V9: Padding

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Revision as of 19:26, 31 January 2023 by BlackBart (talk | contribs) (Moving sections under padding)
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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.




Contents

Padding

Padding refers to either Strike-Legal Padding or Incidental Padding. A weapon that requires a specific amount of unspecified padding can meet that requirement with either type.

Padding

Padding refers to either Strike-Legal Padding or Incidental Padding. A weapon that requires a specific amount of unspecified padding can meet that requirement with either type. Template loop detected: V9: Foam

Strike-Legal Padding

An Omni weapon is Strike-Legal around the entire circumference.

Strike-Legal Padding is padding that is used to create striking surfaces that are safe to strike another player with.

  1. Weapons that require Strike-Legal Padding must be sufficiently padded to prevent injury if used to strike an opponent with the most force that could reasonably be expected in Amtgard combat. Combat contact with the strike-legal portions of a weapon must not be unreasonably painful, nor should it leave bruises or have the potential to break bones and teeth when used by an average player as well as its intended user.
    • Regardless of the requirements listed below, Hit Testing will always be required to assess the more subjective aspects of Strike-Legal padding, such as impact force and player comfort.
    • Since combat is chaotic and every participant has different pain tolerances and sensitive areas, occasional instances of uncomfortable contact should be expected, however repeated or egregious offenses from the same weapon should result in the weapon and/or the user being removed from play.
  2. No part of the weapon’s striking surface, whether the tip, the edge, the face or any other part, may protrude more than 1.5" through a two-and-a-half inch (2.5") ring when uncompressed.
  3. All Strike-Legal surfaces must have an opaque cover and be visually distinct from Non-Striking Surfaces on the same weapon.
Melee Strike Legal
An Flatblade weapon is Strike-Legal on only one or two edges.

In addition to the above, Strike-Legal padding on melee weapons must follow these additional rules:

  1. Strike-Legal Padding must begin at each Striking Tip and move inward along the core toward the handle. It must be continuous for the entire required length. Any forked segments that split from a Strike-Legal point must also be entirely Strike-Legal.
  2. Must have at least 1" of safety-grade foam over the weapon core.
  3. Must have a continuous cross-section of at least 2.5" from edge to edge.
  4. The entire circumference of the core does not need to be strike-legal, however any part of this circumference that is not strike-legal must be covered with Incidental Padding and cannot be used to strike.
  5. Striking Tips must be sufficiently capped to resist stab impact and prevent the core from pushing through. The foam should not deflect or fold over excessively when stabbing and always return to its original position.
    • It is strongly recommended that weapons intended to regularly strike with a thrusting motion also include comfort-grade foam on the tip to further cushion the blow. Weapons designed for two-handed stabs, such as large pikes, may need even more padding than smaller, single-handed weapons. Hit Testing will help determine what is the ideal amount of extra padding for player safety and comfort.

Heavy Padding
From left to right: Regular Padding, Heavy Padding, Super Heavy Padding

A segment of a melee weapon is considered to have Heavy Padding if it meets the requirements for Strike-Legal padding and also has an edge-to-edge, cross-section of 4" or greater (instead of 2.5"). This extra padding must begin within 3" of the Striking Tip and proceed continuously towards the handle.

  • Heavy Padding can apply to flat-blade weapons. The 4" cross-section does not need to be around the entire core.

Heavy Padding Substitution
For each inch of Heavy Padding added along the core, you may replace one (1) inch of required Strike-Legal Padding with Incidental Padding.

  • Incidental Padding added in this manner must begin by replacing the padding closest to the handle and then proceed continuously towards the Striking Tip.
  • A weapon cannot substitute more than 50% of its required Strike-Legal padding this way.
Super Heavy Padding

Super Heavy Padding follows the same rules as Heavy Padding except it requires a cross-section of 8" or greater. If both Heavy and Super Heavy padding are used together, the Super Heavy Padding must be closest to the tip.

Super Heavy Padding Substitution
This follows the same rules as Heavy Padding Substitution except for each inch of Super Heavy Padding added along the core, you may replace two (2) inches of required Strike-Legal Padding with Incidental Padding.

