Combat is designed to be an extremely fast paced, lethal, and immersive aspect of Utopia Descending. Combats often times result in a number of grievously wounded characters, but grinning players. Utopia Descending uses a combination of contact safe melee combat, high velocity combat safe darts, and a ‘minimal calls’ system.
Check Your Location Before You Fight:
Before engaging in any form of combat, the first steps that any player or volunteer non-player needs to do is assess their environment to ensure that the combat area they are in is safe. Ensuring the terrain, surrounding items, and individuals involved are in a safe location to engage in combat then combat may occur.
Once you have determined that a location is safe for combat, you may engage in contact-safe combat. If an area is deemed unsafe, a game staff member or non-player volunteer may approach players out of character and inform them that they need to move to the nearest combat safe area to handle a combat scenario. This movement often times is only a few feet away, and is never out of line of site of where players were before conflict began.
1. At all times you must be in control of your contact safe weapon, and all strikes with a approved melee weapon are to be to light enough to be safe (no follow through) but hard enough that the receiving end is aware they were struck. “Following through” or excessive force with a melee weapon is not allows, nor is feather light strikes. Failure to show proper control or complaints due to hard strikes may result in combat rights being removed.
2. All strikes must be 90 degree strikes and may only be strong enough to let your target know they were struck. Strikes significantly less than 90 degrees do not simulate realistic melee combat, and may not count. Strikes significantly over 90 degrees are not safe, and may cause harm to your target. These strikes are not allowed.
3. No more than three strikes may be landed in a row without first observing a full second disengagement before striking again. ‘Drum rolling’, ‘machine gunning’ or ‘flurry attacks’ are not allowed and do not count for damage or Skill effects. Between each set of three strikes a player should be able to say ‘One Mississippi’.
4. Tangential strikes must land in different parts of the body. This means that while strike 1 and strike 3 may be in the same place on the body, strike 2 must be in a different zone. The different zones of the body are considered upper front torso, lower front torso, upper back torso, lower back torso, upper right arm, lower right arm, upper left arm, lower left arm, upper right leg, lower right leg, upper left leg, lower left leg.
5. In the instance that you wish to strike the same place twice in a row, you must pause for a second before reengaging. The 1 second ‘reset’ pause between flurries starts a flurry over new.
6. Striking two or three different people does not cause flurry rules. Striking the same person multiple times in a row with the same weapon causes a three strike flurry. In the instance that a player strikes their first target, and then a second target, and then goes back to the first target then the player does not need to pause to reset their flurry. In the instance that Florentine fighting is being used, a total of 6 strikes may be landed (three with each blade) before reset needs to occur. Brawling strikes is limited to 3 strikes total (sum between both brawlers) before reset needs to occur.
7. As all strikes are to lightest possible touch, any melee strike that contacts a shield or melee weapon prior to landing is considered blocked. ‘Pushing past’ a parry is unsafe and not allowed.
8. Weapons must be held upright, and reverse gripping weapons is not allowed. Reverse gripped weapons increase the likelihood of a punch strike accidentally happening.
9. Weapon trapping, or ensnaring or holding another person’s weapon is not allowed.
10. Ranged strikes that connect with a shield are considered blocked. Ranged strikes that connect with a melee weapon or ranged weapon are considered hits on the limb carrying the weapon.
11. Weapons and shields must be held to function. Leaning a shield will cause the shield to deactivate and cease stopping blows. Weapon and shields are powered by the same nano-technology that allows for regeneration and reconstruction.
Combat legal Striking Areas:
1. You may strike the chest, back, side, legs, shoulders, and arms of your target.
2. Strikes to the head, neck, groin, hand, and foot are not allowed.
3. Striking prohibited targets may cause harm to others and may be cause for your contact safe combat privileges to be revoked or ejection from an event.
Safely Using Shields:
1. Shields must be kept vertical and close to the body. Do not extend your arm to block shots aimed at other people or push your shield out as a means of forcing distance between you and another player.
2. Hooking around another person’s shield with your arm or holding another person’s Shield is not allowed.
3. Shield bashing, charging, or other tactics to force a person backward or to cause an individual to lose their footing are not allowed.
1. Firing of approved ranged combat mock weapons (firearms) may only be used at a minimum range of one full step away. Depending on the individual game, the combat system will either use Standard or Enhanced ranged combat. Standard combat uses contact safe foam projectiles while Enhanced ranged combat can use either laser combat simulation hardware or airsoft weapons.
PLEASE CHECK TO SEE THE SAFETY AND EQUIPMENT REQUIREMENTS FOR RANGED WEAPONS ON YOUR LOCAL GAMES INFORMATION PAGE. All Utopia Descending games will either list themselves as Utopia Descending STANDARD or Utopia Descending ENHANCED.
ALL safety, equipment, and safety equipment guidelines must be followed without exception in both Standard and Enhanced Utopia Descending events.
2. Players are responsible for providing, and clearing, their own contact safe projectiles. Check local game listings for what kinds of props are allowed at each individual game.