Laurin tournament 2009

 

Pictures of the Laurin tournament (Mayenburg, 10. - 11.10.2009):

 

 

Laurin Tournament 2009 Final fight
Best hits Nobles
People Portraies

Funny

 

 

 

Knights

Men at arms

Tuzzano da Valle San Martino Massimo
Graf Ulrich von Schaunberg Giovanni
Jakub von Gutenberg Tobias
Dytryk von Beneckendorf Davide
Gualtiero da Somma Karl
Berbec von Beneckendorf Kristoffer
Wilhelm von Starkenberg Florian
Vicke van Vitzen  
Guillane Tirel  
Onofrius von Stetten  


 

 

Groups:

 

- Fraternis Militia Carnis

- Compagnia di Porta Giovia

- Historia Congregati ex Schaumbergensis

- More Majorum

- La compagnie de Saint-Martin

- Gesellschaft des Elefanten

 

The Laurin tournament will be held on Saturday the 10th and Sunday the 11th of October 2009 on the castle Mayenburg in Völlan, South-Tyrol, Italy (Google Map here). It is organized by the "Gesellschaft des Elefanten"/"Company of the Elephant".

 

The idea behind the Tournament

In the Tournament, the capabilities of the single fighter shall prevail.

 

It will simulate a battle situation, where not only a single hit is deciding the outcome fight but where a wide range of hits will lead to disablement. The fighter who hits 5 times his opponent wins. Fighting takes place only on foot. The hits are awarded impartially by a main referee and three assistant referees.


For the tournament the fighters will be split into two groups. These differ in the nature of their equipment and their fighting style:
The knight (Ritter, cavalieri)
The squire (man at arms, Knappe, fante)

Tournament rules

 

Historical time and presentation:

 

Equipment and weapons must fit into the time frame from 1370 to 1400.

 

The tournament field:

 

The tournament is in a fenced area of 6 x 6 meters.

 

Match display:

 

The respective hits (points) are signalled with flags in a specially built bar. The colours of the flags are green and white. The opposing fighters will carry a slip knot in one of these colours on the right arm.

 

Referee:

The hit detection and thus the awarding of points will be done exclusively by the referee. To his support three other assistant referees are in the tournament field. They are equipped with a green and a white flag which will be raised to show a hit. This is only to support the main referee in fact the main referee only can award the hits and the points: His decision is incontestable. After a hit the duel is interrupted by the blowing of a whistle.



Hits:

Only clearly conducted strokes or thrusts with a weapon count as hits.
If the two opposing fighters hit at the same time, both are awarded one point.
If the opponent is only striped or unintentionally hit, the hit will not be awarded.
The disarming of the opponent or the loss of the weapon counts as a hit.
The "gioco stretto" counts as a hit i.e. if a fighter manoeuvres the other into a forlorn (unwinnable) position where he is unable to move or unable to fight. The time limit is 3 seconds.

The wooden end of a weapon (e.g. lance or war axe), does not score – a "wood hit" will not be counted as a hit.

Duration:

The fighter who first scores five hits wins the duel.
This ends the duel.
A duel lasts exactly 8 minutes including breaks.
The fighting action is disrupted after 8 minutes and the respective hits are counted (this only if the 5 necessary hits to win the duel are not achieved).
A tie scores as a draw in the preliminary rounds.
In the relegation and the finals the event of a tie score the match shall be extended until one of the fighters makes a decisive hit which decides the match.

Points:

The winner of a duel gets two points, in a tie (only in preliminaries) each fighter gets one point. The loser gets 0 points. If after the preliminary tournament two participants are at the same place in the standings then the sum of hits throughout the preliminary round are counted first, second the highest number of hits throughout the tournament, third the higher difference between hits made and hits received. The qualifying round and finals will be fought out on a knock-out basis.



Penalties, hits and points loss

If one of the two duellists abandons the fight the duel is scored in favour of the opponent with 5:0.

If on of the opponents is not on time (according to tournament schedule) on the tournament field in full equipment, the duel is scored in favour of the opponent with 5:0.

If both duellists are not on time on the tournament field, according to tournament schedule on the tournament field in full equipment, no points are assigned and two fighters will be penalized with 5 received hits.

Un-knightly (unsportsmanlike) conduct can i
nduce the referee to send-off the fighter from the tournament field. Hereby the duel is decided in favour of the opponent with a score of 5: 0. Depending on the seriousness of the misconduct the referee can also decide that the fighter is eliminated from the tournament. All of his points will be withdrawn.



The weapons: (offensive and defensive)

All weapons (offensive or defensive) must not have rough edges, embrasures or protruding parts. They must be made entirely of iron or wood.

No offensive weapon may have a total weight of more then 2 kg.


The sword:

 

The sword has a rounded top (semi round) with a minimum diameter of 1 cm. The edges of the sword blades must be at least 2 mm. The maximum length of the sword (pommel to point) can be up to 120 cm, the maximum weight is 2 kilograms. For daggers the maximum length is 40 cm with a rounded point (1 cm in diameter; edges rounded off at least 2mm).


The polearms:

All polearms are allowed, as long as the total length of 2 meters and a weight of 2 kilograms are not exceeded. The spear point must have a ball (diameter 1 cm) and all edges must be at least 2 mm.

War hammer must also have an iron ball from 1 cm in diameter on all attack areas of the war hammer.


The shield:

The shield has a maximum length of 80cm and a width of 60cm. It must be made of wood and covered with linen or leather.

Buckle shields are allowed, as long as the diameter does not exceed 30 cm.

Pavise: (large shield) only for men at arms

The pavise has a maximum length of 80cm and a width of 120cm. It must be made of wood and covered with linen or leather.



