Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Neil Swint

Pages: 1 [2]
26
Professional Wrestling Discussion / FUNNY Wrestling Pictures
« on: July 12, 2011, 01:52:21 AM »
MOD EDIT - USER BEWARE - The URL below triggered my security software due to malware being present.

http://www.wrestlingforum.com/general-wwe/526065-funny-wrestling-pictures.html

93 pages in all. Page 2, Warrior/Hogan, LOL.

27
General Chat / FINAL ACT - Marvel/TCO SECRET WARGAMES II
« on: May 18, 2011, 02:41:02 PM »
http://www.youtube.com/watch?v=1ivzoOuUGQM

"I have returned. I have turned back time to your Earth year of 1986. The location where the ultimate battle will take place will be all of Manhattan. This time I will be involved. I will give myself what you terrestrials would call a "handi-cap", thus giving you a chance to best me in combat. The most powerful celestial and universal ones among you shall be barred from this contest, while all others living or dead shall be granted entry with but a thought. As I expend most of my power to time travel back to 1986, I will be unable to prevent MOLECULE MAN circa 1986 from being present. He is barred from competition, but I know he will try and interfere with my plans. An impenetrable force field in midtown will separate Upper and lower Manhattan. Each contestant will be automatically fitted with an indestructible and super power adaptive chest harness that can randomly transport its wearer from Upper to Lower Manhattan, but it will not always work. However my movement will be at my own whim. That should do it."
http://www.marvunapp.com/Appendix4/beyondersw7.jpg

HOW TO SELECT YOUR CHARACTERS
I am Uatu, the Watcher, I like to watch. PLEASE READ THE FOLLOWING carefully, as it will explain the character selection process that you MUST ADHERE TO. The characters below are organized into 2 different groups. There are Super Heroes and Super-Villains. A player may only select characters from one of these lists, NOT both. EACH PLAYER GETS TO SPEND UP TO 16 POINTS. A player can select ANY NUMBER of characters. After a player has selected their characters, if they have any points left they may spend the remainder of their points on POWER-UPS (POWER-UPS are listed below the characters). Characters have certain words after their listing (such as Agility, Intelligence, Strength). A character with Agility can ONLY be given Agility POWER-UPS, etc.


AS SOON AS 50 CHARACTERS HAVE BEEN SELECTED BY ANY NUMBER OF PLAYERS, The Match (from) Beyond begins! Any other players that ends up trying to join in will unfortunately be cut off. DO NOT SELECT CHARACTERS THAT HAVE ALREADY BEEN SELECTED BY SOMEONE ELSE AND DO NOT SELECT A 51ST CHARACTER! It is your job to look over and correct your choices if need be. If you do not The Beyonder may introduce you to a cosmic screw job.[/color]

BRIEF GAME MECHANICS OVERVIEW
Characters will be posted with 2 numbers, #/#. The first # is their hand size (HS), and the second # is their character value (CV). Did You Know: All characters, stats, and specials were taken and converted from Marvel Universe Series 1-4 Trading Cards and X-Men Series 1 Trading Cards!
The higher the HS the more damage a character can take before having to make a save roll (failed save rolls result in elimination), though a character with HS4 or less heals 1 damage at the end of each round (HS2 or less does this too but also has their save rating reduced). A character with HS5 can reroll their dice once each round, though this ability is canceled when attacking a character with HS6-7. A character with HS8+ has a small chance to avoid making a save roll altogether (they get to make a BBB roll before their save roll) while characters with HS8 possess the best chance to do this. Characters with HS11+ may take extra damage when being attacked (this is bad).
The higher a character's CV determines how easy it is for them to hit other characters and avoid being hit by other characters. The higher the better!
Recoveries can happen during SECRET WARGAMES. Characters with a lower CV have a better chance at recovering. Reroll counters may be given to characters during the course of SECRET WARGAMES through recoveries. Reroll counters act like a normal HS5 reroll ability, when used they are gone. Characters with HS0-1 begin with 2 reroll counters, HS3, 6, and 9 begin with 1 reroll counter.

During this contest characters will enter randomly into either Upper or Lower Manhattan at 1 minute intervals (each Manhattan section contains some of midtown). The Beyonder will also start in a random section of Manhattan. During the course of the match characters can move from Upper to Lower Manhattan through the use of their chest harness from Beyond which even I do not fully understand. The Beyonder tells me that it will focus in on the other contestants in the other part of Manhattan where the mover is moving to, thus one can run but no one can hide! When a character is KOd (or worse) they are eliminated from SECRET WARGAMES. The last character standing will be the winner of The Match (from) BEYOND!!!

28
Classic Raw Deal / Cardboard Currency
« on: March 22, 2011, 01:21:17 PM »
Does anyone know if all these cards are accounted for? Or are 1+ copies still floating around the ether in sealed packs? How many were there anyways?

Just wondering.

29
http://www.youtube.com/watch?v=YxYHN9-UOWM


It's ATLANTA. It's WRESTLEMANIA XXVII! It's the WWE/WCW BATTLEBOWL!!!
40 superstars will battle in 10 two-on-two texas tornado elimination style tag team matches. Teams will be randomly determined. If a wreslter is eliminated by pinfall or submission, they have to go back to the locker room. The last team standing (including any wrestler on that team that was eliminated) will advance to BATTLEBOWL!!!
BATTLEBOWL will consist of 20 superstars and 2 rings! 20 superstars start in RING 1. A wrestler is eliminated from RING 1 when they are thrown over the top rope into RING 2. A wrestler is eliminated from BATTLEBOWL when they are thrown over the top rope in RING 2 to the floor. Eventually there will be one wrestler left in RING 1 and one wrestler left in RING 2. At that point both superstars will meet in RING 1 in a sudden death over the top rope encounter to determine who is the king of the TCO WRESTLEMANIA XXVII BATTLEBOWL!!!

YOU DON'T HAVE TO KNOW OR DO ANYTHING TO PARTICIPATE IN THIS!!!! YOU the players just have to pick some wrestlers AND DO NOTHING BUT SIT BACK.

The prize for this event will be a full RAW DEAL Royal Rumble expansion set MINUS the ultra rares. You will however get A FLURRY OF FINISHERS and A BEATING YOU WILL NEVER FORGET! The perfect BATTLEBOWL prize!

HOW TO SELECT YOUR WRESTLERS
PLEASE READ THE FOLLOWING carefully, as it will explain the wrestler selection process that you MUST ADHERE TO. The 60 wrestlers below are organized into different groups. Each group is worth a different amount of points. EACH PLAYER GETS TO SPEND UP TO 12 POINTS. A player MUST select EXACTLY 2 wrestlers. After a player has selected their wrestlers, if they have any points left they may spend the remainder of their points on POWER-UPS (POWER-UPS are listed below the wrestler list). Remember, teams are determined randomly so the 2 wrestlers you pick are not guaranteed to be a team.
AS SOON AS 20 PLAYERS HAVE JOINED UP I will begin BATTLEBOWL! Any other players that end up trying to join in after the 20 mark will unfortuantely be cut off. DO NOT SELECT WRESTLERS THAT HAVE ALREADY BEEN SELECTED BY SOMEONE ELSE! It is your job to look over and correct your choices if need be. If you do not and you have selected a wrestler that has already been selected, or you have spent more than 12 points, or you have selected 3 or more wrestlers (exactly 2 please), I will keep you in BATTLEBOWL but I will alter your choices to your disadvantage. Don't screw yourself over.


Here's the mechanics to BATTLEBOWL (you don't need to read this, you should check the Royal Rumble rules in this forum for a number of changes that have been recently made):
Wrestlers will be posted with 2 numbers, #/#. The first # is their hand size (HS), and the second # is their superstar value (SV).
The higher the hand size the more hits a wrestler can take before having to make a save roll, though a wrestler with a HS of 4 or less removes 1 hit from themself at the end of each round and saves at 5+ if they would save at 6+ (2 or less HS saves at 4+ if they would save at 6+). If a wrestlers HS is a 5 that wrestler can reroll their dice once each round (which is huge), though the ability is cancelled if the wrestler attacks another wrestler with a HS of 6-7. If a wrestlers HS is 8+, then they are a tank or are a very skilled athlete. These wrestlers have a small chance to avoid making a save roll altogether, while wrestlers with a HS of exactly 8 possess the best chance to do this.
The higher a wrestlers superstar value is determines how easy it is for them to hit other wrestlers and avoid being hit by other wrestlers. The higher the better!
Wrestlers with a HS of 0-1 begin every game with 2 reroll counters. HS3, 6, and 9 wrestlers begin with 1 reroll counter. Reroll counters act like a normal reroll ability. When a counter is used it is removed from the wrestler that used it, multiple counters may be used in a row.
In Battlebowl, wrestlers that advance to the Battlebowl match that were not eliminated each gain 1 reroll counter. All advancing wrestlers remove all hits from themself.


Remember you are allowed to spend UP TO 12 POINTS, you must select exactly 2 wrestlers. HS increase abilities only effect BBB rolls.
1PT
-Alex Riley 6/1
selected-Brodus Clay 13/1
selected-Jey Uso 7/1
-Jimmy Uso 7/1
selected-JTG 5/1
selected-Yoshi Tatsu 7/1
selected-Zack Ryder 7/1


2PTS
selected-Billy Kidman 11/2
-Chavo Guerrero 6/2
selected-Dean Malenko 5/2
-DH Smith 8/2
selected-Dustin Rhodes 5/1 (may reroll his attacks vs HS 6-7 wrestlers)
selected-Evan Bourne 4/2
-Ezekiel Jackson 9/2
-Finlay 5/2
-Justin Gabriel 4/2
selected-Santino Marella 6/2 (Santino cannot reroll his attack roll when attacking by himself, if Santino rolls three+ 5s when attacking one wrestler by himself then that wrestler is automatically eliminated)
-Tyson Kidd 5/2
-Vladimir Kozlov 8/2


3PTS
selected-1-2-3 Kid 0/2 (HS=17 when attacking or being attacked)
selected-Alberto Del Rio 4/2 (Alberto becomes 8/4 while he has any reroll counters, when Alberto reverts to 4/2 remove 4 hits from him, when you select Alberto you cannot allocate any reroll counters to him)
-Chris Masters 4/3
-"Dashing" Cody Rhodes 5/3
selected-Dolph Ziggler 6/3 (when Dolph's RECOVERY ROLL sum is negative he gains 1 reroll counter, does not start with a reroll counter)
-Faarooq 12/3
selected-The Great Khali 8/2 (HS may =20 when being attacked)
-Hacksaw Jim Duggan 8/3
-IRS 6/3
selected-Jack Swagger 8/3
selected-John Morrison 7/3
-Mark Henry 10/3
-R-Truth 8/3
selected-William Regal 6/1 (SV=4 when being attacked)


4PTS
selected-Abdullah the Butcher 3/4
selected-Christian 6/4
selected-CM Punk 7/0 (SV=7 when being attacked, attacks against Punk may be rerolled)
selected-Daniel Bryan 5/3 (Daniel can reroll his RECOVERY ROLLS)
selected-DDP 7/4
-Drew McIntyre 7/2 (SV=6 when attacking by himself)
selected-Kofi Kingston 9/3 (Always gets to make a B(oom)B(oom)B(oom) roll regardless of opposing HS, does not start with a reroll counter)
-Ricky "the Dragon" Steamboat 7/4
selected-Sgt. Slaughter 7/3 (when Slaughter's RECOVERY ROLL sum is 1+ he may remove hits AND gain 2 reroll counters)
selected-Sheamus 8/2 (SV=6 when attacking by himself)
selected-Ted DiBiase Jr. 6/3 (removes 1 hit from himself at the end of each round, attacks against DiBiase may be rerolled)
selected-Vader 9/4
selected-Wade Barrett 11/3 (SV=6 vs Cena) (Wade does not add +1 to the hits he must take via the 11+ BBB rule)


5PTS
selected-Booker T 5/5
-Jerry Lawler 6/3 (SV=4 vs SV4 or 5 vs SV5 or 6 vs SV6, attacks against Lawler may be rerolled)
selected-The Miz 7/3 (HS=14 when being attacked and if Miz has 7 hits on himself, SV=7 when Miz has 7 hits on himself)
selected-Randy Orton 9/5 (SV=6 vs Cena or 7 vs HHH)
selected-Razor Ramon 7/4 (When Ramon rolls any number of 6s in an attack roll he does 1 extra hit, if he rolls no 6s in an attack roll he takes 1 hit, hits Ramon takes from this ability will not cause him to make a save roll)
selected-Rey Mysterio 8/4 (HS may =10 when being attacked)
-Roddy Piper 8/5


6PTS
selected-Big Show 6/5 (HS=10 when being attacked)
selected-Diesel 8/5 (When Diesel rolls any number of 6s in an attack roll he does 1 extra hit, if he rolls no 6s in an attack roll he takes 1 hit, hits Diesel takes from this ability will not cause him to make a save roll)
selected-Edge 6/5 (SV=6 vs Cena) (Makes a BBB roll using 2 dice if being attacked by any number of wrestlers with a combined SV of 5+, must roll any number of 5s and/or 6s to be successful, attacks against Edge may be rerolled)
selected-Kane 7/5 (HS may =8 or 9 when being attacked)


7PTS
selected-John Cena 6/6 (SV=7 vs SV7, attacks against Cena may be rerolled)

8PTS
selected-Triple H 7/7 (starts with 3 reroll counters, attacks against HHH may be rerolled)
selected-Undertaker 6/7 (SV=10 when being attacked by a non-SV7 wrestler, HS=10 when being attacked by an SV7 wrestler)



POWER-UPS
If you have any points left use them now! You can buy each power-up as many times as you want, points allowing. When you buy a POWER-UP you MUST immediately allocate it onto one of your wrestlers.

1 POINT - REROLL COUNTER
Acts like a normal reroll counter.

1 POINT - SECOND WIND
A wrestler can remove any number of these power-ups from themself before they attack. That wrestler immediately rolls 1D6 for each of these power-ups removed and then does the following for each roll (the entire roll can be rerolled):
1-2: Remove up to 1 hit from the wrestler
3-5: Remove up to 2 hits from the wrestler
6: Remove up to 3 hits from the wrestler

(at the start of a round after the round roll and any entrance, all HS 1-5 wrestlers may use SECOND WINDS immediately)

2 POINTS - CONTINUITY (do not allocate this POWER-UP to any of your wrestlers, it is in effect for the entire Battlebowl)
You cannot select CONTINUITY and RING GENERAL.
Whenever any of your wrestlers selects any other wrestler (owned by any player) to join in a double team attack, the double team succeeds on a roll of 3+. (This roll will always be 3+, it will never be 4+ or 2+).
If you select this POWER-UP, I will make your wrestlers try and double team more than usual (when it is not to your disadvantage).

2 POINTS - IT'S A LETHAL LOTTERY
Do not underestimate your chances of being eliminated automatically.
When this wrestler is automatically eliminated without being able to make a save roll, one of these power-ups is MAY BE immediately removed from this wrestler. If removed, this wrestler is no longer being eliminated and is immediately moved to the end of the ring and is declared DOWN BUT NOT OUT.

3 POINTS - ADRENALINE RUSH (do not allocate this POWER-UP to any of your wrestlers)
Whenever any of your wrestlers starts their turn, they may get an ADRENALINE RUSH (one of these POWER-UPS is then gone). Remove up to 1 hit from this wrestler. Before or after this wrestlers attack, the wrestler may move to the beginning or the end of the ring. For the remainder of the round no hits can be put on this wrestler, this wrestler cannot be eliminated, and this wrestlers hits on 4+!

3 POINTS - RING GENERAL (do not allocate this POWER-UP to any of your wrestlers, it is in effect for the entire Battlebowl)
Whenever any of your wrestlers try and empty the ring, the empty the ring attack succeeds on a roll of 2+.
If you select this POWER-UP, I will make your wrestlers try and empty the ring more than usual (when it is not to your disadvantage).

3 POINTS - SAVIOUR
When this wrestler is eliminated (not automatically), one of these power-ups MAY BE immediately removed from this wrestler. If removed, this wrestler is no longer being eliminated and is immediately moved to the end of the ring and is declared DOWN BUT NOT OUT. This wrestler immediately rolls 2D6 and removes a number of hits from themself equal to the lowest number just rolled (highest number is used if wrestler has HS0-5).

4 POINTS - LORD OF THE RING
When this wrestler is eliminated in ANYWAY, one of these power-ups MAY BE immediately removed from this wrestler. If removed, this wrestler is no longer being eliminated and is immediately moved to the start or the end of the ring and MAY be declared DOWN BUT NOT OUT.

30
http://www.youtube.com/watch?v=ZzRSXkbJWuk

DAMN YOU WWE for increasing the Rumble to 40 men (I disagree with the decision)! For everyone that played in the first Royal Rumble of 2011 and wants to play again (and for those of you that were shut out) here it is! The ONLY time I will ever run 2 Royal Rumbles on TCO during the same year, EVER (I don't care what the future holds!)

A number of changes have been made to the rules (though you will not find them on the Rumble Rules on TCO as I am still updating my files). I figure these big changes might as well be implemented for the first ever 40 man Royal Rumble on TCO!

YOU DON'T HAVE TO KNOW OR DO ANYTHING TO PARTICIPATE IN THIS!!!! YOU the players just have to pick some wrestler names AND DO NOTHING BUT SIT BACK, while I play out the TCO ROYAL RUMBLE REVENGE MATCH! Since you won't be controlling things this is where reading the Royal Rumble match posting becomes very exciting and fun.

