Bel Rules Rev 2018
Bel Rules Rev 2018
Rules
Book of War
Table of contents
Appendix
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1.0. Each individual is expected to treat each other with respect and participate in fair play with
safety and sportsmanship in mind. Actual violence, threats of actual violence, cheating, and
arguing with marshals or other combatants disrespectfully are just a few examples of unacceptable
behavior and are not allowed.
1.1. Marshals: Marshals are the referees of Belegarth, responsible for rules enforcement,
encouraging acceptable behavior and the inspection of both the field and equipment used.
1.1.1. A marshal has the authority to remove anyone from the field of battle for reasons listed in
rule 1.0.
1.1.2. Marshals may call hit determinations at their discretion.
1.1.3. Marshals oversee the safe conduct of battles and therefore have the power to declare "hold"
whenever a safety concern arises.
1.1.4. Marshals enforce the rules enumerated in Section 4 (Weapons Specifications and
Checking), and determine the classifications of equipment.
1.1.5. Marshals shall not be used in such a way as to gain protection or advantage in combat.
1.1.6. Solid yellow tabards, baldrics, or other pieces of solid yellow garb signify that a person is a
marshal or a non-combatant. Combatants are forbidden from wearing such.
1.1.7. Non-combatants on the field must be approved by a marshal (e.g. photographers.)
1.1.8. Intentional illegal acts may result in immediate removal from the field, until a marshal allows
them re-entry. Marshals are the arbiter of intent.
1.1.9. Unintentional illegal acts that re-occur frequently shall be treated as intentional.
1.2. Hold: In the event of an unsafe situation, anybody present MUST call "HOLD!" as loudly as
possible. All activity must cease while a marshal assesses the situation. The battle will resume
when the marshal calls "Positions" to prepare combatants for resuming and then "Lay on".
1.2.1. Combatants must drop to a knee immediately when a hold is called and call "HOLD!" as well.
They should not move or re-equip during a hold unless told to do so by a marshal.
1.2.2. It is illegal to call a hold or use a hold called by someone else to gain an advantage over
fellow combatants.
1.2.3. Combatants must avoid using phrases such as "Hold the line!" or any words that could be
misinterpreted as "HOLD!" during a battle.
1.3. All equipment must be inspected and properly marked according to the guidelines outlined in
Section 4.4 before it is used in combat.
1.4. The target of an attack has the authority to make combat hit determinations, but must defer to
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1.7.1.Combatants may not re-enter the field until game-play has ceased or a marshal has allowed
re-entry. This must be done in a safe manner to get clear of the battlefield boundaries and should
not interfere with the ongoing battle.
2.1. There are five classifications of offensive equipment, hereafter called weapons. Weapons are
any items that can score combat hits. All weapons must meet the requirements outlined in Section
4, Weapon Specifications and Checking.
2.2. Defensive equipment is any item that gives combat advantage to its wielder by preventing
combat hits and is unable to inflict damage on combatants.
2.2.1. There are two types of defensive equipment: shields and armor. All defensive equipment
must meet the requirements outlined in section 4.11 and 4.12, respectively.
2.2.2. Shields are rigid objects that are padded on the front and sides and are equipped with
handles or straps.
2.2.3. A shield may not be constructed in a manner that would confer the advantage of
unbreakable armor.
2.2.3.1. Unbreakable armor is defined as a worn shield that shapes/forms closely to more than one
target area, wraps around a limb unreasonably, and/or shapes/forms closely to multiple planes of
the torso.
2.2.4. Armor is protective body covering, consisting of period materials. Armor must be readily
recognizable as armor.
2.3. No single piece of equipment can be classified as both offensive and defensive equipment,
e.g., a weapon cannot also serve as a shield or armor.
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2.4. Miscellaneous equipment includes, but is not limited to, items such as: thin belts, pouches,
boots, quivers, straps, scabbards, and non-armor clothing and headwear.
2.4.1. While conferring no special rules advantage, miscellaneous equipment may be checked for
combat safety and Belegarth-appropriate appearance at the marshal's discretion. The minimum
non-armor clothing requirements are outlined in Section 5, (Garb).
2.4.2. Miscellaneous equipment cannot serve as offensive or defensive equipment regardless of
the material(s) used.
