From medieval times to the mid-19th century, dueling was a staple worldwide. Despite the spread of law, gentlemen protected their honor in face-to-face duels. To avoid involving families or factions, complex rules were established. Enter the Code Duello, a series of rules crafted in Ireland in 1777. The goal was to bring order to dueling, despite participants abandoning pragmatism. Until legislation ended dueling, the Code Duello's rules were the primary means of settling disputes. Each region adopted its own version, but they were largely the same. Here's a modern explanation of every rule in the Code Duello, through the eyes of a fictional dispute.
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- 1

The Code Duello often focuses on the chance to apologize. The code's aim seems to be forcing these fools to stop talking and apologize. The code states, "The first offense requires the first apology, though the retort may have been more offensive than the insult."
The person who throws the first jab must apologize first. If they refuse to apologize, they agree to duel and fight.
0 - 2

If the duelers remain angry, they can argue more to let off steam. Then, Rule 2 states, "if the parties would rather fight on, then after two shots each (but in no case before), B may explain first, and A apologize afterward."
Each person gets two free shots. Then, the second person explains why they are hurt. The first person can apologize, and the quarrelers can settle things with a hug.
0 - 3

In any good fight, it is not always clear who caused the first problem. Rule 3 says, "If a doubt exists about who gave the first offense, the decision rests with the seconds; if they won't decide, or can't agree, the matter must proceed to two shots, or to a hit, if the challenger requires it."
If no one can decide who is at fault, more violence works.
0 - 4

If the duel starts because of a lie—a serious offense—the liar can apologize, shoot, or both. If the liar apologizes immediately, the duel stops if the aggressor accepts the apology. Otherwise, they can try again after two and three shots if no one gets hit, or never apologize and shoot until someone gets hit.
Rule 4: If you lie first, the aggressor must either beg an apology directly, fire two shots before apologizing, or fire three shots then explain. Alternatively, shoot until someone gets a serious hit.
0 - 5

When duelers use physical violence, the Code Duello makes things real. Violence only fixes violence. After someone gets shot, things change. You cannot apologize then keep shooting. Keep shooting until someone stops resisting—then the action ends.
Rule 5 states, "As a blow is strictly prohibited under any circumstances among gentlemen, no verbal apology can be received for such an insult. The alternatives, therefore - the offender handing a cane to the injured party, to be used on his own back, at the same time begging pardon; firing on until one or both are disabled; or exchanging three shots, and then asking pardon without proffer of the cane."
0 - 6

If the first man lies to the second, and the second retaliates by whipping the first with his cane, the fight locks in for two blows each—unless the second kills or disables the liar in the first shot.
Rule 6: If A lies to B, and B strikes back, those two acts are the worst offenses. No reconciliation happens until after two exchanges or a serious hit. Then, B can humbly ask A for forgiveness for the blow, and A can simply explain the lie. A blow is never allowed, so the lie merges with it.
0 - 7

Rule 7 is simple: No apology gets accepted after both sides have engaged without shooting. Challenge someone to a duel? Then mean it. The Code Duello allows no backing out.
0 - 8

If you and your partner agree to a private duel, you do not need to tell anyone. Duelers did not need to explain why they fought privately unless the challenged asked.
A challenger does not have to reveal the reason for the challenge unless the challenged demands it before the meeting.
0 - 9

Cheating is like a minor offense in dueling. If someone admits their deceit and asks for permission, Rule 9 applies: Any cheating claims, races, etc., count as a blow. They can be fixed after one shot by admitting the lie and asking for public pardon.
0 - 10

Rule 10 states: Any insult to a lady under a gentleman's care or protection is a greater offense than insulting the gentleman himself. The Code Duello allowed no self-defense for women; therefore, the proud man must defend the women in his care.
0 - 11

A duel based on a woman's reputation is still a duel, but it ends with less fuss. These duels are seen as less unjustifiable than others of the same type. A simple apology fixes the issue.
0 - 12

Rule 12 has a direct order: First person draws first sheath, unless blood is drawn. If blood is drawn, both sheath weapons, and then the investigation starts. First come, first serve.
0 - 13

On the field, both sides must save their foolishness for fighting. Rule 13 says: No dumb shooting or firing in the air is allowed. The challenger must not have challenged without receiving offense. If the challenged did cause offense, he needed to apologize before going to the ground. Children's play is dishonorable on both sides, so it is banned.
0 - 14

Every dueler needed a buddy to back them up and witness. This second person had to equal the main dueler in every way. Only wealthy, high-status men could technically duel—or at least, only those men used the Code Duello. Thus, if you had a backup, they had to be honorable enough to fight.
Rule 14 states, “Seconds must be equal in social standing with the principals they attend, because a second can choose or have the chance to become a principal, and equality is necessary.”
0 - 15

Rule 15 says, “Challenges cannot happen at night unless the person challenged plans to leave the location before morning; avoiding hot-headed actions is good.”
The duel should be cold-blooded unless someone plans to leave the next day early. Then, it is time to start.
0 - 16

Rule 16 gives the challenged the right to pick their weapon. This changes if the challenger gives their honor, meaning they are no swordsman. If the challenger gives honor, they can then refuse any weapon the challenged suggests.
The challenged chooses the weapon. However, doing the honorable thing means not picking the weapon your challenger struggles with. The challenged decides which weapon is used.
0 - 17

You learn from other Code Duello rules that the challenged has much control over the duel. Rule 17 is no exception. “The challenged picks the ground; the challenger picks the distance; the seconds set the time and firing terms.”
0 - 18

While the main duelers prepare, backups must follow specific rules. Backups get one bullet if they use a gun. “The seconds load weapons in front of each other, unless they agree they have fired smoothly and alone, which counts.”
0 - 19

Dueling rules change based on the skill of the two people. They can shoot fast or slow. If nobles choose the “Hard” level, shooting continues until it ends.
Rule 19 states, “Firing can be controlled—first by signal; second by a command; or third by pleasure—as agreeable to the parties. If parties choose pleasure, they can fire at their leisure, but second presents and rests are forbidden.”
0 - 20

Bad luck does not happen in the Code Duello, as Rule 20 shows. “A missed shot counts like a shot, and a snap or failure to cock is treated as a missed shot.” So, check your weapon before showing up, or you face bad luck.
0 - 21

Rule 21, in Code Duello: Every Rule, says this: "Seconds attempt a reconciliation before the meeting, or after enough firing or hits, as specified." Bring a second who shoots well. Also, find a good negotiator.
0 - 22

The Code Duello aimed for two equally skilled men to settle a dispute fairly. If one fighter cannot fight, the duel starts.
Rule 22 says, 'Any wound that shakes the hand enough to agitate nerves must end the business for that day.'
0 - 23

When duelers find no other way to settle their disagreement, dueling becomes the preferred action.
Rule 23 says, 'If the issue cannot receive an apology or explanation, the challenged takes his ground and asks the challenger to proceed as he chooses. Firing at pleasure is common, but agreements can change this.'
This rule is also called the 'Just Shoot Each Other Already' Rule.
0 - 24

If backups cannot settle their issue and start dueling among themselves, they must fight fairly and at the exact same time as the main duelers. They must fight at the same time and at right angles to their principals.
0 - 25

Rule 25 seems odd, but it is a rule. 'No party can bend their knee or cover their side with their left hand, but they can present at any level from the hip to the eye.'
0 - 26

The dueling game keeps everything measured: one person's action matches the other's. If one person moves a step, the other does the same. The rules allow touching muzzles, but stepping out of turn is dishonorable.
0
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