I'm sorry for the slow speed because recently there're many downloads running on the server to get our TV interview videos. I have seen a few SCA sparring videos long time ago (been 4 to 5 years already) and maybe I should check again nowadays, for more and more groups are getting involved in historical techniques.
As of our scoring system, it's listed below:
Principle
The rules of Realistic Sparring Weapons combat were designed to simulate the reality of the weaponry and the effects of hitting the targets, such as the stopping power. During the game, one or two judges will monitor the process along with a video camera capturing the motions. After an effective hit, the game will be paused and if necessary, the video will be replayed in slow motion for reaching the final decision.
Effective hits
Bladed weaponry:
They can be categorized as Thrusts, Slices and Cuts. Thrusts have to be deep enough. Slices have to be drawn or pushed. Cuts have to penetrate deep enough. The Slices and Cuts have to be done with proper blade alignment that the swords have to travel in the direction pointed by the edge straightly through the target area.
Bludgeoning weaponry:
It depends on the impact force.
Punches, Kicks and Grapplings
Full usage:
Even if the strikes landed squarely or someone is grappled to the ground, the game will continue until an effective hit from the weapon occurs or surrender.
Instant Stoppage:
The players may still execute techniques to close the distance and touch the opponent actively. The game will stop when someone was touched as the one was defeated.
Stopping Power
If strikes landed both sides during a short period of time and the attacker did not achieve enough stopping power to cease the counter attack, the result will be "Double Kill". Listed below are the stopping power generated by different types of hits and the target areas in descending order.
Cut / Heavy Bludgeoning Hit
1. The wrist and fingers of the weapon-holding hand.
2. The weapon-holding arm.
3. The shoulder of the weapon-holding side and the head.
4. Knee and below.
5. Thigh.
6. Torso and other places.
Thrust
1. The wrist and fingers of the weapon-holding hand.
2. The weapon-holding arm.
3. The shoulder of the weapon-holding side and the head.
Slice
1. The wrist and fingers of the weapon-holding hand.
Scoring
To strive for the realism and to encourage the players to stay alive during the game instead of dying for hitting the opponent, we set up the scoring as below:
-10 for being hit at the head, shoulder or torso.
-4 for being hit at the limbs.
+2 for hitting the opponent's limb.
+5 for hitting the opponent's head, shoulder or torso.
The score of the first round will be multiplied by 2 to show the importance of the first round in real weaponry combat.
Gaston de Vieuxchamps wrote:I finally downloaded a few of your videos. I kept cancelling the download because I thought it wasn't working but eventually I figured out it was just REALLY slow. For one of the videos I averaged 800 BITS/second. The world is getting smaller all the time but I guess Hong Kong is still far away even in the virtual world.
The videos are very cool. I was having a hard time trying to figure out the scoring system and the little numbers up in the corners. It's neat to see you guys using starting stances that look so much like the historical texts.
Have you seen video of SCA fighting? There is a bunch of it available online.