Rules
Rules and Regulations for Competitions in Historical Medieval Battles in the Categories 5 vs 5, 7 vs 7, 12 vs 12, and 30 vs 30 (hereinafter referred to as “Fights”).
1. General Provisions
1.1 Historical Medieval Battles is a full-contact combat sport in which defensive and offensive weapons of the Middle Ages are used, manufactured, and adapted specifically for this type of competition. The competition is held within a standardized list of defined size and shape and, depending on the fight format, with different types of authentic weapons.
The concept of Historical Medieval Battles unites various forms of full-contact fighting using historical reenactment equipment of the Middle Ages, including historical fencing, buhurt, melees, duels, group fights, mass field battles, professional fights, and others. Historical Medieval Battles always take place in full contact; however, depending on the category, the lists of permitted and prohibited technical actions may vary. In addition, the conditions of victory, fight regulations, tournament formats, and other parameters may differ.
The following rules apply to the team categories of Historical Medieval Battles.
1.2 The competition is supervised by a certified marshaling team consisting of: Knight Marshal (chief official), field marshals, line marshals, Tournament Committee representatives (senior secretary, secretaries), as well as trainees. The number of members of the marshaling team is set separately for each event, depending on its format and content. The presence of the Knight Marshal and field marshals is always obligatory.
Important! There must be no less than 2 (Two) marshals working inside the list (in the field) if it’s technically possible.
1.2.1 The Knight Marshal is appointed by the event organizers.
1.2.2 Tournament secretaries are engaged in documentation of the course, results of the fights, drawing up the grids of fights, keeping the minutes of the competition and counting the results to determine the winners of the competition.
1.3 HMB competitions in group categories are held in different versions, in particular, in different number of fighters according to the approved fights regulations.
1.4 The winner’s determination may vary depending on the adopted competition system, which is prescribed by the organizers in the Event regulations.
1.5 The main victory criteria in HMB group fight categories is grounding the fighters of the opposing team. In HMB group category fights, a fighter is considered knocked out of the fight if:
1.5.1 The fighter has touched the surface of the list with a third support point (body, buttocks, arm, knee, shield, etc.). This rule also applies if the fighter falls with the opponent;
Important! A fighter is not considered out of the fight if: The fighter touched the surface of the list with the edge (but not with the flat part of the shield) while making a throw or immediately after making a throw, but in no case before making a throw; The fighter touched the surface of the list with his fist or the hand of one of his arms while making a throw or immediately after making a throw, but in no case before making a throw. Important! The third point of support is not considered to be the shaft or iron part of the polearm or the blade of the blade weapon.
1.5.2 The fighter stepped with both feet or fell beyond the lines of the list. If there is no lower beam of the list, it is necessary to mark visually the line of the lower projection, if it is not technically possible to do so, the determination of going out of the list is carried out by the marshals visually;
1.5.3 If an element of protective equipment serving to protect the joints, head, hands, groin or neck, as well as serving to protect a significant area of the body, cannot fulfill its protective function or is lost;
Important! The armor elements specified in paragraph 1.5.3 are considered to be helmet, neckpiece and any other neck protection, torso protection (brigantine, a breastplate of any kind, etc.), shoulder protection, elbow, gauntlet, hand protection, groin protection, hip protection, kneepads, greaves and sabatons. A fighter is grounded only if the remaining armor he is wearing cannot compensate for the loss or failure of one of the listed items. Biceps protection, buttock protection (hem in the case of hip plates), and rear flaps of greaves are not included in this list. Loss of protective function or loss of these elements does not result in the fighter’s withdrawal from the fight.
1.5.4 The fighter has touched a fighter lying on the list with his body, buttocks or thighs;
Important! If when falling together with the opponent, the fighter on top touches his opponent lying on the surface, with any point other than the body, buttocks and thighs, without touching the surface of the list, this fighter is not considered to have fallen.
