The following are the official rules adopted by the DWS in 2014.
Westcountry Wrestling
How to play
- Objective: The goal is to lift and throw your opponent, so they land flat on their back.
- Back Definition: The back is the area between the shoulders and the buttocks. Each corner of the back is called a “Pin.”
- Throwing Position: All throws must be done from a standing position.
- Dress Code: Wrestlers must wear DWS uniform: Official Wrestling Jacket, T-shirt, Bare-footed, socked or simple trainers, Shorts (Summer) or Jogging-bottoms (Winter), Football shin-pads. Both competitors must agree to the footwear condition. If shoes are worn, then shin-pads must be worn for protection. Female wrestlers must additionally wear a leotard or swimsuit under the shorts/joggers and Jacket.
- Jewellery and Nails: Remove all jewellery and metal objects and keep fingernails short.
- Starting the Match: Wrestlers shake hands and start wrestling when given the signal.
- Grips: Grips must be on the jacket only; no gripping the flesh.
- Hand and Arm Use: You can use the flat of your hand on your opponent’s body above the waist and use your forearm or elbow to fend off attacks.
- Foot Use: Feet cannot be used above your opponent’s knee.
- Breaking Holds: If any part of the body other than the soles of the feet touch the ground, wrestlers must break the hold, stand up, shake hands, and resume unless a “Back” is awarded.
- Judging Falls: Three judges, called Sticklers, decide if a wrestler is thrown onto their back with three or four pins touching the ground at the same time. This wins the match.
- Scoring Points: Points are scored for pins touching the ground: one point for one pin, two points for two pins. Sticklers keep track of points and faults.
- Out of Bounds: No points or “Back” are awarded if pins touch the ground outside the wrestling area, even if the throw started inside.
- Out of Ring: If a wrestler steps out of the ring, the nearest Stickler calls “Break” and brings both wrestlers back to the centre.
- Jacket Issues: If a jacket comes off a wrestler’s shoulders and over their head, the match is paused to fix it. Wrestlers then shake hands and continue.
- No Points Scored: If no points are scored, a point is awarded to the wrestler who tried the hardest to throw their opponent.
- Winning: The wrestler with the most points on at least two Sticklers’ scorecards wins.
- Fouls: Each foul results in one point being deducted from the wrestler’s score. A series of 3 fouls, as defined under the rules for ‘Foul moves’, and the competitor will be disqualified from further play.
- Tie-Breaker: If Sticklers can’t decide a winner, wrestlers wrestle for two more minutes. The first to touch the ground with anything other than their feet loses. If still undecided, Sticklers may unanimously pick a winner or decide by coin toss.
- End of Match: Wrestlers stay in the ring until the result is announced, and the winner raises their arm.
- Ring Access: Only wrestlers, Sticklers, and first aiders (if needed) can enter the ring during a match unless Sticklers allow otherwise. Unauthorized help can lead to disqualification.
- Non-Combativity: If neither wrestler attacks for about 60 seconds, they get a verbal warning. Continued inactivity results in a fault.
Based upon the original rules by The Cornish Wrestling Association, and integrating historical versions, 2024.
Foul moves
- Escaping the Jacket: Intentionally slipping out of your jacket to avoid being thrown.
- Using Hand or Knee: Putting your hand or knee on the ground to avoid being thrown.
- Excessive Kicking: Persistent kicking that is not part of wrestling. Kicking must be measured and strategic. Excessiveness is measured by the agreement of the Sticklers.
- Hand Below Waist: Using your hands below your opponent’s waist.
- Feet Above Knee: Using your feet above your opponent’s knee.
- Grabbing Flesh: Grabbing your opponent’s skin.
- Verbal Abuse: Using offensive language.
- Cross Collar: Choking your opponent by crossing over the collars and pulling the jacket tight.
- Throat Pressure: Applying any pressure to your opponent’s throat or neck.
- Crowbar Hitch: Using your arm inside your opponent’s jacket as a lever.
- Extreme Fouls: Any severe foul play can lead to immediate disqualification and possible review by the Council of Management before being allowed to compete again.
