Face Turns
3S-M26-001 · Face Turns · playable prototype
Three fights · you are Green Corner, on the bottom lane

Turn your phone sideways for a bigger ring.

Pick a fight

Book your moves ahead, read their colors, and push the line 14 your way. The ladder teaches the game: Fight 1 plays every card on its Face side, Fight 2 adds Face and Heel, and Fight 3 is the full game. Beat Fight 3 to win.

Your name
How to play
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.