A BJJ Card Game

ChainGrapplers

Rules

Learn the game fast, then check the full rules.

Start with the short version, then move into the exact chain logic, submission pressure, and special card effects.

Quick Rules

  1. Give the youngest player the Takedown card.
  2. Shuffle the deck and deal the cards.
  3. Each player starts with 6 cards.
  4. The round opens with Takedown.
  5. On your turn, you may play up to 2 cards.
  6. Most cards follow the chain. Your card's Start color (top) must match the current card's Result color (bottom).
  7. If a player plays an offensive card, the opponent must answer with a defensive card that matches the color.
  8. At the end of your turn, you may draw 1 card (if you are not holding Fatigue, which prevents you from drawing new cards).
  9. If a submission is active, the defender must answer with an escape. If they have no playable card, they get one Hail Mary draw from the pile. If the Hail Mary card is not playable on the submission, the defender has been submitted.

How to Read a Card

Each positional card shows a move from one position into another.

  • Start color (top): where the move begins.
  • Result color (bottom): where the move ends.

Think of every normal card as a positional transition.

  • Green: the most neutral state. Momentum can swing here.
  • Yellow: stronger pressure and stronger control.
  • Orange: major advantage and high finishing pressure.
  • Red: submission threat or submission escape.
  • Defensive cards pull the exchange back toward near-neutral half guard.

Visual Guide

How the chain works

This is one example of how cards can connect through matching colors.

Takedown card Yellow to green defensive card Green to orange offensive card Orange to red offensive card Red to green escape card

Player 1 starts each match with the Takedown card.

Player 2 needs a defensive response.

Defensive cards always end on green, so Player 1 can attack again with a green-start card.

Player 1 can continue the attack with a second offensive card because the chain now ends on orange.

Player 2 must answer the red submission threat with an escape card. With no playable card, one Hail Mary draw can save them.

Full Rules

Setup

How cards become legal

Turn structure

Submissions

Special Cards

  • Mat Enforcer: draw 3 cards. It counts as one played card. The chain does not change, and the card is thrown into the discard pile.
  • Teenage Rage: play it into the chain. The next card may be any follow-up.
  • The Black Belt: play it into the chain, then pick up the most recently played card, except Takedown. The next card may be any follow-up.
  • Fatigue: can only be played as your first and only card of the turn. After Fatigue, the next player may play any card.
  • Ultra Heavy cards: steal 1 random card from your opponent. The chain does not change, and the card is thrown into the discard pile.

Winning

  • Submission: if your opponent cannot answer an active submission and fails the Hail Mary draw, you win.
  • Card advantage: if the deck is exhausted and the chain can no longer continue, the player with fewer cards left wins.
  • Draw: if both players are equally stuck, the round is a draw.