The Boy in the Tunnel
by Gardner Linn
The Rules of MiloBall, Official Sport of
Wintertree Hall
Being a Game of Physical and Mental Skill for
Thirty-Four Players
1. MiloBall is played in the interior of Wintertree
Hall. The entirety of WintertreeÕs interior (both official and secret) is
considered in-bounds, except for residentsÕ rooms.
2. The game is played by two (2) teams (Red and Blue)
of fifteen (15) players each, three (3) referees, and one (1) Shambling Horror.
2a.
The Red and Blue teams have largely constant memberships. Up to two first-time
players and two second-time players are allowed in each game. The two
first-timers serve as Assistant Referees. The two second-timers serve as Head
Referee and Shambling Horror. In a playerÕs third game, he may rotate into the
Red or Blue team if a space is available; otherwise, he remains as Head Referee
or Shambling Horror. No new players are allowed until a current player leaves.
2b.
Rule 2a is provisional to the outcome of the previous game, as outlined in Rule
20.
2c.
Captains are responsible for fielding full teams. If there are fewer than 34 total
players when the game begins, the captains have one hour in which to find the
needed additional players. If they fail, the game is canceled. If they succeed,
the game is played as usual, but it will still end at the appointed time (see
Rule 6). The newest players will serve as Referees and Shambling Horror.
Players will be assigned to the Red and Blue teams by coin toss if necessary.
3. The Red and Blue teams each control roughly equal
territories within Wintertree. In the first MiloBall game, Red controlled the
first and third floors, and Blue the second and fourth, but subsequent games
have altered territorial possession considerably. Red and Blue captains are
responsible for maintaining records of their teamsÕ territories, and for
ratifying such before each game.
4. The following areas are considered Neutral: the
first-floor lobby, the first-floor north bathroom, the auditorium, the laundry
room.
5. The official map of Wintertree Hall on page 79 of
the UNWG Student Handbook delineates the areas that may be considered Red, Blue
or Neutral. All areas inside Wintertree not indicated on the map (e.g. tunnels
and secret rooms) are the territory of the Shambling Horror.
6. The game begins at 8 p.m. on a Friday or Saturday
night, and ends at either 8 a.m. the following morning, or when one team is
declared the winner, whichever comes first.
6a. There must be at least three games per
semester, and no more than seven.
7. The object of the game is to find the MiloBall and
then to deposit it into the opposing teamÕs Mausoleum. The team that first
accomplishes this task within a 12-hour time frame is declared the winner.
7a. The MiloBall shall be a regulation size purple
volleyball or soccer ball.
7b. Each teamÕs Mausoleum shall be a cardboard box
at least 18Óx24Óx18Ó, marked with red or blue tape as appropriate.
8. The Head Referee shall hide the MiloBall somewhere
within the Red or Blue territories. He may not hide it in Neutral areas or in
the Shambling HorrorÕs territories. The Head Referee will tell one of the
Assistant Referees the true location of the MiloBall; separately, he will tell
the other A.R. a false location. He will not indicate which is true and which
is false. Each Assistant Referee is to assume he is given the correct
information; neither is to know which location was told to the other.
8a. Once per semester, the Head Referee may choose
not to hide the MiloBall at all. If he chooses to do this, he gives false
locations to both Assistant Referees.
8b.
If either team captain believes that there is no MiloBall to be found, he must
file a written complaint of at least 500 words with either Assistant Referee.
If the A.R. judges the complaint worthy, the two Assistant Referees will then
convene and search the locations given to them by the Head Referee. If the MiloBall
is in neither location, the complainantÕs team is declared the winner. (The
complainant will not accompany the A.R.s on their search.)
8c.
If a captain files such a complaint and the MiloBall is found by the A.R.s, the
captain is sent to the opposing teamÕs Gaol, and the A.R.s rehide the MiloBall.
They do not tell the Head Referee the new location. The game continues as
before, but if the complainantÕs team wins, one third of that teamÕs territory
is given to the other team for the next game.
8d.
If the Head Referee does not hide the MiloBall, and neither captain files a
complaint before the 12-hour deadline, the Head Referee becomes captain of the
team of his choice in the next game. The displaced captain will be an Assistant
Referee in the next game.
9. Each
teamÕs captain shall hide his teamÕs Mausoleum somewhere within his teamÕs
territory. The captain may choose to tell any or all of his teammates where the
Mausoleum is, or he may keep the information to himself. None of the referees
are to know the location of either Mausoleum.
9a.
No players are allowed within fifteen feet of their own teamÕs Mausoleum.
9b. Each Mausoleum will contain a Polaroid camera
loaded with film.
10.
Players are free to
roam about their own teamÕs territory. If a player enters the other teamÕs
territory and is tagged by a member of that team, he must go to Gaol. (For
example, if a Red player enters Blue territory and is tagged by a Blue player,
he will go to Gaol.)
