You participate in CSSW at your own risk, including that of any property you turn up with, right down to your pet goldfish!
Nobody else is responsible for stopping you from doing something silly and getting yourself hurt (though we'll do our best to help you!)
It's up to you and your own knowledge of your abilities to determine what you're capable of and okay with doing.
If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it's your own fault.
If you are injured or tired or feel unwell, you should remove yourself from play and / or tell an organiser.
Use common sense.
If you have a condition or circumstance that may cause a safety issue but still wish to play, consider informing the organisers
so they can tell everyone how to keep you safe.
We're willing to be discreet and we don't ask why :)
To avoid falls, always wear appropriate footwear, especially if it is muddy or icy.
Falls hurt more onto concrete, which is part of why we don't use melee weapons in the urban setting.
You must take the traffic seriously as a place not to fight through, stand in, or run through.
You have the right to opt out of carrying around heavy equipment during a CSSW event.
This includes not using any weapon you're not comfortable handling!
We will usually establish a 'base camp' that at least one of us will always remain in sight of.
(Valuables are left there at your own risk.)
We fight all year round in many different types of weather!
If it is cold, remember to dress warmly.
If it's rainy, bring a waterproof coat and / or an umbrella.
If it is sunny, consider sunscreen and sunglasses.
Spare weather-appropriate accessories will often be brought along by the organisers on days when the climate is somewhat extreme.
2.5 The Safer Spaces Mission Statement
2.5.1
"A person is upset if they say they are, and without having to say why. Apologies are expected, as are non-repeats of what caused it."
We are explicitly a Safer Space.
Our Mission Statement and the Safer Space rules shared across all of our societies are
here.
Please read, understand, and respect it if you wish to participate in our activities.
2.5.2 Some Interpretations Relevant to CSSW
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By the form of our Safer Space Mission Statement:
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our battles are a game in the explicit the sense of 'icebreaker game' and not of gaming.
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We are also explicitly not a competition, being rather a cooperative activity.
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We are finally explicitly not a roleplaying club.
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We take a decidedly secular view about roleplaying and competitivity.
While you are free to roleplay or to keep score, you may not put pressure on or coerce anyone else into doing so,
and real-life nastiness or irresponsibility will never be able to be excused by either.
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(For example, roleplayers wanting to use realistic looking weaponry or being 'in-character nasty' are not allowed.
Nor are competitive people wanting to use unsafe weapons for game advantage or shaming people for not doing well.)
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It is also not OK to become offended by real-life acceptable actions of other participants under the guise of 'that's not the right way to have fun').
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Meeting people and making friends, inclusion and being a Safer Space are more important than our activity or outcome.
That is, we are a 'Why Society", not a 'What Society': why we do activities is more important than what the activities are (or the outcomes of games or who 'marked' who).
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Many of these Safer Space issues, and the nature of SafeOuts (see below),
are necessary in practice for the inclusion of elsewhere little-known, understood or served, 'legal-and-consensual and yet not legally-protected' minorities
such as, but not limited to, Closeted people, Survivors and Socially Anxious people.
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Participants can opt out of being attackable with melee weapons, (or any other kind of weapon), including without saying why.
This is particularly relevant for melee weapons because of personal space and no-contact issues.
2.6 Using 'SafeOut'
In the unlikely event that you know or feel that there is a breach of Serious Rules during a CSSW encounter,
the immediate way to deal with it is by clearly stating the word "SafeOut".
i) SafeOut stops the activity until all participants and organizers present understand why it was evoked and that the reason for it no longer applies.
ii) SafeOut covers all Conduct and Safety matters , immediately stopping the activity to nip the problem in the bud.
Be it Safety or Security matters, Common Decency, Friendliness, Inclusion, or Safer Space matters.
iii) SafeOut moreover includes "SafeOut: one of us is causing it".
"A person is upset if they say they are, and without having to say why.
Apologies are expected, as are non-repeats of what caused it."
is our motto when dealing with internal issues caused by our own members.
The way this case is handled is our Safer Spaces' prime rule (1) is our motto when dealing with internal issues caused by our own members.
If there is, or should have been, a SafeOut Inform Great CakeFaeries or other Safer Space Custodians of what has occurred if no such is present.
These can ensure all is OK and understood as regards avoiding future similar occurrences.
In the event of a member not being OK with saying why, 'understood' is within what that allows.
SafeOut is the most significant practical rule in the entire set:
if there is any Serious Rules problem, immediately freeze play and nip it in the bud.
LARPers, your equivalent is 'Stop the Game' (or, formerly, and possibly still elsewhere than Cambridge, 'Man Down').
