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:
  1. Even if your character is not chivalrous, you as a player should be courteous. We are adults playing a game with friends, not enemies.
  2. 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.
  3. If you have to think about whether a shot was good or not, it was.
There are several actions that are strictly prohibited:
  1. 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.
  2. 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.
  3. Striking with intent to injure another player will end your association with the High Fantasy Society.
  4. Participation in an HFS fighting event while under the influence of any intoxicating substance is forbidden.
  5. Using a hold to gain tactical advantage is not allowed.
Battle Game Rules
  1. 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.
  2. 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.
  3. The Marshal will check the individual teams for compliance with the rules in regard to class restrictions.
  4. 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.
  5. No magic may be cast or active class abilities used before the Marshal officially starts the game.
  6. Switching classes and/or levels during a battle game is not allowed.
  7. Switching sides during a battle game is not allowed, unless specifically allow by the game or head marshal.
  8. All players must announce team affiliation, class, level, class abilities in use, and enchantments, if asked.
  9. 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.
  10. 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:
  1. Any body shot.
  2. Two hits to the same arm.
  3. Hits on two separate limbs.
  4. Hits or grazes by killing spell balls.
  5. Completion of any verbal killing spell while in the area of effect.
  6. Walking over or through a fixed enchantment, which kills.
  7. Exiting the boundaries of the game.
  8. Entering Nirvana.
  9. Announcing your death.
  10. Lying about enchantment, team, class, or level.
  11. Intentionally striking anyone in the head with anything.
  12. 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:

  1. They may not carry any weapons, armor, or shields.
  2. 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 Level60 + 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.)