11.
Each teamÕs captain
chooses the location of his teamÕs Gaol. All players and referees know the
locations of both Gaols. Each teamÕs Gaol must be a room within that teamÕs
territory, and must have at least two separate entrances. One player may be
posted inside the Gaol room to serve as a guard, though this is not required.
Only one player is allowed in his own Gaol at a time. There is no limit to the
number of opposing players who can be imprisoned at one time.
12.
A player may free his
imprisoned teammates from the opposing teamÕs Gaol by entering the Gaol and
tagging them. Once an imprisoned player is tagged free, he is subject to being
tagged and imprisoned again by the guard or another opposing player. There is
no immunity or neutrality for escaping prisoners.
13.
If the Shambling
Horror tags a player in the S.H.Õs territory, that player then becomes the
Shambling HorrorÕs Envoy. The Envoy continues playing the game as if he was
still a member of his original team, but his goal is to find the MiloBall and
bring it back to the Shambling Horror.
13a.
If the Shambling Horror takes possession of the MiloBall, he may offer himself
and the ball to either team in exchange for one of their players. If the trade
is accepted, the Shambling Horror becomes a member of that team, and the traded
player becomes the Shambling Horror.
13b. The Shambling Horror may not leave his
territories except when in possession of the MiloBall.
13c. A player may retrieve the MiloBall from the
Shambling Horror without making a trade by touching the S.H. with one of the
six magical items described in Rule 17.
13d.
If a player suspects a teammate of being the Shambling HorrorÕs Envoy, the
player may invoke Code Green by tagging the suspected Envoy, shouting ÒCode
Green!Ó and accompanying the suspect to the auditorium. The accuser and accused
will have one minute each to present their cases to the two palaver
participants and the Head Referee, who will then vote on whether the accused is
the Envoy. If they decide he is, he is ejected from the game. If they decide he
isnÕt, he may rejoin the game, but the accuser is ejected.
13e.
The Envoy must always deny being the Envoy (except when affected by the Hoop of
Truth [see Rule 17]), and must always strive to accomplish his task of
retrieving the MiloBall for the Shambling Horror.
14.
At the beginning of
the game, the two captains and the Head Referee adjourn to the auditorium and
sit at a card table on the stage to palaver. The captains may attempt to
discover from the Head Referee the location of the MiloBall, or from each other
the locations of the Mausoleums. They may use any tactics they wish, but they
may not rise from their chairs or make physical contact with either of the
other participants. Every thirty minutes, the captains have the option to leave
the palaver and find a replacement. The captain dons the Vest of Concealment,
which renders him immune to tagging by opponents, and exits the auditorium. He
must give the Vest to the first teammate he finds, who then goes to the
auditorium to continue the palaver. The captain may then share whatever information
he discovered with other teammates, if he wishes. The same palaver rules apply
to the replacement participants; every thirty minutes they may leave to find a
replacement. They do not have to leave, but they may only leave every thirty
minutes.
14a. The Vest of Concealment may only be worn on
the way to or from the palaver. Breaking of this rule is grounds for
imprisonment.
15.
The two Assistant
Referees patrol the Red and Blue territories. The two A.R.s should work out
between themselves which will focus on Red and which on Blue, but they are both
free to go wherever they please. Players with disputes may bring them to the
attention of either A.R. for a ruling. Players standing within five feet of an
A.R. are immune to tagging, but the A.R. may revoke that right if he feels a
player is abusing it. The rulings of the A.R.s may be appealed once to the Head
Referee. In the case of an appeal, the player(s) involved in the dispute will
accompany the A.R. to the auditorium, and they will have immunity for the duration
of the journey.
16.
One player on each
team will be designated a Sniper. Each Sniper is equipped with a dart gun and
three suction cup-tipped darts. If the Sniper hits an opposing player in either
Red or Blue territory, regardless of either playerÕs team affiliation, the
opposing player is considered tagged and must go to Gaol.
16a.
If a player tags the opposing teamÕs Sniper—in either Red or Blue
territory, no matter which team either player is on—the tagging player
acquires the SniperÕs dart gun. The Sniper does not have to go to Gaol, but he
should probably run away quickly to avoid being sniped himself.
16b.
It is the SniperÕs responsibility to retrieve his darts after firing them. Any
other player may pick up darts that are lying on the floor, and those darts
then become his property. If the Sniper wishes to get them back, he must either
shoot the new owner or work out a trade.
16c. Players shot by a Sniper and on their way to
Gaol may not pick up loose darts.
17.
Prior to the game,
each Assistant Referee is given three items to hide in any in-bounds area
(including neutral areas and the territories of the Shambling Horror). These
items will be of use to the players that find them.
