Out of Meditation, Ready for Action!

Hi Everyone, and thanks for your patience! As we get closer to the deadline all artwork is scheduled to be complete by the end of August and set within the cards. During this month, we are going to focus on backer related cards as well as work with anyone who has custom Arena Mats.

Also, we’ll be releasing all the moves from each set in a list to give you a preview as to what to expect. Then after all the artwork is finished,we’ll have ready the PNP for the game for each deck and expansion!

So the last time you mentioned another artist?

Actually, for variety we enlisted the talents of 5 new artists, rounding the game to a 6 artist team. “But are they any good?” Just check out the artist for our Muay Thai deck, Master of 8 Limbs! Coincidentally, he’s also from Thailand so translating the moves are as authentic as they can be.

What’s the production schedule?

As of right now, our goal is to complete the artwork and cards by the end of August. After, we will get the cards printer ready and sent to our printer’s press (meanwhile also providing the PNP for you to download). It doesn’t take long to print, but since shipment is by sea, it will realistically be mid-October for us to start shipping to you all in order of backing. By this time, we will also host a small meet and greet for anyone in Houston or nearby Houston who would just like to pick it up from us or meet some of our team and play a few rounds with us.

And the artbook, playmats, arena mats, etc?

With the exception of the artbook, everything else will be ready to go in August. The artbook will be set for printing at a local print press (different from where we’re printing the cards) in September and will only take a couple of weeks to have printed and shipped back to us.

Will you continue to do updates?

Absolutely! I will be representing the Martial Arts: The Card Game team and will be giving bi-weekly updates from now until after you receive your games. And of course the comments area is open for any questions about the game itself, gameplay mechanics, ideas for future sets, or martial arts in general. If you have a questions, don’t be afraid to ask!

Card Highlights

The two cards we have to highlight are the High Roundhouse and the Rising Elbow.

The High Roundhouse is considered a power move that when given the oppertunity, can be very explosive. As you can see from this card (and many from Master of 8 Limbs), moves can be powered up from a boost of ADR. Since this is a pretty strong attack there is no chance to link afterwards. Another thing you’ll notice with Muay Thai moves is that their defense value for attack moves are slightly higher than other martial art sets.

The Rising Elbow is a great card in a small combo as well as it has the ability to gain card advantage. In Muay Thai, this move is strong, quick, and very much a surprise when someone is in-close with you. This move represents you surprise attacking an opponent, making them lose a bit of their focus. (Note: Your card hand symbolizes your amount of focus and ability to think of moves to use in the heat of battle). Another thing you’ll notice is …. that Adrenaline is spelled incorrectly. Don’t worry, that is from our proxy set and all cards will have a thorough comb through by our editors/proofreaders.

ATK_HighRoundhouse ATK_RisingElbow

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CARD HIGHLIGHT: Gedan Ude Uke

Gedan Ude Uke (Low Block)

Just like Choku Zuki, this is a basic move of Karate and is the most powerful with focus. With heavy training, if you breath out and focus all your energy just as your arm sweeps down to block your opponent’s low attack, your forearm will strengthen and deflect even the hardest of hits. As you can see with this card, spending ADR gives you a bit of defense advantage, but since this is a low block, it can only block low attacks. (Low attacks will state that they are low attacks). I think with a possible defense of 6, this card will be a “must-use” for any Karate based deck. But what good is a defense card that has a 1 LNK? Any counter-attack will be super weak! Not really…. think about Gedan Ude Uke to block an attack, then Choku Zuki counter-attack after spending 2 ADR to make it a 3 Attack. Nifty counter!

DEF_DownwardBlock

CARD HIGHLIGHT: Choku Zuki

Choku Zuki (Forward Punch)

Now we’re finally into the Karate portion of Ume  and the Blade. This is one of the most basic moves in Karate that you’ve probably seen, well everywhere you see Karate. But did you know that this move, if trained properly, is one of the strongest punches in martial arts? When executing this move, you focus all of your energy and “chi” (internal energy) into your fist, turning it just in the right time so it engages your opponent’s solar plexus (the soft fleshy tissue just under your rib cage) and distributes the energy within your ribs. The difference from a regular straight punch to the ribs is that the energy normally just goes from front to back, only making you hurt on the outside. This punch hurts from inside. Ouch.

So to emphasize this philosophy, this move is rather weak by itself. But if you’re willing to spend 2 ADR (simulating focus and concentration), you will not only make this attack a 3 ATK, but also increase your LNK by +1, making this a very versatile “surprise” card.

ATK_ChokuZuki

CARD HIGHLIGHT: Yoko-Giri

Finally, and update and what you all have been waiting for… here are 3 anticipated card updates for you! First, let’s look at:

Yoko-Giri (Horizontal Slice)

Continuing our Katana series from Ume and the Blade, Yoko-Giri is kind of your “transition” move with a lot of bonuses. This is probably your best Katana card out there so far. Although for a weapon card, it only has a +2 ATK, if your previous one was a Katana attack, it becomes a 3 ATK and gives your next move (if a Katana attack) a +1 ATK bonus. If you notice, the gameplay theme of the Katana is building +1 ATKs by stacking Katana attacks after another. This simulates the momentum from using a Katana in a seamless combo!

