Subduals And Prisoners
During class battles, prisoners may be taken by surrendering or by being rendered “unconscious” by a killing blow (torso or second limb shot) preceded by the word “subdue.” The person will then be unconscious for 60 seconds. The prisoner may be subdued up to 5 times. Any more hits will result in his death. Armor negates a subdual blow and instead takes damage as normal from the blow. If this damage is sufficient to pass through the armor, then the target is still affected by the subdual blow. A Subdual blow striking a person who is unaffected by Subdual does not wound or kill. Stabbing-only weapons or stabbing with a slashing weapon may not be used to subdue. A subdual blow to a limb will render that limb useless for a 60 count. A prisoner’s equipment must be kept within 10 ft. of him and cannot
be destroyed. Rescued prisoners must still count the required time before they are considered recovered. Subdual blows cannot be healed.
Deaths And Lives
Immediately remove yourself from impeding play on the battlefield once you have died. If you want to get into the spirit of things, then fall down and scream. Make it dramatic. Reeves may give you a bonus for a good death. Then report to nirvana. The reeve in charge there will take your name and record your time. Deaths are for 5 minutes though a bonus will subtract 2 minutes and a penalty will add 2 minutes. The number of lives you get varies with level and class. You are out of a battle once you have expended your last life and left the field. When returning to life from nirvana you must return to your base and announce ‘Alive’ so that it is audible out to 50 feet before reentering the battle. Dead persons on the field must hold their weapons over their heads. If the battlegame does not call for a nirvana reeve, one must sit down in nirvana for a 300 count before returning to life at one’s base. Most battlefield effects will not work on a dead person once he has left of his own choice from where he died, with the obvious exception of not impeding play. Effects that will function on dead players who have moved from where they died are noted as doing so in their descriptions. Dead players (provided they are not affecting or impeding play) may stay on the field as long as they want. A person may voluntarily take a game death at any time, but must immediately go to nirvana and may not be raised from the dead in any manner unless Summon Dead is cast upon them first. Dead players may not move if they are currently the target of a magic or ability that affects dead players such as Steal Life or Resurrect.
When a hold is called all players must stay where they are and be quiet. No tactical maneuvering is allowed and weapons may only be collected if a reeve gives permission. If you really do get hurt, yell “hold.” Remove yourself from the battle and reenter behind your own lines once you have recovered. Deliberate faking of a game death or real injury is not allowed. Battlefield participants should only call a hold for injuries or when a potentially dangerous situation arises such as a seven year old child straying onto the battlefield. If you are involved in a dispute then go find a reeve or remove yourselves from the field until the issue is resolved.
1 Switching classes or sides during a battlegame is not allowed unless specified by the scenario or by a reeve.
2 Never handle anyone’s personal property without first having their permission.
3 There cannot be more than 1 bow to every 5 people on a side – round fractions up.
4 Each side may only have one wizard, healer, druid and bard per ten people, rounding fractions up. Therefore, a team with seventeen people may have no more than two of each magic-using class.
5 Players who break the rules may be removed from the game by a reeve.
The following activities are strictly forbidden:
1 Maneuvering or engaging during a hold.
2 Striking at reeves or non-combatants.
3 Calling a hold to retrieve spent items or derive other advantages.
4 Trying to influence a game while you are dead.
5 Deliberately mimicking an ability that you do not currently have, such as casting a “pretend” Finger of Death as a barbarian. Grand standing and bluffing is fine, as long as it can’t be confused with a real ability.
6 Deliberately mimicking an ability that you do have, such as pretending to cast a spell but using the wrong wording.
7 Using rules loopholes or gray areas to derive an advantage on the battlefield.