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

Hans Shot First

Uploaded by Sean Franklin on 2023-07-20
Tags:   afterblow | creativity | initiative | star_wars |


  • All targets & actions 1 point
  • In the case of doubles, resolve with a priority rules convention. (Doesn't really matter which one you pick.)
  • If the original hit was clean, and the player who was struck lands an afterblow, they get the point.

1H attacks (in longsword) are not allowed

Design (added 2023-07-20 by Sean Franklin)

This is a game about how much you can alter your style to match what your opponent is doing. If both fencers try to fight "normal" then it isn't really interesting, but as soon as someone decided to take the spirit of the game to heart it starts iterating a meta fairly quickly.

If you try to fence normally the opponent can easily just stay chambered, tank your hit, and afterblow for the point. Once they both figure this out you kind of get a weird standoff scenario where they both stand really close and try to bait the other to swing, or set up some attack that they can't be afterblowed at all from.

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