Fight Klub
Fight Klub Rulebook
Table of Contents
Table of Contents
Victory condition
Your goal is to inflict enough damage on the opponent's hero or villain and win before your hero or villain takes too much damage and is defeated.
ONE: The Foundation Set
Your first purchase of Fight Klub should be from the game's foundation set, ONE. A Kilo of ONE contains one of every card, and it also contains everything you'll need to build two decks for your first gameplay experience: the hero Rambo versus Hannibal Lecter the villain. You will jump right into the action with these two decks, and maybe a little help from a friend. Of course, once you get the feel of how the game plays you can consider customizing your decks with the purchase of additional cards, but for now this is all you'll need. You'll also start with all of the energy tokens that you'll need for your first games because they come free with your Kilo. ONE is truly a complete experience, right out of the box!
Your purchase of ONE includes:
- A complete set of cards (101-card set)
- 20 additional cards for your recommended first decks (10 hero and 10 villain)
- Approximately 21 energy tokens, free with each purchase of ONE (7 blue, 7 green, and 7 yellow)
- A name plate at the bottom of each tuck box for your Fight Klub handle
Remove the 121 cards, build the two 40-card decks (listed below), and your Kilo tuck box will carry both decks plus your energy tokens: everything you need to play Fight Klub TCG!
Your Recommended First Decks
Each deck line lists the number of copies, the rarity letter (R = rare, U = uncommon, C = common), and the card's number in the set, as printed.
Rambo deck
Character
- John Rambo: 1 R 27
Draw stack
- A Good Supply of Body Bags: 2 C 28
- An Eye on My Shoulder: 2 C 2
- Attack Dogs: 2 C 29
- Breaking the Road Block: 1 U 30
- Colonel Samuel Trautman: 2 C 31
- Don't Push It: 1 U 32
- Excitement, Fear, Danger: 1 U 17
- Have Yourself a Nice Death: 1 U 19
- Hoyt/Easton Compound Bow: 1 U 33
- Keeping You Alive: 1 U 21
- Mission Accomplished: 2 C 34
- Preparation: 1 U 35
- Right on His Tail: 1 U 36
- Stainless-steel Meat Cleaver: 1 U 22
- The Job: 1 U 24
- The Necronomicon: 1 U 9
- Wrong Book: 2 C 12
- You're Finished: 2 C 38
- You're Going Down: 1 U 13
Fight stack
- They Drew First Blood: 1 U 37
- M-1: 1 U 39
- M-2: 1 U 40
- M-3: 1 U 41
- P-1: 2 C 43
- P-2: 2 C 44
- P-3: 2 C 45
- P-4: 1 U 46
- S-1: 1 U 47
Universal
- The Drop: 1 R 101
Hannibal deck
Character
- Hannibal Lecter: 1 R 51
Draw stack
- A Nice Chianti: 1 U 52
- Bon Appétit: 1 U 53
- Buffalo Bill's Gun: 2 C 54
- Clubbed: 1 U 55
- Hand Trap: 1 U 79
- In the Back of Your Mind: 1 U 81
- It Rubs the Lotion on Its Skin: 2 C 56
- Lair of the Beast: 1 U 69
- Live or Die...: 2 C 83
- Loud and Clear: 1 U 70
- Magnum Eyehole Trap: 1 U 84
- Mementos: 2 C 57
- Night Vision: 2 C 58
- The Death's Head Moth: 2 C 61
- Transformation: 2 C 62
- Trophy: 1 U 63
- Vile Machete: 1 U 73
- Waiting: 2 C 74
Fight stack
- Quid Pro Quo: 1 U 60
- M-5: 2 C 89
- M-6: 2 C 90
- M-7: 1 U 91
- M-8: 1 U 92
- P-5: 1 U 93
- P-6: 1 U 94
- P-7: 1 U 95
- S-5: 1 U 97
- S-8: 1 U 100
Universal
- The Drop: 1 R 101
Your Deck
- Each player plays 1 hero or 1 villain. Games can be played with any combination of characters: hero vs. villain, hero vs. hero, or villain vs. villain.
- A deck consists of 40 cards: 1 character (hero or villain), 12 fight cards in a fight stack, 26 cards in a draw stack, and one copy of The Drop. The draw stack can contain conditions, effects, gear, and instants (no characters or fight cards). Your fight stack must contain exactly 12 fight cards, and NO other card type may be placed in your fight stack. All cards in a deck must be of the same affiliation (hero or villain), and as such must have the same card back.
