Welcome to the Mortal Kombat Kard Game. The Mortal Kombat Kard game is based on the Williams Mortal Kombat I and II video games. To decide the fate of the Earth, you can choose to play as your favorite Earthworld or Outworld Kombatant in Two-Player Mode o r in Multi-Player Brawl Mode.
A starter deck includes enough Kards for you to begin playing. The Mortal Kombat Kards game is loaded with special rules and options to make the game fun for both beginners and advanced players. Expansion sets are scheduled for release throughout 1996. Th ese sets will add new Kombatants and enhance gameplay.
The game objective is to win the Mortal Kombat Tournament. Players must determine how many Matches will make up a Tournament. The player who wins the most Matches becomes the winner of the Tournament. A player wins a Match by defeating other Kombatants tw o out of three rounds. You can win by having the most Kombat Points left when time runs out or by knocking your opponents down to zero Kombat Points. Any round that ends in a draw or with both Kombatants at zero Kombat Points (when both Kombatants are kno cked out at the same time) must be replayed.
The following terms often appear on the Kards and in the rules. Please check the glossary for an explanation of other terms.
Kombatants: The characters in the game
Player: The person playing a Kard is the player of that Kard.
Opponent: An enemy Kombatant. When used in Kard text, Opponent refers to the one Kombatant you are currently fighting against. Some Kards affect multiple Opponents.
Kombat Points: The amount of damage your Kombatant can sustain.
Kombat Deck: Your draw deck.
Discard Pile: Any Kards you have played, and must discard, will be put in your own discard pile. The Kards should be placed face up.
Mortal Kombat Kards use icons and numeric values to represent specific aspects of hand-to-hand combat.
Appearing just below the illustration on the left side of the Kard, Location icons indicate the area where an attack or defense can make contact. The number inside Location icons represents the Speed of the action. The letter V indicates a Variable Speed.
Arrows pointing up indicate High contact.
Arrows pointing horizontally indicate Mid contact.
Arrows pointing down indicate Low contact.
Crossed arrows Indicate a Variable contact location. The Kard text will tell you how to determine the location of contact.
Circular arrows Indicate an Area contact location. Everyone in the area is affected, unless they can avoid the area.
Located directly below the Location icon, Strength icons indicate how much damage an attack causes in Kombat points.
Normal attack. Damage = 5 Kombat points.
Kombo attack. Damage = up to 12 points. The first number indicates the Strength of the attack. The second number indicates how many times th e attack can hit. These Kards are considered 1-Kard Kombos, and all normal Kombo rules apply (see Kombos, below).
Indicates Earthworld, Outworld, or Neutral allegiance. Some Kards will only effect Kombatants who have a specific allegiance.
Earthworld
Outworld
Neutral
Basic Attack. Can be used by any Kombatant.
Defense. Can be used by any Kombatant.
Special Moves. Moves specific to the Kombatant named on the Kard.
Kombo. When played with attack Kards, Kombo Kards allow multiple attacks in one action.
Special Effect. These Kards influence the game by modifying Strength and Speed values or changing gameplay. Many of the effects are cau sed by powers beyond the control and influence of the Kombatants.
Finishing Move. Each finishing move is specific to the Kombatant named on the Kard.
The Mortal Kombat Kard game includes seven different Kard types: Kombatant, Basic Attack, Special Move, Defense, Special Effect, Kombo, and Finishing Move.
Kombatant Kards represent your chosen Kombatant in the game. Each Kard has the Kombatant's picture and lists their name and pertinent information. When using the Advanced Rules, these Kards are used to represent the distance between two or more Kombatants and indicate the Kombatant-specific Special moves you may use.
Basic Attack Kards represent attacks that any Kombatant can use. Each Kard lists the location of the attack, its Speed and Strength values, and any special effect it has on another Kombatant.
Special Move Kards are specific to each Kombatant. Only the Kombatant named in the special move can use it, unless you are playing with the Basic Rules or have a special Kard that allows you to use another Kombatant's special moves. Each Kard states the n ame of the Kombatant whose move it is, its location, Speed and Strength values, and its special effects.
