MatchMatch (aka Match Squared, M2, MM)

1.0 Copyright 1999 by Jeff Berry, nexus@panix.com

1.1 Added some more explanations, clarifications

1.2 Added injury, added different kinds of special moves.

Thanks go to Todd Cockrell and Steve Rouse for input on the rules and playtesting.

Introduction: M2 is a combination of two previous rules sets, FastMatch! and BlitzMatch! It tries to maintain some of the features that I liked from each system. From FastMatch! the ideas of targeting specific attributes. From BlitzMatch! some of the refinements about rounds and the grids and the uses of push levels. More stuff from each is used, of course. Of course, I tried to keep the ideas of quick resolution, scalability, and freedom from GM judgment calls.

Part I: Character Creation

I.1 Attributes:
A wrestler has the following attributes:
  • Stamina: Resistance to damage and to losing a match. Stamina has a maximum of 15. A Stamina of less than 5 is probably a poor idea since it will make it much easier to pin a wrestler.
  • The Styles: each of the following represents how strong a slot is at a particular style of wrestling. There is no maximum value for a style.
    • Technical
    • Power
    • Martial Arts-- primarily striking type attacks
    • Brawling -- hitting with things and running people into things
    • High-Flying
    • Weight -- Not only weight but how to use it.
    • Cheating
    • Teamwork
    Having a score of at least one in every style is a good idea, since styles with a score of 0 may effect your chance of being pinned. A score of 5 or so is pretty good. Anything above 7 is exceptional.

  • The Defenses: there is a defense which corresponds to each style. For simplicity's sake the are simply names after the style, with "defense added". Eg. Power-Defense. There is no maximum for a defense.
    • Technical-Defense
    • Power-Defense
    • Martial Arts-Defense
    • Brawling-Defense
    • High-Flying-Defense
    • Weight-Defense
    • Cheating-Defense
    • Teamwork-Defense
    A defense score of more than two or three is probably a waste of points.

  • High Spots: A wrestler may purchase High Spots. Each High Spot purchased may be used once per match. A High Spot is used as a specific type of round strategy and may represent a favorite move of a wrestler, or a flurry, or a Hulk-Up and so on.

A new wrestler has 42 points to spend on his initial attributes. Each point of Stamina or a Style costs 1, each point of Defense costs 2. Each High Spot costs 3

Weight Classes: A wrestler with a Weight of 1-3 is loosely classed as a Light-Heavyweight, 4-7 is Heavyweight, and 8+ is a Superheavyweight. The only reason for weight classes is to give players some idea as to their foe's weight score, since it directly provides a pin bonus. As compensation for always suffering such a penalty, many feds provide a ligh-heavyweight belt.

I.2 Teams
Each team is built just like a single wrestler with one exception: the value for each attribute must be no higher than the highest value of the various member's attributes, nor can it be lower than the lowest. In other words all of a team's values must be somewhere in the range of the member's values -- a team made up of men who have no technical skill doesn't suddenly become expert in mat-wrestling!

The one exception to this is TeamWork (or any related TeamWork like custom attribute). The combined TeamWork attribute must be the lowest of the individual TeamWork attributes. (In effect this means that one-off tag teams will rarely have TeamWork, but tag teams that have values for TeamWork will be at a disadvantage if they split out to wrestle singles.)

Note also that a team may always use the scores of any one of it's individual members as its own scores (well, actually this only holds true if Teamwork is 0, but it's good to keep in mind when throwing together one-off or short term tag teams.)

I.3 Sample Characters
	Friendly Sam
	Stamina:10
	Technical:5	Power:1		Martial Arts:5	Brawling:1
	Weight:1	High Flying:4	Cheating:1	TeamWork:1
	Style Defenses:
	Technical:0	Power:0		Martial Arts:0	Brawling:0
	Weight:0	High Flying:0	Cheating:2(4)	TeamWork:0
	High Spot: 3 (costs 9)

	Brother Bob
	Stamina:10
	Technical:3	Power:3		Martial Arts:1	Brawling:7
	Weight:5	High Flying:1	Cheating:6	TeamWork:0
	Style Defenses:
	Technical:1(2)	Power:0		Martial Arts:1(2)
	Brawling:0	Weight:0	High Flying:1(2)
	Cheating:0	TeamWork:0
Sample Tag Team:

if Brother Bob and Friendly Sam tag-teamed (not likely), they would need generate a set of scores for the team. They have several options.