Guidelines for Sticklers
- Role of Sticklers: Three Sticklers oversee each match to ensure fairness, decide if throws score points or result in a Back, and identify fouls. Their decisions are final, and a 2-to-1 majority is enough for a ruling.
- Scoring a Back: A Back is scored when a wrestler is thrown onto their back with at least three of the four Pins touching the ground at the same time. This wins the match, and Sticklers indicate a Back by raising their sticks.
- Back and Pins Definition: The back is the area from shoulders to buttocks, with each corner being a Pin. Points are given for Pins touching the ground:
- One Pin down scores 1 point.
- Two Pins down score 2 points.
- Three or four Pins down score a Back.
- No points or Back if Pins touch outside the Wrestling Area.
- Jacket Issues: If a jacket comes off during the match, Sticklers call “Jacket”. Wrestlers separate, fix the jacket, shake hands, and continue.
- Best Back Assessment: Sticklers mark their scorecards with numbers 1 to 4 to rate the quality of a Back, with 4 being the highest.
- No Points Scored: If no points are scored, a point goes to the wrestler who made the most honest attempts to throw their opponent.
- Score Sheets: Sticklers do not discuss before submitting their score sheets.
- Handshake Tradition: Wrestlers must shake hands before the match starts, before each Hitch, and at the end of the bout.
- Standing Throws: All throws must be from a standing position. If any part of the body other than the feet touches the ground, wrestlers must break the hold, stand up, shake hands, and start again.
Westcountry Cudgelling
Westcountry Cudgelling is a traditional Westcountry combat sport practised with either short stick (cudgel) or long staff. The objective is to strike the opponent’s head whilst defending one’s own, with victory achieved through accumulation of points over designated bout duration. The sport emphasises technical skill, controlled aggression, and traditional Westcountry sporting values.
How to Play
- Objective: The goal is to strike your opponent on the protected head whilst defending your own head from strikes. Victory is achieved by accumulation of points over the designated bout duration, or by referee stoppage due to technical superiority or safety concerns.
- Weapon specifications: Short Stick (Cudgel): Must be a single-handed basket-hilted sword simulator or wooden waster measuring between 76–91 cm (30–36 inches) in total length. The striking surface must be made of rattan, padded synthetic, or seasoned hardwood (ash, hazel). If a basket hilt is used, it must adequately protect the hand. Wasters without basket hilts require appropriate hand protection (Crego, 1997; Hutton, 1892). Long Staff: Must measure between 183–213 cm (6–7 feet) in length and 3–4 cm (1.25–1.5 inches) in diameter. Must be made of seasoned ash, hazel, oak, or similar hardwood, with no metal reinforcement or ferrules. Both ends must be blunt and smooth with no sharp edges (Hutton, 1892; Allanson-Winn & Phillipps-Wolley, 1890). Each weapon must be inspected and approved by the Sticklers before each bout.
- Valid targets: The entire head above the collar line, including the mask, is a valid target area. The most effective target zones are the top and sides of the head. Invalid Targets: Strikes to the body, arms, legs, or any area below the collar line score no points and may constitute fouls depending on intent and severity.
- Safety Equipment (Mandatory): Headgear: All gamesters must wear approved fencing masks (such as HEMA masks, standard fencing masks, or equivalent) that provide: Full face and head protection including back-of-head coverage, Secure attachment that prevents displacement during combat, Adequate visibility for the combatant, Impact resistance meeting FIE (Fédération Internationale d’Escrime) Level 1 or equivalent standards. Hand Protection: Short Stick: If using a basket-hilted weapon, the basket hilt provides adequate protection. If using a waster without basket hilt, gamesters must wear padded fencing gloves, HEMA gloves, or equivalent hand protection. Long Staff: Gamesters must wear approved padded gloves or hand wraps providing knuckle and finger protection whilst maintaining weapon grip capability. Body Protection: Gamesters must wear padded fencing jackets, HEMA jackets, or equivalent protective garments covering torso, shoulders, and upper arms to protect against accidental strikes. Additional Protection: Groin protection (cup for males, pelvic protector for females), elbow pads, and shin guards (long staff only) are strongly recommended but optional at combatant discretion. All protective equipment must be inspected and approved by Sticklers before bout commencement. Equipment showing significant wear, damage, or inadequate protection must be replaced (adapted from modern HEMA and FIE safety protocols).
