Combat Rules
Simplified from the Hearthlight Treatise of War
These rules are adapted from the Hearthlight Treatise of War. They have been simplified for use in Experimental Philosophy lesson scenarios. The full Hearthlight ruleset governs competitive events; these rules govern our educational practice sessions.
1. The Rule of Honor
This is a game of honor. In all combat, common sense comes first. The instructor has final say in all rule decisions, and will enforce these rules under the principles of safety, game balance, and immersion, in that order.
If a situation arises that these rules do not clearly cover, the instructor will rule on it. Do not argue on the field. If you disagree with a call, raise it after the scenario ends.
2. Weapons
2.1 All weapons must pass a safety check by the instructor before use. A weapon that fails the check may not be used until it is repaired and re-checked.
2.2 Weapons may not cause injury when used as intended. They must be padded on all striking surfaces and may not have exposed rigid components that could break bones, teeth, or cause severe bruising.
2.3 Melee weapons are any padded foam weapon used to strike an opponent by hand. A hit from any melee weapon has the same effect, regardless of the weapon's size or shape.
2.4 Bows and arrows are permitted. Arrows must have foam heads and must pass the safety check. A fighter must bring at least two passing arrows to use a bow.
2.5 Javelins are foam-padded throwing weapons between 48" and 84" in length. They must be padded along their entire length and pass the safety check.
2.6 Shields must be safely padded on their front and all edges. A shield must not be taller than the distance between the wielder's chin and ankles, nor wider than 3 feet. Only one shield per fighter.
2.7 Crossbows are not permitted.
2.8 No weapon may have a core made of metal.
3. Combat
Starting and Stopping
3.1 Combat begins when "LAY ON" is called and ends when "HOLD" is called or the scenario concludes. You are "in combat" whenever you are on the field during active play.
3.2 Anyone (fighter, instructor, or spectator) may call "HOLD" at any time for a safety concern. When "HOLD" is called, all fighters immediately stop and freeze in place. Play resumes only when the instructor calls "LAY ON."
Strike Zones
3.3 Arms: From the end of the forearm up to the shoulder socket. The wrist and hand are not part of the arm. May be struck with melee weapons or missiles.
3.4 Legs: From the toes up to the hip bone (front) or the top of the buttocks (back). May be struck with melee weapons or missiles.
3.5 Torso: Everything covered by a standard tank top, plus the groin and the buttocks. May be struck with melee weapons or missiles.
3.6 Head and neck: The skull and the area above the collarbone. May only be struck with missile weapons (arrows and javelins). Melee strikes to the head or neck are forbidden.
3.6a Hands and wrists: From the wrist crease to the fingertips, the hand (including the wrist) is not a legal melee target zone. A melee strike to a hand or wrist does not count; both fighters continue as if no strike occurred. Missile strikes to the hand are still valid and count as a strike on that arm (see 3.11). This is a zone exclusion, not a safety violation. Incidental melee contact with a hand during normal play is not penalized, but deliberately targeting hands is dishonorable and contrary to the art.
Judging Strikes
3.7 A strike counts when the striking surface of a weapon makes contact with sufficient force on a strike zone. "Sufficient force" means a solid thump, not a light tap, graze, or glancing blow.
3.8 You are responsible for your own honor. You decide whether you were properly struck. No other fighter may decide for you. The instructor is the only exception.
3.9 Strikes that pass through garb or through a weapon that is not being gripped count as if they were unimpeded. Only a gripped weapon or a shield blocks a melee strike.
Taking Damage
3.10 A strike to a limb disables that limb.
3.11 Losing an arm: Immediately drop whatever you are holding in that hand and place the arm behind your back. You may not use a disabled arm to move a weapon to your other hand. If you can catch a dropped weapon with your good hand, you may. Any further strikes to a disabled arm count as strikes to the torso.
3.12 Losing a leg: Immediately kneel on the disabled leg. You may move by knee-walking, lunging with your good leg, or crawling. Another fighter may carry you by placing a hand on your shoulder; both fighters are limited to walking pace. Hopping on your good leg is not allowed. Further strikes to a disabled leg count as strikes to the torso, with one exception: when you have the knee of your lost leg firmly planted and you are in a stable kneeling position, the lost leg is immune.
