Difference between revisions of "Manual of Arms (MOA)"

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(Created page with "These are the rules as used at Ragnarok 2017, for current official rules go to our Manual of Arms page (this page is still under construction, please forgive formatting er...")
 
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These are the rules as used at Ragnarok 2017, for current official rules go to our [[Manual of Arms]] page
 
These are the rules as used at Ragnarok 2017, for current official rules go to our [[Manual of Arms]] page
 +
 
(this page is still under construction, please forgive formatting errors temporarily)
 
(this page is still under construction, please forgive formatting errors temporarily)
  
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decisions from the Ragnarok War Councils through 2013. *Along with additions from RWCs
 
decisions from the Ragnarok War Councils through 2013. *Along with additions from RWCs
 
2014 & 2016.
 
2014 & 2016.
 +
 
(This Manual of Arms (MOA) is a summary of the Dagorhir rules. The Manual of Arms was
 
(This Manual of Arms (MOA) is a summary of the Dagorhir rules. The Manual of Arms was
 
originally based on the 1988 Dagorhir Aratari Manual of Arms which was, in turn, a distillation of
 
originally based on the 1988 Dagorhir Aratari Manual of Arms which was, in turn, a distillation of
Line 33: Line 35:
 
1 - Participation
 
1 - Participation
  
1.1 - The minimum age for participation in Dagorhir battle games is 16; however, some
+
:1.1 - The minimum age for participation in Dagorhir battle games is 16; however, some
 
Dagorhir Chapters may choose to raise or lower this limit for their Chapter.
 
Dagorhir Chapters may choose to raise or lower this limit for their Chapter.
  
1.2 - All participants must sign a release form before they will be allowed to participate in
+
:1.2 - All participants must sign a release form before they will be allowed to participate in
 
any Dagorhir event. For those who are under 18, a legal guardian must sign the release
 
any Dagorhir event. For those who are under 18, a legal guardian must sign the release
 
form with either a notary or a member of the Dagorhir check-in staff as witness.
 
form with either a notary or a member of the Dagorhir check-in staff as witness.
  
1.3 - All participants are required to wear a costume ("garb") that meets or preferably
+
:1.3 - All participants are required to wear a costume ("garb") that meets or preferably
 
exceeds minimum Dagorhir requirements as seen below. The intent of this rule is to
 
exceeds minimum Dagorhir requirements as seen below. The intent of this rule is to
 
maintain a non-obtrusive appearance appropriate to a fantasy/medieval setting at
 
maintain a non-obtrusive appearance appropriate to a fantasy/medieval setting at
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and improves the overall atmosphere of the event.
 
and improves the overall atmosphere of the event.
  
  1.3.1 - A tunic, shirt, dress, or vest of crotch length or longer. Bare chest is
+
::1.3.1 - A tunic, shirt, dress, or vest of crotch length or longer. Bare chest is
 
acceptable if allowed by law and or camp/event rules, but only if the rest of the
 
acceptable if allowed by law and or camp/event rules, but only if the rest of the
 
costume meets or exceeds minimum garb standards. Clarification: Obviously
 
costume meets or exceeds minimum garb standards. Clarification: Obviously
Line 56: Line 58:
 
acceptable.
 
acceptable.
  
  1.3.2 – Non-obtrusive pants, kilt, skirt, leggings, or similar leg-ware. Bare legs are
+
::1.3.2 – Non-obtrusive pants, kilt, skirt, leggings, or similar leg-ware. Bare legs are
 
acceptable.
 
acceptable.
  
    1.3.3 – Non-obtrusive footwear (moccasins, earth-tone shoes, boots, sandals,
+
::1.3.3 – Non-obtrusive footwear (moccasins, earth-tone shoes, boots, sandals,
 
etc.). Bare feet are acceptable if allowed by the event rules.
 
etc.). Bare feet are acceptable if allowed by the event rules.
  
1.4 - Forbidden Garments, Patterns/Logos, and Equipment: The intent of this rule is to
+
:1.4 - Forbidden Garments, Patterns/Logos, and Equipment: The intent of this rule is to
 
limit the amount of obviously modern looking items at the event. It is sometimes possible
 
limit the amount of obviously modern looking items at the event. It is sometimes possible
 
to wear modern clothing in a way (by modification or concealment for example) that it is
 
to wear modern clothing in a way (by modification or concealment for example) that it is
 
not considered forbidden. A herald or member of the event
 
not considered forbidden. A herald or member of the event
  
  1.4.2 - Real swords, knives, or weapons of any sort (even in sheaths or cases)
+
:1.4.2 - Real swords, knives, or weapons of any sort (even in sheaths or cases)
 
may not be worn or carried during Dagorhir combat.
 
may not be worn or carried during Dagorhir combat.
  
  1.4.3 - Weapons, shields, garb, and armor may not have clearly mundane logos
+
:1.4.3 - Weapons, shields, garb, and armor may not have clearly mundane logos
 
  or prints, nor may be made with fluorescent/neon colors.
 
  or prints, nor may be made with fluorescent/neon colors.
  
    1.4.4 - Cleats and spikes are not permitted on the battlefield.
+
:1.4.4 - Cleats and spikes are not permitted on the battlefield.
  
      1.4.5 – The event staff reserves the right to allow certain forbidden garments to
+
:1.4.5 – The event staff reserves the right to allow certain forbidden garments to
 
accommodate special needs, because of weather conditions, etc. These
 
accommodate special needs, because of weather conditions, etc. These
 
exceptions will be made on a case by case basis. Players are encouraged to
 
exceptions will be made on a case by case basis. Players are encouraged to
 
overcome this with proper garb when it is possible.
 
overcome this with proper garb when it is possible.
  
1.5 - If non-Dagorhir spectators, parental guardians, service staff, or similar bystanders
+
:1.5 - If non-Dagorhir spectators, parental guardians, service staff, or similar bystanders
 
are present at an event, the event staff determines if they are required to wear garb.
 
are present at an event, the event staff determines if they are required to wear garb.
 
This is handled on a case by case basis.
 
This is handled on a case by case basis.
Line 87: Line 89:
 
2 - General Rules
 
2 - General Rules
  
2.1 - Event organizers reserve the right to eject or exclude any person from a Dagorhir
+
:2.1 - Event organizers reserve the right to eject or exclude any person from a Dagorhir
 
event for the following reasons:
 
event for the following reasons:
  
  2.1.1 - Violating local, county, state, or federal laws which impact Dagorhir or
+
::2.1.1 - Violating local, county, state, or federal laws which impact Dagorhir or
 
Dagorhir events, including but not limited to violations which endanger the safety
 
Dagorhir events, including but not limited to violations which endanger the safety
 
  of Dagorhir members, spectators, or bystanders; violations which endanger
 
  of Dagorhir members, spectators, or bystanders; violations which endanger
Line 97: Line 99:
 
  theft of copyrighted material from Dagorhir, Dagorhir chapters, or units); etc.
 
  theft of copyrighted material from Dagorhir, Dagorhir chapters, or units); etc.
  
  2.1.2 - Endangering the safety of persons or property, including actions
+
::2.1.2 - Endangering the safety of persons or property, including actions
 
demonstrating intent to cause actual injuries or harm on the Dagorhir battlefield.
 
demonstrating intent to cause actual injuries or harm on the Dagorhir battlefield.
  
    2.1.3 - Endangering Dagorhir's ability to use event facilities and/or related
+
::2.1.3 - Endangering Dagorhir's ability to use event facilities and/or related
 
equipment
 
equipment
  
    2.1.4 - Abusive language or other behavior unbecoming of a Dagorhir member
+
::2.1.4 - Abusive language or other behavior unbecoming of a Dagorhir member
 
using a "reasonable person" standard.
 
using a "reasonable person" standard.
  
      2.1.5 - Disobeying the Dagorhir-related requests and instructions of those in
+
::2.1.5 - Disobeying the Dagorhir-related requests and instructions of those in
 
charge of events.
 
charge of events.
  
      2.1.6 - Anything not noted above but negatively impacts a Dagorhir event or is
+
::2.1.6 - Anything not noted above but negatively impacts a Dagorhir event or is
 
deemed to cast Dagorhir as a whole in an unsuitable manner; using a
 
deemed to cast Dagorhir as a whole in an unsuitable manner; using a
 
  "reasonable person" standard.
 
  "reasonable person" standard.
  
2.2 - The Herald (Dagorhir Referee) is the primary authority responsible for interpreting
+
:2.2 - The Herald (Dagorhir Referee) is the primary authority responsible for interpreting
 
and enforcing these rules on the battlefield.
 
and enforcing these rules on the battlefield.
  
  2.2.1 - A Herald has the right to remove anyone from the field for behaviors
+
::2.2.1 - A Herald has the right to remove anyone from the field for behaviors
 
described above.
 
described above.
  
 
3 - Types of Combat and Damage
 
3 - Types of Combat and Damage
  
3.1 - As stated previously, in combat, common sense supersedes perceived loopholes.
+
:3.1 - As stated previously, in combat, common sense supersedes perceived loopholes.
 
  In all manners concerning these rules, Heralds and event organizers shall have final
 
  In all manners concerning these rules, Heralds and event organizers shall have final
 
  say. When resolving rules questions, Heralds shall consider the matter according to the
 
  say. When resolving rules questions, Heralds shall consider the matter according to the
 
following criteria: safety first, playability second, and "realism" last.
 
following criteria: safety first, playability second, and "realism" last.
  
3.2 - Weapon Combat: To "kill" or "wound" someone in Dagorhir, you must use a
+
:3.2 - Weapon Combat: To "kill" or "wound" someone in Dagorhir, you must use a
 
  weapon which has passed safety inspection for that event.
 
  weapon which has passed safety inspection for that event.
  
  3.2.1 - All weapons must be checked and marked by weapons checkers appointed by
+
::3.2.1 - All weapons must be checked and marked by weapons checkers appointed by
 
  the event organizer before they may be used in combat.
 
  the event organizer before they may be used in combat.
  
  3.2.2 - There are five classifications of weapon types, divided into melee and
+
::3.2.2 - There are five classifications of weapon types, divided into melee and
 
projectile weapons, which are designated by colored tape: Blue, Red, Green,
 
projectile weapons, which are designated by colored tape: Blue, Red, Green,
 
Yellow and White. Players are never allowed to strike to the head with melee
 
Yellow and White. Players are never allowed to strike to the head with melee
 
weapons. Airborne missile weapons a
 
weapons. Airborne missile weapons a
  
  3.2.2.2 - Red melee weapons are longer hacking and smashing weapons
+
:::3.2.2.2 - Red melee weapons are longer hacking and smashing weapons
 
intended to be used primarily with two hands. A red weapon must be
 
intended to be used primarily with two hands. A red weapon must be
 
  used with both hands to count as a red weapon; if used with a single
 
  used with both hands to count as a red weapon; if used with a single
 
  hand, it counts as a blue weapon.
 
  hand, it counts as a blue weapon.
  
