Join us for the
King’s Cup HEMA Tournament
Starting
September 19, 2026
Ending
September 20, 2026

Page Sections:

Clash of Steel, Triumph of Spirit

King’s Cup HEMA Tournament

Registration Date:  August 1, 2026

 

Step into a world of chivalry, courage, and combat on September 19 & 20, 2026, as Blades of Glory presents the thrilling King’s Cup HEMA Tournament at The Mount Community Centre.

Experience the intensity of Historical European Medieval Martial Arts as warriors vie for supremacy. Whether you’re a seasoned fighter seeking a worthy challenge, or a curious spectator eager to witness spectacular displays of skill and strategy, the King’s Cup promises an unforgettable journey into the heart of the medieval ages.

Revel in the clash of steel, cheer on your champions, and immerse yourself in the majesty of a time-honored tradition. Mark your calendars, for the King’s Cup beckons!

 

There will be 4 tournaments over the course of the weekend.

We are accepting 32 participants in The Open Longsword

We are accepting 32 participants in Open Sword Alone

We are accepting 16 participants in Women’s Longsword

To the Death Tournament, we are accepting as many participants who wish to enter

  • Longsword Tournament (Open)
  • Single Sword Tournament (Open)
  • To The Death Tournament (Open)
  • Longsword Tournament (Womens)

The Longsword and Single Sword tournaments will be going through round robin pools on Saturday determining whether the participants qualify in the Glory Division (upper) or the Honour Division (lower).

Elimination matches will be held on Sunday morning.

To The Death Tournament will be held on Sunday afternoon just before the Final matches for the other 3 tournaments.

 

To Register:

Please email: info@bladesofglory.ca

the following information

  • Name
  • Club
  • Address
  • DOB
  • Sex
  • email address
  • Number of years in HEMA
  • Tournaments that you wish to register in

 

 

 

Changes for 2026:

We will be testing out video replay for semi-finals and finals matches.  Each fighter gets One Challenge.  They can challenge the judges decision.  Our Score table will check the video replay of the point in question (at least 2 angles), and if it clearly shows that the judges are wrong, then the decision will be changed and the fighter gets to retain their Challenge to be used again in the match, otherwise the Challenge is gone and no more challenges can be made by that fighter for the rest of the complete match.

 

 

Match Details:
Fencers will have one of 2 coloured arm bands.
At the very start of the match both fencers will be asked if they are ready: this includes ensuring they are wearing full protective gear, have an appropriate tipped weapon, and are willing to fence. Fencers will then be asked to salute their opponent.

At the command, “Fence!” the fencers may then begin their exchanges.
When a legal hit is landed by a fencer, a “Point, Hold” call will be made (about ½ of a second between the two).
During the time of “Point, Hold” the other fencer may return a legal hit of their own.
Legal hits require correct edge or point alignment/placement, intent and control to the discretion of the judges.
If no legal hit is returned during the time of “Point, Hold” then the initial fencer receives the point(s). The head judge may discuss the exchange with the other 2 judges.

 

Rounds/Passes
All matches go to 7 Points or 2 ½ minutes, whichever comes first.
Each round will begin with a “Fencers ready?” “Fence!”
Once 7 Points is reached or the 2 ½ minute time limit is reached, the match is over.
If 2 ½ minute is reached without a participant reaching 7 points, then a “hold” is called and the match is ended.

**If a fencer scores points during a round, but gets an infraction during that same round, such as a yellow card, that fencer’s points do not count.

At any point during the match, the head judge, side judges, fencers, or volunteers may call a “Hold” for safety concerns such as a faulty piece of equipment. When this happens both fencers must immediately stop fencing and return to their starting positions.

Points are awarded at the end of the match: wins, losses and ties.

 

Infractions:
There will be a yellow, red, and black card system in place.
These cards will be assigned by the judges.
Infractions will be given for behaviour demonstrating disregard for one’s fencing partner’s safety, intent to injure, and inappropriate conduct with volunteers and judges. The level of severity of the offense will dictate what type of card is assigned.

