IFC HEMA PAS D'ARMES

When: September 27th

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Table of Contents

Rules

4IFC HEMA PAS D’ARMES

Rules — Version 1.4

“Victory belongs not to the quickest hand, but to the fencer who demonstrates superior skill, judgment, and honor.”


PURPOSE

The Indianapolis Fencing Club Pas d’Armes is intended to recreate the spirit of the medieval challenge while utilizing modern safety standards.

The purpose of the contest is not simply to accumulate touches, but to demonstrate superior martial skill through clean, decisive, controlled, and historically sound fencing — and to have a lot of fun doing it.

Every exchange should represent a meaningful combat action capable of decisively altering or ending an encounter.

The tournament rewards:

  • Skill

  • Judgment

  • Initiative

  • Defense

  • Control

  • Honor

The tournament does not reward reckless exchanges, light touches, intentional doubles, or fencing designed merely to exploit the scoring system.


OFFICIALS

Every fencing circle shall be supervised by:

  • One Director

  • Two Judges

The Director controls the bout and has final authority over safety, conduct, procedure, and interpretation of these rules.

The Judges assist the Director in determining valid scoring actions.

Competitors shall address questions or requests for clarification to the Director, not to the Judges.


WEAPONS

Approved Weapons

  • Longsword

  • Sidesword

  • Arming Sword

  • Sword & Buckler

  • Rapier

  • Rapier & Dagger

  • Military Saber

  • Messer

  • Dussack

Not Permitted

  • Spears

  • Poleaxes

  • Halberds

  • Large Shields

  • Two-handed Axes

  • Flexible weapons

  • Any weapon deemed unsafe by the Director

All weapons must pass inspection before competition.


PROTECTIVE EQUIPMENT

All competitors shall wear protective equipment suitable for Longsword competition regardless of the weapon being used.

Minimum requirements:

  • 1600N fencing mask

  • Back-of-head protection

  • Rigid throat protection

  • HEMA jacket

  • Elbow protection

  • Forearm protection

  • Heavy HEMA gloves

  • Groin protection

  • Knee protection

  • Shin protection

  • Athletic footwear

The Director may prohibit any equipment considered unsafe or unsuitable for competition.


THE CIRCLE

The contest shall be fought inside a marked fencing circle.

A competitor who completely leaves the circle voluntarily loses the current Pass.

If a competitor is forced completely outside the circle through legitimate fencing pressure or controlled action by the opponent, the competitor applying that pressure is considered to have won the exchange.

If the competitor applying the pressure is the Scoring Fencer, the Pass is successful and one point is awarded.

If the competitor applying the pressure is the Opposing Fencer, the scoring opportunity is denied and no point is awarded.

Repeated deliberate ring-outs intended only to delay or disrupt the bout may be penalized.


SALUTE AND STARTING THE BOUT

Before every Match, competitors shall:

  1. Salute the Director.

  2. Salute one another.

  3. Assume guard.

The Director shall begin fencing with the command:

“Lay On.”

The Director shall stop fencing with:

“Halt.”

Competitors must immediately cease all actions upon the command of Halt.


VALID TARGETS

Only Deep Targets score.

Valid Targets

  • Head, excluding the back of the head

  • Neck

  • Upper arms and shoulders

  • Chest and torso

Non-Scoring Targets

  • Hands

  • Forearms

  • Wrists

  • Elbows

  • Hips

  • Legs

  • Knees

  • Feet

Contact with a non-scoring target does not itself earn a point.

Dangerous or intentional strikes to prohibited areas may be penalized.


QUALITY OF THE BLOW

A scoring action must demonstrate:

  • Proper structure

  • Correct edge alignment where applicable

  • Proper mechanics

  • Sufficient force

  • Clear control

The fundamental question for the officials is:

“Would this action likely have decisively altered or ended the fight?”

If the answer is no, no point shall be awarded.

The following do not score:

  • Light taps

  • Grazes

  • Flat strikes

  • Whipping contact

  • Incidental contact

  • Sliding touches

  • Actions lacking sufficient structure or control

A single clean and decisive action is valued above multiple light or uncontrolled contacts.


STRUCTURE OF THE MATCH

A Match consists of four (4) Rounds.

During each Round, one competitor is designated the Scoring Fencer and the other the Opposing Fencer.

Each Round consists of three (3) Passes.