If you state 'Stop the Game' instead of SafeOut, organizers will heed these as meaning
'there is a serious rules issue that needs to be dealt with immediately'.
This covers e.g. some people feel silly or anxious using safety words in general, and are happier using ones they've seen successfully used elsewhere.
If at a Safer Space anyone uses 'Stop the Game' etc, it is still Safer Space Rules and jurisdiction which apply.
The clarification process might now conceivably need to ascertain which group the person making the call thinks we are.
This is so that it is confirmed to be a SafeOut in our jurisdiction, rather than a wanderer who literally meant 'Stop the Game'
because they thought it was that other society's picnic.
This matters because, jurisdictions aside, different safety words cover different ranges of situations.
What counts on our turf is
"A person is upset if they say they are, and without having to say why. Apologies are expected, as are non-repeats of what caused it."
It being possible for another activity, society or group to be triggering, however, a SafeOut might need to include explaining
that we'd much rather they use some other safeword that is not triggering in our Safer Spaces in future.
This can include jointly searching for another safeword that all involved are ok with.
SafeOut can solely be used to defend oneself and not to personally attack anyone else.
Like all other Safer Space things, SafeOut is an abuse-free zone.
SafeOut's is to ensure that anybody causing upset, deliberately or otherwise, backs off and apologizes.
That anything acquired by such means is returned (be it material or event-related, such as marks, wins, points, or accolades).
And that there are no repeats of what caused it.
You are obviously not allowed to make a SafeOut only for "game profit" (e.g. simply to reload your gun!)
But if you notice a serious rules issue at a time when a SafeOut would give you 'competitive edge',
remember that CSSW is explicitly not a competition and that serious rules issues always override any in-event scenario.
Do not hesitate to start a SafeOut.
It does not matter if you think it the matter might be 'too trivial', or something that 'I could probably solve myself', or 'about a past occurrence'
or because there's been another SafeOut recently or there's been none for ages.
If you're not comfortable making a SafeOut yourself, you can bring the issue up quietly with a Safer Space Custodian and they'll sort things out on your behalf.
(Asking them "Can I talk to you for a moment?" and then immediately walking away from the group is an easy way to get them alone.)
The 'Not having to say why' includes not having to state that SafeOut is being evoked on behalf of someone else.
You can use "SafeOut: Must leave now" if you have to leave immediately for unspecified personal reasons.
Such are not to be impeded from leaving on any grounds.
You may not ignore or trivialise current or past SafeOuts,
nor hold them against anyone in any way (e.g. gossiping or joking about it after the fact).
In fact, it is technically possible to be banned from the Safer Spaces solely for disrespecting a SafeOut.
2.7 Disclaimer
Whilst we seldom need to use it, our
Disclaimer is entirely and immutably part of the serious rules.
3 Unsure Events
Most usually, a person can check if they have left watermarks on another, without either being shot at in the process.
Sometimes further discussion is required.
3.6.1 Further principles of this are as follows.
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Be Friendly: At CSSW, the most important thing about these is that these remain friendly.
If anyone involved considers that such a discussion has ceased to be friendly, they are welcome to evoke SafeOut.
Dealing with the unfriendliness takes precedence over dealing with the unsure event itself.
Once friendliness is reassured or reinstated as appropriate, we can if desired return to discussing the unsure event.
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Establishing a shared truth is the essence of discussions, not always insisting that oneself is right.
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Unsure events are quite common.
People move around faster than most of our safe toy bullets fly,
and only notice some things, so it's entirely possible for different people to give entirely honest accounts which don't match up.
Details of the timing of shots and where they landed are often imprecise by nature.
Thus unsure events are common, even in the absense of gamesmanship, and thus in no way by themselves imply gamesmanship.
So, as well as not indulging in gamesmanship, don't automatically assume that an account that does not match up with your own is the result of gamesmanship.
It is unfriendly to call people names such as 'liar' or 'cheat'.
Unsure events are No Excuse for this.
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A new participant not knowing about unsure events or the discussion procedure is not an excuse for not following it.
In this case, evoke SafeOut or fetch an Organizer to do so, and then the new person is informed of whichever of the following are relevant.
That we are a Safer Space, make use of SafeOut, have no kind of unfriendliness,
that this activity quite often has unsure events, and
that there is a particular procedure for dealing with these.
3.6.2 Any use of loudness, strength of personality or refusal to ask for or listen to others' opinion are unacceptable at our activities. People feeling they're being out-louded etc are to know they have explicit right to take the uncertain event to the Organizer, especially if they couldn't voice their own opinion at all.
