RULES OF ENGAGEMENT
Here are a number of policies that we request public and participants consider while present at the event. The following policies are to ensure the safety and security of both participants and the event going public.
These policies are compulsory and we reserve the right to exclude any person or persons not adhering to the following:
PUBLIC INFORMATION
We request that members of the public do not bear arms while at the event.
This applies to steel arms and weapons, but not to plastic or children's toys. Members of the public wishing to bear arms are encouraged to become involved with a re-enactment group and register as participants.
Please do not cross the wooden or rope barriers about the site.
These are here for your protection.
Please keep all dogs on a leash and under control.
Doggie waste is likewise the responsibility of the dog owner. We request you bring your own cleanup bags. Please ensure that dogs do not mix with horses on site. Some horses and some dogs don't get along.
Please respect the tent sites within the encampments.
You are welcome to visit and ask questions, but please ask permission before seeking to enter a tent.
Please be aware of the presence of horses on-site.
We request that you make way for horses as they move about the event.
Lost Children and Lost Property may be collected from the Kid’s Corner.
Please ensure that your entry tags are clearly displayed at all times.
PARTICIPANT INFORMATION
All participants must be a member of a re-enactment group or society or affiliated to such a group. Attendance at the event is at the discretion of the event management.
All participants are expected to wear historical kit at the event at all times.
Marshals may request that an individual change or remove non-authentic garments during public hours. This includes, but is not limited to modern hats, sunglasses, wristwatches and mobile telephones.
All participants will receive a waiver form with the event passport.
This must be signed and presented upon arrival at the event. Waivers will also be available at the event itself. All participants will need to present a waiver as part of their attendance at the event.
This is New Zealand's National Medieval Tournament.
We want everyone who can make it to Spa Park to be there. Tell your friends. And their friends. Everyone is welcome.
TOURNAMENT RULES:
In the case of all tournament competitions, a common format will be observed:
In the case of all tournament competitions, a common format will be observed:
There will be a preparation meeting for ALL foot combatants Saturday and Sunday mornings. Attendance is compulsory!
Tournaments are fought at first in a round-robin, to determine placings for the semifinal and final fights. Round Robin fights are contested first to three "hits", while the final fights are decided by the first to score five "hits" on their opponent. All combats will be resolved on the day.
Dark Ages and Longsword on Saturday, Armoured and Sidesword on Sunday
Following the completion of the final round, the New Zealand Champion in that competition will be declared.
SINGLE COMBAT TOURNAMENTS:
Single Combat Tournaments are classified as either "Light" or "Heavy". "Light" Tournaments require minimal armour and use fencing masks as the primary form of head protection. "Heavy" tournaments use full battle armour and require metal helmets of a minimum specification as head protection.
- Armour is for personal protection, and will not mitigate the scoring effects of a hit.
- Light Tournaments are: Sidesword, Longsword
- Heavy Tournaments are: Dark Ages, Armoured
- All weapons will be inspected for safety prior to engagement.
- Shields are allowed in the Dark Ages Tournament only. A tournament shield may not be larger than 36" across it's longest dimension. Dispensations may be made in exceptional circumstances.
- Participants under the influence of alcohol or drugs will be removed from competition.
"Light" Tournament equipment specifications: (Please note that these are minimums and that additional armour may be worn if desired). Light Armour is sufficient to withstand a solid blow. (This should be considered as at least a single layer of protection in any major target area). All equipment is subject to Marshal's inspection, whose decision is final.
- Padded Jack or similar.
- Padded cuisses (thighs) preferred.
- Gloves, preferably armoured. Intended as protection for the fingers against accidents.
- Fencing Mask. Protection for the head against blows and thrusts.
- Gorget or Bevor. Protection for throat against blows and thrusts. May be of metal or leather construction.
- Vambraces. Protection for forearms against blows. May be of metal or leather construction.
- Footwear should approximate historical examples as closely as possible, e.g. flat soled turn-shoe footwear, leather sandals or acceptable period boots. No Combat boots, trainers or modern footwear will be allowed in the ring.
- Additional defences are at the discretion of the participant.
"Heavy" Tournament equipment specifications: (Please note that these are minimums and that additional armour may be worn if desired). Battle armour is sufficient to withstand repeated heavy blows. (This should be considered as at least a double layer of protection in any major target area). All equipment is subject to Marshal's inspection, whose decision is final.
