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Rules
Book of War
Table of contents
- Safety and adjudication
- Equipment classifications and definitions
- Combat
- Weapon specifications and checking
- Garb
Appendix
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A. Weapon Checking Guide
B. Quick Reference Chart
C. Crossbow Quick Reference Chart
- Safety and adjudication:
- Each individual is expected to treat each other with respect and participate in fair play with
safety and sportsmanship in mind. Actual violence, threats of actual violence, cheating, and
arguing with marshals or other combatants disrespectfully are just a few examples of unacceptable
behavior and are not allowed.
- Marshals: Marshals are the referees of Belegarth, responsible for rules enforcement,
encouraging acceptable behavior and the inspection of both the field and equipment used.
- A marshal has the authority to remove anyone from the field of battle for reasons listed in
rule 1.0.
- Marshals may call hit determinations at their discretion.
- Marshals oversee the safe conduct of battles and therefore have the power to declare "hold"
whenever a safety concern arises.
- Marshals enforce the rules enumerated in Section 4 (Weapons Specifications and
Checking), and determine the classifications of equipment.
- Marshals shall not be used in such a way as to gain protection or advantage in combat.
- Solid yellow tabards, baldrics, or other pieces of solid yellow garb signify that a person is a
marshal or a non-combatant. Combatants are forbidden from wearing such.
- Non-combatants on the field must be approved by a marshal (e.g. photographers.)
- Intentional illegal acts may result in immediate removal from the field, until a marshal allows
them re-entry. Marshals are the arbiter of intent.
- Unintentional illegal acts that re-occur frequently shall be treated as intentional.
- Hold: In the event of an unsafe situation, anybody present MUST call "HOLD!" as loudly as
possible. All activity must cease while a marshal assesses the situation. The battle will resume
when the marshal calls "Positions" to prepare combatants for resuming and then "Lay on".
- Combatants must drop to a knee immediately when a hold is called and call "HOLD!" as well.
They should not move or re-equip during a hold unless told to do so by a marshal.
- It is illegal to call a hold or use a hold called by someone else to gain an advantage over
fellow combatants.
- Combatants must avoid using phrases such as "Hold the line!" or any words that could be
misinterpreted as "HOLD!" during a battle.
- All equipment must be inspected and properly marked according to the guidelines outlined in
Section 4.4 before it is used in combat.
- The target of an attack has the authority to make combat hit determinations, but must defer to
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the discretion of marshals.
- Creative interpretation of the rules to gain any advantage is illegal. The marshal settles all
disputes.
- Fighting near weapon piles, onlookers or unsafe locations is discouraged.
- A combatant may choose to call themselves dead and/or leave the field at any time by
displaying death in an appropriate manner, rule 3.7.3.4.
- Combatants may not re-enter the field until game-play has ceased or a marshal has allowed
re-entry. This must be done in a safe manner to get clear of the battlefield boundaries and should
not interfere with the ongoing battle.
- Equipment Classifications and Definitions:
- There are five classifications of offensive equipment, hereafter called weapons. Weapons are
any items that can score combat hits. All weapons must meet the requirements outlined in Section
4, Weapon Specifications and Checking.
- Class 1: One-handed swung weapon.
- Class 2: Two-handed swung weapon.
- Class 3: Thrusting weapon.
- Class 4: Missile weapon.
Class 5: Head-only missile weapon. NULLIFIED
- Defensive equipment is any item that gives combat advantage to its wielder by preventing
combat hits and is unable to inflict damage on combatants.
- There are two types of defensive equipment: shields and armor. All defensive equipment
must meet the requirements outlined in section 4.11 and 4.12, respectively.
- Shields are rigid objects that are padded on the front and sides and are equipped with
handles or straps.
- A shield may not be constructed in a manner that would confer the advantage of
unbreakable armor.
- Unbreakable armor is defined as a worn shield that shapes/forms closely to more than one
target area, wraps around a limb unreasonably, and/or shapes/forms closely to multiple planes of
the torso.
- Armor is protective body covering, consisting of period materials. Armor must be readily
recognizable as armor.
- No single piece of equipment can be classified as both offensive and defensive equipment,
e.g., a weapon cannot also serve as a shield or armor.
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- Miscellaneous equipment includes, but is not limited to, items such as: thin belts, pouches,
boots, quivers, straps, scabbards, and non-armor clothing and headwear.
- While conferring no special rules advantage, miscellaneous equipment may be checked for
combat safety and Belegarth-appropriate appearance at the marshal's discretion. The minimum
non-armor clothing requirements are outlined in Section 5, (Garb).
- Miscellaneous equipment cannot serve as offensive or defensive equipment regardless of
the material(s) used.
- Combat:
- The following actions are allowable contact:
- Weapon to weapon contact.
- Weapon to body contact is allowed on valid target areas using striking-legal surfaces.
- Body to weapon contact: Pushing, grabbing, or sweeping a combatant's strike-legal surface
results in a valid hit to the body location used for contact. Additional rules may be found in 3.12.
- Weapon to shield contact is allowed.
