Crowd Meter – Beast Unchained

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)

Beast Unchained Match

No Disqualifications
No Count Outs
Max Handsize 8

When you Win a Turn Roll, both players draw 1 card.
When you bump, flip 1 card. Cards with “Chain” in the name have the added text: “Your opponent’s next Turn Roll is -1.”

Beast Unchained Match

No Disqualifications
No Count Outs
Max Handsize 8

Level 1: Finish Rolls are +1
When you Win a Turn Roll, both players draw 1 card.
When you bump, flip 1 card. Cards with “Chain” in the name have the added text: “Your opponent’s next Turn Roll is -1.”

Beast Unchained Match

No Disqualifications
No Count Outs
Max Handsize 8

Level 2: Finish Rolls are +2
When you Win a Turn Roll, both players draw 1 card.
When you bump, flip 1 card. Cards with “Chain” in the name have the added text: “Your opponent’s next Turn Roll is -1.”

Beast Unchained Match

No Disqualifications
No Count Outs
Max Handsize 8

Level 3: Finish Rolls are +3
When you Win a Turn Roll, both players draw 1 card.
When you bump, flip 1 card. Cards with “Chain” in the name have the added text: “Your opponent’s next Turn Roll is -1.”

Beast Unchained Match

No Disqualifications
No Count Outs
Max Handsize 8

Level 4: Finish Rolls are +4
When you Win a Turn Roll, both players draw 1 card.
When you bump, flip 1 card. Cards with “Chain” in the name have the added text: “Your opponent’s next Turn Roll is -1.”

Beast Unchained Match

No Disqualifications
No Count Outs
Max Handsize 8

Level 5: Finish Rolls are +5
When you Win a Turn Roll, both players draw 1 card.
When you bump, flip 1 card. Cards with “Chain” in the name have the added text: “Your opponent’s next Turn Roll is -1.”

Crowd Meter – Birdcage Match

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)
NOTE: This stipulation is meant to be played with 6 people, beginning with 2 and having 4 enter each level.
Please be aware that Bump In and Bump Out can be played with this crowd meter. Bump In is more common.

Birdcage Match

No Count Outs
No Disqualifications

Maximum Handsize: 6

The Crowd Meter only increases after 6 Turn Rolls.

Birdcage Match

No Count Outs
No Disqualifications

Maximum Handsize: 7
Level 1

The Crowd Meter only increases after 6 Turn Rolls.
The next entrant draws 2 additional cards and enters the match, their first Turn Roll is +2.

Birdcage Match

No Count Outs
No Disqualifications

Maximum Handsize: 8
Level 2

The Crowd Meter only increases after 6 Turn Rolls.
The next entrant draws 3 additional cards and enters the match, their first Turn Roll is +2.

Birdcage Match

No Count Outs
No Disqualifications

Maximum Handsize: 9
Level 3

The Crowd Meter only increases after 6 Turn Rolls.
The next entrant draws 4 additional cards and enters the match, their first Turn Roll is +2.

Birdcage Match

No Count Outs
No Disqualifications

Maximum Handsize: 10
Level 4
All Finish Rolls are +1

The Crowd Meter only increases after 6 Turn Rolls.
The next entrant draws 5 additional cards and enters the match, their first Turn Roll is +2.

Birdcage Match

No Count Outs
No Disqualifications

Maximum Handsize: 10
Level 5
All Finish Rolls are +2

The Crowd Meter increases as normal.

Birdcage Match

No Count Outs
No Disqualifications

Maximum Handsize: 10
Level 6
All Finish Rolls are +3

The Crowd Meter increases as normal.

Birdcage Match

No Count Outs
No Disqualifications

Maximum Handsize: 10
Level 7
All Finish Rolls are +4

All Finishes are also Follow Ups.

Crowd Meter – Bloodbath Brawl Match

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)

Bloodbath Brawl Match!

No Disqualifications
No Count Outs
Max Handsize 12

When you hit a Grapple, your opponent randomly buries 1 card in their hand. 

Bloodbath Brawl Match!

