#2 – Swift Arm Wrestling

If this is the first turn of the game, this card is also a Finish.

Compendium / Rulings

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off. Boosts to only Turn Roll do not count towards the requirements.

#8 – Call to the Crowd (Agility)

Add 1 card from your discard pile to your hand.
If the Crowd Meter is 3 or greater, add 2 cards from your discard pile to your hand instead.

Compendium / Rulings

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off”

#9 – Chugga-Chugga Chugga-Chugga Chugga-Chugga, Chug! (Agility)

Add 1 Card from your discard pile to your hand.
If the Crowd Meter is 3 or greater, add 2 cards from your discard pile to your hand instead.

Compendium / Rulings

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off”

#10 – Stomp the Taste Out of Your Mouth

Stop “Sweet & Salty Impact Drop.”
Your next Turn Roll is +2 for each Lead you have in play.

Compendium / Rulings

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off”

#13 – Enzuigiri (Agility)

Your opponent buries 2 cards in their hand.
+2 to your next Turn Roll.

Compendium / Rulings

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off”

#13 – Hurricane Kick

If your Strike skill is greater than your opponent’s Strike skill, stop any Grapple.
Draw 2 cards.

Compendium / Rulings

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off”

#13 – Lucky Guitar Strike

Add 1 card from your discard pile to your hand.
Your next Turn Roll is +2.

Compendium / Rulings

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off”

#14 – Catch the Ropes

You may add 1 other card you have in play to your hand.

Compendium / Rulings

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off”

#14 – Soaring Suplex

If your Grapple skill is greater than your opponent’s Grapple skill, stop any Submission.
Your opponent discards 1 random card from their hand.

Compendium / Rulings

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off”

#16 – Skull Busting Swing

Cannot be stopped by “Derailed“.
If you have another Strike in play, add 1 card from your discard pile to your hand.

Compendium / Rulings

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off”

#16 – Sky-High Punches

Your Strike skill is +2 during Finish Rolls.
If you have another Follow Up in play and this is a Steel Cage Match, this card is also a Finish.

Compendium / Rulings

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off”

#17 – Hammer Time Knee Knocker

If you have another Follow Up in play, look at the top 4 cards of your deck; put 2 cards in your hand, flip or shuffle the other 2 cards into your deck.

Compendium / Rulings

None! Please use the Contact form if you need any clarification regarding this card (we will try to respond back to you and leave a response here).

#18 – Flying Head Scissors

Draw 1 card for each Follow Up you have in play, then bury 1 card in your hand.
When the Crowd Meter is 2 or greater this card is also a Lead.

Compendium / Rulings

Notes: This card remains a Lead in Discard and Deck as long as the conditions are met. (Crowd Meter 2 or Higher)

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off”

#19 – Madness Unsealed

Your opponent’s next Grapple has the added text: “If stopped, you lose the match via Disqualification.”

Compendium / Rulings

Note: This card is a “Poison” effect and will linger until the opponent successfully resolves a grapple. Even if Madness Unsealed leaves play. 

Note: In a multi-man format if this effect is played on a player, the poison will only linger in that tunnel. If the affected player plays a Grapple on your partner it does not have this text, but the effect stays active until they attempt a Grapple on you.

Note: Skill and Class cards can be “turned on” from their blank state if you acquire the stats “During Turn” to match the Skill Requirements listed. Vice versa, if you lose the stats During Turn these cards can be “turned off”