How To Play.
These are the rules as the game prints them on its own How To Play sheet. A fight is 12 rounds and one shuffle of the deck. Your health is 26. His is the number on his card.
Win The Fight
Reduce his health to 0 to win immediately. A judges' decision comes only after round 12. Meet the points target and finish standing. The target alone is not a win. The black bar shows damage still needed. A knockdown raises the target.
Choose 4 Of 6
Play 4 cards per round. The 2 left return with dots and 4 new cards. Play both dotted cards during that round. Choose your order carefully.
Black Cards
His attacks. Drag to You to take damage, or Block to stop some or all of it.
Red Diamonds
Drag to his face to deal damage, or Block to set your defense. A 9 can deal 9 or block up to 9.
Red Hearts
Drag Recovery to Corner. It saves health for your next knockdown. It does not heal you now.
How Blocking Works
A block of 9 stops 9 from an attack of 12. You take 3 damage. That block stays until replaced or you are knocked down.
Order Matters
Each blocked attack must be equal to or smaller than the last. Block 8 then 5: allowed. Block 5 then 8: not allowed. A new diamond resets this limit.
When Health Reaches 0
You are knocked down. All saved Recovery restores health, up to 26. It is all spent. You lose your block, and the round ends.
When You Lose
A knockdown ends the fight if you have no saved recovery, it is your third, or it is round 12.
The Lucky Punch
This card has no number. Red wins the fight. Black loses. Neither can block. Recovery cannot save you from black.

Black Cards Are His
His punches. Drag one onto You and take it, or onto your Block and stop some or all of it.

Red Diamonds Are Yours
One card, two jobs. A 9 can hit him for 9, or sit in your guard and block up to 9.

Red Hearts Wait
Recovery goes to your corner and does nothing, for now. When he puts you down, all of it cashes at once and you get up. An empty corner means you stay down.
Get Hit On Purpose.
Each punch you block has to be equal to or smaller than the last one. Block a 5 and your guard won't stop the 8 behind it. So sometimes you take the 3 on the chin and save the block for the 12.
