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Swordcraft Ltd 2013 1

SWORDCRAFT

Live the Adventure!
Web:
www.swordcraft.com.au
Email:
info@swordcraft.com.au
Facebook:
www.facebook.com/groups/sword
craft/
Medieval Live
Action Battle Game & LARP


Swordcraft Ltd 2013 2
Swordcraft Rules Manual
(23 August 2013)

This document sets out the rules of play for Swordcraft. The geo-political game rules are set out in the Swordcraft:
Sagas Manual. All players must also be familiar with these rules in order to take part in Swordcraft.
1. PLAYERS AND CHARACTERS
1.1 Swordcraft takes place in a medieval (pre-1600) fantasy world of powerful magic, perilous adventure and
epic battle. In playing Swordcraft, we strive to create an immersive environment where seeing is believing.
1.2 To play Swordcraft all you need is a sense of fairplay, fun, basic level of fitness, and a medieval costume
or fantasy equivalent.
1.3 A basic medieval costume could include a logo free large t-shirt clinched with a belt, a pair of baggy
tracksuit pants, and leather footwear. More elaborate costume is encouraged.
1.4 Swordcraft has a skill-less and class-less system. You play the role you want to play, whether armour clad
knight, barbarian, peasant, merchant, mighty wizard or shifty rogue. We dont tell you how to do it. All you
have to do is costume and armour up to fit who you want to be.
1.5 What you can do in real life you can do in game if you consider it appropriate for your character. There are
no character sheets or no special abilities (though may be special items like locks and lock picks, rune
weapons and arcane items).
1.6 We keep pretend to a minimum in game if you need a fire: light one; if you need to read a map: read one;
if you need to read and write: do it (or not as you consider you character would some documents in game
may even be written in runes or other languages to limit knowledge).
2. SAFETY AND FAIR PLAY
2.1 Safety: If something is unsafe it is not allowed.
2.2 This game is meant to be fun and no real aggression will be tolerated. If you feel your temper is rising step
out of combat and the game.
2.3 Fair Play: Do your best to count your hits and play fairly at all times. Respect other players, their personal
space and property.
2.4 Marshalls: you must obey any directions given by Swordcraft Marshalls on the field. Failure to comply may
result in sanctions up to and including ejection from the game.
2.5 All blows must be pulled so that they do not strike with excessive force. A light but firm touch is all that is
required to score a hit. Excessive force (i.e. more than a momentary sting) is prohibited.
2.6 No bodily contact is permitted and you must not get within arms length of another player (though a player
cannot use this for tactical advantage to prevent the free movement of another player). This includes any
kind of contact with a non-LARP weapon such as pushing a shield into another player. Care should be taken
to avoid moving so close to another player as to restrict their movement.
2.7 Swordcraft is a contact sport. This means that, while we strike with a light touch by pulling our blows and
you are only allowed to hit legal target areas; inadvertent harder hits, and inadvertent hits to other parts of
the body can and will occur - this is just like other contact sports.
2.8 While no particular safety equipment is mandatory to play Swordcraft, we do recommend as a minimum
that all players wear a groin guard, and for females some form of chest protection. Head and throat
protection is also highly recommended. We suggest all players consider getting a medieval style helmet
(with appropriate padding) made of leather or steel.
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2.9 Most commercially produced latex/foam LARP weapons in good condition will be permitted subject to
compliance with the weapon construction rules and safety checks (and may be allowed subject to
conditions). Home-made foam/latex weapons are permitted subject to decorum and safety checks and
may be subject to conditions (see Weapon Construction section).