No Disqualifications
No Count Outs
Max Handsize 12

Level 1: Finish Rolls are +1.
When you roll Strike, your opponent’s next turn roll is -1.

Bloodbath Brawl Match!

No Disqualifications
No Count Outs
Max Handsize 12

Level 2: Finish Rolls are +2.
When you roll Technique, your opponent Flips a card; if it is a stop, draw 1 card.

Bloodbath Brawl Match!

No Disqualifications
No Count Outs
Max Handsize 12

Level 3: Finish Rolls are +3.
If you roll the same skill for your 3rd breakout roll as the skill rolled for the finish roll, you break out. 

Bloodbath Brawl Match!

No Disqualifications
No Count Outs
Max Handsize 12

Level 4: Finish Rolls are +4.
Each player puts 1 lead from their discard pile into play. 

Bloodbath Brawl Match!

No Disqualifications
No Count Outs
Max Handsize 12

Level 5: Finish Rolls are +5.
Finish cards cannot be stopped.
Spectacle cards are blank.

Crowd Meter – Buddy Building Match

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)
Note: The match can end via Finish Roll if you blank the meter, or swap the meter mid match.

Buddy Building Match

No Disqualifications
No Count Outs
Max Handsize 14

Finishes do not cause a Finish Roll.
Skills cannot be increased.
Special Finish: When a player has cards #28, #29 and #30 in play, they win the match via Pinfall.
When any number of cards are discarded or buried from play, the Crowd Meter increases.

Buddy Building Match

No Disqualifications
No Count Outs
Max Handsize 14

Level 1:

Finishes do not cause a Finish Roll.
Skills cannot be increased.
Special Finish: When a player has cards #28, #29 and #30 in play, they win the match via Pinfall.
When any number of cards are discarded or buried from play, the Crowd Meter increases.

Buddy Building Match

No Disqualifications
No Count Outs
Max Handsize 14

Level 2:

Finishes do not cause a Finish Roll.
Skills cannot be increased.
Special Finish: When a player has cards #28, #29 and #30 in play, they win the match via Pinfall.
When any number of cards are discarded or buried from play, the Crowd Meter increases.

Buddy Building Match

No Disqualifications
No Count Outs
Max Handsize 14

Level 3:

Finishes do not cause a Finish Roll.
Skills cannot be increased.
Special Finish: When a player has cards #28, #29 and #30 in play, they win the match via Pinfall.
When any number of cards are discarded or buried from play, the Crowd Meter increases.

Buddy Building Match

No Disqualifications
No Count Outs
Max Handsize 14

Level 4:

Finishes do not cause a Finish Roll.
Skills cannot be increased.
Special Finish: When a player has cards #28, #29 and #30 in play, they win the match via Pinfall.
When any number of cards are discarded or buried from play, the Crowd Meter increases.

Buddy Building Match

No Disqualifications
No Count Outs
Max Handsize 14

Level 5:

Finishes do not cause a Finish Roll.
Skills cannot be increased.
Special Finish: When a player has cards #28, #29 and #30 in play, they win the match via Pinfall.
Cards in play cannot be buried or discarded.

Crowd Meter – Claim the Throne

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)
NOTE: The Ladder Down and Ladder Up cards are integral to the stipulation!

Ladder Down

When any player ends their turn without playing a card after rolling their highest skill, or hits:
“Ladder“
“Ladder Uprising“
“Gathering the Ladder“
“Takeover With the Ladder“
“Set Up the Ladder“
Or a Finish, they may turn this card over.
(The other side of this card is Ladder Up)

Ladder Up

When any player ends their turn without playing a card after rolling their highest skill, or hits:
“Going Over the Ladder“
“Ambush With the Ladder“
“Knockdown the Ladder“
“Backlash With the Ladder“
“Leg Drop Off the Ladder“
Or a Finish, they may turn this card over.
(The other side of this card is Ladder Down)

Claim the Throne

No Disqualifications
No Count Outs
Max Handsize 12

At the start of the match, reveal the Claim the Throne “Ladder Down” card.
Finish Submissions do not cause a Finish Roll.
If the Claim the Throne “Ladder Down” is revealed:
Finishes do not cause a Finish Roll.

