Special Rules for Knoblander Events Knoblander uses all clarifications from the IRCA with the following exceptions: Death Counts: Upon being killed (be it by spell or sword) instead of returning to a Nirvana, you must instead fall to the ground where you were slain. At that time you may begin your normal death count as if you were in Nirvana. At the conclusion of your five minutes, you are returned to life with a two minute grace period during which, no one at all may attack you in any way, nor follow you should you leave the area. You may however choose to ignore this grace period by shouting "ALIVE" and rejoining the game without the benefits described above The Three Hand Carry Rule: It may become necessary during the course of the game to carry a comrade or even an enemy away from the scene of the action. To simulate carrying someone, we use the Three Hand Carry Rule. To do this, you must have three open hands (not carrying any weapons, items, charged with abilities like Vibrating Palm etc) placed on the body of the person you wish to carry. That person is then honor bound to rise and WALK at a slow pace to where ever those carrying him wish to go. If at any time, there are less than three open hands on the person being carried they are required to fall to the ground as dead weight. Item Tags: In game items (weapons/armor/special items received in play) will have a special tag on it identifying it as being "in game". In order for a weapon to be considered "in game" it MUST have one of these tags placed upon it. When looting the corpse of another player of NPC, these are the items which you may loot (along with coins and other obviously in game items that do not require a tag). Tags may be purchased in town to replace missing or looted tags. These are paid for with "in game" cash, not real money, no matter what anyone on logistics may tell you (especially if they look hungry). Lives & Spell Lists: All players have only their normal number of lives during the entire weekend (i.e. a first level warrior has 5 lives which must last him/her all weekend). If you are shattered out of the game (all lives lost) you become the property of the logistics crew and must serve them as NPC's. It is possible to re-join the game after being shattered, but only in limited ways. Namely, if you become a "slave" npc and are bought by one of the armies looking for warm bodies to re-fill their ranks. Spell lists must last for the entire weekend. Once per life and per game spells are spent, they are gone until either youre next life (for per life spells) or you buy replacement scrolls in town (for per game spells). It is possible to buy more spells then you may normally cast if you have the $$$. Casters, use youre spells sparingly unless you can back up your supply with some serious cash! No Monsters Allowed: Monster classes are not playable at Knoblander. Also any spells which allow monsters into play, such as Transform, Mimic, Reanimate, etc, are not allowed. Destroying Tents: Tents located in player camps may be destroyed during play. Tents may be destroyed by fire, either magical or non. To represent this in play, a player may stand next to a tent and announce in a clear loud voice that they have set fire to the tent. This can be done by a fireball, torch, or any other reasonable source of flame. Once this has been annonced, any player inside of the tent has a fifty count to evacuate. If the player inside does not clear the tent before the fifty count is over, they are considered dead. A player inside of a burning tent may "teleport" outside by any means possible and are not subject to the fifty count rule. Destroyed tents "come back" after ten minutes.