By NEIL SWINT, contact for rulings or questions:
iwasmadeforlovinyou@hotmail.comREQUIREMENTS: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 tag team or female superstars, except Chyna. 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 two or more 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 match is declared a no contest. 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. The wrestlers dealt out may then be randomly split between players fairly, so each player has the same amount (or close to the same amount) of SUPERSTAR POINTS (see below). If drafted, draft clockwise, each round players will pick one wrestler each in succession. 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, 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 also 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. Wrestlers with a hand size of 5 are worth a number of superstar points equal to their superstar value +1. Wrestlers with a hand size of 0 are worth a number of superstar points equal to their superstar value -1 (minimum of 0). 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 RULES:Each player takes a random entrance position from 1-8 depending on the number of players in the match. Place any wild card wrestlers face down in a pile off to the side. Each stack 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 wrestlers stacks.
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 number one 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.
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 totalling 6 or less no new wrestler enters the Rumble that turn. On a non-double roll totalling 7 or higher a new wrestler enters the Rumble that turn. On a double roll or a roll that totals EXACTLY 7, a new wrestler enters the Rumble that turn, takes their turn, and then the round immediately ends. If a wrestler is to enter the Rumble, the wrestler to enter will be from the player who holds the
ENTRANCE COUNTER, after the 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 that wrestler in the top left of the RING. A row 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 with no other wrestlers adjacent to them (or if all other adjacent wrestlers are
DOWN BUT NOT OUT) remove 1 hit from themself. (For game logic purposes this is treated as if these wrestlers were resting in corners etc). Then all wrestlers in the ring with a hand size of 4 or less remove 1 hit from themself.
If there are no more wrestlers to enter the Rumble 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. This
ENTRANCE ROLL will determine the current save roll needed in the round to be rolled so a wrestler can save themself from elimination (double rolls and 7s no longer end the round prematurely).
Figure A Figure B
Wrestler 1 Wrestler 3 New Entrant Wrestler 2
Wrestler 2 Wrestler 1 Wrestler 3
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 (automatic elimination, cannot make a BBB or save roll for this).
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 (automatic elimination, cannot make a BBB or save roll for this).
If you roll 1s, 2s, 3s, and no hits OR if you roll no 1s, no 2, no hits, and any 3s then your wrestler does one of the following things: The wrestler's turn ends OR the wrestler may move to the end of the RING and then immediately declare themself
DOWN BUT NOT OUT (HS0-4 wrestler's may instead move to the start of the RING).
If you roll three or more 6's or roll 5 hits in one roll, the wrestler you hit is automatically eliminated, cannot make a BBB or save roll for this.
If you roll EXACTLY two 6's your wrestler
RECOVERS. Immediately roll another 2D6 before the attack roll damage is applied to any wrestler(s), this roll cannot be rerolled. Subtract your wrestlers SV from the combined numbers rolled on the 2D6. If the sum you get is negative nothing happens (your sum is automatically considered to be negative if the 2D6 rolled were BOTH 1s, 2s, and/or 3s). If the sum you get is 0 you may remove up to 1 hit from your wrestler. If your sum is any other number, you may remove up to # hits from your wrestler where # equals your sum total OR you may instead give your wrestler exactly 1 reroll counter.
(e.g. Jake Roberts attacks Undertaker and rolls a 1, 2, 3 and EXACTLY two 6's. Jake will hit Undertaker twice but before these hits are applied since Jake rolled EXACTLY two 6's he now RECOVERS. Jake rolls a separate pair of 2D6. He rolls a 6 and a 4, for a total of 10. Jake takes the total of 10 rolled and subtracts his SV of 4 from it, getting the sum of 6. Jake can now remove up to 6 hits from himself OR place exactly 1 reroll counter on himself. After this the 2 hits Jake rolled in his initial attack roll are placed on Undertaker).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. To do this select 1 wrestler adjacent to you that is also adjacent to the wrestler that you are trying to double team. 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 superstar value of the wrestlers doubling teaming with you to your wrestlers superstar value 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
RECOVER though, see ATTACK RULES above). If 3s and no hits comes up, the wrestler that initiated the double team may move first followed by all the other wrestlers involved in the double team in the order of their RING position from top left to bottom right. Also 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 themself (see ELIMINATION RULES below), these wrestlers would also move in the above mentioned way.
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. To do this select 2 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 an attack roll. 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 5 hits, every wrestler you selected is eliminated (cannot make a save roll for this)!
ELIMINATION RULES:A wrestler is eliminated immediately (after a failed save roll) when the number of hits on them are higher than their hand size. Remove an eliminated wrestler from the Ring and return it face up to the player that controlled that wrestler.
When a wrestler eliminates another wrestler (and the eliminating wrestler is not eliminated in the process), the wrestler doing the eliminating
MAY immediately move to the end of the
RING (the wrestler can choose to do this even if they already are at the end of the RING). If the wrestler moves then immediately remove up to # hits from that wrestler where # equals the eliminated wrestlers superstar value
OR place 1 reroll counter on that wrestler.
SAVE ROLL RULES:When a wrestler receives enough hits to be eliminated, before placing any of those hits, that wrestler immediately makes a save roll by rolling 1D6.
Wrestlers must roll 3+ to save themself, this number is known as the save rating. If the
ENTRANCE ROLL was 6 or less and not a double at the beginning of a round, wrestlers must roll #+ to save themself, where # equals the total of the
ENTRANCE ROLL. (e.g. so a 1 and a 4 would mean the save rating would be 5+). If the
ENTRANCE ROLL was doubles at the beginning of a round, wrestlers must roll #+ to save themself, where # equals one of the double numbers that was rolled. If the
ENTRANCE ROLL was EXACTLY 7 at the beginning of a round, wrestlers must roll #+ to save themself, where # equals the highest number rolled. A wrestler always fails to save on a roll of 1 and always succedds to save on a roll of 6.
Wrestlers with a hand size of 2 or less always save themself on the current save rating -1 (minimum of 3+).
If a wrestler saves themself they do not receive any of the hits just given to them and they immediately move to the end of the
RING. That wrestler may immediately declare themself
DOWN BUT NOT OUT. If a wrestler does this they exert themself (rotate the cards position so it is now sideways), they 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.
If a wrestler rolls a number that does not save them, they have failed their save roll and are eliminated.
BIGGER! BETTER! BADDER! RULES:When a wrestler with a hand size of 8+ has to make a save roll as a result of being attacked by any number of wrestlers with a combined lower hand size total, the wrestler being attacked makes a BBB roll. A wrestler may also make a BBB roll if they would normally not be able to, to do so a wrestler must have hits on themself less than their HS. That wrestler immediately places hit counters on themself until the amount on them equals their HS, that wrestler then gets to make a BBB roll.
To make a BBB roll, the wrestler rolls 3D6 if their hand size is 9+, or the wrestler rolls 4D6 if their hand size is EXACTLY 8. If the wrestler rolls at least one 6, the wrestler has none of the hits rolled against them put on them and the wrestler makes no save roll as that wrestler is no longer being eliminated. If the wrestler rolls no 6's, then the wrestler must now make a normal save roll.
When a wrestler with a HS of 11+ has 2 or more hits rolled against them in anykind of attack by any number of wrestlers with a combined lower hand size total, the HS11+ wrestler adds 1 to the hits they must take.
REROLL RULES:Wrestlers with a hand size of exactly 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. A wrestler can only do this once a round. A wrestler cannot reroll attack dice that were rolled in anykind of attack against a wrestler with a hand size of 6 or 7. The ENTRANCE ROLL can never be rerolled.
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.
See below for a quick sample game.