One of the signature elements of several genres is the duel. Whether it is Robin Hood fencing with the Sheriff of Nottingham, Jedi and Sith lightsabers clashing, or Rocky Balboa trading blows with Apollo Creed, when the action focuses in on such a contest of champions, we know we’re in for a tense, exciting scene.
A duel is a formalized close combat encounter. The most common type of duel in cinema is a sword fight, but it can just as easily use any other melee weapon or even fisticuffs. Usually the duel is between two combatants, but it is possible to have more duelists on one or both sides. There might even be more than two sides for a truly chaotic duel!
Most strikes in a duel will not land, but they often aren’t supposed to. A duel is more than just hacking at one another until someone falls. It is a chess match, every exchange a move and countermove. Each duelist tries to maneuver, trick, or overpower their foe into leaving an opening for a fatal finishing strike.
In game terms, most duels are a series of Tests, potentially with some powers and other actions thrown into the mix.
Special Rules
- The GM declares the start of a duel. Each player that wishes to participate in the duel declares so. These are the Duelists. Any other character that might intervene, but remain outside the duel, is called an Interloper.
- Deal each Duelist one Hole Card, which they should keep hidden. Use a separate deck for this — not the one you’ll deal Action Cards from.
- Interlopers are dealt Action Cards as normal.
- A Duelist may not make an attack roll against another Duelist unless they declare Checkmate (see below). Note that a Test using Fighting, Shooting, or Athletics (throwing) is not an attack roll.
- All Duelists suffer –2 to Soak rolls for Wounds caused by another Duelist. Wounds inflicted by Interlopers are Soaked normally.
- All the usual Combat Options are available to Duelists.
Tests
Tests work a bit differently in a formal duel.
A successful Test makes the enemy Distracted or Vulnerable as usual, but that condition lasts for the duration of the duel, or until the victim spends a Benny to remove the condition.
Success also lets the attacker draw an extra Hole Card.
A raise on the Test does not make the defender Shaken. Instead, it grants the attacker two new Hole Cards instead of one.
Interference: Interlopers can Support an ally in a duel or even Test an enemy, but they can’t affect Hole Cards — only other Duelists can do that.
Shaken: Characters can’t be Shaken by Tests while in a duel. Powers, physical attacks, or other means of causing a Shaken condition work normally.
Checkmate
At the beginning of any round, a Duelist may declare Checkmate. This means they see an opening and have chosen to try to take advantage of it. But if they’ve misjudged, they may leave themselves open to their foe.
A Checkmate round plays out as follows:
- Each duelist chooses one of the Hole Cards in their hand to play (usually their highest). That is their Action Card for the round and determines who acts first.
- Reveal all Hole Cards simultaneously (including those still in players’ hands).
- Attacks play out as normal. If a duelist’s attack is successful, they gain a bonus d6 to damage for each additional Hole Card they have that is higher than their foe’s highest Hole Card.
- If at least two opposing duelists are still standing, at the end of the Checkmate round, discard all current Hole Cards. Deal one new Hole Card to each remaining duelist and continue the duel.