Advanced Rule Book
03/01/04
BACK TO RULES INDEX
Index A Deeper Look Disputes and Dispute Forms Member Ranks 1-Newbie 2-Peasant 3-Squire 4-Veteran 5-Soldier 6-Knight 7-Lord 8-Noble 9-Baron 10-Count 11-Duke 12-Prince 13-King of Murkwood 14-Master of Arms 15-Rank / Champion Identification (Visual) 16-Noble Council 17-High Council 18-Club President 19-Presidential Council Club Ranking, Champions, and Challengers 20-Ranking members for Shinai Club Championship Challenger purposes 21-Shinai Club Champion 22-Murkwood Champion 23-Murkwood Archery Champion 24-Murkwood Thrown Weapons Champion 25-Challenge requirements and Penalties for Champions 26-Special Weapons Tournament Rules and Games 27-Tournament 28-Tournament eligibility 29-Tournament Fees 30-Tournament Spectators 31-Championship Tournaments Vacant Championship Reigning Champion Shinai Club Championship Tournament (with established Champion) Murkwood Championship Tournament (with established Champion) 32-Special Weapons and Shield Matches 33-Types of Battles Murkwood Crossover Rules 34-Murkwood Battles Participation points 35-Murkwood Battles Singles Match 36-Murkwood Battles Archery Contest 37-Murkwood Battles Thrown Weapons Contest 38-Simulated Dying 39-Valhalla 40-Characterization: How to act, dress, etc� 41-Melee Weapon Construction 42-Archery (Boffer Arrow Construction for Murkwood Archery Tournaments) 43-Shield Construction Epilogue Code of Conduct for Royal Ranking Members A deeper look: The question "Why should these games exist and what purpose do they serve?" might be answered simply "Because they are fun." There are, however, aspects other than simple enjoyment which make this a legitimate form of recreation. A. Escape Civilized man has always found the need to escape or momentarily put aside the problems and hassles of everyday life. Unfortunately some people have a hard time coping, and end up removing themselves from society completely by seeking constant escape. This is a cop out. However, escaping occasionally through reading, movies, dancing, gaming, etc., is something we all need to do. Murkwood Battles are a time to live out a fantasy, act out your character, and make merry with friends. B. Aggression Few people are ever taught coping skills other than sports. As with other team sports, Murkwood Battles is an effective and constructive way of venting pent-up frustrations and aggressions. Murkwood Battles provides an outlet for these feelings that is both safe and healthy. C. Team sports Unfortunately, most organized team sports in schools and leagues have become limited to the stereotyped "jock" type of person, products of a highly competitive, "win at all costs" society. Thus, rather than providing a release from the tensions of everyday life, many organized sports just become another source of pressure and tension. Murkwood Battles, however, are whatever you make them. There is a place for everyone. If you enjoy a physical, athletic game, you could become a front line shieldman or a berserker. If you prefer skill, accuracy, and precision, you might become an archer. If you are an intellectual and a tactician, you could be one of the commanders. If you like pitting yourself against the odds, become a scout. If you prefer the fantasy aspect become a wizard. One of the best aspects of Murkwood Battles, is that, with many people on a team, you don't have to worry about anyone seeing you "drop that pop-up fly ball." In fact, you can even turn being �killed� into a heroic chance for glory and recognition. D. Exercise Not only do Murkwood Battles provide plenty of fresh air, but they also improve stamina, coordination, strength, and reflexes. Nearly everyone pushes themselves to the limits of their endurance during the game. E. Social Murkwood Battles is a great way to get out of your isolated circles and meet all kinds of new and different people. Where else can a middle aged mathematician be seen socializing with college history students and high school punk rockers? Also advancement through the ranks of Murkwood emphasizes participation much more than overall victory. F. Violence "Isn't this game a little violent or dangerous?" is a question we are asked occasionally. Murkwood Battles is no more dangerous or violent than a game of basketball, and considerably less so than a game of football. Murkwood Battles uses controlled and constructive physical force, never intentionally harming anyone or anything. Disputes and Dispute Forms If at any time any member of Shinai Club or Murkwood Battles has a dispute (issue,complaint) they would like resolved that member may obtain a Dispute Form from the Master of Arms or the Club president. Once the member has the form they must fill it out and turn it into the Master of Arms. If the Master of Arms does not resolve the issue to your satisfaction you may approach a noble and ask that the matter be voted on in Noble Council. Member Ranks 1-Newbie Rank given to all new participants. A newbie must be sponsored by a member who has at least the rank of Soldier. ? Newbies have 3 Body Points. ? Newbies have 1 Mana per day. 2-Peasant Rank given when a Newbie has mastered basic safety and has basic understanding of the rules, and have obtained at least 15 Single combat matches. Rank must be approved by at least one member with the rank of Veteran or higher. ? Peasants have 4 Body Points. ? Peasants have 2 Mana per day. 3-Squire Rank given a Peasant when they have obtained at least 30 Single combat matches. Rank must be approved by at least one member with the rank of Soldier or higher. ? Squires have 4 Body Points. ? Squires have 3 Mana per day. 4-Veteran Rank given a Squire when they have obtained at least 50 Single combat matches and have at least 20 victories. Rank must be approved by at least one member with the rank of Knight or higher. ? Veterans have 4 Body Points. ? Veterans have 1 Rank Void. ? Veterans have 4 Mana. 5-Soldier Rank given a Veteran when they have obtained at least 75 Single combat matches and have at least 30 victories. Rank must be approved by at least one member with the rank of Lord or higher. ? Soldiers have 5 Body Points. ? Soldiers have 2 Rank Voids. ? Soldiers have 5 Mana. 6-Knight Rank given a Soldier when they have obtained at least 100 Single combat matches, have at least 40 victories and own at least one boffer weapon and a Murkwood outfit of some kind (tabard minimum) if they compete in Murkwood battles. Rank must be approved by at least one member with the rank of Lord or higher. ? Knights have 5 Body Points. ? Knights have 3 Rank Voids. ? Knights have 6 Mana. 7-Lord Rank given a Knight when they have obtained at least 150 Single combat matches and have at least 70 victories. Rank must be approved by at least one member with the rank of Noble. ? Lords have 5 Body Points. ? Lords have 4 Rank Voids. ? Lords have 7 Mana. 8-Noble PART 1: Rank given a Lord when they have obtained at least 250 Single combat matches, have at least 120 victories and own a shinai if they compete in the Shinai Club. PART 2:A special vote will be taken with the majority of club members of rank higher than Peasant. The vote will be by secret ballot. The vote will be a majority "YES" or "NO" vote, as pertains to the Lord who has fulfilled Part 1 of Rule 8, being granted the rank of Noble. Before the vote is taken any member of the club may speak his peace regarding the Lord who is seeking Nobility. PART 3: If the vote is "NO" the Lord seeking to become a Noble must wait 60 days and then ask that Part 2 of rule 8 be enacted again. The Lord seeking to become a Noble must repeat this process at least two times if the vote is still "NO". PART 4: If the vote as pertains to rule 8 PART 3 is still "NO" after the third time the Lord seeking a Noble may demand to have a Noble Council investigate and rule on the matter of the Lord becoming a Noble. Concerns must be addressed and conditions must be set for the Lord to become a Noble. Part 5: Rank must be approved by at least one member with the rank of Noble. Noble�s Rights and Privileges: 1. May cast up to one vote on each issue or dispute brought up in Noble Council or High Council. 