
Rules
Fencer Rule Summary
Fencer conduct
- Treat staff, competitors, and spectators with respect.
- You’re responsible for your safety and your opponent’s.
- Good sportsmanship and proper decorum required.
Match length
- 3:00 running clock (Director may stop the clock as needed).
Scoring (unless a weapon says otherwise)
- Head/torso cuts or thrusts: 2
- Extremity cuts or thrusts: 1
- Pommel to head: 2 (excessive force = red card)
- Slices/draw cuts: 1 Must have the following:
- must travel ≥ half blade
- clear intent
- valid only to hands/forearms and neck/face.
Match to score cap
- Pools: to 7 or time.
- DE: to 12 or time.
- Tie at time → sudden death: first clean point wins.
Doubles / tempo
- An action is “in tempo” if it’s in forward, direct motion to target as the opponent’s hit lands.
- If both land in the same tempo:
- subtract the lower value from the higher;
- equal values = no points.
Ring-out
- Out when both feet fully outside. Any part in = still in.
- You can’t score while stepping out. Your opponent can score if their attack started before both feet left.
- If you finish your scoring action before stepping out, it counts.
Cards (general)
- Illegal/unsafe actions or excessive force can result in yellow/red/black cards per Director’s judgment.
- Yellow Card = Receiver can not score
- Red Card = Receiver can not score and Opponent receives 2 points.
- Black Card = Receiver is removed from the Event. May be removed from the tournament and not allowed to return.
- Spectators / Coaches may also receive black cards if their behavior is out of alignment with tournament standards.
Weapon notes (Short Version)
- Longsword:
- One-handed cuts = 1
- One-handed thrusts score normally.
- Hits to haft count as hand.
- Rapier (& Dagger):
- Only long-edge, weak (last third) cuts can score. Other cuts do not stop the exchange.
- Pommel = 1.
- Foot thrust = 1.
- Dagger thrusts score like rapier
- Dagger cuts/slices/pommel do not score (cards possible).
- Saber:
- Pommel or guard strikes do not score (cards possible).
- Small sword:
- Only thrusts score;
- foot thrust = 1.
- Pommel doesn’t score (yellow possible).
- Sword & buckler:
- Buckler may constrain/push;
- no striking with Buckler (Yellow/Red cards if you do).

Long Detailed Version of the Rules
Long Detailed Version of the Rules
Bout Proceedings
I. Pool Match Duration
Pool matches or bouts will be three minutes with a continuous clock or until a fencer achieves 7 points. In the event of a tie at the end of time, a sudden death exchange will be held. The first clean hit (e.g. no after-blow), will result in the win. Sudden death exchanges may continue until a winner is determined.
If at the end of an exchange, there are ten or less seconds remaining in the match, the fight will proceed to the final exchange. This final exchange will not be timed and will go until a halt is called by the Director. No other rules will change. The result need not be a scoring action to end the final exchange. However, if an exchange is ended prematurely, such as for director or judge error, safety halt, or equipment failure, the final exchange will be repeated.
Clock Stoppage
The Director can stop the clock as necessary. Such reasons include but are not limited to:
- Needing a conference with the Judges;
- Equipment or safety concerns;
- Issues with the table
Actions that Stop an Exchange
The following circumstances will stop a fencing exchange:
- A fencer makes a hit
- A safety concern, which could be due to equipment, safety gear, unsafe conduct, spectator interference, etc.
- Anyone other than combatants and Judges entering the ring.
- Weapons with broken or missing pieces
- Anything of reasonable concern to a Judge or Director
II. Actions Described
- Control of Blows/Strikes
Blows must be controlled and properly delivered. Safety is always the first priority. Strikes that fail to meet the minimum criteria of control may be penalized.
Failure to comply with safety procedures can result in yellow or red card penalties and/or a black card expulsion.
The Director is given wide latitude in determining the severity of the infraction.
- Quality of Blows/Strikes
For a strike to be valid, it must be made with proper technique and intent. For instance, a blow with the flat is worth no points, regardless of the target. The Director can call a contact incidental without stopping the bout and having the fencers return to their start positions.
