More Kung Fu Fighting
More Kung Fu Fighting Rulebook
Table of Contents
Table of Contents
Components and Setup
The 2019 Reboot rules list these expansion components: a 48-card expansion deck, a 37-card team deck, 10 Archetype Cards (8 Archetypes, plus Military Training and Perfect Technique), and 6 Chi Tracker Cards (some with rules on the back, others with Team Chi Tracker Cards on the back).
Every card in the expansion carries an expansion symbol in its upper-left area: "M" for More Kung Fu Fighting cards and "T" for Team cards.
Setup: Decide whether you wish to play with the More Kung Fu Fighting expansion. If so, include the cards with the "M" in the deck, for a total of 147 cards. Do not include the "T" cards unless you are playing a team game (see "Team Play" below).
Expansion Card Types
The More Kung Fu Fighting expansion introduces several other card types:
Improved Weapon: You may attach any number of Improved Weapon cards to your Weapon in play, as long as no two have the same name. As with Weapons, you can play them before or after an Attack, but not during. If your Weapon in play is discarded or taken by another player, any attached Improved Weapon Cards go with it.
Improved Stance: You may attach any number of Improved Stance cards to your Stance in play, as long as no two have the same name. As with Stances, you can play them before or after an Attack, but not during. If your Stance in play is discarded or taken by another player, any attached Improved Stance Cards go with it.
Finishing Move: A Finishing Move counts as an Attack Enhancement, but with the restriction that an Attack may include at most one Finishing Move. Any card that says it affects Attack Enhancements will affect Finishing Moves as well.
Archetype: The Archetype Cards allow for an optional play variant, where each player takes on the role of an iconic character archetype from classic Kung Fu movies. We recommend that you include the More Kung Fu Fighting expansion cards in the deck if you are playing with Archetypes. We also recommend leaving out Archetypes for your first game.
Team: Team Cards have a "T" as their expansion symbol. Shuffle these cards into the deck if you are playing a team game. Be sure to remove them for individual games!
See "Team Play" below for the rules for team games.
Archetypes
The Archetype Cards should never be shuffled into your main deck, and they have different backs to remind you of this.
Archetypes may be used in an individual game or in a team game.
To play with Archetypes, take the 8 cards with the Archetype back and assign one to each player. (You may do this randomly, or allow players to choose.) A player's Archetype Card goes on the table in front of them, face up, and gives that player standing effects for the entire game.
Any unused Archetype Cards are set aside and are not used in the game.
The player who gets The Imperial General also takes the Military Training card. This card stays on the table next to The Imperial General. Whenever The Imperial General plays a Weapon, he attaches Military Training to it. If Military Training becomes unattached, it stays with The Imperial General.
The player who gets The Venerable Master also takes the Perfect Technique card. This card stays on the table next to The Venerable Master. Whenever The Venerable Master plays a Stance, he attaches Perfect Technique to it. If Perfect Technique becomes unattached, it stays with The Venerable Master.
The Military Training and Perfect Technique cards do not count toward your hand size.
Team Play
You may play in teams if you have either 4 or 6 players. In a 4-player team game, players divide into two teams of two. In a 6-player game, players divide into either two teams of three or three teams of two. Players should sit so that they alternate with players from other teams. (The rulebook shows seating diagrams for the 2 vs 2, 2 vs 2 vs 2 and 3 vs 3 layouts, which are not reproduced here.)
In a 2v2 or 2v2v2 game, each team starts with 20 Chi. In a 3v3 game, each team starts with 30 Chi. Players do not have individual Chi totals. Instead, one player from each team takes a Chi Tracker Card to track that team's Chi. In a 3v3 game, each team will need both a Chi Tracker Card and a Team Chi Card (on the backs of two of the Chi Tracker Cards).
If a team runs out of Chi, that team is out of the game.
Players still have individual hands, Stances, Weapons, etc. Players still take turns individually. Players may not show their hands to their teammates, but they may discuss their hands verbally. Remember: the other teams can hear you!
Players still attack individual players, but those attacks affect the team's Chi. If you are attacked, only you may block. A teammate may not block for you unless a card specifically says that they can.
Adding Enhancements: When one of your teammates makes an Attack, you may add one Attack Enhancement to their Attack. Play that Attack Enhancement in front of you. It is affected by your Stance, not your attacking teammate's.
If you add Combo Attack to a teammate's Attack, then you, and only you, may play the additional Attack Cards.
Your attacking teammate may play Attack Enhancements to their own Attack as normal. Enhancements you play are simply added to this. An Attack may never have multiple Enhancements with the same name, even if played by a teammate.
Team Cards: Team Cards have the word "Team" in their type. A Team Card follows all normal rules for that type. For example, a Team Attack Enhancement may be played on any Attack - yours or a teammate's - unless it says otherwise.
Team Special Cards may be played whenever the condition listed on the card is met.
(Card example from the rulebook: "Your Friends Can't Help You!", a Team Special. Its printed text reads: "Negate a Team Card. - OR - Negate an Attack Enhancement card that was added by the attacking player's teammate.")
Passing Cards: At the end of your turn, you may pass one card, face down, to a teammate, who must add it to their hand. This could cause that teammate to have more cards than their hand size. This is fine - remember that, at the beginning of your turn, if you have more cards than your hand size, you may opt to keep them all and draw no new cards.
Split Attacks: Each Team counts as a single player for splitting Attacks. You may not split an Attack and choose to target two players on the same team. Similarly, splitting Attacks may not cause a team to have more than one Attack targeting them at a time unless those Attacks are counterattacks to an Attack that team made. The card You Go That Way, I'll Go This Way is an exception to this rule.
If your teammate plays an Attack Enhancement that allows you to split your Attack, then your teammate chooses the additional target(s). If one of those targets counterattacks, the counterattack targets your teammate, not you.
Card-Specific Notes
Combo Attack!: You may play multiple copies of the same kind of Attack as Attack Enhancements, even if those cards match the original Attack. This is an exception to the normal restriction against multiple Attack Enhancements with the same name.
Example: You play Kick as your Attack, then play Combo Attack and add two more Kicks to your Attack. This Attack would deal 9 damage. (15 if you were also in Crane Stance!)
Face Me!: You may only play Face Me against an Attack that is enhanced with When Done Right, None Can Defend if you then play one of the "Your Kung Fu..." cards.
(Printed text of the Team Block Face Me!: "You may play this card only in response to an Attack on one of your teammates. You are now the defender and gain:" followed by a defense icon with the number 3, then "You may play an additional non-Team Block against this Attack." The icon is transcribed as "defense of 3".)
She Who Must Fight!: She Who Must Fight may not counterattack against an Attack with the Enhancement When Done Right, None Can Defend, unless she plays Your Kung Fu is No Match for Mine!
The Mysterious Stranger: If The Mysterious Stranger enters Imperial Stance, he must pay 4 Chi to enter and 2 Chi to stay in the Stance at the beginning of his turn. However, Imperial Stance gives him +2 to all Attack Enhancements, so it's not all bad!
You Go That Way, I'll Go This Way!: An Attack caused by this card can have copies of Attack Enhancements that were used in the original Attack. This includes You Go That Way itself. Teammates may still add Attack Enhancements to the new Attack as normal.
Example: Your teammate plays a Flying, Spinning, Flipping Kick. You play You Go That Way, I'll Go This Way. You could then play a Flying, Running Up the Wall Punch, and your attacking teammate could add Spinning to your Attack for good measure!