Tournament Rules - Meyer Frei Fechter Guild
Tournament Rules - Meyer Frei Fechter Guild
Tournament Rules - Meyer Frei Fechter Guild
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2012 Joachim <strong>Meyer</strong> Open HEMA Fencing <strong>Tournament</strong><br />
<strong>Tournament</strong> <strong>Rules</strong><br />
The event will feature competitions involving three different weapons: the<br />
longsword, dusack and arming or backsword. The same rules will apply to each<br />
different competition, except where noted.<br />
All players are presumed to have read and understood these rules.<br />
Registration for any event constitutes an acknowledgement that the player has<br />
understood the rules and agrees to abide by them.<br />
The intent of these rules is not to reproduce a fechtschule competition.<br />
Rather, it is to emphasize and encourage the use of historically accurate combative<br />
techniques within a safe environment. The rules are experimental, and players are<br />
asked to be patient with them, and try their best to work within the confines of the<br />
rule set outlined below.<br />
Conduct of the competitions<br />
Each competition will consist of four pools in which preliminary bouts will<br />
take place and a final round, in which the overall winner will be determined<br />
Each pool will be fought as a modified king-of-the-hill competition. At the<br />
conclusion of each pool, there will be a winner of that pool. Each pool winner<br />
proceeds to the final.<br />
Before each pool, the players will draw lots ranging from 1 and up. The<br />
player drawing the number 1 is the initial king. The individual with number 2 is<br />
the initial challenger with the remaining players lining up in numerical order.<br />
Each player will have 2 lives in each pool. When a player has lost his<br />
last “life,” he is eliminated from further competition in that pool. Being eliminated<br />
from any one pool does not prohibit a player from competing in the next pool, as<br />
pool eliminations will be held one after the other. That is, when the first pool<br />
concludes, the subsequent pool will be organized and fought.<br />
Players will shake hands before each bout.<br />
Players will announce their names to the tournament secretary so that they<br />
can be identified and the loss of “lives,” can be accurately recorded.<br />
There is no time limit to any bout.<br />
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Each bout will be decided by the first “clean blow.” The player receiving the<br />
clean blow has lost a “life.” If the player has a remaining life, he can return to the<br />
end of the line, and is able to continue competing until he has no lives.<br />
The winner of the encounter remains as king and fights until he loses a life.<br />
If he has a life remaining, he goes to the end of the line and may continue<br />
competing as a challenger.<br />
The winner of a pool is determined by the individual having the greatest<br />
number of victories when all lives have been lost.<br />
The final consists of competition between the pool winners. The initial<br />
player pairs are chosen by lot. The bouts will be conducted like the pool bouts<br />
except that each player has one life and it is lost upon a clean blow.<br />
The winners of the first finals matches will then bout according to the same<br />
rules. The winner of that match is the tournament victor.<br />
If a player wins more than one pool elimination, he gains an extra life for<br />
every additional pool he wins. So, if a player wins two pools, he has two lives in<br />
the final.<br />
Clean blow<br />
A “clean blow” is defined as a blow landing with the edge of the weapon<br />
and, in the opinion of the judges, having sufficient force to have killed or critically<br />
wounded the recipient. In longsword and dusack, a clean blow must be delivered<br />
in a manner involving the action of the shoulder. Sniping blows delivered by the<br />
action of the wrist or the elbow alone will not be counted. A clean blow in the<br />
arming/broad sword, can be delivered by the action of the wrist. However, the<br />
blow must be delivered with a moulinet. Merely tapping is not a clean blow. Slices<br />
do not count as clean blows.<br />
Doubles<br />
Thrusts count as clean blows. Thrusts should not be directed at the neck.<br />
A double is when the two players simultaneously receive a clean blow. Both<br />
players lose a life.<br />
After blow<br />
The after blow is when one player lands a clean blow land and then receives<br />
a clean blow in return during a tempo. A tempo is a span of time of less than a<br />
second, or about the time it takes a player to make a passing step. This time is<br />
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inherently subjective and subject to determination by the judges.<br />
If a player receives an after blow, he loses a life. However, since the player<br />
delivering an after blow also received a clean blow, he also loses a life.<br />
No after blow will be counted if the initial clean blow lands on the neck or<br />
the head.<br />
Grappling<br />
Limited grappling is permitted at the election of both participants to a bout.<br />
That is, both participants must agree. It is the chief judge’s responsibility to<br />
determine at the start of any bout whether the players will allow grappling.<br />
If players come to gripes, they have about 3-4 seconds to initiate a throw,<br />
takedown or lock. If neither player initiates an approved technique within that<br />
time, the chief judge will separate the players and restart the bout. If the players<br />
come to grips where grappling is not permitted, the chief judge will stop the bout<br />
and restart the players.<br />
The following throws are not allowed: flying mare or ippon seoinage; hip<br />
tosses or hip throws; haraigoshi; uchimata, or any throw in which the throwee’s<br />
feet leave the floor and his descent to the floor begins at a point higher than his<br />
opponent’s waist. No throw where there is a danger of landing on the head is<br />
permitted.<br />
The thrower must maintain control of the throwee so as to ensure as safe a<br />
landing as possible. That is, the thrower’s hands must remain gripping the throwee<br />
until the conclusion of the throw. The throw must end with the thrower in a<br />
dominant position from which he could deploy a dagger if he had one.<br />
A limited array of elbow locks are permitted. Permissible locks are<br />
illustrated here:<br />
(or similar)<br />
Locks must be applied in a manner calculated to secure a submission rather<br />
than to damage the joint. The receiver of an armlock is cautioned to submit if the<br />
opponent obtains the lock to avoid the possibility of injury that can result from the<br />
struggle to escape the lock. If it appears that one player has obtained a lock but the<br />
second player continues to struggle, the chief judge will stop the bout and award<br />
the victory to the player obtaining the lock.<br />
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Blade grabbing<br />
Grabbing the opponent’s blade is permitted. The blade must not be in<br />
cutting motion. Thrusts in motion may be grabbed.<br />
Judging<br />
There will be one chief judge and at least one assistant judge and ideally two<br />
assistant judges.<br />
The players understand that judging is an inherently subjective endeavor and<br />
that mistakes will be made. However, the determination of the judges on all<br />
matters is final and not subject to dispute by the players. By registering to<br />
compete, the player agrees to abide by all decisions of the judges without<br />
complaint.<br />
Equipment<br />
Before each competition, each player will submit to an equipment check to<br />
determine that his safety equipment is sufficient to provide reasonable protection<br />
from injury.<br />
At a minimum, each player is expected to have:<br />
● A fencing mask or similar headgear capable of withstanding forceful blows<br />
and thrusts.<br />
● Neck protection.<br />
● Elbow and knee protection.<br />
● Chest protection.<br />
● Gloves similar to lacrosse gloves at least. Clam shelf gauntlets are allowed,<br />
but if worn, grappling is not allowed.<br />
Each player is responsible for providing his own safety equipment.<br />
Professionalism<br />
The highest professionalism and sportsmanship is expected of all players.<br />
Players are encouraged to call clean blows against themselves if they are not seen<br />
by the judges. The point of this competition is not to produce victors, but to<br />
provide an environment in which players can improve their individual skills and<br />
advance the development of HEMA.<br />
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If in the opinion of the judges any player does not act in accordance with the<br />
expectations of professionalism and sportsmanship, the player can be deprived of a<br />
life or eliminated from competition, depending on the severity of the infraction.<br />
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