HEMA Game Archive


Rules

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.)


Design

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.

Note

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

Media

Video or article links

Direct To Something

Uploaded by Sean Franklin on 2023-10-01
Tags:   ringen_am_schwert | grapple_transition | grapple | parry_riposte | direct_attack | self_scaling |

Rules

Set up like the Direct Attack game. An Attacker is cued up to do a direct attack that is known to the Defender.

  • If the attack hits the Attacker wins.
  • If the attack does not hit and the Defender is able to land a riposte, the Defender wins.
  • If the attack does not hit either (or both) can instigate a grapple. If either backs out out after the grapple has instigated they lose.
  • If the Attacker is able to get a valid scoring hit in the grapple they win.
  • If the Defender is able to force a stalemate in the grapple they win. (Hitting in the grapple does not award the Defender a point.
Design (added 2023-10-01 by Sean Franklin)

This is the Direct to Grapple and Direct to Riposte games put together. It is slightly less focused on each of these, but does work on the interplay of closing the gap from out-fencing and grappling. The defender has the option to try to suppress a grapple attempt by keeping the sword free to land a riposte, or by entering into the grapple pro-actively since they have the huge advantage given they only have to force a stalemate.

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