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Hit Locations

Players have five locations which may be Wounded: Left Arm, Right Arm, Left Leg, Right Leg, and Torso.
Arm: From just below the outside point of the shoulder to the tips of the fingers. A hand is not Wounded if struck below the wrist while holding a melee weapon, shield, or bow. Treat hits below the wrist to a hand holding a melee weapon, shield, or bow as though they had hit the weapon, shield, or bow held instead.
Leg: From just below the end of the buttocks in the back, the hip socket in the front, and an imaginary line between them on the sides down to and including the foot. A foot on the ground is not Wounded if struck below the ankle and all effects of projectiles and Magic Balls are ignored.
Torso: Everything that isn’t an arm or leg, including the groin, shoulders, and collar bones up to the vertical rise of the neck.
“A helpful rule of thumb is if it would be covered by a traditional women’s one-piece swim suit, it’s torso.” - Scoot
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Hit Location Rulings

Players may not be struck in the neck or head. A strike to the head is invalid, and will not count as a hit.
Players may not block shots with their neck or head. Intentional head blocking can result in being called dead by a reeve.
A Wounded arm may carry equipment, but may not wield Equipment or cast magic, and must be kept out of combat. A Wounded Arm is capable of receiving an additional Wound.
Players who receive a leg wound must decide if they are going to kneel or post with that leg. A player can switch between kneeling and posting by declaring as such with no living enemies within 20ft, or when instructed by a reeve.
If a player chooses to kneel, their wounded leg must have the knee in contact with the ground. The knee of the Wounded leg may be lifted from the ground briefly to enable movement so long as the unwounded leg has a knee on the ground.
If a player chooses to post, the player must immediately notify their opponent(s) of this by stating “posting”. While posting, the player may not voluntarily move the foot of the wounded leg, although it may be used to pivot.
Players with a Wounded leg who are affected Change Log 8707-20-2024 Amtgard 8 - Change Log by abilities which allow or require movement may choose to ignore the requirement for dead legs to have the knee on the ground (or, if "posting," to not voluntarily move the foot of the wounded leg) for the purposes of completing the movement…. …Once the player has completed the movement, they must once again place their knee in contact with the ground, or re-declare "posting". This ‘forced movement accommodation' may not be used for the ability Blink.
A Wounded Leg is capable of receiving an additional Wound (even if “posting”), except when the knee is on the ground or during the initial placement of the knee on the ground after receiving a Wound.
A player with a wounded leg may ‘hobble' by declaring "hobbling" and then moving slowly, taking no more than one step per second, and dragging a leg as long as there are no living enemies within 20ft. While moving in this manner, the Wounded player must chant “hobbling” and may not attack, cast magic, or activate abilities, but may defend themselves. Afterwards, the player must either kneel or re-declare "posting".

Wounds

Wounds may be inflicted by contacting a Hit Location with the Strike-Legal portion of a Weapon. Shots from Melee Weapons fall into two broad categories:
Slash: A valid slash must be percussive (contact with an audible pop) and stop on or deflect off the victim. ​Stab: A valid stab must strike with the tip and stop on or deflect off the victim. These requirements do not apply to projectile weapons. Any contact from the Strike-Legal portion of a projectile weapon will cause a Wound unless otherwise noted. Some contacts which partially fulfill the above criteria are listed here as examples of invalid shots.
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Examples of Invalid Strikes

Grazes: Slashes that are neither percussive nor stop/deflect.
Draw Cuts: Stabs which fail to strike with the tip. These contacts slide against a victim instead of impacting cleanly.
Pushes: These contacts are pushed into or slid against a victim after the initial motion was completely blocked and the initial motion had stopped.

Death

Any two wounds, or a single wound to the torso, result in death.
skull

Rules of Death

Unless otherwise noted a Dead player may not speak to living players or interact with game play in any manner.
Unless otherwise noted in the battlegame description a Dead player may choose to return to their base or remain where they died but may not otherwise move about.
Dead players may move to avoid mundane danger or interfering with living players.
This does not count as moving for the purposes of Magic or Abilities so long as no game advantage was derived.
Dead players may retrieve their own equipment from the field while dead, but may not interfere with play in any way and must stay at least 10ft from any living opposing players while doing so.
Dead players that move after dying may only return to play via respawn unless otherwise noted.
Unless otherwise noted Dead players may not be the target of Magic or Abilities.
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