As a fore note, remember in Dagorhir, that on all these rules, common sense supercedes loopholes. These are the rules for the Chaos Wars, these rules are not for any other Dagorhir event or tribe unless by their own discretion.

The fighting system of Dagorhir is based off Dark Age Battles. The Dark Ages was a real time so the system is based off real battle types and not magic. Many rules are made for safety and game play, not realism. When a rule is made it follows these guidelines:

Safety First, Playability Second, and Realism Third!


To fight at the Chaos Wars, you must:
Be at least 15 years of age.
Have a signed Waiver
Be in Garb.
Follow all of the heralds or marshals that are heralding battles.


No weapon may be used unless it has passed a safety check. Only weapons that have passed a weapon inspection may be used for any fighting. No weapon that has not passed a weapons check can be used for any fighting.

In Dagorhir you may strike your opponent with a weapon that has passed a safety check in the appropriate areas. You may not hit or kick your opponent. You may not use judo, karate, or any other types of moves that could injure another. Trip ropes, nets, pungi sticks, lassos, etc. are never allowed.

A strike from a weapon does not need to be hard but should be solid, not a glancing blow. With the exception of missle weapons which count if they even glance off. Slashes do not count, this means that if you lay your weapon on an opponent and drag it across them it does not count as a wound. Check under Fighting Rules for more clarification.

You may not use anyone's personal weapons without their permission, except for projectile weapons when returning fire(see returning fire under Yellow weapons below).

Remember when a weapon is being checked it is the Weapon checker's call whether or not it is safe. Even though a weapon may pass all of these criteria, it is being checked to make sure it is still safe. A safe weapon should not leave welts or bruises, break bones, break skin, hurt, or any thing else deemed unsafe. A quick rule of thumb, "if you can feel core on the striking part of the weapon it is not safe."

A heralds' concensus may remove a fighter from the battles for that day, after being given a first warning.

Archers may call their shots for clairity.

For a realm to be considered for Voting status at War council they have 5 or more people to two consectutive Chaos Wars.

Garb or in period clothing.
In period clothing is clothing that looks like the type of clothing that would have been worn in the Dark or Middle Ages. Items of clothing such as Blue jeans (of any color), sunglasses (unless prescription), T-shirts, or any other mundane clothing are not considered period or Garb.
Anything mundane should be concealed as well as possible.
All attendants of the Choas Wars need to be in garb unless they are setting up camp, taking down camp, going to town, etc.


Weapon classifications

In Dagorhir there are Five Weapon Types.


First is Blue, these are single handed crushing, chopping, clobbering, and cutting weapons.
Ie. Swords, Axes, Maces, Clubs, Flails, etc.

Blue weapons have a minimum blade length of 18" and a maximum blade length of 36".
Blue weapons may have no more than 12" of unpadded handle.
Blue weapons must weigh at least 12 oz. and all swords must be balenced at least 2" from the bottom of the blade.
Flails The chain on a flail may be no longer than 6" at any time. The Chain (rope) must be wrapped with sections of foam. The circumference of the ball on the head of a flail may be no less than 15" at the biggest spot and still must pass the 2 1/2" rule.
The 2 1/2" rule is that no part of a weapon should pass easily through a 2 1/2" hole more than a 1/2" whether or not it is a stabbing tip. The only exception to this rule is that a pommel may be 2" in diameter.
A Blue weapon may have a Green stabbing tip, but must pass as a Green weapon.
A blue weapon never counts as a Red weapon.


No Weapon may have metal in the core.
Weapons with a haft (ie axes, clubs, glaives, halberds etc.) the length of the whole weapon is considered as blade length.
No weapon may have a pommel spike.
No double ended weapons, for instance weapons that have a striking blade on both ends.
All weapons with the exception of White weapons must have a core.

Second is Red, these are two handed crushing, chopping, clobbering, and cutting weapons.
Ie. Great Swords, War Axes, Clubs, Glaives, Halberds, etc.

Red weapons have a minimum blade length of 36" and no maximum blade length.
Red weapons may have no more than 18" of unpadded handle.
All swords must be balenced at least 2" from the bottom of the blade.
All of the rules for a Blue weapon also apply to a Red weapon.
On weapons such as halberds or glaives, no more than 18" of the haft may be unpadded.
Red weapon used one handed is considered a Blue weapon.
Two solid Blows from a Red weapon to a shield destroys the shield. A Red hit is a Red hit. (So if a person is able to deliver a Red hit while wielding a shield, then it counts as a Red hit.)
All Armor is null to a Red weapon.


Third is Green, these are stabbing weapons.
Ie. Spears, Daggers, Pikes, etc.

Green weapons may be any length. For a part of a weapon to count as a stabbing tip it must be at least 4" and give at least 1/2". On the haft of a spear, 2/3 of the haft must be padded. Spears must have a distinguishable handle.


