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RULEBOOK

VER 2.0
I magine a game that lets you decide “Who would win?” Play Fight Klub™ Trading Card Game (TCG) and bring your
favorite heroes and villains into a battle for domination. Pit your favorite character against any other character, be
it hero or villain, and play out what you’ll never see in any movie! You decide, because it’s your game!

Victory condition
Your goal is to inflict enough damage on the opponent’s hero or villain and win before your hero or villain takes
too much damage and is defeated.

ONE – The foundation of Fight Klub Trading Card Game


Your first purchase of Fight Klub should be from the game’s foundation set – ONE. A Kilo of ONE contains one of every
card, and it also contains everything you’ll need to build two decks for your first gameplay experience – the hero
Rambo versus Hannibal Lecter the villain. You will jump right into the action with these two decks, and maybe a little
help from a friend. Of course, once you get the feel of how the game plays you can consider customizing your decks
with the purchase of additional cards, but for now this is all you’ll need. You’ll also start with all of the energy tokens
that that you’ll need for your first games because they come free with your Kilo. ONE is truly a complete experience,
right out of the box!

Your purchase of ONE includes:


• A complete set of cards (101-card set)
• 20 additional cards for your recommended first decks (10 hero and 10 villain)
• Approximately 21 energy tokens, free with each purchase of ONE (7 blue,
7 green, and 7 yellow)
• A name plate at the bottom of each tuck box for your Fight Klub handle

Remove the 121 cards, build the two 40-card decks (deck contents on the
following page), and your Kilo tuck box will carry both decks plus your
energy tokens – everything you need to play Fight Klub TCG!

©, TM, &
® Decipher Inc. Legal notices at decipher.com/legal.
1
Your Recommended First Decks
Rambo deck Hannibal deck

Character Character
John Rambo 1 R 27 Hannibal Lecter 1 R 51

Draw stack Draw stack


A Good Supply of Body Bags 1 C 28 A Nice Chianti 1 U 52
A Good Supply of Body Bags 1 C 28 Bon Appétit 1 U 53
An Eye on My Shoulder 1C2 Buffalo Bill’s Gun 1 C 54
An Eye on My Shoulder 1C2 Buffalo Bill’s Gun 1 C 54
Attack Dogs 1 C 29 Clubbed 1 U 55
Attack Dogs 1 C 29 Hand Trap 1 U 79
Breaking the Road Block 1 U 30 In the Back of Your Mind 1 U 81
Colonel Samuel Trautman 1 C 31 It Rubs the Lotion on Its Skin 1 C 56
Colonel Samuel Trautman 1 C 31 It Rubs the Lotion on Its Skin 1 C 56
Don’t Push It 1 U 32 Lair of the Beast 1 U 69
Excitement, Fear, Danger 1 U 17 Live or Die… 1 C 83
Have Yourself a Nice Death 1 U 19 Live or Die… 1 C 83
Hoyt/Easton Compound Bow 1 U 33 Loud and Clear 1 U 70
Keeping You Alive 1 U 21 Magnum Eyehole Trap 1 U 84
Mission Accomplished 1 C 34 Mementos 1 C 57
Mission Accomplished 1 C 34 Mementos 1 C 57
Preparation 1 U 35 Night Vision 1 C 58
Right on His Tail 1 U 36 Night Vision 1 C 58
Stainless-steel Meat Cleaver 1 U 22 The Death’s Head Moth 1 C 61
The Job 1 U 24 The Death’s Head Moth 1 C 61
The Necronomicon 1U9 Transformation 1 C 62
Wrong Book 1 C 12 Transformation 1 C 62
Wrong Book 1 C 12 Trophy 1 U 63
You’re Finished 1 C 38 Vile Machete 1 U 73
You’re Finished 1 C 38 Waiting 1 C 74
You’re Going Down 1 U 13 Waiting 1 C 74

The Drop 1 R 101 The Drop 1 R 101

Fight stack Fight stack


They Drew First Blood 1 U 37 Quid Pro Quo 1 U 60
M-1 1 U 39 M-5 1 C 89
M-2 1 U 40 M-5 1 C 89
M-3 1 U 41 M-6 1 C 90
P-1 1 C 43 M-6 1 C 90
P-1 1 C 43 M-7 1 U 91
P-2 1 C 44 M-8 1U 92
P-2 1 C 44 P-5 1 U 93
P-3 1 C 45 P-6 1 U 94
P-3 1 C 45 P-7 1 U 95
P-4 1 U 46 S-5 1 U 97
S-1 1 U 47 S-8 1 U 100

2
Your deck
• Each player plays 1 hero or 1 villain. Games can be played with any combination of characters – hero vs. villain,
hero vs. hero, or villain vs. villain.
• A deck consists of 40 cards – 1 character (hero or villain), 12 fight cards in a fight stack, 26 cards in a draw stack, and
one copy of The Drop. The draw stack can contain conditions, effects, gear, and instants (no characters or fight cards).
Your fight stack must contain exactly 12 fight cards, and NO other card type may be placed in your fight stack. All cards
in a deck must be of the same affiliation (hero or villain), and as such must have the same card back.
• Each player must have as a part of their deck one copy of The Drop (included in ONE). The Drop begins the game
already on the table, and control is assigned randomly to start the game. The player who has The Drop decides the
order of actions for each phase within a turn (i.e. which player will play their actions first). At the end of each turn,
control of The Drop changes to the opponent. (When a player is assigned control of The Drop, their copy is turned
face-up on the table, while the opponent’s copy is turned face-down.) This continues each turn until the game ends.
• Most fight cards in Fight Klub are global fight cards – usable in any fight stack (given the same affiliation). However,
certain fight cards in Fight Klub are designated as signature fight cards. These cards have a signature icon – the likeness of
a specific hero or villain, and can only be used in fight stacks that feature that particular character. Signature cards can be
found across most card types, and they are all limited to a deck featuring the character shown in the signature icon.
• Fight Klub uses the 1-3-3 rule for card limits in a deck. This means that a deck can have no more than 1 copy of any rare
card, no more than 3 copies of any uncommon card, and no more than 3 copies of any common card. In addition, there is
also a 3-card limit for ANY gold-icon fight card in a fight stack. However, this rule must also follow the above 1-3-3 rule.
• If a player removes the last card in the draw stack for any reason (including drawing cards), the current game action
ends. That player must then shuffle the discard stack into a new draw stack.