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People who feel there's been gamesmanship are welcome to tell the Organizers as well.
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At CSSW we largely don't actually care who marked who first - that's not a necessary part of being Friendly.
The Organizers' main input is ensuring there's no unfriendliness.
Organizers' rulings on unsure events themselves will usually be something like the following:
"Duel for it!" "You've had too many unsure events of late so you lose this time!"
(This includes toward people who may have been indulging in gamesmanship.)
"You didn't give them their fair say, so you lose regardless of whether your facts might be more correct, because this is a friendly game."
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At our activities, we do not favour assertiveness and loudness over who is right and who has demonstrated rightful skills.
If stating 'I shot you' were to sufficient to eliminate people (as it does in cetain other places), it unduly favours the assertive and the loud.
Instead, with us, all people are welcome to ask "Did I hit you?"
If they say "No", people can reply "I wish to check if there's water on you".
And quickly carry out such a check whilst neither is a licit target for anyone else.
So neither checking nor being checked result in people being unceremoniously shot (unlike in certain other places).
This system is properly inclusive of new and shy people.
It works better for water than for foam darts or rubber bands, so at times we may have rounds with just water.
E.g. when there's a large proportion of new participants, or after there's been too many unsure events or any unfriendly occurrence.
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Suppose a participant's mark, or conduct in an unsure event, are in breach of the serious rules.
Then who marked who is between of little consequence and totally irrelevant.
The infringer is given out as dead, and, in serious cases,
play will be stopped by SafeOut until an on-the-spot decision is made by the Safer Space Custodians as to whether that person can continue.
As well as marks obtained via disrespecting passer-bys, major disrespect of No-Fighting Zones or with unsafe/realistic weaponry,
this certainly applies to anyone screaming abuse or using/threatening actual violence during an unsure event.
In the event of such a difficulty, we may prefer to suspend that round, and / or call its 'activity outcome' a draw.
Because we are primarily a Safer Space, not a game, it's entirely consistent for more serious matters to override the outcome of a particular round.
3.6.3The practical procedure for dealing with unsure events are as follows:
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Mark Cleanly: If you want your mark to stand, definitely strike first, to the middle of the Target with a sufficient burst of ammunition.
Else, you might get an unsure event rather than a mark.
So Mark Cleanly is an Avoid! defense to some unsure events occurring in the first place...
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Appeal for marks rather than expect to have all claims granted.
There is nothing wrong with appealing if you yourself are unsure of it landing so long as the Target was ‘within the box' in which the shots were landing.
Most appeals for hits between experienced waterfighters are found to be incorrect or inaccurate.
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If someone's asking if you've been marked with water, check yourself.
If they don't believe you or they're suggesting their water is on your back, they can check you themselves.
If checking is not enough (it's darts, their gun leaks...) then there may be a more extended discussion rather than an immediate check.
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People checking themself, or another, or further discussing an unsure event, can't be shot at until they've returned to their pre-discussion positions.
If someone accidentally does this, then just tell them you're having a discussion phase so the shots weren't valid :)
(Obviously, you're not allowed to have a discussion just to get out of being attackable!)
3.6.4 Discussions are based on probable ballistics (and probable dodging, blocking) and not on assertions, repetitions, getting louder or name-calling.
Probable means reasonably repeatable.
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Establish by firing (dodging, blocking) one to ten times under similar circumstances. Some common examples are as follows:
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If the person says 'I wasn't even in range!', test this claim by firing various shots from the same relative separation.
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If the person says 'my gun leaks', it is for them to demonstrate how much their gun leaks where.
You and others may keep track of where it does and does not leak onto.
One can also repeat fire with a watergun to see if its watermarks are heavier or much more numerous than the watermarks on the target.
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If the person was well within dart range and there are darts in front of them,
then these probably have hit something; this still doesn't distinguish being marked out from lowing a marked limb from blocked shots, though.
However, darts and bands that hit can still end up behind the target person by glancing.
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If a person is hit from behind with NWW, they can't comment on not being hit.
They can however confirm feeling the hit.
Other participants with line of sight of such an unsure event are also welcome to comment.
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Keep track of where you were shot in previous rounds.
Older water marks are more spread and fainter...
If it's hot and you are sweating, keep track of this too; sweat falling from the forehead can be countered with a towelled headband.
If it's raining, you'll have to hit with more water, usually from 2/3rds the usual distance, to get clear enough watermark patterns.
3.6.5 Common scenarios in an unsure event and their usual resolutions:
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For Marked Limb rounds, we define the shoulder but not the arse to be part of limbs.
