OldTown Festival

RULES OF THE GAME

INTRO

Every year, more and more participants come to our game – both experienced LARPers and newcomers. We want to provide everyone with realistic game-play, therefore we present three levels of rules (each next one is complementary to the previous one). Each player is expected to know the FIVE GOLDEN RULES and the CORE MECHANICS.

General rules of conduct during the LARP.

The games main mechanics

Mechanics for players who want to produce chemicals, build a workshop, become doctors, storyline, or perform another speciality during the LARP.

Guidelines for weapons, shields etc.

Main changes in the game rules (last version from 21.06.2021).

The mechanics of OldTown LARP is a set of rules defining the way we play the game. You’ll find the basic terms we use in the game, rules of behavior in specific situations, information on how we simulate combator use specific Skills, as well as many other information that will allow you to fully enjoy the game. The mechanics has been divided into three parts:

  • CORE – the main part that every player must know, as it contains rules about safety and situations that may frequently occur during the LARP
  • ADVANCED – contains rules and descriptions that expand on individual mechanics (e.g. rules for accredited drivers or detailing how the chemicals work), concerning personalisation of characters (e.g. a list of Skills) and situations less frequent in the LARP (e.g. mutations). It is recommended to read the sections that relate to the areas of expertise of the character (e.g. the player who wants to play a doctor should read about dressing wounds and performing medical procedures).
  • ACCREDITATION RULES – detailed information regarding the admission to the game of costumes, weapons, vehicles, etc. (including crafting guidelines).

FIVE GOLDEN RULES

1. One does not simply win a LARP - PLAY IT FOR THE PLOT!

  • Play to tell the most interesting story using your character – to others and yourself!
  • It’s fun to have a lot of caps, but it’s better to have shivers while participating in an interesting, moving scene.
  • The LARP continues without interruption – you take on your role for nearly 100 hours. You rest in the areas designated for it (and in your own tent).
  • A LARP is a game of imagination. It is a theater in which the players are simultaneously actors and spectators. Its aim is not to “win the game”, but to play out interesting scenes and to trigger adventures. The main thing is to let yourself be carried away by the events.

2. It’s just a game – PUT SAFETY FIRST!

  • Actual safety is more important than even the best role-playing scenes. We all want to go home healthy after the LARP.
  • Always think about your safety and the safety of others.
  • If something happens that concerns you, contact the organisers and we will respond immediately. For help, you can go to the InfoPoint, ask the Game Masters or members of the event staff. You can also call one of the emergency numbers.
  • If you see someone failing to behave in a fair manner, report the matter to the Organisers. Do not discuss it during the game.

3. Don`t be a dick – RESPECT YOURSELF AND OTHERS

  • In every situation, remember that the other players and NPCs are people who, just like you, came here because they are into the post-apocalypse.
  • Respect others and don’t be an asshole.
  • Don’t kill other players’ characters without a clear plot reason. Killing other characters out of boredom or lack of an idea for an interesting action is just being an asshole.

4. IN-GAME IS NOT OFF-GAME

  • Your character is not you. No one seriously wants to insult, cheat or hurt you.
  • If you need a break from the game go to a designated area. In the in-game area do not spoil others’ fun by talking about off-game topics.
  • Some areas in OldTown are marked OFFGAME (backstage area, sanitary and gastro area, car parks, and technical roads) – there is no game going on here.
  • Offgame communication is also possible in emergencies (e.g. medical assistance) and places designated for this purpose.

5. You can interrupt the game any time - “BASTA”.

  • If the actions of other players (player) towards you are “too hard” and cause you to lose your sense of comfort, you can say “BASTA”, which immediately stops the game.
  • BASTA allows you to leave the scene altogether or to have a quick chat about the reason why you are uncomfortable with the situation.
  • You can find out more about using “BASTA” in the Mechanic.
  • Please report serious violations of the Rules to the Organisers.

PATCH NOTES

Last version: 21.06.2021

Changes until April 3rd 2021
  1. Division of mechanics into CORE and ADVANCED.
  2. CORE mechanics have been rewritten to better describe the mechanisms of the LARP.
  3. Removal of Armour penetration by two-handed weapons.
  4. Shields were made similar to Armour (currently they’re described together).
  5. The weakspots mechanism has been added, it will be added to some types of Armours (mainly full armour).
  6. More aspects of combat have been left to the player’s discretion (mainly in notes concerning Blows).
  7. The possibility of running away during combat has been defined.
  8. Rules for the usage of “special” weapons have been simplified. (e.g. claws of Mutant-NPCs) – a hit always results in a wound, but can be blocked with a Shield.
  9. Added a note about ignoring Shots by Mutant-NPCs in the Wastelands (they cannot be injured by ASG replicas).
  10. Removed destruction of Safe Weapons (melee, not ASG) (they become indestructible).
  11. The effect of being hit by a thrown projectile weapon has been clarified (the character receives a Blow).
  12. Fixed the wording of the point about returning to the game after receiving a Critical Wound.
  13. The mechanical signalling of Stun, Stealth etc. with a gesture (placing a hand on the shoulder or back) has been simplified.
  14. The ratio of forces required to apply a Wpierdol increased from 2:1 to 3:1 and a restriction that the attacked party is 2 people max was added.
  15. It has been clarified that the slave collar is a plot item (it will have to be specially marked, probably with an RFID chip).
  16. Modified the point about driving a vehicle that is plot-damaged or when the designated driver is plot-incapable.
Changes until June 16th 2021
  1. Edited the clauses regarding the arbitrary nature of Strikes to better reflect the vision of the game.
  2. Discarded the escape clause, leaving the consequences up to the players (it is advisable to act out being wounded if you are hit in battle).
  3. Added ( example) circumstances of recognising a character’s death instead of receiving a Critical Wound.
  4. Clarified the effect of being hit by a thrown projectile weapon (character receives a Blow if hit in a place not covered by armour).
  5. Removed the weakspots mechanism in armour.
  6. Mechanism of fuel consumption of vehicles removed – they run for free!
  7. Minor editing of binding rules…
  8. …and many other language corrections throughout the whole mechanic.

