International Combat League
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1 International Combat League Edition
2 TOURNAMENT SECTION (DEFAUT RULES) 1. GENERAL EVENT RULES 1.1 Participants are expected to observe elementary courtesy rules towards opponents, judges and spectators. 1.2 Though only the Herald should be addressed by the competitors and MC for public communication interventions will be family attendance oriented. 1.3 All participants are expected to wear period garb reflecting the period they represent. The level of accuracy is determined by the TAF dress code. 1.4 During competition, no competitors can be found under the influence of any substance affecting consciousness or judgment. The ICL will reserve the right to engage legal action. 1.5 Competitors are responsible for respecting scheduled sessions. Only competitors present at the opening announcement of a session by the Herald may take part in the session. 1.6 Competitors will individually be in possession of the required equipment. For safety reason, no armour or protective equipment will be shared or passed over. 1.7 Should a competitor disagree with rules interpretation or a judgement, he can call upon the College of Justice by addressing the Herald who will take that competitor to the ICL Auditor. 1.8 Disqualified competitors forfeit all scores and will not be ranked for the Tournament. In team event, disqualified competitor cannot be substituted. 2. DEFAUT MARSHALLING PROTOCOL 2.1. Upon scheduled time, Herald will enter the arena and call in the participants. 2.2 KOA and MC will take position. 2.3 Competitors will parade around the arena and regroup in a stand by area. 2.4 Herald will introduce first competitor who will present his weapon for inspection by MC and take position. 2.5 Depending on competition format, the Herald will introduce the next competitor who will present his weapon for inspection by MC and take position. 2.6 MC use 150cm staff to protect and identify them selves. 2.7 MC use the following command to operate: - En garde! (Make ready) - Allez! (Go!) - Halte! (Halt!) - A vos places! (Return to your position!) - Vainqueur! (Winer!) Due to the international nature of the ICL, MC will systematically double their commands with hand signal. 2.8 MC operates the confrontation according to the published rules for
3 the division. 2.9 The MC calling a Halt - for scoring purpose points at the competitor scoring and the localization of the strike: head, torso, arm, leg. - for the victory conditions are met points at the competitor and calls Vainqueur - for a penalty points at the competitor and addresses the KOA. - for safety points at the competitors and addresses the KOA When a Halt is called, MC s will stand between competitors. When a Go! is called, MC s will stand behind competitors After the final bout and upon KOA s command, the Herald will dismiss competitors KOA and MC leave the arena The Herald leaves the arena after scheduling next session. 3. PENALTIES 3.1 Penalties for breaking a rule should result in a warning when there was no ill-motivation in the participant s intent. 3.2 Penalties resulting in a disqualification: - Repeated offence as in Non compliance with Non compliance with Intentional dangerous behaviour 3.3 Penalties resulting in loss of 1-3 points: - Repeated offence as in Non compliance with Non compliance with Unintentional dangerous behaviour 3.4 Penalties resulting in a warning: - Non compliance with Non compliance with Non compliance with Marshalling Protocol 3.5 When KOA assesses a penalty he takes note of who+why was penalized and modifies the score sheet. 3.6 Penalties are reported on the ICL Auditor report for further debriefing and examination of further regulation.
4 4. DEFAUT STANDARD COMPETITION ORGANISATION 4.1. The Appellant has the choice to submit his own competition format and events in the TAF. These are just examples of competition format. 4.2 The Appellant has the choice whether the MC stops the bout to signal scoring or not. MC stops the bout at leisure for safety reason. 4.3 The Appellant has the choice to limit or impose weaponry options. 4.3 Valid strike: definition of a valid strike is determined per division. Simultaneous valid strikes are accepted with full effect. 4.4 Format: -Round Robin: each combatant faces all other combatants the same number of times. Points: Competitor usually gains 1 point per victory. -Direct Elimination: Random pairing of combatants with direct elimination of defeated competitors. Points: Competitor usually gains 1 point per victory. -Double Elimination: Random pairing of combatants with elimination of competitors after second defeat. Points: Competitor usually gains 1 point per victory. -Pool: Random grouping of competitors with selection of the best competitor per group to access a final session. Points: Competitor usually gains 1 point per victory. -Melee: Competition with more than a pair of competitors. Points: Competitor usually gains 1 point per individual victory. 4.5 Events: - Sudden Death: One valid strike to the helm and/or two to the limbs grants victory. - Landed Points: Valid strikes a worth 3 points to the helm, 2 to the torso, 1 to the limbs. First competitor to reach intended score is the victor. - At the Barrier: Competitors are separated by a waist high fence. Only strikes above the waist are valid. Favoured weapon: Spear. - Defending a bridge: Competitors defend a narrow bridge to be materialized. Sudden Death rule applies. Stepping off the bridge results in defeat. - Bear Pit: Competitors defend a circular pit trying to win most consecutive bouts. A defeated competitor cannot engage the Defendant until all other competitors have tried. - Battle Royal: Competitors face all participants simultaneously in a melee. Sudden Death rule applies. Eye to eye contact is required before engaging an opponent. Defeat is acknowledged by kneeling down and holding sword by the blade - Weapon Capture: Team event. Defeated competitor loses his weapon to the other team until all weapons stand on one side or time has run out. - Hostage taking: Competitor defeated in duel is held hostage. Freedom to score other points can only be paid for by winning a bout in the name of the host.
5 6. DEFAUT SPECIFICATIONS FOR UNARMOURED DIVISION such as proposed by CIVILIAN FENCING A valid strike is a STRAIGHT + VOLUNTARY + CONTROLED blow or thrust that lands on the opponent's body without having been parried, deflected, intercepted. Validity of a strike resides in the fact that the combatant simulates momentum by arming up to 90. One handed weapons will be used as such, 1 1/2 and 2 handed weapons will be held with both hands. A strike is considered valid only when striker is standing on the ground Authorized and forbidden actions Thrusting, wrestling and striking with the body are authorized, except for submission moves Striking on the hand or the foot does not give any points, except if the opponent uses them to block attacks Uncontrolled strikes are considered dangerous behaviour Disarmed combatant is considered defeated Unbalanced combatant is considered defeated Stricking unbalanced combatant is prohibited Equipment. Head is fully enclosed in a modern fencing mask with additional protection for the back of the head. Use of gorget is mandatory, it is highly recommended to be made of steel. (Mail only protection is not accepted for throat and neck) Torso is protected by a modern fencing jacket or similar. Extra protection is recommended. Hands will be protected by 4mm leather gloves or padded gloves No visible flesh will be tolerated. Groin protection is MANDATORY. Mouth piece is RECOMMENDED Weaponry Weapons are blunt simulators. Wooden waster, Bamboo shinaï with thrusting tip, Nylon waster, Rubber poleaxe and spears Maximum weapon length : 160 cm (63 inches) Maximum weight : 1.5 kg (3.3 Lbs) Weapons will be in good condition made of wood, rubber or nylon. Accepted weapons: - swords and daggers - axes (with round blades and no hook to grab the opponent) - buckler with a maximum dimension of 30 cm (12 inches). - spear Maximum weapon length : 180 cm (70 inches) - poleaxes
6 6.2 UNARMED WRESTLING TO BE DETERMINED
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