Yes, They’re Here!

Hi Everyone, ready for some good news?

Yep, they are now in our warehouse! Starting next week, we’ll start fulfilling the long awaited game! We’ll update you once we’re complete. In the meantime, please double check that your addresses are up to date and once again…. I humbly thank you for your patience and support :)

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DISCLAIMER! The following are shout-outs from some great campaigns that are now on Kickstarter. If you have no interest in them, it’s ok. This message is to just confirm that the following has no information on this campaign.


If you’re a minis enthusiast and love customizable, highly detailed resin please check out Greenbrier Games’s new Kickstarter campaign that’s going on now.

Their campaign focuses on miniatures with a gothic horror theme to be used as awesome avatars in other minis games. Their campaign offers resin versions of a few Fairytale Games characters (they picked 5 from our huge roster of characters) and Yashima. It’s an interesting offering since they have “mutation packs” that let you customize those characters with alternate weapons/heads, creating an exciting variation. Plus they have big 40mm and 50mm resin monsters coming up in their stretches. And that’s always a good thing, right?

Here’s the banner link to their campaign!


With the rise of a powerful yet mysterious Shadow Organization, several countries send out their own Zero Agents to investigate. Upon hearing that this organization has already gathered dangerous intel, the Zero Agents must infiltrate the enemy HQ and quickly hack into their systems and recover the master plans.

As a Zero Agent, your objective is to ensure you have more intel than the others in order to give your Country the advantage in the overall power struggle for leadership.

Zero Agents is a tile and dice based, 1-5 player game where you play as one of 5 Zero Agents, each with their own unique set of skills. Hack computers that randomly appear while fending off guards that continue to spawn in response to player dice rolls! But don’t worry, you’ll discover weapons you can fuse together in addition to utilizing your Agent’s unique abilities.

So if you’re interested in an all female cast of secret agents and sexy miniatures, check out their campaign here!

Updated Gameplay Video!

Hi everyone! Just giving you all a heads up that we are confirmed with our shipping company that the games will reach the Port of Houston on May 12th and will have everything delivered to our warehouse by May 13th. That date is concrete, per their final ship arrival/docking schedule so we’re finally only just a few weeks away. And a bit earlier, we’ll have all the playmats and art books ready as well. Once we have everything, we’ll be starting fulfillment right away!

Today, we have a much awaited gameplay video for Martial Arts: The Card Game. The quality isn’t that professional, but it’s at least something visual to check out. It’s in two parts; the first being more of a teaching game and the second a talking/playing game.

But before you watch, it may be a good idea to review the rules for the game, especially since not all the situations in the rules appeared in the video. I don’t know if there was ever a rulesheet floating around, but here is the final PDF (please excuse the crop marks.)

And here’s the video!

Back from GAMA!

Hi Everyone! Just before the GAMA Tradeshow, I had some solid news from the manufacture. We now have a tentative date as to when it should hit the ports of Houston… April 15th! As soon as it touches down, we’ll be shipping them to you along with the art books and player mats.

A while back we asked for photos of the process but because of Chinese New Year, they were a bit slow to get them to us. Although they’re on the boat now, I thought it would be still kind of cool to see the manufacture process and seeing how your game is created!

Ok, now that we’re back, I believe that this week we’ll have some videos in store for you with a few games being played. We’ll also work on getting our website updated with card information as well.

See you in the next update!

Quick Update and box photos!

Hi Everyone,

Just a few photos to start off the week. From what we understand, the games are on the boat and are heading our way! (Fingers crossed the whole shipping port incident will be cleared up by the time our products arrive.)

What you see here is the box design/layout. If you noticed there were a few things we had to adjust before they began manufacturing. (“Sparring Pack” was accidentally named “Master of 8 Limbs”)

Below, you’ll notice that the layout for the box allows for the individual tuck boxes to be placed in slots of the box for those who do not sleeve their cards, or you can remove the tray to allow for sleeved cards. Notice that for some reason, they put wooden dice in the box? That is a mistake which was corrected. Instead, there are two additional tuckbox slots in the box for future sets and expansions.

