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SQUARED CIRCLE

THE

A PRO WRESTLING SIMULATION GAME

CORE RULEBOOK
FEATURING
1986 CROCKETT MID-ATLANTIC TERRITORY
| JCP 1986 EDITION | i
THE SQUARED CIRCLE: A PRO WRESTLING SIMULATION GAME
GAME ENGINE COPYRIGHT ©2020 BY S.T. PATRICK / MWN PUBLICATIONS

ALL RIGHTS RESERVED. NO PART OF THIS PUBLICATION MAY BE REPRODUCED, STORED IN


A RETRIEVAL SYSTEM, OR TRANSMITTED, IN ANY FORM, OR BY ANY MEANS, ELECTRICAL,
MECHANICAL, PHOTOCOPYING, RECORDING, OR OTHERWISE, WITHOUT THE PRIOR WRITTEN
PERMISSION OF THE COPYRIGHT HOLDER.

THE SQUARED CIRCLE AND MWN PUBLICATIONS DO NOT ASSUME ANY LEGAL RIGHT TO
THE NAMES, GIMMICKS, AND LIKENESSES OF THE WRESTLING TALENT HEREIN. THEY ARE
OWNED BY THE LEGAL COPYRIGHT HOLDERS. WE USE THEM HERE AS EXAMPLES OF HOW
TO PLAY THIS GAME. WE ASK THAT YOU GET A SUBSCRIPTION TO THE WWE NETWORK TO
FAMILIARIZE YOURSELF WITH THE WRESTLERS AND ERA.

MWN PUBLICATIONS
HTTP://WWW.LULU.COM/SPOTLIGHT/MWNPUBLICATIONS

| JCP 1986 EDITION | 1


TA B L E O F C O N T E N T S
An Introduction to The Squared Circle. . . . . . . . . . . . . . . .4
Setting Up Your Territory. . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Understanding the Wrestler Sheets. . . . . . . . . . . . . . . . . . . 12
Power Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Pinfall and Submission Chart. . . . . . . . . . . . . . . . . . . . . . . .18
The Andre Chart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The Cheat Chart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Tag Team Wrestling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Tag Team Tagging Chart. . . . . . . . . . . . . . . . . . . . . . . . . . . .24
D-Rated Team Move Set. . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
The Wrestling Raffle Chart. . . . . . . . . . . . . . . . . . . . . . . . . . 26
Thrown Out of Ring. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Match Time Limits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
The Squared Circle Singles Match Score Sheet. . . . . . . . . 32
The Squared Circle Tag Team Match Scoresheet. . . . . . . 33
The Squared Circle Six-Man Tag Match Scoresheet. . . . . 34
The Squared Circle Battle Royal Scoresheet. . . . . . . . . . . .35
The Wrestlers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Singles Rankings & Original Power Point Totals. . . . . . .100
The Tag Teams. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
Tag Team Rankings & Original Power Point Totals. . . . .109
The Managers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
The Managers: STABLE-izing! . . . . . . . . . . . . . . . . . . . . . .113
Stipulation Matches. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Atlanta Street Fight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Battle Royal / Bunkhouse Match. . . . . . . . . . . . . . . . . . . . .115
Coal Miner’s Glove / First Blood / Hair vs Hair. . . . . . . . 116
I Quit Match / Indian Strap Match. . . . . . . . . . . . . . . . . . .117
Mexican Death Match / Scaffold Match. . . . . . . . . . . . . . .118
Steel Cage Match. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
Street Fight / Taped Fist / Two Out of Three Falls. . . . . .120
A Visit from Captain Obvious. . . . . . . . . . . . . . . . . . . . . . 120
Player-Added Wrestler Notes. . . . . . . . . . . . . . . . . . . . . . .120
Rule Questions & Homebrew Ideas. . . . . . . . . . . . . . . . . .125
Title Histories. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
The Purpose, The Book, & The Plea. . . . . . . . . . . . . . . . . 134

2 | THE SQUARED CIRCLE | [email protected]


I remember it like it was yesterday. I was basketball at Cameron Indoor Stadium, but
almost 10-years-old and I was allowed to stay with a wider range of emotions.
up late on the weekends. I would fall asleep I was instantly taken by Magnum T.A. and the
watching classic black-and-white horror films Rock & Roll Express. They were who the girls
on the local PBS station. One night I stumbled wanted to be with and who the guys wanted to
onto “the fightin’,” as my dad called it. It was be. Magnum was so intense. His matches were
broadcast on our local ABC affiliate, WSIL-TV so fierce. He was a classic 1980s babyface (good
in southern Illinois. I instantly liked it more than guy), but he never looked happy. There were
I ever liked boxing. Today, I’m still not a fan of battles to be won and he was going to be ready
MMA. But from that moment, I loved profes- at any moment. He was very different from
sional wrestling. Baseball and pro wrestling al- his friend and tag team partner Dusty Rhodes,
ways held my sporting heart tightest. If I had to the gregarious jive-talking “American Dream.”
give up watching one, the truth is I’d probably Until the internet spawned wrestling message
stop watching baseball. boards, I had no idea that Dusty Rhodes (real
The federation I had found was called ICW. It name Virgil Runnels) was the booker (match
was ran by Angelo Poffo, father of Lanny Poffo and storyline creator) of the territory. Dusty was
and Randy Savage. I had no idea wrestling ex- great, but it’s no wonder why he was that great
isted anywhere outside of ICW. To paraphrase for that long, right? Ricky Morton and Robert
former House Speaker Tip O’Neill’s famous Gibson were so smooth in the ring. Morton just
line, all wrestling was local. Your wrestling was had more grit than anyone, to the point that
whatever you had access to in your formative “selling like Ricky Morton” became a standard
years. I watched Leaping Lanny Poffo, Randy phrase in wrestling schools across America.
Savage, Ron Garvin, Bob Orton, and Crusher Morton was the perfect babyface-in-peril who
Broomfield (later known as the One Man Gang) would make the hot tag to a fiery Gibson, whose
on the weekends. I had no idea then that Poffo’s lineage was steeped in southern pro wrestling.
ICW was an “outlaw” territory, a territory run There were heels (bad guys), too. Who, even
without the blessing of wrestling’s ruling elite. today, remains a better heel that Jim Cornette?
As cable television expanded into southern Nikita Koloff at the height of the Cold War? A
Illinois, I started watching the WWF on USA monster.
Network. The episodes were Madison Square It was in 1985 that we also bought our first
Garden shows before that morphed into Prime VCR and our first blank videocassettes. Alas,
Time Wrestling with Gorilla Monsoon and I could record wrestling and watch it repeat-
Jesse Ventura (then Bobby Heenan). In 1985, edly? Amazing! I started doing that the week
we received a visit from the cable man and we bought the VCR. After the internet explod-
he installed a new box that would allow us to ed in the mid-1990s, I found online message
go beyond 13 channels. What a piece of tech- boards and tape trading communities. I was off
nology that was. I soon found this small studio to the races, thanks to RSPW (Rec.Sport.Pro-
wrestling show on a station called WTBS out Wrestling), Kayfabe Memories, CrazyMax, etc.
of Atlanta. The program was called World Today I have a massive VHS/DVD/external
Championship Wrestling, but the titles were all drive wrestling collection. I also subscribe to
named after the National Wrestling Alliance the WWE Network. My love of pro wrestling is
(NWA). That was confusing to me at first, but more alive than ever as I give this game to you,
I soon understood the territorial alliances. those who may have loved it as much as I did
Quickly, Jim Crockett Promotions’ former and do. Speaking of which, please support your
Mid-Atlantic Wrestling became my favorite local independent wrestling promotions. The
territory on television. I actually (mistakenly) guys and gals who put on those shows work
thought it was a small-time promotion at first very hard to do so - and many for little to no
due to the lack of fans in the television studio in pay. They do it for the love of pro wrestling, the
which it was taped. My local stations didn’t car- reason I’ve been tweaking this game for over 30
ry the other syndicated shows from JCP that years now.
were recorded at live events. Soon, however, Thank you,
I would discover that this fan base was rabid,
loud, and exciting. It was like watching Duke

| JCP 1986 EDITION | 3


THE SQUA RE D CIRCL E
a statistical game of pro wrestling
created by S.T. Patrick ©1987-2020. All Rights Reserved.
please send all comments and questions to
[email protected]

