Survivability Lite Ruleset is a lightweight, universal HEMA ruleset that is simple to understand for fencers, referee friendly and easily scalable for larger competitions!

The emphasis of the ruleset is set on ‘survival’ actions rather than ‘scoring’ actions based on the rationale that the only winner is a person who survives the exchange by not getting hit.

Summary:

  • Fight will last 3 mins with a cap of 20 points.
  • Clean Hit Scoring:
    • Deep Target (Head, Torso):
      • 5 points
    • Shallow Target (Arms, Legs):
      • 3 points
  • Double/Afterblow Scoring:
    • Fully weighed afterblow, hits deducts points from each other:
      • 5 Red 3 Blue = 2 Red
      • 3 Red 5 Blue = 2 Blue
      • 5 Red 5 Blue = 0 no score
  • Long Afterblow Rule = defender is allowed an afterblow action(s) within one step range with no time limit

Tournament:

  • Tournament will consists of group pool phase with up to 6 participants each in pool
  • Pools will be designed to give each participant maximum number of fights and will be seeded whenever possible
  • Tournament structure will be made available online before the event
  • Elimination bracket will be assembled from the top scorers of each pool.

Bout:

  • Each fight will consist of unlimited number of exchanges with a 3 mins time limit and/or a cap of 20 points.
  • Time doesn’t stop in between exchanges unless requested specifically by the referee
  • Final exchange called at 10 secs mark

Exchange:

  • Each fighter starts an exchange in their dedicated corner
  • Only one designated person (Second) is allowed in the corner
  • Main referee will call the start (Fight) and stop (Hold) of the exchange
  • After the HOLD command both fighters need to stop immediately and go back to their corners
  • Parrying a late attack however is allowed but attacking is not.
  • Any attack made after the HOLD command is nullified
  • Fighters can only dispute referee decisions through their Seconds (and only when standing in their corners)
  • Main referee will always make the final call, after consulting with fighters and side referees

Scoring:

  • CLEAN HIT (no afterblow or afterblow is parried):
    • 5 points for a clean hit at deep target area (head, torso)
    • 3 points for a clean hit at shallow target area (arms, legs)
  • DOUBLE/AFTERBLOW (both sides hit, valid afterblow delivered within one step):
    • Fully weighed afterblow: hits deducts points from each other:
    • 5 Red 3 Blue = 2 Red
    • 3 Red 5 Blue = 2 Blue
    • 5 Red 5 Blue = 5 Each, no score
    • 0 Red 0 Blue – 0 no score (no quality or unclear exchange)
  • ONE STEP AFTERBLOW
    • Defender is allowed unlimited number of actions within one step range. All afterblows delivered within one step should be counted as valid. All afterblows delivered after second or more steps should be ignored.
  • QUALITY:
    • What counts as valid strike:
      • Cut made with at least 30 cm travelling arc with proper edge alignment
      • Thrust made with enough impact to make the bend of the blade visible
      • Slice made with at least 30 cm slicing (in or out) motion with proper edge alignment
    • What does not count as a valid strike and should be rejected:
      • Cut/Slice executed with a flat or poor edge alignment
      • Thrust executed lightly without visible bend of the blade
      • Cut/Slice resulted in edge travelling less than 30 cm
      • Light taps, scratches, hits at the outer protecting layer that otherwise would have missed the body
  • Strikes with the body and wrestling doesn’t score any points but can be used (in controlled manner) in order to facilitate scoring with a weapon (blade or pommel). Joint locks and throws are not allowed!
  • Pommel strikes and disarms can score only if used in control manner and will be awarded with a default lower value (3 points).
  • Ring out (only with both feet and only if the other fencer didn’t step out as well) is worth default lower value (3 points) to the fencer that stayed in a ring
  • Disallowed targets: groin area, back of the head & spine area, back of the knee, ankle and feet

Penalties:

  • There will be a Warning/Yellow/Red Card system in place to be used as a penalty system.
  • There can be only one warning per fighter per tournament, each next warning will result in Yellow Card
  • Yellow Card will nullify the points gained within the same exchange and is recorded on the score card, there can be no more than 2 yellow cards given to one person in a tournament
  • Red Card will disqualify the fighter from the tournament (3rd Yellow Card automatically becomes Red Card)
  • Warning and further penalties will be used by referees in order to control the order of bout and fighters behavior during the event. Excessive force, dangerous behaviour, time delaying tactics, presenting lower value targets and any other forms of gaming the ruleset will result in a warning/yellow card penalty.

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