rule sections.

If Agent A, assigned to assassinate Agent B, instead kills Agent D through a bomb or poison, then D is dead, but A does not receive any credit for the kill. A is not penalised unless they encouraged D towards their demise.

If Agent A, still chasing Agent B, had pulled a ranged or contact weapon on D and killed them, then D would not be dead and A would be penalised.

If A laid a bomb for B and an innocent bystander triggered the device A will normally be culpable for any penalty involved, unless B encouraged the bystander to trigger the device.

If A laid a tripwire device that a bystander walks through then A is to blame.

If B is getting a bystander to open their mail for fear of letter bombs, and there is a letter bomb, then B is responsible for the death of the bystander.

The innocent bystander in the illustration above is C. B (in the pram) doesn't seem to have a badge, and may be subject to a badge kill.

The accidental death and bystander rules are dependent on the personal honesty of the agents playing in the round. Remember - it is only a game!

The use of mercenaries will always be subject to the protocol for that round.

Q must decide how many lives a mercenary may be allowed. Any agent may recruit mercenaries to assist them in the killing round.

Anyone eligible to play in a round, that is not actually playing in or organising the current round, may be recruited as a mercenary. The fee for the service is negotiated between the hiring agent and the mercenary.

Notice of the hire of the mercenary must be posted on the club noticeboard at least one clear hour before the mercenary enters the game as an active participant, or this information could also be posted to the killing round event on facebook.

The notice must specify the name of the mercenary, who has hired them, and when their contract expires.

A mercenary is treated as a physical extension of the hiring agents' body.

If the mercenary is killed, so is the agent, and vice versa. The mercenary may use any weapon that the hiring agent is permitted to use.

A mercenary may only be hired by one agent at a time, but they may be bribed by anyone.
It is so hard to get good help these days!

K.A.O.S. does not currently have a notice board, although standard practice of late has been to put lists on the Living room notice board for more up to date information during a round.

Otherwise important information is posted to the facebook event page for the killing round,

Notice of the hire of the mercenary must be posted on the club noticeboard at least one clear hour before the mercenary enters the game as an active participant.
The notice must specify the name of the mercenary, who has hired them, and when their contract expires.

The Lists in the living room should include

  • Names of slain agents.
  • Names of new agents and mercenaries in the round.

The information available on the Facebook page should include

  • A complete copy of the round Protocol.
  • Rule changes and their effective times.
  • Challenges for duels and other messages between agents
  • Any notice deemed appropriated by Q or the Dictator

Killing round boundaries regulate what weapons may be used at a given location and time by an assassin to `kill' their victim. Agents who do not observe the boundary rules will be penalised.

A weapon may not be used to kill in or from an area where its use is illegal.

Any legal weapon may be used in an Open Kill Zone. The only restrictions are those indicated elsewhere in these rules.

Any area outside of a building on the University of Canterbury Campus is an Open Kill Zone, with the exception of the courtyard and seated areas of cafes and other university businesses.

The campus is generally taken as including the grounds between Clyde, Creyke, and Ilam Road, excluding the obvious private properties. To the south the boundary runs around Kirkwood, along the edge of the Ilam Primary School and the UCSA car park.

Campus does not include the Halls of Residence, Ilam Flats, Ilam Playing Fields, Ilam Gardens, or the University Staff Club.

No means no. Kills are not permitted in or from a No Kill Zone. Unless otherwise specified all off-campus locations are No Kill Zones, see below for exceptions to this rule. Other No Kill Zones include:

Public restrooms for the opposite sex.

The Highlander Rule; no kills on Holy Ground.

Moving vehicles of any kind or vehicles stopped in traffic. Any ordinary wheeled conveyance (e.g bicycles, rollerblades, skateboards or scooters) is counted as a vehicle. Mobility aids for the disabled (e.g wheelchairs) are not counted as vehicles (although in some cases an agent can choose to opt out of this rule if it is their practice to say, skateboard around university, getting in the way of pedestrians and being a bit of a tit)

Any footpath along a road running around the campus boundary.

All Lecture Theatres, Laboratories, Tutorial Rooms, Libraries, and Staff Offices (unless its your office, in which case you can kill any fool who enters).

All campus businesses.