  • They could simply use Brother Bob's scores.
  • They could use Friendly Sam's scores, with one exception. Sam has a Teamwork of 1, but Bob has a Teamwork of 0. When building teams, the Team must have a teamwork no higher than the lowest teamwork score of the members. So in this case, the team would have to have a Teamwork of 0. The team would then have one point to spend elsewhere, on Weight for instance.
  • They could build a set of new scores that cost 42 points, and which had values which were anywhere between Bob's and Sam's scores. For instance: Sam has a Stamina of 10, Bob has a Stamina of 10. The team must have a Stamina of 10. Sam has a Technical Score of 5, Bob has a Technical Score of 3. The team could have a technical score of 3,4 or 5. Note that High Spots are exempt from this rule -- a Tag Team can have more High Spots than it's members or fewer than either of its members. A sample team is below -- this is not the only team that could be made from Bob and Sam, but it is a legal one:
Attribute	Sam's Score	Bob's Score	Team Score
Stamina		10		10		10 (must be 10)
Styles
  Technical	5		3		3  (could be 3,4 or 5)
  Power		1		3		1  (could be 1,2 or 3)
  Martial Arts	5		1		1  (could be 1-5)	
  Brawling	1		7		3  (could be 1-7)
  Weight	1		5		5  (could be 1-5)
  High-Flying	4		1		2  (could be 1-4)
  Cheating	1		6		4  (could be 1-6)
  TeamWork	1		0		0  (must be 0)
Defenses:
  Technical	0		1		1  (could be 1 or 0)
  Power		0		0		0  (must be 0)
  Martial Arts	0		1		1  (could be 1 or 0)
  Brawling	0		0		0  (must be 0)
  Weight	0		0		0  (must be 0)
  High-Flying	0		1		1  (could be 1 or 0)
  Cheating	2		0		2  (could be 0,1 or 2)
  TeamWork	0		0		0  (must be 0)
High Spots	3		0		1  (could be any score)

Part II: Push Levels

Instead of individual rankings, M2 supports the concept of Push Levels.

All of the wrestlers at a given push level are considered to be on a more or less equal footing. So Level I wrestlers are JTTS or newbies , Level II wrestlers are step up from that, Level III are midcarders and so on. It is suggested that 4 or 5 Push Levels is about right.

Rankings wrestlers into Push Levels is very much a matter of taste, and fedheads will certainly develop their own methods. The following is a method I have used with some success.

Rankings within a Push Level
Within a given Push Level, wrestlers have between 0 and 2 points. These points have no effect on the game, but instead control changes in Push Levels. If you drop below 0 points, instead you drop a level and are in the next lower level with a number of points equal to 2 minus the leftover amount you had to lose. EG. If you were at Level 3, with 0.3 points, and lost .5 points, then you would become Level 2 with 1.8 points. The process is reversed when moving up Push Levels.
Going up in push levels
If you defeat someone at a higher push level, you immediately rise a push level. If you defeat someone at your own push level you gain a push point. If you defeat someone at one level lower you gain 1/2 a point, 2 levels lower is 1/3 point and so on. Good flashes or interviews may also grant push points. When you have two push points you rise a level.
Dropping push levels
If you lose a match to someone of lower rank you automatically drop a push level. If you lose a match to someone of higher rank you lose push points equal to the amount they gain. If you lose to someone of equal rank you lose a full push point. If your push points go negative, you drop a push level and your push points are reset.
Push Levels are useful for determining who gets title shots and so forth. They are also used directly in match resolution: a wrestler may use a number of Special rounds equal to his Push Level in any given match.

Part III: Strategies

The strategy is used, in combination with the attributes, to resolve the match.

III.1 Selection of styles list
Each side in a match (usually only two, but may be more for triangle matches and so on), selects two ATTACK styles (+) and one style to DEFEND (-). The two "+" styles must be different, although they can be the same as the "-" style The Teamwork style can not be "+" style.

A grid will also be generated for each match that looks something like this:

	First name chooses A-C, Second name chooses 1-3
        Brother Bob vs. Friendly Sam
                A       B       C
        1       Po      Te      HF
        2       We      MA      Po
        3       Br      Ch      MA
The intersection of the chosen letter and number is a style that will be added to the "+" styles chosen by each side.

This means that any given match will have 5 "+" styles, 2 from each side and one from the grid.

