Chapter I. General Rules

  1. Basics
  • Every player is obliged to know and respect the Game Mechanics.
  • It is acceptable to bend or ignore the rules of mechanics in a situation where all people involved agree to it, if thanks to this the fun factor increases, because good LARP fun is more important to us than strictly obeying the rules. Bending or ignoring the rules of mechanics without the knowledge of the person involved in a given situation will be treated as a violation of mechanics. Examples: it is allowed to repeal the three hits rule when players agree it would be more interesting and spectacular to do so (e.g. in arena fights), but it is unacceptable not to admit to a hit in a fight if the opponent did not agree to it. It is equally unacceptable to introduce items into the game without the knowledge of the organizers, because it affects all players in the LARP (e.g. fake powders, fake plot items or other things which violate the mechanics of the LARP).
  • Organisers’ instructions (e.g. on plot items or special signed papers) overrule the Game Mechanics.
  • The field game continues without any pauses starting from the announcement of its beginning until the announcement of its end.
  • The player is obliged to have the following items (Game participation will not be allowed without them):
    • a post-apocalyptic outfit,
    • eye protection (glasses, goggles) gear with minimum 2J durability – mesh eye protection is not allowed,
    • a yellow reflective vest.
  • The player should have the following items (as they are very useful during the game):
    • a watch,
    • a knife or scissors.
  • The player will receive from organisers:
    • special currency used in-game,
    • ASG replica ammunition (plastic 6mm BB ammo, three weight options, various colors, good quality),
    • depending on the character played or the profession held the player may receive extra instructions or plot items.
  • Each player is obliged to have a post-apocalyptic style outfit adapted to the realities of the game. A full military uniform or clean everyday clothes are not considered a suitable post-apocalyptic attire. The game world is loosely based on Fallout and Mad Max, is created within the framework of the Polish Post-apocalyptic Universe characterized by its commitment to spectacularity and diversity.
  • The player is obliged to keep their post-apocalyptic look at all times unless they are in the ghost mode. We also advise all players to bring an additional regular outfit for when they take their armor off.
  • Every player whose encampment is placed on the game grounds should style it up appropriately. Failure to meet this requirement may result in being told to relocate to a new campsite by the appropriate organiser.
  • Pyrotechnics (including blank guns, stun grenades, etc.) is reserved for use exclusively by the event organisers and designated persons authorised by the organisers. Any use of pyrotechnics (including grenades, mines and traps) by the players is prohibited and may result in expulsion from the Festival.
  • It is prohibited to use laser pointers and noctovision/thermal visors.
  • Each participant has the obligation to fill in a special character registration form.
  • Omission of the character’s skills when filling in the form will result in these skills not being granted by the organisers.
  • It is forbidden to wreck any elements of the set design prepared by the organisers and other players (any and all acts of vandalism are prohibited). Any unintentional damage should be reported at the Info Point immediately.
  • In the cases of evident bending of the rules of these mechanics, using loopholes and errors in a manner that conflicts with the very conception of the game and negatively influences other players, the organisers reserve the right to hold the player responsible for their actions which may result in character death or even expulsion from the Festival.
  • Any player violating the rules of the mechanics will be warned, and the warnings will be recorded on their character’s digital card. Particularly striking offences will result in a serious talk with an organiser about the player’s behaviour.
  • The organisers reserve the right to change the mechanics during the game, especially if it results in increasing the safety of the participants.
  • The organisers’ decisions are final and undisputable.
  1. Roleplaying
  • Every player is obliged to roleplay the character they created. The character needs to be accepted by the organizers and to fit into the game setting.
  • A player with individual entitlements/abilities/powers is obliged to have the appropriate instructions provided by organisers in writing with them at all times to be able to show it to other players on demand. The players have to obey the rules included in such instructions.
  • The individual entitlements/abilities/powers are always signed by the organiser who’s approved them.
  • Failure to comply with the rules by the holder of the instructions, in particular failure to present the instructions at the appropriate time (e.g., at the request of another player), will result in a given entitlement/ability/power not working.
  • While staying in-character, the player should not transfer the emotions connected with the game to their private life nor transfer the emotions from their private life to the game. You should also avoid using any in-game information obtained outside the game or while in ghost mode.