Defense Kards allow a Kombatant to defend themselves against various attacks. Each Kard lists the location it defends, the Speed at which it defends, and its special effects. Some Defense Kards can evade attacks entirely.
Special Effect Kards allow you to change how you play your Kards and how the game progresses. Many of them are additive or subtractive modifiers to Speed and Strength values. Each Kard states the Special Effect that occurs when that Kard is played.
Kombo Kards allow players to play a series of attacks together to cause a great deal of damage to an opponent who cannot defend himself. Each Kard states what kind of attacks (Special Move or Basic Attack) must be played together to complete the Kombo.
Babalities and Fatalities are considered finishing moves, and they are played at specific times during Kombat. Each move states its Kard type and the rules involved with playing it. Friendships are special because they are not actually finishing moves but cancel Fatalities and Vendettas.
You may play Mortal Kombat Kards with many of the following rules and options. Some are mutually exclusive. The recommendation for beginners is to play by using the Starter and Basic Rules. As you become better acquainted with the game and collect more Ka rds, you can move to the Advanced Rules for a more challenging and enjoyable Mortal Kombat Kards experience.
Movement and Distance are not used. Disregard any rules and effects that involve movement and distance, including Teleporting and Falling. Take damage as normal.
You may play any Kard with any Kombatant, including Allegience-specific Kards and Kombatant-specific Special Moves. You may have as few as 50 Kards in your Kombat Deck, and there is no limit to the total number of Special Effect Kards in your deck. When p laying Kombo Kards, disregard the requirement that they be used with specific kinds of attacks.
Note: These rules will always apply in Sealed Deck Tournaments.
Kombatant-specific Special Moves may only be used by that Kombatant. You may use the Special Moves of another Kombatant if you have a Kard that allows you to do so, such as Copy Move.
Special Effect Kards are limited to 16 per deck no matter what the size of the deck. You may have no more than 4 of any one type of Special Effect Kard in your Kombat deck. Other Kards, such as Touch of Death and Chi Healing, are further limited to only 2 Kards per deck
You may choose to play with or without timed rounds. The Timer Options are :
The Timer Rule represents the limited time that players are given in Mortal Kombat to complete a round. When any player draws the last Kard from their draw deck, the timer runs out. The round ends, and the Kombatant with the most points left wins the roun d.
Play until only one Kombatant has any Kombat Points left. Continue to reshuffle your Kombat Decks any time you run out of Kards to draw.
Kombatants may be at three distinct distances from each other: Ranged, Hand-to-Hand, or Close Quarters. You are either near an opponent (Hand-to-Hand or Close Quarters) or far from them (Ranged). Once you are at Ranged distance, you may not move further a way. If an attack does not state that it is a Ranged or Close Quarters attack, then it is considered a Hand-to-Hand attack.
Kombatants are standing apart from each other. They may use Ranged and Area attacks and attacks that include movement into Hand-to-Hand distance. They are too far away to use Hand-to-Hand or Close Quarters attacks.
Kombatants are standing next to each other. They may use Hand-to-Hand, Ranged, and Area attacks and attacks that include movement into Ranged or Close Quarters distance.
Kombatants are so close to each other that they are almost touching. They may use Close Quarters or Hand-to-Hand attacks. They are too close to use Ranged and Area attacks and attacks including movement.
Players use their Kombatant Kards to indicate their relative distance to each other. Place your Kards apart for Ranged distance and next to each other for Hand-to-Hand and Close Quarters distance (Illustration 1.a - 1.c). When you suffer a -1 Speed modifi er for moving, flip your Kombatant Kard face down until the modifier is removed. If your Kombatant Kard is already flipped over, you may use counters to keep track of accumulative modifiers.
If you have an action (see below) you may choose to move once before your action. You may move into or out of Ranged, Hand-to-Hand, or Close Quarters distance relative to other Kombatants. Moving causes you to suffer -1 Speed on your following action unle ss: You are moving into or out of Close Quarters distance or, You play a Kard that includes movement as part of its action. This would include any Kard that says: Movement, Jump forward, Movement backward, etc. You cannot move and then, during the same ac tion, play an attack Kard that includes movement.
