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Early thoughts. Based on the board, leaflet and the cards revealed so far in marketing material, not the finished product. The kit may change before release, a ? marks an unconfirmed detail, and every read here is provisional.  Punch Punch Punch Juice Juice Fury
Status Effects Fuel Cell Positive status effect, Stack limit 2
- A player with this token may spend 1 to add 2 dmg to their Attack, or spend 2 to add 5 dmg to their Attack. Attack Modifier.
Suckerpunch Positive status effect, Stack limit 1
- When Attacked, a player with this token may spend it to deal 2 dmg to the Attacking player.
AbilitiesTurbo Fists Offensive (98.4% / 87.9% / 51.3%)  Deal 5 dmg   Deal 6 dmg    Deal 7 dmg
Powered Punch Offensive (26.1%)Needs Large straight - Gain Fuel Cell
- Deal 10 dmg
UpgradesPowered Punch II Hero Upgrade (2 CP)Needs a large straight - Gain Fuel Cell. Then deal 12 dmg.
Bubbling Anger II Hero Upgrade (2 CP)- Needs
    . - Gain Suckerpunch
- Deal 9 dmg
Two unnamed upgrades Hero Upgrade (cost ?)- ? (seven upgrades exist in the fan photo and five are named, so two have no readable title)
Guard Stance II Hero Upgrade (3 CP)- Roll 5 dice
- On
, gain Fuel Cell - Prevent 2 dmg per Fury
- If you did not roll any Fury, deal 2 dmg
Tempered Approach II Hero Upgrade (1 CP?)- ? (only fragments are readable, among them Gain Fuel Cell)
Hero CardsTop Off! CardRoll Phase Action, 1 CP, Attack Modifier Stop Hitting Yourself! CardRoll Phase Action, 2 CP - Play only after being Attacked.
- Prevent 3 incoming dmg
- Deal 2 dmg
Jack'd Hammer! CardRoll Phase Action, 2 CP, Attack Modifier - Your Attack becomes undefendable.
Winding Up! CardMain Phase Action, 1 CP Inner Coolant! CardMain Phase Action, 1 CP - Roll 1 die
- On
, gain 2 Fuel Cell - On any other outcome, Heal 3
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