Your cards
The Fight Klub TCG is similar to other card games in that you take cards into your hand, and then play them onto
the table. However, much of what this game offers is new and unique among all card games, past and present. This
section explains the ways that cards are brought into play, and the ways that cards should be read and used.

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3
Card costs
Most cards in Fight Klub have a cost to play. To find the cost of a card, look to its upper left side, just under the card
type icon. The area there is for costing icons and sometimes for asterisks that indicate additional, text-oriented
costs. To pay for a card, a player must take the correct energy tokens from the energy pool (the place where your
energy tokens accumulate) and simply move them off to the side of the play space. This indicates that you have
paid for your card. A card may also have a generic energy cost in addition to a specific one. A generic cost is
represented by a grey energy stone with a black number in its center. Paying a generic energy cost is easier than
paying a colored energy cost in that any of your energy tokens can be burned. Pay your generic costs wisely, as the
type of energy used might very well be needed to pay another upcoming cost. Each token used to pay the cost of
a card may only be counted once. For example, a cost of means that you must burn one blue energy token
and then burn any one of your remaining energy tokens.

In addition to burning energy to pay the cost of cards, it is possible Card type icon
for a card to require that you spot a certain type of energy or
card. An asterisk in a card’s cost will lead you to the gametext
area, which will tell you which type of energy or which card type Mission Accomplished
must be spotted in order to play the card. This means that you
must be able to actually “see” either the energy type in question
somewhere in your energy pool or the card type in question
somehwere on the table. As long as you can spot the energy or
card type, then that part of the card’s cost is considered to be paid.
When a card requires you to burn energy as well as spot energy,
you must always burn the required energy first before being able
to pay any spotting costs.
Costing area
Card functions
*Spot a condition.
Most cards in Fight Klub have gametext that you use during a game to help youIfin
you some way.
won this fight and ⦾The does notmethod
have a conditionfor using

TM & © Decipher Inc. © StudioCanal S.A.


or a gear in play, your fight card scores double damage.
a card’s gametext is easy and follows a few simple directions: OR ⦾ destroys a support card.
“Murdock, I’m comin’ to get you.” – John Rambo
• An asterisk followed by bolded text indicates an additional cost is required to play the card.
• If a line begins with a bolded phase word (First Setup, Setup, Enhance, Score, or Cooldown), it is telling you
WHEN you can play that card’s ability. On the example text box shown below, the first line is a first setup
Rambo action
J 1-C-34

which lets you add one blue energy token and two green energy tokens. Note the bolded phase word, followed
by a colon, followed by the action itself.
• A more complex example of a phase ability would be on the second line of the example text box. This ability
requires you to burn one green energy token and discard 3 cards from hand. Once completed, you may do what
follows the colon.

A simple rule of thumb when reading gametext is – Everything before a colon tells you what phase the ability takes
place in, and what the extra costs are. Everything after a colon is what actually takes place once those costs are paid.

John Rambo
TM & © DECIPHER INC. © STUDIO CANAL S.A.

Simple phase ability


Guerilla Tactics

7 LIFE 5 HAND 1 HOLD


First Setup: Add .
Phase ability with Score (burn , discard 3): If ⦾ won this fight,
⦾ exhausts fight card instead of scoring it. You may
additional costs play this action only once per turn.
Rambo J 1-R-27

4
Card Types
There are seven card types in Fight Klub TCG: character, condition, effect, gear, fight card, instant, and universal card.
Each card type is explained in detail in this section.

Card Type Icons


The following is a list of the card type icons found in Fight Klub TCG, by category. Icons
generally have a hero version and a villain version:

Character icons Gold-icon fight card icons

Condition icons Gear icons

Effect icons Instant icons

Fight card icons Universal icon

Center skirmish bonus


Character Attribute
This card type consists of hero cards
Latent energy
Brutality
and villain cards. Each character is
placed on the table in front of its
owner at the start of the game. It has
an energy allocation that is awarded
at the start of the game, and then also Life, hand, and hold
at the start of each turn, called first
Hatred

setup. A character card may also have


values
latent energy printed along its right
side. This energy can be used to pay
spotting requirements of other cards Jason Voorhees First setup energy
TM & © DECIPHER. FRIDAY THE 13th: TM & © NLP, Inc. (s09)

8 LIFE 5 HAND 0 HOLD


Intimidation

and abilities during the game. It cannot


however, be burned to pay the energy
First Setup: Add .
Enhance (burn ): Swap an unresolved fight card Gametext
with top card of fight stack.
cost of a card or to resolve penalties
that require energy be burned. Friday the 13th J 1-R-64

Each character has a life value, a hand value, and a hold value. The life value is the amount of damage that it takes
to defeat your hero or villain. The hand value is the number of cards that you MUST draw up to at the start of the
game and (in general) at the end of each turn. Finally, the hold value is the number of cards that you MAY hold
before drawing back up to your hand value (you may hold from zero up to the hold value).
Each character card has one or more icons at its top-center. These icons are the center skirmish bonus for that
character when using a specific type of fight card. If the color of the icon on a character matches the color on the
center skirmish tab of the current fight card, that character gets a bonus in the center skirmish. Each icon represents
a +1 bonus for that character in the center skirmish. The colors of these bonus icons are the same colors found on
center skirmish tabs for fight cards – orange (mental skirmish), purple (spiritual skirmish), and red (physical skirmish).

Center skirmish bonus icons

5
You’re Finished!
Cost icon
Gametext

Condition
Conditions represent a specific environment or state of being for each hero
and villain. A condition is played to the support area as a setup action, and
will often have game text that can be used and reused over the course of a
game as a phase action (like setup, enhance, score, or cooldown). Often, a Condition
condition will have more than one phase action listed in its gametext. It is Setup (return this card to hand): ⦾ discards 1

TM & © DECIPHER INC. © STUDIO CANAL S.A.


– random selection.
possible to use multiple game actions on a condition, as long as the limit Setup (burn , discard 1, return this card to
hand): ⦾ discards 2. You may play this action only
for phase actions is met. Conditions will remain in play until returned to once per turn.
hand, destroyed, or until the game ends. “You’ve gone as far as you’re gonna go! You hear me?”
– Sheriff Will Teasle

Rambo
J 1-C-38

Effect skirmish tabs

Effect
Effects are the difference makers for heroes and villains.
1 1 They are all of the tricks that cannot be accounted for by
an opponent. This card type is played during the enhance
The White Man is Cool!

step of a fight, most frequently to boost a fight card’s


individual skirmish totals. An effect is placed on top of the
current fight card, oriented so that its 3 tabs align with
Crank

the 3 skirmish tabs on the fight card. The effect’s numbers


are then added to or subtracted from (depending on the
Effect chosen effect) the fight card’s skirmish totals. Effects are
*Spot a support card.
“Easy! Easy! Easy!” – Orlando
discarded when the fight in which they are played is
J 1-U-25

TM & © Decipher. © LGF.


resolved. This means that just before a fight card is scored
or exhausted, all effect cards played during its fight are
discarded.

