I. Conduct in Tournament
A. All participants must maintain a level head, a calm demeanor, and discuss any issues directly.
B. Upon the call of “Hold,” all fighting in the vicinity must cease. Fencers must 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
- 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, it should never be deliberately targeted.
- Arms
a. From 2 inches above the wrists to the shoulder/arm joint.
- Legs
a. From the hip/leg socket down to 2 inches above the foot.
- Head
a. From the base of the neck to the top of the head.
b. Although legal, the head should never be deliberately targeted.
B. Death and Wounds
- A strike to the body or head is considered a kill.
- Two wounds are considered a kill.
- Upon death, announce it immediately and clearly. Failure to do so may result in being struck again.
- Wounds are inflicted when striking a legal target that is not the body or head.
a. A strike to an arm disables that arm.
b. A strike to a leg disables that leg.
- Bladed strikes count as inflicting a blow if they meet the following criteria:
a. A slash must be percussive enough to create an audible pop and either stop or deflect off the target.
b. A stab must strike the opponent with the tip and stop or deflect off the target.
III. Combat Contact
A. Types of Contact Allowed
- Weapon-to-weapon contact.
- Weapon-to-body contact within legal striking areas.
- Body-to-weapon contact: Weapons may be pushed, swept, or manipulated with the body, provided they are not trapped or grabbed.
- Weapon-to-shield contact.
- Shield-to-weapon contact: Shields may be used to deflect, move, or pin an opponent’s weapon.
- Shield-to-shield contact: Shields may deflect, turn, or pin an opponent’s shield. Bashing a shield is prohibited.
B. Types of Contact Not Allowed
- Intentional body-to-body contact.
- Active shield-to-body contact is prohibited; passive use to prevent forward movement is allowed.
- Using the body or shield to force a player’s weapons against them is prohibited.
IV. General Combat Notes
A. Items that block a shot that would have struck a legal area do not prevent the shot from counting.
B. If a player is wounded or killed while throwing a shot, shots already in motion count if they land within half a second of the impact.
C. A player may hold multiple weapons but may not wield more than one weapon in a single hand simultaneously.
- It must be visually clear which weapons are wielded. If unclear, all weapons are considered unwielded.
D. Communicate with your opponents. If you feel a shot was invalid, communicate immediately.
- Only shots that are clearly invalid should be ignored. If uncertain, treat the shot as valid.
V. Weapons
A. Approved Weapons
- Only weapons from the list of approved vendors are legal.
- New vendors must submit a blade for testing (destruction) by the board or a delegated member.
B. Definitions
- Striking Surface: The padded area designed to make contact with an opponent. Only this area scores hits.
- Non-Striking Surface: Any padded surface not designed for scoring.
- Handle: The non-padded handhold.
- Pommel: The non-striking end of the handle.
- Cross Guard: The non-striking surface separating the handle from the striking surface.
- Hilt: The combination of handle, pommel, and cross guard.
- Core: The center providing rigidity and flexibility to the weapon.
C. Prohibited Weapons
- Entangling weapons (flails, nunchaku, chains, ropes, or other linking materials).
- Double-ended weapons, including fantasy weapons and pommel-spiked weapons.
a. Historical double-ended weapons may be used with Chief Judicator approval.
- Punch weapons.
- Projectile weapons.
- Any weapon deemed unsafe may be challenged; the Chief Judicator’s decision is final.
D. Padding Requirements
- Weapons must have smooth, intact padding with no rough edges.
- Padding must prevent the core from being felt during full-force hits.
- Padding must sufficiently prevent excessive stinging or bruising.
VI. Shields
- Shields must be padded to avoid injury to combatants or weapons.
- Shields must be reasonably rigid.
VII. Additional Notes
The Champions of Swords (CoS) does not adhere to the rules or regulations of any other organization regarding Light Fighting Melee or Tournament combat.