RulesPal
Chat
Rulebook
The Supershow thumbnail

The Supershow

The Supershow Rulebook

Table of Contents

Table of Contents

  • Overview and Object
    • Competitor Card
  • Starting the Match
  • On Your Turn
  • Winning the Match
    • Pin and Submission
    • Count Out
  • Gimmick
  • Finish Cards
  • Additional Rules
  • Multiplayer Rules
    • Multiplayer Rules for 3 Players
    • Multiplayer Rules for 4 Players
    • Birdcage Match
    • Special Guest Referee Match & Accompanied to Ringside

Overview and Object

Each player gets one of the 30 card decks and the matching Competitor card. To start the match, place your Competitor face up in front of you, shuffle the 30 card deck, then place it face down to the right. The deck of Crowd Meter cards should be placed to the side, within reach of both players.

Competitor Card

Your Competitor Card represents the wrestler you are playing. It shows that Competitor's Skills (Power, Technique, Agility, Strike, Submission, Grapple) and their Gimmick.

Starting the Match

After their decks have been shuffled, players draw three cards from the top of their deck. In order to see which player takes the first turn, each player rolls their Supershow die and checks the skill rolled with the matching skill on their Competitor card. These are skills that every Competitor has:

  • POWER: 10
  • TECHNIQUE: 6
  • AGILITY: 5
  • STRIKE: 9
  • SUBMISSION: 7
  • GRAPPLE: 8

The player that rolls the higher number draws one card and takes their turn. In the event of a tie, both players draw one card and then both players roll again. This roll is referred to as a "turn roll" and a tie is known as a "bump."

On Your Turn

When you have won the turn roll you may do one of two things:

  1. Play one card from your hand: The cards in your deck are wrestling maneuvers that you want to hit your opponent with. All cards in your deck are labeled as a Lead, Follow-Up, or Finish. Players may only play a Follow-Up card if they have a Lead card in play, and may only play a Finish card when they have any Follow-Up card in play. Lead cards may be played any time during your turn.

Whenever you play a card on your turn, your opponent may "Stop" your card. This can be done with cards that have the STOP symbol and text referring to the type of card being stopped. When a card is stopped that card goes into the "discard pile" and the Stop card played goes into play. If a card has the STOP symbol it can be played on your turn as a maneuver or on your opponent's turn to stop one of your opponent's maneuvers.

For example: the card Headlock, can be used to stop any Lead Strike card. The card Headbutt which was shown before, is a Lead Strike, therefore Headlock can stop Headbutt. If your opponent does not stop your played card, the card is "hit." When a card is hit it stays face up under your Competitor and it is now in play.

  1. Bury a card: A player may choose to end their turn and not play any cards. When they do this they must take one card from their discard pile and place it on the bottom of their deck. This act is known as burying one card in your discard pile. When a card is "buried" it means it is taken from that location and placed on the bottom of that player's deck.

A player may only play one card on their turn and regardless of if that card is hit or stopped a turn roll occurs. This means that if you play a card on your turn and your opponent is not able to stop it, after you perform the text on the card, you and your opponent both roll your die and the winner of the roll draws one card and takes the next turn.

Winning the Match

Pin and Submission

When you hit a Finish card, you attempt to defeat your opponent with a "Finish Roll."

For a Finish Roll:

  • The player who hit their finish card performs the text on the Finish card.
  • That player rolls the die and matches their roll symbol to the related skill on their Competitor.
  • The other player has three rolls to tie or beat this roll. If they are unable to tie or beat this roll, this is known as a "Breakout Roll." If they are unable to tie or beat this roll, the match ends.
  • If a Breakout Roll ties or beats the finish roll then all cards that both players have in play go into their discard piles. When this was the first successful Breakout Roll, put the first Crowd Meter card into play.
  • Every additional time a Breakout Roll ties or beats a finish roll, put the next Crowd Meter card into play, making the match more likely to end after each breakout.

Count Out

Another way to win The Supershow is by count-out. If at the start of your turn you have zero cards in your hand AND zero cards in your deck, you WIN the match by count out.

Gimmick

The Competitor that you play as has a unique gimmick that gives them an advantage in The Supershow. This gimmick is the text on their Competitor card that can be used throughout the match depending on what the text says.

Finish Cards

Each Competitor has his own set of finish cards with his logo on the bottom left hand corner of the card. Finish cards are numbered 28, 29 and 30 in your deck. You may not use finish cards in your deck that have another Competitor's logo in the bottom left hand corner of the cards. El Super Hombre would get very angry if Snake Pitt did the El Super Hold!

Additional Rules

Mulligan: On your 1st turn of the game, when you do not have a lead card in your hand, you may show your opponent your hand, place your hand on the bottom of your deck, and draw the same number of cards.

Maximum Hand Size: The maximum number of cards you may have in your hand is 10. If you draw cards and have more than 10 cards in your hand you must immediately place cards from your hand into your discard pile until you have exactly 10 cards in your hand.

