Attack defense skill

Ah, you wish to fight for glory in the Moonlight Tournament do you?
Ha! You are not even worthy to carry a blade, young one, much less
to compete in the great tournament. Do not rush. Before you touch a
blade, you must first learn the arts of unarmed combat. Only once you
have mastered the many forms, using only foot and fist, will you be able
to walk further down the path of ninjutsu.
First, you will be taught the ancient ways of Karate. You will learn how
to defend yourself, how to strike, and how to move with the speed of
thought. You will learn to become: Karate Masters.
DECK
Karate Fight is played with a deck of 56 cards, in three techniques: 16
Attack, 28 Defense, and 12 Skill. Each technique is further broken into
several different types of card as illustrated below.
KF-NAS-Rules.indd 1
Attack
defense
skill
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SET-UP
Fighters must securely tie a headband around their head.
Then one fighter shuffles the deck and deals the cards until each fighter
has the same number of cards. If there is an odd number of cards place
the remainder to the side.
Fighters must hold their deck face down, and may not look at their cards.
Bow to your opponents.
FIGHT
The fighter to the left of the dealer begins a bout by drawing a card off
the top of their pile and placing it face-up in the middle of the table.
The fighter must draw from the front of their pile, pulling the card
away from them so that it cannot be seen until it is placed in the center.
When your card has been placed the
fighter must declare the name of the
card (e.g. Block, Punch, Jump). Louder
is better, this is a fight after all!
If the card is a defense card the next fighter
to the left must draw and place a card in
the center as well. This continues until a
fighter lays down an attack or skill card.
FASTER!
Karate Fight about speed,
and the faster you go
the crazier and more
fun the battle becomes.
As you learn the rules
concentrate on increasing
your speed of play as well.
When an attack card is played the next
fighter in the sequence must also place an
attack card for play to continue. The number of chances the fighter has to
play another attack card is determined by the type of attack card used.
If the fighter does not successfully play an attack or skill card in the
designated number of chances, the fighter who played the last attack
card wins the bout and the entire center pile of cards goes to them. The
cards are placed, in order, on the bottom of their pile. Then, the winning
fighter begins the next bout.
KF-NAS-Rules.indd 2
Attack
Type
Chances
*
*
See Counter special rules in the Skill Card section below.
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HIT
Hits override the normal order of play and can occur at anytime. When a
Hit occurs every fighter slaps the center pile, palm down, while yelling
“Hit!” The fighter which slaps the pile first wins the bout and the center
pile of cards goes to them.
The following situations cause a Hit to occur:
CLUMSY DEFENSE
When two of the same defense cards
are played back to back.
PERFECT DEFENSE
When one of each defense card is
played back to back.
STRIKE
When a Strike skill card is played.
FLURRY
When three of the same attack
cards are played in a single bout.
ULTIMATE COMBO
When one of each attack card is
played in a single bout.
COWARD’S BLOW
If a fighter slaps the pile when no Hit has occurred they must place one
card from the top of their pile, face-up, on the bottom of the center pile.
If a fighter performs two or more Coward’s Blows in a single bout, they
must place two cards in the center pile.
SKILL CARDS
Skill cards override the normal order of play and are resolved as soon
as the card is played.
KF-NAS-Rules.indd 3
STRIKE CARD
When a Strike card is played a Hit occurs.
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COUNTER CARD
When a Counter card is played the direction of play is
reversed. If it is played when a fighter is responding
to an attack, the Counter counts as an attack. The
direction of play is still reversed and the former fighter
has two chances to play their own attack or the fig hter
who played the Counter wins the bout.
Stare
When a Stare card is played, all fighters must Stare
directly into one anothers’ eyes. When a fighter blinks,
looks away, or laughs they have lost. The last fighter to
remain wins the bout. Making distracting and terrifying
oni faces is highly encouraged.
JAN KEN
When a Jan Ken card is played all fighters must place
their piles on the table and play Jan Ken. The winner
wins the bout.
Each fighter puts their hand into a fist. All players then
chant: Jan Ken Poi! On each count raise your fist and bring
it down again. On the count of Poi! each fighter changes
their hand the the sign of Rock (closed fist), Paper (open
palm), or Scissors (index and middle finger in a ‘V’)
In the event of a tie, or if there are more than two fighters
and all three signs are played, or one of each type, it is a
draw. Players then chant, aiko deshou, followed by Jan
Ken Poi, playing again until there is a winner.
If there are only two signs shown, then all of the fighters
showing the losing sign are eliminated. If there are
multiple winners, continue to play until there is only a
single winner.
RUNNING OUT OF CARDS
If you are out of cards, you are out of the game. Do not be discouraged,
the path to becoming a master is one of adversity. Continue your
training, and soon you will be a master.
Endless KArate!
If you are out of cards, continue to play. When a Hit occurs, you
may attempt to win the bout and re-enter the game. If you perform
a Coward’s Blow with no cards remaining, you are out of the game.
KARATE MASTER
The player to who obtains all the cards wins the fight, and becomes
the Karate Master!
CREDITS
Ninja All-Stars Created by: Chris
Birkenhagen, John Cadice, David
Freeman, Kai Nesbit, Deke Stella.
Project Manager: Chris Birkenhagen
Creative Director: John Cadice
Art Direction & Layout: Kris Aubin
Game Design: Deke Stella
Illustration: Low Zi Rong / CDS Studio
KF-NAS-Rules.indd 4
©2015 Ninja Division Publishing™ LLC,
All Rights Reserved. Published by Ninja
Division Publishing™ LLC, Garden City, ID
83714. Ninja All-Stars® is a trademark of
Ninja Division Publishing™ LLC.
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