Circle City Steel Clash tournament banner with single rapier 2023

About:

Join Us for Our 5th Circle City Steel Clash tournament!
We’re thrilled to announce our fifth tournament, and we’re committed to making it the best one yet! Our goal is to deliver a smooth, fun, and low-stress competitive experience for both our fencers and the local community.

Volunteer Judges & Club Participation:
This event is also a valuable opportunity for our volunteer directors and side judges to gain hands-on experience in a welcoming and educational environment.
We also welcome judges and directors from other clubs sending 3 or more fencers — feel free to reach out if you’d like to get involved!

Awards & Recognition:
As part of our tournament tradition, we’ll be awarding:
1st, 2nd, and two 3rd place medals for each event
“Best Performance” medals, chosen by our tournament directors, honor spirit, skill, and standout moments.
We’re incredibly excited to share another fantastic weekend with you, whether you’re competing, supporting, or just curious. Let’s make this our most unforgettable tournament yet!

COST: $35 / event

Attention: The tournament doesn’t charge any hidden fees, like general or participation fees! You pay per event only.

The tournament check-in starts at 9 am and ends 5 min before the beginning of each event.

Events list:

  • Foam Rumble (Foam Longsword) – Saturday, November 15th, starts at 2 pm
  • Rookie Skirmish (Novice Steel Longsword)* – Saturday, November 15th, starts at 3 pm
  • Poking Fracas (Steel Rapier)* – Sunday, November 16th, starts at 10 am
  • Steel Brawl (Advanced Steel Longsword)* – Sunday, November 16th, starts at 1 pm

*Results of the competition will be posted to HEMA Ratings

The Tournament is on the way!

Registration progress

Attendees:
51

Clubs participating:
9

Steel Brawl: Advanced Steel Longsword:
23

Rookie Skirmish: Novice Steel Longsword:
10

Foam Rumble: foam longsword format:
8

Poking Fracas: Steel Rapier:
10

History

CCSC V - November 2025

CCSC IV - May 2025

CLICK HERE TO SEE FINAL RESULTS

CCSC III - November 2024

CLICK HERE TO SEE FINAL RESULTS

CCSC II - May 2024

The May 2024 tournament had doubled in size! In preparation, we’ve trained more directors and revised rules. Next – more revising, training, and cooperation with our competitors to make the tournament comfortable for everyone!

CCSC I - November 2023

Our first Indianapolis HEMA tournament was a blast! Thank you all participants, directors, and side judges!

To see currect ratings CLICK HERE

Table of Contents

Competition Rules

No one may claim ignorance of the rules
(updated on 8/31/2024)

Equipment

1.  All equipment shall be inspected by event officials before the competition.  Although every effort will be made to ensure safety, all participants enter at their own risk.  They are responsible for their own equipment and will not hold event officials, organizations, or venues liable for injuries sustained.

2.  Required equipment will include:

Steel weapons format
  • Mask without defects with back of the head protection.
    • Long-type masks with extra extension on the back, like PBT HEMA Warrior Reinforced Mask 1600N, may not need a back of the head protector.
    • All standard/basic fencing masks must have not only the back of the head protection, but also full protective cover. Semi-helmets like Wukusi Cobra Fencing Mask 350N are excluded from that rule.
  • Hard elbows protectors.
  • Hard knees protectors.
  • Protective Jacket. 
  • Protective gloves.
  • Throat protector.
  • Chest protector.
  • Groin protection for men.
  • Hard shin protectors.

All weapons must have rubber blunts, be free of sharp edges and burrs.

Foam weapons format
  • Fencing mask (Our club will provide masks for foam longsword format if needed).
  • Chest protector (Our club will provide chest protectors for foam longsword format if needed).
  • Protective gloves (can be heavy leather gloves as well).
  • Throat protectors.
  • Groin protection for men.

3.  Failure to meet equipment requirements will result in disqualification.

4.  Equipment will be re-inspected by the director (or designated official) at the beginning of any direct elimination bout.

For more information about protective gear, please, refer to the article “What gear do you need to practice HEMA?” on our page.

Field of Play

1.  Dimensions are a circle with a 16 foot diameter.

2.  Starting position.  Each combatant starts on opposite sides with their front foot on the circle.

3.  A fighter is out of bounds when they traverse the boundary completely with both feet.  This is termed a “ring-out”.

4.  A fighter who goes out of bounds may not score, however, they may be scored upon.

5. A fighter who continues to perform ring-outs may be warned and/or penalized under the rule.

How the tournament is scored?

