Games
Games are distinct from drills. Drills teach specific skills through repetition. Games create contexts where skills are applied under pressure, where joy and competition drive engagement, and where formation happens through play rather than instruction. Games belong primarily in the joyful seasons: Christmastide, Easter, and the outdoor months of Time after Pentecost.
Javelin Dodgeball
- Format. Large group, open field.
- Description. Dodgeball with foam javelins.
- Skills trained. Throwing accuracy, reading trajectories, evasion under pressure.
- Virtue. Joy. This is the fun one. The game that makes a fourteen-year-old boy beg his mother to drive him back next week.
- Season. Christmastide, Easter; the joyful outdoor seasons.
- Recruitment value. High. This is how boys hear about the program.
Warlord
- Format. Large group, open field.
- Description. Starts as free-for-all. When you die, you respawn on the team of the person who killed you. Game ends when everyone is on one team.
- Skills trained. Individual combat transitioning to team combat, adapting to new allies.
- Virtue. You start alone and end in brotherhood. The path from one to the other is through defeat. You have to lose to join. No permanent losing; every boy ends on the winning side.
- Formation value. Generates loyalty and team identity mid-game. The transition from opponent to brother is felt, not taught.
- Season. Christmastide, Easter, Time after Pentecost.
Capture the Flag
- Format. Two teams, large field, objective-based.
- Description. Standard capture the flag with boffer combat.
- Skills trained. Team strategy, objective focus, balancing offense and defense.
- Virtue. Subordinating individual combat to team goals.
- Season. Any outdoor session. Best large-group game if the program grows.
Escalating Respawn Team Deathmatch
- Format. Two teams.
- Description. When you die the first time, do one pushup to respawn. Second death, two pushups. Third death, three. The team is defeated when no one can do the pushups to respawn.
- Skills trained. Staying alive (skill), endurance (conditioning), tactical decision-making about risk.
- Virtue. Prudence. Do you play aggressively when the cost is cheap, or conserve yourself for when your teammates are exhausted and need you? Conditioning is hidden inside the game. No boy thinks of it as exercise.
- Season. Any session. Good for indoor or outdoor use.
Protect the Pilgrim
- Format. Escort team (swords) guarding one unarmed pilgrim against an attacking force.
- Description. Escort the pilgrim from point A to point B while attackers try to tag the pilgrim. The pilgrim cannot fight.
- Skills trained. Coordinated defense, covering angles, communication, managing movement while protecting.
- Virtue. The telos of the entire program made into a game: the strong defending the vulnerable on a journey. The game also creates the role nobody wants: being the pilgrim. Depending entirely on others is its own formation.
- Scalability. Two guards and one pilgrim vs. two attackers for small groups. Full escort party vs. raiding group for large sessions.
- Feast day connection. St. Michael, fighting on behalf of right order, defending the vulnerable.
- Season. Any outdoor session. Sword teamwork game.