A Yellow Card serves as a warning.
Three yellow cards in a single match will result in a red card.
A Red Card carries loss of match.
A Black Card represents removal from the tournament.
Three red cards will result in a black card and subsequent removal from the tournament.
A black card can also be given for extreme examples of other infractions. It is up to the discretion of the head judge (consulting with the side judges) to determine the severity of an offence.

 

 

 

 

 

Examples of card offenses include but are not limited to the following:

 

Yellow Card: – Warnings & you do not score points during the round that you get one
• Back of head strike, not hard
• Any communication with the judges unless requesting clarification
• Striking the ground during a descending strike indicating a lack of control
• Deliberately presenting your back to your opponent

• Ring out (a fencer stepping outside the list with both feet & loss of 1point )

 

Red Card:
• Strikes to the feet, ankles, or hard strikes to back of head
• Failure to show control in a grapple
• Initiating an action after a “Hold” command
• A pommel strike which hits the mask of an opponent from the side (hook strike)
• Excessive striking force, demonstrating a disregard for one’s fencing partner safety and/or intent to injure (for any type of strike or grapple, such as intentionally striking at the groin)

• No pushing out of the ring
• Throwing of one’s sword or gear
• Percussive hits such as punches, elbow/knee strikes, kicks, or head butts
• Insubordination towards volunteers or judges
• Striking with the quillon/cross guard

 

Black Card:
• Mistreatment of volunteers, verbal and/or physical
• Three red cards in the tournament
• Extreme versions of any red card offense
• Potential issue that has not been thought of that is extremely dangerous, such as intentionally removing leather/tape from sword tip

 

Additional rules:
Strikes to the back of the head, grappling, disarms, and forward momentum (linear) only pommel strikes to the front of the mask are allowed, provided the fencer is demonstrating control and no excessive force.
Strikes to the back of head, back and groin should not be specifically targeted and will require lower force levels and additional control to prevent higher level infractions (for intent to injure).

If a fencer scores points during a round, but gets an infraction during that same round, such as a yellow card, that fencer’s points do not count.

 

Ring outs:
Ring Outs are defined as both feet outside of the ring and will result in a loss of 1 point.

 

Grappling:
No closed grip grapples are allowed, only open hand redirections of the weapon and/or forearm similar to football (blocking) and not wrestling (grabbing).
You can’t use the sword to push, hook, or grapple the opponent’s body. Actions intended to cut do not count as pushes even if they move the opponent’s body.
No Throws are allowed

In the event of gear or sword breakage and malfunction, a “Hold” will be called and the fencer must substitute these items to continue.

 

 

Conceding a Match:
If a fencer concedes during the match, they forfeit all points they gained in that match.
The opposing fencer wins 7-0.
The forfeiting fencer must speak with the head judge as to why the forfeiture.
The winner does not get the extra point for Flawless Victory.
Injuries during matches will be treated separately than concessions.

Injury
Fencers are encouraged to alert the head judge in the event of an injury during the course of a match.
In the event of an injury, the match will be paused and the injured fencer will be evaluated by the first aid staff.
If after 15 minutes, or to the discretion of the first aid staff the fencer is able to rejoin the match will resume where it left off. In the interest of keeping the event running smoothly, the next scheduled matches will begin during the pause for the injured fencer.

 

Points:
Death Blow (Head, Chest, Stomach, slice/draw) worth 2 points
Injury Strike (arm, hand, leg, slice/draw) worth 1 point
Incidental – judges mistake worth 0 points
Judges determine, after Point – Hold is called, where the blow(s) landed.
Examples:
• If Fighter A lands a “Death Blow” and Fighter B lands an “Injury Strike” within the legal time limit of “Point/Hold”, then Fighter A wins that Round 2 to 1, therefore points are awarded: 1-0
• If Fighter A lands a “Death Blow” and Fighter B lands a “Death Blow” within the time limit of “Point/Hold”, then it is labeled a “Double Kill” and each receive 2 points, therefore points are awarded 0-0. Double Kills are counted, as they are one of the items that may determine a Tie Breaker at the end of the Round Robin portion of the Tournament.
• If Fighter A lands a “Death Blow” and Fighter B does not strike within the time limit of “Point Hold”, then Fighter A wins that Round 2 to 0.
• If Fighter A lands a “Death Blow” and the Fighter B delivers an “Incidental Strike” (flat not edge, strike or thrust too soft, within the time limit, then Fighter A wins that Round 2 to 0.
Winner is determined when a fencer receives 7 points or the time limit is reached.

