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

Made You Jump

Uploaded by Tea Kew on 2022-11-19
Tags:   feint | mobility |

Rules

  1. Fencers start at advance-lunge distance or so. Pick a leader. 
  2. The leader takes three steps forward, at any pace/size they want (within reason). The follower has to follow those steps exactly, step for step. 
  3. The leader wins a point if they make the follower take a step without taking their own. They have to keep their feet planted while doing this, but can use body feints etc.
  4. After the third step, the roles swap and the follower becomes the leader.

Swap back and forth until bored/tired.

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