he Mob Rules A Militia Battle is an Amtgard Battlegame that simulates a realistic, as opposed to fantastic, approach to medieval combat The rules are simpler than a Full Class Battle, while being somewhat more challenging than a Ditch. Basic Militia Battle Rules 1. There are no class abilities in Militia Battles. No Magic or Berserkers, or any Warrior Improved weapons. 2. Any player may use or carry any combination of legal melee weapons, throwing weapons, great weapons, bows, shields and armor up to 6 points. 3. All rules for normal weapons apply. Red weapons destroy shields, arrows destroy weapons, subdual damage may be called, etc. 4. Standard rules for damage to armor, killing, and wounds remain the same. 5. All participants get 5 lives per standard battlegame. The Reeve may designate longer or shorter games. 6. All equipment on the field is "open season". If a player does not wish to share their equipment, then they may not partake in the equipment of others, otherwise if someone throws a dagger and misses, pick it up and throw it back at them. 7. Death count is 150. Optionally, this may be a Shatter Battle where teams come alive together after an entire team in slain, much like a Ditch Fight. This leaves a lot of people standing around dead while the skilled and lucky keep fighting, however. 8. Nirvana may be a pre-determined location or "where you fall". The last ten seconds of a death count MUST be counted out loud, followed by the word "Alive!". Players returning to the game may not come alive within 20 feet of an opposing player, base, or behind enemy lines. 9. Colored headbands or armbands should designate teams, to keep confusion to a minimum. 10. Where possible, fighting units should be allowed to fight together, unless this would prove overwhelming or unbalancing to the game. 11. Weapons and shields destroyed during the battlegame may be reclaimed in a 150 count after their destruction by returning to base for a "new" weapon. Of course, all equipment is returned to a player returning to the field after a death. 12. At any time there is a slow point in the fighting (due to a large number of dead or wounded players), the Reeve may call a Night Hold. This Hold simulates the end of a day of fighting. All teams (living and dead but unshattered players) regroup at least 100 feet away from one another. All wounded but living players are "speed timed" back to life. Subdued players remain captives, though may resume their subdual count after the Night Hold is ended.