Rank: Hand Size: Hits: Maneuvers: Notes:
Noncombatant 3 5 0
White Belt 4 5 1
Yellow Belt 4 6 2
Green Belt 5 6 3
Blue Belt 5 7 4
Brown Belt 6 7 5
1st Degree BB 6 8 6 Major Maneuvers Allowed
Second Degree BB 7 8 7 Zen Maneuvers Allowed
Third Degree BB 7 9 8
Fourth Degree BB 8 9 9 Major Zen Maneuvers Allowed
Fifth Degree BB 8 10 10 Basic Characters in Kung Fusion
Sixth Degree BB 9 10 11
Seventh Degree BB 9 11 12
Grand Master 10 12 13 Secret Special Maneuvers
MARTIAL ARTS STYLES
Style: Minimum Maneuvers known at Fifth degree Black Belt level:
Karate 4 Punch, 2 Kick, 4 others
Tae Kwon Do 4 Kick, 2 Move, 4 others
Jujitsu 4 Grab, 2 Block, 4 others
Akido 2 Grab, 2 Block, 2 Move, 4 others
Shaolin Kung Fu 2 Block, 2 Punch, 2 Kick, 4 others
Jeet Kune Do 2 Punch, 2 Kick, 2 Move, 4 others
KUNG FUSION CARD SET
Bruce Lee Pics! Thanks Zak, they really kick ass.
Click here for card set.
KUNG FU HEROES
Here's another free Kung Fu card game:
Kung Fu Heroes
LEGEND OF THE FIVE RINGS SKIRMISH
INTRODUCTION
Board & card game for 2 players.
Based on the Legend of the Five Rings Games.
Each figure represents a Hero or a company or unit of men.
DISCLAIMER
Legend of the Five Rings is a copyrighted property.
This is merely a fan site.
VICTORY
You win if you kill your opponents Warlord.
THE MAP
Use an 8x8 chessboard.
THE MEN
Use chits or miniatures to represent units.
Each player starts with 16 units:
4 Infantry
4 Cavalry
4 Archers
1 Warlord
1 Champion
1 Shugenja
1 Special Unit (Depends on Clan)
Infantry, Cavalry, and Archers are bushi.
Other units are Heroes.
SETUP
Each player picks one Clan.
Each player places one unit on each square of his back two rows.
Units may not stack.
HITS
A unit reduced to 0 Hits is killed.
Bushi have one hit each.
Warlords and Champions have 3 Hits.
Shugenja and Special units have 2 Hits.
THE CARDS
Players share a common deck.
Players take turns.
Each turn has 3 phases:
Orders Phase
Move Phase
Battle Phase
ORDERS PHASE
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your units.
Cavalry and Heroes may use Fast type movement cards.
Units cannot move through other units.
The move card has a number.
This is the number of spaces the unit moves.
Moves are diagonal or orthogonal.
“Knight” type move cards allow a man to move like a knight in chess.
Instead of moving just one unit in any direction, you have the
option of moving up to 3 units forward the indicated number of
spaces using a single move card.
A unit can only make one move per turn.
BATTLE PHASE
Play (discard) an Attack card to have a unit attack.
The attack card has a number.
This is the range of the attack.
Attacks are diagonal or orthogonal.
“Knight” type attack cards produce an attack with a range like a knight in chess.
The enemy unit that is the target of the attack takes 1 hit of damage.
Units cannot attack through other units except for Archers and Spells.
Your opponent may play certain Defense cards to negate your attack.
A unit can only make one attack per turn.
Champions can make two attacks per turn (using two attack cards)
POWER CARDS
Each clan can use Power cards to different effects.
M = Movement
A = Attack
D = Defense
X = Special Card
P = Power Card
K = as a Knight would move in Chess
Type = Purpose of card
Only cavalry and Heroes can use Cavalry cards
Archers can only attack using Archer cards.
Only Warlords, Champions and Archers can use Archer cards.
Only Shugenja can use spells.
CARD LIST
Card Name: # Range Type Notes
March 7 1 M All
Double Time 6 2 M All
Charge 5 3 M All
Scout 4 K M All
Canter 3 4 M Cavalry
Gallop 2 5 M Cavalry
Difficult Ground 2 - X Negate target Move card
Superior Tactics 2 - X Discard to draw 3 cards
Katana 4 1 A All
No Dachi 4 1 A All
Yari 4 2 A All
Naginata 4 2 A All
Bows 4 3 A Archers
Arrows 4 4 A Archers
Armor 3 - D All
Hold Ground 3 - D All
Ying Power Card 4 - P
Yang Power Card 4 - P
Mists of Illusion 1 - D Spell; Target any friendly unit
Wind-Borne Speed 2 4 M Spell; Target any friendly unit
Earthquake 2 4 A Spell; Attack originates from caster
Fires of Purity 2 1 A Spell; Attack originates from caster
Castle of Water 1 - D Spell; Target any friendly unit
CLAN LISTS
Clan lists describe:
Variations to the basic army unit type composition.
How units of that clan can use Power cards.
Special powers of Special units.
CRAB CLAN
Power cards can be used 2 ways:
Ying: Berserk: Attack = 1
Yang: Armor of the Crab: Defense
The special unit is the Task Master.
The Task Master can discard a power card to:
Move any adjacent friendly bushi 2 or 3 spaces or Whip Attack = 2
CRANE CLAN
Power cards can be used 2 ways:
Ying: Ijatsu Attack: Attack = 1 as a second attack made by one unit on the same
or a different target.
Yang: Sudden Strike: Defense plus you may immediately play an attack card by any unit.
The special unit is the Magistrate.
The Magistrate can discard a power card for:
Defense vs any attack made against self or a Crane unit within 3 spaces.
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