Dagorhir Battle Games
4 - Weaponshide
4.1 - Generalhide
4.1.1 - All weapons are subject to rejection for any safety or construction discrepancies as determined by the weapons checkers appointed by the event organizers.
4.1.2 - Weapons Checkers and Heralds have the final say in determining how to classify a weapon, e.g., whether a weapon with a circular cross-section is a "sword" or a "club."
4.1.3 - A safe Dagorhir weapon is one which when used as intended will NOT result in bruises, break bones, or knock out teeth if an unarmored person is struck with a full-strength swing.
4.1.4 - All weapons must have cloth covering over all striking surfaces
4.1.5 - Two- and & a half-inch rule: Projectile weapon tips (arrows, javelins and rocks) and melee weapon tips designed for stabbing (green sword points, spear tips, etc.) shall not easily pass more than 0.5 inch through a 2.5 inch-diameter hole. This measurement shall be conducted by lowering a testing template onto the tip of the weapon perpendicular to the edge or shaft of the weapon. The intent is to test the thrusting tip of the weapon, not to search for weapon head corners which can be manipulated to pass through the template.
4.1.6 - Two-inch rule: Weapon tips NOT designed for thrusting (non-stabbing sword points, flail haft tip, etc.) shall not easily pass more than 0.5 inch through a 2 inch diameter hole. This measurement shall be conducted by lowering the testing template onto the tip of the weapon perpendicular to the edge or shaft of the weapon. The intent is to test the tip of the weapon, not to search for sword and axe head corners that can pass through the template.
4.1.7 - The flat (non-striking surface) of bladed weapons must be safely padded to prevent injury from hits from the flat of the blade.
4.1.8 - Hafts on axes, flails, maces, polearms, and the like must be safely padded except for a reasonable area for a handhold. This means the haft padding on swung weapons must be as safe as their striking surface. The haft on spears (which are thrusting-only weapons) is not required to be as heavily-padded as that of a swung weapon.
4.1.9 - No swung weapon may have more than 1/3 of its overall length unpadded, nor have more than 30" unpadded.
4.1.10 - Single-edged weapons such as glaives and cutlasses must have their non-striking edge clearly marked with a 12-inch piece of silver or gray tape at least 1 inch wide.
4.1.11 - Restrictions:hide
188.8.131.52 - The pommel of a weapon must be padded to prevent injury in the event of an accidental "hit" and must not easily go through a 2 inch-diameter hole.
184.108.40.206 - All red and blue weapons except for flails must conform to the following:hide
220.127.116.11.1 - Minimum dimensions of 1.25 inch by 2.75 inches.
18.104.22.168.2 - Minimum dimensions for single edged bladed weapons are 1.25 by 2.5 inches
22.214.171.124.3 - Blue weapons must weigh a minimum of 12 ounces.
126.96.36.199.4 - Red weapons must weigh a minimum of 24 ounces
188.8.131.52.5 - Balance above the top of the handle (i.e., blade heavier than handle).
184.108.40.206 - The shaft or blade of a red or blue weapon may not flex greater than 45 degrees when the weapon is swung in the plane/direction of the striking surface.
220.127.116.11 - The shaft of a spear or javelin may not flex greater than 90 degrees under reasonable testing stress.
18.104.22.168 - No weapons other than aluminum-shafted arrows may have metal cores.
22.214.171.124 - No weapon may have a spike or blade at the butt (pommel) end. Note that double-ended weapons (below) may have stabbing points at ends; this is different from a blue sword with a green stabbing spike on the pommel.
126.96.36.199 - No swung weapon may have more than 1/3 of its overall length unpadded, nor have more than 30 total inches unpadded.
188.8.131.52 - Double-ended weapons such as quarter staves are always considered to be blue weapons.
184.108.40.206 - Any weapon with a wooden core must have all wood covered with tape.
220.127.116.11 - Disallowed weapons include but are not limited to: Nets, lassos, pungee sticks, nunchucks, tonfas, double-ended daggers, punch daggers
4.1.12 - Miscellaneous - Whenever you strike an opponent from behind, simultaneously call out the color of your weapon ("Red!" "One-Handed Green!") so that your opponent will know how to react. If a weapon color is not called out, expect that your opponent will treat it as a hit from a blue weapon, the most common weapon encountered on the battlefield.
4.2 - Blue Weaponshide
4.2.1 - Blue weapons are edged (hacking) or mass (smashing) melee weapons intended primarily for one-handed use.
4.2.2 - Blue weapons must have a minimum total length of 12 inches and a maximum total length less than 48 inches. Weapons must have a minimum 6 inch striking surface.
4.2.3 - Blue weapons other than flails may have green stabbing tips or spikes.
4.2.4 - Flails:hide
18.104.22.168 - The ball of a flail must have a minimum circumference of 16 inches (measured at its narrowest point) and weigh a minimum weight of 4 oz.
22.214.171.124 - The end of flail haft must follow the 2 inch rule.
126.96.36.199 - The maximum "chain" length on a flail is 6 inches.
188.8.131.52 - The rope or cloth of the flail "chain" must be completely covered with segmented foam (rings) to reduce the risk of injury if the chain strikes a fighter and reduce the risk of the chain wrapping a weapon or limb.
184.108.40.206 - Flails are always blue weapons regardless of length.
4.2.5 - Double-ended Weaponshide
220.127.116.11 - Double-ended weapons must not be more than 7 feet long.
18.104.22.168 - Double-ended weapons must have a minimum of 18 inches in length of a cylindrically padded striking surface on each end.
22.214.171.124 - Both ends must pass as green or neither end will pass as green.
4.3 - Red Weaponshide
4.3.1 - Red melee weapons are long hacking and smashing weapons intended to be used primarily with two hands.
4.3.2 - A swung weapon (sword, axe, mace, glaive, halberd, etc.), 48 inches or longer is considered a red weapon when swung with two hands
4.3.3 - A red weapon used with one hand counts as a blue weapon for damage
4.3.4 - Red weapons may have green stabbing tips.
4.3.5 - Red weapons go through armor on the first hit when used two-handed
4.3.6 - All Red weapons when used two-handed can destroy a shield with two solid blows from their legal striking surface (e.g., a solid hit from the haft of a glaive would not count). Blows which are mostly blocked by another weapon and light or glancing hits to a shield do not count as "shield breaking" hits. The fighter wielding the shield judges if the blows are solid "shield-breaking" red hits; however, the physical size of the fighter delivering the blows must always be considered; i.e., a "solid" hit from a smaller, lighter person will generally feel "lighter" than one from a more massive fighter.
4.3.7 - Red weapons must weigh at least 24 ounces and balance above the top of the hand-grip.
4.4 - Green Weaponshide
4.4.1 - Green weapons are stabbing weapons, such as spears, sword points, daggers, and stabbing points on pole arms.
4.4.2 - One-hand green thrusts do not penetrate armor, including "pool-cue" style thrusts where the spear slides through one hand while being pushed with the other.
4.4.3 - To penetrate armor, a green weapon must be thrust with both hands from the beginning of the thrust until it has connected solidly with the target.
4.4.4 - Spears must have at least 1/3 of the haft padded, but because spears are strictly thrusting weapons (as opposed to hacking weapons), the padding does not have to be as thick as on a hacking weapon.
4.5 - Yellow Weaponshide
4.5.1 - Generalhide
126.96.36.199 - Yellow weapons must be used at half-drawn (arrows) or thrown with half force (javelins) at ranges closer than 20 feet.
188.8.131.52 - A yellow weapon must travel its own length through the air after it is released to count as a legal hit.
184.108.40.206 - Yellow weapons do no damage if they strike shields and Dagorhir-legal head/neck armor such as a helmet or coif.
220.127.116.11 - Players may not ever carry another fighter's missile weapons around without the owner's express permission. You may return fire with missiles that have been shot/thrown at you, but if you leave the immediate area where the missiles were fired/thrown, you may not take any missiles other than your own with you. Players must always return the owner's missiles to the owner upon request.
4.5.2 - Javelins:hide
18.104.22.168 - The maximum weight of a javelin is 1.5 pounds.
22.214.171.124 - Javelins must be between 4 and 7 feet in length.
126.96.36.199 - Because they may be used as both thrown- and hand-weapons, all javelins must pass standards for both yellow and green classifications; "yellow only" javelins are not allowed.
188.8.131.52 - All javelins must have a yellow cover on the head (not on the pommel). No other weapons may have a yellow cover. This is to clearly show in the heat of battle which end of a javelin is safe to throw at the enemy.
184.108.40.206 - Javelins are exempt from weapon flex rule and instead must not flex more than 90 degrees.
220.127.116.11 - Any block which stops the head of the javelin from striking its target is a legal block, including catching the javelin by the shaft or blocking it with any weapon.
18.104.22.168 - Javelins must be padded along their entire length.
22.214.171.124 - Javelins may not easily pass (<0.5") through a 3.5" diameter hole. The softer padded face of the javelin must be at least 3.5" wide in all directions. The stiffer structural base foam must be at least 3" in diameter where it meets the open cell face foam.
4.5.3 - Archery:hide
126.96.36.199 - All bows must have a draw weight of 35 pounds or less at 28 inches draw.
188.8.131.52 - Compound (pulley) bows are not allowed.
184.108.40.206 - Crossbows must have a maximum draw weight of 35 lbs with a draw length of 12"
220.127.116.11 - Arrows must always be shot; they can never be used as hand weapons.
18.104.22.168 - To be an archer at an event, a player must bring at least 2 passing arrows to the field.
22.214.171.124 - If an arrow is deflected, even minutely, it is considered to have hit.hide
126.96.36.199.1 - An arrow must strike with its head to cause a hit.
188.8.131.52 - Once an arrow has hit an object (changed its path) it is harmless. An arrow cannot strike multiple targets.
184.108.40.206 - To better simulate the speed and power of real arrows in flight, the only things which can stop arrows are shields or Dagorhir-legal head armor such as a helmet or coif. Arrows cannot be caught, blocked, deflected, or knocked out of the air by anything else, including hands, feet, weapons, or other equipment. If an arrow is blocked intentionally with anything other than a body part, shield, or head armor, the fighter doing the blocking is dead automatically.
220.127.116.11 - Bows may be used to turn aside thrusts without suffering any damage. However, if a bow is hacked or smashed by a red or blue weapon, the bow is considered broken. A healer may heal a bow.
18.104.22.168 - Archers are allowed to call shots for clarity, i.e., they may call out to let their target know where a hit landed or if the hit was "good," as in the case of a glancing or ricocheting arrow.
22.214.171.124 - If an arrow strikes a limb which has already been hacked or smashed by a blue or red weapon, the arrow is considered to have continued as if the limb were not there, hitting whatever is in its path.
126.96.36.199 - If a weapon accidentally blocks an arrow from hitting a target, the arrow is considered to have hit the target anyway.
188.8.131.52 - If an arrow hits a fighter's hand, that arm is lost (regardless of whether the hand held a weapon or shield).
184.108.40.206 - If an arrow hits a foot which is off the ground, that leg is lost.
220.127.116.11 - Arrows:hide
18.104.22.168.1 - A draw stop (generally a ring of tape around the shaft) is required to prevent arrows from being drawn more than 28 inches.
22.214.171.124.2 - Arrows may not easily pass (<0.5") through a 2.5" diameter hole. The softer padded face of the arrow must be at least 2.5" wide in all directions. The stiffer structural base foam must be at least 2" in diameter where it meets the open cell face foam.
126.96.36.199.3 - All arrows must contain a penny secured perpendicularly (flat) at the end of the shaft, unless it is an arrow with a golf tube shaft. In this case, a washer slightly larger than the golf tube's rolled edge must be used instead.
188.8.131.52.4 - All arrow striking surfaces must be constructed of open-cell foam.
184.108.40.206.5 - All arrows must have at least two full vanes/fletchings (feathers) and a nock.
220.127.116.11.6 - Only duct (cloth) or strapping tape may be used in arrow construction.
18.104.22.168.7 - All wooden arrows must have their shafts wrapped in tape.
22.214.171.124.8 - There can be no tape on the striking surface of an arrow
126.96.36.199.9 - The head of the arrow must not be able to be moved easily from side to side.
188.8.131.52.10 - In order to avoid confusing golf tube arrows with javelins, no arrow using a golf tube shaft may have a yellow cover.
4.6 - White Weapons:hide
4.6.1 - Rocks must be at least 4" in diameter and constructed of foam with a little tape as possible, and all aspects of their construction must conform to the 2 1/2 inch rule.
4.6.2 - The maximum weight of a rock is 1.5 pounds.
4.6.3 - Rocks must be thrown; a fighter may never strike another fighter with a hand-held rock.
4.7 - Shields:hide
4.7.1 - Shields must be safely padded on the front and all edges. Any dangerous protrusions (bolts, handles, etc.) on the rear must be taped and/or padded for the user's safety.
4.7.2 - A shield maybe used or worn in any manner, and it will still remain a shield; e.g., a shield may be carried on the arm, held in one or two hands, worn on the back, or propped against a fighter's side.
4.7.3 - A fighter may wear or carry only one shield at a time in combat.
4.7.4 - A shield may not be taller than the distance between the wielder's chin and their ankles, nor wider than 3 feet.
4.7.5 - The minimum diameter of a shield is 12 inches.
4.7.6 - Shields may be virtually any shape, but must have handles and/or arm-straps. If a shield is made to strap onto the body and has no means to carry it on the fighter's arm, it is not allowed. As with all weapons rules, Weapons-Checkers and Heralds have the final size in determining what is a shield versus what is armor.
4.7.7 - All Red weapons when used two-handed can destroy a shield with two solid blows from their legal striking surface (e.g., a solid hit from the haft of a glaive would not count). Blows which are mostly blocked by another weapon and light or glancing hits to a shield do not count as "shield breaking" hits. The fighter wielding the shield judges if the blows are solid "shield-breaking" red hits; however, the physical size of the fighter delivering the blows must always be considered; i.e., a "solid" hit from a smaller, lighter person will generally feel "lighter" than one from a more massive fighter.
4.7.8 - When a shield is destroyed by two red-weapon hits, the wielder of the shield must immediately drop the shield. Additional hits from any type of weapon that strike before the shield is dropped count as though the shield isn't there (generally counting first against the shield-wielder's arm, then their torso).
4.7.9 - Anvilling, laying a weapon on a shield to avoid taking damage to the shield, is not permitted. Thus, a weapon must intercept the red weapon before it strikes the shield. If the blocking weapon is driven back against the shield by the hit from the red weapon, it does not constitute anvilling. If the red weapon continues past the attempted block with significant force, the blow still counts as a red-weapon hit.
4.7.10 - Fighters may use a red weapon while also using a shield.
4.7.11 - Shield "spikes" are for ornamentation only and do no damage.
4.7.12 - Shield Kicking: Players are allowed to kick shields, provided the kicker keeps one foot on the ground. (No flying kicks!) Shield kicking must be done with regard for the safety of other fighters and will be monitored carefully by the Heralds.
4.7.13 Shields may be covered in non-latex based soft plastic sealant (e.g. Plasti-dip) as an alternative to cloth as long as they pass all other requirements.
4.8 - Shield Bashing and Checking:hide
4.8.1 - A shield bash means using a shield to strike an opponent starting from a distance more than two steps away.
4.8.2 - A shield check means using a shield to strike an opponent starting from a distance two steps away or closer.
4.8.3 - Players may shield bash an opponent on their front or side. Bashing an opponent from the rear is prohibited. Bashing an opponent who has lost a leg is prohibited.
4.8.4 - Players may shield check an opponent from any direction. Players may shield check opponents who have lost a leg.
4.8.5 - It is never permissible to strike a fighter in the head or neck with a shield.
4.9 - Grappling:hide
4.9.1 - Grappling is defined as wrestling in a safe and reasonable manner, attempting to subdue or unbalance your opponent without strikes, throws, or joint/nerve holds.
4.9.2 - A person in armor or rigid plastic safety equipment or carrying a bow and/or arrows may never initiate a grapple.
4.9.3 - Players are not allowed to initiate a grapple starting more than two steps away from an opponent.
4.9.4 - Grappling from behind should be done with great caution and will be closely monitored by Heralds for safety.
4.9.5 - Body checks (blocking your opponent's movement using one's body) are allowed.
4.9.6 - Punching and kicking are never allowed, except in the case of shield kicks as outlined above.
4.9.7 - An unarmored fighter may choose to initiate a grapple with any opponent, including those who are armored or carrying bows or arrows.
4.10 - Miscellaneous:hide
4.10.1 - 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.
4.10.2 - Strikes ignore sheathed weapons (i.e., one that is attached/hanging from one's belt or over one's back) or any other worn object, including baggy clothing such as cloaks. If an attack would have made legal contact with a fighter had the object been absent, then it should be counted as a hit. A weapon must be in a fighter's hand to intercept an attack.
4.10.3 - Anvilling, the act of laying one's weapon on a shield or body part to avoid taking damage, is not permitted.
5 - Armorhide
5.1 - Generalhide
5.1.1 - All types of armor provide the same level of protection.
5.1.2 - Armor protects only the area it covers: e.g., one hit from a blue weapon to an unarmored elbow results in the loss of that arm, even if the rest of the arm is armored.
5.1.3 - Armor may not be concealed and must remain visible to other fighters. Players may wear a surcoat or tabard over armor so long as the armor is easily visible.
5.1.4 - The front, back, and sides of any part of the body are considered a single strike zone for armor coverage. Hits anywhere on armor on the left leg are considered hits to the "left leg armor," and hits to a fighter's armored chest, sides, and back are considered hits to the "torso armor" even if the hits land on different pieces of armor such as a breastplate and backplate. Think of armor protection in Dagorhir this way: armor lessens the damage from some types of hits, but does not eliminate damage entirely. Hence, an armored fighter will "survive" the first blue weapon hit to his back, but a second blue hit to the same fighter's chest armor will have done enough damage to "kill" the fighter.
5.1.5 - All armor within a strike zone counts as a single piece of armor no matter how many separate pieces of armor are actually present.
5.1.6 - Armor does not offer protection against red weapons swung with two hands, two-hand green thrusts, or yellow (projectile) weapons except as shown below.
5.1.7 - Head and neck armor and helmets protect from yellow and white weapon hits to the head and neck.
5.1.8 - The first hit from a blue weapon to an armored strike zone has no effect.
5.1.9 - The second blue hit:hide
184.108.40.206 - To an armored torso results in death;
220.127.116.11 - To an armored limb results in loss of the limb.
5.1.10 - A one-handed green thrust has no effect on armor, even if previously struck with a blue weapon.
5.1.11 - Armor protection against blue weapon strikes is not eliminated due to a previous yellow or two-handed green weapon hit.
5.1.12 - Rigid plastic safety equipment for knee and elbow protection is permitted but must be concealed under clothing. It does not count as armor.
5.1.13 - No one wearing armor or ridged safety gear may initiate grappling.
5.1.14 - Rigid body armor including helmets must not have projections which protrude more than 1/2 inch from the armor.
5.1.15 - Rigid armor including helmets must have no spikes or points and must have blunted edges.
5.1.16 - Armor must not be able to catch any appendages such as fingers.
5.1.17 - Armor must be passed by heralds from two separate realms, assuming an inter-realm event.
5.2 - Metal Armor:hide
5.2.1 - Metal armor may be made of iron, steel, bronze, brass, or copper, or titanium. Aluminum and other modern alloys are not allowed, with the exception of titanium and stainless or galvanized steel.
5.2.2 - The minimum thickness of metal armor is 16 gauge.
5.2.3 - The minimum thickness wire for chain mail is 16-gauge.
5.2.4 - The minimum thickness of plate metal armor and riveted/welded chainmail is 18 gauge.
5.2.5 - The minimum thickness of metal armor not included in the previous rule is 16 gauge.
5.2.6 - The maximum thickness of metal armor is 1/8 inch.
5.2.7 - Acceptable Standards for 4:1 European Weave Chain mail:
5.2.8 - Rigid metal hand, knee or elbow armor is forbidden (ring or chainmail is permitted).
5.2.9 - All corners should be rounded to at least 1/2" radius for safety.
5.2.10 - Metal helmets may only be constructed from 18- to 16-gauge. Helmets may not have "non-period" grills (e.g., most "SCA" helmets have non-period grills).
5.3 - Leather Armor:hide
5.3.1 - The minimum thickness for leather armor is 3/16 inch and may be achieved by layering several pieces of thin leather.
5.3.2 - Studded, scaled, or brigandine armor can only be counted as armor if 2/3 of the leather is covered by metal, or the studs/rings/plates are no more than 1/2" apart.
5.4 - Armor may not be constructed of plastic or other non-period materials.
6 - Wounds and Healinghide
6.1 - When in doubt of any of these rules, ask a Herald.
6.2 - When killed, scream and fall to a prone position on the ground.
6.3 - When you lose an arm, drop anything that is in that hand and put the arm behind your back. Do not switch equipment from the lost arm to your non-injured arm (this so called "magic switch" is specifically prohibited). Do not use your "lost" arm to aid in shield checking, shield bashing, or grappling.hide
6.3.1 - If the arm was hacked or smashed with a blue or red weapon, any other strike to the same arm counts as a torso hit, because in the Dagorhir combat rules the arm would not be there to intercept the hit.
6.4 - If you lose a leg, you must immediately kneel on that knee. To move from place to place you must either crawl, dragging the injured leg, or have comrades carry you. Hopping around on your uninjured leg is not allowed. However, you may make a lunge off the good leg toward an opponent. Any strike to a leg that has already been lost does not count. If both legs are wounded, you may only "knee walk", drag yourself by your arms, or be carried in order to move.
6.5 - 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.
6.6 - 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.
6.7 - If you have two limbs hacked or smashed by red and/or blue weapons, the result is death. Wounds from green and yellow weapons do not count towards this rule, even if they are inflicted by the green stabbing point of a red or blue weapon.
6.8 - If asked, a fighter must accurately describe their current armor damage and wound status. Players may never fake death or wounds during a battle to mislead opponents.hide
6.8.1 - Because kneeling is how we show wounds to a leg, kneeling during combat isn't allowed. Crouching is allowed as long as neither knee is touching the ground.
6.9 - At no time may the dead speak to the living, unless it is to shout a safety warning that is "outside" of Dagorhir combat; e.g., "Look out, you're about to step off a cliff!"
6.10 - Healinghide
6.10.1 - The Healer cannot heal her/himself or their own equipment.
6.10.2 - To heal a person, the Healer must be in direct physical contact with the injured person.
6.10.3 - A healer may not heal a person while either are under direct attack. If the Healer or injured person is attacked or distracted, or contact is broken for any reason, the entire Poem of Healing must be read or recited again.
6.10.4 - A Poem of Healing must then be recited or read aloud. The minimum length of a poem of healing is 180 syllables and must be approved at event check-in.
6.10.5 - When the healer completes reading the Healing Poem, all wounds and any items held by the wounded fighter are healed or repaired (i.e. armor, bow, shield, etc.).
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