2. Noble�s have 6 Body Points. 3. Noble�s have 6 Rank Voids. 4. Noble�s have 8 Mana. 9-Baron (Substitute Baroness for Baron if a female attains this rank) PART 1: Rank given a Noble when they have obtained at least 300 Single combat matches and have at least 150 victories. PART 2: Same as Part 2 of Rule 8 but substitute Veteran for Peasant. PART 3: Same as Part 3 of Rule 8 but substitute Noble for Lord and substitute Baron for Noble. PART 4: Same as Part 4 of Rule 8 but substitute Noble for Lord and substitute Baron for Noble. PART 5: Rank must be approved by at least one member with the rank of Baron. Barons� additional Rights and Privileges: 1. May cast up to one vote on each issue or dispute brought up in Noble Council or High Council. 2. May cast two additional votes per session on issues or disputes brought up in Noble Council or High Council. 3. Baron�s have 6 Body Points. 4. Baron�s have 7 Rank Voids. 5. Baron�s have 9 Mana. 10-Count (Substitute Countess for Count if a female attains this rank) PART 1: Rank given a Baron when they have obtained at least 400 Single combat matches and have at least 200 victories. PART 2: Same as Part 2 of Rule 8 but substitute Soldier for Peasant. PART 3: Same as Part 3 of Rule 8 but substitute Baron for Lord and substitute Count for Noble. PART 4: Same as Part 4 of Rule 8 but substitute Baron for Lord and substitute Count for Noble. PART 5: Rank must be approved by at least one member with the rank of Count. Counts� additional Rights and Privileges: 1. May cast up to one vote on each issue or dispute brought up in Noble Council or High Council. 2. May cast three additional votes per session on issues or disputes brought up in Noble Council or High Council. 3. Count�s have 7 Body Points. 4. Count�s have 8 Rank Voids. 5. Count�s have 10 Mana. 11-Duke (Substitute Duchess for Duke if a female attains this rank) PART 1: Rank given a Count when they have obtained at least 500 Single combat matches and have at least 250 victories. PART 2: Same as Part 2 of Rule 8 but substitute Knight for Peasant. PART 3: Same as Part 3 of Rule 8 but substitute Count for Lord and substitute Duke for Noble. PART 4: Same as Part 4 of Rule 8 but substitute Count for Lord and substitute Duke for Noble PART 5: Rank must be approved by at least one member with the rank of Duke. Dukes� additional Rights and Privileges: 1. May cast up to one vote on each issue or dispute brought up in Noble Council or High Council. 2. May cast four additional votes per session on issues or disputes brought up in Noble Council or High Council. 3. Duke�s have 7 Body Points. 4. Duke�s have 9 Rank Voids. 5. Duke�s have 11 Mana. 12-Prince (Substitute Princess for Prince if a female attains this rank) PART 1: Rank given a Duke when they have obtained at least 600 Single combat matches and have at least 300 victories. PART 2: Same as Part 2 of Rule 8 but substitute Lord for Peasant. PART 3: Same as Part 3 of Rule 8 but substitute Duke for Lord and substitute Prince for Noble. PART 4: Same as Part 4 of Rule 8 but substitute Duke for Lord and substitute Prince for Noble. PART 5: Rank must be approved by at least one member with the rank of Prince. A Princes additional Rights and Privileges: 1. May cast up to one vote on each issue or dispute brought up in Noble Council or High Council. 2. May cast five additional votes per session on issues or disputes brought up in Noble Council or High Council. 3. Prince�s have 8 Body Points. 4. Prince�s have 10 Rank Voids. 5. Prince�s have 12 Mana. 13-King of Murkwood (Substitute Quen for King if a female attains this rank) Once a member has attained the rank of Prince that member becomes eligible to compete for the title of King of Murkwood! To become King of Murkwood a yearly tournament will be held, the date will be determined by the Club President but can not be held less than 12 months after the previous tournament. At this tournament all Princes who wish to compete for the title of King will give their name to the Club President. If there are exactly 4 eligible Princes a single elimination bracket tournament will be held with the winner either becoming King of Murkwood if there is no current reigning King or winning the right to challenge the current reigning King of Murkwood in a best of three Murkwood Battles Singles Match competition. If there are more than 4 eligible Princes then a mass melee will be held with all eligible Princes competing, the melee will continue until exactly 4 Princes are left alive. The 4 Princes will then compete in the single elimination bracket tournament with the winner either becoming King of Murkwood or winning the right to challenge the current King of Murkwood. If there are only 3 Eligible Princes then a single elimination bracket tournament will be held with one participant receiving a �bye� and the winner will either become King of Murkwood or win the right to challenge the current King of Murkwood. If there are only 2 eligible Princes then a two out of three �Single Combat Match� series will be held with the winner either becoming King of Murkwood or winning the right to challenge the current King of Murkwood in a best of three Murkwood Battles Singles Match competition. The King of Murkwood, due to extreme circumstances such as illness, disgracing the title, acting in an unkingly manner, ect.. may be stripped of their title only by a High Council. The King of Murkwood will wear a gold crown to all Murkwood events. The King of Murkwood has the additional Rights and Privileges: 1. May cast up to one vote on each issue or dispute brought up in Noble Council or High Council. 2. May cast five additional votes per session on issues or disputes brought up in Noble Council or High Council. 3. May handle all disputes regarding Murkwood (A Noble Council may overturn the Kings ruling with permission from the Club President, but the Kings ruling remains in effect until that time). 4. May pick two participants to be on their team twice a day during any Murkwood Battles games. 5. May heal themselves of any wounds twice a day during any Murkwood Battles games. 6. The King of Murkwood may appoint one member of the club with the rank lower than a Lord to be the Kings �First Knight� or body guard. The First Knight will be addressed in the same way as a normal Knight. The First Knight will have all the rights of a Noble. The First Knights rank and Privileges will last as long as the King who appointed the First Knight remains King or until the King who appointed the First Knight dismisses the First Knight. 7. King�s have 10 Body Points. 8. King�s have 12 Rank Voids. 9. King�s have 14 Mana. 14-Master of Arms Only the Club President may appoint a Master of Arms. The Master of Arms acts as the clubs safety and security patrol during combat matches. A Master of Arms will be responsible for the following: 1. Handling various petty disputes. (Remember to let the King of Murkwood see all disputes regarding Murkwood) 2. Transferring to, Noble Council, dispute forms to that the Master of Arms feels they can not rule on. 3. Inspection and approval of members weapons for safety prior to the start of matches and or events. 4. Insuring that members are wearing the proper protective equipment prior to the start of matches. 5. Inspecting the combat area for safety prior to the start of matches and events. 6. Insuring that all members weapons are stored in the proper storage place while matches are taking place. 7. Maintaining discipline, safety, and order in the area around the combat area. A Master of Arms must hold the rank of Knight or higher. A Master of Arms may appoint "Marshall's" to help him with his duties. The Marshall's appointment is temporary lasting only as long as the current club event. A Marshall must hold the rank of Soldier of higher. All members regardless of rank must follow the Master of Arms instructions regarding safety and disipline. A Master of Arms can be stripped of this rank by Noble Council, at which time the Club President will choose a new Master at Arms. The Master of Arms has the additional Rights and Privileges: May use two �Rank Voids� (this is in addition to other �Rank Voids� the Master of Arms has due to their official club rank). 