Rules of Play
The current ruleset for Haven Larp Events.
All players are encourage to be as familiar as possible with the rules to ensure a safe and fun night!
The aim of this document is to outline in greater detail safe combat, equipment, costume, gameplay and roleplay for 18 years and over. These rules are expected to be followed when attending a Haven LARP Australia event.
These rules are updated regularly and players will be informed of major changes.
Last update: Detailed Ruleset Version 1.6 (20/08/25)
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Combat
It is important to ensure that combat is conducted safely. As such all equipment must be inspected and approved by marshals before being allowed on field.
1.1 Striking should be somewhere between firm enough for someone to feel, and not hard enough to injure a person. Bruising is expected, but not encouraged. Some people, in heavier armour for example, may need a firmer strike then someone not in armour. A safe strike is a 90 degree swing measured at the elbow, or a thrust with the dominant hand starting at the torso(demonstrated in basic training). Safe strikes must also be applied to strike zones on a target's body, avoiding the head and groyne areas.
1.2 Overly vigorous combat may break weapons and this is not recommended. Stabbing only with stab safe weapons is also important primarily for the safety of players, and secondly for the lifespan of weapons.
1.3 Striking surfaces that the weapons are not intended to strike(for example trees, posts and other structures) is highly discouraged with an individual's personal weapons and prohibited with hire weapons. Such behaviour with hired weapons may result in a warning or ban where appropriate(this falls under respect in the code of conduct).
1.4 Shields are not to be used to bash, push or otherwise apply force to another individual. This goes for an individual's own equipment and hired equipment. Using a shield in such a way is an unsafe practice and can cause a shield to break.
1.5 Grabbing and restraining someone on field is generally an unsafe practice(exceptions outlined in the section titled Roleplay).
1.6 Large/two-handed weapons will need to be handled with more care, and so will shorter weapons such as daggers.
1.7 Throwing weapons may be used, however they must comply with the following specifications.
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Must be coreless.
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An individual must not throw a throwing weapon closer than one metre.
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Cannot be used as melee weapon
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Must be smaller than 20cm
1.8 A players base hit points start at three without armour. The hit point maximum is 10 unless otherwise specified by your class.
1.9 Some players, for various reasons, may choose to play as a non-combatant for a night. A non-combatant player will wear a coloured sash chosen to show they are non-combatant. They cannot fight other players, and can be killed by being within 1 metre of them, getting their attention and announcing that they are slain. They can take objectives and be a medic if they are a part of a guild and have training to be a medic. They will need to be assessed at the sign in desk as a precaution, as long as you are approved then you will be allowed on field.
1.10 Safe striking zones Include:
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Hands and feet
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Limbs
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Torso
Safe striking zones do not include:
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Head
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Groin and other sensitive areas
Note: Archery, flails, combat capes and wooden shaft pikes are not permitted at this time.
Costumes and Armour
Costumes and armour refers to the kit players wear on field. This could be a full suit of armour, to noble's garb, or a drifter's light travelling clothes. It is important that costumes are comfortable and safe to wear.
2.1 Armour and Costume pieces must be approved by Marshals prior to going on field and commencing play. If attire is not safe or appropriate it will need to be changed or fixed prior to gameplay.
2.2 Equipment Should be securely fixed to the wearer and not able to fall off. This could cause a trip hazard or hit someone after it flies off. Any parts that hang off a player may not be longer than 30cm.
2.3 Appropriate footwear must be worn. Appropriate footwear needs to be comfortable to run in and not damaging to the grounds. Stilts will not be allowed on the field. Boots or running shoes are recommended.
2.4 Eyewear, such as masks or eye patches, may be worn as long as the players can see clearly. Glasses may be worn at the participants discretion, However Haven Larp is not responsible for them.
2.5 Any sharp edges or points on a costume will need to be amended. This is so no foam weapons get damaged and no people get cut or scraped.
2.6 Haven Larp does not have a strict kit requirement, however players are encouraged to “look the part” they are playing. No consequences will be given for not having a costume, some basic gear may be available to hire from Haven Larp.
2.7 Armour may affect hit point totals on field, this will be calculated before going on field during equipment checks. Different types of armour will give you different amounts of hit points per zone, Light armour(e.g.Leather, Gambesons) is 0.5hp, Heavy armour(e.g. Steel plate, Scale mail) is 1hp.
The armour zones are as follows:
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Helm
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Upper arms/shoulder
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Lower arms
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Hands, not fingers
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Upper chest
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Lower chest
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Upper back
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Lower back
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Upper leg
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Lower leg
Armour on these zones will add together when hit points are calculated. If you are unsure which category of armour you have, check with the Head Marshal at equipment checks.
2.8 Prosthetics can be worn and are worth 0.5 hit points(to a max of 3 total HP). They are required to be attached and secured appropriately. For example a prosthetic would be ears, heavy make up or horns. Light makeup and eye contacts won’t give a bonus to hit points.
