These Safety Guidelines exist to protect Players, Marshals, and Admins while maintaining fair and enjoyable gameplay. Wargrounds is a combat sport LARP; physical contact occurs, but safety always takes priority over winning, immersion, or intensity.
All rulings are contextual and subject to Admin and Marshal discretion.
Core Rules
Wargrounds uses a card-based enforcement system:
Yellow Card (can be given by an Admin or Marshal)
Results in immediate death (player drops to 0 HP and begins death count).
Used to address unsafe, reckless, or prohibited behaviour.
Red Card (can only be given by an Admin, Marshals must seek guidance from an Admin if a Red Card is needed)
Removal from the current game phase.
Issued for serious safety breaches or escalation.
Escalation
Three Yellow Cards = Red Card
Second Red Card = Removal from all play for the remainder of the day
Admins may skip steps in cases of severe misconduct.
All calls are made at Admin or Marshal discretion, based on situation and available information. Breaches of the Safety Rules must be noted (in the case of Yellow Cards), or an Incident Report Form must be filled out.
Admin and Marshal decisions are made in good faith, prioritising immediate safety and the wellbeing of all participants. Players are expected to comply with all rulings at the time they are given. Disputes or concerns may be raised after the game phase through the appropriate reporting channels, not during active play.
Situations are contextual, including intent, repetition, severity, and player response.
Players should refer to the Code of Conduct - Gameplay Behaviour section for reporting processes.
Players are encouraged to raise concerns early before escalation occurs.
Headshots
Any strike to the head or neck. Accidental strikes to these zones are still considered Headshots.
Players are expected to actively manage their own body positioning, stance, and movement to reduce the risk of headshots. Repeated unsafe positioning (such as crouching, sudden lunges, or leaning forward into strikes - see 3.4 Low Squatting and Lunging) may result in penalties even if the strike itself was unintentional.
Penalty: Immediate Yellow Card.
Groin Shots
Accidental contact may occur; repeated incidents are not acceptable.
While accidental groin contact may occur, players should take reasonable steps to avoid targeting low central areas and to adjust their strikes if repeated near-misses are occurring. Players are encouraged to consider appropriate protective equipment if concerned.
Penalty: Yellow Card for repeated offences.
Hands on Chest / Illegal Blocking
If a player places a hand on their chest without a shield, buckler, or weapon, that hand becomes a valid strike zone.
Repeated use to avoid damage is unsafe.
Penalty: Yellow Card for repeated offences (subject to Admin discretion).
Hits should be felt clearly, but should not injure.
The standard is: “Strike so they feel it now, and not tomorrow.”
This is a combat sport, where players will wear varying degrees of armour / protective costuming; some variation in force is expected.
Armour does not justify excessive force. While heavier armour may require clearer strikes to register, players must still control power, follow-through, and targeting. Repeatedly striking harder than necessary after being advised is considered unsafe behaviour.
Players should first verbally advise the striking player if they feel they have been struck too hard, in a productive and non-aggressive manner.
Ongoing or escalating force should be raised with an Admin.
Penalty: Yellow Card for repeated offences.
No physical contact is permitted between players, outside of the use of certain Touch based spells. Please see the Class rules in the Wargrounds Rule Book for further information.
Players must go around, not through, others. A general rule is a short sword’s distance apart, however the varying size of weapons and costuming means discretion is required.
Incidental contact may occur in dynamic play; however, deliberate use of momentum, shoulder contact, or crowding to gain advantage is not permitted. Players must always maintain spatial awareness, particularly in dense engagements or near objectives.
Do not deliberately place yourself in a position that causes collisions.
Reckless movement creating unavoidable contact is unsafe.
Penalty: Yellow Card.
Squatting or lunging low significantly increases the risk of headshots.
This includes prolonged crouching, sudden drops in height during exchanges, or lunging forward beneath an opponent’s weapon line. Players adopting these stances assume increased risk and may be penalised even if the resulting strike was accidental.
This is considered reckless behaviour.
Penalty: Yellow Card for repeated offences.
Shields may not be used to strike, shove, or bash opponents.
Penalty: Yellow Card.
Hands may only contact:
Objectives
Your own weapon
Another player only when casting a legal touch spell (open hand, shoulder contact only). Touch spells must be delivered with an open hand, minimal pressure, and clear verbalisation. Grabbing, gripping, pushing, or restraining another player is not permitted under any circumstances.
Grabbing weapons, limbs, or bodies is unsafe.
Penalty: Yellow Card for repeated offences.
Aggressive or Purposeful Touching
Any aggressive, intimidating, or unnecessary physical contact.
Penalty: Immediate Red Card
May involve removal from the venue or police contact.
Shield Hooking:
Using a weapon to briefly move a shield aside is allowed if controlled and safe.
Weapon-on-Weapon Tangles:
Weapon entanglement should be brief and incidental. Players must immediately disengage if resistance is felt. Any attempt to lever, twist, or force an opponent’s weapon or shield beyond light redirection is considered unsafe.
If weapons become tangled and cannot be safely disengaged, call STOP STOP (see 8. STOP STOP and DOWN DOWN for details).
Pinning Weapons to a Player’s Body:
Always unsafe.
Forcing Dis-entanglement in a manner that risks harm to a player or to their weaponry/costuming:
Penalty: Yellow Card. SeriousÂ
Minimum Range:
No shots within 1 metre.
