Contents
2.��������� Objective
(Core Values)
3.��������� Target
Zones and Hits
4.��������� Combat
Conventions
11.������ Weights,
Measures, & Specifications
1.1. All participants agree to follow all rules in the Riverbend War Manual.
1.2. The minimum age for participation in Riverbend
is 12.
1.3. All participants under the age of 16 must meet the
following requirements to participate:
1.3.1. Must complete the minor waiver, including a notarized
signature of a parent or legal guardian
1.3.2. A parent or legal guardian must be present (within line
of sight) at all times.
1.4. All participants aged 16 to 17 must meet the following
requirements to participate:
1.4.1. Must complete the minor waiver, including a notarized
signature of a parent or legal guardian.
1.4.2. Must present a state-issued picture ID.
1.4.3. A parent or legal guardian must be present at their first
practice.
1.5. All participants aged 18 or older must meet the following
requirements to participate:
1.5.1. Must complete the adult waiver.
1.5.2. Must present a state-issued picture ID.
2.1. The objective of Riverbend is
to simulate medieval/medieval-fantasy combat through athletic contest that is
accessible to a wide range of ages and athletic ability.
2.2. The four core values of Riverbend
are, in order:
2.2.3. Quality � The third consideration of every rule is to
provide the highest quality experience for Riverbend�s
participants to maximize enjoyment for fighters, crafters, and spectators.
2.2.4. Realism � The final consideration of every rule is to
recreate medieval/medieval-fantasy combat as realistically as possible.
2.3. The four core values form a hierarchy whereby Safety
outranks Playability, which outranks Quality, which in turn outranks Realism.
2.4. Any perceived loophole in the rule is superseded by
common sense and must satisfy the four core values.
3.1. A hit may only be scored by a stab or a slash/hack from a
melee weapon or by the point of a missile weapon.
3.1.1. A hit from a swung weapon must strike with sufficient
force, usually passing through at least 60 degrees of rotation during the
swing.
3.1.2. Hits must strike with sufficient force to be felt through
chain or leather armor.
3.1.3. A hit from a missile weapon may only be scored by the
missile weapon�s striking surface and only if the missile weapon deflects 30
degrees or more when striking the target.
3.1.3.1.
Missiles may only
score one hit (no ricocheting).
3.1.3.2.
Missiles that touch
the ground are dead, even if they bounce, and may not score a hit once they
have touched the ground.
3.1.3.3.
Missiles that
deflect 30 degrees or more from a shield are considered dead.
3.1.3.4.
Arrows are
considered to pass through weapons, and strike the target as though the weapon
were not there.
3.1.3.5.
Swinging at an arrow
with a hand, foot, or weapon is illegal, and results in death.
3.1.3.6.
Javelins may be
blocked by any method that prevents the head from striking the target or from
causing an anvil.
3.1.3.7.
Arrows must be fired
at half-draw at targets 15 feet or less away.
3.2. Bows may not be used to block hits, nor may they be
targeted by weapons.
3.2.1. Intentionally striking a bow with a weapon results in
death for the attacker.
3.2.2. Intentionally blocking attacks with a bow results in
death for the archer.
3.2.3. If an attacker�s weapon becomes entangled with a bow a
hold must be called immediately.
3.2.4. Bows may be broken by touching them with a striking
surface or hand while they are on the ground, and not being held
3.3. A hit scored on any portion of an unarmored target zone
disables the entire target zone.
3.4. A hit that lands on the border of two target zones or
strikes two target zones simultaneously disables the more critical target zone
(or the armor on the more critical target zone, if both are armored).
3.4.1. A hit that lands on one armored target zone and one
unarmored target zone (including target zones whose armor has been disabled)
disables the unarmored target zone.
3.5. Disabling any two limbs, the body, or the head target
zone results in death.
3.5.1. Dead fighters may continue swings already in motion, but
may not initiate new swings.
3.6. There are 6 total target zones: two legs, two arms, the
body, and the head, which is only targetable by arrows.
3.7. A hit may be scored on any of the six target zones
3.7.1. Legs
3.7.1.1.
Each leg consists of
the portion of the body below (not including) the hip, crotch, and buttocks.
3.7.1.2.
The foot is the part
of the leg below (not including) the ankle, roughly the part of the leg covered
by a tennis shoe
3.7.1.3.
A foot that has all
or part of the bottom of the foot on the ground is considered part of the
ground, and a hit may not be scored on it.
3.7.1.4.
A leg that becomes
disabled must be knelt upon.
3.7.1.5.
A disabled leg may
be used for balance, but not for propulsion.
3.7.1.5.1.
Disabled legs must
be dragged behind the fighter, and the knee must remain on the ground.
3.7.1.6.
A fighter whose leg
becomes disabled may not begin any new attacks until their knee is on the
ground, though swings that are already in motion may continue.
3.7.1.7.
Fighters may not
switch which leg is disabled.
3.7.1.8.
If the knee of a
disabled leg is on the ground, any hits scored on the disabled legs are
considered to have struck the ground.
3.7.1.9.
If both knees are on
the ground, or neither knee is on the ground, a hit to the disabled leg is
considered to have hit the good leg.
3.7.1.9.1.
Such a hit may
strike the leg armor provided armor was present in the hit location on the
other leg.
3.7.2. Arms
3.7.2.1.
Each arm target zone
consists of the portion of the arm below (not including) the shoulder.
3.7.2.2.
The hand is the part
of the arm below, and not including, the wrist.
3.7.2.3.
A hand that is
grasping the handle or haft of a weapon, the back of a single-edged weapon that
is at least 6� wide (from striking surface to back of blade),� or the handle of a shield is considered part
of that weapon or shield, and may not be disabled when hit
3.7.2.4.
An arm that becomes
disabled must be placed behind the back.
3.7.2.5.
A fighter has one
second to transfer objects such as weapons from a disabled arm to their other
arm.
3.7.2.6.
A disabled arm is
part of the body target zone, and any hits that land on it once it becomes
disabled count as a hit on the body target zone.
3.7.2.6.1.
Any hits that strike
an already-disabled arm are considered to have hit the body target zone, even
if it is away from the body.
