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.
All weapon swings must follow this rule:
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!
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 come in many sizes, and they’re a fantastic option for defense. However, the following rules apply:
Place one edge in your armpit and wrap your fingers around the other side. If you can’t do this, it’s too big.
This means crouching behind your shield like an unbreakable wall. It’s unsafe and not allowed.
That Faerie may be annoying, but please don’t slam your shield into their face—or any other part of them.
Tip: Use glow-in-the-dark tape or paint on your arrows to help recover them during nighttime play.
After besting your foe in combat, you may choose to finish them off with a formal Killing Blow. Here’s how:
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.
Casters can also deliver a Killing Blow through magic:
If you miss, the spell is expended, and the target continues to Bleed to Death as normal.