Suppose, for example, that you play an attack Kard that says, Movement Forward. When that attack is played, the Kombatant moves forward toward their opponent as part of the attack without the -1 to the attack's Speed. Movement itself is not considered you r action, so any modifier that is to be applied to your next action will modify your next attack or defense. if you pass your action the modifier is spent doing nothing.
Some attack Kards say they are Close Quarters attacks. You must be at Hand-to-Hand distance with your opponent to move into Close Quarters. The only time a Kombatant moves into Close Quarters distance is to deliver a Close Quarters attack. When you attack at Close Quarters distance, the Kombatant Kards are not moved. Instead, inform your opponent that you are moving into Close Quarters with them. You take no -1 Speed modifier on your attack to move into Close Quarters. If you or your opponent gets knocked back during a Close Quarters attack, you move back into Hand-to-Hand distance--not Ranged. After your attack and your opponent's response, you move back into Hand-to-Hand Distance.
When an attack knocks your Kombatant down, they must then stand up. This is considered a form of movement, and it gives them a -1 Speed modifier for their next action. Remember to flip your Kombatant Kard face down to indicate the Speed penalty until it i s removed. Standing up and then moving to another distance is allowed, but each movement will modify the Speed of your next action by -1. Both modifiers together would make you take a total of -2 on your next action. Of course, you can pass your action af ter moving, thus removing the modifiers. Moving and falling modifiers are always applied to a Kombatant's next action, even if a Kard says its Speed modifiers are non-accumulative.
Using a Kard that grants movement to a Kombatant allows that Kombatant to move without the -1 Speed modifier on their next action. Kards that have movement specify on the Kard where the movement is directed and include the following:
When a Kard says Teleport, your Kombatant momentarily disappears and then reappears in a different location. Teleporting lets your Kombatant avoid certain types of attacks or allows your Kombatant to move in and attack an opponent, often with a Speed bonu s.
Some Kards allow you to move behind your opponent and attack them with a +1 Speed modifier. You must play an attack Kard at the same time you play these Kards to receive the +1 bonus. If you do not attack the opponent you are behind on this action, you lo se your +1. Beware: There is a Kard in the game that lets your opponent cancel your +1 bonus by turning quickly to meet your attack.
When defending, you may not move without the use of a Kard that grants your Kombatant movement. These Kards usually have Speed factors involved to help determine whether your Kombatant is quick enough to get away from the attacker or if they are too slow and get hit.
Each player starts with one Kombatant Kard and a Kombat deck of equal size to their opponent's, 50 or 60 Kards. Each player starts with 30 Kombat Points. Players will need a method for tracking their Kombat Points. You may use pencil and paper, counters, or any other method as long as all players agree on the method used. Other counting items, such as coins, pebbles, etc., may aid in play by helping you keep track of Speed or Strength modifiers.
Remove your chosen Kombatant Kard, and shuffle your Kombat deck. Place your Kombat deck face down on the playing surface in front of you. Put your Kombatant Kard face up in front of your Draw Deck. Unless you are using the Basic Rules, each match begins w ith all Kombatants at Ranged distance from each other.
Determine which player will go first by rolling a die, flipping a coin, etc. When that player is determined, draw nine Kards. The first turn begins with the Kombat Phase of play. You are now ready to begin play.
Each turn of a Round has two phases: Discard/Draw and Kombat.
Players may discard up to two Kards from their hands. After discarding, any player with fewer than eight Kards must refresh their hand to eight Kards. All players then draw one Kard. There is no limit to the number of Kards in your hand.
During the Kombat Phase, one or more Kombatants will get an action to spend. Your action may be spent by attacking or passing. You may be allowed to move before or during your action (see Movement, above). You may only play Special Effect Kards during you r action, when someone else plays them against you during their action, or when you are being attacked.
You can play Two-Player Mode or Multi-Player Brawl Mode.
In this mode, two players face off with their chosen Kombatants.
