A Fistful of Kung Fu: Hong Kong Movie Wargame Rules

A Fistful of Kung Fu: Hong Kong Movie Wargame Rules

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Overview

A Fistful of Kung Fu brings the hyper-kinetic, bullet-spraying, demon-slaying, kung-fu-fighting action of Hong Kong movies and Asian cinema to the wargames tabletop. In a modern world walking a precarious line between the advances of next-generation technology and the tradition and mysticism of ancient cultures, Kung Fu schools face off in no-holds-barred tournaments, corporations hire agents and spies to steal each other's secrets, overworked SWAT teams respond to gunfights between feuding Triad and Yakuza clans, and ancient artefacts are sought by hopping vampires, demon sorcerers and cyborgs alike. Combining the gunfights of John Woo's Hard Boiled, the hand-to-hand combat of Enter the Dragon, the sheer mystical weirdness of Big Trouble in Little China, the wuxia action of Crouching Tiger Hidden Dragon, and everything in-between, A Fistful of Kung Fu is a skirmish wargame unlike any other.

Product Details

ISBN-13: 9781782006404
Publisher: Bloomsbury Publishing
Publication date: 02/20/2014
Series: Osprey Wargames , #6
Sold by: Barnes & Noble
Format: NOOK Book
Pages: 64
File size: 7 MB

About the Author

Andrea Sfiligoi is one of those few lucky fellows who can claim they are 'working' while playing with toy soldiers. The success of his Song of Blades and Heroes line of wargame and roleplaying books, published by Ganesha Games, convinced him to stop doing what he was doing before and write games for a living.

Table of Contents

Introduction 4

What This Game Is All About 4

What You Need To Play 4

Models And Basing 4

Game Length And Scale 4

Protagonists And Extras 5

Chi Level 5

Getting Started 6

Casting - Select Your Characters 6

Determine Attacker and Defender 6

Scenario Complications 7

Roll Initiative 7

Activation 7

Reactions 8

The Turnover 8

Actions 8

Free Actions 8

Movement 10

Broken Ground 11

Moving Around Corners 11

Moving Through Friends 12

Random Movement 12

Hand-to-Hand Combat 13

Making A Hand-To-Hand Attack 13

Resolving Hand-To-Hand Combat 14

Leaving Hand-To-Hand Combat 18

Gun Fu 19

Line Of Sight 19

Range 19

Targeting Priority 19

Shooting And Hand-To-Hand Combat 19

Making A Ranged Attack 20

Resolving Ranged Attacks 21

Using Chi 22

Motivation 22

Morale 23

End of the Game 23

Traits 24

Stunts 36

Leaping And The Chi Leap 36

Wall Walk And Back Flip 36

Wall-Bounce 36

Sliding Down Bannisters 36

Swinging 36

Attack From Above 37

Jumping Down And Falling Damage 37

Breaking Stuff 38

Taoist Magic 39

Sorcery 39

Mystical Challenges 39

Sample Character Profiles 40

Police 40

Martial Artists 40

Ninja 41

Triads And Tongs 41

Yakuza 42

Supernatural Creatures 42

Cyborgs And High-Tech Characters 43

Animals 44

Scenarios 45

Plots 45

Locations 47

Complications 55

Appendix 1 More than Two Players 49

Appendix 2 Building a Gang 60

Trait Costs 61

Quick Reference Sheet 62

Customer Reviews