Tournament Rules and Requirements
1. Match Procedure
Pool Allocation
● All pools will be made the day of the tournament. It is the responsibility of the Fencer to have checked in with the front desk before participating in any tournament.
● The pool assignments shall be made 30 minutes before the beginning of the tournament and released on HEMA Scorecard.
● Please pay attention to HEMA Scorecard to know when to go to the Bullpen.
Bullpen
● All tournaments at SERFO will use a bullpen gear check system. Fencers will report to the bullpen 20 minutes prior to their scheduled pool time in order to check in.
● All gear will be checked for compliance by bullpen staff. Bullpen staff have final say on all gear decisions.
● Once a fencer’s gear has been checked by bullpen staff, that fencer should not leave the bullpen. If the fencer does leave the bullpen, they will have to recheck their gear on returning.
● In the Elimination phase of each tournament, fencers will wait in the bullpen until their match is called. After winning a match, fencers will report back to the bullpen to await the next match.
Match Setup
● When fencers are sent to a ring, either as a Pool or in the Elimination Phase, they must first check in with the table staff to verify attendance.
● Table staff will announce each match as well as the following, “on deck” match.
● Matches last for two and a half minutes or until a fencer reaches the point limit.
● The clock will run continuously unless the Director explicitly calls for a pause. Directors and Judges are instructed to assign points quickly to avoid delays.
● In the case that time runs out to end the match, the last exchange will always last at least 10 seconds. If halt is called when fewer than 10 seconds remain, the clock will be reset to 10 seconds for the final exchange. If the last exchange naturally lasts longer than 10 seconds, no adjustments will be made.
● In the case that a fencer has a match immediately after their last match ends, they are allowed a one minute rest before they must report to the ring.
● In the Pool Phase, fencers will be sorted into pools of five and will fence each of the other four in their pool to determine placement in the Elimination Phase.
● In the Elimination Phase, the top fencers from each pool will be seeded into a bracket. Matches will continue through this bracket until 1st , 2nd, 3rd, and 4th place fencers are determined.
2. Scoring
● Cuts must have edge alignment and clear intention in order score. Cuts that are sloppy or uncontrolled, or that twist in the strike or fall weakly against the target, will be judged to lack quality. If the Director or Judge is unsure, they should assume both good edge alignment and quality.
● Cuts with the tip of the weapon can be valid, but cuts that just barely scrape the target will be disregarded.
● Cuts do not require any level of force beyond what is necessary to make contact.
● A thrust scores with any amount of contact so long as there is pressure in line with the point. A flex in the blade is not required.
● Slices are scored if the slice is performed with at least half the length of the blade. Slices to the hands may be scored without this criteria if they are used to lever the opponent’s arms to the side.
● Blade grabs are permitted if the sword is not in motion; however, if the sword is able to slip or twist in the grip, then the opposing fencer will score.
● If both fencers land a scoring strike at the same time, the exchange will be ruled as a double. This timing is defined so that if a fencer’s weapon begins forward motion before their opponent’s strike has landed, it is simultaneous. Scoring for doubles varies by tournament, as described below.
● If a fencer executes a scoring action immediately after being struck, either as a result of delayed timing or a failed parry, they will land an afterblow, and their opponent will score one fewer point than their strike would normally earn. Any hesitation or withdrawal by the fencer ends the opportunity to land an afterblow.
● Grapples do not score, but are allowed to set up scoring actions. In the case of corps en corps action, the Director will begin a verbal five-count. If no scoring action is called in that time, Halt is called, the fencers reset to their starting points, and no points are awarded. Throws are not permitted.
● In the case of multiple scoring actions from the same fencer, only the first hit is scored.
● If the opponent turns their back, falls down, or is disarmed, a fencer only needs to present a threat in order to score; they do not need to complete the strike.
Fencer Input
● Fencers may acknowledge hits they believe their opponent scored or decline hits they believe they did not score; however, they are not required or expected to do so.
● After Halt has been called, fencers must wait until after the Director has awarded points before acknowledging or declining points.
● Fencers may not call a hit that they scored or argue that they deserve more points than they were awarded.
● The director may choose to override any fencer’s input.
