Rules and Policies
Our Rules and policies for participating in the game can be found at the below links. Please let us know if you have any questions over on our Facebook page.
Any player who is sick or suspects they have had a recent exposure to any contagious illness that can be spread with person to person contact is required to avoid the game.
Dargarth 2.0 Ruleset
Combat
Belegarth Standard
- Unless otherwise specified the combat rules will be directly taken from the current (as of May 31, 2025) Belegarth Book of War sections 1 through 4. The below sections reflect the full set of rules with modified sections italicized.
- In Dargarth Marshals are referred to as
Elders
, however the original language has been kept throughout the Combat Rules section.
1. Safety and Adjudication
- Each individual is expected to treat each other with respect and participate in fair play with safety and sportsmanship in mind. Actual violence, threats of actual violence, cheating, and arguing with marshals or other combatants disrespectfully are just a few examples of unacceptable behavior and are not allowed.
- Marshals: Marshals are the referees of Belegarth, responsible for rules enforcement, encouraging acceptable behavior and the inspection of both the field and equipment used.
- A marshal has the authority to remove anyone from the field of battle for reasons listed in
rule 1.1
. - Marshals may call hit determinations at their discretion.
- Marshals oversee the safe conduct of battles and therefore have the power to declare “hold” whenever a safety concern arises.
- Marshals enforce the rules enumerated in Section 4 (Weapons Specifications and Checking), and determine the classifications of equipment.
- Marshals shall not be used in such a way as to gain protection or advantage in combat.
- Solid yellow tabards, baldrics, or other pieces of solid yellow garb signify that a person is a marshal or a non-combatant. Combatants are forbidden from wearing such.
- Non-combatants on the field must be approved by a marshal (e.g. photographers).
- Intentional illegal acts may result in immediate removal from the field, until a marshal allows them re-entry. Marshals are the arbiter of intent.
- Unintentional illegal acts that re-occur frequently shall be treated as intentional.
- Marshals may choose to allow weapons on the field that meet striking safety requirements but do not meet weight requirements for weapons constructed or last modified before 6/28/2025 or weapons belonging to new players that come from other games with lower weight limits.
- A marshal has the authority to remove anyone from the field of battle for reasons listed in
- Hold: In the event of an unsafe situation, anybody present MUST call “HOLD!” as loudly as possible. All activity must cease while a marshal assesses the situation. The battle will resume when the marshal calls “Positions” to prepare combatants for resuming and then “Lay on”.
- Combatants must drop to a knee immediately when a hold is called and call “HOLD!” as well. They should not move or re-equip during a hold unless told to do so by a marshal.
- It is illegal to call a hold or use a hold called by someone else to gain an advantage over fellow combatants
- Combatants must avoid using phrases such as “Hold the line!” or any words that could be misinterpreted as “HOLD!” during a battle.
- All equipment must be inspected and properly marked according to the guidelines outlined in Section 4.4 before it is used in combat.
- The target of an attack has the authority to make combat hit determinations, but must defer to the discretion of marshals.
- Creative interpretation of the rules to gain any advantage is illegal. The marshal settles all disputes.
- Fighting near weapon piles, onlookers or unsafe locations is discouraged.
- A combatant may choose to call themselves dead and/or leave the field at any time by displaying death in an appropriate manner,
rule 3.7.3.4
.- Combatants may not re-enter the field until game-play has ceased or a marshal has allowed re-entry. This must be done in a safe manner to get clear of the battlefield boundaries and should not interfere with the ongoing battle.
2. Equipment Classifications and Definitions
- There are five classifications of offensive equipment, hereafter called weapons. Weapons are any items that can score combat hits. All weapons must meet the requirements outlined in Section 4, Weapon Specifications and Checking.
- Class 1: One-handed swung weapon.
- Class 2: Two-handed swung weapon.
- Class 3: Thrusting weapon.
- Class 4: Missile weapon.
- Class 5: Head-only missile weapon.
- Defensive equipment is any item that gives combat advantage to its wielder by preventing combat hits and is unable to inflict damage on combatants.
- There are two types of defensive equipment: shields and armor. All defensive equipment must meet the requirements outlined in section 4.11 and 4.12, respectively.
- Shields are rigid objects that are padded on the front and sides and are equipped with handles or straps.
- A shield may not be constructed in a manner that would confer the advantage of unbreakable armor.
- Unbreakable armor is defined as a worn shield that shapes/forms closely to more than one target area, wraps around a limb unreasonably, and/or shapes/forms closely to multiple planes of the torso.
- Armor is protective body covering, consisting of period materials. Armor must be readily recognizable as armor.
- No single piece of equipment can be classified as both offensive and defensive equipment, e.g., a weapon cannot also serve as a shield or armor.
- Miscellaneous equipment includes, but is not limited to, items such as: thin belts, pouches, boots, quivers, straps, scabbards, and non-armor clothing and headwear.
- While conferring no special rules advantage, miscellaneous equipment may be checked for combat safety and Belegarth-appropriate appearance at the marshal’s discretion.
- Miscellaneous equipment cannot serve as offensive or defensive equipment regardless of the material(s) used.
3. Combat
- The following actions are allowable contact:
- Weapon to weapon contact.
- Weapon to body contact is allowed on valid target areas using striking-legal surfaces.
- Body to weapon contact: Pushing, grabbing, or sweeping a combatant’s strike-legal surface results in a valid hit to the body location used for contact. Additional rules may be found in 3.12.
- Weapon to shield contact is allowed.
- Shield to weapon contact: Shields may be used to strike, deflect, move or pin a combatant’s weapon.
- Shield to shield contact: Shields may be used to strike, deflect, move, or pin a combatant’s shield.
- Shield to body contact: Shields may be used to strike, deflect, move, or pin a combatant’s body other than what is mentioned in 3.2.
- Body to shield contact: Combatants may manipulate another combatant’s shield with their body, including feet, knees, shoulders, hands, and elbows.
- Body to Body contact: Combatants may make contact with other combatants in accordance to rule 3.12.
- Disallowed contact:
- Head contact from Class 1, 2, 3 weapons or shields.
- Feints towards the head from Class 1, 2, 3 weapons or shields are discouraged.
- Unarmed punches and kicks directed at other combatants bodies.
- Throws where the throwing combatant allows the other combatant to freefall to the ground.
- Intentionally hitting another combatant with a non-striking surface.
- Joint/nerve holds and manipulations.
- Grappling the head or neck.
- Head contact from Class 1, 2, 3 weapons or shields.
- Target area definitions: Hits
- Body: Area bounded by the base of neck (inclusive), shoulder-arm joint (inclusive), hip-leg socket (inclusive), groin, and buttocks (inclusive).
- Arm(s): Area bounded by the wrist (inclusive) and the shoulder-arm joint (exclusive).
- Leg(s): Area bounded by the ankle (inclusive) and hip-leg socket (exclusive).
- Head: Area above the base of neck (exclusive).
- Hand(s): Area below the wrist (exclusive). An empty hand is a legal target area. A hand on a weapon or shield is considered part of that weapon or shield. Any hit to the hand is considered a hit to the arm.
- Feet: Area below the ankle (exclusive). A foot is a legal target area if it is off the ground. Any hit to the foot is considered a hit to the leg
- Weapons:
- Weapons which strike with sufficient force can score a hit to the target area.
- “Sufficient force” is defined as being both “solid” and having powerful impact on a target area as defined below:
- Solid: Successfully strikes the target area. Taps, grazes, significantly obstructed strikes, and strikes that come in contact with garb only do not count as sufficient force.
- Strikes that do not have sufficient force shall be communicated as insufficient by saying “light”, “graze”, or “garb’ as appropriate.
- Weapon Damage: Weapons yield various amounts of damage according to the classification of the weapon and the armor/damage status of the target.
- Class 1 (one-handed, swung) weapons cause one hit to a target area. Any Class 1 or Class 2 weapon swung with one hand, no matter the length, is a Class 1 weapon. Class 1 weapons swung with two hands causes one hit to a target area.
- Class 2 (two-handed, swung) weapons cause two hits to the target area when used for two-handed strikes.
- “Two-handed” is defined as having both hands fixed on the weapon when the weapon makes contact with the target.
- Combatants striking with a two handed swing should call “Two” or the appropriate tape color as indicated on the weapon as they strike.
- Class 3 (thrusting) weapons wielded one-handed cause one hit of damage to an unarmored target area, and have no affect against an armored area.
- When used two handed, Class 3 weapons bypass armor.
- Combatants striking with a two handed stab should call “Double” as they strike. See
3.5.2.1
. For two-handed definition.
- Class 4 (missile) weapons cause one hit to a target area and bypass all armor except head armor. A Class 4 weapon striking an armored portion of the head area causes no hit.
- Class 5 (head only missile) weapons cause 1 hit to an unarmored head area. A Class 5 weapon striking an armored portion of the head area causes no hit.
- The head is a legal target area for Arrows/Bolts, Thrown Javelins, and all Class 5 weapons.
