DK Card Nyūmon Guide

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The title of this article is official, but it comes from a Japanese source.
If an acceptable English name is found, then the article should be moved to the new title.

DK Card Nyūmon Guide
Publisher Nintendo
Original language Japanese
Release date 2000[1]

DK Card Nyūmon Guide is an article published on the official website for the Donkey Kong Card Game. The article serves as a tutorial as to how to play the game in the form of a conversation between three characters (Takeshi, Hikaru, and Sensei, respectively). The tutorial was published in eight different "blocks".

Website description[edit]

Have you already experienced the Donkey Kong Card Game?
Eh, not yet? Because it looks difficult, so you can’t bring yourself to try… is that it?
No need to worry!! The Donkey Kong Card Game is made with very simple rules so anyone can play!
And of course, it’s not just simple... the fun is guaranteed!!
Even if you still can’t shake off your uneasy feelings, this corner will solve it in one go, right away.
Takeshi-kun and Hikaru-chan, and also a mysterious old man, will explain the rules and fun of the Donkey Kong Card Game in conversational format!

Block 1[edit]

Hikaru-chan: "Takeshi-kun, what's that card?"
Takeshi-kun: "Ah, this? It came with Donkey Kong 64..."
Hikaru-chan: "She's a cute girl."
Takeshi-kun: "That one's called Tiny. And this one's Lanky."
Hikaru-chan: "But, how do you play with this, I wonder."
Takeshi-kun: "......"
Sensei: "Excuse me, sorry, but could you give me that card of the long-armed Kong? I absolutely want to add one to my deck."
Hikaru-chan: "Eh? Grandpa, you know how to play this card?"
Sensei: "Of course. When it comes to this card game, there's no one above me. I've never lost even once."
Takeshi-kun: "Hee..., I don't really get it, but it seems like there's some amazing world. Grandpa, teach us how to play this card. Then as thanks, I'll even give you this card."
Hikaru-chan: "Takeshi-kun, that's rude..."
Sensei: "I don't mind. If that's how I can obtain this card, it's no trouble at all. Right away, how about this coming Saturday, at 2 o'clock, at the family restaurant down the road?"
Takeshi-kun: "Yeah, got it. Is there anything we need to prepare?"
Sensei: "Just bring the starter pack. Also, don't forget that card of the long-armed Kong."
Hikaru-chan: "I've never played a card game before, I wonder if it'll be okay."
Sensei: "No need to worry. Since the rules are based on rock-paper-scissors, anyone can enjoy it in about 15 minutes. As proof, even an old man like me can play it."
Takeshi-kun: "Well then, it's a promise for Saturday."

Block 2[edit]

Takeshi-kun: "Grandpa, over here! Over here!"
Sensei: "You two are early. It's still ten minutes before 2 o'clock."
Hikaru-chan: "Takeshi-kun said he couldn't wait."
Sensei: "All right, all right. Then let's get started right away. You brought the starter pack, didn't you?"
Takeshi-kun: "Of course!"
Sensei: "First, open the starter pack. There should be 60 cards inside."
Takeshi-kun: "Grandpa, the contents of Hikaru-chan's box are different..."
Sensei: "Stop calling me 'Grandpa,' will you? Just hearing it makes me lose motivation."
Hikaru-chan: "Then, how about calling you 'Sensei'?"
Sensei: "That's passable. As Takeshi-kun said, the cards inside differ by box. The card types are broadly divided into two: 72 kinds of character cards, and 180 kinds of other cards. These two differ greatly in how they're used in progressing the game, so take care. The starter pack contains 10 random character cards and 50 random other cards."
Hikaru-chan: "So the ones with Donkey Kong or Diddy Kong written at the top left are character cards?"
Sensei: "As expected of you, Hikaru-chan. That's right. Each character has different abilities, so the techniques (waza) and defenses (bōgyo) you can use are restricted. I'll explain the details later."
Takeshi-kun: "What kinds of things are included among those 180 other cards?"
Sensei: "Technique cards and support cards, with techniques or defenses written on them."
Hikaru-chan: "There are cards with rock, scissors, paper written at the top left..."
Sensei: "Those are techniques. Rock corresponds to punch, scissors to throw techniques, paper to kick."
Takeshi-kun: "And this weird rock-paper-scissors?"
Sensei: "That's defense. If you play it, you won't take damage from the opponent's technique."
Takeshi-kun: "And then the rest are support cards, right?"
Sensei: "They're extremely important for forming strategy."
Character cards have a yellow border on the back.
Other cards have a red border on the back.
Sensei: "That's enough about card types. Now I'll explain how to proceed with the game. First, each of you makes a deck of 40 cards from technique and support cards. Since the starter pack has 50, you choose 40 yourself. The goal of the game is to repeat turns of attack and defense, deal damage to the opponent, and exhaust their deck. "
Hikaru-chan: "Then I'll just pick 10 punches (rock), 10 kicks (paper), 10 throws (scissors), and 10 combined defense and support. That makes 40 cards as my deck."
Takeshi-kun: "Then I'll do the same ratio..."
Sensei: "At first, that ratio makes it easier to fight. At my level, for example, if the opponent seems to be increasing the number of kicks (paper), then I increase the number of throws (scissors). Reading the opponent's strategy and adjusting the deck composition is part of it."
Takeshi-kun: "Sensei, what about the character cards?"
Sensei: "You need 5 character cards. From the 10 in the starter pack, you select 5 to use. So out of the 60 cards, only 45 are actually needed for the game, and that's called the deck. The leftover 15 are set aside as a side deck."
Hikaru-chan: "Is there a standard for choosing character cards?"
Sensei: "Well, there is, but since this is just the first rule explanation, anything is fine."
Takeshi-kun: "Then I'll go with... definitely Donkey. And also K. Rool."
Hikaru-chan: "I'll take Diddy and Dixie, and also Eddie the Yeti, he's cute."
Sensei: "Are you ready? The 5 chosen character cards are placed separately from the 40-card deck. The arrangement goes like this. The 40-card deck is shuffled, but the 5 character cards can be stacked in any order you like. It's like deciding the batting order in baseball."

