#2 – Momentum Swing

If your opponent rolls Technique for their Turn Roll, their Turn Roll is -1.
If your opponent’s next Turn Roll is Technique, their Turn Roll is -2.

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).

#3 – Microphone Swing

Stop any Lead Strike.
Randomly reveal 1 card in your hand: If it has “Microphone” in the name, your next Turn 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).

#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).

#8 – Swinging Neckbreaker

If you have fewer cards in your hand than your opponent, draw 3 cards.
If this is a Steel Cage Match, flip 1 card.

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).

#9 – Pendulum Swing

The next time you roll Submission for your Turn Roll, it is +2.
When your opponent’s Gimmick would move cards in their discard pile to any location, bury the cards instead.

Compendium / Rulings

Note: This is a “Doping” effect and will last until resolved. Even if Pendulum Swing leaves board you will get the bonus when you roll your next Submission for Turn Roll. 

#13 – Swingin’ and Dingin’

Your next Turn Roll is +1.
If your Agility skill is at least 2 greater than your opponent’s Agility skill, stop any Grapple.

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).