Kung Fu Masters, challenge accepted!
Welcome to Kungfu Card! It's time to put your skills to the test.
A new season has begun! The new free martial school Wing Chun is now available, along with new content for the Wandering Guard school!
This update also brings new features, including Daily Quests, Ranked Rewards, and a Quick Mode event, while making adjustments and improvements to cards and effects from several martial schools, the effect trigger interface, and overall game performance.
This update contains the following:
1. New Free Martial School—Wing Chun
The new Wing Chun martial school has officially joined Kungfu Card!
This update brings all 8 Principles and 8 Techniques for Wing Chun at once.
Principles: Siu Nim Tau, Goat Stance, Deflect and Strike, Bong Sau, Tan Sau, Chi Sau, Centerline Control, Fook Sau
Techniques: One-Inch Punch, Bong Sau Punch, Arrow Punch, Guardbreaker, Straight Kick, Biu Jee, Palm Break, Sun Punch
Like the other martial schools, Wing Chun requires no additional payment and can be unlocked simply by playing matches.
2. New Content for the Wandering Guard School
This update also completes the remaining cards for the Wandering Guard school, adding 4 new Principles and 3 new Techniques.
Principles: Golden Bell, Body Conditioning, Unified Power, Iron Body
Techniques: Power Kick, Palm Strike, Monkey Crouch
With these additions, the Wandering Guard school now offers a more complete selection of Principles and Techniques.
3. New Feature—Daily Quests
We've added Daily Quests.
Completing daily quests earns you rewards, giving you new goals and rewards to work toward.
4. New Feature—Ranked Rewards
We've added Ranked Rewards.
This lets you earn rewards for reaching set divisions as you climb the ranks.
5. New Feature—Quick Mode Events
We've added Monthly Events to Quick Mode.
Click Monthly Event at the bottom of the Quick Mode screen to view and claim Quick Mode event rewards.
6. Improved Effect Trigger UI
This update improves the interface shown when certain card effects are triggered, making effect triggers and information feedback during matches clearer and easier to follow.
7. Memory Usage Optimization
We've further optimized the game's memory usage to improve overall performance.
8. Balance Changes
Emei Principles
Fate to the Wind
- New Effect: Selects a random Emei Principle currently not in play each round, and activates its bonus effect for 1 round. When drawing Techniques, you get to choose 1 out of 3. (You also get to see what Principle you will draw on the next round) [Now lets you choose Techniques from a random selection]
Fists of the Fire Dragon
- New Effect: Once per round, when playing cards of [the same suit] in succession, the second card gains damage equal to half of the first card's damage. (With Fate to the Wind: Choose one of the cards. That card will not count toward Disrupts). [Nerfed the damage but made the empowered effect more versatile.]
Rolling Guard
- New Effect: When playing two cards of [the same suit] in succession, you may set the second card's suit and it also gains +1 damage. (With Fate to the Wind: Both cards are affected, and they instead gain +3 damage). [Nerfed the card's base effect but buffed it when empowered.]
Emei Techniques
Grizzly Advance
- Damage: 6 (up from 4)
Double Guard Strike
- We've reworked this card. Original Effect: Suit Assign. This card's damage is increased by +2 for every [Defense card] you play this round.
- New Effect: Damage 4 and Suit Assign. Until the end of the next round, your Principles are all empowered by Fate to the Wind. [This reworked effect should fit the Emei school better.]
Meridian Flurry
- Damage: 6 (up from 4)
- New Effect: Suit Assign. Select a Principle that is empowered by Fate to the Wind. [Originally worked until the end of the next round.]
Sweep and Split Elbow
- We've reworked this card. Original Effect: Damage: 4 and Suit Assign. If you have played an Elbow card this round, render all enemy Leg cards ineffective.
- New Effect: Damage: 6 and Suit Assign. When played, shuffle all Leg cards from the discard pile back into the deck, then discard all Elbow cards from the deck.
Drunken Fist Principles
Drunken Fist II (Rooster)
New Effect: Your 1–3-Point Move cards deal 9 damage. [Original Effect: Your 1–4-Point Move cards deal double damage.]
Baji Fist Principles
Twin Peaks
- When you play an Elbow card, if the two cards makes a Disrupt viable, reveal the top 3 cards of the deck. If any of them can perform a Disrupt, perform the Disrupt. [Only one of the cards can now be used to perform the Disrupt.]