- Weapon handling: All strikes must be delivered from a standing position with both feet on the ground at the moment of impact. Short Stick: The stick must be held in one hand only (dominant hand). The non-weapon hand (guard hand) may be used for balance or kept behind the back but may not be used to strike, grab the opponent’s weapon, obstruct the opponent’s vision, or hold any object. Long Staff: The staff may be held with both hands in any grip position along its length, provided both hands maintain contact with the staff during strikes. Hands may be repositioned along the staff’s length between exchanges. Single-handed strikes are prohibited.
- Dress code: Gamesters must wear DWS uniform: approved fencing/HEMA mask, white or light-coloured fencing/HEMA jacket with appropriate hand protection, athletic shoes or fencing shoes (no bare feet permitted), dark trousers or fencing breeches, optional chest protector (required for female participants). Both competitors must agree to footwear conditions. Long Staff: Shin guards are strongly recommended. Remove all jewellery and metal objects and keep fingernails short.
- Starting the Match: Gamesters perform the appropriate salute and commence when given the signal by the Chief Stickler. Short Stick: Salute with sticks raised or presented, then assume on-guard position. Long Staff: Salute by holding staves horizontally at chest height and touching staff ends together, then step back.
- Weapon Use: Weapons may be used to strike the head, to parry incoming strikes, or to deflect the opponent’s weapon. Short Stick: Strikes may be delivered as cuts (edge strikes simulating sword cuts) from any angle—vertical, diagonal, or horizontal. Pommel strikes to the mask are permitted. Thrusts to the mask are permitted provided they are controlled. All techniques should simulate historical backsword/cutlass usage. The guard hand may be used for balance or kept behind the back but may not be used to strike, grab, or obstruct (adapted from English Country Backswording rules, Sword & Staff, n.d.). Long Staff: Strikes may be delivered with either end or the middle section (when gripped at the ends). Strikes may be delivered as swinging cuts, overhead strikes, or horizontal sweeps. Controlled thrusting to the head is permitted provided it is measured and does not target the face guard with excessive force. The staff may also be used to maintain distance (Allanson-Winn & Phillipps-Wolley, 1890; Silver, 1599/1898).
- Breaking after Score: When a valid point is scored or a Stickler calls ‘Hold’, gamesters must immediately cease striking, step back, acknowledge each other, and await the Stickler’s signal before resuming. Short Stick: Step back to on-guard distance. Long Staff: Step back three paces and lower staves.
- Judging hits: Three Sticklers decide whether a strike to the head is valid and what point value should be awarded. Sticklers must observe clear contact with the valid target area (any part of the mask/head) before awarding points.
- Scoring: Points are awarded as follows:
Short Stick:
- 1 Point: Clean cut, pommel strike, or controlled thrust to any part of the mask with clear contact
- Afterblow: If the opponent scores a valid hit within one tempo (approximately one second) after being struck, both hits are counted. However, if a combatant is struck and then hits after clearly reacting to being hit (flinching, stepping back, lowering weapon), the second hit is not counted as an afterblow.
Long Staff:
- 1 Point: Clean strike to valid head target with visible impact and audible contact
- 2 Points: Strike to valid head target that causes opponent to step back, stagger, lose balance, or drop guard position
- 1 Point: Controlled thrust to valid head target
- Bonus Point: At the conclusion of each round, Sticklers may award 1 bonus point to the combatant who demonstrated superior technique, distance management, or tactical control during that round
Sticklers keep independent scores. For short stick, strikes must have sufficient force and intention to be considered valid—light taps or dragged cuts do not score.
- Bout duration: Standard bout duration consists of three rounds with rest periods between rounds. Tournament finals may extend to five rounds at the Chief Stickler’s discretion. Short Stick: Three-minute rounds with one-minute rest periods, or bouts may be fought to a set number of points (typically 5 or 10 points) with a maximum time limit. Long Staff: Three-minute rounds with 90-second rest periods, reflecting the greater physical demands of staff combat.