1.5.5 Performed repeated or deliberate active attack actions without holding at least one weapon in combat position in at least one hand (a polearm by the shaft, a bladed weapon by the hilt) – the shield is not a weapon;
Important! A fighter with a two-handed polearm must hold it firmly with at least one hand. If during a fight with an opponent the weapon is not held with at least one hand, the fighter is considered unarmed and must stop the offensive action until he has the weapon in his hand.
1.5.6 The fighter was taken out of the fight by the marshal due to a fighter’s rule violation; The fighter has gone down on one knee (if he is able to do so), taking the “out of the fight” position on his own.
1.6 To be eligible to participate in the HMB, a fighter must:
1.6.1 Reach the age of majority according to the law of his country, as well as the country hosting the event;
1.6.2 Sign a statement of voluntary participation in full-contact fights (in the statement the fighter accepts responsibility for any risks associated with participation in fights, waives any claims, and assures that he is familiar with the rules and undertakes to strictly comply with them);
1.6.3 Have a certificate issued by a medical institution, confirming that the fighter has no contraindications to participate in competitions;
1.6.4 Be registered with the organizers of the specific event;
1.6.5 Pass the technical and authentic commission;
1.6.6 Have a valid medical insurance that covers the place and time of the competition.
2. Authorized equipment
All elements of equipment, armor and weapons must fully comply with the technical and authentic requirements of the Organizers.
2.1 A fighter is not allowed to enter the list:
2.1.1 Without passing the technical and authentic commission;
2.1.2 For using low-quality, dirty, rusty, dented or unauthentic equipment;
2.1.3 For the use of modern shoes, or shoes with hiking soles or their equivalents (high profile);
2.1.4 For the use of modern sticky tape, plastic ties and any other modern materials used for repairing elements of equipment, if they are too visible;
2.1.5 For the use of images, mottos, etc. on shields, weapons, armor, etc. that are inauthentic or offensive;
2.1.6. For the use of any other modern item or decoration on any part of the equipment if it is eye-catching.
Important! For prompt armor repair during the event it is allowed to use sticky tape of non-bright shades based on natural fabrics.
3. Authorized fighting techniques
The conduct of combat on the list is governed by the list of authorized fighting techniques of HMB, which includes:
3.1 Any movements in the list, leaning on the list barrier and grabbing the list barrier. Any strikes, kicks, pushes made: with a weapon, arms, legs, shield (flat or the edge), head, shoulder, body in the permitted strike zone;
Important! Permitted strike zone does NOT include: feet, back of the knee, inguinal area (the part of the lower abdominal area attached to the thigh), back of the neck, and the axilla.
Any actions (punches, kicks, pushes, etc.) with the foot to the knee joint are forbidden; A fighter may strike with his free hand, but only if he has a weapon in his other hand.
3.2. Strikes at the opponent off balance until he falls;
3.3 Any holds of the non-combat part (apart from the blade) of the weapon (his own or his opponent’s) or the opponent’s shield with his free hand;
3.4. Offensive actions against a disarmed opponent;
3.5 Wrestling techniques, throws and so on;
Important! Painful holds, suffocating techniques and suplex (arch throw) in any variations are prohibited
3.6 Disarm the opponent using authorized actions using the non-combat part of the weapon. This includes taking the weapon from the opponent’s waist belt. The fighter performing the disarm must be in the active position (holding his weapon in his hand). The weapon taken away may be used during the current round;
3.7 If a fighter loses his weapon, he may:
- Retrieve a spare weapon he has with him;
- Leave the combat (yield) by kneeling;
- Take a reserve weapon from the squire of his team, who is located in a designated place behind the fence. In this case, the fighter has the right to protect himself from the opponent’s blows without conducting active offensive actions or holds;
- To take a spare weapon from a fighter of his team on the list (only if this fighter is not grounded).
