Damage and wounds to you:
Head and Neck - Out of bounds. Will not count as a hit and is illegal.
Deliberately parrying with your head or neck is prohibited.
Arm - The first hit to the arm will result in the loss of use of that
limb. A struck arm must be kept behind your back. A second hit to the wounded
arm will result in death. Hand shots count as a hit to the arm unless you are
holding a melee weapon in that hand, in which case it counts as hitting the
weapon. Wrists are considered part of the arm, not the hand.
Leg - A hit to a leg results in the loss of use of that leg. You must
drop to one knee as soon as is feasible and place the dead knee on the ground.
Any following hits to that leg will have no effect (the only exceptions are
magical balls and some siege weapons). Crawling, dragging one's self and being
carried are the only ways to move about with a wounded leg. You may make a short
spring at an opponent with your good leg; however, hopping on your good leg
is not allowed.
Torso - (Includes a person's shoulders, groin, chest, back, and buttocks)
instant death.
Feet - Do not count as a hit if they are on the ground when
struck (exception: magical balls); otherwise they count as a hit to that leg.
Combat Notes:
1) Any two shots to the limbs (except two shots to the same leg) results in
death. Example: You are struck in the arm. The arm must then be placed behind
your back and is useless. You are then struck again in any limb, including the
one behind your back, and die.
2) A single shot to a hit location, regardless of weapon type or point value,
only counts as one blow to the hit location and any 'extra' damage never carries
through to another hit location. Example: Being struck in the arm with a Red
weapon only wounds the arm. The extra damage is ignored.
3) Shots that only strike garb or equipment do not count as a hit unless said
items blocked a blow that would have struck a combatant (i.e. - garb, equipment,
sheathed weapons, etc. are not shields and do not count as armor).
4) Blows that nick or lightly glance off of a target do not count as hits. Any
shot that stops or any shot that hits then deflects at an angle is considered
a hit. See also 'A Valid Shot' below.
5) Projectiles and arrows that nick or lightly glance still count as hits.
6) The chain portion of flails are not legal striking edges and do not count
as hits. The same applies to all weapon hafts, hilts, hand guards, and courtesy-padded
shafts.
7) Deflections that then strike true on a target are hits, with the exception
of shots that deflect off the head or neck. Deflections from illegal targets
do not count. Projectiles, even on deflections, can only deal damage to a single
target i.e. a throwing dagger hitting an arm and then deflecting into the chest
only wounds the arm, it does not affect the chest.
8) If a person is wounded in an arm throwing a shot, or killed, shots they threw
into motion before being struck still count as a hit, if they land within a
half second of being struck. In the case of a two-handed weapon, the wielder
must remove his wounded hand from the weapon within a half second for the shot
to count. 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. 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.
9) Shots that knock aside a parry and then strike the target are hits.
10) Illegal shots stop the shot and pause the action if necessary for your opponent
to recover (i.e. if you hit your opponent in the face, stop combat until he
indicates he is unhurt).
11) Bounces never count from projectiles, magic balls, and arrows.
Combat, Weapons,and Equipment
12) A player who consistently breaks game rules, cheats, causes mundane problems
with authorities or safety can be barred from the local group or kingdom by
joint agreement of the Monarch and either the Prime Minister or the Guildmaster
of Reeves of that group.
13) Players may not wield more than one weapon in a single hand. Firing multiple
arrows simultaneously is an exception to this rule.
14) Grappling with an opponent; shield bashing; rough, dangerous, or offensive
physical contact is strictly prohibited and can result in being banned from
play indefinitely.
15) If you have to think about whether or not a shot was 'good enough' to count,
it probably was. Always endeavor to have unquestionable honour in the area of
calling your own shots. Your peers will respect you and return the favour.
16) Do not call another person's shots unless you are a reeve. It is rude and
considered in poor form. If you consistently have problems with a player not
taking their shots, inform a reeve who will deal with them appropriately.
Combat with armour:
Armour is rated on its ability to stop blows. The rating ranges from 1 to 7
points, though some monsters can have more. The same damage rules apply to armour.
Each strike will remove one point of value from the armour. Certain weapons
and effects deal more damage to armour as noted in their descriptions. Daggers,
when used to slash, deal no damage to armour of any sort. Damage only applies
to the armour on the hit location that was struck. Armour only protects the
area that it covers. Example: if you have armour on the front of your
leg, but a gap on your thigh, then a strike to the location left open by the
gap would wound you, though the armou r itself would be unharmed.
A valid shot:
A valid shot is anything that hits and stops or deflects at an angle. That said,
there are occasionally shots that partially meet these requirements but are
not valid. The best way to learn what constitutes a good shot is to ask your
kingdom/group level Guildmaster of Reeves, but included here is a list of shots
that do not count. These are just guidelines, and you should never attempt to
use these rules to cheat your way out of a valid strike. Also remember, that
in all situations the reeves call is final.
'Wiggling' - A shot (normally a stab) that misses
its initial target, but is then jerked back and forth weakly in order to hit
your opponent.
'Draw Cuts' - A shot that slides along your opponent with little force
exerted towards your opponent. This normally happens on a missed stab. Note
that a shot that hits your opponent legitimately, and then turns into a draw
cut will still wound or kill the opponent as per the initial blow.
'Whipping' - A shot from a non-hinged weapon that is blocked, but the
non-hinged weapon bends around the block to strike an opponent. These shots
are common from exceptionally small weapon cores, or very long weapons, and
should not be taken. This is not to be confused with your opponent pivoting
or 'wrapping' a shot around your block using your weapon as a fulcrum. Whipping
only applies when the core of the weapon itself bends around a block, enabling
a shot that would have otherwise been stopped.