Society for Creative Anachronism (SCA) ** Kingdom of Caid ** Great Western War XVIII - Oct 7-12, 2015

Rapier Combat (SCA Fencing)

"Of all the weapons devised by Man in the long lapse of the centuries, the sword is the only one which combines effectiveness in defence with force in attack, and since its Bronze Age beginnings has gathered round itself a potent mystique which sets it above any other man-made object." - Ewart Oakeshott

Combat Staff

Rapier: Lady Roisin ni Brian, Deputy: Lady Enid Gywr,

Conventions of CombatSpears
Tourneys: All WarThursdayFridaySaturdaySunday
War Scenarios: FridaySaturdaySunday

Welcome to Rapier Tournament and Melee at GWW!

The Kingdom of Caid looks forward to crossing blades with our friends from across the Known World! We invite all fighters to join us for a weekend of valor, chivalry, and swordplay. We might even see some excellent deaths, dirty deeds, and campfire-worthy heroics!

Scenarios will be held on Friday, Saturday, and Sunday. Please check this page as the event draws closer for specific scenarios and times. Tournaments will be held on Thursday, Friday, and Saturday and will include the Early Bird Tournament, the Bridesmaids Tournament, and The White Scarf Tournament. We will also be hosting a weekend-long fighter Bingo tournament--fight pick-ups, meet new friends, win prizes!

If you have any questions regarding Great Western War Rapier, plan on hosting a tournament that you would like us to publish, or would like to volunteer for set-up on Thursday morning (you know you do!) please email Lady Roisin ni Brian and Lady Enid Gywr at

Download Rapier Combat Schedule PDF

Rapier Combat Schedule

We have a full schedule at war this year! Polish up your swords, grab your daggers and let’s have a week full of epic tournaments and scenarios.
Rapier Combat
Time Thu Oct 8 Fri Oct 9 Sat Oct 10 Sun Oct 11
9-10 AM   Bridesmaid Tourney White Scarf Tourney  
10-11 AM   10:30 - Kingdom commanders and KRMs pick up stickers   Valkyrie Rose Tourney
11 AM-12 PM   11:00 - Kingdom commanders and KRMs pick up stickers
11:30 - Check In / Armor Inspections
11:30 - Check In / Armor Inspections Open Melee Field
12-1 PM   Scenarios Start Scenarios Start  
1-2 PM   Scenarios Scenarios  
2-3 PM Early Bird Tourney Scenarios Scenarios Hay Bale Teardown
3-4 PM   Scenarios Scenarios  
4-5 PM Hay Bale and Field Setup Blood of Heroes    
5-6 PM   Society Rapier Marshal Meeting 5:30 - Grand Court starts  

History of the Rapier

The sword most often seen in SCA rapier combat dates primarily to the late 16th century, and has its theoretical roots in earlier traditions dating as far back as the 13th century. The term rapier was not used in Italy, Spain or France. To them it was simply called a spada or sword. To the average reasonably well-read modern swordsman or collector of arms and armour, a rapier would be a swept-hilted, long and narrow sword intended primarily for thrusting.

In the late 15th to the early 16th century a split occurred allowing a civilian form of combat to develop which revolved around the sword (single handed and two handed), hafted weapons, and dagger work. Masters such as Marozzo, Caranza and Mair taught a theory of combat that could be said to not only apply to military combat but now also to the civilian duel. This style of combat used the cut as well as the thrust. By the end of the 16th century, civilian combat had evolved to the point of favoring the thrust over the cut where masters such as Fabris, Giganti, and Capoferro put forth their new theories of personal combat utilizing what we call today the rapier. The study of these masters and the theory of combat from the 15th through the 16th centuries spans volumes and is an important study for the scholar of historical civilian swordplay.

The Cut and Thrust program in the SCA was instituted to allow practitioners the outlet for exploring the works of the masters of the 16th and earlier centuries with weapons such as the single handed sword or the hand and a half sword. (Courtesy of William Wilson)

Great Western War Rapier Conventions

We will be following Caidan rapier standards for this war. Some of the differences that fighters from other kingdoms will want to note are as follows. Please see for complete Caid rules.

Warbands: Please check in as a group with the number of fighters and name of the warband representative before scenarios start. (Fighters without a warband will be assembled into general groups based on kingdom). Please have your valid, non-expired fighter card, and your site token ready when you check in.

