DRAGON PUNCH: a tiny fighting game you can play anywhere!
DRAGON PUNCH is a tiny 10-minute fighting game for 2 players, inspired by video games like the Street Fighter series. It’s all about trying outwit your opponent with the timing and positioning of your attacks and defences.
The game was designed to be super-portable: it's just 21 cards so it'll fit in any pocket, and you play it entirely in your hand, so it doesn't require a table or other playing surface. Take it anywhere, play it anywhere!
Reviewers love Dragon Punch! Check out these (p)reviews.
Edo's Game Reviews video preview:
"Truly perfect as an out of pocket five minute game" - Timothy Mattes,Sorry Man I Farted
"If you want a game that is a whole lot of fun and can be played anywhere, it would be a shame if you passed up Dragon Punch." - Rob Cramer, Giant From The North
"The game itself is awesome ... [a] bundle of fun" 9/10 - Adam Atkinson, A Roll Of The Dice
"Dragon Punch takes me back to a simpler time in gaming in the best way possible. Outwit your opponent in a super intense high stakes fighting game that you can play anywhere!" - Rick Perez, Let's Level Up
"The game mechanisms are truly exceptional ... the fun it provides is outstanding." - Arek Lewandowski, Kostkarnia u Kostka (Polish)
"A great game for confined times and confined spaces" - Brian Everett, Cloak & Meeple
Note: I like my reviews independent, so no money (or any other kind of fee) has changed hands for any of these reviews. I did provide all the reviewers with a review copy of the game.
Want to learn how Dragon Punch works? The easiest way is to view this awesome video by JonGetsGames. It explains everything, with examples, in just over six minutes!
If you only have three minutes, here's my own (far less engaging) gameplay overview. I talk through the game's core concepts, and then ramble on a bit about why I think it's so great.
In Dragon Punch, both players have a hand of 6 basic fighting cards, plus one unique character card. Each card contains 2 moves. Each turn, both players simultaneously choose and reveal a move to play. The moves are compared to determine which, if any, are successful.
No single move is the best: a Block might prevent an Attack, a quick Attack would interrupt a slow one, but a slow throw can't be Blocked. It's all about timing and reading your opponent. There are also Evades and different attack locations, and gaining the Initiative can make all your attacks super-fast for one turn.
If you get hit, you must upgrade some of your basic moves. Your basic moves are your health, and losing health unlocks your choice of more furious moves. At the end of every turn you also flip your played card to the back of your hand, making it temporarily unavailable. This upgrading and flipping of moves keeps the match-up between you and your opponent in constant flux, making every turn unique.
Win the round by making your opponent lose all their health. The first to win two rounds is the winner!
Want to play before you pledge? Or just read through the rules? No problem, just download this free Print & Play file:
These PnP files contain the complete game and rules, but not all art is full-colour. The £1 pledge level (or above) will get you an improved PnP file with all final art included.
Note: The imagery of the game's cards and packaging is pretty much final, but there might still be small tweaks to the graphic design.
Note 2: Both the wallet and the tin will accommodate sleeved cards. The cards are bridge sized (3.5"x2.25").
Having an additional copy of the game allows you to play the game's "Custom Character" variant, where both players can customize their basic move set.
Or maybe you simply want an extra copy for a friend, or one to keep in the glove compartment? No problem. If you're a Tinned/Limited level pledger, you can even get extra tinned sets or empty wallets.
To add an add-on, just increase your pledge with the appropriate amount(s). After the campaign finishes, you'll be able confirm that you want an add-on in the backer survey.
- A backer from the USA wanting a Tinned Edition would normally pledge £16: The £15 base pledge + £1 shipping.
- If that backer wanted to add one standard copy of the game, they'd simply increase their pledge to £22: The £15 base pledge + £1 shipping + £6 for the add-on.
As you can see, shipping is included for most pledge levels and countries! Add-ons have their shipping cost included in their amount as well.
All games will be shipped from the UK. To my knowledge, the game's price point is lower than any customs charge / VAT threshold anywhere.
Want to help make Dragon Punch a success? Awesome! Here are some links I would really, really like you to check out:
- Become a FAN of Dragon Punch on BoardGameGeek
- THUMB the game's main image on BoardGameGeek
- LIKE Most Mondays games (that's me) on Facebook
- FOLLOW Most Mondays games (still me) on Twitter
And of course, the best thing you can do to help out is to share this project. Send all your enemies, friends and other folk you'd like to have a brawl with to tiny.cc/DragonPunch !
Show your support with your favourite Dragon Punch character!
Risks and challenges
Last year I successfully completed my first Kickstarter campaign, so the process and workload of fulfilling a game to 500+ backers worldwide is familiar to me. That project funded over 1500%, and I still managed to deliver all rewards within a month of the estimated dates.
Of course, things never go exactly as planned. To minimize the probability of production delays, all my manufacturers are either UK-based or ones that I've used before. All the card artwork is complete so there's no risk of delays there either. The games are tiny, which makes storage and transport (relatively) easy. And my first Kickstarter has made me fluent in the Royal Mail's international shipping options and costs.
As I'm handling fulfillment myself, there's always the possibility of everything slowing to a crawl if I get sick or something. But I've tried to account for such a setback or two in the estimated delivery date. (I expect to start shipping in September, but I've learned to expect the unexpected too -- hence November).
Another risk is this project unexpectedly getting thousands of backers (yay!). Such a windfall could make the project too big to be hand-fulfilled on time. In that case, the enormous amount of backers should give me enough revenue to hire some external help.
I'm well prepared for this project, and I'm confident I'll be able to battle my way through any unexpected issues that arise. If you’ve got any questions, please don’t hesitate to get in touch! There's a "contact me" link at the top of this page.Learn about accountability on Kickstarter
- (30 days)