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  • ===<u>'''General Rules<noinclude> (All Weapons)</noinclude>'''</u>=== <noinclude><b>These are rules that apply to all [[V9: Weapons| Weapons]] of all types and categories.</b></noinclude>
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  • ====<u>General Rules<noinclude> (Melee Weapons)</noinclude></u>==== Melee [[V9: Weapons|weapons]] represent swords, axes, spears, flails, pole-arms and anything else that
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  • ====<u>General Rules<noinclude> (Projectile Weapons)</noinclude></u>==== ...|lightning]]. The following general rules apply to all forms of projectile weapons:
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Page text matches

  • =='''[[V9: Weapons| Weapons]]'''== ...ded]] weapon is the primary way to interact with them in [[V9: Core Combat Rules|combat]].
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  • ===<u>'''[[V9: Melee Weapons| Melee Weapons]]'''</u>=== {{:V9: Melee Weapons (General Rules)}}
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  • ====<u>General Rules<noinclude> (Melee Weapons)</noinclude></u>==== Melee [[V9: Weapons|weapons]] represent swords, axes, spears, flails, pole-arms and anything else that
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  • ===<u>'''[[V9: Projectile Weapons| Projectile Weapons]]'''</u>=== {{:V9: Projectile Weapons (General Rules)}}
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  • ...p (as opposed to the sides) of the weapon strikes an opponent. Thrust only weapons must have at least 6” of [[Strike-Legal]] [[padding]]. *[[Combat Rules]]
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  • ===<u>'''General Rules<noinclude> (All Weapons)</noinclude>'''</u>=== <noinclude><b>These are rules that apply to all [[V9: Weapons| Weapons]] of all types and categories.</b></noinclude>
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  • ==Siege Weapons== [[Category: Weapons Rules]]
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  • ...ng Tip]] or a Slash edge unless otherwise restricted by the Weapon Type. [[Weapons]] may only have up to two ends. *[[Weapons]]
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  • '''''NOTE:''''' Stab only weapons must have at least 6” of [[Strike-Legal]] [[padding]]. *[[Combat Rules]]
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  • ...lock, parry, or score hits with their [[Strike-Legal]] portion. Some melee weapons allow for [[Heavy Padding Substitution]] for a given length. *[[Combat Rules]]
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  • ...s not really define a spear anymore, you can still construct one using the rules for a [[Long]] or [[Great]] weapon. A [[Javelin]] may work as well. ===Old Rules===
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  • This category includes thrown weapons ([[Throwing weapons|axes, rocks, daggers]]), [[javelin]]s, [[Magic Balls]], and [[arrows]] Unle {{:Thrown weapons}}
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  • *[[Combat Rules]] *[[Weapons]]
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  • *[[Combat Rules]] [[Category:Equipment Rules]]
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  • ...munition is a class of projectiles used in conjunction with other types of weapons. *[[Combat Rules]]
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  • ==The Official Rules of Play for the Game of Amtgard== ===''Amtgard; Handbook on the Rules of Play''===
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  • <onlyinclude>These [[weapons]] represent throwing axes and the like. #* These weapons are exempt from a minimum foam depth for Strike-Legal.
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  • *for good preparations (garb, armor, weapons, and/or knowledge of the rules)
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  • ...|armor]], no [[V9: Projectiles|projectiles]], no [[V9: Siege Weapons|siege weapons]], no [[V9: Classes|classes]], and no [[V9: Roleplay|roleplay]] abilities. ...eat]] weapons. Removing Shield Crushing ensures only the most basic combat rules are available to combatants.''}}
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  • Usually this means not allowed in the [[Rules of Play]]. ...requirements, dangerous activity, or simply an activity that violates the rules (e.g., a wizard who changes his spell selection mid-game after seeing the e
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  • ...catapults, onagers, and trebuchets. The abilities and limitations of siege weapons are as follows: # You may only have siege weapons at the discretion of the game runner.
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  • *[[Combat Rules]] *[[Weapons]]
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  • Great is a class of [[weapon]] using the following rules: #* [[Heavy Padding]] on Great Weapons must start within 3” of the [[Stab Tip|tip]] of the weapon and be continu
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  • ==The Official Rules of Play for the Game of Amtgard== ===''Amtgard; Handbook on the Rules of Play''===
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  • ===<u>General Rules</u>=== ...y#Gameplay|gameplay]]. This includes, but is not limited to, [[V9: Weapons|weapons]], [[V9: Shields|shields]], [[V9: Armor|armor]], [[V9: Supplemental Armor|h
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  • *[[Weapons]] [[Category:Weapons Rules]]
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  • <onlyinclude>These [[weapons]] represent throwing daggers and the like. #* These weapons are exempt from a minimum foam depth for Strike-Legal.
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  • ...Basics|'''<big>[[V9: Equipment Basics|EQUIPMENT BASICS]]</big>'''<br>Basic rules for all equipment pieces.]] </li> ...: Weapons|'''<big>[[V9: Weapons|WEAPONS]]</big>'''<br>How to build and use weapons in Amtgard.]] </li>
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  • <onlyinclude>All [[melee weapons]] require a portion their length to be [[Strike-Legal]], as noted in the in *[[Combat Rules]]
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  • Type of battlegame in which the rules are subject to frequent changes. It can be played using several [[Game Types]] such as full class or ditch rules to start, whichever is preferred.
