A Fight to the Death (Death Spars)
These duels are serious, and though Fights to the death are not encouraged,
they are accepted
as being a part of Gor. The combatants are risking their lives (the
loser of a death duel dies
either from Mortal injury in the fight or a death blow (considered
delivered) after the judgment
is rendered. In fact it is entirely possible both may die if the
duel is ruled a draw) or suffer
permanent injury. The combatants risk everything they own in addition
to their lives, including
but not limited to gold, FC's and slaves. These duels are fought
with weapons, although
hand-to-hand combat may be used. These duels shall be a minimum
of five posts though
normally eight posts is the accepted length. The loser of a fight
to the death is expected to
honor his name by letting it be buried with him along with the titles
and position he held.
Returning with a new name he is expected to start over and build
a new persona, new
possessions, and a new reputation.
These spars are judged by a panel of not less than three Judges,
agreed upon by the combatants
A fight of Honor (Honor Spars or Canjellne )
These duels are for settling disputes and matters of honor that do
not require someone's death. The
stakes of such a spar, be it bragging rights, ownership of a slave
,or something of a more serious nature
shall be set in advance and agreed upon but both combatants and
the winner is awarded all. These fights
are serious and serious wounds may be inflicted but death blows
and permanent injury are not
encouraged though due to the inherently dangerous nature od sword
fighting, strikes of a serious nature
such as maiming, crippling and blows that would kill are allowed.
These duels shall be five posts in length.
These spars are judged by a panel of three Judges, agreed upon by
the combatants
A Fight Just for the Hell of It (Practice/Sport Spars)
These spars are for practice and tournament competition. These spars
are light contact. No serious
wounding and no death blows are allowed. These spars may even hand-to-hand
weaponless combat if
both combatants agree. These spars shall be three to five posts
in length.
These spars can be judged by a single Judge or not at all, as agreed
upon by the combatants
Assassin Attack or Spontaneous fights (Open Combat)
Given the volatile nature of Goreans, sometimes combat will spontaneously
begin between warriors
(possibly more than 2) or possibly due to an assassin's attack.
In any case it is important to quickly
inform Your opponent of Your actual intent, death, honor, boredom
etc...these fights fall under the
jurisdiction of the room that is being fought in unless other rules
are agreed to by both combatants. If the
fight takes place in the Circle then Circle rules shall apply
These spars are judged by the Room Leader or whom ever he appoints,
unless otherwise agreed upon
by the combatants
1.
Posts will be alternating . . . the first post of the spar to be
given to the challenger unless agreed upon
otherwise.
A *Stance/Weapons/Description Post* shall be made at the start by
each fighter declaring all weapons
and their positions as well as the fighters basic stance.
2.
Each combatant may use up to Five Gorean weapons including quiva
(this also includes shields, bucklers
or helmet). A pair of fighting slaves gauntlets count as two weapons.
A bow or crossbow with a single
arrow/bolt is a weapon and each additional arrow/bolt is considered
an additional weapon. Non-Gorean
weapons will not be permitted and, of course, no armor, chain mail,
or similar protection.(this includes
the hardened leather or steel nard guard worn by some people. the
exception to this rule is the cultural
specific items mentioned in the Gor novels..IE: the facial chains
of the Tuchuk helm, the heavy leather
boots of the thalarion rider, etc.
3.
Fighters will be judged on their skill and realism. All strikes
must be accepted, accepted and minimized,
evaded or blocked in a realistic manner. Each fighter may choose
how he handles an attack, but
whatever is chosen, the fight/spar must flow reasonably from one
move to the next. Explaining the
logistics of the fight is up to the fighters, do not make the Judges
have to try to decipher how or what is
happening
4.
An individual post will consist of NO MORE than 5 actions. Actions
include any combinations of
movement, attacks, and defense. Accepting a strike, blow or wound
does not count against the five
allowed actions unless it incorporates a movement that would not
have happened otherwise.
