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Patch
Location: Auckland
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Posted: Sun Mar 18, 2007 3:40 am Official text of the full Ruleset. |
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NAAMA: Interclub Combat Rules 2002
These rules were determined at NAAMA 2000
(addition to rule 6.1 - NAAMA 2002)
1 Application
1.1 In any instant where the following rules are found to be either insufficient or vague, common sense shall prevail. In a situation where a Marshal is adjudicating, his or her interpretation is to be obeyed.
2 Structure
2.1 Organised combats shall only occur in predefined areas. These will be referred to as “fields of combat”.
2.2 A general combatants meeting will be held before the commencement of combat to explain the combat rules, check equipment, and to clarify any other points of note. If necessary a separate Marshals meeting will be held prior to combat to clarify any specific rules in question.
2.3 A field of combat shall be set aside so that non-organised combat can be conducted with clearance from the Marshals. These combats shall only occur with the approval of the Marshals.
2.4 Internal club training, and sparring that follows the particular club’s safety rules may take place, as long as no non-members participate. NAAMA will not be held responsible for internal club sparring and training.
3 Weapon safety requirements
3.1 Only those proficient and safe in both the use of the weapon style, and the particular weapon to be used (both as deemed by their club’s Chief Instructor), may employ said weapon in combat.
3.2 All weaponry shall be inspected by the Marshals before combat. All sharp edges including metal burrs, spikes, sharp hooks, rust and dirt must be removed. If these are unable to be removed, the weapon may not be used in combat.
After inspection, no weapon is to be placed into or upon the ground in such a way that it may pick up dirt. If this occurs, the weapon must be thoroughly cleaned and re-inspected by a Marshal before it can continue to be used in combat.
No sharp or pointed weapon may be carried onto the field of combat, even if it is not intended to be wielded.
Flails and jointed weapons are prohibited, as their swing cannot be effectively controlled.
Maces and bludgeons may be used only if they meet the required safety standards.
The Marshal’s assessment and ruling of any item to be taken onto the field of combat is to be considered final.
3.3 Weapons are considered to be divided into two groups:
* Short/Medium length (less than 1.5 metres), and
* Spear length (all weaponry (two-handed or otherwise) 1.5 metres and over)
3.4 For Short / Medium length weapons the following criteria shall apply:
* Points or hooks must have a rounded tip with a diameter of no less than 10 mm.
* Edges must be satisfactorily rounded and the thickness is to be no less than 1.5 mm.
3.5 For Spear length weapons the following criteria shall apply:
* Total length of the weapon shall not exceed 2.7 metres (9 feet).
* All primary thrusting points and hooks must have a rounded tip with a diameter of no less than 20 mm
* All secondary hooks and points (i.e. those not facing forward if the weapon is thrust) must have a rounded tip with a diameter of no less than 10 mm.
* Edge thickness is to be no less than 3 mm, and must be satisfactorily rounded.
* If a spear weapon is to be used one-handed, the minimum shaft diameter is to be no less than 25 mm, and the total length may not exceed 1.9 metres (6 feet).
* If a spear weapon is to be used two-handed, the minimum shaft diameter is to be no less than 28 mm, and the total length may not exceed 2.7 metres (9 feet). This category includes quarterstaves.
3.6 Pole weapons are a sub-group of Spear length weapons consisting of a wooden shaft with a metal head attached at one end. The butt of the weapon may or may not be bound. All requirements for Spear length weaponry apply to Pole weapons.
Pole weaponry of any kind must have a metal head appropriate to the style of weapon, which must conform to Rule 3.5.
Pole weapons must not be used butt first on the field of combat, as the head of the weapon then becomes hazardous to those behind the wielder.
4 Protection
4.1 All combatants must wear rigid head protection covering the entire skull from the brow and ears upwards. The outer surface of this head protection must be ferrous or copper alloy. It is recommended to be of not less than 1.6 mm thickness. Facial protection consisting of a nasal bar of at least 2 mm thickness and cheek and eye guards are also strongly recommended.
