- Goal
- One shared line starts in the middle. A Drive pushes it toward your opponent. Push it 14 your way for the Pinfall.
- Booking
- When your stake runs out, book a new one: any number of cards, in order. It can't change. If you both run out together, you both book before either sees the other's.
- Seeing
- You see every turn they have booked, as a color only, with no borders between cards. Red Drives, yellow works the crowd, grey is bodywork.
- Face and Heel
- Whoever is behind on the line is the Heel; the other is the Face. Even means both Face. Each card plays the side for your role when its Active turn comes up.
- Heat
- Cards gain it. When your stake ends, your Heat becomes the number of turns in it, unless you ended it at 0. Getting Driven halves yours. A whiffed Reversal, a Counter that stops nothing, or a caught Drive sets it to 0.
- Cold
- At 0 Heat, every Drive against you counts double.
- Round
- A bell rings every 5 turns. ROUND starts at 1 and goes up with each bell.
- Boo
- Some Heel moves Book a Boo: a turn added to your stake right after, where you do nothing. A Drive that hits you on a Boo also costs you that much Heat.
- Each turn
- Both turns happen together. Every card checks Heat as it stood at the start of the turn. Card boxes: ▶ Setup, ● Active. A Lock-up catches a ▶ Setup turn; a Reversal or Counter catches the hit.