Rules

- What the game masters say counts as a law. This law is followed by all players, as is the Finnish law.

- The game has no insurance, so everybody is responsible for their own doings.

- Nobody has to do anything in the game that he or she doesn’t want to. If some situation turns too uncomfortable, you may tell about that to the other players. If the other one doesn’t believe you in- or even off-game, tell a game master about the problem. Inappropriately behaving players can be removed from the game.

- Shouting HOLD! Cancels the game. If you hear someone shout HOLD, repeat it loud and stop playing. Used at dangerous situations – if you see that someone is falling down a cliff, shout HOLD! and that loud!

- Put your soul into your character, act out the surprises of the game... but keep in mind that it is only a game :)

- If you have to act off-game, keep a closed fist over your head. The other players won’t react to what you do. And the other way around – if someone runs around with a fist over his/her head, don’t pay any attention to him/her – your character cannot see that character there.

- All the rules the game masters forgot to tell about here will be told in the start brief.

NOTE!
The game is totally alcohol-free. Different juices stand for alcohol drinks ingame (read:
offgame; food in- and offgame), and real alcohol is forbidden also before and after the game. There will be a specific area for smokers, some distance away from the main buildings.


Fighting and death

The game masters will inform any character that needs or is allowed to carry a weapon. Latex- and boffer-weapons are used, and the game masters will inspect the weapons before the game. Please tell us in your registration if you own some suitable weapons that you can take to the game either for yourself or to borrow! You can read more about the different kinds of weapons on the page
dress and weapons.

Fighting rules are simple: You fight with boffer weapons, and when you're hit, you're hit. There will be no rolling of dice or shouting of numbers. Some of you will be assigned protection points. This is the number of wounds you are allowed to ignore and represent the fighting experience that the character has but the player may lack. You keep track of that in your head. In game, these hits are narrow misses or superficial scratches. The player may ignore protection and act out the wound if she so chooses and/or it makes for better roleplaying. Examples are a duel to first blood or a blow that would clearly have been deadly.

Of course, not all characers are equally good at fighting. This is where the roleplaying comes in: You are supposed to limit yourself to your character's ability. Additionally, please remember that your swords are not made of foam and plastic in game and should be handled appropriately.

At all times take care to not actually hurt your opponent.

For safety reasons, these additional rules apply:

- Hits on the head and hands may be ignored in order to discourage hitting them in the first place

- If a fight gets to dangerous for some reason (terrain etc.) shout HOLD and continue fighting in some other place

- Rules 2 and 3 are in effect as stated above - you can stop the fight at any time. This will usually result in counting you as defeated ingame, though (GM decision)


Wounds are acted out realistic, and not forgotten after five minutes – a broken arm will hurt badly fort he rest of the game, if nothing very extraordinary happens.

If, then, a character dies, the player will wait for instructions from a game master. He/she can later rejoin the game as an NPC.

Players taking part in or just seeing a fight should act according to their characters. Some of the characters present will have seen their fair share of battles and blood, others would certainly get shocked and scared.

Note, that killing another character is not necessarily every time the best solution even in conflict situations. Guarding a prisoner or taking care of the wounded can also be very intresting ingame experiences!
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