CORE MECHANICS

Chapter I – General Rules

1. The Basics

    • It is acceptable to bend or ignore the rules of the Mechanics if the people involved in the situation agree to do so, because good larp fun is more important to us than the Mechanics. Bending or ignoring the rules of the Mechanics without the consent of the person involved in the situation will be treated as failure to follow the Mechanics.
    • The organisers’ instructions (e.g. on plot items or special signed cards) are more important than the rules of game Mechanics.
    • The organisers reserve the right to change the Mechanics during the game.
    • Non-compliance with the Mechanics may have consequences imposed by the organisers (including character death).
    • The field game continues without interruption – from the announcement of the beginning to the announcement of the end of the game.
    • The player is obliged to have the following items (without them he will not be allowed to play):
      • a post-apocalyptic outfit,
      • eye protection equipment (glasses, goggles) with a minimum durability of 2J – mesh equipment is not allowed,
      • a yellow reflective vest.
  • The organisers provide players with:
      • ammunition for ASG replicas (plastic pellets of 6 mm diameter), in the same weight 0.25 g, in special colours and of a good brand,
      • special currency used during the game,
      • additional instructions or plot items
  • A full military uniform or clean everyday clothes do not qualify as a post-apocalyptic outfit. The reality of our game is based loosely on the Fallout and Mad Max series and created as part of the Polish Postapocalyptic Universe, which is characterised by a focus on spectacularity and diversity.
  • Every player who camps on the game site should have a sleeping place in the post-apocalyptic aesthetic. Failure to meet this requirement may result in the designation of a new campsite by the appropriate organiser.
  • Pyrotechnics (including blank guns) is reserved for use only by the event organisers and persons designated and authorised by the organisers. The use of any pyrotechnics by players (including grenades, mines and traps) is prohibited and may result in removal from the event area.
  • It is forbidden to use laser indicators and night/thermal night vision devices.
  • Failure to include the character’s Skills, special abilities, features, etc. in the character form (available on the website), may result in stripping the character of them on site.
  • It is forbidden to destroy elements of the set design prepared by the organisers and other players (as well as any acts of vandalism), and any unintentional damage should be immediately reported to the organisers. 
  • A player who has individual authorisations / abilities / powers resulting from Skills, Mechanics or individual arrangements with the organisers is obliged to carry the appropriate instructions issued by the organisers at all times and present them at the request of other players. Players must follow the rules of the instructions.
  • There are Mechanics Arbiters present in the game. The Arbiter has the right to settle disputes, make decisions concerning Mechanics and impose penalties for violations. The Arbiter’s decision is final at the time of settling the dispute. If the player does not agree with it, they can turn to the organisers, but only after the game plot scene is finished. The Arbiter has the appropriate markings on their ID and a special reflective vest. 
  • Any participant, volunteer, organiser, etc. has the right to ask to see a player ID in order to clearly identify the person.

2. Role-playing

  • Each player is required to play a character of their own design and to adapt to all in-game situations they will find themselves in. 
  • While role-playing their character the player shouldn’t transfer the emotions from the game to their private life, nor the emotions from their private life to the game. 
  • It is forbidden to use in-game information obtained outside the game or while in “ghost mode”.
  • If at any time during the game a player spoils another player’s fun with conversations or behaviour that should be kept off-game, the disturbed player may use the phrase “What did you say about my mother?” to indicate the inappropriateness of their behaviour. If this doesn’t help, such a person can be challenged to a duel in the arena, or the organiser can be summoned to deal with such a player.

3. BASTA

  • It is forbidden to use psychological and physical violence against other players beyond the limits described in the game Mechanics.
  • BASTA is a safe word for stopping the game. After one of the players has spoken this word, all participants of the given in-game situation are obliged to stop the game immediately. 
  • The word BASTA can be used either in a life or health threatening situation, or if the situation on the LARP makes us feel uncomfortable or if the rules of the Mechanics are broken.
  • If both parties agree, a partial waiver of the rule on the prohibition of physical and psychological violence is allowed (i.e. for the purposes of fighting, struggle, interrogation, torture, etc.) while keeping the appropriate security measures. The uttering of the safe word: “BASTA” by either party withdraws prior consent – the physical and mental interference must be stopped immediately.
  • It is strictly forbidden to take any action against the other player that prevents them from saying the word “BASTA”. (e.g. gagging).
  • If there is a threat to life and/or health or if an accident / injury / serious illness occurs, the game must be stopped immediately. Players in the vicinity must provide assistance to the injured party and notify the organisers of the accident. Both injured and assisting players should (if the situation allows it) wear reflective vests (enter ghost mode).

4. Ghost Mode

  • In case of a threat to the life or health of a player (not the character), or after receiving special permission from the organiser, you can suspend your participation in the game by wearing a reflective vest. You will then enter ghost mode.
  • Entering ghost mode means a long-term exclusion from the field game.
  • A person in ghost mode should, as much as possible, move around the game area in such a way as not to disturb the game for other players.
  • Abusing the ghost mode can be treated as a failure to comply with the Mechanics and carry all the related consequences.

5.  Game Area (IN-/OFF-GAME, IN-/OFF-ASG zones)

  • The game area consists of the town, the areas surrounding it (the so-called Wasteland) and the outdoor facilities built on them.
  • For the purposes of the field game, it is assumed that the entire town is surrounded by an impassable city wall and a minefield. This means that you can only enter the town through the town gate. Entry of a character into the town in any other way is equivalent to the death of the character without the possibility of an independent decision about the Critical Wound.
  • The game area is divided into zones:
    • IN-GAME – where the game takes place
    • OFF-GAME – in which the game is suspended (e.g. catering and sanitary areas)as well as the IN-ASG and OFF-ASG zones, both placed inside the IN-GAME zone where the use of ASG weapons is (respectively) permitted and prohibited.
    • It is forbidden to move around the game area, outside the OFF-GAME zones, with food and drink that is not in a post-apocalyptic, stylised container.
  • In the town, which is an OFF-ASG zone, there is a permanent and overriding ban on the use of the ASG replica – it is allowed to use only safe weapons and Nerf weapons. Breaking this ban for any reason will be severely punished.
  • Going out of the city gates the player enters the IN-ASG zone, where they can use ASG replicas. Before entering the IN-ASG zone the player is obliged to put on their eye protection.
  • It is forbidden to shoot towards the OFF-ASG and OFF-GAME zones.
  • While role-playing in the Wasteland, especially during shootings, one should watch out for people not taking part in the game. Before firing a shot or placing a Blow, each player is obliged to check whether they are dealing with another player or with an unauthorised person!
  • There are a lot of damaged and dangerous buildings and places in the game area. The organisers will never leave plot items or organise attractions in a place too dangerous for players. Please take special care and use common sense when exploring the Wasteland.

6. The IGOR System

  • The organisers use their own computer system IGOR to manage the game. All players have access to IGOR computer terminals provided through a system of publicly accessible city terminals.
  • The IGOR system contains information about the players’ characters, plot items and professions, as well as a complete register of vehicles.

7. Drones

  • In some areas of the game (e.g. the town of OldTown) there is a drone system that makes it impossible for a player to place an in-game Blow onto a character. Whenever a player intends to inflict a Blow, e.g. with a safe weapon, the drones fire and that player falls to the ground wounded, and the action they wanted to take is considered null and void. In such a situation it is advisable to use the word BASTA to quickly clarify the incident between players.
  • The drone system can be switched off or on by the organisers at any time of day and night.
  • The activity of the drones system is indicated by a constant light signal (light will be on or off in the centre of the town) and a flag of the appropriate colour (green = drones active, red = drones inactive).
  • Switching the drones off or on is announced by a sound signal and a change of the signalling (light and hanging flag).
  • During the drones activity some forms of violence can still be used (e.g. stunning, Wpierdol). For more information see the description of individual mechanics.
  • Moreover, in the Plato Passage there is a drone independent from the city system (controlled by players), which operates only in the Passage (also as a preventive).

