V9: Combat Activities

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This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




Combat Activities

Combat Activities are games or scenarios where players are allowed to use combat to pursue their objective. Amtgard combat does not have a single primary game mode. Much like tabletop RPGs, this rulebook defines the mechanics by which players can engage with each other, but the specific games and scenarios wherein those mechanics are used is up to a Game Organizer to decide.

Since the variety of possible games is limited only by your imagination, this section describes the core mechanics and components of all combat activities, as well as providing some common example games.

After reading this section, you can learn more about designing, building, and balancing your own combat activities in the Game Organizer Guide.

Core Game Mechanics

Every combat activity must have the following core mechanics to ensure it can coexist with the rest of the Amtgard ruleset. These mechanics can be tweaked and adjusted to create an infinite number of different games.

Objectives

The win condition(s) for the activity. This can be any identifiable moment.

Examples include: Eliminate the other team; Eliminate a specific player; Score X points; Survive X time; and so on.

Game Items

Game Items are physical objects that are often directly relevant to the game objective, although the Game Organizer can designate any object as a Game Item for their activity if they deem it necessary.

Game Items must be dropped immediately if the bearer becomes Dead, Frozen, Insubstantial, Invulnerable or otherwise unable to be interacted with.

Some activities may also require the Game Item to be held in a free hand, or for its location to always be public information, meaning it cannot be intentionally hidden and any players who know its location must declare it when asked.

Your Game Organizer will explain any specific rules for their Game Item(s) before the activity begins.

Some common examples of Game Items include:
  • The flags in a game of Capture the Flag
  • The physical 'Heavy Object' for a game of Heavy Object
  • The ball in Phoenix Ball
  • The dog skull for Jugging
  • Key storyline items in a quest

Teams

This will indicate how many teams the players must be split into, as well as any special instructions for they should be divided. Teams can also be a rotating feature where membership changes as the game progresses.

Some common examples include:
  • Two Teams with an equal amount of players.
  • Two Teams, and a neutral team that can help or hinder either team as they see fit.
  • Two teams split evenly at the start but the first-dead player from the last round switches to the other team.
  • The two most recent dead players respawn together as a new 2-player team.
  • Free-for-All (every player for themselves)
  • 1-on-1 duels

Life Limits

This indicates how many times players are allowed to return to life by respawning, if at all.

Examples include:
  • A fixed number of lives per player
  • A fixed number of lives per team (often called a Life Pool)
  • Unlimited lives

Death Count / Respawn Condition

This is often referred to as the 'Death Count' whether or not there's an actual countdown. It will outline the conditions by which a dead player may return to life by respawning.

Examples include:
  • X Seconds On-Death: Players must wait X seconds after dying before respawning. The exact timer is often adjusted in 15s increments to suit the number of players and overall flow of the game.
  • Wave Respawn: Players in a designated Dead Zone respawn on pre-set cycles every X seconds on a shared clock.
  • Rally Respawn: Players may only respawn together when X other teammates are dead and gathered in a designated Dead Zone. The exact number of players required to respawn is determined by the Game Organizer based on the needs of the game.
  • Instant Respawn: Players may respawn immediately upon reaching a certain location or meeting a certain condition, such as touching a tree or moving 50' away from living enemies.



Respawn Points and the Dead Zone

The Respawn Point and Dead Zone are two integral parts of the cycle of life and death in Amtgard.


Respawn Point

This is the designated in-bounds location that dead players must go when they are able to return to life by respawning. When a player’s death count or respawn condition is met, they simply move to their team's designated respawn point and loudly declare "Alive!" to respawn and return to life.


The Dead Zone

This is a designated out-of-bounds location where gameplay cannot occur. It is an out-of-the-way zone for dead players to hang out in while they wait to respawn. Some death counts or respawn conditions may require dead players to be in the Dead Zone before they can start counting or otherwise be eligible to return to life.

Even if the Dead Zone is not being used for respawn conditions, it will always be valuable as a place for dead players to wait so keep them away from active combat and allow both teams to easily see who is dead at a glance. For these reasons, it important to make sure Dead Zones are placed away from in-bounds areas such as bases and Respawn Points.


Base

  1. Bases are a designated in-bounds location that some or all players may use as their starting area and rallying point.

  2. Some abilities will reference bases in their rules text, such as by requiring a player to return to their base, or only being usable while within their base.

    V8 Transition Note: The ability to repair equipment at base has been rolled into the new Rest ability.

  3. It is not recommended to have bases in close proximity to Dead Zones or respawn locations as bases can often be become cluttered with players when used as strongholds, resting points, or the last line of defense during a combat activity.
    • Respawn Points in or around bases should be placed in such a way that respawning players are not able to come to life in the middle of active combat or in a position that would be seen as unfair or cheap.
    • Dead Zones should always be placed in a distinctly separate location from bases or else it can become difficult to determine which players are alive defending the base and which players are dead.


