Basic Rule Book
03/01/04
BACK TO RULES INDEX
Part One: SHINAI CLUB BASIC RULES Index Who can participate in Shinai Club. EQUIPMENT NEEDED TO PARTICIPATE IN SHINAI CLUB!!! 1-No Head Shots 2-No Thrusting 3-No Machine Gunning 4-Gauntlet 5-Ankle Gauntlet 6-Power and Swings 7-Backstabs 8-Types of Legal Hits 9-Loss of Limbs Single Combat Match 10-Starting the Match 11-Winning 12-Points 13-Penalties 14-Field of Combat 15-Judge/Score Keeper 16-Weapons 17-Legal Matches, Practices, Tournaments, ect�(Events) 18-Junior Members Who can participate in Shinai Club? Anyone 12 or older may participate in Shinai Club. A release form must be signed before anyone will be allowed to participate. For those who are under 18, a legal guardian must sign the release form. All participants must follow all rules and regulations in all our handbooks. Those who do not will be asked to leave permanently. These rules are for your protection. EQUIPMENT NEEDED TO PARTICIPATE IN SHINAI CLUB!!! REQUIRED EQUIPMENT: 1. A Shinai 2. Helmet 3. Eye Protection 4. A heavy or thick pair of gloves. 5. Long sleeved shirt (preferably padded). 6. Pants. 7. Shoes or boots (no sandals or open toed footwear of any kind). The equipment listed below is NOT required to be worn by ALL members wishing to compete in shinai matches but is highly RECOMMENED: 1. Elbow and Knee Pads. 2. Shin Guards 1-No head shots!!! A Head Shot is the area of the body reaching from the tops of the shoulders to the top of the head. Do not hit anyone in the head! However, if it occurs, the person who was hit in the head decides whether the hit was intentional or not. If the hit was intentional the combatant that committed the Head Shot automatically forfeits the match.. 2-No thrusting!!! (stabbing) Thrusting is a rapid forward motion of a members weapon that is aimed directly at the opponent. A member may move his weapon forward if it is not aimed directly at the opponent. Example: In a match one opponent may move his weapon forward and to the side of their opponent with the intention of a side �touch�. 3-No Machine Gunning!!! Machine Gunning is rapidly striking your opponent using only your wrist to power your hits. 4-Gauntlet The gauntlet extends from the wrist to the finger tips. If you are hit in the gauntlet it does not count, continue fighting. However, you cannot block with the gauntlet, if you do, then you lose the arm. 5-Ankle Gauntlet The ankle gauntlet extends from the ankle down. If you are hit in the ankle gauntlet it does not count, continue fighting. 6-Power and Swings Do not intentionally swing hard! Only light touch hits are allowed in Shinai Club. We are out here to have fun and learn, not to hurt people. If you are hit hard, then ask the fighter to watch their power. If you are asked to watch your power then please do so. Swinging your weapon in the same fashion as you would swing a baseball bat is totally unacceptable and illegal. Swinging your shinai over your head in a downward direction is totally unacceptable and illegal. 7-Backstab Any hit that touches the area on a players back in between the shoulder blades from the waist up to where the neck begins is a "Backstab". Please keep in mind that the backstab tap is a courtesy so keep the hit as light as possible. Accept the light hit graciously and extend the courtesy to others. 8-Types of legal hits (See Parts of a Shinai diagram). When you get hit, think about the hit. Would it have cleaved you? Or would it have just drawn blood? A cleave is when the "Jinbu" of your shinai comes in contact with the opponents body and scores as a legal hit. Drawing blood is when the "Monouchi" of your shinai comes in contact with the opponents body and scores as a legal hit. Note that a cleave or drawing blood does not in any way, shape or form imply power, they are merely symbolic terms. The judge will decide if a hit has cleaved or merely drawn blood. 9-Loss of limb When you lose an arm tuck the arm that was cleaved behind your back. When your leg is cleaved you will lose the use of an arm instead (this is done for safety reasons). The person who cleaved your leg decides which arm you lose the use of. When you lose two limbs you are dead. Any infraction of these rules during a match will result in a penalty to be determined by the Judge. SINGLE COMBAT MATCH 10-Starting the Match Each Combatant enters the Field of Combat and assumes their position on their respective marks. The Judge will signal each combatant to salute each other then salute the Judge. The judge will ask each Combatant if they are ready. Upon a positive response to the Judges ready inquiry, the judge will signal the match to start. The Combatants will attempt to score points until a winner is declared by the judge. The match can only be stopped and started by the Judge except in the case of a hazardous circumstance developing. 