WUXIA
INTRODUCTION
Card Game for 2+ Players.
Chinese Sword & Sorcery.
Each Player is a Secret Society recruiting Swordfighters with Mystical Powers.
VICTORY
Control at least 4 Fighters & Kill all your Opponents Fighters.
THE DECKS
Players share 2 common decks:
The Recruit Deck & the Action Deck
The Recruit Deck has 4 Card types:
Fighters, Weapons, Events, Enhancements
The Action Deck has 6 Card Types:
Locales, Specials, Attack, Move, Defend, Minions
Each player keeps a recruit hand & an Action hand.
FIGHTERS
Each Fighter has a Skill Rating.
Most Fighters will have some type of Special Ability.
Each Fighter can use one Weapon card attached.
Each Fighter can have up to 5 Enhancements attached.
SETUP
Shuffle the Decks.
Each player draws 7 cards for his recruit hand & action hand.
Flip a coin to determine who goes first.
TURN SEQUENCE
Players take turns.
Each turn has 6 Phases.
Destiny Phase
Recruit Phase
Fate Phase
Duel Phase
Encounter Phase
End Phase
DESTINY PHASE
Draw 2 cards from the Recruit Deck.
If the deck runs out, shuffle the discard & Draw from it.
RECRUIT PHASE
You may put one Fighter card into play.
You may put one Weapon card into play attached to a Fighter.
You may put one Enhancement card into play attached to a Fighter.
FATE PHASE
All players fill their Action hands to 7 cards.
DUEL PHASE
(You may skip this Phase)
Select one of your Fighters (Attacker) and one Target Opponents Fighter (Defender).
Both will Fight against each other in a Duel.
Calculate the total Skill Level for each Fighter.
The Higher Level Fighter kills the Lower Level Fighter.
(In a Tie, neither are killed & the Phase Ends)
Weapon & Enhancement cards increase a Fighters Skill
Both Players may play Action cards to further increase their Fighters skill.
A Fighter can only use one Attack, one Move, one Defend, and one Minion card.
At the End of the Phase discard the killed Fighter & all Attached cards, also
Discard all played Action cards (& Locale cards).
Some action cards allow for multiple combatants (= Fray)
In a Fray the losing side has one Combatant killed.
ENCOUNTER PHASE
You may play a Locale card to play another Fate & Duel Phase.
END PHASE
All Players may discard any unwanted cards from their hands.
Maximum hand size is 7 cards for both Recruit & Action Hands.
Discard excess cards.
CARD LIST NOTATION
F = Fighters
W = Weapons
L = Locales
E = Enhancements
S = Style Enhancement
V = Event
A = Attack Actions
M = Move Actions
D = Defend Actions
X = Special
ST = Sword Technique
N = Minions
RECRUIT DECK CARD LIST
Card Name: Type Skill Notes:
Sword Master F 9 Attached Sword Card gets +2
Sword Saint F 9 Opponent in Duel cannot use Defense card
Wanderer F 6 Gets +2 when a Locale is in play
Sword for Hire F 5 Discard a Recruit card to get Extra Fate & Duel Phase
Bandit F 4 When recruited Steals Weapon from Fighter
Knight Errant F 5 Discard an Action Card to get +1
Pirate F 6 Recruit Hand size of opponents -1
Militia Leader F 4 Play an extra Fighter when Recruited
Secret Society Member F 5 Recruit Hand Size +1
Warlord F 3 May use an extra Minion card in Duel
Witchy Woman F 4 Spell Cards used with get +3
Prince F 8 Draw 2 Recruit cards when Played
