SETUP
Shuffle each of the decks separately.
Take each Foe deck and lay it out, so all 20 cards are face up, (partially
covered by the one above it) in a row, in random order.
Each turn has 3 phases:
Horde Phase
Conquest Phase
Logistics Phase
HORDE PHASE
Draw 5 cards from the Khan deck and put them in your hand.
CONQUEST PHASE
Launch an attack at any one of your Foes.
Play (discard) cards from your hand to capture the top card of the foe deck.
Each card has a Force value. The force value of your Card(s) played, must
Equal or exceed the force of the top card.
Discard Khan cards you play.
Keep captured Foe cards in separate Conquest piles.
Note: The Mongolian Unification Deck must be completely captured before
any of the other Decks can be attacked.
LOGISTICS PHASE
Max hand size is 6 cards. Discard excess cards.
Card Name Force
Temujin 2
Ordained by Tengri 1
Great Destiny 9
Master of the World 10
United Mongols 7
Steppe Nomads 3
Enormous Army 6
Overrun Sedentary Societies 5
Ravage Cities 4
Skilled Horsemen 8
Whirlwind of Destruction 9
Mongol Rampage 8
Ruthless Killing 7
Foreign Troops 5
City offers no Resistance 10
Taxes & Tribute 1
Looting & Pillaging 2
Enslaved Artisans 3
Cavalry 6
Human Shields 4
Captured Civilians 2
Herd of Spare Mounts 8
Flaming Arrows 7
Mangonels 5
Catapults 6
Hurl Flaming Vessels of Oil 4
Hurl Diseased Bodies 3
Level the City Walls 9
Mongol Destruction 10
Leather Horsehide Armor 1
Small Leather Shield 3
Stirrups 10
Composite Bow 8
Quivers of Arrows 7
Hooked Lance 5
Sword & Mace 4
Saber and Dagger 2
Thick Silk Tunic 1
Whistling Arrowheads 6
Siege Warfare 9
Shoot to the Rear 5
Four Remounts 7
The Great Mongol Hunt 2
Born to the Saddle 6
Bactrian Camels 1
Mobile Force 4
Superior Force 10
Conquered Swear Fealty 9
Merciless 8
Small & Sturdy Ponies 3
Tradition of Warfare 1
Great Raids 5
Women Warriors 2
Superb Marksmen 8
Archery 7
Meat, Milk & Blood 3
70,000 Horse Archers 10
Fire Six Arrows a Minute 6
Disciplined Force 9
Hostages 4
Experienced Commanders 6
10,000 Man Personal Guard 1
Feign Withdrawal 8
Tricks 4
Capture Enemy Commanders 5
Kill Pursuers 7
Attack Weak Regimes 9
General Jebe 10
Shoot at Full Gallop 3
Chinese Bombardiers 2
Enemies offer Treasure & Brides 4
Hurl Hundred pound Stones 1
The Punishment of God 10
Punitive Campaign 3
Mongol Onslaught 9
Sack & Massacre 5
Rumors & Terror 8
Avenge Insult 6
Envelopment 7
Split Forces 2
Cross Wastelands 3
Psychological Warfare 7
Put to the Sword 4
General Subedei 10
Audacious Commanders 8
Reconnaissance in Force 2
Vanquish Armies 6
Cause Rout 9
Smoke Screen 1
Fear & Confusion 5
Unleash River 5
Fierce Battles 6
Power & Wealth 7
Enemies Surrender 9
Intrepid Butcher 8
Cruel Genius 10
Son Jochi 3
Son Chaghatai 2
Son Ogodei 4
Son Tolui 1
MONGOLIAN UNIFICATION DECK CARD LIST
Card Name Force
Tartars 10
Merkits 6
Blood Brother Jamuqua 8
Lesser Mongol Tribes 4
Army of Toghril 7
Naimans 9
Great Assembly 1
Gobi Desert 2
Karakorum 3
Buryats 5
RUSSIA DECK CARD LIST
Card Name Force
Prince Yuri 1
Georgia 5
Turkic Tribes 4
Caucasus Mountains 3
Russian Steppe 2
Kiev 9
Galacia 7
Rostov 8
Large Army 10
Russian Principalities 6
KHWARIZM DECK CARD LIST
Card Name Force
Samarkand 7
Shah Muhammad 9
Large Army 8
Kara-Khitai 4
Kuchlug 3
Bukhara 5
Urgench 6
Nishapur 2
Jalal ad-Din 10
Garrisons 1
Card Name Force
Fortified Capitol 10
Tanguts 1
Tibetan People 2
Walled Cities 7
Raiders 6
Royalty 3
Mountain Pass 8
Large Army 9
Emperor Xiangzong 5
The Mysterious Kingdom 4
JIN EMPIRE DECK CARD LIST
Card Name Force
The Silk Road 3
Jin Emperor 6
Jin Dynasty 5
Great Riches 1
Jurchen 2
Large Army 7
40 Foot Walls 10
Elite Troops 4
Zhongdu 9
Juyong Pass 8
KUNG FUSION INTRODUCTION
2 player Card game of Martial Arts combat.
Role-playing elements.
The Deck contains 8 of each of the following 7 card types:
Punch
Kick
Block
Grab
Move
Zen
Combo
TURN SEQUENCE
Players take turns.
Each turn has 3 Phases:
Maneuver Phase
Out-Maneuver Phase
Action Phase
MANEUVER PHASE
Both players fill their hands to 8 cards.
If the deck runs out, shuffle the discard and draw from it.
If an attack effect says: Opponent discards X cards next turn, then
discard the cards at end of this phase.
OUT-MANEUVER PHASE
Players may discard up to half their current cards and draw replacements.
ACTION PHASE
The Active player may only make Attack Maneuvers.
The Defending player may only make Defense Maneuvers.
The Active player may play 1 Punch card to make a Simple Punch.
The Active player may play 1 Kick card to make a Simple Kick.
The Active player may play 1 Grab card to make a Simple Grab.
Simple Attacks do one point of damage
The Defending player may play a Block card to negate 1 point of damage from a Punch.
The Defending player may play a Move card to negate 1 point of damage from a Kick.
The Defending player may play a Zen card to negate 1 point of damage from a Grab.
Instead of making a simple attack, the attacker may make a Power Attack.
Power Attacks require a combination of 2 or more cards to be discarded.
A Power Attack will do 2+ points of damage, as indicated in the Maneuver Lists.
Likewise, the defender can make power defenses that can negate 2+ damage of any
type, unless otherwise specified.
A combatant can only make a special Attack or Defense he knows as
determined in Character generation.
A player may discard a Combo card to make an extra attack or defense during the phase.
All played cards are discarded.
Share with your friends: |