Punch
Inflict 1 damage, or 5 damage when combined with a Knuckle Duster
You against up to three rivals. Draw two, make up to three plays, and use attacks, shields, tricks and one legendary card to be the last one left.
Quick rules.
Be the last snake standing.
You face three rivals at once. Everyone starts with the same health, chosen when you set up the duel (20 unless you change it). Bring every rival to zero and you win.
Your hand is private. Rivals never see your cards and you never see theirs, so nobody knows who holds Medusa until she is played.
If one final play knocks out everyone still standing at the same moment, the duel is a shared draw.
Draw two, make up to three plays, end your turn.
Your turn starts with a draw of two cards, or five if your hand is empty. Then you have up to three plays.
Most cards cost one play. Punch with Knuckle Duster is one combined hit for 5 that costs two. Divert, Reflect and Medusa cost none.
Tap End turn when you're finished; you don't have to use every play. You can hold up to seven cards. If you have more, you choose which to discard before the turn passes.
Lasting effects such as Poison and Burn tick at the start of the affected player's turn. The duel saves after every play, so you can close the tab and continue later.


Pick who to hit, and who you can't.
Tap a card to read it, then Play. For a card that targets someone, tap a glowing rival. Hypnotise needs two picks: the rival you control, then who they hit. Master Thief can rob up to three rivals.
Mercy: while three or more players are alive and exactly one of them is at 10 health or lower, attack cards can't target that player. Earthquake, statuses and non-attack cards still reach them. Mercy switches off when only two players remain.



Shields, answers from your hand, and staying alive.
Shield, Smoke and Stealth Drone are played on your turn and wait on the table. Shield stops one direct hit (a Sniper still lands 3); Poison and Burn ticks and Shotgun spread go past it. Smoke dodges all damage for a round. Stealth Drone protects you for two rounds, except against Lightning and Earthquake.
Divert and Reflect are answers. When someone attacks you, you can play one from your hand: Divert sends the attack to a random other player, Reflect sends it back at the attacker. Take the hit lets it land. They cost no plays.
Antidote cures Poison and Burn. Pizza heals 4 and First Aid heals 8, but healing never goes above your starting health and can't be played at full health.




A one-way truce that ends in the final duel.
Alliance names one ally you won't attack directly. It's one-way: your ally can still attack you.
Area effects still hit your ally, and if you damage them in any way the alliance breaks. Playing a new Alliance replaces the old one.
Medusa wipes every alliance on the table. And when only two players are left, every alliance ends, so the final duel is always a fair fight.

One card that can turn the whole duel.
There is exactly one Medusa in the deck. Play her on your turn, or in answer when another player plays a card. She costs no plays.
If she answers a card, that card is cancelled. Either way she wipes every lasting card on the table: shields, smoke, drones, alliances and boosts. She clears your bad statuses, makes you immune to damage until your next turn, then deals 2 damage to every other player. Nothing blocks that hit, and mercy doesn't apply.

32 different cards, 106 in the deck, and exactly one Medusa.
Inflict 1 damage, or 5 damage when combined with a Knuckle Duster
Deals 2 damage. Combined with Punch it deals 5 damage
Deals 3 damage
Deals 4 damage
Deal 3 damage to a player and 1 spread damage to adjacent players (excluding yourself). The spread is never doubled and goes past Shield.
Deal 5 damage. Against Shield, consume the Shield and deal 3 instead. Smoke and Stealth Drone still prevent Sniper normally.
Deals 2 damage every round for 3 rounds. The ticks go past Shield, and a weaker Poison never lowers a stronger one.
Deals 3 damage. The player is burnt the next round inflicting 2 damage. The burn goes past Shield.
Inflicts 2 damage to all other players
Inflict 10 damage and 5 recoil damage (Shield and Smoke can be used for protection from recoil damage). Doubling never doubles the recoil.
Protection for 1 direct hit (Can also be used for protection from self inflicting damage). Poison and Burn ticks and Shotgun spread go past it.
Response only: when you are attacked, play from hand to reflect the pending damage back at the attacker.
Response only: when you are attacked, play from hand to divert the attack to another random living player.
Protection from damage for 2 rounds (Lightning and earthquake still inflict damage)
Evade all damage for 1 round
Treats Poison and Burn
Plus 4 Health
Plus 8 Health
Target a player to miss a go. Chosen player cannot draw
Target a player to miss 2 rounds. (Targeted player can still draw.) A turn lost to Sleeping Darts counts as one of them.
Double the damage of your next Punch, Knuckle Duster, Bat, Katana, or Shotgun this turn. A damage effect can be doubled only once.
Draw 3 cards, choose 1 and discard the rest
Steal 1 random card from a player of your choice
Steal 1 random card from each of up to 3 different players
Draw 2 cards
Escape from lockdown
Choose a rival and who they hit. They at once attack that player with the strongest attack card in their hand, as their own attack (Shield, Smoke and Stealth Drone still protect). If they hold no attack, they take 2 damage instead. They cannot be made to hit themselves, you, their ally, or a player under mercy.
Double damage for 2 rounds, then skip 1 round and do not draw
Double the effect of your next eligible card this turn (damage, healing, draws or steals; never Restart). A card can be doubled only once.
Choose one ally. While the alliance is active, you cannot directly target that ally. Area effects still apply, and any damage you deal to the ally breaks the alliance. Can't be played when only two players remain.
Discard all your cards and draw 5 new cards (never doubled)
Play on your turn or as a response to another survivor's non-Medusa action. Cancel any pending action and clear every Active card on the board (Shield, Smoke, Stealth Drone, Alliance, and other actives are wiped). Clear your negative statuses, become immune to damage until your next turn begins, and deal 2 damage to every other survivor. Mercy does not apply; wiped protections cannot block this damage.
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