All head protection must be secured upon the head of the wearer by strap, cord, or other device.
4.2 All combatants must wear hand protection extending to cover the wrist joints. Leather gloves of a reasonable thickness are the minimum standard. Mail backed gauntlets or similar are strongly recommended. The Marshals have the final say when considering the suitability of hand and wrist protection.
4.3 Body armour consisting of some form of padded torso armour is strongly recommended.
4.4 Protection of the mouth and groin is strongly recommended. If a combatant wishes to employ a modern mouthguard or groin protection, other combatants or Marshals may not countermand this wish.
5 Armour safety requirements
5.1 All shields must meet the following safety criteria:
* 90º (right angle) or lesser outside edges around the circumference of a shield are to be rounded to a minimum diameter of 10 mm,
* A shield must not have protruding spikes, spines, or other offensive attachments. Shield bosses must not be spiked.
* All shields must be in good repair and must not have protruding edges that may cause injury. As with weaponry, (see 3.2) these must be inspected by a marshal before combat
5.2 All body armour must meet the following criteria:
* Armour must not have protruding spikes, spines, offensive attachments or edges that may cause injury. Marshals should use their own judgement when considering the suitability of armour.
The Marshal’s assessment and ruling on any piece of armour taken onto the field of combat is to be considered final.
6 Combatant safety requirements
6.1 No combatant shall be admitted onto the field of combat, nor engage in combat, if he or she is under the influence of alcohol or any other perception or performance altering drugs or medication.
Further, no alcohol or above-mentioned drugs shall be taken within the eight hours prior to or during combat.
Exception: Asthma or other required medication may be taken upon the field of combat if their use has been cleared by the Marshals.
6.2 Before taking part in combat, all combatants must have signed an indemnity agreement. If under the age of 18, a combatant must have an indemnity agreement signed by their legal guardian. Participation in any combat is undertaken solely at the participant’s own risk, and indicates full acceptance of the rules and regulations outlined within this document. The indemnity signing shall be at the point of registration and the organisers have the right to refuse to allow an individual to participate in combat if the indemnity agreement is not signed.
6.3 No participant under the age of 16 shall be permitted to participate in massed combat unless agreed by their club’s Chief Instructor and the Head Marshal of the event.
6.4 All combatants must have current tetanus immunity. Hepatitis immunity is strongly recommended.
6.5 Any bleeding combatant must leave the field of combat immediately, and shall not return until the wound is covered and the bleeding stopped.
6.6 No person may join a combat once it has commenced, except by express permission of the conducting Marshal
6.7 Any combatant has the right to refuse to fight any other combatant. No person is required to give a reason for refusing. This right of refusal shall not be violated by any person.
7 Marshalling
7.1 Marshals shall be chosen from among the experienced combatants of each member club by event organisers. For identification Marshals shall either carry a white quarterstaff, or wear a white sash running diagonally from the shoulder to opposite hip.
There must always be at least one Marshal for each organised combat.
7.2 Marshals must undertake the following duties:
* Ensure that reasonable levels of safety are met at all times during combat by all participants.
This includes not only the rules outlined within this document, but from a common sense vantage as well.
* Inspect all weapons, costume, and equipment prior to any combat to ensure compliance with all the safety requirements outlined in this document.
* All disputes in combat will be resolved by the Marshal. The Marshal’s assessment and ruling of any dispute on the field of combat is to be considered final. Discussions of any decisions shall be left until after combat has ceased.
7.3 Marshals shall have the following powers:
* All combatants shall follow the lawful instructions of any Marshal. The Marshals shall have complete control over all combats occurring during an organised event.
* To indicate the start and finish of combat.
* To stop any combat for reasons of safety or to intervene to stop a dangerous action from taking place.
* To calm combatants, or to request they modify their behaviour. This includes limiting excessive weapon contact. Agitated combatants must be removed from the field of combat until they have
calmed down.
* To remove dangerous combatants or equipment from the field of combat.
