I. Unified International Rules for Full Contact Historical Medieval Battles
1. GENERAL REGULATIONS OF INTERNATIONAL HISTORICAL MEDIEVAL BATTLES (HMB)
Historical Medieval Battle (HMB) - is a sport competition that involves combat with the use of the historically accurate, recreated protective and offensive arms from the medieval period that are specially made and adjusted to full-contact combat. HMB is a full contact sport and can include different nominations with different tactical conditions and variable number of participants. The HMB nominations include: historical fencing, buhgurts, melee, and small group battles, mass field battles, professional fights, duels, etc.
1.1. The authorized and prohibited techniques in HMB are the same for all the nominations, unless stated otherwise in a specific nomination.
1.2. All HMB are held under a marshal group’s observation and control. The marshal group includes one Knight marshal (main referee) and field referees (the quantity determined by tactical needs). The records of the battle results are held by one person; the secretariat. In case of any disagreement among the field referees, the Knight marshal has the authority to conduct a vote to decide an HMB outcome. The Knight marshal is chosen by HMB organizers.
1.3. The battles can be adjusted and held according to any regulations and tournament charts which are provided for the given nominations on the given HMB event.
1.4. Fighters must be over 18 years old To participate in HMB, and pass the accreditation and admission to the event, as well as to be admitted by the technical and historical committeeimmediately before battles.
1.5. Any arms which have historical analogues, correspond to the allowed technical characteristics and are accepted by the historical technical committee are valid.
The humanization of arms
1.5.1. The humanization is the rounding of the point of any blade and pole weapon, it is to have a radius of 20 mm. Such rounding is necessary for all the kinds of a weapon.
1.5.2. The edges of all the striking parts of any weapon are to be rounded as a bevel and to be not less than 2 mm wide (this includes any possible chips and notches).
1.5.3. The edges of shields are to be trimmed with thick (not less than 2-4 mm) leather or a fabric in three or more layers with glue. Only steel shields such as buckler or forged round shields with forge-rolled edges do need trim.
Important! Current admission requirements of the weapon to the event can be altered by the event organizers to to comply with safety requirements or for other reasons.
1.6. All the offensive and protective arms must pass the admission of the technical and historical committee that was appointed for the event. Meanwhile the fighters are responsible to maintain integrity and impact resistance of all their protective elements.
1.7. List of the authorized types of arms and their technical requirements:
Weapon weight characteristics (maximal total weight of a weapon ready-fitted and in a ready state is indicated, accepted error is +300 g).
Blade weapons
1.7.1. Single-handled swords, sabers, broadswords – maximum weight is 1600 g;
1.7.2. Falchions – 1800 g;
1.7.3. Hand and a half sword (total length is up to 1400 mm), swords, sabers, broadswords – maximal weight is 2500 g;
1.7.4. Two-handled swords XIV-XVII cent. Maximal weight is 3500 g.
Pole weapons
1.7.5. Single-handled:
axes – maximal weight 1300 g;
maces and six-flanged maces – maximum weight is 1000 g;
Important! For axes: the length of the edge of an axe blade is to be not less than 7 cm!!!
Important! For maces: all the maces are to be ONLY on a wood handle and with no sharp edges!!!
1.7.6. Hand and a half: axes, poleaxes and other similar weapons (with a total length of not less than 1 m) - maximum weight is 2300 g;
1.7.7. Two-handed: halberds, pole axes and other similar weapons (with a total length more than 1400 mm) – maximum weight is 3000 g.
Important! Heavier weapons or thrusting weapons like spears are restricted from use in historical medieval battles.
1.8. Any armor which has historical analogues of the period XII – XVII century is authorized. It must be manufactured out of authentic materials, possess appropriate thickness of a protective material as well as decent visual appearance. All components of protective arms must comply with technical requirements.
Technical requirements to protective arms:
1.8.1. Fighter’s head must be protected with a metal helmet. Helmet must be made of steel that is not less than 2 mm thick (regular quality steel). Higher quality steel can be thinner as long as its protective and impact resistance characteristics are not below regular steel.
1.8.2. The fighter’s helmet must be equipped either with a tight padding or with a well quilted padded cap not less than 1 cm thick or a leather pendant (“parachute”) with a quilted padded cap at least 1 cm thick in compressed form.
1.8.3. Fighter’s body must be covered with lamellar armor. Riveted chainmail can be used only if fighter’s torso i protected with steel plates underneath it.
