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Author Topic: RAW DEAL ROYAL RUMBLE MATCH RULES, very fun, please read  (Read 8521 times)
Neil Swint


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« on: March 09, 2007, 01:52:11 AM »

RAW DEAL WRESTLING FEDERATION ROYAL RUMBLE MATCH RULESBy 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 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 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. 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 a HS of 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 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 #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.

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 no new wrestler enters the Rumble that turn. On a non-double roll totaling 8 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 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 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 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 a hand size of 4 or less 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 (see SAVE ROLL RULES.)


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 (this may cause an automatic elimination.)
   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 (this may cause an automatic elimination.)
   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 if the wrestler has a HS of 0-7 the wrestler may move to the start or the end of the RING or to any hole within the RING and they may then declare themself DOWN BUT NOT OUT.
   If you roll three or more 6's or roll 5 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, this roll can only be rerolled by HS5 wrestlers. Subtract your wrestlers SV from the RECOVERY ROLL total. 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 (the wrestler is given 2 reroll counters if their HS is 6-7.)

(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 THR RING RULES.) To do this select 1 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 doubling 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 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 themselves (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 (see DOUBLE TEAM RULES.) 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 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 5 hits, every wrestler you selected is automatically eliminated!

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 SV OR place 1 reroll counter on that wrestler (the wrestler is given 2 reroll counters if their HS is 6-7.)
   A wrestler is automatically eliminated when three or more 6's or 5 hits are rolled against them in one roll or if that wrestler has hits placed on them from 1s or 2s and these hits exceed their HS. If a wrestler is automatically eliminated they cannot make a save roll or a BBB roll.

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 the round, wrestlers must roll 6+ to save themself. If the ENTRANCE ROLL was doubles at the beginning of the 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 the 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 succeeds to save on a roll of 6. If a wrestler rolls a number that does not save them, they have failed their save roll and are eliminated.
   If a wrestler with a HS of 0-2 has to save on a roll of 6+, that wrestler instead saves on a roll of 4+. If a wrestler with a HS of 3-4 has to save on a roll of 6+, that wrestler instead saves on a roll of 5+.
   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.

BIGGER! BETTER! BADDER! RULES:
When a wrestler with a HS of 8+ has to make a save roll as a result of being attacked by any number of wrestlers with a combined LOWER HS total, the wrestler being attacked first makes a BBB roll.
   When a wrestler with a HS of 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 BBB roll.
   To make a BBB 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 BBB roll CANNOT be rerolled and 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 by any number of wrestlers with a combined LOWER HS total, the HS11+ wrestler adds exactly 1 to the hits they must take.

REROLL RULES:
Once a round, wrestlers with a HS of 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 cannot reroll attack dice that were rolled in anykind of attack against a wrestler with a HS of 6-7. 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.
« Last Edit: January 18, 2012, 03:29:57 AM by Neil Swint » Logged

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http://www.gamefaqs.com/console/snes/game/588642.html
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« Reply #1 on: March 09, 2007, 02:01:10 AM »

Holy crap dude... you put a lot of work into this. Sticky'd it is for the time being. Thanks for posting it here.

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« Reply #2 on: March 09, 2007, 02:13:23 AM »

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. 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. Before a new round begins Flair would remove 1 hit from himself if he had any on him, since his hand size is 4 or less. 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 a 6 to save themself from being eliminated this round. 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 could now either remove up to 7 hits from himself if he had any (Hogan's SV is 7) OR Flair may be given 1 reroll counter, which he is given. 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!
« Last Edit: March 19, 2011, 12:32:47 AM by Neil Swint » Logged

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« Reply #3 on: April 21, 2007, 09:40:28 AM »

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.
« Last Edit: May 14, 2007, 09:32:58 AM by Neil Swint » Logged

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« Reply #4 on: May 21, 2007, 11:55:41 PM »

DUDE totally SWEET!!!!!!!!!!!!!!!!!  Shocked Shocked Shocked Shocked Shocked I'm so going to try this out ASAP. Nice work. A++++++++AAAAA+A+A+A++A+A+A+A+A++A. Wonderful.
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Bandar!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!, wrote this!!!!!!!!!!!!!!!!!!
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« Reply #5 on: May 23, 2007, 08:36:42 AM »

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.
« Last Edit: May 23, 2007, 08:40:44 AM by Neil Swint » Logged

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« Reply #6 on: July 29, 2007, 01:32:51 AM »

Check out the red text, minor revisions were done. Depending on the entrance rolls now it is very easy for the ring to get crowded or for it to be empty, which mimics a Rumble alot better than the old rule did.

