A duel requires a challenge and an acceptance.
There are social duels (skill v skill) and combat duels.
Declining a duel results in a -1 status penalty unless the challenger has a status 5 or more higher than the challenged party.
No initiative rolls are made for social duels. All attacks are simultaneous and both sides can succeed in an attack on any given round.
For combat duels, you DO roll initiative and each side then takes a full turn (move, minor, standard) as normal.
Each participant strikes three times in a standard duel (although special reactions and dueling powers may increase the number of strikes). The winner is the duelist who lands the most strikes.
The strikes in a duel use the character's combat powers and abilities against standard defenses. A roll of 1 or a miss of 5 or more allows the opponent an unanswered follow up attack (effectively a "fourth pass" during the duel). Otherwise the combat proceeds normally with duelists moving and attacking for three strikes. An AP may be spent in a duel but is not recovered until the end of the dueling season.
For each successful hit in combat, the target takes damage normally. Healing, however, is impeded somewhat. Over the course of a dueling season, frequent duelists become exhausted and worn.
The duel takes three simultaneous checks and the duelist with the most successes wins. Ties are always possible. The winning duelist gains a +1 bonus to Status; the loser suffers a -1 penalty to Status. If the duel is a tie, there is no change to Status.