Important! It is strictly forbidden to pick up weapons from the surface of the list, to take weapons from fighters who have been withdrawn from the fight or anyone except the team’s squire at the designated area! Polearms leaning against the top rail of the barrier or the owner’s body may be picked up again. In this case, the polearm is not considered to be lying on the surface of the list.
3.7.1 In case of a list with a wide top bar (the “shelf”), reserve weapons are placed only on top of this bar. The fighter must pick the spare weapon themselves. It is forbidden to pass a reserve weapon to the fighter.
3.7.2 In the case of a list without a wide top bar, the squire can give the reserve weapon to the fighter only behind the outer edge of the fence within the lines (marks) of the specified zone. It is forbidden to pass the reserve weapon to the fighter over the list surface.
3.8. The sweep, including the single supporting leg.
Important! The sweep is a sharp kick to the lower third of the opponent’s shin and ankle, in most cases with the inner sole of the foot. As a result, the opponent either instantly loses his ground footing, or, being already off balance, loses the opportunity to lean on the attacked foot.
4. Prohibited Techniques
The use of a prohibited action against the opponent is a serious rule violation that will result in disciplinary penalties, and even suspension. The penalty is imposed regardless of the fighter’s intent. Every fighter must avoid prohibited techniques, as:
4.1 Any actions not listed in section 3. A fighter can use only the authorized actions specified in these rules;
4.2 Any thrusts with weapons;
4.3 Any strikes with weapons, arms, legs, shield (flat or the edge), head, shoulder, body in a prohibited area. The prohibited area includes: soles of the feet, back of the knee, inguinal area (part of the lower abdominal area attached to the thigh), back of the neck and the axilla;
4.4 Locking the limbs against their natural bending direction and any painful techniques;
4.5 Grappling of the lower part of the helmet with the hand in an attempt to expose the neck or remove the helmet, and subsequent neck twists;
4.6 Deliberate attempts to remove any defensive elements (except the shield);
4.7. Strikes with the weapon crossguard or fist into the opponent’s visor (if the gap between the crossguard and the fist in the gauntlet or glove is more than 3 cm);
4.8 Any clamps, suffocating techniques with direct pressure by any part of the body, equipment and weapon on the throat, as well as on the exposed neck from behind and from the sides;
4.9 Any grabs on the head and neck with a polearm weapon (long, two-handed, one-handed) with the use of two hands;
4.10 Any offensive actions on a grounded fighter;
4.11. Deliberate injury to an opponent in the area where an element of the basic protective equipment (para. 1.5.3 of these rules) has been lost or cannot fulfill its protective function;
4.12 Any reckless or uncontrolled strikes and movements with a weapon;
4.13 Inactive clinch, i.e. a clinch situation when the fighters are in an equal position and within 10 seconds have not made strong pointed strikes with weapons, wrestling moves and other attacking moves aimed at grounding the opponent. Strikes with fist, knee or shield are not considered to be technical actions that allow to consider a clinch active. In this case, the marshal may break up the two fighters with the local command “Break!” and place a yellow marshal’s flag between the fighters’ helmets. The fighters must stop fighting immediately and move one meter away from each other. The following supplementary command “Fight!” and a signal with the flag allowing the fighter or fighters to continue the fight, which is said by the marshal who broke the clinch, serves as a signal that the fight is in progress in general and for the fighters who have left the clinch in particular.
Important! The local commands “Break!” and “Fight!” are valid only for the fighters in the clinch, and after the command “Fight!” any of the fighters can continue the fight with the same opponent or attack another opponent.
4.14. Grip of a one-handed wooden weapon, if the index finger of the grasping hand is less than 30 cm from the iron part of the weapon at the moment of striking with the weapon;
4.15. Fighters who are on the list after being taken out of the fight are forbidden to rise on both legs until the Knight Marshal’s command “Reset”. After being grounded as a result of a fall, loss of equipment or marshal’s decision, the fighter must take a comfortable position on the list, sitting or lying down and wait for the end of the round without interfering in the fight. By comfortable position the fighter signals that he is not injured.
