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Rules31.08.11
This is a quick and preliminary translation into English from Estonian. The rules are accurate but grammatical and typing errors are more than likely.
Table of contentsAppendix 1: Safety requirements for weapon imitations Inside the weapon i.e. the former Requirements on ranged weapons
General rules
STOPP rule
· The game continues when the person who called out “STOPP” and/or the game masters have confirmed that all parties present are ready and give a signal to continue the game. · If a player has pressing reasons why to move during a game stop (for example to give aid), he must drop his weapon(s) and shield(s). He must be back on his place before the game is started anew. If he fails to do this, he will be considered as having left the game for good. · A participant can never use „STOPP” rule for trivial matters. If a player uses stop, during combat he will be considered unconscious (HP=0) after that.
A player can use the „STOPP” rule only if: 1. He wishes to stop a situation that is unpleasant for him out of game. At any time a player feels that the situation is unbearable for him as a person, he can stop it immediately, by yelling clearly and audibly “STOPP”. 2. He has injured himself out of game or suddenly other medical problems occur. 3. A possibly dangerous out of game situation occurs. A player CAN NOT use „STOPP” rule, if: 1. The situation is difficult/unpleasant/dangerous in game and for his character. 2. Someone else has seemingly injured himself. It is up to the other player to decide if a stop is necessary. 3. The no-physical-contact rule is broken with someone else or the situation appears to be unpleasant for someone else. It is again up to the other player to decide if a stop is needed.
Valhalla
Combat rulesCombat is defined as: A situation when one side or both sides hold a weapon imitation, with the intent to attack the other or defend himself. According to this a combat cannot be started between two weaponless participants or participants armed with only shields. Hit Points
Weapon strikeA weapon strike is considered to be valid if it has at least one of those three characteristics: · there has been a one meter swing before the strike; · the strike lands audibly on the target; · the strike has been executed with sufficient force for the target to feel it;
A weapon strike is considered invalid if it has at least one of those two characteristics: · has been performed ignoring one or several combat safety rule(s); · has struck glancingly or scratchingly; Whether the weapon strike was valid or not is ALWAYS AND ONLY decided by the one who was hit – it’s a gentleman’s game. Death
Combat safety
Bashing with a shield
Knocking Out· To KO an opponent a player has to tap him lightly on the head from behind with one hand and hold a weapon in the other hand at the same time. · KO doesn’t work if the target wears a helmet or sees the attacker at the moment of tapping. · If the Knock Out succeeds, the target will lose consciousness for 5 minutes (slowly counts to 300).
Weapons
* An exception is a short spear or a javelin where the categories are: 50-100cm one handed and 100-160cm one-and-half handed.
Big stone· As a big stone is classified every specially made, soft, round, at least 30cm thick object, with a weight of not over 300 grams · A big stone has to be lifted, carried or used with both hands and a player cannot run while wielding a big stone · A big stone cannot be used to block blows · Only one big stone at a time can be handled by a player · A big stone cannot be thrown but must be allowed to fall. · As an exception there are no invalid targets for a big stone. · A big stone removes 2 hit points when it hits. Armor (or even a helmet) does not protect from a big stone. · When hit in a shield with a big stone a player does not lose hit points but loses consciousness for 5 minutes (counts slowly to 300). · Like all other weapons a big stone has to pass a weapons test by a game master.
Siege engines
Spoils of war· Gathering the spoils of war or „looting” is searching and robbing an unconscious or a dead character. Looting a character is only allowed with the express permission of the player, playing him. If the player declines, no equipment can be taken. (In-game items not belonging to the player - like scenario specific relics or group/host flags, can always be looted.) Responsibility· ATTENTION: When looting something, the looter immediately becomes responsible for the items he takes. · The looter is obligated to find the looted after the game (or earlier) and return ALL items he took from him. All the items have to be in the same condition as when taken. · When the looted equipment has been lost, ruined or destroyed, the looter must replace, repair or compensate it. · Even when the looter himself was at a later time looted, he will ALWAYS remain responsible for the equipment he took, to the person he took it from. · To avoid misunderstandings the Game Masters advise better not to loot.
