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.)
A is attacker, B is defender. Both start in one step distance from each other, and goal for both is to land a touch.
A starts with priority, and B gets the priority for a parry-riposte.
Win conditions for A:
Win conditions for B:
If someone parries and no riposte lands, fence it out until someone lands a touch, with a double being a reset with no points scored.
When I'm introducing people to this game I adjust it a little to make it cleaner:
This game is a good barometer for how much your students buy into the whole "game" concept. When I first tried it the attacker wouldn't abuse their priority to take reckless attacks at B, and B wouldn't abuse their priority to always go for the riposte. Instead I saw A launch a chain of attacks and B just defend multiple time instead of attacking. If they are taking realistic sparring actions instead of "gaming" the rules this game loses all value. (It will probably diminish most games centered around priority, but kills this one in particular.)