3. Combat:
3.2.1.1. Feints towards the head from Class 1, 2, 3 weapons or shields are discouraged.
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3.3.1. Body: Area bounded by the base of neck (inclusive), shoulder-arm joint (inclusive), hip-leg
socket (inclusive), groin, and buttocks (inclusive).
3.3.2. Arm(s): Area bounded by the wrist (inclusive) and the shoulder-arm joint (exclusive).
3.3.3. Leg(s): Area bounded by the ankle (inclusive) and hip-leg socket (exclusive).
3.3.4. Head: Area above the base of neck (exclusive).
3.3.5. Hand(s): Area below the wrist (exclusive). An empty hand is a legal target area. A hand on a
weapon or shield is considered part of that weapon or shield. Any hit to the hand is considered a hit
to the arm.
3.3.6. Feet: Area below the ankle (exclusive). A foot is a legal target area if it is off the ground. Any
hit to the foot is considered a hit to the leg.
3.4. Weapons:
3.4.1. Weapons which strike with sufficient force can score a hit to the target area.
3.4.2. "Sufficient force" is defined as being both "solid" and having powerful impact on a target area
as defined below:
3.4.2.1. Solid: Successfully strikes the target area. Taps, grazes, significantly obstructed strikes,
and strikes that come in contact with garb only do not count as sufficient force.
3.4.2.2. Strikes that do not have sufficient force shall be communicated as insufficient by saying
"light", "graze", or "garb' as appropriate.
3.5. Weapon Damage: Weapons yield various amounts of damage according to the classification of
the weapon and the armor/damage status of the target.
3.5.1. Class 1 (one-handed, swung) weapons cause one hit to a target area. Any Class 1 or Class
2 weapon swung with one hand, no matter the length, is a Class 1 weapon. Class 1 weapons
swung with two hands causes one hit to a target area.
3.5.2. Class 2 (two-handed, swung) weapons cause two hits to the target area when used for two-
handed strikes.
3.5.2.1. "Two-handed" is defined as having both hands fixed on the weapon when the weapon
makes contact with the target.
3.5.2.2. Combatants striking with a two handed swing should call "Two" as they strike.
3.5.3. Class 3 (thrusting) weapons wielded one-handed cause one hit of damage to an unarmored
target area, and have no affect against an armored area.
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3.5.4. Class 4 (missile) weapons cause one hit to a target area and bypass all armor except head
armor. A Class 4 weapon striking an armored portion of the head area causes no hit.
3.5.5. Class 5 (head only missile) weapons cause 1 hit to an unarmored head area. A Class 5
weapon striking an armored portion of the head area causes no hit.
3.5.6. The head is a legal target area for Arrows/Bolts, Thrown Javelins, and all Class 5 weapons
3.5.6.1. The head is an illegal target area for Class 1, 2, and 3 weapons.
3.6. Armor:
3.6.1. Armor confers one additional hit to the target area covered by the armor. Multiple pieces of
armor on the same target area only confer a single hit. A single piece of armor covering multiple
areas confer a hit on each target area covered.
3.6.2. Armor only protects areas covered.
3.6.3. Armor must cover at least one-third of a target area. Armor which extends continuously from
a different target area is not required to cover one-third of a target area to count as armor for that
target area.
3.6.4. Weapons that strike both armored and unarmored target areas are considered to have hit
the unarmored target area.
3.6.5. The presence of armor must be easily discernible to count as armor.
3.6.6. "Armor" must be declared to acknowledge that a sufficient-force strike hit the armor but did
not disable a target area.
3.6.6.1. It is encouraged to include the target area in the declaration of armor; e.g. "left leg armor",
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or "body armor".
3.7. Hits:
3.7.1. All hits and armor status effects must be accurately portrayed at all times and truthfully
reported when asked.
3.7.2. Effects of hits:
3.7.2.1. One hit to an unarmored target area disables that target area.
3.7.2.2. Two hits to an armored target area disable that target area.
3.7.2.3. Disabled arm: A disabled arm may not hold anything. If the arm is hit by a Class 1 or 2
weapon, the arm must be placed behind the back. If the arm is hit by a Class 3 or 4 weapon, leave
the arm dangling limply.
3.7.2.4. Disabled leg: kneel on ground with the non-disabled leg up. When hit, the combatant must
immediately drop to the disabled knee.
