Log in

Kingdom Officer Login

This login is for Kingdom Officers and staff use only.

Username *
Password *
Remember Me
 
 

This document is a complete rewrite of the previous policies of the Kingdom Marshal. All previous versions are nullified as of the date of publication in the Acorn. For the first time, this document incorporates the policies and rules for all marshal activities, not just Armored Combat. All previous documents for sports other than Armored Combat are also now null and void.

3.1 Section I - General Policies

      1. Scope and Validity
        1. This document delineates the rules and regulations that govern the marshaling of combat in Atlantia.
        2. All combat and animal activities must be conducted according to the policies defined in this document.
          1. Combat Disciplines are Armored Combat, Combat Archery, Rapier Combat, Target Archery, Youth Armored Combat, Youth Rapier Combat, and Thrown Weapons.
          2. Animal Disciplines are Equestrian Activities and Hounds.
        3. All activities under these categories must be supervised by a marshal warranted by the Atlantian Earl Marshal's Office to do so.
      2. General Responsibilities
        1. Safety must be the primary concern of all Marshals. If a safety problem arises through the rules, the Marshal must halt the activity until a safe way can be found to conduct the activity. If this happens, the Marshal In Charge of Events (see MIC-Events, section 3) must report this as a serious problem, following the procedures defined in Problem Resolution section, including the nature of the conflict between rules and safety, the resolution at the event, and the other Marshals present.
        2. The Marshals must enforce rules evenhandedly, regardless of the rank, affiliation, or degree of rudeness of the fighters involved.
        3. All Marshals must conduct themselves in a safe, courteous, and controlled fashion.
        4. In any contact discipline that includes projectile weapons, the Marshals must wear shatterproof sports or industrial high impact plastic eye protection.
        5. Marshals are expected to contribute to the rules modification process by suggesting improvements or commenting on proposed changes to Policies and Conventions.
      3. The Structure of the Marshallate

        There are 3 basic levels of marshal:

        • Kingdom Level(this includes the Earl Marshal, and all Deputy Earl Marshals (DEM)).
        • Group Level(this includes the group Knight's Marshal (KM) and all of his or her Deputies (DKM)).
        • Bottom Level(this includes all Apprentice Marshals (MIT) and Crowd Control Assistants (CCA, Line Marshals, etc.)

        There is a DEM for each sanctioned marshal activity. They report directly to the Earl Marshal and to a Corporate Officer (if one exists in that role) and have no direct reports save any regional deputies that they may create to aid them. Their role is to oversee all aspects of that activity, recommend scenarios to the Group Level Marshals, recommend rules changes to the Earl Marshal, work with the DEM for Training to create and maintain appropriate training materials.

        The Group Level marshals report directly to the Earl Marshal for the purposes of submitting event reports and reporting problems. They should seek advice on the design of scenarios from the DEM of their activity as needed and recommend rules and training changes to them as well.

        1. The Types of Marshals and their Responsibilities
          1. Earl Marshal (EM, KEM)
            1. The Earl Marshal shall be responsible for the formulation, publication, and distribution of the rules of all activities and the marshal's policies. The Earl Marshal may delegate to one or more deputies for this purpose, but the ultimate responsibility lies with the Earl Marshal.
            2. The Earl Marshal must conduct appropriate review of sanctions imposed by the Marshal In Charge of an Event (MIC). The participants must be notified within five (5) business days of receiving of the report, or appeal, whichever arrived first. The participants must be informed of the status of the investigation - closed and upheld, closed and overturned, or pending further investigation, with an explanation of the reason for delaying a decision.
            3. The Earl Marshal must submit required reports to the Society Earl Marshal.
            4. The Earl Marshal must meet the Marshal's mandate established in Kingdom Law and must meet the requirements of the Corporate Policy and those of the Society Earl Marshal.
            5. The Earl Marshal must appoint all Atlantian marshals but may designate Deputy Marshals to appoint Marshals in the Earl Marshal's place.
            6. The Earl Marshal must appoint Deputies for each Combat Discipline.
            7. The Earl Marshal must appoint an Emergency Successor to handle proper transition of the Earl Marshal office in case the Earl Marshal is no longer able to serve.
            8. The Earl Marshal will determine and publish the rules and regulations for experimental weapons and other experimental rules.
            9. The Earl Marshal is the arbiter for interpretation of all conventions or policies for all disciplines of combat.
          2. Deputy Earl Marshal for an Activity (DEM)
            1. The DEM must assist the Earl Marshal in creating and maintaining the conventions of the discipline, including:
              • Equipment standards
              • Authorization standards
              • Rules of Engagement
              • Scoring/Acknowledgment conventions
              • Safety Rules
            2. Conventions produced by a DEM must be approved by the Earl Marshal and published according to policy and/or law before taking effect.
            3. In the absence of the EM at an event, the DEM will be the final authority on the interpretation of conventions in their specific discipline. In extreme cases, the DEM may overrule the MIC of an event, but only if they are not participating in the activity at the time of the dispute.
            4. The DEM may appoint assistants, but they will have no official standing within these policies.
          3. Deputy Kingdom Marshal for Training (DEM-T)
            1. The DEM-T will establish a training program that will maintain quality marshal's activities.
            2. The DEM-T may designate Deputy Marshals to carry out the training program across the Kingdom.
            3. The DEM-T will screen training program applicants. Those applicants accepted will become apprentice marshals.
          4. Knight's Marshal (KM)
            1. Any group that wishes to conduct any marshal related activity at an event must have a Warranted Marshal or sponsorship from a warranted Atlantian Marshal that will assume responsibility for the event. If the Marshal is unable to serve as Marshal in Charge for the event/activity (unable to attend the event, not warranted for the activity, or for some other reason) a warranted marshal must be recruited to serve as MiC.
            2. Each group will have at most one Knight's Marshal.
            3. The Knight's Marshal must ensure that practices are conducted in accordance with SCA corporate policy and the guidelines that are defined in this document and its appendices. The Knight's Marshal must ensure that the group has a representative marshal present at such practices for all of the disciplines being practiced. Any one marshal may represent any or all disciplines in which he or she is an authorized marshal.
            4. The Knight's Marshal should encourage the other marshals in their group to accumulate loaner equipment and do so themselves.
            5. The Knight's Marshal should encourage the marshals of each discipline in the group to become cross-trained in other disciplines and do so themselves.
            6. The Knight's Marshal must train new participants in the activities for which the Knight's Marshal is a warranted marshal. The Knight's Marshal may delegate this responsibility to another marshal as long as that marshal is warranted in that particular discipline.
            7. The Knight's Marshal must ensure that there is a Marshal-In-Charge (MIC) for each local event that includes any marshal related activity. In this process, the Knight's Marshal must work with the group's seneschal and the event's autocrat to select a mutually acceptable MIC. The Knight's Marshal need not be the MIC.
            8. The Knight's Marshal shall ensure that the MIC for events hosted by their group files an event report. A Knight's Marshal that fails in this obligation may be removed from office.
          5. Deputy Knight's Marshals (DKM)
            1. Marshals who have completed the specific training and testing program for a given discipline will become a warranted marshal in that discipline.
            2. Warranted marshals with no other role will be assigned as a DKM of their local group.
            3. Local groups may have any number of DKMs.
            4. The DKMs are deputies of the KM. The DKM must train participants in the disciplines that they are warranted in, upon request by those participants in that discipline. The DKM may offer assistance, but may not mandate participation in training exercises by any participant.
            5. Upon request by the KM or the MIC-Event, the DKM must assist the MIC-Event with the administration of marshaled activities at events sponsored by the DKM's home group.
          6. Marshal-at-Large (NO LONGER IN USE)
            1. The position of Marshal-at-Large is immediately terminated. All Marshals-at-Large in every discipline will be assigned as DKMs to their groups of residence.
          7. Apprentice Marshals (also known as Marshals In Training (MITs))
            1. Apprentices may not serve in any of the capacities listed above. They may serve as line marshals with warranted marshals who are training them.
            2. Apprentices must meet the requirements listed for all marshals in Item 3 (below).
            3. Anyone wishing to join the apprenticeship program must send a written request to the Earl Marshal containing all of his or her contact information.
            4. Apprentices must attend at least one marshal's training seminar.
            5. Apprentices must make arrangements with a mentor to guide them through the apprenticeship. This mentor must be a warranted marshal and must be listed in the request for entrance into the apprenticeship program.
            6. The apprenticeship program consists of the following:
              1. Apprentices must assist in marshaling at least four different events.
              2. The apprentice must get the prior approval of the Marshal in Charge for that event.
              3. At these events they will assist in all marshal functions.
              4. At least two of these events must be outside their local group.
              5. At least one of these events must be in a different region of the kingdom.
              6. At least one of these events must have significant melee combat.
              7. A warranted marshal must supervise all of the apprentices' activities.
              8. At the end of the combat activities, the apprentice must get written feedback from the Marshal in Charge. This must be recorded on the apprenticeship form.
              9. After completing the apprenticeship program the apprentice shall send the completed form to the relevant discipline Deputy Earl Marshal.
              10. Completion of the apprenticeship program makes the apprentice eligible for a warrant, or warrant-eligible.
              11. Warrant-eligible apprentices may be warranted to a vacant knight marshal or deputy knight marshal position and then become warranted.
          8. Crowd Control Assistants (also known as "line marshals" (CCA))
            1. Crowd Control Assistants are only allowed at the discretion of the MIC-Event or the MIC of an Activity.
            2. Anyone may be a Crowd Control Assistant.
            3. The only activity of the Crowd Control Assistants is the warning of participants and spectators that they are approaching the boundaries of the combat activity.
            4. If the MIC deems that any CCA is dangerous, incompetent, or redundant, the MIC may remove the CCA from participation.
            5. Warranted marshals must take into account that Crowd Control Assistants may not be completely experienced in safety measures around a given activity and that they should be protected from dangerous situations.
          9. Responsibilities of all Marshals
            1. All marshals must attend an Atlantian Marshal's Seminar in their discipline once every three years. This could be their discipline meeting at Unevent or any marshal's training approved by the Earl Marshal or the appropriate discipline deputy.
            2. All marshals must be members of the SCA and receive The Acorn at their place of residence.
            3. All marshals must be completely familiar with the SCA Rules of the List, the SCA Marshal's Handbook, and this document.
            4. Marshals must provide their names, addresses, phone numbers, email (if any), local group names, membership numbers, and membership expiration to the Earl Marshal. The Earl Marshal shall be notified when this information changes.
            5. Marshals must complete the appropriate training program as set forth by the Earl Marshal.
            6. If any officer with the authority (such as the event Autocrat, local, regional, or Kingdom Seneschale) removes sanction from an event, all warranted marshals must leave the site.
        2. The Roles of the Marshal

          There are three basic roles that a marshal may play at an event. They may be the Marshal In Charge of the event (MIC), they may be the Marshal In Charge of an activity, or they may be a regular marshal (i.e., has no supervisory role).

          The responsibility of each role is delineated below:

          1. Marshal In Charge of an Event (MIC-Event)

            The MIC-Event is the marshal who is listed on the event registration form filed by the autocrat with the Kingdom Chronicler. If the marshal listed on the event registration form is unable to fulfill this commitment, they must inform the autocrat and the group's Knight's Marshal as soon as possible. A new MIC must be identified and the event registration form updated.

