Filsinger Games Online Specialty Match LibraryFeb 25, 2008 at 9:51am
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Post by LWPD on Feb 25, 2008 at 9:51am
Credit Mr. Hyde
War Games: The Match Beyond
WARGAMES: THE MATCH BEYOND
MATCH RULES
-The War Games takes place inside of one large cage, completely enclosing two wrestling rings which are positioned side by side
-There will be 10 or 8 competitors in total, split into 2 teams of 5 or 4
-To begin, each team will send one member into the cage, and these 2 competitors will battle one on one for 5 minutes
-At the end of the first 5 minute period, a coin toss will be held to decide which team will be given The Advantage for the remainder of the match
-The Advantaged team will now send a man into the cage, resulting in a 2-on-1 handicap battle, which will last for 2 minutes
-After this 2 minutes, the Disadvantaged team will send a man into the cage, evening the battle up for another 2 minutes
-This cycle of Advantage Team entry and Disadvantaged Team entry will continue until all members of both teams have entered the cage
-At this time, The Match Beyond begins, and the only way for one team to be victorious is to force a member of the other team to Submit or Surrender
GAME RULES
-There are no disqualifications or count-outs
-There are no Pinfalls
-‘Into the Ropes’ and ‘Into the Turnbuckle’ charts are used as normal
-Do not use the Choice charts. Instead, either use the ‘War Games Double Team Chart’ if applicable or use the instructed maneuver
-‘Out of the Ring’ and ‘Deathjump’ charts are not used, but instead replaced by the ‘War Games’ Chart
*You will need a 20-sided die for the 'War Games Chart'
-Unless otherwise specified, subsequent rolls due to the effects of a result on the ‘War Games’ or ‘War Games Double Team’ charts can be rolled against any member of the opposing team
*For example ROLL ON LEVEL 3 OFFENSE means that this wrestler may roll on Level 3 Offense against any member of the opposing team
-All new wrestlers entering the cage may roll against any member of the opposing team on Level 3 Offense
-War Games: The Match Beyond can only be won by forcing one member of the opposing team to Surrender once every member of both teams has entered the cage
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Because the dynamic of the match changes so often, there are slightly different rules for different portions of the battle. For hopeful ease of understanding and remembering, I've split the instructions into the different portions of the match below. Instructions in red are new to that portion of the match, and underlined instructions will no longer apply after this portion of the match. Hopefully this helps with comprehension, and does not have the opposite effect. It is important to note that while some rules are added to the match, others go away...
ONE ON ONE BATTLE
-Each team will nominate one member to begin the match
*These two competitors will fight for 5 minutes real time (or a predetermined number of moves)
-If the opponent rolls his PIN result on defense, or if you roll your FINISHER result on offense, simply Add 1 to the opponent
-After the 5 minutes (predetermined number of moves) has expired, choose one team either randomly or by predetermination to become the Advantaged Team and send in another competitor
ONE ON TWO HANDICAP BATTLE
-The Advantaged Team will send in a member, creating a 2-on-1 handicap situation in favor of the Advantaged Team
-This period will last for 2 minutes real time (or a predetermined number of moves)
-Wrestlers in the Advantaged Team will function like a normal Tag Team while on offense, choosing which member to attack with and getting the advantage of Defensive Tags
*Defensive tags are modified so that when a wrestler successfully makes the defensive tag, his ally takes over on Level 2 offense, as opposed to Level 1
-Wrestlers on the Advantaged Team get access to the ‘War Games Double-Team’ chart, replacing the instructed maneuver on Choice Chart designated results if the combatant elects to
-The wrestler on the Disadvantaged Team must alternate attacking both members of the opposing team, escalating or degrading in offense as if he were attacking one competitor
*If at any point during the Disadvantaged wrestler’s offense the opponent rolls a Reversal, that competitor from the Advantaged Team immediately takes over on offense
-The Disadvantaged wrestler does not get acces to the ‘War Games Double Team’ chart, using the instructed maneuver on Choice chart designated results
-If the opponent rolls his PIN instruction on defense or you roll your Finisher instruction on offense, simply Add 1 to the opponent
-After the 2 minutes (or predetermined number of moves) has expired, the Disadvantaged Team elects one member to enter the cage, creating a 2-on-2 situation
TWO ON TWO BATTLE
-Both teams will now have 2 members in the cage
-This period will last for 2 minutes real time (or a predetermined number of moves)
