Duelist’s organized play performance is on the Stats page.

Face 1: Blade
Blade
Face 2: Blade
Blade
Face 3: Blade
Blade
Face 4: Boot
Boot
Face 5: Boot
Boot
Face 6: Pierce
Pierce

Setup. Start the game with the Footwork token on the Neutral Position of the Footwork Track.

Status Effects

Guard Break Positive Status Effect

Stack limit 2, Attack Modifier

  • If a player concludes their Offensive Roll Phase with an Attack, they may spend this token and roll 1 die. If the outcome is 4-5, the Attack becomes undefendable.

Disarm Negative Status Effect

Stack limit 1

  • During their Upkeep Phase, a player afflicted with this token may choose to discard 1. If they do not (or cannot), they must skip their Income Phase instead. Then remove this token.

Other Rules

Footwork Track Mechanic

  • To "take a Step" means to move your Footwork token forwards (up) or backwards (down) on the Footwork Track. When Attacking, gain the Offensive Bonus listed based on your final position of your Footwork token (Attack Modifier). When you are Attacked with normal damage, gain the Defensive Bonus listed based on the final position of your Footwork token. These bonus effects are resolved before determining the final dmg total during the Defensive Roll Phase. You can only resolve one Bonus effect per turn. The top two spaces of the Footwork Track give an Offensive Bonus and the bottom two give a Defensive Bonus.

Abilities

Reposition Passive

  • During your Upkeep Phase, choose forward (up) or backward (down). You must take 1 or 2 Steps in this direction. If you move backwards with this Ability, gain Guard Break.

Blade Flurry Offensive (98.4% / 87.9% / 51.3%)

  • BladeBladeBlade Deal 4 dmg
  • BladeBladeBladeBlade Deal 5 dmg
  • BladeBladeBladeBladeBlade Deal 6 dmg
  • On 4-of-a-kind, you may take 1 Step.

Feint Attack Offensive (57.6%)

Needs BladeBladePiercePierce

  • Gain Guard Break. You may take 1 Step. Then deal 2 undefendable dmg.

Balestra Offensive (55.7%)

Needs BladeBladeBootBootBoot

  • You may take up to 2 Steps. Then deal 6 dmg.

Strike Offensive (61.5% / 26.1%)

  • Small Straight Deal 7 dmg
  • Large Straight You may take 1 Step. Then deal 10 dmg.

Bladestorm Offensive (10.4%)

Needs PiercePiercePiercePierce

  • Gain Guard Break. Inflict Disarm. You may take up to 2 Steps. Then deal 8 dmg.

En Garde Offensive (60.1%)

Needs BootBootBootPierce

  • Deal 8 dmg and roll 4 dice: On Pierce, inflict Disarm.

Retreat Defensive

Defense Roll 4 dice

  • For every Blade Blade, deal 1 dmg. For each Boot or Pierce rolled, you must take 1 Step backward.

Master of the Blade! Ultimate (1.3%)

Needs PiercePiercePiercePiercePierce

  • Gain 2 Guard Break. Inflict Disarm. You may take up to 4 Steps. Then deal 11 dmg.

Upgrades

Blade Flurry II Upgrade of Blade Flurry (2 CP)

  • BladeBladeBlade Deal 5 dmg
  • BladeBladeBladeBlade Deal 6 dmg
  • BladeBladeBladeBladeBlade Deal 7 dmg
  • On 3-of-a-kind, you may take 1 Step.

Feint Attack II Upgrade of Feint Attack (2 CP)

Needs BladeBladePiercePierce

  • Gain 2 Guard Break. You may take 1 Step. Then deal 3 undefendable dmg.

Balestra II Upgrade of Balestra (2 CP)

Needs BladeBladeBootBootBoot

  • You may take up to 2 Steps. Then deal 8 dmg.

Fancy Feet Same card (84.2%)

Needs BootBootBoot

  • Gain Guard Break. You may take up to 3 Steps.

Bladestorm II Upgrade of Bladestorm (2 CP)

Needs PiercePiercePiercePierce

  • Gain 2 Guard Break. Inflict Disarm. You may take up to 2 Steps. Then deal 9 dmg.

Bladewind Same card (35.5%)

Needs PiercePiercePierce

  • Deal 3 collateral dmg to all opponents.

Retreat II Upgrade of Retreat (2 CP)

Defense Roll 4 dice

  • Deal 1 x Blade dmg. For each Boot or Pierce rolled, you must take 1 Step backward.

Hero Cards

Anticipate! Card

Roll Phase Action, 1 CP

  • Play only after being Attacked. Take up to 2 Steps backward.

Blade Barrage! Card

Roll Phase Action, 2 CP, Attack Modifier

  • Roll 5 dice: Add 1 x Blade dmg. On Boot Boot, you may take 1 Step.

Pick It Up! Card

Roll Phase Action, 0 CP, Attack Modifier

  • If your opponent is afflicted with Disarm, remove it and add 3 dmg.

Burst Forward! Card

Roll Phase Action, 1 CP, Attack Modifier

  • Take 1 Step forward.

Quick Footwork! Card

Roll Phase Action, 1 CP

  • Change the value of any one of your dice to a 4 or 5.

Sashay! Card

Main Phase Action, 2 CP

  • Choose one: Take 1 Step forward and deal 2 dmg to a chosen opponent -or- take 1 Step backward and Heal 2.

Confident Footing! Card

Main Phase Action, 1 CP

  • If your Footwork token is on the Neutral Position of the Footwork Track, gain 2 Guard Break.

Courageous Advance! Card

Main Phase Action, 2 CP

  • Take up to 2 Steps forward.

All In The Wrists! Card

Main Phase Action, 1 CP

  • Inflict Disarm on up to two chosen opponents.

True Swordsman! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Pierce, gain 2 Guard Break and you may take up to 4 Steps. On any other outcome, draw 1.