3.7.2.6.2.
If the torso is
fully armored on that side of the body, a hit to a disabled arm disables the
torso armor, rather than disabling the torso.
3.7.2.7.
Disabled arms may be
used to break a fall to prevent injury (Safety), but may not be used to gain
advantage, such as by pushing away an opponent or to gain leverage in a grapple
situation.
3.7.3. Body
3.7.3.1.
The body target zone
includes the portion of the torso below the neck, including the shoulders,
hips, crotch, and buttocks, as well as any disabled arms.
3.7.4. Head
3.7.4.1.
The head target zone
includes the neck and head, roughly the area above the neckline of a T-shirt.
3.7.4.2.
The head target zone
may only be targeted by arrows.
3.8. Anvilling occurs when a hit is scored on a fighter by the
fighter�s own weapon as a result of a hit from another fighter.
3.8.1. Anvilling occurs when any part of a fighter�s weapon is knocked
into a target area by another fighter�s weapon and strikes with momentum
equivalent to 1/3 or more of a normal hit.
3.8.2. Anvilling occurs when a fighter lays any part of a weapon against
any part of their body, other than a hand that is part of a weapon, and that
weapon is struck by an opponent�s hit.
3.8.3. Anvilling occurs when a weapon that is worn is struck by an
opponent�s hit if that shot would have struck the target location.
3.8.4. Anvilling occurs when a fighter grips the striking surface of
their own weapon with their hand, and that weapon is struck by an opponent�s
weapon.
3.8.5. An anvil hit is equivalent to the type of hit that struck
the weapon: either blue, green, double-green, yellow or red.
3.8.6. Weapons that are worn become part of the target area to
which they are attached.
3.9. Gripping weapons
3.9.1. Fighters may grip the non-striking surface of any weapon,
including an opponent�s, without losing a limb.
3.9.2. If a fighter grips the striking surface of an opponent�s
weapon while the opponent is holding a non-striking surface of the weapon, the
fighter�s arm is disabled, even if armored.
3.10. Armor
3.10.1. All or part of a target zone may be armored.
3.10.2. Body, leg, and arm armor confers an extra hit to each
target zone it covers, provided the hit lands entirely on the armor.
3.10.2.1. Armor confers only one extra hit per target zone,
regardless of how many separate pieces of armor are worn.
3.10.2.2. One piece of armor may confer an extra hit to multiple
target zones by overlapping onto an adjacent target zone.
3.10.2.3. Armor only protects that portion of the target zone that
it covers.
3.10.3. Head armor protects the head target zone from all hits
that strike the armor completely.
3.11. Green hits are hits from thrusting weapons.
3.11.1. A green hit may be one- or two-handed.
3.11.2. One-handed green hits are identical to hits scored with
blue weapons.
3.11.3. Two-handed green hits ignore armor and disable armored
and unarmored target zones alike.
3.11.3.1. Both hands must remain on the weapon during impact for a
thrust to count as two-handed.
3.11.3.2. A two-handed thrust must be accompanied by the words
�double-green� or �double�after the strike,for clarification.
3.11.3.3. A two-handed thrust should jar the target substantially
more than a one-handed thrust to count as two-handed.
3.11.3.4. Two-handed thrusts that do not strike with sufficient
force to score a two-handed hit may be judged by the target to be sufficient to
count as a one-handed thrust.
3.12. Red Hits are two-handed hits from two-handed swung
weapons.
3.12.1. Red hits ignore armor and disable armored and unarmored
target zones alike.
3.12.2. A red hit must be accompanied by the word �red� after the
strike, for clarification.
3.12.3. A red hit may only be scored when both hands remain on
the weapon during impact.
3.12.4. A red hit should jar the target substantially more than a
one-handed swing with a red or blue weapon to count as a red hit.
3.12.5. A red hit should jar both the shield and the arm to which
it is attached to score a red hit against the shield.
3.12.6. Red hits that do not strike with sufficient force to
score a red hit may be judged by the target to be sufficient to count as a blue
hit.
3.12.7. Red hits may damage and destroy shields.
3.12.7.1. A destroyed shield is instantly obliterated
3.12.7.2. All hits that strike a destroyed shield first disable the
arm (or arm armor), then the body (or body armor), even if those hits would
pass through the shield and miss were it not there.
4.1. Hit-calling
4.1.1. It is each player�s duty to call only hits that have been
scored on themselves, never on other players, with two exceptions:
4.1.1.1.
Arrows and javelins
may be called by the person who shot/threw them if a hit was scored and the
target is either not aware that a missile struck them or could not tell if the
missile struck point-first.
4.1.1.2.
Any player who was
potentially hit may ask their attacker for their opinion on whether the hit was
sufficient, in which case that attacker must give their honest opinion.
4.1.2. All hits scored on armor must be announced vocally by the
target
4.1.3. All strikes that make contact with a player�s garb,
armor, hand on weapon, or skin must be accompanied by the word �light� or
�graze� or other explanation if it was insufficient to count as a hit.
4.1.4. All strikes that make contact with a player�s dead leg,
hand-on-weapon, foot-on-ground, or head must be accompanied by the a verbal
acknowledgement of the hit describing why the hit did not result in a disabled
limb or death, such as �dead leg,� �hand,� �foot,� or �head.�
4.1.5. Only one target zone may be disabled per swing.
4.1.6. A swing or stab that strikes multiple players scores a
hit only on the first player that is struck sufficiently.
4.2. The Responsibilities of Death
4.2.1. The first responsibility of a player who has been killed
is to indicate that they have died by falling down and, optionally, dying
vocally.
4.2.2. The second responsibility of a player who has been killed
is to look dead by dropping all weapons, lying down, keeping one or both elbows
on the ground, and remaining motionless.
4.2.3. The third responsibility of a player who has been killed
is to remove themselves from influencing nearby action quickly and safely,
keeping a hand or weapon on the top of their head to signify that they are
dead.
4.2.4. The fourth responsibility of a player who has been killed
is to remove themselves from the field of play entirely, provided that doing so
does not distract players that are alive or interfere with ongoing action,
while keeping a hand or weapon on the top of their head to signify that they
are dead.
