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Sparring Rules
We've employed the following rules during Sunday Butchers
and
Realistic Sparring
Weapons
combat for years. You may take it as your reference in
constructing your set of rules.
Principle
The rules of
Realistic Sparring
Weapons
combat were designed to simulate the reality of the
weaponry and the effects of hitting the targets, such as the stopping power.
During the game, one or two judges will monitor the process along with a
video camera capturing the motions. After an effective hit, the game will be
paused and if necessary, the video will be replayed in slow motion for
reaching the final decision.
Effective hits
Bladed weaponry:
They can be categorized as Thrusts, Slices and Cuts.
Thrusts have to be deep enough. Slices have to be drawn or pushed. Cuts have
to penetrate deep enough. The Slices and Cuts have to be done with proper
blade alignment that the swords have to travel in the direction pointed by
the edge straightly through the target area.
Bludgeoning weaponry:
It depends on the impact force.
Punches, Kicks and Grappling
The participants can choose one of the two modes below
depending on their needs.
Full usage:
Even if the strikes landed squarely or someone is
grappled to the ground, the game will continue until an effective hit from
the weapon occurs or surrender.
Instant Stoppage:
The players may still execute techniques to close the
distance and touch the opponent actively. The game will stop when someone
was touched as the one was defeated.
Stopping
Power
If strikes landed both sides during a short period of
time and the attacker did not achieve enough stopping power to cease the
counter attack, the result will be "Double Kill". Listed below are the
stopping power generated by different types of hits and the target areas in
descending order.
Cut / Heavy Bludgeoning Hit
1. The wrist and fingers of the weapon-holding hand.
2. The weapon-holding arm.
3. The shoulder of the weapon-holding side and the head.
4. Knee and below.
5. Thigh.
6. Torso and other places.
Thrust
1. The wrist and fingers of the weapon-holding hand.
2. The weapon-holding arm.
3. The shoulder of the weapon-holding side and the head.
Slice
1. The wrist and fingers of the weapon-holding hand.
Scoring
To strive for the realism and to encourage the players to
stay alive during the game instead of dying for hitting the opponent, we set
up the scoring as below:
-10 for being hit at the head, shoulder or torso.
-4 for being hit at the limbs.
+2 for hitting the opponent's limb.
+5 for hitting the opponent's head, shoulder or torso.
The score of the first round will be multiplied by 2 to
show the importance of the first round in real weaponry combat.
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