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Post by Mr. Hyde on Sept 8, 2008 22:43:38 GMT -5
I've been putting a considerable amount of thought into creating this match for COTG since it was first announced and the rules were finalized.
I like this match concept a lot because, unlike the Royal Rumble or Elimination Chamber, no one really has an advantage; only a series of disadvantages. The earlier fighters in have more time to secure pinfalls, but will be beat to hell in the later stages of the match. Oppositely, the competitors entering later will have a severe time restriction, but be completely fresh. If anything, the wrestlers entering in the middle have the best position, but even then, they do not so much have an advantage as they just don't have a disadvantage.
While it is true that the Champ has an 80% chance of losing his title, this same statistic applies to everyone else. Everyone in the match has an 80% chance of not being the winner. Anyone can win in any way, and with these things in mind, I've set out to create COTG rules for the match.
As is the case with all beautifully simple games, the explanation of the game mechanics is much more complex than the actual implementation. I haven't had the chance to do much playtesting yet, but without further ado, below you will find my rules for the CHAMPIONSHIP SCRAMBLE MATCH.
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Post by Mr. Hyde on Sept 8, 2008 22:44:14 GMT -5
CHAMPIONSHIP SCRAMBLE MATCH
MATCH RULES
--There will be a 20-minute time limit and 5 wrestlers involved total.
--Two randomly selected participants will start the match, with a new challenger entering every five minutes.
--If a wrestler scores a pinfall or submission on any other wrestler in the match, he is declared the "interim" champion for match purposes (and is not officially recognized as champion in the title history). He holds that title until another wrestler scores a subsequent pinfall or submission on any other wrestler.
--The last wrester to earn a pinfall or submission within the time limit will be officially declared the Champion.
GAME RULES
--Use all charts as usual
--There are no count-outs or disqualifications *Or, if a wrestler is disqualified, he may no longer compete in the match *Also, you could use the Hardcore Titan Death Match Chart
--Play proceeds like a normal match for the first 5 minutes
--After 5 minutes real time of play, or after a predetermined amount of moves, a new wrestler is randomly chosen to enter the match
--When a wrestler enters the match, he may attack anyone he chooses at Level 2 Offense
--Use the ‘Fatal Four Way’ rules in the COTG Open Source Archive when 3 or more wrestlers have entered the match; but use the following modifications *Agility chips are used to calculate Pin Saves, which are used normally except for the following rules **The decision to use a Pin Save must be made before a wrestler makes his PIN roll **If a Pin Save is used, roll 1 die: EVEN-the save is successful, play as normal; ODD- the save fails, wrestler rolls for his PIN *Power chips are used for Interruptions, which are explained further below *The effects of result #7 on the Fatal Four Way Chart stay the same, except a Fatigue Token is automatically added to everyone in the match, as Power tokens no longer provide saves
*When 3 wrestlers have entered the match, you could use the Tirion Triple Threat Rules while still keeping track of agility and power chips
--At any time in the match when there is a wrestler present at the top of the wrestler stack, that wrestler may spend one Power Chip to cause an 'Interrupt' of momentum *The current defender is placed at the bottom of the stack *The old attacker becomes the new defender *The wrestler at the top of the stack becomes the new attacker, and then goes on offense against the new defender, rolling on whatever level of offense the old attacker (new defender) was about to roll on
--Pinfalls or Submissions can occur at any time on any wrestler *Pins and submissions can be calculated a number of ways **Using the ‘Basic Game Rules’ for pins which does not include fatigue or finisher ratings and uses the first PIN rating **Using the ‘Advanced Game Rules’ for pins which includes fatigue tokens and finisher ratings and uses the second PIN rating **Using a hybrid of the above where you use the first or second PIN rating along with fatigue, finisher ratings, or either one of these