    3.2.2.3 - Green melee weapons are stabbing weapons, such as spears,
+
:::3.2.2.3 - Green melee weapons are stabbing weapons, such as spears,
 
sword points, daggers, and stabbing points on pole arms.
 
sword points, daggers, and stabbing points on pole arms.
  
    3.2.2.4 - Yellow projectile weapons include arrows, crossbow
+
:::3.2.2.4 - Yellow projectile weapons include arrows, crossbow
 
bolts/quarrels, and thrown javelins. Arrows and crossbow bolts may never
 
bolts/quarrels, and thrown javelins. Arrows and crossbow bolts may never
 
be used as hand weapons; however, hand-held javelins may be used as
 
be used as hand weapons; however, hand-held javelins may be used as
 
green melee weapons.
 
green melee weapons.
  
      3.2.2.5 - White projectile weapons are rocks and other blunt-force
+
:::3.2.2.5 - White projectile weapons are rocks and other blunt-force
 
  projectile weapons which only must be thrown and are only legal to the
 
  projectile weapons which only must be thrown and are only legal to the
 
  head.
 
  head.
  
3.3 - Hit Locations: Hit locations include Torso, Leg, Arm, Head and Neck, Feet and
+
:3.3 - Hit Locations: Hit locations include Torso, Leg, Arm, Head and Neck, Feet and
 
Hands
 
Hands
  
  3.3.1 - Torso: shoulders (including arm sockets), chest, stomach, crotch, sides,
+
::3.3.1 - Torso: shoulders (including arm sockets), chest, stomach, crotch, sides,
 
back, and buttocks.
 
back, and buttocks.
  
  3.3.2 - Leg: From the top of the foot (including ankle) to the torso (below the
+
::3.3.2 - Leg: From the top of the foot (including ankle) to the torso (below the
 
buttocks).
 
buttocks).
  
    3.3.3 - Arm: From point where hand joins the wrist to the shoulder socket
+
::3.3.3 - Arm: From point where hand joins the wrist to the shoulder socket
  
    3.3.4 - Head: Off limits to all weapon/shield strikes except yellow and white
+
::3.3.4 - Head: Off limits to all weapon/shield strikes except yellow and white
 
projectile weapons.
 
projectile weapons.
  
      3.3.5 - Neck: Off limits to all weapon/shield strikes except yellow and white
+
::3.3.5 - Neck: Off limits to all weapon/shield strikes except yellow and white
 
projectile weapons. NOTE: Neck is unaffected by hits from white projectile
 
projectile weapons. NOTE: Neck is unaffected by hits from white projectile
 
weapons.
 
weapons.
  
      3.3.6 - Hands and Feet: Intentionally blocking any blow with a hand which is not
+
::3.3.6 - Hands and Feet: Intentionally blocking any blow with a hand which is not
 
gripping a weapon or the handle of a shield results in the loss of that arm.
 
gripping a weapon or the handle of a shield results in the loss of that arm.
 
Intentionally blocking any blow with a foot results in the loss of that leg. Gripping
 
Intentionally blocking any blow with a foot results in the loss of that leg. Gripping
Line 178: Line 180:
 
that arm.
 
that arm.
  
      3.3.7 - Hands and feet are unaffected by weapon hits if:
+
::3.3.7 - Hands and feet are unaffected by weapon hits if:
  
        3.3.7.1 - The foot is on the ground; if the foot is in the air when it is hit, it is
+
:::3.3.7.1 - The foot is on the ground; if the foot is in the air when it is hit, it is
 
considered a hit to the leg.
 
considered a hit to the leg.
  
          3.3.7.2 - Hands are holding a weapon or the handle of a shield. When not
+
:::3.3.7.2 - Hands are holding a weapon or the handle of a shield. When not
 
holding anything, hands are considered part of the arm.
 
holding anything, hands are considered part of the arm.
  
3.4 - Judging Hits:
+
:3.4 - Judging Hits:
  
  3.4.1 - A hit from a handheld weapon counts when the weapon's striking surface
+
::3.4.1 - A hit from a handheld weapon counts when the weapon's striking surface
 
hits with sufficient force. Clarification: taps, grazing, and glancing shots do not
 
hits with sufficient force. Clarification: taps, grazing, and glancing shots do not
 
count as sufficient force.
 
count as sufficient force.
  
  3.4.2 - Hits from projectile weapons count when the head of the weapon merely
+
::3.4.2 - Hits from projectile weapons count when the head of the weapon merely
 
strikes the target: stopping or being slightly deflected.
 
strikes the target: stopping or being slightly deflected.
  
3.5 - Weapon damage varies according to weapon type and whether the target area is
+
:3.5 - Weapon damage varies according to weapon type and whether the target area is
 
armored. See the Dagorhir Combat Quick Reference Chart for a one-page matrix
 
armored. See the Dagorhir Combat Quick Reference Chart for a one-page matrix
 
showing the effect of each color of weapon against armored and unarmored
 
showing the effect of each color of weapon against armored and unarmored
Line 202: Line 204:
 
4 - Weapons
 
4 - Weapons
  
4.1 - General
+
:4.1 - General
  
  4.1.1 - All weapons are subject to rejection for any safety or construction
+
::4.1.1 - All weapons are subject to rejection for any safety or construction
 
discrepancies as determined by the weapons checkers appointed by the event
 
discrepancies as determined by the weapons checkers appointed by the event
 
organizers.
 
organizers.
  
  4.1.2 - Weapons Checkers and Heralds have the final say in determining how to
+
::4.1.2 - Weapons Checkers and Heralds have the final say in determining how to
 
classify a weapon, e.g., whether a weapon with a circular cross-section is a
 
classify a weapon, e.g., whether a weapon with a circular cross-section is a
 
"sword" or a "club."
 
"sword" or a "club."
  
    4.1.3 - A safe Dagorhir weapon is one which when used as intended will NOT
+
::4.1.3 - A safe Dagorhir weapon is one which when used as intended will NOT
 
  result in bruises, break bones, or knock out teeth if an unarmored person is
 
  result in bruises, break bones, or knock out teeth if an unarmored person is
 
  struck with a full-strength swing.
 
  struck with a full-strength swing.
  
    4.1.3.1 -In order to ensure Rule 4.1.3, before being allowed onto the field,
+
:::4.1.3.1 -In order to ensure Rule 4.1.3, before being allowed onto the field,
 
all weapons are tested at full force, by event appointed Weapons
 
all weapons are tested at full force, by event appointed Weapons
Checkers, unless previously failed by weapons checking staff for safety.
+
Checkers, unless previously failed by weapons checking staff for safety
 +
 
 +
::4.1.4 - All weapons must have cloth covering over all striking surfaces
  
      4.1.4 - All weapons must have cloth covering over all striking surfaces
 
  
      4.1.5 -Two-and-a-half-inch rule: No part of a weapon's striking surface, whether
+
::4.1.5 -Two-and-a-half-inch rule: No part of a weapon's striking surface, whether
 
the tip, the edge, the face or any other part, may pass easily more than 0.5"
 
the tip, the edge, the face or any other part, may pass easily more than 0.5"
 
through a 2.5" diameter hole when tested in the direction of the strike.
 
through a 2.5" diameter hole when tested in the direction of the strike.
  
        4.1.6 - Two-inch rule: No non-striking component of a weapon, such as a cross
+
::4.1.6 - Two-inch rule: No non-striking component of a weapon, such as a cross
 
guard, a non-striking tip, or a pommel, may pass easily more than 0.5" through a
 
guard, a non-striking tip, or a pommel, may pass easily more than 0.5" through a
2" diameter hole when tested perpendicular to the striking surface or shaft of the
+
2" diameter hole when tested perpendicular to the striking surface or shaft of the
 
weapon.
 
weapon.
4.1.7 - The flat (non-striking surface) of bladed weapons must be safely padded
+
 
to prevent injury from hits from the flat of the blade.
+
::4.1.7 - The flat (non-striking surface) of bladed weapons must be safely padded
4.1.8 - Hafts on axes, flails, maces, polearms, and the like must be safely padded
+
to prevent injury from hits from the flat of the blade.
 +
 
 +
::4.1.8 - Hafts on axes, flails, maces, polearms, and the like must be safely padded
 
except for a reasonable area for a handhold. This means the haft padding on
 
except for a reasonable area for a handhold. This means the haft padding on
 
swung weapons must be as safe as their striking surface. The haft on spears
 
swung weapons must be as safe as their striking surface. The haft on spears
 
(which are thrusting-only weapons) is not required to be as heavily-padded as
 
(which are thrusting-only weapons) is not required to be as heavily-padded as
that of a swung weapon.
+
that of a swung weapon.
4.1.9 - No swung weapon may have more than 1/3 of its overall length
+
 
unpadded, nor have more than 30" unpadded. (Duplicate of Restriction 4.1.11.7)
+
::4.1.9 - No swung weapon may have more than 1/3 of its overall length
4.1.10 - Single-edged weapons such as glaives and cutlasses must have their
+
unpadded, nor have more than 30" unpadded. (Duplicate of Restriction 4.1.11.7)
 +
 
 +
::4.1.10 - Single-edged weapons such as glaives and cutlasses must have their
 
non-striking edge clearly marked with a 12-inch piece of silver or gray tape at
 
non-striking edge clearly marked with a 12-inch piece of silver or gray tape at
least 1 inch wide.
+
least 1 inch wide.
4.1.11 - Restrictions:
+
 
4.1.11.1 - The pommel of a weapon must be padded to prevent injury in
+
::4.1.11 - Restrictions:
the event of an accidental "hit" and must not easily go through a 2
+
 
 +
:::4.1.11.1 - The pommel of a weapon must be padded to prevent injury in
 +
the event of an accidental "hit" and must not easily go through a 2
 
inch-diameter hole.
 
inch-diameter hole.
4.1.11.2 - All swung weapons must conform to the following:
+
 
4.1.11.2.1 - Blue weapons of 18” or more must weigh at least 12
+
:::4.1.11.2 - All swung weapons must conform to the following:
 +
 
 +
::::4.1.11.2.1 - Blue weapons of 18” or more must weigh at least 12
 
ounces. Under that length does not need to meet a weight or
 
ounces. Under that length does not need to meet a weight or
 
balance requirement. (Updated RWC 2016)
 
balance requirement. (Updated RWC 2016)
4.1.11.2.2 - Red weapons must weigh at least 24 ounces
+
 
