Types of Combat
Five types of combat are recognized.
These spars are for practice and tournament competition. These spars are light contact or wooden weapons (mock blows). No serious wounding and no death blows are allowed with wooden weapons (mock blows). With regular weapons death blows and blows that cause permanent injury may happen. Such strikes are not typical, and the person delivering such a strike is dishonored. However as accidents happen, combatants are fighting at near their maximum capacity, both serious injury and death may realistically occur.These spars may be entirely hand-to-hand combat if both combatants agree. These practice/spars shall be three to five posts in length.
These duels are for settling disputes and some matters of honor. Typically, the combatants will set stakes and the winner is awarded all. These duels are more serious than sport spars and serious wounds and death may be inflicted. However, death blows and blows that cause permanent injury are not typical, and the person delivering such a strike is dishonored. However as accidents happen, combatants are fighting at their maximum capacity, both serious injury and death may realistically occur. These duels may be entirely hand-to-hand combat if both combatants agree. These duels shall be five posts in length.
These duels are for grave matters of honor. The combatants are risking their lives (both may die if both are mortally wounded in the course of a duel) and permanent injury (even the winner). The combatants may risk everything they own in addition to their lives, including but not limited to gold, FC's and slaves according to local law. These duels are fought with weapons, although hand-to-hand combat may be used. These duels shall be five posts in length.
The Holmgang is a two man team combat. The stakes may be for fun, for honor, or for lives - that is determined by the combatants. The length of the Holmgang is described in the Holmgang special rules section.
Sometimes combat will spontaneously begin among combatants (possibly more than 2). Situations that would merit open combat include but are not limited to: an assassin's attack, ambush (by warriors, panther girls, etc), and general warfare.
A "Beginning Post" shall state a combatant's stance, distances, where ALL weapons are (hands, body parts, etc and whether the weapon is sheathed or not), and if any subtle motion (i.e. "circling"). The combatant posting the first Beginning Post shall also have the first attacking post in duels and spars.
The first combatant to post an attack after the Beginning Posts of his opponent begins open combat.
The first post of Sport Spars will be determined by a random method agreed to by the combatants and judges.
The first post of either Honor Duels or Death Duels shall be the option of the challenged combatant. The challenged Warrior may post first or second as He chooses.
The combatant posting the second Beginning Post will define distances between combatants.
All times and time violations will begin after the first Beginning Post is made.
A Primary Action is defined as any single continuous motion designed to end with a definite goal. Both the continuous motion and the goal must be well described.
A Secondary Action is defined as any simultaneous AND ancillary motion made in conjunction with the Primary Action. The Secondary Action may not impede the continuous motion of the Primary Action.
Primary Actions include any simultaneous combinations of changing position, attacks, and defense. Accepting a full strike, blow or wound does not count against the allowed actions, but is likely to end the fight.
After 10 minutes the responding post is completely disallowed.
Counters must be identified with the word "counter" as the first word of the post, and delineated in some fashion to call attention to the word such as bold face or stars.
It should be noted by combatants that counter-attacks will rarely meet all the conditions for success, and will realistically fail more often than not. Successful counter attacks will be very rare.
Misused counter-attacks will be subject to a one point deduction from the base of five points AND be completely disallowed by the judge. A misused counter-attack will likely end the duel/spar/OC for the opponent.
If the judge concludes a combatant was struck trying to retreat, the post does not count toward the two posts needed to flee.
If the defending/retreating posts are not successive, they do not count toward the total of two needed to retreat.
In the case of Open Combat, the Ubar/Jarl/Chief/Room Owner of the room where the combat occurs shall judge the combat. If the Ubar/Jarl/Chief is involved in the combat or if the Ubar/Jarl/Chief cannot FAIRLY judge the combat, the Ubar/Jarl/Chief/Room Owner shall appoint a single neutral judge agreeable to all combatants to determine if any deaths, serious wounds, or captures occurred.
A single judge in open combat is required so that discrepant judgments cannot occur.
If combatants cannot agree on a judge the room leader shall appoint a single, fair judge to determine the outcome of the combat.
If a judge cannot do this, the judge should REFUSE to judge the duel/spar. That is the only honorable action.
Judges shall subtract 1 point for each violation of the Rules of Combat (listed above) each time the violation occurs from the base of points. This includes infractions like an unrealistically encumbered combatant, which would require a 1 point deduction from each post until the encumberances are removed.
If a combatant's point base is lowered to zero, then the combatant is no longer allowed to participate in the duel, spar or battle. The judges must then render a decision regarding the realistic fate of the combatant. Realistic outcome may include but are not limited to: fleeing/retreat, incapacitation, capture, or death.
Combatants are not supermen and posts should reflect humanly possible actions.
The posts of each combatant should be clear, easy to read, and easy to visualize. The posts should flow easily from one post to the next.
Confusing includes references to prior posts. This includes "resetting my weapon to its starting position" and similar posts. A post of this nature tells the reading combatant nothing and forces someone to re-read a prior post. Referring to prior posts to avoid salient information shall be cause for a one point deduction.
Confusing may include excess verbiage designed to delay the reading combatant.
The judge(s) must then decide the fate of the incapacitated combatant. The fate may include but is not limited to: unconscious and left, captured, injured, maimed, and/or killed.
At the end of the duel/spar, each judge will all add his scores from all posts for each combatant to determine who won the duel/spar. The name of the winner shall then be given to the head judge.
Fighter 1 is the winner of the duel/spar because 2 of the 3 judges have decided for Fighter 1. Fighter 1 wins the duel/spar even though total points totals are 10 (Fighter 1) to 11 (Fighter 2). This prevents a single judge (like Judge 2) from effectively 'over ruling' the other two judges.
i.e. Judge 1 scores for Fighter 1: 3 to 1.
The duel/spar is a draw even though Fighter 2 has a 1 point edge in the totaled score.
i.e. Judge 1 scores for Fighter 1: 4 to 2.
The duel/spar is a draw because 2 of 3 judges ruled it a draw. To allow Fighter 1 to win would allow Judge 1 to 'over rule' the other two judges. This duel/spar is a draw, even though Fighter 1 has a 2 point edge in the totaled score.
Format for round by round scoring should include:
The written judgement should be objective and respectful to all combatants. Although "funny commentary" is frequently amusing, a judge should not "show up" the combatants. Showing up the combatants indicates the judge has a poor grasp of real competition and does not take his responsibility as a judge seriously. Flippant commentary is cause for "oversight" (see rule 16) and may result in invalidation of a judgement.
In case of a draw in a Sport Spar there are no consequences to a draw.
In case of a draw in an Honor Duel both combatants keep their stakes.
In case of a draw in a Death Duel both combatants probably live. Fatal strikes are the ONLY cause of death allowed. If both combatants are deemed to die due to severe injuries and they wagered properties as well, then their property is returned to their next of kin.
A judgement for lives (Gorean names) or with a real person (not a NPC) as part of the stakes of combat, is important. In these two cases the results of combat may be disputed, but ONLY for a judge not abiding by the rules. A judgment call (i.e. "Was this action realistic or not?") is not a disputable judgment.
In case of a dispute, the judge and two combatants shall agree to an oversight judge. The oversight judge will rule ONLY ON if the judge used the rules herein and NO OTHER part of the combat. The ruling of the oversight judge is final.
If the oversight judge indicates that the judge did not use the rules and apply them unbiasedly (evenly), then the combat is void as if it never occurred.
The shield will be of Torvaldslander type and may be born in both hands.
The sequence continues for three rounds. After three complete rounds, the Holmgang is over, and the posts are judged by the agreed upon judge(s).
Be clear and concise in what your post.
A duel/spar is something like two artists painting a single picture. The artists are competing to see who is best on the same canvas. Warriors should continue "painting the picture" from the prior post, but only your part of the picture.
Rules of Combat
Rules for JudgesMovement actions include but are not limited to:
Attacking actions include but are not limited to:
Defensive actions includes but is not limited to:
(i.e. I swing my blade wide to my left to parry your sword with my left hand held sword, my right hand flashes upward just to the right of my right shoulder ...... My fist flashes foward, targeting your chin, as I try to knock you out my right fist)
(i.e. ".....(2)I swing my sword from my right to left in a flat arc that targets your left shoulder as my body twists to my left with the strike I reposition my shield from wide to my left to centered on the left side of my chest." Clearly striking and repositioning of the shield could realistically occur simultaneously)
(i.e. "I swing my sword wide to my right to Parry your blade with mine then quickly strike your left shoulder with my blade" is unacceptable as a combination. Clearly, parrying a weapon is a Primary Action, then striking is a second Primary Actions.)
(i.e. "Stabbing at your chest with my quiva" is an acceptable attack. "Stabbing you in the chest with my quiva ... puncturing your lung" is an unacceptable attack because it declares a strike has landed and the damage received by the opponent.)
(i.e. "Circling you to my right trying to reach your left side" is an acceptable primary action. "Circling you to my right trying to reach your left side, forcing you to turn to your left" is unacceptable because it declares a movement by the opponent.)
*Note. Posts that include striking the intended target (i.e. "Stabbing you in the chest with my quiva") do describe the actions of the opponents and, potentially the damage that their attack does (they get stabbed).
(i.e. Combatant 1 is fleeing from Combatant 2 and makes his first defensive/retreating post. Combatant 1 then attacks Combatant 3. The attack nullifies his retreat and Combatant 1 must now make two MORE defense/retreat posts before he can leave the combat.)
Special Rules for Holmgang(i.e. Fighter 1 posts at 15:21:45. Fighter 2 has until 15:29:45 to respond. If Fighter 2's post arrives at 15:29:46, then 1 point is deducted.)
(i.e. if a combatant posts 3 Primary Actions in a post, the combatant loses 1 point. If a combatant posts 3 Primary Actions AND directs the opponent's next move, the combatant loses 2 points. If a combatant posts 3 Primary Actions, directs the opponent's next move, AND violates the 8:00 time limit for response, the combatant loses 3 points)
The winner of the duel/spar shall be the combatant who has the most judges deciding in his favor at the end of the duel/spar.
i.e. Judge 1 scores for Fighter 1: 4 to 3.
Judge 2 scores for Fighter 2: 2 to 5.
Judge 3 scores for Fighter 1: 4 to 3.
Judge 2 scores a draw: 3 to 3.
Judge 3 scores for Fighter 2: 2 to 3.
Judge 2 scores a draw: 3 to 3.
Judge 3 scores a draw: 2 to 2.Deductions from Primary Action 1
Deductions from Primary Action 2
Accumulated Score (Points left in the base of 5 to this point in the combat)
Injuries and Wounds.
Tips and HintsRound 1
Team 1 - Weapon Wielder posts (probably an attack).
Team 2 - Shield Wielder posts (probably defends the attack from Team 1).
Team 2 - Weapon Wielder posts (probably an attack).
Team 1 - Shield Wielder posts (probably defends the attack from Team 2).Visualize the duel/spar as completely as you can. Try to "see" your actions and your opponents. State your position and actions as clearly as you can and visualize your opponent's position as well. Remember and post orientation information such as right and left (yours or your opponent), and up and down. Know the position of both your and your opponent's weapons, hands, and feet.