
The Dahoga Codex
CODES OF CONDUCT The Golden rule: Dahoga is an honour based game. While the chaos of melee leads to not knowing whether you have been struck or not, when in doubt it is better to assume you have been struck. When people do not take their hits it causes arguments and leads to more dangerous gameplay as people use greater force to ensure that you feel their strikes. Referee is the law: In many of these games, a referee will be present to judge whether someone has sustained a strike or not. In any and all cases the referee has the last word on the matter and holds the right to dismiss anyone from the battlefield. Combat etiquette: Dahoga is a semi-full contact game. Medium force is recommended to fight with. Strike too lightly, and it causes disputes as to whether one has been struck or not. Strike too hard, and it is a safety risk. It is advised to cater your strikes to the body weight ratio of those who oppose you. If they are smaller, strike softer, if they are larger, strike harder. Code Red: Code Red is to be shouted during any emergency or if a player is badly hurt. All players must pause. The actions of players who are unaware of a Code Red do not count during a Code Red. If you feel that you are badly hurt, or if you see that another player is badly hurt, initiate a Code Red. Good examples for Code Red are:
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UNARMOURED COMBAT RULES Standard players
Physicians:
Musicians:
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ARMOUR RULES Body Armour is divided into segments:
Note: If an armour gap is struck, the armour is circumnavigated. A wearer may have to be told if they are struck in a gap. Helmets:
For example, a helm and breastplate wearer must be struck three times in the chest to “die”. Note: Head strikes do not “damage” helmets. Head shots do not count. Authenticating armour:
Notes:
Armour Safety:
Note: All armour is subject to a safety inspection by the present Generals and cannot be worn if it does not pass the safety inspection. Armour Etiquette:
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WEAPON GUIDELINES Weapon restrictions:
Swing weapons:
Notes: It is recommended that the tip of a Swing weapon has additional closed or medium cell foam padding between the core’s tip and its padding. This is a requirement for hollow tubing. This is to prevent padding deterioration. Stabbing/Thrusting weapons:
Projectiles:
Shields:
Note: The larger your shield, the more likely you are going to receive a head shot. If your legs and body are guarded, people will aim for your shoulders, neck and back. Padded:
Unpadded:
Notes:
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GAME STYLES Deathmatch:
Regicide: This is played like a Deathmatch, though victory is only achieved as soon as the opposing team’s leader is dead. Last man standing: Like a Deathmatch, but there are no official teams. Winner is the last one left alive. Gladiators:
Hunger Games:
Jugger:
Campaign:
Zombies:
Note on Night matches: Campaign, Zombies, and Regicide can be fought at night. However, no projectiles are allowed as they get lost, and shield walls are to be discouraged. Please be aware that head-shots are far more common in night matches. |

The Bonksoft Codex
1. Game Objective:
Teams must hunt for artifacts, treasures, or objectives hidden throughout the battlefield. The team that secures the most objectives or progress through the ages and launch the nuclear missile.
2. No Starting Ammunition:
Players begin the game with melee weapons (swords, shields, spears, bows, etc.) and no ammunition for ranged weapons.
Ammunition caches are scattered around the battlefield and must be found to use ranged weapons like guns.
3. Respawn Rules:
The game is a respawn-based mode, meaning players can return to the game after being eliminated by returning to their base or designated respawn points.
4. Melee Combat:
Early gameplay emphasizes close-quarters combat using melee weapons.
Armor and shields may be used but are limited to melee attacks only.
Dahoga rules apply for close combat, please review the Dahoga Codex
5. Collecting Tags for Ammo:
When a player eliminates an enemy in melee combat, they can search the enemy to collect resource cards.
Cards can be exchanged at designated points for ammunition or other resources, allowing teams to stock up on ammo for later phases of the game.
6. Ammunition Caches:
Ammo is limited and must be found in randomized caches across the map.
Caches may also contain special weapons or items that give an advantage in later phases of the game.
Teams must strategically decide when and how to engage in firefights to conserve ammo.
7. Transition to Ranged Combat:
As the game progresses, more teams will acquire ammo, shifting combat toward long-range firefights.
Teams must balance using melee combat to conserve ammo with the advantage of using guns.
8. Full-Auto Risk:
Using automatic weapons gives an advantage, but ammo is scarce. Once you run out, you must rely on finding more caches or taking enemy tags to buy more ammo.
Teams that go full-auto early may be at a disadvantage later if they run out of ammunition.
9. Strategy & Team Roles:
Teams must decide between heavy melee fighters in armor (better for early melee phases) and more stealthy, mobile units for later, ammo-driven phases.
Heavy armor offers strong protection early on but slows players down when mobility and stealth become more important later in the game.
10. Victory Conditions:
Teams win by either collecting all designated artifacts/treasures or progress through the ages and launch the nuclear missile.
Strategic play, balancing melee and ranged combat, and effective resource management will determine the winner.
Fair Play: No physical contact beyond what is allowed with melee weapons. Respect all hit calls and play with honor.
Ammo Limitation: Remember that ammo is a valuable resource. Players who run out must resort to melee or scavenging.