ABG All Board Games
Duelists box art

Duelists

Players

2

Time

10-30

Age

8+

Weight

2.5

Rating

7.22

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game Duelists has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation as players primarily compete against each other. Overall, the game has a strong interaction score.

Replay value

The game Duelists has a high replayability score of 7.9, indicating a great degree of variability, strategic depth, and adaptability to different player counts. The presence of expansions adds to the replay value, and while the game may not be the easiest to learn, it offers a rewarding and engaging experience.

Luck profile

The final luck score for Duelists is 7, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Duelists is a two-player tactical card game. Set in a fictive fantasy setting, champions from all over the known world meet to compete for the title of champion of Duelists. Every character comes with their own deck of cards featuring different attacks, defenses and abilities. Players take turns planning and attacking. There's always three cards played out in front of each player, with only the least recent card being active. When performing an attack, the attacking player sets a damage die to a number they want to use, while the opponent gets to guess the damage set based on the cards both played. Damage is done directly from the card decks of each player, thereby limiting their options the more damage they take. Once a player can no longer fill their hand when it's their time to do so, they have lost the battle and surrender. —description from the designer

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Editions

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Credits

Designers

1
Björn Loesing

Artists

1
Sabri Houchati

Publishers

1
KnotHorn Studio

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