The TLDR of the Rules for SERFO 2022
TLDR of the Weapon Rules
(READ THE FULL RULES! Found here: https://dscoblen.gitlab.io/serfo/ and here for longsword: Longpoint Inspired Rules)
Longsword Tournament Rules
This is a Bring Your Own Sword event, but if you need to borrow a sword it may be possible. Please contact the event organisers before the event for arrangements. Bouts will be fought until a fencer has a score of 6 points more than their opponent, or time runs out. If the time runs out, the highest score will count. Length of bout is a continuous 3 minutes.
There shall be two tournaments held for Longsword:
Open
Women’s
It is possible to compete in both the Open and the Women’s tournaments.
Summary
Matches: Each match lasts 3 minutes in the pools and in the eliminations. The clock shall be continuous unless halted by the Director to clarify a judging decision. The finals shall be two rounds of 3 minutes with a one minute break.
The last exchange of the match is always at least 10 seconds—if an exchange ends with less than 10 seconds on the clock, 10 seconds are added and “Last Exchange” is called.
First fencer to 7 points wins the bout
If an elimination match ends in a tie, a Sudden Death round is fought; the first Clean Hit/Grapple wins.
First fencer to 7 points or more after a Clean Hit/Grapple, the match ends.
Grappling at the person is allowed, i.e. controlling the sword, looking for a pommel strike, wrapping up the opponent, but throws and takedowns shall not be. This is due to the flooring not being suitable for hard impact.
Each Exchange is judged as one of five types:
Clean Hit: One fighter hits the other and is not hit in return.
Failed Withdraw: One fighter hits the other but is hit afterward.
Double-Hit: Both fighters hit each other at roughly the same time.
Grapple: Control of the opponent, pommel strike, disarm with threat of strike; 5-second verbal count by Director.
No Exchange: Halt is called but the Judges determine that neither fighter hit.
Scoring: Each exchange is worth 0, 1, 2, or 4 points, as follows:
+ A Double where the swords are in contact is called as Closed and thrown out. A Double where the swords are not in contact is called as Open and incurs a foul.
++ Target means a cut or thrust to the head, neck, or torso. Flat strikes to the head shall count as a clean hit.
+++ Control means one of three conditions:
A cut or thrust on Target while in the bind/on the sword.
A cut or thrust on Target while disabling the other weapon with a slice or grab.
A throw, takedown, or other pin with dominance if the sword is presented as a threat.
Flat strikes cannot score control.
If the Judges decide a Control technique is achieved, any strikes afterward are ignored.
Conventional Rapier
Rapier and Dagger
The rules for this tournament are loosely based on the conventions for competition described by Giovanni Battista Gaiani in his 1619 text, Arte di maneggiar la spada a piedi et a cavallo. These rules view the tournament bout as a demonstration of skill rather than a simulation of a serious encounter. Each bout will be fought to 6 points, or 2 minutes.
Scoring
Arm: 1 point
Body or Head: 3 points
Below the waist: Not Counted
Techniques allowed
Only thrusts shall be used.
Double hits and after-blows will be scored as regular hits. Only the first hit for each fencer will be counted during an exchange.
There shall be no grappling or in-fighting. If both fencers arrive at in-fighting measure without scoring a touch, a halt will be called and the fencers will reset.
If either fencer steps outside the boundaries of the fencing area, a halt will be called and the fencers will reset.
It is possible for both fencers to score 6 or more points against an opponent. If this happens during pool phase of the tournament, it will be counted as a loss for both fencers. If it occurs during the elimination rounds, the fencer with the highest score will win, but will begin the next round at a disadvantage based on the number points that were scored against him or her. This penalty shall not exceed 3 points.
First Blood Rapier
Rapier only
Unlike the conventional tournament, the first blood tournament is intended to more closely resemble a serious encounter. Bouts will be fought until a fencer scores one valid hit.
Each bout will consist of one 2 minute round. If there is no score at the end of the period, the director will flip a coin and assign priority to one of the fencers. The fencers will continue for one more minute. If neither has scored at the end, the fencer with priority will win the bout.
Each bout will be fenced until a fencer scores a single, valid hit. A valid hit can be delivered with either a cut or a thrust. A disarm will count as a hit. Light grappling (no throws) is allowed. Pommel strikes to the front of the mask only are allowed and are valid hits, but they must be pulled and should not land with full force.
A fencer can also lose by stepping outside of the boundaries of the fencing area with both feet. If both fencers leave the area it will be counted the same as a double hit. Fencers will not receive a warning when the near the boundaries of the fencing area, and will not be allowed the opportunity to reset.
In the pools round, a double hit or after blow will count as a loss for both fencers. In the elimination round, the bout will be re-fought.
Franco Belgian Rapier:
Rapier and Dagger
Thrust only.
This is a decreasing target area tournament.
The valid target area is typically described as “above the elbows and above the belt.”
When fighting with the rapier, the goal is to strike as close to the heart as possible. Each time a Clean Hit is landed on the King, the valid target changes, contracting in a circle around the heart. For example, if a Challenger lands a clean thrust on the King’s shoulder, then the valid target area would shrink to exclude the head, the arms, and the lower torso as targets.
The current winning fencer has two advantages: First, any Double Hit (defined as a simultaneous or near-simultaneous blow) is counted in favour of the King. Second, the King is allowed an After-Blow. If the After-Blow hits, it counts in favour of the King.
Sword and Buckler Tournament Rules
Bouts will be fought until a fencer reaches 9 points first, or with the highest score at the end of time shall win. Length of bout is a continuous 2 minutes. This is done due to time constraints within the overall event.
Valid Techniques
Long edge cuts
Short edge cuts
Slicing cuts. The technique known as Slicing (Schneiden) used to block and control your opponent does not score. Only push or pull cuts with Long or Short edge.
Thrusts
Pommel Strikes
Strikes with the Buckler will not score and will result in a disqualification if thrown to the Head.
Allowed Target areas plus score
Thrust or cut to head - 3 points
Thrust to body - 3 points
Cut to body, and cut or thrust elsewhere - 1 point
Doubles and Failed Withdrawals
A Double is where both Fencers strike each other within the same action.
In the case of a Double no score shall be given.
If there are 3 or more doubles in a pool bout then the fencers shall both lose a point, and continue to lose points for each added double
If there are 3 or more doubles in an elimination bout, the fencers go into their next bout with a 3 point penalty.
A Bad or Failed Withdrawal (Abzug) is when a fighter lands a successful hit as given above, but fails to defend himself afterward.
Once a hit is scored, the Director will allow a brief moment to elapse before the bout is stopped (roughly the time required to execute a single step), during which time the other fighter can attempt a “revenge strike”.
If the hit is to the head or a thrust to the body: This "revenge strike" can only be against any part of the upper body (from the hips up).
Any fighter who Fails to Withdraw safely following a valid strike to the head or thrust to the body shall receive only 1 point.
Any fighter who Fails to Withdraw safely following a valid strike to the anywhere but the head or thrust to the torso shall receive no points.