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Updated May 19th 2008
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The Fight School's

2007 General Regulations

Contents
1 Definitions Of Specific Terms 2 The Purpose Of These Regulations 3 Terms And Conditions Of Your Participation
4 Applicability 5 Governing Of Activities 6 Violations
7 Amendments And Personal Rulings 8 Your Personal Conduct 9 Alcohol And Smoking
10 Security 11 Storage And Transportation Of Weapons And Pyrotechnics 12 Personal Documentation
13 The Dead Man's Card System 14 Your Personal Equipment 15 Your Personal Emergency Safety Kit
16 Actions Upon Arrival At An Event 17 Leaving The Field Or The Event Early 18 Miscellaneous Safety Points
19 Sharp Knives And Tools 20 Use Of Pyrotechnics And Blank Firing Devices 21 Signals
22 Emergency Procedures 23 The Accident Book 24 "Unconsciousness, Death & Casualty Evacuation"
25 The "Nominal Rock" And Unarmed Combat Systems 26 Props And Looting 27 Prisoners, Binding, Escapology, Torture and Executions.

1 Definitions of Specific Terms

1(A) wherever the phrase "the School" appears, this means exclusively "The Fight School" and no other body.

1(B) wherever the phrase "the Head", "Head of the School", "Head Of The Fight School" or "consult/contact the School" appears, it refers to and means that person holding the official post of Head of The Fight School, who is in overall charge of the School and ALL its activities. At this moment in time the Head is Dean C. Wayland.

1(C) wherever the words "members" and/or "students" appears, they exclusively refer to those people who qualify as current members and/or students of the School, and not former members or students. "Current" status is defined by an individuals completion of the School's membership and indemnity form, its acceptance by the School, followed by their participation in an official School event during the current calendar year. Membership automatically lapses on the last day of the year (31st December), with the exception of those people holding membership for life.

1(D) The "Wayland Fight System"/"WFS" means the system of sporting combat employing reproduction historical arms and armour as devised by Dean C. Wayland and exclusively taught and recommended by the School, for use in recreational sporting contests, live role playing games, living history and battle re-enactment events.

1(E) The term "regulations" means the documented requirements and obligations applicable to all members of the School.

1(F) The term "rules"/"game rules" means the documented game mechanics applicable to participating players of a specific game. NB: as some game mechanics have associated safety issues and/or are common to all of our games, their use is specified in this document.

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2 The Purpose Of These Regulations

2(A) The primary purpose of these regulations are:

2(A)(i) To provide you as a member with guidance, rulings and regulations so as to promote safety and security for:

2(A)(ii) To promote and preserve the good name of:

2(B) The Secondary Purpose: is to act as a "Risk Assessment" guide, as recommended to us by the Health and Safety Executive as being "good practice". It should be noted that the School is under no legal obligation to provide a formal "Risk Assessment" document, as required under the "Health And Safety At Work Act" as the School is a purely voluntary not-for-profit organisation with no employees.

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3 Terms and Conditions Of Your Participation

3(A) As ONLY members of the School, will be permitted to take part in its activities, you will therefore prior to your first participation need to become a member of the School for the calendar year in which the event(s) in which you wish to take part, takes place.

3(B) As a condition of your membership, you will have had to sign the "Declaration" set out on the Membership Application form, affirming that you are 18 years of age or older and that you will read and agreed to adhere by any and all rules and regulations of the School. See "Appendix A: The Declaration". .

3(C) Therefore please read and comply with the regulations set out in this document, and to any other rules and regulations therein referred to or quoted.

3(D) Your Personal Health and Fitness;

3(D)(i) You must advise the School prior to joining of any special needs or disabilities that you may have, such as special dietary requirements, dyslexia or being diabetic etc., so that we can take them into account while you are a member. Please note that the School in no way discriminates on the grounds of disability, indeed the founder and Head of the School, Dean Wayland is in fact registered as blind, while a number of other members are also registered as Disabled.

3(D)(ii) Please remember that the School's events can be both physically demanding and potentially dangerous activities, therefore it is your responsibility to ensure that your level of personal exertion is within the limits of your fitness, which is in turn your own responsibility. However, if in the opinion of the Head of the School, your physical health poses a risk to the welfare of other players you may be subject to personal restrictions, see Section 7 "Amedndments And Personal Rulings".

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4 Applicability

4(A) You and all other members, are subject to the laws of this country, together with these regulations and the supplementary material of the Appendices, as well as the game rules specific to a particular activity, when participating in, travelling to or from any events officially organised or attended by the School, subject to any special exceptions, see Section 7 "Amendments And Personal Rulings".

4(B) When you are recognised as a group leader by the School, or you are bringing a new player to an event for their first time, you are held to be especially responsible. You MUST ensure that they have read and understood ALL the relevant game rules and regulations, prior to their arival, so as to insure their speedy intergration in to the event.

4(C) These regulations will be available to you to download or consult on the School's web site. While a hard copy will be present at all events for consultation. See also Section 4F below.

4(D) It is important to note that the onus of responsibility rests with YOU as an individual member of the School, and not with the School itself, to ensure that you are kept up to date with the current rules and regulations.

4(E) Note that ignorence of the said rules and regulations is an unacceptable defence, where those rules and regulations have been publically posted upon the School's web site.

4(F) Upon request, those members wishing to have a hard copy of the rules and regulations, such as those without easy web access, these can be delivered to them at an event, for a small additional fee to cover their printing, or posted to them at cost.

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5 Governing Of Activities

5(A) In respect of School activities, the authority of the Head of the School is absolute. The Head is responsible for the maintaining of, review and improvement of the quality of all activities. To this end they are required to take in to consideration the thoughts and feelings of the membership. However remember the School is not a democratic organisation.

5(B) All events will be governed by the Head of the School, and/or their nominated representative(s), whose instructions must be respected and obeyed. Any disputes between these representatives and members will be resolved by the Head.

5(C) Each separate activity will have its own set of supplementary rules and regulations which will apply to that activity with the same authority as the General Regulations, see the Appendices to these regulations and any relevant game rules. See the main "Rules And Regulations Page".

5(D) It is the responsibility of ALL members to ensure the enforcement of ALL rules and regulations, subject to any "Personal Rulings", see: Section 7 "Amendments And Personal Rulings".

5(E) It is the responsibility of the Head of the School ALONE, to take any necessary disciplinary action that may be called for.

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6 Violations

6(A) It is YOUR responsibility, to personally report or acknowledge ANY and ALL violations of the School's rules and regulations to the Head of the School, so as to maintain and where necessary improve the standards of safety, conduct of ALL members and quality of the activities themselves.

6(B) Violations by you of these regulations may result in you:

6(B)(i) receiving a verbal or written official reprimand from the School, for minor offences.

6(B)(ii) or being permanently expelled from the School, for serious offences, such as those concerned with issues of safety or cheating.

6(B)(iii) and finally suffering criminal prosecution if appropriate.

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7 Amendments And Personal Rulings

7(A) Amendments

7(A)(i) While you are a member, the School will make every reasonable effort to notify you by email of any permenant or temprary amendments to these or any other rules or regulations, of a general nature or those concerned with any particular event(s). To that end the School has established three Yahoo Groups for WFS training, SHŌGUN and CONTACT. Plus a seperate private list for CONTACT, see the relevant pages.