The winner of the TCO ROYAL RUMBLE REVENGE MATCH will receive first pick of wrestlers for the event I will hold this April.

TCO ROYAL RUMBLE HALL OF FAME

2007 Online Royal Rumble Winner:
BATISTA (BENDER)

2008 Online Royal Rumble Winner:
THE BRITISH BULLDOG (thedemonkiller)

2009 Online Royal Rumble Winner:
RANDY ORTON (Randy_Trash)

2010 Online MEGA Royal Rumble Winner:
LEX LUGER (Phenominal1)

2011 Online Royal Rumble Winner:
BIG SHOW (DogTheUnemployed)

2011 Online Royal Rumble Revenge Winner:
? ? ?


HOW TO SELECT YOUR WRESTLERS
PLEASE READ THE FOLLOWING carefully, as it will explain the wrestler selection process that you MUST ADHERE TO.
- YOU MAY SPEND UP TO 12 POINTS. You MUST select 1-3 non-CORRE non-NEXUS wrestlers OR 1-3 CORRE wrestlers OR 1-3 NEW NEXUS wrestlers
- After you have selected your wrestlers, if you have any points left you may spend the remainder of your points on POWER-UPS (POWER-UPS are listed below the wrestler list).
- AS SOON AS 40 WRESTLERS HAVE BEEN SELECTED BY ANY NUMBER OF PLAYERS I will begin the TCO ROYAL RUMBLE REVENGE MATCH! Any other players that end up trying to join in will unfortunately be cut off.
- DO NOT SELECT WRESTLERS THAT HAVE ALREADY BEEN SELECTED BY SOMEONE ELSE AND DO NOT SELECT A 41ST WRESTLER! It is your job to look over and correct your choices if need be, otherwise I will and you probably won't like it.


NEXUS or AGAINST US
All CORRE and NEW NEXUS members will never attack each other unless there is no other choice. CORRE and NEW NEXUS members only fail to double team with each other on a roll of 1. CORRE and NEW NEXUS members cannot be involved in a double team attack with non-NEXUS members and vice-versa.

BRIEF GAME MECHANICS OVERVIEW (UPDATES HERE TO OLD RULES)
Wrestlers will be posted with 2 numbers, #/#. The first # is their hand size (HS), and the second # is their superstar value (SV).
- The higher the HS the more damage a wrestler can take before having to make a save roll (failed save rolls result in elimination).
- A wrestler with an HS of 4 or less removes 1 hit from themself at the end of each round and if they would save on 6+ they instead save on 5+ (4+ if they have HS2 or less).
- If a wrestlers HS is 5 that wrestler can reroll their dice once each round, though this ability cannot be used to reroll an attack roll VS. a wrestler with a HS of 6-7.
- HS5 wrestlers now cost 1 less point!!!
- A wrestler with a HS of 6-7 can gain 2 rerolls whem making a successful RECOVERY ROLL or when eliminating a wrestler (the previous limit for them was only 1).
- If a wrestlers HS is 8+, then they are a tank or are a very skilled athlete. These wrestlers have a small chance to avoid making a save roll altogether (they get to make a BBB roll before their save roll) wrestlers with a HS of 8 possess the best chance to do this. BBB rolls CANNOT be rerolled.
- Wrestlers with a HS of 11+ may take extra damage when being attacked (this is bad).
- The higher a wrestlers SV is determines how easy it is for them to hit other wrestlers and avoid being hit by other wrestlers. The higher the better!
- Recoveries can happen during the ROYAL RUMBLE. Wresters with a lower SV have a better chance at recovering. Reroll counters may be given to wrestlers during the course of the Royal Rumble through recoveries. Reroll counters act like a normal HS5 reroll ability, when used they are gone.
- Wrestlers with a HS of 0-1 begin with 2 reroll counters; HS3, 6, and 9 begin with 1 reroll counter.


Here they are, all possible TCO ROYAL RUMBLE REVENGE MATCH entrants. Remember you are allowed to spend UP TO 12 POINTS and you must select 1-3 non-CORRE non-NEXUS wrestlers OR 1-3 CORRE wrestlers or 1-3 NEW NEXUS wrestlers.
Some wrestlers may have the ability to increase their HS if they are attacking or being attacked. This is only for the purpose of making a BBB roll or for preventing another wrestler from making a BBB roll. The wrestlers printed HS is unchanged.

0PTS
selected-Trent Barreta 7/0
selected-Tyler Reks 9/0

1PT
-Alex Riley 6/1
-Curt Hawkins 7/1

-May be CORRE or non-NEXUS Darren Young 7/1
-Jey Uso 7/1
-Jimmy Uso 7/1
selected-JTG 5/1
selected-Yoshi Tatsu 7/1
selected-Zack Ryder 7/1

2PTS
-Beth Phoenix 7/3 (SV=1 when being attacked by a male, attacks against Beth may be rerolled)
-Chavo Guerrero 6/2
-DH Smith 8/2

selected-CORRE Ezekiel Jackson 9/2
selected-CORRE Heath Slater 7/2
selected-NEW NEXUS Husky Harris 10/2
selected-CORRE Justin Gabriel 4/2
selected-NEW NEXUS Mason Ryan 12/2
selected-NEW NEXUS Michael McGillicutty 5/2
selected-CORRE or NEW NEXUS Michael Tarver 8/2
-Primo Colon 2/2
selected-Santino Marella 6/2 (Santino cannot reroll his attack roll when attacking by himself, if Santino rolls three+ 5s when attacking one wrestler by himself then that wrestler is automatically eliminated)

selected-CORRE or NEW NEXUS Skip Sheffield 9/2
-Tyson Kidd 5/2
selected-Vladimir Kozlov 8/2

3PTS
selected-Alberto Del Rio 4/2 (Alberto becomes 8/4 while he has any reroll counters, when Alberto reverts to 4/2 remove 4 hits from him, when you select Alberto you cannot allocate any reroll counters to him)
selected-Chris Masters 4/3
selected-"Dashing" Cody Rhodes 5/3
-Drew McIntyre 7/2 (SV=6 when attacking by himself)

-NEW NEXUS David Otunga 6/3
selected-Dolph Ziggler 6/3 (when Dolph's RECOVERY ROLL sum is negative he gains 1 reroll counter, does not start with a reroll counter)
-IRS 6/3
-Jack Swagger 8/3
selected-John Morrison 7/3
selected-King Sheamus 8/2 (SV=6 when attacking by himself)
selected-Mark Henry 10/3
-R-Truth 8/3
selected-William Regal 6/1 (SV=4 when being attacked)

4PTS
selected-NEW NEXUS CM Punk 7/0 (SV=7 when being attacked, attacks against Punk may be rerolled) (Punk and Barrett can attack each other as if they were non-CORRE non-NEXUS.)
selected-Daniel Bryan 5/3 (Daniel can reroll his RECOVERY ROLLS)
selected-Kofi Kingston 9/3 (Always gets to make a B(oom)B(oom)B(oom) roll regardless of opposing HS, does not start with a reroll counter)
selected-Ted DiBiase Jr. 6/3 (removes 1 hit from himself at the end of each round, DiBiase can only gain up to 1 reroll counter each round)

selected-CORRE Wade Barrett 11/3 (SV=6 vs Cena) (Barrett does not add +1 to the hits he must take via the 11+ BBB rule) (Barrett and Punk can attack each other as if they were non-CORRE non-NEXUS.)
4PTS - SURPRISE ENTRANT
6 wrestlers left
You may spend 4PTS to get a surprise entrant. YOU CAN ONLY DO THIS ONCE!!! Each surprise entrant is non-CORRE non-NEXUS. You will get 1 random surprise entrant from a pool of 11 surprise superstars. You will not know who you have selected until you see them in the Rumble! You may allocate POWER-UPS to your surprise entrant.
You have a 64% chance of getting a surprise entrant worth LESS than 4PTS (though most of the low cost surprise entrants are worth exactly 3PTS). Surprise entrants have point totals ranging from 0-8PTS.

5PTS
selected-The Miz 7/3 (HS=14 when being attacked and if Miz has 7 hits on himself, SV=7 when Miz has 7 hits on himself)
selected-Randy Orton 9/5 (SV=6 vs Cena)
selected-Rey Mysterio 8/4 (HS may =10 when being attacked)

6PTS
selected-Big Show 6/5 (HS =10 when being attacked)
selected-Edge 6/5 (SV=6 vs Cena) (Edge always makes a BBB roll using 2 dice if being attacked by any number of wrestlers with a combined SV of 5+, Edge must roll any number of 5s and/or 6s to be successful, attacks against Edge may be rerolled)
selected-Kane 7/5 (HS may =8 or 9 when being attacked)

7PTS
selected-John Cena 6/6 (SV=7 vs SV7, attacks against Cena may be rerolled)



POWER-UPS
If you have any points left use them now! You can buy each power-up as many times as you want, points allowing. When you buy a POWER-UP you MUST immediately allocate it onto one of your wrestlers.

1 POINT - REROLL COUNTER
Acts like a normal reroll counter.

1 POINT - SECOND WIND
A wrestler can remove any number of these power-ups from themself before they attack (or make a NEXUS roll). That wrestler immediately rolls 1D6 for each of these power-ups removed and then does the following for each roll (the entire roll can be rerolled):
1-2: Remove up to 1 hit from the wrestler
3-5: Remove up to 2 hits from the wrestler
6: Remove up to 3 hits from the wrestler

(at the start of a round after the round roll, all HS 1-5 wrestlers may use SECOND WINDS immediately)

2 POINTS - LIVING IN A DREAM
Do not underestimate your chances of being eliminated automatically.
When this wrestler is automatically eliminated without being able to make a save roll, one of these power-ups is immediately removed from this wrestler. This wrestler is no longer being eliminated and is immediately moved to the end of the ring and is declared DOWN BUT NOT OUT.

2 POINTS - WWE UNIVERSE (do not allocate this POWER-UP to any of your wrestlers, it is in effect for the entire Rumble)
You may only select this POWER-UP if you have selected non-CORRE non-NEXUS wrestlers. You cannot select WWE UNIVERSE and RING GENERAL.
Whenever any of your wrestlers select any other wrestler (owned by any player) to join in a double team attack, the double team succeeds on a roll of 3+. (This roll will always be 3+, it will never be 4+ or 2+).
If you select this POWER-UP, I will make your wrestlers try and double team more than usual (when it is to your advantage).

3 POINTS - ADRENALINE RUSH (do not allocate this POWER-UP to any of your wrestelrs)
Whenever any of your wrestlers would take their turn, they may get an ADRENALINE RUSH (one of these POWER-UPS is then gone). Remove up to 1 hit from this wrestler. Before or after this wrestlers attack, the wrestler may move to the beginning or the end of the ring. For the remainder of the round no hits can be put on this wrestler, this wrestler cannot be eliminated, and this wrestlers hits on 4+!

3 POINTS - RING GENERAL (do not allocate this POWER-UP to any of your wrestlers, it is in effect for the entire Rumble)
Whenever any of your wrestlers try and empty the ring, the empty the ring attack succeeds on a roll of 2+.
If you select this POWER-UP, I will make your wrestlers try and empty the ring more than usual (when it is to your advantage).

3 POINTS - SAVIOUR
When this wrestler is eliminated (not automatically), one of these power-ups MAY BE immediately removed from this wrestler. If removed, this wrestler is no longer being eliminated and is immediately moved to the end of the ring and is declared DOWN BUT NOT OUT. This wrestler immediately rolls 2D6 and removes a number of hits from themself equal to the lowest number just rolled (highest number is used if wrestler has HS0-5).

4 POINTS - NEXUS OR AGAINST US (do not allocate this POWER-UP to any of your wrestlers)
You may only select this POWER-UP if you have selected CORRE or NEW NEXUS wrestlers.
Whenever any of your CORRE or NEW NEXUS wrestlers would take their turn, they may make a NEXUS roll instead by rolling 2D6 (one of these POWER-UPs is then gone). The CORRE or NEW NEXUS wrestler that made the roll removes hits from themself equal to the highest number rolled AND increases their SV by the lowest number rolled (this roll can be rerolled). The SV increase is gone once this CORRE or NEW NEXUS wrestler makes a SAVE ROLL.

4 POINTS - PREFERENTIAL TREATMENT (only one of these can be allocated to an individual wrestler)
Before the Royal Rumble begins, a wrestler with one of these power-ups will be given preferential treatment (the wrestler will enter the Royal Rumble randomly in spot #26-40)!

4 POINTS - RUMBLE ROYALTY
When this wrestler is eliminated in ANYWAY, one of these power-ups MAY BE immediately removed from this wrestler. If removed, this wrestler is no longer being eliminated and is immediately moved to the start or the end of the ring and MAY be declared DOWN BUT NOT OUT.

31
So bad, SO BAD! It is official on WWE's facebook page and it is being picked up by wrestling websites. I left a reply as SATURDAY NIGHT SLAMMSTER at a great wrestling board. I think 40 guys is a terrible idea.

http://wrestlingclassics.com/.ubb/ultimatebb.php?ubb=get_topic;f=1;t=114489


On that note, strictly for washing the horrible taste out of my mouth (and possibly coming to terms with this, and I hope the 40 is a temporary number for this year only)... ANYONE up for a:

TCO 40 MAN ONLINE ROYAL RUMBLE (this one would strictly be for bragging rights, and for helping me process this American tragedy)

32
Are you ready for that time of year on TCO that brings excitment like no other? IT'S THE 5th ANNUAL TCO ROYAL RUMBLE!!!! (This year with 100% more NEXUS).

YOU DON'T HAVE TO KNOW OR DO ANYTHING TO PARTICIPATE IN THIS!!!! YOU the players just have to pick some wrestler names AND DO NOTHING BUT SIT BACK, while I play out the 5th Annual TCO ROYAL RUMBLE! Since you won't be controlling things this is where reading the Royal Rumble match posting becomes very exciting and fun.

Here is the link to the last Royal Rumble held on TCO back at the start of 2010:
http://www.teamcanadaonline.net/index.php/topic,7281.0.html

Like always the winner of the TCO ROYAL RUMBLE will receive a FREE PRIZE. This year the Rumble prize is a very rare high gloss magazine (with a huge double sided color poster). This is vintage WWF from 1995. It is a sole feature on one of the gods of ROYAL RUMBLE history. He has had some part in every Royal Rumble PPV since 1989 (except for 2000, 2001, and 2002). He will be missed this year.
http://cgi.ebay.com/WWF-Shawn-Michaels-Spotlight-vol-27-Magazine-1995-WWE-/160524511754?pt=AU_Magazines&hash=item256001aa0a


TCO ROYAL RUMBLE HALL OF FAME

Inaugural Online Royal Rumble Winner:
BATISTA (BENDER)

2008 Online Royal Rumble Winner:
THE BRITISH BULLDOG (thedemonkiller)

2009 Online Royal Rumble Winner:
RANDY ORTON (Randy_Trash)

2010 Online MEGA Royal Rumble Winner:
LEX LUGER (Phenominal1)

2011 Online Royal Rumble Winner:
?


HOW TO SELECT YOUR WRESTLERS
PLEASE READ THE FOLLOWING carefully, as it will explain the wrestler selection process that you MUST ADHERE TO.
- YOU MAY SPEND UP TO 12 POINTS. You MUST select 1-3 non-NEXUS wrestlers or 1-3 NEXUS wrestlers.
- Daniel Bryan, Darren Young, and Wade Barrett may be non-NEXUS or NEXUS.
- After you have selected your wrestlers, if you have any points left you may spend the remainder of your points on POWER-UPS (POWER-UPS are listed below the wrestler list).
- AS SOON AS 30 WRESTLERS HAVE BEEN SELECTED BY ANY NUMBER OF PLAYERS I will begin the TCO 2011 ROYAL RUMBLE! Any other players that end up trying to join in will unfortunately be cut off.
- DO NOT SELECT WRESTLERS THAT HAVE ALREADY BEEN SELECTED BY SOMEONE ELSE AND DO NOT SELECT A 31ST WRESTLER! It is your job to look over and correct your choices if need be, otherwise I will and you probably won't like it.


NEXUS or AGAINST US
All NEXUS members will never attack each other unless there is no other choice. NEXUS members only fail to double team with each other on a roll of 1. NEXUS members cannot be involved in a double team attack with non-NEXUS members and vice-versa.

BRIEF GAME MECHANICS OVERVIEW (you don't need to know this, but it will give you an advantage)
Wrestlers will be posted with 2 numbers, #/#. The first # is their hand size (HS), and the second # is their superstar value (SV).
- The higher the HS the more damage a wrestler can take before having to make a save roll (failed save rolls result in elimination).
- A wrestler with an HS of 4 or less removes 1 hit from themself at the end of each round and their save rating is reduced by -1 (-2 if they have HS2 or less) (HS4 or less always saves at 3+ if they would save at less).
- If a wrestlers HS is 5 that wrestler can reroll their dice once each round, though this ability cannot be used to reroll an attack roll VS. a wrestler with a HS of 6-7.
- If a wrestlers HS is 8+, then they are a tank or are a very skilled athlete. These wrestlers have a small chance to avoid making a save roll altogether (they get to make a BBB roll before their save roll) wrestlers with a HS of 8 possess the best chance to do this. BBB rolls CANNOT be rerolled.
- Wrestlers with a HS of 11+ may take extra damage when being attacked (this is bad).
- The higher a wrestlers SV is determines how easy it is for them to hit other wrestlers and avoid being hit by other wrestlers. The higher the better!
- Recoveries can happen during the ROYAL RUMBLE. Wresters with a lower SV have a better chance at recovering. Reroll counters may be given to wrestlers during the course of the Royal Rumble through recoveries. Reroll counters act like a normal HS5 reroll ability, when used they are gone.
- Wrestlers with a HS of 0-1 begin with 2 reroll counters; HS3, 6, and 9 begin with 1 reroll counter.


