
Punch the Buzzer
+3 to Power
+3 to Technique
+3 to Submission
Compendium / Rulings
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+3 to Power
+3 to Technique
+3 to Submission

Power: 7
Technique: 6
Agility: 9
Strike: 10
Submission: 5
Grapple: 8
Once during your turn: You may discard 1 Submission from your hand to add 1 Follow Up Strike with “Lariat” or “Clothesline” in the name from your discard pile to your hand.

+3 to Technique
+1 to Agility
When the Crowd Meter is 5 or greater this card is also a Follow Up.

+2 to Power
+2 to Grapple
If your opponent breaks out the Crowd Meter is +2.

+2 to Submission
+1 to Grapple
When this card is in your discard pile and you hit "Half Nelson Hold" you may add it to your hand.
Power: 6
Technique: 5
Agility: 10
Strike: 7
Submission: 9
Grapple: 8
When you breakout: you may play a Finish from your hand as if it were a Lead (it can be stopped as normal).

+2 to Power
+2 to Technique
You may discard card #13 to add this card from your discard pile to your hand.

+2 to Strike
+1 to Grapple
Your opponent buries 1 random card in their hand.
Add card #13 from your discard pile to your hand.

+2 to Power
+2 to Technique
Look at your opponent's hand, choose 2 cards and bury them.

+4 to Technique
If you have card #13 in play your skills are +1.

+2 to Power
+2 to Technique
You may discard card #13 from your hand to add this card from your discard pile to your hand.

+2 to Power
+2 to Technique
Look at your opponent's hand, choose 2 cards and bury them.

+4 to Technique
If you have card #13 in play your skills are +1.

+2 to Strike
Once per Turn: If you have a Submission in play with "Cosmic" in the name: You may re-roll your Finish Roll.

+2 to Technique
+1 to Grapple
Add 1 Card with "Cosmic" in the name from your discard pile to your hand.

+2 to Technique
+1 to Submission
When this card is in your discard pile and either player breaks out, you may discard 1 card in your hand with "Cosmic" in the name to add this card to your hand.
NOTE: Al13n Interference regards #13 from your hand, not a different location, regardless of text.
Note: The third row of finishes come from the New Gimmick of V2 Al13n Invader out of Grand Packs.
Agility 8+, Submission 8+, Grapple 8+, #13 cards (in particular, Al13n Invasion, but not required to be used)
Power: 6
Technique: 5
Agility: 10
Strike: 7
Submission: 9
Grapple: 8
New Gimmick V2
During your Turn: When you hit a Submission with “Cosmic” in the name, add 1 card from your discard pile to your hand.
2020-3D
3 times per match:
When you roll Agility, put 1 card from your discard pile on top of your deck.

+3 to Power
+2 to Strike

+2 to Grapple
Shuffle 2 cards from your discard pile into your deck.
Draw 2 cards.

+3 to Technique
+1 to Submission
When this card is in your discard pile: Your opponent cannot increase their skills with their Gimmick.
Clarification: Errata Gimmick cannot use V1 Finishes, however the New Gimmick of Al13n may use the original finishes. New Gimmick comes with the third line of V1’s finishes.
Note: If you are looking for the original banned gimmick you may find it here.
Agility 8+, Submission 8+, Grapple 8+
Al13n Invader V1 finishes (New Gimmick only)

Power: 7/9
Technique: 5
Agility: 6
Strike: 9/7
Submission: 8
Grapple: 10
New Gimmick (Power 9)
When your opponent stops a card with “Steel,” “Wrench,” “Burn” or “Fire” in the name, shuffle 1 other card from your discard pile into your deck and draw 1 card.
Old Gimmick (Power 7)
When your Finish is stopped:
Shuffle 6 cards from your discard pile into your deck.

+3 to Agility
+1 to Strike
Your opponent discards half the cards in their hand (rounded up), then flips the same number of cards.

+4 to Technique
+1 to Grapple
Flip up to 6 cards.
Shuffle 6 cards from your discard pile into your deck.
Draw 2 cards.

+2 to Power
+1 to Submission
When this card is in your discard pile and you move 6 or more cards from your discard pile to another location, you may put this card on top of your deck.

+2 to Technique
+3 to Agility
Ignore "Or" in the text of your gimmick.

+3 to Power
+3 to Grapple
Once per Turn:
If you have 3 other cards in play with "Ladder" in the name, you may re-roll your Finish Roll.