3.13 Death occurs when you receive a strike to the torso, lose two limbs, or receive a missile strike to the head or neck.
3.14 When you die: Act out your death and fall to the ground. If the situation is too crowded or dangerous to fall, shout "DEAD!" and place your weapon or hands on your head. If you are leaving the field while dead, keep your hands on your head so others know you are out.
3.15 You may not feign death or wounds to mislead opponents. If asked, you must honestly describe your current damage.
3.16 Do not kneel during combat unless your leg is disabled. Kneeling represents a lost leg and will confuse other fighters. Crouching is fine as long as neither knee touches the ground.
The Dead Do Not Speak
3.17 Dead fighters may not communicate game information to living fighters, not by voice, gesture, or any other means. Safety warnings are the only exception.
Body Checking
3.18 You may use your body to block an opponent's movement. This is a body check. Punching and kicking are forbidden (except shield kicks; see Section 4).
4. Shields
4.1 A shield may be used to block any attack: melee strikes, arrows, and javelins.
4.2 One shield per fighter.
4.3 Shield-checking is using your shield to push an opponent. It is permitted with the following restrictions:
- You must initiate from within two steps. No running starts.
- Do not check into the face, head, or neck.
- Do not shield-check a fighter who has lost a leg.
4.4 Shield kicks are permitted only if one foot remains on the ground at all times. Any kick where both feet leave the ground is forbidden.
4.5 Do not strike an opponent in the head or neck with a shield under any circumstances.
5. Missile Weapons in Combat
Arrows
5.1 Only shields may block arrows. You may not intentionally intercept an arrow with a weapon, your hands, or any other body part. A fighter who deliberately intercepts an arrow in a forbidden way is declared dead. This rule simulates the speed and lethality of real arrows.
5.2 An arrow that is accidentally blocked by a weapon still counts as a strike on the target.
5.3 An arrow must hit with its foam head to count as a strike.
5.4 An arrow that deflects off any target or object is harmless. Arrows cannot damage multiple targets in a single flight.
5.5 At ranges closer than 20 feet, bows must be drawn to half-draw only. This prevents injuries at close range.
5.6 Archers may call shots for clarity by shouting "Point!" for a valid strike or "Haft!" for an invalid one. The struck fighter still decides for themselves whether the shot landed properly.
5.7 Arrows belong to their owner. You may pick up and return fire with arrows you find on the ground, but return them to their owner when asked.
Javelins
5.8 Javelins must be thrown with half-force at ranges closer than 20 feet.
5.9 Javelins may be blocked, knocked out of the air, or caught by any body part or equipment. Unlike arrows, there is no restriction on how you intercept a javelin.
5.10 A javelin must travel at least its own length through the air after release to count as a legal strike.
6. Safety
6.1 No grappling. Do not wrestle, grab, or entrap another fighter's body with your own. Grabbing an opponent's weapon is not grappling and is permitted (but grabbing the striking surface costs you the arm; see 3.11).
6.2 No melee strikes to the head or neck. These zones are missile-only.
6.3 No shield strikes to the head or neck.
6.4 No deliberate melee strikes to the hands or wrists. The hand zone is excluded from melee targeting (see 3.6a). Incidental contact during normal play is not penalized; deliberate hand-targeting is.
6.5 No punching or kicking (except shield kicks with one foot planted).
6.6 No cleats or shoe spikes on the field.
6.7 Rigid plastic safety equipment (shin guards, cups, etc.) is permitted and encouraged, but must be worn under clothing.
6.8 "HOLD" stops everything. When you hear "HOLD," freeze immediately. Do not finish your swing, do not take one more step. Freeze. Play resumes only on "LAY ON."
These rules are simplified from the Hearthlight Treatise of War for use in Experimental Philosophy lesson scenarios. The full Hearthlight ruleset is available at hearthlight events.
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