Rules and Regulations V.05

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IMCF Rules and Regulations V.

05
Safety, honor, sportsmanship, and fair competition are the hallmarks of the International Medieval
Combat Federation (IMCF). All competitors are expected to behave with regard for the wellbeing of
other combatants. This sport has inherent risks; it is the duty of the officiating staff to enforce the
following to maintain a safe, level playing field in this fierce but honorable contest. $

Table of Contents
1. Equipment………………………………………………………………………………………………………………………………… 2
1.1. Armor………………………………………………………………………………………………………………………………… 2
1.1.1. Helmets……………………………………………………………………………………………………………………… 2
1.1.2. Torso and Limbs………………………………………………………………………………………………………….2
1.1.3. Hands………………………………………………………………………………………………………………………… 2
1.2. Weapons…………………………………………………………………………………………………………………………… 3
1.2.8. Swords………………………………………………………………………………………………………………………. 4
1.2.9. Axes and Polearms…………………………………………………………………………………………………….. 4
1.2.10. Maces………………………………………………………………………………………………………………………… 4
1.3. Shields………………………………………………………………………………………………………………………………..4
2. Allowed Techniques in all Group Categories……………………………………………………………………………… 5
3. Forbidden Techniques in all Group Categories………………………………………………………………………….. 6
4. Disciplinary Actions…………………………………………………………………………………………………………………… 8
4.1. Verbal Warning…………………………………………………………………………………………………………………. 8
4.2. Yellow Card……………………………………………………………………………………………………………………….. 8
4.3. Fighter Disqualification……………………………………………………………………………………………………… 9
4.4. Team Disqualification……………………………………………………………………………………………………….. 9
5. Filing an Appeal………………………………………………………………………………………………………………………..10
6. Rules for Group Categories………………………………………………………………………………………………………11
6.1. Group Category: List and Teams……………………………………………………………………………………….11
6.2. Principles of Conducting Group Categories……………………………………………………………………… 11
6.3. Regulations for Group Categories……………………………………………………………………………………. 12
7. Rules for Duel Categories………………………………………………………………………………………………………… 13
7.1. Sword and Shield……………………………………………………………………………………………………………..14
7.2. Longsword………………………………………………………………………………………………………………………..15
7.3. Polearm/Hafted Two-Handed Weapon……………………………………………………………………………. 16
8. Definitions………………………………………………………………………………………………………………………………..17

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1. Equipment

1.1. Armor
A fighter’s armor is made up of 3 layers: primary, secondary, and private layer.

Primary Armor - Head, neck, upper body, arms, legs and hands must be covered by steel armor which
is based on historical sources. The primary layer includes belt numbers and tabards. Belt numbers are
mandatory - it is not allowed to share, swap, or change them during the tournament. The use of tabards
or sashes is mandatory for all categories.

1.1.1. Helmets
a) Stainless steel: 2mm minimum thickness.
b) Hardened steel: 1.8mm minimum thickness.
c) Mild steel: 2.5mm minimum thickness.
d) Faceplates: 1.5mm minimum thickness any steel.
e) Titanium is not permitted for any part of the helmet.
f) Open face helmets are not permitted. The limited use of protective bars is permitted if
there is an attempt to hide the bars which does not distract from the medieval appearance
of the combatant.
g) All helmets must have a chin strap mechanism and, for group categories only, helmets must
have a back strap which prevents it from falling off or being easily removed by an opponent
during combat.
h) The aventail must fall naturally back onto the shoulders of the fighter. If the fighter has
been bent over. If the aventail is not heavy enough to do so, it must be supplied with a strap
to ensure that it keeps in place.

1.1.2. Torso and Limbs


a) 1mm steel mild.
b) 0.6 mm stainless or hardened steel.
c) 1mm titanium for arms, legs, and up
d) per body, and 1.5mm titanium for spine and back (must provide protection equivalent
to 0.6 mm hardened steel).
e) Body parts such as: neck, shoulders (top and back), whole spine (including lumbar
section and tailbone/coccyx), chest, elbows and knees must be covered with steel or
titanium armor (mail or double aketon/padding is not sufficient).
f) Sabatons are mandatory.

1.1.3. Hands
a) Hands must be protected by gauntlets made of steel or titanium plates.
b) Gauntlets must be made from historical materials and should follow the form and function
of the time and region of the fighter’s armor.

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c) Gauntlets must cover the wrist.
d) Gauntlets must protect all fingers on both hands.
e) The recommended standard for gauntlets for Group Categories and Professional Fights
must be made of minimum 1mm hardened/tempered steel or 1.2mm stainless steel or
titanium.
f) The recommended standard for gauntlets for Duels must be made of minimum 0.8mm
hardened/tempered steel or 1.2mm stainless steel or titanium.
g) “Hoof”/Locking Gauntlet/”Russian Fist” or any other locking mechanism that does not allow
the gauntlet to be opened with or without external assistance is not permitted.