ATK_Yoko-Giri

Enter the Phoenix: Gameplay Info

The starter deck Enter the Phoenix is an advanced deck that focuses on Jeet Kune Do, Wing Chun, and an optional Butterfly Sword set. For this set, the key play mechanics use PUSH, INTERCEPTION, and TRAPPING. Let’s get a better idea of what these mean.

PUSH

This is a very easy concept and can be a life saver! There will be some cards that allow you to PUSH the opponent away, allowing you to stop a move short. You can use a card with the PUSH ability to neutralize GRABS, some THROWS, and even certain moves if the card specifies.

INTERCEPTION

What this does is break an opponent’s attack with an attack of your own, making your move the primary one. Attack cards with INTERCEPTION can only intercept attacks of the same attack damage (or lower) and make you use up 1 adrenaline point. The only way your opponent can stop and INTERCEPTION is if  they can also intercept. If your INTERCEPTION is successful, you take over the attack phase and can play an attack as if you counter-attacked. One reason for playing INTERCEPTION cards is that it acts as an Attack card by itself and it can also be used as an interrupt card. But, how do we build up that much extra adrenaline points to use these that frequently? See Trapping….

TRAPPING

Trapping is the act if immobilizing an attack through a series of rapid defense movements, giving you a large opening to counter-attack. To represent this, any Defense card with the TRAPPING ability can be played to defend an attack like normal. But, following this defense, you can discard as many other Defense Cards from your hand and gain Adrenaline points as if they were attack combos. Think of these as Defense Combos. You can also counter-attack based on the LINKER value of the last defense card you discard. In combination with INTERCEPTION and PUSH moves, you’re overall defense and counter-attacks should be able to adapt against other martial arts styles!

Ume and the Blade: Gameplay Info

Our Starter Deck, Ume and the Blade, specializes in Aikido, Okinawan Karate, and the Katana (for playing in “anything goes” mode only). In the deck, you will find two new gameplay mechanics: LOCK, GRAB and THROW.

LOCK

If you are playing this deck and let’s say someone attempts to attack you with a “Jab Punch”. You would first play a Defense Card. If successful, instead of playing a linked attack for a counter-attack, you can play a move that is considered a “LOCK” (it will say so on that card.)

During the “LOCK”, your opponent can discard a “LOCK” move from their hand to cancel it out. The only other way for them to get out of your “LOCK”, is to discard a DEFENSE card from their hand. But, if you discard a DEFENSE card from your hand, the “LOCK” stays active. And like a game of tug-of-war, they can discard another DEFENSE just as you can as well until someone gives up.

Let’s say you win and the “LOCK” goes through. During this time, your opponent can not do anything. During this time, you can play your next move and it will be unblockable. Most “LOCK” moves have requirements as to what the follow-up move will be, like a Throw or Punch versus a Kick.

GRAB

Unlike a “LOCK” move that depends on your opponent first attacking, “GRAB” moves add a lot unpredictability to the game. Any move that’s considered a “GRAB” can be used even on someone’s Attack phase! So if someone was going to attack me with a “Jab Punch”, I could play a “GRAB” move and tell my opponent that before their move happened, I “GRABBED” them. The only way to avoid a grab is by using a move that’s considered a SIDESTEP, PUSH, SHIFT, or a BREAKAWAY (You’ll find out more about some of these terms in the other 3 decks or our expansion set!). Once you “GRAB” a person, your opponent your next move on them is unblockable.

THROW

The only way to perform a “THROW” move is if you have a move that sets you up for one such as a GRAB or a LOCK If you use a move that is considered a “THROW” successfully, the opponent is considered to be on the ground. This is important because there are moves in the game like Grappling that take advantage of the player in that position. Throws are usually pretty powerful so don’t end up on the losing side of one. If there is a way to counter a throw, it will specifically be written on the card.

 

But it’s not a fair fight if I have to fight against a sword!

Actually, weapons and illegal moves are cards that are used as a sideboard. Only if your opponent agrees to play “anything goes” styles, can you add them in your deck because of the huge advantage it gives you. But on the other hand, there are certain things that can happen when fighting bare-handed that can remove weapons from the player (leaving them with a bunch of dud cards in their deck as a penalty) or to dodge/diffuse those attacks (coming soon in our first expansion!).

What constitues as a successful block?

A successful block using a Defense card is exactly that. If you attack and I put a card down to block (and there’s nothing to prevent it), then it’s successful. That means even if you attack me for 3 ATK and I block with the Shin Block, even though I still take 1 damage from the overage, it’s a successful block and I have a chance to counter attack to end your turn. If I don’t counter-attack, it’s still your attack phase.