Here they are, all 48 possible TCO ROYAL RUMBLE entrants. Remember you are allowed to spend UP TO 12 POINTS and you must select 1-3 non-NEXUS wrestlers or 1-3 NEXUS wrestlers.
Some wrestlers may have the ability to increase their HS if they are attacking or being attacked. This is only for the purpose of making a BBB roll or for preventing another wrestler from making a BBB roll. The wrestlers printed HS is unchanged.

0PTS
-Trent Barreta 7/0
selected -Tyler Reks 9/0

1PT
selected -Alex Riley 6/1
-Curt Hawkins 7/1

selected -NEXUS Darren Young 7/1
selected -Ezekiel Jackson 9/1
-Jey Uso 7/1
-Jimmy Uso 7/1
selected -Yoshi Tatsu 7/1
-Zack Ryder 7/1

2PTS
-Beth Phoenix 7/3 (SV=1 when being attacked by a male, attacks against Beth may be rerolled)
selected -Chavo Guerrero 6/2
-DH Smith 8/2

selected -NEXUS Heath Slater 7/2
selected -NEXUS Husky Harris 10/2
-JTG 5/1
selected -NEXUS Justin Gabriel 4/2
selected -NEXUS Michael McGillicutty 5/1
selected -NEXUS Michael Tarver 8/2
-Primo Colon 2/2
-Santino Marella 6/2 (Santino cannot reroll his attack roll when attacking by himself, if Santino rolls three+ 5s when attacking one wrestler by himself then that wrestler is automatically eliminated)

selected -NEXUS Skip Sheffield 9/2
-Vladimir Kozlov 8/2
3PTS
selected -Alberto Del Rio 4/2 (Alberto becomes 8/4 while he has any reroll counters, when Alberto reverts to 4/2 remove 4 hits from him, when you select Alberto you cannot allocate any reroll counters to him)
-Chris Masters 4/3

-NEXUS David Otunga 6/3
selected -Dolph Ziggler 6/3 (when Dolph's RECOVERY ROLL sum is negative he gains a reroll counter, does not start with a reroll counter)
selected -Jack Swagger 8/3
selected -John Morrison 7/3
-Mark Henry 10/3
selected -R-Truth 8/3
-Tyson Kidd 5/2
selected -William Regal 6/1 (SV=4 when being attacked)

4PTS
selected -NEXUS CM Punk 7/0 (SV=7 when being attacked, attacks against Punk may be rerolled) (If you select Punk you cannot select Barrett. Punk and Barrett can attack each other as if they were non-NEXUS.)
-"Dashing" Cody Rhodes 5/3
-Drew McIntyre 7/2 (SV=6 when attacking by himself)
selected -King Sheamus 8/2 (SV=6 when attacking by himself)
selected -Kofi Kingston 9/3 (Always gets to make a B(oom)B(oom)B(oom) roll regardless of opposing HS, does not start with a reroll counter)
selected -Ted DiBiase Jr. 6/3 (removes 1 hit from himself at the end of each round, attacks against DiBiase may be rerolled)

selected -NEXUS Wade Barrett 11/3 (SV=6 vs Cena) (Barrett does not add +1 to the hits he must take via the 11+ BBB rule) (If you select Barrett you cannot select Punk. Barrett and Punk can attack each other as if they were non-NEXUS.)
4PTS - SURPRISE ENTRANT
8 Entrants left
You may spend 4PTS to get a surprise entrant. YOU CAN ONLY DO THIS ONCE!!! Each surprise entrant is non-NEXUS. You will get 1 random surprise entrant from a pool of 11 surprise superstars. You will not know who you have selected until you see them in the Rumble! You may allocate POWER-UPS to your surprise entrant.
You have a 64% chance of getting a surprise entrant worth LESS than 4PTS (though most of the low cost surprise entrants are worth exactly 3PTS). Surprise entrants have point totals ranging from 0-8PTS.

5PTS
selected -NEXUS Daniel Bryan 5/3 (Daniel can reroll his RECOVERY ROLLS)
selected -The Miz 7/3 (HS=14 when being attacked and if Miz has 7 hits on himself, SV=7 when Miz has 7 hits on himself)
selected -Randy Orton 9/5 (SV=6 vs Cena)
-Rey Mysterio 8/4 (HS may =10 when being attacked)

6PTS
selected -Big Show 6/5 (HS =10 when being attacked)
-Edge 6/5 (SV=6 vs Cena) (Edge always makes a BBB roll using 2 dice if being attacked by any number of wrestlers with a combined SV of 5+, Edge must roll any number of 5s and/or 6s to be successful, attacks against Edge may be rerolled)
-Kane 7/5 (HS may =8 or 9 when being attacked)

7PTS
-John Cena 6/6 (SV=7 vs SV7, attacks against Cena may be rerolled)



POWER-UPS
If you have any points left use them now! You can buy each power-up as many times as you want, points allowing. When you buy a POWER-UP you MUST immediately allocate it onto one of your wrestlers.

1 POINT - REROLL COUNTER
Acts like a normal reroll counter.

1 POINT - SECOND WIND
A wrestler can remove any number of these power-ups from themself before they attack (or make a NEXUS roll). That wrestler immediately rolls 1D6 for each of these power-ups removed and then does the following for each roll (the entire roll can be rerolled):
1-2: Remove up to 1 hit from the wrestler
3-5: Remove up to 2 hits from the wrestler
6: Remove up to 3 hits from the wrestler

2 POINTS - JUST RUN
When this wrestler is automatically eliminated without being able to make a save roll, one of these power-ups is immediately removed from this wrestler. This wrestler is no longer being eliminated and is immediately moved to the end of the ring and is declared DOWN BUT NOT OUT.

2 POINTS - WWE UNIVERSE (do not allocate this POWER-UP to any of your wrestlers, it is in effect for the entire Rumble)
You may only select this POWER-UP if you have selected non-NEXUS wrestlers. You cannot select WWE UNIVERSE and RING GENERAL.
Whenever any of your wrestlers select any other wrestler (owned by any player) to join in a double team attack, the double team succeeds on a roll of 3+. (This roll will always be 3+, it will never be 4+ or 2+).
If you select this POWER-UP, I will make your wrestlers try and double team more than usual (when it is to your advantage).

3 POINTS - ADRENALINE RUSH
A wrestler may remove 1 of these power-ups from themself before they attack. Remove up to 1 hit from this wrestler. Before or after this wrestlers attack, the wrestler may move to the beginning or the end of the ring. For the remainder of the round no hits can be put on this wrestler, this wrestler cannot be eliminated, and this wrestlers SV is doubled!

3 POINTS - RING GENERAL (do not allocate this POWER-UP to any of your wrestlers, it is in effect for the entire Rumble)
Whenever any of your wrestlers try and empty the ring, the empty the ring attack succeeds on a roll of 2+.
If you select this POWER-UP, I will make your wrestlers try and empty the ring more than usual (when it is to your advantage).

3 POINTS - SAVIOUR
When this wrestler is eliminated (not automatically), one of these power-ups MAY BE immediately removed from this wrestler. If removed, this wrestler is no longer being eliminated and is immediately moved to the end of the ring and is declared DOWN BUT NOT OUT. This wrestler immediately rolls 2D6 and removes a number of hits from themself equal to the lowest number just rolled.

4 POINTS - NEXUS OR AGAINST US (do not allocate this POWER-UP to any of your wrestlers)
You may only select this POWER-UP if you have selected NEXUS wrestlers.
Whenever any of your NEXUS wrestlers would take their turn, they may make a NEXUS roll instead by rolling 2D6 (one of these POWER-UPs is then gone). The NEXUS wrestler that made the roll removes hits from themself equal to the highest number rolled AND increases their SV by the lowest number rolled (this roll can be rerolled). The SV increase is gone once this NEXUS wrestler makes a SAVE ROLL.

4 POINTS - PREFERENTIAL TREATMENT (only one of these can be allocated to an individual wrestler)
Before the Royal Rumble begins, a wrestler with one of these power-ups will be given preferential treatment (the wrestler will enter the Royal Rumble randomly in spot #20-30)!

4 POINTS - RUMBLE ROYALTY
When this wrestler is eliminated in ANYWAY, one of these power-ups MAY BE immediately removed from this wrestler. If removed, this wrestler is no longer being eliminated and is immediately moved to the end of the ring and is declared DOWN BUT NOT OUT.

33
http://www.youtube.com/watch?v=8ReWhx8X3iY
http://www.youtube.com/watch?v=l24bxhZ3kQ4

No ring... No ref... No rules... NO HOLDS BARRED!!!
The year is 1989. The Word Television Network's BATTLE OF THE TOUGH GUYS events have taken over! Rip and Zeus have battled countless foes to make it to the BATTLE OF THE TOUGH GUYS main event! Can you advance to take them on in a no holds barred contest! There will be 3 qualifying events that will lead to THE BATTLE OF THE TOUGH GUYS finals! They are:

Round 1: No Count Bar "TOUGH GUY" GAUNTLET
Round 2: Industrial Arena "TOUGH GUY" BOILER ROOM BRAWL
Round 3: Junkyard "TOUGH GUY" BATTLE ROYAL

The last 2 tough guys to survive each event will advance to the finals to meet Rip and Zeus in a wild anything goes battle! The last 2 tough guys in each event will still battle down to only 1 tough guy. The tough guy that wins will advance to the finals with all their hits removed! The tough guy that losses will advance with 1-3 of their hits removed!

YOU DON'T HAVE TO KNOW OR DO ANYTHING TO PARTICIPATE IN THIS!!!! YOU the players just have to pick sometough guys AND DO NOTHING BUT SIT BACK.

The prize for this event will be the NO HOLDS BARRED official film program from 1989!

HOW TO SELECT YOUR TOUGH GUYS
PLEASE READ THE FOLLOWING carefully, as it will explain the tough guy selection process that you MUST ADHERE TO. The tough guys below are organized into 8 different groups. Each group is worth a different amount of points, ranging from 1-8 points. EACH PLAYER GETS TO SPEND UP TO 12 POINTS. A player MUST select EXACTLY 3 tough guys. After a player has selected their tough guys, if they have any points left they may spend the remainder of their points on POWER-UPS (POWER-UPS are listed below the tough guys).
AS SOON AS 20 PLAYERS HAVE JOINED UP I will begin THE BATTLE OF THE TOUGH GUYS! Any other players that end up trying to join in after the 20 mark will unfortuantely be cut off.
DO NOT SELECT TOUGH GUYS THAT HAVE ALREADY BEEN SELECTED BY SOMEONE ELSE! It is your job to look over and correct your choices if need be. If you do not and you have selected a tough guy that has already been selected, or you have spent more than 12 points, or you have selected 4 or more wrestlers (exactly 3 please), I will keep you in the BATTLE but I will alter your choices to your disadvantage. Don't screw yourself over.


GAMEPLAY OVERVIEW
As SOON as you sign up please post all your picks in a normal reply. But PM me one of your tough guy names, also if you want that tough guy to use any (or all) of the power ups you have PM me what power ups you want that tough guy to use. REMEMBER once you assign a power up it's GONE, even if it is not used during that particular event!!! REMEMBER to PM me this info, don't post it, if you post it I will use the info posted but all the other players will see what you have picked and can now tailor their picks for that round against you if they so desire!

If a player does not PM me within 2 days of all 20 players signing up, then I will decide RANDOMLY what tough guy they are using for that Round and what power ups (if any).

Round 1 is a Gauntlet match in the No Count Bar! Two random tough guys will start off in the makeshift ring. When a tough guy is eliminated in anyway, they are eliminated and are immediately replaced by the next random tough guy in the que. The tough guy that scored the elimination may give themself 1 reroll counter if their HS is 7 or less, or they may remove hits from themself equal to the eliminated tough guy's SV. This match will go until only two tough guys remain! Both will advance to the finals, but only one will advance in good health!
There is one NPC tough guy involved in round 1:
- Neanderthal 12/3

Round 2 works just like Round 1. At the start of Round 2 I will request that each player PM me again, this time with the name of a tough guy they have yet to PM me (and any or all power-ups, remember once applied a power-up is gone). Once I make this request players will have 2 days to PM me, after this I will choose RANDOMLY for players that have not PMed me.
Note that in the BOILER ROOM BRAWL, when a tough guy is in the BOILER ROOM they will recieve 1 hit at the start of their turn if doing so will not exceed their HS. There is one NPC tough guy involved in round 2:
- Lugwrench Perkins 16/0

In Round 3 I will enter each player's tough guy into the Battle Royal that they have yet to use. Once I announce the start of Round 3 players will have the normal 2 days to PM me. Only PM me if there are power-ups you have that you do not want to use, otherwise all remaining power-ups will be used during round 3. After 2 days Round 3 will begin.

After Round 3 there could be up to 6 TOUGH GUY qualifying winners. All of these winners will advance and meet Rip and Zeus in the Main Event!!! Rip 9/7 (SV=8 vs Andre) and Zeus 13/3 (SV=7 vs Rip). In the BATTLE OF THE TOUGH GUYS main event, all qualifiying tough guys and Rip and Zeus will wage war in a no holds barred match inside an octagonal ring! Rip will always attack Zeus when able, and vice-versa. There are no automatic eliminations in this round, instead those rolls just do damage like normal. If a tough guy has to make a save roll as a result of such a roll, then that tough guys save rating is +1 for that roll. When a tough guy is thrown of the ring in anyway, pinned, or made to submit, that tough guy is eliminated and the match continues until only 1 tough guy remains. The sole remaining tough guy is the winner of TCO/s BATTLE OF THE TOUGH GUYS!

Here's the mechanics to BATTLE OF THE TOUGH GUYS (you don't need to read this):
Wrestlers will be posted with 2 numbers, #/#. The first # is their hand size (HS), and the second # is their superstar value (SV).
The higher the hand size the more hits a wrestler can take before having to make a save roll, though a wrestler with a hand size of 4 or less removes 1 hit from themself at the end of each round (2 or less hand size does this too but also always saves on 3+). If a wrestlers hand size is a 5 that wrestler can reroll their dice once each round (which is huge), though the ability is cancelled if the wrestler is up against another wrestler with a hand size of 6 or 7. If a wrestlers hand size is 8+, then they are a tank or are a very skilled athlete. These wrestlers have a small chance to avoid making a save roll altogether, while wrestlers with a hand size of exactly 8 possess the best chance to do this.
The higher a wrestlers superstar value is determines how easy it is for them to hit other wrestlers and avoid being hit by other wrestlers. The higher the better!
Wrestlers with a HS of 0-1 begin every game with 2 reroll counters. HS3, 6, and 9 wrestlers begin with 1 reroll counter. Reroll counters act like a normal reroll ability. When a counter is used it is removed from the wrestler that used it, multiple counters may be used in a row.


Remember you are allowed to spend UP TO 12 POINTS, you must select exactly 3 tough guys.
1989 TOUGH GUY ROSTER
1PT
selected-Barry Horowitz 7/1
selected-Boris Zhukov 9/1
selected-Brock Chisler 7/1 (cannot be used during Round 3: Junkyard)
selected-Brooklyn Brawler 6/1
selected-Bulldog McPherson 8/1 (cannot be used during Round 3: Junkyard)
selected-Jim Powers 7/1
selected-Klondike Kramer 6/1 (cannot be used during Round 3: Junkyard)
selected-Rebar Lawless 11/1 (can only be used during Round 3: Junkyard)
selected-Red Rooster 2/1
-Short Headbanger 8/1 (can only be used during Round 1: No Count Bar)
selected-Virgil 7/1 (SV=3 vs DiBiase)

2PTS
selected-Akeem 11/2
selected-Ax 9/2
selected-Barbarian 9/2
selected-Big Headbanger 10/2 (can only be used during Round 1: No Count Bar)
selected-Bobby “The Brain” Heenan 0/3
selected-Butch 6/2
selected-Dino Bravo 9/2
selected-The Genius 8/2
selected-Hercules 9/2
selected-Jacques Rougeau 9/2
selected-Luke 6/2
-Mr. Fuji 1/2
selected-Paul Roma 7/2
selected-Raymond Rougeau 7/2
selected-Smash 9/2
selected-Rugged Ronnie Garvin 4/2 (SV=3 vs Valentine)
selected-Tugboat 14/2
selected-Warlord 9/2

3PTS
selected-Arn Anderson 4/3
selected-Bad News Brown 8/3
selected-Big Boss Man 8/3
selected-Brutus "the Barber" Beefcake 7/3
selected-Earthquake 15/3
selected-Greg "the Hammer" Valentine 8/3
selected-Hacksaw Jim Duggan 8/3
selected-Haku 8/3
selected-Hillbilly Jim 8/3
selected-Jim "the Anvil" Neidhart 6/3
selected-Koko B. Ware 6/3
selected-Marty Jannetty 3/3 (SV=5 vs Michaels)
selected-Nikolai Volkoff 8/3
selected-Rick Martel 7/3
selected-Superfly Jimmy Snuka 8/3 (SV=5 vs Piper)
selected-Tito Santana 7/3
selected-Tully Blanchard 4/3
selected-“The Widow Maker” Barry Windham 8/3

4PTS
selected-Dusty Rhodes 7/4 (SV=6 vs Savage)
selected-Gorilla Monsoon 10/4
selected-Jesse “The Body” Ventura 10/5 (Cannot Recover)
selected-"The Million Dollar Man" Ted DiBiase 6/3 (removes 1 hit from himself at the end of each round, or removes 2 hits if he has the lowest SV in the ring and Roberts is not in the ring, DiBiase cannot RECOVER, reroll abilities are not cancelled by DiBiase)
selected-Mr. Perfect 10/3 (remove exactly 1 hit from Perfect whenever he rolls any number of 6s to attack, Perfect can only RECOVER if he has the lowest SV in the ring)
selected-Ravishing Rick Rude 7/4 (SV=5 vs Piper or 6 vs Warrior)

5PTS
selected-Blue Blazer 5/4 (SV=6 vs Bret or HBK)
selected-Honky Tonk Man 5/3 (reroll ability cannot be cancelled)
selected-Jake “the Snake” Roberts 7/4 (Always hits on 5+ if attacking by himself)
selected-Roddy Piper 8/5 (SV=6 vs Bret or Savage or 7 vs Rip)

6PTS
selected-"Macho Man" Randy Savage 7/6 (SV=7 vs Rip or 8 vs Andre)
selected-Ultimate Warrior 8/6 (SV=7 vs Rip or 8 vs Andre)

7PTS
selected-Bret "Hitman" Hart 5/6 (SV=7 vs Rip)
8PTS
selected-Andre "the Giant" 8/8
selected-Shawn Michaels 5/5 (SV=6 vs SV6 or 7 vs SV7 or 8 vs SV8)


POWER-UPS
If you have any points left use them now! You can buy each power-up as many times as you want, points allowing. When you buy a POWER-UP you MUST immediately allocate it onto one of your wrestlers.