- The head is an illegal target area for Class 1, 2, and 3 weapons.
- A Class 1 or Class 2 weapon cannot also be a Class 4 or 5 weapon.
- Intentionally hitting combatants with the non-striking surface of a weapon is illegal. For example, deliberately striking a combatant with flail haft padding to allow the head to swing around and hit a target area.
- Anvilling is blocking a weapon strike by laying a weapon against a target area and/or shield and is illegal.
- Sufficient force hits must be taken through anvilling weapons.
- Hits must be taken from weapons not in direct contact with a target area or shield but are driven into a target area or shield with sufficient force.
- Sheathed or otherwise worn weapons cannot block attacks.
- Shot in Motion: An attack on another combatant that begins before the attacker is hit by a legal blow is considered a legal shot on the combatant. The shot may not change planes once the attacker is hit (e.g. a fake on the combatant).
- Magic Switch: It is permissible to move a weapon or shield from the disabled hand to the uninjured hand immediately after a combatant’s arm is hit.
- Armor:
- Armor confers a number of additional hits equal to its armor rating or “AR” to the target area covered by the armor. Multiple pieces of armor on the same target area only confer a number of hits equal to the highest AR. A single piece of armor covering multiple areas confers hits on each target area covered.
- AR1 consists of any non-metal armor such as heavy leather or a padded gambeson. AR2 consists of metal armor with gaps no larger than ½” such as chainmail or splint mail. AR3 consists of metal armor made of continuous or overlapping metal plates such as brigandine or full plate.
- Armor only protects areas covered.
- Armor must cover at least one-third of a target area. Armor which extends continuously from a different target area is not required to cover one-third of a target area to count as armor for that target area.
- Weapons that strike both armored and unarmored target areas are considered to have hit the unarmored target area.
- The presence of armor must be easily discernible to count as armor.
- “Armor” must be declared to acknowledge that a sufficient-force strike hit the armor but did not disable a target area.
- It is encouraged to include the target area in the declaration of armor; e.g. “left leg armor”, or “body armor”.
- Armor confers a number of additional hits equal to its armor rating or “AR” to the target area covered by the armor. Multiple pieces of armor on the same target area only confer a number of hits equal to the highest AR. A single piece of armor covering multiple areas confers hits on each target area covered.
- Hits:
- All hits and armor status effects must be accurately portrayed at all times and truthfully reported when asked.
- Effects of hits:
- One hit to an unarmored target area disables that target area.
- Two hits to an armored target area disable that target area.
- Disabled arm: A disabled arm may not hold anything. If the arm is hit by a Class 1 or 2 weapon, the arm must be placed behind the back. If the arm is hit by a Class 3 or 4 weapon, leave the arm dangling limply.
- Disabled leg: kneel on ground with the non-disabled leg up. When hit, the combatant must immediately drop to the disabled knee.
- A combatant who has their leg disabled may either shuffle on the knees or move in any way that doesn’t involve weight on the foot of the disabled leg.
- Knee shuffling is defined as moving on the knees such that one knee is on the ground at all times.
- Examples of legal non-shuffling movements include crawling, rolling, lunging from the non-injured leg, or being clearly supported by others.
- Examples of illegal movement include duck walking, lunging off the injured leg, or standing using the uninjured leg in any way.
- If a combatant has both knees on the ground or both knees in the air, a strike to either leg is considered to have hit the good leg.
- It is illegal to change your disabled leg, unless a medical condition requires you to do so.
- Combatants must verbally distinguish between a leg disabled by a Class 1 or 2 weapon or a leg disabled by a Class 3 or 4 weapon.
- A combatant who has had their leg disabled may choose to “post” instead of kneeling. When posting, the injured leg may not be moved, except to pivot in place. When posting, a strike to either leg is considered to have hit the good leg. When choosing to post, it must be declared at the time of posting and communicated normally as any other injury.
- A disabled body causes death.
- A disabled head causes death.
- Two disabled limb target areas (arms and/or legs) cause death.
- Limbs injured with Class 3 or Class 4 weapons do not count towards this total.
- Death: Combatants must lay down immediately. Combatants are only allowed to move if instructed by a marshal or in order to move away from a potentially unsafe situation.
- Attempting to gain a combat advantage over “living” players by appearing dead or declaring death and then returning to play is illegal. (e.g. sitting down appearing to look dead and waiting for someone to draw near.)
- Combatants cannot return to life or otherwise undo a bad call unless otherwise specified by a marshal to do so.
- Combatants may communicate “late” when their hit lands after their death, nullifying the damage from the strike to other combatants.
- A combatant may indicate that they are dead by placing a weapon or arm on their head and loudly calling “DEAD”. This is only allowed when dead combatants are attempting to exit the field as instructed to by a marshal, or to call themselves dead, as in rule 1.7.
- Dropping weapon(s) is not a valid show of death.
- If a combatant is dead, they must look dead and make it clear to those around them that they are dead. (e.g. placing an elbow on the ground while lying down).
- Dead combatants must not talk to the living unless to indicate a potential safety hazard.
- Combatants attacking an unaware combatant with a Class 2 or 3 weapon must shout “Two” or appropriate tape color as indicated with the weapon they strike with a two-handed Class 2 swing, “Single” with a one-handed Class 3 shot, and “Double” if with two-handed Class 3 attack as appropriate. If the weapon class is not called, the combatant should consider a successful strike to cause a single hit.
- Subsequent hits to the same location:
- All subsequent hits with Class 3 or 4 weapon on the same target area previously injured only by a Class 3 or 4 weapon are ignored.
- All subsequent hits to an arm disabled by a Class 1 or 2 weapon pass through to the body. However, armor still provides its protective benefits in the case of subsequent hits. For example, if a combatant has an arm disabled but is wearing torso armor, a subsequent Class 1 hit to the arm would first count against the armor and the following hit would be to the body.
- All subsequent hits to a leg disabled by a Class 1 or 2 weapon during the initial movement of the knee to the ground constitute death. Once the knee is on the ground, subsequent shots to the disabled leg are ignored.
- A target area disabled by a Class 3 or 4 weapon that is subsequently hit by a class 1 or 2 weapon is then considered to be disabled by a Class 1 or 2 weapon.
- A hit that strikes both the body AND either an arm or a leg is assumed to have hit the body.
- A single strike can only damage one target area.
- Shields:
- Shields are destroyed by two heavy, solid, two-handed strikes from a Class 2 weapon.
- Subsequent strikes to a destroyed shield continue into the target area on which the shield is worn. For example, if a shield on an arm is broken by two sufficient Class 2 hits and is not dropped, the next hit would be to the arm and, after that, to the body.
- Heavy strikes are defined as a stronger than normal strike, as defined in
3.4.2
and3.5.2.1
. - Shields may be used in any reasonable manner and still be considered a shield.
- Only one shield may be used by a combatant at a time.
- The wielder of the shield determines if a shield breaking hit is sufficient.
- Shields lying on the ground cannot be broken.
- Shields are destroyed by two heavy, solid, two-handed strikes from a Class 2 weapon.
- Offensive Shield Techniques:
- It is illegal to use offensive shield techniques to move combatants into hazards or obstacles such as trees or paved surfaces.
- It is illegal to use the unpadded portions of the shield for offensive shield techniques.
- Intentional shield contact to the head or neck is illegal.
- Shield Bashing and Checking:
- Shield Bashing is defined as a combatant charging another combatant and using the face or edge of their shield to make contact with their shield or body, such that forward momentum is impossible to stop within two steps.
- Shield checking is defined as a combatant using the face or edge of their shield to make contact with another combatant while stationary or charging from two steps away or less, such that the combatant is able to stop their forward momentum within two steps.
- It is legal to shield bash or check another combatant from the front or the sides excluding the rear quadrant. The combatant initiating the bash or check must ensure that this will not place another combatant in an unsafe situation.
- A combatant may bash another combatant who does not have a shield.
- While performing a shield bash or check, a combatant may not make intentional contact with another combatant’s head or neck.
- Bashes must target a combatant’s center of mass, not knees or legs.
- It is illegal to bash or check combatants that have bows and/or arrows/bolts.
- It is illegal to shield bash, as defined by
3.11.4.1
, a combatant with a disabled leg. - It is legal to shield check, as defined by
3.11.4.2
, a combatant with a disabled leg.
- Shield braces, edging, and bumping:
- A shield brace is when a combatant plants their feet while holding or placing their shield in front of a moving combatant.
- A shield bump is incidental shield contact against a combatant’s body or equipment when the intent is not to knock the combatant over.
- Edging is using the edge of a shield against a combatant’s shield, body, or weapons.
- Shield braces and bumps are legal from all four sides against other combatants.
- It is illegal to intentionally edge a combatant’s head or neck.
- Edging is legal from the front and both sides but not from the rear.
- Shield Kicking:
- Shield Kicking is when a combatant makes contact with another combatant’s shield with their foot.
