IRON FROM IRON
Hólmganga, directly translated to “walk on small island,” were duels that took place on said small islands. One could challenge another to hólmgang regardless of social standing over a range of reasons – honour, debts, revenge or any other dispute. Failure to answer a hólmgang was considered a great dishonour and could be considered and outlawry act.
INFO CREDIT: @Bjorni Viking
Whilst the Pack.Protocol on NORSE.Life calls for a shared assault on objectives – here we sharpen iron by going against each other in controlled battlegrounds. The objective is not to annihilate and ruthlessly chase victory; but to push each other further whilst chasing bragging rights of the moment.

SHIELD’S UP

THE VAETTFANG
Movement paired with holds to create adversity defeated only by mental endurance.
LOCATION
Anywhere with weights
WOLVES
2+
GEAR
We recommend weight plates indoors – similar rocks can be used outdoors
RECOMMENDED WEIGHT
5kg – 20kg plates depending on level
RULES OF ENGAGEMENT
I.
All participants stand in a circle with their weights locked out overhead.I
II.
Players take turns to say “TOUCH” or “PRESS.” Touch means all players touch the floor with the edge of their plates then bring them back over head. Press means all players bring their weights to their chests and press overhead.
III.
Go around the circle one after the other saying touch or press. The waiting position has the weight locked out overhead. Remember – when it’s your turn you can wait as long as you want to issue your command.
IV.
The game continues with all players issuing commands in a circle until one is left standing.

Keep control of your weight at all times. Stay locked out in the hold position in between commands. Keep your shields raised. Endure.
DOUBLE TAP

THE VAETTFANG
A controlled conflict where combatants score points on each other with minimal contact
LOCATION
Anywhere
WOLVES
2
GEAR
No gear required
ORIGINS
A popular combat game to work on reaction times and footwork
RULES OF ENGAGEMENT
I.
Combatants face off and shake hands.
II.
Combatants try to score points on one another by touching the shoulder or knee with their hands.
III.
This activity will be done for time rather than score – recommended 3 to 5 mins scoring rounds
IV.
The game concludes when the time expires. Multiple rounds / combatants can also be added.

This is a speed and reaction based drill. There is no need for full contact hits or grappling. You can also spice it up by adding a 3rd or even 4th player. You can give it a strong wrestling twist by changing point scoring to toe touches – pushing more for leg attacks and sprawls.
SPOILS OF WAR

THE VAETTFANG
A game of acceleration and control.To the victor go the spoils.
LOCATION
Anywhere
WOLVES
2+
GEAR
An assortment of small weight plates or rocks
POWER AND CONTROL
A game that rewards the ability to speed up and come to a halt quickly.
RULES OF ENGAGEMENT
I.
Find a stretch of space roughly 10-15m in length.
II.
Place all your plates or rocks in the centre, with hunters equal distances away in their drop zones.
III.
With the starting position of lying down – when the game commences, run to the centre, grab a single weight and run it back to your drop zone.
IV.
When all weights / rocks have been collected – the hunter with the most spoils is declared the victor.

The key to victory lies in explosive speed. You can increase the number of hunters to create a little more chaos. You can also increase difficulty by adding modifiers – the return journey is backwards (no turning around), you have to crawl or bear crawl – the options are limitless.
THE MOUNTAIN

THE VAETTFANG
Endurance exercise with ever increasing rep range
LOCATION
Anywhere
WOLVES
2+
GEAR
No Gear Required
PACK LOADING
With more combatants – rest times increase so with larger player numbers consider adding weight to movements.
RULES OF ENGAGEMENT
I.
A combatant chooses an exercise – push ups, squats etc and completes one rep.
II.
One after the other every combatant completes a rep. The game starter then moves to two with everyone following.
III.
The game continues in this manner ascending an extra rep every round, completed by every player.
IV.
Combatants are eliminated when they cannot complete their round – the winner is the last combatant standing.

This game starts off relatively easy but will accumulate quickly. By the time you’re at 10 you will already have completed 55 reps. Rest times are obviously tight with 2 players – but in a large group atmosphere offset this by adding load / exercise selection.