Medieval Tournament Association
Reviving the medieval and renaissance martial arts in the 21st century
The Spirit of the Tournament at CombatCon
Throughout history, Tournaments at Arms have been used to showcase the best of the best, and to measure one’s best against all others in the spirit of competition and camaraderie. They were meant to illustrate a combatant’s skills as a warrior and mettle as a person of honor and valor. Today, tournaments often devolve into hack-and-slash or poke-and-pray mayhem, in part because emphasis is usually put on winning points at any cost. The most basic rule of martial arts — that is, always attack while simultaneously defending yourself — is sacrificed in order to “score the touch.” At CombatCon, the emphasis and spirit of our tournaments will be to display control, honor, skill, and above all, an awareness of martial principles while competing. Scoring a touch is important, but so is defending yourself at the same time, and this concept is built into the points system. In addition, demonstration of skill and good technique will be rewarded, so fight well, fight cleanly, and to the victor go the spoils!
Rules of the Assault
Assault Length and Number of Assaults
Armour is designed to protect combatants from chopping and thrusting blows. Historically, the only way to disable a man in armour was to use a crushing blow (with a weapon like a mace, axe or hammer) or to penetrate the armour with a thrust (with a dagger, a half-swording technique or some other thrusting weapon). Because armour is so protective, the tournament will be run as a timed event. This means that each combatant will need to maintain their defense, offense and stamina to win the day.
Each assault will last two minutes or to 20 points. Action will not be halted after a touch is scored. It is the responsibility of the participants to defend themselves during the entire phrase of the assault, including while and after they hit their adversary.
In order to keep scoring fair and equitable, each combatant will be given the opportunity to participate in multiple assaults with different opponents. No combatant will be “eliminated” from the tournament due to losing an assault.
Adjudication
There shall be three Scoring Judges outside the arena scoring strikes and one Marshal inside the arena to maintain order and safety. The Scoring Judges will only keep score. The Marshal shall maintain safety and honorable conduct inside the arena. Additionally, a panel of three Martial Judges will observe the combat and rate the combatants on skill and martial ability. Each Martial Judge can award up to five points, which will be added to the combatant’s score. The Martial Judges are all martial arts teachers and experts, although not necessarily in the weapon or field of the tournament.
Scoring Points
Specific targets on the body are worth points. The judges will watch the fight and track the locations of the strikes that land on each of the combatants. The winner shall be determined by accumulated points if the combat goes the complete time. The combat is being judged in this manner because of historical precedence.
The whole body will be considered a viable target. However, strikes to the back of the head and strikes to the neck are NOT ALLOWED for safety reasons.
- HEAD: Strikes to the head are worth one (1) point
- BODY: Strikes to the body are worth two (2) points
- EXTREMITIES: Strikes to the extremities are worth (0) points each
- MARTIAL SKILL: Up to five (5) points each may be awarded by three Martial Judges, for a possible total of 15 points
The winner of the Tournament will be decided through an accumulation of points. The formula for awarding points is the following:
- Total hits scored by a combatant, minus total hits received against that combatant.
- 0 to 5 points awarded by each Martial Judge for martial ability (total of 15 points), clean technique, adhering to the principle of defensive offense, and overall demeanor of the combatant.
- The points awarded will be added to the points scored to create the overall total for each combatant. The totals from each assault will be added together to determine the overall winner. The combatant with the most points at the conclusion of the tournament will be declared the winner. In the event of a tie, a final assault will be used to determine the winner.
Conditions for Ending an Assault
- Two minutes have elapsed.
- 20 points have been scored by a single combatant.
- One of the combatants yields. In this case, 10 points will be awarded to the winning combatant, and 5 points will be subtracted from the yielding combatant.
- The Marshal stops the contest.
- One of the combatants is disqualified.
- One of the combatants forfeits. In this case, the winning combatant is awarded 1o points, and the forfeiting combatant loses all points earned in the assault.