  • If at any point in the game a player spoils another player’s immersion in the game world with off-game conversations or behaviour, the affected player can use the phrase „What did you just say about my mother?” and challenge such a person to a duel on the arena, or call CAD asking them to deal with that player.
  • Players are required to adapt to all the storyline situations they will encounter during the game.
  • Players are free to improvise while playing out their characters, but we kindly ask you to respect the time and work of other players and think carefully about the situation (and the need) of depriving another character of their life.
  1. BASTA
  • It is forbidden to use any kind of psychological or physical violence against other players. Any and all acts of violence will be immediately reported to the relevant authorities.
  • If both parties agree, the above principle may be partially waived (i.e., for the purpose of playing out brawls, tussling, interrogations, torture, etc.) with undertaking appropriate security measures. Using the phrase „BASTA” revokes the prior consent – any physical or mental interference taking place ought to be immediately stopped.
  • It is categorically forbidden to undertake any actions against another player which could prevent them from uttering the word „BASTA” (e.g., gagging).
  • In the event of a life and/or health threatening situation or accident/injury/serious malady, the game needs to be stopped immediately. Players in the vicinity are obliged to provide assistance to the injured persons and notify the organisers about the accident. Both the injured players and their aidees should wear warning vests (when entering ghost mode they are not bound by the rules of in-game death).
  1. Ghost Mode
  • Entering the ghost mode means long-term exclusion from the game and does not necessarily mean in-game death.
  • Organisers moving around the in-game area with visible OldTown organiser t-shirt on are to be treated as if they were in a ghost mode.
  • When not caused by character death, entering ghost mode MUST be reported to the field game organisers at the Info Point and will be recorded on the digital character card.
  • Entering the ghost mode without prior proper notification at the Info Point equals the death of the character without the possibility of deciding about the critical wound.
  • Any player wearing a reflective vest does not exist in-game to the other players – they are a spirit, so they cannot actively partake in the game. The ghost mode must not be abused.
  • A player without a vest is considered alive and must adhere to the in-game situation.
  • If necessary the player has the right to leave jail using ghost mode, but they must agree with CAD on the time and principle of their return to the game beforehand.
  • In situations that threaten life or health it is allowed to use the ghost mode without the obligation to immediately report this fact at the Info Point.
  1. City Wall and the Minefield
  • For the purposes of the field game it is assumed that the entire town is surrounded by an impermeable wall and a minefield, meaning that the town can only be entered via the city gate.
  • Entering the town in a way other than through the city gate is equivalent to character’s death without the possibility of deciding about the critical wound.
  1. Game Areas and the OFF-GAME, IN-ASG and OFF-ASG Zones
  • Special OFF-GAME zones are designated in the game area to provide players with an opportunity to temporarily exit the game. These are the following: catering area, sanitary area (showers and toilets), all organising zones (technical facilities, city generator, Info Point, Medical Point etc.), off-game parking lot, private tents and private tents in Sicz.
  • It is forbidden to move with food and drink purchased in the catering zone outside the OFF-GAME zones, unless the food and drink is stored in an appropriately styled up container.
  • There is a permanent and overriding ban on ASG replica use in the OFF-ASG area of the town, it is only permissible to use safe weapons and nerf guns. Violating this prohibition for whatever reason will be severely punished.
  • Exiting the city gate, the player enters the IN-ASG zone, where they can use the ASG replicas. The player is obliged to wear eye protection before entering the IN-ASG zone.
  • It is forbidden to shoot in the general direction of the OFF-ASG and OFF-GAME zones.
  • The game area outside the town (the so called Wasteland, wilderness) is a vast, unrestricted and uninhabited area, so players are obliged to be particularly careful because there may be people who do not participate in the game there.
  • There are many dilapidated and dangerous buildings and places in the game area. The organisers will never leave in-game items or organise attractions in a place that is too dangerous for the players. We implore the players to take special care and keep common sense when exploring the Wastelands.
  1. The IGOR System
  • In order to manage the game the organisers use the custom computer system IGOR created by Michał „Puzon” Blaumann.
  • All players have access to IGOR’s computer terminals, and the organisers will provide such access through a system of publicly accessible city terminals.
  • Players can have their own equipment integrated with IGOR (for specification please contact the organisers individually).
  • The IGOR System contains all the information about players’ characters (special abilities, infractions, respawn times, etc.), objects and professions, as well as a complete vehicle register.