Weapons and Equipment
It is important to maintain equipment so it is safe to use.
3.1 Weapons and shields must be safe to use and will be inspected before gameplay. They will be checked for broken tips, core, paint or handles. Weapons must have enough foam around the core to be safe. Some weapons on the market have a different foam that is too firm for safe play, and as such will not be permitted to use.
3.2 The length of your weapon might change how you can use your weapon. Weapons come in different shapes and sizes and as such can have different applications. Weapons that are small enough can be dual wielded, but some weapons are so big they should be grasped with both hands. See below for appropriate weapon holds determined by length of weapon
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Swords, Axes, Maces, Hammers: 40cm-160cm
Spears, Staffs, polearms,: up to 260cm
Shields: must be safe to hold and strike(some shields may need two hands)
3.3 Weapons will be required to have enough latex foam padding around the core. Weapons may be disqualified for being too heavy or firm. Any major damage may disqualify weapons from use.
3.4 Weapons and equipment are expected to be well maintained, not only for the safety of players but also the longevity of equipment.
3.5 Some weapons, at marshal discretion, may be permitted on field for roleplay purposes. This means they will not be used for standard play, but may be used to execute another character or to signify an achievement or rank.
3.6 Shields that are taller than 120 cm tall and 70 cm wide should be carried with two hands.
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3.7 Bows and Arrows are allowed on field in a limited capacity, high wind will result in no archery due to safety.
3.8 Specific Archery basic training needs to occur before being allowed on field with a bow. Bows can’t be aimed at high angles and must be half-drawn at 3-5m away from the target. No arrows are to be shot closer than 3m.
3.9 Strings, bows and arrows are the responsibility of their owners, Arrows should be uniquely tagged/colour coded so they are identifiable as yours.
3.10 Bows have a maximum of 25 pounds and are exclusively two handed
3.11 Arrows must have shielding to prevent shaft piercing foam arrow head and must be stored in a quiver whilst on field, Arrows should be uniquely tagged/colour coded so they are identifiable as yours
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Roleplaying
Roleplaying is an important aspect of LARPing, and as such we encourage players to get involved. You can roleplay with other players and non-player characters. Players develop characters and take part in a story,
4.1 Some classes may have their own rules for roleplaying(please refer to the ‘Classes’ section). All classes require training to be done, this training is considered a roleplay element of the game.
4.2 We ask that players still be respectful in their roleplay towards npc’s and other players. It should not be offensive or malicious in nature.
4.3 Any negotiating or alliance making should be done on field and role played. Players may talk to players off field about deals to be made but won’t be official unless acted out on field.
4.4 All roleplaying is expected to stay within the bounds of the world. We do not want players role playing with information from outside the game.
4.5 Characters only know what they know and not what the player knows. Any information obtained outside of the game is expected to stay outside of the game and not influence character decisions.
Guilds
Haven LARP uses a class system. There are three classes, Tank, Medic and Leader. They each have their own role to play in game scenarios. To have a class a player must be part of a guild, each guild will be able to have an amount of players with classes in relation to how many guild members they have.
5.1 To start a guild a group of players will need at least 5 consistent players including a guild leader. Guild colours are needed in order to distinguish players. A goal for the Guild to strive towards is also required(this is for roleplay purposes).
5.2 A player does not have to be part of a guild, however they cannot have a class. Players are free to be guildless and roam without being a part of one.
5.3 Guild Colours, once selected, should be worn when on field if your guild is running at that event. A flag must reflect the colours of the guild and a logo if the guild would like one.
5.4 A guild has slots for the amount of classes their members can have. For example:
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If there are 5 players, 3 class slots
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If there are 6 players, 3 class slots
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If there are 7 players, 4 class slots
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If there are 8 players, 4 class slots, etc.
If unsure, ask the Head Marshal. The guild leader is not counted in the class slots., but is counted for number of members.
5.5 Guilds can be registered on rp nights, and players can join guilds on any night.
Classes
Classes can be assigned to players who are guild members. The amount of classes in a guild will vary based on the number of members in the guild. It is up to the guild member to decide which classes they pick for their members.
6.1 Each class a few different rules:
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Tank
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5 base Hit points
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Tanks are not allowed to capture or pick up objectives
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Tanks don’t have a hit point maximum
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Must wear tank emblem
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Medic
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Can heal other players for 3 hit points per use
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They carry a medic bag which contains bandages
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They can heal as many times as they have bandages(bandages to be worn until death)
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Bandages can be reused(restock upon death)
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Must wear class emblem(medic bag can be your emblem)
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Can heal a downed player
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Healing is interruptible, and one player can be healed by one medic at a time
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Leader
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Leaders have a hit point maximum of 12
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Commands their guild
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Guild leaders will need a 2nd/3rd In Command, in the case of the guild leader's absence
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Inspire skill:
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A leader can inspire guild members, starting at 3 players and as many as class slots per game, allies only
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A character who is inspired gains 2 extra hit points(can be above maximum) until death
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The leader must attache an inspire token to the target, bright orange arm band
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Inspire cannot bring someone back a downed player
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Is not transferable between characters during game
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Archer
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Bows are two handed. You may carry a sheathed sword or have a wrist mounted buckler, but bows must be operated without another weapon in hand. Arrows may be held in hands while using a bow. Arrows to be loosed one at time.
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Arrows need to be stored in quivers while they are on field. Not pockets or tucked into shirts.
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Can’t use weapons over 100cm.
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6.2 For the roleplay element players must complete training on role play nights. Once trained a character does not need to be retrained. If there is a major rule change regarding classes, all players will be notified and change accordingly.
6.3 Players running without a class are considered footmen. They don't have a class however they do gain a bonus 1 hit point. Furthermore when a player gains a class they lose this bonus 1 hit point. They do not require an emblem.
6.4 Class emblems should be worn if players are to gain the benefits of the classes. A class emblem can be attached to a belt, approximately 15 cm by 20 cm and the appropriate class emblem arranged on it. It is important for it to be visible at all times for both marshals and players.
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Other General Rules
This section covers general gameplay rules. Rules that are relevant in most gameplay scenarios unless otherwise specified.
7.1 Players will head to a designated zone when they “Die”, this is the death zone. After 1 minute players respawn and may rejoin the game. This is the standard rule. However, at a marshals discretion, this can be changed for different game modes
7.2 Damage that players deal is always calculated as 1 dmg per hit. This is the standard rule.
7.3 Players must stay within the bounds of the play area. The area will be marked out and pointed out to players before the game begins.
7.4 Some games may have modifiers on the field. For example:
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Half movement speed
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Blindness/darkness
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Steep ground
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Poor/unstable ground
These modifiers will be explained on any night they are present and must be adhered to.
7.5 Some objects on the field may be considered permanent or too heavy to move. Players will be told which objects they are before the game begins.
7.6 Role playing nights will happen regularly and are an opportunity for players to engage in character interactions, bonus puzzles, class training and more.
7.7 Games will typically run for 20 minutes each. There will be a 10 min break between each game for water and to set up the next game.
7.8 If a player needs to go out of combat in order to talk to a marshal or leave the field, raise an open hand. Once raised you can talk to a marshal or leave the field safely. It is an offence to attack someone ‘out of game’, it is also an offence to abuse the ‘out of game’ state. An example of abusing the ‘out of game’ state would be using it to avoid combat encounters or obstacles, and spending more time ‘out of game’ than in game. While out of game a player cannot interact with any players or objectives.
7.9 Haven LARP does use an honour system(a system where players hold themselves accountable in things such as counting health, fighting others safely, following area conditions, abilities, etc.) and as such respect is required on field. Failure to respect other players on field may result in a player being asked to sit out. Further action may be taken if the problem persists.
7.10 When a player reaches 0 hit points they are downed and may take a knee or head directly off field. If they wish to take a knee they can wait for a medic to revive them, and may wait no longer than 30 seconds. If they go down in the middle of a melee situation a player should remove themselves from the combat zone and find the nearest place outside of the melee to take a knee. When a player leaves the field, they must raise an open hand or raise their weapon above their head to indicate they are out of game and walk directly to the designated death zone. As long as one player is a medic two players may carry the downed away, this interrupts the 30 second countdown.
7.11 While on the knee, a player may execute the downed player. Once executed, the executed player goes directly to the death zone.
7.12 Marshals will be monitoring players as best they can. They may not see everything so feel free to come talk to them about any unsafe play. Players are required to respect marshals even when you disagree.
7.13 There will be a field marked out on most game nights. This is the play area boundary and players are required to stay within it. If a player leaves this area while in game the player must go directly to death.
7.14 When a player returns to play after being in the death zone, the character does not remember 1 min of game time leading to their death. This is roleplay amnesia.
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Penalties
Penalties may be applied if players are not following the rules. These vary from minor things like not counting hit points correctly to major infringements like grappling in combat (outside agreed upon Roleplay events). Marshals are on field to make sure players are following rules as best as they can, and have the right to send players off field if needed. If we all play within the rules we can all have fun.
8.1 If a player commits a minor infringement they will be given a warning, and then a second warning if they continue to commit minor infringements. A third infringement will result in being issued a time out of 5 minutes. If a player continues to commit minor infringements through the night a more severe penalty will be enacted.
8.2 If a player commits a major infringement they will be sent off field to death for the relevant time. If they commit another major infringement they will be sent off the field for the rest of the game. If major infringements continue the player may be asked to leave Haven Larp for the night.
8.3 Examples of a minor infringement:
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Player refuses to take relevant damage
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Player ignores an obstacle
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Player striking too hard
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Player accidentally hits another players head
Examples of major infringements:
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Players actions intentionally put another players safety at high risk
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Player grabs another player outside of an accepted roleplay event