It has been nearly 8 months, 10 drafts, and over 1,000 pages of submitted material from over 100 different people since the project to update the 5th edition rules to 6th edition status began. The enclosed product is the fruition of all that work. I wish I could say it is perfect, but it is not. The old hackneyed phrase "living in an imperfect world" is true. There is compromise in here, for I did try, to balance peoples' opinions, and the fact is, there are things I would change if I could. However, the whole point of the 6th edition is to ensure that the game we have been playing for over a decade is still the same game as the first 5 editions of rules. To that end this is more of a conservative update than a revision or total rewrite, with changes made in 5 broad categories:

Keeping in mind that as little as possible was altered so that everyone would not have to relearn the rules, there were also good ideas that could not be included such as:

So what it all comes down to is this 6th edition. It cannot be denied that this is superior to the 5th edition in that it addresses the bulk of the problems that have cropped up in 5 years of 5th edition usage. Credit for major contributors are listed on page 1, but I would especially like to offer thanks to the various jurisdictions of Amtgard, most notably the Board of Directors and the Monarchies of 5 of the kingdoms. It was refreshing to see so many diverse government bodies supporting the same basic goal. Despite our differences, we all share a lot through our common venue of Amtgard. Enjoy, and long live the dream-

In Service,

J.W. Donnelly
(aka Aramithris of Meadowlake)
October, 1993

AMTGARD-- Handbook on the Rules of Play:

Copyright: 1986/1987/1993 by Amtgard, Kingdom of the Burning Lands The 6th edition rulebook, being an update of the 5th edition rules in the reigns of:
the kings of the 6 kingdoms- Aramithris, Cabal, Michael, Rift, Zol, Hunter

Editor- Aramithris; Typesetting- Gwynne and Terarin; Cover art- Labrynthe previous edition rulebooks: Aramithris, Gilos, Nashomi

Thanks and credits for their help in updating this handbook: Kingdom of the Burning Lands Board of Directors, Kingdom of the Iron Mountains Rules committee, Alaeric, Astrean, Blackthorn, Carnellion, Crosser, Dustin, Franchesca, Gilos, Greywalker, Gwynne, Hunter, Labrynthe, Ladyhawke, Michael, Moss, Rift, Talinor, Tawnee, Terarin, Thorn, Weilok, Wolfram, Zol and everyone else in the populace for their ideas and suggestions. Note that for ease of play, the 5th and 6th edition rules are virtually interchangeable.

The handbook is a guide to play. It cannot cover all possibilities. Common sense and a sense of fair play should be applied when problems crop up. Amtgard Is a non-profit, non-sectarian group devoted to recreating elements of the medieval, ancient, and fantasy genres. The thrust of Amtgard is both recreational and educational, with major group efforts devoted to reconstructions of medieval combat. Amtgard weapons are safe, foam-padded replicas of the real things. Anyone may join. To become a member you must:

  1. obtain a copy of the handbook and read it.
  2. develop a persona and persona history.
  3. make a costume for yourself that is fitting to your persona.
  4. fill out a membership form and waiver and turn them in to the prime minister. Minors must have their waivers signed by their parents or legal guardians. Minors under the age of 14 may not participate in combat without special permission from the monarch.

Subject to the preceding criteria, anyone may participate in Amtgard functions, However, there are certain advantages for those whom choose to financially support Amtgard. Donations to the treasury (informally referred to as "dues") are $6 every 6 months, payable to the prime minister of the group to which a member belongs. No one may simultaneously belong to more than one Amtgard group. People up to date on their "dues" are considered to be contributing members. This status entitles a member to receive a copy of the handbook and issues of the Amtgard newsletter. It also, with a minimum attendance stated by the monarch, allows the member to vote in Amtgard Government (the Allthing). Funds received in this manner are used to support Amtgard functions and activities such as printing fees for handbooks/ newsletters/fliers/etc., renting sites for feasts, purchasing prizes for tourneys and quests, and so on. No one is required to pay "dues" (although some officers are required to be paid up). We have no "pay for play" rules. Non-donating members are allowed to participate in all activities and receive all benefits not specifically listed as exceptions in this paragraph. Members of all groups may participate in the events of other groups. Note: the terms monarch and prime minister apply to the specific officers of each group.

Further notes - There are other Amtgard publications of importance:


REMEMBER: everyone must be either medieval or ancient era, or swords and/or sorcery, related.

