#9 – Atomic Chicken Wing

When you have “Hyper Forearm Kicker Hold Choke” in play, 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”

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

Draw 3 cards.
If the Crowd Meter is 3 or greater, draw 5 cards 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”

#12 – Reverse Hold (Submission)

Your next turn roll is +1 for each submission in play. 
Search your deck or discard pile for “Turn the Tension into Power” and add it to your hand or you may play that card as an additional card this turn. 

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).

#12 – Rolling Forearm Lock

Stop “Rolling Forearm.”
Draw 1 card 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”

#12 – Wreaking Havok

Cannot be stopped by “The Seven Seals.”
“Derailed” has blank text.
Your opponent’s 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 – Al13n Invasion

If your Agility is greater than your opponent’s Agility, stop any Grapple. Put 1 card from your discard pile on top of your deck.

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 – Slingshot Stomp

If your Strike skill is greater than your opponent’s Strike skill, stop any Grapple.
Shuffle 2 cards from your discard pile into your deck.

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”

#15 – Crossarm Chickenwing (Submission)

Take 1 card from your discard pile and add it to your 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”

#15 – Slingshot Lock

If your Technique skill is greater than your opponent’s Technique skill, stop any Strike.
Choose 1 card your opponent has in play and discard it.

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”

#18 – High Impact Face-Off

Your Technique skill is +2 during Finish Rolls.
If you have another Follow Up in play and this is a Ring of Fire 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”