by Howard Bishop
The basic of the object is to discover the whereabouts and identity of a mystery personality, who is lost and alone somewhere in the world with "the dark forces" closing in. You must find him (or her) before "they" do. Each turn you must set up your high-powered transmitter in a new location and try to find get a reply from "the wrestler who out from the warm".
1.1 It is very very unlikely (although not impossible) that the mystery person will be the masked wrestling genius Kendo Nagasaki, since this would be too easy to guess. In fact it probably be won't be a wrestler at all. Don't rule out a masked genius competing in other pantomime sports. The person is probably still alive, but I make no apologies if the person I choose has secretly popped his clogs while out of the public eye.
1.2 The hiding place for Kendo (or his proxy) is a large town or a city. It's quite likely that you've heard of it, even if you've never travelled further than 50 miles from the place you were born. It's probably fair to say that it won't be Hebden Bridge or Stowmarket, even if Kendo was born in one of those fine towns.
2.1 Each turn you move your secret transmitter to somewhere in the world. Actually it's not that secret because you tell me and then I tell all the other players where you are too.
2.2 I then have to work out which of the players is the closest to "the chap or wench who is not Kendo Nagasaki". This bit becomes significant in a minute, honest!
2.3 Also on each turn you have to guess the name of the person. This isn't secret either because everyone gets to hear everyone else's guesses too.
2.4 Now comes the clever bit. Actually not that clever, and pretty contrived too, but you'll just have to live with it OK? The player whose transmitter is closest to "the person who isn't Kendo" will be informed of the fact and the mystery man will respond to the name suggested by that player.
2.5 Everyone gets to hear the response, but only the closest player will know that the answer refers to his suggested name. This may help you to work out who was closest, or it may just cause you to be even more confused than you are now.
3.1 You win by being in the same location and guessing the name correctly, i.e. bringing Kendo home.
3.2 On turn 10 if nobody has won, we draw the whole sorry thing to a close and the sinister conspirators win.
(for this game, the mystery personality is Billy Graham in St Petersburg)
Bob goes to Montevideo and suggests John Parrott
Hilda goes to Frankfurt and suggests Bill Gates
Gilbert goes to Sacramento and suggests Rowan Atkinson
Liam goes to Accrington and suggests Tina Turner
Works out that Hilda is closest. Hilda is informed of the fact.
All players receive the locations and suggestions from the other players.
They are all given the following answer "You have my name about half right", but only Hilda knows that it refers to her suggestion.
If someone gets the right location or the right person, they are informed secretly, but no-one else is.
For the correct person, a normal clue will still appear in the zine (e.g. something Kendo has in common with himself).
The closest person is told they are "hot". The second closest is "warm". The furthest away is "cold" and all others are "cool".
Players are informed of their temperature via email or on the back of their paper zine.
These rules (previously published in Damn The Consequences) are designed for the London underground maps, i.e. they explain the peculiarities of that map in game terms. GMs will need to modify them to fit the peculiarities of other subway system such as Paris, New York or Tokyo.
Like the standard game, players can join at any time, and the game lasts 10 rounds unless won before.
The game uses the the latest London tube map. All stations are *open*.
1) At the beginning of the game the GM determines the name of a mystery person (hereafter "Kendo Nagasaki" or "Kendo"), and a tube station at which s/he is located.
2) The first player(s) to correctly guess both the identity and location of Kendo wins.
3) If no player(s) wins by the end of Round 10, Kendo escapes (i.e. the GM wins, and yah boo sucks to the players).
4) Each round, players submit a guess consisting of a person, and a tube station.
5) The GM will report all guesses, as well as privately notifying the player whose guessed station was closest (see #6) to that of Kendo. The GM will also reveal a clue to all players as to Kendo's true identity and/or station based on the guessed identity submitted by the closest player.
6) The map:
Geo-nerds may wish to try this little helperhttps://variablepig.org