Snatch and Clean & Jerk. 6 attempts across 2 phases. The C&J resolves as two rolls — Clean first, then Jerk. Miss the Clean = No Lift. Make the Clean but miss the Jerk = No Lift, but no Fatigue token.
Federation
Players
IRON COURT
SNATCH PHASE
Active player
All players
Your selection
Choose lift from pool
Lift
Support 1
Support
Support 2
Support
Hand
Meet Complete
Quick Rules
Goal: Highest Total (best Snatch + best C&J) wins. 3 attempts each.
Each round: Draw 2 cards → pick a Lift card + up to 2 supports → confirm → resolve lightest first.
Resolution: Roll 2D6. Meet or beat the Difficulty. Success = GOOD LIFT. Fail = NO LIFT + Fatigue Token.
Bomb-out: 3 consecutive misses in a phase = 0 for that discipline.
Minimum weight: Each attempt must be ≥ your previous attempt weight.
Energy: Some cards cost Energy. Resets to max at start of C&J phase.
Tiebreaker: Lower bodyweight class wins on equal Total.
Card types:
🔵 Lift — your attempt weight (from the pool, not your hand)
🟡 Technique — modify your Difficulty before rolling
🟢 Energy — restore Energy tokens
🔴 Interference — play against an opponent (select target after confirming)
🟣 Momentum — auto-trigger on conditions, no play needed
Choose Interference Target
Select which opponent this card targets. It will be resolved during their lift this round.