A cut will be deemed valid when the following criteria are met:
i. Contact: Sufficient contact with a valid target area must be made. Contact with a cut is made with the edge of the weapon (i.e. there must be contact with more of the weapon than just skimming with the tip and that strikes which land flat will not be scored). Contact for a cut is not valid if made with the strong of the blade;
ii. Rotation: Generally, the tip of the blade should travel at least 45° before making contact with the target. This rule exists more to aid Judges in determining what is a sufficient strike;
iii. Intent: Was the attacker moving their weapon in a way that is indicative of a purposeful attack? It doesn’t matter if the attacker meant to hit the head but hit the hand instead, as long as they intended to make an attack. (i.e. missing with a cut and then hitting with the short edge when trying to come back up to parry is not an intentional cut);
iv. Target: Did the attacker strike a valid scoring part of the opponent. Normally, the only off target areas are the back of the head, the spine, and the groin. In all weapons but rapier, the foot and ankle will be considered off target. This decision was made for safety concern due to the lack of protection in those areas.
v. Structure: Did the attacker make the attack with good structure such that the attack is valid. Things to look for at this level are edge alignment and body structure indicating proper form and ability to transfer force.
A thrust will be deemed valid when the following criteria are met:
i. Contact is made with the tip of the sword.
ii. The thrust must show ability to penetrate into the target beyond a superficial depth. (Example: A thrust that only touches lightly on a target or contact with a target which is moving away from the thrust at the same rate as the thrust will not score.)
iii. Visible bend of the blade is not necessary.
iv. A thrust which is either shortened upon contact or released upon contact to prevent injury or excessive force being delivered to the opponent will be considered valid.
v. Thrusts that make contact before skipping off will be considered valid. This occurrence is most common with thrusts to the mask. Thrusts that make even superficial contact with the mask will be given a strong presumption of being valid. This rule exists to discourage hard thrusts to the mask.
A slice/draw cut/push and pull cut will be deemed valid when the following criteria are met:
i. Contact is made with the edge against the opponent’s hand/forearm, or face/neck
ii. The slice travels approximately half the length of the blade.
iii. The slice is made with obvious intent. (i.e. a missed thrust is unlikely to be counted).
A pommel will be deemed valid when the following criteria are met:
i. The fencer utilizing the pommel strike makes the strike with a reasonable amount of control and without the intent to harm the other fencer; you are responsible for your partner’s safety.
ii. The pommel makes unimpeded contact with the facemask or top of the mask.
A fencer may show clear ability to land the strike and may call “Pommel.” If the Director determines that the fencer demonstrated a clear ability to land the hit without doing so, it will still be scored.
Pommel strikes may not target the back of the head; however, if the opponent turns their head and receives the strike to the back of the head, the strike will still be valid and the Director will issue a verbal warning to both fencers and may assign cards as deemed necessary.
Pulled Strikes or Presentment
A strike will still be deemed valid when the following criteria are met:
i. A fencer has an opportunity to strike their opponent but;
ii. Chooses not to for safety reasons, and;
iii. Demonstrates a clear ability to land the strike
- Action Completion
A fencer in the process of completing an action within one tempo when an attack is landed or halt is called is allowed to complete their action. For example, fencer A attacks, “halt” is called but fencer B was already in the midst of riposting. Fencer B’s action is permitted to be completed. Likewise, if a fencer finishes their attack as a fencer goes out of bounds, they are still permitted to score in that single tempo.
- Scoring
All valid strikes that occur within a single tempo (beat) of the first touch are valid and will be counted with the lower scoring strike subtracted from the higher scoring blow. This means that after-blows and doubles are essentially identical. This allows judging to be streamlined and encourages maintaining a defense while attacking.
Example: Combatant A lands a strike to Combatant B worth two points. Within the same tempo, Combatant B lands a strike worth one point. In this instance, Combatant A will be awarded one point (2-1=1).
