fbpx

Combat at Hynafol Guide

Everything You Need To Know About Battles at Hynafol

Overview

Mock medieval style combat using foam and latex padded weapons is a major part of the Hynafol experience. Our team and members take great care with weapon specifications, rules to use and great sportsmanship all in an effort to make the combat not only fun, but as safe as possible. However, participating in the combat is akin to a contact sport and should be treated as such. You, the participant, assume all risk in your participation in any activity at Hynafol, but especially by partaking in the combat. 

All weapons are checked before use during the game and must receive either a band, sticker, or in the case of arrows & bolts a colored marking on the shaft indicating their safety.

Please make sure to read these rules and instructions in full before participating. You are responsible for knowing them and how to keep others safe. 

Any unsafe behavior, including but not limited to: intentionally injuring someone, striking unreasonably hard, targeting sensitive areas, or any kind of physical contact outside the prescribed striking is grounds for expulsion from the current and all future Hynafol events. 

This is a game and it’s intended to be fun! Make sure it stays that way.

Hynafol is not a weapons manufacturer and does not, and will not, give instructions on how to craft a suitable weapon.

Our approved vendors, found at the bottom of the page, have spent decades perfecting safe foam & latex weapons, and those vendors should be used for their known safety. 

Please note: The carrying of real weapons such as swords, axes, etc. (even if they are peace tied) is not allowed at Hynafol. 

 

Combat Overview

Overview

Combat at Hynafol is intended to extend the roleplaying experience. Each interaction between combatants, whether that is on the field of battle, the tournaments lists, or on the road against
brigands is an opportunity to tell a story. Participants are encouraged to take battles seriously (your character’s life is on the line!), but to also give a great story to others.

That being said, there are two different kinds of combat at Hynafol. Battles, Skirmishes, and tournaments are designed to be competitive. The aim of this type of combat is to win as if your kingdom or your guild’s future is on the line. Because it is!

The combat that takes place in roleplay scenarios (such as brigands on the street or while on a quest) is intended to tell a good story. By all means, use all your skills to win each scenario, but keep in mind that others are giving you a good experience to tell a story and you should return the favor in kind.

Combat Participants must be 18 years or older to participate. 

Principles

Safety, fun, and candor are our three guiding principles for combat at Hynafol. 

Safety: 

The most important aspect of combat at Hynafol is that all participants remain safe in all of their actions and interactions. Rules and commands from the Stewards of Hynafol are final and should be obeyed without hesitation or confrontation. 

Fun: 

Creating a fun and exciting combat sequence is more important than winning by cheating. Losing a combat scenario is also extremely fun. You should never cheat to win. Dying a glorious, meaningful death, or struggling to not die while being dragged to safety for healing, tells a better story than never counting your hits. 

Candor: 

Candor means to have unreserved, honest, or sincere expression. In combat at Hynafol we use this term to describe the process by which you follow the rules, take the hits that your character receives in combat, and follow through with the consequences of combat scenarios. In all combat situations and scenarios you should act with candor: take your hits, focus on your character, and role-play the consequences there-in. 

Combat Safety

During the combat at Hynafol all participants assume a level or risk and are wholly responsible for their safety. Even with standard “larp” weapons that are designed for this activity the possibility of adverse risk and injury are always possible.

The Hynafol organization will check for basic safety of all weapons at the beginning of each
event.

Players are expected to discard prior to engaging in combat any weapon, shield or other
item that may pose a possible safety risk to themselves or any other participant.

If a weapon becomes damaged in any way during combat it should be removed from the field of play.

All participants are required to have their weapons pass a safety check at the beginning of the
event, or before entering combat at the event, of any kind.

All weapons that pass the safety
check will be marked with a simple band or marking provided by the organization.

Overall Weapon Rules

1. All weapons do one (1) point of damage.
2. The force of the strike with the weapon does not matter. When the weapon makes contact
the hit counts.
3. All combat damage comes from weapons alone.
4. All weapons over 44 inches must be wielded with two hands at all times.
5. All weapons over 72 inches must have a clear brightly colored (red is preferred) marking 20
inches from the pommel or base of the weapon. This is to delineate the separation of each
hand. One hand must be above the mark and one below at all times while wielding the
weapon.
6. It is forbidden to throw or shoot projectiles at the head. It is forbidden to thrust at the head
or use excessive force to the head.
7. It is forbidden to strike or thrust with a shield.

Weapon Notes & Procedures

• All weapons or shields are required to be inspected by the safety check before entering the field of battle or used in combat. Hynafol staff and volunteers reserve the right to refuse any weapon for any reason whatsoever. Any player found skirting these rules is subject to expulsion from the event and banning from all future events.

• Weapons that are too heavy or improperly balanced will be rejected.

• Any weapon that is not easily recognizable in form and in function; or from a recognized
manufacture may be refused.

• All weapons should be wielded safely and with appropriate force. Even the safest of weapons can be made dangerous when wielded with excess force or lack of control. Participants using excess force or lack of control are subject to removal from combat activities, having their weapons rejected, or being expelled from the event.

