HOW TO PLAY

DRAW A CARD. DO THE ACTION. HAVE FUN!

THE GOAL 

To get as many points as possible while doing the superhero action, exercise, or challenge described on each card. The main goal, of course, is to have fun with fitness!


BASIC RULES:

1. Place the shuffle deck of cards face down in the middle. 

2. Each player draws one card and places it in front of them, face up for all to see. You will either draw a Hero Card, Villain Card, or Mystery Card—all worth different point values. 

3. The person with the lowest card number starts the game by reading their card and performing the required action for 10 seconds. Any attempt at doing the action is sufficient. Make the game even more fun by cheering on the active player and doing a 10-second countdown!

4. Once the player completes the action, the card is put into their personal played pile. Gameplay continues clockwise. 

5. The first round is completed once every player has had a turn. For each round, all players draw another card, and the person with the lowest card number starts that round. 

6. The game is over once there are no longer enough cards for each player to have another round. Any extra cards go unplayed. Players add and subtract their points. 

Whomever has the most points wins the game!  

For more detailed game instructions, please download the PDF above. 


BUT WAIT...THAT’S NOT ALL! 

The Fit Heroes card game has dozens of fun variations to keep the game ever-changing and exciting for players of all ages, abilities, group sizes, and preferences! And, see why Mystery Swap Game and Fitness Story Game are the ultimate family-favorite variations! Check them out below!



GAME VARIATIONS

One Game Numerous Variations Unlimited Fun


Stop by often as we are always adding new and exciting variations! If you have a variation idea, we’d love to hear about it and add it to our growing list.  

Super Swap Game: Follow the regular game rules, but with one difference—swapping. When it’s a player’s turn, they can either keep and play their card or swap their card with any player who has not yet had a turn and play that card. Players only get one swap per turn. All players must accept a swap request from the player whose turn it is and must keep the swapped card unless other players request swaps with them later. The last player to go per round will not have the option to swap, as no players will be left to swap with.

Mystery Swap Game: Follow the Super Swap rules, but instead of placing drawn cards face up for all to see, players hold their card in their hands, hidden from the others. Players are not allowed to show others their card or say what card they have. Swaps become a mystery (and possibly risky). When swapping, make sure the other players can’t see which two cards are being swapped. Only the two players swapping will be able to see both cards. Once the active player has swapped, or has decided to keep their card, they turn it face up for all to see while doing the required action.

Speed Game: All players perform their specific card action at the same time.

Young Kids or Individual Game: Simply draw cards and do actions individually or as a group.

Classrooms and Large Group Game: Divide the classroom or group into two or three teams. Play as you would with individual players.

Fitness-Only Game: Decide how many seconds to perform each card’s actions (10–60 seconds). As a group, continuously draw cards and perform the required actions.

Shorter Game: The first player to get “5 points” wins. 

Longer Game: The first player to get “20 points” wins. Play with two decks. If playing with one deck, reshuffle all of the cards once they run out, and continue playing. 

Memory Game: Scatter, or line up, all the cards on the ground face down. The active player draws two cards from the spread out cards and places them face up for all to see. They decide which card they want to play and turn the unwanted card face down in the same spot. Players use their memories to remember which cards are where to choose or avoid drawing them.

P.E. Circuit Game: Scatter cards all over a large indoor or outdoor area to create “Fit Heroes circuits.” There is one card per circuit. In groups of 1-4, players run from circuit to circuit doing each cards’ action for a set amount of time. When it’s time to switch circuits, the teacher/moderator blows a whistle and players run to the next circuit. 

Fitness Story Game: Have players or teams select any 5-10 cards of their choosing. They will then use the cartoon pictures and descriptions on each card to create one long story. Writing it down is recommended. Using their imaginations, players make up their own storyline details and transitions, as they piece the cards together to create one continuous Fit Heroes adventure story. Once the story has been created and practiced, they can “perform” their Fitness Story for all to enjoy. 

The GAME that’s changing children’s lives!