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Duel Mode · in playtesting

⚔️ Duel Rules Summary

Roman War Strategy Card Game — Roman vs Hannibal decks

A duel: Righteous players against Evil players
A 2 v 2 duel — Roman players on one side, Hannibal players on the other

⚠ Beta: the duel rules are still in beta and actively being play-tested — expect them to change.

⚔️ Duel Mode — Roman vs Hannibal decks (experimental)

A head-to-head variant: any number of players split into two sides — at least one Roman deck and one Hannibal deck (the Hannibal deck: Ambushes and Hannibal's Encampments). Roman seats share the Roman win; Hannibal seats share the Hannibal win.

Co-op and duel, side by side

Co-opDuel
Who plays HannibalNobody. The deck runs itself to fixed rules.A person, choosing every play.
Solo, 1 playerYes — with the Target-Change fee.No. A duel needs somebody on each side.
Turn orderEach Roman seat takes a turn; the Hannibal deck acts inside it.Hannibal first: all Hannibal seats, then all Roman seats. No alternating.
The turn8 steps, including an Hannibal phase and a Defense phase.5, the same for every seat: Draw, Cost Zone, Main, End of Turn.
Answering a threatIn the Defense phase, once a turn.The moment it lands, on anyone's turn. There is no separate Defense phase in duel mode: Defense cards may be played only in response to an Ambush .t or an Hannibal's Encampment .eh.
Hannibal's economyFixed by the rules.Combo discount, Encampment Dominance, micro-rewards.
Roman extras—Micro-boosts.
Round clockYes.None.
Roman winAll Roman at Domination L3 with no Hannibal's Encampments in play. The same in both.
Hannibal winThe clock, or Power gone.Power ground to nothing. No clock.
1
🔁 Reset / 🔍 Check AUTO

Un-rotate all your cards, then check conditions.

2
✍️ Draw Phase AUTO

Roman: Maneuver + 2 (+ outnumbered bonus). Hannibal: the strongest Roman player's Maneuver + 2 (+ outnumbered bonus) — Hannibal never matures, so its draw tracks the top Roman level.

3
❌ Cost Zone Phase

Roman: play up to 4 cards/turn face-down to your Cost Zone. Hannibal: no per-turn cap — bank as much Cost as you can lay.

4
🎮 Main Phase

Hannibal plays Ambushes (instant speed) and Hannibal's Encampments onto the shared field. Roman plays Maneuver/Encampment/Token/Defense cards and rotates field cards for abilities.

5
🗑️ End of Turn

Discard to your hand limit. Any threat you didn't defend gets through (see below).

A 1 v 1 duel — Hannibal plays first, then Roman answers

Turns

Hannibal goes first, and the sides do not alternate: every Hannibal seat takes its turn, then every Roman seat (E E → R R → E E…). Hannibal opening is the point — the Roman side answers a board that already has something on it.

Every seat, either side, takes the same full turn: Draw → Cost Zone → Main → End of Turn. There is no separate Hannibal or Defense phase in a duel — threats are answered the moment they land.

Attacking & Defending

The whole interrupt behaviour is toggleable: Hannibal Interrupt in the game menu (or ?evilInterrupt=0). Turn it off for the classic rule where Hannibal only acts on its own turn.

🔥 Hannibal Combo — back-to-back plays get cheaper

🔥 Encampment Dominance — a standing discount

🔥 Hannibal Micro-Rewards

An Hannibal seat earns a micro-reward in either of these ways:

For each reward, that seat chooses one of:

On a 5th (special) reward, you may also direct any of the rewards (Draw / Untap / Flip) to another allied Hannibal player instead of yourself.

Same-turn bonus. If you rack up rewards fast, you get an extra one:

✨ Roman Micro-Boosts

The Roman side earns micro-boosts two ways (both count all Roman players together):

For each micro-boost, the Roman side chooses one — and may give it to any Roman player (more options added later):

Cost Zone & Draw per side

"Extra opponents" = how badly a side is outnumbered — the other side's seat count minus your own, never below 0. The outnumbered handicap is now the same for both sides (+1 opening Cost + 1 draw per extra opponent). Only the smaller side gets it; an even match (1v1) gives neither side one.

Two separate numbers: the opening Cost Zone is a one-time stack dealt at the start of the game; the draw is how many cards you pick up at the start of every turn.
vs

"Maneuver" = your current level; "top Maneuver" = the strongest Roman player's level (Hannibal never matures, so its draw tracks it).

Power & Maneuver

Start at 3/10 Power. Power changes only via card effects and by failing ambushes: −1 Power (Power) if you have any; if your Power is already 0, the overflow forces you to discard a card per point — from hand OR Cost Zone (your choice). Level up Maneuver by playing Maneuver-type cards — but Maneuver may only grow 1 level per turn in a duel (no racing to L3 in one turn). Need to clear stuck Hannibal's Encampments for the win? Unlock the ✝ Deliverance Level Ability (see below) — then use it once per level-up to break up to 3.

Right-click the Power or Maneuver badge to adjust either stat manually (house rules / testing).

Duel Win Conditions (no round clock)

🏆 Roman win: every Roman player reaches Domination L3 and there are no Hannibal's Encampments in play — and that clean state must hold for one full round (mirroring the Hannibal win). Reaching L3 with a clear board arms the win; if any Hannibal's Encampment comes back into play during that round (even one that's then removed), the countdown resets and you need a fresh full clean round. Take as long as you need — there is no time limit.

