Your Information Source for Rapier Combat in the Kingdom of Caid

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Great Western War XIX- Schedule, Scenarios, and Tournaments

Great Western War Rapier


**PLEASE NOTE FIELD AND SCHEDULE CHANGES FROM LAST YEAR** Please check Headquarters for Rapier Field position.


General Schedule:




2:00pm- Hay Bale and Field Set Up

4:00pm- Cut and Thrust Exhibition List

Sundown- Sable Heart Torchlight Tournament





10:00am- Bridesmaid’s Tournament

11:30am- Check In/Armor Inspections

12:00pm- Scenarios Start

End of Scenarios (about 4:00pm)- Society Rapier Marshal Moot (This is an opportunity to meet with the Society Rapier Marshal, hear updates on Rapier at the Society Level, and field any questions you have.)





9:30am- Check In/Armor Inspections

10:00am- Scenarios Start

End of Scenarios or about 2:00pm- Order of Defense List Opens





10:00am- Valkyrie Rose Tourney

End of Valkyrie Rose Tournament- 2 on 2 Bear Pit Tournament

End of Tournament- Hay Bale Tear Down






The rapier field is always looking for more marshals in training and you, yes you, can become one by simply…coming out to the rapier field. Marshaling is a great way to meet people, learn how rapier works, and experience the fighting in a fun and exciting way. Please bring a shade-giving hat and sunscreen. We will provide safety glasses (if the scenario calls for them), water, MiT paperwork, and volunteer cards.




All tournaments will be held in erics near the rapier battlefield with the exception of the Sable Heart Torchlight Tournament.




2:00pm Hay Bale Set-up. Be there, move squares (or, er, bales of hay) to create the backdrop for our exciting scenarios over the weekend. VOLUNTEER HOURS AVAILABLE. Seriously, this is the quickest way to rack up hours for your group! Bring your friends! The more hands, the fewer the bales you’ll have to move.


4:00pm Cut and Thrust Exhibition- Maître Malise McKendry and THLady Meala Caimbuel


Field opens at 3:00pm for warm up, Tournament will start at 4pm.


Who can enter- All Fighters Authorized in Cut and Thrust


Description- Great Western War Early Bird Cut & Thrust Tournament
Thursday at 4pm on the Rapier Battlefield
A seeded, double elimination list with prizes for the winner and the Marshals’ Choice. (Note your marshals are most often impressed by historic combat, attire, and courteous demeanor on the field.)


The tournament will run by Caid Rules and progress as follows:

Non Elimination Rounds:

  • Round One – Broadsword – Sword in one hand may use a buckler. Fighters may mix one and two hand if both agree.
  • Round Two – Single Rapier – transitional weapons are acceptable, but no broadswords, two-handed swords,etc.
  • Round Three – Fighters’ Choice

Double Elimination List
The three rounds above will seed this list, fighters will be listed by performance, then rank. The top fighter will face the bottom and so on.

Weapons form shall be fighters choice of any legal and standard C&T weapon and/or secondary, but the default will be Broadsword as defined in the Caid rules.


Please address any questions to the Hosting Marshals.




Sunset (around 6:30pm)- Sable Heart Torchlight Tourney- THL Valeria Cabrielli




Who can enter- All Fighters looking for good fun.


Description- Seventh Annual Torchlight Bauble Battle 8PM at Sable Hart Start your war off right and join us for lots of fighting. Fighters and gallery members will receive tournament baubles and the house will be taking bets. Awards for the list champion, the attendee who wins the most baubles and the fighter who wins people the most per the house book. This is a baubles only tournament—no bets of cash, goods, lands, or livestock will be accepted.






10:00am Bridesmaid Tourney- THL Cassandre Loustanau


Who can enter- Fighters who have not won first place in a Baronial Championship or higher. (Or have not won a previous Bridesmaid Tourney)


Description- Never won a tournament? Then this tournament is for you! Come out, cross swords, and warm up your war. The winner will receive a prize and are banned from entering future Bridesmaid tournaments.






End of Scenarios (approx. 2:00pm, depending on time of court) Order of Defense Tourney


Who can enter- Anyone who is not a member of the Order of Defense

Tournament Details- Double elimination tournaments not your style? Tired of having to fight those dastardly members of the Order of Defense? Well, this is the tournament for you! The Order of Defense will be running a pool-style tournament with the top fighters of each pool advancing to the best two-out-of-three single elimination stage to determine the overall winner. 







10:00am Valyrkie Rose Tourney


Who can enter- Fighters in this tournament are sponsored by a Lady of the Rose, who may sponsor one scarved and one un-scarved rapier fighter. If you don’t have a sponsor and would like to fight please check in with the tournament steward who will be happy to introduce you to a lovely Lady of the Rose!


Tournament Details- This tournament displays the heraldry, pageantry and chivalry of our society at its finest! Sponsored fighters will participate in a procession and speed tourney, fighting for the honor of the Lady of the Rose they are sponsored by. Prizes are given for the winner of the tournament and the most chivalrous fighter.


End of Valyrkie Rose Tournament (or as fighters congregate on the field) Two on Two Bear Pit


Who can enter- All authorized fighters


Tournament Details- Pick a partner and jump into an informal bear pit tournament to end your war. Teams will accrue 1 point each fight they HOLD the field (taking the field does not accrue points). You may switch partners, but the newly formed team must move to the farthest back partner’s place in line (you can’t switch teams to move up in line). Lots of fun is encouraged. There will be a small token of appreciation for the victors and for the team that the marshals deem ‘most entertaining’.


Hay Bale Tear Down- Come help reset the field so that the war’s AWESOME hay bale crew can pick up the stacks at the end of war. VOLUNTEER HOURS AVAILABLE.








Note: The Marshals reserve the right to change scenarios at will.




Kingdom commanders and KRMs, if possible, please report to the rapier field at 11:30am on Friday so the stewards can provide you with armor inspection stickers for your army and any pertinent information regarding the war. We hope that this brief meeting will speed check-in and help the war go smoothly. Thank you!!


Armor inspections and Check-in- 11:30am


Check in will begin promptly at 11:30am, regardless of the progression of the morning tournament. Please check in with the steward under the pop-up who will check your non-expired fighter card. Sign up under your war band and kingdom. Unaffiliated fighters will be grouped according to kingdom.


After checking in find a warranted marshal with stickers who can inspect your armor and your weapon. Your weapon will be stickered after inspection. This sticker must remain on your weapon throughout the war. Any weapon seen on the field without a sticker may be pulled from the fighting and the fighter may miss a few scenarios while it is inspected. Please make sure your armor and weapons are inspected before fighting each day since battle damage is likely to occur. PLEASE NOTE: As per recent society inspection clarification, we will be inspecting masks off the head for padding requirements. Caid is requiring that all inspecting marshals complete this check, regardless of kingdom.


If you have questions regarding rapier conventions including DEATH FROM BEHIND please ask the stewards or the Marshals prior to the start of scenarios.


We expect all fighters on the field to be aware of society and Caidan kingdom fighting rules prior to taking the field. Please read up on Caidan fighting conventions prior to visiting war. MiC will have a copy of the rulebook on site if you need clarification. Some Caidan specific rules include but are not limited to:


– Tip cuts are valid (5 inches or the width of the limb, whatever is less)

– No rising up on knees when legged

– No knee walking


We want everyone to have a fun war. If you are feeling tired, upset, or find yourself accidentally hitting hard at any time during scenarios please take a break, get some water and rest! There will be more scenarios. If you encounter a specific problem on the field please find a Rapier Steward, who will make sure the proper individuals are contacted and the situation is mediated.


Spears and guns will be used in various scenarios. All fighters planning to fight spear should present their spear authorization at time of check in. There will be a quick refresher on Caidan spear rules prior to the start of the first spear scenario.



Scenarios- Will start PROMPTLY at 12:00pm


Scenario Format:


Mists roll over the hills of Italy as two armies emerge, ready for war. It is time to pick a place for battle, set the terms of engagement, and sally forth to victory. They already know this will be an arduous campaign.


The Warm-Up will be brief, a quick resurrection battle with a ‘no more resurrections’ called after 5 minutes.


There will be a duel- Each army will pick a team of three to face each other in the opening champions duel. The winning team will be granted first choice of the next scenario’s location.


There will be a map- The winning army will select a city-state from the map as the location of the first scenario. The scenarios do not have to be selected in any particular order. The map will detail the location of the scenario (village, open field, boat, docks), whether the scenario allows spears or guns (or both), and whether there are resurrections. The winning army has 3 minutes on the clock to pick the location. If the time limit runs out, choice defaults to the marshal.


Once the location is selected, the marshal will read the terms and win conditions of the scenario to both armies.


If an army is victorious in a location, their marker is placed on that location and that location may not be chosen again for a battle (with the exception of the use of the Courtesan card).


There will be cards- Each army will have 5 cards that they may play ONCE during the day’s scenarios. After the reading of the scenario conditions each team will have 5 minutes (while the marshals set up the field) to select a card, if any, to play. The team that selected the scenario must play the first card, if they choose. You may only play up to one card per scenario. Cards may only be played prior to the beginning of the scenario. If a scenario is run more than once, the previous card conditions will not be in effect and each team may play a new card. The cards are as follows:


Card 1: Fire. This card decreases the time limit on any scenario by 5 minutes. If no time limit is in effect, a time of 7 minutes will be set.


Card 2: Flood. Opposing team must pick 5 members of their team to have no resurrections. This card may not be played in a scenario with no resurrections to begin with.


Card 3: Famine. All Masters and Mistresses of Defense on the opposing team are required to fight single sword, off hand.


Card 4: Feast. Pick 5 members of your team to receive 1 additional resurrection (does not need to be a resurrection scenario, a resurrection point will be established for those team members). This card may not be played during a resurrection scenario.


Card 5: Courtesan. The team who plays this card will receive the right to pick the next scenario, no matter the outcome of the scenario about to be fought. Additionally, that choice may be a location that has already been fought over and claimed. If the outcome of the new battle is different from the previous battle, the token may be switched.


There will be victory- Teams will earn 1 point for every territory taken and an additional 3 points will be given to the team who has the most adjoining territories. Points will not roll over between days of combat.


If there is fighting left to be had, or if there is a tie, there will be a checkpoint resurrection battle to end the day with time limit determined by how long the day’s fighting has run.


There will be a Society Rapier Marshal moot directly after the day’s fighting. This is an opportunity to meet with the Society Rapier Marshal, hear updates on Rapier at the Society Level, and field any questions you have.






Armor Inspections and check in- 9:30am


Please make sure your weapons and armor are inspected each day of scenarios since battle damage may occur.


Please also quickly check in with the marshal checkpoint so that we can accurately divide sides.


Scenarios will start PROMPTLY at 10am


Please see Friday for description of scenario concept.


Warm-up will be a brief resurrection battle


The map on Saturday will hold different scenarios. Cards will be the same and will be refreshed to each army at the beginning of the day.


Different for Saturday: There is a twist! You haven’t been paying your armies well enough. There are mercenaries who have gone rogue:


Each army will be asked to contribute a small number of fighters (numbers will be determined by numbers fielded) to an independent rogue squad. This squad will act as a third army and will have no allegiance to either army.


The mercenary squad will have their own cards to play and may win a scenario (and territory) if they are the only group left standing at the end of the scenario. Mercenary squad point opportunities will be delineated at the beginning of each scenario and their points will be tallied at the end of the day to compare with the two armies.



And remember: HAVE FUN!!


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Great Western War Scenarios


Since the scenarios on the Great Western War site get dumped every year as the page refreshes, I wanted to make sure the scenarios were listed somewhere for posterity. I will do my best to annotate these after the war to help future scenario-seekers.

As submitted to the Gatebook, here are the scenarios for Great Western War XIX (2016). Please remember, as always, scenarios are subject to change without notice. Enjoy!


Scenarios- Will start PROMPTLY at 11:30 am!


Scenario 0: Warm up / Mixer

Type: Kill them All

Special Rules: No DFB


This is the opportunity to meet and fight with folks you don’t usually get to! Form groups of 4 fighters consisting of no more than 2 fighters from any one Kingdom. Fight until only 1 group remains.


Scenario 1: Assault the Town

Type: Limited Resurrection

Special Rules: Limited Spears


An attacking army is marching on the town! It is up to the defenders to hold of the attackers for a given period of time (20 minutes or as specified by the MiC). Scenario will be run in each direction. A “town” consisting of at least 3 entries will be built. Both sides may have 1 rapier spear for every 15 fighters (minimum of 1, maximum of 3 spears per side). Each fighter in the attacking army can resurrect twice. The attacking army is considered to have been successful when either 3 attackers are alive approximately 5 feet inside the town entries or all defenders have been incapacitated (in the event less than 3 attackers are alive at the end).


