Full Plate Combat Rules

Summary

Magna Carta Full Plate Combat includes four categories: Longsword, Poleaxe, Axe & Shield, and German Duel. All bouts are held without weight classes.

In Longsword, Poleaxe and Axe & Shield, fighters score points through accentuated strikes and thrusts to valid target areas. In German Duel, only accentuated thrusts score points. Invalid target areas include the groin, feet, and the back of the knees.

In Longsword and Poleaxe, a successful Victorian – a clean, accentuated thrust with visible amplitude to specific chainmail-protected openings not covered by plate – gives an immediate victory. In Axe & Shield, an accentuated thrust with the spike into open chainmail-protected zones of the armor also gives an immediate victory. In German Duel, there is no equivalent instant-win action: points are counted throughout the bout.

The main round lasts 1 minute 30 seconds in Longsword, Poleaxe and Axe & Shield, and 2 minutes in German Duel. If the score is tied, additional 30-second rounds are fought until a winner is determined.

A technical victory (10:0) may be awarded if an opponent refuses to fight, fails to appear, cannot continue due to accidental injury, receives two Yellow Cards or a Red Card, or cannot repair or replace damaged equipment in time.

All armor, weapons, and equipment must comply with Magna Carta technical and authenticity standards. Modern visible repair materials, modern footwear, offensive or non-authentic markings, and visibly modern decorative elements are not permitted.

The categories differ significantly in their permitted techniques. Longsword, Poleaxe and Axe & Shield are more restrictive and prohibit grappling, throws, kicks, knees, hand strikes, and attacks against downed or unarmed opponents. German Duel allows a much broader range of actions, including kicks, sweeps, throws, grappling, attacks against a downed opponent, and attacks against an opponent who has lost their weapon, although not all such actions score points.

All bouts are managed through penalties and officiated according to the applicable regulations for the relevant category. In all disputes, the decision of the Head Marshal is final.


These rules govern the following categories within the Full Plate Combat discipline: Longsword & Poleaxe, Axe & Shield, and German Duel.

In case of any discrepancy between the general provisions and a category-specific provision, the category-specific provision shall prevail.


I. General Regulations

1. Age and Competitive Division

Bouts are held in the adult category (18+), with men and women competing separately. No weight classes apply.

2. Judging Panel

The judging panel consists of a Head Marshal (Hofmarshal), four Field Marshals, a Secretary, a Timekeeper (functions may be combined), and an Authenticity Judge.

In case of any dispute, the decision of the Head Marshal is final.

3. Lists and Safety Zone

Bouts take place in the lists on a firm surface, enclosed by barriers measuring from 6 to 10 meters in width and from 6 to 20 meters in length.

The barrier height must be between 0.9 and 1.3 meters.

The lists must be surrounded on all sides by a safety zone at least 2 meters wide.

For the Axe & Shield and German Duel categories, the safety zone must be enclosed by an external rigid barrier.

During a bout, only the judging panel, authorized staff, and the fighter’s second (or coach) are allowed within the safety zone.

Unauthorized entry into the safety zone by any team or club member will result in penalties applied to the individual or their team.

4. Additional Rounds

In the event of a tie, one or more additional rounds of 30 seconds are held until a winner is determined.

5. Technical Victory

A technical victory (10:0) is awarded in the following cases.

If the opponent refuses to participate, fails to appear when called by the Head Marshal, or is unable to prepare their equipment within the allotted time, a technical victory is awarded to their opponent. A fighter who fails to appear receives one warning (one Yellow Card). If a fighter is removed from further participation due to injury or disqualification, a technical victory is also awarded to their opponent.

If the opponent is unable to continue the bout due to an accidental injury, a technical victory is awarded to their opponent.

If the opponent receives two warnings (two Yellow Cards) or a disqualification (Red Card), a technical victory is awarded to their opponent.

If, in the opinion of the Head Marshal, factors arise that prevent the continuation of the bout due to equipment failure or damage that cannot be repaired or replaced within the allotted time, a technical victory is awarded to the opponent. The allotted repair time is category-specific and defined in the relevant category section.

If a fighter is unable to continue due to an injury caused by a rule violation by their opponent, the offending fighter receives a double warning (two Yellow Cards) and is disqualified. A technical victory is awarded to the injured fighter.

6. Equipment: General Requirements

All equipment, armor, and weapons must comply with the technical requirements and regulations of the Magna Carta Authenticity Committee.

A fighter is not allowed to enter the lists if they:

  • have not passed the technical and authenticity inspections.
  • use low-quality, dirty, rusty, dented, or non-authentic equipment.
  • use modern footwear or footwear with aggressive tread soles.
  • use modern materials such as tape, plastic ties, or other repair elements if they are clearly visible.
  • display non-authentic or offensive images, inscriptions, or slogans on shields, weapons, or armor.
  • use any modern decorative elements that are visually intrusive on any part of the equipment.

