Difference between revisions of "V9: Glossary"

From AmtWiki
m (Update declarations)
m (Remove Indicator strips)
 
(44 intermediate revisions by 2 users not shown)
Line 18: Line 18:
 
----
 
----
 
</noinclude>
 
</noinclude>
 +
 +
======<u><big>Act</big></u>======
 +
 +
'''Dictionary Definition: ''(verb)'' - take action; do something.'''
 +
 +
In Amtgard, the term 'act' refers specifically to in-game actions.
 +
 +
If a player is unable to act, they are unable to do anything in-game. This includes but is not limited to:
 +
*Moving from their current location
 +
*Physically moving their body in any way
 +
*Speaking
 +
*[[V9: Casting| Casting]]
 +
*[[V9: Chants|Chanting]]
 +
 +
Players may always make [[V9: Declarations|declarations]] regardless of their ability to act. They may also move and speak freely for out-of-game purposes, such as for [[V9: Safety|safety]] reasons. Actions taken this way should be done [[V9: Honor System|in good faith]] and not used to generate a [[V9: Glossary#Gameplay Advantage|gameplay advantage]].
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
  
 
======<u><big>Affected</big></u>======
 
======<u><big>Affected</big></u>======
Line 24: Line 44:
 
Blocking, parrying, evading, or otherwise being immune to an effect will not count as being affected, however triggering Resistances and other limited forms of protection <u>do</u> count as being affected because the interaction is still imparting some kind of change.
 
Blocking, parrying, evading, or otherwise being immune to an effect will not count as being affected, however triggering Resistances and other limited forms of protection <u>do</u> count as being affected because the interaction is still imparting some kind of change.
  
Provoking physical movement and/or mind games do not count for the purposes of 'Affect'. An player that is intimidated by their opponent does not count as being affected. A player that dodges or successfully runs away from an [[V9: Abilities and Effects|ability]] does not count as being affected.
+
Provoking physical movement and/or mind games do not count for the purposes of 'Affect'. A player that is intimidated by their opponent does not count as being affected. A player that dodges or successfully runs away from an [[V9: Abilities and Effects|ability]] does not count as being affected.
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 55: Line 75:
 
----
 
----
  
======<u><big>Approved Open-Cell Foam</big></u>======
+
======<u><big>Archery/Archer</big></u>======
See [[V9: Padding| Padding]]
+
Only people playing the [[V9: Archer| Archer]] [[V9: Classes|class]] are referred to as Archers in Amtgard. For the sake of ambiguity, a player using a bow in any context is referred to as a [[V9: Glossary#Bow-User| Bow-User]].
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 63: Line 83:
 
----
 
----
  
======<u><big>Approved Closed-Cell Foam</big></u>======
+
{{:V9: Aggress}}
See [[V9: Padding| Padding]]
 
 
 
<noinclude>[[#top|Back to top.]]
 
 
 
</noinclude>
 
----
 
 
 
======<u><big>Archery/Archer</big></u>======
 
Only people playing the [[V9: Archer| Archer]] [[V9: Classes|class]] are referred to as Archers in Amtgard. For the sake of ambiguity, a player using a bow in any context is referred to as a [[V9: Glossary#Bow-User| Bow-User]].
 
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 139: Line 150:
 
======<u><big>Color Code</big></u>======
 
======<u><big>Color Code</big></u>======
 
See [[V9: Color Code| Color Code]]
 
See [[V9: Color Code| Color Code]]
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 +
 +
======<u><big>Comfort-Grade Foam</big></u>======
 +
See [[V9: Padding| Padding]]
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 155: Line 174:
 
======<u><big>Crossguard</big></u>======
 
======<u><big>Crossguard</big></u>======
 
This refers to an optional portion of a [[V9: Melee Weapons| Melee Weapon]] at the juncture of the blade and handle designed to deflect blows and protect the hand from injury. In Amtgard V9, crossguards follow the rules for [[V9: Multi-Ended Weapons|Multi-Ended Weapons]].
 
This refers to an optional portion of a [[V9: Melee Weapons| Melee Weapon]] at the juncture of the blade and handle designed to deflect blows and protect the hand from injury. In Amtgard V9, crossguards follow the rules for [[V9: Multi-Ended Weapons|Multi-Ended Weapons]].
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 +
 +
======<u><big>Crushed</big></u>======
 +
A [[V9: Shield|Shield]] or [[V9: Madu|Madu]] which has been struck by a [[V9: Shield Crushing|Shield Crushing]] effect but is not yet [[V9: Destroyed|destroyed]].
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 +
 +
======<u><big>Curio</big></u>======
 +
See [[V9: Magic Items| Magic Items]].
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 162: Line 197:
  
 
======<u><big>Damage</big></u>======
 
======<u><big>Damage</big></u>======
Damage is a multi-purpose term that deals with [[V9: Wounds|wounds]] and [[V9: Armor|armor points]].
+
A strike or effect deals damage if:
*A player ''is damaged'' when they suffer a wound or lose armor points.
+
*A [[V9: Wounds|wound]] is caused
*An attack ''causes damage'' if it inflicts a wound or removes armor points.
+
*[[V9: Armor (General Rules)|Armor points]] are removed
 +
*The victim uses a [[V9: Resistance|resistance]] to prevent either of the above
 +
 
 +
If the victim is [[V9: Immunity|Immune]] to, or cannot be affected by the effect, such as via [[V9: Insubstantial| Insubstantial]], damage is not dealt to that player.
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 179: Line 217:
 
----
 
----
  
======<span id="Declare"><u><big>Declare / Announce</big></u></span>======
+
{{:V9: Declarations}}
"Declare" and "Announce" are synonyms in this rulebook. They are mandatory spoken statements used to inform other players about the state of the game.
 
*Declarations are not incantations; the goal is to make sure players understand what is being declared. Exact words are not required as long as the relevant players understand what is being conveyed. With that in mind, players should [[V9: Honor System|act in good faith]] to avoid and correct any clear mispronunciation or misleading declarations.
 
