Each Round :
- Roll attack and damage rolls.
- Roll initiative.
- Initiative winner can try a manoeuvre.
- Then apply damage from attack rolls.
1. Both parties make attack rolls. If they hit, both make damage rolls. These are considered to have happened at the same time.
- 'Retreat!' : If they got hit, the duellist may avoid the effects of an attack roll by declaring a retreat. Their opponent may decide where and how they retreat and can move them a number of feet equal to the opposing attack roll. If this forces them over furniture and down stairs they must pass a DEX test or fall.
- 'Press!' : If they hit the duellist can also force their opponent back a number of feet equal to the total of the attack roll. If this forces them over furniture and down stairs they must pass a DEX test or fall.
- 'Focus' : Instead of attacking, the duellist concentrates on their enemies weaknesses. Their next attack gets a +2 to hit and the damage is x 2. This bonus stacks. If a duellist concentrates every round for six rounds and then hits, their attack gets a +7 to hit and does x 7 damage.
- Anything Else : The duellist can try anything else they want that doesn't do or avoid damage or interfere directly with the other player. The DM may require a roll of some kind to decide the result
Crits and Fumbles :
- Do x 2 damage.
- Attempt a disarm or trip. The target must make a DEX or STR test to avoid this.
- Dropping your weapon.
- Falling over.
- Giving your opponent a free attack.
Winning and Losing :
- When first injured.
- At half hit points.
- When within 6 hit points of zero.
- When they fumble a roll.
- When disarmed.
- Any round in which they take damage but deal none.