THE DRAWEach wrestler starts with 9 cards. Both draw a visible tenth card; the higher value starts. A tie redraws, and every drawn card stays in your hand.
DRAW CARDSYou may draw one or both of your two draw cards during your turn. Drawing never ends your turn, so you may draw again or play a legal card afterward.
NEUTRALPlay Takedown for 3 points and move to the top position.
ON BOTTOMPlay Escape for 1 point and return to neutral, or Reversal for 2 points and move on top.
ON TOPPlay Near Fall for the points shown. A Pin may be played from any position.
PINPin can be played from neutral, top, or bottom. The opponent must play Defense or the match ends immediately.
DEFENSEDefense cancels an incoming Takedown, Reversal, or Pin and leaves the position unchanged. The attacker gets the next transition unless the defender plays Momentum.
MOMENTUMMomentum skips your opponent and lets you immediately play again from the current position. Examples: Takedown → Momentum → Near Fall; Escape → Momentum → Takedown; Defense → Momentum → your legal counter.
OVERTIMEIf the final score is tied, both wrestlers enter a visible high-card draw. Highest card wins. A tied draw keeps redrawing until there is a winner.
WINNINGA Pin wins instantly. A 15-point lead is a Technical Fall. A final margin of 8–14 is a Major Decision, and 1–7 is a Decision.
UNIVERSEFinish matches to earn XP and unlock card looks. Wins raise Rank Points; losses lower Rank Points but still earn XP. Progress saves on this device.