I. Conduct in Tourney
A. Everyone will maintain a level head, calm demeanor, and talk out their issues. B. Upon the call of “Hold” all fighting in the vicinity of the call is to cease. Fencers will lower their weapons and step away from each other. C. Commands of the judicators in charge of the field are to be followed at all times. II.
Tourney Combat
A. Legal Target Areas
1. Body a. Base of the nexk, shoulders to the shoulder/arm joint, above the hip/leg socket, groin b. although the groin is a legal target area it should never be targeted. 2. Arms a. 2” above the wrists to the shoulder/arm joint 3. Legs a. From the hip/leg socket down to 2” above the foot 4. Head a. From the base of the neck to the top of the head. b. Although this is a legal area, it should never be targeted.
B. Death and wounds
1. A strike to the body or head is considered a kill. 2. Any two wounds, is considered a kill. 3. Armor adds one point of protection (Armor must cover at least 50% of the area) 3. A blow from a one handed weapon is worth one point. 5. A blow from a two handed weapon is worth two point (rendering armor ineffective) 6. When you are dead, announce it immediately and clearly. A player who does not indicate their death promptly will likely be struck again. 7. Wounds are inflicted when striking a legal target that is not the head or body. a. If an arm is stuck you lose the use of that arm b. If a leg is struck you lose the use of that leg 8. There are two types of strikes from a bladed weapon that count as inflicting a blow a. A slash that must be percussive enough to hear an audible pop and stop or deflect off the target. b. A stab that must strike the opponent with the tip and stop or deflect off the opponent. III.
Combat Contact
A. Types of contact allowed.
1. Weapon to Weapon contact is allowed 2. Weapon to body contact is allowed on striking areas. 3. Body to Weapon contact: Weapons may be pushed, swept and otherwise manipulated with your body so long as the Weapon is not trapped or grabbed. 4. Weapon to Shield contact is allowed. 5. Shield to Weapon contact: Shields may be used to deflect, move or pin an opponent's Weapon 6. Shield to Shield contact: Shields may be used to deflect, turn, or pin an opponent's Shield. Bashing a shield is prohibited.
B. Types of contact not allowed.
1. Intentional body to body contact. 2. Active Shield to body contact is prohibited; passively using a Shield to prevent an opponent’s forward movement is acceptable and does not count as body to Shield contact on the part of the recipient. 3. Forcing a player’s Weapons against them with your body or Shield is prohibited. IV. General Combat Notes A. Items that block a shot that would have struck a legal area should still be counted. B. If a person is wounded in an arm throwing a shot, or killed, shots they threw into motion before being struck still count as a hit, if they land within a half second of being struck.
C. Types of contact not allowed.
A player may hold more than one weapon in a single hand, but may not wield more than one weapon in a single hand at the same time. 1. It must be visually clear at all times which weapons are wielded and which weapons are only held. If this is not the case, all of the player's weapons are considered unwielded. D. Communicate early and often with your opponents. If you made a close block or feel your opponent’s shot was invalid, communicate it immediately. 1. Any shot that you feel is questionable is good. Only shots which are clearly invalid should be treated as such. If you have to think about it, take it. V.
Weapons
A. The only legal weapons are from the list of approved vendors.
1. Any new vendor (not previously established or known by the C.O.R.) who wishes to be placed on that list must submit a blade of their own make for testing (i.e. destruction) by the board or delegated member.
B. Definitions B1. Striking surface: Padded surface of a weapon designed to make contact with a combatant during combat. Only the striking surface of a weapon may score a hit. B2. Non-striking surface: Any padded surface of the weapon that is not a striking surface. B3. Handle: Non-padded portion of the weapon designed as a handhold. B4. Pommel: Non-striking surface that covers the end of the handle. B5. Cross guard: Non-striking surface that separates the striking surface from the handle and is perpendicular to the striking section of the weapon. B6. Hilt: The combination of the handle, pommel, and cross guard. B7. Core: The center of the weapon used to provide rigidity and flexibility to the striking and non-striking surfaces attached to it.
Prohibited Weapons
1. Entangling weapons
2. To include flail, nunchaku and weapons with linking chain, rope or other linking type material that could bind on an appendage.
3. Double ended weapons 3a. This will include weapons of a fantasy nature, such as double ended daggers. 3b. This will include pommel spiked weapons 3c. It will be noted here that weapons with a historical background that have double ends may be used with approval form the Chief Judicator.
4. Punch Weapons
5. No projectile weapons on a tourney field
6. Any weapons that may appear to be dangerous can be questioned by anyone and check by the Chief Judicator. The Chief Judicators decision will be final.
Padding requirements
1. Weapons should be smooth and have no hanging or rough edges.
2. Padding on the striking surface must have sufficient cushioning to prevent the core from being felt during a full-force hit
3. Padding on the striking surface must have sufficient cushioning to prevent excessive stinging or bruising during a full-force swing. VI. Shields 3a. Shields must be padded in such a way as to not cause injury to combatants or their weapons. 3b. Shields must be reasonably rigid Enter.
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