Refreshes

For game modes that allow players to use abilities, this will indicate the time or condition that allows players to restores the uses of their Per-Refresh abilities.

Refreshes are not required. Refreshes may be withheld entirely or offered more frequently to shape the dynamic of the game by increasing or decreasing the frequency of stronger abilities. More Refreshes equals more explosive, high-power games.

  • As a rule of thumb, Amtgard classes have been designed around 0-1 refreshes per activity.




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Game Modes

The Amtgard combat rules are designed to build upon each other in layers. Each layer of rules increases the complexity of the game while also increasing the breadth and depth of play.

The four (4) basic layers are:

The Game Modes presented below represent some of the most common configurations of rules layers along with examples for each.



Duels & Tournaments

Duels

Duels are the most basic form of Amtgard combat. In this game mode, two players with battle each other in 1-on-1 combat. This mode typically uses only the Ditch rule layer. That means only the core combat rules. No armor, no projectiles, no siege weapons, no classes, and no roleplay abilities. Duels are often used to practice fundamental fighting skills such as strike placement, body positioning, and footwork; among others.


Tournaments

Kingdoms will often organize Fighting Tournaments where players can test their dueling prowess in a competitive setting for a chance to earn special accolades and achievements. Tournament fighting is one of two combat-focused paths to Knighthood.

A common modification to Duels and Tournaments is to prohibit Shield Crushing, a keyword effect that can be gained through the construction of Great weapons. Removing Shield Crushing ensures only the most basic combat rules are available to combatants.


Is Roleplay expected? Roleplay is rarely, if ever, expected in Duels and Tournaments.



Ditch

The Ditch game mode, as the name implies, only uses Ditch layer rules. That means only the core combat rules. No armor, no projectiles, no siege weapons, no classes, and no roleplay abilities. Unlike Duels and Tournaments, Ditch games are fought with teams of players. Ditch games are a great way to ease new players into the game, as well as an excellent warm up or cool down activity.

A common modification to Ditch is to prohibit Shield Crushing, a keyword effect that can be gained through the construction of Great weapons. Removing Shield Crushing ensures only the most basic combat rules are available to combatants.


Is Roleplay expected? Roleplay is rarely, if ever, expected in Ditch games.



Militia

The Militia game mode is one layer of complexity up from Ditch. It allows Armor, Armor Breaking, Shield Crushing and basic projectiles, but not classes or roleplay rules.

Militia games are a great way to enjoy the physical combat rules, including armor and bows, without going too far into the intangible mechanics such as verbals, enchantments, and other special abilities.


Is Roleplay expected? Roleplay is rarely expected in Militia games.



Full-Class Battlegame

This game mode is the classic Amtgard experience. All combat-focused mechanics are used, including classes. Only the roleplay rules, which are non-combat oriented, are left out.

Full-Class games are the flagship activity for the Amtgard LARP and the most popular game mode by far. It offers the greatest combat depth and variety of participation styles, however this comes with the price of having a lot more rules for each player to track and process in real time. Since this game mode also includes intangible effects such as magic and enchantments, the honor of each player becomes crucial to ensuring everyone gets the fantasy combat experience they are expecting.

The Game Organizer Guide offers tips and guidance for easing new players into these more complex rules.


Is Roleplay expected? Roleplay is rarely expected in activities described as Full Class Battlegames. Scenario Battlegame is the term used when a Full-Class Battlegame intends to include roleplay.



Scenario Battlegame

This game mode sits on the cusp of using the full Amtgard ruleset. It represents activities that are still team-based and PVP in nature but want to include some roleplay elements without incorporating a complex storyline or social options. They use all the combat and class mechanics and may even dip into the non-combat roleplay abilities as well depending on how it might impact the activity.

Scenario battles often include NPCs, players who are not assigned to a team but representing some sort of monster or character that both teams can interact with.

An example of a scenario battle is a normal 6-on-6 full-class battlegame that also has an NPC Troll that can be bribed or convinced to attack the other team, and a NPC Unicorn that can be socialized with to earn enchantments and other boons.


Is Roleplay expected? Roleplay in scenario battles is encouraged but since this mode often combat-centric with little or no way to achieve victory without fighting, roleplay among PCs tends to be minimal. Typically, the NPCs will be the ones doing the majority of the roleplaying and other players will only roleplay when dealing with those specific NPCs, or by throwing in the occasional in-character quip when it won't affect their odds of victory.



Team Quest

This game mode is the first true use of all the gameplay rules. From core combat all the way to roleplay mechanics.

