RulesPal
Chat
Rulebook
Kung Fu Fighting thumbnail

Kung Fu Fighting

Kung Fu Fighting Rulebook

Table of Contents

Table of Contents

  • Setup
  • Icons
  • On Your Turn
  • No Chi
  • Counterattacks
  • Attacking and Resolving Attacks
  • Attacking Multiple Opponents
  • Card-Specific Notes
  • Punch Cards
  • Card Reference
    • Bases
    • Weapons (Base - Weapon)
    • Enhancements
    • Finishing Moves
    • Stances

Setup

Each player takes a player mat and chi marker (use a penny, or something like that). Place the chi marker on 20. Remove the 3 Yellow Punch cards and set them in the middle of the play area. Shuffle the rest of the cards; this is the deck. Deal each player 7 cards from the deck and then place the rest of the deck face down next to the punch cards.

Discards are placed face up next to the deck. If the deck runs out of cards, reshuffle any discarded cards. This is the new deck.

Icons

Stances - Before you play an attack or block, you may enter a Stance. Stances will give you special abilities which can improve your attack or block.

  • snake stance
  • tiger stance
  • monkey stance
  • drunken stance
  • dragon stance
  • crane stance

Bases - Bases are the core of an attack or block. An attack or block must include one and only one base.

  • a hand attack base (a red starburst attack icon showing an open-hand symbol and a number)
  • a weapon attack base (a red starburst attack icon showing a weapon-slash symbol and a number)
  • a block base (a blue shield icon with a number)
  • a block base if the attack is a hand attack (a blue shield number shown "vs" a red hand-attack icon; some Bases have a different, usually higher, block value specifically against hand attacks)

Enhancements - Enhancements improve attacks or blocks. An attack or block may include any number of Enhancements as long as no two have the same name.

  • an attack enhancement (a red starburst icon with a number)
  • a block enhancement (a blue shield icon with a number)
  • A Base will always be a number without a "+" in front of it. An Enhancement will always be a number with a "+" in front of it.
  • this enhancement is added if your base is foot base (some Enhancements have an extra bonus value that applies only if your Base is a foot/kick base)
  • these enhancements are added if you are using crane stance (some Enhancements have an extra bonus value that applies only if you are using a specific Stance; the required Stance's icon is shown alongside the bonus values)

Spirit - Some cards include the Spirit symbol. If your attack includes one or more Spirit, then your attack will cause one additional damage after the normal attack and block values have been considered. If the defender's block includes one or more Spirit, this will cancel all Spirit on the attack.

  • a Spirit icon (a green swirl)

Finishing Move - An attack may include one Finishing Move. Finishing Moves may not be played on blocks.

  • a Finishing Move (a red starburst icon with a number)
  • A Finishing Move will always be a number with a "+" in front of it.

On Your Turn

Discard and Draw Phase: At the start of your turn discard any cards you do not want, then refill your hand to 7 cards. If you kept only 0 or 1 card, then refill your hand to 8 cards instead.

Attack Phase: You may make an attack if you wish. See Attacking and Resolving Attacks below.

End Turn: Any players at No Chi are out of the game. The player to your left takes the next turn.

No Chi

If you run out of Chi, place your Chi marker on No Chi. If you are at No Chi at the end of your turn, you are out of the game.

If you are able to play a card which allows you to gain Chi (i.e. as a result of a Counterattack) then you're able to go back into the game. Note: no matter how much damage you take, you only go to No Chi.

Example: You are at one Chi and you suffer a five Chi attack. You block with the card "Down the Stairs," which has the effect "if this attack does damage, gain 3 Chi." You take your damage and are now at No Chi. As part of your Counterattack you play the card "Eye for an Eye" which gives you no block value, but does allow you to Counterattack. Your attack does damage. As part of your Counterattack you play the card "Down the Stairs" which has the effect "if this attack does damage, gain 3 Chi." You are now at 3 Chi and are still in the game!

