Dashboard Tournament Info Fencers

Granite State Open

Location: Lyme, New Hampshire Open map ↗
Dates: 2027-01-30 – 2027-01-31
All times local to the venue — EST.

Welcome to the Granite State Open! This is the first (and probably only) time I'll be hosting this event, so be sure to catch it now before it's gone!

Our host is Crossroads Academy, one of New Hampshire's top K-8 schools, who have generously allowed us to use their gym.

My main goal with this tournament is to offer a large variety of open events, from the common Longsword, Rapier, Saber, and Sword + Buckler to the rarer Singlestick to fun, less serious events like Rapier + Anything and Sidesword + Anything, where (almost) anything can be used in the offhand.

Since my main goal is not to make money, I'll also be paying all of the judges for each event they judge, and for those who register before December 15th, I'll be redistributing the profit from the event in the form of a partial refund. This will especially be for people who judge, people who come to both days of the event, and people who drove a long way to get here, as a way to offset lodging and travel costs.

Costs

ItemAmount
General Competitor Entry Attendance · choose one$40.00
Spectator Attendance · choose one$0.00

Division Entry Fees

DivisionEntry Fee
Rapier$20.00
Sword and Buckler$20.00
Dueling Saber$20.00
Rapier and Literally Anything$20.00
Longsword$20.00
Sidesword and Literally Anything$20.00
Singlestick$20.00

Rules

Schedule

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Saturday

  • 8:00 AM: Doors Open
  • 8:00 - 9:00: Check-In and Setup
  • 9:00 - 12:00: Open Rapier
  • 12:00 - 12:30: Check-In and Buffer
  • 12:30 - 3:30: Open Sword and Buckler
  • 3:30 - 4:00: Check-In and Buffer
  • 4:00 - 7:00: Open Dueling Saber
  • 7:00 - 8:00: Free Sparring and Buffer
    Sunday
  • 8:00 AM: Doors Open
  • 8:00 - 9:00: Check-In and Setup
  • 9:00 - 11:00: Open Rapier and Literally Anything
  • 11:00 - 11:30: Check-In and Buffer
  • 11:30 - 2:30: Open Longsword
  • 2:30 - 3:00: Check-In and Buffer
  • 3:00 - 5:00: Open Sidesword and Literally Anything
  • 5:00 - 5:30: Check-In and Buffer
  • 5:30 - 7:30: Open Singlestick
  • 7:30 - 8:00: Cleanup and Buffer

Parking Directions

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When you drive in, turn to the right. Drive down to the parking lot. The gym will be on your left. If in doubt, look for other lost people. There are sure to be more.

Universal Gear Requirements

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  • General
    • There must be no exposed skin showing.
    • Gear must be reasonably clean/must not be outright repellant.
    • Weapons must be reasonably free of rust and burrs.
    • Weapons must not be significantly damaged or bent, especially bent in an S-curve.
    • Weapons must have widened tips, with material added if necessary. Sticky material and rubber cannot be used as tips.
  • Head and Neck
    • HEMA Mask
      • Some kind of overlay is HIGHLY recommended.
    • RIGID Back-Of-Head Protection
    • RIGID Throat Protection
  • Torso
    • HEMA Jacket
      • Must be rated at 350N or more.
      • The thrust-proof lining must not be compromised in any way.
      • Must close completely without leaving openings on either the front or the back.
    • Chest Protector (Optional)
      • HIGHLY recommended for all.
  • Arms
    • RIGID Forearm Protection
      • Required on BOTH arms.
    • RIGID Elbow Protection
      • Required on BOTH arms.
      • It is HIGHLY recommended that the elbow and forearm protection overlap.
  • Legs/Lower Torso
    • RIGID Shin Protection
      • Required on BOTH legs.
    • RIGID Knee Protection
      • Required on BOTH legs.
      • Rigid side of knee protection is HIGHLY recommended and, if I can figure out how to cheaply make a large quantity of attachable side-of-knee protectors, will in fact be mandatory.
    • Thigh Protection (Optional)
      • EXTREMELY highly recommended.
      • On your head be it if you choose to neglect this.
    • Cup (Optional)
      • EXTREMELY highly recommended for all.
      • You have nerve endings there. Yes, you.
      • We will not check or ask if you have a cup, but I cannot guarantee that a sword will not.
  • Gloves
    • Handled on a per-event basis.

Format

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  • One round of snake-seeded pools.
    • Will be round-robin pools of 5 in events with a 20 person cap.
    • Will be half-pools of 8 in events with a 32 person cap.
    • The initial seeding will be based on HEMA Rating, but I reserve the rights to tweak peoples' ratings to ensure that as few people from the same club fence as possible.
  • One round of Rating-Maxxing Death Pools.
    • This means that the group of highest-seeded fencers will be put in one pool. Then the next highest group will be put in another pool. And so on.
    • Will be round-robin pools of 5 in events with a 20 person cap.
    • Will be half-pools of 8 in events with a 32 person cap.
    • In a half-pool, the halves will be split to ensure that as few rematches as possible will occur.
    • The seeding will be based on the FEDER rating from the results of round one.
  • One three-halves elimination bracket.
    • The top half of the seeds will be placed in the top bracket.
    • The bottom half will be placed in the bottom bracket.
    • Fencers who lose in the top bracket will drop to the bottom bracket.
    • Fencers who lose in the bottom bracket will be eliminated.
    • At the end, if the final fencer from the bottom bracket beats the final fencer from the top bracket, there will be a bracket reset and they will fence again for all the marbles.
    • The seeding will be based on the FEDER rating from the combined results of rounds one and two.