3.7.2.4.1. A combatant who has their leg disabled may either shuffle on the knees or move in any
way that doesn’t involve weight on the foot of the disabled leg.
3.7.2.4.2. Knee shuffling is defined as moving on the knees such that one knee is on the ground at
all times.
3.7.2.4.2.1. Examples of legal non-shuffling movements include crawling, rolling, lunging from the
non-injured leg, or being clearly supported by others.
3.7.2.4.2.2. Examples of illegal movement include duck walking, lunging off the injured leg, or
standing using the uninjured leg in any way.
3.7.2.4.3. If a combatant has both knees on the ground or both knees in the air, a strike to either
leg is considered to have hit the good leg.
3.7.2.4.4. It is illegal to change your disabled leg, unless a medical condition requires you to do so.
3.7.2.4.5. Combatants must verbally distinguish between a leg disabled by a Class 1 or 2 weapon
or a leg disabled by a Class 3 or 4 weapon.
3.7.2.4.6. A leg disabled by a Class 3 or 4 weapon should kneel on ground with the non-disabled
leg up, but a hit to a hacked leg does not cause damage to the leg damaged by the Class 3 or 4
weapon. This is an exemption to rule 3.7.2.4.3.
3.7.2.7.1. Limbs injured with Class 3 or Class 4 weapons do not count towards this total.
3.7.3. Death: Combatants must lay down immediately. Combatants are only allowed to move if
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3.7.3.1. Attempting to gain a combat advantage over "living" players by appearing dead or
declaring death and then returning to play is illegal. (e.g. sitting down appearing to look dead and
waiting for someone to draw near.)
3.7.3.2. Combatants cannot return to life or otherwise undo a bad call unless otherwise specified by
a marshal to do so.
3.7.3.3. Combatants may communicate "late" when their hit lands after their death, nullifying the
damage from the strike to other combatants.
3.7.3.4. A combatant may indicate that they are dead by placing a weapon or arm on their head
and loudly calling "DEAD". This is only allowed when dead combatants are attempting to exit the
field as instructed to by a marshal, or to call themselves dead, as in rule 1.7.
3.7.3.5. Dropping weapon(s) is not a valid show of death.
3.7.3.6. If a combatant is dead, they must look dead and make it clear to those around them that
they are dead. (e.g. placing an elbow on the ground while lying down).
3.7.3.7. Dead combatants must not talk to the living unless to indicate a potential safety hazard.
3.7.4. Combatants attacking an unaware combatant with a Class 2 or 3 weapon must shout "Two"
with a two-handed Class 2 swing, "Single" with a one-handed Class 3 shot, and "Double" if with
two-handed Class 3 attack as appropriate. If the weapon class is not called, the combatant should
consider a successful strike to cause a single hit.
3.7.5. Subsequent hits to the same location:
3.7.5.1. All subsequent hits with Class 3 or 4 weapon on the same target area previously injured
only by a Class 3 or 4 weapon are ignored.
3.7.5.2. All subsequent hits to an arm disabled by a Class 1 or 2 weapon pass through to the body.
However, armor still provides its protective benefits in the case of subsequent hits. For example, if
a combatant has an arm disabled but is wearing torso armor, a subsequent Class 1 hit to the arm
would first count against the armor and the following hit would be to the body.
3.7.5.3. All subsequent hits to a leg disabled by a Class 1 or 2 weapon during the initial movement
of the knee to the ground constitute death. Once the knee is on the ground, subsequent shots to
the disabled leg are ignored.
3.7.5.4. A target area disabled by a Class 3 or 4 weapon that is subsequently hit by a class 1 or 2
weapon is then considered to be disabled by a Class 1 or 2 weapon.
3.8. A hit that strikes both the body AND either an arm or a leg is assumed to have hit the body.
3.9. A single strike can only damage one target area.
3.10. Shields:
3.10.1. Shields are destroyed by two heavy, solid, two-handed strikes from a Class 2 weapon.
3.10.1.1. Subsequent strikes to a destroyed shield continue into the target area on which the shield
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is worn. For example, if a shield on an arm is broken by two sufficient Class 2 hits and is not
dropped, the next hit would be to the arm and, after that, to the body.
