COMBAT RULES |
The stance post will be first. Each Warrior will then post three to eight combat posts in alternating fashion. An "ending post" of 2 defensive actions only, will be the final post. ALL posts, including the stance and final defense post will be scored. An individual post will consist of NO MORE than 5 actions. Actions include any combinations of movement, changing weapons, attacks, and defense. Each post will be worth 5 points. Deductions from each post will be based on mistakes, unrealistic actions, confusing posts, non-flowing posts, and time limit violations (8 minutes). One point per round will be awarded to the warrior who posts the most "effective aggression". Remember that a post should represent no more than two to three seconds maximum of RT. Types of Combat Four types of combat are recognized. 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 be entirely hand-to-hand combat if both combatants agree. These spars shall be three to five posts in length, although extra rounds may be added to break a draw (if agreed to by both combatants). Honor Duels (Canjellne or Honor Spars) These duels are for settling disputes and lesser matters of honor. Typically, the combatants will set stakes and the winner is awarded all. These duels are more serious and serious wounds may be inflicted but death blows and permanent injury are not permitted. These duels may be entirely hand-to-hand combat if both combatants agree. These duels shall be five posts in length, although extra rounds may be added to break a draw (if agreed to by both combatants). Death Duels (Death Spars) These duels are for grave matters of honor. The combatants are risking their lives (the loser of a death duel dies - and both may die if the duel is ruled a draw) and permanent injury (even the winner). 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 eight posts in length, although extra rounds may be added to break a draw (if agreed to by both combatants). Open Combat Sometimes combat will spontaneously begin between warriors (possibly more than 2) or possibly due to an assassin's attack. Rules for Combatants 1. Each duel/spar will be alternating posts each by each combatant. A "Beginning Post" shall state the stance, where weapons are (hands or sheathed), and if any subtle motion (i.e. "circling"). All times and time violations will begin after the "Beginning Post" is made. The first post of Sport Spars will be determined by a random method agreed to by the combatants and judges. The first post of either Honor Duels or Death Duels shall be the option of the challenged Warrior. The challenged Warrior may post first or second as He chooses. 2. Each combatant may use up to seven Gorean weapons including quiva (this also includes shields, bucklers or helmet). A pair of fighting slaves gloves shall count as two weapons. A bow is a weapon and each arrow is an additional weapon. Non-Gorean weapons will not be permitted and, of course, no armor, chain mail, or similar protection. 3. Combatants will be judged on realism and skill. All strikes must be accepted, evaded or blocked. Each combatant has that choice, but whatever is chosen, the duel/spar must flow reasonably from one move to the next. Connection to the prior post is the responsibility of combatants. 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. Movement actions include but are not limited to: 1. Closing to engage a combatant. Even on the opening post. 2. Moving back out of combat and getting reading to defend. 3. Changing weapons. 4. Changing Your position during or after attacking. 5. Getting out of the way of an attack (ducking, rolling out of the way, etc.). 6. Feints. Attacking actions include but are not limited to: 1. Hitting or attempting to hit with a weapon. 2. Hitting or attempting to hit with a shield. 3. Hand-to-hand attacks such as kicks, punches, leg sweeps, head butts, throws, etc. 4. Using blood, sand, or another foreign substance to blind. Defensive actions includes but is not limited to: 1. Parries with a weapon. 2. Blocks with a shield. 3. Ducking, dodging or otherwise evading an attack. |
COMBAT RULES... Short Version |
Entrance |
Combat2 |