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If two people mark someone else at the same time, at ours you share the mark as a 'full mark' each :)
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If two people shoot each other at the same time (within 0.4 of a second or so), the result is normally a double-mark, with both given out as marked.
3.6.6 The final outcome of a friendly unsure events discussion often takes one of the following forms:
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All People involved's accounts agree.
Or one party is freely willing to concede that there is actually strong evidence against enough of their suggestion of what happened.
Or one party does not want to go through the process of discussion for unspecified personal reasons and is happy to withdraw their claim because of this.
Then the prevailing account is the Accepted Truth (distinct from the actual truth) and is not to be subjected to further counter-claims, whinging etc.
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If not, in the event of each person involved having probable ballistics(dodging/blocking) points that don't concur,
use balance of probabilities to determine the Accepted Truth.
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If that's not enough either, the Organizers will adjudicate unbiasedly when possessing an account from all people involved in the incident.
All Participants will likewise abide by this Accepted Truth.
The Organizers also have license to reverse or nullify an agreed truth between Players if the latter overlooked any serious rules breaches.
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The Optional Duel Rule.
Some Battles or Rounds' Rulesets allow for participants to mutually agree to duel over an unsure event.
This generally applies to rarer situations than who has been marked by water.
Because such duels can be lengthy, this is most suited to when they're the last two alive.
It should elsewise be set up to be quick affairs with equal weapons.
(E.g. on very small pieces of ground, and certainly face-to-face rather than hiding.)
It may also help if duellists keep on saying 'duel' or put their team headbands round their arm so as to not be interrupted by other participants.
This duelling rule will not always be in use, for some days we may well wish for many quick rounds.
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Suppose a battle's last two participants are in a duel that looks to last any length of time.
Then the other participants are entitled to start the next round.
Or to pair up for their own quick duels on adjacent but non-obstructing ground.
Or accepting these may end in a draw when the actual duel.
They may also act as unbiased corner judges for the duel.
The duel's outcome then becomes the Accepted Truth for the original event.
The concept of an Accepted Truth is distinct from an actual truth in that players can still have a sincere belief that a different scenario occurred,
but must still abide by the results of the Accepted Truth.
They are not required to admit they were wrong, but they are not allowed to insist they were right either.
In scenarios where this disconnect occurs, the proper procedure is, firstly, for everyone involved to recognise that it's Only a Game.
Secondly, that there aren't really any consequences for dying here,
and to put the dispute behind them and not bring it up again, neither to whine about it, nor to poke fun at it.
3.6.7 Most importantly, this is a friendly activity, and all unsure events should be resolved in a friendly manner.
Regardless of whether you feel the outcome is fair on you, there is no excuse for nastiness towards the other party, the Organisers, or anyone else at the event.
Doing such is in breach of the Serious Rules.
4 Rules Options
The Organizers may well introduce such, and Participants are welcome to suggest them.
The main point of these is ensuring everyone does well at least sometimes.
They include walking-only, equal-weapons, staying in sight, extra preparation time, pairs where both are marked when one is shot.
Compensatory balancing rules to even out the field (the more experienced the participant, the lesser the gun, and/or the strongest participants having to walk,
hop or start at great disadvantage: such as surrounded, cornered or totally aligned against the wind.
In some games people will have multiple lives, and then more experienced participants could start with less.
Finally, it could be equal weapons with amount of water given to each in opposite order of experience or of success so far that day.
We wish for any such changes between rounds to be brief and understandable by all: a single clear sentence.
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Resurrection. Some rounds - particularly Objective-based ones - have resurrection on a 30 second or 1 minute timer.
You are trusted to count this for yourself.
Limbs also resurrect on the same timescale.
However, being marked out with an already marked mark does not mean that this mark resurrects earlier than the rest of your body :)
You may choose to stay where you are or to move away from enemy players to resurrect, but you cannot move towards them.
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Marked Limbs. In many rounds we play, when you are marked on an arm or a leg you may choose to keep playing without the use of that limb.
Real-life safety considerations must be taken into account.
E.g. if you are on a road when both your legs are marked, you can walk to the pavement but then have to crawl around if you wish to continue play.
You can always choose not to use this rule by stating that you are marked.
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Equal Weaponry. These rounds can be one of two types.
Either all weapons are of comparable type and strength.
Or smaller weapons are given to the more experienced players (e.g. a Small Water weapon in a Full Water round) so other players get a chance to shine.
If you bring your own weapon, you may be asked not to use it for these rounds.