Commoner F 3 Attached Enhancements get +2 each
Shaolin Monk F 6 Style Enhancement gets +2
Police Chief F 3 Gets +1 per Fighter you control
Imperial Agent F 7 Discard a Recruit card to draw a Recruit card once/turn
Bounty Hunter F 7 Get 1 Extra Fate & Duel Phase per turn
Young Prodigy F 3 May take Enhancements from other fighters you control
Barbarian F 6 Fury cards used with get +2
Fighting Monk F 6 Attached Non-Sword Weapon gets +3
Champion F 7 Gets +5 if he is your only Fighter
Gentleman F 7 Draw 3 Recruit cards when Played
Roving Knight F 6 Discard Action card to look at opponents hand
Enforcer F 3 Gets +1 per Fighter opponents control
Vagabound F 3 Discard Vagabound to draw 3 Action cards
Woman Warrior F 6 Grace cards used with get +2
General F 6 Minion cards used with get +2
Old Man F 5 Put back in hand to give Fighter +2
Wise Man F 6 Play one extra Enhancement per turn
Disciple F 4 May attach an extra Enhancement
Bodyguard F 6 Can use 2 Defend cards in a Duel
Hermit F 3 Put back in hand to give Fighter +2
Rebel F 6 Opponent must discard a Fighter when Rebel recruited
Village Protector F 4 Gets +5 when Defender
Sect Leader F 5 Play an extra Fighter when Recruited
Scholar F 3 Recruit Hand Size +1
Assassin F 9 Gets +2 when Attacker
Avenger F 8 Gets +4 vs Fighter that has won a Duel this game
Legendary Archer F 4 Missile cards used with get +3
Sorcerer F 4 May use an extra Spell card in Duel
Cult Leader F 5 Gets +1 per Fighter you control
Adventurer F 6 Steals Enhancement from Fighter when recruited
Warrior F 7 May attach 2 Weapons
Soldier of Fortune F 6 Get 1 Extra Fate & Duel Phase per turn
Duelist F 7 Opponent discards 1 random Action card at start of Duel
Vigilante F 5 Can use Weapon cards as Attack cards
Outlaw F 4 Steal 1 random Recruit card from opponent when recruited
One-Armed Swordsman F 8 Sword Technique cards used with get +4
Magician F 3 Action Cards used with get +2
Patriot F 6 All your other Fighters get +1
Triad Leader F 6 Action Hand Size +1
Supreme Swordsman F 8 Attached Sword gets +4
Mysterious Killer F 9 Can use 2 Attack cards in a Duel
Too Much Blood V - Discard target Fighter
Tired of Killing V - Discard target Fighter
Betrayal V - Take control of Target Fighter
Strange Allies V - Take control of Target Fighter
Change of Heart V - Take control of Target Fighter
Lightning Reflexes E +2 Attack cards get +2
Palm Power E +2 Spell cards get +2
Cunning E +2 Discard action card to look at opponents hand
Mystic Aura E +2 Spell cards get +2
Secret Powers E +1 In Duel this Fighter draws an extra action card
Great Conviction E +2 Fury cards get +2
Unfailing Loyalty E +1 Other Fighters you control get +1
Great Courage E +1 Discard a card to get +1
Righteousness E +2 Fury cards get +2
Calligraphy Master E +2 Action cards get +1
Superior Poise E +2 Move cards get +2
Unnatural Grace E +2 Grace cards get +2
Superhuman Quickness E +2 Defend cards get +2
Heroic Compassion E +2 Recruit Hand Size +1
Skill in Arms E +2 Weapon card gets +2
Supernatural Powers E +2 Spell cards get +2
Infallible Balance E +2 Grace cards get +2
Supreme Skill E +2 Can attach a second Weapon
