“Combat is at the core of the game of Amtgard and represents
a significant portion of the time spent at Parks each week.
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 weapon or shield. Treat those strikes as though they had
struck the weapon or shield 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
Torso: Everything that isn’t an arm or leg, including the
groin, shoulders, and collar bones up to the vertical rise of
1. Players may not be struck in the neck or head. Will
not count as a hit and is invalid.
2. Players may not block shots with their neck or head.
Intentional head blocking can result in being called
dead by a reeve.
3. A Wounded arm may not wield Active Equipment,
carry anything, and must be kept out of combat.
4. A 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 the player cannot place their dead knee
in contact with the ground, the foot of the Wounded
leg must remain stationary, and may only be used
to pivot. The player must immediately notify his/
her opponent(s) of this by stating “posting” in order
avoid dropping to his/her knees.
5. A Wounded leg may not receive Wounds while
the knee is on the ground or during the initial
placement of the knee on the ground after receiving
a Wound. If “posting”, the previously Wounded leg
is capable of receiving an additional Wound.
A broad range of contact is allowed in combat. The rules below
outline what is and is not acceptable. No action is acceptable
if it is performed in an unsafe manner. The responsibility
for the results of an action always rests squarely on the the
actor. Unsafe behavior on the field can result in suspension
from play at the discretion of the Champion, Monarch, or
Guildmaster of Reeves.
Allowed: The following actions are acceptable.
1. Weapon to Weapon contact is allowed.
2. Weapon to body contact is allowed on valid Hit
Locations using Strike-Legal portions.
3. Body to Weapon contact: Weapons may be pushed,
swept, and otherwise manipulated with your body
so long as the Weapon is not trapped or grabbed.
Pushing or sweeping a Strike-Legal surface results in
a valid hit to the location used for contact.
4. Weapon to Shield contact is allowed.
5. Shield to Weapon contact: Shields may be used to
deflect, move or pin an opponents Weapon
6. Shield to Shield contact: Shields may be used to
deflect, turn, or pin an opponents Shield so long
as the wielder of the struck Shield is not moved.
Bashing a shield is prohibited.
Disallowed: The following actions are unacceptable. Some
amount of incidental contact is expected in a contact sport
but repeated or egregious offenses will result in suspension.
1. Body to body contact is prohibited.
2. Body to Shield contact is prohibited.
3. Active Shield to body contact is prohibited; passively
using a Shield to prevent an opponent’s forward
movement is acceptable and does not count as body
to Shield contact on the part of the recipient.
4. Active Weapon to body contact using portions of
a Weapon other than Strike-Legal is prohibited;
passively planting the shaft of a Great Weapon to
block an incoming opponent is acceptable.
5. Forcing a player’s Weapons against them with your
body or Shield is prohibited.
1. Do not call shots on other players unless you are
reeving or the player in question asks your opinion.
2. If you have an issue with a player not taking a shot
you believe connected, ask them about it politely
and directly in the form of a question. If you are not
satisfied with their response then bring the issue to
3. If an opponent takes a Wound from you which you
do not believe was from a valid shot, tell them not to
take it. If they insist, let it go.
4. If you hit an opponent with a shot that was late,
immediately let them know not to take it.
5. If you strike an opponent in the head or neck and
derive a combat advantage from it, stop fighting and
allow them to recover. If necessary back up to the
point of the shot and resume the fight.
1. If you become upset or angry go take a break. Come
back when you’re ready to continue.
2. If you believe a weapon on the field is unsafe, or
being used in an unsafe manner, then immediately
address it politely with the wielder. If the issue
persists then address it with the Champion, reeve, or
a park official.
3. If you become injured on the field immediately
inform any player engaged with you and remove
yourself from the field of play. If you need assistance
in removing yourself from play notify a nearby
player or reeve.
4. If a player becomes injured in your immediate
vicinity move yourself a short distance away and
continue play. If the injured player appears unable to
leave the field or otherwise requires assistance then
remove yourself from play to offer assistance. Under
no circumstances should a player attempt to stop the
field of play because one person has become injured
unless it is necessary to provide for the safety of the
5. If it is necessary to notify nearby players of a safety
situation which requires them to stop play, then the
player recognizing the situation should announce
loudly “safety” to get the attention of nearby players
and direct them away from the situation. If it is
necessary to stop play for the entire field a player
should announce loudly “emergency”. All players
must avoid safety incidents while continuing play.
All players must immediately stop play and cease
moving until an emergency incident has
been resolved.” – Amtgard V8 Rulebook, Pages 6-8