Safety Rules
Player safety is the highest priority at all Wizards and Warlords events.
While combat and physical activity are core parts of the game, all participants are expected to act responsibly, use common sense, and help create a safe and enjoyable environment for everyone.
Minor bumps, trips, and bruises can occur during physical play. First aid equipment is available on-site, and Marshals are available to assist if required.
1. Follow All Marshal Directions
[edit]Marshals are responsible for maintaining player safety and ensuring the game runs smoothly.
All participants must follow instructions given by Marshals immediately.
If a Marshal stops play, issues a safety instruction, or directs players to move away from an area, those instructions take precedence over all game rules.
1.1. Warnings
[edit]Marshals may issue a warning if a player breaks a rule, behaves unsafely, or acts in a manner that negatively impacts the game.
A warning is intended to identify the issue and help the player correct their behaviour. Players are expected to take warnings seriously and adjust their conduct accordingly.
Repeated warnings or serious breaches of the rules may result in further action.
1.2. Red Cards
[edit]Marshals may issue a Red Card for serious rule breaches, unsafe behaviour, repeated warnings, or conduct that negatively impacts the safety or enjoyment of others.
A Red Card removes the player from the game for the remainder of the event.
Players who receive multiple Red Cards, repeatedly ignore staff directions, or engage in serious misconduct may be suspended from future Wizards and Warlords events.
The duration of any suspension will be determined by the event organisers.
2. General Conduct
[edit]2.1. Good Sportsmanship
[edit]Wizards and Warlords is a collaborative game. Players are expected to act in good faith, resolve disputes respectfully, and remember that everyone is here to have fun.
Winning a battle or achieving an objective should never come at the expense of another player's safety or enjoyment.
2.2. General Safety Rules
[edit]All participants must:
- Treat fellow players with respect.
- Remain aware of their surroundings at all times.
- Use only approved LARP-safe weapons and equipment.
- Report any damaged or unsafe equipment to a Marshal.
- Immediately report any injury or safety concern.
3. Combat Safety Rules
[edit]Combat should always be controlled, safe, and enjoyable for everyone involved.
3.1. Pulling Blows
[edit]All strikes must be controlled and delivered with appropriate force.
Players must pull their blows to avoid causing injury. Combat is intended to simulate battle, not inflict harm.
Excessive force, reckless swinging, or intentionally striking harder than necessary is not permitted.
3.2. Body Rushing
[edit]Players must not body rush opponents.
Body rushing refers to using your body, weapon, or shield to make forceful physical contact with another player in order to:
- Push them backwards.
- Force passage through a gap.
- Knock them off balance.
- Move them through physical pressure rather than normal combat.
3.3. Weapon Pinning and Entrapment
[edit]During gameplay, an opponent's weapon may occasionally become pinned against terrain, boundary netting, or tangled in clothing, armour, or equipment.
If this occurs:
- Players should make a reasonable effort to release the trapped weapon as soon as possible.
- Deflecting, blocking, or pushing weapons away during normal combat is permitted.
- Players must not intentionally trap, pin, or entangle another player's weapon against terrain, boundary netting, equipment, or another player.
Accidental entanglements can happen during combat. If a weapon becomes trapped, players should prioritise safety and quickly resolve the situation before continuing to fight.
3.4. Ducking
[edit]Players may jump, sidestep, retreat, or otherwise avoid attacks naturally.
However, players must not deliberately duck, crouch, kneel, or suddenly lower their height in order to avoid attacks.
3.5. Shield Bashing
[edit]Players must not use shields to make forceful physical contact with another player.
This includes:
- Pushing with a shield.
- Striking a player with a shield.
- Using a shield to force an opponent backwards.
3.6. Blocking with Ranged Weapons
[edit]Bows, crossbows, bandguns, and other ranged weapons may not be used to block attacks.
Players may not intentionally parry, deflect, or absorb incoming attacks with a ranged weapon. If struck while holding a ranged weapon, the attack should be taken as if that weapon was not in the way.
Players that attempt to block with a ranged weapon may be carded and removed from the game.
4. Terrain Safety
[edit]Players must not climb over terrain, obstacles, walls, fences, barricades, or other environmental features unless specifically instructed otherwise by event staff.
Combat around terrain is permitted, however players are not allow to crouch behind low walls for safety.
Specific terrain interactions are covered in the Terrain Rules section.
5. Injuries and Accidents
[edit]Player safety always takes priority over the game.
5.1. If You Are Injured
[edit]- Immediately stop participating in combat.
- Inform nearby players.
- Seek assistance from a Marshal, if required.
- Move to a safe location if able to do so.
5.2. If You Injure Another Player
[edit]- Immediately stop fighting.
- Check that the player is okay.
- Assist them if required.
- Notify a Marshal, if required.
6. CODE RED: Emergency Call
[edit]In the event of a serious injury or emergency, any player may call:
"CODE RED!"
This call should only be used for genuine emergencies.
6.1. If You Hear CODE RED!
[edit]- Immediately stop fighting.
- Check your surroundings.
- If safe to do so, sit or kneel where you are.
- Raise your weapon above your head.
- Repeat "CODE RED!" until combat around you has stopped.
- Follow all instructions given by Marshals.
The player who initiated the call may remain standing to help organisers locate the injured person.
6.2. Resuming the Game
[edit]Once the situation has been resolved, a Marshal will signal the restart of play by calling:
"GAME ON!"
or sounding the event horn.