- Kicking is allowed only to shields, not to people. The kicker must maintain sufficient control to not kick another combatant.
- Kicking of shields less than 18. in diameter is illegal.
- A shield kicker must maintain one foot on the ground. Kicks where both feet leave the ground are illegal.
- Shield kicking from the rear is illegal.
- Grappling:
- Grappling is allowed.
- Grappling is defined as wrestling or attempting to grasp another combatant’s body to prevent attacks or to control the combatant’s movements.
- Grasping the non-striking surfaces of another combatant’s weapon such as a haft of a flail or a spear shaft does not constitute a grapple.
- Combatants may initiate grapples with other combatants according to the following rules:
- A combatant wearing no armor may grapple all combatants.
- A combatant wearing leather or mostly (2/3 or more) leather composite armor may grapple any armored combatant, but not unarmored combatants.
- A combatant wearing chain armor or mostly (2/3 or more) metal composite armor may grapple combatants wearing mostly metal composite, chain or plate armor.
- A combatant wearing plate armor may not initiate a grapple.
- A combatant wearing plastic safety equipment is treated as leather armor for grappling purposes only.
- Groin protection, protective sports bra inserts, and safety glasses are exempt from
3.12.4.5
.
- A grappler must maintain positive control of the combatant when attempting to bring a grappled combatant to the ground.
- Positive Control is defined as a grappler bearing some of a combatant’s weight and speed when bringing them to the ground.
- Combatants with bows and/or arrows/bolts may not initiate grapples or be grappled.
- Combatants may not grasp a combatant’s bow or arrows/bolts with the intent to control their direction or prevent them from using this equipment.
- Combatants may grab their weapons any way they wish, including the blade/striking surface. This is an exemption to the anvilling rule (3.5.9).
- If holding the weapon from a striking surface, a combatant cannot attack to deal damage to other combatants in an unsafe manner (e.g. punching and/or gripping so that the handle or pommel is swung towards an opponent).
- Gripping the striking surface of a combatant’s weapon results in the disabling of that limb.
- Contested weapons, e.g., weapons being held by two or more combatants vying for control, may not be held by the striking surfaces. A combatant who grabs the striking surface of a contested weapon must lose that limb.
- Missile Weapon Conventions:
- If a bow or crossbow is hit by a Class 1 or 2 weapon, it is considered broken and cannot be used for the remainder of the battle.
- A half draw or throw for Class 4 weapons under a range of 20 feet is required.
- Half draw is defined as drawing back the bow only so far such that it imparts no more than half the force to the arrow than a normal full draw. This distance and pull will vary due to variances in bow design.
- Half throw is defined as drawing back the javelin only so far such that it imparts no more than half the force of a normal full throw.
- A missile weapon must travel its entire length to score a hit.
- An arrow must be fired from a bow in order to score a combat hit. Similarly, a bolt must be fired from a crossbow in order to score a combat hit.
- A missile weapon is considered to have hit if there is significant deflection of the missile head (greater than 30 degrees). Once the missile head has significantly deflected, the missile is rendered harmless until retrieved and fired again.
- An archer who attacks with an arrow or bolt may call a combat hit for clarification when the shot clearly and unambiguously hit a target area.
- For a shot to be clear and unambiguous, the archer must have an unobstructed view of the entire flight of the arrow or bolt including post hit deflection.
- A javelin thrower may clarify that the javelin did not hit with the point by declaring “shaft” or saying that the shot was not good.
- Javelin throwers may call “Point” for clarification.
- When in doubt, the target makes the hit determination for missile weapons.
- Blocking Missiles:
- All rocks and javelins may be blocked by any means that keeps the missile away from a target area.
- An arrow or bolt may only be blocked by a shield. An arrow or bolt blocked by a weapon is considered to have continued to travel in the same direction and strike the target area immediately behind the weapon.
- Intentional blocking of an arrow or bolt with anything but a shield causes death to the blocker. This includes attempting to swat or grab arrows or bolts out of the air using weapons or limbs.
4. Weapon Specifications and Checking
- Definitions:
- Striking surface: Padded surface of a weapon designed to make contact with a combatant during combat. Only the striking surface of a weapon may score a hit.
- Non-striking surface: Any padded surface of the weapon that is not a striking surface.
- Incidental Padding: The padded part of a weapon that could make direct contact with a combatant during a swing but cannot score a hit.
- Courtesy Padding: The padded part of a weapon that might make contact with a combatant during combat, but is unlikely to do so in the direction of the swing. For example, the haft padding for a spear or just above a flail’s handle.
- Handle: Non-padded portion of the weapon designed as a handhold.
- Pommel: Non-striking surface that covers the end of the handle.
- Crossguard: Non-striking surface that separates the striking surface from the handle and is perpendicular to the striking section of the weapon.
- Hilt: The combination of the handle, pommel, and crossguard.
- Core: The center of the weapon used to provide rigidity and flexibility to the striking and non-striking surfaces attached to it.
- Sword: Any weapon approximating a medieval sword, constructed using either an edge/flat or cylindrical design.
- Flail: Any hinged weapon.
- Double-ended weapon: A weapon approximating a medieval staff.
- Javelin: When thrown a Class 4 weapon, when used to stab a Class 3 weapon.
- Archery: Class 4 weapons including bows, crossbows, arrows, and bolts.
- Rocks: Class 5 weapons.
- Padding and cover requirements:
- Padding on the striking surface must have sufficient cushioning to prevent the core from being felt during a full-force hit.
- Padding on the striking surface must have sufficient cushioning to prevent excessive stinging or bruising during a full-force swing.
- All striking surfaces must be covered by cloth. The cloth covering must be in good condition with no serious rips or holes, especially near the tip of a weapon.
- Cloth grip tape is not an allowable substitute for covering striking surfaces.
- Incidental Padding is required on those parts of a weapon that are likely to come into contact with a combatant during normal combat but are not striking surfaces.
- Incidental Padding must be sufficiently cushioning as to prevent the core from being felt during a sufficient force shot.
- Incidental Padding is not required to be as soft as striking surface padding.
- Incidental Padding must be covered by cloth, tape or plastidip.
- Courtesy Padding may be used in any situation where padding is required, but it is unlikely that the weapon will contact a combatant.
- Courtesy Padding must have sufficient cushioning to provide some protection in the event of contact.
- Courtesy Padding must be covered by cloth, tape or plastidip.
- Hafted: A weapon is hafted if the striking surface does not extend all the way to the handle.
- Hafted Class 1 weapons must have incidental padding that extends at least 6 inches (15.24 cm) from the striking surface, or to the handle, whichever is shorter, and courtesy padding that extends from the bottom of the incidental padding to the handle.
- Two-handed hafted Class 2 only and Class 2/Class 3 combined weapons must have incidental padding that extends at least 12 inches (30.48 cm) from the striking surface or to the handle, whichever is shorter, and courtesy padding that extends from the bottom of the incidental padding to the handle.
- Handles must be contiguous. It is not allowable to have a handle, courtesy padding, and then an additional unpadded handle closer to the striking surface(s).
- The only exception to this rule are double-ended weapons with specifications that conform to 4.9.6.
- Padding on the striking surface must have sufficient cushioning to prevent the core from being felt during a full-force hit.
- Tape may be used on striking surfaces under the cloth covering. However, the tape may not cause the weapon to hit too hard as determined by a hit test.
- Marking: Weapons must be marked with the appropriate color(s) of tape to denote their classifications. This marking tape must be placed in a manner so that combatants and marshals may easily see it. Unmarked weapons will only be checked as Class 1 weapons.
- Class 1 weapons are marked with blue tape on either the pommel or handle.
- Class 2 weapons are marked with red tape on either the pommel or handle.
- Class 3 weapons are marked with green tape on either the pommel or handle.
- Class 1 and 2 weapons that are also Class 3 are marked in the same way.
- Class 4 and 5 weapons are marked in a manner to indicate a marshal has inspected them.
- Template rules:
- Two and one-half inch rule (6.35 cm): No surface on a striking edge (sword tip, arrow/bolt head, spear head, javelin head, etc.) whether designed for stabbing or not, may readily pass more than one-half (1/2) inch (1.3 cm) through a two and one-half (2 1/2) inch (6.35 cm) hole.
- The weapon tip is exempt from the two and one-half (2 1/2) inch (6.35 cm) rule, rule 4.5.1, if the weapon has a semicircular tip with a minimum one and one-half (1 ½) inch (3.81 cm) radius.
- When checking a Class 1, Class 2, Class 3, or Class 4 weapon’s tip, the template should be applied perpendicular to the end of the weapon. (ie: place the template flat on top of the end of the weapon.)
- The weapon tip is exempt from the two and one-half (2 1/2) inch (6.35 cm) rule, rule 4.5.1, if the weapon has a semicircular tip with a minimum one and one-half (1 ½) inch (3.81 cm) radius.
- Weapon pommels and other protrusions, such as the ends of crossguards, may not readily pass more than one-half (½) inch (1.3 cm) through a two (2) inch (5.08 cm) diameter hole.
