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.)
Advanced variant: [B] may move sword and buckler freely as long as they keep them in contact with each other, and can also score by landing a thrust.
This variant is much more interesting for students who are competent at the basic crooked/crossed hands actions.
This game is not remotely balanced. If [A] is at all competent at krumphau or zwerhau they will probably win most of the time. But I find many beginners struggle with the krumphau in particular, and end up doing a weird oberhau or a bad parry instead of a motion which is actually crooked. This game will fix that problem very quickly.
A non-game version of this, where [B] just stands still and [A] has to figure out how to hit them around the buckler, can also be useful for newbies.