During the meeting of a UCSA club the room where the club is meeting is a No Kill Zone.

In a Limited Kill Zone some weapons are banned or otherwise subject to regulation or limitation.

Ranged weapons are not permitted inside buildings.

To be legal a kill inside a building requires either the Assassin to gain surprise, or for the victim to be gullible. These concepts are explained in detail below.

In the Living Room only Honey Traps, letter bombs, contact poison, and ingested poisons are legal. When you sup with devils you had best use a long spoon. The outdoor seated area is considered to be a part of the Living Room, as is the tiled area outside the main door, although in these outdoor areas, melee kills are acceptable.

In the University Cafes only ingested poisons and Honey Traps are legal. When a cafe is closed it is no longer a cafe. The outdoor seated cafe areas are also open to melee kills.

At K.A.O.S. Parties only Honey Traps, duels, and Executions ordered by the Dictator are legal.

The Vampire rule. At the Victim's place of residence (anywhere they pay rent or board, or spend more than three nights a week at) the Assassin can only kill the victim with a Honey Trap or a Bomb, if they have been invited into the house by someone who lives there.
An Assassin may only enter a bedroom if invited in by the Victim.

A weapon can be anything that simulates the action of a real or fancied weapon in a harmless manner.

Below many common types of weapons are described, although this list is not exhaustive.

Agents may approach Q for permission to use a new weapon that is not covered in this guide.

Safety. We are trying to `kill' people not hurt them. Excessive force must be avoided or assassins will be penalised. Deliberate targeting of the head of a victim will be penalised.

Lack of Realism. Unlike the good old days, it's unwise these days to use anything that looks like a real gun, knife, sword, bomb, poison, etc. Actually it wasn't always a good idea in the good old days either.

No property damage. Physical damage to clothing, building, cars, etc is not allowed.

Balance. No weapon should give one agent a clear advantage over the other the agents in the round.

New and Exotic weapons must be submitted for the approval of Q before they can be used in a round. Q will make their judgement based on the following principles.

Safety. No agent should be allowed a weapon they are unwilling to have used on themselves.

Fairness. No weapon should be guaranteed of an automatic success in a kill attempt. No nukes!

Style: Does Q find the weapon amusing?

Ease. A weapon should give a clear result as to its success or failure in an assassination attempt.

He showed up one day when I was Q with a bible, wanting a permit to use it to kill people.
He was given one on the restriction that he had to approach his target while loudly reciting a verse (preferably something nice and loud from Revelations) in his best evangelist voice.

Then to smite the target repeatedly (but not too hard) with said Bible, until they were either dead, or they'd had enough.
Apparently he was very good at it.

Common weapons do not require a permit from Q before they can be used in a killing round.

They also tend to be cheap and easy to find. All agents should equip themselves with a ranged and a contact weapon if possible.

Of course you don't need to use your own common weapon to make a kill. Agent Ian Barnes once played an entire round without a water pistol.
All his kills were made with the victim's water pistol. `Gee that's a nice waterpistol, can I have a look at it' is one of the classic sucker lines of K.A.O.S.

Ranged Weapons

These are legal for Open Kill Zones only. The traditional ranged weapon is a Water Pistol or Nerf Gun.

Hitting the Victim's body is sufficient to kill them. Hitting a weapon is not a kill, however using a weapon as a shield and batting darts out of the air with it is rhino hiding and will result in execution.

Contact Weapons

These are legal for Open Kill Zones and most Indoor locations on campus. If an Assassin brings a contact weapon into contact with a Victim, the Victim is dead.

You may not deliberately strike against the head or genitals of your Victim, such kills will not be counted and may lead to disciplinary action.

Realistic rubber or plastic knives are no longer permitted; but this still leaves such things as fun-noodles and rubber chickens.

Agent Mouse's inflatable banana killings; in which he was required to run at the target screaming, and then beat them wildly with the banana, are a good example.
It was surprising how many people just stood still and stared in surprise while he ran screaming at them at the top of his lungs.

Letter Bombs A "letter bomb" is piece of paper with "BOOM!" written on it, at least the size of a credit-card, and sealed in a "package" by the assassin so that the writing isn't visible.

