Thanks to our high-ass-rent, we don’t have the money to splurge on enough arming swords for a full sword and buckler class. But that ain’t gonna stop up from getting our money’s worth from all the bucklers we do have! In this tournament, you can fight with any sword and a buckler!
For Pillowfecht 7, you are required to wield a buckler accompanied by another martially-justified weapon. Allowed weapons include:
arming sword
rapier
dagger
side sword
small sword
messer
jian
saber
light saber
longsword (if you really want to)
All other weapons will need to be approved on a case-by-case basis. Please email us at hiltandhelm@gmail.com with a picture of your weapon if it is not included on the list. If you bring a weapon from the list, it will be inspected during gear check to ensure that it meets our safety standards. If the weapon doesn’t pass, you will be permitted to use a club weapon at no additional charge.
Additionally, weapon match-ups must obey the following guidelines:
Both fighters must require the same type of protection. There are 3 types of weapons:
Very Light Weapons: Only mask and gloves are required.
Light Weapons: Full kit is required, but light gloves are necessary.
Heavy Weapons: Full kit is require, but heavy gloves are necessary.Both fighters must agree on the weapon match-up. If one fighter can’t wield a particular weapon because of medical issues or doesn’t feel up to fighting with a heavier hitting weapon, please be compassionate and fight with the lighter hitting weapon. Afterall, consent is the only thing separating “fighting” and “assault”.
See “Da Rules” section of this page for details on the rules of the tournament.
Spectators can attend for free, competitors must pay a $20 registration fee + $10 if they need to borrow equipment.
Light refreshments will be served.
Fighters will be competing for club swag!
1st Place: Choice of Hilt and Helm water bottle or backpack
2nd Place: Choice of club T-shirt from those in stock
3rd Place: Two stickers or a patch of your choice
Please Register!
If you intend to compete, please reserve your spot on PushPress under “Pillowfecht 7: More BANG for your Buckler Tournament”. This will allow us to put together the pools ahead of time and get right to the tournament as soon as we arrive. If you’d like to simply spectate, please check in under “Pillowfecht 7: Spectator”. Again, if you intend to fight in the tournament, please reserve your spot on PushPress.
How to Register!
Equipment
This section explains the equipment required for each weapon set. All fighters will be examined prior to start of the pools to ensure they are in compliance. We have spare equipment people may borrow for an additional $10.00.
Heavy Weapons
Fencing Helmet with back of the head protection
Gorget
Padded Fencing Jacket
Heavy Fencing Gloves
Forearm/Elbow Protection
Groin Protection (we won’t look but for your sake it better be there)
Knee/Shin Protection
Light Weapons
Fencing Helmet with back of the head protection
Gorget
Padded Fencing Jacket
Light Fencing Gloves
Forearm/Elbow Protection
Groin Protection (we won’t look but for your sake it better be there)
Knee/Shin Protection
Very Light Weapons
Fencing Helmet
Gorget
Heavy Fencing Gloves
Groin Protection (we won’t look but for your sake it better be there)
Before the Fighting Starts
Each fight will consist of 2 two fighters facing off against each other. All fighters will be in one of these statuses throughout the tournament.
Fighting Now - 2 people are currently in the ring fighting.
On Deck - 2 people who will be fighting after the teams that are “fighting now” are done. If you take too long (5 minutes), both fighters will lose and we will move on to the next group of fighters.
In the Hole - 2 people who will be fighting after the next 4 people are done. Now is also the time to agree on a weapon set, get your gear in order, and prepare to step in when the time is appropriate.
Sitting around - Everyone else in the pool. Relax, but don’t get too comfortable. You could be “On Deck” or “In the Hole” at any moment so keep an ear out. If you’re going to step outside or use the rest room, let someone know.
Structure of a Match
At the start of each match, one fighter must stay behind the blue line in area of the alley until the director calls “Fight!”
The match will continue on a 3 minute non-stopping clock except if
The director pauses the clock to discuss a score.
A safety halt is called.
When a judge sees a quality hit land, they will call “Point!”
When the director sees a quality hit land, they will call “Halt!”
Judges will lower their heads.
Fighters will stop fighting and return to their sides.