Secondary Armor - Aketon, gambeson, supplemental mail, voiders, shoes etc.; must look like
the historical counterparts.

Private Layer - Hidden supplemental protection such as modern athletic groin protection, knee
braces, etc. can be worn to enhance safety. Such items must be completely hidden and not distract
from the medieval appearance of the combatant. It must be underneath the other two layers.

1.2. Weapons
1.2.1. All weapons used in IMCF combat must be based on historical originals. The weapon(s)
used must also be within the same time period and region as the weapon bearer’s
armor.
1.2.2. Weapon edge rounding is generally divided into two categories: striking edges and non-
striking edges.
1.2.3. All weapons to be used in medieval combat must have a striking edge with a minimum
thickness of 2 mm and a maximum of 8mm. This edge must be rounded so that it is not
sharp (rebated). All striking edges must be clear of graters, nicks, uneven surfaces, and
chips.
1.2.4. For swords, one-handed axes, and maces, the striking edge must have a minimum curve
matching the outline of a circle with a radius of 35mm or more, up to a straight edge. The
non-strike rounding of a sword (the point of the sword) must have a minimum curve
matching the outline of a circle with a radius of 10mm.
1.2.5. For all two-handed swords, axes, and polearms, the striking edge must have a minimum
curve matching the outline of a circle with a radius of 50mm or more up to a straight
edge. All non-striking edges or rounding must have a minimum curve of the outline of a
circle with a radius of 10 mm or more up to a straight edge in the event of a striking edge.
1.2.6. Weapons may be fitted with a historic lanyard for group fights only but may not be
allowed to hang freely. A hanging weapon is considered a disarm and fighters cannot
continue fighting until they take back their weapon. If the weapon breaks, the fighter will
be downed if he grabs a new weapon before taking off the lanyard with the remaining
pieces.
1.2.7. Marshals have the right to ban any weapons that pose a threat to the safety of
opponents.
1.2.8. Below you can find length and weight requirements for specific weapon types. Any
weapon types not mentioned here are not allowed for use in IMCF Combat. Any weapon
that does not fall under these weight and length minimum – maximum requirements is
not allowed for use in IMCF combat.

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1.2.9. Swords
a) One-handed swords (including falchions): minimum length of 40 cm and a maximum
length of 110 cm, weight up to 1900g.
b) Longswords: length between 1100 and 1400mm, weight up to 3000g.
c) Two-handed swords: length minimum 1400mm, weight up to 3500g.

1.2.10. Axes and Polearms


a) All striking edges on axes or polearms must have a minimum length of 70mm.
b) All striking edges must be rounded and have a minimum thickness of 2 mm and a maximum
of 8mm.
c) The head must be fastened securely to the shaft with at least one pin or rivet, which goes
through the head of the weapon and into the shaft itself. If the shaft is metal, the head
must be cast with the shaft or welded safely onto the shaft.
d) One-handed axes: maximum length of 900mm, weight up to 1300g and a minimum length
of 40cm.
e) Handles may be of steel or wood.
f) Two-handed axes and polearms: minimum length greater than 910mm, weight up to
3000gm.
g) Any axe or polearm over 910 mm must have a wooden shaft.
h) Warhammers and axes (with hammer end) are forbidden from use.
i) Any protrusion on the back of the axe head over 20mm (2cm) will be considered a hammer,
the excess should be cut off and the edges must be rounded.
j) Rattan is allowed for shaft if it is not visible, and the shaft has a minimum diameter of 4 cm
in the direction of the striking edge.
1.2.11. Maces
a) Weight up to 1000g. Handles may be of steel or wood and a minimum length of
40cm.
b) The head must be fastened securely to the shaft with at least one pin or rivet, which
goes through the head of the weapon and into the shaft itself. If the shaft is metal, the
head must be cast with the shaft or welded safely onto the shaft.

1.3. Shields
1.3.1. All wooden, wicker, leather shields or metal shields should be made based on reliable
historical sources and correspond to the form of the source in all three planes. A shield
can only be used with a set of armor of the same time period and region.
1.3.2. The edges of all wooden, wicker or leather shields are to be trimmed with 2mm or thicker
leather or rawhide or three or more layers of fabric attached with glue. Any metal edge
reinforcement is required to be fully covered by the fabric/leather/rawhide covering. All
edges of the shield are expected to be in good repair. No splintering edges, exposed metal
or sharp surfaces will be permitted. No metal handles are allowed. Metal tacks are
permitted to secure leather, fabric, or rawhide, but must not present a safety risk and
must be firmly attached to the body of the shield. The edges of metal shields must have

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a rolled or rounded edge with a minimum thickness of 4mm throughout.
1.3.3. Modern images painted on the shields are not permitted.
1.3.4. The weight of any shield is maximum 5000g.
1.3.5. Metal handles are not allowed on shields, except in small center grip shields commonly
known as bucklers.
1.3.6. The maximum diameter for a buckler is 40cm.

