Foreword
It's been a decade, more or less, since the last release of the rules of play. This release is representative of many lessons learned and experience gained over that ten-year period. In that time, Amtgard has become geared towards a faster, more engaging and interesting system of play, and was in dire need of rules to match. The original goal was to clear up gray areas and loopholes in the rules, and those clarifications brought with them many significant changes, as well as further attempts to balance the game.
It was not an easy task - and to be certain, some things were missed; still, we think this represents the best that all the kingdoms could contribute and reflects the general consensus of how things should work. This is the first rulebook that is a truly inter-kingdom effort, and it shows. It was a long, hard road to produce the work you are about to read and in the end, it came down to the blood, sweat, and tears of a very few people. Given that this is probably the only set of words all Amtgardians will read, we feel we should take this chance to remind everybody what we believe this game really is.
The game isn't about fighting, or arts and sciences, or role-playing (though of course those all exist and flourish within the game). The game is about the people. It is the people, all of the people, who have made this game work for over 20 years. It is the people, past and present, which make Amtgard the great organization it is today. Every day you step out into the park, try to remember it is the people who surround you that make the game. No matter what our differences may be, at our heart we all share a common bond, and a common Dream. We hope you enjoy the new rulebook and find it an improvement over the previous one. Happy gaming!
In Service, The Rulebook Committee
March 2005
Amtgard Rules of Play version 7 are copyright 2005, 2006, 2008 Amtgard Inc: Kingdom of the Burning Lands.
These rules are freely distributable but may not be sold for profit outside of the Kingdom Contract agreement.
Getting Started
Introduction
Amtgard is a not-for-profit, free, non-sectarian group dedicated to the recreation of medieval and fantasy genres. Amtgard has a vast array of new experiences to offer the interested adventurer, from making clothing appropriate to a certain time period, to wielding a foam- padded replica of an ancient weapon on the field of battle. The recreation of medieval and fantasy combat is the core of Amtgard and the main concern of this rulebook. The rules set forth herein are as detailed and complete as possible, but not all situations can be covered. Common sense and fair play should be used to resolve any problems. Anyone may join Amtgard by:
- Obtaining a copy of this rulebook and reading it.
- Developing a persona and a persona history.
- Making a costume for yourself that is fitting to your persona.
- Filling out a membership form and waiver and turning them in to the Prime Minister. Minors must have their waivers signed by their parents or legal guardians. Minors under the age of 14 may not participate in combat without special permission from the Monarch.
In addition to these requirements, players may opt to become 'dues paid.' Dues paid members have no advantage over other members except that they may vote in the bi-monthly althing meetings, which are used to make decisions for the group that are beyond the scope of the monarch alone, such as changing the corpora. Dues paid members are also the only ones who may vote in elections. Dues are six dollars every six months and all dues collected are used to pay for rulebooks, newsletters, loaner gear, and other group expenses. Kingdom corporas may add additional requirements for being a voting or active member of the populace.
Other publications of importance include:
- Corpora of Amtgard bylaws - group criteria, Amtgard governmental structure, etc. Important for all groups, essential for medium/large groups.
- The Amtgard Contract - Legal agreement that all groups must sign with the Board of Directors of Amtgard, Kingdom of the Burning Lands (doing business as Amtgard, Inc.) It ensures that groups will abide by the Amtgard rules and bylaws.
- Other Publications of note - While not mandatory, these publications are very useful and include Amtgard supplements, such as garb and weapon making tutorials, a FAQ list, and the Dor Un Avathar (a monster handbook). These and other publications may be found at www.Amtgardinc.com.
The rulebook takes precedence over all supplements, manuals and other rules editions or play testing supplements. From time to time there may be official manuals, supplements, or expansions that enhance or complement the core rule set. While these documents may expand game play options they are still restrained by the core rules written herein and may not contradict them. In the event of a contradiction between the rulebook and any other supplemental materials, this core rulebook always takes precedence.
Process for updating these rules
Changes to this document may only be made by a 75% vote of the Circle of Monarchs. All votes must be issued in person or sent to the rules organizer via registered mail. The rulebook is generally reviewed during the months of June and July.
Persona Guidelines
Real History: A persona should be based on people who could have lived before 1650 AD. The name, weapons, clothing, etc. are encouraged to be historically correct. Do not impersonate a famous historical figure.
Fantasy: The persona should be based on a book, movie, historical mythology, or a unique creation of your own. Again, do not impersonate a character from the medium you choose.
Remember: Every persona must be either of an ancient, medieval, or swords and sorcery related background.
Heraldry
Create a device or insignia to display on your flags, banners, and coat of arms. The device should be unique or at least in keeping with your persona or company. You may register the device with the Guildmaster of Heraldry and the Prime Minister.
Companies
People may wish to band together as a fighting group. This group is called a company. The company should choose a name, captain, second in command and device. A person may be in no more than one company.
Households
People who wish to form a non-fighting group within the club can create a household. The household should choose a name, a Master and Mistress of the House and a device. A person may be in any number of households.
Events
There are many types of games and events held regularly. These include:
- Tournaments - competitions between individuals or groups for awards, honor, or challenges.
- Battles - involves two or more armies attacking each other for various reasons.
- Special Events - quests, feasts, demonstrations (to introduce the game to mundanes), trips, revels, fairs, workshops, and other 'games.'
- Coronations - held twice a year, these events are held in order to officially transfer powers from the majority of officeholders (such as Monarch, Regent, and Guildmasters) to their successors. Many of these events include quests (to distribute relics), feasts, court, and the opportunity to camp in an overnight venue.
- Mid-reigns - held twice a year between coronations, these events allow for the transfer of powers for the Prime Minister and other staggered officeholders. Like coronations, these events often include quests (to distribute relics), feasts, court, and the opportunity to camp in an overnight venue.
- Inter-kingdom events - major events that are held annually intended to draw participants from a large region, often resulting in attendance in excess of 200 people. Most such events have a theme in order to provide a motivation to those from outside the local kingdom to participate. Examples include: The Gathering of the Clans (AKA Clan), Rakis, Spring War, World Banner Wars, Great Eastern, and Pac War.
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