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.)
[Z] stands in a fixed position and can not move their feet (like defend the wall they can not attack, only defend). A slice to the arms by [Z] is not a scoring action, but it is allowed to inhibit [A].
[A] can move freely and starts a few steps away from [Z]. They can only attack the head with cuts. (Feints are allowed and encouraged.)
A timer will shout "Go!" when the game begins. The two outcomes are:
If [A] wins then the time interval will be shortened by 1 second for the next round. If [Z] wins the time interval will be lengthened by 1 second for the next round. (5 seconds is a good mid-range to start everyone at.)
A really good addition is to give [Z] the option to thrust [A] in the face, and priority on doubles. This means that [A] must first clear the point before launching cuts, and gives way more opportunities for [Z] to bind them up/get the slice on their arms.
Using this game I took brand new students who were struggling to understand what a zwerhau was, and had them able to chain zwercopter with feints within 15 minutes. They even inadvertently discovered dupliern.