The Refuge
A clearly marked out-of-bounds lane. Fix armor, hydrate, yield, or wait out a hold. If you are defeated in the Grand Mêlée, you walk here before you respawn.
Coyote Combat LARP
A fight day needs a clock. Short clashes, real rest, a marked Refuge, and a Grand Mêlée that ends in court — not a faire program.
Times below are the plan for Saturday, December 5, 2026. Marshals can slip them. Nobody takes the field without a passing inspection mark.
Hit-location melee still applies. These are the logistics that keep the field moving.
A clearly marked out-of-bounds lane. Fix armor, hydrate, yield, or wait out a hold. If you are defeated in the Grand Mêlée, you walk here before you respawn.
Full-contact foam fighting burns out fast. Morning rounds run about 10–15 minutes with long windows between them. The Grand Mêlée is the long fight — everything before it is warm-up.
When you are legally defeated, hand a colored wristband token to the fighter who took you. They keep the capture. You reset through the Refuge. Tokens decide the mêlée and the champion.
Friday camping stays available. Saturday is clash day.
Friday
Camping open — set up if you want an early start
08:30–09:30
Arrival, registration, armor and weapon inspection
09:30–10:00
Rules briefing and team draft — Pack vs Hounds
10:00–11:30
Phase 1 — preliminary skirmishes (3–4 short objective rounds)
11:30–13:00
Table, water, armor adjustments
13:00–13:30
Teams form up — banners up, sides take the field
13:30–15:00
Phase 2 — the Grand Mêlée
15:00–15:45
Tokens tallied, disputes settled off the field
15:45–16:30
Champion, deeds, and court
Morning sorts the teams and wakes the field. Afternoon is the main fight.
Morning
Every combatant's gear and weapons get inspected. No inspection mark, no field.
Heralds used to cry the rules in the open. We do the same in plain language: boundaries, hit calibration, elimination, Refuge. Then we draft two sides — the Pack and the Hounds — balanced for size and skill.
Phase 1 · 10:00–11:30
Three to four short, objective-based rounds — Hold the Line, Bridge Capture, gate fights, choke corridors. About ten minutes each.
Purpose: practice calls, test armor under stress, and warm up without blowing out stamina before the Grand Mêlée. Strongpoints are the buildings; the lanes between them are the chokes. Whoever still stands at the gate when the count runs out keeps it.
Mid-day
Food and drink are part of the day — the same Table on the event page. Fix straps, refill water, swap loaners.
After the break, banners go up and teams take their ends of the field. Light form-up, not a faire procession.
Phase 2 · 13:30–15:00
A continuous open-field team battle — roughly 45 to 60 minutes inside the afternoon block. Teams start at opposite ends. Marshals sound the charge.
Hit-location still applies. When you are killed or yield, hand your capture token to the opponent who defeated you, walk to the Refuge, wait the three-minute hold (simulating captivity), then respawn back into the fight.
When the final horn blows, the side with the most enemy tokens wins the mêlée.
Fighters tally the tokens they captured. The combatant with the most takes Champion of the Mêlée.
Then court: deeds, mishaps, and sportsmanship — over drinks or a shared meal. Roleplayers and non-combatants are part of this half of the day too.
Questions before you come? Join Discord or email info@coyoteforce.com.
First gathering
Read the day briefing. Claim a combatant spot. Roleplayers welcome free.