Steel (Rapier and C&T):
We have an exciting war planned this year! We will be hosting a wide variety of Rapier and Cut
and Thrust activities, and we are excited for you to experience them.
Our MICs for 2026 are:
(West): Master Alfonso Diego Castillo De Guzman
(An Tir): Baron Feradach mac Tralin
Activities will start on Wednesday afternoon with a Welcome to the War tournament. Thursday
through Saturday will start with a time for armor inspections and warm-up melees from 9-10,
and then full scenarios until approximately 2. Each day will feature afternoon tournaments for
those who want more focused fights. Saturday, we will host a set of narrative melees telling the
story of a young king attempting to assert his right to rule over a countryside and city that have
prospered under their own autonomy.
Schedule:
Wednesday:
2pm War field: Steel armor inspections, warmups, and spear practice
3pm Town Square: Welcome to the war bear pit Rapier and C&T tournament
Thursday:
9am War field: Armor inspection and warm up melees
10am – 2pm War field: Melee scenarios (Rapier + C&T)
2pm – 5pm War field: Rose Tournament (Rapier + C&T)
6pm Period Master Tourney: Town Square (Rapier + C&T)
Friday:
9am War field: Armor inspection and warm up melees
10am – 2pm War field: Melee scenarios (Rapier + C&T)
2pm Town square: Harnischfechten tournament
3pm – 5pm Town Square: Tournament of Kingdoms (C&T)
Saturday:
9am War field: Obstacle tournament (Rapier + C&T)
10am – 2pm War field: Melee scenarios (Rapier + C&T)
2pm – 4pm Town square: Cancer Sucks (Heavy + Rapier + C&T)
Shared Rule Set:
Armor Requirements:
All fighters will use the minimum armor requirements of their kingdom. Fighters are encouraged
to remember that their opponent may be wearing different armor than they are used to and
adjust accordingly.
In melee, it is assumed that at least one person will have a longsword. We will not be
segregating these long swords, so everyone is required to have rigid hand protection per society
rules.
Rapier Cuts:
In rapier scenarios and tournaments at An Tir West War, a blow that consists solely of a
percussive element is not valid in rapier combat.
However, blows that contain a percussive element and are followed by a valid tip, draw, or push
cut are not nullified by the presence of percussion and are still considered valid. There is no
expectation of a unique tempo or action between the percussive element and the following tip,
draw, or push cut.
If you believe a shot was thrown with excessive force, please inform a marshal.
Please be considerate of the cultural differences between An Tir and the West while we all work
together to build a war environment where everyone can fight in a way that is both safe and fun.
Communicating with fellow fighters and field marshals is crucial to ensuring mutual success and
enjoyment.
Cut and Thrust Blow Calling:
An Tir and the West differ in how they call limb shots in Cut and Thrust combat. For the duration
of the war, in all melees and tournaments, we will use the following compromise rule set.
If you are hit in the head or torso, you lose the bout with no differentiation based on hit location.
If you are hit on a limb, you must acknowledge the blow, but you may continue fighting without
losing use of the limb. If you are again hit on any limb, you lose the bout.
Checks are not allowed in melees. Checks are only allowed in tournament bouts if you discuss it
first with your opponent and get their consent.
Hard Blows:
If you hit someone and cause them to retire from the field, you must also retire for as long as
they are out.
We are here to have fun and to fight our friends, not to injure them. If your blow takes someone
out of the game, then you should use the opportunity to take a break, get some water, and
recalibrate.
General Expectations:
All fighters are expected to call blows honorably, communicate clearly, and give their opponents
the benefit of good faith. If you feel that someone is hitting too hard or not taking your blows,
please have a conversation with them to see if you can resolve the mismatch in calibration. If
that doesn’t resolve it, then talk to a marshal. We want to avoid anyone leaving the field angry or
injured.
Melees:
Overview:
Each day will begin with armor inspection and warm-up melees, followed by a rotation through
the main fighting areas: Bridge, Castle, Open Field, and Town. We will be running rapier and cut
and thrust combat scenarios at the same time on each of the days.
Each scenario will have two parts: Scenario A and Scenario B. One discipline will fight Scenario
A while the other fights Scenario B. After 15 minutes, there will be a 5-minute break, then the
disciplines will swap and fight the other half of the scenario for another 15 minutes. After the
second 15-minute section, we will move to the next area with a small break to move and get set
up.
