Нет, сейчас не стоит играть
Много отрицательных отзывов за всё время
Почему оценка D: отзывы в основном плохие, и сейчас есть причины не играть - см. минусы

Много отрицательных отзывов за всё время
Почему оценка D: отзывы в основном плохие, и сейчас есть причины не играть - см. минусы
3
26 дней назад
50% положительных
Русского нет · всего 3 языка
240 руб.
Сравним с вашим ПК и прикинем FPS
Подробных отзывов на русском мало - добавлены отзывы на других языках.
**Update: Great game, innovative gameplay!** The microtransactions are purely cosmetic; all gameplay content is included in the base purchase. The mix of cards + martial arts is really fun and original, with genuine counter and combo mechanics. If you like tactical card games with a kung-fu twist, I recommend it.
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…
Сейчас нет: много отрицательных отзывов за всё время. Оценка GameHealth - D: отзывы в основном плохие, и сейчас есть причины не играть - см. минусы.
Сейчас в Steam 3 чел., в среднем за 30 дней - 3.
Нет, Steam не указывает русский язык у этой игры.
Да, в неё играют против других людей по сети.
Нет, Steam отмечает её как неподдерживаемую на Steam Deck.
240 руб. в Steam.