Claim the Throne

No Disqualifications
No Count Outs
Max Handsize 12

Level 1:

Finish Rolls are +1.
Finish Submissions do not cause a Finish Roll.
If the Claim the Throne “Ladder Down” is revealed:
Finishes do not cause a Finish Roll.

Claim the Throne

No Disqualifications
No Count Outs
Max Handsize 12

Level 2:

Finish Rolls are +2.
Finish Submissions do not cause a Finish Roll.
If the Claim the Throne “Ladder Down” is revealed:
Finishes do not cause a Finish Roll.

Claim the Throne

No Disqualifications
No Count Outs
Max Handsize 12

Level 3:

Finish Rolls are +3.
Finish Submissions do not cause a Finish Roll.
If the Claim the Throne “Ladder Down” is revealed:
Finishes do not cause a Finish Roll.

Claim the Throne

No Disqualifications
No Count Outs
Max Handsize 12

Level 4:

Finish Rolls are +4.
Finish Submissions do not cause a Finish Roll.
If the Claim the Throne “Ladder Down” is revealed:
Finishes do not cause a Finish Roll.
Your opponent cannot be saved on their first Breakout Roll.

Claim the Throne

No Disqualifications
No Count Outs
Max Handsize 12

Level 5:

Finish Rolls are +5.
Finish Submissions do not cause a Finish Roll.
If the Claim the Throne “Ladder Down” is revealed:
Finishes do not cause a Finish Roll.
Your opponent cannot be saved on their first or second Breakout Roll.

Claim the Throne

No Disqualifications
No Count Outs
Max Handsize 12

Level 6:

Finish Rolls are +6.
Finish Submissions do not cause a Finish Roll.
If the Claim the Throne “Ladder Down” is revealed:
Finishes do not cause a Finish Roll.
Your opponent cannot be saved on their first or second Breakout Roll.

Claim the Throne

No Disqualifications
No Count Outs
Max Handsize 12

Level 7:

Finish Rolls are +8.
Finish Submissions do not cause a Finish Roll.
If the Claim the Throne “Ladder Down” is revealed:
Finishes do not cause a Finish Roll.
Your opponent cannot be saved on their first or second Breakout Roll.

Crowd Meter – Darby Dog Collar Match

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)

Darby Dog Collar Match

No Disqualifications
No Count Outs
Max Handsize 7

Breakout rolls are +1.
Each player gets 1 additional breakout roll.
Your opponent gets 1 fewer breakout roll for each card you have in play with “Corner” or “Turnbuckle” in the name.
When you hit a card with “Corner or Turnbuckle” in the name, put 1 card from your discard pile on top of your deck.

Darby Dog Collar Match CM: 1

No Disqualifications
No Count Outs
Max Handsize 7

Each player gets 1 additional breakout roll.
Your opponent gets 1 fewer breakout roll for each card you have in play with “Corner” or “Turnbuckle” in the name.
When you hit a card with “Corner or Turnbuckle” in the name, put 1 card from your discard pile on top of your deck.

Darby Dog Collar Match CM: 2

No Disqualifications
No Count Outs
Max Handsize 7

Finish Rolls are +2
Each player gets 1 additional breakout roll.
Your opponent gets 1 fewer breakout roll for each card you have in play with “Corner” or “Turnbuckle” in the name.
When you hit a card with “Corner or Turnbuckle” in the name, put 1 card from your discard pile on top of your deck.

Darby Dog Collar Match CM: 3

No Disqualifications
No Count Outs
Max Handsize 7

Finish Rolls are +3
Each player gets 1 additional breakout roll.
Your opponent gets 1 fewer breakout roll for each card you have in play with “Corner” or “Turnbuckle” in the name.
When you hit a card with “Corner or Turnbuckle” in the name, put 1 card from your discard pile on top of your deck.

Darby Dog Collar Match CM: 4

No Disqualifications
No Count Outs
Max Handsize 7

Finish Rolls are +4
Each player gets 1 additional breakout roll.
Your opponent gets 1 fewer breakout roll for each card you have in play with “Corner” or “Turnbuckle” in the name.
When you hit a card with “Corner or Turnbuckle” in the name, put 1 card from your discard pile on top of your deck.

