Post by steveresk on Jul 25, 2013 15:34:09 GMT -5
I posted this up on TCO, so I figured I shared with more raw dealers.
It is no way intended to replace raw deal, because it is an a completely different type of game.
This is a WWE game that is intended to be fun, and strategic rather than competitive. There is no deck construction, each superstar is given a 30 card deck that features his personal move set. It plays out the action of a real wwe match. The object of the game is to get a lead, and a follow up in play, to try and finish off your opponent with a finishing move. The game is played with dice, and your opponent is given 3 dice rolls to beat the 3 count. if anyone is interested in a printable set please email me. Steveresk@me.com
here are some sample cards in plain text.
thanks enjoy.
Cena's Attitude Adjustment
Finish: Grapple
Your Finish roll is +2 for each card in play with "Cena" in the Name
(This card counts)
As a STOP, if you have another card in play with "Cena" in the name stop any Finish Grapple card.
(When played this counts as a Finish)
The GTS
Finish: Grapple
If you roll POWER, or GRAPPLE for your Finish roll your roll is +5
As a STOP, if you have 2 Grapple cards in play, stop any Grapple card. (When played this counts as a Finish)
Suprise RKO
Finish : Grapple
Your Finish rolls are +2
As a STOP, if your opponent has 3 or more cards in his hand than you Stop any card. (When played this card counts as a Finish)
Drop toe hold
Follow Up : Grapple
As a Stop if your opponent has another Grapple card in play, Stop any Grapple card.
John Cena
Power 10
Agility 5
Technique 6
Strike 8
Submission 7
Grapple 9
When you play a card with "Cena" in the name draw 2 cards.
Randy Orton
Power 6
Agility 7
Technique 8
Strike 9
Submission 5
Grapple 10
When you have less cards in your hand than you opponent, your STRIKE, GRAPPLE, and SUBMISSION Skill is +1.
WWE SUPERSHOW
Each player reveals his Superstar and his 30-card deck.
At the Start of the Game, each player draws 3 cards.
Then each player rolls the Supsershow Die.
The Supsershow die is 6 sided and its features 6 colors. The six colors are also on your Superstar card listed as a SKILL with an assigned value.
Power
Agility
Technique
Strike
Grapple
Submission
Single Match Game.
At the start of the turn all players simultaneously roll 1 Supsershow die and compare the value they rolled for. This is called a TURN ROLL
The highest value draws a card and starts his turn.
If there is a tie both players draw a card and then re-roll.
On Your turn.
On a players turn, he can play 1 move card.
After he plays a move card, another TURN roll takes place, (both players simultaneously roll a die, and the highest value starts his turn.)
How to play certain moves.
Move cards have 3 types
Lead, follow up, and finish.
You can play a LEAD at any time.
You can play a FOLLOW UP if you have a LEAD in play.
You may play a FINISH if you have a FOLLOW UP in play
On your turn when you play a move card, your opponent can try to stop that card by playing a stop card from his hand. Each stop card specifically stops a certain card type. For example, a stop that says, “stop any follow up strike” can only be played when your opponent’s plays a follow up strike.
When you play A FINISH. You roll your Supsershow die.
The value you rolled is your FINISH roll.
Your opponent has 3 BREAKOUT rolls to break out of your FINISH.
He can break out of a FINISH by rolling his Supsershow die 3 times. If any of his rolls are greater or equal to your FINISH roll he breaks out.
Your FINISH roll cannot be greater then 10, because your opponent always can break out.
When a player breaks out of a FINISH several effects take place.
1. The player who BREAKS OUT places all move cards be has in play into his discard pile,
2. The player who hit the FINISH discards the FINISH from play.
3. The crowd meter is +1
4. A new turn roll takes place.
Stop cards
You may play stop cards on your opponents turn; to stop a card he has played.
When a stop is played the current turn ends and turn roll takes place.
If a stop is a move also (hybrid), it is not restricted by the requirements of Follow up, or Finish when played as a Stop. However when hybrid Stop card is in play it will count as a Lead, Follow Up or Finish
Some stop cards have a requirement to play them. For example “stop any grapple if your grapple is greater than your opponents”, what this means is if your grapple skill on your superstar card is higher than the grapple skill on your opponents card you may use this card as a stop when your opponent plays a grapple. If you grapple skill is not greater you may not use that card as a stop, however you could still use it on your turn as a move.
CROWD METER
The crowd meter starts at zero. The value of the crowd meter is added to FINISH rolls.
You cannot have more than 10 cards in your hand at any time.
If you have zero cards in your hand and zero cards in your deck WIN the match by count out.
The maximum number of cards a player may have in his hand at any time is 10 cards.
2 PLAYER TORNADO TAG TEAM
You can play a tornado tag team match, with two players. Each player chooses TWO superstars, and combines BOTH respective decks, into 1 sixty-card deck. Your skills for are considered to be the sum of BOTH combined skills and you have both superstar abilities. At the start of the game both players draw 3 and play resumes as normal.
Alternate Forms of Play for 3 or more players.
Triple Threat match. (Elimination) 3 Players
.
In an elimination match, the last man left wins the match, when a player is does not break out of a finish he is eliminated from the game.
