This year, we’re excited to bring you a full slate of fun arcade style minigames to enjoy while not competing. Join us in the third bay to compete to earn golden rose coins that can be used to win a prize! Below are the rulesets for each minigame.


Safety Notes:

  • All fencers must conduct themselves in a manner that respects all parties present. All fencers must refrain from loud exclamations, swearing, or any other form of potentially distracting behavior while they are participating in the arcade. All fencers must operate with the intent to not injure themselves or their opponents, and respect the limitations of HEMA gear in protection. Safety is vitally important for ensuring we avoid injuries for these games. Remember, the goal is to have fun.

  • The following targets are disallowed from any minigame:

    • From the top of the ankle downward.

    • The back of the head and neck.

    • Pommel strikes to any target except the mesh of the mask.

    • The spine, all the way down to the tailbone.

    • The groin.

  • In any minigame that involves sparring, the full disallowed action list in the longsword ruleset applies. Additionally, the full set of gear required for the longsword ruleset is required.

  • Failure to abide by these rules may result in being disallowed from competing in any subsequent minigames.

General Notes:

  • Golden Rose coins will be awarded to the top three competitors in each event unless otherwise noted. The participant with the most coins at the end of the tournament will receive a prize.

    • First place will receive three coins

    • Second place will receive two coins

    • Third place will receive one coin

  • Games will be played in a single elimination style bracket unless otherwise noted.

  • Once a player has received coins for a specific event, they cannot win them again in subsequent iterations of that event.

  • Hits scored in games will be self called unless otherwise noted. A judge/director will be present and may provide their opinion regarding whether a hit was struck.

Joust Game Rules:

  • Setup: All fencers line up in equal amounts on each side of the jousting area, and the first two begin approaching each other.

  • Joust: Fencers continue moving forward towards the opposite line, attempting to execute thrusts against their opponent once in range.

  • Once both fencers are outside each other’s range, the round ends.

  • If a fencer successfully lands a thrust on their opponent, the struck fencer is out of the game. The other fencer enters the back of the line they just approached.

  • If neither fencer is hit, both go to the back of the line on the opposite side in which they started

  • In the event of a double thrust where both fencers hit each other simultaneously, both are considered out.

  • The game continues until only one fencer remains. The winner will receive two golden rose coins.

  • A maximum of 10 coins will be cumulatively given out for this game.

Old West Duel Game Rules:

  • Setup: Two fencers stand at arm’s length apart, facing away from each other. Each fencer will be provided a belt to use to sheathe their sword in.

  • Countdown: A judge counts down three steps, during which fencers must walk forward.

  • Initiation of the Duel:

    • Upon the completion of the three steps, the judge calls out “draw!”, signaling fencers to turn and engage.

    • Fencers must swiftly turn, draw their weapon and attempt to strike their opponent.

    • Fencing ends after the first exchange.

    • If neither fencer is struck, the game resets.

  • The participant who successfully lands a strike on their opponent first advances.

  • The struck fencer is eliminated from the game.

Tandem Fencing Game Rules:

  • Setup: Teams of two participants are formed, with each team member’s legs tied together.

  • Equipment: Each team member must have a hand on the sword, using the same sword throughout the match.

  • Match Format:

    • Matches have a maximum time limit of 4 minutes.

    • Teams aim to score points by executing strikes and thrusts on their opponents while navigating the challenge of moving with their legs tied together.

    • Matches are self called. Points are scored as follows:
      • Hits to the chest or head: 2 points
      • Hits to the arms or legs: 1 point
      • Thrusts to the chest or head: 3 points
      • Doubles (simultaneous hits) result in 0 points.
      • Afterblows negate one point from the scoring action.

    • Matches continue until one team scores three points, or the time limit is reached. In the event that a tie occurs at the end of the time limit, sudden death will happen. The first scoring action that isn’t an afterblow will win the round.

  • The first place duo will receive four golden rose coins, the second place duo will receive two.

Ring Thrust Game Rules:

  • Setup: Five rings will be hung from a structure or apparatus, providing a series of targets for participants to thrust through.

