Difference between revisions of "Kill Murray/Save Murray"
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# No unstoppable force may be used. Murray cannot have magical armor that weighs nothing, fits him perfectly, cannot be destroyed, cannot be taken off, and prevents him from dying. Murray also cannot just be transported straight to Hell by the devil, killing him. | # No unstoppable force may be used. Murray cannot have magical armor that weighs nothing, fits him perfectly, cannot be destroyed, cannot be taken off, and prevents him from dying. Murray also cannot just be transported straight to Hell by the devil, killing him. | ||
# You may not invoke other gods, or godlike beings. (Really? Does anyone else remember the game with Taylor eventually invoking Pele?) (I remember this game seeing as I am Taylor. I think this rule came about because of this game. Or maybe it just came up later on. It wasnt in the original rules.) | # You may not invoke other gods, or godlike beings. (Really? Does anyone else remember the game with Taylor eventually invoking Pele?) (I remember this game seeing as I am Taylor. I think this rule came about because of this game. Or maybe it just came up later on. It wasnt in the original rules.) | ||
+ | # It goes against the rules to re-use any item once it has been removed from the playing field. the only exception to this rule is the usage of spikes. spikes can be used as many times as either player wants to either kill or save. | ||
# It is best to play with an audience, which then serves as a judge, telling players if their solution is unlawful, they've run out of time, or anything else. | # It is best to play with an audience, which then serves as a judge, telling players if their solution is unlawful, they've run out of time, or anything else. | ||
Revision as of 22:36, 24 August 2006
Kill Murray / Save Murray is a game introduced by Matt and Drew as an activity during Carlisle '06, first session. Danny (Yoyoman), Paul, and Rachel attended this activity, as other cultists may have, and spread its wonder to the rest.
It is a game played by two people, on a piece of paper and three markers, or, if these aren't available, using words. These are the story and rules of KM/SM.
Once there were two gods, one evil and one good. The evil god made a bet with the good god, "I bet I can kill Murray, and there's nothing you can do to stop me". The good god accepted his challenge. Murray is a hapless human being who just thinks these deaths and savings are just random occurences of his life. These are the rules to KM/SM.
- The evil god wields a red marker, and the good god uses a green marker. Murray is a stick figure drawn with a brown marker.
- The evil god must draw something that will kill Murray. The good god must then draw something that will save Murray.
- If the evil god fails to do something that will kill Murray, or the good god fails to save him, that player loses.
- Murray cannot be given godlike powers, or have unexplained magical effects happen to him, such as, "Murray stops falling to his death, and floats in the air." Any such floating must have an explanation, be it a hoverpack, hummingbird, or a trampoline on a hoverpack or hummingbird.
- There is a time limit. If either player cannot think of something, that player loses. Usually about 10 seconds. A player has to be drawing or talking sensibly to stop the timer; just saying, "Um..." won't help.
- No unstoppable force may be used. Murray cannot have magical armor that weighs nothing, fits him perfectly, cannot be destroyed, cannot be taken off, and prevents him from dying. Murray also cannot just be transported straight to Hell by the devil, killing him.
- You may not invoke other gods, or godlike beings. (Really? Does anyone else remember the game with Taylor eventually invoking Pele?) (I remember this game seeing as I am Taylor. I think this rule came about because of this game. Or maybe it just came up later on. It wasnt in the original rules.)
- It goes against the rules to re-use any item once it has been removed from the playing field. the only exception to this rule is the usage of spikes. spikes can be used as many times as either player wants to either kill or save.
- It is best to play with an audience, which then serves as a judge, telling players if their solution is unlawful, they've run out of time, or anything else.