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Weapon Safety

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. While a weapon may meet the technical requirements for legality it may still be unsafe in its construction or in the manner in which it is used. Some examples of technically legal but unsafe weapons might be: weapons with cores so exible as to risk core failure or other safety issues during reasonable combat; weapons made with overly hard foam; weapons with excessive tape; or weapons with excessive mass. Use of unsafe weapons or safe weapons in an unsafe manner may result in removal from play by the Champion, a reeve, or other group official

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Weapon Definitions

Core: This refers to the base of the weapon to which padding is affixed. For melee weapon cores the best things to use are carbon/graphite rods (such as from non-metallic golf clubs), kite spar, bamboo, PVC tubing or fiberglass. Other materials will be checked for safety on a case-by-case basis. Metal and wooden cores are not legal, although metal may be used to counter-weight weapons provided it is permanently attached, and not in a place that may inadvertently strike an opponent. The ends of all weapon cores must be blunted by capping them with a layer of foam and tape at a minimum. For throwing weapons acceptable options are denim, loose rubberbands, sweatshirt material, or similar
Handle: Refers to the unpadded part of the weapon (where it is often held)
Pommel: This refers to the padded portion of a weapon at the end of the handle, not intended for striking. The end of the pommel must have at least a 2” cross-section perpendicular to the handle and must be padded
Cross Guard: This refers to an optional piece at the juncture of the blade and handle designed to deflect blows and protect the hand from injury. Cross guards must be padded and all tips must have at least a 2” cross section parallel to the handle
Double-Ended: Only Weapon Types with this descriptor may have a striking surface at both ends. This may be either a Stabbing Tip or a Slash edge unless otherwise restricted by the Weapon Type. Weapons may only have up to two ends
Stabbing Tip: This refers to the end of a weapon that is not the pommel, regardless of whether or not it is used to stab. Stabbing tips must not protrude more than 1.5” through a 2.5” ring when uncompressed, nor end in an angle less than 90 degrees and must be strike legal. You must not be able to feel core through a stabbing tip
Padded or Courtesy Padding: This refers to the portion of the weapon that is designed to limit injuries from incidental contact with that part of the weapon and is not intended for striking. These portions of a weapon must have at least 1/2” of foam over the weapon’s core. A weapon is required to have courtesy padding over the entire circumference of its Strike-Legal length
Strike-Legal: This refers to the portions of the weapon that are sufficiently padded to prevent injury when used to strike an opponent at full force. These portions may not break bones, teeth, or regularly leave bruises when it strikes a person and must have at least one 2.5” cross section from edge to edge. Example: the distance from one edge to the other of the flat of a flat blade. The thickness of the striking edge can be any amount that still results in a safe weapon. Strike-Legal surfaces must have at least 1” of foam over the weapon core, measured from the furthest point on the blade to the surface of the core. Stab-only weapons (other than projectiles) are still required to have 6” of Strike-Legal surface extending from the end of the weapon down its length on any stabbing end for safety. Strike-Legal must be covered in a durable, opaque cloth. Unless otherwise noted, cloth tape is not an acceptable cover. Non-striking padded surfaces within 1⁄2” of a striking surface must still be covered with a cloth cover
Heavy Padding: This refers to portions of the weapon that meet all of the requirements of Strike-Legal, and in addition have at least a 4” cross section from edge to edge (instead of 2.5”) and at least 1” of foam over the weapon core. It is considered Strike-Legal for the purposes of scoring hits
Total Length: Refers to the distance from the bottom of the pommel (or one Stabbing Tip of a Double-Ended Weapon) to the furthest point of the weapon measured from the bottom of the pommel in a straight line parallel to the core of the weapon. Example: You measure a scimitar from the bottom of the pommel to the tip of the weapon, not “along the curve.”
Swing/Slash: Indicates a weapon intended to be able to score a hit by swinging the weapon in such a way that the side (as opposed to the tip) of the weapon strikes an opponent.
Thrust/Stab: Indicates a weapon intended to be able to score a hit by thrusting the weapon in such a way that the tip (as opposed to the sides) of the weapon strikes an opponent. Thrust only weapons must have at least 6” of Strike-Legal padding