General Ruleset Definitions

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  • Blow
    • A blow is an attack (a cut, thrust, or slice) which lands with visible intention and quality. Quality will depend on the weapon.
    • It is expected that blows to the head will land with less force than blows elsewhere.
  • Cut
    • An action involving an arc of the blade which strikes a legal target with the edge.
  • Thrust
    • An action involving the tip of the blade striking a legal target.
    • It is expected that fencers will break the structure of thrusts to the head, neck, and torso after landing.
  • Slice
    • An action wherein the edge of the blade is placed on a target and then pushed or pulled along that edge. This cannot be a missed thrust.
    • An action wherein the edge of the blade is placed on a target and then the target is displaced via force exerted through the blade.
  • Initiation
    • A blow is initiated at the last moment that it began moving towards the target from a static position or a chambering action.
    • This initiation, therefore, marks the end of the last time the blade was not moving towards the opponent prior to the blow landing.
    • The blade may slow or alter course on its path to the target, as long as it does not stop or move away.
  • Chambering Action
    • A motion of the blade away from the opponent, without pause or redirection towards the opponent.
  • Double
    • Two blows landing "in double time," meaning that when one blow landed, the other was currently in motion towards its target.
  • Afterblow
    • The second of two blows landing "in afterblow time," meaning that after one blow landed, the other was initiated, either immediately or after finishing a chambering action which was in motion when the first blow landed.
    • If there is any doubt as to whether a blow is an afterblow or a double, it is an afterblow.
    • It is expected that afterblows will be somewhat pulled so as to land with a lower intensity than a normal blow.
  • Out of Time
    • A blow following another blow, when the second blow was initiated after either a pause following the first blow or a chambering action which was not in motion when the first blow landed.
    • If there is any doubt as to whether a blow is an afterblow or out of time, it is an afterblow.
    • It is expected that an out of time blow will be pulled so as to land with a lower intensity than even an afterblow.

Penalties

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All penalties are, at the end of the day, assigned by the judges as they see fit. We intend to allow for a relatively high intensity, kept in check by liberal carding.

Be aware that afterblows have a substantially lower force threshold. What would not be considered excessive force for an initial action may very well be substantially excessive for an afterblow. The same is true for actions in a grapple and all one-handed cuts.

  • Verbal Warning
    • To be issued for acceptable actions within the margin of error of being unacceptable. The primary goal is to correct fencing to the judges' liking before a penalty would be necessary. Gives no point impact.
      • Force bordering on excessive.
      • Risky, unsafe actions that could place the fencer in danger of injury.
      • Mild behavioral misconduct undeserving of a card (yet).
      • Unintentional minor offenses.
  • Tactical Foul
    • To be issued for unacceptable actions which are within the margin of error of being acceptable, or for repeated borderline actions deserving of multiple warnings. Gives a two-point swing (subtracting from that fencer's points from that exchange first, then adding to their opponent's). Does NOT negate that fencer's scoring actions.
      • Force that is slightly excessive, especially hits to the head that would not be excessive if they had landed elsewhere and deep thrusts which were not pulled properly.
      • Significantly risky, unsafe actions that place the fencer in danger of injury. (for example, leaping attacks or charging in without controlling or contesting the center line)
      • Light contact to the back of the head or another illegal target.
      • Light contact with the pommel or guard.
      • Grappling rough enough to place the opponent in danger of falling.
      • Fencing a little too late after the hold.
      • If the judge feels you've used up your warnings.
  • White Card
    • To be issued for relatively minor unacceptable actions, be they repeated tactical fouls or distinctly unsafe actions, especially those that almost caused harm through carelessness rather than intent. Gives a two-point swing and also negates that fencer's scoring actions.
      • Excessive force.
      • Moderate contact to the back of the head or another illegal target.
      • Minor unsportsmanlike conduct.
      • Buffaloing someone, such as with a body check or sumoing someone out of the ring.
      • Fencing after the hold.
      • Substantially careless fencing that puts the fencer at risk. (for example, running directly onto the point or significantly exposing an illegal target)
      • If the judge feels you've used up your tactical fouls.
  • Yellow Card
    • To be issued for unacceptable actions, be they repeated white cards or dangerous actions. Gives a five-point swing and also negates that fencer's scoring actions.
      • Substantial excessive force, especially as an afterblow.
      • Significant contact to the back of the head or another illegal target.
      • Unsportsmanlike conduct, especially towards the judges.
      • Unnecessary roughness.
      • Failing to halt.
      • Moderate contact with the pommel or guard.
      • Fencing in such a risky way that it causes injury to oneself.
      • Causing an injury with minor culpability.
      • If the judge feels you are not adjusting your fencing despite the white cards.
  • Red Card
    • To be issued for significantly unacceptable actions. Instantly gives the opponent the maximum of 17 points (which ends the match), and also negates that fencer's scoring actions.
      • Repeated pattern of substantial excessive force, especially as afterblows.
      • Substantially unsportsmanlike conduct.
      • Emotional outbursts that render that fencer temporarily unsafe to fence.
      • Causing an injury with significant culpability.
      • Fencing in such a risky way that it causes severe injury to oneself.
      • If the judge is sick of your shit.
  • Black Card
    • To be issued if all else fails, or if the fencer does something malicious. Instantly gives the opponent the maximum of 17 points (which ends the match), negates that fencer's scoring actions, and removes them from the event and/or the tournament.
      • Intentional, full-force strike to an illegal target.
      • Intentional, full-force pommel or guard strike.
      • Throwing gear
      • Revenge strikes
      • Intentional attempts (successful or otherwise) of causing injury.
      • Total disregard for one's safety or the safety of others.
      • Intentionally striking a judge, bystander, coach, or other non-combatant.
      • Refusing to fist bump or otherwise demonstrate some kind of nominal post-match sportsmanship.
      • Total emotional meltdown.
      • Any other instance of terrible sportsmanship, total loss of control, or egregious action.
      • Demonstrating, most likely through more than one red card, a complete lack of willingness to act appropriately despite consequences.
      • Violating New Hampshire law, including but not limited to:
        • Bringing drugs, alcohol, or other controlled substances onto school property.
        • Committing assault, assault and battery, sexual assault, or any kind of non-HEMA violence.
        • Stalking, harassment, sexual harassment, or any kind of substantially disruptive acts.

Fencer-Judge Interactions

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  • Fencers may, following a judge decision, reduce their points from an exchange by any amount and/or increase their opponent's points by any amount.
    • Judges may ask for reasoning.
    • Judges may veto this, but must provide reasoning.
    • Fencers MAY NOT request that their points be increased or their opponent's points be reduced. This is a cardable offense.
  • Fencers may, following a penalty against their opponent, provide reasoning against that penalty.
    • Judges may veto this, but must provide reasoning.
    • If the judges decide the reasoning is sound, then the penalty will be downgraded one severity level to a minimum of a warning.
    • Fencers MAY NOT provide reasoning against a penalty against them. This is a cardable offense.
  • Fencers may ask for clarification from the judges following any decision. The judges must provide it.
  • Fencers may ask for a rules clarification at any time. The judges must provide it.
  • Fencers' coaches may ask for clarification and may speak to a fencer between exchanges, but must not attempt to influence judges or delay the match. The judges may card a coach, or any spectator, who violates this.
  • Judges should give a brief overview of the exchange and scoring action(s), rather than simply awarding points. If an action was deemed insufficient, the judges should provide reasoning.
  • Judges must give reasoning for any penalty awarded.
  • Judges may warn and/or card any person in the entire room who is influencing them, either directly or indirectly.
  • Judges may drop fencers, black carding them if necessary, if the judges deem them injured beyond the point of possible safety. The judges must do so if the fencer is concussed.