The package may be the paper, but must still be at least credit card sized when folded, rolled, spindled, scrunched-up or mutilated.

The letter bomb only kills the person who breaks the seal (or the container). The seal may be something like string, tape, glue or gum, but shouldn't damage somebody else's property; you broke it, you bought it!

Packages must be no bigger than 30cm (a foot) in any dimension, but apart from that can be almost anything. Envelopes, two pages of a book, tobacco pouches and pencil cases are just some possiblities, so agents should be on their guard!

Bombs which do not meet the criteria for standard letter bombs may still be used with approval from Q, see Exotic Weapons.

Q can defuse a letter-bomb if you find the seal without breaking it, but there may be "administrative fees" involved in calling out the bomb squad.


Any substance that leaves a mark may be used to indicate contact poison. The victim must touch the poison of their own volition, i.e. poison is not a contact weapon!

Toothpaste is a traditional K.A.O.S. poison. Gloves are recommended, as you are not immune to your own contact poison!

The use of white powders to represent poison should be strictly avoided.

Poison may also be ingested in food or drink. To be effective this must noticeably alter the taste of the substance consumed.
The assassins must replace anything spoiled by the poison at their own expense.

You may not spike drinks in bars or at parties, with any substance, under any circumstances.

You are required to take due care not to use any poison to which your victim may be allergic.

If you have an allergy, you must be sure to inform Q when you enter a round that doesn't forbid the use of poisons.

Prospective poisoners may have to discuss their intended choice of poison with Q, or directly observe their intended victim consuming it. Never just assume that somebody eats peanuts or onions.

You may not use a poison that your intended victim avoids as a lifestyle choice (e.g. meat, alcohol)

Bearing these restrictions in mind, substances like curry powder are commonly used as poisons.

All Exotic weapons require a permit from Q before they can be used in a round. An attack made with an unpermitted weapon is void and the assassin may be penalised.

If you're not sure about a weapon, or have a novel idea that doesn't seem to fit under any of the existing catagories, talk to Q about it.


A bomb is any booby-trapped device constructed by a player that when triggered produces an identifiable noise or visual effect.

Q must approve all bombs other than letter bombs, and realistic bombs will not be permitted; however devices like doorbells and the soundmakers out of toy animals are probably a good bet.

Honey Traps A Honey Trap requires close intimate contact between consenting adults to be effective. A kiss is usually sufficient. As such it is best employed at parties.

A honey trap is generally something along the lines of lipstick or chapstick registered with Q for this purpose.

Other more inventive honey traps can be proposed to Q and accepted at their discretion. The more tacky and garish the lipstick the more stylish the kill.

Nerve Gas

Any vile spray on perfume will suffice to replicate the workings of a deadly nerve toxin. Spraying into the face must be strictly avoided.

Nerve Gas can also be employed as chloroform to paralyse the victim for one minute. This allows a much more elaborate form of execution to be contemplated.

In order to use Chloroform, discuss your proposed method with Q, it is worth noting that sneaking up behind someone and forcing something onto their face is not really acceptable behaviour.

One oft-told example of a chloroform kill is when a young computer programmer was chloroformed outside the LCR and was then beaten to death with an antique VIC-20 computer.

These rules can not hope to cover everything that may happen in a Killing Round, and sooner or later a dispute will occur. The following procedures should then be followed.

The Chain of Command

In all instances the Agent currently running the round (Q, or their substitute K) is the authority that should be consulted for any problems or disputes concerning a round.

They can do any of the following:

  • Make an ex cathedra decision or ruling.
  • Order a duel between two or more disputing parties.
  • Order the execution of any Agent (for a flagrant violation of round rules and/or club principles).
  • Order the Secret Police to assassinate any Agent (for a minor violation of round rules).
  • Expel an individual from the round for serious misconduct

These decisions are subject to appeal to the Dictator. The Dictator will resolve problems in accordance with the hallowed and constitutionally enshrined principles that `Thou Shalt Not Waste The Dictator's Time' and `Injustice Must Be Seen to Be Done'. You have been warned!

The Dictator can do any of the following:

  • Anything that Q could have done (no appeal).
  • Order the Dictator's Assassin to assassinate any agent.
  • Anything else they feel is in keeping with the spirit of the game.