The styles selected determine the general flow of the match. The basic idea is to select styles in which you are strong, or stronger than your opponent, and to "-" out a style which you think your opponent will select. You could also get clever and select a style that you are pretty good at, and the "-" it out yourself, since the "-" only affects your opponent. If you've got a style in which you are only a little worse than your opponent, they the penalty he takes if you "-" it out could turn the tide.

In other words, the two "+" styles and the grid selection, are the style that you would like the match to be dominated by -- probably styles in which you think you are better than your foe. The "-" style is the one style that you are being especially wary of; the style you are taking extra care to defend against. This means that the "-" style choice may be easy to make if you are facing an extremely one-dimensional wrestler. On the other hand, if his score in that style is high enough, and yours is extremely low, "-" it out may not help you!

The exact use of these styles is explained in Match Resolution.

SUMMARY: Each strategy must therefore have 2 "+" styles, a single "-" style and a letter or number.

III.2 Round actions
The match is resolved round by round, and for each round, a round action must be submitted.

A round action has three parts: type, target and explanation.

The first two parts of the action -- type and target -- have a direct effect on game mechanics, and explain the general goal for the round. For example, are you simply trying to defend yourself while your opponent tires himself out? Are you trying to reduce his ability to execute high-flying moves? And so on. Note, though, that since these parts have a direct effect on the match resolution they have a very specific format.

A round may be one of the following types:

  • Normal - a typical round, neither risking too much nor hanging back too much.
  • High Risk - a round in which something dangerous is attempted. This is a risking round, it can backfire.
  • High Spot - a round where the wrestler cuts loose and executes either trademark moves, or flurries and combinations, or what have you. A round in which an extra effort is made. In each match, a wrestler may only strat one High Spot round for each High Spot he purchased.
  • Defensive - a round where the wrestler trades offense for defense. He is less likely to do any damage, but also less likely to take damage.
  • Illegal - note that the "Cheating" style represents the kind of "run of the mill" cheating that draws warnings and crowd heat but which isn't going to get a wrestler DQ'ed -- face rakes, eye gouges, low blows and so on. The Illegal action is the kind of egregious rules violation that may result in a DQ -- chair shots, blatant double-teaming or outside interference.
  • Special - In each match, a wrestler may only strat a number of Special rounds equal to his Push Level. A special round is a round in which the wrestler makes an extra heroic effort. He might go for his finisher, or pull a small package out of nowhere. But these are by far the best kind of round to use. That's why you only get a few. Use them with care. Each special round, must be stratted as one of the following:
    • Finisher - a trademark move of some kind. It gives a bonus to both the attack and the pin roll.
    • Cripple - an attempt to injure the opponent rather than win the match.
    • High Impact - a move which is difficult to pull off, but which has extra effect if it does. It gives a bonus to damage and the pin roll, but gives a much smaller attack bonus than a finisher.
    • Vile Cheat - like a regular illegal move, only moreso. You can still get DQ'ed.
    • Submission - no attack bonus at all, but a good pin bonus.
    Remember, you may only strat a number of special rounds equal to your Push Level! If your PL is two, you could strat one High Impact and one Finisher, or two Finishers, and so on; you can not strat two Finishers and two High Impact, that would be four Specials.

A round must have as a target one of the styles or Stamina.

The third part of the round -- the explanation -- is the part where the player's creativity comes fully into play. In this part of the round action, the specific move or move combination that the wrestler is attempting is listed. This part of the round action is provided solely to help the fedhead with the match write-up. It has no effect on the actual play of the game; that is it has no effect on the match resolution die rolls.

The explanation should be at least a list of a few moves, and can be quite a bit more complicated. Some of my players in Delta Championship Wrestling have submitted several paragraphs, including suggested ringside commentary, as part of round explanation. Obviously the amount of explanation is a matter of taste -- some fedheads like a lot, some like a smaller amount.

Standard matches are 20 rounds, and a round action must be submitted for each round. At the end of these rules there are several sample strategies of different styles.

Part IV: Match Resolution

Match resolution breaks down into two parts: pre-match bookkeeping and rounds.

