On Rapier Combat

    Members will be subject to the following: Each person will conduct himself or herself as a gentleman/gentlewoman that came into being during the age of the renaissance. This class of gentles was allowed to carry weapons, and was expected to know how to use them in an honorable manner. The most popular weapon of the time was the rapier, although it is still argued as to its origin. Duels were fought between these gentles and a strict code was adopted, the Code Duello. Schools of defense, like ours, flourished during this time as did fencing masters and fencing manuals.
    What the following rules reflect is the age of the rapier and the conduct expected of those who carried the rapier. Wounds and kills are re-enacted. All are on their honor to take and receive their wounds and kills as they happen. It is considered very dishonorable to call your own touches, however you may ask your opponent if they felt the touch. You cannot make an opponent take a wound or a kill. You can ask the Rapier Marshal in Charge for their opinion, but that is all they are allowed to give. The Marshal is viewed as a senior officer and will be given the respect due to any officer of that position. The right to carry a weapon is a privilege and any violation of the rules or the regulations will cause you to lose your privileges.

Be Honorable, Be Safe, Have Fun.
Rapiers
1. The main weapons used will be either the Shlaeger blade or the Del Tin practice Rapier.
2. The point will be covered with an arrow blunt with a small washer put inside. That tip will be attached with strapping tape and then covered in brightly colored duct tape.
3. The edge of the blades will be kept clean and free of any nicks or burs that could cut or snag on someone's clothing.
4. All blades must be kept in good repair. Any blade with an S-curve can break easily.
Daggers
1. All daggers shall be what are called Flexi-daggers
2. Daggers that are too stiff may only be used to parry
3. Dagger tips shall be covered in the same fashion as rapiers
4. Dagger blades will be kept in good repair at all times, same as rapiers
Bucklers
1. Bucklers may be round or square
2. Bucklers will be no more than 18 inches across as it's widest point
3. Bucklers shall be solid, with no holes to catch and possibly break a weapon
4. All bucklers will have the edges covered to prevent damage to the buckler as well as the rapier
5. Bucklers will have a handle that will not allow the buckler to come off
Cloaks
1. Cloaks will be made of a heavy, tear resistant material
2. Cloaks with buttons or clasps can not be thrown
3. Cloaks with buttons or clasps will be used in such  a manner so that they can not hit your opponent
4. Cloaks may not be weighted down by any material that could possibly cause injury
Batons, Canes
1. These weapons may be used for defensive purposes only
2. Canes may not be used to grab your opponents sword or wrist
Armor Requirements
1. For training and drills, street clothes will be fine
2. For bouts, duels and tournaments, all skin must be covered
3. A three-weapon mask must be worn
4. A coif or hood attached to your mask, which covers the back of your head
5. A gorget to protect your throat
6. Gauntlet style gloves with at least a three-inch overlap on the sleeves
7. Chest protection for women
8. Personal protection for men
Rules for Rapier Combat

Basics
1. The entire front of the body is a valid target
2. Each person is responsible for calling touches they receive. If there is any question concerning a touch it should be directed to the Rapier Marshal.
3. If you are in doubt about a touch, ask your opponent or the Rapier Marshal
4. No touch will be negated or lessened due to clothing or decorations worn
5. A valid touch is defined as a minimal amount of pressure applied by the tip or edge of the blade to your opponent. This is a valid touch.
6. There is no such thing as "too light" of a touch
7. All touches must be acknowledged both verbally and with a hand motion so that there are no misunderstandings.
Kills
1. Any thrust directly to the body from the groin to the top of the head will be a killing touch
2. Any thrust to the inside of the biceps or quadriceps will be a killing touch
3. Any push or draw cut to the inside of the biceps or quadriceps will be a killing touch
4. Any push or draw cut to the midsection will be a killing blow
Wounds
1. A thrust to the foot, lower leg, outside of the quadriceps, forearms, outside of the biceps and outside of the rotator cup of the shoulders will result in a wounding touch
2. Any push or draw cut to the aforementioned areas will result in a wounding touch
3. Wounds to the foot or leg will cause the person to continue from their knees, on one knee, sitting on the ground or as medical conditions allow.
4. Wounds to the hand will result in the loss of that hand. The person still has the use of the arm with which to parry
5. Wounds to the arm will result in the loss of that arm. If you are fighting with your sword in your right hand and receive a valid touch to your right arm, you will have to continue the bout with your left hand or concede the bout.
Bouts, Duels and Tournaments
1. A bout may be won by rendering your opponent incapable of continuing the bout, either by a kill, three wounds to your opponent or disarming them.
2. A blade can be parried with the open hand or with your offensive or defensive weapons
3. A fighter is considered armed if they continue to retain at least one offensive weapon
4. If an item is dropped the Rapier Marshal will call hold so the item can be retrieved. If the item is dropped twice the bout will be forfeit
5. A stop thrust is a valid touch
6. Fletche and all running attacks are not allowed
7. No one may compete while under the influence of drugs or alcohol