Basics, Core and Advanced

Every year more and more people take part in our game - both veteran larpers and newbies. We want to make the game accessible to both, so we prepared three levels of rules (each one is supplementary to the previous one):

THE BASICS - a few basic rules of conduct for the game,

Game CORE MECHANICS - main mechanics of the game,

ADVANCED MECHANICS- contain specialist knowledge that will allow you to adapt your character to your own vision of a person living in our postapo world. There you will find information that will allow you to play, e.g. a chemist, a doctor or a road warrior. (publication planned for spring 2020).


The Basics

1. You are on stage, so play!

  • LARP continues without interruptions - you play the role from the official start to the official end.
  • LARP is a game of imagination. A theater where players are actors and spectators at the same time. The goal is not to "win the game" but to play interesting scenes and initiate adventures. Grunt to dać się ponieść wydarzeniom. Epickie sceny mają wpływ na klimat gry i bieg wydarzeń.
  • We strive to reflect the realities of the post-apocalyptic world (360 ° illusion), which is why we require players to create costumes in that style.

2. Don't know what to do? Are you lost? Don't remember the mechanics? Follow another player!

  • If in an interaction with another player or with the game world something incomprehensible to you happens and you do not know how to react, or another player informs you how something works and you have doubts whether he is right, do not back down. Discreetly (without disturbing the ongoing scene) ask another player what to do and react as you have been instructed - there is a chance that you will get an epic scene!

  • If you can't ask another player - fall to the ground and pretend to be unconscious. After finishing the scene, check what the mechanics say about the situation or go to crypt 801. There you will find Game Masters who will explain what happened and instruct you what to do next.

3. Safety first!

  • Always think about your own safety and the safety of others.
  • If at some point in the game you feel psychological or physical discomfort and get the impression that the actions of other players are too strong for you, say BASTA. Saying this word immediately stops the game and allows you to explain what happened, as well as determine the further course of events.
  • If something worrisome happens, please contact us - we will respond immediately. For help, you can go to Vault 801, consult the Game Masters or someone from the event’s crew. There are also emergency numbers that you can call. 
  • If you notice that someone is behaving improperly - don’t start any arguments, just report the matter to the organizers. Remember that larping is supposed to be fun. Follow the rules of fair play and show respect to other players. 

4. Do you need a break? Do you want to suspend your game?

  • Some zones in the city of OldTown are marked as OFFGAME (organizational facilities, sanitary and gastro zones, parking lots and technical roads) - you can take a break from playing there.
  • Offgame communication is also possible for emergencies (e.g. medical assistance).

5. Do you want to leave the city and look around? That's great! Just remember a few things:

  • You can leave the city and enter it only through the main gate - the rest of the city is surrounded by a "minefield". Entering the minefield results in an immediate death for your character.
  • When leaving the city, be sure to put on your goggles and take the reflective vest with you. Be prepared to get hit by an ASG bullet - the area outside the OldTown city is an ASG-allowed zone.

6. So, you know the Basics - what's next? Get to know the game mechanics!

  • CORE rules are the main part of the game mechanics that will allow you to participate in the game.
  • ADVANCED rules contain specialist knowledge that will allow you to adapt your character to your own vision of a person living in our postapo world. There you will find information that will allow you to play, e.g. a chemist, a doctor or a road warrior.


Patch notes

Last updated: 26.02.2020

    1. Division of mechanics into CORE and ADVANCED.
    2. Rewriting CORE to better describe the mechanisms of the LARP.
    3. Safe weapons become indestructible.


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

  • CORE rules - the main part that every player must know, as it contains rules about safety and situations that may frequently occur during the LARP,
  • ADVANCED rules - 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).

Warning! The information on the accreditation of costumes, weapons, vehicles, etc. (including "crafter" guidelines) will be shared in a separate document/guide.

