MORTAL KOMBAT ARENA
INTRODUCTION
2 player Card game based on the world of Mortal Kombat.
It simulates a Tournament match between 2 characters.
DISCLAIMER
Mortal Kombat is a licensed, copyrighted property.
This is merely a fan site.
DESIGNER NOTES
This uses the same system as the Street Fighter game.
Both games are basically compatible.
Characters from both games can fight each other.
As for differences, the Mortal Kombat Characters have
Their own set of Fighting techniques including Auto-Kill
Fatalities.
VICTORY
Reduce the opposing fighter to zero or less hits or
Get an Auto Kill Effect.
HITS
Each character starts with 20 Hits.
THE DECK
Players share a common deck.
The Deck has 52 cards:
10 Punch cards (P)
10 Kick cards (K)
10 Grab cards (G)
10 Athletic cards (A)
6 Focus cards (F)
4 Link cards (L)
2 Warrior cards (W)
THE CHARACTERS
20 Characters are available.
Each player chooses one character at the beginning of the game.
Each character has 2 Special Abilities.
Each character has a unique list of Fighting Techniques.
TECHNIQUES
Each technique has a name, a cost, and an effect.
Some characters can use the same technique.
The cost is in the number and type of cards that must be played to produce the effect.
The effects will be either offensive or defensive or otherwise.
Offensive techniques, or Attacks, will cause Damage.
Each point of Damage reduces the opposing character by 1 Hit.
A Defense will reduce the damage of an attack by an indicated amount.
COMBO
Normally a Character can only make 1 attack on its turn.
A combo effect will allow it to make an extra attack.
The combo is prevented if the defender is able to negate or
reduce the damage of the initial attack.
STUN
Some Attacks also produce a Stun effect.
When a character is stunned, there is a 50% they will not be able to
Attack until after their next turn.
KNOCK DOWN (KD)
Some Attacks also produce a Knockdown effect.
When a character is Knocked Down, he must discard a Kick card on his next
turn to get up (or 2 cards of any other type)
INJURE
Some Attacks also produce an Injury.
There is a 50% chance the targets Max Hand Size will be reduced by 1 for
the rest of the Match.
HOLD
Some Attacks also produce a Hold effect.
When a character is Held, he must discard a Grab card on his next
turn to break the hold (or 2 cards of any other type).
SETUP
Some Attacks produce a Setup effect.
This Character's next attack cannot be negated or defended against.
UNBLOCKABLE
Some Attacks have the Unblockable effect.
They cannot be negated or reduced.
MULTI-STRIKE
Some Attacks have the Multi-Strike effect.
For every Grab card you discard the attack does an extra 2 points of Damage.
DISTANCE
Some Techniques produce a Distance effect.
If one is produced the combatants are too far away from each other except
for ranged attacks. Either player on their turn may play 1 Athletic card
on their turn to negate the distance effect.
THROW DOWN (TD)
Some Techniques produce a Throw Down effect:
This is a combination of both a KD effect and a Distance effect.
SUB FOR JUMP
Some techniques have the sub for Jump Defensive Option:
Instead of paying the usual cost for the Jump maneuver, you may pay
the cost as listed for this Technique. You negate their attack and 50%
immediately use this Attack against them. However this costs 1 extra
Focus card to do so.
COUNTER AIR
Some Techniques have the Counter Air Option:
You can use this Technique during your opponent's turn if they use an
Air Technique against you: You negate their attack and 50% immediately use this
Attack against them. However this costs 1 extra Focus card to do so.
Your Attack also gets the KD effect if it didn't already have it.
DIZZY RULE
If you make 2 or more combos in one turn you are stunned until the
end of your next turn.
JUMPING ATTACK OPTION
You can make any Basic Attack an Aerial (Air) Attack by playing an extra
Athletic Card: The attack does Damage +1.
PULL
Some Techniques produce a Pull effect.
If one is produced it negates the Distance Effect.
(It brings the fighters closer together)
FATALITIES
Some Techniques (Fatalites/Babalities) produce an Auto-Kill effect.
If one is produced and your opponent is unable to reduce or negate it,
You automatically win the match.
FRIENDSHIP
This is a distraction Technique used to Negate a Fatality.
BASIC TECHNIQUES
There is a list of basic Techniques that all fighters are able to use.
