Amtgard is a not-for-profit, free, non-sectarian group dedicated to the recreation of medieval and fantasy genres. Amtgard has a vast array of new experiences to offer the interested adventurer, from making clothing appropriate to a certain time period, to wielding a foam-padded replica of an ancient weapon on the field of battle. The recreation of medieval and fantasy combat is the core of Amtgard and the main concern of this tome. The rules set forth herein are as detailed and complete as possible, but not all situations can be covered. Common sense and fair play should be used to resolve any problems. Anyone may join Amtgard by:
Obtaining a copy of this rulebook and reading it. Developing a persona and a persona history.
Making a costume for yourself that is fitting to your persona.
Filling out a membership form and waiver and turning them in to the Prime Minister. Minors must have their waivers signed by their parents or legal guardians. Minors under the age of 14 may not participate in combat without special permission from the Monarch.
In addition to these requirements, players may opt to become �dues paid.� Dues paid members have no advantage over other members except that they may vote in the bi-monthly Althing meetings, which are used to make decisions for the group that are beyond the scope of the monarch alone, such as changing the corpora. Dues paid members are also the only ones who may vote in elections. Dues are six dollars every six months and all dues collected are used to pay for rulebooks, newsletters, loaner gear, and other group expenses.
Other Amtgard publications of importance include:
The rulebook takes precedence over all supplements, manuals and other rules editions or play testing supplements. From time to time there may be official manuals, supplements, or expansions that enhance or compliment the core rule set. While these documents may expand game play options they are still restrained by the core rules written herein and may not contradict them. In the event of a contradiction between the rulebook and any other supplemental materials, this core rulebook always takes precedence.
Process for updating these rules:
Heraldry
Create a device or insignia to display on your flags, banners, and coat of arms.
The device should be unique or at least in keeping with your persona or company.
You may register the device with the Guildmaster of Heraldry and the Prime
Minister.
Companies
People may wish to band together as a fighting group. This group is called a
company. The company should choose a name, captain, second in command and
device. A person may be in no more than one company.
Households
People who wish to form a non-fighting group within the club can create a
household. The household should choose a name, a Master and Mistress of the
House and a device. A person may be in any number of households.
Events
There are many types of games and events held regularly.
These include:
| Tournaments | competitions between individuals or groups for awards, honor, or challenges |
| Battles | involves two or more armies attacking each other for various reasons. |
| Special Events | quests, feasts, demos, trips, revels, fairs, workshops, and other �games.� |