- Two and one-half inch rule (6.35 cm): No surface on a striking edge (sword tip, arrow/bolt head, spear head, javelin head, etc.) whether designed for stabbing or not, may readily pass more than one-half (1/2) inch (1.3 cm) through a two and one-half (2 1/2) inch (6.35 cm) hole.
- The maximum allowed flex of any weapon except javelins is forty-five (45) degrees.
- Arrows, bolts, bows, crossbows, and Class 5 weapons are exempt from flex rules.
- All areas of wood-cored weapons must be taped, including bamboo and rattan.
- Weapon handles and wooden bows are not required to be taped.
- Wooden arrow/bolt shafts must be wrapped completely in tape prior to building the arrowhead.
- Other than aluminum arrow/bolt shafts, a weapon may not have a metal core.
- All weapons must be built to the following specifications:
- Class 1: All Class 1 weapons must conform to the following, as applicable:
- A Class 1 weapon under twenty-four (24) inches (60.96 cm) in length has no weight minimum.
- A Class 1 weapon twenty-four (24) inches (60.96 cm) in length or longer must weigh a minimum of twelve (12) ounces (340.2 g).
- With the exception of double-ended weapons, a Class 1 weapon must be shorter than forty-eight (48) inches (121.92 cm).
- The maximum handle length for a Class 1 weapon is twelve (12) inches (30.5 cm) or one-third (1/3) of the overall length, whichever is greater. This cannot exceed one-half (1/2) of the overall length.
- The minimum overall length of a Class 1 is twelve (12) inches (30.5 cm) of contiguous striking, incidental, and courtesy padding plus the length of the hilt.
- A Class 1 weapon may also be Class 3.
- Class 2: All Class 2 weapons must conform to the following:
- The minimum length is forty-eight (48) inches (121.92 cm).
- The minimum weight is twenty-four (24) ounces (680.4 g).
- The maximum handle length for Class 2 weapons is eighteen (18) inches (45.72 cm) or one-third (1/3) of the overall length, whichever is greater. This cannot exceed one-half (½) of the overall length.
- A Class 2 weapon may also be Class 3.
- Class 3: All Class 3 weapons must conform to the following:
- If the weapon is Class 3 only, it has no weight restriction.
- The maximum handle length for Class 3 weapons is two-thirds (2/3) of its overall length.
- If the weapon is Class 3 only, it may not have a yellow cover.
- Single-edged weapons must have their non-striking edge clearly marked for at least twelve (12) inches (30.5 cm) with tape, paint, fabric, or other material in a way that contrasts with the striking surface cover and does not wrap onto the flat of the blade.
- Flails must conform to the following:
- The minimum striking surface circumference measured on the smallest plane passing through the center of the flail head is fifteen inches.
- Only the head of a flail is a striking surface.
- The maximum chain/hinge connecting the striking surface to the hilt is six (6) inches (15.24 cm).
- Only one hinge per flail is allowed.
- The hinged part of the flail must be padded with foam (often referred to as dingleberries) to keep the chain from easily entangling a weapon or body part. No more than one and one-half (1 ½) inches (3.81 cm) of chain may be exposed.
- The maximum overall length is forty (40) inches (101.6 cm).
- Flails must contain incidental padding for the last six (6) inches (15.24 cm) of the haft before the chain.
- Double-ended weapons must conform to all of the following:
- Double-ended weapons must not be more than seven (7) feet long (2.13 m).
- Double-ended weapons must have a minimum of eighteen (18) inches (45.72 cm) in length of striking surface covering each end in a cylindrical fashion. Both striking surfaces of this weapon must follow Class 3 weapon standards for a double-ended weapon to be legal.
- Regardless of length, a double-ended weapon is a Class 1 weapon when swung and Class 3 when thrust.
- Double-ended weapons may have no more than one-third (1/3) its overall length as unpadded handle.
- Javelins must conform to all of the following:
- Must also pass as a Class 3 weapon.
- The maximum weight is sixteen (16) ounces (453.6 g).
- The minimum length is four (4) feet (1.22 m).
- The maximum length is seven (7) feet (2.13 m).
- Must have courtesy padded along the entire length.
- Must flex less than ninety (90) degrees. This is an exception to rule 4.6.
- Must have a yellow cover on the striking surface of the weapon.
- Archery Restrictions:
- Arrows and bolts must conform to the stated arrow construction requirements and are exempt from non-arrow weapon construction requirements.
- Compound bows or compound crossbows are not allowed.
- Bows may not have any dangerous protrusions, such as metal post arrow rests, or mechanical modifications such as sights, stabilizers, or releases.
- The maximum poundage allowed on a bow is thirty-five (35) lbs (15.88 kg) pull at twenty-eight (28) inches (71.12 cm) of draw.
- A crossbow’s draw may not exceed 450 inch-pounds (518.5 kgf-cm). Inch pounds are calculated by multiplying ‘Draw Weight’ by ‘Power Stroke’. Draw Weight is measured at the bow’s full draw. Power Stroke is the distance from rest to full draw measured in inches. See Appendix C for reference chart.
- A draw stop is required and must effectively stop an arrow from being drawn more than twenty-eight (28) inches (71.12 cm). It should protrude at least one-fourth (¼) of an inch (6.4 mm) away from the arrow shaft.
- If the base of the head of an arrow prevents the archer from drawing beyond 28 inches (71.12 cm) the head of the arrow acts as the draw stop.
- Crossbow bolts must have a maximum shaft length of no more than 18 inches (45.7 cm). A draw stop may not be used to meet this requirement. Crossbow bolts must use non-pinching nocks designed for use specifically with crossbows. Examples of these include half-moon, flat, capture, or multi grooved nocks.
- Arrow/bolt striking surfaces may not easily pass more than one-half (½) inch (1.27 cm) through a two and one-half (2 ½) inch (6.35 cm) diameter hole. No part of the arrow/bolt’s striking surface may be less than two and one-half (2 ½) inches (6.35 cm) in any direction.
- All arrows/bolts must contain a penny, or solid metal blunt of an equivalent gauge and circumference, perpendicularly secured at the end of the shaft.
- All arrows/bolts using modular technology must create a semi-permanent connection point through the means of threaded screws, epoxy, glue, or strapping tape; the head must be secondarily secured at the end of the shaft with tape.
- All arrows/bolts that are altered in any way during a day of combat will be treated as new arrows/bolts and must be rechecked as such before being put back into use.
- The arrow’s/bolts striking surface must be constructed of open-cell foam.
- All arrows/bolts must have at least two full fletchings.
- Fletchings must be made of a flexible material and cannot be rigid.
- The striking surface of an arrow/bolts must be free of tape.
- The arrowhead should not have excess axial or lateral movement and must be secured at the end of the shaft in such a way that they will not come off if firmly twisted or firmly pulled.
- Class 5 weapons have a minimum diameter of four (4) inches (10.16 cm) and are constructed entirely of foam, cloth and/or tape (coreless).
- Class 1: All Class 1 weapons must conform to the following, as applicable:
- Prohibited Weapons:
- Entangling weapons (nets, lassos).
- Unmanned weapons (traps).
- Non-compliant double ended weapons (e.g. nunchaku, double-ended daggers, pommel spikes).
- Punching weapons (punching daggers, tonfas).
- Any weapon that, when used as intended, violates the rules stipulated in the Book of War or grants an excessive advantage.
- Shields:
- Shields must be padded on the edges and face so as not to cause injury when struck with a forceful blow of an arm/hand.
- The maximum width of a shield is three (3) feet (91.44 cm). Concave/curved shields will be measured along the curve of the face.
- The maximum height of a shield is eighteen (18) inches (45.72 cm) less than the height of the wielder.
- The minimum dimension on the face of a shield is twelve (12) inches (30.48 cm).
- Shield spikes are allowed for decoration but may not form any rigid protrusions.
- Shields must be reasonably rigid which is defined as the edges not bending towards each other excessively when attempting to bend the shield in half.
- Armor Checking:
- Definitions:
- Composite: Armor of metal, leather, or both that is attached to another material backing and/or covering.
- Cops: Rigid knee and elbow armor.
- Gauntlet: Armor for the hands.
- Gorget: Armor specifically for the neck.
- Helmet: Armor for the head and neck.
- Non Metal: Armor constructed of tanned animal hide or padded cloth. Synthetic leather, pleather, or vinyl, and other man-made materials cannot be used in place of actual animal hides.
- Metal: Armor constructed of metal. Includes chain and plate.
- Rigid Metal: Armor constructed of discrete or continuous metal plates.
- Chain or Maille (mail): Metal Armor constructed of interlocking metal rings.
- Penny round: Armor checking standard where the edge of rigid metal in armor is compared to that of a penny:
- The edge of rigid metal armor shall have the smoothness of the edge of a penny.
- The edge of rigid metal armor shall have less cutting ability than the edge of a penny.
- The radius of any rigid metal corner must be greater than the radius of a penny.