For anyone that cares I will be at Gen Con this year and I'll bring all my Raw Deal and made up wrestler cards with me if anyone wants to play in the FIRST EVER free and prize supported Royal Rumble World Championship!
« Last Edit: August 03, 2007, 10:46:55 AM by Neil Swint » Logged

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« Reply #7 on: August 12, 2007, 05:37:47 PM »

New reroll rule added for wrestlers with a hand size of 5. Wrestlers with a HS of 5 always seemed to need something during play. Since I wanted to add rerolls to the game, but not for every character, this rule was the perfect solution. HBK and Austin are much more powerful now, as they should be. Not to mention Honky Tonk Man (HS5 SV3). "Sometimes it's better to be lucky than good, Gorilla." - Jesse Ventura.
« Last Edit: August 12, 2007, 05:40:32 PM by Neil Swint » Logged

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« Reply #8 on: September 26, 2007, 05:22:42 PM »

Slight modification to the reroll rule. Gives wrestlers with a hand size of 6 or 7 an edge over the rerollers as more balance was needed. Me and my friends have had some pretty funny Bret Hart (5/6) and Shawn Michaels (5/5) reroll battles.
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« Reply #9 on: November 21, 2007, 06:39:52 AM »

All rules are the same, just changed double teaming a bit.
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« Reply #10 on: December 04, 2008, 04:11:21 AM »

Hello fellow Rumblers. Check out the original rules above. You will find things worded better now. Also since a few emails have been sent to me in the last few months inquiring about the same sort of rulings I thought I should clarify things a bit better here. In the above original rules you will find certain things in red text. The red text is not new rules but more clarified rulings. The two spats of BOLD red text in Round Rules, Attack Rules, and the entire Bigger! Better! Badder! Rules are however fantastically new!

For your consideration below in red text are all NEW OPTIONAL RULES to enhance your Rumble experience! Check out the No. More Mr. Nice Guy! Rule for a taste of AUSTIN 3:16, I'm pretty pleased with it!

OPTIONAL RULES:
All these rules are optional and they can add alot of spice to a Rumble. If you choose to play with these rules, you may only play with ONE of these rules during a Rumble. Select what rule will be used at the start of the Rumble by whatever fair means all players decide upon.


Big No-Show Rule:
Just before a wrestler is about to enter the Rumble (and before the wrestler card is looked at), the player who would enter that wrestler may instead choose to eliminate that wrestler. If the Every Man for Himself Rule is being used, then the player that controls the wrestler at the start of the RING may choose to eliminate the wrestler that is about to enter the Rumble. The wrestler that is about to enter the Rumble is then turned face up and put into the discard pile without entering the RING. The player that chose to eliminate the wrestler then selects one wrestler in the RING. The selected wrestler removes all the hits on themself, if the ENTRANCE ROLL was a double or a 7 the round now ends.
   As soon as this is done this cannot be done again by any player for the remainder of the Rumble.

Co-Winner Rule:
As soon as there are only 2 wrestlers left in the Rumble match both are declared the Rumble Co-Winners and the Rumble ends. If 3 or more wrestlers are left in the Rumble match and something occurs to eliminate every wrestler except for 1, then that 1 wrestler left is declared the sole winner of the Rumble.

Down But... Under the Ring!? Rule:
When a wrestler has just been eliminated without being able to make a save roll (and no other wrestler was eliminated at the same time), the player that controls that wrestler may instead choose to not eliminate that wrestler and the wrestler is instead shuffled back into that player's wrestler stack or main stack.
   As soon as this is done this cannot be done again by any player for the remainder of the Rumble.

