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.
An attacker stands in a thrusting guard and moves back and forth with advances and retreats. The defender stands in an open guard from which they can counter-thrust or beat the thrust to the ground, and is free to move however they want. Both fencers try to hit their opponent with a thrust to a deep target. The attacker is only allowed to perform straight thrusts or disengages; they cannot parry nor perform additional footwork as they strike, but have priority if a double hit happens.
The attacker is now allowed to lunge as they strike.
The defender is now allowed to parry and riposte with cuts.
The attacker is now allowed to pass or flèche as they strike.
by Adrien Pommellet)
This game emphasizes identifying the right foot tempo to strike the opponent as they approach on top of proper binding mechanics.