-Both teams will function like a normal Tag Team while on offense, choosing which member to attack with and getting the advantage of Defensive Tags
*Defensive tags are modified so that when a wrestler successfully makes the defensive tag, his ally takes over on Level 2 offense, as opposed to Level 1
*All wrestlers will have access to the ‘War Games Double Team’ chart, replacing the instructed maneuver on Choice chart designated results if the wrestler elects
-A wrestler may change the opponent from the other team he is attacking by dropping down an offensive level before making his offensive roll
-If the opponent rolls his PIN instruction on defense or you roll your Finisher instruction on offense, simply Add 1 to the opponent
-After the 2 minutes (or predetermined number of moves) has expired, the Advantaged Team will send another member into the cage
THE REMAINDER OF THE MATCH
-Teams will alternate sending members into the cage until all of the combatants involved have entered the cage
-During this time:
*All wrestlers will have access to the ‘War Games Double Team’ chart, replacing the instructed maneuver on Choice chart designated results if the wrestler elects
*Defensive tags are modified so that when a wrestler successfully makes the defensive tag, his ally takes over on Level 2 offense, as opposed to Level 1
* A wrestler may change the opponent from the other team he is attacking by dropping down an offensive level before making his offensive roll, and the team on offense may change which member is currently the wrestler on offense at will, without penalty
*If the opponent rolls his PIN instruction on defense or you roll your Finisher instruction on offense, simply Add 1 to the opponent
-Each period of 3-on-2, 3-on-3, 4-on-3, 4-on-4, and 5-on-4 battle will last 2 minutes real time (or a predetermined set of moves)
THE MATCH BEYOND
-Once all of the combatants from both teams have entered the cage, the MATCH BEYOND begins
-During this time:
*All wrestlers will have access to the ‘War Games Double Team’ chart, replacing the instructed maneuver on Choice chart designated results if the wrestler elects
*Defensive tags are modified so that when a wrestler successfully makes the defensive tag, his ally takes over on Level 2 offense, as opposed to Level 1
* A wrestler may change the opponent from the other team he is attacking by dropping down an offensive level before making his offensive roll, and the team on offense may change which member is currently the wrestler on offense at will, without penalty
-At this time, and ONLY at this time, can the match end
*The match can only end by SUBMISSION OR SURRENDER
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SUBMISSION OR SURRENDER
--ONLY Finisher rolls on offense, PIN instructions on defense, and results on the 'War Games' and 'War Games Double Team' chart can cause a surrender, and only if:
a. The Match Beyond is underway
b. the afflicted wrestler has as many Fatigue Tokens on him as equal to his THRESHOLD
--On the 'Into the Ropes', 'Into the Turnbuckle', 'Pin Save', and 'Wrestler Interference' charts that tell you to ROLL YOUR PIN, do not result in a SURRENDER ROLL, no matter what. Simply Add 1 to the person who should have rolled his PIN, and his most recent opponent rolls on Level 3 Offense
--Also, ONLY the War Games specific charts allow you to attack any opponent with that same instruction. All the other charts in play MUST be rolled against the most recent opponent
--You may not switch attackers off of a chart instruction. For example, if a chart tells you to ROLL ON LEVEL 3 OFFENSE, you must roll on Lvl 3 Off with this wrestler and ONLY this wrestler. Designated attackers must be chosen AFTER a successful offensive roll and BEFORE the next (this applies to switching defenders during offense, unless off of a chart roll)
--If the Match Beyond is underway, and a wrestler is has not yet reached his THRESHOLD, anything that would result in a SURRENDER ROLL is simply an Add 1 situation. A wrestler does not roll for Surrender until his number of Fatigue tokens matches his THRESHOLD
-Before the match begins, look at each wrestler’s CAGE and BASIC PIN RATING
-Add these together and subtract the resulting number from 12
-This final number is the wrestler’s THRESHOLD
-The THRESHOLD number is the amount of Fatigue Tokens that must be placed on a wrestler before he is eligible to SURRENDER
-PIN instructions, Finisher Rolls, and certain chart instructions can all result in having to ROLL FOR SURRENDER, but only AFTER The Match Beyond has begun
-To ROLL YOUR SURRENDER, take your cage rating and the amount of Fatigue Tokens that you have acquired PAST your THRESHOLD and add them together for your SURRENDER number
-Anytime and everytime you are about to ROLL YOUR SURRENDER, roll on the ‘Pin Save’ chart first, following the instructions as rolled. There is no limit to how many possible Surrenders the ‘Pin Save’ chart may be rolled on beforehand.
-Your SURRENDER number now functions like any other PIN (ex. Roll 2 dice, if the result is lower, surrender occurs, if the result is higher, no surrender and the opponent roll on level 3 offense and add 1; add finisher ratings when applicable)
-Remember, a SURRENDER can only occur AFTER The Match Beyond has begun
WAR GAMES CHART
A wrestler may roll on the War Games chart anytime he rolls a ‘Deathjump’ or ‘Out of the Ring’ instruction on his playing card.
1: An ally of your opponent scales the cage and slips a dangerous weapon through the spaces between the supports of the cage ceiling! Your opponent catches the object, but fumbles it as you make a dive for it! Whoever recovers the dangerous weapon first utilizes it to devastating effect!
ROLL 1 DIE:
-EVEN – You grab the weapon first! OPPONENTS ADDS 2 (OPPONENT ROLLS SURRENDER) AND YOU ROLL ON LEVEL 3 OFFENSE
-ODD – The Opponent grabs the weapon first! ADD 2 TO YOU (ROLL YOUR SURRENDER) AND THE OPPONENT ROLLS ON LEVEL 3 OFFENSE
2: As you brawl with the hurting opponent, he suddenly grips your legs, slams you onto your back, and then catapults you face-first in the cage wall!
ADD 1 TO YOU. OPPONENT ROLLS ON LEVEL 3 OFFENSE OR ON THIS CHART AGAIN.
3: You charge at the groggy opponent, but he dips down and sends you crashing into the steel mesh with a surprise back body drop!
ADD 1 TO YOU. OPPONENT ROLLS ON THIS CHART AGAIN.
4: You climb to the top turnbuckle and dive at your downed opponent, but he moves out of the way and you crash into the canvas!
ADD 1 TO YOU. OPPONENT ROLLS ON LEVEL 3 OFFENSE.
5: With your opponent backed in a corner, he suddenly trips you into the corner and begins choking you and biting at your head!
OPPONENT ROLLS AGAINST YOU ON LEVEL 3 OFFENSE OR ON THIS CHART AGAIN .
6: As you battle in between the rings, the opponent suddenly grabs you and knocks your head into the exposed ring post!
OPPONENT ROLLS ON THIS CHART AGAIN.
7: You stall momentarily from fatigue, but your opponent suddenly grabs the low cage ceiling, pulls himself up, and swings his legs, kicking you forcefully in the head!
OPPONENT ROLLS ON LEVEL 3 OFFENSE.
8: You try to smash the opponent into the cage wall, but he puts his hands out and locks his arms, blocking the maneuver and responding with an elbow to your jaw!
OPPONENT ROLLS ON LEVEL 2 OFFENSE.
9: You grab the low mesh ceiling with your hands and pull yourself up, swinging your legs forward and catching the opponent in an attempted Huracanrana! Compare your Agility to the Power of the Opponent!
