Three attempts. You choose the weight, play the cards, and roll. Weightlifting or powerlifting — every kilo on the bar is a decision you live with.
Two to four lifters work through a full competition, one attempt at a time. Weightlifting: snatch, then clean & jerk. Powerlifting: squat, bench, deadlift. Three attempts per lift, and the bar only goes up.
Your total is your best successful lift in each discipline, added together. Highest total wins. On equal totals bodyweight does not count: the lower best in the last discipline wins, then whoever made it on an earlier attempt, then fewer attempts across the meet, then whoever lifted it first.
Declare. Everyone writes a weight on the scorepad at the same time, in secret. It must be heavier than your last attempt in this lift. Declaring costs Energy: the Lift card's printed Difficulty minus 5, never below 0, paid on the spot — an Energy card played later on that attempt cannot fund it. If you can't afford any legal weight, you pass: your best lift stands and you take no Doubt.
Reveal. Everyone uncovers together and the lightest declared weight lifts first. Same weight: the lighter lifter goes first, then the lower current total, then roll for it.
The support window. When you step up, you may play up to two support cards on yourself, no more than one Technique — Technique to lower your Difficulty, Energy to pay for it. Your opponents may each play up to two Interference at you. The window closes when the dice are rolled.
Roll. Two dice against the final Difficulty. Meet or beat it and the weight counts. Fall short and the attempt is gone, and you take a Doubt token: +1 Difficulty on every later attempt in this discipline, up to 3. Doubt clears only between disciplines.
Each player takes one Lifter card. It carries a passive ability that applies all meet, a signature lift only they can attempt, and a bodyweight class.
Bodyweight sets your opening hand and starting Energy — lighter lifters start with more cards, heavier lifters with more Energy. Your starting Energy is also your Energy ceiling. Bodyweight also decides who goes first when two lifters call the same weight.
Hand limit: the card number printed for your class, Momentum cards included. Extra opening cards from a passive don't raise it. At the end of each round, discard Interference down to three, then discard down to your hand limit.
Setup, the clean & jerk, card interactions, and where the difficulty numbers come from.
Five card types. Each one a real decision in any edition. Technique cards reduce your Difficulty. Energy cards keep you in the fight. Interference cards target opponents. Momentum cards reward consistency. Lift cards are the attempt itself — and the only thing that changes between Weightlifting and Powerlifting.
Live from playironcourt.com — the same cards in the game, always up to date.
No install. No account. Open the browser, share the link, pass the laptop. The rules work — come test them.
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