As I originally envisioned it, the idea was not specifically attacking the score but rather the player (less focus on score, more focus on defeating a capable enemy). The enemy player would have Hitpoints equal to what they normally battle with. Victory is obtained by reducing the opponent to 0 HP. Obviously, there’s a huge question here…when would this player attack you? The answer lies in what ticks they made hands on in their highscoring run. For example:
Bob10110’s highscoring run completes a hand of Straight on tick 13, a hand of Flush on tick 19, and a hand of a Nature Straight Flush on tick 22.
If someone were to fight against Bob10110, the first attack they would receive would come at tick 13, with the same damage as a Straight. Then they would get hit by a Flush on tick 19 and a Nature Straight Flush on tick 22.
But wait…what if they used Doom on, say, tick 16? Let’s assume it’s the first tier Doom, which stops an enemy skill for 6 ticks. Probably the easiest way to implement this is to stop the step counter for that number of ticks.
If the end of the enemy hand data is reached, figure out a backup plan so the battle can keep going (such as having a regular pattern of (random) attacks every 7 ticks once this point is reached).
Hopefully that’s all of what you needed to know as to my thought processes.