Sabre Tournament 26 - Dubai / Silahdariyye Rule Set
- Alperen Alkan

- Aug 12
- 3 min read

"SILAHDARIYYA LEVEL / SABRE TOURNAMENT"
OFFICIAL RULE SET
1. EQUIPMENT AND SAFETY RULES
The safety of the competitors comes first. However, in accordance with Mamluk Academy's vision of traditional martial arts, the use of historical armor is permitted alongside modern equipment.
Head Protection (Mandatory): A HEMA fencing mask with a minimum resistance of 1600N and a back of the head protector are mandatory for everyone.
Hand Protection (Mandatory): Heavy HEMA gloves or sabre gloves that fully protect the fingers, suitable for sabre matches with steel weapons, are mandatory.
Torso and Arm Protection (Modern Option): Standard 350N or 800N HEMA jackets can be used.
Torso and Arm Protection (Traditional Option): Athletes are free to use traditional armor, steel bracers, and gambesons instead of HEMA jackets. It is strongly recommended to wear hidden puncture-resistant layers underneath traditional clothing to protect vital areas.
Lower Body (Mandatory): Knee pads, shin guards, and a groin guard are mandatory for all athletes.
2. WEAPON SPECIFICATIONS (Sabre)
Sabres used in the tournament must be designed in accordance with historical sources and meet the following standards. The swords must be flexible steel with rolled or rubber tips. A weapon check will be conducted by the organization before the match.
Weight: Between 650 - 850 grams.
Point of Balance (PoB): 15 - 20 cm forward from the guard (start of the blade).
Blade Length: Maximum 87 cm.
Guard Design: Cross guard, D-guard / Knuckle guard, or Disc guard may be used.
Important Note: The use of full Cup guards or complex Military sabre guards will strictly not be permitted.
3. MATCH FORMAT
Match Duration: The maximum duration for each match is 3 minutes. This is running time; it is only stopped at the referee's discretion for injury or equipment failure.
Pool Matches: In the group stage matches, the first athlete to reach 8 points wins the match.
Elimination and Final Matches (Quarter Final, Semi Final, and Final): Matches in these stages are played to 10 points. The first athlete to reach 10 points wins.
End of Time: When the 3-minute time limit expires, the match is stopped. The athlete leading in the current score wins. In the event of a tie, "Sudden Death" is played.
4. SCORING SYSTEM AND HIT QUALITY
Weak strikes executed merely as "flat hits" or "grazing," lacking cutting or thrusting mechanics, do not score points. Hits must be executed clearly and with sufficient structure. Thrusts score points on all valid targets.
Head Hit: 3 Points
Torso Hit: 2 Points
Limb Hit: 1 Point (Legs and unarmed arm)
Disarm: An athlete who knocks the weapon out of their opponent's hand or completely disarms them is directly awarded 3 Points.
Ring Out: 1 Point is awarded to the opponent of an athlete who steps outside the designated fighting area (piste/ring) with both feet.
5. AFTERBLOW AND DOUBLE HIT
Afterblow (Delayed Hit)
If the athlete who receives the first valid hit makes a valid hit against their opponent within a single tempo (one step or one sword movement), this is considered an "Afterblow".
Point Calculation: Deductive scoring is used. The Afterblow point is subtracted from the first hitter's point, and the remaining point is awarded to the first hitter. If the Afterblow point is equal to or higher than the first hit, neither side scores points.
SPECIAL EXCEPTION (HITS TO THE SWORD ARM): Afterblows are not counted after cuts and thrusts made to the opponent's sword arm (the hand holding the weapon and the entire arm). The person who makes the first valid hit to the sword arm directly receives 1 point, and the round is stopped. The opponent's delayed hit is considered invalid. (This rule reflects the vital importance of the limb holding the sword and the traditional philosophy of disarming).
Double Hit
This is when two athletes make valid hits against each other at the same time (There is no tempo difference).
The first 4 double hits made in a match are not reflected in the score.
5th Double Hit and After: When the 5th double hit occurs, the referee stops the match and warns both fighters.
In every double hit made after this warning, the point of the hit received by both athletes is added to their opponent's score.
6. REFEREEING AND BEHAVIOR
The match is managed by 1 Director (Main Referee) and Line Judges. The final decision belongs to the Director.
Removing the mask before the "Halt" command or without the referee's permission during the match is strictly prohibited.
Unsportsmanlike conduct and intentionally dangerous moves are punished with a warning, point deduction, or disqualification (Black Card).




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