There will be a vast array of activities at Encament XII including armored combat, rapier, thrown weapons, and archery tornaments as well as cut and thrust play. We are also holding an Arts and Sciences bean count competition as well as a firelight bardic competion.

Archery

SSCA Shoot

Arrow slots, also called slits or loops were reintroduced to castle architecture in the late 12th century. They allowed the defenders of a castle to shoot at the attackers, while giving them only limited exposure to enemy arrows and bolts. The early forms were a simple vertical slot. These evolved into vertical slot with cross arms. This transverse opening allowed a wider field of view. However, the “X” formed by the cross made a good aiming point, like cross-hairs, for the enemy archers. This evolved into a vertical slot with off-set cross arms. This still gave a wider field of view, but did not make such a good aiming point. For this Slot Shoot, the competition consists of three targets each representing a different slot: Vertical slot, the Cross Arm slot and the Off Set slot.

Range: The distances are 20 yards, 30 yards and 40 yards. The Youth distances are 10, 15 and 20 yards.

Arrows: There are three rounds, each consisting of three ends of two arrows at each target face from each distance. A minimum of six arrows is needed to shoot the competition.

Scoring: The 3-inch circle is 5 points. The 8-inch circle is 3 points. And anywhere else within the slot is 1 point. Arrows cutting a line count as the lower score. Arrows touching the edge of the slot count as zero points. There is a maximum of thirty points per end and a possible maximum total score of ninety points. The scores for each slot type at each range must be recorded separately so that subtotals for each face at all its distances and a grand total for the SSAC score for each archer can be calculated. Also please record the number of hits to the bulls eye for each target at each range.

Rapier

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.

Rapier Games: Points Tournament Games

Single Senario

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.

Bardic Firelight Competition

The Fire-light bardic competition will be judged and the winner decided by the following method:
Each Competitor will choose ONE song, poem or other work to perform for the judges.
Each performance will be scored by the judges from a possible 10 points.
The possible points will be divided between three categories with a maximum number of points available in each category.
1. Presentation: As the presentation of a work or message can determine how it is received by the people, so too a performer of the Bardic arts must be judged on their presentation. Up to 3 points may be awarded to each competitor by the judges for presentation. Presentation is defined as how well the performer presented the materials. The judges will be examining the following factors when considering Presentation:Was the performer well organized? Did they seem familiar with the materials? Did they make mistakes, or lose track of where they were in their performance? Did they seem to stay in tempo or rhythm? Was the inflection or tone correct for the materials being presented? Etc.
2. Presence: The point of the Bardic arts is often to gain the attention of the masses and convey a performance to as many people as possible. Thus performers of said Arts must have a good Presence. Up to 2 points my be awarded to each competitor by the judges for Presence. Presence is defined as a competitor's ability to project them selves, and to capture the attention and awe of the people around them. When judging Presence the following will be considered: Was the performance loud enough to be heard by all onlookers? Was the performer able to keep the attention of the crowd? Did the crowd know the performer was presenting?
3. Entertainment: Most importantly the Bardic arts are intended to entertain as well as inform. For a boring performance is often ignored and forgotten but an entertaining one draws attention and is often long remembered. Up to 5 points my be awarded to each precipitant by the judges based upon entertainment. Simply put the entertainment category will be rated on how pleasing the judges and crowd find the performance watch.
All scores will be recorded and tallied by the judges.
1. All scores will be kept private between the judges.
2. Scores will NOT be announced.
3. At the end of the competition all judges scores for a competitor will be added together to determine each competitor's total score.
4. The competitor with the highest total score will be declared the winner.
5. In the case of a tie, the tying competitors will be asked to give an encore performance. The competitors will then be allowed to perform another piece for the encore. This performance will be scored under the same rules as the original performance. The resulting score will determine the winner.
6. Individual scores will be privately available to each participant after the winner has been announced.

A&S Bean Count Copetition

There will be an A&S Bean Count Copetition in the Clubhouse from 11am to 4pm. No Documetation required.

Armored Combat

Armored Combat Tornaments to be announced