Important! The withdrawn fighters are NOT allowed to interfere in any way in the fight or change their position on the list, except in situations that endanger their life or health.
4.16 Any offensive/aggressive actions towards the marshaling team, as well as any individuals outside the list;
4.17 Any actions that interfere with the competition;
4.18 Any strikes with feet and two-handed weapons or polearms on the only supporting leg, except for the sweep;
Important! The only support leg is the leg on which the entire weight of the fighter is transferred during the fight.
4.19 Taking from the squire (giving to the fighter) a reserve weapon outside of the weapon distribution zone above the inner surface of the list, or, in case of using a list with a wide upper bar (the “shelf”), taking it in hand or in any other way, except for taking it off the bar in the zone of the weapon distribution.
5. Regulations
5.1 There are no weight categories in group battles.
5.2 Depending on the tournament, it is possible to change the size of the list, subject to agreement with the HMB and introduction of the clause on changing the size of the list in the Event Regulations:
5.2.1 For fights of the 5 vs 5 and 7 vs 7 categories the size of the list from 12.5 to 15 meters in length and from 7.5 to 10 meters in width is used; For the fights of the 12 vs 12 category the size of the list is from 15 to 20 meters in length and from 10 to 12.5 meters in width; For fights of the 30 vs 30 category the size of the list from 25 to 30 meters in length and from 12,5 to 15 meters in width is used.
Important! Organizers should provide a safety zone enclosed by an external rigid barrier. The width of the safety zone should be at least 2 meters from each side of the list. During the fight (round) only marshals, team manager (captain, coach), team squire(s) (the one who hands weapons), secretaries, technicians and accredited cameramen are allowed into the safety zone. Persons allowed in the safety area (other than marshals) are not allowed to have their hands on the list barrier. Unauthorized entry of any combat or non-combat team member into the safety zone will result in disciplinary action (a warning) being imposed on him or his team. Important! In 5 vs 5 and 7 vs 7 fights, reserve fighters may also be in the safety zone. In the 12 vs 12 and 30 vs 30 categories, presence of substitute fighters in the safety zone is not allowed.
5.3 A team of the group battles category consists of core and reserve fighters, 1 (One) team manager (captain, coach) and squires.
Important!
Reserve fighters can change core fighters at any frequency and in any number between rounds or fights.
Reserve fighters may not take part in fights as part of other teams.
The number of reserve fighters and non-fighting team members:
In the 5 vs 5 category – 3 substitutes, 1 manager (captain, coach), 1 squire;
In 7 vs 7 category – 5 substitutes, 1 manager (captain, coach), 1 squire;
In the 12 vs 12 category – 8 substitutes, 1 manager (captain, coach), 2 squires;
In the 30 vs 30 category – 20 substitutes, 1 manager (captain, coach) and 3 squires.
In other categories – at the organizers’ decision.
5.4 The fight continues until one team scores two victories in rounds and consists of 2, 3 or more rounds (if there is a draw in the decisive round). Victory in a round is earned by the team that first grounded all the opponent’s fighters or achieved a 1-3 advantage in the number of fighters remaining in the fight.
5.5 Determination of the winning team (depending on the type of fencing used): When using a list with a wide top bar:
5.5.1 Each fight will last no more than 10 minutes. The maximum time for one round is 5 minutes. If the allotted time expires, the team with more fighters left in the fight wins. If the score at the end of the time is equal (by rounds, by number of points, etc.), then:
5.5.2 In case the fight takes place in the group (ranking, round robin or other) stage of the tournament, which does not include team elimination, a draw shall be awarded;
5.5.3 If the fight takes place in the elimination pool, one additional round in the full squad with a duration of up to 5 minutes is appointed; – In case of a draw result in the additional round, the winner is determined on the score basis; – In case it is impossible to determine the winner on the score basis, the winner of the fight is determined by the rating priority see para 5.24.