*Declarations must be loud and clear enough to be heard and understood within 50ft or by the specific players that need to hear it, whichever is closer. If a declaration is just a general proclamation, such as [[V9: Respawning| Respawning]], it must be heard and understood clearly out to 20ft.
 
*Players are always allowed to make declarations, regardless of their in-game ability to speak.
 
*Players may request others to declare certain types of information. The information must be provided as soon as is reasonable. Both the sides of this exchange should [[V9: Honor System|act in good faith]] and avoid exploiting this moment for [[V9: Glossary#Gameplay Advantage|gameplay advantage]].
 
**'''Information that can be requested from another player includes anything that is explicitly public information, as well as:'''
 
***[[V9: Armor| Armor]] coverage and maximum armor point values for each location
 
***[[V9: Wounds| Wounds]]
 
***[[V9: Enchantments| Enchantments]] on the player and/or a brief summary of their effects
 
***Effect name and brief summary of anything using a [[V9: Visual Indicators|visual indicator]]
 
***Status effects
 
***Immunities and Resistances
 
***[[V9: Classes|Class]] and level
 
***Whether they are Alive or [[V9: Death|Dead]]<br>
 
**'''The following information can only be requested by [[V9: Rules Authorities| Rules Authorities]]:'''
 
***Armor points remaining on damaged hit locations
 
***Ability selections and spell lists
 
***Ability maximums and how many uses are remaining.<br>
 
 
 
{{V9 Dev Note|text=Regulating the exact timing of declarations can be extremely difficult in the chaos of live combat. It is important for participants to place the [[V9: Honor System|Honor System]] above their desire for competitive advantage and act in good faith to ensure everyone has the information they need to execute the rules of the game.}}
 
 
 
{{V9 Dev Note|text=This entry will be updated as the Full-Class rules are introduced.}}
 
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 208: Line 224:
 
----
 
----
  
======<u><big>Destroyed</big></u>======
+
======<u><big>Destroyed / Destruction</big></u>======
 
See [[V9: Destroyed| Destroyed]]
 
See [[V9: Destroyed| Destroyed]]
  
Line 228: Line 244:
  
 
</noinclude>
 
</noinclude>
 +
----
 +
 +
======<u><big>Dual Wield (Weapons)</big></u>======
 +
A player is dual wielding weapons if they are [[V9: Wielded|wielding]] two melee weapons, one in each hand.
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
 
----
 
----
  
 
======<u><big>Effect</big></u>======
 
======<u><big>Effect</big></u>======
See [[V9: Abilities and Effects| Abilities and Effects]]
+
See [[V9: Effect| Effect]]
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 238: Line 263:
 
----
 
----
  
======<u><big>🌶️ Experimental</big></u>======
+
{{:V9: Experimental}}
Playtest rules listed as 'Experimental' represent more extreme concepts that are more likely than other playtest rules to be removed entirely if feedback and playtest results are unsatisfactory. The current experimental playtest rules are:
 
*[[V9: Long| Long Weapons: Armor Breaking Variant]]
 
*[[V9: Tower Shields| Tower Shields]]
 
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 257: Line 279:
  
 
======<u><big>Foam</big></u>======
 
======<u><big>Foam</big></u>======
See [[V9: Padding]]
+
See [[V9: Padding| Padding]]
 
<br>
 
<br>
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 289: Line 311:
  
 
======<u><big>Gameplay</big></u>======
 
======<u><big>Gameplay</big></u>======
Gameplay refers to any in-game action taken during an [[V9: Combat Activities|activity]] or as part some other Amtgard experience.
+
Gameplay refers to any in-game action or effect that occurs in an [[V9: Combat Activities|activity]] or as part some other Amtgard experience.
 
*Running, jumping, attacking, casting, talking to team-mates, etc. are all examples of gameplay.
 
*Running, jumping, attacking, casting, talking to team-mates, etc. are all examples of gameplay.
 +
*Strikes, abilities, terrain effects, boundaries, and all [[V9: Custom Rules and Accommodations| custom rules]] are also part of gameplay.
 
*Answering your phone, hydrating, talking to out-of-game spectators, etc. are not considered part of gameplay.
 
*Answering your phone, hydrating, talking to out-of-game spectators, etc. are not considered part of gameplay.
  
Line 311: Line 334:
 
======<u><big>Graze</big></u>======
 
======<u><big>Graze</big></u>======
 
A common term for an invalid [[V9: Striking Your Opponent|strike]]. Often used to refer to one of the following:
 
A common term for an invalid [[V9: Striking Your Opponent|strike]]. Often used to refer to one of the following:
*Brief contact that is neither percussive nor stop or noticeably deflect.
+
*Brief contact that is neither percussive nor stops or noticeably deflects.
 
*A melee or projectile stab which fails to strike with the tip but instead brushes against a victim with the side and barely deflects, if at all, instead of impacting cleanly.
 
*A melee or projectile stab which fails to strike with the tip but instead brushes against a victim with the side and barely deflects, if at all, instead of impacting cleanly.
  
Line 399: Line 422:
 
----
 
----
  
======<u><big>Illegal Obstructions</big></u>======
+
======<u><big>Immediately</big></u>======
See [[V9: Illegal Obstructions| Illegal Obstructions]]
+
When an ability or mechanic uses the term ‘immediately’ it means as soon as reasonably possible, handled [[V9: Honor System|fairly and in good faith]].
 +
 
 +
*For beneficial effects, such as [[V9: Resistance|resistances]], the player must use or declare the effect within a reasonable window of ‘immediately’ or forfeit the benefit.
 +
 
 +
*For harmful effects, if the victim cannot realistically apply the effect immediately due to physical momentum or personal processing times, they must [[V9: Honor System|do their best]] to not derive any [[V9: Glossary#Gameplay Advantage|gameplay advantage]] from the delayed effect.
 +
 
 +
<noinclude>[[#top|Back to top.]]
 +
 
 +
</noinclude>
 +
----
 +
 
 +
======<u><big>Invalid Obstructions</big></u>======
 +
See [[V9: Invalid Obstructions| Invalid Obstructions]]
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 419: Line 454:
 
