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.)
There are two set roles for the game, thrust fencer vs cut fencer, normal fencing occurs, first to 5 points, just with these stipulations:
Thrust fencer: Can only thrust, can only fence from Alber/Dente di Cinghiale & longpoint/Lunga - The thrust fencer can make a "sacrifice throw" cut around at any time if their thrust is parried. if the sacrifice throw is parried, the cut fencer gets a point.
Cut Fencer: Can only Cut, can only fence from Vom Tag/Posta di Donna - the cutter always has priority in the case of doubles, except if it is against the thrust fencer's sacrifice throw
The intent of the game is to try to get fencer's seeing and feeling the best timing and positioning to remise, on the flip side, how to pressure an opponent to cut around for a parry-riposte. It was made specifically with a tramazzone (wheeling cut) in mind as the remise, this is to work the Rotare principle from Vadi. but other cut arounds work just as well.