1.8.4. Apart from armor fighter must be equipped with an under-armor protection covering entire torso, such as: gambeson, quilted jacket, wool gown, padded shirt, etc.). Two layers of linen stitched together with layer of wool under neath can be used as a minimum padded under-armor.
1.8.5. It is mandatory for fighter’s neck to be covered with a steel element of armor. For chainmail types of neck protection only riveted links must be used with extra steel plate hidden under it. Additional under-armor protection for the rear of the neck is mandatory (quilted or padded pelerine of a neck guard, a special collar or a cushion padding, steel neck protection) and must be not less than 1cm thick when compressed.
1.8.6. Fighter’s hands and wrists must be covered and protected with gloves or mittens that have historical analogues. Wrist protection must consist of steel lamellar or chainmail percussive surface. Beside steel, it is also permitted to use any authentic material.
1.8.7. At least quilted armor must be worn on the shield hand and cover entire arm, including the wrist.
1.8.8. The entire length of spine cord must be covered with a steel protection with a mandatory quilted or padded under-armor not less than 1 cm thick in compressed form.
1.8.9. Shins, thighs and shoulders are to be covered with a steel protection from the front and sides; rear of these body parts must be protected with at least quilted or padded pants or protective insets. Two layers of linen stitched together with layer of wool under neath can be used as a minimum padded under-armor.
1.8.10. Armor must provide full protection to the head, neck, spine and joints in any position of a fighter.
1.8.11. All limbs and joints of a fighter are to be protected with a steel armored element.
1.8.12. Fighter’s groin must be protected with armored element or special hidden groin protection for sports.
1.8.13. In case when a fighter’s protective gear, in terms of the resemblance of historical analogue, is missing some elements of the given zones, these zones must be safely covered with other type of authentic protective gear hidden under the kit. Such protection must not be registered visually and must be constructed of authentic materials.
1.8.14. Each fighter is responsible to keep his/her armor kit in good condition, maintain protective ability and check integrity, and safety of defensive parts before each battle battle. Fighter may use extra protection from any kind of materials in historical kits where authentic protection is not enough. This protective equipment is used ONLY as a third level of protection (after armor and under-armor) and is to be attached separately.
1.8.15. The fighter is responsible for the armor and weapon(s) he/she uses in battle and must make sure that they comply with rules, as well as use only equipment that effectively protects the fighter in every common battle position.
2. PRINCIPALS OF CONDUCTING BATTLES
2.1. HMB s governed by different regulations, depending on the nominations of a battle and the event peculiarities.
2.2. Victory conditions also may vary, depending on the regulations, nomination of a battle and an event.
2.3. Victory indicators:
2.3.1. Fall of the opponent on the list surface is a primary indicator of the victory in HMB. A contact of the list surface with torso, butt, hand or with any other third point of contact is considered to be a fall.
Important! Feet are two basic points of contact.
2.3.2. Continued offensive actions during the battle with no weapon in his hand (Fixing, holding or any other actions that block opponent’s actions with no actual weapon in hand).
Important! After losing a weapon fighter can take spare weapon, leave the battle or passively defend him/her-self from strikes while moving to the spot where spare weapon(s) of his/her team are. Fighter can also take spare weapon from another fighter of his/her team on the list (only if another fighter is also active in battle).
Important! It is strictly prohibited to take the weapon from the surface of the list, from fighters that aren’t in battle or take the weapon not from secondary fighter.
2.3.3. Leaving or falling of the list.
2.3.4. Leaning over the list fence at an angle that exceeds 55 degrees for at least 3 s.
Important! A withdrawal of the fighter from battle who was forced to lean over the list fence is approved only by marshal (field or in-line). Marshal lays down referee’s pennant on the fighter.
2.3.5. Malfunctioning or loss of head, neck armor piece, as well as any other essential piece of armor required to participate in combat.
2.3.6. Fall together with the opponent, when at least one arm, knee or any other body part touched the list surface. Also, if either torso or butt supports fighter on the top by coming into contact with body of the fighter on the bottom.
2.4. In the case of losing a weapon, fighter has a right:
2.4.1. to use spare weapon;
2.4.2. to take spare weapon from the reserve (secondary) fighter of his/her team who is standing in designated area near the fence of the list;
2.4.3. to cease fighting, having squatted down and taken ‘out of the combat’ position;
2.4.4. to take a weapon from another fighter on the list who’s still active in battle and belongs to the same team.