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Projectiles

This category includes thrown weapons (axes, rocks, daggers), javelins, Magic Balls, and arrows. Unless otherwise noted projectiles may not be used to parry, block, or melee, are indestructible, and affect all targets struck while in motion. Strikes to a projectile are treated as strikes to unwielded equipment and are treated as having struck whatever they would have made contact with were the projectile not there. Unless otherwise noted projectiles may be carried in any number. Only projectiles may be thrown (i.e. you may not throw your sword). Unless otherwise noted projectiles may not have rigid or granular cores such as solid rubber balls, wrapped balls of rubber bands, tennis balls, etc. Suggested acceptable materials are sweatshirt material, loose rubber bands, etc. Unless otherwise noted any protrusions or tips on a projectile must meet the requirements for stabbing tips

Light Thrown: These weapons represent throwing daggers and the like

  1. Between 2.5” and 6” in total length
  2. All parts must be Strike-Legal
    a. These weapons are exempt from a minimum foam depth for Strike-Legal
  3. May be covered in non-abrasive cloth tape instead of cloth
    a. Duct tape may not be used as a cover.
  4. Will score a hit from any portion of the weapon
  5. May not be of a color and shape which may reasonably be confused with a Magic Ball

Heavy Thrown: These weapons represent throwing axes and the like
  1. Between 9” and 18” in total length
  2. All parts must be Strike-Legal
    a. These weapons are exempt from a minimum foam depth for Strike-Legal
  3. May be covered in non-abrasive cloth tape instead of cloth
    a. Duct tape may not be used as a cover
  4. Will score a hit from any portion of the weapon

Rocks
  1. Must be at least 10” in each dimension. 2. All parts must be Strike-Legal
    a. These weapons are exempt from a minimum foam depth for Strike-Legal
  2. May be covered in non-abrasive cloth tape instead of cloth
    a. Ducttape may not be used as a cover
  3. Will score a hit from any portion of the weapon
  4. Hits from Rocks are Armor Breaking and Shield Crushing
  5. Items that meet the criteria to be classified as a Rock may not also be classified as Heavy Thrown
Javelins: Javelins are a hybrid throwing/melee weapon. They are considered a melee weapon when wielded, but are considered a projectile otherwise. Javelins are only available to those classes explicitly granted Javelins
  1. Between 36” and 72” long
  2. Must have between 6” and 12” of Strike-Legal
  3. Must be padded along their entire length
  4. May be thrown and used in melee (including blocking and parrying)
  5. Stab only for both melee and throwing
  6. Hits from Javelins when thrown are Armor Breaking and Shield Crushing
  7. Must strike point-first to score a hit
  8. Must have a rigid core
  9. Pommel is not required to meet the requirements for a stabbing tip

Magic Balls: These projectiles are thrown to represent various magical attacks and are not considered weapons. They represent magical energy, motes of elemental force, alchemical mixtures, and the like.
  1. Must be a spherical object at least 2.5” in diameter
  2. Must have a streamer between 1” and 6” long
  3. All parts must be Strike-Legal
    a. These projectiles are exempt from a minimum foam depth for Strike-Legal
  4. May be covered in non-abrasive cloth tape instead of cloth
    a. Duct tape may not be used as a cover
  5. Will score a hit from any portion of the object

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Ammunition

Not explicitly granted to anybody, ammunition is a class of projectiles used in conjunction with other types of weapons.

Arrows: Includes bolts and any other similar items
NOTE: Improperly constructed or maintained arrows can pose a serious safety hazard. Before building your first arrows take the time to study an online construction tutorial or practice with an experienced player

General:
  1. Must strike point-first to score a hit
  2. Affects all targets struck while in motion
  3. Hits from arrows are Armor Breaking
  4. Hits from arrows are Weapon Destroying
  5. Must be clearly labeled with their owner’s name
    1. Arrows without labels will never be allowed on the field
    2. Using arrows without labels can result in immediate suspension from the field
  6. Broken or poorly mended arrows are not to be used
  7. Like any other equipment arrows may only be used by their owner unless the owner grants specific permission for another player to use their arrows
    1. the owner of an arrow is responsible for the safety of the arrow even if fired by another player
    2. Special arrows may never be shared
  8. Swinging at an arrow in flight is illegal
    1. Arrows may only be passively blocked by placing an object in the flight path
Shafts:
  1. Must be carbon, aluminum, or fiberglass
  2. Any real arrowheads or hunting tips must be removed
  3. Shafts must have a drawstop preventing drawing the arrow past 28", unless the shaft is already shorter than this length. This is measured from the inside of the nock where the string rests to the draw stop
  4. The nock and any vanes/fletching present must be in good repair
  5. The orientation of vanes/fletchings (or the lack thereof) must not cause chaotic or unpredictable flight

Blunts:

The blunt is the reinforced tip of the shaft upon which the striking portion, the arrow head, will be constructed

  1. All blunts must be solidly built, stiff enough to carry anticipated loads without excessive deformation, and able to support typical Amtgard archery impacts repeatedly without failure or degradation
  2. The end of the shaft must be securely capped with a circular, impact-resistant disc at least 1" in diameter
    1. The disc must be centered over the end of the shaft
    2. If a metal disc is used, it must be at least 1/16" steel or equivalent
    3. Discs of any other material must be durable, impact-resistant, and at least 1/4" thick
  3. The blunt must then be further built up to at least 1.5" in diameter. The non-disc portion of the blunt can be constructed from any material, including foam, so long as it ensures that the foam arrowhead built upon it is not able to move easily in relation to the shaft. This includes but is not limited to: plunging up and down, wobbling from side to side, twisting-without-return, etc.
  4. The entire blunt can be a single unit (such as a 3D-printed piece) as long as the resulting structure is equivalent or safer than the above requirements

Heads:

The arrow head is the Strike-Legal portion at the end of an arrow or bolt, after the blunt

  1. Must be Strike-Legal on all sides and the face, with a foam depth of at least 2" in front of the blunt
  2. Must have a circular cross-section of 2" or greater throughout the entire head
  3. The foam immediately in front of the blunt must not deform around the arrow shaft or blunt on impact
  4. The physical striking surface of the arrowhead must include at least 1" foam with a circular diameter of 2.5"
  5. Domed arrowheads are allowed but must be no sharper than a 2.75" diameter hemisphere. The narrow tip of the dome does not need to meet the 2.5" cross-section as long as the head meets the 2" depth rule
  6. Any additional foam used to meet the 2" depth requirement should be chosen with the goal of making the arrow as safe and comfortable to be struck by as possible, specifically in regards to accidental strikes to the face and eyes
Covers:
  1. Arrow heads must be covered in a durable, opaque cloth. Cloth tape may not be used
  2. Specialty Arrows must be covered with the appropriate color
    1. Properly colored strips may be affixed to the shaft in lieu of colored head covers. These strips must be clearly visible from at least 20ft away and not impact the safe use of the arrow
  3. Covers for regular arrows must be a color or combination of colors that cannot be reasonably mistaken for a specialty arrow
    1. The colors reserved for specialty arrows are: Red, Yellow, Green, Purple, and Grey

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Bow

Includes bows and crossbows used to fire arrows or bolts. They are not projectile weapons themselves but are used exclusively with Arrows. Other devices which aid in accelerating projectiles are not considered Bows. This includes devices such as slingshots, slings, and atlatls

  1. The maximum limit for a bow’s pull is 35 pounds with a maximum 28” draw length
  2. Crossbows are limited to no more than 450 inch-pounds
  3. No compound bows are allowed
  4. At 20’ or less bows must be no more than half drawn
    1. Half-Draw is half the distance between the brace height and 28 inches. Example: If your bow has a brace height of 8 inches, its Half Draw is 18 inches
    2. Crossbows do not have to be half drawn within 20’
  5. May only be used to passively block (i.e. may not be swung towards an incoming strike in order to block). If hit by the strike-legal portion of any weapon, the bow is destroyed

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Melee

All melee weapons require a rigid core (unless otherwise noted) and may be used to block, parry, or score hits with their Strike-Legal portion. Some melee weapons allow for Heavy Padding Substitution for a given length

Heavy Padding Substitution

ll melee weapons require a portion their length to be Strike- Legal, as noted in the individual weapon descriptions. Heavy Padding Substitution allows you to replace a portion of Strike- Legal with Heavy Padding. For each inch of Heavy Padding added you may also replace an additional inch of Strike-Legal with Courtesy Padding

Heavy Padding added must start within 3” of the stabbing tip and proceed continuously towards the handle. Courtesy Padding added in this manner must begin at the top of the handle and proceed continuously towards the tip

For example: A 48” Long weapon is typically required to have 32” of Strike-Legal followed by 16” of Handle. Using Heavy Padding Substitution you could have 16” of Heavy Padding, followed by 16” of Courtesy Padding, and then 16” of Handle

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Dagger

  1. May stab and slash
  2. Between 10” and 18”
  3. Must have 10” Strike-Legal

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Short

  1. May stab and slash
  2. Between 18” and 36”
  3. At least 2/3 of its length must be Strike-Legal
  4. Allows for 1/3rd of its length to be substituted for Heavy Padding