- Shield to weapon contact: Shields may be used to strike, deflect, move or pin a combatant's
weapon.
- Shield to shield contact: Shields may be used to strike, deflect, move, or pin a combatant's
shield.
- Shield to body contact: Shields may be used to strike, deflect, move, or pin a combatant's
body other than what is mentioned in 3.2.
- Body to shield contact: Combatants may manipulate another combatant's shield with their
body, including feet, knees, shoulders, hands, and elbows.
- Body to Body contact: Combatants may make contact with other combatants in accordance
to rule 3.12.
- Disallowed contact:
- Head contact from Class 1, 2, 3 weapons or shields.
- Feints towards the head from Class 1, 2, 3 weapons or shields are discouraged.
- Unarmed punches and kicks directed at other combatants. bodies.
- Throws where the throwing combatant allows the other combatant to freefall to the ground.
- Intentionally hitting another combatant with a non-striking surface.
- Joint/nerve holds and manipulations.
- Grappling the head or neck.
- Target area definitions: Hits
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- Body: Area bounded by the base of neck (inclusive), shoulder-arm joint (inclusive), hip-leg
socket (inclusive), groin, and buttocks (inclusive).
- Arm(s): Area bounded by the wrist (inclusive) and the shoulder-arm joint (exclusive).
- Leg(s): Area bounded by the ankle (inclusive) and hip-leg socket (exclusive).
- Head: Area above the base of neck (exclusive).
- Hand(s): Area below the wrist (exclusive). An empty hand is a legal target area. A hand on a
weapon or shield is considered part of that weapon or shield. Any hit to the hand is considered a hit
to the arm.
- Feet: Area below the ankle (exclusive). A foot is a legal target area if it is off the ground. Any
hit to the foot is considered a hit to the leg.
- Weapons:
- Weapons which strike with sufficient force can score a hit to the target area.
- "Sufficient force" is defined as being both "solid" and having powerful impact on a target area
as defined below:
- Solid: Successfully strikes the target area. Taps, grazes, significantly obstructed strikes,
and strikes that come in contact with garb only do not count as sufficient force.
- Strikes that do not have sufficient force shall be communicated as insufficient by saying
"light", "graze", or "garb' as appropriate.
- Weapon Damage: Weapons yield various amounts of damage according to the classification of
the weapon and the armor/damage status of the target.
- Class 1 (one-handed, swung) weapons cause one hit to a target area. Any Class 1 or Class
2 weapon swung with one hand, no matter the length, is a Class 1 weapon. Class 1 weapons
swung with two hands causes one hit to a target area. Class 1 weapons may not be swung with two hands, with the exception of double-ended weapons.
- Class 2 (two-handed, swung) weapons cause two hits to the target area when used for two-
handed strikes.
- "Two-handed" is defined as having both hands fixed on the weapon when the weapon
makes contact with the target.
- Combatants striking with a two handed swing should call "Two" OR “Red” as they strike.
- Class 3 (thrusting) weapons wielded one-handed cause one hit of damage to an unarmored
target area, and have no affect against an armored area.
- When used two handed, Class 3 weapons bypass armor.
- Combatants striking with a two handed stab should call "Double" as they strike. See
- For two-handed definition.
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- Class 4 (missile) weapons cause one hit to a target area
and bypass all armor except head
armor. A Class 4 weapon striking an armored portion of the head area causes no hit.
Class 5 (head only missile) weapons cause 1 hit to an unarmored head area. A Class 5
weapon striking an armored portion of the head area causes no hit. NULLIFIED
- The head is a legal target area for Arrows/Bolts,
Thrown Javelins, and all Class 5 weapons
- The head is an illegal target area for Class 1, 2, and 3 weapons. And Javelins
- A Class 1 or Class 2 weapon cannot also be a Class 4 or 5 weapon.
- Intentionally hitting combatants with the non-striking surface of a weapon is illegal. For
example, deliberately striking a combatant with flail haft padding to allow the head to swing around
and hit a target area.
- Anvilling is blocking a weapon strike by laying a weapon against a target area and/or shield
and is illegal. CLARIFIED
- Sufficient force hits must be taken through anvilling weapons as the damage type of the weapon striking them. CLARIFIED
- Hits must be taken from weapons not in direct contact with a target area or shield but are
driven into a target area or shield with sufficient force.
- Sheathed or otherwise worn weapons cannot block attacks.
- Shot in Motion: An attack on another combatant that begins before the attacker is hit by a
legal blow is considered a legal shot on the combatant. The shot may not change planes once the
attacker is hit (e.g. a fake on the combatant).
- Magic Switch: It is permissible to move a weapon or shield from the disabled hand to the
uninjured hand immediately after a combatant's arm is hit.
- Armor:
- Armor confers one additional hit to the target area covered by the armor. Multiple pieces of
armor on the same target area only confer a single hit. A single piece of armor covering multiple
areas confer a hit on each target area covered.
- Armor only protects areas covered.
- Armor must cover at least one-third of a target area. Armor which extends continuously from
a different target area is not required to cover one-third of a target area to count as armor for that
target area.
- Weapons that strike both armored and unarmored target areas are considered to have hit
the unarmored target area.