4.3. The Laws of Death
4.3.1. A dead fighter may not influence the fight in any way,
such as by:
4.3.1.1.
physical
interference (except while dying realistically)
4.3.1.2.
Moving or throwing
weapons and equipment, except to remove hazards from the field or to remove
their own equipment that is on their person at the time of death.
4.3.1.3.
Providing vocal
assistance for strategic aid or to warn team-mates of unseen dangers.
4.4. Players may mark their equipment with orange tape around
the pommel (or on the back at the center-bottom if it is a shield) to indicate
personal equipment.
4.4.1. Personal equipment dies when it is dropped intentionally
or when its bearer is killed, and may not be reused.
4.4.2. Personal equipment may be transferred to another player
only while the bearer is alive.
4.4.3. Personal equipment may be stolen during a grapple and
used only to kill its original bearer, after which it must be dropped.
4.4.4. Fighters may not refuse the use of any equipment that is
not marked with orange tape to anyone while it remains on the field.
4.5. Fighters must report their full and accurate damage and
armor condition and friend or foe condition promptly when asked by another live
fighter, herald, or reeve.
4.6. Portrayal or reporting of an injury or condition causes
that injury or condition to take effect.
4.6.1. A knee that is knelt upon for any reason other than to
regain balance or stand up results in a disabled leg.
4.6.2. An arm that is held behind the back or tucked into a belt
behind the back is considered disabled.
4.6.3. Saying that you are dead makes you dead.
4.6.4. Reporting that a piece of armor is disabled makes that
armor disabled.
4.6.5. Fighters may not intentionally deceive opponents about
their condition.
4.7. Fighters may not crouch next to legged opponents to attempt
to deceive other fighters into thinking they are legged as well.
4.8. Scouts and Peasants
4.8.1. Scout is a class of fighter for those under 16 years old
or those that do not wish to be involved in body contact while fighting.
4.8.1.1.
A scout may not be
grappled, nor may they grapple.
4.8.1.2.
A scout may not be
contacted with a shield, nor may they make contact using their shield, except
for shield nudges and shield screens.
4.8.1.3.
Scouts may not be
shield kicked, nor may they kick shields
4.8.1.4.
Scouts under the age
of 16 may not use bows.
4.8.1.5.
Scouts 16 years of
age and older are restricted from using two-handed weapons other than spears,
and one-handed weapons longer than 32�.
4.8.1.6.
Scouts under 16
years of age must undergo a weapons orientation prior to using two-handed
weapons.
4.8.1.7.
Scouts 16 years of age
and older are restricted from using shields larger than 90� in perimeter (28�
round shield).
4.8.1.8.
��A scout is identified as anyone wearing a
scout sash (white with an orange stripe) or anyone carrying a bow or arrows.
4.8.1.8.1.
Scout sashes may not
be removed during a battle, but archers may drop their bow and arrows to exempt
themselves from scout rules.
4.8.1.8.2.
Only archers may
handle arrows
4.8.2. Peasants are limited in what weapons they may use.
4.8.2.1.
Peasants may not use
two-handed weapons, shields, flails, armor or bows.
4.8.2.2.
Peasants may not use
or carry multiple weapons.
4.8.2.3.
Peasants may not use
any weapon longer than 30�.
4.9. Full-Contact
4.9.1. All full-contact combat involving Scout-class fighters is
prohibited, except for shield nudges and screens
4.9.2. Shield Contact
4.9.2.1.
Bashing is defined
as charging your opponent and using the face or edge of your shield to make
contact with your opponent�s shield or body.
4.9.2.1.1.
It is legal to bash
an opponent in the front quadrant, or the side quadrants when they are aware of
the bash and have sufficient time to brace
4.9.2.1.2.
Bashing an opponent
with a disabled leg is illegal.
4.9.2.1.3.
Bashing an opponent
into a legged opponent or a scout is illegal.
4.9.2.1.4.
Bashing an opponent
who does not have a shield is legal.
4.9.2.1.5.
It is illegal to
bash an opponent into hazards such as trees or concrete/paved surfaces.
4.9.2.1.6.
Your shield may not
make contact with your opponent�s head or neck during a bash.
4.9.2.1.7.
Bashes must target
your opponent�s center of mass, not knees or legs.
4.9.2.1.8.
You may not land on
top of or trample your opponent during a bash.
4.9.2.2.
Shield Checking
4.9.2.2.1.
Shield checking or shield
edging is defined as using the edge of a shield to make contact with an
opponent�s body, weapon, or shield while stationary or charging from one step
away or less.
4.9.2.2.2.
Shield checking is
legal from 3 quadrants, excluding the rear quadrant, regardless of whether the
target is aware of your presence.
4.9.2.2.2.1.
Shield checking an
opponent in a direction perpendicular to your path is legal.
4.9.2.2.3.
A shield may not
make contact with an opponent�s head or neck during a shield check.
4.9.2.2.4.
Shield
checking legged opponents is legal.
4.9.2.3.
A shield screen is
holding or placing your shield in front of a moving opponent when your feet are
planted.
4.9.2.4.
A shield nudge is
incidental contact against an opponent�s body or equipment when the intent is
not to knock the opponent over.
4.9.2.5.
Shield screens and nudges
are legal from the front quadrant against scouts.
4.9.2.5.1.
Shield screens and
nudges are legal from all four quadrants against other fighters.
4.9.2.6.
Shield Kicking
4.9.2.6.1.
It is the
responsibility of the fighter delivering the kick to stop the kick if the
target moves their shield during the kick.
4.9.2.6.2.
Shield kicking
legged opponents is legal.
4.9.2.6.3.
Spinning round-house
or other kicks where the kicker loses sight of the target during the kick are
illegal.
4.9.2.6.4.
One foot must remain
on the ground during contact.
4.9.2.6.5.
Shield-kicking is
legal from the direction in which the opponent�s shield faces.
4.9.2.6.6.
A shield must be
held in the hand or strapped to the arm to be kicked.
4.9.2.6.7.