Judge-Judge Interactions and Judging as a Whole

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While a more formal judge onboarding document will be released eventually, these are the basics.

  • Since I'm paying you, I do expect you to read the rules and also this.

  • Assuming your ring is full, you will be paid $60 for an event with a 32 person cap and $40 for an event with a 20 person cap. You will also get an additional bonus from event profit if you volunteer to judge before December 15th.

  • If you offer to be a judge, but would compete in the event you're offering to judge should your judging be unnecessary, still join the event waitlist. Your position in the waitlist, likely at the top, will not change and therefore, even if the event fills, you will be top priority for getting in the event if you are not needed to judge.

  • At some point, I will be making a video compilation of exchanges from Hanopen 2 to demonstrate the upper limit of intensity and some cardable offenses, to make sure all judges are aligned on exactly what is and is not going to be an acceptable intensity.

  • Directors will be responsible for entering in scores on this website.

  • Both judges should be vocal and should communicate. If the assistant judge disagrees with the director, they should say so.

  • Judges are expected to collaborate on calls, and defer to the more confident opinion on any given aspect about the exchange.

  • Judges are expected to be open and honest about their confidence. Having low-confidence in one's opinion only becomes a problem when false confidence is projected instead.

  • Uncertain actions during a double are treated as such for the purpose of determining priority. Uncertain actions elsewhere are thrown out, as if there is not a double going on at the time then it is more likely that an uncertain action was not quality.

  • Judges should engage in risk mitigation. For example, if it is unknown whether or not a scoring action is worth 3 or 4 points, and the judges are not more confident in one versus the other, then they should default to the lower-valued scoring action.

  • Judges should throw out exchanges that they have no reasonable confidence in, and should not be afraid of doing so.

  • If one judge believes a penalty is warranted while the other is unsure, the penalty will be assigned. If one judge believes a penalty is warranted while the other believes it is not warranted, then the penalty will be assigned but downgraded one severity level to a minimum of a warning. Judges are expected to be honest and not argue for a more severe card in the hopes of downgrading it to the card they actually want. If the judges disagree on a penalty, and the fencer not receiving the penalty disagrees with the penalty, then the penalty will be downgraded one severity level to a minimum of a warning, even if neither judge agrees with the fencer's reasoning.

  • Directors and assistant judges stand on relatively equal footing. While the final decision does lie with the director, the assistant judge should not be overruled if the assistant judge is more certain than the director.

  • It is acceptable and expected that there will be times you will miss actions, not know what happened, or be generally uncertain. It is unacceptable for you to pretend otherwise.

  • Judges should never lie to their fencers. I consider projecting false confidence to be a lie.

  • If one judge believes another is not following the guidelines, is being biased, or is not applying the rules correctly, please come and find me.

Rapier

Weapon Requirements

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  • Must be a purpose-built HEMA rapier
    • We'll know one when we see one
    • Meyer rapiers are dubious but we'll allow it
  • Blade width must be at or below one inch
  • Blade must not be triangular
  • Must have an explicitly one-handed grip.
  • Must have some form of guard.
  • The blade must be straight.
  • Must flex at or below 13 kg (28.7 lbs) by the Sword STEM Method
  • Must be at most 45 inches in the blade.
  • Must weigh between 1.5 and 3.25 pounds.

Gear Requirements

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  • Sword Hand
    • Any rapier glove.
      • Olympic fencing gloves are allowed, but strongly discouraged.
  • Non-Sword Hand
    • Any rapier glove.
      • (HIGHLY RECOMMENDED) Any longsword glove.

Scoring

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Clean hits:

  • 4 points: Clean thrust to deep target + Dominance in grapple
    • Any hit in a grapple with control.
    • Any indicated hit in a grapple with control.
    • Thrust to head.
    • Thrust to torso.
    • Thrust to sword arm.
  • 3 points: Clean cut to deep target.
    • Cut or slice to head or top of the shoulder.
    • Cut or slice to sword arm (Assume this is the case if it is unclear whether a cut hit the sword arm or the torso)
  • 2 points: Clean hit to shallow target.
    • Thrust or cut to legs.
    • Cut, thrust, or slice to the sword hand.
    • Thrust to non-sword arm or hand. (Stapling applies if obvious) (Assume this is the case if it is unclear whether a thrust hit the non-sword arm or torso)
  • 1 point: Cut to poor target.
    • Cut to torso
    • Cut or slice to non-sword arm or hand.

If a target is not listed as having a scoring slice, slices to that target do not score and do not stop the exchange.

Doubles:

If there is a double, consult the following priority list. A double with priority is 2 points. A true double is 0 points.

For each of the following, if it is unclear whether or not the priority item is true, assume it does not and move down the list. If all six items are untrue, then the double is a true double.

  1. If only one attack is clearly a cut to the torso or the non-sword arm or hand, it loses.
  2. If only one attack is a thrust with unclear quality, it loses.
  3. If only one attack is a cut with unclear quality, it loses.
  4. If only one attack is to the legs, it loses.
  5. If only one attack is a slice of any kind, it loses.
  6. If only one attack is a cut, it loses.

Afterblows:

If there is an afterblow, with fencer A hitting first and fencer B hitting second, points will be awarded depending on the value of their blows as per the following table, with syntax (Points A, Points B):

A: 4 A: 3 A: 2 A: 1
B: 4 (2,1) (1,1) (1,2) (0,2)
B: 3 (2,0) (2,1) (1,1) (1,2)
B: 2 (3,0) (2,0) (2,1) (1,1)
B: 1 (4,0) (3,0) (2,0) (2,1)

Note that the point differential for A is Points A - Points B + 1, and that there are no (0,0), (1,0), or (0,1) afterblows.