- The presence of armor must be easily discernible to count as armor.
- "Armor" must be declared to acknowledge that a sufficient-force strike hit the armor but did
not disable a target area.
- It is encouraged to include the target area in the declaration of armor; e.g. "left leg armor",
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or "body armor".
- Hits:
- All hits and armor status effects must be accurately portrayed at all times and truthfully
reported when asked.
- Effects of hits:
- One hit to an unarmored target area disables that target area.
- Two hits to an armored target area disable that target area.
- Disabled arm: A disabled arm may not hold anything.
If the arm is hit by a Class 1 or 2
weapon, the arm must be placed behind the back. If the arm is hit by a Class 3 or 4 weapon, leave
the arm dangling limply. Disabled arm may only be used for safety purposes (Prevent a fall, rolling away, etc.)
- Disabled leg: kneel on ground with the non-disabled leg up. When hit, the combatant must
immediately drop to the disabled knee before initiating another attack.
- A combatant who has their leg disabled must either crawl on their knees or be clearly
supported by others when moving.
- A disabled leg may not be used to power movement, but a combatant may move in any
way that they are capable of moving without power from the disabled leg.
- If a combatant has both knees on the ground or both knees in the air, a strike to either
leg is considered to have hit the good leg.
- It is illegal to change your disabled leg, unless a medical condition requires you to do so.
Combatants must verbally distinguish between a leg disabled by a Class 1 or 2 weapon
or a leg disabled by a Class 3 or 4 weapon. NULLIFIED
- A leg disabled by a Class 3 or 4 weapon
should may kneel on ground with the non-disabled leg up, but a hit to a hacked leg does not cause damage to the leg damaged by the Class 3 or 4 weapon. This is an exemption to rule 3.7.2.4.3. Further hits to the disabled leg cause no damage unless by rule 3.7.2.4.3
- A disabled body causes death.
- A disabled head causes death.
- Two disabled limb target areas (arms and/or legs) cause death.
Limbs injured with Class 3 or Class 4 weapons do not count towards this total.
- Death: Combatants must lay down immediately. Combatants are only allowed to move if
instructed by a marshal or in order to move away from a potentially unsafe situation.
- Attempting to gain a combat advantage over "living" players by appearing dead or
declaring death and then returning to play is illegal. (e.g. sitting down appearing to look dead and
waiting for someone to draw near.)
- Combatants cannot return to life or otherwise undo a bad call unless otherwise specified by a marshal to do so.
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- Combatants
may MUST communicate "late" when their hit lands after their death, nullifying the damage from the strike to other combatants.
- A combatant may indicate that they are dead by placing a weapon or arm on their head
and loudly calling "DEAD". This is only allowed when dead combatants are attempting to exit the
field as instructed to by a marshal, or to call themselves dead, as in rule 1.7.
- Dropping weapon(s) is not a valid show of death.
- If a combatant is dead, they must look dead and make it clear to those around them that
they are dead. (e.g. placing an elbow on the ground while lying down).
- Dead combatants must not talk to the living unless to indicate a potential safety hazard.
- Combatants attacking an unaware combatant with a Class 2 or 3 weapon must shout "Two" or “Red” with a two-handed Class 2 swing, "Single" with a one-handed Class 3 shot, and "Double" if with
two-handed Class 3 attack as appropriate. If the weapon class is not called, the combatant should
consider a successful strike to cause a single hit.
- Subsequent hits to the same location:
All subsequent hits with Class 3 or 4 weapon on the same target area previously injured
only by a Class 3 or 4 weapon are ignored. NULLIFIED
- All subsequent hits to an arm disabled by a Class 1
or 2 3 or 4 weapon pass through to the body. However, armor still provides its protective benefits in the case of subsequent hits. For example, if
a combatant has an arm disabled but is wearing torso armor, a subsequent Class 1 hit to the arm
would first count against the armor and the following hit would be to the body. Armor on a Disabled arm or leg no longer provides protective benefits.
- All subsequent hits to a leg disabled by a
Class 1 or 2 weapon during the initial movement
of the knee to the ground constitute death. Once the knee is on the ground, subsequent shots to
the disabled leg are ignored unless by rule 3.7.2.4.3
A target area disabled by a Class 3 or 4 weapon that is subsequently hit by a class 1 or 2
weapon is then considered to be disabled by a Class 1 or 2 weapon. NULLIFIED
- A hit that strikes both the body AND either an arm or a leg is assumed to have hit the body.
- A single strike can only damage one target area.
- Shields:
- Shields are destroyed by two heavy, solid, two-handed strikes from a Class 2 weapon.
- Subsequent strikes to a destroyed shield continue into the target area on which the shield
is worn. For example, if a shield on an arm is broken by two sufficient Class 2 hits and is not
dropped, the next hit would be to the arm and, after that, to the body.
- Heavy strikes are defined as a stronger than normal strike, as defined in 3.4.2 and 3.5.2.1.
Shields may be used in any reasonable manner and still be considered a shield. Shields must be strapped to an arm or held in hand to be considered a shield.