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  • ...Inspection|Equipment Inspections]], which includes assessing [[V9: Weapons|weapons]] for safety, [[V9: Rating Armor|rating armor]], and overseeing [[V9: Weapo {{V9 Rules Authorities}}
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  • ===<u>'''[[V9: Siege Weapons| Siege Weapons]]'''</u>=== Siege Weapons are extremely powerful tools of destruction. Examples of this type of weapo
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  • *[[Weapons]] [[Category:Weapons Rules]]
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  • ====<u>General Rules<noinclude> (Projectile Weapons)</noinclude></u>==== ...|lightning]]. The following general rules apply to all forms of projectile weapons:
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  • {{:V9: Weapons}} {{V9 Equipment}}[[Category: V9 Rules Sections]]
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  • ...they were carrying at the time of their transformation or use the Natural weapons of a Lycanthrope. '''Scenario Rules:''' The Werecreatures are considered neutral and should attack everyone aro
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  • ...gap between theirs and others. In time people came to actually construct weapons in advance in anticipaiton of this. Also, as mentioned above, they were cr [[Category: Weapons of Questionable Legality]]
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  • '''Note: This Alternative class is not recognized by the Rules committee or Amtgard seven Group'''. Weapons: Dagger, Short, Long initially
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  • *Is a non-striking [[V9: Melee Weapons|Melee Weapon]] ''(see combat rules below)''. <u>'''Magic Staff Combat Rules'''</u>
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  • boost and lets them learn only a few rules at a time. ====Weapons:====
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  • ===[[Combat Rules (V7)]]=== ===[[Weapon (V7)|Weapons]]===
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  • ==The Official Rules of Play for the Game of Amtgard== ===''Amtgard; Handbook on the Rules of Play''===
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  • All melee weapons (even Natural ones) become Seige weapons, slaying a target even on hits to the target’s equipment, shield or weapo ...ry one another's attacks safely, or if they take damage. According to the rules as listed, they'd take damage from parrying another white weapon. Common s
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  • ...|armor]], no [[V9: Projectiles|projectiles]], no [[V9: Siege Weapons|siege weapons]], no [[V9: Classes|classes]], and no [[V9: Roleplay|roleplay]] abilities. ...eat]] weapons. Removing Shield Crushing ensures only the most basic combat rules are available to combatants.''}}
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  • *[[Combat Rules]] *[[Weapons]]
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  • Spellballs are [[V9: Color Code|color-coded]] [[V9: Projectile Weapons|projectiles]] that can impart damage and other effects. ...Your Opponent|valid strike]] until they [[V9: Projectile Weapons (General Rules) |stop moving]].</li><br>
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  • ...fter may have those weapon privileges revoked by a [[V9: Rules Authorities|Rules Authority]]. ...stion, as appropriate. In particular, [[V9: Bows & Crossbows|Archery]] and Weapons over [[V9: Reach|6ft]] are some of the most potentially dangerous aspects o
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  • ...] affixed to it in any form is considered a madu and must conform to these rules. *[[Combat Rules]]
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  • ..., including certain [[Immunities]], [[Vulnerabilities]], and other special rules. [[Monsters]] may have several types, and the effects are cumulative unless * [[Weapons]] are considered [[Natural Weapons|Natural]]
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  • #* These [[weapons]] are exempt from a minimum foam depth for Strike-Legal. *[[Combat Rules]]
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  • ...link=V9: Safety|'''<big>[[V9: Safety|SAFETY]]</big>'''<br>Important safety rules and information.]] </li> ...0px|link=V9: Core Combat Rules|'''<big>[[V9: Core Combat Rules|CORE COMBAT RULES]]</big>'''<br>The basics of Amtgard combat.]] </li>
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  • ...-Only| Stab-Only]] [[V9: Melee Weapons|Melee Weapon]] and [[V9: Projectile Weapons|Stabbing Projectile]]. <u>'''Javelin Hybrid Combat Rules'''</u>
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  • <noinclude>*Are [[V9: Projectile Weapons#Contact Projectiles|Contact Projectiles]].</noinclude> <u>'''Rock Gameplay Rules'''</u>
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  • *Stab-only weapons (other than [[projectiles]]) are still required to have 6” of Strike-Lega *[[Weapons]]
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  • ...ing carried, due to the sheer size of the creature being ridden. All other rules for being a [[Mount]] apply.
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  • Some examples of technically legal but unsafe weapons might be: *weapons with cores so flexible as to risk core failure or other safety issues durin
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  • ...on. This requirement replaces the standard requirement for padding on long weapons.</onlyinclude> *[[Combat Rules]]
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  • *[[Combat Rules]] *[[Weapons]]
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  • ...quipment is [[V9: Destroyed|destroyed]] and all their [[V9: Armor (General Rules)|armor points]] are reduced to zero. ...: Roleplay|roleplay]] activities; typically for [[V9: Siege Weapons| Siege Weapons]] and powerful boss [[V9: Monster|Monsters]].
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  • ...rimary way to interact with them in [[V9: Core Combat Rules|combat]]. Only weapons that have passed an [[V9: Equipment Inspection|Equipment Inspection]] can b ...V9: Reach|glaives]], [[V9: Pike|pikes]], and [[V9: Rocks|rocks]], as these weapons typically have more mass by their design and therefore require greater caut
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  • ...class of battlegame following certain rules usually referred to as "Ditch Rules". In the [[Emerald Hills]] this is sometimes called "Trench" instead. The o ===Ditch Rules===
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  • <b>Note: This class is not recognized by the Rules committee or Amtgard seven Group.</b> Weapons: Dagger, short, Long, Spear, Pole arm, Staff, throwing weapons, Javelins.<br>
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  • ...mbs or non-humanoid bodies. They function exactly like [[Traits]] from the Rules of Play, but they are never bypassed by [[magic or abilities]] that ignore ...a time. Ball-based abilities must follow all rules for magic balls in the Rules of Play, even if they are not considered Magical ([[M]]).
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  • <li>'''When a [[V9: Melee Weapons|melee]] strike is enhanced''', the player must [[V9: Declarations|declare]] *For weapons like [[V9: Javelin| Javelin]] and [[V9: Great|Great Weapons]] that can gain enhancements based on their construction and/or method of u
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  • ''This is a Section of the Dor Un Avathar. The preceding section is [[Rules for Monsters]]''. ''From Amtgard : Handbook on the Rules of Play 7th Edition comes the basic format and outline for presenting Monst
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  • ...Your Opponent|valid strike]] until they [[V9: Projectile Weapons (General Rules) |stop moving]].</li><br> {{V9 Abilities and Effects (General Rules)}}
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  • *Stone or Iron Doors may not be battered down with ordinary weapons. [[Siege Weapons]] and [[Sphere of Annihilation]] may be used to destroy this type of door i [[Category:What Lurks Below Interior Rules]]
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  • <b>Note: This class is not recognized by the Rules committee or Amtgard seven Group.</b> Weapons: All melee, Short bow.<br>
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  • |effect=Bearer’s [[weapons]] are [[Armor Breaking]]. ...n place of the normal Chant is still a Chant and must follow all [[Chant]] rules.
