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.)
The game has a similar setup to the Direct Attack game, whereby both are facing each other firm footed waiting for the attacker to initiate. You can do the Indirect Attack with a cut, however it is designed, and works much better, as a thrusting game.
Much like Direct Attack the distance should be increased or decreased to make the game balanced for the skill level of the two fencers.
The Indirect Attack game works on all the fundamentals of the Direct Attack game, but also brings different aspects to the forefront. The first thing that the defender learns is how to close the line of an incoming thrust by positioning their sword against it. The attacker will also quickly learn how to disengage their sword and manipulate a defender who is chasing their blade.
After the initial attack (provided it didn't hit) the attacker will learn how to keep their blade moving and redirect the thrust. It's not uncommon for a new student to figure out the fundamentals of winding, disengages, and feints while never having instruction in them.
(It's fun to see the first time an attacker realizes that they have unlimited attempts to hit the defenders hands, as if the defender sticks them out the attacker can target them without moving their feet.)