2. Allowed Techniques in all Group Categories


The following techniques are allowed when fighting in the list in the 3 vs. 3, 5 vs. 5, 10 vs. 10 or 16 vs. 16
Melees; or other group competitions.

2.1. Any punches, strikes with a weapon's striking edge, pommel strikes, or shield strikes at
the opponent’s allowed legal strike zones.
2.2. Striking motions with the butt end of a pole arm or sword are considered pommelling
(pommelling = a strike with the pommel or butt of the weapon with at least one hand
on the grip).
2.3. Strikes at opponents who have lost their balance until they fall to the ground.
2.4. Pushes or strikes with head, shoulder, elbows, knees, and body.
2.5. Holding non-combat parts of the weapons or shields of the opponents with a free hand.
2.6. Attacks with free hand: strikes, holds, and pressure on the allowed zones.
2.7. The fighter can strike with a free hand, but only when a weapon is in the other hand.
2.8. Attacks on an opponent who has lost their weapon.
2.9. Kicks to legal strike zones except for the knee.
2.10. Wrestling techniques (throws, back heels, etc.)
2.11. Tripping is permitted.
2.12. Holds of the body of the opponent with weapons from the front, from behind and from the
sides, which do not place pressure on the neck.

2.13. Overlapping of a shield, blocking of the opponent’s hands with a shield, and putting a
shield’s edge under an armed hand.
2.14. Strikes with the edge or body of a shield at legal strike zones.
2.15. Opponents are eliminated when there are 3 points of contact to the ground or when they
submit. The feet are always considered to be in contact with the ground equaling 2 points.

2.16. Touching the ground and supporting weight with weapon, shield or any third body part is
considered a third support point. If the fighter's weapon touches the ground with either
the butt end or the striking edge but does not support the weight, it is not considered as
a third point of support.
2.17. The fighter is not considered eliminated if he touches the ground or a downed fighter
with the weapon, edge of a shield, fist, or hands during or immediately after a successful
takedown.
2.18. A fighter who breaks a weapon must immediately drop the broken weapon.

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2.19. A fighter who drops or breaks a weapon must immediately stop any attacking or blocking
actions and either arm himself with a secondary weapon from his belt, be handed a
weapon from a standing teammate in the list or go to his team's starting zone and retrieve
a spare weapon from a teammate.
2.19.1. Only teammates for that competition (at the designated zone or a standing teammate
in the list) may supply him with a secondary weapon. The teammate supplying the
weapons must be wearing gauntlets. A rack for secondary weapons may also be used.
2.19.2. One-handed weapons may be placed on top of the tabletop if they are within the
designated area. Two-handed weapons may lean at the edge of the tabletop.

3. Forbidden Techniques in all Group Categories


The use of any of the following prohibited strikes or actions against an opponent are a serious
breach of the rules. Sanctions for breaking the rules might include a verbal warning or a
disqualification and will be imposed whether the breach was accidental or on purpose.

3.1. Thrusting is forbidden and grounds for immediate disqualification. When using axes or
poles, moving an opponent’s weapon out of the way is not considered a thrust.
3.2. Any holds with direct pressure on the neck are prohibited. The neck is defined as the
section between the lower edge of a helmet and shoulders, even if this area is covered
with chainmail armor or plates. If a successful takedown is done by putting direct pressure
on the neck with the weapon or weapon’s shaft, the marshal will raise up the fallen
opponent and a warning will be given to the fighter who made the illegal takedown. If the
warned fighter keeps performing actions by putting direct pressure on the neck with the
weapon or weapon’s shaft, he will be put down immediately.
3.3. Holding any striking edge of an opponent's weapons or punching edge of an opponent's
shields with a free hand
3.4. Holding or grabbing the blade of the sword with the free hand.
3.5. Striking an opponent with two hands using a one-handed weapon.

