Card	#	Countered by	Needs	Special powers	
Elbow, Hook, Jab, Uppercut, Kick (2), Kick (4), Pimp Slap
Hail Mary	
41	Dodge, Block			
Headbutt	4	Dodge, Block		Frees from Choke.	
Roundhouse, Spinning Backfist	4	Dodge*, Block		* If dodged, attack passes to next player in direction of attacker’s choice.	
Big Combo	4	Dodge, Block		Dodge and Block cards only block 3 points each.	
Knife, Pipe, Chain, Hammer	1	Dodge, Block, Disarm		Card is kept unless Disarm is played.	
Poke in Eye	4	Dodge, Block		Victim may not attack, nor defend against basic attacks for rest of this turn, nor defend (or do) against anything in the following player’s turn.	
Stomp	4	Dodge, Block		Victim’s next attack <=half damage.  Frees from Headlock and Choke	
Powerplay	4		Grab	A basic attack card may be played as well, and not defended against.	
Uppercut2	1	Dodge, Block		A second basic attack may be played, and not defended against.	
Humiliation	4	(Humiliation vs. “free” attack)		Can be played at ANY time.  Voids cards in play and victim may not defend against following basic or weapon attack.	
Grab	8	Dodge, (Freedom if first card)		Following basic and weapon attacks cannot be dodged or blocked.  May be played after a Block by blocker, or, if not then, by his opponent.	
Headlock	1	Freedom, Humiliation.  Stomp works in own turn.	Grab	Victim helpless to all Jab, Uppercut and Stomp cards in attacker’s hand, and may not defend against other players.  Attacker may not attack other foes, unless chooses to break.	
Choke	1	Freedom, Humiliation. Stomp and Headbutt also work in own turn.	Grab	1 damage immediately, +1 every attacker’s turn.  Victim can do basic attacks at<=half damage to all but choker.  Neither may defend vs. attacks.  Attacker may break at any time (e.g. to defend).	
Freedom	4			Counters Grab, Choke, and Headlock.	
Block	10			Can set up Grab, or be counter-grabbed.	
Dodge	8			Passes Roundhouse and Spinning Backfist on.	
Disarm	4			Nullifies weapon damage and disarms.	
First Aid	8			Restores 2 points.  Any number may be played in one turn.  May be played as a defence if this saves the player from defeat.	

Five cards each.  Fifteen starting health points.  In turn, play a card on someone, or discard any number of cards, or pass.  After action resolved, all players replenish to hand of five.