The item at the bottom of the box is the instruction manual. We weren’t given a lot of space in it to work with an we really didn’t want to make the font super tiny so we needed to compromise on full images. I think we learned quite a bit through this production that series 2 will be a completely new experience :)

While we’re waiting we have a few deadlines due by Friday for production for our other projects for our manufacture: Dragon Tides and Fairytale Games. Once we clear them on Friday, we’ll get back to our regularly scheduled update here to show off some updated gameplay videos for Martial Arts: The Card Game! See you in a week (or sooner!)

Announcing some names and just a few photos!

Hi Everyone,

This is just a very quick follow-up update to announce the winners of the holiday raffle. Winners will receive a signed manufacture miniature from our last batch of minis campaign proofs (since we had quite a few extras sent to us.) As mentioned, 20 (we added one more to round it out) names were chosen from all our current list of campaign backers. Here are the winners:

  • Frost
  •  Nova Forge Enterprise
  •  Michael Dalili
  •  Zarthemad
  • Bryan Behl
  • Jay
  •  Tom Davey
  •  Lily
  •  Tim Felts
  •  Liz Engebrecht
  •  Haily
  •  Courtney Powell
  •  Disrobed monk
  •  Moneypenny
  •  Ned
  •  Eric
  •  John Dossa
  •  SVR The Boy
  •  Christopher Brown
  •  Simona Dostalova

All of these raffle winners will be contacted tomorrow via the KS messages just to confirm that you won. We’ll be sending out your winnings to you by next week. And among the 20, one of you will receive the Dr.Frankenstein+Frankenstein’s Monster combo. Congratulations to all of you!

And to keep things interesting…..!

As mentioned in our last update, we were expecting something in the mail…. and we finally got some proofs! With just minor corrections, we’re ready to move forward. Finally. Here’s a quick peek! (Note: Since they were cut from sheets as proofs, these do not have the rounded corners that the final version will have. Thus, I decided to sleeve them to keep them in good condition for when we raffle these out to one of you later!)

The cards!
The cards!
Fencing Weapons set by backer, Andrew Kirk
Fencing Weapons set by backer, Andrew Kirk
Sparring Pack Cards
Sparring Pack Cards
Master of 8 Limbs
Master of 8 Limbs
Ume and the Blade Cards
Ume and the Blade Cards
Enter the Phoenix Cards
Enter the Phoenix Cards
King of the Ring Cards
King of the Ring Cards

Coming up this next week, we’ll revise our initial demo and do an official gameplay tutorial using these proofs and post them up. Looking very much forward to bringing you the next update!

Happy New Year Warriors!

Hi Everyone,

With the new year just walking in our doorway, we take a look back at the ups and down that we’ve faced over the past year and are very appreciative at the lessons learned and the friends we have made along the way. We hope that in 2015, the strength and knowledge we’ve gained from our journey together will shine through, now and beyond.

With this, although we are still waiting for our shipping notification to come in from our manufacture, we did get a tracking number for our revised proof to come in next week. Once we get them in our hands, expect a video tutorial of gameplay using the very proofs we receive. And as previously mentioned, we will sign and raffle the proofs out once we begin fulfillment as a show of gratitude to you all.

Speaking of which….


Per our last Fairytale Games Minis Campaign update yesterday, we just received a larger manufacture proof run from the factory. Meaning, we have quite a few extras to once again, do a cool Artistic Justice Games backer raffle. So if you backed ANY of our campaigns, you are automatically entered. We have about 20 minis from our Minis Campaign to raffle that are manufacture proof copies that will be signed by me to prove authenticity, making a total of 19 winners. Why 1 winner short? Because one winner will get a combo of Dr. Frankenstein and Frankenstein’s monster! (Why break them up, right?)

To see what minis we’ll be giving away, check out this Minis Campaign update:

(Had too much New Years Punch and I forgot to include pictures of Golem and Steampunk Tik Tok, which will also be given away in the raffle as part of the 20.) You can see what they look like in our Minis Campaign update from today here:

We will announce winners by next Wednesday so stay tuned!


