V9: Appendix

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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

Appendix

The following are the various appendices to the Amtgard Rules of Play

Equipment Inspection Guide

Equipment Inspection

Each piece of equipment must pass an inspection before its use each day to ensure the Universal Equipment Requirements of safety, durability, recognizability, and any other type-specific construction standards are met.

Guidance for Equipment Inspectors can be found in the Equipment Inspection Guide. The following information is the essential knowledge that all players should have:

  1. Equipment is inspected by an Equipment Inspector. Since equipment inspection is mandatory, this task is often a listed responsibility of one or more Officer positions, traditionally the Champion and/or Guildmaster of Reeves.
  2. All inspectors are highly encouraged to follow the Equipment Inspection Guide.
  3. All weapon inspections must include volunteer-assisted Hit Testing.
  4. Equipment that does not pass inspection cannot be used in combat. Using uninspected or unapproved equipment on the battlefield is grounds for immediate suspension from play.
  5. Equipment may be reinspected throughout the day as necessary.
  6. New or inexperienced players wishing to use a weapon type they have never used before must also demonstrate Weapon Competency to ensure safe use on the battlefield. Players who demonstrate unsafe weapon use during this demonstration or at any point thereafter may have those weapon privileges revoked by a Rules Authority.
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Inspections Do Not Guarantee Safety Passing an equipment inspection does not guarantee that a piece of equipment is 100% safe. Players should always remain vigilant for potential hazards and equipment being used in an unsafe manner.



Items You Will Need

  • A copy of the Amtgard V9 Rules of Play
  • A tape measure (minimum 12ft)
  • 2.5” and 2” inner diameter rings (or equivalent templates)
  • A Draw Weight Scale or Luggage Scale
  • Designated areas to place passed, failed, and unchecked equipment.
  • Colored Cloth or Flagging tape to directly mark equipment that has passed and/or failed, if desired.
  • Hit-Test Volunteers (At least one other person)
    • Either you or your volunteer must be willing to be struck and shot to assess weapon safety.
    • Either you or your must volunteer be able to safely use a bow and/or crossbow.



General Guidelines

  1. Equipment must be inspected in an unbiased manner. If you feel you can’t assess something objectively, ask someone else to help.

  2. Equipment should be inspected in an efficient and orderly manner. Try to memorize the rules or create cheat sheets to speed up the process. Inspection becomes much more efficient the more you can commit to memory. That said, don’t hesitate to create cheat sheets, reference the rulebook directly, or even ask another player for help if you’re unsure about something. Never make blind guesses during inspections.

  3. Don’t damage or destroy equipment to during an inspection. When inspecting foam, use the pads of the fingers or the palm of the hand. Don’t dig in with nails or fingertips.

  4. Don’t be afraid to get a second opinion, especially for items that you feel are on the edge of passing or failing.



Hit Testing Guidelines

All weapons must pass a Hit Test prior to their first use, and periodically thereafter. Hit Tests help inspectors assess how it feels to be struck by the weapon in a controlled environment before it is allowed to be used in the uncontrolled chaos of an normal battle.

  1. A good benchmark for Hit Test failure is if there is significant residual pain for at least ten seconds after impact, or if a volunteer refuses to be struck by that weapon again.
    • Low-strength hit tests should always be painless and comfortable.
    • Medium-strength hit tests should be your bar for normal combat. You should be able to imagine yourself and other players being stuck by this over and over without worry.
    • Heavy-strength hit tests are your gauge for accidents and cases where adrenaline runs wild. These hits should rarely occur on the battlefield normally so it is acceptable for them to be not as comfortable as light or medium hits, however they should still be within the 10s pain threshold listed above.

  2. Be careful not to strike naturally sensitive areas such as the groin, kidneys, or sternum during the Hit Test. That said, you must still consider that these locations may be struck by the weapon during the course of typical combat and figure that into your assessment.

  3. Remember that any weapon being assessed is a weapon that is intended for use on the battlefield. If no one wants to be hit with it in a controlled situation, then it should not be allowed to strike players in the uncontrolled chaos of an normal battle.

