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Superstar Pro Wrestling Game

Superstar Pro Wrestling Game Rulebook

Table of Contents

Table of Contents

  • Ratings
  • Object
  • Pre-Game Procedure / Standard Match - 2 Players
  • I. General Card
  • II. Offensive Card
  • III. Defensive Card
  • IV. After the Round
  • V. Pinning
  • VI. Submission
  • VII. Disqualification
  • VIII. Priority Factor (PF)
  • IX. Tag Team Rules
    • 1. Level 1: Basic
    • 2. Level 2: Advanced
    • 3. Level 3: Three Man Match
    • Advanced Tag Team Chart — Key (as printed)
    • Tag Team Injury Chart
  • X. Grudge Matches
    • Steel Cage Chart
    • Texas Death Chart
  • XI. Battle Royal
  • XII. Miscellaneous and More Advanced Rules
    • A. Referee Factor
    • B. Time Limit
    • C. Creating Your Own Wrestlers
    • D. Sample Match

Ratings

The ratings are located on the bottom of each Action Card, the area marked PRIORITY.

The first number is the rating for singles matches, and rages from 1 to 5+, with 1 being the worst possible and 5+ being the best. The second number is the tag-team rating, and ranges from 1 to 3+. Again, 1 is the worst and 3+ is the best. Below is a breakdown of the ratings and the abilities they refer to:

Ratings for single matches:

RatingAbility
1Preliminary - Poor
2Average
3Good
4Very Good
5Top Contender
+1Champion (add to rating)

Ratings for tag-team matches:

RatingAbility
1Poor
2Average - Good
3Top Contender
+1Championship (add to rating)

If an Action Card is rated 5/1, then the wrestler is a top contender in single matches but is downright awful in tag-team matches.

Object

As in actual professional wrestling, the object of the game is to win the match. This can be accomplished:

  1. by pinning your opponent
  2. by forcing your opponent to submit, or
  3. as a result of opponent disqualification.

Pre-Game Procedure / Standard Match - 2 Players

  1. Each player selects one wrestler from the Action Cards provided
  2. Each player selects a pair of dice
  3. One player acts as the SCOREKEEPER, and enters the wrestler's names on a scoresheet provided (note: any scratch paper will do). Also, the scorekeeper is responsible for tallying the ongoing score throughout the match.
  4. The SCOREKEEPER signifies the bell (a "ding-ding" will do) to begin the match.

Now, we are ready to begin the action:

I. General Card

  1. At the SAME TIME, both players roll their dice and refer to the GENERAL CARD section of their Action Cards. Each GENERAL CARD section varies with respect to the wrestler's ability. The purpose of the GENREAL CARD is to see whether your wrestler will launch an offensive attack or assume a defensive position for the ROUND, which is equal to one minute of actual ring time. In the GENERAL CARD section, dice totals ranging from 2-12 are represented, indicating two possible results: OC, which stands for OFFENSIVE CARD, or DC, which stands for DEFENSIVE CARD. If you roll OC, you next refer to your OFFENSIVE CARD; if DC, your DEFENSIVE CARD.
  2. NOTE: If both players roll DC in a round, they each REROLL on their General Cards until at least one player rolls OC. Therefore, both players may be on offensive at the same time (as in pro wrestling), but both players may NOT be on the defensive at the same time (nothing would happen!).
  3. IMPORTANT: It is mandatory that each player announce OUT LOUD whether they have rolled "Offense" or "Defense". This set the pace for the action, and lets you know if a reroll is necessary due to both players rolling DC.

II. Offensive Card

The OFFENSIVE card section of each Action Card contains the moves and holds most frequently utilized by your wrestler. For each offensive move there is a point total which indicates the effectiveness of the maneuver.

