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Here you will find the rules that explain how our game is played. The first sections pertain to actual gameplay aspects. The 4 appendices provide additional information and specifications for the equipment we use in the game. This information is for those that wish to make their own equipment, but you don't need to worry about any of that stuff until you've been out for a while. The rules may seem a bit daunting, but they are quite simple in practice. Read through them once, and they will be explained to you again when you come out to fight.
If you have any questions, post a question on our forum or email Brutus, Daemarth, or Angwynn.
Be sure to check out our Rules Philosophy page for more information as to why the rules are the way they are.
Riverbend Combat Association Rules
1. Adjudication
  1.1. Adjudication within the sport is handled by Heralds with assistance from Linesmen.
  1.2. Heralds have jurisdiction over rules and their enforcement.
  1.3. A Heraldís call must be obeyed and may not be disputed during a battle.
    1.3.1. If a player wishes to dispute a call made by a herald, they must do so at least 50 feet off the field and after the battle in which the call was made is concluded.
    1.3.2. Arguing with a herald on the field is punishable by a verbal warning or a yellow card (issued at the heraldís discretion) depending on severity.
  1.4. A yellow card is an official warning.
    1.4.1. A yellow card may be issued for poor sportsmanship or other breach of the rules at the discretion of the Herald(s).
    1.4.2. Verbal warnings will usually be issued before a yellow card, but are not required.
  1.5. A red card is an official notice of temporary suspension of fighting privileges for the remainder of the day on which it is issued.
    1.5.1. A red card is automatically issued if two yellow cards are received by the same individual on the same day.
2. Equipment
  2.1. A weapon is defined as any object that conforms to all specifications for its class as defined in Appendix A.
    2.1.1. A weapon can be used to score one or more ìhitsî in combat.
    2.1.2. All weapons except white and brown class weapons must be marked on the pommel with appropriately colored tape. This marking should be visible from 360 degrees.
    2.1.3. Blue weapons are one-handed weapons such as swords, maces, flails, clubs, etc.
      2.1.3.1. Blue weapons may not be swung with both hands.
      2.1.3.2. A blue weapon can score one hit of damage per swing.
      2.1.3.3. A blue weapon (excepting flails) may have a green class tip at the end of the weapon opposite the handle.
      2.1.3.4. All blue weapons must have white, gray, blue, or black cloth covering on their striking surfaces.
      2.1.3.5. Flails are always blue class weapons.
    2.1.4. Green weapons are thrusting weapons such as rapiers, spears, and daggers.
      2.1.4.1. Weapons of other classes that have green thrusting tips are referred to by their class color and green (e.g. blue/green).
      2.1.4.2. All green weapons and weapons with green tips must be padded to safely deliver two-handed thrusts.
      2.1.4.3. Green weapons can score one hit of damage per thrust if wielded with one hand.
      2.1.4.4. Green weapons can score two hits of damage per thrust if wielded with two hands.
        2.1.4.4.1. Both hands must remain on the weapon during impact to deliver a two-handed thrust.
        2.1.4.4.2. A two-handed thrust may be accompanied by the words ìdouble-greenî for clarification.
        2.1.4.4.3. A two-handed thrust should jar the target (substantially more than a one-handed thrust) to deliver two hits of damage.
