Close

Easygard was updated. Refresh this page and you'll now have the latest version available offline

Easygard Mobile Amtgard

Menu Search

Easygard Mobile Amtgard

Menu Search

Reeving Overview

In order to ensure that the Park is following the rules, and that the game is being run fairly for all participants, members of the park may also choose to become members of the Reeves Guild and take credit in the Reeve class. Reeves are the judges or referees of the game and will wear or carry a unique identifier to reflect this status. This identifier will be either a black and white sash, in either checkerboard or stripes, a tunic or tabard of alternating stripes of contrasting high-visibility colors (black and white, neon green and purple, etc.), or a “Reeve’s Staff” (a padded staff at least 5’ long with padded ends at least 2” in diameter and covered in alternating stripes or spiraling contrasting high-visibility colors as above). The identifier will be communicated to players before the start of a game. Reeves should have in-depth knowledge of the rules, and are tested by the current Guildmaster of Reeves to become members of the guild. When a reeve is in charge of a battlegame, their word is final on disputes involving game play. If a player wishes to dispute a reeve’s decision, they may do so after the game with the reeve in question or with the Guildmaster of Reeves. However, while the game is occurring, the decision may not be disputed. Arguing with a reeve on the field may result in being penalized or even ejected from the game. Consistent arguing may result in being removed from play for an extended period.

Easygard Mobile Amtgard

Menu Search

Reeving Made Easy

Reeves are an extremely important part of the Amtgard experience, as they are the individuals who are charged with attempting to ensure the safety and enjoyment of the game participants. Here are some helpful suggestions to being an effective reeve

  1. As the reeve, your decision is final. If a snap decision is required, make the call that you believe is correct, and consult the rulebook after the fact to confirm the decision. If your call was incorrect, make sure to note that for the future
  2. Your responsibility as a reeve is to facilitate the safety and enjoyment of the game participants. This may require you to make calls that are unpopular with some individuals in order to allow the game to proceed smoothly. You should attempt to remain fair and impartial in all of your calls, and apply the rules objectively, regardless of individual feelings on the subject
  3. It is important to adhere to the spirit of the rules in addition to the letter of the rules. It is impossible in a game as varied as Amtgard for the rulebook to cover all contingencies. If you encounter a situation where a player’s actions negatively impact safety, playability, or the enjoyment of the participants, you are justified in disallowing that action. Here are a couple of examples of situations where it is reasonable for a reeve to intervene:
    1. A player using a weapon in a manner that provides them with an advantage that their class would not normally receive (e.g.Monks with unusually large weapons for blocking, or an Assassin claiming that a medium shield is allowable because it is actually a weapon)
    2. A player wielding otherwise legal equipment in an unsafe manner
    3. A player knowingly attacking someone whom they are unable to affect (e.g. Insubstantial or frozen players)
    4. Any situation where the player’s justification is “But the rules don’t say I can’t...
  4. Making required declarations and explaining what abilities do to other players should not interrupt existing incantations or ongoing chants. The point of declaring enchantments is to keep the game flowing smoothly for all involved. A player is not punished for pausing an incantation to aid in the flow of gameplay. If a Bard, for example, paused their Chant to explain to a new player what the Chant represents, they may resume the chant when they are finished. When in doubt, give leeway to players who go out of their way to help other players during a game

Easygard Mobile Amtgard

Menu Search

Equipment Checking

Before any day of combat begins all Combat Equipment brought to the field must be checked by the Champion or his appointed representative. Equipment which does not pass a check may not be used on the field. Equipment should be re- checked as necessary throughout the day. Using unchecked equipment on the field is grounds for immediate suspension from combat for the day at the discretion of the Champion. Issues with the performance of Equipment checks may be adjudicated by the Monarch and the Guild Master of Reeves. See also Weapons Safety

This is an outline for checking Equipment. This is not exhaustive, but serves as a short checklist

Weapons
  1. Opaque cloth cover in good repair
  2. Tips at least 2.5” in diameter
  3. Pommel at least 2” in diameter
  4. Strike-Legal is in good repair and is the minimum required length
  5. Core cannot be felt when used to slash in a reasonable manner by both an average user and the intended user
  6. Core cannot be felt when used to stab in a reasonable manner by both an average user and the intended user
  7. The weapon does not break bones or teeth, or consistently leaves marks or bruises, when used in a reasonable manner by both an average user and the intended user
Shields
  1. Opaque, durable cover in good repair
  2. No unpadded bolts, zipties, or other solid protrusions on the shield edge or face
  3. No solid, rigid core may be felt through either the face or the edge of the shield when struck solidly with the palm of the hand
Armor
  1. All corners of rigid armor must be penny-round
  2. No spikes, thin ridges, or sharp edges which could damage Equipment or players in the normal course of combat
  3. Chain armor does not have broken or separated links which could catch on Equipment or players in the normal course of combat

Easygard Mobile Amtgard

Menu Search

Sashes

Sashes are used to denote certain Classes by their color in games where classes are used. All sashes must be at least 2” wide and be worn from shoulder to opposite hip across the body

Class Symbols

Class Symbols are used for the garb requirement for some classes

  1. Class Symbols must be primarily a solid color as specified by the class. Small color variations in details are allowed
  2. Background must be of a contrasting color to the symbol
  3. Symbols must protrude past all edges of a 5” square
  4. Must wear at least two symbols. They must be located on opposite sides of the body
  5. Symbols must be clearly visible from 20' away

Strips

Strips are used to denote certain types of Enchantments and Special Effects for quick on-field identification. The most common use of strips is to denote enchantments or abilities that function as enchantments

  1. Strips must have at least 6” of visible drape, and cannot be covered by garb or equipment
  2. Strips on players must be attached in a visible location when viewing a player from the front
  3. Strips have a cohesive color-coding system
    1. Offensive Enchantments and Special Effects are denoted by red strips
    2. Defensive Enchantments and Special Effects are denoted by white strips
    3. Miscellaneous Enchantments and Special Effects are denoted by yellow strips
  4. Enchantments and Special Effects that require enchantment strips do not function if the enchantment strips are not present. It is the responsibility of the bearer to ensure their strips are present in order for the enchantment or ability to function
  5. Traits do not require strips unless they require activation, i.e. Traits that are an always-on part of a class do not require strips