Counterattacks

If a defender plays a card that says they may Counterattack, then after the current attack is resolved (i.e. all players have cleaned up), that player may play an attack against the player who attacked them, repeating all the steps for "Attacking and Resolving Attacks" as though it were their turn.

If a Counterattack includes a card with the effect "target X additional opponent(s)" they can target opponents who didn't attack them as well!

If more than one player is making a Counterattack, resolve them in the same turn order.

Attacking and Resolving Attacks

Making an attack: When you make an attack, follow these steps:

  1. You may play one Stance card.
  2. You must play one Base card (you may use one of the Yellow Punch cards).
  3. You may play any number of Enhancement cards as long as no two have the same name.
  4. You may play one Finishing Move card.
  5. You must pick a target for your attack.

Blocking: If you have been targeted by an attack you may make a block by following these steps:

  1. You may play one Stance card.
  2. You must play one Base card (you may use one of the Yellow Punch cards).
  3. You may play any number of Enhancement cards as long as no two have the same name.

Note: Some cards let you "target X additional opponent(s)." In this case, do not divide your damage! You deal full damage to each opponent you target. You may only target each opponent once per attack.

Damage: Add up the attack base, enhancements and finishing move damage values. Each defender adds up the block base and enhancements defense values. Each defender loses Chi equal to the total damage of the attack minus the total defense of their block. No, you cannot gain Chi if the result is negative.

Spirit Damage: If an attack includes any number of Spirit icons and a defender does not have at least one Spirit icon in their block, that defender loses one additional Chi, even if they would otherwise lose no Chi.

Defender(s) Effects and Cleanup: The defender(s), in turn order, execute any effects on cards that they played as part of their defense which have not already resolved. Then, if they played a Stance or Weapon, they return these to hand (unless a card says otherwise). Lastly, they discard any cards still on the table.

Attacker Effects and Cleanup: The attacker executes any effects on cards that they played as part of their attack which have not already resolved. Then, if they played a Stance or Weapon, they return these to hand (unless a card says otherwise). Lastly, they discard any cards still on the table.

Example: You deal damage to three opponents with the attack: Monkey Stance (if you cause damage then draw one card), Ladder (2 Damage, you may hit 2 additional players) and Out the Window (+3 damage, if you cause damage, gain 1 Chi). During cleanup you will gain 3 Chi and draw 3 cards! (And possibly get Counterattacked to death!)

Damage Effect: This is a trigger effect. It means "if the attack deals damage, do the effect."

When determining if a Damage Effect triggers, add the regular damage and spirit damage lost by the defender in the attack. If this is total is 1 or more, then the Damage Effect triggers.

Damage Effects occur during the Effects and Cleanup phases.

Spirit: Some cards include the Spirit symbol. If your attack includes one or more Spirit, then your attack will cause one additional damage after the normal damage and block values have been considered. If the defender's block includes one or more Spirit, this will cancel all Spirit on the attack.

Enhancements: Enhancements improve attacks or blocks. An attack or block may include any number of Enhancements as long as no two have the same name.

A Base will always be a number without a "+" in front of it. An Enhancement will always be a number with a "+" in front of it.

Some Enhancements are added if your base is foot base, or these enhancements are added if you are using crane stance — such an Enhancement's bonus values only count if the required Base type or Stance is also part of your attack or block.

Attacking Multiple Opponents

If you play an attack with an effect that says "target X additional opponent(s)," this means that you may target your attack at more players. Each targeted player is struck with the full value of your attack.

Example: If you attacked with Daggers (4 damage, may hit one additional player), Ladder (2 damage), and Whirlwind (+2 damage) then you could target 2 players for 8 damage each!

Card-Specific Notes

Nunchaku: In order to return Nunchaku to hand during cleanup, you must discard a card. You may return a Stance to your hand first (if you have one in play) and discard it to return Nunchaku to hand.

