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Players have five locations which may be Wounded: Left Arm, Right Arm, Left Leg, Right Leg, and Torso
Arm:From just below the outside point of the shoulder to the tips of the fingers. A hand is not Wounded if struck below the wrist while holding a melee weapon or shield. Treat hits below the wrist to a hand holding a melee weapon or shield as though they had hit the weapon or shield held instead.
Leg: From just below the end of the buttocks in the back, the hip socket in the front, and an imaginary line between them on the sides down to and including the foot. A foot on the ground is not Wounded if struck below the ankle.
Torso: Everything that isn’t an arm or leg, including the groin, shoulders, and collar bones up to the vertical rise of the neck
A broad range of contact is allowed in combat. The rules below outline what is and is not acceptable. No action is acceptable if it is performed in an unsafe manner. The responsibility for the results of an action always rests squarely on the the actor. Unsafe behavior on the field can result in suspension from play at the discretion of the Champion, Monarch, or Guildmaster of Reeves.
Allowed: The following actions are acceptable
Disallowed: The following actions are unacceptable. Some amount of incidental contact is expected in a contact sport but repeated or egregious offenses will result in suspension
Wounds may be inflicted by contacting a Hit Location with the Strike-Legal portion of a Weapon. Shots from Melee Weapons fall into two broad categories:
Slash: A valid slash must be percussive (contact with an audible pop) and stop on or deflect off the victim.
Stab: A valid stab must strike with the tip and stop on or deflect off the victim.
These requirements do not apply to projectile weapons. Any contact from the Strike-Legal portion of a projectile will cause a Wound unless otherwise noted.
Some contacts which partially fulfill the above criteria are listed here as examples of invalid shots
Examples of Invalid Shots:
Grazes: Slashes that are neither percussive nor stop/deflect
Draw Cuts: Stabs which fail to strike with thetip. These contacts slide against a victim instead of impacting cleanly
Pushes: These contacts are pushed into or slid against a victim after the initial motion was completely blocked and the initial motion had stopped
Any two Wounds, or a Wound to the Torso, results in a Death
Miscellaneous rules necessary for the smooth operation of combat
There are often additional misconceptions and clarifications made on the Official Amtgard Rules Discussion group in Facebook.