Post by todd on Jun 9, 2009 23:29:23 GMT -5
Money In The Bank Match
Credit: Ray DeGarmo (Disaster)
Rules:
Eight men compete in a Ladders/Tables/Four Weapons of Destruction style match. There's a breifcase hanging from high above the middle of the ring with a contract for a title shot of their choosing at any time of their choosing. In order to win, a wrestler must obtain the briefcase and have full control of it to win the match. Use Titan Death Rules, no Outside Interference (unless you want it). Pin Saves can also occur up to two times each wrestler. Winning can happen two ways. If a wrestler is successfully pinned or by rolling a on the Ladder Chart of which the wrestler climbs the ladder and grabs the briefcase!!!
All wrestlers must have at least three fatigue tokens in order for a successful pinfall can happen. In the event of a successful pinfall, assume the wrestler on offense then climbs the ladder and retrieves the briefcase and wins the match.
*Note, I only opted to have the "3 token before pinfall" rule to insure that the match lasts a long time, making it seem that there was more at stake in this match. You can do it however you want, as I'll make that rule optional!
Rolling on the charts:
How to pick which chart:
1. Randomly. You can just pick the chart you wish to roll on.
2. Rotation: You can create an order that you go thru the charts (ie. 1) Four Weapons of Destruction, 2) Mensa Tables, 3) Ladder Match) and continue to rotate between the three charts. How you arrange them is entirely up to you.
3. Set: You can use one chart until the rules have been engaged before switching to another (ie. Breaking two tables in the Mensa Tables chart before moving onto the next chart.)
4. My personal favorite..."It's Up To You Promoter!!!" Do what you want, it's your game!
Whenever a wrestler rolls his PIN, roll 2d6:
Even: Play normally.
Odd: Roll on PIN Chart Below:
PIN CHART: (Odd rolls using 2d6:)
2: Defender rolls PIN. If the Defender is Pinned, the wrestler on offense climbs the ladder and grabs the briefcase to win the match. If otherwise, Add 1 to Defender's PIN Rating and opponent rolls on L3O.
3: Draw a new wrestler. This wrestler attacks the enemy (or sides with an ally). Allies double team the defender. Defender makes a comeback and nails both enemies! Add 1 fatigue token to both enemies. Defender goes on L3O against any wrestler of his choosing!
4: Draw a new wrestler. This wrestler attacks an enemy (or sides with ally). Allies double team a defender. Add 1 fatigue token to the defender. Return new wrestler to stack and attacker rolls on L3O against another wrestler!
5: Draw another wrestler. New wrestler attacks enemy (or non ally if there is no enemy). New wrestler rolls on L3O. Third wrestler is returned to the stack.
6: Check Defender's chart ratings. A=3 pts., B=2 pts, C=1 pt. Add the four chart values together. If the Defender's value is equal or greater, he goes on L2O. If wrestler on Offense value is greater, he goes on L2O.
7: Two new wrestlers come into play and toss the wrestlers out of the ring. The Attacker goes on L2O (you pick who the attacker will be).
8: Check Defender's Pw and Ag ratings. compare the sum of bothe defender's number and if it's better, he goes on L2O. If both numbers are equal or less, the wrestler on offense continues his assault on L2O.
9: Draw a new wrestler. This wrestler attacks enemy (or sides with ally). Allies double team third wrestler. Return one of the wrestlers to the stack (Your choice) and the other continues their assault on the Defender. Roll on one of these charts (Ladder/Tables/Four Weapons of Destruction).
10: Draw a new wrestler. This wrestler attacks enemy (or sides with ally). Allies double team the defender. Defender is thrown out of the ring (returned to the stack). The two attackers then attack each other (the original attacker goes on L2O).
11: Defender rolls on one of the other charts (Ladder/Tables/Four Weapons of Destruction).
12: Draw a new wrestler. This wrestler attacks enemy (or sides with ally). Allies double team defender. Defender fights back and knocks one of the attackers out of the ring (returned to the stack). Defender rolls on one of the charts (Ladder/Tables/Four Weapons of Destruction) against the other wrestler!
Put all wrestlers in a stack and shuffle them in a random order. Draw two wrestlers to start the match. One is called the attacker and the other the defender. When returning a wrestler to the stack, reshuffle the pile again as well as after each drawing to ensure a good randomness.
Also, like in a Battle Royal, you can choose to use different wrestlers at any time. If you choose to pick two new wrestlers, choose one to be the attacker and one to be the defender, and the new attacker goes on the same offensive level as the previous attacker was on. The new attacker can go on offense against the previous defender as well. Once again, it's entirely up to you.
*note: These rules are not set in stone. If you have a better idea on how to make this flow better, the skies the limit! Go for it and remember, have fun!!! It's YOUR GAME!!!!
Credit: Ray DeGarmo (Disaster)
Rules:
Eight men compete in a Ladders/Tables/Four Weapons of Destruction style match. There's a breifcase hanging from high above the middle of the ring with a contract for a title shot of their choosing at any time of their choosing. In order to win, a wrestler must obtain the briefcase and have full control of it to win the match. Use Titan Death Rules, no Outside Interference (unless you want it). Pin Saves can also occur up to two times each wrestler. Winning can happen two ways. If a wrestler is successfully pinned or by rolling a on the Ladder Chart of which the wrestler climbs the ladder and grabs the briefcase!!!
All wrestlers must have at least three fatigue tokens in order for a successful pinfall can happen. In the event of a successful pinfall, assume the wrestler on offense then climbs the ladder and retrieves the briefcase and wins the match.
*Note, I only opted to have the "3 token before pinfall" rule to insure that the match lasts a long time, making it seem that there was more at stake in this match. You can do it however you want, as I'll make that rule optional!
Rolling on the charts:
How to pick which chart:
1. Randomly. You can just pick the chart you wish to roll on.
2. Rotation: You can create an order that you go thru the charts (ie. 1) Four Weapons of Destruction, 2) Mensa Tables, 3) Ladder Match) and continue to rotate between the three charts. How you arrange them is entirely up to you.
3. Set: You can use one chart until the rules have been engaged before switching to another (ie. Breaking two tables in the Mensa Tables chart before moving onto the next chart.)
4. My personal favorite..."It's Up To You Promoter!!!" Do what you want, it's your game!
Whenever a wrestler rolls his PIN, roll 2d6:
Even: Play normally.
Odd: Roll on PIN Chart Below:
PIN CHART: (Odd rolls using 2d6:)
2: Defender rolls PIN. If the Defender is Pinned, the wrestler on offense climbs the ladder and grabs the briefcase to win the match. If otherwise, Add 1 to Defender's PIN Rating and opponent rolls on L3O.
3: Draw a new wrestler. This wrestler attacks the enemy (or sides with an ally). Allies double team the defender. Defender makes a comeback and nails both enemies! Add 1 fatigue token to both enemies. Defender goes on L3O against any wrestler of his choosing!
4: Draw a new wrestler. This wrestler attacks an enemy (or sides with ally). Allies double team a defender. Add 1 fatigue token to the defender. Return new wrestler to stack and attacker rolls on L3O against another wrestler!
5: Draw another wrestler. New wrestler attacks enemy (or non ally if there is no enemy). New wrestler rolls on L3O. Third wrestler is returned to the stack.
6: Check Defender's chart ratings. A=3 pts., B=2 pts, C=1 pt. Add the four chart values together. If the Defender's value is equal or greater, he goes on L2O. If wrestler on Offense value is greater, he goes on L2O.
7: Two new wrestlers come into play and toss the wrestlers out of the ring. The Attacker goes on L2O (you pick who the attacker will be).
8: Check Defender's Pw and Ag ratings. compare the sum of bothe defender's number and if it's better, he goes on L2O. If both numbers are equal or less, the wrestler on offense continues his assault on L2O.
9: Draw a new wrestler. This wrestler attacks enemy (or sides with ally). Allies double team third wrestler. Return one of the wrestlers to the stack (Your choice) and the other continues their assault on the Defender. Roll on one of these charts (Ladder/Tables/Four Weapons of Destruction).
10: Draw a new wrestler. This wrestler attacks enemy (or sides with ally). Allies double team the defender. Defender is thrown out of the ring (returned to the stack). The two attackers then attack each other (the original attacker goes on L2O).
11: Defender rolls on one of the other charts (Ladder/Tables/Four Weapons of Destruction).
12: Draw a new wrestler. This wrestler attacks enemy (or sides with ally). Allies double team defender. Defender fights back and knocks one of the attackers out of the ring (returned to the stack). Defender rolls on one of the charts (Ladder/Tables/Four Weapons of Destruction) against the other wrestler!
Put all wrestlers in a stack and shuffle them in a random order. Draw two wrestlers to start the match. One is called the attacker and the other the defender. When returning a wrestler to the stack, reshuffle the pile again as well as after each drawing to ensure a good randomness.
Also, like in a Battle Royal, you can choose to use different wrestlers at any time. If you choose to pick two new wrestlers, choose one to be the attacker and one to be the defender, and the new attacker goes on the same offensive level as the previous attacker was on. The new attacker can go on offense against the previous defender as well. Once again, it's entirely up to you.
*note: These rules are not set in stone. If you have a better idea on how to make this flow better, the skies the limit! Go for it and remember, have fun!!! It's YOUR GAME!!!!