Dojo Kun
Dojo Kun Rulebook
Table of Contents
Table of Contents
- Components
- Preparing to Play
- The Game
- The Season
- Turn Track
- Athlete Cards
- Athlete's Actions
- Master (Sensei) Actions
- The Martial Arts Tournament
- Combat
- End of the Game
- Single Player Mode
- Appendix 1: Sensei List (Masters)
- Appendix 2: Athlete List
- Appendix 3: Training Equipment List
- Appendix 4: Adventures
- Appendix 5: Special Moves
- Appendix 6: Skull Dojo Athletes
- Credits
Components
1 main board – Athlete's activities 1 main board – Master's activities 1 main board - Tournament 1 main board - Combat
4 player boards representing the four Dojos
8 expansion boards for the Dojos: 2 per colour
20 tokens (5 for each colour)
4 Starting Athlete (Senpai) cards
12 Season 1 Athlete cards
12 Season 2 Athlete cards
7 Skull Dojo Athlete cards
6 Adventure mini-cards (3 per season)
6 Special Move mini-cards (3 per season)
8 Prediction mini-cards (2 per Dojo)
18 Training Equipment tiles
50 Spiritual Energy – Ki tokens
60 Prestige Points tokens (30-20-10)
108 Experience Level tokens
10 Wound counters
8 Secret Technique tokens
24 dice Dojokun in 4 colours
3 Reservation tiles
7 Skull Dojo tokens
2 Fighter tokens
1 turn counter
1 Starting Player token
8 Combat Moves tokens in 2 colours
1 Sheet with stickers for Master and Athlete tokens
4 Help mini-cards
This manual
Preparing to Play
Before starting the game, separate the wooden tokens by their 4 colours and apply the related stickers for the Master and Athlete tokens.
The token with the Dojo symbol represents the Master (Sensei).
The tokens with the numbers from 1 to 4 represent the Athletes.
The token nr. 1 (Athlete 1) is the starting athlete (Senpai – the senior athlete); all players start with it.
At the beginning of the game, assign the First Player counter to whoever was punched last.
Place in the designated areas:
A the Adventures and Special Moves card decks; reveal the first card of each deck and put it in the acquisition zone (the main board – Athlete's activities)
B the Reservation tiles (main board – Combat)
C a Secret Technique token for each kind in the Master Yang slot (main board – Athlete's activities)
D the season 1 Training Equipment tiles, in a pile; place a number of revealed Equipment tiles accordingly with the number of players (main board – Master's activities)
E the Athlete season 1 card deck; reveal cards in the acquisition zone accordingly with the number of players (main board – Master's activities)
F the turn of play counter on the first spot of the game turn track (main board – Tournament)
Setup for 1-4 Players
1-2 players: use only 2 athlete slots and 1 Training Equipment slot
3 players: use only 3 athlete slots and 2 Training Equipment slot
4 players: use all the athlete and training equipment slots
Each player chooses one of the 4 Dojos and receives the corresponding components:
G 1 player board (the Dojo)
H 2 expansion boards for the Dojo
I The player help card
J The starting athlete card (Athlete 1)
K The Master token
L The corresponding Athlete tokens
M The 2 corresponding prediction mini-cards
The Master token, the Athlete 1 token and their cards are placed in their related areas while the rest of the components are kept next to the player board (the Dojo).
Dojo Areas
N Master token starting position
O Athlete tokens starting positions
P New equipment area
Q New athlete area
R Special Move area
The Game
The game develops over 2 seasons: the White Lotus season and the Black Lotus season. Each season is divided into 4 turns: 3 to prepare (the prelude) and 1 turn where the Martial Arts Tournament takes place.
WARNING: If this is your first time you reading through the manual, we recommend first reading the Combat chapter at page 5 and then continuing here. This way it will be much easier to understand all the possible choices during the preparation turns.
The Season
The Prelude
The prelude consists of 3 turns, where the players will be busy with the challenging task of improving their Dojo and training their athletes.
Starting from the First Player, players take turns clockwise to place their Athlete(s) or Master tokens in the spaces available in their Dojo or in the village (the Athlete Activities and Master Activities boards); they resolve the related action immediately. The turn ends when all players have placed all their tokens.
There are 2 kinds of tokens: the Master (with the corresponding Dojo symbol) and the Athlete (a number into a circle). In the beginning the players will only have one Athlete token, their Athlete 1 (the Senpai, their senior athlete). Each new Athlete card acquired is connected to an Athlete token; this token has a number that corresponds to its area in the Dojo. This token will be used to indicate the movements and activities taken by the athlete.
The Athlete tokens can be placed only on the circular activities slots in their Dojo or in the village central boards; the Master tokens can be placed only on the octagonal activities slots. (The only exception to this rule is the action "New Training Equipment" - see page 3.)