----
 
----
  
 +
======<u><big>In-Game</big></u>======
 +
Pertaining to game information and game mechanics. Team communication, strategy, damage, abilities, etc.
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 
======<u><big>Knights</big></u>======
 
======<u><big>Knights</big></u>======
 
See [[V9: Knighthood| Knighthood]]
 
See [[V9: Knighthood| Knighthood]]
Line 436: Line 478:
  
 
======<u><big>Legal</big></u>======
 
======<u><big>Legal</big></u>======
The term 'Legal' is used within Amtgard to describe something that is in line with the rules of the game. Usually this refers to a piece of [[V9: Equipment|equipment]] but it can also refer to manoeuvres or [[V9: Acceptable Contact|behaviors]].
+
The term 'Legal' is used within Amtgard to describe something that is in line with the rules of the game. Usually this refers to a piece of [[V9: Equipment|equipment]] but it can also refer to maneuvers or [[V9: Acceptable Contact|behaviors]].
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 444: Line 486:
  
 
======<u><big>Line of Sight</big></u>======
 
======<u><big>Line of Sight</big></u>======
[[File:23014---PlaceHolderImage4x3.jpg | thumb | The castle walls are denoted with orange flagging tape and will block Line of Sight in game.]]
 
If a player can see something, that thing is considered to be within their Line of Sight.
 
*[[V9: Verbals|Verbal Abilities]] often have Line of Sight as a requirement.
 
*Some [[V9: Game Organizer|Game Organizers]] will create [[V9: Custom Rules and Accommodations| special rules]] for improvised terrain features that can blocks Line of Sight for in-game purposes without actually blocking real-life vision.
 
  
Since Line of Sight is purely subjective, it is important to be [[V9: Honor System|honest and act in good faith]] when dealing with rules where Line of Sight determines if an effect succeeds or not.
+
See [[V9: Line of Sight| Line of Sight]]
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 510: Line 548:
 
======<u><big>Nullified</big></u>======
 
======<u><big>Nullified</big></u>======
 
Something that is nullified or renders harmless is considered to have no further effect on [[V9: Glossary#Gameplay|gameplay]]. It cannot cause [[V9: Glossary#Damage|damage]] nor impart any other kind of [[V9: Abilities and Effects|effect]]. Attacks that are nullified are only nullified for that instance of the attack, additional attacks from the same source are not nullified forever. For example, if a [[V9: Monk| Monk]] nullifies an [[V9: Arrows & Bolts|arrow]], that arrow can still be retrieved and used again as normal.
 
Something that is nullified or renders harmless is considered to have no further effect on [[V9: Glossary#Gameplay|gameplay]]. It cannot cause [[V9: Glossary#Damage|damage]] nor impart any other kind of [[V9: Abilities and Effects|effect]]. Attacks that are nullified are only nullified for that instance of the attack, additional attacks from the same source are not nullified forever. For example, if a [[V9: Monk| Monk]] nullifies an [[V9: Arrows & Bolts|arrow]], that arrow can still be retrieved and used again as normal.
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 +
 +
======<u><big>Offensive (Ability)</big></u>======
 +
 +
See [[V9: Offensive / Non-Offensive| Offensive / Non-Offensive]]
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 544: Line 591:
  
 
When you are start roleplaying, you become [[V9: Glossary#In-Character|in-character.]]
 
When you are start roleplaying, you become [[V9: Glossary#In-Character|in-character.]]
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 +
 +
======<u><big>Out-Of-Game</big></u>======
 +
Pertaining to things unrelated to the game or activity. “Do you want to get food later”, “I hurt my arm”, etc..
 +
 +
Also includes support staff, [[V9: Rules Authorities|Reeves]], and spectators that are present but not actively participating.
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 578: Line 635:
 
======<u><big>Paragon</big></u>======
 
======<u><big>Paragon</big></u>======
 
See [[V9: Paragon| Paragon]]
 
See [[V9: Paragon| Paragon]]
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 +
 +
======<u><big>Phys-Rep (Physical Representation)</big></u>======
 +
This term is used to describe the real world item being used to represent something [[V9: Glossary#In-Character|in-character]], such as a small bottle of glitter being used to represent a Potion of Healing.
 +
 +
The term "Phys-Rep" most commonly applies to [[V9: Magic Items| Magic Items]].
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 619: Line 686:
  
 
</noinclude><br clear=all>
 
</noinclude><br clear=all>
 +
----
 +
 +
======<u><big>Prime</big></u>======
 +
Certain strike-based abilities need to be [[V9: Casting|cast]] before the actual attack can be made. This is called "priming".
 +
 +
See [[V9: Spellballs| Spellballs]] and [[V9: Power Strikes| Power Strikes]] for more details.
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 
----
 
----
  
Line 629: Line 706:
 
----
 
----
  
======<u><big>Repair</big></u>======
+
======<u><big>Relic</big></u>======
Repair is a term commonly used to refer to the restoration of [[V9: Equipment|equipment]] such as [[V9: Weapons|weapons]] and [[V9: Armor|armor]], usually via the [[V9: Mend| Mend]] spell or some similar effect.
+
See [[V9: Magic Items| Magic Items]].
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 637: Line 714:
 
----
 
----
  
======<u><big>Replenish</big></u>======
+
======<u><big>Repair</big></u>======
See [[V9: Replenish at Base| Replenish at Base]]
+
Repair is a term commonly used to refer to the restoration of [[V9: Equipment|equipment]] such as [[V9: Weapons|weapons]] and [[V9: Armor|armor]], usually via the [[V9: Mend| Mend]] spell or some similar effect.
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 718: Line 795:
 
======<u><big>Rules As Written (RAW)</big></u>======
 
======<u><big>Rules As Written (RAW)</big></u>======
 
This refers to a way in which the rules text may be interpreted. In this case, RAW means interpreting the rules exactly how they are written in the document, including any technicalities and counter-intuitive exploits that may allow. There is no consideration made for thematics or the [[V9: Glossary#Spirit of the Rules|intentions of the author]].
 