- Sabaton: Armor for the foot.
- Armor must be inspected for safety by marshals.
- Armor must not catch appendages such as fingers. This includes articulated plates and large diameter chain.
- Armor may not have rigid protrusions that rise more than one-half (½) inch (1.27 cm) from the surface.
- Non-Metal Armor:
- The minimum thickness for non metal armor is 10oz (5/32″, 4.0 mm).
- The minimum thickness requirement can be achieved by layering up to two (2) pieces of thinner leather.
- Metal Armor:
- Metal Armor must be made from period metals and alloys such as iron, bronze, brass, or copper. Modern steel alloys are also allowed.
- Metal Armor must conform to both of the following:
- Must not be easily deformable by hand or by weapon strikes.
- Using a material with a thickness of at least twenty (20) gauge.
- Rigid metal must conform to the penny round standard.
- Composite Armor:
- Composite armor is defined as armor made up of leather, metal, or both that is attached to and/or covered by another material such as thin leather or cloth.
- Studded, scaled, or brigandine armor can only be counted as Armor if two-thirds (2/3) of the armor piece is constructed from armor-grade metal or leather. The studs/rings/plates must be no more than one-half (½) inch (1.27 cm) apart in all directions. Rings and washers also cannot have openings larger than one-half (½) inch (1.27 cm).
- Composite Armor must be readily identifiable as armor by appearance.
- Prohibited Armor:
Rigid metal knee or elbow armor (cops).(not applicable)- Rigid metal hand armor.
- Definitions:
Players
Dargarth is a full contact wargame. All players must be at least 14 years of age to play, and must sign a waiver before participating in an event. Players younger than 18 years old must also have their waiver signed by a parent or legal guardian.
All players are responsible for generating an inclusive atmosphere while at Dargarth. Unsporting behavior and hateful or derogatory speech will not be tolerated at Dargarth events.
A player that does not want to be purposely hit by others but still wants to be on the field should wear a red sash. These players will declare themselves dead upon an opponent coming within 5 feet of them. Players that choose to be on the field are always at risk of incidental contact, and players wearing a red sash are still at risk of incidental contact with weapons. Players wearing a red sash should not be targeted purposefully by projectiles or melee attacks.
Players are ‘Newbies’ until their 3rd event. During this time newbies:
Should not serve as an Elder, Marshal, as a witness to the safe behavior of other players’ certification tests, or be responsible for checking weapons.
Are encouraged, but not required, to bring proper garb or Weapons. After their newbie stage, players should provide their own equipment (as able) and will not be allowed to participate without garb.
Cannot use a Red Weapon, Bow, or Armor unless they have relevant experience from a similar game such as Belegarth or Dagorhir, or pass a safety/proficiency ‘course’ including understanding and remembrance of the relevant rules of the weapons and supervised (by an appropriate marshal or elder), safe, in action use of the weapon for 5 field battles, and approval of at least 3 people who witness the safe use of the weapon during these battles, one of which must be the supervising elder, the other two can be any non-’newbie’ player that was involved in or closely observing the combats and observed that the player is using the weapon safely. The certification test may be attempted any number of times after the participant’s first event. For players with some previous experience in a similar game, they should speak to an appropriate marshal and after explaining any differences in the system from what they are familiar with and demonstrating their ability to safely follow Dargarth rules in one field fight under supervision, a marshal may choose (if safety is sufficiently demonstrated) to award the player with an appropriate certification.
For red weapon certification:
- Understand and explain the requirements for padding for striking surfaces, incidental padding, and courtesy padding.
- Observe the testing methods used in weapons check for red weapons, including the differences in light, medium, or hard strikes, and flexibility requirements. Explain the reasons behind these rules and how they help us to fight safely.
- Demonstrate understanding of hit requirements to ‘break’ shields, from both the striking and defending position.
- Show sufficient control during field battles to avoid accidental headshots and the ability to pull strikes to the back of unaware opponents properly.
- Show sufficient control during field battles to avoid impacting opponents with courtesy / incidental padding.
For archery/crossbow certification:
- Understand and remember requirements for draw weight, draw length, inch-pound requirements for crossbows, and how to identify half draw.
- Demonstrate how to properly string your bow and measure the draw weight. Observe arrow check and briefly explain each element of the arrows that is being checked, feel the tips of the arrows that pass, and explain why any failing arrows fail. After hit testing is completed, ask to be shot with several arrows to understand what a passing arrow feels like.
- Demonstrate half draw, full draw, and an understanding of the half draw limit. Of 10 markers placed randomly at distances between 15’ and 25’ at various angles from the participant, correctly identify whether a target standing at that position should be shot using a half or full draw. At least half of the markers must be identified correctly, and none should be identified as full draw if they are less than 19’ from the participant.
- Demonstrate the ability to reduce a shot from full to half draw against a rapidly approaching target.
- Show understanding of safe archery practices with particular attention paid to opponent distances during the field battles.
For Armor certification:
- Understand and explain the different different hit areas and when they are or are not valid for each weapon type.
- Explain the different requirements for AR1, AR2, and AR3.
- In the first two field battles, show the ability to properly, audibly call shots made against you without wearing armor, including differentiation between ‘light’ shots, ‘garb’ shots, ‘hand/foot on’ shots. Receive confirmation from the marshals and your opponents that your calls are appropriate.
- For the third through fifth field battles, show the same skills but wearing your armor and counting your hits to each area properly.
Characters
Credits
Individual character progression is gained through personal player achievement. Whenever a player accomplishes a personal in-game goal they may request one or more mastery stars for their character from the adventure elder at the end of the next event. Stars are awarded by a leveled tier of significantly increasing difficulty and lengthening complexity.
Characters may be awarded any number of Apprentice or Journeyman level stars but may only be awarded one Master level star per event. Stars can only be earned for a character being actively played.
A player may have any number of characters, and are encouraged to adopt distinct names, personalities, garb and role playing for each. Players are not permitted to switch characters during adventures/battles except during designated time or in special cases (such as injury or exhaustion).
- A character who has been awarded at least 5 apprentice level stars becomes a journeyman.
- A character who has been awarded at least 5 journeyman level stars becomes a master.
- A character who has been awarded three master stars gains an additional skill pip.
Stars awarded for player achievements earned in excess of a character’s star capacity are lost.The following list is non-exhaustive and merely illustrative. Feel free to suggest your own!
Mastery Level Examples:
Apprentice: Fight in 3 field training battles, fight a series of 10 duels, Take 5 pictures of the event. Work on a period appropriate crafting project. Use an in-game skill. Clear at least one room or encounter of a dungeon or adventure. Survive a fight where your armor on at least one hit location is destroyed. Survive a fight where your shield is broken. Swim to another ship during a battle. Kill an armored enemy. Kill two enemies in the same life. Win a weapon matched honor duel. Cast a spell in combat. Cast 3 spells out of combat. Successfully negotiate a potentially hostile NPC encounter. Discover an adventure clue. Solve an adventure puzzle. Help Marshal an encounter. Help check weapons. Engage in a roleplay scene with other characters. Wear cohesive garb. NPC for an encounter.
Journeyman: Defeat an enemy with their own weapon. Clear a Dungeon. Fully restore someone from mortal wounds while in combat. Kill five enemies with projectiles. Win a 3v1 or fight with similar tactical disadvantage. Kill a vampire or greater undead. Win a tournament. Run an in-game shop or business. Complete a roleplay appropriate crafting project. Serve as a club officer or administrator. Post an album of pictures or short form video highlighting an event. Write a full event recap page for the wiki. Assist for a whole event.
Master: Organize a season long adventure story. Defeat an Epic encounter. Make a full set of garb. Accomplish a long convoluted roleplay plot. Be the richest player at the end of the season. Be in the unit with the most influence at the end of the season. Run an event.
Garb
All players must wear medieval/fantasy style garb during events. A simple costume could consist of a tunic style shirt with colored pants (jeans are prohibited) and dark colored shoes, or shoes that blend with the majority of one’s garb. Modern items such as cell phones, lit cigarettes, and watches are not permitted while the player is in-character. They should be kept hidden away in pouches or otherwise out of sight. While camping, all modern gear should remain within campsites. Garb should not include solid yellow sashes/tabards or red sashes.
Development Trees
Terminology
- Players: The individual human beings that come to Dargarth
- Level: The recognition of the amount of unlocks a player has completed at previous Dargarth events, comes in three categories outlined in Section 3
- Stars: Representation of the progression through the levels gained for a particular character
- Character: The persona and ability set adopted by a player to engage in roleplay at Dargarth
- Skill Pips: Number of skill choices available to a character
- Equipment Pips: Number of equipment choices available to a character
- Magic Pips: Number of spell choices available to a character
- Ability Pips: The combination of skill and/or spell pips available to a character
- Pips: Generalized version of all possible pip options
Character Creation
Players are allowed any number of characters at various levels, however they may only choose one of their characters to play at any event, unless a designated time for switching characters is determined by the event runners. Based on the type of character chosen from the below selections, characters are awarded 3 different kind of pips, each of which can be applied to unlocking equipment options, skill options, or spell options from the selection available. An apprentice character can apply pips to any apprentice level ability. A journeyman character can apply new pips to any journeyman or apprentice level abilities. A master character can apply new pips to apprentice, journeyman, or master level abilities. Pips unlocked at apprentice level may not be reassigned to journeyman skills upon the player leveling up, and similar at the master level.
