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Albert E. Myre’s Practical Rules For The Sport of Fencing


 

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Albert E. Myre vs. Veikko Harjalainen circa. 1740. 


 

Rules


 

Each duelist shall be required to wear a standard issue leather jerkin, and to wield a regular sabre*

 

A match shall be overseen by a triumvirate of certified judges, so as to provide fairness of judgement and witness.

 

A match shall conclude when eight bouts have been fought.

 

A bout is defined as a session of active combat, lasting until a successful strike has been made. Giving the victor a point.

 

The gentleman who wins the most bouts shall be named victorious as winner of the match.

 

During a match, each judge shall take note of the duelists’ abilities; for each bout, they shall each award a point to the duelist they found more skilled; and, should the bouts end in tie, these points shall determine the winner.

 

A successful strike is defined as reaching a point of contact between the nape of the neck and above the waist, considered the upper torso.

 

The blade of each duelist is to be dusted with a portion of pigment, so as to demarcate successful touches upon the other’s upper torso.

 

Should a duelist make his attack and his gentleman opponent successfully parry, but his gentleman opponent not use the opportunity to make an attack himself, the primary duelist gains priority in remise.

 

During the match, if a duelist loses his blade at any time he shall forfeit the match.

 

During a bout, a duelist is not to show his back to his gentleman opponent, nor is he to use his back to shield incoming blows; should this happen, he shall forfeit the bout.

 

The non-dominant hand of each duelist is to be placed in such a manner as to not block incoming strikes; should such occur, he shall forfeit the bout.

 

A gentleman shall never draw blood, if he does so, he is to be disqualified from the match.


 

*Blade length between 34”-35”.


 

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[OOC mechanics]


 

Spoiler

 

The fight shall use the premise of initiative based on rolls. At the start of each bout both players will roll, with the higher gaining initiative to attack first. Upon this, the attacking will roll to successfully hit, and the defender to successfully parry, with the higher roll succeeding. If the defender is successful in parrying, they gain initiative to attack. 
 

If a player rolls a 1, they drop their sword, and if they roll a 20 they disarm their opponent.

 



 

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