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Long

  1. May stab and slash
  2. Over 36” up to a maximum of 48”
  3. At least 2/3rds of its length must be padded
  4. If used to slash at least 2/3rds of its length must be Strike-Legal
  5. Allows for 1/3rd of its length to be substituted for Heavy Padding
  6. May be Double-Ended
    1. Each end of a Double-Ended long weapon must be padded 1/3 the total length of the weapon. If an end is used to slash, that end must be Strike-Legal for 1/3 the total length of the weapon. This requirement replaces the standard requirement for padding on long weapons

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Great

  1. May stab and slash
  2. Greater than 48”in length
  3. Must be padded on upper 1/2 of length or at least 3’, whichever is less
  4. If used to slash must have at least 18” of Strike- Legal surface
  5. If the weapon has at least 18” of Heavy Padding it gains the Shield Crushing and Armor Breaking Special Effects when used in a two-handed manner
    1. Heavy Padding on Great Weapons must start within 3” of the tip of the weapon and be continuous down the core
    2. If the weapon is Double-Ended only the ends with Heavy Padding take advantage of these abilities
  6. May be Double-Ended
    1. Each end of a Double-Ended great weapon must be padded 1/3 the total length of the weapon, or 3'. whichever is less. This requirement replaces the standard requirement for padding on great weapons

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Madu

A shield joined to a weapon

  1. Counts as both a shield and a weapon
  2. Only usable if a class can use both a weapon of the madu’s length and a shield
  3. Weapon Destroying will affect the entirety of the madu if it strikes any part of the weapon portion
  4. Shield Crushing and Shield Destroying affect the entirety of the madu if it strikes any part of the shield portion
  5. Magic and abilities that affect any part of the madu, such as Imbue Shield or Heat Weapon, affect its entirety
  6. Weapon portion must be non-hinged and melee- only
  7. Any shield with weapons affixed to it in any form is considered a madu and must conform to these rules
  8. If built to slash
    1. At least 1/3rd of its length (excluding the shield portion) must be Strike-Legal
    2. At least 12” must be Strike-Legal
    3. The entirety of the non-Strike-Legal portion must be courtesy padded
  9. May be Double-Ended

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Hinged

  1. No more than 36” in length
  2. Has a single articulating head which must be entirely Strike-Legal and cannot contain a rigid core
  3. The chain of a hinged weapon:
    1. Is not a legal striking edge
    2. Must be wrapped in foam with less than 0.5” of the rope exposed at any point
    3. The combined rope and striking edge may not exceed 18” in length
    4. The top half of the non-rope and Strike-Legal portion of the weapon must be padded

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Siege

Siege Weapons are extremely powerful engines of destruction that, historically, were used for everything from anti-personnel to tearing down walls from a great distance. Examples of this type of weapon include ballistas, catapults, onagers, and trebuchets. The abilities and limitations of siege weapons are as follows:

  1. You may only have siege weapons at the discretion of the game runner
  2. Siege weapons should have a historical or fantasy counterpart that they mimic in form and function. Ammunition from siege weapons must conform to the following rules, and cannot have any additional powers unless specified by the game designers:
    1. Siege Weapons that fire a single projectile will kill a Player and Destroy all their carried equipment if the projectile touches a Player or anything they are carrying or wearing while in motion. This is stopped by the Enchantment Protection from Projectiles, but cannot be stopped by Missile Block or Song of Deflection
    2. Siege weapons that fire multiple projectiles simultaneously (such as a grapeshot catapult) count as firing Armor Breaking projectiles. Each strike from a separate projectile counts as an individual Armor Breaking strike. Both Protection from Projectiles and Missile Block may be used against these type of siege attacks. No effect on shields
    3. A siege weapon may not fire at a player within 20’
    4. Siege ammunition must, at minimum, conform to the standards of one of the following projectiles: light thrown, heavy thrown, rocks, or arrows
    5. Siege Weapons are special weapons and the Game designer shall dictate how and If they can be destroyed
  3. Siege weapons must be approved by the game reeve prior to being used. Safety is of the utmost concern when determining whether a siege weapon should be allowed on the field

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Magic Staff

  1. May not be used to strike
  2. Between 36” and 72” long
  3. Must be padded along their entire length
  4. A player wielding a magic staff may not wield any other weapons or shields except for Daggers
  5. Wielding a magic staff does not count against having an empty hand for the purpose of casting spells
  6. May not be easily confused for a Reeve Staff or for a different category of weapon