Equipment Options
- Class 1 & 3: Under 48” (aka Swords, Clubs, Blues)
- Class 2: Over 48” and under 65” (aka Longswords)
- Class 2 & 3: Over 65” (aka Glaives, if not stabbing it counts as a longsword regardless of length)
- Class 3 only: over 24” (aka Spears)
- Archery
- Javelins
- Bucklers: Under 18” maximum dimension
- Shields: Over 18” maximum dimension
- Light Armor
- Medium Armor: (must have Light Armor unlocked)
- Heavy Armor: (must have Medium Armor unlocked)
Class Options
Martial
Martial characters devote themselves to Martial and combat arts. They are unsurpassed in their use of weapons and armor.
Apprentice: Proficiency with class 1 and class 3 weapons under 48”, AR 1 and shields, Bucklers. 3 additional equipment pips. 1 skill pip.
Journeyman: 1 Equipment pips. 2 skill pips.
Master: Martial Grit. 2 skill pips and 1 equipment pip OR 1 skill pip and 2 magic pips.
Skill Options:
- Apprentice: Carousing, Mining, Herbalism
- Journeyman: Deflect, Repair Armor, Repair Shield, Repair Weapon, Channel Mana, Well-Provisioned
- Master: Light Body, Brew Potion, Bless Water, Tracking
Spell Options:
- Apprentice:
- Journeyman:
- Master: Cure, Seal, Entangle.
Magical
Magical characters devote themselves to the study of mystic arts. They are unsurpassed in their abilities to reshape reality whether for weal or woe.
Apprentice: Proficiency with class 1 and class 3 weapons under 48”, Bucklers. 1 equipment pip. 2 magic pips. 2 skill pips
Journeyman: 1 equipment pip. 3 magic pips. 1 skill pip
Master: 2 magic pips 1 skill pip
Skill Options:
- Apprentice: Read Magical Languages, Channel Mana, Herbalism, Bless Water
- Journeyman: Divination, Brew Potion, Brew Sleeping Drought, Scribe Scroll, Carousing
- Master: Bless Weapon, Well Provisioned.
Spell Options:
- Apprentice: Entangle, Seal, Cure
- Journeyman: Lightning Bolt, Stun, Dispel, Ward
- Master: Fireball, Dominate, Terrain Shift, Resurrection
Generalist
Some adventurers devote themselves to developing useful and extraordinary skills rather than perfecting arms or arcana. Their adaptability, ingenuity and resourcefulness are unparalleled.
Apprentice: Proficiency with Class 1 and Class 3 weapons under 48”, Bucklers. 2 Equipment pips. 2 skill pips.
Journeyman: 2 equipment pips. 4 skill pips OR 3 skill pips and 1 magic pip.
Master: 1 equipment pip. 2 skill pips OR 2 magic pips.
Skill Options:
- Apprentice: Detect Disguise, Light Body, Tracking, Pickpocket, Carousing, Well-provisioned, Mining, Channel Mana, Herbalism
- Journeyman: Deflect, Find and Remove Traps, Open Locks, Quick Looting, Backstab, Expert Tracking
- Master: Torture, Master Tracking, Master Looting, Read Magical Languages, Brew Posion, Brew Sleeping Drought
Spell Options:
- Apprentice:
- Journeyman: Cure, Entangle, Seal
- Master: Ward, Dispel, Stun, Lightning Bolt
Civilian
Many characters choose not to adventure but still find ways to give essential aid and blessings to those around them. They supply valuable resources and can aid adventurers on their journeys. Some prefer to stay in town, others can join on adventures, but generally avoid combat.
Apprentice: Not Proficient with weapons or armor. 4 skill pips OR 2 skill pips and 1 magic pip
Journeyman: 6 skill pips OR 3 skill pips and 2 magic pips
Master: 3 skill pips OR 2 skill pips and 1 magic pip
Skill options:
- Apprentice: Channel Mana, Carousing, Detect Disguise, Mining, Bless Water, Herbalism, Tracking
- Journeyman: Brew Potion, Brew Poison, Brew Sleeping Drought, Disguise, Pick Pocket, Repair Armor, Repair Shield, Repair Weapon, Open Locks, Well Provisioned
- Master: Bless Weapon, Divination, Open Locks, Read Magical Languages, Scribe Scroll, Torture
Spell Options:
- Apprentice: Cure, Seal
- Journeyman: Dispel, Ward, Entangle
- Master: Stun, Resurrection
Abilities List
Backstab
This ability allows a player to attack to a vulnerable spot when attacking with surprise. A player may make one sneak attack to their victim. This counts as only one attack, but does 4 hits of damage. This attack must be made as a surprise to the victim. The attacker should call “Backstab!” clearly.
Bless Water
This ability allows a character to create a flask of holy water from 3 Mana Crystals.
Bless weapon
This ability allows a character to bestow a powerful blessing on a weapon using 7 Herbs, 5 Ore and 13 Mana Crystals. Blessed weapons ignore all enemy resistances or immunities.
Brew Potion
This ability allows a character to brew a healing potion from 1 Herb and 1 Mana Crystal. Healing potions restore 1 wound suffered.
To drink a potion, a player rips the writ, brings the phy-rep to their mouth and says “CURE!”
Brew Sleeping Drought
This ability allows a player to brew a vial of drought that puts a character in a deep and dreamless sleep from 2 Herbs and 2 Mana Crystals. This sleep lasts for 5 minutes, and characters have no memory of what occurs during this time, but awaken groggy and aware that they were drugged. Players are encouraged to roleplay appropriately, when safe. Characters will not be woken by movement but will immediately awaken if wounded.
A player may use a Sleeping Drought to drug another character via food, drink or eating utensils. A player may only use one dose for each item drugged. When the Drought is applied, the writ is destroyed in the presence of a Marshal. The player must then come in contact with the food, drinking vessel, or eating utensil they wish to drug. The player should affix a small sticker or tape to the item to prove that they possessed the item. Alternatively, the player may simply touch or possess the item to be drugged in the witness of a Marshal. Half an hour after it has been applied, the Drought is then neutralized and will not affect anyone else. The writ should be left in a visible spot nearby, or a Marshal should be pre arranged to inform the victim of the Drought’s effects.
Brew Poison
This ability allows a character to brew a dose of deadly poison from 2 Herbs, 1 Ore and 1 Mana Crystal. Any weapon coated with this poison immediately kills the next character wounded by it.
Any weapon may be used to administer a Poison attack. Poison may be applied to a weapon by destroying the writ and affixing purple ribbon or tape to the weapon. Poisoning a weapon does not increase the normal damage of a weapon. Poison takes effect on the first hit that inflicts an Injury. When a player strikes an Injury with a Poisoned weapon, they must announce “POISON!”. The Poison is considered expended on any additional attacks.
Channel Mana
This ability allows a character to generate Mana Crystals for use by players. Players may generate 1 Mana Crystal every 10 minutes they spend engaged in a roleplay appropriate mindful activity such as meditation, yoga, painting, bird watching, tea drinking etc.
Carousing
This ability allows a character to transform gold into influence for any person or group. A character may convert 1 gold into 1 influence for every 10 minutes they spend engaged in a roleplay appropriate activity such as throwing dice, playing cards, telling jokes, singing songs, spreading rumors etc.
Deflection
This ability allows them to use their hands, feet, or weapon to purposefully deflect any incoming missile weapon. The player may not deflect any spell. If the player is struck unaware, misses the missile, or attempts to use this ability with any body part other than their hands or feet, normal damage is taken. A player using this ability should call out “Deflection” upon making a deflection.
Detect Disguise
This ability allows a character to see that a person may not be what or whom they claim by noticing flaws in that person’s disguise. They are not able to detect the actual identity of the disguised character, just that they are indeed, in disguise. This ability can be employed after interacting with the suspect, or observing the suspect interact with another character, for 60 seconds. After 60 seconds the player states to the suspect, “I can detect disguises. Are you in disguise?” The suspect must then answer honestly and continue acting as they were. The act of asking if the suspect is in disguise is considered out-of-game, but the “observation” must be in-game.
Disguise
This ability allows a player to don a convincing disguise that masks their identity. The player may disguise themselves as another character but may not disguise themselves as a specific player character. When in disguise, the player should wear a physical representation of the disguise, for example armor, dress, robes, surcoat of another Country, etc.
While in disguise, the character may wear armor up to AR 2, wield class 1 & 3 weapons up to 48” and use shields. The player will not have access to any other equipment, abilities or spells while they are disguised.