7. Bout Management and Control

Bouts are conducted and supervised in accordance with the applicable regulations for the relevant category. Penalties are applied based on the situation in the lists, the actions of the fighters, and the decisions of the judges.


II. Longsword & Poleaxe Category

1. Scoring and Valid Target Areas

Bouts are judged based on the number of accentuated strikes and thrusts delivered with the striking part of the weapon, namely the first and second thirds of the blade, the tip of the sword, the axe edge, the hammer, the spike, or the spike at the reverse end of the haft, to valid target areas on the opponent.

The groin, feet, and the back of the knees are not considered valid target areas.

Each accentuated strike or thrust to a valid target area scores 1 point for the fighter who delivers it.

A strike or thrust is considered valid if it is accentuated and has not been deflected by a defensive action with the weapon (parry).

If no Victorian is achieved, all valid strikes and thrusts are counted throughout the round, and the fighter with the higher score is declared the winner.

2. Round Duration

Each bout consists of one main round lasting 1 minute 30 seconds.

Victory is awarded to the fighter who delivers the greater number of accentuated strikes and thrusts.

The organizers may adjust the effective duration of the round, provided that this decision is approved in advance and included in the official tournament regulations.

3. Victorian

If a “Victorian” is achieved, the fighter is awarded an immediate victory.

A Victorian is defined as a clean and clearly accentuated thrust with visible amplitude, performed with a prior withdrawal of the weapon tip of at least 15 cm, or one palm’s length, before delivering the thrust to the following areas: the armpits, shoulder blades, elbow creases, and the inner side of the biceps not protected by plate armor.

The thrust may be performed with any grip, provided that the weapon is held with both hands, one of which must hold the weapon by the hilt or haft.

The thrust is only considered valid if it lands on a body area protected by chainmail, not on the inner surface of the armor along or past the body.

4. Category-Specific Equipment Requirements

As thrusts are permitted in this category, additional safety requirements apply.

For technical inspection, the fighter must have all areas above the waist not covered by plate armor fully protected by chainmail. These include the armpits, shoulder blades, elbow creases, throat, inner sides of the biceps, and all other exposed zones above the waist resulting from the characteristics of the armor. The chainmail must be riveted or riveted-and-cut, dense, and have a ring diameter of no less than 8 mm.

The fighter must wear a helmet providing solid plate protection of the throat against both direct and upward thrusts, such as a bicoc, armet, grand bascinet, close helm, or equivalent type, leaving only a minimal junction with the cuirass covered by a dense chainmail collar, or no gap at all.

The visor must have vision openings no larger than 18 × 8 mm, or 15 × 15 mm, or be of another design preventing penetration by currently approved HMB weapons with a rounded tip of 20 mm.

For authenticity inspection, an armor passport with references to historical sources is required.

5. Repair Time Limit

If equipment failure prevents continuation of the bout, the repair or replacement time may not exceed 3 minutes.

6. Permitted Techniques

  • Strikes with the axe or hammer to valid target areas are permitted.
  • Thrusts with the spike or the spike at the reverse end of the haft are permitted.
  • Parries using the axe, hammer, spike, or haft are permitted.
  • Pushing and applying pressure with the haft or hands are permitted.
  • Strikes and thrusts performed with one hand are allowed but are not scored.

7. Prohibited Techniques

  • Strikes to invalid target areas are prohibited.
  • Striking an opponent who is down or in the process of getting up is prohibited.
  • Striking an opponent who has lost their weapon is prohibited.
  • Headbutts are prohibited.
  • Strikes with feet or knees are prohibited.
  • Sweeps, throws, and grappling holds are prohibited.
  • Strikes with hands or elbows are prohibited.
  • Strikes with the hilt or crossguard of the weapon are prohibited.
  • Grabbing the opponent’s body, head, limbs, or equipment, including their weapon, with the hands is prohibited.

III. Axe & Shield Category

1. Scoring and Valid Target Areas

Bouts are judged based on the number of accentuated strikes and thrusts delivered with the striking part of the weapon, namely the axe, hammer, spike, or the spike at the reverse end of the haft, to valid target areas on the opponent.

The groin, feet, hands, and the back of the knees are not considered valid target areas.

Each accentuated strike or thrust to a valid target area scores 1 point for the fighter who delivers it.

A strike or thrust is considered valid if it is accentuated, not a glancing blow, and has not been deflected by a defensive action with the weapon (parry).

If neither fighter achieves a thrust to open areas of the armor, all valid strikes and thrusts are counted throughout the round, and the fighter with the higher score is declared the winner.

2. Round Duration

Each bout consists of one main round lasting 1 minute 30 seconds.

