⏱️ New Player Orientation Speech Tool
Official 15-minute new player orientation curriculum for Darkon Marshals and Instructors, aligned strictly with the official Darkon Rules of Play.
1. Welcome & Darkon Overview
Key Rulebook References (Ch. 1 & Ch. 2)
- What is Darkon? Full-contact medieval/fantasy LARP with safely constructed foam props (Rulebook Ch. 1, p. 12).
- Player vs Character: Players are real people (age 16+ with waiver). Characters are the in-game personas (In-Character / Out-of-Character distinction).
- 5-Event Costuming Grace Period: Garb rules are suspended for your first 5 events while you build your persona (Rulebook Ch. 2, p. 17).
- First Event Dues: No dues for your first single-day event!
"Welcome to Darkon Wargaming Club! Darkon is a live-action roleplaying game featuring full-contact medieval fantasy combat with safe, foam-padded weapons.
In Darkon, you play a Character (In-Character / IC), while keeping real-world matters Out-of-Character (OOC). Your first single-day event is completely free of dues, and as a new player, you have a 5-event grace period on costuming while you assemble your garb. Our core priorities are Safety, followed by Honor and Fun. In the next 14 minutes, we will teach you how to fight safely and step onto the field with confidence!"
2. Safety Rules, "HOLD!", & Elders
Key Rulebook References (Ch. 4 p. 34, Ch. 5 p. 37)
- The HOLD Call: If an injury or real emergency occurs, yell "HOLD!". Everyone MUST stop fighting, repeat "HOLD!", and kneel or squat in place. Remain frozen until an Elder calls "LAY ON!".
- Field Referees (Elders): Referees wear PLAIN WHITE TABARDS with the word "ELDER" printed on the front. Elder calls are absolute on the field.
- Legal vs Illegal Hit Zones (Rulebook p. 28):
• Legal: Torso, Limbs (arms above wrist, legs above ankle), Crown/Back of Head (Flails/Morningstars ONLY).
• Illegal: Face, Throat, Front/Sides of Neck, Groin, Hands (holding weapon), Feet (on ground). Recipient may disregard illegal strikes! - Unsafe Strikes: Swinging the "flat" of a weapon is an illegal/unsafe strike.
"Safety is our single highest priority.
1. The 'HOLD!' Call: If anyone is injured or a real hazard appears, yell 'HOLD!'. The moment you hear 'HOLD!', you must immediately stop fighting, repeat 'HOLD!', and drop to your knee or squat. Stay completely frozen until a white-tabarded Elder calls 'LAY ON!'.
2. Field Referees: Look for officials wearing White Tabards with 'Elder' on the front. Elders run the combat and make referee calls on the field.
3. Target Zones: You may strike the torso and limbs (above wrist and ankle). You may NEVER strike the face, throat, neck, or groin. Hands holding weapons and feet on the ground are safe from hits. The crown and back of the head may only be struck by flails and morning stars!"
3. Communication & The Honor System
Key Rulebook References (Ch. 2 p. 2, Ch. 4 p. 27)
- The Honor System: Darkon relies entirely on player integrity. You must call every valid hit delivered with sufficient force.
- Sufficient Force Definition (Rulebook p. 27):
• Swung weapons: Enough momentum that an opponent in 10 oz leather feels it as an offensive strike.
• Thrusting (Red): Enough momentum that an opponent in 5 oz leather feels it. - Hit Callouts: Announce your status immediately out loud: "ARM!", "LEG!", "MORTAL!", or "DEAD!".
- Dispute Golden Rule: "Take the hit now, talk to an Elder after the fight." Never stop to argue during active combat!
"Darkon functions entirely on the Honor System. You are your own referee for taking hits. When a strike hits a legal target zone with sufficient force—enough force to distinguish an offensive strike through clothing or light armor—you must call it immediately out loud!
Yell 'ARM!' if your arm is hit, 'LEG!' if your leg is hit, or 'DEAD!' (or 'GOOD!') if your torso is hit.
If you ever feel a hit was light or questionable during a battle: Take the hit first! Never stop fighting to argue with an opponent. If you have a concern, speak to a White-Tabarded Elder after the point."
4. Combat Mechanics, Colors & Wounds
Key Rulebook References (Ch. 4 p. 28-33)
| Weapon Color | Damage Type | Damage / Rules |
|---|---|---|
| White | Slashing | 1 Damage (Swords, Hand Axes) |
| Yellow | Crushing | 1 Damage (Clubs, Maces, Flails). Cannot advance a limb past a light wound! |
| Red | Piercing | 2 Damage (Daggers, Spears, Arrows, Javelins, Thrusting tips). First hit to limb = light wound. |
| Black | Cleaving | 2 Damage (Greatswords, Glaives, Battle Axes). Must be swung 2-handed for Black damage! |
- Light Wounds (Limbs):
• Arm: Arm dangles lifelessly at side; drop whatever was held in that hand.
• Leg: Lock knee or drag leg. CAN NEVER RUN or lead with a wounded leg! Both legs wounded = fight from knees. - Mortal Wounds: Wounded in Torso or 2nd Limb hit. Player drops to ground with a 5-minute death timer (stabilized by First Aid or Cure spells).
- Death & Hades (Rulebook p. 32-33): Dead players lie down or place weapon on head. Respawn timer in Hades is 12 minutes for Death (4 mins for Light Wound, 8 mins for Mortal Wound). Dead players have NO IC memory of the 5 minutes before death!
"Here is how wounds and damage work:
• Arm Light Wound: Drop anything in that hand and let your arm dangle lifelessly at your side.