3.10.2. Heavy strikes are defined as a stronger than normal strike, as defined in 3.4.2 and 3.5.2.1.
3.10.3. Shields may be used in any reasonable manner and still be considered a shield.
3.10.4. Only one shield may be used by a combatant at a time.
3.10.5. The wielder of the shield determines if a shield breaking hit is sufficient.
3.10.6. Shields lying on the ground cannot be broken.
3.11.1. It is illegal to use offensive shield techniques to move combatants into hazards or obstacles
such as trees or paved surfaces.
3.11.2. It is illegal to use the unpadded portions of the shield for offensive shield techniques.
3.11.3. Intentional shield contact to the head or neck is illegal.
3.11.4. Shield Bashing and Checking:
3.11.4.1. Shield Bashing is defined as a combatant charging another combatant and using the face
or edge of their shield to make contact with their shield or body, such that forward momentum is
impossible to stop within two steps.
3.11.4.2.Shield checking is defined as a combatant using the face or edge of their shield to make
contact with another combatant while stationary or charging from two steps away or less, such that
the combatant is able to stop their forward momentum within two steps.
3.11.4.3. It is legal to shield bash or check another combatant from the front or the sides excluding
the rear quadrant. The combatant initiating the bash or check must ensure that this will not place
another combatant in an unsafe situation.
3.11.4.4. A combatant may bash another combatant who does not have a shield.
3.11.4.5. While performing a shield bash or check, a combatant may not make intentional contact
with another combatant's head or neck.
3.11.4.6. Bashes must target a combatant's center of mass, not knees or legs.
3.11.4.7. It is illegal to bash or check combatants that have bows and/or arrows/bolts.
3.11.5.1. A shield brace is when a combatant plants their feet while holding or placing their shield in
front of a moving combatant.
3.11.5.2. A shield bump is incidental shield contact against a combatant's body or equipment when
the intent is not to knock the combatant over.
3.11.5.3. Edging is using the edge of a shield against a combatant's shield, body, or weapons.
3.11.5.4. Shield braces and bumps are legal from all four sides against other combatants.
3.11.5.5. It is illegal to intentionally edge a combatant's head or neck.
3.11.5.6. Edging is legal from the front and both sides but not from the rear.
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3.11.6.1. Shield Kicking is when a combatant makes contact with another combatant's shield with
their foot.
3.11.6.2. Kicking is allowed only to shields, not to people. The kicker must maintain sufficient
control to not kick another combatant.
3.11.6.3. Kicking of shields less than 18. in diameter is illegal.
3.11.6.4. A shield kicker must maintain one foot on the ground. Kicks where both feet leave the
ground are illegal.
3.11.6.5. Shield kicking from the rear is illegal.
3.12. Grappling:
3.12.5. A grappler must maintain positive control of the combatant when attempting to bring a
grappled combatant to the ground.
3.12.5.1. Positive Control is defined as a grappler bearing some of a combatant's weight and speed
when bringing them to the ground.
3.12.6. Combatants with bows and/or arrows/bolts may not initiate grapples or be grappled.
3.12.6.1. Combatants may not grasp a combatant's bow or arrows/bolts with the intent to control
their direction or prevent them from using this equipment.
3.12.7. Combatants may grab their weapons any way they wish, including the blade/striking
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3.13.1. If a bow or crossbow is hit by a Class 1 or 2 weapon, it is considered broken and cannot be
used for the remainder of the battle.
3.13.2. A half draw or throw for Class 4 weapons under a range of 20 feet is required.
3.13.2.1. Half draw is defined as drawing back the bow only so far such that it imparts no more
than half the force to the arrow than a normal full draw. This distance and pull will vary due to
variances in bow design.
3.13.2.2. Half throw is defined as drawing back the javelin only so far such that it imparts no more
than half the force of a normal full throw.
3.13.3. A missile weapon must travel its entire length to score a hit.
3.13.4. An arrow must be fired from a bow in order to score a combat hit. Similarly, a bolt must be
fired from a crossbow in order to score a combat hit.
3.13.5. A missile weapon is considered to have hit if there is significant deflection of the missile
head (greater than 30 degrees). Once the missile head has significantly deflected, the missile is
rendered harmless until retrieved and fired again.
3.13.6. An archer who attacks with an arrow or bolt may call a combat hit for clarification when the
shot clearly and unambiguously hit a target area.
3.13.6.1. For a shot to be clear and unambiguous, the archer must have an unobstructed view of
the entire flight of the arrow or bolt including post hit deflection.