15- Rank / Champion Identification (Visual) Any member with a rank of Knight or higher may visually signify their rank by means of a colored waist sash or armband that is to be worn during matches. The waist sash or armband colors and the rank they correspond to are as follows: 1. Newbie � no sash / armband 2. Peasant � no sash / armband 3. Squire � no sash / armband 4. Veteran � no sash / armband 5. Soldier � no sash / armband 6. Knight � Red 7. Lord � Purple 8. Noble � Black 9. Baron � Green 10. Count � Orange 11. Duke � Blue 12. Prince � White sash/armband or Silver Crown 13. King of Murkwood � Gold Crown 14. Shinai Club Champion � Shinai Club Championship Medalion 15. Murkwood Single Champion � Murkwood Championship Medalion 16. Murkwood Archery Champion � Murkwood Archery Championship Medalion 17. Murkwood Thrown Weapons Champion - Murkwood Thrown Weapons Championship Medalion 16-Noble Council Nobles� will have one vote for each issue or dispute brought up in council. Noble Council will convene for voting prior to any major rule change or policy change. Disputes will be heard and ruled on in Noble Council. Noble Council will discuss any club business. A council will consist of an odd number of Nobles numbering at least three. Councils will be convened as often as deemed necessary and notice must be given to all club members at least one week prior to the council meeting. Any member can attend Council meetings regardless of rank. Any ruling voted on by Council must be approved or disapproved by the Club President. 17-High Council Nobles� will have one vote for each issue or dispute brought up in High Council. In certain circumstances a meeting requiring the attendance of all Nobles who are members of the club may be called, this meeting is known as a "High Council". The High Council may be called together only for specific matters of grave importance and may be called together only with approval of the Club President. A ruling by the High Council does not require approval by the Club President. 18-Club President Mark Sniadach is the club President. The Club President will be responsible for all record keeping for the club. The Club President must approve or deny Noble Council rulings. Only the Club President may approve a meeting of the High Council. The Club President can not be voted out of office. The Club President can not have his powers curtailed or altered in any way. The Club President is head of the rules committee and may alter the rules should a safety issue, discrepancy, or conflict be found within them or a clarification be needed. 19-Presidential Council The Club President may call a Presidential Council to meet with the purpose being to overturn or �veto� any decision made by the �High Council�. The Presidential Council must consist of a majority of the members of the club with the ranks of �Veteran� and above! This Presidential Council must have a number of qualifying members in attendance equal to or greater than the �High Council� whose decision the Presidential Council is voting on. Any member may attend. Club Ranking, Champions, and Challengers 20-Ranking Members for Shinai Club Championship Challenger purposes The Club President will determine the clubs highest eight ranking members of the month by tracking the members win record for the month. The highest ranking member for the previous month will be able to legally challenge the Shinai Club Champion for their title in the current month if no Shinai Club Championship Tournament is scheduled to be held that month. Example: Member ranked number one for June will be able to legally challenge the Shinai Club Champion in July. In case of a tie the tied members will compete against each other in a Single Combat Match to determine rank. If more than two members tie then a Single Combat Match bracket system will be used to determine rank. Members eligible to be included will have their spots in the bracket determined randomly. Some members will receive a bye in the bracket system this will also be determined randomly. If the highest ranking member does not wish to challenge the Shinai Club Champion in the current month then the right to legally challenge the Shinai Club Champion goes to the next highest ranking club member. The right to challenge will be passed down in this manner as long as each ranked member declines to accept the right to challenge the Shinai Club Champion. 21-Shinai Club Champion 1. The �Shinai Champion� will be able to attend Noble or High Council meetings and cast one vote on each issue or dispute. 2. The �Shinai Club Champion� will be granted two additional council votes per session. 3. The �Shinai Club Champion� will be granted an additional 4 Rank Voids per day. 4. The �Shinai Club Champion� will be granted an additional 2 Body Points. 5. The �Shinai Club Champion� will be granted an additional 2 Mana per day. The above privileges are temporary, lasting until a new Shinai Club Champion is declared at the next tournament, or the �Shinai Club Champion� accepts a legal challenge and is bested in a two out of three �Single Combat Match� series using �Single Shinai�. A legal challenge may only be made by the highest ranked Shinai Club member of the month. A member who legally challenges and defeats the Shinai Club Champion to become the Shinai Club Champion does not have to fight for his/her title until the following month or the next Shinai Club Championship Tournament, which ever comes first. The Shinai Club Champion MUST face the winner of any official Shinai Club Championship Tournament on the same day the Tournament is held. The �Shinai Club Champion� is only required to accept one legal challenge per month, the �Shinai Club Champion� may accept more legal challenges if he/she so desires. If the Shinai Club Champion has participated in or is scheduled to participate in a Shinai Club Championship Tournament, that Champion does not have to accept anymore challenges during that month. The Shinai Club Champion must compete in and defend their title at all Shinai Club Championship tournaments even if they have already defended their title against a challenger during that month. 22-Murkwood Champion 1. The �Murkwood Champion� will be able to attend Noble or High Council meetings and cast one vote on each issue or dispute. 2. The �Murkwood Champion� will be granted one additional council vote per session. 3. The �Murkwood Champion� will be granted an additional 3 Rank Voids per day. 4. The �Murkwood Champion� will be granted an additional 1 Body Point. 5. The �Murkwood Champion� will be granted an additional 1 Mana per day. The above privileges are temporary, lasting until a new Murkwood Champion is declared at the next tournament, or the current Murkwood Champion accepts a challenge from a Murkwood member and is bested by that member in a Single Combat Match. All Murkwood Championship matches will be fought according to Murkwood Battles Singles Match rules. Any member who is the victor at the most recent Murkwood Championship tournament is the �Murkwood Champion�. Any Murkwood member may challenge the Murkwood Champion for their title. If more than on Murkwood member challenges the Murkwood Champion for their title on the same day then the challengers must face each other in a free for all melee with the survivor going on to challenge the Murkwood Champion. The Murkwood Champion MUST face the winner of any official Murkwood Championship Tournament on the same day the Tournament is held. The Murkwood Champion is only required to accept one challenge per month. If the Murkwood Champion has participated in or is scheduled to participate in a Murkwood Championship Tournament, that Champion does not have to accept anymore challenges during that month. The Murkwood Champion must compete in and defend their title at all Murkwood Championship tournaments even if they have already defended their title against a challenger during that month. 23-Murkwood Archery Champion (USE BOFFER ARROWS NOT PACKET ARROWS!!!) 