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
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.