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Guessing

Raiding Duel, A Stonehenge Guessing Game by Rich Hutnik

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2 players. This game is an attempt to turn Raiding Stonehenge into a two player game.

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Raiding Duel, A Stonehenge Guessing Game by Rich Hutnik

After developing Raiding Stonehenge, it became apparent the game was best suited for 4-5 players. This meant the initial 2-3 players planned for the gamer were dropped and put into the unrecommended category. Seeing that Raiding Stonehenge was a good game, and feeling a need to come up with more 2 player Euro-style games, I decided to adapt Raiding Stonehenge to two players. Raiding Duel is the result.

Game Rules

Number of players: 2

Object of the game: The object of the game is to score the most points after two rounds of play. Players score 10 points for each complete set of disks they collect at end of game. A set normally contains one disk of each color: White, red, green, blue, yellow. Players LOSE one point for each disk not in a set.

Getting Started

Equipment: Deck of 60 cards, excluding the Trilithon cards. 50 disks, 10 per color. Each disk type represents a different item type from Camelot. 1 gray figure (to indicate start player). A way to track score.

Setup: Set aside 5 piles of disks, each containing 10 disks of a same color.

Shuffle the remaining 60 cards and form a deck.

Randomly pick start player and give them they gray start figure.

Play will consist of two rounds, where players will select from 30 cards. Each round, deal out 6 lines of cards face up, with the last card in the line being exposed as the first card players can take from that line. Each line contains 5 cards, for a total of 30 cards dealt out.

Playing the Game

Play consists of two rounds, consisting of players taking cards and then playing cards, followed by scoring.

1. The starting player picks a card, from the bottom of one of the vertically arranged line of cards, adding it to his hand. Initially players will have no cards in their hands. As players pick up cards, their hands will grow in size.
2. Players then alternate turns taking one of the revealed cards, putting it their hand. Players will take three cards this way.
3. Players then select two cards from their hands and simultaneously reveal them
5. If a player reveals two non-black cards, then these cards are considered to be separate players. Even if two of the same color card were played. In event of that both number cards were revealed, then the start player is considered to play it first.
6. If a player plays a black card, then it is paired up with a card that is currently played. The effects of doing this will be described below. If a player plays two black cards, then the lower valued black card is paired up with the higher valued black card. The player then would pick what color the black card represents. Colored cards go before black cards in picking.
7. If every card played is a unique color, each player takes a piece matching each color. If a player played a black card, then that player would take an additional piece of the same color as the black card is played.
8. If more than one card is colored disks, in order of highest the lowest number played next to each pile (colored card played first, then black card played after), player take and set aside disks. Players may not set aside disks from the disks they are taking. The rules for taking and setting aside are as follows:
a. If two cards are the same color, the player who played the highest valued card of that color, takes two disks, and sets aside one disk of any color (except from the ones just taken). The player who played the second highest card then takes two disks and sets aside one.
b. If three cards of the same color are played, the play is similar. The player who played the highest valued card of a color, takes three disks, and sets aside two disk of any color (except from the ones just taken). Second highest valued card player does the same and the the third highest card played player does the same.
c. If all four cards are the same color, than each color, then each player puts back two disks.
d. Black cards have additional effects. When a player plays a single black card, it allows the player to take an additional piece of a color. It also forces an opponent to put back an additional piece. For example, if one player plays a green card, and a black card, and their opponent plays a green card alone, the player would end up taking three green disks and putting back one disk. The player's opponent would end up taking two disks and putting back two. If a player played two black cards and their opponent played a green, that player, if they selected green would have their opponent take two disks, and put back two. The player then would take three green disks and put back one. In all cases, the black card has a modification effect, while normally not being counted as a card. At most, if two black cards are played by the player, both black cards count as one card in determining what to take and put back.
9. Player add the disks they just took (if any) and puts it into their pile of disks they took prior, or new pile in front of them, if they don't have any. It is recommended players sort their disks by color to make tracking easier. Which disks were taken prior is public knowledge. In addition, any disks they set aside to be put back, go back into the pile(s) the color(s) of the disks they are to put back. Also, if there are not enough piece to take or set aside, players take or set aside whatever they can. This means that players may take and/or set aside no disks.
10. Players then look to see who played the lowest valued card. The player who played the lowest valued card becomes the start player, taking the neutral figure to signify which player.
11. Once all cards have been taken and players keep playing two cards from their hand, alternating the neutral figure start marker, until they have two cards in their hand. At that point, players score for the round.
Scoring: At end of round, players score 10 point for each set of disks they took, and subtract one point from each disk that is not a part of a set. A set of disks consists of 5 disks, each of a different color (red, yellow, blue, green, white).
12. After players score, then players discard the remaining cards from their hand, and deal out 30 more cards into the draw from area (see setup). The player who started second the start of the first round plays again. Players then play a second round, and hold on to their last two cards for potential tie-breaker reasons.

Variant (accelerator): To speed up play, multiply the number of cards taken or put back by 2. For example, if players normally would take 3 and put back 2, they would take 6 and put back 4. In case of take 1 and put back none, players would take 2 and put back none. If players decide to do triple, multiply number taken and put back by 3.

Variant (hidden stash): Players hide what they took behind a screen and only reveal at end of game.

Ending the Game

After the second round is over, the game ends. At that point, game is over, and players total up their points for both rounds. The player with the most points wins. In event of a tie, players keep playing two cards from their hand, as they have done prior. until they are down to only two cards. The player with the highest card in their hand wins. If both players tie, they each look for the next highest card in their hand. If, after that, the players are still tied, the game ends in a tie.


Rich Hutnik is a regular on Board Game Geek, and is creator of multiple Stonehenge games.

This rule set is for use with Stonehenge: An Anthology Board Game™ from Paizo Publishing. Stonehenge may be purchased at paizo.com or at your favorite local game store. © 2012 Paizo Publishing, LLC. Titanic Games, its logo, and Anthology Board Game are trademarks of Paizo Publishing, LLC in the U.S.A. and other countries. All rights reserved. This contribution was made under the Anthology Board Game Library Agreement, whose conditions apply to the material in this document. For more free Stonehenge rule sets, visit the Stonehenge Library at paizo.com/stonehengelibrary.

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