Mechanics of Hohei-dou

> *The Mechanics of Hohei-dou will be explained thoroughly on this page, to know more about the Rules and Regulations of the Sport, check this two links out: In-depth R&R, and the Basics.*
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Knowing the mechanics of Hohei-dō is a crucial element for Infantries if they want themselves to participate at this sport. These Mechanics will be explained below.

These Mechanics are defined by the sole National Body of Hohei-dō, the Japan Hohei-dō Federation (JHF).

## **Before the Games**

* Each Infantry are required to use equipment and clothing that corresponds to the Federation's requirement: This means that every Infantry Weapons and Clothing must be Federation-sanctioned, since Federation-sanctioned equipment in Hohei-dō are emphasized for the safety of its users.
* Every Matches are mandated to its participants to wear both the Indicator Choker and its partner, the Field-Watch. If the Infantry didn't comply to this general Mechanic, he/she will be disqualified for the match, immediately.
* A Referee must always check the Infantry's equipment before the match begins, this also includes their Indicator Choker and Field-Watch.
* Each side will be given a designated place to gather before the match begins.
* The allocated time will depend on the Organizer, but mostly, the allocated time for Hohei-dō official matches are around 2-3 hours at best.
	+ Night matches are allowed, though this match requires utmost preparation and consideration.
	+ Matches during Rainy season will be allowed as well, and also Snowy Matches. Though the latter will also require a lot of preparation and consideration.
		- There's no limit time for Hohei-dō matches, though the longest recorded match in Hohei-dō's history is the 7 Hour Match.
			* Not specifically Hohei-dō, but the longest recorded match of Infantry-Craft is the 100 Hour Match.
* At every official matches, both factions will be constantly monitored by the Organizer's Observation Committee.

