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.
Video or article links
Uploaded by Sean Franklin on 2022-12-24
Tags: sources |
Agree upon a scope for the sources to be used. Examples: "RDL glosses", "Meyer dussak and rapier", "Any longsword source", etc
Fighters spar until a valid scoring hit is landed. (This is no different from normal sparring, and the source chosen doesn't need to influence the sparring.)
Whoever lands the hit decides if they want to be the Sensei or the Student.
The Sensei explains the exchange in as much technical detail as possible, using only the terms and framework of the sources in scope.
The Student can either chose to Accept that the explanation matches the source, or call Bullshido! if they think the Sensei is making something up. (They have to yell "Bullshido!", not just say it normally.)
If the Student is correct they win, if they make the wrong call the Sensei wins.
You will need copies of the source around and an Arbitrator to decide. Once the Arbitrator has made a judgement it is final and uncontestable. (Until maybe at the bar after practice.)