We will be moving in concert with the armored fighters so that there is always a fighting field
between them and us in order to minimize the risk from combat archery.
Thursday and Friday will be Basic melee days. These scenarios are designed to be
straightforward, active, and fun. The kingdom that wins the most Basic scenarios over the war
will earn the right to choose whether it begins Saturday’s story campaign as the attacker or the
defender.
On each day, around half of the scenarios will involve spears and guns. Every scenario will
allow death from behind with swords (not with spears). Dead fighters must exit the field as
quickly as practical while holding their hilts above their heads or their weapon by the blade
(spears upside down) so that other fighters know they are dead. Equipment (swords, shields,
etc.) is not damaged by gunfire.
Saturday will be the Story Melee. The battles will follow an invading army as it pushes through
the countryside, while the defenders try to gather allies, secure border forts, contest the open
land, and prepare the capital city for the final raid. Each scenario will build on the last. What
happens early in the day will shape the battles that follow.
The rules for each scenario are posted online and will be discussed before the battle. They are
designed to be relatively simple but to provide for interesting tactical choices. While it is fun to
stab each other, it isn’t always the sole goal of a battle.
Wednesday:
2:00 – 3:00: Armor Inspection, Authorizations, and Spear
Practice
Wednesday afternoon, we will have a chance for fighters to get armor inspected for the war, get
an authorization if they need one, and practice fighting with or against spears for those who
aren’t familiar with them.
Thursday/Friday:
9:00 – 10:00: Armor Inspection and Warm-Up Melees
Each morning will start with a chance to get armor inspected and do some light melee warmups
or pickup fights. From 9:00 – 10:00, we will be running armor inspections and informal warm-up
melees in the town and bridge areas once enough people are ready. These will not be part of
the main story scenarios, and they will not have complicated rules.
Rapier and cut and thrust will both be welcome. What we run will depend on who is armored,
inspected, and ready to fight.
10:00 – 11:00: Bridge Battle
On Thursday and Friday, the kingdoms will meet at the bridges and fight for control of the river
crossing. One field will use the main bridge, while the other will use a set of smaller bridges in
the castle courtyard. This will be an infinite respawn battle and will end when one army pushes
to the other side of the river, or after 15 minutes.
Thursday will be fought without spears or guns. Friday will bring them onto the field.
Melee Format:
This melee has two scenarios running at the same time. In Scenario A, one discipline will fight
across the main bridge. In Scenario B, the other discipline will fight across several smaller
bridges in the castle courtyard. After 15 minutes and a short break, the disciplines will switch
scenarios.
Both scenarios use infinite 30-second respawn. A side scores when one of its live fighters gets
one foot fully past the far edge of the bridge. When a point is scored, the field resets, the sides
switch ends, and the fight begins again. Thursday will be fought without spears or guns. Friday
will allow both spears and guns.
11:00 – 12:00: Castle Siege
On Thursday and Friday, the kingdoms will fight for control of the castle. One field will focus on
the castle gate, where attackers must bring a bomb to the wall and break the defense. The other
will take place in the castle courtyard, where fighters will contest the shield at the center of the
field and claim points for their kingdom.
The castle gate scenario will be a timed battle with infinite attackers but limited defenders. The
castle courtyard scenario will have infinite respawn on both sides. Spears and guns will be
allowed in both castle scenarios.
Melee Format:
This melee has two scenarios running at the same time. In Scenario A, one discipline will fight
at the castle gate, where attackers try to bring a bomb to the wall and break into the castle. In
Scenario B, the other discipline will fight in the castle courtyard, where fighters try to claim the
shield at the center of the field and complete the victory chant. After 15 minutes and a short
break, the disciplines will switch scenarios.
The gate scenario uses timed respawn, with infinite attacker respawn and limited defender lives.
The courtyard scenario uses infinite 30-second respawn. Spears and guns are allowed in both
scenarios.
12:00 – 1:00: Open Field
On Thursday and Friday, the kingdoms will meet on the open field. One scenario will be a three-
point control battle, where fighters must hold ground long enough for it to matter. The other will
be a ransom battle, where every death has a value and the enemy grows richer each time you
fall.
Thursday will allow spears and guns. Friday will remove them from the field.
Melee Format:
This melee has two scenarios running at the same time. In Scenario A, one discipline will fight
over three control points, each marked by a shield. Fighters score by claiming a shield and
completing the victory chant. In Scenario B, the other discipline will fight a ransom battle, where
each death gives coins to the opposing side based on the dead fighters rank. After 15 minutes
and a short break, the disciplines will switch scenarios.
