Post by JJ_Strife on Jun 18, 2018 20:43:58 GMT -6
While I usually think of new Gauntlet types, I've thought of a couple of new match types I'll be trying to implement sooner or later, and I'll share them here for everyone.
For all matches involving Multi-Man Rules, marked with parentheses in the titles, consult these rules.
For all matches involving Multi-Man Rules, marked with parentheses in the titles, consult these rules.
Lucha Rules Battle Royal
Two fighters start, with others in a pile to establish that they are outside of the ring. A new fighter can take the place of another if they leave the ring. For a fighter to leave the ring, you can either have the fighter on Positive get swapped freely (like in a Duos Match) throw out a fighter who loses a Rumble Rating by 2, continuing on offense from there, or if a Negative fighter rolls a 6 after a Dodge, and the new fighter takes over. Re-roll on initiative for each elimination. You can also have the order be either set or freely choose anyone to replace.
Lucha Rules Duos/Trios Match
Same as a standard Duos match, but add the Rumble Rating and Dodge rules above.
Torneo Cibernetico
Using the Duos rules, use 2 teams of 7, with a set tag order (1 always tags in 2, 2 tags in 3, etc.) Roll for initiative after each elimination, and go until 1 team is completely eliminated. If more than 1 fighter remains on the winning team, then decide the sole survivor in a multi-man match (Battle Royal, Bunkhouse Stampede, Gauntlet Match using each fighters number to establish the order, etc.)
Double Jeopardy Match
A two-part match, where part 1 is a Duos Match, and part 2 is a one-on-one match between the winners of the Duos portion.
Kombat Championship Rules
An MMA-style match, with 3 potential rounds, each timed at 1 minute and 39 seconds (99 seconds.) It is important to pay attention to the fight, as each fight is scored with a 3 judge, 10-point must system, and it is up to you to decide if each round is scored with a split or unanimous decision. If the fight goes all 3 rounds, the fight goes to whoever won the most rounds.
Openfight Championship Rules
An evolution of the Kombat Championship's ruleset, this more accurately replicates the arcade fighting game feel. This fight retains the 3 round structure of the original Kombat Championship, each round still timed at 99 seconds (1:39) but there is a major difference. This time, there is no judge's decision at the end with a 10-point must system. Now, the referee's decision is in play each round if the time expires, and the object is to win 2 rounds out of the 3.
Openfight Championship Rules
An evolution of the Kombat Championship's ruleset, this more accurately replicates the arcade fighting game feel. This fight retains the 3 round structure of the original Kombat Championship, each round still timed at 99 seconds (1:39) but there is a major difference. This time, there is no judge's decision at the end with a 10-point must system. Now, the referee's decision is in play each round if the time expires, and the object is to win 2 rounds out of the 3.
Bushido Rules
Similar to the Kombat Championship Rules above, but is more based on the Pride Fighting Championship. Instead of three 99-second rounds, Round 1 is 5 minutes, and the next 2 rounds are timed at 3 minutes apiece. Finally, instead of each round being scored, the three judges score the match as a whole, and each judge just picks their winner instead of implementing the 10-point must system.
Score Kombat
Based on the UWF-i rules, the fighters or teams each start with a certain amount of points, depending on what kind of match it is (15 for a standard 1v1, 21 for a Duos, and 27 for Trios.) A fighter or team loses 1 point when rolling Block or Hit, and they lose 3 if they roll their POP or if their opponent rolls their Finisher, and the Negative fighter survives it. The fight can end normally, or if a side's points run out.
Ringmaster's Challenge
Based on the ROH match type of the same name, it retains the emphasis on endurance and technical prowess. It is a Best of 3 Match, with each match being a different stipulation. First fall is a standard match, the second is a Last Stand Match (first to 10 failed POP rolls) and the final, if necessary, is the Marathon Match (15-minute Iron Man Match)
Time Trial
Based on WWE's Beat the Clock Challenge, all matches are timed, and the winning fighter with the quickest time wins. The first fight establishes the time, and all subsequent fights are to beat that established time. Fast Forward instantly wins the challenge. Alternatively, have all five fights timed separately, and the winner with the best time at the end of the entire thing wins.
