El Luchador Fantastico Grande
El Luchador Fantastico Grande Rulebook
Table of Contents
Table of Contents
Contents
Rules sheet
6 Lucha Libre wrestler cards
36 action cards
1 El Luchador Fantastico Grande belt
4 six sided dice
4 twenty sided dice
Objective
The objective of the game is to reduce all other wrestlers health to zero and be the last wrestler standing with the El Luchador Fantastico Grande title belt in an all out BRAWL!
Setting Up to Play
All players start with 20 health (set to 20 on a 20 sided die). All players roll one six sided die, the highest roll gets the special Title Belt card. If there is two or more that roll the highest, they roll again until a winner is found. All Action Deck Cards are then shuffled and placed in the centre of the table. Each player then draws one card from the action deck.
The wrestler who starts with the belt always starts first. The active wrestler draws one card for their turn from the Action Card deck, if they have two cards, they can instead choose to discard one or both of those cards and draw that many cards. The wrestler then rolls all four dice to determine if they are attacking or healing. NOTE: this does not have to be chosen before or during dice rolling. You may also re-roll your dice up to 2 additional times.
No cards can be played between the start of the turn and drawing the card for the turn. When the Action Deck has zero cards left, you shuffle the used cards together to form a new Action Deck.
The Title Belt Card
As per the card, you are unable to heal from dice or cards while you hold the belt (so it's in your opponent's best interest to team up and kick your belt-wearing ASS to knock you out).
When someone deals you damage, you may choose to give up the belt to that player. If you knockout the player holding the belt, you must take the belt.
The +1 damage is active only after you take the belt, so if you take it from another player, it will not modify your damage for that attack.
THE CHAMP IS HERE!
Belt card text as printed: "+1 to damage dice result. you are unable to heal while you hold the belt."
Dice Calculation
When calculating your dice roll, you may only choose three of the dice to be useable at any time. All three dice must be either attack or healing dice, not a mix of both.
When rolling your dice, you can choose to keep or re-roll any of them up to two times after your first roll.
Dice faces:
- One pip = One damage
- Two pips = Two damage
- Three pips = MISS
- Four pips = MISS
- Five pips = One healing
- Six pips = Two healing
Action Cards
Cards with "+ Damage" can only be played on your turn if you have rolled 3 attack dice. Healing cards can be used at any time.
When Action Cards are played, you must allow those cards to resolve one by one to allow the opponent time to stop it if they can. Anyone may stop a card with a cancel card no matter who it is played against.
Example card shown on the sheet: "Tira a los juevos del aguila" - "Cancel an opponent's action card deal 2 damage."
Advanced Rules
Nothing changes in advanced rules except if you look on the back of the wrestler you have chosen, there will be a special ability. The text will tell you how it works.
Transcription notes: the sheet is printed in the order Front (Contents, Objective, Setting Up to Play, Title Belt Card) then Back (Dice Calculation, Action Cards, Advanced Rules); this file keeps that order. The sheet has no separate section for tag-team or other multi-player match modes, and the wrestler back abilities referred to under Advanced Rules are printed on the wrestler cards, not on this sheet, so they are not reproduced here. Minor print-layout spacing ("att ack", "upto") has been normalised to "attack" and "up to".