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  • ===Rules=== ...rules, however there are many unique aspects apparent in the edited online rules.
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  • #'''Weapon into Valid Hit Location:''' [[V9: Weapons| Weapons]] may be used to strike [[V9: Hit Locations|valid Hit Locations]] using the #'''Weapon/Shield into Weapon:''' Weapons and [[V9: Shields| Shields]] may be used to block, deflect, or pin an oppon
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  • ...re detailed below. Otherwise, aying a cconsult the Amtgard Handbook on the Rules of Play, 7th Edition for details. *[[Adamantine Weapons]]
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  • [[Category:Weapons Rules]]
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  • May poison one weapon. People who are wounded by poisoned weapons die if they are not cured in a 100 count. This effect remains on the weapo *[[Imp]] (weapons are naturally poisoned)
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  • ...ere, how, and even IF players are able to respawn after death. Consult the rules for your particular activity or check in with the [[V9: Game Organizer| Gam *All [[V9: Weapons|weapons]], [[V9: Shields|shields]], and other [[V9: Equipment|equipment]] are resto
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  • ===Rules about Relics=== Allows the holder to [[Mend (V7)]] broken weapons and shields (I: “I mend this item” x 10). It also allows the person’s
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  • ==Tuesday Rules== ===Weapons===
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  • ...und]]s from [[ammunition]], thrown [[javelins]], [[rocks]], and [[throwing weapons]]. ...n place of the normal Chant is still a Chant and must follow all [[Chant]] rules.
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  • Weapons not listed here and that do not fall into these categories may not be throw ...mponents thrown in combat (magical balls, etc) must follow the same safety rules as projectiles but must remain spherical and are not considered ‘projecti
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  • *[[Combat Rules]] *[[Weapons]]
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  • ...r to be eligible for [[V9: Glossary#Use|use]] in Amtgard [[V9: Core Combat Rules|combat]]. Equipment that does not meet or exceed all of these requirements ...e: overly hard [[V9: Foam|foam]]; areas with excessive tape; [[V9: Weapons|weapons]] with excessive mass; and so on.</li>
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  • ...rojectiles]], but not [[V9: Classes|classes]] or [[V9: Roleplay|roleplay]] rules. Militia games are a great way to enjoy the physical combat rules, including [[V9: Armor|armor]] and [[V9: Bows & Crossbows|bows]], without g
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  • ...l of a sudden a fight breaks out between patrons. Since no one is carrying weapons, everyone grabs what is close at hand and starts wailing away on each other ...oam constructs only); plates, bottles, cups and mugs (safe foam [[throwing weapons]]); meat cleavers (flat blade melee daggers); rolling pins (legal sword und
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  • ...and stabbing. In Amtgard, this is the smallest classification of [[melee]] weapons ...ggers were made of materials such as flint, ivory or bone and were used as weapons since the earliest periods of human civilization. During the Roman Empire,
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  • ...yers to create a character and embody them through their [[V9: Core Combat Rules|actions]] and [[V9: Garb|appearance (costume)]]. [[File:23014---PlaceHolderImage4x3.jpg | thumb | Combat with Boffer Weapons]]
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  • ...] or rules alterations. See the [[Dor Un Avathar X]] and the [[Amtgard]] [[Rules of Play]], v.8 for all details. ...s are cumulative unless indicated otherwise in the specific Monster entry. Rules for specific Types can be found in the [[Dor Un Avathar X]].
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  • ...] or rules alterations. See the [[Dor Un Avathar X]] and the [[Amtgard]] [[Rules of Play]], v.8 for all details. ...s are cumulative unless indicated otherwise in the specific Monster entry. Rules for specific Types can be found in the [[Dor Un Avathar X]].
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  • ...] or rules alterations. See the [[Dor Un Avathar X]] and the [[Amtgard]] [[Rules of Play]], v.8 for all details.'' ...s are cumulative unless indicated otherwise in the specific Monster entry. Rules for specific Types can be found in the [[Dor Un Avathar X]].
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  • ...] or rules alterations. See the [[Dor Un Avathar X]] and the [[Amtgard]] [[Rules of Play]], v.8 for all details.'' ...s are cumulative unless indicated otherwise in the specific Monster entry. Rules for specific Types can be found in the [[Dor Un Avathar X]].
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  • *Is a hybrid [[V9: Melee Weapons|Melee Weapon]] and [[V9: Shield| Shield]]. ...manently affixed to it will be considered a Madu and must conform to these rules.
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  • ...fect follows the creature in a 20’ diameter circle. Normal [[Fog]] terrain rules apply. The creature must chant ‘Fog Form’ every two seconds to retain t
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  • <li>All [[V9: Weapons|weapon]] inspections must include volunteer-assisted [[V9: Glossary#Hit Tes ...ter may have those weapon privileges revoked by a [[V9: Rules Authorities| Rules Authority]].</li></ol>
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  • ...ns used at park. Also known as the local Rules Lawyer Monterey studied the rules of play and the corpora for any exploits and always knew when a rule was be
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  • '''Scenario Rules:''' Two or more gladiators enter the arena and fight to the death. The lose '''Optional Rules:''' Place various [[melee]] and [[throwing weapons]] around the arena and have gladiators start empty-handed. Maybe toss in a
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  • ...tion]] with the [[Strike-Legal]] portion of a [[Weapon]]. Shots from Melee Weapons fall into two broad categories: These requirements do not apply to [[projectile]] weapons. Any contact from the [[Strike-Legal]] portion of a projectile weapon will
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  • ...armor. Each strike will remove one point of value from the armor. Certain weapons and effects deal more damage to armor
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  • other special rules. Monsters may have several types, and the effects are cumulative unless ind ::Weapons considered [[Natural Weapons|Natural]]
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  • ...ent|force]] that could reasonably be expected in Amtgard [[V9: Core Combat Rules|combat]]. [[V9: Acceptable Contact|Combat contact]] with the strike-legal p ...adding on [[V9: Melee Weapons|melee weapons]] must follow these additional rules:
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  • ...[V9: Melee Weapons|melee weapon]] can bend safely during [[V9: Core Combat Rules |normal use]]. Flex is measured by holding the weapon low on the handle for
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  • ...ed to simulate combat between lightly and/or unarmored ship’s crews. These rules can be used in any of the [[battlegames]] presented herein, or just as some # No [[bows]] or [[crossbows]] are permitted. Otherwise, all [[thrown]] [[weapons]] and [[javelins]] are fair game. Archery may be permitted if the playing a
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  • ...) and is likewise obligated to making sure every new owner is aware of the rules. It is not unheard of for a Genie to become attached to a particular master |weapons=[[Short]], [[Long]]
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  • ===<u>'''[[V9: Combat Classes (General Rules)|General Rules]]'''</u>=== !colspan="2" |'''Weapons'''
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  • ...s affixed to it in any form is considered a madu and must conform to these rules.
