Power: 8
Technique: 5
Agility: 6
Strike: 10
Submission: 7
Grapple: 9
New Gimmick
When your Turn Roll is at least 3 greater than your opponent’s Turn Roll, your opponent’s Gimmick is blank until the end of the next turn.
Old Gimmick
Your opponent needs 3 cards in play to hit you with a Finish.

Contact Juggling
+1 to Technique
+3 to Agility
If stopped, look at the top 3 cards of your deck, randomly add 1 to your hand, put 1 in your discard pile, and put the other on top of your deck.

Multiplexing
+1 to Power
+3 to Technique
Draw 3 cards.
Each time your opponent rolls for a Breakout Roll, draw 1 card.

Claw
+1 to Power
+3 to Submission
Look at your opponent's hand, choose 1 card and put it on top of their deck.
Your opponent randomly buries 1 card in their hand.

Stomping Around (#28)
Draw 2 cards or your opponent buries 2 random cards in their hand.
If the Crowd Meter is 1 or greater, choose both options.

Funhouse Drop (#29)
If the Crowd Meter is 1 or greater, the Crowd Meter is +1.

Hall of Mirrors (#30)
+3 to Technique
+1 to Power
Add all of your opponent's Gimmicks to yours.
Compendium / Rulings
Ruling: Hall of Mirrors is a temporary addition only as long as it’s in play.