Fight card
Correct effect orientation
5
Spiritual
3
M ental
5
Cannibalism
1

Add

1 1
Enhance: If this is the first fight this turn, you are
mental +3.
Quid Pro Quo
Effects may NOT be played during a fight that is being
Prison Surveillance

resolved with clash gametext. Other enhance actions may


The Silence of the Lambs

be taken if applicable, but you may not play an effect as your


enhance action, even if YOUR fight card is a power card.

Effect
TM & © DECIPHER. TM & © 1991 ORION. © 2009 MGM.

*Spot a support card.


“I’ll be watching. You’ll do fine.” – Barney
J 1-U-59

TM & © DECIPHER. TM & © 1991 ORION. © 2009 MGM.

The Silence of the Lambs


J 1-U-60

6
Fight card 3 skirmishes per
Each deck uses a separate 12-card fight stack. During fight card
a game, players will reveal fight cards from their fight
5
Spiritual
3 5
Cannibalism
1

stacks to create fight pairings, determine a winner Add


M ental
Destiny number
for each fight, then score each winning fight card as Enhance: If this is the first fight this turn, you are
mental +3.
Skirmish label
damage. A scored fight card is placed in its owner’s
Quid Pro Quo
damage stack, and energy rewards are added to the
energy pool. (Energy rewards are found on the lower Result tab
left of a fight card, just above the damage marker).
If a fight card scores with a double damage bonus
(there are other cards that can make this happen), Energy reward
that card is rotated to a 90º angle in the damage

TM & © DECIPHER. TM & © 1991 ORION. © 2009 MGM.


stack to indicate that its number of damage markers
is doubled. A fight card that has been rotated to Damage marker
display its double damage bonus cannot be awarded
any further damage bonuses. The losing fight card is
exhausted and placed face down beneath its owner’s The Silence of the Lambs
J 1-U-60
fight stack. If a fight resolves in a tie, that fight has no
winner and each fight card is placed face-down in its
owner’s raise the stakes stack, next to the damage stack.

Power card – This fight card has 3 skirmish tabs across its top edge. The 3 skirmish tabs align with the 3 skirmish tabs
on the opponent’s opposing power card. Each set of opposing skirmish tabs is defined as a skirmish. The winner of each
skirmish is the player with the highest skirmish total. The player who wins the most skirmishes wins the fight and will
score his or her fight card during the score step. There are many different kinds of skirmishes found on fight cards. All
of the different names are called skirmish labels. The main skirmish labels that you will find are Fate, Mental, Physical,
and Spiritual. A skirmish label can interact with other cards in the game,
4Spiritual 4
M
X
ental
giving its skirmish total a specific bonus or penalty from them.
Fate
1
Draw 1
Clash card – This fight card does not resolve using skirmishes. Instead,
X = ⦾ cards in hand. it uses gametext called clash gametext to determine the fight’s winner.
Enhance (discard 1): Rotate this card.
Whenever a clash card is paired against a fight card that uses skirmish
tabs, the clash gametext is ALWAYS used to determine the winner for
that fight. If both players’ fight cards are using clash gametext, the
player with control of The Drop decides which clash gametext is used.

Rotatable fight card – This fight card has two usable sides that
may have either skirmish tabs or clash gametext. A rotatable fight
card can rotate during a fight by playing an enhance action printed
in its gametext in order to change the way its fight is resolved. All
rotatable fight cards in the game are also gold-icon fight cards.
TM & © DECIPHER INC.

when this card is rotated.

Gold-icon fight card – Instead of having the standard fight card icon
If you have The Drop, you may draw 1
wins this fight.
M-2
The player with the most cards in hand
in the top left of its card, a fight card may have this icon instead (at
J 1-U-40
left). The gold-icon fight card is a powerful fight card, and as such each
player can have only 3 of this kind of fight card in the fight stack. This of
course assumes that the existing 1-3-3 rule is already being followed.

T he different fight cards found in Fight Klub TCG serve to imitate


all of the special moves that heroes and villains can bring to a
fight. With so many ways to resolve a fight between opponents,
each game is sure to be a unique experience!

7
Gear
2 1 Gear cards represent all of the material that a hero or villain will use in a
fight, like weapons, armor, or maybe even other things. Gear is played
to the support area as a setup action. During a fight, gear is activated
as an enhance action. Activating a gear card means that it is taken from
the support area and used like an effect. The game text will tell you
when and how this card is to be destroyed or if it can be returned to the
support area when the fight resolves. In general, an activated gear will
be returned to the support area when a fight is resolved, just before
the fight card is scored or exhausted.

Buffalo Bill’s Gun Activation gametext Additional


Gear • Weapon
Enhance: Activate this card. Destroy this card when
TM & © Decipher. TM & © 1991 Orion. © 2008 MGM.
cost icon
fight resolves.
“What is the first and principle thing he does? What needs
does he serve by killing?” – Hannibal Lecter
Mission Accomplished

The Silence of the Lambs


J 1-C-54

Phase keyword

Instant
Instants represent significant changes and twists of fate for the heroes
and villains in Fight Klub. This card type is played from hand during Instant • Score
a specific phase of a turn (setup, enhance, score, or cooldown). Each *Spot a condition.
instant has a phase keyword which indicates the phase in which it If you won this fight and ⦾ does not have a condition

TM & © Decipher Inc. © StudioCanal S.A.


or a gear in play, your fight card scores double damage.
may be played. When an instant’s cost is paid and it is played, it has its OR ⦾ destroys a support card.
effect and then is discarded. “Murdock, I’m comin’ to get you.” – John Rambo

Examples –
Instant • Setup, Instant • Enhance, Instant • Score, and Instant • Cooldown. Rambo
J 1-C-34

Universal card
Universal cards are a global card type that are reserved for special cards in Fight Klub TCG, such as The Drop. Each
universal card has a split back design (both hero card back and villain card back) and can be used in both hero
decks and villain decks. A universal card counts against your deck total (40 cards), but it begins the game on the
table, and so will not disrupt the card backs in the draw stack.
The version of The Drop found in ONE has 3 latent energy printed on its card face: 1 Blue, 1 Green, and 1 Yellow.