Note: Suggested brands include: Calimacil, Forgotten Dreams, Epic Armoury, Ateliers Nemesis, Mytholon,
and Palnatoke.
3. CALLS
3.1 A Marshall may stop play at any time if there is a serious risk to health or safety or a serious injury occurs
by calling Code Red. All play in the immediate vicinity of the situation must stop until a Marshall calls Lay
On.
3.2 Any player can drop out of play for safety reasons at any time by declaring they are Out of Play, sheathing
all weapons (if possible to do so) and placing a hand on their head. A player cannot go Out of Play to pick
up missiles or other weapons, or to achieve a tactical advantage.
4. HITS AND COMBAT
4.1 All parts of the body are valid target zones other than head and neck, hands from points of wrists, feet
from points of ankles, and groin (overhead shots are permitted provided that they do not hit an opponent's
head). See figure diagram in armour section below.
4.2 Both strikes and thrusts are permitted, however you should only thrust with thrust safe weapon such as a
Calimacil (check with the supplier, an organiser or Marshall if you are unsure).
4.3 Swordcraft is seeking to simulate heroic combat. To this effect, a good hit must strike cleanly, firmly, and
realistically with the damage dealing surface of a weapon (blade, crushing surface or thrusting tip).
Weapons must be used in a realistic manner.
4.4 A struck player may ignore a hit which is not swung or used realistically. Some examples:
Unrealistic hits such tap hits lacking a proper swing, light drum rolling (repeated light taps) and light tip
grazes may be ignored.
4.5 A partially parried blow should still be taken as a good hit if the target considers that it would have caused
real damage if they were unarmoured.
4.6 Just because a player has been struck does not mean the fight is over as the attacker can still follow up with
additional hits and if they are good hits must also be counted. Likewise the struck player may launch a
counter-strike.
4.7 If a player strikes another player who had already commenced their own strike which then hits, both
players must take the hit.
4.8 Swordcraft is based on fairplay and sportsmanship. Give your opponent credit for a good shot and they will
do the same. Players get more respect from their peers from acting out their hits and putting on a good
show than they do by simply winning.
4.9 It is up to the struck player to judge whether they have received a good hit and count their hits (assume
you are unarmoured the HP system already takes armour into account).
4.10 Do not argue or debate the number of hits during the game. You can of course yell out if you think you
have scored a hit. If a player is repeatedly ignoring hits, report them to the Marshalls. At the end of the day
we are trying to have fun.
4.11 A player cannot grab another players weapon or shield or otherwise trap their weapon with a shield or
their body. Weapons and shields can be momentarily hooked with a weapon. A player can push their shield
or weapon against another players shield or weapon but not so as to injury or unbalance the other player.

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5. WEAPONS AND DAMAGE
5.1 Hand held weapons do 1 HP damage and may be parried by a weapon, or blocked by a shield.
5.2 Small thrown weapons (knives, daggers, axes, hammers. fireballs etc) do 1 HP damage and may be
parried by a weapon, or blocked by a shield.
5.3 Rubber band gun bullets do 2 HP damage and may be blocked by a shield but CANNOT be parried by a
weapon. If a bullet which would have hit a player is instead blocked by a players weapon, costume or
equipment, the player must still take the hit (LBW rule). .
5.4 IDV arrows and bolts (from bows, crossbows and modified bandguns) and javelins do 3 HP damage and
may be blocked by a shield but CANNOT be parried by a weapon. If a projectile which would have hit a
player is instead blocked by a players weapon, costume or equipment, the player must still take the hit
(LBW rule). Only IDV branded LARP-safe arrows and bolts in good condition may be used.
5.5 Siege missiles do 15 HP damage and CANNOT be parried, or blocked with a shield. If a siege missile which
would have hit a player is instead blocked by a players weapon, costume or equipment, the player must
still take the hit (LBW rule).
5.6 Two handed melee weapons (greater than 115cm) must be used in two hands (other than one handed
spears).
5.7 All two handed weapons of greater than 155cm must have a mark 50 cm from the base and may only be
used if the player has one hand on either side of the mark.
5.8 Dual wielding of weapons secondary weapon cannot exceed 85cm.
5.9 Shields protect against all weapons that they successfully block, other than siege missiles. No shield
ramming, bashing or contact with another players body will be tolerated. A shield must be held to have
effect.
6. WOUNDS
6.1 All players have a base of 3 hit points (HP). Armour and special items may provide additional hit points.
6.2 When HP are reduced to zero due to taking hits, the player is incapacitated and cannot take any further in-
game actions other than as specified below.
6.3 An incapacitated player may either:
Fall:
The player falls to the ground so that at least 3 limbs remain in contact with the ground (slow crawling
away from the combat is possible; player may also be assisted up and away by another player at a very
slow walk leaning on their shoulder etc). Soft groaning is permitted.
Flee:
For Battle games: Flee the combat zone so as to take no further part in the Battle until next the
Engagement;
For weekend events: Flee from the conflict back to the village for healing, and cannot rejoin the battle or
quest from which they fled.
6.4 An incapacitated player who has taken the Fall option may be healed during the battle.
6.5 An incapacitated player who has taken the Flee option cannot be healed until the end of the Engagement
for Battle, or at the village for weekend events.
6.6 If lying down is unsafe or obstructing play, the player may move out of harms way and resume their fallen
position but cannot do so to gain tactical advantage or to find a healer.