- Each player must have as a part of their deck one copy of The Drop (included in ONE). The Drop begins the game already on the table, and control is assigned randomly to start the game. The player who has The Drop decides the order of actions for each phase within a turn (i.e. which player will play their actions first). At the end of each turn, control of The Drop changes to the opponent. (When a player is assigned control of The Drop, their copy is turned face-up on the table, while the opponent's copy is turned face-down.) This continues each turn until the game ends.
- Most fight cards in Fight Klub are global fight cards: usable in any fight stack (given the same affiliation). However, certain fight cards in Fight Klub are designated as signature fight cards. These cards have a signature icon, the likeness of a specific hero or villain, and can only be used in fight stacks that feature that particular character. Signature cards can be found across most card types, and they are all limited to a deck featuring the character shown in the signature icon.
- Fight Klub uses the 1-3-3 rule for card limits in a deck. This means that a deck can have no more than 1 copy of any rare card, no more than 3 copies of any uncommon card, and no more than 3 copies of any common card. In addition, there is also a 3-card limit for ANY gold-icon fight card in a fight stack. However, this rule must also follow the above 1-3-3 rule.
- If a player removes the last card in the draw stack for any reason (including drawing cards), the current game action ends. That player must then shuffle the discard stack into a new draw stack.
Your Cards
The Fight Klub TCG is similar to other card games in that you take cards into your hand, and then play them onto the table. However, much of what this game offers is new and unique among all card games, past and present. This section explains the ways that cards are brought into play, and the ways that cards should be read and used.
Card costs
Most cards in Fight Klub have a cost to play. To find the cost of a card, look to its upper left side, just under the card type icon. The area there is for costing icons and sometimes for asterisks that indicate additional, text-oriented costs. To pay for a card, a player must take the correct energy tokens from the energy pool (the place where your energy tokens accumulate) and simply move them off to the side of the play space. This indicates that you have paid for your card. A card may also have a generic energy cost in addition to a specific one. A generic cost is represented by a grey energy stone with a black number in its center. Paying a generic energy cost is easier than paying a colored energy cost in that any of your energy tokens can be burned. Pay your generic costs wisely, as the type of energy used might very well be needed to pay another upcoming cost. Each token used to pay the cost of a card may only be counted once. For example, a cost of one blue energy token and a generic cost of 1 means that you must burn one blue energy token and then burn any one of your remaining energy tokens.
In addition to burning energy to pay the cost of cards, it is possible for a card to require that you spot a certain type of energy or card. An asterisk in a card's cost will lead you to the gametext area, which will tell you which type of energy or which card type must be spotted in order to play the card. This means that you must be able to actually "see" either the energy type in question somewhere in your energy pool or the card type in question somewhere on the table. As long as you can spot the energy or card type, then that part of the card's cost is considered to be paid. When a card requires you to burn energy as well as spot energy, you must always burn the required energy first before being able to pay any spotting costs.
Card functions
Most cards in Fight Klub have gametext that you use during a game to help you in some way. The method for using a card's gametext is easy and follows a few simple directions:
- An asterisk followed by bolded text indicates an additional cost is required to play the card.
- If a line begins with a bolded phase word (First Setup, Setup, Enhance, Score, or Cooldown), it is telling you WHEN you can play that card's ability. On the example text box shown with the John Rambo card, the first line is a first setup action which lets you add one blue energy token and two green energy tokens. Note the bolded phase word, followed by a colon, followed by the action itself.
- A more complex example of a phase ability would be on the second line of the example text box. This ability requires you to burn one green energy token and discard 3 cards from hand. Once completed, you may do what follows the colon.
A simple rule of thumb when reading gametext is: everything before a colon tells you what phase the ability takes place in, and what the extra costs are. Everything after a colon is what actually takes place once those costs are paid.
Card types
There are seven card types in Fight Klub TCG: character, condition, effect, gear, fight card, instant, and universal card. Each card type is explained in detail in this section.
Character
This card type consists of hero cards and villain cards. Each character is placed on the table in front of its owner at the start of the game. It has an energy allocation that is awarded at the start of the game, and then also at the start of each turn, called first setup. A character card may also have latent energy printed along its right side. This energy can be used to pay spotting requirements of other cards and abilities during the game. It cannot, however, be burned to pay the energy cost of a card or to resolve penalties that require energy be burned.