Block 3[edit]

Takeshi-kun: "All ready, Sensei!"
Sensei: "First, shuffle your 40-card deck well, then each of you cuts the other's deck. Cut it thoroughly. Once that's done, the game begins by turning over the top card of each character card deck and placing it on the field."
Takeshi-kun: "My leadoff batter is Donkey Kong. I'm counting on you, Donkey."
Hikaru-chan: "I'll start with Eddie the Yeti."
Takeshi-kun: "Sensei, the character cards have letters like P, H, and S written on them."
Sensei: "P means Power, H means Hand, S means Speed."
Takeshi-kun: "My Donkey Kong has all P, H, S at 5."
Hikaru-chan: "My Eddie has P at 6, H at 5, and S at 4."
Sensei: "Each of you draws from the top of your 40-card deck a number of cards equal to the H value of your character card on the field. Keep them in hand without showing the opponent. This is what's called your hand."
Takeshi-kun: "I have 5 cards."
Takeshi-kun’s remaining deck: 35 cards
Hikaru-chan: "I also have 5 cards."
Hikaru-chan’s remaining deck: 35 cards
Sensei: "Since this is rule explanation, you may show each other your hands."
Takeshi-kun: "My hand is..."
Takeshi-kun’s Character #1: Donkey Kong P5, H5, S5
Card Name Condition Notes
Body Blow (Rock) P2↑ If this technique succeeds, you also take 1 damage
Lariat (Rock) P4↑
Frog Upper (Rock) P2↑, S6↑
Jumping Kick (Paper) P3↑, S5↑
Crouch (Defense) - Take no damage from Punch
Sensei: "Takeshi-kun has 5 cards in hand now, but that doesn't mean he can play any of them. For example, look closely at Body Blow (Rock)."
Hikaru-chan: "It says P2↑ at the top right."
Sensei: "That means if the character on the field has P of 2 or more, the card can be used. Donkey Kong's P is 5, so the condition for Body Blow (Rock) is satisfied. It's playable."
Hikaru-chan: "Which means Lariat (Rock) can also be played."
Takeshi-kun: "Frog Upper (Rock) says P2↑, S6↑..."
Sensei: "That means it can be used only if the character has P of 2 or more and S of 6 or more."
Takeshi-kun: "Donkey Kong's P is 5, so that's fine, but his S is 5... so Frog Upper (Rock) can't be used."
Sensei: "Exactly."
Hikaru-chan: "So if a technique has two conditions written, both must be met to use it."
Sensei: "How about Jumping Kick (Paper)? It says P3↑, S5↑..."
Takeshi-kun: "Donkey Kong's P is 5, so P3↑ is fine. His S is also 5, so S5↑ is satisfied."
Hikaru-chan: "Since it says 5 or more, 5 is okay. Jumping Kick (Paper) is playable."
Sensei: "So the cards Takeshi-kun can play are as follows."
Takeshi-kun’s Character #1: Donkey Kong P5, H5, S5
Playable Card Name Condition Notes
Body Blow (Rock) P2↑ If this technique succeeds, you also take 1 damage
Lariat (Rock) P4↑
× Frog Upper (Rock) P2↑, S6↑
Jumping Kick (Paper) P3↑, S5↑
Crouch (Defense) - Take no damage from Punch
Hikaru-chan: "What about my hand?"
Hikaru-chan’s Character #1: Eddie the Yeti P6, H5, S4
Playable Card Name Condition Notes
Dragon Kick (Paper) P4↑
Brain Buster (Scissors) P4↑, S2↑
× Dodge (Defense) S5↑ Take no damage from Punch and Kick
Line Up (Support Card) - Shuffle the opponent’s remaining character deck
Evening (Support Card) - Both take 3 damage, then move to the next round
Takeshi-kun: "Hikaru-chan's character card is Eddie, so P6, H5, S4."
Hikaru-chan: "So everything except Dodge (Defense) can be played."
Sensei: "Until you get used to it, it's easier to separate playable and unplayable cards. Since you've grasped how to read your hand, next I'll teach you the flow of actually playing cards. Follow along."

