🎯 GAME OVERVIEW
Players: 2 | Time: 15-30 minutes | Ages: 13+
Battle your opponent using strategy cards while earning "stored reps" through real workouts. First to reduce opponent's Health to 0 wins!
📦 THE 4 CARD TYPES (18 Total Cards)
🏋️ TRAIN CARDS (4 cards)
• Earn reps by doing workouts
• Colored squares = exercises
• Or enter 3-digit code at bumfit.com
• Play face-down, flip later
💪 BUILD CARDS (4 cards)
• Strategic attack cards
• Force opponent to exercise
• Negative point penalties
• Play face-down, flip later
⚔️ BATTLE CARDS (4 cards)
• Attack and defend
• 4 corner numbers for combat
• Costs reps to use
• Have persistent health all game
🎯 MOVE CARDS (6 cards)
• Quick bodyweight exercises
• Scan QR code for demo
• Triangle icons = flexible reps
• Play anytime for instant reps
🎮 SETUP
1. Each player starts with 20 Health and 0 Stored Reps
2. Shuffle all 18 cards together
3. Deal 9 cards to each player face-down (their personal pile)
4. Each player looks at their 9 cards and selects 5 cards for their starting hand (roster)
5. The remaining 4 cards stay face-down as each player's personal draw pile
6. Decide win condition: Health Victory (first to 0 Health loses) OR Round Victory (best health after agreed # of rounds, typically 3)
7. Flip a coin to determine who goes first
♻️ TURN STRUCTURE
Phase 1: DRAW
- Draw cards to maintain 5 cards in hand at all times (your roster)
- First draw from your personal 4-card pile (if available)
- Once your personal pile is empty, draw from the Graveyard
- Graveyard = all played/discarded cards face-down (shared pile, anyone can draw)
Phase 2: ACTIONS (3 Actions Per Turn)
⚠️ CRITICAL: You have 3 ACTIONS per turn. Each action can be:
• Playing a card face-down (1 action)
• Flipping a face-down card to resolve it (1 action)
• Playing a Move card face-up for instant reps (1 action)
• Attacking with a Battle card (1 action)
This means you can play/flip between 0-3 cards per turn!
Face-Down Card Slots:
- Each player has 3 face-down slots available
- Cards can stay face-down for multiple turns (great for bluffing!)
- Maximum 6 cards can be "locked" face-down between both players
Resolving Cards When Flipped:
Train Card: Do the workout shown → Earn reps × current round multiplier
Example Round 2: Do 5 exercises × 2 = 10 Stored Reps earned
Build Card: Follow card instructions → Usually forces opponent to exercise or lose reps
Example: "Opponent loses 5 stored reps" → They immediately subtract 5 from their reps
Battle Card: Use to attack OR defend against attacks
Note: Battle cards have global health tracked throughout entire game!
Move Card: Do the exercise shown → Earn reps instantly × round multiplier
Example Round 3: Do 4 push-ups × 3 = 12 Stored Reps
🔢 ROUND MULTIPLIERS - MAJOR RULE!
All workout reps earned are multiplied by the current round number:
• Round 1: All reps × 1 (base value)
• Round 2: All reps × 2 (double points!)
• Round 3: All reps × 3 (triple points!)
Example: 7 squats in Round 1 = 7 reps, same squats in Round 3 = 21 reps!
Note: Battle card numbers do NOT multiply - only earned workout reps!
💰 THE TAB SYSTEM (Going Into Debt)
Don't have enough reps? Go into "rep debt" like a credit card!
• Can play ANY card even with 0 or negative stored reps
• Your Stored Reps can go negative (like -15 reps)
• Must earn reps back through workouts
• Debt can affect final score in Round Victory mode
• Strategic tool for surprise attacks!
Phase 3: END TURN
- Draw back up to 5 cards in hand (from personal pile or Graveyard)
- Face-down cards stay in your 3 slots
- All resolved/played cards go to Graveyard face-down
- Opponent's turn begins
⚔️ BATTLE CARD MECHANICS
Understanding Battle Card Corners
| Corner Position |
Meaning |
When Used |
| Top Left |
Attack Cost |
Reps needed to attack |
| Top Right |
Attack Damage |
Damage dealt diagonally ↘ |
| Bottom Left |
Defense Cost |
Reps needed to defend |
| Bottom Right |
Defense Value |
Blocks diagonal attack ↖ |
🛡️ BATTLE CARD GLOBAL HEALTH SYSTEM
Each of the 4 Battle cards has Global Health = Sum of all 4 corner numbers
• Health persists across ENTIRE game (track on paper!)
• When taking damage, subtract from that card's global health
• When health reaches 0 → Card resets to full health AND defending player loses 1 Health
• After each battle, cards go to Graveyard but health tracking continues
• When drawn again from Graveyard, card remembers its current health!
Example: Skeleton Warrior = 5+10+1+2 = 18 Global Health. Takes 10 damage → Now at 8 Health. Goes to Graveyard. When played again later, still has only 8 Health remaining!
How Battle Works:
- Attacking: Pay Attack Cost (top left) → Deal Attack Damage (top right) diagonally ↘
- Defending: Pay Defense Cost (bottom left) → Block with Defense Value (bottom right) diagonally ↖
- Diagonal Combat: Attack damage goes diagonal to opponent's defense value
- Damage Calculation: Excess damage reduces Battle card's global health
- After Combat: Both Battle cards go to Graveyard face-down
- No Defense: If opponent has NO Battle card in play, ALL damage goes directly to their Health!