HERALDRY: Create a device or insignia to display on your flags, banners, coat of arms, etc. the device should be unique or at least in keeping with your persona and/or company. You may register the device with the guildmaster of heraldry, and the prime minister.

COMPANIES: People who are friends and/or are of the same persona types may wish to band together as a fighting group. This group is called a company. The company should choose a name, captain, second in command and device.

HOUSEHOLDS: People who wish to form a non-fighting group within the club can create a household. The household should choose a name, a Lord and Lady of the House and a device.


There are many types of battlegames we hold and participate in as well as other events. These include:


If you wish to fight or participate in a battlegame you must conform to one class for each game. The following are the basic rules of all the fighting classes. Note that each class has a semiannually selected guildmaster who is responsible for the discipline and maintenance of the class. All classes gain new levels and abilities at the following rate: Class abilities gained per level are additive unless otherwise stated.


Experience: Must have been a Knight for at least 12 weeks.
Garb: Must have a black phoenix device openly displayed on their clothing or armor.
Weapons: Any melee weapon and javelins.
Armor: Up to 4 points.
Shield: Any.
Immunities: Immune to all wizard spells except the following- iceball, magic bolt, lightning bolt, sphere of annihilation. Note that they are affected by enchantments.
1st- Steal life from any dead person still on the field.
2nd- 1 touch of death (same as the assassin nonmagical ability) per game.
3rd- 1 additional touch of death per game (total of 2).
4th- 1 additional touch of death per game (total of 3).
5th- 1 poisoned edged melee weapon once per game.
6th- 1 reanimate (as per the wizard class) per game.
1) Steal Life- Anti-paladins can steal 1 life per game from a dead person and add it to their own by stating "I take your life" and placing their hand over the dead person's heart.


Garb: Any tunic, and a bow is required.
Weapons: Any bow, no hinged weapons, any other weapon under 4 ft. in length used exclusively for melee.
Armor: Up to 3 points.
Shield: None initially.
1st- Repair bow once per life.
2nd- 1 stun arrow (reusable). 1 flame arrow (reusable).
3rd- +1 damage with all arrows (3 damage with short bow, etc.).
4th- +1 life (total of 5). 1 armor piercing arrow (reusable).
5th- May use a small shield.
6th- 1 penetration arrow (reusable).
1) Repair bow- requires 100 count, and may only be done on one's own bow.
2) Arrow types (ribbons tied to arrow shafts).


Garb: Mask that covers the mouth and nose, headbands of the appropriate color are required after 1st level.
Weapons: Any throwing weapons, no hinged weapons except nunchuku, any other melee weapon under 4 ft. in total length.
Armor: None initially.
Shield: None Initially.
1st- no headband- As listed.
2nd- blue headband- 1 poison edged weapon (reusable), or the ability to make traps, or a short bow.
3rd- green headband- 1 touch of death per life, or the antidote to poison.
4th- brown headband- 2 point armor, or a 5 ft. javelin.
5th- black headband- Small shield.
6th- red headband- a) Choose 1 additional ability from above. b) 1 teleport per game (only usable on self).
1) Touch of death- This is not magic and is non-magical in nature. It is charged by saying "Touch of death" x 20. It will stay charged for 5 minutes. Otherwise treat as per the wizard enchantment of the same name.
2) Traps- A circle of cloth or noose placed upon the ground. Activated by a victim stepping into it. The victim must cut at each leg 10 times before he is free. Maximum trap diameter is 3 ft. May only affect one person at a time.
3) Antidote to poison- Works exactly like the healers' cure poison. Allows one dose per life, and the assassin must carry, a small vial or container. This is non-magic.
4) Teleport- This is non-magical. Say "teleport" x 10. See the wizard teleport enchantment for a more detailed description.


