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

Tethered Feathers

Uploaded by Connor Kemp-Cowell on 2024-01-10
Tags:   vadi, | krieg, | dupliern, | mezza | mezzo | spada, | tempo, | winding, |


Both Fencers are bound at the tips on the riverso or dritto side. Neither fencer is allowed to leave the side of the bind they start on, they must keep their back foot planted, but can move the front foot freely. In the case of a double, the initial attacker has priority. play to 5 touches then switch sides.

It's very important for the fencers to start with neutral pressure and at an equivalent distance to one another, have them reset check themselves often

Variant 1: Allow fencers to leave the bind to whatever side they’re bound on to attack shallow target

Variant 2:  Allow the fencers to cut around only in the case of a wide parry, in the case of doubles priority goes to the higher target or fencer who initiated their attack first

Design (added 2024-01-10 by Connor Kemp-Cowell)

This game's intent was to build up the fencer's ability to recognize the opportunity for cutting behind the blade (i.e mezzo tempo/Duplieren) or thrusting behind the blade, and isolate the action to it's ideal use cases.

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