3. Penalties
Disallowed Actions
● Delaying the Match – any action that prevents the match from continuing at its regular pace. This includes intentionally stepping out of bounds, feigning injury, and being excessively slow to return to the starting line after Halt is called.
● Striking the Floor
● Interposition – using a lower value target, such as an arm, to block a strike to a higher value target. This penalty will only be called when there is not a clear attempt to parry.
● Arguing with the Judges – fencers in an active match may only address the Director, Judge, or Table Staff in order to ask for clarification on a call or in the manner specified in the Scoring section. Any other communication, especially disputing a call, will incur a penalty.
● Unsportsmanlike Conduct – excessive celebration, taunting, or jeering meant to distract or demoralize a fencer.
● Reckless Behavior – a broad category including most unsafe fencing practices. This penalty includes:
o Striking the groin, spine, or back of head
o Striking with the crossguard
o Using excessive force, as determined by the Director
o Striking after Halt has been called
o Throwing or otherwise losing control of the weapon
o Punching or kicking
o Grappling throws and joint locks
o Ducking or exposing the back
o Moving uncontrolled, such as striking while midair or falling into a strike
o Leaping onto an extended point
● Loss of Temper – throwing equipment, especially in a way that may threaten spectators. This penalty is, at minimum, a red card.
● Cheating – attempting to circumvent the rules with behavior such as changing out gear after it has
been checked. This penalty is, at minimum, a red card.
● Prohibited Substances – attempting to compete while in any way intoxicated. This penalty is an immediate black card.
● A Judge or Director may rule that another activity not listed here is a penalty, at their discretion.
Penalty Cards
● No verbal warnings will be given; any infraction of the rules will receive a card and be documented.
● The levels of cards are:
o White Card - the fencer receiving the card cannot score on the exchange. In the case of a double or failure to withdraw, the carded fencer’s strike is disregarded, making the opponent’s strike a clean hit.
o Yellow Card - the fencer receiving the card cannot score on the exchange, and the fencer’s opponent receives one point.
o Red Card - the fencer forfeits the match and is ejected from the current tournament
o Black Card – the fencer is ejected from the entire event
● Penalties for Arguing with the Judges, Unsportsmanlike Conduct, and Reckless Behavior are ineligible for a White Card. At minimum, these penalties are a Yellow Card.
● If a fencer has received a White Card, the next instance of the same penalty must be, at minimum,
a Yellow Card. Likewise, if a fencer has received two Yellow Cards for the same penalty, the next infraction will earn a Red Card.
● A Director can elevate any penalty to a higher card at their discretion
4. Equipment
● The following requirements apply for every tournament:
o Fencing mask that is not deformed, rusted, or otherwise compromised
o Rigid gorget that covers the full front of the throat
o 350N-rated jacket appropriate to the weapon set
o Close-toed shoes
o Rigid groin protection for fencers with external genitalia
o All skin must be covered – no gaps between gear and clothing
o No modifications that compromise gear integrity, at bullpen staff discretion
o Rigid chest protection is STRONGLY recommended for all fencers, but not required.
▪ This MUST be worn under the jacket.
● Conventional Rapier tournaments have the following additional requirements:
o Tear-resistant gloves
o A fencing rapier with a blade between 35 and 45 inches in length from crossbar to tip
o A blunted tip cover affixed to the rapier
● Longsword tournaments have the following additional requirements
o Padded back-of-head protection
o Padded gloves with a rigid back, such as SPES heavy clamshells, HF Armory Black Knights, or Gabriel five-finger gloves. Sparring Gloves are also acceptable.
o Forearm protection or gloves with long cuffs that cover a sufficient portion of the forearm
o Rigid elbow and knee protection
o Rigid shin protection that covers from the top of the shoe to the bottom of the knee guard with minimal gap
o A feder-style longsword, including schiltless styles such as the Sigi King, that either has a spatulated tip or has been appropriately covered (i.e., rolled or non-spatulated tips must include additional tip covering). We reserve the right to re-tip swords at gear check.
