AMTGARD RULEBOOK V8 PDF

Games and quests often feature charging warriors, sneaking assassins, and spell-hurling magic users battling it out against powerful monsters. The particulars of each game, quest, or scenario can vary quite a bit, but the one constant in all of these activities is the basic Amtgard combat system. A valid hit to the torse causes instant death. The torso includes the top of the shoulders, the chest, somtach, groin, upper and lower back, as well as the buttocks. A wounded arm must be placed behind your back. Hands holding a melee weapon or a shield are not harmed when struck, but otherwise being struck in the hand counts as being struck in the arm.

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Games and quests often feature charging warriors, sneaking assassins, and spell-hurling magic users battling it out against powerful monsters. The particulars of each game, quest, or scenario can vary quite a bit, but the one constant in all of these activities is the basic Amtgard combat system.

A valid hit to the torse causes instant death. The torso includes the top of the shoulders, the chest, somtach, groin, upper and lower back, as well as the buttocks. A wounded arm must be placed behind your back.

Hands holding a melee weapon or a shield are not harmed when struck, but otherwise being struck in the hand counts as being struck in the arm. Wrists are part of the arm, not the hand. A wounded leg must have the knee on the ground. You are not allowed to hop on the unwounded leg, though you may crawl as long as you keep your wounded knee on the ground. You are allowed short springs from the ground using your good leg to propsel you.

Feet on the ground are not harmed when structk, but otherwise being struck in the foot counts as being struck in the leg. A leg can only be struck once. Subsequent strikes to the same leg do not count. An arm can be struck more than once. Two hits to any combination of limbs arm and leg, arm and arm, leg and leg, same arm twice results in a death.

Players may not punch, kick, bash, or grapple each other. The rulebook covers some of the more detailed aspects of the Amtgard combat system, and also details the class and magic systems. Just get a basic idea of how things work and maybe pick out a class to try in a battlegame.

Because of this, Amtgard allows for a wide range of rich character backgrounds coming from both historical and fantasy roots. Amtgard has established a strong presence in places all over the country and throughout the world, so it is very likely that you can find a nearby group ready to welcome you.

To find a nearby chapter, check the Amtgard Atlas. Some groups also have Meetup Listings. You can also head over to the Forums and ask for help finding a park. No parks near you? Check out our guide for Starting a Chapter.

The group you visit will have some for you to fill out. Step Six: Have Fun! We suggest you send an email to the contact address listed for the chapter and confirm that they will be meeting.

The group will have loaner equipment that you can borrow for your first couple visits. They will help you get involved and up to speed. All chapters have elected officers whose job it is to get you started in the right direction.

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8.0 Rulebook

General Note Most non-explosive, non-chemical weapons that might have been in existence before AD are allowed. A safe weapon is one that will not break bones, teeth, or regularly leave bruises when it strikes a person. Every weapon must be checked for legality by the Champion or a designated reeve prior to its use on the field each day. The hallmark of weapon legality is player safety , and as such safety will always trump technical compliance with weapon construction requirements.

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