With a bit of adaptation, this can be used for wizard duels, trials by combat, attempts by nobles to ruin each others' reputation, and so on; you just need a situation in which two roughly evenly-matched parties fight with skill, a personal sense of the other as an opponent, and the real possibility of harm.
My quick combat system is designed for combat as war - a disaster that can be prepared for and used for leverage, but in which no interesting tactical decisions take place. This, by contrast, is meant to be "combat as sport" - a fair fight won by whoever can outthink their opponent.
Physical materials
You'll want either a standard 54-card deck of playing cards or the minor arcana of a tarot deck, sorted by suits. Each player adopts a suit (including a Joker each of playing with standard playing cards) as their hand; the remaining two suits (removing the Pages if you're playing with a tarot deck) are shuffled together into a prize deck. Each player adopts one of the shuffled suits to represent what they have at stake (if you're playing with standard playing cards it's probably most convenient to match red with red and black with black; if you're playing with tarot cards, assign according to whatever feels most symbolically apt.)
Rounds of play
Each round, turn over one card from the prize deck. This represents the possibility of qualitative injury to the party who adopted that suit as their stakes; that player is defending this round and the other player is attacking. Each player places one card from their hand face-down, then both are revealed.
If the defending player's revealed card is higher in value, nothing happens. Put the prize card into the reshuffle pile.
If the attacking player's revealed card is higher in value, they injure the opponent in the way prescribed by the card. Put the prize card into the discard pile.
If both cards have an equal face value (not including surrender cards, per below), both parties receive the injury. Put the prize card into the discard pile.
If one party plays the surrender card - either a Joker or a Page - then that player has surrendered and the duel ends. Depending on how overwhelmed the surrendering party is and how honorable their opponent is, they might choose to take mercy or not, but either way once one party has surrendered you are no longer in a duel.
Players can verbally communicate with each other between rounds (that is, after the cards they placed have been revealed, but before the next prize card is revealed.) Once the prize card is revealed, players can no longer verbally communicate with each other until they reveal the cards they have placed to attack or defend.
Once player's hands are exhausted, reshuffle the reshuffle pile into the remaining cards of the prize deck, and return the cards the opponents have played to their hands (minus the highest-value card they played that round.) Keep going. Play continues until death, surrender (including mutual surrender at some predefined point), our outside interference (which this minigame does not model.)
Example round
Inigo, playing hearts and defending diamonds, is dueling Count Rugin, playing clubs and defending spades. The prize card for the round is revealed: it's the 6 of Diamonds! That means the Count has spotted an opportunity to jab out Montoya's eye and each is making a snap judgment about how much to prioritize enabling or preventing this and how much instead to care about preserving superior positioning.
Inigo looks at his hand and tries to remember what Rugin has played already, hoping to place a card just slightly higher than Rugin does. He places a 5 of Hearts face down, and Rugin places something unknown. They turn them both over - Rugin had played the 4 of Clubs! Well played, Inigo! His eye is safe and at little loss.
Stakes of play
Below are three example stakes - one for a physical combat, one for a duel between mighty wizards, and another for scheming aristocrats trying to destroy each other's reputation. Players and GMs are encouraged to create new versions of these, especially bespoke versions that relate to the particular contest that might emerge between two particular opponents.
|
physical |
wizards |
nobles |
| K |
major unknown stakes (this round determines the fate of the next two prize cards) |
| Q |
unknown stakes (this round determines the fate of next prize card) |
| J/Kn |
positioning (winner recovers best card played so far to their hand, loser recovers worst) |
| 10 |
instant death |
mind control, geas, or become undead servant of opponent |
death of most loved person |
| 9 |
mortal injury |
disintegration and erasure from history |
fatally poisoned in embarassing way |
| 8 |
loss of limb (attacker's choice) |
astral banishment (can no longer planeshift, scry, or dream) |
title stripped |
| 7 |
ability to use dominant hand |
True Name changed to something embarassing |
spouse seduced and permanently turned against them |
| 6 |
eye gouged out |
mental trauma from banishment to Hell Dimension (returns after 1 second in our plane and 1000 subjective years)
|
major public project collapses in disaster |
| 5 |
loss of limb (defender's choice) |
amnesia |
spouse seduced in one-off dalliance |
| 4 |
ability to use non-dominant hand |
next project embarked upon will be disaster |
office lost |
| 3 |
sprained ankle |
acquire vestigial twin loyal to opponent |
uncool misdeed exposed |
| 2 |
cosmetic injury to whatever most vain about |
hiccups or lisp acquired |
acquisition of painful venereal disease |
| 1 |
cool scar |
can never shower again (great excuse if you didn't want to anyway!)
|
cool misdeed exposed |
Attestation
This minigame is Mosaic Strict. Game mechanics are almost exactly those of Goofspiel, with the exceptions that prizes aren't added up for points but represent particular diegetic stakes.