  1. The Player(s) who roll OC now roll on their OFFENSIVE CARD. The move and point total are verbalized OUT LOUD (example: "Headlock, 7"). If both players are on offense, the SCOREKEEPER simply tallies their respective scores. However, if one player is on defense, see rules under DEFENSIVE CARD.
  2. ROPES: If a player rolls ROPES, his offensive action for that round moves to the ROPES section, where the player rolls two dice. Various ripe maneuvers and their corresponding point totals are represented. If a player rolls "NA", it means there was NO ACTION at the ropes, and no points are awarded.
  3. SPECIALTY: If a player rolls an OC or ROPES move that is followed by an (S), this means the wrestler's specialty move (HIS MOST EFFECTIVE) was performed, and you refer to the SPECIALTY section for the point totals. With this move, a player can gain a large number of points and possibly win the match in an instant. This player rills ONE die and the SCOREKEEPER records the total.
  4. "P/A" and "": Some offensive maneuvers will be followed by a point total and either "P/A", which stands for PIN ATTEMPT, or an "" which refers to a SUBMISSION ATTEMPT. See rules under PINNING and SUBMISSION for clarification.

III. Defensive Card

The player who rolled DC on his GENERAL CARD now rolls 2 dice under the DEFENSIVE CARD section. The actual defensive moves are designated by these codes:

  • A = gain 2 points for the round by attempting to break the offensive hold
  • B = gain 0 points for the round as you simply absorb punishment
  • C = gain 4 points for the round by effectively neutralizing the offensive hold. The wrestler on offense gets 0 points for the round, REGARDLESS of his offensive role.
  • Reverse = you instantly become offensive and your foe becomes defense (his offensive roll is nullified). It is a simple reversal with no need to reroll on the GENERAL CARD. Refer directly to you OFFENSIVE CARD, and you foe to his DEFENSIVE CARD. Roll again for moves and point totals.

IV. After the Round

After the round is completed, the SCOREKEEPER tallies the cumulative point total on the Official Superstar Pro Wrestling Scoresheet. Players then resume play by rolling on their GENERAL CARDS. The match continues in this fashion until one wrestler is victorious.

V. Pinning

(A pin attempt takes place at the end of a round of action)

  1. A wrestler may attempt a pin when:

    • a. he rolls a "P/A" on either his OFFENSIVE CARD, ROPES, or SPECIALTY section, OR
    • b. he has 30 or more total points AND he is beating his opponent by 10 points or more AND her outscores his opponent by 5 or more in a round. Method (b) is the means by which most matches will end. Since it is optional, you may either attempt a pin, or inflict more punishment (thus getting a higher score). This tactic may enrage the fans!

    Method (a) is effective for a wrestler that is far behind on points. He may be losing, but he is by no means out of the match.

  2. The SCOREKEEPER informs the player of his score after each round has ended. If the wrestler is eligible for, and wants to attempt, a pin, the player refers to the enclosed PIN CHART. He then rolls both dice and refers to the column which contains his TOTAL POINT RANGE (ex. 0-10, 11-20, 21-30, etc.). If the player rolls a PIN, the match is over. If not, the player accumulates the points indicated to his point total, enabling him to pin his opponent easier the next time-the more points you have, the better your chances for a PIN (see PIN CHART).

  3. If a pin attempt is unsuccessful, resume play as usual.

VI. Submission

  1. Some wrestlers are equipped with a submission hold among their arsenal of offensive moves. A submission hold is indicated by and asterisk (), (Example: Backbreaker 9). If you are the unfortunate victim of a submission hold, you must roll two dice to see if you submit. The "submission range" for each wrestler is found in the SUB column located beneath the SPECIALTY section.
  2. If you roll within this range, then you have given up and the match is over. If you do not submit, resume play as usual.

VII. Disqualification

Though the action in pro wrestling is intended to take place within the confines of a ring, Occasionally a wrestler will take it upon himself to toss his opponent through the ropes. The "airborne" wrestler has until a count of 9 to get back into the ring, otherwise he is "counted out" and disqualified (thereby losing the match). If an offensive maneuver is followed by a (DQ) (usually: throw out of ring (DQ)*), the player receiving the punishment rolls 2 dice to see if he is disqualified. If he rolls 2-9, he is NOT DISQUALIFIED, but the offensive player receives that amount of points for his action (i.e., if you roll a 6, you are NOT DISQUALIFIED, but the offensive player gets 6 points). If you roll a 10-11-12, you are disqualified and the match is over. Remember, in a TITLE MATCH, if the Champ loses the match by disqualification, HE DOES NOT LOSE THE TITLE!

