Combat & Safety Rules

Combat & Safety Rules

All participants, marshals, and spectators are expected to prioritise safety, sportsmanship, and enjoyment above all else. These rules are in effect for all Adventurers’ Guild combat activities.

Purpose

These rules provide a safe, fair, and immersive combat experience at the Lore & Legends Guild Adventurers’ Guild programme. Safety always takes precedence over competition.

1. Authority of Marshals

Marshals hold final authority over safety, rules interpretation, combat stoppages, equipment approval, and participant conduct. Failure to follow marshal instructions may result in removal from combat activities.

2. General Conduct

Treat all participants with respect. Unsportsmanlike conduct, harassment, intimidation, excessive aggression, or intentional rules violations are strictly prohibited.

3. Approved Weapons

Only event-approved foam weapons may be used. Weapons must be free of exposed cores, sharp edges, hard surfaces, or damaged padding. All weapons are subject to inspection before use. See the Equipment Inspection Checklist for full standards.

4. Prohibited Equipment

5. & 6. Target Areas

Legal Targets

Illegal Targets

Deliberate strikes to illegal targets may result in penalties or removal.

7. Contact Standards

Combat is light-contact only. Strikes should be firm enough to be acknowledged but must not be intended to cause pain or injury. Participants must maintain control of their weapons and bodies at all times.

8. Prohibited Actions

The following are strictly prohibited in all combat activities:

9. Shield Use

Shields may be used for blocking and positioning only. Shields may not be used offensively to strike, bash, hook, or pin opponents.

10. Grappling

Grappling is not permitted unless a specific event scenario expressly allows it under separate written rules.

11. Combat Calls

All participants must know and respond immediately to these calls:

HOLD

Immediate stop — all participants freeze in place.

INJURY

Stop combat and summon assistance at once.

CLEAR

Combat may resume following marshal approval.

12. Injuries

Any participant who feels injured shall immediately stop and notify a marshal. Participants may voluntarily leave combat at any time without penalty.

13. Youth Participants

Youth participants take part in the Fight-the-Knight activity and may be subject to additional restrictions and supervision requirements at the discretion of event organisers. Full wargames require age-appropriate waiver completion.

14. Sportsmanship

Participants are expected to acknowledge valid hits honestly. Arguing, rules-lawyering, or intentionally ignoring hits is prohibited and may result in removal.

15. Removal from Combat

Marshals may issue warnings, temporary suspensions, or permanent removal from combat activities for unsafe behaviour or repeated violations.

16. Spectator Safety

Spectators must remain outside designated combat areas at all times unless expressly authorised by a marshal.

17. Event Philosophy

Combat should appear dramatic and exciting to spectators while remaining safe and enjoyable for every participant. Safety always takes precedence over competition.