Quality Requirements for Cuts:

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  • Cuts must have "sufficient" travel. Generally, this will be around 90 degrees of travel, but well-formed cuts with slightly less travel can be considered quality by judges' discretion.
  • Cuts cannot pass through or impact the guard or the strong before landing.
  • Cuts cannot strike with just the tip.
  • Cuts must land reasonably perpendicularly to the target (i.e. not glancing).

Cuts with questionable quality under these requirements will be given the benefit of the doubt if they land cleanly or as afterblows, but will lose doubles at item 3.

Additional Penalizable Actions

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  • Grabbing the Blade
    • This requires making a closed fist around the blade and holding it tightly in such a way that it clearly restricts blade movement.
    • Is a technical foul if done after a scoring action from the fencer grabbing the blade.
    • Is a white card if done before or during a scoring action from the fencer grabbing the blade.
    • As such, grabbing the blade only invalidates scoring actions made during or after the blade grab.
  • Hand Parrying a Cut
    • Placing the non-sword hand in front of an incoming cut.
    • If this causes the other fencer to abort the cut, it will be assumed that they could have hit a deep target without the hand parry and thus will be given a 3 point scoring action.
    • Is a technical foul if done after a scoring action and a white card if done before or during a scoring action.
    • Note that the level of intensity required for excessive force is substantially lower for cuts to the non-sword hand. If a fencer goes for a hand parry and the other fencer hits it forcefully, both will be penalized.
  • Attempting a Disarm
    • While normally disarms are allowed, the nature of rapier guards and hilts means that disarms will count as unsafe actions and therefore attempting one will result in a white, yellow, or red card depending on the severity and context.
Sword and Buckler

Weapon Requirements

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  • Must be a purpose-built HEMA sword
  • Blade width must be at or below one inch, excluding potentially within two inches of the guard
  • Blade must not be triangular
  • Must have an explicitly one-handed grip
  • Must flex at or below 14 kg (30.9 lbs) by the Sword STEM Method
  • Must be at most 37 inches in the blade
  • Must weigh between 1 and 2.25 pounds

Buckler Requirements

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  • Must be at most 16 inches in any measurable direction.
  • Must be constructed of some hard and shatter-resistant material.
  • Cannot have spikes, holes, blades, lanterns, or blade-catchers.

Gear Requirements

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  • Sword Hand
    • The heaviest possible glove that will comfortably fit in the guard.
      • No Olympic fencing gloves, even if the sword is an unusually short rapier.
      • The glove must contain some sort of wrist protection if the wrist is exposed. (at some point, I will probably beg Athena to let me borrow their fantastic wristband thingies)
  • Non-Sword Hand
    • Any glove at the Red Dragon level and above.
      • (HIGHLY RECOMMENDED) Any longsword glove.
      • Rapier gloves are not allowed.

Scoring

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Clean hits:

  • 4 points: Clean hit to deep target + Dominance in grapple
    • Any hit in a grapple with control.
    • Any indicated hit in a grapple with control.
    • Cut, thrust, or slice to head or top of the shoulder.
    • Cut, thrust, or slice to either arm. (Assume this is the case if it is unclear whether a cut hit the sword arm or hand)
    • Thrust to torso.
    • Indicating a strike to the head with the buckler. Do not make contact or else.
  • 3 points: Clean hit to shallow target.
    • Cut, thrust, or slice to the sword hand. The buckler hand is off-target.
    • Cut to torso.
  • 2 points: Clean hit to legs.
    • Cut or thrust to the legs.

If a target is not listed as having a scoring slice, slices to that target do not score and do not stop the exchange.

Doubles:

If there is a double, consult the following priority list. A double with priority is 2 points. A true double is 0 points.

For each of the following, if it is unclear whether or not the priority item is true, assume it does not and move down the list. If all six items are untrue, then the double is a true double.

  1. If only one attack is clearly a blow to the non-sword arm or hand, it loses.
  2. If only one attack is clearly a cut to the torso, it loses.
  3. If only one attack is an indicated buckler strike, it loses.
  4. If only one attack is clearly malparried or otherwise obstructed, it loses.
    • This includes:
      • Cuts which break through a parry.
      • Cuts or thrusts which hit and then slide off a buckler, but still hit with quality.
      • Cuts which hit the blade or buckler and also a scoring target at the same time.
      • Cuts which displace the opponent's blade in the line of the attack.
      • Thrusts around the outside of a parry which make contact with the blade.
      • Actions where the sword arm displaces the opponent's blade or buckler as part of the attack.
  5. If only one attack has unclear quality, it loses.
  6. If only one attack is clearly below both arms, it loses.
    • The front and sides of the hands are not under the arms.
    • A thrust which begins under the arms, passes between the arms, and then plants over the arms is under the arms.
    • A thrust which begins over the arms, passes between the arms, and then plants under the arms is over the arms.

Afterblows:

If there is an afterblow, with fencer A hitting first and fencer B hitting second, points will be awarded depending on the value of their blows as per the following table, with syntax (Points A, Points B):

A: 4 A: 3 A: 2
B: 4 (2,1) (1,1) (1,2)
B: 3 (2,0) (2,1) (1,1)
B: 2 (3,0) (2,0) (2,1)

Note that the point differential for A is Points A - Points B + 1, and that there are no (0,0), (1,0), or (0,1) afterblows.

Quality Requirements for Cuts:

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  • Cuts must have at least 45 degrees of travel. Note that if a cut strikes a buckler and then slides off, it must travel another 45 degrees after that in order to count.
  • Cuts cannot pass through or impact the guard or the buckler before landing.
  • Cuts cannot strike with just the tip.
  • Cuts must land reasonably perpendicularly to the target (i.e. not glancing).

Cuts with questionable quality under these requirements will be given the benefit of the doubt if they land cleanly or as afterblows, but will lose doubles at item 5.