This refers to a way in which the rules text may be interpreted. In this case, RAW means interpreting the rules exactly how they are written in the document, including any technicalities and counter-intuitive exploits that may allow. There is no consideration made for thematics or the [[V9: Glossary#Spirit of the Rules|intentions of the author]].
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 +
 +
======<u><big>Safety-Grade Foam</big></u>======
 +
See [[V9: Padding| Padding]]
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 761: Line 846:
  
 
======<u><big>Streamers</big></u>======
 
======<u><big>Streamers</big></u>======
The term is almost exclusively used to refer to an extra bit of loose material sticking out from the back of a [[V9: Spellball|Spellballs]] to help make it  visually distinct from a [[V9: Small Thrown| Small Thrown]]. Streamers are also referred to as 'tails'.
+
The term is almost exclusively used to refer to an extra bit of loose material sticking out from the back of a [[V9: Spellballs|Spellball]] to help make it  visually distinct from a [[V9: Small Thrown| Small Thrown]]. Streamers are also referred to as 'tails'.
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 818: Line 903:
 
======<u><big>Tails (Spellball Construction)</big></u>======
 
======<u><big>Tails (Spellball Construction)</big></u>======
 
See '[[V9: Glossary#Streamers|Streamers]]'.
 
See '[[V9: Glossary#Streamers|Streamers]]'.
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 +
 +
======<u><big>Talisman</big></u>======
 +
See [[V9: Magic Items| Magic Items]].
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 +
 +
======<u><big>Target</big></u>======
 +
See [[V9: Casting| Casting]]
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 +
 +
======<u><big>Terrain</big></u>======
 +
In Amtgard, ‘Terrain’ refers to the physical features of a tract of land or structure, whether real or imaginary.
 +
 +
Imaginary terrain features, such as lava pits or the walls of a magical maze, are outlined or physically denoted in some way by the [[V9: Game Organizer| Game Organizer]]. Their specific rules and what they obstruct will be made known by the organizer before the activity starts.
 +
 +
Real terrain is actual physical terrain. It will naturally obstruct movement, attacks, and/or line of sight by actually preventing those things from occurring in real life. Game Organizers may place further [[V9: Custom Rules and Accommodations|rules]] on real terrain, such as preventing players from moving or attacking through dense foliage or rivers, even if it would be physically possible for someone to do it.
 +
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 +
 +
======<u><big>Trinket</big></u>======
 +
See [[V9: Magic Items| Magic Items]].
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]
Line 854: Line 976:
 
======<u><big>Version</big></u>======
 
======<u><big>Version</big></u>======
 
Amtgard uses the term 'version' to refer to it's major rules editions. Version 9 will be the 9th Edition of the Amtgard Rules of Play.
 
Amtgard uses the term 'version' to refer to it's major rules editions. Version 9 will be the 9th Edition of the Amtgard Rules of Play.
 +
 +
<noinclude>[[#top|Back to top.]]
 +
 +
</noinclude>
 +
----
 +
 +
======<u><big>Visible</big></u>======
 +
If an object must be visible, it must be able to be easily seen and identified by other players and unlikely to become confused as, or obscured by, other garb or equipment (such as shields) for significant periods of time during the course of gameplay. It does not necessarily need to be in line of sight at all times.
 +
 +
Visibility should be handled [[V9: Honor System| in good faith]] by both the bearer and observers.
 +
 +
'''Examples of things that ARE considered visible:'''
 +
*A [[V9: Magic Items|Curio]] that is being worn as an amulet, hanging on top of the player's shirt.
 +
*A [[V9: Glossary#Game Item|CTF flag]] held in a sword hand and allowed to dangle.
 +
 +
'''Examples of things that are NOT considered visible:'''
 +
*A Curio stored in a pouch.
 +
*A CTF flag being held on the inside of a shield.
  
 
<noinclude>[[#top|Back to top.]]
 
<noinclude>[[#top|Back to top.]]

Latest revision as of 20:26, 9 February 2024

221202---V9-Rules-Seal-for-Wiki.png
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.




Glossary


Note About Unlisted Terms

If a term is not defined anywhere in this rulebook, the most commonly accepted definition of the term should be applied. If multiple definitions exist, use the one that makes the most sense. Anything with an existing definition elsewhere in this rulebook will have a link to the actual entry. Anything not listed elsewhere will be fully defined here.

Developer Note: This is a work in progress based on the terms and keywords that we believe players will want to reference. Feel free to suggest terms for inclusion on the Amtgard V9 Discord Server.





Contents




Act

Dictionary Definition: (verb) - take action; do something.

In Amtgard, the term 'act' refers specifically to in-game actions.

If a player is unable to act, they are unable to do anything in-game. This includes but is not limited to:

  • Moving from their current location
  • Physically moving their body in any way
  • Speaking
  • Casting
  • Chanting

Players may always make declarations regardless of their ability to act. They may also move and speak freely for out-of-game purposes, such as for safety reasons. Actions taken this way should be done in good faith and not used to generate a gameplay advantage.

Back to top.



Affected

When used in the context of gameplay, Affecting something means successfully imparting an in-game mechanic onto something else, such as a Wound, a State, or even an instance of Shield Crush.

Blocking, parrying, evading, or otherwise being immune to an effect will not count as being affected, however triggering Resistances and other limited forms of protection do count as being affected because the interaction is still imparting some kind of change.

Provoking physical movement and/or mind games do not count for the purposes of 'Affect'. A player that is intimidated by their opponent does not count as being affected. A player that dodges or successfully runs away from an ability does not count as being affected.

Back to top.



Amtgard Function

A catch-all term for Amtgard gatherings, regardless of size or purpose.

Back to top.



Amtgard International (AI)

Amtgard International is the overall governing body of Amtgard. You can learn more about them on the official Amtgard website: https://www.amtgard.com

Back to top.



