Competition

If you think we’re just a bunch of pajama-wearin’ Feddy bears who can’t take a little sport, then it’s high time we show you what happens when we step into the ring. Here we will soon have documented the full rules of engagement for Fleet 31 sanctioned combat tournaments.

Weapon Design Judges
Each match is officiated by a group of three judges: one head judge and two blade judges. The head judge is the final word on all scores and is responsible for ensuring the readiness of both combatants and both blade judges. The blade judges are each assigned primarily to watch a single competitor’s weapon for scoring strikes on their opponent, but the rapid shift of positions make it necessary for a blade judge to call a strike seen against either competitor. Any of the three judges may call break upon seeing a valid scoring strike, but only the head judge can commence combat. Judges are also responsible for examining all weapons to be used in the tournament prior to their use in order to determine their legality compared to the design guidelines linked above.

Protective Gear
Protective gear is not required for bat’leth and mek’leth combat. Protective eyewear is required for d’k tahg combat due to the weapon’s size and speed. Other protective gear may be worn for any or all events, but weapon contact against armor will be treated the same as weapon contact with skin.

Match Scoring
  • Elimination: Single.
  • Points to win: 3 (as a total, not as a point difference). Ties will continue until broken.
  • Point zones:
    • Head: 0. Careless aim will result in a warning. Obviously aiming for the head or receiving three warnings may result in disqualification.
    • Torso: 1.
    • Arms/Legs: 1/2. Blows below the knees receive no points. Hands wielding weapons are considered valid targets only in d’k tahg. Non-wielding hands are considered targets in all events.
    • Ring out and disarm: 1/2 is awarded to the opponent of any combatant who steps outside the ring or loses a weapon (per weapon) during combat. This is awarded in addition to any scoring strikes.
  • Combat breaks: Combat begins when the head judge has confirmed both fighters and blade judges are ready and calls “fight.” Combat ends when any judge calls “break.” Scoring strikes initiated before break but landing after will still be counted. Strikes initiated after a break call may result in a warning.
  • Multi-strike: Combatants landing multiple blows prior to a break call will receive the point value of the single highest scoring blow observed by a judge. In short, multiple scoring blows, even on one swing, does not result in multiple points.
  • Simultaneous strike: If both combatants land blows observed by judges prior to a break call, both will be awarded points accordingly.
  • Self-strike: If a combatant’s own blade is knocked into their body, that combatant will receive a point deduction based on the location of the strike.
  • The “caught blade” exception: If a combatant attempts to stop a weapon with a non-wielding hand and results in blade contact with the palm side of the hand, 1/2 point will be awarded to the other combatant regardless of other strikes. That is to say, if combatant A throws a strike and combatant B catches the weapon and prevents it from completing another scoring blow, A will only receive 1/2 point, but if B catches the weapon and A still manages to make another scoring blow on that swing, A will be awarded 1/2 point in addition to the scoring blow.
  • Attacking strikes with the body rather than the weapon will result in an automatic warning.

Those counting will notice it is theoretically possible to win a match of double mek’leth in one break by completely disarming the opponent for one full point, pushing through a caught blade for a half point to strike the torso for another point, and causing ring out for the final half point. This combination is the only way to win a match in a single break.

Arena
Arenas may be on solid or sandy surfaces and may take place indoor or outdoor, but should be 15-20 feet in diameter with a clearly marked perimeter. Most importantly, it must offer viewing access to spectators.