Coyote Combat LARP

How gathering day runs

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.

Three things that shape the day

Hit-location melee still applies. These are the logistics that keep the field moving.

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.

Short clashes, real rest

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.

Capture tokens

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.

Saturday timeline

Friday camping stays available. Saturday is clash day.

  1. Friday

    Camping open — set up if you want an early start

  2. 08:30–09:30

    Arrival, registration, armor and weapon inspection

  3. 09:30–10:00

    Rules briefing and team draft — Pack vs Hounds

  4. 10:00–11:30

    Phase 1 — preliminary skirmishes (3–4 short objective rounds)

  5. 11:30–13:00

    Table, water, armor adjustments

  6. 13:00–13:30

    Teams form up — banners up, sides take the field

  7. 13:30–15:00

    Phase 2 — the Grand Mêlée

  8. 15:00–15:45

    Tokens tallied, disputes settled off the field

  9. 15:45–16:30

    Champion, deeds, and court

How the phases work

Morning sorts the teams and wakes the field. Afternoon is the main fight.

Morning

Setup and draft

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

Preliminary skirmishes

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.

  • Short rounds with real rest between
  • Objective-based — not a free-for-all yet
  • Marshals settle disputes after the field clears

Mid-day

Table and form-up

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

The Grand Mêlée

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.

  • Continuous fight with Refuge respawns
  • Tokens, not body count, decide the win
  • Disputes wait until the field clears

Ransoms and court

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

Saturday, December 5. $25 to fight.

Read the day briefing. Claim a combatant spot. Roleplayers welcome free.