Every Man for Himself Rule: TANDEM
Once players decide on the wrestlers they are using, be they dealt randomly from a stack or drafted, or if players are using RUMBLE DECKS, once all players have the wrestlers they will use for this Rumble each and every player looks at their wrestlers and their opponent's wrestlers. All players must remember the wrestlers that they own and will be using. Now all wrestler cards are shuffled together and are put in a single main stack, wild cards are still kept separate. All wrestlers will enter the Rumble from this main stack, 30 opponents, no friends! A normal ENTRANCE ROLL is still made, but it is not considered to be rolled by a player. Players may get lucky and find alot of their wrestlers entering late in the Rumble, but they may also have the majority of their wrestlers enter near the start and may have to eliminate a number of their own wrestlers from the Rumble if too many are in the RING at the same time!
   This optional rule is alot of fun and may be used in tandem with another optional rule. This rule cannot be used in tandem with the Surprise Entrant Rule.

Friend vs Friend, Foe vs Foe, But We Know Better Rule:
Members of an officially recognized WWF/WWE tag team get two bonuses. When one tries to double team with the other the double team roll succeeds on a roll of 3 or higher. Also if both members of the team are adjacent to one another and neither is DOWN BUT NOT OUT, both members printed superstar values are currently doubled. These rules are for TEAMS only (e.g. New Age Outlaws) not factions (e.g. DX, though HBK and HHH are a team, see how confusing this rule can get).
   This rule can get mean in play and in ensuing arguments. It's best to use this rule only if a stack of specific wrestlers are being used and the teams have been named. Otherwise if an argument arises that cannot be dealt with fairly this rule is no longer in effect for the remainder of the Rumble.
   In addition to the rule above, players may only select wrestlers they control to participate in a double team! This rule is optional and is always in effect if players select to use it.

No Chance In Hell Rule: 2 PLAYERS
In a Rumble involving exactly 2 players, before a wrestler makes anykind of attack roll, that wrestler may immediately move to the end of the RING and declare themself DOWN BUT NOT OUT. Instead of being rotated sideways, the wrestler is rotated until they are upside down. Any reroll counters on the wrestler are placed on the middle of the wrestler's card, the wrestler then rolls 1D6, this roll cannot be rerolled. The number rolled is considered to be worth that amount of reroll counters and the roll is placed face up on the middle of the wrestler's card with the other (if any) reroll counters. At the end of each round 1 reroll counter is removed from this wrestler and the wrestler remains DOWN BUT NOT OUT. When the last reroll counter is removed from the wrestler, the wrestler rotates back to their normal upright position and they are no longer DOWN BUT NOT OUT.
   Each player can only do this up to 3 times during the Rumble. When a player does this they cannot do it again until their wrestler that is DOWN BUT NOT OUT is rotated back to their normal upright position.

No More Mr. Nice Guy! Rule:
For the remainder of this Rumble wrestlers with a hand size of 5 cannot use their built in reroll to reroll their save roll.
   When a wrestler has just failed their save roll, the player that controls that wrestler may instead choose to reroll their save roll. That player must now roll 5+ to save their wrestler from being eliminated (even if the wrestler has a hand size of 2 or less) and cannot reroll this roll. If the player rolls 5+ that wrestler is not eliminated and is placed at the end of the RING and now may be declared DOWN BUT NOT OUT. If the player fails this roll their wrestler is eliminated and so are all their other wrestlers currently in the RING! If a players wrestler is eliminated in this manner and the eliminated wrestler was attacked by a wrestler that was controlled by that player, the wrestler(s) that player controls that made the attack are not eliminated.
   Any version of Steve Austin that makes this roll gets to save on a roll of 3,1, or 6. If Austin succeeds making this roll he has hit counters placed on him until the amount on him equals his hand size.
   To make things even more cutthroat players may instead play with the failed save roll reroll being MANDATORY. This will constantly empty the ring.

Preferential Treatment Rule:
Once the wrestlers being used in the Rumble are decided upon each player looks at all the wrestlers they will be using during this Rumble. Each player may then select one of their wrestlers and give that wrestler "preferential treatment". All wrestlers with "preferential treatment" will enter the Rumble randomly in spot 20-30. These wrestlers must now be placed near the bottom of each players shuffled wrestler stack so that this will happen. (e.g. If 2 players were playing in the Rumble each would have a wrestler stack of 15 wrestlers. Each player would take their wrestler with "preferential treatment" and the bottom 4 wrestlers of their wrestler stack and shuffle them together and then put those 5 wrestlers back on the bottom of their wrestler stack. This now insures that each of the two wrestlers with "preferential treatment" will enter the Rumble in spots 20-30). Note that as the number of players increases from 2-10 the math for doing this will also change.
   If the optional rule Every Man for Himself is being used, then wrestlers with "preferential treatment" will be put on the bottom of the main wrestler stack in the same manner that was done as if each player had their own wrestler stack.