While we wait, we still have a mess of cards to show off to you from the sets you’ll be receiving, highlighting Weapons, Tae Kwon Do, Tai Chi, Sambo, and Judo! When we get back next week, we’ll start re-focusing these threads to discuss more of the gameplay and the ideas behind the cards themselves.

Have a great 2015 everyone!

Ume and the Blade

Hi Everyone! Introducing the last of our 4 main decks, Ume and the Blade. This is a very unique deck that highlights Okinawan Karate, Aikido, and has a taste of the Katana. Keep in mind that if you are playing with weapons in your deck, you’ll need to mutually agree with your opponent first! Likewise, “Anything Goes” mode of play also allows for Illegal Moves as well.

What’s the deck about?

Ume and the Blade is a more advanced deck that introduces Takedowns and Grapple (Pins) to your game. After performing a regular attack, depending on what it is, you may follow into a take down. And after a takedown, you can pin your opponent. Getting these combinations may be difficult, but once you have it, you can bring in some pain. Another theme of this deck is to wear down your opponent’s stamina by “decking them out” and causing them to keep discarding their main deck. If you recall, once you a player cannot draw a card from their deck, they will lose a turn to “recover”, reshuffling their discarded cards into their hand. This extra turn can be pivotal to the game and can be controlled through your Aikido prowess.

The Karate aspect is also a sampling for this deck, though offers some solid blocks and a couple of solid attacks. Let’s take a quick look at these cards:

MAE-GERI KICK: With the Karate moves, you’ll notice a lot of focused energy, allowing for more powerful attacks. This kick, if you put some adrenaline in it, gives you a very sturdy front kick. Karate for the most part doesn’t transition their moves in a flowing manner. But what they lack in fluidity of quick combos, they make up for in focused power.

CHOKOZUKI: Another focused Karate move, this time literally requiring you to expend your focus (discarding a card from your hand) to create an even more powerful attack.

OSU!: For practitioners of Karate, this was your Ki. Scrying for your next card is a very tactical advantage worth spending an Adrenaline point for. Regulation of Ki Energy to “refresh” your focus is what this move symbolizes.

SUDDEN RAIN: This is the only Event card in the deck, keeping lines of Ume’s dramatic storyline. Just like in battle when suddenly it pours, visibility and maneuverability becomes hindered. But just like a storm, if you wait it out, it will pass. But who knows in the meantime what advantage you or your opponent could make out of the situation?

AGE UKE: A main Karate block against high attacks. With a little burst of energy you can setup for a very epic counter-attack.

WINDMILL THROW: It’s a very neat move since it’s all about balance and momentum. It happens so fast that an unaware opponent can’t escape, though they can use a last ditch effort to try to lesson their damage in their landing.

SHUTO UKE: A great Karate block that literally chops away at the opponent while you move forward or back away from them. Armed warriors will end up with one less weapon with this block.

TENKAN: This is an introduction of a Grab. Grabs can be a useful “decking” mechanic against your opponent and is your intro into Takedowns. Since this can be very pivotal to Aikido, by preparing for a future Takedown (by discarding one) you can always be sure that Tenkan is in your hand. The SCARIEST thing? You can also keep using it in succession until you can’t bring it back again. Yikes!

KOTE GAESHI: This is your Take Down! So once you’ve setup a Grab, throw your opponent down and sap their stamina. Gain a little bit of adrenaline with this take down as a sweet bonus.

SAYUNAGI: Another great Aikido Takedown. This time less powerful attack-wise but sap even more stamina.

YOKOMENUCHI: Third in a series of Takedowns. No only a way to sap energy and give a large amount of damage, it’s also disarming tool in a weapons battle!

IRIMINAGE: Like pain? this one is all damage that will shake up your opponent quite a bit.

IKKIYO: Ikkiyo is a transition move that offers great defense and awards you for saving up for a Take Down. Forcing your opponent to sap an extra stamina while doing damage is pretty powerful.

USHIRO TEKUBI: One of the two Pins in this deck. We introduce the term Grapple which produces stackable “injury” tokens. This grapple is a Stand to Ground grapple, making it have to follow a Take Down (our future Jiu Jitsu deck focuses more on ground grapples which translates a bit differently.) So long as an injury token is in play, your opponent will keep on taking an annoying 1 ATK damage at the beginning of their turn, simulating the accruing pain from a successful Aikido grapple. Oh, and following the them, a great stamina sap!

