Dueling Suits

Looking for a quick, silly game that takes 5 to 10 minutes to play? This one's on us! All you need is a regular deck of 52 playing cards, and a friend.

Objective

The game is played with 2 players. Each player starts with 15 health and can have a maximum of 30 health. The objective of the game is to reduce your opponent's health to 0.

If both players are reduced to 0 or less in the same turn, the player whose health is higher wins. If both players are at the same health, the game is a draw.

Setup

The deck of cards is shuffled and placed in the center of the table. Each player draws 7 cards. Some small (or large - your preference!) object is chosen to represent the initiative token and randomly given to one player. (We suggest playing the classic "red or black" game to decide who gest initiative!)

Interpreting Cards

Each suit represents a different type of action you can take in the game.

  1. Spades - Block
  2. Diamonds - All Out Attack
  3. Clubs - Cautious Attack
  4. Hearts - Heal

The value of the card represents its power. Numbered cards simply have power equal to their number. Jacks have a power of 11, Queens have a power of 12, Kings have a power of 13, and Aces have a power of 14.

Turn Sequence

  1. Both players draw a card.
    1. Players with 2 cards or less draw an additional card.
    2. If the deck runs out of cards, shuffle up the discard pile and use it to replace the deck.
  2. Both players play a card face down. This card is called the lead card.
  3. Both players reveal the lead card they played.
  4. Chain cards may be played.
    1. Chaining is explained in the Chaining section below.
  5. Effects are resolved.
    1. See the Resolutions section below to determine the effects of the cards played.
    2. Damage dealt and health gained happen simultaneously.
  6. All cards played are discarded.
  7. The initiative token is passed to the other player.

Perks

If you are fortunate enough to have obtained a business card from the company's founder, congratulations! You have been imbued with additional powers! Place your perk card(s) in front of you when you start playing and watch as your opponent recoils in horror at the thought that your odds of winning the game have gone up slightly! There is no limit to the number of perk cards you are allowed, but we recommend keeping it capped at around three just so you don't get bogged down trying to account for too many bonuses.

Resolutions

The effects of cards played vary depending what combination of lead cards is played. The table below explains all the possible effects if Player 1 plays a card of the suit shown in the left-most column and Player 2 plays a card of the suit shown in the top-most row.

Note: A player's power in a given turn is equal to the power of the lead card they play plus any bonuses they get from chaining cards or having perks. See the Chaining section below for more details.

Note: If damage can never be negative. If negative damage is dealth, nothing happens. Players' health can become negative however!

Player 2 (right)
Player 1 (below)
Spades Diamonds Clubs Hearts
Spades No damage is done to either player. Player 1 takes damage equal to Player 2's power minus two minus Player 1's power. (minimum 0) Player 1's lead card in the next round has power increased by Player 1's power this round. Player 1 takes damage equal to Player 2's power minus Player 1's power. Player 2 heals an amount equal to his or her power.
Diamonds Player 2 takes damage equal to Player 1's power minus two minus Player 2's power. (minimum 0) Player 2's lead card in the next round has power increased by Player 1's power this round. Each player takes damage equal to the power of the opposing player. The player with lower power takes damage equal to the other player's power. Player 2 takes damage equal to Player 1's power.
Clubs Player 2 takes damage equal to Player 1's power minus Player 2's power. The player with lower power takes damage equal to the other player's power. Each player takes damage equal to half the power of the opposing player rounded up. Player 2 heals damage equal to his or her power and takes damage equal to Player 1's power.
Hearts Player 1 heals an amount equal to his or her power. Player 1 takes damage equal to Player 2's power. Player 1 heals damage equal to his or her power and takes damage equal to Player 2's power. Both players heal damage equal to their power.

Chaining

After lead cards are revealed, if you have the initiative token you may initiate chaining. To do so, place a card from your hand face up next to your lead card. Half of the power of a card played this way is added to your power for this round. If the card is of the same suit, add the full power of the card to your power for this round instead. If you choose to chain a card in this way, your opponent may also chain by placing a card face up next to their lead card. Players take turns chaining cards in this way until one player chooses not to chain. Once one player chooses not to chain, no more chain cards can be played by either player.