4.1.11.2.3 - Balance above the un-padded handle section.
+
::::4.1.11.2.2 - Red weapons must weigh at least 24 ounces
4.1.11.3 - The shaft or blade of a red or blue weapon may not flex greater
+
 
 +
::::4.1.11.2.3 - Balance above the un-padded handle section.
 +
 
 +
:::4.1.11.3 - The shaft or blade of a red or blue weapon may not flex greater
 
than 45 degrees when the weapon is swung in the plane/direction of the
 
than 45 degrees when the weapon is swung in the plane/direction of the
 
striking surface.
 
striking surface.
4.1.11.4 - The shaft of a spear or javelin may not flex greater than 90
+
 
 +
:::4.1.11.4 - The shaft of a spear or javelin may not flex greater than 90
 
degrees under reasonable testing stress.
 
degrees under reasonable testing stress.
4.1.11.5 - No weapons other than aluminum-shafted arrows may have
+
 
 +
:::4.1.11.5 - No weapons other than aluminum-shafted arrows may have
 
metal cores.
 
metal cores.
4.1.11.6 - No weapon may have a spike or blade at the butt (pommel)
+
 
end. Note that double-ended weapons (below) may have stabbing points
+
:::4.1.11.6 - No weapon may have a spike or blade at the butt (pommel)
at ends; this is different from a blue sword with a green stabbing spike on
+
end. Note that double-ended weapons (below) may have stabbing points
the pommel.
+
at ends; this is different from a blue sword with a green stabbing spike on
4.1.11.7 - No swung weapon may have more than 1/3 of its overall length
+
the pommel.
 +
 
 +
:::4.1.11.7 - No swung weapon may have more than 1/3 of its overall length
 
unpadded, nor have more than 30 total inches unpadded.
 
unpadded, nor have more than 30 total inches unpadded.
4.1.11.8 - Double-ended weapons such as quarter staves are always
+
 
 +
:::4.1.11.8 - Double-ended weapons such as quarter staves are always
 
considered to be blue weapons.
 
considered to be blue weapons.
4.1.11.9 - Any weapon with a wooden core must have all wood covered
+
 
 +
:::4.1.11.9 - Any weapon with a wooden core must have all wood covered
 
with tape.
 
with tape.
4.1.11.10 - Disallowed weapons include but are not limited to: Nets,
+
 
lassos, pungee sticks, nunchucks, tonfas, double-ended daggers, punch
+
:::4.1.11.10 - Disallowed weapons include but are not limited to: Nets,
dagger
+
lassos, pungee sticks, nunchucks, tonfas, double-ended daggers, punch
4.1.12 - Miscellaneous - Whenever you strike an opponent from behind,
+
dagger
 +
 
 +
::4.1.12 - Miscellaneous - Whenever you strike an opponent from behind,
 
simultaneously call out the color of your weapon ("Red!" "One-Handed Green!")
 
simultaneously call out the color of your weapon ("Red!" "One-Handed Green!")
so that your opponent will know how to react. If a weapon color is not called out,
+
so that your opponent will know how to react. If a weapon color is not called out,
 
expect that your opponent will treat it as a hit from a blue weapon, the most
 
expect that your opponent will treat it as a hit from a blue weapon, the most
 
common weapon encountered on the battlefield. (Incorrect placing. Duplicate
 
common weapon encountered on the battlefield. (Incorrect placing. Duplicate
of Miscellaneous Combat Info 4.10.1)
+
of Miscellaneous Combat Info 4.10.1)
4.2 - Blue Weapons
+
 
4.2.1 - Blue weapons are edged (hacking) or mass (smashing) melee weapons
+
:4.2 - Blue Weapons
 +
 
 +
::4.2.1 - Blue weapons are edged (hacking) or mass (smashing) melee weapons
 
intended primarily for one-handed use.
 
intended primarily for one-handed use.
4.2.2 - Blue weapons must have a minimum total length of 12 inches and a
+
 
 +
::4.2.2 - Blue weapons must have a minimum total length of 12 inches and a
 
maximum total length less than 48
 
maximum total length less than 48
4.3 - Red Weapons
+
 
4.3.1 - Red melee weapons are long hacking and smashing weapons intended to
+
:4.3 - Red Weapons
 +
 
 +
::4.3.1 - Red melee weapons are long hacking and smashing weapons intended to
 
be used primarily with two hands.
 
be used primarily with two hands.
4.3.2 - A swung weapon (sword, axe, mace, glaive, halberd, etc.), 48 inches or
+
 
 +
::4.3.2 - A swung weapon (sword, axe, mace, glaive, halberd, etc.), 48 inches or
 
longer is considered a red weapon when swung with two hands
 
longer is considered a red weapon when swung with two hands
4.3.3 - A red weapon used with one hand counts as a blue weapon for damage
+
 
4.3.4 - Red weapons may have green stabbing tips.
+
::4.3.3 - A red weapon used with one hand counts as a blue weapon for damage
4.3.5 - Red weapons go through armor on the first hit when used two-handed
+
 
4.3.6 - All Red weapons when used two-handed can destroy a shield with two
+
::4.3.4 - Red weapons may have green stabbing tips.
 +
 
 +
::4.3.5 - Red weapons go through armor on the first hit when used two-handed
 +
 
 +
::4.3.6 - All Red weapons when used two-handed can destroy a shield with two
 
solid blows from their legal striking surface (e.g., a solid hit from the haft of a
 
solid blows from their legal striking surface (e.g., a solid hit from the haft of a
glaive would not count). Blows which are mostly blocked by another weapon and
+
glaive would not count). Blows which are mostly blocked by another weapon and
light or glancing hits to a shield do not count as "shield breaking" hits. The fighter
+
light or glancing hits to a shield do not count as "shield breaking" hits. The fighter
wielding the shield judges if the blows are solid "shield-breaking" red hits;
+
wielding the shield judges if the blows are solid "shield-breaking" red hits;
however, the physical size of the fighter delivering the blows must always be
+
however, the physical size of the fighter delivering the blows must always be
considered; i.e., a "solid" hit from a smaller, lighter person will generally feel
+
considered; i.e., a "solid" hit from a smaller, lighter person will generally feel
"lighter" than one from a more massive fighter.
+
"lighter" than one from a more massive fighter.
4.3.7 - Red weapons must weigh at least 24 ounces and balance above the top
+
 
of the hand-grip.
+
::4.3.7 - Red weapons must weigh at least 24 ounces and balance above the top
4.4 - Green Weapons
+
of the hand-grip.
4.4.1 - Green weapons are stabbing weapons, such as spears, sword points,
+
 
 +
:4.4 - Green Weapons
 +
 
 +
::4.4.1 - Green weapons are stabbing weapons, such as spears, sword points,
 
daggers, and stabbing points on pole arms.
 
daggers, and stabbing points on pole arms.
4.4.2 - One-hand green thrusts do not penetrate armor, including "pool-cue" style
+
 
 +
::4.4.2 - One-hand green thrusts do not penetrate armor, including "pool-cue" style
 
thrusts where the spear slides through one hand while being pushed with the
 
thrusts where the spear slides through one hand while being pushed with the
 
other.
 
other.
4.4.3 - To penetrate armor, a green weapon must be thrust with both hands from
+
 
 +
::4.4.3 - To penetrate armor, a green weapon must be thrust with both hands from
 
the beginning of the thrust until it has connected solidly with the target.
 
the beginning of the thrust until it has connected solidly with the target.
4.4.4 - Spears must have at least 1/3 of the haft padded, but because spears are
+
 
 +
::4.4.4 - Spears must have at least 1/3 of the haft padded, but because spears are
 
strictly thrusting weapons (as opposed to hacking weapons), the padding does
 
strictly thrusting weapons (as opposed to hacking weapons), the padding does
not have to be as thick as on a hacking weapon.
+
not have to be as thick as on a hacking weapon.
4.5 - Yellow Weapons
+
 
4.5.1 - General
+
:4.5 - Yellow Weapons
4.5.1.1 - Yellow weapons must be used at half-drawn (arrows) or thrown
+
 
 +
::4.5.1 - General
 +
 
 +
:::4.5.1.1 - Yellow weapons must be used at half-drawn (arrows) or thrown
 
with half force (javelins) at ranges closer than 20 feet.
 
with half force (javelins) at ranges closer than 20 feet.
4.5.1.2 - A yellow weapon must travel its own length through the air after
+
 
it is released to count as a legal hit.
+
:::4.5.1.2 - A yellow weapon must travel its own length through the air after
4.5.1.3 - Yellow weapons do no damage if they strike shields and
+
it is released to count as a legal hit.
 +
 
 +
:::4.5.1.3 - Yellow weapons do no damage if they strike shields and
 
Dagorhir-legal head/neck armor such as a helmet or coif.
 
Dagorhir-legal head/neck armor such as a helmet or coif.
4.5.1.4 - Players may not ever carry another fighter's missile weapons
+
 
 +
:::4.5.1.4 - Players may not ever carry another fighter's missile weapons
 
around without the owner's express permission. You may return fire with
 
around without the owner's express permission. You may return fire with
 
missiles that have been shot/thrown at you, but if you leave the
 
missiles that have been shot/thrown at you, but if you leave the
immediate area where the missiles were fired/thrown, you may not take
+
immediate area where the missiles were fired/thrown, you may not take
any missiles other than your own with you. Players must always return the
+
any missiles other than your own with you. Players must always return the
owner's missiles to the owner upon request.
+
owner's missiles to the owner upon request.
4.5.2 - Javelins:
+
 
4.5.2.1 - The maximum weight of a javelin is 1.5 pounds.
+
::4.5.2 - Javelins:
4.5.2.2 - Javelins must be between 4 and 7 feet in length.
+
 
4.5.2.3 - Because they may be used as both thrown- and hand-weapons,
+
:::4.5.2.1 - The maximum weight of a javelin is 1.5 pounds.
 +
 
 +
:::4.5.2.2 - Javelins must be between 4 and 7 feet in length.
 +
 
 +
:::4.5.2.3 - Because they may be used as both thrown- and hand-weapons,
 
all javelins must pass standards for both yellow and green classifications;
 
all javelins must pass standards for both yellow and green classifications;
 
"yellow only" javelins are not allowed.
 