        2.1.4.4.4. A two-handed thrust that does not strike with sufficient force to score two hits of damage can score one hit.
      2.1.4.5. Green only weapons must have a green cloth cover.
    2.1.5. Red Weapons are two-handed swung weapons such as greatswords, poleaxes, giant maces, etc.
      2.1.5.1. Red weapons can score one hit of damage per swing if wielded with one hand.
      2.1.5.2. Red weapons can score two hits of damage per swing if wielded with both hands.
        2.1.5.2.1. Both hands must remain on the weapon during impact to deliver a two-handed strike.
        2.1.5.2.2. A two-handed strike may be accompanied by the word ìredî for clarification.
        2.1.5.2.3. A two-handed strike is one with sufficient force to jar the target (substantially more than a one-handed strike by either a red or blue weapon)
        2.1.5.2.4. A two-handed strike that does not strike with sufficient force to score two hits of damage can score one hit.
      2.1.5.3. A red weapon can destroy shields.
      2.1.5.4. A red weapon may have a green class tip at the end of the weapon opposite the handle.
      2.1.5.5. All red weapons must have white, gray, orange, or red cloth covering their striking surfaces.
    2.1.6. Yellow weapons are javelins.
      2.1.6.1. All yellow weapons must pass as yellow/green.
      2.1.6.2. Yellow weapons do one hit of damage when thrown.
      2.1.6.3. Javelins may not be thrown at the head.
        2.1.6.3.1. A javelin that strikes the head does no damage.
        2.1.6.3.2. Though it is illegal to target the head with a yellow weapon, it is sometimes unavoidable due to the nature of missile weapons. A player who strikes opponentsí heads frequently with javelins may be judged unsportsmanlike.
      2.1.6.4. Javelins may be wielded in melee as short spears.
      2.1.6.5. The head (striking surface) of a javelin must be covered in yellow cloth.
    2.1.7. White weapons are arrows.
      2.1.7.1. Arrows must only be fired from a legal bow or crossbow and never wielded in melee.
      2.1.7.2. Arrows do one hit of damage.
      2.1.7.3. Arrows are the only weapon class that may target the head.
      2.1.7.4. The striking surface of an arrow may be covered in any color fabric.
    2.1.8. Brown weapons are double-ended staves.
      2.1.8.1. Brown weapons can do one hit of damage when swung, whether wielded with one hand or both.
      2.1.8.2. Brown weapons must have cylindrical striking surfaces (except for possible green tips).
      2.1.8.3. The striking surfaces of brown weapons must be covered in brown cloth.
  2.2. A shield is a piece of equipment that conforms to the specifications of Appendix B and can be used to protect the bearer from multiple hits.
    2.1.9. Black Weapons are large two-handed weapons such as Giant Mauls, Halberds, etc.
      2.1.9.1. Black weapons can score one hit of damage per swing if wielded with one hand.
      2.1.9.2. Black weapons can score two hits of damage per swing if wielded with both hands.
        2.1.9.2.1. A two-handed strike may be accompanied by the word "black" for clarification.
        2.1.9.2.2. A two-handed strike is one with sufficient force to jar the target (substantially more than a one-handed strike by a red, blue, or black weapon).
        2.1.9.2.3. A two-handed strike that does not strike with sufficient force to score two hits may score one hit.
      2.1.9.3. A black weapon can destroy light, medium, and heavy shields.
      2.1.9.4. A black weapon may have a green class tip at the end opposite the handle.
      2.1.9.5. All black weapons must have black or gray cloth covering their striking surfaces.
    2.2.1. A shield may only be destroyed by solid jarring two-handed strikes from a red weapon.
    2.2.2. A shield may only be worn on or wielded by an arm.
    2.2.3. Only one shield may be wielded or worn at a time.
  2.3. Armor is equipment that conforms to the specifications of Appendix C and provides the wearer with protection from hits.
  2.4. All equipment that is not a weapon, shield, or armor is considered garb, and must conform to the specifications of Appendix D.
3. Combat
  3.1. Your full and accurate damage and armor condition must be reported promptly to any live participant who inquires.
  3.2. Portrayal of an injury or condition makes that condition immediately take effect.
    3.2.1. A leg that is knelt on for a significant amount of time is considered disabled.
    3.2.2. An arm held behind the back or tucked into a belt behind the back is considered disabled.
    3.2.3. If you verbally state any or all of your armor is disabled, then it is considered disabled.
    3.2.4. If you say ìDead.î then you are dead.
    3.2.5. It is poor sportsmanship to attempt to hide amongst the dead, crouch amongst legged players to appear legged, etc.
  3.3. The body is divided into six target areas.
    3.3.1. The head target area is defined as the head and neck, or the area above the collar of a normal T-shirt.
      3.3.1.1. The head may only be targeted by white weapons.
      3.3.1.2. A hit scored on an unarmored head results in immediate death.
      3.3.1.3. A hit scored on an armored head has no effect.
      3.3.1.4. Intentional targeting of the head with a melee weapon is extremely poor sportsmanship and may be penalized by an immediate red card.
    3.3.2. The torso (or body) target area is defined as the area below the neck including the front and back, out to the shoulder socket (inclusive), down below the waist to the buttocks (inclusive) and crotch (inclusive), and the hips (inclusive); also the area covered by a sleeveless t-shirt and normal brief underwear. The torso also includes any disabled arms.
      3.3.2.1. A hit scored on an unarmored torso results in immediate death.
      3.3.2.2. The first hit scored on an armored torso causes all torso armor to be disabled.
      3.3.2.3. A second hit scored on an armored torso results in immediate death.
    3.3.3. Each arm is a separate target area (right arm/left arm) and is defined as the area from the shoulder (exclusive, i.e. any hit that could be said to have hit the shoulder hits the torso target area) to the tips of the fingers.
      3.3.3.1. A hit to an unarmored arm results in that arm being immediately disabled.
        3.3.3.1.1. A weapon that is held by an arm that becomes disabled may be transfered to the other hand within one second of the arm becoming disabled.
      3.3.3.2. A disabled arm should be put behind the back and tucked into a belt, if available.
      3.3.3.3. Any hits which strike a disabled arm are considered to have struck the torso target area, even if the arm is away from the torso.
        3.3.3.3.1. A hit to a disabled arm may strike torso armor if the area that would have been struck had the arm not been in the way is armored.
      3.3.3.4. A hand that is holding a weapon handle or shield handle is considered part of the weapon or shield, and any hit to the hand is considered to have struck that piece of equipment instead.
        3.3.3.4.1. The hand extends from the wrist (exclusive) to the tips of the fingers.
      3.3.3.5. A disabled arm should not be used to intentionally gain an advantage.
        3.3.3.5.1. A disabled arm may be used to restore balance to prevent injury, but should be done in such a way to minimize the advantage gained.
    3.3.4. Each leg is a separate target area (right leg/left leg) and is defined as the area from the hip (exclusive) to the tip of the toes.
      3.3.4.1. A foot that is touching the ground is considered part of the ground and a hit may not be scored on it.
        3.3.4.1.1. The foot is the area covered by a normal low cut tennis shoe and does not include the ankle.
      3.3.4.2. A hit to an unarmored leg disables that leg.
      3.3.4.3. A hit to an armored leg disables the armor for that leg.
      3.3.4.4. A second hit to an armored leg disables that leg.
      3.3.4.5. A disabled leg should be knelt upon except in a grapple situation, in which case it should not be used to intentionally gain advantage.
        3.3.4.5.1. The knee of a disabled leg should remain on the ground.
        3.3.4.5.2. You may not switch which leg is disabled.
      3.3.4.6. A disabled leg may be used for balance but may not provide propulsion.
        3.3.4.6.1. A disabled leg must be dragged behind you while moving, and the knee should remain on the ground.
        3.3.4.6.2. The bottom of the foot of a disabled leg should not be placed flat against the ground, but you may curl your toes under for balance.
      3.3.4.7. Any hit to a disabled leg while the knee is on the ground is considered to have hit the ground.
      3.3.4.8. Any hit to a disabled leg with the knee not on the ground is considered a hit to the other leg and may or may not strike armor.
      3.3.4.9. A person with a disabled leg may not initiate any new attacks until the knee of the disabled leg is on the ground if they are moving (as with running).
  3.4. Having any two limbs disabled results in death.
  3.5. A dead person may not initiate new swings, but may carry a swing in progress straight to its target.
  3.6. All hits are to be judged and called solely by the target or a herald, except for hits from white weapons and except when asked for judgment by the target.
    3.6.1. An archer may call a hit from a white weapon they fired when the target appears to have not noticed the shot.
  3.7. A one-handed hit must strike the target area with non-trivial momentum and be hard enough to be felt through chain or leather armor.
  3.8. A two-handed hit must strike with substantially more momentum than a one-handed hit to score two hits.
  3.9. A two-handed strike to a shield should jar both the shield and the arm that wields it to damage the shield.
    3.9.1. Light shields are destroyed by one such hit.
    3.9.2. Heavy shields are destroyed by two such hits.
    3.9.3. A shield that is destroyed is considered instantaneously obliterated.
      3.9.3.1. Any hit to a destroyed shield is considered to have passed thru and struck the target area as though the shield were not there.
      3.9.3.2. If the bearer of a broken shield cannot determine which target area would have been hit they should take death.
  3.10. A weapon that blocks a shot but is knocked into the wielder scores a hit if its impact momentum is greater or equal to approximately one third of the momentum of the attackerís weapon.
  3.11. A weapon worn on a target area is part of the target area.
  3.12. Striking surfaces may not be gripped. Hands that grip a striking surface cause the arm to which they are attached to become disabled.
    3.12.1. If a personís grip lingers on a striking surface for longer than a second they are dead.
  3.13. Armor may be worn on any of the target areas and provides protection as specified above.
    3.13.1. Armor provides protection only from hits that land wholly on the armor.
    3.13.2. A single piece of armor can provide protection to multiple locations.
    3.13.3. A single piece of armor that is disabled on one hit location can still remain undamaged on another hit location that it covers; it is the target areaís armor that is disabled by a hit, not the armor itself.
    3.13.4. All pieces of armor must be visible to be counted as armor.
    3.13.5. No armor or garb may be worn that precludes the wearer from feeling normal hits.
  3.14. All missile weapons must be half-thrown or ñdrawn for targets under 15 feet.
  3.15. An archer is defined as anyone who carries a bow, arrows, or a crossbow.
  3.16. Missile weapons may only score one hit.
  3.17. A hit is scored if the missile is deflected at least 30 degrees (a hit may be scored against a shield, in which case the shield is not damaged but the missile may not score another hit)
  3.18. A missile weapon may not score a hit if it hits the ground prior to hitting the target.
  3.19. Swinging at an arrow results in death.
  3.20. Arrows that strike weapons are considered to have not been blocked and pass through to strike where they would have.
  3.21. Javelins may be blocked by any method which prevents the head from striking a target area.
  3.22. Intentionally blocking a javelin with an unarmored head is poor sportsmanship.
  3.23. A bow that is struck by a melee weapon is destroyed instantly.
4. Contact
  4.1. Grappling is legal.
    4.1.1. Grappling must be done in a way that should not unreasonably endanger your opponent.
    4.1.2. Joint locks, unarmed strikes, pressure points, choke holds, and uncontrolled throws are illegal.
    4.1.3. Your opponentís safety is your responsibility while executing throws and sweeps.
    4.1.4. You should not attempt any grappling that is at a level you are unfamiliar with.
    4.1.5. All other combat rules apply while in grapple situations.
    4.1.6. Archers may not grapple or be grappled.
    4.1.7. Persons wearing armor may not initiate grapples with unarmored opponents.
    4.1.8. Body checking is a form of grappling where your body or a part of your body delivers a check to your opponent.
      4.1.8.1. Body checking is dangerous and should be done only to a shield.
  4.2. Bashing is using the face of your shield to make contact with your opponent.
    4.2.1. Bashing is legal from the front quadrant and from the side quadrants when your opponent is aware of your presence.
    4.2.2. Bashing someone with a disabled leg is illegal.
    4.2.3. Bashing someone without a shield is legal.
    4.2.4. Bashing archers is illegal.
    4.2.5. Your shield must not contact your opponentís head during a bash.
    4.2.6. Bashes should not be executed that put your opponentís head in danger of being contacted by your or his shield.
    4.2.7. You may not bash low or in an excessively dangerous manner, such as landing on top of them.
    4.2.8. Incidental contact with a shield is not bashing and is legal from all four quadrants.
  4.3. Shield Edging is using the edge of your shield to make contact with your opponent.
    4.3.1. Shield Edging is legal from all four quadrants.
    4.3.2. You may not make contact with your opponentís head with a shield edge.
    4.3.3. You may not charge an opponent and make a shield edge.
    4.3.4. You may shield edge an opponent who is adjacent to your path, but not in your path.
    4.3.5. Archers may not be shield edged.
  4.4. Shield kicking is delivering a kick to an opponentís shield.
    4.4.1. Shield kicking is legal from the quadrant that the target shield faces.
    4.4.2. Shield kicking is dangerous as a shield can change positions quickly.
    4.4.3. Only controlled kicks such as front kicks where the target remains visible for the entirety of the kick are legal.
Appendix A ñ Weapon Specifications
1. Definitions:
  1.1. Striking Surface: The padded part of a weapon that can score a hit.
  1.2. Non-striking Surface: Any padded part of a weapon that cannot score a hit.
  1.3. Incidental Padding: Padding on a weapon (such as a flail or polearm) that is non-striking, but is likely to contact an opponent in battle.
  1.4. Handle: The non-padded part of a weapon.
  1.5. Pommel: The padded non-striking surface at the bottom of most weapons that prevents the end of the weapon core from being felt.
  1.6. Sword: A weapon with two 180 degree opposed edges and flats.
  1.7. Flail: Any hinged weapon
  1.8. Double-E nded Weapon: A weapon resembling a staff.
  1.9. Javelin: A throwing spear.
  1.10. Arrow: A weapon cast by a bow or crossbow.
  1.11. Injury: Harm, long-term or serious
  1.12. Flex: How much a weapon bends when put under reasonable stress, such as being bent over the head.
2. Marking:
  2.1. Blue, red, yellow, and green weapons must have tape of the appropriate color marked on their pommels so as to be visible from 180 degrees.
  2.2. White weapons do need to be marked.
  2.3. Brown weapons must have a strip of brown tape at either end of the handle just before where the padding begins.
3. General Padding Conventions:
  3.1. Striking surfaces should be padded such thatÖ
    3.1.1. Öa full force swing from an average adult male should not cause injury.
    3.1.2. Ömoderate pressure from the second-to-last digit of the thumb should not reach the core.
  3.2. Non-striking surfaces should be padded such that the core of the weapon cannot be felt by moderate pressure from the second-to-last digit of the thumb.
  3.3. Incidental padding should be similar in quality to non-striking surface padding, but of slightly higher quality.
  3.4. To prevent sting, striking surfaces should have minimal tape on their faces.
  3.5. All striking surfaces must be covered in appropriately colored cloth.
  3.6. Non-striking surfaces should be easily identified as such.
    3.6.1. Single-edged weapons should have a strip of cloth or tape on the non-striking edge.
4. Weapon Specifications
  4.1. 2.5 inch rule: No striking surface may pass more than ‡ inch through a 2.5 inch hole.
  4.2. Weapon pommels and cross-guards may not pass more than ‡ inch through a 2 inch hole.
  4.3. The maximum flex for red, blue, green, and brown weapons is 45 degrees.
  4.4. The maximum flex for yellow weapons is 90 degrees.
  4.5. White weapons should have rigid cores.
  4.6. A weapon may not contain a liquid.
  4.7. Yellow, blue, red, green, and brown weapons may not have metal cores.
  4.8. No weapon may contain a wooden core.
  4.9. Archery
    4.9.1. Compound bows, and horsebows are not allowed.
    4.9.2. Bows must have a maximum draw weight of 35 pounds at 28 inches.
    4.9.3. Crossbows must have a maximum draw weight of 17.5 pounds at 28 inches.
  4.10. No melee weapon may have a lanyard so that it can hang from an arm.
5. Weights and Measures
  5.1. Weights
    5.1.1. Melee weapons
      5.1.1.1. All melee weapons except flails must have a fixed balance point.
      5.1.1.2. A light weapon is one that meets the following criteria.
        5.1.1.2.1. A light weaponís balance point must be at least 1/3 of the weaponís length from the base of the pommel.
        5.1.1.2.2. The weaponís striking surfaces must face one or two directions.
          5.1.1.2.2.1. If a weapon has two striking surfaces, they must be 180 degrees opposed.
        5.1.1.2.3. Light weapons must weigh at least 2 oz. plus 1/3 oz. per inch of overall length.
      5.1.1.3. A heavy weapon is one that meets the following criteria.
        5.1.1.3.1. A heavy weaponís balance point must be at least 1/2 of the weaponís length from the base of the pommel.
        5.1.1.3.2. Heavy weapons must weigh at least 2 oz. plus 1/2 oz. per inch of overall length.
      5.1.1.4. Stabbing tips are not counted when determining weight class.
      5.1.1.5. Brown weapons are light and their balance point must be on the handle.
      5.1.1.6. Green only weapons are considered light.
      5.1.1.7. Weapons with more than 2 striking surfaces, an omni-directional striking surface, or two non-opposite striking surfaces are heavy weapons.
      5.1.1.8. A weapon that meets the criteria for both a light weapon and a heavy weapon is considered a heavy weapon.
    5.1.2. Missile weapons
      5.1.2.1. Javelins have no balance point requirements or minimum weight.
      5.1.2.2. Javelins have a maximum weight of 1.5 pounds.
      5.1.2.3. Arrows have no balance point requirements or minimum weight.
  5.2. Measures
    5.2.1. Pommels must be shorter than 5 inches and no wider than 4 inches.
    5.2.2. Melee Weapons
      5.2.2.1. Flails
        5.2.2.1.1. Flails must be heavy weapons
        5.2.2.1.2. Flails have a maximum overall length of 36 inches.
        5.2.2.1.3. Flails have a maximum hinge length of 6 inches.
        5.2.2.1.4. Bag flails are not allowed.
        5.2.2.1.5. The head of a flail must have a perimeter of at least 15 inches when measured on two perpendicular axes.
        5.2.2.1.6. Flails may have only one hinge.
        5.2.2.1.7. Flails may have only one head.
        5.2.2.1.8. Flails may have no other striking surface than the head.
        5.2.2.1.9. The hinge of a flail must be padded so that no more than ‡ inch of rope is unexposed at any point.
        5.2.2.1.10. Flails must be padded above the halfway point of the shaft.
        5.2.2.1.11. Flails must have incidental padding for at least the last 4 inches of the shaft.
      5.2.2.2. Other blue weapons
        5.2.2.2.1. Other blue weapons may not have unpadded haft or handle at any point above one third of the overall length of the weapon.
        5.2.2.2.2. Light blue weapons must have a striking surface that is 1.5 inches wide and the top two thirds of the weapon must be at least 3 inches across on the flat.
        5.2.2.2.3. The maximum length for light blue weapons is 48 inches.
        5.2.2.2.4. Heavy blue weapons must have a striking surface area of at least 16 sq. in.
        5.2.2.2.5. The maximum length for heavy blue weapons is 36 inches.
      5.2.2.3. Brown Weapons
        5.2.2.3.1. All brown weapons are heavy weapons.
        5.2.2.3.2. Double-ended weapons may not have green tips.
        5.2.2.3.3. Brown weapons must have at least 18 inches of striking surface on each end.
        5.2.2.3.4. Brown weapons may only have cylindrical striking surfaces.
        5.2.2.3.5. Brown weapons must have handles no longer than one third of the weaponís overall length.
        5.2.2.3.6. Brown weapons must have handles that are no closer to either end than one third of the weaponís overall length.
        5.2.2.3.7. The maximum length for brown weapons is 84 inches.
      5.2.2.4. Red Weapons
        5.2.2.4.1. The minimum length for light red weapons is 48 inches.
        5.2.2.4.2. The minimum length for heavy red weapons is 36 inches.
        5.2.2.4.3. The maximum length for light red weapons is 60 inches.
        5.2.2.4.4. The maximum length for heavy red weapons is 96 inches.
        5.2.2.4.5. Red weapons may not have handle or unpadded core more than one third of the way up the weapon.
        5.2.2.4.6. Light red weapons must have a striking surface at least 1.5 inches wide with a minimum area of 12 sq. in.
        5.2.2.4.7. Heavy red weapons must have a striking surface at least 2 inches wide with a minimum area of 16 sq. in.
      5.2.2.5. Green Weapons
        5.2.2.5.1. The minimum length for green weapons is 12 inches overall.
        5.2.2.5.2. There is no maximum length for green weapons.
        5.2.2.5.3. Green weapons must have incidental padding on at least the top third.
      5.2.2.6. Yellow Weapons
        5.2.2.6.1. Javelins have a minimum length of 48 inches and a maximum length of 72 inches.
        5.2.2.6.2. Javelins must have a pommel on the bottom.
        5.2.2.6.3.Javelins may not have any part unpadded.
      5.2.2.7. White Weapons
        5.2.2.7.1. Arrows have a maximum length of 36 inches.
        5.2.2.7.2. Arrows should have a draw stop to prevent them from being drawn more than 28 inches.
        5.2.2.7.3. Arrows must pass the 2.5 inch rule.
        5.2.2.7.4. Arrow striking surfaces should completely cover a 2.5 inch circle.
        5.2.2.7.5. All arrows should be constructed with a penny taped over the end of the shaft.
        5.2.2.7.6. Arrow striking surfaces should have at least one layer of open cell foam.
        5.2.2.7.7. Arrow striking surfaces must be tape free.
        5.2.2.7.8. Arrow heads should be stable, with minimal wobble.
        5.2.2.7.9. Arrows must have at least two full fletchings.
6. Prohibited weapons
  6.1. Traps
  6.2. Entangling weapons such as nets, lassos, etc.
  6.3. Hinged weapons except for flails.
  6.4. Double-ended weapons except staves.
Appendix B ñ Shield Specifications
1. Shields must be padded on the face and edges such that core cannot be felt by moderate pressure and so as to not cause injury from shield bashes, edging, or incidental contact.
2. Shields must be flat and not easily bent.
3. Shields may be no more than 5 inches thick.
4. Shields must be at least 3 inches thick.
5. Shields may not have a perimeter greater than 120 inches.
6. Shields may not be taller than 42 inches.
7. Shields have a minimum surface dimension of 12 inches.
8. Shields fall into two weight categories.
  8.1. Light shields weigh less than one oz. per inch of perimeter and are destroyed from one red hit.
  8.2. Heavy shields weigh more than or equal to one oz. per inch of perimeter and are destroyed from two red hits.
9. Shield Spikes are not allowed.
10. Shields must be covered on the face and edges by an appropriate cloth cover.
  10.1. Shield Covers should be in good taste and fit medieval or medieval-fantasy genres.
Appendix C ñ Armor Specifications
1. Definitions
  1.1. Penny-Round: refers to the smoothness and roundness of a pennyís edge.
  1.2. Maille is any armor made up interconnected metal rings or plates.
2. Armor that fails on a technicality may be passed by the head herald or group leader.
3. General Armor Specifications
  3.1. Armor must be easily identifiable.
  3.2. Armor must be visible from any quadrant that the target area is visible from to count as armor.
  3.3. Armor that does not pass the requirements wholly fails wholly.
  3.4. Armor should be constructed in such a way as to not be ìborderline legal.î
  3.5. Only leather and maille armors are legal.
4. Leather Armor
  4.1. is armor that is constructed of tanned animal hide.
  4.2. must be at least 3/16 of an inch thick if it is made of a single layer of leather.
  4.3. must be at least º of an inch thick if it is made of two layers of leather.
  4.4. may contain non-period or non-armor grade parts (such as aluminum rivets, suede lining, etc.) and still be legal provided the leather is of sufficient thickness.
  4.5. may not have any gaps greater than º inch.
  4.6. must be constructed of pieces of leather at least 3 inches wide and 3 inches tall.
5. Maille Armor
  5.1. must be constructed of iron, steel, copper, bronze, brass, stainless steel or other period metal.
  5.2. should resist deformation as well as chainmail constructed of 14 Gu. Galvanized steel rings with interior diameter of 3/8 inch woven in a European 4-in-1 pattern.
  5.3. Rings used in the construction of maille (esp. chainmail) armor should not have a larger interior diameter than 7/16 inch.
    5.3.1. Welded rings are not allowed
  5.4. All metal plates used in maille armor must be penny-round.
6. Head Armor
  6.1. Maille armor and leather helmets are acceptable for head armor.
  6.2. Helmets with metal bars across the eyes are illegal.
  6.3. All edges of leather or metal used in head armor should be penny-round.
7. All armor should be constructed to minimize the danger to opponents and their weapons.
8. Prohibited armor types:
  8.1. Plate armor (including helmets)
  8.2. Padded or cloth armor
  8.3. Bone armor
  8.4. Studded leather armor (unless the leather is armor-grade)
  8.5. Bamboo or other wood armor
  8.6. Rock armor
Appendix D ñ Garb
1. Garb must be non-dangerous in nature.
2. Watches are allowed on the field only in pouches, pockets, or attached to the back of a shield.
3. Any piece of garb that is rigid must be penny-round.
4. Period Garb is garb that adds to the ambiance of medieval reenactment.
  4.1. Period Garb should have the appearance of belonging to medieval or medieval-fantasy genres and should not be obviously modern from more than 10 yards away (black boots look period from a distance, whereas white tennis shoes are plainly modern from across a field).
  4.2. Examples of Period Garb:
    4.2.1. Homemade pants, tunics, shirts, tabards.
    4.2.2. Sweatpants of the right color.
    4.2.3. Period headgear such as helmets, cowls, bonnets, etc.
    4.2.4. Solid colored dark or earth-tone boots and shoes.
    4.2.5. Cloaks
    4.2.6. Gauntlets
    4.2.7. Armor (as a rule, the best garb)
5. Non-period garb is garb that detracts from the ambiance of medieval reenactment.
  5.1. Non-period garb is any garb that does not have the appearance of belonging in a medieval or medieval-fantasy setting by reasonable standards.
    5.1.1. Lazy costuming is non-period. Wearing a flowery skirt because its comfortable does not make that skirt ìperiodî because no warrior would ever wear a skirt.
    5.1.2. Portraying a monster is difficult to do. Poor attempts at monster costuming are non-period. Monster characters are actually among the most difficult to portray. Masks, helmets, armor, and makeup help considerably.
  5.2. Non-period garb is acceptable if it is not visible (underwear, etc.)
  5.3. Some tournaments, events, or practices may require period garb for participation.
  5.4. Examples of Non-period garb:
    5.4.1. Sports glasses (the only non-period garb that is allowed to be visible while still being considered "in garb")
    5.4.2. Exposed kneepads
    5.4.3. Tennis shoes
    5.4.4. T-shirts
    5.4.5. Blue jeans
    5.4.6. Work gloves, winter gloves.
    5.4.7. non-period hats (such as a knit hat)
6. Disallowed Garb is any garb that may not allowed on the field under any circumstances.
  6.1. Examples of disallowed garb:
    6.1.1. Spikes, cleats, or any shoe that poses an unreasonable risk of damaging a shield when delivering a kick.
    6.1.2. Glasses or sunglasses (except shatter-proof sports glasses)
    6.1.3. Real knives, swords, weapons, or other dangerous implement.
    6.1.4. Hats such as baseball, cowboy, etc.