Tournament Styles and Rules
At least 3 styles must be chosen to be run at a sanctioned IACL event
Duel: Victory- strike opponent on head
strike opponent on torso
2 strikes to any limb - note- the first strike to a limb does not stop the bout. The strikes do not have to be to the same limb.
If combattants strike each other at the same time, both blows will be counted. Therefore, if both strike each other on the head simultaniously twice, the are both marked as a loss.
If there is an obviously lag between hits - ie: combattant A hits combattant B in the torso and two beats later combattant B hits A in the head, combattant B's strike will not count. This is upto the discression of the Head Marshal.
First combatant to be defeated in two bouts will loose the round
Disallowed: The first use of a dissallowed maneuver will reslut in a warning. The second will result in the loss of the round.
Thrusting
grappling
striking with the body
blows to the foot (if foot is lifted from the ground and struck, it
will be counted as a limb shot)
blows to the groin
blows to the hand - note- if the Head Marshal deems that a combattant is conciously blocking with thier hands they may count it as a limb shot at thier discression.
use of excessive force
striking with the flat, guard, or pommel, of the sword
arguing with the marshal
dishonorable behavior (discression of the marshal)
Marshalling note - The marshal should only stop the bout due to safty concerns or when a victory condition is reached.
10 strikes: First attacker determined by coin flip. Attacker gets 10
swings to hit the defender. Defender may only defend. Any swing that
the marshals feel went more than 45 degrees from attacker may be
considered a swing even if contact wasn't made. Target locations and dissallowed maneuvers are
the same as duel. After completion of 10 swings, attacker becomes defender
and defender becomes the attacker. Winner is combatant with most
successful strikes.
In the result of a tie 3 more strikes will be had by each person.
In the continued result of a tie, a single duel bout will be fought.
Marshalling note- it is best to have one secondary marshal to just count blows thrown and they will call a hold when 10 have been done.
Time Limit: one 1-minute round – single elimination tourney.
Each good strike counts as one point. Legal target areas and dissallowed techniques are the same as duel.
Victor is the combatant with the most points at the end of the time limit.
Marshalling note - It is best to have 2 sets of 2 marshals plus the head marshal for this. The head marshal keeps and eye on safty, while two marshals count the hits on combattant A and two other count the hits on combattant B. Have them converse about how many hits landed until they come to a concensus.
10 Points: Legal target areas and dissallowed techniques are the same as Duel.
A good hit to the head is 3 points.
A good hit to the body is 2 points.
A good hit to any limb is 1 point.
The first combattant to get 10 or more points is the winner.
Marshalling notes- the marshals should call a hold after each successful hit and let people know what the result is. ie: Hit to the head 3 points for combattant X. If the combattants hit each other at the same time, neither blow will count. If the combattants hit each other, one right after the other, it will only be the first blow that lands will count.
Hero pit: A 12' diameter circle will be laid out on the ground. The combattants line up in random order as chosen by the Head Marshal and the first two will step onto either side of the circle.
A single bout is fought using Duel rules plus the additional rule where to step one foot out of the circle is equal to one limb strike. Both feet out of the circle results in a loss of the bout.
The winner stays in the circle and the loser goes to the end of the line. The next combattant in line then enters the circle at the behest of the Head Marshal and another bout is fought with once again the winner staying in the circle and the loser going to the end of the line.
This continues until each combattant has fought at least 3 bouts.
Each bout won earns the winner 1 point. The winner of this tourney is the one with the most points.
In the event of a tie, they will fight a single Duel bout.
Marshalling note - The head marshal should call a hold everytime a combattant steps out of the circle and make the combattants center up again.
Team Tournaments
A Team will consist of 4 combatants and upto 2 alternates that may be fielded in the reslut of an injury to a primary combattant.
Tournament style will be determined by number of teams
6 teams and under – round robin – each team will have a bout with
each other team
7 or more – Double elimination
Bridge: Each team will field 2, 2 man teams. This will be the only
multiple combatant scenario. The bridge will be 9 feet wide and 20
feet long.
Target areas and dissallowed techniques will be the same as for Duel. A defeated opponant (one who has been struck in the head, torso or twice on any limb)must step off the bridge and out of the way of the active combattants.
Combatants stepping off either the side or end of the bridge with just one foot will be
considered "dead".
Sword Gather: Must follow a preset roster that is presented to the Head Marshal before the tourney.
Each team will have one sword for each of the combattants on thier roster - ie: 4 in total
Each team will send out a combattant in order of thier roster. A single bout using duel rules will be fought. The loser will give the winner his/her sword.
The next combattant in order on the rosters will go out and do the same.
After all 4 combattants have fought, they may make changes to thier roster and submit it to the Head Marshal. Then another round will be fought. Opponants who have lost thier swords in previous rounds will have to borrow one from a teammate.
This continues until one side has no more swords. The side with the swords is the winner.
Relay: Each team lines up on either end of a bridge that is 9' wide and 20' long.
When the marshal signals the start the first two combattants will enter the bridge and fight a single duel bout. The loser will go to the end of the line on his side and the winner will stay on the bridge. The next combattant on the losing side will then enter the bridge and fight a single duel bout. This will happen for 5 minutes.
Each victory gets a team one point. The team with the most points at the end of the 5 minutes wins.
Marshalling note - let the next combattant enter the bridge as soon as the loser gets to his side of the bridge. Anytime there is a hold called, stop the time. Therefore it is best to have a secondary Marshal responsible for just keeping track of the time.
Team Duel: Each team will take turns announcing their competitor.
I.e.: Team winning the coin toss may choose to announce first or
second. They are now team A. Lets say they choose to announce first.
Team B then chooses who will fight in a duel scenario with the
combatant announced by team A. ( they will fight until one combattant has lost two bouts)
Next round team B must announce
first. Each combatant may only be used in a team duel once a match.
The team with the most victories is the winner.
In the reslut of a tie, each team may choose a champion and a round of duel will decide the victorious side