Flipping Cards: The term FLIP means to take the top card of your deck and place it into your discard pile.

Deck Construction: If you're looking to change things up, you can mix-and-match cards from different decks to try and fine-tune your competitor. Your deck must contain 30 cards, one of each number card from 1-30.

Multiplayer Rules

Separate in play piles rules are in effect in multiplayer matches! When playing a card you must declare which player you are attacking, you have a separate in play pile for each opponent you play against. Cards in play against a specific opponent only interact with that opponent. For example, a card that says, "Draw 1 card for each you LEAD you have in play," would only draw 1 card for each LEAD in that in play pile.

Bump Out Rule: When any number of players roll the same number (not SKILL), their TURN ROLLS are considered 0. If all players BUMP OUT to 0 all players draw a card as if a normal BUMP occurred. In any match with 3 or more active opponents the Bump Out Rule is in effect — Fatal Four Way, Battle Royal, etc.

Team Up Rule: When a player rolls for a FINISH ROLL you may choose to TEAM UP with them; if you do, when they roll the FINISH you also roll a TEAM UP ROLL. If you roll the same SKILL, you add +1 to the FINISH ROLL. When a player TEAM'S UP with a FINISH ROLL, that TEAM UP roller discards their cards from play as if they played a FINISH. In any match with 3 or more active opponents the Team Up Rule is in effect.

Protecting Another Player: If another player does not stop a card played, you may stop the played card. After you do, you must bury your entire hand.

Save Roll: When another player rolls for a BREAKOUT ROLL, you may roll a SAVE ROLL with that player. If the SAVE ROLL matches the SKILL of the BREAKOUT ROLL, add the total of the SAVE ROLL to the BREAKOUT ROLL.

Double Team: If two players roll the same skill for a TURN ROLL, they can choose to high five, fist bump, or too sweet in order to combine their turn roll and attack any opposing player(s) in the order of their choosing. When a FINISH card is played, resolve any FINISH, then the second double teaming player plays a card. If you double team with a player you may still stop his played card and PROTECT the other player or SAVE the other player.

Multiplayer Rules for 3 Players

Here are the Official Rules for playing with 3 players in the Supershow.

Triple Threat Match: Elimination

  • No count outs
  • DQ is in effect
  • Separate in play piles in effect
  • Team up rule is in effect
  • Double teams in effect (modified — see below)

Elimination: When a player loses by pin fall or disqualification they are eliminated from the game and the match continues. There are no count outs in Elimination match. If count outs are stated at the start of the match by the GM, and a player has 0 cards in their hand and deck at the start of the turn, they eliminate the remaining opponents.

Additional Rules: If two players roll the same skill for a TURN ROLL and their individual rolls would have each lost the turn roll, they can choose to high five, fist bump, or too sweet in order to combine their turn roll and attack the 3rd player who would have won the turn roll. When they do so, they both draw a card and begin their combined turn. The double teaming player who rolled the highest initial SKILL plays the first card or opts to end his turn, resolving any FINISH effects if needed, then the second double teaming player plays a card. If you double team with a player you may still stop his played card and PROTECT the other player or SAVE the other player.

Triple Threat: First Fall

First Fall: The first player to score a pin fall wins the game, there are no disqualifications in first fall.

  • Count outs in effect
  • No DQ
  • Separate in play piles in effect
  • Double teams in effect (modified as above)

Handicap Match

2 players each using single Competitors VS 1 player using a single Competitor.

  • First fall
  • Separate in play piles in effect
  • Double team in effect
  • Protecting in effect
  • Save in effect

If count out is in effect: on either player's turn, if both team members have 0 cards in hand and deck they win the match by count out. DQ is in effect.

All players roll for a turn roll, the highest roll takes the turn. In the case where two team members have the highest roll, both players draw a card but they must choose who starts the turn. When the handicapped player wins a turn roll, they draw 2 cards and may play 1 card vs each opponent.

Double Team: If two team members roll the same skill for a turn roll, they can choose to high five, fist bump, or too sweet in order to combine their turn roll and attack any opposing player in the order of their choosing. When a FINISH card is played, resolve any FINISH, then the second double teaming player plays a card. If you double team with a player you may still stop his played card and PROTECT the other player or SAVE the other player.

Tag Team Match (3 players)

2 players each with single Competitors VS 1 player, using either a printed Tag Team, or 2 single Competitors. Example: the Tiki Twins, a printed Tag Team, or the team of El Super Hombre and The Masked Llama.

  • First fall
  • Separate in play piles
  • Double team in effect for the team of 2
  • Protecting in effect for the team of 2
  • Save in effect

If count out is in effect: on either player's turn, if both team members have 0 cards in hand and deck they win the match by count out. DQ is in effect.

All players roll for a turn roll, the highest roll takes the turn. In the case where two team members have the highest roll, both players draw a card but they must choose who starts the turn. When the tag team player wins a turn roll, they draw 2 cards and may play 1 card vs each opponent.