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  • ...and old players alike with getting garb, weapons, as well as learning the rules of the game.
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  • One of the first parks in the [[Wetlands]]. Its populace split over rules/personality differences. Those leaving formed [[Blackhawk Keep]]. Shortly a ...various multiple point weapons at you. Well, it was easier when all of the weapons weighed a metric ton.''
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  • '''Scenario Rules:''' This is a timed game lasting 30 minutes. Every 3 minutes, a bridge or p ...over the entire field. Limit the Class players to single [[short]] (their weapons were captured).
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  • ...considered to be invulnerable to all forms of attack. This just keeps the rules-lawyering to a minimum. :[[Siege]] Weapons will also destroy a 10x10 section of wall per hit.
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  • Armor with no remaining [[Armor Points]] no longer interacts with hits from [[weapons]], [[Magic Balls]], etc. *[[Combat Rules]]
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  • ====Weapons==== [[Category: Equipment Rules]]
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  • Weapons not listed here and that do not fall into these categories may not be throw ...mponents thrown in combat (magical balls, etc) must follow the same safety rules as projectiles but must remain spherical and are not considered ‘projecti
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  • ...sible for them to have accounted for every potential interpretation of the rules that may arise. ...meplay. This section is especially useful for our [[V9: Rules Authorities| Rules Authorities]] and [[V9: Game Organizer| Game Organizers]] who will often be
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  • Weapons not listed here and that do not fall into these categories may not be throw ...mponents thrown in combat (magical balls, etc) must follow the same safety rules as projectiles but must remain spherical and are not considered ‘projecti
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  • <b>Note: This class is not recognized by the Rules committee or Amtgard seven Group.</b> Weapons: All melee, javelin<br>
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  • ...k]]-Head Blocking was resolved when the saints of amtgard released the new rules that specifically outlined head blocking as an illegal tactic. Also take into account that all weapons have potent shot blocking opportunities, and don't discount the power of [[
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  • ...checked and approved as safe. Darkon has a check-in every fight day where weapons are checked. Darkon even allows Marshalls to cut into projectiles to ensure ...RPs about archery safety? Sure. I think the archery and arrow construction rules should be reviewed by the Circle of Monarchs to ensure we are as safe as po
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  • ...yles were taught by members that had experience in the styles, whereas the weapons bouts were more free-for-all showcases of skill. After injuries took their ''This clan does not fight using Amtgard rules or Amtgard approved weaponry. Their combat system and weaponry are still sa
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  • ''Rules [[Officer]], Rules educator'' ...rectly from the [[Burning Lands]] [[Corpora]] 5th edition, for exact local rules please see your body of law.
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  • *Is a [[V9: Melee Weapons|Melee Weapon]].</noinclude> ...with a single chain and articulating head. It cannot be [[V9: Multi-Ended Weapons|multi-ended]].
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  • ...resent themselves well, and when combined with the realistic look of their weapons, their quality garb creates quite an impression when large groups of warrio ...even tripping, throwing, or physically grappling with opponents. Dropped weapons or discarded equipment lying on the field of battle may be picked up and us
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  • =='''[[V9: Custom Rules and Accommodations| Custom Rules and Accommodations]]'''== ...rganizers]] are allowed to modify the way the game is played or create new rules that are only in effect for their particular [[V9: Game Modes|game]] or act
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  • '''Additional construction rules:''' *[[Combat Rules]]
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  • '''Weapons:''' Short ([[Natural Weapons|Natural]], [[Poison Weapon|Poisoned]])<br> ...r life. This enchantment must come from its summoner and follows all other rules for wearing enchantments.
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  • |weapons=[[Short]] ([[Natural Weapons|Natural]]) ...rait}} This creature may choose to begin each life as a Peasant, using all rules for that class including weapon selection. All armor, abilities, and traits
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  • '''Additional construction rules:''' *[[Combat Rules]]
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  • Legal hits include blows to [[shields]], [[armor]], [[garb]] and [[weapons]]. The hit does not need to deal damage. ...you are struck with a [[Strike-Legal]] surface. The location and any other rules/protections you have do not matter.
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  • '''Additional construction rules:''' *[[Combat Rules]]
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  • ...n place of the normal Chant is still a Chant and must follow all [[Chant]] rules. |limit=Bearer may not wield [[weapons]], interact with game objects, impede play, gain further [[Enchantments]],
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  • [[Armor]] of more than one type (e.g. Natural Ancestral) follows the rules for all of its types. ...al Armor functions as per the [[Ancestral Armor]] [[enchantment]] in the [[Rules of Play]].
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  • ...articular [[LARP]] does not involve use of “[[magic]]"--only medieval type weapons. Participants also dress in period costume and are expected to stay "in-cha ...ty to destroy weapons, (this author suggests you look at the corresponding rules of play for the full lists).