  • Circle City Steel Clash tournament is scored by directors who observe and evaluate the exchanges between the fighters in the ring.
  • Each exchange is a single action or a series of actions that result in a hit, a cut, a touch, a parry, a bind, a grapple, or a break.
  • The judges award points to the fighters based on the quality, effectiveness, and validity of their actions, according to the rules and criteria of the Circle City Steel Clash tournament.
  • The rules and criteria may vary depending on the weapon, the discipline, the level, and the format, but they generally aim to reflect the historical context and the martial spirit of the art.
  • Some common factors that influence the scoring are: the target area, the technique, the control, the initiative, the defense, the afterblow, the double hit, the balance, and the time limit.

Scoring and timing

  • Double touches score no points.
  • The final exchange will have no time limit. If the score is even, the bout will continue till a clear touch by either opponent is made.
  • No points will be awarded after “halt”.
  • The clock will not be stopped at a “halt”, however, the director may ask for time to be stopped if necessary.

The Combat Rules

Steel Brawl: Advanced Longsword (Steel Format)

  1. The target area includes the whole body except for four target zones, which are forbidden:
  • The back of the head
  • The spine
  • The groin
  • The ankle and foot.

Scoring:
Touch of the head and body is worth 2 points, and any touch of the extremities is worth 1 point.

In pools: 3 min or up to 5 points.

DE: two rounds of 3 min with 1 min. break or up to 15 points.

Exception:

Strikes with a sword held in one hand. For the Advanced Longsword competition, so-called one-handed strikes are legal and score one point. That includes not only “whip” type strikes (“Gayszlen”), but thrusts and pommel strikes as well. However, any following in-tempo counter hit to the head, or the body of the attacker with the sword held in both hands, will nullify the touch, and the defender will score two points accordingly.

If the competitor has a longsword/feder with rings, all touches to the hands will be scored.

Rookie Skirmish: Novice Longsword (Steel Format)

  1. The target area includes only the head, the body, and the upper arms (shoulders down to the elbow joints). Exception:
    1. The touch will be scored to the hand if the fighter blocks the upcoming strike with the hand.
    2. The touch will be scored to the hand if the fighter is hit in a “Vom Tag” or similar position.
  2. There are three zones within the target location that are forbidden:
  • The back of the head
  • The spine
  • The groin

Scoring:
Touches to the permitted areas are scored 1 point.

In pools: 3 min or up to 5 points.

DE: two rounds of 3 min with 1 min. break or up to 10 points.

Strikes with a sword held in one hand: for the Novice Longsword competition, so-called one-handed strikes do not score any points.

Exclusions from the scoring of hands’ touches rule. While in the Novice Longsword Competition, hands’ touches are not scored, to avoid the abuse of the rule, we’ve included a few exceptions:

  1. A point is awarded to the attacker when the defender uses hands to block the opponent’s strike.
  2. A point is awarded to the defender when the attacker performs high strikes (Like a VomTag).
  3. A point will be awarded to the attacker if the blade is grabbed or blocked by a defender’s hand during the cut action.
  4. The fighter gets the point by pulling the blade from the grip aka cutting the hand.

Foam Rumble: Foam Format Longsword

  1. The target area includes the whole body except for the hands and forearms.
  2. Four target zones are forbidden:
  • The back of the head
  • The spine
  • The groin
  • The ankle and foot.

Scoring:
Touches to the permitted areas are scored 1 point.

In pools: 3 min or up to 5 points.

DE: two rounds of 3 min with 1 min. break or up to 10 points.

Onehanded strikes, pommel strikes, and half-sword strikes are not scored.

Longsword general fighting rules

  1. The materiality of the hit. The hit must land on the valid target and with sufficient quality, within the time allotted by the director.
  2. Hits may be scored with the point (Thrust) or the blade (Cut or Draw Cut), including half-sword strikes.
  3. The quality of a hit is determined by the following:
  • Edge geometry – Only cuts with the edge may score. Hits with the flat of the blade do not have quality and will not score.
  • Blade placement – only cuts scoring with the upper half (foible) of the blade will be considered of quality. Hits with the forte do not have quality and will not score.
  • Rotation – Only cuts with significant rotation may score. A simple touching of the target area may not have quality and will not score.
  • The draw cut is correctly executed when at least half the sword edge is continuously pulled across the target.
  • Half-sword and pommel strikes, if permitted, must be executed with control otherwise the red card will be issued.
  1. Gripping of the blade: taking control of the opponent’s blade by grabbing it is allowed, however, if it is done during a cut action from the opponent, the fight will be stopped, and opponents get the point for a successful cut to the hand. The opponent also gets the point by pulling the blade from the grip aka cutting the hand.
  2. Illegal strikes – While historically accurate, for the safety of competition, the following techniques are prohibited and will be punished under the rules.
  • Any hit with the crossguard, or forte of the weapon.
  • Any cut or thrust with excessive force.
  • Any cut that originates from behind the fighter: e.g. giant windmill strikes.
  • Any strike to a prohibited target zone.
  • A pommel strike is performed while holding or otherwise restricting the movement of the opponent’s head.
  1. Additional illegal maneuvers
  • Wrestling, tripping, bars, and locks are not permitted.
  • Strikes with the offhand are not permitted aka hits with a fist or elbow.
  • Strikes with the feet are not permitted aka kicks with a foot or ankle.
  • Strikes on a fallen opponent are not permitted.
  • Takedowns or throws are not permitted.
  • Turning the back of the head towards the opponent is not permitted.
  1. Disarming an opponent. If a fighter is disarmed or drops their weapon during the combat, their opponent will be awarded a point.