3.6. Strikes with a weapon, shield, legs, or arms in the non-legal strike zone.
3.7. The non-legal strike zone includes: the feet, ankles, back of the knee, groin, throat, and
the neck. The neck is defined as a section between the lower edge of a helmet and
shoulders, even if this area is covered with chainmail armor or plates.
3.8. Strikes behind the knee with weapon, shield, legs, feet, or arms.
3.9. Any vertical strikes with weapons or shield along the spine.
3.10. Kicks to any part of the knee or application of significant downward pressure with foot or
body to the opponent’s knee.
3.11. Downward stomps to the calf.
3.12. Twisting against natural direction of a joint and/or painful hold.
3.13. Pressure or hooking the base of a helmet with a hand, as well as actions aimed at twisting
the neck by pressing on the edge of the helmet.
3.14. Painful holds, suffocating techniques, supplex or similar throws designed to deliver an
opponent onto the top of the head such as a pile driver or tombstone, and fighting from
the ground are prohibited.

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3.15. Deliberate attempts to remove any elements of the opponent’s protective kit.
3.16. Punches with weapon hilts aimed at the face of the opponent if the gap between the hilt
and fist in combat mitten or glove is more than 30mm, or if a similar protrusion exists.
3.17. Any holds, hold-downs, or suffocating techniques with hands or weapons around the neck
from any direction. The neck is defined as the section between the lower edge of a helmet
and shoulders even if this area is covered with chainmail armor or plates.
3.18. Any strikes at a downed or kneeling fighter.
3.19. Any strikes at the neck or the head of an opponent who is bent 50 degrees or more. Except
for an upward knee to the face.
3.20. Combatants should be in control of their weapons; wild uncontrolled flailing is a hazard to
fighters and marshals alike and is forbidden.
3.21. Any attacking actions towards a fighter who has raised one hand with an open palm. A
raised hand with an open palm is a sign of voluntarily leaving the battle. Having raised a
hand with the open palm and kneeling on one knee (if there is such opportunity) the fighter
is automatically considered out of the fight and cannot re-join the fight.
3.22. Inactive clinch that lasts more than 5 seconds. Defined as when two fighters are engaged
in a passive grapple and are not actively fighting with punches weapons or kicks. In this
case, an official may pull the fighters apart, giving the command “Break!” After this the
fighters must stop fighting immediately and step apart; 2 steps from each other. An
additional command “Fight” is given. This command serves as an additional signal that the
battle is still in going, both in general, and for the fighters who were in the clinch. The local
commands “Break” and “Fight” are only for the fighters in clinch. After the command
“Fight”, a fighter can continue the battle against their opponent or attack another
opponent.
3.23. Any attacking or blocking actions with no weapon in the hands.
3.24. The fighter who is out of the battle (due to a fall or being downed by a Marshal), but is in
the list, is strongly prohibited from doing any attacking or supporting actions such as
grabbing the opponent and standing up on both legs before the command of the Head
Marshal “All rise!”. If the fighter is out of the battle, he should take a comfortable sitting or
lying position in the list and wait for the end of the round, without interfering in the battle.
By assuming a comfortable position, the fighter shows that he is not injured.
3.25. If the list does not have a tabletop, grabbing the barrier with one’s hand, weapon, or shield,
or hooking it in any form, including the ‘’chicken wing’’ with the arm, is prohibited. A
Marshal will audibly exclaim "Hook!", then issue a verbal count: ‘’Hook 1, Hook 2, Hook 3’’
and if the fighter has not released the barrier, he will be considered down and told to sit.
Repeated abuse of this rule to gain tactical advantage will result in a yellow card for
unsportsmanlike behavior.
3.26. If the list does have a tabletop, grabbing the end of the tabletop to gain a tactical advantage
is not permitted and will result in a yellow card.
3.27. Any unsportsmanlike behavior towards marshals, spectators, opponents, staff, or any other
person present during the competition is prohibited and will result in a yellow card.
Unsportsmanlike behavior includes but is not limited to disrespect any person, boorishness,
disobeying marshal's orders, foul language, yelling at marshals, spectators, opponents, or
staff, etc. Throwing to the ground or pushing the opponent's team spare weapons that are
placed on top of the tabletop will also be considered unsportsmanlike behavior.

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4. Disciplinary Actions
4.1 Verbal Warning
The verbal warning is a sanction applied to the fighter for insignificant rules violations. The aim is to
draw the fighter’s attention to his actions. The verbal warning is not noted in the record.

4.2 Yellow Card


The warning is a yellow card given to the fighter for rules violation and it is to be noted in the record.
The yellow card influences the rating of the fighter and team. The Knight Marshal of the tournament
or Head Marshal can give the yellow card.
A fighter can receive a yellow card in the following cases:

4.2.1 For use of any forbidden techniques.


4.2.2 For rising and standing up on both feet after falling in the list before the
command “All rise!”
4.2.3 For unsportsmanlike behavior.
4.2.4 For starting the battle before the command “Fight!”
4.2.5 For continuing to attack after the command “Stop!” and ignoring the yellow flag.
4.2.6 For ignoring the Marshal’s commands.
4.2.7 For continuing to fight without an element of their primary equipment after
they are made aware of it by an official.
4.2.8 For unsportsmanlike conduct or actions during weapons checks.
4.2.9 For hitting a downed fighter.
4.2.10 For sharing, changing or swapping belt numbers.
4.2.11 For all the violations mentioned above, the fighter can get one or two yellow
card(s) for one violation, depending on the seriousness of the violation and
decision of the Marshal.
4.2.12 If a fighter gets two yellow cards, they are removed from the competition. Two
yellow cards equal one red card.

