KUNG FUSION
INTRODUCTION
2 player Card game of Martial Arts combat.
Role-playing elements.
THE ACTION DECK
The Deck contains 8 of each of the following 7 card types:
Punch
Kick
Block
Grab
Move
Zen
Combo
TURN SEQUENCE
Players take turns.
Each turn has 3 Phases:
Maneuver Phase
Out-Maneuver Phase
Action Phase
MANEUVER PHASE
Both players fill their hands to 8 cards.
If the deck runs out, shuffle the discard and draw from it.
If an attack effect says: Opponent discards X cards next turn, then
discard the cards at end of this phase.
OUT-MANEUVER PHASE
Players may discard up to half their current cards and draw replacements.
ACTION PHASE
The Active player may only make Attack Maneuvers.
The Defending player may only make Defense Maneuvers.
The Active player may play 1 Punch card to make a Simple Punch.
The Active player may play 1 Kick card to make a Simple Kick.
The Active player may play 1 Grab card to make a Simple Grab.
Simple Attacks do one point of damage.
The Defending player may play a Block card to negate 1 point of damage from a
Punch or Block Attack.
The Defending player may play a Move card to negate 1 point of damage from a
Kick or Move Attack.
The Defending player may play a Zen card to negate 1 point of damage from a
Grab or Zen Attack.
Instead of making a simple attack, the attacker may make a Power Attack.
Power Attacks require a combination of 2 or more cards to be discarded.
A Power Attack will do 2+ points of damage, as indicated in the Maneuver Lists.
Likewise, the defender can make power defenses that can negate 2+ damage of any
type, unless otherwise specified.
A combatant can only make a special Attack or Defense he knows as
determined in Character generation.
A player may only make 1 attack or defense per turn.
A player may discard a Combo card to make an extra attack or defense during the phase.
(A player may make multiple Combos in a single turn)
All played cards are discarded.
Simple one card defenses CAN be used to negate 1 point of
damage from a Power Attack of the proper type.
A Power Defense can be used against a simple attack if you lack the
correct simple defense (or simply choose to use the bigger hammer).
OBJECT
Reduce your opponent to 0 or fewer Hit Points.
COMBATANT CHARACTER GENERATION
Before fighting, each player must create a fighter.
All fighters have a base 10 hit points.
To create a fighter roll 10 times on the Master Maneuver Table.
Record what Maneuvers the fighter knows.
Reroll duplicate Maneuvers.
MASTER MANEUVER TABLE
1D10 Result
1 Roll on the Minor Punch special maneuver table
2 Roll on the Minor Kick special maneuver table
3 Roll on the Minor Block special maneuver table
4 Roll on the Minor Grab special maneuver table
5 Roll on the Minor Move special maneuver table
6 Roll on the Minor Zen special maneuver table or reroll
7 Gain 2 Hit points or reroll
8-10 Roll on any Major special maneuver table* or reroll
* You must have at least one Minor special maneuver before you
get a Major one of the same type.
For example: You must know a Minor Punch Maneuver before you can
get a Major Punch Maneuver.
NOTATION
P = Punch
M = Move
G = Grab
Z = Zen
K = Kick
CX = Causes X Points of Damage (Attack Maneuver)
NX = Negate X Points of damage (Defense Maneuver)
ODX = Opponent discards X cards next turn (Attack Maneuver)
Negate = (Defense Maneuver)
MINOR PUNCH SPECIAL MANEUVER TABLE
1D12 Ability Cost Notes
1 Upper Cut 2P C2
2 Fast Punch 1P 2M C2 & Combo
3 Karate Chop 1P 1Z C2
4 Right Cross 2P 1G C3
5 Knife Hand 1P 2Z C3
6 Left Hook 2P 1Z C3
7 Open Palm 3P C2 or N2
8 Hammer Fist 3P C3
9 Spear Hand 1P 1M 1Z C3
10 Reverse Punch 1P 1M C2
11 Drop Jab 1P 1K C2
12 Elbow Smash 2P 1M C3
MAJOR PUNCH SPECIAL MANEUVER TABLE
1D12 Ability Cost Notes
1 Spinning Backfist 2P 2M C4
2 Mighty Slap 4P C4
3 Death Touch 3P 2Z C5
4 Dragon Punch 5P C5
5 Nerve Strike 2P 2Z OD4
6 Righteous Demon Fist 4P 2Z C6
8 Fists of Fury 4P C1D6
