The Practice Zone
User's Score

0

Current Rank

Commoner

Remaining Fancies

0


Welcome to the Practice Zone

To begin a duel, just click the move you wish to start with

Comp's Score

0

Current Rank

Commoner

Remaining Fancies

0


Change
Rank


Start Over
Change
Rank


See Rules
Offense


Defense
Fancy
 
Change Your Rank

Each rank carries with it a set number of fancy or skill moves. To change your current ranking and add or decrease the skill moves available to you select a rank from the list below.
Commoner (0 skill moves)
Swordsman (1 skill moves)
Master-At-Arms (2 skill moves)
GrandMaster (3 skill moves)
Warlord (4 skill moves)
Baron (5 skill moves)
Overlord (6 skill moves)

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Change the Computer's Rank

Each rank carries with it a set number of fancy or skill moves. To make the computer a more difficult opponent, you may increase its rank to make more of these moves available to it.
Commoner (0 skill moves)
Swordsman (1 skill moves)
Master-At-Arms (2 skill moves)
GrandMaster (3 skill moves)
Warlord (4 skill moves)
Baron (5 skill moves)
Overlord (6 skill moves)

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Game Rules
Main | Moves | Scoring | Ranks | Fancies | Credits

The Practice Zone is a turn based game of strategy, centered on a matrix of ten moves. Each move will combine against the computer's move to produce a given result and score for each round. You may use any of the ten basic moves in any round, but may not duplicate that move in the following round, except in the case of the disengage. For example: If you thrust in the first round, you may not thrust again in the second round, though you may thrust again in the third.

Once the results from one round have appeared on the screen, you can use the outcome to select the move you will follow with. To begin a duel now, just click on the move you wish to open with, all ten are available to you.
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Game Rules
Main | Moves | Scoring | Ranks | Fancies | Credits

The ten basic moves of the game are split into two categories: offensive and defensive. Whych type you use will determine the amount of points you can score in that round (see scoring). The moves are as follows:

Offensive Moves
Thrusta straight forward lunge with the point of the weapon.
Low Cuta slicing attack aimed at the opponents lower torso.
High Cuta slicing attack aimed at the opponents upper torso.
Slasha scorss cut beginning at the opponents shoulder and sweeping down to the opposite knee.
Stop HitAn offensive defence, this is a direct counter move to the thrust, designed to catch the opponents wrist.
Defensive Moves
Side Stepquickly stepping aside to avoid an opponents lunge
Circular Parrya downward spin of the weapon to protect the lower torso
Lateral Parryan upward sweep of the blade to protect the upper torso
Duckdropping the position of the body to get below the opponents guard
Disengagea swift step back and slightly to the side in an attempt to break contact.
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Game Rules
Main | Moves | Scoring | Ranks | Fancies | Credits

Scoring
Each move will score either a Hit, a positional advantage or nothing at all. Hits are scored by offensive moves and are awarded one point. Positional Advantages are gained by defensive moves and receive half a point. The duel is over when one of the duelists has 5 points or more and a full point lead over the opponent.

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Game Rules
Main | Moves | Scoring | Ranks | Fancies | Credits

Rankings
Rank is symbolic of the duelist's skill and one fancy move is awarded for each rank above Commoner. The breakdown is as follows.
Commonerno fancies
Swordsman1 fancy
Master at Arms2 fancies
Grand Master3 fancies
Warlord4 fancies
Baron5 fancies
Overlord6 fancies

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Game Rules
Main | Moves | Scoring | Ranks | Fancies | Credits

Fancies / Skill Moves
As mentioned in ranks, a fancy is received for each level of rank above commoner. The purpose of a fancy is to symbolize the advanced skill of the duelist as s/he progresses. The effect of a fancy when used is to turn defensive moves into offensive moves, thus allowing them to score a point when successful, rather than a positional advantage. As an example, the advanced skill of a swordsman might allow him to duck below the opponents high cut and then follow by driving his weapon into the opponents leg.

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Game Rules
Main | Moves | Scoring | Ranks | Fancies | Credits

Credits
The Practice Field duels are based on the matrix used in the Dueling Zone and similiar dueling games.

SwordPlay Industries and the Practice Zone are the creations of PJ Konnor (aka Kalamere). The game is written in JavaScript and the pictures created in PaintShop Pro. As you can tell, I am not the most artistically talented person around, but hopefully they do not detract from the game.

If you are an artist, or at the very least have more talent than I, feel free to send me your designs for some of the moves. If I like them, I'll be happy to add them to the game and throw your name here in the credits.

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