11-Winning A combatant wins when they score 5 or more points or score two cleaves on their opponent. In case of a tie, combatants will continue the match in the standard way until one combatant scores a hit. If both combatants keep scoring simultaneous hits the match continues with no points awarded for each simultaneous hit. 12-Points 1- Forcing your opponent to step on or over the Field of Combat boundary is worth one point. 2- A hit that would draw blood is worth one point. 3-A hit that would have cleaved a limb is worth 2 points and Loss of Limb (Rule 9). 4- A hit that would have cleaved your torso is worth 3 points. 5- A Combatant that is the victim of a hit in the back (see Back stab rule 7) automatically loses the match. 6- Combatants will report back to their respective marks on the Field of Combat after each point the judge declares scored. 7- Combatants scoring simultaneous hits will both be awarded the proper points for their hit. 13-Penalties Penalties are distributed in 4 ways 1- Points taken away from a Combatant 2- Points given to a Combatant 3- A combination of 1 and 2 (warranted by extreme circumstances) 4- Forfeiture of the match. Usually 1 penalty point is assigned for each separate infraction of the rules. Combatants will report back to their respective marks on the Field of Combat after each penalty point assessed. 14-Field of combat The field of combat will be a square or rectangular area of a suitable size as pertaining to the number of Combatants. The Field of Combat is to be marked off with chalk or string staked to the ground, this is the Field of Combat boundary. One mark will be placed on opposite sides of this field for each combatant participating in the match. Combatants start the match, one on each mark. Combatants will report back to the mark they started the match on after every point scored and after each penalty point assigned. Combatants must remain in this field during combat. 15-Judge/Score Keeper Any person with the rank of Knight or higher can be a Judge. The judge is responsible for starting, stopping, resetting, issuing warnings and scoring of the match. The judge has final say in any matter pertaining to the match and the judges orders must be followed promptly. The judge is to be treated with the utmost respect and courtesy. Any Combatant arguing or being discourteous to the judge can be penalized by the judge by means of "Rule 13 Penalities". The judge may act as Score Keeper or may appoint a Score Keeper. The judge may also appoint a helper to monitor the match but the Judge still has final say in regards to the match. 16-Weapons Only Shinai can be used in Legal Shinai matches. Special weapons such as Murkwood Battles pole arms, axes, etc... can be used in "Special Weapon or Murkwood Matches". 17-Legal Matches, Practices, Tournaments, ect� (Events) The above stated �Legal Matches, Practices, Tournaments, ect�� will be referred to generally as �Events� or �Event� in this section and in other sections of the different legal Shinai Club and Murkwood Battles rule books. In order for any Shinai Club or Murkwood Event to be considered legal the following criteria must be met: 1. The club President must be present at the event or the Club President may give permission to a Noble to act in the Club Presidents stead at a certain specified event. 2. Proper records must be kept at the event. 3. At least one member with the rank of Knight or higher must be present at the event. There are three types of legal �Shinai Club Matches� they are: 1. Single Shinai. 2. Florentine Shinai or Double Shinai. 3. Shinai and Shinai Dagger (Shinai Dagger is a short shinai not more than half the length of a number �36� shinai. 18- Junior Members. Anyone under the age of 18 who joins the club is considered to be a �Junior Member�. The following rule applies to Junior Members: 1. A waiver must be signed by the Junior Members parent or guardian and be presented to the Club President. _________________________________________________ Part Two: MURKWOOD BATTLES BASIC RULES Index 1-Who can participate? 2-What is required to participate? 