3.13.7. A javelin thrower may clarify that the javelin did not hit with the point by declaring "shaft" or
saying that the shot was not good.
3.13.8. Javelin throwers may call "Point" for clarification.
3.13.9. When in doubt, the target makes the hit determination for missile weapons.
3.13.10. Blocking Missiles.
3.13.10.1. All rocks and javelins may be blocked by any means that keeps the missile away from a
target area.
3.13.10.2. An arrow or bolt may only be blocked by a shield. An arrow or bolt blocked by a weapon
is considered to have continued to travel in the same direction and strike the target area
immediately behind the weapon.
3.13.10.3. Intentional blocking of an arrow or bolt with anything but a shield causes death to the
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blocker. This includes attempting to swat arrows or bolts out of the air using weapons or limbs.
4.1. Definitions:
4.1.1. Striking surface: Padded surface of a weapon designed to make contact with a combatant
during combat. Only the striking surface of a weapon may score a hit.
4.1.2. Non-striking surface: Any padded surface of the weapon that is not a striking surface.
4.1.2.1. Incidental Padding: The padded part of a weapon that could make direct contact with a
combatant during a swing but cannot score a hit.
4.1.2.2. Courtesy Padding: The padded part of a weapon that might make contact with a combatant
during combat, but is unlikely to do so in the direction of the swing. For example, the haft padding
for a spear or just above a flail's handle.
4.2.1. Padding on the striking surface must have sufficient cushioning to prevent the core from
being felt during a full-force hit.
4.2.1.1. Padding on the striking surface must have sufficient cushioning to prevent excessive
stinging or bruising during a full-force swing.
4.2.1.2. All striking surfaces must be covered by cloth. The cloth covering must be in good
condition with no serious rips or holes, especially near the tip of a weapon.
4.2.1.3. Cloth grip tape is not an allowable substitute for covering striking surfaces.
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4.2.2. Incidental Padding is required on those parts of a weapon that are likely to come into contact
with a combatant during normal combat but are not striking surfaces.
4.2.2.1. Incidental Padding must be sufficiently cushioning as to prevent the core from being felt
during a sufficient force shot.
4.2.2.2. Incidental Padding is not required to be as soft as striking surface padding.
4.2.2.3. Incidental Padding must be covered by cloth, tape or plastidip.
4.2.3. Courtesy Padding may be used in any situation where padding is required, but it is unlikely
that the weapon will contact a combatant.
4.2.3.1. Courtesy Padding must have sufficient cushioning to provide some protection in the event
of contact.
4.2.3.2. Courtesy Padding must be covered by cloth, tape or plastidip.
4.2.4.Hafted: A weapon is hafted if the striking surface does not extend all the way to the handle.
4.2.4.1. Hafted Class 1 weapons must have incidental padding that extends at least 6 inches
(15.24 cm) from the striking surface, or to the handle, whichever is shorter, and courtesy padding
that extends from the bottom of the incidental padding to the handle.
4.2.4.2. Two-handed hafted Class 2 only and Class 2/Class 3 combined weapons must have
incidental padding that extends at least 12 inches (30.48 cm) from the striking surface or to the
handle, whichever is shorter, and courtesy padding that extends from the bottom of the incidental
padding to the handle.
4.2.5. Handles must be contiguous. It is not allowable to have a handle, courtesy padding, and
then an additional unpadded handle closer to the striking surface(s).
4.2.6. The only exception to this rule are double-ended weapons with specifications that conform to
4.9.6.
4.3. Tape may be used on striking surfaces under the cloth covering. However, the tape may not
cause the weapon to hit too hard as determined by a hit test.
4.4. Marking: Weapons must be marked with the appropriate color(s) of tape to denote their
classifications. This marking tape must be placed in a manner so that combatants and marshals
may easily see it. Unmarked weapons will only be checked as Class 1 weapons.
4.4.1. Class 1 weapons are marked with blue tape on either the pommel or handle.
4.4.2. Class 2 weapons are marked with red tape on either the pommel or handle.
4.4.3. Class 3 weapons are marked with green tape on either the pommel or handle.
4.4.3.1. Class 1 and 2 weapons that are also Class 3 are marked in the same way.
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4.4.4. Class 4 and 5 weapons are marked in a manner to indicate a marshal has inspected them.