NIKKYO: A little weaker at tiring out a person, this grapple instead allows for two ATK damage per turn. Definitely not a great place to be receiving a bunch of injury tokens.

HIGH PARRY: There are only 4 Katana based cards in this deck, and it is completely optional. The reason was to give players a taste of weapons (while King of the Ring brought in a couple of Illegal Moves). Weapons for the most part deal and defend much more damage than normal moves. Some moves (as we saw in this deck) can disarm weapons. As we discuss weapons further, we’ll talk more about the special rulings for them. With High Parry, it’s a great defense that builds to your counter attack. You’ll notice a recurring theme based off of this mechanic throughout the Katana sets.

KESA-GIRI: A very powerful diagonal slashing attack (mastered by samurai). It’s full of force, but leaves you wide open. Kesa-Giri is a great move against weapons as it prevents counterattacks with its sheer power.

JODAN-GIRI: This is another great Katana to Katana combination move, building up more power. A potential 5 ATK is nice though the possibility of giving your opponent a +3ATK bonus is the risk you’ll have to take to get it.

YOKO-GIRI: The Katana’s powerful horizontal attack. This is move is extremely versatile in a Katana based deck, as it’s the perfect link between katana moves, giving you a reward for having attacked with and following up with more sword technique.


This is another deck you’ll have to use speed against. If you play the waiting game, drawn out battles usually end up with you getting decked out and clobbered. The worst feeling is having all your great moves being discarded by getting slammed to the ground, and grappled. You’ll find that if you let a few of these mad combos get to you, it’s very tough to recover.

Because this deck is immensely defensive and relies on spamming Ikkyo and Tenkan to begin their Takedown to Grapple combos, you’ll have to either find ways to neutralize them or prevent them from catching your attacks.

To play around with Ume and the Blade, download the PNP here. You can also still download one of our other 3 decks as well!:


If you recall, there is actually a 30 card expansion pack that was unlocked during this campaign. These moves add a lot of variety for you to build into your deck. The cards come in a variety of different styles including moves from Judo, Sambo, Shaolin, and more! We also have a couple of backer created cards that will be introduced soon. As well, you will also be receiving a weapons pack that will give you more weapons to play with in an “anything goes” match.

Enter the Phoenix!

Hi Everyone,

Bruce Lee was not only recognized as the father of MMA (mixed martial arts), but also known throughout generations for his creation and application of Jeet Kune Do, deriving from Master Ip Man’s Wing Chun Kung Fu.

Enter the Phoenix is a deck that utilizes both styles. To be honest, it’s a deck that has two different core strategies that might work against each other if you aren’t quick to decide your strategy and focus right away. The two strategies make this deck very adaptable like both the martial art styles it represents.

There are no power moves per se, but a lot of combo flexibility as well a good blocks that let you feel light on your feet. Intercepting moves are a winning solution in this deck as well as finding a good rhythm and shuffling back moves to send flurries of punches at your opponent. As well, some attacks are great defenses as they intercept the opponent while the attack is coming.

This is a super quick jab in Jeet Kune Do that goes against the norm. Think of it as an extending front backfist. It snaps forward, using the pivot of the elbow to quicken the move. And because of its angle, you can strategically use this, linking from several moves as a way to stun your opponent. This is a lot different than the straight line jabs other styles have. Thus the quick stun surprises and forces an opponent to discard when defending.

As an attack, it’s stronger than a jab (aiming at your abdomen or solar plexus), possibly knocking the wind out of you. But against a seasoned fighter, using this a surprise defense, ducking under an attack, makes you temporarily undetectable and able to get a quick hit in. And this is independent of following up with a combo since this is a pseudo-interception since it’s happening the same time as your opponent’s attack.

This is like a hook, but stretches out like a slightly angled straight punch, then coming over horizontally like a cross/hook mixed. It’s not very powerful by itself, but in a combo or counter, the surprise factor, coupled with more momentum, gives you more edge.