Table of contents

Chapter 1 – general rules

1. The basics
2. Role-playing your character
4. Ghost mode
5. Game area (IN-/OFF-GAME, IN-/OFF-ASG zones)
6. The IGOR system
7. Drones

Chapter 2 – fighting and weapons

1. Fighting, including hits and re-enactment, the basics
2. Wounds
3. Critical wound and death
4. Safe weapons
5. Airsoft replicas and bows
6. Safe Throwing Weapons
7. Nerfs
8. Armour
9. Shields
10. Stunning
11. Assasination
12. Wpierdol
13. Search
14. Binding
15. Slavery

Chapter 3 – In-game items and Skills

1. In-game items
2. Skills

Chapter 4 – Special rules

1. Radiation and Radiation Resistance
2. Poison gas
3. The gun shop
4. NPC
5. The Hole

Chapter 5 – Vehicles

Attachment - Accreditation rules

Chapter I – General rules

  1. The Basics
    • It is acceptable to bend or ignore the rules of mechanics in a situation of mutual agreement of the people involved if this will make them have more fun, because good LARP fun is more important to us than mechanics. Bending or ignoring the principles of game mechanics without the knowledge of the people involved will be treated as failure to comply with the mechanics.
    • The organisers' instructions (e.g. on in-game 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 any pauses - 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 (glasses, goggles) gear with minimum 2J durability – mesh eye protection 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 good brand,
      • special currency used in-game,
      • additional instructions or in-game 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 referee has the appropriate markings on his ID and a special reflective vest. 

2. Role-playing your character

    • 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?", żeby wskazać graczowi niestosowność jego zachowania. Jeśli to nie pomoże, taką osobę można wyzwać na pojedynek na arenie lub wezwać organizatora, który zrobi z takim graczem porządek.


    • 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 in a 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 uchylenie zasady dotyczącej zakazu przemocy psychicznej i fizycznej  (tj. na potrzeby odgrywania bójek, szarpania, przesłuchań, tortur itp.) przy zachowaniu odpowiednich środków bezpieczeństwa. Wypowiedzenie przez którąkolwiek ze stron hasła: „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 warning 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 bring 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 type weapons. Breaking this ban for any reason will be severely punished.
    • Going out of the city gates a player enters the IN-ASG zonewhere 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 on 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 role-playing 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, in-game 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. Every time a player intends to place a Blowe onto someone, e.g. with a safe weapon, the drones take a shot and such a player falls to the ground injured, and the action they wanted to take is considered to undone. In such a situation it is recommended to use the word BASTA in order to quickly explain the event between the 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 – Fighting and Weapons

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

    • A Shot is a hit on any unarmoured spot with a bullet 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 Shot (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 Blow is a clear and decisive strike with a safe weapon. The decision whether a received hit is considered a Blow is made by the player hit.
    • The character is injured after receiving the third Blow to a spot not covered by armour. A strike that hits the armour does not cause any effects.
    • During the fight it is forbidden to stab, i.e. stabbing with the "tip" of a weapon.
    • A blow inflicted with a two-handed weapon or by the claws of a mutant ignores the armour (the normal rules of three Blows in melee combat still apply).

2. Wounds

    • The character who received a Shot or a third Blow to an unarmored spot is wounded.
    • The wound must be role-played depending on the location of the hit. The injured character falls to the ground, can crawl, cannot fight.
    • 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.
    • The dressing can be performed by a character with the Medic Ability.
    • A new Shot or Blow to an injured person (even if the dressing is applied) results in a Critical Wound.

3. Critical wound 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).
    • 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 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.
    • Two-handed weapons ignore the armour (regular 3 hit melee rules still apply).
    • One should avoid attacking the opponent’s head or the crotch. with melee weapon replicas.

5. Airsoft replicas and bows

    • By “ASC replica” you should understand firearms replicas produced using the ASG technology allowed in the game by the organisers. Every ASG replica allowed for in-game use will be properly marked at the accreditation according to their shooting velocity.
    • 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 one piece of 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 bullets in one weight option (0.25g) in special colours.
    • 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 an ASG clash, 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 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 gets Shot / Hit in 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.

7. Nerfs

    • 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

    • Armour is a set of visible, stiff, impressive, relatively uniform elements of the character's outfit (i.e., the armour can be only partially covered with a material, so that the armour’s presence and location can be clearly seen at the first glance; 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; can be made of one piece of material or smaller pieces put together). Every armour admitted to the game will be appropriately marked by the organisers.
    • If the armour 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.
    • The armour protects against Shots and Blows (except two-handed weapons and other special “weapons” such as mutant claws) as long as it is not broken. The armour protects only the body parts it physically covers.
    • All kinds of “power armours” and other exceptional armour designs are subject to individual evaluation in terms of granting any additional skills, including granting some extra special mechanics (the player decides themselves how their armour works, keeping in mind the good effect on the current in-game situation). Please contact us by email in advance to discuss your expectations and our requirements regarding the outfit.