3 players choose 1 superstar and their respective 30-card deck.
At the start of the game all players draw 3 cards from their deck.
On the turn roll, all three players roll a Supsershow dice, the player who rolls the highest number draws a card and starts his turn.
In the instance of a tie, all players involved draw a card and cannot play a card on their turn. In any multiplayer game if there is a tie, only the players involved in the tie roll on the next turn roll.
It is important to note that only the two players involved with a Finish / breakout would discard cards from play if a player were to break out.
Also since cards are only discarded from play on a breakout, if you finish an opponent your cards (including the finish, stay in play).
If a player has zero cards in his hand and deck his eliminates all opponents, and wins the match by count out.
All other rules are the same as a single match.
Alternate play for 4 players
Fatal 4 Way (Elimination)
(Same as triple threat but with 4 players)
In an elimination match, the last man left wins the match, when a player is does not break out of a finish he is eliminated from the game.
4 players choose 1 superstar and their respective 30-card deck.
At the start of the game all players draw 3 cards from their deck.
On the turn roll, all four players roll a Supsershow dice, the player who rolls the highest number draws a card and starts his turn.
In the instance of a tie, all players involved draw a card and cannot play a card on their turn. In any multiplayer game if there is a tie, only the players involved in the tie roll on the next turn roll.
It is important to note that only the two players involved with a Finish / breakout would discard cards from play if a player were to break out.
Also since cards are only discarded from play on a breakout, if you finish an opponent your cards (including the finish, stay in play).
If a player has zero cards in his hand and deck his eliminates all opponents, and wins the match by count out.
All other rules are the same as a single match.
TAG TEAM RULES (4 PLAYERS) (Elimination)
Each player chooses a Supsershow character and his respective 30-card deck. Tag team is played with 4 players in 2 teams.
In a tag team match, each player draws 3 cards and each team chooses a player to start the match. The players in the match are the active players, and the players not in the match are the inactive players.
Whenever an active player draws a card for his turn roll, his inactive partner draws 1 card. His inactive partner cannot draw any cards if he has 10 cards in his hand.
An active player may tag in his inactive partner if he won 2 consecutive turn rolls in a row.
When a he tags his inactive partner is now the active partner and a new turn roll takes place.
In a tag team match, partners share cards in play. So if your inactive partner has a lead in play you may play follow up cards, if he has a follow up in play, you may play finish cards.
However when a player is eliminated from play, all cards he had in play are discarded.
In a 4 player tag team match only the skills of the active players are considered for turn rolls and cards played. Skills are not combined as they were in 2-tornado tag.
COPYRIGHT STEVE RESK 2013
It is no way intended to replace raw deal, because it is an a completely different type of game.
This is a WWE game that is intended to be fun, and strategic rather than competitive. There is no deck construction, each superstar is given a 30 card deck that features his personal move set. It plays out the action of a real wwe match. The object of the game is to get a lead, and a follow up in play, to try and finish off your opponent with a finishing move. The game is played with dice, and your opponent is given 3 dice rolls to beat the 3 count. if anyone is interested in a printable set please email me. Steveresk@me.com
here are some sample cards in plain text.
thanks enjoy.
Cena's Attitude Adjustment
Finish: Grapple
Your Finish roll is +2 for each card in play with "Cena" in the Name
(This card counts)
As a STOP, if you have another card in play with "Cena" in the name stop any Finish Grapple card.
(When played this counts as a Finish)
The GTS
Finish: Grapple
If you roll POWER, or GRAPPLE for your Finish roll your roll is +5
As a STOP, if you have 2 Grapple cards in play, stop any Grapple card. (When played this counts as a Finish)
Suprise RKO
Finish : Grapple
Your Finish rolls are +2
As a STOP, if your opponent has 3 or more cards in his hand than you Stop any card. (When played this card counts as a Finish)
Drop toe hold
Follow Up : Grapple
As a Stop if your opponent has another Grapple card in play, Stop any Grapple card.
John Cena
Power 10
Agility 5
Technique 6
Strike 8
Submission 7
Grapple 9
When you play a card with "Cena" in the name draw 2 cards.
Randy Orton
Power 6
Agility 7
Technique 8
Strike 9
Submission 5
Grapple 10
When you have less cards in your hand than you opponent, your STRIKE, GRAPPLE, and SUBMISSION Skill is +1.
WWE SUPERSHOW
Each player reveals his Superstar and his 30-card deck.
At the Start of the Game, each player draws 3 cards.
Then each player rolls the Supsershow Die.
The Supsershow die is 6 sided and its features 6 colors. The six colors are also on your Superstar card listed as a SKILL with an assigned value.
Power
Agility
Technique
Strike
Grapple
Submission
Single Match Game.
At the start of the turn all players simultaneously roll 1 Supsershow die and compare the value they rolled for. This is called a TURN ROLL
The highest value draws a card and starts his turn.
If there is a tie both players draw a card and then re-roll.
On Your turn.
On a players turn, he can play 1 move card.
After he plays a move card, another TURN roll takes place, (both players simultaneously roll a die, and the highest value starts his turn.)
How to play certain moves.
