SILVERSABRES DUEL RULES AND HONOUR CODE

Where There Is Unity There Is Always Victory

THE WEAPON:

The LED sabre is essentially a powerful torch with a refracting tube attached in front of the lens. The aluminium hilts and light polycarbonate blades are balanced like traditional longswords, and are actually the best practice weapons we have found for studying sword techniques!

They allow students to explore a broad vocabulary of methods, with minimal risk of injury even when unarmoured, allowing a full exploration of possibilities.

Our chosen Sabresmiths are JQ Sabers of wales, and by collaborating with them closely, drawing on years of their design experience and decades of our own training experience, we have produced a range of excellent training weapons at an affordable price.

These can be exquisite works of art, complete with crystal chambers and built in speakers and sounds, or simple sturdy devices for use in combat, or anything in between!

We provide a secure environment and encourage a supportive community of like minded individuals to practice and train with.

RULES OF ENGAGEMENT: LIGHT CONTACT DUELING

(Required Armour = Gloves + Helmet + Bib/Collar)

  1. ONE MORTAL BLOW FOR VICTORY, where a blow to the head or torso is considered mortal and blows to the limbs are considered wounds, and where 3 wounds = 1 mortal blow, and where grazes or glancing blows as judged by the referee, do not count.
  2. SIMULTANEOUS MORTAL BLOWS = BOTH DUELLISTS DEFEATED!
  3. ALL BLOWS MUST BE PULLED as ruled by the referee, with each violation incurring a penalty
  4. CUTS MUST HAVE A CLEAR INTENT TO WOUND IN ORDER TO BE CONSIDERED VALID
  5. UNARMED HITS DO NOT COUNT although light contact is permitted for tactical application if BOTH duellists AND referee agree prior to commencement (Violating the light contact rule can lead to instant disqualification)
  6. OUT OF BOUNDS = DEFEAT! Except when referee awards a penalty instead
  7. WINNER STAYS ON for maximum of 3 duels
  8. AUDIENCE MEMBERS (or PANEL) SCORE EACH DUEL where the score denotes how entertaining a duel was, and this score is then added to BOTH duellists event scorecard (Choreographies always score zero, but they are always welcome!)
  9. NO FOUL LANGUAGE OR ABUSIVE BEHAVIOUR
  10. ALL COSTUMES AND SABRES MUST BE AUTHORISED FOR USE IN DUELS BY REFEREE
  11. 2 PENALTIES = DISQUALIFIED, only one warning will be issued for fouls.
RULES OF ENGAGEMENT: FULL CONTACT DUELING

(Required Armour = Helmet + Bib/Collar + Gloves + Torso + Elbows + Shoulders + Knees + Shins + Cup)

  1. ONE MORTAL BLOW FOR VICTORY, where a blow to the head or torso is considered mortal and blows to the limbs are considered wounds, and where 3 wounds = 1 mortal blow, and where grazes or glancing blows as judged by the referee, do not count.
  2. SIMULTANEOUS MORTAL BLOWS = BOTH DUELLISTS DEFEATED!
  3. UNARMED HITS DO NOT COUNTalthough contact is permitted for tactical application if BOTH duellists AND referee agree prior to commencement (no joint attacks or gouging etc)
  4. OUT OF BOUNDS = DEFEAT!
  5. WINNER STAYS ON for maximum of 3 duels
  6. AUDIENCE MEMBERS (or PANEL) SCORE EACH DUEL where the score denotes how entertaining a duel was, and this score is then added to BOTH duellists event scorecard (Choreographies always score zero, but they are always welcome!)
  7. NO FOUL LANGUAGE OR ABUSIVE BEHAVIOUR
  8. ALL COSTUMES AND SABRES MUST BE AUTHORISED FOR USE IN DUELS BY REFEREE
  9. 2 PENALTIES = DISQUALIFIED, only one warning will be issued for fouls.