            1. The MIC-Event shall oversee all combat at an event (including official practices and published demos).
            2. The MIC-Event must ensure that for each marshal related activity there is a marshal warranted in that discipline in charge of that activity.
            3. The MIC-Event must submit an event report (See Event Reports).
            4. Marshals who fail to properly handle their marshal-in-charge commitments will be removed from all marshal positions.
            5. MIC-Events may set specialty parameters to certain battles as long as the parameters are within current rules and explained in writing in the event announcement or in flyers at the door.
            6. For inter-kingdom events, changes to the conventions of either Kingdom must be published in both Kingdom newsletters as per Society Earl Marshal ruling.
            7. MIC-Events must set scenarios, or delegate to a MIC-Discipline. Note that the event's Autocrat defines the general nature of the scenario; however, all details of the execution of the scenarios are in the purview of the MIC-Event and MIC-Discipline.
            8. The MIC-Event must enforce all policies and conventions, and apply problem resolution as needed.
            9. The MIC-Event must withdraw sanction from any event where the MIC-Event is unable to halt unsafe or illegal activity.
            10. A MIC-Event must have:
              • A Marshal's Staff
              • A Marshal's tabard (or other readily identifiable garment)
              • High-impact eye protection, if missile weapon combat is involved
              • A copy of this document
              • A copy of the SCA Marshal's Handbook
              • A copy of the SCA Rules of the List
              • A Pen
              • Paper
              • A whistle on his/her person while on duty, if large melees are involved
            11. The MIC-Event may not participate in any marshal-related activities at the event outside the role of MIC-Event.
          2. Marshal In Charge of an Activity (MIC-Activity)
            1. Each marshal related activity conducted at an event must have a MIC-Activity.
            2. The MIC-Activity must be authorized to marshal that discipline.
            3. The MIC-Activity must deal with any problems during the discipline activity. All problems rated significant or severe must be reported to the MIC-Event.
            4. The MIC-Activity has the specific right to remove any participant from the Activity. This is to be treated as a severe problem and reported accordingly.
            5. The MIC-Activity must conduct, or assign subordinate marshals to conduct, an inspection of the armor and weapons that will be used by all combatants prior to starting combat activities.
            6. Before each activity, the MIC-Activity must ask the combatants if they have had their equipment inspected. If any equipment has not been inspected the participant must complete the inspection process before starting the activity.
            7. The MIC-Activity must attempt a quick visual inspection of all equipment before commencing the activity. This is not always possible, and does not take the place of proper inspection procedures, or the responsibility of the user to maintain equipment in a compliant status.
          3. Marshals assisting MIC-Activity
            1. These Marshals must be warranted in the discipline over which they are officiating.
        3. (Deleted and reserved for future policies)
        4. Participants and Their Responsibilities
          1. Definition:

            All individuals who wish to participate in a marshaled combat discipline in Atlantia must either:

            1. Have a permanent address within the borders of the Kingdom of Atlantia where the participant receives their Kingdom newsletter and is authorized by the procedures outlined in this document.
            2. Be resident in a foreign Kingdom as defined by Corpora and properly authorized by the Marshals of that Kingdom. Visiting fighters must review with the MIC the Policies and Conventions that apply to the discipline in which they wish to participate.
          2. Combat Participant Responsibilities
            1. All participants must know and follow the current rules.
            2. All participants must report to the Minister of Lists and either show proof of waiver on file with the Office of the Registry or execute a waiver.
            3. The Marshals assume that all participants believe they are acting in a safe and courteous conduct at all times. It is the participant's responsibility to demonstrate this by his or her actions before, during, and after the activity.
            4. All participants are responsible for conducting themselves in a controlled, courteous, and safe fashion at all times, and must accept the criteria of the Marshals for these characteristics.
            5. Participants at events may only participate in activities that they are correctly authorized in, with the exception of authorizing activities.
            6. At official practices, participants must either show proof of a waiver on file with the Office of the Registry or complete a waiver of liability and submit it to the MIC of the practice.
            7. All participants must have all equipment that they plan to use that day inspected by a Marshal for the activity or the designated Inspecting Marshal (if there is one) before participating in that activity.
            8. If the participant has a grievance, resolution will be conducted immediately after the activity by the MIC of that activity, and can be appealed to the MIC-Event by the aggrieved individual.
            9. The participant must give truthful information in cases where reports must be made. Falsification of information may result in termination of all authorizations or other sanctions.
            10. All participants, regardless of office or rank, must obey the directions of the Marshals while involved in a marshaled activity. (NOTE: This applies to marshals as well.)
        5. Dishonorable Behavior
          1. It is understood by the Marshals that all but a tiny fraction of participants in the marshaled activities participate in a spirit of honor, dignity, and chivalry. However, even with the best intent, participants may behave in a manner contrary to that spirit. It is the Marshal's responsibility to bring any such behavior to the participant's attention in such a fashion to indicate the above message. Repeated behavior of unsportsmanlike nature will result in sanction at the Marshal's discretion. Such unacceptable behaviors will include, but not be limited to:
            • Verbally abusing or arguing with the Marshals, CCAs, MoLs, Chirurgeons, or Waterbearers
            • Name calling/taunting of other participants
            • Pushing or other physical contact
            • Excessive swearing
            • Spitting at another participant or a Marshal
            • Purposefully delaying the activity by any method
            • Throwing equipment in a fashion that indicates anger or loss of control
            • Any other behavior the Marshal finds inappropriate on the field
        6. Holds
          1. When hold is called, every participant must cease the marshaled activity at once, place their weapons on the ground if applicable, and stand in place, or kneel if directed by the marshal, until directed otherwise by a marshal.
          2. The marshal for some group combat activities may declare a "bubble hold" option before the activity begins. In a bubble hold, the marshal may direct participants around the cause for hold to act as informal line marshals, informing other participants who approach the bubble of the perimeter of the hold. Participants who are directed in this fashion must hold their equipment in a fashion that will indicate that they are not combat ready, i.e., holding a bow horizontal or a sword by the blade.
        7. Warrants
          1. Prospective Marshals must undergo an apprenticeship in a specific discipline in order to supervise that discipline. This requirement may be waived or modified, at the Earl Marshal's or relevant discipline Deputy Earl Marshal's discretion. The Earl Marshal's office encourages all marshals to cross train in as many disciplines as possible.
          2. A Marshal may not be warranted in disciplines in which they are not authorized to participate. This requirement may be waived, at the Earl Marshal's discretion.
          3. Warrants will be kept by roster by the Earl Marshal.
          4. For Knight's Marshals, warrants will remain in effect for 2 years from the date of issue, unless the warrant is suspended or removed by the Earl Marshal, or another warrant is issued for that position.
          5. Deputy Knight's Marshal warrants expire upon resignation or termination by the Earl Marshal.
          6. Kingdom Deputy Marshals serve at the pleasure of the Earl Marshal.
          7. The Earl Marshal must annually audit the roster, and any individual no longer meeting the required attributes of a Marshal will have his or her warrant terminated. The KEM must submit the roster of Marshals to the Crown once per reign. This will usually happen at Curia Regis, or at Coronation on request of the incoming Crown.
        8. Reporting
          1. Event Reports

            An event report must be filed by the MIC-Event within 10 days of each event (except where required to file a special report earlier due to problem resolution) and must include the following information. Event reports must be filed in writing and must include any supporting documentation as necessary.

            1. The name of the Marshal in Charge of the Event submitting the report, and the Minister of the Lists.
            2. The name of all marshals (incl. apprentices) and the capacity in which they served.
            3. A list of all authorization attempts including weapon form and result.
            4. A description of marshal activities for the day, including disciplines represented and scenarios enacted, with an evaluation of the activities for success and safety.
            5. A description of any injuries requiring professional medical services. This is in addition to the requirement for notifying the KEM within 24 hours.
            6. A description of problems arising from combat related activities, including the name of offending participants, the nature of the offense, and the resolution. This report must include any decisions of the marshal's that were overturned by the Crown.
            7. Any intervention by higher ranking Marshals (either invited by the MIC or unilateral on the part of the ranking Marshal).
          2. Fighter Practice Waivers: Any waiver signed during the course of official local fighter practices shall be collected from the marshals-in-charge of fighter practices by the Knight's Marshal of the hosting group on a monthly basis.
            1. All fighter practice waivers and a fighter practice waiver report form will be submitted by the Knight's Marshal of the hosting group to the Kingdom Waiver Secretary on a quarterly basis, in accordance with the following schedule:
              • Quarterly fighter practice materials are due April 15 (for fighter practices held between January 1- March 31)
              • July 15 (April 1 - June 30)
              • October 15 (July 1 - September 30)
              • January 15 (October 1 - December 31).
            2. In the event that no fighter practice waivers have been collected at official local fighter practices, a fighter practice waiver report indicating this will be submitted by the Knight's Marshal of the group on the above schedule. An electronic fighter practice waiver report may be accepted at the discretion of the Kingdom Waiver Secretary in the event that no waivers have been collected.
          3. Filing Reports

            Reports may be filed by US Mail; UPS (or other delivery service, which does not require a signature for delivery); by email to the Earl Marshal at EarlMarshal@atlantia.sca.org; or by a form in the appropriate section of the Atlantian Marshal's Website.

            Reports may be filed by other methods on a case-by-case basis, but only with the approval of the Earl Marshal. These methods may include fax, same day delivery requiring signature, or hand delivery to the Earl Marshal.

          4. Incident Reports

            Anyone may file an incident report for any problem that they perceive in the execution of combat activities. This includes: reports by participants about marshals at an event, reports about participants by participants at an event, reports by marshals about participants outside events (specifically including practices announced in the group newsletter), and reports by marshals (other than the MIC-Event) concerning problems with other marshals. The following guidelines govern incident reports:

            • Incident reports must be filed within 10 days of the incident
            • Incident reports must include the name of the filing individual
            • The name of the offending individuals (if appropriate)
            • The names of witnesses (if any)
            • The specific description of the problem with a reference to Policy or Law to demonstrate the offense
            • The Earl Marshal will evaluate the Incident report for action. If the Earl Marshal finds that the incident has merit, he will act on it as the equivalent of a "severe problem" as described in the section on Problem Resolution.
          5. Deadlines
            1. If a report is not turned in by the deadline, the marshal will be placed on suspension for a period of not less than 90 days, during which time s/he may not perform any marshal activities including (but not limited to):
              • Authorizations
              • Armor and weapon inspections
              • Marshaling a fight
              • Marshaling a practice
              • Serving as MIC of any event
            2. Following a second offense, the marshal's warrant will be revoked for a minimum of one year.
            3. Failure to report may negate any sanctions or authorizations at the discretion of the Earl Marshal.

3.2 Section II - Problem Resolution

During all activities, the Marshals running that activity must enforce the rules governing participation. Infractions fall into one of three categories defined below. When a violation occurs, the marshal shall use the following guidelines to attempt to resolve the issue(s).

Ordinary: The vast majority of violations will be transitory single occurrences. These should be noted, but not be the subject of action during the activity. The marshal should discuss the problem with the individual or group after the activity ceases.

Significant: If there is a pattern of violations, or if there is a safety hazard, the marshal shall stop the activity, if it is a single bout. In a group activity, the marshal should pull the participant aside if possible without stopping the activity. Circumstances may make this inadvisable without a hold. Although it is desirable to allow activities to run while problems are resolved, this may not be allowed to compromise the need for safe management of the activity.

The Marshal will clearly, concisely, and courteously explain the violation to the combatant. The MIC of that activity may remove the combatant from participation in the duration of the activity, or from the next scheduled activity.

The Marshal will clearly communicate that the violation must not be repeated. The Marshal will inform the erring combatant that report of this action will be in the event report.

Severe: These are severe safety hazards, a continuing pattern of violations, or an injury requiring medical attention.

The MIC of an activity must order the participant to leave the activity area and prohibit that participant from any further activity either for that day or the duration of the event. In head to head competitive activity this is treated as a lost bout. In scored activities, the score accrued before ejection becomes null and void. During group activities, the activity continues without the sanctioned participant. (No resurrection allowed.)

In all three of the above situations, the MIC-Activity must inform the MIC-Event at the end of the activity about the violations and any actions taken. In the case of an injury, the activity must be stopped until the injured participant can safely be removed for medical assistance. If the injury requires off-site medical assistance, the MIC must record the name of the emergency service or hospital used in the MIC report. The MIC must inform the KEM within 24 hours by telephone.

      1. MIC Responsibilities and Powers

        The MIC-Event must assess any problems for immediate action.

        1. The MIC must immediately record, on paper, all significant or severe problems and include them in the event report.
        2. In the case of severe or continuing problems, the MIC may remove the participant from further participation in any activity for the remainder of the event.
        3. If the MIC feels that the participant represents an ongoing problem or danger s/he must suspend the authorization of the participant.
      2. Suspension

        The suspension of any one Authorization by the MIC-Event will also be a suspension of a participant's authorization in all disciplines until resolution by the Earl Marshal.