Aiming Rule:
Aim lower than the shoulders of the shortest player in your effective range.
Archers are responsible for continuously reassessing their firing angle as players move. Shots taken into clustered engagements require additional caution. If a safe shot is not available, do not fire.
Close-Range Hits:
Yellow Card for repeated offences.
For the purposes of rulings regarding defending against ranged attacks, a block is defined as placing a shield in a static position to intercept a projectile. A parry is defined as a deliberate swinging or striking motion intended to deflect a projectile. Parrying is not permitted for any ranged weapon.
Final Rule:
No parrying of ranged weapons of any kind.
Allowed:
Shield blocking arrows, bands, or thrown weapons if done safely.
Not Allowed:
Weapon parrying of:
Arrows
Bands
Thrown weapons
Spell balls
Additional Notes:
Spell balls pass through shields and weapons.
Parrying an arrow results in an immediate Yellow Card.
Other ranged parrying offences result in Yellow Card for repeated offences.Â
When dead, players must:
Place a hand on their head and/or
Hold their weapon upside down
The preference is to do both if possible, as this will clearly signal to other players your current status. Death signals must be maintained consistently while moving to respawn. Failure to clearly indicate death may result in confusion, accidental strikes, or disruption to gameplay and may be penalised if repeated.
Purpose:
Clearly differentiates death from rituals or calls.
Communication While Dead:
No verbal communication except:
Declaring death to an enemy
Raising safety concerns with Admins or Marshals
Non-game related information including, but not limited to, words of encouragement, non-Admin/Marshal safety related calls, etc.
Gaming death signals to affect gameplay:
Penalty: Yellow Card for repeated offences.
Walk to respawn; do not run.
Players should take the most direct safe path to respawn. Deliberately repositioning to gain tactical advantage, obstruct opponents, or relay information while dead is not permitted.
You may bypass terrain effects.
Do not walk through active engagements.
If killed in a high-contact area, move to the side for safety. Avoid moving to an area that would significantly impact gameplay i.e. intentionally behind ally lines unless already there, or far into terrain where you are no longer in reach.
Current Rule:
If a Mage needs to cast a touch spell, and the player has moved to provide safety, then the Mage is required to adjust. “Play where it lies”.
Enclosed footwear is mandatory for all on-field participants.
All players, Marshals, and Admins entering the field of play must wear fully enclosed shoes.
Footwear must:
Fully cover the toes and heel
Be securely fastened (laces, straps, or equivalent)
Be suitable for uneven ground and sudden directional movement
Not permitted:
Sandals
Open-toed shoes
Ballet flats
Slip-on footwear without heel support
Any footwear deemed unsafe by Admins or Marshals
Footwear inspections may occur at sign-in or at any time during the event.
Players wearing unsafe footwear will be required to change footwear or will be excluded from play until compliant.
Penalty:
Failure to comply after instruction may result in removal from the field until rectified.
Accidental injuries may occur, however all steps must be taken to try to avoid these instances occurring.
When an injury occurs, an admin will call STOP STOP and potentially DOWN DOWN (see 9. STOP STOP and DOWN DOWN for details) based on severity. Players must remain calm, comply with instructions, and prioritise care and assessment over continuation of play.
Penalty:
Yellow Card minimum
Red Card possible depending on severity, recklessness, intent or response.
If someone feels unsafe:
Look after yourself first.
Move away from the situation if possible.
Contact an Admin or First Aid immediately if:
Someone is hurt
Someone is distressed
Behaviour escalates
If a player becomes defensive, aggressive, or dismissive:
Disengage and seek Admin support.
Please see the Wargrounds Code of Conduct for more information on how to seek help.
Admins reserve the right to approve or deny any weapon. While the below list may be used as a general guide, all weapons are batch and / or hand made, so variation in build quality may occur. Approval at one event does not guarantee approval at future events. Weapons may be rechecked or removed from play at any time due to wear, damage, or safety concerns identified by Admins or Marshals.
General Guidance (Not Exhaustive):
Epic Armoury: Generally acceptable; flails not allowed
Fake steel: Generally unacceptable; Minor exceptions for short swords
Calimacil: Generally acceptable; though may receive additional scrutiny
Nemesis Atelier: Generally acceptable
Dreki Megin: Generally acceptable
Battle Legends: Not-allowed
All other brands: Case-by-case approval upon inspection
Non-standard or homemade weapons:
Admin discretion applies.
Documentation may be required.
Weapon approvals occur throughout the year, the admin team will advise when inspections are occurring on a game day. You must supply the weapon you wish to use, in order for it to be approved for on-field use.
Condition and safety may change with use.
Damaged weapons or compromised stab-safe tips will be removed from play.
STOP STOP or DOWN DOWN may be called for (not exhaustive):
Injuries
Broken or unsafe weapons
Weapon entanglement that cannot be safely resolved
Player distress or panic
Unsafe terrain conditions
Admin direction
All players must comply immediately. Failure to comply immediately with STOP STOP or DOWN DOWN calls, or continuing play after such a call, is considered a serious safety breach and may result in immediate penalties.
Please see the Wargrounds Core Rules for details on the STOP STOP and DOWN DOWN calls.
Safety overrides rules, immersion, and objectives.
If something feels unsafe, it probably is. Play safe, fairly, and listen to all Admin calls to allow Wargrounds to continue to grow, and foster a positive experience.