Preparation
1. Separate the cards for duelists, events, duelling, goals and
actions. The card numbers are shown in the top center part of the
card.
Duelist cards are numbered 1-12
Event cards start at 200.
Duelling cards start at 100.
Goal cards start at 20.
Action cards start at 30.
Add the Duelling cards to the Action cards and shuffle.
2. Select a Duelist
Remove all the Black rose duelists from the Duelist cards. Black
Rose duelists are marked with a black ring at the upper right hand corner.
Each player draws a duelist card, which represents the duelist that
they must play. The player receives a corresponding goal card
for that duelist.
The Victor is selected from the rest of the duelists who were not selected
by players. If all the duelists have players, then roll 2 dice.
The duelist whose number is closest to the roll is the Victor.
3. Select Action cards
Each player draws 3 cards from the Action card pile.
4. Determine Turn sequence
Each player rolls a die. The player with the highest roll goes
first and play proceeds to the right of the first player.
Turn Breakdown
1. Roll Dice
The player rolls a die at the beginning of their turn. If the
roll is 1, pick an event card and read it without showing it to anyone
else. If the roll is 6, pick an event card and turn it over
for all to see.
2. Duelist reactions
If the player rolled 1, the player may react to the event. A
reaction is done by playing an appropriate action card. If the reaction
results in a noble deed, then the player receives Nobility +1 or
Nobility as shown on the card. The cards used for the event and reaction
are removed from play. If the player cannot react, the event card
is shown to the rest of the players. The rest of the players may
react to the event. If the reaction results in a noble deed,
then the player who reacts first receives Nobility +1 or Nobility as shown
on the card.
If the player rolled 6, all players may react to the event.
If the reaction results in a noble deed, then the player who reacts first
receives Nobility +1 or Nobility as shown on the card. The cards
used for the event and reaction are removed from play.
For any other roll, the player may use 1 Action card on another player.
Action cards start at #30. This Action card may improve or worsen
the status of the player who receives it. Depending on the nature
of the action, the receiver may play an action card to cancel the action
card that was received. For example, card #42 can cancel #32-34.
3. Challenge
The player may issue a challenge to the Victor. See the rules
for Dueling.
4. Update Status
Players who did not participate in an event or action may update their
status.
If injured, a player may heal a previous wound by improving Stamina
and Focus for 1 point, up to the maximum shown on their duelist card.
For other effects from events or actions, remove 1 point of that effect.
5. Draw Action Card
The player may draw an action card.
Duelling
Lay out the duel arena board. The challenger is placed in the
challenger box and the Victor is placed in the Victor box. The 2
spectator boxes may be filled by the first 2 duelists who place their duelist
cards there. A duel consists of phases. A duel may even end
in 1 phase if a duelist knocks off the opponent's rose during the phase.
A duel may continue until a duelist collapses due to fatigue.
1. Prepare
Each player allocates Focus points to Skills and Initiative.
A duelist's base skill is shown on their card as Skill. The skill
format contains 2 numbers. The number before "/" is thrust, which
indicates the how well the attack is made. The number after "/" is
parry, which indicates the how well a defense is made. The
number of Focus points that can be allocated is shown on the
card as Focus. To allocate a Focus point, put a Focus card in the
Thrust, Parry or Initiative box. Focus points can be reallocated
in the preparation phase of a duel.
After allocating focus points, each player writes down the hit
location for a successful attack and places it face down in the Hit box.
Possible hit locations include the enemy's Rose (of course!), body parts
and inanimate objects. The hit location can be changed in the preparation
phase of a duel.
2. Initiative
Each player rolls 1 die and adds the points in the Initiative box to
the roll. The highest initiative goes first.
3. Action
During a phase, only 1 player may attack and the other player must
defend.
The attacking duelist rolls an attack number. The attack number
is
Attack = Base Thrust + Focus points in Thrust box + modifier + 1 die
roll
Unarmed attack = Base Thrust + modifier + 1 die roll
The defending duelist rolls a defend number. The Defend
number is
Defend = Base Parry + Focus points in Parry box + modifier +
1 die roll
Modifier points may be obtained from an action card which
was played prior to the duel or from a duel card. The challenger
and the Victor can only use duel cards. Spectators can use both duel
and action cards to affect the duel.
If attack > defend, then the attacker cuts at the hit location.
If attack < defend, then the defender parried the attack.
If attack = defend, then swords lock.
If swords lock, then each duelist rolls a Lock number.
Lock = Strength + modifier + 1 die roll
Duelist with the highest lock can attack first in the next phase.
The duelists skip steps 1 and 2 in the next phase.
4. Successful Hit
If the hit location is the enemy's rose, the duelist is proclaimed
the Victor and the duel is over. (Bells ring). The Victor gets
the goal card of the loser and receives Nobility +1. However, if
the loser has the Victor's goal card, the Victor must retrieve their goal
card from the loser. If the loser does not have their own goal card,
but has goal cards from other duelists, then the Victor selects one from
the loser's other goal cards. If the loser does not have any
goal cards at all, the loser is penalized with Nobility -1. If the
loser has 0 Nobility, then they are out of the duel game and cannot participate
in any turn or duel.
If the hit location is a body part, the defender receives wounds equal
to the Attack-Defend number. The wounds are subtracted from Stamina.
If the duelist's Stamina is 0 or less, then duelist loses the duel.
The defender also removes 1 focus point from the Thrust, Parry or Initiative
box. When the duels is over the injured duelist must heal their wounds
and restore their focus.
If the hit location is an inanimate object, the object is destroyed.
The destruction of the object may cause an effect on the duel.
5. End of Phase
If the both duelist still have their roses and are fit to fight, then
each duelist removes 1 Stamina point from their current Stamina total.
If the duelist's Stamina is 0 or less, then that duelist loses the duel.
Revolution
When the Victor has the minimum number of goal cards, then on their
turn, the Victor may accept the Duel of Revolution. To accept
the duel, the Victor must show the minimum number of goal cards.
The minimum number of goal cards is -
number of players + 3.
If the Victor meets the criteria, the other players roll 1 dice to
determine who will play Akio in the duel.
The player with the highest roll plays Akio in the duel.
This player is now referred to as Akio.
Collect the duel cards that Akio may use.
The Victor and Akio go to Arena. No spectators are allowed.
The duel follows the usual duel rules. If the Victor wins, then Akio
is defeated and Victor achieves their goal. The game ends.
If the Victor loses, then the Victor is removed from the game.
The goal cards are returned to the respective players. The player
with the most goal cards becomes the default Victor and the game continues.
Here is an example of a turn.
Game Endings
Here are some possible Game Endings based on the Victor's goal.
Feel free to substitute your own.
20 Friendship
Transcript from Episode 39.
Akio She didn't cause a Revolution
after all.
Akio Now that she's gone, she was
just a dropout to this world.
Akio I've got to rebuild the Code
of the Rose Signet from scratch.
Akio I'm counting on you, Anthy.
Anthy You don't know what happened, do
you?
Akio What?
Anthy It's alright now. Please
go on playing make-believe "Prince" in this comfortable little coffin
forever.
Anthy But I must go.
Akio Go? To where?
Anthy That person hasn't vanished.
She's merely left your world.
Akio What're you talking about?
Akio W-wait a minute! Anthy!
Akio Anthy!!
Anthy Farewell.
Anthy Now it's my turn to go to you.
Anthy No matter where you are, I'll find
you for sure.
Anthy Wait for me, Utena.
Utena Hey, if anything is troubling you,
tell me about it.
Utena I want to be your friend.
Utena And someday, with me...
Anthy Someday, with you?