Olympic fencing competition rules

Fencing rules

The Sydney Olympic Games will use wireless detectors for the first time, which will replace electronic instruments that have been popular for half a century. At the end of June, the International Fencing Federation in Paris announced to the outside world that the wireless frequency meter will be used to calculate the effective hit number for the first time in the fencing competition of Sydney Olympic Games. This equipment, designed by a Ukrainian technology company, is undergoing rigorous field testing.

Fencing rules

Fencing is a double competition. In the competition, one side attacks the opponent with the tip of the sword, so that the tip of the sword can accurately hit the effective part, which has the nature of puncture. Finally, the party that clicks more effectively wins. According to the rules, the round robin is played five times in four minutes and the knockout is played fifteen times in nine minutes. Hit your opponent effectively first, or hit your opponent a few more times when the time is up. In the team competition, the team that hits the opponent 45 times first wins.

Fencing has three weapons: epee, foil and sabre. The effective hit points and competition rules of the three weapons are also different, so each weapon has its own competition characteristics. Comparatively speaking, foil is more athletic, sabre is the fastest, and epee needs more skill and accuracy.

Sydney Olympic Games has 6 gold medals in men's individual epee, foil and sabre, and 4 gold medals in women's individual epee and foil.

prepare

The competition was held on the kendo with a width of 1.5 to 1.8 meters and a length of 14 meters. When the referee announced that he was ready for the game, the players from both sides took emergency positions two meters away from the center line. Players should stand sideways, the sword must point at the opponent, and the hand without the sword should lean against the back. Every time an athlete scores a point, he must return to this position to compete again.

score

Playing with epee, foil and sabre is to stab the opponent directly with the tip of the sword, so that the tip of the sword can clearly and accurately hit the effective part, which has the nature of puncture. A blow to any part of the opponent's body is a tangible, substantial and substantial blow. In order to make it an effective hit and score point, the landing point must be within the effective part stipulated by the relevant sword species.

Epee is a complete stabbing weapon. Only the tip of the sword is valid, and the horizontal stroke of the blade is invalid. The effective parts of the attack include the whole body, that is, trunk, legs and feet, hands and arms, and helmet. Unlike foil and sabre, epee is effective every time it hits. If both sides hit each other within a quarter of a second, each side will get a hit count. The most vulnerable part is the hand. Therefore, the epee competition needs high accuracy, and the good time to attack the opponent is often when the opponent begins to attack. The tips of the two contestants are equipped with red and green detectors respectively. When hit, the tip of the sword will produce strong light.

Foil is a complete stab weapon. Only when the tip of the sword hits, the cross stroke of the rapier is invalid. The effective hitting position is the upper body. The effective part of the hit is covered with a metal coating, so that electronic instruments can distinguish between effective and invalid hits. Foil competition also pays attention to hitting the ball first Whoever attacks first will score. The attacked person must resist effectively before attacking and hitting. Both sides hit at the same time, no score. In this case, it is difficult to distinguish the sequence of blows. For example, sometimes the sword touches the arm, which is an invalid part of the foil.

Sabre is a weapon for splitting and stabbing. In actual combat, get more points by splitting. Effective parts are the upper body, helmet and arms. The effective part of the hit is covered with a metal coating, so that electronic instruments can distinguish between effective and invalid hits. Sabre competition also pays attention to hitting first. Whoever attacks first will score. The attacked person must resist effectively before attacking and hitting. Both sides hit at the same time, no score. Sabre is the fastest and usually takes the shortest time. If the electronic instrument shows a player's score, the referee will stop the game immediately, and both players will continue the game when they are ready.

tie

Within nine minutes, if the two sides are equally divided, we will play overtime for one minute and use the sudden death method. In order to prevent both sides from over-defending, a lottery was drawn before overtime to decide who would win if neither side scored in overtime.

team competition

In the team competition, each player takes turns to compete with the other three players. The player who scores 5 points first wins, then the players cross the competition, and the team who scores 45 points first wins.

Fouls and penalties

After the game is restarted, it usually starts from the same place (except for the penalty of losing the venue). Penalty for losing the venue is generally to move the competition site to the illegal group by one meter. If both legs touch the baseline, the player will be punished for hitting the sword.

After warning, if you make the same mistake again, you will be punished by hitting the sword. Like the sprint collision in sabre, intentional physical contact in foil and pushing the opponent in epee are also intentional physical contact behaviors. All people will be punished if they bump their swords on the court, turn their backs on their opponents, drag their swords illegally, stab the tip of their swords again, or shield them with unarmed hands to avoid being hit. The first time you give a yellow card warning, if you do it again, you will get a red card and be punished by the other side. For those serious fouls, such as revenge and rough collision, collude with opponents and directly show black cards to expel them.

equipment

Foil paper

Foil is the only complete stabbing weapon. It is the lightest of the three weapons. In foil competition, only the tip of the sword is allowed to stab the effective part of the opponent, and the pressure of the electric tip must exceed 500 grams before the referee can generate a signal. An ordinary sword must stab clearly and obviously. Foil and sabre can only be scored by the attacker.

Foil competition pays attention to hitting the ball first Whoever attacks first will score. The attacked person must resist effectively before attacking and hitting. The referee next to kendo is the referee. In foil and sabre competitions, when both sides hit the ball at the same time, he must decide who has the "hitting priority".

Heavy fencing

Epee is inherited from the ancient duel, so it is the heaviest of the three swords. Epee can only stab the effective part of the opponent with the tip of the sword, and the official competition uses electric equipment. The pressure on the tip of the electric sword should be greater than 750 grams to make the referee show the signal. When the epee hits, the referee only displays red or green colored lights. The epee hits the biggest part, including the whole body, namely: trunk, legs and feet, hands and arms and helmet. Hit your opponent twice in 0.04 seconds to score.

sabre

Sabre is a sword used by modern cavalry. Sabre is a weapon for splitting and stabbing. In actual combat, get more points by splitting. Effective parts are the upper body, helmet and arms.

swordsmanship

Kendo is generally1.5m wide and14m long, and is generally made of metal. Kendo has sideline, bottom line and reserve line. Every fencer is only "warned" when his hind foot retreats to the finish line, and then the warned person stands in front of the cordon two meters away from the finish line to continue the game.

Dress

The main purpose of clothing is to play a protective role. Clothing includes jacket, breastplate to protect arms and chest, mask to protect head and face, gloves to protect hands, shorts or breeches to protect lower body and special fencing shoes.

Other rules

At the beginning and end of each round, athletes must salute their opponents, referees and spectators. The action process is that the palm of the sword arm extends horizontally upward, the tip of the sword points to the referee (opponent, audience), and then the elbow bends vertically to raise the sword to pay tribute.

During the competition, players can't temporarily change their hands holding swords.

Injured athletes (except cramps) have a ten-minute rest time, and then decide whether to quit the competition.

If the sword stab occurs before the referee blows the whistle, the sword stab is valid this time. But only this time, any sword stab is invalid after the time is up.