Example: A 48" Long weapon would typically require 32" of Strike-Legal padding. Using Heavy Padding Substitution you could have 16" of Heavy Padding, followed by 16" of Incidental Padding; and with Super Heavy Padding Substitution, you could have 8" of Super Heavy padding, followed by 8" of regular Strike-Legal, and then 16" of Incidental Padding.


V9: Melee Slash-Legal

Strike-Legal Padding

An Omni weapon is Strike-Legal around the entire circumference.

Strike-Legal Padding is padding that is used to create striking surfaces that are safe to strike another player with.

  1. Weapons that require Strike-Legal Padding must be sufficiently padded to prevent injury if used to strike an opponent with the most force that could reasonably be expected in Amtgard combat. Combat contact with the strike-legal portions of a weapon must not be unreasonably painful, nor should it leave bruises or have the potential to break bones and teeth when used by an average player as well as its intended user.
    • Regardless of the requirements listed below, Hit Testing will always be required to assess the more subjective aspects of Strike-Legal padding, such as impact force and player comfort.
    • Since combat is chaotic and every participant has different pain tolerances and sensitive areas, occasional instances of uncomfortable contact should be expected, however repeated or egregious offenses from the same weapon should result in the weapon and/or the user being removed from play.
  2. No part of the weapon’s striking surface, whether the tip, the edge, the face or any other part, may protrude more than 1.5" through a two-and-a-half inch (2.5") ring when uncompressed.
  3. All Strike-Legal surfaces must have an opaque cover and be visually distinct from Non-Striking Surfaces on the same weapon.
Melee Strike Legal
An Flatblade weapon is Strike-Legal on only one or two edges.

In addition to the above, Strike-Legal padding on melee weapons must follow these additional rules:

  1. Strike-Legal Padding must begin at each Striking Tip and move inward along the core toward the handle. It must be continuous for the entire required length. Any forked segments that split from a Strike-Legal point must also be entirely Strike-Legal.
  2. Must have at least 1" of safety-grade foam over the weapon core.
  3. Must have a continuous cross-section of at least 2.5" from edge to edge.
  4. The entire circumference of the core does not need to be strike-legal, however any part of this circumference that is not strike-legal must be covered with Incidental Padding and cannot be used to strike.
  5. Striking Tips must be sufficiently capped to resist stab impact and prevent the core from pushing through. The foam should not deflect or fold over excessively when stabbing and always return to its original position.
    • It is strongly recommended that weapons intended to regularly strike with a thrusting motion also include comfort-grade foam on the tip to further cushion the blow. Weapons designed for two-handed stabs, such as large pikes, may need even more padding than smaller, single-handed weapons. Hit Testing will help determine what is the ideal amount of extra padding for player safety and comfort.

Heavy Padding
From left to right: Regular Padding, Heavy Padding, Super Heavy Padding

A segment of a melee weapon is considered to have Heavy Padding if it meets the requirements for Strike-Legal padding and also has an edge-to-edge, cross-section of 4" or greater (instead of 2.5"). This extra padding must begin within 3" of the Striking Tip and proceed continuously towards the handle.

  • Heavy Padding can apply to flat-blade weapons. The 4" cross-section does not need to be around the entire core.

Heavy Padding Substitution
For each inch of Heavy Padding added along the core, you may replace one (1) inch of required Strike-Legal Padding with Incidental Padding.

  • Incidental Padding added in this manner must begin by replacing the padding closest to the handle and then proceed continuously towards the Striking Tip.
  • A weapon cannot substitute more than 50% of its required Strike-Legal padding this way.
Super Heavy Padding

Super Heavy Padding follows the same rules as Heavy Padding except it requires a cross-section of 8" or greater. If both Heavy and Super Heavy padding are used together, the Super Heavy Padding must be closest to the tip.

Super Heavy Padding Substitution
This follows the same rules as Heavy Padding Substitution except for each inch of Super Heavy Padding added along the core, you may replace two (2) inches of required Strike-Legal Padding with Incidental Padding.

Example: A 48" Long weapon would typically require 32" of Strike-Legal padding. Using Heavy Padding Substitution you could have 16" of Heavy Padding, followed by 16" of Incidental Padding; and with Super Heavy Padding Substitution, you could have 8" of Super Heavy padding, followed by 8" of regular Strike-Legal, and then 16" of Incidental Padding.