Exceptions:

– if the weapon was let go during a thrust toward to incoming opponent, to avoid a hard strike.

– if the weapon was dropped to grab the opponent’s weapon.

– if the weapon was dropped due to excessive power use of the opponent in push-out-of-boundary action.

  1. Afterblows. Fighters must always protect themselves, even after performing a valid strike.  Hits that occur immediately after a valid strike (a.k.a. Afterblows) are legal and will be counted.  Afterblows that occur over one second after the valid hit aka “reaction strike” will be considered late, and not counted.  The director decides if the afterblow is within the time.
  2. Double hits. If both fighters make a valid hit at the same time, no points will be awarded. However, in advanced longsword (“Steel Brawl”) if one of the touches lands on extremities, one point will be awarded to the fighter who hits a head or a body.
  3. Running onto the sword. If a fighter is in a position with the point of the sword directed at the opponent’s chest or head, the fighter is said to be in the in-line position.  If a fighter is in an in-line position, the opponent must try to remove the threatening line.  If they run onto the sword point without doing so, it potentially creates a safety hazard, and may be penalized under the rules.  A yellow card will be issued if the director determines that the action was unsafe.

However, if a fighter is in the in-line position and thrusts forward or deceives the opponent’s attack, despite being hit, the running onto the sword penalty will not apply.

  1. Grappling. While, wrestling, tripping, throws, unarmed strikes, and joint or body locks are not permitted, fighters may engage in grappling.  Grappling is defined as hand play to control the opponent’s weapon, ability to control their weapon, maneuver to gain a favorable position, and attempt to disarm the opponent.  If, during the grapple, the fighting becomes confused or a stalemate is achieved, the director will stop the combat.
Hand touches are not awarded points unless they meet certain criteria (applied to an Advanced Longsword Competition only):
  • Hand touches are hits that land on the opponent’s hand or forearm with the tip or the edge of the blade.
  • Hand touches are not awarded points unless they meet certain criteria, such as: they are done with commitment, they are not easily countered by the defender, they are part of a good combination, they are technically correct, and they are in perfect balance.
  • The reason for this is to avoid forming in HEMA fighters a bad habit of hunting for that small target and forgetting about everything else, including proper defense.
  • Poking, searching, tapping, etc. hands are not exactly deadly hits, but most importantly, do not require well-established techniques. They are more of cheating cuts and are not valid.
  • Circle City Steel Clash tournament aims to encourage and reward fighters who demonstrate skill, strategy, and martial spirit, not those who exploit loopholes or take advantage of the rules.
  • Therefore, hand touches are only recognized as valid hits if they are well-performed, done around the opponent’s blade or cross-guard, with intent and balance, or in good combination with other actions.

Poking Fracas: Steel Rapier

That is for single rapier only competition. No daggers, cloaks, or other off-hand equipment is allowed.

Rapier blade length should not be shorter than 40 inches.

  1. The target area includes the whole body except for three target zones, which, are forbidden:
  • The back of the head
  • The spine
  • The groin
  1. The materiality of the hit. The hit must land on a valid target and with sufficient quality, within the time allotted by the director.
  2. Only touches with the point may be scored. Cuts are not scored. Exceptions: blade cut like a “Draw Cut” will be scored.
  3. The quality of a hit is determined by the following:
  • Pocking-type thrusts will not be scored: the blade must show a slight bent during the touch.
  • The draw cut is correctly executed when at least half the blade edge is continuously pulled across the target.
  • Half-sword and pommel strikes are not allowed and will not be scorred.

5. The use of the offhand.
The use of the offhand in parry-type actions is allowed. However, if the opponent performs a draw cut before the attacking or defending action is finalized, the opponent will be awarded one point.

6. Gripping of the opponent’s blade: taking control of the opponent’s blade by grabbing it is allowed, however, if it is done during the action from the opponent, the fight will be stopped, and the opponent get the point for a successful drow cut to the hand.

7. Illegal strikes – While historically accurate, for the safety of competition, the following techniques are prohibited and will be punished under the rules.

  • Any hit with the crossguard, pommel, or forte of the weapon.
  • Any cut or thrust with excessive force.
  • Any cut that originates from behind the fighter: e. saber strikes.
  • Any strike to a prohibited target zone.

