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About POP OFF WRESTLING
Draft your roster. Book the show. Build the Excitement. Run a four-floor wrestling promotion in a neon arcade world.
Create a Mid Carder and draft one Jobber. Choose two wrestlers for each show, then spend Energy on illustrated wrestling cards. Build Excitement and six Momentum, then land a Signature Finish before turn six. Read crowd intents and use Block to protect Network Confidence.
Build around six card archetypes: Technical controls your hand, High-Flyer chains free aerial moves, Powerhouse banks Might for big hits, Hype builds Cheers, Storyline rewards three-card arcs, and Striker combines with Technical. Search your playbook for a specific owned card once per turn. Higher-rarity wrestlers add an opening specialty draw.
Heavy moves build Fatigue: each stack reduces future card scoring by 10%, up to 50%. New turns remove one stack; recovery cards remove two. Time your big hits and recovery for the strongest payoff.
Travel through the indies, small-time promotion, weekly television and a company on fire. Win bosses to secure a TV deal and headline major events. Spend gold on ring, lighting, advertising, training and catering. Start rivalries after floor one and book rivals for grudge matches.
Draft cards after shows. Recruit after your first win, floor bosses or chance mystery encounters. Develop wrestlers with EXP, levels and rarity-based gear slots. Elite and boss rewards include Fan Favorite, Lion Heart, Workaholic, Second Wind and Crowd Reader. Rotate your roster and recover at rest stops; cash cannot heal wrestlers.
Buy cards at shops or cut one card per shop. Cuts start at 50 gold and increase by 50 gold with every cut during the tour. Keep at least eight cards.
Solo turn-based play with tap, mouse and keyboard controls. Clear Energy badges, exact end-turn damage previews, animated draws and hover movement. Four increasingly difficult floors, 179 individually illustrated cards and local tour saving. No real-time timer.
New: mulligan up to three opening cards for free before playing turn one. The first elite win awards a Championship Belt: its holder adds +6 stamina, +3 opening Block and +2 scoring Boost when booked. Transfer the belt in the Locker room without using a gear slot. Roster records track both booked wrestlers’ wins and losses; early bells count as losses. Existing saves begin individual records at zero.
New: tougher turn criteria drain stamina, booking criteria like Squash matches, Promo map tiles, a visible Championship Belt, and Left/Right finishers that decide who wins.
0 plays · Released November 9, 2026 · v11.0.0
How to play
Tap or click choices and cards. 1–9 plays hand cards, E ends the turn. Ring Psychology lets you choose two cards. Botched Spot costs 1 Energy to discard. Before turn one, tap cards or use 1–9 to select up to three replacements, then confirm your mulligan.
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