The Secret Police

The Secret Police are an optional extra to enable a busy Q to dispense justice/injustice.
They can be utilised by Q to enforce the rules of the games by tracking down agents that have violated the rules and assassinating them.

The Secret Police consist of any agent recruited by the Chief of the Secret Police that is not currently an active player in the round. Deceased agents that have been killed out of a round may be recruited into the Secret Police.

The Chief of the Secret Police is appointed by the Dictator as required, and may be anyone. Your flatmate. Your tutor. Your dog. Anyone.

After any rule violation Q may ask the Chief of the secret police to hunt down the renegade agent. A member of the Secret Police will not usually be allowed more than one life per day of the killing round.

This is by no means a complete list, varients and new ideas are often employed, and your favourite might not be here (yet).

This section covers general types of killing round. Additional or more specific scenarios might be found in the rounds area.

Q decides how many lists there will be in the round. Each Agent appears once in each list.
Each agent has one life per list that they are on. Here is an example of a three list, five agent round (right).

Any Agent that is adjacent to you on the list is a legitimate target, and vice versa. The list loops round in a circle, so in List #1 Thor is adjacent to Smooth and vice versa.

List # 1 List # 2 List # 3
Smooth Pointy Tigerlilly
Tigerlilly Shag Smooth
Shag Thor Thor
Pointy Tigerlilly Shag
Thor Smooth Pointy

When a victim is killed their name is removed from the list. In the example seen below, Tigerlilly has been Killed by Shag, Shag and Smooth are now legitimate targets for each other in List #1.

When you are adjacent to the same victim on more than one list, the assassin may choose which list the victim's name is removed from. If an agent suffers an accidental death they may choose which list they have been eliminated from.

List # 1

List Rounds & The Dictator's Body Guard

The Dictator may choose to have a bodyguard in a List round (rank hath its privileges). In which case the List may look like the example to the right.

List # 1

Jordan and Daniel can both assassinate the Bodyguard and the Bodyguard can assassinate them. Because the Bodyguard appears twice on the list they have two lives in each list.

The Dictator and the Bodyguard are allowed to assassinate each other and the Dictator may treat any agent adjacent to their Bodyguard as a legitimate target!

However, Daniel and Jordan can only treat the Dictator as a legitimate target if they have a drawn weapon (predator rule) or if he is not wearing a badge (badge kill rule).

This variety hardly needs a description. Any agent wearing a badge is a target for the duration of this round. One famous varient of this scenario is `Pie-Kill Day', where weapons approximating cream pies (usually whipped cream or shaving foam) are the only legal weapons.

Another varient is the `Highlander Round' where agents may only use contact weapons, in particular `swords'. However, open rounds using conventional weapons are common.

The number of lives each agent has depends on the scenario.

In scenarios of this type, the agents are confined to a particular area (e.g a park, on campus but outdoors only), and the round usually lasts less than three hours.

Agents usually play in teams of 2-4 people, and collect tokens to keep score; these may be `prizes' left lying around, or may be `trophies' carried by the other agents in the round (e.g team colours).

The number of lives each agent has depends on the scenario. If agents have more than one life, and agents are playing for trophies, then they should be able to turn in the trophies taken from their victims during the round (scoring during play rather than just at the end). The trophies can then be re-issued to the victims so they can re-enter the round.

Assuming agents are playing in teams, all scores count towards the winning team (so there is no incentive to kill your teammates), and any member of another team is a target.

The `X-files Round' was an example of a short round played for prizes (alien artifacts), while the `One Hour Round' was a short round played for trophies

The important feature of this kind of round is that agents have to check in with controllers stationed around campus a certain number of times a day, to get checked off the controller's list. Agents who fail to do so may be removed from the round.

The intent of this is to force agents to move around campus instead of camping out in the safe zones.

The length of this round may vary (although a duration of a few hours to a day makes controllers easier to organise), and it may otherwise be similar to other types of round (e.g. List or Circle rounds).

This type of round differs wildly from others, in that no weapons are employed and no agents `killed'. Instead each agent has the duration of the round to plan a hypothetical attack on an assigned target (not necessarily another K.A.O.S. agent), and submit their plan to Q.