1PT - REROLL
Acts like a normal reroll counter.

1PT - SECOND WIND
A tough guy can remove any number of these power-ups from themself before they attack. That tough guy immediately rolls 1D6 for each of these power-ups removed and then does the following for each roll:
1-2: Remove up to 1 hit from the tough guy
3-5: Remove up to 2 hits from the tough guy
6: Remove up to 3 hits from the tough guy
(note that any ONE or ALL of these dice can be rerolled by an HS5 wrestler if that wrestler chooses to use their reroll ability to do so)

2TS - SOME ROLLS BARRED
When a tough guy is automatically eliminated without being able to make a save roll, one of these power-ups is immediately removed from that tough guy. That tough guy is no longer being eliminated and is immediately moved to the end of the ring and is declared DOWN BUT NOT OUT.

3PTS - JOCK ASS!
A tough guy can remove 1 of these power-ups from themself before they attack. For the remainder of the round no hits can be put on this tough guy, this tough guy cannot be eliminated, and this tough guy's SV is doubled!

3PTS - RIP 'EM OFF
As soon as one of your tough guys enters a GAUNTLET or BOILER ROOM BRAWL you may immediately use any number of these power-ups one at a time. When used the power-up is lost, roll 1d6. If 1-2 is rolled, nothing happens. If 3-6 is rolled, roll 1d13 (12 sided die is rolled, 1 is added to the roll). Whatever your total is (2-13) you may immediately move your tough guy ahead in the que by exactly that many spaces. If this would cause your tough guy to move past the last tough guy, your tough guy is now the last tough guy.
All of these dice rolls can be rerolled with reroll counters ONLY. HS5 tough guys cannot reroll these rolls.
 
4TS - TOUGH GUY
When a tough guy is eliminated in anyway, one of these power-ups may be immediately removed from that tough guy. That tough guy is no longer being eliminated and they may be immediately moved to the end of the ring and declared DOWN BUT NOT OUT.

34
The link is for my youtube video, check it out and help get a great JAWS card game out there:

http://www.youtube.com/watch?v=cOY0a1ArJj4

35
http://www.youtube.com/watch?v=Y5-J1GwzHaU

"I have returned, I am from beyond. You may call me, THE BEYONDER. I have reflected at length about the wrestling match I had against The Thing long ago (see THING #30, http://www.marvunapp.com/Appendix4/beyondersw11.jpg). It was good, it was right. I have risen again now for only one purpose. To hold the most awesome wrestling contest in the universe! You are now hearing me telepathically, all super heroes, super-villains, and cosmic beings across the cosmos, living and dead. I have created two adamantium/vibranium wrestling rings. Each is 500 square feet, they are both adjacent to one another and both hover over the middle of the Atlantic Ocean. If you DESIRE to join, so you shall. All participants can earn extra power or my favor, for a price! The last being left standing will be the winner, all others will be cast out of the ring into the ocean where they will promptly be returned from whence they came as they were. The winner shall recieve all that they desire (in the form of 162 miscellaneous Marvel Universe Series 1-3 trading cards, see it was my birthday recently and I got all the sets off ebay so these are my extras that I am unloading FOR FREE, I'm so generous, omnipotent, handsome, and The Collector didn't want them). I now wait above the Atlantic Ocean over the two massive gleaming rings to take in this massive event. My slave, I mean scribe, Uatu The Watcher will now explain the finer points to you."

HOW TO SELECT YOUR CHARACTERS
I am Uatu, the Watcher, I like to watch. PLEASE READ THE FOLLOWING carefully, as it will explain the character selection process that you MUST ADHERE TO. The characters below are organized into 2 different groups. There are Super Heroes and Super-Villains. A player may only select characters from one of these lists, NOT both. EACH PLAYER GETS TO SPEND UP TO 16 POINTS. A player can select ANY NUMBER of characters. After a player has selected their characters, if they have any points left they may spend the remainder of their points on POWER-UPS (POWER-UPS are listed below the characters). Characters have certain words after their listing (such as Agility, Intelligence, Strengh). A character with Agility can ONLY be given Agility POWER-UPS, etc.


AS SOON AS 50 CHARACTERS HAVE BEEN SELECTED BY ANY NUMBER OF PLAYERS, The Match (from) Beyond begins! Any other players that ends up trying to join in will unfortuantely be cut off. DO NOT SELECT CHARACTERS THAT HAVE ALREADY BEEN SELECTED BY SOMEONE ELSE AND DO NOT SELECT A 51ST CHARACTER! It is your job to look over and correct your choices if need be. If you do not and you have selected a character that has already been selected, or you have spent more than 16 points, or if you have selected a 51st+ character, The Beyonder may introduce you to a cosmic screw job.[/color]

BRIEF GAME MECHANICS OVERVIEW
Characters will be posted with 2 numbers, #/#. The first # is their hand size (HS), and the second # is their character value (CV). Did You Know: All characters, stats, and specials were taken and converted from Marvel Universe Series 1-3 Trading Cards!
The higher the HS the more damage a character can take before having to make a save roll (failed save rolls result in elimination), though a character with HS4 or less heals 1 damage at the end of each round (HS2 or less does this too but also always has their save rating reduced by 1, they always save at a minimum of 3+). A character with HS5 can reroll their dice once each round, though this ability is cancelled when attacking a character with HS6-7. A character with HS8+ has a small chance to avoid making a save roll altogether (they get to make a BBB roll before their save roll) while characters with HS8 possess the best chance to do this. Characters with HS11+ may take extra damage when being attacked (this is bad).
The higher a character's CV determines how easy it is for them to hit other characters and avoid being hit by other characters. The higher the better!
Recoveries can happen during SECRET WARGAMES. Characters with a lower CV have a better chance at recovering. Reroll counters may be given to characters during the course of SECRET WARGAMES through recoveries. Reroll counters act like a normal HS5 reroll ability, when used they are gone. Characters with HS0-1 begin with 2 reroll counters, HS1, 3, and 6 begin with 1 reroll counter.

During this contest characters will enter a random ring one at a time at 1 minute intervals. During the course of the match characters can move from ring to ring. When a character is throw out of a ring into the Atlantic Ocean they are eliminated from SECRET WARGAMES. The last character standing will be the winner of The Match (from) BEYOND!!!


The official Theme Song of SECRET WARGAMES
http://www.youtube.com/watch?v=-lnorVEvF40

Click on the link below to be taken to the character lists posted below in this thread:
http://www.teamcanadaonline.net/index.php/topic,7536.msg96814.html#msg96814

36
RawDealMania: Clash of the Champions. Clash of the Champions was a NWA/WCW event that started on March 27th 1988, and was last run during 1997. I thought the name figured well for a tournament event, so here it is! Unlike previous events, the prize for this event will not be a material one, but the winner will get to pick first when the June 2nd No Holds Barred event rolls around.

The entrants are made up from actual constructed Raw Deal decks I have. This event will have the decks play out against one another. The rules (which you need not know) will have this play quick and fast and the playing field is made pretty even, though higher point wrestlers do have an edge.

YOU DON'T HAVE TO KNOW OR DO ANYTHING TO PARTICIPATE IN THIS!!!! YOU the players just have to pick some wrestler names AND DO NOTHING BUT SIT BACK.

HOW TO SELECT YOUR WRESTLERS
PLEASE READ THE FOLLOWING carefully, as it will explain the wrestler selection process that you MUST ADHERE TO. The 162 wrestlers below are organized into 8 different groups. Each group is worth a different amount of points, ranging from 1-8 points. EACH PLAYER GETS TO SPEND UP TO 8 POINTS. A player MUST select 1-3 wrestlers ONLY. After a player has selected their wrestler(s), if they have any points left they may spend the remainder of their points on POWER-UPS (POWER-UPS are listed below the 162 wrestlers).
AS SOON AS 32 WRESTLERS HAVE BEEN SELECTED BY ANY NUMBER OF PLAYERS I will begin RawDealMania: Clash of the Champions! Any other players that end up trying to join in will unfortuantely be cut off.
DO NOT SELECT WRESTLERS THAT HAVE ALREADY BEEN SELECTED BY SOMEONE ELSE AND DO NOT SELECT A 33RD WRESTLER! It is your job to look over and correct your choices if need be. If you do not and you have selected a wrestler that has already been selected, or you have spent more than 8 points, or you have selected 4 or more wrestlers (1-3 please), or if you have selected a 33rd wrestler, I will keep you in the tourney but I will alter your choices to your disadvantage. Don't screw yourself over.


BRIEF TOURNAMENT OVERVIEW
This tournament will consist of games of Raw Deal being played. The rules and deck construction changes I have made makes the game play faster, adds another element of randomness, the playing field is much more even, and there is no pre-match, but there is mid-match. Other than that, all normal Raw Deal rulings apply. In each match up I will be playing a random superstar against my friend who will be playing the other superstar. We are both good players, and like I said the playing field has been made pretty even, so anything can happen!

The starting tournament bracket will be randomly determined. During the first and second round, count-outs and DQs are in effect. During the third and fourth round, DQs are in effect. During the fifth and final round, there are no count-outs or DQs and it is best 2-out-of-3 falls. The final round will be run and the results posted a few days before WrestleMania XXVI. Winners will advance (with their arsenal replenished) and losers will be eliminated.


Here they are, all 162 possible RawDealMania: Clash of the Champions entrants. Remember you are allowed to spend UP TO 8 POINTS, you must select 1-3 wrestlers. Don't screw up your selection process. If you mess up fix it. If you do not fix it in time before I catch it you won't enjoy yourself.


1PT
-Al Snow OR Skinner
selected -A-Train OR Big Boss Man
-Balls Mahoney
selected -Bobby Heenan (no enforcer, starting hand size =8)
selected -CM Punk OR Tito Santana
-Doink
-D-Von Dudley OR Bad News Brown
selected -Eddie Guerrero OR Jimmy Snuka
selected -Evan Bourne (Kenny)
-Funaki
selected -Gene Snitsky OR Adam Bomb
-Goldust OR Cody Rhodes OR Dusty Rhodes
-Heidenreich OR Ludvig Borga
-The Hurricane
selected -Jamie Noble OR Taka Michinoku
selected -Kevin Thorn
selected -Kofi Kingston (Nicky)
-Marcus Cor Von OR Ahmed Johnson
-Matt Striker OR IRS
-Primo Colon OR Super Crazy (Mexicools)
selected -Raven OR The Miz
selected -Rene Dupree OR Dino Bravo
selected -Rhyno
-Sandman
-Spike Dudley
-Stevie Richards (RTC)
selected -Tajiri
-The Boogeyman OR Papa Shango
-Tommy Dreamer
-Viscera OR Earthquake
selected -William Regal OR Kerry Von Erich


2PTS
-B.A. Billy Gunn OR Marty Jannetty
-Buh-Buh Dudley
-Charlie Haas OR Santino Marella (Team Angle)
-Chavo Guerrero
selected -Elijah Burke OR Koko B. Ware
-Finaly OR Ronnie Garvin OR Sheamus
selected -John Morrison (MNM)
-Matt Hardy
-Rick "The Model" Martel (Homemade superstar)
selected -Road Dogg OR Jim "The Anvil" Neidhart
-Tazz
selected -Test OR Marc Mero (Revolution superstar)
-The Great Khali OR Giant Gonzalez
-Vladimir Kozlov (Homemade superstar)
-X-Pac OR 1-2-3 Kid


3PTS
-Carlito OR Savio Vega
selected -Chris Benoit
-Chris Masters OR Hercules
-Chyna OR Beth Phoenix OR Jazz
selected -Eugene OR George Steele
-Faarooq
-Hacksaw Jim Duggan (Homemade superstar)
-Honky Tonk Man (Homemade superstar)
-Iron Sheik (Homemade superstar)
-JBL
-Jeff Hardy
-Jerry Lawler OR Harley Race
-JYD OR British Bulldog OR Jack Swagger
selected -Ken Kennedy OR Bob Backlund
-King Kong Bundy OR Mark Henry (Homemade superstar)
-Lashley
-Nickolai Volkoff OR Hillbilly Jim (Homemade superstar)
-Paul Orndorff (Homemade superstar)
-Rick Steiner (APA)
-R-Truth (Dudley Boyz)
selected -Sabu
-Sgt. Slaughter
selected -Shane McMahon
-Shelton Benjamin OR D-Lo Brown
selected -$$$ Ted DiBiase OR Ted DiBiase Jr.
selected -Umaga OR Kamala


4PTS
-Bam Bam Bigelow (Homemade superstar)
-Big Poppa Pump
-Big Show OR Big John Studd
-Brock Lesnar OR Dan Severn
-Chris Jericho OR Owen Hart (throwback superstar)
-Christian
selected -Edge (throwback superstar)
-Jake "The Snake"
-Mankind OR Cactus Jack
selected -Randy Orton
-Rey Mysterio
selected -Ric Flair OR Greg "The Hammer" Valentine
-Ricky "The Dragon" Steamboat (Homemade superstar)
-Rikishi OR Yokozuna
selected -Rob Van Dam
-Terry Funk
-Vader (Homemade superstar)
selected -Vince McMahon


5PTS
-Batista
-Booker T OR MVP
-Diesel OR Razor Ramon (Hall 'n' Nash)
-Goldberg
-Kane
-Kurt Angle OR Ken Shamrock
-Lex Luger (Homemade superstar)
-The Rock
-Rowdy Roddy Piper OR Brutus "The Barber" Beefcake OR Drew McIntyre
-Shawn Michaels
-Sid (Homemade superstar)


6PTS
selected -Bret "Hitman" Hart (Homemade superstar)
-John Cena
-Randy Savage (Homemade superstar)
selected -Ultimate Warrior (Homemade superstar)


7PTS
-Hulk Hogan
-Triple H (Revolution superstar)
-Undertaker (Revolution superstar)


8PTS
-Andre "the Giant"
-Steve Austin (Revolution superstar)



POWER-UPS
If you have any points left use them now! You can buy each power-up as many times as you want, points allowing. When you buy a POWER-UP you MUST immediately allocate it onto one of your wrestlers.

1 POINT - RECOVERY
A wrestler can remove any number of these power-ups from themself at the same time on their turn before their draw segment. That wrestler immediately does one of the following effects for each power-up removed: 1 - The wrestler takes up to 3 random cards from their ringside pile. The selected cards are shuffled together and placed face down on the bottom of the wrestler's arsenal. 2 - The wrestler may draw 1 card and then discard 1 card.

2 POINTS - BAD OFFICIATING
If a wrestler with this power-up losses via count-out, DQ, or by pinfall (via a card effect), one of these power-ups is immediately removed from the wrestler. That wrestler does not lose the match, the current turn ends and the wrestler takes 3 random cards from their ringside pile and places them face down on the bottom of their arsenal.

3 POINTS - ADRENALINE RUSH
A wrestler can remove any number of these power-ups from themself anytime during their turn (if a card has been played it must resolve first). That wrestler immediately takes up to 10 random cards from their ringside pile for each power-up removed. The selected cards are shuffled together and placed face down on the bottom of the wrestler's arsenal.

4 POINTS - RAW DEAL
If a wrestler with this power-up losses via pinfall, one of these power-ups is immediately removed from the wrestler. That wrestler does not lose the match, the current turn ends and the wrestler takes 8 random cards from their ringside pile and places them face down on the bottom of their arsenal.