        1. The MIC-Event will physically take possession of the participant's authorization card.
        2. If the combatant does not cooperate that is an additional violation.
        3. The MIC must complete the event report immediately after the event.
        4. The MIC must contact the Earl Marshal by email or telephone within two days of the end of the last activity of an event.
        5. The MIC must send copies of the event report to both the Earl Marshal and Minister of Lists.
        6. Suspensions last until lifted or replaced by the Earl Marshal.
      3. Review and Investigation
        1. The Earl Marshal will begin a review of any authorization suspension immediately upon receipt of the report.
          1. The Earl Marshal may lift the authorization suspension.
          2. The suspension may be left in place during further consideration.
      4. The Earl Marshal may designate an investigator for serious rules violations.
        1. The investigator will gather information and make recommendations.
        2. This initial investigation must take less than 15 days.
        3. After reviewing the investigator's recommendations the Earl Marshal will take any action at his/her sole discretion, including dropping the matter.
      5. Marshal's Court
        1. For the resolution of serious problems, the Earl Marshal may either convene a Marshal's Court or begin a summary problem resolution (see below).
        2. The Earl Marshal may not unilaterally levy sanctions more severe than suspension without such sanctions being recommended by a Marshal's Court.
        3. The Marshal's Court will consist of three to five marshals and may not include the Earl Marshal.
        4. The Marshal's Court shall determine their deliberative process with due regard to Fairness.
        5. The sanctions imposed by a Marshal's Court may include, but are not limited to, the following sanctions:
          • An official reprimand. This must be paired with a required public written apology by the offending participant, which must be published in the Acorn.
          • The suspension of all authorizations for a fixed period.
          • Recommendation of the permanent revocation of all authorizations.
          • The suspension of a specific weapon authorization for a fixed period.
          • A restriction of activity, such as no melees.
          • Recommendation of banishment, permanent or fixed period, from the lists.
          • The revocation of a marshal's warrant.
          • Probation: Probation may include special requirements to address the problem but the offender must agree to the conditions of the probation. The results of violations of probation must be specific.
        6. Appeals of the Marshal's Court decisions may be appealed to the Society level.
        7. The Marshal's Court may make the following recommendations (to the Crown):
          1. A Court of Chivalry
          2. A Court of Courtesy
          3. Banishment of all types
          4. Revocation of rank and awards.
      6. Summary Problem Resolution
        1. The Earl Marshal may involve the subject of an investigation in a summary resolution process.
        2. The Earl Marshal and the subject must both agree to an open ended summary resolution. The subject agrees to an abbreviated process run directly by the Earl Marshal.
        3. Fixed summary resolution results from an agreement between the Earl Marshal and the subject specifying the violations and the sanctions. The fixed summary resolution must be specified in writing and signed by both the Earl Marshal and the subject. There are no limitations on the terms of this problem resolution.
        4. Once the subject and the Earl Marshal agree to either an open ended or fixed summary resolution, any Marshal's Court shall be terminated.
      7. External Problems
        1. Marshals at all levels may have to deal with problems beyond the combatants and the Marshals.
        2. In all such cases the marshals are expected to work with the appropriate officers to resolve such problems.

          Example: A child gets too close to the fighting. The first time, the marshal calls hold and directs the child out of the way. If the problem recurs, the marshal must find and counsel the parent. If the problem continues, the marshal must work with the autocrat to have the child removed from the area of the combat.

      8. Complaints and Appeals
        1. Complaints or grievances by marshals or participants must be submitted in writing within 15 days of the last activity of an event using an incident report form such as that furnished in the Reports Appendix or the Marshals Web Page.
        2. Participants' appeals of sanctions must be made in writing, postmarked within 15 days of the MIC-Events sanction.
        3. All submissions must be typed or printed out and must be signed and dated. Electronic submissions must be followed within 15 days of the last activity of an event by typed or printed copies which are signed and dated.

3.3 Section III - Training

      1. Deputy Earl Marshal for Training

        The proficiency of the Marshallate is one of the primary concerns of the Earl Marshal. In order to foster professionalism and competency, the Deputy Earl Marshal for Training (DEM-Training) position has been created. The DEM-Training shall be responsible for:

        1. Creating and maintaining instructional material
        2. Planning and staffing the track of marshaling classes at each session of the University of Atlantia.
        3. Working with the other Deputy Earl Marshals to be sure that the available curricula address the specific needs of that discipline.
        4. Training senior marshals in the prepared materials to enable them to serve as instructors.

3.4 Section IV - Authorization

      1. Armored Combat Authorization Procedures
        1. Authorization is designed to ensure that all fighters are able to conduct themselves in a safe and courteous manner while on the field of combat.
        2. The authorization process ensures that all fighters taking the field are conducting themselves according to a common standard.
        3. This process also ensures the minimal level of proficiency necessary to ensure that they do not present a threat to themselves or anyone else on the field.
        4. All combatants in tournaments and melees in Atlantia must be authorized in the weapons they wish to use.
        5. Visitors to Atlantia may participate at Atlantian events if they go over the Atlantian rules with an Atlantian marshal before they compete.
        6. Fighters with a valid authorization from another kingdom who move into Atlantia may trade in for an Atlantian authorization card. See the Policies of the MoL for the procedure.
      2. Who May Become Authorized
        1. To become authorized a fighter must meet the following requirements.
          • Be at least 16 years old.
          • Combatants under the age of 18 have additional authorization requirements described in the minor authorization procedures.
          • Thorough familiarity with all weapon and armor standards, conventions of combat, and other rules concerning combat related activities in Atlantia.
          • Complete an authorization.
      3. Where Can Someone Go Through the Authorization Procedure
        1. All armored combat authorizations will be held either at an SCA event or at fighter's practice.
        2. Marshals wishing to conduct authorizations at practice must obtain prior permission to do so from the Deputy Earl Marshal for Armored Combat, and coordinate MOL support to insure all reporting standards, both for MICs and for MOLs, are adhered to.
      4. When Can Authorization Occur
        1. Authorizations can be held at any time during the course of the event. When a combatant authorizes during an event they may participate in subsequent activities as allowed by their new authorization.
      5. Marshals
        1. At least one of the marshals must live in a different local group from the candidate. If the candidate lives in a barony, at least one of the marshals must live outside that barony.
        2. At least one marshal MUST be authorized in the applicable weapons form.
        3. Inspect the armor and equipment of all personnel participating in the authorization process.
        4. Test the knowledge of the candidate regarding the applicable rules governing combat in Atlantia.
        5. The knowledge test should include questions applicable to the weapons being used in the authorization.
        6. Inform the participants in the authorization of how the authorization is to be conducted.
        7. Ensure that both combatants' armor is legal.
        8. Neither of the marshals may be fighters who regularly practice with the candidate.
      6. Authorization for Minors

        In order for anyone who is 16 or 17 years old to become an authorized fighter in Atlantia outside of Youth Combat, the following procedure must be followed.

        1. The candidate must have either a Minor waiver on file at SCA Corporate Headquarters (blue membership card) or must complete a SCA 'Minor's Consent to Participate and Hold Harmless Agreement (General Waiver for Minors)'.
        2. For a minor to fight or even practice, either a prent or legal guardian shall be present, or someone holding a notarized Medical Authorization for Minors granting them authority to approve medical treatment shall be present.
        3. During early training, those who are running the practice must make careful determination as to the minor's physical and emotional maturity. The variations among minors are considerable. At this age, many are unready, either physically or emotionally, for SCA combat. The marshals must be conservative in this respect. If there is any question, remember that if the minor is truly emotionally ready, they will not react inappropriately to being told to wait a year. If the marshal is not sure that the minor is ready, they must be told to wait a year.
        4. The local marshal will arrange for at least one of the parents or legal guardians to observe the fighting practice. Every attempt should be made to ensure that the parents leave with a familiarity with SCA fighting.
        5. The minor must attend at least one fighting event before the event at which the minor attempts to authorize.
        6. The parents or legal guardians shall be asked to come to an event before authorization.
        7. A standard authorization will be conducted with at least one of the officiating marshals being the Earl Marshal or designated Deputy Earl Marshal.
        8. All of the paperwork involved in the minor's authorization must be reviewed by the Earl Marshal or designated Deputy Earl Marshal before being processed by the Minister of Lists.
        9. The front half of the helms and masks of sixteen and seventeen year olds who participate in combat activities, either as armored, rapier or equestrian combatants, combat archers or siege engineers, must be clearly marked with three green dots, no less than 1" in diameter, arranged in a triangular formation forming a trefoil.

3.5 Section V - Weapons and Armor Standards

      1. All equipment on the field of combat will be inspected for compliance with Kingdom Law section 10.1.4, which requires items to present a period appearance. For specifics and examples of this requirement, please refer to the Earl Marshal's Web Site - http://marshal.atlantia.sca.org/.
      2. Armored Combat Weapons and Armor Standards
        1. Armor Regulations. Atlantia uses the SCA regulations without additions.
        2. Armor Inspections. All participants must have their arms and armor inspected by a warranted marshal before participating in combat at each event, practice, or other official activity.
        3. Weapon Inspections. The marshal in charge of each bout should visually inspect weapons before each bout unless they are using a method of marking already inspected weapons. Questionable weapons must be physically inspected prior to combat commencing. For simple swords, these checks should be extremely brief. Marshals should pay more attention to padded weapons and thrusting tips.
        4. Weapon Regulations. Atlantia uses the SCA regulations with the following additions:
          1. Polearms
            1. A polearm shall be constructed so as to emulate a medieval example. Allowable examples of a medieval emulation would be a padded head in the form of a period weapon, or a split-rattan head in the form of a period weapon.
            2. Atlantia defines an excessively flexible polearm as one that allows the head of the weapon to strike a telling blow to a target despite the intercession of an unyielding block to the haft of the weapon.
          2. Great swords
            1. Greatswords must be 6' or less in overall length.
            2. The grip must be 18" or less.
            3. The portion of the great sword above the quillons (called a ricasso) may be left without edge markings and therefore can be grasped.
          3. Spears may not be more than 9 feet long overall.
            1. Mandrake style 2” tips are no longer acceptable as thrusting tips on fiberglass spears. Section VII-D-5 of the Society’s Marshal’s Handbook is no longer valid in Atlantia.
          4. Offensive shields are prohibited.
          5. During combat, the blade of the sword may not be grasped. Also the striking surface of a mass weapon or thrusting tip may not be grasped.
          6. Single-handed weapons shall not be constructed so as to place a thrusting tip or butt spike within four inches of a rigid structure such as a basket hilt, metal pommel, or steel-gauntleted hand.
      3. Combat Archery Weapons and Armor Standards
        1. Armor Regulations.
          1. Armor standards for combat archers are the same as those for armored combat participants except that Demi Gauntlets may be worn on one or both hands in place of the full Gauntlets.
          2. When utilized in conjunction with rapier combat, rapier armor standards shall apply.
        2. Weapons Regulations.

          All combat archery weapons (including projectiles) must meet the requirements of the SCA Missile Combat Rules. The following additional requirements apply in Atlantia:

          1. Arrows/bolts may have a base construction of a fiberglass shaft or Siloflex tubing as described in the SCA Marshals Handbook. All fiberglass shafts must be longitudinally covered with a filament strapping tape and are required to have an 'approved' Anti-Penetration Device (APD) IAW the Society Marshal's Handbook. Shafted arrows/bolts are not required to have APDs when used in Rapier Combat.
          2. Fiberglass shaft arrows/bolts may utilize Baldar Blunt, CUBB and UHMW heads. CUBB and Baldar blunts shall not be used in Rapier Combat. All ammo used on the rapier field shall have no less than 1 inch of resilient padding after taping. This must be added in front of the blunt and be at least the same diameter as the blunt.
          3. Siloflex arrows may be gleaned and fired again. A warranted marshal must inspect all other arrows prior to reuse. All arrows shall be clearly marked for identification with the name of the user, home branch and kingdom.
      4. Equestrian Horse and Rider Regulations

        Atlantia uses SCA regulations with the following additions and changes:

