A.Who May be a Marshal ...............................................................................................................................................3
B.Scope of Duties and Responsibilities .......................................................................................................................3
C.What to Watch For......................................................................................................................................................7
B.List Field Setup ............................................................................................................................................................8
E.When the Battles are Over .......................................................................................................................................16
A.Minister of Joust and War (Imperial)......................................................................................................................21
B.Minister of Combat (Imperial) ................................................................................................................................22
C.Double Elimination List ...........................................................................................................................................24
E.Mad Dog List .............................................................................................................................................................27
G.Conduct of Tournaments.........................................................................................................................................28
This manual includes the rules, regulations, procedures, tournament suggestions, and testing requirements for the
combatants and marshallate of the Adrian Empire. This manual was approved for play-testing by the Imperial
Estates in July 2002. As a result of this playtesting, clarifications and changes were nevessary. In December 2002,
the following changes, clarifications were made:
•Article I.B. Listing of all combat- and missile-weapons-related manuals added
•Article IV.E. Conflict resolution was expanded and clarified
•Article VII.A.1.a. Scoring procedure added for combatant qualifications
•Article VII.A.1.e. Lost combat cards will cost $2.00 for replacement
• Article VII.B.2 . Scoring procedure added for marshal qualifications
• Article VII.B.4 . Qualification procedure added for new subdivisions
•Appendix A.C.2. Imperial Marshal shall keep a list of qualified combatants and marshals
•Appendices renumbered (placed ministries in Appendix A to conform to other manuals)
•Qualification Tests. Added place for test-taker’s legal name, test date, scorer’s name, final score, as well as a
test for qualification of Missile Combatants
I.DESCRIPTIONOFA MARSHAL
You are a marshal. You are in control on the field of combat. The safety of the fighters and the spectators
is in your hands. Take your job seriously.
A.Who May be a Marshal
Any member of the Adrian Empire may choose to become a marshal. A person who wants to become an
authorized marshal should also have achieved at least Sergeant's level of combat.
B.Scope of Duties and Responsibilities
Marshals conduct armor and weapons checks, qualify combatants and have ultimate authority on the field.
Marshals are the safety officers of the empire. In the case where a marshal’s judgment is called into
question, an appeals process exists to help ensure fairness and objectivity. The marshal’s main job is to see
that combat activity in the Adrian Empire Inc. is safe and fair. Secondly, the marshal helps to ensure that
combat in Adria is both fun and educational for participants and spectators.
A qualified marshal is expected to have read all combat-related manuals including:
•Adrian Combat Manual
•Adrian Marshals Manual
•Adrian Missile Weapons Manual (formerly the Archery Manual)
•Adrian Missile Weapons Construction Guide (formerly the Arrow Construction Guide)
A marshal in the Empire of Adria is expected to be able to know how to:
•Administer the basic sword oath by heart
•Conduct an armor inspection for all types of combat
•Conduct a weapons inspection for all types of weapons
•Identify any item on the banned weapons list
•Describe the target and non-target areas of the body
•Describe and demonstrate a legal blow with all weapon types
Marshal’s Manual: II. Equipment InspectionsPage 4 of 36
II.EQUIPMENT INSPECTIONS
A.Armor
Armor standards are found in Section III of the Combat Manual. The marshallate will check every fighter
for armor and weapons compliance before combat begins. If a combatant is found to be wearing substandard armor, corrections may be made, and the combatant re-checked. See Appendix C: Marshal's Kit
for the items needed to perform an armor inspection.
Failure to meet armoring minimums will preclude a fighter from participation until the minimums are met.
Armor Check
The following is the method for conducting an armor inspection:
1.Ask the fully armored (including helm) combatant to stand facing you, arms out.
2.Ensure that all of the places that require rigid protection, based on the type of combat, are covered
with such. If leather is being used for rigid protection, make sure it hasn't become soft from use to
the point that it is no longer adequately rigid.
3.Look for any unfastened buckles, loose ties, etc. Mention them to the combatant.
4.Ask if the combatant is wearing groin protection. Do not hit the combatant in the groin.
5.Tell the combatant to tilt his head back and look up. Verify that the entire throat is covered with no
skin showing. Examine any large openings in the helm, measuring any that appear larger than
allowed in the Adrian Combat Manual for the type of combat in which the helm will be used.
6.Tell the combatant to tilt his head forward. Verify that the back of the head and neck are
sufficiently covered. The cervical vertebrae can be found by running a hand down the neck from
the back of the head. The first large lump is the cervical vertebrae.
7.Placing one arm behind the combatants shoulder, use the other hand to press on the front of the
helm to ensure that it does not bottom out on their face. It is acceptable for the tip of the nose to
touch.
8.Hold the helm with both hands and pull up on the helm to ensure that it does not easily come off
of the head. Do not yank the helm.
9.Turn the combatant around to see that the entire back of the head is covered and no skin is
showing.
10.Check for undisguised plastic or aluminum, modern sports or military gear, or tennis shoes.
11.Examine shield for splinters and loose edging. If the combat type required rigid hand protection,
check that the combatant either has a gauntlet or an adequate combination of shield hand guard
and demi-gauntlet.
12.If the combatant smells of alcohol or appears to be inebriated, ask them if they have had any
alcohol prior to coming to the field and remove them from the field if they have.
Marshal’s Manual: II. Equipment InspectionsPage 5 of 36
B.Weapons
The marshallate shall inspect all weapons before allowing them to be used in combat. Weapons standards
are found in Section III of the Adrian Combat Manual. See Appendix C: Marshal's Kit for the items
needed to perform a weapons inspection.
If the dimensions of any part of the weapon look questionable, check it with the appropriate gauge. See
Appendix C: Marshal's Kit for a list of gauges included in the Marshals Kit.
1.Hand-held Weapons
a.Shinai
•Does the tip come off easily?
•Does the shinai have all four (4) slats?
•Is the edge marked?
•If shinai has been modified, is the shinai still safe?
b.Shinai Pole-Weapons
•Does the shinai portion meet all the requirements above?
•Does the shinai fit snugly into the pole? (Hold it upside-down by the haft and shake it.)
•Are there any bends in the haft? (A slight flex is acceptable)
•Is the overall length within one-half inch (1/2”) of maximum allowed?
c.Renaissance Weapons
•Are there any cracks or defects in the guard or blade?
•Will the tip come off? (Have the combatant hold the sword while you pull on the tip)
•Has the red tape covering the tip worn off ?
•Is the flex within acceptable range? (Check the flexibility as described in Combat
Manual) Any blade that maintains a sharp bend after being flexed must be permanently
removed from the field (a slight curve over the length of the blade is acceptable)
•For Cut & Thrust rapiers, does the combatant have a swept hilt or rigid handprotection?
d.Defensive items for Renaissance Combat (i.e. mug, parrying dagger,
cloak)
•Are there any sharp points? (Parry-only daggers must have rounded tips.)
•Can the item be broken into sharp points?
e.Weapons intended for Armored Combat
•Does the sword have the proper width, helm penetration, and weight? (If the weapon
seems heavy, weigh it to ensure that it does not exceed the allowed maximum.)
•Does the sword have cracks or defects that might result is breakage during combat?
•Does the blade have burrs that could cause injury or damage to an opponent's gear?
•Are the pommels firmly secured?
•Are the heads firmly secured to the haft?
•For pole-weapons, does the overall length exceed the allowed maximum?
•Is there an excessive amount of splintering on the haft that would significantly weaken
the haft?
Marshal’s Manual: III. Marshalling Combat in GeneralPage 6 of 36
2.Missiles, Bows, Siege Weapons
a.Arrows
•In a spot-check of random arrows, are there any signs of punch-through? (Test for
punch-through by grasping the arrow shaft and wiggling the head of the arrow. Any
movement of the shaft inside the head will disqualify the arrow from further use, and
be just cause for further inspection of that quiver's arrows.)
•Have the arrows been constructed according to the Missile Weapon Construction
Guidelines? (At the Crown Marshal's discretion, a random arrow may be dissected for
inspection.)
b.Javelins and Ballista Bolts
•Are the tennis balls firmly attached to the front of the golf tube?
•Do the fletchings (if any) have dull edges?
c.Bows
•Is the poundage appropriate for the combat type?
•Are there any cracks or stress marks on the bow, limb or arms?
•Does the bowstring have excessive fraying?
•Is the bowstring correctly attached to the ends of the limbs?
d.Siege Weapons
•Does the release mechanism operate properly? (Have the siege weapon operator
demonstrate this)
•Does the weapon fire within the appropriate range guidelines? (Have the siege-weapon
operator demonstrate this)
•Have the rocks and balls been constructed according to the Missile Weapon
Construction Guidelines? (At the Crown Marshal's discretion, a random rock or bolt
may be dissected for inspection)
III.MARSHALLING COMBATIN GENERAL
A.“Lay on”
The phrase “lay on” is the signal to commence combat.