Initiative allows a player to take an action. Having Initiative means you get to play an attack or pass, and your opponent gets to play their response. Because you can only move immediately before your action or during an attack that includes movement, pl ayers who do not have initiative may not move unless they can play a Kard that includes movement (when counterattacking or evading).
When you begin Two-Player Mode, you determine who has initiative. The player who has initiative may only keep initiative if they attack and the attack they play is successful. If their attack is blocked, evaded, or counterattacked, and their opponent's co unterattack lands, they lose the initiative to the other player. They also lose initiative if they pass on their action.
In a game between Billy and Ron, Billy gets to go first. He has the initiative and may play his attack Kard against Ron. Billy plays a High Kick Kard against Ron. Ron successfully uses a block Kard to stop Billy's High Kick Kard. Therefore, Billy loses th e initiative. The turn ends, and both players enter the Discard/Draw Phase of the next turn. When both are ready, Ron now has the initiative and may move, attack, or pass; and Billy must wait and react to what Ron does.
Brawl Mode involves more than two Kombatants and is played slightly differently from Two-Player Mode. There is no limit on the number of players that may play in Brawl Mode, and players may decide their own player limit due to time constraints and availab le space. Players should use the Infinity Rule when in Brawl Mode continuing to play until only one player has Kombat points left and reshuffling their Discard Piles after running out of Kards to draw. If any Round with more than two Kombatants ends in a tie (the last two Kombatants being knocked out), all Kombatants replay the round. Any Kombatant who loses two Rounds of the Match has lost the Match. Play continues until one Kombatant has won two Rounds of the Match.
There is no initiative in Brawl Mode until only two players are left. Then, Brawl Mode reverts back to Two-Player Mode rules.
All players start the Kombat Phase with one action. Having an action means that the player gets the choice to attack, pass, or defend. There is no limit on the amount of times a player may defend. But once a Kombatant defends, they have spent their action and may not move or attack. Counterattacks are considered defenses and may include movement if stated on the Kard.
The player who begins the turn gets to take their action. After that player has finished, play proceeds to the left in a clockwise fashion, continuing to the next player who has not spent their action attacking, defending, or passing. When all players hav e taken their action, the turn is over. The next turn begins with the Discard/Draw Phase. All Players discard and draw Kards during this phase. The player to the left of the player who went first last turn goes first during this turn. (Illustrations 2.a, 2.b)
If a player decides to defend against an attack by playing a defense Kard, or counterattacking, they lose their ability to use their action to attack another player. Players are allowed to defend against as many attacks as they can (see Defending, below) and are limited only by the number of Kards they hold in their hand. If a player has defended against any attacks during the current turn, they have chosen to spend their action to defend and may not move or attack.
If a player uses their action to attack, they still may defend against any attack made against them during the remainder of the turn.
Players may also choose to take the hit when being attacked. In other words, they may choose not to defend, therefore saving their action for attacking. That player gets hit, takes the damage and effects of the hit, does not lose their action, and may sti ll attack, defend, or pass.
To illustrate Brawl Mode, let's expand our two-player example. Carl has joined with Billy and Ron and all have decided to play a 3-player game. They setup for Brawl Mode just like they do Two-Player Mode, and Carl gets to go first.
All players begin the turn with an action. Because Carl starts the first turn, he decides to use his action to play a Low Kick Kard against Billy. Billy decides to defend and blocks the Low Kick Kard with a Low Block Kard. Billy's block is successful so h e subtracts 1 point from his Kombat Point level. He has used his action to defend against Carl's attack. Billy may now only defend against any other attacks made against him this turn.
Now that Carl has used his action, play continues to the next player (who has an action), clockwise around the playing surface. Because Billy decided to defend, play passes to Ron. Ron decides that since he doesn't have any good Kards in his hand, he will Pass. Because passing uses his action, the turn now ends. The second turn now begins, and all players go through the Discard/Draw Phase and begin the Kombat Phase by having an action to spend. Because Carl got to start the first turn, Billy gets to start the second, and play continues.
In Brawl Mode, movement is used in the same manner as in Two-Player Mode, with these exceptions:
If two Kombatants are at Hand-to-Hand distance and another Kombatant moves into Hand-to-Hand distance to one of them, he is at Hand-to-Hand distance from both.