  4. Rotate your Hit Test volunteers, figuratively and literally. After a while of being struck in the same location, any hit will start to feel painful. Have your volunteers take hits in different locations and bring in new volunteers when the previous ones need to take a break from being struck.

  5. If a Hit test fails, consider retesting it with another volunteer. If it fails a second time (or there are no willing volunteers), then you can confidently fail the weapon.

  6. Occasionally you will come across weapons that appear to be on the border between passable and not. You may not feel perfectly comfortable allowing the weapon, but you also don't feel completely right disallowing it either. If a second opinion is unable to help make a confident decision either way, the weapon should be flagged as a potential hazard in a way that can be referenced during the course of the day (You can use different colored marking tape, or even a logbook!). This way, should an issue or complaint arise in regard to a flagged weapon, it becomes an easy decision to immediately pull it from use.

    Note: This should not be used as a license to allow actual hazardous weapons on field. Safety should still be your number one concern. Clearly hazardous or unsafe weapons should never be approved for use.


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Step-by-Step Equipment Inspection Checklists


Melee Weapons

  1. Look at the weapon. Is it visually suitable for the Heroic Fantasy theme of Amtgard? Is it easily recognizable as the type of weapon it is trying to be and not easily confused for something else? If you're unsure, show it to other players from 20ft away and ask what they think it is without any context.

  2. Measure the total length and all Padding proportions. Confirm the weapon classification and ensure all padding requirements are met. Ensure any substitutions for Stab-Only, Heavy Padding, or Super Heavy Padding are accurate. Reference the weapon construction section for specific details as necessary.

  3. Inspect each Striking Tip. Check the 2.5-inch rule. Check for stability and that the core cannot be felt. Ensure the foam is adequate enough to provide noticeable cushioning when used to stab a player. It is strongly recommended that weapons intended to regularly strike with a thrusting motion include greater cushioning than normal. Weapons designed for two-handed stabs, such as large pikes, may need even more padding than smaller, single-handed weapons.

  4. Using the pads of the fingers, move up and down the weapon checking for weak spots, excessive wear, or any indication that foam has been damaged or come loose.

  5. Assess all Incidental Padding. Ensure there are no unpadded areas that could reasonably come into contact another playing during combat. Inspect any padded areas covered with a non-abrasive coating (rubber, silicone, etc). It must not compromise the purpose of the padding, such as by making it too firm.

  6. Inspect the Non-Striking Tips. Check for stability. No core should be felt. Check the 2-inch rule.

  7. Make sure the cover is in good repair and foam is not exposed.

  8. Check to ensure that all strike-legal surfaces are clearly distinct from any non-striking surfaces.

  9. Assess the flex of the weapon. Flex is tested by holding the weapon low on the handle for maximum length and striking a shield or padded surface. Test with a light, medium, and reasonably heavy strike. A second person can estimate the flex.

  10. Perform Hit Test with a volunteer. Refer to the guidelines Hit Testing at the start of this section.
    1. For slashing weapons, test a slash against your own leg to assess impact. If acceptable, check against the back of a volunteer - assess a light and medium force swing. With permission from your volunteer, test a hard swing that could reasonably occur on field.
    2. Test a stab against your own thigh to assess impact. If acceptable, check against the back of a volunteer. Test one-handed, then one-hand with off-hand to stabilize, then two-handed. Assess light and medium force stabs for each method. With permission from your volunteer, test a hard two-handed stab that could reasonably occur on field. Make sure the tip does not deflect or fold over excessively when stabbing and always returns to its original position.


Flail-Specific Checks

Same as All Melee, with the following extra checks:

  1. Inspect the head. It should be entirely strike-legal and not contain a rigid core.

  2. Ensure no more than 0.5” of exposed rope/cloth between each foam segment along the chain.

  3. To check the required dimensions, put the handle between your legs and pull on the flail-head to gently stretch the chain portion taught. Have a second person help measure if necessary.