B.“Hold”
The word “hold,” when shouted during combat, stops all activity immediately. All combatants must cease
fighting and kneel when a hold is called. If a combatant is physically incapable of kneeling, he may stand,
place and hold his weapon on his head.
•A marshal may call a hold for any reason.
•In one-on-one tournament combat, the combatants freeze in place (as best they can) while the
marshals deal with the situation that caused the hold. If there is no need to move the combatants from
where they were when the hold was called, they may continue the combat from their “frozen”
positions.
•A hold is a stoppage in time. Combatants may not discuss strategy during a hold.
•If combatants have moved during the hold (e.g. to clear space for an injured combatant), before the lay
one is called, they must return to the position they were in prior to the hold.
•If the hold was called because the combatants were up against a boundary, the combatants may be
moved back into the fighting area, retake their original positions, and resume combat on the word of
the marshal.
Marshal’s Manual: III. Marshalling Combat in GeneralPage 7 of 36
C.What to Watch For
1.Timing of blows
•Simultaneous blows (in order to judge whether or not a double-kill has occurred)
2.Boundaries
•Combatants approaching the list or battlefield boundary
•Spectators getting too close to the list or battlefield boundary from the outside
3.Breakage
•Broken weapons
•Loss of blunting tips
•Broken armor or straps
•Excessive splintering of shields or hafts
4.Health and Injury
•Signs of extreme exhaustion of the combatants, marked by a combatants inability to defend or
attack effectively
•Injuries
If a combatant is injured on the field, immediately call a hold and call for a physicker to attend
to the injured combatant. Do not remove any pieces of armor until the physicker arrives
unless that armor is restricting the breathing of the combatant in some way.
5.Combatants' Behavior
•Blatantly ignoring blows received
•Excessive force (See Combat Manual, Article I.E. for issues concerning excessive force and
fighters conduct on the field)
•Loss of temper (If a combatant loses his temper, instruct the combatant to calm down or leave
the field. The marshal has authority over any combatant regardless of their rank, status, etc.)
TOURNAMENT
If a combatant is hit with an apparently good blow:
•Allow the combatant a few seconds to accept the blow.
•If it goes unacknowledged, call a hold and ask the combatant that was hit if he felt the blow.
•Inform him of where you saw the blow land, angle of the blow and what part of the weapon
landed.
•Refrain from sounding judgmental (e.g. “It looked like it came in from here and landed here,”
as opposed to “You are so dead”).
•Also, ask the combatant that threw the blow his opinion of the blow and what he felt when it
landed (e.g. Was it a dull thud like hitting a shield; or a mushy impact, like hitting gambeson?).
•If this occurs a second time, the marshal may make the decision for the combatant.
•If the initial blow was obviously good, the marshal shall award the point and caution the
receiving combatant to be more aware of incoming blows.
WAR
If a combatant is hit with an obviously good blow that goes unacknowledged:
•Point your staff at that combatant and announce that he has been killed (or wounded) loud
enough for him to hear you.
•If the combatant does not hear you, tap him with your staff to get his attention or call a hold if
you cannot get to him.
Marshal’s Manual: IV. Marshalling TournamentsPage 8 of 36
6.Outside Interference
Spectators and dead combatants are not allowed to advise, call blows on, or otherwise affect those
on the field. Inform anyone doing so that this is not allowed. Cheering and encouragement is
acceptable.
IV. MARSHALLING TOURNAMENTS
Local chartered subdivisions may add to the rules in this section as long as it does not conflict with this manual or
the Adrian Bylaws.
A.Prerequisites
1.Person in Charge
A tournament should have one person that is in charge of the combat portion of the event.
Generally, it is the Minister of Joust and War, but could be any authorized marshal. The Marshal of
the Field shall:
•Make sure the list field is set up properly
•Have the marshallate perform armor and weapons are inspections and man the list fields
•Ensure that the lists run smoothly for the day
•The Marshal of the Field has the final word concerning all combat related issues arising during
the tournament. Appeals to the Marshal of the Fields decision must be made to the Crown.
2.Number of Marshals
There must be at least two (2) authorized marshals present to conduct a tournament. This will
allow enough marshals to run one (1) list field. Each list field must be manned by at least two (2)
marshals. It is recommended that there be at least three (3) marshals on the each list field.
3.Warm-ups and Challenges
“Warm-up” bouts or challenges may be conducted prior to or in between rounds as long as at least
one (1) marshal is actively monitoring the combat.
4.Short Lists
In the case where there are not enough combatants for a Knights Renaissance Schläger list, the
local sovereign or Minister of Joust and War may combine both Knights and Sergeants lists into
one (1) Knights list. Any combatants qualified to fight in a Sergeants Renaissance Schläger list can,
at the discretion of the sovereign or Minister of Joust and War, be allowed to participate in the
Knights list for that day. The win counts as a Knights list win. This is not an option if there are
enough Sergeants and Knights present for a full Knights list.
B.List Field Setup
1.Size
A list field intended for single combat shall be no smaller than fifteen (15) feet square with a
fenced boundary. The recommended size is twenty five (25) feet square, with a fenced boundary.
If no fencing is available for list fields, the field must be at least:
•No smaller than thirty (30) feet square if surrounded by the populace;
•Penned in on three (3) sides by natural obstacles (trees, hedges, castle walls, etc.)
•Thirty (30) feet away from the nearest encampment.
Marshal’s Manual: IV. Marshalling TournamentsPage 9 of 36
2.Fencing
The border of a list field shall be composed of at least one (1) strand of rope (minimum size 3/8”),
strung at least thirty inches (30") high at the posts. Posts that support two (2) strands of rope, one
along the top and one in the middle, are preferred. The lower strand assists in keeping small
children from running onto the field. The top of posts used to hold the list field rope must not end
in a point that could cause injury if fallen upon.
3.External Border
The list field must have an external area of at least five feet (5') out that is to be kept clear of tent
ropes, spectators, equipment, etc. A second set of ropes and poles is recommended, but not
required. For multiple, connected list fields, a five foot (5') border between the list fields is not
necessary.
4.Entrances
Each list field should have at least 2 entrances.
5.Hazards
Examine the inside of the field for gopher holes or sprinkler heads, filling holes if possible or
moving the list field if the hazard cannot be avoided.
Since most park sprinkler-heads are flat and mostly flush with the ground, informing the
combatants of where they are should be sufficient.
C.Combat Initiation
1.Opening Court
At opening court, the Marshal of the Field shall inform the populace of the days tournament
activities, the order of combat, and any other relevant information or special rules associated with
the days combat. Local customs that limit target areas or types of blows should be mentioned if
there are combatants from out of the area who may not be aware of them.
2.Sword Oath
Once the lists are closed, all combatants must take the sword oath. Announce loudly, at least twice
that “Combatants must now gather neigh for the Sword Oath!” Once all are gathered, perform the sword
oath (See Appendix D: Oaths)
3.Inspections
After the sword oath has been given, begin conducting armor and weapons inspections.
4.Announcement
A herald or marshal should announce how long is left until combat begins. Make this
announcement twice:
•Once at least twenty (20) minutes before the first combat is to begin, and
•Again five (5) minutes before the first combat is to begin
5.Marshals' Meeting
The Marshal of the Field calls together all people wishing to marshal that day, informing them of
special rules they need to be aware of or things they need to watch for. If there are multiple list
fields, the Marshal of the Field assigns marshals to the field they will run for the day.
Marshal’s Manual: IV. Marshalling TournamentsPage 10 of 36
6.Staff
When on the field, all marshals shall have a staff that is at least six (6) feet long.
Unsheathed swords may NOT be used as marshaling staves.
7.On-site inspection
When the combatants arrive for the first round of combat, ask them if they have been inspected. If
not, inspect them. If the inspection fails, depending on time issues, either wait for the combatant
to fix the problem or postpone the combat until the next one is over. If the combatant cannot fix
the problem by the end of the next combat, the combatant forfeits this round. When the
combatants arrive for subsequent rounds, ask them if everything is back in place, and check for a
gorget (the most commonly forgotten item between rounds).
8.Marshal Assignment
Prior to the start of combat, decide which marshal will watch blows to which combatant.
Generally, the marshal on the sword-side of a combatant will watch blows thrown to that
combatants opponent.
9.Take Position
Have the combatants take opposite ends of the field and face each other.
10.Announce Round
Loudly announce the round number and combatants' names. For example: “In the first round combat
on this field, Sir Trots-a-lot <point to him> will do honorable combat with Pug Dungfist” <point>.
11.Salutes
Loudly call out the salutes. For example: “My lords, please salute the Crown, salute the lord/lady whose
favor you bear, salute your honorable opponent.” (In subsequent rounds, salutes need only be made to
their opponents.)
12.Begin
To begin the combat, two (2) marshals shall:
•Cross staves between the fighters
•Confirm that both combatants are ready to begin
•Ask each combatant if they are ready
•Announce something like “For honor and glory, lay on!”