1. The �Murkwood Archery Champion� will be able to attend Noble or High Council meetings and cast one vote on each issue or dispute. 2. The �Murkwood Archery Champion� will be granted an additional 2 Rank Voids per day. 3. The �Murkwood Archery Champion� will be granted an additional 1 Body Point. 4. The �Murkwood Archery Champion� will be granted an additional 1 Mana per day. The above privileges are temporary, lasting until a new Murkwood Archery Champion is declared at the next tournament, or the current Murkwood Archery Champion accepts a challenge from a member of Murkwood and is beaten by that member. All Murkwood Archery Championship Contests will be held according to Murkwood Battles Archery Contest rules. Any member who is the victor at the most recent Murkwood Archery Championship tournament may face the current Murkwood Archery Champion for their Murkwood Archery Championship on that same day. Any Murkwood members may challenge the Murkwood Archery Champion for their title. If more than one Murkwood member challenges the Murkwood Archery Champion for their title on the same day then the challengers must face each other in a one round �shoot off� using an officially sanctioned scoring target and each participant using three arrows. The participants of the �shoot off� will shoot their three arrows at the target at a distance of 20 feet attempting to attain the highest score possible. The winner of the �shoot off� will go on to challenge the Murkwood Archery Champion in a standard Murkwood Archery Championship Contest.The Murkwood Archery Champion is only required to accept one challenge per month. The Murkwood Archery Champion MUST face the winner of any official Murkwood Archery Championship Tournament on the same day the Tournament is held. The Murkwood Archery Champion is only required to accept one challenge per month. If the Murkwood Achery Champion has participated in or is scheduled to participate in a Murkwood Archery Championship Tournament, that Champion does not have to accept anymore challenges during that month. 24-Murkwood Thrown Weapons Champion 1. The �Murkwood Thrown Weapons Champion� will be able to attend Noble or High Council meetings and cast one vote on each issue or dispute. 2. The �Murkwood Thrown Weapons Champion� will be granted an additional 2 Rank Voids per day. 3. The �Murkwood Thrown Weapons Champion� will be granted an additional 1 Body Point. 4. The �Murkwood Thrown Weapons Champion� will be granted an additional 1 Mana per day. The above privileges are is temporary, lasting until a new Murkwood Thrown Weapons Champion is declared at the next tournament, or the current Murkwood Thrown Weapons Champion accepts a challenge from a member of Murkwood and is beaten by that member. All Murkwood Thrown Weapons Championship Contests will be held according to Murkwood Battles Thrown Weapons Contest rules. Participants may use any Murkwood Battles legal thrown weapons that they chose in the Murkwood Thrown Weapons Contest or Tournament. Any member who is the victor at the most recent Murkwood Thrown Weapons Championship tournament may face the current Murkwood Thrown Weapons Champion for their Murkwood Thrown Weapons Championship on that same day. Any Murkwood members may challenge the Murkwood Thrown Weapons Champion for their title. If more than one Murkwood member challenges the Murkwood Thrown Weapons Champion for their title on the same day then the challengers must face each other in a one round �throw off� using an officially sanctioned scoring target and each participant using three thrown weapons. The participants of the �throw off� will throw their three thrown weapons at the target at a distance of 20 feet attempting to attain the highest score possible. The winner of the �throw off� will go on to challenge the Murkwood Thrown Weapons Champion in a standard Murkwood Thrown Weapons Championship Contest. The Murkwood Thrown Weapons Champion is only required to accept one challenge per month. The Murkwood Thrown Weapons Champion MUST face the winner of any official Murkwood Thrown Weapons Championship Tournament on the same day the Tournament is held. The Murkwood Thrown Weapons Champion is only required to accept one challenge per month. If the Murkwood Thrown Weapons Champion has participated in or is scheduled to participate in a Murkwood Thrown Weapons Championship Tournament, that Champion does not have to accept anymore challenges during that month. 25-Challenge requirements and Penalties for Champions If any champion is unable to accept a challenge during a legal challenge period, the champion must inform the Club President of the reason they are unable to accept the legal challenge. The Club President will decide if the reason given is acceptable. If the reason given is acceptable the Club President will inform the club members and give a date when the champion may be challenged again. Some acceptable reasons for not accepting a challenge are: medical, health, member being away for a period of time for vacation etc� If the reason given is determined to be unacceptable the Club President may declare the championship vacant. If a title is vacant a bracket style tournament must be held to name a new champion. 26-Special Weapons All Special must meet the following criteria: 1.Special weapons must be made to �Murkwood Battles� specifications. 2.Special Weapons must be approved by the Club President and at least one Noble. 3. A member must demonstrate, in front of the Club President and at least one Noble, mastery with the Special Weapon he is seeking approval to use. Tournament Rules and Games ALL GAMES EXCEPT FOR SHINAI CHAMPIONSHIP SINGLE COMPETITION WILL BE PLAYED WITH BOFFER WEAPONS!!! 27-Tournament A tournament may be held if all of the following conditions are met: 1. Only the President may declare a tournament. 2. All club members must be given at least one weeks notice prior to the tournament. 3. The President must be present at the tournament. 4. At least three members with the rank of Knight or higher must be present at the tournament. 5. At least 8 members enter the tournament. 28-Tournament eligibility Any member of the club may compete in any of the tournament games. 29-Tournament Fees The President may charge a nominal (small) fee to enter the tournament games. This fee will go to cover the cost of: 1. Tournament Awards 2. Tournament Feast 3. Any other Tournament costs 30-Tournament Spectators All members are invited to be spectators at a Tournament. Spectators do not have to pay the tournament fee unless they intend to partake of the Tournament Feast! Members may bring guests to Tournaments providing permission is granted at least one week prior to the tournament by the Club President or a member with rank of Lord or higher. If the spectators wish to participate in the tournament feast they must pay the tournament fee. 31-Championship Tournaments Vacant Championship Single Combat match rules (see Shinai Club Basic Rulebook rules 10 thru 15) utilizing an eight man bracket system to determine the Champion if there is no current Champion. A group of 8 members is the minimum amount of members recommended to have this competition. If less than 8 members enter and that number causes some brackets to go empty then some members may receive a bye in that bracket and advance on in the tournament to the next bracket. Bye brackets are to be determined by random draw. The winner of this tournament will be declared the Champion. Beginning brackets will be filled by random draw. Reigning Champion If there is already a Champion then the eight man bracket system Tournament winner will face the current Champion for the Championship in a two out of three �Single Combat Match� series. Shinai Club Championship Tournament (with established Champion) If a Shinai Club Championship Tournament is scheduled to be held during any given month then the eight top ranked members will compete in a Singles Match eight bracket elimination tournament. The winner of the tournament will face the current Shinai Club Champion in a two out of three �Single Combat Match� series using �Single Shinai� on that same day. The winner of this series will be declared �Shinai Club Champion�. Murkwood Championship Tournament (with established Champion) If a Murkwood Championship Tournament is scheduled to be held during any given month and there are more than eight members wishing to compete for the championship, a mass melee will be held and will last until there are exactly eight members left �alive�. The eight surviving members will compete in a Singles Match eight bracket elimination tournament. The winner of the tournament will face the current Murkwood Champion in a two out of three Murkwood Battles Singles Match series on that same day. The winner of this series will be declared �Murkwood Champion�. 