Each character has a life value, a hand value, and a hold value. The life value is the amount of damage that it takes to defeat your hero or villain. The hand value is the number of cards that you MUST draw up to at the start of the game and (in general) at the end of each turn. Finally, the hold value is the number of cards that you MAY hold before drawing back up to your hand value (you may hold from zero up to the hold value).
Each character card has one or more center skirmish bonus icons at its top-center. These icons are the center skirmish bonus for that character when using a specific type of fight card. If the color of the icon on a character matches the color on the center skirmish tab of the current fight card, that character gets a bonus in the center skirmish. Each icon represents a +1 bonus for that character in the center skirmish. The colors of these bonus icons are the same colors found on center skirmish tabs for fight cards: orange (mental skirmish), purple (spiritual skirmish), and red (physical skirmish).
Each character also has three attributes printed along the right-hand side. These describe personality traits of the character and can sometimes be referenced in gameplay.
Condition
Conditions represent a specific environment or state of being for each hero and villain. A condition is played to the support area as a setup action, and will often have game text that can be used and reused over the course of a game as a phase action (like setup, enhance, score, or cooldown). Often, a condition will have more than one phase action listed in its gametext. It is possible to use multiple game actions on a condition, as long as the limit for phase actions is met. Conditions will remain in play until returned to hand, destroyed, or until the game ends.
Effect
Effects are the difference makers for heroes and villains. They are all of the tricks that cannot be accounted for by an opponent. This card type is played during the enhance step of a fight, most frequently to boost a fight card's individual skirmish totals. An effect is placed on top of the current fight card, oriented so that its 3 tabs align with the 3 skirmish tabs on the fight card. The effect's numbers are then added to or subtracted from (depending on the chosen effect) the fight card's skirmish totals. Effects are discarded when the fight in which they are played is resolved. This means that just before a fight card is scored or exhausted, all effect cards played during its fight are discarded.
Effects may NOT be played during a fight that is being resolved with clash gametext. Other enhance actions may be taken if applicable, but you may not play an effect as your enhance action, even if YOUR fight card is a power card.
Fight card
Each deck uses a separate 12-card fight stack. During a game, players will reveal fight cards from their fight stacks to create fight pairings, determine a winner for each fight, then score each winning fight card as damage. A scored fight card is placed in its owner's damage stack, and energy rewards are added to the energy pool. (Energy rewards are found on the lower left of a fight card, just above the damage marker.) If a fight card scores with a double damage bonus (there are other cards that can make this happen), that card is rotated to a 90 degree angle in the damage stack to indicate that its number of damage markers is doubled. A fight card that has been rotated to display its double damage bonus cannot be awarded any further damage bonuses. The losing fight card is exhausted and placed face down beneath its owner's fight stack. If a fight resolves in a tie, that fight has no winner and each fight card is placed face-down in its owner's raise the stakes stack, next to the damage stack.
Power card. This fight card has 3 skirmish tabs across its top edge. The 3 skirmish tabs align with the 3 skirmish tabs on the opponent's opposing power card. Each set of opposing skirmish tabs is defined as a skirmish. The winner of each skirmish is the player with the highest skirmish total. The player who wins the most skirmishes wins the fight and will score his or her fight card during the score step. There are many different kinds of skirmishes found on fight cards. All of the different names are called skirmish labels. The main skirmish labels that you will find are Fate, Mental, Physical, and Spiritual. A skirmish label can interact with other cards in the game, giving its skirmish total a specific bonus or penalty from them.
Clash card. This fight card does not resolve using skirmishes. Instead, it uses gametext called clash gametext to determine the fight's winner. Whenever a clash card is paired against a fight card that uses skirmish tabs, the clash gametext is ALWAYS used to determine the winner for that fight. If both players' fight cards are using clash gametext, the player with control of The Drop decides which clash gametext is used.
Rotatable fight card. This fight card has two usable sides that may have either skirmish tabs or clash gametext. A rotatable fight card can rotate during a fight by playing an enhance action printed in its gametext in order to change the way its fight is resolved. All rotatable fight cards in the game are also gold-icon fight cards.
Gold-icon fight card. Instead of having the standard fight card icon in the top left of its card, a fight card may have this icon instead. The gold-icon fight card is a powerful fight card, and as such each player can have only 3 of this kind of fight card in the fight stack. This of course assumes that the existing 1-3-3 rule is already being followed.
