The Dragon’s Cup – Rules

Overview

A match consists of a maximum of 8 passes with a 3 minute limit on total duration.

Fencers will fight continuously from the moment “Fence!” is called until “Hold!” is called. This constitutes a single pass.

A pass consists of a maximum of 8 to 10 blows.

A blow is an action with a weapon made in offensive measure that results in either contact with the opponent’s weapon or body (i.e. strikes that are voided, made weak to weak, or otherwise out of measure will not count as a blow).

A score will be awarded for the pass.

Technical points may also be awarded for a pass in which a fencer demonstrates a complex technique or play (not necessarily a scoring action).

At the conclusion of a match, a fencers total match points are the combination of their best score and their total technical points accrued in that match.

Example

  • Bill and Ted are engaged in a match.
  • Bill’s scores across the 8 passes are: 0, 2, 3, 0, 1, 2, 0, 3 and he has accrued 2 technical points.
  • Ted’s scores across the 8 passes are: 1, 2, 0, 0, 0, 2, 0, 0 and he has accrued 4 technical points.
  • The match results are:
    • Bill’s match points are 5 (best score of 3 plus 2 technical points);
    • Ted’s match points are 6 (best score of 2 plus 4 technical points).

Score

  • Clean Deep: 4 points (to one fencer).
  • Clean Shallow: 3 points (to one fencer).
  • Defensive Exchange: 2 points (to both fencers).
  • Dirty Exchange: 1 point (to one fencer).
  • Bloody Exchange: 0 points (to both fencers).
  • Mortal Exchange: -1 points (to both fencers).
  • Passive Exchange: -1 points (to both fencers).

At the conclusion of a match a fencers total points for the match are the combination of their best score and their total technical points accrued in that match.

Clean Deep: 4 points (to one fencer)

  • A fencer achieves a clean strike to the head or torso of their opponent without having received any blows in return for the entire pass.
  • A fencer achieves a clean disarm on their opponent without having received any blows in return for the entire pass.
  • A fencer achieves a clean takedown ending in a position of dominance without having received any blows in return for the entire pass.
  • A fencer achieves a clean grapple in which they have evident control without having received any blows in return for the entire pass.

For a Clean Deep pass the quality of the deep strike must be good. The Ring Boss has the leeway to award a pass as a Clean Shallow if the quality is deemed insufficient.

Clean Shallow: 3 points (to one fencer)

  • A fencer achieves a clean strike to the limbs of their opponent without having received any blows in return for the entire pass.
  • A fencer achieves a clean pommel or buckler strike to their opponent without having received any blows in return for the entire pass.
  • A fencer achieves a clean forced ring out against their opponent without having received any blows in return for the entire pass.
  • A ‘Clean Deep’ pass in which the quality of the strikes is deemed insufficient.

Defensive Exchange: 2 points (to both fencers)

  • A pass in which neither fencer has achieved a strike against their opponent or been struck in return despite significant efforts to do so.
  • A “sacrifice” takedown by either fencer without having received any blows in return for the entire pass.

Dirty Exchange: 1 point (to one fencer)

  • A pass in which one fencer achieves more strikes against their opponent than blows received in return; so long as one fencer has received fewer than three blows during the entire pass.

Bloody Exchange: 0 points (to both fencers)

  • A pass in which both fencers received the same number of blows; so long as both fencers received fewer than three blows during the entire pass.

Mortal Exchange: -1 point (to both fencers)

A pass in which both fencers have received three or more blows or shown a distinct lack of willingness to defend themselves.

Both fencers will also be awarded a penalty point (see technical points).

Passive Exchange: -1 point (to both fencers)

The judge may call “Hold!” early during a pass in which no fencer throws any significant blows for an extended period of time.

The first instance of a passive exchange in a match will result in no points being scored by either fencer.

If there is a second instance of a passive exchange in a match then both fencers will be awarded a penalty point (see technical points).

Technical Points

Technical points may also be awarded for a pass in which a fencer demonstrates a complex technique or play (not necessarily a scoring action).

Technical points may be awarded for each pass and accumulate.

Reasons for awarding technical points include, but are not limited to:

  • Clean defensive actions when entering or existing an exchange that results in a landed blow.
  • Demonstrations of exceptional defence.
  • Cleanly made disarms, grapples or takedowns.
  • Cleanly made forced ring outs.
  • Reversals of grapples, ring outs, etc.
  • Demonstrations of skill and technique.

Technical points will accumulate throughout the tournament and the fencer with the most technical points will be awarded the technical prize.

Penalty Points

Penalty points from mortal or passive exchanges will be deducted from the technical points total. As such, although multiple penalty passes may not have a negative effect on your score (as only the best score counts towards match points) they will effect your overall technical points for determination of the technical prize.

Judging

There will be four judges on a piste.

  • Ring Boss – To count blows and determine the score for the pss.
  • Technical Judge – Judge technique and award technical points.
  • Two Line Judges – Each assigned a fencer to watch and count shallow/deep hits against; they shall also verbally call “Deep!” when they see a strike landed against a deep target on their fencer.

Protests

After returning to their corner and the ring boss has declared the score, a fencer may raise their hand to protest if that protest makes a material difference to the judgement (e.g. 3 hits to 1 hit is a dirty exchange, 3 hits to 2 hits is still a dirty exchange so there is no material difference). If the ring boss feels a fencer is abusing the right to protest and unnecessarily prolonging the match then the judge may call an end to protests for the remainder of the match.

Example

Rufus, the ring boss, declares that Bill struck Ted in the head three times during the pass without receiving any blows in return – a “Clean Deep”; Ted protests that he was only struck in the head twice. This would still be a “Clean Deep” and makes no material difference to the judgement.

