HEMA Game Archive


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.)


Why the rules are designed the way they are. What are the core skills targeted, and possible weaknesses.
Descriptions of the design iterations, failed attempts, or changes in thoughts are also helpful to other coaches.


Notes on what coaches have noticed playing this game with their students.


Video or article links

Heavy Priority

Uploaded by Sean Franklin on 2023-06-30
Tags:   initiative | priority |


Normal fencing under the priority ruleset of your choice.

  • Normal hits are 1 point to any target. 
  • Doubles are resolved with priority and award 2 points.

Point cap between 5 - 10, depending on how frequently you want to shift partners.

Design (added 2023-06-30 by Sean Franklin)

If you have people who aren't going to try to game the doubles then this isn't a useful game at all. In general you can see these types of matchups:

  1. People fence normally and it doesn't do much.
  2. Someone wants to game it, and they use their situational awareness to force doubles when their opponent messes up and attacks without priority.
  3. Both people start being more aware of the overall tactical situation and stop getting caught in bad doubles so often.

For best results use different (though reasonable) priority rules every time. So that rather than learning how to optimize for a specific game they learn to think about the overall tactics and how the exchange is going down.

to Wat?
HEMA Game Archive
Developed by Sean Franklin
GD4H project