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.)
Both fighters start in vom tag, and there are no roles. They both must approach each other and are not allowed to stop moving forward until they commit to an action. (More at the bottom)
To engage they can chose the following options:
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, DirectAttack 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.