Sands of Time/Condensed Intergalactic Championship Rules
These are the rules I use for my Sands of Time Championship on GLITTER, and will use for the Intergalactic Grand Championship come the release of the Champions of Time expansion.
Normally, it's 2 separate fights for the Intergalactic title. The first, non-title match, establishes the time. The second, should the challenger win, is a beat the clock type match, where the challenger must beat their own time to win, or the champion retains
For the condensed version I use for the Sands of Time Championship (which I based off of CC's old Chrono X title rules) it's one match, but 2 rounds. The first round sets the time, as the first match in the Intergalactic title one, and if the challenger wins, the second round is also beat the clock, but it's the CHAMPION that has to beat the time, or the challenger becomes the champion. If the champion wins in the first round, they retain.
Boxing Rules
Just like the rules for the Kombat Championship, there are 3 rounds, each timed at 99 seconds. However, the 10-point must system applies for the entire fight, and revealed at the end of the fight as a whole. The fight can also end via Technical Knockout (if the losing fighter rolls POP or the opponent's FINISHER 3 times.) The number of POPs for the TKO resets each round.
Five Way Fray (Multi-Man Rules)
Like the Pandora's Challenge in Gauntlet Matches, this idea was taken from a GWF fed made by Pariah. The fight starts as a Fatal Five Way, with the losing competitor being put out of the match for one fall. When a fall is made, track who won the fall, and replace the person who took the fall with the outlier fighter, and continue this trend until a fighter amasses 4 wins.
3-Way/4-Way Team Battle (Multi-Man Rules)
In WWF No Mercy, there was a variation of the Royal Rumble where you could choose 4 teams of however many people you wanted, and each player would control members of the team. This works the same way. When a fighter is beaten, their teammate fills in for them. This continues until one team remains.
Elimination Chase (Multi-Man Rules)
Used in WWE's version of ECW, it's a series of 3 matches run on separate shows, due to each match being one fall to a finish, and to differentiate it from a typical 4-Way Elimination Match. The first match is a 4-Way, with the loser of the match being taken out. Then the second match is a 3-Way, with the same rule applied to the loser. The final two then face off to see who wins the Chase.
Team Elimination Chase
Similar to the Elimination Chase above, except with a team element added. The first match is a 4v4 Atomicos Match (Duos rules can still be used in an Atomicos Match, just consult the Advanced Rules to reflect the more sporatic-style teams.) After the first team is eliminated, the winners split into 2, and face off in the second portion, where the winning member of the first portion able to pick his/her partner. Finally, the winning duo square off in a final 1v1 clash. Unlike the Elimination Chase, this can either be done in one go or spread out across separate cards.
Smash Stock Match (Multi-Man Rules)
In Super Smash Bros., one of the popular game modes is Stock Battle, where all players get a set amount of lives (or stocks) to play with. This match type reflects this. In this match, it is a Four Way Match, where everybody gets 3 stocks. Each fall a fighter takes loses 1 stock, and losing all 3 eliminates the fighter from the match. Naturally, last fighter remaining wins. For the Multi-Man Rules above, ignore the Power Play save roll, and treat it as if the match was under Elimination Rules.
Barbed Wire Bomb Match
This is for the deathmatch fans out there. This match takes place with no ropes, instead replaced with electrified barbed wire that causes an small explosion on impact. Not only that, but a time bomb is planted underneath the ring, which will go off when the timer reaches 0.
Set your timer (30 seconds to 1 minute recommended.) During the duration of the match, if a Rumble Rating is won by 3 or more, the losing fighter is sent into the electrified barbed wire, and rolls "BARBED WIRE EXPLOSION (POP)" When the timer runs out, stop your current play, and roll "TIME BOMB DETONATION (POP)" for both. If both fighters survive the POP rating, re-roll initiative. After the timer is reached, do not reset it, unless you wish for the match to have different bombs going off in timed intervals.