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7. HEALING/RESTORE
7.1 Players who have lost some or all of their HP can have it restored via healing. This can be equated to
magical, herbal, or surgical style healing.
7.2 Healing can be performed on an incapacitated player OR a partly injured player. A scenario may allow
incapacitated players to respawn as an alternative to healing.
7.3 Any player may act as a healer for a game or event. A player cannot perform any kind of healing on
themselves. A player playing as a healer for a game or event suffers a 50% penalty to their HP from armour
(add up unwounded base HP + HP from armour rounded up) and must carry at least one of the
following props:
(a) a staff of at least 1.6m long. A healers staff may be a larp safe weapon or purely a prop;
(b) a medieval surgeons kit (bone saw, needle and gut thread, pliers, blunt scalpel, bandages); or
(c) a leather/faux leather covered spell/prayer book (at least 15cm wide x 24cm high x5cm thick).
7.4 To perform healing, the healer must use their prop in an appropriate manner, maintains contact with the
patient and spends at least 30 seconds per 3 HP (or fraction thereof) to be restored. Use of a prop
means: Staff mystical chanting and gesturing; Surgeons kit bandaging, cutting, sewing, sawing etc;
Spell/prayer book reading aloud and associated chanting and praying.
7.5 If the healer is interrupted during the healing process, such as if they are struck with a weapon, engage in
conversation, etc they must start the healing process again.
7.6 The patient needs to be prone (lying down with at least 3 limbs in contact with the ground/stretcher/bed
etc) during the healing process.
7.7 The timing can be measured via an appropriate slow word chant typically 60 words per 30 sec, a sand
timer or other suitable immersive non-electronic means.
7.8 Healing potions and scrolls can be created by healers which mimic the effect of a normal 3 HP heal. The
process requires at least 12 minutes of time preparing the potion or scroll as follows.
(a) Potions require the healer to prepare the potion with appropriate herbs or chemical substances,
hot water, and potion bottle together with a label stating its effect and the healers name. The
potion is tipped out or consumed when the healing is used.
(b) Scrolls require the healer to write a scroll on aged looking paper, illustrated calligraphy style. The
scroll will need to include an at least 10 word incantation, its effect and the healers name. The
scroll is read out and then consumed (torn up) when the healing is used.
(c) Potion making and scroll writing can only occur at Quest events at designated locations.
7.9 During Battle games any lost HP are restored at the end of each Engagement. During Quest events any lost
HP will naturally heal at a rate of 3 HP per full hour of game time.

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8. ARMOUR
8.1 Armour should appear historic or a fantastical equivalent. Armour must be designed so as to minimise the
risk of serious or permanent injury to persons, and damage to foam prop weapons. Some damage to foam
prop weapons particularly from metal armours cannot be avoided.
8.2 Effect
Armour increases HP and acts like a global forcefield
8.3 Armour of different types cannot be stacked on the same zone to increase HP (other than the bonus point).
8.4 A player may treat a higher armour type as a lower armour type to obtain sufficient zone coverage to get a
HP.
8.5 Normal maximum HP from armour is +12, combined with base 3 HP. This gives players a normal maximum
of 15 HP.
8.6 Locations and zones
Three locations: Head, Torso (3 zones marked in grey: chest, abdomen, back), and Limbs (12 zones marked
in white: upper arms, elbows, forearms, upper legs, knees, lower legs). Note: elbows and knees are only
counted as a zone for heavy armour.
Red zones on figure are non-target zones: head, neck, groin, hands from points of wrists and feet from
points of ankles).

