How to play
One full life takes about 10–12 minutes. No account needed.
Life moves one turn at a time
Begin at age 12. One turn is one quarter of a year. There is no running clock and no speed button. Press when you are ready and see the result at once.
Four main buttons each turn
Train (choose punches, kicks, inside work or conditioning) · Rest to recover · Study/work to earn and live outside the ring · Visit someone, one of five people. Training too hard stacks fatigue, so mix in rest.
Visit people: five characters remember you
Kru Lerm, Phai Kaeng, family at home, Ton Kla and Sia Wat each have their own story. Help or not, accept offers or refuse them: relationships rise and fall and shape later events and the ending.
Watch the next-goal bar
The bar on screen shows age-based goals (like the wai khru showcase at 14 or the first temple fair fight at 18) and the turns remaining. Use your turns to prepare. Missing a goal is not game over; your life branches another way.
Fights: pick a move each turn
A bout has 5 rounds of 3 turns. Both fighters have HP and stamina, and each move costs different stamina. When stamina runs low you hit less accurately and less hard, and at zero you can only guard.
Read intent, pick the counter
The icon above your opponent shows whether they will punch, kick, work inside or guard. Kick beats punch, punch beats inside, inside beats kick: win the match-up for more damage, lose it for less. The intent can be “?” when a skilled opponent is feinting.
Status effects, knockdowns and scorecards
One heavy hit can leave you dazed with lower accuracy next turn. Elbows can open a cut that keeps bleeding, and the doctor may stop the fight. A big hit past a health threshold can cause a knockdown, and three knockdowns is a TKO. Every round has a scorecard, and after 5 rounds the total decides.
Fight yourself, let the coach decide, or skip
For regular bouts between goals you can fight yourself, let your corner coach pick moves quickly (auto), or skip to the result. Age-goal fights you must fight yourself.
Retire and read the report
At the end see your goal timeline, a closing line from each person, your ring name and three pillar grades, then share the card or start again.
Fight moves
| Move | Family | Base damage | Stamina | Accuracy |
|---|---|---|---|---|
| Punch | 4–5 | 3 | 80% | |
| Punch | 8–12 | 20 | 72% | |
| Kick | 10–14 | 23 | 68% | |
| Inside | 9–12 | 23 | 70% | |
| Inside | 12–17 | 26 | 52% | |
| Inside | 2–2 | 12 | 80% | |
| Punch | 18–23 | 40 | 65% | |
| Guard | 0 | +15 back | - |
Real damage scales with your skills, and the move screen shows the true numbers before you press.
Status effects
Dazed A heavy hit lowers your accuracy next turn.
Cut Keeps bleeding; enough cuts and the doctor may stop the bout.
Tired Low stamina means less accuracy and power.