If you are within range of your opponent, you may play a card from your hand to ATTACK using ♣️Striking, ♠️Grappling, ♥️Chokes, ♦️Locks, or 🃏Fouls.

🃏Fouls have the same range as ♣️Striking.
♥️Chokes and ♦️Locks are always same-hex ATTACKS only.
After playing your ATTACK card, and adjusting Tokens appropriately in the case of a ♠️Grappling ATTACK, draw cards from the Deck until you once again have five cards in hand. Your Turn is now over.
The moment there are no cards left in the Deck, the ROUND is over.

♣️Striking — RANGE: 3 HEXES
The ♣️CLUB represents blunt force trauma. Just as a physical club batters an opponent, strikes in MMA — punches, kicks, elbows, knees — are your bludgeoning weapons. Each ♣️Striking card can represent any technique you imagine: jab, hook, cross, uppercut, hammerfist, superman punch, backfist, head kick, body kick, leg kick, flying knee, spinning elbow, shoulder strike, and more.
A ♣️Striking ATTACK scores DAMAGE if your opponent fails to successfully DEFEND on their turn.

♠️Grappling—RANGE: 2 HEXES
The ♠️SPADE represents vigorous shifting and lifting. In MMA, fighters tenaciously dig for underhooks or takedowns, to uproot opponents and gain a dominant position. Each ♠️Grappling card can represent any technique you imagine: trip, ankle pick, single leg, double leg, hip throw, slam, sweep, blast double, back take, reversal, or any other dominant clinch or takedown maneuver.
When your Token is on a hex adjacent to your opponent, a ♠️Grappling ATTACK places your Token on top of theirs, and you score DAMAGE if they fail to DEFEND on their turn. You are now in TOP CONTROL.

A successful ♠️Grappling ATTACK scores DAMAGE (one point in this example) and grants TOP CONTROL (Blue Token on top).
From TOP CONTROL: DEFEND submission attempts using any ♠️Grappling card; apply your MOVE roll to both Tokens; and ATTACK with ♥️Chokes, ♦️Locks, ♣️Striking, ♠️Grappling, or 🃏Fouls. Token on bottom can DEFEND as normal but cannot MOVE.
ATTACKS from bottom only score ONE point of DAMAGE, except for 🃏Fouls.
From TOP CONTROL position, a ♠️Grappling ATTACK throws your opponent onto an adjacent hex. You score DAMAGE but relinquish TOP CONTROL.
From the bottom position, a ♠️Grappling ATTACK pushes your opponent onto an adjacent hex of your choice. This scores no DAMAGE, but if your opponent fails to DEFEND on their turn, you have successfully escaped their TOP CONTROL.

♥️Chokes—RANGE: 1 HEX
The ♥️Heart represents the circulatory system, and the blood that sustains consciousness. A ♥️Choke compresses the carotid arteries, restricting oxygen flow to the brain. Each ♥️Choke card can represent any MMA submission you imagine: Rear Naked, Anaconda, Triangle, Guillotine, Ezekiel, Peruvian Necktie, or your own custom technique.
- You must share the same hex as your opponent to attempt a ♥️Choke.
- If your opponent fails to DEFEND, the fight ends instantly.
- ♥️Chokes DO NOT score DAMAGE, but victory is immediate.
- From TOP CONTROL: Any ♠️Grappling card can be played to DEFEND against ♥️Chokes, but the defender loses TOP CONTROL and must move their Token to an adjacent hex. This option is not available from bottom position.

♦️Locks—RANGE: 1 HEX
The ♦️Diamond represents extremes of strength and pressure, valued as the most rigid substance produced by the Earth’s own merciless internal forces. Each♦️Lock card can represent the adamant grip of a compression, spinal, or joint lock MMA submission technique: Armbar, Americana, Kimura, Heel Hook, Twister, Neck Crank, or a unique signature ♦️Lock of your own invention.
- You must share the same hex as your opponent to attempt a ♦️Lock.
- A successful ♦️Lock (Armbar, Kimura, Heel Hook, etc.) scores DAMAGE and ends the fight instantly.
- From TOP CONTROL: Any ♠️Grappling card can be played to DEFEND against ♦️Locks: the defender loses TOP CONTROL and must move their Token to an adjacent hex. This option is not available from bottom position.

🃏Fouls—RANGE: 3 HEXES
In MMA, 🃏Fouls are almost always excused as ‘accidental’; regardless, most of the time, they work every time. Think of the 🃏Foul card you play in the context of the fight as a groin shot, eye poke, headbutt, hair pull, fishhook, or any other dangerous tactic you can imagine — get creative… get nasty!
- 🃏Fouls can be attempted from 2 hexes, an adjacent hex, or the same hex.
- A 🃏Foul can DEFEND against any ATTACK, but that defense can be countered by another 🃏Foul.
- Successful 🃏Fouls score full DAMAGE regardless of TOP CONTROL, and end your turn.
- When a 🃏Foul occurs, Tokens are reset to Neutral hex positions — unless the 🃏Foul originated from the bottom Fighter, under TOP CONTROL, in which case the 🃏Fouled Fighter pays DAMAGE, then proceeds to their MOVE phase, remaining in TOP CONTROL.

