
Kung Fu Cards combines the depth of Chinese martial arts with familiar playing card and mahjong mechanics, making it easy to learn yet deeply strategic. Read your opponent, counter every move, select your martial school and moves, and fight to claim the title of the world's greatest martial artist!
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About

Award-Winning Gameplay: Winner of DICE CON's Best Chinese Indie Board Game of the Year.
Familiar Rules: Playing card values + straights and triples.
Fighting Game Inspiration: Defenders gain an advantage by being able to react to their opponents' moves. Outsmart your opponent, turn the tables, and seize control of the fight.
Martial Schools: Baji Fist meets Drunken Fist... Build your own deck as you make your mark in the world of martial arts.
Several Game Modes: Challenge players in 1v1 online ranked matches, battle locally with friends, or take on the solo campaign. Future updates will also introduce PvE roguelike adventures and a 2–8 player Free-for-All Pillar mode.

Kung Fu Cards is built around familiar tabletop mechanics that are easy to grasp. Attack and defend by comparing card values from 1 to 9, then build straights and three of a kind to unleash powerful combos. If you've ever played a card game before, you'll feel right at home and be ready to jump into the action.

When fighting game counterplay meets classic card combinations, every Clash becomes a battle of wits. Form a straight or three of a kind with cards already on the field to trigger a [Disrupt]. You'll disrupt your opponent's pace, completely negate the damage of active cards, draw a powerful Technique card, and seize the initiative when the fight matters most.

Simple rules give rise to remarkably deep mind games. In every Clash, the defender has the advantage of reacting to the attacker's move. Will you overpower it with a higher card, play it safe with a Defense card, or form a combination to perform a Disrupt and turn the fight around? Your opponent will never know whether you're setting a trap or preparing the finishing blow until the very last moment.

The battle begins before the first card is even played. Choose from powerful schools like the fierce and explosive Baji Fist or the unpredictable Drunken Fist, each with its own unique combat philosophy. Beyond the basic 1–9 move cards, combine each school's exclusive Principles and Techniques to create your own fighting style.

The game currently features 1v1 ranked matches, local multiplayer battles, and a solo campaign. Future updates will also introduce a solo PvE roguelike adventure mode, as well as Free-for-All Pillar, a 2–8 player mode.
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Languages: Simplified Chinese, English, Traditional Chinese
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Reviews
Themes across 168 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
一堆满服角色,看了想吐
[h1]《功夫牌》:這是個有力氣的桌遊[/h1] 按理說武術切磋應該是節奏明快,拳拳到肉的激情暢爽,這次的功夫牌就有些不太一樣——保留了拳腳腿肘那樣的戰鬥,而且視覺效果也的確是武術那樣的有來有回(有些偏向漫畫風格的,有種看武俠漫畫的感覺),但是形式變成了卡牌的形式,準確來說是電子化桌遊的形式,然後使出招數也有了你來我往的拳腳切磋,真的是有力氣的桌遊。當初我在深圳核聚變接觸這款遊戲的時候,給我的印象還是極為深刻的。 [h2]見招拆招的極佳體驗[/h2] 本作作為桌遊玩法的作品,機制還是比較簡單的,主要就是比大小,卡牌左上角會有1-9的數字,你甚至可以就像麻將一樣湊“順子”和“刻子”來積攢連招(如若形成這樣的牌型,就可以出發“破招”機制,直接打斷對手正在施展的連招,的確是逆轉戰局的機會,爽度爆滿),基本上一講就能明白的機制。然後玩家除了可以使用拳腳腿肘外,本作也是進一步細化戰鬥策略,也就是進攻、格擋和停止進攻,上手門檻不高,當然的確也比較細緻。 而且本作也有“後發制人”的有趣機制,畢竟作為防守方可以知曉對方亮出來的招式,很多時候其實就可以有機會根據自己手裏的牌型安排應對策略——前面提到的那樣,點數大那就直接壓制,點數剛好可以湊牌型那就直接“破招”,或者是使出防禦架勢,主打一個見招拆招,有來有回,不會說沒兩下就落下陣,這就很能體現本作的戰鬥深度啦。 [h2]武學招式眾多,就看你如何博弈[/h2] 有意思的是,本作有著眾多的武學流派,而且各個門派風格都很明顯,比如說主打強攻的,主打防禦的等等,可以選擇的還是很多,卡組也是對應各類門派,而且挑戰性也是不一樣的,所以說打醉拳也好,還是其他等等招式,的確有足夠廣的發揮空間,從易上手到進階,的確適合追求爽度或者是高挑戰性的各類玩家。更何況本作還有排位對戰,以及本地聯機對戰、單人街機戰役模式等等所在模式,玩起來很帶感的——畢竟1v1進行戰鬥,你來我往真的有擂臺對戰的快感! 總的來說一句話:有力氣,節奏明快,在視覺和戰鬥方面真的很具快感,的確值得推薦! [code] [h1]欢迎关注 [b][url=https://steamcommunity.com/groups/luanqibajiao]乱七芭蕉[/url][/b] 鉴赏家[/h1] 欢迎各路 [strike]肥宅、哲学家、LSP、绅士[/strike] 大神和小白加入我们:[url=https://steamcommunity.com/groups/luanqibajiao][b]乱七芭蕉[/b][/url] 一起分享乱七芭蕉的 [strike]福利资源[/strike] 游戏经验:[b]Q群774704264[/b] [/code]