8.7 Armour counts if it covers a zone in a reasonable approximation of historical armour of that type.
8.8 Armour types
(a) Light Armour (max +4 HP):
(i) +1 for both front torso zones (rounded down)
(ii) +1 for back torso zone
(iii) +1 per 4 limb zones (rounded down and not including elbows or knees)
(b) Medium Armour (max +6 HP):
(i) +1 for both front torso zones (rounded down)
(ii) +1 for back torso zone
(iii) +1 per each 2 limb zones (rounded down and not including elbows or knees)
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(c) Heavy Armour (max +9 HP):
(i) +1 for each torso zone
(ii) +1 per 2 limb zones (rounded down including elbows and knees)
(d) Head
(i) Metal coif or 2mm+ leather helmet: +1 HP. Must cover all of head from browline up as a
minimum
(ii) 1mm+ steel, bronze or brass helmet: +2 HP. Must cover all of head from browline up as a
minimum
(iii) Approved latex orc style mask: +1 HP. Must be high quality and cover all of head and face.
Note: Epic Armoury full head and face orc masks are pre-approved.
(e) Bonus Points (Only one of the following can be claimed):
(i) +1 HP for 5mm+ thick padded gambeson covering torso and arms
(ii) +1 HP for Full body fur or full length fur cloak (fake fur may be used)
(iii) +1 HP for 1mm+ metal or 2mm+ leather medieval style throat protection e.g. full throat
covering gorget, bevor, helm with built in throat protection
(iv) +1 HP for medieval style full face covering on a helmet that protects the face (fixed or
closed visor) e.g. crusader great helm, armet, close helm, sallet, visored
bascinet/houndskull or equivalent
(v) +1 HP Metal plate or mail gauntlets (+1mm metal)
(vi) +1 HP Full corset with at least 24 steel bones (torso armour)
8.9 Acceptable torso and limb armour materials
(a) Light (leather and high quality fake etc)
(i) Any Leather (including cuirbolli) 2mm+
(ii) Aluminium chain mail
(iii) Aluminium scale/lamellar 0.6mm+
(iv) 2mm+ HDPE plastic backed armour concealed by layer of thin leather to appear as
cuirboilli or brigandine
(v) Other non-metal historical armour such as wood and bone
(b) Medium (flexible metal)
(i) Aluminium 1.8mm+ plates held together with backing material e.g. coat of plates,
brigandine/splinted and equivalent
(ii) Iron, steel, bronze or brass chain mail
(iii) Iron, steel bronze or brass scale/lamellar 0.6mm+
(iv) Iron, steel bronze or brass 1mm+ plates held together with backing material e.g. coat of
plates, brigandine/splinted and equivalent
(c) Heavy (inflexible metal)
(i) Iron, steel, bronze or brass plate 1mm+ e.g. breastplate, back plate, lorica segmentata,
elbow and knee cops, vambraces, pauldron with rerebraces, greaves, cuisse, and
equivalents.
(ii) Aluminium plate 1.8mm+ e.g. breastplate, back plate, lorica segmentata, elbow and knee
cops, vambraces, pauldron and rerebraces, greaves, cuisse, and equivalents.
8.10 Very high quality fake armour (plastic/foam) may be equated to light, medium or heavy armour or a helmet
on a case by case basis at the Head Marshalls discretion on the day. Approval needs to be sought on each
occasion that the fake armour is to be used. Such fake armour will only be considered if particularly
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impressive looking and if it encumbers the wearer to a significant degree) this is a Hollywood/HBO
quality test
9. MAGES AND MAGIC
9.1 The Medieval world was full of magic and superstition. But playing with such forces is a rare and fickle
thing. Swordcraft simulates magic in three ways:
(a) Battle magic
(b) Roleplay magic
(c) Ritual magic
9.2 Any player may act as a spells caster as part of their character concept. Such players are encouraged to
costume and accessorize accordingly. A player playing as a spell caster can of course also act as a healer as
per the healing rules.
9.3 Battle magic
Battle magic may be simulated by colourful variants of standard weapons such as using throwing weapons
as flaming missiles, bandguns as wands, and javelins as lightning bolts. The effect of these weapons is the
same as the standard variety.
9.4 Role playing magic
(a) Role playing allows a clever spell caster player to create truly mystical effects. The idea of
roleplaying magic is to add to the drama of Swordcraft and enhance the immersion for all those
engaged.
(b) There are a lot of opportunities for "role-playing based" magic spells. The game world becomes a
place in which magic is present and mysterious but not overwhelmingly powerful. Sometimes it
works and sometimes it does not. It is up to the target of the spell to choose if and how they are
affected by it and it is up to the caster of the spell to cast spells that are going to be fun to role play.
(c) Just because there are no rules does not mean that magic does not work:
e.g. If a priest wants to perform a ritual of bravery before the fight, giving all those in his
congregation immunity to fear from their enemies, he simply does and those players then act in a
manner which shows that they have no fear.
e.g. A mage accosting a town guard, murmurs an appropriate incantation in their ear and then
passes a white feather before their face and seeks to hypnotise them before commanding them to
sleep while the mage and his/her allies pass through the gate. If the guard feels the mages
performance was impressive enough then he/she sinks down into a slumber for a suitable period of
time.
(d) Role playing magic affects another players behaviour rather than the caster, inanimate objects or
the environment per se and cannot have an effect contrary to the rules or spirit of Swordcraft or
the relevant scenario.
(e) The key to roleplaying based magic is that the caster seeks to convince another player that they are
ensorcelled using good roleplay, performance and props. In return, a good roleplayer will likely
agree to obey the spell casters reasonable commands and play along. Spell casters will quickly
identify those who are not good roleplayers and good sports. Likewise, if the spell caster puts on a
poor performance or tries to give unreasonable commands, their magic will fail.
(f) At the time of casting the spell, the caster may wish to use a key word like Veritas to indicate to
the target that magic is afoot though this is not mandatory.
9.5 Ritual Magic
Ritual magic used on weekend and other quest events and can have a profound effect on the Sagas game
(see Swordcraft: Sagas manual for details). The rituals will need to be carried out in person at the event.
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10. EPIC CREATURES AND RUNE WEAPONS
10.1 Epic creatures
(a) From time to time players will encounter epic creatures. Epic creatures are immune to normal
weapons and can only be injured by other epic creatures, rune weapons, and large siege weapons.
Epic creatures will typically have 10, 20 or more HP.
(b) Hits by an epic creature on a player, including a hit on the players shield, will slay the player. A
player may parry an epic creatures attacks with a normal weapon.
(c) Epic creatures cause 1 HP damage to each other with a successful hit.
(d) Epic creatures only suffer 5HP damage from siege weapons.
10.2 Rune weapons
(a) Rune weapons are powerful weapons which true heroes wield. Rune weapons will always be
prominently marked two handed weapons (swords, axes, maces or hammers).
Note: Players will not be permitted to use personal weapons during a scenario which can be easily
mistaken for a rune weapon in use during that scenario so as to avoid confusion.
(b) A player wielding a rune weapon is able to hit epic creatures and cause normal damage to them
and only takes 2HP damage from hits by an epic creature.
(c) The wielder of a rune weapon takes normal damage from normal melee weapons but is immune to
normal missile and thrown weapons (other than siege missiles).
(d) Hits by a rune weapon on a player, including a hit on the players shield, will slay the player (unless
the player is also wielding a rune weapon, in which case they only take normal damage). A player
may parry a blow from a rune weapon with a normal weapon.
(e) Rune weapons may be available at some Quest events and are lootable. Rune weapons remain the
property of Swordcraft at all times and must be returned to Swordcraft at the end of the game or
event.