Each Athlete token has a corresponding card; every time an Athlete token gains Ki tokens or Experience Levels, these have to be placed on the related card.
The activities slots with a single circle can be chosen and occupied by only one athlete token. The activities slots with multiple overlapping circles can be chosen and occupied at any time by more than one athlete.
PLEASE NOTE: players can't choose an activity they can't (or won't) fulfill.
Athlete Actions / Multiple Athlete Actions / Master Actions / Master and Athlete 1 Actions
Master and Experience Levels
In Dojo there are 4 different disciplines (Tiger, Crane, Bear and Cobra). Each Discipline has a corresponding colour (red, blue, grey and green) and a dice of the same colour that represents the combat style for that Discipline (see Appendix 1).
Turn Track
This track is a reminder for the current turn. Each turn has a bonus that is added to all the acquired athletes during that turn (see page 3).
Athlete Cards
The Athlete Card in the setup area shows the Experience Level and the starting amount of Ki (Spiritual Energy) of each athlete.
The Experience Levels are already printed on the card, while for any Ki (Spiritual Energy) listed put a Ki token on the card itself. Some Athletes have an unexpressed Experience Level they can reach: when you obtain one of these athletes, you can choose which Disciplines you want them to level up. The sum of an athlete's Experience Levels in all Disciplines is called Dan and indicates the total Experience level reached by this athlete.
In the lower section there could be a special ability (like a Special Move knowns by the athlete).
Card layout: Card Name, Prestige Points, Setup, Starting Ki Tokens, Experience Levels, Special Ability, Card Number.
Example:
Eric obtains the athlete Naboo-Kho (WW-KK); he can choose any 2 Experience levels from different Disciplines. He chooses 1 grey level, 1 blue level and the two Ki listed on the card. Additionally, since the Turn Counter is on the 3rd turn, he gains another Ki token and an extra level of his choice: he adds another blue level; Naboo-Kho is now level 2 in that Discipline. Naboo-Kho is now a 3rd Dan (two blue levels plus a grey one).
Athlete's Actions
Some activities chosen with the Athlete token require the payment of Ki (Spiritual Energy) that have to be removed from the corresponding Athlete card. If the athlete doesn't have enough Ki to execute it, the action cannot be chosen.
Training: An Athlete placed on this action slot in your Dojo gains the benefit indicated after the arrow. Usually, the athlete improves his Experience level in one of the four Disciplines. An athlete can train with any free Training Equipment in his own Dojo.
IMPORTANT: the maximum Experience level in any Discipline is 3.
Mystic Waterfalls: There are 2 positions available: on the single circle, the athlete gains 2 Ki tokens; in the common area he gains 1 Ki.
Helping the village: Here, an athlete placed on the circle gains 1 Prestige Point for his Dojo and 1 Ki; he helps the villagers with hard labour that is also useful as training. Otherwise, an athlete placed in the common area assists with less demanding tasks and only gains 1 Prestige Point for his Dojo.
Master YANG: By placing an Athlete token in this location and paying the required amount of Ki, the athlete gains a Secret Technique token from those still available. Put the token on the corresponding Athlete card.
The Secret Technique tokens give 1 extra Move symbol; it will be added, during combat, to his side of the Combat board before rolling the dice.
The Tiger (Red) Secret Technique costs 2 Ki and grants 1 Hit. The Crane (Blue) Secret Technique costs 1 Ki and grants 1 Block. The Bear (Grey) Secret Technique grants 1 Ki and grants 1 Hold The Cobra (Green) Secret Technique costs 0 Ki and grants 1 Jump
Each Secret Technique does not count towards the maximum limit of 3 levels in the same Discipline: therefore, it's possible to reach the 3rd Experience level in one Discipline and have the Secret Technique in the same Discipline at the same time.
Master YIN: After placing their token in this slot, the athlete pays 2 Ki and loses 1 Experience level in a Discipline of his choice (but it can't be a Discipline where he has no experience). Afterwards, the athlete gains 2 Experience levels of the player's choice from any of the Disciplines. The athlete can acquire 2 levels in the same Discipline, or 1 level in two separate Disciplines.
Adventures: Each adventure has as requirement a minimum Dan level (a Dan level is the total of an athlete's Experience levels). An adventure also requires to discard Ki tokens to obtain the card reward. Once resolved, discard the Adventure card. (For details, see Appendix 4 – Adventures.)
Special Moves: An athlete can collect various Special Moves, to be placed underneath his Athlete card. A Special Move may cost Ki and/or the loss of an Experience level in a Discipline (you must choose a Discipline with at least 1 level of Experience). For details, see Appendix 5 – Special Moves.