The marshals may move to observe the combat, but if there are four (4) corner judges, this should
not be necessary. The words “lay on” are the signal that combat is to begin. This is universal for all
manners of combat.
Marshal’s Manual: IV. Marshalling TournamentsPage 11 of 36
D.Combat
1.Marshal Positions
TWO MARSHALS: If there are two (2)
marshals on the field, they should be
positioned opposite of each other with full
view of both combatants as in Figure 1.
THREE MARSHALS: If there are three
(3) marshals on this field, take positions as
shown in Figure 2. Note that the side with
two marshals is on the sword side of
combatants that are opposite handed.
FOUR MARSHALS: If there are four (4)
marshals, they should take positions as
shown in Figure 3.
FIVE MARSHALS: If there are five (5)
marshals, there would be one (1) staying
stationary in each corner (assuming four
corners) and one (1) referee who will circle
the combatants. No more than five (5)
marshals should be present on a single
combat list field.
Figure 1. Two Marshals
2.Movement
If the combatants rotate around each
other, make an effort to maintain the
illustrated positions short of running in
circles around the combatants.
3.Questioned Call
When a called point is questioned, a simple
majority of marshals rule. If a majority did
not see the blow, it doesn’t count unless
the receiving combatant accepts it. If
neither the combatants nor the marshals
can make a clear determination of a
winner, allow the combatants to step back
and start over.
“When in doubt, fight it out.”
4.Announce Winner
Once a bout has completed, announce the
winner of the point to the audience and
begin the next bout when both combatants
are ready. Once the round is completed,
announce the winner to the audience.
Make sure the list person is notified of the
outcome.
If there is a marshaling tree (See Appendix B: Running a Tournament), the heraldry of the winner
is advanced, the on-deck fighters are moved into the current position and the new on-deck
placards are raised.
6.Water
Allow time for the combatants to get water before starting the next round.
E.Conflict Resolution
1.All combatants shall submit to the decisions of the marshals.
A combatant may immediately appeal a marshal’s ruling to the presiding noble whose decision is
final, except that the local noble may not overrule the decision of the:
•Imperial Minister of Combat, Imperial Minister of Jousts and War, Imperial Crown Marshal,
deputies or the rules as set forth in the Combat Manual.
•Crown Marshal if the noble is directly involved with the call
2.Combatants have the right to call their own blows. This does not limit or negate the ultimate
authority of a marshal to call any legal blow not called by the combatants:
•A marshal may stop combat and ask if a combatant felt any blow. “Did you feel that?”
•The marshal may ask the deliverer of the blow if they thought it was a legal shot. “Did you hit
him? Where?”
The marshal may then decide whether to impose the call on the combatants or not.
3.Calls will be imposed if a simple majority of the presiding marshals saw the blow and deem it legal.
4.Marshals have the ultimate authority to judge all blows to any combatant, calling them dead or
wounded as they see fit.
5.Marshals have the authority to dismiss fighters from the field (war, tournament or demo) for
losing their temper or using vulgar or offensive language at any time.
V.MARSHALLING WAR
Local chartered subdivisions may add to the rules in this section as long as it does not conflict with this manual or
the Adrian Bylaws. The Minister of Joust and War is the person responsible for conducting wars and may appoint
or employ any number of marshals to accomplish this task.
A.Prerequisites
1.Contested War
If this is a contested Crown war (either regional or Imperial), the Adrian Bylaws will determine the
number and type of scenarios that are required.
2.Number of Marshals
There must be at least two (2) authorized marshals to conduct a war with at least one (1)
authorized marshal per eight (8) combatants to conduct a battle (e.g. if there are 20 combatants,
there needs to be at least 4 marshals on the field). More is better.
Non-combatants who are not authorized as marshals may assist in marshalling, though they must
have a staff and will only concern themselves with safety issues and watching the boundaries of the
battlefield. If they perceive a blow acknowledgement problem, they should inform an authorized
marshal.
If there is a shortage of marshals, ask for an equal number of volunteers from each side.
3.Administration
The Minister of Joust and War (or his representative) will arrange ahead of time for someone to:
•Manage the water-bearing activities
•Ensure there is a physicker near the battlefield
•Keep track of the outcomes of the battles
B.Battlefield Setup
1.Size
A battlefield or melee tournament field shall be no smaller than thirty (30) feet square. If more
than six (6) combatants will be fighting at once, scale the size of the field accordingly larger.
2.Border
The border of a melee tournament field shall be set up in the same manner as with a single combat
list field. The size and shape of the field may be altered to fit a scenario so long as there is still an
appropriate amount of space for an external area clear of spectators.
The battlefield boundaries may also be defined by natural or geographic features as long as they
are easily recognizable (e.g. hedgerow, row of trees, obvious pathways).
3.Hazards
Examine the field for gopher holes, sprinkler heads and rocks large enough to twist ankles, filling
holes if possible or moving the list field if the hazard cannot be avoided. A marshal can be
assigned to warn combatants when they approach, if the hazard still cannot be avoided.
4.Missile Weapons
If missile weapons are to be allowed:
•All marshals must have some sort of eye protection.
•There must be enough space around the outside of the field clear of non-combatants such that
they are not in danger of being struck with a missile in flight
•The field of fire may not overlap spectator or camping areas in any way
C.Pre-Combat
1.Opening Court
At opening court, the Marshal of the Field shall inform the populace of the day's activities and any
other relevant information or special rules. He must also announce where and when a marshals
meeting shall take place prior to the start of the first scenario.
2.Marshal’s Meeting
There should be a marshals' meeting to go over the day's scenarios. This should take place before
the fighters gather for combat. The Marshal of the Field calls together all people wishing to
marshal that day and inform them of any special rules they need to be aware of or things they need
to watch for.
If the war scenarios require time to set up obstacles or structures, make sure this is done before the
fighters are called out to the field. Try to design scenarios that require little set-up between battles.
4.Announcements
A herald or marshal should announce how long is left until combat begins. Make this
announcement at least thirty (30) minutes before and again ten (10) minutes before the first
combat is scheduled to begin.
More than one (1) herald may be required to walk through the campsites announcing this. Arrange
ahead of time for heralds to perform this duty, giving them a specific time to start announcing.
Every time the announcement is made:
•Make the announcement facing one way
•Repeat it in the opposite direction
The thirty-minute announcement should include:
•“It is now 10 o'clock, the first scenario will begin in 30 minutes.”
•“The marshals meeting will be in 10 minutes upon the battlefield.”
•“Armor inspections will begin in 20 minutes upon the battlefield.”
•“Water-bearers, please assemble on the battlefield in 20 minutes.”
The ten minute announcement should include:
•“It is now 10:20, the first scenario will begin in 10 minutes.”
•“Armor inspections will end in 10 minutes. If you are not in line to be inspected within 10 minutes, you WILL
miss the first battle.”
•“Water-bearers, please assemble on the battlefield.”
5.Combatant Inspection
As combatants arrive for the first battle of a combat type (Shinai, Renaissance, Cut-and-Thrust,
and Armored):
•Have them gather in the shade of one area
•Inspect their armor and weapons
•Direct them to another shaded area away from the inspection site.
As many authorized marshals as possible should help inspect armor and weapons.
Sometimes, the combatant will be asked which contender or which side they will fight for. If there
is a ribbon or token indicating the combatants choice, it should be attached now. This can be used
as an indication that the combatant has been inspected and approved.
6.Sword Oath
Once the inspections are closed, all combatants must take the sword oath. Announce loudly, at
least twice that “Combatants must now gather neigh for the Sword Oath!” Once all are gathered, perform
the sword oath (See Appendix D: Oaths).
7.Staff
When on the field, all marshals shall have a staff of some kind that is at least six (6) feet long.
Unsheathed swords or polearms may NOT be used as marshaling staves.
Decide prior to the start of combat where each marshal will be located. Make sure all marshals are
in their places prior to calling “Lay on.”
9.Begin Combat
When everyone is ready, announce loudly something like “All combatants pray attend!” <point to one
army> “Is the X army ready?” <point to other side> “Is the Y army ready?” Repeat for all armies.
Two (2) marshals shall cross staves between the fighters, and announce something like “For honor and glory, lay on!” The marshals should quickly move back to observe the combat.
D.During Combat
Combat for Shinai and Renaissance scenarios takes place at the Sergeants level of combat. There is no
“knightly combat” style fighting to take place. Armored combat always takes place at the Knights level,
since only Sergeants or higher are allowed to participate in Armored combat.
•Scan the field.
Being that there are so many combatant on the field, don't spend too much time observing a single
combatant (unless there is a specific reason to), continually scan the field for potential safety hazards
or unsafe conditions.
•Be aware of the flow of the battle.
Avoid being caught in the middle of the battle or being run over by combatants. It is up to you to
avoid the combatants and flying/deflected missiles. Their field of view is much more limited than
yours.
•Be aware of the conditions for success for the scenario.
