General information

The tournament is running a K.O. system with so called challenges between each elimination round, and is (depending on the number of participants) structured in the following order

  • 1st challenge, Tatami cutting
  • 1st elimination round
  • 2nd challenge, Stabbing test
  • 2nd elimination round
  • 3rd challenge, Zwerch the balls
  • 3rd elimination round
  • 4th challenge, Surprise challenge
  • 4th elimination round
  • 5th challenge, Cutting in full gear
  • Final

Challenges in general

Before each elimination round, there will be a challenge to your personal sword skills. These challenges will be held in a screened off part of the hall. As we don’t want tactical fighters playing the rules, the points awarded to each fighter will be kept secret until the elimination of the fighter from the tournament.

Elimination fights

Each fight lasts for 3 minutes, the referee will stay outside the fighting area to not block the viewing angles of the cameras. The referee will call a halt and tell the fighters to assume their starting positions after every action in the fight he deems finished. Please mark, the referee does not award any points, his sole purpose is to provide safety if need be, and give the fight structure.
After the fight has ended, the taped fight will be immediately watched by the point judge, and thus the winner of the fight calculated. The winners of each fight will be declared before the next elimination round.


A hit occurs when one of the fighters is hit by the edge or point of the opponent’s weapon in a cutting, thrusting or slicing action. Contact with the flat of the blade is not counted nor called as a hit. Only contact that the judges identify as a hit are counted. All fights are presided over by a referee, the judges score the points. The cuts will be awarded points depending on your performance in the first challenge.

Non armed techniques


  • Grappling/wrestling is allowed, please see the point chart for details.
  • Punches are allowed, but will not count as a point; they can only be used to gain a tactical advantage.

Forbidden actions

  • Piledriver throws or any other kind of throw that results in your opponent hitting the ground head first.
  • On the ground, no grappling, no joint locks, no punching! The referee will call a break if both contestants are on the ground and neither clearly is in a dominant position.
  • Kicks are not allowed
  • Using locks or breaks
  • Striking with the crossguard, Mordhau
  • Pommel strikes to anywhere but the front of the mask

Illegal targets

  • Spine
  • Feet


During the 1st challenge you will cut tatami mats with Oberhau, Unterhau, Mittelhau, Zwerch, Krump and also Unterhau with the short edge from left and from right. Depending on your abilities you will be awarded points for each Hau. For each blow you have only one chance of trying.
Points can range from 0-3 points,

  • 0 – failing to cut the target
  • 1 – cutting the target less than half through
  • 2 – cutting the target half through but not completely
  • 3 – clean cut through complete target

The exact procedure of cutting will be demonstrated at the event.
The points you generate during your first challenge will follow you through the whole tournament and will be the basis for any further alterations during the other challenges.

The following additional point rules apply

  • Hit of head or torso – 1 additional points
  • Hit of arms, hands or legs – 0 additional point
  • Stab to the torso or head – 3 points
  • Stab to any other area – 1 point
  • Solid slice to the neck, armpit, bend of the arm, inner wrist, back of the knee or groin – 2 points
  • Solid slice to any other area – 1 point
  • Any hit made with sword in one hand – Half of the normal points awarded
  • Opponent moves out of the arena with one foot – 1 point
  • Successful disarm with follow up – 2 points
  • Successful throw with follow up – 2 points
  • Unsuccessful throw, but ending up in a dominant position – 1 point
  • Pommel strike to the head – 1 point

Follow up explanation

To get granted points for a throw or a disarm, it is not sufficent enough to simply throw or disarm your opponent. It is mandatory that you immedeatly follow up with a threatening action. Please note, this rule is in place to ensure your ability to create an opportunity and use it accordingly and not to further sensless brutality. This means that while we want to see a follow up in form of a threatening punch or a threatening sword (cut, thrust, slice) and allow therefore a touch or light tap to indicate this, any real hit will at best not count for you. If we feel that you lost control of either yourself or your action resulting in unnecessary brutality the tournament management might disqualify you.

Afterblow and double hit

An afterblow is defined as a hit made by a fighter in the action immediately following the initial hit on the fighter.

A double hit is defined as an action that is started while the action of the opponent is still in progress.

For example:
Red Fighter hits Blue Fighter with a cut or thrust. Immediately after this hit, Blue Fighter starts a cut or thrust that hits Red Fighter in return. This is considered an afterblow.

Red Fighter starts a cut or thrust and hits Blue Fighter. During this action, Blue Fighter starts a cut or thrust, before being hit by Red Fighter. Blue Fighter hits Red Fighter in return. This is considered a double hit.

Whether an exchange is scored as Afterblow or Double Hit is up to the discretion of the judges. A successful afterblow will score like any other blow.

Double hits count as 0, an afterblow is only allowed within a second of the same action, it will be the point judges solemn decision to distinguish between double hit, afterblow or no blow at all