How the game is played/scored. This should be information about WHAT to do, but please save WHY for the "Design" field.
Additional rules could be added because:
- You've decided that the game is better in every way with the new rule.
- You found a *slight* tweak that makes a small difference in a meaningful way. (If it's a big enough change just make a new game and tag it as a variant of this one.)
This is a variation on the Direct Attack game. The attacker and defender are both in vom tag, and the defender cannot move until the attacker instigates.
The "attacker" can chose one of three options:
The "defender" can respond with one of the three options:
Outcomes are decided as:
The game can be done as a standard direct attack with both stationary, but it is better to tell the attacker to start back from the starting line, and they much approach and attack without stopping. This creates pressure on their decision making and also adds information on how they approach the line into the game.
As is probably obvious, this is based on a Rock-Paper-Scissors
premise.
The idea is that it forces fencers to start thinking about alternating tactics, and using meta-gaming strategy. If someone is always using the same options without variety they will get destroyed by someone who can roll between them all as necessary.
The other way to do this is the Head-Leg-Parry – Ratchet version. The Direct Attack version focuses more on getting people used to the concept strategic switches, whereas the Ratchet version is more representative of how to use switches in approach during sparring.