- The ring: The fighting area must be clearly marked with visible boundary lines. Short Stick: Rectangular or square area, minimum 4 metres × 4 metres, maximum 6 metres × 6 metres. Long Staff: Circular or square area, minimum 8 metres diameter/width, accommodating the extended reach of the staff.
- Out of Bounds: No points are awarded for strikes delivered when either combatant has both feet outside the marked fighting area. If a combatant steps out with both feet, the nearest Stickler calls ‘Hold’ and both gamesters return to the centre before resuming. Short Stick: If a combatant is struck whilst stepping out, the hit still counts if any part of the struck combatant’s body was inside the boundary when the strike landed.
- Weapon Breakage: If a weapon breaks during the bout, the Chief Stickler calls ‘Hold’. The combatant with the broken weapon may select a replacement from pre-approved reserves. Both gamesters perform the appropriate salute and resume from the centre.
- No Points Scored: If neither combatant scores points in a round, the round is awarded to the combatant who demonstrated superior technique, aggression, and honest attempts to strike the opponent’s head, as determined by majority Stickler decision. For long staff, distance management and tactical control are additional assessment criteria.
- Winning: Short Stick: Victory is achieved by reaching the designated point total first (typically 5 or 10 points), or by having the most points when time expires, or by technical superiority/referee stoppage. Long Staff: Victory is achieved by the combatant with the most points across at least two of the three Sticklers’ scorecards at bout conclusion. Victory in either format may also be achieved by:
- Technical Superiority: If a combatant establishes a lead of 10 or more points during any round (long staff) or demonstrates overwhelming dominance (short stick), the Chief Stickler may stop the bout and award victory.
- Referee Stoppage (Safety): If a combatant demonstrates inability to defend adequately, shows signs of injury, or if continuation poses unacceptable safety risk, any Stickler may stop the bout and award victory to the other combatant.
- Disqualification: Three accumulated penalties result in immediate disqualification and victory for the opponent.
Penalties: Short Stick: Penalties are awarded for rule infractions. Each penalty results in one point awarded to the opponent. Three accumulated penalties result in immediate disqualification. Long Staff: Each foul results in one point deduction from the offending combatant’s score. Three accumulated fouls result in immediate disqualification. Warnings may be issued for minor infractions before penalties are assessed, at Stickler discretion.
Tie-Breaker: If Sticklers cannot determine a winner after the standard rounds (scores equal): Short Stick: A sudden-death point is fought. The first valid point scored wins. Maximum time limit of two minutes. If no point is scored, Sticklers may unanimously select a winner based on overall performance or, as final resort, decide by coin toss. Long Staff: A single sudden-death round of three minutes is fought. The first valid point scored wins. If still undecided, Sticklers may unanimously select a winner based on overall performance or, as final resort, decide by coin toss.
End of Match: Gamesters remain in the fighting area until results are announced. Both perform the appropriate salute, shake hands (if possible through equipment), and the victor raises their weapon vertically whilst the defeated combatant raises the victor’s other arm. Gamesters then remove headgear and salute the Sticklers and audience.
Ring access: Only gamesters, Sticklers, and authorised medical personnel may enter the fighting area during a bout unless Sticklers permit otherwise. Unauthorised coaching or assistance leads to immediate disqualification of the assisted combatant.
Non-Combativity: If neither combatant attempts an attack for the specified period, both receive verbal warning. Continued passivity results in penalties/point deductions from both gamesters, repeated at regular intervals until engagement resumes. Short Stick: 30-second threshold for warning; 20-second intervals for penalties. Long Staff: 60-second threshold for warning; 45-second intervals for deductions.
Foul Moves
The following actions constitute fouls or penalties in Westcountry Cudgelling. Short Stick: Each penalty results in one point awarded to the opponent. Three accumulated penalties result in immediate disqualification. Long Staff: Each foul results in one point deduction from the offending combatant’s score. Three accumulated fouls result in immediate disqualification.
General Fouls (Both Weapons)
- Weapon Dropping: Intentionally dropping one’s weapon to avoid being struck or to claim respite.
- Low Strikes: Deliberately striking below the opponent’s collar line, including strikes to the arms, torso, or legs.
