The rules, made readable
How to play
Workout Wars.
Exercise challenges. Ability cards. Two ways to win.
01 / Before you begin
Set up the game.
2–4 players · Ages 6+.
The game contains 54 cards (36 Challenge cards and 18 Ability cards), plus 10 mini hearts.
- Gather 2–4 players and agree on Beginner, Moderate or Expert before play.
- Give each player 2 hearts. Shuffle and deal 7 cards to each player.
- Place the remaining cards facedown as the draw pile. Keep played cards separate.
- Turn over the top card. If it is an Ability, turn over the next card.
- The youngest player completes the opening Challenge and plays a Challenge card. Play initially proceeds clockwise.
Extra Life can increase a player’s hearts to a maximum of three.
02 / Around the table
Take your turn.
Challenge cards show repetitions or time for the group’s chosen level.
- Complete the incoming exercise, then play a Challenge or eligible Ability. Some Abilities must be played before the incoming exercise.
- If you cannot complete the Challenge, draw 2 cards and lose 1 heart.
The Challenge cards
Lunges, Push-ups, Plank, Russian Twists, Calf Raises, Bridges, Mountain Climbers, High Knees, Sit-ups, Squats, Burpees, Jumping Jacks.
03 / Know your cards
Timing matters.
Some Abilities come before the incoming exercise. Others follow a completed Challenge.
Before the exercise
- Shield
- Blocks a Challenge or Ability and lets you play a new Challenge.
- Reverse
- Reverses direction and sends the Challenge back to the previous player.
- Duel
- Challenge a player to an exercise of your choice. Whoever stops first loses a life.
- Take Me With You
- Choose one player to do the Challenge with you.
After the exercise
- Double
- Doubles the previous Challenge’s repetitions or time for the next player. It does not excuse your own incoming exercise.
- Triple
- Triples the previous Challenge’s repetitions or time for the next player. It does not excuse your own incoming exercise.
- +1
- The next player draws one card and loses their turn.
- +2
- The next player draws two cards and loses their turn.
- Skip
- The next player loses their turn and the Challenge passes onward. Complete your own incoming Challenge first.
- Extra Life
- Gain one heart, up to a maximum of three. Play after a Challenge and before losing your last life; this does not revive an eliminated player.
04 / Put cards together
Combine your cards.
You may play one Challenge plus two Abilities in a turn: three cards in total.
Try this combination
Shield New Challenge Double
Shield blocks the incoming Challenge and lets you play a new Challenge. Double then doubles that Challenge’s repetitions or time for the next player.
05 / Finish strong
Two ways to win.
- Empty your hand first.
- Be the last player with hearts remaining.