The different fight cards found in Fight Klub TCG serve to imitate all of the special moves that heroes and villains can bring to a fight. With so many ways to resolve a fight between opponents, each game is sure to be a unique experience!
Gear
Gear cards represent all of the material that a hero or villain will use in a fight, like weapons, armor, or maybe even other things. Gear is played to the support area as a setup action. During a fight, gear is activated as an enhance action. Activating a gear card means that it is taken from the support area and used like an effect. The game text will tell you when and how this card is to be destroyed or if it can be returned to the support area when the fight resolves. In general, an activated gear will be returned to the support area when a fight is resolved, just before the fight card is scored or exhausted.
Instant
Instants represent significant changes and twists of fate for the heroes and villains in Fight Klub. This card type is played from hand during a specific phase of a turn (setup, enhance, score, or cooldown). Each instant has a phase keyword which indicates the phase in which it may be played. When an instant's cost is paid and it is played, it has its effect and then is discarded.
Universal card
Universal cards are a global card type that are reserved for special cards in Fight Klub TCG, such as The Drop. Each universal card has a split back design (both hero card back and villain card back) and can be used in both hero decks and villain decks. A universal card counts against your deck total (40 cards), but it begins the game on the table, and so will not disrupt the card backs in the draw stack.
The version of The Drop found in ONE has 3 latent energy printed on its card face: 1 Blue, 1 Green, and 1 Yellow.
Getting Started
- Each player reveals his or her character and places it on the table.
- Each player shuffles his or her draw stack and fight stack. The opponent can then choose to cut each stack.
- Determine randomly which player starts the first turn with control of The Drop. That player turns his or her copy of The Drop face-up to indicate that they have control for the current turn.
- Each player draws to the hand value displayed on his or her hero or villain, then each player adds the first setup energy to the energy pool.
- The player with control of The Drop determines which player will play their first setup and setup actions.
The printed rulebook shows a sample table layout for the start of a game on page 17; that diagram is not reproduced here.
Turn Order
1. Setup phase
The Setup phase is easy as 1-2-3. Both players will take the following actions during the setup phase.
- Do this once: Play the first setup action (add starting energy tokens).
- Do this twice: Play one condition OR play one gear OR play one Instant • Setup OR play one setup action.
- Do this three times: Take the top card from the fight stack and place it face down in front of the character.
The player with control of The Drop will decide who plays their setup actions first, including the first setup action (adding energy tokens). That player then adds their first setup energy tokens, then he or she plays both setup actions. The opponent then does the same. Finally, the player with control of The Drop will take the top three cards from his or her fight stack (without looking at or revealing them) and place them face down in front of his or her character from left to right. Then the opponent does the same, placing his or her fight cards face down directly opposite and in the same order as the first player's fight cards. When both players have set out three fight cards (or all remaining fight cards), they simultaneously reveal the opposing cards for each fight. Each fight card in a fight must orient with its fight card icon closest to the opponent's fight card.
2. Fight phase
Each of the three fight card pairings constitutes a fight. The fight phase follows these steps:
- 1st Fight:
- Enhance step: Play one effect OR play one Instant • Enhance OR play one enhance action.
- Fight step: Skirmish resolutions and/or clash text resolutions. Determine the winner of the current fight.
- Score step: Play one Instant • Score OR play one score action. Score winning fight card (and raise the stakes cards).
- 2nd Fight: Same as first fight.
- 3rd Fight: Same as first fight.
The player with control of The Drop decides which of the three fights to resolve first. Once decided, that fight is the current fight. Any remaining fights are considered unresolved fights. Each player is allowed one enhance action (order for play is determined by the player with control of The Drop) for the current fight. A player must complete all enhance actions before the opponent can play his or her enhance actions. Each skirmish for the current fight is then resolved (order determined by the player with control of The Drop). The winner of each skirmish is the player with the highest skirmish total. If a skirmish resolves with a tie, the player with control of The Drop chooses the next skirmish to resolve as normal. If any skirmish has a result tab, then any bonus or action associated with that result tab is completed upon resolving that individual skirmish. The player who wins the most skirmishes during a fight is the winner of the fight. A fight is not considered resolved until after its score step has been completed.
