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STREET RULES v1.0

Recommended for 2-6 Players 

Setup

Each player takes a stack of some cards, this will count as your HEALTH. Each card in your stack is equal to 1 HP, or Hit Point. We recommend giving 1 player about 12 seconds to make the stacks, then they pick their stack last. This usually ensures even stacks.

To start, EVERYONE NEEDS A TORSO. Each player flips through their deck until they find one and place it in front of themselves. The last player to find a torso goes last. If a player doesn’t have a torso in their deck, see the rules on CHARITY below.

Players then shuffle their decks and start with 0 cards in hand. In the middle of the playing field is a trash pile where all used cards will be placed face down but to start, it is empty. 

Rule #1 –

The first rule of Stupid Fight is that house rules are of the utmost importance. While we have ground rules to build your game around, we encourage people to make their own house rules! Does a certain thing not balance well with your group’s play style? Change it up! The number one thing to remember when it comes to the rules is to have FUN!

Gameplay –

Players take turns. On each turn, the current player draws 5 new cards and adds them to their hand. There is no maximum hand size, and you should still have any cards left over from previous turns. 

You play cards on your turn. Play as many cards per turn as you’d like. 

How do you win? Prove you are THE BEST by being the last player standing; every other player must be defeated! If no single player proves they are THE BEST then everyone loses. 

Card Types –

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Torsos and Body Parts 

These come together to build your character.  ARMS allow you to punch. LEGS allow you to kick or dodge. A HEAD allows you to headbutt and taunt. You can have 1 HEAD, 1 LEGS, 1 RIGHT ARM and 1 LEFT ARM, and 1 TORSO. To play a new Body Part in a used location, the old one goes into the trash pile.

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Black Cards

Use these to make something immediately happen. Declare that you’re doing it, reveal the card, resolve it appropriately and toss it in the trash. Black cards activate super powers, taunts and various other instant actions.

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White Cards
These cards are Attacks and cause damage to other players. Kick, punch and headbutt your opponents to defeat them and become THE BEST.

Battle System 

Attacking 

White cards allow you to attack. You can play as many of them as you want in a round and split them against any number of enemies. For each Punch, Kick or Headbutt, refer to the COLOR BURST ✸ on the corresponding body part and compare to the enemy’s torso card. If they have a SHIELD of the same color, the damage is ignored. If the enemy has a broken shield of the same color, the attack does extra damage. 

Punches deal 2 damage each and increase to 5 if the enemy is weak. Kicks and Headbutts deal 5 damage each, 10 if they are weak. All attacks do 0 damage if they are immune. If you have 2 arms, you can choose which arm each punch is using. If a body part has more than one color, you can choose the color the damage carries. If a body part has an extra effect, like cutting off a head, it also happens. 

Resolving Damage (AKA Your Life) 

Add up the total damage from white cards. The victim of the attack must send that many cards to the trash pile. You can trash cards from your hand, your body parts in play or the top of your deck. You cannot trash your torso as damage. IF you can’t trash enough cards, you lose the game and are not THE BEST. After an attack, also trash the white cards used in the attack. 

Dodging 

You can use a Dodge card to trash one attack card being played against you. You must have legs to dodge unless another body part is letting you dodge. For instance, a type of shield may allow a punch card to be used as a dodge. 

Taunting 

A black card with a talk bubble is a Taunt. In order to taunt, you must have a head. To taunt, declare that you are Taunting, fulfill the action on the taunt and trash the card. Some effects trigger a taunt without a card, like “When I punch, I taunt”. If you do not have a head, nothing happens. 

Broken Torso 

A card with a Broken Torso can be played on top of an opponent’s torso, removing any powers and making them weak to all colors. They can replace it with a real torso normally on their turn. 

Immunity Trumps Weakness 

If you’re both weak and immune to something, you are immune to it. For instance, if your torso is currently broken but your legs are immune to Yellow, then you are immune to Yellow. 

