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Combat
This is how combat works on the most basic level of any foam fighting game whether it's Dagorhir or one of its many child.
Following these guidelines will ensure you are playing within the rules.
Valid Strike
A hit counts when it lands with enough force to create an audible pop and/or visibly deflect on contact. Light taps, brushes, and grazing contact do not count as valid strikes.
Hit Locations
Where a fighter is struck determines the result. If a strike lands on a joint between two hit locations, it counts as the more severe of the two possible results.
Hands & Feet
Hands do not take damage while holding equipment, and feet do not take damage while they are in contact with the ground.
Limb Loss
A valid hit to an arm or leg disables that limb. After taking leg damage, the fighter must kneel; after taking arm damage, the fighter must place that arm behind their back and keep it away from combat.
Torso Hit
A valid strike to the torso defeats the fighter and removes them from the current fight. The torso includes the chest, back, shoulders, shoulder joints, hips, hip joints, groin, and butt.
Head & Neck
The head and neck are illegal targets for all melee weapons, but are legal targets for ranged weapons such as arrows, javelins, and rocks.
Armor
Armor generally allows a fighter to take two hits instead of one in an armored location before suffering the normal result. New fighters are strongly encouraged to become comfortable with unarmored combat first, as armor adds weight, heat, and additional rules to keep track of during a fight.
Shields
Shields are used to block attacks, protect the fighter, and control space during combat.
Grappling
Grappling is similar to high school wrestling: fighters may grab, push, pull, control, and wrestle an opponent to subdue or unbalance them. Striking, dangerous throws, slams, and joint or nerve holds are not allowed.
Battle Types
Combat can take many forms, including one-on-one fights, team battles, free-for-alls, objective games, and large field battles.
Honor System
Fighters are expected to recognize their own hits and honestly apply the result during combat.

Medieval Garb
Medieval garb is clothing that helps create the look and feel of a medieval or fantasy setting while avoiding obviously modern styles. You do not need an expensive or historically perfect costume to participate—simple, comfortable clothing that fits the setting is usually enough.
Headwear
Hoods, coifs, simple cloth caps, headscarves, and other medieval- or fantasy-inspired headwear work well with garb. Avoid obviously modern hats such as baseball caps, boonie hats, modern wide-brim sun hats, and straw cowboy hats, as these styles did not exist in the medieval period and can make an otherwise good outfit look noticeably modern.
Shirt / Tunic
A plain tunic, loose medieval-style shirt, or simple long-sleeved top makes a good base for garb. Avoid wearing a modern T-shirt altogether, even if it is plain, because the cut and construction are immediately recognizable as modern clothing.
Pants / Legwear
Loose trousers, drawstring pants, simple fitted pants, leggings, or other neutral-looking legwear generally work well. Avoid blue jeans, cargo pants, sweatpants, and modern athletic pants whenever possible.
Footwear
Boots, leather shoes, moccasin-style footwear, or plain dark shoes blend into garb best. Modern sneakers are one of the worst options for medieval garb because their shape, bright colors, logos, and modern soles are immediately noticeable.
Belts
A simple leather or fabric belt helps shape a tunic and gives you a place to carry pouches and other accessories. Even a basic belt can make simple garb look much more complete.
Outer Layers
Cloaks, mantles, tabards, vests, coats, and overshirts can add color, character, and useful layers for changing weather. They are also an easy way to make a basic outfit look more finished.
Pouches & Bags
Belt pouches, satchels, and simple cloth or leather bags are good ways to carry personal items without relying on modern backpacks or fanny packs.
Accessories
Bracers, sashes, scarves, gloves, jewelry, and similar accessories can help give your garb more character without requiring an elaborate costume.
Colors & Fabrics
Natural-looking fabrics, simple weaves, and solid or muted colors generally fit medieval garb best. Avoid neon colors, shiny synthetic materials, and obviously modern prints or patterns.
Modern Items
Watches, sunglasses, phones, modern bags, visible logos, and other contemporary items can stand out against otherwise good garb. When possible, hide, cover, or minimize them to help maintain the medieval appearance.

Equipment
If you're new to foam fighting come on out to a few practices at your local park before attempting to buy or build anything on your own. Dagorhir uses weapons padded in a way to allow for a full contact game the minimizes the possible injury to players.
Weapon Cores
Most foam weapons are built around a strong, lightweight core such as fiberglass or pultruded carbon fiber. The core gives the weapon its shape and stiffness while the surrounding foam makes it suitable for full-contact combat.
Foam Construction
Dagorhir weapons are generally built using layers of foam with different densities. A common combination uses 4 lb. density foam for structure and 2 lb. density foam for softer striking surfaces and padding.
Full-Contact Gear
All weapons and shields are built for full-contact fighting. Nothing can be used on the battlefield unless it has been checked and approved for use first.
Get Experience First
Come out and fight with loaner gear before buying or building anything. It is easy to invest time and money into equipment only to find that it does not fit your fighting style or is not the right choice for Dagorhir.
Common Weapons
Most equipment is based on practical or historical weapons, including swords, maces, clubs, spears, javelins, bows, and shields.
Armor
Dagorhir armor is generally based on historical forms such as leather armor, chainmail, and plate armor. Armor should look and function like something appropriate to a medieval battlefield.
Banned Equipment
Some weapon designs are specifically prohibited, including nets, lassos, pungee sticks, nunchucks, tonfas, double-ended daggers, and punch daggers.
Restricted Armor
Some armor designs are not permitted, including rigid metal hand, knee, or elbow armor; armor with spikes or sharp projections; plastic armor; and helmets with non-period grills.
Optional Safety Gear
Personal protective gear is optional but often useful. A sports cup can protect the groin, gloves can protect the hands, and sturdy boots can help protect the feet during larger battle games.
Sun & Weather Protection
Dagorhir events often involve hours outdoors, so sunblock, water, weather-appropriate clothing, and comfortable footwear are always good additions to your kit.

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