        1. The Deputy Earl Marshal of the Horse
          1. The Kingdom Equestrian Officer shall be known in Atlantia as the Deputy Earl Marshal of the Horse (KEO). The KEO is a deputy of the Kingdom Earl Marshal of Atlantia and shall be warranted by the Kingdom Earl Marshal and The Monarchs of Atlantia.
          2. The Deputy Earl Marshal of the Horse (KEO) will oversee the training and warranting of cavalry marshals as well as maintaining a roster of qualified cavalry marshals for events, and a roster of qualified instructors for the required Atlantian cavalry classes.
          3. The KEO defers all regulation of the authorization documentation to the office of the Kingdom Minister of the List (KMOL), who will issue and track all paperwork necessary to ensure the proper registration of riders. The KEO will track all paperwork necessary for authorizing ground crew.
        2. Regional Cavalry Marshals
          1. The KEO will warrant a regional marshal for the North Eastern (MD), North Central (VA), Central (NC) and Southern (SC, Augusta, GA) regions of Atlantia, as needed. These shall be known as Regional Cavalry Marshals.
          2. The Regional Cavalry Marshals are required to ensure that the additional insurance certificate has been issued for each event where horses will be present in their region. A copy of the insurance certificate must be provided to the KEO.
          3. The Regional Cavalry Marshals will be responsible for coordinating cavalry activities and events in their region to ensure that each activity and event that include horses are staffed with the necessary marshals and that all regulations are followed.
          4. The Regional Cavalry Marshals will be responsible for holding Marshal-in-Training (MIT) paperwork until such time as the MIT is ready to be warranted. Upon such time as the MIT is ready to be warranted, the Regional Marshal shall forward a copy of the MIT paperwork and any other written recommendations to the KEO. Copies should be retained in the regional marshal's files.
          5. The Regional Cavalry Marshals will also be responsible for assigning a mentor for the MITs in their region. Mentors must be warranted marshals and must agree to mentor the MIT.
        3. Equestrian Marshal-in-Charge (EqMIC)(Marshal of the Horse)
          1. The Marshal of the Horse in charge of the equestrian activities at an event must be a warranted marshal. The Marshal of the Horse is responsible for equestrian activities at the event and all reporting requirements relating to the event. Reporting shall be done as per the requirements of the Earl Marshal of Atlantia.
          2. EqMICs who will have horses at an Atlantian event must inform the appropriate Regional Cavalry marshal in writing a minimum of 90 days prior to the event to ensure adequate preparation time.
          3. EqMICs shall work with event autocrats to arrange for proper funding for the required additional insurance and have this funding available to the appropriate Regional Cavalry marshal a minimum of 60 days before an event that includes horses.
            1. Insurance requests must be presented to the KEO or the Cavalry Insurance Deputy to be forwarded to the Society Insurance Clerk to ensure all information is correct and complete prior to ordering. Payment must accompany request.
          4. A warranted equestrian Marshal must be on-site at all times in which equines are present. If the Marshal of the Horse must leave the site, a cavalry marshal of sufficient experience must be appointed to act in the place of the Marshal of the Horse, in all respects, until the Marshal of the Horse returns.
        4. Equestrian Marshal Regulations (Cavalry Marshals)
          1. Cavalry marshals and cavalry marshals-in-training must attend Cavalry Marshal class or Unevent Session once every two years. The KEO may waive the Cavalry Marshal class in lieu of attending a Cavalry Marshal Seminar (weekend gathering to discuss rules and train marshals).
          2. All cavalry marshals will have completed the Marshal-in-training program as required by the Atlantian Earl Marshal before being warranted.
          3. The warranted cavalry marshals will supervise the activities of all grounds crew and cavalry marshals-in-training to help insure their safety.
        5. Ground Crew Regulations
          1. Anyone who plans to step out onto the Cavalry List field while horses are present or in the callforward area must complete a ground crew authorization. This authorization consists of successful completion of the liability class and any other requirements deemed necessary by the KEO.
          2. Any person functioning within close proximity of horses, handling horses or within the arena as the mounted activities are run must be able to demonstrate the ability to move quickly out of the way of horses and riders in an emergency situation.
        6. Ground Crew and Rider Waiver Responsibility
          1. Every rider or ground crew must be a current SCA member with the proper waiver on file in Milpitas OR sign a waiver on site with the Minister of the Lists (MOL) at each event. Every rider and ground crew person must also sign the state specific equestrian waiver prior to stepping or riding out on the list field at each event.
          2. Each rider must complete a Liability Seminar (Equine Safety Class) within six months prior to the mounted portion of the authorization process. Each grounds crew person must have attended a Liability Seminar prior to stepping out on the cavalry list field at events.
        7. Authorizations
          1. All equestrian authorizations must be conducted by two equestrian Marshals.
          2. Atlantia recognizes the following equestrian authorization levels:
            1. Ground Crew. Authorization consists of passing Liability Class.
            2. Rider (Ride Only). Rider must demonstrate ability to control mount at a walk, trot or canter unencumbered by weapons or armor.
            3. Lancer (Games). Rider must demonstrate ability to control mount and wield a single weapon safely while performing the games and unencumbered by armor.
            4. Bannerat. Rider must demonstrate the abilities of Rider and Lancer as well as ability to safely use all equipment, weapons and armor for the Bannerat level game(s) they wish to authorize in. Bannerat riders must be able to compete at a canter.
              1. Bannerat Level shall be defined as:
                1. Any activity that calls for close contact between horses;
                2. Any activity that calls for riders to be accoutered with helms, armor, or other equipment that may limit their field of vision or restrict movement significantly;
                3. Any activity that demands that a rider use both hands to hold weapons or equipment (such as two swords, sword and shield) while controlling their mount;
                4. This includes, but is not limited to mounted crest combat, mounted armored combat, and jousting.
            5. Mounted Archer. Rider must demonstrate the ability of safely handling a bow from horseback. Rider must be able to demonstrate an ability to shoot with the horse moving faster than a walk. This authorization level is available to Lancer and Bannerat riders.
            6. Driver. Rider must demonstrate the ability to safely control a horse-drawn cart or chariot while wielding weapons or transporting one passenger who is wielding weapons. This authorization level is available to Lancer and Bannerat riders.
          3. Minor Equestrian Authorizations and Regulations
            1. The Kingdom Earl Marshal, Deputy Earl Marshal of the Horse or a Regional Marshal of the Horse must be present for all minor authorizations.
            2. Minors may not serve as Cavalry Marshals in Training.
            3. Minors may authorize as Rider, Lancer, Archer and Driver, but may not authorize as Bannerat riders.
            4. Minor archers are restricted to combat arrows only and may not use target points.
            5. Minors may serve as ground crew for the purpose of waterbearing off the list field or resetting the games between riders. Minors may not hand off weapons to riders or be on the list field when horses are competing or warming up, unless they are an authorized rider.
            6. Minors may not serve as horse monitors except under the condition that a warranted equestrian marshal is within hearing or line of sight of the minor and horses being monitored.
            7. A parent or legal guardian of minor must be present and within line of site at all times while their minor is mounted.
        8. Rider Responsibilities at events
          1. Horse owners will be financially responsible for any damage to a site caused by their horse, truck and trailer or personal equipment, as well as any towing fees accumulated to pull their rig out if stuck at an event.
          2. Stallions, known biters and kickers policy
            1. Owners of stallions must notify the EqMIC of an event or practice prior to arriving that they intend to bring a stallion. Stallions must be marked with yellow ribbons in forelock and tail.
            2. Horses that are known biters or known kickers are not allowed without the permission of the Kingdom Earl Marshal or KEO and the event Marshal of the Horse (EqMIC). Biters must be marked with red tassel or ribbon on forehead. Kickers must be marked with red tassel or ribbon on tail.
            3. The KEO may ban horses that have caused safety incidents at three or more events or practices from participating in SCA activities in Atlantia. There must be sufficient cause to warrant banning a horse from events.
          3. Horse Supervision Protocol
            1. Horses on site during the day must have a cavalry marshal or cavalry marshal-in-training in line of sight at all times unless they are in a barn within stalls. Horses in stalls must have a cavalry marshal or cavalry marshal-in-training within easy access.
            2. Temporary Enclosures
              1. The use of any barbed wire or electric wire to contain or restrain a horse is not allowed. All other enclosures are allowed at the discretion of the EqMIC.
              2. The use of electric tape may be used only with the consent of the event Marshal of the Horse and Deputy Earl Marshal of the Horse or Kingdom Earl Marshal.
              3. Enclosures should be clearly marked on each side that the tape is electrified (if applicable).
              4. Horses in electric tape enclosures must be used to being restrained in such enclosures prior to attending the event.
              5. The owner(s) of horses restrained within electric tape enclosures must remain on-site and within line of sight entire time horses are within electric tape enclosures or make arrangements for a horse monitor prior to the event.
            3. Horses on site during the night must have a cavalry marshal or cavalry marshal-in training within easy access if they are housed in open pens of metal or wood. Horses housed in a barn with stalls must have a cavalry marshal or cavalry marshal-in-training within easy access of the barn.
            4. Horse owners are required to care for their own horses during the event, including camping in the cavalry encampment, or make arrangements for a horse monitor prior to the event for the proper care of their horse. The owner or monitor must remain within easy access and hearing (preferably line-of-sight) during overnight hours.
          4. Horse accessible areas at events
            1. Riders may ride horses in the Cavalry encampment and the Cavalry list field and a designated path between the encampment and the field.
            2. Riders may not ride in any other encampments except as directed for a processional.
            3. The EqMIC may consult with the autocrat and designate "riding" areas at their event that may include riding on main thoroughfares between encampments and other areas of a site that can be traversed safely by mounted riders. Riders should announce their presence loudly as they enter those areas.
        9. Rental Horses
          1. Only money orders or certified checks payable to the rental agent may be held by the Marshal of the Horse for the event for the purpose of paying for rental horses (no cash or personal checks).
          2. Cavalry marshals are not required to hold money for riders or arrange terms of agreements with rental agents. Agreements are between riders and the rental agent only.
        10. Equipment and Weapons
          1. Mounted Archery
            1. Only non-living targets are allowed.
            2. Bow poundage is not to exceed 30 pounds at 28-inch draw for use with fiberglass shaft combat arrows, 50 pounds at 28-inch draw for golf tube or Siloflex combat arrows and 35 pounds at 28-inch draw for target arrows.
            3. Crossbows are prohibited.
            4. The cavalry marshal must be a warranted Atlantian target archery marshal or have a warranted target archery marshal inspect bows and arrows and range set-up and enforce range safety. If only combat ammunition is used a warranted combat archery marshal may be used.
            5. Range Set-up
              1. An archery lane 4 to 8 feet wide by minimum 100 feet long with physical barriers on each side is required. A clear area is needed at each end for stopping horses.
              2. A safety area beginning at each end of the lane and going back at least 150 feet at a 45 degree angle is required. If multiple targets are to be used, the lane must be long enough to allow riders to attempt more than one shot safely.
              3. Targets must be placed no closer than 10 yards (30 feet) to the lane's inside barrier. Targets may not be placed closer than 10 yards (30 feet) from each end of the barrier.
            6. Mounted archers must compete at a trot or canter and control their mount and weapons safely without the use of a foot attendant. Use of a foot attendant with mounted archery is not allowed except for training purposes at a practice.
          2. Mounted Thrown Weapons
            1. Only non-living targets are allowed.
            2. Javelins (spears) are the only weapons authorized for use with mounted thrown weapons.
            3. The Cavalry Marshal must be a warranted thrown weapons marshal or have a warranted thrown weapons marshal inspect the range set-up and equipment and enforce range safety.
            4. Equipment Standards
              1. Javelins should be at least four feet in length but not exceed 9 feet.
              2. Javelin heads must be attached to the shaft as to not come off. The javelin shaft must be sound, free of cracks and without any burrs or rough surfaces that can cut or give splinters to the unprotected hand.
              3. No tape is allowed on the shaft at all.
              4. Mounted thrown weapons targets may only be soft targets (i.e. hay or straw bales).
            5. Range set up
              1. Mounted thrown weapons ranges must be set up with the target placed on the same side as the hand of the thrower.
              2. The target should be set at approximately 45 degrees angle to the separation barrier running parallel to the riding lane with the left side of the target 10 feet from the lane barrier.
              3. The run start line is a minimum of 80 feet from the target and 100 feet to the next and subsequent targets if used.
            6. Rider rules
              1. Lancer (Games) authorized riders must walk, trot or canter to the target, stop, throw and then walk, trot, canter away. They may only use one target. They may be assisted by a foot attendant as needed.
              2. Bannerat riders may use two or more targets and may canter or hand gallop the run. Javelins may be placed along the lane 20-30 feet from the first target so that they can be grabbed by the rider and used for the next target.
              3. Drivers will follow the same rules as per riders.
          3. Mounted crest combat
            1. Mounted crest combat is limited to Bannerat riders only.
            2. A marshal must inspect rider's armor and weapons before mounted crest combat begins.
          4. Mounted armored combat
            1. Mounted armored combat is limited to Bannerat riders only
            2. A marshal must inspect rider's weapons and armor before mounted armored combat begins, including the horse's armor.
          5. Jousting
            1. Jousting is limited to Bannerat riders only
            2. A marshal must inspect rider's weapons and armor before jousting begins, including horse's armor.
            3. The left elbow behind the shield must have the point and bones at either side of the elbow covered by rigid material underlain with at least ¼" (6mm) of closed-cell foam or equivalent padding. The shield may assist in providing this coverage, but is unlikely to be capable of providing full coverage by itself.
            4. All riders must make right side passes on the tilt barrier and carry the lance in their right hand regardless of the rider's dominant hand.

