2074: Karate Fight

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A little while ago, I wrote about my experiences with the fun, silly and provocative card game Tentacle Bento, which I picked up a copy of at PAX a while back. It occurs to me that I’ve also played its companion game Karate Fight, but haven’t written about that at all, so that’s what I’ll discuss today.

Tentacle Bento is a reasonably sedate game with a strong degree of randomness to it, but it’s fun for the silly situations it creates. It’s somewhat akin to Rummy in that it involves collecting various combinations of cards in order to score, though the special events and characters add some chaos to the mix that can flip the outcome on its head if you’re not prepared. Karate Fight, meanwhile, is a game determined almost entirely by randomness; there’s no real strategy involved, and instead, appropriately enough for the theme, it’s a game of fast reactions, observation and responding to situations.

NDJSPM310100-KarateFightIn Karate Fight, the entire deck is dealt out to all the players, who hold it in their hand face down. One at a time, they lay down and flip the top card from their deck in the middle of the table, and a number of rules then come into play.

If the card laid was an “attack” card, the next player has a number of draws indicated on the attack card to draw another attack or counter card, otherwise the attacker wins that hand and collects all the cards laid in the middle.

If a “Strike” card is laid, that triggers a “Hit” and everyone around the table has to slam their hand onto the pile in the middle, with whoever was first (i.e. on the bottom of the inevitable pile-up) taking the entire pile. A “Hit” is also caused by certain combinations of cards being laid down — all the attack cards being used in this particular hand, for example, regardless of other cards that have come in between, or the same defense card being used several times in a row.

A “Counter” card counts as an attack card and also reverses the direction of play. And a “Janken” card requires everyone to play rock-paper-scissors (in Japanese, naturally), with the winner taking the pile in the middle. Once someone gets all the cards, they win. The whole thing lasts about 15-20 minutes or so, even with stubborn players who seem to be doing nothing but passing cards back and forth between themselves.

Our game group is used to more sedate games in which you can take your time over your moves, but this seemed to go down pretty well when we tried it — perhaps because it was a break from the norm, and perhaps because its highly energetic, somewhat physical nature is inherently amusing. From my perspective, I certainly enjoyed its paciness — “thinky” games are somewhat prone to analysis paralysis, particularly with our group, and so this was an enjoyable change from what we usually play. It’s not something I’d consider bringing out as the “main game” for a session by any means — there’s a lot of luck and randomness involved, though it will ultimately come down to who has the best reactions, memory and observational skills — but it’s a fun warm-up, quick to play and a good means of getting people alert and aware. I also imagine it would be quite fun after a drink or two.

Also its boobylicious, panty-flashing artwork is clearly channelling Senran Kagura something rotten, which is no bad thing, unless you write for Vice.