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11. WEAPON CONSTRUCTION AND USE
11.1 Only Swordcraft approved foam prop weapons may be used. Swordcraft and its Marshals reserve the right
to refuse any weapon on safety grounds.
11.2 As a general rule, only commercially manufactured foam or latex prop weapons that meet the standards of
Swordcraft will be approved. Home made weapons may be approved subject to detailed information of
construction technique, and investigation which may include destructive investigation of items (the
Bicolline construction rules may be used as a guide). Approvals may be with conditions (such as no
thrusting).
11.3 Weapon construction:
(a) Weight and dimensions: Weights and dimensions are shown in Table 3 Weapon Size and Weight,
for each category of weapon.
(b) Weapons must be designed so as to minimise the risk of serious or permanent injury to persons,
and damage to foam prop weapons.
(c) Cores of weapons may be either fibreglass or carbon fibre. The hafts of pole arms may also be
constructed of padded wood or bamboo.
(d) As a guide, weapons must be padded with injection or closed cell foam, or equivalent, so that:
(i) Damage dealing surfaces, and any surfaces likely to come into contact with another player
are soft to touch;
(ii) The solid core on any part likely to come into contact with another player is not readily
apparent to finger pressure; and
(iii) A blow struck to an unarmoured part of the body with normal force will not cause greater
injury than a temporary stinging sensation.
(e) Rigidity: the core of a hand weapon should be reasonably rigid so as to simulate a real weapon
without being likely to result in blows being struck with excessive force. The core of a weapon
should be sufficiently rigid so that it is not unrealistically whippy.
(f) Thrusting tips must be designed so as to minimise the risk of serious injury to the eye and body and
must have Kevlar or equivalent reinforced tips to minimise the risks of the core penetrating the
foam.