+3 to Technique
+2 to Grapple
In a Singles Match:
If your opponent breaks out, the crowd meter is +1, and you may replace the crowd meter with the "Ladder Match" crowd meter of the same level.
Q – Can I shuffle back the same card that was stopped?
A – You cannot target the activating card of gimmick.
Note: Second row of finishes come with Amos V2 in the Table Deck.

Power: 6
Technique: 7
Agility: 9
Strike: 10
Submission: 5
Grapple: 8
When you roll Submission for your Turn Roll, your Power and Technique are +1 until the start of your next Turn.

+2 to Power
+2 to Submission
If you have a card in play with "Old School" in the name, +2 to Technique.

+3 to Submission
If "School Boy" is in your discard pile and the Crowd Meter is 1 or greater, stop any Finish Submission.

+2 to Technique
+2 to Submission
When this card is in your discard pile and you roll Power for your Turn Roll, you are considered to have rolled Power 2 times for effects.

Power: 9
Technique: 7
Agility: 5
Strike: 8
Submission: 6
Grapple: 10
When you roll Agility or Submission for your Turn Roll, you may draw 1 card then bury 1 card in your hand.

+3 to Agility
+1 to Strike
If stopped, bury or discard any number of cards from your hand to draw the same number of cards.

+3 to Agility
+2 to Submission
Draw 2 cards, then bury 1 card in your hand.

+1 to Power
+2 to Submission
When this card is in your Discard Pile: After you use your Baanomel Son Nikola Mai gimmick, you may bury 1 other card in your discard pile.

+1 to Strike
+3 to Submission
Draw the bottom 2 cards of your deck.

Your Finish Rolls are +1.
Search your deck for 1 card with "Chain" in the name and discard it.

+2 to Agility
+1 to Grapple
If stopped, you may play "...In Chains" from your discard pile.

+1 to Technique
+1 to Submission
When this card is in your discard pile, reveal 2 additional cards for your Bandersnatch Gimmick.
Power: 7
Technique: 10
Agility: 5
Strike: 9
Submission: 6
Grapple: 8
Choose 1 opponent
Once per Turn Roll:
When your opponent’s Turn Roll is at least 3 greater than your Turn Roll, your next Turn Roll is +2.

+3 to Agility
+1 to Strike
If this card is stopped, you may choose 1 card you have in play and play it again as additional card this turn.

+2 to Power
+2 to Grapple

+4 to Submission
When this card is in your discard pile and your opponent's last Turn Roll was at least 3 greater than yours, your first Breakout Roll is +2.

+1 to Power
+1 to Agility
+1 to Grapple
Once per Turn: If you rolled Submission for your Finish Roll, you may Re-Roll your Finish Roll.
Technique 8+, Strike 8+, Grapple 8+
Robert ‘The Brain’ Dunn‘s Finish cards


Power: 8
Technique: 6
Agility: 9
Strike: 5
Submission: 10
Grapple: 7
New Gimmick
During your turn: If you rolled Agility or Submission for your Turn Roll, choose 1 🛑 your opponent has in play and discard it.
Old Gimmick
During your turn: If you have 9 or more cards in play, your Leads and Follow Ups are also Finishes.

+1 to Technique
+2 to Strike
+1 to Grapple
If your opponent breaks out, put 2 Leads from your discard pile into play.

You may discard your hand; if you do, your Finish Roll is +1.
If you have at least 9 other cards in play, your Finish Roll is +1.

+1 to Technique
+1 to Agility
When this card is in your discard pile and your opponent stops a Finish, choose 1 card they have in play and discard it.
Ruling – In the instance of Big Daddy rolling his Agility and losing the turn; Big Daddy does not have a chance to use his gimmick against a Finish. Because it can only be done during his turn.
In the case of a “Stop Finish” being hit against him during his own turn he does not have appropriate timing to discard it as it is resolving (during finish roll). However, if there was a stipulation such as a Buddy Building Match, where Finishes stick on field, you would be able to discard them after resolving.
Note – The turn ends when both players agree, so Big Daddy may play a card, see that his card has been stopped, and then choose the stop that hit his card as the target for his gimmick before the turn ends.
Intent/Clarification – The ninth card in play is not a Finish, the tenth and any subsequent card during Big Daddy Boughter’s turn are Finishes. (In relation to Old Gimmick and Love Ya Babe)

Power: 8
Technique: 6
Agility: 5
Strike: 7
Submission: 9
Grapple: 10
When you hit a Grapple, look at the top 3 cards of your opponent’s deck. Flip 1, bury 1, and put the other back on top of their deck.