Royal Redo Rule:
Each player is given 3 reroll counters before the Rumble begins. A player may spend (remove from the game) one of their reroll counters at any time to reroll all dice they just rolled for whatever reason, a player may even reroll an attack roll made against a wrestler with a HS of 6-7. A player may also spend a reroll counter to reroll their ENTRANCE ROLL and WILD CARD ROLL! Lastly a player may spend all of their remaining counters as soon as any number of that players wrestlers are automatically eliminated. The player selects one of those wrestlers, that wrestler is no longer being eliminated and moves to the end of the RING and is declared DOWN BUT NOT OUT. If multiple players do this at the same time, the wrestler that started the attack moves first followed by all the other wrestlers selected to be eliminated in the order of their RING position from top left to bottom right.

Royal Rumbless Rule:
Players may immediately rebuild their RUMBLE DECKS or rebuild the wrestler stack by taking male wrestlers out of it and replacing those cards with single female wrestlers. All damage done by male wrestlers to female wrestlers (not Chyna) is doubled. If a female wrestler (not Chyna) has to make a save roll as a result from any kind of attack being made against them by a male, the roll they must roll to save themself is increased by 1. (e.g. so a female needing 3+ to save now needs 4+). When it is a female wrestlers turn (not Chyna's) they may move to the end of the RING and declare themself DOWN BUT NOT OUT. This can only be done if there is a male in the RING not controlled by that female wrestlers player.

Somethin's Gotta Give Rule:
Time to Rumble ala 1995 style, wrestlers enter the fray every 1 minute! If there are still wrestlers left to enter the Rumble, on an ENTRANCE ROLL totaling EXACTLY 6 a new wrestler enters the Rumble that turn. After that wrestler takes their turn the round ends.

Surprise Entrant Rule:
Before the Rumble starts select 3 random wrestler cards that can be used in a Rumble from a mutually agreed upon location and set them aside face down. This is the Surprise Entrant stack and no one may look at these cards or know what they are. During a player's turn before that player is about to enter a wrestler from their own wrestler stack, that player may choose to exchange the wrestler they are about to enter before looking at them with a surprise entrant. The player's wrestler that was about to be entered is now placed face up into that players discard pile without entering the RING. That player then enters the top face down card of the Surprise Entrant stack into the RING. That player now controls this wrestler.
   Note that this rule is to the advantage of players with a good memory. (e.g. A player's 15 card wrestler stack has 3 wrestlers left in it. That player remembers what wrestlers he has not seen enter yet from their stack and knows all 3 wrestlers left have a superstar value of 2 or less, thus that player can make an educated gamble that taking a surprise entrant would at this point probably be to their advantage).
« Last Edit: March 19, 2011, 12:33:55 AM by Neil Swint » Logged

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« Reply #11 on: January 12, 2009, 02:56:03 AM »

Just one question, what position is the end of the ring, as denoted in DOWN, BUT NOT OUT?
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« Reply #12 on: January 12, 2009, 04:28:20 AM »

Just one question, what position is the end of the ring, as denoted in DOWN, BUT NOT OUT?

The end of the Ring is where the last wrestler in it is. So if 5 wrestlers were in the ring the 5th wrestler is at the end of the ring. Let's say during gameplay wrestler 2 saves themself from elimination, wrestler 2 moves to the end of the ring, thus wrestler 2 now moves just below wrestler 5 and wrestler 2 becomes wrestler 5 and is now at the end of the ring.

Figure A                                                         Figure B

Wrestler 1      Wrestler 3      Wrestler 5               Wrestler 1 (1)      Wrestler 3 (2)      Wrestler 5 (4)

Wrestler 2      Wrestler 4                                                           Wrestler 4 (3)      Wrestler 2 (5)
« Last Edit: January 12, 2009, 04:43:56 AM by Neil Swint » Logged

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« Reply #13 on: January 12, 2009, 12:09:01 PM »

Thanks, that helps quite a bit! Smiley

I've been playtesting the game so that I can introduce it to my Saturday night Raw Deal group, and I think they will like it quite a bit.  It is very well thought out.  You've done a great bit of work here.
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« Reply #14 on: January 12, 2009, 05:55:54 PM »