Drunken Stance: In order to return Drunken Stance to hand during cleanup, you must discard two cards. You may return a weapon to your hand first (if you have one in play) and then discard this as one of the two cards needed to return Drunken Stance.

Tiger Stance: The one card you return to hand during cleanup can be either a Stance or a weapon (if you have one in play). If you must pay a cost to return a weapon (i.e. Nunchaku), you still must do so.

When Done Right, None Can Defend: Remember, a target must lose at least one Chi to activate the damage effect on this card. Chi lost as a result of this Damage Effect may not be blocked in any way.

Punch Cards

The Punch Cards (Yellow Cards) are provided so that you always have a base if you need one for an attack or a block. You may use Punch even if you have a base in hand. After you use punch, return it to the table (where you got it). Punch is not limiting, i.e. players can "use" Punch even if all the Punch Cards are being used.

  • If your attack does damage, draw one card: Draw a card.
  • If your attack does damage, heal one chi: Gain 1 Chi.

Card Reference

The deck is made up of Base cards (Hand, Foot/Kick, Spirit and Weapon attacks, plus block-only Bases), Enhancement cards, Finishing Move cards, and Stance cards. Card text below is exactly as printed.

Bases

Punch - Base. Attack: 1 (hand). Block: 0. (One of the three Yellow Punch cards kept off to the side; see Punch Cards above.)

Eye for an Eye! - Base. Block: 0. You may Counterattack.

Sidestep - Base. Block: 4. When you play Sidestep, draw a card. (If that card is an Enhancement, you may add it to your Block.)

Grappling Block! - Base. Block: 4. Attacker discards active Weapon and Stance during Cleanup.

Snap Kick - Base. Attack: 5 (foot/kick). Block: 2 (3 vs a hand attack).

Roundhouse - Base. Attack: 6 (foot/kick). Block: 1 (3 vs a hand attack).

Elbow Strike - Base. Attack: 3 (hand). Block: 3. (Damage Effect) Draw a card.

Open-Palm Strike - Base. Attack: 4 (hand). Block: 2. (Damage Effect) Draw a card.

Leg Sweep - Base. Attack: 3 (foot/kick). Block: 1 (3 vs a hand attack). After you declare the target(s) of an Attack with Leg Sweep, each defending player discards a random card from hand. (This happens before blocking.) If Leg Sweep is used to block, Attacker discards active Weapon and Stance during their Cleanup.

Throw - Base. Attack: 3 (hand). Block: 1. (Damage Effect) Defending player discards a random card from hand. Draw a card.

Your Kung Fu Is Weak! - Base. Spirit. Block: 6.

Your Kung Fu Is No Match For Mine! - Base. Spirit. Block: 3. If you take damage from this Attack, you may Counterattack. If you don't take damage from this Attack, gain 3 Chi.

Weapons (Base - Weapon)

Chain Whip - Attack: 3. Block: 2. If Chain Whip was used to attack, defending players discard a random card from hand during your Cleanup. (This happens even if the Attack dealt no damage.) If Chain Whip was used to block, Attacker discards active Weapon during Cleanup.

Fan - Attack: 1. Block: 2. When you block with the Fan, declare if you are breaking the Fan. If you do so, Fan gives Block 5 instead, and you must discard Fan during Cleanup.

Bo Staff - Attack: 3. Block: 1. If you block with Bo Staff, you may choose to discard Bo Staff during Cleanup. If you do, you may Counterattack.

Chair - Attack: 3. Block: 4. Discard Chair during Cleanup.

Ladder - Attack: 2. Block: 2. Your Attack with Ladder may target up to two additional opponents. If your Attack targets more than one opponent, discard Ladder during Cleanup.

Umbrella - Attack: 2. Block: 6. Discard Umbrella during Cleanup.

Table - Attack: 5. Block: 2. Discard Table during Cleanup.

