Phalanx Duel: Make the Rules Legible (Automated Rules Engine & Combat Demo)

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Phalanx Duel: Make the Rules Legible (Automated Rules Engine & Combat Demo)

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Phalanx Duel: Make the Rules Legible (Automated Rules Engine & Combat Demo) Companion demonstration for the Software Craftsmanship McHenry County (SCMC) presentation on September 15, 2026.
The Interviewer

Mike Hall

Host, phalanx-duel

The Presentation


Mike Hall Host, phalanx-duel ▶ Speaking
Phalanx Duel is a tactical card game for two players. Each player runs a standard deck of 52 cards and starts with a pool of life points. You win by breaking through a column of your opponent's cards and driving their life points to zero. Everything you see here runs from one shuffled seed, so the same game plays the same way every time.
Mike Hall Host, phalanx-duel ▶ Speaking
Each player shuffles their own deck and draws 12 cards. You build four columns, each with a front card and a back card. Players take turns placing one card face up until each board holds 8 cards and each hand holds 4. The front card of every column faces the enemy.
Mike Hall Host, phalanx-duel ▶ Speaking
The back card waits behind it. On your turn you do one thing. You attack, or you pass. To attack, pick one of your own front cards and point it at one enemy column.
Mike Hall Host, phalanx-duel ▶ Speaking
A card's attack value is its printed number. 10's count is 10. Face card's count is 11. That value is the damage the attack starts with.
Mike Hall Host, phalanx-duel ▶ Speaking
Damage moves through the target column in order. Front card , then back card, then life points. Compare the damage to the front card. If the card's value is higher, it survives and the attack stops.
Mike Hall Host, phalanx-duel ▶ Speaking
If the damage meets or beats the card , the card is destroyed. Subtract its value and carry the rest forward. The leftover damage then hits the back card, and whatever remains after that reaches the opponent's life points. Each suit changes the math at one boundary in that chain.
Mike Hall Host, phalanx-duel ▶ Speaking
It is a timing rule, not a card power. A destroyed diamond subtracts its value from damage carrying on to another card . A destroyed heart subtracts its value from damage headed to life points. A club attacker doubles the carry over once , right after its first kill.
Mike Hall Host, phalanx-duel ▶ Speaking
A spade attacker doubles the damage that crosses from the cards into the player. After the attack resolves, the defender may reinforce, but only the column that was hit. You play cards from your hand into the open ranks of that one column. Then you draw back up to four cards, and now you are the attacker.
Mike Hall Host, phalanx-duel ▶ Speaking
A card that survived a hit returns to its full value on your turn. Dam age does not carry between turns. The duel ends when one player's life points reach zero. Passing is legal, but three passes in a row, or five passes in a game, forfeits the duel.
Mike Hall Host, phalanx-duel ▶ Speaking
Running out of cards to draw is not a loss. There is no reshuffle. So every attack is a choice about which column to break, and when. That is the whole game.
Mike Hall Host, phalanx-duel ▶ Speaking
Set up four columns, send one card at a time, and follow the damage through. The printed rules and the face-to-face quick start go deeper on special cards and edge cases. Shuffle a deck and play a hand.