- Only one shield may be used by a combatant at a time.
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- The wielder of the shield determines if a shield breaking hit is sufficient.
- Shields lying on the ground cannot be broken.
- Offensive Shield Techniques:
- It is illegal to use offensive shield techniques to move combatants into hazards or obstacles
such as trees or paved surfaces.
- It is illegal to use the unpadded portions of the shield for offensive shield techniques.
- Intentional shield contact to the head or neck is illegal.
- Shield Bashing and Checking:
- Shield Bashing is defined as a combatant charging another combatant and using the face
or edge of their shield to make contact with their shield or body, such that forward momentum is
impossible to stop within two steps.
- Shield checking is defined as a combatant using the face or edge of their shield to make
contact with another combatant while stationary or charging from two steps away or less, such that
the combatant is able to stop their forward momentum within two steps.
- It is legal to shield bash or check another combatant from the front or the sides excluding
the rear quadrant. The combatant initiating the bash or check must ensure that this will not place
another combatant in an unsafe situation. When bashing from the side, the combatant must make their target aware of their presence before they are within two steps of the target.
- A combatant may bash another combatant who does not have a shield.
- While performing a shield bash or check, a combatant may not make intentional contact
with another combatant's head or neck.
- Bashes must target a combatant's center of mass, not knees or legs.
- It is illegal to bash or check combatants that have bows and/or arrows/bolts.
- It is illegal for combatants wearing Plate Armor to intentionally initiate a bash.
- Shield braces, edging, and bumping:
- A shield brace is when a combatant plants their feet while holding or placing their shield in
front of a moving combatant.
- A shield bump is incidental shield contact against a combatant's body or equipment when
the intent is not to knock the combatant over.
- Edging is using the edge of a shield against a combatant's shield, body, or weapons.
- Shield braces and bumps are legal from all four sides against other combatants.
- It is illegal to intentionally edge a combatant's head or neck.
- Edging is legal from the front and both sides but not from the rear.
- Shield Kicking:
- Shield Kicking is when a combatant makes contact with another combatant's shield with
their foot.
- Kicking is allowed only to shields, not to people. The kicker must maintain sufficient
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control to not kick another combatant.
- Kicking of shields less than 18. in diameter is illegal.
- A shield kicker must maintain one foot on the ground. Kicks where both feet leave the
ground are illegal.
- Shield kicking from the rear is illegal.
- Grappling:
- Grappling is allowed.
- Grappling is defined as wrestling or attempting to grasp another combatant's body to
prevent attacks or to control the combatant's movements.
- Grasping the non-striking surfaces of another combatant's weapon such as a haft of a flail
or a spear shaft does not constitute a grapple.
- Combatants may initiate grapples with other combatants according to the following rules:
- A combatant wearing no armor may grapple all combatants.
- A combatant wearing leather or mostly (2/3 or more) leather composite armor may
grapple any armored combatant, but not unarmored combatants.
- A combatant wearing chain armor or mostly (2/3 or more) metal composite armor may
grapple combatants wearing mostly metal composite, chain or plate armor.
- A combatant wearing plate armor may not initiate a grapple.
- A combatant wearing plastic safety equipment is treated as leather armor for grappling
purposes only.
- Groin protection is exempt from 3.12.4.5.
- A grappler must maintain positive control of the combatant when attempting to bring a
grappled combatant to the ground.
- Positive Control is defined as a grappler bearing some of a combatant's weight and speed
when bringing them to the ground.
- Combatants with bows and/or arrows/bolts may not initiate grapples or be grappled.
- Combatants may not grasp a combatant's bow or arrows/bolts with the intent to control
their direction or prevent them from using this equipment.
- Combatants may grab their weapons any way they wish, including the blade/striking
surface. This is an exemption to the anvilling rule (3.5.9).
- Gripping the striking surface of a combatant's weapon results in the disabling of that limb.
- Contested weapons, e.g., weapons being held by two or more combatants vying for control, may not be held by the striking surfaces. A combatant who grabs the striking surface of a contested weapon must lose that limb.
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- Missile Weapon Conventions:
If a bow or crossbow is hit by a Class 1 or 2 weapon, it is considered broken and cannot be used for the remainder of the battle. Combatants may not intentionally strike a bow, or attempt to use a bow to block incoming attacks. Intentionally striking or blocking with a bow will result in the offending Combatant taking death.
- A half draw or throw for Class 4 weapons under a range of 20 feet is required.
- Half draw is defined as drawing back the bow only so far such that it imparts no more
than half the force to the arrow than a normal full draw. This distance and pull will vary due to
variances in bow design. However, half draw cannot be more than 14 inches
- Half throw is defined as drawing back the javelin only so far such that it imparts no more
than half the force of a normal full throw.
- A missile weapon must travel its entire length to score a hit.
- An arrow must be fired from a bow in order to score a combat hit. Similarly, a bolt must be
fired from a crossbow in order to score a combat hit.
- A missile weapon is considered to have hit if there is significant deflection of the missile
head (greater than 30 degrees). Once the missile head has significantly deflected, the missile is
rendered harmless until retrieved and fired again.