7(A)(ii) Regretably,it is not possible for those members without their own email to receive update notifications regarding the rules and regulations. Such members are advised to request a hard copy from the School or from a fellow member. See also Section 4 "Applicability".

7(B) Personal Rulings

7(B)(i) After consultation with the School, you may be entitled/subject to special and "Personal Rulings", granting dispensation to be exempt from parts of these or any other rules or regulations, or it may be necessary to place personal and specific or general restrictions upon your participation.

7(B)(ii) If you receive a permanent or long duration exemption or restriction, you will be issued with an "Personal Rulings Card" detailing the rules and or regulations from which you are exempted, or the special rules or regulations to which you are subject, so that you can provide other members with immediate official proof.

7(B)(iii) The details of your exemptions or restrictions will be recorded in the "Personal Rulings Book" as a central record. A copy of this document will be present at all events for players to consult.

7(C) Personal Rulings will be issued when:

7(C)(i) you are a new member, and are temporarily unable to fulfil some of the minor requirements.

7(C)(ii) special circumstances arise, such as those concerned with your personal health or equipment.

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8 Your Personal Conduct

8(A) The success and well being of the School and all its members rests upon the foundations of mutually supportive personal honour and responsible adult behaviour. Therefore as a member of the School, you must in no circumstances engage in, or permit others to engage in, any actions which may bring the School, its members or its activities into disrepute, while preparing for, taking part in, travelling too and returning from ALL events. If you are designated or recognised as a group leader by the organisers at any given event, then you are held to be especially responsible for the actions of your group.

8(B) Treat your fellow players with respect and good will, so as to promote safety and fair play. The School's events rest on the principle of "trust" and "WYSIWYG", that is "What You See Is What You Get", meaning that so as to avoid the need for umpires or referees, you must trust the actions and statements of your fellow players to be honest, even if they seem to contradict the games norms. Remember that in any combat situation, ALL hostiles, are in fact fellow members of the School, so do not get carried away when trying to "defeat" your enemy. Note that serious safety violations and cheating are rewarded by immediate expulsion from the current event and possibly from the School as a whole.

8(C) When dealing with non-members, either during transit to or from, and/or while attending events, be especially courteous and polite to them at all times, go out of your way to explain what you are doing, so as to allay any fears, and never intimidate, alienate, threaten or be abusive towards them, regardless of their own attitude or behaviour.

8(D) You must show polite respect for the event site itself, the owner(s), and or their representatives or guests, or other clients. Do not deliberately remove, damage or sabotage any of the site's fixtures, fittings and features such as woodlands and buildings. Nor cause harm to any animals, wild or domestic. Ensure that any buildings which are required to be left clean and tidy, are so done. Do not drop litter and always ensure that ALL your gear and rubbish is taken away with you at the end of the event.

8(E) At all times you must show respect for the property of the School itself and that of your fellow players. Never touch, disable, use or remove School or other people's personal equipment or effects without the express permission of the owner, see also Section 26 "Props And Looting".

8(F) No member may take any action, or make any statements, or produce any communication or literature intended for public viewing on behalf of the School, unless authorised so to do by the Head of the School, and where the Head deems it necessary, only after such materials have been read, edited and approved by them.

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9 Alcohol And Smoking

9(A) Alcohol

9(A)(i) Unless otherwise stated NO alcohol may be consumed during all events. Note that you are permitted to bring alcohol to role playing weekends, however you MUST consult the Head of the School for permission to start drinking.

9(A)(ii) At events where alcohol is permitted, it is ONLY to be consumed AFTER the day's play is fully concluded, to prevent drinkers from becoming involved in play. ALL consumption of alcohol must cease at least eight hours prior to the re-commencement of combat, so as to give your system time to recover.

9(A)(iii) Anyone who has consumed alcohol during game time prior to arrival, or is considered by the School, to remain under its influence, will NOT be permitted to take part in activities involving any form of weapons play, even as a non-combatant. Warning, depending upon the nature of the venue and the event it may be necessary to confine affected players to a "out of character" Safe Zone, or request their departure from the event.

9(A)(iv) Excessive drinking is NOT acceptable, alcohol and weapons do NOT mix!

9(B) Smoking

9(B)(i) Unless otherwise stated ALL indoor areas used in School events are strictly NON SMOKING.

9(B)(ii) At some sites certain outdoor areas are also strictly NON SMOKING. If in doubt check with the Head.

9(B)(iii) When ever possible smoking areas will be designated.

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10 Security

10(A) Be aware that while you are attending events, the School can in no way whatsoever take any responsibility for the security of your personal belongings.

10(B) It is your OWN responsibility to take all reasonable precautions to protect your own property. However it is in the interest of all participants to engage in mutual support on security issues, therefore please take care to watch over other members equipment, to ensure that the risk of unauthorised access, interference, handling or theft is minimised.

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11 Storage And Transportation Of Weapons and Pyrotechnics.

11(A) Storage

11(A)(i) It is your responsibility to exercise due care when maintaining , displaying or storing your own weapons at home. Please note that it is recommended that when handling replica firearms, you should close your curtains, or conduct the activity in a more discrete location, so as to minimise the risk of causing alarm to the general public and a resulting unwarranted Police response.

11(A)(ii) When storing your own personal supply of the standard blank cartridges, smoke or BB grenades as approved by the School for use in it's events, you should keep them in a standard military air tight steel ammunition box, marked with a "1.4G" explosives label; contact the School for details*.

11(B) Transportation

11(B)(i) NO weapon or pyrotechnic device is to be carried openly or otherwise displayed outside of the event area.

11(B)(ii) During transit weapons and pyrotechnics must be securely packed away out of sight, so that they neither cause alarm to the general public, nor be readily accessible, thus not constituting an offensive weapon.

11(B)(iii) Pyrotechnics should be transported in the same type of ammunition box as specified for storage*.

*Guidance was provided to the School by the Hertfordshire Trading Standards Office.

11(C) Special Pyrotechnic Regulations

11(C)(i) Where such devices are considered by the law to either:

11(C)(i)(a) exceed the performance of normal retail fireworks (category 1.4G), such as stage maroons and other special effects devices, or

11(C)(i)(b) be larger in quantity than is reasonable for purely personal use, or

11(C)(i)(c) be intended for sale, then:

11(C)(ii) they must be stored in accordance with the requirements of the local authorities Trading Standards Officer. The Hertfordshire office advised the School, that:

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12 Personal Documentation

12(A) If you have been issued with your current Fight School Membership Card you are required to carry it with you at all times when transporting weapons and or pyrotechnics to and from School events.*

12(B) If you hold Wayland Fight System qualifications, and you have been issued with your Fight School Licence, then you must carry it at ALL relevant events*.

*Please contact the School to request your ID Card/Licence.

12(C) If you are a currently qualified "First Aider", please bring the relevant documents as proof.

12(D) If you are making use of Citizens Band (CB) radio communications equipment at School events, then you MUST carry the relevant licence and validation documents. Note that the "Public Mobile Radio" (PMR) service equipment operating in the 446Mhz band do not require a licence.