Block 4[edit]

Sensei: "All right, once you've drawn cards equal to H, next you decide first attack and second attack. Look at each character card's S. The one with the higher S number goes first, and that begins the turn."
Hikaru-chan: "Takeshi-kun's Donkey has S of 5, and my Eddie has S of 4, so Takeshi-kun goes first."
Sensei: "Listen to the explanation while looking at this diagram. Takeshi-kun's first-turn is called Takeshi-kun's turn."
*Clicking 'this diagram' opens a new window explaining the flow of the game. Note: Reading while alternating screens helps grasp the flow of the game.*
Takeshi-kun: "According to this diagram, the yellow part. On my first move as first attack, I can play either a technique or a support."
Sensei: "Furthermore, if you have neither technique nor support cards in hand, you may pass. Of course, even if you do have them, you may pass for strategy."
Takeshi-kun: "Okay, then... Body Blow (Rock)!"
Sensei: "Now it's Hikaru-chan's turn as second attack. Hikaru-chan can either play a Paper (counter technique) that beats Takeshi-kun's Rock, or play a defense card to avoid damage."
Hikaru-chan: "I'll play Dragon Kick (Paper). This is what's called a counter technique."
Sensei: "Now, Takeshi-kun's second move as first attack... what will you do?"
Takeshi-kun: "Paper is beaten by Scissors, but... Sensei, I don't have Scissors in my hand. If I have no technique, then... a defense card... how about Crouch (Defense)!"
Sensei: "Looks like you don't have a counter technique. And that defense card can't be used here. Some defense cards are universal, able to block any technique, while others only block specific ones. The 'Crouch' you have says 'Take no damage from Punch,' doesn't it?"
Hikaru-chan: "The technique I played was Kick."
Takeshi-kun: "I see, so this defense card can't block Kick."
Sensei: "Takeshi-kun has no card to play as second move. In that case, he takes damage from Hikaru-chan's technique. Dragon Kick (Paper) succeeds. To see how much damage it deals, look at this number."
Hikaru-chan: "So, 4 damage."
Sensei: "Takeshi-kun flips the top 4 cards of his deck and discards them."
Hikaru-chan: "Ah, so the opponent's deck is like their life. By dealing damage like this, the one who exhausts the opponent's deck first wins, right, Sensei?"
Sensei: "Exactly. All right, since damage was taken, that ends the turn. Next, first and second attack switch, so now it's Hikaru-chan's turn. Hikaru-chan, what's your first move?"
Takeshi-kun: "According to the diagram, the orange part is Hikaru-chan."
Takeshi-kun’s Character #1: Donkey Kong P5, H5, S5
Playable Card Name Condition Notes
Body Blow (Rock) P2↑ If this technique succeeds, you also take 1 damage
Lariat (Rock) P4↑
× Frog Upper (Rock) P2↑, S6↑
Jumping Kick (Paper) P3↑, S5↑
Crouch (Defense) - Take no damage from Punch
Hikaru-chan’s Character #1: Eddie the Yeti P6, H5, S4
Playable Card Name Condition Notes
Dragon Kick (Paper) P4↑
Brain Buster (Scissors) P4↑, S2↑
× Dodge (Defense) S5↑ Take no damage from Punch and Kick
Line Up (Support Card) - Shuffle opponent’s remaining character deck
Evening (Support Card) - Both take 3 damage, then move to next round
Hikaru-chan: "I'll start with Brain Buster (Scissors)."
Takeshi-kun: "Scissors is beaten by Rock, so... Frog Upper is Rock but unusable... Lariat works, right? Counter technique!!"
Sensei: "Now, Hikaru-chan's second move as first attack?"
Hikaru-chan: "I don't have a counter technique, and Dodge is a defense card but unusable... I have no choice but to take damage."
Sensei: "That's right. Takeshi-kun's Lariat succeeds. Damage is 4, so Hikaru-chan discards 4 cards from her deck."
Sensei: "Good, now each of you has finished one turn. In this way, you keep alternating first and second attack, repeating turns. Next is Takeshi-kun's turn again."
Hikaru-chan: "Sensei, do turns go on forever?"
Sensei: "They repeat until the total number of passes between both players reaches 2. When the total passes reach 2, that round ends and the next round begins. Study this diagram carefully."
Takeshi-kun: "As turns repeat, the number of cards in hand decreases, so eventually you'll have no choice but to pass."
Sensei: "Exactly. One thing I forgot to mention: once you pass, when your turn comes again you cannot play a technique as your first move. That's the handicap. Counter techniques are still allowed, though."
Hikaru-chan: "So if you can't play a technique as first move, you must either play a support card or pass again. You have to be careful."

