Post by shazam6000 on Dec 26, 2007 10:32:10 GMT -4
Credit Werner Mueck
Battle Royal Rules:
All wrestlers are placed in a stack and shuffled. Two wrestlers are
drawn randomly. The first wrestler drawn is the Attacker and the
second is the Defender. Play normally until a Chart Situation is
rolled.
Roll on the Battle Royal chart instead of Chart Situation charts.
When a new wrestler is drawn, s/he starts his attack one Level 1
Offense. Shuffle the stack before each draw.
When asked to “reshuffle wrestlers”, take all wrestlers in play,
put them back in the stack, shuffle the stack, and draw two new
wrestlers. Reshuffle all wrestlers after a PIN is attempted. Add
fatigue normally. Knapik mentioned that wrestlers were being
shuffled more often then he liked. You can try reshuffling only
when it says to do so after the chart roll instead of after every
PIN.
Ignore (c) and choice situations. There are no count outs in this
match. A disqualification can only happen if a heel leaves the ring
and mayhem ensues on the floor. The referee may disqualify
wrestlers for this. A count out in this situation is considered a
disqualification.
A heel can leave the ring when a (lv) is rolled. Roll 1 die.
Odd: The heel leaves the ring. Roll on “out of the ring” chart.
Even: The heel is cut off. Continue playing in the ring.
When a “tag” is rolled and the Defender has an ally in the Battle
Royal (most likely a tag team partner or a stable mate) the ally
can come to the Defender’s aid. Roll 1 die.
Odd: The ally doesn’t come to the rescue.
Even: The ally comes to the rescue and double
teaming ensues. The former Attacker becomes the Defender and rolls
on the Battle Royal Chart, using the "C" portion of the chart. If a
double team is rolled on the chart, assume that the wrestler to be
drawn is the ally.
If the Defender has an ally in the Battle Royal when he rolls for
PIN, the ally might come for the save by rolling on the “Save
Chart”.
If the Defender has a -3 (pw) or (ag) or weighs over 350 lbs, when
s/he fails a PIN roll s/he can roll on the “Save Chart” to attempt
a save.
Roll SAVE CHART OUTCOME
1-2 The Defender is eliminated from the Battle Royal.
3-4 If the Defender has 2 or more fatigue tokens, s/he is
eliminated from the Battle Royal. If not, reshuffle both wrestlers.
5-6 The Defender avoids being eliminated. Add 1 fatige to the
Defender and reshuffle both wrestlers.
Battle Royal Chart:
Defender always rolls on this chart during a Battle Royal when
Attacker rolls a Chart Situation. Use Defender’s appropriate chart
rating when rolling (if Attacker rolled “into the ropes”, Defender
uses his “ropes” rating).
Use higher PIN for quicker battle royals. Once there are two
wrestlers left, play normally but use this chart for “out of the
ring” rolls.
OUTCOME* A B C
The Defender ducks a sloppy clothesline. Attacker rolls PIN.
2-3 2 0
Draw another wrestler. S/he and the Attacker double team the
Defender. The Defender makes a comeback with a double noggin’
knocker. Add 1 to both Attackers and reshuffle wrestlers.**
4-5 3-4 2-3
The Defender makes a comeback after blocking a wild punch. The
Defender is now the Attacker. The new Defender rolls on this chart.
6 5 4
Roll on the appropriate Chart Situation. If “out of the ring” was
rolled, reshuffle both wrestlers.
7-8 6 5
Both wrestlers try to eliminate each other. Compare the sum of both
wrestler’s (ag) and (pw) ratings. Whoever is highest rolls PIN. If
equal, both wrestlers roll PIN.
9-10 7 6
Both wrestlers try to eliminate each other. The wrestler with the
highest PIN rating plus fatigue rolls PIN. If equal, both wrestlers
roll PIN. The Defender’s PIN is +1 for this action.
11 8 7
The Defender is double teamed in the corner. Add 1 to Defender and
reshuffle wrestlers.**
12 9-10 8-9
The Defender is double teamed and may be eliminated. Defender rolls
1 die. Odd: Add 1 to Defender and reshuffle all wrestlers. Even:
Defender rolls PIN.
13-14 11-12 10-11
The Attacker tries to eliminate the Defender. Defender rolls PIN.
15+ 13+ 12+
* Add 1 to the Defender’s roll for each fatigue.
** If a “double team” is rolled and there are only two wrestlers
left, follow the directions as if there were no double team. The
effect would be the same but the wrestler Adds 1 because of a spear
in between the turnbuckle for example.