12(E) During events you may be required to carry your "Deadman's Card", see the next section.

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13 The Dead Man's Card System

13(A) The purpose of this system is to help alert the organisers to potentially missing/injured players taking part in events with twelve or more participants or any events conducted in darkness. One of these cards will be prepared for you in advance of your arival at an event. It will bear your name and Fight School membership number, it is used thus:

13(A)(i) collect your Dead Man's card from the event organiser, and then keep it with you while you remain in the Safe Zone. Note that during "CONTACT" when available "in-character" ID's are used in the role of Dead Man's cards.

13(A)(ii) before you exit the safe zone to enter the fighting area proper, you MUST deposit your card in the box provided for this purpose. Its location will be advised at each event when they are required.

13(A)(iii) on your return you MUST collect your card.

13(B) Remaining cards may indicate a missing player, see Section 22 "Emergency Procedures".

13(C) Before leaving the event as a whole you must return your card to the event organisers. DO NOT TAKE IT HOME WITH YOU!

13(D) You MUST report the loss of your card before entering the fighting area proper. Note that blank cards for use as replacements for lost cards or for new players will be available at each event.

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14 Your Personal Equipment

14(A) You are required to bring all your own equipment, clothes, arms and armour. Note that you may only use such weapons and equipment that have been checked and approved by the School, and then only for the appropriate specified activity. Certain items of equipment are specifically banned from use in particular Fight School events, please consult the appendices governing those activities for clarification. If in doubt consult the Head of the School.

14(B) It is your responsibility to ensure that all your equipment is in good and safe working order. Therefore substandard equipment must be either made safe or withdrawn from service.

14(C) For events involving one or more nights sleeping over, you will need to bring appropriate bedding for the type of event attended. You should also bring your normal toiletries for washing etc. and a change of clothing and footwear.

14(D) Ensure that you bring ALL your necessary personal medicines.

14(E) Recognising that it is the members own choice, the School nevertheless officially recommends the wearing of head and hand protection by ALL combatants during actual combat.

14(F) Glasses and Contact Lenses.

14(F)(i) When participating in any of the School's combat activities, experience has shown that it is better to fight with contact lenses or WITHOUT the use of glasses, unless a fighter has absolutely no choice. You MUST advise the Head of the School if you need to fight while wearing your glasses.

14(F)(ii) It is recommended that back up lenses and/or glasses should be brought to the event.

14(G) in those events where food and water is NOT provided inclusively, you MUST ensure that you have brought adequate supplies of your own, or have the funds to purchase same on site if they are available. Please consult with the School regarding access to cooking and food storage facilities at any given event when you think that you may require them.

14(H) It is recommended that you bring either books, games or videos with you to an event, as appropriate to the type of event , just in case you "die" during the longer scenarios, where the plot writers are unable to immediately recycle you.

14(I) Where appropriate and possible the School will arrange for the loan to you of equipment, either from School stocks, or from fellow players, subject to such conditions as shall be specified to you at that time.

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15 Your Personal Emergency Safety Kit

15(A) When taking part in any outdoor live role playing events, in which it is possible for you to become separated from other players or lost as part of a group, you are required to carry the standard Personal Emergency Safety Kit, which must be kept safe and secure. You will be asked to show that you are in fact carrying this gear during an event.

15(B) The Kit contains nine items. The carrying of items "i- vi" is mandatory at all times, while items "vii" and "viii" are dependent upon playing conditions, and "ix" is recommended.

15(B)(i) a whistle for summoning aid or other signals. Note that a historically authentic yet functional whistle, such as one made of horn, is considered as satisfactory. Whistles MUST be easily accessible in an emergency, for example worn upon a cord or chain about the neck.

15(B)(ii) a watch so that you know when it is either "game on" or "game over". In SHŌGUN historical scenarios it should be packed away out of sight for its safety and authenticity. The watch should show the correct time, and can be accurately synchronised with British Telecom's Speaking Clock Service by dialling "123".

15(B)(iii) a torch for use as a locator beacon or work light. Note that other lights, such as weapon mounted tactical lights, or historical lighting does not satisfy this requirement. This torch should be waterproof and shock proof, powered by at least one AAA cell and be at least 5 Lumins in brightness, such as the "Mag-lite SOLITARE" or a LED equivalent. At each event this torch must be fitted with fresh batteries. This torch may be used as an "in-game" work light during CONTACT events, however in these circumstances spare batteries MUST be carried for exclusive use in an emergency. Note that chemical light sticks may not be used in this role, as they can be accidentally activated and rendered useless very easily. The use of a light stick case does not help to satisfy this requirement.

15(B)(iv) a mylar survival blanket or bag, for additional protection against cold and rain during an emergency.

15(B)(v) a simple compass, to provide guidance to the Assembly Area during periods of darkness or when in potentially confusing terain like woodland. Note that the possession of a Global Positioning System (GPS) does NOT satisfy this requirement.

15(B)(vi) a high visibility vest with reflective stripes or panels which should be large enough to go over any armour or other equipment that is being worn. This is used, to both aid in any rescue, and to mark players as being "not there", for example when dead and needing to leave through the active playing area without causing interference to the game itself. Yellow is preferred to orange.

15(B)(vii) if deemed by the School as necessary, a basic site map must be carried. This will be provided by the School

15(B)(viii) a supply of plain water must be either immediately available, or be carried by each player, when participants plan to spend more than two hours and/or exceed 400 metres, away from their base, so as to prevent dehydration. As a guide in winter you should carry an absolute minimum of 500ml/0.88 pints, plus 250 ml for every additional hour that you expect to spend in the field. Thus for a four hour event you need a minimum of one litre or 1.76 pints. In warm conditions you will need to double that figure, and in extremely hot conditions one litre per hour is recommended. Pleas note that drinks such as cola, tea and coffee are diuretic causing you to urinate more than normal. You must therefore ensure that you drink equal quantities of plain water to compensate for this effect.

15(B)(ix) A sharp tool or knife should be carried, see Section 19 "Sharp Knives And Tools".

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16 Actions Upon Arrival At An Event

16(A) The following actions will identify precisely who is present at any given event, therefore upon arrival your first duty is to ensure that you:

16(A)(i) have reported your presence to the senior organiser currently at the event, normally the Head of the School, and paid the event fee. Note that any other costs incurred during the event can be settled at the close of play.

16(A)(ii) have either printed your name in the Event Register yourself, or have witnessed it being done, and

16(A)(iii) where required, have collected your "Dead Man's Card", see Section 13 "The Dead Man's Card System".

16(B) Prior to attending AND upon arrival at, any specific event, you MUST remind the Head of any special needs. Where requested by the Head, you should also advise/remind other relevant personnel, such as cooks and First Aiders present at the said event.

16(C) If you have any up to date first aid qualifications, please let the Head know in advance and upon arival at each event. You will be asked to identify yourself to your fellow players as a "First Aider"

16(D) The locations or identities of the following will be indicated to all at the start of an event:

16(D)(i) the Event Register

16(D)(ii) The Personal Rulings Book

16(D)(iii) the Dead Man's Cards boxe(s)

16(D)(iv) Designated Areas/Zone:

16(D)(v) the School's first aid kit

16(D)(vi) the nearest phone(s)/mobiles

16(D)(vii) the nearest First Aid Station and/or Accident and Emergency Hospital, as applicable. Note that a map to the nearest hospital will be included in the School's first aid kit, when relevant.