Victory is either the defending army that keeps the attackers at bay the longest or (if neither attacking army is victorious) with the largest percentage of defenders alive at the end of the scenario.


Scenario 2: Control the Town

Type: Control Points / 30 minute resurrection

Special Rules: N/A


Multiple control points will be scattered through the town. Control the most points over the course of the scenario to claim victory. Control points will be counted at multiple intervals throughout the resurrection battle.


Scenario 3: March on the Castle

Type: Kill them all, open/broken field battle

Special Rules: RBGs


This scenario is optional, depending on the availability of the castle and time.


Standard open field battle but with RBGs (to get people used to them) if desired by the commanders of the opposing armies. 2 RBG rounds per 15 fighters of the opposing army (to limit total casualties). If desired, can rerun with unlimited RBGs just for fun. Last army standing (during initial run) will be declared the victor!


Scenario 4: Cross the Moat

Type: Bridge battle, kill them all

Special Rules: RBGs or spears


It is time to get to the castle. But in the way is a moat with only 2 (or 3, depending on total numbers) points at which you can cross. Scenario includes a single wide bridge with 1 or 2 small bridges for additional crossing locations (slight reconfiguration of the town assault scenario). Victory is to the side that is still standing at the end.


This scenario can be run with RBGs, spears, or both, at the discretion of the marshals and commanders. Numbers of either (or both) will be set at the Commanders’ meeting and updated as needed prior to the beginning of the scenario.


Scenario 5: Assault the Castle!

Type: (Limited) Resurrection

Special Rules: RBGs and/or spears


Finally, you’ve made it! But now, you have to get through the gates of the castle! We will move to the castle for this scenario and the layout will be whatever the armored community has built for us. Each side will have resurrections, Unlimited for the attackers and 1 for the defenders. We will run it each direction. Victory will be to the attacking team that kills all of the defenders in the shortest amount of time.


Use of spears and RBGs will be negotiated at the commanders meeting and stated at the beginning of the scenario.




Armor Inspections and check in- 9:30 am


Please make sure your weapons and armor are inspected each day of scenarios since battle damage may occur.


Please also quickly check in with the marshal checkpoint so that we can accurately divide sides.


Scenarios will start PROMPTLY at 10am


Scenario 0.1: Masters of Defense against the Known World

Type: Kill them all (warm up)

Special Rules: No DFB


Time for the MoDs to show off their mad melee skills! At the MoDs discretion (if they are feeling a bit overwhelmed) they may invite the other Peers of the Realm on the field to join them.


Scenario 6: Collect the Loot!

Type: Resurrection

Special Rules: N/A


Ok, so you now control the castle and town. It’s time to loot the place! Collect the items and return them to your collection point. Scenario will be timed and the victor is the team with the most points at the end.


Scenario 7: Escape the Town

Type: Kill them all

Special Rules: RBGs


You’ve got the loot … now it’s time to get out of here and back home. But wait! The local militia has returned, this time with reinforcements! You’ll be lucky to get out alive!


The looters need to fight their way through the militia and get out of town with their lives. They will succeed if they get at least 3 fighters to the other side of the field and out of town. They get bonus points for any loot they can carry with them, but if the loot is dropped, it cannot be recovered. The looters will be armed with up to 10 RBG rounds (unlimited guns).


The scenario will be run with each side playing the looters. Victory will be determined first by the amount of loot that can be escaped with, and then by time if the loot is tied.


Scenario 8: Show Your Prowess

Type: Limited Resurrection

Special Rules: N/A


Now that the fighting has been concluded, it is time to find a new master for your Squad. Your army is out to show how well each of you can do individually as well as how well the army can do. This is an exhibition to see which unit (as well as Army) can find the best patron! So it’s up to each of the fighters to show how well they function as part of their unit.


Each fighter is given 3 tokens. Unit commanders (and overall commander) have special tokens. If you are killed (or rendered incapacitated) you must give (on request) one of your tokens to the person that killed you. If they get killed before they can make the request, oh well… After you have been killed you will kneel (freeze if you can’t kneel) in place for 10 seconds (or until you hand over a token), then return to the resurrection point if you still have tokens. If you run out of tokens, you must leave the field.


This scenario will be run for 30 minutes. At the end, the army with the most tokens will be declared victor. The unit (defined as no more than 8 people) with the most tokens will get bragging rights. Tokens from the unit commanders will be worth 3 regular tokens (but only count as a single token for a life).