Bucklers may not be
kicked.
4.9.3. Grappling
4.9.3.1.
A grapple is defined
as any kind of direct physical contact between two fighters, such as grabbing
limbs with hands or body checking.
4.9.3.2.
Your opponent�s
safety is your responsibility during a grapple.
4.9.3.3.
All other combat
rules remain in effect during a grapple.
4.9.3.4.
Grabbing an
opponent�s shield is considered initiating a grapple.
4.9.3.5.
Grabbing an
opponent�s weapon is not considered initiating a grapple unless part of the
hand is also grabbed.
4.9.3.6.
Grappling a legged
opponent is legal; however it is the initiator�s responsibility to ensure that
the legged opponent is not injured during the initial contact.
4.9.3.7.
Grappling may not be
initiated by a fighter with a higher class of armor, as defined by the
following:
4.9.3.7.1.
Unarmored is the
lowest armor classification, followed by leather armor or any rigid safety
equipment, followed by chain armor
4.9.3.7.2.
A fighter�s armor
classification is defined by the piece of armor with the highest
classification.
4.9.3.8.
Prohibited Actions
4.9.3.8.1.
Punching, kicking,
or other striking of an opponent.
4.9.3.8.2.
Throws and trips,
except where the target�s fall is completely controlled.
4.9.3.8.3.
Joint locks,
pressure points, choke holds.
4.9.3.8.4.
Tackling
4.9.3.8.5.
Any action whose
sole purpose is malicious.
4.9.3.9.
Body Checking
4.9.3.9.1.
Body checking is a
type of grappling defined as using your body or shoulder to check an opponent�s
body.
4.9.3.9.2.
Body checks may only
be delivered to an opponent�s body or shoulder (center of mass)
4.9.3.9.3.
You may not land on
top of or trample your opponent as part of a body check.
4.9.3.10. Allowed Actions that are not considered grappling:
4.9.3.10.1. Body checking a shield
4.9.3.10.2. Hand-to-shield contact when the shield is not grabbed.
4.10. A hold is a temporary stoppage of all combat due to an
injury that requires immediate attention or an impending safety concern.
4.10.1. A hold is signified by the word �hold,� which should not
be used in other circumstances.
4.10.2. All fighters should repeat the word �hold� until all
combat stops so as to notify nearby fighters who might not have heard the
original hold call.
4.10.3. All fighting stops when the hold is first called, and any
hits that happened after the original hold call are not counted.
4.10.4. Fighters may not use a hold to gain advantage, and must
return to their original positions immediately prior to the hold.
4.10.5. Any participant may call a hold when an unsafe situation
develops.
5.1. Sportsmanship
5.1.1. All fighters are required to display sportsmanship and
respect fellow fighters.
5.1.2. Antagonizing or insulting behavior (except in jest or in
character) may be grounds for a yellow card.
5.2. Intentional targeting of the head with a melee weapon is
considered extremely poor sportsmanship and is punishable by a red card.
5.3. Accidental Head-hits
5.3.1. A fighter who has been struck in the head may not have
any hits scored against them nor may they score hits them until they consent to
resume combat.
5.3.1.1.
Consent may be given
verbally or by continuing combat.
5.3.1.2.
Players who have
been struck in the head may not use this to gain advantage, such as by changing
position, adjusting equipment, etc. except to restore pre-head-hit conditions.
5.4. Intentionally blocking a hit with your head is
unsportsmanlike.
5.5. Intentionally hitting any player who is known to have
been struck in the head before they consent to resuming combat is
unsportsmanlike.
5.6. Fighters who repeatedly engage in unsafe behavior with a
specific type of weapon may be banned from using those weapons at the
discretion of the herald or acting heralds
5.7. Hit-taking
5.7.1. Fighters who fail to adequately take their hits may be
penalized, at the discretion of the heralds, including:
5.7.1.1.
Verbal warnings
5.7.1.2.
Temporary loss of
fighting privileges
5.7.1.3.
Yellow cards
5.8. Hit-calling
5.8.1. Fighters who continually call hits on other fighters will
be subject to verbal warnings, temporary loss of fighting privileges, or yellow
cards, at the discretion of the heralds.
6.1. Heralds (Referees)
6.1.1. Heralds are charged with enforcing and interpreting the
rules and maintaining order on the field.
6.1.2. To qualify as a herald one must be certified by the
leadership of Riverbend, including a training course
and passing a written exam.
6.1.3. Heralds may make subjective calls on the field, such as
calling hits that were missed, enforcing sportsmanship rules, and ensuring
safety.
6.1.4. Heralds are required to be in uniform at the time that
�lay-on� is called for a fight.
6.1.5. Heralds are identified by yellow- and orange-striped
tabard.
6.2. Reeves (Linesmen)
6.2.1. Reeves serve as additional eyes for heralds.
6.2.2. Reeves observe fighters and may report to heralds during
or after a battle.
6.2.3. Reeves may make objective calls on the field, such as
enforcing boundaries.
6.2.4. Reeves are identified by a yellow tabard with orange
trim.
6.3. Head Herald
6.3.1. A head herald will be designated at each practice or
event.
6.3.2. The head herald�s responsibilities include weapon check
and running fighting.
6.3.3. The head herald has final authority on interpretation of
the rules, including weapon checking.
6.4. Temporary Heralds
6.4.1. The highest ranking realm leaders in attendance are
authorized to act as temporary heralds (even if they have not passed the herald
training course) when one of the following occurs:
6.4.1.1.
One or more
complaints about hit-taking or sportsmanship is lodged.
6.4.1.2.
When the realm
leaders personally witness poor hit-taking, sportsmanship, or safety concerns.
6.4.1.3.
To satisfy the
minimum herald requirements
6.4.2. Temporary heralds have the full rights and
responsibilities of a normal herald while acting as a temporary herald.
6.5. Minimum herald requirement
6.5.1. A minimum of one herald is required if the number of
fighters exceeds 20.
6.5.2. At least one herald or reeve is required for every 20
fighters (40 fighters = 2, 60 = 3, etc.)