INTRODUCTION
Because I lived in a national wrestling dead zone in southern Illinois, I was introduced to profession-
al wrestling by Angelo Poffo’s ICW (an outlaw territory). With the expansion of cable television came
national wrestling programs. I became a life-long fan through Jim Crockett’s NWA. Like everyone in the
1980s, I also watched Vince McMahon, Jr take the WWF to global prominence. Yet, there was something
more realistic and more — excuse the pun — raw about the former Mid-Atlantic territory that had by
then expanded throughout the South via Ted Turner’s TBS SuperStation and a prime spot at 6:05 p.m. on
Saturday night.
I have also long been both a sports junkie and a person who loves a good RPG (role-playing game). I
never really got into sports video games per se, because I always craved accuracy rather than hand-eye
coordination and thumb speed. I have played the major statistically based baseball, football, and basket-
ball games, and I still enjoy them. Sports Sim Magazine is dedicated to those and others.
I have also played many of the wrestling games available online. I enjoy them, and I thank their creators
for their effort, but I always felt like something was missing in most of them. Each, as I am sure this one will,
has its pros and its cons. What I was looking for most was accuracy. Granted, there are going to be some
flaws in this. It’s hard to make a game that will flow like a dance or resemble a fight — as the best wrestling
matches are supposed to do. I wanted accuracy most in the representation of move sets and in damage. I
never liked a game where Andre the Giant could use an assortment of moves from the top rope, especially
at the player’s will. I have always liked the idea of rolling moves on a percentage chart with the percentag-
es being what had actually taken place in the ring. A move that a wrestler never really did should not even
be in his repertoire. With a focus on realistic move sets in mind, this game was created.
The game was not created alone, nor is it a recent idea. The game began as an idea I had in high school.
I was a collector of wrestling videos (still am), and knew that I could monitor matches and figure out a
proper statistical move set for each wrestler. What did they really do in the ring? That should be what they
do in the game. I wasn’t alone in the game’s earliest years. I have to thank my friends Chuck, Ben, Chris,
Gabe, and Brent for some of the earliest monitoring, charting, and playtesting. The playtesting led to some
of the greatest inside jokes amongst our group of friends. Good times were had by all. I’ll share many of
our great (and terrible) ideas and experiences as I explain the rules. There has been close to thirty years
of trial-and-error in this game, and I can’t say that we have everything exactly where it needs to be. Some
things are fluid and they change over time, especially as pro wrestling changes. This is one reason why we
will release wrestlers within the construct of a federation and a year or group of years.
We will insert federation and era-specific rules as we introduce new territories and wrestlers. Also,
the value of a wrestler to a territory changed over time and is dependent upon the territory and era. To
accurately assess that, we need to use a federation and a time period. It would be difficult to guess what
value and ranking Dwayne “The Rock” Johnson (WWE, 2000) would have in Verne Gagne’s AWA from
1980-1986. It would even be difficult to assess what value Sgt. Slaughter (WWF, 1980) would have ten
years later in the 1990 WWF. It was better for us to focus on a more defined time and place.
That said, we understand that players will want to make all-star federations or they’ll want to do
cross-federation invasion angles. The main equalizers are power points. We use a base system that will
apply to every federation or territory in the game. Yet, is the tenth-best wrestler in a small territory
the tenth-best wrestler in WCW in 1997, a territory with a huge, talented roster? Not necessarily. Some
adjustments will be needed. We will address these issues later in the rules.

4 | THE SQUARED CIRCLE | [email protected]


WHY DICE?
This game is played with polyhedral (multi-sided) dice so that it is can be played anywhere. I have
always wanted a wrestling game that was fun, detailed, and portable. My friends and I used to make
up sports games that could be played with dice, so that we could play at each other’s homes, on vaca-
tions, in the car, and anywhere else we could find a piece of paper, a pen, and a set of dice. Accessibility
and portability were key then, and I like the idea of manually rolling the dice still today.
I suggest going to your local hobby or comic book store and picking up some polyhedral dice. You
can also find them at many of the largest online stores. They usually have quite a lot of them and they
can be either cheap or expensive, depending on the constructive material. Stock up! You will need a
20-sided, a 12-sided, two 10-sided (tens and ones), an 8-sided, a pair of 6-sided, and a 4-sided. This is the
basic dice set you’ll use in most RPGs.

PROCESS
The wrestler sheets were individually produced by monitoring (watching) matches and charting
every single move done by a wrestler. Then, I took the totals for the moves and calculated the per-
centages for the occurrence of each move. That’s where the game engine begins. A few previously
produced games have asked “What does a wrestler really do,” but they have not sought to accurately
reflect the rest of the question — “How often?” We have not charted every televised match a wrestler
had in an era, but we have taken each primary wrestler to a tally that included over 500 moves each.
Because secondary wrestlers (“jobbers”) perform fewer moves in their matches (some don’t register
a single offensive move in a match), we charted them to at least 100 moves when we could. We have
also sought to chart a combination of main event, supercard, and pay-per-view matches, as well as
squash matches. If we hadn’t attempted a fair combination, the move set would be biased in favor of
one or the other.
There are, however, parts of the game that are opinion: the rankings, the power points, the move
damage, etc. This allows the player to tailor the game toward his/her view of professional wrestling. If
you are playing the game as a group with friends, I suggest using the statistics and rankings that come
with the game. That way there are no arguments among the gamers. It is unbiased – for your group,
at least.
Some moves have been combined. There are many ways a wrestler can be taken down to the mat.
The damage is minimal and rather than adding a large amount of similar minimally damaging moves
to each wrestler page, we will just use a simple “Takedown” to describe these moves. For some ran-
dom pin attempts, moves have been combined into one pin attempt we call a “Roll Up.”

Note to gamers: In the first few printings of this Core Rulebook, it seems that it was
unclear how to roll for Control. Both wrestlers roll a 1d10. The highest number rolled
has control and will go to his move chart to perform a move. If there is a tie, the wres-
tlers go to the Wrestling Raffle Chart. If you want to go to the WRC less, you may use
a 1d20 for Control rather than a 1d10. Personally, we don’t use the WRC on squash
matches or early to mid-card matches at all. We save it for the major matches on house
shows or all matches on PPVs. Control is fluid and creates a move advantage. There-
fore, if you want to create a larger advantage in, for example, a squash match, you can
use a 1d20 for the featured wrestler and a 1d6 or 1d4 for the squashed opponent on
Control.

| JCP 1986 EDITION | 5


SETTING UP YOUR TERRITORY
THE DRAFT
Whenever I have played sports simulation games with friends, the most fun we had was in the draft.
It’s a fun process to build your baseball team player–by–player. In a wrestling game, it can be also be
tricky and strategic.
Do you draft both members of a tag team or split the team with another player? Is it better to draft a
wrestler you like who may be of lesser status or a wrestler you do not necessarily like who is of a higher
status in the rankings? What I do not suggest is drafting major opponents. If you plan on playing a group
based upon 1986 Jim Crockett Promotions, for example, it is not as much fun to draft both Ric Flair and
Dusty Rhodes. If you are going to draft Ricky Morton and Robert Gibson (Rock & Roll Express), then I
would not suggest drafting Bobby Eaton and Dennis Condrey (Midnight Express). It is not much fun to
feud with yourself (unless you are playing a one–player game, which will be discussed later).
Think about drafting “stables” of wrestlers. If you draft Flair, what about drafting the other three
Horsemen with your next three picks? It would be more fun for you to run angles with all four than
with three of the four. And if you don’t get all four, then make a trade with someone who got the fourth.
Trading, as it is in sports gaming, is a good way to manipulate your draft before the game actually be-
gins. There are two good ways of drafting: top–to–bottom (then restarting at the top) and down–and–up
(serpentine). Both are explained below with the numbers representing the number of the picks. Let us
assume there are four gamers playing in the league.

