TEXT: Introduction 
  You enter into the pits of Cartisora with great 
  trepidation.  Your opponent is standing opposite 
  you on the far side of the great sandy expanse, 
  weapons brandished and brow furrowed.  He looks 
  like a worthy opponent—but you don’t let show 
  your admiration.  You pull out your own weapon 
  and let out a vicious, snarling cry.  Only one of you 
  will leave these pits alive and that one will be you. 
  When to Play 
  Have you ever gotten to your gaming session on 
  time and found out that, surprise surprise, the other 
  players are LATE?  Do you have a few minutes to kill 
  while your GM is in the bathroom?  This shotgun 
  card game is quick to set up and easy to play, 
  making it the perfect ‘what are we gonna do for the 
  next 5 minutes’ solution. 
  Setup 
  To play this game you need two players, a deck of 
  cards and two six-sided dice.  Split the deck into the 
  four suits and give both red suits to one player and 
  both black to the other player.  Each player takes 
  one stack of 13 same-suit cards and uses them for 
  the first round. 
  Gameplay 
  Every round each player chooses a single card and 
  plays it face down.  This card represents that 
  player’s Attack Power for the round.  At the same 
  time both players will flip over their card and reveal 
  it.  Whichever player wins the round takes both 
  cards and places them in their Damage pile to 
  indicate the amount of damage they dealt.  After all 
  cards in your hand are played, compare damage 
  piles.  The one with the largest pile wins the match!  
  Put all the cards together and take the other suit 
  piles to play the second round.  Afterwards, split all 
  the cards back into their suit piles and start again!  
  Continue until one player wins 3 rounds (or more). 
  Cards and their meaning 
  Number Cards: The number cards (2-10) and the 
  Ace represent your basic attacks.  The lower the 
  number the faster the attack, the higher the 
  number the stronger the attack.  The Ace counts as 
  an 11 – the strongest attack.  Compare the card 
  values.  If they are one away, the lower of the two 
  cards wins (ie. 5 vs 6, 5 wins); the faster of the 
  attacks undercuts the slower attack.  If they are two 
  or more away the higher of the two cards wins (ie. 5 
  vs 7, 7 wins); the more powerful attack destroys the 
  weaker one.  If the number cards are the same, you 
  lock weapons with your opponent.  Leave the cards 
  on the table and draw your next card.  Whoever 
  wins the next round breaks the lock with great fury 
  and wins the cards from the previous round. 
  Jack: Jacks represent a Sucker Punch.  If the 
  enemy’s power is 7 or higher, the Jack undercuts it.  
  If it is 6 or lower, the Jack loses. 
  Queen: Queens represent a Feint, used to draw out 
  your opponent’s next attack.  After playing a Queen 
  and seeing what your opponent plays, choose any 
  other card of your choice and play it.  Compare that 
  card with your opponent’s.  Whoever wins gets the 
  three cards.  If two Queens are played consider it a 
  tie, as normal. 
  King: Kings represent a Brutal Strike.  Roll 1d6 and 
  add 6.  The result is your attack’s power this round. 
  Leftover Cards: If one player runs out of cards 
  before the other, the player with cards remaining 
  must put their cards in their opponent’s damage 
  pile—he loses them. 
   
  Character Classes – Optional 
  Before the game, each player chooses a class to 
  determine the effects of the face cards (see next 
  page for class list). 
  Duels of Cartisora 
  
   
   
  Jack—Sucker Punch 
  If the enemy’s card is a 7 or 
  higher you undercut the attack 
  and win.  Otherwise you lose. 
   
   
  Queen—Feint 
  After your opponent reveals his 
  card play another card.  If your 
  card beats his you win all three 
  cards.  Otherwise, you lose. 
   
   
  King—Brutal Strike 
  Roll 1d6 and add 6.  The result is 
  your attack’s power this round. 
  The Gladiator—Brutal Warrior and Master of the Arena 
   
   
  Jack—Shield Block 
  Counter the enemy’s attack; no 
  damage is dealt.  Both players 
  place their own cards in their 
  damage pile. 
   
   
  Queen—Shield Bash 
  Play this card after you win a 
  round.  If your opponent plays a 
  card or a 7 or higher next round 
  he automatically loses. 
   
   
  King—Stalwart 
  Play this card after you lose a 
  round.  Replace the losing card 
  with the King and return your 
  played card to your hand.  Your 
  opponent still wins the round. 
  The Knight—Defensive Fighter with Noble Character 
   
   
  Jack—Flurry of Blows 
  Roll 2d6.  The higher of the two 
  dice is your attack this round.  If 
  either of the dice is a 1 it counts 
  as an Ace (11). 
   
   
  Queen—Extended Strike 
  Play if your opponent wins with 
  a higher number than you.  Roll 
  1d6 and add the result to your 
  current power. 
   
   
  King—Echoes of Power 
  Your power this round is equal 
  to your final power in the 
  previous round. 
  The Monk—Brave and Exotic Martial Artist 
   
   
  Jack—Disarm 
  The current round is 
  automatically tied.   Both players 
  draw new cards and the winner 
  takes them all. 
   
   
  Queen—Counter Attack 
  Play after you lose a round.  The 
  attack becomes a tie; draw new 
  cards and continue play. 
   
   
  King—Follow Through 
  Play this card after you win a round.  
  Choose a random card from your 
  opponent’s hand and compare to 
  the previous card you played.  The 
  winner takes all the cards on the 
  table. 
  The Swashbuckler—Swift and Daring Duelist 
   
   
  Jack—Gambler’s Strike 
  If your opponent plays an Odd 
  numbered card, you win the 
  round. 
   
   
  Queen—Slip Through 
  Play this card after a tie.  You slip 
  out of the lock and deal the 
  winning blow, winning the 
  round.  Collect the three cards. 
   
   
  King—Asp Strke 
  Roll 1d6.  The result is your 
  attack this round.  Also, add this 
  result to your attack next round. 
  The Rogue—Slippery and Subtle  
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/Duels of Cartisora.pdf