#5 – Swing and a Sledgehammer

If the Crowd Meter is 2 or greater, stop any Follow Up Submission.
Put 1  card with “Sledgehammer” in the name from your discard pile on top of 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).

#21 – Swing and a Miss

If your opponent has another Strike in play, stop any Strike.
Copy the text of a Strike your opponent has in play until the end of the turn.

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”

#23 – Swing and a Spinebuster

Look at your opponent’s hand.
Choose 1 Follow Up and discard it.
If either player rolls Power for their Breakout Roll, their roll is -1.

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).

#27 – Swing and a Schmidt

Stop any Finish Strike or each player buries 1 card in their hand and if this is a Ring of Fire match, your opponent flips 1 card.

Compendium / Rulings

Note: These cards were intended to have a period instead of where “And” should be. So during a ring of fire you get the Flip 1 effect, both offensively and defensively.