[MFR] Cuprum Duelists Rules
Added 2025-08-01 16:18:37 +0000 UTCNotes : Chapter 61 has been written and added to the queue !
Had a lot of fun writing those rules. I don't know if the game would actually play well or be fun, but it was interesting to design at least !
Born on the island of Cuprum, this card game uses a standard Imperial deck to simulate a battle. The name, 'duelists' come from the way the battle is resolved.
An imperial deck is similar to a normal deck of card, except that cards two through five are 'peasants' and cards six through nine are 'legionnaires'. Tens are Centurions, Jesters are Legates, Queens are Dominions, Kings are Emperors and Aces are Thrones.
At the start, both players draw ten cards. This is their starting 'army'.
Begins the battle. Both players have three turns, with the player taking the first turn usually decided by a homebrew method involving dices, coins, threats of violence and usually copious amounts of alcohol. Each turn each player can choose to set down one to two cards on the battlefield, or none. The battlefield has five card slots for each player, three of them are the main army, two are the 'wings'. Each slot is mirrored by another from the other player. A card can be set in any slot, even if it is already occupied by another card. If it is set over another card, only the new card counts.
A card can be set 'in Reserve' instead of placed on the battlefield. Only one card can be put in reserve each battle. It is placed face down, and thus what it is is unknown to the opponent. Once placed, it can be 'moved forward' in response to the opponent placing a card on the field, being played on a slot of the player's choosing. A card in Reserve is lost at the end of the final turn if it was not played, and does not count for any calculations, including highest value card on the field.
Once the three turns are over, the cards are compared. Every section of the battlefield 'duels' its opposite. The card with the highest value is victorious. If they are of equivalent value, it is a draw, and no one is victorious. The number of victories in the main army is totaled. If one player has more than the other, they win. If they have the same number of victories, then look to the wings. If only one player has a victory there, they win. If both do, they both win a round. If neither does, the player with the highest value card on the battlefield wins. If both players have a highest card of the same value, they both win a round. There can be no draw in this game, one player must win.
At the beginning of each subsequent round, all players draw three cards, and start the battle once more. Repeat until a player is declared victorious, by winning three rounds.
Comments
Well bluffing and bullshitting are the cornerstones of any good card game.
Playwars
2025-08-02 14:45:26 +0000 UTCNeat, like a mix between more tradition card games and Gwent. I can only assume lots of bluffing and bullshitting is also required.
Unwillingmainer
2025-08-01 19:30:46 +0000 UTC