Chapter II – Combat and Weapons

1. Combat, including hits and re-enactment, the basics

  • A Shot is a hit on any unarmoured spot with a projectile fired from an ASG replica or an arrow fired from a bow. The character that has been shot is wounded.
  • A series or simultaneous multiple Shots (e.g. a shotgun with three barrels) is counted as one Shot.
  • If a Shot lands on a spot covered with an armour, after the player returns to the town (crosses the town gate) or to their own camp (if it is outside the town) the armour is destroyed and needs to be repaired. 
  • A Shot received must be clearly enacted, in a way that other players can understand (e.g. staggering, clutching the affected body part).
  • Mutant-NPCs in the Wastelands ignore Shots (they cannot be wounded by ASG replicas).
  • A Blow is a clear and decisive (not forceful) hit delivered by a safe weapon. 
  • A Blow received must be clearly enacted, in a way that other players can understand (e.g. staggering, clutching the affected body part).
  • The Player has the right not to acknowledge a Blow, if the hit did not appear to be sufficiently effective (i.e. one that should injure the Character). Examples of this would be a weapon just snagging on the outfit, a flesh wound, a weapon slipping on armour, or just tapping (quick, light strikes using just the wrist, etc.).
  • The player also has the right not to acknowledge the receiving of a Blow if they have been hit in the armour.
  • If a player is hit by surprise (e.g. from behind), they should acknowledge the Blow because of the opponent’s advantage.
  • A character is wounded no later than after three received Blows, but of course can acknowledge a wound earlier.
  • If on the next hit you can’t remember which Blow it is, it means you should already be injured.
  • A character hit by “special” weapons, like the claws of Mutant-NPCs, is indisputably wounded.
  • During combat it is forbidden to make jabs, i.e. stabs with “just the tip” of the weapon.
  • Targeting the head and groin should also be avoided for safety reasons.
  • A character hit in combat, who falls to the ground and does not get up, is excluded from combat (they themselves cannot attack and it is forbidden to hit them). If it lasts for a longer moment the character is considered to be wounded.

2. Wounds

  • The character who received a Shot or a Blow is wounded.
  • A Wound received must be clearly enacted depending on the place that was hit, the wounded character falls to the ground during combat. They can crawl but they cannot fight.
  • After a fight, if the wound allows it, the character does not have to crawl, instead they can get up. However, they must clearly signal being wounded by their gait.
  • The injured character must have the wound dressed. After 15 minutes, an unattended character receives a Critical Wound
  • The character with a dressed wound has one hour to reach a doctor or they will receive a Critical Wound.
  • Dressing can be performed by a character with the Medic Skill or any character using the appropriate plot items (e.g. First Aid Kit).
  • A new Shot or Blow to an injured character (even if dressing is applied) results in a Critical Wound.

3. Critical Wounds and Death

  • There is no other way for a character to die during the LARP than due to the organiser’s or player’s own decision. The character who was killed (received a final, lethal hit), bled out to death, was wounded in an assassination, has pulled out a fate card in the hospital announcing their death or has been destined to die in any other way congruent with the game’s mechanics, receives a Critical Wound instead (with the exception of the aforementioned mine field).
  • In the event of the organizer’s decision, the following will be taken into account, among others the circumstances of receiving a critical wound. For example, if a LARP action/scene has been set up and played in an interesting way around the attempt to kill a character (especially with more witnesses), the character can be put to death in order to keep the story consistent.
  • The critically wounded character is obliged to stay where they are for 5 minutes (or until the end of the LARP scene in which their character is needed) and play out their critical wound. After this time the player can enter ghost mode and go to the hospital. If the plot allows, the character should be transported to the hospital by their companions.
  • The player whose character was critically wounded has the right to decide whether they wish to continue playing or let their character die in designated hospitals (see the attachment).
  • The player whose character was critically wounded cannot recall all of the morbid details of the situation as a result of which they got injured (so as not to add up fuel to the fire, and to avoid the eye for an eye revenge downward spiral). 
  • The player who decided to let their character die returns to the game as a new character after a respawn time decided individually by the game plot organiser.

4. Safe Melee Weapons

  • The term “safe weapons” should be understood as “melee weapon replicas allowed for in-game use” such as swords, knives, machetes etc.; Every safe weapon allowed in game must be appropriately marked during the registration as per its properties (e.g. length). 
  • Safe weapons are indestructible (cannot be destroyed for example due to sabotage). 
  • If any replica of a melee weapon becomes physically damaged (rupture of the soft layer, broken core, etc.), the weapon stops functioning. It is strictly forbidden to use any weapon that has been damaged, under the threat of being removed from the event area. Any repairs of melee weapon replicas must be reported to and approved by the organisers.
  • Only weapons in three lengths (including the handle) will be allowed:
      • up to 50 cm – a short weapon (the only weapon usable for Assasination),
      • up to 120 cm – a one-handed weapon, can be used together with a shield,
      • up to 200 cm – a two-handed weapon, requiring two hands to fight with.
  • One should avoid attacking the opponent’s head or the crotch with melee weapon replicas.

5. ASG Replicas and Bows

    • The term “ASG replicas” shall be understood as replicas of firearms made in ASG technology approved for the game by the organizers. Each ASG weapon approved for the game will be marked during accreditation. The markings will vary depending on the power of the replicas.
    • The ASG replica markings indicate whether it is allowed for full use (including the buildings and moving cars) or its use has to be limited to the open spaces only.
    • You can start the game with a single ASG replica. Additional pieces can only be purchased during the game in the in-game “Gun Shop” (see: Chapter IV – Special Rules).
    • It is forbidden to use one’s own ASG replica ammunition (including the so-called “hi-caps restocking”) during the field game. The organisers will provide players with good quality pellets in one weight option (0.25g) in special colours and of a good brand.
    • ASG replicas and bows can be used solely in the IN-ASG game zones, where it is mandatory to wear eye protection (glasses / goggles). 
  • It is forbidden to shoot and aim from bows and ASG replicas in the OFF-ASG zone due to wearing eye protection not being mandatory there.
  • A player inside the IN-ASG zone not wearing any eye protection during ASG combat immediately becomes Critically Wounded and is obliged to lie down on the ground and protect their eyes (cover them with hands). After the fight is over they must put their eye protection on. Each such case must be reported to the organisers who will draw the consequences.
  • When carrying an ASG replica into the ​​OFF-ASG zone, pull out the ammo clip and make sure that the replica is unloaded.
  • Avoid shooting your opponents to their heads and crotches with ASG replicas.
  • It is prohibited to shoot the opponent from a very short distance (eg. an execution), however you should inform the target about the hit and discard the bullet (eg. by shooting safely into the air).
  • The player who receives a Shot / blow to the ASG replica must tear off the accreditation marking its functionality from it. The replica becomes damaged and can not be used until the weapon is repaired.

6. Safe Throwing Weapons

  • Safe throwing weapons are allowed for in-game use and must be properly marked by the organisers during accreditation. 
  • All of the rules on melee weapon replicas apply also to the throwing weapons.
  • It is forbidden to throw any safe weapons other than the safe throwing weapons.
  • A character hit by a thrown weapon in a place not covered by any armour receives a Blow.

7. Nerf

  • Nerf weapons have been approved for in-game use. A hit from an accredited nerf pistol is considered a Stun and regular stun rules apply. Nerf weapon projectiles ignore armour and shields.
  • Nerf type weapons will be introduced into the game solely by the organisers.
  • Only NPCs, City Guards (CAD) and players who have obtained special permissions from the organisers are allowed to use nerf type weapons.

8. Armour and shields

  • Armour is a set of stiff, impressive, relatively uniform elements of the character’s outfit (can be made of metal, wood, plastics, tires, thick rubber or other stiff materials). It has to resemble an element of a post-apocalyptic armour.
  • The armour needs to be visible for other characters. It can be only partially covered with a material, so that the armour’s presence and location can be clearly seen at the first glance.
  • Every armour admitted to the game will be appropriately marked by the organisers.
  • A “shield” means a shield replica admitted to the game by the organisers. Every shield allowed in the game will be properly marked during the accreditation. 
  • The shield cannot be used with a two-handed weapon or an ASG replica.
  • Undamaged armour/shield protects against Shot or Blow at the discretion of the player.
  • The armour/shield protects only places that are physically sheltered.
  • If the armour or shield was Shot while venturing around the Wasteland it is considered broken and requires repairs upon the player’s return to the town or their camp. 
  • Chainmail (or its elements) are allowed in the game as long as they meet the visual criteria. Please, contact the organizers in advance for consultacion.
  • All kinds of “power armours” and other exceptional armour designs are subject to individual assessment in terms of granting special benefits. Please contact us by email in advance to discuss your expectations and our requirements regarding the outfit.

