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How battle works

Your deck is your workout. A round is a set of that workout. Between rounds the cards reshuffle so the fight changes while the training stays consistent.

The cards

AttackMecha: Weapon

Creating force — presses, jumps, throws, extension.

DodgeMecha: Energy

Moving away from force — pulls, squats, hinges, rotation.

GuardMecha: Armor

Resisting force — holds, carries, anti-rotation, bracing.

HealMecha: Repair

Control and recovery work. The smallest pool.

Scoring a set

Three results only. MISS fell short, COMPLETE hit the work, and POWER exceeded it for roughly +20% effect. Performance is relative to your target — being stronger does not win the fight for you.

Health

Everyone starts each round at 100 HP. Guards remove most of an incoming hit, a clean dodge avoids it entirely, and a perfect defense returns 6 damage. You cannot be knocked out early — before the final exercise you drop to CRITICAL at 1 HP and can still fight back.

Difficulty

Beginner

6 exercises · ~30 min · foundational movements

Intermediate

7 exercises · 40s work · 2 rounds + optional 3rd

Advanced

8 exercises · 50s work · up to 3 rounds

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