The Scoring Fencer therefore receives three scoring opportunities during that Round.

At the conclusion of each Round, the competitors exchange roles.

Match Sequence

  • Round 1: Fencer A is the Scoring Fencer.

  • Round 2: Fencer B is the Scoring Fencer.

  • Round 3: Fencer A is the Scoring Fencer.

  • Round 4: Fencer B is the Scoring Fencer.

Each competitor therefore receives a total of six scoring opportunities during the Match.

Both Fencers Fence Normally

The designation of Scoring Fencer and Opposing Fencer determines who may earn the point. It does not dictate how either competitor must fence.

Either competitor may:

  • Attack

  • Defend

  • Counterattack

  • Parry and riposte

  • Advance or retreat

  • Control measure

  • Take or surrender initiative

The Scoring Fencer does not have to attack first.

The Opposing Fencer does not have to remain defensive.

The fencing remains free and unscripted.


THE SCORING OPPORTUNITY

The easiest way to understand the system is to think of each Pass somewhat like a service point in tennis.

One competitor has the scoring opportunity.

The other is attempting to deny that opportunity.

During a Pass:

  • Only the Scoring Fencer may earn one point.

  • The Opposing Fencer attempts to prevent that point from being earned.

  • The Opposing Fencer does not receive a point for successfully denying the scoring opportunity.

The principle is:

Both fencers fence normally. One has the opportunity to score; the other is trying to deny it.


THE PASS

A Pass is one scoring opportunity.

Each Round consists of three Passes.

At the beginning of each Pass, both competitors return to their assigned starting positions.

The Director may announce:

“Scoring Opportunity — [Name]. Lay On.”

The Pass continues until:

  • the Scoring Fencer successfully scores;

  • the Opposing Fencer successfully denies the scoring opportunity;

  • a simultaneous action is called;

  • a Ring Out occurs; or

  • the Director calls Halt.

Unless specifically provided otherwise under the Simultaneous Actions rule, a completed Pass uses one of the Scoring Fencer’s three scoring opportunities.


SCORING A PASS

The Scoring Fencer earns one (1) point when:

  • they land a valid strike or thrust on a legal target;

  • the action satisfies the Quality of the Blow requirements; and

  • they complete the scoring action without receiving a valid hit during the exchange.

A scoring action may result from:

  • An attack

  • A counterattack

  • A stop-hit

  • A parry and riposte

  • Another legitimate fencing action

The Scoring Fencer does not have to initiate the exchange.

For example, the Opposing Fencer may attack first. If the Scoring Fencer successfully parries and lands a clean riposte without receiving a valid hit, the Scoring Fencer earns the point.

If the Opposing Fencer lands a valid hit and thereby prevents the Scoring Fencer from completing a clean scoring action:

No point is awarded.

The Opposing Fencer has successfully denied the scoring opportunity but does not receive a point.

The fundamental requirement for the Scoring Fencer is:

Hit without being hit.


MEASURE AND INITIATIVE

Both competitors are entitled to control and contest measure throughout the Pass.

Neither competitor is required to surrender distance or initiative because of their role.

The Opposing Fencer may deny a scoring opportunity through any legitimate fencing action, including:

  • Controlling distance

  • Retreating

  • Advancing

  • Parrying

  • Counterattacking

  • Stop-hitting

  • Occupying or closing the line

  • Binding or controlling the opponent’s weapon

Likewise, the Scoring Fencer may use defensive actions to create a scoring opportunity.

For example, the Scoring Fencer may invite an attack, parry it, and score with a riposte.

There is no special “right to attack” associated with being the Scoring Fencer.


SIMULTANEOUS ACTIONS

A simultaneous action occurs when both competitors land valid actions during the same fencing exchange and the officials determine that neither competitor completed a clearly clean scoring action.

A normal simultaneous action results in:

No point awarded. The Pass is concluded.

Simultaneous actions represent unsuccessful fencing and should not provide a tactical advantage.

Uncontrolled or Deliberate Doubles

Because only the Scoring Fencer is eligible to earn a point, the Opposing Fencer may not deliberately exploit the scoring system by accepting a hit simply to create a double and deny the scoring opportunity.

If the Director determines that the Opposing Fencer made an uncontrolled or tactically reckless action whose primary effect was to create a double rather than reasonably attempting to protect themselves through sound fencing:

No point is awarded, but the Pass is repeated.