Additional rulesTending and binding wounds
· A character who’s wounds have been tended and bound will regain one hit point in 20 minutes, provided he doesn’t do anything strenuous (like running or fighting). · If a character who’s wounds have been tended and bound will remains totally immobile and someone continues to role-play caring for him, he will regain one hit point in 10 minutes. · If a character who’s wounds have been bound, does anything strenuous, his wounds will open again and his hit points won’t regenerate. If at that moment he has not regained at least one hit point, he will again lose consciousness and start dying.
Appendix 1: Safety requirements for weapon imitations
Requirements on materialsAll weapon imitations must be constructed, using the materials given below. Using other materials in a respective category is forbidden. (It is allowed to use other materials in constructing a handle or other part of the imitation that can in no way come in contact with opponents when used). Inside the weapon i.e. the former:PVC tube, maximum width of 30mm Bamboo, maximum width of 20mm Fiberglass, maximum width of 10mm Cloth or leather in small weapons Arrow shaft:Polished round strip of wood, maximum width of 10mm Hollow carbon-fiber or duraluminum tube, maximum width of 10mm Padding:Tubular insulation materials Sleeping or gymnastic mattresses (polyethylene- or polyurethane foam) Covering material:Waterproof ducttape (or “gaffer” tape) Latex Cloth The filling for big stones:„Common” padding Straw or grass Porolon (superlon) Cloth Paper Requirements on padding
Requirements on weight
It is not allowed to add weights to the weapons (for example for balancing purposes), even if the weapon would fit inside the allowed weight category.
Requirements on ranged weapons
Requirements on shields
Appendix 2: Awarding armor points for costume
1. Armor worn on the body · Body armor (hands and feet included) gives armor points only there where it actually is (i.e. only strikes in the armor are counted off from armor points and not the hit points). Body armor points are universal and not given to areas or to different armor types (when worn together) differently. · Body armor has to be made from at least 2mm thick leather or 1mm thick metal. 2. Helmet · A helmet gives armor points to the whole body and helmet armor points are depleted last. · A helmet has to be made from at least 5mm thick leather or 1mm thick metal.
Helmets
Leather armor
Chain armor
* Classic European 4-1 knit is meant. The thickness of the wire must be over 1mm.
Plate armor
Appendix 3: Character ClassesAll characters are from the Warrior class, if not expressly told otherwise. Every registered group can have one Healer, for every 5 members (e.g. every fifth group member can be a healer). The group leader will designate the healer(s) and let the Game Masters know, who they are, when the group arrives at the game location. A group can also have no healers and only Warriors, if the group leader so decides. WarriorHit Points: 2 Special abilities: None Special circumstances: None
HealerHit Points: 1 Special abilities:
Special circumstances:
Appendix 4: TerminologyPC – short for Player Character. Is a fictional character or a person who participates in the game as a player. In the general sense, everybody who is not involved in the organizing is considered a PC. NPC – short for Non-Player Character or Necessary Plot Character. A person who participates in the game but helps the game masters in directing the game in certain ways. In the general sense he is an actor who has been given a specific role and task before the game, by the game masters. GM – short for Game Master. Is the person who has organized the current event or designated as a GM by the organizers. Usually the GM has an absolute power and control, over anything and everything that happens in game. HP – short for Hit Point or Health Point. Every fictional character in the game has a certain number of hit points. When struck by weapons or otherwise getting hurt, the character starts losing hit points. When a character has lost all of his hit points, he will lose consciousness and after a short while dies permanently if he is not helped AP – short for Armor Point. Armor points are awarded for wearing a real armor as a costume. Out-of-game - short form OoG (or OG), designates an out of game state or activity. If something or someone is OoG, it/he doesn’t exist for characters. OoG characters, items and locations are usually designated with red-white ribbon or a special hand sign (hand on the head). Out of game areas, items and persons are usually introduced to players before the game. In-Game – short form IG, designates an in game state or activity. Usually everything in the game are is in game. Similar to out of game areas, usually the in game areas are also introduced to the players before the game. Boffer – short for Boffered Weapon. Specially made padded weapon imitation. Valhalla (“Manala”) – Specially marked out of game area where those players gather, who’s characters have permanently died. To all other players it is forbidden to enter the area.
Hand signs: Hand on the head – holding the hand on the head (palm downwards), designates an OoG state. Usually a player is not allowed to use this hand sign without the express permission of a game master. If a player sees someone who is showing this hand sign, that person is then invisible, inaudible (and generally “not there”) for the players character.
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