Armor Inspections and check in- 11:00am


Scenarios- WILL start PROMPTLY at 11:30am


Scenario 0.2: Snowball melee!

Type: Resurrection (sort of)

Special Rules: No DFB


Initially, it’s every fighter for her or himself! But whoever you kill then joins your team! If a team leader is killed, EVERYONE on his or her team will join the new team (without being killed first). Just go to the res point and then join your new team. Scenario ends when everyone is on one team.


Scenario 9: Loot, Part 2

Type: Resurrection

Special Rules: N/A


Everyone heard a rumor that a Solingen Prize Sword is hidden in the town. I guess we’ll have to go find it! Resurrection points to be designated and scenario ends when the sword is found and turned in to the marshal.


10-15 foam swords each with different makers marks are scattered throughout the field. All fighters are shown a card showing the makers mark that is correct before each start. Each team is assigned a base first to bring the sword to the base wins. This scenario can be run with as many teams as desired (units, kingdoms, or sides) and as many times as desired.


Additional scenarios will be determined by any that were not run due to time on the previous days or that the commanders wish to run again.


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Gyldenholt Anniversary Highlights

June 11, 2016

The day was refreshingly gloomy for mid June in Caid. Set in a lovely park on a hillside in Gyldenholt, the populace gathered to wish the retiring Barons well, invest a new Baron and Baroness, honor members of the populace and, of course, make merry and stab each other in a friendly fashion upon the field.

After journeying from a great distance for this event, this humble chronicler could help but smile at the sight of the pavilions along the fighting erics, the multitude of brightly-colored banners, and the populace members greeting each other as they prepared for the day’s festivities. In a world that is in so many ways harsh and uncertain, it is greatly soothing to steal a few hours to enjoy the company of friends, applaud chivalry and grace, and enjoy the thrill of sportsmanlike combat.

At court there were many honors given, not the least of which was the induction of Donna Grace Lasrach into the Vanguard of Honor for her personification of chivalry and honor on the field. To me, the Vanguard of Honor is a symbol of the mindset that sets the SCA apart from competitive western martial arts—that the game is not purely about winning but is instead about winning well—with dignity, chivalry, and honor.

Although everyone attempted to make court as short as possible, it still went on for some time due to all the swearing ins, awards, announcements, presentations, and an outrageously silly Kiss concert featuring Don Todde, a number of painted fencing masks, and a kazoo. Despite the diversions however, the tournament got underway just after lunch.

The field was filled with challenging and fun fighters, each one of which would have been a pleasure to die to. The format was fought best two out of three with double elimination. This format, rarely seen in Caid, was a refreshing spin on a traditional form, allowing fighters a great number of fights and maintaining suspense for spectators as victories were tallied.

There were many great fights upon the field that day and, although your humble chronicler couldn’t stay until the end of the event, I was happy to see some magnificent fighting by all participants. I particularly enjoyed watching the fight between Donna Grace and Albert, a family feud, in which the loser had to feed the puppies that evening. My own favorite match was with Cassandre Loustaunau. We had not met on the tournament field since Queen’s Champion almost four years ago where I had won the match in semi-finals. She has a long memory, however, and she successfully sought her revenge at Gyldenholt!

Although I was not able to stay until the end of the day, it was reported that Kelly le Freug of Calafia bested Don Diego de Palma in a thrilling final match. Huzzah for Kelly, the new Champion of Gyldenholt! May the sun shine (and the rain fall, because Caid needs rain) on Gyldenholt for another year.

Long Live Caid!

Your humble chronicler,

Roisin ni Brian

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Society Rules in Favor of Rapier Spears

A new ruling by the Board of Directors was officially announced this morning by the Society Rapier Marshal:


The BoD held their Q2 2014 board meeting on July 12 and discussed the April 12 ruling on this class of weapons. Below is a link to the final ruling which is now in effect:

Immediate impact of the ruling:

As of today, the use of weapons that fall into this category require a separate authorization to be used. If your kingdom does not have an authorization procedure already in place, they cannot be used at official practices or events in your kingdom. For the kingdoms that do have a system in place, you may once again use these weapons as long as your rules comply with the Society-level ones.

As one of the Kingdoms with an authorization procedure in place, Caid will look to the lead the way as an example of what how to handle these tools.
Have Fun and Be Safe!



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