Fourth is Yellow, these are missile weapons.
Ie. Arrows and Javelins.
Yellow weapons, for javelins the minimum length is 4' and a maximum length of 7'. Javelins must weigh no more than 2 lbs. Javelin head must be no less than 4" across at the narrowest part of the head. Javelins heads must be covered in Yellow fabric. Arrows have a draw length of no more than 28". All arrows must have a penny taped to the tip of the shaft and must be perpendicular to the shaft. Arrows may not have a "screw on" head. All Heads must be taped securely to the shaft. Wooden shafts on arrows must be completely covered in duct tape. Arrow heads must not pass easily through a 2 1/2" hole. All bows must have a pull of 35 lbs. or less at a 28" draw.
All striking surfaces on a Yellow weapon must be constructed of open cell foam. No tape may be on the striking surface of a Yellow weapon.
Arrows may not be "broken".
Bows must be only half drawn at 10 feet or less, a arrow must leave the bow to count as being fired.
Archers may call their shots for clairity.
Javelins must be thrown at half strength when less than 10 feet.
The "butt" end of a javelin must travel in front of the hand to be considered thrown.

Returning Fire
In a Woods battle, to return fire with a Yellow weapon it must be fired or thrown from where it is picked up, you may not carry it from that spot.


Fifth is White, these are thrown weapons.
Ie. Rocks, throwing hatchets, etc.
White weapons are a minimum of 4" in diameter and a maximum of 7" in diameter. And must be made totally out of foam. White weapons may have up to a 1" duct tape core.


Shields
A Shield is any rigid structure, planar object that is padded on the front and sides, equipped with handles and used as a defencive device.
A Shield must pass the "karate chop test". The "Karate chop test" is conducted as follows: the edge of the shield is struck with the hand in the form of a "karate chop", and if core is felt, the shield fails. A Shield fails if core can be felt on the face or the sides. Spikes are not permitted on a Shield. You may not shield bash from behind but you may shield check. A shield bash is when you use a Shield to strike an opponent more than 2 steps to your opponent. A shield check is when you use a Shield to strike an opponent who is less than 2 steps.
A Shield is a Shield is a Shield. Meaning that a Shield may be used in any manner, it will still remain a Shield. You may only have one Shield.


Fighting Rules

First of all, Remember this is a game based on honesty and fair play, if you have trouble with these, then........
DO NOT PLAY!!




Dagorhir is full contact... WITH FOAM WEAPONS!!
That means you can hit your opponent all you want with approved weapons as long as they are used correctly,
but you cannot hit or kick your opponent.
Grappling is permitted. Grappling is wrestling in a safe and reasonable manner, unarmed individuals struggle hand to hand, attempting to subdue or unbalence the other without strikes, throws, or joint/nerve holds. A good example is highschool wrestling.

Striking zones

For simplicity the body can be divided into three striking zones:

Head
Body
Limbs (Arms and legs)

The Head--includes the Head and the Throat.

The Body--includes all of the torso, the top of the shoulders, and the buttocks. The groin is also considered body, but should be avoided if at all possible.

The Limbs--include the Arms from the edge of the shoulder to the tips of the fingers. (see figure 1) and the Legs from the hip-leg joint to the toes. A hand on a weapon is considered as part of the weapon, this does not count for a forearm that is strapped to a shield. If the arm behind the shield is struck it still counts as a wound to that arm. Feet are not considered a leg from the ankle down, if they are on the ground, if they are in the air they count as part of the leg to which they are attached.



figure 1


WHAT COUNTS AS A HIT

A strike from a weapon does not need to be hard but should be solid, not a glancing blow. Slashes do not count, this means that if you lay your weapon on an opponent and drag it across them it does not count as a wound. Anviling is not permitted. Anviling is when you lay your weapon against you body or shield to stop a blow. To stop a blow a weapon must substantially stop a blow before it strikes.
With Yellow and White weapons, they do not have to hit solid to count.
If any part of an Arrow touches you while it is in the air and the original flight path of the arrow is changed, even minutely, then it is considered to have hit. Arrows do not count after it strikes something. If an arrow hits the ground and bounces up into your leg it does not count.
If the head of a javelin hits you it is considered a hit. The shaft does not count.
Javelins may be deflected or knocked out of the air, you can stop a javelin anyway you would like as long as the head does not touch you.
You may catch javelins as long as you do not touch the head.
Arrows may not be caught, no matter how slow they are traveling.
Arrows may not be deflected by striking them out of the air. If you purposely knock an arrow out of the air you are considered dead.
If an arrow accidentally hits a bow or clothing, it counts as if the arrow had gone through that item and hit whatever was behind it. For example if you are holding a bow and an arrow flies and hits the bow, and had the bow not been there it would have struck your chest, then you are dead because the arrow goes through the bow into you chest.
Shields block all Yellow weapons.
If you block with your bow or your bow is struck, it is considered broken and can not be used for the rest of the battle.

