Boffer 101

For those of you who have never been to any kind of boffer game before, here are some of the basics of what to know and what to bring before you show up at your first event.

  • Your Costuming
  • Black pants and shirt
  • Comfortable shoes
  • White Headband
  • Make up supplies
  • Sunscreen
  • Bug Spray
  • Toiletries
  • Bedding
  • Flashlight
  • Medications

The first thing to bring to any game is good footwear, as we play at state parks in the woods and on rough, sometimes muddy terrain.  Anything with good traction is a plus.  There are several places that you can buy costume style boots with good tread, but if you’re on a budget, go with work boots or combat boots.  Whatever you choose, just make sure it has good traction.

The second thing to bring are clothes.  We always recommend that first time players start off as NPC’s, however, we know that some of you just can’t wait to jump into a character.  If you NPC, bring black pants and a plain black shirt (you can always turn a shirt with an image inside out if necessary) and plain black shoes if possible.  We provide everything else in the way of costumes, masks, and makeup.  If you are going to PC, it’s best to work on one or two outfits for your first event.  Costuming can get expensive and/or time consuming, and you can always build a wardrobe as you continue playing.

Third, for your PC, you will need to make a boffer-safe weapon of some kind.  There are a lot of places online to find construction guidelines, but the best way is to find a player that has already made theirs and is willing to help you.  The most important thing is safety, having the weapon look good can come later with a bit of practice.  You will also want to bring any items you have that are physical representations (phys-reps) of an item you own in play. This could be anything from a family heirloom to a set of lockpicks.  All of these things in combination add definition to your character.  Some of these are actually needed if your character has a Skill that calls for them, others, like cabin decorations, are optional and completely at your own discretion.  For instance, an Alchemist will need to have a few bottles on their person to represent the solutions that they have created, but many characters don’t bother dragging along pretty things just to enrich the appearance of their cabin.  Each Skill that specifically requires the use of a phys-rep will specify what type under the write-up for that particular Skill.

Finally, you will need to bring basic toiletries for yourself.  Very few parks supply soap for hands, and it never hurts to have a roll of toilet paper just in case the stalls are empty.  You will most likely want to shower at some point over the course of the weekend, so remember towels and such as well.  Additionally, you will need bedding, including pillows, and sheets/blankets or a sleeping bag, which is, of course, the easiest way to make your bed!  Most importantly, don’t forget extra underwear and socks!  You may get wet, muddy, or messy in some other way, and you don’t want to be caught short in this area!  Lastly, bring something comfy to sleep in, be it jammie pants and a long t-shirt, or a nightgown, etc.  A bathrobe can also be a good idea if you intend to shower and don’t want to risk your clothes getting wet sitting nearby.


This is a Hit Location combat system. Simply put, a hit to any location means you take one point of damage to that location. A limb wound (arm or leg) means you lose the use of that limb until it is healed. A hit to the torso means that you start your bleed-out time.  If you take a wound to three limbs you start your bleed-out time. If you take a wound to a limb that has already been wounded it goes through to your torso. That's combat in it's simplest form. More detail on our healing system can be found in Chapter 11 of our Rule Book.

Once you have taken a torso wound or three limb wounds, you fall to the ground (where safe) and start a five minute count. This is your Bleedout time. During the first minute, you are still conscious and can speak to anyone in a very low whisper. After the first minute, you are unconscious and only a person skilled with healing examinations may communicate with you. Abilities that increased Bleedout time will not increase your conscious time. This will always be one minute.

There are several ways your character may be healed of their wounds. You may be healed by someone with the Surgeon or Apothecary Skill, Magic, or you may be given an Apothecary or Culinary Concoction. Some of these Skills and Concoctions may stabilize, which will stop your bleed out and you will become fully healed in one hour.  With more advanced healing applied, you may heal completely in 30 minutes, 10 minutes, or even 5 minutes. Even more advanced healers may accelerate your rate of healing further, which will allow you to be completely healed in one minute.  

Armor and Weapon Repair

If your Armor Value drops, you may take 1 minute out of combat in order to Adjust your armor, thereby regaining 1 point to its total Value. You may Adjust your armor as many times as you wish, but each point value takes 1 full minute of Adjustment. you may never Adjust your armor back to its full potential, only up to it's original Armor Value minus one. To fully regain its potential benefit, it must be Repaired by an Armorsmith or craftsman, who can take the time necessary to pound out the dents and replace broken pieces while not in the heat of combat.


If the armor reaches zero points, it has been Breached, at which point it must be Repaired by an Armorsmith before it can regain any points towards its Armor Value.