Kung Fu Heroes
Cinematic combat card game of Hong Kong / Video Game
/ Anime action!
Digital Edition
Copyright 1995-2000 Pete Kautz
Kung Fu Heroes is a non collectable card game (NCCG) designed to simulate the spectacular fight scenes in Chinese films, video games, and Japanese Anime. Keeping with the these genre's conventions and charm, it is important that while the cards will determine the result of an action, that the player actually describe what they are doing. This adds to the flavor of the game, so that play is not simply an exercise in mathematical card arrangement. In any game, the more you can vividly picture the action, the deeper the experience of playing. In the Advanced rules there are provisions for both using miniature figures and terrain and character based adventure gaming. There are also Advanced rules for randomly generating Kung Fu Film Scripts for Solo Play or as a way of allowing a group of players work together to take on the Script as a team!
The Basic rules for Kung Fu Heroes are very easy to learn, and you will quickly be able to play and enjoy it. The rules have been thoroughly tested and played over the years, by everyone from elementary school kids to college professors, and all their feedback has shaped Kung Fu Heroes into it's present form. There are more wild powers, attacks, defenses, skills, role-playing, solo game and miniatures rules options in the Advanced version of Kung Fu Heroes...but for now, Enjoy!
1 basic deck of 50 cards each (do them on 3x5
cards or print onto the perforated business card sheets)
10 counters to represent your life points
Two regular (6 sided) dice
Attack all cards used in the attack phase
to do damage to the opponent
Defense cards used to defend from
attacks
Mobility - cards used anytime in combination with an
attack or defense card
Draw 5 Cards at the start of the game. When all players have finished their turns, and before rolling for the next round's initiative, you may discard whatever cards you wish, then draw until you have a hand of 5 cards again. If you can not draw a card, shuffle your discard pile and continue play. For shorter games, you can end when one player runs out of cards, the player with the most life remaining being the winner (the cards running out simulating "running out of time" on the count down clock in all the arcade fighting games)
Both players roll 2D6 and add it to their Life score. The highest roll wins initiative, and may choose to either attack or defend first in the round.
If you fail to defend against a Sweep or Throw you will Fall Down. When you are on the ground there is only a 50% chance that any attack you play will work. To simulate this, play your Attack card and roll a die. If you roll a 4+ then proceed as normal, but on a roll of 1-3 the Attack fails outright.
To stand up again you must sacrifice all your attacks for 1 turn OR play a Leap or Stand card.
1) Draw until you have a total of 5 cards
2) Both players roll to see who wins Initiative for the round. Roll 2D6 and add it to your current Life. The highest total roll wins Initiative. The winner of Initiative must choose whether to be the initial Attacker or Defender.
3) The Attacker may then play an attack cards from their hand, and the Defender must play an appropriate defense card or suffer the damage or effect of the attack. Depending on the card, the attack may be partially defended, or the defender may even strike back with a counter hit.
4) The Attacker may play as many attack cards from their hand as they wish in a turn; one at a time, each time allowing the Defender a chance to play a card.
5) When the Attacker has played all the attacks they are going to do for a turn, the roles of Attacker and Defender switch, and players repeat steps 3-4.
6) After both payers have attacked, and before the start of the next turn, they may discard any or all of the cards still in their hand before drawing to 5 card at the start of the next turn. You never have to discard any cards.
7) Normally the rule in Kung Fu Heroes is "One Card for One Card" when playing any kind of attack or defense. Movement cards are the exception to this rule. When playing a Movement card to modify an Attack or Defense card simply play the 2 cards together on your turn and apply their cumulative effect as your action.
8) The Attacker can play a Defense card against a Counter Hit from the Defender. Regardless of whether a Counter Hit was successful or not, the Attacker's turn is not yet over. You may use a Counter Hit to defend against a Counter Hit.
Attack Cards
These cards are played in the attacking
phase
High Attack - Does 1 Point of Damage High
Low Attack - Does 1 Point of Damage Low
Combo - Does 1 Point of High and 1 Point of Low Damage
Special Attack - Does 3 Points of Total Damage
Throw - Does no Damage High, Opponent Falls
Power Throw - Does 1 Point of Damage High, Opponent Falls
Sweep - Does no Damage Low, Opponent Falls
Power Sweep - Does 1 Point of Damage Low, Opponent Falls
Defense Cards
These cards are played in the defending phase, though
a defense may be played during one's attack phase as a defense to the
damage taken from a Counter Hit played by the opponent.
High Defense - Escape 1 Point of Damage High
Low Defense - Escape 1 Point of Damage Low
Slip - Escape 2 Points Total Damage, Avoid all Specials
Dodge - Escape All damage from an attack, avoids all Specials
Counter Hit (X) - Avoid 1 Point Total Damage and any Specials, and do the Basic Technique listed as a counter. The opponent gets to try and stop the counter hit with a defense card. Yes, you can even play a Counter Hit to counter a Counter Hit!
Movement Cards
These can be used in either the
Attacking or Defending phase. Crouch, Leap, and Spin may be
played as Defese cards or may be play with an Attack card to increase
the damage. The Stand card may be played at any time after a
fall.
Crouch - Escapes 1 Point of Damage High OR play with an attack to add 1 point damage
Leap - Escape 1 Point of Low Damage OR play with an attack to add 1 point damage OR use to Stand after a Fall
Spin - Escape 2 points damage OR play with an attack to add 2 points damage
Stand - Stand up after a Fall
Attack Cards |
Defense Cards |
Maneuver Cards
|
Jacky and Cynthia are playing. Their initial hands are:
Jacky: |
Cynthia: |
They roll initiative and Jacky wins, deciding to Attack first:
Jacky plays a High Attack |
Cynthia plays High Defense |
Jacky Plays a High Attack |
Cynthia takes the shot (she could have used Spin) and loses 1 Life |
That is all for Jacky, so now it is Cynthia's turn to attack:
Cynthia plays a Combo |
Jacky plays a Dodge |
Cynthia plays Spin + Low Attack |
Jacky plays a Counter Hit
Sweep |
Cynthia plays a Low Defense |
The turn ends with Jacky and Cynthia holding:
High Defense |
(No Cards) |
Jacky decides to keep the High Defense card and
draws 4 more cards at the start of turn two.
Cynthia draws the full 5 cards.
In rolling initaiave for the next turn, Jacky will add 8 to the roll and Cynthia will add 9 (their current Life)
There is a lot more material that we have playetested for Kung Fu Heroes since 1995. This includes a role-playing game version, a solo game version using a book with random charts and quests in it, and a miniatures battle game (yes, using cards, dice, and minis). Some of this will end up here on the web. Until then, enjoy the Kung Fu Heroes Digital Edition and let us know if you come up with any new cards or rules!