Additional Penalizable Actions

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  • Buckler Strike
    • Contact from the buckler to the head will be considered as equivalent to a pommel or guard strike.
    • Minor contact, (i.e. a place or a light push) to other parts of the body is legal.
    • An intentional buckler strike or forceful push to other parts of the body will be considered as excessive force or equivalent to a pommel or guard strike, at the judges' discretion.
  • Running into the Buckler
    • Closing in an uncontrolled fashion without some type of containment of the buckler will be considered a significantly reckless action.
      • Actually running headlong into the buckler will be carded.
      • This also includes all forms of hitting one's own head against the opponent's buckler.
  • Running with the Buckler
    • Closing in an uncontrolled fashion with the buckler held out will be considered a significantly reckless action.
      • Actually hitting someone with the buckler while closing in an uncontrolled fashion will be considered an intentional buckler strike.
Dueling Saber

Weapon Requirements

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  • Must be a purpose-built HEMA dueling saber
    • We'll know one when we see one
    • No military sabers
  • Blade width must be at or below one inch, excluding potentially within two inches of the guard
  • Blade must not be triangular
  • Must have an explicitly one-handed grip
  • Must have some form of guard at least as protective as a bell guard.
  • Must flex at or below 12 kg (26.5 lbs) by the Sword STEM Method
  • Must be at most 37 inches in the blade.
  • Must weigh between 1 and 1.87 pounds (0.45 to 0.85 kg)

Gear Requirements

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  • Sword Hand
    • The heaviest possible glove that will comfortably fit in the guard.
      • No Olympic fencing gloves.
      • The glove must contain some sort of wrist protection. (at some point, I will probably beg Athena to let me borrow their fantastic wristband thingies)
  • Non-Sword Hand
    • Any glove at the Red Dragon level and above.
      • (HIGHLY RECOMMENDED) Any longsword glove.

Scoring

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Clean hits:

  • 4 points: Clean hit to deep target + Dominance in grapple
    • Any hit in a grapple with control.
    • Any indicated hit in a grapple with control.
    • Cut, thrust, or slice to head or top of the shoulder.
    • Cut, thrust, or slice to sword arm. (Assume this is the case if it is unclear whether a cut hit the sword arm or hand)
    • Thrust to torso.
  • 3 points: Clean hit to shallow target.
    • Cut, thrust, or slice to sword hand.
    • Cut to torso.
    • Cut or thrust to legs.
  • 2 points: Clean hit to poor target.
    • Cut, thrust, or slice to the non-sword hand or arm.

If a target is not listed as having a scoring slice, slices to that target do not score and do not stop the exchange.

Doubles:

If there is a double, consult the following priority list. A double with priority is 2 points. A true double is 0 points.

For each of the following, if it is unclear whether or not the priority item is true, assume it does not and move down the list. If all five items are untrue, then the double is a true double.

  1. If only one attack is clearly a blow to the non-sword arm or hand, it loses.
  2. If only one attack is clearly a cut to the torso, it loses.
  3. If only one attack is clearly malparried or otherwise obstructed, it loses.
    • This includes:
      • Cuts which break through a parry.
      • Cuts which hit the blade and also a scoring target at the same time.
      • Cuts which displace the opponent's blade in the line of the attack.
      • Thrusts around the outside of a parry which make contact with the blade.
      • Actions where the sword arm displaces the opponent's blade as part of the attack.
  4. If only one attack has unclear quality, it loses.
  5. If only one attack is clearly below the other, it loses.
    • Here, "below" is defined as the entire sword at the time of contact for one blow being totally below the other sword at the time of contact of the other blow.
    • As a reminder, if there is any question as to whether or not this is true, this item is deemed false and the double is a true double.

Afterblows:

If there is an afterblow, with fencer A hitting first and fencer B hitting second, points will be awarded depending on the value of their blows as per the following table, with syntax (Points A, Points B):

A: 4 A: 3 A: 2
B: 4 (2,1) (1,1) (1,2)
B: 3 (2,0) (2,1) (1,1)
B: 2 (3,0) (2,0) (2,1)

Note that the point differential for A is Points A - Points B + 1, and that there are no (0,0), (1,0), or (0,1) afterblows.

Quality Requirements for Cuts:

Click to expand
  • Cuts must have at least 45 degrees of travel.
  • Cuts cannot pass through or impact the guard or the strong before landing.
  • Cuts CAN strike with just the tip.
  • Cuts must land reasonably perpendicularly to the target (i.e. not glancing).

Cuts with questionable quality under these requirements will be given the benefit of the doubt if they land cleanly or as afterblows, but will lose doubles at item 4.

Rapier and Literally Anything

Weapon Requirements

Click to expand
  • Must be a purpose-built HEMA rapier
    • We'll know one when we see one
    • Meyer rapiers are dubious but we'll allow it
  • Blade width must be at or below one inch
  • Blade must not be triangular
  • Must have an explicitly one-handed grip.
  • Must have some form of guard.
  • The blade must be straight.
  • Must flex at or below 13 kg (28.7 lbs) by the Sword STEM Method
  • Must be at most 45 inches in the blade.
  • Must weigh between 1.5 and 3.25 pounds.

Literally Anything Requirements

Click to expand
  • Allowed swords (must pass their respective gear checks, score according to the points in THEIR ruleset but in the case of doubles are scored by the below metrics.)
    • Rapier
    • Sidesword
    • Dueling Saber
  • Dagger
    • Scores with the rapier scoring system below.
    • Must be a HEMA steel dagger.
    • Must not be triangular.
    • Must flex at or below 5 kg (11 lbs) by the Sword STEM Method
    • Must follow common-sense rules of safety.
  • Literally Anything Else
    • Does not and cannot score (not even with an indicated strike)
    • Subject to penalty with strikes or rough contact if judges deem it applicable.
    • If it touches the ground, it counts as if you had lost a grapple. So don't let these items touch the ground. (If you hold it on your foot for too long, this also counts.)
    • Subject to the following rules:
      • It can't be biohazardous, overly toxic, or otherwise gross
      • It can't ooze, shed, or fall apart as an integral component
      • It can't be too easily broken or otherwise be extremely and/or dangerous fragile (mirrors, anything with glass tbh)
      • It can't have a projectile or be used as one (lasers count as projectiles, as do painfully loud sounds)
      • It can't be alive (no kittens, puppies, babies, etc)
      • You can stop using it but you can't replace it with something different halfway through
      • It cannot go supersonic and attempting to make it do so would be considered excessive force
      • It has to actually be held in the hand, so a suit of armor doesn't count
      • It can't be considered religious/sacred/generally offensive to hit with a sword, so no using a bible or anything like that
      • Same goes for guilt tripping, no cute stuffed animals or anything I'd feel bad about hitting with a sword
      • If the object is stab through-able and that happens, the stab counts
      • Nothing actually sharp or pointy
      • If part of the object breaks and you want to keep using it, it has to re-pass gear check to make sure it doesn't have anything sharp or pointy now
      • No liquids or things containing excessive amounts of liquid
      • Nothing that would intrinsically damage gear or the floors
      • More rules to follow, probably with some material requirements. I hear tell of a superlight tower shield.