WHAT A HIT DOES

If you get hit in the limb with a Blue or Red weapon, it is considered chopped or crushed and you lose use of the limb.
When you are hit in the arm, put it behind your back.
When you are hit in the leg, go down to the bad knee, keeping the good knee up.
If you do not keep your good knee up and both knees are down, then striking either leg counts as hitting the good leg. You may crouch as long as you keep both knees off the ground.
If two limbs are lost, you are considered too wounded to fight, and are then considered dead.
If you get hit in the limb with a Green or Yellow weapon, it is considered stabbed and you lose use of the limb.
When you are hit in the arm, hang it limp to your side.
When you are hit in the leg, go down to the bad knee, keeping the good knee up.
Stabbed limbs do not count towards the Two limb loss rule. You can be stabbed in all four limbs and still be alive. If a limb is stabbed and then struck with a Blue or Red weapon then it is now considered chopped or crushed and now does count towards the two limbs rule.

If you are struck in the body, with a Blue, Red, Green, or Yellow weapon it is a death blow, and you are considered dead.

If you are struck in the Head with a Yellow or White weapon, you are considered dead.
White weapons only count in the head and not anywhere else.
White weapons do not go through head armor.

Dead fighters cannot fight or talk to the living fighters. In Dagorhir there are no "ghosts". Dead Fighters are dead until the end of the battle, unless the herald or the battle rules say otherwise(some battles allow fighters to be resurrected after a set period of time).



Healing

For a person to heal they must first be recognized at the start of battle that they are a healer and must recite a 180 syllable poem that must be in regards to healing.
A healer can only heal wounds.
All wounds are healed when the healing poem is completed.
A healer must be in physical contact with the person they are healing. If at anytime during the healing poem the healer is interrupted so that he has to stop reciting the poem or breaks physical contact with the person they are healing, they must start again from the begining.
A healer may not be in direct combat and recite their healing poem.
A healer may not heal themselves. Healers may heal each other.
A healer can not resurrect.
Armor and weapons can not be healed.


Armor
Armor must be made of period metals, (ie brass, copper, iron, steel, etc.) meaning that armor must be made of the type of metals they would have been used in the Dark Ages. This also means that you cannot have aluminum armor, or any other metal of this sort.
For chain mail there is a maximum diameter of ring : Gauge of wire ratio.
Use the chart below for reference.

Wire Gauge Max diameter for links
16 3/8"
14 1/2"
12 5/8"
8 or 9 3/4"
Other Ask
Metal Armor must be 1/8" thick or less.
No exposed plate Armor is allowed.
The only plate Armor allowed is Brigandine.

Brigandine is plates no larger than 16 sq. in. sandwiched in between 2 layers of heavy cloth or leather.
The corners of the plates must be rounded to at least the rounder of a penny.
Brigandine must be manufactured so that it looks like Armor.
We would suggest that you use things like pop rivets, grommets, or decorative stitching to create this effect.

Leather Armor must be at least 3/16" thick to count as armor.
Armor only protects what it covers.
Armor must cover 2/3 of the area it is protecting to be counted as armor.
All Armor must extend passed the clothing covering the armor or the extent of the area protected must be visable from all sides.
Armors such as Ring mail, Scale mail, Suit of plates, etc. may have no more than 1/2" between each ring, scale, plate, etc.
Armor adds one extra hit to each zone. For example if you are wearing a shirt of chain, and you are struck with a Blue weapon on the back, then the armor is considered destroyed and the next hit to the body, front or back, is then a death wound. The second strike from a Blue weapon always counts as if there was no armor, no matter how much time has passed between the blows.
Red weapons do not count armor. For example, if you are wearing a shirt of chain, and you are struck in the back with a Red weapon, then it is a death wound. The armor does not stop the first blow.
Green weapons must be used with two hands to go through Armor.
Yellow weapons do not count armor.
Armor that covers the head. Ie. Coifs, helms, etc. stops all Yellow and White weapons to the head. This is the only exception to Yellow weapons not going through Armor. But remember armor only protects what it covers.
No one in Armor may initiate a grapple.
Helms must be made so that no more than 1/2 the head is covered by a single rigid piece of metal.
Any exposed edges on a metal helm must be covered with non-metal edging to the width of atleast 3/16".


For striking zones I have set up this chart to help demonstrate how the zones work with the different weapon types.
Strike chart
Body Armored
Body
Limb Armored
Limb
Head Armored
Head
Blue D 2 C 2 X X
Red D D C C X X
Green D 2H S 2H X X
Yellow D D S S D /
White / / / / D /



Strike chart Legend
D = Death Wound
C = Chop Wound
2 = Takes two blows to be used to go through Armor
S = Stab Wound
2H = Stabs must be two handed to go through Armor
/ = Does not count
X = DO NOT STRIKE!!



Latest additions From Chaos Wars War Council


For a realm to be considered for Voting status at War council they have 5 or more people to two consectutive Chaos Wars.

A heralds' concensus may remove a fighter from the battles for that day, after being given a first warning.

Archers may call their shots for clairity.

All Armor must extend passed the clothing covering the armor or the extent of the area protected must be visable from all sides.

The "butt" end of a javelin must travel in front of the hand to be considered thrown.

Arrows may not be "broken".


Special Thanks to
Sedius
and Broadway for helping proof read these rules.