Homemade thrusting tips will need to include an anti-penetration device (metal disc the width of
the shaft) plus rubber stopper over the disc and shaft in following arrangement
====== shaft | disc ] stopper
and the whole then covered by a foam head of sufficient thickness so the shaft cannot be felt even
with significant pressure.

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Table 3 Weapon Size and Weight

Size and Weight
Length (cm) Max
Weight
Metric 25-55 55-100 100-
115
115-
155
155-
183
183-
214
214-
275
Grams
Short one-handed weapon (dagger) or
throwing knife, hammer or axe
350
Medium one-handed weapon (sword, axe,
mace, war hammer, club, flail)
500
Long one-handed weapon (bastard/hand and
a half sword, axe, mace, war hammer, big
club, flail)
750
Two -handed weapon (great sword, battleaxe,
2h-mace, 2h-club, 2h-war hammer etc, two
handed club
1000
Staff (smashing pole weapon)* -
One-handed thrusting pole weapon (spear) -
2-handed cutting or smashing pole weapon
(poleaxe/halberd, sword staff, flail etc)*
-
2-handed thrusting pole weapon (lance, spear,
pike, etc)*
-
Arrow 82cm
(32 )
max
-
Crossbow bolt 43cm
(17)
max
-
Band for mock black powder weapons -
Javelin or Ballista Bolt 500
Siege engine ball/rock minimum diameter 10cm, maximum diameter
50cm
-
Shield Round: 70cm max
diameter
All other shield types:
60x90cm max
-
* Staffs/staves, and two handed pole weapons must have a distinctive mark 50 cm from the base. The weapon can
only be used if one hand is placed on either side of the mark.
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Note: Weapons types were historically variable. By imposing size and weight ranges, Swordcraft seeks to provide a
reasonable simulation of combat in a safe manner, taking into account the nature and construction of the weapons
used. Given the weights of the weapons need to be 30-50% of the weight of historical weapons in order to be safe,
it is important to limit their lengths to prevent unrealistic use in combat.
11.4 Hand Weapons
(a) The following hand weapon types may be used:
(i) Improvised weapons: club, beer mug... and other approved improvised weapons. An
improvised weapon may only be SWUNG (Note: the entire surface of staff weapons must
be covered in foam).
(ii) One-handed weapons: dagger, sword (up to and including bastard swords), axe, mace, flail,
and war hammer. A one-handed weapon may be used one or two handed and it may be
SWUNG or THRUST provided it has an appropriate and safe damage dealing surface. For
example, a sword can be swung or thrust while a mace can only by swung.
(iii) Two-handed weapons: sword, axe, mace, war hammer. A two-handed weapon may only be
used two-handed and it may be SWUNG or THRUST provided it has an appropriate and safe
damage dealing surface.
(iv) Two-handed cutting or smashing pole weapons: staff, pole axe, halberd, sword
staff/naginata/glaive, 2-h flail. A two-handed cutting or smashing pole weapon may only be
used two-handed and it may be SWUNG or THRUST provided it has an appropriate and safe
damage dealing surface (a staff may only be SWUNG). Pole weapons must have a
distinctive mark 50 cm from the base and can only be used if one hand is placed on either
side of the mark.

A two handed cutting or smashing pole arm must be padded to the first 40cm together
with any other area likely to hit another player and must have as a minimum a rubber
stopper or padding on the butt.
(v) One-handed thrusting pole weapons: spear. A one-handed thrusting pole weapon may be
used one or two-handed and may only be used for THRUSTING. A one handed thrusting
pole arm must be padded to the first 40cm together with any other area likely to hit
another player and must have as a minimum a rubber stopper or padding on the butt.
(vi) Two-handed thrusting pole weapons: spear, lance, pike and other historical pole arms. A
two-handed thrusting pole weapon may only be used two-handed and may only be used
for THRUSTING. Pole weapons must have a distinctive mark 50cm from the base and can
only be used if one hand is placed on either side of the mark.

