# Dueling mechanic

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Infernal
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Joined: 12/31/1969

I have the beginings of a card game where two players are dueling (it could be swords, martial arts, or magic. I haven't yet applied a theme).

I am interested in weather or not you think that this would make an interesting resolution mechanic.

The core mechanic is that each player will get a number of 10 sided dice (D10), probably about 5 of them. Also the will have several cards (about 7) in their hand. These woudl be manouvers, stances, or spells (called actions).

Draw Phase:
In this phase both players draw cards from thir deck so that they have a full hand of cards.

Action Phase:
At the start of the bout each player rolls their pool of dice. One player chose gets to declare an action (play a card) and assign a die to it. This die must be greater than the value on the die used for declaring an action last turn (if a die with a value of 2 was used last turn for the action then only a die with a value of 3 or more could be used this turn). If this is the first turn then there is not restriction as no dice have been used.

When playing a card you declare what the card is but don't reveal the value of it and you play it face down on the table.

The other player can declare an action if they can assign a die that is lower (note: not equal it has to be lower) than the first player's die.

This goes on, back and forth, untill niether player wishes to, or can, declare an action by assigning a lower die to an action.

Any dice assigned in this phase that were superceded by other actions are returned to the owning player without changin their value (ie only the last die assigned to an action is used, the others aren't touched).

Example:
Adam and Betty are playing. Adam rolls 1,5,6,9,9 and Betty rolls 1,4,7,9,10.

Adam is going first and declares an action with his roll of 5. Betty now can choose to declar an action with her rolls of 4 or 1. Wanting to have the initiative for this round, Betty declares her action with her roll of 1 (Later this value on the die is added to the value on the card to give a final score with the higher the better).

As Adam can't have a value lower that 1 on a die he can no longer declare an action. His die that he assigned is returned to him unchanged (value of 5).

Counter Action Phase:
After the player who is acting this round is determined the other player gets to declare a counter action. These are cards that block or resist the action the other player is attempting. When playing a card you declare what the card is but don't reveal the value of it and you play it face down on the table.

In this phase the counteracting player gets to assign any die they wish to use for their counter action and the card to go with it.

Example:
As Betty won the action phase and is the acting player, Adam now gets to play one of his counter action cards and assigns a die to it. He chooses to use his die with the value of 6, as a high number will put him in good stead to win this round.

Resolution Phase:
In this phase the value of the action card and the die assigned to it are totaled. This is the Action score.

The value of Counter Action card and the die assigned to it are totaled. This is the counter action score.

If the Action Score is equal to or higher than the Counter Action score then the Acting player wins and the instructions on the Action card are followed.

If the Counter Action score is greater than the Action score then the Counter Acting player wins that the instructions are followed on the Counter Acting card.

The Dice used in the round are discarded and are not used until a new bout (after all dice are used).

The winner of this phase will also be the player who can declare the action first in the next round.

Example:
Betty reveals her card which has a value of 5, Adam reveals his card which has a value of 3. The players total up their cards and the dice that they assigned to it. This gives Betty a total of 6 and Adam a total of 9.

This means that adam has won this round and the instructions on his card are followed. In the next round Adam will also get to declare the first action.

This method is continued each round until all dice are used or niether player can use dice in an action (ie: there are no dice of a higher value than the last die used in an action). If a player can not use dice in an action, but the other player can, then the they can only play Counter Action cards.

NetWolf
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Joined: 12/31/1969
Dueling mechanic

Interesting mechanic. I like the idea of dice being used as a form of "Initiative". I'm not sure that you would necessarily need 5 total dice, but that's a minor detail.

You could even expand upon this mechanic a little more and allow the characters to assign actions in an order based on the die rolls.

Betty rolls a 1, 5, 5, 6, and 8. Each player gets three actions each round, so she assigns a card to the "1" and two cards to each "5", allowing her a 'combo' attack.

Adam Rolls a 2, 2, 4, 5, and 9. He chooses to use 2, 5, and 9; assigning cards to each of them.

Now each player reveals their cards in numerical order. Since Betty is the only person to use a 1, she flips her card and declares the total and all effects associated with the card. Adam may then choose to defend by using one of his cards with a higher dice total. He uses his '2' card and defends against Betty's assault.

Next Adam flips over his "5" card, and Betty flips over one of hers in order to defend. If Betty had been attacking using the "5"s, then she could have used both as a simultaneous action. (Not sure how the mechanics of this would work, though)

Finally Betty uses her remaining "5", which Adam allows to hit him in order to hit Betty with his "9".

NetWolf
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Joined: 12/31/1969
Dueling mechanic

Now that I think about this mechanic, I could see some interesting modifications being used with different attacks.

-No cards higher than 8 may be used for the remainder of the round.
-Even numbered cards cannot be used.
-Odd numbered cards receive a +1 bonus.
-All cards with dice totals less than 3 receive a +1 bonus.

that's just a few that I came up with off the top of my head. It would make for some interesting moves, especially in a martial arts game where pressure points could be a valid action.

"Manticore's Tail: If this attack succeeds, cards marked with a 5 cannot be played this round."

Infernal
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Joined: 12/31/1969
Dueling mechanic

Quote:
Interesting mechanic. I like the idea of dice being used as a form of "Initiative".

What I was aiming for is a "difficult choice" between initiative and power. Also A player that plays their cards (and dice) well can controll the battle and make the other player play defensively (counter actions), or steal the control from the other player.

Quote:
Now that I think about this mechanic, I could see some interesting modifications being used with different attacks.

Yes this was my intent for the cards.

I am going to put in an intrasitive (scissor/paper/stone) relationship between the cards as well to make the game even more strategic and tactical.

Also I am going to have "permeanants" in the cards that can be placed onto the table and used in later turns and some in other bouts. Some cards also might give other bonuses like rerolling of dice, more dice, etc.

Alot of these inclusions will be dependant on the theme that I use.