You may bring as many potential off-hand items as you like, and use as many or as few of them as you like. You must choose before seeing what your opponent chose.

Once during each match, you may request a temporary hold between exchanges to swap out your off-hand item(s).

Once during each match, you may elect to put down your off-hand item(s) permanently, using only your non-sword hand itself.

If you elect to have no off-hand item, normal rapier rules now apply to you with regards to penalties.

Fabric Specific Rules

  • Fabric may touch the ground without consequence.
  • An off-hand object made entirely of fabric MAY be thrown. This is the only projectile attack allowed in the entire tournament.
  • A thrust which hits fabric and flexes will be counted as scoring if there is a reasonable chance that the thrust is in line with a valid target.

Gear Requirements

Click to expand
  • Sword Hand
    • Any rapier glove.
      • Olympic fencing gloves are allowed, but strongly discouraged.
  • Non-Sword Hand
    • Any rapier glove.
      • (HIGHLY RECOMMENDED) Any longsword glove.

Scoring

Click to expand

Clean hits:

  • 4 points: Clean thrust to deep target + Dominance in grapple
    • Any hit in a grapple with control.
    • Any indicated hit in a grapple with control.
    • Thrust to head.
    • Thrust to torso.
    • Thrust to either arm.
  • 3 points: Clean cut to deep target.
    • Cut or slice to head or top of the shoulder.
    • Cut or slice to either arm (Assume this is the case if it is unclear whether a cut hit the arm or the torso)
  • 2 points: Clean hit to shallow target.
    • Thrust or cut to legs.
    • Cut, thrust, or slice to either hand.
  • 1 point: Cut to poor target.
    • Cut to torso

If a target is not listed as having a scoring slice, slices to that target do not score and do not stop the exchange.

If two blows from the same fencer, one with each weapon, land cleanly in double or afterblow time with each other, then take the higher-valued one.

If two blows from the same fencer, one with each weapon, land cleanly in double time with each other and in afterblow time with an opponent's blow, then take the higher-valued one.

Doubles:

If there is a double, consult the following priority list. A double with priority is 2 points. A true double is 0 points.

For each of the following, if it is unclear whether or not the priority item is true, assume it does not and move down the list. If all seven items are untrue, then the double is a true double.

  1. If only one attack is clearly a cut to the torso or the non-sword arm or hand, it loses.
    • If there are multiple blows landing in double time, take the highest-value one.
  2. If only one attack is a thrust with unclear quality, it loses.
    • If there are multiple blows landing in double time, take the highest-value one.
  3. If only one attack is a cut with unclear quality, it loses.
    • If there are multiple blows landing in double time, take the clearest one.
  4. If only one attack is to the legs, it loses.
    • If there are multiple blows landing in double time, take the highest-value one.
  5. If only one attack is a slice of any kind, it loses.
    • If there are multiple blows landing in double time, take one that isn't a slice if it exists.
  6. If only one attack is a cut, it loses.
    • If there are multiple blows landing in double time, take one that is a thrust if it exists.
  7. If only one attack involves only one blade landing a blow in time, it loses.
    • This means that if you land two blows in double time and your opponent lands one, you win.
    • A blow from either fencer can land in afterblow time and still be counted for this item, but only blows in double time will be counted for the previous items.

Note that, if you land two blows (one with each weapon) and your opponent only lands one, you are at a significant advantage as both of your blows must lose one of the above priority items compared to your opponent's blow. As such, some combinations (such as an clear cut to the head and an unclear thrust to the leg) will not lose any of the tiebreakers even if there is a superior single action such as a thrust to the head.

Afterblows:

If there is an afterblow, with fencer A hitting first and fencer B hitting second, points will be awarded depending on the value of their blows as per the following table, with syntax (Points A, Points B):

A: 4 A: 3 A: 2 A: 1
B: 4 (2,1) (1,1) (1,2) (0,2)
B: 3 (2,0) (2,1) (1,1) (1,2)
B: 2 (3,0) (2,0) (2,1) (1,1)
B: 1 (4,0) (3,0) (2,0) (2,1)

Note that the point differential for A is Points A - Points B + 1, and that there are no (0,0), (1,0), or (0,1) afterblows.

Also note that, if the first fencer to hit lands a second blow in afterblow time with the first, the greater of the two hits will count as the "first" hit. Therefore, for example, a 2 point hit followed by a 4 point hit will count as a 4 point hit even if the 4 point hit was after the opponent's afterblow.

Quality Requirements for Cuts:

Click to expand
  • Cuts must have "sufficient" travel. Generally, this will be around 90 degrees of travel, but well-formed cuts with slightly less travel can be considered quality by judges' discretion.
  • Cuts cannot pass through or impact the guard or the strong before landing.
  • Cuts cannot strike with just the tip.
  • Cuts must land reasonably perpendicularly to the target (i.e. not glancing).

Cuts with questionable quality under these requirements will be given the benefit of the doubt if they land cleanly or as afterblows, but will lose doubles at item 3.

Additional Penalizable Actions

Click to expand
  • Attempting a Disarm
    • While normally disarms are allowed, the nature of rapier guards and hilts means that disarms will count as unsafe actions and therefore attempting one will result in a white, yellow, or red card depending on the severity and context.
Longsword

Weapon Requirements

Click to expand
  • Must be a purpose-built HEMA two-handed sword.
    • Kriegsmessers, katanas, and other two-handed swords which fulfill the following requirements are allowed.
  • Blade must not be triangular
  • Must have an explicitly two-handed grip.
  • Must have some form of guard.
    • Ring guards, tsubas, nagles, renaissance guards, and crossguards are all allowed.
  • The guard and schilt, if applicable, must be deemed "safe"
    • Nothing spiky or pointy. Regenyei tulips, for example, are not allowed.
  • The blade must be, at most, slightly curved.
  • Must flex at or below 18 kg (39.7 lbs) by the Sword STEM Method
  • Must be at most 42 inches in the blade.
  • The grip and pommel combined must be at most 15 inches long.
  • Must weigh between 2.5 and 4.25 pounds.

Gear Requirements

Click to expand
  • Hands
    • Longsword gloves
      • No Red Dragons. It has been a decade now, and we're all better than this.
      • Black Princes are on thin ice.