2.5. All fighters’ actions techniques during a battle must be regulated only by the listed in the rules of HMB.
3. AUTHORIZED TECHNIQUES IN HMB
Authorized techniques and strikes:
3.1. Any strike with percussive part of the weapon, fist or shield directed into kill zone.
Important! Opened face, groin, feat, rear part of the neck and rear of the knee are not considered to be kill zones.
3.2. Knock down the attacking hand from its trajectory and continue attacking missbalanced opponent until he/she falls.
3.3 Striking and bumping with the head, shoulder, and torso are permitted.
3.4. Hooking of opponent’s shield, hand or a weapon by using own shield, one-handed axe ore a hilt of one-handed weapon is permitted.
3.5. Use of a free hand during the attack: hits, push, support on the forearm and wrist.
Important! One can strike with the free hand only in the case that there is a weapon in the other hand.
3.6. Stoping and repulsing opponent with a hand in case the distance is shortened too much or in case of a clinch.
3.7. Acting upon opponent’s hands, shield or weapon with free hand.
3.8. Attacking of the opponent who lost weapon.
3.9. Any kick except direct kick to the knee joint or sidekick into the inner side of knee joint (knee pit) that result in fracture or twisting of the joint.
3.10. Kicks under a knee from behind or from the outer side of a knee joint, with exception to the kicks aimed at these regions, which are delivered while both feet are in the air during the contact.
3.11. Any wrestling techniques, tripping, throws, with exception to: painful holds, suffocating techniques, mills, fist fighting and knee kicks.
3.12. Hooking with a pole of two-handled pole arm from the front and/or rear, but with no pressure on a neck from either side. Only accurate holds of opponent’s body permitted - under the armpits, hands and/or legs.
3.13. Covering opponent with a shield surface, blocking of the opponent’s hands with a shield, putting a shield’s edge under an armed hand.
4. PROHIBITED TECHNIQUES
4.1. Any strike in non-kill zone is prohibited
Important! Any strike into a groin, rear of the neck, opened face and feet are strictly prohibited.
4.2. Any hit under the knee cup with a weapon or shield is strictly prohibited.
4.3. Any strikes at the rear of the neck are strictly prohibited.
4.4. Any vertical strikes along the spine.
4.5. Thrusting strikes with a weapon.
4.6. Twisting limbs against their natural direction and any painful holds.
4.7. It is prohibited to put pressure on or hook up the edge of the helmet, as well as apply force directed at twisting of the neck by using hand.
Important! Edge of the helmet means the bottom part of the helmet. For example: hem of the “Tophelm”, edges of the trim of the “Chapelle”, or bottom of the face mask of the “Bascinet”, etc.
4.8. It is prohibited to hit opponent into the face with a fist while holding a weapon, which has a hand guard longer than 3 cm from the edge of the blade.
4.9. Any clinches, hold-downs, suffocating techniques with a weapon or hands applied to the neck from any side.
4.10. Deliberate or attempted stripping of protective gear off the opponent's body.
4.11. Any strikes against lying opponent or the opponent who’s not in the battle.
4.12. Any strikes above the back: in the neck or the head of the opponent who is bending at the angel of 50° or more.
Important! When an opponent is bending at the angel of 50° or more for whatever reason, it is permitted to strike, punch or push him but it is strictly prohibited to strike him in the neck or the head.
4.13. It’s strictly prohibited to deliberately injure the opponent.
4.14. Any thoughtless or uncontrolled strikes and motions of a weapon are prohibited.
4.15. Any offensive moves against the person who has at least one hand raised upwards with palm opened.
Important! A hand raised up with a palm opened is a sign of voluntary dismissal from the battle. Having hand raised with an open palm and kneeling on one knee (if there is such an opportunity), the fighter automatically takes the out of the battle position.
4.16. It is prohibited to be in a clinch for more than 10 seconds. In this case field referee can pul fighters in a clinch apart, giving a command “Stop clinch!” and wave a yellow referee flag on a pole between the opponents’ helmets. After this the fighters must stop fighting in a clinch at once and pace off two meters. Despite this, both fighters still remain in a battle and continue to fight.
4.17. Any offensive actions with no weapon in hand is prohibited.
4.18. Grasping of a pole arm when the length of a pole between the index finger of a grasping hand and an iron axe/blade is less than 30 cm.
4.19. Any strikes in the opponent’s face if the target fighter uses an open-faced helmet.
Important! An open face is considered to be the unprotected area that allows clenched fist to go through while head and neck are in normal position.
