Tiles 1 to 9 are your opponent's guard. Each roll, punch out any standing tiles that add up to it.
A 9 can be a haymaker (9), a one-two (5+4) or a flurry (2+3+4).
Once 6 or less is standing, only the left die counts.
Punch out every tile and it's a K.O.!
A roll that fits nothing knocks you down. The next roll is your ten count: if it fits, you're up (+5 on the
judges' cards). If not, you're out. Three knockdowns and the ref stops it.
No KO? It goes to the judges: what's still standing, plus 5 per knockdown. Lower is better.
Every opponent has a trick (an iron chin, a southpaw stance, a clinch…), and your corner gives you tricks of your own.
Tap tiles that add up to the roll and hit PUNCH, or tap one of the chips to throw that combination at once.
Tiles that are part of some legal punch are outlined.
Fight Night
The bell rings one shared roll for everyone. Same dice, different guards, different opponents, different corners.
First to land a KO wins. Two on the same roll? Fewer tiles in the finishing punch wins; still tied, they share it.
Nobody KOs? When everyone's out, the lowest score on the cards wins.
Every three rolls the bell sends everyone to the stool to pick a new trick. Whoever's furthest behind gets an extra choice.
The TV is the arena: the bell's roll, every fighter's guard against their own opponent, the judges' cards and a ticker of who threw what.