The Scoring Fencer therefore does not lose one of their three scoring opportunities.

The Director shall judge the observable fencing action, not attempt to determine the competitor’s state of mind.

A legitimate counterattack, stop-hit, attack into preparation, displacement, opposition, closing action, or other sound fencing technique is not automatically considered an uncontrolled double merely because both competitors were struck.

Repeated Uncontrolled Doubles

If an Opposing Fencer repeatedly uses uncontrolled double-hit actions to deny scoring opportunities, the Director may issue a warning.

Continued abuse may be penalized under the Penalties section.

Director’s Quick Rule

Normal double: No point; Pass consumed.

Uncontrolled double used to exploit the scoring system: No point; repeat the Pass.

Repeated abuse: Penalty.

The purpose of this rule is simple:

Deny the point through good fencing — not by accepting a hit merely to create a double.


GRAPPLING AND OTHER TECHNIQUES

Permitted

  • Blade binds

  • Disarms

  • Half-swording

  • Controlled pommel strikes

Not Permitted

  • Joint locks

  • Wrestling

  • Neck cranks

  • Throws

  • Ground fighting

  • Striking after Halt

Competitors must release immediately when the Director commands Halt.

All permitted actions must remain controlled and appropriate to a sporting environment.


WEAPON SELECTION

Each competitor must have at least two (2) different approved weapons available for use during the Match.

At the beginning of each Round, the Scoring Fencer declares their weapon first.

The Opposing Fencer then selects any approved weapon or approved weapon combination in response.

Once both weapons have been declared:

  • No weapon changes are permitted during that Round.

  • Weapon substitutions may be made between Rounds.

Because the Scoring Fencer role alternates, both competitors receive equal opportunities to select first and to select a weapon in response to their opponent.

This is a fundamental strategic element of the Mixed Weapon Pas d’Armes.


TOURNAMENT FORMAT

The IFC Pas d’Armes is conducted as a Round-Robin Tournament.

Every competitor fences one Match against every other competitor in the division.

There is no elimination bracket.

The Champion is determined by consistent performance throughout the tournament.


MATCH AND TOURNAMENT SCORING

Each competitor receives six scoring opportunities during a standard four-Round Match.

The successful Passes from their two Scoring Rounds are added together to determine their Match score.

Example

Fencer A

  • Round 1: 2 successful Passes

  • Round 3: 3 successful Passes

  • Match Score: 5

Fencer B

  • Round 2: 1 successful Pass

  • Round 4: 2 successful Passes

  • Match Score: 3

Fencer A wins the Match 5–3.

The winner receives one (1) Tournament Point.

The successful Pass totals are also recorded and may be used for tournament tie-breaking.


TIED MATCHES

If the competitors are tied after four Rounds, one additional Deciding Round shall be fenced.

The Director shall determine the initial Scoring Fencer by lot.

The Deciding Round consists of three Passes under the normal rules.

If the Scoring Fencer earns at least one successful Pass, that competitor wins the Match.

If the Scoring Fencer earns no successful Passes, the roles reverse and the opponent receives three scoring opportunities.

This continues until one competitor successfully scores during their Scoring Round after the opponent has failed to score during the preceding opportunity.

Successful Passes earned during Deciding Rounds determine the Match winner but are not added to tournament Pass totals used for ranking or tie-breaking.


DETERMINING THE CHAMPION

At the conclusion of the tournament, all Tournament Points earned from Match victories are added together.

The competitor with the highest Tournament Point total is declared Champion.

Because every competitor fences every other competitor, the Champion is determined by performance across the entire field rather than through a single-elimination bracket.


TOURNAMENT TIE-BREAKING

If two or more competitors finish with the same number of Tournament Points, ties shall be resolved in the following order:

  1. Total successful Passes scored during regulation Matches.

  2. Fewest successful Passes conceded to opponents during regulation Matches.

  3. Head-to-head result, when applicable.

  4. An additional tie-breaking Match conducted under the standard Pas d’Armes rules.


HONOR AND SPORTSMANSHIP

Competitors are expected to demonstrate:

  • Courtesy

  • Self-control

  • Respect

  • Honesty

  • Fairness

  • Martial spirit

Competitors are expected to acknowledge valid actions honestly and conduct themselves with respect toward opponents and officials.

It is considered poor sportsmanship to criticize or argue with officials during competition.