3.6 Section VI - Conventions of Combat

      1. Conventions of Combat for Armored Combat
        1. Target Areas.
          1. Torso: All of the torso above the point of the hips including the shoulder blades and the area between the neck and shoulder will be considered part of the torso.
          2. Face: The area between the collarbones and the mid brow and between the side burns.
          3. Head: The whole head and the neck except the face (as defined above).
          4. Hips: Begin with a line even with the bottom of the groin up to the point of the hip.
          5. Thighs: The leg from one inch above the top of the knee up to a line even with the bottom of the groin.
          6. Shoulder: From the point of the shoulder down to a line even with the top of the underarm.
          7. Arms: From the shoulder to one inch above the wrist.
        2. Targeting.
          1. Blows landed outside the target areas need not be counted.
          2. A fighter may not intentionally strike areas outside the target areas.
          3. A fighter may not intentionally strike with the non-striking surface of a weapon (haft, hilt, etc.).
        3. Telling Blows.
          1. A blow that strikes a legal target area with telling force will be acknowledged.
          2. Telling force is determined by evaluating the blow against the SCA standard of fully armored.
          3. Fully armored is interpreted to mean wearing authentic medieval armor consisting of an open-faced helm and a fully riveted chain mail hauberk covering the torso, shoulders, and thighs. The arm and leg armor is covered by boiled leather armor. Blows that would incapacitate through this armor are telling blows.
          4. The exact force level necessary to meet this standard is determined by each fighter but must be within the normal range defined by all Atlantian fighters.
          5. Missile weapons must strike the same targets as thrusting weapons. But, any contact from a projectile is considered a telling blow.
          6. Blows striking a weapon or shield before striking a target will be considered a telling blow if the force of the blow after striking the intervening shield or weapon is sufficient to be a telling blow.
          7. Blows in which the weapon is dropped upon impact may be discounted.
          8. Blows in which a weapon strikes a combatant because it physically breaks upon striking the shield or defensive weapon need not be counted.
          9. Blows struck with the non-striking portion of the weapons shall not be counted (haft, hilt, etc.).
        4. Results of Telling Blows.
          1. Telling blows to the face, head, or torso are considered killing.
          2. Telling blows from a swung mace, great sword, or pole arm to the hip or shoulder are killing.
          3. All other blows are wounding blows.
          4. Projectiles have the same effect as thrusts.
          5. Thrusts to the head, outside of the face, are not telling blows and need not be counted.
        5. Death.
          1. After receiving a killing blow the fighter will cease throwing blows.
          2. After receiving a killing blow the fighter will fall to the ground or in some other way clearly indicate he has been defeated.
          3. In single combat the bout is ended after a killing blow (except double kills).
          4. When both fighters, in a one-on-one bout, are killed, they either fight the bout over starting from mutually unwounded conditions or, both take the bout as a loss, depending on the scenario.
        6. Wounds.
          1. Wounding blows to the shoulder or arm will cause the loss of the use of that arm.
          2. The wounded arm may not be used to block or throw blows.
          3. A second telling blow to that arm or shoulder will be a killing blow.
          4. Wounding blows to a thigh or hip will cause the fighter to fight from his knees.
          5. The fighter must keep one knee on the ground unless he hops.
          6. Hopping is allowed if the fighter puts no weight on the wounded limb.
          7. Hopping is frequently used to throw one blow after being dealt a wounding blow.
          8. This must be done without putting any weight on the wounded limb.
        7. Interruptions.
          1. Any blow started before any interruption of combat (such as death or a hold) will count as if they landed before the interruption.
        8. Starting Combat.
          1. Combat will be started when the marshals call lay-on.
          2. Except special scenarios fighters should start fights well out of range.
        9. Holds.
          1. Effect of a Hold
            1. All combatants must immediately cease throwing blows.
            2. They must stop moving about the field.
            3. Fighters should not drop their guard until all fighters have stopped throwing blows.
            4. Combatants may call Hold when any unsafe situation develops. For example, a fighter should call hold if his helm comes off.
          2. Calling a Hold
            1. In single combat, hold will be called when a fighter is not capable of defense. In single combat, defenseless is defined as having no weapons in hand.
            2. If a fighter falls, or if any portion of a hand, arm, or a part of the upper torso or head touches the ground the fighter is considered defenseless. A fighter who feels that he is not defenseless in any of the above conditions may ask the marshals not to call hold in a specific circumstance. If the marshal feels that the request would not create a dangerous situation he will not call hold in the specified situation.
        10. Use of Weapons.
          1. All weapons to be used in a particular bout of single combat will be declared to the opponent and the marshal before the fight.
          2. If an auxiliary weapon is carried in such a way as to prevent proper acknowledgment of a blow, any blow striking the weapon will be considered a telling blow to the area that would have been hit.
          3. Except for the proper use of a weapon, grasping, pushing, or striking an opponent is not allowed.
          4. Striking, pushing, or pressing an opponent's shield with a hand, weapon, or shield is allowed.
          5. If the opponent has an edged weapon, striking, pushing, or pressing an opponent's weapon's striking portion (regardless of the orientation of the edge) with any part of the body (for example grabbing a sword with the hand) is not allowed.
          6. Weapon strikes with excessive force are not allowed. Blows with force levels that significantly exceed that necessary to be a telling blow, and significantly increase the chance of substantial injury are blows with excessive force.
        11. Helms.
          1. If a fighter's helm comes off or their visor opens during combat, the fight will be stopped and combatant declared dead. The combatant may not fight again until some steps have been taken to prevent a recurrence of the problem. A marshal will inspect the helm before it is used again.
        12. Engagement. These rules apply to melee combat only. In one on one combat fighters are always considered to be engaged.
          1. A fighter may only attack opponents they are engaged with.
          2. To engage an opponent a fighter must establish eye contact and be in front of the opponent.
          3. A fighter may not attack an opponent that cannot see them.
          4. All fighters must attempt to engage all fighters who are attempting to engage them. The simplest way to meet this requirement is to back up until all those attempting to engage are in front of the fighter they are trying to engage.
          5. If a combatant is engaged and then turns their back, or if they are charging past an opponent, the opponent may throw one blow immediately after the combatant turns away.
          6. After that, contact has been broken and the combatant must be engaged again.
          7. A defenseless combatant may not be struck. In melees, defenseless is having no weapons and no shield in hand.
          8. An otherwise defenseless person who remains an active participant within a melee by actions such as staying in the line, grabbing spears or blocking enemy movement, etc. will not be considered defenseless and may be stuck.
        13. Melees. Individual battles may have their own particular rules and conventions besides those stated in this document as long as those rules do not conflict with any of the rules governing combat.
          1. No more than four fighters shall attack a single opponent.
          2. When a fighter is a member of a formed unit (like a shield wall) that is fighting another formed unit, they may strike and be struck by any opponent in that unit. If a breakthrough occurs in a segment of the unit, fighters in that segment may both attack and be attacked by passing opponents.
          3. A fighter who is struck a telling blow by someone on their side must acknowledge the blow.
          4. A hold will not be called for fighters who lose their weapon in melee.
      2. Conventions of Combat for Combat Archery
        1. The legal target area for projectile weapons shall be same as any thrusting weapon that is legal in a given scenario. Exception: At the discretion of the MIC, projectile strikes to the face may be made legal, even in scenarios where face thrusts are prohibited.
        2. Archers shall not fire at a combatant if the arrow/bolt cannot leave the bow before contact with the target. For rapier combat, crossbows shall not fire at a combatant at a range of less than 15 feet.
        3. On the cry of hold or when slain, all arrows will be unnocked, and crossbows will be uncocked.
        4. Any projectile that strikes a legal target area, unimpeded and point first, shall be considered as telling. Any projectile that is blocked, deflected, or which strikes in any manner other than point (or edge) first need not be counted.
        5. Any bow which is struck by a projectile or melee weapon shall be considered as broken and unusable until a qualified marshal inspects the bow. A qualified marshal is a warranted combat archery marshal or a warranted target archery marshal. This marshal may not be the active user of the bow needing inspection.
        6. Reserved
        7. For rapier combat, rapier conventions of combat are to be used.
        8. A combat archer (or any other combatant) may yield. If a combatant yields, then he should not be touched.
        9. Engagement with missile weapons: An archer need not have eye contact with an opponent in order to shoot at them, but should be able to see their face or the front of their body when targeting them. Inadvertent strikes in the back (such as when the target turns away after the missile is loosed, or when the missile strikes an unintended enemy or friendly target) still count if they are recognized, but it should be expected that, in some cases, the target may not realize they have been struck.

3.7 Deleted and Reserved

No Further Text

3.8 Section VIII - Youth Combat

      1. Marshal Responsibility Marshals for Youth Combat exist within the structure established under the Crown and Earl Marshal of Atlantia. All marshals for Youth Combat activities are warranted, have authority and are expected to conduct themselves as warranted marshals of this Kingdom, according to Kingdom Law and the Policies of the Earl Marshal.
      2. Sanctions and Grievance Procedures
        1. Youth Combat will follow the procedures for Sanction and Grievance established by the Office of the Earl Marshal.
        2. The sole exception to 3 above is that, as necessary, the Marshal in Charge of Youth Combat for an event may remove a youth combatant from the field, tourney or melee based on the conduct of their parent(s) or persons serving in that role, if that conduct is disruptive to the activity or unsafe.
      3. Participation
        1. Any Youth Fighter Participant, desiring to participate in the SCA Youth Fighter Program, shall have a responsible adult assume all risks and liability for any harm or medical condition arising from the Youth's participation in these activities. This assumption of responsibility shall be signified by all legal documents required by the SCA and the Kingdom Minister of the List (MoL). For the purposes of youth combat a responsible adult is defined as (1) their parent or (2) their court-appointed legal guardian, (3) a person given medical authority over a child by a notarized Youth Combat Medical Authorization for Minors signed by one of the parents, listing the name of the responsible adult and specifically delegating this authority.
        2. All Youth Fighters ten (10) years of age and under must have at least one (1) responsible adult (per 3) by the list at all times while the Youth Fighter is engaged on the list field. All Youth Fighters eleven to seventeen (11-17) must have a responsible adult (per 3) on site while the youth is engaged on the list field. The responsible adult never relinquishes responsibility for the minor. The marshals, MOLs, or any other SCA officials do not take responsibility for the minor during YC activities. It is strongly encouraged that when the responsible adult is not required to be list side that they stay within eye sight of the list field while the minor is engaged in YC activities.
        3. Once a Youth has been authorized to participate in Adult Combat-Related Activities, the youth is no longer permitted to participate in the Youth Fighter Program.
        4. No Youth shall participate in the Youth Fighter Program unless and until the youth has completed the paperwork and waivers necessary as defined by the policies of the Kingdom Minister of the Lists. No Youth shall be permitted to participate in Youth Fighter Program tournaments until the youth has been properly authorized under Kingdom procedures.
        5. Combatants shall behave in a chivalrous manner, and shall fight according to the Kingdom Conventions of Youth Combat.
        6. Groups of youth combatants
          1. The Marshallate will not regulate "boffer" combat amongst children under the age of seven years beyond the following:
          2. "Boffer" combat may take place at the discretion of the parents/legal guardians of the children involved and with the approval of the autocrat.
          3. "Boffer" combatants will be restricted to the use of foam-only weapons, with NO rigid components whatsoever.
          4. A responsible adult (per 3) must be within sight and sound of their child at all times during "boffer" combat.
      4. Conventions of Combat
        1. Youth Combat activities will be broken down under the following structure:
          • Weapon Construction
          • Tourney
          • Melee
          • Division 1 (7-9)
          • Golf tube core, foam covered
          • Yes
          • No
          • Division 2 (10-13)
          • PVC core, foam covered
          • Yes
          • Limited Scenarios
          • Division 3 (14-17)
          • PVC core, foam covered
          • Yes
          • Yes

          The Youth Fighter Marshals shall exercise discretion in the placement of fighters into their prospective groups, with the agreement of the fighter's parent or guardian. There will be allowances for Youth Fighters who become advanced and experienced enough to work at the next level. Youth fighters must authorize with all weapons forms of their current division before they can be elevated into the next division.