3-Body Points 4-Combat Striking Zones How hits are scored and dying Legal Hits Step and Grunt Rank Voids 5-Types of weapons Melee Weapons Repairing Destroyed Melee Weapons Thrown Weapons Archery Weapons Arrows Bows Repairing Destroyed Bows Shooting Arrows and Throwing Weapons Heavy Weapons Loading, Firing and Destroying Heavy Weapons Repairing Destroyed Heavy Weapons Damage done by Heavy Weapons 6-Armor 7-The Protection Armor and Shields Give 8-Healers 9-Herald 10-Weapon and Combat Safety Rules Hold Clarify Caution Lay On Hard Fumble General Safety Rules 1-Who can participate in Murkwood Battles? Anyone 12 or older may participate in the Murkwood Battles. A release form must be signed before anyone will be allowed to participate. For those who are under 18, a legal guardian must sign the release form. All participants must follow all rules and regulations in all our handbooks. Those who do not will be asked to leave permanently. These rules are for your protection. To participate, you must be either a warrior (who fights) or a herald. Heralds do not fight. They act as referees, timekeepers, scorers� etc. Observers are allowed. 2-What is required to participate? The first time you wish to participate as a warrior, you must have: 1. Your signed release form. 2. A weapon that passes our safety checks. 3. A costume that passes our requirements. 4. A helmet of some kind that passes our safety checks if you are a minor. 3-Body Points Each participant in Murkwood Battles will be issued a specific number of �Body Points�. The number of body points a participant has will be based on their rank in the Shinai Club. The chart below shows each rank and the number of body points a person of that rank will receive: Rank Body Newbie 3 Peasant 4 Squire 4 Veteran 4 Soldier 5 Knight 5 Lord 5 Noble 6 Baron 6 Count 7 Duke 7 Prince 8 King 10 If a person loses all their body points during a Murkwood event, that person dies. During Murkwood events all participants are required to clearly display their total body points by means of red beads worn on the front torso area of the participant. Body points on participants are kept track of using the honor system! 4-Combat Under no circumstances may any participant in Murkwood Battles strike another participant with any object other than a Murkwood approved weapon. Under no circumstances may any participant in Murkwood Battles use any part of their body to strike, grapple, push or otherwise physically abuse another participant. Striking Zones: For combat purposes, the body is divided into five areas: 1 Legs - From the ankle to the torso. 2. Arms - From the wrist to the shoulder joint. 3. Torso - This area includes the shoulders, chest, stomach, sides, back and buttocks. 4. Off-limits areas - This area includes the head, neck, groin and breasts (on females only). 5. Non-affected areas - This area includes the hands and feet. Penalty points will be assessed against fighters who repeatedly strike the areas that are off limits. Suspensions or restriction from further participation in games will be issued to those who continuously violate this rule. Those who wish to acknowledge strikes to non-affected areas may do so. This is encouraged because it adds to the realism of the game. You may never intentionally block blows with the hands or feet, and may never grip the 'blade' or 'point' of a weapon with your hands. How hits are scored and dying: You may never "fake" death or wounds during a battle to mislead your opponent (or any other person). It is imperative that you strike your opponents as safely as possible (make sure they feel the blow but don�t injure them). Whenever you strike an opponent from behind, simultaneously call out the type of your weapon so that they will know how to react. ? When you are hit you must �STEP AND GRUNT� (see Step and Grunt rule) before you attack again. ? The person hit deducts the proper amount of points from their body point total. ? When you are out of body points, you die! ? If you are hit on any legal part of your body by a projectile from a �heavy weapon� you die instantly, even if you are armored in any way!!! See Heavy Weapons section for details. ? If a blow strikes a sheathed weapon (i.e., one that is hanging from your belt or over your back), the attack is considered to have hit you anyway. A weapon must be in your hand to intercept an attack. When you die you must scream in simulated pain, drop dramatically to the ground, and do not move or talk (except to call CAUTION if you are about to be injured)! HINT: Overacting = bonus participation points!!! Legal Hits: A legal hit is made when a weapon strikes an opponent with enough force so that the opponent feels the hit, but not hard enough so that the hit causes pain or injury. Practice �pulling� your hit to avoid hitting too hard. Baseball bat type swings and overhead swings are