IV.1 Pre-Match Bookkeeping
IV.1.a Determine the list of styles to be used
See strategies, III.1 There should be 5 styles for a standard match. If the match is a tag match, then Teamwork is automatically added. Each round, one of these styles will be randomly selected as the style to use in the round. IMPORTANT: If a style was selected multiple times, it should have a greater chance of beings selected: EG. If the Styles are Power, Power, Cheat, High-Fly and Tech. Then one might construct a table like this:
				roll die	1 Power
						2 Power
						3 Cheat
						4 High-Fly
						5 Tech
						6 Roll again
			If it were a tag match, the table would be:
				roll die	1 Power
						2 Power
						3 Cheat
						4 High-Fly
						5 Tech
						6 Teamwork
				
IV.1.b
Each side's initial style values may now be reduced. If the other side chose a style as a "-" style, immediately reduce the style to 1/2 it's original value, rounded up.

IV.2 Rounds
Rounds continue cycling through the following steps until either a victor is determined or the time limit expires (ie. a set number or rounds passes).

IV.2.a Determine what style the round will use.
One of the styles selected for the match is randomly selected.

IV.2.b Generate an attack value for each side.
The basic attack value for a side is 3d6 (the total of 3 six sided dice), plus the side's value for the round style. This value may be modified in several ways.

Defensive:
If the round is defensive, add +3 to to the total.
Finisher:
If the round is a finisher, add +4 to the total.
High Impact:
If the round is a High Impact move, add +1 to the total.
High Risk round:
In a high risk round, the roll of each individual die may be modified as follows. An original 6 counts for 0. An original roll of "3" means roll again and add 3. This extra roll is a normal one -- a 6 counts 6, and a 3 counts 3.
High Spot:
If the round is a high spot, add +2 to the total.
Illegal:
In an illegal round, two extra d6 are rolled and added to the total. The wrestler may be DQ'ed, though.
Vile Cheat:
An extra 2d6 are rolled just like in an illegal round, and DQ is checked. If the wrestler is not DQ'ed, then another 2d6 are rolled and added to the total.

IV.2.c DQ Checks and Thresholds.
At the start of a match, each side has a DQ threshold set, which defaults to 10. Whenever an Illegal or Vile Cheat action is executed, a check must be made to see if the wrestler is Disqualified. The Illegal or Vile Cheat action allows the wrestler to roll an extra two d6. If that total is greater than or equal to the threshold threshold value for that wrestler, the wrestler is DQ'ed. If it is less than that value, the wrestler is not DQ'ed, the total rolled is added to his attack for the round, and his threshold is reduced by 1. This means that his next Illegal or Vile Cheat action will be more likely to result in a DQ. Each successive Illegal or VC will be more and more likely to get the wrestler DQ'ed.

IV.2.d Determine the round winner and the damage done
The highest total wins the round. The damage inflicted is 1 point, and 1 extra point for each five full points by which the side won the round.

If the winner's round action was High Impact, he does an extra point of damage.

The damage is first reduced by 1 point for each point of style defense the losing side has in the round defense. The damage will never be reduced to less than 1.

If the winner's round action was defensive, reduce the damage by 1 point. This MAY reduce the damage to 0.

If the round was a tie, then both sides take 1 point of damage with no reduction.

The damage is inflicted to the attacker's target. Styles may never be reduced to less than 0, but excess damage to a Style will reduce Stamina. Stamina may never be reduced to less than 0, either.

IV.2.e Injury and Injury Checks.
A wrestler may be injured if he takes 3 or more points of damage. (Note: this really does mean "takes 3". If the attack did 3 points of damage but was reduced for a Defensive action or Style Defense, no injury check is required.) He may also be injured if he takes any damage from an attacker's Cripple attack.

To see if a wrestler has been injured, roll 3d6. Subtract the target's current Stamina, current level in the Round style, and Style defense for the current Round style. If the check was caused by an attacker succeeding with a Cripple attack, add 2. if the total is 10 or more, the target has been injured; add 1 injury point to any other injury points the wrestler may have.

Note that wrestlers retain injury from week to week. Each week, they heal 1d6 worth of injury points. If they wrestle that week, that roll is modified by -4 (meaning they will heal 2 points maximum, and have a 2/3 chance of not healing at all).

IV.2.f Check for victory.
The winner of the round may now check to see if he has won the match via pinfall, submission or CO (ie. any finish or other DQ which occurs as a result of Illegal actions.) If the round was a tie, both sides check for a win, resulting in a double-CO if both "win".

To check for victory, roll 3d6.