  • The IGOR system is also one of the in-game forms of communication with game masters.
  • The IGOR system uses the Wi-Fi network to operate, any jamming or tampering with it is strictly forbidden.
  1. Drones
  • The drone system is a mechanical protection against the night time in-game violence escalation.
  • The drone system is active from 23:00 to 9:00.
  • The drone system operates throughout the entire city of OldTown, in every district, outdoor and indoor, in every building, camp, and construction.
  • The drone system can be switched off or turned on any time by the organisers.
  • The activity of the drone system is indicated by a constant light signal (whether or not the light at the center of the town is on) and a flag of a suitable colour displayed (green = active drones, red = inactive drones).
  • The activation or deactivation of the drone system shall be indicated by an acoustic signal and switching the light signal on or off.
  • The in-game function of the drone system is to detect aggressive behaviour. Each time a player intends act aggressively (injure someone, kill someone, etc.) the drones shoot and such a player falls on the ground injured, and the action they wanted to take is considered to be non-existent. In such case it is recommended to use BASTA to quickly explain the issue between players.
  • Wpierdol (a street fight, see point 12) is a special melee situation not leading to wounding the opponent, and is allowed during the drone activity time.
  • Stunning is allowed during the drone activity time.

Chapter II. Combat and Weapons

  1. Combat, Including Hits and Roleplaying – The Basics
  • A gunshot wound results from being shot with an ASG replica bullet or an arrow in a place on a body uncovered by an armour. The shot person is wounded.
  • A barrage of consecutive projectiles from a gun or multiple simultaneous shots (i.e. a triple barreled shotgun) still counts as one gunshot wound.
  • A gunshot landing on the armour results in the in-game destruction of the armour upon the player’s return to the town (the armor will be considered broken only after the player passes the city gate) and must be repaired. In case of a firefight taking place in locations and encampments outside the town, the armour is considered destroyed when the situation as a result of which the armour got shot is finished, ie. the armour continues to work until the end of the camp firefight, but will be considered broken after the firefight has concluded.
  • A blow is a clear and decisive hit with a safe weapon. The character is wounded after three blows in an unarmoured spot.
  • When fighting with safe weapons, players must move away from each other after each blow and simulate the fight as closely to reality as possible.
  • A blow on the armour does not have any effect, but should be acted out by the character that was hit.
  • It is forbidden to stab during combat.
  • A blow made with a two-handed weapon ignores the armour (regular 3 hit melee rules apply).
  • A blow made with mutant claws ignores the armour (regular 3 hit melee rules apply).
  1. Critical Wounds and Death
  • The player has the right to decide about their character’s death at any moment of the game if it relates to the plot situation which ensued in-game.
  • An Organiser authorised to make LARP-related decisions can decide about a character’s death if it will positively influence the game in general or if it stems from the in-game plot situation (for example, if the player, whose character was killed in some interesting way which brought about some fun and interesting plot events for other players, would be trying to avoid their character’s death via the critical wound system).
  • There is no other way for a character to die in this LARP than through a decision of the player or an organiser.
  • The character which was killed (finished), 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 player whose character was critically wounded can decide whether they wish to let their character die or to continue playing. The decision can be made in the City Hospital, Czech Sindicate Hospital, Platon’s Passage Hospital or any other place designated by the organisers.
  • In case the player decides to continue playing the game with the same character, the hospital’s representative will draw a card from the special Permanent Disability deck at random. This disability will be added to the rescued character’s character card, and the player will be obliged to act out this disability at all times during the LARP. The disability effects will automatically carry on to the next years of playing this character (for example, losing an eye).
  • 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). They just wake up in the hospital not remembering what happened.
  • The player who decided to let their character die returns to the game as a new character after their respawn time’s up. Respawn time’s length is individually decided by the dedicated in-game plot Organiser on a case by case basis.
  • While being in death or critical wound induced ghost state, the player does not take part in the game and should therefore avoid moving around the in-game area as it could negatively impact other players’ game.
  • If for some reason the City Hospital, Czech Sindicate Hospital or the Platon’s Passage Hospital are closed, the critical wound procedure can be conducted at the Info Point.
  1. Wounds
  • A person that was shot or received a third blow to an unarmored place is wounded.
