This summarises only the most important aspects of the tournament format.
The full description is in the ruleset which can be downloaded here.
We reserve the right to modify the ruleset up until the start of the tournament.
The tournament is split into two phases: individual phase, and team phase.
In this phase members of each team fence individually in pools. One member from each 4-man team may abstain from this phase. No pool will have members of the same team.
Upon conclusion, all fencers are ranked by their performance in this phase, which is then used to rank the teams for seeding the next phase.
This phase is run as a single-elimination of teams. The team bouts are run as a relay of 9 legs where fencers from both teams fight one on one in a predefined order to reach a point cap, which is raised every leg.
Before the bout starts, each team assigns its members to set positions on a line-up card. The score is kept from one leg to the other. A leg ends when time runs out or a point cap for that leg is reached by either team. The first team to reach the point cap of the last leg wins.
Each team can take a 30 second time-out once per bout, and has the right for 3 video-challenges per bout.
This summarises only the most important equipment requirements.
The full specification is in the ruleset which can be downloaded here.
We reserve the right to modify the ruleset up until the start of the tournament.
This summarises only the most important aspects of the ruleset, but it is NOT the whole ruleset!
Do read the full ruleset which can be downloaded here.
We reserve the right to modify the ruleset up until the start of the tournament.
The whole body is a valid hit zone, with the exception of feet, ankles, the back of the head, and the spine including the neck. Some actions have other restrictions.
Grappling, kicking, or punching is banned (referee will stop the fight upon entering a grappling situation). Excessive force, unnecessary brutality, and dangerous actions will be penalised.
Requires a visible bend of the blade, or a clear slide off the protective equipment (typically the mesh of the mask).
Must be made with the edge of the blade, except for the head, where a flat hit is also valid. In case of uncertain edge alignment, the hit is considered not flat. Hits caused by a blade flex over a parry are not considered valid.
Must be an intentional push- or pull-slice with a clear pressure onto the target with the edge of the blade. A missed thrust is generally not a valid slice.
Valid and allowed only to the mesh of the mask. Must be performed with the pommel, or with a hand/fist firmly holding the pommel.
After a valid hit, there are three options based on the struck fencer's reaction: double-hit, hit-afterblow, clean hit.
Struck fencer delivers a valid hit back with an attack that started before the initial hit landed.
Double-hit awards no points to either fencer (team).
Struck fencer delivers a valid hit back with an attack that started at the moment of the initial hit, or immediately after, without any delay (e.g. chambering of the attack, step etc.).
Hit-afterblow awards 1 point to the first-hitting fencer (team).
The struck fencer does not return any valid hit, or they do so but with an attack that started too late to be counted as an afterblow (due to a delay, intermediate action etc.).
Clean hit awards 2 points to the first-hitting fencer (team).