  • If the winner's Weight is higher than the loser's (that's original Weight, not Weight as reduced by damage), add +1.
  • For each of the loser's selected styles which is at 0, add +1.
  • If the winner's round was a Finisher, add +2.
  • If the winner's round was High Impact, add +2.
  • If the winner's round was a Submission, add +4.
  • Add the number of injury points the loser has.
  • Subtract the loser's Stamina.
  • Subtract the number of selected Styles (usually 5, or 6 for tag matches).

If the number is 0-1, then a 1 count (or equivalent was made. If the number is 2-3, then a 2 count. If the number is 4 or more, then the match is over and we have a winner.

A natural roll of 18 always wins.

IV.3 Summary of Round Types and Effects.

Special rounds are designated by a (S) after the round name.
Round TypeAttack BonusDamage BonusPin BonusInjury BonusNotes
Cripple(S)000+2Causes injury check with any damage
Defensive+3-100
Finisher(S)+40+20
High Impact(S)+1+1+20
High Spot+2000
High RiskVaries, 6->0, 3->3+d6000
Normal0000
Illegal2d6000May cause DQ
Submission(S)00+40
Vile Cheat(S)2d6+2d6000May cause DQ

Part V: Example Strategies

For all strategies, there must be the style selection portion. The following grid will be used.


	First name chooses A-C, Second name chooses 1-3
        Brother Bob vs. Friendly Sam
                A       B       C
        1       Po      Te      Br
        2       We      MA      HF
        3       Br      MA	Ch
Brother Bob has high scores in Cheating and Brawling, so he submits:
  • +Cheating, +Brawling

He knows that Friendly Sam has a high MA score, so he also chooses:

  • -MA

Since he is the first name, he will choose a grid letter. He takes "C", since he'll get Brawl or Cheat if he's lucky, and HF if he's not.

Rounds:
There are a lot of ways to do this, the simplest is like this:

Round	Target	Type		Notes
1	MA	Normal		Drive Sam into the corner and smack him around
			with closed fists and other borderline moves.
2	MA	High Risk	Snap mare him out, then go up top and
			do a fist drop as he rises.
3	HF	Illegal		While my manager distracts the ref, use
			pull a roll of quarters out of trunks, and smack his
			knee mercilessly.
4	HF	Special	Call for the Power Bob!

And so on.

Another method would be to break the actions up by round style, eg.

Brawling:
Round	Target	Type		Notes
1	MA	Normal		Drive Sam into the corner and smack him around
			with closed fists and other borderline moves.
2	MA	High Risk	Snap mare him out, then go up top and
			do a fist drop as he rises.
3+	HF	Normal		More beating on him with my brawling arsenal.

Martial Arts:
Round	Target	Type		Notes
All	MA	Defense		Out of my element -- block what I can, and
			look for the chance to do a headbutt or other
			brawling equalizer.

And so on. With this method, one would need to be careful to make sure that the rounds in each style repeat, since you can never be sure what the round style will be, or how many times the round style will come up. The other risk is that if you plot all your Specials in one style and that style ever comes up, then the Specials will never get used.

Of course, you could do a combination of the two, or put conditionals into a strat, as long as the conditionals are clear and your fed head is OK with it.

Clear conditionals are things like: If I haven't used my Specials by round 15, then use one now! Conditionals based on the enemy's states may not be allowed, and overly complex conditionals may be ignored -- again depending on your fedhead.

Part VI: Example Match

The sample is 7 rounds long, actual round length depends on specific fed, 15 or 20 rounds is probably more realistic. This means High Spot moves in this match are a better deal than they might really be. We'll also assume just 1 high spot each.

	First name chooses A-C, Second name chooses 1-3
        Brother Bob vs. Friendly Sam
                A       B       C
        1       Po      Te      Br
        2       We      MA      HF
        3       Br      MA	Ch

	Brother Bob
	Stamina:10
	Technical:3	Power:3		Martial Arts:1	Brawling:7
	Weight:5	High Flying:1	Cheating:6	TeamWork:0
	Style Defenses:
	Technical:1(2)	Power:0		Martial Arts:1(2)
	Brawling:0	Weight:0	High Flying:1(2)
	Cheating:0	TeamWork:0

	Strategy:+Brawl +Cheat -Martial Arts, Grid C
Round	Target	Type		Notes:
1	MA	Normal		Drive Sam into the corner and smack him around
			with closed fists and other borderline moves.
2	MA	High Risk	Snap mare him out, then go up top and
			do a fist drop as he rises.
3	HF	Illegal		While my manager distracts the ref, use
			pull a roll of quarters out of trunks, and smack his
			knee mercilessly.
4	Stamina	High Impact	Time for the Power Bob!
5	Stamina	Normal		Beat him.
6	Stamina	Illegal		Beat him.
7	Stamina	Normal		Beat him.


