Rules of Combat
Combat is by its very nature dangerous. Any activity,
which involves adults running in different directions
at different speeds, provides many opportunities for
injury. The first purpose of the rules of combat is
to reduce the danger of simulated combat to the greatest
degree possible while still creating a realistic atmosphere
of battle. Toward this goal the Champion checks safety of
weapons and equipment. The Champion is not responsible,
nor are any of the Marshals, for the area of the game that
causes the majority of all injuries in the game, and that is
YOUR BEHAVIOR. When you or your parents signed the waiver
allowing you to fight, you agreed to overlook accidents that
might happen during the games, and to avoid being the cause
of accidents. This includes not backing your opponents off
of cliffs, into trees, or into Nirvana or bystanders. Safe
behavior includes not running into players, spectators, or
traffic. Hard swinging with weapons is unsafe, makes everyone
angry with you, and often results in your removal from the
game. Safety includes voluntarily removing yourself from
any situation in which you are becoming angry, without
needing a Marshal to tell you to do so. Yelling in anger and
cursing are unsafe behaviors, which can result in your removal
from the game for the rest of the day. Marshals are there
to help players follow the game rules. Marshals help people
avoid danger once it is obvious; only YOU can prevent unsafe
behavior before it starts.
A few good principles for all players to follow:
-
Even if your character is not chivalrous,
you as a player should be courteous. We are
adults playing a game with friends, not enemies.
-
If you have a rules question, go to Nirvana and
ask a Marshal or more experienced player for
assistance. NEVER stand out on the field screaming,
or ignore something because you aren't sure.
-
If you have to think about whether a shot was good
or not, it was.
There are several actions that are
strictly prohibited:
- Any physical contact without the
other player's permission. By entering
a battle game you are expecting to be hit
with a variety of objects, but not hands
and feet. Unwanted physical contact may
result in permanent expulsion from the
battlefield. Rough physical contact is
not allowed.
- Shield bashing (any offensive use
of a shield) is unsafe and will not be
tolerated. Equipment may not be used in
a dangerous manner. This includes throwing
shields to block spell balls.
- Striking with intent to injure another
player will end your association with the
High Fantasy Society.
- Participation in an HFS fighting event
while under the influence of any intoxicating
substance is forbidden.
- Using a hold to gain tactical advantage
is not allowed.
Battle Game Rules
- All games must be monitored by at least one
Marshal. The Marshal is the ultimate authority of
any battle game. The Marshal resolves all disputes,
determines legality and safety of any action in
accordance with the rules, and has the power of life
and death over the individual players of the battle
game.
- The Champion, before each battle game, will
check weapons. Any weapon that is deemed unsafe
or illegal before the game by the Champion or during
the game by a Marshal must be removed from game.
- The Marshal will check the individual teams for
compliance with the rules in regard to class
restrictions.
- All spell casters must have a Spell List (pages
67-69) for their current class and level. The
Marshal will check this list before each battlegame.
- No magic may be cast or active class abilities
used before the Marshal officially starts the game.
- Switching classes and/or levels during a battle
game is not allowed.
- Switching sides during a battle game is not
allowed, unless specifically allow by the game or
head marshal.
- All players must announce team affiliation,
class, level, class abilities in use, and
enchantments, if asked.
- Equipment belonging to other players may not be
used without express permission from the owner. A
subdued player's weapons and equipment may not be
moved more 10' from the player.
- The game ends when the Marshal announces that
the specific conditions of the battle game have been
fulfilled. The Marshal will also declare the victors
in any battle game or end a game due to stagnation.
Anatomy of Wounds
Arm shots - Any shot, which hits the arm past the
acromion process (tip of the shoulder), and above
the carpal bones of the wrist. Wounded arm must be
held behind the back, and cannot carry or use equipment.
If an item is held in a "dead arm" (if you have not had
time to drop it, for example) and is hit the shot counts
as a hit to "carried equipment" and thus a hit to a dead
arm.