- Weapon Throwing: Throwing one’s weapon at the opponent or deliberately releasing it during combat.
- Body Contact: Using any part of the body other than the weapon to make contact with the opponent, including shouldering, pushing, tripping, or kicking.
- Verbal Abuse: Using offensive, threatening, or unsporting language toward opponent, Sticklers, or spectators.
- Ground Fighting: Continuing to strike whilst kneeling, sitting, or in any position other than standing with both feet planted.
- Excessive Force: Strikes delivered with clearly excessive force intended to cause injury rather than score points through proper technique. Given the protective equipment, Sticklers assess whether force levels exceed reasonable sporting conduct.
- Equipment Interference: Deliberately striking or grabbing the opponent’s protective equipment (mask, gloves, jacket) in a manner not consistent with legitimate striking attempts, or deliberately displacing the opponent’s mask.
- Turning Away: Deliberately turning one’s back to the opponent to avoid engagement or valid strikes.
- Fleeing the Field: Repeatedly or deliberately leaving the fighting area to avoid engagement.
Short Stick Fouls
Guard Hand Misuse: Using the guard hand to strike the opponent, grab or trap the opponent’s weapon, or deliberately obstruct the opponent’s vision.
Two-Handed Use: Using both hands on the short stick to deliver strikes (guard hand must remain free).
Grappling: Attempting to grapple, wrestle, or physically control the opponent with the non-weapon hand or body.
Cover and Strike: Covering or blocking one’s mask with the guard hand whilst simultaneously striking (the guard hand must be used for balance only, not active defence).
Long Staff Fouls
Single-Hand Strikes: Delivering strikes with only one hand on the staff.
Uncontrolled Thrusting: Violent or uncontrolled thrusting motions, particularly those delivered with excessive force to the mask or body.
Staff Trapping: Using hands, arms, or body to grab, hold, or trap the opponent’s staff against one’s body or the ground.
Staff Entanglement: Deliberately twisting or hooking one’s staff around the opponent’s staff to wrench it from their grip.
Sweeping: Using the staff to deliberately sweep or trip the opponent’s legs.
Butt-Striking the Body: Using either end of the staff to jab or strike the opponent’s body, arms, or legs.
Extreme Fouls (Both Weapons)
Deliberate attempts to cause serious injury, continued striking after ‘Hold’ is called, striking a downed opponent, removal or deliberate displacement of opponent’s protective equipment, or any severe unsporting conduct leads to immediate disqualification and mandatory Council of Management review before future competition eligibility.
Guidelines for Sticklers
Role of Sticklers: Three Sticklers oversee each bout to ensure fair play, determine validity of strikes and points scored, identify fouls, monitor combatant safety, and manage bout proceedings. Their decisions are final, with 2-to-1 majority sufficient for any ruling. The senior Stickler is designated Chief Stickler and has additional bout management responsibilities.
Positioning: Sticklers position themselves around the fighting area perimeter to maintain optimal observation of both gamesters. Short Stick: Sticklers position themselves at the corners or sides of the rectangular fighting area, ensuring each has clear view of both gamesters’ actions and can judge the validity and timing of strikes. At least one Stickler should have a clear view of each exchange. Long Staff: Sticklers position themselves equidistant around the fighting area perimeter at minimum 2 metres from the boundary line due to staff length and reach, each responsible for observing from their sector whilst maintaining clear view of both gamesters’ heads and the full length of both weapons.
Point allocation
Short Stick:
- 1 Point: Clean cut, pommel strike, or controlled thrust to any part of the mask with clear contact and sufficient force/intention
- Afterblow: If the opponent scores a valid hit within one tempo (approximately one second) after being struck, both hits are counted. However, if a combatant is struck and then hits after clearly reacting to being hit (flinching, stepping back, lowering weapon), the second hit is not counted as an afterblow.