Battle Royal Rules:
All wrestlers are placed in a stack and shuffled. Two wrestlers are
drawn randomly. The first wrestler drawn is the Attacker and the
second is the Defender. Play normally until a Chart Situation is
rolled.
Roll on the Battle Royal chart instead of Chart Situation charts.
When a new wrestler is drawn, s/he starts his attack one Level 1
Offense. Shuffle the stack before each draw.
When asked to “reshuffle wrestlers”, take all wrestlers in play,
put them back in the stack, shuffle the stack, and draw two new
wrestlers. Reshuffle all wrestlers after a PIN is attempted. Add
fatigue normally. Knapik mentioned that wrestlers were being
shuffled more often then he liked. You can try reshuffling only
when it says to do so after the chart roll instead of after every
PIN.
Ignore (c) and choice situations. There are no count outs in this
match. A disqualification can only happen if a heel leaves the ring
and mayhem ensues on the floor. The referee may disqualify
wrestlers for this. A count out in this situation is considered a
disqualification.
A heel can leave the ring when a (lv) is rolled. Roll 1 die.
Odd: The heel leaves the ring. Roll on “out of the ring” chart.
Even: The heel is cut off. Continue playing in the ring.
When a “tag” is rolled and the Defender has an ally in the Battle
Royal (most likely a tag team partner or a stable mate) the ally
can come to the Defender’s aid. Roll 1 die.
Odd: The ally doesn’t come to the rescue.
Even: The ally comes to the rescue and double
teaming ensues. The former Attacker becomes the Defender and rolls
on the Battle Royal Chart, using the "C" portion of the chart. If a
double team is rolled on the chart, assume that the wrestler to be
drawn is the ally.
If the Defender has an ally in the Battle Royal when he rolls for
PIN, the ally might come for the save by rolling on the “Save
Chart”.
If the Defender has a -3 (pw) or (ag) or weighs over 350 lbs, when
s/he fails a PIN roll s/he can roll on the “Save Chart” to attempt
a save.
Roll SAVE CHART OUTCOME
1-2 The Defender is eliminated from the Battle Royal.
3-4 If the Defender has 2 or more fatigue tokens, s/he is
eliminated from the Battle Royal. If not, reshuffle both wrestlers.
5-6 The Defender avoids being eliminated. Add 1 fatige to the
Defender and reshuffle both wrestlers.
Battle Royal Chart:
Defender always rolls on this chart during a Battle Royal when
Attacker rolls a Chart Situation. Use Defender’s appropriate chart
rating when rolling (if Attacker rolled “into the ropes”, Defender
uses his “ropes” rating).
Use higher PIN for quicker battle royals. Once there are two
wrestlers left, play normally but use this chart for “out of the
ring” rolls.
OUTCOME* A B C
The Defender ducks a sloppy clothesline. Attacker rolls PIN.
2-3 2 0
Draw another wrestler. S/he and the Attacker double team the
Defender. The Defender makes a comeback with a double noggin’
knocker. Add 1 to both Attackers and reshuffle wrestlers.**
4-5 3-4 2-3
The Defender makes a comeback after blocking a wild punch. The
Defender is now the Attacker. The new Defender rolls on this chart.
6 5 4
Roll on the appropriate Chart Situation. If “out of the ring” was
rolled, reshuffle both wrestlers.
7-8 6 5
Both wrestlers try to eliminate each other. Compare the sum of both
wrestler’s (ag) and (pw) ratings. Whoever is highest rolls PIN. If
equal, both wrestlers roll PIN.
9-10 7 6
Both wrestlers try to eliminate each other. The wrestler with the
highest PIN rating plus fatigue rolls PIN. If equal, both wrestlers
roll PIN. The Defender’s PIN is +1 for this action.
11 8 7
The Defender is double teamed in the corner. Add 1 to Defender and
reshuffle wrestlers.**
12 9-10 8-9
The Defender is double teamed and may be eliminated. Defender rolls
1 die. Odd: Add 1 to Defender and reshuffle all wrestlers. Even:
Defender rolls PIN.
13-14 11-12 10-11
The Attacker tries to eliminate the Defender. Defender rolls PIN.
15+ 13+ 12+
* Add 1 to the Defender’s roll for each fatigue.
** If a “double team” is rolled and there are only two wrestlers
left, follow the directions as if there were no double team. The
effect would be the same but the wrestler Adds 1 because of a spear
in between the turnbuckle for example.