Equipment of knights and men at arms

In General: The equipment / armament shall be properly attached on the body. The clothing under the armament shall relate to the late 14th Century.

Shoes: only Middle Age shoes are permitted. They are made of leather, the sole is flat and has no heel or any other means giving a better foothold.

Knives and similar pointed objects on belts and bags are to be removed for the duration of the duel.



The Knight

The knight shall be dressed as in the late 14th Century

Target area is the entire body surface. All hits and blows even on the head are allowed. Low blows to the genitals are to be avoided.

 

 

Minimum requirements for the equipment:

Helmet with visor (bascinet): the entire duel must be fought with closed visor. The visor must cover the total area of the face. The fighter can only see through the eye slits (
ocularia) with a maximum height of 1cm.

Neck: The helmet must be
attached to an aventail or fitted with plate "drapes" covering neck and shoulders.

Hands: hands must be garded by gauntlets, especially the back of the hands and wrists. All fingers must be covered with finger plates.

Forearms must be guarded by vambraces (lower cannons) or 'stud-and-split' armour of metal strips attached to leather reinforced with rivets, the elbows by a couter.

Legs: lower and upper legs must be garded by
thigh armour (also known as cuisse) and greaves.The knee must be protected by a poleyn.


Upper body: upper torso and upper arms must be protected with a mail shirt. This is to ensure a fair distribution of weight between the knights.

Optional:
breastplate, brigandine, pauldrons.

Not allowed are the following:

closed helmet forms before 1300 and after 1400, early pot helmet (also called "great helmet" or heaume), armet, salet (also called schaller).

 

Breastplate and backplate together -a cuirass- is not contemporary!

 

 

Please note:

If the Knight carries vambraces (also called "lower canons" or "stud-and-split-armour") then the left forearm - when actively used as a shield - is seen as such.

(With "actively" we mean: when the knight launches an attack and uses the left vambrace instead of a shield to protect himself).



The Men at Arms

(The look of the man at arms shall relate to the late 14th Century)

Hit area is the entire body except hits and blows to the face. Hits on helmet from above are allowed. Low blows to the genitals are to be avoided.


Minimal requirements of the equipment:

Helmet: heads must be guarded by bascinet, iron hood or an early form of barbute.

Neck: the neck must be either protected by a aventail or a padded linen / leather collar.

Hands: Only an iron glove must gurad the hand, especially the back of the hands and wrists. All fingers must be well fortified iron shed protected.

Upper body: The upper body and forearms must be protected with a padded long-sleeved doublet down to the middle of the thigh (buttocks and genital area).

Optional: mail shirt, brigandine, vambraces , greaves

Not allowed: pot helmets and all forms helmet after 1400

Please note:

All parts of the body that are covered only by clothes (with the exception of the gambeson), are considered hit areas. It is therefore advisable for the men at arms to carry as much armour as they can!

 

 

Tournament Schedule

10 knights and 10 men at arms are admitted to the Laurin Tournament. Each of the duelists will be fighting at least 5 times up to a maximum of 8 times if he ends up in the finals (the total fight time is from a minimum of 40 minutes to a maximum of 64 minutes).

 

 

The tournament is divided into a preliminary, a relegation round and the finals (quarter-finals, semi finals and finals)

The preliminary: The 10 participants in each category (knights / men at arms will be split up into two groups by lottery. The 5 participants are fighting against each participant of the assigned group. For a victory one scores 2 points for a draw 1 point, for a defeat 0 points. The respective hits are also counted. The first 3 automatically qualify for the finals; the last two of the group (4 and 5) must are assigned to the relegation round.

The relegation round: In the Relegation round the 4th and 5th placed of each group meet. The 4th of one group fights against 5th of the other group. 5 hits within an 8 minute limit decide the outcome of the fight. The respective winners qualify for the quarter-finals. For those who lose the tournament is over.

The final round: Quarter-finals, Semi-finals, finals

Quarter-finals: The Quarter-finals is knock-out round (5 hits, 8 minute time limit). The winners of the various preliminaries take on the winners of the relegation round, the 2nd placed of the preliminary meet the 3rd placed of the preliminaries of the other group.

T
he semi-finals: The Semi-finals is a knock-out round (5 hits, 8 minute time limit). The winners of the various quarter-finals take on the winner of the relegation round and the 2nd and 3th placed of the preliminary.

The finals: The finals is a knock-out round (5 hits, 8 minute time limit). The winners of the semi-finals take on each other.

Preliminary Round:

Tournament participants: Knight Group 1 (RG1) A, B, C, D, E. Men at Arms Group 1 (KG1)

Knight Group 2 (RG2) F, G, H, I, J. Men at Arms Group2 (KG2)



Fixtures:

Knight Group 1 (RG1) A, B, C, D and E.

A-B E-D A-D A-E A-C

C-D B-C-E-C B D B-E

Knight Group 2 (RG2) F, G, H, I, J.

F-G I F J-F-I-J F-H

H-I G H J H G-G-I-J


Relegation round:

4pl (RG1) - 5pl (RG2) = Winner RR1

4pl (RG2) - 5pl (RG1) = Winner RR2



Quarter-finals:

1pl (RG1) - RR2 = Winner RV1

1pl (RG2) - RR1 = Winner RV2

2pl (RG1) - 3pl (RG2) = Winner RV3

2pl (RG2) - 3pl (RG1) = Winner RV4



Semi-finals

RV1-RV4 = Winner RX1

RV2-RV3 = Winner RX2



Finals

RX1-RX2



Rule:

 

Each participant must disclose his weapons of choice (active and passive) before the start of the preliminaries for all round matches (4 matches)


No change of the weapons will be allowed thereafter.

 

This decision will be kept secret by the referee.

 

The same rule applies to the relegation round, the quarter-finals, the semi finals and the finals.

 

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