The bell rings. The fighter sits. Everyone looks at you.
The Cut Man is a short solo journaling RPG about pressure, responsibility, and the person in the corner who has to make the hard call when a fighter is hurt.
You are not the fighter.
You are not the trainer.
You are the cut man.
When your fighter comes back to the corner bleeding, swollen, shaken, and desperate, you have sixty seconds to act. Patch the cuts. Calm the panic. Make the adjustment. Hide the truth. Or throw the towel before it is too late.
One fight. Six rounds. Sixty seconds at a time.
Using a deck of playing cards, two six-sided dice, and a journal, you guide one fighter through a brutal fight night from the corner.
Each round brings new pressure: emotional swings, technical problems, punishment, injuries, and crisis moments. When damage happens, the game shifts into the Sixty Second Corner mini game. Draw three cards, choose two actions, and decide what matters most before the next bell rings.
Winning matters.
But survival matters too.
A standard deck of playing cards with Jokers
Two six-sided dice
A pencil
A journal or paper
45–60 minutes
Solo journaling RPG
Plays in about one hour
Cards, Jokers, and 2d6 mechanics
Damage and Momentum tracks
Three cut man traits: Hands, Calm, and Trust
Tense corner-work mini game
Legacy endings based on your choices
Printable fight tracker and play aid
The crowd remembers knockouts.
Fighters remember who kept them standing.
-
Book Size: 5.5×8.5
Pages: 40
Format: Softcover Zine
*Ships within 2-4 business days
The bell rings. The fighter sits. Everyone looks at you.
The Cut Man is a short solo journaling RPG about pressure, responsibility, and the person in the corner who has to make the hard call when a fighter is hurt.
You are not the fighter.
You are not the trainer.
You are the cut man.
When your fighter comes back to the corner bleeding, swollen, shaken, and desperate, you have sixty seconds to act. Patch the cuts. Calm the panic. Make the adjustment. Hide the truth. Or throw the towel before it is too late.
One fight. Six rounds. Sixty seconds at a time.
Using a deck of playing cards, two six-sided dice, and a journal, you guide one fighter through a brutal fight night from the corner.
Each round brings new pressure: emotional swings, technical problems, punishment, injuries, and crisis moments. When damage happens, the game shifts into the Sixty Second Corner mini game. Draw three cards, choose two actions, and decide what matters most before the next bell rings.
Winning matters.
But survival matters too.
A standard deck of playing cards with Jokers
Two six-sided dice
A pencil
A journal or paper
45–60 minutes
Solo journaling RPG
Plays in about one hour
Cards, Jokers, and 2d6 mechanics
Damage and Momentum tracks
Three cut man traits: Hands, Calm, and Trust
Tense corner-work mini game
Legacy endings based on your choices
Printable fight tracker and play aid
The crowd remembers knockouts.
Fighters remember who kept them standing.
-
Book Size: 5.5×8.5
Pages: 40
Format: Softcover Zine
*Ships within 2-4 business days