Lifting Breath E +2 Move cards get +2
Iron Skin E +2 Defend cards get +2
Secret Training Manual E +2 Sword Techniques get +2
Wushu Master E +2 Fighter may attach an extra enhancement
Kung Fu Master E +2 Style card gets +2
Eagle Claw Style S +2 Attack Cards get +2
Praying Mantis Style S +2 Attack Cards get +2
Dragon Style S +2 Fury Cards get +3
Drunken Style S +2 Can play 1 extra Defend card
Heron Style S +2 Defend Cards get +2
Crane Style S +2 Defend Cards get +2
Leopard Style S +2 Can play 1 extra Move card
Lion Roar Style S +2 Attack Cards get +2
Monkey Style S +2 Move Cards get +2
Eight Trigram Style S +2 Grace Cards get +3
Snake Style S +2 Move Cards get +2
White Tiger Style S +2 Can play 1 extra Attack card
Flying Guillotine W +3
Butterfly Knives W +2
Heavy Broad Sword W +3
San War Fan W +2
Double Hook Sword W +3
Wind Fire Wheel W +3
Fighting Hoop W +2
Long Spear W +2
Short Spear W +2
Monk Spade W +2
Glaive W +3
Jiang Short Sword W +2
Dau Saber W +2
Jen Long Sword W +3
Short Staff W +2
Fighting Sticks W +2
Fighting Chain W +3
Steel Chain Whip W +2
Three Section Staff W +2
Short Dagger W +2
Three Pronged Halberd W +3
Kwan-do Sword Staff W +3
Chi Hook Spear W +3
Tuan Hand Axe W +2
Long Rod W +2
Hook Sword W +3
Iron Bar W +2
Trident W +2
Tiger Fork W +2
Ball Hammer W +2
Long Handled Claw W +2
Double Edged Sword W +3
Lian Sickle W +2
Mattock W +2
Sleeve Sword W +3
Tao Sword W +3
Yue Crescent W +2
Rake W +2
Ritual Sword W +3
Barbed Pole W +3
Shuo Tapered Rod W +2
Tieh Tzu Iron Ruler W +2
Snake Spear W +3
Monkey Staff W +2
Fighting Shield W +1 Does not count vs Weapon Limit
ACTION DECK CARD LIST
Card Name: Type Skill Notes:
Tea House L - Skip Fate Phase
Temple L - Fighters cannot use Attack cards
Shrine L - Fighters cannot use Spell cards
Graveyard L - Fighters can use 2 Attack cards
Crossroads L - Defending player picks defender
Open Road L - Move cards are -2
Docks L - Winner of fight draws 3 cards
Bridge L - Fighters can only play 1 Action card
Palace L - Figters can use 2 Defend cards
Marketplace L - Move Cards get +2
Scaffolding L - Grace Cards get +2
Bamboo Grove L - Defend cards are +2
Peaceful Garden L - Fighters cannot use Weapons
Rooftops L - Figters can use 2 Move cards
Crowded Tavern L - Fighters cannot use Move cards
Courtyard L - Attack cards are +2
Desert L - Move cards are -2
River Boat L - Fighters cannot use Defend cards
Fortress L - Weapons can be used as Attack cards
City Streets L - Both players draw an extra Action card
Ravine L - Both players discard an Action card
Contest X - Loser of Duel not killed; winner draws 3 Recruit cards
Disguise X - When defending, you pick the Defender
Secret Identity X - Discard Fighter you own & Play a Fighter
Infiltration X - Steal 1 random recruit card from opponent
Seek Revenge X - Target Fighter must Attack
Accept Challenge X - Target Fighter must Attack
Desire for Glory X - Target Fighter must Attack
Disarm X - Discard target Weapon
Break Weapon X - Discard target Weapon
Seek Aid X - Play extra Fighter this Turn
Read Omens X - Look at next 10 cards in recruit deck
Spare his Life X - Negate Duel
Show Mercy X - Negate Duel
Chinese Medicine X - Put Fighter in discard into your hand