Be prepared to stop the battle when the conditions are met. If the battle has a time limit, arrange a
time-keeper and a signal he will give to indicate the end of the battle.
•Allow dead combatants to remain on the field as long as it does not pose a safety hazard.
It may be a tactical advantage to be a physical obstacle after being killed. If people start tripping on
dead people while advancing, call a hold and get the dead under foot removed from the field.
•Will a local hold work?
Depending on the size of the battlefield, a local hold may be called to deal with a quick problem that
does not affect the rest of the battle. Keep in mind that a local hold will only be possible if the
combatants in the immediate vicinity are fairly isolated from the rest of the battle.
•Water the combatants.
If a Hold is going to last more than a few minutes, call in the water-bearers and squires to allow the
combatants to get a drink. Once the problem causing a hold has been taken care of, tell the
combatants to resume the positions they were in before the hold and call “lay on.”
•Watch for combatants too close to the battlefield boundary.
Announce that they are near the edge. Depending on the scenario, if the combatants cross the
boundary, the marshal has the option of calling a local Hold to move the combatants back from the
boundary, or calling anyone who has crossed it with both feet dead. In some scenarios, the boundary
of the field is meant to be a cliff, or crossing the boundary would put combatants too close to
spectators.
•Watch for charging the enemy.
For Shinai combat type scenarios, combatants may not charge into the enemy, however, they may
advance at a walk into the enemy without penalty. In this case, limited contact may be made between
combatants. This is considered incidental contact and does not violate the by laws. If the enemy resists
being pushed back, no further forward pressure is allowed.
Marshal’s Manual: VI. Marshalling Combat DemonstrationsPage 16 of 36
Rules of engagement
•If a combatant is in a line of combatants facing another line of combatants, he is engaged with all
combatants in the opposing line. Therefore, anyone can attack anyone in the other line even if they are
not looking in the attackers' direction.
•If a combatant engages another combatant, those two combatants remain engaged until they are no
longer within weapons reach of each other. Therefore, a combatant cannot engage someone, then turn
their back and not expect to be hit. If a combatant manages to run, back to his opponent, out of
weapons reach, the normal rules for killing from behind come into effect if the attacker then catches
up with the fleeing combatant.
•Anyone swinging at a combatant lying on the ground shall be ejected from the field for that scenario.
See Combat Manual, Article I.G. for rules governing killing from behind or on the ground.
•Anyone swinging at an archer or siege weapon crew member shall be ejected from the field for that
scenario. See Combat Manual Article I.G. for rules governing the killing of archers.
•Anyone ejected from two scenarios in one day will be removed from combat for the rest of the event.
•Combatants engaged in a discussion or taking instruction from a marshal during the battle should not
be forced to accept blows received while distracted by the marshal. So if the combatant you are talking
to gets struck, allow him to continue fighting and explain why to his attacker if necessary.
•Once the scenario has ended, loudly announce the winner. Make sure someone is keeping track of the
points. It is helpful to have a printed copy of the scenarios with you to make notes on during the event.
•Allow the combatants time to get water prior to calling them back for the next scenario.
E.When the Battles are Over
•The Marshal of the Field should take note of those who assisted setting up the field and those who
marshaled so they can receive credit for their contributions.
•The Minister of Joust and War must compile the points received for each side, consult with the Arts
ministers, and prepare to give the final results of the war at closing court.
•Prior to the end of the event, the marshals shall police the battlefield for trash, discarded items, water
bottles, weapons, etc. Take any items of value to the Imperial (if an Imperial event) or Crown (if a local
Crown event) encampment, or the designated lost-and-found area.
VI. MARSHALLING COMBAT DEMONSTRATIONS
Demonstrations (“demos”) are the most effective way of bringing in new members and displaying what the
Adrian Empire is about. It is most important to keep in mind the public's point of view when participating in a
demo. Above all, the participants must make every effort to familiarize the public with what is occurring during
combat to avoid an inaccurate perception of what we do.
A.Set-up
There must be at least one authorized marshal present for combat to be conducted at a demo. The
autocrat should arrive at the demonstration site a little bit early in order to set up a safe area in which to
conduct the demonstration.
1.Time Schedule
Some kind of time schedule should have been developed by the autocrat in conjunction with the
facility or event coordinators. Ideally, this schedule will be made available prior to the day of the
demo. If the demo is at a fair or an all-day event, post a schedule for combat for the public to see.
The schedule should include:
Marshal’s Manual: VI. Marshalling Combat DemonstrationsPage 17 of 36
2.Layout of the Combat Area
Lay out an area as described for a tournament. If the demo is taking place indoors, make sure the
ceiling, light fixtures, etc. are out of weapons reach.
3.Marshal Assignment
There must be at least one (1) authorized marshal and two (2) assisting marshals in the list field
while combat is taking place. More emphasis should be placed on watching the perimeter during a
demo that at a tournament since there are typically more spectators unfamiliar with the potential
dangers. If there is room, have small melees with two- or three-man teams. Have at least one (1)
marshal for every two (2) combatants.
B.During Combat Demonstration
There is much more interaction between the combatants, and involvement with the public, than in the
average tournament or war. To this end, the marshalling is a bit different, as well.
1.Interaction With the Public
•Encourage the public to ask questions.
This is a good change to tell people why you like doing this. Combatants who are not fighting
are encouraged to stand amongst the spectators and explain what is happening during combat.
•Acknowledge the blows loudly and clearly.
Combatants should acknowledge blows received loudly enough for the spectators to hear. If
the combatants do not acknowledge their own blows, the marshals should do so, especially in
a demo situation. Avoid non-acknowledgement of blows to extend combat as it confuses the
audience. Instead, purposely throw blows that can be easily blocked for an exchange or two
before getting into a more competitive fight. For example, two combatants may work out that
they will make two passes before starting the real match.
•Announce the combat.
Always have a field herald announce who is fighting, what the conditions for combat are
(counted blows, to the death, etc.) before the combat begins. If the spectators know what to
expect, they will enjoy and understand the combat better. If a victor is determined, have the
herald announce who won.
2.Combatant Behavior
Allow the combatants to issue challenges. Combatants who are fighting are encouraged to
issue loud challenges, praise your opponents prowess, wax poetic about the honor of your lady, to
add a little atmosphere to the demo. Think of yourselves as actors in a movie or play rather than
just combatants on the field.
The use of excessive force is strictly forbidden in any type of combat (see Combat Manual
Marshal’s Manual: VII. Qualification, Authorization, TrainingPage 18 of 36
VII.QUALIFICATION, AUTHORIZATION, TRAINING
A.Combatant Qualification
All combatants must be qualified for each combat type prior to being allowed to compete in it. Some
weapons forms for each type of combat may require an additional qualification as well. The additional
qualifications are listed below for each type of combat.
The Imperial or local Minister of Joust and War may, at their discretion, conduct a qualification for any
combatant who they deem safe and knowledgeable of the rules for any level of combat, combat type or
weapons type.
An authorized marshal (sergeant-level combatant or higher) is required to qualify a combatant in:
•Shinai combat type
•Shinai Pole Arm weapons form
•Combat Archery (any combat type)
An authorized marshal (Knight Bachelor or higher)* is required to qualify a combatant in:
•Renaissance Schläger combat type
•Renaissance Case, Sword and Dagger weapons form
An authorized marshal (Knight Bachelor or higher)*, and the local Crown Marshal or Minister of Joust
and War, are required to qualify a combatant in:
•Knights level Schläger combat
•Cut&Thrust combat type
•Cut&Thrust Case, Sword and Dagger weapons form
•Armored-combat type
•Armored Great Sword weapons form
•Armored Pole Arm weapons form
•Siege Weapons (any combat type)
* For areas that have no Knight Combatants, two (2) sergeant-level combatants or the local Crown
Marshal or Minister of Joust and War are acceptable
1.Qualification Procedure
Qualification for additional weapons types are to be conducted as described in paragraphs b, c, d.
a.Written Test
The combatant qualification test is given to the new combatant. See Appendix D:
Qualification Tests.The combatant must score at least 75% on the test to be allowed to
continue the qualification process. The test is an open book test covering general safety,
target areas, and issues specific to the type of combat in which the combatant will be
qualified. (Note: The test may be given orally if necessary.)
Paragraphs b. c. and d. do not apply to Combat Archery or Siege Weapons qualifications.
The qualifying marshal will correct the test immediately. If the score is less than 75%, the
combatant must retake the entire test. This may be done that day, or on another occasion
(at the test-giver’s discretion). There is no limit on the number of times a combatant may
take the test. Once the test has been scored at 75% or better, any missed questions will be
reviewed and corrected by the combatant prior to being mailed to the Imperial Crown
Marshal for filing. The Imperial Crown Marshal will maintain the list of qualified
combatants.
Marshal’s Manual: VII. Qualification, Authorization, TrainingPage 19 of 36
b.Demonstrate Defense
The combatants are to be fully armored for the particular type of combat and defend
himself while the qualifying combatant attacks calling out when and where blows land.