● The Sword and Buckler tournament has the following additional requirements
o Padded back-of-head protection
o Sufficiently padded gloves, such as lacrosse gloves or similar
o Forearm protection or gloves with long cuffs that cover a sufficient portion of the forearm
o Rigid elbow and knee protection
o Rigid shin protection that covers from the top of the shoe to the bottom of the knee guard with minimal gap
o A fencing arming sword or side sword, or a messer with similar flex; the blade must be no longer than 38 inches
o A buckler or targa no wider than 16 inches
● Adding ornamentation to gear is allowed, but all parts of a fencer’s gear are valid targets
● Participants must ensure all gear is spotless and free of damage before the tournament begins.
● Gear that does not fit these requirements may be approved at the organizer’s discretion.
● In the case of equipment malfunction or failure, the fencer will be allowed two minutes to fix or replace their gear. If the gear cannot be fixed in that time, the fencer forfeits the match, but may continue in the tournament once their gear is repaired.
5. Other Circumstances
Injuries
● All injuries, whether maliciously inflicted or not, will be assessed by the staff medic
● The director can send any fencer to the medic for any reason
● The medic will communicate with the fencer to determine if they are fit to continue.
● If the medic decides the fencer may continue, the fencer make take up to two minutes to recover before resuming the bout
● If the medic or fencer decides the fencer cannot continue, that fencer must forfeit that tournament
Coaches
● Each fencer may have one coach in their corner
● A coach may not enter the ring during the match except to address a safety concern
● A fencer is subject to penalties for all rules infraction their coach commits (e.g. delaying the match, arguing with the judges, etc.)
6. Rapier
This is a single Rapier tournament
● The point limit for this tournament is Nine points.
● Thrusts to a shallow target—the arms below the shoulder—count for one point.
● Thrusts to a deep target—the head or torso—count for three points.
● Actions other than a thrust, or thrusts to any target below the waist, do not score.
● Doubles will be scored for both fencers according to their target.
● Corps en corps actions will not be allowed in this tournament. If fencers arrive in grappling
distance without scoring a hit, Halt will be called and fencers will reset.
● If both fencers reach the point limit at the same time in the Pool Phase, the match will be recorded as a loss for both fencers. In the Elimination Phase, the fencer with the highest score will win, but will begin the next round at a disadvantage based on the number points over the limit that were scored against them. This penalty shall not exceed three points.
7. Longsword
Points
● The point limit for all longsword tournaments is Nine points.
● Strikes to a shallow target—the arms below the shoulder or the legs below the hip—count for two point.
● Strikes to a deep target—the head or torso—count for three points. Flat and pommel strikes to the head count as valid strikes, but are invalid to any other target. A pommel that is presented to the mask but does not make contact may be called a successful strike.
● A strike with control counts for four points. The criteria for control are explained later in this section. The Director and Judge must agree in order to award control points.
● If a fencer performs an action to disarm their opponent, that fencer may score two point. If they disarm the opponent and also present a threat before Halt is called, they may be awarded four points for control instead. The fencer does not need to land a strike in order to present a threat.
● All doubles are thrown out and neither fencer scores.
Control
● Control describes a cut or thrust to a deep target that controls the opponent’s sword at the time of the strike, whether through grapple or blade action.
o Common examples are master cuts, absetzen-type actions, sword grabs, and thrusts performed from a bind.
● Control cannot be awarded for pommel strikes or strikes to shallow targets or if the Judge and Director do not agree.
● If a strike is awarded control points, it cannot also be judged a failure to withdraw.
8. Sword and Buckler
● The point limit for the sword and buckler tournament is seven points.
● Strikes to a shallow target—the arms below the shoulder or the legs below the hip—count for one point.
● Strikes to the head count for three points. Flat and pommel strikes to the head count as valid strikes, but are invalid to any other target. A pommel that is presented to the mask but does not make contact may be called a successful strike.
● Thrusts to the torso are counted as strikes to a deep target and score three points.
● Cuts or slices to the torso are counted as strikes to a shallow target
● Strikes that bounce off the buckler and land on the opponent--or which make contact with the opponent while striking through the buckler--will be considered effectively parried unless the Director decides that the strike is obviously renewed or continued through the buckler.
● Doubles are counted as no exchange and thrown out.
● In the case of a failure to withdraw, the revenge strike must be to an equal- or higher-value target.
If a fencer strikes a deep target and is hit by an afterblow to a shallow target, that fencer scores the full three points.
● Strikes with the buckler are counted as punches and will be penalized. Pressing the buckler to the hand or arms is still acceptable.