A Fast, Petty Card Game About Solving Problems Incorrectly

Fist Fight is a fast, loud, competitive card game about the ancient art of looking your friends in the eye and saying,
“No, actually, you’re the problem.”
It plays 2–4 players, takes about 5–10 minutes, and is built for quick rounds, immediate grudges, and that beautiful moment when everyone at the table realizes there is no safe player left.
The goal is simple: be the last one standing.
Everyone starts with 6 life, a small hand of cards, and the dangerous confidence that they can probably survive one more turn. On your turn, you pick a target and throw an attack. Maybe it’s a punch. Maybe it’s a kick. Maybe it’s a combo because you woke up today and chose escalation. Damage is straightforward: if the attack lands, the target loses life. If they hit zero, they’re out.
Defending is where the panic starts to set in.

Blocks only stop attacks that match their level. A high block stops a high attack. A low block stops a low attack. If someone throws a combo at you, one block is not enough to save your whole face. You can block part of it, but anything you fail to stop still connects. That means every hand becomes a tiny little crisis. Do you have the right block? Do you burn it now? Are they bluffing? Are they about to make you regret every decision that brought you to this table?
There is no second place in Fist Fight. There is only the winner and the pile of people who helped make the winner feel important.
That is the heart of the game. It is quick to teach, quick to play, and mean in the way a good competitive card game should be mean. Not complicated. Not slow. Just a clean little back-alley slap-fest where every card matters and every player is one bad draw away from getting folded.
Fist Fight is also very close to being finished. The rules are in place, the game plays, and the remaining work is production polish: a few final pieces of card art and the box design. Once those are finished, this thing is ready to stop living in my files and start causing problems on actual tables.
If you want to follow the project, keep up with development, or help fund the remaining art and production work, I’ll have links below for my socials and Ko-fi. Support there helps move Fist Fight from “almost done” to “done-done,” which is the best kind of done.
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