This is a dilemmized version of the odd-evens finger game.
In this, the two players simultaneously show fingers; one or two. If both show one, truce; if both show two, draw; if it’s two-against-one, two wins. This way two can play a dilemma tournament quickly and easily.
Scoring requires a sharp-eyed referee; but one can neglect that for the sake of game flow.
The two players simultaneously show “Rock”, “Paper” or “Scissors”; as usual, scissors cuts paper, paper covers rock, and rock breaks scissors. To dilemmize scissors-cuts-paper, I add one more rule, governing ties:
“New ties truce, old ties draw.”
Trucing players must keep moving the tie to keep the truce; a built-in dynamic. Call the entire game a truce if a truce cycle goes around once.
Here truce is complicated by co-ordination as well as by temptation. Which way do you and your partner spin for the truce? To find out, play!
Three players show “Rock”, “Paper” or “Scissors”, with the usual dominance cycle. One player can beat two; two players can beat one; all three players the same equals draw; all three players different equals truce.