  • The wound should be acted out accordingly to the place of the hit (for example, holding onto a pierced knee). The injured player falls to the ground, can crawl, but can’t fight.
  • The wound must be dressed. An untended person receives a critical wound after 15 minutes, and a tended person has one hour to reach a doctor or they will receive a critical wound.
  • A wound can be tended to with the use of the first-aid kit or by any doctor.
  • Repeated shot or blow to the wounded character (even one that has been tended to) results in a critical wound.
  • The dressing must look realistic and cover the wounded place on the body.
  • The critically wounded character is obliged to stay on the death scene for 5 minutes (or until the end of the LARP scene in which the character is needed) and play out their lethally wounded state. After this time the player can shift into the ghost mode and go to the City Hospital or to other designated Hospital to decide whether they wish to continue playing this character or respawn as a new one.
  • A character who can not move freely (because they are wounded / unconscious / critically wounded) can be carried by another character. The player can realistically carry the other player or symbolically lead them by holding their arm.
  1. Safe Weapons
  • The term “safe weapons” should be understood as “melee weapon replicas allowed for in-game use” such as swords, knives, machetes etc.
  • A replica of a melee weapon must be made of safe materials. Any potentially stiff core must be securely wrapped in soft material.
  • A replica of a weapon must visually resemble the weapon it represents. For example, a replica of a weapon designed to act like a dagger must resemble a dagger.
  • A weapon that visually looks like a piece of foam wrapped with duct tape (the so-called silver sausage) will not be admitted to the game.
  • Each replica of a melee weapon will be rigorously assessed during registration. Only replicas of weapons accredited by the field game organisers will be allowed to the used in game as they need to meet both the security and visual requirements.
  • If any replica of a white weapon becomes physically damaged (rupture of the soft layer, broken core, etc.), the weapon ceases to operate. It is strictly forbidden to use a 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 in the Info Point.
  • Only weapons in three lengths (including the handle) will be allowed to play:
    • up to 50 cm – very short weapon (the only weapon that can be used for assasination)
    • up to 120 cm – one-handed weapon, which can be used together with a shield
    • up to 200 cm – two-handed weapon, which requires two hands to fight with
  • Two-handed weapons ignore the armour (regular 3 hit melee rules apply).
  • Attacking the opponent’s head or the crotch with melee weapon replicas should be avoided.
  • Admitting a safe weapon to the game is a subjective decision of the person responsible for accreditation and is not subject to discussion.
  • It is not allowed to use rubber training knives or other replicas of weapons intended for fencing training during the game.
  1. ASG Replicas
  • You can start the game with one piece of ASG replica. If you want to have more pieces of ASG replicas, you should purchase them in the in-game Weapon Store (see: „Special Rules” Chapter).
  • It is forbidden to use own ASG replica ammunition during the field game. The organisers will provide players with good quality 0,25g bullets of a certain color.
  • ASG replicas with an outlet velocity of up to 450 fps (1,88 J) can be used in the field game.
  • Replicas with muzzle velocity exceeding 350 fps cannot be used in buildings or out of a moving vehicle.
  • In the game area outside the OFF-ASG zone (so in the IN-ASG zone) it is mandatory to wear eye protection (glasses / goggles) and it is allowed to use ASG replicas and bows. In the OFF-ASG zone there is no obligation to wear eye protection, and it is forbidden to shoot and aim with ASG replicas and bows.
  • A player who is outside the OFF-ASG zone during an ASG fight and does not wear any eye protection immediately becomes wounded and is obliged to lie down on the ground and protect their eyes (cover them with their hands). After the fight is must wear eye protection. Each such case must be reported to the organisers who will analyse the situation and 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 not allowed to shoot at the opponent from a very short distance (eg. an execution) with ASG replica. The target should be instead informed about the hit and the bullet should be discarded (eg. by shooting safely into the air).
  • Grenade launchers or ASG grenades are not allowed in game.
  • The player who gets SHOT/HIT in the ASG replica must tear off the accreditation ribbon marking its functionality from it. The replica becomes damaged and can not be used until the weapon is repaired.
  1. Bows
  • Bows with tensile force not exceeding 35 lbs (~15.5 kg) for the standard 28″ size are allowed to be used in the field game.
  • Following bows will not be allowed for the 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.