Hero card back Villain card back Universal card back

8
Getting Started
1. Each player reveals his or her character and places it on the table.
2. Each player shuffles his or her draw stack and fight stack. The opponent can then choose to cut each stack.
3. Determine randomly which player starts the first turn with control of The Drop. That player turns his or her copy
of The Drop face-up to indicate that they have control for the current turn.
4. Each player draws to the hand value displayed on his or her hero or villain, then each player adds the first setup
energy to the energy pool.
5. The player with control of The Drop determines which player will play their first setup and setup actions.
View a table layout for the start of a game on p17.

Turn Order
1. Setup phase
The Setup phase is easy as 1-2-3. Both players will take the following actions during the setup phase.
• Do this once – Play the first setup action (add starting energy tokens).
• Do this twice – Play one condition OR play one gear OR play one Instant • Setup OR play one setup action.
• Do this three times – Take the top card from the fight stack and place it face down in front of the character.
The player with control of The Drop will decide who plays their setup actions first, including the first setup action (adding
energy tokens). That player then adds their first setup energy tokens, then he or she plays both setup actions. The
opponent then does the same. Finally, the player with control of The Drop will take the top three cards from his or her
fight stack (without looking at or revealing them) and place them face down in front of his or her character from left
to right. Then the opponent does the same, placing his or her fight cards face down directly opposite and in the same
order as the first player’s fight cards. When both players have set out three fight cards (or all remaining fight cards), they
simultaneously reveal the opposing cards for each fight. Each fight card in a fight must orient with its fight card icon
closest to the opponent’s fight card.

2. Fight phase
Each of the three fight card pairings constitutes a fight. The fight phase follows these steps:
• 1st Fight:
Enhance step – Play one effect OR play one Instant • Enhance OR play one enhance action.
Fight step – Skirmish resolutions and/or clash text resolutions. Determine the winner of the current fight.
(
Score step – Play one Instant • Score OR play one score action. Score winning fight card (and raise the stakes cards).
• 2nd Fight:
Same as first fight.
• 3rd Fight:
Same as first fight.
The player with control of The Drop decides which of the three fights to resolve first. Once decided, that fight is
the current fight. Any remaining fights are considered unresolved fights. Each player is allowed one enhance action
(order for play is determined by the player with control of The Drop) for the current fight. A player must complete
all enhance actions before the opponent can play his or her enhance actions. Each skirmish for the current fight is
then resolved (order determined by the player with control of The Drop). The winner of each skirmish is the player
with the highest skirmish total. If a skirmish resolves with a tie, the player with control of The Drop chooses the next
skirmish to resolve as normal. If any skirmish has a result tab, then any bonus or action associated with that result tab
is completed upon resolving that individual skirmish. The player who wins the most skirmishes during a fight is the
winner of the fight. A fight is not considered resolved until after its score step has been completed.

9
Score step – After a fight’s winner is determined, there is a score step. Each player (determined by the player with
control of The Drop) may play one score action. This may be the play of an Instant • Score, or a score action on a card
already in play. Score actions can affect cards in the current fight, or even unresolved fight cards depending on the
result of the current fight. When score actions are completed, the winner of the fight scores his or her fight card by
placing it face-up in the damage stack (off to the side) so that the damage markers on the bottom of all scored fight
cards are visible to all players. If there are any energy rewards on the winning fight card (like on signature fight cards),
that energy is added to the energy pool at this time. At this point, a fight is considered to be resolved. The loser’s fight
card is exhausted and placed face down underneath that player’s fight stack and any effects (or other cards, such as
gear) that say they are to be discarded or destroyed after that fight are discarded as well (although most gear are
returned to the support area when a fight is resolved.) For the remaining fights, the process is identical to the first
fight. For each fight card that is scored and moved to the damage stack, damage is accrued against the opponent’s
character and any energy rewards are added to the energy pool.
Damage that is inflicted by a scored fight card is counted with existing damage in that player’s damage stack. If the
damage equals or exceeds the opponent’s character’s life total, the game ends with the scoring player as the winner.

Raise the stakes – Occasionally, a fight will end in a tie (both players scored a skirmish and had one tie, or
one of the skirmishes was nullified, or all 3 skirmishes were ties). In this situation, each fight card is placed face-
down next to the damage stack. These fight cards are now raise the stakes cards. All other cards that were played
during that fight are discarded or returned to the support area as normal. The next player to win a fight and then
successfully score that fight card will also score all of his or her existing raise the stakes card(s). Those cards are
placed face-up on the owner’s damage stack. The losing player’s raise the stakes card(s) are exhausted and placed
face-down underneath his or her fight stack. When raise the stakes fight cards are scored, they DO NOT gain any
related rewards that would normally be given (like the energy token reward on signature fight cards). Unscored
raise the stakes cards remain for the next turn’s fight phase. Note that in addition to winning its fight, a fight card
must successfully score to also score existing raise the stakes cards.

Unopposed fight cards – It is possible for a fight phase to present a player with unopposed fight cards. If
such a scenario occurs at any point in a fight phase, any unopposed fight cards are resolved and scored first, before
any new fight pairings are selected. All result tabs for skirmishes on the unopposed fight card should also be
resolved before it is scored. Before each unopposed fight card is scored, a score step will take place as normal.
View a mid-game table layout on p18.

3. Cooldown phase
The cooldown phase contains end-of-turn mechanics as follows:
• Play one Instant • Cooldown OR play one cooldown action.
• Even-up step – Discard down to equal or less than the hold total, then draw up to the hand total.
• Control of The Drop changes to the opponent.
In this phase, the player with control of The Drop determines who will play their cooldown action first.

Even-up step– When cooldown actions are completed, the player with control of The Drop determines who will
even-up first. That player MUST discard down to less than or equal to the hold total, then draw up to the hand total. The
remaining player does the same. The even-up step cannot be passed by any player. Each player must end a turn with
cards in hand equal to the hand total for his or her character, unless that player ran out of cards during the even-up.
Finally, control of The Drop changes hands. The controlling player flips his or her copy of The Drop face-down, and the
receiving player flips his or her copy of The Drop face-up. This signals the end of the turn.