Texas Death Match
In a possibly more simplified version of the Last Man Standing Match rules (which is keep playing until a fighter loses 10 times) these rules mimic those of the Texas Death Match. When POP or FINISHER rating is rolled, roll a D10 to determine the Last Man Standing portion. A result of 0 is the equivalent of a 10-count. Power Play is only rolled when the 0 on the D10 is rolled, as rolling any other number continues the fight as normal.
Caged Match
The feud-ending match of all of wrestling, the ring is surrounded by a 15-foot high steel cage. The only way to win this match is by normal measures (POP or FINISHER) or escape (winning a Rumble Rating with a die roll of 6 to get your maximum Rumble Rating outcome) with Power Play available for the latter as well. If you win a Rumble Rating with anything below a roll of 6, roll 1 die:
ODD: continue as normal (roll on Positive)
EVEN: do a move involving the cage (slam into or jump off of) and opponent rolls on Negative
Survival Through Combat
In this war-like cage match, two teams of 4 are locked together, with the object being survival. The match is like a normal Atomicos match, except each fall allows the winner to leave the cage. The object is for all four members of a team to get a win and leave the cage. When a competitor leaves, you can choose to either have a member of that team take over on Positive, or re-roll initiative each time.
Pyramid Match (Multi-Man Rules)
This is very similar to a Ladder Match, except it is contested with multiple people, and the object is to climb a massive 4-level pyramid, and grab the prize on top. After a successful FINISH or POP roll, roll a D4. If you roll a 4, then start rolling against your own POP Rating, like in a Ladder Match, with Power Play being rolled only on the last roll, and it's rolled on every other competitor in the match. If POP is rolled on top of the pyramid, the Pyramid Roll is 1-3, or if any Power Play at the end is successful, roll D6:
*ODD: Fighter stops you, and you fight on that level, with the opponent rolling Positive.
*EVEN: Fighter stops you, and you get thrown off the pyramid. Opponent rolls Positive vs. another fighter.
After the first unsuccessful Pyramid Roll, any Rumble Rating with a difference of 3 results in the winner throwing the loser off the Pyramid, and the winner rolls the Pyramid Die (D4)
Two Out Of Three Steel Cage Match
When a fighter wins a fall under normal circumstances (Failed POP and Power Play) that fighter is allowed to roll on the Steel Cage Match chart to be able to escape the cage for the win. Rumble Rating of 3 or better in any fall is still Cage Smash or any crazy cage move you can think of.
Red Surrender Match
A match of two halves (oddly enough coming from two sides of a single card.) The ultimate goal of the match is to make your opponent bleed then say "I Quit." The match uses both the First Blood and I Quit Match rules from the 2021 Fight Pass. After a fighter hits their 3 numbers and bleeding, they can then be worked on for the 4 POP fails required to quit.
Hit Point Brawl
This works more like a standard fighting game. First, set a number for hit points. Then, establish how you want Block to work. Block can either apply chip damage (1 HP) or none at all. Beyond that, here's how point values work:
*Dodge and NAME Reversal: 0 HP
*Block: 0 or 1 HP of chip damage
*Hit: 1 or 2 HP (depending on Block)
*FINISH or failed POP: 3 HP
The fight ends ONLY when one's HP reaches 0 or lower, and Power Play can ONLY be rolled when a fighter is in danger reaching that point, a success acting like a Dodge.
Smash Stock Match (Multi-Man Rules)
In Super Smash Bros., one of the popular game modes is Stock Battle, where all players get a set amount of lives (or stocks) to play with. This match type reflects this. In this match, it is a Four Way Match, where everybody gets 3 stocks. Each fall a fighter takes loses 1 stock, and losing all 3 eliminates the fighter from the match. Naturally, last fighter remaining wins. For the Multi-Man Rules above, ignore the Power Play save roll, and treat it as if the match was under Elimination Rules.
