100
Olympic & Powerlifting Card Game · 2–4 Players · 45–75 min

Step onto the platform.

Three attempts. You choose the weight, play the cards, and roll. Olympic lifting 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 ·120 cards ·2–4 players ·Roll 2D6 ·Play free online ·Physical deck coming ·Snatch ·Clean & Jerk ·Squat ·Bench press ·Deadlift ·Three attempts ·120 cards ·2–4 players ·Roll 2D6 ·Play free online ·Physical deck coming
120
Cards in deck
2
Editions
2D6
Dice to resolve
45
Minutes average
How it works

The meet
format.

01 · Draw
Build your hand
Each round you draw two cards. Technique cards modify your difficulty. Energy cards fuel your best plays. Interference cards can be aimed at opponents. Momentum cards trigger automatically when conditions are met.
02 · Select
Choose your attempt
Pick a Lift Card from the shared pool. Commit to your weight secretly. Play up to two support cards face-down. Everyone reveals simultaneously — the lightest weight lifts first, just like a real meet.
03 · Resolve
Roll and find out
Roll 2D6. Meet or beat the Difficulty and it's a good lift. Fall short and you take a Fatigue Token. Miss three in a row and you bomb out — score zero for that discipline. The bar doesn't care how prepared you were.
04 · Total
Best lifts combined
Olympic: best Snatch + best C&J. Powerlifting: best Squat + best Bench + best Deadlift. Highest Total wins. Ties go to the lighter weight class — same as in competition. The scoring is the sport. No exceptions.
Full rulebook

Everything
you need.

Players: 2–4. Each player chooses a Lifter card and places it face-up in front of them. Lifter cards show your weight class, starting hand size, starting Energy, and passive ability.

Choose an edition: Olympic (Snatch + Clean & Jerk) or Powerlifting (Squat + Bench + Deadlift). The lift pool for the first discipline is laid out face-up in the center. All players share the same pool.

Deck: Shuffle the 95-card support deck. Deal each player their Lifter's starting hand size. Place the deck face-down in the center.

Order: Determine who goes first randomly. Play proceeds clockwise. In a 2-player game, both players resolve simultaneously.

Olympic: 6 attempts across 2 phases (3 Snatch, 3 C&J). Powerlifting: 9 attempts across 3 phases (3 Squat, 3 Bench, 3 Deadlift).

Each round has three steps: Draw → Select → Resolve.

Draw: Draw 2 cards from the support deck (unless a card or passive modifies this). Your hand has no maximum — hold everything you've drawn.

Select: Pick one Lift card from the shared pool. It must meet the minimum weight rule — equal to or heavier than your previous attempt; strictly heavier than your last Good Lift. Commit your selection face-down. Play up to 2 support cards face-down alongside it.

Reveal: All players flip simultaneously. The lightest selected weight resolves first, continuing in weight order — exactly how a real meet runs.

Resolve: Apply support card effects, then roll 2D6. Meet or exceed the Lift card's Difficulty and it's a Good Lift. Fall short — No Lift, take a Fatigue Token.

After all players resolve, the round ends. Energy does not recover between rounds within a phase. Between phases, all players fully restore Energy.

Lift The weight you're attempting. Selected from the shared pool — not from your hand. Each has a weight (kg) and a Difficulty (target to meet on 2D6).
Technique Played as support. Modifies Difficulty up or down. Some cost Energy. Cannot stack with another copy of the same card.
Energy Played as support or at any time in your turn. Restores Energy, draws cards, or removes Fatigue. Enables playing more Technique cards.
Interference Aimed at an opponent when you play it. Adds Difficulty, creates extra dice conditions, or blocks their Technique cards. Max 3 Interference cards in hand at once.
Momentum Passive — triggers automatically when its condition is met. You don't play these; they activate during Resolve. Hold them until the condition fires.

Each player picks one Lifter card before the game. Lifters are asymmetric — different starting hand sizes, Energy pools, and passive abilities mean every Lifter plays differently.

Passive abilities are always active unless the card says otherwise. They don't require Energy to use. Some trigger once per phase, some once per meet — track uses on a scrap of paper or a spare card.

Signature Lift cards are paired to their Lifter. At setup, place the Signature card face-up next to your Lifter — everyone can see it, but only you can select it from the pool. It's available every phase it matches the current discipline.

Signature Lifts are not in the shared pool — they exist only for their Lifter. Opponents cannot select them.

Lifter cards are available for both Olympic and Powerlifting editions. Olympic Lifters can play Powerlifting and vice versa — their passives apply regardless of discipline.

Each Lift card has a Difficulty rating (2–12). Roll 2D6 — meet or exceed Difficulty for a Good Lift.

Modifiers stack in this order: start with the card's base Difficulty → apply passive effects → apply Technique card modifiers → apply Interference → apply Fatigue penalty → apply Scoring Mode modifier. Minimum Difficulty is always 2.

Fatigue penalty: Each Fatigue Token you're carrying adds +1 to the Difficulty of your next attempt. Tokens can be cleared by Good Lifts (1 token per good lift during recovery) or Energy cards.