Both scenarios use infinite 30-second respawn. In the ransom battle, fighters report their
ransom category to their own scorekeeper before returning to the field. Thursday will allow
spears and guns. Friday will be fought without spears or guns.
1:00 – 2:00: City Battles
On Thursday and Friday, the kingdoms will finish the day fighting for control of the city and the
ground around it. In the town, fighters will run capture the flag as many times as the 15-minute
window allows. Nearby, native forces will meet in a straightforward open-field battle with no
respawns and no complicated rules.
Thursday will allow spears and guns. Friday will be fought without spears or guns.
Melee Format:
This melee has two scenarios running at the same time. In Scenario A, one discipline will fight
capture the flag in the Town. In Scenario B, the other discipline will fight a simple native-forces
field battle in Open Near. After 15 minutes and a short break, the disciplines will switch
scenarios.
The capture the flag scenario uses infinite 30-second respawn and will be run as many times as
fit in the 15-minute window. The native-forces field battle has no respawn and will also be reset
and repeated as time allows. Thursday will allow spears and guns. Friday will be fought without
spears or guns.
Saturday:
Story
For forty years, King Harold ruled over the farmlands and villages of the Euchre Plain. He spent
his reign focused on court politics and distant wars, leaving much of the countryside to fend for
itself.
In that absence, the city of Tracton grew rich. Its merchants extended credit, bought harvests,
protected roads, and convinced the villages that their future lay with the city rather than the
crown. Taxes that once flowed to Harold’s treasury now sit in the coffers of the Tracton elders.
In all but name, Tracton has become the ruler of the plain and is enjoying its independence from
a forgetful monarch.
Last winter Harold passed from this world, and his son William has taken the throne. After
speaking with his ministers and learning the state of his inheritance, William is furious. In his
eyes, Tracton is a rebellious subject grown fat on royal neglect that must be brought to heel. He
has ordered his army to restore royal authority over the Euchre Plain and recover decades of
unpaid taxes from Tracton by any means necessary.
The leaders of Tracton see the matter differently. They no longer recognize the rule of Harold’s
dynasty. To them, the crown abandoned the plain long before the plain abandoned the crown.
They are calling allies from the villages, hiring mercenary companies, strengthening old forts,
and preparing to meet William’s army in the field.
Now the warriors of An Tir and the West will decide which claim survives. Will William’s army
restore the old order, or will Tracton and its allies prove that autonomy, once won, is not easily
discarded?
Roles
One kingdom will fight as William’s Army.
William’s Army is trying to restore royal authority over the Euchre Plain, suppress Tracton’s
influence, recover unpaid taxes, and force the countryside back into obedience.
The other kingdom will fight as Tracton and its Allies.
Tracton’s side is trying to preserve the city’s independence, maintain its alliances with the
villages, hold the forts, and prove that the plain no longer belongs to the crown simply because
the crown says it does.
The kingdom that wins the most Basic scenarios on Thursday and Friday chooses whether it will
play Saturday as William’s Army or Tracton and its Allies. They can choose to have the rapier
and C&T armies on the same side or on opposite sides.
9:00 – 10:00: Obstacle Tournament
William has taken the throne and discovered how bare his treasury is. He has also learned that
the city of Tracton has been keeping the taxes of the Euchre Plain for more than a decade.
Incensed, he orders his general to gather an army and bring Tracton to heel.
The city fathers of Tracton need warning before William’s army arrives. Your task is to escape
the city under cover of darkness, armed only with a sword and pistol, and carry word that
William has demanded their heads.
This will be a timed obstacle tournament fought in the city melee area. Each runner will try to
move through three fighting obstacles as quickly as possible. Fighters will also rotate through
the obstacle positions so everyone has a chance to help run the course and to challenge those
attempting it.
Melee Format:
This is a timed course through the Town. Each runner begins with sword and pistol and must
pass three obstacle stations as quickly as possible. Each station has a fighter assigned to stop
the runner.
If the runner dies, they return to the beginning of the course and continue while the timer keeps
running. If the runner dies three times at the same obstacle, they may bypass that obstacle and
move to the next stage. Fighters will rotate through the course so everyone has a chance to run
and to serve as an obstacle fighter.
10:00 – 11:00: The Villages of the Plain
William’s army has crossed into the Euchre Plain. The villages now face the first hard question
of the war: can they coordinate quickly enough to resist, or will the royal army keep them
isolated?