"yellow only" javelins are not allowed.
4.5.2.4 - All javelins must have a yellow cover on the head (not on the
+
 
 +
:::4.5.2.4 - All javelins must have a yellow cover on the head (not on the
 
pommel). No other weapons may have a yellow cover. This is to clearly
 
pommel). No other weapons may have a yellow cover. This is to clearly
 
show in the heat of battle which end of a javelin is safe to throw at the
 
show in the heat of battle which end of a javelin is safe to throw at the
 
enemy.
 
enemy.
4.5.2.5 - Javelins are exempt from weapon flex rule and instead must not
+
 
 +
:::4.5.2.5 - Javelins are exempt from weapon flex rule and instead must not
 
flex more than 90 degrees.
 
flex more than 90 degrees.
4.5.2.6 - Any block which stops the head of the javelin from striking its
+
 
 +
:::4.5.2.6 - Any block which stops the head of the javelin from striking its
 
target is a legal block, including catching the javelin by the shaft or
 
target is a legal block, including catching the javelin by the shaft or
blocking it with any weapon.
+
blocking it with any weapon.
4.5.2.7 - Javelins must be padded along their entire length.
+
 
4.5.2.8 - Javelins may not easily pass (<0.5") through a 3.5" diameter
+
:::4.5.2.7 - Javelins must be padded along their entire length.
hole. The softer padded face of the javelin must be at least 3.5" wide in all
+
 
 +
:::4.5.2.8 - Javelins may not easily pass (<0.5") through a 3.5" diameter
 +
hole. The softer padded face of the javelin must be at least 3.5" wide in all
 
directions. The stiffer structural base foam must be at least 3" in diameter
 
directions. The stiffer structural base foam must be at least 3" in diameter
 
where it meets the open cell face foam.
 
where it meets the open cell face foam.
4.5.3 - Archery:
+
 
4.5.3.1 - All bows must have a draw weight of 35 pounds or less at 28
+
::4.5.3 - Archery:
 +
 
 +
:::4.5.3.1 - All bows must have a draw weight of 35 pounds or less at 28
 
inches draw.
 
inches draw.
4.5.3.2 - Compound (pulley) bows are not allowed.
+
 
4.5.3.3 - Crossbows must have a maximum draw weight of 35 lbs with a
+
:::4.5.3.2 - Compound (pulley) bows are not allowed.
 +
 
 +
:::4.5.3.3 - Crossbows must have a maximum draw weight of 35 lbs with a
 
draw length of 12"
 
draw length of 12"
4.5.3.4 - Arrows must always be shot; they can never be used as hand
+
 
 +
:::4.5.3.4 - Arrows must always be shot; they can never be used as hand
 
weapons.
 
weapons.
4.5.3.5 - To be an archer at an event, a player must bring at least 2
+
 
passing arrows to the field.
+
:::4.5.3.5 - To be an archer at an event, a player must bring at least 2
4.5.3.6 - If an arrow is deflected, even minutely, it is considered to have
+
passing arrows to the field.
hit.
+
 
4.5.3.6.1 - An arrow must strike with its head to cause a hit.
+
:::4.5.3.6 - If an arrow is deflected, even minutely, it is considered to have
4.5.3.7 - Once an arrow has hit an object (changed its path) it is
+
hit.
harmless. An arrow cannot strike multiple targets.
+
 
4.5.3.8 - To better simulate the speed and power of real arrows in flight,
+
::::4.5.3.6.1 - An arrow must strike with its head to cause a hit.
the only things which can stop arrows are shields or Dagorhir-legal head
+
 
armor such as a helmet or coif. Arrows cannot be caught, blocked,
+
:::4.5.3.7 - Once an arrow has hit an object (changed its path) it is
deflected, or knocked out of the air by anything else, including hands,
+
harmless. An arrow cannot strike multiple targets.
feet, weapons, or other equipment. If an arrow is blocked intentionally with
+
 
anything other than a body part, shield, or head armor, the fighter doing
+
:::4.5.3.8 - To better simulate the speed and power of real arrows in flight,
the blocking is dead automatically.
+
the only things which can stop arrows are shields or Dagorhir-legal head
4.5.3.9 - Bows may be used to turn aside thrusts without suffering any
+
armor such as a helmet or coif. Arrows cannot be caught, blocked,
 +
deflected, or knocked out of the air by anything else, including hands,
 +
feet, weapons, or other equipment. If an arrow is blocked intentionally with
 +
anything other than a body part, shield, or head armor, the fighter doing
 +
the blocking is dead automatically.
 +
 
 +
:::4.5.3.9 - Bows may be used to turn aside thrusts without suffering any
 
damage. However, if a bow is hacked or smashed by a red or blue
 
damage. However, if a bow is hacked or smashed by a red or blue
 
weapon, the bow is considered broken. A healer may heal a bow.
 
weapon, the bow is considered broken. A healer may heal a bow.
4.5.3.10 - Archers are allowed to call shots for clarity, i.e., they may call
+
 
out to let their target know where a hit landed or if the hit was "good," as
+
:::4.5.3.10 - Archers are allowed to call shots for clarity, i.e., they may call
in the case of a glancing or ricocheting arrow.
+
out to let their target know where a hit landed or if the hit was "good," as
4.5.3.11 - If an arrow strikes a limb which has already been hacked or
+
in the case of a glancing or ricocheting arrow.
 +
 
 +
:::4.5.3.11 - If an arrow strikes a limb which has already been hacked or
 
smashed by a blue or red weapon, the arrow is considered to have
 
smashed by a blue or red weapon, the arrow is considered to have
 
continued as if the limb were not there, hitting whatever is in its path.
 
continued as if the limb were not there, hitting whatever is in its path.
4.5.3.12 - If a weapon accidentally blocks an arrow from hitting a target,
+
 
the arrow is considered to have hit the target anyway.
+
:::4.5.3.12 - If a weapon accidentally blocks an arrow from hitting a target,
4.5.3.13 - If an arrow hits a fighter's hand, that arm is lost (regardless of
+
the arrow is considered to have hit the target anyway.
 +
 
 +
:::4.5.3.13 - If an arrow hits a fighter's hand, that arm is lost (regardless of
 
whether the hand held a weapon or shield).
 
whether the hand held a weapon or shield).
4.5.3.14 - If an arrow hits a foot which is off the ground, that leg is lost.
+
 
4.5.3.15 - Arrows:
+
:::4.5.3.14 - If an arrow hits a foot which is off the ground, that leg is lost.
4.5.3.15.1 - All arrow shafts over 28" in length are required to have
+
 
 +
:::4.5.3.15 - Arrows:
 +
 
 +
::::4.5.3.15.1 - All arrow shafts over 28" in length are required to have
 
a draw stop (generally a ring of tape around the shaft) placed
 
a draw stop (generally a ring of tape around the shaft) placed
 
between 27" and 28" down the shaft from inside of the nock.
 
between 27" and 28" down the shaft from inside of the nock.
 
(Udated RWC 2016)
 
(Udated RWC 2016)
4.5.3.15.2 - Arrows may not easily pass (<0.5") through a 2.5"
+
 
 +
::::4.5.3.15.2 - Arrows may not easily pass (<0.5") through a 2.5"
 
diameter hole. The softer padded face of the arrow must be at
 
diameter hole. The softer padded face of the arrow must be at
least 2.5" wide in all directions. The stiffer structural base foam
+
least 2.5" wide in all directions. The stiffer structural base foam
must be at least 2" in diameter where it meets the open cell face
+
must be at least 2" in diameter where it meets the open cell face
foam.
+
foam.
4.5.3.15.3 - All arrows must contain a circular metal disk
+
 
measuring at least 3/4 of an inch in diameter and 1/16 of an inch
+
::::4.5.3.15.3 - All arrows must contain a circular metal disk
thick (the size of a penny) secured perpendicularly (flat) at the end
+
measuring at least 3/4 of an inch in diameter and 1/16 of an inch
of the shaft, unless it is an arrow with a golf tube shaft. In this
+
thick (the size of a penny) secured perpendicularly (flat) at the end
case, a washer or disk slightly larger than the golf tube's rolled
+
of the shaft, unless it is an arrow with a golf tube shaft. In this
edge must be used instead. All circular disks must be at least the
+
case, a washer or disk slightly larger than the golf tube's rolled
hardness of a penny. (Updated RWC 2016)
+
edge must be used instead. All circular disks must be at least the
4.5.3.15.4 - All arrow striking surfaces must be constructed of
+
hardness of a penny. (Updated RWC 2016)
 +
 
 +
::::4.5.3.15.4 - All arrow striking surfaces must be constructed of
 
open-cell foam.
 
open-cell foam.
4.5.3.15.5 - All arrows must have at least two full vanes/fletchings
+
 
 +
::::4.5.3.15.5 - All arrows must have at least two full vanes/fletchings
 
(feathers) and a nock.
 
(feathers) and a nock.
4.5.3.15.6 - Only duct (cloth) or strapping tape may be used in
+
 
 +
::::4.5.3.15.6 - Only duct (cloth) or strapping tape may be used in
 
arrow construction.
 
arrow construction.
4.5.3.15.7 - All wooden arrows must have their shafts wrapped in
+
 
 +
::::4.5.3.15.7 - All wooden arrows must have their shafts wrapped in
 
tape.
 
tape.
4.5.3.15.8 - There can be no tape on the striking surface of an
+
 
 +
::::4.5.3.15.8 - There can be no tape on the striking surface of an
 
arrow
 
arrow
4.5.3.15.9 - The head of the arrow must not be able to be moved
+
 
 +
::::4.5.3.15.9 - The head of the arrow must not be able to be moved
 
easily from side to side.
 
easily from side to side.
4.5.3.15.10 - In order to avoid confusing golf tube arrows with
+
 
 +
::::4.5.3.15.10 - In order to avoid confusing golf tube arrows with
 
javelins, no arrow using a golf tube shaft may have a yellow cover.
 
javelins, no arrow using a golf tube shaft may have a yellow cover.
4.6 - White Weapons:
+
 
4.6.1 - Rocks must be at least 4" in diameter and constructed of foam with a little
+
:4.6 - White Weapons:
 +
 
 +
::4.6.1 - Rocks must be at least 4" in diameter and constructed of foam with a little
 
tape as possible, and all aspects of their construction must conform to the 2 1/2
 
tape as possible, and all aspects of their construction must conform to the 2 1/2
 
inch rule.
 
inch rule.
4.6.2 - The maximum weight of a rock is 1.5 pounds.
+
 
4.6.3 - Rocks must be thrown; a fighter may never strike another fighter with a
+
::4.6.2 - The maximum weight of a rock is 1.5 pounds.
 +
 
 +
::4.6.3 - Rocks must be thrown; a fighter may never strike another fighter with a
 
hand-held rock.
 
hand-held rock.
4.7 - Shields:
+
 
4.7.1 - Shields must be safely padded on the front and all edges. Any dangerous
+
:4.7 - Shields:
 +
 
