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Best fencing rules?
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<blockquote data-quote="chaochou" data-source="post: 6960801" data-attributes="member: 99817"><p>Another way of looking at duelling would be to check out the Battlecon line of boardgames.</p><p></p><p>There's a number of them: Battlecon: Fate of Indines, Battlecon: Devastation of Indines and Battlecon: World of Indines are the ones I have and know best.</p><p></p><p>They take the 'en garde' idea of a 1d board just showing range and each fighter plays a pair of cards - a 'style' and a 'strike' - the pairing of these cards produce basic effects of your initiative (priority), the range of your attack and your damage. But each card will also give you various amounts of block or soak (to defend against attacks - any damage stuns you for the rest of the round), movement patterns, special abilities.</p><p></p><p>After each round cards go through a 2 round recycle. So you always know what cards your opponent has in their hand. It's a case of trying to do the less obvious - to be at a range they don't expect, or to throw enough block up to be able to counterattack, etc.</p><p></p><p>They are designed to recreate the experience of stuff like Tekken and Street Fighter on a board, and they are utterly brilliant. No rpg I've seen in 35 years has come close in combining the ease of play, speed of play and sophistication of Battlecon.</p></blockquote><p></p>
[QUOTE="chaochou, post: 6960801, member: 99817"] Another way of looking at duelling would be to check out the Battlecon line of boardgames. There's a number of them: Battlecon: Fate of Indines, Battlecon: Devastation of Indines and Battlecon: World of Indines are the ones I have and know best. They take the 'en garde' idea of a 1d board just showing range and each fighter plays a pair of cards - a 'style' and a 'strike' - the pairing of these cards produce basic effects of your initiative (priority), the range of your attack and your damage. But each card will also give you various amounts of block or soak (to defend against attacks - any damage stuns you for the rest of the round), movement patterns, special abilities. After each round cards go through a 2 round recycle. So you always know what cards your opponent has in their hand. It's a case of trying to do the less obvious - to be at a range they don't expect, or to throw enough block up to be able to counterattack, etc. They are designed to recreate the experience of stuff like Tekken and Street Fighter on a board, and they are utterly brilliant. No rpg I've seen in 35 years has come close in combining the ease of play, speed of play and sophistication of Battlecon. [/QUOTE]
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