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Extreme Wrestling Rules

Extreme wrestling uses rules that are a combination of the WCW card game and the WWF card game. If you are familiar with both systems this game takes the best of both and puts them into one simple and fun game. The beginning set has 113 cards 9 of which are wrestlers. When printing out the card list you cut along the bottom of the writing or where there is a solid line. This card list is just a bunch of cards mixed together but future expansions will have the cards separated depending on rarity to provide game balance. So far the planned expansions I have are: Hardcore, Cruiserweight, Legends, Kings, and E-fed.

Character Cards

Most decks are going to feature only one character with the exceptions of a Raven deck or a deck for tag teams and the like.
The first thing on a character card is the characters name. Second is their HP. Their HP determines how much damage they can take before being knocked out. Below that is the moves number. That number is the starting hand size for the player. After that are several letters. Each letter corresponds to the move types that the character can do. The letters are S=striking Su=suplex Sb=submission G=grapple P=power A=aerial If a character has a number after the abbreviation they gain a bonus equal to that number to attack and damage. The next numbers are the character’s ability numbers. The three ability numbers are the characters base bonus to rolls. Next is a list of all the special moves that the character can do. If the move listed after special is a normal move the character gains a +1 bonus to attack and a +3 bonus to damage. Next is a character’s special abilities. If a character has a special ability it is always in effect.

Move Cards

Move cards make up the large part of a deck.
The first thing on a move card is the move’s name. Following the name is the number of pop points the character must have before that move may be played. After that is the type of move the move is. The character must be able to perform that type of move in order to play it. The next line contains the bonuses that the card applies to the characters base abilities. A move card applies either a bonus or penalty to the character’s attack ability. Moves that are also reversals apply a bonus or penalty to the character’s counter ability. The last number on the line is the number of damage the move does to the opponents wrestler and the number of pop points your wrestler gains. Below the numbers are special restrictions or abilities that the move has.

Action Cards

Action cards make up a smaller portion of a deck than do your moves but can have a large affect on the game.
The first thing on an action card is its name immediately followed by it’s cost in pop points. After that the line reads action. After that is the bonus that the card provides.

Turns

To determine who goes first roll 1D6 higher roll goes first. At the beginning of the turn a player draws one card. During a turn a player lays down as many cards as he can. The character may play all cards that he can. Once a player runs out of cards they can play it becomes the other players turn. The other player ends your turn whenever he reverses one of your moves. After a card is played it is discarded into the discard pile.

Moves

When attempting to play a move both characters roll 1D6. The attacker adds the result to his attack and the moves attack modifier. The defender adds it to his defense unless he plays a reversal in which case he adds the result to his Counter and adds the reversals counter modifier. If the attacker has the higher result the move hits and the character takes damage. If the defender has the higher roll the move misses and the attacker’s turn ends.
Winning

To win a game you must either make the other player’s wrestler submit or pin him. To make a character submit you must play the same submission move 3 times in a row. To pin a character you must either get rid of all of his HP and then make a pin attempt or play a move that allows you to make a pin attempt. If the character has HP left when you make a pin attempt you suffer a -2 penalty to the pin attempt. After making a pin attempt your turn ends. A pin succeeds when you make an attack roll against the character’s defense. You both roll 1D6 and apply modifiers. If the attacker wins they get the pin and win the game. If the pin attempt fails the attacker’s turn is over. If a character avoids a pin when they are reduced to 0 HP they regain 5 HP.

Special Rules

Permanents: Permanents are cards that remain in play. A permanent card may be used by either player. To use a permanent that is in play the player must discard one card from either their hand or their reserve deck. After discarding the permanent is treated like a normal card of that type.
Risk: Several aerial moves have the word risk after them. This implies that the move is dangerous to the attacker as well as the defender. When the attacker hits the move he takes 1/4 damage and when he misses the move he takes 1/2 damage.
Raven’s Rules: When Raven’s rules are in effect either player may put additional members of the flock into the battle. Members of the flock will have flock in quotation marks after their name. Both players may use this ability to their advantage. All members of a side are treated as if they are one wrestler. The player chooses which wrestler is using each move or action. The original character for both players is the one that must be beat.

Cards