 +
::4.7.1 - Shields must be safely padded on the front and all edges. Any dangerous
 
protrusions (bolts, handles, etc.) on the rear must be taped and/or padded for the
 
protrusions (bolts, handles, etc.) on the rear must be taped and/or padded for the
 
user's safety.
 
user's safety.
4.7.2 - A shield maybe used or worn in any manner, and it will still remain a
+
 
shield; e.g., a shield may be carried on the arm, held in one or two hands, worn
+
::4.7.2 - A shield maybe used or worn in any manner, and it will still remain a
on the back, or propped against a fighter's side.
+
shield; e.g., a shield may be carried on the arm, held in one or two hands, worn
4.7.3 - A fighter may wear or carry only one shield at a time in combat.
+
on the back, or propped against a fighter's side.
4.7.4 - A shield may not be taller than the distance between the wielder's chin
+
 
and their ankles, nor wider than 3 feet.
+
::4.7.3 - A fighter may wear or carry only one shield at a time in combat.
4.7.5 - The minimum diameter of a shield is 12 inches.
+
 
4.7.6 - Shields may be virtually any shape, but must have handles and/or
+
::4.7.4 - A shield may not be taller than the distance between the wielder's chin
 +
and their ankles, nor wider than 3 feet.
 +
 
 +
::4.7.5 - The minimum diameter of a shield is 12 inches.
 +
 
 +
::4.7.6 - Shields may be virtually any shape, but must have handles and/or
 
arm-straps. If a shield is made to strap onto the body and has no means to carry
 
arm-straps. If a shield is made to strap onto the body and has no means to carry
it on the fighter's arm, it is not allowed. As with all weapons rules,
+
it on the fighter's arm, it is not allowed. As with all weapons rules,
Weapons-Checkers and Heralds have the final say in determining what is a
+
Weapons-Checkers and Heralds have the final say in determining what is a
shield versus what is armor.
+
shield versus what is armor.
4.7.7 - All Red weapons when used two-handed can destroy a shield with two
+
 
 +
::4.7.7 - All Red weapons when used two-handed can destroy a shield with two
 
solid blows from their legal striking surface (e.g., a solid hit from the haft of a
 
solid blows from their legal striking surface (e.g., a solid hit from the haft of a
glaive would not count). Blows which are mostly blocked by another weapon and
+
glaive would not count). Blows which are mostly blocked by another weapon and
light or glancing hits to a shield do not count as "shield breaking" hits. The fighter
+
light or glancing hits to a shield do not count as "shield breaking" hits. The fighter
wielding the shield judges if the blows are solid "shield-breaking" red hits;
+
wielding the shield judges if the blows are solid "shield-breaking" red hits;
however, the physical size of the fighter delivering the blows must always be
+
however, the physical size of the fighter delivering the blows must always be
considered; i.e., a "solid" hit from a smaller, lighter person will generally feel
+
considered; i.e., a "solid" hit from a smaller, lighter person will generally feel
"lighter" than one from a more massive fighter. (Duplicate of Red Weapon/Shield
+
"lighter" than one from a more massive fighter. (Duplicate of Red Weapon/Shield
Info 4.3.6)
+
Info 4.3.6)
4.7.8 - When a shield is destroyed by two red-weapon hits, the wielder of the
+
 
 +
::4.7.8 - When a shield is destroyed by two red-weapon hits, the wielder of the
 
shield must immediately drop the shield. Additional hits from any type of weapon
 
shield must immediately drop the shield. Additional hits from any type of weapon
 
that strike before the shield is dropped count as though the shield isn't there
 
that strike before the shield is dropped count as though the shield isn't there
 
(generally counting first against the shield-wielder's arm, then their torso).
 
(generally counting first against the shield-wielder's arm, then their torso).
4.7.9 - Anvilling, laying a weapon on a shield or body art to avoid taking damage
+
 
is not permitted. Thus, a weapon must intercept the red weapon before it strikes
+
::4.7.9 - Anvilling, laying a weapon on a shield or body art to avoid taking damage
 +
is not permitted. Thus, a weapon must intercept the red weapon before it strikes
 
the shield. If the blocking weapon is driven back against the shield by the hit from
 
the shield. If the blocking weapon is driven back against the shield by the hit from
 
the red weapon, it does not constitute anvilling. If the red weapon continues past
 
the red weapon, it does not constitute anvilling. If the red weapon continues past
 
the attempted block with significant force, the blow still counts as a red-weapon
 
the attempted block with significant force, the blow still counts as a red-weapon
hit. (Incorrect placing. Duplicate of info in Miscellaneous Combat Info 4.10.3)
+
hit. (Incorrect placing. Duplicate of info in Miscellaneous Combat Info 4.10.3)
4.7.10 - Fighters may use a red weapon while also using a shield.
+
 
4.7.11 - Shield "spikes" are for ornamentation only and do no damage.
+
::4.7.10 - Fighters may use a red weapon while also using a shield.
4.7.12 - Shield Kicking: Players are allowed to kick shields, provided the kicker
+
 
 +
::4.7.11 - Shield "spikes" are for ornamentation only and do no damage.
 +
 
 +
::4.7.12 - Shield Kicking: Players are allowed to kick shields, provided the kicker
 
keeps one foot on the ground. (No flying kicks!) Shield kicking must be done with
 
keeps one foot on the ground. (No flying kicks!) Shield kicking must be done with
 
regard for the safety of other fighters and will be monitored carefully by the
 
regard for the safety of other fighters and will be monitored carefully by the
 
Heralds.
 
Heralds.
4.7.13 – Shields may be covered in non-latex based soft plastic sealant (e.g.
+
 
 +
::4.7.13 – Shields may be covered in non-latex based soft plastic sealant (e.g.
 
Plasti-dip) as an alternative to cloth as long as they pass all other requirements.
 
Plasti-dip) as an alternative to cloth as long as they pass all other requirements.
4.8 - Shield Bashing and Checking:
+
 
4.8.1 - A shield bash means using a shield to strike an opponent starting from a
+
:4.8 - Shield Bashing and Checking:
 +
 
 +
::4.8.1 - A shield bash means using a shield to strike an opponent starting from a
 
distance more than two steps away.
 
distance more than two steps away.
4.8.2 - A shield check means using a shield to strike an opponent starting from a
+
 
 +
::4.8.2 - A shield check means using a shield to strike an opponent starting from a
 
distance two steps away or closer.
 
distance two steps away or closer.
4.8.3 - Players may shield bash an opponent on their front or side. Bashing an
+
 
 +
::4.8.3 - Players may shield bash an opponent on their front or side. Bashing an
 
opponent from the rear is prohibited. Bashing an opponent who has lost a leg is
 
opponent from the rear is prohibited. Bashing an opponent who has lost a leg is
 
prohibited.
 
prohibited.
4.8.4 - Players may shield check an opponent from any direction. Players may
+
 
 +
::4.8.4 - Players may shield check an opponent from any direction. Players may
 
shield check opponents who have lost a leg.
 
shield check opponents who have lost a leg.
4.8.5 - It is never permissible to strike a fighter in the head or neck with a shield.
+
 
4.9 - Grappling:
+
::4.8.5 - It is never permissible to strike a fighter in the head or neck with a shield.
4.9.1 - Grappling is defined as wrestling in a safe and reasonable manner,
+
 
 +
:4.9 - Grappling:
 +
 
 +
::4.9.1 - Grappling is defined as wrestling in a safe and reasonable manner,
 
attempting to subdue or unbalance your opponent without strikes, throws, or
 
attempting to subdue or unbalance your opponent without strikes, throws, or
 
joint/nerve holds.
 
joint/nerve holds.
4.9.2 - A person in armor or rigid plastic safety equipment or carrying a bow
+
 
and/or arrows may never initiate a grapple.
+
::4.9.2 - A person in armor or rigid plastic safety equipment or carrying a bow
4.9.3 - Players are not allowed to initiate a grapple starting more than two steps
+
and/or arrows may never initiate a grapple.
 +
 
 +
::4.9.3 - Players are not allowed to initiate a grapple starting more than two steps
 
away from an opponent.
 
away from an opponent.
4.9.4 - Grappling from behind should be done with great caution and will be
+
 
closely monitored by Heralds for safety.
+
::4.9.4 - Grappling from behind should be done with great caution and will be
4.9.5 - Body checks (blocking your opponent's movement using one's body) are
+
closely monitored by Heralds for safety.
 +
 
 +
::4.9.5 - Body checks (blocking your opponent's movement using one's body) are
 
allowed.
 
allowed.
4.9.6 - Punching and kicking are never allowed, except in the case of shield kicks
+
 
 +
::4.9.6 - Punching and kicking are never allowed, except in the case of shield kicks
 
as outlined above.
 
as outlined above.
4.9.7 - An unarmored fighter may choose to initiate a grapple with any opponent,
+
 
 +
::4.9.7 - An unarmored fighter may choose to initiate a grapple with any opponent,
 
including those who are armored or carrying bows or arrows.
 
including those who are armored or carrying bows or arrows.
4.10 - Miscellaneous:
+
 
4.10.1 - Whenever you strike an opponent from behind, simultaneously call out
+
:4.10 - Miscellaneous:
the color of your weapon ("Red!" "One-Handed Green!") so that your opponent
+
 
will know how to react. If a weapon color is not called out, expect that your
+
::4.10.1 - Whenever you strike an opponent from behind, simultaneously call out
opponent will treat it as a hit from a blue weapon, the most common weapon
+
the color of your weapon ("Red!" "One-Handed Green!") so that your opponent
encountered on the battlefield.
+
will know how to react. If a weapon color is not called out, expect that your
 +
opponent will treat it as a hit from a blue weapon, the most common weapon
 +
encountered on the battlefield.
 +
 
 
4.10.2 - Strikes ignore sheathed weapons (i.e., one that is attached/hanging from
 
4.10.2 - Strikes ignore sheathed weapons (i.e., one that is attached/hanging from
 
one's belt or over one's back) or any other worn object, including baggy clothing
 
one's belt or over one's back) or any other worn object, including baggy clothing
Line 538: Line 653:
 
Dagorhir this way: armor lessens the damage from some types of hits, but does
 
Dagorhir this way: armor lessens the damage from some types of hits, but does
 
not eliminate damage entirely. Henc
 
not eliminate damage entirely. Henc
 +
 
5.1.13 - No one wearing armor or rigid safety gear may initiate grappling.
 
5.1.13 - No one wearing armor or rigid safety gear may initiate grappling.
 
