Classes[ edit ] Character creation in Amtgard is class-based; that is, players choose an archetype with pre-established abilities, similar to systems used by Dungeons and Dragons and other tabletop roleplaying games. For instance, one player might play an Assassin, and another, a Warrior. Advancement in a class is not tied to a specific character. Players may play different classes at different times, and levels have no relation to in-character deaths. Combat[ edit ] The primary focus of the rules of the game is combat.

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Parks In order to play Amtgard , one must have other people to play with. Parks are groups of people that get together on at least a bi-weekly basis to play the game and spend time with one another. Most Freeholds will become a Sponsored Park by joining a Kingdom , allowing them to progress in name as their size increases. Your local Kingdom corpora will provide specific details about the names and privileges of increasing Park sizes.

Parks typically have the same leadership positions as kingdoms do and are elected on the same six month schedule. Not all Parks need to have all positions filled at all times.

Some smaller Parks only need a monarch while larger groups need a full complement of officers. Reeves In order to ensure that the Park is following the rules, and that the game is being run fairly for all participants, members of the park may also choose to become members of the Reeves Guild and take credit in the Reeve class.

Reeves are the judges or referees of the game, and are recognized by the gold sash that they wear on the field. Reeves should have in-depth knowledge of the rules, and are tested by the current Guildmaster of Reeves to become members of the guild. When a reeve is in charge of a battlegame , their word is final on disputes involving game play. However, while the game is occurring, the decision may not be disputed. Arguing with a reeve on the field may result in being penalized or even ejected from the game.

Consistent arguing may result in being removed from play for an extended period. There are two types of social organizations of this nature: Companies, and Households. Companies are typically groups that focus on fighting or competition.

Traditionally, most companies have a leader e. Captain , a second-in-command e. Lieutenant or Sergeant , and heraldry of some type. Given the normal semi-competitive nature of companies, people traditionally only belong to a single company at any given time.

Households are typically non-fighting groups that focus on non-competitive aspects of the game, such as arts and sciences , service, etc.

Households also traditionally have a leader e. House Lord or House Lady and heraldry. Because of the traditional non-competitive nature of households, a person may be a member of any number of households. Awards and Symbols Amtgard has an extensive award system that is used to recognize and promote excellence in a wide variety of different areas such as service, fighting, arts and sciences, honor, and so forth.

Please see Appendix A for a full breakdown of the shared awards system that all Kingdoms adhere to. Each Park may choose to have additional awards as they deem necessary with the approval of their ruling Kingdom monarchy. Some of the more recognized awards are listed here below.

Apprentice Apprentices are individuals who have a formal student-mentor relationship with a Paragon. Players are typically Apprenticed to only a single Paragon at a time. Paragons of on Order may themselves be Apprenticed to a Paragon of a different Order.

Color A catch-all class for members of Amtgard who do not participate in the combat portion of the game. These players are often very valuable to the organization as they provide logistics, leadership, and support to keep the rest of the game moving smoothly. Examples can include water bearers, heralds, event organizers, and Serpent Knights. Knights Knights are members of Amtgard who have been recognized as exemplars in a given area as well as role-models.

Knighthood is a recognition of character in addition to possessing a level of skill beyond that of a Master in their field. Knights are recognized by a variety of reserved symbols, such as a white belt , an Unadorned Chain , spurs , and a white or black phoenix. There are four orders of Knighthood in Amtgard, each of which recognizes a different skill and has its own belt trim color: Sword : Awarded for martial excellence.

Its symbol is a white belt trimmed in silver. Serpent : Awarded for excellence in the arts and sciences. Its symbol is a white belt trimmed in green. Crown : Awarded for excellence in elected office. Its symbol is a white belt trimmed in gold. Flame : Awarded for excellence in service. Its symbol is a white belt trimmed in red.

Knighthood may only be bestowed at the Kingdom level. Masters Masterhood may be granted in recognition of outstanding skill in a given area, and has a reserved symbol of a gold phoenix on a solid color background.

For more information on the qualifications to be considered a Master, please see Appendix A. Masterhood may only be granted at the kingdom level. Order of the Crown : Gold phoenix on a black background. Dragon : Gold phoenix on a green background.

Garber : Gold phoenix on a blue background. Lion : Gold phoenix on a purple background. Owl : Gold phoenix on a brown background. Rose : Gold phoenix on a white background. Smith : Gold phoenix on a grey background. Warrior : Gold phoenix on a red background.

In Amtgard, being an At-Arms or Page denotes a special relationship between the individual and their mentor,who is typically a Knight, Noble, or Squire.

At-Arms can generally be recognized by a black belt with silver trim or a green belt. Pages can generally be recognized by a yellow belt.


Magic and Abilities



Amtgard the Organization



8.0 Rulebook


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