10
Fight Klub TCG Glossary
⦾ – This icon means ‘Opponent’ or ‘Opponent’s’. It is used when referencing a game function that the opponent
must (in most cases) play. Not only would you see it used in front of a game term as an effect of some other ability,
but also occasionally as a cost. ⦾ discards 1 means that opponent must discard 1 card.
The default rule is that gametext refers to YOU and YOURS unless otherwise indicated. Destroy 2 conditions
means destroy 2 of YOUR conditions. ⦾ destroys 2 conditions means that THE OPPONENT destroys 2 of his or
her conditions. ⦾ destroys 1 condition means THE OPPONENT gets to decide which condition gets destroyed if
the opponent has more than 1 condition in play. ⦾ destroys 1 condition – your choice means YOU get to choose
which condition the opponent must destroy.
1-3-3 Rule – This rule dictates that a deck can have no more than 1 copy of any rare card, no more than 3 copies of
any uncommon card, and no more than 3 copies of any common card.
Activation – This term describes the action that is taken when a gear is used during a fight. A player will activate
his or her gear (as an enhance action) and align that gear’s skirmish tabs with the tabs of the current fight card.
Add – This means to add energy tokens to the energy pool. Typically, you will see it used as Add .
Asterisk – This icon is used to indicate an additional cost for a card on which it occurs. For any card that has an asterisk in
its costing area, there will be an asterisk on the first line of its gametext area, followed by bolded text describing the cost.

Attribute – Each character card has three attributes along the right-hand side which describe personality traits of the
characters. These attributes can sometimes be referenced in gameplay, including referencing whether a character has a
specific attribute, or whether that attibute can be spotted.

Black Beauty – The Black Beauty is a free gift that is sent to each customer with his or her third kilo purchase of a
Fight Klub expansion, beginning with TWO. A Black Beauty contains special rare cards not found anywhere else,
and also contains marketing cards used to bring new players to the Fight Klub website. See picture on p15.
Burn – This means to remove energy token(s) from the energy pool. Typically, you will see it used as Burn .
Card back – When playing a hero character, only cards with the hero card back may be used. When playing a villain
character, only cards with the villain card back may be used.
Card limit – There is a 3-card limit for each individual common or uncommon card in a deck, there is a 1-card limit
for each individual rare card in a deck. There is also a 3-card limit for ANY gold icon fight cards in a fight stack, given
that the first two rules of rarity are being met.
Card type – There are 7 card types in Fight Klub: character, condition, effect, fight card, gear, instant, and universal. With
the exception of the universal card, each of these card types can be found as both hero and a villain cards. In addition to
the card back telling which card is a hero and which is a villain, there are also clues on the face of each card type. Hero cards
have light grey text boxes and black text, while villain cards have black text boxes and white text. Finally, although hero
cards and villain cards share the same card type icons, the borders of the icons for villain cards are significantly darker.
Card type icon – This icon is in the top left corner of each card. Each card type is represented with its own icon.
Center skirmish – Often referenced with respect to the center skirmish bonus (found on each character’s card at its top
center). The center skirmish of a fight card is also enhanced by center skirmish bonuses from various support cards.
Clash card – This type of fight card uses gametext to determine its winner, rather than skirmishes.
Clash gametext – This is gametext that is found on either a clash card or rotatable fight card. Specifically, this
refers to the gametext on a fight card that uses only gametext to determine its winner.
Cost – When playing cards with costs, an energy token(s) (of a specific type) must be either spotted or burned. If
the cost contains a number within a grey circle, any type of energy token can be used to satisfy that cost, but each
token may only be counted once (not once for the specific energy cost AND once for the generic cost). It is also
possible that a card has other, non-energy costs.
11
Current – This term references the active fight. Choosing the current fight can only happen either at the start of the fight
phase, or after the previous fight card has been scored.
Damage marker – This term references the blood drop(s) found at the bottom left of a fight card or support card.
Damage stack – Each player will accumulate a damage stack over the course of a game. Each time a player scores a fight
card or a support card with damage markers on it, he or she will place that card face up in the damage stack, with the
damage marker showing toward the opponent. Subsequent scored cards will stack on top of existing scored cards.
Deck – Each deck must contain 1 character, 12 fight cards, 26 draw stack cards, and a copy of The Drop.

Destiny – Each fight card has a small white number in the upper right-hand corner. This Destiny number is
sometimes referenced in gameplay. If you are instructed to “draw destiny,” you draw the top card of your fight stack
and check the number in the upper right-hand corner. You compare the Destiny number with the instructions
on the card that caused you to draw destiny. Once the Destiny number is obtained, place the fight card that was
drawn on the bottom of your fight stack.
Destroy – This means to remove a card(s) from play (yours or opponent’s) and place it in the discard stack. You may
see it used as Destroy 1 condition.
Discard – This means to remove a card(s) from hand and place it in the discard stack. You may see it used as Discard 1.
Discard stack – All cards that are discarded during a game go here. All cards in a discard stack are face up. Cards in
the discard stack must maintain their order until another card allows for the stack to be shuffled.
Dominate – This term references a function found on effect cards that can impact the result of a skirmish. When
your effect has the term Dom1nate (the word “Dominate with the number 1 inserted in place the of the “i”), you can
add 1 to your skirmish total. However, if your skirmish type matches your opponent’s skirmish type, you “dominate”
that skirmish, and win automatically, regardless of the skirmish totals. If both players have Dom1nate in the same
skirmish, the player with the drop determines the winner.

Double damage – This term references a fight card that is scored and placed in the damage stack at a 90º angle
from the rest of the cards in the damage stack, indicating that its damage markers are doubled. Most often, another
card will cause a fight card to be scored with double damage.
Draw stack – This stack contains all of the cards that you draw into your hand over the course of a game, either
during a turn or as the even-up at the end of a turn.
Energy cost – This term is defined as the amount and type of energy found in the costing area of a card. An energy
cost includes only energy that is burned, and not energy that is spotted.
Even-up – This step occurs at the end of the cooldown phase. The player with control of The Drop decides which
player will even-up first. That player MUST discard down to equal or less than their hold total for that turn, then
draw up to that character’s hand total for that turn. The remaining player does the same. This action is the last
action to take place in a turn, just before control of The Drop is transferred.
Exhaust – This term references a fight card that has lost a fight or has been removed from the current turn’s fights
by some other means. An exhausted fight cards is placed face down beneath its owner’s fight stack.
Fight card icon – This icon is most often referenced when revealing fight cards during the end of the setup phase.
Fight card icons must always orient to be closest to the opponent’s fight card in a fight pairing.
Fight stack – This stack of cards contains fight cards. No other card type can be in a fight stack.
First setup – This action takes place at the start of the game and each turn before setup actions are played. All of a
character’s energy awarded for the first setup must be added to the energy pool.
Global fight cards – A group of fight cards that can be used in any fight stack within an affiliation.
Gold-icon fight card – Each player may have only 3 of ANY gold-icon fight cards in the fight stack, given that the
1-3-3 rule is already being followed.
12
Hand – The hand total, which includes all bonuses or penalties from the turn, is the number of cards that MUST
be drawn to at the end of a turn.
Hold – The hold total, which includes all bonuses or penalties from the turn, is the number of cards that can be held (in
some cases a player will hold fewer cards than the hold total) at the end of each turn before drawing to the hand total.

