Post by Luchador on Apr 4, 2021 9:45:44 GMT -5
GOLD DUST CHALLENGE SERIES RULES
This is my attempt to simulate the wild nature of early professional wrestling during the days of the Gold Dust Trio. The WORLD CHAMPION will be difficult to beat and competitors will rise to challenge for the title from around the world. Use the vintage charts included with Legends of Wrestling Expansion VII. Feud and Deathjump charts are not used. No wrestler with an offensive ‘Deathjump’ may compete in the series.
Wrestlers compete in ranked matches until one wrestler achieves enough Victory Points (VPs) to be declared winner, usually 25 or 50. Scoring is as follows: 3 VPs for a title match win, 1 VP for a draw in a title match, and 1 VP for a win in a non-title match.
Rank wrestlers however you wish and declare an initial champion. I use a single-elimination tournament, with results not counting towards VPs. After wrestlers are ranked, divide wrestlers into two regions based on hometown: North America and the World. Jim Londos and George Tragos are considered North American when I play.
A round of play consists of each wrestler competing in one match. Each round, do the following:
1) Roll on the ‘Gold Dust Chart.’ This will determine the special rules for that round.
2) Each round, close ranked wrestlers in each region will fight. North America #1 will fight North America #2, World #1 will fight World #2, etc.
3) Re-rank wrestlers after all matches have been completed each round. Winners take the rank of the loser directly ahead of them. Losers take the rank of the winner directly below them.
Draws: In the case of a ‘draw,’ the lower ranked wrestler is considered the loser for ranking purposes.
Injuries: If an injured wrestler is scheduled to compete, they forfeit their match and move down in rank. Their opponent still receives 1 VP for a win. All injury lengths are halved and rounded up. Example: If a ‘5’ is rolled when determining injury length, the wrestler misses three rounds.
Odd numbers: In case of an odd number of wrestlers in a region, the last ranked wrestler will not fight, but will take the rank of the loser ahead of him.
GOLD DUST CHART
Roll 2d6
2: Lackluster Gates! Public support for professional wrestling falters. Promoters loosen rules. Subtract one from ALL wrestler DQ ratings listed on their card until further notice. If DQ ratings are already at -1, re-roll on this chart.
3-4: Set Sail! Return all wrestlers to their home regions. Re-rank all wrestlers based on current VPs.
5: Golden Age! Play normally. Reset DQ numbers to normal.
6: Fight of the Century! The top-ranked wrestler from the opposite region as the current WORLD CHAMPION travels to fight the champ in a special match. The challenger returns to his home region immediately following the match. Loser remains ranked #1 in their region. Remaining wrestlers fight wrestlers closest to them in rank.
7: World Challenger! Top ranked wrestler from the opposite region as the WORLD CHAMPION travels to champ’s region. Immediately re-rank the region based on current VPs. Challenger will remain in this region until he wins the title, a wrestler from his home region wins the title, or a ‘Set Sail’ is rolled.
8: Ballyhoo! Champion’s handlers deflect a challenge in the national press. The champion may face an opponent of his choice currently in the same region. Opponent takes #2 ranking and all other wrestlers in that region move down one spot.
9: Friendly Referee! WORLD CHAMPION DQ rating is -2 for this match.
10-11: Training Mishap! The challenger to the WORLD CHAMPION adds two to his pin rating for this match.
12: Public Outcry! Professional wrestling must clean up it’s act. Add one to ALL wrestler DQ ratings listed on their card until further notice. If DQ ratings are already at +1, re-roll on this chart.
This is my attempt to simulate the wild nature of early professional wrestling during the days of the Gold Dust Trio. The WORLD CHAMPION will be difficult to beat and competitors will rise to challenge for the title from around the world. Use the vintage charts included with Legends of Wrestling Expansion VII. Feud and Deathjump charts are not used. No wrestler with an offensive ‘Deathjump’ may compete in the series.
Wrestlers compete in ranked matches until one wrestler achieves enough Victory Points (VPs) to be declared winner, usually 25 or 50. Scoring is as follows: 3 VPs for a title match win, 1 VP for a draw in a title match, and 1 VP for a win in a non-title match.
Rank wrestlers however you wish and declare an initial champion. I use a single-elimination tournament, with results not counting towards VPs. After wrestlers are ranked, divide wrestlers into two regions based on hometown: North America and the World. Jim Londos and George Tragos are considered North American when I play.
A round of play consists of each wrestler competing in one match. Each round, do the following:
1) Roll on the ‘Gold Dust Chart.’ This will determine the special rules for that round.
2) Each round, close ranked wrestlers in each region will fight. North America #1 will fight North America #2, World #1 will fight World #2, etc.
3) Re-rank wrestlers after all matches have been completed each round. Winners take the rank of the loser directly ahead of them. Losers take the rank of the winner directly below them.
Draws: In the case of a ‘draw,’ the lower ranked wrestler is considered the loser for ranking purposes.
Injuries: If an injured wrestler is scheduled to compete, they forfeit their match and move down in rank. Their opponent still receives 1 VP for a win. All injury lengths are halved and rounded up. Example: If a ‘5’ is rolled when determining injury length, the wrestler misses three rounds.
Odd numbers: In case of an odd number of wrestlers in a region, the last ranked wrestler will not fight, but will take the rank of the loser ahead of him.
GOLD DUST CHART
Roll 2d6
2: Lackluster Gates! Public support for professional wrestling falters. Promoters loosen rules. Subtract one from ALL wrestler DQ ratings listed on their card until further notice. If DQ ratings are already at -1, re-roll on this chart.
3-4: Set Sail! Return all wrestlers to their home regions. Re-rank all wrestlers based on current VPs.
5: Golden Age! Play normally. Reset DQ numbers to normal.
6: Fight of the Century! The top-ranked wrestler from the opposite region as the current WORLD CHAMPION travels to fight the champ in a special match. The challenger returns to his home region immediately following the match. Loser remains ranked #1 in their region. Remaining wrestlers fight wrestlers closest to them in rank.
7: World Challenger! Top ranked wrestler from the opposite region as the WORLD CHAMPION travels to champ’s region. Immediately re-rank the region based on current VPs. Challenger will remain in this region until he wins the title, a wrestler from his home region wins the title, or a ‘Set Sail’ is rolled.
8: Ballyhoo! Champion’s handlers deflect a challenge in the national press. The champion may face an opponent of his choice currently in the same region. Opponent takes #2 ranking and all other wrestlers in that region move down one spot.
9: Friendly Referee! WORLD CHAMPION DQ rating is -2 for this match.
10-11: Training Mishap! The challenger to the WORLD CHAMPION adds two to his pin rating for this match.
12: Public Outcry! Professional wrestling must clean up it’s act. Add one to ALL wrestler DQ ratings listed on their card until further notice. If DQ ratings are already at +1, re-roll on this chart.