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Hours played at review time, across 168 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Kungfu Card is a martial arts-themed strategy card game developed by ZeroCastle Game Studio and Miwu Studio and published by 2P Games. Released into Early Access on August 9, 2026, it takes the familiar foundations of traditional playing cards and combination-based tabletop games and reshapes them into a competitive kung fu duel. Instead of relying on an overwhelming collection of complicated card effects, the game begins with straightforward numerical values and then introduces tactical depth through counters, combinations, martial schools, Principles, and Techniques. The result is a card battler that is relatively easy to understand at first but becomes considerably more demanding once players begin anticipating each other's intentions. The basic combat system revolves around cards numbered from 1 to 9. Attacking and defending frequently comes down to comparing these values, creating an immediately understandable foundation even for players without extensive experience in deckbuilding games. The simplicity is deceptive, however, because every card can contribute to larger tactical plans. Straights and three-of-a-kind combinations are particularly important, transforming ordinary cards into opportunities for powerful counters. Rather than constantly searching for individually dominant cards, players need to consider how the cards already on the field can interact with what remains in their hands. One of the game's strongest ideas is its Disrupt mechanic. Forming the appropriate straight or three-of-a-kind during a Clash can interrupt an opponent's momentum, negate the damage of active cards, provide a Technique card, and shift initiative. This system gives defensive play a meaningful identity instead of reducing defense to simply blocking an attack. A player apparently being pushed into a corner can suddenly reverse the situation by recognizing the right combination. It captures an important part of the martial arts fantasy, where patience and timing can be just as valuable as raw aggression. The attacker and defender relationship adds another psychological dimension. Defenders have the benefit of responding after seeing an attacking move, which naturally encourages bluffing and calculated risk. An attacker might commit a powerful card to force a response, use a less valuable move to test the opponent, or attempt to construct a combination that becomes dangerous later. Meanwhile, the defender must decide whether overpowering the attack is worthwhile, whether conventional defense is safer, or whether the current cards create an opportunity for Disrupt. This constant uncertainty helps matches feel more like contests between two opponents than isolated exercises in optimizing a deck. Martial schools provide much of the game's strategic personality. Players can experiment with several distinct factions, including styles such as Baji Fist and Drunken Fist. Each school reflects a different combat philosophy, making the choice more meaningful than a cosmetic character selection. Beyond the fundamental numbered move cards, exclusive Principles and Techniques can be combined to create customized approaches. This gives players room to discover combinations suited to their preferred behavior, whether that means maintaining pressure, reacting patiently, creating unpredictable situations, or preparing decisive counters. The current Early Access version already contains seven martial arts faction decks, divided between beginner-friendly and more advanced choices. This is a sensible structure because Kungfu Card's basic rules are accessible while its tactical interactions can take time to fully understand. Newcomers have opportunities to learn the fundamentals without immediately confronting the most demanding strategies, while experienced players have more complicated decks to explore. The developers also plan additional martial arts factions such as Wing Chun, Tai Chi, and Xinwu for the eventual full version, which should increase the variety of matchups if those schools introduce genuinely different tactical identities. Competitive play is an important part of the package. Ranked 1v1 matchmaking includes progression and token rewards, giving players an environment in which to test their strategies against human opponents. Private rooms and friend battles provide a less formal alternative. The planned Free-for-All Pillar mode is particularly intriguing because it is intended to accommodate between two and eight players. Expanding a system centered on prediction and counterplay into larger multiplayer encounters could create entertainingly chaotic situations, although its success will depend heavily on balancing mechanics originally designed around direct confrontations. Players who prefer solo content are not ignored. The current PvE Arcade Campaign allows players to construct decks and battle six enemies, providing a useful environment for learning mechanics and testing strategies without ranked pressure. A larger roguelike PvE adventure is planned during development. That direction seems particularly appropriate for the game's deckbuilding elements, since randomized encounters and evolving builds could encourage experimentation with combinations that players might otherwise avoid in competitive matches. The solo side will ultimately benefit from greater enemy variety and progression depth, but the foundation is promising. Progression extends beyond winning individual fights. Ranked play can provide tokens, while career profiles, quests, rewards, customization options, and an in-game shop give players longer-term objectives. Cosmetic personalization includes skins, foil cards, alternate artwork, and interactive dialogue options. These additions can make individual decks feel more personal without interfering with the central strategy, although the presence of in-game purchases makes the eventual implementation of monetization worth monitoring. Competitive card games work best when strategic knowledge and decision-making remain the primary determinants of success. Presentation also contributes substantially to Kungfu Card's identity. Its stylized interpretation of Chinese martial arts gives the cards and characters a distinctive personality while complementing the tabletop-inspired mechanics. More importantly, the theme is connected to the actual design rather than simply placed over a generic card game. Counterattacks, different schools, specialized techniques, shifting