This is to determine if the combatant being qualified can defend himself with some
effectiveness and correctly acknowledge blows received.
c.Demonstrate Attack
The new combatant, still fully armored, is to attack the qualifying combatant while he
defends himself. This to ensure that the new combatant is capable of attacking safely.
Randomly, the qualifier should allow himself to be struck to verify that the new combatant
is using an appropriate amount of power.
d.Free Play
The qualifying and new combatant are to “free play”. Again, the qualifying combatant
should, at some point, allow themselves to be struck to test the new combatants power
level.
e.Combat Card
If the qualifying combatant and the marshal conducting the qualification are satisfied that
the new combatant is fully aware of the rules and is safe, then the marshal shall sign the
combatant’s combat card, and notify the local Crown Marshal or Minister of Joust and
War.
Lost combat cards will be replaced at the cost of $2.00.
2.Advancement
A combatant must meet the requirements for advancement to achieve the rank of Sergeant as
described in the Bylaws before being allowed to qualify for the Knight’s list for tourneys and wars.
3.Prior Experience
A person from another re-creation group, who can provide proof of qualification in a similar type
of combat, and shows that he has been qualified in that weapon form for at least one year, may go
through the qualification process for a similar combat type. This is referred to as the “1-year” rule.
For this purpose, a “re-creation group” is defined as a mundanely recognized association or
corporation that has a published set of bylaws, published combat rules and regulations, group
insurance, fighting authorization forms, etc. The Imperium maintains a list of these organizations.
These persons may be allowed to compete on the Knight’s list, however, they must still earn all
required wins as outlined in the Bylaws and have the approval of the Crown for advancement to
knighthood.
B.Marshal Authorization
All marshals performing combat qualifications must successfully complete the authorization process and
be of sufficient rank to perform the required qualification.
1.Event Attendance
The prospective marshal must have participated as a marshal in at least five (5) events under the
direction of an authorized marshal.
This requirement can be waived by the local or higher Crown Marshal or Minister of Joust and
War if the prospective marshal is known to already have the required experience.
Marshal’s Manual: VII. Qualification, Authorization, TrainingPage 20 of 36
2.Written Test
The prospective marshal must score at least 90% on the Marshal Authorization test (See Appendix
E: Qualification Tests). This is an open book test covering marshalling for tournament and war for
all types of combat.
The prospective marshal must score at least 90% on all combat qualification tests and score at least
90% on the Marshal Authorization test (Appendix E). This is an open book test covering
marshalling for tournament and war for all types of combat. The authorizing marshal will correct
the test immediately. If the score is less than 90%, the prospective marshal must retake the entire
test. This may be done that day or on another occasion at the test givers discretion. There is no
limit on the number of times an applicant may take the tests. Once the test has been scored at 90%
or better, any missed questions will be reviewed and corrected by the applicant prior to being
mailed to the Imperial Crown Marshal for filing. The Imperial Crown Marshal will maintain a list
of the authorized marshals. Prospective marshals need not retake any combat qualification test in
which they scored at least 90% when qualifying as a combatant.
3.Collegium Attendance
Local Ministers of Joust & War and/or Crown Marshals are required to hold a collegium on
Marshal training:
•Once per year, or once per reign, whichever is sooner
•When a significant change in the Combat or Marshals Manual has been made
Marshals shall review the rules of the list, armor and weapon standards, and aspects of this
manual. Content and format of the collegium is at the discretion of the Ministers.
4.New Subdivisions
New subdivisions that do not have any authorized marshals may select up to two persons as
marshal candidates. The marshal candidates must successfully complete the written test as
described above, and be approved by the local Crown or Imperial Crown Marshal. Once this is
done, they may act as marshals, and may qualify combatants at the Sergeant level.
5.Authorization Follow-up
The ministers (Joust and War, and Crown Marshal) of chartered subdivisions and Imperial
deputies shall submit monthly reports to the Imperial Ministers. These reports will detail the
authorization of new marshals, any authorization or qualification revocations/expulsions, injuries
requiring medical attention, and other activities that concern the marshallate or Imperium.
The Imperial Ministers (Joust and Crown Marshal) shall submit reports on the state of combat and
combat training within the Empire to the Imperial Crown on a quarterly basis
6.Active Status
Marshals are required to attend at least one (1) training collegium every two (2) years to be
considered active. As well as attending collegiums, it is also highly recommended that Marshals
marshal lists regularly to keep their skills sharp. Marshals who do not attend the training shall not
be allowed to Marshal the lists. Make-up collegiums for those who cannot attend on the scheduled
collegium dates are allowed.
Marshal’s Manual: Appendix A: Ministry OfficesPage 21 of 36
APPENDIX A: MINISTRY OFFICES
The Offices of Combat, and Joust and War are responsible for helping insure the safety of those who participate
in the combatant arts of the Adrian Empire.
Local areas may have a Minister of Joust and War, a Crown Marshal or both. When only one of the local positions
is filled, the responsibilities for that officer include those of both offices.
A.Minister of Joust and War (Imperial)
Ministers of Jousts and War are the combat logistics officers of Adria, and are responsible for organizing
combat for tournaments and wars. The Imperial Minister of Joust and War shall:
1.Oversee and manage the Imperial Office of Joust and War:
•Serve as team leader to the members of the Office (ministers and deputies, both Imperial and
subdivision levels)
•Supervise Imperial Deputies in their duties
•Work with the Minister of Combat to maintain (and update) combat-related manuals and
guides as needed
•Cause to be published any new policies or procedures for the Office
•Coordinate the training of ministers and deputies (to include the scheduling and facilitating of
training opportunities)
•Ensuring that a Minister of Joust and War shall be present at all Imperial Events.
•Act as (or assign) the Marshal of the Field in running Imperial events
2.Serve as the primary arbiter in matters of conflict over matters of archery or missile weaponry of
the Adrian Empire.
3.On a monthly basis:
•Report to the Imperial Crown regarding the Office
•Conference with the Imperial Minister of Combat, and Imperial Marshal with regard to the
Office and its functions
4.Develop combat tournament formats and war scenarios:
•For Imperial events
•As suggestions for use in chartered subdivisions
•Assist the Minister of Archery with war scenarios involving missile weapons
Recommended qualifications:
•Authorized marshal (required)
•Knight Banneret (or higher), or Knight Bachelor who has held the position of Royal Minister of Joust
Marshal’s Manual: Appendix A: Ministry OfficesPage 22 of 36
B.Minister of Combat (Imperial)
The Imperial Minister of Combat is responsible for producing and modifying the combat-related manuals,
as well as the application and interpretation of the content stated therein. The Imperial Minister of
Combat shall:
1.Whenever there is not an Imperial Minister of Combat, these duties shall be assumed by the
Imperial Minister of Joust and War.
2.Maintain (and update) the Manuals and Guides as needed (working with the Imperial Minister of
Combat and Imperial Marshal)
3.Approve new armor ideas for use within the Adrian Empire
4.Regulate combat so that safety is the first priority
Recommended qualifications:
•Authorized marshal (required)
•Knight Banneret (or higher), or Knight Bachelor who has held the position of Royal Minister of Joust
or Crown Marshal
C.Marshal (Imperial)
The Imperial Crown Marshal enforces compliance with the rules of combat, and shall:
1.Oversee and manage the marshallate:
•Ensure weapon/armor standards are being adhered to and correctly interpreted
•Run or assist the Marshal of the Field in running Imperial events
•Work with the Minister of Combat to maintain (and update) the Manuals and Guides as
needed
•Coordinate the training of marshals (to include the scheduling and facilitating of training
opportunities)
•Act as (or assign) the Marshal of the Field in running Imperial events
•Maintain a list of qualified combatants and authorized marshals
2.On a monthly basis:
•Report to the Imperial Crown regarding the Office
•Conference with the Imperial Ministers of Combat, and Joust and War with regard to the
Office and its functions
Recommended qualifications:
•Authorized marshal (required)
•Knight Banneret (or higher), or Knight Bachelor who has held the position of Royal Minister of Joust
or Crown Marshal
D.Minister of Joust and War (Chartered Subdivision)
The Minister of Joust and War is responsible for running local tournaments, wars, demos.
1.Oversee and manage the local Office of Joust and War:
•Develop tournament formats and war scenarios for Crown events
•Act as or assist the Marshal of the Field in running Crown events
2.On a monthly basis:
•Report to the local ruling noble, and the Imperial Minister of Joust and War regarding the
Office
Recommended qualifications:
•Authorized marshal (required)
•Knight Bachelor (or higher), or a Sergeant if there is no Knight Bachelor qualified and available
Marshal’s Manual: Appendix B: Running a TournamentPage 24 of 36
APPENDIX B: RUNNINGA TOURNAMENT
This appendix explains how to manage various types of tournaments. Any tournament type that results in a single
winner is acceptable for a Crown event. Examples of charts are included.