This is a quick roundhouse kick starting from standing position, without the use of torque and full him movement. It’s purpose is for a lightning fast stun or a “testing” move to gauge your opponent. For you, this also means “resetting” and giving yourself some time prep your next move. This is one of the strategies of your deck where your adaptability lets you utilize more moves and rebuilding your stamina quickly by shuffling back discarded moves back into your deck.

Like the Snapping High Kick though less of a combo move and more of a stamina/move frequency technique. Bruce was able to use this so quickly that cameras couldn’t follow it most of the time. Check out Way of the Dragon (vs Chuck Noris) or Game of Death (vs Dan Inosanto) to see this move in its best form!

This was a very cool surprise move that takes the practicality of a back kick/mule kick, but with more accuracy. Though a technique practiced in Savat (a French Martial Arts style), Bruce Lee incorporated it in Jeet Kune Do, surprising his opponents with it’s quickness and accurate power. Against quick attacks, it can be avoided or blocked easier, but against charging or huge moves, this was a good way to stun or stop your opponent from coming closer.

Have you watched the movie Ip Man? In Wing Chun, the Straight Blast is an overwhelming move that acts as a machine gun of light punches, causing most opponents to only be able to block a few before crumpling from the speed and quantity of hits on them. If you planned correctly, you’ll have quite a few punches at your disposal to well… dispose of to straight blast your way to a devastating win!

One of my favorite blocks since it can link into counter attacks so easily. Imagine blocking then moving the same arm forward into a punch in one continuous motion. It’s a great setup, giving you that extra speed and momentum to recover stamina and allow for even more moves in your arsenal!

Duck and Weave requires a lot of focus to prevent damage from happening. But timed well, your opponent will tire from beating your shadow. LOL.

One of Bruce’s best defenses. A Kick Stop can prevent a leg from raising for a kick as well as people from moving forward. The opponent usually gets pretty startled, giving you a huge opening. Like the Duck and Weave, accuracy takes focus as you have to be super observant an predict the move before it happens.

Ok, THIS is my favorite block of all time. It’s like a quick slap (I know, doesn’t sound very manly), but it’s highly effective. The goal is redirection. Just by moving an attack by half an inch would deter it from hitting you and help you setup for a next move. It’s also a great startle move and in Wing Chung’s trapping techniques, it helps build momentum.

Ah, one of the Backsteps you’ve been hearing about throughout the campaign. It acts like a normal defense but it completely avoids holds and throws, making it a very versatile card to have at least a couple of when customizing your decks.

Lop Sau is a great trapping tool where you block and control your opponent’s attack, making them trapped. It offers great combo linking possibilities as well! As a note, keep in mind that the word “successful” is different for attacks and defense. If an attack is not blocked and an opponent takes the full hit of the attack, it’s successful. For defense, if you defend the entire attack, for example if an opponent hits you with 1 ATK damage and you block with Lop Sau for 1ATK. If a person attacks you for 2ATK and you block with Lop Sau, and 1 ATK damage carries over, it’s not successful.

A Bong Sau move allows you to utilize the rolling and coiling motion of your arm. Then with a pivot of your elbow, you can trap, deflect, or strike an opponent. This is a complex but great setup for counter attacking quickly.

Think of this as the same as the Kick Stop Block, but for High Punches. Fun fact: Did you know you can predict a person’s punch by observing their shoulders? Yep, the shoulder usually moves first before a punch is disengaged :)

Jut Sau is blocking and pulling your opponent in a quick, abrupt motion. You can practically control where they go and redirect their entire person by throwing them off balance. At first glance, this defense looks like a severe punishment for you, but with the right combination of cards, knowing what your next cards are and being able to recover them into your hand or deck would prove to be an asset.

Tan Sau is an awesome block to setup for moves like hooks or crosses. Imagine blocking with a Tan Sau then continuing and following your redirection with a twist of your hips and a forward hook with your other hand into their face. That momentum and speed adds sheer power to your counter attack.

One of Bruce’s signature defense moves that would disarm opponents or startle them with his lighting reflexes before the opponent could use his lead hand.

Strategies against Enter the Phoenix?