32-Special Weapons and Shield Matches Murkwood Battles Singles Match rules where members are able to use any special weapons or shields they are approved to use. 33-Types of Battles Melee Members who enter the melee will be divided up into two teams. The two teams will be identified by each team wearing a colored ribbon to signify which team they are on. Example: red ribbon for the red team and blue ribbon for the blue team. Members may choose among themselves which team they will be on. A large field will be marked off and opposing teams will start at the opposite sides of this field. A judge (see rule 15) will signal the start of the melee. Opposing sides will come together and attempt to kill all members of the opposing team. Once an opposing team member is killed that member must exit the melee field! Due to the large amount of participants in the melee members must score themselves using the �honor system�. The judge is just their to start the match and stop it! Once all of an opposing team has been made to exit the field the judge will stop the match for the final time and declare the team who still has at least one member left on the field the �Melee Winners�! Protect the King Same rules as Melee (see rule 54) except each team will elect a �King�. If a teams �King� is forced to exit the melee field then that team looses. Team Matches 2 on 2 Murkwood Battles Singles Match rules except instead of one on one combat it will be two teams of two members each opposing each other. When 5 points are scored by any team that team wins. Two judges must be used in this match. Handicap Match 2 on 1 Murkwood Battles Singles Match rules except instead of one on one combat it will be a combination of 1 member versus 2 members. Two judges must be used in this match. Handicap Match 3 on 1 Murkwood Battles Singles Match rules except instead of one on one combat it will be a combination of 1 member versus 3 members. Two judges must be used in this match. Flag Battle A woods battle is most often a capture the flag type battle. After the teams have been selected, both teams will be led to Valhalla, where the times for the battle's start and end are announced (about a four hour span). Each team heads off in its own direction to look for a strategic place to plant its flag. Once a site is chosen, the area around the flag is fortified by lashing fallen trees and logs together, then piling up brush on top. (Rope is very useful. Your teammates will bless you for bringing it). No living plants may be harmed. At the start of the game the entire team must be assembled around the flag. Wise commanders will by this point know what strategies and tactics they plan to use. The goal is to find the enemy flag, capture it and return it to your camp, where you must plant it next to your own. Then your army must defend both flags from the enemy, who are sure to be in hot pursuit. If you return to your camp with the enemy's flag and find that your own flag is gone, you should quickly plant the enemy's flag where yours was and then try to recapture your own. Your team gets one point for every time one of the enemy is killed, and one point for every minute that both flags are planted side by side in your camp. Whenever a flag is voluntarily touched by someone, that person's team has only 15 minutes to get it back to the team's camp. The team loses five points for every minute that it exceeds the 15 minute grace period. Note: The flags must always be on their poles. If you get to camp with only half a flag (either the pole or the banner is missing), your team will begin losing points unless the other half of the flag is found and reattached before the 15 minute grace period is up. Gold Battle These battles are just like flag battles, with the addition of gold. At check-in each warrior is given one gold piece (a metal washer or some other small metal disk) to place in his/her pouch or to hang around her/his neck. The goal is not only to remain in possession of the two flags, but also to end the battle with as much gold as possible. Gold can be collected through murder, extortion, robbery, or persuasion. You may collect as much gold as you want, but keep in mind that you may not conceal its presence from someone who is looting your dead body. It may not be hidden, buried, etc., although you may give it away to your teammates, so long as you keep one piece; warriors may not give away their last gold piece for the purpose of safeguarding it. Killing may not be necessary to collect an enemy's gold; you can always threaten to kill them if they do not give up all their gold (you may give your last gold piece to an enemy, if you are dead or under threat of death). Nor does killing an opponent automatically give you the right to his/her gold; if someone takes it before you, you may have to kill that person to get it back. If dead people are inside a fort, and the Herald calls a cease fire to send the dead to Valhalla, and you haven't had a chance to get the gold off of the dead, TOO BAD! You may not search spirits going to Valhalla. Capture The Unit Flags Battle This is a variation of the normal flag battle. The difference is that every unit is a team and has its own flag (a unit banner). In other words, instead of two teams and two flags, there could be nine teams and nine flags. Each unit must supply its own flag Herald, who must stay with the flag, as in a standard flag battle. However, because the flag Herald is allowed to fight in these battles, s/he does not act as a referee. S/he only records times of possession. Rather than going to Valhalla when s/he is killed, s/he resumes the job of a normal flag Herald for 15 minutes. Then s/he can fight again. Also, in this version, the flag does not have to be planted at a team camp. It merely has to be in a team's possession (held by a unit member) which means that the flag can be mobile. A team may also capture as many flags as it wants; if a team has three flags as well as its own in its possession, it gains three points per minute. Grand Melee Battle between two or more opposing teams until there is only one team left alive. This could mean that only one member of that team survives. Kill the King Each team has a designated king or queen (who does not have to be the commander). The object is to kill the other team's monarch before they kill yours. The monarchs are immune to missile weapons. This is usually a two team battle, but can involve more. Save the King This is really two battles in one and is timed. The object is to save your monarch from being killed. The team whose monarch lives the longest is the victor. Flag Battle There are two type of field flag battles. In one, the flag is placed in the center of the field and two teams race to capture and hold the flag. The team with the flag at the end of the grand melee wins. In the second, each team has a flag and fights to defend its flag and capture the other one(s). Meat Grinder The two teams form up into columns. The teams march toward each other. The columns cannot move to the side or flank, but only march straight ahead. The teams march towards each other until the pile of dead is too high to get over. Unit Battles Each unit fights as a team in a grand melee. Shield vs. Non-shield All shieldmen form a circle and all other warriors attack. Honor Circle All warriors form a circle and challenges are