Are there any RPGs that use a conflict resolution mechanic similar to trick taking in card games like Gang of Four or Bullshit?
So far I've found that John Harper was experimenting with a system like this early on for the game Danger Patrol, but then he ended up using a weird cool step die thingie that I kind of associate with John Harper because of Agon. His idea was that the person initiating a conflict plays a card and then the next person to the left can play a card but that card played determines if the person to the left can say, "Yes and", "Yes but", "No and", or "No but". So you can try to force a certain response by playing a particular card.
It would probably work pretty well, if the players has kind of small hands, like 3 to 5 cards each, and went around in a circle like that.
In case anyone is curious, I'm trying to build a GM-less superspy game that uses cards and takes place in a fictional world, something along the lines of Casino Royal meets Aeon Flux. At first I thought I could modify Capes to use cards, but when I saw John Harper talk about his early ideas for Danger Patrol I really wanted to switch to something that involves Trick Taking, since the working title of my game is Die Deuce (kind of a pun on Cho Dai 2, the Chinese trick-taking card game).
I've been fantasizing about a GM-less spy game for spy vs. spy style play for years now, so anyone who can point me to useful stuff would be greatly appreciated.