37
TCO... IS BACK!!!
TCO was down during January during the 2010 Royal Rumble, so what better way to welcome TCO back then by holding a ROYAL RUMBLE. The 2010 MEGA ROYAL RUMBLE. The entrants are made up from the wrestlers that started Royal Rumbles and won them from 1988-2010! I was going for a start up and winning theme to coincide with the epic win of the TCO relaunch. Including some question marks (like Vader and Fake Diesel (Kane) from 1997, and Big Show from 2000). YOU DON'T HAVE TO KNOW OR DO ANYTHING TO PARTICIPATE IN THIS!!!! YOU the players just have to pick some wrestler names AND DO NOTHING BUT SIT BACK, while I play out the 2010 MEGA Royal Rumble and write up a detailed report of what happened and post it right here. Since you won't be controlling things this is where reading the post becomes very exciting and fun.

The FREE PRIZE for the winner:
http://cgi.ebay.com/Vintage-1990-WWF-WWE-Royal-Rumble-Pinback-Button_W0QQitemZ270519373059QQcmdZViewItemQQptZUS_SM_Fan_Shop?hash=item3efc360d03

TCO ROYAL RUMBLE HALL OF FAME

Inaugural Online Royal Rumble Winner:
BATISTA (BENDER)

2008 Online Royal Rumble Winner:
THE BRITISH BULLDOG (thedemonkiller)

2009 Online Royal Rumble Winner:
RANDY ORTON (Randy_Trash)

2010 Online MEGA Royal Rumble Winner:
-


HOW TO SELECT YOUR WRESTLERS
PLEASE READ THE FOLLOWING carefully, as it will explain the wrestler selection process that you MUST ADHERE TO. The 50 wrestlers below are organized into 9 different groups. Each group is worth a different amount of points, ranging from 1-9 points. EACH PLAYER GETS TO SPEND UP TO 10 POINTS. A player MUST select 1-2 wrestlers ONLY. This will ensure alot of forum members can enter this Rumble. After a player has selected their wrestlers, if they have any points left they may spend the remainder of their points on POWER-UPS (POWER-UPS are listed below the 50 wrestlers).
AS SOON AS 30 WRESTLERS HAVE BEEN SELECTED BY ANY NUMBER OF PLAYERS I will begin the 2010 MEGA ROYAL RUMBLE! Any other players that end up trying to join in will unfortuantely be cut off.
DO NOT SELECT WRESTLERS THAT HAVE ALREADY BEEN SELECTED BY SOMEONE ELSE AND DO NOT SELECT A 31ST WRESTLER! It is your job to look over and correct your choices if need be. If you do not and you have selected a wrestler that has already been selected, or you have spent more than 10 points, or you have selected 3 or more wrestlers (1-2 please), or if you have selected a 31st wrestler (Rumble total is at 29 selected wrestlers, you can now only legally pick 1 wrestler but you pick 2, grrrrr) I will keep you in the tourney but I will alter your choices to your disadvantage. Don't screw yourself over.


BRIEF GAME MECHANICS OVERVIEW (you don't need to know this, but it will give you an advantage, VETERANS, lots of stuff has changed so check the posted Rumble rules if you want)
Wrestlers will be posted with 2 numbers, #/#. The first # is their hand size (HS), and the second # is their superstar value (SV).
The higher the HS the more damage a wrestler can take before having to make a save roll (failed save rolls result in elimination), though a wrestler with an HS of 4 or less heals 1 damage at the end of each round (HS2 or less does this too but also always has their save rating reduced by 1, they always save at a minimum of 3+). If a wrestlers HS is 5 that wrestler can reroll their dice once each round, though this ability cannot be used to reroll an attack roll VS. a wrestler with a HS of 6-7. If a wrestlers HS is 8+, then they are a tank or are a very skilled athlete. These wrestlers have a small chance to avoid making a save roll altogether (they get to make a BBB roll before their save roll) while wrestlers with a HS of exactly 8 possess the best chance to do this. Wrestlers with a HS of 11+ may take extra damage when being attacked (this is bad).
The higher a wrestlers SV is determines how easy it is for them to hit other wrestlers and avoid being hit by other wrestlers. The higher the better!
Recoveries can happen during the ROYAL RUMBLE. Wresters with a lower SV have a better chance at recovering. Reroll counters may be given to wrestlers during the course of the Royal Rumble through recoveries. Reroll counters act like a normal HS5 reroll ability, when used they are gone. Wrestlers with a HS of 0-1 begin with 2 reroll counters; HS3, 6, and 9 begin with 1 reroll counters.


Here they are, all 50 possible 2010 MEGA ROYAL RUMBLE entrants. Remember you are allowed to spend UP TO 10 POINTS, you must select 1-2 wrestlers. Don't screw up your selection process. If you mess up fix it. If you do not fix it in time before I catch it you won't enjoy yourself.
Some wrestlers may have the ability to increase their HS if they are attacking or being attacked, this does not allow the wrestler to take extra hits but is only for the purpose of being able to make a BBB roll.


1PT
selected -Bull Buchanan 8/1

2PTS
-Ax 9/2 (if you select Ax you must also select Smash)
-Crush 9/2
selected -Dino Bravo 9/2
selected -D-Lo Brown 4/2
selected -Dolph Ziggler 6/2
selected -Evan Bourne 4/2
-Grandmaster Sexy 4/2
-Henry O. Godwinn 8/2
-Samu 8/2 (if you select Samu you must also select Fatu)
-Smash 9/2 (if you select Smash you must also select Ax)


3PTS
selected -Ahmed Johnson 9/3
selected -Big John Studd 10/3
-Finlay 5/2
-Goldust 5/1 (reroll ability cannot be cancelled)
-Hacksaw Jim Duggan 8/3
selected -John Morrison 7/3
-Koko B. Ware
-Tito Santana 7/3


4PTS
selected -Chris Benoit 7/3 (current save rating is -1 vs Benoit, always saves at a minimum of 3+)
selected -Eddie Guerrero 0/4 (receives no hits from 1s or 2s)
-Fatu 6/4 (if you select Fatu you must also select Samu)
-Jeff Hardy ?/? (select 5/2 or 8/3, this is what Jeff starts as, at the start of each of Jeff's turns if he has 5 or less hits placed on him he may change once to 5/2 or 8/3)
selected -"The Million Dollar Man" Ted DiBiase 6/3 (removes 1 hit from himself at the end of each round, or removes 2 hits if he has the lowest SV in the ring and Roberts is not in the ring, DiBiase cannot RECOVER, reroll abilities are not cancelled by DiBiase)
selected -Vader 9/4 (SV=7 vs Hogan)
-Vince McMahon 7/4 (SV=7 vs HHH or Hogan or 8 vs Austin)
selected -Yokozuna 11/4


5PTS
-British Bulldog 8/3 (SV=6 when being attacked)
-Cactus Jack 2/4 (each hit on Cactus increases his SV by 3)
-Chainsaw Charlie 5/4
-Chris Jericho 8/5 (SV=6 vs Cena or 7 vs HHH or 8 vs Austin)
selected -Lex Luger 8/5 (SV=6 vs Bret or 7 vs Hogan)
selected -Randy Orton 9/5 (SV=6 vs Cena or 7 vs HHH or Hogan)
selected -Rey Mysterio 8/4 (HS may =10 when being attacked by an HS8-9 wrestler)
selected -Scott Steiner 8/4 (When Scott rolls any number of 6s in an attack roll he does 1 extra hit, if he rolls no 6s in an attack roll he takes 1 hit, hits Scott takes from this ability will not cause him to make a save roll)


6PTS
-Batista 9/5 (SV=7 vs SV7)
selected -Big Show 6/5 (HS=9 when being attacked, or HS=10 when being attacked by a HS9 wrestler)
-Bob Backlund 5/4 (reroll ability cannot be cancelled)
selected -Edge 6/5 (SV=6 vs Cena) (Always makes a BBB roll using 2 dice if being attacked by any number of wrestlers with a combined SV of 5+, must roll any number of 5s and/or 6s to be successful, reroll abilities are not cancelled by Edge)
selected -Kane 7/5 (HS=8 when being attacked, or HS=9 when being attacked by a HS8 wrestler)
selected -Ric Flair 4/4 (SV=5 vs SV5 or 6 vs SV6 or 7 vs SV7)


7PTS
selected -Bret Hart 5/6 (SV=7 vs Hogan or Undertaker or 8 vs Austin)
selected -Brock Lesnar 7/5 (SV=6 vs SV6 or 7 vs SV7 or 8 vs SV8, reroll abilities are not cancelled by Brock Lesnar)
selected -Hulk Hogan 9/7 (SV=8 vs Austin)
selected -John Cena 6/6 (SV=7 vs SV7, reroll abilities are not cancelled by John Cena)
selected -The Rock 6/6 (SV=7 vs SV7 or 8 vs SV8, reroll abilities are not cancelled by The Rock)


8PTS
selected -Shawn Michaels 5/5 (SV=6 vs SV6 or 7 vs SV7)
selected -Triple H 7/7 (starts with 3 reroll counters, reroll abilities are not cancelled by Triple H)
selected -Undertaker 6/7 (SV=10 when being attacked by a non-SV7 wrestler, HS=10 when being attacked by an SV7 wrestler)


9PTS
selected -Stone Cold Steve Austin 5/8


POWER-UPS
If you have any points left use them now! You can buy each power-up as many times as you want, points allowing. When you buy a POWER-UP you MUST immediately allocate it onto one of your wrestlers.

1 POINT - REROLL COUNTER
Acts like a normal reroll counter.

1 POINT - SECOND WIND
A wrestler can remove any number of these power-ups from themself before they attack. That wrestler immediately rolls 1D6 for each of these power-ups removed and then does the following for each roll:
1-2: Remove up to 1 hit from the wrestler
3-5: Remove up to 2 hits from the wrestler
6: Remove up to 3 hits from the wrestler
(note that any ONE or ALL of these dice can be rerolled by an HS5 wrestler if that wrestler chooses to use their reroll ability to do so)

2 POINTS - ANYTHING GOES, EXCEPT THAT
When a wrestler is automatically eliminated without being able to make a save roll (this usually accounts for 4-8 eliminations), one of these power-ups is immediately removed from the wrestler. That wrestler is no longer being eliminated and is immediately moved to the end of the ring and is declared DOWN BUT NOT OUT.

3 POINTS - SAVIOUR
When a wrestler is eliminated (not automatically), one of these power-ups is immediately removed from the wrestler. That wrestler is no longer being eliminated and is immediately moved to the end of the ring and is declared DOWN BUT NOT OUT.

4 POINTS - PREFERENTIAL TREATMENT (do not give more than one of these to a single wrestler)
Before the Royal Rumble begins, a wrestler with one of these power-ups will be given preferential treatment (the wrestler will enter the Royal Rumble randomly in spot #20-30)! If 12 or more wrestlers have this power-up, then spot #20 will be reduced by 1 for each wrestler over 11 that has this power-up.

38
Check back to this thread after the 20th of November to sign up for free.

http://www.youtube.com/watch?v=WEqoi4vyo-k

For those that really want a throwback, check this out:
http://www.dailymotion.com/video/x3rog6_wwf-survivor-series-1989-intro_sport

39
General Chat / Captain Lou In Hospice Care
« on: October 11, 2009, 06:01:23 PM »
While the foolish Piper rumor was untrue, sadly things are not looking good for Captain Lou.

http://wrestlingclassics.com/.ubb/ultimatebb.php?ubb=get_topic;f=1;t=103105

40
General Chat / Roddy Piper's Cancer Returns - Terminal
« on: October 07, 2009, 10:16:48 AM »
http://www.lordsofpain.net/news/4391.html

Got to meet him at FanExpo 2006 in Toronto. Got him to sign my Roddy Piper Raw Deal face card. Talked about They Live, shook his hand. Good stuff.

Good luck Piper. It's not over yet.

41
Classic Raw Deal / TCO's HALLOWEEN HAVOC 13 - The Terrifying Conclusion!!!
« on: September 29, 2009, 04:26:13 AM »
http://www.youtube.com/watch?v=MBIH6R96eHY

Watch this and then let the terrifying destruction begin!!!

42
General Chat / Nosferatu (1922) - A Symphony of Black Sabbath
« on: September 21, 2009, 06:25:32 AM »
Come into Toronto on October the 26th, or if you are in Toronto, come out on the 26th. This is a project of mine being hosted by the legendary Reg Hartt. Rue Morgue Radio personaility Stuart Andrews will also be in attendance.

http://www.flickr.com/photos/28125206@N07/3918280321/
This clip is somewhat dry, but you gotta show up for the juicy stuff. Also the quality of the work is much better than the yahoo upload.

43
TCO memebers get ready to be part of the most exciting professional wrestling game in the world! Read on to find out what I'm talking about (you can also skip right now to the bottom of the page to watch the video I made to hype this event, the end with Perfect is KEY).

Like previous events I have run, you don't need to know or really do anything, this event will be FREE and the winner gets a FREE prize (including FREE shipping). Here is a link to the last event I ran:
http://www.teamcanadaonline.net/index.php/topic,6341.0.html

However this event will be a bit different. I have talked things over with TCO's Weapon X Administrator, Antigoth, and he is fine with what I am about to do. Ready? Well here we go!

The prize for this event will be a Pro Wrestling Illustrated Mr. Perfect color poster signed by, yes, Mr. Perfect himself, Curt Hennig! Now I will state right now that I know for a FACT and on my honor I swear this is and was officially signed by Hennig back in the early 90s around the Hamilton, Ontario Canada area. HOWEVER I have no CoA to prove that. I took a picutre of it and added extensive notes, take a look:
http://www.flickr.com/photos/28125206@N07/3729025004/

DONATION DONATION DONATION
While this event is free, all participants are STRONGLY recommended to donate a suggested entrance fee of $5 (CAD or USD) to my PAYPAL account. Again, this event is FREE, you don't have to give me anything, but I would really appreciate it if you DONATE if you are participating, since you will have a 1 in 16 chance to win such a GREAT and unique prize. Donating is also good for your karma. My PAYPAL address (and my email) are:

iwasmadeforlovinyou@hotmail.com

If you donate, please in the note section list your TCO screen name. I won't list any info of who did or did not donate, unless you donate alot and want me to let everyone know.
Players get no bonus for donating and no negative for not donating. Any really generous spectators not playing can defiantely donate if they would like!
This big prize/donation deal is basically a ONE SHOT DEAL. Depending on how well this goes, it could set the stage for something else like this down the road. It all depends on Antigoth and how things go etc... Who knows? But right now, it's a ONE SHOT. Here's hoping everything goes nicely.


TCO's 2009 RAW DEAL WRESTLEFEST
Remember the great arcade game Wrestlefest from 1991? I do, and I love it. The 18th anniversary of Wrestlefest has just come and gone, Wrestlefest debuted in June 91. Upon the recent release of the video game Legends of WrestleMania, which I really detest, it did get my wrestling video game blood pumping again. I have taken ALL 50 wrestlers that have ever appeared in WWF arcade and console video games from 1988 to the last WWF classic era video game from 1996. 48 of these wrestlers and YOU can be entered into WRESTLEFEST 2009!!!

Players may spend up to 16PTS (gonna call points QUARTERS from now on, I hope you brought plenty with you). Each player must first select EXACTLY 3 wrestlers. After this if you have any QUARTERS left you may spend those QUARTERS on POWER-UPS. Make sure to post your wrestlers selected and all your powers-ups in a normal PUBLIC reply in the WRESTLEFEST thread. (You DO NOT allocate POWER-UPS onto your wrestles, right now you are just buying them and that's all). There will be 16 players in total! Once 16 players sign up no other player may join in.

As SOON as you sign up please PM me one of your wrestlers names, also if you want that wrestler to use any (or all) of the power ups you have PM me what power ups you want that wrestler to use. REMEMBER once you use a power up you have it's GONE!!! Even if you give that wrestler a power-up that they don't end up using during the match it's still GONE (though if a wrestler wins a ROYAL RUMBLE, the wrestler will retain all power-ups have yet to use). There will be 6 Rounds, so remember to conserve your power-ups. REMEMBER to PM me this info, don't post it, if you post it I will use the info posted but all the other players will see what wrestler and power-ups if any you have entered into the current Royal Rumble, these other players can now tailor their picks for that round against you if they so desire! The first thing you pm me is what I will use (as long as it's legal), if you make a mistake, sorry, what I see first is what you get, don't screw up, take your time!

If a player does not PM me within 2 days of the closing of the 16 player sign up period then I will decide RANDOMLY what wrestler they are using for that Round and what power ups (if any).

DO NOT SELECT WRESTLERS THAT HAVE ALREADY BEEN SELECTED BY SOMEONE ELSE! It is your job to look over and correct your choices if need be. If you do not and you have selected a wrestler that has already been selected, or you have spent more than 16 points, or you did not select EXACTLY 3 different wrestlers, I will keep you in WRESTLEFEST but I will alter your choices to your disadvantage. Don't screw yourself over. If you sign up after there are already 16 players in, well sorry, but you didn't make the cut.


Here's the rules to the Royal Rumble (you don't need to read this):
http://www.teamcanadaonline.net/index.php/topic,967.0.html
For you lazy dudes out there that refuse to read the Royal Rumble rules, know this:
Wrestlers will be posted with 2 numbers, #/#. The first # is their hand size (HS), and the second # is their superstar value (SV).
The higher the hand size the more hits a wrestler can take before having to make a save roll, though a wrestler with a hand size of 4 or less removes 1 hit from themself at the end of each round (2 or less hand size does this too but also always saves on 3+). If a wrestlers hand size is a 5 that wrestler can reroll their dice once each round (which is huge), though the ability is cancelled if the wrestler is up against another wrestler with a hand size of 6 or 7. If a wrestlers hand size is 8+, then they are a tank or are a very skilled athlete. These wrestlers have a small chance to avoid making a save roll altogether, while wrestlers with a hand size of exactly 8 possess the best chance to do this.
The higher a wrestlers superstar value is determines how easy it is for them to hit other wrestlers and avoid being hit by other wrestlers. The higher the better!
please note: that some rules have been changed (really high HS can have a disadvantage now, a RECOVERY change was made, and a change to BBB was made, if you are familiar with the rules please check them over again, all changes are in RED)


I hold no biases, no redos or cheating will occur. It should be exciting!

