In this Death Match, best your opponent using martial arts.
| Designer(s): e_is_cool, RedsToad | Match Type: DM (for 2 players) |
| Featured in: Simply Genius | |
| See Also: Wizards' Duel | |
(Death Match by RedsToad and e_is_cool. Heavily inspired by Wizard’s Duel, made by Deusovi)

Players will be fighting, trying to gain as much advantage over the opponent as possible, or predict them perfectly and seize the win in a single move
The game is divided into fights. Each fight is fully independent from each other and acts as its own small game.
Each fight has 5 turns. Players have 6 different moves to use, one per turn.
Each move can only be used once per fight, which will leave one move unused. This move doesn’t carry over to the next fight, no fight is affected by another fight.

Each move has its own strength, represented by a number from 1 to 6 and a unique effect.
You can find the full list of moves and their effects at the end of the rules.
✏️ Each turn, submit one of the remaining moves to play.
Submissions for both players are processed and revealed at the same time. In other words, you don’t know what your opponent played until you play your move.

After both players have submitted their moves, both of them are revealed. The effects of the moves are processed and then the move with the higher strength wins 1 point.
If the strength of the moves is tied, no points are awarded for winning.

After 5 moves have been played, a fight ends.
The player who gained the most points wins the fight. In case of a tie, nobody wins the fight.
The player who wins 3 fights first wins the DM and 1 garnet.

Some of the above rules may be changed by the cards’ effects.
A move’s strength is represented by a number in square brackets, for example [1].
Here are the 6 moves that are used for the game:

When submitting this move, predict the move that the opponent is going to submit this turn.
If you are correct, immediately win the fight.
You may not predict [1] - Anticipate or [6] - Rushdown.
The card you predicted is also revealed when the round ends.
If you know the enemy and know yourself, you need not fear the result of a hundred battles.
The strength of your next two moves played is increased by 1.
This doesn’t extend into other fights; if this is played as 4th or 5th move then some or all of the effect is lost.
The effect of the card does not change, only its numeric strength does.
The effect occurs even if you don’t gain any points.
Fuel your strength. Feel it burn, feel it empower you.
This turn, the player that played a move with a lower strength wins a point instead.
If both players play this card at the same time, the effect is not cancelled out.
Positioning yourself is half the battle.
Playing this card on an even turn gives you 1 point.
This point is guaranteed and is completely separate from the point gained from winning a turn.
An opportune grab can easily change the tide of a fight.
If you win this turn, gain 2 points instead of 1.
Dirty move, but gets the job done.
If the strength difference between this and the opponent’s move is 5 or more, immediately win the fight.
A good offense is the best defense.
This game has simultaneous submissions.
Please make your move in your submissions channels, they have been brought up to be right below the game room.
To make your move, name the number or the name or the move you want to make.
If submitting [1] - Anticipate, also submit the move you expect your opponent to make.
Players are given 1 minute to make their move. There is no reserve time.
You can change your move before the time is up.
There is no reserve time. A dealer will post a 5s left reminder in your submission channel.
The timer starts when the image of the previous round’s result is posted.
Failure to submit will result in the highest remaining card being played.
Psych (The game tests the players' psychological & bluffing abilities.)
Simultaneous (The game involves players taking their turns simultaneously.)