17a. Assistant Referee 1 hides the following three
items:
DelmonicoÕs
Shield – A purple Frisbee. Renders the bearer immune to tagging. The
bearer is still vulnerable to Sniper attacks, if the dart hits his body; he may
use the shield to physically block the darts. An opposing player may challenge
the shield bearer to the Question Game for possession of the shield: the two
players hold a conversation using only questions. The first player to make a
non-interrogatory statement loses. If the shield bearer loses, he relinquishes
the shield to the winner. Both players are immune to tagging during the
question game and for thirty seconds immediately thereafter.
The
Staff of Extreme Cold – A plastic or foam-rubber tube approximately five
feet long. If the staff bearer touches an opposing player with the staff, that
player becomes frozen and may not move for ten minutes. The frozen player is
vulnerable to tagging, but the staff bearer may not tag him. If the staff
bearer is tagged, he must relinquish the staff, but does not go to Gaol.
The
Hoop of Truth – A standard-sized hula hoop, preferably purple in color.
If the hoop is thrown or placed around the body of any player, referee, or
Shambling Horror, that person is compelled to truthfully answer one question
posed by the hoop bearer. The hooped player is immune to tagging during the
hooping and for 30 seconds immediately thereafter. The hoop may only be used
once; after use, it must be left on the floor to await its next bearer. The
hoop has no effect in neutral areas.
17b. Assistant Referee 2 hides the following three
items:
The
Unrefusable Offer – A purple plastic disc about the size of a soda cup
lid. The bearer may present this to any of the Referees to overturn an
unfavorable ruling. The Unrefusable Offer may only be used once per game.
The
Blanket Pardon – A small purple blanket or towel. If the bearer is
tagged, he must go to Gaol, but once there, he may give the blanket to another
prisoner. All of the prisoners except the original blanket bearer then go free,
and have 30 seconds of immunity to tagging (during these 30 seconds, the
prisoners must stay in a group and the new bearer must wave the blanket over
his head). The blanket has no prisoner-freeing effect if the bearer enters Gaol
of his own accord; he must be sent there by an opposing player. For obvious reasons,
the blanket bearer may wish to keep the blanket hidden. Or, if he is selfish
and wishes to discourage opposing players from tagging him, he may wish to
display it prominently.
The
Cloak of Great Reward – A purple cloak, to be worn around the neck. Has
no effect during the game beyond looking cool. At the end of the game, the
wearer of the cloak is entitled to the contents of the Box of Mystery, which is
sealed prior to the game by the Head Referee. The Box of Mystery is the same
size as the Mausoleums, and may contain anything the Head Referee chooses that
fits inside. The contents may be useful in the next game (an extra Sniper gun
or DelmonicoÕs Shield), they may be punitive (a card with the message ÒGive the
other team a fifth of your territoryÓ), or they may have no relation to the
game at all (an old sweater the Head Referee wishes to get rid of). The cloak
wearer may give up the cloak any time prior to the 12-hour deadline or the
declaration of a winner. If the wearer is tagged, he goes to Gaol, and the
cloak becomes the property of the player who tagged him. After time is called,
or a winner is declared, there will be a five-minute period during which the
cloak may be traded.
18.
If a player in
possession of the MiloBall is tagged, the ball becomes the possession of the
tagging player. The tagged player does not go to Gaol; he is, however, frozen
for fifteen minutes. During those fifteen minutes he is vulnerable to tagging,
except by the player who took the MiloBall from him.
19.
When a player
deposits the MiloBall into the opposing teamÕs Mausoleum, he is to take a
picture of the ball in the Mausoleum using the Polaroid camera, and then bring
the photograph to the Head Referee. The Head Referee will then accompany the
player to the Mausoleum to verify the win and declare victory.
19a.
After a player deposits the MiloBall in the Mausoleum and takes the picture, an
opposing player may then take the ball and attempt to deposit it into the other
Mausoleum. If he can do so and place a Polaroid of this accomplishment in his
own Mausoleum before the Head Referee arrives to verify the win, his team will
be declared the winner.
20.
The winning team may
take up to one eighth of the losing teamÕs territory, and may elect to alter
the losing teamÕs lineup by up to four players. The winning team may trade
these players for the Referees and Shambling Horror, or players from the
winning team, or any combination thereof.
20a.
If the winning team has more players in Gaol than the losing team when the game
ends, they will lose a percentage of their territory equal to the percentage of
their players in Gaol. For example, if the Red team wins, but has three players
in Gaol (and the Blue team has only two), the Red team will take 1/8 of the
Blue teamÕs territory, but must give the Blue team 1/5 of their territory.
20b. If time is called before either team claims
victory, both teams will give to the other a percentage of their territory
equal to the percentage of their players in Gaol.