Post by schlager7 on Apr 18, 2004 18:24:08 GMT -6
Here's a little something I found on a Yahoo rpg group:
FENCING DUEL
Necessary:
One deck of cards
Two six-sided dice, of different colours
Preparation:
Each player draws ten cards and selects five. These form the starting hand.
There should be at least one club in the starting hand. The ten cards that
the players didn't choose, are put on the table, face down and side to side
in a row from one player to the other. This row is the arena, and each card
is called a ’field' from now on.
Each player puts her die down, with the 6 up, on the fourth field from her
in the row of cards. There should now be two fields separating the players.
The die represents the player in the arena. The number that is up denotes
hit points left. This should be adjusted (a new side facing upwards) each
time that a player receives wounds.
Rules:
The four suits represent four different moves in fencing;
Hearts: Strike
Spades: Block
Diamonds: Riposte
Clubs: Move (and lunge)
Clubs allow a player to move forward or backward. The two to eight of clubs
allow the player to move one field, the nine to ace of clubs allow the
player to move either one or two fields. A player cannot move on the same
field as his opponent, or out of the arena. If a player ends her move in
the field adjacent to the field that the opponent occupies, she can lunge
at her opponent. This is regarded as a strike. From that moment on the two
duellists are engaged in combat.
A duellist can only strike when the two combatants are engaged, or when a
move ends in engagement. In answer to a strike, the opponent can play a
spade (to block), a diamond (to riposte - that is, to block and
counterstrike), or a club (to dodge by stepping back). A strike that is not
blocked or dodged does two points of damage. If a strike is blocked or
dodged, it still does one point of damage if the card of the attacker is
higher than the card of the defender. If the card the defender played is
equal to or higher than the card that the attacker played, there is no
damage.
If a duellist moves backward, her opponent can play a club to move forward.
If this brings him to a field adjacent to the duellist again, he ends his
move with a lunge. If it doesn't, or if the opponent doesn't move, the
duellists are disengaged.
An engagement ends in one of two ways. It ends when a step back by one
opponent is not followed by a move forward by the other so that the
duellists are on adjacent fields again. The second way is when one player
runs out of cards. The opponent can make one last move, and then the
engagement ends. Both players can discard cards if they want to, and fill
their hand again. They take as many cards as indicated on the die, with a
maximum of five.
At the start of the game, both players play a club, covered, and uncover
them simultaneously. If only one of the players played a nine or higher,
that player can move forward two fields while his opponent stays put. If
not, both players move forward one field. The player who played the highest
card strikes. From then on, players alternate in playing cards. Players can
either play a card or discard a card - they are not forced to make a move
if they don't want to. Discards are always face up.
Following a disengagement, after new cards are drawn, the player that did
not step back, or did not run out of cards first, is the first to make a
move.
If a player loses all her hit points, she dies. Note that a player who
receives a mortifying wound that cannot be blocked or dodged enough, can
still play one last card to riposte or strike back. The game ends when a
player dies or when the stock is depleted. The player with the most hit
points wins.
FENCING DUEL
Necessary:
One deck of cards
Two six-sided dice, of different colours
Preparation:
Each player draws ten cards and selects five. These form the starting hand.
There should be at least one club in the starting hand. The ten cards that
the players didn't choose, are put on the table, face down and side to side
in a row from one player to the other. This row is the arena, and each card
is called a ’field' from now on.
Each player puts her die down, with the 6 up, on the fourth field from her
in the row of cards. There should now be two fields separating the players.
The die represents the player in the arena. The number that is up denotes
hit points left. This should be adjusted (a new side facing upwards) each
time that a player receives wounds.
Rules:
The four suits represent four different moves in fencing;
Hearts: Strike
Spades: Block
Diamonds: Riposte
Clubs: Move (and lunge)
Clubs allow a player to move forward or backward. The two to eight of clubs
allow the player to move one field, the nine to ace of clubs allow the
player to move either one or two fields. A player cannot move on the same
field as his opponent, or out of the arena. If a player ends her move in
the field adjacent to the field that the opponent occupies, she can lunge
at her opponent. This is regarded as a strike. From that moment on the two
duellists are engaged in combat.
A duellist can only strike when the two combatants are engaged, or when a
move ends in engagement. In answer to a strike, the opponent can play a
spade (to block), a diamond (to riposte - that is, to block and
counterstrike), or a club (to dodge by stepping back). A strike that is not
blocked or dodged does two points of damage. If a strike is blocked or
dodged, it still does one point of damage if the card of the attacker is
higher than the card of the defender. If the card the defender played is
equal to or higher than the card that the attacker played, there is no
damage.
If a duellist moves backward, her opponent can play a club to move forward.
If this brings him to a field adjacent to the duellist again, he ends his
move with a lunge. If it doesn't, or if the opponent doesn't move, the
duellists are disengaged.
An engagement ends in one of two ways. It ends when a step back by one
opponent is not followed by a move forward by the other so that the
duellists are on adjacent fields again. The second way is when one player
runs out of cards. The opponent can make one last move, and then the
engagement ends. Both players can discard cards if they want to, and fill
their hand again. They take as many cards as indicated on the die, with a
maximum of five.
At the start of the game, both players play a club, covered, and uncover
them simultaneously. If only one of the players played a nine or higher,
that player can move forward two fields while his opponent stays put. If
not, both players move forward one field. The player who played the highest
card strikes. From then on, players alternate in playing cards. Players can
either play a card or discard a card - they are not forced to make a move
if they don't want to. Discards are always face up.
Following a disengagement, after new cards are drawn, the player that did
not step back, or did not run out of cards first, is the first to make a
move.
If a player loses all her hit points, she dies. Note that a player who
receives a mortifying wound that cannot be blocked or dodged enough, can
still play one last card to riposte or strike back. The game ends when a
player dies or when the stock is depleted. The player with the most hit
points wins.