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Combat 101 - The Art of Safe Battle

Updated Feb 27, 2026 — Chapter 2: Rules and Conduct
← Back to Chapter 2: Rules and Conduct

Combat in Volaire is designed to be immersive, dynamic, and above all—safe. Our system balances theatrical flair with practical rules of engagement to ensure that every skirmish is fun, fair, and injury-free.

Weapon Swing Basics

All weapon swings must follow this rule:

  • Swing at an angle between 45° and 90°
  • No wild flailing, no drumrolls/machine-gunning

This keeps combat controlled, prevents overstriking, and ensures your opponent has time to register and respond. Each time you swing, you must clearly call your damage and type, such as:

“5 Normal!” or “3 Lightning!”

Your opponent then subtracts that value from either Armor or Health, depending on their current state.

Yes, this involves math—but don’t panic. You’ll get the hang of it faster than you think!

Spear + Shield? Not Here.

We know. It looks cool. But spear and shield combos are not allowed in Volaire. Why? Because we do not permit thrusting or jabbing with any weapon. Pipes can poke through foam. Foam can fail.

Players are real people—we want characters to bleed, not players.

Shields: Glorious, But Regulated

Shields come in many sizes, and they’re a fantastic option for defense. However, the following rules apply:

To size your shield:

Place one edge in your armpit and wrap your fingers around the other side. If you can’t do this, it’s too big.

No turtling.

This means crouching behind your shield like an unbreakable wall. It’s unsafe and not allowed.

No shield bashing.

That Faerie may be annoying, but please don’t slam your shield into their face—or any other part of them.

Weapon Rules & Proficiency

  • If you have the Dual Wield skill, you may call equal damage in both hands and block or parry with either.
  • Staves, polearms, and spears must be used with two hands to strike, but may block one-handed.
  • Striking with any weapon—regardless of size—must still follow the 45°–90° arc rule.

Archery & Thrown Weapons

  • Thrown weapons and arrow tips must be crafted from open cell foam.
  • Arrow shafts should be firm but safe, usually constructed with:
  • A sturdy core + 2-inch open cell foam tip
  • Bows must not exceed 10 lbs draw weight.
  • All parts (except the string) must be foam-covered.
  • Do not use a bow as a melee weapon. Out of arrows? Time to retreat or draw a blade!

Tip: Use glow-in-the-dark tape or paint on your arrows to help recover them during nighttime play.

The Killing Blow

After besting your foe in combat, you may choose to finish them off with a formal Killing Blow. Here’s how:

  • Approach the target with your weapon or spell packet in hand.
  • Place the tip against their chest or back.
  • Slowly and clearly count: “Killing blow 1... Killing blow 2... Killing blow 3.”

The entire count must be completed without interruption, and the blow must be delivered to the mid-chest or back.

You’re not required to perform a Killing Blow. Some foes are better left unconscious, for interrogation… or mercy.

Killing Spells

Casters can also deliver a Killing Blow through magic:

  • Say the full incantation, ending with: “...Killing Spell!”
  • Throw your spell packet at the target’s chest or back.

If you miss, the spell is expended, and the target continues to Bleed to Death as normal.

Final Thoughts on Combat

  • Combat is a performance. It’s not just about damage—it’s about drama.
  • Be safe. Be clear. Be cool.
  • Always prioritize the experience of everyone involved, not just your own success.