Darby Dog Collar Match CM: 5

No Disqualifications
No Count Outs
Max Handsize 7

Finish Rolls are +5
Each player gets 1 additional breakout roll.
Your opponent gets 1 fewer breakout roll for each card you have in play with “Corner” or “Turnbuckle” in the name.
When you hit a card with “Corner or Turnbuckle” in the name, put 1 card from your discard pile on top of your deck.

Crowd Meter – Death Match

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)

Death Match!

No Disqualifications
No Count Outs
Max Handsize 12

When you hit a card with “Disqualification” in the text, shuffle 1 card from your discard pile into your deck. When you have 6 cards in play with “Bat,” “Chair,” “Cut,” “Fire,” “Stick,” “Table,” “Tack,” “Tubes,” or “Wire” in the name: Your other cards with those keywords are finishes instead. 

Death Match!

No Disqualifications
No Count Outs
Max Handsize 12
Level 1:

When you hit a card with “Disqualification” in the text, shuffle 1 card from your discard pile into your deck. When you have 5 cards in play with “Bat,” “Chair,” “Cut,” “Fire,” “Stick,” “Table,” “Tack,” “Tubes,” or “Wire” in the name: Your other cards with those keywords are finishes instead. 

Death Match!

No Disqualifications
No Count Outs
Max Handsize 12
Level 2: Finish Rolls are +1

When you hit a card with “Disqualification” in the text, shuffle 1 card from your discard pile into your deck. When you have 4 cards in play with “Bat,” “Chair,” “Cut,” “Fire,” “Stick,” “Table,” “Tack,” “Tubes,” or “Wire” in the name: Your other cards with those keywords are finishes instead. 

Death Match!

No Disqualifications
No Count Outs
Max Handsize 12
Level 3: Finish Rolls are +1

When you hit a card with “Disqualification” in the text, shuffle 1 card from your discard pile into your deck. When you have 3 cards in play with “Bat,” “Chair,” “Cut,” “Fire,” “Stick,” “Table,” “Tack,” “Tubes,” or “Wire” in the name: Your other cards with those keywords are finishes instead. 

Death Match!

No Disqualifications
No Count Outs
Max Handsize 12
Level 4: Finish Rolls are +3

When you hit a card with “Disqualification” in the text, shuffle 1 card from your discard pile into your deck. When you have 2 cards in play with “Bat,” “Chair,” “Cut,” “Fire,” “Stick,” “Table,” “Tack,” “Tubes,” or “Wire” in the name: Your other cards with those keywords are finishes instead. 

Death Match!

No Disqualifications
No Count Outs
Max Handsize 12
Level 5: Finish Rolls are +5

When you hit a card with “Disqualification” in the text, shuffle 1 card from your discard pile into your deck. When you have a card in play with “Bat,” “Chair,” “Cut,” “Fire,” “Stick,” “Table,” “Tack,” “Tubes,” or “Wire” in the name: Your other cards with those keywords are finishes instead. 

Crowd Meter – Dojo Rules

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)

Dojo Rules

Standard Meter Rules Apply

When you have “X” 🛑 cards in play, you cannot stop your opponent’s cards.

“X” is determined by Crowd Meter as Follows:
CM 0: 3
CM 1: 2
Cm 2+: 1

Crowd Meter – Flag On A Pole

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)

Flag On A Pole

Starting Hand 5
No Disqualifications
No Count Outs
Max Handsize 10

Special Finish: 
A player captures their flag and wins the match when they end their turn with no cards in their hand. 

Flag On A Pole
Level 1:

Starting Hand 5
No Disqualifications
No Count Outs
Max Handsize 10

When you hit a Finish, discard 1 card from your hand.
Special Finish: 
A player captures their flag and wins the match when they end their turn with no cards in their hand. 

Flag On A Pole
Level 2:

Starting Hand 5
No Disqualifications
No Count Outs
Max Handsize 10

When you hit a Finish, discard 2 cards from your hand.
Special Finish: 
A player captures their flag and wins the match when they end their turn with no cards in their hand. 