Garb: Blue or brown cloth (earth tones), leather, fur, grasses, flowers, leaves, reeds, wood, native and aboriginal jewelry, and decorations, etc.
Weapons: Any melee weapon, rocks, throwing axe, javelin, short bow. Armor: Up to 2 points.
Shield: Any.
1) Cannot be held or subdued, magically or otherwise (exception- healers stun spell).
2) Can not be made 'lost.'
3) May not carry enchantments.
4) May not carry relics other than Odin's Hammer.
1st- tribesman- a) One less life than other classes (total of 3). b) May go berserk on last life. c) Heal self once per life.
2nd- barbarian- 4 total lives.
3rd- clan leader- Fight after death when berserk.
4th- chieftain- 5 total lives.
5th- high chieftain- 6 total lives.
6th- ring giver or overlord- May go berserk on last 2 lives.
1) Berserk- Gives the following effects: a) 2 point overall body armor (a healing spell will repair 1 point of armor on any specific area of the barbarian's body). b) Melee weapons are considered bladesharpened or bludgeoned. c) Berserkers may not retreat unless out numbered by 5 to 1 or more or when facing magic. d) Must wear a red arm or head band. e) Berserkers may not use projectiles, armor, or shields.
2) Heal self- The barbarian must carry a pouch with herbs (paprika, cloves, etc. ). The barbarian eats the herb for a 100 count to be healed.
3) Fight after death- Berserkers may continue to fight for 10 seconds after they have died. Leg and arm shots against these berserkers still incapacitate the affected limb. Note that physical and/or dangerous contact is still not allowed. May not fight after death if killed by: siege weapons (or monsters' equivalent white weapons), flamewall, firetrap, fireball, call lightning, and sphere of annihilation.


Garb: Bardic blue worn on or with a bright tunic (white, yellow, orange, etc.). Bards must carry, a musical instrument.
Weapons: Any single handed sword, dagger, staff. Note that the use of weapons will deduct from the Bard's available magic points.
Armor: None.
Shield: Small round. Note that it will deduct from the available magic points.
Magic: May cast spells and enchantments.
Levels:See the handbook section on magic.


Garb: Brown robe, sash, or belt. Magical symbols and devices are encouraged.
Weapons: Any non-hinged melee weapon except "red class" weapons types and/or slashing type polearms, shortbow. Note that the use of weapons will deduct from the Druids available magic points.
Armor: None.
Shield: Small. Note that it will deduct from the available magic points.
Magic: May cast spells and enchantments.
Levels: See the handbook section on magic.


Garb: Red sash or baldric. Magical symbols and devices are encouraged
Weapons: Any single handed melee weapon under 4 ft. in length (this includes flails and other hinged weapons), staff, dagger; Note that the use of weapons will deduct from the Healer's available magic points.
Armor: None.
Shield: Small or medium; will deduct from the available magic points.
Magic: May cast spells and enchantments.
Levels: See the handbook section on magic.


Garb: Gray belt or sash at 1st level, and a black belt or sash at higher levels
Weapons: Quarterstaff, nunchuku, polearms, dagger, short swords, or a single long sword (3 to 4 ft. in length), throwing weapons after 1st level.
Armor: None.
Shield: None.
1st- a) May block projectiles with their weapons without penalty. b) Heal self once per life. c) Immune to touch of death, vibrating palm, and spell of wounding.
2nd- a) May use throwing weapons. b) Immune to poison. c) May transfer one life to a teammate (excluding monsters) once per game.
3rd- a) Immune to all magic that charms or control. b) Vibrating palm once per life.
4th- a) May turn undead twice per life. b) May block projectiles with their hands without penalty.
5th- a) May use the sanctuary chant once per life. b)Protection from death.
6th- a) Immunity to traps. b) 1 additional heal self per life (total of 2).
1) Heal self- Same as the healer spell heal. Is considered to be a form of body control and is non-magical in nature. Must recite full incantation to be healed.
2) Vibrating palm- Same as the assassins' touch of death but instead charge it by saying 'Vibrating palm" x 20.
3) Protection from death- Exactly like the healer enchantment of the same name. However this is an inherent immunity, not a form of magic.
4) Immunity to charm or control- May still be trapped, entangled, subdued, frozen, or petrified. Are still affected by Bardic visit and Bardic voice (non-charm magic only).
5) Sanctuary- By chanting "sanctuary" once every 5 seconds the monk may wander
unhindered where he will and no one within 20 feet may strike at or attack him. Sanctuary, is negated in the following instances:
Note that this is not a protection from various battlefield effects, but only from deliberate attacks (the monk is unnoticeable).
6) Turn undead- By stating this out loud, the Monk may prohibit an undead creature (zombie, ghost, etc,) from attacking him for a count of 1,000. this may be done twice per life but never more than once on the same particular undead individual.


Special quests and scenarios may involve the use of monsters. Many have magic or magic-like abilities. Monster types that have been played on the battlefield range from dragons to dryads, from ghosts to trolls to vampires and werewolves, and so on. As they are not a regular class, the specific rules on monsters are included in a separate monster handbook. Restrictions on the class include the following: