Combat and Damage
Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful.
Combat Safety Rules
Wizards and Warlords is a full-contact combat LARP using padded foam weapons. While we strive for exciting and dynamic battles, safety always comes first.
All participants must:
Pull their blows to avoid causing harm
Avoid excessive force during combat
Remain aware of their surroundings and fellow players
Use only approved, LARP-safe weapons
Minor injuries may occur during physical play. First aid equipment is available on-site.
CODE RED — Emergency Protocol
In the event of a serious injury or emergency on the field, any player may call out "CODE RED."
If you hear "CODE RED":
Immediately stop fighting and check your surroundings.
If safe, sit or kneel where you are raise your weapon above your head and repeat “CODE RED” until combat around you stops.
The player who initiated the call may remain standing to assist organizers in locating the injured individual.
Resuming the Game:
Once the situation is resolved, the GM will call "GAME ON" or sound the horn to resume play.
Hit Points (HP)
Each character has a base number of Hit Points (HP).
Most players begin with 2 HP
Some classes may begin with 4 HP
Additional HP can be gained through armor, costume pieces, or bonuses
Hit Locations
Only specific areas of the body are considered valid targets during combat.
Valid Target Zones:
Arms (upper arm, elbow, forearm)
Legs (thigh, knee, lower leg)
Torso (upper chest, belly, upper back, lower back)
Out-of-Play Zones (prohibited):
Head
Neck
Hands
Feet
Groin
Important:
Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.
Damage by Location
1 HP Damage: Strikes to arms or legs (excluding prohibited zones)
2 HP Damage: Strikes to the torso (any of the four torso zones)
Magic Bolts: Deal 4 HP damage regardless of hit location
Magic Bolt Rules
Magic bolts have the following rules:
Bypass shields and count if they hit any part of a players weapons, costume or armour
May strike out-of-play zones, though players should still avoid aiming for these areas
Deal 4 HP of damage no matter where they land
Weapon Pinning and Entrapment
During gameplay, an opponent’s weapon may occasionally become pinned to boundary netting or entangled in your equipment or armor.
In such cases:
Players must attempt to release the weapon as soon as possible.
Deflecting, blocking, or pushing weapons away is allowed.
Purposely pinning an opponent’s weapon against terrain, the boundary net, or another player is not allowed.
Blocking Projectile Weapons and Spells
Melee weapons cannot deflect or strike projectiles or spells.
Projectiles cannot be intentionally blocked using a non-target area (e.g. hands or feet).
If a projectile is blocked by a non-target area but would have hit a valid target zone, the strike counts as a hit.
Hits to the head and neck never count as valid strikes.
Spells count as hits regardless of where they land, including:
Weapons
Costumes
Non-target areas
Body Rushing
Players must not body rush opponents.
Body rushing refers to using a weapon or shield to make physical contact with another player’s body in an attempt to:
Push them back.
Force passage in an unsafe or aggressive manner.
Maintaining safety and respect for other players is essential to fostering a fun and fair gameplay environment.
Terrain and Hazards
The battlefield in Wizards and Warlords includes interactive terrain elements designed to add strategy, immersion, and danger to every encounter. Players are expected to respect and follow all terrain rules to ensure safety and fairness.
Palisades
Palisades represent sharpened defensive barricades.
Simulated using pool noodles or similar foam props.
Function: Block movement and line of sight
Damage Rule: Touching the pointed part of a palisade results in 2 HP of damage
Players should avoid leaning, pushing, or attempting to climb over palisades.
Walls
Walls are solid obstacles that block physical and magical attacks, and sometimes line of sight.
Do not run into, climb, or move walls during play
Do not strike blindly around or through walls, this can be unsafe
Some walls include windows and doorways:
Doorways may be used normally
Windows may not be used to pass through or strike through
Low Walls:
Can be fought over
Do not block line of sight of spells
Can not be climbed over
Treat all wall structures with caution and respect.
Hazards
Certain marked areas on the battlefield represent dangerous environmental hazards. These zones are clearly defined using colored material and are lethal upon contact.
Water Hazards
Marked with blue material
Represents deep water
If a player steps on a water hazard, they are considered to have fallen in and are instantly eliminated
There is no escape, it is treated as an instant watery death
After elimination:
The player may respawn if the game mode allows
If not, they may stand aside and wait for resurrection
Pit Hazards
Marked with brown material
Represents a deep pit or chasm
If a player steps on a pit hazard, they are considered to have fallen to their death
After elimination:
The player may respawn if the game mode allows
If not, they may stand aside and wait for resurrection