![]() |
|
|
War Games - Taekwon-Do Styleby Mark Banicevich, IV dan
Taekwon-Do War Games aren’t just the most fun it is possible to have in Taekwon-Do – it is a game that practices essential self defence skills. Unseen opponents can attack from any direction, just like real life, and students learn to be more aware of, and to use, their surroundings. Players can form units, and practise the skills of multi-person combat. Strategy is also a major part of the game. Of course, it is also the most fun it is possible to have in Taekwon-Do! Taekwon-Do War Games recreate the unification of Korea's three kingdoms around 700AD: Silla, Baek Je and Koguryo. This activity usually consists of three or four games over about two hours. ObjectiveThe object of the game is to capture the flags of the other two kingdoms, while retaining the flag of your own kingdom. A kingdom wins the game when its king possesses all three kingdoms' flags. The playing areaTaekwon-Do War Games can be played in almost any large area, such as a football field or park. It need not be a clear field; the odd copse of trees adds to the fun. The kingdoms
Silla were a small dynasty of the elite. This is represented by about 20% of players, being the most senior grades. For example, all black belts, or 2nd dan and above. Baek Je were a larger kingdom with less well-trained troops. This is represented by about 30% of attendees, of middle grades. For example, all red and blue belts, or 1st dan to blue belt. Players in Baek Je turn their belt knot to their right hip. Koguryo were the largest kingdom of militant peasants and rabble. This is represented by about 50% of attendees, being the lower grades. For example, all green, yellow and white belts. Players in Koguryo turn their belt knot to the rear. Starting layoutEach kingdom begins in its own part of the playing area. Silla usually starts in the best location, which may be higher ground or other defensible ground. The three starting areas should form a triangle (no team should be wedged between the other two kingdoms). The kingdom's flag is placed in the ground somewhere in the kingdom's starting area. The area around the flag must be clear of major obstruction for at least two metres in any direction. (The flag cannot be planted in front of a tree, for example.) EquipmentThe game requires three flags. Flags are small enough to hold in one hand, on a wooden pole about 25cm long. (Possible proxies for flags include sparring head gear, or running shoes.) Players wear normal Taekwon-Do sparring gear, as worn for tournaments. (Mouth guard, gloves, foot gear, groin guards for males, etc.)
The kingEach kingdom chooses its king. The king stands above the flag to protect it. The king is the only person who can stand in the flag zone - a one metre radius around the flag. The flag zone does not move during the game, and the king remains in the flag zone. To capture a flag, a player must reach into the flag zone without stepping into it, and without being killed. The king cannot be killed. (Only executed, at the end of each game, for treason. Treason, of course, means being on the losing side.) The battleThe battle is a mass of players all fighting for their kingdom. A player might be killed with a flying kick from another player running past. A player might be attacked by five opponents - and a friend might come to help.
A player kills another player by scoring a valid tournament point against the opponent. It must be a light controlled touch, and it must be a good Taekwon-Do technique. Players must use their integrity to decide whether or not they are killed. When a player is killed, he or she kneels on the ground and converts to the kingdom of the opponent who killed him or her. The player then rises and fights for the new kingdom with all integrity and spirit. All ties to the former kingdom are broken when a player is killed. A player who is kneeling cannot be killed. A player only kneels when they have just been killed and are converting to the defeating kingdom. The executionsWhen a kingdom possesses all three flags, they have unified Korea (historically, a feat accomplished by Silla). It is time to execute the traitors - the kings of the losing kingdoms. The players gather in a crowd. The three kings come forward. The losing kings kneel and bow their heads. The winning king executes a knifehand downward strike to the neck (showing precision by not touching), to signify the beheading of the traitorous kings. Rules variationsNo flag, no king. It's not much fun for the king once the flag has been captured. In this variation, once a kingdom's flag is captured, the king runs out into the fray as a common foot soldier. If the kingdom comes into possession of a flag (capturing another, or recapturing their own), the kingdom needs a king again. If the old king is not around, a new king must take his or her place. The kingdom must use the same flag zone as it used before its flag was first lost. Kings on the front. In this variation, the king can leave the flag zone. While out of the flag zone, the king can be killed. If the king is killed, another player steps into the flag zone to become king. A kingdom has only one king at a time. Only one person (the king) can enter the flag zone.
Practical notesIt is important to emphasise safety. For example, lighter contact than in tournaments - strictly light controlled touch. Emphasise having fun over being on the winning kingdom or players finishing on their original kingdom. Players asking others to kill them so they can change kingdom spoils the fun. Emphasise good, clean kills. Running up behind another player and tagging them on the stomach is not a clean kill. It must be a good Taekwon-Do technique. Some games have referees who wander around to ensure all players play with integrity. It is better if this is not necessary. The flag zone for a game full of children may need to be less than one metre in radius.
|
|
||||||||||||||||||||||||||||||||||||||||||
|
|
![]() |
|||||||