        2. Youth combat will use the same conventions of combat as adult fighters, both for individual and melee combat - with the exception of calibration. Blow force to be used in Youth Combat is summarized in the table below.
          • Cutting Blow
          • Body Thrust
          • Face Thrust
          • Division 1 (7-9)
          • Touch
          • Touch
          • Not Allowed
          • Division 2 (10-13)
          • Positive Contact
          • Positive Contact
          • Not Allowed
          • Division 3 (14-17)
          • Positive Force
          • Positive Contact
          • Touch

          Suitable allowances will be made for the age and maturity level of the individual fighters in judging their compliance with these conventions. Calibrations are to be considered acceptable beginning with the minimum level of acknowledgement allowed per category up to the minimum level of acknowledgement of the next higher division.

          1. If the marshals deem it acceptable to mix divisions for combat, then the youth shall fight at the lowest division conventions and weapons.
        3. Armor Standards
          1. All Youth Fighters must wear Marshallate-approved helmet with helmet padding and gorget. Head protection includes skull, face, front and cervical vertebrae. This includes full-face guard grill (metal only), gorget and camail or aventail. All helms shall be equipped with a chinstrap.
          2. All Youth Fighters must wear Marshallate-approved gorgets for the protection of the entire neck and the cervical vertebrae of the back. Wearing of a camail or aventail does NOT preclude the use of a gorget.
          3. Bars used in the face-guard grill shall be of metal not less than 3/16 inch (4mm) diameter, or equivalent. If the span between the crossbars is less than 2 inches, then 1/8 inch diameter bars may be used. Face guards shall prevent a 2-inch (50 mm) diameter dowel from entering into any of the face guard openings. The face guard shall extend at least 1 inch (25 mm) below the bottom of the chin and jaw line when the head is held erect.
          4. Plastic face grills or face shields are NOT acceptable.
          5. Eye-glasses worn within the helm shall be either "Sports Glasses" designed to withstand heavy impact or have lenses made of material that does not splinter during catastrophic failure. One type of acceptable lens material is polycarbonate. Glass lenses are not acceptable, including "safety glass."
          6. All Youth Fighters must wear Marshallate-approved sports groin protection or quilted padding (for females).
          7. All female Youth Fighters must wear Marshallate-approved protection for the breast area. Breast protection shall not be of a rigid nature, unless said protection is a full breast and back plate. Padded bra cups are not considered adequate protection and therefore not acceptable.
          8. All Youth Fighters must wear Marshallate-approved kidney protection. This can be a single piece of hard leather 1/8 inch in thickness covering the kidneys and lower back.
          9. All Youth Fighters must wear Marshallate-approved full hand/glove protection. Protection includes thumb, back of hand and wrist. This shall be at minimum commercially available padded street hockey gloves for Division 1 and at minimum commercially available ice hockey gloves with thumb plate protection for Divisions 2 and 3. Half-gauntlets, vanbraces or commercially available lacrosse gloves are acceptable forms of wrist protection.
          10. All Youth Fighters must wear Marshallate-approved rigid elbow pads and kneepads. These shall be at minimum commercially available rigid elbow pads and kneepads.
          11. The legs and lower bodies of all Youth Fighters while on the practice field or List Field must have their legs covered by pants (to include sweat pants) at all times. This is for practice, tournament, and melees.
          12. The feet must be protected by shoes or boots at all times while on the practice field or List Field. No bare feet or sandals shall be allowed on the field during practice, tournament, or melees.
          13. A minimum of a padded gambeson or arming coat (equivalent in thickness to 2 sweatshirts) to protect the chest, sides, and back must be worn.
          14. For tournament and melee combat, all Youth Fighters should make a reasonable effort to attain a period appearance.
        4. Weapons Standards - Division 1
          1. All weapons on the field or at practice must meet Youth Fighter Rules and Regulations and pass a Youth Fighter Marshallate inspection. Acceptable weapons forms are sword and shield and two-sword or Florentine.
          2. All single-handed weapons will be made of a single golf tube with one layer glass strapping tape on the golf tube and covered with closed-cell foam (1/2" thickness or greater) extending 1 in. past the end of the tube. The rolled-edge side of the golf tube must be on the hilt end, not the sword tip end. The sword edge must be taped in a contrasting color. As an additional option, non-rigid material may be used inside the golf tube for the handle, not to extend past the quillions or cross-hilt.
          3. All single-handed thrusting weapons must consist of the above listed construction plus a thrusting tip consisting of closed cell foam and tape, loosely wrapped, a minimum 2 inches in diameter and extending 2 inches past the golf tube. The tip should be sturdy enough to not completely fold over upon impact. The thrusting tip should also be covered in a contrasting tape color.
          4. Weapons must be covered with single layer of loosely wrapped duct tape for support.
          5. All weapons must be proportional to the size of the combatant. Mass weapons should have no "mass" to them.
          6. Basket hilts are not required but are allowed.
          7. 3All weapons in this division must be clearly recognized as golf tube. This shall be accomplished by wrapping a thin strip of tape the same color as the striking edge or in a different contrasting color, completely around the diameter of the weapon, approximately in the middle of the striking surface. The thin strip of tape can be electrical tape or a thin strip of duct tape and should be ½ inch to 1 inch wide.
        5. Weapons Standards - Divisions 2 & 3
          1. All weapons on the field or at practice must meet Youth Fighter Rules and Regulations and pass a Youth Fighter Marshallate inspection. Acceptable weapons forms for Division 2 are sword and shield, two-sword, one-handed mace, war-hammer, axe, two-handed great weapons, and pole arms. Acceptable weapons forms for Division 3 include all of previous weapons forms. All surfaces of weapons, including non-striking surfaces, must be covered in foam, with the exception of handles and grasping spaces on hafts which must be covered by the fighter's hand and glove while fighting or pole arm hafts as described in section 32.
          2. All Swords (non-thrusting type) must consist of:
            1. Minimum 3/4" interior diameter (I.D.), Schedule 40 PVC
            2. Two layers of glass strapping tape. Either one lateral layer and one spiral wrapped layer, or two spiral wrapped layers where one layer is wrapped in the opposite direction as the other.
            3. Closed-cell foam (1/2" thickness or greater) extending 1 inches past tip of PVC
            4. All ends must be PVC capped.
            5. Minimum one layer duct tape wrapped loosely
            6. Either quillions or basket hilt (of same construction)
            7. A contrasting colored tape for edging must be used
            8. Maximum weight of all swords not to exceed 1 lbs. empirical.
            9. Minimum sword diameter of 15 inches.
            10. The sword should be of appropriate length to the height and ability of the user. They should not be excessively long, but should be excessively padded. The outer duct tape layer should not pre-compress any part of the padding. Determining appropriate length - Single-handed weapons may be as long as a) the distance from the fingertips, hanging at rest at the side, to the ground, up to b) the distance from the bottom of the sternum to the ground.
            11. 31 All swords (thrusting type) must additionally consist of:
              1. 31 Rubber or foam with duct tape, covering thrusting end of PVC
              2. 31 Minimum 2" across and 2" long foam tip
              3. 31 Thrusting tip covered in a contrasting tape color.
          3. Two-handed Weapons
            1. No two-handed weapon will be longer than 66 inches (5 feet). Determining appropriate length - Two-handed weapons should not be longer than the height of the combatant up to 5 feet.
            2. There should be minimal flex to the great weapon. Too much flex and the head or tip of the weapon will be able to unrealistically circumvent the traditional shield or sword block.
            3. The outer duct tape layer should not pre-compress any part of the padding.
            4. Minimum 1" I.D. Schedule 40 PVC
            5. Two layers of glass strapping tape. Either one lateral layer and one spiral wrapped layer, or two spiral wrapped layers where one layer is wrapped in the opposite direction as the other.
            6. Closed-cell foam (1/2" thickness or greater) extending 1" past tip of PVC
            7. All ends must be PVC capped
            8. Minimum of one layer duct tape wrapped loosely
            9. A contrasting colored tape for edging must be used
            10. Maximum weight of all swords not to exceed 2 lbs. Empirical
            11. 31 Thrusting tips and butt spikes are at least 2" across by 2" long.
            12. 32 Two-handed mass weapons (e.g., Polearms, great axes) shall be padded on the top 1/3 of the haft and if they have a butt spike, the bottom 9" shall be padded. If there is no butt spike, then just the bottom of the haft needs minimal padding.
          4. NO SPEARS
          5. One-handed Mass Weapons (e.g., Maces and one-handed axes)
            1. May be thrusting type, if padded the same as Sword with thrusting tip (71)
            2. May not consist of materials other than non-compressed foam and tape for the heads.
            3. Mace heads must have a minimum of a 3" diameter. Axe heads must extend at least 3" from the haft on the striking portion, and 1" on the sides.
            4. A contrasting colored tape for edging must be used where appropriate
            5. A handle for a one handed mass weapon is defined as the area always covered by the hand and 2 inches on either side of it. All non-striking surfaces outside this handle area must be padded.
        6. Shields - All Categories
          1. MAY NOT BE USED AS OFFENSIVE WEAPONS
          2. Materials: wood, plastic or aluminum but the weight should not exceed the capacity of the user.
          3. All edges must be covered by tubing, leather, foam, or equivalent resilient material to minimize damage to youth combat weapons.
          4. No bolts, wires, or other stiff/sharp objects may project from any part of the shield without being padded. Rounded shield bosses are not included in this category
          5. Shape should be recognizable as a period style shield.
          6. No shield shall be designed so that it provides an unfair advantage to its user (e.g., a shield that can be seen through or one that has a mirror polish on its metal face).
        7. Or weapons must be constructed to the following standard
          1. All Divisions
            1. All weapons must be inspected regularly for deteriorated or compromised foam as well as damaged or broken components.
            2. No weapon shall use materials which might shatter or splinter on impact. Materials may be tested by placing the material on an anvil and striking it several times with a hammer.
            3. No metal may be used in any weapons. This includes, but is not limited to: basket hilts, pommel weights, and hose clamps.
            4. Flails, pole axes, and two ending striking surfaces are not permitted.
            5. Weapons may not be excessively heavy. Weapons may not exceed 8 ounces per foot in weight.
            6. Thrusting tips shall be constructed of closed cell foam covered with duct tape or cloth. They must extend 2 inches past the end of the core and be at least 2 inches in diameter.
            7. Striking surfaces must be covered with at least 3/8 closed cell foam extending at least 1 inch past the core material. The foam must be covered with a single loose layer of duct tape or a cloth sleeve.
            8. Thrusting tips and “edges” must be marked with contrasting colored tape.
            9. Thrusting tips should be constructed so that they do not fold over.
            10. Pommels and the butt ends of weapons without butt spikes or basket hilts must be covered with at least 3/8 inch closed cell foam extending at least 1 inch past the end of the core material. This must be covered with a loose single layer of duct tape or cloth.
            11. 31 Lanyards or triggers are required on all single-handed weapons.
            12. 32 Basket hilts are permitted on single-handed weapons.
            13. 33 Experimental weapons must be approved by the Society Deputy for Youth Combat.
          2. Division 1
            1. The following are permitted as core materials for Division 1 weapons- rattan with a diameter between ¾ and 1 inch, golf tubes, siloflex with a diameter of ¾ inch, PEX tubing with a diameter of ¾ inch.
            2. Rattan core weapons must have the ends rounded and/or covered with cloth or leather to prevent the edges from cutting through foam tips.
            3. All other core materials must have the ends covered with cloth, leather or similar material.
            4. Two-handed weapons made with golf tubes shall be constructed of two tubes taped together with an overlap of 3 inches.
            5. Butt spikes are NOT permitted in Division 1.
            6. All weapons must be proportional to the combatant. No weapon may be longer than 5 feet.
            7. Spears are not permitted in Division 1.
          3. Division 2
            1. The core material for all weapons is rattan with a diameter between ¾ and 1 inch.
            2. Both ends shall be rounded and/or capped with cloth or leather to prevent the rattan from cutting through the foam.
            3. Butt spikes are permitted on two-handed weapons.
            4. Spears are not permitted in Division 2.
            5. All weapons must be proportional to the combatant. No weapons may be longer than 5 feet.
          4. Division 3.