Usually agents enter the round just by submitting a plan. A list of items which may be used to carry out the `hit', both practical and ridiculous, may be supplied, alternatively agents may be given a budget and free run of the Yellow pages.

The 'Zen Round' (obviously) was an example of this type. Style is a very important factor in this type of round, and points will be awarded for flair, imagination and peculiarity.

At the conclusion of the First Killing Round, and of each semester, awards may be given out. Traditionally the following awards may be awarded to those deserving of them:

  • The Sitting Duck Award. Usually awarded to the first Agent eliminated from the killing round.
  • Double-O Award. Awarded rarely; to an Agent that has cleared their list.
  • Best Death Award for hamming up their death.
  • Best New Weapon.
  • Master Assassin status.
  • Best Overall Kill.
In practice, this may vary from year to year.

A Duel may be fought between two or more Agents to resolve disputes or to satisfy an affair of honour.
This will normally come about at the request of the Agents involved or of Q. A Duel may also be arranged in order to satisfy list requirements.

A challenge may be made to any valid target in the round. The challenger must give a location and a time for the proposed duel by posting a challenge on the Living room noticeboard and informing Q.

The challenged party usually has choice of weapons.
If the challenged party does not accept within a day they are required to withdraw from the round (Shame! Have they no sense of honour!).

No credit is gained for forcing a withdrawal from the round in this manner.

The challenged party may not weasel out of a duel by naming weapons which the challenger can't use, or would not use because of some kind of `Lifestyle Choice'.

You can't nominate a jump-rope contest when challenged by somebody on crutches, or a sausage-scarfing contest when challenged by a vegetarian.

The challenger may refuse such a contest and demand another form be named.

A challenge to a duel may also be made to any valid target at a K.A.O.S. party, but the challenge may be declined without penalty.

Where possible a challenge should be made in person (remember to take a glove to slap them with), or a second may be sent to call an opponent out.

All parties to a duel must be made aware of the time, and place of the duel, and the particular requirements of the duel.

A `Second' may be appointed to replace an Agent that is prevented from attending their duel due to illness or timetable clash.

A `Witness' may be sent on behalf of Q or the Dictator to observe and ensure that the code duello is followed.

The most common locations for a duel include; The Grassy Knoll (also known as Boot Hill, or the Daisy Hill), The C block Lawn and the Law Buildings large circle of grass (take that law).

The following have been attempted at least once before, and have been shown to be at least, amusing.

However if you want to attempt something new, like dueling on tricycles with supersoakers and umbrellas for cover, then give it a try; it may become a new tradition, or at least a good story.

Tequila's at Ten Paces.

Ten shot glasses are filled with Tequila and laid out in a line, with a duellist at each end. Each duellist must skull their shot and advance to the next shot and repeat the process.

The first duellist to blanch from the next shot is killed, and the other duellist is also killed if they blanch before finishing all the remaining shots.

If either agent blanches both are killed (alcohol poisoning).

Waterbombs across the Avon

Each duellist is equipped with a number of waterbombs and positioned on opposite sides of the Avon River. The first duellist to be drenched loses.

1812 Matched Water Pistols.

This requires an old-fashioned water pistol that is not battery powered or reliant on compressed air. A single shot nerf gun would also be satisfactory. The duellists start ten paces distant from each other and advance at a walking pace.

Each duellist may fire their weapon once. If you fire and miss you must continue walking towards your opponent. If both duellists miss another `pass' may be conducted if honour is not yet satisfied.

Blindfolds and Matched Water Pistols

This requires matched water pistols and a blindfold for each duellist. Each duellist must also have a Second to `call their shots'. When the duel begins each duellist may only move, aim, or shoot as directed by their Second.

Pillows across the Avon.

Both duellists are equipped with a pillows and sit atop a log across the Avon River within reach of each other. The first duellist knocked into the Avon is killed.

Cheating in a duel is permitted and counts as a legitimate kill. For this reason it is suggested that duellists agree on a `forfeit' stake if either of them violates the code duello.

A standard forfeit is a jug of drink to be purchased from the Foundry bar at the earliest opportunity. This agreement is binding. Cheating in a duel may result in the Secret Police being assigned to your case.