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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 wielding a melee weapon, shield, or bow. Treat hits below the wrist to a hand wielding a melee weapon, shield, or bow as though they had hit the melee weapon, shield, or bow wielded 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 and all effects of weapons, projectiles, and Magic Balls are ignored.
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
In order for a hit to count, certain requirements must be met. Most hits must hit a player or their armor to count. Hits to garb or a player’s other carried equipment won’t count unless the hit is Engulfing, or if the hit otherwise would have struck the player. In this case, it counts as hitting both the player and whatever it actually struck. For example, an arrow striking a sword on a player’s hip might both break the sword and injure the leg behind the blade.
Melee Weapons: Melee weapons inflict wounds by contacting a Hit Location with the Strike-Legal portion of the weapon, and can be used to slash or stab depending on their construction.
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.
For melee weapons, these are some examples of what would constitute an invalid shot:
Grazes: Slashes that are neither percussive nor stop/deflect
Draw Cuts: Stabs which fail to strike with the tip. 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
Thrown Weapons: Contact from any part of most thrown weapons will count as a valid hit. For Javelins, contact must be made by the Strike-Legal portion of the weapon.
Arrows: Contact from any part of the arrow in front of the arrow blunt will constitute a valid hit.
Magic Balls: Contact from any part of the Magic Ball, including the tail, will count as a valid hit.
Shot in Motion: If a person is killed or wounded in an arm that is throwing a shot, the hit may still count if it lands within an acceptable timeframe. For melee weapons, this is half a second. For projectiles, the projectile must already be in flight. This should be a clear case of finishing an already thrown shot, meaning that it requires no change of direction and the last action required to finish the shot has already been started prior to being struck. In the case of a two-handed weapon, the wielder must remove their wounded hand from the weapon within a half second for the shot to count. If you have any questions, ask your kingdom/group level Guildmaster of Reeves. A reeve’s call is always final in determining if a shot is in time or late.
Any two Wounds, or a Wound to the Torso, results in a Death
Dead players:Players may also always choose to take a death. Intentionally causing your own death is the same as taking a death. Examples include purposefully striking yourself with a weapon, casting Finger of Death on yourself, and jumping into lava or off a bridge.
Players who take a death:All equipment carried upon a player’s person counts as carried equipment, whether carried in hand like a sword or otherwise attached to their body, like armor or a bag of thrown weapons. A player may carry any amount of equipment, but is limited in the amount of equipment they can wield (use) at a given time.
Combat is fast-paced and highly competitive. In order to minimize misunderstandings and confusion on the field it is important to observe the following rules
Handling Equipment