So .... inspired by Mac's idea about drawing flows and from his blog post "Lifeshape": http://quantumdonuts.blogspot.com/2011/04/lifeshape.html, I started  thinking more about the basic 'shapes' of dueling strategy. They all ended up needing to be 4 dimensional and looking like tangled balls of wool with the occasional knitting needle sticking out of them, or else abstract impressionist planes of red with a singular black dot in a far corner ..... 
Anyway, the basic strategy laid out in the last series of posts,  using this idea of relative options is -
Narrow the opponents' options to one (or  zero), whilst you remain with as many as possible until you have prevailed.
I guess in some way this is true for other types of combative encounters too, the  main difference is that in ambushing, say, your opponent(s) starts with  having none/one option if you are doing it right, dueling they may start with as  many as you do, and your task is to take away theirs whilst  keeping yours. 
So shape  wise, if you think about 3 dimensional space, you are physically  cornering your opponent into 'running out of angle' i.e. options. Time  wise (the 4th dimension) you either take it away from them completely,  or you gain on them temporally so they are following. You can also 'corner'  or freeze your opponent's emotional state by using psychology, their intent too,  physically and psychologically. And of course you can use the  environment to your advantage if you see it as yours to use.
So ultimately the shape is a corner, or a dead end (LOL) ... but it's a multidimensional corner, and I have no idea how to draw that .... 
Finally it seems fitting to look at the view out from this corner, and this brings to mind Rory's comments about luck and chaos - luck  being one of the 4 elements  present in all interactions (the others  being you, them, and the  environment).
If you are winning, it's best to lessen the options, lessen the  chaos and narrow the  potential for lady luck to swing the other way, but,if  you are losing ..... it behooves you to increase the chaos as luck is  fickle, and if your options  are tending towards one/zero you might as  well create as much chaos as  possible to shake up the many dimensions in which options exist. 
 
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