- An archer who attacks with an arrow or bolt may call a combat hit for clarification when the
shot clearly and unambiguously hit a target area.
- For a shot to be clear and unambiguous, the archer must have an unobstructed view of
the entire flight of the arrow or bolt including post hit deflection.
- A javelin thrower may clarify that the javelin did not hit with the point by declaring "shaft" or
saying that the shot was not good.
- Javelin throwers may call "Point" for clarification.
- When in doubt, the target makes the hit determination for missile weapons.
- Blocking Missiles.
All rocks and javelins may be blocked by any means that keeps the missile away from a
target area.
- An arrow or bolt may only be blocked by a shield. An arrow or bolt blocked by a weapon
is considered to have continued to travel in the same direction and strike the target area
immediately behind the weapon.
- Intentional blocking of an arrow or bolt with anything but a shield causes death to the
blocker. This includes attempting to swat arrows or bolts out of the air using weapons or limbs.
- Weapon Specifications and Checking.
- Definitions:
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- Striking surface: Padded surface of a weapon designed to make contact with a combatant
during combat. Only the striking surface of a weapon may score a hit.
- Non-striking surface: Any padded surface of the weapon that is not a striking surface.
- Incidental Padding: The padded part of a weapon that could make direct contact with a
combatant during a swing but cannot score a hit.
- Courtesy Padding: The padded part of a weapon that might make contact with a combatant
during combat, but is unlikely to do so in the direction of the swing. For example, the haft padding
for a spear or just above a flail's handle.
- Handle: Non-padded portion of the weapon designed as a handhold.
- Pommel: Non-striking surface that covers the end of the handle.
- Crossguard: Non-striking surface that separates the striking surface from the handle and is
perpendicular to the striking section of the weapon.
- Hilt: The combination of the handle, pommel, and crossguard.
- Core: The center of the weapon used to provide rigidity and flexibility to the striking and non-
striking surfaces attached to it.
- Sword: Any weapon approximating a medieval sword, constructed using either an edge/flat
or cylindrical design.
- Flail: Any hinged weapon.
- Double-ended weapon: A weapon approximating a medieval staff.
- Javelin: When thrown a Class 4 weapon, when used to stab a Class 3 weapon.
- Archery: Class 4 weapons including bows, crossbows, arrows, and bolts.
- Rocks: Class 5 weapons.
- Padding and cover requirements:
- Padding on the striking surface must have sufficient cushioning to prevent the core from
being felt during a full-force hit.
- Padding on the striking surface must have sufficient cushioning to prevent excessive
stinging or bruising during a full-force swing.
- All striking surfaces must be covered by cloth. The cloth covering must be in good
condition with no serious rips or holes, especially near the tip of a weapon.
- Cloth grip tape is not an allowable substitute for covering striking surfaces.
- Incidental Padding is required on those parts of a weapon that are likely to come into contact
with a combatant during normal combat but are not striking surfaces.
- Incidental Padding must be sufficiently cushioning as to prevent the core from being felt
during a sufficient force shot.
- Incidental Padding is not required to be as soft as striking surface padding.
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- Incidental Padding must be covered by cloth, tape or plastidip.
- Courtesy Padding may be used in any situation where padding is required, but it is unlikely
that the weapon will contact a combatant.
- Courtesy Padding must have sufficient cushioning to provide some protection in the event
of contact.
- Courtesy Padding must be covered by cloth, tape or plastidip.
- Hafted: A weapon is hafted if the striking surface does not extend all the way to the handle.
- Hafted Class 1 weapons must have incidental padding that extends at least 6 inches
(15.24 cm) from the striking surface, or to the handle, whichever is shorter, and courtesy padding
that extends from the bottom of the incidental padding to the handle.
- Two-handed hafted Class 2 only and Class 2/Class 3 combined weapons must have
incidental padding that extends at least 12 inches (30.48 cm) from the striking surface or to the
handle, whichever is shorter, and courtesy padding that extends from the bottom of the incidental
padding to the handle.
- Handles must be contiguous. It is not allowable to have a handle, courtesy padding, and
then an additional unpadded handle closer to the striking surface(s).
- The only exception to this rule are double-ended weapons with specifications that conform to
- Tape may be used on striking surfaces under the cloth covering. However, the tape may not
cause the weapon to hit too hard as determined by a hit test.
- Marking: Weapons must be marked with the appropriate color(s) of tape to denote their
classifications. This marking tape must be placed in a manner so that combatants and marshals
may easily see it. Unmarked weapons will only be checked as Class 1 weapons.
- Class 1 weapons are marked with blue tape on either the pommel or handle.
- Class 2 weapons are marked with red tape on either the pommel or handle.
- Class 3 weapons are marked with green tape on either the pommel or handle.
- Class 1 and 2 weapons that are also Class 3 are marked in the same way.
- Class 4 and 5 weapons are marked in a manner to indicate a marshal has inspected them.
- Template rules:
- Two and one-half inch rule (6.35 cm): No surface on a striking edge (sword tip, arrow/bolt
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head, spear head, javelin head, etc.) whether designed for stabbing or not, may readily pass more
than one-half (1/2) inch (1.3 cm) through a two and one-half (2 1/2) inch (6.35 cm) hole.
