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<h2>Overview</h2>
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.


<h2>Combat Safety Rules</h2>
== 1. Good Strikes ==
A good strike is a controlled hit delivered with the correct striking surface of the weapon, using a motion that represents a realistic and meaningful attack.


''Wizards and Warlords'' is a '''full-contact''' combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.
Because LARP weapons are lightweight, players are expected to strike in a manner that simulates how the weapon would be used in combat rather than relying on speed alone. The target should be able to clearly feel the strike and recognise it as a valid hit.


All participants must:
The following are not considered good strikes:
* '''Pull their blows''' to avoid causing harm.
* '''Avoid excessive force''' during combat.
* '''Remain aware''' of their surroundings and fellow players.
* '''Use only approved, LARP-safe weapons.'''


Minor injuries may occur during physical play. '''First aid equipment is available on-site.'''
* Repeated light tapping, drum rolling, or machine-gun strikes.
* Dragging a weapon across a target.
* Delivering multiple unrealistic hits from a single opening.
* Using a weapon in a manner that does not resemble a meaningful attack.


<h2> CODE RED: Emergency Protocol </h2>
Players should focus on controlled, deliberate strikes rather than the number of hits they can throw.
In the event of a serious injury or emergency on the field, any player may call out '''"CODE RED."'''


If you hear '''"CODE RED"''':
== 2. Hit Points ==
* '''Immediately stop fighting''' and check your surroundings.
Hit Points (HP) represent how much damage a character can withstand. When a character reaches 0 HP, they become Downed.
* '''If safe''', sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.
* The player who initiated the call may '''remain standing''' to assist organizers in locating the injured individual.


The player who initiated the call may remain standing to help organisers locate the injured individual.
Each character has a base number of Hit Points (HP).


<h3> Resuming the Game </h3>
* Most players begin with 2 HP.
Once the situation has been resolved, the GM will call '''"GAME ON"''' or sound the horn to resume play.
* Some classes begin with 4 HP.
* Additional HP can be gained through armour, costume pieces, or other bonuses. See [[Armour and Hit Points]].
* HP can be restored through healing magic and potions.


<h2> Hit Points </h2>
=== 2.1. Downed ===
Each character has a '''base number of Hit Points (HP).'''
* When a character reaches 0 HP, they become Downed.
* During weekly games that use respawns, Downed players should raise a weapon above their head to indicate they are out of play, then make their way to the designated respawn point.
* During weekly games that do not use respawns, Downed players should kneel where they fell and remain there until healed or until the round ends.
* At events different rules may apply when Downed. Be sure to read the event rules for more information.


* Most players begin with '''2 HP'''.
== 3. Hit Locations ==
* Some classes may begin with '''4 HP'''.
* Additional HP can be gained through '''armour''', '''costume pieces''', or '''bonuses'''. See [[Armour and Hit Points]].
 
<h2> Hit Locations </h2>
Only specific areas of the body are considered '''valid targets''' during combat.
Only specific areas of the body are considered '''valid targets''' during combat.


<h3> Valid Target Zones </h3>
=== 3.1. Valid Target Zones ===
* Arms: upper arm, elbow, forearm
* Arms: upper arm, elbow, forearm
* Legs: thigh, knee, lower leg
* Legs: thigh, knee, lower leg
* Torso: upper chest, belly, upper back, lower back
* Torso: upper chest, belly, upper back, lower back


<h3> Out-of-Play Zones </h3>
=== 3.2. Out-of-Play Zones ===
The following areas are prohibited targets:
The following areas are prohibited targets:
* Head
* Head
* Neck
* Neck
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'''Important:''' Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.
'''Important:''' Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.


<h2> Damage by Location </h2>
== 4. Damage by Type and Location ==
Damage depends on where the strike lands.
Damage depends on the type of weapon and where the strike lands.


* '''1 HP Damage:''' Strikes to arms or legs (excluding prohibited zones)
=== 4.1. Melee and Ranged Weapons ===
* '''2 HP Damage:''' Strikes to the torso (any of the four torso zones)
* '''1 HP Damage:''' Strikes to arms or legs, excluding prohibited zones.
* '''Magic Bolts:''' Deal '''4 HP damage''' regardless of hit location
* '''2 HP Damage:''' Strikes to the torso, including upper chest, belly, upper back, or lower back.


<h2> Magic Bolt Rules </h2>
=== 4.2. Arcane Bolts ===
Magic bolts have the following rules:
Arcane Bolts have the following rules:


* '''Bypass''' shields and count if they hit any part of a players weapons, costume or armour.
* '''Arcane Bolts:''' Deal '''4 HP damage''' regardless of hit location.
* '''Bypass''' shields and count if they hit any part of a player's weapons, costume, or armour.
* May strike '''out-of-play zones''', though players should still '''avoid aiming''' for these areas.
* May strike '''out-of-play zones''', though players should still '''avoid aiming''' for these areas.
* Deal '''4 HP of damage''' no matter where they land.


<h2> Weapon Pinning and Entrapment </h2>
=== 4.3. Siege Weapons ===
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in your equipment or armour.
* '''Siege Weapons:''' Deal '''12 HP damage''' regardless of hit location.
 
* '''Bypass''' shields and count if they hit any part of a player's weapons, costume, or armour.
'''In such cases:'''
* May strike '''out-of-play zones''', though players should still '''avoid aiming''' for these areas.
* Players must attempt to release the weapon as soon as possible.
* Deflecting, blocking, or pushing weapons away is allowed.
* '''Purposely pinning''' an opponent’s weapon against terrain, the boundary net, or another player is '''not allowed'''.


<h2> Blocking Projectile Weapons and Spells </h2>
== 5. Blocking Projectile Weapons and Spells ==
* '''Melee weapons cannot deflect or strike projectiles or spells'''.
'''Melee weapons cannot deflect or strike projectiles or spells'''.
* Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).
** If a projectile is blocked by a non-target area '''but would have hit a valid target zone''', the strike '''counts as a hit'''.
** '''Hits to the head and neck never count''' as valid strikes.
* '''Spells''' count as hits regardless of where they land, including:
** Weapons
** Costumes
** Non-target areas


<h2>Body Rushing</h2>
Projectiles cannot be intentionally blocked using a non-target area, such as hands or feet.
Players must '''not body rush''' opponents.


'''Body rushing''' refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:
* If a projectile is blocked by a non-target area '''but would have hit a valid target zone''', the strike '''counts as a hit'''.
* Push them back.
* '''Hits to the head and neck never count''' as valid strikes.
* Force passage in an unsafe or aggressive manner.


''Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.''
'''Spells''' count as hits regardless of where they land, including:


{| class="wikitable" style="margin:auto; text-align:center;"
* Weapons
|+ CONTINUE READING
* Costumes
|-
* Non-target areas
! Current !! Next
|-
| [[Combat and Damage]] || [[Terrain and Hazards]]
|}


== Where To Next? ==
* [[Armour and Hit Points]] ← Next Step
* [[Weapons and Equipment]]
* [[Terrain and Hazards]]


<div class="wizlords-navbox-divider"></div>


== See Also ==
{{Player Guide}}
* [[Main_Page | Home]]
* [[Combat Rules | The Rules]]

Latest revision as of 08:25, 16 July 2026

Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.

1. Good Strikes

[edit]

A good strike is a controlled hit delivered with the correct striking surface of the weapon, using a motion that represents a realistic and meaningful attack.

Because LARP weapons are lightweight, players are expected to strike in a manner that simulates how the weapon would be used in combat rather than relying on speed alone. The target should be able to clearly feel the strike and recognise it as a valid hit.

The following are not considered good strikes:

  • Repeated light tapping, drum rolling, or machine-gun strikes.
  • Dragging a weapon across a target.
  • Delivering multiple unrealistic hits from a single opening.
  • Using a weapon in a manner that does not resemble a meaningful attack.

Players should focus on controlled, deliberate strikes rather than the number of hits they can throw.

2. Hit Points

[edit]

Hit Points (HP) represent how much damage a character can withstand. When a character reaches 0 HP, they become Downed.

Each character has a base number of Hit Points (HP).

  • Most players begin with 2 HP.
  • Some classes begin with 4 HP.
  • Additional HP can be gained through armour, costume pieces, or other bonuses. See Armour and Hit Points.
  • HP can be restored through healing magic and potions.

2.1. Downed

[edit]
  • When a character reaches 0 HP, they become Downed.
  • During weekly games that use respawns, Downed players should raise a weapon above their head to indicate they are out of play, then make their way to the designated respawn point.
  • During weekly games that do not use respawns, Downed players should kneel where they fell and remain there until healed or until the round ends.
  • At events different rules may apply when Downed. Be sure to read the event rules for more information.

3. Hit Locations

[edit]

Only specific areas of the body are considered valid targets during combat.

3.1. Valid Target Zones

[edit]
  • Arms: upper arm, elbow, forearm
  • Legs: thigh, knee, lower leg
  • Torso: upper chest, belly, upper back, lower back

3.2. Out-of-Play Zones

[edit]

The following areas are prohibited targets:

  • Head
  • Neck
  • Hands
  • Feet
  • Groin

Important: Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.

4. Damage by Type and Location

[edit]

Damage depends on the type of weapon and where the strike lands.

4.1. Melee and Ranged Weapons

[edit]
  • 1 HP Damage: Strikes to arms or legs, excluding prohibited zones.
  • 2 HP Damage: Strikes to the torso, including upper chest, belly, upper back, or lower back.

4.2. Arcane Bolts

[edit]

Arcane Bolts have the following rules:

  • Arcane Bolts: Deal 4 HP damage regardless of hit location.
  • Bypass shields and count if they hit any part of a player's weapons, costume, or armour.
  • May strike out-of-play zones, though players should still avoid aiming for these areas.

4.3. Siege Weapons

[edit]
  • Siege Weapons: Deal 12 HP damage regardless of hit location.
  • Bypass shields and count if they hit any part of a player's weapons, costume, or armour.
  • May strike out-of-play zones, though players should still avoid aiming for these areas.

5. Blocking Projectile Weapons and Spells

[edit]

Melee weapons cannot deflect or strike projectiles or spells.

Projectiles cannot be intentionally blocked using a non-target area, such as hands or feet.

  • If a projectile is blocked by a non-target area but would have hit a valid target zone, the strike counts as a hit.
  • Hits to the head and neck never count as valid strikes.

Spells count as hits regardless of where they land, including:

  • Weapons
  • Costumes
  • Non-target areas

Where To Next?

[edit]