Becoming First Player: It's possible to place an athlete token and gain the First Player counter, plus take the Reservation tile with the lowest number available. The Reservation tile gives a significant edge when creating the tournament pairings (see the "Pairing Creation" chapter for details).
Important: Each Dojo can have only one Reservation tile. If a player already has a Reservation tile when he chooses this action, he will only receive the First Player counter.
Master (Sensei) Actions
A Master's duty is to lead his Dojo and his athletes, enabling their best for the season tournament. To do so he can admit new talented athletes, improve and enlarge his Dojo, or simply dedicate himself to the training of his athletes. The Athlete 1 (the senior athletes, i.e. the starting athlete of each player) can, thanks to their experience, in some cases be a substitute for their Master. Specifically, the Athlete 1 can be used instead of your Master to choose the action "New Training Equipment" and nothing else.
New Training Equipment: Place your Master on one of these action slots to gain a new Training Equipment and put it on an empty slot in your Dojo. The new Training Equipment not only offers a better training option for your athletes, but can give positive (or negative) Prestige Points at the end of the game.
This is the only action that can be chosen with either a Master or an Athlete 1 (the starting athlete) token.
This action can't be chosen if a Dojo doesn't have empty Training Equipment slots.
For more details see Appendix 3.
Admitting New Athletes: By placing the Master token here, the player will gain the related athlete card and place it in a free slot for athlete in his Dojo.
Take the athlete token related to the dojo slot taken by the new athlete and place it in the starting slot above the new athlete. Add any potential Ki listed on the card or extra bonus shown under the Turn of Play counter. The new athlete token can be used in the same turn.
Like any actions that can't be completed, a player can't choose this action if he has no empty slots in his Dojo. (For details see the Appendix 2 – athlete list).
Expand your Dojo: By placing the Master token here, a player gains the expansion board 3; the second time this is done, the expansion board 4. Both let the Dojo host more Training Equipment or athletes. A Dojo can't be expanded a third time. Each Dojo expansion grants one Prestige Point at the end of the game.
Accelerate your athletes' training: The Master can decide to stay in the gym and supervise training, accelerating their improvement. Game wise, by placing the Master here, it will be possible to re-position any athletes that trained with a Training Equipment in the Dojo on an available slot in the central boards. This can be done:
- After all athletes from the player have left their starting position;
- One athlete token at a time, as with normal placement;
Note: if this action is chosen and one player gained an athlete through an Adventure (like "Hogo: saru no dojo" Appendix 4), the newly acquired athlete is placed first; only afterwards it will be possible to re-position the athletes that were placed on a Training Equipment. Notice that it's possible for the newly acquired athlete to be placed on a Training Equipment, and then reposition it.
End of Turn
At the end of each turn do the following:
- Remove any Athlete cards that are on the Master activities board (the village) and fill all the empty slots with new Athlete cards from the reserve of the current season.
- Remove any Training Equipment tiles on the Master activities board (the village) and replace all empty slots with new Training Equipment tiles from the reserve of the curren season.
- On the Special Moves and Adventures layouts, move the remaining cards one space and place in the free spaces an Adventure card and a Special Technique card, taking them from their respective piles of the current season. If the layouts are full, remove the oldest card before shifting.
- Return the Athlete and Master tokens to their starting positions.
- Advance the Turn counter forward one position.
The Martial Arts Tournament
Creating Pairings
During the tournament, 8 athletes will compete in a series of elimination rounds until a winner is declared. The first season the White Lotus Tournament is used (the bottom half), while for the second season it's time for the upper half, the Black Lotus Tournament.
Each player can send 2 athletes of their choice to participate.
At each pairing step, if for any reason there aren't enough athlete tokens to fill the slots, these are replaced by randomly drawn Athlete token(s) from the dreadful Skull Dojo; each extra token will be placed like the others (see Skull Dojo – page 6).
At the beginning of the pairing phase, each player that possesses a Reservation tile chooses one of his athletes and puts the athlete token on it.
Example
Robert has 3 athletes but no Reservation tile. Maureen has the tile but only one athlete, so she puts her athlete token on it. John has two athletes and a Reservation tile and chooses to put his Athlete 1 token on it.
Now all players choose an athlete token without Reservation, which are now managed by the player who is first in the round. If the player doesn't have 4 athletes to manage (including the one he chose), he randomly draws the missing tokens from the Skull Dojo pile.
These 4 athletes are randomly sorted among the 4 tournament slots with a dot.
Example
Robert gives John, who's first in the round, his athlete 1 token while Maureen has no more athletes to give him. John chooses his athlete 2. To have the required 4 athletes to place he randomly draws two from the Skull Dojo. Now John mixes the tokens and randomly places them in the slots with a dot, as in the picture.
Now, each player with an Athlete on a Reservation tile places it in one of the slots available, starting from the player with the lowest Reservation tile value. In other words, the players choose who their athlete will fight.
It's possible to have 2 athletes from the same Dojo fight against each other (see the Prediction paragraph - page 5). Once the Reservation tiles are emptied, the remaining players randomly place their athletes on the remaining slots. If there are still empty slot(s), always fill with an athlete token from the Skull Dojo.
Example
Maureen, who has the Reservation tile 1, chooses to put her athlete 1 against John's athlete 2. It's now John's turn, and with his Reservation tile 2 he chooses to pair his athlete 1 against the athlete 2 from the Skull Dojo. Reservation tiles are now empty and there is only Robert's athlete 3 that still needs to be placed. Since there are still 2 empty slots, in order to fill them all an athlete 3 from the Skull Dojo is randomly drawn. These two athletes (athlete 3 from Robert and athlete 3 from the Skull Dojo) are randomly placed on the two free slots, completing the pairings.
The first two fighters are announced: "Sun. W. Kong from the Crane Dojo against Medved from the Bear Dojo! Who will win?!" In the meantime, Robert is already releasing his prediction on the outcome…
Combat
Preparation
The oldest player chooses one of the two Fighter tokens (either the white or the black one). He then places it on the dedicated slot on the Athlete card that is going to fight. The other player does the same with his token. The fighting players grab the dice which match the Experience levels reached by their athletes.
Example
(Takashi's card shows: 3 red dice, 1 blue die, 2 green dice, based on his Experience Levels.)
Predictions
Players who don't participate in a combat release interviews, where they predict the match outcome.
Players who are not involved in the combat choose a Prediction card of the same colour as the Fighter token placed on the athlete card they expect to win. They then place it in the dedicated space on the board. If their prediction is correct, at the end of combat they gain 1 Prestige point (nothing happens if they fail their prediction – they didn't bet anything).
If two athletes from the same Dojo are paired against each other, there is no combat; the player who controls them chooses who advances; all other players gain 1 Prestige Point, as if they had guessed the winner correctly.
The Fight
Reset all Move counters on the Combat board back to 0.
Each player rolls his dice and registers the symbols rolled, combined with any additional symbols from a Secret Technique, on the Combat board, using the half assigned previously with the Fighter token (so, with the same colour as the Fighting token placed on the Athlete card). Please note: It is possible to obtain more than 6 identical symbols; to show them on the Combat board, turn the Move counter upside down: it will now indicate 7+. Place it in the proper slot on the Combat board, so that they add up to the desired amount.
Dice Actions: Hit, Block, Hold, Jump, Ki
Ki is a temporary spiritual energy that can be added to Ki tokens in order to activate special moves
Jump reduce opponent's Holds Hold reduce opponent's Blocks Block reduce opponent's Hits Hit is the action needed to win the fight (the athlete with the higher number of hits at the end of the fight wins)
After both players have updated their rolled results on their side of the Combat board, the combat can be resolved.
On the board there is a "serpentine" layout: at both ends the layout starts with the Jumps (either black or white, depending from which side you play); it proceeds towards the opponent's half of the map, changing colour where the opponent's Holds are registered; the pattern then returns to the first player's Blocks and finally back to the opponent's half, where Hits are counted.
To resolve combat proceed as follows:
- reduce a player's Holds by as many spaces as the opponent's Jumps. Afterwards, reduce that player's Blocks equal to the number of Holds left. Finally, reduce the players' Hits by as many spaces as Blocks remain. Repeat the same procedure for the other player, again starting from the Jumps at the other end of the serpentine layout.
The winner is the athlete with the highest number of Hits.
In case of a draw, players proceed with a new round of combat, until a winner is declared. Wounds and fatigue hurt the athletes, so after EACH draw both athletes get a Wound counter.
WARNING If this is the first time you have read this manual, we recommend continuing reading from "The Season – the prelude" on page 2
Wound Counters
During combat, an athlete suffers a Wound counter after a dice roll that ends in a draw, or after being hit by a Harmful Attack (see appendix 5 – Special Moves). The wound corresponds to a temporary loss of his athletic abilities.
The Wound counter reduces by 1 their Experience level in a Discipline and it's placed next to an Experience level on the Athlete Card. It means that the athlete will have one less dice to roll for that Discipline in the following fights. Experience levels can't have a negative value, which means that the Wound Counter must be placed on a Discipline with a least one level and the counters placed can never be more than the levels obtained.
Wound counters are removed from the Athlete Card only at the end of the Tournament (you can remove them after an athlete is defeated too).
If an athlete is left without dice, he's too battered to continue and loses automatically. On the rare occasion that both athletes run out of dice, they will both have to drop from the tournament.
Once an athlete wins a fight, his token moves ahead in the tournament playoff and the players who have guessed the correct outcome gain 1 Prestige Point.
Skull Dojo
If during the Martial Arts Tournament pairing phase there aren't enough athletes from the players' Dojos, the empty slots are filled with the dreaded Skull Dojo athletes!
Randomly pick the necessary Skull Dojo athlete tokens and place them in the slots available.
For each token there is an athlete card that lists the athlete's stats and abilities (see appendix 6 – Skull Dojo Athletes). These cards are printed on both sides: one lighter side for the White Lotus season (the first tournament); and the other darker side for the second, the Black Lotus season. If one or more action symbols are printed on the card, add them to the athlete's dice rolls during combat.
If a player has to fight against a Skull Dojo athlete, it's the player on his left that will roll the dice for the Skull, after declaring his prediction.
If two athletes from the Skull Dojo are paired against each other, the athlete with the lowest number will advance (in this case no Predictions are made).
The Skull Dojo athletes never receive Wound counters. Against Harmful Attacks they still lose the Move symbol rolled with the red dice (see Harmful Attack).
Special Moves
Some athletes have Special Moves. If so, check if they were able to activate them and then apply their effect immediately after rolling their dice.
To execute a Special move a player has to obtain all the symbols to the left of the arrow. The Move symbols and Ki tokens can be obtained from dice and from Ki and Secret Technique tokens on the athlete card. In this case the Ki tokens are not consumed during combat; they're just automatically counted after each dice roll.
If the Special Move is activated, add all the symbols pointed at by the arrow to the Combat Board. It is not possible to active a Special move twice, but it's possible to activate different ones with the same dice roll: You can't use symbols created by Special Moves to activate new ones.
Some Special Moves provide special effects:
Harmful Attack: (HYAKU KEN, TONDE HYAKU KEN) After both athletes have updated the Combat Board, the player who activated a Harmful Attack rolls a red dice; the opponent removes from his side of the board the symbols rolled and adds a Wound counter to his Athlete Card.
Submission: (TEISHUTSU, KYODAI TEISHUTSU) If the fight ends in a draw, the athlete who activated the Submission wins the round. No Wound counters are assigned.
Note: When there is a draw and both these Special Moves are activated, the KYODAI TEISHUTSU wins against the TEISHUTSU.
Combat example:
It's the start of the Black Lotus tournament and, after pairings, Medved from the Bear Dojo (Maureen) and Takashi from the Tiger Dojo (Robert) have to fight against each other. Maureen chooses the white side of the Combat board.
John believes that Medved will win, therefore he places the Prediction minicard with the white side on the Prediction slot on the board. Now Maureen and Robert can pick up the coloured dice corresponding to their athletes Experience levels and roll them.
Medved has 3 grey levels, 2 blue, 1 red, 3 Ki tokens and the Special Move "KYODAI TEISHUTSU". Maureen rolls the corresponding 6 dice; looking at the symbols rolled, she can see that she didn't activate the Special Move, because of 1 Ki missing. She then registers the symbols rolled on the Combat board.
Takashi has 3 red levels, 2 green, 1 blue, 2 Ki tokens and the Special Moves "HYAKU KEN" and "TEISHUTSU".
Robert rolls the corresponding 6 dice; looking at the symbols, he can see that he lacks 1 Hold symbol to activate the Special Move "TEISHUTSU"; but he can activate the "HYAKU KEN" Special Move. He registers the symbols rolled on the Combat Board; afterwards he modifies them thanks to the "HYAKU KEN" Special Move in the following way (see the red arrows): He adds 2 extra Hits symbol
He rolls a red dice and removes from the opponent's results the symbols rolled, in this case 1 Hit. The opposing athlete, Medved, will also get a Wound token which will cause him to lose a dice for the rest of the tournament; Maureen will choose which dice at the end of the current round.
Combat resolves:
MEDVED: Takashi's Jump reduces by 1 Medved's Holds. Medved's two Holds left bring to 0 Takashi's blocks. Medved doesn't land any Hits because the one rolled Hit symbol is nullified by HYAKU KEN effect.
TAKASHI: Medved performed no Jumps, nor Takashi any holds; therefore Medved's 7 Blocks bring to 0 the 7 Hits from Takashi.
Combat resolves and it ends in a draw, 0 – 0 hits.
As the result is a draw, a new round of combat starts. Both athletes receive due to fatigue a Wound token that will make them lose 1 level for the rest of the tournament; Medved also receives another Wound token because of the negative effect of the Special Move "HYAKU KEN" from Takashi. Players reroll their dice (minus those removed by the Wound counters) and they both activate a Special Move. Medved activates KYODAI TEISHUTSU while Takashi activates TEISHUTSU (Takashi's HYAKU KEN isn't activated for the lack of only 1 Block); They then update the Combat board.
