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.)
Play as you would the Soviet Foil, with the following changes:
Play until someone lands a hit to the head. (Make sure you have lots of room to move.)
The big over-committed swings from tail, and the shot clock, make it very difficult for the attacker to land the hit. Which then leads to rallies back-and-forth between the competitors. If a defender just runs away then they will be very hard pressed to come back and have a good scoring opportunity within 5 seconds.
Victory is typically decided by an attacker over-committing and not being able to back up after their miss (and the former defender nachrisening them immediately) or a defending figuring out exactly where they can bait the attacker to swing safety to nachrisen. Though the defender getting lazy and not backing up enough does happen too.