Flag On A Pole
Level 3:

Starting Hand 5
No Disqualifications
No Count Outs
Max Handsize 10

When you hit a Finish, discard 3 cards from your hand.
Special Finish: 
A player captures their flag and wins the match when they end their turn with no cards in their hand. 

Flag On A Pole
Level 4:

Starting Hand 5
No Disqualifications
No Count Outs
Max Handsize 10

When you hit a Finish, discard 4 cards from your hand.
Special Finish: 
A player captures their flag and wins the match when they end their turn with no cards in their hand. 

Flag On A Pole
Level 5:

Starting Hand 5
No Disqualifications
No Count Outs
Max Handsize 10

When you hit a Finish, discard 5 cards from your hand.
Special Finish: 
A player captures their flag and wins the match when they end their turn with no cards in their hand. 

Crowd Meter – Florida Swamp Match

The text is vastly different on this Crowd Meter per meter value.
For an online friendly advance of meter you may roll a dice and utilize the crowd meter listed under the stat bolded, italicized and underlined.
Part of the Chugganomics Challenge

Florida Swamp Match
Swamp Fever

No Disqualifications
Crowd Meter 0
Max Handsize 8

At the start of the match shuffle all crowd meter cards and randomly place one for crowd meter.

Finish Rolls are -2, if either player has zero cards in deck, they immediately drown and lose via Special Finish.

If the crowd meter advances, randomly shuffle all crowd meter cards and redraw a new one.
Power

Florida Swamp Match Gone Catfishing

No Disqualifications
Crowd Meter 1
Max Handsize 8

Finish Rolls are +1, you may Draw a Card to end your turn instead of Burying a Card. Add the word “Fish” to your cards with “Cat” in the name for the rest of the match.

If the crowd meter advances, randomly shuffle all crowd meter cards and redraw a new one.
Technique

Florida Swamp Match
Day at the Docks

No Disqualifications
Crowd Meter 2
Max Handsize 8

Your cards with “Fish”, “Gut”, “Frog”, “Surf”, and “Splash” have the additional text “Draw 2 or +2 to your next turn roll.” Finish rolls are +.5 per these keywords in play on your board, rounded down.

If the crowd meter advances, randomly shuffle all crowd meter cards and redraw a new one.
Agility

Florida Swamp Match
Restock in the Toolshed

No Disqualifications
Crowd Meter 3
Max Handsize 8

All players reveal #1, 2, 3, 7, 8 and 9 from all locations, if these have “Stop” or 🛑 anywhere in their text they are discarded; otherwise put them into play. For the rest of the match these cards have the added text. “Your Finish Rolls are +.5”.

If the crowd meter advances, randomly shuffle all crowd meter cards and redraw a new one.
Strike

Florida Swamp Match
Rock the Boat

No Disqualifications
Crowd Meter 4
Max Handsize 8

When a player has 6 or more cards in play, their lead’s and follow-ups are also finishes. If a player has 9 or more cards in play, their finishes are unstoppable. If a player stops a finish, they may put a finish into play from discard.

If the crowd meter advances, randomly shuffle all crowd meter cards and redraw a new one.
Submission

Florida Swamp Match
My Pet Gator

No Disqualifications
Crowd Meter 5
Max Handsize 8

The Gator joins the fight. If you get 4 cards on The Gator you win by Special Finish. Stopping a card played on The Gator does not cause you to bury your hand. When you hit a non-stop against your opponent you may discard a card in play on The Gator. Finishes on the Gator do not cause a Finish Roll.

If the crowd meter advances, randomly shuffle all crowd meter cards and redraw a new one. (Cards in play against The Gator stay in play; new cards cannot be played on him until the crowd meter returns.)
Grapple

Crowd Meter – Grand Battle

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)
There are NO ENTRANCES and NO SPECTACLES allowed in Grand Battle.
For Grand Gathering 5 - BUMP IN is in effect, this means if multiple people bump at the highest value, they each take the turn and must play on someone who did not bump in. This resolves in Entry Order to the Match. (Earliest Entrant Goes First)

NOTE - Steel Chain Spin and cards in that 13-15 line do not affect Over the Top Finishes; as they only affect cards made as finishes by an opponents card effect, not the crowd meter.

