Darkon Jugging Rules
Jugger is played in and out of LARPs around the world. Some rules translate directly into Darkon and some do not. We have kept the core rules of the game untouched while modifying others to fit the play style of the realm of Darkon. The goal is to give unfamiliar players a chance to learn the game while utilizing a system they are already familiar with.
The major changes are:
1) Jugger weapons specs will use Darkon weapons specs.
2) Jugger hit zones will use Darkon hit zones.
3) Jugger damage rules will use Darkon damage rules.
All legal armed and unarmed combat techniques in Darkon are allowed in Darkon Jugger.
Field: The field is 100 feet by 50 feet with a ten feet diameter circle in the middle where the skull is initially placed. Two posts (goals) are positioned at the end of the field at the midpoint of each far side. The starting positions are detailed in the enclosed map.
Positions: Each team has five players: one Quick, three Enforcers, and one Heavy. All players are unarmored and must use the weapons assigned to their position. Substitute players are allowed and can be swapped in after a point scored, end of round, or safety hold.
Quick – The Quick’s primary objective is to score points. The Quick is armed with a dagger and is the only player who can carry the skull and score. The Quick can not bat\throw the skull when the he\she is not in the center circle.
Enforcers – The Enforcer’s primary objective is to protect the Quick. They may not touch the skull in anyway or score. The Enforcers have three different weapon styles and each style must be present on the field.
- Slasher (Two white, one handed weapons).
- Shield man (One white, one handed weapon and shield not to exceed 36 inches).
- Chain (Flail\morning star and any one handed weapon not to exceed four feet).
Heavy– The Heavy’s primary objective is to protect the goal. He\she may not touch the skull in anyway or score. The Heavy can not pass midfield. The Heavy is armed with a pole-arm weapon (spear or glaive).
Time Keeping: Each round consists of 100 stones (or beats) on a drum. Each beat is approximately two seconds. The stone-thrower (time keeper) begins by announcing the current stone count and then beats the drum. The stone count stops once a team scores and then begins again after the players reset.
Example: The stone-thrower shouts “One stone!” and then beats the drum. Blue team scores and the match resets with the stone-thrower beginning again shouting “32 stones!”. In this example the blue team scored on the 32nd stone count and so the count shall begin from that point.
The team with the most points at the end of 100 stones wins the round. The number of rounds or the required amount of points needed to win can be adjusted as desired.
Hits\Damage: Weapon strikes effect players the same way as it would within Darkon. Damage taken from weapons effect players the same way as it would within Darkon. When a player is killed\mortaled they must remain down for 8 stones. On the 7h stone they must rise to their feet and shout “alive!” on the 8th.
Pinning- Juggers playing by this rule are subject to be pinned. While a player is down an opposing player can chose to pin that player by resting his\her weapon on the downed player. The downed player must pause their stone count until they are no longer pinned, where they will resume their stone count. Players can not pin more that one opponent.
Shatter– Juggers playing by this rule will have five “lives” within a 100 stone period. When a player is killed\mortaled one “life” is used. Once the player has all of his\her respective lives used within the 100 stone period they are considered dead and cannot continue the round.
The objective of Jugger is for one team’s Quick to get the dog skull on the opposing team’s stake to score goals while minimizing the number of goals the opposing team scores within the time limit.
The two Quicks start outside the center circle without crossing over to the opposing team’s side. When the count begins the two Quicks may enter the circle and fight for the skull. Neither Enforcers nor Heavy may enter the circle until the skull leaves the circle. NOTE: The circle “dissolves” after ten stones, allowing anyone to attack or defend the Quicks.
The two teams must battle each other to get the skull on the opposing team’s stake. A point is scored when the skull is successfully slammed on the stake and remains (doesn’t immediately falls off). Teams switch sides after each completion of a round. Teams can substitute players after each point scored, end of a round, or safety hold.
Out of arena (out of bounds) – Player must remain down for eight stones. He\she must stand on the seventh stone and shout “alive!” on the eighth.
Crossing circle (Enforcers or Heavy entering circle before skull leaves) – Player must remain down for eight stones. He\she must stand on the seventh stone and shout “alive!” on the eighth.
Crossing the center (Heavy crossing into the other half of the field) – Heavy must remain down for eight stones. He\she must stand on the seventh stone and shout “alive!” on the eight.
False start (moving before start of count) – Team’s Quick, regardless of who does violation, remains down for two stones. He\she must stand on the first stone and shout “alive!” on the second.
Buzz kill (being an intolerable, grade A, restaurant quality ass) – Elder’s choice of stone count penalty.
As Darkon evolves so does Darkon Jugging. The rules above represent the basic guidelines for how Jugging functions within the realm. “House rules” are allowed within pickup matches or scrimmages. Tournament rules are more rigid and will be decided upon by the Jugger League.