illegal. Penalty points will be assessed against fighters who repeatedly strike too hard. Suspensions or restriction from further participation in any games will be issued to those who continuously violate this rule. Rapidly striking an opponent with your weapon using only the wrist is called �machine gunning�. Machine gunning is illegal and very annoying! Step and Grunt: When you are hit you must acknowledge the hit by taking a step backwards and grunting, screaming in pain, or making any other sound of pain that will signify you have taken a hit. (this is known as �STEP AND GRUNT�) You may defend yourself while you are doing the �STEP AND GRUNT� but you may not attack. Rank Voids: As a member progresses in rank they will earn �RANK VOIDS�. These �RANK VOIDS� can be used by members to avoid a spell effect or monster effect. �RANK VOIDS� are awarded starting at the rank of VETERAN. The chart below shows each rank and the number of Rank Voids a person of that rank will receive: Rank Rank Void Newbie 0 Peasant 0 Squire 0 Veteran 1 Soldier 2 Knight 3 Lord 4 Noble 6 Baron 7 Count 8 Duke 9 Prince 10 King 12 Shinai Champ 4 additional Murkwood Champ 3 additional Archery Champ 2 additional Thrown Weapons Champ 2 additional Master of Arms 2 additional Once all �RANK VOIDS� are used by a player that player may go to Valhalla and rest for 5 minutes for each rank void the player wishes to recover. Use of Rank Voids is controlled by the person who has acquired them using an HONOR system by calling out the number of each �RANK VOID�. EXAMPLE: (using monster effect) ? A player who is a Knight has three (3) rank voids. ? A monster hits that Knight with an ability that would cause the Knight to drop his weapon. ? The Knight may state �VOID ONE� and avoid the effect of the monsters ability. (Knight must still STEP AND GRUNT and take the weapon damage from the hit if there is any). ? A monster swings at the Knight and hits the Knight with an ability that would cause the Knight to fight on the monsters side. ? The Knight states �VOID TWO� and avoids the effect of the monsters ability. (Knight must still STEP AND GRUNT and take the weapon damage from the hit if there is any). ? Another monster sneaks up behind the Knight and hits the Knight with an ability that would cause the Knight to surrender his weapon to the monster. ? The Knight states �VOID THREE� and avoids the effect of the mosters ability. (Knight must still STEP AND GRUNT and take the weapon damage from the hit if there is any). ? The Knight has now used up all his �RANK VOIDS� for the day and can not call any more �VOIDS� until the Knight regains his voids by going to Valhalla or by some other club legal means. During Murkwood events all participants are required to clearly display their total Rank Void points by means of yellow beads worn on the front torso area of the participant. �RANK VOIDS� can not be used in any Murkwood or Shinai Club Championship competition. 5-Types of weapons Any type of medieval cutting or stabbing weapon that can be documented with a picture from a book, can be fit into the standard damage classifications, and can be constructed safely is allowed. All weapons must have existed before 1400 You may never use anyone else's weapon without their permission and you may never pick up and use a dead persons weapon. You can, however, use other people's arrows, thrown weapons, and Heavy Weapons projectiles, but only when returning a volley or in a melee situation. You may not cart anyone else's arrows, thrown weapons, or Heavy Weapons projectiles around with you. Melee Weapons Melee weapons are used in close combat. Swords, polearms, axes, and maces are examples of melee weapons. Weapons must be constructed according to Murkwood specifications (obtain a construction manual from the Club President or view one on the internet at www.geocities.com/murkwoodbattles One Handed melee weapons must be no more than 40 inches in length. A Bastard Sword is considered to be both a one handed sword and a two handed sword depending on how it is held. A Bastard must be over 40 inches in length but must not exceed 50 inches in length. A bastard sword may not be used as any part of a florentine combination. A bastard sword may be used two handed with a buckler. A bastard sword may only be used one handed with a shield. Two Handed melee weapons must be longer than 40 inches in length but no longer than 55 inches in length. Two Handed melee weapons called �pole arms� may be longer than 55 inches in length but may not exceed 72 inches in length. Only weapons equipped with a stabbing tip may be used