            The same weapon standards as Division 2 apply with the following exceptions:

            1. Spears up to 7 are permitted. They may not have butt spikes.
            2. Pole arms up to 6 feet are permitted.
        8. Youth Rapier Combat
        9. The goal of Atlantian Youth Rapier is to recreate bated-blade fencing as practiced in various fencing schools of Europe during the 15th and 16th centuries. This combat will be one-on-one, and will be used to train younger students in the art of combat with those bated rapiers and various secondaries. All participants in youth rapier in Atlantia are expected to read and understand these rules before authorization, and are expected to know any changes or updates that occur. Their parents/ legal guardians should read and understand these rules and standards and make sure that their child follows them.
          1. General
            1. Youths participants must be at least 6, but less than 18 years old to participate in Atlantian Youth Rapier.
            2. An authorized Youth Rapier Marshal must be present and actively participating at all Youth Rapier activities.
            3. Youth participants must have a Youth Rapier Authorization to participate in tournaments. See Authorization and Training for more information.
            4. To participate in training, practice or in tournament a youth must:
              • Show a blue SCA membership card OR
              • The Youth's Responsible Adult, per 3, may sign a Minors Consent to Participate Form for the youth for each event or practice.
            5. To participate in training, practice or in tournament a youth must have their Responsible Adult, per 3, present.
          2. Authorization and Training
            1. Adults may work with youths in controlled practice or training situations. Adults MUST BE authorized to work with youth. At least one Youth Rapier Marshal must be present during practice or training situations.
            2. Youths need not be authorized to practice or train. Youths must have a Permission to Practice card as issued by the MOL office to practice at official practices. Youths must be authorized by the Youth Rapier Marshallate to participate in tournaments.
            3. Youth rapier fighters and their parents/ legal guardian must attend the youth rapier fighter class prior to their first authorization.
            4. Youth rapier fighters in Divisions 3 and 4 may fight with ‘light rapiers'. Light rapiers are considered to be foils or epees, per 3.
            5. Participants will be divided into 4 divisions: Division 1 will be for youths ages 6-9. Division 1 may authorize plastic foil only. Division 2 will be for youths ages 10-11. Division 2 may authorize in plastic foil, rubber daggers and padded parry devices. Division 3 will be those youths ages 12 and up. Division 3 fighters may authorize in light rapier and defensive secondary. Division 4 is for fighters age 12 and up with experience. Division 4 fighters may authorize in light rapier and offensive secondary. Secondaries are a separate authorization in each division.
            6. In tournaments, youths will compete with those from the same division.
            7. Youth rapier combat will be conducted one-on-one for fighters in any division. Only those youth fighters in Division 4 may participate in melees.
          3. Rules of the Field
            1. Youth rapier will not be conducted on the same field at the same time as any other activities.
            2. The entire body is a valid target.
            3. Blows are to be struck by thrusting with the tip or slicing with the edge of the blade. Slapping with the blade or percussive blows are not allowed.
            4. Valid blows:
              1. Thrust: Any thrust that strikes with positive pressure in line with the blade.
              2. Draw Cut: Any where the edge of the epee blade slides at least 6 inches when drawn across any body part is a valid blow. Cuts may not be performed with foil blades. If one fighter is using a foil and one an epee then the fighters must agree beforehand how or if cuts will be used.
              3. Fighters may call blows as having a greater effect than is required by these rules.
            5. Acknowledgment of Blows:
              1. Youths shall acknowledge all valid blows per the following:
                1. A blow to the torso, head or neck will end the fight, resulting in defeat for the recipient.
                2. A blow to the Brachial artery (arm pit and inside upper arm down to one hand's width from the armpit) will end the fight, resulting in defeat for the recipient.
                3. A blow to the Femoral artery (inside of thigh down to one hand's width from the leg crease) will end the fight, resulting in defeat for the recipient.
                4. A blow to the arm will disable that arm.
                5. A blow to the hand will disable the hand, but not the entire arm.
                6. A blow to the leg or foot will disable that leg and ground the recipient. A grounded combatant will sit on the ground to continue the fight and may not rise from that position.
              2. Participants may, at their discretion, yield at any time.
            6. A combatant may not attack a grounded opponent from the far sides or from behind (more than 90 degrees either way from the direction the grounded opponent is facing).
            7. An open hand may be used to parry an opponent's weapon or secondary. However, it may not be used to strike an opponent or grasp an opponent's weapon or equipment.
            8. Some actions are not allowed because they are unsafe and are grounds for removal from the field or from the Atlantian Youth Rapier Program for a time specified by the marshal. These include, but are not limited to:
              • Punching, kicking, shoving, tripping, or grabbing an opponent or his weapons
              • Whipping or chopping with a weapon
              • Striking or pressing an opponent with any piece of equipment not approved for such use
              • Throwing a weapon or other piece of equipment not approved for such use
              • Hitting with excessive force
            9. Conduct by either a fighter, or responsible adult, per 3, that is obstructive to normal rapier activities is not allowed and is grounds for removal of the fighter from the field or from the Atlantian Youth Rapier Program for a time specified by the marshal. These include, but are not limited to:
              • Consistently ignoring blows
              • Deliberate misuse of the rules (purposefully retreating into the ropes, calling "Hold" when pressed, or ignoring another fighter's attempt to engage you)
              • Striking an opponent who is unaware of your presence
              • Any other action the marshal's feel is obstructive
            10. No real weapon (live steel) will be allowed upon the field at any time during combat.
            11. Engaging in youth rapier with the deliberate intent to inflict injury on an opponent is strictly forbidden.
            12. Upon hearing the call of "Hold" all fighting shall immediately stop. The fighters shall freeze, check for hazards in their immediate vicinity, and then assume a non-threatening position with their weapons pointed away from their opponents. "Hold" will be called by the marshals or any others present, including fighters, on the field, when unsafe or obstructive actions are noticed or any other significant concern is manifest.
          4. Protective Equipment Standards
            1. General Requirements
              1. All protective equipment must be tested prior to initial use. Subsequent testing will take place at the discretion of the marshallate. It is the participant's and their parent's or legal guardian's responsibility to be sure that equipment is tested and meets these standards.
              2. All equipment should be inspected before use at any kingdom event by a marshal.
              3. All required protection shall be constructed and worn so as to provide the specified coverage in all combat situations, regardless of stance or maneuver.
              4. No piece of armor or protection that will prevent the wearer from properly judging the validity of blows shall be allowed.
            2. Specific Standards
              1. Overall: Abrasion-resistant material is the minimum allowable protection for any area of the body. All portions of the body not specifically requiring the heavier protection detailed below will be covered with abrasion-resistant material. See Materials Standards below.
              2. Face/Head: The face must be covered by a sport fencing legal 12 kilogram mesh mask. The sides of the head back to and including the ears must be covered with 12-kg mesh or rigid material, excluding leather. The back of the head must be covered with at least puncture resistant material. This protection must be fastened securely so as not to come off during combat. See Materials Standards below.
              3. Neck: All youths will wear neck protection covering (at minimum) the entire throat and the sternal notch, and the cervical spine. This protection will be a rigid gorget per Society standards.
              4. Torso: The torso is defined so as to include the chest from the neck out to the shoulder joint, the back from the neck to the top of the pelvis out to the shoulder joints, the abdomen, groin, and sides from the top of the pelvis up to and including the armpits. The torso shall be covered with puncture-resistant material. See Society Rapier rules for the definition of the material standards.
                1. Acceptable minimum armpit coverage is provided by a triangle extending from the armpit seam, covering the lower half of the sleeve at the seam, and extending down the inner/under arm, one-third the distance to the fighter's elbow.
                2. Male participants shall wear an athletic cup or similar rigid protection. All holes large enough to admit a broken blade will be covered on the outside with puncture resistant material.
                3. Female participants are NOT required but are encouraged to consider using breast protection and a female athletic cup or similar protection.
              5. Participants must wear properly fitting, closed-toe shoes that provide safe reliable footing. Sandals with socks are not sufficient footwear for youth participants.
          5. Weapons and Secondaries
            1. Bladed weapons:
              1. Sport fencing legal foils and epees are the standard weapons for Atlantian Youth Rapier Divisions 3 and 4.
              2. Nasycon "Aramis" type plastic foils are the only approved plastic foils for Atlantian Youth Rapier Divisions 1 and 2. Nasycon "Aramis" foils may be purchased from Leon Paul USA, Zivkovic Modern Fencing Equipment, and www.fencing.net.
              3. The epee should be a single wide non electric practice blade of any length.
              4. Metal, commercially produced daggers will be the Atlantian Standard Youth daggers. The use of "flexidagger" dagger blades will be allowed. Use of daggers requires an Offensive Secondary Authorization.
              5. Atlantian Youth Rapier fighters in Division 2 may use a flexible rubber dagger such as the Revival Rubber Rondel Dagger (www.revival.us). Youth Marshals shall inspect daggers to ensure adequate flexibility. Use of the rubber rondel dagger is only allowed for Division 2 fighters, and requires a separate authorization.
              6. Quillions or cross guards, if used, may not be designed to entrap or break a blade.
              7. Orthopedic (or "pistol") grips will not be used.
              8. Blades must be of commercial manufacture. Blades may not be altered by filing, cutting, heating, hammering, or other such actions that could significantly alter their temper, flexibility, or durability. Normal combat stresses and blade care do not violate this rule. The tang of the weapon may be altered to facilitate attaching handles, hilts and/or pommels.
              9. Blade ends must be capped with a manufactured rubber or plastic tip. These tips will be at least 3/8 inch (9mm) in diameter. They will be firmly affixed to the blade and be taped at the base with tape of a color contrasting with the blade and the tip.
              10. Blades with serious defects, such as kinks, sharp bends, cracks, or irrecoverable "S" bends shall not be used.
            2. Secondary Devices: Shall consist of two types: Offensive secondaries and Defensive secondaries. Defensive secondaries will be a separate authorization from offensive secondaries.
              1. Offensive Secondaries: a device used in addition to the rapier blade to deflect an opponent's weapon and/or secondary that may also be used to attack an opponent. This requires a separate authorization. These include but are not limited to:
                1. Dagger: a long knife that must be constructed so as to meet the rules for bladed weapons.
                2. Case or second rapier: using two rapiers, one in each hand.
                3. All other offensive secondaries will be considered non-standard and must be approved by a marshal designated by the Kingdom Youth Rapier Marshal in addition to the regular inspection process.
              2. Defensive Secondaries: a rigid or non-rigid item used in addition to the rapier blade to deflect an opponent's weapon and/or secondary. This requires a separate authorization. These include but are not limited to:
                1. Bucklers: A small, rigid shield. A buckler shall be constructed of lightweight, sturdy materials, resistant to splintering and breakage. Division 2 bucklers must have padded edges.
                2. Cloaks: a non-rigid item that must be recognizable as a cloak, though the size, weight, and shape are left to the discretion of the user. They may be weighted using soft hem weights such as rolled cloth or rope. Metal or rigid weights or fastenings are not allowed for weighting the hem.
                3. All other defensive secondaries will be considered non-standard and must be approved by a marshal designated by the Kingdom Youth Rapier Marshal in addition to the regular inspection process. Any other secondaries used for Division 2 must be padded.
              3. Any weapon or secondary that is likely to seriously injure a combatant or to entangle, break, or otherwise damage equipment is prohibited. Thus, equipment with small, rigid openings large enough to admit a tipped foil or epee may not be used.
          6. Marshaling

            Marshals for Youth Rapier exist within the structure established under the Crown and Earl Marshal of Atlantia. All marshals for Youth rapier activities are warranted, have authority and are expected to conduct themselves as warranted marshals of this Kingdom, according to Kingdom Law and the Policies of the Earl Marshal.