Score step. After a fight's winner is determined, there is a score step. Each player (determined by the player with control of The Drop) may play one score action. This may be the play of an Instant • Score, or a score action on a card already in play. Score actions can affect cards in the current fight, or even unresolved fight cards depending on the result of the current fight. When score actions are completed, the winner of the fight scores his or her fight card by placing it face-up in the damage stack (off to the side) so that the damage markers on the bottom of all scored fight cards are visible to all players. If there are any energy rewards on the winning fight card (like on signature fight cards), that energy is added to the energy pool at this time. At this point, a fight is considered to be resolved. The loser's fight card is exhausted and placed face down underneath that player's fight stack and any effects (or other cards, such as gear) that say they are to be discarded or destroyed after that fight are discarded as well (although most gear are returned to the support area when a fight is resolved). For the remaining fights, the process is identical to the first fight. For each fight card that is scored and moved to the damage stack, damage is accrued against the opponent's character and any energy rewards are added to the energy pool.
Damage that is inflicted by a scored fight card is counted with existing damage in that player's damage stack. If the damage equals or exceeds the opponent's character's life total, the game ends with the scoring player as the winner.
Raise the stakes. Occasionally, a fight will end in a tie (both players scored a skirmish and had one tie, or one of the skirmishes was nullified, or all 3 skirmishes were ties). In this situation, each fight card is placed face-down next to the damage stack. These fight cards are now raise the stakes cards. All other cards that were played during that fight are discarded or returned to the support area as normal. The next player to win a fight and then successfully score that fight card will also score all of his or her existing raise the stakes card(s). Those cards are placed face-up on the owner's damage stack. The losing player's raise the stakes card(s) are exhausted and placed face-down underneath his or her fight stack. When raise the stakes fight cards are scored, they DO NOT gain any related rewards that would normally be given (like the energy token reward on signature fight cards). Unscored raise the stakes cards remain for the next turn's fight phase. Note that in addition to winning its fight, a fight card must successfully score to also score existing raise the stakes cards.
Unopposed fight cards. It is possible for a fight phase to present a player with unopposed fight cards. If such a scenario occurs at any point in a fight phase, any unopposed fight cards are resolved and scored first, before any new fight pairings are selected. All result tabs for skirmishes on the unopposed fight card should also be resolved before it is scored. Before each unopposed fight card is scored, a score step will take place as normal.
The printed rulebook shows a mid-game table layout on page 18; that diagram is not reproduced here.
3. Cooldown phase
The cooldown phase contains end-of-turn mechanics as follows:
- Play one Instant • Cooldown OR play one cooldown action.
- Even-up step: Discard down to equal or less than the hold total, then draw up to the hand total.
- Control of The Drop changes to the opponent.
In this phase, the player with control of The Drop determines who will play their cooldown action first.
Even-up step. When cooldown actions are completed, the player with control of The Drop determines who will even-up first. That player MUST discard down to less than or equal to the hold total, then draw up to the hand total. The remaining player does the same. The even-up step cannot be passed by any player. Each player must end a turn with cards in hand equal to the hand total for his or her character, unless that player ran out of cards during the even-up. Finally, control of The Drop changes hands. The controlling player flips his or her copy of The Drop face-down, and the receiving player flips his or her copy of The Drop face-up. This signals the end of the turn.
Fight Klub TCG Glossary
- ⦾ (Opponent icon) – This icon means "Opponent" or "Opponent's". It is used when referencing a game function that the opponent must (in most cases) play. Not only would you see it used in front of a game term as an effect of some other ability, but also occasionally as a cost. ⦾ discards 1 means that opponent must discard 1 card.
- The default rule is that gametext refers to YOU and YOURS unless otherwise indicated. Destroy 2 conditions means destroy 2 of YOUR conditions. ⦾ destroys 2 conditions means that THE OPPONENT destroys 2 of his or her conditions. ⦾ destroys 1 condition means THE OPPONENT gets to decide which condition gets destroyed if the opponent has more than 1 condition in play. ⦾ destroys 1 condition – your choice means YOU get to choose which condition the opponent must destroy.
- 1-3-3 Rule – This rule dictates that a deck can have no more than 1 copy of any rare card, no more than 3 copies of any uncommon card, and no more than 3 copies of any common card.
- Activation – This term describes the action that is taken when a gear is used during a fight. A player will activate his or her gear (as an enhance action) and align that gear's skirmish tabs with the tabs of the current fight card.
- Add – This means to add energy tokens to the energy pool. Typically, you will see it used as "Add" followed by an energy symbol.
- Asterisk – This icon is used to indicate an additional cost for a card on which it occurs. For any card that has an asterisk in its costing area, there will be an asterisk on the first line of its gametext area, followed by bolded text describing the cost.
