Greatsword Copyright JohnMStater
description
Transcript of Greatsword Copyright JohnMStater
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GreatswordA Card Game of Medieval Hand‐to‐Hand Combat
Copyright John M. Stater, Illustration by Jon Kaufman
SUMMARY
Greatsword is a simple game that represents the back‐and‐forth, lunge‐and‐riposte and hack‐and‐hew
of medieval hand‐to‐hand combat using a standard deck of cards. The game assumes that the two
combatants are evenly matched physically and are using the same armor and weapons.
SET‐UP
Before you begin play, divide the deck of cards
into two decks. One deck is for the “black
suits” of CLUBS and SPADES, the other for the
“red suits” of HEARTS and DIAMONDS. In
Greatsword , black cards represent attacks and
red cards represent defenses. More
specifically, SPADES represent precision
cutting attacks and CLUBS forceful attacks,
while HEARTS are defenses against precision
attacks and DIAMONDS are defenses against
forceful attacks.
Once the deck is divided, shuffle each of the
smaller decks, which we call the Black Deck
and Red Deck. Each player now, in turn,
starting with the youngest, draws one card
from either deck into his hand. Each player
can choose a total of ten cards. The mix of
attack and
defense
cards
in
a person’s
hand
is
up to them, so long as the total number of
cards does not excee
d 10.
Now, each player draws one additional card
from either deck and places it face up in front
of them. The higher of the two cards
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determines which player begins the game with initiative, i.e. on the attack. In Greatsword , an Ace counts
as “1”, a Jack as “11”, a Queen as “12” and a King as “13”. Thus, Ace is the lowest card and King is the
highest card.
PLAY
In play, each player will choose a card from their hand. These cards are compared and, depending on
what type of attack the attacker was attempting, one player is declared the winner of the round. The
other player is the loser and suffers the consequences.
In each round, the attacker and defender each draw one card from their hand and place it face down on
the table. The attacker then announces his attack (see below) and both players reveal their cards.
If the attacker’s card wins the round, he discards the card and draws a new card from either the Black or
Red Deck, putting it in his hand. He retains the initiative, and will attack again in the next round. The
defender discards
his
card
and
does
not
draw
a new
one.
If the defender’s card wins the round, he and the attacker both discard their cards and both re‐draw
new cards from either the Black or Red Deck. The defender now has the initiative, and will be the
attacker in the next round.
When one player runs out of cards, he has lost the match. He must immediately rise, uphold his drink
and toast his vanquisher, who then does the same, toasting the loser.
ATTACKS AND DEFENSES
There are eight possible attacks in Greatsword , and each one works a bit differently.
Attacks are classified as precise or forceful (i.e. SPADE or CLUB) and high or low.
• If an attacker is using a high attack, he must put down a card with a higher value than the
defender to win.
• If an attacker is using a low attack, he must put down a card with a lower value than the
defender to win.
• If an attacker uses a precise attack and his opponent plays a HEART, he loses the round. A
HEART always trumps a SPADE.
• If an attacker uses a forceful attack and his opponent plays a DIAMOND, he loses the round. A
DIAMOND always trumps a CLUB.
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The basic attacks are as follows:
SPADE CLUB
HIGH Slice (abschneiden) Over‐Hew (oberhau)
LOW Stab (stechen) Under‐Hew (unterhau)
The game also uses four advanced attacks. To succeed with a high advanced attack, the attacker must
play a Jack, Queen or King. To succeed with a low advanced attack, the attacker must play an Ace, Two
or Three. On a successful advanced attack, the defender not only loses the card he played, but must also
discard one additional card from his hand, chosen by himself. The advanced attacks are as follows:
SPADE CLUB
HIGH Wrath‐Hew (zornhau) Squinting‐Hew (schielhau)
LOW Thwart‐Hew (zwerchhau) Crooked‐Hew (krumphau)
During play, an attacker cannot use two high attacks in a row or two low attacks in a row, he must
alternate between
high
or
low.
RED ATTACKS
A red card can be used to attack, if the attacker wishes. Red attacks are called “Bashes”, and are always
considered low, forceful attacks. If an attacker succeeds with a Bash, the defender does not lose a card
(i.e. they re‐draw a card in this round), but they must draw a red card and the attacker retains initiative.
BLACK DEFENSES
A black card can be used to defend, if the defender wishes. Black attacks are usually desperate gambits.
A black card does not trump anything, so the value of the card must beat the attack. If it does, play
proceeds as normally (i.e. both players draw new cards and initiative passes to the defender).
If the attacker, on the other hand, plays a card of the same suit as the defender, the defender’s weapon
is considered to have been sundered, and he automatically loses the match.
NOTE ON DEFENSES
The defenses
also
have
names,
though
there
is
no
need
to
use
those
names
in
play.
They
are
as
follows:
DIAMOND HEART
HIGH From‐Roof (von Tag) Ox (Ochs)
LOW Plough (Pflug) Fool ( Alber )