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Combat Rules of the Kingdom of Stanislaus


Table of Contents

 

I –Rapier Combat Weapons and Armor

I – i – Swords

I – ii – Offhand Use

I – iii – Regular Combat Armor

I – iv – Schlager Armor

 

II – Combat Qualification

 

III – Marshal Regulations

 

IV –Padded Weapon Combat Regulations

IV – i – Zero Body System

IV – ii – Heavy Padded Weapon System

          IV –iii– Calibration of a Hit

          IV – iv – Swords and Mass Weapon Regulations

          IV –v– Mass Combat Regulations

 

V – Forms of Competition

V – i – Bear Pit

          V – ii – Single Combat

          V – iii – Melee Combat

          V – iv – Duello

          V – v – Hunt and Seek

          V – vi – Pursuit

          V – vii – Death by Arrow

          V – viii – Daggers at Dusk

          V – ix – Swashbucklers’ Dance

          V – x – Capture the Flag

          V – xii – Wheel of Doom

 

 

VI – Armor Regulations

 

VII – Tournament Regulations

 

VIII – Helpful Suggestions

 

 

I –Rapier Combat Weapons and Armor

 

I – i - Swords

 

An epee or wide epee blade shall be used to represent a rapier.  The heaviest blade allowed is a Schlager.  Only qualified Kingdom subjects are allowed to fight with Schlager blades.  An epee is the preferred weapon but a foil may be used, on agreement of both combatants.  Pistol grips will not be used.  Points will be padded with standard tips, or the equivalent.  Swords must have a hand guard and bell guards with openings large enough to admit sword points and they are suggested to be augmented with heavy leather or the equivalent, to reduce the chances of blades being trapped.  Bell guards are not to be used as an offensive weapon such as hitting a mask with the guard, and to do so is automatic loss of the combat.  Quillions may extend no more than five inches beyond the diameter of the bell guard and shall have no sharp edges.

 

I – ii – Offhand Use

 

Daggers should be fencing dagger blades or a ground down broken foil.  Schlager daggers must be approved before use in combat, and may not be used against foils.  Bucklers can be of any size or shape, with rounded edges and no protrusions to injure opponents.  Bucklers are to be used for defense only, no offensive striking is allowed.  Capes or hats of any size or shape can be used, so long as they are of a proper style.  The bare offhand can be used to bat blades away if a glove is worn.  Grabs are allowed only in Schlager combat, and then only toward the bottom half of the blade.  A grab is released immediately once the safety tip is felt.

 

I – iii – Regular Combat Armor

 

Armor for rapier combat requires at least two layers of trigger or denim or the equivalent that can pass the broken foil test.  Doublets must come at least to the waist in length and cover the complete torso.  Long sleeves of any fabric and long pants with sturdy shoes or boots will be worn.  A three-weapon mask is required and a hood or padded helm is recommended.  Gloves, preferably leather should be worn, especially on the offhand.  Please refer to Section I, Article ii for offhand use.  No skin should be exposed above the knee.  If kilts or the like are worn then it is the complete responsibility of the combatant, and not recommended by the Kingdom of Stanislaus.  A hard cup or codpiece is recommended, as is some sort of breast protection for women.  The Kingdom of Stanislaus may provide some equipment for loan (if available), but it is the responsibility of the individual to ensure his or her own adequate protection.

 

I – iv – Schlager Armor

 

A three-weapon mask is required, and a gorget or throat protection device is strongly recommended.  A hood or padded helm is also recommended.  Gloves are required on both hands and leather is the recommend minimum material.  A doublet or some form of complete chest protection is required and should be at least two layers thick.  Schlager combat is the official rapier combat style in the Kingdom of Stanislaus as we believe it best simulates how an actual rapier or cut-and-thrust sword would have been used.


II – Combat Qualification

 

Before a fighter may engage in tournament combat, he or she must be qualified to compete with the weapons they are using. Qualification includes the following standards:

 

        Weapons, armor and equipment are properly maintained and in good order to ensure safety.