--After a successful pinfall or submission *Re-shuffle all cards in play and randomly draw two new wrestlers **If neither wrestler was pinned or submitted in the last fall, decide which wrestler has the advantage and this wrestler rolls on Level 2 Offense **If one of the new wrestlers was pinned or submitted in the last fall, then the other wrestler automatically takes over on Level 3 Offense **If a wrestler is the Interim Champion and he rolls his finisher or his opponent rolls PIN, Add 1 to the Opponent’s PIN rating, put the opponent at the bottom of the stack, and the Interim Champion goes on Level 3 Offense against the wrestler on the top of the stack
--The last wrestler to score a pinfall or submission is declared the winner and the Official Champion
--If no pinfalls or submissions occur in the allotted time, the Original Champion is officially declared the winner and successfully retains his title
--OPTIONAL: To represent the last 15-30 seconds of furious championship scrambling, roll on the CHAMPIONSHIP SCRAMBLE CHART when only 30 seconds remain or when time expires
CHAMPIONSHIP SCRAMBLE CHART
2-3: The wrestler on offense hits his finisher on the wrestler on defense and goes for the pin! Simultaneously, the wrestler at the top of the pile hits his finisher on the wrestler at the bottom of the pile and also goes for the cover! BOTH PINNED WRESTLERS ROLL THEIR PIN: If they both fail, the referee counts both pinfalls simultaneously and there is a controversy as to who the champion is! The title is held up and there is no decisive winner; If they both pass, neither man is pinned and the Interim Champion is declared the official winner; If one fails and the other passes, the referee only sees one pin and only the one wrestler is declared the winner! The other wrestler is angry and there is a controversy!
4-5: The wrestler on offense suddenly hits his finisher on the wrestler on defense and goes for the cover! Seeing this, and with only seconds to spare, the Interim Champion attempts to make a desperate diving save! INTERIM CHAMP ROLLS HIS PIN: If he fails, the wrestler on offense scores the final pinfall and is the winner; If he passes, he breaks the pin and time expires, making him the winner! IF THE INTERIM CHAMP IS THE WRESTLER ON OFFENSE, HE AUTOMATICALLY WINS THE MATCH! IF THE INTERIM CHAMP IS THE WRESTLER ON DEFENSE, THE WRESTLER ON OFFENSE AUTOMATICALLY WINS THE MATCH!
6-8: After several rapid pin attempts followed by miraculous kickouts and desperate saves, no one is able to capture another fall before time expires! THE INTERIM CHAMPION IS DECLARED THE OFFICIAL WINNER AND CHAMPION
9-10: Out of nowhere, the wrestler in the middle of the pile rolls up the wrestler on offense behind the Interim Champion’s back! WRESTLER ON OFFENSE ROLLS HIS PIN: If he fails, the wrestler from the middle of the stack scores the final pinfall; If he passes, the Interim Champion is declared the winner! IF THE INTERIM CHAMPION IS THE WRESTLER IN THE MIDDLE OF THE STACK, HE AUTOMATICALLY WINS THE MATCH! 11-12: With mere seconds left in the time limit, every wrestler in the match uses their last ounce of strength to attempt a roll-up on an opponent, resulting in a long chain of pin attempts! The wrestler on offense pins the wrestler on defense, the wrestler at the top of the stack then pins the wrestler on offense, the wrestler in the middle of the stack then pins the wrestler at the top of the stack, the wrestler at the bottom of the stack then pins the wrestler at the middle of the stack, and finally the wrestler on defense pins the wrestler on the bottom of the stack! ROLL THE PIN OF EVERY WRESTLER IN THE MATCH, IN THE ORDER SPECIFIED AND WHETHER A WRESTLER KICKS OUT OR NOT. THE LAST WRESTLER IN THE CHAIN TO SUCCESSFULLY SCORE A PINFALL IS OFFICIALLY DECLARED THE WINNER AND THE CHAMPION!
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Post by Eliath on Sept 9, 2008 5:28:15 GMT -5
This looks really good Hyde...I will play through it tonight & give you some feedback.