BASIC TECHNIQUE LIST
Technique Cost Effect
Basic Punch 1 Punch Punch Attack of Damage = 1
Low Kick 1 Kick Kick Attack (Low) of Damage = 1
High Kick 1 Kick Kick Attack (High) of Damage = 1
Grapple 1 Grab Grab Attack of Damage = 1
Block 2 Punch Reduce Damage of an Attack by 1
Attack Chain 1 Link Draw 1 card + Combo
Counter Attack 1 Link Attack on Opponents Turn after his Attacks
Mental Focus 1 Focus Draw 2 cards and discard 1 card
Way of the Warrior 1 Warrior Wild card: Use as any other card type
Throw 2 Grab Grab Attack of 1 Dam + TD
Wrestle 2 Grab Grab Attack of 1 Dam + Hold
Jab 2 Punch Punch Attack of 1 Dam + Combo
Jump 1A + 3K Negate Low or Crouching or Ranged Attack
Duck 3 Athletic Negate High or Aerial Attack
Mid-Block 2A + 2P Negate an Attack that is neither High nor Low
Sidestep 2A + 2K Negate Punch Attack
Evade 2A + 2G Negate Kick Attack
Dodge 3A + 2F Negate an Attack
Clean Break 1A + 3G Negate a Grab Attack
Feint 2 Punch Setup + Combo
Knee Strike 2 Kick Kick Attack of Damage = 1 + Draw 1 Card
Elbow Strike 2 Punch Punch Attack of Damage = 1 + Draw 1 Card
Stomp 2 Kick Kick Attack of Damage = 1 + Injure
Gouge 2 Punch Punch Attack of Damage = 1 + Injure
Twist 2 Grab Grab Attack of Damage = 1 + Injure
Strong Kick 2 Kick 2 Dam
Strong Punch 2 Punch 2 Dam
Roundhouse Kick 1A + 2K 3 Dam
Parry 4 Punch Reduce Punch or Kick Attack to 1 Dam
Catch 2A + 3P Negate Punch or Kick Attack
Withdraw 4 Kick Distance + Negate Attack unless foe plays 1 Kick
Retreat 2A + 3K Negate Attack + Distance
Shake it Off 1 Focus Negate all Stun effects or 50% one Injury
MORTAL KOMBAT COMMON TECHNIQUES
These are Techniques known by all 20 of the Mortal Kombat Characters.
They are not commonly known by minor characters or
Street Fighter Characters.
MORTAL KOMBAT COMMON TECHNIQUE LIST
Babality (Low) 4F + 2P Fatality
Hop Kick (Air) 3K 3 Dam (Sub for Jump)
Hop Punch (Air) 1K + 2P 3 Dam (Sub for Jump)
Power Block 2F + 1P Reduce Attack to 1 Dam
Crouch Kick (Low) 1A + 2K 3 Dam (Sub for Duck)
Crouch Punch (Low) 1A + 2P 3 Dam (Sub for Duck)
Roll to your Feet 2A Negate 1 Damage and a KD
Reverse Punch (Air) 2A + 1P 3 Dam
Reverse Kick (Air) 2A + 1K 3 Dam
Foot Sweep (Low) 2K 1 Dam + KD
Power Uppercut 3P 2 Dam + Stun (Counter Air)
MAX HAND SIZE
All Characters have a max hand size of 7.
If they ever have more than their max, discard the excess.
MATCH SETUP
Players choose their Characters.
Each player is dealt 7 cards.
Flip a coin to see who goes first.
TURN SEQUENCE
Players take turns.
Each turn has 4 Phases:
1. First Refresh Phase
2. Attack Phase
3. Tactical Phase
4. Second Refresh Phase
FIRST REFRESH PHASE
Fill your hand to max hand size. (or less if stunned)
If the deck ever runs out, shuffle the discard and draw from it.
ATTACK PHASE
Play (Discard) cards to make an attack.
If you play a combo effect, you can make an extra attack.
Your opponent may play cards to produce defensive effects, fully or
Partially negating one or more of your attacks.
TACTICAL PHASE
You may discard any unwanted cards in your hand.