        The fighter is asked to defend themselves only and then they are put through a series of attacks. Then a short sparring session is used to determine if the fighter can properly attack.  This ensures personal safety.

        Ability to except and deliver properly calibrated blows.  This is accomplished by hitting the fully armored fighter on the torso, helmet and limbs in a proper and improperly calibrated manner to show the difference.

        Ensure the fighter can move safely and is healthy.  This is accomplished by making the fighter squat, twist, walk on knees (knee pads recommended) and lunge

        Ability to count and accept blows In Armor and count armor points.

 

III – Marshal Regulations

 

The rights of the Marshal of a tournament are listed below.  Further information can be found listed within the Marshals’ Guild.

 

        The Marshal has the right to inspect and reject all weapons entering the field

        The Marshal is the authority  during a tournament.  If a fighter has a grievance regarding actions within a tournament, it must be taken care of at that point or will never be addressed again.

        Marshals should exhibit a professional and courteous demeanor on the field, the use of “Milord/ Milady to address all participants and pleasantries should be always in their speech.

        The Marshal has the right to make any ruling regarding their particular portion of the tournament regardless of other marshals’ rulings.  If a fighter has a grievance with a marshal, he or she may take it up with the Earle Marshal at any time.  If it is with the Earle Marshal, they may either turn to the highest ranking marshal or to the Knight Commander.


 

IV – Combat Regulations

 

IV – i – Zero Body System

 

The zero body system is a lack of hit points.  When a limb takes a hit, it is rendered useless, any weapon grasped by the hand of that limb must be dropped and retrieved.  If the limb is hit twice it counts as a torso hit and thus a kill.  Any hit on the torso is an immediate kill.   Those areas that do not count are the genitals, gauntlets or hands and boots.  Adding armor adds hit points to this system.  It is however your job to keep track of hits to your armor.

 

IV – ii – Heavy Padded Weapon System

 

Using rules gleaned from other countries and a little of our own ideas, the Kingdom of Stanislaus uses a more complete padded weapons combat system.  This system includes headshots and allows the whole body to be a target.

 

Before entering the field, each fighter should have in their possession, at least a proper helmet allowing for full face protection and should have no points or edges to damage padded weapons. Any metal helmet with full face protection will work as well as standard issue hockey helmets . If you use a Hockey Helmet, it should be painted and decorated. A covering of cloth, leather or chain mail is a good choice. Fighters must also have adequate neck protection in the form of a metal or leather gorget or other approved protective gear.  Marshals should mark approved equipment so that no confusion will occur in tournaments to come.  Each fighter must wear gloves for hand protection. Any leather gloves will do. A good suggestion is all leather deerskin work gloves or gauntlet style fireplace gloves.

 

Female fighters must wear breast protection and support devices.  If they are not wearing such, they will not be allowed on the field.  Additional breast protection such as fencing cups or a padded gambeson is highly recommended. Breast protection can include a heavily padded bra, FIE Regulation fencing cups, heavier quilting on a gambeson in the front.

 


Youth Boffer combat:

This is different than adult pickup bouts in that youth fighters are still required to wear head and neck protection but must follow light boffer rules. The calibration for this type of combat is also very low. This is a chance for young people to learn the basics of medieval combat on an even playing field. Youth’s ages 10-16 may engage in youth padded weapons combat and special tournaments will be scheduled shadowing the adult heavy combat tournaments and awards. For example, the Kingdom Champion will be shadowed by a Kingdom Youth Champion.

 

 

 

IV – iv – Calibration of a Hit

 

Calibration is the regulation of impact so that a proper hit is made.  To properly calibrate, one should have a basic understanding of the weapons we are using.  Hitting too hard is unnecessary and may bring down the wrath of the Marshal.  A good firm and direct tap is all that is needed.  To judge this, the Marshal will instruct you on proper procedure for accepting blows.  Glancing blows to the grill of the helmet, light glancing skips off the top of the helmet or off of the body do not count.  The weapon must firmly connect with your opponent for a hit to be recognized.  With pole arms, it is recommended that you accept very light hits, as pole arms are capable of immense amounts of force.