Moving to Ranged distance from one Kombatant, who is at Hand-to-Hand distance with another Kombatant, moves you to Ranged distance from both.
Close Quarters distance attacks bring only the two Kombatants involved into Close Quarters distance. All others remain at their original distances.
Moving behind an opponent in Hand-to-Hand distance does not alter your distance from other Kombatants. Any bonuses to attack the opponent you moved behind can only be applied to that Kombatant.
Any time you have an action, you may pass. Passing will remove any modifiers that last one action.
When a player can use their action, they get the chance to attack. Attacking means that the player gets to play a basic attack or Special Move attack against an opponent.
An attack's Strength value is what represents the amount of damage that an opponent will take when hit. When an attack does damage to an opponent, that opponent removes from their Kombat Point level the number of the Strength of the attack.
Some Special Effect Kards may aid in an attack. These Kards can boost the Speed and or Strength of an attack. These Kards must be played when an attack is played--not before or after.
Billy and Ron are playing another two-player game. Billy has the initiative and plays a Head Punch with a Speed of 5 and a Strength of 2 against Ron. Ron has no Kards in his hand to defend with or evade Billy's attack and has no choice but to get hit. Bil ly then gets to apply the Strength of the attack against Ron's Kombat Point level. Ron subtracts 2 from his Kombat Points and the turn ends.
Attack Kards (Basic Attacks and some Special Moves) have a Location Icon that represents the area where the attack will land on an opponent. The number inside the icon indicates the Speed of the attack. The arrow icons indicate High, Middle, and Low attac ks. A high attack is aimed at the upper-body or head of the opponent. A Middle, or Mid attack, is aimed above the thighs and below the head and shoulders. A Low attack is at the thighs and below. The crossed arrow icon indicates a variable attack location . The location of this attack is determined either by the player or by another Kard. The circular double arrow icon indicates an Area attack. These attacks may be avoided but not blocked, as they effect multiple areas at one time.
These attacks are special and are considered Ranged attacks that effect all Kombatants in play. These attacks may be countered as any normal attack would be. If any player in Kombat has the ability to counter this type of a Ranged attack, then they may do so. Players are also allowed to play Special Effect Kards to stop these attacks. To determine who can counterattack an Area attack when in Brawl Mode, go clockwise, beginning with the player to the attacking player's left. Each player must decide and ann ounce, in order, whether or not they will counterattack. If they decide not to counterattack, it's up to the next player on their left. Once a player announces his decision, he may not change his decision. If no one can or will counterattack, each player may try to avoid the attack by evading it. This again is done in a clockwise fashion, beginning with the player to the left of the attacker.
When a Kombatant is attacked, the player may decide to defend but never has to. In defending, a player may play a Defense Kard, Special Effect Kard (which affects the attack, their opponent, his Kombatant, or their defense), or they may counterattack. To defend against an attack the, defensive Kard (if it has a Speed value and is not a block Kard), must be at a higher Speed than the opponent's attack, or the defense fails. Block Kards successfully block an attack if the Speed of the block is the same or b etter than the Speed of the attack.
When a Block Kard successfully defends against an attack, the defender only takes one point of damage from the attack, and the attack's special effects are canceled.
A player may defend against an attack by counterattacking. If the counterattack's Speed is faster than the opponent's attack, the counterattack lands, and the opponent's attack fails. If the Speeds of both attacks are the same, both attacks land, and both Kombatants take damage, but each attack's special effects are canceled. Any attack, except those that are considered Kombos, may be used as a counterattack. You may never play a Kombo with a counterattack.
Specific Counters, unless otherwise specified, may only be used to defend against specific attacks and may not be used as attacks themselves. When using a Specific Counter, if the counter's Speed is equal to or greater than the attack, then the attack fai ls and has no effect on the defender. For example, If an attack's Speed is 5, and a Specific Counter's Speed is 5 or more, then the attack fails, and the Specific Counter does damage and its effects are applied to the attacker.