TOP TO BOTTOM PLAYER DOWN/UP (Serpentine)


1 5 9 1 1 8 9
2 6 10 2 2 7 10
3 7 11 3 3 6 11
4 8 12 4 4 5 12

The “top to bottom” rewards the pre-game winner of the dice roll to see who gets the first draft pick.
They are rewarded throughout the draft. The serpentine method of drafting rewards everyone, to an
extent. The pre-game high roller still gets the first pick, but they have to wait until the 8th pick to choose
their second wrestler. The player who lost the pre-game dice roll will not make their first pick until the
4th selection, but then they will also get the 5th pick. This method is a little fairer for everyone.
The number of wrestlers you draft is dependent upon the agreement made with other gamers. You
will find a happy medium range where your cast of characters doesn’t seem like too many or too few.
All undrafted wrestlers can either be played by another gamer not involved in the match or they can be
played in an automated fashion controlled by your booker.

WHICH FEDERATION SHOULD WE PLAY? SHOULD WE COMBINE THEM ALL?


While all-star federations or territories (combining everyone into one big roster) seems somewhat
fun, I can tell you by experience that it is difficult to accomplish having a cohesive territory when there
are too many wrestlers on the roster (as it is in real life). You will notice that when a company wants
to be more cohesive, they start limiting the amount of wrestlers that appear on television each week.
Things get too jumbled if they don’t.
For this reason, I personally recommend keeping the original federations intact. If you want to com-
bine everyone, think about having joint pay-per-views or something like that. Maybe some kind of brief
invasion angle could work, if done properly. Storylines will be better if your heavyweight champion has
eight legitimate contenders rather than 20-plus contenders. If an all-time great tag team is ranked 12th in

6 | THE SQUARED CIRCLE | [email protected]


your territory, you are really lessening their importance in your game. While I understand the tendency
to make all-star leagues, try an existing league and play it through. You’ll be pleasantly surprised how fun
it is to see who your AWA Champion is, or who the four teams are that are vying for your NWA U.S. Tag
Titles.

WE ARE THE CHAMPIONS


Now you’re ready to play. But who are your champions? You could play tournaments to determine all
of your initial belt holders. That is always a fun option, but there are downsides to that. You tend to play
too many of the marquee match-ups early (in the tournaments) and you have fewer first–time battles
to which you can look forward. Tournaments should also be special…and rare. If you have four major
tournaments underway at the same time, are they either special or rare?
The other answer is to assign the belts from the beginning. Maybe you have a four–player league
and you assign one to each player. Maybe you have all the initial belt holders in the stable of one gam-
er and then everyone guns for that person. Whatever you do, it should make sense. Giving the AWA
Championship to Buck “Rock and Roll” Zumhoff or the NWA Heavyweight Title to Teijo Khan does not
make sense. He’ll probably lose his first defense and his title run will be meaningless. It is suggested that
you give the titles to the wrestlers that rank the highest.
Creator’s Idea: When my friends and I ran our first league, we gave the WWF Heavyweight Title to
Hulk Hogan who was ranked #1. We then self-imposed a rule for the Intercontinental Title so that it was
always a different belt sought after by different contenders than the main belt. Rather than giving it to
the wrestler ranked #2 and having the same people (wrestlers ranked #3 through #10) fighting for the
same two belts, we decided that we would give the Intercontinental Title to the wrestler ranked 8th
(Tito Santana). Then, we imposed a rule stating that no wrestler ranked higher than 8th could challenge
for the Intercontinental Title. That worked well. We always had a different set of wrestlers challenging
for both titles.
You could apply the same kind of rule to the tag titles. In a sense, it’s like imposing a weight limit to
Cruiserweight title contenders. We also reserved the World Tag Titles for established tag teams and left
the U.S. Tag Titles open for all contenders (whether an established team or a one-shot team). Yet, as is a
recurring theme throughout, your homebrew territory is your own. Tell us how you handle this in your
game and we may incorporate it as an optional idea in a future supplemental set.

THE RANKINGS
Rankings in any form are always subjective, and thus a topic of heated debate. I am sure this will be
no exception. We ranked the wrestlers as we believe they were intended and (kayfabe) booked. We did
not rank them based upon wrestling talent or any other metric. For example, we know, understand, and
agree that Dynamite Kid is a better pure wrestler than Hulk Hogan. We do get it! But Hulk Hogan will be
ranked #1 in the 1985-1987 WWF supplement. He was the champion and clearly, from a booking stand-
point, dominated the federation. Hulkamania, for better or worse, changed the pro wrestling landscape.
Yes, Dynamite Kid, Jim Brunzell, and Tonga Kid were probably better pure wrestlers than Ultimate
Warrior and Andre the Giant, but, again, they did not hold the singles belts, nor did they dominate in a
kayfabed booking sense. We think this is the best method for ranking. If you did not buy into the game
(the storylines, the angles, the personas, the “better and worse” wrestlers) that you were being sold,
then, when playing, you might as well just make up your own wrestlers with your own names (which
can also be done with this game).
The tag teams will be ranked separately from the singles, although the tag team wrestlers will still
also be ranked as singles. There will be extra tag team rankings points that will be added to the wrestlers
in a tag match to compensate for being a good or great tag team. That enables the Midnight Express to
have a shot against a new tag team of better singles wrestlers due to being a great, established tag team.
You will also notice that the rankings are in order of power points. “Power Points” refers to the amount
of points a wrestler has to begin the match. It does not refer to a wrestler’s brute strength. Your longevity

| JCP 1986 EDITION | 7


in a match is determined by the wrestler’s power points at that moment in the match. A stronger wres-
tler may begin a match at 800, whereas a preliminary wrestler may begin a match at 100. The singles
rankings will be determined and ordered according to power points. You will move up and down the
rankings and gain or lose power points according to wins and losses accrued in your federation.
Tag team rankings are done based upon the team’s rankings points. They will increase and decrease
based upon wins and losses, but they will not be used in the actual match..
Creator’s Note: Tag team ranking are one of the oldest debates we have. I have yet to find a perfect
way to do them. Combining the two wrestlers’ power points (as singles) does not seem like the best way
to rank tag teams, although it can be done this way. You can also decide to rank them and have a “team C
beat team A, so now team C gets to move higher than team A” system, although when you have a major
upset, it really throws off the whole system…usually in a way that makes things unrealistic. If the 17th
ranked team beats the 4th ranked team, but had previously lost twelve consecutive matches, is it fair
for them to move to #4? Probably not. You could also use the college sports style of rankings and have
a good, old–fashioned vote. Rank them and then add the points. The only conceivable problem is that
it allows for human error and bias. If Player C thinks Player A cheated him out of a title (or something
similar), he may choose to not give Player A’s team the credit it deserves in the rankings.
I would suggest starting with the rankings provided with the game. It’s a system that has worked.

You now have your federation chosen….


The wrestlers have been drafted….
The champions are in place….
The players know where they stand regarding the rankings….

It is now time to create the house shows and super cards (or PPVs).

SCHEDULE CREATION
Begin the season in January and work toward December. Work the calendar year. You can then de-
cide to either start a new season or continue into year two with the federation you already have.
As for scheduling and planning, plan a week or two at a time. Just for the sake of ease, I always run
super shows (or pay–per–views) at the end of the fourth week of every month (unless there is a special
holiday show). Using specific dates will be a better option when you refer to matches and events in hind-
sight, or when you keep a list of title reigns.
My cards usually run three or four days per week (approximately 15-16 per month + 1 PPV). On the
three or four cards, I usually run five to seven matches per card. You can run as many cards and matches
as you would like. It is easier to run five, but many cards now realistically run seven to ten matches. With
a smaller federation, it is better to run fewer matches than with a larger federation.
It is fun to assign a venue and date to the card also. By doing this, you can talk about the match by date
and city – especially when discussing or keeping a log of title changes, “matches of the year,” etc. Most
territories ran a circuit of towns with spot shows thrown into the mix.
A good scheduling strategy to use is the 1980s booking strategy of not giving everything away before
the supershow (PPV). If you are planning to have a Ric Flair versus Dusty Rhodes main event at your
first PPV, I would not recommend having Flair vs. Rhodes matches headline all of your house shows
leading up to the PPV. With that said, I am always open to new ways to book the game and I welcome any
comments or ideas. You may have them meet in preparation of the PPV main event, and the booker in
your territory may have them meet because they have an angle in mind. But as a rule, you don’t want to
overexpose the match-up and take the special event feel from the PPV match.
When you win a match, you will have extra power points added to your wrestler. Some federations
raise the number of points given to the winners and the number taken from the losers when running
PPVs. It adds to the importance of the PPV when more power points are on the line.
Two phenomenal sources for Jim Crockett Promotions’ 1986 schedule are The History of Professional
Wrestling: Jim Crockett Promotions & the NWA World Title, 1983-1988 by Graham Cawthon and Mark
James’s Wrestling Record Book: Jim Crockett Promotions, 1980-1988. Both are available on Amazon.