Leg shots - Any shot, which hits on the femur or
any other leg bone to the talus (lower ankle). Foot
shots only count for spell balls, unless foot is off the
ground. If your leg is wounded, you must put the wounded
leg's knee on the ground, and keep the unwounded leg's
knee off the ground. The only movements allowed is
crawling and short leaps. Another player may carry
you. To simulate carrying, the other player should
hold your arm. You may not run when your leg is wounded,
even if carried.
Body shots - Any shot, which does not hit another
location (i.e. arm, leg, or head), but hits the target is
considered a Body shot. The body does not include the neck
(any cervical regions). Any hit to an unarmored body kills.
Front and back are considered separate hit locations for the
purposes of armor only. The front of the body includes any
area, which would be under the arms when the arms are hanging
limp from the shoulders. The back of the body includes the
shoulders.
Head shots - Any shot that contacts the body in the
neck or skull areas, even if it hits another area first.
Any shot that the player takes as a head shot will allow
that player a personal hold only if they are injured or
have lost glasses or contact lenses; otherwise, all
subsequent blows still count. Intentionally throwing
head shots is not allowed.
Hand shots - Any shot which hits the hand below
the wrist. Hand shots count as arm shots unless the
player is holding a weapon or shield in the hand that
is struck.
Simultaneous shots - Any shot that was in motion
and committed (the wrist had bent forward) prior to the
receipt of a blow is considered simultaneous.Any magical
effect that completely stops the victim (Ice ball,
petrifaction, etc) or completely destroys the victim
and/or the weapon making the attack (Fireball, Sphere
of Annihilation, etc) will cause a shot to not be counted
even though it was in motion.
Good shots - Any shot, which hits a player and
stops or glances off, is considered good, causing wounds
or death. In the ShadowMist there is no such thing as a "light"
shot. Any shot that hits you, even if it is barely felt,
is good. Weapon shots, which brush garb or graze the
target do not count, unless caused by a spell ball.
Hits to Equipment - Any shot that would have struck
the player that is blocked by equipment not held in the
hand affects the target as if the equipment was not there.
Equipment such as weapon scabbards, quivers, shields worn
on back, etc. cannot be used to block shots. Destroyed
equipment (including destroyed weapons and shields held
in hand) cannot be used to block hits. A hit to destroyed
equipment will affect the target even if the shot would
have missed (e.g. a hit to a destroyed shield will wound
the arm wielding the shield).
Death and Rebirth
Death - Duration: 5 minutes, if you have a remaining
life. A partial list of reasons you are considered dead:
- Any body shot.
- Two hits to the same arm.
- Hits on two separate limbs.
- Hits or grazes by killing spell balls.
- Completion of any verbal killing spell while
in the area of effect.
- Walking over or through a fixed enchantment,
which kills.
- Exiting the boundaries of the game.
- Entering Nirvana.
- Announcing your death.
- Lying about enchantment, team, class, or
level.
- Intentionally striking anyone in the head
with anything.
- At the Marshal's discretion.
When you die, announce "DEAD!" hold your weapons over your
head, and walk to Nirvana. You have the option of remaining
within 10 feet of the spot you died and acting out your death
for up to 60 seconds. While pretending to be a bloated corpse
on the battlefield is fun and does add to the color of the
game, it is important to keep track of dangerous situations.
If there is a major combat going on near you, then remove
yourself instead of acting out your death.
If you forgot that you had a protective enchantment, that
would have prevented your death, then leave the field anyway.
The marshal may allow you to have the enchantment on your
next life.
Dead players MAY NOT affect the game in any way. They may
not communicate with living players, unless they are the
victims of a Talk to Dead spell.
Anyone who dies in a particularly entertaining manner may
be awarded 2 minutes off their death count. Bad sportsmanship
gets 2 minutes added to the count.