	Friendly Sam
	Stamina:10
	Technical:5	Power:1		Martial Arts:5	Brawling:1
	Weight:1	High Flying:4	Cheating:1	TeamWork:1
	Style Defenses:
	Technical:0	Power:0		Martial Arts:0	Brawling:0
	Weight:0	High Flying:0	Cheating:2(4)	TeamWork:0
	High Spot: 3 (costs 9)


	Strategy:+High Flying +Technical -Brawl, Grid 2
Round	Target	Type		Notes:
1	Stam	High Spot	Use my trademark high flying moves.
2	Stam	High Spot	Use my trademark high flying moves.
3	Stam	High Spot	Use my trademark high flying moves.
4	Stam	Normal		Use my trademark high flying moves.
5	Stam	Normal		Use my trademark high flying moves.
6	Brawl	Normal		Slug it out.
7	Stamina	Finisher	Friendly Finale!

So the style table is:

  1. Cheat
  2. Brawl
  3. High Flying
  4. Technical
  5. High Flying (from the grid - C-2)
  6. Roll again

Brother Bob's Brawl is reduced to 4 to start out, since Sam "-" it.

Bob "-" Martial Arts, which isn't in the match so it has no effect.

Round 1

  • Roll for style 5, High Flying
  • Bob's total is 3d6 - 1,2,4=7 + his High Flying of 1, 8.
  • Sam's total is 3d6 - 6,5,2=12 + his High Flying of 4, + 2 since it's a High Spot move round, for a total of 19.
  • Sam wins, 19-8 is 11, so he does 1 point of damage, +2 more for being 5 full points more than Bob, twice (ie. 10 points higher).
  • The damage is 3, but Bob has 1 point of HF defense, so the damage is reduced to 2. Bob's Stamina is reduced to 8.
  • Sam rolls for the pin -- 1,6,1=8, he has no additions, but must subtract 8 (Bob's stamina), and 5 (the number of Styles in the match) for a total of -5. So there was no pin.
Round 2:
  • Roll for style 1, Cheat
  • Bob's total is 3d6 - 4,3,6=6 (this round is High Risk so the 6 counts as 0!, Bob fell off the ropes!)+ his Cheat of 6, 13.
  • Sam's total is 3d6 - 6,6,3=15 + his Cheat of 1, + 2 since it's a High Spot move round, for a total of 18.
  • Sam wins, 18-13 is 5, so it's 2 points of damage, and Bob has no defense. Bob's Stamina is reduced to 6.
  • Sam rolls for the pin, 2,2,6=10, -6 (Bob's stam) and 5 (styles) -- still no pin.
Round 3:
  • Roll for style 4, Tech.
  • Bob's total is 3d6 - 6,3,6=15 + his Tech of 3, + another d6 for the Illegal action - 4,1, total is 23 - note that if this last two dice had totaled 10 or more, Bob would have been DQ'ed. Bob's DQ threshold drops to 9.
  • Sam's total is 3d6 - 5,1,5=11 + his Tech of 5, + 2 since it's a High Spot move round, for a total of 18.
  • Bob wins, 23-18 is 5, so it's 2 points of damage, and Sam has no defense. Sam's HF is reduced by 2 to 2.
  • Bob rolls for the pin, 4,4,2=10, +1 since his Weight is more than Sam's=11, -10 (Sam's stam) and 5 (styles) -- no pin.
Round 4:
  • Roll for style 3, High-Flying.
  • Bob's total is 3d6 - 5,4,6=15 + his HF 1, +1 it's High Impact = 17
  • Sam's total is 3d6 - 4,3,4=11 + his HF of 2 (due to damage), for a total of 13.
  • Bob wins, 17-13 is 4, so it's 1 point of damage, +1 for High Impact. Sam has no def, so his Stamina drops to 8.
  • Bob rolls for the pin, 5,2,1=8, +1 since his Weight is more than Sam's, =9, minus 8 (Stam) and 6 (Styles), no pin.
Round 5:
  • Style HF
  • Bob: 6,3,4=13+1=14
  • Sam: 5,6,6=17+2=19
  • Sam: 19-14=5, so 2 points of damage -1 for Bob's def., Bob's Stam goes to 5.
  • Pin: Sam rolls 1,4,5=10, -5 and -5, hey! a 1 count!
Round 6:
  • Style HF
  • Bob: 4,1,5=10,+1+d6(illegal) of 2=13
  • Sam: 5,5,2=12,+2=14
  • Sam: 1 point of damage to Bob's Brawl.
  • Pin: roll 3,3,3 -10, no count.
Round 7:
  • Style HF
  • Bob: 1,6,4=11,+1=12
  • Sam: 5,3,5=13,+2,+4 Finisher=19
  • Sam: 2 points of damage, -1 for def Bob's Stam is 4.
  • Pin: 3,4,6=13,+2 for the Finisher=15, -4 or Stam, and 5 for Styles=6
The Friendly Finale scores another victim.

