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Our Style of Historical Combat
Our approach to unarmored historical combat is a synthesis of HEMA study and Huscarl Style training methods used to explore the function of early medieval weapons. We treat the tools as sharp, and the opponents as unarmored. Also called "Mask Fighting" in the reenactment world, our ruleset is essentially sport HEMA adapted for the training culture of the Viking Age community.
We welcome fighters and archers from all disciplines who possess compatible equipment and mentality!
Target areas
The target area is the entire body, except the
back of head
spine
foot
ankle
Scoring actions
A scoring action is any legal strike delivered with quality to a legal target. Commonly referred to as "kills," scoring actions represent attacks that produce serious wounds.
Kills must be delivered according to the cutting and thrusting features of your weapon. There are three (3) exceptions to this, which we impose for safety and game balance purposes:
Spears only kill with stabs.
This also applies to any weapon parts beyond 2 m (6’6¾”)
Axes only kill with cuts.
We do not want anyone getting stabbed with a wooden haft end.
Controlled pommel strikes to the mask are allowed.
NOTE: Pole arms with rubber thrusting points are not considered "axes". For example, halberds and glaives may cut and thrust, provided the cutting edges do not exceed the 2 m length limit.
Other scoring actions
Direct hits from a ball projectile or from the tip of a pointed projectile.
Approaching within striking distance of a non-contact archer (the non-contact archer automatically dies)
Active vs passive equipent
Here, unarmored means unarmored!
Weapons must be held in your hand to be considered "active"
Shields must be held in your hand or strapped to your forearm to be considered "active"
Passively suspended equipment is considered "passive" (e.g. belt knife, scabbard, slung shield)
Scoring actions "pass through" passive equipment
Other allowed (non-scoring) actions
Non-percussive shield contact/pressing to the body
Controlled grappling to disarm
In certain games, gladiator nets may be thrown to encumber an opponent.
Quality strike criteria
Stabs must travel at least 12” (~30 cm). A light kiss at full extension is not a quality stab.
Hewing cuts must accelerate through at least 60° of arc and land with good edge alignment.
Slicing cuts must travel at least half the edge length, with pressure.
Strikes which do not meet these criteria are not scoring actions and do not kill your opponent.
NOTE: Strikes using the underside of a billhook/guisarme must be released immediately. No pulling or holding body parts.
Strike Intensity
Intensity (power) and quality are not the same thing. We are using bladed weapons, not clubs.
Strike intensity is calibrated for controlled quality contact with light gear.
Reenactment fighters can expect a level of intensity similar to the upper limits of Western style.
Questionable quality
In reenactment, the mentality is often "steel kills" or "accept all hits regardless of quality". Please do not bring that mentality to War Games. Instead, we ask you to follow these guidelines:
Strikes without quality
If you are certain that you received a non-quality strike, ignore it and continue fighting.
To avoid misunderstandings, it's helpful to call out what happened... e.g. "flat!".
If further discussion is needed, take it off the field or wait until the fight is over.
Questionable contact
After feeling a hit, if you are unsure whether it killed you or not, you should die. This is to avoid causing interference.
Etiquette
Combatants are encouraged to self-call in the opponent’s favor when appropriate. For example, if you strike with your flat and your opponent quits, you may call them back into play. If you are called back in this manner but you disagree, you may remain dead.
General Projectile Safety
It is critical that all projectiles are inspected prior to each use
No projectile should hit harder than a lively rubber spear. Calibrate your intensity.
All damaged projectiles must be removed from play.
Archery Safety
Rubber blunted arrows (e.g. bunny busters) fly faster and hit harder than boffer arrows. Reduce your draw length as needed.
Arrows hit harder at closer ranges, such as when a fighter hunts an archer. Control your draw power at all times!
Never fence with arrows
Unsafe shooting will result in immediate ban from shooting
Archery Roles
1) Non-Contact Archer
A HEMA mask is required. Additional protection is encouraged but not required.
Non-contact status is indicated by a yellow ring of tape around the mask.
Non-contact archers are not legal melee targets. However, they are legal projectile targets.
Non-contact archers are immediately considered dead if an enemy fighter is within striking distance and threatens the archer with their weapon. Fighters are not allowed to strike but they are allowed to carefully touch for kill confirmation.
2) Full-Contact Archer
Full sparring kit is required. The draw hand glove is optional.