## **General Mechanics**

* The Game begins after the Referee announces the start of the game, typically this comes with the announcement via verbal communication through the speakers, or visual indications such as firing a flare or smoke shell into the sky.
* All Infantries will be constantly monitored by the Observation Committee through monitors and screens. ***No one is an exception*** to this general rule.
* In order to constituent a "kill", an Infantry must reach 0% health in order to be deemed "knocked out", Infantries can indicate this through their field-watches for easy monitor, though their Chokers will emit a certain color if they're dead.
	+ Infantries can use CQC and Projectiles in order to take out their opponents, accidents and friendly-fire will be included as well, though the latter will face severe consequence if its reason is questionable and illogical.
	+ An Infantry can also surrender if he/she is willing too (This can only happen if that Infantry announces their withdrawal to the Referee, though this happen only rarely in matches).
* Capturing an enemy Infantry is optional, though the practically of it outside certain game modes are irrational.
	+ Interrogations will be conducted if the Interrogator announces this to the Judges, this process only requires **one** Judge to oversee the entire activity.
		- Torturing them is extremely prohibited, physical and psychological abuse of the prisoner will result severe punishment, as well as verbal abuse, but they can still interrogate the captive but it will be under constant monitor of the Referees/Judges.
			* What defines a physical abuse is using any object that harms captive physically, examples of these but not limited to: punching, kicking, smashing, throwing objects at them, and etc.
			* Psychological abuse meanwhile are any verbal interaction that breaks the Captive's psychological being and mentality, such as the use of traumatic memories and such.
			* Verbal Abuse is a loose tread, though one can use this through interrogation but the limit is generally depends on the Infantry's current location and the Captive's well-being, albeit the Judges will determine if there's any abuse happening to the interrogation and will warm the interrogator three times before they end the interrogation ultimately.
		- There's also a thing called "Reveal and Release", essentially it's a process in which the Captive will reveal a piece of Information to the Interrogators, this information that the Interrogator received will work alongside the Judge in order to check its eligibility, and if the information is true, they'll give the Captive the chance to escape for one minute.
			* Though this freed Captive isn't allowed to fire its captors under his/her one minute, if one fired to its captors, they'll face immediate retaliation and their limited time of escape will be gone, regardless of its remaining time, and if the captors fired the freed Captive while still under the limited time, they'll face appropriate punishments.
			* If this freed Captive escaped and it reached the end of its one minute, its HP will be the same as right before he/she was captured by its captors.
* Using Martial Arts are allowed in Matches.
	+ What counts as a Martial Arts are any codified systems and traditions of combat practiced for a number of reasons such as self-defense; military and law enforcement applications; competition; physical, mental, and spiritual development; entertainment; and the preservation of a nation's intangible cultural heritage.
		- In a technical sense, the JHF defined Martial Arts by two distinct variation, the Unarmed and Armed Martial Arts. Unarmed Martial Arts can be broadly grouped into those focusing on strikes, those focusing on grappling, and those that cover both fields, while the Armed Martial Arts are traditional martial arts that cover armed combat that often encompass a wide spectrum of melee weapons, including bladed weapons and polearms.
			* To simplify the second variant, any techniques that the Infantry used with a melee weapons will be considered a Martial Arts.
* Using unconventional objects are restricted mostly, though certain battlefields allowed the usage of these objects as these special places were built specifically for this sort of Game.
* If the Infantry is already out, that Infantry can't shoot back and if continued, will face severe consequence if there's no justifying reason about it.
	+ Shooting an Infantry that is already knocked out is also prohibited.
* Infantries aren't allowed to shoot unharmed Personnel, such as Referees, the Audience, Officials, and it also includes Animals.
* Setting things on fire aren't allowed in certain places, such as the forest, closely-packed neighborhood, and buildings. The Organizer and its Judges will give each Faction the designated places for starting a fire through special circumstances only.
	+ Special circumstances are Night Matches and Snow Matches.
* Using the Emergency Flare will allow the Judges to provide emergency service to that User.
	+ Each Platoon Leader will be providing a Flare Gun with 3 rounds before the match, these 3 rounds are only be used for calling the attention of the Judges, its colors are also depends on its usage.
		- **Red:** A serious Injury that needs the patient to be hospitalized immediately.
		- **Yellow:** An Injury that causes the Patient to forgo from participating the ongoing match.
		- **Green:** This round will announce the Judges that they'll recontinue the ongoing match/can be considered as a false-alarm.
			* Whenever there's a Red or Yellow smoke on the site of the battlefield, the match will cease all of its activities and the Infantries meanwhile are required to stay at their location and wait for further notice from the Organizers or the Judges. While if there's a Green smoke meanwhile, the Match will ensue again.

* To achieve a victory on a match, the opposing Faction must: (Note: This Mechanism only applies to **Elimination battles**, and **King of the Hill**)
	+ Lost its Overall Commander (only apply in King of the Hill).
	+ Lost all of its Leaders (Company Leader, Platoon Leaders, and Squad Leaders): This requirement only applies to **official** matches of Hohei-dō.
	+ Lost all of its Manpower.
* Special Game modes, such as **Capture the Flag** and **Command and Conquer** has their own special conditions to win, alongside the conditions from above, they must fulfill some special conditions.
	+ In **Capture the Flag**, a faction must stole the opposing Faction's flag and bring it back to their base safely.
	+ In **Command and Conquer**, a faction must capture and hold certain designated points on the field to increase their allocation of points in order to reach the designated points to win.

## **After the Games**

* After the winners are announced, ceasefire will be ensued afterwards.
* After the match is concluded, both Overall Commanders from each side must gather around again and perform a *Ketsuron **Ojigi*** or Conclusion Bow.
	+ If the Overall Commander is unavailable for a reason that satisfies the Judges' questioning, then its Representative will continue this honorary act from the Commander's behalf.
* Organizers, Judges/Referees, and stationed medical health workers will immediately begin their checking to every Infantry that participated on the match, regardless if they're hurt or not.
* Infantry Weapons must be returned safely to their respective Armory.
	+ If they did not comply to this, they'll be facing consequences after they received a certain amount of warnings from the Judges.
* The match will be officially over after they finished their Honorary *Ketsuron Ojigi*.