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 goal of this game is to make an attack which forces the opponent to parry. The basic setup and priority rules are the same as Pursuit Shuffle, but with two changes:
Simultaneous counterattacks are treated the same as parry-ripostes: if a fencer counterattacks and hits cleanly, they score. But otherwise the attacker gets the point.
An attack with a thrust is considered to be over when the forward movement of the initial step ends. If the fencer takes a second step, or makes an additional lean after they have come to a stop, that is considered a renewed attack -- which can score, but does not have priority.
This game can develop many of the same skills as other Soviet Foil variants, but the parry-riposte option makes long-range attacks more risky. Most of the time, the fencers will want to stick to long range and defend with distance, but drawing an attack with the intention of riposting can also be a good strategy.
This game also teaches people to use their attacks to safely close distance, and to defend against ripostes and counterattacks.