Castle Forged is a Live Action Role Playing (LARP) game, set in a fictional fantasy realm. The game is 5 days long, from the 23rd to the 27th of April at the Yaakov Harari recreation area in the south of Israel. (Map link)
Modular rules, or “what should I read?”
Every player must know the Basic Rules on this page. A player that wishes to create a character with abilities must also read the Character Building Rules, and the rules that relate to the skills\abilities they wish to possess. So, for example, a player choosing to spend points on healing and alchemy, must read the rules for healing and alchemy abilities, in addition to the basic rules.
It is, of course, preferable that every player read all the rules, but are only required to learn the basic rules and those that relate to their character.
Overall game play
Castle Forged is a militant-political adventure. During the game players of the different factions aspire to obtain as many minerals as possible. Minerals can be obtained by completing various tasks and quests, trade, auctions, defeating enemies in combat, and controlling the castle.
Membership in groups
Participation in the game is conditioned on registering with a group. Membership in a group has in-game as well as out-of-game obligations. Out of game, players must contribute of their time, effort, skills and money, and take part in setting up the group’s site in the field before the game. In game, players’ characters are connected to the financial, militant and political authorities of your group, for better or worse.
It is requested of platers to cooperate and help the head of their group (the captain), and they are obligated to adhere to the instructions of the Game Master (GM) of the camp (or any other GM for that matter).
Every group will be part of one of the games’ five camps: Apocalypse, The Iron Empire, The Wilderness, Light and The Caravan. Every camp will have a GM which will help the captains and players set the plot for their faction and characters.
Roles in the game
Game Master (GM)
GMs are referred to In-Time (IT)* as “shadow masters”. They are the managers and moderators of the game Out-Time (OT)**. Game Masters will be marked by a red cap, band or light stick, and following their instructions is mandatory. They are not to be attacked, and are moderators and judges, not players. A GM’s decision takes precedence over the rules of the game that are listed in this document.
Non player Character (NPC)
An NPC is a character created ahead of time by the game organizers. NPC’s should be regarded as a regular character, however they cannot be attacked or challenged to combat.
Initial equipment and outfit (or kit)
Every player must have an outfit matching the character they wish to play. To be clear: a player without an outfit will not be allowed to play at all, and will not receive a refund for registration\ticket fees in such a case! Additionally, there some skills that require special outfits and\or accessories (see outfit limitations in Character Building rules).
Every character starts the game with their kit (different outfits, fighting equipment, armor, etc.), and all other “Fluff”*** equipment they chose to bring with them (For example: A crystal ball for fortune telling, even though there are no rules for this mechanic and it cannot affect the game itself, unless of course the players choose to act according to it). It isn’t permitted to play with gear that doesn’t fit in to the games’ fantasy setting.
Armed combat between characters will only take place with “soft standard” weapons. Any weapon hit inflicts 1 hit point (HP) of damage. Hitting the groin, head and neck is forbidden, and will not count (for obvious safety reasons). Hits to the hands and feet also do not count. There are magic spells and other abilities that can cause damage or other effects (described later). When the number of HP**** reaches 0, the character is critically wounded.
A hit from a siege weapon instantly reduces the HP to 0, however, if a shield is hit it breaks, but the character takes no damage.
Combat is forbidden next to theatrical sets, scenery and constructs and specifically inside camps (except for a predetermined battle zone designated for siege battles), near and in the southern armory, the inn, the lore center and trade center.
*In-time (IT) – During the game, or from the characters and not the players’ perspective.
**Out-Time (OT) – In reality, or from the players’ and not the characters perspective.
***Fluff – Physical props that do not possess obligatory game mechanical attributes as set by the rules, yet can be used for IT purposes.
****Hit Points – The number of hits a character can sustain before dying.
Sometimes (for safety reasons) one of the GMs or players will yell the word “Chadal (cease)!” All other players are requested to repeat the call and freeze in place while kneeling until the situation is resolved, and the call to continue “Hamshech”! is made. It is expected that a player will only yell “Chadal” in case of physical danger. Unnecessary calls won’t be taken well.
Do not fall on the floor during a large battle. If for any reason you are meant to play falling, if it is in a dangerous situation only kneel instead.
Monsters and Dragons
The game will contain epic and monstrous creatures you will have to defeat. A hit from a dragon/monster is equivalent to a hit from a siege weapon (instant reduction of HP to 0), armor is ineffective, and hitting a shield breaks it. An epic creatures hit can only be blocked with a weapon.
Weapons and Safety
Players are asked to bring with them the weapons they wish to use in the game. These will be inspected for safety at the beginning of the game. Weapons deemed unsafe under inspection will be taken and stored by the GMs until the end of the game. Therefor, in order to prevent any inconvenience, do not bring any weapons that do not comply with the safety standards!
Eyeglasses and personal equipment in battle
You are asked to refrain from bringing eyeglasses and any other valuable items to combat situations where they may be damaged. Should such an item drop during combat, it will not constitute a sufficient reason for stopping the fight and disrupting everyone’s game.
Brawling is a theatrical fight in slow motion with no weapons. The moves and hits in a brawl should be carried out in a theatrical fashion. In case both sides wish to win the fight, each character must display their brawling level with their fingers. At the end of the battle, the character with higher brawling points wins. A tie ends with no clear conclusion.
“Oh Mother!” and “Is that all you got?”