6.6. Weapon�s Checkers
6.6.1. Any participant of Riverbend
may aid in weapon�s check, though the final passage or failure of a weapon must
be made by a certified weapon checker.
6.6.2. Certified weapon checkers must pass a training course and
a written exam.
6.6.3. Only the head herald may recheck any failed weapon, at
its owner�s request, but only in the presence of the original herald that
failed it.
6.7. Disputes
6.7.1. Arguing with a herald�s or reeve�s ruling is grounds for
a verbal warning, yellow card, or red card, at the discretion of any herald
6.7.2. If a player wishes to discuss a call made by a herald or
reeve they may do so after the battle is concluded and at least 50� from the
fighting field.
6.7.2.1.
Any discussion must
take place in the presence of a second herald, reeve, or realm leader, if
available.
6.8. Cards
6.8.1. A yellow card is an official warning.
6.8.1.1.
Yellow cards may be
issued in the event of unsafe or unsportsmanlike conduct, repeated violations
of the rules, or other infractions at the discretion of the heralds.
6.8.1.2.
Verbal Warnings
should be issued prior to a yellow card, except in extreme circumstances.
6.8.2. A red card is a temporary suspension of fighting
privileges for the remainder of the day.
6.8.2.1.
Red cards are issued
for severe breaches of the rules such as threats of violence, blatantly unsafe
behavior, or habitual violation of the rules.
6.8.2.2.
A player that
receives a second yellow card on a single day automatically receives a red
card.
6.8.2.3.
Players that receive
more than one red card in a season or players who receive a single red card
that was not the result of receiving two yellow cards may be suspended from
fighting or banned from the realm at the discretion of the leadership of Riverbend.
7.1. The striking surfaces of all weapons must be covered in
appropriately-colored cloth.
7.2. Blue Weapons are one-handed swung weapons, such as
swords, maces, flails, axes, etc.
7.2.1. All blue weapons must be marked on the pommel with a
continuous strip of blue tape visible from 360 degrees.
7.2.2. Blue weapons may not be swung with both hands, except to
parry an opponent�s weapon.
7.2.3. Blue weapons may score one hit of damage per swing.
7.2.4. Blue weapons, except for flails, may have a green-class
tip at the end opposite the handle.
7.2.5. The striking surfaces of blue weapons must be covered in
white, gray, black, or blue cloth.
7.2.6. Heavy Blue Weapons are heavy, omni-directional
weapons like one-handed clubs, maces, and flails
7.2.6.1.
Heavy blue weapons
have one striking surface that is omni-directional or
multiple striking surfaces that are not 180 degrees-opposed from each other.
7.2.6.2.
Flails are heavy
blue weapons.
7.2.7. Light Blue Weapons simulate one-handed weapons that have
one or two directions of striking,� such as swords, axes, and hammers.
7.2.7.1.
Light Blue Weapons
have one striking surface, or two striking surfaces that are 180-degrees
opposed from each other.
7.3. Green Weapons are one- or two-handed thrusting weapons,
such as daggers, spears, rapiers, etc.
7.3.1. All green weapons must be marked on the pommel with a
continuous strip of green tape visible from 360 degrees.
7.3.2. All green weapons must have a green cloth cover on the
striking surface.
7.3.3. All green weapons may be wielded with both hands for a
double-handed thrust, and thus must be padded sufficiently to safely deliver
two-handed thrusts.
7.3.4. Weapons of another class that also have a green thrusting
tip are referred to by a combination of their color class: blue/green,
red/green, brown/green.
7.3.5. Green weapons deliver one hit of damage to target
locations when thrust with one hand.
7.3.6. Green weapons deliver two hits of damage to target
locations when thrust with two hands.
7.3.7. Green weapons do not damage shields.
7.4. Red Weapons are two-handed swung weapons, such as
pole-arms, two-handed swords, large axes, giant maces, etc.
7.4.1. All red weapons must be marked on the pommel with a
continuous strip of red tape visible from 360 degrees.
7.4.2. All red weapons must have white, gray, orange, red, or
black cloth coverings.
7.4.3. Red weapons may score a red hit if wielded with two
hands.
7.4.4. Red weapons may score a single (blue) hit if wielded with
one hand.
7.4.5. Light Red Weapons are directional weapons like two-handed
swords and two-handed axes.
7.4.6. Heavy Red Weapons are heavy, omni-directional
weapons like giant maces or clubs.
7.4.7. Red weapons may have green-class tips at the end opposite
the handle.
7.5. White weapons are arrows.
7.5.1. White weapons may only be fired from a legal bow, and
never wielded in melee.
7.5.2. White weapons do one hit of damage.
7.5.3. White weapons are the only class of weapon that may
target the head.
7.5.4. White weapons do not need to be marked with
appropriately-colored tape.
7.5.5. The striking surface of white weapons may be covered in
any color cloth.
7.6. Yellow weapons are javelins.
7.6.1. Yellow weapons must be marked on the pommel with a strip
of yellow tape visible from 360 degrees.
7.6.2. The striking surface of yellow weapons must be covered in
yellow cloth.
7.6.3. Yellow weapons may not be swung.
7.6.4. Yellow weapons may have only one striking surface.
7.6.5. Yellow weapons may be thrown at the body, arms, and legs,
or wielded as a melee weapon as a short-spear.
7.6.6. Yellow weapons must pass safety check as both a thrown
weapon and a green weapon.
7.6.7. Yellow weapons may not target the head.
7.7. Brown Weapons are double-ended staves.
7.7.1. Brown weapons deliver hits identically to blue weapons
when swung, whether wielded with one hand or two.
7.7.2. Brown weapons must have cylindrical striking surfaces.
7.7.3. Brown weapons may have green-class stabbing tips, in
which case they must have stabbing tips at both ends of the weapon.
7.7.4. Brown weapons do not need to be marked with
appropriately-colored tape.
7.7.5. The striking surfaces of brown weapons must be covered in
brown, black, blue, gray, or white cloth, except for green stabbing tips.
7.7.5.1.
Both ends of a brown
weapon must be covered identically.
8.1. Shields protect the bearer from multiple hits when
attached to the arm or held by a hand.