• Hynafol is not a larp weapons manufacturer, and as such, does not intend to explain nor control how weapons are made. Construction rules and tips shall not be given. It is recommended that you purchase a manufactured larp weapon from the list of manufacturers listed below.

• The Hynafol organization has the final say on what weapons and shields may be used; and may refuse any weapon for any reason whatsoever.

Weapon Specifications

Core-less Weapons
  • Core-less weapons are not to be used in combat at Hynafol. They are permitted at the event as trinkets, decorations, and for purely fun purposes. They should not be used on another participant whether held or thrown. 

One Handed Weapons

Length: 14 inches to 44 inches 

Coverage: From the guard  to the tip must be covered in a protective material or covering. 

Tip: Must be padded and protected against the core when thrust. 

Padding: The core must not be felt through the weapon when squeezed or struck. 

Notes: May have one to two joints with a maximum spacing of five inches. (Flails, etc.)

Two Handed Weapons

Length: 44 inches to 72 inches

Coverage: From the guard  to the tip must be covered in a protective material or covering. 

Tip: Must be padded and protected against the core when thrust. 

Padding: The core must not be felt through the weapon when squeezed or struck. 

Halberd / Polearm

Length: 72 inches to 84 inches

Coverage: 

  • The “cutting edge” must be covered in foam that is dense enough for “slicing / cutting”. 
  • The entire length of the weapon core must be covered in protective material. 
  • Base must be padded and pliable. 
  • The entire object must be rigid and inflexible; there must be no whipping effect.
  • Any weapon longer than 72” must have a marking at least 20 inches from the base. These markings are the distance the hands must be separated when in use. 
  • The weapon must be designed as to show that is clearly a “cutting” only weapon.
  • Weapon construction must be made of a material that does not promote splintering or fracturing.
Pike / Spear

Length: 84 inches to 108 inches

Coverage: 

  • The tip of the spear/pike must be covered in foam that is dense enough for thrusting. 
  • The entire length of the weapon core must be covered in protective material. 
  • Base must be padded and pliable. 
  • The entire object must be rigid and inflexible; there must be no whipping effect.
  • The tip of the spear / pike must be at least 2 inches in diameter
  • The tip/end of the spear must be covered in enough foam padding and/or injected foam as to not feel the core when in use or inspection.
  • Any weapon longer than 72” must have a marking at least 20 inches from the base. These markings are the distance the hands must be separated when in use. 
  • The weapon must be designed as to show that is clearly a thrusting only weapon.
  • Weapon construction must be made of a material that does not promote splintering or fracturing.

Tip: Must be padded and protected against the core when thrust. 

Bow / Crossbow
  • The string must be in good condition and not show any signs of fraying or distress. 
  • The body of the bow must be in good working order, and not show any signs of cracking, fractures or distress.
  • The notches on the bow itself must not be overly worn and able to hold the string in place firmly. 
  • The draw of the bow must be less than 30lbs at 28” draw weight. 

Note: The strictest of judgment shall be placed on bows and crossbows. If there is any discrepancy they bow shall be refused.

Arrows / Bolts
    • Homemade or self constructed arrows shall be refused. 
    • Only flat tipped arrows / bolts from the following vendors shall be approved: 
      • iDV Engineering 
      • B3 Imagination Studio

    There are no exceptions. 

Shields

Each player is allowed one shield. 

The shield must have the characteristics of a medieval style shield. 

All edges must be covered in foam and/or soft padding. 

Battle Gameplay

Combat style rules

Hynafol is intended to be a competitive combat game that safely simulates medieval combat. That said, as much as possible, all weapons should be wielded in a “mock realistic” manner. Essentially, weapons should be used in such a way that pays homage to how they were
actually used.

Therefore, Hynafol intends to enact an anti-”flurry rule” for combat. 

This rule is intended to prevent players from gaining an advantage by using overly flexible ‘boffer’ weapons to defeat armor and shields in an unrealistic manner. This technique can be referred to as the “whippy sword” technique and is common in many battle games. Hynafol’s goal is to create a competitive battle with an even playing field and as such these kinds of techniques are not allowed.

To simulate this in a fair way, a flurry limit is imposed on players. When you swing a
weapon at another player, you may only swing three times in succession before resetting and engaging again.

By “reset” it is meant to return your weapon to a ready position.

In practice, this is meant to prevent keeping a long flexible weapon ‘engaged’ and whip-
ping the tip or shaft causing it to flex and repeatedly strike your opponent in an unrealistic manner. This does not mean that you must swing three times then back up from your opponent.

Merely reset your weapon and continue fighting.

This rule is also intended to encourage the use of armor, as a fully armored opponent
cannot simply be tapped four times in rapid succession. This does not mean that you cannot kill an armored opponent in one shot, as there is no armor that does not have gaps.

It simply means that you must actively aim your blows for those gaps and not rely on unrealistic combat game techniques to bypass armor.

