Rapier Marshals Handbook - Midrealm / Middle Kingdom
Rapier Marshals Handbook - Midrealm / Middle Kingdom
Rapier Marshals Handbook - Midrealm / Middle Kingdom
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1.4 MIDDLE KINGDOM RULES FOR MELEES<br />
SECTION 2<br />
EQUIPMENT STANDARDS<br />
Rev. 2.0<br />
20 th of July, A.S. XXXV<br />
1-11<br />
1.4.1 ARC OF ATTACK<br />
A fencer may strike at any opponent if he or she is within the 180º arc of the opponent's front. A fencer<br />
who approaches an opponent from behind shall not deliver a blow until he or she is within that frontal<br />
arc.<br />
A fencer may never strike an opponent from behind.<br />
1.4.2 NUMBER OF OPPONENTS<br />
Only four (4) fencers at a time may attack a single opponent. However, this rule does not preclude a<br />
fifth fencer from attempting either Incapacitation from Behind (IFB) or Fouling from Behind (FFB) if<br />
either of these conventions are allowed in the melee.. Also, if two lines of fencers are engaged, the "4<br />
on 1 Rule" does not apply.<br />
1.4.3 IGNORING OF OPPONENTS<br />
Fencers who deliberately ignore opponents behind them or repeatedly maneuver to keep their backs to<br />
opponents are misusing the rules and guilty of obstructive behavior.<br />
1.4.4 CALLING "HOLD" DURING A MELEE<br />
When "Hold" is called, all fencers must drop to their knees and remain on the ground or floor until<br />
allowed by the marshals to rise. Holds shall not be used to regroup or to make plans. If a melee must be<br />
moved, the same relative positions must be maintained. Fencing will resume after the marshals' verbal<br />
commands to "Rise (if you are able)," "Make Ready," and "Lay on!" In large melees, marshals may<br />
choose to reinforce Holds with the blowing of whistles.<br />
1.4.5 ACKNOWLEDGING DEFEAT DURING A MELEE<br />
Defeated fencers shall acknowledge their defeat with a verbal and/or physical signal and then promptly<br />
withdraw from the field of combat, bearing their weapons and/or parrying devices over their heads.<br />
Falling to the ground during a melee is NOT safe and will result in an automatic "Hold."<br />
1.4.6 EQUIPMENT FAILURE DURING A MELEE<br />
A fencer whose equipment, weapons or protective gear fails in any way (e.g. a blade breaks, a mask<br />
becomes dislodged, a tip falls off, torn clothing reveals bare skin) during a melee must immediately<br />
yield and promptly leave the field. Before re-entering the field (whether the melee is ongoing or not),<br />
the fencer must pass a re-inspection and receive permission to re-enter from one of the supervising<br />
marshals.<br />
1.4.7 FOULING<br />
Fouling an opponent's body, clothing, or protective gear is always forbidden. A fencer may foul the<br />
weapons and/or parrying devices of an opponent or opponents with whom he or she is engaged. A<br />
fencer may sometimes foul weapons and/or parrying devices from behind. See 1.5.3.<br />
1.4.8 RUBBER BAND GUNS (RBGs)<br />
When RBGs are used during a melee: spectator safety is the number one consideration, marshals will<br />
wear eye protection (for example, shop safety glasses, wrap around sun-glasses, mountain/sailing<br />
glasses with side blinders, etc) and shots from RBGs are to be treated as real musket shots (parry<br />
devices and weapons do not block RBG shot). At a minimum, the shot does the same damage as a<br />
rapier thrust.<br />
END OF MIDDLE KINGDOM RULES FOR MELEES<br />
Change 2 (replace 1-11, 1-13 and 2-8. See revision log for additions to 3.3.3.C) - Effective 6/1/03