Movement actions include but are not limited to:
[A]
Closing to engage a combatant. Even on the opening post.
......Examples
( stepping in)=1movement
(Stepping hard and fast)=1movenment
(Stepping in then left)= 2movements
(Closing the distance between us in a circular movement to bring
Me toe to toe with You)=1 movement
(Turning to face you and closing fast)=2 movements
(Moving forward at a diagonal to bring me to your right side)=1
movement
[B]
Moving back out of combat and getting reading to defend.
......Examples
(Backs away quickly 3 paces)=1movement
(Leaps back out of Your sword range and pulls my weapons back to
guard)=2movements
(Steps away and to my right sword recocking over My shoulder and
shield back in front=4movements
(Stands up and backs away)=2 movements
(Rolls to the side and springs to my feet ready for Your attack)=2movements
(Backs up and hunkers behind my shield hiding as much of my body
as possible)=2movements
(Steps back and resumes my original stance)=2movements
(Stays close and does not move back but pulls my weapons back to
thier original spots)=1movement
[C]
Changing Your weapons.
......Examples
(Draws my dagger with my left hand [hand previously was empty])=1
movement
(Stabs my sword into the sand and whips out a quiva)=2 movements
(Tosses My axe into the air sending it twirling end over end straight
up and grabs the xbow off my back
and shoots you then drops the xbow and catches the axe)=5 movements
and should only be attempted
by professionals
(Picks up the fallen weapon[hand was previously empty])=1movement
[D]
Repositioning Your weapons
......Examples
(Brings my sword to a high guard[was previously beside your knee])=1
movement
(Moves My shield over my head to forestall any high attacks)=1movement
(Whips my sword around behind My back and brings it out the other
side in the other hand in a fancy
Conan/ninja move)=1movement
(Tosses my quiva back and forth between My right and left hands)=1movement
for each toss
[E]
Changing Your position during or after attacking.
......Examples
(Spins off to your right with the momentum of my blow)=1movement
(Steps quickly back after My knee to your groin getting room to
wield My longsword)=1movement
(Steps sharply to the left as I swing my sword)=2movements
[F]
Getting out of the way of an attack (ducking, rolling out of the
way, etc.).
......Examples
(Drops to my knees as your sword whistles over my head)=1movement
(Drops, twists and rolls away from Your Blow)=3 movements
(Dives to the side then leaps back to My feet)=2 movements
[G]
Feints.
......Examples
(Makes a half step right then leaps to the left)=2movement
(Feints a move to your left then spins to your right)=2movement
[H]
Movement caused by accepting yet blocking or minimizing a blow
......Examples
(Drops to My knees from the force of the blow I just barely blocked
with My shield)=2movements
(Staggers back from the strike_.)=1movement
(Is knocked back from the shield punch)=1movement
Attacking actions include but are not limited to:
[A]
Hitting or attempting to hit with a weapon.
......Examples
(Swings my sword at your head)=1movement
(Snaps the blade in at your shoulder then down to your thigh)=2movement
(Slams my sword into yours trying to drive it wide in an offensive
parry)=1movement
(Rips the right hand blade in a flashing arc between us to carve
it into a backhand strike at Your right
leg)=1movement
(Carves both my swords across your chest from left to right)=2movement
*Note* a double attack is two movements, one for each sword
[B]
Hitting or attempting to hit with a shield.
......Examples
(Drives the shield in at your chest attempting to pin Your weapons
there)=1movement
(Lays the shield on Your sword as I ride it wide)=1movement
(Slams the steel wrapped edge of the shield down at Your knee)=1movement
[C]
Hand-to-hand attacks such as kicks, punches, leg sweeps, head butts,
throws, etc.
......Examples
(Punches you in the mouth)=1movement
(Reaches between your legs and grabs at Your nards trying to squeeze
them into a twisted pain filled
sack of skin)=1movement
drops low to the ground and sweeps my leg around bashing Your ankle
in a particular nasty
fashion)=2movement
[D]
Using blood, sand, or another foreign substance to blind.