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Post by Mr. Hyde on Sept 9, 2008 19:00:24 GMT -5
Thanks, Eliath! I look very forward to any feedback you may have!
I too have been able to do a bit of playtesting, so I'm interested to see if we come to the same conclusions!
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Post by Mr. Hyde on Sept 9, 2008 19:00:51 GMT -5
GALAXIAN CHAMPIONSHIP SCRAMBLE Endgame © vs. Disaster vs. Bloodline vs. Encubus vs. Swarm
-SWARM AND BLOODLINE are randomly chosen to begin the match! The bell sounds, both men begin to circle hesitantly, and the timer begins! -Bloodline is ruthless and Swarm just barely escapes submission in the CETUS MASTERLOCK several times! -GALAXIAN CHAMPION ENDGAME enters the match at the 5-minute mark! -At 5:50, Bloodline helps Endgame double suplex Swarm, tosses the Champion out of the ring, and then hits a HUGE (+4) COSMIC BIG BANG on Swarm to become the Interim Champion! -ENCUBUS enters the match at the 10-minute mark and goes right for Bloodline! -At 13:13, after a wild brawl erupts, Encubus uses a Satanic Skull Smasher on Bloodline to become the Interim Champion! -At 14:33, Swarm uses a HORNET’S STING on Endgame to become the Interim Champion! -DISASTER enters the match at the 15-minute mark as the final entrant, and attacks Swarm! -The brawl gets wild as everyone starts going all out! Disaster tries desperately to secure a fall against Encubus, but is unsuccessful! -Interim Champion Swarm continues to battle Bloodline, and in a shocking turn of events, Bloodline and Encubus briefly team up and double clothesline Swarm from the ring! -Endgame starts to clear house but Swarm appears out of nowhere and starts to unload, keeping everyone from getting back into the ring while absolutely demolishing Endgame! -As the last seconds tick down, desperation takes hold as anyone tries to pin anyone, but each time a miraculous kick out is the result, and as time runs out…
SWARM IS STILL THE INTERIM CHAMPION! WINNER AND NEW GALAXIAN CHAMPION: SWARM
*These are the results of my first time playing the Championship Scramble Match Rules, and I have to say, it worked pretty much exactly like I wanted.
Swarm, Bloodline, and Endgame accumulated a large amoutn of fatigue tokens throughout the match, but even so, Swarm comes out the winner. Disaster was the focus of the match only about twice, and had to make the most out of it, but couldn't get it done. In all, I greatly enjoyed this match!
Some observations and possible rule changes:
--If the Interim Champion rolls his finisher or his opponent rolls PIN, Add 1 to the opponent, place him at the bottom of the stack, and the Interim Champion goes on Level 3 Offense against the wrestler on the top of the stack.--
I think this rule will better simulate the Interim Champ trying to fend everyone off and keep everyone down ala Jeff Hardy's flurry of offense near the end of the WWE Championship Scramble.