called for honor battles in the center. Free-for-all Every fighter for his/her self until only one is left alive. Honor Free-for-all The same as the previous one, but all combat is honor-bound; eye contact must be made before a fight is begun. Nomads Occasionally, one unit may fight as nomads. They have no alliance to any team and have no interest at all in the flags, if such exist (they are not allowed to touch them). All they do is kill. Monsters Basically any of the above games that can logically support the monsters detailed in the Murkwood Monster Manual. Quest A group must use all their skills to achieve a goal or goals. This is a LARP type game. Magic Users Basically any of the above games that can logically support Magic Users. Note: these games are but a few suggestions regarding the types of games that can be played using Murkwood Battles rules. If you have any others that can be logically played feel free to suggest them to the Herald! Murkwood Crossover Rules 34-Murkwood Battles Participation Points. (excludes Murkwood Battles singles match) Murkwood Battles participants will be awarded participation points that may be redeemed for �Matches� and �Match Wins� in the Shinai Club. The participation points may be redeemed in the following manner: For every 1 participation point redeemed a Shinai Club member will receive a recorded �Match� and �Match Win� on their Shinai Club Information form. Participation points will be recorded on the Shinai Club Multi-Form then transferred to each individual members membership form. Participation Points will be awarded in the following manner: 1. If a participant is a member of a winning side during a Murkwood Battles event then that member will receive two (2) participation points. 2. If a participant is a member of a losing side during a Murkwood Battles event then that member will receive one (1) participation point. Participation points can not be carried over from one days events to the next. Any Participation Points that can not be converted into Shinai Club matches and wins will be lost. Herald�s may award additional participation points to players for things like exemplary performances, showing great skill, ect� The additional participation points may not exceed 6 during any given days events. The additional points may not be added until the end of the days events. 35-Murkwood Battles Singles Match Murkwood Battles Singles Matches will be held in the exact same manner as a Shinai Singles Match, with the exceptions of boffer weapons being substituted for shinai, thrusting being allowed to participants who use boffer weapons equipped with a stabbing tip, and harder Murkwood type scoring hits and all hits worth one point. The �cleave� rules normally used in the �Shinai Singles Match� is considered to be suspended during a Murkwood Battles Singles Matche. Murkwood Battles weapons are to be chosen by participants and are not limited to swords. Participants may use more than one weapon. Bows, arrows, or any type of projectile or thrown weapon may NOT be used in a Murkwood Battles Singles Match. Shields may NOT be used in a Murkwood Battles Singles Match. Armor DOES NOT count in a Murkwood Battles Singles Match. Participation points do not apply to Murkwood Battles Singles Match. A Match or a Match and Win in Murkwood Battles Singles Matches will be counted on the members Shinai Club information form in the exact same way a normal shinai singles match would be counted. The winner of any Murkwood Battles Singles Match will receive one match and one win on their shinai club member form. The loser of any Murkwood Battles Singles Match will receive one match only (no win) on their shinai club member form. 36-Murkwood Battles Archery Contest Murkwood Battles Archery Contest will utilize an officially sanctioned scoring target or targets. The Murkwood Battles Archery Contest will use officially sanctioned boffer arrows (not thrown packet arrows) and real bows that have a pull weight of 15 pounds or less. The contest will be a three round increasing distance shoot with each participant shooting three arrows for each distance shot. The participants will try to shoot for the highest score during each round. At the end of the three rounds each participants single round score will be totaled and the participant that has the highest score will be declared the winner on the contest. The scoring will be recorded on the Murkwood Battles Archery Scoring sheet. The first round distance shall be 10 feet from the target. The second round distance shall be 20 feet from the target. The third round distance shall be 30 feet from the target. In the case of a tie all Archers involved on the tie will engage in a �one shot� by shooting one arrow at the target at a distance of 20 feet attempting to shoot their arrow through the 50 point scoring hole the target or other suitable target determined by the Herald. Archers who make this shot are still in the contest and will wait until all archers shoot. Archers who miss this shot are out of the contest. The archers who remain in the contest will repeat the �one shot� until only one archer remains. The Archer that remains will be declared the winner. If no Archers at all makes the �one shot� during any �one shot� round then that group of Archers will remain in the �one shot� contest and repeat the �one shot� until a winner is declared. All participants in a Murkwood Battles Archery Contest will receive one (1) participation point. The winner of the Murkwood Battles Archery Contest will receive two (2) participation points. 37-Murkwood Battles Thrown Weapons Contest Murkwood Battles Thrown Weapons Contest will utilize an officially sanctioned thrown boffer weapons and scoring target(s). The contest will be a three round increasing distance throw with each participant using three thrown weapons for each distance thrown. The participants will try to throw for the highest score during each round. At the end of the three rounds each participants single round score will be totaled and the participant that has the highest score will be declared the winner on the contest. The scoring will be recorded on the Murkwood Battles Archery/ Thrown Weapons Scoring sheet. The first round distance shall be 10 feet from the target. The second round distance shall be 20 feet from the target. The third round distance shall be 30 feet from the target. In the case of a tie all Throwers involved in the tie will engage in a �one throw� by throwing one thrown weapon at the target at a distance of 20 feet attempting to throw their thrown weapon at a 15 point target or other suitable target determined by the Herald. Throwers who hit this target are still in the contest and will wait until all throwers involved have thrown. Throwers who miss the target are out of the contest. The throwers who remain in the contest will repeat the �one throw� until only one thrower remains. The thrower that remains will be declared the winner. If no throwers at all hit the target during any �one throw� round then that group of throwers will remain in the �one throw� contest and repeat the �one throw� until a winner is declared. All participants in a Murkwood Battles Thrown Weapons Contest will receive one (1) participation point. The winner of the Murkwood Battles Thrown Weapons Contest will receive two (2) participation points. 38-Simulated Dying The instant that you are "killed", you must scream in mortal agony and collapse lifelessly to the ground. The more real it looks and sounds, the better. Heralds will give bonus points for really good deaths. While you are dead, you are dead. Lie flat on the ground -- in a dramatic pose, if possible -- and move as little as possible. Do not sit up and gawk at those still battling (we are simulating combat, so the dead people should look dead, for the benefit of any observers). If you fear you might be stepped on, you may get out of the way. If there are so many dead that no combat can take place without stepping on them, the living should either drag the dead out of the way by touching the dead player on their arm and saying �DRAGGING� the dead player will rise up and VERY SLOWLY walk with the player who is dragging them until the player who is dragging them says �DROPPING�. At no time may the dead speak to the living; they will be penalized for doing so. They may talk to each other, but only when the living are not around (keep it to low tones). Those who strike the dead will be penalized. Once you are down, if Valhalla has been established during the event you are currently in, and the battle has moved well away from your area (out of sight) you may get up hold your weapon above your head and go to Valhalla. 