Combat Rules

(Note: please be sure to read through the rest of the rules in this section for more specifics.)

These combat rules are pretty much global for any type of battle you might participate in. Of course, each battle has it''s own special rules which may slightly alter the listing below.

When a new fighter participates, they will be loaned a single one-handed sword from the group armory for use until they acquire their own gear. As a new player, there are a few very important rules to focus on:

  • Do not hit in the head (the head is never a legal target for a hand held weapon)
  • Do not attempt to stab (very few swords are equipped with the needed special tip)
  • Do not swing with the flat of the sword (the flat is minimally padded, plus, the weapon performs poorly)
  • Do not use attempt any sort of pommel attack, use the blade (punch type hits are never allowed)
  • Do not attempt to use two hands on your sword (small fast weapons are intended for single hand use)

In combat, common sense supercedes perceived loopholes. These rules are as plain, straightforward, and detailed as possible, but not every angle of every situation has been covered. In all manners concerning these rules Heralds on the field shall have final say. When resolving rules questions, Heralds shall consider the matter according to the following criteria: safety first, playability second, and realism third. If there is a question of what is meant by a rule, a decision will be made based upon what was implied or intended when that rule was written.

To kill someone in Dagorhir, you must use a weapon.

All weapons must be checked and marked by weapons checkers appointed by the event organizer before they may be used in combat.

There are five classifications of weapon types: Blue, Red, Green, Yellow and White that are designated by proper colored tape on the shaft or pommel. The weapon type is decided at the discretion of the weapons checker.

  • Blue weapons: Weapons marked with blue tape are one handed hacking and smashing weapons and cannot be considered a red weapon even when used with two hands.
  • Red Weapons: Weapons marked with red tape are two handed hacking and smashing weapons. A red weapon must be used with both hands to count as a red weapon. If used with a single hand, it counts as a blue weapon.
  • Green weapons: Weapons marked with green tape are stabbing weapons, such as spears, sword points, daggers, and stabbing points on pole arms.
  • Yellow Weapons: Weapons marked with yellow tape are projectile weapons, which are arrows and javelins. Arrows may never be used as hand weapons.
  • White weapons: Rocks and other head only projectile weapons

Hit Locations: Hit locations include Torso, Leg, Arm, Head and Neck.

  • Torso: Includes shoulders, chest, stomach, crotch, sides, back, and buttocks.
  • Leg: From the ankle to the torso (below the buttocks). A hit to the ankle counts as a leg hit. A hit to the foot only counts as a leg shot if the foot is not on the ground (ie: while attempting to kick a shield).
  • Arm: From wrist to torso or shoulder socket. A hit to the wrist counts as an arm hit. A hit to the hand only counts as an arm shot if the hand is not on a weapon/shield (ie: attempting to grab an opponent).
  • Head and Neck: OFF LIMITS to all but yellow and white projectile weapons.

Weapon Damage: Weapons do varying amount of damage depending upon where they strike and whether the target area is armored. A hit from a hand-held weapon counts when the weapon strikes solidly with substantial force. A hit from a projectile (yellow) weapon counts when the head of the weapon strikes the target, stopping or being slightly deflected.

1st blue hit 2nd blue hit red hit 1handed green 2handed green missile rock
Torso death N/A death death death death no damage
Limb crippled* N/A crippled* disabled** disabled** disabled** no damage
Head illegal illegal illegal illegal illegal death death
Shield no damage no damage special*** no damage no damage no damage no damage
Armored Limb no damage crippled* crippled* no damage disabled** disabled** no damage
Armored Torso no damage death death no damage death death no damage
Armored Head illegal illegal illegal illegal illegal no damage no damage

*Two crippling blows counts as death.
**A combatant can take an unlimited number of disabling shots and not be eliminated. However, they may not use the disabled limb.
***Two solid, non-glancing blows to a shield will render it ''destroyed''

Grappling is allowed in Dagorhir:

  • Grappling is defined as wrestling in a safe and reasonable manner, individuals struggle hand to hand, attempting to subdue or unbalance the other without strikes, throws or joint/nerve holds. A good example is high school wrestling.
  • Initiating a grapple from behind should be done with great caution and will be closely judged by heralds for safety.
  • A good clean body check is allowed.
  • No person may initiate a grapple while carrying a bow and/or arrows.
  • A combatant in armor may never initiate a grapple. Rigid plastic safety equipment is considered the same as armor when it comes to grappling.

Other miscellaneous items of note:

  • Anvilling, the act of laying one''s weapon on a shield or body part to avoid taking damage, shall not be permitted.
  • If a blow strikes a sheathed weapon (i.e., one that is hanging from your belt or over your back), the attack is considered to have hit you anyway. A weapon must be in your hand to intercept an attack.
  • Intentionally blocking a blow with a hand or foot results in the loss of the limb the appendage is attached to.
  • Gripping the blade or point of your opponents weapon with your hand results in the loss of that arm.
  • Whenever you strike an opponent from behind with a non-blue weapon, simultaneously call out the color of your weapon so that your opponent will know how to react.

Wounds: Ok, so you got hit, now what happens?

  • When you lose an arm (blue/red/green/yellow damage), drop anything that is in that hand and put the arm behind your back. Note: If the arm was hacked off, any other strike to the same arm counts as a torso hit, because in real life the arm would not be there to intercept the blow, arrow, etc.
  • If you lose a leg (blue/red/green/yellow damage), you must kneel on the knee of the leg you have just lost. To move from place to place you must either crawl, dragging the injured leg, or have comrades carry you. Hopping around on the good leg is not allowed. However, you may make a lunge off the good leg towards an opponent. Any strike to a leg that has already been lost does not count. If both legs are wounded, the warrior must either drag themselves by their arms or be carried in order to move.
  • If both knees are on the ground, and the leg wound is from a hacking or smashing weapon then any hit to either leg is considered a hit on the good leg.
  • If the target is lunging/rolling around and has a wounded leg (hacking or smashing) and is hit in either leg (even the one already hit) it is considered a hit on the good leg.
  • Crouching is allowed as long as neither knee is touching the ground (no faking wounds!).
  • If asked a warrior must accurately describe their current armor damage and wound status. You may never fake death or wounds during a battle to mislead your opponent.
  • Two limb rule: if you lose two limbs to either red and/or blue weapons, the result is death. Wounds from green and yellow weapons do not count towards this count.<
  • When killed fall to the ground, preferably screaming in agony.
  • At no time may the dead speak to the living.

It may seem like a huge amount of information to remember, but most all of these rules are common sense and safety based. After playing for a short time, you will not even have to think about it, it will come naturally.

The information above differs from what is posted at the National site. Not all realms find the same guidelines work for them. Should you participate in a national event, expect to follow the national rules. If you have questions about the national rules, ask on the national forums. If you have questions about why we do things the way we do, feel free to ask us. Remember: the goal is safety and fun for all...

 

Fight Practice

Talinor hosts fight practice every Saturday at noon in Jackson Lund park, Port Orchard (near the train). We practice until dark, or exhaustion, whichever comes first.

Park Map

Bring some water and some clothes you don't mind getting dirty in and come join us!