I. Conduct in Tourney
A. Everyone will maintain a level head, calm demeanor, and discuss their issues.
B. Upon the call of “Hold,” all fighting in the vicinity must cease. Fencers will lower their weapons and step away from each other.
C. Commands from the judicators in charge of the field must be followed at all times.
II. Tourney Combat
A. Legal Target Areas
1. Body
a. Base of the neck, 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 inches above the wrists to the shoulder/arm joint.
3. Legs
a. From the hip/leg socket down to 2 inches 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 are considered a kill.
3. When you are dead, announce it immediately and clearly. A player who does not indicate their death promptly may be struck again.
4. Wounds are inflicted when striking a legal target that is not the head or body.
a. If an arm is struck, you lose the use of that arm.
b. If a leg is struck, you lose the use of that leg.
5. 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 create 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 in striking areas.
3. Body-to-weapon contact: Weapons may be pushed, swept, and otherwise manipulated with your body as 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 while 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. 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 make a close block or feel your opponent’s shot was invalid, communicate it immediately.
1. Any shot that you feel is questionable is valid. Only shots that 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 a delegated member.
B. Definitions
1. Striking Surface: The 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.
2. Non-Striking Surface: Any padded surface of the weapon that is not a striking surface.
3. Handle: The non-padded portion of the weapon designed as a handhold.
4. Pommel: The non-striking surface that covers the end of the handle.
5. Cross Guard: The non-striking surface that separates the striking surface from the handle and is perpendicular to the striking section of the weapon.
6. Hilt: The combination of the handle, pommel, and cross guard.
7. 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, including flails, nunchaku, and weapons with linking chains, ropes, or other linking materials that could bind on an appendage.
2. Double-ended weapons, including weapons of a fantasy nature (e.g., double-ended daggers) and pommel-spiked weapons.
a. Weapons with a historical background that have double ends may be used with the approval of the Chief Judicator.
3. Punch weapons.
4. No projectile weapons are allowed on the tourney field.
5. Any weapons that may appear dangerous can be questioned by anyone and checked by the Chief Judicator. The Chief Judicator's 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
1. Shields must be padded in such a way as to not cause injury to combatants or their weapons.
2. Shields must be reasonably rigid.
VII. Added Note - The Champions of Swords (CoS) does not adhere to the rules or regulations of any other organization regarding Light Fighting Melee or Tournament combat.
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