Barbed Wire Bomb Match
This is for the deathmatch fans out there. This match takes place with no ropes, instead replaced with electrified barbed wire that causes an small explosion on impact. Not only that, but a time bomb is planted underneath the ring, which will go off when the timer reaches 0.
Set your timer (30 seconds to 1 minute recommended.) During the duration of the match, if a Rumble Rating is won by 3 or more, the losing fighter is sent into the electrified barbed wire, and rolls "BARBED WIRE EXPLOSION (POP)" When the timer runs out, stop your current play, and roll "TIME BOMB DETONATION (POP)" for both. If both fighters survive the POP rating, re-roll initiative. After the timer is reached, do not reset it, unless you wish for the match to have different bombs going off in timed intervals.
Texas Death Match
In a possibly more simplified version of the Last Man Standing Match rules (which is keep playing until a fighter loses 10 times) these rules mimic those of the Texas Death Match. When POP or FINISHER rating is rolled, roll a D10 to determine the Last Man Standing portion. A result of 0 is the equivalent of a 10-count. Power Play is only rolled when the 0 on the D10 is rolled, as rolling any other number continues the fight as normal.
Caged Match
The feud-ending match of all of wrestling, the ring is surrounded by a 15-foot high steel cage. The only way to win this match is by normal measures (POP or FINISHER) or escape (winning a Rumble Rating with a die roll of 6 to get your maximum Rumble Rating outcome) with Power Play available for the latter as well. If you win a Rumble Rating with anything below a roll of 6, roll 1 die:
ODD: continue as normal (roll on Positive)
EVEN: do a move involving the cage (slam into or jump off of) and opponent rolls on Negative
Survival Through Combat
In this war-like cage match, two teams of 4 are locked together, with the object being survival. The match is like a normal Atomicos match, except each fall allows the winner to leave the cage. The object is for all four members of a team to get a win and leave the cage. When a competitor leaves, you can choose to either have a member of that team take over on Positive, or re-roll initiative each time.
Pyramid Match (Multi-Man Rules)
This is very similar to a Ladder Match, except it is contested with multiple people, and the object is to climb a massive 4-level pyramid, and grab the prize on top. After a successful FINISH or POP roll, roll a D4. If you roll a 4, then start rolling against your own POP Rating, like in a Ladder Match, with Power Play being rolled only on the last roll, and it's rolled on every other competitor in the match. If POP is rolled on top of the pyramid, the Pyramid Roll is 1-3, or if any Power Play at the end is successful, roll D6:
*ODD: Fighter stops you, and you fight on that level, with the opponent rolling Positive.
*EVEN: Fighter stops you, and you get thrown off the pyramid. Opponent rolls Positive vs. another fighter.
After the first unsuccessful Pyramid Roll, any Rumble Rating with a difference of 3 results in the winner throwing the loser off the Pyramid, and the winner rolls the Pyramid Die (D4)
Two Out Of Three Steel Cage Match
When a fighter wins a fall under normal circumstances (Failed POP and Power Play) that fighter is allowed to roll on the Steel Cage Match chart to be able to escape the cage for the win. Rumble Rating of 3 or better in any fall is still Cage Smash or any crazy cage move you can think of.
Red Surrender Match
A match of two halves (oddly enough coming from two sides of a single card.) The ultimate goal of the match is to make your opponent bleed then say "I Quit." The match uses both the First Blood and I Quit Match rules from the 2021 Fight Pass. After a fighter hits their 3 numbers and bleeding, they can then be worked on for the 4 POP fails required to quit.
Hit Point Brawl
This works more like a standard fighting game. First, set a number for hit points. Then, establish how you want Block to work. Block can either apply chip damage (1 HP) or none at all. Beyond that, here's how point values work:
*Dodge and NAME Reversal: 0 HP
*Block: 0 or 1 HP of chip damage
*Hit: 1 or 2 HP (depending on Block)
*FINISH or failed POP: 3 HP
The fight ends ONLY when one's HP reaches 0 or lower, and Power Play can ONLY be rolled when a fighter is in danger reaching that point, a success acting like a Dodge.