Grand Battle

No Disqualifications.
No Count Outs.
Max Handsize 10

Cards with “Over the Top” in the name are also Finishes.
The Crowd Meter only increases after 6 Turn Rolls; then on the next Turn Roll, the next entrant enters.
They draw 2 additional cards and their Turn Roll is +2.
“Universal Dropkick“, “Sweeping Slam” and “Umbrella Hold” cannot stop Follow Ups with “Over the Top” in the name.

Grand Battle
Level 1

No Disqualifications.
No Count Outs.
Max Handsize 10

Cards with “Over the Top” in the name are also Finishes.
They have the added text “Your Finish Rolls are +1.”
The Crowd Meter only increases after 6 Turn Rolls; then on the next Turn Roll, the next entrant enters.
They draw 3 additional cards and their Turn Roll is +2.
“Universal Dropkick“, “Sweeping Slam” and “Umbrella Hold” cannot stop Follow Ups with “Over the Top” in the name.

Grand Battle
Level 2

No Disqualifications.
No Count Outs.
Max Handsize 10

Finish Rolls are +1.
Cards with “Over the Top” in the name are also Finishes.
The Crowd Meter only increases after 6 Turn Rolls; then on the next Turn Roll, the next entrant enters.
They draw 4 additional cards and their Turn Roll is +2.
“Universal Dropkick“, “Sweeping Slam” and “Umbrella Hold” cannot stop Follow Ups with “Over the Top” in the name.

Grand Battle
Level 3

No Disqualifications.
No Count Outs.
Max Handsize 10

Finish Rolls are +2.
Cards with “Over the Top” in the name are also Finishes.
They have the added text “Your opponent gets 2 Breakout Rolls this turn.”
The Crowd Meter only increases after 6 Turn Rolls; then on the next Turn Roll, the next entrant enters.
They draw 5 additional cards and their Turn Roll is +2.
“Universal Dropkick“, “Sweeping Slam” and “Umbrella Hold” cannot stop Follow Ups with “Over the Top” in the name.

Grand Battle
Level 4

No Disqualifications.
No Count Outs.
Max Handsize 10

Finish Rolls are +2.
Cards with “Over the Top” in the name are also Finishes.
They have the added text “Your opponent gets 1 Breakout Roll this turn.”
The Crowd Meter only increases after 6 Turn Rolls; then on the next Turn Roll, the next entrant enters.
They draw 5 additional cards and their Turn Roll is +2.
“Universal Dropkick“, “Sweeping Slam” and “Umbrella Hold” cannot stop Follow Ups with “Over the Top” in the name.

Grand Battle
Level 5

No Disqualifications.
No Count Outs.
Max Handsize 10

Finish Rolls are +2.
Cards with “Over the Top” in the name are also Finishes.
They have the added text “Your opponent is eliminated.”
“Universal Dropkick“, “Sweeping Slam” and “Umbrella Hold” cannot stop Follow Ups with “Over the Top” in the name.

Crowd Meter – Kendo Stick Match

Ruling - The wording on the first half of the meter is a bit awkward. The current ruling is the first Kendo Stick, Swing or Chop you resolve will cause the stipulation to trigger. You will not need a Keyword out prior to hitting.

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)

Kendo Stick Match

No Disqualifications.
No Count Outs.
Max Handsize 10

When you have a card in play with “Kendo Stick” in the name: When you hit a card with “Kendo Stick,” “Swing,” or “Chop” in the name, your opponent randomly discards 1 card from their hand.

Kendo Stick Match

No Disqualifications.
No Count Outs.
Max Handsize 10

Level 1: Finish Roll are +1.
When you have a card in play with “Kendo Stick” in the name: When you hit a card with “Kendo Stick,” “Swing,” or “Chop” in the name, your opponent randomly discards 1 card from their hand.