+1 to Technique
+2 to Agility
+1 to Strike
If you hit a Grapple last turn, double these bonuses.

+2 to Agility
+1 to Strike
Look at your opponent's hand, choose 1 card and discard it.

+2 to Technique
+1 to Strike
When this card is in your discard pile and your opponent hits a Follow Up, draw 1 card.
Power: 18
Technique: 12
Agility: 14
Strike: 20
Submission: 10
Grapple: 16
When you hit a card with “Kick” or “Boot” in the name, blank your opponent’s Gimmick until the end of the next turn.
When your opponent plays a Finish, you may discard a card with “Drop” or “Suplex” in the name to get +2 to your next Breakout Roll.

+3 to Agility
+1 to Strike
Draw the bottom 2 cards of your deck. Bury 1 card in your hand.

+1 to Power
+1 to Grapple
When this card is in your discard pile and you hit a card with "Suplex" in the name, you may shuffle this card into your deck.

+1 to Power
+4 to Submission
When your opponent plays a Strike, you may discard this card to blank its text until the end of the turn.
Legality: The version of the card featuring Lunatic Ginge is not legal for play.
Note: Although rare in a tornado match, if you find yourself in a stipulation that gives more than the 3 standard breakout rolls, Ego Storm is considered to give the opponent 1 less breakout roll towards the stipulations total.
Strike 8+, Power 8+, Grapple 8+
Strike 16+, Power 16+, Grapple 16+
TJ Marconi, TJ Marconi ‘Public Enemy No.1’ and Big Bad Bobby D‘s Finish cards

Power: 9
Technique: 8
Agility: 6
Strike: 10
Submission: 5
Grapple: 7
When your opponent increases their Turn Roll, increase your Turn Roll the same amount. If that increase came from a card, your roll is +1 additional.

+1 to Technique
+2 to Agility
Add 1 card from your discard pile to your hand.
Shuffle 2 cards from your discard pile into your deck.

+1 to Agility
+2 to Grapple
Look at your opponent's hand.
Choose 2 cards and bury them.

+3 to Submission
+1 to Grapple
When this card is in your discard pile and your opponent forces you to bury a card, draw 1 card.

+1 to Power
+3 to Agility
+1 to Submission
For the rest of the match, ignore "During your Turn" in your gimmick.
Note: In the case of Set up the Kendo Stick, Ring Steps, and Steel Chair Bookermania will only receive the bonuses should the opponent roll that skill for their turn roll.
Note: Bookermania Running Wild comes in the tornado tag “Under the Bridge”
Power: 10
Technique: 6
Agility: 7
Strike: 5
Submission: 8
Grapple: 9
New Gimmick
The Crowd Meter is considered +1 for your card effects.
Old Gimmick
At the start of the match add +1 to the Crowd Meter.
If the skill rolled for your 1st or 2nd Breakout Roll matches your opponent’s Finish Roll, your roll is +1.

+1 to Technique
Your Agility and Strike skills are + the Crowd Meter.

+2 to Strike
+1 to Grapple
Draw cards equal to the Crowd Meter +1.

+1 to Technique
+1 to Submission
Randomly add cards from your discard pile to your hand equal to the Crowd Meter.

+1 to your skills.
Your opponent gets 2 additional Breakout Rolls.

If your opponent's 1st or 2nd Breakout Roll is the same skill as your Finish Roll, their roll is -1.
If stopped you may add +1 to the Crowd Meter.

When this card is in your hand and you would bury any number of cards from your hand, you may instead discard this card and draw 1 card.

Power: 27
Technique: 24
Agility: 15
Strike: 18
Submission: 30
Grapple: 21
When your opponent stops a card, their Gimmick is blank until the end of their next turn.
When your opponent would move any cards from their discard pile, they are instead randomly buried.

+2 to Technique
+3 to Grapple
If you have a card in play with "Swing and a" in the name, triple these bonuses.

+3 to Power
+7 to Agility
+6 to Grapple
Each time your opponent rolls for a Breakout Roll, they randomly discard 1 card from their hand.

+5 to Technique
When this card is in your discard pile: Your opponent cannot look at other cards in your discard pile and cards they would choose in your discard pile are chosen randomly.
Ruling – If against Mai Girls and they have Bleeding out in Discard Pile, and you have Get Guardino! in the discard pile Brain Trust would randomly do stuff in their discard pile but Mai Girls would not know what cards were affected.
You also roll off for Gimmick.