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

What you are trying to do

ChainGrapplers is a two-player duel. Build stronger sequences than your opponent, create submission pressure, and leave them with bad options.

  1. Each player starts with 6 cards.
  2. The round opens with Takedown.
  3. On your turn, you may play up to 2 cards.
  4. Most cards follow the chain. Your card's Start color (top) must match the current card's Result color (bottom).
  5. If a player plays an offensive card, the opponent must answer with a defensive card that matches the color.
  6. At the end of your turn, you may draw 1 card (if you are not holding Fatigue, which prevents you from drawing new cards).
  7. If a submission is active, the defender must answer it with an escape or lose immediately.

How to Read a Card

Top color to bottom color

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 top to bottom 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

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 or lose immediately.

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 legal 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 legal 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, 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.