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BAM 6
Tournament Series 2026

THE ARENA IS CALLING, WILL YOU ANSWER? 🔥⚔️


Trade your weekend plans for an afternoon of live, unfiltered historical sword fighting. The BAM 6: Mixed Weapons Tournament 2026 is here, and we’re gathering the most dedicated practitioners to put their skills to the ultimate test.

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True growth isn't found in comfort, it’s forged in the heat of competition. We believe that those who invite the challenge are the ones who truly evolve, and this Sunday, you'll see the most real fighters in the scene pushing their limits to prove it.

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Come witness the intensity:
🔥 Real competitors testing their mettle in high-stakes bouts.
⚔️ Diverse weapon types showcasing the depth of historical martial arts.
🍔 Great food & drinks to keep you fueled all afternoon.
🍻 Sports bar atmosphere that keeps the energy at a fever pitch.

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Join us at Matchpoint Sportsbar & Events to witness the next chapter of the 2026 series. Support our local martial artists as they lay it all on the line!

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Event Details:
📅 When: This Sunday, July 12, 1:00 PM
📍 Where: Matchpoint Sportsbar & Events, Shaw Blvd, Mandaluyong
🎟 Spectator Pass: ₱350 (Includes a ₱250 consumable voucher for food & drinks)

BAM6

BAM 6 RULESET

BAM Mixed Two-Weapon Fighting Ruleset

 

Blade Arts Manila (B.A.M.) presents our fifth Mixed Weapons Tournament! Come test your skills in our cross-discipline fighting event.

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If you have ever wondered how your martial experience would hold up or wanted to set yourself against another martial art to see how you would do, now is your chance. This event is open to all blade and stick fighting martial arts.

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We supply the weapons, you supply the skills.

I. Regulation Weapon Choices

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All weapons are synthetic and will be provided by BAM.

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HEMA
  • Sword and Buckler: 26–27 inch arming sword.

  • Longsword: 36-inch blade (Two-handed).

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FMA
  • Spada e Daga: Sansibar (26-inch) + Cold Steel Laredo Bowie.

  • Twin Swords: Dual Sansibar (26-inch).

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JSA
  • Katana: 28–29 inch blade.

  • Note: Can be used in one or two hands.

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Fighters may change their weapon choice between matches.

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II. Officiating & Terminology

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Officiating Requirements
  • Judges: Must actively fight regularly and at high intensity; ideally active or former competitors.

  • Lead Judge / Ring Director: Must have extensive tournament judging experience and extensive coaching experience in Historical Fencing, FMA, or JSA.​

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Important Terminology
  • Insufficient Contact (IC): A blow landed with no rotation, on the side, or flicked toward the opponent. Does not constitute a fight-ending blow.

  • Flat hit / "Flat!": A blow with the flat of the blade (Insufficient contact).

  • Tip/Tap: Contact that would not constitute a fight-ending blow (Insufficient contact).

  • Weak: Not sufficient contact.

  • Revenge Hit: A late afterblow made with excessive force to punish or intimidate.

  • Faulted Double: A double hit that occurs when a party drives in with no respect for the opponent's weapon.

  • Rule Gaming: Attempting to exploit a loophole in the rules for an advantage.

  • Continue: Resume/Continue fighting.

  • Hold: All action stops immediately.

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III. Scoring & Point Allocation

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Total points to victory: 9

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The Honor System (Elective)

Fighters may elect to call points FOR their opponent if they feel a valid blow landed on them, or "give back" points if they feel their own hit was not martially valid.

  • Note: This is elective. Fighters are strictly prohibited from calling points for themselves or protesting calls.

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Valid Points
  • Head: 3 points

  • Weapon Arm: 2 points

  • Torso: 1 point

  • Non-weapon Arm or Legs: 1 point

  • Controlled Thrust: 4 points (A thrust landed where the opponent's weapon is fully neutralized).

  • Uncovered Thrust: 1 point (To head, torso, thigh, or bicep).

  • Note: Thrusts below the knee or elbow are not counted.

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Miscellaneous Scoring
  • Disarming an opponent: 3 pts.

  • Ring out: 1 pt.

  • Hand parry: 1 pt (or full target value if it prevented a cut to a superior target like the head).

  • Standard afterblows: -1 pt deduction from the original valid hit.

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IV. Doubles & Penalties​

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Standard Doubles
  • Worth -2 points to each fighter.

  • After 3 doubles, the match ends (except in elimination rounds).

  • In Eliminations: Doubles after the 3rd result in cumulative negative scores for the following round (-1 for each double after 3, -2 after 6).

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Faulted Doubles

Occur when a fighter launches a "suicidal" attack with no attempt to defend. The fighter who ignores the danger receives the penalty.

  • Penalty: -6 points per faulted double.

  • Limit: 2 faulted doubles result in an automatic match loss.

  • Finals: 1st faulted double is -4 pts; 2nd results in Disqualification (DQ).

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V. Specific Rules & Fouls

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Longsword Specifics
  • Both edges are valid.

  • Two-handed use only, except when grappling.

  • Dominant hand must be near the crossguard (no holding the pommel with one hand).

  • "Gayslen" attacks are forbidden (Warning + major deduction; 2nd warning = Match loss).

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Forbidden Targets & Actions
  • Prohibited Targets: Feet, back of the head, deliberate strikes to the groin.

  • Spinning: Moves that deliberately expose the back of the head are prohibited.

  • Hazardous Footwork: Desperate actions that leave you dangerously exposed or kneeling. May result in a warning or be scored as a 3-pt award to the opponent.

  • Willfully Accepting a Blow: Accepting a hit without defending just to "game" the afterblow rule is a foul.

  • Blade Catching: You may only seize a blade that is not moving.

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VI. Gear & Conduct

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Conduct & Uniforms
  • Permitted: Club/Affiliation patches, National flags/abbreviations, Name, Rank, and Sub-team logos.

  • Prohibited: Political symbolism, flags, or paraphernalia are strictly forbidden at the event and during official dinners.

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Protective Gear Requirements
  • No exposed skin: Long pants and high socks are mandatory.

  • Required Hard Armor: * Fencing Mask (with hard back-of-head protection).

    • Throat guard (Gorget).

    • Heavy Gloves (Hockey, Lacrosse, or HEMA equivalent).

    • Elbow, Forearm, and Knee protection.

    • Groin protection / Breast protection (women).

    • Mat shoes (Wrestling shoes or low-profile soft shoes with non-aggressive treads).

  • Required Jackets: HEMA-specific light/heavy jackets, combat hoodies, or Arnis padded shirts.

  • Not Allowed: Metal armor, full helmets (non-mask), LARP/Fantasy armor, sport fencing whites, or heavy combat boots.

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Thank you for reading. Fight at your best and enjoy!
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