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










Return to Warpspawn Mainpage