Barely Alive X - Put Fighter in discard into your hand
Fake Death X - Put Fighter in Discard into your hand
Two on Two X - Each player picks 2 Fighters for Duel
Two on One X - Pick an extra Fighter to join Duel
Three on One X - Pick 2 extra Fighters to join Duel
Three on Two X - You pick 3 Fighters. Opponent Picks 2 for Duel
Boomerang Blade A +5 ST
Thousand Cuts A +7 ST
Flaming Sword A +5 ST
Blade Flurry A +2X ST: X = Action cards you discard
Flashing Steel A +5 ST
Swift Sword A +7 ST
Thunder Sword A +5 ST
Flexible Blade A +4 ST
Whirlwind Strike A +6 ST
Lightning Attack A +5 ST
Spinning Blade Block D +5 ST
Master Stroke A +7 ST
Ultimate Sacrifice A +9 Discard this Hero at end of Phase
Flying Flip M +4 Grace
Flying Leap M +4 Grace
Balance on Sword D +3 Grace: Negate Sword Technique Attack
Endless Jump M +4 Grace
Hyper Acrobatics M +4 Grace
Flying Sleeves A +5 Grace
Move Without a Trace M +4 Grace
Shadow Stealth M +5 Grace
Stunning Moves A +3 Grace: Opponent Discard 1 Random Action card
Trickery M +5 Grace
Parry Missiles D +2 Grace: Negate Missile Attack
Ying Defense D +4 Grace
Shadow Kick A +5 Grace
Walk on Water D +6 Grace
Weightless Leap M +4 Grace
Somersaults D +5 Grace
Back Flips D +4 Grace
Soaring Leap M +4 Grace
Disappear D +6 Grace
Blinding Leaves D +5 Grace
Wall of Wind D +6 Grace
Instant Strike A +6 Fury
Invincible Defense D +7 Fury
Invulnerable Defense D +7 Fury
Death Strike A +6 Fury
Storm Attack A +6 Fury
Nerve Strike A +5 Fury
Flying Attack M +5 Fury
Fists of Fury A +4 Fury: Additional +4 if Fighter has no Weapon
Great Leap M +5 Fury
Flying Masonry A +4 Fury
Chi Strike A +6 Fury
Yang Attack A +4 Fury
Open Palm D +3 Fury: Negate Fury Attack
Power Surge M +5 Fury
Spirit Fist A +6 Fury
Burst of Speed M +3 Fury: Negate Grace Card
Blood Magic A +2X Spell: X = Action cards you discard
Force Field D +6 Spell
Poison Attack A +7 Spell
Elemental Bolt A +5 Spell
Energy Bolt A +5 Spell
Mystical Wards D +3 Spell: Negate spell
Slow Time A +7 Spell
Sleeping Powder A +6 Spell
Force Bolt A +4 Spell
Telekinetics A +6 Spell
Invisibility D +6 Spell
Paralyze A +7 Spell
Protection Charm D +5 Spell
Invisible Chains D +5 Spell
Mystic Bolt A +4 Spell
Hurl Fire Balls A +5 Spell
Throwing Darts A +3 Missile
Bow & Arrows A +4 Missile
Crossbow A +4 Missile
Thousand Knives A +2X Missile: X = Action cards you discard
Flying Claw A +3 Missile
Caltrops A +3 Missile
Throwing Knives A +3 Missile
Blowgun A +3 Missile
Rope Dart A +3 Missile
Throwing Needles A +3 Missile
Warriors N +3
Guards N +3
Soldiers N +3
Mercenaries N +2X X = Action cards you discard
Thugs N +3
Honor Guard N +3
Monks N +3
Cultists N +3
Sect Members N +3
Hopping Zombies N +3
Clan Members N +3
Bandits N +3
Pirates N +3
Assassins N +3
SECRET SOCIETIES
Each player picks one at the start of the game:
Secret Society: Special Ability:
Righteous Fists They may Recruit 1 Extra Fighter on their Recruit Phase
Society of Red Spears Fighters with Weapons get +2 Skill
White Lotus Society Draw 1 extra Recruit card per turn
Yellow Turbans They may take an extra Fate & Duel Phase on their Turn
LINKS
Wiki
Definition
HKMA
Wuxia Pien
China
Return to Warpspawn Mainpage