16(D)(viii) First Aiders

16(D)(ix) Vehicle owners

16(E) When notified, please ensure that you have read any "Special Site Report" prior to play. The report will be displayed on the School's web site and a hard copy will be available at events held at the relevant site.

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17 Leaving The Field Or The Event Early

17(A) When either leaving the field or event early, to avoid undue alarm at your absence, please follow the procedures listed below.

17(B) Leaving The Combat Zone Early

17(B)(i) Having once entered the Combat Zone you may ONLY leave early for reasons of safety OR by prior arrangement with the organiser, as such actions can seriously ruin the scenario. When leaving the Combat Zone early, please ensure that you:

17(B)(i)(a) Put on your High Visibility Vest and leave while shouting "I'M NOT HERE". This shouting must be done even if you are convinced that no one else is around, for it is quite possible that you are wrong. If for any reason you do not have your vest with you, then depart with ONE or BOTH hands held high.

17(B)(i)(b) Take the shortest route or that which does not pass through the main centres of activity. If you must pass through these areas, do so obviously and boldly.

17(B)(i)(c) When leaving do not talk to or directly look at anyone who is still engaged in play to avoid aiding or betraying them. If you absolutely must comunicate with other players on your way out, do so discretely in the case of private messages, or loudly, as in an announcement; such as giving a general obsticle warning.

17(B)(i)(d) At night use your torch to clearly illuminate yourself and the ground at your feet ONLY. Do not shine it upon other players or objects of importance to the plot as you leave.

17(B)(i)(e) Ensure that any in-game props that you have acquired or been issued with remain in the playing area WITH another player or return it to an organiser upon your return to the out-of-character area.

17(B)(ii) Once you have committed yourself to leaving the game, you may NOT change your mind, as this would be grossly unfair on those still in play.

17(C) Departing The Event Early

17(C)(i) If you intend to leave the event as a whole early, please remember to first advise the organiser that you are going, and return your Dead Man's Card and any props if aplicable. If you are unable to find the organiser, then report to a Safe Zone or the Assembly Area as appropriate and await the return of the organiser. Note if for any reason you are unable to wait, please ensure that a message is left or sent to the organiser prior to your departure.

17(C)(ii) It would be appreciated if you would try to ensure that any outstanding debts with the School are cleared before departure. Failing that can you send any outstanding balance to the School by post, with a cheque made payable to "The Fight School".

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18 Miscellaneous Safety Points

18(A) Do NOT exploit the safety regulations or cause fear of real injury to gain ANY kind of game advantage.

18(B) Be aware that the School recognises ONLY the Wayland Fight System for the conduct of melee combat with steel and wooden weapons, NO OTHER methods maybe employed under any circumstances whatsoever. Training is available from the School. For information on WFS Training see the WFS Page

18(C) Note that when using latex or rubber bladed weapons the School has its own strict usage policy, please consult with the Head. Regulations covering the use of bows with latexed arrows, and crossbows using latexed bolts are contained in "Appendix C: SHŌGUN".

18(D) It is forbidden to carry or use any kind of melee weapon, padded or otherwise, unless you have the express permission of, and are qualified by, the Head of the School so to do, and then only in the appropriate manner and activity. With regard to melee weapons used in WFS combat, such as steel or wooden swords, daggers, bucklers, bows and latexed arrows, you must note that NO member unless qualified by the School so to do, may touch or handle said weapons, without the supervision of a WFS qualified person. Qualified members may only use weapons and techniques for which they are licensed by the School.

18(E) WFS melee combat with arms and armour may ONLY take place under conditions of good light. When out of doors, this means between sunrise and sunset, thus there must be NO competitive night fighting with such weapons.

18(F) Where permitted, when engaged in night fighting it is strongly recommended that players make use of appropriate light sources for moving about in the dark. Personal combat while carrying candles or burning torches etc. is not permitted, such items must be carried by non-combatents.

18(G) During live role playing scenarios a designated non-player-character (NPC) must remain to give assistance to any player(s) who are fulfilling a role within a scenario, where in they are required to be placed in a position from which they cannot extricate themselves unaided. This NPC can take no other role while fulfilling this duty.

18(H) When during combat you are operating in urban environments, and it is desired to make an escape via a window or door, take care to remember what floor you are actually on, and to inspect your landing zone before taking action, to guarantee that it is free of obstacles including other players. Fortunately to date no one has made this mistake; please don't be the first!

18(I) During any activity ensure that you give clear "Obstacle Warnings" to ANY other participants in dangerous circumstances, and do NOT deliberately cause other players to enter unsafe terrain or situations.

18(J) You are not permitted to grapple with, bind, gag, blindfold or tether other players for real. Substitute techniques are to be used, thus ensuring that NO genuine trials of strength ensues and that in the event of an emergency the victim is in full control of their own situation. See Sections 25 and 27: Section 25 The "Nominal Rock" And Unarmed Combat Systems, and Section 27 Prisoners, Binding, Escapology And Torture.

18(K) In events where projectile weapons are in use do NOT discharge them at targets outside of your fighting area, including into a separate Combat Zone.

18(L) When in a designated Safe Zone do NOT load or discharge projectile weapons, or engage in competitive melee combat with steel, wood or latexed weapons.

18(M) No theatrical blood maybe used as special effects in games, as this may induce alarm and an unwarranted medical emergency alert.

18(N) No other kinds of mock dressings may be used other than the approved "10cm or 15cm wide x 4.5m long (stretched) crepe bandages", available through the School or from good chemists. These dressings are elastic in nature and will therefore when properly applied, not restrict the blood supply of the mock casualty, while providing an adequate visual marker and reminder of their current wound status. For legitimate deployment these dressings must not be cut down in length. In CONTACT the wider 15cm dressing form part of a "medics" specialist equipment, being issued to them by the School, thus non-medics are not allowed to make use of this size of bandage.

18(O) Booby traps such as true trip wires or pits or other constructions that may in the opinion of the School, pose a risk to participants, members of the general public, domestic animals or wildlife, may NOT be used under any circumstances whatsoever. Please consult with the School for details of approved designs of "trap".

18(P) Garments made of Denim, such as jeans, are NOT permitted to be worn during outdoor events, as when wet they pose a risk of hypothermia, due to their extremely slow drying rate.

18(Q) Regulations concerned with the provision of meals by members for members at role playing events are covered in "Appendix G: Catering".

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19 Sharp Knives and Tools

19(A) Utility knives, pen knives and other types of sharp tools, must be securely packed away out of sight when not in use during actual games, and never used as a nominal weapon.

19(B) During historical meals or public displays ONLY, sharp knives and daggers etc. may be carried openly, but they must be securely packed away or set aside before taking part in any combat activities.

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20 Use of Pyrotechnics and Blank Firing Devices

20(A) Permission for the use of either pyrotechnic or blank firing devices or guns, must be sought from and granted by the School, before any such devices are brought onto a site. When permitted, these items must be treated with the up most care and respect, since they can potentially cause serious injuries and pose a possible fire risk. See also Section 11 "Storage And Transportation Of Weapons And Pyrotechnics".