However, we will never give your weapon to someone else to use unless you give explicit permission.
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Walking-Only To favour the smaller and / or less athletic people we will sometimes have walking-only rounds.
In these, attempting to stretch the definition of 'walking' is generally looked down upon.
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Other Balancing Rules. We have many other, less-used types of balancing rules and we will also stack them on people who are doing particularly well.
If we do this to you, consider it a compliment and a challenge.
Examples include: Disadvantageous starting positions (downwind).
Having to hop.
Limiting the amount of ammunition.
Fewer lives or longer resurrection times.
Or having all members of a team marked when one of them is shot.
We also use this system to accommodate people who would be disadvantaged by normal play, including people with disabilities or injuries.
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If you have an idea for an additional rule that you'd like to try, ask the Organisers.
Generally, if it's real-life safe, friendly, easy to explain and implement, and helps those who might normally do less well, we'll give it a try at least once.
4.6.1 Duelly CakeFaeries' preferred option.
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As many of these are interested in personal security, the preferred rules option for these is Urban (avoiding ambushes, losing tails...).
For this, Small Water is the most ideal option, sometimes supplemented by Small Dartguns.
This choice removes from contention many other issues, such as melee weapon safety, eye safety,
or larger guns overpowering smaller ones in direct rather than ambushy/chasy combat.
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If you sign up for this activity, we'll tell you which places in your part of town, off university property, make for good chasing and ambushing.
4.6.2 Rules Options emphasizing Unsure Events Discussions.
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The Organizers are free to declare that Discussion Phase stops all play that day, rather than further combatants accidentally piling into people having discussions.
This declaration is a response to prioritizing Discussion Phase over 'fluency of play'.
In big battles, each team captain ensuring all their members know SafeOut and Discussion Phase is probably more convenient.
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Similar applies if people aren't pulling their blows enough in Melee.
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If there is need to discuss pertinent safety or security issues to do with the current terrain, this will usually be a quick briefing at the start of the event.
(E.g. nearby No-Fighting Zones, possible hazards or areas where weapons should be concealed to avoid attracting undue attention.)
If you arrive late to an event, ask if there's anything you need to know about.
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If we wish to talk about e.g. how SafeOut works or what the Safer Spaces do, we can pause for a few minutes to do so between rounds.
Possibly at the same time as refreshments...
4.6.2 If given more time, we'll write something here about forms taken by the following fairly common 'themed' Frivolous Rules variants.
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Capture the Flag
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Humans versus Vampires
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Admirals with Bodyguards
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Challenge the Mystery Knight
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Rebels versus Armies
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Hunger Games
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Woodland Battles
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Shields and fins for blocking.
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Quests
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Pirate Punting
Disclaimers
The following disclaimers are added to the disclaimers listed in Section 2.7:
Disclaimer A
We are specifically an apolitical space, rather than any kind of politicized space.
Disclaimer B
We are not, and never have been a student society at Cambridge University.
We are, rather, a tolerant society in Cambridge (the city).
B.1) One salient difference between these two things is that we are in no way associated with Cambridge University.
Or for that matter with any other university, or college or department subset thereof.
Most of what we run is in the geographical location of Cambridge.
However we only meet off university property.
As such our society meetings are unrelated to any university, or college or department subset thereof.
As such, our society meetings lie outside the scope of
any appointees, representatives, regulators, or officials of (in each case) universities.
B.2) Another salient difference is that we treat members of Cambridge's other university - Anglia Ruskin University -
exactly the same as members of Cambridge University, and likewise with alumns of either.
Our activities are for people of at least university age,
on the grounds that the legal situation would be different elsewise.
Our activities are furthermore in no way restricted against those who are no longer at university.
Nor are they in any way restricted against those that are no longer undergraduates, or some other 'elsewhere approved' list of 'types of student'.
Item B.2) is what we mean in saying that we are a tolerantly-run society rather than a student society.
B.3) To be explicit, we are not registered with the university or student union.
B.4) What we do is exercise our freedom of association, by meeting off university property, lawfully, for entirely peaceful purposes,
and abiding within COVID regulations.
This includes meeting not more than 2 at a time when required and not more than 6 at a time when required.
We have never even vaguely come close to having meetings involving person numbers that require informing local authorities of a planned gathering under non-pandemic legislation.
B.5) To be clear, we do icebreakers and relaxation.
We do not run debates, give seminars or invite speakers.
We are entirely unofficial, and our meetings are neither on university premises nor in any way registered with any university, college or department.
We are not, and never have been a student society at Cambridge University.
We are, rather, a tolerant society in Cambridge (the city).