Combo 

When Attacking with multiple white cards, if one of those cards has a special icon it creates a combo. The special effects of the icon are shared by ALL Attacks occurring at the same time against the same opponent. If the victim can dodge or remove the card with the icon, the other cards lose the benefit as well. 

Shield Break (Combo) 

A broken shield on an attack card causes the entire combo to ignore all defenses. Consider the victim weak to all colors even if they are also immune to them. Ignore special rules on Torsos and bypass all special defenses. Resolving this combo should be easy – they take maximum damage from each card, period. 

No Dodge (Combo) 

The No Dodge icon on an attack means that all cards in the combo can’t be dodged. Other defensive effects may still remove No Dodge cards and Dodge cards can still be played if the effect is converted to something else. 

Charity 

Players who were not originally in the game may walk up and join the game, mid-game. If this happens, declare Charity. Each player gives the new player as many cards as they wish from their deck. The new player takes all the charity cards as their deck, finds a torso, and is ready to go. 

No Torso In Your Deck (Modified Charity) 

At the setup, you may find no torsos in your deck. Ask the other players for Charity, and one other player must give you a torso. Put the torso in play but be warned, now every other player knows you have no spare torsos. 

Splitting the Deck 

Whenever a player must split their deck, they make two stacks of any size they wish. The other player must choose which stack is which. In this way, it is always beneficial to make the stacks as even as possible. 



ADVANCED RULES

Cards that have a blue notch in the bottom corner are advanced cards with a few extra rules. If you remove them from your decks, the game will be easier to learn for first-time players or younger children. If you leave them in, it adds more advanced abilities for your arsenal.

Specials (insert reference images)

Some Torsos or Body Parts have a large ! mark with text inside. These are Specials and have unique functions. First, you have to put into play a Body Part with a ! Special and activate it with a black ! card. To trigger your special, you must declare you’re using it and place the black ! mark card on the table, then you are free to do whatever your Special power does. If the effect is immediate, the Special is over, and the Black ! Mark card can be set aside.

Black ! mark cards that are used DO NOT go into the Trash, just leave them on the table and shuffle them back into the deck after the game for next time.

Some Specials are ongoing, and will say “as long as this remains”. Set the ! Mark card next to the Torso or Body Part as a reminder that it is in effect. Removing the Torso or Body Part that has an ongoing Special will end the Special, then set the Black ! Mark card aside. You cannot Dodge Specials - Specials are not Attacks/White Cards and cannot be part of a Combo.

If a Special mentions Colored Damage, treat it like an attack, dealing no damage if the victim is immune and extra damage if they are weak.

• Unless the Damage is 2 (which doubles mystically to 5) being weak to damage means that you double the Damage.

RUN AWAY!

• A Run Away is a powerful defensive card. When used, it removes ALL Attack cards, currently played against you (and only you) and therefore can trash an entire combo. You can also use a Run Away card to negate the effects of a Taunt, or a Black Card (like a Leg Rip, or a Torso Break, etc) except that you cannot Run Away from a Special.

• Unlike a Dodge, you do NOT need Legs or any other Body Part to Run Away. Treat it as if you were never there to begin with (because you ran away).

Stealing

• Steal is a powerful effect that puts cards into your deck when they would otherwise go into the Trash. When Stealing, the cards you gain should be placed directly on top of your deck without shuffling. Cards that are being Stolen could come from anywhere, but if the source of the cards is not obvious, like something that just says “Steal 4” generally they should come off the top of the victims deck and be placed directly on top of your deck to save time. When there is no deck to take from, it should be considered Damage and resolved appropriately.

Any Card > Punch

• Often referred to as “Machine Gun” cards, this powerful effect allows you to play ANY card as if it’s a basic Punch card. When Attacking, play your White cards like normal, and play any converted card face down to avoid confusion - since the actual card is irrelevant. This is a classic way to add many more punches to a Combo. There is no limit to how many times you can use this, Punch with any cards you’d like. The Punch comes from the limb with this power.