HEMA Game Archive


Rules

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.)


Design

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.

Note

Notes on what coaches have noticed playing this game with their students.

Media

Video or article links

Fencers vs Judges

Uploaded by Sean Franklin on 2024-05-03
Tags:   edge_alignment | judging |

Rules

Fight a match to 5 points under very simple rules. (Every hit 1 point, doubles are thrown out, no afterblows, is what I suggest).

The match is judged by a single judge. Fencers can correct the judge after a call has been made, so long as they both agree.

  • If a fencer hits flat and the judge calls it flat the fencer instead gets a 1 point penalty.
  • If a fencer hits flat and the judge does not notice it the fencer gets a bonus point (bringing it to 2 points)
  • For every call the judge gets correct they get 1 point. For every call the judge messes up they lose 1 point.
  • If the judge gets to 10 points they win and both fighters lose.
Design (added 2024-05-03 by Sean Franklin)

This game is HEAVILY dependent on buy in. The fencers are actively trying to deceive the judge in their fencing, but they must be very honest and aware when making self calls and corrections to the judge. 

Using very floppy and tip heavy swords helps the fencers be aware when they are hitting flat. Also consider having a more experienced judge watching to be an arbitrator.

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