- The weapon tip is exempt from the two and one-half (2 1/2) inch (6.35 cm) rule, rule 4.5.1,
if the weapon has a semicircular tip with a minimum one and one-half (1 ½) inch (3.81 cm) radius.
- When checking a Class 1, Class 2, Class 3, or Class 4 weapon's tip, the template should
be applied perpendicular to the end of the weapon. (ie: place the template flat on top of the end of
the weapon.)
- Weapon pommels and other protrusions, such as the ends of crossguards, may not readily
pass more than one-half (½) inch (1.3 cm) through a two (2) inch (5.08 cm) diameter hole.
- The maximum allowed flex of any weapon except javelins is forty-five (45) degrees.
- Arrows, bolts, bows, crossbows, and Class 5 weapons are exempt from flex rules.
All areas of wood-cored weapons must be taped, including bamboo and rattan. Wooden cores are prohibited.
- Weapon handles and wooden bows are not required to be taped.
- Wooden arrow/bolt shafts must be wrapped completely in tape prior to building the
arrowhead.
- Other than aluminum arrow/bolt shafts, a weapon may not have a metal core.
- All weapons must be built to the following specifications:
- Class 1: All Class 1 weapons must conform to the following, as applicable:
- A Class 1 weapon under twenty-four (24) inches (60.96 cm) in length has no weight
minimum.
- A Class 1 weapon twenty-four (24) inches (60.96 cm) in length or longer must weigh a
minimum of twelve (12) ounces (340.2 g).
- With the exception of double-ended weapons, a Class 1 weapon must be shorter than forty-
eight (48) inches (121.92 cm).
- The maximum handle length for a Class 1 weapon is twelve (12) inches (30.5 cm) or one-
third (1/3) of the overall length, whichever is greater. This cannot exceed one-half (1/2) of the
overall length.
- The minimum overall length of a Class 1 is twelve (12) inches (30.5 cm) of contiguous
striking, incidental, and courtesy padding plus the length of the hilt.
- A Class 1 weapon may also be Class 3.
- Class 2: All Class 2 weapons must conform to the following:
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- The minimum length is forty-eight (48) inches (121.92 cm).
- The minimum weight is twenty-four (24) ounces (680.4 g).
- The maximum handle length for Class 2 weapons is eighteen (18) inches (45.72 cm) or
one-third (1/3) of the overall length, whichever is greater. This cannot exceed one-half (½) of the
overall length.
- A Class 2 weapon may also be Class 3.
- Class 3: All Class 3 weapons must conform to the following:
- If the weapon is Class 3 only, it has no weight restriction.
- The maximum handle length for Class 3 weapons is two-thirds (2/3) of its overall length.
- If the weapon is Class 3 only, it may not have a yellow cover.
- Single-edged weapons must have their non-striking edge clearly marked for at least twelve
(12) inches (30.5 cm) with tape, paint, fabric, or other material in a way that contrasts with the
striking surface cover and does not wrap onto the flat of the blade.
- Flails must conform to the following:
- The minimum striking surface circumference measured on the smallest plane passing
through the center of the flail head is fifteen inches.
- Only the head of a flail is a striking surface.
- The maximum chain/hinge connecting the striking surface to the hilt is six (6) inches (15.24
cm).
- Only one hinge per flail is allowed.
- The hinged part of the flail must be padded with foam (often referred to as dingleberries) to
keep the chain from easily entangling a weapon or body part. No more than one and one-half (1 ½)
inches (3.81 cm) of chain may be exposed.
- The maximum overall length is forty (40) inches (101.6 cm).
- Flails must contain incidental padding for the last six (6) inches (15.24 cm) of the haft
before the chain.
- The hinge of a flail may not be made of a material that can deform or stretch when swung.
- Double-ended weapons must conform to all of the following:
- Double-ended weapons must not be more than seven (7) feet long (2.13 m).
- Double-ended weapons must have a minimum of eighteen (18) inches (45.72 cm) in length
of striking surface covering each end in a cylindrical fashion. Both striking surfaces of this weapon
must follow Class 3 weapon standards for a double-ended weapon to be legal.
- Regardless of length, a double-ended weapon is a Class 1 weapon when swung and Class
3 when thrust.
- Double-ended weapons may have no more than one-third (1/3) its overall length as
unpadded handle.
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- Javelins must conform to all of the following:
- Must also pass as a Class 3 weapon.
- The maximum weight is sixteen (16) ounces (453.6 g).
- The minimum length is four (4) feet (1.22 m).
- The maximum length is seven (7) feet (2.13 m).
- Must have courtesy padded along the entire length.
- Must flex less than ninety (90) degrees. This is an exception to rule 4.6.
- Must have a yellow cover on the striking surface of the weapon.
- Archery Restrictions:
- Arrows and bolts must conform to the stated arrow construction requirements and are
exempt from non-arrow weapon construction requirements.
- Crossbow bolts must be able to be fired by a standard bow and will be tested as normal
arrows during arrow check.