39-Valhalla Dead Fighters: When all the living are gone and only the wounded and dead remain, the dead may get up, collect their weapons and go to Valhalla. If a siege at a fort has been going on for more than 20 minutes, the Herald may call a momentary cease fire to let the dead leave for Valhalla. During a cease fire, the living and wounded must freeze. Under no circumstances may players other than Heralds call a "hold," unless there is an injury or other emergency. However, if both armies agree, the commanders may call a temporary truce and carry the bodies out of the battle area. This is a much "classier" way to get the bodies out of the way, as it encourages characterization and honor. When a hold has been called by a herald, the living must immediately stop whatever they are doing and stand still with their eyes down. They may not move or speak until the Herald gives the order to resume. When you arrive at Valhalla, get in line, wait your turn, then tell your Herald your battle name. The Herald will record the time. A dead fighter will regain one body point for each 5 minutes they are in Valhalla and the fighter may not leave Valhalla until they have regained all their body points. Once in Valhalla, you may not leave until the herald tells you to leave, although permission will be granted "when nature calls." The living may only enter Valhalla to report a foul, regain voids, or regain mana. Dead Magic Users who go to Valhalla to regain body points must remain in Valhalla for twice the set time a non-magic user is required to stay in Valhalla. A Magic User may not cast spells while in Valhalla. When a Healer dies and goes to Valhalla, s/he may remove 10 minutes from her/his time in Valhalla. Some monsters or events can make it so a dead fighter cannot go to Valhalla! Players are encouraged to find creative ways to help these dead fighters. Regain Rank Voids: A player who has used all their rank voids may go to Valhalla and rest back their rank voids. When you arrive at Valhalla, go to your Herald, get in line, wait your turn, then tell your Herald your battle name. The Herald will record the time. Rank Voids are rested back at a rate of one void regained for each five minutes the player rests in Valhalla. A player must rest back all their rank voids before leaving Valhalla. Make sure you check with the Herald before you leave Valhalla. Regain Mana: A Magic User who has used all their mana for spell casting may go to Valhalla and rest back their mana. When you arrive at Valhalla, go to your Herald, get in line, wait your turn, then tell your Herald your battle name and your Club Rank Mana Maximum. The Herald will record the time. Mana is rested back at a rate of one Mana regained for each five minutes the player rests in Valhalla. A player must rest back all their Mana before leaving Valhalla. Make sure you check with the Herald before you leave Valhalla. Body points, Rank Voids and Mana must be rested back separately!!! 40-Characterization: The Art of Living and Dying In the attempt to set the mood and re-create the atmosphere of battle it is very important that each participant become some character he or she has made up. Just as in improvisational acting, you should act out your part; accents are recommended if they sound believable. For the most part you have free reign over what you wish to be, but you must choose characters that would use medieval weapons. Common choices are Saxon, Elf, Viking, Dwarf, Goth, Hobbit, or Vandal characters. However, Arab, Samurai, Zulu, or Roman characters are also fine. Things that would not be allowed are laser-packing Cylon warriors, storm troopers, etc.. Everyone should make up a name and a basic character for themselves. Many veteran warriors have entire life histories and family trees made up for their characters. Always call people by their "battle names" (don't be afraid to ask what they are). Nothing is worse than hearing someone yell: "Hey, Larry, where's Bill and Joanne?"). Being in character also means obeying your commander, grieving over or avenging a comrade's death, and screaming or moaning when wounded. Germanic tribes would fight to the death over their fallen commander's body. If your character is nobility of some sort, do not expect people outside of your unit to address you as such. In Murkwood Battles all people are equal and you must earn respect from your peers. Sound effects also help, such as yelling, screaming and cursing in battle. Cursing is defined as using oaths, sayings or expressions consistent with your character. "By Odin's eye", or "Thor's red beard" are excellent cries for Norsemen. Twentieth-century foul language is not conducive to maintaining a suspension of belief and is not allowed. Drums, horns and bagpipes add a very realistic sound, as well as being great for sounding alarms, leading charges, marching, sounding retreats, calling for help, etc.. Costuming The battle costume is the single most important factor in re-creating an atmosphere of fantasy in Murkwood Battles. A truly good costume often takes months to assemble, about the same amount of time it takes to really learn how to use your chosen weapon. You will may find that those with the best costumes are also the best (and most experienced) warriors. The following are the minimum costume requirements and must ALWAYS be met or exceeded, starting at your first battle: 1. A tunic of crotch length or longer. 2. Medieval-style pants. 3. Medieval-style footwear. Only first timers are allowed to wear mundane shoes, and even then are required to wear leggings with them. While leggings do not completely cover the shoes, they draw attention away from them. If you must wear mundane shoes, avoid brightly colored sneakers. Plain leather shoes are preferable. Tunics are blouselike garments extending to the mid-thigh, usually belted. Medieval style pants are similar to sweat pants; loose-fitting pants gathered by a drawstring, without buttons or zippers. Blue jeans are forbidden. Medieval style footwear consists of soft leather moccasins or knee high boots, not to be confused with modern hiking boots. Leggings are simply cloth or fur wrapped about the shins and held on by rope, cloth, or leather straps. If you are wearing knee-high boots or other properly medieval footwear, leggings are not required. If you don't have medieval pants, then you should wear shorts that are covered by your tunic along with leggings or knee high boots. You may also wear "normal" pants, such as corduroys (not jeans or camouflage) provided that the fly and pockets are covered by your tunic. The costume you choose should reflect your character: a Viking would dress differently from a Celt. Nobility might have crushed velvet, but a yeoman wouldn't. Female warriors would probably wear pants and tunic while "ladies" would wear fine dresses. Check the library for ideas. See the following pages for examples. The tunic can be bound about the waist with rope, though most civilized folk wore belts. Almost all warriors were fond of jewelry and many also had elaborate embroidery and designs at their hems of their garments. The Saxons wore large quantities of fabric. The Vikings had fur and leather. Vikings braided their hair and even their beards. Celts were fond of checks and plaids. Leather and fur can make a costume very realistic. The use of fake fur and leather on costumes is discouraged because it is difficult to make these materials look natural. Cotton is the best fabric to use for a three-season costume, while wool is best for winter. Avoid synthetic fabrics like polyester, rayon, stretch fabrics, etc. Synthetics of any type are not realistic. Also avoid prints, most patterns, and modern fluorescent colors. Colors that should be used are white, black, browns, grays, burgundy, scarlet, rust orange, dark greens, and deep or "royal" blues. 41-Melee weapon construction Check our website for step by step illustrated instructions or ask the Club President for a weapons construction manual. A safe weapon is one that will not leave bruises, break bones or noses, or knock out teeth when an unarmored person is struck with a full-strength baseball bat style swing. If a weapon hurts more than a sting when someone is struck with it, it is not safe. All weapons are subject to rejection for ANY safety or construction discrepancies at the discretion of the weapons check committee at check-in. Further, all weapons are subject to removal from the field of battle if they should prove unsafe for any reason during the battle. NO EXCEPTIONS WILL BE MADE FOR WEAPONS WHICH ARE NOT FULLY SAFE AT ALL TIMES. Bear this in mind and bring spare weapons or weapon construction materials with you to check-in in case your weapon does not pass. All weapons and shields will be checked every battle. The entire surface of the weapon must be padded with foam rubber (except where it is held) including the butt end of the weapon, or pommel. If a cross guard or quillions are added, they must also be padded to meet Murkwood Battles safety requirements. If you wish to use a weapon type that is not currently in use at Murkwood battles but did in fact exist during the time in which Murkwood battles is set, you must present written documentation of the weapon's existence, how it was used, and what time period it came from to the weapons check committee at check-in. All new weapons must still pass weapons inspection every battle. 42-Archery (Boffer Arrow Construction for Murkwood Archery Tournaments) Archery is probably the most hazardous area of Murkwood Battles combat. In order to keep the game as safe as possible, the rules on archery combat and arrow construction must be followed carefully. The construction of arrows must follow precisely the steps listed below. Arrows which do not precisely follow these steps will not be allowed to be used at any Murkwood Battles. General guidelines ? Mended arrows may not be used. ? All arrows must have at least two full fletchings (feathers). ? Only duct or strapping tape may be used in arrow construction. ? All wooden arrows must have their shafts wrapped in tape. ? All arrows must be marked on the tip with an insignia that is registered at check-in. ? No closed-cell foam may be used in arrow construction. ? There must be no tape covering the outer layer of foam at the tip of the arrow. ? The head of the arrow must not be able to be moved from side to side. ? The "head" of each arrow must be large (bigger than most doorknobs) to be safe. The size of the head will be tested with a gauge: If the arrow can pass through a 2.5" diameter hole without excessive force, it will judged unsafe. ? The quality of the arrows you buy is up to you. The cheap wooden kind do not fly as well and tend to break more easily, but are less expensive than aluminum or fiberglass arrows. Making the arrows: 1. Remove the metal tip. 2. Roll duct tape around the end of the shaft until the shaft is at least the diameter of a penny. 3. Place a penny on top and secure it well with duct tape. Use several layers. 4. Glue a piece of tube type foam pipe insulation app. 2 to 3 inches long around the top of the arrow. 5. Lastly, fold a 2.5x2.5x8 inch piece of foam loosely over the top, taping the sides tightly, but not the top. Make certain that the head cannot be moved from side to side. 6. Place a piece of fabric over the top of the foam arrow head assembly and secure the fabric to the arrow shaft using duct tape being careful not to compress the fom on top of the arrow. Anyone who is constructing arrows for Murkwood Battles for the first must speak to members who have made legal arrows before in order to make construction safer and easier. 43-Shield construction All shields must be padded as safely as any other Murkwood Battles weapon; be certain that your shield cannot injure yourself or other players. No circular shield can have a diameter exceeding 3 feet. All shields must have a minimum of an 14" height and width. All shields must have closed cell foam folded over the edges. We suggest insulite or pipe insulation, attached directly to the core of the shield. All shields must be completely covered in duct tape. Any shield with a surface area bigger than a saucer sled must be made of 3/8" plywood at the minimum. A light, durable shield can be made from a saucer sled. Punch holes in it and string some rope through to form an arm strap and hand grip. Put some foam on to pad your arm. Tape or glue closed cell foam around the rim of the sled. Epilogue Musicians, Campouts, and Feasts After reading these lengthy handbooks on the rules of our wargames, one might think that battling is all we do. Please read on. We also have overnight campouts, trips, tournaments and feasts. We try to announce where and when medieval films are being shown. When we have a feast, you will have to pay in advance so that we will know just how much food and drink to buy, and have money to do it with, but the price is always reasonable. Please note that full costume is required at all events. We always welcome musicians to all activities (if they have their instruments) with open arms. They are the only people who may come to woods battles without paying, fighting or heralding (as long as they keep playing). Finances We are a non-profit organization. Donations are always very much appreciated!!! All of the money we collect goes into the group: upkeep of equipment, buying supplies, accessories, food for feasts, etc... Know The Rules Because of the length of the rulebooks and the many rules and regulations it contains, it is hard to absorb it all in one reading. We highly encourage, in fact we insist that you read them more than once, especially before battles. On your way to a battle, it is a good idea to have one of the people in your car go through the rulebooks quizzing the others on the rules. You'll be surprised at the number of little things you may have forgotten. A good, clear understanding of the rules is vital to the smooth functioning of the game, and to guarantee a good time for all. Code of Conduct for Royal Ranking Members (General Guidelines) Members who have been involved with the club for a long time may obtain ranks which are to be considered to be of Royal classification. The ranks considered Royal are: Knight Lord Noble Baron Count Duke Prince King of Murkwood A member obtaining a Royal rank is strongly encouraged to adhere to and publicly present an attitude of chilvary. Some of the proper behaviors for one who is chilvalrious are: Be gracious, courteous, respectful, helpful, and kind to all. Don�t belittle or look down on those with a lesser rank than yourself (remember you came from lesser ranks). Help and encourage those with lesser ranks. Be respectful and yielding those of a higher rank than yourself. Make an extreme effort to keep your wits about you at all times and control your temper. Maintain dignity at all club functions. Calmly and quietly encourage other members, who may be acting improperly, to act properly. Listen to what others have to say, regardless of rank, and don�t rush them as if it is beneath you to hear their opinions. Don�t complain when a decision goes against you. Don�t argue endlessly about every little thing that doesn�t suit you. If you are wronged don�t seek blind revenge. Exercise all means at your disposal within the club rules to resolve any disputes. Respectfully abide by all Council decisions. Don�t by action, word, or deed, belittle or besmirch any member of the club regardless of rank. This code is a general guide to the actions of a right and proper �Royal�. Use common sense, respect and, courtesy in all your actions and decisions.