8 | THE SQUARED CIRCLE | [email protected]


| JCP 1986 EDITION | 9
TITLE MATCHES
This is a personal opinion, but I have always had a great respect for federations and periods of wres-
tling where everything was about “holding the gold.” If there is a heavyweight title match on the card, I
(with very rare exceptions, such as a War Games or Royal Rumble event) schedule it as the last match to
highlight its importance. There has to be something for which you are playing. In this game, “the gold” is
everything. But again, you can book your federation how you choose to book it. There should, however,
be an over–arching theme. What are the wrestlers aiming for in your federation? What’s the end result?
Why are they fighting?

TABLES, LADDERS, CHAIRS, TRASH CANS, & FRYING PANS, OH MY!


I would be judicious in emphasizing gimmicks in matches or gimmick matches in general. As previ-
ously stated, the less you use these things, the more special they seem when they are used. If you have a
“hardcore rules” match on every card, is it special anymore?

WORK HORSES AND OVEREXPOSURE


You might want to think about limiting the number of cards on which a wrestler can compete per
month. Even though wrestler X is your favorite wrestler, he does not need to be on every card. Not only
does it become repetitive, it also it throws off the balance of the power point additions and subtractions.
I have found that if you run 12 cards per month, a good number a wrestler should max out at is six (not
counting the PPV, for which everyone is eligible).
A world champion should appear less, maybe three to five times per month. Using the old kayfabe
rule, a world champion only has to defend the title every 30 days. You can do what you want with that
rule, but we always used it. Most of us wanted to be a “fighting champion” and would schedule more than
one title defense, but you should have a rule, nonetheless. Limiting your world champion’s appearances
also gives other wrestlers a chance to headline, and it gives other storylines an opportunity to develop.

STORYLINES
I really believe that, unlike sports simulation games, a pro wrestling simulation should be all about
holding titles and developing ongoing storylines that are the foundation for the matches. Unlike some
forms of modern wrestling where the matches are eight-minute intervals between 15-minute promos, a
good wrestling simulation should revolve around building storylines so that the matches are the focus of
the game. When the matches matter, the more important matches (the title matches) will matter even
more. Therefore, when scheduling your cards, schedule with the idea of building storylines in mind.
Sure, book some matches because, frankly, you want to see wrestler A face wrestler B. There is nothing
wrong with that. Just be conscious of your goal for the card.
We kept a main schedule notebook where we wrote down the cards, the results, the match time, etc.
It is not a bad idea to have some kind of central log, as it helps keep things organized when playing.
To the right you will see a sample schedule we would have thought about using when we ran our
Crockett NWA federation in the 1980s. From this, you will get to see the format we used and you will get
an example of how the card builds to the main event. An asterisk denotes a title holder.
Again, that’s just an example of what we would have used. We used five matches; you may choose to
use more. The title match was the main event. We used Flair and Ole in Asheville rather than Flair and
Arn because we thought that Flair and Arn against Windham and Garvin would be a main event some-
where – or even a PPV match we could use at a later date.
Also, the scheduled cards give you the matches. The players have a lot of room to create in there.
There may be run-ins, interview segments, backstage confrontations, videotaped interviews, etc. Time
limits for matches will be discussed later in the rules.

10 | THE SQUARED CIRCLE | [email protected]


SAMPLE SCHEDULE
An asterisk denotes a title holder.

JANUARY 1 * NEW YEAR’S DAY SUPERSHOW * ATLANTA, GA.


Sam Houston vs. Black Bart
The Barbarian & Teijo Khan vs. Jimmy Valiant & Ron Bass
Dusty Rhodes & Magnum TA & Ron Garvin vs. Tully Blanchard & Arn Anderson & Ole Anderson
Barry Windham vs. Jimmy Garvin
Rock & Roll Express* vs. The Midnight Express (NWA Tag Titles)
Ric Flair* vs. Nikita Koloff (NWA World Title)

JANUARY 4 * SPARTANBURG, SC.


Ron Bass & Don Kernodle vs. George South & Mark Fleming
Ivan Koloff vs. Mac Jeffers
Ricky Morton vs. Dennis Condrey
Robert Gibson vs. Bobby Eaton
The Road Warriors vs. Shaska Whatley & Baron von Raschke

JANUARY 10 * ASHEVILLE, NC.


Rick Rude and Manny Fernandez vs. Randy and Bill Mulkey
Dick Murdoch vs. Ivan Koloff
The Kernodles vs. The Midnight Express
Barry Windham and Ron Garvin vs. Ric Flair and Ole Anderson
Magnum T.A. * vs. Arn Anderson (U.S. Title)

JANUARY 12 * CHARLESTON, SC.


Mike Jackson & Mitch Snow vs. Thunderfoot I & Thunderfoot II
Jimmy Valiant vs. Shaska Whatley
Jimmy Garvin vs. Tully Blanchard
Rock and Roll Express vs. Arn & Ole Anderson
Dusty Rhodes vs. Nikita Koloff

JANUARY 18 * NORFOLK, VA.


Denny Brown vs. Steve Regal
Manny Fernandez vs. Arn Anderson
Sam Houston vs. Khrusher Khrushchev
Ron Garvin vs. Tully Blanchard (Taped Fist Match)
Rock & Roll Express vs. Ivan & Nikita Koloff

JANUARY 19 * GREENVILLE, SC.


Italian Stallion & Rocky King vs. Thunderfoot I & II
Don Kernodle & Nelson Royal vs. Rick Rude & Manny Fernandez
Ron Bass vs. Black Bart
Robert Gibson vs. Ole Anderson
Dusty Rhodes vs. Tully Blanchard

| JCP 1986 EDITION | 11


UNDERSTANDING THE WRESTLER SHEETS
Now that you have a partial schedule lined up for the first week or two, let’s take our last step before the
matches begin: understanding the player sheets.
Each wrestler will have his or her own wrestler sheet that will be used in playing The Squared Circle. An
example of a wrestler sheet is on page 13. The descriptions are as follows:

Wrestler: The name of the wrestler


Promotion: The promotion or territory for which the wrestler sheet was created
Current Rank: The position at which the wrestler is currently ranked
Current Title Held: What title(s) the wrestler currently holds in your federation
Specialty Match: If the wrestler has a match that they specialize in, that should be listed here. Most wres-
tlers should have a blank space. This is not a place for the wrestler’s best match or best style of match. This
is where, for example, Dusty Rhodes should list “Bunkhouse Match” or The Sandman should list “Singapore
Cane Match.” This is not the place where every WWE Hardcore Title holder should list “Hardcore Match.”
There will be advantages for a wrestler if this is their “specialty match.” If this is a specialty, you will add 50
power points to that wrestler. These designations should be distributed rarely.
Tag Team Points: This is the number of power points added to the wrestler when paired in a tag match
with his or her “Main Tag Partner.” The purpose of this is to equalize tag team wrestlers with better singles
wrestlers when in a tag match. The Rock & Roll Express and the Midnight Express should be able to wres-
tle a very competitive match (and maybe even be favored) when wrestling two singles stars. This makes
that happen. When teaming with the “Secondary Partner(s),” the wrestlers will receive half of the Tag
Team Points (round up if a fraction occurs). This isn’t a talent judgment number. It is only an equalization
number so that established tag team wrestlers with fewer singles PP can excel in tag team matches.
Manager (if any): If the wrestler has a full–time manager, list them here.
Main Tag Partner: If the wrestler is part of an established tag team, list the partner here. This should only
be used for established tag teams, teams that will be in the World Tag Team Title hunt. This blank will not
be filled for most singles wrestlers. It is also not for super teams. The Mega-Powers (Hulk Hogan & Randy
Savage) would not list one another here. America’s Team (Dusty Rhodes & Magnum TA) would not list
one another here. The Rock ‘N’ Sock Connection (The Rock & Mankind) would not list one another here.
This blank is for the partners in such teams as The Road Warriors, The Fantastics, The British Bulldogs, The
Hart Foundation, Kerry & Kevin Von Erich, The Fabulous Freebirds (Michael Hayes & Terry Gordy), The
Wild Samoans (Afa & Sika), etc.
Secondary Tag Partner(s): In the case of a large faction, the secondary tag parter(s) will be named
here. In the Four Horsemen, Arn Anderson’s primary partner is Ole Anderson. Arn Anderson’s secondary
tag partner would be Tully Blanchard. For Tully Blanchard, however, Arn Anderson would be his Main
Tag Partner and the Secondary Tag Partner slot would be left blank. For the Russians, Ivan & Nikita Koloff
would be one another’s Main Tag Partner. Khrusher Khrushchev would be the Secondary Tag Partner for
both. Buddy Roberts would be the Secondary Tag Partner for Hayes & Gordy. Remember that designating
Main or Secondary Tag Partners is a way to make a team stronger via the addition of the Tag Team Points
added to each wrestler’s power point total to start a match. It is not and should not be a way to make singles
stars stronger in tag matches.
Main Feud: Once again, not every wrestler will be involved in a feud. By definition, a feud implies some
emotional entanglement. You could say that Dusty Rhodes had a feud with Ric Flair. You could then list The
Four Horsemen as his Secondary Feud. If your booker pulls Dusty from the Flair feud completely, erase
Flair from the slot and refill it when Rhodes has another feud. A series of good matches is not a feud. This is
not a blank where the wrestler’s best opponent should be listed. This is a feud you’ll be building part of your
schedule around for a month or longer.

12 | THE SQUARED CIRCLE | [email protected]


WRESTLER MOVE SET

Promotion: CROCKETT 1986


Current Rank: __________________
Current Title Held: _______________
Specialty Match: ________________
Tag Team Points:________________
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment:

POWER POINTS: _____

Defensive Pinfall/Submission Levels


Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Secondary Feud: This blank will be rarely filled unless involved in a faction versus faction feud or in
special cases. It’s rare to be embroiled in one feud, no less two.
Wrestler’s Move Set: These are the moves used by the wrestler. They are a result of monitoring
and charting matches from the designated era and territory. After the control roll is made, you will re-
fer to this chart for the move. For the sake of playability, these are the moves that connected and were
not the moves missed. Because the game is not second-by-second, we do make some assumptions that
there may be some tangling and some missed moves between the moves that are hit. There are three
pieces of information for each move: the range of numbers assigned to this move, the name of the
move, and the number of power points added to a 1d6 (one six-sided die roll). If a single asterisk (*)
is next to the name of the move, you can execute a pin or submission attempt if you control the next
move. A pin attempt or submission attempt takes one control roll if executed after a single-asterisk
maneuver and it must be the next move. If the move has a double asterisk (**) next to it, the move is a
finishing maneuver and will automatically be paired with a pin or submission attempt. If you see that
a move you associate with a wrestler isn’t on the list, it is most likely because the wrestler did not use
that move in that territory and era. It was a move they used either before or after that time and place.
The monitoring and charting of moves was done only in the era and territory listed.
Wrestler Move Set (Sample Line): 52-57 Body Slam +15
What does this tell you? If your wrestler has control, you will roll two ten-sided dice (2d10) to produce
a number between 01 and 00 (a “00” is a 100 and not a zero). You have rolled a 50 and a 4, which is 54.
That means that you have executed a body slam on your opponent. The damage you do to your oppo-
nent (the number of power points subtracted from your opponent’s total) is a 1d6+15. Therefore, if you
roll a six on a six-sided die, you have inflicted 21 (6 + 15) points of damage to your opponent with the
body slam. Now that the move has been executed, both wrestlers again make a control roll to see who
executes the next move.
Defensive Pinfall and Submission Levels: As a match gets longer and a wrestler loses power
points, they will become easier to pin or submit. Level 1 is 80% of your power points. Level 2 is 60%
of your power points. Level 3 is 40% of your power points. Level 4 is 20% of your power points. When
you hit the end of your power points (zero), you are at Level 5. This is another reason why we chose
not to re-calculate everyone’s power points and rankings after every match. You may choose to use
a calculator for this. Nearly every phone has a built–in calculator now, making calculations easy. The
calculations for the levels are PP x 0.8, PP x 0.6, PP x 0.4, and PP x0.2.
Wrestler-Specific Notes (WSN): There are certain aspects of wrestlers that cannot be normal-
ized. When we get to federations that will include Andre the Giant, Haystacks Calhoun, or the McGuire
Twins, for example, they will have specific rules for their matches due to their sheer size alone. If we
did this for every wrestler, the game would border on being unplayable. Every wrestler would have his
or her own rules. However, there are things that should be maintained for “realism,” especially for the
featured wrestlers or teams. How do you adjust for Ric Flair getting beaten upon for most of the match
and yet rarely losing? How do you adjust for the “hulking up” that Hulk Hogan will do toward the end
of a match? Should anyone’s finisher be an automatic pin or submission when the other wrestler has
reached Defensive Level 5 (zero PP)? What about a heel submission finisher that rarely wins competi-
tive matches but always does damage (such as Flair’s figure four leg lock)? How do you account for so
many opponents turning over Flair’s figure four?
All of these things can be noted in the Wrestler-Specific Notes. If you photocopy the print pages of the
wrestler sheets ­— or if you print out the PDFs of wrestler sheets — you may also extend this area to the
back side of your page. You can add you own as you go, but please email your ideas to us. We may want
to share your rules in future updates. We are always looking to improve the specifics of the game, while
also maintaining playability and limiting the complexity to below a neuroscientific level. Yet, we do un-
derstand that you want to account for a wrestler’s or a team’s most unique traits. We decided that we had
to cut these off at featured wrestlers for the sake of playability. Yes, Rocky King and George South both
do things that are very specific to them, but if it can’t be properly represented in their move sets, then we
aren’t going to add it to the WSN. They will be products of their move sets and power points.

14 | THE SQUARED CIRCLE | [email protected]


Nikita Koloff (left) and Magnum T.A. (right) battled throughout 1986 for the U.S.
Title. They were the only holders of the belt in 1986. Magnum T.A. won it from Tully
Blanchard at Starrcade 1985. Nikita Koloff lost the U.S.Title to Lex Luger in July 1987.

| JCP 1986 EDITION | 15


POWER POINTS
A wrestler will start with a pre-specified number of power points in a match. This number is derived
from the original number of points plus or minus the number of points accumulated through wins and
losses in your federation. In video game terminology, power points are “life.” They are not intended to
correspond with the actual brute strength of a wrestler. Power points are the gap that will separate,
for example, Ric Flair from Jim Jeffers and Thunderfoot II.

DO WE NEED TO CHANGE THE POINTS AND RANKINGS AFTER EVERY MATCH?


No, we chose not to, but you can if that’s what you choose to do. Because of the number of changes
you would have to track match-by-match, you will probably want to use a pencil when filling out (or
keeping track of) wrestler power points throughout your year. Due to the number of changes, we
chose not to readjust any power points or rankings until the end of each month. That means that you
will make 12 full–scale point and rankings adjustments each year.

HOW MANY POINTS WILL WE ADD OR SUBTRACT FOR A WIN OR A LOSS?


The number of points given or lost for each win or loss will depend on the size of the roster and,
therefore, will change with each federation. The size of the roster matters because the points adjusted
after a match will depend on ranking spots between wrestlers or teams.