SECOND REFRESH PHASE
Fill your hand to max hand size. (or less if stunned)
CHARACTER LIST
There are 20 characters available:
BARAKA
(Outworld Mutant General)
SA1: On your turn convert 1 Card to a Focus
SA2: None
Decapitation (High) 4F + 1P Fatality
Backhand Punch 2P 1 Dam + Stun
Blade Fury 2F + 3P 7 Dam (Weapon)
Blade Rush 2F + 2A 6 Dam (Weapon)
Blade Swipe 2F + 1P 5 Dam (Weapon)
Double Kick 3K 2 Dam (Low) + 2 Dam (High)
Spark Toss 1F + 1P 3 Dam
High Spark Toss 1F + 2P 4 Dam (High)
Gift Box 2F Friendship
SMOKE
(Outworld Brainwashed Ninja)
SA1: Opponent’s Hand Size is -1
SA2: None
Smoke Inhalation 4F + 1P Fatality
Harpoon Air Grab 1F + 3G 4 Dam + KD (Counter Air) (Projectile Ranged)
Backhand Punch 2P 1 Dam + Stun
Harpoon Throw 1F + 2P 2 Dam + Pull (Projectile Ranged)
Slide Kick (Low) 3K 2 Dam + KD
Smoke 1F Stun + Injure
Smoke Dodge 1F + 3A Negate Basic Attack
Smoke Screen 1F Stun x2
Smoke Rings 2F Friendship
GORO
(Outworld Dragonman Prince)
SA1: Punch attacks do Damage +1 (4 Arms)
SA2: Hits +5
Drawn & Quartered 4F + 1P Fatality
Double Uppercut 3P + 1A 3 Dam + Stun (Counter Air)
Fireball Punch 2F 4 Dam (Energy Ranged)
4 Handed Pound 4P 4 Dam
Grab & Squeeze 4G 3 Dam + Hold
Overhead Toss 3G 2 Dam + TD
Push 2P 1 Dam + TD
Stomp (Low) 3K 2 Dam + Injure
Patty Cakes 2F Friendship
JADE
(Outworld Mysterious Femme Fatale)
SA1: Use Kick cards as Focus or Punch
SA2: None
Jaded 4F + 1G Fatality
Air Attack 1F + 3A 4 Dam (Counter Air)
Elbow Punch 3P 2 Dam + Injure
Fan Lift 1F + 1P 2 Dam + TD (Weapon)
Fan Swipe 1F + 3P 5 Dam (Weapon)
Fan Throw 1F + 2P 4 Dam (Projectile Attack)
Phantasmal Defense 1F Negate Projectile Attack
Whirlwind Toss 2A + 2G 3 Dam + TD
Jade Dragon 2F Friendship
JAX
(Earthworld Special Forces)
SA1: Grab Attacks do Damage +1
SA2: Hits +5
Head Crusher 4F + 1P Fatality
Back Breaker 3G 2 Dam + Injure
Energy Wave 2F 3 Dam + Stun
Gotcha Grab 1A + 1G 1 Dam + Multi-Strike
Ground Smash (Low) 2K + 3P 6 Dam + KD
Overhead Hammer 4P 4 Dam
Quadruple Slam 1F +1G 1 Dam + TD + Multi-Strike
Take Down 1A + 2G 2 Dam + KD
Paper Dolls 2F Friendship
JOHNNY CAGE
(Earthworld Film Star)
SA1: Substitute Grab cards for Focus Cards
SA2: Draw 1 card after he completes a successful Attack
Uppercut Decapitation 4F + 1P Fatality
Drop Kick 3K 3 Dam
Green Bolt 2F 4 Dam (Energy Ranged)
High Green Bolt 2F + 1A 5 Dam (High) (Energy Ranged)
Groin Punch (Low) 3P 2 Dam + Injure
Shadow Kick 1F + 2K 3 Dam + TD
Shadow Uppercut 1F + 2P 3 Dam + Stun (Counter Air)
Stomach Jab 3P 3 Dam
Autograph 2F Friendship
KANO
(Outworld Secret Society Member)
SA: May use Grab cards as Punch or Athletic.