Ranged projectile attacks may only be countered by other attacks that are ranged. Ranged attacks may be used to counter either Hand-to-Hand distance attacks or Ranged attacks--but never Close Quarters attacks. The only attacks that may counter Close Quart ers attacks are Hand-to-Hand and Close Quarters attacks. Hand-to-Hand distance attacks may be used to counter any attacks in Close Quarters or Hand-to-Hand distance.
A Kombo is a series of attacks in rapid succession that do not give an opponent much chance of defending themselves. Any Kards that are called Kombos, allow Follow-ups, are stunning attacks, or allow multiple hits, are considered Kombos .
To play a Kombo, you must have an action. Play your initial attack with the Kombo Kard. Some Kombatants Special Moves are Kombos themselves and do not require a Kombo Kard to be played with them. If the attack is not defended against, you must then play t he rest of your attack Kards that are required by the Kombo, immediately after the initial attack. Your opponent does not get a chance to defend against the rest of the Kombo unless he has a Kard that specifically cancels Kombo attacks.
If your initial attack is successfully defended against or counterattacked, then the Kombo cannot be finished. You do not play the rest of the Kards required for the Kombo. If the first hit of the Kombo is successful, you must play all of the attacks spec ified to finish the Kombo, and they must be played in the order in which they are indicated on the Kard. Some Kards do not require you to play all of the Kards in the Kombo. These are the exception and not the rule. Playing the Kards in the proper order i n a Kombo is important because of the ways in which someone can be knocked out of a Kombo.
A player must be cautious about what order they play their attacks in when completing a Kombo. When using the Advanced Rules, if one of the moves of a Kombo knocks the opponent out of the reach of your other attacks, the other attacks fail. You are still required to play these attacks even though they have no effect and are then discarded.
Consider starting a 3-attack Kombo with a high kick and then following up with a throw. The throw moves the opponent to a Ranged distance. The third attack is a hea d punch, but because it is not a ranged attack, it misses. The Kombatant has moved too far away, and you may move only before the attack. The head punch Kard would still have to be played and discarded, because you must play all Kards required on the Komb o Kard. The only way around this is to use an attack that includes movement or an attack that is a Ranged distance attack.
Kenny plays a Kombo against Sue. Kenny lays out his attack Kard and his Kombo Kard. Sue does not defend against the Kombo, and the Kombo succeeds. Kenny then lays out all the rest of the attack Kards in the Kombo. Then, after making sure that all the atta cks hit and his opponent is not knocked out of the Kombo, Kenny totals up the Strength of his attacks. Sue subtracts this total from her Kombatant's Kombat points.
Some Kombo attacks must be fueled with certain Kards to be used. Others are considered 1-Kard Kombos and only need the Special Move Kard to be used. They may be fueled with certain types of attack Kards to deliver more damage. Once you burn a Kard (discar d a Kard required by the attack), you gain a bonus to the Strength of your attack for each Kard burned. When using these types of attacks, burning a Kard represents hitting your opponent several times.
Consider Jax's Gotcha Grab. When you play the Special Move itself, you grab your opponent and hit them once. If the first hit is successful, as when you play a normal Kombo, you may then play the rest of your Kombo. This means that you must burn an attack Kard for each bonus to your Strength that you wish to receive, but each Kard burnt represents Jax punching his opponent over and over.
No Kombo of Kombos. Kombos may not be used inside other Kombos. Kombos cannot be played as Follow-up attacks, while an opponent is Stunned, or with any Kombatant's Special Move attack that allows multiple hits.
Any attack that cancels a Kombo does so after the first part of the Kombo succeeds. You still take the damage and effects from the attack that was first laid out with the Kombo Kard to begin with. After your opponent lays down all the Kards in their Kombo , you play the Kombo canceling Kard. The attacker must discard all the Kards that they played as part of the Kombo. You only take damage from the first attack.
There are many Kards that effect the values of Speed and Strength. If one of these Kards is played, and it says its modifier is Nonacumulative, no other modifiers may be added to the initial modifier. Any Kard that modifies these values and does not say N onacumulative may be added together with other Kards that modify the same value.
If a Kombatant takes eight or more points from any single attack, excluding Kombos, or they are successfully attacked with an attack that lists "opponent stunned", as one of its effects, they are stunned. The player loses 1 Kard at random from t heir hand to their discard pile, and their attacker gets a Follow-up attack against them.
You can use a Follow-up attack if you are successful with an attack that allows one. You may immediately play another attack against your opponent, and they may not defend themselves. They may have a Kard that specifically cancels a follow up, in which ca se your follow up attack misses. Remember that Follow-ups are considered Kombo attacks.
There is no limit to the number of Special Effect Kards that may be played in a turn. Players are limited to playing Special Effect Kards only when it is their action, or in response to a Special Effect Kard being played on them by another player. Special Effect Kards that change the value of an attack must be played with that attack and may not be played to aid other Kombatants in a multi-player game.
Some Special Effect Kards, and attacks themselves, have special effects that last longer than one action or turn. Players may place counters on these Kards to specify the duration of their effect during the game. Leave the Kard out, and place one counter on the Kard for each turn or action it lasts past its initial effect. Remove one counter from the Kard for each action or turn that passes. When all the counters are removed, place the Kard into the Discard Pile of the player who played it.
Rules on the Kards take precedence over the rule booklet unless otherwise noted.
Feel free to make up and play with your own rules, as long as all players can agree on them. Try playing with no limit to the size of your Kombat Deck, and start at a higher Kombat Point level like 40 to 50 points. Also, try playing Brawl Mode with an act ion being only one attack or one counterattack, defending as many times as you want or can during the turn.
Any Kombatant is considered airborne when flying or jumping.
An attack that effects an entire area. It hits every Kombatant who cannot evade it.
A defensive move. If its Speed is greater and its location is the same as an incoming attack, it prevents all but one point of damage from the attack, and the special effects from the attack are canceled.
When you need to fuel a Kombo or other attack Kard, you must burn a Kard. Burning a Kard means you discard it.
When a Kombatant has moved from Hand-to-Hand into Close Quarters distance with another Kombatant. Both are extremely close together.
A Kard's effects continue in play as long as the Kard specifies.
Attacks made in an attempt to defend your Kombatant from an incoming attack.
The pile that all of a players Kards go to when they are finished being used in play.
A Kombatant hits the ground and must stand up. When a Kombatant gets, up they suffer a -1 Speed modifier on their next action, If a player passes their action, this modifier is removed. In essence, they spend their time getting up.
These attacks can finish off your opponent. Sometimes with humor and kindness--other times with great physical force. There are few defenses against these attacks.
Attacks that say Follow-up, if successful, allow you to Follow-up the initial attack with another. The second attack cannot be defended against with any Kard except those that specifically cancel Follow-up attacks. Kards that have Follow-up ability are co nsidered Kombos.
Kards that require fueling must have other cards played with them in order to be played or to add bonus modifiers. The Kards played to fuel these are considered Burned when played
A Kombatant is held by a force--physical or other.
Any Kombatant who is in contact with the ground. Kombatants who are flying, jumping, teleporting, or in the air in any way are not considered to be in contact with the ground.
Specifies a distance between two Kombatants and is symbolized by the Kombatant Kards being next to each other.
The rules option that allows you to play with no time limit. Instead of ending play when your Kombat Deck runs out of Kards, reshuffle your discard pile and continue play.
A series of attacks, played together, to do a large amount of damage.
Signifies that an attack has knocked a Kombatant back away from their opponent. In Close Quarters, both opponent(s) fall back to Hand-to-Hand distance. At Hand-to-Hand distance, the opponent falls back to Ranged distance.
Your draw deck where you keep all of your Kards during the game.
Your Kombatant's point value. Damage from attacks are applied to these points. When they reache zero, your Kombatant is knocked out of the round.
A match determines who is the better Kombatant. There are two or more rounds in a match. The Kombatant who wins twodeciding rounds wins the match.
Any value of a Kard that effects the value or values of another Kard.
Any Kard that includes movement allows a Kombatant to move without a -1 Speed modifier for doing so.
No other Kards may be played in conjunction with this Kard, to increase or decrease it's effected value(s).