Scoring

Click to expand

Clean hits:

  • 4 points: Clean hit to deep target + Dominance in grapple
    • Any hit in a grapple with control.
    • Any indicated hit in a grapple with control.
    • Cut, thrust, or slice to head or top of shoulder.
    • Thrust to torso.
    • Cut, thrust, or slice to upper arm, elbow, or forearm (Assume this is the case if it is unclear whether a cut hit the forearm or wrist).
  • 3 points: Clean hit to shallow target.
    • Cut, thrust, or slice to hand or wrist.
    • Cut to torso
    • Cut or thrust to legs.

One-handed actions score one fewer point. For example, a one-handed cut to the head will score only 3 points, and a one-handed thrust to the legs will score only 2. Recall that one-handed cuts will be held to a stricter intensity standard.

If a target is not listed as having a scoring slice, slices to that target do not score and do not stop the exchange.

Doubles:

If there is a double, consult the following priority list. A double with priority is 2 points. A true double is 0 points.

For each of the following, if it is unclear whether or not the priority item is true, assume it does not and move down the list. If all four items are untrue, then the double is a true double.

  1. If only one attack is clearly one-handed, it loses.
  2. If only one attack is clearly malparried or otherwise obstructed, it loses.
    • This includes:
      • Cuts which break through a parry.
      • Cuts which hit the blade and also a scoring target at the same time.
      • Cuts which displace the opponent's blade in the line of the attack.
      • Thrusts around the outside of a parry which make contact with the blade.
      • Actions where the arms displace the opponent's blade as part of the attack.
  3. If only one attack has unclear quality, it loses.
  4. If only one attack is under the arms, it loses.
    • The front and sides of the hands are not under the arms.
    • A thrust which begins under the arms, passes between the arms, and then plants over the arms is under the arms.
    • A thrust which begins over the arms, passes between the arms, and then plants under the arms is over the arms.

Afterblows:

If there is an afterblow, with fencer A hitting first and fencer B hitting second, points will be awarded depending on the value of their blows as per the following table, with syntax (Points A, Points B):

A: 4 A: 3 A: 2
B: 4 (2,1) (1,1) (1,2)
B: 3 (2,0) (2,1) (1,1)
B: 2 (3,0) (2,0) (2,1)

Note that the point differential for A is Points A - Points B + 1, and that there are no (0,0), (1,0), or (0,1) afterblows.

Quality Requirements for Cuts:

Click to expand
  • Cuts must have at least 30 degrees of travel.
  • Cuts cannot pass through or impact the guard.
  • Cuts cannot strike with just the tip.
  • Cuts must land reasonably perpendicularly to the target (i.e. not glancing).

Cuts with questionable quality under these requirements will be given the benefit of the doubt if they land cleanly or as afterblows, but will lose doubles at item 3.

Sidesword and Literally Anything

Weapon Requirements

Click to expand
  • Must be a purpose-built HEMA sidesword
    • Not a rapier
  • Blade width must be at or below one inch
  • Blade must not be triangular
  • Must have an explicitly one-handed grip.
  • Must have some form of guard that is not a rapier guard.
  • The blade must be straight.
  • Must flex at or below 13 kg (28.7 lbs) by the Sword STEM Method
  • Must be at most 38 inches in the blade.
  • Must weigh between 1.5 and 3.25 pounds.

Literally Anything Requirements

Click to expand
  • Allowed swords (must pass their respective gear checks, score according to the points in THEIR ruleset but in the case of doubles are scored by the below metrics.)
    • Sidesword
    • Dueling Saber
  • Dagger
    • Scores with the rapier scoring system.
    • Must be a HEMA steel dagger.
    • Must not be triangular.
    • Must flex at or below 5 kg (11 lbs) by the Sword STEM Method
    • Must follow common-sense rules of safety.
  • Literally Anything Else
    • Does not and cannot score (not even with an indicated strike)
    • Subject to penalty with strikes or rough contact if judges deem it applicable.
    • If it touches the ground, it counts as if you had lost a grapple. So don't let these items touch the ground. (If you hold it on your foot for too long, this also counts.)
    • Subject to the following rules:
      • It can't be biohazardous, overly toxic, or otherwise gross
      • It can't ooze, shed, or fall apart as an integral component
      • It can't be too easily broken or otherwise be extremely and/or dangerous fragile (mirrors, anything with glass tbh)
      • It can't have a projectile or be used as one (lasers count as projectiles, as do painfully loud sounds)
      • It can't be alive (no kittens, puppies, babies, etc)
      • You can stop using it but you can't replace it with something different halfway through
      • It cannot go supersonic and attempting to make it do so would be considered excessive force
      • It has to actually be held in the hand, so a suit of armor doesn't count
      • It can't be considered religious/sacred/generally offensive to hit with a sword, so no using a bible or anything like that
      • Same goes for guilt tripping, no cute stuffed animals or anything I'd feel bad about hitting with a sword
      • If the object is stab through-able and that happens, the stab counts
      • Nothing actually sharp or pointy
      • If part of the object breaks and you want to keep using it, it has to re-pass gear check to make sure it doesn't have anything sharp or pointy now
      • No liquids or things containing excessive amounts of liquid
      • Nothing that would intrinsically damage gear or the floors
      • More rules to follow, probably with some material requirements. I hear tell of a superlight tower shield.

You may bring as many potential off-hand items as you like, and use as many or as few of them as you like. You must choose before seeing what your opponent chose.

Once during each match, you may request a temporary hold between exchanges to swap out your off-hand item(s).

Once during each match, you may elect to put down your off-hand item(s) permanently, using only your non-sword hand itself.

Fabric Specific Rules

  • Fabric may touch the ground without consequence.
  • An off-hand object made entirely of fabric MAY be thrown. This is the only projectile attack allowed in the entire tournament.
  • A thrust which hits fabric and flexes will be counted as scoring if there is a reasonable chance that the thrust is in line with a valid target.

Gear Requirements

Click to expand
  • Sword Hand
    • Any glove at the Red Dragon level and above.
      • Fingered longsword gloves recommended.
  • Non-Sword Hand
    • A Any glove at the Red Dragon level and above.
      • (HIGHLY RECOMMENDED) Any longsword glove.