This deck’s worst enemy is a power deck that’s all about heavy hitting. Because of relying on intercepting, and a flurry of weaker attacks, this deck requires a lot of skill and some patience to play. Heavy and direct attacks will keep this deck on it’s feet though if it doesn’t finish this deck off quickly, this one will wear them down in a longer game.

For a Print and Play preview of the game, please visit our PNP link. You can also find King of the Ring and Master of 8 Limbs here as well :)

Next up…. Yume and the Blade… a great deck using Okinawan Karate and Aikido!

Master of 8 Limbs

Hi everyone! Tonight we’re highlighting a great martial art style, Muay Thai. Like the actual style, this deck’s goal is to whittle down your opponent’s stamina (discarding your opponent’s cards in their deck), causing them to lose focus (hand discarding), and offers a higher defense on cards attack cards.

The strategy of using this deck lies in patience and playing a bit on the defensive in order to come back and unleash a flurry of kicks. Holding key cards and waiting for the opportune moment in a counter attack are important. This deck may seem choppy for some because there are no really good combos that flow. Rather, attacks are more hit hard, reset and hit again.

Let’s take a look at the cards in the Master of 8 Limbs deck :)

Forward Jab: One of the more basic moves in Muay Thai. Unlike a boxing jab, this one is a forward strike rather than a pulling away stun. The goal is to weaken your opponent’s defenses so that the following moves seem stronger. Notice how this move doesn’t care if someone defends or not. Just as long as it isn’t countered, you get the bonus.

Rising Elbow: One of the several elbow strikes in Muay Thai. This one in particular can cause damage OR can cause opponents to see some stars by knocking out a card from their hand, making them lose their focus.

Thrust Kick: This is considered a “checking” move where you basically push your opponent away from you while they’re coming at you. This is a great move to prevent heavy hitters from wailing on you, but it takes some focus and a bit of stamina to pull off.

Thigh Kick: This is a staple to Muay Thai and often a move used in MMA (Mixed Martial Arts) during their standing fight. This is a great “whittle your opponent down” move that penalizes them for blocking. I don’t know if you’ve ever been hit by a lead pipe before… but that is what it feels like to be kicked by a Muay Thai practitioner. Think about having that happen to the same spot on your leg while you block each time.

Press Kick: A press kick is basically a well timed leg strike used to knock the wind out of someone in the gut/mid-range area. Definitely a well rounded strike that can lower someone’s stamina.

High Roundhouse: That’s right! This is your swift kick to the head! Even if blocked, the impact alone will knock some sense out of you. A pretty powerful move that is great for counters and small combos.

Spinning Elbow: Another great elbow attack that is just well rounded and can do some concussive damage.

Reverse Elbow: This is a great “surprise” move. Though it’s relatively weak, it can earn you some quick Adrenaline in an elbow combo. In essence, this is like a lighting fast jab.

Elbow Chop: This one really gets your opponent dizzy. If you can land this one, they’ll be clueless for the one full round.

Knee Clinch: In Muay Thai, this is when they come in close, reign in your head and start kneeing you in the face and chest until you wear down or start crying. To represent the knee barrage, store up a lot of extra kicks or knees in your hand and fire away!

Knee Bomb: This is a charging knee. The more momentum and force you put into it, the greater the reward. This is the most powerful single strike in Master of 8 Limbs, giving your opponent a possible 6 ATK damage!

Leg Raise: Defense! This is the most common Muay Thai move that, because of their training in turning their shins into the equivalent of steel, an unprepared kick will be retracting with severe pain or a cracked bone.

Chop Block: This one is basically a forceful “NO!” You basically attack an opponent’s move with a chopping motion and get in close. If you counter attack with an even closer elbow, your positioning gives you the edge.

Leg Grab: This move takes some focus, no doubt. But to grab a kick and return the favor with an attack of your choice, of course it’s going to hurt a bit more!

Step-Up Knee: This is a very strange move that looks awesome if timed right. When an opponent comes in to attack, you step up on their forward leg and do a rising knee to their chin, nose, or face. Give it some extra burst and this block turns out to be a guiltless attack at the same time!