Strike-Legal Padding

An Omni weapon is Strike-Legal around the entire circumference.

Strike-Legal Padding is padding that is used to create striking surfaces that are safe to strike another player with.

  1. Weapons that require Strike-Legal Padding must be sufficiently padded to prevent injury if used to strike an opponent with the most force that could reasonably be expected in Amtgard combat. Combat contact with the strike-legal portions of a weapon must not be unreasonably painful, nor should it leave bruises or have the potential to break bones and teeth when used by an average player as well as its intended user.
    • Regardless of the requirements listed below, Hit Testing will always be required to assess the more subjective aspects of Strike-Legal padding, such as impact force and player comfort.
    • Since combat is chaotic and every participant has different pain tolerances and sensitive areas, occasional instances of uncomfortable contact should be expected, however repeated or egregious offenses from the same weapon should result in the weapon and/or the user being removed from play.
  2. No part of the weapon’s striking surface, whether the tip, the edge, the face or any other part, may protrude more than 1.5" through a two-and-a-half inch (2.5") ring when uncompressed.
  3. All Strike-Legal surfaces must have an opaque cover and be visually distinct from Non-Striking Surfaces on the same weapon.
Melee Strike Legal
An Flatblade weapon is Strike-Legal on only one or two edges.

In addition to the above, Strike-Legal padding on melee weapons must follow these additional rules:

  1. Strike-Legal Padding must begin at each Striking Tip and move inward along the core toward the handle. It must be continuous for the entire required length. Any forked segments that split from a Strike-Legal point must also be entirely Strike-Legal.
  2. Must have at least 1" of safety-grade foam over the weapon core.
  3. Must have a continuous cross-section of at least 2.5" from edge to edge.
  4. The entire circumference of the core does not need to be strike-legal, however any part of this circumference that is not strike-legal must be covered with Incidental Padding and cannot be used to strike.
  5. Striking Tips must be sufficiently capped to resist stab impact and prevent the core from pushing through. The foam should not deflect or fold over excessively when stabbing and always return to its original position.
    • It is strongly recommended that weapons intended to regularly strike with a thrusting motion also include comfort-grade foam on the tip to further cushion the blow. Weapons designed for two-handed stabs, such as large pikes, may need even more padding than smaller, single-handed weapons. Hit Testing will help determine what is the ideal amount of extra padding for player safety and comfort.

Heavy Padding
From left to right: Regular Padding, Heavy Padding, Super Heavy Padding

A segment of a melee weapon is considered to have Heavy Padding if it meets the requirements for Strike-Legal padding and also has an edge-to-edge, cross-section of 4" or greater (instead of 2.5"). This extra padding must begin within 3" of the Striking Tip and proceed continuously towards the handle.

  • Heavy Padding can apply to flat-blade weapons. The 4" cross-section does not need to be around the entire core.

Heavy Padding Substitution
For each inch of Heavy Padding added along the core, you may replace one (1) inch of required Strike-Legal Padding with Incidental Padding.

  • Incidental Padding added in this manner must begin by replacing the padding closest to the handle and then proceed continuously towards the Striking Tip.
  • A weapon cannot substitute more than 50% of its required Strike-Legal padding this way.
Super Heavy Padding

Super Heavy Padding follows the same rules as Heavy Padding except it requires a cross-section of 8" or greater. If both Heavy and Super Heavy padding are used together, the Super Heavy Padding must be closest to the tip.

Super Heavy Padding Substitution
This follows the same rules as Heavy Padding Substitution except for each inch of Super Heavy Padding added along the core, you may replace two (2) inches of required Strike-Legal Padding with Incidental Padding.

Example: A 48" Long weapon would typically require 32" of Strike-Legal padding. Using Heavy Padding Substitution you could have 16" of Heavy Padding, followed by 16" of Incidental Padding; and with Super Heavy Padding Substitution, you could have 8" of Super Heavy padding, followed by 8" of regular Strike-Legal, and then 16" of Incidental Padding.


V9: Melee Stab-Legal

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.





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.



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.



Amtgard Function

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



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



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.



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.



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.




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.



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.



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.



Carried

See Carried.



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.



Class

See Classes



Code of Conduct (COC)

See Code of Conduct



Color Code

See Color Code



Comfort-Grade Foam

See Padding



Contact Projectiles

See Contact Projectiles



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.



Crushed

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



Curio

See Magic Items.



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.



Death Count

See Death Count



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.



Destroyed / Destruction

See Destroyed




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





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




Dual Wield (Weapons)

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



Effect

See Effect



🌶️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.



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.



Foam

See Padding


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.



Free Hand

See Held



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.



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.



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.

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.



Half-Draw

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



Harmless

See Nullfied.



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.



Heavy Padding

See Strike-Legal



Hit

Another term for 'Strike'.



Hit Locations

See Hit Locations



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.



Hold (Safety Call)

See Hold



Hold (in hand)

See Held



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.



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.



Invalid Obstructions

See Invalid Obstructions



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.



In-Game

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



Knights

See Knighthood



LARP

See New To Larp And Boffer Combat?



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.



Line of Sight

See Line of Sight



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.



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.



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.



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.



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.



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.



Offensive (Ability)

See Offensive / Non-Offensive



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.



Ongoing Effect

See Abilities and Effects



Open Hand

Open Hand is used as a synonym for Free Hand.



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.



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.



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.



Padding

See Padding



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.



Paragon

See Paragon



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.



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.



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).



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).



Pommel
A typical pommel.

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



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.



Reeve

See Reeve



Relic

See Magic Items.



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.



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?"



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.



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.



Rules Representative (RR)

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



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.



Rules As Intended (RAI)

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



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.



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.



Safety-Grade Foam

See Padding



Slash

A strike with the edge of a weapon.



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.



Squire

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



Stabbing Projectiles

See Stabbing Projectiles



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'.



Stab

A thrusting strike with the tip of a weapon.



States

See States



Strike

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



Strike Legal

See Strike-Legal



Striking Surfaces

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



Super Heavy Padding

See Strike-Legal



Tails (Spellball Construction)

See 'Streamers'.



Talisman

See Magic Items.



Target

See Casting



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.



Trinket

See Magic Items.



Unattended

See Unattended



Unwielded

Unwielded



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.



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.



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.



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.''




Wield

See Wielded



Worn

See Worn



Wounds

See Wounds







221030---V9-Seal.png

Strike-Legal Padding

An Omni weapon is Strike-Legal around the entire circumference.

Strike-Legal Padding is padding that is used to create striking surfaces that are safe to strike another player with.

  1. Weapons that require Strike-Legal Padding must be sufficiently padded to prevent injury if used to strike an opponent with the most force that could reasonably be expected in Amtgard combat. Combat contact with the strike-legal portions of a weapon must not be unreasonably painful, nor should it leave bruises or have the potential to break bones and teeth when used by an average player as well as its intended user.
    • Regardless of the requirements listed below, Hit Testing will always be required to assess the more subjective aspects of Strike-Legal padding, such as impact force and player comfort.
    • Since combat is chaotic and every participant has different pain tolerances and sensitive areas, occasional instances of uncomfortable contact should be expected, however repeated or egregious offenses from the same weapon should result in the weapon and/or the user being removed from play.
  2. No part of the weapon’s striking surface, whether the tip, the edge, the face or any other part, may protrude more than 1.5" through a two-and-a-half inch (2.5") ring when uncompressed.
  3. All Strike-Legal surfaces must have an opaque cover and be visually distinct from Non-Striking Surfaces on the same weapon.
Melee Strike Legal
An Flatblade weapon is Strike-Legal on only one or two edges.

In addition to the above, Strike-Legal padding on melee weapons must follow these additional rules:

  1. Strike-Legal Padding must begin at each Striking Tip and move inward along the core toward the handle. It must be continuous for the entire required length. Any forked segments that split from a Strike-Legal point must also be entirely Strike-Legal.
  2. Must have at least 1" of safety-grade foam over the weapon core.
  3. Must have a continuous cross-section of at least 2.5" from edge to edge.
  4. The entire circumference of the core does not need to be strike-legal, however any part of this circumference that is not strike-legal must be covered with Incidental Padding and cannot be used to strike.
  5. Striking Tips must be sufficiently capped to resist stab impact and prevent the core from pushing through. The foam should not deflect or fold over excessively when stabbing and always return to its original position.
    • It is strongly recommended that weapons intended to regularly strike with a thrusting motion also include comfort-grade foam on the tip to further cushion the blow. Weapons designed for two-handed stabs, such as large pikes, may need even more padding than smaller, single-handed weapons. Hit Testing will help determine what is the ideal amount of extra padding for player safety and comfort.
Heavy Padding
From left to right: Regular Padding, Heavy Padding, Super Heavy Padding

A segment of a melee weapon is considered to have Heavy Padding if it meets the requirements for Strike-Legal padding and also has an edge-to-edge, cross-section of 4" or greater (instead of 2.5"). This extra padding must begin within 3" of the Striking Tip and proceed continuously towards the handle.

  • Heavy Padding can apply to flat-blade weapons. The 4" cross-section does not need to be around the entire core.

Heavy Padding Substitution
For each inch of Heavy Padding added along the core, you may replace one (1) inch of required Strike-Legal Padding with Incidental Padding.

  • Incidental Padding added in this manner must begin by replacing the padding closest to the handle and then proceed continuously towards the Striking Tip.
  • A weapon cannot substitute more than 50% of its required Strike-Legal padding this way.
Super Heavy Padding

Super Heavy Padding follows the same rules as Heavy Padding except it requires a cross-section of 8" or greater. If both Heavy and Super Heavy padding are used together, the Super Heavy Padding must be closest to the tip.

Super Heavy Padding Substitution
This follows the same rules as Heavy Padding Substitution except for each inch of Super Heavy Padding added along the core, you may replace two (2) inches of required Strike-Legal Padding with Incidental Padding.

Example: A 48" Long weapon would typically require 32" of Strike-Legal padding. Using Heavy Padding Substitution you could have 16" of Heavy Padding, followed by 16" of Incidental Padding; and with Super Heavy Padding Substitution, you could have 8" of Super Heavy padding, followed by 8" of regular Strike-Legal, and then 16" of Incidental Padding.


V9: Melee Slash-Legal

Strike-Legal Padding

An Omni weapon is Strike-Legal around the entire circumference.

Strike-Legal Padding is padding that is used to create striking surfaces that are safe to strike another player with.

  1. Weapons that require Strike-Legal Padding must be sufficiently padded to prevent injury if used to strike an opponent with the most force that could reasonably be expected in Amtgard combat. Combat contact with the strike-legal portions of a weapon must not be unreasonably painful, nor should it leave bruises or have the potential to break bones and teeth when used by an average player as well as its intended user.
    • Regardless of the requirements listed below, Hit Testing will always be required to assess the more subjective aspects of Strike-Legal padding, such as impact force and player comfort.
    • Since combat is chaotic and every participant has different pain tolerances and sensitive areas, occasional instances of uncomfortable contact should be expected, however repeated or egregious offenses from the same weapon should result in the weapon and/or the user being removed from play.
  2. No part of the weapon’s striking surface, whether the tip, the edge, the face or any other part, may protrude more than 1.5" through a two-and-a-half inch (2.5") ring when uncompressed.
  3. All Strike-Legal surfaces must have an opaque cover and be visually distinct from Non-Striking Surfaces on the same weapon.
Melee Strike Legal
An Flatblade weapon is Strike-Legal on only one or two edges.

In addition to the above, Strike-Legal padding on melee weapons must follow these additional rules:

  1. Strike-Legal Padding must begin at each Striking Tip and move inward along the core toward the handle. It must be continuous for the entire required length. Any forked segments that split from a Strike-Legal point must also be entirely Strike-Legal.
  2. Must have at least 1" of safety-grade foam over the weapon core.
  3. Must have a continuous cross-section of at least 2.5" from edge to edge.
  4. The entire circumference of the core does not need to be strike-legal, however any part of this circumference that is not strike-legal must be covered with Incidental Padding and cannot be used to strike.
  5. Striking Tips must be sufficiently capped to resist stab impact and prevent the core from pushing through. The foam should not deflect or fold over excessively when stabbing and always return to its original position.
    • It is strongly recommended that weapons intended to regularly strike with a thrusting motion also include comfort-grade foam on the tip to further cushion the blow. Weapons designed for two-handed stabs, such as large pikes, may need even more padding than smaller, single-handed weapons. Hit Testing will help determine what is the ideal amount of extra padding for player safety and comfort.
Heavy Padding
From left to right: Regular Padding, Heavy Padding, Super Heavy Padding