 

Determine Ranking for the Playoffs
Win 5 Tie 2 Loss 0 Flawless Victory 1
Match Points are NOT included with Win/Tie Points and are only used to determine ranking

Flawless Victory
If you get a Flawless Victory – win a match 7 to 0, your opponent does not hit you or receives a point, you receive a Bonus 1 Point, therefore being awarded 6 points (Win 5 points + 1 bonus point for a Flawless Victory)

 

 

 

Tie breakers
This is to be used for the ranking to determine positions for Day 2 Elimination Round
1. Least number of times being hit by the opponent
2. Most Flawless victories
3. Least number of double kills
4. Best differential between points scored and points given up (+ / – rating)

Day 2 Elimination Round ( Depending on the number of participants)
Glory bracket: Top fencers from Day 1
Honour bracket – Lower fencers from Day 2

For the Glory bracket of the event there will be Gold, Silver and Bronze prize positions.
For the Honour bracket there will only be one prize position.

If you have any questions, considerations or would like further clarity on these rules, please email us at info@bladesofglory.ca

 

Legal Strikes
• Strikes – above the ankle
• Thrusts – above the ankle
• Pommel Strikes straight on the front of the mask (not on the side of the head/mask) & not hard
• Palm push (grapple) the arm/hand
• Grapple – open hand

 

Illegal Strikes:
• No pommel strikes to side of head & back of head
• No strikes to the ankle or below
• No strikes to the groin
• No punching, kicking, elbow/knee strikes
• No head butts
• Grapple – closed grasp Point, Hold (1/2 second between)

 

Gear Malfunction
In the event of gear or sword breakage and malfunction, a “Hold” will be called and the fencer must substitute the item(s) to continue

Weapons Steel Longsword Requirements:
Fencers participating in the steel longsword category must meet the following criteria:

Longsword Limits
Blade Length: 104cm max
Max length: 136cm
Cross Guard length: 30cm max
Weight: 1.85kg max

  • The blade cannot be sharp and the tip must be rolled, spatulated or blunted
    • Tips of swords will require a strap of leather and tape, we will do this for you at registration and Fluorescent Tape will be added

We are asking that all fencers use longsword feders.

Sword Alone – Steel Sword Requirements:
Fencers participating in the steel sword alone category must meet the following criteria:

Sword Limits:
Blade Length: 92 cm max (cross guard to tip)
Max Length: 105cm
Weight: 705 grams to 1.5kg

  • All swords used must fall within the parameters
    • The blade cannot be sharp and the tip must be rolled, spatulated or blunted
    • Tips of swords will require a strap of leather and tape, we will do this for you at registration
    • No Rapier, Epee, Foil or Katana are allowed

At registration, weapons will be weighed and measured.
We will add additional leather and tape to the tips for increased safety and visibility for judges.

 

Gear Requirements
At registration all fencers’ weapons and protective gear must be in functional condition and complete in order to compete in the tournament.
The list below represents a minimum requirement for safety.
Additional precautions as chosen by the individual are encouraged.
If you are uncertain if you gear meets this minimums please contact us directly for evaluation prior to the tournament.

 

Mask:
HEMA Standard mask rated at 350N in good condition (No rusting, breaches in mesh/bib).
The mask must fit the competitor snugly, with no independent movement.
Rigid back of head protection required, overlay recommended.
Steel helmets or other variants are allowed provided there are no large holes or gaps in the front of the mask and have back of head protection.

 

Neck Protection:
Rigid neck protection that covers the larynx must be worn.
Protection that covers some of the collarbone as well is recommended.

 

Hand Protection:
Fencers must wear gloves or gauntlets which protect the hand, fingers, and the portion of the wrist nearest the hand.
Gloves/gauntlets must have rigid and padded protection.
Red Dragon gloves will be allowed for the steel sword alone category but are not sufficient protection for steel longsword.
Steel gauntlets will not be allowed due to added difficulty to judging hand strikes.
Steel gauntlets with a plastic or leather covering will be allowed.