4.3 Fighter Disqualification


Disqualification (the red card) is the sanction applied to a fighter for serious or recurrent (the second
yellow card) rules violation, which should be stated in the report. After the fighter gets the red card,
they are to be immediately removed from any further participation in the tournament (including any
ceremonies or presentations), and not be replaced by a substitute fighter of the team for the next two
rounds. Should this fight conclude before the next two rounds are fought, then this reduction of the
team will continue into any subsequent fights until the two rounds have been completed. After the
two rounds are completed, the team may continue the competition with a substitute fighter.

4.3.1 Only the Knight Marshal of the tournament can disqualify a fighter.

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4.3.2 Grounds for disqualification:
a) Systematic violation of the rules, for example when a fighter gets two yellow
cards within the event.
b) Injuring an opponent using a prohibited fighting technique.
c) Gross and systematic dissents with the Marshals, groundless appeals against their
decisions, insults to the opponents or disrespectful behavior towards them, or
towards other parties of the competition.
4.3.3 Disqualification of a fighter affects the rating of the fighter’s team in the battle, in
which a fighter got the red (or the second yellow) card. The word “team” in this
instance refers to the specific team (3 man, 5 man, 10 man, 16 man etc.) and the
receipt of cards or disqualification shall not affect the combined team, club or
national team beyond the team which took the field and received the yellow or
red cards.

4.4 Team Disqualification


In case two fighters on the team are disqualified (got one red card each) and another fighter of the
team gets a yellow card, the Knight Marshal of the tournament may disqualify the entire team. Team
disqualification is the sanction applied to the entire team in the following cases:
4.4.1 The team gets more than two red cards within an event and one warning to
a team fighter.
4.4.2 The team and its Captain enter dissent with marshals and contest their
decision, insult opponents, or behave disrespectfully towards them, or towards
other parties of the competition.

5 Filing an Appeal
5.1 In case of a well-reasoned disagreement with the decision of the marshals, a protest can
be made in the form of an appeal.
5.2 An appeal can only be made in cases where a Marshal decision or the use of a forbidden
technique has definitively changed the outcome of the round or fight.
5.3 Any appeal must be delivered in writing by the team captain before the end of the day
when the incident occurred to the Appeals Secretary of the specific tournament. The
Appeals Secretary will receive the appeal, review it accordingly and check if it proceeds.
5.4 If the appeal proceeds, the Appeals Secretary must pass it on to the Knight Marshal of the
tournament and Head Marshal of the fight. Members of the Board of Directors will be
included at a championship if needed. The verdict must be passed on before the official
end of the day the appeal is made. When an appeal involves finals or semifinals, a verdict
will be provided as fast as possible.
5.5 The decision is based on video footage from the fight, along with reports from Field
Marshals. Only official footage will be used in the evaluation, if available. The decision both
concerns if the appeal is granted or denied, and if the appeal warrants any changes in the

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ruling. This means that an appeal can be correctly made and granted, but not have any effect
if the council rules that the original ruling does not change the outcome of the event.
5.6 The result of an appeal may be:
a) Removal of a red card.
b) Removal of a yellow card.
c) Giving of a red card.
d) Giving of a yellow card.
e) Reconsideration of the score of the round.
f) In the most extreme circumstances where a Marshal error has definitively changed
the outcome of a tournament, a repeated round can be done.

5.7 Once it has been given, the verdict is final.


5.8 In all individual categories, team captains are not permitted to appeal points in the round
or fight. In case of any doubts among the Marshals about a round or fight, the Head Marshal
will approach the Knight Marshal who makes a ruling.
5.9 Teams are allowed one appeal in total per category they are entered in, for the duration of
the tournament. However, if the appeal is granted, the team will regain their right to one
appeal in that category.
5.10 In case of an injury requiring intervention by the medics, a video review of the official
footage of the incident, if available, will be done systematically. Meaning, if a fighter is
injured, the Marshals’ Council will take the same steps as if an appeal was filed.

6 Rules for Group Categories


There are no weight categories in group categories.
The panel of marshals includes the Head Marshal, four Field Marshals (point counter), and a
List Secretary.
In case of any disagreements a deciding vote belongs to the Head Marshal.