After resolving again combat, it ends 3 Hits to 3, another draw. The Special Move "TEISHUTSU" should let Takashi win in case of a draw. But it can't do anything against "KYODAI TEISHUTSU" from Medved, which also lets him win draws, but also specifically wins against the "TEISHUTSU" and does so without receiving another Wound counter.
Therefore Medved advances in the tournament, but hurt badly! In fact he will roll 2 dice less until the end of the tournament, due to the 2 Wound counters he suffered. Meanwhile, John gains 1 Prestige point for predicting the winner correctly.
End of the Tournament
Once all combats are resolved and there are none playable left, the tournament ends and players gain Prestige points tokens based on the standings reached by their athletes.
At the end of the first tournament refill the missing Secret Technique in the Master YANG area, until you have again 1 per type and return the Reservation tiles.
The second season starts with a new prelude. Athlete cards, training equipment, special moves and adventures from the second season must be used.
At the end of the second tournament the game ends and the winner can be declared.
End of the Game
At the end of the second tournament, each player counts their Prestige points, adding up:
Prestige points from adventures, predictions and tournaments; Prestige points given by their Training equipment; Prestige points given by their athletes; Prestige points from Special Moves; Prestige points from Dojo expansions; Prestige points from Athletes;
The player with the highest number of Prestige points is the winner. In case of a draw, the winner is the player who won the most tournaments; if it's still a draw, the player who has the athlete with the highest Dan level. If it's still a draw, the victory is shared.
Single Player Mode
To win, you need to score more Prestige points than the Skull Dojo.
Prelude proceeds normally. During the tournament you may have participate no more than 2 athletes while all other positions must be taken by Skull Dojo tokens. The Skull Dojo will score Prestige points from all athletes in both tournaments. You win if you score more than the Skull Dojo. To make it more difficult, add to the Skull Dojo Athletes 1 block in the first season and 1 hold and 1 hit in the second season.
You can evaluate your performance by looking at your score:
<20 = wooden man 21-25 = canvas belt 26-30 = red belt 31-35 = black belt 36-40 = senpai
41 = sensei
Appendix 1: Sensei List (Masters)
TORA – Master of the Tiger Dojo. His fighting style is inspired by Karate. His training sessions are based on attacks focused on defeating the opponent in the quickest possible way.
KUREN – Master of the Crane Dojo. His fighting style is inspired by Aikido. His training sessions are based on increasing Spiritual Energy (Ki) and creating a defense focused on negating all enemy critical hits, only to win with a single hit.
KUMA - Master of the Bear Dojo. His fighting style is inspired by Judo. His training sessions are based on improving holds via close combat, thereby removing the opponent's defenses and winning with minimum effort.
KOBURA - Sensei del Dojo del Cobra. His fighting style is inspired by Taekwondo and Jeet Kune Do. He favours a combat style which focuses on leg speed and agility, increasing the chance of avoiding enemy holds and defeating the enemy with devastating kicks.
Appendix 2: Athlete List
Legend: R=red, B=blue, G=grey, V=green, Lvl=potential experience level, K=Ki, PP=Prestige Point; on cards, "=" means activate once, ":" means multiple times.
Senpai (Athlete 1)