Nirvana - The place where dead players go to observe
their death counts. Unused equipment should be stored in
Nirvana. Combat of any form is not allowed in Nirvana.
A player has a specific number of lives based on class and
level. A player is out of the game when his last life is
expended.
Returning from Nirvana - Anyone returning from Nirvana
must announce "ALIVE!" at their base to reenter the game. All
enchantments and class abilities worn in the previous life end
before the player returns to life. The Summon Dead spell is
an exception to this rule; anyone Summoned then Resurrected or
Transferred a Life keeps their enchantments and class abilities,
and return to life at the site of the spell casting. Players
returning to life at their base should not use their immunity
to game effects in order to gain a tactical advantage over
their opponents.
Recovering equipment - Anyone retrieving or returning
equipment does so at their own risk. No immunity is granted
or implied. Anyone wishing to replace a weapon or shield
that has been destroyed (in game terms) may go to their base
for a 100 count, after which time they have a "new" item (any
passive skill or enchantment on the item is lost). Note: new
armor MAY NOT be obtained in this manner. Anyone who wishes
to get equipment from Nirvana must receive permission from
the Marshal or take a normal five minute death.
Holds
General Hold - The Marshal may call a general hold
at any point, for any reason. No player in the game may move
from their location, and equipment cannot be recovered. All
players must kneel to signify they know about the hold. The
Marshal must call lay-on before anyone may move from their
position, unless instructed otherwise by an official in
that game.
Personal Hold - Any player may call a personal hold
if they are injured or they lose their glasses or contact
lenses. No fighting should occur within 20 feet of a personal
hold. In the case of injury, the person calling a personal
hold must leave the field for no less than 5 minutes, and
can only reenter the game if the Marshal allows.
Injury Hold - Any player may call a hold if another
player in their area is obviously injured. The player
calling the hold must either render aid or get a qualified
person to do so. DO NOT call an injury hold if someone falls
down; falling down is part of the game. The injured party
must leave the field as in a personal hold.
Speed Time - At the Marshal's discretion, speed time
may be called. All players must immediately return to their
bases, and the clock is advanced 5 minutes. If the team has
a healer, any players who can be healed are healed of their
wounds. Natural armor is not repaired. Players can get new
equipment, but no enchantments may be cast until lay-on is
called again.
Subduals and Prisoners
Players may knock their opponents unconscious by yelling
"SUBDUE!" as a killing blow is delivered. The victim is
not killed, but rendered unconscious for a 100 count. A
subdued player may not affect the game in any manner.
Subual may be used on limbs as well as on the body of a
player. If a hit that would wound is preceded by yelling
"SUBDUE!", then the limb struck is considered numbed for a
100 count. The limb may not be used in any manner.
A Heal spell will instantly end all subdual effects.
Note: More than one limb may be subdued at any one time.
A player may have all limbs subdued as well as being knocked
unconscious. Multiple subdual shots do not increase the
time of subdual.
Barbarians may not be subdued, and take no damage from subdual
blows. Subdual shots are not effective against armored hit
locations and do no damage to armor of any sort. Protective
enchantments such as Protect and Bless are considered armor
for the effects of subdual.
Subdued players may be carried by another player. The subdued
character must be informed that he is being carried and he
must walk with the carrier.
Prisoners may be taken in many scenarios. Prisoners are
players that willingly surrender or are captured by being
subdued and carried back to the enemy base. They may be
held captive by being bound. No actual bindings may be
used. Binding is achieved by touching the captive and
saying "I Bind Thee" x10.
Prisoners may be freed by touching the captive and saying
"I Free Thee" x10. Additionally, if a captive is not
monitored by a guard then they may escape their bonds in a
100 count.
Looting bodies: A player may loot another player who is
dead or unconscious. The looter must touch them and incant
"I loot thy body" x 10. The looted player must give up any
Battlegame items they possess including game gold, rune items,
gambling goods carried, etc. They do not have to give up any
items they own personally such as their armor, weapons, real
world money, jewelry, etc. As a general rule, any item they
might give away during a game can be looted.