Changing Winds: The only Event card in this deck. Imagine you are in the devastated village against your opponent and gusts of wind swirl dust and sand around you and your enemy. Visibility are hard to see unless both fighters are willing to reveal their attack and agree to move to a different are to continue.

Absolute Focus: In Muay Thai, focus is a very integral part of their training. You can regulate your pain and focus it into “bursting” your attacks. Spending only 2 ADR you can make all of your moves a little more combo friendly. And if you had more in your deck and enough ADR, stacking them can offer some crazy fun! (Receiving end, not so much.)

Kicking Combo: If you have 3 ADR, this one puts you on an all out offensive for as long as you can flip over kicks on the top of your deck. Kick after kick becomes an unblockable swarm of pain. Play this correctly and the fight is as good as yours. (Maybe in other decks there are ways to manipulate or regulate your stamina to your favor?)

Wai Khru Ram Muay: This is the ceremonial dance-like prayer that Muay Thai practictioners do before and after their battle. They believe this is a way to show respect and appreciation to their gods and ancestors, as well as past Muay Thai fighters who have fought before them. It is said that fortune smiles upon those of sincerity and heart. Of course, it also freaks out your opponent and pumps up their adrenaline a bit.

Playing against the Deck:

Going up against Master of 8 Limbs requires a lot of speed and maneuverability. Do not try to all out combo swarm them or else they would just put up a solid defense, then counter attack with power hits. Instead, stick and move with single attacks or 2 hit combos. If you have a limber character that can control their hand, all the better to filter out their defenses.

To try out this deck or our boxing deck, King of the Ring, click on this dropbox link:

Enjoy and see you in about a week or less with an introduction to Enter the Phoenix, a deck focusing on Wing Chun and Jeet Kune Do!

King of the Ring

Good morning everyone!

King of the Ring is our Boxing Deck for Martial Arts: The Card Game. It comes with 54 cards mixed with Attacks and Defense moves, Strategy Cards, Events, and Illegal Moves. This deck is probably an easy deck to get into as the learning curve is very slight.

The theme of the deck concentrates on power hits and combo transitions. A strategy is to plan out your attacks to setup for unblockables or pace yourself between heavies and light, trying to get a 2-hit/3-hit combo here and there.

So, let’s go over each of the cards in the deck:

JAB PUNCH – Just likethe actual move, a jab punch is used as a way to distract or stun an opponent with a flurry of light attacks that concentrate on speed. With this card, on the 3rd jab you play in a row, if not “countered” (so just a defense won’t work against it), you can setup your next power hit to be unblockable. Of course, this means you’ll have to play your hand pretty strategically to load your hand with 4 cards you want to use. But, jabs are a general term as there are other cards from different martial art styles that have jabs of their own which you can customize into your deck.

STRAIGHT PUNCH: Though a “vanilla” card, this card has a higher CPT and ATK for you to link into other moves. It’s own linker is higher to balance the card and to represent a stronger exertion of energy used in the actual move.

CROSS PUNCH: The better version of the Straight Punch where the CPT is higher and the LNK is less. This is a great linking card to add to your combos.

HOOK PUNCH: One of the stronger punches that can potentially be devastating to you opponent. Like the actual move, a Hook Punch can be more effective borrowing the momentum of a prior move, thus making it completely stun a person (lose an attack phase) on the receiving end of a combo. The opponent can discard a card at random from their hand, simulating losing focus from the attack combo (your hand is your focus and your deck is your stamina.)

UPPERCUT: One of the strongest moves in the game that if unchecked, can make you lose all that hard earned ADR. But, getting uppercut by a boxer will definitely stop any adrenaline from pumping.

HAYMAKER: With a whopping 5 damage (taking a quarter of your opponent’s life), this is your “all out” move that gets a big handicap. For one thing, it has a high LNK so following combos are going to be tough. There’s also no DEF value so it’s an “attack only” card. Plus you have to be weary for sidesteps/backsteps or else you’ll overshoot the attack, leaving your back completely exposed for an onslaught by your opponent.

FEINT: This is a very useful card. Though it’s an “non-attack” attack, it helps flush out defense cards from your opponent to help you setup your attacks. If they don’t sacrifice one, you’ll get to haymaker them for free AND since the LNK is only 1, you automatically get a point of ADR if you play a successful attack.