4.5.1. Two and one-half inch rule (6.35 cm): No surface on a striking edge (sword tip, arrow/bolt
head, spear head, javelin head, etc.) whether designed for stabbing or not, may readily pass more
than one-half (1/2) inch (1.3 cm) through a two and one-half (2 1/2) inch (6.35 cm) hole.
4.5.1.1. The weapon tip is exempt from the two and one-half (2 1/2) inch (6.35 cm) rule, rule 4.5.1,
if the weapon has a semicircular tip with a minimum one and one-half (1 ½) inch (3.81 cm) radius.
4.5.1.1.1. When checking a Class 1, Class 2, Class 3, or Class 4 weapon's tip, the template should
be applied perpendicular to the end of the weapon. (ie: place the template flat on top of the end of
the weapon.)
4.5.2. Weapon pommels and other protrusions, such as the ends of crossguards, may not readily
pass more than one-half (½) inch (1.3 cm) through a two (2) inch (5.08 cm) diameter hole.
4.6. The maximum allowed flex of any weapon except javelins is forty-five (45) degrees.
4.6.1. Arrows, bolts, bows, crossbows, and Class 5 weapons are exempt from flex rules.
4.7. All areas of wood-cored weapons must be taped, including bamboo and rattan.
4.7.1 Weapon handles and wooden bows are not required to be taped.
4.7.2. Wooden arrow/bolt shafts must be wrapped completely in tape prior to building the
arrowhead.
4.8. Other than aluminum arrow/bolt shafts, a weapon may not have a metal core.
4.9. All weapons must be built to the following specifications:
4.9.1. Class 1: All Class 1 weapons must conform to the following, as applicable:
4.9.1.1. A Class 1 weapon under twenty-four (24) inches (60.96 cm) in length has no weight
minimum.
4.9.1.2. A Class 1 weapon twenty-four (24) inches (60.96 cm) in length or longer must weigh a
minimum of twelve (12) ounces (340.2 g).
4.9.1.3. With the exception of double-ended weapons, a Class 1 weapon must be shorter than forty-
eight (48) inches (121.92 cm).
4.9.1.4. The maximum handle length for a Class 1 weapon is twelve (12) inches (30.5 cm) or one-
third (1/3) of the overall length, whichever is greater. This cannot exceed one-half (1/2) of the
overall length.
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4.9.1.5. The minimum overall length of a Class 1 is twelve (12) inches (30.5 cm) of contiguous
striking, incidental, and courtesy padding plus the length of the hilt.
4.9.1.6. A Class 1 weapon may also be Class 3.
4.9.4. Single-edged weapons must have their non-striking edge clearly marked for at least twelve
(12) inches (30.5 cm) with tape, paint, fabric, or other material in a way that contrasts with the
striking surface cover and does not wrap onto the flat of the blade.
4.9.5. Flails must conform to the following:
4.9.5.1. The minimum striking surface circumference measured on the smallest plane passing
through the center of the flail head is fifteen inches.
4.9.5.2. Only the head of a flail is a striking surface.
4.9.5.3. The maximum chain/hinge connecting the striking surface to the hilt is six (6) inches (15.24
cm).
4.9.5.4. Only one hinge per flail is allowed.
4.9.5.5. The hinged part of the flail must be padded with foam (often referred to as dingleberries) to
keep the chain from easily entangling a weapon or body part. No more than one and one-half (1 ½)
inches (3.81 cm) of chain may be exposed.
4.9.5.6. The maximum overall length is forty (40) inches (101.6 cm).
4.9.5.7. Flails must contain incidental padding for the last six (6) inches (15.24 cm) of the haft
before the chain.
4.9.6.1. Double-ended weapons must not be more than seven (7) feet long (2.13 m).
4.9.6.2. Double-ended weapons must have a minimum of eighteen (18) inches (45.72 cm) in length
of striking surface covering each end in a cylindrical fashion. Both striking surfaces of this weapon
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4.9.8.1. Arrows and bolts must conform to the stated arrow construction requirements and are
exempt from non-arrow weapon construction requirements.
4.9.8.1.1. Crossbow bolts must be able to be fired by a standard bow and will be tested as normal
arrows during arrow check.
