Combat, Weapons, and Equipment
Battlegames
Subduals and Prisoners
During class battles, prisoners may be taken by surrendering or by being
rendered �unconscious� by a killing blow (torso or second limb shot)
preceded by the word �subdue.� The person will then be unconscious for
60 seconds. The prisoner may be subdued up to 5 times. Any more hits will
result in his death. Armor negates a subdual blow and instead takes damage
as normal from the blow. If this damage is sufficient to pass through the
armor, then the target is still affected by the subdual blow. A Subdual blow
striking a person who is unaffected by Subdual does not wound or kill.
Stabbing-only weapons or stabbing with a slashing weapon may not be used to
subdue. A subdual blow to a limb will render that limb useless for a 60
count. A prisoner�s equipment must be kept within 10 ft. of him and
cannot be destroyed. Rescued prisoners must still count the required time before
they are considered recovered. Subdual blows cannot be healed
Deaths and Lives
Immediately remove yourself from impeding play on the battlefield once you
have died. If you want to get into the spirit of things, then fall down
and scream. Make it dramatic. Reeves may give you a bonus for a good
death. Then report to nirvana. The reeve in charge there will take
your name and record your time. Deaths are for 5 minutes though a bonus
will subtract 2 minutes and a penalty will add 2 minutes. The number of
lives you get varies with level and class. You are out of a battle once
you have expended your last life and left the field. When returning to
life from nirvana you must return to your base and announce �Alive� so that
it is audible out to 50 feet before reentering the battle. Dead persons on
the field must hold their weapons over their heads. If the battlegame does
not call for a nirvana reeve, one must sit down in nirvana for a 300 count
before returning to life at one�s base. Most battlefield effects will
not work on a dead person once he has left of his own choice from where he died,
with the obvious exception of not impeding play. Effects that will
function on dead players who have moved from where they died are noted as doing
so in their descriptions. Dead players (provided they are not affecting or
impeding play) may stay on the field as long as they want. A person may
voluntarily take a game death at any time, but must immediately go to nirvana
and may not be raised from the dead in any manner unless Summon Dead is cast
upon them first. Dead players may not move if they are currently the
target of a magic or ability that affects dead players such as Steal Life or
Resurrect.
Holds
When a hold is called all players must stay where they are and be
quiet. No tactical maneuvering is allowed and weapons may only be
collected if a reeve gives permission. If you really do get hurt, yell �hold.�
Remove yourself from the battle and reenter behind your own lines once you have
recovered. Deliberate faking of a game death or real injury is not
allowed. Battlefield participants should only call a hold for injuries or
when a potentially dangerous situation arises such as a seven-year-old child
straying onto the battlefield. If you are involved in a dispute then go find a
reeve or remove yourselves from the field until the issue is resolved.
Battlegame Rules
- Switching classes or sides during a battlegame is not allowed unless
specified by the scenario or by a reeve.
- Never handle anyone�s personal property with out first having their
permission.
- There cannot be more than 1 bow to every 5 people on a side �
round fractions up.
- Each side may only have one wizard, healer, druid and bard per ten people,
rounding fractions up. Therefore, a team with seventeen people may
have no more than two of each magic-using class.
- Players who break the rules may be removed from the game by a reeve.
Battlegame Restrictions
- Maneuvering or engaging during a hold.
- Striking at reeves or non-combatants.
- Calling a hold to retrieve spent items or derive other advantages.
- Trying to influence a game while you are dead.
- Deliberately mimicking an ability that you do not currently have, such as
casting a �pretend� Finger of Death as a barbarian. Grand standing and
bluffing is fine, as long as it can�t be confused with a real ability.
- Deliberately mimicking an ability that you do have, such as pretending to
cast a spell but using the wrong wording.
- Using rules loopholes or gray areas to derive an advantage on the
battlefield.
