Five-type cycle with information reveals. Each block you see one of your opponent's cards before locking your sequence. Pure mind games — knowing one card doesn't tell you the position.
Feint, Guard, Strike, Rush, Grab. Each beats two, loses to two. Two of each in your hand.
Each block, both players reveal one card to each other before sealing. Position stays secret.
3 blocks of 3 rounds. Lock your sequence after peeking. Most points after 9 rounds wins.