This mode involves teams of players, often called PCs, competing against each other to complete objectives that may include combat, social roleplay, puzzles, and other enjoyable activities alongside an overarching storyline. This game mode will often included more fleshed out NPCs for all groups to interact with.

Contrary to Adventure Quests, in Team Quests, each team is encouraged to thwart each other’s efforts and PVP combat should still be expected.


Is Roleplay expected? Roleplay is expected in Team Quests. These activities will often require the completion of social encounters and other non-combat objectives; there is usually some form of storyline; and it may even be possible to participate without engaging in combat whatsoever.



Adventure Quest

This game mode uses all the gameplay mechanics and is similar to a Team Quest except that it expects all players (PCs) to be on the same team and generally work together to thwart the NPCs and complete a storyline objective.

This mode is closest to a classic tabletop RPG experience where the Game Organizer (also known as the Questmaster) has the most freedom to script NPCs and control the flow of the encounters so PCs get a high-quality, streamlined story experience.


Is Roleplay expected? Roleplay is expected in Adventure Quests. These activities will often require the completion of social encounters and other non-combat objectives; there is usually some form of storyline; and it may even be possible to participate without engaging in combat whatsoever.



Sandbox Roleplay

The Sandbox Roleplay game mode, also known as "Open Roleplay", puts a spin on the traditional gameplay mechanics by foregoing teams, storylines, and specific objectives to instead encourage players to roleplay freely among themselves, engaging in combat only if and when the need arises.

This mode allows all game rules including combat and classes but is typically used for feasts, courts, and other low-combat environments where the focus is primarily on social roleplay. This means Sandbox Roleplay is great for non-fighting participants as well as traditional combat-ready players.

Most importantly, it is uncommon for Sandbox Roleplay to have a dedicated Game Organizer, so players who wish to roleplay this way will simply congregate together and drop in/drop out at their leisure.

Sandbox Roleplay is a great way to help players develop their character's non-combat personality and establish key details like occupations, hobbies, alignment, alliances, etc.


Is Roleplay expected? As the name implies, roleplay is expected in Sandbox Roleplay activities. With that in mind, the disorganized nature of sandbox roleplay means that not everyone in your immediate area will always be participating so you may find yourself occasionally interrupted by out-of-character matters or otherwise be forced to move your roleplay to an area that is less likely to be interupted.




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Custom Rules and Accommodations

In order to encourage fun and enjoyable experiences, Game Organizers are allowed to modify the way the game is played or create new rules that are only in effect for their particular game or activity.

To give a better understanding of how custom rules and mechanics can be useful, consider the following:

  • Game-Specific Balance: With the infinite variety of potential game modes and objectives, it is possible that some rules or abilities can end up being too dominant or impactful in a given activity. In these cases, it can be beneficial to modify or prohibit them altogether to preserve fairness, fun, and/or competitive integrity.
  • Enhancing Flavor or Immersion: Custom mechanics can be used to present more immersive experiences beyond what is normally allowed, such as lava pits, breath attacks, weather effects, and more!
  • Accessibility & Accommodation: Game Organizers and Rules Authorities are empowered and encouraged to create custom rules to help include those who may need accommodation in order to participate, whether due to an injury, disability, weather conditions, or any another reason.


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With Great Power Comes Great Responsibility
Custom rules can quickly turn a game into something that doesn't feel like Amtgard anymore. All modifications should strive to be in line with the actual Amtgard V9 Rules of Play whenever possible and work to support the source rules rather than completely change the way the game is played. In all instances, custom rules and mechanics must be clearly explained to all participants before the game begins.


For more information about creating custom rules, including guidance, tips, and examples, please refer to the Game Organizer Guide.



Accommodations

Amtgard seeks to be an inclusive, welcoming, and empowering experience for all players. Game Organizers and Rules Authorities are encouraged to make exceptions or special accommodations as necessary to foster this inclusive environment whenever possible.

Accommodations are intended to enable fair participation and should never been seen as something to be optimized or sought out for gameplay advantage. Rather, they are intended to cut through the red tape of the written rules and help our members participate more easily, comfortably, and sometimes even at all.

Some examples of useful accommodations can be found below. This is not a comprehensive list. Further support and guidance about crafting fair accommodations can be found in the Game Organizer Guide.
  • Players with disabilities or injuries could be granted special rules to help offset their condition and make it easier to participate. A player with a speech impediment might be allowed to use pre-recorded lines to cast magic; a players with mobility issues could be allowed to respawn further up field instead of walking back to base after each death; a fragile bow-user might be stationed as an immobile turret with a cardboard target nearby that players can attack instead of them.
  • Players fighting in the heat, cold, or other weather conditions could be allowed accommodations so they can properly dress for the climate. Players in extreme heat might be granted their armor points without wearing the physical pieces. Players in extreme cold might receive 'Look the Part' without wearing full garb so everyone can bundle up for winter.


