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Faire Rules

The Festival Laws of Boffer Battle

(For those hardy visitors who would participate during the Faire in the happenings of the Kingdom)

Gentle visitors! While you can be sure that we are doing our utmost to secure your person from foul beasts or vicious men during this Festival, one can never be certain in these times. You may find yourself face to face with a fight at any time, so please follow these rules when in such a situation.

Firstly: The special magic of the Festival protects all those who carry no legal weapons from being assaulted by anyone who does. Please obey this magic or face the wrath of the Arm of Justice! Any visitor who does not carry a boffer weapon is safe and protected from battle. We ask you to casually stand aside when it occurs near you, and enjoy the show.

Secondly: Conversely, if you wield or carry a legal weapon that is not peace-tied, you are a potential participant in boffer combat at any time during the Festival, even if you momentarily disarm yourself. Note that a spell packet openly carried is a weapon. If you do not wish to be a potential victim, do not carry a weapon!

Thirdly: Any weapon must be safety checked at the admissions booth to be allowed as a legal weapon for boffer combat during the Festival. If it is not deemed safe, it must be peace-tied with colorful ties at all times you are carrying it, and is not legal for use during the Festival.

Fourthly: The Festival follows these Boffer Combat Rules:

The details of the rules can be read in the appropriate Rules Details section.  However, this Overview is all you need to know to play.

Normal persons have 3 (three) body points (BP).

You may not grab, pin, push, hold, or make any other similar physical contact with another person. You may also not grab, pin or hold any other person's equipment or clothes!

No combat may take place within the vendor area, near entertainer stages, in the tavern, or any Safe Zone area without the express permission of a Games marshal!

  • If you are struck with any type of weapon, you take 1 point of damage.
  • Head, groin, and hands are not legal targets, and you take no damage from weapon hits there.
  • If a weapon strike is blocked or parried by weapon or shield, it does no damage, even if it then slides or rebounds onto a legal target.
  • No matter how many times the same weapon strikes you within one second, you only take 1 point of damage from it per second.
  • When you reach 0 BP, you fall unconscious until healed or 5 minutes have passed, after which time you regain consciousness with 1 BP..
  • You regain 1 BP per 5 full minutes of uninterrupted relaxation.
  • Special Weapon Attacks are called out with the hit, and replace the 1 point of damage an attack usually does.
  • Spells require an incantation and then a thrown packet.  The spell takes effect if the packet strikes a target, including carried equipment.  The spell effect is called out at the end of the spell incantation.
  • Special Weapon Attacks and Spells may be used once per battle for each time you possess that skill.  Uninterrupted relaxation for 5 minutes restores your ability to use that Special Weapon Attack or Spell again.
  • A Special Weapon Attacks or Spell is used up whether it hits or misses, is blocked, strikes an illegal target, or is resisted.   However, a defender must confirm to the attacker what happened with appropriate roleplaying of the effect, or simple acknowledgement, such as "got it", "blocked", "neck".
  • Special Effects:
    • Damage: must strike a legal target.  Called out as "X damage"
    • Disarm: must strike a weapon.  Immediately drop the weapon struck
    • Healing: restores BP.  Called out as "X Healing"
    • Maim: must strike a limb.  Limb cannot be used until 5 minutes of rest
    • Remedy Maim: removes Maim effect immediately
    • Remedy Repel: removes Repel effect immediately
    • Remedy Root: removes Root effect immediately
    • Remedy Shatter: repairs Shattered object immediately
    • Remedy Stun: removes Stun effect immediately
    • Repel: cannot approach caster within 10 ft until 5 minutes of rest
    • Resistance: can call out "Resist" to avoid one special effect
    • Root: cannot move feet until 5 minutes of rest
    • Shatter: must strike a weapon or shield.  5 minutes of rest to repair
    • Stun: must strike the torso.  Fall prone, can take no actions for 5 minutes