to stab. One Handed weapons must never be used with two hands. Two handed weapons may be used with one hand only if the fighter using the two handed weapon loses the use of an arm. The two handed weapon will only count as a One Handed weapon when used in this manner. A person may not use more than one Two Handed weapon at a time. A person may not use a Two Handed weapon while using a shield. Repairing Destroyed Melee Weapons If a melee weapon is destroyed in game any fighter may remake the melee weapon by rolepaying they are remaking the melee weapon for at least five minutes. Thrown Weapons Thrown weapons may be any weapon that was used during the period Murkwood represents. Small Axes, Knives, Spears and Javelins are examples of thrown weapons. The striking end or edge of a thrown weapon is considered the blade and this blade must be made out of soft (couch) foam. A thrown weapon may not contain any PVC of any type but must be made entirely of Murkwood approved foams and duct tape. Thrown weapons may be used as melee weapons. Great care must be used when throwing weapons. A person must never throw weapons at full force when an opponent is in close range, use half force or less! A person must never aim for the head of another person! A person may never carry more than 5 Thrown Weapons during any event. Archery Weapons Arrows (packet arrow) Arrows are made by filling small cloth pouches (bean bags) with birdseed. The pouches may not be less than 2� across and may not be larger that 3� across. Actual bean bags or soft projectiles like small foam balls may also be used as arrows. An archer may never carry more than 20 arrows or crossbow bolts during any event. Bows Bows may be any physical representation of a period bow or cross bow. If a bow is hit by any weapon, the bow is considered broken. If a bow is broken it may not be used shoot arrows. Repairing Destroyed Bows If a bow is destroyed in game any fighter may remake the bow by rolepaying they are remaking the bow for at least five minutes. Shooting Arrows and Throwing Weapons To �shoot� an �arrow� a person must throw the pouch representing the �arrow� after role playing the actions associated in the actual loading and firing of a bow. A person may not shoot more than one arrow every five seconds. A person must count up to five in a loud, slow and clear, voice between firing each arrow. The only things which can stop arrows are shields. Arrows cannot be caught, blocked, deflected, or knocked out of the air by anything else, including hands, feet and weapons. If an arrow is blocked intentionally with anything other than a shield, the warrior doing the blocking is dead automatically. This is done for realism; in an actual combat situation, arrows move too fast for anything as small as a sword or bow to be able to block them, and an arrow striking a hand would pass through the hand and continue on. If an arrow strikes a limb that has already been hacked off, the arrow is considered to have continued as if the limb were not there, hitting whatever is in its path. Glancing arrows do not count. A glancing shot is one in which the arrow touches a target, but continues on in a flight path that has changed less than 30 degrees from the arrows original flight path. Once an arrow has hit an object and bounced off, changing its flight path in any way, it is harmless. An arrow cannot strike multiple targets. You may not ever carry another warrior's arrows around without their express permission. You may return fire with arrows that have been shot at you, but if you leave the immediate area where the arrows were fired, you may not take any arrows other than your own with you. Thrown weapons, when thrown, are considered missile weapons. As with arrows, thrown weapons may not be thrown with full force at close range (half force or less!). A thrown weapon is to be treated as a loosed arrow in every respect, except that it may be caught (by any part but the bladed part) or knocked out of the air. You cannot block thrown weapons with your weapon; you must deflect them. If you attempt to catch or deflect a thrown weapon and the bladed part strikes you anyway, you are hit. If your hand is hit while trying to catch the thrown weapon then you will lose the arm attached to that hand! Heavy Weapons Heavy weapons must be non-working representations of the large �siege type� weapons used during the period represented by Murkwood Battles. These weapons include catapult, ballista, trebuchet, ect� For the sake of convenience and safety, heavy weapons need only be about � to � the size of their real life counter