By Mykola Avenirov – MedievalExtreme Founder
Buhurt looks simple: step onto the list, swing hard, don’t fall.
But most rookie mistakes don’t come from weak strikes or poor cardio — they come from breaking rules. And when you break rules, you don’t just hurt yourself. You risk injuries, cards, or dragging your whole team down.
1) Marshal pre‑check: your first test
Weapons are inspected before the tournament and marked (often with stickers) to show they passed. If yours doesn’t pass inspection, you won’t be allowed to use it.
Then comes the armor. Marshals check all visible safety points: that shoulders, elbows, and brigandine are in place under the tabard, and that your chin strap and neck protection are correctly secured. A missed strap spotted in time can save you from a serious injury.
Marshals also count fighters, so both sides start full. After that, they confirm the designated fighter/support in the respawn zone — the only person allowed to hand you a spare weapon if you lose yours. The era of random weapons getting tossed from the crowd is over.
👉 Related reads:
Top 5 Mistakes New Fighters Make,
How to Start Buhurt on a Budget
2) How a fight works
Your goal is simple: make opponents touch the ground with a third point of contact (knee, hand, or backside). Once they’re down, they’re out.
In most cases, a round ends early when it becomes 3 vs 1 ratio to reduce injury risk. If your opponent raises an open palm or clearly calls surrender, stop striking and let them sit down — fighters aren’t allowed to leave the list until marshals clear it.
Remember prohibited zones: neck, feet, groin, back of the knee, spine. Even when you aim legal, movement, pushes, or fatigue can shift shots into illegal targets. Think one step ahead before you swing.
👉 Related read:
Golden Rules for New Fighters
3) What to do when you fall
If you fall, you’re out. Stay down, but do it right:
- Get into a stable, comfortable position so marshals see you’re fine.
- Don’t sprawl like you’re sunbathing. A heavy fighter can stumble onto you.
- Do not remove your helmet or kit until the fight is over. You don’t want a stray hit to the face.
4) Wrestling: power with control
Wrestling is a huge part of buhurt — with limits. You can grapple, push, trip, and throw. You cannot twist joints, grab the neck with a weapon, or use locks that risk serious injury.
Fighters are creative, and loopholes get closed. I’ve personally been the reason a couple of rules appeared. Learn safe, legal techniques first.
5) Obstacles on the list
Every fight turns the field into a landscape of fallen bodies — and they matter tactically.
- You can push opponents to trip over a downed fighter.
- You can throw multiple opponents into a pile to score outs.
- It’s not prohibited to stand on a pile for balance.
But it cuts both ways. Watch your footwork — getting backed into the “dead pile” is a classic way to get dropped.
6) Penalties: yellow and red cards
Cards keep fights safe and fair. Ignore them, and your team pays.
- Yellow card = official warning. Two yellows usually become a red.
- Red card = you’re out immediately, and your team fights short‑handed (e.g., 4 vs 5 in 5 vs 5). That disadvantage can apply across multiple rounds. The 5 yellow cards (or 2 reds and 1 yellow) for the team can mean disqualification.
Main reasons fighters get carded
Cards aren’t just about discipline—they’re about safety. The most common reasons:
- Illegal strikes — Hits to the neck, feet, groin, back of the knee (IMCF also forbids horizontal strikes along the spine).
- Uncontrolled or dangerous blows — Wild swings, striking after the halt, hammerhead polearm strikes, or any unsafe weapon action.
- Continuing barehanded — Dropping your weapon and keeping the fight going with fists or pure grappling.
- Hitting after surrender — Opponent shows an open palm or verbally submits and you keep striking.
- Dangerous wrestling — Joint locks/hyperextension, grabbing the neck with a weapon, or throws that risk spiking an opponent on the head/neck (e.g., suplex-type arches).
- Striking grounded opponents — Any strike on a fighter who is already down.
- Armor tampering — Deliberately removing or yanking at aventails, straps, paldtrons or other gear.
- Intentional passivity/stalling — Inactive clinches of ~10 seconds with no meaningful strikes or grappling attempts.
- Unsportsmanlike conduct — Ignoring marshal commands, aggression outside the rules, or repeated boundary-testing.
Know the rules, fight hard, and don’t let a moment of frustration cost your team a round—or a tournament.
7) Team Sizes and Formats (BI & IMCF)
Leagues differ slightly and formats evolve, but here’s the quick fighter overview:
- Buhurt International:
- 3 vs 3 team: 5 competitors, 1 team manager, 1 support.
- 5 vs 5 team: 8 competitors, 1 team manager, 1 support.
- 12 vs 12 team: 20 competitors, 1 team manager, 2 supports.
- 30 vs 30 team: 50 competitors, 1 team manager, 3 supports.
- IMCF: commonly fields 5 vs 5, 10 vs 10, and 16 vs 16 formats.
Always read the current event rules before you gear up — formats and roster sizes may change.
8) Why knowing the rules matters
Rules exist for safety and team performance. Marshals can’t inspect every rivet — it’s your responsibility to show up with secure straps, pieces in place, and real armor, not cosplay. Even if you think a call is wrong, most marshals are experienced fighters. Save the argument for a calm appeal after the round.
Think long‑term. A cheap win earned by a foul can damage your reputation and your team’s relationships. Winning the right way pays off over a season, not just a round.
👉 Related reads:
How to Survive Your First Buhurt Tournament,
How to Pack Your Buhurt Armor After a Tournament,
Armor Maintenance 101
9) Fighter’s checklist (golden rules recap)
- Pass marshal inspection: weapons marked, straps and armor pieces in place, neck protection secured.
- Only legal strikes — avoid neck, groin, feet, back of knee, spine.
- If you fall — stay down, stay safe, keep your kit on.
- Wrestle with control — no joint twists, no weapon‑to‑neck tricks.
- Respect surrender signals — open palm means stop.
- Use the field — fallen bodies can help or hurt you; watch your footwork.
- Don’t get your team punished with cards.
- Know your format and spares.
- Your safety = your preparation.
Mykola Avenirov
Founder, MedievalExtreme