The phrase “Oh Mother!” is used as an IT device for players to signal to others that an interaction or situation is uncomfortable for them, or that they wish to avoid it. For example, a guard is holding you too tight? “Oh Mother your grip is strong!” will signify to the guard to loosen the grip. This is a way of signaling OT (the players) feelings/wishes through play. It is important to make use of this option if possible, as well as being alert to others making use of it. Proper use of this device will help maintain game flow and the overall experience, smoothing over certain difficulties that may arise.
Conversely, the phrase “Is that all you got?!” is a similar device that signals an eagerness for such an interaction and even a request to enhance it.
Hit Points, fatal injury and death
A character that has lost all their HP falls to the ground and acts being fatally wounded until the scene is over. In case of a large battle, one must first step away to a safe place and only then fall or kneel while raising weapons above one’s head.
If a healer does not care for a dying character within 3 minutes, (unless affected otherwise by magic or special abilities, such as: survival ability), the character dies and must reach the death station to choose their death story.
Dying or getting fatally injured in the game may afford the player additional choices, such as falling captive or having unique quests (see the Rules of Death for details).
The “Fate” of a Character
A characters “Fate” will be represented by a tarot card. This will be linked to that characters’ interaction with Death. If a player wishes it, they may present this card to Death and receive a matching assignment. Occasionally this will entail becoming a spectral being.
The Hall of Fate
Players that aren’t interested in presenting their card can attempt an escape through the hall of fate. This is a hall fraught with obstacles that may grant resurrection, if passed successfully.
Astral Walkers and Spectral Beings
Astral Walkers are characters that have entered the spirit realm as part of a ceremony. These characters are recognized by wearing a black mask. You may sense unease when such a character passes by you, in accordance with your characters’ faith. Certain abilities and objects can help detect them, but without these the Astral Walkers must be ignored as though they were invisible, unless they address you.
An Astral Walker can pass a seal of a curse; if you receive a seal, you must act according to the written or spoken instructions given.
Spectral beings are the ghosts of the dead sent by Death on various errands. They are marked similarly to Astral Walkers.
Any IT equipment provided by the game itself (trade goods, potions and IT money) may be looted from a character felled in battle. Weapons, armor, shields and other OT valuables cannot be looted.
A defeated character can offer 3 coins to the character trying to loot him, which he must accept. This ransom will spare the rest of that characters’ possessions.
Specialized Looting Ability
This is a thieves’ ability that enables the looting of all the equipment of a defeated victim unless a larger ransom of 5 coins is given (level 1), or even without the option of ransom (level 2).
Counting Hit Points and Cheating
There are some items and abilities that can affect the number of HP a character has and protect them from different types of attacks. Even if you believe a character has sustained enough hits to die, they might have additional HP due to various defenses.
Therefore, each player will count their own Hit Points and theirs alone!
It is completely unacceptable to break character and stop playing if you feel someone else is cheating! Arguments over hits or the effects of abilities must be avoided, even if you feel wronged. You can approach a GM afterwards to bring their attention to the matter.
Death is not always final in this game, and even after being defeated your character may return to life. However, in some cases the characters will die permanently and the player will be forced to create a new one. The circumstances by which a character returns to the game, if at all, are determined by Death in the realm of the dead (see the Rules of Death for details).
The game will include a castle (complete with walls and guard towers). It is possible to fight over it and lay siege to it. Most of the large battles expected to take place around the castle and in front of the various camps’ gates.
Conquering and controlling the castle provides the occupying camp with Minerals. For more information on Minerals and how to obtain them, as well as fulfilling the story objectives, see Main Game Mechanics.
The castle has guard towers garrisoned by archers. It’s possible to destroy a tower using the rules of siege by hitting the towers or the wall beneath it. A colored flag signals the tower status, red for active and white for defeated/destroyed.
The Lore Center is central point of interest that concentrates many aspects of the game such as the completion of various quests, learning new skills, finding potion recipes and magical items, obtaining information on the world of the game (Lore) and materials for ceremonies and powerful effects. This station is manned by an NPC during the entire game.
Main Trader Station
This is a trading station where an NPC can be traded with. In this station it is possible to buy various goods in exchange for Minerals, IT money or other goods.
The Southern Forge
The Southern Forge is a place where craftsmen may work, even if they do not possess an available workshop in their camp. In addition, it enables the completion of various quests and improving a characters’ abilities, including learning the creation of new magical items.
The Central Ceremony Circle
Powerful ceremonies, such as summoning monsters and dragons, are executed in the Central Ceremony Circle.
There will be defined sites with special rules which will be written at the entrance. For example, an area where scenes from a character’s past will be played, instead of the present.
Goods, Trading, Potions and Locks
Every large camp, with the exception of Apocalypse, can manufacture and distribute unique trade goods according to their trading policy. This is limited to two unique goods per camp. The goods are used for the preparation of potions, magical items and different abilities, and also for trading in auction to obtain Minerals. These goods are not transferrable between successive games, but coins can be.
Every character can trade with no limitations.
Different doors and chests will have lock stickers placed on them, marking them as locked. Only a character with the right abilities can pick these locks. There are 2 levels of locks.
Every magical items will have a sticker with its description. Magical items obtained during the game will accompany the character to the next game.
A potion is a unique trade good and will be represented by a vial with a note inside listing the effects of the potion along with a GM’s stamp. Using a potion requires opening the vial and following the instructions. Unused potions will not be usable in the next game.
Marking items for theft and destruction
IT money, goods and potions can be stolen from other characters. Additionally, any items marked by a red sticker or seal may be stolen as well. The item must be returned to the GMs at the end of the game. The item may be destroyed (ripped, burned, etc.) when there is an X marked on the sticker or seal.