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  • ===<u>General Rules</u>=== ...re used to block [[V9: Striking Your Opponent|strikes]] from [[V9: Weapons|weapons]].</li>
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  • ...hrough the area. We pride on our individual talents, ranging from crafting weapons and garb to fighting. We are also big on roleplaying out our characters. ...al aristocrats are the final authority. Decisions are passed in a majority-rules manner of 4/5 vote. To be kicked out of the Manor (and you have to be prett
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  • ==The Rules of Play== Newest Version of the rules goes active Amtgard wide January 1st, 2015: [[8.0 Rulebook]]
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  • ...ternative Class it has been modified, it is probably not recognized by the Rules committee or Amtgard seven Group.</b> [[Image:Piratesraven.JPG|thumb|[[Rave Weapons: Dagger, Short, Long, throwing weapons.
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  • Under [[6.0]] Rules White [[Enchantment Strips]] were used on [[weapons]] to denote [[Poison]].
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  • ...gle with evil Kami. They are of no particular faith, and do not follow the rules of society or man. Shugenja, unlike Yamabushi, do not require a shakujo to '''Weapons:''' Staff, single short sword, melee dagger, hand axe<br>
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  • ...] are thrown to represent various magical attacks and are not considered [[weapons]]. They represent magical energy, motes of elemental force, alchemical mixt ...are thrown to represent various magical attacks and are not [[projectile]] weapons but follow the same construction requirements except as noted below.
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  • Players melee [[weapons]] are [[Shield Crushing]] ...persist until Fight After Death has ended and are then removed as per the rules for player [[Death (Combat)|Death]].
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  • <u>'''Bow & Crossbow Gameplay Rules'''</u> {{V9 Projectile Weapons}}
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  • ...]. Along with [[Glorious]] and [[Roger]], transformed 6.1 into the current rules set. Brutally honest in his opinion on just about anything. ...ifornia]] on special occasions. He was seen at [[Darkshore]] 2008, making weapons with oddly wrapped handles.
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  • ''From the [[Combat Rules (V7)]] Section of the [[7.2]] [[Rulebook]]'' rules to cheat your way out of a valid strike. Also remember, that in all situati
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  • ==General Monster Rules== ...t of rules. It must be used in conjunction with the [[8.0 Rulebook|Amtgard Rules of
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  • ...non-chemical weapons that might have been in existence before 1650 AD. All weapons can be broken into four parts: .... This is the only area of a weapon that counts as a legal blow. Stab-only weapons are still required to have six inches of strike-legal surface on any stabbi
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  • Most non-explosive, non-chemical weapons that might have been in existence before 1650 AD are allowed. Some examples of technically legal but unsafe weapons might be:
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  • *[[Combat Rules]] *[[Weapons]]
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  • Power Strikes are special one-time [[V9: Melee Weapons|melee]] attacks that will impart extra [[V9: Effect|effects]] in addition t {{V9 Abilities and Effects (General Rules)}}
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  • ...ly, all shields required an opaque [[cloth]] cover. After this change, the rules regarding shield covers were changed to allow for any durable, opaque cover ...g flats of the blade, [[hilts]], [[pommels]], guards, [[handles]] etc on [[weapons]].
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  • '''<big>This Guide is presented in RAS (Rules-as-Spoken)</big>'''<br> ...derstanding so you can keep them in mind as you read through the actual V9 rules.
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  • ...aponry]], as well as a wide assortment of safe, harmless “outside the box” weapons. Balloon traps, “poisoned” drinks, “acid” squirt guns and the like ...f scenario rules. (i.e.: everyone is Full Class, everyone uses [[Militia]] Rules, all wounds are instant kill, etc.) DON’T feel obliged to let players be
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  • <b>Note: This class is not recognized by the Rules committee or Amtgard seven Group.</b> Weapons: Dagger, Short, Long, Short and Long Bow<br>
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  • ...which may apply. Unless otherwise noted, these creatures must obey all the rules of magic. No additional class abilities are gained, only the use of spells. ...hosen, the Lepus must obey all the rules for casting, including purchasing weapons with spellpoints.
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  • So bye, bye all you rules raping guys.<br> And those rules lawyers,<br>
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  • <b>Note: This class is not recognized by the Rules committee or Amtgard seven Group.</b> Weapons: Dagger, Short, Long, Staff, Throwing Weapons, Short or Long Bow<br>
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  • ===About hinged weapons=== ...In fact, it comes from India, although we do not know how old it is. Such weapons, consisting of a haft joined to one or more balls (with or without spikes)
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  • All forms of arrows and bolts follow the same rules. #Are [[V9: Projectile Weapons#Stabbing Projectiles|Stabbing Projectiles]].</noinclude>
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  • ...us Grove perpetually, without election, and that he frequently changed the rules of play at will. A story of Lazarus Grove members donning "warhorses," hel ..., members of this group supposedly practiced a hybrid of Amtgard and Melee rules, and also seems to have fueded intermittently with both Lazarus Grove and M
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  • ...ty to destroy weapons, (this author suggests you look at the corresponding rules of play for the full lists).
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  • ...exceeds the armor value (i.e. arrows, [[Berserk (V7)]] [[Barbarian (V7)]] weapons, ...cked or layered to increase or add value unless explicitly stated in these rules. Armor worn under
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  • Armbands and headbands act in all ways like ribbons and must follow their rules. Each color ribbon has a different meaning to allow quick identification. *''[[Red]]:'' [[Red Weapon|Red Weapons]] and [[Berserking|Berserk]] [[Barbarians|Barbarian]].<br>
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  • ...lee weapons or shields, but no projectiles or armor (e.g., basically Ditch rules). ...d to the enemy base and nirvana. While counting, a player may not hold any weapons in hand. Contact with the tree must be maintained, though a player can slid
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  • ====<u><big>Gameplay Rules</big></u>==== ====<u><big>Construction Rules</u></big>====
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  • ...generally do not have combat abilities, and may not be struck with Amtgard weapons during play unless approved beforehand. To simulate subdual blows, gently p ...esting. In these cases the Figure is a combatant and is subject to all the rules of the battlegame.
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  • <ol><li>The universal symbol for death is placing your hand or [[V9: Weapons|weapon]] over your head, and presenting the rest of your body in an obvious ...to avoid obstructing any on-going combat around them. If you dropped your weapons or [[V9: Equipment| equipment]], you may need to leave them on the ground a
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  • ...ty to destroy weapons, (this author suggests you look at the corresponding rules of play for the full lists).
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  • ''Taken Directly from the [[Combat, Weapons and Equipment]] Section of the [[7.2]] [[Rulebook]]'' ...ect (the only exceptions are [[Magic Ball|magical balls]] and some [[siege weapons|Siege Weapon]]). Crawling, dragging oneself and being carried are the only
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  • ...apons. No other Wizard of the Hills has made so many stick-jocks learn the rules of his class.
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  • Quests are altered battlegames with specific rules not used in standard battlegames. Quests often have special game objects, s by magic and magic weapons.
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  • ...full of players can share the same imaginary experience together. A [[V9: Weapons|foam sword]] can [[V9: Wounds|sever]] Anne’s arm; a [[V9: Fireball|padded Amtgard puts a lot of weight on the honor system to manage it's rules because it would be logistically impossible to do what we do otherwise. Our
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  • ...ers not. However, all Night Hunters are held without [[armor]], [[thrown]] weapons, [[projectiles]] or [[class]]/[[Abilities|magical abilities]]. ...s of the weaponry agreed upon, be it single sword or full ditch rules, all weapons must be covered in a white sock, stocking or cover. Bright yellow, neon gre
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  • ...ned to stop us from suing them. Now apparently have their own independent rules called 'the way of the Sword' .
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  • A broad range of contact is allowed in combat. The rules below outline what is and is not acceptable. No action is acceptable if it # Body to Weapon contact: Weapons may be pushed, swept, and otherwise manipulated with your body so long as t
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  • In order to ensure that the Park is following the rules, and that the game is being run fairly for all participants, members of the ...s before the start of a game. Reeves should have in-depth knowledge of the rules, and are tested by the current [[Guildmaster of Reeves]] to become members
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  • '''[[Weapons]]:''' All Melee, [[Javelins]], [[Rocks]]<br> '''E:''' Bearer’s [[melee weapons]] are [[Effects|Armor Breaking]].
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  • ...s of fun, no politics involved, yet. We all loved to explore the different Rules of Play and come together for some good fun. This was all back in 2011.
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  • *[[Combat Rules]] *[[Weapons]]
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  • All non-[[Harden]]ed [[weapons]], [[shields]] and [[equipment]] is destroyed, death in a 20 count unless p ...ysical hit with a [[Fireball]] to all locations, including [[armor]] and [[weapons]].
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  • ===Weapons:=== L: Spell thief is still affected by standard enchantment rules with exception noted below.
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  • ====Battlegame Rules==== *'''g.''' Using rules loopholes or grey areas to derive an advantage on the battlefield.
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  • ...Location]] with the [[V9: Strike-Legal| Strike-Legal]] portion of a [[V9: Weapons| Weapon]]. The effect of a Wound is different based on the location wounded ...carry an object in their wounded arm for whatever reason (such as special rules, accommodations, or non-equipment items), they must keep that item out of c
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  • :'''[[Weapons]]''' ::Types of weapons the class can use.
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  • ==='''<u>[[V9: Magic Items (General Rules)| General Rules]]</u>'''=== *Phys-Reps must be a unique item and cannot simultaneously be a [[V9: Weapons|weapon]], [[V9: Shields|shield]], or any other type of [[V9: Equipment|equi
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  • is unaffected by Subdual does not wound or kill. Stabbing-only weapons or stabbing with a before reentering the battle. Dead persons on the field must hold their weapons over their heads. If the battlegame does not call for a
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  • A broad range of contact is allowed in combat. The rules below outline what is and is not acceptable. No action is acceptable if it # Body to Weapon contact: Weapons may be pushed, swept, and otherwise manipulated with your body so long as t
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  • ...is taken directly from the [[Rulebook]] the previous section is [[Combat, Weapons and Equipment]]'' ...and striking surfaces must be at least 2.5 inches in diameter (flat blade weapons must
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  • All abilities follow the same basic rules for casting, whether they are evoking a physical feat or a magical spell. A *Pointing can be done with weapons or items in hand. It does not need to be your Free Hand.
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  • '''[[V8|The Rules of play 8th Edition]] [[Award Standards]]''' weapons and shields, leather, chain mail, plate mail, scale mail,
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  • ...gard first formed in El Paso, Texas in February of 1983, after ripping off rules and concepts other LARPs had been using for years.. Since then enough peopl ...tonomous groups bound together by the Amtgard contract and a shared set of rules and bylaws.
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  • ...zed nicely in an update section before listing the actual main text of the rules. After years of only minor revisions, the BOD has finally gone for a major *Hand guards are no longer assumed for any weapons.
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  • *Medieval team [[combat]] using safe [[Weapons|foam replicas]] Read the ‘[[Combat Rules]]’. It’s only a couple of pages and shouldn’t take more than ten minu
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  • ===Rules of the MTC=== ...calling a mutiny duel with the current captain and besting them using the weapons of their pirate flag, or by getting all members of the ship to join you in
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  • <onlyinclude>Shields are used to block shots from [[weapons]] and are impervious to harm except from certain [[Magic and Abilities|abil The oldest form of shield was a protection used to block attacks by hand weapons, such as swords, axes and maces or missiles like spears and arrows. Shields
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  • ...weapons making classes, to basic fighting skills to new players, and basic rules knowledge. Before his final leave of absense he was squired to Sir Crom. Or
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  • ...ore about building or buying your own [[V9: Garb| costume]], [[V9: Weapons|weapons]], [[V9: Shields|shields]], and [[V9: Armor|armor]] for Amtgard [[V9: Comba *[[V9: Combat| Combat Rules]]
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  • *Weapons: a single melee weapon (Seige, indestructible) ...Inter Kingdom Rules Committee and 6.1 project. With [[Garik]] created the rules for the Schools of Magic and global class immunities, and rewrote the [[Pal
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  • ...od time. Almost as soon as they found the game, these people were making [[weapons]], and [[garb]], and [[armor]], and making really (really) long drives to g ...grace and kindness. Endlessly reciting rules for those who forgot, lending weapons at the beginning and advice after that, explaining the aspects of the game
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  • ...kane. Andre, Malcolm, and his brothers Lyme and Kit brought the Whitewolf weapons out to Pioneer park that same April of [[Events in 2002|2002]]. A good dea ...ith sticks has a sort of universal appeal. He tried to have enough loaner weapons and garb available for everyone to participate. Kit kept people coming fro
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  • and you should never attempt to use these rules to cheat your way out of a valid ...These shots are common from exceptionally small weapon cores, or very long weapons, and should not be taken. This is not to be confused with your opponent piv
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  • ...the rules. The common Amtgard authorities include [[V9: Rules Authorities| Rules and Safety Authorities]] and [[V9: Officers| Officers]]. ...ull speed [[V9: New To Larp And Boffer Combat?|LARP]] combat. Latex-coated weapons are not considered Boffers.