5.5.4 In case the fight takes place in the semi-final or final stage of the tournament, an additional 3, 4 or 5 rounds in the full complement of up to 5 minutes are appointed; – In case of a draw result in the additional round, the winner is determined on the score basis; – In case it is impossible to determine the winner on the score basis, the winner of the fight is determined on the basis of rating priority see para 5.24. When using a list with a narrow fence (without a top bar):
5.5.5 In qualifying stage fights (in groups): – Each fight lasts no more than 10 minutes. The maximum time for one round is 5 minutes. If the allotted time expires, the team with more fighters left in the fight wins; – If the score at the moment of time expiration is equal (by rounds, by number of points, etc.), then in case the fight takes place in the group (rating, round robin or other) stage of the tournament, which does not include elimination, the draw is awarded.
5.5.6 In the elimination pools as well as in tournaments held in the same group: – A fight cannot end at a draw; – Each fight lasts no more than 10 minutes. The maximum time of one round is 5 minutes. When the allotted time expires, the team with the most fighters left in the battle wins; – The winner is determined only by round victories (2 victories); – If the winner is not determined during the main rounds (no one has achieved two victories in rounds regardless of the score on points or other criteria), a third round of 5 minutes is appointed; – In case of a draw in the third round, a fourth round is scheduled, which is held without taking into account the effective time; – In case of a draw in the fourth round, the fifth round is appointed according to the rules of Captains’ Fight, when only team captains or persons replacing them take part; – If during the third or fourth rounds each team has only one fighter left active – the command “Break” or “Stop the fight” is given, the fighters are brought to the center of the list and the winner is determined by the same rules as the Captains’ Fight.
Important! The Captains’ Fight is fought in accordance with the group fights rules, without a time limit, with the following limitations: the fight begins in the middle of the list. It is prohibited to touch the list barrier with any part of the body, limbs, or a head or a shield. A fighter who touched the barrier of the list withdraws from the fight.
5.5.7 On the semi-final and final stage:
- A fight cannot end at a draw
- There is no time limit for the round
- A winner is determined based on the number of round victories (two victories)
- If after four rounds the winner cannot be determined, the Captains fight the fifth round. The rules of the Captains’ Fight are used in this round.
- During any of the rounds, if each team has only one fighter active (standing), the fight stops by a ‘Break’ or ‘Stop fight’ command, the fighters are led to the middle of the list, and a winner is determined by the rules of the Captains’ fight.
5.5.8 The Organizers can choose the system of a winner determination provided that does not correspond to the type of the list used, if it was agreed.
5.6 Each active, non-grounded, fighter is counted as one point of the round score awarded to the winning team.
Important! The fight stops if one team gains a threefold advantage in fighters. A team with advantage wins. The round score of the winning team amounts to the number of active, non- grounded, fighters at the end of the fight, losing team gains zero (0) points. The minimum score in this case is: 3-0.
5.7 A fight victory is the main rating point. The number of round victories and the score in the rounds are additional data for the rating.
5.8 The Knight Marshal independently or through the announcer (secretary) invites two teams to the list and announces the next two teams to be ready.
Important! The two invited teams report to the designated area next to the list for technical, authentic and aesthetic checks of their equipment before the fight.
5.9 Invited teams are granted up to one (1) minute to report to the list
Important! The Knight Marshal can ask the fighters to enter the list with their helmets off. When the correspondence between the fighters presented in the list, and fighters registered for the fight, has concluded, they will then be given 90 seconds to put on their helmets and prepare for the fight. Squires outside of the list can assist the fighters in preparation. The fighters are not allowed to leave the list before the start of the fight. This measure excludes the possibility of team roster replacement. Important! If a team fails to report to the list within three (3) minutes or enters the list unprepared, their opponent is awarded a technical win or the fight starts with an uneven number of fighters (5-4, 5-3). Team captains can ask for one (1) minute time-out twice during the tournament.