Sword - Attack: 4. Block: 1. (Dragon Stance bonus: +3.) If your Attack with Sword causes no damage, discard Sword during Cleanup.

Bamboo Pole - Attack: 2. Block: 2. When you attack with Bamboo Pole, declare if you are breaking the Bamboo Pole. If you do so, Bamboo Pole does Attack 6 instead, and you must discard Bamboo Pole during Cleanup.

Nunchaku - Attack: 2. Block: 2 vs a weapon attack, 3 vs a hand attack, 4 vs a foot/kick attack. Discard Nunchaku during Cleanup unless you discard a card from hand.

Daggers - Attack: 4. Your Attack with Daggers may target one additional opponent. If your Attack targets more than one opponent, discard Daggers during Cleanup.

Enhancements

Enhancement values are printed with a "+" in front of them. Several Enhancements also carry an extra bonus value that only applies if you are using a particular Stance, as noted below.

Fast! - Attack Enhancement: +2. Block Enhancement: +1. Snake Stance bonus: +2 attack, +1 block.

Running Up the Wall! - Attack Enhancement: +2. Block Enhancement: +1. Monkey Stance bonus: +1 attack, +1 block.

Flipping! - Attack Enhancement: +1. Block Enhancement: +2. Monkey Stance bonus: +1 attack, +1 block.

Shadow! - Block Enhancement: +1. Spirit. Dragon Stance bonus: +1 attack.

Ethereal! - Block Enhancement: +1. Spirit. Dragon Stance bonus: +1 attack.

Iron! - Attack Enhancement: +2. Block Enhancement: +1. Monkey Stance bonus: +1 attack, +1 block.

Magnificent! - Block Enhancement: +2. Tiger Stance bonus: +1 attack, +1 block.

Flying! - Attack Enhancement: +1. Block Enhancement: +2. Crane Stance bonus: +2 attack, +1 block.

Whirlwind! - Block Enhancement: +2. Drunken Stance bonus: +2 attack.

Phantom! - Block Enhancement: +1. Spirit. Dragon Stance bonus: +1 attack.

Invincible! - Attack Enhancement: +3.

Majestic! - Block Enhancement: +1. Crane Stance bonus: +1 attack, +1 block.

Finishing Moves

Finishing Move values are printed with a "+" in front of them. Finishing Moves may only be played on attacks, not blocks.

Across the Room! - +2. (Damage Effect) Defending player discards a random card from hand.

To the Floor! - +4.

Double Attack! - +0. Choose one: +2, or your Attack may target one additional opponent.

Out the Window! - +3. (Damage Effect) Gain 1 Chi.

Through the Wall! - +2. (Damage Effect) Gain 2 Chi.

Down the Stairs! - +1. (Damage Effect) Gain 3 Chi.

When Done Right, None Can Defend! - +0. (Damage Effect) Defender loses 3 Chi. Gain 3 Chi.

Stances

Crane Stance! - Attack Enhancement: +3. Block Enhancement: +1 (vs a hand attack). If your Attack with Crane Stance causes no damage, draw a card and discard Crane Stance during Cleanup.

Snake Stance! - Block Enhancement: +2. When you play Snake Stance, draw 2 cards. (You may use these cards for your Attack or Block, as normal.) Discard Snake Stance during Cleanup.

Monkey Stance! - Attack Enhancement: +2 (hand attack). (Damage Effect) Draw a card.

Tiger Stance! - Attack Enhancement: +2. Block Enhancement: +2. During Cleanup, you may return at most one card to hand (weapon or stance, not both).

Dragon Stance! - Attack Enhancement: +1. Block Enhancement: +1. Spirit. If your Attack with Dragon Stance causes no damage, discard Dragon Stance during Cleanup.

Drunken Stance! - Attack Enhancement: +1. Block Enhancement: +1. During your Cleanup, discard any number of cards from hand. Draw that many cards plus two. Then discard Drunken Stance unless you discard two cards from hand.