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People all over the country play the Cho Kumite version of the game. The sections below have all the rules you need to play too!


Cho Kumite 1st Edition Quick-Start Rules: Use these rules to get started playing fast! Once you've learned how the game works, go on to the more complicated Full Rules section for the rest of the details on how to use special card powers and all of the card types!


Cho Kumite 1st Edition Full Rules: Once you've got an idea of how to play, the rules in this section can give you a better explanation of how everything works, and fill in all the details the Quick-Start Rules leave out!




Cho Kumite 1st Edition Quick-Start Rules


© 2006 Adam Boster


For Two Players

These rules will let you get started playing right away!

Setup

Go through your cards and choose any seven Fighter cards (cards with the word “Fighter” under the card art). Set all your other cards aside, you won’t be using them. Both players will need to choose their hand of seven Fighters separately.

If you’re using a Cho Kumite game mat, set it up between both players, with one long edge facing each player. Each player should choose two six-sided dice to roll with. If you only have two dice, share the set.

Play a Round

Each game has seven rounds. Follow these steps, in order, each round:

1) Choose one Fighter from your hand and hold the card in front of you, so the other player can only see the back. Once both players have chosen a Fighter, say “Three...Two...One...Cho KUMITE!” out loud and lay your Fighter down in the current Round space on the game mat (Round 1 for your first round, Round 2 for your second round, etc.). Your Fighter should be face-up and look right-side-up to you.

2) Choose one player to attack first.

3) The attacker makes a strike roll: roll two dice and compare the total to your strike meter. The number on the colored strip next to your roll result tells you how many damage points you scored with your attack.

4)The defender makes a block roll: roll two dice and compare the total to your block meter. The number on the colored strip next to your roll result tells you how many block points your defense is worth (basically, how much damage you block).

5) Compare the attacker’s damage points with the defender’s block points. If the attacker has more damage points than the defender’s block points, the attacker scores 1 point with that Fighter. If the defender’s block points are equal to or greater than the attacker’s damage points, the defender blocked the attack and nobody scores any points.

6) Repeat Steps 3, 4, and 5, but switch roles: the attacker becomes the defender, and the defender becomes the attacker.

7) Once both players have had a chance to attack once, the round is over.

Repeat these steps once for each round you play. At the end of seven rounds, the match is over.

Keeping Score

You can keep score any way you like, as long as all the players agree on how you do it. Some players use pennies to represent points, others record their scores on a piece of scrap paper.

We suggest clocking your points for each Fighter. When a Fighter scores 1 point, rotate the card one quarter turn clockwise. Rotate it again one quarter turn for each additional point that Fighter scores (the advanced rules let you score more than 1 point each round). So if the game mat were a clock, the top of the card would point to 12:00 at no points, 3:00 at one point, 6:00 at two points, and 9:00 at three points.

Winning the Match

At the end of seven rounds, the match ends. Count up the points you scored. The player with the most points wins the match. If the players are tied, there is no winner and the match is a draw.

To play a full game, keep playing matches. The first player to win two matches wins the game.





©Boster Studios 2006