Medieval

III. “DUEL” - Regulations

1. The Knight marshal invites two fighters to the list, followed by announcing the next pair of fighters to get ready.

2. Both fighters show up on the list within 1 min.

Important! Knight marshal may ask fighters to enter the list with their helmets off after the invitation. Fighters will be given time (approximately 30 sec) to put helmets on and get ready for combat after their identities are verified against participants list. squires can help the fighters to put on their helmets over the list fence, while fighters may not leave the list until the beginning of the battle to exclude the possibility of fighter replacement.

A ‘technical defeat’ is imposed on a fighter when he/she fails to show up on the list or not ready for the battle within 3 minutes after invitation.

3. Fighters must pass historical, aesthetical and technical inspection of all their gear. Functions of historical and technical committee on the list are performed by referees and the Knight marshal. They examine both fighters who have come to the list before the beginning of each battle.

4. The Knight marshal inquires readiness status of both, referees and fighters.

5.  The Knight marshal starts the battle on the list between opposing fighters with the command “Fight!”.

6. Referees (4-8 individuals) observe the battle on the list and count the accentuated blows delivered with a percussive edge of the weapon into opponent’s kill zone.
Also, referees register any violations that occur without interfering with the battle.
Important! Knight marshal ONLY can interfere with the battle.

7. The Knight marshal observes course of events and judges general actions of each fighter on the list.

8. A timekeeper observes time of rounds and records information from the Knight marshal for the secretariat.

9.  Knight marshal announces the command “Stop Battle!” at the end of the round.

10. Fighters take their initial positions on the list.

11. Referees on the list approach fighters and ask if they have any comments or complaints towards the opponent or referees. Fighter can give no comments or ask in a verbal form to correct whatever inaccuracy had occurred with accordance to the rules, as well as apply for an appeal (refer to "Duel" Rules - 5. Appeal Process).

12. All the referees on the list come to the Knight marshal and report on the round score as well as any comments and/or violations if any. Based on these reports and own observations, the Knight marshal:

  • makes a decision about the result of the round;
  • considers appeals if any;
  • gives verbal warning and/or gives yellow, and/or red cards;
  • announces round score. 

13. The secretariat of the tournament records round results into the rating.

In the result of the round one marks the following:

  • Win in the round;
  • The round score;
  • Yellow and red cards are also recorded into the rating table.

14. Each round of the battle in the nomination “Duel” is held according to these regulations with the consideration of the round peculiarities. I.e. this is either recording accentuated blows for a period of time or recording the first three accentuated blows for a bout in the round “Sword-Buckler”.

15. Winner of the battle is announced according to the results of all rounds after all all of them are completed.

16. The winner gets the primary victory point for the rating – it’s 1 point for a win in the battle. All the other points of the rating (wins in rounds, points for the rounds and yellow cards) are considered ONLY when the number of victory points is equal and they give extended overview of the battles’ rating.

Disclaimer

Above rules were originated by "Battle of the Nations" - World Championship of full contact medieval martial arts and adopted for North America by Scallagrims Medieval Martial Arts Centre. Scallagrims Medieval Martial Arts Centre does not take any liability for any use or missuse of above rules outside of its training sessions and events.

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Medieval