4.9.8.6. A draw stop is required and must effectively stop an arrow from being drawn more than
twenty-eight (28) inches (71.12 cm). It should protrude at least one-fourth (¼) of an inch (6.4 mm)
away from the arrow shaft.
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4.9.8.6.1. If the base of the head of an arrow prevents the archer from drawing beyond 28 inches
(71.12 cm) the head of the arrow acts as the draw stop.
4.9.8.7. Arrow/bolt striking surfaces may not easily pass more than one-half (½) inch (1.27 cm)
through a two and one-half (2 ½) inch (6.35 cm) diameter hole. No part of the arrow/bolt's striking
surface may be less than two and one-half (2 ½) inches (6.35 cm) in any direction.
4.9.8.8. All arrows/bolts must contain a penny, or solid metal blunt of an equivalent gauge and
circumference, perpendicularly secured at the end of the shaft.
4.9.8.8.1. All arrows/bolts using modular technology must create a semi-permanent connection
point through the means of threaded screws, epoxy, glue, or strapping tape; the head must be
secondarily secured at the end of the shaft with tape.
4.9.8.8.2. All arrows/bolts that are altered in any way during a day of combat will be treated as new
arrows/bolts and must be rechecked as such before being put back into use.
4.9.9. Class 5 weapons have a minimum diameter of four (4) inches (10.16 cm) and are
constructed entirely of foam, cloth and/or tape (coreless).
4.11. Shields:
4.11.1. Shields must be padded on the edges and face so as not to cause injury when struck with a
forceful blow of an arm/hand.
4.11.2. The maximum width of a shield is three (3) feet (91.44 cm). Concave/curved shields will be
measured along the curve of the face.
4.11.3. The maximum height of a shield is eighteen (18) inches (45.72 cm) less than the height of
the wielder.
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4.11.4. The minimum dimension on the face of a shield is twelve (12) inches (30.48 cm).
4.11.5. Shield spikes are allowed for decoration but may not form any rigid protrusions.
4.11.6. Shields must be reasonably rigid which is defined as the edges not bending towards each
other excessively when attempting to bend the shield in half.
4.12.1. Definitions:
4.12.1.1. Composite: Armor of metal, leather, or both that is attached to another material backing
and/or covering.
4.12.1.2. Cops: Rigid knee and elbow armor.
4.12.1.3. Gauntlet: Armor for the hands.
4.12.1.4. Gorget: Armor specifically for the neck.
4.12.1.5. Helmet: Armor for the head and neck.
4.12.1.6. Leather: Armor constructed of tanned animal hide. Synthetic leather, pleather, or vinyl,
and other man-made materials cannot be used in place of actual animal hides.
4.12.1.7. Metal: Armor constructed of metal. Includes chain and plate.
4.12.1.8. Penny round: Armor checking standard where the edge of rigid metal in armor is
compared to that of a penny:
4.12.1.8.1. The edge of rigid metal armor shall have the smoothness of the edge of a penny.
4.12.1.8.2. The edge of rigid metal armor shall have less cutting ability than the edge of a penny.
4.12.1.8.3. The radius of any rigid metal corner must be greater than the radius of a penny.
4.12.5.1. The minimum thickness for leather armor is three-sixteenths (3/16) inch (4.76 mm).
4.12.5.2. The minimum thickness requirement can be achieved by layering up to two (2) pieces of
thinner leather.
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4.12.6.1. Metal Armor must be made from period metals and alloys such as iron, bronze, brass, or
copper. Modern steel alloys are also allowed.
4.12.6.2. Metal Armor must conform to both of the following:
4.12.7.1. Composite armor is defined as armor made up of leather, metal, or both that is attached
to and/or covered by another material such as thin leather or cloth.
4.12.7.2. Studded, scaled, or brigandine armor can only be counted as Armor if two-thirds (2/3) of
the armor piece is constructed from armor-grade metal or leather. The studs/rings/plates must be
no more than one-half (½) inch (1.27 cm) apart in all directions. Rings and washers also cannot
have openings larger than one-half (½) inch (1.27 cm).
4.12.7.3. Composite Armor must be readily identifiable as armor by appearance.
5. Garb:
5.2.1.1. Neutral colored t-shirts, with no visible printing, may be worn underneath a tunic or tabard.
5.2.1.2. Wearing nothing on the torso is acceptable for men.
5.2.1.3. Wearing a neutral colored sports bra with no visible logos or modern prints is acceptable
for women.