20(B) Only approved pyrotechnic or blank firing devices maybe used, no unauthorised, or improvised devices are permitted. Therefore all devices, with the exception of standard commercially available blank ammunition and weapons, will be provided by or through the School at base cost.

20(C) Field Deployment

20(C)(i) Do not use these devices in the presence of the general public, domestic animals or when wildlife is TOO close, or in environments where such use would be hazardous.

20(C)(ii) Operating instructions for the use of specific pyrotechnic devices generally available to players, will be given to all who wish to use them.

20(C)(iii) When carrying pyrotechnic devices during play, you must in no circumstances whatsoever, carry them in the pockets of your clothing. Personal weapons, such as blank firing guns must be carried in holsters or some other kind of container, while smoke or BB "fragmentation grenades" must be carried in propper pouches or ammunition tins. Non-standard devices must be carried in the field as per normal storage, see Section 11. Thus in the event of an emergency these items can be easily shed. See also Section 11 "Storage And Transportation Of Weapons And Pyrotechnics".

20(C)(iv) All higher than standard power devices such as "maroon charge" mines, where permitted, must be deployed THREE metres plus above the ground/player area, so as to ensure that under NO circumstances, when the device is actually fired, that any person is liable to be close to face height with the blast and ejection route. Thus placement just below second storey window sills and eaves, or hanging from trees is acceptable, while ground deployment is forbidden, subject to the precise nature of the device itself, or if the placement is in a controlled area, to which players do not have access. Consult the School's Head for clarification.

20(D) Remotely Fired Pyrotechnics

20(D)(i) All remotely fired pyrotechnic devices, MUST be "COMMAND" fired, and provided with an "arming safety switch" in the circuit. Thus they MUST have an actual person to DECIDE when to fire the device, while depressing the arming switch to provide additional safety. Firing of devices by any other means, even if an operator is present to arm it, is not permitted. The act of firing MUST be a positive action by someone who can SEE the device and the fall out area, thus taking responsibility for the consequences.

20(D)(ii) Where infra-red or radio signals are used to fire devices the signals themselves MUST be digitally encoded to prevent spurious emissions from accidentally activating the device.

20(E) Once a pyrotechnic device such as a smoke grenade has been correctly activated, you should under NO circumstances whatsoever try either to disarm it, pick it up, kick it away or otherwise move it, or cover it in any way; move yourself not the device, unless it poses a risk of fire or injury.

20(F) Malfunctions

20(F)(i) In the event of a malfunction of a standard pyrotechnic device, such as a smoke or BB grenade, or blank ammunition, it should be left alone, marked and dealt with after conclusion of the scenario by an officer of the School.

20(F)(ii) In the case of non-standard pyrotechnic devices, such as maroon charged mines, flares etc., players should be kept clear while the attending Special Effects Officer or the head of the School, is summoned to deal with the device immediately. Never deliberately abandon unfired/misfired pyrotechnic devices of this type.

20(G) All such devices must be accounted for by being discharged, or made safe and cleared from the site prior to departure from an event.

20(H) Rules For Combat With Blank Firing Weapons (Firearms)

20(H)(i) With blank firing firearms, at anything greater than melee "combat distance" (3m/10'), it is imposible to determine who has shot whom. Therefore players being shot at, even if they are shooting back themselves, must IMMEDIATELY take cover and NOT charge the enemy or openly flee the area, unless otherwise directed by a referee. This is vital to avoid disputes between players. NB: if "ordered" to stay in cover by a referee you must remain there until advised that you may once again move. This is to ensure your safety, when such "long ranged" engagements are intended to "fix" the position of players as part of a scenario involving significant quantities of non-standard pyrotechnics. This is because the location of ALL personnel must remain fixed and or known to the organisers, thus enabling pyrotechnic encounters to be planned and safely executed.

20(H)(ii) Blank firing weapons should only be discharged at targets within "combat distance" (3m/10feet) who are clearly visible and vunrable. Wounds are only taken by those who have failed to take cover prior to the shot. Mutual simultainious hits are legitimate. For simplicity all hits are taken in the upper body, unless circumstances clearly allow for an alternative target to be called by the successful shooter. The wound effect is determined by the rules of the game being played.

20(H)(iii) Note that scenarios will be designed to avoid mass combat with this class of weapon, as it is rarely satisfactory for the players involved.

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21 Signals

21(A) "GAME ON" and "GAME OVER" Signals*

21(A)(i) In events where either set times are not used to start or finish a game, or it is desired to end the scenario early, then either the cries "Game On", "Game Over" or a single LONG whistle or air horn blast is used. Where possible this "blast" should be interjected with the appropriate cry, to aid in clarity.

21(A)(ii) If signals are transmitted by radio, those with receivers must ensure that those without them are aware of the state of play.

21(B) "STOP COMBAT" And "FIGHT ON" Signals*

21(B)(i) The following pair of signals can insert a pause in the general combat, but does not finish the actual game. It is used for example when there is a potential safety issue that requires assessment.

21(B)(ii) When the shout "STOP COMBAT" is given, ALL those that hear it, must obey by ceasing to fight and propagate the signal. Players must hold their ground and take no other action and await the "FIGHT ON" signal.

21(B)(iii) The "FIGHT ON" signal is given to indicate the re-commencement of play by either the Head of the School, or their representative, or the person who first gave the STOP COMBAT signal.

*Only once the "Game On"/"Fight On" signal has been given or the start time has been passed, can weapons be drawn or made live and employed for combat. At games end ALL participants should then make their weapons safe and return to the assembly point or as briefed.

21(C) Summoning Aid

21(C)(i) In the event of an injury or a pyrotechnic misfire aid can be summoned by calling "FIRST AID" or "PYROTECHNIC MISFIRE" as required and/or blowing SIX short blasts upon your whistle, followed by a one minute pause and then repeated, until aid arrives.

21(C)(ii) If you hear this whistle signal, reply with THREE short blasts, in between the summoner's sets of six. The too and fro of signals will help you to find one another.

21(C)(iii) Verbal signals should be propagated with instructions as to the location of the emergency. Do not simply repeat the basic cry, as this will cause confusion and delay.

21(D) The Fire Alarm Signal: in the event of a fire, all players must raise and spread the alarm by using the "GAME OVER" signal of a single long whistle blast, periodically repeated, so as to end the game. These whistle blasts should be interjected with cries of "FIRE" and then the appropriate fire drill should be performed, see Section 22 "Emergency Procedures".

21(E) Restrictions On The Use Of Certain Terms

21(E)(i) During play the calls "GAME ON", "GAME OVER", "STOP COMBAT", "FIGHT ON", "FIRST AID"*, "PYROTECHNIC MISFIRE"*, "FIRE"*, "BACK ATTACK"**, "BREAK"* and "GIVE SPACE"** must never be used out side of their specified uses.

21(E)(ii) For use in a game context the alternative terms "hold", "surgeon" , "medic" and "shoot" should be substituted as appropriate.

* Note that the cries "FIRE" and "PYROTECHNIC MISFIRE" are strictly for genuine emergency use only.