-YOU HAVE A BETTER OR EQUAL AGILITY TO YOUR OPPONENTS POWER: You perform the maneuver! ROLL ON LEVEL 3 OFFENSE
-YOUR OPPONENT HAS A BETTER POWER THAN YOUR AGILITY: He reverses the attack into a devastating Powerbomb! OPPONENT ROLLS ON LEVEL 3 OFFENSE
10: You heft your opponent up above your head, and impressively begin to Military Press him repeatedly into the low and unforgiving steel cage ceiling! Compare your Power to the Agility of the Opponent!
-YOU HAVE A BETTER OR EQUAL POWER TO YOUR OPPONENTS AGILITY: You continue to Press him until you slam him down into the canvas! ROLL ON LEVEL 3 OFFENSE
-YOUR OPPONENT HAS BETTER AGILITY THAN YOUR POWER: He rakes your eyes or slips out of the Press and shoves you sternum-first into the hard turnbuckle! OPPONENT ROLLS ON LEVEL 3 OFFENSE.
11: You grab the staggering opponent and begin to slam his head into the top turnbuckle repeatedly and rapidly!
ROLL ON LEVEL 2 OFFENSE.
12: You toss the opponent headfirst through the ropes in the center of the cage and he rolls to the next ring. Pressing the advantage, you quickly follow!
ROLL ON LEVEL 3 OFFENSE.
13: Fighting on your knees between the two rings, you shove your opponent downward, and shove his head in between the aprons of the rings, disorienting him while you take some free shots!
ROLL ON THIS CHART AGAIN.
14: With all your might, you launch the opponent headfirst into the sharp and steel cage wall!
ROLL ON LEVEL 3 OFFENSE OR ON THIS CHART AGAIN.
15: With your opponent groggily getting to his feet near the center ropes in the other ring, you take a few steps back, charge forward, and launch yourself across both sets of ropes and crash into the opponent brutally!
ADD 1 TO OPPONENT AND ROLL ON LEVEL 3 OFFENSE.
16: As your opponent staggers near the center ropes, you backpedal and charge forward, delivering a mighty clothesline that knocks the opponent over the top rope and between the rings! As he rolls into the next ring to recover, you quickly follow!
ADD 1 TO OPPONENT AND ROLL ON THIS CHART AGAIN.
17: You Irish Whip your opponent into the ropes, and as he rebounds back, you use his own momentum to forcefully rocket him headfirst into the cage!
ADD 1 TO OPPONENT AND ROLL ON LEVEL 3 OFFENSE OR THIS CHART AGAIN.
18: You lock the opponent in a grinding bearhug near the cage wall, and begin to lift him off of his feet! Compare your Power to the Power of the opponent!
-YOU HAVE BETTER POWER: You hoist the opponent into the air, and begin to lean back, repeatedly slamming the opponent face-first into the steel, while continuing to hold onto your dreadful bearhug! ADD 1 TO OPPONENT (OPPONENT ROLLS SURRENDER) AND ROLL ON LEVEL 3 OFFENSE.
-YOUR OPPONENT HAS BETTER OR EQUAL POWER: You cannot pick him up enough, so you slam him to the canvas! ROLL ON LEVEL 3 OFFENSE.
19: With your opponent in-between the ropes and steel cage wall, you drive your knee into the back of his neck, pinning him to the cage! You then grab him by the head and brutally grind his face into the sharp and steel mesh!
ADD 1 TO THE OPPONENT (OPPONENT ROLLS SURRENDER) AND ROLL ON THIS CHART AGAIN.
20: With the opponent hopelessly trapped between the ropes and steel cage, you drive him headfirst into the cage! With all your force, you slam him headfirst into the cage again and again and again!
ADD 1 TO THE OPPONENT (OPPONENT ROLLS SURRENDER) AND ROLL ON LEVEL 3 OFFENSE OR ON THIS CHART AGAIN.
*IF THE MATCH BEYOND IS UNDERWAY, THE UNDERLINED AND PARANTHESED INSTRUCTIONS ARE USED IN ADDITION TO THE NORMAL INSTRUCTIONS
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DOUBLE-TEAM CHART
A wrestler may choose to roll on this chart anytime he rolls a Choice chart instruction on his playing card or if he rolls on an instruction on his playing card followed by (tag), but cannot perform that instruction due to the lack of a partner or for another reason. After he has chosen to roll on this chart, the wrestler must choose on of his teammates inside the cage to temporarily act as his Partner. If there are no teammates within the cage that wrestler can or wishes to select, then he does not roll on this chart and uses the instructed maneuver on his playing card instead. Unless specified otherwise, any subsequent rolls due to the effects of a result on this chart may be rolled against any member of the opposing team. There is no limit to the amount of times a particular team is allowed to roll on this chart.
2: Your partner produces a hidden weapon and hands it to you, taking hold of the woozy opponent and urging you to blast him with it! You wind-up and swing as hard as you can, but the opponent slips away from your partner and you nail your own partner instead! You hear a sick pop as your partner hits the canvas, and your opponent hits you, sending you down hard!
ADD 2 TO YOUR PARTNER (PARTNER ROLLS SURRENDER) AND OPPONENT ROLLS ON LEVEL 3 OFFENSE AGAINST YOUR PARTNER.
3: You and your partner both grab hold of the opponent and attempt to drive him into the steel! But, your opponent suddenly puts on the brakes and slips away from both of you, using your momentum against you and allowing him to rocket both you and your partner into the cage instead!
ADD 1 TO BOTH YOU AND YOUR PARTNER AND OPPONENT ROLLS ON LEVEL 3 OFFENSE.
4: You grab the opponent from behind as your partner climbs the turnbuckle. He launches off the top with a big flying clothesline, but the opponent slips away from you, leaving you open to be absolutely leveled by your partner’s own attack!
OPPONENT ROLLS ON LEVEL 3 OFFENSE AGAINST YOU OR YOUR PARTNER.
5: You and your partner charge the staggered opponent with a double elbow, but he suddenly ducks down! As you and your partner quickly whip around, you both suddenly get leveled by the opponent as well as one of the opponent’s allies, coming to reinforce him!
OPP ROLLS ON THIS CHART
6: You and your partner both Irish Whip the opponent into the ropes and charge forward for a devastating double clothesline!
ROLL 1 DIE:
-EVEN: You and your partner crush the opponent with a forceful Double Clothesline! ROLL ON LEVEL 2 OFFENSE.
-ODD: The opponent ducks underneath you, rebounds off the opposite ropes, and completely levels both you and you partner!
OPPONENT ROLLS ON LEVEL 2 OFFENSE AGAINST YOU OR YOUR PARTNER.
7: Both you and your partner grab the staggered opponent and launch him forcefully over both sets of center ropes! He lands with a crash inside the other ring!
ADD 1 TO OPPONENT AND ROLL ON LEVEL 3 OFFENSE AGAINST ANOTHER OPPONENT
8: Simultaneously with your partner you pin the opponent up against the ropes and pummel and choke him!
ROLL ON THIS CHART AGAIN AGAINST THE OPPONENT
9: You and Your partner drive the opponent headfirst into the steel cage! He crashes into the steel hard and rebounds backwards, sprawling across the ring!
ADD 1 TO THE OPPONENT AND ROLL ON LEVEL 3 OFFENSE OR ON THIS CHART AGAIN
10: Trapping your opponent between the rings, you and your partner manage to shove his head between the ring aprons! You then force him into a headstand position, with his head still caught between the rings! You and Your partner then get in opposite rings, each grab one of the opponent’s legs, and make a wish! The opponent is helpless to stop the wishbone!
(OPPONENT ROLLS SURRENDER) ROLL ON LEVEL 3 OFFENSE
11: With the opponent downed momentarily, you and your partner both grab one leg and put him in a torturous Double Half Crab!