Move cards have 3 types
Lead, follow up, and finish.
You can play a LEAD at any time.
You can play a FOLLOW UP if you have a LEAD in play.
You may play a FINISH if you have a FOLLOW UP in play
On your turn when you play a move card, your opponent can try to stop that card by playing a stop card from his hand. Each stop card specifically stops a certain card type. For example, a stop that says, “stop any follow up strike” can only be played when your opponent’s plays a follow up strike.
When you play A FINISH. You roll your Supsershow die.
The value you rolled is your FINISH roll.
Your opponent has 3 BREAKOUT rolls to break out of your FINISH.
He can break out of a FINISH by rolling his Supsershow die 3 times. If any of his rolls are greater or equal to your FINISH roll he breaks out.
Your FINISH roll cannot be greater then 10, because your opponent always can break out.
When a player breaks out of a FINISH several effects take place.
1. The player who BREAKS OUT places all move cards be has in play into his discard pile,
2. The player who hit the FINISH discards the FINISH from play.
3. The crowd meter is +1
4. A new turn roll takes place.
Stop cards
You may play stop cards on your opponents turn; to stop a card he has played.
When a stop is played the current turn ends and turn roll takes place.
If a stop is a move also (hybrid), it is not restricted by the requirements of Follow up, or Finish when played as a Stop. However when hybrid Stop card is in play it will count as a Lead, Follow Up or Finish
Some stop cards have a requirement to play them. For example “stop any grapple if your grapple is greater than your opponents”, what this means is if your grapple skill on your superstar card is higher than the grapple skill on your opponents card you may use this card as a stop when your opponent plays a grapple. If you grapple skill is not greater you may not use that card as a stop, however you could still use it on your turn as a move.
CROWD METER
The crowd meter starts at zero. The value of the crowd meter is added to FINISH rolls.
You cannot have more than 10 cards in your hand at any time.
If you have zero cards in your hand and zero cards in your deck WIN the match by count out.
The maximum number of cards a player may have in his hand at any time is 10 cards.
2 PLAYER TORNADO TAG TEAM
You can play a tornado tag team match, with two players. Each player chooses TWO superstars, and combines BOTH respective decks, into 1 sixty-card deck. Your skills for are considered to be the sum of BOTH combined skills and you have both superstar abilities. At the start of the game both players draw 3 and play resumes as normal.
Alternate Forms of Play for 3 or more players.
Triple Threat match. (Elimination) 3 Players
.
In an elimination match, the last man left wins the match, when a player is does not break out of a finish he is eliminated from the game.
3 players choose 1 superstar and their respective 30-card deck.
At the start of the game all players draw 3 cards from their deck.
On the turn roll, all three players roll a Supsershow dice, the player who rolls the highest number draws a card and starts his turn.
In the instance of a tie, all players involved draw a card and cannot play a card on their turn. In any multiplayer game if there is a tie, only the players involved in the tie roll on the next turn roll.
It is important to note that only the two players involved with a Finish / breakout would discard cards from play if a player were to break out.
Also since cards are only discarded from play on a breakout, if you finish an opponent your cards (including the finish, stay in play).
If a player has zero cards in his hand and deck his eliminates all opponents, and wins the match by count out.
All other rules are the same as a single match.
Alternate play for 4 players
Fatal 4 Way (Elimination)
(Same as triple threat but with 4 players)
In an elimination match, the last man left wins the match, when a player is does not break out of a finish he is eliminated from the game.
4 players choose 1 superstar and their respective 30-card deck.
At the start of the game all players draw 3 cards from their deck.
On the turn roll, all four players roll a Supsershow dice, the player who rolls the highest number draws a card and starts his turn.
In the instance of a tie, all players involved draw a card and cannot play a card on their turn. In any multiplayer game if there is a tie, only the players involved in the tie roll on the next turn roll.
It is important to note that only the two players involved with a Finish / breakout would discard cards from play if a player were to break out.
Also since cards are only discarded from play on a breakout, if you finish an opponent your cards (including the finish, stay in play).
If a player has zero cards in his hand and deck his eliminates all opponents, and wins the match by count out.
All other rules are the same as a single match.
TAG TEAM RULES (4 PLAYERS) (Elimination)
Each player chooses a Supsershow character and his respective 30-card deck. Tag team is played with 4 players in 2 teams.
In a tag team match, each player draws 3 cards and each team chooses a player to start the match. The players in the match are the active players, and the players not in the match are the inactive players.
Whenever an active player draws a card for his turn roll, his inactive partner draws 1 card. His inactive partner cannot draw any cards if he has 10 cards in his hand.
An active player may tag in his inactive partner if he won 2 consecutive turn rolls in a row.
When a he tags his inactive partner is now the active partner and a new turn roll takes place.
In a tag team match, partners share cards in play. So if your inactive partner has a lead in play you may play follow up cards, if he has a follow up in play, you may play finish cards.
However when a player is eliminated from play, all cards he had in play are discarded.
In a 4 player tag team match only the skills of the active players are considered for turn rolls and cards played. Skills are not combined as they were in 2-tornado tag.
COPYRIGHT STEVE RESK 2013