I'll look into the Battle Lore game more closely. Thanks!
As to details, the game is played in two parts: Action cards and Combat cards.
The action deck is made up of suggestive phrases and words like "Rout" and "Stand your ground" but also by odd phrases like "seduce" and "Tyrant". The players have a hand of five cards. When they play a card it inspires the story they make up. This is one version of an Engle Matrix game a technique that has been around for 25 years or so. In older version you made an argument for what you wanted and had to roll for all actions. It was GM dependent. This version allows all actions to happen unless a player on the other side throws down a card and makes a counter-argument. The player says it is countering the first story so there is no need for a referee. I was acting as a facilitator to keep things going. The two players roll, high roller wins, re-roll ties. So it is a simple narrative technique. Not quite role playing but you can do role playing with it if you want.
Matrix games work well for the free flowing parts of actions - campaigns and maneuvers - but really don't work for combat.
The combat cards are new. They are meant to keep the verbal flow going without bogging the game down into a lot of numbers. I've noticed that if you shift to a number based game it is jarring. There are attack and defense cards. Each card has a verbal description that sometimes gives instructions on how to move the minis. Cards are rock, paper or scissors. When an attacker lays down an attack card, if the defender lacks any defense card they lose the fight right there and have to retreat. If they have a suit that beats the attackers suit, they win the fight and take initiative. They play the next attack card. If they play the same suit, there is a bounce. If they play the losing suit they lose. The loser does not draw another card, the winner does. In case of a bounce both draw cards. This means figures get moved, sides are whittled down in their hand of cards and eventually one side can't stop the other and thus loses. It makes for a nice ebb and flow in battle.
I don't think the combat cards are at all realistic. They are just meant to make for a fun, quick, narrative focused fight that keeps the focus on the minis and the story rather than becoming an accounting exercise.
It is the verbal part of the game that I think might be new. Using cards in combat games is not... so not original. And rock paper scissors approaches are also not original (DBA). Some games use cards to control movement in fights and the old board game Up Front used them as well - but they lack the story element from the action cards. Together I think they are different. I want to use them to run Sci Fi and pulp games that are very story driven.
Hope this provides the detail. Thank you for the feedback. I always want and need more.
Chris