Match

A match consists of a maximum of 8 passes with a 3 minute limit on total duration.

Ending a Match Early

A match will end early with no further passes upon a successful Clean Deep pass, even if this is the very first pass of the match.

Pass

Fencers will fight continuously from the moment “Fence!” is called until “Hold!” is called. This constitutes a single pass.

A pass consists of a maximum of 8 to 10 blows.

Ending a Pass

The ring boss will call “Hold!” under the following circumstances:

  • 8 to 10 total blows have been thrown.
  • 3 blows have been thrown following a call of “Deep!” from a line judge.
  • A fencer calls or indicates “Tap!”.
  • A fencer has been thrown cleanly to the ground.
  • Both fencers have gone to the ground.
  • A fencer has been forced out of the ring.
  • A fencer has been cleanly disarmed or their opponent has full control of their weapon.
  • There is a kit malfunction.
  • A pass is deemed ‘passive’.
  • A formal or informal warning needs to be issued for any reason (excessive force, targeting prohibited body parts, etc.).

Deep!

If a fencer lands a strike to a deep target (head or torso) then the line judge who sees that strike should call “Deep!”, from this point the ring boss will count a maximum of 3 more blows before calling hold (assuming this does not exceed the normal 8-10 maximum).

Tap!

If a fencer at any point feels they need to halt the pass for any reason, most commonly because they are in a grapple and feel discomfort they should call “Tap!” as loudly as possible and visually indicate firmly and repeatedly tapping the floor, themselves or their opponent. The pass will end immediately and all pressure should be released.

The fencer who ‘taps’ will by default be considered to have been struck. However, this may be overruled based on the discretion of the ring boss.

Grapple Domination

If a fencer is in clear control of their opponent’s weapon and is able to land a strike then “Hold!” will be called early so as to avoid them receiving repeated strikes unnecessarily.

Takedowns

A clean takedown is one in which one fencer trips or throws the other to the ground and they remain standing in a clear position of dominance. Note that a fencer losing their footing and falling to the ground will also be considered a clean takedown.

A sacrifice takedown is one in which one fencer trips or throws the other to the ground by going to the ground themselves.

Forced Ring Out

A forced ring out occurs when when fencer pushes or otherwise controls their opponent and forces them to leave the piste.

Ring Out

A fencer backing out of the piste is not considered a forced ring out. In this case, the fencer is given one chance to fence their way back into the piste. If they leave a second time then it is considered a forced ring out and scored.

Disarms

A disarm occurs when a fencer loses hold on their primary weapon and it is either held by their opponent or falls to the floor.

A fencer may elect to drop their sword during a grapple in order to gain advantage, this will not be treated as a disarm.

Equipment Requirements

All fencers must ensure that they have all required equipment and that it is in good working order. Fencers will have their equipment and weapons checked by a judge prior to taking part in any matches. A judge may re-check equipment at any point (for example to make sure that a piece of equipment has not been damaged to the point of no longer being safe).

Safety Equipment

  • HEMA CEN Level 2 Mask (1600N rated) or HEMA CEN Level 1 Mask plus mask overlay
  • Back of head protector
  • Gorget/throat protector
  • HEMA fencing jacket or good quality gambeson
  • Knee and shin protection
  • Elbow protection
  • “Heavy” HEMA gloves (i.e. SPES Heavy Gloves, HFA Black Knights, Kvetun Xiphosura, Thokks with “Badass” mod, etc.)
  • Groin protection (required if appropriate*, recommended for all)
  • Chest protection (required if appropriate*, recommended for all)

* Use your best judgement, if you believe that this may apply to you then it probably does.

Weapon Simulators

All weapons should be steel and designed/suitable for HEMA (i.e. rolled or spatulated tips, a reasonable amount of flex, etc.). Explicit lengths, weights, flex, etc. requirements for weapons have not been specified but please use common sense.

All weapons should be in good condition and free of burrs and protrusions that increase the likelihood of damage to kit or injury to a fencer.

For purposes of The Dragon’s Cup sword and buckler tournament…

  • A medieval single handed sword is an arming sword or a messer style weapon with a “normal” amount of hand protection (if in doubt please check with a judge but sideswords, basket-hilted swords, etc. are not the intention for this tournament).
  • A buckler is a centre grip shield no more than 14″ at it’s widest point.

Daggers

Daggers may be worn in a sheath during fencing. A dagger may be drawn and used in the case of a grappling action.

A dagger may not be used as a companion weapon.

A dagger may not be drawn belatedly following a clean disarm.

Prohibited Actions

Prohibited actions will result in warnings. They include:

  • Strikes made to prohibited targets.
    • Back of the head
    • Spine
    • Groin
  • Intentionally exposing prohibited targets in an attempt to prevent a fencer landing a strike.
  • Strikes made with excessive force.
  • Strikes made with the guard/quillons.
  • Strikes made with the rim of a buckler.
  • Punches, kicks (excluding stop kicks) and headbutts.
  • Throwing a weapon.
  • Small joint manipulations.
  • Striking the floor with the sword.
  • Continuing after ‘Hold’ is called.
  • Continuing after an opponent calls or indicated “Tap!”.

Warnings

A verbal/unofficial warning will be issued for a minor offence (e.g. an unintended strike to ground).

A yellow card/official warning will be given for an offence or a repeated minor offences (e.g. punching an opponent or repeatedly striking the ground).

A second yellow card may optionally be issued for repeated offences (e.g. multiple occurrences of punching an opponent, exposing the back of the head, etc.). The ring boss may elect to skip a second yellow card and issue a red card at their discretion.

A red card will be issued for a third offence or for a serious event (e.g. intentionally striking prohibited areas, repeatedly using excessive force, etc.). A red card will result in immediate disqualification from the event.