Also, I'm a fan of fewer pinfalls in the match, but I will run the match again, this time using the first PIN rating ALONG with fatigue and finisher ratings. This might add too many pins to the match, or it might make it just crazier enough.*
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Post by Mr. Hyde on Sept 9, 2008 20:13:28 GMT -5
GALAXIAN CHAMPIONSHIP SCRAMBLE II Swarm © vs. Endgame vs. Bloodline vs. Encubus vs. Disaster
-GWF GALAXIAN CHAMPION SWARM AND BLOODLINE are chosen to begin the match once more! Unlike last time, Bloodline knows he can’t afford to hold anything back and charges in quickly! -Both men go all out back and forth, with Swarm hitting Bloodline with the HORNET’S STING! Near the end of the period, Bloodline made a comeback and worked Swarm’s legs, coming close to getting the submission with the CETUS MASTERLOCK! -ENCUBUS enters the match at the 5-minute mark and goes right for a weakened Bloodline! -Bloodline changes the momentum against Encubus and lands a PERFECT (+5) COSMIC BIG BANG! But Swarm makes the diving save and prevents the imminent pinfall! -DISASTER enters the match at the 10-minute mark and, just like Encubus, goes after the apparent weakest link, Bloodline! -Disaster, Bloodline, and Encubus all come within a second of netting a pinfall, but each attempt is broken up by either Swarm, Bloodline, or Encubus! -All four men brawl at once, with Disaster launching Swarm from the ring! Bloodline ran up behind Disaster and tossed him out as well, but turned around into a Satanic Skull Smasher from Encubus! At 13:59, Encubus pins Bloodline to become the Interim Champion! -Disaster and Swarm battle back into the ring where Disaster plants Swarm with a Gladiator Piledriver and goes for the cover! Bloodline is in clear position to break the pin, but does not, letting Disaster pin Swarm at 14:50, and taking the Interim Championship from Encubus! -ENDGAME enters the match at the 15-minute mark and the final timer counts down! -Endgame has Encubus pinned but Bloodline breaks it up! Endgame then clobbers Bloodline, but Disaster breaks it up! -At 19:00, after desperately using the MAFFEI MASTERLOCK and the SECOND COMING, Encubus pins Disaster to become the Interim Champion! -Swarm and Bloodline clash again, and Swarm hits Bloodline with the HORNET’S STING!Across the ring, Encubus, in an attempt to keep all opponents down, delivers the SECOND COMING to Endgame! Swarm goes for the cover, Encubus sees this and pins Endgame, but the referee only sees Swarm on top of Bloodline and counts the 1-2-3 at the very last second of the match!
SWARM IS THE INTERIM CHAMPION!!!!!! WINNER AND STILL GWF GALAXIAN CHAMPION: SWARM
Encubus is absolutely furious and attacks Swarm as the referee hands him the Galaxian Championship! Bloodline comes out of nowhere and drills Encubus with the Shining Star, knocking him from the ring!
Exhausted, Swarm gets to his feet and he and an equally beaten Bloodline stare each other down. The Bloodline extends his hand and Swarm shakes it, with Bloodline congratulating Swarm on the miraculous title defense!
*WOW! What an incredible, incredible match this was. And what an intensely dramatic ending! Just absolute fun for every second! I implemented the new Interim Champion pinfalls rule, and it only came into play once, I think. But it certainly kept things moving.
I'm somewhat concerned about the lack of pinfalls, so I might try some hybrid rules with the PIN ratings and fatigue. However, I think keeping the fatigue in somewhat is essential, otherwise it eliminates the disadvantage for earlier entrants.
In the same way, I'm somewhat worried about Swarm winning from the very beginning of the match twice. Granted, the second time was an extremely rare circumstance. After a few more matches, I'll see if this is just a fluke or not, and perhaps try to correct it somehow.*
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Post by Alexander Ubel on Sept 11, 2008 2:37:48 GMT -5
Nice rules Hyde, I'm going to use these in place of mine. I could'nt get the mechanics to work the way I wanted, it was a modification of the doubles MMA rules found here but didn't work the way I wanted.
Should have my aCe card up by Friday or Saturday.