Full-contact archers do not have a yellow ring of tape around the mask.
Sturdy bows may be used to parry.
Full-contact archers fight and die in the same manner as full-contact fighters, except:
The draw hand is not a legal target for striking weapons. Glove or no glove, we do not want to strike at the bowstring or the arrows. Everyone must be careful to keep the draw hand out of harm's way.
The draw hand becomes a legal target when drawing a sidearm to fight with (e.g. sword). The hand must be appropriately gloved.
Full-contact archers must be willing to assume the risk of injury to the ungloved draw hand and/or damage to bow and arrows
4. Dying
If you are struck by a valid scoring action, you are dead!
You are also considered dead if you:
surrender
step out of bounds
fall to three (3) points of contact while fighting
are disqualified by foul
Remember: fighters are encouraged to self-call in the opponent’s favor when appropriate. For example, if you strike with your flat and your opponent quits, you may call them back into play. If you are called back in this manner but you disagree, you may remain dead.
Doubles and afterblows
Same-tempo afterblows are considered a "double kill". If two attacks are in motion at the same time, and they both result in a scoring action, it doesn’t matter who gets hit first. Both fighters are dead.
Next-tempo afterblows are "late hits" and do not count as kills. Once you are struck with a scoring action, you may finish any actions already in motion, but you may not initiate any new offensive actions. As much as we appreciate the realism factor, next-tempo afterblows are a headache to self-judge accurately in team fighting. Please avoid.
Rules for the dead
Protect yourself at all times.
When you are killed:
Acknowledge the hit and signal that you are dead
During a team fight, die in place. Take a knee or lay down. If you die at the foot of a fight, that's OK. Navigating around dead bodies is part of the game.
Non-contact archers without full sparring gear should not die in place. Instead, clearly signal that you are dead and exit the field of play as soon as possible.
If you need to move while dead, always retreat away from the action to avoid causing interference. Dead should never advance into the fight.
You must signal that you are dead. The accepted signals for the dead are:
raise your hand
touch your weapon to your head
flip your shield inside out
It is also helpful to signal verbally
5. Illegal Actions, Fouls & Safety
Calling Fouls
An official may call a foul against any player comitting an action deemed illegal by the rules or by official judgment.
Fighters may decline fouls called against their opponent.
E.g. If a fighter receives an illegal strike but is unharmed, they may decline the foul.
Officials have the final say on fouls/penalties
Fouls are categorized in three (3) levels of severity:
Yellow Card: Minor Foul - Warning
Red Card: Moderate Foul or Repeat Minor Foul - Penalty
Black Card: Severe Foul - Exclusion
Examples of Illegal Actions
Strikes to illegal targets
Striking or grappling with excessive force
Takedowns
Interference
Hook attacks (flexible billhook strike is OK)
Using any sort of weapon or gladiator net to pull body parts or protective gear
Failing to immediately release hooked body parts
Staying in a tug-of-war with axes (momentary grapple/strip is OK)
Striking at arrows or quivers containing arrows. (blocking flying arrows is OK)
Disregard for your own safety, such as:
Presenting the back of your head or spine
Non-contact archers: standing too close to the melee
Full-contact archers: presenting your unprotected draw hand
Safety Culture
The “stop” command is reserved for emergencies. Anyone may call a safety stop.
Our policy on injury is “your weapon, your fault." If you are involved with an injury, assist the injured fighter as needed until the situation is under control
Injuries are evaluated by the officials to ensure all appropriate measures are taken
All fighters are responsible for reporting dangerous fighting or conditions
Official Actions
Blowing the whistle signals the start or end of play
Tapping a combatant with the baton signals the combatant is dead
Placing the baton between combatants indicates separation is required
Fouls are signaled by use of color-coded cards
Minor issues may result in verbal warning
Official Staff
The goal of the official staff is to ensure a rewarding and safe experience in the true spirit of War Games.
A rotation of support volunteers will be determined during the event.
Officials on live fields of play must wear a HEMA mask with back of head protection.
Referee Leadership Team
Kyle - Magister Munerum (Event Director)
John - Summa Rudis (Training Officer I)
Andy - Secunda Rudis (Training Officer II)
Yury - Quaestor (Registrar)
Rudiarii (Referees) Volunteer game officials carry a yellow baton, card wallet, and whistle.