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 game starts with a basic Defend the Wall setup: [Z] (the defender) can't move and [A] (the attacker) can only target above the waist.
Other scenarios that come up:
This trains parries just like Defend the Wall, but also adds some context to the parry. In the first layer the attacker is now motivated to try to hit the defender earnestly, rather than just lazily feed strikes. Likewise the defender has a consequence for being hit.
At a higher level the defender must learn to perceive what is, and is not, a genuine threat. Fencers frequently react to provocations which are not real threats, and this can either open them up for follow up actions or cause them to not capitalize when there is an opening to attack. Though the rules are written assuming that the attacker always knows if they are throwing an attack in distance to hit their opponent, if you watch from the side you will see that they are frequently throwing attacks completely oblivious to the fact it wouldn't hit anything. If the defender figures this out first then they will lose the game on a big whiff that doesn't get parried!
Once the basic skills required to play the game are in place is when it gets really interesting, and it becomes all about mind games. How does the attacker fool the defender into not noticing a strike out of measure? Can you bait them into over focusing on measure and weaken their defense enough to hit them 3 times? As a defender should you play really conservative with your parries and risk getting hit more but protect yourself more against the auto-lose call? Good fun.