8.1.1. Hits scored on shields that are not attached to the arm
or held by a hand pass through the shield and strike the target as though the
shield were not present.
8.2. Shields may be destroyed by red hits.
8.2.1. Light shields are destroyed by one red hit.
8.2.2. Heavy shields are destroyed by two red hits.
8.3. Only one shield may be worn at a time.
8.4. Two bucklers may be worn on opposite arms.
8.4.1. Bucklers are small shields with a perimeter less than
50�.
8.5. Shield specifications
8.5.1. Shields must be padded with at least 1.25 inches of
padding on the face of the shield
8.5.2. Shields must be padded on the edge of the shield with
padding at least 1.75 inches thick.
8.5.3. Edge padding must be at least 2.25 inches wide.
8.5.4. Edge padding must be securely affixed to the core of the
shield.
8.5.5. The core of a shield should not be able to be felt on the
edges or face.
8.5.6. Shields must be flat (not curved) on their back.
8.5.7. The maximum thickness of shields is 6�
8.5.8. The maximum perimeter of a shield is 120 inches.
8.5.8.1.
Perimeter is
measured by stretching a measuring tape around the perimeter of the shield,
ignoring concavities.
8.5.9. The following table gives minimum weights for heavy
shields, based on shield perimeter.
Perimeter |
Minimum Weight |
< 50" |
1.75 pounds |
< 60" |
2.5 pounds |
< 70" |
3.5 pounds |
< 80" |
4.5 pounds |
< 90" |
5.75 pounds |
< 100" |
7 pounds |
< 110" |
8.5 pounds |
< 120" |
10 pounds |
8.5.10. Shields not meeting these minimum weights are considered
light shields.
8.5.11. All shields must be covered on the face and edges with
opaque cloth.
9.1. Types of armor
9.1.1. Chain Armor
9.1.1.1.
Chain armor consists
of interlocking rings and plates.
9.1.1.2.
Rings must be made
of iron, steel, stainless steel, bronze, brass, a period metal, or a metal with
density greater than steel.
9.1.1.3.
All chain armor must
resist deformation as well as maille constructed of
.375 inch interior diameter, 14 gage Steel rings, in a
European 4-in-1 pattern.
9.1.1.4.
The maximum interior
diameter for maille rings is 7/16 inch.
9.1.1.5.
Welded rings are not
allowed
9.1.1.6.
No chain armor may
have gaps between rings.
9.1.2. Leather Armor
9.1.2.1.
Leather armor is
constructed from tanned animal hides.
9.1.2.2.
Leather armor must
be at least 3/16 inch thick at all points.
9.1.2.2.1.
This thickness must
be achieved with one or two layers of leather, only.
9.1.2.3.
Leather armor may
use non-period embellishments (aluminum rivets, suede lining, etc.) provided
the thickness of the leather is sufficient.
9.1.2.4.
Adjacent pieces of
leather in a piece of armor must overlap each other or be sewn or laced tightly
against each other to prevent gaps.
9.2. Prohibited types of armor:
9.2.1. Plate armor, including metal helmets
9.2.2. Plate-maille, where the metal
plates overlap.
9.2.3. Padded or cloth armor
9.2.4. Bone armor
9.2.5. Rock armor
9.2.6. Studded leather armor, except when the leather is of
sufficient thickness
9.2.7. Bamboo or wood armor
9.3. General Armor Rules
9.3.1. A piece of armor must be visible from all 4 quadrants to
count as armor.
9.3.2. Armor must be easily recognizable as armor.
9.3.3. A piece of armor must pass the construction guidelines at
all points, or else the entire piece fails.
9.4. Head Armor
9.4.1. Helmets must be constructed of maille
or leather.
9.4.2. Metal face-bars are illegal
9.4.3. Any participant wearing head armor that prevents the
bearer�s eyes from being visible to opponents must fight as a scout.
9.5. All armor that poses a risk of injuring opponents or
damaging their weapons is illegal.
10.1. Required Costuming
10.1.1. Medieval or medieval-fantasy costuming is look like required for
participation in Riverbend.
10.1.1.1. After 3 practices, at least one piece of garb is
required.
10.1.1.2. After 6 practices, full garb is required
10.1.1.3. Fighters in violation of the appropriate minimum
costuming rules are considered peasants.
10.1.2. Some loaner garb may be available.
10.1.2.1. New fighters may borrow loaner garb during their first
six practices at no cost.
10.1.2.2. Veterans may rent garb for $2 per practice, if not loaned
to new fighters, who have priority.
10.1.3. Full garb consists of the following
10.1.3.1. Footwear
10.1.3.1.1. Brown or black boots or tennis shoes that
are free from visible logos or slogans.
10.1.3.1.2. Socks must be hidden or color-coordinated with garb so as
to not be noticeable.
10.1.3.1.3. Other period footwear such as moccasins, sandals, etc.
10.1.3.2. Leg wear
10.1.3.2.1. Modern pants such as sweatpants and martial arts pants of
a neutral (white, gray, black) or matching color (matching to other garb and
shield covers).
10.1.3.2.2. Period pants for males and females
10.1.3.2.3. Dresses and skirts for females.
10.1.3.3. Torso covering
10.1.3.3.1. Period tunics, shirts, etc.
10.1.3.3.2. Modern shirts worn under other garb or armor are allowed
provided they are mostly covered and do not detract from the costuming. (i.e.
matching or earth-tone colors)
10.2. Loaner Garb
10.2.1. New fighters may borrow loaner garb during their first
six practices at no cost.
10.2.1.1. New fighters must wear loaner garb if it is available.
10.2.1.2. If a new fighter does not wear loaner garb because is not
available, they are exempt from the peasant rule during their 6-practice grace
period.
10.2.2. Veterans may rent garb for $2 per practice, if not loaned
to new fighters, who have priority.
10.3. Optional Garb
10.3.1. Headwear
10.3.1.1. Headwear such as helmets, cowls, head wraps, or period
hats.
10.3.1.2. Any participant wearing headwear that prevents the
bearer�s eyes from being visible to opponents must fight as a scout.
