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Armoured Combat Fighting Rules Sets

To allow fighters to focus on different aspects of armour combat, Castle Tintagel uses several accepted rules sets. All are acceptable if mutually agreed upon before the combat. These rules are intended to be by and large compatible with SCA and particularly Avalon standards. There are some exceptions, so please study the rules of any group that you fight with carefully.

SCA Marshals Handbook
Avalon's Armor Standard

→Japanese

Fighter License
Basic rules set: Requires Basic Fighter License
Counted Blows. Requires Basic Fighter License.
Counted Blows, Armour as worn.
Plate as proof. Requires Basic Fighter License.
Advanced Fighting Rules: Requires Advanced Fighter License.
Aluminum Weapons Fighter rules: Requires advanced fighter license.
Points of Courtesy

Fighter License

Fighter License

In order to participate in official tournaments, melees, battles, and public demonstrations, all fighters must earn a fighters license by demonstrating their knowledge of the safety standards and the rules sets as well as show that they can fight in a controlled, safe manner. Acquiring a fighter's license does not require that you be a powerful fighter, merely that you have demonstrated that you are not likely to be either dangerous or in danger on the field.The fighter license does not guarantee safe behaviour, nor will it prevent accidents and injuries from occurring.

How to acquire experience and knowledge:

  1. Practice sparring in the open sparring times as often as possible.
  2. Study the rules and armour standards.
  3. Ask questions: Tintagel staff will be happy to help to clarify any of the rules or standards you do not understand.

Taking the Test

  1. Make a reservation with Tintagel staff. The earlier you make the reservation, the more likely it is that you will be able to take the test at your preferred time. One week before the target date is best; one day before will make it less likely to be possible.
  2. Be in armour and ready at the schedule test time. Examine yourself to make sure that you will pass armour inspection.
  3. Three judges will be managing the test: 2 instructors and at least one high ranking student.
  4. You will have a question and answer period about armour safety standards and the safety rules of the various sparring systems, with emphasis on the Basic Sparring rules. This will continue until the judges are satisfied: usually about 10 minutes.
  5. Sparring test: The sparring test is divided into 3 parts. Attack, defense, and free.
    1. Attack:
      In this test, you will attack a fighter who will only defend against you. The testers will observe your deportment, your ability to throw a basic strong attack to an accurate, safe target. They will watch to see if you can fight with a cool head and if you respond promptly and appropriately to a "Hold!" command.
    2. Defense:
      In this test, you will only defend against a fighter who will attack against you. The testers will observe your deportment, your ability to defend yourself, your ability to call a shot "good" or "light", and your ability to behave appropriately in response to successful attacks against you. They will watch to see if you can fight with a cool head and if you respond promptly and appropriately to a "Hold!" command.
    3. Free:
      In this test, you will spar in a normal manner, attacking and defending as you see fit. The judges will observe all of the skills mentioned above, but in a much more realistic environment.
  6. Deliberation:
    The judges will go off privately and discuss your behavior and skills.
  7. Judgement:
    The judges will return and comment on your demonstration. Very likely each judge will offer advice regarding skills that you should focus on. Finally, the head judge will publicly announce whether you were successful or not. If you fail the test, you may take the test again no sooner than one week later.

Basic rules set: Requires Basic Fighter License

    A ) Victory Conditions
  1. Defeating blows: A person is considered defeated when he is struck by a telling blow in the head or body, or is struck on each arm by a telling blow (or the same limb twice), or is struck on each leg by a telling blow (or the same limb twice). A “telling blow” is a shot considered by local standards to be sufficient to breach or injure through chain armour. Thrusts to the face are not required to be “telling blows”: they considered to be defeating blows if they are enough to move the helmet.
  2. Wounds: A person is considered “wounded” if struck a telling blow on either the legs or the arms. “wounded” limbs are still targets for subsequent blows.
    1. Arm wound: An arm wound will be modeled by the wounded person putting the arm behind his back. At that point the fighter may either surrender or fight with his other hand.
      【Note】
      In practices, a “weapons and shield” fighter who is struck on his weapon arm my sometimes be allowed to just put his shield behind his back instead of changing hands. This is a custom for convenience only, and is not done during tournaments.
    2. Leg wound: A leg wound will be modeled by the wounded person “planting “ the wounded foot. This means that the wounded person may not lift that foot while fighting. He may step forward and backward on it, but he may not lift it. If two fighters are too far away to engage each other, they may drag themselves within range. Once combat resumes, the fighters may not move the foot again. If one fighter does not have sufficient range to strike the other fighter, then he may only defend himself.
  3. Light weapons vs. Mass Weapons: Single handed swords, daggers, and spears are considered “Light” weapons. All others, including but not limited to falchions, hand axes, maces, pole axes, and two-handed swords, are considered mass weapons.
    1. Light weapon damaged: When struck by a light weapon, telling blows to the shoulder are considered to be arm injuries; telling blows to the hip are considered to be leg injuries.
    2. Mass weapons damaged: When struck by a light weapon, telling blows to the shoulder are considered to be defeating blows; telling blows to the hip are also considered to be defeating blows.
    B ) Judging Blows:
    A blow shall be determined “light” or “telling” by the recipient of the blow. A “light” blow shall be of no consequence, unless it is a blow to an unarmoured target or to plastic armour (which is always considered to be “unarmoured” unless covered by some other armour).

