
Mittelmarch follows the Belegarth Medieval Combat Society Book of War, following the ruleset in both combat mechanics and safety.
Below is a summary of the combat rules to understand the basics and prepare you for your first practice. A complete list of combat rules is available at Belegarth.com/Rules.
Above All: 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.
General Rules
Our printable Belegarth Rules Quick Reference Guide provides a summary of the strike zones and their impact by weapon type, but we have outlines the general rules below:
- Rule Zero: Safety is the number one priority, followed by playability then realism.
- Any damage dealt from any weapon must be done with “sufficient force.”
- Any damage dealt from any weapon (except white) to your unarmored torso is fatal.
- You may never “fake” wounds or death.
- Melee or hand-held weapons can never hit to the head or neck.
- If any weapon hits your unarmored arm or leg you lose that limb (drop whatever you are holding and put the arm behind your back or drop to that knee and stay there).
- If you have two limbs hacked by blue or red weapons, you die.
- If you’re wearing armor on your body or limbs, the armor will protect the part of the body it covers as follows:
- Armor will stop one hit from a blue weapon (the second hit “goes through” and counts as if the armor is no longer there).
- Armor stops all thrusts/stabs from green weapons that are made with only one hand on the weapon (two-handed thrusts go through the armor as if it isn’t there).
- All other hits (from red or yellow weapons) “go through” as if the armor wasn’t there.
- Two all-out, solid hits from a red weapon will “break” a shield making it unusable and must be dropped immediately.
- The only things that can block arrows are shields and head-armor such as a helmet or coif.
- If you block an arrow, even unintentionally, with anything else (weapon, hand, etc.), the arrow is considered to have hit its intended target.
Weapon Types
Weapons are classified by color based on the damage they inflict on a person or equipment, indicated by colored tape when used at practices or events.
- Blue Weapons are any melee weapons shorter than 48 inches. These weapons are the most basic weapons often characterized as swords, axes, maces and flails.
- Red Weapons are any melee weapons 48 inches or longer. These great weapons break shields and ignore the benefits of armor.
- Green Weapons are stabbing weapons that deal fatal damage to the unarmored torso and “pierce” limbs. These weapons are characterized as spears and stabbing points on melee weapons.
- Yellow Weapons deal fatal damage to the unarmored head or neck and “pierce” limbs. These projectile weapons are characterized as arrows or thrown javelins.
- White Weapons can only deal (fatal) damage to the head when thrown, characterized as rocks.
Custom Mittelmarch Rules
In accordance with the Belegarth Bylaws, we maintain this posting of rule modifications to the Book of War:
- Mittelmarch allows participants to play-test new weapon designs otherwise considered “not allowed” by Belegarth standards so long as they are safe; must be approved by a High Council member.
- Modification to 4.12.8. (Prohibited Armor) Mittelmarch allows rigid metal knee or elbow armor (cops) at any practice or event.
- Modification to 4.12.6.2.2. (Armor Gauge) | Mittelmarch waives the minimum gauge for chainmail armor at any practice or event.
- Rule Addition (Healing) | Mittelmarch allows player and equipment healing, using the following rules:
- A healer may heal another player (and any equipment they carry) by reciting a healing poem that is medieval or fantasy themed
- The healer must be in direct physical contact with the injured person
- The healer may heal up to two people at a time if at least one hand is touching each player
- The healer must recite their healing poem out loud, audible enough for all to hear within a 10 foot radius
- Healing poems must be a minimum of 180 syllables and must be approved at weapons check
- When the healer completes the healing poem, all wounds and any items held by the wounded fighter are healed or repaired (i.e. armor, bow, shield, etc.)
- The healer cannot heal themselves or their own equipment
- A healer may not heal a person while either are under direct attack; if the healer or injured person is attacked or distracted, or contact is broken for any reason, the entire healing poem must be recited again.