10.3.2. Armor
10.3.2.1. Armor itself may count as sufficient costuming when it
completely hides any non-period costuming worn underneath.
10.3.2.2. Armor with a significant number of holes or gaps, or
armor that does not completely hide non-period costuming is insufficient to
count as sufficient costuming.
10.3.3. Safety Equipment�
10.3.3.1. Safety equipment such as pads must be hidden under garb
or not noticeably modern in appearance.
10.4. Peasant Rule
10.4.1. The peasant rule stipulates that fighters in insufficient
costuming or displaying one or more piece of non-period costuming will be
limited in what equipment they may use.
10.5. Scouts are required to wear a white sash with an orange
stripe in the center running the length of the sash over the top of all other
garb and armor.
10.6. Non-period Costuming
10.6.1. Fighters with visible non-period costuming are considered
peasants.
10.6.2. Examples of non-period costuming include, but are not
limited to:
10.6.2.1. Garb made of fabrics with modern prints and designs
10.6.2.2. Garb made of obviously modern fabrics (spandex, etc.)
10.6.2.3. Garb with visible pockets (e.g. cargo pants)
10.6.2.4. Garb of a satirical or derisive nature
10.6.2.5. Garb with printed slogans, unless period in nature.
10.6.2.6. Garb with modern logos.
10.6.2.7. Non-period headwear
10.6.3. Visible safety equipment, such as knee-pads, gloves with
non-period logos or printed slogans, or protective headgear is considered
non-period.
10.6.3.1. Visible safety equipment that cannot be worn under other
costuming and has not yet been modified to be period in appearance can be used
during a grace period of 2 practices without resulting in the bearer being
considered a peasant.
10.6.3.1.1. The grace period may be extended at the discretion of the
realm leaders in situations where the modification of the equipment is
extensive.
10.6.3.2. Protective headgear covered in leather, furs, or other
period materials to achieve a period appearance is considered period.
10.7. Unsafe and Prohibited Costuming
10.7.1. Unsafe costuming is defined as any part of a costume that
poses an unreasonable risk to its bearer, other participants, or equipment.
10.7.2. Unsafe costuming is prohibited from the field at all
times.
10.7.3. Examples of unsafe costuming include, but are not limited
to:
10.7.3.1. Glasses without shatter-resistant lenses
10.7.3.2. Real knives, swords, or weapons of any variety
10.7.3.3. Jewelry such as rings, ear-rings, necklaces, or
bracelets.
10.7.3.4. Metal helmets
10.7.3.5. Plastic helmets that cover the face.
10.7.4. Prohibited Costuming
10.7.4.1. All garb must pass the standards
of modesty and decency.� Garb that allows
the potential for nudity or lewdness is prohibited.
10.7.4.2. Sunglasses are prohibited without a doctor�s note.
10.7.4.2.1. Any participant wearing glasses that prevent the bearer�s
eyes from being visible to opponents must fight as a scout.
10.7.4.3. Wrist-watches
10.7.4.4. Spikes, cleats, and steel-toed footwear.
11.1. General Specifications
11.1.1. Flex
11.1.1.1. The maximum flex for blue, red, green, and brown weapons
is 45 degrees.
11.1.1.2. The maximum flex for yellow weapons is 90 degrees.
11.1.1.3. White weapons must have rigid shafts with minimal flex.
11.1.2. No weapons may contain liquid, shot, or other moveable
mass.
11.1.3. All weapons except flails must have a fixed balance
point.
11.1.4. All weapon cores must be made of PVC, graphite, or
fiberglass, except for arrows which may use metal shafts.
11.1.4.1. Arrows with damaged shafts may not be used.
11.1.4.2. No weapon may use a wooden or bamboo core.
11.1.5. Lanyards on weapons are prohibited.
11.2. Blue Weapons
11.2.1. All blue weapons must have striking surface or incidental
padding on the top two-thirds of the weapon.
11.2.2. All striking surfaces must be at least 1.375 inches wide.
11.2.3. Heavy Blue Weapons
11.2.3.1. Heavy blue weapons are one-handed weapons with omni-directional striking surfaces, or striking surfaces in
more than two directions.
11.2.3.2. Heavy blue weapons must be sufficiently padded to strike
safely regardless of the rotation of the weapon.
11.2.3.3. Heavy blue weapons must weigh at least 0.5 ounces per
inch of length, plus 2 ounces.
11.2.3.4. The balance point of a heavy blue weapon must be at least
halfway from the pommel to the tip.
11.2.3.4.1. Flails have no balance point requirement.
11.2.3.4.2. The maximum length for heavy blue weapons is 36 inches.
11.2.4. Light Blue Weapons
11.2.4.1. Light blue weapons are one-handed weapons with a
single-direction striking surface, or two striking surfaces 180 degrees
opposed.
11.2.4.2. Light blue weapons must weigh 0.333 (1/3) ounces per inch
of length, plus 2 ounces.
11.2.4.3. The balance point of a light blue weapon must be at least
one third of the weapon�s length from the pommel to the tip.
11.2.4.4. The maximum length for light blue weapons is 48 inches.
11.2.4.5. Light blue weapons must have striking surface for at
least the last 12� of weapon.
11.2.4.6. Light blue weapons must have an oblong handle that allows
the direction of the striking surface to be determined by feel.
11.2.5. Flails
11.2.5.1. Flails are considered heavy weapons for the purpose of
determining minimum weight.
11.2.5.2. Flails have a maximum overall length of 30 inches.
11.2.5.3. Flails have a maximum hinge length of 6 inches.
11.2.5.4. Flail chains must be constructed using a rope core.
11.2.5.5. Flails may have only one hinge.
11.2.5.6. Flails may have only one head or striking surface.
11.2.5.7. The head of a flail must have a perimeter of 16 inches
when measured on any two perpendicular axes.
11.2.5.8. The hinge of a flail must be covered in segments of
courtesy padding with no more than 1 inch of rope exposed total.
11.2.5.9. Flails must contain Incidental padding for the last 4
inches of the shaft.
11.2.5.10.
Flails must contain omni-directional courtesy padding at every point above the
halfway point of the shaft.
