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.
Hammer starts with whoever lost the last exchange.
Every time the blades make contact the Hammer transfers to the other fighter.
Fight to 9 points. (or whatever).
("The hammer" is a term from the sport of curling, awarded to the team which lost the last round. No actual hammers are required to play this game, and I'm not responsible for anyone's safety if you elect to go that route.)