The Shaman Fight is a tournament held between shamans around the world to recognize an individual who is strong enough to merge with the Great Spirit and decide the course of the world for the next 500 years.
History[edit | edit source]
Ancient Times[edit | edit source]
As much of human civilization was still in early agricultural stages, few gained the wisdom and power of the Great Spirit or understood the significance of becoming the Shaman King. As such, only the people of Mu - who had an advanced civilization from early on - and a small few who answered the call of the Patch Tribe participated in the first tournament.
After that, thanks to the efforts of the first and successive Shaman Kings, the Shaman Fight gradually became known to the world. From 3000 BC, various civilizations developed across the world and the number of participants increased further, although participants were still relatively small as late as 500 BC.
General Rules[edit | edit source]
The tournament is regulated by the Patch Tribe, who officiate the event in accordance to the will of the Great Spirit.
The Shaman Fight in Shaman King occurs around the year 2000.
Round One[edit | edit source]
- To get to the Shaman Tournament, a shaman must get a badge and a means of communication with the grand Council - the Oracle Bell.
- Shamans without the Oracle Bell are not allowed in the Patch Village, where the second round takes place.
- To get the oracle bell, the shaman must fight against a representative of the grand Councils (one of the Patches) and with any attack damage him or her within ten minutes.
- In case of loss or damage to their own oracle bells, shamans may apply to the grand Council and receive a brand new oracle bell.
- Once a shaman receives an oracle bell, he must participate in three matches, two of which must end in victory, to go to the next round. A draw is considered a win for both opponents. The shaman who does not win at all or two out of three matches is out of the tournament.
- The loser in a duel is the shaman who is first to deplete his Furyoku.
- A shaman who does not appear to a fight, loses.
- A shaman can refuse to fight, but then this fight will be considered a loss for the shaman.
- At least one representative of the judges should oversee the fight.
- Shamans can use any type of weapon control and any number of guardian ghosts.
Round Two[edit | edit source]
- Shamans who get a pass to the second round (winning two matches out of three in the first round), have only three months to find the Patch Village, within which the second round takes place.
- Shamans who do not find the Village within three months will be disqualified.
- Only shamans are allowed in the Village. Shamans not participating in the tournament, who are either disqualified or not involved at all, may be present at the time of the tournament as fans or tourists.
- Qualified shamans who intend to participate in the second round must form a group of three people and register as a team. Shamans who do not assemble a team of three people will be disqualified.
- Number of matches for each team are established by the grand Council.
- To be considered an official match, it must be designated as such by the Council and observed by 15 or more shamans.
- The loser is the team in which all three participants are out of their Furyoku.
- The team who refuses to fight loses.
- As with the first round, participants are allowed to use any techniques or weapons and the use of any number of spirit guardians.
- An official match should involve all three members of the team.
- The winner is forbidden to finish off a loser.
- As a consolation prize losing team gets a discount from the Patch Village on all their goods and services.
- Any attempt to deceive the grand council will end in disqualification.
- The twelve shamans of four teams that manage to enter the secondary tournament are allowed to fight as individuals against one another. The last remaining shaman will be crowned the Shaman King.
References[edit | edit source]
- Shaman King Manga Mentalite, p.150