5.10 Preparation for the fight:
5.10.1 Preparation for the fight for 5 vs 5 and 7 vs 7 teams:
- After the invitation, the fighters enter the list prepared for the fight and line up.
- A team manager (captain, coach) signals the team’s preparedness to the Knight Marshal
- A team manager and a squire (distributing the reserve weapons) assume their positions in the designated area outside of the list
- The Knight Marshal requests field marshals to signal that the teams are ready to fight and that there are no unauthorized persons in the list.
- The Knight Marshal commands “Team ready” after which the teams can assume their combat line-up.
5.10.2 Preparation for the fight for 12 vs 12 and 30 vs 30 teams: After being invited, the fighters enter the list prepared for the fight and line up. 12 fighters form 2 rows of 6 fighters. 30 fighters form 3 rows of 10 fighters keeping column alignment. The formations for other types of fights must be documented in the Tournament Regulations, or can be determined by the Knight Marshal. Everyone, except for the Knight Marshal, field marshals, fighters and a team manager (captain, coach), leaves the list. The team manager (captain, coach) counts their fighters and reports readiness to the Knight Marshal. The Knight Marshal checks the number of the fighters of each team.
Important! The team manager (captain, coach) is fully responsible for the number of the fighters in the list. Any violation results in a penalty imposed on the team as mentioned under para. 6.6.1.
Team managers (captains, coaches) leave the list. Field marshals take positions behind the teams’ formations near the gates. The Knight Marshal requests field marshals to signal that the teams are ready to fight and that there are no unauthorized persons in the list.. The knight marshal commands “Team ready”. Then teams can assume their combat formations.
5.11 The Knight Marshal signals the start of the fight with “Fight” command. The Knight Marshal or the field marshal accompanies a voice command with a signal of a flag.
5.12 Line marshals observe the fight in their local sectors of the list from behind the barrier and register the rules violations.
Important! A line marshal can interfere with the fight only by a direct order of the Knight Marshal, or to prevent the direct threat to the fighter’s safety. A line marshal can break an inactive clinch over 10 s long if the situation is not mediated by the field marshals or the Knight Marshal. Important! A line marshal can break an inactive clinch only with a signal of a flag.
5.13 Field marshals observe the fight in the list and control compliance with the rules. Field marshals can return fighters to the fight if they were grounded by unauthorized technique or ground the fighters, and to break 10-seconds or longer inactive clinches.
5.14 The Knight Marshal observes a general course of the fight and assesses teams’ engagement. The Knight Marshal can return fighters to the fight if they were grounded by unauthorized technique or ground the fighters, and to break 10-seconds or longer inactive clinches.
5.15 The field marshals and the Knight Marshal must take all measures to withdraw a fighter out of the fight in the following cases:
- A fighter continued offensive actions after being grounded (para. 1.5)
- A fighter grounded the opponent by violating the rule (in this case a fighter can receive a yellow or red card)
Important! If a marshal discovers that a fighter has violated the rules or is in the ‘out of the fight’ position but continues to perform attacking actions, the marshal grounds only said fighter. A marshal points their staff at them, commands them to yield. After this they examine the situation (e.g., check their armour) and either return the fighter to the fight, or leave them withdrawn from the fight until the end of the round.
5.16 A round is finished only after The Knight Marshal’s command of “Stop fight!”
Important! A team manager (captain, coach) can throw a white flag (forfeit) and signal to the knight marshal. In this case, the Knight Marshal stops the fight. The team’s opponents are awarded a technical victory, the number of the active fighters in the list is not registered. In the course of the tournament, the first white flag results in a round loss, the second – in a fight loss. After the third white flag, the team withdraws from the tournament.
5.17 Grounded fighters must remain on the ground until the Knight Marshal commands “Reset”.
5.18 After the Knight Marshal commands “Reset” teams can return to their initial positions.
5.19 Marshals report registered rules violations to the Knight Marshal. Based on their reports and personal observations, the Knight Marshal decides the result. Then they process the appeals, announce the score of the round or fight, impose reprimands, yellow or red, cards.