- Compound bows or compound crossbows are not allowed.
- Bows may not have any dangerous protrusions, such as metal post arrow rests, or
mechanical modifications such as sights, stabilizers, or releases.
- The maximum poundage allowed on a bow is thirty-five (35) lbs (15.88 kg) pull at twenty-
eight (28) inches (71.12 cm) of draw.
- A crossbow's draw may not exceed 450 inch-pounds (518.5 kgf-cm).
- Inch-pounds are calculated by multiplying 'Poundage' by 'Power Stroke'.
- Poundage is measured at the bow's full draw.
- Power Stroke is the distance from rest to full draw measured in inches.
- The minimum firing distance for crossbows is 15 feet (4.6m).
- A draw stop is required and must effectively stop an arrow from being drawn more than
twenty-eight (28) inches (71.12 cm). It should protrude at least one-fourth (¼) of an inch (6.4 mm)
away from the arrow shaft.
- If the base of the head of an arrow prevents the archer from drawing beyond 28 inches
(71.12 cm) the head of the arrow acts as the draw stop.
- Arrow shafts must be marked at 14 inches (35.56 cm) for “half draw”.
- Arrow/bolt striking surfaces may not easily pass more than one-half (½) inch (1.27 cm)
through a two and one-half (2 ½) inch (6.35 cm) diameter hole. No part of the arrow/bolt's striking
surface may be less than two and one-half (2 ½) inches (6.35 cm) in any direction.
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- All arrows/bolts must contain a penny, or solid metal blunt of an equivalent gauge and
circumference, perpendicularly secured at the end of the shaft.
- All arrows/bolts using modular technology must create a semi-permanent connection
point through the means of threaded screws, epoxy, glue, or strapping tape; the head must be
secondarily secured at the end of the shaft with tape.
- All arrows/bolts that are altered in any way during a day of combat will be treated as new
arrows/bolts and must be rechecked as such before being put back into use.
- The arrow's/bolts striking surface must be constructed of open-cell foam.
- All arrows/bolts must have at least two full fletchings.
- The striking surface of an arrow/bolts must be free of tape.
- The arrowhead should not have excess axial or lateral movement and must be secured at
the end of the shaft in such a way that they will not come off if firmly twisted or firmly pulled.
- Class 5 weapons have a minimum diameter of four (4) inches (10.16 cm) and are
constructed entirely of foam, cloth and/or tape (coreless).
- Prohibited Weapons:
- Entangling weapons (nets, lassos).
- Unmanned weapons (traps).
- Non-compliant double ended weapons (e.g. nunchaku, double-ended daggers, pommel
spikes).
- Punching weapons (punching daggers, tonfas).
- Any weapon that, when used as intended, violates the rules stipulated in the Book of War or
grants an excessive advantage.
- Shields:
- Shields must be padded on the edges and face so as not to cause injury when struck with a forceful blow of an arm/hand.
The maximum width of a shield is three (3) feet (91.44 cm). Concave/curved shields will be
measured along the curve of the face. No shield may exceed a circumference of 150 inches (381 cm), measured along it’s outside padded edges.
The maximum height of a shield is eighteen (18) inches (45.72 cm) less than the height of
the wielder.
- The minimum dimension on the face of a shield is twelve (12) inches (30.48 cm).
- Shield spikes are allowed for decoration but may not form any rigid protrusions, and must be constructed of open-cell foam.
- Shields must be reasonably rigid which is defined as the edges not bending towards each
other excessively when attempting to bend the shield in half.
- Armor Checking:
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- Definitions:
- Composite: Armor of metal, leather, or both that is attached to another material backing
and/or covering.
- Cops: Rigid knee and elbow armor.
- Gauntlet: Armor for the hands.
- Gorget: Armor specifically for the neck.
- Helmet: Armor for the head and neck.
- Leather: Armor constructed of tanned animal hide. Synthetic leather, pleather, or vinyl,
and other man-made materials cannot be used in place of actual animal hides.
- Metal: Armor constructed of metal. Includes chain and plate.
- Rigid Metal: Armor constructed of discrete or continuous metal plates.
- Chain or Maille (mail): Metal Armor constructed of interlocking metal rings.
- Penny round: Armor checking standard where the edge of rigid metal in armor is
compared to that of a penny:
- The edge of rigid metal armor shall have the smoothness of the edge of a penny.
- The edge of rigid metal armor shall have less cutting ability than the edge of a penny.
- The radius of any rigid metal corner must be greater than the radius of a penny.
- Sabaton: Armor for the foot.
- Armor must be inspected for safety by marshals.
- Armor must not catch appendages such as fingers. This includes articulated plates and
large diameter chain.
- Armor may not have ridged protrusions that rise more than one-half (½) inch (1.27 cm) from
the surface.
- Leather Armor:
- The minimum thickness for leather armor is three-sixteenths (3/16) inch (4.76 mm).
- The minimum thickness requirement can be achieved by layering up to two (2) pieces of
thinner leather.
