Post by "Dr Death" Ric Anderson on Sept 17, 2019 10:24:50 GMT -5
With me closing in on 50 cards now, I thought it might be interesting to share with you guys the process I use to run the NWA. I'd love to hear what you guys think and what you do to run your feds.
House Rules:
Before each match, roll 2 die. If 2-6 roll on Between Matches Chart.
To start a match, each side rolls 2 die. Winner starts on level 1 unless:
If a non-feud match, a roll of 3 or less= a sneak attack. Roll 1d6 to see what level the attacker starts on- 1-2=level 1, 3-4=level 2, 5-6=level 3. If a feud match, 5 or less results in the same sneak attack.
A tie=roll on bobby cruise card
Either wrestler rolling doubles= a roll on Gavin Loudspeaker card.
I used the advanced pin number (the one in parenthesis)
Injuries: After the match I roll one D6 for the fatigue tokens of each wrestler. Any roll of “1”= a roll on an injury chart.
Any injury result is a number of days the person in hurt. They can come back early if I roll 2d6 and roll higher than the injury number. (for example, if Barry Windham is injured for 8 cards and I roll 8 or higher on 2d6, then he can come back.) The downside is that he starts the match with a number of tokens=to the injury. So he could have 8 tokens to start the match. After the match I would roll for injury just as before, but he would start with 8 tokens +any accrued during the match, so he could seriously aggravate the injury.
If the match ends in snake eyes or, then a roll on the feud chart is in order. If it’s already a feud match, then a roll of doubles has the same result.
When a feud starts it lasts until one side wins 3 matches in a row or one side leaves the territory.
I use the roster management for warring feds chart that I found somewhere on these forums and homemade contract negotations chart to determine who stays and leaves.
House Rules:
Before each match, roll 2 die. If 2-6 roll on Between Matches Chart.
To start a match, each side rolls 2 die. Winner starts on level 1 unless:
If a non-feud match, a roll of 3 or less= a sneak attack. Roll 1d6 to see what level the attacker starts on- 1-2=level 1, 3-4=level 2, 5-6=level 3. If a feud match, 5 or less results in the same sneak attack.
A tie=roll on bobby cruise card
Either wrestler rolling doubles= a roll on Gavin Loudspeaker card.
I used the advanced pin number (the one in parenthesis)
Injuries: After the match I roll one D6 for the fatigue tokens of each wrestler. Any roll of “1”= a roll on an injury chart.
Any injury result is a number of days the person in hurt. They can come back early if I roll 2d6 and roll higher than the injury number. (for example, if Barry Windham is injured for 8 cards and I roll 8 or higher on 2d6, then he can come back.) The downside is that he starts the match with a number of tokens=to the injury. So he could have 8 tokens to start the match. After the match I would roll for injury just as before, but he would start with 8 tokens +any accrued during the match, so he could seriously aggravate the injury.
If the match ends in snake eyes or, then a roll on the feud chart is in order. If it’s already a feud match, then a roll of doubles has the same result.
When a feud starts it lasts until one side wins 3 matches in a row or one side leaves the territory.
I use the roster management for warring feds chart that I found somewhere on these forums and homemade contract negotations chart to determine who stays and leaves.