  4. Flails do not need to be Stab tested.

Madu-Specific Checks

Same as All Melee, with the following extra checks:

  1. Ensure any weapon segments are easily recognizable as weapons, and the shield portion is easily recognizable as a shield. The division between weapon and shield segments must be visually distinct.
  2. Ensure the weapon and shield are securely affixed together in a way that is not dangerous or unwieldy.
    • Inspect connection points between the weapon and shield for any indication that they might become separated by the forces placed upon them during combat.
    • Ensure weapon segments are not extending outward from the face of the shield (or anything similar).
    • Ensure there are no articulations or flail-like chains.
    • Ensure the weapon segments are not mimicking, extending, or otherwise offering similar protective coverage to that of a shield. If this is a case, the offending segments will count as part of the shield, not a weapon, and should be inspected as such.

Javelin-Specific Checks

Same as All Melee, with the following extra checks:

  1. Ensure the core is straight with at most one Striking Tip at each end.

  2. Perform a Ranged Hit Test in addition to the Melee Hit Test. Refer to the Tips for Hit Testing at the start of this section.
    1. Throw against your own leg to assess impact. If acceptable, check against the back of a volunteer from 20’ away - assess a light and medium force throw. With permission from your volunteer, test a strong throw that could reasonably occur on field. Consider how it would feel to be accidentally struck in the face with this weapon.




Contact Projectiles

  1. Look at the weapon. Is it visually suitable for the Heroic Fantasy theme of Amtgard? Is it easily recognizable as the type of weapon it is trying to be and not easily confused for something else? If you're unsure, show it to other players from 20ft away and ask what they think it is without any context.

  2. Measure the total length and all Padding proportions. Confirm the weapon classification and ensure all padding requirements are met. Reference the weapon construction section for specific details as necessary.

  3. Using the pads of the fingers, move up and down the weapon checking for weak spots, excessive wear, or any indication that foam has been damaged or come loose.

  4. Confirm the center mass or structural core is appropriate for contact projectiles.

  5. Make sure the cover or cloth tape is in good repair and foam is not exposed. If cloth tape was used, make sure it is not curling, hardening, or otherwise becoming sharp or abrasive.

  6. Ensure any necessary Color Coding is appropriate. The necessary symbols should match the associated Color Code and be large and visible in relation to the item.

  7. Confirm the owner’s name and ensure labels are present, easy to find, and readable.

  8. Use rings or templates to check the 2.5” rule across all surfaces and tips.

  9. Perform Hit Testing with a volunteer. Refer to the Tips for Hit Testing at the start of this section.
    1. Throw against your own leg to assess impact. If acceptable, check against the back of a volunteer from 20’ away - assess a light and medium force throw. With permission from your volunteer, test a strong throw that could reasonably occur on field. Consider how it would feel to be accidentally struck in the face with this weapon.



Arrows & Bolts

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Experience Required
When possible, arrow and bolt inspection should be aided by someone with knowledge and experience of safe arrow use and construction. Arrows and bolts are the most potentially dangerous aspect of our game and they should be treated as such during inspections.

  1. Before checking anything else, confirm with the owner that any real arrowheads or hunting tips have been removed. You must be 100% sure of this. If you believe there is any chance of a real arrowhead inside an arrow, you cannot allow it to be used in any way at an Amtgard function.

  2. Look at the arrow/bolt. Is it visually suitable for the Heroic Fantasy theme of Amtgard? Is it easily recognizable as an arrow or bolt and not easily confused for something else? If you're unsure, show it to other players from 20ft away and ask what they think it is without any context.

  3. Measure the total length and all padding proportions. Confirm all construction requirements are met. Reference the weapon construction section for specific details as necessary.

  4. Arrow shafts longer than 28” must have a draw-stop around the shaft physically preventing drawing the arrow past 28".

  5. Ensure shafts are free of cracks, bends, or splits.

  6. Ensure the nock and any vanes/fletching present are in good repair. The orientation of vanes/fletchings (or the lack thereof) must not cause chaotic or unpredictable flight during Hit Testing.

