Boffer








A brief summary:

Boffer is a description of PVC pipe (plumbers use it) with foam wrapped around and then sealed with duct tape. Instead of covering yourself in protective pads before you spar you pad the weapon (removing the need to wear pads yourself). Boffer weapons are usually designed like swords but they can be fashioned to mimic just about any kind of melee weapon -- axe, dagger, spear, flail, mace, staff, bow and arrow.


So how do you pronounce this anyway? BOF - ER?

About the rules of combat

The art of boffer fighting is built on honor. The players acknowledge all successful hits otherwise the whole game becomes pointless. There are three main styles of play with boffer weapons that I have seen.

Quest style:

Any limb that is hit becomes useless. For example, you manage to hit your opponent in the arm. This means your opponent cannot hold the weapon with that arm (hope your ambidextrous). If you deliver a shot to the leg this prevents your opponent from using the leg (you move well for one leg but don’t try hopping). A shot that lands on the torso (imagine a muscle shirt as the target area) either front or back means defeat. This is probably the most difficult style because each hit can cost you dearly.

Fantasy style:

You have a certain number of points which represent how much punishment you can take. The goal is to reduce your opponent to zero points and land the last blow to the torso. For example, each player has 3 hit points. This means you can deliver any combination of hits to the arms and legs (over a hundred if you wish) but the last shot has to hit the torso to emerge victorious. So if you were hit in the chest twice and then the arm ten times you are still up and fighting!

Role play:

Besides the generic swinging of the weapon each player can choose special abilities that give them an edge. Maybe you have a special power that when you call the word "disarm" and successfully hit your opponents weapon this means your opponent must drop their weapon (symbolic of you disarming them). This system can make it possible for a less skilled fighter to compete with a more adept warrior. Another example of a special ability would be to call "trip" and hitting your foe in the leg. As a result your opponent would have to role play that they have been tricked by your dirty fighting and knocked into a prone position (maybe on their butt).


Boffer fighting is a game of style and grace. A talented player does not swing hard or rush into a fight, but instead achieves victory through accurate attacks and positioning.


Safety


These are the essentials that everyone should understand before playing.

The Ten Commandments of boffer fighting.

  • 1)<>Respect the word "HOLD".
    When you hear this word all play stops. Use this whenever an unsafe condition is about to occur or already has. For example someone has fallen, or is about to back up into something. When it is safe to resume play, ONLY the person who called HOLD in the first place should yell "RESUME PLAY".
  • 2)Killing should only be executed with a boffer weapon.
    The boffer weapon should be the only thing used to touch another player. Nothing else is allowed, such as -- grappling, kicking, punching, gun play, snuggling, etc.
  • 3)Check your weapon before play begins.
    You should always check to make sure your weapon is completely safe before use. Exposed pipe or weakened foam could result in an injury.
  • 4)No thrusting.
    Boffer fighting is performed with slashing motions, please DO NOT thrust. Remember the weapon is mostly PVC pipe. This means if you thrust with your boffer weapon the PVC may punch through the foam and into your friend’s spleen (which is quite unpleasant). An explanation for those who are not familiar with either a slash or thrust. Thrusting requires you to aim the tip of your weapon at your foe and push it towards them (either in a quick stabbing motion or a deep lunge). Slashing requires you to take the side of the weapon and move it in an arc towards your foe.
  • 5)Do not strike the -- hands, feet, groin…. None of these are valid targets.
    Having your hand crushed between the hilt of the weapon you are holding (made of pipe) and the weapon of your opponent (you guessed it, also made of pipe) is not good. Smooshing your opponents foot between the floor and your weapon is another no no. Worst of all, castration with a blunt instrument is totally unacceptable behavior. Therefore the hands, feet, and groins of any and all players are off limits!
  • 6)No head hunting.
    Shots to the head do not count in the first place (to discourage accidents), but players should be careful to moderate their swings and prevent them from flying high.
  • 7)Never swing blind.
    Never swing a weapon out of control or outside your line of sight. Swinging around a corner or behind you without looking can spell disaster and maybe an accidental head shot.
  • 8)Check your swings.
    Try not to imitate cinematic sword fighting like Conan the destroyer. Swinging the weapon over 90 degrees is too much. If your swing is over a large arc or comes snapping from over a 90 degree angle you are using too much power. Most new players do not realize that the tip speed of a weapon can be deceptively fast (and land with an amazing amount of power).
  • 9)No alcohol.
    This is common sense but should be mentioned. Drunk idiots swinging pipes at each other is never recommended and can often lead to a Darwin Award.
  • 10)Know your limits
    It is time for a break if at anytime the fight becomes too intense or seems to be approaching a real confrontation. Whenever people engage in a physical competition there is a possibility for tempers to flare. Use common sense and know your limits both mentally and physically.
Etiquette:

