A card-based duelling mechanic
Many a swashbuckling adventure contains a fencing duel or ten: our hero facing off against one or more opponents, their swords clattering as the fight takes them around the scenery in a way that is very difficult to emulate with a succession of attack (or damage) rolls. Where are the feints? where are the clever reversals?
Instead, I present here a duelling mechanic (or perhaps rather a minigame?) using a deck of playing cards to emulate the back and forth of a classic fencing duel for two combatants:
First, unless the game has a clearly defined attacker, both players draw a card to determine who starts on the offence and who starts on the defence. Highest card is offence.
The duel is played out over a number of rounds, in the beginning of each round, cards are drawn, then cards are played, continuing until one combatant is defeated.
In the first round, the players each draw a hand of five cards. In later rounds, they will draw two new cards for their hand, to replenish those played.
The offence player plays one card face-up, the telegraphed attack, as well as one card face-down, the feint attack.
The defending player then plays two card face down, the primary parry and the feint counter.
The attacking player then decides if they want to continue with their telegraphed attack or with their feint attack. If the attacker chooses the former, the defender flips their primary parry, for the latter, they flip their feint counter.
The player with the highest valued card wins the round (the defender wins ties). This will have different outcomes depending on who won and how:
- If the offence won with either a telegraphed attack or a feint attack, the defence takes damage, discarding a card at random from their hand.
- If the defence won with against telegraphed attack, the roles swap. The defence player becomes offence, and vice versa.
- If the defence won with against feint attack, the roles swap. The defence player becomes offence, and vice versa. In addition, the player who was offence takes damage, discarding a random card from their hand, except if the defence wins from a tie.
If a player must discard but has no cards left, they will draw one fewer card in all future rounds. If a player is reduced to drawing zero cards, they have lost the duel.
If a player on the offence only has one card to play, they are exhausted and only have a telegraphed attack. If a player on the defence only has one card to play, their card will apply to whichever attack the offence chooses.
This fairly simple card (bluffing?) minigame can maybe try to capture some of the excitement of a swashbuckling fencing duel. It can also easily be modified with variant rules, or additional complications to fit into a wider RPG system. Here is a couple of additonal options:
- All face cards (jack, queen, king) share a value of 11 (or even 10) - this would lead to more ties, and thus more reversals without damage. Aces could still be 1 higher?
- Incorporate character stats/skills into the game: better fencing skills gives a value bonus to all cards, better stamina/endurance gives a larger starting hand.
- Suit-based mechanics: suit based tie-breakers? character skills giving bonuses to specific suits? or specific card values?
- Fencing beyond the one-on-one duel? choosing a target to attack, while defending against the rest?
I don't have any conscious RPG inspirations for this minigame, but I have been reading His Majesty the Worm lately, and its use of tarot might have wormed its way into my brain.
Hopefully this rudimentary minigame might inspire you, please let me know if you have any thoughts, feedback, or use it for anything!
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