initiative, and attempts to read an opponent all reinforce the feeling of conducting a martial arts confrontation through cards. The concept has credible tabletop roots as well, with the underlying design having received recognition as DICE CON's Best Chinese Indie Board Game of the Year. As an Early Access release, Kungfu Card still has obvious room to grow. The developers estimate roughly seven to eight months of Early Access development, while acknowledging that the schedule can change depending on feedback and polishing requirements. Planned additions include the roguelike adventure, larger multiplayer mode, more factions, additional arenas, cosmetics, card artwork, and expanded interactions. Community feedback is also intended to play a role in balancing and improving the interface. Because so much of the game's long-term appeal depends on competitive balance and strategic diversity, that willingness to adjust systems during development could prove important. Rating: 8/10
还行,感觉主要问题是小作坊产能导致的,别管平衡了,先把门派多出一点。什么蔡李佛啊通臂拳,更新太慢了。一周出一个门派很多讨论的问题就没那么多了。 这里点名一下杂家,数值弱,但是妨害性过高,在门派少的时候凸显出来所以被玩家骂狠了,说穿了还是能玩的不够多导致的。 希望别跑路,多来点门派!多来点门派!加门派!
垃圾游戏,匹不到人就拿ai代替。 这都无所谓,ai强度竟然靠神抽和读玩家牌来提高难度! 给爷气笑了。 制作组你们自己玩去吧。
[h1]牌桌之上,拳脚之下[/h1] [h2]游戏简介[/h2] [b]《功夫牌》[/b]是由零之城堡游戏工作室与Miwu工作室联合制作、2P Games发行的一款中华传统武术题材卡牌对战游戏。游戏将扑克、麻将规则与中华传统武术精髓融合,独创“见招拆招”的攻防机制,把传统的牌桌博弈变成了一场拳脚交锋的擂台对决。选择门派,构筑神功,在牌桌上争夺天下第一! [h2]游戏体验[/h2] 游戏的新手教程做的很好,将游戏规则和特色完整地进行了介绍和拆分,并且一步一步引导你进行操作(虽然第一把对决还是被暴打了),真的很详细!独特的破招机制让牌桌上的博弈变得非常有趣,当你打出的牌能和对方场上凑成顺子或三条,就能清空战场,对对手造成伤害,并且抽一张“绝招牌”。屏幕金光一闪,这一套的操作一气呵成,超级有快感的! 再说一说关于功夫方面,游戏收录了八极拳、醉拳、峨眉等十余种真实武术流派,每个门派都自带鲜明的个性,每个门派各有秘籍和绝招。游戏中有单人模式,也有摆擂对战和匹配对战,目前游戏还处于EA阶段(抢先体验阶段),后续似乎追加咏春、太极等新门派和新玩法,可以期待一手!目前体验下来感觉非常不错。 [h2]小结[/h2] 《功夫牌》是零之城堡与Miwu工作室联合制作的一款中华武术题材卡牌对战游戏。游戏将扑克、麻将规则与中华传统武术精髓融合,独创“见招拆招”的攻防机制,把传统的牌桌博弈变成了一场拳脚交锋的擂台对决。游戏的机制创新,玩法有趣上头,美术画面风格突出,并且中华功夫的元素在里面屡见不鲜,融合地十分好,同时定价合理,入坑门槛低,推荐喜欢卡牌对战的玩家入手!! [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
+1 有中文 没成就
功夫之王——《功夫牌》测评 作为荣获 DICE CON 年度最佳国创桌游,目前《功夫牌》的电子化程度不深,更多的是提供在线对战的平台以解决桌游需要“朋友”的问题。这同理也意味着《功夫牌》在玩法上具备完全脱离电子媒介的可行性。在游戏中,双方玩家分别使用一套以拳、脚、肘为类别的功夫扑克作为基础,加入防御牌、架势牌调整游戏策略。 《功夫牌》的核心玩法在于三个区域分别比大小进行伤害计算,以及与对方的卡牌凑出三联顺或者三同名牌进行破招。破招后玩家可以直接将牌库顶牌打出作为额外伤害并下掉对方的架势牌。此外,游戏还分别设计了不同流派的绝招和秘籍。其中绝招类似于游戏的除外区,可以通过破招加入手牌,并无条件战胜所有的普通招式。而秘籍则提供持续收益,相当于卡组的“场地”效果。这些设计极大的丰富了游戏的策略深度,也形成了不同的角色流派。此外,进攻方还可以主动收招以保持优势,防守方则可以收回1张卡牌。不过目前在补牌的设计上手牌数并不形成主要的资源影响,更多关注点数和点数连贯。 目前,游戏已经提供了单人守擂、线上对战以及单人故事模式。说实话单机模式下的玩法刚好卡在了肉鸽和街机玩法之间,玩家击败敌人后可以获得秘籍和绝招调整卡组构筑,并接连挑战敌人。该模式的构筑策略性其实不算深入,尤其是AI敌人采取了非常强力的数值技能组合,但是出牌方面其实不算特别智能,不适合作为独立的肉鸽模块,反而更像是一个复杂版本的大型教程模块,期待后续的更新。
[h1]功夫+卡牌,有没有搞头! [/h1] 卡牌游戏如今是层出不穷,但玩法大多数其实都是万变不离其宗,可本作却是另辟蹊径,让功夫跃然牌上,使得出牌之间的攻防一体,见招拆招的打法更加生动形象。整体玩法上则采用扑克牌比大小+凑牌型的双规则组合,让玩家很快就可以上手。复古港风的漫画画风也带来了很强的功夫电影既视感。格挡、破招、绝杀的音效此起彼伏,仿佛真的是在打一场武侠擂台赛。 卡牌上整体分为拳、掌、腿、肘四类,然后搭配三种架势切换,分别是进攻、格挡和停止进攻。进攻就是主动打出攻击牌,与对面比拼点数大小,点数高则造成伤害。格挡则为防御,而停止攻击就是放弃出牌,可以快速调整手牌。最有特色的就是出牌时候的破招系统,当对局上所有牌型出现三张相同刻子或者三连顺子的时候,就会立即触发破招,破招不仅会直接让对面的本轮攻击无效,而且还可以抽取一个对应角色的绝招牌。绝招牌的数量有很多,我们可以在战斗胜利后选择需要哪几张牌型。 游戏在角色上也是有七个可以选择,每个角色的技能都不相同,比如有高数值的角色,还有主打防御的、独特叠层机制的等等,在选择界面上都有相应的介绍和角色难度星值。单人模式中也有难度选项和自定义游戏,如果你对角色的机制不太了解则可以在自定义中练习一番,也可以多看看新手教程。 本作不仅只有剧情模式,多人匹配对战也是有的,分成了快速对战和排位对战,如果你只想拉上朋友一决高下的话也可以在擂台对战中直接邀请。还有一点让我意外的就是游戏中是有商城系统的,商城里面则是传统抽卡,玩家可以通过完成任务所兑换的宝箱直接抽取,然后获得猫侠客皮肤与闪卡。从这些不难看出,游戏的玩法框架很成熟,基本上所有模式都全部包含在内了。但是游戏目前也是EA期间,这就要看这个长线运营的玩法能不能一直更新下去了。 [h1]总结: [/h1] 当功夫遇上卡牌,我们打出的拳掌腿肘都将成为牌局上胜利的关键,我们是要用纯数值大力出击还是运筹帷幄等待破招时刻,这些都由你来决定!在玩法上无论是单人闯关还是多人联机,都可以体验到博弈的乐趣。 [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
不错的卡牌类构筑玩法,玩起来蛮好玩,将功夫给融入到游戏当中。
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