 

Groin Protection:
Groin protection is mandatory.

Chest protection
Rigid chest protection is strongly recommended.

Jacket:
Fencers must wear a padded jacket rated at 350N (minimum) that completely covers the torso, back and arms.
Gaps in the armpit or along the clasps of the jacket are not acceptable.

 

Elbow and Knee Protection:
Rigid elbow and knee protection is mandatory.

 

Shin and Forearm Protection:
Rigid shin and forearm protection is mandatory.
Gauntlets with long cuffs may satisfy the forearm protection requirement provided they are long enough to cover most of the forearm when worn with elbow protection.

Footwear:
Fencers must wear enclosed toe footwear.

 

Please Remember:

  1. No exposed skin
  2. Shirt, pants and shoes must be worn at all times.
  3. Be respectful of the fencers when they are fighting. Boisterous behaviour will not be tolerated.
  4. FYI: The piano is not a table. Do not put anything on it.
  5. Cards can be issued to spectators, including club members & their guests.
  6. Coaches area – Coaches must stay in the allotted area when their fencer is in a match
  7. All participating fencers in the pool that is fighting is in the Round Area
  8. The next pool of fencers to compete will have an area, On Deck Area.
  9. If you have media personnel attending, please contact us re: information
  10. There will be 3 Head Judges that will be scoring each Match that will be provided
  11. There will not be any side judges
  12. Newton Rating for all safety gear is at least 350N jacket and pants/skirts. The helmet must be rated 350N. Rigid elbow, forearm, and knee protection. Each fencer must wear a gorget, and have hard back of head protection or an overlay. No soft hand gear
  13. First round of registration has maximum of 4 fencers per club. After that anymore fencers from the same club will be put on a waiting list and will be offered spaces at the second round of registration, which happens one week later.
  14. We have rented an extra hall for fencers to put their gear and there will be a small list there that fencers can practice, priority goes to the next group of fencers that are On Deck to compete.
  15. No smoking and No vaping in the halls.

Rules are subject to change without notice

 

To The Death Tournament

This is how the Tournament works:

This is a fun Tournament and it represents To The Death Duels but in a Tournament Setting.  There can only be one winner as all other participants would be dead.  Theoretically, there may not even be a winner, depending on how the final fight ends.

These are the rules:

  • Rules are similar to our other tournaments (see above)
  • You get to choose your weapon: Longsword, Sword Alone, Sword & Dagger, Sword & Buckler.  You can change weapons throughout the tournament but not once you have started a match.
  • There is grappling, but only using an open hand and no throws
  • Any strike (slash or thrust) that would kill the participant in The Duel, dies, such as:
  1. Slash or thrust to the head, dies
  2. Slash or thrust to the torso, dies
  3. Slash or thrust to the hand, or arm – gets bandaged up immediately
  4. Slash or thrust to the leg – gets bandaged up immediately
  5. Any pommel strike to the head staggers the opponent – get a bandage on their head
  • Any second strike to the same appendage sometime throughout the Tournament – dies
    1. Injuries are cumulative
  • A Double Kill – within a beat of the first strike hitting, both die.
  • If there is a double hit; each sword fighter strikes the other within a beat ( ½ second), they may be dead and out of the tournament depending on where they get hit:
  • head or torso – dead;
  • arm or leg – gets bandaged up and they can continue unless it is their second hit to that limb.
  • If a sword fighter steps completely outside of the fighting area they are killed by the Royal Archers
  • If a Sword Fighter breaks one of the rules, they are killed by the Royal Archers

 

Opponents are Drawn randomly.

Weapon & Gear requirements are the same as the Kings Cup Tournament

 

There will be a specific area for all cameras/video cameras

Things To Know

Location(s)

The Mount, 1545 Monaghan Rd, Peterborough, ON K9J 5N3

Dates & Times
Pricing

$100 for 1 tournament

$150 for 2 Tournaments

$175 for 3 Tournaments

To The Death is FREE