6.1 Group Category: List and Teams


6.1.1 Group categories are held in a list field of the following size:
a) Length: 15 to 40m (50ft. to 130ft.).
b) Width: 7 to 20m (23ft. to 6 ft.).
c) The height of the sides of the lists is from 1.2 to 1.3 meters.
d) Tabletop width: 60 cm minimum.
e) Bottom rails are not allowed.
6.1.2 16 vs. 16 melees are conducted with teams of 16 to 21 combatants (16 active
and 5 reserve fighters).

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6.1.3 10 vs.10 melees are conducted with teams of 10 to 15 fighters (10 active and 5
reserve fighters).
6.1.4 5 vs. 5 melees are conducted with teams of 5 to 8 fighters (5 active and 3
reserve fighters).
6.1.5 3 vs. 3 melees are conducted with teams of 3 to 5 fighters (3 active and 2
reserve fighters).
6.1.6 The reserve fighters must remain outside the list barrier and available to provide
backup weapons or armor.
6.1.7 Reserve fighters may substitute the active fighters with any frequency and in
any number between the rounds or matches. Reserve fighters cannot
participate in the melees as members of any other teams in the same
category.
6.1.8 The reserve fighters may day-to-day substitute in between rounds as needed.
6.1.9 The team Captain may make substitutions to this roster from available national
fighters prior to the commencement of the day's event.

6.2 Principles of Conducting Group Categories


6.2.1 The matches are won by best 2 of 3 rounds. In case of a draw, the match continues
until 2 victories. The maximum number of rounds is 5. The team that defeats all
rival fighters first earns a victory in a round.
6.2.2 Each round lasts not more than 5 minutes, and the total amount designated for
each fight is 15 minutes. At the end of each round, the team with the most fighters
standing on their feet at the Head Marshal’s command of “Stop fight!” wins the
round. If the time per round runs out and the number of fighters is equal, a draw
will be declared and both teams will have to prepare for a next round.
6.2.3 If the total amount of time designated for the complete fight runs out before a
winner is declared, the victory will be defined by points.
6.2.4 When a team withdraws during the tournament (and not before the tournament
begins) and gives up the fight or round, the score per round will be determined by
category, 3-0, 5-0, 10-0 and 16-0.

6.2.5 The group fight is stopped when the numerical difference is 60% or more the
victory is awarded with the score 3-0, 4-0, 5-0 etc.
a) Numerical difference for 3 vs. 3: 3 vs. 1
b) Numerical difference for 5 vs. 5: 3 or more vs. 1
c) Numerical difference for 10 vs. 10: 60% fighters against 40% fighters (10
vs. 4, 9 vs. 3, 7 vs. 2, etc.)
d) Numerical difference for 16 vs. 16: 60% fighters against 40% fighters (16
vs. 6, 14 vs. 5, 12 vs. 4, 9 vs. 3, 7 vs.2, etc.)
6.2.6 A win of the match is the determining factor for advancement in the
tournament. The number of round victories and the scores of them are

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additional data for the rankings and overall point determination.

6.3 Regulations for Group Categories


6.3.1 The Head Marshal invites two teams to the list, and then asks two other
teams to prepare for combat.
6.3.2 The two teams invited for the next melee shall come to a designated place near
the list, where they go through a pre-combat historical, aesthetic, and technical
inspection of equipment. The Marshals perform the functions of the authenticity
and technical committee of the event.
6.3.3 The invited teams must appear at the list within 1 minute.
6.3.4 The fighters may not leave the list once they have been checked and before the
start of the melee to prevent the possibility of substitution. Unless they fail
inspection.
6.3.5 If the fighters appear in the list later than 3 minutes after they’ve been invited or
come unprepared, the opposing team is awarded a “technical victory”.
6.3.6 Between rounds there´s a maximum amount of time of 1 minute. Fighters will be
downed if they are not ready once the time is up.
6.3.7 The Head Marshal will provide a 30-seconds warning to both teams before the
minute ends. Once the minute is up, the Head Marshal confirms the readiness of the
Field Marshals and the fighters. Field Marshals and Line Marshals in charge of the
armor check at the list gates must make sure that the number of fighters who
entered the list is correct according to the category (3, 5, 10, 16).
6.3.8 The points for the round are scored at the rate of 1 point for each fighter legally
standing.
6.3.9 The Head Marshal signals the start of the melee, giving the command “Fight!”.
6.3.10 The officials dealing with the video observation, observe the melee in their sectors
of the lists, while staying behind the barrier. They record the violations they see, but
do not interfere in the course of the melee except for immediate safety issues.
6.3.11 The Field Marshals observe the melee in the list, moving along it, and monitor
compliance with the rules. The Field Marshals can bring those who were withdrawn
from the melee for violation of the rules, back to action, as well as separate inactive
clinches that last more than 5 seconds. The Marshals observe the general course of
the fight and assess the interaction of the teams and fighters in the list.
6.3.12 The round is finished after the command of the Head Marshal “Stop fight!”.
6.3.13 At the end of the round, the fighters remain standing or on the ground depending
on their status at the Head Marshal’s command “Stop Fight” so that the round may
be scored.
6.3.14 At the Head Marshal’s command “All Rise” fighters return to their original positions
on the lists.
6.3.15 The Field Marshals come to the Head Marshal and report any observed violations.