Thanks alot, make sure to post here or just pm me if you have any other questions.
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« Reply #15 on: January 29, 2009, 03:43:58 AM »

I added a small rule to the ELIMINATION RULES section. I actually only added a new RED BOLD word, but it makes a huge difference, also adds more strategy while not making the game anymore complex.
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« Reply #16 on: March 11, 2009, 02:47:04 AM »

Added a new rule for attacking (and a clarification for this rule in the double team section) both are RED, it's something that can automatically happen depending on what you roll and it will RECOVER your wrestler somewhat (remove hits from them). I thought some more back and forth would be interesting and it took me a while to cook up just the right mechanic.

In play this RECOVER roll comes up about once in every 8 attack rolls. Making it appear often enough without having it flood gameplay. Also depending on what you roll you can recover nothing or up to 12 hits! However this rule actually favours wrestlers with a low SV as they are the ones that receive hits the easiest.

Had a rumble a while ago with a friend to playtest this rule. It came down to, of all people, Dusty Rhodes and Razor Ramon. Neither went over the top, just constant successful save rolls, and each managed to RECOVER themself 3 times! Their battle lasted about 10 rounds, it was quite ridiculous and epic. Don't expect this to happen to you but expect even more fun now when you play a Raw Deal Royal Rumble!
« Last Edit: March 11, 2009, 02:48:40 AM by Neil Swint » Logged

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« Reply #17 on: March 13, 2009, 09:39:24 AM »

Made a slight change to the rule just added, check it out. Not so much a change as I posted it wrong the first time ;p

A wrestler RECOVERS when they roll EXACTLY two 6's, not two 6's or more.
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« Reply #18 on: March 29, 2009, 07:51:43 PM »

Lots of little changes and updates made, nothing huge, but for those of you that play it's noteworthy. Changes are in red.
« Last Edit: March 29, 2009, 07:53:32 PM by Neil Swint » Logged

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« Reply #19 on: April 26, 2009, 01:14:18 PM »

Big change made to BBB, the change is in RED. The original effect is still there, but now wrestlers with a HS of 8+ have an added chance to BBB (but they must place hits on themself if they wish to do so).

Wrestlers with a HS of 11+ or now prone to the old adage, "the bigger they are the harder they fall". Check it out.
« Last Edit: May 15, 2009, 09:55:42 AM by Neil Swint » Logged

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« Reply #20 on: May 15, 2009, 09:58:05 AM »

Alright here it is, I'm pretty proud of it and I do believe, yes, that this will be the last update ever for the Royal Rumble rules!!!!

Previously 3s did nothing in attack rolls, now they can have an effect!!! Check it out above under the heading Attack Rules, the new rule is in RED. Now wrestler's can go and hide in a corner or hang onto the ropes for dear life, also this rule gives another small advantage to those wrestler's with a critically low HS of 0-2.

When I originally made this game up the option to give wrestlers reroll counters as the match progressed was initially part of the rules but I removed it. Well now it's back in as part of the RECOVERY rule, it works well and gives HS6-7 wrestlers another needed bonus.
« Last Edit: May 16, 2009, 09:32:49 AM by Neil Swint » Logged

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« Reply #21 on: September 09, 2009, 07:12:41 AM »

Alright, it turns out that I made two minor final changes to make. They can be found under ELIMINATION RULES and SAVE ROLL RULES. Changes are in RED.
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« Reply #22 on: February 08, 2010, 08:20:10 AM »

Alright, I guess nothing is ever really done. Lots of tweaks to the rules and optional rules, including the addition of the No Chance In Hell optional rule.

Rumbles also play out faster now.
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« Reply #23 on: February 18, 2010, 12:00:50 PM »

Moved all of the RP discussion to its own thread in Alternative Gaming, no offense guys.  Smiley

Good luck, looking forward to the next wacky event, 'Another Neil Swint joint'.

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« Reply #24 on: March 19, 2011, 12:38:23 AM »

Updates instituted during the 2011 Royal Rumble Revenge Match have now been incorporated into the above posted Royal Rumble rules. In all, Rumbles move faster and power is more balanced in terms of low HS vs. high HS.

Im sure I'll find something else, but for now everything is shiny, new, and smoking hot.
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