SA: None
Heart Rip 4F + 1P Fatality
Eye Gouge 1F + 1P 1 Dam + Injure
Double Knife Slash 1F + 2P 4 Dam
Cannonball (Air) 4A 3 Dam + Distance (Sub for Jump)
Headbutt (High) 2P 1 Dam + Stun
Knife Toss 2F + 1P 4 Dam + Injure (Projectile Ranged)
Palm Strike 3P 2 Dam + KD
Speed Roundhouse 2A + 2K 4 Dam (Counter Air)
Cooking with Kano 2F Friendship
KINTARO
(Outworld Dragon Man General)
SA1: Convert Punch cards to Grab cards
SA2: Grab Attacks do Damage +1
Torso Tear 4F + 1P Fatality
Aerial Stomp (Air) 3A + 2K 4 Dam + Unblockable
Body Crush (Low) 5G 4 Dam + Hold
Body Slam 2A + 2G 3 Dam + TD (Counter Air)
Fireball Spit 1F 2 Dam (Energy Ranged)
4 Handed Slam 4G 3 Dam + KD
Underhand Toss (Low) 3G 2 Dam + TD
Strong Uppercut 4P 3 Dam + Stun (Counter Air)
Shadow Warriors 2F Friendship
KITANA
(Earthworld Princess Fem Fatale)
SA1: Convert 1 card to a punch card on your turn
SA2: None
Kiss of Death 4F + 1G Fatality
Air Attack 1F + 3A 4 Dam (Counter Air)
Elbow Punch 3P 2 Dam + Injure
Double Fan Swipe 2F + 2P 3 Dam + 3 Dam (Weapon)
Eye Rake 1F + 2P 3 Dam + Injure
Fan Lift 1F + 1P 2 Dam + TD (Weapon)
Fan Swipe 1F + 3P 5 Dam (Weapon)
Fan Throw 1F + 2P 4 Dam (Projectile Attack)
Birthday Cake 2F Friendship
KUNG LAO
(Earthworld Monk)
SA1: Hand Size +1
SA2: None
Hat Slice 4F + 1P Fatality (Weapon)
Aerial Kick (Air) 1A + 3K 3 Dam + Distance
Ground Teleport 3F Negate Attack + Distance
Hat Reflect 1F Turn Projectile Attack to any Opponent
Hat Swipe 1F + 2P 4 Dam (Weapon)
Hat Throw 2F + 1P 5 Dam (Projectile Ranged)
Headbutt (High) 2P 1 Dam + Stun
Whirlwind Spin 1F + 4A 4 Dam + Distance (Sub for Dodge)
Magic Rabbit 2F Friendship
LIU KANG
(Earthworld Martial Artist)
SA1: Kick Attacks do Damage +1
SA2: None
Dragon Bite 4K + 1G Fatality
Bicycle Kick (Air) 3K 3 Dam
Dragon Fire 2F 4 Dam (Energy Ranged)
Feint Kick 1A + 1K Setup and Combo
Flying Kick (Air) 2A + 3K 5 Dam (Sub for Jump)
Forearm Punch 3P 3 Dam (Sub for Mid-Block)
Jumping DragonFireball 2F + 2A 6 Dam (Energy Ranged) (High)
Repeating Kick 2K 1 Dam + Multi-Strike
Disco Boogie 2F Friendship
MILEENA
(Outworld Evil Kitana Clone)
SA1: Use Grab cards as Focus or Punch
SA2: None
Man Eater 4K + 1G Fatality
Elbow Punch 3P 2 Dam + Injure
Ground Roll 3A 2 Dam + KD (Sub for Duck)
Sai Lunge 1F + 2P 4 Dam (Weapon)
Sai Throw 2F 4 Dam (Projectile Ranged)
Teleport 3F Negate Attack + Distance
Teleport Kick 2F + 2K 6 Dam
Throat Strike 3P 1 Dam + Stun + Injure
Flower Power 2F Friendship
NOOB SAIBOT
(Outworld Mysterious Shadow Warrior)
SA1: Convert Grab cards to Punch
SA2: Convert Athletic cards to Kick
Shadow Spirits 4F + 1P Fatality
Backhand Punch 2P 1 Dam + Stun
Dark Attack 2F 4 Dam (Energy Ranged)
Fast Strike 4K 3 Dam + TD
Harpoon 1F + 2P 2 Dam + Pull (Projectile Ranged)
Shadow Cloak 2F + 1A Negate Attack
Shadow Phase 2F + 2P 6 Dam
Slide Kick (Low) 3K 2 Dam + KD
Will You be my… 2F Friendship
RAYDEN
(Earthworld God of Thunder and Lightning)
SA1: May convert 1 card to a Focus card on your turn.