parts and be made of PVC pipe or other suitable light weight material! The projectile for the heavy weapon is constructed in the same manner as the Murkwood �packet� arrow but the heavy weapon projectile must be at least 4 inches across but less than 6 inches across. A Heavy Weapons team may not carry more than 10 Heavy Weapon projectiles with them at any time. Each heavy weapon must be manned by a team of at least two people. Heavy weapons may only be moved by four people physically carrying them. Heavy weapons may only be moved at a rate of one step every five seconds, persons carrying the heavy weapon must count slowly and clearly. Loading, Firing and Destroying Heavy Weapons Heavy weapons may only shoot one projectile every 15 seconds. To fire a heavy weapon the person firing it must stand directly in front of it with one foot touching the heavy weapon. This person must be holding the heavy weapon projectile. They can throw the projectile, carefully, in any direction forward of the heavy weapon and within a 90 degree arc extending from the front center point of the heavy weapon. In between shots the heavy weapon crew must go thru the motions of reloading the heavy weapon while slowly and clearly counting to 15. Heavy weapon projectiles may be retrieved and refired. Heavy weapons can be destroyed by a single hit from another heavy weapon or by 10 consecutive hits from a two handed melee weapon, if the melee weapon hits are interrupted 10 more hits must be delivered before the heavy weapon is destroyed. Repairing Destroyed Heavy Weapons If a heavy weapon is destroyed in game any heavy weapons crew may remake the heavy weapon by rolepaying they are remaking the heavy weapon for at least 30 minutes Damage done by Heavy Weapons ? Any person hit on any legal part of their body by a heavy weapon projectile takes 10 body points of damage even if the person is wearing armor! ? Hits from a Heavy Weapon projectile count even if they are glancing. ? Rank Voids can not be used to cancel heavy weapon hits. ? If a heavy weapon projectile hits another person or object and rebounds, bounces, or rolls into another person(s) the person(s) hit in this way also takes 10 body points of damage. ? Shields and Armor are destroyed by a single hit, either direct or indirect, from a heavy weapon projectile and the person that was holding the shield or wearing the armor also takes 5 body points of damage. ? Each hit scored on any part of any monster by a heavy weapon projectile will cause that monster to take 10 points of damage even if the monsters stats state it can only be harmed by certain weapons or only by hits to certain parts of the monsters body or it takes multiple hits to do one point of damage to a monster! (Example: Six Headed Hydra has six heads. To destroy one head players must hit both arms of the person portraying the Hydra. Technically the Hydra has 6 Body Points, one for each head. If the Hydra is hit by a Heavy Weapon projectile it will take 10 points of damage and be killed.) 6-Armor We believe in padding the weapons, not the participants. In medieval times there were many different types of armor: leather, ringmail, brigantine, chain mail, plate. ? To qualify as legal, armor must be of an authentic style and design, reliably documented. ? A gambeson of quilted padding or heavy leather does not have to be worn under mail, but is strongly recommended. ? If you want to wear a helm for protection and have it count towards your armor total, it must be constructed according to armor construction specifications. In other words it must weigh and look like the real thing. ? Any corners should be rounded. ? There may be no spikes or other protruding objects on armor. ? Armor may not be concealed. It must remain fully visible to other players. ? You may wear a surcoat or tabard over armor as long as the edges of the armor remain uncovered. ? Armor must cover at least � of the persons legal target areas to receive the full amount of extra hits bonus points the armor gives as defined in the �Different types of Armor and the protection each type gives� section of the rule books. ? If a person wears armor that covers � to less than � of their legal target areas that person will only receive � of the bonus points that armor gives. ? In addition the person wearing armor covering � to less than � of their legal target areas will not benefit from the additional protection other than the extra hits bonus points stated in the �Different types of Armor and the protection each type gives� section of the rulebooks. ? If a person is wearing armor covering less than � of their legal target areas will not receive any benefits of that armor. ? As a point of reference armor covering just the torso would be considered the bare minimum for coverage of � of a persons legal target areas. 