  • Only safe arrows from are allowed for use.
  • 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 facilitates its identification,
    • 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.
  • Archery equipment is not a LARP gear, thus it is unacceptable for it to be taken by non-owner players, which also means that it is not tradable during the field game.
  • The player using non-accredited or damaged archery equipment will be immediately removed from the event area.
  • The in-game use of the bows is regulated by the same rules as ASG weapons.
  1. Safe Throwing Weapons
  • Safe throwing weapons are allowed for the in-game use. The weapon must be safe, meaning that it has no core and is soft, but still looks realistic.
  • The throwing weapons will be subject to particularly strict security control by the organisers.
  • All of the rules on the melee weapon replica fights apply also to the throwing weapons.
  • It is forbidden to throw safe weapons other than the throwing weapons.
  • The throwing weapon will be marked by the organisers at the weapon accreditation in a way that does not pose any threat to the health of the game participants.
  1. Armour
  • Armour is a set of visible, stiff, impressive, relatively uniform elements of the character’s outfit (i.e., the armor 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) which has a maximum endurance determined by the organisers as represented by the number of resilience straps attached to it.
  • A broken armour does not protect against being shot or hit.
  • An armour always protects against SHOTS unless it is destroyed.
  • An armour is considered functional throughout the whole time spent outside the OldTown city walls. If the player has participated in a fight and their armor got shot during the escapade beyond the city walls, the armour is considered destroyed and in need of repair after their return to the town (after crossing the city gate).
  • In case the armour gets broken, the player is obliged to remove the ribbon marking its functionality from it.
  • The armour protects only the area of the player’s body that is physically covered by it.
  • One shot or three blows to the unprotected body area result in a wound.
  • 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 e-mail in advance to discuss your expectations and our requirements regarding the outfit.
  1. 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 60×100 cm. All shapes fitting within the above-mentioned dimensions are allowed.
  • Striking with the edge of a shield is forbidden.
  • 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.
  • It is forbidden to use the shield as a fixed element of the armor.
  • A shield is not an armour.
  • Upon receiving an ASG bullet shot a shield is instantly broken. The player is obliged to remove its functionality marker (the ribbon) off from the shield.
  • If a broken shield gets hit by an ASG bullet again, players hiding behind that broken shield for protection become automatically wounded, regardless of their armour.
  • Multiple shots such as a series shot from an ASG weapon or several shots fired out simultaneously from the same weapon (e.g. a shotgun with three barrels) count as one singular shot.
  • Shields protect against two-handed weapon hits (contrary to armours).
  • Each shield will be rigorously assessed during the accreditation. Only the shields accredited by the field game organizers which meet both the security and visual requirements (the shields are supposed to look realistic – foam rectangles do not look realistic) will be allowed for in-game use.
  1. Markings
  • Any items allowed for the in-game use such as safe weapons, ASG replicas, shields, bows, safe throwing weapons and other plot items will be marked by the organizers during the festival.
  • Safe weapons, bows, shields, armours and ASG replicas will be marked with stickers denoting the item’s allowance into the game These stickers mustn’t be removed.
  • Safe weapons, bows, shields, armourns and ASG replicas will also be marked with colorful ribbons denoting the item’s functionality.
  • An item without a ribbon of correct color present on it is to be considered broken and needing repairs.
  • The participants are forbidden from marking any items with tags reserved for the organisers.
  1. Stunning
  • The player is stunned with one HIT if all of the following conditions are met:
    • the player cannot defend themselves or the attack took place by surprise,
    • a white weapon replica safely touched the player’s head in a place not protected by armor,
    • the attacker simultaneously put its hand on the player’s shoulder and clearly informed them of the stunning.
  • The stunned character must play out fainting and remain unconscious for 5 minutes.
  • Stunning is allowed while the city drone system is active.
  1. Assassination
  • Assassination occurs when all of the following conditions are met:
    • the attack took place by surprise,
    • the attacker used an assassin weapon,
    • the attacker attacked with 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 attacked player was clearly informed about the executed assassination.
  • If the attacked player notices the assassination attempt before they are killed and reacts, the hit ceases to be fatal, but still counts as a HIT.
  • Running up to someone, putting a knife in their back and shouting „you are dead” is acceptable, but at the same time it is a behavior that we do not approve of.