- Three falls (including slips) in one round. In this case, the winning combatant is is awarded 1o points, and the losing combatant (the combatant who fell) loses 10 points.
- Armour malfunction (non-repairable in the five minute repair cycle). In this case, the winning combatant is is awarded 1o points, and the losing combatant (the combatant with the malfunctioning armor) loses 10 points.
A Marshal’s Decision occurs when a combatant is judged physically unable to continue fighting or defend himself appropriately. Such a judgment may be made by the Marshal, the official ring physician, the combatant them self, or the combatant’s assistants.
A yield/forfeit occurs when a combatant chooses to discontinue the combat. A combatant may yield before the fight by declining to compete with another combatant or they may yield within the fight because they are unable to continue the combat.
Safety
All combatants shall conduct themselves in a safe and courteous manner at all times. Acting in a manner unsafe to themselves or others, loss of temper or use of vulgarity are causes for dismissal from the field by the Marshal.
Combatants may call hold for safety reasons pertaining to themselves or their adversary if they are aware of a safety issue that the Marshal has missed. The combatants may call hold verbally or they may break distance and raise their weapon above their head in both hands. Upon this signal, the Marshal will stop the fight and check the reason for the hold call. Hold calls that are deemed excessive or un-warranted may result in the loss of a point.
Fight rules
A combatant may not purposely strike the groin, the back of the head, or kick an opponent who is down. A combatant on one knee is considered down. Such actions are called fouls, and a combatant who commits a foul is warned by the Marshal and may lose points. Excessive fouls may result in disqualification.
The following are Fouls:
- Striking to the spine or the back of the head.
- Intentional throat strikes of any kind including, without limitation, pummeling, thrusting, or grabbing the trachea.
- Thrust with weapons not meeting the required standards for thrusting.
- Engaging in dishonorable conduct that causes an injury to an opponent.
- Using abusive language in the arena or fenced area.
- Attacking an opponent on or during the break.
- Flagrantly disregarding the instructions of the Marshal.
- Purposely targeting the hands and fingers with the intent of injuring the opponent.
- Throwing any weapon other than a spear.
No Combatant May Ever…
The following will result in immediate expulsion from the tournament:
- Kicking a downed adversary. A combatant on one knee is considered down.
- Purposefully striking the hand at the break of the wrist or below with intent to do damage unless the opponent is using the hand defensively (e.g. using it to block a blow) or offensively (e.g. attempting to grab the opponent or his equipment).
- Strike at an opponent that the combatant cannot clearly see. Swinging blindly or flailing while falling are unsafe behaviors that will cause the combatant to be warned or disqualified as the marshal determines.
- Purposely strike with either a thrust or a cut at the groin.
Fighting on the Ground/Grappling
If a combatant is knocked down, their opponent may continue the fight on the ground only if both combatants have previously agreed to these conditions. If the Marshal deems the combatants are in dangerous positions he may stop the fight. A fight is deemed over when one combatant yields, or has simulated a finishing/killing blow with a dagger. All ground fighting shall stop immediately upon command of the Marshal.
Grappling includes grabbing an opponent’s shield, arms, legs, torso, or helm. An opponent’s weapon may be grasped by the hilt or half (blade). If there is incidental contact between the opponents and one falls, or if one slips and puts three points down, or is thrown to the ground, it is considered a fall and will score against that combatant. However, combat may continue on the ground according to the previously agreed upon conditions.
In ground combat, a combatant my win the fight by submitting the adversary, or drawing and using a dagger and performing a finishing move. Finishing moves may include, but are not limited to, thrusting the adversary in the armpit or simulating a thrust to the face or neck. If the helmet of one adversary opens or comes off, that combatant will lose the fight due to strikes and thrusts to the open face and or neck.
Force of Blows
A combatant may not deliver a blow of greater force than that necessary to insure that it is felt by their opponent. Blows should be delivered with reasonable force but not excessive force.
Combatants may strike with the pommel and with the quillons. This is done by simply touching the opponent with the pommel or quillon with sufficient kinetic energy in the body where a hard strike would have been possible had the attack have been completed with force. If too much power is used and damage is done, than the Marshal may warn or disqualify the combatant. In assaults with the spear, only thrusts with the tip will be counted as finishing moves.
- It is presumed that every combatant is capable of delivering an armor-piercing blow. The safety of the combatants and audience shall not be risked in demonstration of this.
- The Marshal shall issue two warnings for excessive force or unsafe behavior. On the third infraction, the Marshal will disqualify the combatant. Any combatant being disqualified from two consecutive assaults for excessive force or unsafe behavior may be banned from combat within the IMTA for two tournaments.
- Blows intended to strike the shield or weapon shall be delivered with no greater force than those delivered to a combatant’s body.
- A blow intended for the body which is actively blocked by placing a body part/shield in the way of the incoming attack may land with greater force than intended, and will not be considered excessive. Combatants who intentionally do excessive damage to the equipment of their opponents can be subject to the guidelines for use of excessive force.
If a combatant injures their opponent to such an extent that that person is unable to continue in the tournament following two five minute recovery periods, the combatant responsible for the injury will be disqualified from further participation in the tournament. In evaluating such cases, the Marshal will ask the injured party if they can continue; however, the ultimate decision to allow the injured combatant rests with the Marshal and the on-site medical personnel.
Equipment Requirements
Middleweight armour shall consist of Minimum:
Steel helmet of Historical style; gorget; Steel Gauntlets, Gambeson or heavy
fencing jacket; elbow and knee pads, Brigandine coat of plates or Wisby Coat.
• The head shall be defended of a minimum by a light weight (16ga) reproduction medieval helmet, with ocular and other openings no wider than 1/4″. Grilles must also conform to this standard. Helmets must have a chin strap or be of a type that they cannot be easily pulled off during the combat. Note that they MUST be credible reproduction or an accurate synthesis of a cohesive medieval style.
• The throat (larynx and cervical vertebrae) shall be defended such that the tip of a weapon cannot easily make contact with the throat, spine or major blood vessels. A hound-style collar is the minimum level of defence expected; a gorget of ridged material, heavy leather, aventail of mail or cloth is required.
• The body shall be defended by a brigandine coat of plates over a hauberk / chain mail shirt worn over a padded gambeson.
• The elbows and knees shoulder and clavicle shall be defended at a minimum 16 gauge metal cops with fans to protect the insides of the joints.
• The shoulders shall be protected by a minimum of 16 gauge spaulders
• The hands shall be defended by hockey / La cross padded gloves or metal gauntlets of minimum 18g steel or stainless. Finger gauntlets are not recommended but are allowed.
• No modern athletic shoes are allowed. All combatants will equip with boots to protect the ankles.
• An athletic cup or equivalent protection must be worn, and a mouth piece is recommended.
Light Heavyweight armour shall consist of Minimum:
• Steel helmet of Historical style; gorget; Metal Gauntlets, early cuirass, splint mail arms and legs and spaulders.
• The head shall be defended by at a minimum by a (16ga) reproduction medieval helmet, with ocular and other openings no wider than 1/4″. Grilles must also conform to this standard. Helmets must have a chin strap or be of a type that they cannot be easily pulled off during the combat. Note that they MUST adhere to a c. 1200 – 1650 period and be a credible reproduction or an accurate synthesis of a cohesive medieval style.
• The throat (larynx and cervical vertebrae) shall be defended such that the tip of a weapon cannot easily make contact with the throat, spine or major blood vessels. A hound-style collar is the minimum level of defence expected; a gorget of ridged material, heavy leather, aventail of mail or cloth is required.
• The body shall be defended by an 16 gauge minimum metal breast and back plate (cuirass) over a hauberk / chain mail shirt worn over a padded gambeson.
• The elbows and knee joints shall be defended at a minimum of 16 gauge cops with fans to protect the insides of the joints.
• The shoulders shall be protected by a minimum of 16 gauge spaulders
• The hands shall be defended by steel gauntlets of minimum 16g or stainless. Finger gauntlets are not recommended but are allowed.
• No modern athletic shoes are allowed. All combatants will equip with boots to protect the ankles.
• An athletic cup or equivalent protection must be worn, and a mouth piece is recommended.
Heavweight armour shall consist of Minimum:
• Steel helmet of Historical style; gorget; Steel Gauntlets, early cuirass, splint mail arms and legs and pauldrons.
• The head shall be defended by at a minimum by a (16ga) reproduction medieval helmet, with ocular and other openings no wider than 1/4″. Grilles must also conform to this standard. Helmets must have a chin strap or be of a type that they cannot be easily pulled off during the combat. Note that they MUST adhere to a c. 1200 – 1650 period and be a credible reproduction or an accurate synthesis of a cohesive medieval style.
• The throat (larynx and cervical vertebrae) shall be defended such that the tip of a weapon cannot easily make contact with the throat, spine or major blood vessels. A hound-style collar is the minimum level of defence expected; a gorget of ridged material, heavy leather, aventail of mail or cloth is required.
• The body shall be defended by a cuirass of minimum 18 gauge steel.
• The long bones of the arms and legs shall be covered with a minimum of 16 gauge metal and the elbows and knees shall be defended at a minimum 16 gauge cops with fans to protect the insides of the joints.
• The shoulders shall be protected by a minimum of 16 gauge pauldrons.
• The hands shall be defended by steel gauntlets of minimum16g or stainless. Finger gauntlets are not recommended but are allowed.
• No modern athletic shoes are allowed. All combatants will equip with boots to protect the ankles.
• An athletic cup or equivalent protection must be worn, and a mouth piece is recommended.
Equipment:
Long sword (cuts and half-sword thrusts) max 4 lbs. – Steel for metal armour
Dagger – wood or metal with ball bearing welded to point (thrusts only for finishing blows)
Weapon Standards
Weapons shall be constructed in a style that is impact absorbent, unless both combatants have the required armour. Swords must be of European style with quillons matching the blade. Basket hits are only allowed in the lightweight fights and fantasy type swords are not allowed. Currently long swords may be of two designs:
• Wooden Swords: Wooden Wasters of any type may not be used for armoured combat for safety reasons (The wood can splinter upon hitting metal armour).
• Rebated Steel Swords: Rebated steel swords can only be used if both combats have the proper armour and safety equipment. Minimum requirements of the blade: The edge must be the thickness of a quarter and the point must be the diameter of a dime. Stainless Steel swords are not allowed. Swords with a maximum weight of 4 lbs for long swords and 3 lbs for single handed swords will be allowed in the tournaments.
• Dagger must be of wooden construction and free of any chipping / splintering / defects and
Unsafe Weapons
A combatant may decline any challenge or the use of a particular weapon by his opponent. Should a combatant decline to fight this will be scored as a forfeit.
If the weapon is found to be unsafe by the Marshal, or does not conform to the weapon standards set herein, then the weapon shall be removed from the field and the combat may commence with a weapon the combatant has brought into the arena.
If the weapon is found to be safe and within the rule standards of the MTA specifications, the combat shall continue.
If, in the process of the combat, a weapon should break, the Marshal shall FREEZE /stop the combat and remove the broken weapon. Once the broken weapon has been removed, the combatants will be placed in the center of the arena in the same position as when the hold was called. Upon the command by the Marshal the combat shall resume with the weapons that are left to the combatants.
Unsafe weapons are defined as:
• Broken sword
• Thrusting weapon that does not have a ball bearing welded to the point
• ANY weapon that has a sharp edge or point.