7-The Protection Armor and Shields Give ? Two Handed weapons do double damage against armor. ? Different types of Armor may be layered for cumulative protection points and bonuses. Different types of Armor and the protection each type gives: ? Leather armor allows the armored person to absorb one (2) extra hit before taking body damage. ? Chain Mail or Ring Mail armor allows the armored person to absorb one (4) extra hits before taking body damage. Only �solid hits� by arrows, and thrown weapons have an effect on a target wearing this armor (this means the listed weapons must stop dead on impact and not deflect in any way to count as a hit against an armored target.) ? Scale Mail armor allows the armored person to absorb one (6) extra hits before taking body damage. Unaffected by one handed stabbing thrusts. Only �solid hits� by arrows have an effect on a target wearing this armor (this means the listed weapons must stop dead on impact and not deflect in any way to count as a hit against an armored target.) ? Plate Mail armor allows the armored person to absorb one (8) extra hits before taking body damage. Unaffected by one handed stabbing thrusts. Only �solid hits� by arrows or thrown weapons have an effect on a target wearing this armor. (this means the listed weapons must stop dead on impact and not deflect in any way to count as a hit against an armored target.) ? Shields Unaffected by anything but Two Handed weapons and Heavy Weapon projectiles. Three good hits from a Two Handed weapon will destroy a shield. See �Damage done by Heavy Weapons� rule for explanation of Heavy Weapon damage pertaining to shields. How Armor is destroyed. Example 1: If a person is only wearing a full suit of Plate Mail then 8 hits scored on that person will render their entire suit of Armor useless. Example 2: If a person is wearing a Chain Mail long shirt with sleeves and a leather tabard with half sleeves then it will take 6 hits to destroy the armor that person is wearing. This is the total of chain mail (4 extra hits) and leather armor (2 extra hits) protection. Hits to armor are cumulative until the end of the current event. How Armor is Repaired. Any person who is wearing armor can repair or remake only their own armor by removing the armor and roleplaying the actions of repairing the armor using the proper representations of armor repair tools. Damaged or destroyed armor must be repaires up to its protection point maximum. Armor is repaired at a rate of one point per each five minutes of armor repair roleplaying. Two Handed Weapon Against Armor Clarification. If a Two Handed weapon hits a person wearing armor and that persons armor will protect against three extra hits, the first hit the Two Handed weapon scores will do two points of damage to the armor, the second hit will destroy the armor and also count as a one handed unarmored hit against that person. 8-Healers A Herald may appoint healers on an as needed basis. Healers must be declared before the start of an event. A team may have no more than one healer for every five members of the team. Healers cannot heal themselves. To heal a person, the Healer must be in direct physical contact with the injured person, the injured person must have at least one body point left, and the injured person may not be under direct attack. A Poem of Healing not less than 35 syllables must then be recited or read aloud the healer then meditates or roleplays healing the injured person for a period not less than 60 seconds. When this is finished, the wounded person regains all their body points and may resume the battle. If the Healer or injured person is attacked or distracted, or contact is broken for any reason, the entire Poem of Healing must be read or recited again. A Healer may restore a persons destroyed limbs in the same way the healer restores body points with the exception of one Poem of Healing and one 60 second meditating or roleplay healing for each limb the healer is restoring. A person may not be healed for body points more than once per game. A healer may not be on the same side as a Magic User with any healing spells. Magic User spells that cause a person to regain Body Points may be used to instead to have a fighter regain the use of a destroyed limb. One limb may be restored per spell cast. Here is a sample Murkwood Battles Healing Poem: �Brave Warrior you lay at my feet, Struck down in battle, you taste not defeat. Your spirit burns strong and beckons fight on! Rise up once more to fight again. Brave Warrior you are healed�. 