The 1991 WRESTLEFEST video game had two match types, Royal Rumble and a SNME Tag Team match.
Round 1 will be a standard WRESTLEFEST ROYAL RUMBLE. One wrestler from each player (and possibly power-ups) will be involved in this Rumble. Each Rumble must have a single winner!

Round 2 works just like Round 1. At the start of Round 2 I will request that each player PM me again, this time with the name of a wrestler they have yet to PM me (and any or all power-ups, remember once applied a power-up is gone unless that wrestler wins the Royal Rumble). Once I make this request players will have 2 days to PM me, after this I will choose RANDOMLY for players that have not PMed me.

In Round 3 I will enter each player's wrestler into the Rumble that they have yet to use. Players only need to PM me if they want to use any power-ups. Once I announce the start of Round 3 players will have the normal 2 days to PM me with any power-ups they wish to use. After 2 days Round 3 will begin and if you did not PM me with the power-ups (if any) you wished to use I WON'T apply any power-ups to your wrestler for that Round.

After Round 3 there will be three different ROYAL RUMBLE winners. All 3 of these winners will advance to Round 5 which will be a Saturday Night's Main Event tag team final!!!

Round 4 will be a LAST CHANCE BUY-IN ROYAL RUMBLE to fill the last spot in the SNME tag match. When I announce the start of Round 4 each player will PM me the name of any one of their wrestlers that has NOT ALREADY WON a Royal Rumble (yes include power-ups you want to use as well). Again you have the normal 2 days once I announce this, however this time if you do not respond in time I will select one of your wrestlers of my choosing and apply to them ALL the remaining power-ups you have!

After Round 4 there will be four ROYAL RUMBLE winners! I will split these wrestlers RANDOMLY into two tag teams (if a player has two or more wrestlers in SNME then two of those wrestlers will form a tag team). All remaining power ups these particular players have will be used in this final round. All wrestlers begin this match with NO HITS on them. If a player has multiple wrestlers in this tag match then that player has 2 days to PM me what wrestler will be using what power-up, after that I choose randomly.

Once a team wins, a single match will immediately start between these two former teammates (both wrestlers will retain all their hits and any remaining power-ups). The winner will be dubbed MR. WRESTLEFEST and I will send that player the grand prize MR. PERFECT autograph!


PLEASE DO NOT DONATE OR TRY AND SIGN UP FOR THIS EVENT NOW! As soon as I post the wrestler list up here on September 1st then feel free to DONATE and PARTICIPATE! Thanks again to Antigoth and all the players that will make this event GOOD TIMES!

Check out the TCO Raw Deal 2009 WRESTLEFEST video I made to hype this event, tell your friends, get them to sign up to TCO, participate, DONATE, beat them in a Royal Rumble, a tag match, a final all or nothing single match!, win a Mr. Perfect autograph and rub it in their face! This should be absolutely perfect!
http://www.youtube.com/watch?v=DnUfJLg0lN4

44
Don't have a HEAT STROKE!!!

Oh the good old days of SummerSlam, the first few years it differed itself from WrestleMania mainly by having tag team matches as it's main events, WWE has since gotten away from that (except for the 2006 DX vs. McMahon match). Presented here are 88 superstars (ooh SummerSlam started in 1988, ooh) that have taken part in big time TAG matches at past SummerSlams, the matches were either main events, high profile, or the match itself was for the tag team championship.

You probably know who I am and the drill by now, if not, hang your head in shame!
You don't have to know or do anything, this online event is FREE, and if you are the big winner you also win a FREE prize! The only SummerSlam themed prize I currently have is a VHS copy of SummerSlam 1998 (Austin vs Taker). So the winner of MAJOR HEAT, apart from being the King of Cheap Heat, will be awarded that VHS tape!

Here are the game rules (you DON'T need to read this):
http://www.teamcanadaonline.net/index.php/topic,967.0.html

Here are the results from the last event held just a little while ago. While World War 3 will differ from a tag tournament greatly, player interaction and knowledge basically remains unchanged.
http://www.teamcanadaonline.net/index.php/topic,6261.0.html

This event will differ from past events as YOU the player will be given a bit more choices to make. RIGHT NOW each player must spend up to 16PTS. Each player must first select EXACTLY 2 wrestlers. Certain wrestlers if selected actually can allow you to select 3 wrestlers (and oh god The Spirit Squad)! If you end up selecting let's say all 3 Dudley Boyz in essence all 2 man teams will be facing you in a handicap match! However when you are given the choice to pick 3 wrestlers it will always cost you DOUBLE points (this will be listed)!
After you select your 2 (or more) wrestlers, if you have any POINTS left you may spend those POINTS on POWER-UPS.
This will be a 16 TAG TEAM SINGLE ELIMINATION TOURNAMENT. So 16 teams, 16 players! A tag team will have to win up to 3 matches to win this tournament!

When you select your 2 (or more) wrestlers and power-ups (if any), in your reply you must simply list: your 2 (or more) wrestlers names; a team name, if your team is an actual tag team then you must give that team that name, if you make one up please don't offend anyone and use common sense, you don't have to name your team but if you don't I will; lastly if you have any power ups give your power-ups to whatever wrestler(s) you want. You can split up your power-ups or give them all to the same wrestler, the choice is yours. The power-ups you place will remain on that wrestler until used, they can NEVER be exchanged or given to your partner(s)!

EXAMPLE: I select Ax, Smash, and Crush, all 3 members of Demolition! This costs me 12pts. I now have 4pts left to spend. I purchase 4 Second Winds. This is what my post (could) look like:
Team Name: DEMOLITION
Ax
Smash - Second Wind x2
Crush - Second Wind x2


DO NOT SELECT WRESTLERS THAT HAVE ALREADY BEEN SELECTED BY SOMEONE ELSE! It is your job to look over and correct your choices if need be. If you do not and you have selected a wrestler that has already been selected, or you have spent more than 16 points, or you did not select EXACTLY 2 (or possibly more) wrestlers, I will keep you in MAJOR HEAT but I will alter your choices to your disadvantage. Don't screw yourself over. If you sign up after there are already 16 teams in, well sorry, but you didn't make the cut.

THE RULES USED in TAG TEAM matches will be all the normal Rumble rules plus many extensive changes I won't list here because I don't want to confuse anyone, since you don't need to know them.

SPECIAL TOURNAMENT RULES:
At the end of a match a team that has lost is eliminated from the tournament, a team that has won the match will advance to the next round. A 2 wrestler team that has just won a match IMMEDITAELY receives 4PTS, a 3 wrestler team receives 3PTS, and a 5 wrestler team (Spirit Squad) receives 1PT. These points MAY be spent by the player who controls that team before ANY new round starts (a player could hold onto their extra points and possibly keep compiling more if their team keeps winning matches). If a player doesn't spend these points before a new round starts then that player will still have these points to spend later but they will do nothing during the current round.
   Points MAY be spent before a new round starts on any POWER-UPS a player has enough POINTS to buy. If any power-ups are bought with POINTS, the POINTS spent are gone and the power-ups must be immediately allocated to any wrestlers on that player's team (please post in a REPLY in this thread the POINTS you've spent and on what power-ups, you MUST also post on what wrestler(s) the power-ups you have bought will be placed on.)
   Lastly this tournament will be made up of 4 ROUNDS. All hits and unused power-ups on all wrestlers will remain on each wrestler from ROUND to ROUND. All wrestlers advancing from ROUND 1 to 2 IMMEDIATELY remove up to 3 hits from themself. All wrestlers advancing from ROUND 2 to 3 IMMEDIATELY remove up to 2 hits from themself. Finally all wrestlers advancing from ROUND 3 to 4 IMMEDIATELY remove up to 1 hit from themself.

For you lazy dudes out there that refuse to read the Royal Rumble rules, know this:
Wrestlers will be posted with 2 numbers, #/#. The first # is their hand size (HS), and the second # is their superstar value (SV).
The higher the hand size the more hits a wrestler can take before having to make a save roll, though a wrestler with a hand size of 4 or less removes 1 hit from themself at the end of each round (2 or less hand size does this too but also always saves on 3+). If a wrestlers hand size is a 5 that wrestler can reroll their dice once each round (which is huge), though the ability is cancelled if the wrestler is up against another wrestler with a hand size of 6 or 7. If a wrestlers hand size is 8+, then they are a tank or are a very skilled athlete. These wrestlers have a small chance to avoid making a save roll altogether, while wrestlers with a hand size of exactly 8 possess the best chance to do this.
The higher a wrestlers superstar value is determines how easy it is for them to hit other wrestlers and avoid being hit by other wrestlers. The higher the better!

please note: that some rules have been changed (really high HS can have a disadvantage now, a RECOVERY change was made, and a change to BBB was made, if you are familiar with the rules please check them over again, all changes are in RED)

Once 16 teams have been selected by 16 players I will post on here who controls what team, what power-ups they have, and what the initial tournament matches will be (they opening bracket will be chosen RANDOMLY). I will play out 2 matches or so a day. I hold no biases, no redos or cheating will occur. It should be exciting!

All 88 possible MAJOR HEAT entrants!!! The Power-Ups are listed below. Don't screw up your selection process. If you mess up fix it. If you do not fix it in time before I catch it you won't enjoy yourself. GOOD LUCK, and remember, the HEAT IS ON!

FEEL THE HEAT!!!  (this will pump you up, may you burn in a HEAT WAVE if you don't watch this!)
http://www.youtube.com/watch?v=pb-T4gw17J4

(Below, the phrase "being attacked" refers to being attacked in anyway. If a wrestlers HS increases, the number is only increased for purposes of seeing if that wrestler gets to make a BBB roll, the wrestler will not be able to take extra hits over their printed HS.)
Remember you are allowed to spend UP TO 16 POINTS, you must select EXACTLY 2 (or possibly more if allowed) wrestlers, and if you have any POINTS left after selecting wrestlers please spend your excess points on power-ups and distribute them in anyway you see fit to. Any points you have left that you do not spend right now are LOST!
0PTS
selected -Leif Cassidy 8/0 (If you select Leif you must select Marty Jannetty if able)
selected -Spike Dudley 0/0 (HS=19 when attacking or being attacked)
1PT
-General Adnan 6/1 (if you select General Adnan you must select Col. Mustafa and/or Sgt. Slaughter, if you select all 3 wrestlers it will cost you 16pts)
-Jimmy Del Ray 7/1 (if you select Jimmy you must select Tom Prichard)
-Kanyon 9/1 (if you select Kanyon you must select DDP)
-Rene Dupree 11/1 (if you select Rene you must select Sylvan)
-Skip 6/1 (if you select Skip you must select Zip)
-Sylvan Grenier 7/1 (if you select Sylvan you must select Rene)
-Tom Prichard 7/1 (if you select Tom you must select Jimmy Del Ray)
-Zip 7/1 (if you select Zip you must select Skip)
2PTS
-Akeem 9/2 (Akeem becomes One Man Gang if not teamed with Big Bossman) (if you select Akeem you must select Big Bossman if able)
-Ax 9/2 (if you select Ax you must select Smash)
-Bart Gunn 6/2 (if you select Bart Gunn you must select Billy Gunn if able)
-Beau Beverly 8/2 (if you select Beau you must select Blake)
-Blake Beverly 8/2 (if you select Blake you must select Beau)
-Brian Knobbs 8/2 (if you select Brian Knobbs you must select Jerry Sags)
selected -Buh-Buh Ray Dudley 4/2 (if you select Buh-Buh you must select D-Von and/or Spike, if you select all 3 wrestlers it will cost you 9pts)
-Crush 9/2 (if you select Crush you must select Smash)
-Dino Bravo 9/2 (if you select Dino Bravo you must select Earthquake if able)
selected -D-Von Dudley 5/1 (if you select D-Von you must select Buh-Buh and/or Spike, if you select all 3 wrestlers it will cost you 9pts)
-Henry O. Godwinn 8/2 (if you select Henry you must select Phineas)
-Hercules 9/2 (if you select Hercules you must select Paul Roma)
-Jacques Rougeau 9/2 (Jacques becomes The Mountie if not teamed with Raymond)
-Jerry Sags 8/2 (if you select Jerry Sags you must select Brian Knobbs)
-Matt Hardy 8/2 (if you select Matt you must select Jeff)
-Paul Roma 7/2 (if you select Paul Roma you must select Hercules)
-Phineas I. Godwinn 8/2 (if you select Phineas you must select Henry)
-Raymond Rougeau 7/2 (if you select Raymond you must select Jacques if able)
selected -Road Dogg 8/2 (if you select Road Dogg you must select Billy Gunn if able)
-Samu 8/2 (if you select Samu you must select Fatu if able)
-Smash 9/2 (if you select Smash you must select Ax and/or Crush, if you select all 3 wrestlers it will cost you 12pts)
-Test 2/2
selected -Typhoon 14/2 (Typhoon becomes Tugboat if not teamed with Earthquake) (if you select Typhoon you must select Earthquake if able)
-Warlord 9/2
-X-Pac 0/2 (HS=17 when attacking or being attacked) (X-Pac becomes 1-2-3 Kid if teamed with Marty Jannetty)
3PTS
selected -Animal 8/3 (if you select Animal you must select Hawk)
selected -Arn Anderson 4/3 (if you select Arn Anderson you must select Tully Blanchard)
-Big Bossman 8/3
selected -Billy Gunn 5/2
selected -Bradshaw 12/3 (Bradshaw becomes JBL if not teamed with Faarooq)
-Brutus "the Barber" Beefcake 7/3
-Col. Mustafa 8/3 (if you select Col. Mustafa you must select General Adnan and/or Sgt. Slaughter, if you select all 3 wrestlers it will cost you 16pts)
selected -Earthquake 15/3 (if you select Earthquake you must select either Dino Bravo or Typhoon)
selected -Faarooq 12/3 (if you select Faarooq you must select Bradshaw if able)
-Goldust 5/1 (reroll ability cannot be cancelled) (if you select Goldust you must select Booker T if able)
-Hacksaw Jim Duggan 8/3
selected -Hawk 8/3 (if you select Hawk you must select Animal)
selected -I.R.S. 6/3 (if you select I.R.S. you must select Ted DiBiase if able)
-Jeff Hardy ?/? (select 5/2 or 8/3 when you select Jeff) (if you select Jeff you must select Matt)
-Jim "the Anvil" Neidhart 6/3 (if you select Jim Neidhart you must select Bret Hart if able)
selected -Lance Storm 6/3 (if you select Lance Storm you must select Christian if able)
selected -Marty Jannetty 3/3 (SV=6 vs Michaels)
-Rick "The Model" Martel 7/3
-Rick Steiner 8/3 (if you select Rick you must select Scott Steiner)
selected -Shane McMahon 8/3 (SV=5 vs Kane) (if you select Shane you must select Vince)
Team Bailout
Ted Dibiase w/ Continuityx1 and Interferencex1
IRS w/ Second Windx3
selected -Tatanka 7/3
selected -Texas Tornado Kerry Von Erich 7/3
-Tito Santana 7/3
selected -Tully Blanchard 4/3 (if you select Tully Blanchard you must select Arn Anderson)
selected -Zeus 13/3 (SV=7 vs Hogan) (if you select Zeus you must select Macho Man if able)
4PTS
-Bam Bam Bigelow 8/4
selected -British Bulldog 8/3 (SV=6 when being attacked)
selected -Christian 6/4 (if you select Christian you must select either Edge or Lance Storm)
-DDP 7/4 (if you select DDP you must select Kanyon)
-Fatu 6/4 (Fatu becomes Rikishi if not teamed with Samu)
selected -"The Million Dollar Man" Ted DiBiase 6/3 (removes 1 hit from himself at the end of each round, or removes 2 hits if he has the lowest SV in the ring, DiBiase cannot RECOVER, reroll abilities are not cancelled by DiBiase)
-Ricky "the Dragon" Steamboat 7/4 (SV=6 vs Savage)
-Sgt. Slaughter 7/3 (when he RECOVERS, the number of hits removed from him is doubled)
selected -Vince McMahon 7/4 (if you select Vince you must select Shane)
5PTS
selected -Mankind 2/4 (each hit on Mankind increases his SV by 3)
-Scott Steiner 8/4 (When Scott rolls any number of 6s in an attack roll he does 1 extra hit, if he rolls no 6s in an attack roll he takes 1 hit) (if you select Scott you must select Rick Steiner)
6PTS
-Big Show 6/5 (HS=9 when being attacked, or HS=10 when being attacked by a HS9 wrestler)
-Booker T 5/5
selected -Edge 6/5 (SV=6 vs Cena) (Makes a BBB roll using 2 dice if being attacked by any number of wrestlers with a combined SV of 5+, must roll any number of 5s and/or 6s to be successful, reroll abilities are not cancelled by Edge)
-Kane 7/5 (HS=8 when being attacked, or HS=9 when being attacked by a HS8 wrestler)
selected -"Macho Man" Randy Savage 7/6 (SV=7 vs HHH or Hogan or Undertaker or 8 vs Andre)
selected -The Spirit Squad (5 members!, Johnny 7/0, Kenny 7/0, Mickey 6/0, Mitch 5/0, Nicky 6/0) (if you select The Spirit Squad you cannot select another wrestler and if you have already selected another wrestler you cannot select The Spirit Squad)
-Ultimate Warrior 8/6 (SV=7 vs HHH or Hogan or Undertaker or 8 vs Andre)
7PTS
-Bret "Hitman" Hart 5/6
-Hulk Hogan 9/7 (SV=8 vs Andre)
selected -Shawn Michaels 5/6 (SV=7 vs HHH)
8PTS
selected -Andre "the Giant" 8/8
selected -Triple H 7/7 (starts each match with 3 rerolls, these rerolls cannot be cancelled, reroll abilities are not cancelled by HHH)
-Undertaker 6/7 (SV=10 when being attacked by a non-SV7 wrestler, HS=10 when being attacked by an SV7 wrestler, reroll abilities are not cancelled by Undertaker)


POWER-UPS
(If you have any POINTS left use them now! You can buy each power-up as many times as you want, PTS allowing. I will utilize power-ups as best I can for each wrestler that has them.)