Classes
The High Fantasy Society incorporates a class based system
that uses levels of experience to reflect improvement of
skills and abilities. Classes allow a wide variety of skills
and abilities that enhance the role-playing experience. All
participants in the battle game, must be a member of a
fighting class. You will find that not all classes are
created equal. Certain classes, due to the potential
unbalancing effect on the game, are restricted in the
number of individuals allowed to participate on each
team. This restriction is shown in a ratio, such as
one per ten. This means one class member per ten members
of a team, or portion thereof. All monster classes are
restricted in this manner.
There are four non-fighting classes commonly found in HFS.
In addition, there are several others that have not been
adopted by the HFS in general but ARE found in several of
the kingdoms.The four universal non-fighting classes are
Reeve, Marshal, Artisan, and Color. Reeves are battlefield
referees. Marshals are safety monitors. Artisans and Color
are non-fighters that add to the atmosphere of the High
Fantasy Society experience. Other non-fighters include
pages and water bearers. These non-fighters do not gain
in experience, but are greatly appreciated.
Non-Fighting Classes
To allow those unwilling or unable to play a normal battle-game character
to participate in battle-games, several non-combat classes have been created.
These classes have severalrestrictions placed on them:
- They may not carry any weapons, armor, or
shields.
- They have no offensive abilities.
Usually they play as a "neutral" character and they must provide service to both
sides equally. This works well in games with gold or other items as part of the
game as the character can demand payment for their services. No combat is allowed
within ten feet of a non-combat character.
Non-fighter characters may play on the field or "in town". If playing in town they
must set up a ten-foot radius marker around them. This marker is a "safe zone" inside
of which no missile, melee, or spell combat may occur. No player may move inside of
the ten foot "safe zone" around a non-fighting class player while being pursued by a
hostile player if the hostile player is within 50 feet. A non-fighter who is in their
own safe zone is immune to all game effects. They may not be killed or subdued. Not
that a non-fighter playing in town, must be neutral and may not be a member of any
team.
When a non-combat character plays as part of a team, the opposing team may kill or
subdue them by getting within 5 feet of them and calling out either "I slay thee"
or "I subdue thee". They are completely immune to all other game effects including
spells, weapons (melee and missile) and other abilities. A non-combat character that
is subdued may be asked to move to another location (like the subduer's base) and
can be "forced" to cooperate by giving enchantments and other benefits to the subduer's
team. This movement cannot make the character actually enter the battlefield, however.
The "coercion" is to be role-play based with the non-combat character deciding when to
"give in".
Non-fighters who are on the battle field must wear a green baldric to denote their
non-fighter status.
Experience in Fighting and Non-Fighting Classes
HFS has several classes that you can gain experience in.
Experience is gained by actually playing the class in a
battle game and signing in as that class. The Chancellor
(or equivalent officer) records all weeks of experience and
levels are gained according to the following chart:
| Level |
Weeks of Experience |
| 1st Level |
0 - 11 weeks |
| 2nd Level |
12 - 23 weeks |
| 3rd Level |
24 - 35 weeks |
| 4th Level |
36 - 47 weeks |
| 5th Level |
48 - 59 weeks |
| 6th Level | 60 + weeks |
Note: There are no levels above sixth level.
You may only gain credit in one class per day, regardless
of the number of games or classes you play. Fighting
classes gain abilities with each gain in level. You play
as the level you will have with the addition of that day's
point. (i.e. if you have 59 points in a class and you are
signing in as that class you will be sixth level.) If a
player is play testing a new character and that character is
not approved for permanent use, they may transfer the points
that they gained in the new class to another permanent class
so long as the points transferred stay in the same "category"
of class (Limited, Unlimited, Monster, or Non-Combat.)