CSA: Duel
CSA: Duel is a variant of my CSA and is intended primarily for those who seek the thrill rather than the revelation.
Unlike CSA, this variant adds a layer of bluff and psychological warfare. You must anticipate your opponent's intended moves and arrange your six cards accordingly to block them at the right moments.
This game is great for family game nights or hanging out with friends. Healthy thrills and plenty of fun are guaranteed.
This is ordinary standard chess, but ...
CSA: Duel
1. Objective
Checkmate the opponent's king. All standard FIDE rules apply.
2. Series
Each player makes a series of 6 consecutive moves from the very beginning. After completing the series, the turn passes to the opponent, who also makes 6 moves. And so on, until check interrupts the series.
3. 6 Cards
Each player has 6 cards: 3 red (Yes) and 3 black (No). Suit and rank do not matter.
Before a player's series begins, the opponent arranges a stack of 6 cards in any order and places it face down in front of themselves. After each move by the player, the opponent reveals the top card of their stack:
Red — the move is accepted.
Black — the move is rejected, and the piece returns to its original square.
Important:
If a move is rejected (black card), repeating that same move within the current series is forbidden. The player must choose a different legal move.
4. Series Discipline
The player must use all 6 moves of their series, unless it is interrupted by check.
The same piece may be moved several times in a row.
5. Check
If check is declared as a result of an accepted move (red card):
The remaining moves of the current series are burned.
The turn passes to the opponent.
The opponent defends with one move without using cards (as in classical chess).
After defending against check, the turn returns to the attacking player.
The player who got out of check arranges a new stack of 6 cards in any order they choose.
The attacking player begins a new series of 6 moves.
6. End of Game
The game ends in one of the following cases: checkmate, stalemate, or agreement on a draw.
7. Forbidden
Voluntarily interrupting a series.
Ignoring the card reveal after each move.
Repeating a rejected move within the current series.
If you want to crank up the excitement even further, arrange your 6-card stacks blindly, without seeing what you are putting where. Every reveal becomes a surprise, every move a gamble. What more could you ask for in a game?