  • A correctly acted out assasination fatally wounds the victim.
  1. Wpierdol (Street Fight)
  • 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 attackers must be armed,
    • the attacked person(s) can not be armed or wearing an armor that has more than one armor point
    • one of the attackers places their hand on the shoulder of wpierdol recipient, and wpierdol needs to be played out.
  • If the person about to receive wpierdol has a safe weapon on them, they can use it to protect themselves, but this ends wpierdol and begins a regular safe weapon fight.
  • Declaring wpierdol on an armed person: an armed person decides whether they submit to wpierdol, or fend off from the attackers picking up a fight with them, which evolves into a fight with safe weapons according to the regular rules.
  • You can’t save yourself by attempting to run away from wpierdol.
  • The person who is receiving wpierdol is obliged to play it out.
  • The person who has received wpierdol may be searched and robbed according to the regular rules of search and theft.
  • The who has received wpierdol remains awake after it ends, but can not call for help.
  • Wpierdol ends after 5 minutes, after which the character returns to the game.
  1. Binding and slavery
  • The player can choose symbolic binding and submit to the executioner or physical binding 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, but first they have to answer all the plot related questions.
  • 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.
  • A player can be captured and enslaved.
  • The rules of enslavement, its duration and scope are discussed and settled by the players involved.
  • The enslaved player can stop being a slave anytime. If they wish to do so, they have to inform their captor about it.
  • If the slavery has finished without fulfilling its scope by the slave, the captor has the right to decide whether or not to critically wound the slave.
  • 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 captive to quickly remove it themselves.
  1. Search
  • The search is a real and physical body search of a player. The player conducting the search can keep all the plot items they can actually find on the other player.
  • The player can refuse to be searched physically, but they are obliged to hand over all the plot items they are carrying at the moment.
  • If the player consents to the body search, just informing the player about the search does not oblige them to hand over the plot items voluntarily (telling someone “I’m searching you” does not work – you should really perform the body search).
  1. NERF Weapons
  • NERF weapons have been approved for the in-game use. A hit from an accredited NERF pistol is treated as a stun according to regular stun rules. NERF weapon projectiles ignore armor and shields.
  • NERF weapon will be introduced into the game by the organizers exclusively.
  • Only NPCs, City Guards (CAD) and players who have obtained special permissions from the organisers are allowed to use NERF weapons.

Chapter III. – Special Rules

  1. Cyborgs
  • Characters with cybernetic modifications (cyborgs) are allowed in game so long the player’s costume makes it clear that the character is a cyborg and which body parts are artificial.
  • The Organisers reserve the right not to allow a cyborg character to participate in the game if it will not meet the visual criteria.
  • Androids (robot characters looking like humans) are not allowed in the game.
  • Cyborgs have to use superstimpaks instead of stimpaks to heal their wounds.
  • In order to heal a wounded cyborg aside of a doctor’s assiste you also need a person with a Technician skill.
  • Cyborg bleed out in 30 minutes.
  • Cybernetic parts act as an armour and they will be judged accordingly during the LARP accreditation.
  • The Organisers reserve the right to grant additional character points for unusually spectacular cyborg costumes.
  1. Mutants
  • Characters with mutations (mutants) are allowed in game so long the player’s costume makes it clear that the character is a mutant.
  • The Organisers reserve the right not to allow a mutant character to participate in the game if it will not meet the visual criteria.
  • Mutants have to use superstimpaks instead of stimpaks to heal their wounds.
  • Mutations give the character a permanent 1st level radiation immunity.
  • Mutant blood can’t be used to produce red powder.
  • The Organisers reserve the right to grant additional character points for unusually spectacular mutant costumes.
  1. Radiation and Radiation Resistance
  • Radiation occurs in zones surrounded with tape and/or marked with announcements that state the radiation level. Entering the zone with level 1 radiation results in radiation sickness and death after 2 hours from entering the zone. Higher levels of radiation result in instant critical wound.
  • Wearing a gas mask lowers the received radiation by one level. Wearing a gas mask equipped with a system creating a closed circuit lowers the received radiation by two levels. Wearing a full chemical protective suit OP-1 or another suit of similar parameters, including suits made by the players, lowers the received radiation by three levels.
  • The character who already has radiation poisoning and enters any radiation zone gets instantly critically wounded.
