Complex Combat Rules
Every different boffering group has their own unique rules. Make sure that you are aware of them. The following is a list of generic rules to get
Here are the more realistic an exciting Complex Combat Rules. If you're a beginner you may want to start with the
Simple Rules first.
There are several more rules in complex combat. This allows for a much more realistic battle. Where as with the simple rules, any hit marks death,
in the complex rules, a basic hit can maim and a good hit will kill.
- Rule 1 - Use the diagram to the right to see valid targets. Any part of the body in pink or yellow is not valid, and
should not be hit.
- Rule 2 - If you are hit in any area in red you are dead.
- Rule 3 - If you are hit in any area in green, you lose that limb. If your arm is hit, drop what ever that arm was holding and put that arm
behind your back. (If you drop your weapon, you can pick it up with your other hand.) If a leg is hit you must fall to your knees, but you can still
- Rule 4 - If you lose more than one limb you are dead.
- Rule 5 - If you are hit in a limb that is already missing, you are dead.
- Rule 6 - Make sure your swings are light. If your weapon goes behind your body to swing, you're swinging too hard.
- Rule 7 - You will not use a weapon if it is unsafe. Unsafe weapons include those that have pipe showing, weak or broken padding, or ripped
- Rule 8 - You are not to hit a person with anything except the padded area of a boffer. Therefore punching, kicking, or pushing is not
- Rule 9 - You may throw weapons provided that they are specially designed for throwing.
- Rule 10 - If two players hit each other at the same time, they both have to accept the hit.
- Rule 11 - If you purposely use an invalid target as a shield, (use your hand to stop an attack) you are dead.
- Rule 12 - You are not allowed to grab, catch, or hold an opponent's weapon.
- Rule 13 - This is an optional rule. If you don't mind the pain, you can allow any hit to a yellow area as a killing hit.