Double Team: If two team members roll the same skill for a turn roll, they can choose to high five, fist bump, or too sweet in order to combine their turn roll and attack any opposing player in the order of their choosing. When a FINISH card is played, resolve any FINISH, then the second double teaming player plays a card. If you double team with a player you may still stop his played card and PROTECT the other player or SAVE the other player.

Multiplayer Rules for 4 Players

Tornado Tag Team Match

The first team to score a fall wins the match. No counts, no DQ, however if there are count outs and DQs see below.

  • Count Out: On either player's turn, both team members must have no cards in their hand and deck to win by count out.
  • If a player is disqualified both players lose the match.
  • Double team in effect.
  • Protecting player in effect.
  • Save rolls in effect.

All players roll for a turn roll, the highest roll takes the turn. In the case where two team members have the highest roll, both players draw a card but they must choose who starts the turn.

Double Team: If two team members roll the same skill for a turn roll, they can choose to high five, fist bump, or too sweet in order to combine their turn roll and attack any opposing player(s) in the order of their choosing. When a FINISH card is played, resolve any FINISH, then the second double teaming player plays a card. If you double team with a player you may still stop his played card and PROTECT the other player or SAVE the other player.

Fatal Four Way Match: Elimination

  • Bump out rule is in effect
  • Separate in play piles
  • Team up rule is in effect
  • DQ in effect
  • No count outs

Elimination: When a player loses by pin fall or disqualification they are eliminated from the game and the match continues. There are no count outs in Elimination match.

Fatal Four Way Match: First Fall

  • Bump out rule is in effect
  • Team up rule is in effect
  • Separate in play piles
  • No disqualifications

First Fall: The first player to score a pin fall wins the game, there are no disqualifications in first fall.

Birdcage Match

The Birdcage stipulation is made for up to 6 competitors to participate.

Content: 6 Random Competitor Sets and their finishes; 162 preset Supershow cards (6 of each number 1-27); 6 entrant number cards; 8 birdcage crowd meter cards.

  • Bump out rule is in effect
  • Separate in play piles
  • Team up rule is in effect
  • DQ in effect
  • No count outs
  • Elimination: When a player loses when they fail to Breakout of a Finish.

Set Up

  1. Randomly deal out entry number cards to each participant, assign seating accordingly.
  2. Make sure each player is aware of the special Birdcage Match Crowd Meter.
  3. Separate each card by number into 27 piles by the card number in the bottom right hand corner of the card. You will have 27 piles of 6. Set those on the Birdcage ring mat.
  4. Place the 6 random Supershow Competitors in a pile on the mat as well.
  5. Set the crowd meter aside.

Start the Draft

The person who randomly received entrant number 1 chooses the competitor pile. They choose a Competitor set then pass the remaining pile of competitors to the player to their right. That player chooses a Competitor and then passes the remaining cards to their right. This repeats until there are no Competitor sets to choose from or all players have a Competitor.

Entrant number 2 selects a pile of cards #1-27. They choose a card from that number pile and then pass the remaining pile to the player to their right. That player chooses a card and then passes the remaining cards to their right. This repeats until there are no cards left to pick. This drafting repeats to the right until all piles of cards #1-27 have been drafted, at which point all players will have a Competitor card and a full 1-30 card Supershow deck.

Starting the Match

Entrant numbers 1 and 2 start the match inside the Birdcage. Both players draw 3 cards and have their first turn roll.

Increasing the Crowd Meter for New Entrants

After 6 turn rolls (bumps included), the Crowd Meter increases by 1, and the next lowest entrant number enters the Birdcage during the next turn roll. When they enter the match, they draw additional cards and their first turn roll is +2 (as stated on the Birdcage Crowd Meter cards). This Crowd Meter is different than other crowd meters — it does not increase after a breakout or for any other reason at some levels.

Playing Cards Against Each Opponent and Eliminating Opponents

In a multiplayer match, to keep track of which opponents you have played cards against you must keep your cards in separate in play piles. When you play a card, you must choose which opponent you would like to play it against. It is good practice to point your cards in the direction of the player you are playing them against. Cards in play against an opponent will only interact with cards in play against that opponent.

You eliminate a player when you hit them with a Finish card and they do not Breakout via Breakout Rolls. When a player is eliminated, all cards in play for and against that player are placed in their owner's discard pile. The match continues as normal. When a player is the only competitor left in the match, they are the winner of the Birdcage.

Special Guest Referee Match & Accompanied to Ringside

Special Guest Referee

An additional Competitor is selected as the Special Guest Referee. The Special Guest Referee's Gimmick is in effect for all Competitors in the match. Blanking a player's Gimmick will not blank the Referee's Gimmick.

Accompanied to Ringside

If the GM allows a player to be Accompanied to Ringside, that player may choose an additional Competitor different from their own; the chosen Competitor's Gimmick is ADDED to your Competitor's Gimmick. The GM must specify if the Competitor that accompanies you to ringside must be a single, tag team, or trio Competitor.