VIII. Priority Factor (PF)

  1. This is an important consideration. In the case when BOTH wrestlers role any combination of: "P/A", "*", or (S) in the SAME round, the PRIORITY FACTOR comes into effect. It is used to determine which wrestler's move prevails. The wrestler with the higher PF (located below the SPECIALTY section) initiates his move and receives points while the wrestler with the lower receives zero points for the round. In the case of identical PFs, both wrestlers get zero points for the round.
  2. Eye of the Tiger: When a wrestler becomes a title holder, his PF is increased by one for the duration of his title reign. For example, if Ric Martel becomes your champ, his PF would raise from a 5 to a 6 for his reign.

IX. Tag Team Rules

Two levels of tag-team play have been devised. Level 1 (Basic) is easy to learn and play. Level 2 (Advanced) is more complex and should be played when you understand Level 1. Mastery of Level 2 is necessary to play 3-man tag team matches.

1. Level 1: Basic

  • a. In a Tag-Team match with TWO players, each player selects TWO wrestlers. In a match with FOUR players, each player selects ONE wrestler and chooses a partner. Each "team" selects one wrestler to be in the ring at a time. These wrestlers grapple as they would in a regular match. You may alternate wrestlers at any time AFTER rounds. Do not use the TAG TEAM CHART for Level 1 play.
  • b. DOUBLE TEAMING: This occurs when you roll a number on your GENERAL CARD in which "TT" appears to the right of OC (i.e., "OC/TT"). When this occurs, you get to bring your partner into the ring with you. You roll two dice and that number counts for BOTH of your OFFENSIVE CARDS. Remember to take the CUMULATIVE score from both wrestlers for the round total. After this, either partner may be left in the ring. Ignore "P/A" and "*" when DOUBLE TEAMING.
  • c. TAG-TEAM FACTOR: (Located below SPECIALTY SECTION.) This becomes important in case of a pin or submission hold. If the wrestler in the ring submits or is pinned, the match isn't necessarily over. In a Tag-Team match, the PIN CHART is actually a "TWO-COUNT CHART" (i.e. the ref has only counted to two—not three). The wrestler outside the ring may intervene and prevent the match from ending. To do this, he must roll a number within his TAG-TEAM FACTOR range. If he rolls within the range, the match continues and the NEW wrestler stays in the ring. If he rolls OUTSIDE the range, either his partner submits or the ref completes a "three count" for the pin. REMEMBER, you only use the TAG-TEAM FACTOR after your partner has been pinned (two-counted) or given up.

2. Level 2: Advanced

The ADVANCED TAG-TEAM CHART is utilized in Level 2 play. This chart informs you of how many men are in the ring at one time and if there is SUSTAINED DOUBLE TEAMING (explained later).

  • a. Each wrestler has a specific TAG-TEAM RATING (TTR), which is determined by the second number in his PRIORITY column. The wrestlers in the ring may only tag out based on their individual TTRs.

    TTRTag-Out Opportunity
    3 (or 4)win, lose or tie the round
    2win or tie the round
    1win the round

    NOTE: WIN means you scored more points in the ROUND than your foe; LOSE means you scored less; DRAW means you both scored the same. If you are outside the ring, you do not have to let your partner tag you (i.e., refuse to tag). This can mean only one thing: a feud is brewing!

  • b. DOUBLE TEAMING: There is a distinction between MAN IN (wrestler in the ring) and MAN OUT (wrestler outside the ring-partner of MAN IN). DOUBLE TEAMING is initiated when a MAN IN rolls "OC/TT" on his GENERAL CARD. You next refer to the ADVANCED TAG-TEAM CHART, (If both MAN IN roll "OC/TT" you don't use the chart. All 4 men are in the ring for one round).