    A fighter shall acknowledge a telling blow by
    1. clearing shouting “good!”
    2. falling to the ground in pretend death.
    3. screaming in pain.
    If a blow was not sufficiently powerful, as a courtesy the fighter should “light” if possible. Fighters are not allowed to pretend to be thinking about a shot and then suddenly lash out with an attack. Fighters are not allowed to pretend to be thinking about a shot and then suddenly lash out with an attack.
    C ) Grappling:
    In the basic rules limited grappling is allowed. A fighter may grab another opponent, push him, and pull him. He may grab the opponents weapon, although if he grabs the blade and the opponent twists it or pulls it in his grip, he will suffer an “wound”.
    D ) Legal Target Areas:
    On fighters, the legal target areas are 2.5cm behind the wrist bone and up, and 2.5 cm above the knees and up. Thrusts to face and groin require positive pressure only (the helmet moves).
    E ) Illegal actions:
    In the course of the fight, a fighter may not perform the following attacks:
    1. punch
    2. kick
    3. throw the opponent to the ground
    4. head butt
    5. joint locks
    6. shield grabbing
    7. shield bashing
    8. deliberately strike with shield or a part of the weapon not safety rated, such as pommel or quillions.
    9. Strike a non-target area of the opponent.
    10. Strike with excessive force, particularly with heavy or two-handed weapons.
    11. Strike with the edge of a weapon while holding the “blade” (although thrusting is fine).
    12. grab the opponent around the helmet or by the helmet (think “twisting”).
    13. strike the opponent from behind, unless explicitly stated as legal in the game or scenario.
    14. Strike an opponent who is helpless and unable to defend himself.
    15. Defend himself by deliberately placing a non-target part of his body the way of an attack (such as by raising a leg to defend with the shin, or putting gauntleted hands out.
    ◆Fighters who break these restrictions are subject to warning by the marshals. Fighters who repeated break these restrictions are subject to censure up to and including revocation of their fighter card and loss of Tintagel membership.
    F ) Holds:
    If any person at or in a fight shouts the word “Hold”, then immediately all fighters within earshot must cease aggressive actions and enter a defensive stance until the nature of the hold is determined and any problems rectified.
    G ) Optional Rule: Full Leg Targeting. :
    This rules option can be used with either the Avalon Basic Rules or the Counted Blows Rules.
  1. Opponents may strike a fighter from one inch below the knee.
  2. Opponents may not strike a fighter on the knee itself. Lower leg only.

Counted Blows. Requires Basic Fighter License.

As per Basic Rules, except as follows:
    A ) Fighters do not acknowledge wounds. Any telling blow to a legal target area (head, body, arms, legs) counts as one point. You do not put one arm behind your back, nor do you plant your foot.
  1. Fighters fight until they have been struck a certain number blows. The number of blows will be mutually determined before the fight.
  2. The first fighter to be struck a number of times equal to the prearranged number is defeated.
  3. Optional Rules (either or both may be used or ignored):
    1. Any successful attack to a “weak point” (armpit, unprotected groin, open-faced helm) is an instant kill, no matter how many blows have been struck.
    2. Strikes from mass weapons count as two blows.

Counted Blows, Armour as worn.