💀 Hannibal win: get 7 Hannibal's Encampments in play per Hannibal player (1v1 = 7, 2 hannibal = 14 …) and keep them there for a full round. Encampments count whether they've taken hold on a player or are sitting on the field. The moment the limit is hit, the Roman side gets one full round — their next turn — to defend one back below the limit and avert the loss. See it on the board, answer it on your turn; only if it survives does Hannibal win.

⚖️ Stalemate? Neither side is forced to end the game, but the app tracks a running score to break a drawn‑out game — Roman: Maneuver ×5 + Defended pile; Hannibal: Failed pile + Encampments in play ×5.

Start a duel: the ⚔️ New Duel item in the game menu, or the duel scenarios menu.

✦ Level Abilities — "Mature Together"

The Roman side can unlock shared abilities in duel too. Each time you reach the next Domination Level (L1, L2, L3) you choose one ability — free. In duel there is no buying with Cost — abilities are earned only by leveling up. Double Defense is available only at Domination Level 2 or higher.

Toggle the whole system on/off in the game menu (Level Abilities) or with ?matAbilities=0.

Game modesCo-op: the deck plays Hannibal · Duel: a person does

Co-op (the original game)

Any number of players on the Roman team, together against the Hannibal deck. Nobody plays Hannibal: the deck runs itself to a fixed set of rules, and the table wins or loses as one.

Solo — one player

The co-op rules, played alone: your Roman deck against the Hannibal deck.

Solo plays fine with the many cards that do not involve another player on your team. For a card that does need one — a boost somebody else would pay, an effect aimed at a teammate — pay a Target-Change fee of C1 and read the card as pointing at you. Pay it the ordinary way, by rotating #rot# a card in your Cost Zone.

Raise the fee to C2 or C3 for a harder game.

Duel (experimental)

People on both sides. One or more players run Roman decks; one or more run Hannibal decks, choosing which Ambushes and Encampments to play and who to play them at. That is the whole difference: in co-op the Hannibal deck follows fixed rules and cannot think, and in a duel it can. The Roman side still wins by Maneuver; the Hannibal side wins by grinding Power to nothing. Everything in the duel half of this book is the machinery that keeps a played Hannibal side fair — micro-rewards, micro-boosts, and a Cost Zone sized to how outnumbered each side is.

Playing a Card — the order of things

Every play follows the same five steps, whoever made it and whatever the card is. Boosts are not an exception to this; they are step five.

  1. Pay for the card and play it.
  2. It may be defended. The defense cost on the card — R5, RX — is what answering it takes. Defended, it never reaches the stack and nothing on it happens.
  3. Unresisted, it goes on the stack, ready to resolve.
  4. If nothing else is played onto the stack — an instant, a fast card — the card resolves fully: its rules text first, and then its boosts.
  5. Boosts, in any order. Whoever is allowed to pay may take any boost on the card, in whatever order they like — the printed order is how they are listed, not a sequence you are held to. Nothing is taken that is not paid for.

A boost goes on the stack like a card

Pay for a boost and its action goes on the stack, exactly as if it had been played as a card of its own. The same window opens: anyone may respond, and a response goes on top.

But a boost action cannot be countered — as the game stands today. A response can do its own work around a boost, and it can change what the boost lands on, but nothing takes a paid boost off the stack.

The boosts belong to the player who played the card, whoever is allowed to pay for them: the glyph says who may pay, never who decides.

The exception is marked on the card

A boost that changes what the card itself is about to do cannot wait until afterwards — by then there is nothing left to change. Those carry the fast mark, a bolt before the boost glyph, and they are taken before the card's own action. Everything else about them, the stack included, is unchanged.

If a card shows no bolt, its boosts are offered after the action. The bolt is the only thing that moves a boost earlier, so a card cannot be ambiguous about its own timing.

Boosts printed at the top of a card

Some cards print their boosts above the rules text. On those cards, if the card was boosted, its boost actions resolve first, before the rules text below them — which is what lets a rule ask whether it was boosted. A card with its boosts at the foot keeps the ordinary order.

For example:

#bb# C3: Do nothing, but this card is marked as boosted.
#bb# C5: Choose one below and do it.

If this card was boosted, do both, otherwise choose one:
– D3 to .hand
– D1.cz .fup

Paid for, the first boost resolves before the card's text and does nothing but mark it boosted — so the rule underneath then does both. Unpaid, the card is not boosted and its controller chooses one. The second boost is a choice of its own, made when it resolves, before the rules text.

The Marks on a Card

Every symbol a card can carry, and what it means. These are the real marks, drawn by the same code that prints the cards — so this list cannot fall out of date with the deck.

Power Loss at 0 (Overflow Rule)

If a card causes you to lose Power H-1 while already at 0 H0, you must discard 1 card per Power lost from your hand or Cost Zone.

Card Rules Glossary

For every keyword, cost pattern, and trigger that appears on cards in the deck — boosts, rotate, search, attach, reveal, conditional effects, and so on — see the full 📖 Rules Glossary (opens in a new tab).

More reference

📖 Every keyword, cost pattern, and trigger on the cards: see the Rules Glossary.

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