Victory is awarded to the fighter who delivers the greater number of accentuated strikes and thrusts.

The organizers may adjust the effective duration of the round or the bout, provided that this decision is approved in advance and included in the official tournament regulations.

3. Instant Victory Thrust

If a clean and clearly accentuated thrust with visible amplitude, performed with a prior withdrawal of the spike of at least 15 cm, or one palm’s length, from the target, is delivered to open areas of the armor protected by chainmail, the fighter is awarded an immediate victory.

The thrust is only considered valid if it lands on a body area protected by chainmail, not on the inner surface of the armor along or past the body.

4. Repair Time Limit

If equipment failure prevents continuation of the bout, the repair or replacement time may not exceed 1 minute.

5. Permitted Techniques

  • Strikes with the axe or hammer to valid target areas are permitted.
  • Thrusts with the spike are permitted.
  • Parries using the axe, hammer, spike, or haft are permitted.
  • Pushing and applying pressure with the haft or hands are permitted.
  • Thrusts and strikes with the shield are allowed but are not scored.

6. Prohibited Techniques

  • Strikes to invalid target areas are prohibited.
  • Striking an opponent who is down or in the process of getting up is prohibited.
  • Striking an opponent who has lost their weapon is prohibited.
  • Headbutts are prohibited.
  • Strikes with feet or knees are prohibited.
  • Sweeps, throws, and grappling holds are prohibited.
  • Strikes with hands or elbows are prohibited.
  • Strikes with the hilt or crossguard of the weapon are prohibited.
  • Grabbing the opponent’s body, head, limbs, or equipment, including their weapon, with the hands is prohibited.

IV. German Duel Category

1. Weapons and Shield

Bouts are fought with three types of weapons: spear, sword, and dagger. These may be changed by the fighters at their own discretion during the bout, without stopping the fight and without outside assistance.

Tarche-type shields of reverse-curved form are also used in this category. They must be no more than 45 cm in height and no more than 40 cm in width.

It is desirable, though not mandatory, that such shields have a shoulder mount, allowing the left hand to be freed for two-handed use of the spear or sword, as well as a neck strap.

2. Scoring and Valid Target Areas

Bouts are judged based on the number of accentuated thrusts with visible amplitude delivered with the striking part of the weapon, namely the spearhead, sword tip, or dagger tip, to valid target areas on the opponent.

A thrust may be performed with any grip, using either one or both hands.

Valid target areas are the open zones of plate armor protected by chainmail.

The groin, feet, hands, and the back of the knees are not considered valid target areas.

Each accentuated thrust with visible amplitude, performed with a prior withdrawal of the tip of at least 15 cm, or one palm’s length, from the target, and delivered to a valid target area, scores 1 point for the fighter who performs it.

A thrust may be performed with any grip, using either one or both hands, provided that one hand holds the weapon by the hilt or haft.

A thrust is considered valid only if it lands on a part of the body protected by chainmail, not on the inner surface of the armor along or past the body.

A thrust is counted if it is accentuated, not a glancing blow, and has not been deflected by a defensive action with the weapon (parry).

3. Round Duration

Each bout consists of one main round lasting 2 minutes.

Victory is awarded to the fighter who delivers the greater number of accentuated thrusts.

The organizers may adjust the effective duration of the round or the bout, provided that this decision is approved in advance and included in the official tournament regulations.

4. Repair Time Limit

If equipment failure prevents continuation of the bout, including damage to the sword, shield, spear, or dagger, the repair or replacement time may not exceed 1 minute.

5. Permitted Techniques

  • Strikes with the blade of the weapon to valid target areas are permitted but are not scored.
  • Thrusts with the tip of the weapon are permitted in both one-handed and two-handed grips, including with both hands on the hilt and with one hand placed on the blade of one’s own weapon.
  • Parries using the blade, haft, or hilt of the weapon are permitted.
  • Pushing and applying pressure with the blade of the weapon or with the hands are permitted.
  • Pushing the opponent’s hands away with one’s own hands is permitted.
  • Thrusts against an opponent who is down or in the process of getting up are permitted.
  • Thrusts and strikes against an opponent who has lost their weapon are permitted.
  • Head strikes are permitted.
  • Kicks are permitted.
  • Sweeps, wrestling throws, and grappling holds are permitted but are not scored.
  • Strikes with the forearms and elbows are permitted.
  • Strikes with the crossguard and the hilt of the weapon are permitted but are not scored.
  • Grabbing the opponent’s body, head, and limbs with the hands is permitted.

6. Prohibited Techniques

  • Strikes to invalid target areas are prohibited.
  • Strikes with the fist are prohibited.
  • Strikes with the knees are prohibited.
  • Grabbing the opponent’s weapon haft or blade with the hands is prohibited.