Amtgard is a very diverse and in-depth system, with plenty of rules for melee, ranged, and magic combat. If you are unfamiliar with this system, this section is for you to help ease into its rules and explore its potential during the event.
Amtgard is a live action roleplaying (LARP) system that focuses on medieval fantasy themes. Played internationally, Amtgard offers boffer based weapon combat that is paired with magic abilities. Amtgard also offers plentiful opportunities for roleplay with class and monster options, freedom of creativity in the fantasy space, and recognition of skill and passion.
Amtgard is played outside of large events, such as this, with regular players participating in weekly meetups for combat games and crafting. More information can be learned, including finding a local Amtgard park to play in, at https://www.amtgard.com.
The current Rules of Play can be found here: https://www.amtgard.com/_files/ugd/0b106e_0ca33397d8ee484e828e0e65f4b75790.pdf
When you first check in, a game Reeve will explain the core rules of Amtgard gameplay. Reeves are the referees of the game who ensure players uphold the rules and safety and answer any gameplay questions you will have.
The basis of Amtgard gameplay uses a wound based system. Whenever you take a hit from a weapon to an arm or leg, you take a wound and the limb is kept out of combat. When you sustain two wounds or sustain a hit to the torso, you are killed and must wait to respawn before returning to combat. Full explanation of combat in the Rules of Play can be found on pg 6-8.
Outside of combat, you can also affect players and yourself with various magic abilities. These abilities come in the form of uttering verbal incantations or launching projectiles; both of which apply various effects and states per the abilities’ descriptions. Your list of abilities are defined by the class you choose; divided between martial classes and spell casters. Martial classes gain set abilities as they level up. Spell casters gain points as they level up to purchase their abilities from a large list of abilities. The explanation of abilities and states in the Rules of Play can be found on pg 24-32.
This diverse and large list of classes and abilities can be extremely daunting, especially for this event where you are locked into the class you choose. As such, we plan to offer newcomers with four recommended classes, each of which will come with a reference sheet to understand all your abilities as you level up. The classes are: Barbarian, a martial class of strength and willpower that can break through player defenses; Assassin, an agile martial class designed to get into backlines through their insubstantial abilities; Healer, a support spell caster to restore wounds and even resurrect players; Wizard, an adaptive spell caster with a variety of abilities to manipulate and wound players. Despite these classes being the ones on offer at the event, you are free to research and choose the other classes in the Rules of Play before arriving to the event. Note that Paladin, Anti-Paladin, and Monster classes can not be chosen for this event, per the Rules of Play. All classes and their abilities in the Rules of Play can be found on pg 33-75.
One of the important aspects about Amtgard safety are the strict rules on Amtgard LARPing weapons. Amtgard uses boffer weapons for combat, which are often constructed with soft foam, such as pool noodles, built around non-metal/ wooden cores and covered in fabric covers. We also have strict rules for the usage of ranged weapons, such as bows and foam throwing weapons. This often means that most LARPing and cosplay weapons will not be allowed for combat use. However, you are free to have non-Amtgard legal weapons on you for aesthetics, so long as they do not pose a safety hazard during quests and combat.
Similarly, Amtgard shields also have strict construction guidelines. Thankfully, many full foam LARPing and cosplay shields can be eligible to be inspected for use in combat. Like non-Amtgard legal weapons, any shields that do not qualify for combat use can be worn for aesthetics, so long as they do not pose a safety hazard during quests and combat.
If you do not possess any Amtgard legal equipment, have no worries, for we will have at least short swords available to borrow during the event. You are also allowed to make your own Amtgard legal equipment. Full guidelines on equipment construction are found in the Rules of Play, on page 12-17. Please note that all equipment will be tested by Reeves when you check in and Reeves have the right to not pass anything that is deemed to be poor construction and or cause potential injury.
Amtgard allows the use of various armors during combat, granting players extra hits to covered parts of their body before they sustain wounds. Armors made of cloth, plastic/ rigid synthetics, leather, or metal meeting the minimum thickness requirements will be eligible to be rated by a Reeve for armor bonuses. Any armor that does not qualify to be rated, such as foam cosplay armor, can still be worn for aesthetics, but will not provide any armor bonuses. All armor, whether worn for armor bonuses or for aesthetics, must be deemed safe to wear in combat and quests, such as not having sharp and protruding corners, per the Rules of Play. All these armor guidelines in the Rules of Play can be found on page 9-11.