Trick Taking

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.
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.