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 · 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
Weightlifting: 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.

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. Ties go to the lighter lifter, same as the real sport.

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. Play a Lift card from the shared pool. It fixes the weight in kilograms that counts toward your total, and the Difficulty you must beat. Each attempt must be heavier than your last.

The support window. Before the dice, you may play up to two support cards on yourself — Technique to lower your Difficulty, Energy to pay for it. Your opponents may play Interference at you.

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 Fatigue token that makes the next one harder.

The clean & jerk is two rolls. The clean is easier; 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.
Technique Lowers your Difficulty. The cheap ones are free; the strong ones cost Energy. Some apply to one lift only.
Energy Restores Energy, and sometimes removes Fatigue 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.
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. It also breaks ties at the end.

A light lifter competing against heavier ones is playing for the tiebreak as well as the total.
Read the complete rulebook Download the PDF

Setup, the clean & jerk, the Roll deck, and where the difficulty numbers come from.

OL
Weightlifting 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 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 core deck, same rules.
3 Disciplines
9 Attempts
Raw / EQ Federation
One deck.
Both sports.
The 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

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 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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