The director will say “Judges!” and the judges will show their scores.
If a judge sees a strike to the arm/leg, they will raise the hand of the team who scored the point to the side.
If a judge sees a strike to the head/torso, they will raise the hand of the team who scored the point above their head.
The director will adjudicate points as they and the judges can agree.
If all judges and the director agree, points are allotted as the collective sees it.
If the director and at least 1 judge agree, points are allotted as they see it.
If neither the director nor any of the judges can agree, the match is reinitiated.
Scoring
Competitors have a health bar that starts with 10 points. All points scored by a fighter will be deducted from their opponent’s health bar.
Head/Torso = 2 Points
Arms/Legs = 1 Point
Whichever fighter has a larger health bar at the end of 3 minutes or reduces their opponent’s health bar reaches 0 wins.
Winners of the match will receive the 10 points plus the difference between their score and their opponent’s.
Losers will receive points equal to their remaining health bar.
If both fighter’s health bar becomes depleted during pools, they both lose and neither is awarded points.
If both fighter’s health bar becomes depleted during elims, that will trigger sudden death. The winner will be the first to perform a clean hit on their opponent.
During the Fighting
Only a “Quality Hit” (defined further in “Da Rules”) will be considered viable means of pausing a match. While paused the time will continue but we’ll try to keep the adjudication as brief as possible.
During the match, fighters may not pass the outside of the blue line closest to the edge of the ring or past the blue lines on either side of the alley.
Doing so once will be counted as a “ring out “and will reset the match.
Doing so twice will be counted as a yellow card and a warning.
Doing so three times will result in the offending fighter losing the match.
Excessive use of force will result in a yellow card. Points can not be scored in the same action that yields a yellow card.
Hitting the back of the head will result in a red card and lose the match for whomever made the blow.
2 yellow cards for the same offense will result in a red card which will cause the fighter to lose that match.
2 red cards for the same offense will cause the offending fighter to be barred from the rest of the tournament.
Quality Hits
A quality hit is performed with the weak of the blade to a valid target by either
a thrust with sufficient force that it would penetrate an unprotected body part if the blade were sharp
or a cut that rotates at least 30 degrees with intention to inflict bodily harm
or a slice that travels at least 1/3rd of the blade’s length
Pommel Strikes are also considered quality hits if and only if they meet the following criteria
The fighter presents the clear capability to perform a pommel strike by raising their pommel in the air above the opponent’s mask.
Does not actually make hard contact with the opponent’s mask. If the director feels the strike was done too hard, the point will be thrown out and the offender given a red card for excessive force. Is this subjective? Yes. So err on the side of caution if you don’t want to be yelled at.
Shouts one of following words to demonstrate their intention:
Bonk!
Pow!
Bam!
Boop!
Other equally humorous words will be considered on a case by case basis.
In-Tempo Hits and Doubles
Instead of using tempo to determine who hit first, once hit a competitor has one step and one swing of their sword to land their blow for it to count as a double. This means that if you go in for an attack, you better guard as you retreat or else your point will turn into a double. If the hit lands, this counts as a double and both scores will be deducted from the appropriate health bar. So if blue fighter thrusts the chest and gets hit on the hands, blue fighter loses one health point but orange loses two.
Valid Targets
Any quality thrust or cut to a target above the knee will be considered valid. Shins will not count as valid targets only because if people target the shin and accidentally hit the ankle, it could result in serious damage. Targeting the knee but accidentally hitting the shin is unfortunate, but at least everyone will walk away unscathed. No strikes to the back of the head will be considered valid and any such strikes will result in a yellow card.
Grappling
Grappling will be allowed; however, both fighters have approximately 5 seconds to resolve the grapple in a quality hit.
Take Downs
Take downs (neither their set up nor their execution) are not permitted. We have hard floors and they are not conducive to having people get thrown on them.
Buckler Punches
Expressly forbidden. If you go for a thrust with your buckler forward and your buckler makes light contact with the mask, that is fine. Any other intentional contact between the buckler and your opponent’s mask will result in a red card.
Pocket Sand
Expressly forbidden.
If you have any questions or concerns regarding “Da Rules” please feel free to message us at hiltandhelmfencing@gmail.com.