FOR JIM CROCKETT PROMOTIONS’ 1986 TERRITORY, HOW WILL THIS WORK?
For a singles WIN by pinfall or submission:
+25 PP if the OPP is ranked 15+ spots above you +20 PP if the OPP is ranked 10-14 spots above you
+15 PP if the OPP is ranked 5-9 spots above you +10 PP if the OPP is ranked 1-4 spots above you

For a singles LOSS by pinfall or submission:


–5 if the OPP is ranked 1-4 spots below you –10 if the OPP is ranked 5-9 spots below you
–15 if the OPP is ranked 10-14 spots below you –20 if the OPP is ranked 15+ spots below you

For a tag team WIN by pinfall or submission (using Rankings Points, or RP):
+15 RP if the OPP is ranked 10+ spots above you +10 RP if the OPP is ranked 5-9 spots above you
+5 RP if the OPP is ranked 1-4 spots above you

For a tag team LOSS by pinfall or submission (using Rankings Points, or RP):
–5 RP if the OPP is ranked 1-9 spots below you –10 RP if the OPP is ranked 9-15 spots below you
–25 RP if the OPP is ranked 15+ spots below you

Wrestlers and tag teams will gain 10 points for winning by count-out and they will lose 10 points for losing by
count-out or disqualification. There are no points gained or lost due to a time-limit draw, double DQ, or double
count-out.
HOW WILL CHAMPIONSHIP MATCHES AFFECT POWER POINTS, IF AT ALL?
If you prefer stable champions — titles that don’t often change hands — it can be a good idea to
add extra power points to champions in championship matches (to begin the match, not at the end).
Primary singles title holders should receive an extra 75 power points in championship matches. We
added 50 power points to secondary singles title holders in championship matches.
For a primary tag team title match, each title holder should be given 50 extra power points in a
championship match. For a secondary tag team title match, each title holder should be given 25 extra
power points at the beginning of a championship match. If you prefer your titles to change hands more
often, you may disregard these adjustments. We liked stability and we liked long chases for the gold.
For those reasons, we used this adjustment with great success.

16 | THE SQUARED CIRCLE | [email protected]


IF WE ADD CHAMPIONSHIP MATCH POINTS TO CHAMPIONS, ARE LEVELS AFFECTED?
We left the levels the same if we were just adding the points for one match. What that will do is allow
the champion more time before moving from Level 1 to Level 2 on defensive pinfalls and submissions.
It adds an advantage for the champion(s) in the match, which is the purpose of adding extra champi-
onship match power points. Therefore, calculate your levels from the original PP totals.
HOW DO WE ASSIGN POINTS IN A TAG MATCH IF ONE OR BOTH TEAMS ARE UNRANKED?
It may often happen that you are pairing two singles stars for a special tag team match. When that
happens, they will not be ranked. This may even be the case for both teams in a special tag match.
When this happens, no points will be on the line as neither team is ranked. If only one team is ranked,
the number of points on the line for the ranked team in the match will be decided upon pre-match by
the booker.
HOW DO WE ASSIGN POWER POINTS FOR WINS AND LOSSES IN MULTI-MAN MATCHES?
In a six-, eight-, or larger multi-man tag match, the booker will decide before the match or event
how many win or loss points are on the line for both teams.
HOW DO WE ASSIGN THE WINNING POINTS FOR SPECIAL MATCHES LIKE BATTLE ROYALS?
For special grudge matches or final matches in a feud (“blow-offs”), the booker may or may not
decide to add extra power points to the match. The same may happen for important supershows or
pay-per-view matches. A booker, however, should be careful not to over-point a match in a way that
will ultimately be unfair to the other wrestlers on the card or on the roster. For a battle royal, the book-
er will set the winning number before the match (depending on the stakes of the battle royal and the
entrant talent level). There should be no points deducted for losing a battle royal.

| JCP 1986 EDITION | 17


PINFALL & SUBMISSION CHART
WRESTLER LEVEL: LEVEL 0 LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5 –50+PP –100+ PP

“A” Move 01/16/93 01/14/85 01/14/82 01/12/74 01/06/53 01/02/43 01/02/10 01/01/02
“B” Move 01/21/95 01/18/89 01/18/86 01/16/77 01/06/65 01/02/55 01/02/13 01/01/03
“C” Move 06/26/96 06/23/91 06/23/88 06/20/83 01/11/74 01/07/64 01/02/16 01/01/04
“D” Move 06/31/98 06/28/93 06/28/91 06/25/87 01/11/80 01/07/70 01/02/19 01/01/05
“E” Move 11/36/99 11/31/97 11/31/96 11/28/90 01/16/84 01/12/74 01/03/22 01/01/08
HOW THE CHART WORKS
When your wrestler rolls a move that produces a pinfall or submission opportunity, the player who
just executed the move will refer to this chart for the pinfall or submission roll. You will match the
move letter to the opponent’s Defensive Pinfall and Submission Level after the power points (dam-
age) for the move have been subtracted. The chart consists of the five defensive levels, plus columns
for when the opponent is below –50 PP and, though it is rare, below –100 PP. This means that, yes, you
should keep track of power points in a match even when they submerge below zero.
The move has three numbers associated with it on this chart. Think of it as a three-count. The first
number is the “One!,” the second is the “Two!,” and the third is the “Three!” and the end of the match. On
a submission move, think of it as duration. You still need to hit all three numbers (hold the move long
enough) before you can win by submission. In the 1980s, the referee would often hold a wrestler’s hand
up three times while they were in a submission move. If the hand fell three times, they called the match.
For example, if you are playing Magnum T.A. and you roll the Belly-to-Belly Suplex, you will see:
Magnum TA 96-00** Belly-to-Belly Suplex (A) +50
The double asterisk means that you have an automatic pin opportunity. It comes directly after you
roll the 1d6+50 and subtract those PP from the opponent. The finishing move is an “A Move,” so you
go to the “A Move” line on the chart and you move horizontally to the defensive level at where your
opponent now stands. Let’s say, for sake of example, that they are now at Level 4. For the one count,
it’s automatic. It’s 01-00 (remember that “00” in this game is a 100 and not a zero). We would still roll it
for fun, but it isn’t necessary. For the two count, Magnum T.A. has to roll a 06-00. Make that roll. If you
hit the two count, Magnum T.A. will now roll for the three count and the win. He must roll a 53-00 at
this point to win. If he does not do so, the wrestlers go back to rolling for control of the next maneuver.
WHEN A WRESTLER IS AT –50+ PP, SHOULDN’T I BE ABLE TO TRY A PIN ATTEMPT AT-WILL?
Yes, and that’s a good point. When your opponent is –50+ power points, you may try a pin attempt
after any offensive maneuver. However, you must roll control first. If you win control, hit a punch,
and want to go for a pin on your opponent who is at –63 PP, for example, you must win control on the
next successive control roll to attempt the pin. The pin attempt is not automatic. If you do not pin your
opponent on that attempt, you must hit another maneuver and then win control again to attempt
another pin on a non-finishing move. You cannot choose a pin attempt on the next control move if
your pin attempt has just failed. There has to be another offensive maneuver executed between the
attempts. Also, remember that a pin attempt must come directly after a maneuver. You cannot lose
control between the two and still make an attempt.
WHEN I TRY A PIN ATTEMPT ON A –50+ PP OPPONENT, WHICH LINE DO I USE?
When you are attempting a pin on an opponent who is at or below –50+ PP, after hitting a non-finish-
ing (non-asterisked) maneuver, you will use the “A Move” line at Level 4 (01/06/53). This seems to be
a fair three-count combination for a move that would not regularly pin someone. The qualifier is that
the opponent is near–exhaustion and zapped of any energy he or she may have left, thus making them
vulnerable to pins from simpler moves. By this point, you should also be close to any time limits, if those
are applicable in your match or territory. This will create some close calls at the end. More on the time
limits later in this rule book. If the opponent is at –100+ PP use “A” at Level 5 to pin on a non-finisher.