9. Stunning

  • The player is stunned with one safe weapon Hit if all the following conditions are met:
      • the player cannot defend themselves or was attacked by surprise,
      • a white weapon replica safely touched the player’s head in a place not protected by armour,
      • the attacker simultaneously put their hand on the player’s shoulder and clearly informed them about the stunning.
  • The stunned character immediately faints and remains unconscious for 5 minutes (should play this out).
  • Stunning is allowed while the city drone system is active.

10. Assassination

  • Assassination occurs when all of the following conditions are met:
      • the attack took place by surprise,
      • the attacker used an assassin weapon (short weapon),
      • the attacker dealt a Blow or a series of Blows to the torso or the head of a player in a place not covered by an armour,
      • The attacker simultaneously put their hand on the player’s shoulder and clearly informed them about the Assasination.
  • A correctly performed Assasination Critically Wounds the victim.
  • If the attacked player notices the assassination attempt before they are critically wounded and reacts, the blow ceases to be fatal (Critical Wound), but still counts as a Blow.

11. Wpierdol

  • Wpierdol is a specific situation of a street fight where one party is significantly outnumbered.
  • All of the following conditions must be fulfilled to declare Wpierdol:
      • the forces’ ratio must be at least 3:1,
      • Wpierdol can be only done on maximum two people at the same time,
      • the attacked person(s) can not be armed, meaning they cannot already hold any safe weapon in their hand, 
      • one should place their hand on the shoulder of the Wpierdol recipient, and then play out Wpierdol.
  • Once Wpierdol is declared, you can’t save yourself by attempting to run away.
  • The person who has received Wpierdol may be searched and robbed according to the regular rules of search and theft.
  • The person who has received wpierdol remains awake, but can not call for help.
  • Wpierdol ends after 5 minutes, after which the character returns to the game.

12. Search

  • Searching means a real and physical body search of a player. The player conducting the search can keep all the plot items they manage to find on the other player.
  • The player can refuse to be physically searched, in which situation they are obliged to inform their captor and hand over all the plot items they are carrying at the moment.
  • If the player consents to be physically searched, merely informing the player about the search does not oblige them to hand over the plot items (telling someone “I’m searching you” does not work – you should really perform the body search).

13. Binding

  • The character can be bound. The character can choose symbolic binding and submit to the executioner or physical binding (within the safety rules) and undertake all actions they are capable of, including fighting and escaping.
  • Tied hands can be symbolized with handcuffs, rope, etc. held by the player in front of themselves with both hands. A player with bound hands can not use their hands, including untying other ties.
  • A character with tied legs can not move by themselves – binding can be symbolised by a rope tied on one of the legs of the player, etc.
  • A gagged person cannot say anything. The gag must not hinder the player’s ability to speak and breathe.

15. Slavery

  • A player can be captured and enslaved.
  • The rules of enslavement, its duration and scope are discussed and decided by the players involved.
  • Slave status has to be properly denoted by putting a collar on the slave’s neck.
  • The collar is a plot item (marketed by RFID chip) and it has to be provided by the captor.
  • The collar must be safe to wear and allow the captee to quickly remove it themselves.

Chapter III – Plot Items and Skills

1. Plot Items

  • A plot item is a prop introduced to the game by the organisers. It is an equivalent of an actual object, or an imaginary one devised especially for the game. Each plot item has specific functions and properties.
  • Plot items are (usually) appropriately marked by the organisers. ASG replicas / melee weapon replicas / bows and arrows of players are not plot items.
  • Plot items are not the private property of players, so characters can take them away (by trading or force).
  • Plot items must remain in the IN-GAME area at all times when the player is actively involved in the game.
  • Theft of items other than plot items (private belongings, elements of camps etc.) is strictly forbidden and is subject to the Criminal Code of the Republic of Poland.
  • Plot items are divided into three types: unmarked (list below), marked with green tape (examples below) and marked with an RFID chip.
  • Items without any marking:
      • Caps
      • ASG ammunition
      • Empty, new syringes
      • Powders (used in the production of chemicals)
      • Sulphuric Stones
      • Plastic artificial plants that look like ivy
      • Bandages
      • Glasten
  • Examples of objects marked with green tape:
      • Chemicals made from powders and syringes
      • Used syringes (for reuse)
      • Junk in the form of metal plates
      • Fuel containers
      • Bones
      • Blood
      • Schematics
  • Items marked with an RFID chip (blue tag attached to the item) can be identified (you can check what they are and what they are used for) in the city terminals connected to the IGOR system.
  • Every character can identify and create basic plot items (see ADVANCED Mechanics for a detailed description).
  • It is forbidden to modify (destroy, tear off, replace, etc.) the markings on plot items.
  • All chemicals are syringes (accredited by the organisers and marked with green tape) filled with layers of coloured powders and described accordingly. For a description of powder layers and how the chemicals work, see the relevant section of the ADVANCED Mechanics section.
  • Any conscious character can use a chemical (by enacting its application and then dumping out the contents and keeping the syringe) on themselves or another character (unless otherwise specified in the description of the chemical). The kept syringe should be returned to any lab or (in-game) hospital.
  • Chemicals can make a character addicted (information can be found in the description of the chemical) and the player must act the addiction out. The addicted character has 6 hours to take the next dose of the substance which they grew dependent on. If they fail to do so within the time limit, they will become wounded. If they were already injured at that time, they receive a Critical Wound. The substance the player is addicted to should be taken until the character is cured of the addiction.

2. Skills

  • Skills allow to identify and create plot items and to perform special actions (e.g. medical treatment, armour repair).
  • New characters start the game by default without any Skills.
  • Skills can be learnt during the LARP at school and from some characters.
  • The list of Skills can be found in the appropriate section of ADVANCED mechanics.

Chapter IV – Special Rules

1. Radiation and Radiation Resistance

  • There is radiation in places surrounded by black and yellow tape and identified by appropriate messages indicating the radiation level. Entering an area with level 1 radiation causes radiation sickness, and 2 hours after entering the area results in a Critical Wound, unless the disease is cured. A higher level of radiation causes an immediate Critical Wound.
  • An irradiated person (suffering from radiation sickness) receives a Critical Wound immediately upon their next entry into any radioactive area.
  • Wearing a gas mask reduces the amount of radiation absorbed by one level. Wearing a gas mask with a closed-circuit system connected to it reduces the amount of radiation absorbed by two levels. Wearing a full OP-1 anti-chemical suit or another suit of comparable parameters, including suits especially prepared by the players, reduces the amount of absorbed radiation by three levels.
  • There are appropriate measures and substances in the game that can reduce radiation by one or more levels, as well as cure radiation sickness (see Advanced Mechanics for more information).
  • Irradiated items are marked with appropriate messages and radiate at level 1 only. 
  • A character holding or carrying an unprotected irradiated item for more than 1 minute total within 1 hour is irradiated and suffers from radiation sickness

2. Poisonous Gas

  • During the game the organisers can use red smoke candles to simulate poisonous smoke.
  • Any character who finds themselves in the red smoke area is automatically wounded regardless of their armour and any other security measures.

