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Warrior Core and Lord Gladiators Association
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=='''Victory and Combat Conventions'''== The terms of victories in battle vary from association to association, with associations that practice similar rules interacting *The majority of associations use a counted landed blow system. *Many groups practice a form of honor combat relaying on combatants to acknowledge clean strikes. Abuses occur. * ===Honor Combat Rule=== Associations that use the ''Honor Combat Rule'' state that when one fighter has clearly shown victory in the battle the opponent is ''Honor Bound'' to yield. In these bouts its considered uncouth, rude, and dangerous, to continue a fight past the point that the battle is clearly in the control of one fighter. These associations often have the most friendly crowds, and treat the activity as a test of warrior prowess where 'Yielding'' is as much a point of honor as ''Winning''. Forcing an opponent to batter another out of ego and hatred is not just frowned on, but often gets a participant suspended, banned, blacklisted or ejected from the sport. ===10 Called Rule=== Associations that use this rule have a mixture of warriors recognizing a strike as being cleanly landed and seemingly of a suitable strength to cause a wound to an unarmored opponent, referees calling a strike, and audience participation acknowledging a strike. Combatants may challenge a call though it rarely goes in their favor unless the opponent concurs with the challenge. As in most of the Rule Systems, Reputation is as important as victory. A reputation for challenging strikes gives one a reputation for being argumentative. A reputation for depending on Referee calls, gives one a reputation for being ''thick''. Gaining a reputation as a cheater or a argumentative combatant lowers the likelihood of being booked. ===Ten Blood Rule=== In realms where victory and honor maybe be a less sure concept the ''Ten Blood Rule'' calls for referees to call wounds once a ''blooded'' or ''Hard Contact'' is made. At Ten calls the fight is completed. ''Three Blood'', ''Five Blood'', and ''Seventeen Blood'' are known variations on the Ten Blood Rule as are other counted totals depending on the event or venue. ====Killing your Foe and the Rescue==== One other thing to note about the ''Ten Blood Rule''. While most combatants are satisfied after ten strikes, it is legal for a combatant to refuse to allow his opponent to be removed from the field and healed. He may allow him to die of his wounds. It is considered brutal and a stain on one's reputation but reputation means different things to different cultures. Lizardmen are known for eating their opponents raw. At this point the friends of the fallen must "Rescue" their friend. The victorious combatant usually stands aside and allow the rescue. 3 people are required to rescue him. They must be able to physically carry him from the rings. They must be registered Warrior or gladiators. '''Rescue''' is a uncertain activity. Its customs vary from region to region. A common practice is for the victor to call his ''seconds'' to stand by him and guard his kill. They may then fight to keep the fallen combatant, or ransom him back. This practice remains in all the blooded versions of the game beyond this. ===Three Down Rule=== The ''Three Down Rule'' calls for referees to call a 'Down' for a scored hit causing dramatic response from the combatant struck. ===Blood Fight Rules=== ''Blood Fight Rule'' make the fighters fight till one yields or is wounded till unconsciousness. ===Death Match Rules=== ''Death Match Rules'' require a fight till one opponent is slain. These games are usually in violent and desperate realms.
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