ATTACK EXAMPLE:
Alex attacks with Skeleton (Cost: 5, Damage: 10)
• Alex pays 5 stored reps
• Sam defends with Werewolf (Cost: 1, Defense: 2)
• Sam pays 1 rep to defend
• 10 Attack - 2 Defense = 8 damage to Werewolf's global health
• Werewolf's health reduced by 8 (tracked on paper)
• Both cards go to Graveyard
• If Werewolf hit 0 health → Sam loses 1 Health point
NO DEFENSE EXAMPLE:
Sam attacks with Dragon (Cost: 7, Damage: 15)
• Sam pays 7 reps
• Alex has NO Battle card to defend with
• 15 damage goes DIRECTLY to Alex's Health!
• Alex's Health: 20 → 5
• Dragon goes to Graveyard
BATTLE CARD BREAKS:
Wolf has 3 health remaining (from previous battles)
• Takes 5 damage from attack
• 3 - 5 = Health reaches 0!
• Wolf resets to full health (for next draw)
• Defending player loses 1 Health point
• Both Battle cards to Graveyard
🔥 ROUND 3 SPECIAL RULE
In Round 3 ONLY: All 4 corner numbers on Battle cards can be rearranged and used for ANY purpose!
Normal Rounds 1-2:
• Top Left = Attack Cost (5)
• Top Right = Attack Damage (10)
• Bottom Left = Defense Cost (1)
• Bottom Right = Defense Value (2)
Round 3 Flexibility:
You can swap ANY number to ANY position!
• Want Attack Cost to be 1? Use bottom left!
• Want Attack Damage to be 5? Use top left!
• Want Defense Value to be 10? Use top right!
• Want Defense Cost to be 2? Use bottom right!
Makes "weak" cards surprisingly powerful! Wolf normally has weak Attack (2) but can use its Defense (10) as Attack Damage in Round 3!
🏆 WINNING THE GAME
Health Victory (Most Common)
- First player to reach 0 Health loses immediately
- Game ends the moment Health hits 0
- Lose Health when your Battle card's global health reaches 0 (-1 Health)
- Lose Health when taking direct damage without a Battle card defending
Round Victory (Typically 3 Rounds)
- Play agreed number of rounds (usually 3)
- Player with highest Health after final round wins
- Tiebreaker: Player with most positive Stored Reps (or least debt) wins
- Optional: Can continue playing additional rounds
💡 STRATEGY TIPS
🔢 Save Big Workouts: Save high-rep exercises for Rounds 2-3 when multipliers are 2x-3x!
🃏 Bluff with Face-Down: Stack cards face-down to hide strategy and create suspense
♻️ Know the Graveyard: Track which cards are cycling - predict opponent's draws
💳 Use TAB Wisely: Go into debt for surprise attacks when opponent is vulnerable
🛡️ Track Battle Health: Know when opponent's Battle cards are close to breaking
🔥 Round 3 Power: Hold "weak" Battle cards - they become flexible powerhouses!
⚖️ Balance Offense/Defense: Keep reps for both attacking AND defending
🎯 Action Management: Plan your 3 actions carefully each turn
🏃 Emergency Reps: Save Move cards for quick reps when you need them
💪 Roster Quality: Keep 5 useful cards - don't waste slots on weak cards
❓ COMMON QUESTIONS
Q: Can I attack on my first turn?
A: Yes! Use TAB system to go into debt if you don't have reps yet.
Q: What if I can't do an exercise?
A: Skip it or modify safely. Choose exercises you CAN do - BumFit is about fun, not injury!
Q: How many cards can I play per turn?
A: 0, 1, 2, or 3 - each play/flip costs 1 action from your 3 action limit.
Q: Can cards stay face-down for multiple turns?
A: Yes! Great for strategic delays and bluffing.
Q: When do cards go to Graveyard?
A: After being played/resolved. Graveyard is public - anyone can look through it.
Q: Do Battle card numbers multiply like workout reps?
A: No! Only workout reps multiply. Battle card costs/damage stay the same.
Q: Can I defend with negative stored reps?
A: Yes! Use TAB system - just goes deeper into debt.
Q: What if Battle card health goes negative?
A: When health hits 0, card resets to full and defending player loses 1 Health.
📋 QUICK REFERENCE
Setup: 18 cards → Deal 9 each → Choose 5 for hand → 4 = draw pile
Turn: Draw to 5 → 3 Actions → End
Actions: Play/Flip/Attack/Move = 1 action each
Multipliers: Round 1=×1 | Round 2=×2 | Round 3=×3
Battle Cards: 4 corners, Global Health = sum, Track on paper
Win: Opponent 0 Health OR highest Health after rounds
Round 3: Rearrange Battle card corners for any purpose!
🚀 READY TO PLAY!
Train • Build • Battle
Every rep counts. Every choice matters. Get fit while you play!
📱 Online Mode: Enter codes at bumfit.com
📖 Full Rules: bumfit.com/rules
🎥 Video: bumfit.com/gameplay
Modify exercises to your fitness level. Safety first, gains second, victory third!