 

IV – v – Swords and Mass Weapon Regulations

 

Different weapons do different things, and not all weapons are created equal.  A sword for instance is a very effective weapon in any combat but does have a draw back.  A sword will remove the arm of an opponent with a single strike but will not kill him with the same shot.  A mass weapon such as a mace, axe or war hammer will deliver a blow to the arm that automatically transfers to the torso for a killing blow.  This gives a distinct advantage to the mass weapon user.  The drawback of mass weapons is their lack of speed.  No mass weapon built correctly moves with the speed and accuracy of a sword.  Therefore there are tradeoffs with either weapon choice. Jointed weapons are allowed so long as you have been certified both to wield and build a flail. If you wish to use this style of weapon, you must be qualified at a major gathering by a Marshal. 

 

IV – vi – Mass Combat Regulations

 

Unlike in tournament combat, there are additional safety rules that should be kept in mind during mass combat.  Because of the intensity of mass combat, all warfare style combat will be done with the heavy boffer system so those who are fighting will be safe.  In mass combat, you will quickly find that halberds, pikes and other pole arms is king.  If you chose a pole arm, take care to use it safely.  A 6ft-padded pike can have a lot of power behind it.  Even a padded pike can be dangerous if used with full force.  Be aware that the person in front of you may not be wearing chest armor and a hit to the chest can be quite painful, if not deadly. Likewise, shots to the helmet can really jar someone.  If possible, lightly tap them with the weapon and allow them to take the hit.  If you are the one being hit by a pole arm, take the hit, regardless of how light it is.  If you don’t, be assured that the person wielding it will hit you with much greater force next time.  Cut and thrust pole arms such as glaives and halberds can deliver a fully calibrated blow without much effort.  If you choose a weapon like this, please practice with someone so as to know the correct amount of force needed to make a properly calibrated shot.  Once you have taken a hit in the field, you must fall to the ground immediately.  Do not throw yourself backwards as you will hit the person behind you and hurt yourself and them.  Instead, crumple to the ground, heaving forward, then roll onto your back with your arms protecting your head and your legs protecting your torso from being stepped on.  Another good idea is if you have a shield, place it on top of you as further protection.  Stay in this position until the battle has moved away from you or the Marshal calls a hold.  You then walk off the field with your weapon above your head.  Do not run off the field during combat or you will be deemed a combatant.

 

IV – vii - Artillery

 

Artillery is used exclusively for warfare and mass melee scenarios in the Kingdom of Stanislaus.  Artillery can include catapults, ballista, cannon and combat archery.  When hit by heavy artillery such as catapults and cannon, any hit to any part of the body including the shield counts as an immediate kill.  If the projectile deflects off of someone and hits another, they too are dead.  One projectile can kill up to three fighters.  Projectiles may not be thrown or fired back at the army that fired it.  The only acceptable projectiles for heavy artillery are rubber sporting balls and sponge balls.  Light artillery such as combat archery will be effective only if an opponent’s body is hit directly.  Arrows that bounce off the target upon another person do not count.  Besides legal rubber sporting ball cannon, no other firearms will be allowed on the field at this time.


 

V – Forms of Competition

 

V – i – Bear Pit

 

The bear pit is single combat competition.  All that is needed is a group of fighters.  The fighters stand in line and enter the field in order.  They stay in that order until all of the original line-up has fought.  From there they enter in the order they were killed in.  The winner of each fight holds the field.  The fighter with the most points at the sound of the whistle wins.  The game is set to a certain period of time.  This time will be called at the beginning.