1 MEDVED — 1PP, 1R 1G 1K, no special abilities
2 TAKASHI — 1PP, 1R 1V 1K, no special abilities
3 CHEN Z. — 1PP, 1B 1V 1K, no special abilities
4 LI YUN DAI — 1PP, 1B 1G 1K, no special abilities
Athletes Season 1
5 KING HOSHI — 1PP, 1R 1V 1K. When he defeats a bandit card, he gains 1 level.
6 OENG — 2PP, 1B 4K, no special abilities.
7 T.J. BALLS — 2PP, 1G 1K. Special Move: 3K+1hold+1block = 1hit.
8 KAZAMA FAN — 2PP, 1B. When he gains K = +1K.
9 FROST SAN — 0PP, 1B 1G. Special Move: 5K = 2block.
10 SUN W. KONG — 1PP, 1R 1B 1K. When he completes a Journey card, he gains 1 level.
11 AZUKI — 0PP, 1R 1G 1V 1K, no special abilities.
12 KUMIKO — -1PP, 1B 2G 1V. She can't gain K.
13 THE KID — 1PP, 1R 1V 1K. When he performs the action Master YANG = discount of 1K.
14 LIU ONG LEN — 1PP, 1V 3K. Special Move: 2K+1jump+1hit = 1hold+1hit.
15 TYLER HANDSOME — 2PP, 1R 1K. For each victory he gets during a tournament, gain 1 Prestige Point.
16 NABOO KHO — 1PP, 2Lvl 2K.
Athletes Season 2
17 LORD VEGAN — 0PP, 1R 1B 2V. He can sacrifice 2K to gain +1lvl (multiple times).
18 YUMI — 1PP, 1R 1G 2V. Special Move: 3K+2jump+1block = 2hit.
19 KING RHAL — -1PP, 2R 2B 3G. He can't gain K.
20 JIM CLAY VANDER — 2PP, 1R 3V, no special abilities.
21 PAO CHENG — 1PP, 1R 1B 1G 1V 1Lvl, no special abilities.
22 FRED CASEY — 2PP, 1B 2Lvl 3K, no special abilities.
23 MARCELLUS BRODY — 1PP, 2R 1B 2K. When he trains, you gain 1PP.
24 CAT MASK — 1PP, 3G 1Lvl. When he trains, you gain 1K.
25 THE WIDOW — 1PP, 1R 2B 1K. Special Move: 5K = 1hit+1hold.
26 ANGEL — 1PP, 1R 1B 2V 2K, no special abilities.
27 RAY STONE — 2PP, 2G 1V. Special Move: 3K+1jump+2hold = 1hit+1hold+1PP.
28 S. ZUKI — 1PP, 1R 2B 1G. He never gets Wound counters (neither from draws nor from Special Moves).
Appendix 3: Training Equipment List
Dojo Starting Training Equip
TIGER DOJO — GIVES: +1R, +1K OR +1V
CRANE DOJO — GIVES: +1B, +1K OR +1G
BEAR DOJO — GIVES: +1G, +1K OR +1R
COBRA DOJO — GIVES: +1V, +1K OR +1B
Training Equip Season 1
TRAINING EQUIP. 1 — 1PP, GIVES: +1R
TRAINING EQUIP. 2 — 1PP, GIVES: +1B
TRAINING EQUIP. 3 — 1PP, GIVES: +1G
TRAINING EQUIP. 4 — 1PP, GIVES: +1V
TRAINING EQUIP. 5 — 0PP, GIVES: +1LVL
TRAINING EQUIP. 6 — -1PP, GIVES: +1LVL, +1K
TRAINING EQUIP. 7 — 1PP, GIVES: -1K = +1LVL
TRAINING EQUIP. 8 — -2PP, GIVES: +1LVL, +2K
TRAINING EQUIP. 9 — 1PP, GIVES: +2K
Training Equip Season 2
TRAINING EQUIP. 10 — 1PP, GIVES: +1R, +1K
TRAINING EQUIP. 11 — 1PP, GIVES: +1B, +1K
TRAINING EQUIP. 12 — 1PP, GIVES: +1G, +1K
TRAINING EQUIP. 13 — 1PP, GIVES: +1V, +1K
TRAINING EQUIP. 14 — 1PP, GIVES: +1R OR +1B
TRAINING EQUIP. 15 — 1PP, GIVES: +1G OR +1V
TRAINING EQUIP. 16 — 1PP, GIVES: +1PP, +1K
TRAINING EQUIP. 17 — 0PP, GIVES: -2K = +1LVL (can be used more than once: +4K = +2Lvl, etc.)
TRAINING EQUIP. 18 — 1PP, GIVES: +3K
Appendix 4: Adventures
Adventures Season 1
TABI (THE JOURNEY) — Journey card. Requirement: 2 DAN. Cost: discard 2K / 4K, etc. Reward: +1PP/2PP, etc.
SANZOKU (THE BANDITS) — Bandit card. Requirement: 3 DAN. Cost: discard 2K. Reward: +2PP.
HOGO: SARU NO DOJO (PROTECT THE MONKEY DOJO) — Journey/Bandits card. Requirement: 4 DAN. Cost: discard 3 Ki. Reward: 1PP, gain 1 athlete or 1 new training equipment from those available.
Adventures Season 2
SUBARASHI TABI (THE GREAT JOURNEY) — Journey card. Requirement: 4 DAN. Cost: discard 3Ki / 6Ki, etc. Reward: +2PP/+4PP, etc.
TSUYOI SANZOKU (THE MIGHTY BANDITS) — Bandit card. Requirement: 5 DAN. Cost: discard 3K. Reward: +3PP.
HOGO: KAMAKIRI NO DOJO (PROTECT THE MANTIS DOJO) — Journey/Bandits card. Requirement: 6 DAN. Cost: discard 4K. Reward: +2PP, gain 1 athlete or 1 new training equipment from those available.
Appendix 5: Special Moves
Special Moves Season 1
HAKUCHO NO KEN (THE SWAN PUNCH) — 1PP. Cost: -3K or -1Lvl. Requirement: 4K, 2 hit, 1 jump. Bonus: +1PP +2 hit +1 jump.
HYAKU KEN (ONE HUNDRED FISTS) — 1PP. Cost: -3K or -1Lvl. Requirement: 4K, 1 hit, 2 block. Bonus: Harmful Attack +2 hit.