  7. Ensure the head has an appropriate amount of comfort-grade foam and that it is dense enough to provide noticeable cushioning when used to strike a player. Check for degrading foam and ensure the core or blunt cannot be felt when pressing down against the face with an open palm.

  8. Ensure the head has the required amount of 2.5" circular cross-section, then check the 2.5-inch rule against the tip.

  9. Using the pads of the fingers, move around the face and sides of the head checking for weak spots, excessive wear, or any indication the foam has broken apart or come loose.

  10. Ensure that the arrow cannot damage eyes by gently pressing it against your own eye socket. If it feels safe, attempt to stab your own eye with a small amount of force to see how the foam reacts. Be careful not to injure yourself. It doesn't have to be pleasant but a safe arrow should not cause you to worry about damaging your eyeball. Imagine being shot in the eye by this arrow.

  11. Make sure the cover is in good repair and foam is not exposed.

  12. Ensure any necessary Color Coding is appropriate. The necessary symbols should match the associated Color Code and be large and visible in relation to the item. Arrows & Bolts without Color Coding should not be easily mistaken as having a Color Code.

  13. If any tape was used, make sure it is not curling, hardening, or otherwise becoming sharp or abrasive.

  14. Confirm the owner’s name and ensure labels are present, easy to find, and readable.

  15. Inspect the head for stability. The head must not be able to move easily in relation to the arrow shaft. This movement includes but is not limited to: twisting without return, plunging up and down, wobbling from side to side, etc.

  16. If the head is modular (built separately from the shaft and attached afterwards), ensure that it is firmly affixed to the shaft and cannot twist out or become detached during combat.

  17. Perform Hit Testing with a volunteer and a competent archer. Refer to the Tips for Hit Testing at the start of this section.
    1. You may ask the owner to fire their own arrows or bolts.
    2. For arrows, use a bow that has a draw weight of 35lbs at a 28” draw if possible.
    3. For crossbows, use a crossbow that is rated at 450 inch-pounds if possible.
    4. Shoot at the back of a volunteer from a distance of 20’. The volunteer should not be able to see the arrows or bolts being fired. For safety, they should have one hand covering the back of the neck, and the other hand covering the kidneys.
    5. Check in with your volunteer after each shot. Do not fire again until they give a signal to do so.
    6. Watch for excessive bounce-back. Excessive bounce-back is the arrow or bolt hitting the volunteer and bouncing back 20’ or more in any direction.



Bows & Crossbows

WarningTriangle.png
Experience Required
When possible, bow and crossbow inspection should be aided by someone with knowledge and experience with that type of weapon. Archery is the most potentially dangerous aspect of our game and it should be treated as such during inspections.

Bows and Crossbows must be strung before being brought to inspection. Equipment Inspectors are not responsible for stringing other players’ bows or crossbows.

  1. Look at the bow or crossbow. Is it visually suitable for the Heroic Fantasy theme of Amtgard? Is it easily recognizable as a bow or crossbow and not easily confused for something else? If you're unsure, show it to other players from 20ft away and ask what they think it is without any context.

  2. Check to ensure no cracks or excessive warping of limbs.

  3. Ensure there are no excessive protrusions, such as stabilizers.

  4. Vertical Bows must have a draw weight of 35lbs or less at a 28” draw.

  5. Crossbows are limited to no more than 450 inch-pounds.



Shields

  1. Look at the shield. Is it visually suitable for the Heroic Fantasy theme of Amtgard? Is it easily recognizable as a shield and not easily confused for something else? If you're unsure, show it to other players from 20ft away and ask what they think it is without any context.

  2. Assess the size to confirm the size category. A shield’s size is determined by the surface area of its largest silhouette, measured on a flat plane. It's height and width, when necessary, are based on the same silhouette. Reference the shield construction section for specific details.

  3. Due to the complexity of some shield shapes, some measurements may be unable to empirically confirm in a timely manner. In these cases, confer with the owner or crafter (if present) and make your best judgment. Ask if they have an equipment reference sheet, however this should never be required to get a shield approved.

  4. Ensure all rigid or sharp-edged hardware is rounded off or padded in such a way that there are no burs or snags which could damage objects or players. Hard edges may not be exposed on any surface which can reasonably come into contact with another player or their equipment.

  5. For shield sizes that require them, ensure there is a distinct handle. The handle should be securely fastened.

  6. Ensure any straps are secure and will not come loose during combat.

  7. Inspect any visible core for cracks, breaks, or splits.

  8. Confirm that it cannot bend excessively by attempting to bring opposite edges together.

  9. Check the face of the shield. Ensure padding is stable and attached. Padding should wrap around the rigid edges of the core, if present. It should be impossible to feel or directly strike the user’s hand from the front when being held in the intended method.

  10. Any curves or recesses in the shield should not be deeper than half its width.

  11. The face of the shield may not have open holes that penetrate its silhouette.

  12. Ensure the cover is opaque, durable, and in good repair. Any non-abrasive coating applied (rubber, silicone, etc.) must not compromise the purpose of the padding, such as by making it too firm.

  13. Perform Hit Testing using a volunteer.
    1. Have a volunteer hold the shield in the intended manner by its handle or straps.
    2. Slash the shield with light and medium strikes. Slash around the edges from different angles. With permission from your volunteer, test a few hard swings that could reasonably occur on the field.
    3. Stab the shield with light and medium stabs. Stab closer to the outer edges to see how it bends. With permission from your volunteer, test a few hard swings that could reasonably occur on field, especially those that could tilt the shield while it is being held.
    4. A shield should fail if the expected impacts from combat could easily cause injury to the wielder, such as a handle or strap that might force their arm or hand to twist dangerously, or a rigid piece of hardware that is at risk of tilting and striking the user in the face if the shield is struck in the right way.



Armor

This is a guide for safety inspection. See Rating Armor to determine armor point totals.

  1. Armor should be worn to be inspected.

  2. Look at the armor from 20ft away. Is it easily recognizable as Amtgard armor and not easily confused for something else? If you're unsure, show it to other players from 20ft away and ask what they think it is without any context.

  3. Keep looking at the armor from 20ft away. Is it visually suitable for the Heroic Fantasy theme of Amtgard? Is any part obviously synthetic or mundane in appearance? If you're unsure, show it to other players from 20ft away and ask if they feel it's suitable or not. This can be a subjective assessment from park to park depending on the preferences of their player base.

  4. Armor that does not deform locally when struck must ensure all exposed corners are at least penny round (3/8” radius).
    • Loose scales and similar components that move individually as part of piece that deforms locally do not need to be penny round.
    • Rigid scales and similar components that are firmly affixed onto a shell must only be rounded if they protrude from the armor.

  5. Ensure there are no protruding edges. No spikes, thin ridges, sharp edges, burs or snags which could catch or damage equipment or players in the normal course of combat.

  6. Inspect Chainmail and other chain-linked pieces. Check for broken or separated links which could catch on equipment or players in the normal course of combat.

  7. Inspect surfaces, joints, and articulations for any risk of catching or pinching.

  8. Assess all plates and rigid surfaces to ensure they are not brittle or able to deform easily.

  9. Ensure gloves and gauntlets do not have any metal beyond the knuckles and are not at risk of injuring other players with accidental hand contact during combat.




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Weapon Competency Assessments

New or inexperienced players wishing to use a weapon classification they have never used before must first demonstrate Weapon Competency to ensure safe performance on the battlefield. Players who demonstrate unsafe weapon use during this assessment or at any point thereafter may have those weapon privileges revoked by a Rules Authority.

Whenever possible, this inspection should be administered or aided by someone with knowledge and experience of the weapon in question, as appropriate. In particular, Archery and Weapons over 6ft are some of the most potentially dangerous aspects of our game and should be treated as such during competency assessments.

In the absence of a someone with experience, the following step-by-step guides will help an Equipment Inspector administer a basic competency check.

Step-By-Step Weapon Competency Checklists



Developer Note: This section is under construction.




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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

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