- Attribute – Each character card has three attributes along the right-hand side which describe personality traits of the characters. These attributes can sometimes be referenced in gameplay, including referencing whether a character has a specific attribute, or whether that attribute can be spotted.
Multiplayer Rules
As much fun as head to head fights are, sometimes a group of players will want to play together rather than splitting into one-on-one games. These rules allow for a group of 3 or more to play with only a few simple adjustments to the rules that they already know. The multiplayer format takes on more of a melee style of fighting. In this way, a player can fight just about anyone in his or her group from turn to turn. The goal in this format is to be the last player to have a character with a life total above zero.
Players sit around a table, and as with the standard rules, a random player starts with control of The Drop. This player will play or pass his or her first setup and setup actions, then priority changes to the next player to his or her left, and so on in a clockwise manner.
When all players have played or passed their setup actions, everyone flips the top three cards of the fight stack over in front of the character.
Once each player has his or her fight cards in play in front of the character, the player with control of The Drop challenges any other player by creating a fight matchup against one of that player's fight cards. This is the major distinction between the standard rules and the multiplayer rules in that you have many more choices available to you for your fight matchups. If this fight ends in a tie, there is no raise the stakes, but instead, both fight cards are exhausted. The fights themselves are resolved normally, with priority for enhance actions determined by the challenging player, and priority for score actions also determined by the challenging player.
Tracking damage is treated a bit differently as well. Each player in a multiplayer game should have a multiplayer damage tracker (printable with this document, on page 19). Each player can be represented on this accordion-folded tracker. The first player on your left is in the first slot and so on, in a clockwise manner. The tracker has placement for up to 4 opponents, but that does not have to be the limit for a game. Each card with a damage marker that is scored against your character is placed in the corresponding slot on your damage tracker. This tells you which character inflicted the damage. It also allows for easy cleanup after the game is finished. So at the end of a game in which things did not go very well for your character, you would have a full damage tracker. It may have cards filling each slot or several cards all in one slot. Either way, you will always know who those cards belong to at the end of the game, based on where they sit in the damage tracker.
This process repeats, with each player that has been challenged then choosing another player (or even the same player) to challenge to a new fight pairing. This continues until no more fights can be paired. If the player who has the choice in the next fight pairing has no more fight cards remaining, the choice falls to the player with control of The Drop, or the next player on right if the player with control of The Drop has no fight cards remaining for the current turn.
If there is an even number of players in a multiplayer game, all fight cards for a given turn will probably be used. It is possible that a single player could be avoided during a turn and end up with two fight cards. Both would score, however, as they would be unopposed. Keep an eye out for the sneaky players! If there is an odd number of players, there will be 1 fight card remaining at the end of a fight phase. Unresolved fight cards are considered a benefit for that player and the fight card scores as normal (all result tabs and energy rewards are granted). Since players can choose who they will fight, there is some strategy in setting up who will have the last fight card in a turn.
Cards that reference ⦾ work in the following way: If the action being used is fight-specific, i.e. an enhance action or a score action, then that action must be used on or with respect to the player(s) in the current fight. Setup and cooldown actions are global and can impact any player. Cards referencing The Drop work as written. You either have control of The Drop, or you do not.
At the end of a turn, control of The Drop goes to the last player to win a fight.
Black Beauty and Marketing Cards
The Black Beauty is a special gift available to each customer as they purchase their third Kilo of TWO from decipher.com/fightklub. This gift is shipped automatically to arrive with the third kilo. The Black Beauty for TWO contains three special rare cards and eight of the marketing cards below. Future expansions of Fight Klub TCG will also use the Black Beauty program. Contents will be posted before launch of expansion.
Fight Klub TCG Marketing Card. This special card is a marketing tool for Mentors. Write your Fight Klub handle in the name plate at the bottom of the card and present it to a new player or to anyone that may be interested in the Fight Klub community. When they come to the website, they'll use your handle to create an account. As you help those players learn about the game and they make their first purchases, you'll benefit by earning 10% of each of those purchases, for life!
The card reads: "You are invited to join Fight Klub. Visit www.decipher.com/fightklub and say [your handle] sent me."
There are two versions of the marketing card (four of each in the first Black Beauty): a hero version and a villain version, as noted by their card type icons.
The printed rulebook also contains sample table layouts (pages 17 and 18) and a printable multiplayer damage tracker to cut out and fold (pages 19 to 21). These are image and print layouts and are not reproduced here.