#1 – Finger Poke of Doom

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.

#7 – Rolling Forearm (Technique)

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”

#11 – Pouring It On

Stop “Chugga-Chugga Chugga-Chugga Chugga-Chugga, Chug!”
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 – Corner Slingshot

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”

#13 – Ura-Zuki

If your Strike skill is greater than your opponent’s Strike skill, stop any Grapple.
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”

#15 – Armenian Choke Hold

If your Submission skill is greater than your opponent’s Submission skill, stop any Strike.
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”

#15 – Crossarm Chickenwing (Technique)

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”

#16 – Crane Kick

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”

#16 – Unwrap Some Sling-Cheese!

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).

#17 – Double Down on the Hits

Cannot be stopped by “Apocalypse“.
If you have another Grapple 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”

#18 – Pasture Bedtime

Your Agility 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”

#18 – Trap With the Cage Door

Your Submission 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”

#21 – Barrel It Up

If your opponent has 2 other Strikes in play, stop any Strike.
+2 to Technique.

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”