9 Ear Pop 3P 1M C4
10 Iron Fist 3P 1Z C4
11 Tiger Claw 3P 1G C4
12 Reroll
MINOR KICK SPECIAL MANEUVER TABLE
1D12 Ability Cost Notes
1 Foot Sweep 1K 1G C2
2 Knee Thrust 1K 1G 1B C3
3 Heel Stomp 2K C2
4 Leaping Kick 1K 2M C3
5 Circle Kick 2K 1M C3
6 Double-Hit Kick 3K C3
7 Trip 2K OD2
8 Spinning Round Kick 1K 1Z 1M C3
9 Side Kick 1K 1M C2
10 Front Kick 1K 1B C2
11 Back Kick 1K 1Z C2
12 Reroll
MAJOR KICK SPECIAL MANEUVER TABLE
1D11 Ability Cost Notes
1 Back Flip Kick 2K 2M C4
2 Whirlwind Kick 4K C4
3 Hurricane Kick 3K 1M 1Z C5
4 Dragon Kick 5K C5
5 Beijing Blitz 2K 2P 1M C4 & Combo
6 Crusher's Wheel 3K 1M C4
7 Jump Hook Kick 2K 1M 1Z C4
8 Drop Spin Kick 3K 1M C2 & OD2
9 Leaping Ax Kick 4K 1M C5
10 Crescent Kick 3K 1Z C4
11 Flying Scissors 2K 2M C3 & Combo
12 Reroll
MINOR BLOCK SPECIAL MANEUVER TABLE
1D10 Ability Cost Notes
1 Parry 2B N2
2 Cross Block 2B 1M N3
3 Break 2B 1G Negate any Grab attack
4 Counterpunch 2B 1P C2 (Attack) or N2 (Defense)
5 Leg Catch 2B 1G Negate any Kick attack
6 Clinch 1B 1G N2
7 Hammer Block 3B N3
8 Inside Block 1B 1Z N2
9 Outside Block 1B 1P N2
10 Knife Hand Block 1B 1G N2
MAJOR BLOCK SPECIAL MANEUVER TABLE
1D10 Ability Cost Notes
1 Reflection 6B Redirect attack back at attacker (Defense)
2 Steel Skin 4B N4
3 Invulnerability 4B 1Z N5
4 Wall of Motion 5B N4 (Defense) or OD4 (Attack)
5 Mountain Block 3B 1G N4
6 Turtle Shell 5B N5
7 Guillotene Block 2B 2P N2 & C2 (Defense that does Damage!)
8-10 Reroll
MINOR GRAB SPECIAL MANEUVER TABLE
1D12 Ability Cost Notes
1 Grapple 2G C2
2 Judo Throw 1G 1P C2
3 Leg Lock 1G 1K C2
4 Thigh Press 1G 1K 1M C2 & OD1
5 Back Flip 2G 1M C3
6 Bear Hug 3G C3
7 Bite 3G C1D6-1
8 Arm Lock 2G 1P C3
8 Wrist Lock 1G 1M 1P C3
10 Hair Grab 1G 2P C3
11 Head Lock 1G 1M C2
12 Tackle 2G 1K C2 & OD1
MAJOR GRAB SPECIAL MANEUVER TABLE
1D10 Ability Cost Notes
1 Finger Lock 3G 1Z C4
2 Choke Hold 3G 1P C4
3 Suplex 4G 1P C5
4 Pile Driver 5G C5
5 Death Grip 3G 2P C5
6 Figure 4 Lock 3G 2P OD5
7 Barrel Roll 2G 2M C4
8 Full Nelson 2G 2P C2 & OD2
9 Atlas Body Throw 2G 2P C2
10 Reroll
MINOR MOVE SPECIAL MANEUVER TABLE
1D10 Ability Cost Notes
1 Feint 2M Draw +1 card next turn (Attack)
2 Dodge 1M 1Z N2
3 Jump 1M 1K N2
4 Duck 2M 1G N3
5 Slip 3M N3
6 Roll 2M 1K N3
7 Withdraw 3M N1D6-1
8 Toss 2M C2
9 Katas 2M Same as Combo card
10 Push 2M 1B OD3
MAJOR MOVE SPECIAL MANEUVER TABLE
1D6 Ability Cost Notes
1 Tumble 4M N4
2 Back Flip 2M 2K N4
3 Somersault 5M N5
4 Wall Spring 4M 1K N5
5 Body Slam 2M 1K 1G C4
6 Reroll
MINOR ZEN SPECIAL MANEUVER TABLE
1D10 Ability Cost Notes
1 Fighting Spirit 2Z Gain back 1 lost Hit Point (Defense)
2 Read Minds 1Z Look at opponents Hand (Attack)
3 Kai! 2Z +2 Damage to another attack (Attack)
4 Mesmerize 3Z OD4
5 Ying Defense XZ NX-1
6 Fighting Trance XZ Draw X-1 cards (Attack)
7 Intimidation 2Z OD3
8 Yang Attack XZ CX-1
9 Head Butt 1Z 1B C2
10 Reroll
MAJOR ZEN SPECIAL MANEUVER TABLE
1D10 Ability Cost Effect
1 I Ching Hexagram 4Z C4
2 Great Leap 3Z 1M N4
3 Zen No Mind 5Z Draw 5 cards (Attack)
4 Spirit Form 5Z Negate all attacks this phase (Defense)
5 Mystic Fireball 5Z C5
6 Wire-Fu 2Z 2M C3 (Attack) or N3 (Defense)
7 I Ching Trigram 6Z C1D10
8 Extending Limbs 1Z 1P Same as Combo card
9-10 Reroll
MARTIAL ART RANKINGS
Rank: Hand Size: Hits: Maneuvers: Notes:
Noncombatant 3 5 0
White Belt 4 5 1
Yellow Belt 4 6 2
Green Belt 5 6 3
Blue Belt 5 7 4
Brown Belt 6 7 5
1st Degree BB 6 8 6 Major Maneuvers Allowed
Second Degree BB 7 8 7 Zen Maneuvers Allowed
Third Degree BB 7 9 8
Fourth Degree BB 8 9 9 Major Zen Maneuvers Allowed
Fifth Degree BB 8 10 10 Basic Characters in Kung Fusion
Sixth Degree BB 9 10 11
Seventh Degree BB 9 11 12
Grand Master 10 12 13 Secret Special Maneuvers
MARTIAL ARTS STYLES
Style: Minimum Maneuvers known at Fifth degree Black Belt level:
Karate 4 Punch, 2 Kick, 4 others
Tae Kwon Do 4 Kick, 2 Move, 4 others
Jujitsu 4 Grab, 2 Block, 4 others