 

V – ii – Single Combat

 

Single combat is when two fighters fight to the end.  This can happen in competition or duel.  The Zero Body System is in effect for this competition and single combat is done with either padded weapons or fencing weapons.

 

V – iii – Melee Combat

 

This is where two teams enter the tournament field and fight until one team is gone.  The teams use tactics and try to out wit the other team.  The Zero Body System applies.

 

V – iv - Duello

 

This is a modification of the bear pit scenario.  There are two teams who enter the tournament field.  Each team stands in a line at each side of the ring.  The first two enter the ring and fight until their hit points are gone.  The winner holds the field.  If he wins that fight he remains on the field and defends his team.  If he loses, the new winner will hold the field while making points for his team.  The accumulated team points are tallied at the end.  The team who has the most points is the winner.  This competition is associated with Schlager combat.

 

V – v – Hunt and Seek

 

This is a game in which the players are split into two teams.  One team sets up an ambush of some sort for the other.  When that team enters the fight, the team that survives wins.

 

 

 

V – vi - Pursuit

 

This is one in which three players are separated from the ranks.  The rest of the group’s job is to find and kill them.  Each of the three separated individuals are allowed to kill one person.  If they kill one each and make it back to a set location, those who were eliminated will become the next to go out.  It makes it more interesting if they have to find the base through such methods as verbal directions or a set of compass coordinates.

 

V – vii – Death by Arrow


This is a padded archer’s game in which the archers split up onto two sides of a field and shot arrows at each other.  The team who survives, wins.

 

V – viii – Daggers at Dusk

 

This is a game of stealth where the players use padded daggers and split up at night then seek out and kill each other until one remains.  That player is the winner.  This is a very intense game as it takes a lot of skill.  It is a game where the unaware are the losers and the stealthy individual reigns supreme.

 

V – ix – Swashbucklers’ Dance

 

This is a game intended for fencing but may be used with padded weapons if you wish.  Assembled swashbucklers must be even in number and numerous enough to make it interesting.  Two sets of numbers equal to half the number of Swashbucklers on the field are drawn up and put in a hat.  Each swashbuckler draws a number from the hat.  Then the warriors encircle the field.  The numbers are called one at a time.  Each time that number is called, the two who possess that number must duel.  When all have fought, the winners will then draw from the hat again and the whole thing stars over.  This happens until only one remains.  He or she is the winner.  There can be only one.

 

V – x – Capture the Flag

 

The group is split up into two teams.  Each team is given a different colored armband.  Each team is given a flag that is placed in a location of their choice.  With the sound of the whistle, each team is to find and return their opponents’ flag to their own flag station.  Padded weapons combat eliminates individual team members.  Flags will be located in the open and must be visible on at least three sides.  Flags may not be buried, camouflaged or otherwise tampered with to obscure their visibility.  Flags may not be located in trees or within any structure.  This does not include open forts created for this purpose.  If the flag is taken and the holder of the flag is killed, the flag will be set in the ground where he or she was killed.  The flag may not be used as a weapon of any kind and any such use will count as a disqualification of that individual and a Marshal will return the flag to its original location.

 

V – xi - Tactical

 

This is an organized combat scenario where two established military forces, led by their own commanders, take the field and simulate actual warfare.  The use of tactics and strategy are key here.  Heavy padded weapons combat is recommended.

 

V – xii – Wheel of Doom

 

This is a challenge tournament where weapons are gathered together and a wheel that has different weapon combinations written on it is used.  Each fighter spins the wheel and the weapon combination that comes up is what is used by that fighter.  This results in some very odd and challenging weapon combinations!  While all fighters are on the same field, they can only attack those who are challenged.  Hiding behind and busting through active combatants is perfectly legal.

 

VI – Armor Regulations

 

Armor in the Kingdom of Stanislaus is very important as it allows you to take many more hits than is present in an unarmored body.  Below are the listed forms of armor providing hit points.  Other armor types will be evaluated on a case-by-case basis.  All armor must be inspected before being used in tournament combat.