A two handed thrusting pole arm must be padded to the first 40cm together with any other
area likely to hit another player and must have as a minimum a rubber stopper or padding
on the butt. The wielder of the pole weapon may use it in any manner which is safe to
those around them.
(b) Players must not use a weapon which is unsafe. A Marshal may demand that any weapon be
handed to the Marshal for inspection at any time. If the Marshal determines that a weapon does
not comply with these rules or is otherwise unsafe, the weapon may not be used in the game.
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(c) Two weapon use: Main weapon must be a one-handed weapon as defined. Secondary weapon
must not exceed 85cm/34 in length.
(d) The head on a flail weapon must be soft and the chain on a flail weapon cannot exceed 10cm in
length or be dangerous to other players.
11.5 Shields
(a) Construction:
(i) Shields are to be made of plywood, plastic or metal with foam edging, or wholly of
foam/latex.
(ii) Shields may be strapped or have a centre boss. The centre boss may be constructed of
plastic or metal.
(b) Shields must be designed so as to minimise the risk of serious or permanent injury to persons, and
damage to foam prop weapons.
(c) Players must not use a shield which is unsafe. A Marshal may demand that any shield be handed to
the Marshal for inspection at any time. If the Marshal determines that a shield does not comply
with these rules or is otherwise unsafe, the shield may not be used in the game.
(d) A shield may not be used with a two handed weapon as defined, a staff, a 2-handed flail, a bow,
crossbow, or long gun (though may be used with pole arm).
(e) Intentionally, carelessly or recklessly allowing a shield to come into contact with the body of
another player is prohibited. Shield ramming and bashing is specifically prohibited.
(f) Any shield may be used to lightly push against another players shield or weapon from a standing
position or at a slow walking pace.
(g) A player may not grasp another players shield but may use their own shield or weapon to push or
hook it out of the way.
11.6 Missile Weapons
(a) Permitted missile weapons include: arrows, crossbow bolts, coreless foam throwing weapons (e.g.
daggers/knives/axes/rocks/fireballs/beer mugs (max 350g weight), javelins, and mock pre-1600
style black power weapons. Some missile weapons may not be permitted under local public laws.
(b) Bows, crossbows, arrows, bolts, and mock black powder weapons cannot be used in the same hand
as a hand weapon.
(c) Only approved missile or thrown weapons may be used. The only arrows and bolts approved for
use are those manufactured by IDV Engineering (Germany). All thrown weapons must be
constructed wholly of foam/latex and not contain a rigid core.
(d) Only bows with a max draw of 28lbs @28 may be used. Only crossbows with a maximum draw of
28lbs @15 may be used. Bows and cross bows must not be used for parrying.
(e) Bows, crossbows and mock blackpowder weapons must not used at ranges of closer than 1m from
a target and care should always be taken to ensure that they do not strike with excessive force.
Full draw at close range may result in hits with excessive force.
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(f) Javelins must be entirely padded other than a small area near the middle for holding. Construction
will otherwise be similar to a one-handed spear save that core must be either fibreglass or
bamboo.
(g) Rocks may be any misshapen foam or soft air filled ball, or equivalent.
(h) Mock black powder guns
(i) Mock black powder guns may only fire a rubber band gun style projectile (6mm+ diameter
surgical tubing which cannot have noticeable hard parts) or IDV arrow or crossbow bolt.
Bandguns firing IDV arrows/bolts are subject to the same equivalent strength limits as a
bow/crossbow.
(ii) Under no circumstances will guns using real gunpowder, gas, or equivalent be permitted.
(iii) A black powder weapon must not be used for parrying.
(i) All parts of a missile or missile weapon (other than the shaft) likely to come into contact with
another person must be designed so as to minimise the risk of serious or permanent injury to
persons, and damage to equipment.
(j) Missiles must be designed so that they are not likely to cause serious injury to the eye and/or have
a face that is larger than the eye socket (5cm). The head of an arrow or bolt may be of the flat or
rounded head type manufactured by IDV.
(k) A Marshal may demand that a missile or missile weapon be handed to the Marshal for inspection at
any time, and, in the case of a missile, the Marshal may at their complete discretion destructively
dismantle it to inspect its construction for compliance with these rules. If the Marshal determines
that it a does not comply with these rules or is otherwise unsafe, the missile or missile weapon may
not be used in the game.
(l) A missile weapon may not be deliberately targeted at or brought into close proximity to a players
head, face or throat.
(m) During combat, a missile MUST NOT be picked up after being fired/thrown other than by its owner
without their permission.
(n) A bow, crossbow or mock black powder weapon, and any missile weapon or projectile may only be
touched by its wielder or with their permission.
(o) Players must not intentionally damage missiles.

