Topic: Duel of Swords - A Comparrison

Panther

Date: 2006-06-20 20:54 EST
I think what this is... we got word that some folks on another online service were doing a DoS game, and we were sent a copy of the rules, and I was comparing them to what we were using on AOL. I'm not sure when this was originally written. BTW, I have removed the Matrix from here... I don't want to go giving away any "secrets". Otherwise it's intact as I had it.
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** DUEL OF SWORDS **
In Duel of Swords, you take the part of a warrior in one-on-one combat with another player. You both pick maneuvers, and the referee compares them. It is your skill, rather than dice or typing speed, that determines the winner.

You may play with as many different characters as you want, though obviously they cannot fight each other.

This game originally was uploaded to Q-Link in 1987 and used by the role-playing groups there. After Q-Link dissolved, the game reappeared on America Online. After too long of a delay, it now comes here.

If you're interested in finding a way to have some fun, gain prestige, or just trounce that annoying munchkin, then read the next two messages for the rules.

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Duelling times can be arranged by contacting me in advance. The DUEL ROOM will be open this Saturday, from 9-11 PM. Sessions will also be available during inn hours, assuming I'm around. (I am unavailable Thursdays and Fridays at present.)

Until later, may your eye be keen, and your sword sharp.

- Hawkwing

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FORUM>Reply, Add, Read, "?" or Exit>
2381 11-FEB 15:02 The Arena
Duel of Swords: Matrix
From: HAWKWING To: ALL

Duel of Swords Matrix
Matrix was here, I removed it.

FORUM>Reply, Add, Read, "?" or Exit> 2380
2380 11-FEB 15:02 The Arena
Duel of Swords: Rules
From: HAWKWING To: ALL

*** NEW GAME ***

A thousand years ago, honor and valor were the measure of a person. When one's character was questioned unjustly, there was only one fair way to resolve the matter.

A duel.

Duel of Swords is a game that can be played by E-mail or in conference with a moderator. In it, you engage an opponent in combat and attempt to out-guess him or her. The game lasts fifteen rounds, or until one person is struck five times.

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In a sword fight, there are ten basic maneuvers:
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Thrust High Cut
Slash Low Cut
Disengage Lateral Parry
Sidestep Circular Parry
Duck Stop Hit
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A thrust is an all-out attack. You extend yourself forward, sword extended, and hope to hit your foe.

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High cuts and low cuts are slashing attacks across the face and stomach of your opponent. (It's dishonorable to aim lower, despite the temptation.)

A Slash is a wild swing across your opponent's chest. It's one strength is defeating any parrying attempts by your opponent.

Disengage is just that. Back off and rest for a moment.

Lateral and Circular Parries are defensive maneuvers. Lateral parries deflect High Cuts, while Circular Parries turn Low Cuts against them-selves.

Sidestep is just that. Take a step to the side, and watch your opponent make a fool of himself. Not good against cuts.

Ducking is just what it sounds like: Duck out of the way. Yet another defensive maneuver.

A Stop Hit is a quick defensive maneuver, slapping your opponent's sword aside, followed by a quick thrust of your own. It works best against wild attacks (thrust, slash) but not against cuts.
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Something I should have noted at the time, I'm not sure if they gave everyone the matrix, but they sure gave a lot of it away in these descriptions.

Each round, you and your opponent pick a maneuver. When matched together, you will either hit or miss him, or perhaps gain an advantage (ie- your foe is off balance.) Two consecutive advantages equal a hit.

The rules of play are slightly different for each way of playing.

[[the above two paragraphs are re-writes from similar info in the Q version.. included here..
Each maneuver, when matched with the opponent's, will either hit or miss the opponent, or will give the player an advantage over the opponent on the next maneuver. So with each action there are three possible results: hit, miss, or advantage. Two consecutive advantages equal one hit. There are two ways of playing 'Duel of Swords' (DOS); by E-Mail or live on-line. The rules of play are sightly different for each version.]]

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E-Mail Play

Both players pick ten actions and E-Mail them to the referee on the agreed date, in the order that they are to be carried out. The ref will compare the two sets of actions and determine the results.

