This section sets out the most important safety aspects of which all players must be aware before taking part in an event. Before the start of each event, a safety briefing will also be given by the senior referee team; this will reiterate the points made here and also cover any other relevant details or site-specific issues as necessary. 

Safety Calls 

To help eliminate the risks the organisers have a series of safety calls; many of these are universal throughout the hobby but we must draw these to your attention for your safety and the safety of everyone else at the event. 

Time Out – Man Down 

This is the most important call to be aware of. It can be used by anyone at any time to indicate a potential injury to a player or crew member. On this call, all play stops and a nominated first-aider is sent for. On hearing the “time out – man down” call, please stand still and respond to any instructions from a referee as swiftly as possible. Due to the potentially serious nature of this call, please do not use the phrase “man down” in an in-game context. 

Time Freeze


This call will typically be made by referees, but certain player skills will require its use. On this call, all players immediately cease what they are doing, stand still, close their eyes and hum (to limit awareness of what is happening during the “time freeze” period).  

Time Out 

This call will typically only be made by referees. On this call, all play ceases immediately and all in-character action stops. 

Time In 

This call will typically be made by the individual(s) that made the original call to halt play. On this call, play commences again at the point at which it was halted; characters are not aware of any happenings that occurred during the “time freeze / time out” period.

Non Combatants  

We all want LARP to be as inclusive as possible and there may be those that do not want to/are unable to take part in the combat element in the system. To support them and ensure their enjoyment there is a non-combatant role, this role has the following rules applied to it. If you are a non-combatant you are expected to remove yourself from combat and make the fact you are non-combatant obvious. If no other way of removing yourself from combat is immediately obvious, non-combatants can put both hands in the air and walk to safety saying the words non-combatant. No other actions can be taken while you have your hands in the air, nor whilst you are in the combat area (i.e. within touching distance of combatants).  


  • Must wear an orange armband clearly to show they are a non-combatant  
  • May not be dealt or deal physical blows.  
  • Can cause and be affected by spell effects and damage.  
  • Can be affected by “Point Blank” calls from those using missile weapons  

If you as a non-combatant are the only player still alive in a combat situation, you should take guidance from a referee; if a referee is not immediately present, go to GOD immediately. 

Players who are not considered combat safe (e.g. children who have not been combat approved, or adults who have had too much to drink) will be issued with a non-combatants armband. Anyone who has been told to wear an armband MUST do so at all times whilst they are in costume. Anyone found to be in contravention of this may be made to leave the site with no warning, nor refund. This is to protect the safety of others. If you have been issued an armband during the event, and feel it is no longer required, you are welcome to visit GOD to have your combat safety assessed. 

Pulled Blows  

Combat is the most dangerous aspect of the system as it involves physical contact with others. As mentioned previously, to damage a character with a weapon, the weapon must touch your opponent. All weapon strikes MUST be made using a pulled blow. A pulled blow is one that is pulled back from the target at the point of impact, resulting in a light strike and not a heavy hit that could actually hurt. All new players to the system will need to demonstrate their competency at pulling blows before entering the game; the referees and crew will always be happy to assist newcomers to learn to fight safely. 

Head Strikes 

The head is a legitimate location to damage within this system. Nevertheless, extreme care should be given when attempting to strike the head. With so many other legitimate targets available, it is always advisable to look to strike other locations before resorting to a head strike. To help reduce the risk further, strikes to the head from behind should be made to the back of the shoulders wherever possible. Therefore, if you find yourself being struck on the shoulder, please take the blow as if it were to your head. 

Bow Safety 

We welcome the use of bows and crossbows in the world of Eventyr, but we are also aware that they can be very dangerous to both the user and those around them if not used and maintained correctly. As such, before a player can use a bow or crossbow in game, they must demonstrate their competency to the experienced bow users on the senior referee team. Successful demonstration of competency will be marked on your character card; if a character is seen using a bow or crossbow without the competency mark, they will be required to stop and either demonstrate competency or leave the game. 

The maximum permitted poundage of bows at Eventyr is 28 lb. The poundage of bows will be checked by the senior referee team at each event and at the time of gaining competency to use a bow. 

Point Blank 

In the course of combat, occasions may arise where someone using a thrown weapon or missile weapon needs to use their weapon at very short range. To ensure the safety of all involved, instead of loosing the arrow or bolt, or throwing the weapon, the call of “Point Blank” should be made, clearly indicating the intended target. The target is to accept the call as if a successful strike was made, taking the damage or making the necessary defensive call. 

A ten second gap is required between each “Point Blank” call. Ideally, after a point blank call, the character making the call moves to a new position from where the call is no longer necessary. 

Weapon and Armour Safety 

At the start of each event, there will be a weapon and armour check to ensure the safety of all weapons and armour used at the event. This will be undertaken by members of the senior referee team before the event begins. If a weapon, shield or piece of armour is deemed to be unsafe, it will not be able to be used at that event. Whilst the senior referees will take every effort to identify potentially unsafe weapons, the ultimate responsibility lies with you the players to ensure that your gaming equipment is safe for you and others to use. 

Children at Eventyr 

The organisers of Eventyr believe that children are the future of the hobby and we want to be able to allow them to take part, both as players and as crew. However, Eventyr is not a system designed specifically with children in mind. We have masked monsters portraying zombies, skeletons and demons amongst other things and some scenes will be set in the dark. Plots may cover adult topics and there may be frightening content. In addition, there may be harsh language used by adults around them. We will not ask players to moderate their in-character behaviour due to the presence of children; the responsibility of looking after a child and removing them from inappropriate situations lies with the nominated guardians of that child. 

That being said, due to the way Eventyr is written, children could take part in the vast majority of plot and would be encouraged to do so. We do not expect to write any child-specific plot or produce additional system rules that affect only children. 

Children will be tested for combat proficiency as per all other players; we would ask all players and crew to be especially vigilant for non-combatant armbands when encountering children. 

For more information on the Children at Eventyr policy, please refer to the rules supplement on this topic.