- After-blows or “revenge strikes”
After an unsuccessful defense, a fencer will often follow up with some form of continuation (e.g. riposte, remise). If outside the single tempo, these actions do not score. If they are excessively violent or vindictive they will result in penalties up to and including a black card depending on severity
- Interposition or Target Substitution
If a fencer moves a target to receive a blow on a lower scoring target or an invalid target when the hit would have otherwise struck a higher value or valid target, the fencer making the imposition will be warned and the higher value target will be awarded.
Example 1: Strikes may not target the back of the head; however, if the opponent turns their head and receives the strike to the back of the head, the strike will still be valid and the Director may issue a verbal warning to both fencers (no card issued). If a fencer continues to expose the back of their head or if the violation is particularly egregious, the Director may issue a yellow card. Strikes which target the back of the head or any other invalid target are not valid.
Example 2: Fencer A is making a clean cut at fencer B’s head. Fencer B raises a hand to intercept the blade and is struck only on the hand. B will be warned and A will receive two points as they otherwise would have struck B’s head. (And assuming sharp weapons would likely have struck both.)
- Stepping Out of Bounds aka Ring-outs
A fencer is considered out of bounds when both feet are completely stepped outside the ring.
If a fencer steps out of bounds, the exchange will be halted and fencers will return to their starting positions.
A fencer may score and then step out of bounds as long as the scoring action was completed before the fencer steps out of the ring.
A fencer may not score as they are stepping out of bounds.
A fencer stepping out of bounds is still considered a valid target and may be struck even as they are stepping out of the ring provided the attack is already in progress at the time the fencer stepped out.
- Grappling
When fencers enter into a grapple, the Director will begin a five-second count. If no fencer scores within that time, the Director will call “halt,” and the fencers will return to their starting positions.
A Director or Judge may halt a grapple early for safety concerns.
Because of the lack of wrestling mats, throws will not be scored; this is a safety issue.
- Falling
If a fencer falls through their own fault (i.e. not the fault of an opponent or ring conditions such as a slippery spot), a safety halt will be called and the falling fencer will receive a yellow card.
A fencer is considered “fallen” if any part of their body other than their feet, or more than one hand or knee (or one hand and one knee), touches the ground in an uncontrolled manner.
If a fencer is tripped, or otherwise thrown, the throwing fencer will be given a yellow card. If the throw is particularly egregious, a Director may assign a red or black card.
If it is unclear who is at fault, both fencers will receive a verbal warning on the first instance and yellow cards for each subsequent instance.
If a fencer continuously falls to such a degree that they are unable to safely fence and defend themself, they may be removed from the tournament at the Director’s discretion.
Striking a fallen opponent will result in a yellow card at minimum and up to a black card depending on severity.
- Dropping a Weapon
If a fencer drops their weapon outside of a grapple, it will count as a disarm, which will award two points to the opposing fencer.
If a fencer drops their weapon while they are in a grapple, as long as the grapple continues, the fencer is not considered disarmed. If a full five count is reached before the fencers separate, no points will be awarded for a disarm.
If a fencer drops their weapon due to safety, it will not count as a disarm and will not award points. The most common instance will be a fencer thrusting deep and releasing their weapon to avoid imparting too much force into the opposing fencer.
- Grabbing a Weapon
A weapon may be grabbed only while it is at rest or the momentum has been primarily stopped due to contact with another weapon.
Grabbing a blade that has sufficient velocity to score will result in a single point being awarded to the fencer whose blade was grabbed unless there is interposition.
A blade may be grabbed and held for any length of time at the strong or forte of the blade without penalty but will begin the grapple clock.
A blade may be grabbed at the weak or foible for only a single tempo and must then either lead to a completed technique, be released, or result in a point to the opponent.
If a fencer grabs a blade and it visibly slides against their hand, it will be considered a slice for the opposing fencer.
- Off Target
Strikes to the following locations are considered invalid targets and will not be scored.
Strikes to the back of the head or the spine.
Strikes to the groin.
Strikes to any unprotected area due to equipment failure, such as a mask falling off.
Cuts or thrusts delivered to the foot and ankle below the shinguard.
However, the rules for interposition/target substitution still apply as per normal.