- Chain, lamellar or plate armour is preferred.
- Chain may not be worn without padding.
- Armoured gloves. Intended as protection for the fingers against accidents.
- Full-face Helmet. Protection for the head against blows. No thrusts to the face are allowed in Heavy Tournaments.
- Bevor, coif or gorget as appropriate to period. Protection for throat against blows and thrusts. May be of metal or leather construction.
- Vambraces. Protection for forearms against blows. May be of metal or leather construction.
- Footwear should approximate historical examples as closely as possible, e.g. flat soled turn-shoe footwear, leather sandals or acceptable period boots. No Combat boots, trainers or modern footwear will be allowed in the ring.
- Additional defences are at the discretion of the participant.
Combat Equipment specifications:
All weapons must be in a safe, well maintained state upon entry in the competitions and at all times during the event.
Marshals WILL check for safety & use-wear both before & throughout the tournament
- All edges and points must be foiled
- Case, Dagger, Buckler or offhand weapon counts as a second weapon
- Buckler no larger than 15" across the longest dimension
- Daggers no longer than 14"
- Shields no greater than 36" across longest dimension.
- Armour remains the responsibility of the wearer, but must be judged safe for combat.
All single combat tournaments will be fought according to the rules published here:
General codes:
- All combat to take place within a circular "Ring" of 5 (five) paces diameter, defined by the marshals, 7 (seven) paces for the Armoured division. The ring shall be constructed in such a way as to allow for the ejection of a combatant in the course of an armed engagement.
- We request that combatants declare their intended combat style upon entering the tourney. It is not our intent to criticise a combatant's interpretation of historical combat, but we do like people to undertake some research.
- Marshals' decisions are final and incontestable. Contesting decisions during a bout may result in disqualification from that bout at the marshal's discretion.
- All participants shall wear protective armour. Armour is for the protection of the participants and is not considered as mitigation against a landed blow.
- Fencing masks or approved head and face protection shall be worn at all times whilst in a bout.
Entrance Requirements:
- Fighters must be a member of a re-enactment, historical combat or other similar organisation.
- Fighters must, if challenged; be able to provide two references for their safety and skill. These references must come from recognised club captains or trainers.
- No fighter under the age of 16 may take part in a tournament combat. We recommend 18.
- Professional or semi-professional teachers or trainers of combat arts must declare themselves on entry to the competitions. We also welcome those with such experience as marshals and adjudicators.
Combat:
o --Arms from 2 (two) inches above the wrist.
o --Torso.
o --Head.
o --Legs to 2 (two) inches above the ankle.
- All blows struck should be with force sufficient to the level of protection worn in the combat, and blows struck without control are actively discouraged. Weak, ineffective or inconclusive blows will not score. This includes "tap" hits and cuts thrown "off the wrist".
- Sword blows may be delivered by either edge at the Foible, with Pommel or Quillon. Buckler/Dagger strikes are also considered valid. In the case of weapons other than swords, any surface designed with the historical intent to cause damage is considered a striking surface.
- A successful strike, disarm or throw counts as a hit. Compound blows will be counted as a single hit. Combatants are encouraged to call hits on an honour system. However, the marshal's decision remains final in all cases.
- Hits must be struck cleanly so as to be incontestable. This means "hit without being hit yourself". Simultaneous or inconclusive hits will not score. Fighting pairs displaying an unacceptably high degree of simultaneous hits will be removed from the competition. Fighters will receive a warning if this is the case.
- Grapples and throws count for a single point, until both parties hit the ground, in which case it counts as null; unless one participant is clearly in control of the situation, in which case that combatant scores a single point. Throws where one participant leaves the ring count as a point against that person. Successfully evading a grapple will nullify the scoring of points on that grapple.
Safety:
- No blow is to be thrown that seeks intentional harm to an opponent.
- No blows to hands and fingers will be allowed.
- No blows to feet will be allowed.
- No blow is to be thrown at the groin.
- No point is to be thrust at an opponent's back.
- No blow should be targeted at un-armoured elbows or knees.
- Intentional non-target area strikes will not be tolerated. This will result in ejection from the competition after the first warning.