Akido 2 Grab, 2 Block, 2 Move, 4 others
Shaolin Kung Fu 2 Block, 2 Punch, 2 Kick, 4 others
Jeet Kune Do 2 Punch, 2 Kick, 2 Move, 4 others
KUNG FUSION CARD SET
Bruce Lee Pics! Thanks Zak, they really kick ass.
Click here for card set.
FAQ SECTION
- How is it decided who gets to be the active player on the first turn?
(We assumed that the passive player on one turn is always the active
player the next.)
- What happens when a power attack/defense goes below 2 points? Bite
(C1d6-1) is an example where this can happen. Does it still cause 2
points? Or is it a reroll? Or does the rule that says that all power
maneuvers score 2 minimum refer to the average?
- Do Zen special maneuvers always count as defenses, or does that depend
on their application? In the former case, the Kai! (typo for "Kiai!", I
assume) maneuver makes very little sense. In the latter, the correct
application should be clearly indicated for each maneuver. If Zen
maneuvers can be used as attacks, does that mean that simple defenses are
useless against them?
- In the Master Maneuver Table, is the 8-10 reroll an option or does it
apply only when a Major special maneuver roll is not possible?
- When a combo attack is made, does the score of a single defense apply to
both attacks combined, or only to one of them? On a similar note, can a
combo defense be made to a single attack, or must each maneuver in the
combo defense be directed towards a specific maneuver in a combo attack?
Suppose that the active player makes a combo simple kick and power grab
and the defensive player reacts with a combo of two simple move defenses.
Could the score from the defense apply to the damage from the grab as
well, even though simple moves are normally not applicable to grabs?
(I do not actually expect you to answer any of these questions. I just
want to point out where the rules may need to be clarified.)
Once we got past the rule ambiguities, we found that there was just one
major problem with the game. It is way too slow. The card design is one
reason for that. Another is all the cards that have to be discarded all
the time. We made a house rule that players may opt to keep cards at the
end of the action phase. I would now like to amend that to read thus:
"Players may not discard any cards at the end of action phase." I would
further like to suggest that only two cards may be discarded in the
out-maneuver phase. This means that the deck will have to be reshuffled
much more rarely. It also means that more strategy must be used when the
cards are played in the action phase.
Another way we found to speed up the game was to allow one attack and one
counter-attack during each action phase. The active player goes first with
his attack and the passive player (after having defended himself) may
optionally follow up with an attack using whatever cards he/she has left.
The rolling of new characters also took too long. An easy way to solve
this would be to provide a number of pre-rolled characters as an option to
get started more quickly. These should not be randomised, but should be
carefully constructed to be well balanced and should of course have some
cool names and each a special profile.
As a minor quibble, I also found that some attacks are unbalanced with
regard to card cost and effect. In particular, maneuvers which cost 5 or 6
cards of the same type are almost impossible to carry out, even when you
are allowed to retain cards after the action phase. As an example,
Hurricane Kick and Dragon Kick both cost 5 cards and both cause 5 damage,
but Hurricane is much easier to score, since gathering five Kick cards is
very unlikely. Even at four similar cards, this effect starts to show. I
have no ready solution to this problem. Extensive play testing or advanced
probability calculations may be necessary to balance the game properly.
KUNG FU HEROES
Here's another free Kung Fu card game:
Kung Fu Heroes