• Leg Light Wound: Lock your knee or drag the leg. You can NEVER run or lead with a wounded leg! If both legs are wounded, drop to your knees.
• Mortal Wound / Death: A hit to your torso or a second limb hit makes you Mortally Wounded. Yell 'DEAD!', place your weapon on your head, and lie down. You have a 5-minute death countdown unless healed. Dead players spend 12 minutes in Hades and lose memory of the 5 minutes before their death!"
5. Non-Weapon Tactics (Bashing, Grabbing & Grappling)
Key Rulebook References (Ch. 4 p. 33-34)
- Shield Bashing & Edging (Rulebook p. 33):
• Shield Bash (flat of shield): Legal front-to-front only. Never bash a player on their knees or a Large monster!
• Shield Edging (edge of shield below neck): Deals no damage. Prohibited for shields with metal handles.
• Push Kicks: Push kick to a shield from the front only with one foot planted. No snap kicks, no kicking bucklers or kneeling targets. - Shield Breaking (Rulebook p. 97): Heavy 2-handed weapons (Battle Axes, Glaives >= 7ft, Maces/Hammers >= 5ft) destroy shields after 3 solid hits (2 hits for bucklers). Yell *"SHIELD DESTROYED!"* and drop it.
- Grabbing Weapons & Shields (Rulebook p. 33-34):
• Allowed to grab shields and unpadded non-striking weapon surfaces (e.g. spear/polearm shafts, flail chains).
• NEVER grab a striking surface/padded blade! Grabbing a padded blade results in an immediate Light wound to that arm! - No Anvilling (Rulebook p. 27): Resting a weapon, item, or shield against your body to block an attack is strictly illegal.
- Grappling & Takedowns (Rulebook p. 34):
• Grappling is allowed, but takedowns must be a controlled descent from the front on standing targets.
• Must go down with the target. Prohibited in hazardous terrain (woods).
• NO submission holds (chokes, joint locks), no grabbing garb, hair, head, or sensitive areas (groin, breasts, buttocks).
"Now let's cover Non-Weapon Tactics—how you interact with shields, weapons, and opponents without swinging a blade!
1. Shield Bashing & Kicking: You can push-bash an opponent with the flat of your shield front-to-front only. Never bash a player on their knees or a Large monster. You may also push kick a shield from the front if one foot stays planted on the ground.
2. Shield Destruction: Heavy two-handed weapons destroy shields in 3 solid hits. When your shield breaks, yell 'SHIELD DESTROYED!' and drop it.
3. Grabbing Weapons & Shields: You may grab an opponent's shield or the unpadded wooden shaft of a spear or polearm. However, never grab a padded blade or striking surface—doing so gives your arm an instant Light wound!
4. No Anvilling: You cannot rest a weapon or shield flat against your body to absorb hits—that is illegal 'anvilling'.
5. Grappling Safety: Grappling is allowed, but all takedowns must be a controlled descent from the front in open terrain (never in the woods). No submission holds, no chokes, and no pulling garb or hair!"
6. Basic Magic, Spells & Class Sashes
Key Rulebook References (Ch. 6 & Ch. 7)
- Casting Mechanics (Rulebook Ch. 7 p. 68): Casters announce *"Casting [Spell Name]!"*, recite their spell or timed method, and finish with the invocation *"I invoke [Spell Name]!"*.
- Spell Interruption (Rulebook p. 69): Being hit by a weapon, moving > 12 inches, or speaking In-Character during casting negates the spell!
- Spell Balls (Rulebook p. 69-70): Soft padded spell balls (Fireballs, Lightning Bolts, Ice Storm). A spell ball hit anywhere on your body, armor, or shield takes effect!
- Class Identification & Sashes (Rulebook Ch. 6 & Favors p. 69):
• White Sash: Cleric (Healers & Divine Magic).
• Grey Sash / Favor: Mage (Arcane attack spells & Stoneskin).
• Black Hood / Sash: Rogue / Assassin.
• Brown / Orange Favor: Barbarians, Druids, Rangers, Monks.
• No Sash: Fighter (Pure martial combat).
"In addition to martial combat, Darkon features powerful magic. Classes are recognized on the field by their Sashes and Favors.
• White Sashes are Clerics who can heal wounds or resurrect slain allies.
• Grey Sashes are Mages who hurl elemental spell balls.
• No Sash means a Fighter wearing armor and wielding martial weapons.
When a caster throws a soft Spell Ball and it hits your body or shield, listen for their invocation callout—if they call 'FIREBALL!', 'LIGHTNING BOLT!', or 'ICE STORM!', take the effect immediately!"
7. Check-In, Hades, & Next Steps
Key Rulebook References (Ch. 1 p. 12 & Ch. 4 p. 32)
- Check-In Table: Sign in with the Chapter Secretary at every event to log your battle credit!
- Hades Area: Designated out-of-play area where dead players respawn, armor/shields get repaired (4 mins), and wounds heal.
- Loaner Weapons & Countries: Pick up safety-inspected loaner weapons and introduce yourself to country leaders!
"You are now ready to enter the Realm of Darkon!
Before stepping onto the battlefield: Make sure you visit the Check-In Table so the Secretary logs your battle credit for today. If you need a weapon, grab a safety-inspected loaner sword or shield from our Marshals. Look for White-Tabarded Elders on the field if you ever have questions. Welcome to Darkon, and let's fight!"
🎯 30-Second Field Readiness Check (Ask New Players Now!)
Run through these 4 quick questions with your group to ensure 100% rulebook compliance before handing out weapons: