Rules of Engagement
The Azincourt Alliance have
agreed with Intermedieval for continuity of
combat and tournament to use the
rules below during international competitions.
The following red wordings can be taken to be official Intermedieval policy and are expanded on in the main text.
Combat rules
1. In tournament involving different societies there will be different levels of combat, that is to say, three different systems of rules.
a. Level one - Hits are just a touch. Target areas - torso (front), upper arm and thigh. Thrusts only to the buckle belt area.
b. Level two - Hits are aimed with full contact to armoured parts of the body only. Target areas - top of the head, in the vertical (within a twelve-degree angle of the centre line), upper and lower arm, torso (front), thigh and flesh part of the calf. Thrusts only to the belt buckle area.
c. Level three - Hits are aimed with full contact - to armoured parts of the body only. Target areas - all the body (if all adequately armoured), except face, throat and groin area. Thrusts are only permitted below the nipples (excluding groin area, of course).
2. Very important - The force put into blows must always be controlled by the combatants whatever the chosen level. Excessive force is not allowed, not only because it is pointless. But, more important, because it is potentially dangerous.
Tournament rules
1. There should be three Marshals/Judges per pair of combatants (three can view more angles of the contest than one).
2. A consensus or majority of opinion on the part of the Judges (hence three judges) will decide on hits.
3. A combatant wins when he achieves three good hits on the opponent. If the combatants have both drawn with two hits and the third strikes simultaneously, the Judges will allow one more bout. If this, also lands at the same time, the Judges will decide which is the winner (the combatant who fought best), or declaring that neither one had the advantage over the other – a draw.
4. A good hit is the one that touches the body in such a way that, “according to the level”, could have inflicted an injury if the combat was for real. For instance, a slight, glancing touch counts as nothing and will be ignored by the Judges.
5. If one of the combatants chooses to wears less armour than his opponent, the less armoured one must double his hits on his opponent (a ratio of two times the normal scores ratio) in order to win. The Marshals and/or Judges will decide this matter at their discretion.
6. The hosts of the tournament should supply the weapons used in the combats in order that every-one has the same weight and length, according to each type. However, combatants can agree to use their own weapons, provided they fully comply with the definitions stated in these Guidelines (see Part II).
7. Two points will be awarded to each victor - and one each to both combatants where a draw was declared. The combatant with most points at the end of the previously defined bouts shall be the winner of their tournament. Where two or more combatants end the bouts with the same number of points (a draw), the Judges will decide the winner. This will be achieved either by allowing a final or set of final bouts or by awarding it to the one combatant who they believe fought best.
8. Prizes should never be “money”. A more appropriate prize would be a goblet, a sword, a dagger, a helmet, or a bow, “ a token useful to the re-enactor”.
The purpose of this document is to set out guidelines for engagement, to be used by E.M.A. groups during mass battles. During smaller events, tourneys and the like the hosting group will define the Rules of Engagement best suited to the event, and inform participating groups, via their unit commanders.
These guidelines do not cover the Health and Safety issues of combat, (which are covered elsewhere), except in as much as they try to encourage some ‘safe’ practices and discourage some ‘unsafe’ ones.
The aim is to provide some consistent ‘Rules of the Game’ for freestyle combat, such that engagements are realistic and safe and can still have the required competitive element. This should help groups with different fighting styles come together, without frustration, and enjoy the battle, ‘win’ or ‘lose’.
Normally, when ‘killed’ a combatant should withdraw from combat. Usually the combatant should withdraw for at least a count of 60 (approx 30 seconds) before rejoining combat. This is an excellent opportunity to rest or take water.
Combatants should “stay dead”, when
A combatant is killed when a successful hit is made against them.
Partly armoured combatants (armoured arms, or armoured body, or mail shirt) may take a second hit before being killed.
Fully armoured combatants (most areas covered) may take a third hit before being killed.
The location hit should not affect this. Discounting hits to certain locations, either armoured or unarmoured, because of the armour worn can lead to dangerous practices, both in attack and defence.
A hit constitutes any firm blow to a combatant. The follow should be considered.
Hits that are light, because they are obviously at the end of the opponents reach, may be ignored. However, beware, there are several legitimate reasons for very light blows. If in doubt accept the hit gracefully, do not tempt your opponent in to showing you that he can hit you harder.
If you take a light hit, say to the arm or leg, which you do not believe could have been completely incapacitating, you may wish to fight on as if injured, in order to play out the drama of your last stand. Remember wounded troops did not usually last long on the Medieval Battlefield.
For instance light blows may be because A long thrusting weapon has been brought up short; it is very easy for opponents to advance on to the point of spears, bills and so on, making attackers more cautious.
A sword (or similar) thrust has been made to one side of an opponent and the blade has been tapped against the target. Although this attack has no power, it is in place of a potentially dangerous thrust.
An attack is made to a soft target area, e.g. exposed forearms, shins or similar, where the attacker wishes to have more control of the weapon to avoid striking undesirable target areas, such as hands, elbows or knees.
Some areas are not desirable targets for attacks. However all hits, regardless of location should be counted. This means that we do not artificially encourage unrealistic fighting styles; e.g. fighting with overextended arms, as a result of not counting hand blows, which actually leads to strikes aimed to the exposed forearms, often ending in hands being hit. Better we encourage combatants to defend themselves properly.
All of that said; the following target areas should be avoided; we’re all adults, so use your common sense.
All thrusting weapons should be kept below the V formed by shoulders and breastbone.
Flanking manoeuvres can be quite controversial. The following points seem to best cover the issue.
A genuine flanking manoeuvre, by a coherent group of combatants, is perfectly acceptable. Of course, beware when attacking from behind, the opponent does not expect the attack; be safe. Additionally, they cannot see you; you may accidentally become the target of their next blow. Calling out before you engage can help alert them.
Single men, or a small group of skirmishers, charging round the back should be discouraged. This activity seems both dangerous and unrealistic; and is simply no fun. These charges, by their very nature, are rushed, and almost inevitably suicidal, as the attacker is discovered, trapped and killed.
In short you should only make a flanking manoeuvre if you’re prepared to make an ordered, fighting withdrawal if it all goes wrong.
The Marshals’ decisions are final. On the field they are final arbiter and judge of conduct. Regardless of whether you agree with any decision, accept it. You will have your chance to dispute it later.
If you disagree with the decision of a Marshal, try not to engage them in a full-scale argument on the field; you both have something else to get on with! Contain yourself until after the battle.
If you are still aggrieved after the battle find the Chief Marshal, or the organiser responsible for Battles at the event. Discuss the problem with them. Accept that they are responsible for what happens on the field, and that they have no obligation to use your rules or guidelines. Their decision is completely final. They may, however, agree with you.
No one is perfect and educating Combatants and Marshals alike is an on-going process.
If any Marshal asks for your help, regardless of what you are doing, go to their aid as quickly as possible.
If a Marshal appears to be having difficulties, particularly with another combatant, be ready to offer your help. Tread carefully though; there is some sort of disagreement going on.
In particular be ready to assist any Marshal dealing with members of your own group. Remember it is not a question of right or wrong, the Marshall’s decision is final.
The Chief Marshal may choose to compile a list of people who adopt habits generally considered to be dangerous or cheating.
A Marshal may send an individual off the off field for behaviour that is persistently dangerous or cheating. This individual will be issued with a warning note. If three notes are issued in one year, a one-year ban from the field is imposed.
Acknowledge any and all hits, by nodding, crying out, or staggering back, as appropriate.
If someone doesn’t acknowledge a hit, do not just strike them harder. Sometimes opponents are genuinely unaware that they have been hit. If they do not appear to respond to hits, try to indicate to them that they are being hit. If they still do not respond alert a marshal, who will deal with this appropriately.
Sometimes you will be hit a little harder than you would like, or in a way that you think is unsafe. Try to remember your opponent is probably being jostled, or wearing flat soled shoes on wet grass, or wearing something that restricts their movement in an unfamiliar way, or whatever. Try to give them a little good grace; it was probably an accident. If they persist, alert them, and then, if necessary, a marshal. Do not get angry, we’re all bigger than that.
Overall, treat all opponents, as you would expect yourself and your friends to be treated.
Document updated 13/07/04