- Permitted, Non-scoring Techniques
Punches, kicks, elbow, open hand strikes, etc. all require proper control and are intended only as set-ups for follow-up techniques. Any fencers wearing either heavy or metal gauntlets are not permitted to use closed fist punches, but open-handed strikes are permitted. These techniques should be to push only and should not have percussive force.
- Forbidden Techniques
Any technique which aims to bend or turn a limb against its natural direction.
Grapples where only the neck or head is manipulated.
Strikes made with the cross or guard.
The above may result in either a yellow, red, or black card, depending on severity.
Other un-enumerated offenses deemed highly unsafe or unethical may result in a yellow, red or black card by the Director or Tournament Technical Director. (This rule is a catch-all and gives wide latitude to the Director).
m. Weapons Requirements
All weapons must be properly maintained and safe. The Director will visually inspect weapons at the start of a pool or direct elimination. The Director may at any time request to inspect the weapon and invalidate an unsafe weapon.
Weapons may not have loose or incompletely attached pieces and tips must be rendered safe either by weapon design or addition of appropriate materials.
Longswords should not have an uncovered rubber tip or any other tip that is likely to catch on the mesh of a mask. Rubber tips have a higher likelihood of catching on a mask and transferring greater force to the recipient, as such, they are banned for safety. A rubber tip covered by a non-catching material such as leather is acceptable.
Weapons must also be on the approved list of weapons or cleared by Tournament Technical Director prior to competition.
III. Unique Weapon Rules
Longsword
Cuts and thrusts to the head or torso are worth 2 points.
Cuts and thrusts to any extremities are worth 1 point.
There will be a strong presumption that a strike which lands on the haft connected with the hands unless it was clear that the hand was not in danger, such as the receiving fencer releasing their hand from the weapon and receiving the blow to the unheld portion of the haft.
A longsword which has a ring guard may be used, however, a strong presumption will be made that strikes which land on the guard are strikes successfully made to the hand. This is to prevent an unfair advantage to fencers using a ring guard while still allowing the additional protection to be used if the fencer feels they cannot sufficiently protect their hands.
Any cut performed with a single hand is worth 1 point unless the free hand is being used to manipulate the opponent’s weapon, limbs, or body.
Slices or draw cuts made against hands/forearms and neck/face are worth 1 point.
A pommel strike to the head is worth 2 points.
Rapier
Thrusts to the head or torso are worth 2 points.
Thrusts to any extremities are worth 1 point.
A cut to the head using the long edge and weak of the sword is worth one point. Note, the requirement for rotation will be greater for cuts made with the rapier than those with the longsword. Generally, more than mere wrist movement will be necessary unless sufficient velocity is generated in the rotation (such as with a moulinette).
Slices or draw cuts made against hands/forearms and neck/face are worth 1 point.
A pommel strike to the head is worth a single point.
Dagger Strikes
Thrusts with a dagger score identically to Rapier.
Cuts with a dagger are non-scoring and will not stop the exchange.
Slices or draw cuts, i.e. push and pull cuts, are non-scoring and will not stop the exchange.
Pommel strikes with the dagger are non-scoring and may result in a yellow card.
Parries may be made with the off hand so long as no contact is made with the tip of the weapon.
Saber
Cuts and thrusts to the head or torso are worth 2 points.
Cuts and thrusts to any extremities are worth 1 point.
Slices or draw cuts made against hands/forearms and neck/face are worth 1 point.
Pommel Strikes with the saber are non-scoring and may result in a yellow or red card, depending on the severity.
Strikes or punches with the guard are non-scoring and may result in a yellow or red card, depending on the severity.
Sword and Buckler
Cuts and thrusts to the head or torso are worth 2 points.
Cuts and thrusts to any extremities are worth 1 point.
Slices or draw cuts made against hands/forearms and neck/face are worth 1 point.
A pommel strike to the head is worth 2 points.
The buckler may be used to contact an opponent’s body to constrain or push.
The buckler may not be used to strike an opponent and may result in a yellow or red card depending on severity.