* To immediately halt all combat if an injury occurs. (See 7.4)
7.4 The words “Stop”, “Break”, or “Halt” may be called by the Marshal or by any combatant on the field of combat. When one of these words is called, all combat shall cease immediately and the call taken up by all combatants.
Every Marshal should carry a whistle. All combat is to cease immediately if a whistle is sounded. All combatants shall then await instructions from the Marshals.
7.5 Marshals are considered non-combatant at all times, and shall not be touched or struck by any weapon.
7.6 Any combatant who refuses to obey any Marshal, with respect to these rules, upon the field of combat, may be banned from the field of combat for a period not exceeding the duration of the day’s activities.
The combatant has the right to appeal to the event’s Marshals who collectively have the right to ban a participant from all interclub combat for the duration of the event.
8 The Rules of Combat
8.1 In non-head-blow combat, blows may not be aimed at the following areas:
* The joints; ankles, knees, elbows, and wrists
* The hands and feet
* The groin and spine
* The entire head and neck.
8.2 In head-blow combat, the only legal head blow is a vertical strike to the crown (top) of the head. All other non-strike zones are retained.
Head-blow combat must be adjudicated at all times.
8.3 All blows connecting with an opponent must be fully under the control of the attacker, and slowed in such a way that they shall not cause injury.
Grappling is permitted only if the blows are fully controlled. Once combatants are grappling, all blows with weapons must cease.
8.4 Any combatant struck with a blow to a legitimate target are is considered “dead” and must fall to the ground.
Unless otherwise stated by the Marshals, all combat is “single-hit” i.e. a single blow to a legitimate location causes the “death” of an opponent. Armour is not assumed to provide any protection except when using Armour Rules as detailed in Section 9.
8.5 Those “dead” must lie upon the ground, not kneel or crouch. It is recommended that “dead” combatants near fighting turn their faces toward the ground and, if possible, cover themselves with their shield. “Dead” combatants will not participate in further combat for the duration of that melee, unless specified by the Marshals.
No “dead” or “dying” combatant may be struck with any weapon.
8.6 Hits to illegal strike zones.
Blows to the hands, feet, wrists, ankles, head, neck, or groin may be ignored.
A combatant receiving a killing blow to the elbows, knees or spine, despite having been hit in illegal strike location should consider themselves “dead”.
If a combatant receiving a blow to an illegal strike zone considers that the blow was deliberate, or that the attacker was unsafe, they should take the matter up with the Marshals at the conclusion of that round of combat.
8.7 If a combatant touches either their torso or three limbs to the ground as a result of an opponent’s actions, then they are considered “dead”.
This is to stop those “dead” upon the ground from being considered valid targets, and allows for those knocked over in a shield charge or grapple to be considered “dead” without having to be stabbed or struck while down.
8.8 Loss of helmet in combat due to poor design, breakage, or deliberate removal by the wearer is considered immediate “death”.
8.9 All combatants wielding pole weapons in non-head-blow combat upon the field of combat must keep the heads of their weapons at chest height or below when engaged in combat, or near other combatants. (No head blows allowed.)
9 Armour Rules
9.1 These rules apply to any combat so designated by the Marshal. All such combats will be considered “single hit” unless otherwise specified. Ferrous or copper alloy shall be considered to provide protection under these rules. Hardened leather armour, either sheet or scales, with a
thickness of 3mm or more shall also be considered to provide protection under these rules.
9.2 To gain the benefits of armour, the entire torso, (shoulders to hips, front and back) must be armoured.
9.3 Additional armour covering any limb from joint to joint shall render that area a no-kill zone.
Any hit to that area may be ignored.
9.4 The torso (with the exception of the groin and spine still counts as a legitimate target under these rules.
9.5 If a combatant actively blocks a blow with an armoured limb (i.e. the arm), then they are considered “dead”.
Now you have no excuse for not knowing the rules!
Note to all fighters:
Get your Tetanus shots! (See rule 6.4) Your last booster was probably at fifteen years old. They are good for ten years. You might be in need of another one. If you have received a tetanus shot from A & E because of an injury, remember those are only valid for a few weeks. |
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