3. Gun Shop

  • If a player would like to have more than one accredited ASG replica during the LARP, they must purchase it during the game with caps at the gun shop.
  • The gun shop does not sell physical ASG replicas, only the right for the player to introduce another ASG replica into the game.
  • After purchasing a weapon, the player receives a token which they must take to the organisers for the weapon to be marked as cleared for play.

4. NPC

  • There are “event characters” in the game (so-called NPCs), working in close cooperation with the organisers who may not be bound by certain rules of Mechanics, in particular the rules of combat and search.
  • NPCs are not marked in any distinctive way, but have a special mark on their ID.
  • If a player breaks the rules of the Mechanics or acts towards an NPC in a manner that is derogatory or endangers their life and health, the NPC may (like any player) abort the scene (using BASTA) and refuse further interaction with the player.

5. The Hole

  • The Hole is a special location in the Wastelands, offering various services.
  • The Hole has its own system of guarding turrets, independent from the city system.
  • The guard turrets in the Hole work similarly to the city drone system, i.e. they prevent a character from being inflicted with a Blow (and also shot). See the Drones section for a more detailed description.
  • The guarding turrets operate 24 hours a day and never shut down.
  • Safety glasses or goggles must be worn at all times in the Hole.

Chapter V – Vehicles

1. Vehicles

  • The organisers allow accredited as in-game, “characterised” vehicles to be driven in the IN-GAME areas during the game.
  • Such vehicles are marked with special license plates or numbers painted on the body of the car enabling the car’s identification.
  • Moving around the game area in a non-in-game vehicle without the Organisers’ permission causes immediate character death of the driver and all passengers.
  • A player wishing to become an in-game driver must hold a valid driving licence and attend a compulsory safety training course. Those who do not attend the training will not be allowed to drive in-game vehicles.
  • Only the person who was driving when the car was leaving town can drive it (was designated as the drive on departure).
  • If the designated driver is not able to drive due to in-game reasons, the vehicle can move at maximum speed of 10 km/h or that of a marching group, and it has to be pushed through the town gates.
  • While the vehicle is being pushed, the driver has to be inside the vehicle (to stop or perform evasion maneuvers when necessary).
  • The vehicles are armoured – it is not possible to shoot through unopenable windows, walls, wheels, engine etc. All openable windows have to be completely open and uncovered.
  • An in-game vehicle can be shot at, it is also allowed to shoot from a moving vehicle, but then you are limited to only using replicas allowed for indoor use (up to 350 FPS).
  • The driver cannot shoot while the vehicle is moving, they should focus entirely on driving and safety.
  • It is forbidden to attack moving vehicles with melee weapons or to attack from a moving vehicle using melee weapons.
  • It is forbidden to carry passengers in places that were not designed for it (e.g. railings, roof, car hood etc.).
  • It is forbidden to construct any road blocks. The entire game area has to be accessible for rescue vehicles at all times.
  • It is forbidden to threaten pedestrians or drivers with collision (either from the driver or pedestrian side).
  • It is forbidden to shoot vehicles that do not partake in the game.
  • A vehicle travelling at night must signal that it is in play by means of a red light, visible from a distance, mounted in a visible position (on the roof in the case of cars).
  • The vehicle may be damaged (e.g. by a random event or sabotage). For more information, see the Advanced section.

ADVANCED MECHANICS

Chapter I - Skills

1. Types of skills

  • Production of chemicals: skills in this field allow you to produce chemicals. Only accredited syringes (with a green plunger) can be used for production. The player registers the start of the production in IGOR, physically produces the chemical (puts the powders into the syringe in the right order and in the right quantity) and then, after a set time, reports to the Info Point to have the item accredited. Production time may depend on the skill level of the character and the quality of the Workshop (and other factors determined by the organisers).
  • Production of powders: skills in this area allow the production of powders. Only accredited raw materials can be used for production. The player registers the start of production in IGOR, and after a set time, returns to the Info Point to deposit the raw materials and collect the powders. Production time and the amount of powders produced may depend on the skill level of the character and the quality of the Workshop (and other factors determined by the organisers).
  • Specialist (e.g. Mechanic, Electrician, Chemist, Biologist…) a player with skills from this group can create new highly specialised plot items (using the list of recipes available to them in the IGOR system or by creating their own scheme / item with the organisers). The player registers the start of production in IGOR, and after a set amount of time, reports to the Info Point to deposit the materials used and collect the finished item.
  • Gun repair: skills in this field allow the player to repair ASG replicas. The repair time and the amount of scrap needed may depend on the skill level of the character and the quality of the Workshop (and other factors determined by the organisers). The player registers the start of the repair in the IGOR system, and then after the designated time, reports to the Info Point to deposit the materials and accredit the replica repaired.
  • Production of ammunition: this skill allows the player to produce a certain amount of ammunition from a single batch of brown powder (gunpowder) and scrap, depending on the level of the character’s skill. The player registers the start of production in IGOR, and after a set amount of time has passed, reports to the Info Point to deposit the materials and collect the finished ammunition.
  • Repair of armour and shields: skills in this area allow the player to repair armour and shields. The repair time and the amount of scrap needed may depend on the skill level of the character and the quality of the Workshop (and other factors determined by the organisers). The player registers the start of the repair in the IGOR system and then, after a set time, reports to the Info Point to deposit the materials and accredit the repaired armour or shield.
  • Medic: this skill allows the player to dress wounds, treat wounds, and perform other medical procedures. A player with this skill possesses a Registry, in which they are obliged to correctly record the patient’s data, each action performed, and especially the time of its beginning and end. The medic profession is divided into 4 levels:
    Level 1 – Paramedic
    Can bandage other wounded characters.
    Level 2 – Intern
    Can bandage wounded characters, including themselves, and perform basic treatments (draws one card when treating wounds in hospital, outside hospital draws 3 cards and chooses the worst).
    Level 3 – Doctor
    Can bandage wounded characters, including himself, and perform regular treatments (draws two cards when treating wounds in hospital and chooses the best, outside hospital draws 2 cards and chooses the worst).
    Level 4 – Master Physician
    Can bandage wounded characters, including themselves, as well as carry out complex treatments (draws three cards when treating wounds and chooses the best, outside the hospital draws one card).

For more information, see section 4. Dressing and treating wounds and performing medical procedures.

Please note that the First Aid and Treating Wounds skills have been replaced by the Medic skill prior to the 2019 edition. Characters previously possessing one or both of the abolished skills have had their Medic level recalculated and awarded accordingly.

  • Treatment of poisoning and addiction: this skill allows the player to treat the negative effects of the chemical agents available in the game. The player with this skill possesses a Registry, in which they are obliged to correctly record the patient’s data, each treatment performed, and especially the time of its beginning and end:
    – The skill holder is obliged to carry the Registry with them at all times, to fill it in on an ongoing basis, and to present it for inspection at the organisers’ request.
    – The treatment of poisoning/addiction can only be carried out in the practice with the use of a first aid kit or a suitably crafted device accredited by the organisers.
    – The standard treatment of poisoning and addictions lasts 60 minutes and requires the use of powders: 1x white, 1x green and 1x yellow (for the operation of the apparatus).
  • Radiation Specialist: this skill allows the player to treat irradiation, as well as remove radiation from objects and reduce radiation in zones. A player with this skill has a Registry, in which they are obliged to correctly record the patient’s data, each treatment performed, and especially the time of its beginning and end:
    – The holder of the skill is obliged to keep the Registry with him at all times, fill it out on a regular basis, and present it for inspection at the organisers’ request.
    – Irradiation treatment can only be carried out in an office using a suitably prepared device that is accredited by the organisers.
    – The standard irradiation treatment process lasts 60 minutes and requires the use of powders: 1x blue and 1x yellow.
    – The removal of radiation from an object or the lowering of the radiation level in an area must always be consulted with the organisers as this requires special resources.
  • Other Skills: it may be that a player has a skill set that is unique to them, or a specific profession (e.g. locksmith). Thanks to the IGOR System, we can take such a skill into account and grant permissions to use it with IGOR (e.g. key making). This does not mean that every skill a character has will be considered sufficient for inclusion in the system, nor does it mean that items and schematics associated with that skill will be automatically created.