On your first day of fighting, please have your armor inspected. Your mask and weapon will be issued a sticker to signify that you have been inspected. It is recommended that you have your weapons inspected each day that you fight since fighting conditions can affect blades.

We will again be sharing the battle field with armored combat. We will use a separate field for tournaments. Since we are not competing for war points, we reserve the right to make changes to the schedule or switch sides as needed for a fun war. We will keep war bands and kingdoms together as much as possible.

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Great Western War Rapier Tournaments

All tournaments will be held in erics near the rapier battlefield. Please come to the rapier battlefield for check-in.

Thursday, Oct 8, 2015

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Friday, Oct 9, 2015

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Saturday, Oct 10, 2015

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Sunday, Oct 11, 2015

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Great Western War Rapier Scenarios

Note: The Marshals reserve the right to change scenarios at will.

Friday, Oct 9, 2015 - War Scenarios

Kingdom commanders and KRMs, if possible, please report to the rapier field at 11:00am on Friday so the stewards can provide you with armor inspection stickers for your army and any pertinent information regarding the war. We hope that this brief meeting will speed check-in and help the war go smoothly. Thank you!

11 AM: Armor Inspections and Check-in: Check in will begin promptly at 11:30am, regardless of the progression of the morning tournament. Please check in with the steward under the pop-up who will check your non-expired fighter card. Sign up under your war band and kingdom. Unaffiliated fighters will be grouped according to kingdom.

After checking in find a warranted marshal with stickers who can inspect your armor and your weapon. Your weapon will be stickered after inspection. This sticker must remain on your weapon throughout the war. Any weapon seen on the field without a sticker may be pulled from the fighting and the fighter may miss a few scenarios while it is inspected. Please make sure your armor and weapons are inspected before fighting each day since battle damage is likely to occur.

If you have questions regarding rapier conventions including DEATH FROM BEHIND please ask the stewards or the Marshals prior to the start of scenarios. We expect all fighters on the field to be aware of society and Caidan kingdom fighting rules prior to taking the field.

We want everyone to have a fun war. If you are feeling tired, upset, or find yourself accidentally hitting hard at any time during scenarios please take a break, get some water and rest! There will be more scenarios, guaranteed. If you encounter a specific problem on the field please find the Rapier Steward, who will make sure the proper individuals are contacted and the situation is mediated.

Scenarios will start PROMPTLY at 12 PM

Snowball Effect Warm-Up: Unlimited Resurrection, Team Switch

Warm up with this well-loved classic Caidan melee. Spread out throughout the field as every man for himself. Every person you kill becomes a member of your team. Fight until there is only one team left and everyone is victorious!

Prison Break: Limited Resurrection, Kill them All

Your army has reached a stand-off with the opposing side. This long and treacherous battle has led to many casualties on both sides, but your commanders are holding out hope—if even a single, daring fighter can reach the prison camp you might just win the day.

Armies start on opposing sides of the village. Fighters killed receive ONE resurrection—in a “prison” behind enemy lines. Prisoners can only be released if at least one member of their team reaches the entrance of the prison uncontested. Scenario is run until opposing team has been killed with no remaining resurrections OR the entire remaining opposing team has been captured.

Over the Bridge (Spears and Guns): Limited Resurrection, Move the Relic

Now that the opposing army is approaching your stronghold there is only an elite group of fighters left to secure the fortress and the treasure inside: a relic of immense sentimental value to the community. Stop the invaders before they capture the treasure and haul it back to their hive of scum and villainy.

One army starts inside the town, one army starts outside the town. Three bridges are the only entrance into the town’s interior. The attacking army has unlimited resurrections. Once killed, the defending army must fall back to a reserve position to be released once the bridges have been breached. The relic will be located inside the town. The attacking army’s objective is to cross the bridges, locate the relic and get it out of town. The defending army’s objective is to hold the bridge for as long as possible and, when breeched, to get the relic and move the relic safely out of town.

Spears will be divided evenly between sides, guns are unlimited, and bullets are limited to 10% of the opposing army’s number.

Bar Fight Checkpoints: Unlimited Resurrection, Territory Control

Another crowd request! After the long exhausting battle the victorious team has taken their very sentimental relic to a not-so-holy place for a little time to unwind—the local tavern! Unfortunately, the not as victorious team decided to show up for a drink as well.

Teams will start at opposite ends of the tavern. Each “table” will have a bunch of bar-style items available for use by the fighter that makes it there first. Each fighter will begin with a single sword and will have the option to “upgrade” their off-hand after each death (first death defensive secondary, second death offensive secondary). Silly secondaries must be left on the field after death and may be acquired by any other fighter with a free hand.