SA2: Hand Size +1
Shock Therapy 4F + 1G Fatality
Blinding Attack 1F Stun x2
Body Launch Torpedo 1F + 4A 5 Dam + TD
Lightning Throw 2F 4 Dam (Energy Ranged)
Mini Uppercut 1F + 1P 2 Dam + Stun
Electrocution 2F + 2G 5 Dam + Hold
Teleport 3F Negate Attack + Distance
Thunder Strike 3F 5 Dam + Unblockable
Kid Thunder 2F Friendship
REPTILE
(Outworld Lizard Man)
SA1: Hits +5
SA2: None
Lizard Lunch 4F + 1G Fatality
Acid Spit 2F 3 Dam + Injure (Projectile Ranged)
Backhand Punch 2P 1 Dam + Stun
Slide Kick (Low) 3K 2 Dam + KD
Forceball 2F + 1P 5 Dam (Energy Ranged)
Invisibility 3F Negate Attack
Poison Claws 1F + 3P 4 Dam + Injure
Tongue Strike 3G 2 Dam + Pull (Projectile Ranged)
Reptile Doll 2F Friendship
SCORPION
(Earthworld Vengeance Seeking Undead)
SA1: Regenerates 1 lost Hit per turn
SA2: None
Toasty 4F + 1A Fatality
Backhand Punch 2P 1 Dam + Stun
Air Throw (Air) 3G 2 Dam + TD (Counter Air)
Decoy 1F + 1A Negate Attack 50%
Harpoon Spear 2F + 2A 5 Dam + Pull (Projectile Ranged)
Hellfire Strike 3F 6 Dam (Energy Ranged)
Teleport Punch 2F + 2P 6 Dam
Leg Grab (Low) 2G 1 Dam + Hold
Scorpion Doll 2F Friendship
SHANG TSUNG
(Outworld Evil Demon Sorcerer. Tournament Host)
SA1: Use Kick cards as Focus cards
SA2: None
Soul Stealer 4F + 1A Fatality
Skull Launch 1F 2 Dam (Projectile Ranged)
Double Skull Launch 1F + 2P 4 Dam (Projectile Ranged)
Triple Skull Launch 2F + 2P 6 Dam (Projectile Ranged)
Levitate 1F + 1A Same as Jump
Life Drain 2F + 2G 4 Dam (Energy Ranged) + Heal 2 Dam
Morph 1F Use Technique of another Combatant
Rainbow 2F Friendship
SHAO KAHN
(Evil Ruler of the Outworld)
SA1: Convert 1 card to a Focus card on your turn
SA2: Hits +5
Neck Breaker 4F + 1P Fatality
Lightning Charge 1F + 3K 4 Dam + TD (Energy)
Lightning Spear 2F + 2P 6 Dam (Energy Ranged)
Plane Shift 2F 3 Dam + TD (Energy)
Right Hook 3P 3 Dam
Shoulder Charge 3G 2 Dam + TD
Spirit Hold 1F + 2G 3 Dam + Hold
Taunt 1F Opponent may not Defend x2 Turns
Dance of Death 2F Friendship
SONYA BLADE
(Earthworld Military Police)
SA1: Convert 1 Card to a Grab card on your turn
SA2: None
Kiss of Death 4F + 1G Fatality
Arm Lock Takedown 3G + 1P 3 Dam + KD
Clothesline 2P 1 Dam + KD
Forearm Smash 2P + 1A 2 Dam + Stun
Leg Scissors 2G + 2K 3 Dam + TD
Reverse Throw 3G 2 Dam + TD
Square Wave Flight 3A 2 Dam + TD (Counter Air)
Ring Wave 2F 3 Dam + Distance (Energy Ranged)
Good Sport Medal 2F Friendship
SUB-ZERO
(Outworld Assassin)
SA1: Convert Grab cards to punch or Focus cards
SA2: None
Deep Freeze 4F + 1P Fatality
Backhand Punch 2P 1 Dam + Stun
Frost Bite 1F 1 Dam + Injure
Ground Freeze 1F 1 Dam + Distance or Pull
Ice Shards 1F + 2P 4 Dam (Projectile Ranged)
Ice Ball 2F + 1P 4 Dam + Stun (Projectile Ranged)
Shoulder Dash 3A 2 Dam + TD
Slide Kick (Low) 3K 2 Dam + KD
Sub-Zero Doll 2F Friendship