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12. SIEGES AND SIEGE WEAPONS
12.1 At Swordcraft games and events, various fortifications and siege engines can be in play. This adds a whole
new dimension compared to open field battles.
12.2 A siege can only take place if a Marshal is in attendance and the Marshal will announce the start and finish
time for the siege.
12.3 Healing during Sieges
During a siege, the normal healing rules are varied, and a player who is incapacitated cannot be healed or
respawn until the conclusion of the siege unless the Marshal states otherwise. This allows the various
missile attacks, sallys and the like to have a meaningful effect.
12.4 Fortifications and Gates
To simulate sieges at games and events, various fortifications and gates can be constructed. Fortifications
will be treated as impervious to damage. Gates may either take the form of cardboard/MDF gates that can
be physically battered down by a battering ram, or stronger structures with a pre-determined damage
points (DP) value (typically 50).
Fortifications must be at least 7.5m in length and the gate opening at least 2.4m wide and 2m high.
Walls and gates must be properly constructed and braced so that they are stable and will not fall over.
Walls and gates cannot exceed 1.8m unless signed off by a qualified tradesperson (for timber) or person
with a scaffolding ticket (for scaffolding). Further, all walkways or platforms more than 30cm off the ground
MUST be signed off by a qualified tradesperson (for timber) or person with a scaffolding ticket (for
scaffolding).
12.5 Siege weapons
(a) Siege weapons may take the form of rams, boiling oil/sand/water, rocks or projectile siege
weapons.
(b) Battering rams
(i) Battering rams will be of solid construction and include a ram of at least 2m long with a
diameter of at least 30cm. The ram may be hand held or mounted on wheels and may
include a cover. The cover may provide shelter from boiling oil and dropped rocks. The ram
is not to be used to strike any player. A ram can only be used to strike a gate and will either
physically batter it down (if cardboard or MDF), or cause 1 DP damage per hit depending
on the scenario.
(c) Boiling Sand/Water/Oil
(i) Boiling sand/water/oil is simulated by buckets of black streamers (may be damp to
facilitate speedy fall) tipped on besiegers from a fortification. The oil must have a simulated
heat source. If a player is touched by a streamer, the player is taken to have been hit by a
heavy siege weapon (see below).
(d) Large Rocks
(i) Rocks are simulated by large open-cell foam chunks (at least 40cm in diameter) dropped on
besiegers from a fortification. A rock may only be dropped, not thrown. A player hit with a
rock is taken to have been hit by a heavy siege weapon (see below).
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(e) Projectile Siege Weapons
(i) Projectile siege weapons may take one of two forms: Light and Heavy. All projectile siege
weapons are anti-personal weapons and do not damage fortifications or gates.
(ii) A siege engine may only be touched by its designated crew.
12.6 Light Siege Weapons
A light siege weapon is a siege weapon that fires a normal missile and is treated as such. Examples include
swivel guns, ribaldos, etc.
12.7 Heavy Siege Weapons
(a) A heavy siege weapon is a siege weapon capable of firing a siege missile and which is able to fire at
least 20 m. Examples of siege weapons include: ballista, catapults, trebuchets, and cannons.
(b) A heavy siege weapon must not be fired at a target that is closer than 5 metres.
(c) A player struck by a heavy siege projectile suffers 15 HP damage. A shield is no protection against a
heavy siege projectile.
(d) A siege weapon struck by a heavy siege projectile is considered damaged and may not be used for
the remainder of the siege or field battle.
(e) A heavy siege weapon projectile can bounce and any player struck on a bounce is also taken to
have been hit by a siege weapon. This will continue until the missile comes to a stop.
(f) During a battle, a heavy siege projectile may not be picked up after being fired/thrown.
12.8 Siege Weapon Construction
(a) Siege weapons and their projectiles (other than the shaft) likely to come into contact with another
person must be designed so as to minimise the risk of serious or permanent injury to persons, and
damage to equipment.
(b) Projectiles must be designed so that they are not likely to cause serious injury to the eye.
(c) A siege projectile or siege weapon may not be used in a game until inspected and approved by a
Marshal. A Marshal may demand that a siege projectile or siege weapon be handed to the Marshal
for inspection at any time, and, in the case of a siege projectile, the Marshal may at their complete
discretion dismantle it to inspect its construction for compliance with these rules. If the Marshal
determines that it does not comply with these rules or is otherwise unsafe, the siege projectile or
siege weapon may not be used in the game.
(d) Siege projectiles will generally be constructed in a similar manner to missiles. Trebuchet, catapult
and similar projectiles must be constructed wholly of foam or similarly light and soft material.

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