100
Weightlifting & Powerlifting Card Game · 2–4 Players · 15–30 min

Step onto the platform.

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.

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·Snatch ·Clean & Jerk ·Squat ·Bench press ·Deadlift ·Three attempts ·One deck, two sports ·2–4 players ·Roll 2D6 ·Play free online ·Physical deck coming ·Snatch ·Clean & Jerk ·Squat ·Bench press ·Deadlift ·Three attempts ·One deck, two sports ·2–4 players ·Roll 2D6 ·Play free online ·Physical deck coming
147
Cards in deck
2
Editions
2D6
Dice to resolve
15–30
Minutes
How it works

The meet
format.

01 · Lifter
Pick your lifter
Your Lifter card sets your opening hand, your hand limit and your starting Energy (extra opening cards from a passive don't raise the limit). There is no draw step: the cards you're dealt are the cards you play, plus anything a card lets you draw. Technique cards lower your Difficulty. Energy cards fuel your best plays. Interference cards are aimed at opponents. Momentum cards trigger automatically when their condition is met.
02 · Declare
Call your weight
Everyone declares in secret on the scorepad, heavier than their last attempt. Declaring costs Energy: the Lift card's printed Difficulty minus 5, never below 0. Can't afford any legal weight? You pass — your best lift stands. Everyone reveals together, and the lightest weight lifts first, just like a real meet.
03 · Resolve
Roll and find out
On the platform you may play up to two support cards on yourself, no more than one Technique, and each opponent may play up to two Interference at you. Then roll 2D6. Meet or beat the Difficulty and it's a good lift. Fall short and you take a Doubt token: +1 Difficulty on your later attempts in that discipline. Miss all three attempts in a discipline and you bomb out — no total. The bar doesn't care how prepared you were.
04 · Total
Best lifts combined
Weightlifting: best Snatch + best C&J. Powerlifting: best Squat + best Bench + best Deadlift. Highest Total wins. Equal totals go to the lower best in the last discipline — bodyweight never breaks the tie, same as in competition. The scoring is the sport. No exceptions.
Full rulebook

Everything
you need.

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.

Miss all three attempts in one discipline and you bomb out — no total at all, however well the rest of the meet went. This is why openers exist.

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.

The clean & jerk is two rolls. The clean is at Difficulty −1; the jerk is at full Difficulty. Miss the clean and you never roll for the jerk at all.
Lift The weight you call for. Taken from the shared pool, not your hand. Carries a weight in kilograms and a Difficulty; declaring it costs that Difficulty minus 5 in Energy.
Technique Lowers your Difficulty. The cheap ones are free; the strong ones cost Energy. Some apply to one lift only.
Energy Restores Energy (never above your starting Energy), and sometimes removes Doubt or draws cards. The fuel for everything else.
Interference Played at whoever is on the platform. Raises their Difficulty, forces a discard, or locks them out of a card type. Hold at most three: at the end of each round, discard Interference down to three.
Momentum Never played. Held in hand and triggers on its own when a streak condition is met — a run of makes, or a run of misses.

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.

Bodyweight never breaks a tie in the final standings. Equal totals are settled by the lower best in the last discipline, as at a real meet.
Read the complete rulebook Download the PDF

Setup, the clean & jerk, card interactions, and where the difficulty numbers come from.

WL
Weightlifting Edition
Snatch and Clean & Jerk. Six attempts across two phases. The C&J resolves as two sequential rolls — the Clean at Difficulty −1, then the Jerk at full Difficulty. Miss the Clean and the bar never leaves the floor — you do not roll for the Jerk at all. Either way it is one attempt and one Doubt token.
2 Disciplines
6 Attempts
70–160 kg range
PL
Powerlifting Edition
Squat, Bench Press, and Deadlift. Nine attempts across three phases. Play Raw or Equipped — Equipped cards unlock heavier weights but cost extra Energy per attempt for gear management. Same support deck, same rules.
3 Disciplines
9 Attempts
Raw / EQ Federation
One deck.
Both sports.
One box, both editions. The support deck — Technique, Energy, Interference, Momentum — is shared: 50 cards, one copy each, with a few locked to one edition. Lift cards are edition-specific, and the box holds the Lift cards for both.
50
Support cards
2
Editions in the box
The deck

Five types.
Two sports.

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.

Snatch
3
Century Snatch
100
kg
Difficulty 8 · Roll 2D6
On make: gain 2 Energy.
Technique
Perfect Setup
−2
Difficulty
Difficulty −2. Cannot stack with Early Pull.
Energy
Second Wind
+3
Energy
Restore 3 Energy. Once per phase.
Interference
Red Light
Target: extra die. 1–2 = No Lift. Max hand: 3.
Momentum
On a Roll
3 CONSECUTIVE
MAKES
3 consecutive makes → auto −2 Difficulty. Auto-trigger.
Clean & Jerk
3
Podium Weight
130
kg
Difficulty 7 · Roll 2D6
On miss: no Doubt.
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