Spirits & Steel
2026
Steel is coming to Matchpoint Sportsbar & Events
Don’t miss the next weapon martial arts tournament at SPIRITS & STEEL 2026. Witness the lethal elegance of Rapier & Dagger all day, then join us at 5 PM for the ultimate Main Event!
Steel Fighting Exhibitions
The Grand Finals (Best of 3)
Food, Drinks & Merriment
Grab a drink, find a seat, and watch the blades clash. See you there!

BAM: SPIRITS & STEEL 2026
BAM: SPIRITS & STEEL 2026
OFFICIAL TOURNAMENT RULES
Before we clash on April 26, please review the rules and terminology for the Rapier & Dagger tournament. Watch the rules video for visual demonstrations of these calls!
IMPORTANT TERMINOLOGY
Insufficient Contact (IC): A blow landed with no rotation, flat, or flicked. Not a fight-ending blow.
Revenge Hit: A late afterblow made with excessive force to punish or intimidate. (PROHIBITED)
Faulted Double: A double caused by a fighter driving in with no respect for the opponent’s weapon.
Rule Gaming: Attempting to exploit loopholes in the ruleset. (PROHIBITED)
Flat!: A blow with the flat of the blade.
Tip/Tap: A touch that is not martially valid.
Continue: Keep fighting.
Hold: All action stops immediately.
SCORING & POINT ALLOCATION
Total points to victory: 9 (Nine)
Covered/Controlled Thrust: 3 pts (Opponent's weapon is neutralized).
Uncovered Thrust: 1 pt (To head, torso, thigh, or bicep).
Cuts: 1 pt (To head or limbs only. Cuts to torso or with daggers do not score).
Valid Dagger Thrust: 1 pt.
Disarm: 3 pts.
Ring Out: 1 pt.
Hand Parry: 1 pt (Full value if it prevents a superior target hit).
NOTE ON MARTIAL VALIDITY: Blows must have sufficient rotation and force. Sport-fencing "flicks" will not score. Thrusts must be deep enough to be considered martially valid (not at full extension).
HONOR CALLS: Fighters may elect to self-call at their corner if they feel a hit was invalid or if they were hit. This is elective. Protesting or calling your own hits on an opponent is strictly prohibited.
DOUBLES & FOULS
Standard Doubles:
Match ends after 3 doubles (except in Elims).
Each double: -2 points.
Faulted Doubles (Suicidal attacks):
Each faulted double: -6 points.
2 faulted doubles = Loss of match/DQ.
Fouls & Penalties:
Striking after the "Hold."
Hazardous/Perilous footwork (leaves fighter exposed/unable to defend).
Blatantly offensive gestures.
Forbidden Targets: Foot, back of head, groin.
CONDUCT & HARMONY
Gear Patches: Club/Affiliation patches, National flags, and Names are allowed.
NO Political Symbolism: No political flags or paraphernalia allowed at the event or dinner.
Respect Officials: Abuse of volunteers/officials will result in immediate DQ or lifetime bans.
GEAR REQUIREMENTS
Rapiers:
Recommended: Castille, HF Armory, Regenyei, Darkwood.
Prohibited: Sigi, Kingston Arms.
Specs: Diamond, flat, or lenticular cross-section only. (No triangular/Olympic blades).
Flex: 6-10kg. Weight: 750g-1.4kg.
Length: 107cm (Rapier & Dagger) | 114cm (Single Rapier - Not for use with dagger).
Protection:
Jacket: 350N+ (Spes, SF, Combat Hoodies).
Mask: Must have overlay and hard plate back-of-head protection.
Required Hard Armor: Elbows, Knees, Gorget, Groin protection, Heavy Leather gloves.
No Exposed Skin: Long pants and socks required. No cleats or boots.
JUNIOR DIVISION EXCEPTIONS
Thrusts only (No cuts allowed).
Epee blades and fencing white jackets are permitted.
Pants/Breeches must be Black.
Valid Dagger Thrust target: Front of mask only.
Thank you for reading, fight at your best and enjoy.