Developer Note: Accommodations are not a substitute to ensuring one's own personal safety.
Such a responsibility always rests with the player themselves.

Non-Melee Participation (Light Pink Sash Rules)

Light Pink Color Code swatch and associated symbol.

Players may have reasons to want to avoid becoming involved in melee combat. These players are referred to as Non-Melee Participants.

  • Light Pink Sashes are reserved to denote Non-Melee participants. If worn with another sash, they must cross in the opposite direction.
  • Non-Melee participation is an accommodation, not a strategic option. Like any other accommodation, a player who wishes to participate in this manner must first speak to and receive permission from the Game Organizer.
  • Before a game begins, the Game Organizer should introduce any non-melee participants and explain how the accommodation works so everyone is on the same page.
  • Interactions between Regular and Non-Melee participants must be handled in good faith, first and foremost. The goal is to allow a player to participate without being struck in melee, in a way that does not warp gameplay around them. Regular players should be able to participate largely as normal aside from pulling their strikes against these individuals.

Gameplay Rules for Non-Melee Participants

  1. If you wish to participate as a Non-Melee participant, you must speak with the Game Organizer before entering the battle.
    • You should not just throw on a Light Pink Sash and jump into the game without alerting anyone. The sash alone does not prevent you from being struck. The Game Organizer, Rules Authorities, and other players must be aware of your presence and the accommodation itself in order to conduct themselves accordingly.

  2. Once in game, if you are approached by someone clearly intending to strike you in melee combat, you must immediately call yourself dead.
    • If you are unaware of their presence, they may gently tap you with their weapon to get your attention.

  3. You cannot engage in melee combat yourself.
    • You cannot use use melee weapons, armor, or shields to attack or defend yourself, nor can you benefit from enchantment effects that grant protection from melee strikes.
    • Once engaged at melee range, you cannot attempt to dodge, evade, or escape. If you want to run away, you must do so long before your opponent reaches you. If you are being chased by a melee attacker, you should act in good faith and call dead when they get decently close because the only other way to 'catch' you is going to be by striking you, which is what your sash says they cannot do.

  4. You can engage and be engaged by projectiles and verbal abilities.
    • You may use weapons, armor, shields, and enchantments to defend against these attacks as normal.
    • You may use projectile weapons and verbal abilities as normal.
    • Players who wish to avoid projectile contact as well should speak with the Game Organizer for further accommodation.

  5. You cannot derive a gameplay advantage from this accommodation.
    • You should never place yourself into situations or interact with others in such a way that would leverage your accommodation to gain an advantage that was not directly intended by the Game Organizer.

  6. Wearing the sash does not guarantee that you will not be struck in melee.
    • Amtgard is a contact activity and participation is always at your own risk. Combat is chaotic and you should expect to be struck accidentally every now and then. In these situations, you must still follow the rules and take the effects of any accidental hits that may occur. That said, repeated or egregious offenses should be reported to a Reeve for investigation.

Tips for fighting AGAINST Non-Melee Players

  • When entering the battlefield, take note of any Non-Melee participants so you can be aware of their accommodation if/when it becomes necessary to interact with them. The Game Organizer should point out these players and/or explain the accommodation to you whenever it is being used.
  • Avoid striking them in melee, even in jest. If you want to attack them, simply enter melee range and present yourself so that you could strike them and they should call themselves dead. If they are unaware of your presence or intent, a gentle tap from your weapon should be all that is necessary.
  • Non-Melee participants can be engaged with projectiles and verbal abilities as normal unless otherwise instructed by the Game Organizer.


Developer Note: Ultimately, the goal of the game is to have fun. While certain accommodations can alter "the meta" or disrupt competitive strategies, that aspect should not be considered more important than the overall enjoyment of all participants.

Since Accommodations will often be created on a case-by-case basis, they will not be perfect on first conception. Accommodations should be tweaked and adjusted to avoid disruptively powerful effects, and communities should be supportive, respectful and compassionate towards the Organizers, Rules Authorities, and affected players that are trying to make these accommodations work.


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The Game Organizer Guide (GOG)

The Game Organizer Guide is a supplementary document for the Amtgard V9 ruleset that provides support and guidance for Game Organizers, Reeves, and players looking to design and run their own games and activities. There are no rules in this guide, only useful information, tips, and examples.

Once released, you will be able find it on the Amtgard website.


GOG STATUS UPDATE (January 2024)

Development of the Game Organizer Guide is on stand-by until after the July 2024 AICOM vote.

If you would like to support development of this document in the future, please reach out on Discord or send a messsage to [email protected].

Combat Activities
Core Game Mechanics · Game Modes · Custom Rules and Accommodations · Game Organizer Guide
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary