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Messages - Neil Swint

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Bandar, I hope your Rumble is exciting and fun, let me know how it turns out. I just played one with my friend. It came down to my Cena against his 3 jobbers (Red Rooster, Barry Horowitz, and The Genius) and his huge Andre the Giant. Red Rooster eliminated himself by rolling multiple 1's, then I eliminated The Genius and Barry by clearing the ring with Cena. Then for the next 5 rounds an untouched Andre beat on me, each round I saved myself from elimination. The attack roll I made on the 5th round was 1,2, and three 6's, goodnight sweet Andre as I FU his giant carcass out of the ring. Heart stopping action.

I would like to say thank you to the moderators for keeping this article up here.

527
Check out the red text, it has been changed a bit. Makes the Rumble flow better, more wrestler build ups and mass eliminations will occur now.

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SAMPLE GAME:
It's the closing moments of the 1992 Royal Rumble, perhaps the best and most star studded Rumble ever. It has boiled down to three men, Hulk Hogan: Hand 9 Star 7, Sid Justice: Hand 8 Star 5, and Ric Flair: Hand 4 Star 4. Hogan is controlled by player 1, player 2 controls Justice and Flair. Each wrestler has no hits on them. The current Ring layout is like Figure A above, with Hogan in 1, Justice in 2, and Flair in 3. Player 1 has the ENTRANCE COUNTER and rolls a 7 (4+3) at the start of this round, so all wrestlers need to roll a 4+ to save themself from being eliminated this round (Flair adds 1 to his roll). Let's get ready to RUMBLE!
   Hogan attacks Justice needing 4+ to hit and hits 3 times. Justice double teams with Flair successfully and attacks Hogan, hitting now on 4+ instead of just 6. They hit Hogan 3 times. Since player 2 has tried to double team this round, he cannot try again or try and empty the ring for the rest of the round. So Flair must now attack Hogan or Justice. Flair attacks Hogan needing 6's to hit. Flair hits Hogan once. Since all wrestlers in the ring have taken a turn a new round begins. Hogan now has 4 hits, Justice has 3, and Flair has none.
   Player 1 rolls the ENTRANCE COUNTER again and this time rolls a 6 (4+2). All wrestlers need to roll 6 to save themself (Flair adds 1 to his roll). Hogan continues his assault on Justice, scoring 4 hits. Justice tries to double team with Flair again against Hogan and succeeds, retaliating with 3 hits. Flair chops Hogan for all he's worth, resulting in a roll of 1, 5, and 3 6's, an automatic elimination on Hogan who cannot try and save for it! Hogan is removed from the ring, Flair MAY move to the end of the Ring (he is already there though). Flair now removes up to 7 hits from himself if he had any (Hogan's SV is 7) AND Flair is given 1 reroll counter (both are done because Flair's HS is 1-4). A new round now begins with Justice who now has 7 hits moving up into Hogan's former position, and Flair with no hits moving to Justice's former position.
   The ENTRANCE COUNTER is again rolled by player 1 and this time an 8 is thrown (5+3). All wrestlers need to roll a 3+ to save themself from being eliminated this round. Justice decks Flair for 1 hit. Flair fires back with 2 hits. This would bring Justice to 9 hits, just over his hand size limit. So these hits are not added onto Justice yet. Justice rolls 4D6 for his BBB roll. He does not roll a 6 so he must now make a normal save roll to see if he can save himself from elimination. Sid must roll a 3 or higher on one D6 to save himself. He rolls a 2. Sid Justice has just been dumped over the top by Flair. The winner of the 1992 Royal Rumble, RIC FLAIR!

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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.

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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.

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