Kung Fu
Kung Fu Rulebook
Table of Contents
Table of Contents
Overview
Kung Fu is a dice-driven card game for 2-5 players to compete for the title of Kung Fu Master. After drafting 10 Kung Fu cards and adjusting the initial status, each player will play 3 cards from their hand simultaneously for each round. Based on the overall initiative values, players will take turns to be the attacker while all the others must defend for themselves. During the fight, each player rolls their own 7 dice and assigns them in sets to activate their 3 Kung Fu cards to attack or defend. The game ends when there is only one player standing, or after 3 rounds, the player with the most HP remaining, wins the game!
Players: 2-5. Time: 20 minutes. Age: 8+.
Components
- Player boards x5
- HP board x1 (numbered 1-80)
- Kung Fu cards x74
- Dice x35 (7 for each color)
- Tokens x30 (6 for each color)
Kung Fu Cards
- Initiative (upper left, the lower number acts first).
- Bonus (upper left corner icons): HP, ATK, DEF, HIT, AVO.
- Combination: the dice combination(s) at the bottom of the card, each with an effect.
- Effects
- Active only when attacking:
- Attack: add to your ATK.
- HIT: adjust dice value by 1.
- HP: gain / lose HP.
- Active only when defending:
- Defense: add to your DEF.
- AVO: adjust dice value by 1.
- Deal 1 damage to attacker (yin-yang icon).
- Attacker won't be eliminated from this damage.
- No effect if defender is eliminated.
- Active only when attacking:
- If the combination shows a red cross, the card is active without dice.
Setup
- Each player takes one player board, 7 dice and 5 tokens of the same color, and 10 Kung Fu cards dealt at random.
- Each player places their 5 tokens on the leftmost space on their player board (one on each of the HP, ATK, DEF, HIT and AVO tracks).
Game play
Kung Fu is played through one Learning Phase and 2 to 3 rounds of Fighting Phases. The game ends when there is only one player standing, or at the end of the third round of Fighting Phase.
Learning Phase
-
Draft 10 Kung Fu cards.
- 1-1. Each player looks through their hand of 10 cards, chooses 1 to keep, and passes the remaining cards to the player on their left.
- 1-2. After receiving cards from the player on their right, players choose another card to keep and pass the remaining cards to the left again.
- 1-3. Repeat this card drafting process until all players have drafted 10 cards, which are their hand to play in the Fighting Phase.
Note: For the first game, players can skip the card drafting rules and simply deal 10 cards to each player.
-
Modify the basic status. Each player modifies their basic status by moving the tokens based on the 10 cards they drafted. For each icon shown on the upper left corner of their cards, move the token one space on the corresponding track.
Example: Bob has drafted 10 cards. He moved his token 3 spaces on HP, 4 spaces on HIT, and 3 spaces on AVO.
-
Adjust the starting HP. In 2/3/4/5-player games, players start the game with 30/30/45/60 HP. Depending on the cards they drafted, they may get extra HP. Move the tokens on the HP board to keep track of the changes.
-
Ready to fight!
Fighting Phase
Fighting Phase will take place for at most 3 rounds, unless the game ends prematurely with only one player standing.
In each round, players will do the following:
-
All players choose 3 Kung Fu cards from their hand and play them face up in front of them simultaneously.
-
Each player tallies the total initiative value of their 3 cards. Then the player with the lowest total initiative will be the first Attacker, followed by the second lowest, and so on.
-
When one player is attacking, all the other players will be Defenders.
-
During the fight:
-
4-1. All players (Attacker and Defenders) roll their 7 dice simultaneously.
-
4-2. Each player assigns their dice onto their 3 Kung Fu cards to match the combinations and activate the effects.
-
4-3. You may assign more than one set of dice onto the same Kung Fu card. For each set you assign, you may activate the card effect once.
-
When you attack, you may use your HIT value to modify your dice value. For each HIT spent, you may add or subtract 1 on one of your dice. The same rules apply for using AVO to modify dice value when you defend.
-
You may spend more than 1 HIT/AVO value on the same die.
-
Modifying a "1" into a "6" will cost 5 HIT/AVO values.
-
-
After all players finished modifying and assigning their dice, the Attacker will attack ALL the defenders.
- 5-1. Attacker announces his/her attack value, which is the total ATK from the basic status (shown on the player board) and the dice-driven attack effects.
- 5-2. Each Defender announces their defense value by adding the DEF from their basic status and their dice-driven defense effects.
Example: the order of attack is Red (10), Yellow (19), and Green (21). After rolling the dice, Red placed 1 set of dice on the left card (sum > 11), and 2 sets on the middle (4/5/6), for a total of 20 ATK (10+6+2x2). Yellow's DEF is 15 (3+8+4) and lost 5 HP. Green's DEF is 14 (4x2+3x2) and lost 6 HP. After Red's attack, all players re-roll their dice and Yellow becomes the new Attacker.
End of game
The game ends if there is only one player standing and s/he wins.
If there are still 2 or more players in the game after 3 rounds of Fighting Phase, the player with the most HP wins.
Rules for 2 players
All rules are the same for 2-player games except for the following:
- Add a Dummy player in the game who will randomly play 3 cards from the deck each round.
- The Dummy will attack normally but it won't take any damage (no need to keep track of its HP). The Dummy's attack value is always the sum of the initiative values of its 3 cards.
- If players are tied for the initiative with the Dummy, players will attack first.
- If both players are eliminated by the Dummy, the one whose HP goes less below 0 wins the game.