** Note that the shouts "Back Attack", "BREAK" and "Give Space" have specific meanings within the Wayland Fight System, consequently they must not be used outside of their dedicated purposes, or be used by unqualified players to avoid confusion.

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22 Emergency Procedures

22(A) Individual Problems

22(A)(i) If you experience a personal problem during combat which requires immediate attention, and this would potentially put you or anyone else at serious risk, then either call "STOP COMBAT", "BREAK"* or leave the field, attend to the issue and only after sorting the problem out, either give the "FIGHT ON" signal, or return to the action.

*For use by WFS trained personnel only during WFS melee

22(A)(ii) Incidents such as equipment failures or losses that do not constitute a safety problem, which merely limit one's ability to play must be dealt with "in-character" as part of the scenario and used as excuse to go out-of-character.

22(B) Accidents

22(B)(i) in the event of a serious physical injury to a participant a First Aider at the event should be summoned immediately. To help them find you, put on your high visibility vest, and if in darkness, switch on your torch as a locater beacon. See also Section 21 "Signals".

22(B)(ii) the First Aider(s) should be allowed to administer aid as they deem necessary, without interference from unqualified bystanders.

22(B)(iii) please obey any instructions given by the First Aider, such as a request for physical help or the summoning of an ambulance, or the instruction to clear the area etc.

22(B)(iv) if you are not involved in dealing with the medical emergency, please move away a short distance, as an audience will cause the casualty distress, and may distract the First Aider from their duties. However do NOT leave the area unless directed so to do by the First Aider, so that you can provide assistance if required. KEEP QUIET!

22(C) Fire

22(C)(i) In the event of a serious fire indoors, the fire alarm MUST be activated. When in the field, the "FIRE" signal should be given, see Section 21 "Signals".

22(C)(ii) You should put on your high visibility vest, and if in darkness, your torch should be switched on to act as a beacon and to aid in your escape.

22(C)(iii) All players must make their way by the quickest route possible and in an orderly and unhurried fashion, to the event's Emergency Assembly Point, for a roll call against the Event Register or a head count, while the fire services are summoned. Do not stop to collect your belongings.

22(C)(iv) You should note that certain venues have their own procedures in the event of a fire, please ensure that you acquaint yourself with these regulations. They are normally posted on signs within the buildings being used. If in doubt consult the Head of the School.

22(D) Missing Players

22(D)(i) If not everyone returns to the "assembly point" or "Safe Zone" then the "Game Over" signal should be repeated, and if after that there are still missing players then, after checks of any other Safe Zones have been conducted, a search of the playing area should be undertaken, until ALL players are accounted for, subject to the limitations of safety.

22(D)(ii) Searchers must use their high visibility vests and torches as appropriate. And if circumstances require it return to the emergency Assembly Point after a specified fixed time, to prevent further problems.

22(E) Resolution Of Emergencies

22(E)(i) Even if the whistle blows, alarms or cries have stopped, the emergency may not in fact be over, you should continue on to the Assembly Point

22(E)(ii) The event should ONLY continue after the Head of the School has been satisfied that the problem has in fact been dealt with.

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23 The Accident Book

23(A) The Fight School maintains an Accident Book, in to which a record of any accident which either:

23(A)(i) requires actual medical/first aid attention, or

23(A)(ii) is considered sufficiently of concern to warrant an entry, even if no medical/first aid attention was in fact required.

23(B) If you are involved with an accident that warrants entry in the School's Accident Book, then please ensure that an entry is made, giving full details of the circumstances, the results and a reference to any policy changes arising there from, if known.

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24 "Unconsciousness, Death & Casualty Evacuation"

24(A) When you are "killed" (or dying) or playing "dead" or "unconscious", so as to avoid an accident, and to prevent ruining other player's enjoyment of an event by forcing them to make incorrect tactical decisions based upon false intelligence, follow these procedures:

24(A)(i) If your location makes it unsafe for you to drop where you are, e.g. the middle of a running battle, on a busy track, in a puddle or mid-stream, or stuck across an awkward and precarious obstacle; then you may stagger a few metres to a nearby obvious "safe" spot so as to ensure your safety, such as the base of a tree or a highly visible piece of open ground. These locations tend to attract the dead and create clearly avoidable piles, which is very realistic too! However, do NOT exploit this safety ruling to secure in game "medical assistance" or protective cover. Go down where you can be seen and avoided.

24(A)(ii) When staggering about as a prelude to going down you should make this clear to onlookers by screaming and appropriate role play, so as to avoid further unwished-for attention from your enemies, while at the same time getting the attention of your friends. Note that it is customary to check that the cry of the fallen is in fact only make believe and NOT the product of a genuine emergency.

24(A)(iii) When "down", look the part, do not talk, wander about, eat or drink, or smoke.

24(A)(iv) You may groan when you are unconscious or dying, so as to attract in game medical aid. When dead, you are also allowed to groan, but ONLY to alert other players to your presence for reasons of safety so as to avoid being trodden on. This groan can be rationalised for in-character purposes as "gas!". In this latter case your volume of speech should be no more than is required, unnecessary shouting can be construed as cheating in support of your allies.

24(A)(v) When "down", remember that at ALL times you should keep your eyes OPEN so that you are aware of what is going on around you.

24(A)(vi) During night fighting or when in darkness, use a low level light source as a beacon to visually mark your position to help others to avoid tredding on you and hopefully attract friendly aid. Your emergency use only torch should not if possible be used in this role. Red LED cycling lights, strobe beacons/audio-visual rape alarms, chemical light or a partially shielded torch will adequately perform the task. Note: do not illuminate the general area or other players. Durring CONTACT games, red flashing lights are recommended as their blinking easily attracts the eye, while their red tint neither destroys night vision, nor can it be confused with the white flash from the muzzle of a Tracer Unit as used on weapons as muzzle signitures, see Appendix D.

24(A)(vii) It is recommended that you keep any weapons or equipment either on top of, or close to, your body, to minimise risk of damage, from other players moving around you.

24(A)(viii) When dead, dying or unconscious, you MUST remain in the playing area and act out the role until the Game Over signal is given, or you pass the time set for the end of the scenario. The ONLY exception to this is when leaving the field for reasons of safety or by prior arrangement with an organiser.

24(A)(ix) if you are still unconscious or dying at game's/scenario's end, your character is to all intents and purposes "dead", unless the scenario writer dictates otherwise.

24(A)(x) In all games actual "death" occurs five (5) minutes after the initial killing blow. You can only be killed out right by someone standing over you and deliberately taking your life, see The Nominal Rock And Unarmed Combat System..

24(B) If during play your enemy verbally declares themselves DEAD by repeatedly crying "I'm dead" you MUST STOP your attacks upon them. While on the other hand if you declare yourself as "dead", your decision is final. Note that this does not mean "you are dying", it means what it says you are "dead!".

24(C) The enemy may try to deceive you by playing "possum", attempting to make you believe that they are either dead or unconscious, when in fact they are very much alive and awake (wounded or not). If some one tries this on you, do NOT attempt to nominally kill or knock them out when they burst into life, as this would risk grappling (prohibited by these General Regulations). Instead, withdraw and resort to conventional weapons. Likewise if you yourself are playing possum, only attack your enemy with conventional weapons, for the same reason, unless of course, you have the opportunity to execute a legitimate stealth attack using the "Nominal Rock System".