11.2.5.11.
The shaft of a flail
must be straight.
11.3. �Green Weapons
11.3.1. Green-only weapons have no minimum weight requirements,
nor balance point requirements.
11.4. Red Weapons
11.4.1. All red weapons must have striking surface or incidental
padding on the top two-thirds of the weapon.
11.4.2. All red weapons must have a minimum of a 9� handle.
11.4.3. Heavy Red Weapons
11.4.3.1. Heavy red weapons must be sufficiently padded to strike
safely regardless of the rotation of the weapon.
11.4.3.2. The minimum length for heavy red weapons is 36 inches.
11.4.3.3. The maximum length for heavy red weapons is 72 inches.
11.4.4. Light Red Weapons
11.4.4.1. The minimum length for light red weapons is 48 inches, or
36� if the weapon meets the weight and balance-point requirements for a heavy
red weapon.
11.4.4.2. Ther maximum length for light red weapons is 10�.
11.4.4.3. Light red weapons must have an oblong handle that allows
the direction of the striking surface to be determined by feel.
11.5. White Weapons
11.5.1. White weapons have no minimum weight or balance point requirements.
11.6. Yellow Weapons
11.6.1. Yellow weapons have no minimum weight or balance point
requirement.
11.6.2. Yellow weapons have a maximum weight of 16 ounces.
11.6.3. The maximum length for a javelin is 84�.
11.6.4. The minimum length for a javelin is 48�.
11.6.5. Yellow weapons must be padded along their entire length
with incidental padding.
11.7. Brown Weapons
11.7.1. Brown-weapons must weigh 0.333 (1/3) ounces per inch of
overall length, plus 2 ounces.
11.7.2. The balance point for brown weapons must be on the
handle.
11.7.3. The striking surfaces of brown weapons must be at least
18 inches in length, and shaped cylindrically.
11.7.4. Brown weapons may not have handles longer than one third
of the overall length of the weapon.
11.7.5. The maximum length for brown weapons is 84 inches.
11.8. Bows
11.8.1. The maximum draw weight for bows is 35 pounds.
11.8.2. The maximum draw length for bows is 28 inches.
11.8.3. Crossbows, compound bows, horse-bows, modified bows, and
hand-made bows are illegal.
11.8.4. Bows must be designed for a draw length of 28 inches.
11.9. Pommels must be less than 5� in length, and may not be
wider than 4� at any point.
12.1. Definition of Types of Padding
12.1.1. Striking Surface Padding � The padded part of a weapon
that can score a hit.
12.1.1.1. Striking Surface padding must be sufficiently stiff as to
prevent the core from being felt during a full-force hit.
12.1.1.2. Striking Surface padding must be sufficiently soft as to
not cause excessive sting or bruising during a swing.
12.1.1.3. Striking Surfaces of weapons must be sufficiently padded
so that a full force swing from an average adult male should not cause injury.
12.1.1.4. Tape on a striking surface should be minimized to prevent
sting.
12.1.1.5. Striking Surface padding must be covered by an
appropriately-colored opaque cloth cover.
12.1.2. Incidental Padding � The padded part of a weapon that cannot
score a hit, but could possibly make direct contact with an opponent during a
swing.
12.1.2.1. Incidental Padding is required on those parts of a weapon
that are likely to come into contact with an opponent during normal combat.
12.1.2.2. Incidental Padding must be at least 1� thick
12.1.2.3. Incidental Padding must be sufficiently stiff as to
prevent the core from being felt during a swing.
12.1.2.4. Incidental Padding does not have to be as soft as
striking surface padding.
12.1.2.5. Incidental Padding must be covered by cloth or tape.
12.1.3. Courtesy Padding � The padded part of a weapon that might
make contact with an opponent during combat, but is unlikely to do so in the
direction of the swing.
12.1.3.1. Courtesy Padding may be used in any situation where
padding is required, but it is unlikely that the weapon will contact an
opponent.
12.1.3.2. Courtesy Padding must be at least 1/2� thick
12.1.3.3. Courtesy Padding need only be sufficiently stiff to
provide some protection in the event of contact.
12.1.3.4. Courtesy Padding must be covered by cloth or tape.
12.2. Other terminology
12.2.1. Arrow � A missile weapon with a padded tip, unpadded
shaft, and a nock and fletchings at the end opposite
the padding that is fired from a bow.
12.2.2. Double-ended weapon � A weapon simulating a quarterstaff.
12.2.3. Handle � The non-padded part of a weapon.
12.2.4. Injury � Long-term serious harm
12.2.5. Flail � A heavy blue weapon with a hinge.
12.2.6. Flex� - The amount
a weapon bends when put under stress similar to that encountered during combat,
such as by striking a rigid, immobile surface or by bending the weapon over the
head.
12.2.7. Javelin � A thrown spear.
12.2.8. Omni-directional � Usually referring to padding: having
padding on all 360 degrees around a shaft.
12.2.9. Pommel � The padded, non-striking surface at the bottom
of all weapons except white weapons and brown weapons, that prevents the end of
the core of the weapon from being exposed.
12.2.10.
Sword � A light blue
weapon with either two 180-degree-opposed striking surfaces, or a uni-directional striking surface, and non-striking flats.
12.3. Non-striking surfaces, such as on the back of uni-directional swords, must be marked with a strip of tape
or cloth of a color that contrasts with the weapon cover.
12.4. Protrusion
12.4.1. No part of a striking surface may protrude more than 0.5�
through a 2.5� hole.
12.4.2. No part of a pommel, cross-guard, or other part of the
weapon may pass more than 0.5� through a 2.0� hole.
13.1. Smoking is prohibited within 50� of the fighting field.
13.2. Profanity is prohibited within 50� of the fighting field.
13.3. All weapons, shields, and armor must be fully checked to
comply with the guidelines for weights & measures (Section 11) once per season.
13.3.1. If a weapon, shield, or armor is modified physically in
any way it must be re-checked before it may be used.
13.4. All weapons, shields and armor must be fully checked for
safety (Section 12) before they may be used in combat before every
practice.