2. Rules for assigning skills

  • New characters start the game with no skills. The exception to this are skills granted under special conditions by the respective organiser.
  • New skills can be gained during the larp by learning them at the school. They are granted by the organisers during or at the end of the game, based on the opinion of the people in charge of the school, taking into account the balance of the game (in special cases skills may not be granted).
  • By attending all classes, a player should be able to gain the first level skill in 48h from the start of education.
  • More than one skill can be learned during the larp.
  • The school only teaches level 1 skills.
  • An alternative way to gain a skill is through mentoring, in which a specialist with a level 3 skill can teach another character the first level of that skill. This lasts 24 hours. During this time neither the mentor nor the apprentice can create any items and have to enact the training process. The start of the mentoring process should be reported to the organizers before You start learning.

3. Developing skills

  • Profession development is a subjective decision of the organisers.
  • There are other ways to gain and increase the level of a profession in the game, but they are optional and fully story-driven.
  • Players with skills that require IGOR must be prepared for the fact that some actions they take (such as creating ammunition) may fail. This is dependent on the skill level, the quality of the Workshop and other factors determined by the organisers.

4. Dressing and treating wounds and performing medical procedures

4.1. Dressing wounds

  • The Medic finds out from the injured player which part of the body needs bandaging (i.e. the injured player says where they got hurt), then bandages the indicated limb / torso / head using the following rules:
  • The leg should be braced at the knee with whatever (from the outside) and bandaged from mid-calf to the groin.
  • The arm should be bandaged from the wrist to mid-arm and tied around the neck or a sling should be made.
  • The torso should be bandaged from the waist to the armpits.
  • The head should be bandaged with a forehead bandage or make a “helmet” if able. The bandage should not cover the ears, eyes, nose or mouth.
  • If the bandaging player is injured he must stop the bandaging – the injured person does not get their wounds dressed.
  • The bandage used for bandaging becomes the property of the bandaged player.

4.2. Carrying out procedures and treating wounds

  • Medical procedures and wound treatment can be carried out by level 2, 3 and 4 Medics.
  • The Medic is obliged to keep the Registry with them at all times, to fill it in on an ongoing basis and to present it for inspection when called upon by the organisers.
  • The wounded/treated may be treated in a medical practice accredited by the organisers or in any other place under the conditions described below.
  • A character being treated in a place other than a hospital draws a number of cards and the worst option drawn is chosen.
  • On admitting the patient, the Medic records the time of admission and the name of the patient’s character in the Registry then presents the treatment deck from which the patient draws one card. The Medic reads the card, records its name in the Registry, then puts it back into the deck. The treatment proceeds according to the instructions on the card.
  • The number of cards drawn varies depending on the skill level and treatment conditions (e.g. available equipment, hospital facilities).
  • The Medic and patient are required to follow the instructions on the drawn card, but are also free to enact the medical procedure.
  • After the first instruction ( procedure, medication), the patient can only leave on their own if they are bandaged (dressed), otherwise they have to be hospitalised all the time.
  • At the end of the treatment, i.e. after all instructions from the drawn card have been carried out, the Medic removes all bandages from the patient and then records the time in the Register. The patient becomes fully healthy.
  • Worn bandages are destroyed – they cannot be reused ingame. It is best to take used bandages to one of the ingame hospitals.
  • The Medic can draw blood, they need an accredited container to do so. The length of the blood collection process is determined by the Medic. One Medic can only draw blood from 1 character at a time. The player donating blood must be sober.
  • After the blood donation, the Medic should appear at the Info Point with the character who donated blood to record it in the IGOR system, unless the Medic has remote access to the IGOR system and can annotate the blood donation on the player’s card themselves.
  • A character who donates blood has a wounded and bandaged status for 1 hour, this cannot be treated, and returns to full health at the end of the hour.
  • One character can only donate blood once per day. Donating blood again within 24 hours results in a critical wound for the character.

Chapter II - plot items

1. Definition

  • Only organisers are allowed to introduce plot items into the game
  • Those items are not private property of the players, they can be taken from one another (through trade or by force). Plot items appropriately marked by the organisers. Among them are: currency (caps), bullets, powders (ingredients needed for production of chemicals) and ingame raw materials. ASG replicas/bows and arrows are not defined as plot items!
  • Plot items cannot be kept inside private tents or under them, while a player is actively involved in the game.
  • Theft of items other than plot items (private belongings, elements of camps etc.) is strictly forbidden and is subject to the Criminal Code of the Republic of Poland.
  • Every player character can attempt to identify and create simple plot items. Chance of succeeding is low without appropriate skills, but a success might expand a list of schemes known to the character.

2. RFID system

  • Most of the plot items introduced in the game will be additionally marked with a RFID chip attached to them.
  • RFID chip can be read at any town terminal, allowing the player to identify it.
  • Destroying, ripping off or changing chips on the items is forbidden.
  • RFID chip itself is not a plot item, but a tool to classify and manage items during LARP.

3. Item classification

  • Plot items divide into those marked with a RFID chip, and other.
  • All plot items except ASG ammunition, caps, powders and raw materials are additionally marked by the organisers with green tape.
  • Items without any marking:
    – Bones,
    – Plastic artificial plants that look like ivy,
    – Sulphuric Stones,
    – Junk (in the shape of metal plates),
    – Caps,
    – ASG ammunition,
    – Empty, new syringes,
    – Powders in all used in the game colors,
    – Blood,
    – Chemicals produced from powders,
    – Bandages,
    – Schematics.
  • Items marked with a RFID chip:
    – all electronics,
    – rare and unique items,
    – everything else with a RFID chip, that’s not electronics.