The ref will compare one action at a time. The winner will be the player that scores the most hits. If after all fifteen actions have been compared and the hits are equal, the match ends in a tie.
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On-Line Play
Both players and the ref meet in a conference room on the agreed upon date. The match will be played one round at a time. The players send their maneuver to the ref by /SEND, and he will determine and announce the results. Play continues until one player has scored five or more hits AND one more than the opposing player. If after fifteen rounds the hit score is equal, the match ends in a tie.
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Play Restraints
1. No maneuver, except Disengage, can be played twice in a row.
2. If an invalid maneuver is made, or an incomplete set of maneuvers were sent, the Disengage maneuver will be substituted.
3. You MUST fight at least three other opponents before repeating a match.
4. This is NOT a fight to the death. Both players are fully protected from permanent injury.
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Betting Game
Spectators may place a wager on the outcome of the Duel. Players will use gold crowns (GCs) as their currency.

$1 = 1 GC.

Bettors E-Mail to the ref the amount of the bet, the winning opponent, and the final score (number of hits each duelist received). NOTE: Instead of a winning opponent, the bettor may also state that the duel will end a tie.

Payoff odds will be placed on the duelists to reflect their dueling compatibility. Odds will never be less than 1 to 1. All fractional payments will be rounded down.

If the bettor guesses the winning opponent, the payoff equals the odds for the winner. If the bettor bets on the winning opponent and has the correct final score, the payoff equals twice the odds for the winner. Correct scores on a tie bet receive a payment equal to the highest odds of either duelist.

A player may only place one bet per match.

Most duels will be announced before hand, to allow bettors time to place their wager. On-line events may trigger some impromptu duels, however a short amount of time will be allowed for spectators in the conference room to place their bet.
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Since the players start with 0 GCs, their first bet will be loaned to them.
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Afterwards, players bet from their winnings or continued loans. You can borrow up to $100 per match. ]

The opponents may not place bets on their duel. However, there is a payoff for winning the match based on the experience of the duelists. The payoff to the winner will be at least $100.

Tournament Play
A list of the Top Duelists and the best gamblers will be posted weekly. A win/loss/tie record will be maintained for each player. A point total will also be kept; 2 points per win, 1 point per tie, and 0 points for a loss. The point total will reflect the experience of the players and will affect the odds and payoffs of the matches.

Fancy Maneuvers
To reflect the player's ability to handle the sword with greater dexterity and cunning after the experience of many duels, the player will be able to execute Fancy Maneuvers.

For each five wins more than losses that a player acquires, one Fancy Maneuver may be executed during a duel. (5 wins more = 1 Fancy Maneuver, 10 wins more = 2 Fancy Manuevers, etc.) up to a maximum of three.
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A Fancy manuever may be played anytime at the whim of the player during the duel, using any of the standard ten manuevers. When sending orders to the ref, the player indicates that the manuever is Fancy by simply adding the word Fancy to the order (ex: Fancy Lateral Parry).

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Fancy maneuver advantages: If the standard result was a MISS, it changes to an ADVANTAGE. If the result was an ADVANTAGE, it becomes a HIT. If the result was a HIT, no change.
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The player may also choose to use their Fancy maneuver as a dodge by simply adding that word. (ex: Fancy Lateral Parry (Dodge).

If your opponent HIT, he only gains an ADVANTAGE. If he gained an ADVANTAGE, he will MISS. If he MISSed anyway, no change.
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Ranking
Duelists rise in rank, according to their success with the sword.
Commoner - zero wins
Swordsman - one win
Veteran - five wins
Myrmidon - ten wins, at least one fancy maneuver
Champion - twenty wins, at least two fancy maneuvers
Lord/Lady - thirty wins, at least three fancy maneuvers

There are also special ranks, which supersede the above list due to their prestige.

Knight - five consecutive wins
Kt. Commander - another five consecutive wins
Swordmaster - another five consecutive wins.

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There can be only three Knight Commanders at any one time. If there are no vacant positions, after four consecutive wins a Knight MUST duel one of the commanders. The Commander must accept the challenge or be disgraced and demoted. The winner becomes Commander, the loser is demoted to Knighthood.

There can be only one Swordsmaster. if the position is not vacant, after four consecutive wins a Commander MUST duel the Swordsmaster. The Swordsmaster must accept or be disgraced and demoted. The winner becomes Swordsmaster, the loser is demoted to Knight Commander.

Five consecutive losses cause a player to lose face in the knighthood, and drop a rank So long as you meet the prerequisites, you can not lose your regular title.

Tied duels do not affect consecutive wins or losses.

Ranking only provides the players with prestige and a rank of achievement, and has no effect on the outcome of the duels.
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