TEISHUTSU (SUBMISSION) — 1PP. Cost: 3K or -1Lvl. Requirement: 4K, 1 hit, 1 block, 1 hold. Bonus: wins draws +1 hit +1 block +1 hold.
Special Moves Season 2
HA DO ME HA KEN (ENERGIC TURTLE WAVE) — 2PP. Cost: 4 K or -1K, -1Lvl. Requirement: 5K, 1 hit, 1 block. Bonus: +3 hit.
TONDE HYAKU KEN (ONE HUNDRED FLYING FISTS) — 2PP. Cost: 4 K or -1K, -1Lvl. Requirement: 4 K, 1 hit, 1 block, 1 jump. Bonus: Harmful Attack, 2 hit, 1 hold.
KYODAI TEISHUTSU (GREAT SUBMISSION) — 2PP. Cost: 4 K or -1K, -1Lvl. Requirement: 4K, 1 hit, 2 hold. Bonus: wins ALL draws (including against an opposing TEISHUTSU), 1 hit, 2 block.
Appendix 6: Skull Dojo Athletes
1 - HAJI KYOJIN Season 1: 2R, 2B, 2G Season 2: 2R, 2B, 2G, 2V + 2hold
2 - JOSÉ LA FURIA Season 1: 2R, 2G, 2V Season 2: 3R, 3G, 3V
3 - HANNIBAL CARNIFEX Season 1: 2R, 1B, 1V +1hit Season 2: 3R, 1B, 2V +3hit
4 - HANS GEIST Season 1: 1B, 3V +2jump Season 2: 3B, 3V +1block +3jump
5 - MAX PAIN Season 1: 1R, 3G +1block Season 2: 1R, 1B, 3G, 1V +1hit +2block
6 - LUCREZIA VELENO Season 1: 2B +2hit +1hold Season 2: 2R, 3B +2hit +1block +1hold
7 - KHAMAL O'LIM Season 1: 1B, 2G +1hit +1block +1hold Season 2: 1B, 3G +2hit +1block +3hold
Credits
AUTHOR: Roberto Pestrin ADDITIONAL CONTENT AND EDITING: Maurizio Vergendo GRAPHICS: Alessandro Rossi PROOFREADING AND TRANSLATION: William Cavaglieri, Oliver Gehrmann, Ylenia Taddio, Olivier Picco LAYOUT: Alessandro Rossi e Maurizio Vergendo COVER ILLUSTRATION: Antonio De Luca MANUAL AND CARD ILLUSTRATIONS: Simone Delladio ART DIRECTION: Maurizio Vergendo PROJECT MANAGER: Maurizio Vergendo EXECUTIVE PRODUCERS: Maurizio Vergendo, Giovanni Intini, Riccardo Sandroni e Massimo Tolazzi
A SPECIAL THANKS FROM THE AUTHOR:
This game is dedicated to my Real Inner Strenght: Paola, Sebastiano and Gemma… and also… to my first love: "Kenshiro". A special thanks to IdeaG creators Paolo Mori and Walter Obert: without IdeaG I'd have been a worse author.
PLAYTESTING AND SUPPORT: Mattia Pellegrini Miani, Isabella Fattori, Giovanni Bernardis, Hjalmar Hach, Lorenzo Silva and his Horrible Gamers, Gianpiero Giacomini, Ivano D'Aronco and Lorenzo Cudicio.
PLAYTESTING: Andrea Bianchin, Massimo Bianchini, Davide Capraro, Michele Ciani, Emanuele Degano, Michele Del Pin, Walter Della Morra, Dennis Floriano, Gabriele Gregoroni, Alfonso Lendani, Emanuele Marussi, Mauro Mattiussi, Federico Matteazzi, Luca Mauro, Fabio Menis, Davide Miani, Alessandro Muzzatti, Alessandra Palombini, Mario Pascoli, Chiara Pezzi, Nicola Pirera, Giulia Pittioni, Diego Pittuello, Valentina Poti, Alex Rizzatto, Andrea Rosi, Massimo Salvador, Massimo Scaini, Lorenzo Sonzogni, Federica Tinelli, Francesco Tomiato, Alessio Venier, Andrea Vitali, Jacopo Vuga, Gabriele Zuttion, il Garzone, i Nauti, il Giocoliere of Udine, all testers from IdeaG, from Play, from Nova Ludica, from F.Lu.Sm, from Megamaster of Pordenone, from Arcana and all the guys from Quarta Dimensione of Udine
YEMAIA S.R.L. Via Giulio e Corrado Venini, 42 20129 Milano (MI) – ITALY © 2015 YEMAIA S.R.L. All rights reserved. Unauthorized reproduction is prohibited for all content (rulebook, game sections and illustrations) without the author previous consent.