Latent energy – This type of energy can currently be found on character and partner cards (along the right side) and
on The Drop. Latent energy can be spotted to pay spotting costs for other cards, but it cannot be burned like energy
tokens.
Life – Each character has a life value printed on its card, indicating the amount of damage required to defeat that
character. The life total is a cumulative amount, based on the number of damage markers scored against a given
character, as well as any bonuses a character may have to the life value.
Marketing card – This card is found in the Black Beauty and can be presented to new players to bring them
to the Fight Klub website. Write your handle in the blank space provided and pass this card out at gaming
conventions, or be creative and find another unusual place to bring in new Fight Klub players. See picture on p15.

Partner Card – This card starts the game in play beside your character card. A partner card has one or more signature
icons on it. It can only be played in a deck that is using a character pictured in the signature icon. A partner can
be chosen for any fight as a substitute for the main character, and use his or her center skirmish bonus(es) just like
a character. A partner may even have their own signature card. A partner’s signature card may only be used in a
deck containing the partner card. Only the partner may particpate in a fight involving the partner’s signature fight
card.
A partner has no LIFE, and has no effect on when the game ends. You may choose to use a partner’s Hand and Hold
instead of your character’s Hand and Hold, but you must designate which you are using, and you may not mix and
match between the partner and character. You may use the partner’s gametext just as you would a character.

Pass – This term is a declaration made by a player when he or she chooses to give up the ability to play an action
during a phase or step of a game. When a player has priority for a particluar phase action, he or she may simply
say “pass.” A pass takes the place of an action or series of actions and will either push the passing player to the next
action in a series, give priority to the opponent for that phase, or it will end the phase.
Power card – This is a fight card that uses skirmishes to determine its winner. Power cards have 3 skirmish tabs across
the top of the card that are matched with the skirmish tabs on the opposing fight card. These three skirmishes, once
resolved, determine the winner of the fight.
Resolve – This term means to complete, with respect to skirmishes and/or fights. A skirmish is resolved when its
winner has been determined, just before its result tabs have been completed. A fight is resolved when its score
step is completed, just before the fight cards are ready to be scored/exhausted.
Result tab terms –
ADD X – Add x energy tokens to the energy pool. ⦾ adds X indicates that the opponent would add X energy
tokens to his or her energy pool.
BURN X – Often seen on skirmish result tabs as ⦾ burns X. This means the opponent must (without benefit or
use) remove X energy tokens from his or her energy pool. Unless specified, it can be of any type.
DESTROY X – Remove X cards of a specific type from play and place them in the discard stack. ⦾ destroys X means
the opponent must remove X cards of a specific type from play and place them in the discard stack.
DISCARD X – Discard X cards from hand. ⦾ discards X means the opponent discards X cards from hand. Unless
otherwise noted, the choice for which cards are to be discarded lies with the player who must make the discard.
DRAW X – Draw X cards from the draw stack. ⦾ draws X means the opponent draws X cards from the draw stack.

Retrieve – To take the top card of the discard stack and place it according to the instructions for the retrieve action.
Often, a retrieve action will tell you to retrieve a specific type of card and take it into hand. Regardless, it will always
give instructions on where to place the retrieved card.
13
Rotate – This term is used to indicate that a card on the table either will be or has been turned clockwise 90º from its
normal position on the table.
Rotatable fight card – This term references a fight card that has both skirmish tabs AND clash gametext. Rotatable cards
will always have an indication about how and when they can be rotated to use their gametexts.
Score – This term refers to either a step within the fight phase – the score step, or the act of moving either a fight
card or a support card with damage markers to the damage stack.
Signature card – Each character in Fight Klub TCG has a suite of signature cards that can only be used in a deck
featuring that character. Each signature card has an icon next to its title bar with an image that is the likeness of
that character. A signature card can be a fight card, an effect, or any support card.
Signature icon – This icon is an image of the character that it represents. A card with a signature icon on it can only
be played in a deck that is using the character pictured in the icon.
Skirmish – A skirmish is the pairing of two opposing skirmish tabs in a fight.
Skirmish label – There are four main types of skirmish labels: mental, physical, spiritual, and fate. Much less common
than these main labels are the unique skirmish labels that appear on signature fight cards. For example, Ash Williams
uses an engineering skirmish on his signature fight card. In most cases, these characters will have some way to take
advantage of their unique skirmish label. It should be noted however, that the skirmish number associated with an
engineering skirmish (or with any unique skirmish label) is compared in exactly the same way as a skirmish number
associated with any one of the main skirmish labels.
Spot – This term requires that a player actually see the required cards or tokens in play on his or her side of the table
(unless otherwise specified). Energy thus spotted is not burned, and can be in the form of energy tokens, latent
energy, or a combination of both. (Each individual element can only be counted once for a given action.)
Support cards – This term is used to describe a specific group of card types (conditions, gear, and instants). These
card types have a special relationship in that they are all cards that come from the draw stack, and that play from
hand. Many other cards in the game mention support cards as a part of various gameplay functions.
The Drop – This card (provided in ONE) represents priority for choosing the order of actions in a turn. At the end of
each turn, control of The Drop is passed to the opponent. This card is a reminder to all players for who has priority on
any given turn. Each player is required to have one copy of The Drop as a part of his or her deck. When a player takes
control of The Drop, their copy is turned face-up, while all other copies are turned face-down. The version of The Drop
found in One has 3 latent energy (1 Blue, 1 Green, and 1 Yellow) printed on the face of the card.
Total – This term refers to the cumulative state of a particular game element (or value). For example, a player will
check the life total of his or her character several times during a game when fight cards are scored.
Turn – A turn is a series of phases comprised of alternating actions from all players in a game, starting with the first
setup action and ending with the transfer of control of The Drop. The phases of a turn are the Setup phase, the Fight
phase, and the Cooldown phase.
Uniqueness – There is no rule for uniqueness in Fight Klub TCG. A player is allowed to have multiple copies of a
card in play, as long as those cards are already following the 1-3-3 rule.
Unresolved – When a player with control of The Drop chooses the next fight to be resolved, all remaining fights are then
considered to be unresolved fights. In addition, any face up fight card in play (except for already scored fight cards) that
is not part of the current fight is also considered to be an unresolved fight card.
Value – This term refers to the quantity of some game element ‘as printed’ on a card. A typical use of this term
would be in the phrase - The player whose character has the higher life value....
Win – This term refers to the result of either a skirmish or a fight.

