Post date: Jun 22, 2010 3:39:48 PM
Just in case it comes up and I loose my piece of paper with the rules for dueling in Savage World I created a summary for reference.
Dueling in Deadlands Summary
1) Face Off
a. Start with a full and fresh deck of cards (meaning none out on initiative duty)
b. Each Duelist is dealt 2 cards face down (they can look at them but the opponent doesn’t get to see them0
c. Each Duelist makes a single Intimidation (the hard stare) or Taunt (trying to unnerve opponent with trash talk) – Duelists do not have to use the same skill.
d. In case of tie – both duelists are dealt another card.
e. Whomever looses goes for his guns first and suffers a -2 penalty to their shooting roll in step 4
2) Luck of the Draw
a. The GM (or a player not involved in the duel) deals three cards face up on the table. Then with a suitable pause between, deals 2 more cards face up. From these face up cards the duelists are trying to make the best poker hand possible. Jokers are wild, and can be any card, even one you already have in hand.
b. As soon as a duelist thinks he’s got a good hand he shouts “SHOOT!” This can be after the first three face up cards have been dealt, or after each of the other two cards.
c. If neither duelist has chosen to shoot before the last face up card is dealt, both have to shoot once the last card is revealed.
d. Rankings from lowest to highest
i. High Card
ii. Pair
iii. Two Pair
iv. Three of a Kind
v. Straight (five sequential cards)
vi. Flush (five cards of same suit)
vii. Full House (three cards of one value, two of another)
viii. Four of a Kind
ix. Five a Kind (only possible with a Joker)
x. Straight Flush
3) Reach For It!
a. Each duelist, starting with the one who last the test of wills in step 1, must decide and declare if they are going for speed or accuracy. If they go for speed they are at an additional -2 to hit as they draw and shoot (unless they have the Quick Draw Edge).
b. Each Duelist Reveal Cards in the same order and declares their best hand.
4) Swappin’ Lead
a. Those who went with speed shoot first with modifiers applied for loosing the test of will and -2 unless they have the Quick Draw Edge. All shots at “speed” are simultaneous, so it doesn’t matter who rolls first.
b. Assuming he hits, the duelist rolls for damage (including any raises). Plus they get an extra 1d6 for each hand his cards are higher than his opponent. So a duelist with a flush against an opponent with a measly two pair would get an extra 3d6 damage, all of which can Ace/Explode!
c. Those who went with accuracy over speed (assuming they are capable of breathing if their opponent choose speed) get to fire next. Damage is handled the same way as above.
d. Should the duelists still be on their feet then deal initiative cards and move to standard combat rounds to finish the fight.