A segment of a melee weapon is considered to have Heavy Padding if it meets the requirements for Strike-Legal padding and also has an edge-to-edge, cross-section of 4" or greater (instead of 2.5"). This extra padding must begin within 3" of the Striking Tip and proceed continuously towards the handle.

  • Heavy Padding can apply to flat-blade weapons. The 4" cross-section does not need to be around the entire core.

Heavy Padding Substitution
For each inch of Heavy Padding added along the core, you may replace one (1) inch of required Strike-Legal Padding with Incidental Padding.

  • Incidental Padding added in this manner must begin by replacing the padding closest to the handle and then proceed continuously towards the Striking Tip.
  • A weapon cannot substitute more than 50% of its required Strike-Legal padding this way.
Super Heavy Padding

Super Heavy Padding follows the same rules as Heavy Padding except it requires a cross-section of 8" or greater. If both Heavy and Super Heavy padding are used together, the Super Heavy Padding must be closest to the tip.

Super Heavy Padding Substitution
This follows the same rules as Heavy Padding Substitution except for each inch of Super Heavy Padding added along the core, you may replace two (2) inches of required Strike-Legal Padding with Incidental Padding.

Example: A 48" Long weapon would typically require 32" of Strike-Legal padding. Using Heavy Padding Substitution you could have 16" of Heavy Padding, followed by 16" of Incidental Padding; and with Super Heavy Padding Substitution, you could have 8" of Super Heavy padding, followed by 8" of regular Strike-Legal, and then 16" of Incidental Padding.


Strike-Legal Padding

An Omni weapon is Strike-Legal around the entire circumference.

Strike-Legal Padding is padding that is used to create striking surfaces that are safe to strike another player with.

  1. Weapons that require Strike-Legal Padding must be sufficiently padded to prevent injury if used to strike an opponent with the most force that could reasonably be expected in Amtgard combat. Combat contact with the strike-legal portions of a weapon must not be unreasonably painful, nor should it leave bruises or have the potential to break bones and teeth when used by an average player as well as its intended user.
    • Regardless of the requirements listed below, Hit Testing will always be required to assess the more subjective aspects of Strike-Legal padding, such as impact force and player comfort.
    • Since combat is chaotic and every participant has different pain tolerances and sensitive areas, occasional instances of uncomfortable contact should be expected, however repeated or egregious offenses from the same weapon should result in the weapon and/or the user being removed from play.
  2. No part of the weapon’s striking surface, whether the tip, the edge, the face or any other part, may protrude more than 1.5" through a two-and-a-half inch (2.5") ring when uncompressed.
  3. All Strike-Legal surfaces must have an opaque cover and be visually distinct from Non-Striking Surfaces on the same weapon.
Melee Strike Legal
An Flatblade weapon is Strike-Legal on only one or two edges.

In addition to the above, Strike-Legal padding on melee weapons must follow these additional rules:

  1. Strike-Legal Padding must begin at each Striking Tip and move inward along the core toward the handle. It must be continuous for the entire required length. Any forked segments that split from a Strike-Legal point must also be entirely Strike-Legal.
  2. Must have at least 1" of safety-grade foam over the weapon core.
  3. Must have a continuous cross-section of at least 2.5" from edge to edge.
  4. The entire circumference of the core does not need to be strike-legal, however any part of this circumference that is not strike-legal must be covered with Incidental Padding and cannot be used to strike.
  5. Striking Tips must be sufficiently capped to resist stab impact and prevent the core from pushing through. The foam should not deflect or fold over excessively when stabbing and always return to its original position.
    • It is strongly recommended that weapons intended to regularly strike with a thrusting motion also include comfort-grade foam on the tip to further cushion the blow. Weapons designed for two-handed stabs, such as large pikes, may need even more padding than smaller, single-handed weapons. Hit Testing will help determine what is the ideal amount of extra padding for player safety and comfort.
Heavy Padding
From left to right: Regular Padding, Heavy Padding, Super Heavy Padding

A segment of a melee weapon is considered to have Heavy Padding if it meets the requirements for Strike-Legal padding and also has an edge-to-edge, cross-section of 4" or greater (instead of 2.5"). This extra padding must begin within 3" of the Striking Tip and proceed continuously towards the handle.