Block 5[edit]

Sensei: "Now, continue."
Takeshi-kun: "It's my turn as first attack again. I could play Jumping Kick (Paper), but since that would be cruel, this time I'll pass instead of playing this card."
Sensei: "If you pass, that ends the turn. In other words, Takeshi-kun's turn ends and it becomes Hikaru-chan's turn. Also, to avoid forgetting that you passed, remember to rotate your character card 180 degrees once you pass."
Takeshi-kun’s Character #1: Donkey Kong P5, H5, S5
Playable Card Name Condition Notes
Body Blow (Rock) P2↑ If this technique succeeds, you also take 1 damage
Lariat (Rock) P4↑
× Frog Upper (Rock) P2↑, S6↑
Jumping Kick (Paper) P3↑, S5↑
Crouch (Defense) - Take no damage from Punch
Hikaru-chan’s Character #1: Eddie the Yeti P6, H5, S4
Playable Card Name Condition Notes
Dragon Kick (Paper) P4↑
Brain Buster (Scissors) P4↑, S2↑
× Dodge (Defense) S5↑ Take no damage from Punch and Kick
Line Up (Support Card) - Shuffle opponent’s remaining character deck
Evening (Support Card) - Both take 3 damage, then move to next round
Hikaru-chan: "Since I'm first attack, it's a chance to use a support card. I'll play Line Up."
Sensei: "When you play a support card, its effect is executed immediately. Playing a support card alone ends the turn."
Hikaru-chan: "Okay. Shuffle Takeshi-kun's remaining character deck!!"
Takeshi-kun: "Ah..., that's awful. And you call yourself a girl? My strategy is ruined."
Sensei: "Having your character card order disrupted is painful! It's like in baseball, when the cleanup hitter you intended for the 4th spot gets forced into batting 9th."
Takeshi-kun: "All right, now I'm mad. I was going easy on you... Since Hikaru-chan's turn ended with a support card, it's my turn again. This time I'll play Jumping Kick!!"
Sensei: "Hey, hey, looks like you've completely forgotten what I said earlier. Calm yourself."
Takeshi-kun: "Eh?"
Hikaru-chan: "Takeshi-kun, you passed once earlier, didn't you? When you pass, for the rest of that round, even if your turn comes, you can't play a technique as your first move."
Takeshi-kun: "Ah, that's right. Just because I showed mercy..."
Sensei: "Hikaru-chan seems to have more aptitude."
Takeshi-kun: "Then, since I don't have a support card, I have no choice but to pass."
Sensei: "Now the total number of passes is 2, so this round ends. Ending the round means the characters on the field finish their turn. Eddie and Donkey are each discarded into the character trash pile. Be careful: your hand carries over into the next round. Don't discard your hand along with the character cards. Now, on to the next round."

