
Rules

Setup
Players: 3+
Starting HP: Choose a starting HP for everyone. A good default is 7 HP.
Starting hand: Deal 4 cards to each player.
Draw Pile: Shuffle and place it in the middle.
Turn order: The player to the left of the dealer goes first. Play goes clockwise.
Sudden death mode: When only 2 players remain, hand size drops to 3 cards.
On your turn
Choose 1 action:
Attack
Play 1 Attack card against a chosen victim. You may add a Buff to that attack if allowed.
Swap
Swap one, some, or all cards from your hand with the top of the draw pile for any reason. You only get one swap action on your turn.
Play a Utility card
Play 1 Utility card such as:


Pass
Do nothing and end your turn.
if your’e attacked
You must either:
Play a defense card (Dodge, Block, Interrupt) or
Take the damage
Down Trow interrupts the current play immediately
When attacked
Dodges
Dodges avoid an attack with no contact.




Dodge
Sidestep
Slippery Gypsy
Slo-mo Dodge
Blocks
Defending with a block usually creates contact.


After contact, a Grab may be played.
The defender gets the first chance to Grab. If they do not, the attacker may.

Interrupt
Down Trow may be played anytime to interrupt the current play.
End of a play
After the full play resolves, each player who played one or more cards during that play draws back up to their hand limit.
That means
4 cards while 3 or more players remain
3 cards when only 2 players remain
Quick reminders
Normally, you play one action on your turn.
A Buff + Attack counts as one play.
Eggs and Nark attacks cannot be buffed.
Slow-mo Dodge avoids all incoming attacks from the current play.
Skateboard can attack or defend and has 2 total uses.
You may play Haka or Steroids on their own just to look badass, but they do not buff a later play and have no carry-over effect.
Core rulings
One action on your turn
On your turn, you normally take one action:
one Attack
one Swap action
one Utility action
or Pass
A Buff may be added to an attack where allowed.
Drawing back up
After the full play resolves, each player who played one or more cards during that play draws back up to their hand limit.
4 cards while 3 or more players remain
3 cards when only 2 players remain
Contact
Contact mainly comes from: Fend or Skateboard used as a defense
Swap rule
Swap is one action on your turn.
You may swap one, some, or all cards from your hand.
You cannot keep re-swapping on the same turn.
Example plays
Skateboard steal
Max has already used Skateboard once and is holding it visibly flipped in his hand.
Nova targets that Skateboard with Grab on her turn.
Max fails to defend the Grab with another defense card.
Nova takes the Skateboard as a fresh 2-use card and Max also takes -1 HP from the successful Grab.
Fend into Grab
Charlie attacks Dave with Crane Kick.
Dave plays Fend.
Contact is made.
Dave plays Grab.
Charlie cannot defend the Grab.
Dave follows with Noogie.
Special card rulings


Grab + Skateboard interactions
1. Grab on your turn
Play Grab as an attack on your turn.
If defended, nothing happens.
If successful, it deals -1 HP.
After a successful Grab, you may immediately play Noogie or Bite.
That follow-up may be defended normally.
2. Grab after contact
Fend or Skateboard used as defense creates contact.
After contact, the defender gets first chance to play Grab.
If they do not, the attacker may play Grab.
3. Stealing a Skateboard
If a player uses Skateboard to defend, or is holding a visibly used flipped Skateboard, another player may target it with Grab.
The holder must defend with another defense card or lose the Skateboard.
The same Skateboard being grabbed cannot defend itself.
If the Grab succeeds, the attacker takes the Skateboard and deals -1 HP.
4. If stolen
The Skateboard transfers to the new player.
It becomes a fresh 2-use Skateboard.
The previous owner is down a card until draw-up.

Nark
Nark is a group attack modifier.
How it works:
A player plays Nark on a victim.
The player who played Nark must follow it with one Attack card.
Going around the circle, each other player must play one Attack card against the narked victim if able to.
The victim must defend each incoming attack or take that damage.
Important:
Nark attacks cannot be buffed.
4 Eggs may be used during Nark, but each egg still counts as its own -1 HP attack.
A defense that stops only one incoming attack only stops one of those attacks.
Slow-mo Dodge can avoid all incoming attacks from the narked play.

Down Trow
Down Trow is an interrupt and a show-stopper.
Rules
It may be played at any time.
It immediately stops the current play in progress.
Choose a victim and blind-draw one Attack card from their hand.
If you play Down Trow on your turn, that is your one action.
Down Trow does not combo into another attack.

Hacky Sack
Hacky Sack is an Attack card that creates a pass-around attack chain.
How it works:
A player starts Hacky Sack.
Going around the circle, each player must play one Attack card to keep Hacky Sack going if able to.
The first player who cannot continue takes -1 HP, then the play ends.
Important:
If you have an Attack card, you must play one.
You cannot choose to take the hit instead just to save your Attack card.
Hacky Sack may be used during Nark because it is still an Attack card.

4 Eggs
4 Eggs creates four separate -1 HP attacks.
Rules
All 4 eggs may be thrown at one player, or split among multiple players.
Each egg is treated as its own -1 HP attack.
A defense that stops one attack only stops one egg, unless the defense says it stops all incoming attacks.
4 Eggs cannot be buffed.
Card reference
Attacks
Defenses
Utility
Buffs