    1. You must know the TTR of the MAN OUT for BOTH teams. The TTR of the MAN OUT on the attacking team (Off TTR) is read first (top line of the chart).
    2. Then locate the TTR of the MAN OUT on the team which is being attacked (Def TTR). This is the second line of the chart.
    3. Now you know which column to read. The DOUBLE TEAMING squad rolls two dice and checks the appropriate column. (Example: MAN OUT Off TTR = 3, MAN OUT Def TTR = 2, dice roll = 9; resulting in the letter "C". Each letter has a different meaning:
      • A) 2 vs. 2: 1R - (all 4 men in the ring for 1 round)

3. Level 3: Three Man Match

  • a. Each player selects 3 wrestlers and assigns them to begin the match.
  • b. The rules are similar to advanced two-man tag-team matches. Exceptions:
    1. When referring to the TTR of the MAN OUT, use the better of the two.
    2. Refer to the 3 MAN section of the Tag-Team Chart.
    3. When rolling to break up a TWO-COUNT or SUBMISSION, use the TAG TEAM RANGE of the MAN OUT wrestler of your choice.

Advanced Tag Team Chart — Key (as printed)

Two Man MatchThree Man Match
(A) 2 vs. 2 : 1 Round(A) 3 vs. 3 : 1 Round
(B) 2 vs. 1 : 1 Round(B) 2 vs. 1 : 1 Round
(C) 2 vs. 1 : 2 Rounds(C) 3 vs. 1 : 1 Round
(D) 2 vs. 1 : 3 Rounds(D) 3 vs. 1 : 2 Rounds
(E) INJURY!(E) INJURY!

Tag Team Injury Chart

  1. Injury to MAN-OUT : 5 Rounds
  2. Injury to MAN-IN : 5 Rounds
  3. Injury to MAN-OUT : 10 Rounds
  4. Injury to MAN-IN : 10 Rounds
  5. Injury to BOTH WRESTLERS : 2 Rounds
  6. Injury to BOTH WRESTLERS : 3 Rounds

X. Grudge Matches

Players decide beforehand whether they wish to engage in a GRUDGE MATCH. The match proceeds as normal until a wrestler rolls a move on his OFFENSIVE CARD in which "XX" appears next to the number. At this point, ALL HELL BREAKS LOOSE! The player who rolled the "XX" disregards the offensive move and points and refers to the proper chart and rolls two dice. Either a point total or a situation will be indicated. A "see pin" is the same as "P/A".

  1. TEXAS DEATH: You can NOT be disqualified from this match. In case of a "throw out of ring (DQ)", the dice roll is simply for POINTS ONLY (2-12) and not for a Disqualification.
  2. STEEL CAGE: You can NOT be thrown out of the ring, therefore, this move is USELESS and gets zero points. Also, besides pinning your opponent, you must get out of the cage. Therefore, a normal PIN does NOT win the match (your opponent can still win). In a lunge of desperation, the pinned wrestler rolls 2 dice. If the result is DOUBLES (i.e., 2-2, 3-3, 4-4, etc.), you did NOT GET OUT OF THE CAGE (Uh-oh!). Depending on the DOUBLES number, that's how many rounds the pinned wrestler has to pin you and get out of the cage. If he rolls a 5-5, then he has 10 rounds to do this. If he does not get a pin within 10 rounds, then you escape the cage and win. If he does get a pin (now both wrestlers have been pinned), it is a race to see who gets out of the cage first. You both roll 2 dice and add your priority factor to the total (i.e., if you roll an 8 and your priority factor is a 4, then your grand total is 12). The wrestler with the highest grand total escapes the cage first and wins the match. In case of a grand total tie, you roll again until somebody wins.

Steel Cage Chart

RollMovePoints
2FLYING DOUBLE-LOADED ELBOW TO GROIN (See pin, add 1 to roll)15
3CRUSH FINGERS AGAINST CAGE (And roll specialty card)10
4B-52 KNEEDROP OFF TOP OF CAGE (See pin, add 1 to roll)20
5CHOKE BETWEEN ROPES AND CAGE (See pin)14
6CATAPULT INTO CAGE (Subtract 5 points from foe's next OC)15
7RUNNING POWER SLAM INTO CAGE12
8GRIND FACE INTO STEEL CAGE - BLIND (Foe on DC next 2 rounds)--
9USE BRASS KUNCKLES - DRAW BLOOD (See pin, add 1 to roll)

