Battle Days

Etiquette
     1 Borrowed Equipment
         1.1 all Equipment
             1.1.1 all Equipment should be treated as if it is your own
weaponry and should not be thrown around or taken after the day is over. 
        1.2 Swords
           1.2.1 do not put the tip of the sword into the ground as it
breaks down the foam
           1.2.2 do not place swords tip down in any way as it breaks down
the foam
        1.3 Spears or Poles
            1.3.1 do not put the tips into the ground or leave them laying
on the ground all spears should be laid TIP UP on a wall or other such
thing
        1.4 Shields
           1.4.1 do not lean on shields if they are not in use.
           1.4.2 please place shields against a surface with the front
facing out 
        1.5 Archery
            1.5.1. DO NOT throw arrows to other players on the field.
            1.5.2. if you find an arrow with a broken fletching or nock,
alert the GM, and toss the arrow off field.
            1.5.3. Make sure you are picking up arrows after the end of
battle
            1.5.4 .DO NOT lean on the bows in any way
            1.5.5. Never dry fire the Bow (shooting without an arrow)
2 Behavior
        2.1 This is a game. This is not an Olympic sport ,or a competition
there is no prize. Please remember this when you are playing 
        2.2 if someone brings their own  equipment please ask the person
who brought it if you can use it. DO NOT just take without asking.
        2.3 Get passionate, get excited, have fun but please don't get
angry (See 2.1)
        2.4 try not to call others shots if you feel someone is ACTIVELY
trying to Cheat or hurt someone talk with a GM otherwise (See 2.1)
A. Fighting rules
     A.1. Melee Fighting 
         A.1.1 use Half Power ((this should make a pop sound) please check
with a gm if you are unsure what that speed looks like) when striking so
that you do not run the risk of hurting someone 
         A.1.2 no Body to body Contact, no grappling or grabbing of other
fighters weapons
         A.1.3 no Pinning other people or charging over them using strength
A.2. Archery
    A.2.1 all bows must be under 35# draw weight due to safety
    A.2.2 half draw at fifteen feet and under as you do not want to harm
the other person
    A.2.3 DO NOT hit arrows out of the air with weapon (you will be called
dead (see C.4 Dead))
    A.2.4 DO NOT catch arrows out of the air (you will be called dead (see
C.4 Dead))
    A.2.3 Arrows can only be blocked by shields
 A.3. Crossbows
     A.3.1. kill on any shot hit
 A.4 Throwing
     A.4.1 all throwing weapons must look like a weapon or be big enough to
be a large rock.
     A.4.2 Thrown at half power at 5 feet
     A.4.3 Throwing weapons can be blocked will all weapons and hit out of
the air
     A.4.4 all throwing weapons can be used by anyone once they are thrown 
 A.5 Siege
     A.5.1 Half Draw at 15 feet
     A.5.2 kills on contact on any body part
 A.6 Shield 
     A.6.1 One Shield Per person
     A.6.2  Must be attached to hand or Forearm
     A.6.3 shields may not be used to attack another fighter
 A.7 Healing
     A.7.1 must touch target with weapon or hand
             A.7.1.1 must say “Heal 1, Heal 2, Heal 3, . . .Heal 15” 
     A.7.2 May only use healer weapon (White Weapon or agreed weapon from
GM)
     A.7.3 Healer must stay in physical contact with the target to heal if
it is broken they must start over
B. Target Areas
    B.1 Head
         B.1.1 Head is a legal target for Shield Fighters
             B.1.2 there is no further classifications for shield size, etc
if you are using a shield you are a shield fighter 
         B.1.2 Head is not a legal target on any other fighter except
Shield Fighters
         B.1.3 Throat hits are discouraged but are Considered Head
     B.2 Torso
         B.2.1 if hit in torso you are dead(see C.4 Dead)
         B.2.2 Tops of Shoulders count as torso
         B.2.3 Groin is discouraged but is a torso hit
     B.3 Arms
         B.3.1 Hit Disables use.
             B.3.1.1 Weapon may switch to other arm
         B.3.2 If loss of both arms you are dead (see C.4 Dead)
 `  B.4 Legs 
         B.4.1 Hit disables Use
             B.4.1.1 First leg must be posted to the ground you may pivot
(like in basketball) but the posted leg must not leave the ground
             B.4.1.2 Second leg makes both legs posted to the ground and
you may not turn or walk at all and both legs must stay posted to the
ground until death
     B.5 Hands and Feet 
         B.5.1 Hands on weapon do not count toward arm hit
         B.5.2 Feet on ground do not count
C. Calls of Play
     C.1 Safety
         C.1.1 Safety is called as a stand where you are and freeze someone
may be hurt or a dangerous thing has happened.
     C.2 Fight on
         C.2.1 Begin fighting or resume fighting
         C.2.2 “Fight on” can be interchanged with a whistle blow or a
sounding horn
     C.3 Outside
         C.3.1 if fighter have stepped over the fighting area and are
fighting or shooting outside the field
         C.3.2 if you are approaching a border and need to move in 
     C.4 Dead
         C.4.1 once you have been hit and are considered dead you should
call DEAD so that other people know you are out of play
               C.4.1.1 you must either put your weapon or hand on your head
as you leave the field so others know you are out of play
         C.4.2 you may call yourself dead at any time if you so choose.
         C.4.3 You may have a chance to Respawn in game (see Respawn)
D. Respawn
     D.1 Respawns are used as a way to come back into the battle
         D.1.1 respawning has a specific place and time you must count
fully to, to return to battle
             D.1.1.1 you must count full seconds do not rush your seconds 
     D.2 amount of respawns, location for respawns, and length of counting.
will be set by the GM before a game starts.
     D.3 after you have Respawned you must call ALIVE or some other
indicator that you are re-entering the field
E. Armor/ Garb
     E.1 TBG does not have an Armor or Garb Requirement to promote new
players to join and not be driven away    
     E.2 TBG does not use an armor perk system
         E.2.1 we encourage armor because it makes play more fun and
interesting 
     E.3 TBG does not have a garb requirement
         E.3.1 we encourage garb because it makes play more fun
F. Field Set up
     F.1. The field will be set up in a large rectangle with cones
surrounding the area
         F.1.1 the border is a “soft” border 
             F.1.1.1 this means that you are not considered dead if you
walk over it but you may not fight once over the border and must go back
into the rectangle to fight 
              F.1.1.2 archers may grab arrows from outside the rectangle
but may only shoot once back in the rectangle
         F.1.2 See C.3 if you fight or shoot over the border
     F.2 Buckets with numbers will be set out as “Respawn Points”
         F.2.1. This means when you call dead you will walk back to your
assigned  bucket and count yourself in according to the Game in Play 
H. Additional
     H.1 These rules are subject to change according to the balancing of
play so that everything has a benefit and a detriment if you have a comment
please take it to a GM
     H.2 These rules may be shortend or rules may change line number as
things change

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