......Examples
(Flicks my buried foot up and sends a spay of sand up at Your eyes
to blind you)=1movement
(Spits a mouth full of broken teeth and blood at your face)=1movement
(Hooks a loose Tapestry with My sword tip and drags it from the
wall flinging it over Your
head)=1movement
Defensive actions includes but is not limited to:
[A]
Parries with a weapon.
......Examples
(Swings my sword out to catch your in rushing weapon)=1movement
(Flicks My sword left and rides your stab wide)=1movement
(Locks My blades In an X and holds them firm as Your sword comes
crashing down)=2movement
*Note* a double weapon block is two movements, one for each weapon
[B]
Blocks with a shield.
......Examples
(Twitches My shield to the side to catch Your sword on the steel
wrapped edge)=1movement
(Drives My shield low to stop Your thrust from skewering Me)=1movement
(Lifts My shield Over My head in preparation for the blows You are
going rain down on
me)=1movement
[C]
Ducking, dodging or otherwise evading an attack.
......Examples
(Leans back out of the range of Your quiva)=1movement
(Steps to the side and grins as the trust stabs the air where I
just was)=1movement
(Steps into the blow lessening the force and power of the blow)=1movement
(Tucks my head behind the shield and lets You punch it instead)=1movement
5.
Combatants will have a 10 minute period from the previous post to
post their responce. After this time a
single penalty point shall be imposed.
*Note* This rule can be waived or adjusted if both combatants agree
6.
To assist the judges, combatants may use some method of separating
actions (by use of a numbered
sequence (1, 2, 3...), series of periods (......) or stars (****)
or some other method).
......Examples
(Parrying your sword with My shield..1...stabbing You in the stomach
with My sword***2***stepping
back and the right three paces, knees bent and crouching in defense..~~*3*~~..)
*Note* this is a convention and Not a deductible rule
7.
A combination moves that require two or more actions is NOT counted
as a single movement, it is still
two or more actions and is counted as such.
8.
Combatants may NOT post the actions of their opponents (force posting)
or the damage that their attack
does.
......Examples
(Stabbing you in the chest with my quiva)= an acceptable attack.
(Stabbing you in the chest with my quiva....puncturing your lung)=an
unacceptable attack because it
declares the damage received by the opponent.
(Circling to your right)=an acceptable move
(Circling to your left forcing you to turn)=an unacceptable move
because it declares a movement by the
opponent
*Note 1* Posts that include striking the intended target (i.e. "Stabbing
you in the chest with my quiva")
do not describe the actions of their opponents or the damage that
their attack does. Instead it is
considered a "guide" to the intent and thinking of the combatant.
*Note 2* A parry is basically a forced post as for it to be successful
It implies that You were able to
control Your opponents weapon in such a way to render it harmless
for the moment. This being
understood a Parry [offensive or defensive] is NOT judged as a forced
post unless You get too carried
away with it [describing the location or angle of Your opponents
Blade]. Suffice it to say that You
knocked his blade wide and let him decide on just how and where
it went
9.
Fighters are urged to be as descriptive and accurate as possible.
Use of "right and left" with regard to the
opponent (be sure to post if its YOUR right or your opponents right)
is highly encouraged and could save
you a point deduction for an unclear post.
10.
Fighters must make sure their attacks start from the end of their
opponents post...to make an attack that
happens during Your Opponents post is called Back Posting this confuses
and disrupts the flow of the
spar and if Your opponent defends against it it usually changes
what has already been posted further
disrupting the spar. Back posts and defenses to them will earn you
a deduction.
......Examples
(Slashing at Your wrist as You make the first of three blows to
My stomach) (Hacking My sword down
into Your knee as You raise it up at My nards) (Ducking under your
blow and opening your belly with a
twisting backhand slash,then driving My knee up into Your nards
before you back away)
*Note* For further explanation of Back post click here_.{back}
11.