Scoring

Click to expand

Clean hits:

  • 4 points: Clean hit to deep target + Dominance in grapple
    • Any hit in a grapple with control.
    • Any indicated hit in a grapple with control.
    • Cut, thrust, or slice to head or top of the shoulder.
    • Cut, thrust, or slice to arm. (Assume this is the case if it is unclear whether a cut hit the arm or hand)
    • Thrust to torso.
  • 3 points: Clean hit to shallow target.
    • Cut, thrust, or slice to hand.
    • Cut to torso.
    • Cut or thrust to legs.

If a target is not listed as having a scoring slice, slices to that target do not score and do not stop the exchange.

If two blows from the same fencer, one with each weapon, land cleanly in double or afterblow time with each other, then take the higher-valued one.

If two blows from the same fencer, one with each weapon, land cleanly in double time with each other and in afterblow time with an opponent's blow, then take the higher-valued one.

Doubles:

If there is a double, consult the following priority list. A double with priority is 2 points. A true double is 0 points.

For each of the following, if it is unclear whether or not the priority item is true, assume it does not and move down the list. If all five items are untrue, then the double is a true double.

  1. If only one attack is clearly a cut to the torso, it loses.
    • If there are multiple blows landing in double time, take the highest-value one.
  2. If only one attack has unclear quality, it loses.
    • If there are multiple blows landing in double time, take the clearest one.
  3. If only one attack is to the legs, it loses.
    • If there are multiple blows landing in double time, take the highest-value one.
  4. If only one attack is a slice of any kind, it loses.
    • If there are multiple blows landing in double time, take one that isn't a slice if it exists.
  5. If only one attack involves only one blade landing a blow in time, it loses.
    • This means that if you land two blows in double time and your opponent lands one, you win.
    • A blow from either fencer can land in afterblow time and still be counted for this item, but only blows in double time will be counted for the previous items.

Note that, if you land two blows (one with each weapon) and your opponent only lands one, you are at a significant advantage as both of your blows must lose one of the above priority items compared to your opponent's blow. As such, some combinations (such as an clear cut to the torso and an unclear thrust to the leg) will not lose any of the tiebreakers even if there is a superior single action such as a thrust to the head.

Afterblows:

If there is an afterblow, with fencer A hitting first and fencer B hitting second, points will be awarded depending on the value of their blows as per the following table, with syntax (Points A, Points B):

A: 4 A: 3
B: 4 (2,1) (1,1)
B: 3 (2,0) (2,1)

Note that the point differential for A is Points A - Points B + 1, and that there are no (0,0), (1,0), or (0,1) afterblows.

Also note that, if the first fencer to hit lands a second blow in afterblow time with the first, the greater of the two hits will count as the "first" hit. Therefore, for example, a 2 point hit followed by a 4 point hit will count as a 4 point hit even if the 4 point hit was after the opponent's afterblow.

Quality Requirements for Cuts:

Click to expand
  • Cuts must have at least 45 degrees of travel.
  • Cuts cannot pass through or impact the guard or the strong before landing.
  • Cuts cannot strike with just the tip.
  • Cuts must land reasonably perpendicularly to the target (i.e. not glancing).

Cuts with questionable quality under these requirements will be given the benefit of the doubt if they land cleanly or as afterblows, but will lose doubles at item 2.

Singlestick

Weapon Requirements

Click to expand
  • Must be a purpose-built HEMA Singlestick
  • Must have a stick made of rattan, or of a wood that's similarly flexible.
  • We highly recommend you have a leather basket. If you don't, the front of your glove will be off-target but your target areas WILL be more exposed.
  • Must be at most 36 inches in the "blade".

Gear Requirements

Click to expand
  • Sword Hand
    • The heaviest possible glove that will comfortably fit in the basket.
      • No Olympic fencing gloves.
      • If you do not have a basket, you MUST use a clamshell longsword glove.
  • Non-Sword Hand
    • Any glove at the Red Dragon level and above.
      • (HIGHLY RECOMMENDED) Any longsword glove.

Scoring

Click to expand

Clean hits:

  • 4 points: Clean hit to deep target + Dominance in grapple
    • Any hit in a grapple with control.
    • Any indicated hit in a grapple with control.
    • Cut to head or top of the shoulder.
    • Cut to sword arm.
  • 3 points: Clean hit to shallow target.
    • Cut to torso.
    • Cut to legs.
  • 2 points: Clean hit to poor target.
    • Cut to the non-sword hand or arm.

Slices and thrusts are not scoring actions.

Doubles:

If there is a double, consult the following priority list. A double with priority is 2 points. A true double is 0 points.

For each of the following, if it is unclear whether or not the priority item is true, assume it does not and move down the list. If all five items are untrue, then the double is a true double.

  1. If only one attack is clearly a cut to the non-sword arm or hand, it loses.
  2. If only one attack is clearly a cut to the torso, it loses.
  3. If only one attack is clearly malparried or otherwise obstructed, it loses.
    • This includes:
      • Cuts which break through a parry.
      • Cuts which hit the "blade" and also a scoring target at the same time.
      • Cuts which displace the opponent's "blade" in the line of the attack.
      • Cuts where the sword arm displaces the opponent's "blade" as part of the attack.
  4. If only one attack has unclear quality, it loses.
  5. If only one attack is clearly below the other, it loses.
    • Here, "below" is defined as the entire stick at the time of contact for one blow being totally below the other stick at the time of contact of the other blow.
    • As a reminder, if there is any question as to whether or not this is true, this item is deemed false and the double is a true double.

Afterblows:

If there is an afterblow, with fencer A hitting first and fencer B hitting second, points will be awarded depending on the value of their blows as per the following table, with syntax (Points A, Points B):

A: 4 A: 3 A: 2
B: 4 (2,1) (1,1) (1,2)
B: 3 (2,0) (2,1) (1,1)
B: 2 (3,0) (2,0) (2,1)

Note that the point differential for A is Points A - Points B + 1, and that there are no (0,0), (1,0), or (0,1) afterblows.

Quality Requirements for Cuts:

Click to expand
  • Cuts must have at least 45 degrees of travel.
  • Cuts cannot pass through or impact the basket before landing.
  • Cuts CAN strike with just the tip.
  • Edge alignment DOES NOT matter.
  • Cuts NEED NOT land reasonably perpendicularly to the target (i.e. they can be glancing).

Cuts with questionable quality under these requirements will be given the benefit of the doubt if they land cleanly or as afterblows, but will lose doubles at item 4.

Additional Penalizable Actions

Click to expand
  • Thrusts
    • Thrusts will be considered as equivalent to pommel or guard strikes.