Apprentice

An Apprentice is a player who is under mentorship from a Paragon. Apprentices may wear a Silver-Trimmed Belt Favor in the color of the associated class.

Back to top.



Archery/Archer

Only people playing the Archer class are referred to as Archers in Amtgard. For the sake of ambiguity, a player using a bow in any context is referred to as a Bow-User.

Back to top.



Aggress

A player has aggressed against another player if they do one or more of the following:

  • Target that player with an offensive verbal ability (regardless of completion).

  • Strike that player or their carried equipment.
    • This does not apply if that player intercepted an attack intended for someone else.

  • Clearly commit to an attempt to strike that player, as judged in good faith by the player receiving the attack.
    • This is intended to cover instances where a deliberate attack was made but missed; however it also extends to obvious feints that could have been real strike attempts.


Back to top.



At-Arms

An At-Arms is a player who is under mentorship from a Knight or Noble. Pages may wear a Black Belt with Silver Trim to signify their position.

At-Arms can also be referred to as: Man-At-Arms, Woman-At-Arms, Comrade-at-Arms, Sword-at-Arms, Shieldmaiden, Shield Brother, or other similar terms.

Back to top.



Authority

Authorities are players within the game that have the power or right to give orders, make decisions, and enforce obedience within a certain realm of the rules. The common Amtgard authorities include Rules and Safety Authorities and Officers.

Back to top.



Boffer

A boffer is a common term used to describe a foam-padded weapon used for full speed LARP combat. Latex-coated weapons are not considered Boffers.

Back to top.



Carried

See Carried.

Back to top.



Circle of Monarchs (AICOM/COM)

A council of leaders. In Amtgard, the Amtgard International Circle of Monarchs (AICOM) is composed of the Monarchs of each Kingdom. Within each Kingdom, a Circle of Monarchs includes the Monarchs of each park therein.

Back to top.



Class

See Classes

Back to top.



Code of Conduct (COC)

See Code of Conduct

Back to top.



Color Code

See Color Code

Back to top.



Comfort-Grade Foam

See Padding

Back to top.



Contact Projectiles

See Contact Projectiles

Back to top.



Crossguard

This refers to an optional portion of a Melee Weapon at the juncture of the blade and handle designed to deflect blows and protect the hand from injury. In Amtgard V9, crossguards follow the rules for Multi-Ended Weapons.

Back to top.



Crushed

A Shield or Madu which has been struck by a Shield Crushing effect but is not yet destroyed.

Back to top.



Curio

See Magic Items.

Back to top.



Damage

A strike or effect deals damage if:

If the victim is Immune to, or cannot be affected by the effect, such as via Insubstantial, damage is not dealt to that player.

Back to top.



Death Count

See Death Count

Back to top.



Declarations

Declarations are mandatory spoken statements used to inform other players about the state of the game. All forms of required communication other than casting should be treated as a declaration and follow the rules listed below.

  1. The goal of a declaration is to be prompt and ensure other players understand what is being declared.

  2. Declarations are not incantations. Unless specifically noted, precise wording is not required as long as the relevant players understand what is being conveyed. With that in mind, players should act in good faith when it comes to mispronunciations or potentially misleading declarations.

  3. Declarations do not interrupt chants, incantations, or other game mechanics that require speech; however all timing rules for those mechanics must still be adhered to.
    • For example, you cannot have a gap of more than 2 seconds if you declare something in the middle of an incantation.

  4. Declarations do not count as speaking in-game and will not trigger roleplay effects that are sound activated.
    • For example, a player declaring that they are Frozen should not wake the sleeping dragon.

  5. Players are always allowed to make declarations regardless of their in-game ability to speak. They may also make physical gestures to aid with this communication, regardless of their in-game ability to act. This should all be done in good faith. Players should not use these rules as a means to gain a gameplay advantage in a situation where they could not otherwise speak and/or move.
    • For example, a Frozen player can make a shivering motion and shout ‘Frozen!’ despite not being allowed to speak or act in-game; however they cannot shout 'Frozen' in different tones as a way to warn their team about an impending flank attack.

  6. Declarations must be loud and clear enough to be heard and understood within 50ft or by the specific players that need to hear it, whichever is closer. If a declaration is just a general proclamation, such as declaring 'Alive!" when Respawning, it must be heard and understood clearly out to 20ft.

  7. Players may openly request other participants to declare certain types of information. That information should be provided as soon as is reasonable and both sides of this exchange must act in good faith and avoid exploiting the exchange for gameplay advantage.
    • Players may request declarations for anything that is explicitly public information. This includes, but is not limited to, the following:
    • The following information is private information. It can be requested however players are only obligated to answer when asked by the Reeves and Rules Authorities for the activity in question::

  8. When declaring variable effects that had a choice, the player must declare the chosen choice or a summary of its effects.
    • For example, declaring your enchantment as simply “Adaptive Blessing” is not sufficient because it does not convey the choice. “Adaptive Blessing Stopped” or “Resistant to Stopped” would be sufficient.

  9. Due to the chaos of live combat, declarations can often be difficult to enact and even harder to regulate. Therefore, it is important for participants to set their expectations accordingly and do their best to help convey information as fairly and effectively as possible.


Back to top.



Destroyed / Destruction

See Destroyed

Back to top.




Draw Length

Draw length is the measurement from the deepest part of the bow grip to the nock groove when at full draw.

V9DrawLength.jpg


Back to top.




Draw Weight

“Draw weight” means the amount of force needed to pull a bowstring to full draw. This is commonly called the bow's poundage.

Calculating Draw Weight on a Vertical Bow

  • Vertical bows measure draw weight in pounds.
  • The simplest way to measure a bow’s draw weight is to use a scale that can hook onto the bowstring. Several bow draw weight scales are available that are designed for this purpose.
  • Using a measuring device to draw the bowstring may make your draw shorter. Ensure you are bringing the bow to a 28” draw length.
    • You can use a sufficiently long arrow and mark the 28” draw point on it so when taking measurements in the future, you can use this “ruler” arrow to save time.