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Relying on the reports of the Field Marshals as well as the Head Marshal’s own
observations, the Head Marshal decides on the result of the round. After that, the
Head Marshal considers the protests (if any), announces the result of the round and
gives the verbal warnings or the yellow or red cards to the fighters if required.
6.3.16 The Secretary must record the following results of the round:

a) Victor of the round.


b) Round score (the number of fighters of both teams remaining in Melee at the
end of the round).
c) Any disciplinary actions performed during the round.
d) Secretary duties include being the timekeepers of the fight.
6.3.17 The Head Marshal announces the next round. The second, third, fourth or fifth
round (in case of a draw), are held according to the above system.
6.3.18 After achieving two victorious rounds, the winner of the match is to be announced.

7 Rules for Duel Categories


Male and female competitions use the same rules and conventions but will compete separately
based on gender.
“Hoof”/Locking Gauntlet/”Russian Fist” or any other locking mechanism that does not allow the
gauntlet to be opened with or without external assistance is not permitted within any individual
categories.
For all individual categories during the first group stage the maximum number of rounds per match is
3.
In playoffs, semifinals, and finals the maximum number of rounds per match is 5.
If after the maximum number of rounds has been carried out, none of the fighters has won 2 rounds,
the winner of the match will be defined by points.

7.1 Sword and Shield


7.1.1 3-5 rounds per Match (depending on the stage)
7.1.2 60 seconds per round.
7.1.3 60 seconds rest between each round.
7.1.4 Counted strikes:
a) Each successful edge strike = 1 pt.
b) Disarms = 1 pt.
c) Falls = 1 pt.
7.1.5 Each round is won by the competitor having the highest number of points in the
round.
7.1.6 Each match is won by the competitor winning the most rounds.
7.1.7 If a competitor wins the first two rounds, the match is over 2-0.
7.1.8 For technical victory:

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a) If the fight was not carried out because of a withdraw during the tournament and
not before it begins, 10 points per round (20 in total per fight) will be awarded to
the opponent. Score will be written down as 10-0 per round.
b) If the fight was carried out but the opponent withdraws or cannot continue fighting
due to armor failure before the round ended, 10 points will be added to the winner
of that unfinished round.
7.1.9 Details:
a) Pushing with shield permitted.
b) Shield punches to the limbs and torso with the shield front or edge is permitted.
c) Shield punches to the face with a shield are forbidden.
d) Strikes to a grounded opponent are forbidden.
e) Grabbing the opponent or their weapon with your hand is forbidden.
f) Grappling and throws are forbidden.
g) Kicks are forbidden.
h) Strikes to the hand are worth 0 points (hands are measured to 5cm above the
wrist).
i) Strikes to the groin and feet are forbidden.
j) Strikes behind the knee are forbidden.
k) Clinches are broken after 3 seconds.
l) Armor failure does not award any points and the fighter will be provided with 1
minute to fix it. If the time runs out, the Head Marshal will determine if the fighter
can continue fighting the round based on the safety of the fighter due to the
nature of the failure. If not, a technical victory will be awarded to the opponent
on that round.
m) Weapon breakage is not counted as a disarm, it will not award any points and will
follow the same procedure as armor failure.
7.1.10 Equipment:
7.1.10.1 Swords:
a) Total weapon length including pommel, tip to tip, 75cm to 110cm in
length.
b) Total weapon weight 1100g to 1900g.

7.1.10.2 Shields:
a) See 1.3
b) Maximum shield length: 75cm.
c) Maximum shield width: 60cm.
d) Round shields may not exceed 65cm in diameter.
e) Shields must be measured across their convex surface.

