HEMA Game Archive


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

Cuts vs Thrusts

Uploaded by Stephen Cheney on 2023-02-19
Tags:   zornhau | cut_arround | feint | thrust |


Fencing, but one side can only thrust and the other can only cut. 

Resolve doubles however you want (right of way recommended)

(added 2023-02-19 by Stephen Cheney)
Design (added 2023-02-19 by Stephen Cheney)
Our main use case for this is practicing the zornhaw. For the thrusting side, parrying and then riposting with a stab is the best defensive option. If used for this reason, right of way is recommended, because priority to parry riposte encourages the zornhaw. 
Note (added 2023-02-19 by Stephen Cheney)

We kept score on this game twice, the first time both sides were required to start in shoulder guard, the result was out of 200 reps, cut won 123 times (61.5%), and thrust won 77 times (38.5%). The second time there was no restriction on starting position, and out of 200 reps cut won 112 times (56%), and thrust won 88 times (44%). Possible confounding factor is go-now boffers, some reps were done with them, and they probably favor the cut. 

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HEMA Game Archive
Developed by Sean Franklin
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