Calculating Draw Weight on a Crossbow

  • Crossbow draw weight is measured in Inch-pounds and requires a few extra steps compared to vertical bows.
    • Inch-pounds are calculated by multiplying draw weight (see above) by the power stroke.
    • Power stroke is the length between the crossbow's string in the rearmost (cocked) position and its resting (uncocked) position, measured in inches. It very roughly equates to draw length in a vertical bow.

BowScale.jpg V9PowerStroke.jpg


450 Inch-Pound Quick-Reference Chart
Below is a mathless way to determine if your crossbow is legal for use in Amtgard combat. Consult the chart below and find your crossbow's power stroke. If your draw weight is equal or less than the associated value, it is legal. If it is greater, then the crossbow cannot be used.


If Power Stroke is...  Then Your Max Draw Weight is...
6 75.0
6.5 69.2
7 64.3
7.5 60.0
8 56.3
8.5 52.9
9 50.0
9.5 47.4
10 45.0
10.5 42.9
11 40.9
11.5 39.1
12 37.5
12.5 36.0
13 34.6
13.5 33.3
14 32.1
14.5 31.0
15 30
15.5 29
16 28.1
16.5 27.3
17 26.5
17.5 25.7
18 25.0
18.5 24.3
19 23.7
19.5 23.1
20 22.5


Back to top.



Dual Wield (Weapons)

A player is dual wielding weapons if they are wielding two melee weapons, one in each hand.

Back to top.



Effect

See Effect

Back to top.



🌶️Experimental

Playtest rules listed as with a 🌶️ are 'Experimental' and represent more extreme or 'spicy' concepts that we feel can be better judged through actual playtesting. Due to this unknown, these rules will be under close examination and are are more likely than other playtest rules to be changed quickly or removed entirely if feedback and playtest results are unsatisfactory.


Back to top.



Flat Blade

A Flat Blade is a common term used to describe a weapon that is made with only one or two striking edges instead of being Strike-Legal throughout its entire circumference.

Back to top.



Foam

See Padding
Back to top.



Forced Movement

Forced Movement occurs whenever a player is required to move by some sort of in-game effect. Abilities such as Shove and Teleport are examples of Forced Movement.

Back to top.



Free Hand

See Held

Back to top.



Game Item

This term usually refers to a portable game objective or another object that is important to the current activity. Some abilities may behave differently, or not at all, while a Game Item is being carried.

Back to top.



Gameplay

Gameplay refers to any in-game action or effect that occurs in an activity or as part some other Amtgard experience.

  • Running, jumping, attacking, casting, talking to team-mates, etc. are all examples of gameplay.
  • Strikes, abilities, terrain effects, boundaries, and all custom rules are also part of gameplay.
  • Answering your phone, hydrating, talking to out-of-game spectators, etc. are not considered part of gameplay.

Back to top.



Gameplay Advantage

A player gains a Gameplay Advantage whenever they improve their situation or otherwise put themselves into a favorable or superior position compared to their opponents.

If a player is instructed to avoid gaining a gameplay advantage due to X, it means that the player should not capitalize any opportunities presented by X. This typically relates to the Honor System and often deals with the expected etiquette of LARP interactions.

For example, if a player strikes someone in the head, they are expected to avoid gaining a gameplay advantage from the disorientation that this strike may have caused. This means the attacker should not continue striking their dazed foe, but instead allow their opponent to recover and regain their wits before re-engaging in combat.

Back to top.



Graze

A common term for an invalid strike. Often used to refer to one of the following:

  • Brief contact that is neither percussive nor stops or noticeably deflects.
  • A melee or projectile stab which fails to strike with the tip but instead brushes against a victim with the side and barely deflects, if at all, instead of impacting cleanly.

Back to top.



Half-Draw

Amtgard defines 'Half-draw' as when the bowstring is at the midway point between its natural resting point and full draw.

Back to top.



Harmless

See Nullfied.

Back to top.



Healed

The term 'Healed' is a commonly used term to refer to the removal of wounds. It does not mandate the use of the Heal spell.

Back to top.



Heavy Padding

See Strike-Legal

Back to top.



Hit

Another term for 'Strike'.

Back to top.



Hit Locations

See Hit Locations

Back to top.



Hit Test

A Hit Test is part of the Equipment Inspection requirements. It involves a player being physically hit with a weapon in a controlled environment to determine if it is safe and comfortable enough to be allowed on the battlefield.

Back to top.



Hold (Safety Call)

See Hold

Back to top.



Hold (in hand)

See Held

Back to top.



Illegal

The term 'Illegal' is used within Amtgard to describe something that is not in line with the rules of the game. Usually this refers to a piece of equipment but it can also refer to maneuvers or behaviors.

Back to top.



Immediately

When an ability or mechanic uses the term ‘immediately’ it means as soon as reasonably possible, handled fairly and in good faith.

  • For beneficial effects, such as resistances, the player must use or declare the effect within a reasonable window of ‘immediately’ or forfeit the benefit.
  • For harmful effects, if the victim cannot realistically apply the effect immediately due to physical momentum or personal processing times, they must do their best to not derive any gameplay advantage from the delayed effect.

Back to top.



Invalid Obstructions

See Invalid Obstructions

Back to top.



In-Character

If you're roleplaying, you're in-character.

When you're in-character, everything you say and do is said and done as your character, to be interpreted by other characters within the roleplay experience.

When you are no longer roleplaying this way, you are out-of-character.

Back to top.



In-Game

Pertaining to game information and game mechanics. Team communication, strategy, damage, abilities, etc.

Back to top.



Knights

See Knighthood

Back to top.



LARP

See New To Larp And Boffer Combat?

Back to top.



Legal

The term 'Legal' is used within Amtgard to describe something that is in line with the rules of the game. Usually this refers to a piece of equipment but it can also refer to maneuvers or behaviors.

Back to top.



Line of Sight

See Line of Sight

Back to top.



