Armored

Friday Evening – time: approximately 9:30 PM

Friday night the will be a torch light tourney. The tourney will be a double elimination Holmgang tourney.
Format: The list will be a 12 foot circle, step out of the circle and it will be counted as a loss.
You will not be allowed to push your opponent out of the circle. If you physically push your opponent from the circle the fight will reset and start again. Do it 2 times and you forfeit the bout to your opponent.

Saturday

9:00 AM List opens for inspections and authorizations

10:00 AM Short Spear Tournament
6' spears only

11:00 AM Novice Tournament
Any fighter who has not won a previous tournament, Kingdom fighting recognition, and has not been authorized for more than four years.

12:00 Noon “Drunken” Barrier Fight (single combat)
Combatants exchange words over a barrier near a tavern door and the fight begins. Helm strikes are the only deadly blow. Buckler and weapon restriction. Double elimination tourney.

1:00 PM Melee
Grand Melee – Unit commanders from both sides exchange unkind words about the others lack of prowess. They call upon there champions to settle the fight, however when one is defeated the armies attack to avenge the fallen comrade. No resurrections. Repeat with new unit commanders.
Warlord – Combatants form teams of 3. Each team faces off and absorbs their defeated opponents (resurrected) and this continues until the final unit is defeated. Are you the biggest, baddest Warlord? Bring your friends and find out!
Unbelted Champions Practice

List open for pickups

4:00 PM List closes

Rapier

9:30am List Opens

10:00am – 11:00am Authorizations

11:00am – 4:00pm Tournaments

Rapier Games

Points Tournamnt Games

Single Scenarios

Too Much Noise #1

You have been asleep in your bed. An intruder has entered quietly and has made his way to the fireplace mantle whereupon lie your worldly treasures. On the mantle are a bag of coins, a pistol, and a small heirloom statue. There is a cane leaning against the wall near the fireplace. On the nightstand near the bed is a dagger. A hood and cloak hang on pegs near the door. On the table in the center of the room lies a rapier and buckler. Both combatants start the scenario with a single rapier. The scenario starts with the intruder standing near the fireplace and the tenant seated on the bed (bench).

Too Much Noise #2

This scenario is almost like ‘Too Much Noise #1’ with the following differences. You have fallen asleep at the table. The rapier that was on the table has been moved to the bed. The buckler is on the floor under the table. The scenario starts with the intruder standing near the fireplace and the tenant seated at the table.

Caught in the Act

The scenario is almost like ‘Too Much Noise #2’ with the following differences. The buckler is on the table instead of under it. The tenant starts the scenario at the entrance to the list.

In all single scenarios both combatants will enter the scenario armed with a single rapier. Convention may allow carrying of a second weapon sheathed. Either combatant may pick up any available weapon in the setting provided that they are authorized to use that weapon. A combatant who has lost one or both legs or arms may move about provided that no weight is born on any injured limb. If the intruder loses the arm that is carrying a treasure that treasure must be discarded. The goal of the intruder is to get to the door (list entrance) with any one of the treasures from the mantelpiece. The tenant’s goal is to prohibit the intruder from leaving until the constable arrives (5 minutes or so). This scenario format is appropriate for round robin type tournaments. Fairness in the scoring requires a pool of combatants wherein every combatant faces all other combatants in the pool.

Points are awarded as follows:

10 points to intruder: Intruder escapes leaving both combatants uninjured.
8 points to intruder: Intruder escapes without injury after injuring or disabling tenant.
7 points to intruder: Intruder escapes injured or disabled leaving the tenant uninjured.
5 points to intruder: Intruder escapes after both combatants are injured or disabled.
3 points to intruder: Intruder escapes without injury after killing tenant.
2 points to intruder: Intruder escapes injured or disabled after killing tenant.

All intruder point awards assume that the intruder has escaped with one of the treasures from the mantelpiece. If none of the treasures is taken 1 point will be deducted from the intruder point award. An extra point will be awarded if the intruder escapes with more than one of the treasures.

10 points to tenant: Tenant detains intruder until watch arrives leaving both combatants uninjured.
8 points to tenant: Intruder is captured after being injured or disabled leaving the tenant uninjured.
7 points to tenant: Intruder is captured uninjured after injuring or disabling the tenant.
5 points to tenant: Intruder is captured after both combatants are injured or disabled.
3 points to tenant: Intruder is killed without injury to tenant.
2 points to tenant: Intruder is killed after injuring or disabling tenant.
1 point to tenant: Double kill. (The tenant did stop the intruder!).
1 point to tenant: Intruder escapes without treasure.

6–Point Tournament

This tournament is a test of both endurance and skill. Your target area decreases with each successful attack. This is also true of the area that your opponent must defend.

The tournament will be run as a round robin tournament. Each combatant will face all others with a maximum of six points awarded to the victor, and a maximum of five to the defeated combatant. 1 point will be scored for the first hit on each of the four limbs, the head, or torso. Only 1 point can be scored for each target. Each bout will continue until one of the combatants has scored 6 points, or one of the combatants yields. If a combatant yields that combatant will forfeit all points earned during that bout.

Blows received will not be acted out, except where a secondary weapon is in use. When a secondary weapon is employed in the off hand, and this limb receives a blow, the combatant must discard the secondary weapon but may retain use of the limb. Any authorized weapon styles may be used. The weapon styles need not match. Mail gloves and large bucklers will be allowed. The hand of a “disabled” limb may not be placed in such a manner as to receive a blow that could not be otherwise parried.

Blows should be called loudly as a “point” on the first successful hit on a target. After the target has been hit once this should be called as “hit” to alert you opponent that this target has been “pointed” already.

A time limit may be introduced due to the number of combatants.

Archery

9:00am Range setup and Inspections begin

10:00am – 11:00am Society seasonal challenge begins

Rules for the SSAC Target: No target face is required, however you are welcome to put almost anything on the target butt to provide a point of reference, except *NO FITA TARGETS* allowed. So, some stickers or post-it notes, an old SSAC target you have kicking around, anything that does not involve concentric circles. It is suggested that archers attempt to place their group of arrows away from other archers, but this is not required. Ranges: 25 yards and 35 yards. Ends: For each range there are two ends; 1) Un-timed using 10 arrows, 2) Timed for 45 seconds unlimited arrows. Scoring: After each end is shot, the archer will determine which single arrow will define a ‘center’ from which to measure a 3 inch radius (6 inch diameter) circle. Any arrow either in or touching the circle gains one point. Any shaft stuck in the frame of the butt or in the ground does not count even if ‘technically’ inside the measured circle (i.e. the ‘center’ of the circle is very low on the butt).

12:00pm – 1:30pm Range stays open for open shooting and warm ups

1:30pm – 3:00pm Royal Round or IKAC begins depending on populace vote on the list.

3:00pm – 4:00pm tear down open shooting!

Arts and Sciences

10:00am – 4:00pm Arts and Sciences Bean Count Competition

Their will be two prizes awarded for the competition.
General populace vote – Whoever has the most beans wins!
Baroness’s Choice – Her Excellency, Baroness Cerridwen verch Ioreword, will choose her favorite from the remaining entries.

Thrown Weapons

Try you hand at throwing a variety of weapons, including spears!

11:00am – 1:00pm List Open

1:00pm – 2:00pm List closed for lunch

2:00pm – 4:00pm List Open

Bardic

Their will be a bardic roundhouse on Saturday, July 11th. Bring your stories, songs and instruments and be prepared to be entertained!