DaGuPuKiTo
Jeu de Cartes Martiales
🚀 CAMPAGNE ULULE — Soutenir le jeu → fr.ulule.com/dagupukito
ℹ Version numérique : 1 contre 1 uniquement (chaque joueur contrôle un combattant). — Version papier : jusqu'à 6 joueurs (3 contre 3), ou 1 contre 1 avec chaque joueur contrôlant 2 ou 3 combattants.
HP Mode
Click a fighter to choose your champion
🌐 2 PLAYERS V.260413

1 · CHOOSE YOUR ROLE

Both players need to be on the same WiFi network. Make sure both files have the same version badge above.

📖 Rules

Objective

K.O. your opponent by reducing their life points to 0. Each fighter starts with 100 HP (or 200 HP in extended mode). A fighter is K.O. when they reach 0 HP, or when their draw pile is empty and they must draw a card.

Players may use 1–3 fighters per round. The number of rounds needed to win (max 5) is decided before the game.

The Deck

Each fighter uses a deck of 25 cards (5 of each move type). In 200 HP mode, a double deck of 50 cards is used.

  • D — Dash (0 dmg)
  • G — Guard (0 dmg)
  • P — Punch (5 dmg)
  • K — Kick (10 dmg)
  • T — Throw (15 dmg)

Blocks

D
blocks
P
P
blocks
T
T
blocks
G
G
blocks
K
K
blocks
D

A blocked move card is discarded and cannot trigger a combo.

Speed Order

Single moves: D > G > P > K > T (fastest to slowest)

Combos: Lower damage = faster. A combo doing X damage is faster than one doing 0. If equal speed: fighter with less HP goes first. Tie in HP = Rock-Paper-Scissors.

Turn Flow

  • Both players draw 2 cards simultaneously.
  • Each player chooses which side (A or B) to use, and reveals it.
  • Each player secretly selects a move card.
  • Both reveal simultaneously.
  • Resolve blocks — the blocked move is discarded.
  • Resolve speed order. Faster fighter may hit with their move or announce a combo.
  • Unblocked, unused moves are placed in the Charge Zone for future combos.

Combos

  • Each fighter has 8 combos total — only 4 are accessible per turn (based on chosen face A or B).
  • A combo requires all listed cards: one must be the move you just played; the rest must be in your Charge Zone.
  • Combos are announced after reveal (if your move wasn't blocked). The choice cannot be changed.
  • After a combo, all involved cards are discarded.
  • Special actions resolve before damage is applied.
  • If a combo is countered or cancelled, it deals no damage.

Extra Rules

  • A fighter automatically loses if their deck is empty when they must draw.
  • If BOTH decks empty simultaneously: 1) most HP wins · 2) most Charge Zone cards wins · 3) most Hand cards wins · 4) Rock-Paper-Scissors.
  • Multi-fighter teams: after every successful combo, swap to another team fighter.
  • Multiplayer: only currently-fighting players draw 2 cards per turn. Waiting players may discard 1 and draw 1 instead.

Glossary

Cancel
The move or combo is treated as non-existent; all cards involved are discarded.
Counter
Cancels the opponent's move or combo AND deals bonus damage.
Charge Zone
Where successfully unblocked/unused moves are placed aside for future combos.
Discard
Card placed in discard zone — cannot be used again this match.
Put Aside
A successful move placed in the Charge Zone for future combo use.
Reveal Hand
The opponent can see the contents of your hand.

⚔ Battle Statistics

Life Points Over Turns

DaGuPuKiTo
Jeu de Cartes Martiales

100 / 100

Hand

⚡ Charge Zone

Face: A

CombosFace A

VS

Turn 1

Starting…

Battle Log

Quick Reference

⚡ Speed fastest → slowest
DGPKT| Combo: lower dmg=faster
🛡 Blocks (single moves only)
DPTGKD
100 / 100

Hand (0)

⚡ Charge Zone

Face: A

CombosFace A

⚠ Le contenu de ce site est temporaire et indicatif. La version imprimée du jeu peut présenter des différences par rapport à cette version numérique — notamment dans les noms des combos, leur puissance, leurs effets, et d'autres éléments de gameplay.
📱
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