24(D) Casualty Evacuation: When it becomes necessary to move the dead or wounded, although no doubt it would be far more realistic to carry or stretcher them away, it would prove hazardous for all concerned. Therefore when a character is dead or unconscious, or has lost the use of one or both legs, they will need the full assistance of another person in order to be moved. The rescuer should take an arm and hold it around their neck. The casualty should not drag their feet, or put their entire weight upon the shoulder of their rescuer, and they MUST NOT run, just stagger, and try to make it look good. If you are being evacuated by hostile forces when unconscious or dead, do NOT resist their efforts.

24(E) In events where players who are out of the game for good, and those who are still involved have to mix together in Safe Zones, the dead should not spoil the other players enjoyment by discussing events, wait till the debriefing. When there is no alternative role for you in such circumstances, read a book, watch a video, play chess or "Go", or help the organisers or cooks in performing their tasks as appropriate. Wherever possible all players will be given briefings concerning actions upon death prior to play.

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25 The "Nominal Rock" and Unarmed Combat Systems

25(A) The following systems are intended for use during the School's two role playing events, SHŌGUN and CONTACT, and provides a substitute for genuine competitive grappling with the target when trying to subdue them. The intention being to avoid an accident, especially when at night or and where players are heavily equipped with arms and armour.

25(B) The "Nominal Rock" System

25(B)(i) This is a surprise attack that is for reasons of safety verbally announced used upon a target who is NOT engaged in any kind of vigorous activity, such as bound prisoners or sentries, without resorting to actual combat. To perform this attack you must first have a genuinely suitable and obvious weapon in your hand, capable of "really" doing the deed. For example a rock, bottle, a piece of furniture or a weapon, such as a sword, knife or bayonet* or a gun. Where the scenario writer has given you the skill of JUJUTSU (unarmed combat), you can perform this drill with a flat open hand, in the so-called "KARATE-chop" position. The attack is performed thus:

25(B)(i)(a) If your target is a sentry, you must close to within arms reach of them without them becoming aware of you.

25(B)(i)(b) Now you must raise your "weapon/hand" above your head, as though you were about to genuinely strike a blow. This is vital as it gives any on-lookers a chance to react to your proposed action.

25(B)(i)(c) Now GENTLY pat your other hand TWICE against the top of the arm (the so-called "patch point") of your victim and whisper "Nominal Rock", while lowering the weapon hand. At this point the engagement moves from a competitive fight to a co-operative role-playing one. You now deliver a mock blow to your victim, ensuring that it lands softly, so as it to make it look correct to any on-looker. This phrase is sufficiently unique as not to be confused with any other. NB: If however your attack is in anyway interrupted by either your victim or a third party, before you place your hand upon their upper arm, then you must resort to either normal weapons use, or unarmed combat; see below.

25(B)(i)(d) The victim must NOT cry out, they should then QUIETLY slump to the floor. This is normally done with the assistance of the attacker.

25(B)(i)(e) Once down, they are deemed as unconscious, unless you are using a bladed weapon to instantly "kill" them. In which case as you lower your victim, you must whisper to them "dead, dead, dead", otherwise your victim will automatically assume that they are merely unconscious.

25(B)(i)(f) If armed with only a "blunt instrument" or a bare hand in the case of JUJITSU users, and you wish to kill your now unconscious victim, you must again state "dead, dead, dead", while going through the motions of beating them to death with at least three vigorous and convincing nominal blows. Note if you are stopped before delivering the final blow, you have failed to kill them.

*Steel swords, knives or daggers may only be used by WFS qualified personnel. The weapons themselves must satisfy WFS requirements, and be correctly employed in accordance with WFS practise.

Note that for CONTACT modern style training combat knives or bayonets made either entirely of rubber or with plastic hilts and a rubber blade are used in this role. For example the santoprene knives made by "COLD STEEL". During CONTACT games, knife/bayonet melee is NOT permitted wherein one of the combatants is armed with an airsoft weapon, with the following exception: An approved bayonet or knife, maybe used to deliver a truly surprise attack, where there is no possibility of a competitive engagement occuring. For example when a "casualty" hides a bayonet, with the intent of striking an examiner as they lean over them.

IMPORTANT: For CONTACT an all new system of knife/bayonet melee is currently in preparation, to permit competitive contests of skill with approved rubber bladed weapons. Users will require training and to become qualified before being allowed to use such techniques. Unqualified players will continue to be permitted to carry and use such knives/bayonets, but ONLY for role-playing applications, not involving competitive combat, such as for example, for use in the "Nominal Rock" system, or for the "cutting" of bindings of POWs, and the killing of wounded.

Also the following game mechanic "25(C Unarmed Combat" is due to be replace by June 2008, with an all new competitive unarmed combat system, which will be a trial of skill, accuracy, agility and NOT strength. It is designed to be used in colaboration with both the WFS for SHŌGUN and the new rubber knife/bayonet fight system for use in CONTACT. Like that system, this new unarmed fighting method will require that the users receive training and become qualified before being allowed to deploy these techniques. Upon introduction the following methodology will be deleted.

25(C) Unarmed Combat

25(C)(i) This ONLY occurs when their is a potencial one, two or three on one fight, and all parties are unarmed* and agree to fight. If the "one" chooses to run or not to fight, then normal weapons play must be employed if available. Unarmed combat is simply resolved by playing the child's game "scissors, paper, stone", combined with a little role play so that when viewed or heard by a third party it is obvious to them that unarmed combat is taking place. The fight is conducted thus:

25(C)(i)(a) To signify that you are prepared to fight, take up a suitable combat stance, with one hand in front and the other out of sight of the enemy behind your back.

25(C)(i)(b) This back hand should then be put in one of the three positions described below. To show that you are ready, count off 1, 2, 3. On three shout and everyone must swap their hands over, thus revealing their choices. The position of the hand denotes the score.

25(C)(i)(c) If you win you can nominate the target of your choice as wounded, the consequences of which are then acted out by your victim(s). If you draw, repeat from your new position. Note that as an alternative you can if you win, call a "block", thus neutralising one of the other attackers blows, causing no wounds, and a reset in the fight, thus gaining time.

25(C)(ii) This combat method is normally very quick indeed, especially when its three on to one! In these circumstances it is often a foregone conclusion that the group will win, however sometimes people in the heat of action are not as well co-ordinated in their choices as they could be. Likewise if the group do win, the successful attacker(s) must select the right target. This is fine, if you do not care if you kill your oopponent, but it can be awkward if you do this, when what you really wanted was to take a live prisoner.

25(C)(iii) The hand positions are:

25(C)(iv) The scoring is traditionally described thus:

25(D) Note that unconsciousness lasts until roused by another player. Death is permenant. Subject, of course to any special briefings by the scenario writers.

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26 Props And Looting

26(A) When required in live role playing activities, designated items will be provided as props for the purposes of the scenario. Unlike personal property, these items ARE lootable. Such items will be marked with the School's stylised crossed swords logo. This may be in the form of a small laminated tag or the item may have the logo painted or drawn upon its surface, in any case you will probably need to look for it.