Kendo Stick Match

No Disqualifications.
No Count Outs.
Max Handsize 10

Level 2: Finish Rolls are +2.
When you have a card in play with “Kendo Stick” in the name: When you hit a card with “Kendo Stick,” “Swing,” or “Chop” in the name, your opponent randomly discards 1 card from their hand.

Kendo Stick Match

No Disqualifications.
No Count Outs.
Max Handsize 10

Level 3: Finish Rolls are +3.
When you hit a card with “Kendo Stick,” “Swing,” or “Chop” in the name, your opponent randomly discards 1 card from their hand.

Kendo Stick Match

No Disqualifications.
No Count Outs.
Max Handsize 10

Level 4: Finish Rolls are +4.
When you hit a card with “Kendo Stick,” “Swing,” or “Chop” in the name, your opponent randomly discards 1 card from their hand.

Kendo Stick Match

No Disqualifications.
No Count Outs.
Max Handsize 10

Level 4: Finish Rolls are +5.
When you hit a card with “Kendo Stick,” “Swing,” or “Chop” in the name, your opponent randomly discards 1 card from their hand.

Crowd Meter – Ladder Match

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)

Ladder Match

No Disqualifications
No Count Outs
Max Handsize 10

At the start of the match: You may search your deck for 1 card with “Ladder” in the name and put it in your discard pile.

When you do not have a card with “Ladder” in the name in play, your opponent gets 1 additional Breakout Roll, that roll is +3.

Ladder Match

No Disqualifications
No Count Outs
Max Handsize 10

Level 1:

When you do not have a card with “Ladder” in the name in play, your opponent gets 1 additional Breakout Roll, that roll is +2.

Ladder Match

No Disqualifications
No Count Outs
Max Handsize 10

Level 2:

Finish Rolls are +1.
When you do not have a card with “Ladder” in the name in play, your opponent gets 1 additional Breakout Roll, that roll is +2.

Ladder Match

No Disqualifications
No Count Outs
Max Handsize 10

Level 3:

Finish Rolls are +2.
When you do not have a card with “Ladder” in the name in play, your opponent gets 1 additional Breakout Roll, that roll is +2.

Ladder Match

No Disqualifications
No Count Outs
Max Handsize 10

Level 4:

Finish Rolls are +3.
When you do not have a card with “Ladder” in the name in play, your opponent gets 1 additional Breakout Roll, that roll is +2.

Ladder Match

No Disqualifications
No Count Outs
Max Handsize 10

Level 5:

Finish Rolls are +4.
When you do not have a card with “Ladder” in the name in play, your opponent gets 1 additional Breakout Roll, that roll is +2.

Crowd Meter – Last Competitor Standing!

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)
Notes: In the case of a Finish that states "You Cannot Break Out" you may still breakout on the "Safety Net" in this case it is rolling your Highest Printed Skill will always break you out, no matter the Finish.

If you are hit by a Finish that says "Opponent gets X breakout rolls" you would instead subtract the difference from a regular meter. For example if you were hit with Circle of the Sun that states you get 1 breakout roll, in a Last Competitor Standing Match you would get 8 breakout rolls, instead of 10.

Last Competitor Standing!

No Disqualifications
No Count Outs
Max Handsize 10
Highest Printed Skill Breaks Out

Each turn a player gets 10 total Breakout Rolls.
After your opponent’s Breakout Roll choose 1; they randomly reveal; 1 card in their hand, 1 card in their discard pile, or they reveal the top card of their deck. If the revealed card is #28, #29, or #30, it is removed from the game, if it is not it is buried.
Special Finish: When your opponent has 3 Finish cards removed from the game they lose the match via KO.

Last Competitor Standing!

Level 1

No Disqualifications
No Count Outs
Max Handsize 10
Highest Printed Skill Breaks Out
Finish Rolls are +1

Each turn a player gets 10 total Breakout Rolls.
After your opponent’s Breakout Roll choose 1; they randomly reveal; 1 card in their hand, 1 card in their discard pile, or they reveal the top card of their deck. If the revealed card is #28, #29, or #30, it is removed from the game, if it is not it is buried.
Special Finish: When your opponent has 3 Finish cards removed from the game they lose the match via KO.

Last Competitor Standing!