Loaner Gear

This term is used to refer to pieces of equipment or garb that are intended to be lent out to players for the day. There is no guarantee that loaner gear will be available at any given event or function so it is best to inquire with your local park to determine what is available.

Back to top.



Magic Switching

Magic Switching is a term used across many Boffer LARPs to describe a player passing their weapon or equipment from one hand to another upon being wounded instead of dropping the equipment to the ground first.

Magic Switching is allowed in Amtgard. You will never be required to drop your equipment during Amtgard combat.

Back to top.



Move

When used without any additional context, the term 'Move' in Amtgard refers to directional movement across an area, such as by walking, running, crawling, etc. For example, if a player is not allowed to move, they can still shift their physical limbs and fight, they just cannot change their physical position on the battlefield.

If an effect intends to restrict a different type of movement, it will call it out directly such as "Player may not move their arms." In these instances, the player is prevented from physically moving the specified parts.

Remember, players are always allowed to move and speak if necessary to ensure their own safety, regardless of any effects that would otherwise restrict them from doing so.

Back to top.



Non-Player Character (NPC)

This term is used to refer to participants in an activity that is experiencing it from role of the 'supporting cast', such as quest-givers and monstrous creatures. This term is most often used in Roleplay activities alongside its opposite term, "Player Character (PC)", which represents the participants who are the actual 'players' or 'main characters'.

For a video game analogy, PCs are characters controlled by humans and NPCs are characters controlled by the game. Since Amtgard is live action, both PCs and NPCs need to be portrayed by actual people and the distinction purely exists to highlight who the experience is focusing on.

PCs are almost always portrayed as a character chosen by that player. NPCs are typically special characters designed and scripted specifically for the activity.

Back to top.



Non-Striking Surfaces

A non-striking surface is a surface on a weapon that cannot be used to strike with. Non-Striking Surfaces must be visually distinct from Striking Surfaces.

Non-striking surfaces include: Incidental Padding, Non-Striking Tips, and Handles.

Back to top.



Nullified

Something that is nullified or renders harmless is considered to have no further effect on gameplay. It cannot cause damage nor impart any other kind of effect. Attacks that are nullified are only nullified for that instance of the attack, additional attacks from the same source are not nullified forever. For example, if a Monk nullifies an arrow, that arrow can still be retrieved and used again as normal.

Back to top.



Offensive (Ability)

See Offensive / Non-Offensive

Back to top.



Omni

'Omni' is a common term used to describe a weapon that has Strike-Legal padding on all sides of the core. It has omnidirectional padding.

Back to top.



Ongoing Effect

See Abilities and Effects

Back to top.



Open Hand

Open Hand is used as a synonym for Free Hand.

Back to top.



Out-of-Character

When you are not roleplaying, you are out-of-character. Everything you say and do is from the perspective of the real, mundane world, not as actions within a roleplay scenario. You are being yourself, not embodying a fictional character.

When you are start roleplaying, you become in-character.

Back to top.



Out-Of-Game

Pertaining to things unrelated to the game or activity. “Do you want to get food later”, “I hurt my arm”, etc..

Also includes support staff, Reeves, and spectators that are present but not actively participating.

Back to top.



Owner

For the vast majority of game mechanics, the owner of a physical item is the person who has ownership of it in real life, outside of Amtgard. Any rules that are refer to in-character ownership will be obvious or explicitly worded as such.

All Projectile Weapons must have their owner's name clearly labelled on the item.

Back to top.



Padding

See Padding

Back to top.



Page

A Page is a player who is under mentorship from a Knight or Noble. Pages may wear a Yellow Belt to signify their position.

Back to top.



Paragon

See Paragon

Back to top.



Phys-Rep (Physical Representation)

This term is used to describe the real world item being used to represent something in-character, such as a small bottle of glitter being used to represent a Potion of Healing.

The term "Phys-Rep" most commonly applies to Magic Items.

Back to top.



Player Character (PC)

This term is used to refer to any participant in an activity that is experiencing it in the role of a 'player' or 'main character'. This term is most often used in Roleplay activities alongside its opposite term, "Non-Player Character (NPC)", which represents participants who are playing the 'supporting cast', such as quest-givers and monstrous creatures.

For a video game analogy, PCs are characters controlled by humans and NPCs are characters controlled by the game. Since Amtgard is live action, both PCs and NPCs need to be portrayed by actual people and the distinction purely exists to highlight who the experience is focusing on.

PCs are almost always portrayed as a character chosen by that player. NPCs are typically special characters designed and scripted specifically for the activity.

Back to top.



Player Versus Environment (PVE)

A PVE activity is an activity where the players (aka PCs) are all on the same team or otherwise not expected to fight each other to achieve victory. Instead, they are pitted against Non-Player Characters (NPCs) who are scripted supporting characters and monsters. These NPCs are typically not looking to win, rather their goal is to provide an immersive and exciting challenge for the PCs to overcome as they adventure through whatever story that is being presented. The alternative to PVE is Player Versus Player (PVP).

Back to top.



Player Versus Player (PVP)

A PVP activity is an activity where there are multiple teams of players (aka PCs) who are required or otherwise encouraged to fight each other to achieve victory. The alternative to PVP is Player Versus Environment (PVE).

Back to top.



Pommel
A typical pommel.

The Non-Striking Tip just below the handle of a melee weapon is called the pommel.

Back to top.



Prime

Certain strike-based abilities need to be cast before the actual attack can be made. This is called "priming".

See Spellballs and Power Strikes for more details.

Back to top.



Reeve

See Reeve

Back to top.



Relic

See Magic Items.

Back to top.



Repair

Repair is a term commonly used to refer to the restoration of equipment such as weapons and armor, usually via the Mend spell or some similar effect.

Back to top.



Respawn

A multi-purpose word that deals with players returning to life using the Respawn mechanics.

  • When used as a verb, it refers to the act of Respawning.
  • When used as a noun, it is often shorthand for 'Respawn Point'.
    • "Does anyone know where the Respawn is for this game?"

Back to top.



Restore

'Restore' is a general term used to refer to when something is returned or otherwise brought closer to its original state.