14
Fight Klub TCG Multiplayer Rules
As much fun as head to head fights are, sometimes a group of players will want to play together rather than splitting
into one-on-one games. These rules allow for a group of 3 or more to play with only a few simple adjustments to
the rules that they already know. The multiplayer format takes on more of a melee style of fighting. In this way,
a player can fight just about anyone in his or her group from turn to turn. The goal in this format is to be the last
player to have a character with a life total above zero.
Players sit around a table , and as with the standard rules, a random player starts with control of The Drop. This
player will play or pass his or her first setup and setup actions, then priority changes to the next player to his or her
left, and so on in a clockwise manner.
When all players have played or passed their setup actions, everyone flips the top three cards of the fight stack over
in front of the character.
Once each player has his or her fight cards in play in front of the character, the player with control of The Drop
challenges any other player by creating a fight matchup against one of that player’s fight cards. This is the major
distinction between the standard rules and the multiplayer rules in that you have many more choices available
to you for your fight matchups. If this fight ends in a tie, there is no raise the stakes, but instead, both fight cards
are exhausted. The fights themselves are resolved normally, with priority for enhance actions determined by the
challenging player, and priority for score actions also determined by the challenging player.
Tracking damage is treated a bit differently as well. Each player in a multiplayer game should have a multiplayer
damage tracker (printable with this document, on p19). Each player can be represented on this accordion-folded
tracker. The first player on your left is in the first slot and so on, in a clockwise manner. The tracker has placement
for up to 4 opponents, but that does not have to be the limit for a game. Each card with a damage marker that
is scored against your character is placed in the corresponding slot on your damage tracker. This tells you which
character infliced the damage. It also allows for easy cleanup after the game is finished. So at the end of a game in
which things did not go very well for your character, you would have a full damage tracker. It may have cards filling
each slot or several cards all in one slot. Either way, you will always know who those cards belong to at the end of
the game, based on where they sit in the damage tracker.
This process repeats, with each player that has been challenged then choosing another player (or even the same player)
to challenge to a new fight pairing. This continues until no more fights can be paired. If the player who has the choice in
the next fight pairing has no more fight cards remaining, the choice falls to the player with control of The Drop, or the
next player on right if the player with control of The Drop has no fight cards remaining for the current turn.
If there is an even number of players in a multiplayer game, all fight cards for a given turn will probably be used. It
is possible that a single player could be avoided during a turn and end up with two fight cards. Both would score,
however, as they would be unopposed. Keep an eye out for the sneaky players! If there is an odd number of players,
there will be 1 fight card remaining at the end of a fight phase. Unresolved fight cards are considered a benefit for
that player and the fight card scores as normal (all result tabs and energy rewards are granted). Since players can
choose who they will fight, there is some strategy in setting up who will have the last fight card in a turn.
Cards that reference ⦾ work in the following way – If the action being used is fight-specific, i.e. an enhance action
or a score action, then that action must be used on or with respect to the player(s) in the current fight. Setup and
cooldown actions are global and can impact any player. Cards referencing The Drop work as written. You either
have control of The Drop, or you do not.
At the end of a turn, control of The Drop goes to the last player to win a fight.

15
Black Beauty
The Black Beauty is a special gift available to
each customer as they purchase their third
Kilo of TWO from decipher.com/fightklub.
This gift is shipped automatically to arrive
with the third kilo. The Black Beauty for
TWO contains three special rare cards and
eight of the marketing cards below.
Future expansions of Fight Klub TCG
will also use the Black Beauty program.
Contents will be posted before launch of
expansion.

Fight Klub TCG Marketing Card


This special card is a marketing tool for Mentors. Write your Fight
Klub handle in the name plate at the bottom of the card and
present it to a new player or to anyone that may be interested You are invited
in the Fight Klub community. When they come to the website, to join Fight Klub.
they’ll use your handle to create an account. As you help those
players learn about the game and they make their first purchases,
you’ll benefit by earning 10% of each of those purchases, for life! Visit
www.decipher.com/fightklub
There are two version of the marketing card (four of each in the and say
first Black Beauty) - A hero version and a villain version, as noted

TM & © DECIPHER INC.


by their card type icons.
sent me.

16
Fight stack
Draw
stack

J 1-R-51 The Silence of the Lambs


scores double damage.
this fight with a physical fight card, that fight card
Score (burn ): If you have The Drop and you won
First Setup: Add .
1 HOLD 7 LIFE 6 HAND

Surgical Precision
Hannibal Lecter

Culinary Skill
Villain
Support area

Charm
Villain
Damage stack Phases of a turn

17
1. Setup phase
The Setup phase is easy as 1-2-3. Both players will take the following actions during the setup phase.
• Do this once – Play the first setup action (add starting energy tokens).
• Do this twice – Play one condition OR play one gear OR play one Instant • Setup OR play one setup action.
Draw • Do this three times – Take the top card from the fight stack and place it face down in front of the character.
stack
2. Fight phase
Each of the three fight card pairings constitutes a fight. The fight phase follows these steps:
Fearlessness

• 1st Fight:
Enhance step – Play one effect OR play one Instant • Enhance OR play one enhance action.
Loyalty

The Drop1

Fight step – Skirmish resolutions and/or clash text resolutions. Determine the winner of the current fight.
John Rambo
7 LIFE 5 HAND 1 HOLD
First Setup: Add .
Score step – Play one Instant • Score OR play one score action. Score winning fight card (and raise the stakes cards).
Guerilla Tactics

Score (burn , discard 3): If ⦾ won this fight,

TM & © DECIPHER INC.


⦾ exhausts fight card instead of scoring it. You may
TM & © DECIPHER INC. © STUDIO CANAL S.A.

play this action only once per turn.


J 1-R-101 Rambo J 1-R-27
• 2nd Fight: – Same as first fight.
• 3rd Fight: – Same as first fight.