This ability relies heavily on role-playing, both on the part of the player using this ability, and the players they interact with. Often, players will notice a disguise when the characters do not; all involved are encouraged to act as if the player fits normally in their surroundings.
Divination
This ability allows a character to spend 5 mana and 2 Herbs to peer into the future for insight. After at least one minute of appropriate roleplay, the character is removed from the game and the player may then approach the adventure elder with any in-game question regarding an upcoming challenge or encounter and receive an honest good-faith answer. The player then returns to the spot where they began the divination and resume play in character. Players are encouraged to roleplay receiving a revelatory dream, vision, gazing etc. upon return.
Find and Remove Traps
An elder must be present for the player to use this ability. This ability allows a player to uncover potential traps on doors, locks, chests, etc., and disarm them. The elder will determine exactly what procedure a player must follow in order to use this ability.
Herbalism
This ability allows a character to generate Herbs for use in in-game crafting. Players may generate one Herb for every 10 minutes they spend engaged in roleplay appropriate activities.
Light Body
Using this ability, a character can climb any exterior wall, fall any distance and move across shallow water without penalty. The player using light body must have empty hands and hold both arms straight behind themselves duck their head downward from the waist with a straightened back. A character using light body may not use items, attack, block or deflect projectiles, or invoke any spell or take any action other than move, speak and dodge.
Martial Grit
This ability allows a character to continue fighting unimpeded after suffering a wound. After receiving a hit which would otherwise result in a wound the player may declare “This won’t stop me!” This ability may only be used once per adventure and or once per life.
Master Looting
This ability allows a character to loot all locations (and items dropped within reach) at once. The looter must present a skeleton key to the dead body and say, “I am a masterful corpse looter; here is my key. Do you have any Treasure on your person or nearby?” The corpse must hand over all such Treasure. A character must have the Quick Looting skill in order to select Master Looting.
Mining
This ability allows a character to generate Ore for use in in-game crafting. Players may generate one Ore for every 10 minutes they spend engaged in roleplay appropriate activities.
Open Locks
An elder must be present for the player to use this ability. This is an ability that allows a player to open, or pick, non magical objects such as locks, chests, gates, or barred doors.
Pick Pockets
An elder must be present for a player to use this ability. This ability allows the player to steal in-game objects from the bodies of living creatures. The pickpocket will inform the elder which item they are trying to steal (this may include a particular single item or the contents of a bag or pouch held by an individual), and from whom. The pickpocket must then, in the witness of the elder, place their hand on the item to be stolen or the specific area where the item(s) are contained (pouch, boot, shield, etc) for 10 seconds. The victim must not be aware of the attempt. The elder will give the player a predetermined signal, which will signify that the task is complete. Sometime later, the elder will inform the victim that they have been stolen from and retrieve the item that was stolen. The elder will then give the item or items to the pickpocket in private.
Quick Looting
This ability allows the player to quickly search any corpse for in-game items. To perform this ability, the looter presents a skeleton key and says to the corpse, “You are being looted quickly, here is my key. Do you have any Treasure on your [hit zone]?”. When a hit zone is searched, the corpse must give the looter any items carried on that hit zone. Bags and pouches attached to the location are considered part of that location.
Read Magical Languages
A player with this ability may translate magical texts, and can read magic scrolls. The player reads the scroll just as another caster would, and may then immediately cast the spell written on the scroll, following normal rules for scroll reading and spell casting.
Repair Armor
This ability allows players to repair damaged or destroyed armor using Ore. After bending metal, fixing straps, and grumbling over damaged or destroyed armor for two minutes, one hit zone of armor is fully restored. Repairing limb armor requires 1 Ore per AR, repairing chest armor requires 2 Ore per AR.
Repair Shield
This ability allows players to repair any damaged or destroyed shield using 2 Ore. After bending metal, fixing straps, and grumbling over a damaged or destroyed shield for two minutes, one shield is fully restored.
Repair Weapon
This ability allows players to repair any damaged or destroyed weapon using 1 Ore per 2 feet of total length. After bending metal, flexing wood, and grumbling over a damaged or destroyed weapon for two minutes, one weapon is fully restored.
Scribe Scroll
This ability allows a player to make a scroll of any spell that the player can cast. The maker must inform a Marshal and pay a cost of 1 Gold for apprentice spells, 5 gold for journeyman spells and 50 gold for master spells. The maker must also declare at that time what type of Scroll they are making and present the physical rep for the scroll. Scrolls require the spell to be written on a piece of parchment paper and the Component of the spell must be attached to the scroll. The Marshal will then sign on the corner of the phy-rep, making it valid for use. See also: Scrolls
Torture
To perform this ability, a player must choose a victim from whom they wish to extract information. The victim must be alive, disarmed, and not mortally wounded or mind-affected. The torturing player must then role-play the interrogation with the victim for five minutes. If the session is interrupted, all effects of the interrogation are canceled. Once the session is complete, the torturer should say, “Now answer this question truthfully and literally…” and ask the victim one question. The victim must answer this question truthfully and literally to the best of their ability. Only in character information may be divulged, and then only if the interrogated character knows the information sought. After the question is asked and answered, the victim suffers a mortal wound and will die in five minutes if not healed. If the victim is healed, the torturer may interrogate the victim further or the victim may be released.
Tracking
This ability allows the player to search for scents, footprints, or any other signs of disturbance in an area. The player may gain information on any parties (i.e. party size, type of creatures (but not details on their abilities), direction traveled), which may have passed through an area. An Elder must be present to determine what information is gained and inform the tracker.
Expert Tracking
In addition to what tracking reveals, players with expert tracking also recieve information on what arms and armor, spells, and abilities any tracked creatures posess. Must posess the Tracking ability for this to be unlocked.
Master Tracking
In addition to what expert tracking reveals, players with master tracking also recieve information about battlefield configurations, general enemy goals, and location of loot. Must posess the Expert Tracking for this to be unlocked.
Well-provisioned
A character with Well-provisioned no longer counts towards the party player limit. Any party they lead has the player limit raised by 1 at journeyman, and 2 at master.
Magic Rules
Spells
Spells are magical abilities that cause a specific effect to happen during game play. Spells that affect players are delivered via spellball or touch. Spells that affect the environment take effect immediately and are readily apparent to all who behold them.
Spell Books
Players are required to maintain their spells on paper or other period materials in a Spell Book. A spell must be written in a caster’s Spell Book in order for that character to cast the spell*; spells may not be cast from another character’s Spell Book. All spells must be written or printed legibly. Spell Books are considered personal property, not Treasure, and may not be taken or stolen from the caster by other players.
Each spell is assigned a spell length, which is the minimum number of syllables that the spell must contain in order to be cast. All spells have a specific final word of invocation, which is included in the spell description.
Spells are composed and may be written by players themselves. Players have the liberty to write whatever they wish for their spells and they may consist of a story, poem, or general ramblings. Players wishing to write their own spells are only limited by their imagination, but each spell must be written out fully and any line or phrase may not be repeated more than five times per spell. Players may not use modern references in or as their spells. A spell in a spellbook must be discernibly different from all other spells in that spellbook.
Players may also choose to use the prewritten spells in the General Spellbook.
Using Spells
Casting spells
In order for a player to cast a spell, the spell must be recited loudly and clearly so that it is audible to those around the caster. The player must recite the full length of the spell from either their memory, Spell Book, or scroll up to but not including the invocation line. The spell must be spoken loudly and clearly, so that it is audible to those around the caster. While casting a spell, a caster may not speak (other than reading the spell), attack, move their feet, or be moved from their position. If the caster speaks, attacks, moves, or is hit by a weapon during spell casting, the spell is negated. The spell is considered “cast” when the full spell has been read, up to but not including the final invocation word.
Holding Spells
Once the spell is cast, the caster may then “hold” the spell indefinitely before invoking it. While holding a spell, the caster may not speak, and is permitted to move no more than ten steps from their original position. If a caster who is holding a spell is struck or moved by another player, the spell effects are visited fully upon the caster. For example, if a Mage is struck by an arrow while holding a cast fireball spell, the spell detonates in the Mage’s hands, likely destroying them.
Invoking Spells
When the caster is ready to invoke a spell, they shout the spell’s invocation line and the spell effects take place. While invoking a spell, the caster must make use of any Components the spell requires, such as Spellballs.
Sustaining Spells
A caster may sustain only one spell at a time. A caster may stop sustaining any spell at will by loudly saying “I RELEASE my
Small Field Adjustments
On fields with less than 10 players, all spells will have their syllable count halved to accomidate the size of the field.
Components
Many spells require the caster to possess a Component in order to complete casting. The appropriate Components needed are listed under the description of each spell. The caster must have the Component of a spell on their person, or the spell cannot be cast.
Wearable Components
Wearable Components such as armbands must be worn immediately by the subject of the spell. Armbands used as spell Components must be the top layer of clothing, fully visible, armband.