Objective — take possession of the “tap room” in the middle of the field where the relic is being stored.

The relic will be guarded by an elite squad of drunk barmen (also known as the MOD squad). They will have a separate resurrection point and unlimited resurrections. The team who has held the checkpoint within the “tap room” for the longest cumulative amount of time by the time the timer runs out will reign victorious.

Depending on the number of fighters there may be up to two tap rooms and four check points within those two rooms. Time will be kept separately for each checkpoint.

4pm - Optional Blood of Heroes!: We’ve had a number of requests for Blood of Heroes. We will be running 1-2 fields as the space allows in king-of-the hill format after the normal scenarios for the day have concluded. Blood of Heroes will run for the last 30 minutes of the day (or longer, if people want to play. Copies of Blood of Heroes rules will be available on site.

5pm - Society Rapier Marshal Moot: The SRM will be holding an open meeting for any members of the rapier community from any kingdom who have questions or concerns regarding anything to do with SCA rapier. We had a great meeting last year and we hope that everyone will take this opportunity to meet and chat with the Society Rapier Marshal.

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Saturday, Oct 10, 2015 - War Scenarios

11:30 AM: Armor Inspections and Check-in: Please make sure your weapons and armor are inspected each day of scenarios since battle damage may occur.

Please also quickly check in with the marshal checkpoint so that we can accurately divide sides.

Scenarios will start PROMPTLY at 12 PM.

20 Minute Checkpoint Warm–up Melee: Unlimited Resurrections, Checkpoints

Teams will begin on opposite ends of the village. Five checkpoints will be scattered. Objective is to obtain control of as many checkpoints as possible. Hold will be called at ten minutes and twenty minutes to count the number of checkpoints controlled by each team.

Cyclops Gold: Unlimited Resurrection, Treasure Collection

Three teams and one angry bunch of Cyclops guarding a pile of gold in the center. Be the team that relieves the Cyclops horde of the greatest treasure haul!

Teams will be divided roughly according to kingdom and sides will be evened. The scenario will be run four times until each team has a chance to be the Cyclops team. Teams will retain the treasure they have collected.

Escort the Noble (spears optional): Armed Noble Escort, Treasure Collection, Unlimited Resurrection

Given the treasure your team has now collected, you will pick a nobleman from your team to guard the treasure safely to its destination. The noble will be armored and armed with a single sword. In their off-hand the noble will carry the team’s treasure. The noble is immortal, however, every time the noble receives a killing blow they must drop one of the treasure pieces they are carrying. Dropped treasure pieces may be recovered by opposing teams. Your own team may NOT recover them unless dropped by an opposing noble later in the battle.

The team whose noble reaches their team’s checkpoint with the greatest number of gold pieces still in their basket will be named victorious. Sides may be switched, nobles rotated, and spear options turned on and off in re-runs.

Over the Bridge (Again!) (Spears and Guns): Limited Resurrection, Move the Relic, Time Limit

The treasure has been moved into the fortress and your team must protect it (or bust it out).

One army starts inside the town, one army starts outside the town. Three bridges are the only entrance into the town’s interior. The attacking army has unlimited resurrections.

Once killed, the defending army must fall back to a reserve position to be released once the bridges have been breached. The attacking army’s objective is to cross the bridges, locate the treasure and get as much of it out of the town as possible. Each fighter can hold up to two pieces of treasure at one time. The defending army’s objective is to hold the bridge for as long as possible and, when breeched, prevent the attacking army from taking the gold out of the city until the time limit is reached.

The teams will then switch sides and run the scenario again. The team with the most gold smuggled out of the city will be victorious.

Spears will be divided evenly between sides, guns are unlimited, and bullets are limited to 10% of the opposing army’s number.

Mystery Scenario—TBD: As time allows.

Castle Battle – White Scarves vs. The World: End your war the right way with a classic White Scarves vs. The World castle battle. All White Scarves (and MODs) start within the castle, all others start without. Kill them all and have fun!

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Sunday, Oct 11, 2015 - War Scenarios

11 AM: Open Field Melee: There might be a massive tournament in the works, but that doesn’t mean the fighting has stopped. If you are not participating in the Valkyrie Rose tournament, the Rapier field will be open for small team melees, pick-ups and re-runs of favorite scenarios.

2 PM (ish): Hay Bale Teardown You know you want to...

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