Texas Death Chart

RollMovePoints
2SLASH FACE WITH CAN OPENER - DRAW BLOOD (See pin, add 1)15
3KNOCK REF UNCONSCIOUS (No pin/submission for 5 rounds)--
4SMASH CHAIR OVER HEAD - DRAW BLOOD (See pin, add 1 to roll)20
5THROW SALT - BLIND OPPONENT (Foe on defense for next 2 rounds)--
6CHOKE WITH COWBOY LARIAT (See pin)12
7RAM HEAD INTO RINGSIDE BELL-GONG!14
8SMASH WITH 2" x 4" (Subtract 5 points from foe's next OC)15
9(And roll specialty card) (move name missing in the source)

NOTE: See pin, add 1 to roll = add 1 to dice total when rolling for the pin. No pin/submission = neither player can be pinned or can submit.

XI. Battle Royal

This is a match in which any number of wrestlers (for example 20) engage in simultaneous fighting. Any wrestler may challenge another wrestler to a "mini-match", but try to match wrestlers with high priority factors against those with low ones. You win a mini-match by either: (a) obtaining 15 points before the other wrestler does, while also being ahead by 5 points, OR (b) rolling any move followed by an "*" OR (c) rolling "Throw out of the ring (DQ)" on your OFFENSIVE CARD, OR (d) by rolling ROPES on your OC (this is the equivalent of tossing your foe out of the ring). The loser of a mini-match is OUT of the Battle Royal. The two wrestlers left at the end of all mini-matches square off and wrestle as if it were a standard match. The ONLY difference is that if a player rolls "Throw out of ring (DQ)", his foe goes over the top of the rope and loses. Otherwise, standard pin and submission rules are in effect. This is a good method to determine the first champion of the Superstar Wrestling Federation.

XII. Miscellaneous and More Advanced Rules

A. Referee Factor

The skill of the referee is an important factor in pro wrestling. If you are an advanced player, you may want to take this factor into consideration. To do so, the scorekeeper rolls 2 dice BEFORE the start of the match, thus determining the ref for the match:

DiceRefereeFactor
3"Fast-Count" FrankAdd (1) to dice total when rolling for a pin
2, 4-10, 12"Honest" AbeStandard play-no changes
11"Slow-Count" SamSubtract (1) from dice total when rolling for a pin

Fortunately, "Honest Abe" will officiate over 85% of your matches. As for the other guys: "Fast-Count" Frank is a big coffee drinker. His pals say the caffeine makes him talk fast and walk fast, so they're not surprised that he counts fast, either. "Slow-Count" Sam is another story. Controversy frequently surrounds his matches. Though it's never been proven, the grapevine claims he takes money under the table. The Superstar Wrestling Commission is keeping a close eye on him. You should, too.

B. Time Limit

Most Pro Wrestling matches have a 30-minute time limit (30 turns, with each turn beginning with the Action Card). Before a match begins, all players should agree to a set number of rounds to signal the end of a wrestling bout. When the last round ends, and neither wrestler has been pinned, submitted or been disqualified, the match ends in a draw. However, some matches, for instance Tag-Team, Grudge and Title matches, have an hour (60 turns) or unlimited time limit.

C. Creating Your Own Wrestlers

You can create your own wrestlers by generating blank Action Cards of your own.

D. Sample Match

The flow of a sample match is outlined for you below. The battle is between "Thunderlegs" and Ivan Ruskie. Note how the scores are tabulated. Begin the match with both wrestlers rolling on the GENERAL CARD. Thunderlegs uses the left dice, Ivan Ruskie the right dice.

RoundThunderlegsIvan RuskieComments
16 OC; 4 Throat Lift 53 OC; 4 Kick to Gut 6Both rolled OC and the score is tabulated as shown. Thunderlegs 6, Ivan Ruskie 5.
28 OC; 5 Python Headlock 103 DC; 4 'A'Thunderlegs gets 10 OC points; Ruskie gets 2 for DC (A = 2). Thunderlegs 16, Ivan Ruskie 7.
32 DC; 11 'B'3 OC; 10 Backbreaker 11Ruskie rolled his specialty for 11 points; Thunder gets 0 (B = 0). Thunderlegs 16, Ivan Ruskie 18.
44 DC6 DCBoth rolled DC – reroll (no points scored).
4 (reroll)12 DC; 5 Reverse; 6 Power Forearms 97 OC; 10 Chokehold 6; 12 'A'Ruskie's chokehold is ignored because of Thunder's Reverse; Thunder's on OC, Ruskie on DC. Thunderlegs 25, Ivan Ruskie 20.