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7.2 Longsword
7.2.1 3 rounds per Match.
7.2.2 60 seconds per round.
7.2.3 60 seconds rest between each round.
7.2.4 Counted strikes:
a) Each successful edge strike = 1 pt.
b) Clear and successful pommel strikes =1 pt.
c) Disarms = 1 pt.
d) Falls = 1 pt.
7.2.5 Each round is won by the competitor having the highest number of points in the
round.
7.2.6 Each match is won by the competitor winning the most rounds.
7.2.7 If a competitor wins the first two rounds, the match is over 2-0.
7.2.8 For technical victory:
a) If the fight was not carried out because of a withdraw during the tournament and
not before it begins, 10 points per round (20 in total per fight) will be awarded to
the opponent. Score will be written down as 10-0 per round.
b) If the fight was carried out but the opponent withdraws or cannot continue
fighting due to armor failure before the round ended, 10 points will be added to
the winner of that unfinished round.
7.2.9 Details:
a) Pushes are permitted.
b) Pommel strikes with both hands on the grip are permitted.
c) Strikes to the hand are worth 0 points (hands are measured to 5 cm above the
d) wrist).
e) Strikes to the feet are forbidden.
f) Only strikes with both hands on the hilt of the weapon count.
g) Strikes behind the knee are forbidden.
h) Strikes to the groin are forbidden.
i) Strikes to a grounded opponent are forbidden.
j) Strikes to the neck (including pommeling) are forbidden.
k) Grabbing the opponent or their weapon with your hand is forbidden.
l) Punches permitted = 0 pts.
m) Kicks permitted = 0 pts.
n) Clinches broken after 3 seconds.

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o) Armor failure does not award any points and the fighter will be provided with 1
minute to fix it. If the time runs out, the Head Marshal will determine if the fighter
can continue fighting the round based on the safety of the fighter due to the nature
of the failure. If not, a technical victory will be awarded to the opponent on that
round.
p) Weapon breakage is not counted as a disarm, it will not award any points and will
follow the same procedure as armor failure.
7.2.10 Equipment is Longsword:
a) Total weapon length including pommel, tip to tip, 120 - 140cm.
b) Total weapon weight 1600 g - 2600g.

7.3 Polearm/Hafted Two-Handed Weapon


7.3.1 3 rounds per match.
7.3.2 60 seconds per round.
7.3.3 60 seconds rest between each round.
7.3.4 Counted strikes:
a) Each successful edge strike = 1 pt.
b) Falls = 1 pt.
c) Disarms = 1 pts.
d) Haft strikes permitted = 0 pts.
e) Clear and successful butt strikes permitted = 1 pts.
7.3.5 Each round is won by the competitor having the highest number of points in the
round.
7.3.6 Each match is won by the competitor winning the most rounds.
7.3.7 If a competitor wins the first two rounds, the match is over 2-0.
7.3.8 For technical victory:
a) If the fight was not carried out because of a withdraw during the tournament and
not before it begins, 10 points per round (20 in total per fight) will be awarded to
the opponent. Score will be written down as 10-0 per round.
b) If the fight was carried out but the opponent withdraws or cannot continue
fighting due to armor failure before the round ended, 10 points will be added to
the winner of that unfinished round.
7.3.9 Details:
a) Pushing with weapon permitted.
b) Only strikes with both hands on the weapon will count.
c) Butt strikes with both hands on the grip are permitted.
d) Strikes to hands worth 0 pts (hands are measured to 5cm above the wrist).
e) Strikes to groin and feet forbidden.

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f) Strikes behind the knee are forbidden.
g) Strikes to grounded opponent is forbidden.
h) Grabbing the opponent or their weapon with your hand is forbidden.
i) Horizontal strikes to the neck are forbidden.
j) Punches permitted = 0 pts.
k) Kicks permitted = 0 pts.
l) Clinches broken after 3 seconds.
m) Armor failure does not award any points and the fighter will be provided with 1
minute to fix it. If the time runs out, the Head Marshal will determine if the fighter
can continue fighting the round based on the safety of the fighter due to the
nature of the failure. If not, a technical victory will be awarded to the opponent
on that round.
n) Weapon breakage is not counted as a disarm, it will not award any points and will
follow the same procedure as armor failure.
7.3.10 Equipment is Polearm/Hafted Two-Handed Weapon:
a) Total weapon length including head, tip to tip, 170cm to 200cm in length.
b) Total weapon weight 2 to 2.5 kg.
c) May be of any medieval head design that meets IMCF legal parameters.

8 Definitions
a) Everything that is not allowed is forbidden.
b) Hook: Grabbing the top rail or tabletop end of the list with one’s hand, weapon, or shield, or
with the arm (‘’chicken wing’’) in a way that prevents the fighter from falling, escaping, or to
provide a tactical advantage when performing any technique against the opponent.
c) Clinch: Two fighters are engaged in a passive grapple, and are not actively fighting with
punches, weapons or kicks.
d) Disarms: Competitor drops their weapon for any reason during competition.
e) Fall: Competitor loses their footing and falls to the ground for any reason during the competition.
f) Pommelling: Strikes with the butt of sword or hafted weapon.
g) Strikes: Significant impacts with the striking edge of the weapon (not the flat, and not a glance).

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