Garb:
Each class has its own particular garb parameters. In addition, there are certain other garb elements that denote special positions. Note that all battlefield participants must be in “period” garb (tunic, robe, armor, etc.):

1 White belts (any belt more than 25% white), unadorned chains, and spurs are reserved for knights and may not be worn by others. A knight may also choose to trim a knights white belt with a color particular to that order of knighthood: Gold for Crown, Silver for Sword, Red for Flame, and Green for Serpent.

2 Red belts (any belt more than 50% red) are generally only worn by squires.

3 Black belts with silver trim are generally only worn by men-at arms.

4 The Phoenix is the symbol of Amtgard. White and Black Phoenixes are reserved for knights. Gold Phoenix on a red background is reserved for Warlord. Otherwise, the phoenix is generally only worn as part of kingdom heraldry.

5 A diagonal slash of a guild’s distinct color, worn on a belt, baldric or tunic, is the mark of a class master.

6 Guildmasters are entitled to wear favors marked with the symbol of their guild.

7 The use of crowns and coronets is reserved for royalty and nobility, although their retainers may wear the symbol of a crown on their garb.

8 Most companies and many individuals choose to register their personal symbols and colors. While not specifically disallowed, it is considered bad form to use another’s coat of arms without his agreement. Personal symbols and colors should be registered with the Guildmaster of Heraldry and the Prime Minister.

9 Single color belt favors are indicative of a fighter’s relative standing within the fraternity of Order of the Warrior.

10 The garb of a page is a yellow belt (not a sash as per wizard) and is generally not worn by others. A non-fighting page must also wear a gold “enchantment” strip if on the field.

11 The use and application of good garb is important in creating the correct mood of the Amtgard battlegames and events. All members must be garbed in a “period” fashion. Newcomers should have their own garb (and weapons) within a month of having first attended Amtgard. It is easy and inexpensive to fashion a T-tunic or tabard, and plenty of people are willing to help. If you have questions about garb or any area of the rules, then all you have to do is ask.

12 For the purpose of determining what class people are playing, class sashes must run diagonally across the chest from one shoulder to the opposite hip. They must be at least two inches wide. You may not wear sashes for classes you are not currently playing. Paladin and Anti-Paladin symbols must be at least 5 inches by 5 inches.

Non-fighting Types
If you do not want to fight but wish to participate in a battlegame there are a few classes that do so:

Reeve – The garb is a gold tunic, headband, or sash. The reeve is a referee for the battlegame. The reeve should be impartial, fair, have a good eye, and be well versed in the rules. The reeve has the last say in any decision in a battlegame. The reeves do not fight and should not be purposefully hit or touched in an offensive manner. The Guildmaster of Reeves shall deal with biased, unfair, or incompetent reeves.

Page – Garb consisting of his master’s device is optional. Non-fighting pages may retrieve spent equipment, but may not retrieve or carry new or extra equipment. Must wear a gold enchantment strip around right wrist.

Color – Garb is encouraged. It is not a class, yet includes everyone else who wishes to participate in the mood and ambiance of Amtgard. Examples include minstrels, water bearers, serpent knights, and many others.

Arts And Sciences Guilds – Artisans, smiths, garbers, etc.