See PIN CHART – roll dice: 12 = PIN!! The match is over. Thunderlegs wins!!! (Thunderlegs 34 - Thunderslam.)

Scoresheet: for wrestling matches, write the name of the wrestler on the large space on the left. Keep score in the small boxes next to each wrestler's name.

  • B) 2 vs. 1: 1R - (two on one for 1 round)
  • C) 2 vs. 2: 2R - (see SUSTAINED DOUBLE TEAMING)
  • D) 2 vs. 2: 3R - (see SUSTAINED DOUBLE TEAMING)
  • E) INJURY: - (see INJURY)
  • d. SUSTAINED DOUBLE TEAMING: This results from letters "C" and "D". It means that the DOUBLE TEAMING squad stays in the ring for more than one round. In the first round of DOUBLE TEAMING, one player rolls two dice and you refer to the OFFENSIVE CARDS of BOTH your wrestlers (this portion of the rule is also for letters "A" and "B" which last only ONE round).

    1. In the second or third round of DOUBLE TEAMING, you refer to the GENERAL CARDS of BOTH your wrestlers.
    2. If both roll "OC", refer next to their OFFENSIVE CARDS. If one of your wrestlers rolls "DC", then he is on DEFENSE for the round. However, you do NOT roll on the DEFENSIVE CARD, you automatically get ZERO pints for defense. But, if your partner's GENERAL CARD roll results in "OC/TT", you are promoted form defense back to offense for that round (in this case DO NOT refer to the TAG-TEAM CHART).
    3. Note: both members of a team may be on defense for a specific round.
  • e. INJURY: Tag-Team matches can be very dangerous. An INJURY ma occur to either the MAN IN or the MAN OUT of the team that is being attacked. If the letter "E" comes up on the TAG-TEAM CHART, the shorthanded team (specifically, the man in the ring) rolls one die and refers to the TT INJURY CHART. Injury time ranges from 2 rounds to 10 rounds.

    1. When you lose a man in a tag-team match, the remaining man becomes the MAN IN for the duration of the injury. If at any time during the injury your opponents roll an "OC/TT", since there is no ACTIVE MAN OUT (your partner is hurt!), they get an automatic "B" from the TAG-TEAM CHART (2 vs. 1: 1R).
    2. If your partner is injured, he may not DOUBLE TEAM or break up matches in case of TWO-COUNT or SUBMISSION (*) until he is ready for action again. If both wrestlers on the same team are injured, then the DOUBLE TEAMING squad rolls unopposed on their OFFENSIVE CARDS for the number of rounds Indicated.
  • f. At the end of any type of DOUBLE TEAMING, the ref clears the ring. Only one member from each team is allowed to remain in the ring for the start of the next round. You have the option of leaving either wrestler from a team in the ring.

  • g. A pin or submission CAN NOT occur when his team is DOUBLE TEAMING. You must wait for a man to clear the ring (at least until the next round) before being able to attempt a pin. Also, the wrestler or team being DOUBLE TEAMED may not attempt to pin nor attempt a submission while the attacking team has both members in the ring. However, the squad receiving or doing the DOUBLE TEAMING does get their points (i.e., "abdominal stretch 8 *", would give 8 points but no submission opportunity).

  • 15
    10KNOCK REF UNCONSCIOUS (No pin/submission for 4 rounds)--
    11CHOKE WITH CHAIN THROWN INTO CAGE BY MASKED ALLY20
    12SHOULDER SMASH INTO CAGE (See pin: if pinned, automatic win)10
    14
    10THROW OPPONENT INTO TV ANNOUNCER15
    11INTERFERENCE FROM NON-INVOLVED WRESTLER20
    12OFFER FRIENDSHIP BUT KICK IN GROIN10
    57 OC; 11 Thunderslam 9 P/A5 DC; 8 'A'Thunderleg's Thunder Slam gives him 9 points plus an automatic pin attempt. Cross reference 34 points, and a roll of 12 is a pin.