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Post by Eliath on Sept 11, 2008 18:10:35 GMT -5
UMAGAPOTAMUS vs. HARM vs. ARES vs. RUSH vs. THE MESSENGERUmagapotamus & Harm begin in the ring. Harm hits Drop Zone twice but blew out his knee on the second attempt. Harm ground the Samoan Hippo Savage & had an STO locked on as time expired & Ares entered the room. Ares put a boot to the back of Harm's head that allowed Umagapotamus to roll out to the floor. Ares threw Harm all around the ring, beating him severely. ARES PINNED HARM with SPARTAN SPEAR with :45 seconds remaining to become the INTERIM CHAMPION. Rush was the next to enter with an Aethran Arrow into Harm followed by WHAT A RUSH but Umagapotamus broke it up. Rush went for WHAT A RUSH again but MISSED & Umagapotamus crushed him with a Samoan Super Fly. Rush mounted a comeback & hit Umagapotamus with a Gladiator Piledriver & covered for the pin but this time Ares was there to make the save. Ares followed with a Spartan Slam & Umagapotamus drove Ares back into the turnbuckle. Rush motioned Harm over towards the corner for a double team but as Harm moved to help Rush hit him again with WHAT A RUSH for the PIN! RUSH PINNED HARM with WHAT A RUSH to become the INTERIM CHAMPION. Ares charged Rush as he stood up but Rush dumped him right over the top rope to the floor. Umagapotamus charged & quickly joined Ares on the floor as time expired & The Messenger joined the action. Messenger slid into the ring & kicked Rush square in the nuts & followed with a guillotine face drop. Ares tried to spear Messenger but missed. Umagapotamus joined the melee & a huge brawl errupted. Ares emerged in control with a belly to belly suplex on Rush but The Messenger drug him off the cover, distracting him. Rush jumped to the top turnbuckle & blindsided Ares with and Aethran Arrow. Rush went back up top but Umagapotamus came over to try to push him off the buckle, down to the floor but Rush kicked him in the face & then hit him with Air Aethran & covered for another pinfall but again Messenger was there to break things up with a falling double axe handle. Messenger added a jumping brain buster & then hit THE MESSAGE but Rush just managed to beat the 3 count. Before The Messenger could press his advantage Ares clotheslined him over the top rope & down to the floor. Ares turned into a cresent kick from Umagapotamus that put him on the mat but time expired in the match before the ref could count the pinfall. RUSH WINS THE MATCH & BECOMES THE NEW CHAMPION!!!FEEDBACK: I like the Interim Champion pinfall rule & think it should be included in the rules. Even though it isn't in the result, Rush used it, but Umagapotamus used an interrupt to break his momentum. I found that I didn't use any of the power tokens, so this is what I decided to do on my second playtest. I decided to use the power tokens as "interrupts." If a player on the top of the stack wants to interrupt the momentum of the match he may expend a power token to do so but only against the current attacker. The old defender is shuffled to the bottom of the stack & the old attacker becomes the new defender. I also made a small change to the FATAL FOUR WAY CHART for #7 to eliminate the power chip loss & simply added a fatigue token to everyone. I just think the use of the power tokens as interrupts has more meaning than just as fatigue avoidance markers. Overall, this is a FANTASTIC match Hyde. I really like it. I plan on playing it again with another group of wrestlers to give it some further examination. I will share the feedback again if you wish.
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Post by Mr. Hyde on Sept 11, 2008 20:33:59 GMT -5
To Dharneth: I'm glad you like the match rules, and I'll be keeping an eye out to see you use them! I hope they produce something great for you! To Eliath: Excellent feedback, and really fun match! I'm going to do a playtest using your 'interrupts' as I think it is a good idea, and will not only make the match even more chaotic, but could also lead to more pinfalls. I'll be anxiously awaiting more of your feedback. Thanks for it! Another possible rule change:In the Fatal Four Way rules, pin saves may be used after the pin is actually rolled, and the save is automatic. Instead, the wrestler must choose to use the save BEFORE the pin is rolled, and then you must roll 1 die: EVEN- save successful, play on; ODD- no save. Eventually, when I've made all the changes that get suggested to me or I feel should be implemented, I will re-post all of the rules in one post, so that they are more easily readable. Thanks to all who have checked this out, and actually taken the time to help, too!
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Post by Eliath on Sept 11, 2008 20:40:02 GMT -5
I tried out the pin save rule change you proposed during my first playtest. I ruled that the save HAD to be before the pin attempt like you were suggesting, but it still remained automatic. I tried the even - odd result but got 3 odd results on 3 successive pin saves & decided that i didn't like those results. But that was just my reaction to that rule change. I absolutely agree that the pin save decision should come BEFORE the roll, not after. ;D
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