Part VII: Optional Rules

VII.1 Individual Refs and Ref Slack
Fedheads may wish to add variety to matches by designing individual referees and assigning them to matches. Each referee will have a different DQ threshold, thereby affecting how often and how well wrestlers can cheat. If a fedhead chooses to use these rules, he should do two things: a) tell the players in advance who will be reffing their matches, since it will affect their strategies and b) make sure that whatever method used to decide who refs the matches balances out and doesn't favor either cheaters or non-cheaters. Some samples are below.
		Die Roll(2d6)	Name		Type		DQ Threshold
		2		Sam Atan	Chaotic Evil	14
						Assassin
		3		Myron Opia	Clueless	12
						Wonder
		4-10		Stan Model	Standard	10
						Model
		11		Bill Order	Law and Order	8
		12		Zero Tolerance	No Fooling	5
Of course, there should really be a number of Standard Model refs, but you get the idea. I'd advise making the refs and their character known to the players beforehand, and then telling them who the ref is along with their grids.

Note that with S. Atan, heels get two "free" illegal actions before they even risk a DQ. With Zero Tolerance, they will be DQ'ed on the first IA 5 times out of 6.

This option also gives the fedhead and players some fun toys to play with to keep things interesting -- eg. referee heel or face turns, and so on.

If you use this option, you might also want to consider using Ref Slack. Wrestlers may purchase Ref Slack Points for 3 points each. Each point of Ref Slack raises that wrestler's DQ threshold by 1, with the following exceptions: If the DQ threshold is less than 12, it may never be raised above 12. If it is 12 or higher, then it can be raised by two points maximum. So, if Cheating Bob had 3 points of ref slack, then his DQ threshold would be (using the above refs): 16 for S.Atan, 14 for My.Opia, 12 for Stan, 11 for Bill Order and 8 for Zero. (For Zero, the points are not so much slack as skillful concealment of the illegal action.)

Specialty Matches
There a rich variety of variables in MatchMatch that can be modified to create specialty matches. They are:
  • The Style List -- styles may be added or halved automatically.
  • DQ Threshold -- raised or lowered.
  • Injury Threshold -- raised or (more often) lowered.
  • Injury Chance -- raised or (more often) lowered.
  • Pin Chance -- raised (most likely) or lowered.
  • Damage Caused -- raised or lowered.

Some sample specialty matches are:

Cage Match
A cage surrounds the ring. Victory is by escape -- climb up and get down to the floor. Modifications: Brawl is added to the Style list automatically. The injury threshold is lowered to 2 (any attack which causes 2 points of damage may cause an injury). The Pin chance is reduced by 4 (all Pin rolls have an extra -4 modifier) to represent the difficulty in escaping the cage. The Submission Special Move may not be stratted.
Strap Match
The wrestlers are connected by a leather strap. Victory occurs when one wrestler manages to tag all four corners in succession. Brawl is added. High-Flying is halved, since it's hard to get air when you're strapped to the other guy. Pin chance is reduced by 2.
Scaffold Match
The match takes place on a raised scaffolding. Victory occurs when one person/team is alone on the scaffolding for a ten count. Power and High-Flying are added. The Injury Chance is raised by +4 (the roll to see if an injury is done is modified by +4, the Injury threshold is the same -- 3 points of damage inflicted). This represents the fact that injury is most likely to occur when some takes a hard fall off the scaffold -- it's still difficult to get them off the scaffold (so the threshold is the same) but if you do, they face a world of hurt (+4 to Injury Check). Pin chance is reduced by 2.