A.Round-Robin List
A round robin list is one where each combatant will fight every other combatant once. This is a good
choice for a tournament where there are few fighters.
•The combatant with the most wins, wins the tournament.
•If there is a tie, those two combatants fight each other to determine the winner.
•This can be done with one bout per round or multiple bouts (such as winning 2 out of 3) per round.
B.Single Elimination List
A single elimination list is one where each combatant is eliminated from the tournament after losing a
single round. (A stand-by round is commonly referred to as a “by”.)
•One round may consist of any number of
bouts.
•The combatant that wins the required number
of bouts wins the round. The most common
number of bouts is 2 out of 3.
•A combatant who gets a stand-by round (has
no one to fight that round) may be required to
fight someone not competing in the
tournament. If the by affects the outcome of
the tournament, it is known as a “destructive”
by since the combatant who received the by
will be eliminated from the tournament if he
loses the round. Both destructive and nondestructive bys are acceptable.
•In the case of a 3-way tie, compete the tournament round-robin style, keeping track of the number of
bouts lost for each combatant.
•If, at the end of the round robin, each combatant has 1 win, count the number of lost bouts for each
combatant. The winner is the one with the fewest bouts lost.
•If there is still a tie, repeat the round robin until a winner is determined (or find some other way to
determine a winner, for example “paper/scissors/rock”).
Figure 1. Single Elimination List Table
C.Double Elimination List
A double elimination list is one where each combatant is eliminated from the tournament after losing two
rounds.
•There is usually only one bout per round for this type of tournament.
•As a fight is finished, the winner is moved up the page (to the bottom if he is already at the top), and
the defeated combatant moves down the page (to the top if they are already at the bottom).
•If two combatants end up fighting each other before the last few rounds, make an attempt to arrange
the other fights so that the two combatants do not meet each other again.
•If there is a three-way tie, have the odd man out fight the Bye or have the two that have not fought
each other already fight first. The winner fights the third.
Marshal’s Manual: Appendix B: Running a TournamentPage 25 of 36
Figure 2. Double Elimination List Table
D.Pas d'Armes
The following description of a pas d'armes was written by Sir Talbot MacTaggart (OL, KSCA) of the
Grand Company of the Peacock and is reprinted here by permission.
The pas d'armes was a form of tournament that is normally associated with France and Burgundy in the
15th century. The reason that we normally associate the pas d'armes with France is that, although it was
popular elsewhere, the greatest amount of writing about these tournaments survives from this area. Two
important sources of information about the pas d'armes are King Rene d'Anjou's book of the tournament,
and the records of the Order of the Golden Fleece. It was the duty of the king of arms of the Order of the
Golden Fleece, to record the deeds of its members.
In order to describe the actual happenings of a pas d'armes it is first necessary to understand the other
popular tournament style of the day. This was the joust. The joust is what most people normally think of
when they picture a medieval tournament. It was a tournament on a grand scale, hugely expensive to host,
and spectacular beyond compare. The joust was so expensive to hold that it would usually be held in
conjunction with a great state occasion such as a coronation or a royal wedding. Only the richest of men
could afford to host a tournament of this style.
By contrast the pas d'armes was significantly less expensive to host, and yet it was not without its share of
spectacle and combat. In its simplest form the pas d'armes would have been held by a group of knights,
setting up a pavilion, and challenging all comers to a fight. Three shields would be hung up, each signifying
the types of combat being offered. Typical weapons used at a pas d'armes included axes, swords, maces
and, of course, lances. Knights would usually let it be known that they would hold a piece of ground for a
particular period of time.
More often than not however, the pas d'armes would have been much more spectacular than a simple
challenge. The theme of the tournament usually revolved around a fanciful plot. Felix Brassart's account
of the Pas du Perron Fee of April 1463, is described by Barber and Barker in their book Tournaments,
thusly:
Marshal’s Manual: Appendix B: Running a TournamentPage 26 of 36
“A young squire is lost in a strange country at nightfall, and finds a brazen horn hanging from a pillar, far from
any habitation. Hoping that he might summon help, he sounds it three times, and is taken prisoner by a dwarf,
servant of the lady of the magic pillar, or perron fee. When he is brought before her, he is granted his freedom on
condition that he holds a pas d'armes at the Duke of Burgundy's court. The scenario was kept up in the lists
themselves: at one end stood the perron fee with the usual three shields hung on it for the different kinds of combat.
But when jousting began four griffins drew the perron apart to reveal the knight, still imprisoned by the lady's dwarf,
and released only in order to fight. At the end of each combat he returned to his prison, which closed behind him. The
proceedings lasted for almost three weeks, and the different types of combat were performed in turn: swordplay for
four days, jousting for four days in war armor, and jousting for four days in tournament armor. It was a highly
popular occasion, with 42 challengers.” (pp. 119-120)
The pas d'armes offered all of the best aspects of the joust; combat, chivalry and spectacle, but with
significantly less trouble and expense. It is no wonder that it became as popular as it did.
Bibliography
1.Barber, Richard and Juliet Barker. Tournaments. New York Wiedenfeld and Nicholson, 1989
2.Kottenkamp, Dr. F. The History of Chivalry and Armour. Rev. A. Lowy Trans. New York:
Portland House, 1988.
Example of a of a Pas d'Arms Declaration
The following example of a pas d'armes declaration was written by Sir Brion Thornbird ap Rhys (OL, Earl
& Knight of the SCA), Chancellor, Company of Saint George and is reprinted here by permission.
As was customary in the times of our ancestors, it is hereby Our desire that in the midst of War with our
Northern cousins, that We emphasize the brotherhood of chivalry that extends beyond the borders of
mere kingdoms, reaching deeply into our hearts. It is thus Our desire to test the mettle of Our knights and
other men-at-arms in a pas d'armes to provide a chance for the knights, squires and men-at-arms of both
the West and An-Tir to demonstrate their prowess, their courtesy, and their eloquence. We intend that they
defend Our field, to be defined with the Company of Saint George's list enclosure before Our Pavilion,
beginning at {time of day} on the afternoon of July 5, 1996. In the words of the 14th century chronicler
Froissart, “We beg all those noble knights and squires who are willing to proffer challenge, not to imagine for a moment that
we are doing this out of pride, hatred, or malice, but in order to have the honor of your company and to get to know you better,
a thing which we desire with our whole hearts. And there shall be no unfair advantage, fraud, trickery, or evil design, nor
anything not approved by those appointed to guard this lists.” (Quoted from Foissart, invitation to the Tournament
at Saint-Ingelvert, May 1390. Research by Catherine Keegan)
1.Item: This pas d'armes will be held in the customary manner, being contested solely for honor
and renown, rather than for the base spirit of victory.
2.Item: The Knights of the West Kingdom will stand to defend the lists, to cross swords and to
pass a pleasant afternoon in à plaisance combat at the barrier, with single sword, and with counted
blows.
3.Item: All who would fight in this pas d'armes, be they knight, squire or man-at-arms, should
come to the field by the hour of Noon on Friday, to the list enclosure before the West Kingdom
Royal Pavilion, bearing their pennant and arms as are appropriate for knights to bear: poleaxes,
swords, masses, or axes.
4.Item: Shortly after the hour of noon, the Knights of the West Kingdom will introduce
themselves, and would invite their challenges to offer their own introductions, that the combatants
of our two kingdoms might be better known to one another.
5.Item: Following the introductions, there will be a Grand Mêlée, in which all combatants are
invited to take to the field, armed with but a one single-handed sword and no shield, to be fought
Marshal’s Manual: Appendix B: Running a TournamentPage 27 of 36
for the entertainment of the gallery and for the joi de combat of the combatants. This combat will
use counted blows, there each combatant may be struck with three good blows before they must
retire from the field.
6.Item: The defenders will form a line on the King's side of the lists, holding themselves ready to
receive their challenges and then shortly to report for combat.
7.Item: The challengers will then form a line on the Queen's side of the lists, offering persuasive
words of challenge while the previous combatants arm and prepare to take the field.
8.Item: For the challenge, the attackers should strike Charlemagne's Tree of Shields, choosing the
shield that represents the kind of combat they desire: Argent: counted blows (thrown); Azure,
Combats over the barrier; Vert, Single combats in the field, the number of blows received to be
one, three, or five; Or, any two combatants with single swords only, fought in the usual way.
9.Item: After everyone has had an opportunity to challenge, a barrier will be erected across the
center of the field, and gentles may defend their side of the barrier with single sword. When struck,
they must retire to their banner issue their war-cry, at which point they may re-enter the fighting.
This combat will take place for fifteen minutes.
10.Item: The ladies of the gallery will then choose five of the challengers whose virtue stands out,
requesting of them single combats in any style that is pleasing to the gallery. These gentles may in
turn take this commandment to any member of the defenders, sharing their honor with them.
These five fights will take place one after the other, for the pleasure of the gallery and the
combatants.
