Regulations for POLEARM DUEL CATEGORY

  1. GENERAL REGULATIONS

    1. The tournament category is represented by the fights where the number of firm (significant force) blows delivered with the striking edge of the weapons to the accepted zone of the opponent is taken into account.

    2. There are no weight categories in the tournament category.

    3. The panel of marshals includes the knight marshal (chief referee), field marshals (judges) and the secretary.

    4. The perimeter barriers of the lists for the polearm category are to be from 0.9 m in height, with a central barrier of that divides the lists and competitors into 2 equal areas.

    5. The fight consists of 3 rounds, of 60 seconds each, with a 30sec break between each round.

    6. Every stout blow of significant force delivered to the opponent’s accepted zone is awarded with one point.

    7. Every authorized technique that results in a fall of the opponent is awarded with one point.

    8. A blow is counted when it is deliberate, clear, strikes with significant force (“stout blow”) and made with two hands.

    9. The blows are counted during the round. The fighter with the most points wins the round.

    10. The fighter who wins 2 rounds – wins the match. The third round is only held when there is a tie on rounds won. Another round will be fought until 3 points are scored.

    11. “Technical victory” with a 3-0 score is awarded to one of the fighters in the following cases:

      1. If the opponent refuses to fight before the beginning of the battle, does not appear in time on the lists upon the call of the knight marshal, or fails to prepare his equipment within the time set by the knight marshal. Not coming to the fight will lead to a warning (one Yellow card). If the fighter is removed from further participation in the fights, due to an injury or disqualification, the “technical victory” is also awarded to their opponent.

      2. If the opponent can not continue fighting because of an “accidental injury”.

      3. If the opponent gets two warnings (two Yellow cards) within the fights.

      4. If there are factors which, according to the knight marshal, impede the fighter’s ability to continue fighting, namely breakage of any equipment element (including weapons) and if it cannot be fixed or replaced within the set time (not more than 1 minute).

    WEAPON REGULATIONS

    Two-handed pole weapons, namely: halberds, axes, glaives, kouzas and other similar kinds of weapons shall have a minimum length of 1,600 mm, to a maximum of 2,200 mm, and weight from 2 to 3.5 kg.

  2. AUTHORIZED TECHNIQUES

    The following list the permitted HMBIA regulations/actions in this category::

    1. Important!

      • The accepted zones exclude feet, back of the knees, groin, back of the neck, skull base and open face.

      • Any actions (strikes, pressure, etc.) with a leg aimed at the knee joint (on either

      front or back side) are prohibited.

      • The fighter can strike with a free hand, but only if they have a weapon in his other hand.

      Any strikes, pushes, pressure with weapons, hands, legs, head, shoulder, body on the opponent’s accepted zone.

    2. Strikes aimed at the opponent who has lost balance until they fall to the ground.

    3. Holds of non-combat parts of the opponent’s weapons with free hand.

    4. Important!

      Painful grips, suffocating techniques, arch throws, and 5 point wrestling type throws are prohibited.

      Wrestling techniques, throws, back heels, etc.

    5. Important!

      Any holds with direct pressure on the neck are prohibited.

      Holds of the body of the opponent with weapons from the front and from the sides.

  3. PROHIBITED TECHNIQUES

    Any prohibited strikes or actions against the opponent are serious violations of rules and lead to sanctions, from rebuke to disqualification. Regardless of whether the breaches are made accidentally or on purpose, sanctions are to be imposed. Every fighter must avoid prohibited actions, among which are the following ones:

    1. Any actions which are not listed in section 2. Only the actions stated in Authorized Techniques rules (2.1 through 2.5) are allowed.

    2. Any thrusts with weapons.

    3. Any blows delivered with arms, hands, legs, head, shoulder, torso aimed at prohibited zones. The prohibited zones include feet, back of the knee, groin, back of the neck and skull base, open face.

    4. Twisting against natural direction (flexing) of a limb, and any painful holds.

    5. Pressure on or holding of the edges of a helmet with a hand, as well as neck twisting caused by these actions.

    6. Deliberate attempts to remove any elements of the opponent’s armor.

    7. Any holds, hold-downs, or suffocating with hands or weapons around the neck.

    8. Important!

      A raised hand with an open hand is a sign of voluntary withdrawal from the battle. Raising the hand with the open hand and/or standing on one knee (if there is such opportunity) the fighter automatically takes the position “out of battle”

      Deliberate injury to the opponent after he loses a part of his equipment.

    9. Any thoughtless or uncontrolled strikes or moves with a weapon.

    10. Any attacking actions towards the fighter who has raised one hand with an open palm.

    11. Important!

      The local commands “Break!” and “Fight” are only for fighters in clinch. After the command “Fight” any of the fighters can continue the battle against each other.

      In the case of an Inactive clinch that lasts more than 10 seconds, the field marshal can separate the fighters giving the local command “Break!” and hanging the yellow marshal flag, between the opponent’s helmets. The fighters have to stop fighting in the clinch immediately and both take 2 steps away from each other. An additional command of “Fight”, will be given by the marshal that stopped the clinch, which will be the signal to continue the fighting and that the battle is still in progress (both in-general, and for the fighters who were stopped in that particular clinch). If one of the competitor does not return to the barrier (or engage in an active attack) he should receive a penalty of 5 points.

    12. AIf one of competitors comes stays away from a barrier for more than 10 seconds, the competitor receives a warning from the Knight Marshal by the prompt to ‘‘Fight’’, then after 5 seconds after the command if competitor does not return to the barrier (or engage in an active attack) he receives a penalty of 5 points.