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  • ...rtain [[V9: Game Modes|game types]], [[V9: Classes| classes]], and special rules will limit the [[V9: Equipment|equipment]] a player is allowed to wield. <li>[[V9: Projectile Weapons|Thrown projectiles]] are only considered wielded during the throwing motion
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  • 1:30-WEAPONS/ARMOR CHECK FOR PACWAR 10 ...thing will stop the deathball not even the monks ability to block throwing weapons. If you die tag in at your base and you are back alive. Last team standing
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  • ...er the following when reading through this rulebook, and when applying the rules on the field: ...ts. Please read these rules thoroughly. The more familiar you are with the rules, the better equipped you will be to handle situations that are not explicit
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  • ===History of the rules=== ...eter' charged the group a dollar for [[rule books]] originally. In the 2.0 Rules the first weapon making instructions are found. As well as information that
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  • Materials for Use as Cores in Foam Weapons for Full-Contact Swordfighting Sports ...ed individuals designated as “weapons checkers” strike each other with the weapons to make sure they won’t harm anyone.
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  • played within the spirit of the [[Rulebook|rules]] defining it. There is a great deal of trust and honor involved, and someone abusing the rules of any class can easily disturb game balance.
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  • ...ggernaut with a penchant for aggressive destruction with a wide variety of weapons. A Knight of the Sword may have these qualities, but there are others that ...kneepad. If a reeve makes a call you live with it, but you expect the same rules to apply to everyone. You don't cry when you get hit in the head, you keep
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  • ...ir trip the group 'caught up' to the rest of the game, adopting ultralight weapons and more modern methods of constructing equipment. The [[Shire]] also bega In late [[2007]] Black rock hills chose to playtest a new set of rules developed by the active populace, but they have not decided yet if they wil
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  • ! Weapons Bards are magic-users and gain magic at each level. See the [[Rules of Magic]] section for more details.
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  • ...es]. Introduced to Amtgard by [[Rift]], although others maintain that the rules were developed independently by [[Cheshire]]. ===The Rules of Jugging===
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  • ''"This is a made-up game with made-up rules played by a bunch of nerds. I'm sure we can figure it out."'' ...she feels strongly about the A&S aspects, and RP which has led her to make weapons, garb, and assist in hosting events. Because of her dedication to G!G! and
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  • Ensure that you check the kinds of weapons (metal/wooden, piercing/bludgeoning) that are on the field and inform your * Weapons: Per Player Class
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  • [[Relic]] battles, [[Morluk]], / [[white weapons]] made 'em duck<br> Rules revision, [[fiberglass]], / [[duelist]], [[gypsy]], [[thief]] class<br>
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  • ...Charles. They started looking for people while I began to find up a decent rules system. I checked every group that didn't make you pay cash for the ruleboo ...ese abilities were too low-powered and not simple enough, so we hacked teh rules to @#%$ and created a group originally called the Lake Area Fantasy Rolepla
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  • ...a should be based on people who could have lived before 1650 AD. The name, weapons, ''The next section is "[[Combat, Weapons and Equipment 7.5|Combat, Weapons and Equipment]]"''
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  • <li>A copy of the [[V9: Full Rulebook|Amtgard V9 Rules of Play]]</li> ...hould 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 mor
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  • ...has done during her entire Amtgard career is Reeving. Quick on picking up rules and always willing to ask for help when needed and willing to put down her Reeving a Weapons Master Tournament July 2011 (Also pictured [[Roslyn]], [[Durf]] & [[Monk-Pl
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  • ...y running fighting tournaments, organizing [[battlegames]], and checking [[weapons]] and [[equipment]] for safety during their reign. ...d and doing their job well, and advising the other elected officers on any rules issues they may have.
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  • Announce the Darkness and Light Source rules and inform them of the rotating days and nights, and do not announce the gr Most Infernals dwell in the province of a single Demon Prince, who rules that realm and his (or her) subjects with a tyrannical iron fist. None dare
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  • have lived before 1650 AD. The name, weapons, clothing, etc. ''The next section of the [[7.2]] [[Rulebook]] is [[Combat, Weapons and Equipment]]''
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  • ...sehold's mission is in the creation of weapons, shields, banners, throwing weapons, wooden quivers, and more. House Ravenhold armory is a house dedicated to the creation of Weapons, Armor, and all things garb related, leather work, and accessories for the
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  • * [http://www.alonatwotrees.com/library/jugging/jugging.pdf The Rules of Jugging] ==Weapons==
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  • ===These rules are outdated=== ===Rules about Relics===
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  • Ry and his friends made some crude weapons out of pvc pipe insulation, and fiberglass road markers. Ry is very active on the Dor and official rules clarification Facebook pages to help answer questions and learn as much as
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  • ===Combat Rules=== ...Owners. The only restriction the Ludus Owners have is they must be Melee Weapons ONLY. (Exception Javelin and this must be notified prior to the gladiator f
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  • ...with caution, and be sure [[Reeve]]s and players are aware of any special rules involved.'' Anyone able to use Boulders ([[Rocks]]) as weapons, may do so if not in motion.
