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lef_poulet_poinarde [2024/07/17 01:11] adminaccountlef_poulet_poinarde [2025/03/02 00:30] (current) – [Variations/Extensions] adminaccount
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 //Apologies to Sean Franklin and his [[https://www.gd4h.org/hga/gameInfo.php?g=51|Finnish Chicken]] game.// //Apologies to Sean Franklin and his [[https://www.gd4h.org/hga/gameInfo.php?g=51|Finnish Chicken]] game.//
 +
 +===== The Basic Game =====
  
 **Rules**: Both fencers start out of measure and approach each other along the line of direction. When either figures that one or other of them can make the touch, they can pick one of the two actions below. After the exchange, the fencers reset. **Rules**: Both fencers start out of measure and approach each other along the line of direction. When either figures that one or other of them can make the touch, they can pick one of the two actions below. After the exchange, the fencers reset.
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 Success is defined for the attacking fencer by making a touch and for the parrying fencer as avoiding the touch. If both fencers attack, the fencer who was moving forward to touch succeeds as the stationary fencer is deemed to be only reacting rather than initiating an attack (cf. Besnard's distinction between "counter time" and merely "at the same time." Success is defined for the attacking fencer by making a touch and for the parrying fencer as avoiding the touch. If both fencers attack, the fencer who was moving forward to touch succeeds as the stationary fencer is deemed to be only reacting rather than initiating an attack (cf. Besnard's distinction between "counter time" and merely "at the same time."
  
-Note that this is **not** sparring; it's a game with rules that relfect a teachable.+**Observations**: Note that this is **not** sparring. It is not combat. It's a game with rules that relfect a teachable. 
  
 If too much hand sniping occurs, change the rules to only note success if the attack hits a deep target (head or torso). If too much hand sniping occurs, change the rules to only note success if the attack hits a deep target (head or torso).
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 **Skills Tested**: Distance/measure, simple attacks, simple defences. Extensions test the recovery after making an attack. **Skills Tested**: Distance/measure, simple attacks, simple defences. Extensions test the recovery after making an attack.
  
-**Variations/Extensions**: These rule changes mix things up to keep it interesting and increase the complexity of the game problem. These rule changes may be added individually or in sets.+===== Variations/Extensions ===== 
 + 
 +These rule changes mix things up to keep it interesting and increase the complexity of the game problem. These rule changes may be added individually or in sets.
  
 Changing player roles: Changing player roles:
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   * **All In**: This variant combines the **Remise** and **Riposte** variants in that a riposte may be made if and only if an attack is parried, and a second attack may be made if the first attack is parried. At speed, this will be chaos.   * **All In**: This variant combines the **Remise** and **Riposte** variants in that a riposte may be made if and only if an attack is parried, and a second attack may be made if the first attack is parried. At speed, this will be chaos.
  
-**Questions**In the basic game and in all variations, these questions can help focus the minds of the players:+Adding off-hand weapons: 
 + 
 +  Since the method studied for off-hand weapons emphasises the off-hand weapon's use as a control tool, this variant modified the **riposte** version above in this way. On a successful parry of the opponent's attack with the sword, if the defender controls it -- and only if the defender controls it -- with the off-hand weapons, are they permitted to riposte. 
 + 
 + 
 +===== Questions ===== 
 + 
 +In the basic game and in all variations, these questions can help focus the minds of the players:
  
   * Which fencer has the advantage: attacker or defender?   * Which fencer has the advantage: attacker or defender?
   * How can this fencer's advantage be reduced or nullified?   * How can this fencer's advantage be reduced or nullified?
  
 +===== How We Play It =====
 +
 +At LongEdge Fencing, we've found that the more formally we play the game, the better the learning piints organically emerge. We play it like this:
 +
 +  * The basic game
 +  * The basic game plus the Riposte extension.
 +
 +For the Basic game, the scoring table looks like this:
 +
 +^Action                          ^Score              ^
 +|Fencer's strike touches.        |Point to attacker  |
 +|Fencer's attack is parried.     |Point to defender. |
 +|Both attack at once.            |Both lose.         |
 +
 +For the Basic+Riposte game, the acoring table looks like this.
  
 +^Action                                        ^Score              ^
 +|Fencer's strike touches on the first action.  |Point to attacker  |
 +|Fencer's strike touches on the second action. |Point to attacker  |
 +|Fencer's attack is parried on the second action. |Point to defender. |
 +|Both attack at once on either action.         |Both lose.         |
  

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