Shifting Hands Principles
Deceptive Opening
- Gain 1 count at the start of the match and after each Disrupt not caused by Deceptive Opening. Once per round, you can spend 1 count to reveal a Move card, then play another Move card from your hand face-down and declare it as the revealed card. If the opponent challenges, reveal that card: if it does not match the declaration, it has no effect; if it matches, it counts as a Technique. If the opponent doesn't challenge, reveal this card before resolution and treat it as the declared Move. [Limited its number of activations and removed its ability to generate additional cards.]
Foundational Insight
- New Effect: If both a 1-Point and 2-Point move card are in play when this card is played, they each count as any card you need to perform a Disrupt. Causing a Disrupt this way will not cause Disrupt damage. [Limited the card's synergy with Deceptive Opening.]
Sleight of Exchange
- New Effect: Can be activated after using a Stance card, letting you assume another Stance (you can only assume stances you haven't used this round). [Adjusted the effect to allow for more flexible play.]
Cicada Escape
- New Effect: Can be activated during resolution. Roll a dice, then halve the damage of a Clash (based on roll), and have it deal damage to the opponent. 1–3 = 1st Clash; 4–6 = 2nd; 7–9 =3rd. If you roll a 10, you take no damage this round. [Removed the ability to use this to draw Techniques.]
False Pearl
-New Effect: Whenever anyone performs a Disrupt, replace a card in the opponent's Technique deck with [Glass Pearl]. If they draw a [Glass Pearl], remove all [Glass Pearls] from their deck. They lose 2 HP for each [Glass Pearl] removed this way. [Nerfed the damage down from 3 HP each Glass Pearl.]
Shifting Hands Techniques
Monkey Steals the Peach
- We've reworked this card. Original Effect: Damage: 4. Take half of the opponent's cards (at random) and place in the Face-Down area (rounded down), preventing their use for this round. Then, roll a dice. If you roll 4 or lower, you suffer the same treatment.
- New Effect: Damage: 5. Take a random card from the opponent's hand. Then, roll a dice. If you roll 5 or lower, the opponent also gets to take a random card from your hand. [Adjusted the effect to avoid issues in extreme situations.]
Blinding Powder
- Damage: 5 (up from 4)
- New Effect: Turn all of the opponent's cards hidden and shuffle them (these cards are hidden for this round). Then, roll a dice. If you roll 6 or lower, you suffer the same treatment. [Was originally 4 or lower]
Showy Form
Roll a dice. If you roll 6–9, you decide the result of your next dice roll; if you roll a 10, place this card in the Face-Down Area after resolution, and return it to your hand at the end of the next round. [Was originally 6 or higher and 5 or lower.]
Hung Ga Techniques
Arhat's Fist
- New Effect: When played or discarded, and until the end of the next round, all Move cards you play count as Fist Moves. [Now also triggers when discarded.]
Tiger-Crane Form
- New Effect: When discarded, discard all Technique cards in your Technique deck. [Originally triggered when played.]
Wandering Guard Principles
Heart of Mercy
- New Effect: Once per round, when you play a Defense card, draw a card and reveal the opponent's hand until the start of the next turn. [Added a cooldown and card draw effect, and extended the duration of the existing effect.]
Martial Zen
- New Effect: Draw +1 card. Transforms into one of your opponent's Principles (you choose which) at the start of the duel. [This Principle now has an additional permanent effect.]
Wandering Guard Techniques
Ancient Roots
- Damage: 6 (down from 10)
- New Effect: This card gains +3 damage for every Defense card on the board. [Adjusted the damage effect.]
Iron Head
- New Effect: When played, assume Offensive Stance. [Originally let you assume Defensive Stance.]
Mountain Crusher
- Damage: 3 (up from 2)
About Kungfu Card's Monetization Model
With the release of the new Wing Chun martial school, we'd also like to once again clarify Kungfu Card's monetization model:
All gameplay content in Kungfu Card is included with your one-time purchase.
All cards, moves, and other gameplay content from the game's eight martial schools are available without any additional payment and can be unlocked just by playing the game. The shop only offers cosmetics such as quick chat messages, character skins, foil cards, and alternate card art, none of which affects gameplay. You can also earn the resources needed to obtain these items just by playing.
In short: No paid martial schools. No paid cards. No pay-to-win. All paid content is cosmetic only.
We'll continue adding new martial schools and content for free, all of which can be unlocked simply by playing the game.
For a detailed look at what's coming next, check out our Early Access announcements and roadmap, where you can find our plans for Kungfu Card.
Once again, thank you all for your feedback and support!
See you in the arena!