Here are the rules as they exist right now. Look them over, let me know if you understand.
Basics
Dice
Red Dice: Attack dice
Blue Dice: Defense dice
Damage
Damage to head: Replace next instance with stun.
Loss of head: Death
Arm 3 to 1 HP: -1 penalty to attack
Leg 4 to 1 HP: -1 penalty to defense
Loss of arm: -2 penalty to attack
Loss of leg: -2 penalty to defense
Torso 6 to 1 HP: -1 penalty to all rolls
Torso 0 hp: Death
Armor and Shields
Armor: Acts as extra health on whatever it is attached to, preventing damage by absorbing it. Can eventually be destroyed by taking enough blows. Armor has 3 types, Light, Medium and Heavy and can be placed on 1 body part at a time. Armor has weights of 1, 1.5 and 3 respectively. 3 points of weight incurs a -1 to defense. 6 gives -2 and so on. The heavier the armor, the more HP it has and the more blows it can absorb. Light has 3 HP, Medium has 5, Heavy has 10.
Shield: Fail a defense roll by 1 (2 with great shield) and the shield will take the hit instead. Shields act like full body armor, protecting any part, but have HP like armor as well and can be broken. A Normal shield counts as 2 points of weight. A great shield as 4. Normal shields have 20 HP, Great shields have 50.
Range and Speed
Range 0-4
0-fists, Fist weapons knives
1- Short swords, maces, Clubs
2- Long swords, Axes, Flails, Thrusting swords, Katana
3. Great swords, Staff, Long ax
4. Pole arms, spears
Range: If there is a difference in range, winner goes first for their action in the instance. If not, highest attack roll does. If difference in range is greater than 2, (0 vs 3 for instance) winner gets +1 on attack rolls as well. Range is determined by the longest range weapon in the fight. Ie, two longsword fighters means the range of the fight is 2. But a fist user vs a spear user would be a fight with a range of 4, giving the spear user the advantage. The fist user can use "Move in" and other cards to close the distance, reducing it till it was smaller or equal to his own, removing the advantage. The spear user could also use "Move out" to increase the range (up to his weapon range), to regain advantage.
Speed: Weapons have speeds between .3 and 3. This is the number of instances it takes to do an attack. If more than one, it will say something akin to A-R or A-R-R or S-A-R. These mean, in order, Attack- recovery, Attack- recovery-recovery, and Startup- Attack- Recovery. These explain what each instant of the attack is doing. Start up and recovery act like skipped instances. .3 and .5 speeds mean you attack 3 times or twice in one instant. Each attack is rolled for.
Attack vs defense:
On attack action, attacker rolls attack dice, defender rolls defense dice. Highest wins. Attacker always declares target of attack when setting up his actions before turn. Hits to certain parts require a minimum roll to succeed. If that minimum is not met, then the attack misses, regardless of the defense roll. If attack succeeds, it deals the weapon damage to the body part. If the damage exceeds the HP of the part, it is destroyed.
States
Stun: Any actions don't count and defense is rolled at -2.
Recovery and start up: Act like wait, but don't regen cards. No defense penalties, but take 1 extra damage if hit during these states.
Building your deck:
Each player can have 30 cards in their deck. They can have as many of any of the standard cards as they want, but only 3 special cards. Special cards available to them depend on their weapon. The players alway have access to all these cards and can build turns out of any of them, it is not a random draw. However, when you use a card, it is counted as used and cannot be used again until it regens. You regen cards by waiting, ie not playing a card for an instance.
Creating a turn:
Each turn is made up of 5 instances. You can play up to 1 card per instance depending on your attack speed. Each turn plays out depending on the cards chosen.
Standard cards
Attack: Does an attack with your weapon. This card takes up instance slots equal to the weapon attack speed.
Defend: Take a defensive stance. +2 to defense die
Move in: If opponent has a range advantage, -1 to that advantage. If same range, no effect.
Move out: +1 to your range, up to weapon range. (ie, a spear uses with weapon range 2 because the opponent used move in to get close would go to weapon range 3.)
Parry: If attacked this turn, roll defense with +1 bonus. If successful, replace opponent's next instance with stun.
Feint: Acts like a normal attack, but has no body part target. Does no damage, but on success, replaces target's next instance with stun.
Heavy attack: Acts like normal attack, but add 1 instance worth of recovery regardless of weapon. Attack does double damage if hits. If attack is evaded, add instance of stun instead of recovery. Cannot be done if using a shield.
Aggressive Stance: Shift to an attack oriented stance. +1 to attack die, -1 to defense die. Both deal and receive +1 damage.
Defensive stance: Shift to a defense oriented stance: +1 to defense die, -1 to attack die. Deal and receive -1 damage.
Normal stance: Return to a normal stance. No bonuses or penalties.
Wait: If a card is not played, you will wait for that instance. Do nothing, regen 2 cards. No penalties
Katana:
Damage: 2
Speed: 1
Range: 2
Special Cards
Quick Draw: Special attack. Sheathe weapon than attack rapidly. S-A, Attack considered .3, attacking 3 times in one instance.
Counter blow: Acts as parry, no defense bonus. If successful, act as instant attack against opponent's body with bonus damage equal to difference between your defense roll and their attack roll. Opponent does not get defense roll. If opponent does not attack this instance, next instance replaced by recovery.
Knife:
Damage: 1
Speed: .5
Range: 0
Special cards:
Lunge: Roll attack die. Reduce range by rolled number divided by 2, rounded down. Ie, roll 5, reduce range difference by 2. This happens regardless of defense roll. If attack roll is higher than opponent's defense roll, than deal one attack's worth of damage.
Crippling blow: Attack a limb with a -1 attack penalty. If successful, deal double damage with all blows that successfully hit the limb.
Kopesh:
Damage: 2
Speed: 1
Range: 2
Special cards
Hack: Attack as normal. This attack deals triple damage to armor and shields, but normal to body parts.
Cleave: Attack a limb. If your attack roll beats the defense roll by more than 2, the limb is destroyed.