  • Heavy Padding can apply to flat-blade weapons. The 4" cross-section does not need to be around the entire core.

Heavy Padding Substitution
For each inch of Heavy Padding added along the core, you may replace one (1) inch of required Strike-Legal Padding with Incidental Padding.

  • Incidental Padding added in this manner must begin by replacing the padding closest to the handle and then proceed continuously towards the Striking Tip.
  • A weapon cannot substitute more than 50% of its required Strike-Legal padding this way.
Super Heavy Padding

Super Heavy Padding follows the same rules as Heavy Padding except it requires a cross-section of 8" or greater. If both Heavy and Super Heavy padding are used together, the Super Heavy Padding must be closest to the tip.

Super Heavy Padding Substitution
This follows the same rules as Heavy Padding Substitution except for each inch of Super Heavy Padding added along the core, you may replace two (2) inches of required Strike-Legal Padding with Incidental Padding.

Example: A 48" Long weapon would typically require 32" of Strike-Legal padding. Using Heavy Padding Substitution you could have 16" of Heavy Padding, followed by 16" of Incidental Padding; and with Super Heavy Padding Substitution, you could have 8" of Super Heavy padding, followed by 8" of regular Strike-Legal, and then 16" of Incidental Padding.


V9: Melee Stab-Legal

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.





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.



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.



Amtgard Function

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



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



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.



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.



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.




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.



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.



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.



Carried

See Carried.



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.



Class

See Classes



Code of Conduct (COC)

See Code of Conduct



Color Code

See Color Code



Comfort-Grade Foam

See Padding



Contact Projectiles

See Contact Projectiles



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.



Crushed

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



Curio

See Magic Items.



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.



Death Count

See Death Count



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.



Destroyed / Destruction

See Destroyed




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





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




Dual Wield (Weapons)

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



Effect

See Effect



🌶️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.



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.



Foam

See Padding


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.



Free Hand

See Held



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.



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.



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.

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.



Half-Draw

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



Harmless

See Nullfied.



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.



Heavy Padding

See Strike-Legal



Hit

Another term for 'Strike'.



Hit Locations

See Hit Locations



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.



Hold (Safety Call)

See Hold



Hold (in hand)

See Held



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.



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.



Invalid Obstructions

See Invalid Obstructions



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.



In-Game

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



Knights

See Knighthood



LARP

See New To Larp And Boffer Combat?



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.



Line of Sight

See Line of Sight



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.



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.



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.



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.



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.



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.



Offensive (Ability)

See Offensive / Non-Offensive



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.



Ongoing Effect

See Abilities and Effects



Open Hand

Open Hand is used as a synonym for Free Hand.



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.



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.



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.



Padding

See Padding



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.



Paragon

See Paragon



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.



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.



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).



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).



Pommel
A typical pommel.

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



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.



Reeve

See Reeve



Relic

See Magic Items.



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.



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?"



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.



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.



Rules Representative (RR)

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



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.



Rules As Intended (RAI)

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



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.



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.



Safety-Grade Foam

See Padding



Slash

A strike with the edge of a weapon.



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.



Squire

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



Stabbing Projectiles

See Stabbing Projectiles



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'.



Stab

A thrusting strike with the tip of a weapon.



States

See States



Strike

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



Strike Legal

See Strike-Legal



Striking Surfaces

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



Super Heavy Padding

See Strike-Legal



Tails (Spellball Construction)

See 'Streamers'.



Talisman

See Magic Items.



Target

See Casting



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.



Trinket

See Magic Items.



Unattended

See Unattended



Unwielded

Unwielded



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.



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.



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.



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.''




Wield

See Wielded



Worn

See Worn



Wounds

See Wounds







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