A competitor may respectfully ask the Director for clarification concerning a ruling.

Victory earned without honor is no victory.


PENALTIES

The Director may issue penalties for violations of safety, conduct, or competition rules.

Penalties escalate according to the nature and severity of the offense.

Yellow Card — Warning

Examples include:

  • Failure to follow the Director’s commands

  • False starts

  • Delaying the bout

  • Repeated unnecessary Ring Outs

  • Unjustified appeals

  • Unsafe actions

  • Intentionally turning away from the opponent

  • Intentionally falling

  • Running recklessly onto an opponent’s weapon

  • Repeated uncontrolled actions

  • Repeated uncontrolled doubles

A second Yellow Card during the same Match becomes a Red Card.

Red Card — Penalty

A Red Card affects the current Pass rather than adding a separate penalty point.

If the Opposing Fencer receives a Red Card:

The current Pass is immediately awarded to the Scoring Fencer as a successful Pass.

If the Scoring Fencer receives a Red Card:

The current Pass is immediately forfeited. No point is awarded, and the competitors proceed to the next Pass.

A Red Card therefore never awards a scoring point to the Opposing Fencer. Its effect is to determine the outcome of the current scoring opportunity.

Examples of actions that may result in a Red Card include:

  • Repeated prohibited or dangerous actions
  • Non-intentional strikes to prohibited target areas when sufficiently serious to warrant penalty
  • Deliberately presenting an illegal target to avoid a valid scoring action
  • Serious unsportsmanlike conduct
  • Continued uncontrolled doubles after warning
  • Repeated violation of the Director’s instructions

Red Cards remain on the competitor’s record throughout the competition and may affect subsequent disciplinary decisions.

The Director may issue a Red Card immediately for a sufficiently serious violation without first issuing a Yellow Card.

Black Card — Exclusion

A Black Card results in removal from the competition.

Examples include:

  • Aggressive use of dangerous techniques

  • Severe unsportsmanlike conduct

  • Use of illegal or deliberately unsafe equipment

  • Intentional strikes to prohibited target areas

  • Vindictive, retaliatory, or rage strikes

  • Repeated dangerous conduct after previous penalties

A competitor receiving a Black Card forfeits all prizes, ratings, and honors from the event and shall be recorded as:

FIGHTER EXCLUDED

The Director may issue an immediate Red or Black Card for sufficiently serious conduct without first issuing a Yellow Card.

Coaches, Spectators, and Other Persons

Penalties may also be imposed for misconduct by coaches, spectators, or other non-competitors.

Interference, disruption, or unsportsmanlike behavior may result in warning or removal from the venue.


INJURIES

A competitor may receive up to five (5) minutes of injury time during a Match.

If the competitor cannot safely continue, the Match is normally awarded to the opponent.

However, if the injury was caused by an intentional dangerous action or intentional strike to a prohibited area, the Director may penalize or exclude the offending competitor and award the Match to the injured competitor.

Safety takes precedence over competition.


APPEALS

A competitor may appeal to the Tournament Committee during a Match when they believe the rules have been incorrectly applied.

Judgment calls concerning the material quality of a fencing action are not subject to appeal.

If an appeal is determined to be unjustified or disruptive, the competitor may be penalized.

A competitor may respectfully request that a Tournament Committee member observe the remainder of a disputed Match.


THE OATH

Before the first Match of the day, all competitors shall stand together and recite:

“I enter these Circles freely. I shall fence with honor, respect my opponent, obey the Directors, and pursue victory through skill rather than recklessness. May my conduct bring honor to the art and to those with whom I cross swords.”


APPENDIX A — GUIDING PRINCIPLES

  1. A single decisive action is superior to many light touches.

  2. Defense is equal in importance to offense.

  3. The Scoring Fencer must earn the point; the Opposing Fencer must deny it through good fencing.

  4. Simultaneous blows represent failure, not success.

  5. Mixed weapons should reward adaptation, judgment, and understanding of measure.

  6. Every Match should resemble a historical duel rather than a game of tag.

  7. Honor and control define the true victor.


THE RULE TO REMEMBER

Both fencers fence normally. One has the opportunity to score; the other is trying to deny it.

The Scoring Fencer may attack, defend, counterattack, parry, or riposte.

The Opposing Fencer may do exactly the same.

The difference is not how they fence. The difference is who can earn the point.

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