    • Each fencer will begin the challenge standing away from the rings at a distance where their fully extended sword barely enters a ring, and they must return to this distance after each thrust.

    • Each fencer must start the challenge in a retracted pflug guard, and return to this guard after each thrust.

  • Participants will have seven attempts to successfully thrust their sword through each ring.

  • Participants have 10 seconds to complete the challenge.

  • Reward: The first 15 participants who successfully thrust their sword through all the rings will receive a golden rose coin.

    • Time to complete the challenge will be recorded, and the participant with the fastest time will be awarded three additional coins.

  • Retry: Participants who fail to complete the challenge can wait in line and attempt it again. However, each participant is only allowed one successful attempt.

Juggernaut Game Rules:

  • Setup: One longsword wielder with 5 “hp” (health points) faces off against two messer wielders, each with 2 “hp.”

  • Objective: each side’s goal is to reduce the hp of their opponent(s) to 0.

  • All actions that result in a fencer being struck martially result in the loss of one hit point, including doubles and afterblows.

    • If both messer wielders strike the longsword user simultaneously, only one hit point is lost.

  • After a hit, all fencers reset.

  • If a messer wielder’s hit points are reduced to 0, they stop fencing, however their compatriot can continue and attempt to win the round solo against the longsword wielder.

  • When all of one side’s hit points have been reduced to 0, the other side wins and receives two golded rose coins.

    • Each participant may win coins once as a messer wielder, and once as a longsword wielder.

    • Only 20 total rose coins will be given throughout the course of this event.

Longsword Ninja Game Rules:

  • Setup: Players form a circle with 5-7 participants, each equipped with a longsword.

  • Objective: The goal is to be the last standing ninja by successfully dodging and parrying strikes from other players while attempting to strike opponents with the longsword.

  • Players take turns making strikes with their longswords. After a strike has been made, the turn moves clockwise to the next fencer.

  • Offensive actions: When it’s a player’s turn, they can take one step and make one strike with their longsword towards another player. Taking more than one step will automatically move turn order without eliminating anyone, even if the strike lands. Strikes can be aimed at any part of the opponent’s body except the back of the head and back.

  • Defensive actions: When targeted by a strike, players can either parry the attack or move out of the way. Only a single step of movement is allowed, otherwise the defender is eliminated.

  • If a player’s strike successfully makes contact with another player’s body, excluding the back of the head and back, that player is eliminated from the game.

  • Prohibited Areas Note: Strikes to the back of the head are particularly to be avoided during this game. Any strikes to the back or back of head will result in immediate elimination.

  • The last Ninja standing each round will receive one golden rose coin.

    • Only 15 total rose coins will be awarded for this game.

Shrinking Weapons Game Rules:

  • Setup: Players compete in 1v1 matches starting with partisans.

  • Weapon Progression: Each time a player successfully lands a clean hit on their opponent, they acquire a smaller weapon. The progression of weapons is as follows:

    • Longsword → Messer and Buckler → Single Messer → Dagger and Buckler → Single Dagger

    • Once a player lands a clean hit while using the single dagger, they win the match.

    • Buckler strikes are prohibited and attempting one will automatically forfeit the match.

Defend the City Game Rules:

  • Setup: Each player begins with a longsword and a tee ball stand and ball placed behind them.

  • Objective: The goal is to knock down the tee ball behind your opponent.

  • Starting position: Each player begins with one foot on their tee ball stand.

  • Scoring: To score a point, a player must successfully knock down their opponent’s tee ball before their opponent.

    • Knocking over one’s own tee ball does not count.

    • Players may not score by shoving their opponent into their own tee ball stand.

    • Grappling is allowed, however takedowns are not, and special precaution should be given to avoid excessive shoving or contact.

      • Grapplers will reset after 3 seconds if neither one has knocked over a tee ball.

    • The game resets once a tee ball has been knocked over, regardless of whether a point was scored.

  • A match is won when a player reaches three points.

  • Reset: If both players’ balls are knocked down simultaneously, they reset, and the match continues.