4. Chemicals

  • Chemicals are accredited by the organisers, marked with green tape and labelled syringes filled with layers of colored powders
  • Every conscious character can use a chemical (emptying the syringe and keeping it) on themselves or another character (except for the first aid kit)
  • Used syringe should be brought to the in-game hospital or lab
  • If the powders in the syringe get mixed up, chemical is spoiled and cannot be used
  • Description of chemicals and layers of powders below:
    (Z) First aid kit – can be used only on other players. Layers: green, black, green with additional bandage. Bandage wounded part of the body (arm, head, etc.). Wounded person becomes patched up.
    (S) Stimpak – layers: red, white, red, black, red. Wounded/patched up character immediately becomes healthy
    (SS) Super Stimpak – layers: red, yellow, red, black, red. Wounded/patched up character cyborg or mutant immediately becomes healthy
    (N) Drug – layers: blue, green, blue. Use of a drug “freezes” negative states as a wound, poisoning, radiation sickness for 1 hour. Wounded character that took a drug and got hit (ASG shot, weapon hit) becomes critically wounded. Irradiated character that took a drug and got irradiated again becomes critically wounded. After 1 hour the character returns to the previous state. Player should act out the effects of drug use, and later an addiction. If the character doesn’t take another dose of a drug after 6 hours becomes wounded. If the character was already wounded, they become critically wounded.
    Drugs must be taken constantly, until the character manages to cure an addiction. A drug might have a paper attached with a description of its effects Player must act them out accordingly.
    (R) Radaway – layers: blue, white, blue, yellow. Cancels effects of radiation completely
    (X) RadX – layers: blue, red, blue, red. Lowers the amount of radiation by 1 level for a period of one time staying in the irradiated area. Effects of multiple RadX don’t stack.
    (T) Poison – layers: 2x blue, black, 2x blue. Poisoned character becomes critically wounded after 1 hour. Poison can be injected or given to a person in food or drink. In the first case, the player of the poisoned character must be immediately informed of the poison. In the second case, a player should inform the Info Point about the intent. IP will assign a person to oversee the process and inform the player of poisoned character of the effects and remaining time.
    (A) Antidote – layers: white x2, black, white x2. Cancels effects of poisoning completely.
    (L) Antibiotics – layers: green, white, green. Used by a doctor to cure patients.
    (W) Truth serum – layers: red, blue, red, black, white. A character given truth serum must be aware of the fact. It lasts for 10 minutes or three questions and the effects wear off after the end of time or reaching the question limit. A character on serum is obliged to anwser accordingly to their knowledge. They can’t lie, or say things that are not an answer to the question, but they can anwser vaguely if the structure of a question allows it. (Yes/No questions cannot be anwsered vaguely)
    (H) Hypnogen – layers: blue, black, blue, green, yellow. Renders the user suggestible, prone to hypnosis and manipulation, may cause hallucinations (depending on the special rules), but a player cannot be made to take any action directly threatening their life (for example they cannot be ordered to shoot themselves in the head). Every use of hypnogen should be discussed with the organisers.
    (U) Soporific – layers: blue, white, black, white, yellow. Character falls asleep for 1 hour and cannot be woken up during this time.
  • Use of three doses of a chemical of the same type (includes RadAway, RadX, Truth Serum, Hypnogen and Soporific) during the 24h from the first dose results in addiction. (Example: three doses of RadX are addictive, but two doses of RadX and one of RadAway, is not)
  • Addicted character must act addicted until they get cured. If a character doesn’t take another dose after six hours of the last one, they become wounded, and if they were already wounded – critically wounded.

5. Item creation, off- and in-game aspect

  • A plot item is created each time through the IGOR terminal.
  • To start creating an item the player logs in the terminal, chooses the item they want to create, a Workshop (if they have one), and begins the procedure. Each item takes a certain amount of system-determined time to create, it should be spent acting out working on the item.
  • After the system-determined time, the character should go to the InfoPoint to register or collect the created item. (All used material and ingredients are left there as well). Collection of the items may be done in the ghost state.
  • Collecting plot items is a unique situation, during which the player doesn’t have to announce stepping into ghost state, and they shouldn’t wear a reflective vest. (For the immersion sake, it’s not forbidden though). Such ghost state is allowed only on their way to and from the Workshop/ workplace during 30 minutes from finishing an item creation process.
  • In case of any contentious issues between the players, Info Point will be able to quickly check if a character was allowed to step into the ghost state. All abuse of the system will be severely punished by the organisers.

6. Schematics

  • Schematic is a more complicated word for a recipe, on which the system of item creation bases. A character that has a certain skill gets appropriate schematics assigned, for example after learning ammunition production techniques “ammunition” will appear on the list of schematics available after logging in the system.
  • Most of the schematics are based on a few ingredients that in a certain amount of time are made into one final component. There are many exceptions to this rule and organisers are open to new schematics ideas coming from the players.
  • Schematics don’t have to be tied to skills.

7. Workshops

  • Workshop is a name for all the places needed for some of the professions (hospital, laboratory, shaman’s shack etc.) They are characterized by:
    – Number of stations that can be used simultaneously,
    – List (or groups) of schematics that can be produced in the Workshop,
    – Special bonuses, like shortened production time or lower amount of materials needed for creating an item.
  • Who and when can use the Workshop is decided by its owner. It’s possible to add a permanent user of the Workshop (which allows him to work in it without informing the owner)
  • Workshops can be expanded with new working space, schematics or bonuses during the game.

Chapter III - Vehicles

1. Basic rules

  • The game features “stylized” vehicles that have been approved for the game as appropriate in-game vehicles (they have been accredited by the Organizers), which can be driven around the IN-GAME areas during the game.
  • Such vehicles are marked with special license plates or numbers painted on the bodywork to identify the vehicle.
  • Moving around the game area in a non-plot vehicle without the consent of the organizers causes the immediate death of the character played by the driver and all characters played by the passengers.
  • Only the player who left the town as the driver can drive the vehicle (he was designated as the driver at the time of departure).
  • In the event that the designated driver is no longer capable of driving the vehicle in-game and / or if the players know that the vehicle has been damaged in-game, it must be driven at a walking speed of the group and must be pushed through the town gate.
  • A driver (capable of braking, performing evasive maneuvers, etc.) must be present in the vehicle while the vehicle is being pushed.
  • The vehicles are armored – you cannot shoot through any non-opening windows, sides, wheels, engine etc. All openable windows must be fully open (and not covered).
  • You can shoot at a moving vehicle participating in the game, as well as fire from a moving vehicle. In the second case, you are limited to using only replicas allowed in buildings (up to 1.1 J / up to 350 FPS).
  • The driver cannot fire from a moving vehicle, he should fully focus on driving and ensuing safety.
  • It is forbidden to attack moving vehicles, as well as to attack from them, with the use of melee weapons.
  • It is forbidden to transport passengers outside of the designated seats or places (e.g. on the rails, roof, hood, etc.).
  • The building of roadblocks is forbidden. Access for rescue vehicles to the entire game area must be ensured throughout the duration of the whole event.
  • It is forbidden to scare pedestrians and drivers with a possible collision (by both drivers and pedestrians alike).
  • It is forbidden to shoot at vehicles not taking part in the game, as well as to use vehicles not taking part in the game for activities related to the game.
  • A vehicle moving at night must signal that it remains in the game with a, visible from a distance, red lamp mounted in a visible place (on the roof in the case of cars).
  • A vehicle can be damaged (e.g. by a random event or sabotage).

2. Drivers and vehicles

  • The person designated as the driver while exiting the town is responsible for all breaches of Mechanics and Regulations rules regarding the in-game vehicle. In the event of an issue with identifying the driver, the person who has declared themselves as the owner of the vehicle during the accreditation process is responsible for any offenses and issues.
  • A player who wants to become an in-game driver must have a valid driving license and take part in a mandatory safety training. People who will not participate in the training will not be able to drive in-game vehicles.
  • The driver cannot fire from a moving vehicle, he should fully focus on driving and ensuing safety.
  • A vehicle cannot be driven by a wounded character. A driver who is injured must bring the vehicle to a safe stop immediately.
  • The vehicle may only be driven on hardened surfaces (i.e. not cornfields etc.).
  • The in-game vehicle speed must not exceed 40 km/h.
  • Each in-game vehicle has a predetermined number of people who can ride it at the same time.
  • A damaged in-game vehicle can only be repaired at the City Garage.