One scenario will be fought around the bridge, where Tracton’s allies must carry messages
between villages while William’s soldiers try to destroy those messages before they can be
delivered. The other will be fought in the castle courtyard, where border captains clash and
commanders become the prize.
The points from both scenarios will be added together. The messages that survive will shape
the final battle in the city, and the captured commanders will determine how much treasure
begins in play when the war reaches Tracton.
Melee Format:
This story melee has two scenarios running at the same time. In Scenario A, one discipline will
fight around the bridge as Tracton and its Allies try to carry messages between villages while
William’s Army tries to destroy them. In Scenario B, the other discipline will fight in the castle
courtyard, where each side tries to capture the enemy commander and escort them to a scoring
area. After 15 minutes and a short break, the disciplines will switch scenarios.
Both scenarios use 30-second respawn. Spears and guns are not allowed. The message
scenario affects how many houses Tracton may have in the final city battle. The commander-
capture scenario affects Tracton’s available respawns in the later river road battle.
11:00 – 12:00: Occupying the Border Forts
William’s army has reached one of the decayed border forts of the Euchre Plain. Whoever
controls the fort controls the road, but an army also needs food.
One scenario will be fought at the castle gate, where each side tries to push fighters through the
entrance and occupy the fort. The other will be fought in the surrounding fields, where fighters
will gather the harvest and carry supplies back to their own camp.
No spears or guns will be used in these scenarios.
Melee Format:
This story melee has two scenarios running at the same time. In Scenario A, one discipline will
fight at the castle gate, trying to get as many live fighters as possible through the gate and into
the fort. In Scenario B, the other discipline will forage the nearby farms, carrying supplies back
to its own base before the enemy can stop them. After 15 minutes and a short break, the
disciplines will switch scenarios.
The fort scenario is fought in short no-respawn rounds. The harvest scenario uses 30-second
respawn and runs for the full 15-minute block. Spears and guns are not allowed. Points from
these scenarios help determine the respawn treasury used in the open field battle.
12:00 – 1:00: Field Armies on the March
The border fort has fallen or held, the harvest has been gathered or lost, and the war now
moves into the open country of the Euchre Plain. Reinforcements have arrived, but they have
not arrived to peace. They have arrived to find the road already contested.
One scenario will be a battle for control of the county, with both armies fighting over key points
in the open field. The other will be a fight along the river road, where William’s army must force
its banner forward while Tracton’s allies use the river, bridges, and bombs to slow the advance.
Spears and guns will be allowed in both scenarios.
Melee Format:
This story melee has two scenarios running at the same time. In Scenario A, one discipline will
fight for control of victory points across the open field while spending from a limited respawn
treasury. In Scenario B, the other discipline will fight along the river road, where William’s Army
tries to advance a flag while Tracton and its Allies use rivers, bridges, and bombs to delay them.
After 15 minutes and a short break, the disciplines will switch scenarios.
Spears and guns are allowed in both scenarios. The county battle uses treasury-based limited
respawn. The river road battle gives William’s Army infinite respawn, while Tracton has limited
respawns based on the earlier commander-capture scenario. The Open Field result affects how
much treasure begins in William’s staging area during the final city battle.
1:00 – 2:00: Raid on Tracton
The war has reached Tracton. The villages have sent their warnings or been silenced. The forts
have been held or seized. The roads have been won or lost. Now William’s Army has entered
the capital city of the plain.
One scenario will be fought inside the town, where William’s soldiers will raid the houses of
Tracton and move treasure into their staging area. The other will follow that treasure as the
invaders try to carry it out of the city and into the baggage train. Tracton’s defenders may not be
able to save everything, but every house held and every treasure delayed makes William’s
victory less certain.
Spears and guns will be allowed in both scenarios. This is the final stage of the story melees,
and the result will decide whether William restores royal authority or Tracton survives the
campaign.
Melee Format:
This story melee has two scenarios running at the same time. In Scenario A, one discipline will
fight in the Town as William’s Army tries to sack houses and move treasure into the staging
area. In Scenario B, the other discipline will fight in Open Near as William’s Army tries to move
treasure from the staging area to the baggage train. After 15 minutes and a short break, the
disciplines will switch scenarios.
Both scenarios use infinite 30-second respawn, and spears and guns are allowed. Scenario A
and Scenario B are linked between disciplines: the discipline fighting in the Town can help its
allied force by moving treasure into staging, while the discipline in Open Near must carry
enough treasure to the goal area to win. William’s Army must secure at least two-thirds of the
total treasure for that field.