Spellballs
A Spellball is a stuffed ball with a minimum diameter of 4”. Spellballs must be packed with foam or cloth, and sealed by fabric on all sides. Spellballs may never have a stiff or solid core. All Spellballs must be submitted to Marshals during check-in to be inspected for size and safety requirements. Some spells have a ranged effect and the target of a spell may be at a distance from the caster. In order to represent this attack, ranged spells require a Spellball as their Component. Each spell that requires a Spellball will be represented by a different color, which is stated under each spell description. When a spell is invoked the caster may then throw the Spellball any target. Spellballs are considered to be legal to all parts of the body, including the head, face, hands, and feet. If an active Spellball touches a player or any part of their equipment, even if it’s only a graze, the spell attack is considered to be successful and its effects are visited upon the player. If the Spellball hits the ground, a tree, or any other terrain feature before it hits a player, it is considered to have cast on the point of impact. Spellballs should be returned to the proper owner the end of a battle.
Spell List
Cure (Apprentice)
- Length: 50 Syllables
- Duration: Instant
- Area of Effect: 1 creature touched
- Invocation: CURE
This spell allows a caster to cure one limb injury, remove any one negative effect, or prevent a creature from dying from mortal wounds. This spell has no effect on equipment.
“Bursting flesh and bleeding bones
fractured limbs and gaping holes
ache and stay your pulsing shakes
Take in breath and hold your quakes.
Spirits call, and soul imbue
this lump of flesh. I call to you.
Heal this wound, and calm this soul
That it may bear all life’s toil.
CURE”
Dominate (Master)
- Length: 150 Syllables
- Duration: Count of 30
- Area of Effect: 1 creature struck
- Component: Pink Spellball
- Reagents: 3 Mana Crystals, 1 Herb
- Invocation: DOMINATE
This spell forces the creature struck to fight for the caster and their team for the duration of the spell. This spell engulfs.
Dispel (Journeyman)
- Length: 75 Syllables
- Duration: Instant
- Area of Effect: Earshot
- Reagent: 1 Mana Crystal
- Invocation: DISPEL
This spell allows a caster to nullify all ongoing or charging magical effects within earshot. It does not affect the properties of items or equipment.
“Counter twist and pull apart
Drafted mana spun with art,
A yarn of power, roving, willed
Of ill-intent is often pilled.
Magic forged and tempered spells
Quenched in hatred often fail.
Brittle power, Hard and sharp
Now you crack and fall apart.
Will dries up, and parched it bolts
Magic sheds, and crinkled, molts.
Fires smolder, cough and smoke
These enchantments shall be broke.
DISPEL!”
Entangle (Apprentice)
- Length: 50 Syllables
- Duration: Count of 10
- Area of Effect: 1 creature struck
- Component: Brown Spellball
- Invocation: ENTANGLE
Prevents a target struck from moving their feet. The target affected may not move or be moved for the Duration of the spell, but may otherwise act normally. This spell engulfs.
“A growing seed will push and hold,
Break the soil growing bold
Reaching sprouts soon take root
Living children, bearing fruit.
Yearning growing heaving full
Swelling pulsing pulpy pull
Pushing aching fiber’s make
Grasping limbs that n’ver break.
ENTANGLE!”
Fireball (Master)
- Length: 150 Syllables
- Duration: Instant
- Area of Effect: 1 creature or structure struck
- Component: Red Spellball
- Reagents: 3 Mana Crystals, 1 Ore
This spell allows a caster to summon a sphere of burning flame. The caster throws a red Spellball at the target which destroys the first object or creature struck and all their held equipment. This spell engulfs.
“All Fire’s born in starlight
Through gravity pulled and held
Pressure built so strong and hot
All elements fuse and meld.
Feel burning through your feet now
Sun’s fire roars beneath,
Boiling rock, who’s blisters pop
To make mountains raised by heat.
This swirling ball of iron
from pressure molten still
From star’s untold and eon’s old
A model for this spell.
Sulfur, potash, brimstone
Charcoal, tar and pitch
Kindle fire, smoke and power
Breathe and grow and lick.
My foe shall fall before me
Devoured up by flames
In burning screams their pain complete
Till ash is all that stays.
A glowing orb of power:
FIREBALL!”
Lightning Bolt (Journeyman)
- Length: 75 Syllables
- Duration: Instant
- Area of Effect: All hit areas or equipment struck
- Component: Blue Spellball
This spell allows a caster to call forth a bolt of Lightning, which ignores armor and deals a wound to any hit area struck. Equipment (such as shields or weapons) struck by Lightning are destroyed without causing a wound to the victim. A Lighting bolt continues to be active and score hits until it hits the ground.
“Oh great east wind mountain blown
Through the trees you quake and moan
Oh great south wind bold and warm
Tropic tempest surging storm
Oh great west wind who stirs the seas
Rouse your waves and hear my pleas
Oh great north wind cold and strong Answer all this thunderous song.
All the great winds gathered round
Bring in Darkness — thunder: sound
Rumbling thunder — lightning crack
Rolling darkness — sky turn black
Arching power roaring clouds
From my fingers make them bow!
LIGHTNING BOLT!”
Terrain Shift (Master)
- Length: 150 Syllables
- Duration: Instant
- Area of Effect: Up to 50 linear feet of wall removed or created
- Component: Up to 50ft of red or orange rope / survey tape, staked at regular intervals and at every corner. Optional: green survey flagging tape
- Reagents: 7 Mana Crystals, 3 Ore
The spell allows the caster to remake the surrounding terrain. At the completion of the spell, the red rope becomes stone walls, impervious to all weapons and spells. Terrain Shift can also be used to remove walls, or create passages (but not doors). Areas to be removed must be marked with green survey flagging tape or similar green demarcation device. All marking components must be installed before casting may begin. As an instant duration spell, Terrain Shift is NOT subject to Dispel.
Resurrection (Master)
- Length: 150 Syllables
- Duration: Instant
- Area of Effect: 1 creature touched
- Component: A faceted quartz prism or similar crystal orb
- Reagents: 13 Mana Crystals, 5 Herbs
This spell allows a caster to resurrect the touched slain creature, and heals any Injuries. If the creature is unwilling to be resurrected, it remains dead. All negative effects are cured. This spell does not affect the creature’s equipment in any way. Targets of resurrect retain their knowledge surrounding their death.
Seal (Apprentice)
- Length: 50 Syllables
- Duration: Sustained
- Area of Effect: 1 object, or area bound by yellow rope / survey tape no more than 10ft long, staked safely to the ground
- Reagents: 1 Mana Crystal
This spell allows a caster to magically seal a door, chest, or similar closing item; or protect everything in a small area. Nothing can open or enter the sealed item except the caster’s command, but the item can be physically destroyed. The caster may open and close the item freely without recasting Seal. In the case of a protected area, the protection ends as soon as anything crosses the yellow rope from the inside.
Ward (Journeyman)
- Length: 75 Syllables
- Duration: Sustained
- Area of Effect: 1 creature touched
- Component: A white band, or ribbon displayed prominently
This spell allows a caster to protect any creature from the next harmful effect they would otherwise be subject to including all spells, curses, poisons, diseases, wounds, armor damage etc. The next time a warded creature would otherwise be affected, they must declare “WARDED” and remove the physical representation when it is next safe to do so and may ignore the inflicted effect.
“Upon the earth, we plant our feet,
Four elements, a base complete.
Airy whipped winds, Earthen ground,
Fire’s crackle, wet dripping sounds.
From the depths below and heights above,
I call upon spirits, bound by love.
Guiding forces, guards unseen,
Join me now in mystical dream.
With bricks of warding, I build a wall,
A spell of guarding, standing tall.
Layer upon layer, wove with care,
A shield of magic, without compare.
WARD!”
Acknowledgements
The Dargarth Wargame System is descended from the rules of the Darkon Wargaming Club as well as the Belegarth Medieval Combat Society, which themselves descended from the Emarthnguarth Outdoor Wargaming System, which was inspired by the glorious retellings of Myth and Legend, which glorify and invigorate the truths of Human Propensity for Conflict and Ritual.
Anyone attempting to engage in play of the type described in these rules does so at their own risk.
This Rulebook is derived from the rules of the Darkon Wargaming Club and the Belegarth Medieval Combat Society.
Combat rules are Copyleft 2002-2009 Belegarth Medieval Combat Society and Gregg Larson. Revision by Matthew R J Anderson. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with no Invariant Sections, with no Front-Cover Texts, and with no Back-Cover Texts. A copy of the GNU FDL can be found at http://www.gnu.org/copyleft/fdl.html.
Adventure Rules are Copyright 1998-2009 Darkon Wargaming Club, Inc. Darkon® is a registered mark of the Darkon Wargaming Club, Inc. Library of Congress Catalogue Card Number: # TX-1-843- 745 All Rights Reserved.Individuals seeking to form a Wargaming group outside of the Baltimore Washington metro area may use these rules in whole or in part for that purpose, provided that their organization is not for profit, and provided that the name of Darkon is not used.
Earlier Dargarth Versions
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