Important! After the end of the round/fight the Knight Marshal can: – determine the round as finished and announce the score; – announce the rematch in full or differentiated teams (2vs3, 3vs4, 4vs4, 4vs5 etc.)
5.20 The tournament secretaries protocol the results in the score sheet. The result of a round is noted: – Round Victory; – Round score (number of active fighters at the end of the round); – The effective time of the round; – Yellow or Red cards of the fighters are also recorded in the competition protocol and disciplinary penalty form.
5.21 The Knight Marshal announces the next round.
5.22 In case of two round victories or the end of effective time the winner of the fight is announced.
Important! In the group stage, If the time limit is reached and none of the teams has won two rounds, the winner is determined under para. 5.6.
5.23 The winner is awarded the basic rating point – one (1) victory point. The rest of the rating scores (victories in the rounds, loss of the points because of yellow cards) are considered only in case of a draw in victory points and provide an extended perspective of the fights.
5.24 Rating priority definition. At any stage of the competition when there is an equal number of victories, in case the ranking cannot be determined, the priority of the team shall be determined by the following indicators: – The results of the fight between two teams provided (if it has been held during the tournament in this category); – Round rate – difference of the number of rounds won (Rw) and lost (Rl). Example: A team fought three battles in a group. The Team lost the first fight with a round score of 2-1, and won the second and third fights with a round score of 2-0. According to the results of fights in the subgroup, the Team has Rw 1+2+2=5. Rl =2. Rdif =5-2=3; – Points rate (the difference of the number of points earned and lost (fighters on their feet) during the current tournament in the category; – Number of disciplinary penalties received during the current competitions in this category.
6. Penalties
Penalties may be imposed on fighters as well as on squires, coaches, captains or team managers.
6.1 A verbal warning is a penalty imposed for insignificant rule violations aimed at indicating the violation to the fighter. A verbal warning is not registered in protocols.
6.2 A Warning (Yellow Card) is a penalty imposed on a team member for a rule violation, it is registered in the competition protocol and in the disciplinary record form. A yellow card can be shown by the Knight Marshal of the tournament for breaking the rules. A yellow card is imposed in cases of:
6.2.1 For any use of the prohibited actions listed in the HMB rules for the Group Battles para 4. ‘Prohibited technical actions’ except for 4.12;
6.2.2 For the use of actions not listed in the HMB rules for the Group Battles discipline paragraph 3. ‘Authorized fighting techniques’;
6.2.3 For getting up on both legs, after being withdrawn from the fight, before the command “Stop fight!” and before the command “Reset”;
6.2.4 For a demonstration of poor sportsmanship, derogatory behavior, obscene language, commentaries directed at marshals, opponents, or spectators.
6.2.5 For starting the fight before the command “Fight!”;
6.2.6 If the fighter continued offensive actions after the command “Stop Fight!” and demonstration of a yellow flag hung in front of their helmet;
6.2.7 If the fighter ignored the commands of the marshals or the Knight Marshal;
6.2.8 If the fighter continued the fight being aware that they have lost a significant element of the armour;
6.2.9 In case the fighter is found wearing elements that do not meet the technical and authentic commission requirements;
Important! For all of the aforementioned violations a team member may receive a Yellow Card, and in exceptional cases (in case of a particularly gross rule violation) – a Red Card by decision of the Knight Marshal.
6.2.10 Unauthorized entry to the safety zone.
6.3 A fighter who received two yellow cards must be withdrawn from the tournament. Two yellow cards are equal to a red card.
