Fight Knight rules and regulations

Fight Knight generally follows the Buhurt International rules and policies.

The event applies the following additions and clarifications.

Rules as per Buhurt International Rules Vers. 2024 with the following amendments:

 


2.2.1
 Unless they have passed the technical check;

To remove authenticity requirements


2.2.3
 For the use of modern boots or shoes with deep lugs or cleats;

To allow modern footwear


2.2.4
 Redacted


2.2.5
 If they are using slogans and imagery that is derogatory, in the decoration of any piece of equipment (including, but not limited to their weapon, tabard etc);

 

To remove authenticity requirements

 

3.1 Any movement in the list, leaning on the barrier of the list, any holds and grips of the barrier of the list. Any strikes and pushes performed with a weapon, arms, legs, a shield (both edge and flat), head, shoulders, and torso into a permitted strike zone.

 

Permitted strike zone excludes feet, groin, knee, back, front and sides of the neck, and the back of the head.

 

Important!

Striking the foot is not considered a prohibited strike in the following circumstances. The fighter raises their foot while the strike is already occurring.

 

Important!

Any actions/strikes aimed at the knee are prohibited. Any actions that cause the knee to hyper extent are prohibited. These include push kicks to the thigh.

 

Important!

A fighter can strike with a free hand provided they have a weapon in the other hand.

 

Important!

The knee is considered the width of the knee fan around the leg.

The Back of the head is considered from the peak of the helmet down to the neck.

 

12-6 (overhead) Strikes are prohibited if a fighter is in a position where the spine can not move or is ridged, 

example: Fighter is held in a bent-over position with the spine curved up, and the head bent down, strikes to the spine in this case are considered to be an illegal strike.
The fighter is held by a fighter and their back can move, strikes to the spine in this case are considered to be a legal strike. 

To define the area of knee and back of head, and eliminate strikes to back of head and entire knee area.

 

4.3 Any offensive actions aimed at prohibited strike zones. Prohibited strike zones include feet, groin, knee, neck, the back of the head, and 12 – 6 strikes with 2-handed weapons.

 

Important!

Grappling the base of the skull but not the bottom edge of the helmet is permitted.

 

Important!

No pressure is to be placed on the back of the knee

To add additional prohibited zones eliminate strikes to back of head and the entire knee area, and prohibit 12 – 6 strikes to the spine as per amended rule 3.1.

 

4.10 Deliberate injury of the fighter who has unarmoured areas or has lost a defensive element of equipment (as described in paragraph 1.5.4).

To include gaps/unarmoured areas as prohibited strike zones

5.4 Before the start of a battle the marshals are to enter the list an complete final safety checks of fighters as they enter the list area, once this is complete all marshals are to exit the list. Marshals are not to be inside the list during buhurt matches with the following exemption.

A marshal may choose to enter only when the fights are limited to one area of engagement.

example. A fight has been reduced to a 2 v 1 or 1 v 1.

Important:

This is at the marshal’s discretion and their own risk, Tyr’s Warriors Inc. takes no responsibility for the safety and well-being of marshals who choose to ignore this rule.

5.4.1  Procedure for Marshals

  1. Marshals to enter the cleared list area.
  2. Fighters will enter, they are to be visually checked by the marshals
  3. Once all teams have entered the marshal shall clear the list
  4. Marshal and line marshals will make ready on the sides of the list
    “Marshals ready”, “Fighters Ready”, “Start fight”, will be called by the head marshal only.
  5. Fight commences
  6. Marshals can signal to fighters, by using flags through or over the list panels.
  7. If a marshal needs to enter the list during a fight the head marshal may call a “break fight” if needed, all fighters will stop the fight and remain in position until the marshal calls “start fight”.
  8. Once the fight has been reduced to one local area of engagement, the marshal may choose to enter the list for the remainder of the fight.
  9. The fight ends when the head marshal calls “Stop Fight”
  10. All fighters are to stand and clear the list as needed.
  11. If a team remains in the list they are to be visually checked again before the next battle.

The Fight Manager has the final say on who may or may not enter the list.

v1.1 Added to increase Marshall safety