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HoBLotH Combat
Rules and Reference




Combat is a fun and important part of the HoBLotH. This information will be explained in person during the Martial Training portion of the event. However, you are encouraged to familiarize yourself with the rules ahead of time in order to maximize everyone's enjoyment and immersion during the event. As with many games, the rule book can seem much more intimidating than the game play really is. I promise you that combat is quick to pick up, easy to understand, and fun. The following is provided to help those who wish to practice in advance or simply wish to know more about what to expect at the event.
Weapons, shields, and reagents will be provided for the players at the event. These items are provided on a loan basis must be returned by the end of the event. Please help me take care of these items by not storing weapons with their tips down and by not setting objects on top of the weapons. (Latex weapons imprint easily) Players wishing to wear armor may do so provided they furnish the armor themselves and that it passes safety inspection.
All players will start with a one-handed sword. Players will have the option to purchase additional/different weapons in the armory and reagents in the reagent shop during questing time using in-game currency. Players may also discover potent magical weapons while questing.



Introduction


HoBLotH combat is based heavily on the combat system used in AMTGARD, a popular boffer LARPing group. While the core rules of target area and damage remain the same, I have made substantial changes to how magic works and the properties of different weapons. This information is detailed below. Picking up boffer combat is easy and is best learned by participatory demonstration, but since we're on the internet right now, a video is the next best thing:


Target Areas


This section explains valid target areas:

  • Torso: Valid torso area is anything on a sleeveless t-shirt plus the groin/arse area (i.e. briefs). The head and neck are not valid.
  • Arms: Anything from the shoulder seem to the wrist of a hand holding a weapon. An non-weapon hand is valid target area.
  • Legs: Below the waist, outside of the briefs area, down to the ankle. Feet are not valid.

Damage


When the above target areas are struck by a weapon or spell, the player will take damage and/or die, depending on target area and the weapon/spell.


  • Strike to Torso: If the player is struck in the torso by a melee weapon, ranged weapon, or spell, the player dies.
  • Strike to Arm: If the player is struck by a melee weapon, ranged weapon, or spell on an arm, the player looses the ability to use that arm. The arm must be placed behind the player's back. (You must switch your weapon to your off hand or drop your weapon if you are dual wielding) If the player is struck again on the same arm, the player dies. A player may not use a non-weapon hand to grasp or deflect another player's weapon at any time, even if that arm is armored.
  • Strike to Leg: If the player is struck by a melee weapon, ranged weapon, or spell in the leg, the player must put the knee of the "dead" leg on the ground. Unlike arms, subsequent strikes to a "dead" leg to do count. Given this, it is in your best interest to put your "dead" leg forward to protect your remaining "live" leg.
  • Loss of Any Two Limbs: If the player loses any two limbs (i.e. two arms, two legs, or one of each) the player dies.
  • Healing: Some players may have the ability to heal other players. (see Magic below) Healing can restore a lost limb to use. Restoring a limb does not reset armor durability. (see Armor below)
  • Timing: Combat uses the "atomic clock" method of damage dealing, also known as the "lightsaber" method. This means that damage is dealt the instant the weapon makes contact with the target area. If two combatants swing at each other and Player One strikes Player Two's arm a split second before Player Two lands a stirke on Player One's torso, Player Two has lost their arm and Player One takes no damage. If Player Two had struck first, Player One would be dead and Player Two will still have their arm.
  • Honor: Be Virtuous. It is up to players to call their hits. A hit that only brushes a player's clothing does not count but even the lightest touch on valid target area counts as hit. For safety, we do not want to encourage each other to hit harder, so please be Virtuous and own up when you've been hit. Remember, the goal is to have fun. If a player is found to be repeatedly sloughing off hits, they will be fined in-game currency and removed from combat for the duration of the battle or questing. Additionally, any players found to be purposefully striking illegal target area (e.g. the face) or is repeatedly hitting too hard will be removed from play and possibly ejected from the event. Physical contact between combatants (e.g. grappling) is prohibited.

Death and Resurrection


Death at the HoBLotH can occur several ways. Resurrection also occurs in a few different ways depending on context. Combat at the HoBLotH takes place in three venues: Open Questing, Bracket Tournament, and on the Battlefield (See Battle Game Rules). Each type is slightly different to maximize safety and fun.











  • Open Questing Death: When the player sustains enough combat damage as described above to die, the player falls to the ground. (dramatic deaths are encouraged) The player remains on the ground for thirty (30) seconds and then resurrects. The player then stands up and resumes play in that spot, fully regenerated. All limbs, armor, and spells are reset.
  • Bracket Tournament: When a player sustains enough combat damage to die in a tournament, they need not die dramatically. (though you can if you like) The tournament will be single elimination so once a player is dead, they are out of the tournament. There is not resurrection for Tournaments.
  • Battlefield Death: (Battle Game Rules) If a player dies on the battlefield, they fall to the ground (again, drama is encouraged) but should not lie prone. Instead, players should lie on their back or sit and remain alert so as not to get stepped on. The player will count out loud thirty (30) seconds and then they will resurrect partially and become a Ghost. Players may not talk while dead other than to count. As a Ghost, the player may stand and walk around. Ghosts must immediately collect any dropped weapons, spell components, and/or ranged ammunition, and then return to their starting zone. Once the player reaches their starting zone, they are fully resurrected and may re-enter combat. While the player is a Ghost, they must hold at least one hand above their head and repeatedly say "oooOOOooOOoOOOooo" to let other players know they are not valid targets. Players may not fake death by counting out loud or saying "oooOOOooOOoOOOooo" to entice an opponent to drop their guard. If a player is found to be faking death or Ghosting, they will be fined in-game currency and removed from combat for the duration of the battle.
  • Battlefield Resurrection: Certain players may have the ability to grant resurrection. If a player is successfully resurrected (while either dead or as a Ghost) they immediately return to life on the spot (as soon as they gather their equipment). All limbs, armor, and spells are reset.

Armor


Armor can provide protection during combat. Armor can be broken, but it resets with each life. It is up to the wearer to keep track of the durability of their armor. A player caught repeatedly lying about their durability will be ejected from combat and fined in-game currency. Armor protects only the area that it covers, not the entire limb. (i.e. bracers only protect the fore-arm, not the entire arm) When armor is damaged, its durability is reduced. When the durability reaches zero, the armor is broken and no longer protects the wearer. (e.g. a strike on a broken bracer will still cause the receiver to lose their arm) Durability is not repaired if a limb is regenerated however, durability resets to full upon resurrection.

Leather Armor: Leather armor protects against one point of damage from a standard melee or ranged weapon.
Metal Armor: Metal armor protects against two points of damage from a standard melee or ranged weapon. Metal armor must not have sharp or pointed edges. Any armor deemed dangerous to either players or the latex weapons will not be allowed.
Shield: Shields may or may not be available at the event. Shields have a durability of ten and are immune to standard melee and ranged attacks. Some weapons and spells have the ability to do durability damage to shields as described below. If a limb holding a shield is lost, the player must drop the shield or switch it to their other arm. If a shield's durability reaches zero, the shield is broken and the player must drop the shield. Shield durability resets upon resurrection.

Weapons


There are many types of weapons available to you at the HoBLotH. All non-magical weapons are broken if they are hit with a ranged weapon or spell. (i.e. players may not use weapons to block ranged weapons or spells) A broken weapon must be dropped immediately. Hammers can do durability damage against weapons. For this purpose, weapons have a durability of five (5). Broken weapons repair only on resurrection. Non-throwing weapons may never be thrown and throwing weapons may not be used as melee weapons. Once a player has purchased or acquired an upgraded weapon, that weapon may not be lost. (i.e. no one may take it from you when you die)

Non-Magical

One-Handed Sword: Each player starts with a one-handed sword. This weapon does one point of durability damage per strike against armor. This weapon does not receive a bonus if used with two hands. Players may purchase a second one-handed sword from the armory if they wish.
Dagger: Functions identically to a One-Handed Sword. May not be thrown. Daggers may be purchased from the armory.
Bastard Sword: A hand and half sword. This weapon is longer but heavier than a one-handed sword. When used with one hand, it does one point of durability damage per strike against armor. When used with two hands, it does two points of durability damage against armor. (e.g. if it strikes leather armor, the strike destroys the leather armor and does a point of damage to the body. If it strikes metal armor with two hands, that armor piece is broken) Bastard Swords may be purchased from the armory.
Two-Handed Sword: Even heavier than a Bastard Sword this item's advantage is its reach. When used with two hands, this weapon does two points of durability damage against armor. When used with one hand, this weapon incurs a penalty and only does a half point of damage to armor and bodies. (e.g. it would take two hits on an unarmored body part to do damage and two hits to break through a piece of leather armor.) Two-Handed Swords may be purchased from the armory.
Staff: This weapon has extreme reach. When used with two-hands, this weapon does one point of damage. When used with one hand, this weapon only does 1/4 damage. (e.g. it would take four strikes to remove a limb or do a single point of durability damage to a piece of armor) A staff will be available for purchase in the armory.
Mace: Identical to a One-Handed Sword but has the additional ability to damage shields. This weapons does one point of damage per strike against shields. Only the head of this weapon is valid target area. (i.e. if a player is hit with the "wooden" handle, it does not do damage.) A mace will be available for purchase in the armory.
Flail: This weapon is identical to a mace in that only head counts for damage, however this weapon does two points of durability damage against both armor and shields. A flail will be available for purchase in the armory.
Axe: Similar to the mace and flail in that only the head of the weapon does damage, this weapon does one point of durability damage to armor but two points of durability damage to shields. Axes will be available for purchase in the armory.
Hammer: Hammers do one point of damage to bodies and armor but can destroy weapons. Non-magical weapons have a durability of five against hammers. (e.g. if a hammer strikes an opponent's weapon in any place five times, the opponent's weapon is broken and must be dropped) Hammers may or may not be present at the event
Bow: Bows may or may not be present at the event. Arrows do one point of damage to bodies or armor. To prevent people from swatting arrows out of the air, if any part of an arrow touches a weapon, the weapon is destroyed. If a bow is hit by any weapon or spell, the bow is destroyed. For safety, bows should not be dropped if they are broken.
Thrown Weapons: Thrown weapons act just like arrows in that they do a single point of damage and destroy weapons if blocked. Thrown weapons do not do damage against shields. Thrown weapons may not be picked up and re-used until the player resurrects. Thrown weapons may not be used by anyone other than the owner. Thrown weapons may not be used as melee weapons. (e.g. if Player One purchased a throwing weapon, Player Two may not pick up and use Player One's throwing weapon)

Magical Weapons


Sword of Defense: Functionally identical to a One-Handed Sword but with an advantage. This weapon cannot be broken by any means. This weapon can be used to block arrows, spells, and thrown weapons and is immune to hammer damage.
Assassin's Serpent Venom Dagger: This weapon can be destroyed by arrows, spells, and throwing weapons. This weapon is identical to a regular dagger except it can poison an enemy with Serpent Venom. A player struck in an unarmored arm or leg by this weapon loses that limb as described above but is also poisoned and has ten seconds to live. has ten seconds to live. During this time, the afflicted player is high on Serpent Venom and goes into berserker mode. After taking the initial damage from the strike (e.g. losing an arm) the player shouts "Poisoned!" and starts counting out loud to ten. During this time, the player is invincible. When the player reaches ten, the player dies. A player does not enter Serpent Venom rage mode if the initial damage to inflict poison is lethal (e.g. torso shot or second limb damage). Assassin's Serpent Venom Daggers may not be thrown. (Yes, I realize that I said twenty seconds in the video, but after play testing, twenty seconds is way too long and I'm not going to re-shoot the video)
Hoe of Destruction: This weapon is immune to breaking. This weapon does three points of armor damage (i.e. it will kill through metal armor in one strike) with the striking section but zero damage with any other section. Does one point of damage against shields.
Fire Sword: This weapon is immune to breaking. A player struck in an unarmored arm or leg by this weapon loses that limb as described above but is also on fire and has ten seconds to live. The afflicted player must count out loud and dies when the count of ten is reached. A player may extinguish fire by stopping, dropping, and rolling before the count of ten is reached. Fire is contagious. If a flaming player touches another player in an unarmored valid target location (i.e. not a weapon, not the face, etc.) fire status spreads! This weapon does two points of durability damage to armor and two points of durability damage to shields.
Magebane: This weapon is immune to breaking. A player wielding Magebane is immune to all magic (including Serpent Venom and Fire). (e.g. a player hit with spell takes no damage to their armor or person) Consequently, a player wielding Mage Bane may not be healed or magically resurrected. (The player still resurrects, it just may not be accelerated) Mage Bane does two points of damage against durability. Mage Bane does not damage shields.
Juggernaut Hammer: This weapon is immune to breaking. Does two points of damage to armor, shields, and weapons. The Juggernaut Hammer may not be present at the event
Shade Blade: This weapon is immune to breaking. This weapon does two points of durability damage to armor. Once per player's life, this weapon may be ordered to kill another player by shouting "Arcadion! Take the life of this one!" and pointing at the player in question. The target must be within fifteen feet of the caster and the incantation should be loud enough that everyone near by hears it. If the target is unaware that they were killed, politely tell them. If this weapon is dropped on the ground for any reason (e.g. disarming, clumsiness, etc.) it transfers to the next player who picks it up. This is the only weapon that can be taken by other players.

Magic


Magic spells function similarly to those in AMTGARD with a few exceptions. To use magic, a few conditions must be met. A player must have purchased the appropriate reagents from from the shop and must have the requisite amount of reagents left to cast the spell. To cast a spell:

  • A player must not be moving and must have both feet (or knees) on the ground.
  • A player must be holding the reagent in hand.
  • A player must shout the incantation loudly and slowly. (Each syllable of an incantation must take one full second to cast. (e.g. "IN VAS FLAM" is a three second cast))
  • A player must successfully complete the follow up casting action for the spell.
  • A player discards (i.e. drops) the spent reagent(s) if applicable.

If a spell fails, the player must immediately drop the spent reagent(s). A spell will fizzle if a player moves while casting, casts the spell too quickly, misspeaks the incantation, takes damage while casting, or fails the casting action of the spell. Spells regenerate upon resurrection. Players may not pick up spent reagents except when resurrecting. Players may only gather back as many reagents as they "own." (i.e. you may pick up other people's spent reagents as you resurrect but you may not pick up more than you purchased in the shop) Reagents are provided by the event.

Spell Incantation Reagent Post-Incantation Casting Action

Fireball
IN VAS FLAM Red Tailed Ball The player throws the ball at an opponent. A fireball destroys a weapon on impact and does two points of durability damage to armor and shields. A player struck in an unarmored arm or leg by a fireball loses that limb but is also on fire and has ten seconds to live. The afflicted player must count out loud and dies when the count of ten is reached. A player may extinguish fire by stopping, dropping, and rolling before the count of ten is reached. Fire is contagious. If a flaming player touches another player in an unarmored valid target location (i.e. not a weapon, not the face, etc.) fire status spreads! Once the fireball hits the ground, it is dead. A fireball may bounce off a player into another player and continue to cause damage.

Heal
IN MANI Strip of White Cloth The player wraps a strip of cloth around a destroyed limb (i.e. arm or leg). Once the opposing ends of the strip touches, the affected limb is restored. This does not restore armor durability. This spell may be used on oneself or on another player.

Resurrect
IN MANI CORP Three Strips of White of Cloth A player must be on their knees for the entirety of this spell, including the incantation. After the incantation, the player lays the reagents on a dead or Ghost player. This affected player resurrects immediately on the spot.

Time Stop
AN TYM TBD This spell may or may not be present at the event

Special Abilities


Certain players will have special abilities you need to be aware of.


  • Lord British: Lord British can heal and resurrect ad infinitum. To resurrect, Lord British must be within five feet of the deceased, wave his hand, and say the incantation: IN MANI or IN MANI CORP. These abilities may only be used once per minute.
  • Blackthorn: Blackthorn has special throwing items that kill instantly, regardless of armor. These items may not be used by anyone else. These items may be picked up and used ad infinitum by Blackthorn. If a player picks one up, it kills the player. (i.e. players cannot help Blackthorn gather ammo) Lord British is immune to Blackthorn's throwing weapons as well as the wielder of Magebane


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