6.4 Disqualification (red card) is the penalty that is imposed for gross or regular rules violation (see clauses 6.4.1, 6.4.2) and is registered in the tournament protocol. The red-carded fighter will be withdrawn from the tournament. Only the Knight Marshal of the tournament can impose red cards. Reasons for disqualification
6.4.1 Systematic rule violation (two yellow cards in one discipline during one event);
6.4.2 Receiving the 3rd Yellow Card during the season (calendar year) in accordance with the Rules of accounting and application of disciplinary penalties of the HMB;
6.4.3 Injury to an opponent by using prohibited technique, after which the fighter is unable to continue participation in the event due to the injury received and confirmed by medics;
6.4.4 Rude and systematic arguing with marshals, unargumented disputing of marshals’ decisions, insulting opponents, disrespectful attitude towards opponents, as well as towards other participants of the event.
6.5 Disqualification of a fighter affects the team rating (when the winner is determined with all other factors being equal). The fight in which the fighter was disqualified, as well as the next fight at this event, the team will be held in partial composition (one less fighter than the opponent).
Important! The next round / rounds and the next fight after a fighter has received a Red Card, his team will be fighting in reduced numbers (one less fighter than the opponent).
6.6 Team disqualification is a penalty, imposed on the whole team if:
6.6.1 The team participated in a fight with a higher number of fighters than specified in the rules. The victory is automatically awarded to the opposing team;
Important! In case of revealing this violation at the end of the competition, the result of the team is annulled. If the violation is detected in the finals, trophies and prizes are withdrawn, and all the results of the competition are adjusted.
6.6.2 Team members received 2 Red Cards and 1 Yellow Card (warning to one person and disqualification of two people);
6.6.3 Team members engage in unjustified disputes with the marshals and challenge their decisions, insult and allow themselves disrespectful attitude towards opponents and other competitors;
6.6.4 At least one of the fighters of the team enters the list after the fighters have been counted.
6.7 All yellow cards are individual warnings to specific participants of the tournament and are accounted for in accordance with the Regulations on disciplinary penalties.
6.8 In case of giving a Yellow/Red card to a manager, captain, coach or squire, they are subject to disciplinary penalties on general grounds in accordance with the Regulations on Disciplinary Penalties. The cards are summarized regardless of whether they are received by one or another person in combat or while acting as a captain, manager, coach or squire.
7. Appeal
7.1 In case of justified disagreement with the marshals team’s and Knight Marshal’s decision, the team captain (coach, manager) may appeal. The protest shall be submitted only in writing using a special “Appeal Form”, which is given to the team captain by the organizers of the event. The number of “Appeal Forms” is determined in advance by the organizers of each event. The appeal must be submitted within 15 minutes after the end of the fight, in any case before the start of the next phase of fights.
7.2 The Appeal shall be well-reasoned and can be made for the following reasons:
7.2.1 A fighter was withdrawn from the fight with rules violation;
7.2.2 A fighter of the opposing team continued offensive actions after he has been withdrawn from the fight;
7.2.3 A fighter was withdrawn from the fight incorrectly by the field marshal;
7.2.4 Violation of the rules by a fighter of the opposing team that was not recorded by the marshals;
7.2.5 Deliberate injury;
7.2.6 Unauthorized actions significantly influenced the course of the fight.
7.3 Protest shall be filed by the captain or team manager, as well as the person replacing them, after the end of the fight and the announcement of the results of the fight. The protest shall be calmly argued to the Knight Marshal in writing using the provided template. The appeal is considered during the following 30-45 minutes prior to the start of the next fight, in the presence of the team representative.
7.4 Possible protest outcomes:
7.4.1 The result of the fight remains unchanged;
7.4.2 Round rematch by the full team composition;
7.4.3 Round rematch in differentiated composition;
7.4.4 Imposing penalties (Yellow or Red cards) to team members;
7.4.5 Team disqualification;
7.4.6 Reassessment of the round score or fight results.
7.5 If the Knight Marshal’s decision made during the first appeal is not satisfactory to the team, its captain has the right to submit an application to the Control and Disciplinary Committee. Consideration of the application is carried out in accordance with the Regulations on the Control and Disciplinary Committee.