9. Shields

    • 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.
    • Shields protect against all Blows, even those taken with a two-handed weapon.
    • Shields can only be used with safe weapons (e.g. a melee weapon) not longer than 120 cm.
    • Using a shield together with an ASG weapon is forbidden.
    • A shield is not an armour and cannot be used as an element of an armour.
    • Upon receiving an ASG bullet shot the shield is instantly broken. The player is obliged to remove its functionality marker off from the shield. The broken shield does not protect against Shots.

10. 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.

11. Assasination

    • Assassination occurs when all the following conditions are met::
      • the attack took place by surprise,
      • the attacker used an assassin 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 Assassination 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, but still counts as a Blow.

12. 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 2 vs 1,
      • 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.

13. 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 searchedin 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).

14. Binding

    • The player can be bound. The player 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.
    • The player is allowed not to consent to being tied up. In that case their character must be either Critically Wounded or released.
    • 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 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 – In-game Items and Skills

1. In-game items

    • An in-game item is a prop introduced to the game (exclusively) by the organisers. It is an equivalent of an actual object, or an imaginary one devised especially for the game. Each in-game item has specific functions and properties.
    • In-game items are (usually) appropriately marked by the organisers. ASG replicas / melee weapon replicas / bows and arrows of players are not in-game items.
    • In-game items are not the private property of players, so characters can take them away (by trading or force).
    • In-game items must remain in the IN-GAME area at all times when a player is actively involved in the game.
    • Theft of items other than in-game items (private belongings, elements of camps etc.) is strictly forbidden and is subject to the Criminal Code of the Republic of Poland.
    • In-game 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 syringes
      • Powders (used in the production of chemicals)
      • Sulphuric Stones
      • Plastic artificial ivy flowers
    • Examples of objects marked with green tape:
      • Chemicals made from powders and syringes
      • Used syringes (for reuse)
      • Scrap 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.
    • Each character can identify and create basic in-game items, but without the appropriate Skills these actions can fail.
    • It is forbidden to modify (destroy, tear off, replace, etc.) the markings on the in-game items.
    • Any conscious character can use a chemical (by role-playing the application and then dumping the contents and keeping the syringe) on themselves or another character (unless otherwise specified in the description of the chemical).
    • 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 the operation of the chemicals, see the relevant section of the ADVANCED Mechanics section.
    • 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

    • A Skill is a feature granted (by the organisers) to a character, which simulates their in-game knowledge and/or abilities.
    • Skills allow, among other things, to identify and create in-game 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 radioactive 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 (with 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.
    • 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 is irradiated and suffers from radiation sickness within 1 hour.

2. Poison gas

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

3. The 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 of, only the right for the player to introduce another ASG replica into the game.
    • After purchasing the weapon, the player receives a token, which must be taken to the organisers so that their weapon can be checked for safety and possibly allowed into play (with an appropriate marking).

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.
    • NPCs are not marked in any distinctive way, but have a special mark on their ID.
    • If a player breaks the mechanics rules or behaves towards the NPCs in a way that offends or endangers their life and health, the NPC may (like any player) interrupt the scene (using BASTA) and refuse further interaction with that 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 guarding turrets in the Hole operate similarly to the system of city drones, i.e. they make it impossible to inflict a Blow (and also to Shoot) on a character. A more detailed description in the Drones section. Drony.
    • The guarding turrets operate 24 hours a day and never shut down.
    • You must wear safety glasses or goggles at all times in the Hole.

Chapter V – Vehicles

1. Vehicles

    • There are post-apocalyptic styled vehicles present in the game, which have been accepted into the game (accredited by the Organisers) and can be used to move around the IN-GAME area.
    • 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 an non in-game vehicle without the Organisers’ permission causes immediate character death of the driver and all passengers.
    • Only the person who was driving when the car was leaving the town can drive it (is the designated driver).
    • 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).
    • Vehicles are armed - 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 or to use unaccredited vehicles for in-game purposes.




Accreditation rules (work in progress)

Warning! Below are last year’s rules (with some basic preliminary edits) regarding weapons, armour, shields, vehicles and other things that require additional pre-game acceptance (accreditation). Complete rules will be available as a guidebook, the following is a preview.