  • Restoring Wounds means that the wounds are removed.
  • A destroyed weapon that is restored is no longer destroyed.
  • An effect that restores 2 points of armor will increase a player's current armor point value by 2, up to their maximum value.
  • An effect that restores 1 use of an ability will grant another use of that ability, up to the maximum available.
  • And so on.

Back to top.



ROP (Rules of Play)

The term 'ROP' refers to the Amtgard Rules of Play.

For Amtgard V9, it is this document.

For other editions of Amtgard, visit Amtgard.com or search elsewhere on the wiki.

Back to top.



Rules Representative (RR)

Rules Representatives are appointed members from each Kingdom that act as ambassadors for their populace in official rules-change discussions.

Back to top.



Rules Representative Organizer (RRO)

The RRO is the person in charge of coordinating and overseeing the Rules Representatives, ensuring they are contributing to the various official rules-change discussions and safeguarding the integrity of the process.

Back to top.



Rules As Intended (RAI)

This term is a lesser-used synonym for Spirit of the Rules.

Back to top.



Rules As Spoken (RAS)

This refers to a way in which the rules text may be interpreted. In this case, RAS means considering how one player might verbally explain a rule to another player from memory without the use of the rulebook.

If a player learns something via Rules As Spoken then they may not have received all the nuance and little details that are essential for true understanding.

Back to top.



Rules As Written (RAW)

This refers to a way in which the rules text may be interpreted. In this case, RAW means interpreting the rules exactly how they are written in the document, including any technicalities and counter-intuitive exploits that may allow. There is no consideration made for thematics or the intentions of the author.

Back to top.



Safety-Grade Foam

See Padding

Back to top.



Slash

A strike with the edge of a weapon.

Back to top.



Spirit of the Rules

Considering the "Spirit of the Rules" is to consider the real meaning or intention of a rule, even if the way it is written does not properly express it.

While the goal is to present all rules in such a way that their written form conveys their intended form, sometimes differing player interpretations can cause confusion. This is most often true when you begin to consider the very many ways that rules can interact with one another.

While it is usually fairly simple to speculate about what the Spirit of a Rule is, the only way to know for sure is to ask the developers.

Back to top.



Squire

A Squire is a player who is under mentorship from a Knight. Squires may wear a Red Belt to signify their position.

Back to top.



Stabbing Projectiles

See Stabbing Projectiles

Back to top.



Streamers

The term is almost exclusively used to refer to an extra bit of loose material sticking out from the back of a Spellball to help make it visually distinct from a Small Thrown. Streamers are also referred to as 'tails'.

Back to top.



Stab

A thrusting strike with the tip of a weapon.

Back to top.



States

See States

Back to top.



Strike

The common term used in this book to describe hitting another player with a weapon. See Striking Your Opponent.

Back to top.



Strike Legal

See Strike-Legal

Back to top.



Striking Surfaces

This refers to the surface portion of any Strike-Legal weapon; the physical surface that will impact a player.

Back to top.



Super Heavy Padding

See Strike-Legal

Back to top.



Tails (Spellball Construction)

See 'Streamers'.

Back to top.



Talisman

See Magic Items.

Back to top.



Target

See Casting

Back to top.



Terrain

In Amtgard, ‘Terrain’ refers to the physical features of a tract of land or structure, whether real or imaginary.

Imaginary terrain features, such as lava pits or the walls of a magical maze, are outlined or physically denoted in some way by the Game Organizer. Their specific rules and what they obstruct will be made known by the organizer before the activity starts.

Real terrain is actual physical terrain. It will naturally obstruct movement, attacks, and/or line of sight by actually preventing those things from occurring in real life. Game Organizers may place further rules on real terrain, such as preventing players from moving or attacking through dense foliage or rivers, even if it would be physically possible for someone to do it.


Back to top.



Trinket

See Magic Items.

Back to top.



Unattended

See Unattended

Back to top.



Unwielded

Unwielded

Back to top.



Use

The dictionary defines 'Use' as: `To employ something as a means of accomplishing a purpose or achieving a result.`

This is a common sense term. When equipment is involved, it usually means wielding or wearing it, as appropriate. When abilities are involved, it usually means casting or otherwise expending the effect.

If this term is presented ambiguously anywhere in this rulebook, please reach out to the Amtgard V9 Team or your local Rules Representative so we can correct it.

Back to top.



Version

Amtgard uses the term 'version' to refer to it's major rules editions. Version 9 will be the 9th Edition of the Amtgard Rules of Play.

Back to top.



Visible

If an object must be visible, it must be able to be easily seen and identified by other players and unlikely to become confused as, or obscured by, other garb or equipment (such as shields) for significant periods of time during the course of gameplay. It does not necessarily need to be in line of sight at all times.

Visibility should be handled in good faith by both the bearer and observers.

Examples of things that ARE considered visible:

  • A Curio that is being worn as an amulet, hanging on top of the player's shirt.
  • A CTF flag held in a sword hand and allowed to dangle.

Examples of things that are NOT considered visible:

  • A Curio stored in a pouch.
  • A CTF flag being held on the inside of a shield.

Back to top.



Walking Pace

The speed at which a person usually walks.

In Amtgard, this term is usually presented as `Slow Walking Pace`, which means a pace that a reasonable observer would define as 'slower than usual'.


Developer Note: ''Trying to exactly define a particular method or velocity for what constitutes a 'walking pace' is not realistic nor does it take into account the diverse ways that we may physically move around the battlefield, let alone the biological differences between players that affect what is 'normal'.

As such, when interacting with rules that call for a 'walking pace', it is integral that players use common sense and act in good faith. We can all imagine what slow walking looks like. Don't try to exploit it. If you're ever in doubt, walk slower.

We appreciate your cooperation.''


Back to top.



Wield

See Wielded

Back to top.



Worn

See Worn

Back to top.



Wounds

See Wounds

Back to top.




Appendix
Equipment Inspection Guide · Equipment Reference Sheets · Weapon Competency Assessments · Glossary
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