- Thrusts must be delivered safely and to the target areas only.
- Thrusting to the face is permissible only in light tournaments, (where both parties are wearing a fencing mask).
Tournament Specific:
Sidesword: Light Armour, Arming or sideswords preferred.
Swords of between 30" and 36" blade length
A single companion weapon or buckler should be carried and used
Longsword: Light Armour, Longswords.
Longsword of between 36" and 40" blade length
No companion weapons may be carried
Dark Ages: Heavy Armour, Dark Age Weapons.
Sword of no longer than 36" blade length held in a single hand, Single-Handed Axe - haft of max 24". Shields may be used
No companion weapons may be carried
Armoured: Heavy Armour, Polearms Only
No companion weapons may be carried
No shields may be used
4) MELEE BATTLES
Melee combat at Taupo 2010 will be primarily scenario based. A clear description of the Scenarios will be presented to the armies prior to the battle itself. Until then, wild speculation and unsubstantiated rumours are encouraged.
All Combatants will agree to abide by the following rules of combat.
Flags and colours:
- Each army will be allotted a colour and be presented with a banner. This is your flag, the loss of which to the enemy will result in a point scored against your army.
- Each army will have a standard bearer. The designated Standard Bearer will be unarmed, may not engage in combat and may move only at a walking pace. Should his banner be seized he must immediately relinquish it.
- In order to successfully capture a flag, an army must take the flag from the opposing army's standard bearer and return with it to their own Flag without the captured standard being recovered by the opposing army's soldiers. Once the standards touch, the point is scored and the battle resets.
- A soldier bearing a captured standard may engage in combat and move as fast as he is able in order to return the banner to his lines. Should a soldier bearing a captured standard be "killed" he must release the flag. The flag may then be taken by whoever is closest to it at the time.
- Flags must be held high.
- Captured flags may not be used in offence, but may be used in defence of the capturer.
- Combatants should wear their colours visibly at all times while on the field of battle.
- Groups within an army may have their own banners. These are not considered valid trophies.
General:
- All combatants agree to obey the event marshals at all times without question.
- All combatants agree to respect their fellow re-enactors and agree to play nicely together.
- All combatants agree to Fight with Honour and acknowledge hits when they are received.
- You are "dead" when you take a good hit. Although there are marshals on the field, the primary onus is on the individual to accept his own hits.
- Battle Ready means "aren't a danger to themselves or others".
- Newbie Colours will be available for Battlefield Virgins. Please use them in addition to your army colour if you feel you need to.
- All groups please consider donating one person to be a marshal on each day of the event. Nobody has to serve for more than one day unless they want to.
Special:
- There will be an element of Heavy Combat Archery involved in the scenario battles. Fighters wishing to take part in this aspect of the battle must ensure that they have the requisite protection.
- Because we are aiming for a melee of unprecendented scale, we ask all archers, fighters, non-coms and children to take part in the event. We have special roles available in the early part of the battle for non-coms and children.
- The melee is a Non-Headblow event, and otherwise uses tournament rules from the single combat events above.
- Please note that fencing masks are not considered acceptable on the melee field.
6) BATTLEFIELD ARCHERY
Light Missile Combat.
- Light Missile Combat missiles will be fired in such a way as to arc through the air with at least a 30 degree vertical inclination from the launcher. Missiles must not be fired with a flat trajectory at any time during light missile combat.
- Missiles are fired as part of an announced volley. This is done at the discretion of the Captain of Archers, not the individual archer. A verbal call will be given for archers to "draw" and "loose". A visual signal will be made by the raising and dropping of a red flag simultaneous with the verbal orders.
- No missiles should be launched at combatants that are not prepared to receive arrow fire.
- No missiles should be launched towards the public or crowded areas at any time.
- Under no circumstances should a combatant look up at volley projectiles. Targeted combatants should immediately protect their face and neck by looking down and raising their shield (if applicable).
- Upon recieving the volley signal each combatant should take up the call "arrows" or "incoming".
- Archers may do so either on-field, with the appropriate armour or from off-field with no armour but may not change from on-field to off-field or vice versa mid battle. Off-field combatants must 'die' when confronted by an armed combatant.
Heavy Missile Combat.
- All combatants must meet heavy armour standards. Armour must include a helmet judged safe by Captains of both Archery and Foot prior to engagement.