Game Etiquitte
While not absolutes, the following conditions have stood the test of time and
should be observed:
- Do not use a hold to gather or retain spent equipment or valuable game
items. A reeve or the other team may grant a person the opportunity to
pick up spent equipment if they are simply asked.
- Do not use a hold to avoid a death or get out of a bad situation.
- While it is honorable to return the other team�s spent equipment
(magical balls, weapons, expended arrows, etc.), it is not mandatory. Don�t
delay or stop play to return equipment. Similarly, don�t attack someone
who is being kind enough to return your own team�s items.
- As stated before, players should remove them- selves from the field when
discussing disputed blows or rules. This is not always practical in
the immediate heat of the moment. If you see a dispute, do not engage
or strike at those involved. By the same token, don�t use the
excuses of returning equipment, a headshot, or resolving a dispute to save
yourself when the enemy has you dead in his sights.
Example: You are accidentally struck in the face, and simultaneously cleaved
in two from behind by another opponent; you are still dead.
GARB:
Each class has its own particular garb parameters. In addition, there are
certain other garb elements that denote special positions. Note that all
battlefield participants must be in �period� garb (tunic, robe, armor,
etc.):
- White belts (any belt more than 25% white), unadorned chains, and spurs
are reserved for knights and may not be worn by others. A knight may
also choose to trim a knights white belt with a color particular to that
order of knighthood: Gold for Crown, Silver for Sword, Red for Flame, and
Green for Serpent.
- Red belts (any belt more than 50% red) are generally only worn by squires.
- Black belts with silver trim are generally only worn by men-at arms.
- The Phoenix is the symbol of Amtgard and may only be worn by knights,
warlords, or as part of a kingdom�s heraldry.
- A diagonal slash of a guild�s distinct color, worn on a belt, baldric or
tunic, is the mark of a class master.
- Guildmasters are entitled to wear favors marked with the symbol of
their guild.
- The use of crowns and coronets is reserved for royalty and nobility,
although their retainers may wear the symbol of a crown on their garb.
- Most companies and many individuals choose to register their personal
symbols and colors. While not specifically disallowed, it is
considered bad form to use another�s coat of arms without his agreement.
Personal symbols and colors should be registered with the Guildmaster of
Heraldry and the Prime Minister.
- Single color belt favors are indicative of a fighter�s relative
standing within the fraternity of Order of the Warrior.
- The garb of a page is a yellow belt (not a sash as per wizard) and
is generally not worn by others. A non-fighting page must also wear a
gold �enchantment� strip if on the field.
- The use and application of good garb is important in creating the
correct mood of the Amtgard battlegames and events. All members must
be garbed in a �period� fashion. Newcomers should have their own garb
(and weapons) within a month of having first attended Amtgard. It is
easy and inexpensive to fashion a T-tunic or tabard, and plenty of people
are willing to help. If you have questions about garb or any area of
the rules, then all you have to do is ask.
- For the purpose of determining what class people are playing, class
sashes must run diagonally across the chest from one shoulder to the
opposite hip. They must be at least two inches wide.
Non-Fighting Types
If you do not want to fight but wish to participate in a battlegame there are
a few classes that do so:
- Reeve - The garb is a gold tunic, headband, or sash. The reeve is a
referee for the battlegame. The reeve should be impartial, fair, have
a good eye, and be well versed in the rules. The reeve has the last
say in any decision in a battlegame. The reeves do not fight and should not
be purposefully hit or touched in an offensive manner. The Guildmaster
of Reeves shall deal with biased, unfair, or incompetent reeves.
- Page � Garb consisting of his master�s device is
optional. Non-fighting pages may retrieve spent equipment, but may not
retrieve or carry new or extra equipment. Must wear a gold enchantment strip
around right wrist.
- Color � Garb is encouraged. It is not a class, yet includes
everyone else who wishes to participate in the mood and ambiance of
Amtgard. Examples include minstrels, water bearers, serpent knights,
and many others.
- Arts and Sciences Guilds � Artisans, smiths, garbers, etc.