- Light taps or dragged cuts without clear intention do not score
- Simultaneous hits (double hits occurring in the same tempo) both count
Long Staff:
- 1 Point: Clean strike to valid head target with audible contact
- 2 Points: Strike causing opponent to step back, stagger, lose balance, or drop guard position
- 1 Point: Controlled thrust to valid head target
- Bonus Point: At round conclusion, 1 bonus point may be awarded to the combatant demonstrating superior technique, distance management, or tactical control
No points awarded for:
- Strikes landing whilst the striker is completely outside the fighting area (both feet out)
- Strikes below the collar line (short stick) or shoulder line (long staff)
- Strikes delivered after ‘Hold’ is called
- Strikes delivered whilst committing a foul
- Short stick strikes delivered with both hands on weapon
- Long staff strikes delivered with only one hand on weapon
- Short stick strikes lacking sufficient force or clear intention
Strike Quality Assessment: Short Stick: Sticklers must judge whether strikes have sufficient force and clear intention to be valid. Strikes should simulate effective historical backsword/cutlass technique. Afterblows must be distinguished from reactive hits that occur after the combatant has clearly registered being struck. Long Staff: Sticklers mark scorecards with numerical ratings 1–3 to indicate strike quality within each round, with 3 representing exceptional technique, control, and appropriate force. These ratings influence bonus point awards and may influence tie-breaker decisions.
Bout management: The Chief Stickler manages bout timing, calls commencement and cessation of rounds, coordinates with timekeepers, and makes final announcements. All three Sticklers may call ‘Hold’ if they observe fouls, dangerous situations, equipment failures, or injuries requiring attention. Short Stick: For point-based bouts, the Chief Stickler announces the score after each valid point. For time-based bouts, Sticklers maintain running scores.
Safety monitoring
Force Assessment: Given the protective equipment worn, Sticklers must actively monitor for excessive force. Strikes delivering force clearly beyond that necessary for scoring or demonstrating clear intent to harm rather than score points constitute fouls.
Equipment Integrity: Sticklers continuously monitor protective equipment throughout the bout. If headgear becomes displaced, unfastened, or damaged, the nearest Stickler immediately calls ‘Hold’. The bout resumes only after equipment is properly secured or replaced.
Injury Assessment: Any Stickler may halt the bout immediately if injury is suspected or a combatant shows signs of impaired capacity to defend. Medical personnel must examine the combatant before the bout may resume. If medical personnel advise cessation, the bout is awarded to the uninjured combatant or declared no contest if both are injured.
Technical Superiority Stoppage: If a combatant demonstrates clear inability to defend adequately or establish any offensive presence, the Chief Stickler may stop the bout and award victory to the superior combatant.
No Points Scored: When a round concludes without points scored, Sticklers award the round to the combatant demonstrating superior aggression, technique, and honest striking attempts. For long staff, distance control and tactical management are additional assessment criteria.
Score Sheets: Short Stick: For point-based bouts, Sticklers may confer briefly after each exchange to determine if a valid point was scored and whether it was an afterblow situation. Final scores are announced by the Chief Stickler. Long Staff: Sticklers complete scorecards independently without consultation until bout conclusion. Score sheets are submitted to the Chief Stickler, who announces the decision based on majority ruling. If all three scorecards show different winners (no majority), the decision is announced as a draw and tie-breaker procedures commence.
Salute tradition: Gamesters must perform the appropriate salute before bout commencement, before each round (if applicable), and at bout conclusion. Failure to observe these courtesies constitutes unsporting conduct and may result in warnings or penalties/fouls at Stickler discretion.
Standing requirement: All strikes must be delivered from standing position with both feet on the ground. If either combatant falls, slips, or goes to ground, Sticklers immediately call ‘Hold’. Gamesters separate, perform the appropriate salute, and resume from the centre.
Equipment Inspection: Before bout commencement, all three Sticklers must inspect and approve:
- Both gamesters’ weapons for compliance with specifications, ensuring no illegal modifications or dangerous defects
- All protective equipment (masks, gloves, jackets, guards) for adequate condition and proper fit
- Short stick basket hilts or hand protection for adequate coverage
- Long staff ends ensuring they are properly blunted and smooth
Any equipment failing inspection must be replaced before the bout may commence.
Distance management (Long Staff Only): Sticklers monitor that gamesters maintain appropriate combat distance. If gamesters close to grappling range where staff use becomes dangerous or impractical, the nearest Stickler calls ‘Break’ and both return to centre at proper distance.