  • Irradiated items are marked with appropriate announcements. They always have level 1 of radiation. Touching them causes radiation poisoning and critical wound (if applicable) the same way as entering the level 1 radiation zone. The player may hold the irradiated item up to 10 minutes, after that they receive a new dose of radiation and a critical wound.
  1. Gun Shop
  • If a player wishes to have more than one ASG replica in the game, they have to buy it during the game (for bottle caps) in the gun shop.
  • The gun shop doesn’t sell actual weapon replicas, just the right to introduce another weapon you own to the game.
  • After buying a weapon the player receives a token which they have to take to the Info point. The weapon will be checked for safety, marked and accepted into the game.
  1. NPCs
  • During the game special “event characters” can appear, the so-called NPCs. Such players are closely working with the organisers and some rules included in the mechanics may not apply to them, especially combat rules.
  • NPCs are not marked in any way, aside of some special cases.
  • Significant NPCs will wear red bandanas denoting their special role in the game plot.
  • To join the NPC Corps, a player has to fill a form before the game and get accepted by the designated organiser.
  • It is possible to become an NPC during the festival, but the possibility depends on whether such characters are currently needed and on the decision of the designated organiser.
  • Players should remember that NPCs are people and deserve respect. They should be treated by others like any other player, according to rules of social conduct (for example, appropriate level of strength must be used in combat).
  • If a player breaks the rules of game mechanics or treats NPCs in a derogative or threatening way (endangering their health or life), the NPCs are entitled to stop the in-game situation and refuse any further interactions with that player.
  1. Media
  • Media representatives such as photographers or filmmakers may be present during the game.
  • Media representatives approved by the organisers are marked with appropriate signs on their costumes.
  • Media representatives don’t participate in the game unless they specifically agree to it.
  • Players should remember that media representatives are not allowed to disrupt the game, demand players to pose for photos and spoil the fun. If such a thing happens, please report it to the Info Point.
  1. Events and Situations not Included in the Game Mechanics
  • During the game there can be situations which were not included in the mechanics (for example, any kind of bombs or destroying the town walls). If such a situation occurs, please discuss it with the LARP organisers. You can find us at the Info Point.
  • We’re open to players’ ideas that the mechanics doesn’t include.
  • A player who has obtained a permission for special skills or actions that go beyond the mechanics from the organisers is obliged to show a written permission.
  • A written permission slip is written on special paper and includes a signature of the organiser who has granted permission for a given skill, etc.
  1. Loss of Previously Obtained Skills Due to New Mechanics
  • If due to the introduction of new mechanics the players lost their skills, or they were weakened they may come to the organiser in order to work out how to compensate it.
  • The compensation is determined individually.
  1. The Hole
  • The Hole is a special location on the Wasteland offering all kinds of services.
  • The Hole has its own system of guarding turrets, independent from the city system.
  • The Hole’s guarding turrets work similarly to the city drone system, detecting all kinds of aggression and acting preventively, making injuring another player impossible.
  • Every time a player wants to injure someone, for example using a safe weapon or an ASG replica, the turrets shoot the offender, who should fall to the ground wounded, and the action which they were attempting to make is nullified. In such a situation we recommend using the word “BASTA” to quickly clarify the issue between players.
  • The guarding turrets are active 24 hours per day and are never turned off.
  • Designated NPCs can use nerf guns and ignore the effects of guarding turrets.
  • While staying at the Hole one should wear the protective goggles at all times.
  1. Poisonous Smoke
  • The organisers can use red smoke bombs during the game.
  • Every player who will find themselves inside the radius of the red smoke is instantly injured, regardless of whether or not they are wearing any armour or other protection.
  1. Drone in Platon’s Passage
  • Platon’s Passage has its own drone independent from the city drone system which only protects the Passage.
  • The drone can be turned on or off by the manager of the Platon’s Passage, or in special, justified cases, also by a suitable organiser.
  1. Arbiters of the Mechanics
  • An Arbiter has the authority to make decisions about the in-game mechanics, decide about rows and quarrels and punish for breaking the rules of the in-game mechanics.
  • Arbiters have specially marked IDs.
  • Arbiters share the same authority as the organisers in the scope of their function.
  • The Arbiters’ decisions regarding the in-game mechanics are final.