ADD 1 TO OPPONENT (OPPONENT ROLLS SURRENDER) AND ROLL ON THIS CHART AGAIN AGAINST THE OPPONENT
12: Your partner locks the opponent in a torturous submission maneuver! The opponent is left wide open, and you take the opportunity to attack, dropping knees and fists onto the head and torso of the opponent, and then grinding his face into the canvas!
ADD 1 TO THE OPPONENT (OPPONENT ROLLS SURRENDER) AND ROLL ON LEVEL 3 OFFENSE OR ON THIS CHART AGAIN
*IF THE MATCH BEYOND IS UNDERWAY, THE UNDERLINED AND PARANTHESED INSTRUCTIONS ARE USED IN ADDITION TO THE NORMAL INSTRUCTIONS
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Credit Sickman74
War Games The Match Beyond
MATCH BEYOND RULES AND CHART:
This match is commonly known as "The WarGames", and was a WCW special event match held on several occasions. I loved watching the matches on TV, so I invented some rules to help bring it into the GWF. Of course, I couldn't very well call it The WarGames, now could I? The
rules are as follows:
***Cosmic Cage Rules Apply. Teams of 3 to 5 compete against one
another.
***To start off the match, a representative from each team enters
the cage. The two wrestlers fight for a total of 25 offensive moves.
No pinfalls or submissions count. All finishers add 1 to pin.
***After the initial 25 moves, a coin flip is held. The team who
wins the coin flip sends in a representative for a 2 on 1 advantage.
After another 15 offensive moves, the other team sends in a
representatiive. The coin flip is then repeated after another
15 moves, and the process continues until every man from every
team has entered the cage.
***The first wrestler to be pinned after his or her PIN counter
has reached 13 or higher loses the match for his team. This can
only occur after all men have entered the ring. Finisher bonuses
are considered at the time the pin attempt is made.
*Thanks to Shazaam for the initial rules*
***Use this chart in place of out of the ring. Because of the
fatigue associated with this type of match, you use the modified
cage rating (initial cage rating+PIN tokens) to determine what
happens.
***Of course, there will be injuries. Each wrestler involved in
"The Match Beyond" must roll one die for injuries and add their
PIN tokens to determine the length of the injury. For example if
Star Warrior had 6 PIN tokens and rolled a 3, then he would be
injured for 9 cards.
Cage 1-3 Cage 4-7 Cage 8-12
3-5 3-4 3
The opponent comes at you with a charge but you pick him up and
deliver a Hot Shot into the cage-ADD1 to cage rating
5-7 5-6 4
Your opponent tries to slam your face into the cage but you elbow
him in the gut and send his face into the cage-ADD 1 to cage rating.
8-9 7 5
The opponent charges at you and you drop toe hold him onto the
second rope; as he is hanging there stunned you drive your knee
into the back of his head causing his face to grind into the
cage-ADD 2 to cage rating.
10 8 6
Your opponent places you between the two rings and throws you into
the cage but at the last second you clutch the top rope stopping
the move. Then you send your opponent into the cage-ADD 1 to cage
rating.
11 9 7
Your opponent throws you into the next ring-continue on
LVL 3 offense.
12-13 10-11 8
REVERSAL- ROLL AGAIN
14-15 12-13 9-10
Your opponent grinds your face into the cage- ADD 1 to cage rating.
16 14-15 11-12
Your opponent catapults you into the cage- ADD 1 to cage rating.
17-18 16-17 13-14
Your opponent whips you into the ropes. On your way back, your
opponent uses your momentum to throw you into the cage.
ADD 2 to cage rating.
N/A 18 15-18
Your opponent places you in between the two rings. he then
violently whips you into the cage. your head bounces off of
the cage and slams into the turnbuckle.- ADD 2 to cage rating.
*When your fatigue reaches a 13 or higher, the next time you roll
an out of ring on your players card, you roll two dice. Your
wrestler is only saved by a roll of 12.
Read more:
filsingergames.proboards.com/thread/410/filsinger-games-online-specialty-library#ixzz4RcuCy36X