Army Guidebook, Chapter 06

The Training Grounds

A knight is not forged in a single victory, but in every lesson practiced with courage.

Commander Review Draft Complete activities are ready for review. Entries marked Field Notes Needed still require commander-approved procedures.

Activity Index

01

Physical preparation

The Warm-Up Rally

Field Ready

Prepare every troop for field training and give captains a clear first duty.

Set the field

  • Allow ten minutes.
  • Captains lead their soldiers.

Orders

  • Complete jumping jacks, push-ups, squats, and sprints.
  • Keep the troop moving and ready for the next challenge.
02

Army movement

Command and Formation Drill

Field Ready

Teach soldiers to hear, answer, and move together under field command.

Set the field

  • Begin with soldiers spread across the field.
  • Assign the captain and lieutenants before ranked formations.

Orders

  • Practice Attention, Identify, Line Up, Fall In, Cheer, and Charge.
  • Move swiftly, face the commander, and remain ready.
  • Captain leads, then first lieutenant, second lieutenant, and soldiers.

Honor under pressure

The Ring of Fire and Duels

Field Notes Needed

Test honesty, skill, courage, and honorable conduct in one-on-one sword play.

Set the field

  • Place two soldiers in the Ring of Fire.
  • Keep waiting soldiers outside the ring and ready to cheer.

Orders

  • A soldier who is put out exits, even if no one else saw the strike.
  • Do not aim at the head. A head strike normally puts the attacker out.
  • A soldier who ducks into an already moving strike is responsible for moving into its path.
  • A truly simultaneous strike puts both soldiers out.
  • A late counterstrike does not count.
  • No mockery or disrespect. Cheer from the sideline.
04

Field rules needed

Fruit Ninja

Field Notes Needed

A named troop activity introduced after the warm-up and gear check.

Known setup

  • The videos do not provide the complete field setup.

Known rules

  • Blue barrier lines are referenced later, but scoring and elimination rules are not recorded.
05

Rescue and capture

Capture the Enemy Troop

Field Ready

Capture the opposing troop while protecting teammates, the jail, and the base.

Set the field

  • Use two troops, each with a base and a jail.
  • Mark the field with orange barriers and no-cross areas with blue lines.

Orders

  • The horn begins play.
  • A valid sword tap captures one enemy. Escort that soldier outside the active field to your jail, then return through your base.
  • Reaching the enemy border frees one teammate. Both return outside the field to base before reentering.
  • A soldier is normally safe in base. If the jail is empty, an enemy reaching base may capture one base defender.
  • Swords may cross blue lines, but feet may not.
  • Escort only one captured soldier at a time.
  • A simultaneous exchange sends both soldiers around the outside to their own bases.

Victory: Capture the entire opposing troop.

06

Fireballs and sword defense

Wizard Defense

Field Ready

Move soldiers through a defended field while wizards protect the exit line.

Set the field

  • Create start and exit lines, battlefield, wizard area, barriers, and wizard respawns.
  • Divide players into soldiers and wizards. Wizards use fireballs and begin without swords.
  • Play for five minutes.

Orders

  • A soldier hit by a fireball returns to start.
  • A sword may deflect a fireball, but a later hit still sends that soldier to start.
  • Friendly fire is active.
  • Reaching the exit earns one point.
  • Wizards throw from their area and may enter the battlefield to recover fireballs.
  • A wizard struck by a soldier drops gathered fireballs and reports to respawn.
  • The captain wizard may call one ten-second freeze.
  • During a freeze, only the combat dodge is allowed and soldiers may not strike wizards.

Victory: Soldiers score one point for each crossing. Wizards prevent crossings for five minutes.

07

Three-company campaign

Capture the Base

Field Ready

Carry banners into enemy barrels while defending your own base.

Set the field

  • Use three teams and three bases.
  • Give each team four flags and five barrels.
  • Mark safe zones, respawn points, and off-limits locations.

Orders

  • Carry flags to opponents' barrels while defending your own.
  • A barrel holds one flag and remains claimed.
  • A tapped soldier returns to respawn.
  • Entering an off-limits location also sends a soldier to respawn.
  • Barrel areas are safe zones.
  • Acknowledge every valid tap.

Victory: Claim four enemy barrels. The game closes after two teams place all four flags.

08

Rank testing

The Novice Trials

Field Ready

Test the character, attendance knowledge, field skills, and strength required for Rank 1.

Set the field

  • Leaders test soldiers individually during the final weeks of the semester.

Orders

  • Complete the character, attendance knowledge, field skills, and strength standards listed in the Army Guidebook.
  • A soldier who does not earn Novice may return in a later semester and test again.
09

Character instruction

The Fireside Council

Field Notes Needed

Close training with a lesson that reinforces the character trait of the day.

Set the field

  • Gather the company after physical and skill activities.

Orders

  • Teach the assigned character topic.
  • Give soldiers a clear idea to remember before dismissal.

Return to headquarters

Keep the whole army guide together

Review conduct, safety, commands, and rank standards in the Army Guidebook.

Open the Army Guidebook