Finally a pro wrestling card game that deserves your time and energy. Finally. A pro-god-damn-wrasslin game that'll get over big, brother.
For those unfamiliar with the wild and wacky world of professional wrestling; welcome. In this biz, you're trying to Get. Over. Because to 'Get Over' means to win over the crowd, man. So now every time your music hits, the place goes bats**t wild! Because you're a freaking star, you hear? That's what this business is all about. It's about making stars, baby! It's not just about how well you can go in the ring, but how well you carry yourself out of it. To get over, you have to be the total package.
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In this competitive 2-player game, opponents use deck-building and worker placement to pull off the match of a lifetime, reducing their opponent's health low enough to successfully pin them.
Card play is a kinetic recreation of the 'sport' you love (or maybe never watched). It's a seamless back-and-forth flow where momentum is key. It's not just about the physical battle, but the mental struggle to be able to tap into everything you've learned in training. In between card rounds, players take worker placement actions at the 'Mind Market,' a physical reconstruction of in-ring psychology.
Build your deck, choose your class specialty, hone your strategy and do whatever it takes to GET. OVER.
—description from the designer
Images
- Interesting different spin on deck building
- Interesting spin with worker placement
- Low on crazy powers
- Clever game
- Muscle bound man
- Hero Realms
- Star Realms
- Dominion
Mechanics (from transcript analysis)
- Deck Building — A battle deck building game where you're trying to reduce the opponent's health by getting cards that attack them.
- Hand Management — Players draw six cards and play back and forth from their hands.
- Worker Placement — Players use workers to gain more workers or build their decks.
Video topics + discussion points
Quotes (from this video)
- welcome to March 2025 where we are going to talk about our favorite games of February
- fishing has already become their families goto competitive trick-taking game
- many of us prefers brains of Braun
- this is my number five is a Prototype game uh called get over with the muscle bound man
- my number five ice but this is the second edition and it's also a prototype
- my number three is for much which appeared before so now we can talk about it
- this is card shedding it's a card shedding game and it's a climbing shedding game
- this is power grid outpost which is the next edition of outpost of power grid I should say
- this is T of Raar so this is one of a three small game series from the Twisted Realms by Inside Up Games
- this is that detective ktis trying to solve day-to-day job little cases eventually trying to find who's the suspect
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Get Over offers a new twist on the two-player deck building battle.
- The battle taking place card by card, back and forth, rather than the traditional deck building sequence of trying to combo big and powerful hands all at once.
- There's tension and anticipation as you build your deck and try to thin out the weak cards to ensure you're ready to attack, block, or kick out when you need to.
References (from this video)
- new twist on the two-player deck building battle
- tension and anticipation as you build your deck
- reversals add dynamic strategic depth
- thematic ring and audience card holder enhances atmosphere
- professional wrestling
- kayfabe competitive world of professional wrestling
Mechanics (from transcript analysis)
- attack and defense with cards — Players use cards to attack and defend, aiming to damage opponents and gain momentum.
- build phase — A worker-placement phase where momentum is spent to gain access to stronger cards.
- deck thinning / card drafting — Between rounds, players thin their decks and draft better cards for future rounds.
- defense/dodge — Defenders can dodge or block; dodging avoids health loss and earns no momentum.
- kick out — Kick out cards can regain health and extend the bout.
- momentum as currency — Momentum is earned during exchanges and used to buy better moves between rounds.
- pin — Pin to reduce health to zero and win with a finishing attack.
- reversals — Reversals flip an opponent's attack back on them.
- round structure — Three attack opportunities and three defenses per round, with up to two cards retained between rounds.
- submission — Submit by discarding the final submission token to win.
Video topics + discussion points
Quotes (from this video)
- Get Over offers a new twist on the two-player deck building battle.
- The battle taking place card by card, back and forth, rather than the traditional deck building sequence of trying to combo big and powerful hands all at once.
- There's tension and anticipation as you build your deck and try to thin out the weak cards to ensure you're ready to attack, block, or kick out when you need to.
References (from this video)
- Fast, brutal two-player head-to-head with tight turn structure
- Clean, satisfying integration of work placement and deck-building
- Rich card interactions and meaningful follow-up attack bonuses
- Strong wrestling theme and retro-inspired art that supports the vibe
- Deliberate decision space with social-like mind games and bluff elements
- Prototype status means rules and components are in flux; numbered spaces missing
- Endgame can feel quick; deck length and health thresholds can compress rounds
- Deck-tracking and counting requirements can be fiddly (e.g., card counts, reshuffles)
- Balance around defense card limits may constrain long-term variety until finalized
- Wrestling competition with deck-powered moves and celebratory ring dynamics
- Two-player wrestling setting; deck-building and worker placement mechanics drive the action
- Competitive, tactical, cinematic feel with back-and-forth momentum
Mechanics (from transcript analysis)
- combat resolution — Attack/defend sequence with blocks, dodges, reversals, and follow-up attacks
- Deck Building — Draft and manage a deck of wrestling move cards; momentum to buy better cards
- deck-building — Draft and manage a deck of wrestling move cards; momentum to buy better cards
- Delayed Purchase — Blocking grants momentum used to buy cards; dodging skips momentum generation
- momentum economy — Blocking grants momentum used to buy cards; dodging skips momentum generation
- pin/submission mechanics — Certain cards can pin or force opponent losses via submission tokens, endgame conditions
- Worker Placement — Place workers on action spaces to improve stats, unlock buys, or advance a tracker
Video topics + discussion points
Quotes (from this video)
- There’s a lot of mind games there.
- The pace is almost reminiscent of a real fight.
- Stress fun.
- This is a prototype copy; things will change in the final version.
- I think it’s great at work placement if not simplistic.