Tournaments:
Wednesday:
3pm Town Square: Welcome to the war bear pit Rapier and C&T tournament
War is upon us, and it is glorious. Once you have arrived and set up camp it is time to start
fighting your friends.
Join us in the town square Wednesday afternoon for a nice warm up tournament. We will be
hosting a bear pit tournament for rapier and C&T. The more fighters show up the more pits we
will run at once.
Thursday:
2pm – 5pm War field: Rose Tournament (Rapier + C&T)
Long Live The Queen! This tournament honors those who have served as consort for the
Kingdoms and Principalities of the Known World. Each member of the Rose and Valorous
Estate will be able to pick up to two Armored fighters, two Rapier fighters, and two C&T fighters.
Each category can only have one peer of that discipline.
We will fight an Atlantean Speed Style Tournament for the honor of our Rose. People who do
not have a team yet are encouraged to show up as there will be Rose’s looking for additional
fighters.
6pm Period Master Tourney: Town Square (Rapier + C&T)
The path of the scholar is long and arduous. It is easy to fall for the siren’s call of easy
tournament victories, but this is the place where fighters are encouraged not to show off how
powerful they are but rather how knowledgeable.
Each fighter will need to describe to the judges three different historical techniques they will be
demonstrating. New this year, we will be awarding bonus points for presenting documentation.
You can pre-register for the tournament here (https://forms.gle/24WCbSE9pDH89u2WA) and
upload your documentation. Please keep it no more than a few pages. The goal is to help the
judges understand the technique and confirm that you are using it in a way that matches the
historical texts.
The fighters will face off against three opponents and will be judged as to how well they
demonstrate the techniques. The scoring rubric will be:
Points for demonstrating technique (earned in each bout):
0 – The fighter failed to attempt the technique in a way that was recognizable to the judges
1 – The fighter attempted the technique but poorly or in the wrong context.
2 – The fighter demonstrated the technique moderate level of skill and in a mostly appropriate context.
3 – The fighter demonstrated the technique with a high level of skill in an appropriate context.
Points for winning the fight (earned in each bout):
0 – The fighter lost the fight
1 – The fighter won the fight
Documentation (earned once):
0 – The fighter did not display any documentation
1 – The fighter was able to show the existence of the technique within a historical text
2 – The fighter was able to show that their interpretation of the technique is consistent with the
historical text.
3 – The fighter was able to show that their interpretation of the technique is consistent with the
historical text and explain the context in which it would be performed.
Friday:
2pm Town square: Harnischfechten tournament
The clash of steel on steel has never rung louder than when two knights in their full kit face off
against each other on the field of honor. Come witness the spectacle of Harnesfecten where our
combatants fight in a way that acknowledges the advantages and constraints of the armor they
wear. This is not C&T but a different style of steel combat which uses a rule set that encourages
fighters to utilize techniques that would be effective against a fully armored opponent.
3pm – 5pm Town Square: Tournament of Kingdoms (C&T)
War is upon us and it is again time to determine who is the greatest cut and thrust fighter in all
the kingdoms. This tournament will be fought using the shared rule conventions for C&T.
Additionally, no single handed swords more than 40 inches will be permitted in the tournament.
The tournament will be done as a pooled round robin. We will break the field into multiple round
robin pits. We will take the top fighters from each of those pits and they will face off in a best 2/3
single elimination tournament. The default will be four pools pulling the top four from each, but
we may need to adjust those numbers depending on participation and time constraints.
Armor inspection, lists, and warm up time will start at 2:30pm. Please be on time so that we can
all have fun and still make it to court.
Saturday:
2pm – 4pm Town square: Cancer Sucks (Heavy + Rapier + C&T)
In our game we play in Valhalla where we kill each other during the day and then get to
celebrate together in the evening with all our wounds healed. The mundane world is not so
generous and some enemies steal our loved ones and leave us irreparably scarred.
Please join us as we use the joy of our game to help fight against one of the greatest scourges
of the modern world. Heavy, rapier, and C&T fighters are invited to join the 11th annual Cancer
Sucks Fundraising Tournament. The entrance donation is $5. If you cannot fight yourself please
considering donating so that another fighter can participate.
The amount of people participating in the tournament means that we will need to run it quickly.
Therefore fighters will only be allowed to participate in one discipline.