26(B) When you are a looter, you must ensure that care is taken to cause no harm to your victim's person or property. Simply place a hand upon your victims BODY and ask them if they have any "lootables". And when it is your turn to be searched, answer truthfully and give up any such items, either passing them over yourself or by directing the looter to where it is located. If on the other hand you are willing to undergo a real search as a possible delaying tactic, answer "serch me". If your victim opts to be searched, do this with care, ensuring that the location of any items removed from pockets or pouches is know to the victim to avoid loss.

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27 Prisoners, Binding, Escapology, Torture and Excutions.

27(A) Taking And Searching Prisoners

27(A)(i) If during play someone surrenders to you and you take them prisoner, use the rules for Looting, see above.

27(A)(ii) Do not disarm your prisoners for real, as you would thus become responsible for their property (unless permission is granted by them). Instead mark any weapons or other equipment that you can find and would otherwise wish to remove or break with the approved marker for the specific activity. The default marker is a short length of white surgical fabric tape propperly wrapped about the weapon. The time taken to do this represents the delay required to perform the task. You should carry a supply of this "Broken Weapon Marker" tape for this role. Click here for an image of an example.

27(A)(iii) Prisoners are permitted to employ any hidden weapon(s) etc., that have not been found (hurray!), or a "Nominal Rock" or unarmed combat technique if they remain unsecured and get a legitimate opportunity.

27(B) Securing Your Prisoners

27(B)(i) ALL knots used to secure the various bindings described below, MUST NOT be too tight for reasons of safety; your victim will provide you with guidance concerning this. However they must be genuinely secure.

27(B)(ii) The ropes/cords used for these bindings are to be of either 6.35mm (1/4") rope or thicker for SHŌGUN, and/or "para-cord" for CONTACT, in the lengths specified below.

27(B)(iii) Binding The Hands: to prevent an enemy prisoner from using their hands, a TWO metre (78.8") length of rope/para-cord is used to make the bonds to "nominally" bind the hands of the prisoner. This is done by first tying a single knot at one end of the rope to act as a gripping point for your victim to hold on to. The other end of the rope is wrapped and tied around ONE of their wrists, the knotted end is then placed in their opposite hand. This ensures that in an emergency they are able to easily separate their hands. Simply placing the bound hand on top of the unbound one creates the appropriate illusion. Note shorter lengths representing cable ties in CONTACT are NOT to be used, as the time taken to propperly tie these bonds represents the hassle factor in securing a reluctant prisoner.

27(B)(iv) Binding The Legs: to prevent a prisoner from walking, the same materials as specified for securing the hands is used to "nominally" bind the legs of the prisoner. This is done by tying the rope around one leg, making sure that there are NO loose ends to impede movement in an emergency. The victim simply crosses the bound leg over the other at the ankle to complete the illusion.

27(B)(v) Tethering: to prevent a prisoner from crawling or running off, a length of stout rope or para-cord, may be used to "nominally" tether the victim to an object or another person (guard or prisoner). This is done by using a separate piece of rope of any length, which is held at the end by the victim. The other end is then held by a guard or another prisoner, or propperly tied to an object, so that the prisoners must employ a "real" method to release it. A tether may NOT be used to create the wrist or leg binding as well, as there is a risk of the binding becoming tight and placing the prisoner at risk, keep it separate. When tethered to another person you may not pull the line free from their grip to effect your escape.

27(B)(vi) Gagging Prisoners: you can silence your prisoners by "nominally" gagging them, with a loosely tied rag across the mouth (or over the mask in CONTACT), leaving space for easy air flow. As a prisoner you can only make as much noise as you can while keeping your mouth shut, to similate the effect of the gag.

27(B)(vii) Blind Folding Prisoners: it is NOT permitted to actually blindfold, place a hood over the head of a player, or demand that they close their eyes at anytime for reasons of safety. However, you can use a "gag" instead to nominally blindfold them. The player is then honour bound (excuse the pun) to not exploit anything that they may see. A difficult one to role play in practise. Note if you wish your prisoner to be gagged as well, a second gag must be used for this role.

27(C) Escapology

27(C)(i) Unless you have been briefed by the scenario writer to the contrary you can NOT free yourself from the above bonds. However a fellow prisoner can try to undo your bonds with one of their bound hands, or even their teeth if they really want to!

27(C)(ii) If you have been granted the skill of "Escapology", then at any time you can slip your wrist bonds and tether, thus allowing you to remove your foot bindings and gag(s), if applicable.

27(C)(iii) Hidden daggers/bayonets can be employed to nominally "cut" the bonds of fellow prisoners, if your guards have been that lax.

27(C)(iv) Note the bindings must be fully removed before moving off for both fairness and safeties sake.

27(D) Inescapable Bonds

27(D)(i) To prevent your prisoner from possibly employing "escapology", you may use either a SIX metre (19.7 foot) or longer length of para-cord/stout rope, to "nominally" bind the arms to the body. This is used in addition to binding the wrists. It is done by simply looping the material around the body ONLY and tying the ends together, do NOT wrap it around the arms as well.

27(D)(ii) As an alternative to ropes or para-cord, you may use a set of theatrical "thumb or wrist cuffs" or historical "manacles" in this role. These must be so modified that they will not actually lock, thus not impeding escape, as the wearer themselves has to hold the restraints in position. Note that historical manacles must have a lining to prevent chaffing.

27(D)(iii) Under NO circumstances can the victim "free themselves" in game terms from these kinds of bonds, unless otherwise directed by the scenario designer.

27(E) Torturing and Executing Prisoners

27(E)(i) Obviously no real coercion may be employed during questioning when role playing. When violence is required use the following procedures:

27(E)(i)(a) To "wound" a prisoner during questioning (which may render the victim unconscious or dead) you must use the Nominal Rock system, or role play the use of the appropriate instruments of torture.

27(E)(i)(b) Assuming the victim survives and is concious, for each "wound" delivered use the "Scissors, Paper, Stone" system described in the section on unarmed combat above to determine how well the victim resists, as follows:

27(E)(i)(c) If the victor is the torturer, then the prisoner MUST answer their question absolutely truthfully to the best of their ability.

27(E)(i)(d) Repeat as required.

27(F) Executions: To execute a prisoner or wounded enemy you can either:

27(F)(i) Move to within easy arms reach of your victim and perform the "Nominal Rock" drill specified above, or use the afore mentioned instruments of torture to do the deed, or

27(F)(i) Use the rules for the employment of blank firing weapons, or

27(F)(iii) When in a combat zone ONLY, you can attempt to shoot the prisoner by actually using the missile weapons appropriate to the game being played, such as a bow or a airsoft gun, as there is a chance that you may miss. You may not simply verbally declare your victim wounded, unconcious or dead. If you are the target and you are NOT prepared to take the shot, then you MUST declare yourself as DEAD. Otherwise the attacker will shoot you down, limb by limb, and then your body target(s) to achieve a regulation outright "kill".*

NB: these procedures are essential in CONTACT as the wearing of masks in the field make long range verbal killing/wounding very dificult.


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End of General Regulations