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  • *Real swords, knives, or weapons of any sort (even in sheaths or cases) may never be worn or carried during {{V9 Garb}}[[Category:V9 Rules Sections]]
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  • '''Belted Family Rules to follow(Direct)''' **Weapons Master of the World @ Clan 16
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  • ...gard combat is like teaching the English language - there are a great many rules and each one tends to have an exception. Seeing that my purpose is to educa ...own game where their opponents should not take their legs, use long, light weapons, or backstab, all because of their personal preference.
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  • ...armor. Each strike will remove one point of value from the armor. Certain weapons and effects deal more damage to armor ...cked or layered to increase or add value unless explicitly stated in these rules. Armor worn under tabards or garb must be partially visible, and must be an
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  • *[[Combat Rules]] *[[Weapons]]
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  • Amt-Risk is an Amtgard version of the [[Darkon]] map rules. These are the basic rules to Amt-risk as I found them on the old Rising Winds site with
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  • ...nce fiction club showed up, saw no siege engines or tents, but he did have weapons, and they held a tournament which was won by [[Tawnee Darkfalcon]]. He pro ...te leggings, calling himself Peter La Grue — Grue, for short. He had a few weapons, which he said were for a game he had invented called Amtgard. He eventuall
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  • 🟢 = Changes that alter text with no functional impact on the rules.<br> <big>'''[[V9: Weapons|WEAPONS]]'''</big>
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  • ...smoothly. Each group has its own culture, behavior, and individual set of rules governing how it operates, but there are some common elements. # Amending the rules (requires a 75% vote of all represented kingdoms at a meeting)
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  • '''[[V8|The Rules of play 8th Edition]]: [[Award Standards]]:''' weapons for their park successfully.
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  • ...o a local park to show him and his friends how to hit each other with foam weapons. He never got any credits or went to official parks because he didn't know *He was the first Bard in the Wetlands granted Paragon under V8 rules. He received it the day he hit fifth level.
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  • ==Armor Combat Rules== Armor with no remaining [[Armor Points]] no longer interacts with hits from [[weapons]], [[Magic Balls]], etc.
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  • 4. a description of the rules of combat, with accompanying demonstrations ...description of battlegames, of thedifferent classes to play, the types of weapons employed, and touch upon the general safety of the game.Regarding non-comba
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  • '''Weapon Check''': All weapons and equipment must be checked by a referee each day before being brought on '''CRS''': Combined Rule Set. The basic combat rules the event runs off of. These are 99% done and waiting on a little feedback
    11 KB (1,842 words) - 05:02, 30 October 2012
  • ...seadognights.com/home/index.php Seadogs] he was shown how to forge his own weapons to fight with against other teenagers around the event. After [http://www.s ...[[Black Hand (Company)|Black Hand]], they were marveled by the armory and weapons the [[Black Hand (Company)|Black Hand]] used for large battles. While Bambi
    13 KB (2,316 words) - 03:47, 11 April 2013
  • ...n, that all reeves are notified. This way everybody is playing by the same rules. Depending on the number of people you have in the tourney, and the number ...?action=view_article&file=20040224123527-Guests.txt&dir=General Ultralight Weapons - An Experiment ] by [[Malek Marlschev]]
    6 KB (1,082 words) - 21:44, 30 March 2015
  • ...Voice]] to be nerfed by the introduction of the 7.5 version of the Amtgard Rules, Miles has been working on leveling up in [[Healer]] now that [[Monster]] i ...e second would not be earned for 9 more years, after winning another Great weapons bracket, again at Crimson Wood.)<br>
    9 KB (1,449 words) - 05:55, 17 October 2015
  • [[Phoenix League|The Phoenix League Rules Format]] ==RULES==
    40 KB (6,424 words) - 16:32, 19 September 2019
  • 4 - pole arms and throwing weapons! 6 - blocking throwing weapons and stuff with your hands
    24 KB (4,472 words) - 20:37, 9 April 2016
  • ...that have a specific result. Special Effects are often tied to hits from [[weapons]], [[Magic Ball]]s, or [[Verbals]]. A Special Effect differs from a [[State # Ability [[Incantation]]s follow all the rules of magical Incantations unless otherwise noted. Incantations for Abilities
    20 KB (3,238 words) - 21:11, 10 October 2023
  • ...ona or [[NPC]], or simply to be allowed to take the field under the combat rules. ...ng to help. If you have questions about garb or any area of the [[Rulebook|rules]], then all you have to do is ask.<br>
    13 KB (2,100 words) - 02:34, 27 February 2024
  • ...asses do not exist in a vacuum, and we’ve made changes to all parts of the rules to help facilitate this goal - as well as some extra balance changes to add 🟢 = Changes that alter text with no functional impact on the rules.
    59 KB (9,445 words) - 01:55, 12 February 2024
  • Weeks would pass and the number of weapons would increase. People would explore the wide variety of classes.Warrior, W ...Like old warriors from forgotten wars, Glavas and I would bring forth the weapons and show them to our role-playing groups, hoping that in someway we could r
    95 KB (16,434 words) - 00:17, 13 April 2016
  • ...use of a sewing machine, foam, and tape and began making his own garb and weapons. ...s with the kingdom on a few ideologically different interpretations of the rules, but was good at the political game.
    12 KB (2,004 words) - 15:31, 24 March 2016
  • ...nd [[Logan Whitefang]]. Some sparring out in back so they can see what the weapons and combat are like. ...is established with the rest of Amtgard. Aramithris sends contract and 6.0 rules (prior to this we'd been working under 5.0).
    10 KB (1,518 words) - 05:01, 24 February 2018
  • ...st 11, [[2007]]. When [[Mourningwood Glen]] is willing to work within the rules of the [[Kingdom]] of the [[Emerald Hills]] we will be more than glad to ta ...nce those who would split from the group to play with less magic and heavy weapons to do other wise. The new group is called [[Expendia]] and wishes to play s
    19 KB (2,956 words) - 15:53, 6 October 2017
  • ...veryone is more than welcome to come and show up. A small amount of loaner weapons will be provided. ...evision committee. This batch of guildmasters will be voting on potential rules clarifications for clan next year, so if you want a voice and you care abou
    23 KB (3,510 words) - 15:50, 6 October 2017

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