5.1.14 - Rigid body armor including helmets must not have projections which
 
5.1.14 - Rigid body armor including helmets must not have projections which

Revision as of 21:53, 3 April 2018

These are the rules as used at Ragnarok 2017, for current official rules go to our Manual of Arms page

(this page is still under construction, please forgive formatting errors temporarily)

All Dagorhir Rules are intended for the enjoyment and safety of our participants. Dagorhir attributes our nationwide success to our sense of priorities behind our rules: safety, playability, and realism. All weapon safety guidelines and combat rules are stringently enforced at all times. This keeps the injuries to a minimum and keeps the fun, fun. Rules are kept as simple as possible, to keep battles exciting and fast-paced, and to keep the system easy to learn. Though realism plays a role, safety and playability are far more essential. Dagorhir's system is a proven success after more than 30 years of play-testing. Detailed below is the current "Manual of Arms". This version includes clarifications and decisions from the Ragnarok War Councils through 2013. *Along with additions from RWCs 2014 & 2016.

(This Manual of Arms (MOA) is a summary of the Dagorhir rules. The Manual of Arms was originally based on the 1988 Dagorhir Aratari Manual of Arms which was, in turn, a distillation of the rules contained in the 1980 Dagorhir Handbook (Library of Congress Catalog Card Number TXu 50-026) which was comprised of both the original ruleset and Aratari-specific rules.. This MOA is included under the copyright to the New Millennium Dagorhir Handbook (Library of Congress Catalog Number Txu 1-102-610). Numbering has been added for reference purposes. Dagorhir is a very physical sport. While serious injuries are very rare, minor injuries such as bruises, muscle strains, and skinned knuckles can result from being hit by Dagorhir weapons and/or tripping, accidentally smashing one's hand into that of another participant, or running into a tree, etc.)


"Rule Zero" Dagorhir is a game of honor. In all aspects of Dagorhir, common sense supersedes loopholes. In applying the rules, safety comes first, followed by playability, then "realism." Please read the rules thoroughly (several times is recommended). The rules are written to be self-explanatory, clear, and detailed, but not every angle of every situation can been covered. Often a rule is clarified later in the same (or subsequent) paragraph. Loopholes will not even be considered by the Heralds (referees), check-in personnel, officials, or other players.

1 - Participation

1.1 - The minimum age for participation in Dagorhir battle games is 16; however, some

Dagorhir Chapters may choose to raise or lower this limit for their Chapter.

1.2 - All participants must sign a release form before they will be allowed to participate in

any Dagorhir event. For those who are under 18, a legal guardian must sign the release form with either a notary or a member of the Dagorhir check-in staff as witness.

1.3 - All participants are required to wear a costume ("garb") that meets or preferably

exceeds minimum Dagorhir requirements as seen below. The intent of this rule is to maintain a non-obtrusive appearance appropriate to a fantasy/medieval setting at Dagorhir events. Garb is required on the battlefield and is strongly encouraged when in public areas. How a player dresses while in a private camp is not regulated by these rules; however garb at all times is strongly encouraged. The event staff reserves the right to make certain areas, functions, gatherings, or the entire event garb required. Proper garb not only benefits the player, but enhances the experience of other players and improves the overall atmosphere of the event.

1.3.1 - A tunic, shirt, dress, or vest of crotch length or longer. Bare chest is

acceptable if allowed by law and or camp/event rules, but only if the rest of the costume meets or exceeds minimum garb standards. Clarification: Obviously modern clothing such as sweat-pants, pajama pants, modern skirts, etc is not acceptable.

1.3.2 – Non-obtrusive pants, kilt, skirt, leggings, or similar leg-ware. Bare legs are

acceptable.

1.3.3 – Non-obtrusive footwear (moccasins, earth-tone shoes, boots, sandals,

etc.). Bare feet are acceptable if allowed by the event rules.

1.4 - Forbidden Garments, Patterns/Logos, and Equipment: The intent of this rule is to

limit the amount of obviously modern looking items at the event. It is sometimes possible to wear modern clothing in a way (by modification or concealment for example) that it is not considered forbidden. A herald or member of the event

1.4.2 - Real swords, knives, or weapons of any sort (even in sheaths or cases)

may not be worn or carried during Dagorhir combat.

1.4.3 - Weapons, shields, garb, and armor may not have clearly mundane logos
or prints, nor may be made with fluorescent/neon colors.
1.4.4 - Cleats and spikes are not permitted on the battlefield.
1.4.5 – The event staff reserves the right to allow certain forbidden garments to

accommodate special needs, because of weather conditions, etc. These exceptions will be made on a case by case basis. Players are encouraged to overcome this with proper garb when it is possible.

1.5 - If non-Dagorhir spectators, parental guardians, service staff, or similar bystanders

are present at an event, the event staff determines if they are required to wear garb. This is handled on a case by case basis. Examples of minimal, optimal, and illegal garb:

2 - General Rules

2.1 - Event organizers reserve the right to eject or exclude any person from a Dagorhir

event for the following reasons:

2.1.1 - Violating local, county, state, or federal laws which impact Dagorhir or

Dagorhir events, including but not limited to violations which endanger the safety

of Dagorhir members, spectators, or bystanders; violations which endanger

Dagorhir's use of facilities; violations of Dagorhir's intellectual property rights (including but not limited to using Dagorhir' name without legal permission and

theft of copyrighted material from Dagorhir, Dagorhir chapters, or units); etc.
2.1.2 - Endangering the safety of persons or property, including actions

demonstrating intent to cause actual injuries or harm on the Dagorhir battlefield.

2.1.3 - Endangering Dagorhir's ability to use event facilities and/or related

equipment

2.1.4 - Abusive language or other behavior unbecoming of a Dagorhir member

using a "reasonable person" standard.

2.1.5 - Disobeying the Dagorhir-related requests and instructions of those in

charge of events.

2.1.6 - Anything not noted above but negatively impacts a Dagorhir event or is

deemed to cast Dagorhir as a whole in an unsuitable manner; using a

"reasonable person" standard.
2.2 - The Herald (Dagorhir Referee) is the primary authority responsible for interpreting

and enforcing these rules on the battlefield.

2.2.1 - A Herald has the right to remove anyone from the field for behaviors

described above.

3 - Types of Combat and Damage

3.1 - As stated previously, in combat, common sense supersedes perceived loopholes.
In all manners concerning these rules, Heralds and event organizers shall have final
say. When resolving rules questions, Heralds shall consider the matter according to the

following criteria: safety first, playability second, and "realism" last.

3.2 - Weapon Combat: To "kill" or "wound" someone in Dagorhir, you must use a
weapon which has passed safety inspection for that event.
3.2.1 - All weapons must be checked and marked by weapons checkers appointed by
the event organizer before they may be used in combat.
3.2.2 - There are five classifications of weapon types, divided into melee and

projectile weapons, which are designated by colored tape: Blue, Red, Green, Yellow and White. Players are never allowed to strike to the head with melee weapons. Airborne missile weapons a

3.2.2.2 - Red melee weapons are longer hacking and smashing weapons

intended to be used primarily with two hands. A red weapon must be

used with both hands to count as a red weapon; if used with a single
hand, it counts as a blue weapon.
3.2.2.3 - Green melee weapons are stabbing weapons, such as spears,

sword points, daggers, and stabbing points on pole arms.

3.2.2.4 - Yellow projectile weapons include arrows, crossbow

bolts/quarrels, and thrown javelins. Arrows and crossbow bolts may never be used as hand weapons; however, hand-held javelins may be used as green melee weapons.

3.2.2.5 - White projectile weapons are rocks and other blunt-force
projectile weapons which only must be thrown and are only legal to the
head.
3.3 - Hit Locations: Hit locations include Torso, Leg, Arm, Head and Neck, Feet and

Hands

3.3.1 - Torso: shoulders (including arm sockets), chest, stomach, crotch, sides,

back, and buttocks.

3.3.2 - Leg: From the top of the foot (including ankle) to the torso (below the

buttocks).

3.3.3 - Arm: From point where hand joins the wrist to the shoulder socket
3.3.4 - Head: Off limits to all weapon/shield strikes except yellow and white

projectile weapons.

3.3.5 - Neck: Off limits to all weapon/shield strikes except yellow and white

projectile weapons. NOTE: Neck is unaffected by hits from white projectile weapons.

3.3.6 - Hands and Feet: Intentionally blocking any blow with a hand which is not

gripping a weapon or the handle of a shield results in the loss of that arm. Intentionally blocking any blow with a foot results in the loss of that leg. Gripping the blade or point of your opponent's weapon with your hand results in the loss of that arm.

3.3.7 - Hands and feet are unaffected by weapon hits if:
3.3.7.1 - The foot is on the ground; if the foot is in the air when it is hit, it is

considered a hit to the leg.

3.3.7.2 - Hands are holding a weapon or the handle of a shield. When not

holding anything, hands are considered part of the arm.

3.4 - Judging Hits:
3.4.1 - A hit from a handheld weapon counts when the weapon's striking surface

hits with sufficient force. Clarification: taps, grazing, and glancing shots do not count as sufficient force.

3.4.2 - Hits from projectile weapons count when the head of the weapon merely

strikes the target: stopping or being slightly deflected.

3.5 - Weapon damage varies according to weapon type and whether the target area is

armored. See the Dagorhir Combat Quick Reference Chart for a one-page matrix showing the effect of each color of weapon against armored and unarmored

target areas.

4 - Weapons

4.1 - General
4.1.1 - All weapons are subject to rejection for any safety or construction

discrepancies as determined by the weapons checkers appointed by the event organizers.

4.1.2 - Weapons Checkers and Heralds have the final say in determining how to

classify a weapon, e.g., whether a weapon with a circular cross-section is a "sword" or a "club."

4.1.3 - A safe Dagorhir weapon is one which when used as intended will NOT
result in bruises, break bones, or knock out teeth if an unarmored person is
struck with a full-strength swing.
4.1.3.1 -In order to ensure Rule 4.1.3, before being allowed onto the field,

all weapons are tested at full force, by event appointed Weapons Checkers, unless previously failed by weapons checking staff for safety

4.1.4 - All weapons must have cloth covering over all striking surfaces


4.1.5 -Two-and-a-half-inch rule: No part of a weapon's striking surface, whether

the tip, the edge, the face or any other part, may pass easily more than 0.5" through a 2.5" diameter hole when tested in the direction of the strike.

4.1.6 - Two-inch rule: No non-striking component of a weapon, such as a cross

guard, a non-striking tip, or a pommel, may pass easily more than 0.5" through a 2" diameter hole when tested perpendicular to the striking surface or shaft of the weapon.

4.1.7 - The flat (non-striking surface) of bladed weapons must be safely padded

to prevent injury from hits from the flat of the blade.