Hitpoints
  • Your character has six areas that carry one hit point: each leg, each arm, torso, and the head. 
  • The face and genitals cannot be targeted. 
Injury & Death in Combat
• When an area of your body has been reduced to 0 hit points it is considered disabled.
▪ If struck in an arm that is holding a weapon or shield, that arm becomes useless and you
may choose to drop the weapon or simply let it hang limply or place it behind you to
indicate that it is disabled/missing.
▪ If a leg is disabled you must drop to a knee and must remain in place, you may pivot in
place slowly but may not creep, crawl, hop or spring on your remaining leg.
• When your head or torso is reduced to 0 hit points you are considered dying for 5 minutes.
▪ During this time, you can be “dragged” to safety and healed.
▪ This should be role-played, and all touching should be consented to prior to beginning.
▪ Combatants that are ‘dying’ may choose to remain for the full 5 minutes in hopes of
receiving healing, or they may choose to ‘die’ in scenarios where respawn is available and
walk to the respawn.
• Combatants that have ‘died’ in order to respawn should hold their weapon upside down to
clearly show they are now non-combatants and walk (the dead do not run or talk) to the
respawn area
• Elsewhere in Hynafol, combatants that are reduced to 0 HP, are considered incapacitated
and need to be healed or rested for at least 2 hours to regain their hit points.
Combat Basics

All weapons must pass the safety inspection. This inspection is subject to the discretion of
the organization on any and all weapons and shields entering the battlefield.
• All weapons, regardless of size, do one (1) point of damage.
• All combat damage comes from weapons alone.
• Damage and the loss of hit points comes from making contact. The force applied should be
as minimal as possible.
• Shield bashing / colliding is forbidden.
• Grappling, grabbing of weapons, shields, or armor is strictly forbidden.
• Thrusting style weapons may not be aimed at your opponents head or groin.
• All weapons used on the battlefield must be cored weapons and greater than 14” in length.
• The maximum length for spears is 9 feet.

• All weapons greater than 3ft 6 inches are considered 2 handed weapons and must be wield-
ed at all times with two hands.

• Chopping or slashing weapons may not be longer than 7ft and must be used with two hands.
• All weapons over 6ft in length must have a mark 20 inches from the pommel delimiting a
zone where only one hand may be placed. In other words your hands must be 20 inches
apart while using these weapons.

Combat Scenarios
• The use of pressure with a shield against another shield or person is forbidden.
▪ Therefore, shield bashing / colliding is forbidden.
• Grappling, grabbing of weapons, shields, or armor is strictly forbidden.
• Thrusting/piercing style weapons may not be aimed at your opponent’s head or groin.
▪ This includes bows/crossbows.
▪ The head and groin are not targetable areas with piercing attacks.
▪ Thrusting shots to the face or the groin should not be counted.
• All weapons used on the battlefield must be cored weapons and greater than 14” in length.
▪ This is intended to prevent physical contact between players.
▪ Striking a player with your hand/arm and should never occur.
• The maximum length for spears is 108 inches.
• All weapons greater than 44 inches are considered 2 handed weapons and must be always
wielded with two hands.
• Chopping or slashing weapons may not be longer than 84 inches and must be used with two
hands.

• All weapons over 72 inches in length must have a mark 20 inches from the pommel delineat-
ing a zone where only one hand may be placed.

▪ One hand must always be kept on either side of the limiting mark, keeping your hands
20” apart and preventing “pool cue” thrusts.

Armor Use Instructions

Armor provides additional points to the player to give their hit areas additional protection.
It is our goal to incentivize wearing armor to increase the visual appeal of the game. Wearing
armor is rewarded.

Armor should always aim to be as realistic as possible and bonuses are given to those who don
heavy armor. The following rules apply to all armor pieces:
• Armor protects only the portion of the body that it covers.
• If your opponent strikes a gap in your armor, the damage is taken directly to the affected
body part and not the armor.
• Armor does not stack cumulatively.
• Armor points do not regenerate except when the player is ‘healed’ either by respawn or by
use of a healer.
• Shields are indestructible.

Occasionally, Denizens of Hynafol will be imbued with magical effects. Armor that falls under
this special section will be very noticeable and obvious to all participants.

Healing

All healing done on the battlefield is done with 30 second hourglasses. All hourglasses are handed out by the Hynafol organization. No other healing is permitted on the battlefield.
• The healer must have the hourglass in their hand while performing healing.

• The healer must be touching the player that is to receive the healing. This can be a hand on a shoulder or a foot touching the other player’s foot. Any other touching should be consented before engaging.

• The hourglass must start completely full on the bottom and then be turned upside down. The healing is not finished until every last grain of sand has returned to the bottom.

• Hourglasses are assigned to priests and high priests and must be returned at their designated time by that priest(ess) or high priest(ess). If they are not returned the gods of Hynafol meet severe consequences.

In some scenarios alternative magics and/or healing may be present, but will be clearly out-lined in the battle notes provided to all sides before the battle.

Approved Weapon Vendors
  • While always subject to review, any weapon provided from the vendors below will likely pass the approval process for weapon usage at Hynafol: 

    • Epic Armoury
    • Calamacil
    • B3 Foam
    • Atelier Nemesis
PDF

For the full version of all Hynafol Combat rules including specific examples of armor please see this document.

Hynafol Game Play Rules

Contact Us