1. Safe weapons

    • A melee weapon replica must be made of safe materials. Any potential stiff rod core must be securely wrapped in soft material.
    • A melee weapon replica must visually resemble the weapon it represents. For example, a weapon replica designed to function as an in-game dagger must resemble a dagger.
    • A weapon that visually looks like a piece of foam wrapped with duct tape (a so-called silver sausage) will not be accepted.
    • Each replica of a melee weapon will be rigorously assessed during registration. Only replicas of weapons that meet both the safety and visual requirements and were accredited by the game organisers will be allowed to be used in the game.
    • Only weapons in three lengths (including the handle) will be allowed:
      • up to 50 cm - a short weapon (the only weapon usable for Assassination),
      • 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.
    • Accepting a safe weapon for in-game use is a subjective decision of the Organisers.
    • Rubber training knives or other replicas of weapons intended for fencing training will not be accepted for in-game use.

2. ASG replicas

    • You can start the game with one ASG replica. If you want to have more ASG replicas, you should purchase them in the in-game Weapon Store (see: "Special Rules" Chapter).
    • ASG replicas with an outlet velocity of up to 450fps (1,88J), measured on 0.20g bullets, are allowed to be used in-game.
    • Replicas with an outlet velocity higher than 350 fps cannot be used in buildings or from out of moving vehicles.
    • Grenade launchers or ASG grenades are not allowed.

3. Bows

    • Bows with tensile force not exceeding 35 lbs (~15.5 kg) for the standard 28" size are allowed to be used in the game.
    • The following bows will not be allowed for in-game use:
      • block bows,
      • bows allowing for tensile force adjustment without requiring the bowstring exchange,
      • bows having protruding elements (e.g. stabilizers) that may pose a potential hazard,
      • bows whose technical condition raises any suspicions, particularly any self-made and bows that bear traces of repairs.
    • The bowstring is an integral component of the weapon and is also subject to accreditation and marking. They will be marked in a non-invasive manner.
    • The following arrows will not be allowed for in-game use:
      • arrows with shafts made of other materials than fiberglass or carbon fiber,
      • arrows with taped/covered shafts, excluding painting or wrapping which improves the arrow’s visibility or makes its identification easier,
      • arrows with any different finish than padded (blunt, rubber point) and with a diameter bigger than an eye socket,
      • arrows whose technical condition raise any suspicion,
      • arrows with self-made heads.
    • People using unaccredited or damaged archery equipment will be immediately removed from the event premises.

4. Safe throwing weapons

    • Safe weapons without a core, soft and realistic looking.

5. Armour

    • Armour is a set of visible, stiff, impressive, relatively uniform elements of the character's outfit (i.e., the armour can be only partially covered with a material, so that the armour’s presence and location can be clearly seen at the first glance; 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; can be made of one piece of material or smaller pieces put together). Every armour admitted to the game will be appropriately marked by the organisers.
    • All kinds of “power armours” and other exceptional armour designs are subject to individual evaluation in terms of granting any additional skills, including granting some extra special mechanics (the player decides themselves how their armour works, keeping in mind the good effect on the current in-game situation). Please contact us by email in advance to discuss your expectations and our requirements regarding the outfit.

6. Shields

    • A shield must be made of safe materials, preferably soft ones, and it must have properly secured edges. It may have a core or be based on a stiff piece, but it must be properly secured.
    • The maximum dimensions of a shield are 80x80cm or 60x100 cm. All shapes fitting within these parameters are allowed.
    • Each shield will be rigorously assessed during the accreditation. Only the shields accredited by the field game organisers meeting both the safety and visual requirements (they have to look realistic - foam rectangles do not), will be allowed for in-game use.

7. Cyborgs

    • Characters with cybernetic modifications (cyborgs) are allowed in the game, as long as the player’s costume clearly indicates they are a cyborg and which body parts are artificial.

8. Mutants

    • Characters with mutations are allowed in the game, as long as the player’s costume clearly indicates they are a mutant.

9. Vehicles

    • Every vehicle taking part in the game has to be announced to the organisers before the game starts and should be properly styled. The organisers reserve the right to deny in-game participation to a vehicle if the it does not meet the aesthetic standards of the LARP’s stylistics. The organisers strongly encourage sending photos of styled vehicles to before the event for an initial visual assessment.
    • The player applying for the driver skill must take a mandatory safety course before the game. A person without such training cannot drive in-game.
    • Every vehicle partaking in the LARP has to be equipped with a fire extinguisher and a first aid kit.
    • Elements used to enhance the visuals of the vehicle (eg. protruding elements) cannot pose any danger to the driver, the passengers or pedestrians. Vehicles with such elements may not be allowed to partake in the game.
    • It is forbidden to construct any road blocks. The entire game area has to be accessible for rescue vehicles at all times.