4.1.8 - Hafts on axes, flails, maces, polearms, and the like must be safely padded

except for a reasonable area for a handhold. This means the haft padding on swung weapons must be as safe as their striking surface. The haft on spears (which are thrusting-only weapons) is not required to be as heavily-padded as that of a swung weapon.

4.1.9 - No swung weapon may have more than 1/3 of its overall length

unpadded, nor have more than 30" unpadded. (Duplicate of Restriction 4.1.11.7)

4.1.10 - Single-edged weapons such as glaives and cutlasses must have their

non-striking edge clearly marked with a 12-inch piece of silver or gray tape at least 1 inch wide.

4.1.11 - Restrictions:
4.1.11.1 - The pommel of a weapon must be padded to prevent injury in

the event of an accidental "hit" and must not easily go through a 2 inch-diameter hole.

4.1.11.2 - All swung weapons must conform to the following:
4.1.11.2.1 - Blue weapons of 18” or more must weigh at least 12

ounces. Under that length does not need to meet a weight or balance requirement. (Updated RWC 2016)

4.1.11.2.2 - Red weapons must weigh at least 24 ounces
4.1.11.2.3 - Balance above the un-padded handle section.
4.1.11.3 - The shaft or blade of a red or blue weapon may not flex greater

than 45 degrees when the weapon is swung in the plane/direction of the striking surface.

4.1.11.4 - The shaft of a spear or javelin may not flex greater than 90

degrees under reasonable testing stress.

4.1.11.5 - No weapons other than aluminum-shafted arrows may have

metal cores.

4.1.11.6 - No weapon may have a spike or blade at the butt (pommel)

end. Note that double-ended weapons (below) may have stabbing points at ends; this is different from a blue sword with a green stabbing spike on the pommel.

4.1.11.7 - No swung weapon may have more than 1/3 of its overall length

unpadded, nor have more than 30 total inches unpadded.

4.1.11.8 - Double-ended weapons such as quarter staves are always

considered to be blue weapons.

4.1.11.9 - Any weapon with a wooden core must have all wood covered

with tape.

4.1.11.10 - Disallowed weapons include but are not limited to: Nets,

lassos, pungee sticks, nunchucks, tonfas, double-ended daggers, punch dagger

4.1.12 - Miscellaneous - Whenever you strike an opponent from behind,

simultaneously call out the color of your weapon ("Red!" "One-Handed Green!") so that your opponent will know how to react. If a weapon color is not called out, expect that your opponent will treat it as a hit from a blue weapon, the most common weapon encountered on the battlefield. (Incorrect placing. Duplicate of Miscellaneous Combat Info 4.10.1)

4.2 - Blue Weapons
4.2.1 - Blue weapons are edged (hacking) or mass (smashing) melee weapons

intended primarily for one-handed use.

4.2.2 - Blue weapons must have a minimum total length of 12 inches and a

maximum total length less than 48

4.3 - Red Weapons
4.3.1 - Red melee weapons are long hacking and smashing weapons intended to

be used primarily with two hands.

4.3.2 - A swung weapon (sword, axe, mace, glaive, halberd, etc.), 48 inches or

longer is considered a red weapon when swung with two hands

4.3.3 - A red weapon used with one hand counts as a blue weapon for damage
4.3.4 - Red weapons may have green stabbing tips.
4.3.5 - Red weapons go through armor on the first hit when used two-handed
4.3.6 - All Red weapons when used two-handed can destroy a shield with two

solid blows from their legal striking surface (e.g., a solid hit from the haft of a glaive would not count). Blows which are mostly blocked by another weapon and light or glancing hits to a shield do not count as "shield breaking" hits. The fighter wielding the shield judges if the blows are solid "shield-breaking" red hits; however, the physical size of the fighter delivering the blows must always be considered; i.e., a "solid" hit from a smaller, lighter person will generally feel "lighter" than one from a more massive fighter.

4.3.7 - Red weapons must weigh at least 24 ounces and balance above the top

of the hand-grip.

4.4 - Green Weapons
4.4.1 - Green weapons are stabbing weapons, such as spears, sword points,

daggers, and stabbing points on pole arms.

4.4.2 - One-hand green thrusts do not penetrate armor, including "pool-cue" style

thrusts where the spear slides through one hand while being pushed with the other.

4.4.3 - To penetrate armor, a green weapon must be thrust with both hands from

the beginning of the thrust until it has connected solidly with the target.

4.4.4 - Spears must have at least 1/3 of the haft padded, but because spears are

strictly thrusting weapons (as opposed to hacking weapons), the padding does not have to be as thick as on a hacking weapon.

4.5 - Yellow Weapons
4.5.1 - General
4.5.1.1 - Yellow weapons must be used at half-drawn (arrows) or thrown

with half force (javelins) at ranges closer than 20 feet.

4.5.1.2 - A yellow weapon must travel its own length through the air after

it is released to count as a legal hit.

4.5.1.3 - Yellow weapons do no damage if they strike shields and

Dagorhir-legal head/neck armor such as a helmet or coif.

4.5.1.4 - Players may not ever carry another fighter's missile weapons

around without the owner's express permission. You may return fire with missiles that have been shot/thrown at you, but if you leave the immediate area where the missiles were fired/thrown, you may not take any missiles other than your own with you. Players must always return the owner's missiles to the owner upon request.

4.5.2 - Javelins:
4.5.2.1 - The maximum weight of a javelin is 1.5 pounds.
4.5.2.2 - Javelins must be between 4 and 7 feet in length.
4.5.2.3 - Because they may be used as both thrown- and hand-weapons,

all javelins must pass standards for both yellow and green classifications; "yellow only" javelins are not allowed.

4.5.2.4 - All javelins must have a yellow cover on the head (not on the

pommel). No other weapons may have a yellow cover. This is to clearly show in the heat of battle which end of a javelin is safe to throw at the enemy.

4.5.2.5 - Javelins are exempt from weapon flex rule and instead must not

flex more than 90 degrees.

4.5.2.6 - Any block which stops the head of the javelin from striking its

target is a legal block, including catching the javelin by the shaft or blocking it with any weapon.

4.5.2.7 - Javelins must be padded along their entire length.
4.5.2.8 - Javelins may not easily pass (<0.5") through a 3.5" diameter

hole. The softer padded face of the javelin must be at least 3.5" wide in all directions. The stiffer structural base foam must be at least 3" in diameter where it meets the open cell face foam.

4.5.3 - Archery:
4.5.3.1 - All bows must have a draw weight of 35 pounds or less at 28

inches draw.

4.5.3.2 - Compound (pulley) bows are not allowed.
4.5.3.3 - Crossbows must have a maximum draw weight of 35 lbs with a

draw length of 12"

4.5.3.4 - Arrows must always be shot; they can never be used as hand

weapons.

4.5.3.5 - To be an archer at an event, a player must bring at least 2

passing arrows to the field.

4.5.3.6 - If an arrow is deflected, even minutely, it is considered to have

hit.

4.5.3.6.1 - An arrow must strike with its head to cause a hit.
4.5.3.7 - Once an arrow has hit an object (changed its path) it is

harmless. An arrow cannot strike multiple targets.

4.5.3.8 - To better simulate the speed and power of real arrows in flight,

the only things which can stop arrows are shields or Dagorhir-legal head armor such as a helmet or coif. Arrows cannot be caught, blocked, deflected, or knocked out of the air by anything else, including hands, feet, weapons, or other equipment. If an arrow is blocked intentionally with anything other than a body part, shield, or head armor, the fighter doing the blocking is dead automatically.

4.5.3.9 - Bows may be used to turn aside thrusts without suffering any

damage. However, if a bow is hacked or smashed by a red or blue weapon, the bow is considered broken. A healer may heal a bow.

4.5.3.10 - Archers are allowed to call shots for clarity, i.e., they may call

out to let their target know where a hit landed or if the hit was "good," as in the case of a glancing or ricocheting arrow.

4.5.3.11 - If an arrow strikes a limb which has already been hacked or

smashed by a blue or red weapon, the arrow is considered to have continued as if the limb were not there, hitting whatever is in its path.

4.5.3.12 - If a weapon accidentally blocks an arrow from hitting a target,

the arrow is considered to have hit the target anyway.

4.5.3.13 - If an arrow hits a fighter's hand, that arm is lost (regardless of

whether the hand held a weapon or shield).

4.5.3.14 - If an arrow hits a foot which is off the ground, that leg is lost.
4.5.3.15 - Arrows:
4.5.3.15.1 - All arrow shafts over 28" in length are required to have

a draw stop (generally a ring of tape around the shaft) placed between 27" and 28" down the shaft from inside of the nock. (Udated RWC 2016)

4.5.3.15.2 - Arrows may not easily pass (<0.5") through a 2.5"

diameter hole. The softer padded face of the arrow must be at least 2.5" wide in all directions. The stiffer structural base foam must be at least 2" in diameter where it meets the open cell face foam.

4.5.3.15.3 - All arrows must contain a circular metal disk

measuring at least 3/4 of an inch in diameter and 1/16 of an inch thick (the size of a penny) secured perpendicularly (flat) at the end of the shaft, unless it is an arrow with a golf tube shaft. In this case, a washer or disk slightly larger than the golf tube's rolled edge must be used instead. All circular disks must be at least the hardness of a penny. (Updated RWC 2016)

4.5.3.15.4 - All arrow striking surfaces must be constructed of

open-cell foam.

4.5.3.15.5 - All arrows must have at least two full vanes/fletchings

(feathers) and a nock.

4.5.3.15.6 - Only duct (cloth) or strapping tape may be used in

arrow construction.

4.5.3.15.7 - All wooden arrows must have their shafts wrapped in

tape.

4.5.3.15.8 - There can be no tape on the striking surface of an

arrow

4.5.3.15.9 - The head of the arrow must not be able to be moved

easily from side to side.

4.5.3.15.10 - In order to avoid confusing golf tube arrows with

javelins, no arrow using a golf tube shaft may have a yellow cover.

4.6 - White Weapons:
4.6.1 - Rocks must be at least 4" in diameter and constructed of foam with a little

tape as possible, and all aspects of their construction must conform to the 2 1/2 inch rule.

4.6.2 - The maximum weight of a rock is 1.5 pounds.
4.6.3 - Rocks must be thrown; a fighter may never strike another fighter with a

hand-held rock.

4.7 - Shields:
4.7.1 - Shields must be safely padded on the front and all edges. Any dangerous

protrusions (bolts, handles, etc.) on the rear must be taped and/or padded for the user's safety.

4.7.2 - A shield maybe used or worn in any manner, and it will still remain a

shield; e.g., a shield may be carried on the arm, held in one or two hands, worn on the back, or propped against a fighter's side.