1PT
SECOND WIND

A wrestler can remove any number of these power-ups from themself before they attack (this can only be done once before an attack). That wrestler immediately rolls 1D6 for each of these power-ups removed and then does the following for each roll:
1-2: Remove up to 1 hit from the wrestler
3-4: Remove up to 2 hits from the wrestler
5-6: Remove up to 3 hits from the wrestler
(note that any ONE or ALL of these dice can be rerolled by an HS5 wrestler if that wrestler chooses to use their reroll ability to do so)

2PTS
CONTINUITY

During a wrestlers turn, before or after they attack, they may remove 1 of these power-ups.
   If the wrestler has already attacked, the wrestler now makes a successful tag to any one of their teammates, both wrestlers exchange places and that team's turn is now over.
   If the wrestler hasn't attacked, the wrestler now makes a successful tag to any one of their teammates and both wrestlers exchange places. The wrestler that just entered the ring now attacks the wrestler in the ring OR the wrestler that just entered may try to make a double team attack with exactly 1 teammate (a double team roll of 3+ is required for success), both those wrestlers are now attacking the opposing wrestler in the ring. Once this attack is resolved this team's turn is over.

3PTS
ADRENALINE RUSH

A wrestler can remove 1 of these power-ups from themself before they attack. For the remainder of the round during which one of these power-ups is removed no hits can be put on this wrestler and auto elimination rolls cannot force this wrestler to make a save roll, also this wrestler and all wrestler's on this wrestler's team have their SV doubled for the remainder of the round! Finally if this wrestler tries to make a double team, the wrestler succedds on 3+, with all subsequent attempts this round succedding at 2+.

4PTS
INTERFERENCE!

If a wrestler fails a save roll (and before an assisstance roll is made), 1 of these power-ups may be removed from the wrestler that failed their save roll. That wrestler is considered to have just made a successful save roll (the wrestlers partner, or manager if any, just made the save)!
   Also a wrestler can remove 1 of these power-ups from themself before they make an attack. This wrestler and any 1 of their teammates are now making a successful double team attack against the wrestler in the ring (the wrestler that used this power-up may roll to try and add more teammates into the double team before the double team attack roll is made, 3+ required to add a third man, then 2+ for all subsequent rolls this round). If the double team attack roll comes up with 2 or more hits, then at the resolution of the attack the wrestler in the ring may make a successful tag to any one of their teammates. Both wrestlers exchange places and that team's turn is now over.

45
Rules Forum / Maintain Hold + Aggression Rule
« on: October 16, 2008, 11:41:41 AM »
In Classic Raw Deal if you add the Aggression Rule, what is the ruling for playing Maintian Hold? On your opponent's next turn if he ends up taking the submission again without reversing it would he have to overturn 6 cards? And would the player of Maintain have to voerturn 6 cards during their turn?

46
Alright I redid Akeem, Bossman, and Bundy. Also I made a team for each of my manager overlays. Check out The Brainbusters, Orient Express, and The Twin Towers. The only thing left to post is the actual overlays, not all have been made. An overlay is simply a superstar picture that can be overlaid over a specific Raw Deal superstar card. The overlay has that superstars ability, counts as that superstar, and thus can pack that superstars cards. It is just a way to add more wrestlers to Raw Deal without having to make a million new cards, and also it makes this pretty accessible to print off for anyone that wants to do it. My full Raw Deal roster is done and not every superstar has an overlay (done on purpose). A Raw Deal superstar and an overlay will always have a strong connection with either appearance, style, or demeanour, sometimes all 3. This has taken me a long time to do and while I'm sure people will disagree on stuff, my research has been painstaking and you would be hard pressed to find stuff that really doesn't make sense, or key superstars that have been left out (when you also include the ones I made from scratch). Though I will admit to not having made an MVP superstar or overlay, nor do I really care to.

I even made a few overlays for the superstars I created. (clever or insane)

Now only overlays were made for superstar face cards, no overlays were made for superstar specific cards, again done so as to make this more accessible. Most overlays and their superstar counterparts will have a very similar moveset and usually extremely similar finishers, so a great imagination is really not needed when playing specifics, just knowledge of the overlays and superstars general character and move set.

For the most part only WWF/WWE Superstars were made into overlays, however some exceptions were made for non-japanese legends, like Bruiser, Stan Hansen etc. A few WCW alumni made it into the mix because the flavor is very similiar. No ROH or TNA overlays were made, that just wasn't Raw Deal in my eyes, and I had more than enough classic WWF/WWE characters to work with.

A few overlays have a different superstar type or a small ability change than that of the superstar they are overlaying, but this happens very rarely.

The first one I will put up is Brutus Beefcake, I'm starting in World Divison and will work my way down. I will try and put them up in batches of 5-10 hopefully at least once a week.


http://www.flickr.com/photos/10505289@N05/sets/72157603288072178/


Below is a complete chart of every Raw Deal superstar ever made arranged in 3 categories. (Note that the faux teams are not on here, Heat Seekers etc.) The World Division, simply every single male superstar (and Chyna). Then Tag Team Division, and finally Womens Division. Each division is arranged in descending order. To the right of each superstar is their various superstar value(s). To the left of each column are numbers divisible by 5, this simply indicates the superstars order in the column.

If you have an arsenal made for every superstar in the game, or at least a good portion, this list works well to randomize matches. I use 2 D10s.


WORLD DIVISION ROSTER 1
1 Andre "the Giant" OR Giant Baba 8
Steve Austin OR Lou Thesz 8 6 5
Hulk Hogan OR Hollywood Hogan 7 6
Triple H OR Hunter Hearst Helmsley 7 5 3
5 Undertaker OR The Undertaker 7 5 4
The Rock OR Rocky Johnson 6 5
Bret "Hitman" Hart OR Masa Saito 6
Randy Savage OR Macho King 6
Ultimate Warrior OR Warrior 6
10 Cena OR Chono/Fujinami/Jun/Tanaka 6
Shawn Michaels OR Heartbreak Kid 5
"Rowdy Roddy Piper OR Beefcake OR McIntyre 5
Kurt Angle OR Ken Shamrock 5 3
Goldberg OR Gillberg 5
15 Sid OR Mr. Hughes 5
Lex Luger OR Jese Ventura 5
Booker T OR MVP 5 4
Batista OR "Dr. Death" Steve Williams 5 3
Kane OR Issac OR Kurgan OR Zeus 5 3 2
20 Diesel(Hall 'n' Nash)ORRamonORNorton 5
Ric Flair OR Greg Valentine 4
Vince McMahon OR Verne Gagne 4
Mankind OR The Deranged Mankind 4
Cactus Jack OR Outlaw Ron Bass 4
25 Sting OR Stinger 4
Terry Funk OR Nick Bockwinkel 4
Ricky Steamboat OR Shane Douglas 4
Vader OR Genichiro Tenryu 4
Edge OR Choshu/Jumbo/Kobashi/Onita 4 #
30 Jake "The Snake" OR Arn Anderson 4
Brock Lesnar OR Dan Severn 4
Chris Jericho OR Owen Hart 4 3
Randy Orton OR DDP 4
Big Show OR Big John Studd 4 3
35 Rob Van Dam OR 2 Cold Scorpio 4 3
Rey Mysterio OR Psicosis 4 2
Gorilla Monsoon OR Tugboat 4
Christian OR Juventud Guerrera 4 1
Big Poppa Pump OR Billy Graham 4
40 Rikishi OR Yokozuna 4
Bam Bam Bigelow OR The Missing Link 4
Chris Benoit OR The Dynamite Kid 3 1
Sgt. SlaughterORIraqiORC pl.ORLeather 3
$$$ Ted DiBiase OR Ted DiBiase Jr. 3
45 Iron Sheik OR Colonel Mustafa 3
Honky Tonk Man OR Jeff Jarrett 3
Paul Orndorff OR Damien Demento 3
Jeff Hardy OR Hayabusa 3 2
Ken Kennedy OR Bob Backlund 3
50 King Kong Bundy OR Mark Henry 3
Jim Duggan OR Henry Godwin 3
JYD OR Bulldog OR DH OR Swagger 3
JBL OR Stan Hansen 3
Faarooq OR Ron Simmons 3
55 Lashley OR Tony Atlas 3
Umaga OR Kamala 3
Sabu OR The Sheik 3
Carlito OR KwangORSavioORTatan ka 3
Nickolai Volkoff OR Hillbilly Jim 3
60 Shelton Benjamin OR D-Lo Brown 3
Chris Masters OR Hercules 3
Shane McMahon OR La Parka 3
Chyna OR Aja OR Beth OR Jazz 3
Jerry Lawler OR Harley Race #
65 Eugene OR George Steele #
Jushin (Guerreros) ORMisawaORYang 3
Rick Steiner (APA) 3
R-Truth (Dudley Boyz) 3
Paul Burchill (The Hurri-Friends) 5
70 Alex Wright (Edge & Christian) 4


WORLD DIVISION ROSTER 2
1 The Great Khali OR Giant Gonzalez 2
Matt Hardy OR Hakushi 2 1
Dean Malenko OR Rick Martel 2
Tazz OR Bruno Sammartino 2
5 Dude Love OR Disco Inferno 2
Vladimir Kozlov OR Nikita Koloff 2
Fit Finaly OR Ronnie Garvin OR Sheamus 2
Buh-Buh Dudley OR Mike Awesome 2
Chavo Guerrero OR Jerry Lynn 2
10 Hardcore Holly OR Bob Holly 2
X-Pac OR 1-2-3 Kid 2
B.A. Billy Gunn OR Marty Jannetty 2
Road Dogg OR Jim "The Anvil" Neidhart 2
Test OR Marc Mero 2
15 Elijah Burke OR Koko B. Ware 2
John Morrison (MNM) OR Kidman 2
Charlie Haas (Team Angle) OR Santino 2
THE Brian Kendrick (Hardy Boyz) 2
Palumbo (Billy&Chuck) OR Lance Cade 2
20 Killer Kowalski (Two-Man Power Trip) 7
Festus (Brothers of Destruction) 6
Eddie OR Horn/Kidd/Pedro/Sim/Superfly 1
Goldust OR Cody OR Dusty OR Glacier 1
William Regal OR Kerry Von Erich 1
25 Raven OR The Miz 1
Tommy Dreamer OR Ultimo Dragon 1
Viscera OR Earthquake 1
Gene Snitsky OR Adam Bomb 1
Rhyno OR Abdullah the Butcher 1
30 The Hurricane OR The Blue Blazer 1
Tajiri OR The Great Muta 1
Doink OR Blue Meanie 1
Sandman OR Mr. Pogo 1
D-Von Dudley OR Bad News Brown 1
35 Jamie Noble OR Taka Michinoku 1
Rene Dupree OR Dino Bravo 1
A-Train OR Big Boss Man 1
Heidenreich OR Ludvig Borga 1
Marcus Cor Von OR Ahmed 1
40 Manu (3 Minute Warning) 1
Primo(Mexicools)ORKonnanORS.Crazy 1
Stevie Richards (RTC) ORAldoORJustin 1
Buff Bagwell (DX) OR Knox OR Z-Man 9
CM Punk OR Tito Santana 0
45 The Boogeyman OR Papa Shango 0
Spike Dudley OR Kevin Sullivan 0
Al Snow OR Skinner 0
Funaki OR Brian Pillman 0
Johnny OR Jim Brunzell 0
50 Kenny OR Evan Bourne 0
Mikey OR B. Brian Blair 0
Mitch OR Toshiaki Kawada 0
Nicky OR Kofi Kingston 0
Matt Striker OR IRS 0
55 Kevin Thorn OR Freddie Blassie 0
Balls Mahoney OR Bruiser Brody 0
Nunzio (FBI) OR Paul Roma 0
Jesse (Evolution) OR Terry Gordy 10
The Mystery Wrestler (Jobber Stable) 3+
60 Bobby Heenan (Family) OR Hashimoto 3+
Eric Bischoff OR Antonio Inoki 1+
Paul Heyman OR Mr. Fuji's Stable 0+
Theodore Long OR Slick's Stable 0+
Captain Lou Albano


WORLD TAG TEAM DIVISION ROSTER
1 The Four Horsemen (Evolution) 10
Evolution 10
The Fabulous Freebirds (Evolution) 10
DX 9
5 New Age Outlaws (DX) 9
The Headbangers (DX) 9
Demolition (Ax/Smash) (Power Trip) 7
Demolition (Smash/Crush) (Power Trip) 7
Two-Man Power Trip 7
10 The Hollywood Blonds (Power Trip) 7
Legion of Doom (Brothers) 6
Brothers of Destruction 6
The Powers of Pain (Brothers) 6
Faces of Fear (Brothers) 6
15 Hall 'n' Nash 5
The Natural Disasters (Hall 'n' Nash) 5
The Mega Powers (The Hurri-Friends) 5
Harlem Heat (The Hurri-Friends) 5
The Hurri-Friends 5
20 The Quebecers (The Hurri-Friends) 5
The Brainbusters (Bobby Heenan) 4
Edge and Christian 4
The Bushwhackers (E&C) 4
Cryme Tyme (E&C) 4
25 Curt Hawkins and Zack Ryder (E&C) 4
The Mega Bucks ($$$ Ted DiBiase) 3
Money Inc ($$$ Ted DiBiase) 3
The Funk Brothers (Dudley Boyz) 3
Dudley Boyz 3
30 Nasty Boys (Dudley Boyz) 3
Public Enemy (Dudley Boyz) 3
The British Bulldogs (Los Guerreros) 3
Los Guerreros 3
The Steiner Brothers (APA) 3
35 APA 3
Men On a Mission (APA) 3
The Bolsheviks (APA) 3
The Killer Bees (The Spirit Squad) 3
The Spirit Squad 3
40 The Hardy Boyz 2
The Rockers (Hardy Boyz) 2
The Rock 'n' Roll Express (Hardy Boyz) 2
London and Kendrick (Hardy Boyz) 2
The Midnight Express (MNM) 2
45 MNM 2
The Beverly Brothers (MNM) 2
The Hart Foundation (Team Angle) 2
The Brisco Brothers (Team Angle) 2
Team Angle 2
50 The Smoking Gunns (B&C) 2
Billy & Chuck 2
The Fabulous Rougeau Brothers (B&C) 2
The Twin Towers (Theodore Long) 2
Nation of Domination (Right to Censor) 1
55 Right to Censor 1
The Wild Samoans (3 Minute Warning) 1
The Headshrinkers (3 Mintue Warning) 1
The Islanders (3 Minute Warning) 1
3 Minute Warning 1
60 Strike Force (Mexicools) 1
Mexicools 1
The Orient Express (Mr. Fuji) 1
The Godwinns (FBI) 0
FBI 0
65 Power & Glory (FBI) 0


WOMENS DIVISION ROSTER
1 Manami Toyota (Trish Stratus) 4 2
Trish Stratus 4 2
Kelly Kelly (Trish Stratus) 4 2
Natalya (Trish Stratus) 4 2
5 Jaguar Yokota (Torrie Wilson) 4
Torrie Wilson 4
Candice Michelle (Torrie Wilson) 4
Maryse (Torrie Wilson) 4
Lita 3 2
10 Ashley Massaro (Lita) 3 2
Velvet McIntyre (Lita) 3 2
Aja Kong (Chyna) 3
Chyna 3
Beth Phoenix (Chyna) 3
15 Jazz (Chyna) 3
Chigusa Nagayo (Stacy Keibler) 3
Stacy Keibler 3
Alicia Fox (Stacy Keibler) 3
Layla (Stacy Keibler) 3
20 Lioness Asuka (Sable) 2
Sable 2
Katie Lea Burchill (Sable) 2
Tori (Sable) 2
Megumi Kudo (Christy) 2
25 Christy 2
Maria (Christy) 2
Rockin' Robin (Christy) 2
Gail Kim 2
Bertha Faye (Gail & Molly) 2
30 Molly Holly 2
Brie Bella/Nikki Bella (Gail & Molly) 2
Akira Hokuto (Right to Censor) 1
Michelle McCool (Right to Censor) 1
Ivory (Right to Censor) 1
35 Kyoko Inoue (Mickie James) 1
Mickie James 1
Alundra Blayze (Mickie James) 1
Wendi Richter (Mickie James) 1
Mariko Yoshida (Stephanie) 1
40 Sensational Sherri (Stephanie) 1
Jacqueline (Stephanie) 1
Stephanie McMahon 1
Bull Nakano (Victoria) 1
Luna Vachon (Victoria) 1
45 Victoria 1
Jillian Hall (Victoria) 1
The Fabulous Moolah 0
Mildred Burke (The Fabulous Moolah) 0
Leilani Kai (The Fabulous Moolah) 0
50 Judy Martin (The Fabulous Moolah) 0
Mae Young 0
Penny Banner (Mae Young) 0
Dawn Marie (Mae Young) 0
Beulah McGillicutty (Mae Young) 0
55 Melina (Nidia) 0
Rosa Mendes (Nidia) 0
Miss Jackie (Nidia) 0
Nidia 0


WOMENS TAG TEAM DIVISION ROSTER
1 The Glamour Girls (The Hurri-Friends) 5
The Devils of Japan (The Hurri-Friends) 5
Jumping Bomb Angels (Lita) 2
Crush Gals (Gail & Molly) 2
5 Bella Twins (Gail & Molly) 2
Gail Kim & Molly Holly 2

47
Classic Raw Deal / RAW DEAL ROYAL RUMBLE MATCH RULES
« on: March 09, 2007, 12:52:11 AM »
RAW DEAL WRESTLING FEDERATION ROYAL RUMBLE MATCH RULES
By NEIL SWINT, contact for rulings or questions: iwasmadeforlovinyou@hotmail.com

REQUIREMENTS
2-10 players. 30 DIFFERENT wrestler cards. Any # symbol or "VARIES" for hand size (HS) or superstar value (SV) is considered to be a 3. Cannot pack stable, tag team or female superstars, except Chyna and Beth Phoenix. Blank all wrestler abilities.