18 | THE SQUARED CIRCLE | [email protected]


RATING THE FINISHERS: WHY THE UGLY MAY BE GOOD AND THE BAD MAY BE UGLY
This will be another point of argument for many, and that’s okay. Whose finishing move or hold is
worthy of a “A” and whose is a “C” or “E”? We tried to look at the time period and think of what the kay-
fabe (storyline) view of the hold was in that era. For example, we were to believe that Paul Orndorff’s
Piledriver and Jake “the Snake” Roberts’s DDT were both near–deadly. Whether it seems odd now,
that is the way it was then, and that is how it was rated. On the other hand, why does something as
arguably goofy as Hulk Hogan’s leg drop (circa 1985) earn an “A Move” rating? Because from an era–
based standpoint, the move pinned everyone. He was the biggest name in wrestling, and that was the
move that pinned opponents. (Whether it’s a cool move aesthetically does not matter.)
We stayed away from dropping finishing maneuvers past a “C Move” level (though “C” could mean it
was used rarely). We kept the “D Move” (and some “C Move”) levels for moves that are set–ups to finish-
ers or pinning combinations that smaller wrestlers used often. The “E Move” level is used for your basic
pinning combinations. The real arguments, then, are whether a finishing move should be an A, B, or C.
Submissions are difficult to rate, as well. We were always told that Ric Flair’s figure four leg lock was
also a sure thing, but, in the Jim Crockett Promotions territory of the 1980s, he seemingly never won
by using it (except in “squash,” or preliminary, matches). If Flair pinned or made someone submit, it
was usually after a serious string of cheating. Yet, it did damage. He usually had it on for a while, thus
taking up significant time in the match, and it was effective even if it didn’t finish the match. So, what
would Flair’s move rating for the figure four be? We’ll rate it a “C Move” and apply a special stipulation
in his Wrestler–Specific Notes so that it still uses significant time in the match.
There were submission maneuvers that were commonly used but hardly ever produced a win. In
the Eighties, many wrestlers used either a sleeper hold or an abdominal stretch. Rarely was a win
caused by either, but they did damage. Those will be “E Moves.”
In the case of tag team maneuvers, you will also see them rated like singles maneuvers. A Robert
Gibson or a Road Warrior Hawk may not have a singles finishing maneuver above a “C” or “D Move,”
yet they will have “A” and “B Moves” when involved in their primary tag teams.

SIZE MATTERS (BUT IT ALSO MATTERS HOW YOU USE IT)


In every wrestling game I have played, the issue of size has always been more of a bone of contention
and argument than it probably should be. It is impossible to make a wrestling game 100% realistic, be-
cause pro wrestling isn’t realistic. Every match is ultimately at the will of the booker (more on that lat-
er). But there are just some things that will have to be unrealistic. Realism, as it relates to pro wrestling,
is hard to quantify. At Starrcade 1985, Manny Fernandez monkey-flipped Abdullah the Butcher out of
the corner. At Abby’s size, that would have been impossible to predict pre-match. But that’s wrestling.
When there is an obvious case such as Andre the Giant, Abdullah the Butcher, Haystacks Calhoun, or
the McGuire Twins, a Wrestler-Specific Note should be made and applied.
Do you allow Rey Mysterio Jr to pin Andre The Giant with a small package? If not, how do you guard
against that? And if Mysterio doesn’t have some way to mathematically win, then are you giving the big
guys too much of an advantage over the small guys when you take away their main weapons? As far
as this game goes, that’s a tough call. Most size issues to be adjusted for, again, should be handled in the
WSN section of the wrestler sheet.
We have created something called the “Andre Chart” that applies to wrestling those the size of Andre,
Haystacks, or the McGuires. If we have decided that a wrestler qualifies, it will be noted in the WSN. We
have accounted for girth but not height. The line in the sand, so to speak, was “The Big Show” (or The
Giant) Paul Wight. He has been slammed, suplexed, and in some cases, rolled up with certain maneu-
vers, yet he is obviously big. We have decided not to apply the Andre Chart to those like Undertaker, Sid
Vicious, Kevin Nash, Kane, Kurrgan, Giant Gonzalez, and others who are just extraordinarily tall.
If you suspend disbelief enough to imagine that there is grappling, throwing into the ropes, stalling,
and tests of strength that occur between moves, then some suspension has to be given to major size
differences. I say it quite often, but, “If you make the game too individual, then you run the risk of playing
a completely different game with every match. There has to be some base game to play, one that wres-
tlers can all, for the most part, fit into... one with a good structure.”

| JCP 1986 EDITION | 19


THE ANDRE CHART
In reality, Andre the Giant was a financial cash cow for any promoter who could bring the Frenchman
to their territory. However, he was a booking nightmare. He had to come in as a “babyface” (a good
guy), because he had to win. Any other result would have killed his drawing power in that territory
and it would have ruined the mythology. It should also be said that Andre, himself, may not have al-
lowed any other result except on very rare occasions (and even rarer in North America). He would
defeat your top “heels” (bad guys) that you had spent months or years building, but he would team
with your top stars, hoping to give them a rub (a boost).
Promoters couldn’t schedule him for championship matches. He had to win. But when he did win,
how would you get the title off him without him losing? Many similarly sized wrestlers were in the
same shoes as Andre, but with lesser star value. Because of that, they rarely stayed in a territory long.
They were visual draws and featured attractions, something fans had never seen before, but frankly,
their matches weren’t that good. What could even the best wrestlers do to them in any way that was
believable in the kayfabe era?
For this game, rather than using individual move sets with an endless number of “Could he have...”
size-related questions, we have created one move set to be used against these similarly sized wres-
tlers. The move set is as follows:

01–09 Grapple +0
10-14 Armbar +1
15-19 Knee +4
20-24 Knee Lift +6
25-29 Forearm +6
30-34 Chop +6
35-39 Elbow +7
40-59 Kick +9
60-80 Punch +9
81-84 Double Axe Handle +10
85-87 Throw into Turnbuckle +15
88-89 Dropkick +16
90-93 Clothesline Roll 1d6 (1 through 3 = +0 and 4 through 6 = +20)
94 Body Slam +40 [A body slam on a wrestler this size is a major move]
95-97 Cheat Consult cheat chart. If not a cheater (heel), re-roll.
99-00 Finishing Move Individual move damage, but cut pin chances by 1 level.
Notes:
* Before a match with a wrestler using the Andre Chart, the booker should decide two things: 1) Can the oppo-
nent body slam this wrestler? 2) Could the opponent perform their finishing move (the last move in the move
set) against this wrestler? If both answers are “yes,” leave the move set as-is. If the opponent could not perform
a body slam, then this is a failed body slam attempt with the wrestler attempting the slam losing 1d6+10 power
points. If the finishing move cannot be performed, then, before the match, the booker will work with the wrestler
to choose a move that will go into this slot, something they specialize in doing that could work against this large
wrestler.
* Booking these wrestlers is hard. We are always open to ideas. If any of our wonderful gamers has any creative
ideas that are manageable, we would like to hear about them, and we will happily consider them for optional
rules pages in future territory supplements.

20 | THE SQUARED CIRCLE | [email protected]


THE CHEAT CHART
When the player rolls a “Cheat” for their wrestler – or when the wrestler is prompted elsewhere to
consult the Cheat Chart – this is the chart that will be used. First, you will roll a 1d6. If you roll a “1” or a
“2,” you will consult the manager’s individual “Manager Move Set.” If you roll a “3,” “4,” “5,” or “6,” you
will consult the chart below by rolling a 1d8 for the result of the cheat. If the wrestler has no assigned
manager, they will always consult this chart. The results are as follows:.