Clean & Jerk (Olympic only): Resolves as two sequential rolls. First roll is the Clean at Difficulty −1. If the Clean fails, it's a No Lift and you take Fatigue. If the Clean succeeds, roll again at full Difficulty for the Jerk. A missed Jerk after a successful Clean does not give Fatigue — you got to the shoulder.

On 2D6, a 7 is the most common result (16.7%). Difficulty 7 is a coin flip. Difficulty 10+ is a genuine test. Plan accordingly.

Each Lifter starts with an Energy pool (shown on their card, typically 5–8). Energy is spent to play certain Technique cards — costs are listed in the restriction line of the card.

Energy does not recover between rounds. It fully resets at the start of each new phase (Snatch → C&J, or Squat → Bench → Deadlift).

Energy cards restore Energy immediately when played — they can be played at any point during your turn, not only as support cards. You can play an Energy card before selecting your lift, or after.

Running dry: If you can't pay a card's Energy cost, you can't play it. Plan your Energy across 3 attempts — burning it all on round 1 leaves you without Technique support in rounds 2 and 3.

Energy is a phase resource, not a match resource. A lifter with 6 Energy has 6 to spend across all 3 attempts in that phase. Use it or lose it when the phase ends.

Each No Lift gives you 1 Fatigue Token (unless a card or passive prevents it). Fatigue Tokens add +1 to Difficulty per token on your next attempt.

Fatigue caps at 3 tokens. Tokens are cleared one at a time — 1 removed per Good Lift during the recovery step, or immediately via certain Energy cards.

Bombing out: Three consecutive No Lifts in a single phase and you bomb out. Your score for that discipline is 0 — it doesn't count toward your Total. The lifter is eliminated for that phase only; they continue in subsequent phases.

Consecutive misses reset on a Good Lift. Two misses then a good lift resets your counter to zero — the third miss rule only applies to three misses in a row.

Fatigue is cumulative within a phase and resets fully between phases. A lifter who bombs out in the Snatch still competes in the C&J.

Your score for each phase is your best successful lift in that phase (kg). Total = sum of best lifts across all phases.

Olympic: Total = best Snatch + best Clean & Jerk. Maximum possible: 2 numbers.

Powerlifting: Total = best Squat + best Bench Press + best Deadlift. Maximum possible: 3 numbers.

If you bomb out of a phase, that phase contributes 0 to your Total.

Tiebreaker: Equal Totals go to the lighter weight class — exactly as in real competition. Lighter lifters win ties. This is the only role weight class plays in the standard game.

Scoring variants (optional): Restricted Pool limits which lift weights each weight class can access. Bodyweight Difficulty adjusts the roll target based on weight class. Both variants are documented in the full ruleset.

The winner is the lifter with the highest Total. Not the most Good Lifts. Not the highest single attempt. The Total — same as the sport.

Platform Edition is designed for competitions, back rooms, and anywhere you don't have dice. It uses the same deck with one addition: a 36-card Roll deck that replaces the dice entirely.

Roll deck: 36 cards distributed to exactly mirror 2D6 probability — six 7s, five 6s and 8s, and so on down to one 2 and one 12. Shuffle it separately. On each attempt, flip the top card instead of rolling. Reshuffle when it runs out.

Match format: Single phase, 3 attempts each. Fastest format is first to 2 Good Lifts. Full format plays out all 3 attempts, highest total wins.

Energy: Tracks as normal — no tokens needed, use spare cards face-up/down as markers.

Fatigue: Tilt your Lifter card slightly sideways on a miss. Fully sideways on two misses. No tokens required.

Platform Edition is mechanically identical to the base game. Same cards, same balance. The Roll deck is the only addition — players who own the base game can print Roll cards and play immediately.
OL
Olympic Edition
Snatch and Clean & Jerk. Six attempts across two phases. The C&J resolves as two sequential rolls — make the Clean, then attempt the Jerk. Miss the Clean and it's a No Lift. Make the Clean but miss the Jerk — no Fatigue. You got to the shoulder.
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 120-card core deck, same rules.
3 Disciplines
9 Attempts
Raw / EQ Federation
One deck.
Both sports.
The 120-card core deck — Technique, Energy, Interference, Momentum, Bodyweight — works identically in both editions. Lift cards are edition-specific. Buy one core deck, play either sport. Add the expansion Lift card set for the other.
95
Shared cards
25
Lift cards / edition
The deck

120 cards.
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 Olympic and Powerlifting.

Snatch
3
Century Snatch
100
kg
Difficulty 9 · Roll 2D6
On make: gain 1 Energy
Technique
Perfect Setup
−2
Difficulty
Play face-down during selection. Cannot stack with Early Pull.
Energy
Second Wind
+3
Energy
Restore 3 Energy. Cannot exceed max. Once per phase.
Interference
Red Light
Target opponent rolls extra die. 1 or 2 = No Lift regardless of main roll.
Momentum
On a Roll
3 CONSECUTIVE
MAKES
Next Difficulty automatically −2. No card play required.
Clean & Jerk
2
Podium Weight
130
kg
Difficulty 8 · Roll 2D6
This weight wins meets.
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