4.20. It is prohibited to stand up on both feet after the fighter fell and before “Stop Battle!” command. Meanwhile, after the fall, fighter must take comfortable and safe position on the list, whether sitting or lying down, demonstrating that everything is alright. This position is called “Out of Combat”. Fighter must remain in this position until the end of the battle and is not permitted to interfere with the battle in any way.
5. PENALTIES
5.1. Remark is a sanction which is imposed on the fighter for insignificant rules violation. It is intended to draw fighter’s attention to his/her actions. It is not recorded in the Minutes.
5.2. Warning – Yellow Card - is a sanction imposed onto a fighter for rules violation, which is recorded in minutes. Fighter may get up to three yellow cards during the event. Yellow card negatively impacts fighter’s and his/her team’s rating. Fighter misses next battle in the event when he or she gets a second yellow card.
Yellow card can be imposed ONLY by the Knight marshal.
Yellow card is given in following cases:
5.2.1. For any prohibited strikes or techniques;
5.2.2. For rising or standing up on both feet after falling on the list before the command “Stop Battle!”;
5.2.3. For unethical behavior, rudeness, shouting at the referee or opponents;
5.2.4. For starting the battle before the command “Fight!”;
5.2.5. For continuing offensive actions after the command “Stop!”
5.2.6. For ignoring the Knight marshal and field referees’ commands.
Important! Fighter can get one or two yellow card(s) for one of the above violations depending on the severity of the violation; this decision is up to the Knight Marshal.
5.3. Disqualification – Red Card is the sanction imposed onto a fighter for serious or recurring (the third yellow card) violation of rules, which is recorded in the competition minutes, implying his/her removal from the tournament. The red card applied to a fighter is also applied to his or her team. Red card negatively impacts fighter’s and his/her team’s rating. Team may receive maximum two red cards and will be disqualified if it gets one more yellow card on top of two red.
Red card is given in following cases:
5.3.1. For systematic violation of rules when the fighter obtained three yellow cards in competition;
5.3.2. For injuring an opponent with prohibited strike or technique;
5.3.3. For rude and systematic dissents, not reasoned contestation of referees’ decisions, insult of an opponent, disrespectful treatment of opponents as well as any other parties in the competition;
5.4. Team Disqualification is a sanction on entire team in following cases:
5.4.1. Team obtains more than two red cards for the duration of the event + one warning to the team or a individual warning to one of team’s fighters.
5.4.2. Rude behavior of the team and its captain. Captain enters into not reasoned contestation of referees’ decisions, insults and/or encourages disrespectful behavior towards opponents, as well as other parties in the competition.
5.4.3. Team members take part in arguing with referees and challenge their decisions, participate and pick fights or conflicts, insult and/or encourage disrespectful behavior towards opponents, as well as other parties in the competition.
5.4.4. There are less than four participants remaining in the team.
5.4.5. Team intentionally brakes rules and/or ignores all requests of Knight Marshal and referees.
6. APPEAL REQUEST
6.1. In case of well-argued and reasonable disagreement with the decision of the referees and the Knight Marshal, team’s captain or the official representative, appointed by the captain and who does not take part in the battle can apply for appeal. Appeal process requires “Appeal form” to be filed in, given to the team by event host. Number of Appeal forms is strictly regulated and decided by event organizers before every event.
6.2. Appeal can be made immediately after the battle only if it is well reasoned and on the following occasions:
6.2.1. Removal of the fighter out of the battle by his opponent(s) while violation of rules took place;
6.2.2. Returning of a fighter into a battle after falling;
6.2.3. Wrongful removal of the fighter out of the battle by the marshal;
6.2.4. Unregistered severe violation of rules, as well as any serious infractions committed by the fighters who were not penalized with corresponding sanctions.
6.3. Appeal can be submitted only immediately after the round or the battle. Appeal is submitted in writing in calm and well-reasoned form personally to the Knight Marshal using “Appeal form”. Appeal is to be reviewed within 10-25 minutes before the beginning of the next round or battle.
6.4. Possible outcomes of the appeal process:
6.4.1. General repeated round;
6.4.2. Repeated round with differentiated team;
6.4.3. Imposing of the yellow or red card(s) to the fighter(s);
6.4.4. Team disqualification;
6.4.5. Reconsideration of the round score.
6.5. In case of difficult and disputable situations when Knight Marshal’s decision concerning the appeal is not satisfactory, one can apply to the Supreme Appeal Marshals with request to reconsider previous decision. The Supreme Appeal Marshal makes the decision within three hours by analyzing the video recording and polling referees. This decision is not subject to a dispute.
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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