11.Item: If there is time, other single challenges might be accepted by the defenders following the
five champions.
12.Item: We will close the pas d'armes with a grand mêlée over the barrier, fought with spears. A
single kill will be sufficient to eliminate a combatant, but they might petition the gallery to allow
them to rejoin their companions. The combat will end when there are no companions left on
either side, or when the combatants determine that the fight should be ended.
13.Item: There will be no prize for this pas d'armes, but it is strongly recommended that the
individual combatants bear tokens of their appreciation with them that they can present to the
combatants or consorts who strike them as particularly worthy of honor. In this way will the
renown of virtuous combatants and fair ladies be strengthened, such being the purpose of the pas
d'armes.
E.Mad Dog List
A Mad Dog list is a bit like an informal round robin.
•A large list field is staked out; combatants are free to enter the list field, find a marshal and pick a fight.
•The two combatants then report the results of the combat to the list person who keeps track of how
many wins each combatant has.
•Sometimes points are assigned to a combatant based on his rank (e.g. Sergeants are worth 1, Knights
are worth 2). The victorious combatant gets the number of points the defeated combatant is worth.
•The combatant with the most point at the end of the day is declared the winner.
F.D on nyb roo k
This is a melee, usually used as a warm-up battle.
•All combatants enter the field and spread out around the perimeter.
•When “lay on” is called, combatants proceed to pick fights with anyone but the person next to them.
Marshal’s Manual: Appendix B: Running a TournamentPage 28 of 36
G.Conduct of Tournaments
The word ‘autocrat’ is being used below to indicate the persons that are hosting the tournament. This
includes, but is not limited to, the Crowns, Minister of Joust & War, Crown Marshal, etc.
1.Targets can be restricted so long as they do not conflict with the safety goals of the Adrian
Combat Manual. A tournament may call for ‘killing blows only’ or ‘head shots only.’
2.The autocrat may limit the weapons allowed or mandate the use of a particular weapon, so long as
it does not conflict with this manual.
3.A list is always to be held, except for reasons in item 5 at sanctioned Adrian events. Tournament
wins and participation points are awarded in accordance with the Adrian Bylaws.
4.Any tournament format may be used as long as there is only a single winner. NOTE: Tournaments
in which a win does not count towards knighthood do not have this restriction. Rules and victory
conditions of non-standard tournaments must be explained to all combatants prior to the start of
combat.
5.Lists that must be canceled due to lack of facilities or acts of ‘God’ (e.g., floods, poor weather,
interference from mundane authorities, etc.) may be made up at another event or date, to be set in
accordance with Adrian policy and bylaws, and sanctioned by the Crown. In the event of a
canceled list, it will be up to the Crown as to how to handle the eligibility of participation of any
make-up list or event.
Marshal’s Manual: Appendix C: Marshal's KitPage 29 of 36
APPENDIX C: MARSHAL'S KIT
Each local Crown Marshal should have a marshals kit that is brought to every event. It contains all the necessary
items required to measure weapons, qualify combatants, and do minor adjustments or repairs if necessary.
Authorized marshals are encouraged to assemble a kit for personal use as well.
This is the minimum list of recommended items and their uses:
1.Testing and Measuring Equipment
•Fish scale or similar (good for weighing items under 10 lbs.). This will probably need a cord
that loops over the fish scale hook, to suspend weapons and aid in their weighing.
•2" diameter washer with a 3/4” diameter hole. This is used to check the curvature of axe and
mace flanges. It is also placed over the end of a sword tip to check the depth that the tip will
penetrate a legal helm.
•Six-inch (6") ruler
•10-foot (10') tape measure (minimum length)
•One pound (1#) weight for flexibility testing of schläger blades (See Combat Manual)
•Metal thickness gauge (or samples of 14, 16 and 18 gauge steel)
2.Repair Equipment
•Metal file for removing burrs from swords or rounding tips or edges
•Red plastic or duct tape for schläger tips
•Black electrical tape
3.Forms
•Blank combatant qualification cards
•Combat qualification tests
•Marshalling authorization tests
4.Manuals
•Combat Manual
•Marshal’s Manual
•Missile Weapon Manual (includes sections on combat archery)
Combat in the Empire of Adria is based on the honor system and combatants play with deadly toys. The
sword oath is the main method of making certain that the combatants understand what is expected of
them. A combatant is bound by his word. The sword oath must be administered after the weapons and
armor checks have been completed at each and every Adrian Empire event where combat takes place. No
combatant will be allowed on the field until they have been armor/weapons checked and have taken the
sword oath.
A marshal may interject discretionary items as a part of the sword oath so long as no part of the basic oath
is omitted. The standard sword oath is:
“Here do I swear by mouth and hand to conduct myself with honor and chivalry, to acknowledge
all blows fairly given and received, to heed the words of the marshals and obey the rules of the
lists. “
B.The Marshal's Oath
Combat in the Empire of Adria is based on the honor system and combatants play with deadly toys. While
the sword oath makes sure the combatants understand this, the marshals also need to be aware of their
duties and responsibilities. No marshal will be allowed on the field until they have been have taken the
marshal's oath.
The standard marshal's oath is:
“Here do I swear by mouth and hand to conduct myself with honor and chivalry, to fairly and
impartially call all blows, to enforce the rules of the lists, and to hold safety above all else.”
APPENDIX E: QUALIFICATION TESTS
The tests contained on the following pages are open-book tests, but must be completed in the presence of the
authorized minister conducting the qualification test. The answers are available upon request to authorized
ministers.
Prospective marshals must pass all combat-type written tests as well as the marshal's test with a score of 90%.
For scoring procedures, see Article VII. Qualification, Authorization, Training.
1.A blow that was started before a hold
was called is considered:
a.valid
b. invalid
2.If you are struck with a good blow to
the hip, you should:
a.die
b. hop on one leg
c.continue fighting from your
knees
d. ignore it
3.Circle all that apply. With a shinai, you
are allowed to:
a.thrust
b. strike with the front edge
c.strike with the back edge
d. strike with the pommel/
handle
e.grapple with the handle
4.The minimum age for a combatant in
Shinai is:
a.12
b.13
c.16
d. 18
5.While warming up at an event, you
must make sure:
a.there is a marshal watching
b. there are no unaware
bystanders nearby
c.you are fully armored
d. All of the above
6.What Shinai weapons are approved
for thrusting?
a.Daggers
b. One-handed swords
c.Two-handed swords
d. Pole-arms
e.None
7.Circle all that apply: Who can judge a
blow in Shinai combat?
a.Combatant receiving the
blow
b. Combatant delivering the
blow
c.Spectators
d. Marshals
8.How thick does the body protection
need to be?
a.One layer of T-shirt material
b. One layer of sweatshirt
material
c.1/4” of padding
d. 1/2” of padding
9.When can you strike an opponent
who has fallen to the ground?
a.Anytime
b. When he is not being
defended
c.When he is face up on the
ground
d. Never
10. When are you allowed to strike the
hand of your opponent?
a.Any time
b. When he uses it to block
c.Never
11. What is the minimum blade length of
a shinai?
a.12”
b. 16”
c.18”
d. 34”
12. A Shinai helm may have no openings:
a.large enough to allow the
end of a shinai to enter
through the front
b. larger than 1/8”
c.larger than 1/4”
d. larger than 3/4”
13. When is it appropriate to argue with a
marshal?
a.Anytime during combat
b. When he is wrong
c.Never
14. Elbows must be covered with at least:
a.sweatshirt material
b. elbow pads
c.rigid elbow cops
d. T-shirt material
15. The determination of a good blow
should be made by:
a.the marshal
b. the combatant being hit
c.the combatant throwing the
blow
16. Circle all that apply. What is allowed
during a Hold?
a.Discussing strategy
b.Receiving water from a
water-bearer
c.Moving to a better spot on the
field
d. Leaving the field if you are
dead
17. Wooden shields for Shinai combat
must be at least:
a.1/4” thick
b. 1/2” thick
18. Combat cards must be presented:
a.at armor inspection
b. right before the first round of
combat
c.when the combatant signs in
19. How many times will a combatant be
warned for excessive force before
being removed from the field?
a.One
b.Two
c.Three
20. What areas are you allowed to have
bare skin?
a.Upper arms
b.Lower legs
c.Feet
d. Nowhere
21. Circle all that apply. Neck protection
must cover:
a.Cervical Vertebrae
b. Sides of the neck
c.Top of the breastbone
d. Clavicle
e.Point of the shoulder
22. In wars, Shinai combatants are
allowed to charge into the enemy.
a.True
b.False
23. “Dead” combatants are allowed to
give advise or commands to those
still on the field.
a.True
b.False
24. All combatants must take the Sword
Oath before being allowed to fight.
a.True
b.False
1.A thrust that is deflected but still
lands is considered:
a. valid
b. invalid
2.If you are struck with a thrust to
the knee, you should:
a. hop on one leg
b. continue fighting from your
knees
c. ignore it
d. die
3.Circle all that apply. In Sergeants list
Schläger, you are allowed to:
a. thrust
b. strike with the front edge
c. strike with the back edge
d. strike with the pommel/
handle
4.The minimum age for a
combatant in Renaissance
Schläger is:
a. 13
b. 15
c.16
d. 18
5.How thick does the forearm
protection need to be?
a. One layer of T-shirt material
b. One layer of sweatshirt
material
c. 1/4” of padding
d. 1/2” of padding
6.What is the maximum overall
weight for a Schläger?
a. 2 lbs.
b. 2.5 lbs.
c. 3.5 lbs.
d. 4 lbs.