An "Ending Post" may be posted after the final strikes have been
posted. The Ending Post will abide By
all the rules yet WILL NOT contain any offensive actions.
12.
The judgement of the panel of judges is final and binding if You
feel You can not accept it then do not
step in to the pit. Each of the judges does their best to score
the match fairly and unbiased.
Sometimes a mistake is made unintentionally or they see something
different that others have missed, this
is why there are multiple judges and the combatants are allowed
choice in their selection Arguing about
the decision is neither honorable not Gorean.
1.Who judges and the number of judges of a fight/spar shall be set
and agreed on by the combatants. An
odd number of judges is preferred to minimize the chance of a draw.
In the case of a fight to the Death, the judges must first decide
if a fight to the Death is warranted for the
dispute between the combatants. If the judges decide a fight to
the Death is not warranted, and the
combatants agree then the duel shall be reduced to an Honor Spar.
In the case of Open Combat, the Ubar/Jarl/Chief/Leader of the room
where the combat occurs shall
judge the combat. If the Ubar/Jarl/Chief/Leader is involved in the
combat or if the Ubar/Jarl/Chief/Leader
cannot FAIRLY judge the combat, the Ubar/Jarl/Chief/Leader shall
appoint a single neutral judge
agreeable to all combatants to determine if any deaths, serious
wounds, or captures occurred.
2.
Judges shall read all posts carefully, and objectively assess the
merit of the posts. If a judge cannot do
this, the judge should REFUSE to judge the fight/spar. It's the
only honorable action.
3.
Booted/crashed/frozen/tech impaired/RTI'd combatants (This IS on
line and WILL happen.). a 15
minute grace time - over and above the 10 minute limit - shouuld
be given in those cases. In cases where a
combatant cannot return to the fight/spar, the judges shall decide
whether to restart the entire duel/spar at
a later time or pick up the duel/spar where it ended at a later
time. The judges may render decision on the
duel/spar at the point the duel/spar ended, IF and ONLY IF, both
combatants agree and three posts
each have been completed.
4.
Each post of each round of a duel/spar shall be worth a base of
10 points. Points shall then be added or
subtracted from the base.
5.
Fights/Spars will be judged on the basis of realism, following the
above rules of combat, and
effectiveness of offense and defense.
6.
Violations of the 10 minute time limit shall have a 1 point deduction.
The 10 minutes are calculated from
the time of the opponent's last post. A one second violation of
the 10 minutes IS a violation, and a 5
minute delay is also only a single point deduction
......Examples
(Fighter 1 posts at 15:21:45. Fighter 2's post arrives at 15:31:46)=1
point is deducted.)
(Fighter 2 posts at 15:21:45. Fighter 1's post arrives at 15:41:03)=1
point is deducted.)
7.
Unrealistic/confusing/non-flowing posts shall have 1 point deducted.
Combatants are not supermen and
posts should reflect humanly possible actions. The posts of each
combatant should be clear, easy to read
and easy to visualize. The posts should flow easily from one post
to the next.
8.
Violations of the rules of combat shall have a 1 point deduction
PER violation. The only exception to this
rule is The Movement violation, if a fighter posts 8 or more actions
it is considered a flagrant abuse of the
rules and shall receive an extra point deduction for each movement
in excess of 7
......Examples
(Combatant posts 7 actions in a post)=combatant loses 1 point
(Combatant posts 6 actions AND directs the opponent's next move)=combatant
loses 2 points
(Combatant posts 6 actions, directs the opponent's next move, AND
violates the 10:00 time limit for
response)=combatant loses 3 points
(Combatant posts 16 movements)=loses 10 points [movements 6&7=1point...
movement 8=1point...
movement 9=1point... movement 10=1point... movement 11=1point...
movement 12=1point...
movement 13=1point... movement 14=1point... movement 15=1point...
movement 16=1point...total
loss=10points]
*Note* This may seem excessive but if you consider one or two extra
movements may be a mistake but
3 or more is done on purpose to cheat and will be penalized as such
9.
there is no rule nine
10.