3. Cooldown phase
The cooldown phase contains end-of-turn mechanics as follows:
• Play one Instant • Cooldown OR play one cooldown action.
Fight stack • Even-up step – Discard down to equal or less than the hold total, then draw up to the hand total.
• Control of The Drop changes to the opponent.
Fight stack
J 1-U-52
The Silence of the Lambs

tab bonuses on ⦾ unresolved fight cards.


Score (destroy this card): Immediately earn all result
Enhance (spot X conditions): You are cannibalism +X.
will get more than he gives. Then he’ll use it against you.
Beware trying to get information from HannibalLecter. He
Draw Discard
Condition

stack stack
J 1-U-59
The Silence of the Lambs

J 1-R-51 The Silence of the Lambs J 1-U-59


The Silence of the Lambs
scores double damage.
this fight with a physical fight card, that fight card
A Nice Chianti Score (burn ): If you have The Drop and you won
First Setup: Add .
1 HOLD 7 LIFE 6 HAND

*Spot a support card.


1

Surgical Precision
Hannibal Lecter

*Spot a support card.


1

“I’ll be watching. You’ll do fine.” – Barney


Effect
“I’ll be watching. You’ll do fine.” – Barney
Effect
4
Spiritual
4 4
Physical
1
M ental

Culinary Skill
1

Add
Villain
1

5
Spiritual
3 C
5
annibalism
1
Mental
Add

Enhance: If this is the first fight this turn,


Support area

Charm
Prison Surveilance
you are mental +3.
Quid Pro Quo Prison Surveilance

J 1-C-90 J 1-U-60 J 1-C-89


The Silence of the Lambs
M-6 M-5

TM & © DECIPHER INC.


TM & © DECIPHER INC.
TM & © DECIPHER INC.
M-5
J 1-C-89

The Silence of the Lambs


J 1-U-60

Quid Pro Quo


⦾ burns . you are mental +3.
Villain Enhance (return a condition to hand): Enhance: If this is the first fight this turn,

Draw 1 Add Add


Mental Mental Mental
Spiritual Physical Cannibalism Spiritual Physical Spiritual
1 4 4 4 1 5 3 5 1 4 4 4
Damage stack

18
5
Physical 3 4
M ental
1 3
M ental
4 3
Spiritual
1 4
Survival 5 4
Spiritual
1
P hysical P hysical P hysical
Draw 2 Add Add Add

x Enhance (burn , choose a skirmish): You are


+X in that skirmish.
They Drew First Blood

J 1-U-46

P-4

J 1-C-43
TM & © DECIPHER INC.

Discard Draw P-1

TM & © DECIPHER INC.


TM & © DECIPHER INC.
TM & © DECIPHER INC. © STUDIO CANAL S.A.

J 1-U-37
P-2 P-4
TM & © DECIPHER INC.

Rambo
Rambo
J 1-C-44 J 1-U-46 J 1-U-37

stack stack
TM & © DECIPHER INC. © STUDIO CANAL S.A.

Don’t Push It

x
Fearlessness

Add Add
hysical
P
Spiritual ental
M
1 3 4 3
They Drew First BloodAdd
Hero Mental Physical Spiritual
1 +X in that skirmish.
Loyalty

The Drop1 Enhance (burn , choose a skirmish): You are


4 4 4
Add
Instant • Score Spiritual hysical
P Survival
1
Rambo is a one-man special operations force. If you push him,
you’ll find out he’s more than capable of pushing back.
Support area 4 5 4
⦾ discards 1 – random selection. OR If ⦾ has The John Rambo
Drop, ⦾ places a scored fight card showing 1 damage 7 LIFE 5 HAND 1 HOLD
into raise the stakes. Then place a scored fight card
showing 1 damage into raise the stakes. You may play First Setup: Add .
Guerilla Tactics

Score (burn , discard 3): If ⦾ won this fight,

TM & © DECIPHER INC. © STUDIO CANAL S.A.


this ability only once per turn.

TM & © DECIPHER INC.


⦾ exhausts fight card instead of scoring it. You may x 1 You’re Finished!
TM & © DECIPHER INC. © STUDIO CANAL S.A.

play this action only once per turn.


Rambo
J 1-U-32 J 1-R-101 Rambo J 1-R-27

Hoyt/Easton Compound Bow Condition


Gear • Weapon
Setup (return this card to hand): ⦾ discards 1
You won’t hear Rambo coming. But you will feel the pain. – random selection.
X = 1. If enhancing a survival skirmish, X=2. Setup (burn , discard 1, return this card
Enhance: Activate this card. Destroy this card when fight to hand): ⦾ discards 2. You may play this action
resolves. You may burn or discard 1 to return this card only once per turn.
to support area instead when fight resolves. “You’ve gone as far as you’re gonna go! You hear me?”
Hero
TM & © DECIPHER INC. © STUDIO CANAL S.A.
TM & © DECIPHER INC. © STUDIO CANAL S.A.

– Sheriff Will Teasle

Rambo Rambo
J 1-U-33 J 1-C-38
Damage stack
Fight stack
You are invited You are invited You are invited
to join Fight Klub. to join Fight Klub. to join Fight Klub.

Visit Visit Visit


www.decipher.com/fightklub www.decipher.com/fightklub www.decipher.com/fightklub
and say and say and say
TM & © DECIPHER INC.

TM & © DECIPHER INC.

TM & © DECIPHER INC.


sent me. sent me. sent me.

You are invited You are invited You are invited


to join Fight Klub. to join Fight Klub. to join Fight Klub.

Visit Visit Visit


www.decipher.com/fightklub www.decipher.com/fightklub www.decipher.com/fightklub
and say and say and say
TM & © DECIPHER INC.

TM & © DECIPHER INC.

TM & © DECIPHER INC.


sent me. sent me. sent me.

You are invited You are invited You are invited


to join Fight Klub. to join Fight Klub. to join Fight Klub.

Visit Visit Visit


www.decipher.com/fightklub www.decipher.com/fightklub www.decipher.com/fightklub
and say and say and say
TM & © DECIPHER INC.

TM & © DECIPHER INC.

TM & © DECIPHER INC.

sent me. sent me. sent me.


#

Damage Tracker Damage Tracker Damage Tracker Damage Tracker


Position 1 Position 2 Position 3 Position 4

20
Multplayer damage tracker (cut out and fold to store in your kilo). #

Damage Tracker Damage Tracker Damage Tracker Damage Tracker


Position 1 Position 2 Position 3 Position 4

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