- All heavy missile combatants must be briefed on the inherent risks involved and the key rules as they apply to each battle. Combatants using missile weapons should be competent in their use prior to the battle. Foot combatants must be reminded not to expose their face or neck until the battle has finished or been paused.
- Missiles may be fired either in volleys or free-fire, This is done at the discretion of the Captain of Archers, not the individual archer. A verbal call will be given for archers to "draw" and "loose". A visual signal will be made by the raising and dropping of a red flag simultaneous with the verbal orders.
- In a free-fire situation, archers may fire at any opposing combatant, without warning. All projectiles should be launched level with or from above the target (see Armour Standards), no rising projectile impacts will be permitted.
- Arrows and bolts may not be used as hand-held thrusting weapons.
Weapons.
All combatants who wish to use a Missile weapon in combat must have both their launcher and munitions inspected prior to combat.
For archery this means having bows inspected for damage and tested to be under the maximum draw weight, and having arrows checked to ensure they meet arrow standards and are sound. Arrows must be given a visual check by the archer before each use.
Arrows failing an archer's check must be discarded or handed to the captain of archers. A failed arrow must not be re-used.
Bows and Crossbows:
- A combat bow must not have a draw weight greater than 30lbs @ 28" draw length. Recurve bows should be lighter than 30lbs.
- A combat crossbow must not exceed 600 inch pounds. The pull weight is to be measured at the nut.
Arrows and Bolts:
- Munitions falling out with the following specifications may be used providing the Captains of Archery and Foot at the event both agree on their use. Captains may choose to apply conditions to the use of these munitions. Only the Captains may make this call.
- Arrow shafts should have a diameter of 8-9mm (5/16 inch to 11/32 inch) and be no longer than 28 inches (711mm) when measured from the bottom of the nock slot to where the blunt
joins the shaft. - Arrows must be tipped with an approved combat archery blunt. Blunts should be taped to the shaft. To allow inspection of possible punch-through the face of the blunt must not be covered.
- The shaft of the arrow should be spirally or longitudinally wrapped with transparent-fibreglass filament tape, totally covering the surface from the front of the fletching to the tip of the shaft. The taping must be in good condition without any sign of the fibres lifting from the shaft.
- Target or hunting tips should NEVER be used for combat archery. Points of any sort must be removed and the shaft cut-off flat before fitting the blunt.
- Feather fletching should be either full flu-flu or partial flu-flu. Speed blunts are prohibited. Recommended fletching is with three or four full-height feathers each measuring 5 to 6 inches (12 to 15cm), either straight or helically fletched. Equivalent spiral flu-flu fletching is also allowed.
- Crossbow bolts must adhere to the same standards as for arrows (above), with the
exceptions that there is no set length or thickness requirement and they can be fletched with only two feathers. - Arrows and bolts may be used only after inspection, supervised by a marshal. Archers are responsible for rechecking the safety of their arrows or bolts at the time of use.
Javelins:
- Javelins are hand-launched only. They should be approximately 1.4m to 1.6m in length with at least 12mm in diameter. The end must be covered by a suitable blunt that provides adequate cushioning and is able to survive repeated use.
- A tail or flag should be added to the end of the javelin to increase accuracy and decrease speed of flight.
- All javelins should be submitted to a marshal prior to an event for approval.
- All javelins should be checked for safety by the thrower before throwing.
8) LIVING HISTORY
The primary criteria for Living History events are Historical Accuracy, which will be assessed by other living history competitors; and Audience Engagement, which will be assessed by the public.
Entrants in the living history competition will need to pay attention to both aspects of the competition to place well. There are no particular restrictions placed on a group or individual entrant other than those of the defined historical period they are re-enacting and a certain sensitivity to a family audience.
It is the responsibility of the competing group to collect and tally their own votes. In the event of a tie, a recount will be made. If the result remains tied the prize will be shared.
9) CRAFT COMPETITION
The Craft Competition is part of the living history event, but is treated as a seperate competition.
The prize will be judged only by other competitors in the competition and will be awarded to the artisan with the most votes at the end of the competition. No restrictions other than that of the historical period of the re-enactor apply.
Craft items may be started prior to the event, but must be worked on at the event as part of a participating Living History Camp.