Messer
Purpose of Messer Ruleset
This ruleset is designed to encourage a particular style of Messer fighting. Specifically, this ruleset attempts to distinguish messer from saber and to encourage techniques seen in the manuals, such as close fighting techniques.
Messer Strikes
A valid strike to the extremities will result in no points awarded but will cause a reset.
A valid strike to the body or head is worth one-half point.
A valid strike to the body or head when done with control is worth one full point.
Any afterblow or simultaneous double fully negates the points of the exchange and the fencers will be reset to their starting positions. This includes an afterblow to the hands after an otherwise successful blow to the head or body negating the scoring action.
Control
Control is achieved by striking your opponent in such a way that they are physically unable to counterstrike at the moment of contact. Examples of control would include binding an opponent’s weapon out while making the strike or controlling the opponent’s weapon or weapon arm through a slice, grapple, or related method of control.
Control should only be called when there is no doubt that the opponent is completely stopped from making a counterattack or afterblow. The most common example would be a fencer wrapping an opponent’s weapon arm with their own arm at the moment of the hit.
Match duration (unique)
Matches will run for one minute and thirty seconds or until one fencer scores one full point. This means that a match could be won in a single exchange. Because of the potential brevity of the exchanges, there will be two rounds of pools before direct elimination (DE).
Small Sword
Small Sword Strikes
Thrusts to the head or torso are worth 2 points.
Thrusts to any extremities are worth 1 point.
Cuts are non-scoring and will not stop the exchange.
Slices or draw cuts, i.e. push and pull cuts, are non-scoring and will not stop the exchange.
Pommel strikes are non-scoring and will result in a yellow card.
Parries may be made with the off hand so long as no contact is made with the tip of the weapon.
IV. Match Process
- Field of Play
Rings may be adjustable in size based on available space, however, the ideal ring size is fifteen (15) feet square with a minimum of three (3) feet of runoff to allow for Judges and space for ring-outs.
- Bout/Match Process
Each match will consistbe comprised of a number of exchanges.
The Director will call the fencers to en garde. Fencers who fail to appear at their starting position in a reasonable amount of time may be penalized with a verbal warning followed by a yellow card in further instances.
Prior to beginning a match, once both fencers have taken their starting positions, the Director will call “Fencers ready?” A fencer may acknowledge or remain silent. Both will indicate consent.
The match begins when the Director calls “fight” or “fence” or “begin.” At this time, the director will begin the clock.
Each exchange will begin when the Director calls “fight” or “fence” or “begin.”
Each exchange ends when the Director calls “halt” or “stop.” After the call to halt, each fencer will return to their respective starting position aligned with their color Judge.
Exchanges will continue to be run until either the time or point limit is reached.
- Athlete Marking
At the start of the pool, each athlete will be given a black armband. They will retain this armband throughout the competition until eliminated. Prior to each match, the designated color will be added to the armband. At the conclusion of the match, the fencer will return the armband to the appropriate color Judge.
- Sportsmanship
We are all part of the same HEMA community, and to make that community stronger, we encourage honesty and good sportsmanship. Further, Judges are not perfect and there will be things that are missed. To mitigate these issues, we ask that you respect the following:
If a fencer is awarded points which they feel un-entitled to, such as a poor strike being awarded points, the fencer may refuse the points. A fencer may only refuse points that are awarded to them, never to refuse points awarded to the opponent.
A fencer may acknowledge a valid strike against them or acknowledge a higher scoring target than was awarded by the Judges. However, a fencer may not protest a lower scoring target.
A fencer may also be penalized for dishonest or unsportsmanlike fencing at the discretion of the Director.
- Talking or Communicating During the Match
Talking is not permitted during the match except for when a Judge or Director needs to be addressed.
Fencers may ask the Director to explain or clarify his call but may not argue the decision.
- Refusing to Fence an Opponent
No fencer may participate if they refuse to fence against any fencer whatsoever. Should this rule be broken, the fencer may be black-carded from the event. If a fencer is concerned about their personal safety in facing an opponent, this matter must be brought to the attention of the Director or Tournament Overseer.