These rules are as per Counted Blows Rules, except as follows:
    A ) The number of blows that a fighter can be struck before he must yield is based on the armour that that he is wearing. The total armour worn is judged, and assigned a number before combat. The number is assigned according to the following categories:
    1. unarmoured:1 Blow
      Plastic armour, unhardened leather armour, light cloth armour
    2. Light Armour:2 Blow
      Chain armour, coats of plates with non-overlapping plates, hardened leather, heavy cloth armour
    3. Medium Armour:3 Blow
      Coats of plates with overlapping plates, Coats of plates with non-overlapping plates worn over chain armour
    4. Heavy Armour:4 Blow
      Coats of plates with overlapping plates worn over chain armour, Solid Plate armour
    5. Extra-Heavy Armour:5 Blow
      Solid plate worn over chain, or with chain reinforced “weak points” (groin, armpits, etc)
    B ) When judging armour, judge should assign points holistically. The primary point of judgement is the body armour. Therefore, a fighter with chain body, splint arms, and plate legs would still only be assigned two blows.
    C ) Plastic is always considered “unarmoured”, and aluminum counts for minus one level. Therefore, a cote of plates with non-overlapping plates is only good for one blow. Bar grills and basket hilts do not exist for purposes of judgement, so a bargrilled helm would be designated as "open-faced".
    D ) Optional Rules(either or both may be used or ignored):
  1. Any successful attack to a “weak point” (armpit, unprotected groin, open-faced helm)is an instant kill, no matter how many blows have been struck.
  2. Strikes from mass weapons count as two blows.

Plate as proof. Requires Basic Fighter License.

These rule can be used with either the Basic Rules or the Counted Blows Rules.
    A ) All solid plate armour --helmet, legs, breastplate, etc. -- is considered to be invulnerable to strikes. Telling blows can only be struck to the unarmoured, or lightly armoured, areas. Therefore, if the fighter is wearing head to toe plate, he can only be struck in the groin, armpits, backs of the legs, etc.)
    B ) Bargrills count as unarmoured.

Advanced Fighting Rules: Requires Advanced Fighter License.

These rules are identicle to the basic rules except as listed below:
    A ) Punches and kicks are legal with gauntlets. They do not count as either wounds or as telling blows.
    B ) Lower leg targeting (as per the option in basic rules) is allowed.

Aluminum Weapons Fighter rules: Requires advanced fighter license.

Forthcoming

Points of Courtesy

Points of Courtesy are not compulsory; ignoring such courtesies does not reflect well on the nature of the fighter
  1. Yielding
    1. Hold because of your own failure:
      If a Hold has to be called because of an armour failure on your part or some action that you have taken, it shall be considered chivalrous to yield, especially if your opponent will lose an earned advantage.
      1. Example 1: You are fighting with a basket-hilted sword. During combat your gauntleted opponent grapples with you and you lose your grip. A hold has to be called because you are no longer protected by the basket hilt. The match has to be reset and your opponent loses their earned advantage (which they gain be closing with you to grapple). At this point, the courteous thing to do is to offer to yield; to do otherwise is seek advantage from rules layering instead of your own prowess.
      2. Example 2: During a fight you lose your grip on your baskethilted sword and a hold has to be called for safety reasons. Offer to yield.
    2. Helplessness:
      If you find yourself in a position in which you are totally helpless, it shall be acceptable and noble to yield to the person who bested you. For example, if you are disarmed and prone upon the floor and unable to defend yourself, it is acceptable to yield.
  2. Accepting Yields
    If someone yields to you, it is entirely your choice to accept or not. The standards of courtesy are generally this: Is the person yielding because game conventions have required you to give up an earned advantage? If so, then it is honorable to accept the yield.
    1. Example #1 in 1) above is a good time to accept a surrender
    2. example #2 is a good time to refuse a surrender, since it is an accident that did not rely on your skill. It is discourteous to speak insultingly of one who has offered to yield.
  3. Salutes before battle:
    It shall be considered courteous and proper to give a loud and clear acknowledgement of your opponent before beginning a combat. A simple “My Lord” is sufficient, but more wordy greetings speak well of your noble nature.
    1. Examples:
      *My Lord
      *I offer my respects to you and your lady.
      *Honor to you and your house.
      *It is an honor to take the field with you this day.
  4. Acknowledgement of Beauty:
    It shall be seen as courteous and noble to offer respects to any Ladies who might be observing your battle.

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