Block 6[edit]

Hikaru-chan: "At the start of the round, we have to bring out the next character from the character card deck. My next character is Diddy."
Takeshi-kun: "Mine is General Klump."
Sensei: "Both have H of 6, so each draws 6 cards from the deck. Don't forget to replenish your hand at the start of the round. But the maximum hand size is 10 cards. Once you reach 10, you stop. After drawing, check which cards are playable and which are not."
(Takeshi-kun’s remaining deck: 25 cards)
(Hikaru-chan’s remaining deck: 25 cards)
Takeshi-kun’s Character #2: General Klump P4, H6, S5
Playable Card Name Condition Notes
× Frog Upper (Rock) P2↑, S6↑
Jumping Kick (Paper) P3↑, S5↑
Crouch (Defense) - Take no damage from Punch
Dash Kick (Paper) P2↑, S4↑ Cannot be countered by Throw
× Table-flip (Scissors) P6↑
× Scratch (Rock) P2↓ Opponent cannot use Throw techniques during this round
Power Bomb (Scissors) P4↑ Cannot be used if your character’s P is greater than opponent’s
Headbutt (Rock) P3↑ Opponent cannot use a technique next turn
Power Up (Support) - During this round, your character’s P +2
Hikaru-chan’s Character #2: Diddy Kong P3, H6, S6
Playable Card Name Condition Notes
Dodge (Defense) S5↑ Take no damage from Punch and Kick
Evening (Support Card) - Both take 3 damage, then move to next round
Karate Chop (Rock) P3↑ Cannot be blocked by defense cards
Triangle Hold (Scissors) P3↑, S3↑ If your character’s P is smaller than opponent’s, add +3 damage
Foot Stamp (Paper) P1↑
Straight Punch (Rock) P2↑ Look at opponent’s hand
× Missile Kick (Paper) P4↑
Lightning Drop (Scissors) P3↓, S3↑
Sensei: "Looks like you can already distinguish playable and unplayable cards. But note that some cards, like Power Bomb (Scissors) in Takeshi-kun's hand, have special usage conditions."
Hikaru-chan: "It says 'Cannot be used if your P is greater than opponent's.' So?"
Takeshi-kun: "My Klump's P is 4, Hikaru-chan's Diddy's P is 3. Mine is bigger, so I can use it."
Sensei: "After drawing, what's the next step, Hikaru-chan?"
Hikaru-chan: "Deciding first and second attack! My Diddy's S is higher, so I go first."
Sensei: "Splendid."
Takeshi-kun: "It's Hikaru-chan's turn. Go ahead."
Hikaru-chan: "All right. I'll start with Foot Stamp (Paper)."
Takeshi-kun: "Then I'll counter with Power Bomb (Scissors)."
Hikaru-chan: "You fell for it. Karate Chop (Rock) seals it!"
Takeshi-kun: "Seals it?"
Hikaru-chan: "Karate Chop... 'Cannot be blocked by defense cards.' That means if you play it as the second move of first attack, you block the only option the opponent has on their second move... defense. So they have no choice but to take damage. Understand, Takeshi-kun?"
Sensei: "Well done, Hikaru-chan. This card should be used as first attack's second move. You exploited the position where the second attacker can only play defense. Takeshi-kun, that's 2 damage."
Takeshi-kun: "I see, Hikaru-chan. I'll follow you forever."

Block 7[edit]

Takeshi-kun’s Character #2: General Klump P4, H6, S5
Playable Card Name Condition Notes
× Frog Upper (Rock) P2↑, S6↑
Jumping Kick (Paper) P3↑, S5↑
Crouch (Defense) - Take no damage from Punch
Dash Kick (Paper) P2↑, S4↑ Cannot be countered by Throw
× Table-flip (Scissors) P6↑
× Scratch (Paper) P2↓ Opponent cannot use Throw techniques during this round
Power Bomb (Scissors) P4↑ Cannot be used if your character’s P is greater than opponent’s
Headbutt (Rock) P3↑ Opponent cannot use a technique next turn
Power Up (Support) - During this round, your character’s P +2
Hikaru-chan’s Character #2: Diddy Kong P3, H6, S6
Playable Card Name Condition Notes
Dodge (Defense) S5↑ Take no damage from Punch and Kick
Evening (Support Card) - Both take 3 damage, then move to next round
Karate Chop (Rock) P3↑ Cannot be blocked by defense cards
Triangle Hold (Scissors) P3↑, S3↑ If your character’s P is smaller than opponent’s, add +3 damage
Foot Stamp (Paper) P1↑
Straight Punch (Rock) P2↑ Look at opponent’s hand
× Missile Kick (Paper) P4↑
Lightning Drop (Scissors) P3↓, S3↑
Hikaru-chan: "Now, it's your turn, Takeshi-kun."
Takeshi-kun: "First, Jumping Kick (Paper)."
Hikaru-chan: "Counter technique... let's see... I'll play Triangle Hold (Scissors)."
Takeshi-kun: "Headbutt (Rock) seals it!"
Hikaru-chan: "Dodge (Defense)! Whew, that was close."
Takeshi-kun’s Character #2: General Klump P4, H6, S5
Playable Card Name Condition Notes
× Frog Upper (Rock) P2↑, S6↑
Jumping Kick (Paper) P3↑, S5↑
Crouch (Defense) - Take no damage from Punch
Dash Kick (Paper) P2↑, S4↑ Cannot be countered by Throw
× Table-flip (Scissors) P6↑
× Scratch (Paper) P2↓ Opponent cannot use Throw techniques during this round
Power Bomb (Scissors) P4↑ Cannot be used if your character’s P is greater than opponent’s
Headbutt (Rock) P3↑ Opponent cannot use a technique next turn
Power Up (Support) - During this round, your character’s P +2
Hikaru-chan’s Character #2: Diddy Kong P3, H6, S6
Playable Card Name Condition Notes
Dodge (Defense) S5↑ Take no damage from Punch and Kick
Evening (Support Card) - Both take 3 damage, then move to next round
Karate Chop (Rock) P3↑ Cannot be blocked by defense cards
Triangle Hold (Scissors) P3↑, S3↑ If your character’s P is smaller than opponent’s, add +3 damage
Foot Stamp (Paper) P1↑
Straight Punch (Rock) P2↑ Look at opponent’s hand
× Missile Kick (Paper) P4↑
Lightning Drop (Scissors) P3↓, S3↑
Takeshi-kun: "It's Hikaru-chan's turn."
Hikaru-chan: "Then, how about Straight Punch (Rock)?"
Takeshi-kun: "Rock is beaten by Paper, so I'll go with Dash Kick (Paper)!"
Hikaru-chan: "If it's Paper, then Scissors. Lightning Drop (Scissors), hehe."
Takeshi-kun: "Too naive, Hikaru-chan. Dash Kick isn't just any Paper. Look closely at the card."
Hikaru-chan: "Opponent cannot counter with Throw..."
Takeshi-kun: "Exactly! It's a Paper that can't be countered by Scissors. Which means only a defense card could stop it."
Hikaru-chan: "What? A Paper that doesn't lose to Scissors... I don't have a defense card, so I have no choice but to take damage."
Takeshi-kun: "That's 4 damage."
Hikaru-chan: "You don't have to spell it out every time. How frustrating..."

Block 8[edit]

Takeshi-kun's Character #2: General Klump P4, H6, S5
Playable Card Name Condition Notes
× Frog Upper (Rock) P2↑, S6↑
Jumping Kick (Paper) P3↑, S5↑
Crouch (Defense) - Take no damage from Punch
Dash Kick (Paper) P2↑, S4↑ Cannot be countered by Throw
× Table-flip (Scissors) P6↑
× Scratch (Paper) P2↓ Opponent cannot use Throw techniques during this round
Power Bomb (Scissors) P4↑ Cannot be used if your character's P is greater than opponent's
Headbutt (Rock) P3↑ Opponent cannot use a technique next turn
Power Up (Support) - During this round, your character's P +2
Hikaru-chan's Character #2: Diddy Kong P3, H6, S6
Playable Card Name Condition Notes
Dodge (Defense) S5↑ Take no damage from Punch and Kick
Evening (Support Card) - Both take 3 damage, then move to next round
Karate Chop (Rock) P3↑ Cannot be blocked by defense cards
Triangle Hold (Scissors) P3↑, S3↑ If your character's P is smaller than opponent's, add +3 damage
Foot Stamp (Paper) P1↑
Straight Punch (Rock) P2↑ Look at opponent's hand
× Missile Kick (Paper) P4↑
Lightning Drop (Scissors) P3↓, S3↑
Takeshi-kun: "I'll play Power Up (Support Card)."
Sensei: "Oh, a refined move."
Takeshi-kun: "Is that praise?"
Sensei: "Of course. This means that for this round, the character card's P increases by +2. So General Klump's P is read as 6 instead of 4. Hmm, refined. In other words, by using this support card, Table-flip becomes a playable card."
Takeshi-kun: "Ah, I see!"
Sensei: "What, you didn't plan that?"
Takeshi-kun: "It was the only card I could play as first move... kind of random."
Sensei: "......"
Takeshi-kun's Character #2: General Klump P4→6, H6, S5
Playable Card Name Condition Notes
× Frog Upper (Rock) P2↑, S6↑
Jumping Kick (Paper) P3↑, S5↑
Crouch (Defense) - Take no damage from Punch
Dash Kick (Paper) P2↑, S4↑ Cannot be countered by Throw
× Table-flip (Scissors) P6↑
× Scratch (Paper) P2↓ Opponent cannot use Throw techniques during this round
Power Bomb (Scissors) P4↑ Cannot be used if your character's P is greater than opponent's
Headbutt (Rock) P3↑ Opponent cannot use a technique next turn
Power Up (Support) - During this round, your character's P +2 (P4→6)
Hikaru-chan's Character #2: Diddy Kong P3, H6, S6
Playable Card Name Condition Notes
Dodge (Defense) S5↑ Take no damage from Punch and Kick
Evening (Support Card) - Both take 3 damage, then move to next round
Karate Chop (Rock) P3↑ Cannot be blocked by defense cards
Triangle Hold (Scissors) P3↑, S3↑ If your character's P is smaller than opponent's, add +3 damage
Foot Stamp (Paper) P1↑
Straight Punch (Rock) P2↑ Look at opponent's hand
× Missile Kick (Paper) P4↑
Lightning Drop (Scissors) P3↓, S3↑
Hikaru-chan: "Since you played a support card, your turn ends. Next is my turn. I'll play a support card too."
Takeshi-kun: "What, Evening?"
Hikaru-chan: "Both take 3 damage, then move to the next round... Sorry, Takeshi-kun."
Sensei: "This is a card used to forcibly end the round and move to the next, when the situation is unfavorable. Normally, the round doesn't end until the total passes reach 2..."
Hikaru-chan: "If it had become your turn again and you played Table-flip, I'd have taken 10 damage. So now we both take 3 damage and move to the next round."
(Takeshi-kun's remaining deck: 20 cards)
(Hikaru-chan's remaining deck: 18 cards)
Sensei: "Sorry to cut it short just as things were heating up, but it's my own 'Evening.' Time to go home. From here on, it's practice for you two."
Takeshi-kun: "Eh, why? It's not even 3 o'clock yet..."
Sensei: "I have another appointment. There's a child who promised me a Dinky character card if I taught them the rules of this card game."
Hikaru-chan: "That's the card included with Donkey Kong GB: Dinky Kong & Dixie Kong."
Takeshi-kun: "I saw that in a commercial too. Donkey got it and cried."
Sensei: "That card has a special ability to nullify the effect of an opponent's support card."
Hikaru-chan: "So in the earlier scene, if your character had been Dinky, you could have prevented Evening's effect."
Sensei: "From what I see, both of you are already full-fledged. Even without me, you can fight proudly as card commanders. Perhaps someday we'll meet as opponents in a tournament. If so, go easy on me."
Takeshi-kun: "Sensei..."
Sensei: "Takeshi-kun, don't make that face. If you have questions, send mail here and you'll get answers. Also, every card's usage is listed here. Don't worry."
Takeshi-kun: "Thank you for everything. As thanks, here's the promised Lanky character card."
Sensei: "Hahaha, I can't accept this. Takeshi-kun, it's yours."
Hikaru-chan: "But Sensei, wasn't that why you taught us the rules?"
Sensei: "Perhaps. But seeing you both with shining eyes, eager to learn the rules, I feel I've received more than a card. For an old man, that's the greatest gift."
Hikaru-chan: "......"
Takeshi-kun: "Someday I'll repay you by becoming a card commander who can defeat you!"
Sensei: "Hey now, first you should try beating Hikaru-chan next to you. Well then, time's up."
Takeshi-kun: "Goodbye... Sensei."
Hikaru-chan: "Thank you very much..."

Gallery[edit]

Names in other languages[edit]

Language Name Meaning Notes
Japanese DKカード入門ガイド[2]
DK Kādo Nyūmon Gaido
DK Card Beginner’s Guide

References[edit]

External links[edit]