BOLO PUNCH: There are so many iterations of the actual move. From what I’ve learned, it’s most effective as a speed blast of mid range attacks that switch from high and low attacks to overwhelm your opponent. This mid-range move can substantially grow. With every 2 cards you discard, you essentially get an extra 2-ATK damage move. Although your opponent can block each 2-ATK, you’re basically helping to filter out cards less useful, spending your opponent’s defend moves and fanning out your attacks. Remember, you’re still doing your initial 3-ATK damage as well.

SIDESTEP: A very powerful defense move that is effective against specific moves throughout the different decks. You may use this as a regular 2-DEF move or by discarding 3 cards, you can completely avoid an attack. Coupled with a low LNK, your counter attacks just got more interesting.

LOW GUARD:  A good defense, but more importantly, the ability to gain ADR points quickly by filtering your own cards. Basically this move alludes to focusing on your defense to build up some adrenaline.

HIGH GUARD: Specifically for pesky “High” attacks (the cards that that apply will have the word “High” in their move title). This is your average defense with a low LNK for good combos starting.

CLINCH: Getting shut down by attacks? End you opponent’s turn though still taking the blunt of their last attack. PUSH cards are the only thing that can get people out of your clinch. But a well timed clinch can possibly win you the game, even at an ounce of your health!

DOUBLE KO: This event card reminds me a lot of Rocky 2. If you play this card, the effect is global and “resets” the players each time medium damage is done. Imagine going blacking out the same time as your opponent and struggling to get back to your feet each time. But if this gets too intense, any one or more players can spend a total of 3 ADR to remove this event…. or you can replace it with another event.

SEEING STARS: Another fun event to play to mess with your opponent. Make each turn start of just a bit blurry until both players agree to give each other a chance to refocus. But keep in mind that if you play withe someone a bit less honorable, they may trick you into giving up your attack turn without actually giving up their own!

TAUNT: This is a great 1-ADR move. Filter your opponent’s card or get them to waste an attack. Of course, you should have some kind of defense ready unless you’re trying to go all beefcake and take the hit on purpose. I suppose there really isn’t any etiquette when you’re taunting.

BOB AND WEAVE: So when this card is played, it lasts the entirety of your opponent’s attack turn. It’s a sure fire way to annoy your opponent for as long as you have cards in hand, you can dodge any attack that comes your way. Like a clinch, this is a great way to tell the attacker to just stop.

ROPE A DOPE: Purposely pinning your back against the ropes, you basically play possum until it’s time to unleash your power hits. In this case, as +1s to all your attacks this turn!

EYE OF THE FIGHTER: Costing a whopping 5 ADR, this is a CRAZY powerful move. Though balanced by not awarding further ADR, this move can win you the game, or at least whittle down your opponent dramatically if played correctly.

EAR BITING: A very famous illegal move in Boxing. This isn’t very focused on doing damage, rather disabling your opponent’s focus. I love how this card doesn’t care if it does the 1 ATK damage or not… it will STILL mess with your opponent’s hand!

HEADBUTT: The last card in the deck, this illegal move hurts their hand, adrenaline and your head. Plus, it has a higher CPT which is also very nice when combo-ing.

Overall Thoughts

King of the Ring is definitely a heavy hitting deck. It has a balance of the variety of different cards and plays well with small combos. Raising your ADR up to unleash Eye of the Fighter and setting up small moves ahead of time make this deck powerful.

The weakness of this deck are fast characters that are agile with sidesteps and backsteps. As well, any deck that can manipulate cards in hand will break the rhythm of the boxer, forcing them to sacrifice linking combos.

Until Next Time

Here is the link to the PNP of King of the Ring. The rules on our website haven’t been updated (which I’ll do this week). One of the biggest update from the old rules, is the ability to “Exert” yourself, letting you refresh your hand at a cost of stamina. This was a unique way to help get people out of stale hands. Basically, for every 1 card you wanted to to draw towards your maximum hand size, you would discard 1 from your main deck. So 1 discard, then 1 draw. Remember, once you have no more cards to draw, you lose a turn to “recover” and rest.