  • When dueling another player it is traditional that you tap swords before beginning.
  • When you disarm your opponent you should allow them to recover their weapon.
  • Never strike from behind or unannounced.
  • Shake hands at the conclusion of play. This does not have to be at the end of each fight (some fights last only a few seconds) but a common courtesy that should occur before you put the weapons away.

Strategy:

Drawing from my experience with tae kwon do, wrestling, and boffer fighting I have developed some overall approaches to sparring.
Profile and stance:
The way you stand is an important part of the game. You should minimize the target area your opponent has to choose from. Try not to let your elbows peek out. Stand with one of your sides facing your opponent. Never cross your legs when you move (I know it may look cool but you can trip over yourself while doing this). Place your weight evenly on the balls of your feet so you can shift and step quickly (or if you prefer fencing style you should place the weight on your heels). It is also helpful to keep your knees slightly bent so you can spring into action.
Movement:
You should constantly be in motion and ready for action. A moving target is significantly harder to hit and keep track of. Try not to telegraph your attack by moving to a rhythm or looking intently at your destination. Remember to side step and move in a circular fashion rather than simple back and forth patterns (this will prevent you from being cornered or forced into a poor location).
Breathing:
I know it sounds silly, but too many players forget to breath when they fight. You should breath comfortably. It will help if you exhale with each swing and try to pace yourself. It is difficult to kill someone if you are gasping for air and turning red in the face from exhaustion.
The swing:
You should never try to transmit with your eyes where you are going to attack (unless you are baiting your opponent into over protecting a part of the body). Try to use feints (a fake attack that leads to a real one) and combinations (more than one swing that targets multiple areas such as attacking the right arm, right leg, right arm). If you over swing it may become too difficult to bring your sword back into a defensive position or another opportunity to attack. Quick clean strokes that dart in and out of your opponents guard tend to work best.
Blocking and dodging:
The best defense is when you try not be anywhere near where your opponent attacks, but if you have to block it should lead into a counter attack. Don’t be afraid to surrender a little ground if you can lure your opponent into a poor position that leaves an opening for a strong counter attack. Usually if there is an attack directed at the legs you can back up and force your opponent to leave the offending arm vulnerable to counter attack. Keeping your sword in front of you and moving it slightly is usually sufficient to block. To help defend yourself it is easier to avoid an attack by both moving back (circular if you can)and blocking.
How to hold the weapon
There are many ways you can hold a melee weapon and it is usually the most comfortable to hold the weapon in a clinched fist. Imagine rolling your fingers into your palm and then tucking the thumb over (so that it is bent in a position that covers your middle and index fingers). To improve control you could also hold the weapon in a similar fashion except you extend the thumb to cover the hilt of the weapon (be careful that the weapon does not slam backwards otherwise you may hurt your thumb). An important decision is whether to hold with both or only one hand. If you hold the weapon with both you loose some range in your attack but you gain -- power, speed, and it is more difficult to disarm you. If you hold the weapon with one hand -- you reduce your profile, extend your reach, and you will be able to maneuver easily. You can also reverse these descriptions For example, Holding with two hands exposes both arms to attack (the reverse of my advice for one handed fighting which reduces your profile), or wielding a weapon with one hand will require more time (compared to using two hands) to bring a swing under control.
Targets to look for
Try to create openings by changing the situation as it unravels. If your opponent is overly aggresive and presses you for ground try to take a leg off. Aggresive opponents will have a hard time defending their legs because they will be unable to jump back and avoid your attack. If your opponent is extremely defensive you should try to wittle them down by circling enough to expose one of the arms. Your opponent will probably overcompensate by defending the first part of the body you attack. If this is the case you should fient an attack and then deliver a combination of attacks. Try not to attack the sword of your opponent but move your opponents weapon to provide better opportunities.

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