- Injuries
In the event of an injury or obvious probable injury the Director will halt the match. An injured fencer will be allowed a reasonable amount of time to deal with the situation and decide whether they are able to continue.
A fencer who is unable to continue to fence safely can be removed from the competition by the Director or other staff.
Hits that result in incidental “shake it off” types of injuries will not halt the clock.
Declaring a false injury, cramp, or other complaints can be penalized starting with a yellow card.
- Warnings and Penalties
Warnings are issued for violations of the rules as a Yellow Card. No points can be awarded to a fencer for a yellow card violation.
Two yellow cards for the same infraction will result in a red card for the second infraction.
A Red Card awards 2 points against the fencer for egregious actions and cumulation of yellow cards.
A Black Card is an expulsion from the tournament. It can be for the day or the entire event. Black cards are generally due to extraordinarily bad behavior, sportsmanship, or safety violation. Failure to comply with the rules can also result in a black card.
Black Card offenses include throwing your mask or weapon, assaulting others not in the match, and severe safety issues.
Black carded fencers will be listed as FENCER EXCLUDED.
A coach or spectator may be carded at the discretion of the Director. This can include black cards and ejection from the event. Reasons a coach or spectator may be ejected include but are not limited to being disruptive, entering an active ring, or being combative or disrespectful towards event staff.
Cards against a coach or a spectator may also be assigned against a fencer if the Director believes there is just cause to do so.
For a chart summarizing the penalties, see the appendix.
- Event Classification and Right to Fence
Unless designated otherwise, all events are open mixed gender. Intention to fence in a Marginalized Gender event is accepted under affirmation that you qualify. We do not police or validate your qualification for these events.
Event staff reserves the right to place fencers into the appropriate division based on a number of factors including but not limited to, weighted ranking, past tournament placement, the skill of the individual, or the relative skill level of other competitors.
However, an entry in all tournaments for any event is subject to the approval of the Technical Tournament Director and the Bout Committee. A fencer can be removed from an event, penalized appropriately, or excluded based on the unanimous consent of the committee that the athlete does not belong in the event and/or tournament.
V. Pools
- Pool Seeding and Size
Fencers will be seeded into round-robin pools based on available rankings to weigh the relative strength of the fencers in the event. Pools will be optimized for seven (7) fencers as much as possible. Where possible, club conflicts will be minimized in pools. This is only realistic in large events.
- Direct Elimination Seeding
All fencers are promoted out of the pool round into a single direct elimination round. The precedence of seeding is determined in the following order:
- Number of pool victories
- Indicator (Touches Scored minus Touches Received)
- The highest number of touches
- Tied competitors
- Direct Elimination Match Duration
Direct Elimination (DE) matches or bouts will function identically to pools matches with the exception of the total possible points being raised to twelve (12) points. In the event of a tie at the end of time, a sudden death exchange will be held. The first clean hit (i.e. no after-blow), will result in the win.
VI. Required Equipment & Safety
- Importance of Safety
Safety is of utmost importance. Failure to comply with equipment and safety standards may result in warning penalties up to the possibility of expulsion.
- Inspection
All fencers must have an armory inspection prior to competition.
- Weapons and Gear Supply
You must supply your own weapons and gear. See the appendix list below for approved weapons.
- Fencing Masks
Fencing masks with back-of-head protection must be worn by all competitors. The mask must be free of defects, dents, broken support pieces, etc.
- Gender Protection
Fencers, who have breast/chest tissue, are encouraged to wear a chest protector.
Fencers, who need protection for external genitalia, are required to wear an athletic/pelvic cup.
- Jackets and Body Protection
Fencing jackets or protective jackets are required. Armpit gaps are not permitted.
Gloves are required. They must have rigid and padded protection.
Some form of rigid neck protection that covers the larynx must be worn.
Elbow and knee protection is required. The items must completely cover the knee and elbow.
Fencers must wear closed-toe shoes. Flip-flops, sandals, crocs, etc. will not be permitted.
Long pants are required.
- Unsafe, Unethical, or Intent to Injure
The Director will penalize an athlete for clear safety violations.
- Offenses deemed highly unsafe or unethical by the Director or Tournament Technical Director will result in a black card expulsion.
- A dangerous, violent action whether vindictive or unintentional will result in a red card and verbal warning. Further repetition may result in black card expulsion.
- Anyone disturbing the order of the ring, intentional or otherwise may be penalized with a yellow card and continued instances with a red card.
- Weapon Specific Gear Requirements
Saber
Saber will require all equipment required for longsword with the following changes:
Gloves: Padded gloves, such lacrosse gloves or dedicated saber gloves, are required for most sabers. Based on the level of protection afforded by the saber’s guard, a director may allow for gloves that are less protective. For sabers with either no protection beyond a cross or with only a D-Guard etc., dedicated saber gloves are a minimum or gloves sufficient for longsword.
Rapier and Smallsword
Rapier will generally require a lower level of protection than longsword.
Gloves: Lightly padded gloves are acceptable. Based on the level of protection afforded by the rapier’s guard, gloves without padding such as Olympic fencing gloves are acceptable.
Additionally, there will be no requirement for hard elbows, knees or shins. However, all of these are still heavily encouraged.
Finally, all fencers expressly assume the risks associated with fencing and acknowledge responsibility for their own safety based on the level of gear that they choose to use.
VII. Judging
- Bout Staff
Each fight will have some combination of the following Staff Members:
- 1 Director
- 1 or 2 Judges
- 1 Table Staff
- Director
The Director will be in charge of the fight and has final authority on all calls. Any and all issues should be brought to the attention of the Director.
Both fencers agree to abide by the Director’s calls, which will involve both competitive scoring and assuring the safety of fencers and spectators.
If the clock needs to be stopped for any reason, such as for an injury or equipment failure, the Judge will call “Time,” at which point either the Director or the Table Staff will stop the clock.
- Judges
The Judges are present to aid the Director and will make calls on all hits, calling “Point,” at which point, the Director will call a halt and ask the Judges, “Judges…Point.”
Depending on the event, there will be either one or two judges to assist the director.
The Judges will then display the location of the strike with the semaphore which corresponds to the fencer’s color.
Anyone who is fencing may be called upon to Judge. However, as all fights will only be using two Judges, not every fencer will need to Judge. If a fencer is asked to Judge and feels unable to fairly Judge due to lack of experience, a relationship with a fencer, or undue bias, the Judge may recuse themself. A fencer should not ask to recuse themselves simply due to a lack of desire to judge.
As the Director will be an experienced Judge and will have the best view of the action, the Director will be given wide discretion in their decisions. The Director may agree with only one Judge, seek input from the fencers, or call the exchange “Unclear, no points.”
Overruling both Judges is discouraged except for extreme circumstances. If points are awarded, the Director will indicate to the Table the correct score to be added.
The two Judges will each be assigned a color. The Judge will be wearing an armband of their color with color patches. The Judge will switch out the patches with each combatant and on deck combatant.
- Refusal to Obey
Refusal to obey the Director/Judge or refusing to recognize a point awarded to the opponent will be penalized beginning with a yellow card.
VIII. Withdrawals
Pool Stage:
Withdrawal During a Bout:
If a fencer withdraws in the middle of a bout (most likely due to injury), the bout is concluded.
The remaining participant is declared the winner, even if they had fewer points at the time of withdrawal.
Points scored before the withdrawal are retained for statistical purposes and used for DE seeding.
All upcoming bouts for the withdrawn fencer are removed from the pool schedule.
Withdrawal Between Rounds:
If a fencer withdraws between rounds in a pool, all their upcoming bouts are removed.
Bouts that have already been completed remain in the records.
As a result, some fencers may end up with six bouts while others only have five. Within the same pool.
Direct Elimination (DE) Stage:
Withdrawal Before DE:
If a fencer withdraws before the DE stage, they are excluded from the DE seeding process as if they were never in the event.
Their pool results remain and can still be used for historical records.
Withdrawal During DE:
If a fencer withdraws during a DE bout, the remaining participant wins and advances.