Rapier & Dagger is a pencil-and-paper (or miniatures) fencing duel simulation published by Fantasy Games Unlimited (FGU) in 1978. The game provides individual figure rules for simulating sword fights between two combatants, with detailed mechanics for different schools of fencing and weapon types. It can be played either as a paper-and-pencil game or using 25mm or 54mm miniature figures. The system is generic enough to integrate with any fantasy role-playing system.
Components
1 Rulebook covering fencing schools, weapon types, and combat procedures
1 Single-sided cardstock character sheet
1 Double-sided cardstock reference sheet
Pencils (for paper-and-pencil play)
Optional: 25mm or 54mm miniature figures for miniatures play
Setup
Each player creates a character using the character sheet, selecting a fencing school and weapon combination.
Players determine their combatant’s attributes including skill, endurance, and fighting style.
If using miniatures, place figures on the play surface at starting distance. If using pencil-and-paper, record starting positions.
Prepare the reference sheet for quick lookup of combat results during play.
Turn Structure
Each turn represents a short interval of fencing action and follows this sequence:
Initiative Phase: Both players simultaneously declare their intended action (attack, parry, riposte, retreat, etc.).
Resolution Phase: Actions are resolved using the combat tables, cross-referencing the attacker’s weapon and school against the defender’s chosen action.
Damage Phase: Successful hits are resolved, reducing the opponent’s endurance or causing specific wound effects.
Position Update: Update positions of combatants (advance, retreat, sidestep) based on the actions taken.
Actions
Attack: Strike at your opponent using your weapon. The type of attack depends on your fencing school and weapon.
Parry: Attempt to deflect an incoming attack. Success depends on weapon type and skill.
Riposte: A counterattack following a successful parry, allowing an immediate attack in response.
Retreat: Move away from the opponent to gain distance and avoid an attack.
Advance: Close the distance with the opponent.
Feint: A deceptive action designed to draw out a parry before launching a real attack.
Scoring / Victory Conditions
A duel ends when one combatant’s endurance is reduced to zero, rendering them unable to continue fighting.
Alternatively, a combatant may choose to yield, conceding the duel.
In campaign or scenario play, victory conditions may vary based on the specific situation.
Special Rules & Edge Cases
Fencing Schools: Different schools (Italian, Spanish, German, etc.) provide different advantages and techniques. Each school modifies the available actions and combat modifiers.
Weapon Variations: The type of sword (rapier, broadsword, saber, etc.) and off-hand weapon (dagger, buckler, cloak) affect combat resolution.
Fatigue: Extended duels cause fatigue, gradually reducing a combatant’s effectiveness.
Wound Effects: Specific wounds can disable limbs or reduce combat capability beyond simple endurance loss.
Miniatures vs. Paper-and-Pencil: The game includes separate rule sections for each mode; miniatures play adds facing and movement on a physical surface.