Judges shall look at each round of the fight/spar for offensive
moves as it is a given that a sword fight can
not be won with out attacking.... a purely defenseive post shall
have a single point deducted for lack of
aggression. This is in place to stop someone from posting a technicaly
correct spar yet never throwing an
offensive blow.
Note* there will be times that it may become necessary to accept
a hit in order to make an aggressive
post this IS realistic and, though not a favourite choice, one that
sometimes needs to made
11.
The judges MAY stop a spar if a lethal Blow is accepted or ignored.
If a defense to the lethal blow is
posted and the judges feel that it was unrealistic enough to not
have slowed or blocked the blow in any
way, they can also call a halt to the spar. If all the judges agree
on this point a winner MAY be decided
with out the spar continuing this MUST be an Unanimous decision
By all the Judges_.. in the case of a
single judge this policy remains in force but is discouraged
12.
The end of the fight/spar will occur when the "Ending Post" is posted.
At the end of the duel/spar, each judge will all add his scores
from all five posts for each combatant to
determine who won the fight/spar. The name of the winner shall then
be given to the head judge.
The winner of the fight/spar shall be the combatant who has the
most judges deciding in his favor at the
end of the fight/spar.
......Examples
Judge 1 scores for Fighter 1: 21 - 19.
Judge 2 scores for Fighter 2: 22 - 17.
Judge 3 scores for Fighter 1: 20 - 19.
Fighter 1 is the winner of the fight/spar because 2 of the 3 judges
have decided for Fighter 1. Fighter 1
wins the fight/spar even though total points totals are 58 (Fighter
1) to 60 (Fighter 2). This prevents a
single judge (like Judge 2) from effectively 'over ruling' the other
two judges.)
Judge 1 scores for Fighter 1: 20 - 19.
Judge 2 scores a draw: 19 - 19.
Judge 3 scores for Fighter 2: 19 - 17.
The fight/spar is a draw even though Fighter 2 has a 1 point edge
in the totaled score.)
Judge 1 scores for Fighter 1: 20 - 18.
Judge 2 scores a draw: 19 - 19.
Judge 3 scores a draw: 17 - 17.
The fight/spar is a draw because 2 of 3 judges ruled it a draw.
To allow Fighter 1 to win would allow
Judge 1 to 'over rule' the other two judges. This fight/spar is
a draw, even though Fighter 1 has a 2 point
edge in the totaled score.)
12.
Judges shall give their scoring and the reasons for the scoring
in public.
13.
It is hoped that any fight/spar would have a winner and loser but
both serious fights and the Sport Spar
may end in a draw. Extra rounds may be added to a Sport Spar or
either fight (Honor or Death), if both
combatants agree.
In case of a draw in a Sport Spar there are no consequences to a
draw. In case of a draw in an Honor
Duel both combatants keep their stakes.
In case of a draw in a Death Duel the judges must decide whether
both combatants live or die. If both
combatants are deemed to die due to severe injuries, then their
property is returned to their next of kin.
14.
If the results of the combat are a draw, and both combatants agree
to break the draw, then an extra
round will be added to the fight/spar. The extra round shall be
judged independently of the preceding
regular rounds. The scores of the regular rounds of the fight/spar
are no longer valid.
After completion of the extra round the judges will confer to see
if one combatant has won or lost the
extra round. If a winner of the extra round is found, then the fight/spar
is over and the winner of the extra
round is declared the winner of the fight/spar.
If no winner has been determined in the extra round (i.e. the extra
round was judged a draw too), then a
second extra round is maybe added to the duel/spar. This process
continues until a winner is declared, or
until the combatants agree to a draw
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