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

Direct Attack Rally

Uploaded by Sean Franklin on 2024-02-11
Tags:   parry_riposte | direct_attack |


This game is similar to the Direct to Riposte game, but it goes on indefinitely until someone gets hit. 

  1. [A] and [Z] are set up to do a Direct Attack game. This game works with the static or prep-step versions, and with the predictable or variable first attack versions.
  2. [A] launched the attack. If it hits then the exchange ends.
  3. If [Z] makes the parry, then they immediately riposte to [A]. If if this hits then the exchange ends.
  4. If [A] makes the parry, then they immediately riposte to [Z]. This trade of parry-riposte goes on until someone lands the hit.

This must be an alternation of parry-riposte. If someone attacks twice in a row it is an auto-lose for them.

Note (added 2024-02-11 by Sean Franklin)

Some people really struggle with this one. Fencers who are used to constantly attacking will need to break all their habits just to execute what seems like a pretty natural flow of attack/defend actions to others. The forced parry-riposte patter (with no opportunity to attack twice) is a little bit artificial and non-representative, but I think the amount that it destabilizes people's tendency to always attack-attack-attack is well worth it.

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