4.7.3 - A fighter may wear or carry only one shield at a time in combat.
4.7.4 - A shield may not be taller than the distance between the wielder's chin

and their ankles, nor wider than 3 feet.

4.7.5 - The minimum diameter of a shield is 12 inches.
4.7.6 - Shields may be virtually any shape, but must have handles and/or

arm-straps. If a shield is made to strap onto the body and has no means to carry it on the fighter's arm, it is not allowed. As with all weapons rules, Weapons-Checkers and Heralds have the final say in determining what is a shield versus what is armor.

4.7.7 - All Red weapons when used two-handed can destroy a shield with two

solid blows from their legal striking surface (e.g., a solid hit from the haft of a glaive would not count). Blows which are mostly blocked by another weapon and light or glancing hits to a shield do not count as "shield breaking" hits. The fighter wielding the shield judges if the blows are solid "shield-breaking" red hits; however, the physical size of the fighter delivering the blows must always be considered; i.e., a "solid" hit from a smaller, lighter person will generally feel "lighter" than one from a more massive fighter. (Duplicate of Red Weapon/Shield Info 4.3.6)

4.7.8 - When a shield is destroyed by two red-weapon hits, the wielder of the

shield must immediately drop the shield. Additional hits from any type of weapon that strike before the shield is dropped count as though the shield isn't there (generally counting first against the shield-wielder's arm, then their torso).

4.7.9 - Anvilling, laying a weapon on a shield or body art to avoid taking damage

is not permitted. Thus, a weapon must intercept the red weapon before it strikes the shield. If the blocking weapon is driven back against the shield by the hit from the red weapon, it does not constitute anvilling. If the red weapon continues past the attempted block with significant force, the blow still counts as a red-weapon hit. (Incorrect placing. Duplicate of info in Miscellaneous Combat Info 4.10.3)

4.7.10 - Fighters may use a red weapon while also using a shield.
4.7.11 - Shield "spikes" are for ornamentation only and do no damage.
4.7.12 - Shield Kicking: Players are allowed to kick shields, provided the kicker

keeps one foot on the ground. (No flying kicks!) Shield kicking must be done with regard for the safety of other fighters and will be monitored carefully by the Heralds.

4.7.13 – Shields may be covered in non-latex based soft plastic sealant (e.g.

Plasti-dip) as an alternative to cloth as long as they pass all other requirements.

4.8 - Shield Bashing and Checking:
4.8.1 - A shield bash means using a shield to strike an opponent starting from a

distance more than two steps away.

4.8.2 - A shield check means using a shield to strike an opponent starting from a

distance two steps away or closer.

4.8.3 - Players may shield bash an opponent on their front or side. Bashing an

opponent from the rear is prohibited. Bashing an opponent who has lost a leg is prohibited.

4.8.4 - Players may shield check an opponent from any direction. Players may

shield check opponents who have lost a leg.

4.8.5 - It is never permissible to strike a fighter in the head or neck with a shield.
4.9 - Grappling:
4.9.1 - Grappling is defined as wrestling in a safe and reasonable manner,

attempting to subdue or unbalance your opponent without strikes, throws, or joint/nerve holds.

4.9.2 - A person in armor or rigid plastic safety equipment or carrying a bow

and/or arrows may never initiate a grapple.

4.9.3 - Players are not allowed to initiate a grapple starting more than two steps

away from an opponent.

4.9.4 - Grappling from behind should be done with great caution and will be

closely monitored by Heralds for safety.

4.9.5 - Body checks (blocking your opponent's movement using one's body) are

allowed.

4.9.6 - Punching and kicking are never allowed, except in the case of shield kicks

as outlined above.

4.9.7 - An unarmored fighter may choose to initiate a grapple with any opponent,

including those who are armored or carrying bows or arrows.

4.10 - Miscellaneous:
4.10.1 - Whenever you strike an opponent from behind, simultaneously call out

the color of your weapon ("Red!" "One-Handed Green!") so that your opponent will know how to react. If a weapon color is not called out, expect that your opponent will treat it as a hit from a blue weapon, the most common weapon encountered on the battlefield.

4.10.2 - Strikes ignore sheathed weapons (i.e., one that is attached/hanging from one's belt or over one's back) or any other worn object, including baggy clothing such as cloaks. If an attack would have made legal contact with a fighter had the object been absent, then it should be counted as a hit. A weapon must be in a fighter's hand to intercept an attack. 4.10.3 - Anvilling, the act of laying one's weapon on a shield or body part to avoid taking damage, is not permitted. 5 - Armor 5.1 - General 5.1.1 - All types of armor provide the same level of protection. 5.1.1.1 - Armor is subject to the same restrictions as garb with regards to resemblance to modern clothing and incorporation of modern symbols. Armor may not be constructed in such a way as to resemble clearly

modern hats, caps, jackets, trousers, etc. (this is not an exhaustive list)
nor may it incorporate clearly modern symbols and designs. Armor does
not waive the garb requirement for the wearer unless all modern clothing
is completely covered by the armor.

5.1.1.2 - Only items specifically constructed as armor and recognizable as armor shall be counted as armor. Armor shall be counted as such only when worn as intended. No item with an obvious function other than

armor, such as straps, quivers, pouches, boots, scabbards, bandoleers,
etc. (this is not an exhaustive list) shall be considered to be armor
regardless of the material of its construction.

5.1.2 - Armor protects only the area it covers: e.g., one hit from a blue weapon to an unarmored elbow results in the loss of that arm, even if the rest of the arm is armored. 5.1.2.1 - Hits to areas that are both armored and unarmored must be

taken to the unarmored area. Gaps in armor coverage of ¾” or less shall
be ignored.

5.1.3 - Armor may not be concealed and must remain visible to other fighters. Players may wear a surcoat or tabard over armor so long as the armor is easily visible. 5.1.3.1 - Items of garb that appear to be armor, at the discretion of either the events’ armor checker or garb checker, or any herald, may not be

worn on the field.

5.1.4 - The front, back, and sides of any part of the body are considered a single strike zone for armor coverage. Hits anywhere on armor on the left leg are considered hits to the "left leg armor," and hits to a fighter's armored chest, sides, and back are considered hits to the "torso armor" even if the hits land on different pieces of armor such as a breastplate and backplate. Think of armor protection in Dagorhir this way: armor lessens the damage from some types of hits, but does not eliminate damage entirely. Henc

5.1.13 - No one wearing armor or rigid safety gear may initiate grappling. 5.1.14 - Rigid body armor including helmets must not have projections which protrude more than 1/2 inch from the armor. 5.1.15 - Rigid armor including helmets must have no spikes or points and must have blunted edges. 5.1.16 - Armor must not be able to catch any appendages such as fingers. 5.1.17 - Armor must be passed by heralds from two separate realms, assuming

an inter-realm event.

5.2 - Metal Armor: (Includes 2014 changes) 5.2.1 - Metal armor may be made of iron, steel, bronze, brass, or copper, or titanium. Aluminum and other modern alloys are not allowed. 5.2.2 - The minimum thickness of non-chainmail metal armor is 0.9mm (usually called 19 gauge). 5.2.3 - Chainmail, defined as armor constructed solely of interconnected metal rings, must not be able to have it's weave penetrated by a 3/8” thick rod (dowel)

in order to pass as armor.

5.2.4 – The maximum thickness of metal armor is 1/8”. 5.2.5 - Rigid metal hand, knee or elbow armor is forbidden (ring or chainmail is permitted). 5.2.6 - Helmets may not have non-period grills. (most “SCA” helmets have non-period grills) 5.3 - Leather Armor: 5.3.1 - The minimum thickness for leather armor is 3/16 inch and may be

achieved by layering several pieces of thin leather.

5.3.2 - Armor that is metal studded or scaled, or has metal brigandine plates or rings, based on non-armor backing, can only be counted as armor if the studs/scales/plates/rings are not more than ¾” apart. This can be easily tested

by moving a penny around the surface of the armor. If at any time the penny is

completely flat on the backing without touching any studs/scales/plates/rings, the armor fails. 5.4 - Armor may not be constructed of plastic or other non-period materials. 6 - Wounds and Healing 6.1 - When in doubt of any of these rules, ask a Herald. 6.2 - When killed, scream and fall to a prone position on the ground. 6.3 - When you lose an arm, drop anything that is in that hand and put the arm behind your back. Do not switch equipment from the lost arm to your non-injured arm (this so called "magic switch" is specifically prohibited). Do not use your "lost" arm to aid in

shield checking, shield bashing, or grappling.

6.3.1 - If the arm was hacked or smashed with a blue or red weapon, any other strike to the same arm counts as a torso hit, because in the Dagorhir combat

rules the arm would not be there to intercept the hit.

6.4 - If you lose a leg, you must immediately kneel on that knee. To move from place to place you must either crawl, dragging the injured leg, or have comrades carry you. Hopping around on your uninjured leg is not allowed. However, you may make a lunge

off the good leg toward an opponent. Any strike to a leg that has already been lost does
not count. If both legs are wounded, you may only "knee walk", drag yourself by your
arms, or be carried in order to move.

6.5 - If both knees are on the ground, and the leg wound is from a hacking or smashing weapon then any hit to either leg is considered a hit on the good leg. 6.6 - If the target is lunging/rolling around and has a wounded leg (hacking or smashing) and is hit in either leg (even the one already hit) it is considered a hit on the good leg. 6.7 - If you have two limbs hacked or smashed by red and/or blue weapons, the result is death. Wounds from green and yellow weapons do not count towards this rule, even if they are inflicted by the green stabbing point of a red or blue weapon. 6.8 - If asked, a fighter must accurately describe their current armor damage and wound status. Players may never fake death or wounds during a battle to mislead opponents. 6.8.1 - Because kneeling is how we show wounds to a leg, kneeling during combat isn't allowed. Crouching is allowed as long as neither knee is touching the ground. 6.9 - At no time may the dead speak to the living, unless it is to shout a safety warning

that is "outside" of Dagorhir combat; e.g., "Look out, you're about to step off a cliff!"

6.10 - Healing 6.10.1 - The Healer cannot heal her/himself or their own equipment. 6.10.2 - To heal a person, the Healer must be in direct physical contact with the injured person. 6.10.3 - A healer may not heal a person while either are under direct attack. 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. 6.10.4 - A Poem of Healing must then be recited or read aloud. The minimum length of a poem of healing is 180 syllables and must be approved at event check-in. 6.10.5 - When the healer completes reading the Healing Poem, all wounds and any items held by the wounded fighter are healed or repaired (i.e. armor, bow, shield, etc.).