- Metal Armor:
- Metal Armor must be made from period metals and alloys such as iron, bronze, brass, or
copper. Modern steel alloys are also allowed.
- Metal Armor must conform to both of the following:
- Must not be easily deformable by hand or by weapon strikes.
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- Using a material with a thickness of at least twenty (20) gauge.
- Rigid metal must conform to the penny round standard.
- Composite Armor:
- Composite armor is defined as armor made up of leather, metal, or both that is attached
to and/or covered by another material such as thin leather or cloth.
- Studded, scaled, or brigandine armor can only be counted as Armor if two-thirds (2/3) of
the armor piece is constructed from armor-grade metal or leather. The studs/rings/plates must be
no more than one-half (½) inch (1.27 cm) apart in all directions. Rings and washers also cannot
have openings larger than one-half (½) inch (1.27 cm).
- Composite Armor must be readily identifiable as armor by appearance.
- Prohibited Armor:
- Rigid metal knee or elbow armor (cops).
- Rigid metal full helmet. Rigid metal full helmet is defined as being composed of large
metal plates that are attached together in a fashion that the helmet acts as a solid object. Partial
rigid metal helmets as well as full helmets made of any other armor materials are allowed.
- Rigid metal hand armor.
- Garb:
- Garb is defined as the clothing to be worn on the Belegarth battlefield.
- Minimum garb is the basic requirements for all participants. Minimum garb is defined as:
- A tunic or tabard covering the torso.
- Neutral colored t-shirts, with no visible printing, may be worn underneath a tunic or tabard.
Wearing nothing on the torso is acceptable for men.
Wearing a neutral colored sports bra with no visible logos or modern prints is acceptable
for women.
- Baggy pants or trousers covering the legs.
- Skirts, Kilts, and Dresses are acceptable substitutes.
- Footwear should be muted colors of a dark or natural color. Boots are preferred. Athletic
shoes should be of a dark or natural color. Bare feet or Sandals are acceptable.
- Modern clothing should be disguised, modified, or otherwise blend in with and be unobtrusive
to the medieval or generally accepted Belegarth/Fantasy aesthetic.
- Any piece of modern equipment or clothing required out of medical necessity overrules the
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minimum garb requirements. It should be covered when possible by clothing that does meet the
minimum garb requirements or the item should be superficially altered accordingly.
- Forbidden items:
- T-shirts that are brightly colored, with visible logos, with visible collars, and or visible pockets.
- Camouflage, cargo pants, or modern shorts.
- Modern jeans of any color.
- Modern hats.
- Any fabrics with modern prints.
- Any realistic weapons.
- Cleats and spikes.
Appendix A. Weapon Checking Guide:
Why do we check weapons? For the safety of all participants since we are using weapons that are
expected to be swung at full force. Standard: Ask yourself, "Would YOU feel comfortable getting hit
by that weapon? Is there significant residual pain after the impact?"
Objective: To unbiasedly check all equipment for safety and rules adherence in an efficient and
orderly manner without causing damage to the weapons.
- Things you must have:
a. Copies of the BOW.
b. Templates.
c. Scales.
d. Tape measures.
e. Volunteers (It could conceivably be done with one other person.)
- Red/spears/javelins .
- Arrow backs (no armor).
- Arrow shooters.
f. Separation of passed, failed, and unchecked.
- General guidelines:
a. Know the rules of weapon construction, preferably memorized.
b. Don't destroy the weapons to check them. When checking for core, use the pads of the fingers
or the palm of the hand, not the nails or the tips of the fingers.
c. Treat every weapon the same. Don't be biased because you know whose weapon it is. If you
feel you can't be objective, ask someone else to check it.
d. Don't be afraid to get a second opinion.
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- Class 1:
a. Start at pommel. Check for stability and no core felt.
b. Using the pads of the fingers and thumb, go all the way up the flats checking for sweet spots and
excessive twist. Excessive twist is when the foam spins around the core and does not return back
to its original position. This indicates that the foam has separated from the core.
c. At top, check for stability of tip and that core tip cannot be felt. Also, check to make sure the
cover is in good repair and that foam is not exposed.
d. Go down edges checking for sweet spots.
e. Flex, weight, template if needed. The weapon may not flex more than 45 degrees. It must weigh
at least 12 ounces (340.2 g) if it is over 24" (60.96 cm) in length and must pass the template rules.
Flex is tested by swinging the weapon against a shield or perpendicular padded surface at the
topmost part of the handle of the weapon. A second person can estimate flex.
f. Single-edge differentiation-12" (30.48 cm) contrasting tape or fabric on the non-striking side of
the weapon.
g. Hit against leg. If not sure, check against back-light, medium, hard swings. Some weapons feel
worse at light and medium or the same regardless of force.
h. Stab test weapon one handed on your thigh or another person's back. Stab light, medium with
one hand and the other stabilizing the weapon. Hard stabs must be checked with both hands on
the weapon. Double check to make sure tip does not deflect and returns to its original position. A
stab tip must not fold over excessively when tested at the hard level.
i. If a weapon built for Class 1 and Class 3 use passes for Class 1 but fails for Class 3 use, the
green tape can be removed and t