2 players = 15 wrestlers each, no wild cards
3 players = 10 wrestlers each, no wild cards
4 players = 7 wrestlers each, 2 wild cards
5 players = 6 wrestlers each, no wild cards
6 players = 5 wrestlers each, no wild cards
7 players = 4 wrestlers each, 2 wild cards
8 players = 3 wrestlers each, 6 wild cards
9 players = 3 wrestlers each, 3 wild cards
10 players = 3 wrestlers each, no wild cards

OBJECT OF THE GAME
Eliminate every other wrestler in the RING and be the last man (or woman) standing to be declared the Rumble winner! If the last 2+ wrestlers in the RING are all eliminated at the same time, the player that made the attack must roll 1D6, this roll cannot be rerolled. On a roll of 1-2 the last 2+ wrestlers are declared the Rumble Co-Winners and the Rumble ends. On a roll of 3+ the attack roll is ignored and the current round ends, the wrestler that made the attack immediately moves to the end of the RING.

BUILDING A DECK
At least one player must have a deck of wrestler cards that is made up of at least 30 DIFFERENT wrestlers. There is no upper limit to this deck. This deck can simply be dealt out or drafted between all players. If dealt out, each player is dealt a number of random cards, where the number equals the above stated requirement. If drafted, each round flip up a number of wrestlers cards equal to the number of players in the game plus 1 more wrestler card. Each player takes 1 wrestler a round in succession going clockwise, the extra wrestler is discarded. Shuffle the discard pile to form a new wrestler deck to draft from if needed. When all players have picked a wrestler a new round begins with the player who picked second last round now picking first.
   Players may construct their own 15 card RUMBLE DECK. A Rumble Deck is made up of exactly 15 DIFFERENT wrestler cards (see requirements) and the deck may contain up to 50 SUPERSTAR POINTS. Each wrestler in a Rumble Deck is worth a number of superstar points equal to their superstar value. Each wrestler with HS 0 increases available SUPERSTAR POINTS by +1. For a player to use a Rumble Deck, all other players in the game must be using a Rumble Deck too. Depending on the number of players in the game, randomly select the needed number of wrestlers from your Rumble Deck, the extra wrestlers in your deck if any are not used in this game. Select wild cards from unused wrestlers randomly.

GAME & RING RULES
Each player takes a random entrance position from 1-8 depending on the number of players in the match (sit in a clockwise order of 1-8). Place any wild card wrestlers face down in a pile off to the side. Each deck of wrestlers that a player is given or is using is kept face down and cannot be looked at by any player. All players must shuffle their decks.
   At the start of the match the first wrestler to enter the Rumble match is the wrestler on the top of the deck controlled by the player in the #1 entrance position. Place this wrestler face up in the top left of the RING (playing field). The second wrestler to enter is then entered by the player in the next highest entrance position. Place this wrestler directly underneath the first wrestler that entered. After this is done an ENTRANCE COUNTER is given to the next player in the next highest entrance position, or back to the player in the lowest entrance position if no higher position remains.
   The top leftmost wrestler in the RING is always considered to be the wrestler at the START of the RING. The bottom rightmost wrestler is at the END. If a wrestler would move to the start of the RING, they would move above the wrestler in the start position if able (column can only be 2 wrestlers deep) or to the left of that wrestler at the bottom of a new column. If moving to the end of the RING, move below wrestler in end position if able or to the right of that wrestler at the top of a new column.

ENTERING WILD CARDS
Once all players have entered all their wrestlers in the Rumble, then that is when wild cards start to enter the Rumble match one at a time. Each player in the Rumble (even if they have no wrestlers left in it) rolls 1D6 immediately after a wild card wrestler comes into play. Players with no wrestlers currently in the Rumble add +1 to their roll, this roll cannot be rerolled. Ties are rerolled. The player with the highest roll now controls the wild card wrestler.

ROUND RULES
At the start of a round (except the first round) the player with the Entrance Counter must make an ENTRANCE ROLL by rolling 2D6s.
   On a non-double roll totaling 6 or less or SNAKE EYES (double 1s) no new wrestler enters the Rumble that round. If SNAKE EYES is rolled, the wrestler at the start of the RING and the wrestler at the end of the RING switch positions with each other.
   On a non-double roll totaling 8 or higher a new wrestler enters the Rumble that round.
   On a double roll (not double 1s) or a roll that totals EXACTLY 7, a new wrestler enters the Rumble that round, takes their turn, and the round then immediately ends. If a roll like this occurs at the start of a round and there are no more wrestlers left to enter the Rumble, the round is played out like normal with each wrestler getting a turn. If a double 6 is rolled at the start of a round and there are either no more wrestlers left to enter the Rumble or there are exactly two wrestlers in the ring, do the above SNAKE EYES switch effect (each wrestler gets a turn and no new wrestler enters the Rumble that round).

   If a wrestler is to enter the Rumble, the wrestler to enter will be from the player who holds the ENTRANCE COUNTER. After a wrestler enters, the counter is passed off to the next player in the next highest entrance position, or back to the player in the lowest entrance position if no higher position remains. Place an entering wrestler in the top left of the RING. A column of wrestlers can only ever be 2 deep, so each wrestler shifts down or over 1 position now as required. Also any holes created from the previous round must now be filled in by surrounding wrestlers accordingly.
   During gameplay if a wrestler that's already in play enters the Rumble (the same superstar card or a different version that can pack the same superstar logo cards) the current version in play is eliminated and the new version entering the Rumble is now in play. If the eliminated version had any hits, cut the hit total in half and round up and place that number of hits on the version that just entered. Any reroll counters that were on the eliminated wrestler are NOT placed on this wrestler. (For game logic purposes this should be treated as if the Rumble buzzer just went off and nobody came out. And of course a new player controls the wrestler that was already in the ring).
   The round now starts with the wrestler in the top left position going first, followed by the wrestler directly below them. If no wrestler is there play proceeds to the next row with a wrestler in it, starting from the top position going down.
   A round ends when all wrestlers in the RING have taken a turn. At the end of a round all wrestlers not DOWN BUT NOT OUT remove 1 hit from themselves if there are no other wrestlers adjacent to them (or if all other adjacent wrestlers are DOWN BUT NOT OUT). After this, all wrestlers in the ring with HS 1-4 remove 1 hit from themselves.
   If there are no more wrestlers to enter the Rumble then whoever has the ENTRANCE COUNTER keeps it for the rest of the game. At the start of each new round an ENTRANCE ROLL is still made.


Figure A                                                       Figure B

Wrestler 1 (start)        Wrestler 3 (end)          New Entrant (start)        Wrestler 2

Wrestler 2                                                    Wrestler 1                     Wrestler 3 (end)



ATTACK RULES
During a wrestlers turn that wrestler must make an attack roll. Attack rolls can only be made against adjacent wrestlers (you must attack even if the only adjacent wrestlers belong to you)!
   When attacking roll 5D6. If your superstar value is higher than that of the wrestler you are attacking, you deliver 1 hit to that wrestler for every roll of 4+ you roll, place a hit counter on that wrestler for each hit rolled. If your superstar value is even, you hit on 5+. And if your superstar value is less, you hit only on 6.
   If you roll no hits and roll 1's with no 2's, your wrestler takes hits equal to the number of 1's you rolled (may cause automatic elimination, see REROLL RULES below).
   If you roll no hits and roll 2's with no 1's, both wrestlers take hits equal to the number of 2's you rolled (may cause automatic elimination, see REROLL RULES below).
   If your roll causes no hits, move your wrestler to the start or end of the RING and/or they may declare themself DOWN BUT NOT OUT. HS 11+ wrestlers can't declare.
   If you roll three or more 6's or roll five hits in one roll, the wrestler you hit is automatically eliminated!
   If you roll EXACTLY two 6's your wrestler RECOVERS. Immediately make a RECOVERY ROLL by rolling 2D6 before the hits from the attack roll are applied.

RECOVERY RULES
Subtract your wrestlers SV from the RECOVERY ROLL total. HS 11+ wrestlers cannot reroll their RECOVERY ROLL.
   If your sum is negative nothing happens (HS 5+ wrestlers have their sum automatically considered negative if the 2D6 rolled were BOTH 1s, 2s, and/or 3s).
   If your sum is zero or positive, remove up to # hits from your wrestler where # equals your sum total OR give your wrestler exactly 1 reroll counter (your wrestler is given 2 reroll counters if their HS is 5-7). Do both effects if able if your RECOVERY ROLL is a double roll of 4-6 and/or if your wrestler has HS 1-4.

(e.g. Jake Roberts attacks Undertaker and rolls a 1, 2, 3 and EXACTLY two 6's. Jake will hit Undertaker twice but since Jake rolled EXACTLY two 6's he makes a RECOVERY ROLL before these hits are applied. Jake rolls a 6 and a 4, for a total of 10. Jake subtracts his SV of 4 from the 10, getting the sum of 6. Jake can now remove up to 6 hits from himself OR he can place 2 reroll counters on himself. After this the 2 hits Jake rolled in his initial attack roll are placed on Undertaker).

DOWN BUT NOT OUT
When a wrestler declares themself DOWN BUT NOT OUT that wrestler exerts themself (rotate the cards position so it is now sideways). That wrestler may not make any attack rolls, have any attack rolls made against them, or be selected to participate in a double team for the remainder of the round. Rotate the wrestler to their normal position at the end of the round.

DOUBLE TEAM RULES
Instead of making an attack roll, you may instead declare a double team. Each player may only declare a double team or that they are emptying the ring once each round (see EMPTYING THE RING RULES). To do this select one wrestler adjacent to you that is also adjacent to the wrestler that you want to attack. Roll 1D6. On a roll of 1-3 the double team fails and your wrestlers turn ends. On a roll of 4-6 the double team succeeds, you may now make a double team attack roll or select another adjacent wrestler to join the double team using the above method. For the second wrestler you select to add to the double team, you fail on 1-2, and for every wrestler after that you fail only on 1.
   When you make a double team attack roll, add the combined SV of the wrestlers double teaming with you to your wrestlers SV for that roll only. Your wrestler and all other wrestlers that are helping you double team are considered to be making the attack roll (only your wrestler can make a RECOVERY ROLL though). If your roll causes no hits, only the wrestler that initiated the double team may move/declare. If the wrestler being double teamed is eliminated, all wrestlers involved in the double team would be able to remove hits or add a reroll counter to themselves (see ELIMINATION RULES below).

EMPTYING THE RING RULES
Instead of making an attack roll, you may instead declare you are emptying the ring. Each player may only declare a double team or that they are emptying the ring once each round (see DOUBLE TEAM RULES). To do this select two or more wrestlers adjacent to your wrestler declaring this. Roll 1D6. On a roll of 1-2 emptying the ring fails and your wrestler's turn ends. On a roll of 3-6 emptying the ring succeeds, you must now make a single attack roll against the selected wrestlers. If the selected wrestlers combined superstar value is less than your wrestlers superstar value you hit on 4+, if its equal to yours you hit on 5+, and if it's higher than yours you hit only on 6.
   You decide on what selected wrestlers each hit you rolled goes on. If you roll three or more 6's during this roll or five hits, every wrestler you selected is automatically eliminated! If you roll 2's and no 1's, each wrestler will take hits equal to the number of 2's! If multiple wrestlers must make save rolls, their RING position will dictate the order in which they will save (go top left to bottom right).

ELIMINATION RULES
A wrestler is eliminated immediately after a failed save roll. Remove an eliminated wrestler from the RING and return it face up to the player that controlled that wrestler.
   When your wrestler eliminates another wrestler (and your wrestler is not eliminated in the process), remove up to # hits from your wrestler where # equals the eliminated wrestlers SV (if # is 3+ it becomes 2 if your wrestler has HS 11+) OR place 1 reroll counter on your wrestler (your wrestler is given 2 reroll counters if their HS is 5-7). Do both effects if able if your wrestler has HS 1-4.
   A wrestler is automatically eliminated when three or more 6's or five hits are rolled against them in one roll OR if that wrestler would have hits placed on them from 1s or 2s and the number of hits placed would exceed that wrestlers HS. If a wrestler is automatically eliminated they cannot make a save roll or a BBB roll.

SAVE ROLL RULES
When hits from an attack would be placed on a wrestler and the number of hits placed would exceed that wrestlers HS, none of those hits are placed and instead that wrestler immediately makes a save roll by rolling 1D6 (see RUMBLER RULES below).
   Wrestlers must roll a number equal or higher than the current save rating to save themself. The save rating is based on the ENTRANCE ROLL (first round save rating is 3).
   If the ENTRANCE ROLL is a non-double roll totaling 6 or less or SNAKE EYES (double 1s), the save rating is 6.
   If the ENTRANCE ROLL is a non-double roll totaling 8 or higher, the save rating is 3.
   If the ENTRANCE ROLL is doubles (not double 1s), the save rating is #, where # equals one of the double numbers.
   If the ENTRANCE ROLL is EXACTLY 7, the save rating is #, where # equals the highest number rolled.
   If a wrestler rolls a number that does not save them, they have failed their save roll and are eliminated.
   Wrestlers with HS 0-2 add 1 to their save roll if the save rating is 3 or higher. Wrestlers with HS 3-4 add 1 to their save roll if the save rating is 4 or higher.
   If a wrestler saves themself they immediately move to the end of the RING. That wrestler may immediately declare themself DOWN BUT NOT OUT.

RUMBLER RULES
When a wrestler with HS 8+ has to make a save roll as a result of being attacked by any number of wrestlers with a combined EQUAL OR LOWER HS total, the wrestler being attacked first makes a Rumbler roll.
   When a wrestler with HS 8+ has to make a save roll as a result of being attacked by any number of wrestlers with a combined HIGHER HS total, if the wrestler being attacked has hits on themself less than their HS then that wrestler may immediately place hit counters on themself until the amount on them equals their HS, that wrestler then gets to make a Rumbler roll.
   To make a Rumbler roll, the wrestler rolls 3D6 if their HS is 9+, or the wrestler rolls 4D6 if their HS is EXACTLY 8. If the wrestler rolls at least one 6, no hits are placed on the wrestler and no save roll or elimination occurs. If the wrestler rolls no 6's, then the Rumbler roll CANNOT be rerolled and the wrestler must now make a normal save roll.

REROLL RULES
Once a round, wrestlers with a HS 5 may ignore all dice they just rolled for whatever reason and may reroll all those dice and take the results of the new roll. HS 0-1 wrestlers begin every game with 2 reroll counters. HS 3/6/9 wrestlers begin with 1 reroll counter. Reroll counters act like a normal reroll ability. When a counter is used it is removed from the wrestler that used it, multiple counters may be used in a row. HS 5 reroll ability must always be used before any reroll counters are used.
   Reroll counters cannot be used to reroll attack dice that were rolled in any kind of attack against a HS 6-7 wrestler.
   The ENTRANCE ROLL can never be rerolled.
   HS 11+ wrestlers cannot reroll their RECOVERY ROLL.
   BOTCH/SHOOT: If four or five of the same number is rolled in one roll, that roll cannot be rerolled. If four 1s or 2s are rolled, the single number rolled is ignored.

(e.g Austin attacks Rock and rolls four 1s and one 2, the single 2 is ignored. Austin is forced to take 4 hits. Austin's HS is 7 and he currently has 5 hits on himself. Since the 4 hits just taken would exceeds Austin's HS, Austin is automatically eliminated).

See below for a quick sample game.

48
Rules Forum / New to Revolution Tournaments - Some Quick Help
« on: January 26, 2007, 06:53:16 AM »
If I come to a Revolution constructed tournament, will I need to bring 1 or 2 constructed decks? Apart from not knowing that, I'm good on everything else.

Pages: 1 [2]