Dagorhir Battle Games
Dagorhir Battle Games is one of the largest and hardest-hitting boffer societies in the world. It was invented in the late seventies and its keynote event, Ragnarok, started in 1985.
Rules of note
-Dagorhir boffers must pass careful inspection, which includes a full-strength hit test. The boffer created in the "my first boffer" tutorial does not have enough padding. It would need at least three or four layers of 3/8" pipe insulation, but camp pad is the dominant foam in Dagorhir construction. Dagorhir stabbing tips are relatively hard to make.
-Duck tape covers are not allowed. Only cloth covers pass for Dagorhir, though tape is allowed on non-striking surfaces. Duck tape under a cloth cover is unlikely to pass a hit test.
-There are a few different "hole tests" used in Dagorhir weapons check. They are done by placing the part of the boffer in question into a round hole of the appropriate size, and if the weapon can easily pass more than 1/2" through it, then it fails. Pommels and non-stabbing tips must pass a 2-inch hole test, stabbing tips must pass a 2.5-inch hole test, and javelin heads must pass a 3.5-inch hole test.
-Projectiles may not weight more than 24oz. Stabbing-only weapons have no weight minimums,but swung weapons like swords or hammers do. If they are under four feet in total length, they must weigh at least 12oz. If they are over four feet, they must weigh at least 24oz.
-In the huge majority of chapters, strikes must connect solidly to count. Scrapes with the tip and taps are routinely ignored. Weapons must be safe for full-strength swings, so players are encouraged to swing as hard as they can.
-Headshots are not allowed with handheld weapons. However, the whole head, neck, and face are legal targets for projectiles.
-There are five classifications of weapons.
Blue: By far the most common. This is any one-handed swung weapon under four feet, from a sword to a hammer to a kama. Blues take two hits to go through armor, and a body shot or two limb hits will kill. Blues must extend at least 12" from the end of the handle, although there are many interpretations of the rule this is based on.
Red: This is any two-handed swung weapon over four feet in length. Reds can ignore armor and break shields in two hits.
Green: This is stabbing damage. Two-handed green strikes ignore armor, but one-handed can never get through armor.
Yellow: Piercing projectiles. Yellow ignores armor, except for helmets. Helmets give complete protection from all projectile headshots, because if they didn't, they wouldn't do anything. Javelins and arrows/bolts are the only yellow weapons. Javelins must be between four and seven feet in length, and arrows must have a draw stop at 28". Arrows may not be blocked by weapons. Bows must draw no more than 35 pounds at 28", and arrows and javelins must be launched at half-force at distances less than 20 feet.
White: Rocks. Rocks are projectiles that kill on headshots but do nothing to any other part of the body. They may not have any kind of core; rocks are nothing but foam and cloth, plus maybe a bit of tape.
Most Dagorhir chapters do not take roleplaying too seriously. They're mostly out to hit each other. Good character development is viewed as a fun extra, secondary in importance to laying out the beatdown. There's also the fact that the roleplaying does not affect the combat at all. You can say you're a troll and dress up as a troll, but you will never have the power to regenerate limbs or the like. There is no official ranking or leveling up. Dagorhir does not have any magic, except for scenario-specific healing or resurrection.
Dagorhir sacrifices organization for price. Most day battles are cheap or free to enter, and even Ragnarok, a week-long campout, costs only $60 at the most. Because of the lack of dedicated staff or heirarchy, the Dagorhir experience can vary a lot from chapter to chapter.