3. Trips to the Wasteland / outside of the town

  • Each time before driving the vehicle outside of the city, the driver must report to the City Garage for an inspection.
  • During the inspection, the representative of the City Garage checks whether the vehicle is operational and fueled, and then enters all the necessary information (including the information about the driver for the duration of the particular trip) into the IGOR system.
  • Each time when leaving the town, the sobriety of the drivers will be checked using a breathalyzer.
  • After returning to the town, you should go to the City Garage to inspect the vehicle and draw an event card.

4. Damage

  • A damaged vehicle must not be driven outside the town.
  • A vehicle may be damaged as a result of:
    – an event card drawn during the review,
    – sabotage.
  • The event cards describe what happened to the vehicle during the trip. Events can be positive, neutral or negative.
  • In order to perform a sabotage, You need to contact the organizers to determine the conditions and method of carrying out the sabotage each time You want to perform one.

ACCREDITATION RULES

1. General rules

  • A player is required to be in possession of the following items (without them they will not be allowed to play):
      • a costume in post-apocalyptic style,
      • eye protection gear (glasses, goggles) with a minimum strength of 2J – mesh gear is not acceptable,
      • yellow reflective vest.
  • Please come dressed in your LARP attire for the accreditation.

2. Safe weapons

  • The melee weapon replica must be made of safe materials. If there is a hard core, it must be safely wrapped in soft material.
  • The melee weapon replica must visually resemble the weapon it is intended to represent. For example, a replica of a melee weapon intended to function as a dagger in the story must resemble that dagger.
  • Weapons that visually look like a piece of foam wrapped in duct tape (the so-called silver sausage) will not be permitted to play.
  • Each melee weapon replica will be rigorously evaluated during accreditation. Only melee weapons replicas accredited by the organisers that meet both safety and visual requirements will be allowed in the game.
  • Only weapons in three variants (including the handle) will be allowed in the game:
      • up to 50 cm – short weapon (the only weapon with which you can perform Assassination; can be used with a shield),
      • up to 120 cm – one-handed weapon (can be used with a shield),
      • up to 200 cm – two-handed weapon (requires two hands to fight, cannot be used with a shield).
  • Allowing safe weapons to play is a subjective decision by the organisers.
  • It is not permitted to use rubber training knives or other replica weapons intended for fencing training during the game.
  • The core of the safety weapon must end at least 5 cm from the lower end of the handle and the tip of the weapon.
  • Only glass fibre or carbon fibre rod cores are permitted.
  • The user is responsible for the weapon in use and its safe use.
  • In case of doubt a safe weapon may be tested on its owner ;p

3. ASG replicas

  • You can start the game with one ASG replica. Additional ASG weapons can only be purchased during the game at in-game Gun Shop (see the Special Rules section in the Mechanics).
  • The ASG must visually resemble a tattered weapon. For example, clean new guns must be soiled / tattered / wrapped in rags etc.
  • ASG weapons with a power of no more than 1.88 J (i.e. an exit velocity of approx. 450 FPS for the standard measurement performed with 0.2 g pellets) may be used during field games.
  • The maximum permitted power for ASG weapons used in buildings and when shooting from moving vehicles may be up to 1.1 J (approx. 350 FPS for 0.2 g pellets).
  • The power measurement will be carried out before the game with 0.25 g pellets, therefore the FPS values on the chronometer may differ from those given above.
  • No grenade launchers or ASG grenades are permitted in the game.
  • Gas powered ASG weapons (Green Gas / CO2) must be fully loaded at accreditation (under the supervision of a designated person):
  • gas capsules replaced with the accrediting person present,
  • gas tanks filled to capacity.
  • In case of doubt about the power of the replica, the exit velocity will be checked on a zeroed hop-up.
  • Replicas with easily replaceable springs may not be allowed in the game.
  • Self-made replicas that meet the FPS requirements are allowed to play, however we ask for prior consultation with the organisers.

4. Bows

  • Bows with a draw strength on a standard 28″ not exceeding 35 lbs (~15.5 kg) are allowed.
  • Bows will not be accepted for play:
      • compound bows,
      • with adjustable draw force which does not require a change of the bowstring,
      • with protruding parts (e.g. stabilisers) which may be potentially dangerous,
      • bows which are in a questionable state of repair (this applies in particular to self-made and bows bearing signs of being modified).
  • The bowstring is a component of the bow and is also subject to accreditation and non-invasive marking.
  • Arrows not eligible for play:
      • whose shafts made of materials other than glass fibre or carbon fibre,
      • the shafts of which are taped/covered (with the exception of painting or wrapping intended to improve visibility / aid identification),
      • which are topped with anything other than a head (rubber tip) of a diameter greater than the eye socket,
      • which are equipped with a hand-made head,
      • which are in a technical condition giving rise to any objection.
  • A player using not accredited or damaged archery equipment will be removed from the festival site immediately.

5. Safe thrown weapons

  • Safe thrown weapons must be short, coreless, sufficiently soft and look realistic.

6. Armour

  • The armour is an assortment of rigid, striking, reasonably uniform pieces of attire, made of rigid materials (such as metal, plastic, tyres, thick rubber…) that is consistent with the post-apocalyptic style.
  • The armour must be visible to other players. It may be covered by some kind of material, but only partially, so that the presence and position of the armour can be seen at a glance.
  • Any armour allowed in the game will be marked accordingly by the organisers.
  • Chain mail (or elements of chain mail) are permitted to play as long as they meet the visual criteria. Please contact the organisers in advance for consultation.
  • All “power armours” and other unique armoured constructions are subject to individual evaluation for special benefits to be granted. Please contact the organisers in advance to arrange this.

7. Shields

  • The shield must be made of safe materials, preferably soft, including properly protected edges.
  • The shield may have a core or be made on the basis of a hard material but it must be properly protected.
  • The maximum size of the shield is 80×80 cm or 60×100 cm. Any shape that falls within the outlines given above is acceptable.
  • Each shield will be rigorously assessed during accreditation and only those which meet both safety and visual requirements will be allowed to play (the shield must look realistic – foam rectangles are out).

8. Cyborgs

  • We allow characters with cybernetic modifications (cyborgs) as long as the costume made by the player clearly indicates that they are a cyborg and which body parts are artificial.
  • If you are interested in playing a cyborg character, you must contact the organisers in advance.
  • Please note that playing a cyborg by default does not provide any additional benefits.

9. Mutants

  • We allow mutant characters to participate in the game, as long as the outfit made by the player clearly indicates that they are a mutant
  • If you are interested in playing as a mutant character, it is necessary to contact the organisers in advance.
  • Please note that playing as a mutant by default does not give any additional benefits.

10. Vehicles

  • Vehicles allowed to play must be suitably modified and fit the post-apocalyptic style of the LARP.
  • Each vehicle must be equipped with a fire extinguisher, a first aid kit and a warning triangle.
  • A player who wants to become an in-game driver must have a valid driver’s licence and must take part in a compulsory safety training. Players who do not attend the training will not be allowed to drive in-game vehicles.
  • Elements used in the styling of vehicles (e.g. protruding out of the vehicle) must not endanger the life and safety of the driver, passengers nor pedestrians.
  • The in-game vehicle must have a red light mounted on the roof (or, if there is no roof, in another clearly visible place) which is visible from a distance and which indicates that the vehicle is still in the game.
  • The organisers reserve the right not to admit a vehicle into the game if it does not meet the aesthetic or safety criteria.
  • We encourage you to send photos of your modified vehicles in advance for consultation.

11. Others

  • Slave collars are items tagged with an RFID chip and require accreditation.
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