The 30-Second Quick Start
- Shuffle and deal 5 cards to each player.
- Choose your intensity level — Beginner, Standard, Advanced, or Elite.
- Open the round with a Fitness Card — the first card is always an exercise.
- Play cards by matching the exercise type OR the rep number.
- Can't play (or choose not to)? Do the workout on the table — the last card goes to your opponent's win pile.
- Trigger a Chain Break (5 matching cards) and everyone works out together.
- Win by collecting the most cards in your win pile by the end of the deck.
Know your cards
The 60-Card Deck
Two kinds of cards: Fitness Cards that make you stronger, and Power Cards that make things interesting.
Push-Ups
Upper body pushing strength
V-Ups
Core compression power
Arch-Ups
Back and posterior chain
Squats
Lower body strength
Lunges
Single-leg power
Pay Up
Your opponent does the workout — unless they respond.
Mirror
Copies the previous fitness card.
Chain Break
Everyone does the workout. Together!
Time Out
Ends the round — nobody works out.
Double Down
Doubles all reps played before it.
The core move
How To Play Cards
Each fitness card shows an exercise type and a rep number. To play a card, it must match the previous card by either one:
Master the specials
Power Cards, Explained
Pay Up
answer back — or work out
Your opponent must respond with their own Pay Up (reversing it!) or a Chain Break — otherwise they do the conditioning. The last Pay Up played goes to its player's win pile, and whoever did the workout starts the next round.
Mirror
copy that!
Play it only right after a fitness card (or a Mirror that copied one). It copies that card and counts toward a Chain Break — stack Mirrors to speed one up. The next player plays off the mirrored card.
Chain Break
everyone in!
All players do the chain's workout together. You bank the last card played and start the next round — brilliant timing when you were about to work out anyway.
Time Out
the pause button
Ends the round instantly: nobody works out and no point is awarded — the card is simply discarded. It can't be played as an answer to Pay Up or Chain Break. You start the next round.
Double Down
late-game spice
Doubles the reps of every fitness card played before it; cards played after are unaffected. The longer the chain, the bigger the boost — save it for the right moment.
Good to know
- The first card of every round is always a Fitness Card.
- Dealt a hand of all power cards? Show it, shuffle it back, draw a fresh 5.
- The round's loser starts the next round — unless a Chain Break or Time Out was played; then that player starts.
- When the draw pile empties, one final round is played — cards left in hand are worked off (power cards = 4 reps of an exercise of your choice).
The big moment
Chain Break
A Chain Break triggers when five cards in the chain share the same exercise OR the same number — in any order. When it happens, everyone does the workout together. That's the best part.
⛓️ Chain Break Triggers
- 5 same exercise — five Push-Up cards in the chain (Mirrors count!)
- 5 same number — five "3" cards in the chain, any exercise
- The Chain Break card — start the party early, on your terms
- The reward — whoever causes it banks the last card and starts the next round
Scattered still counts. The 3s don't sit in a row — but the ninth card is the fifth 3 in the chain. Break!
2
3
4
5 — BREAK!
Mirrors count! Five Push-Ups are in this chain — and the Mirror (copying a Push-Up) is one of them. The final Push-Up springs the break:
2
3
4
5 — BREAK!
Glory
Winning
Every round you win adds cards to your win pile. The game ends when the draw pile is empty and the final round is played.
The winner: the player with the most cards in their win pile. Tie? Compare total value — fitness cards count their rep number, power cards count 4 points.
Then the game closes with the Final Chain Break — just below. ↓
The true victory
The Final Chain Break
Every game closes the same way — one last Chain Break, performed together.
- Count the cards. Most cards in the win pile wins the game.
- Tie? Count the points. Fitness cards count their number, power cards count 4.
- The Final Chain Break: both players perform the full workout of the winner's pile together — the winner picks the exercise for each power card (4 reps).
A reward, not a punishment — nobody pays, nobody sits out, and everyone leaves the table stronger than they sat down. Fitness is the true victory.
Same cards, your pace
Intensity Levels
Each player picks their own intensity level before the game. Everyone plays the same cards — the level just decides how spicy each exercise gets. That's how a beginner and a pro share one deck.
Beginner
Modified exercises for building the foundation
Standard
Core movements with proper form
Advanced
Combination moves with dynamic elements
Elite
Complex sequences for super athletes
One deck, two gears
Play Modes
Single Play
The standard game — the deck runs through once. Perfect for a quick session or your first games.
Double Play ×2
The extended workout — shuffle the discard pile and play through again. Win-pile cards stay locked away, so round two plays differently. This is the level-up test.
More ways to play
Variants
Team Play
- Split into 2 or 3 teams — entire sports teams can face off.
- Teams take turns playing cards.
- Everyone conditions together — while the coach takes a break.
Three Players or Teams
- Turns go clockwise; Double Play recommended for length.
- With 3 players or 3 teams: Chain Break needs 6 cards instead of 5.
- Pay Up affects both other players; Chain Breaks hit everyone.