 

Leather: simple 

 Breast Plate and Spalders

1 extra hits

Studded leather

 Breast plate and Spalders

2 extra hits

Leather and Chain

Chain mail Shirt and Brigantine Breastplate

5 extra hits

Chain Mail

Hauberk

6 extra hits

Plate and Chain

Hauberk W. plates and Spalders

7 extra hits

Plate Armor

Full or Partial suit (Torso , head and limbs)

15 extra hits

 

Please note that the extra hits are only in effect in the areas where the armor is present.  Regardless of type or shape, all metal or proper material helmets count for one extra hit only on the head.  Shields and bucklers are considered indestructible for the purposes of scoring and do not count as a piece of armor.  This is only negated when dealing with heavy artillery. 

 

VII – Tournament Regulations

 

Padded weapons tournaments and fencing tournaments are very similar.  Those that are specific to fencing will be noted as such.

 

        Padded tournaments for the Kingdom Championship, Kings’ and Queens’ Championship as well as any ranking tournament will be restricted to the Zero Body System unless otherwise noted.

The Rules listed above are provided for your safety and the safety of those around you.  Repeated violations of the above rules will result in disqualification and possible suspension from tournaments for a number of gatherings.  If you are found to be too dangerous and show that you do not intend to change, you will be permanently banned from fighting in the Kingdom of Stanislaus.

 


VIII – Helpful Suggestions

 

It is recommended that you obtain specific clothing for fighting.  Combat is hard on cloths and if you want your fineries to remain that way, it is recommended that you try and get some simple, rugged clothing.  An old shirt, old pants and a tabard in your colors are a good choice.  A padded gambeson is strongly suggested and counts as an extra hit in a combat scenario.

 

Add an old duck tape roll to your belt that is empty.  Once it is flattened, it can hold a flat padded sword on your belt where it can remain handy and off the ground.  This is also helpful if the sword is your backup weapon!

 

You can make a leather frog to carry your sword as well.  Using a specific belt for combat is a good idea.  Add a small belt pouch and keep needed items within it.

 

An extra padded weapon for tournaments is a good idea.  Three is better, two for tournament combat and another for fighter practice.


 

 

The Kingdom of Stanislaus

Combat Qualification Certificate

 

This document certifies that ______________________________is qualified to

(    ) Fight                                          (    )Fencing

(    ) Marshal in the following combat events     (    )Target Archery 

(    ) Light Padded Weapons                       (    ) Special Artillery

(    ) Heavy Padded Weapons                     (    ) Combat Archery

(    )Target Thrown Weapon                       (    )  Flail (Build and Use)

 

They are qualified in the following weapon forms:

 

 

 

Marshal’s Signature____________________________ This certificate is good for one year from this Date____/_____/______

 

 

The Kingdom of Stanislaus

Combat Qualification Certificate

 

This document certifies that ____________________________is qualified to

(    ) Fight                                          (    )Fencing

(    ) Marshal in the following combat events     (    )Target Archery 

(    ) Light Padded Weapons                       (    ) Special Artillery

(    ) Heavy Padded Weapons                     (    ) Combat Archery

(    )Target Thrown Weapon

 

They are qualified in the following weapon forms:

 

 

 

Marshal’s Signature____________________________ This certificate is good for one year from this Date____/_____/______

 

 

Kingdom of Stanislaus Tournament Registration

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Padded Weapon Construction

All padded weapons used in competition and warfare within the Kingdom of Stanislaus will be of the flat design.  Loaner weapons and certain mass weapons may continue to be round but a line marking a discernable edge must be present on sword type weapons.

 

Earle Marshal will have plans for these.

(Plans for weapons will soon be available in the Royal Armory Weapons Construction manual.)

A good design for the flat boffer is shown on the Kingdom of Stanislaus Tome of Knowledge at

http://kingdomstanislaus.tripod.com

 

 





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