Means you do nothing for your action.
An attack that can strike an opponent when they are at Ranged distance. Ranged attacks may also be used when in Hand-to-Hand distance--but never in Close Quarters.
Part of a Match. Players play best-two-out-of-three to see who the best Kombatant is.
Used as a defense only against certain types of attacks. A Specific Counter will halt that specific type of attack. Equal or beat the Speed of an incoming attack, and you take no damage.
These Kards effect play in different ways, allowing a player to affect Kards, Kombatants, or the way that play is conducted.
When a Kombatant gets hit with a single attack, not including Kombos, that does 8 or more points of damage they are Stunned. The player loses 1 Kard at random from their hand, and their attacker gets a Follow-up attack.
This rule limits the time Kombatants may fight in a round. When either player's Kombat deck runs out of Kards, Play ends.
Signals that a Kard has a varying value or location. Often, another Kard must be played with that Kard to determine the value or location.
Robert Stratman.................. Game Designer
Laddie Ervin....................... Game Designer
David Cassady.................... Game Designer
David Waybright................. Game Design Consultant
Jean Bisesi........................... Art Designer
Lead Testers
Ken McCoy, Mark Reed, Jim Maxey
To all the guys at Dimension X--Ken McCoy, Shawn Ryan, Jim Maxey, Mark Reed, Paul Dunivant, and Eric Ferm. And to Scott Jenkins, Jo Ellen McCoy, Arnold S.
As always, a very special thank you to the excellent staff of Williams for their support and encouragement and the creation of the arcade sensations, Mortal Kombat I and Mortal Kombat II, on which this game is based.
Craig Acton, Chad Armstrong, Curtis E. Arndt, Aric Baker, Judd Baker, Robert O. Bent III, Carla M. Biggert, Damion Bortz, Darla Bravato, Warren W. Buskirk, Jeremy Cameron, Peter Cassidy, Kris Chant, Lisa M. Charlton, Danny Chung, Matt Colburn, Caleb Cole, Phillip J. Deluca, Cynthia A. DeVault, Randall L. DeVault, Curtis Elia, Doug Fawley, Eric Festa, Steve Ford, Kevin Gangel, Mark Geary, Matt Gerard, Christopher Gibbs, Jeff Glazier, Kale Goffman, Thomas P. Grasso, Scott Haartman, Aaron R. Harrison, Joe Is enberg, Daniel Jasso, Bryan Kammer, Adam Kauffman, Michael Knabusch, David Koerner, John Richard Krause Jr., Tim Landess, Greg Lanier, Wunji Lau, Matt Leahy, Andy Lewis, Andrew Littell. S. Judd Luckey, Jon V. Manke, Michael Marks, Dan Mesmer, Robert " ;Bear" Mobley, James Murray, Bryan C. Nagle, Louis M. Nicoulin III, Brian Peltier, Allen Pike, John M. Pyles II, Eric Rackowski, Shaun Rackowski, Christopher B. Ravlin, C.J. Renner, Nick Rizzi, Shawn Ryan, Donald R. Schamun, Bryan A. Schardrin, Mathe w Sebourn, Patrick Sheehan, Robert W. Sheehan, Chad Stanford, Chris Steele, Elizabeth Stetter, John A. Stevens, Kenny Toson, Kristoffer M. Valleroy, Scott Valleroy, Dan Vlahovich, Brian C. Walker, Brian Waszak, Geoffrey B. Webb, Tom Welker , Susan Wheeler , Norman A. Wierer, Chris Wood, Jeremy Wood, Darrell F. Wyatt, Teresa Wyatt, Dan Zillian
Copyright 1995 Brady Publishing. All rights reserved, including the right of reproduction in whole or in part in any form. Brady Publishing claims no copyright in original materials copyrighted by Midway[rm] Manufacturing Company. Mortal Kombat is a trade mark of Midway. Used with Permission. Mortal Kombat[tm] Midway[rm] [cw]1992. Brady Publishing is an Imprint of Macmillan Computer Publishing, 201 West 103rd Street, Indianapolis, Indiana 46290.
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