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5.3. Modern clothing should be disguised, modified, or otherwise blend in with and be unobtrusive
to the medieval or generally accepted Belegarth aesthetic.
5.4. Any piece of modern equipment or clothing required out of medical necessity overrules the
minimum garb requirements. It should be covered when possible by clothing that does meet the
minimum garb requirements or the item should be superficially altered accordingly.
5.5. Forbidden items:
5.5.1. T-shirts that are brightly colored, with visible logos, with visible collars, and or visible pockets.
5.5.2. Camouflage, cargo pants, or modern shorts.
5.5.3. Modern jeans of any color.
5.5.4. Modern hats.
5.5.5. Any fabrics with modern prints.
5.5.6. Any realistic weapons.
5.5.7. Cleats and spikes.
Why do we check weapons? For the safety of all participants since we are using weapons that are
expected to be swung at full force. Standard: Ask yourself, "Would YOU feel comfortable getting hit
by that weapon? Is there significant residual pain after the impact?"
Objective: To unbiasedly check all equipment for safety and rules adherence in an efficient and
orderly manner without causing damage to the weapons.
1. Things you must have:
1. Red/spears/javelins .
2. Arrow backs (no armor).
3. Arrow shooters.
2. General guidelines:
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3. Class 1:
4. Class 2:
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green tape can be removed and the weapon can still be used as a Class 2.
f. Rotate your testers. After a while, all Class 2s will start to feel bad.
5. Javelins:
6. Class 3:
7. Flails:
a. The Head of the flail must measure 15" (38.1 cm) along two narrowest different axes
b. One hinge per flail
c. Chain 6" (15.24 cm) max length
d. No more than 1 1/2" (3.81 cm) of exposed rope/bag
e. Courtesy padding
f. Put handle between legs and pull on flail head and hold tape measure or gauge parallel to flail
chain. Check that chain does not stretch past 6" (15.24 cm).
8. Armor:
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9. Shields:
a. Punch:
1. Bolts safe
2. Foam stable and attached. Pay special attention to where the edge of the core is attached to the
foam.
3. Karate chop edge all around perimeter to insure no core is felt
4. Punch the front surface of the shield with your fist to check for core.
5. Shield should not bow excessively when attempting to bring opposite edges together.
10. Rocks:
11. Bows:
a. Must be strung before bringing to weapons check. Don't string their bows for them.
b. No cracks or excessive warping of limbs
c. No excessive protrusions like stabilizers or arrow rests
d. Draw testing: Techniques if you have problems with arrow falling off string when draw testing
e. Use same arrow for all bows
f. Crossbows will be hit tested at 10 feet (3.05m)
12. Arrows:
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h. Check that a modular arrowhead is firmly attached to the shaft and cannot twist out.
i. Check for any shifting sounds or clicking that may indicate that the foam is separating from the
blunt.
j. Hit testing at 15' (4.57 m)
1. Use a bow that is 35# (15.88 kg), or as close to 35#(15.88 kg) as possible. Testing back cannot
see the arrows. Hand covers back of neck, other covers kidneys. Thumbs up for a good arrow,
thumbs down for a bad arrow. Arrows fail for hit if there is significant residual pain for at least ten
seconds after impact. Another measure is if the arrow back would tolerate getting shot in the head
with the arrow.
2. If an arrow fails on one back, it goes to retest with other back. If it fails a second time, then the
arrow fails.
k. Rotate your arrow backs. Getting shot by a lot of arrows in the same spots eventually makes all
the arrows feel bad.
l. Watch for excessive bounceback. Excessive bounceback is defined as the arrow hitting the back
and bouncing either to or past the shooter. Questionable arrows should be retested against a
different back. Failing that, it should be checked against a flat-faced shield.
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Copyleft 2002-2017 Belegarth Medieval Combat Society and Gregg Larson. Revision by Matthew
R J Anderson. Permission is granted to copy, distribute and/or modify this document under the
terms of the GNU Free Documentation License, Version 1.1 or any later version published by the
Free Software Foundation; with no Invariant Sections, with no Front-Cover Texts, and with no Back-
Cover Texts. A copy of the GNU FDL can be found at http://www.gnu.org/copyleft/fdl.html.
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