Level 2

No Disqualifications
No Count Outs
Max Handsize 10
Highest Printed Skill Breaks Out
Finish Rolls are +2

Each turn a player gets 10 total Breakout Rolls.
After your opponent’s Breakout Roll choose 1; they randomly reveal; 2 cards in their hand, 2 cards in their discard pile, or they reveal the top 2 cards of their deck. If the revealed card is #28, #29, or #30, it is removed from the game, if it is not it is buried.
Special Finish: When your opponent has 3 Finish cards removed from the game they lose the match via KO.

Last Competitor Standing!

Level 3

No Disqualifications
No Count Outs
Max Handsize 10
Highest Printed Skill Breaks Out
Finish Rolls are +3

Each turn a player gets 10 total Breakout Rolls.
After your opponent’s Breakout Roll choose 1; they randomly reveal; 2 cards in their hand, 2 cards in their discard pile, or they reveal the top 2 cards of their deck. If the revealed card is #28, #29, or #30, it is removed from the game, if it is not it is buried.
Special Finish: When your opponent has 3 Finish cards removed from the game they lose the match via KO.

Last Competitor Standing!

Level 4

No Disqualifications
No Count Outs
Max Handsize 10
Highest Printed Skill Breaks Out
Finish Rolls are +4

Each turn a player gets 10 total Breakout Rolls.
After your opponent’s Breakout Roll choose 1; they randomly reveal; 3 cards in their hand, 3 cards in their discard pile, or they reveal the top 3 cards of their deck. If the revealed card is #28, #29, or #30, it is removed from the game, if it is not it is buried.
Special Finish: When your opponent has 3 Finish cards removed from the game they lose the match via KO.

Last Competitor Standing!

Level 5

No Disqualifications
No Count Outs
Max Handsize 10
Highest Printed Skill Breaks Out
Finish Rolls are +5

Each turn a player gets 10 total Breakout Rolls.
After your opponent’s Breakout Roll choose 1; they randomly reveal; 4 cards in their hand, 4 cards in their discard pile, or they reveal the top 4 cards of their deck. If the revealed card is #28, #29, or #30, it is removed from the game, if it is not it is buried.
Special Finish: When your opponent has 3 Finish cards removed from the game they lose the match via KO.

Crowd Meter – Liars Match

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)
Part of the Chugganomics Challenge

Liars Match

Max Handsize 10

Both players start the match by revealing a singles competitor. Every other card relevant to the game may be played upside down. Cards are what both players agree they are. At any point a player may call the other on a lie. The card in question is revealed. If the Player lied they lose; otherwise the liar wins.

(Tag and Trio’s cards are booked lies. Other competitors finishes are not.)

Liars Match

Max Handsize 10

+1 To Finishes
Both players start the match by revealing a singles competitor. Every other card relevant to the game may be played upside down. Cards are what both players agree they are. At any point a player may call the other on a lie. The card in question is revealed. If the Player lied they lose; otherwise the liar wins.

Liars Match

Max Handsize 10

+2 To Finishes
Both players start the match by revealing a singles competitor. Every other card relevant to the game may be played upside down. Cards are what both players agree they are. At any point a player may call the other on a lie. The card in question is revealed. If the Player lied they lose; otherwise the liar wins.

Liars Match

Max Handsize 10

+3 To Finishes
Both players start the match by revealing a singles competitor. Every other card relevant to the game may be played upside down. Cards are what both players agree they are. At any point a player may call the other on a lie. The card in question is revealed. If the Player lied they lose; otherwise the liar wins.

Liars Match

Max Handsize 10

+4 To Finishes
Both players start the match by revealing a singles competitor. Every other card relevant to the game may be played upside down. Cards are what both players agree they are. At any point a player may call the other on a lie. The card in question is revealed. If the Player lied they lose; otherwise the liar wins.

Liars Match

Max Handsize 10

+5 To Finishes
Both players start the match by revealing a singles competitor. Every other card relevant to the game may be played upside down. Cards are what both players agree they are. At any point a player may call the other on a lie. The card in question is revealed. If the Player lied they lose; otherwise the liar wins.