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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!

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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. 

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