V9: Glossary

From AmtWiki
Revision as of 11:25, 25 February 2023 by Wunjo (talk | contribs) (→‎Hit Locations)
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.




Collapse

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.


Developer Note: This is a work in progress based on the terms and keywords that we believe players will want to reference. Anything with an existing definition elsewhere in the ROP will have a summary here and a link to the actual entry. Anything not defined elsewhere will have the full definition here.

For now, we are updating this as necessary. Feel free to suggest terms for inclusion on the Amtgard V9 Discord Server.





Contents



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'. An 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.



Approved Open-Cell Foam

See Padding

Back to top.



Approved Closed-Cell Foam

See Padding

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.



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.



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.



Damage

Damage is a multi-purpose term that deals with wounds and armor points.

  • A player is damaged when they suffer a wound or lose armor points.
  • An attack causes damage if it inflicts a wound or removes armor points.

Back to top.



Death Count

See Death Count

Back to top.



Declare / Announce

Declarations and announcements are synonyms in this rulebook. They are mandatory spoken statements to inform other players about the state of the game. They usually deal with aspects that are not easily perceived in real life, such as enchantments, states, and strike effects. Different rules will handle their declarations in different ways.

When necessasry, players must make declarations in timely manner and in good faith according to the rule that required the declaration.

  • Players are always allowed to make declarations, regardless of their in-game ability to speak.
  • Declarations cannot force a player to interrupt their own incantation, a prior declaration, or any other similar spoken action, but they must make the declaration as soon as possible afterwards.
  • Other players may request declarations but only certain types of information are required to be provided when asked. For example, a player may ask their opponent to declare their armor coverage, but they cannot ask their opponent to declare their spell list.
Developer Note: Regulating the exact timing of declarations can be extremely difficult in the chaos of live combat. It is important for participants to place the 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.
Developer Note: This entry will be updated as the Full-Class rules are introduced.

Back to top.



Destroyed

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 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 required 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.



Effect

See Abilities and Effects

Back to top.



🌶️ 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:

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 V9: 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 Free Hand

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 taken during an activity or as part some other Amtgard experience.

  • Running, jumping, attacking, casting, talking to team-mates, etc. are all examples 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.



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 to determine if it is safe and comfortable enough to be allowed on the battlefield.

Back to top.



Hold (Safety Call)


Back to top.



Hold (in hand)


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.



Illegal 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 players within the roleplay experience.

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

Back to top.



Knights


Back to top.



LARP


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 manoeuvres or behaviors.

Back to top.



Line of Sight
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. Some Game Organizers will create 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 honest and act in good faith when dealing with rules where Line of Sight determines if an effect succeeds or not.

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 to another hand upon being wounded instead of dropping the equipment to the ground. Magic Switching is allowed in Amtgard.

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 move 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 feet." In these instances, the player is preventing from physically moving the specified parts.

Reminder: Players are always allowed to move and speak if necessary to ensure their own safety.

Back to top.



Non-Player Character (NPC)

This term is used to refer to any participant in an activity that is experiencing it from the perspective 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 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 of the player's choice. NPCs are typically custom 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 the game. It cannot cause damage nor impart any other kinda of effect. Attacks that are nullified are only nullified for that instance of the attack, additional attacks of the same type are not affected. For example, if a Monk nullifies an arrow, the arrow can still be retrieved and used again as normal.

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


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 our 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.



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. Rules that are referring to in-character ownership will be obvious or explicitly worded as such.

Back to top.



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


Back to top.



Player Character (PC)

This term is used to refer to any participant in an activity that is experiencing it from the perspective of a 'player' or 'main characters'. 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 of the player's choice. NPCs are typically custom 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. 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 to provide a immersive and exciting challenge for the PCs to overcome as they adventure through the 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

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

Back to top.



Reeve


Back to top.



Repair

Repair is a term commonly used to repair to the restoration of equipment or armor, usually via the Mend spell or some similar effect.

Back to top.



Replenish


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'.

Back to top.



Restored

'Restored' is a general term used to refer to when something is returned to it's original state or otherwise brought closer to that state that it was originally.

  • 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 repair armor points up to the maximum value.
  • An effect that restores 1 use of an ability will grant another use up to the maximum available.
  • And so on.

Back to top.



ROP (Rules of Play)

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

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.

Developer Note: This is a simple placeholder. A proper Rules Revision section will be created eventually.

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 explain a rule to another player without the use of the rulebook. If a player learns something via Rules As Spoken then they may not have received all the little details.

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.

Back to top.



Slash


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 varying player interpretations can cause confusion. This is most often true when it comes to the many, many ways that the rules of the game can interact with one another.

While it is usually fairly simple to speculate, the only way to truly know the Spirit of a Rule is to ask the developer.

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


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 Spellballs to help make it visually distinct from a Small Thrown. Streamers are also referred to as 'tails'.

Back to top.



Stab


Back to top.



States


Back to top.



Strike

The common term used in this book to describe hitting another player with legal equipment.

Back to top.



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


Back to top.



Tails (Spellball Construction)

See 'Streamers'.

Back to top.



Unattended


Back to top.



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, as appropriate. When abilities are involved, it usually means casting or otherwise expending the effect.

If this term is presented ambiguously in the 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 is the 9th Edition of the Amtgard Rules.

Back to top.



Walking Pace

The speed at which a person usually walks. In Amtgard, this term is usually further defined as a 'Slow Walking Pace', which means a pace that a reasonable observer would define as 'slower than average'.

Developer Note: Trying to explicitly 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 '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


Back to top.



Worn


Back to top.



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