Combat and Damage
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is intended to be fast, fluid, and cinematic, but it must always be conducted safely and respectfully.
Combat Safety Rules
Wizards and Warlords is a full-contact combat LARP using padded foam weapons. While battles are designed to be exciting and dynamic, safety always comes first.
All participants must:
- Pull their blows to avoid causing harm.
- Avoid excessive force during combat.
- Remain aware of their surroundings and fellow players.
- Use only approved, LARP-safe weapons.
Minor injuries may occur during physical play. First aid equipment is available on site.
CODE RED: Emergency Protocol
In the event of a serious injury or emergency on the field, any player may call out "CODE RED."
If you hear "CODE RED":
- Immediately stop fighting and check your surroundings.
- If safe, sit or kneel where you are.
- Raise your weapon above your head.
- Repeat "CODE RED" until combat around you has stopped.
The player who initiated the call may remain standing to help organisers locate the injured individual.
Resuming the Game
Once the situation has been resolved, the GM will call "GAME ON" or sound the horn to resume play.
Hit Points
Each character has a base number of Hit Points (HP).
- Most players begin with 2 HP.
- Some classes may begin with 4 HP.
- Additional HP can be gained through armour, costume pieces, or bonuses. See Armour and Hit Points.
Hit Locations
Only specific areas of the body are considered valid targets during combat.
Valid Target Zones
- Arms: upper arm, elbow, forearm
- Legs: thigh, knee, lower leg
- Torso: upper chest, belly, upper back, lower back
Out-of-Play Zones
The following areas are prohibited targets:
- Head
- Neck
- Hands
- Feet
- Groin
Important: Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.
Damage by Location
Damage depends on where the strike lands.
- 1 HP damage for strikes to the arms or legs
- 2 HP damage for strikes to the torso
- 4 HP damage for magic bolts, regardless of hit location
Magic Bolt Rules
Magic bolts follow special rules during play:
- They bypass shields.
- They count if they hit any part of a player’s weapon, costume, or armour.
- They may strike out-of-play zones, though players should still avoid aiming for those areas.
- They always deal 4 HP of damage, no matter where they land.
Weapon Pinning and Entrapment
During gameplay, an opponent’s weapon may become pinned against boundary netting or tangled in armour or equipment.
In such cases:
- Players must try to release the weapon as soon as possible.
- Deflecting, blocking, or pushing weapons away is allowed.
- Purposely pinning an opponent’s weapon against terrain, the boundary net, or another player is not allowed.
Blocking Projectile Weapons and Spells
Special rules apply to projectiles and spell effects:
- Melee weapons cannot deflect or strike projectiles or spells.
- Projectiles cannot be intentionally blocked using a non-target area such as the hands or feet.
- If a projectile hits a non-target area but would otherwise have struck a valid target zone, the strike still counts,
- Hits to the head and neck never count as valid strikes.
- Spells count as hits regardless of where they land, including
- Weapons,
- Costumes,
- Non-target areas.
Body Rushing
Players must not body rush opponents.
Body rushing refers to using a weapon or shield to make physical contact with another player’s body in order to:
- Push them back
- Force passage in an unsafe or aggressive manner
Maintaining safety and respect for other players is essential to keeping the game fair, safe, and enjoyable for everyone.