7.Circle all that apply. Which of the
following would be legal
defensive items:
a. cloak
b. ceramic mug
c.hat
d. turkey leg
e. large wooden spoon
f.28" buckler
8.When a Schläger gets a sharp
bend in it, you should:
a. finish the current point
before getting a new weapon
b. call a Hold and straighten
the blade before continuing
c. remove the blade from the
field permanently
9.A Renaissance helm may have no
openings
a. 1/8”
b. 1/4”
c. 3/4”
10. How much deflection is required
to ensure a schläger has the
proper amount of flexibility?
a. 2"
b. 4"
c.5"
d. no test is required
11. Elbows must be covered with at
least:
a. sweatshirt material
b. elbow pads
c. rigid elbow cops
d. T-shirt material
12. What is the largest diameter
buckler allowed in Renaissance
Schläger?
a. 12"
b. 16"
c. 18"
d. 24"
13. How many times will a combatant
be warned for backing up into the
list field boundary in a
tournament before losing the
point?
a. One
b. Two
c.Three
14. Circle all that apply. Neck
protection must cover:
a. Cervical Vertebrae
b. Sides of the neck
c. Top of the breastbone
d. Clavicle
e. Point of the shoulder
larger
than:
15. In wars, Renaissance combatants
are allowed to grapple with the
enemy.
a. True
b. False
16. In tournaments, Renaissance
combatants are allowed to grab
their opponents blade.
a. True
b. False
1.If you are struck inside the point
of the shoulder, you should:
a. take it as a kill
b. lose the use of that arm
c. ignore it
2.Circle all that apply. In Armored
combat, you are allowed to:
a. strike an opponent who has
fallen to the ground
b. kick
c. bash with the edge of your
shield
d. strike your opponent with
your pommel
e. grab the haft of your
opponent’s weapon
3.The minimum age for a
combatant in Armored combat is:
a. 13c.16
b. 15d.18
4.Circle all that apply. What can the
crown of a helm be made of?
a. 14-gauge mild steel
b. 14-gauge stainless steel
c. 16-gauge stainless steel
d. T6 aluminum
5.What is the maximum overall
weight for a mace?
a. 2 lbs.
b. 2.5 lbs.
c. 3.5 lbs.
d. 4 lbs.
6.What is the maximum dimensions
for a rectangular war shield:
a. 36" x 48"
b. 24" x 36"
c. 36" x 60"
d. 24" x 48"
7.In a war, when your opponent
falls down (not dead) you may:
a. step on him on your way to
your next opponent
b. swing at him before he can
get back up
c. hold him at weapon-point
and call him dead
d. fall on top of him in order to
subdue him
8.A flat thrusting tip must be at
least:
a. 3/4” across
b. 1" across
c. 1-1/2” across
d. 2" across
9.A faceplate on a helm may have
no openings:
a. larger than 1/8”
b. larger than 1/4”
c. larger than 3/4”
10. Circle all that apply. A slash is
considered good if:
a. it lands unobstructed
b. it is blocked but pushed into
the body
c. it is deflected but lands
without losing momentum
d. it lands with the flat of the
blade
11. What is the
requirement for a single handed
weapon?
a. 2 lbs.
b. 3 lbs.
c.4 lbs.
d. there is no minimum weight
requirement
12. Elbows must be covered with at
least:
a. sweatshirt material
b. elbow pads
c. rigid elbow cops
d. steel elbow cops with wing
13. How hard are you allowed to
swing at an opponents shield?
a. as hard as you want
b. full force
c. as hard as you would to an
opponent’s body
d. hard enough to knock it out
of the way
14. Circle all that apply. A singlehanded sword may
a. not protrude into a legal
faceplate more than 3/4”
b. weigh up to 5 lbs.
c. not have a sharp point
d. be used for thrusting if it has
a dull tip
minimum
weight
15. Morning Stars are banned
because:
a. They give a combatant an
unfair advantage.
b. They are not appropriate for
the Adrian time period.
c. They are too hard to control.
16. Circle all that apply. Which areas
require rigid protection?
a. feet
b. ribs
c. sides of the neck
d. forearms
e. point of the shoulder
f.shins
g. kidney area
17. “Knightly Combat”
a. is always assumed when
Knights are fighting.
b. can be conducted if the
combatants agree to it. The
marshals don't need to
know.
c. can be conducted if both
combatants agree and the
marshals are told.
18. How thick must a wooden shield
be for Armored combat?
a. 1/4”
b. 3/8”
c. 1/2”
19. Draw-cuts are not considered
valid in Armored combat.
a. True
b. False
20. Circle all that apply. A coat of plates
(being the only body armor worn)
may have plates made of:
a. 1/4” ABS plastic
b. 8 oz. boiled leather
c. 15 oz. unboiled leather
d. T6 aluminum
1.Normally, a double-kills in a
tournament
a.count as a death for both
combatants
b.are refought until one
combatant gets a victory
2.Which of the following is not true with
regards to armor inspections:
a.All combatants must have
groin protection
b. Helms for Armored and Cut&
Thrust must have chin straps
c.All combatants must
demonstrate that they are
able to lie on their back and
get back up
d. Combatants are inspected
with their helms on
3.What is the 1-year rule?
a.How long a new combatant
must participate in Adria
before qualifying for the
Knights list
b. How long a combatant from
a similar club has been
qualified in that club before
being allowed to qualify for
the Knights list
c.How long someone will be
banned from the field for
unsafe conduct
4.If combat archery is allowed in a war
scenario, the marshals must wear eye
protection:
a.True
b.False
5.How high does a combatant need to
score on the qualification test to
qualify for Renaissance Schläger
combat:
a.60%
b. 75%
c.90%
d. 100%
6.Armored combat using full force
blows is:
a.allowed only for Knights list
b. only allowed in demos
c.only allowed when striking a
shield
d. never allowed
7.The minimum number of marshals on
the field for Shinai combat is:
a.1c.3
b.2d.4
8.The marshals meeting prior to the
start of war scenarios is to:
a.inform the marshals of what
the scenarios will be
b. discuss special rules of
particular scenarios
c.inform the marshals of any
potential hazards
d. All of the above
9.In Shinai battles, combatants:
a.cannot make contact with
their opponents with
anything but weapons
b. are allowed to advance into
the enemy at a run
c.are allowed to advance at a
walk until the enemy
physically resists
d. may shield-bash opponents
with the flat of the shield
10. When inspecting a schläger blade:
a.hit it against a solid object to
test for breakage
b. thrust it into the combatant
to test for flexibility
c.peel the tape off to ensure
the blunt is properly
attached
d. unscrew the pommel and
inspect the tang
e.None of the above
11. When inspecting combat arrows, you
should:
a.grasp the shaft and wiggle the
head to check for movement
b. tug on the fletchings to see if
they will come off.
c.test flexibility by bending the
arrow until the head touches
the nock
12. What level of combatant does a
marshal need to be to qualify someone
in Armored combat?
a.Sergeant
b. Knight Bachelor
c.Knight Banneret
13. A marshal is allowed to call a blow to a
combatant in a Knights list
tournament?
a.True
b.False
Test administered by:
___________________________
14. A non-combatant, who is not an
authorized marshal:
a.is not allowed to marshal
combat
b. cannot marshal, but can still
conduct armor inspections
c.can marshal for safety, but
cannot call blows to
combatants
15. The minimum size for a list field used
for single combat (including the
external boundary) is:
a.15 feet across
b.25 feet across
c.30 feet across
d. 20 yards across
16. What is the minimum number of
marshals required to conduct a battle
with 60 combatants:
a.2
b.6
c.8
d. 10
17. Circle all that apply: During a combat
qualification, what is the combatant
being watched for?
a.The combatant can defend
himself adequately
b. The combatant have a good
degree of skill
c.The combatant can attack
safely
d. The combatant can beat his
opponent during “free play”
18. How many events must someone
marshal at before he can be
authorized?
a.one
b.five
c.none if he is known to already
have the required experience
d. both b. and c.
19. A weapon must be allowed on the field
if it meets the weapons standards set
forth in the Adrian Combat Manual.
a.True
b.False
20. Circle all that apply. A marshal may call a
blow invalid if:
a.It is too hard
b. It is too light
c.It is flat