9- Herald's. What is a Herald? The Herald is the Murkwood Battles equivalent to a referee. The Herald will interpret and enforce the rules if asked or if there is a dispute. Also, in some battles, the Heralds have special functions such as time keeper or flag bearer. If you wish to become a Herald, see the check-in committee during check-in. You must hold the rank of �Knight� or higher, you must read and understand the Herald�s Rulebook, and be approved by the Club President to be a Herald. The Herald�s rulebook may be obtained from the club president. If there are not enough volunteer Heralds, they will be drafted. 10-Weapon and Combat Safety Rules For safety purposes, there are some basic rules and commands that must be strictly observed while a player is involved in combat: HOLD: If for any reason a danger presents itself or an injury occurs any member may loudly shout the word �HOLD� all members must repeat the word �HOLD� and stop all combat, movement and speech, standing with their heads down! The Herald will make his way to the problem area and determine the correct course of action that will be taken. A �HOLD� may only be called in case of INJURY or DANGER! CLARIFY: If for any reason a question or discrepancy should arise, a member may shout �CLARIFY� and state their question or concern to another member or call the Herald to resolve the issue. All members involved in the CLARIFY will cease all movement and combat and may not be attacked by anyone until a proper �Lay On� is called. CAUTION: If a hazard presents itself on the battlefield i.e. a tripping hazard, or low hanging pipe, ect� the member noticing the hazard must shout the word �CAUTION� then point out the hazard. The members near the hazard must cease all combat and move away from the hazard then may resume combat after a proper �Lay On� is called. LAY ON: If combat is caused to cease for any reason a proper �Lay On� must be called. If combat for the entire group has ceased only a Herald may call the �Lay On�. If combat has ceased between a small group of members where no Herald was needed then one of that group of members may call the �Lay On�. A proper �Lay On� is done when a member or Herald states loudly and clearly: �Three, two, one, LAY ON�. HARD: If any member feels they have been hit too hard by another member, the member that was hit may call out �HARD� all members involved in the �HARD� will take one step back then resume combat. The member that had the �HARD� called on them will hit in a lighter fashion. FUMBLE: If any member is struck on any off limit area (see Rule 3) by a weapon wielded by another member and the member that was struck was caused any pain or discomfort they may yell �FUMBLE�. The member that struck the other member must immediately drop their weapons and count slowly and clearly in the following manner:�FUMBLE 1, FUMBLE 2, FUMBLE 3, FUMBLE 4, FUMBLE 5�. The member counting may not retrieve their weapons nor draw another weapon until they have completed the count! My suggestion is, RUN!!! General Safety Rules Violators of these safety rules will incur severe penalties!!! Never swing a weapon at another player�s head or groin, under any circumstances. Any blow that strikes either area will not be counted. A player that repeatedly strikes any of these areas will be issued a Rules Violation. No overhead swings are allowed, ever. Do not use excessive force when swinging a weapon. When swung, a weapon must travel an arc between 45 and 90 degrees. Hit with firm but not overly powerful blows. Listen and act accordingly. If a player complains that they are being hit too hard, then pull the blows a bit before they connect. Never charge a person. Turtling, the practice of crouching behind a shield so that a person�s head is the only area exposed, is illegal within Murkwood. A person who performs such an action runs the risk of receiving a headshot by weapons. Corkscrewing, the practice of running in circles around a person who is kneeling. A person who is kneeling may only be attacked from the front. A person who is laying down may only be attacked from the sides so that they may roll onto their side and defend. Machine Gunning is the practice of rapidily striking an opponent with your weapon using only the wrist to move the weapon, this practice is illegal within Murkwood. Never use any part of your body to physically touch another participant while engaged in battle i.e. tripping, grappling, pushing, ect