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.)
The General can only walk forward, no running and no stopping. They must execute a constant flow of cuts the entire time, with no stopping.
The Jedi can move forward/back freely, but can not circle around the General.
Make the back line enough distance that the Jedi doesn't get more than a few large passing steps backwards, so that they had the pressure of a limited time/space to work in.
This is an evolution of the General Grievous game, with the focus shifted from the General to the Jedi. In the original game the focus was on the General figuring out how to bear of the Jedi's initial attack with a cut. In the On The March version the focus is on the Jedi figuring out how to land a hit against the General without getting hit themselves. The addition of a relatively close back-line means that this also has to be figured out under pressure, as they don't have much time before they are overwhelmed.
In general the best way for the Jedi to win is to nachreissen the hands, however there are other possible strategies that can be used successfully.