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