Additional illegal maneuvers

  • Wrestling, tripping, bars, and locks are not permitted.
  • Strikes with the offhand are not permitted aka hits with a fist or elbow.
  • Strikes with the feet are not permitted aka kicks with a foot or ankle.
  • Strikes on a fallen opponent are not permitted.
  • Takedowns or throws are not permitted.
  • Turning the back of the head towards to the opponent is not permitted.
  1. Disarming an opponent. If a fighter is disarmed or drops their weapon during the combat, their opponent will be awarded a point.
  1. Afterblows. Fighters must always protect themselves, even after performing a valid strike.  Hits that occur immediately after a valid strike (a.k.a. Afterblows) are legal and will be counted.  Afterblows that occur over one second after the valid hit (aka reaction strikes) will be considered late, and not counted.  The director decides if the afterblow is within the time.
  2. Double hits. If both fighters make a valid hit at the same time, no points will be awarded.
  3. Running onto the opponent’s blade. If a fighter is in a position with the point of the weapon(s) directed at the opponent’s chest or head, the fighter is said to be in the in-line position. If a fighter is in an in-line position, the opponent must try to remove the threatening line.  If they run onto the blade’s point without doing so, it potentially creates a safety hazard and may be penalized under the rules.  A yellow card will be issued if the director determines that the action was unsafe.

However, if a fighter is in the in-line position and thrusts forward or deceives the opponent’s attack, despite being hit, the running onto the sword penalty will not apply.

12. Grappling. While, wrestling, tripping, throws, unarmed strikes, and joint or body locks are not permitted, fighters may engage in grappling.  Grappling is defined as hand play to control the opponent’s weapon, ability to control their weapon, maneuver to gain a favorable position, and attempt to disarm the opponent.  If, during the grapple, the fighting becomes confused or a stalemate is achieved, the director will stop the combat.

Scoring:
Touches to the permitted areas are scored 1 point.

In pools: 3 min or up to 5 points.

DE: two rounds of 3 min with 1 min. break or up to 10 points.

Penalties

  • If a second yellow card is issued within the same bout it becomes a red card.
  • Some penalties, depending upon severity, may be given an immediate black card.
  • Any fighter given a black card will have their name stricken from the record and be replaced by “FIGHTER EXCLUDED”. All prizes, ratings, or honors are forfeited. 
Yellow card (Warning)
  • Failure to follow the director’s commands (ignoring “Halt!”, False starts, courtesy warnings, etc…)
  • Delaying the bout (including continued ring-outs after a warning)
  • Unjustified appeal
  • Unsafe actions (includes willfully turning back to the opponent, tripping, intentionally falling, running onto the sword.)
  • Out-of-control actions (including falling)
Red card (Penalty – 1 point awarded to the opponent)
  • Performing prohibited or dangerous moves/strikes (2nd offense is a Black card)
  • Hitting an opponent in a prohibited target area (non-intentional – does not include a substitution of illegal target)
  • Substitution of an illegal target (i.e. turning back to the opponent in an attempt to get the opponent to hit an illegal target.)
  • Offense against sportsmanship*
Black card (removal from the competition) can be given:
  • Fighter aggressively using dangerous moves/strikes
  • Offense against sportsmanship*
  • Use of illegal equipment
  • Intentionally hitting an opponent in a prohibited target area
  • Vindictive, retaliatory, or rage strikes.

Additional penalties can be given to spectators, coaches, or non-combatants.  A warning may be issued.   An additional offense will result in ejection from the venue.  In severe cases, ejection may occur immediately and without warning.

  • Offense against sportsmanship
  • Disturbing order
  • Interference
*Sportsmanship

Sportsmanship is a broad term used to describe behavior and attitude during a sporting event.  Participants are expected to exhibit good sportsmanship.  This includes but is not limited to honesty, respect, fairness, and emotional control.  Offenses against sportsmanship will be penalized under the rules.

It is considered poor sportsmanship to criticize officials’ decisions during the competition.

A fighter may address the director (not the side judges) to ask for clarification.  It must be done respectfully. 

Injuries.

To recuperate from the injury the fighter can have 5 minutes in total during pool bouts, and 10 minutes in total during DE bouts. If the medical condition of the injured fighter doesn’t permit them to continue the combat, the victory will be awarded to the remaining combatant. However, if the injury is caused by intentionally strong hits or hits to the prohibited areas, per the director’s decision, the black card can be issued and victory to be granted to the injured party. 

Appeals

A fighter may appeal to the tournament committee during the bout if they believe the officials have breached the rules.  If the committee decides the appeal is unjustified, they will penalize them under the rules.  The opinion of the director on materiality cannot be disputed, however, the fighter may request for a committee member to watch over the rest of the disputed fight.

Contact us

Please, contact organizers if you have any questions or suggestions​