            1. Youth Rapier Marshals: The Kingdom Youth Rapier Marshal will be responsible for issuing Youth Rapier Marshal and Junior Youth Rapier Marshal warrants.
              1. A warranted Youth Rapier Marshal is a person at least age 18 who in addition to their reporting duties as a kingdom or at-large officer:
                • Is an authorized Youth Rapier Marshal
                • Is allowed to teach the pre-authorization class
                • Is allowed to authorize youth combatants in all weapon combinations
                • It is strongly suggested that a Youth Rapier Marshal have a current authorization to marshal Adult Rapier combat.
              2. A Junior Youth Rapier Marshal is a person aged 14-17 authorized to, under supervision of a Youth Rapier Marshal:
                • Marshal on the field of Youth Rapier combat
                • Inspect weapons and armor for Youth Rapier combat.
            2. Marshallate responsibilities
              1. All Youth Rapier Marshals and Junior Youth Rapier Marshals are required to attend prewarranting classes. These consist of Field Marshal 201, the Rapier Marshal 101 class, and the appropriate youth marshal class(es).
              2. At least one (1) Youth Rapier Marshal must be present for any practice bouts.
              3. At least (1) Youth Rapier Marshal and one other Youth Rapier Marshal, Junior Youth Rapier Marshal or Marshal-in-training must be on the field for any tournament rapier bout. (The Adult Rapier Marshal warrant is NOT a substitute for the Youth Rapier Marshal warrant.)
              4. Rapier marshals are responsible for combat safety. This includes, but is not limited to, checking weapons and equipment, observing combat, warning a combatant of inappropriate or dangerous actions, disallowing dangerous weapons, and, if necessary, removing a combatant from the field.
              5. The marshals on the field are expected to take an active role in safety, sportsmanship, and assistance with blow calling.
              6. Before any combat, Youth Rapier Marshals, in the presence of the parent or legal guardian, must inspect the gear of all the participants to ensure it is safe and functional. Before each bout the responsible adult and the marshal(s) on the field should take a moment to glance over each participant to be sure their equipment is properly in place and to assure that no real weapons are carried on the field.
              7. The inspecting marshals will reject any weapons not following these rules or any equipment they feel is unsafe.
              8. Combat Marshalling.
                1. One (1) of the Youth Rapier Marshals on the field will be the designated MIC and the other marshal(s) on the field will be assisting marshal(s).
                2. It is suggested to allow Junior Youth Rapier Marshals as much control and authority over combat as possible, however the final responsibility on the field is with the MIC.
                3. Any adult marshal may override the decision of a Junior Rapier Marshal.
              9. Before the marshals may begin a bout, they must receive a verbal acknowledgment from each participant declaring their readiness to begin.
              10. Anyone who sees an unsafe situation on the field must call "Hold." The marshals should see that the problem is corrected before continuing.
          7. Responsibilities of Parents/ Legal Guardians
            1. Parents/legal guardians are to understand this is a contact sport and that injuries may occur.
            2. The responsible adult, per 3, is to behave in a courteous and responsible manner at all times.
            3. The parents/legal guardians are urged to become an authorized Youth Rapier Marshal so that they can work closely with their child in this activity.
            4. The parents/legal guardians are responsible for their child's safety, with the Youth Rapier Marshals guiding the armoring/safety process.
            5. The parents/legal guardians are required to read and understand these rules and standards and are to make sure that their child follows them.

3.9 Section IX -Target Archery

      1. Atlantia uses the Society Target Archery Rules, found at: http://sca.org/ with the following changes & clarifications:
      2. Equipment Standards
        1. Marshals may make exceptions to the equipment standards on a temporary basis for new archers & children. These exceptions must be reported to the Deputy Kingdom Earl Marshal for Target Archery. No one falling under these exceptions can win a competition or score official rounds.
        2. Compound bows and compound crossbows are not allowed.
        3. Center-shot crossbows are not allowed. A center-shot crossbow is where the bolt passes through the prod, or between two parts of a split prod. It does not matter how little of a center-shot this is.
        4. Non-period trackless crossbows are not allowed. Trackless crossbows have their string suspended in mid-air, and do not ride on a shelf.
        5. Crossbows with a modern pistol grip, modern rifle or air-rifle-style stock are not allowed.
        6. Bow quivers (ones that attach to the bow or crossbow) are not allowed.
      3. Procedure & Marshalling Standards
        1. Equipment Inspection
          1. At all SCA activities, bows & ammo must be inspected by the marshal in charge or their designee before being used.
          2. Hand bows should be brought to the marshal unstrung. Crossbows can be left strung.
          3. At an event with 20 or more archers, stickers shall be used to mark bows that have been inspected.
          4. Marshals shall not inspect their own equipment, unless they are the only marshal present.
        2. Safety Zones
          1. Safety zones need to be clearly marked off. However, visually obvious safety zones (such as a field full of targets with ample space between them), are allowable.
          2. At a minimum, each shooting station will have a safety zone that extends 30 degrees from each end of the shooting line to a line even with the furthest target, or 50 yards, whichever is closer. The zone will then extend straight back from those points for 40 yards, or half the distance from the shooting line to the target, whichever is greater. A larger safety zone is recommended if possible.
          3. Physical barriers such as a hill, permanent solid backstop, a wall, etc can be used to reduce the amount of safety zone needed. However, the barrier must completely cover the safety zone in order to count. A small barrier that could be shot around is not sufficient.
          4. Archery netting can not be used to reduce safety ranges, but is encouraged to help archers recover missed arrows.
        3. Bows & Crossbows may not be carried downrange.
        4. A marshal may shoot while marshalling upon their own discretion based upon the current situation.
        5. The Atlantian Royal Round is used as the official ranking system of Atlantian archers. Specific rules on running this shoot, and recording the scores, are found at the Kingdom Archery website: http://archery.atlantia.sca.org/
        6. An archery marshal from each local group must send reports quarterly about the state of archery within their group, and after each event to the Deputy Kingdom Earl Marshal for Target Archery.
      4. Traditional Rulings

        Archery has a long tradition in Atlantia. Many standards have developed that archers are used to obeying. When these standards are changed without warning, situations may occur. Therefore, the following rulings shall be considered always in effect, UNLESS the marshal running the particular shoot specifies otherwise. Marshals are encouraged, but not required, to publish any changes to these rulings in advance.

        1. Archers are to straddle the shooting line. Those that sit, kneel, etc are to keep the point of their ammo in the same line as the standing archers when at full draw.
        2. When an arrow breaks or just touches a dividing line between two scoring zones on a target, it should be scored in the archer's favor.
        3. On speed/timed shoots, the call to shoot shall begin with the command 'loose', and end with the command 'hold'. Archer's may fire from the 'L' of loose, to the 'D' of hold. For each arrow let loose before or after this timing, the archer will forfeit the highest scoring arrow on the target.
        4. During a timed shoot that calls out multiple targets, the archer may loose a shaft at the last target called until the next target is called. This means that an arrow might be fired at the first target then hit after the second target has been called, but still be considered good.
        5. When archers are grouped by their Atlantian Rank, it is by the archer's current average (not permanent rank) for the bow type that the archer is shooting that day. An archer who knows that they are shooting better than their current average indicates, may wish to let the marshal know this and place them in a higher category.
        6. Archers are allowed to switch bows during a competition.
        7. Firing more than one shaft at a time is allowed. Archers must demonstrate competency in this technique to the marshal prior to performing it.

3.10 Section X - Thrown Weapons

      1. Thrown Weapon regulations are per the Society regulations, which can be found at http://www.sca.org.

3.11 Section XI -Rapier Combat

      1. Rapier Authorization Procedures
        1. Authorizations will be conducted under the following conditions:
          1. All authorizations will be held at an SCA event or at an SCA fighter practice.
            1. Authorizations may be held at a fighter practice only with the prior permission of the Deputy Earl Marshal for Rapier Combat.
            2. Marshals shall ensure that an MOL is present to support the authorization.
          2. A two-marshal team will run the authorization and shall satisfy the following requirements:
            1. At least one of the marshals must live in a different local group from the candidate. If the candidate lives in a barony, at least one of the marshals must live outside that barony.
            2. Neither the marshals nor the usher may be fighters who regularly practice with the candidate.
            3. Both marshals shall be authorized in the form being attempted.
        2. In order to authorize, a Rapier fighter must demonstrate the following:
          1. Comprehension and application of the SCA Rules of the List, SCA Rapier Marshal's Handbook, and the Rapier Combat section of The Atlantian Book of Policy.
          2. Ability to properly execute and acknowledge various valid blows.
          3. Safe and competent execution of offense and defense during actual combat.
        3. Fighters from other kingdoms shall participate as follows:
          1. Marshals shall ensure that visitors with an out-of-Kingdom authorization understand and comply with Atlantian rules and conventions.
          2. Rapier fighters who move into Atlantia shall obtain an Atlantian authorization prior to participating in rapier combat.
          3. Fighters with a valid authorization from another kingdom who move into Atlantia may trade in for an Atlantian authorization card. See the Policies of the MoL for the procedure.
      2. Rapier Combat Weapons and Armor Standards
        1. Atlantia follows the Corporate Rules for Rapier in the Society for Creative Anachronism, Incorporated (found at the Society Marshals Web Site at (http://www.sca.org/officers/marshal/combat/rapier/index.html), including cut and thrust rapier, with the following modifications:
        2. No fiberglass blades are allowed.
        3. Fighters who choose to participate in Cut & Thrust combat acknowledge that they will be struck with a harder blow than they would normally receive in heavy or light rapier combat, and they should act with the interest of the safety of their opponent in mind.
        4. In addition to the Society requirements, for cut and thrust rapier combat, the back of the head must also be covered by rigid material, lined by at least ¼ inch (6mm) of closed cell foam or an equivalent padding.
        5. In addition to the Society requirements, all heavy rapier and cut and thrust blade tips must include adequate protection against punch-through of the blade. This may include:
          • A metal disc (such as a washer) placed between the end of the blade and the tip.
          • A nut or other blunt metal object welded to the end of the blade in compliance with the Corporate Rules for Rapier in the Society for Creative Anachronism, Incorporated.
          • Any approach specifically approved by the Deputy Earl Marshal for Rapier Combat.
      3. Conventions of Combat for Rapier Combat
        1. Definitions.
          1. A Valid Blow is any thrust with positive force towards the opponent in line with the blade or any draw cut using at least 8" of the blade.
          2. To be valid, a cut and thrust percussive cut must be delivered with positive force.
        2. Additional Conventions.
          1. For cut and thrust bouts, a fighter receiving a leg blow while delivering an incapacitating blow to an area other than the opponent's leg shall be the victor.
          2. A Valid Blow to a hand will disable only the hand. The arm may still be used for parrying, but the hand may not grip, hold, or push.
          3. Blows must recreate real attacks (thrusts in line with the blade, not slaps; cuts with the edge, not the flat).
          4. Blow calling is the sole responsibility of the fighter receiving the blows. Fighters may, at their discretion, call blows good outside of those required. For example, they may decide to take tip cuts and/or push cuts.
      4. Rules of the List for Rapier Combat
        1. A combatant may decline any challenge without dishonor, and without specifying a reason. In a tournament bout, this may result in forfeiture of the bout.
        2. Combatants may reject the use of a particular non-standard weapon or parrying device by an opponent, should they deem the weapon or parrying device unsafe.
        3. All rapier combat is done in the round, not strip-style in a line.
          1. If a combatant has been placed on the ground (i.e. loss of leg or foot), the standing opponent may not attack from any angle greater than 120 degrees, central to the forward facing position of the fighter.
        4. There shall be no combat between Rapier fighters and armored SCA combat fighters.
        5. Brawling tactics or deliberate and unsafe misuse of weapons is not allowed. Examples include (but are not limited to):
          1. Grasping, grappling, tripping, or striking the opponent or the opponent's equipment with one's hand or body. Fleeting contact is permissible, as is parrying or grasping the blade per Society rules.
          2. Whipping or chopping with the rapier, dagger, cloak, buckler or anything else held in the fighter's hand.
          3. Throwing a cloak over an opponent's face so as to blind the opponent.
          4. Striking with any part of the weapon not designed for it, or with any buckler or parrying device not legal for thrusting.
          5. Deliberately trapping the blade in any fashion, except as permitted under Society rules.
        6. A hold shall be called whenever a marshal, fighter, or spectator believes conditions warrant it. Such conditions include (but are not limited to):
          1. A broken or unsafe weapon, armor, or other equipment.
          2. Violations of the rules of combat.
        7. Combatants or marshals may request a calibration at any time during a Hold.
        8. A fighter is armed so long as at least one offensive weapon is retained. If a fighter is disarmed, their opponent has the option of allowing them to recover their weapon(s); otherwise, a disarmed fighter must yield.
        9. A marshal shall, as necessary, warn or remove from the field any fighter whose conduct is deemed unsafe, discourteous or unchivalrous. Examples of unsafe conduct include (but are not limited to):
          1. Striking with excessive force or from behind.
          2. Problems with acknowledgment of blows.
          3. Deliberate misuse of the Rules of Combat to gain advantage over an opponent.
        10. At the end of each bout, the Marshals shall ask each fighter if they are satisfied with the conduct of the bout. If either combatant is dissatisfied with the conduct of the bout, they must state any grievances before walking off the field. Any fighter who leaves the field without stating grievances is declaring him/herself satisfied with the bout.

End FAQ

Date Monday, February 15, 2016 02:35 File Size 720.34 KB Download 2
 
Go to top