1 5
Your manager gives you a foreign object to use in You throw your opponent into the ropes and he
the ring. If you have no manager, you pull it from is tripped by your manager. Your opponent takes
your tights. You use it, but the referee sees you and +18 damage and you get the next move without
you are disqualified. Due to this, your opponent rolling for control. If no manager, you choke your
will begin your next match (against them, singles opponent with the ropes and break the hold late
or tag) with 30 extra power points due to being for +18 damage. You get the next move without
upset about this result. This should be scheduled rolling for control.
within the next month of scheduled dates..
You throw your opponent into the ropes and

6
Your manager gives you a foreign object to use in he gets tangled up. As you distract the ref, your

2
the ring. If you have no manager, you pull it from manager chokes him on the ropes for +19 damage.
your tights. You use it at +25 damage and you have You get the next move without rolling for control.
a 20% chance of being disqualified (01-20 on 2d10). If you have no manager, then, due to an overly lax
Roll to see if you are DQ’d. If so, your opponent decision by the referee, you choke your opponent
will begin your next match (against them, singles with the ropes an abnormally long time for +19
or tag) with 30 extra power points due to being damage. You get the next move without rolling
upset about this result. This should be scheduled for control. Your opponent attempts to recover
within the next month of scheduled dates. If you but is struggling. This counts as three moves.
are not DQ’d, then your cheating was successful.

Your manager gives you a foreign object to use in You choke your opponent three times under
the ring. If you have no manager, you pull it from your headlock. This counts as three moves

3 7
your boot. You use it with +25 damage, but you and each choke is worth +10 damage. You will
do not go for the pin. Your opponent, however, automatically retain the next control. However,
is a bloody mess. You have a 5% chance of being the ref is starting to watch you even closer. If you
disqualified (01-05 on 2d10). Roll to see if you are roll a cheat again, he is ready to disqualify you and
DQ’d. If so, your opponent will begin your next will. The next time you cheat, you’re disqualified.
match (against them, singles or tag) with 30 extra If that happens, the opponent may schedule a re-
power points due to being upset about this result. match with you. When they do, they will have an
This should be scheduled within the next month added +30 PP for that match due to this one being
of scheduled dates. If you are not DQ’d, then your so unsatisfactory. Your opponent is mad and
cheating was successful. wants revenge for this match.

4 8
You throw your opponent into the turnbuckle (+8 Your best ally hits ringside and pounds on your
damage) and roll them up as they bounce off. You opponent while you distract the ref. They hit him
drop down and cradle them from behind. As you with +50 damage and you have three options: 1)
do, you thrust your legs out onto the second rope, attempt to pin your opponent now at a 30% (71-00
thus securing some wight advantage and leverage on 2d10) chance, 2) have the next three controls,
for the pin. Roll a 1d12. If you roll a 01-09, the ref or 3) you can take an automatic disqualification
catches you and stops the pin attempt. If you roll and only lose half the points for the loss (and,
a 10-11, you get away with it and have a 10% chance more importantly, keep your title unless previous
(91-00 on 2d10) of pinning your opponent. If you match stipulations say otherwise). If no main or
roll a “12,” you have a 15% (86-00) of pinning them. secondary tag partner, booker decides the ally.

| JCP 1986 EDITION | 21


TAG TEAM WRESTLING
POINTS FOR WINS AND LOSSES
Just to be clear, the points for tag team wins and losses (page 16) are applied to or subtracted from the
tag team rankings points, not the individual wrestler’s power points. The tag team points can be found
in the tag team rankings. The wrestler’s “tag team points” (listed on their individual wrestler sheet is
unaffected by wins and losses. It is an unchanging amount of points added when you tag with your main
partner. You will get half of those points when tagging with the designated secondary partner.

POINTS FOR MULTI-TAG MATCHES


We have already said that the booker will decide how many points the match is worth to everyone in
a multi-man (six-man or larger) tag match. But the question remains: what do we do before the match?
The answer is that you follow the same system as you would in a regular tag match, where it applies.
If the Road Warriors are teaming with Dusty Rhodes vs. Ivan & Nikita Koloff and the Barbarian, you
will add the Road Warriors “tag team points” from their respective individual sheets to their original
PP). Rhodes will solely use his singles points. The Koloffs will also add their “tag team points” to their
original PP, while the Barbarian will use only his singles points (his designated main tag partner is not
in the match, so he will not be able to use his tag team points). The points won or lost after a multi-man
match ends would be applied to the category in which your wrestler qualifies (tag team rankings points
for RnR/Koloffs, individual PP for Dusty and Barbarian..
If Ricky Morton teams with Barry Windham and Magnum T.A. in a six-man match, no one on the team
would get tag team points because the entirety of a tag team is not present. Because no one on the team
is using tag team points, the points won or lost after the match would apply to their singles power points.
MORE ON TAG TEAM TITLE DIFFERENTIATION
Once again, the hunt for the World Tag Team Championships should feature only regular teams
from the specific federation/territory and year. Teams who made fewer appearances (such as super-
star teams like Dusty Rhodes & Magnum T.A. or Hulk Hogan & Randy Savage) will be included in the
rankings for the U.S. Tag Team Titles (or whatever secondary tag belts are at stake, if any) but not
the World Tag Titles. If you create teams that didn’t exist from wrestlers you have drafted, they can
also be in the U.S. Tag Team title hunt. It has always been our preference that the World Tag Title hunt
should be reserved for established teams.
TAGGING OUT, TAGGING IN
In a tag team match, the act of tagging is considered one offensive maneuver. If you have control,
you may choose to either tag or execute an offensive move. In a six-man or larger match, the wrestler
tagging out will choose who they tag in. When tagging, roll 2d10 and consult the chart on page 24.
TAG TEAM RATING (found on the Tag Team Sheet)
This rating will impact the likelihood that the tag is clean and the possibility that a double-team
maneuver occurs after the tag is made. The better or more established the team, the likelihood that
good things will happen. The ratings span from A to D, with A representing the best of the best and D
representing rare or first-time team ups. If a team is not listed in the rankings, they should automati-
cally be classified as a D team.
ESTABLISHING NEW TEAMS
We get it. You want to establish new teams based upon the wrestlers you drafted. We did that, as
well. In one of our own federations, my friend and I ran a Nikita Koloff & Bam Bam Bigelow tag team
all the way to the U.S. Tag Titles. The question then remains: how do you do that? Start the team as a D
team and place them at the bottom of the U.S. Tag rankings (or whatever your secondary belts may
be). This will make them eligible for tag team win and loss points. They will move up the rankings as
they win and gain tag points. If they prove themselves over time, your booker may choose to move
them into the World Tag Title picture. If you are your own booker, use your best judgment.

22 | THE SQUARED CIRCLE | [email protected]


| JCP 1986 EDITION | 23
TAG TEAM TAGGING CHART
A–RATED TAG TEAM TAG CHART B–RATED TAG TEAM TAG CHART

01–10 You cannot make the tag. Your opponent 01–15 You cannot make the tag. Your opponent
drags you back into the center of the ring and drags you back into the center of the ring and ex-
executes two offensive moves on you. Counts as ecutes two offensive moves on you. Counts as two
two moves. moves.

11–62 You successfully make the tag. 16–68 You successfully make the tag.

63–65 You successfully make the tag and your part- 69–71 You successfully make the tag and your part-
ner comes in the ring a “house of fire.” Your partner ner comes in the ring a “house of fire.” Your partner
executes three offensive moves on the opponent in executes two offensive moves on the opponent in
the ring. Counts as three moves. the ring.

66–67 You successfully make the tag and your part- 72–74 You successfully make the tag and your part-
ner comes in the ring a “house of fire.” Your partner ner comes in the ring a “house of fire.” Your partner
executes two offensive moves on the opponent in executes two offensive moves on the opponent in
the ring. They also punch one of the other wres- the ring. They also punch one of the other wres-
tlers on the other team (in a multi-man match, the tlers on the other team (in a multi-man match, the
puncher chooses who they punch). Counts as three puncher chooses who they punch). Counts as three
moves. moves.

68–00 You tag, your partner enters the ring, and 75–00 You tag, your partner enters the ring, and
you perform a tag team maneuver. (Consult your you perform a tag team maneuver. (Consult your
tag team move set). tag team move set).

C–RATED TAG TEAM TAG CHART D–RATED TAG TEAM TAG CHART

01–20 You cannot make the tag. Your opponent 01–30 You cannot make the tag. Your opponent
drags you back into the center of the ring and ex- drags you back into the center of the ring and ex-
ecutes two offensive moves on you. Counts as two ecutes two offensive moves on you. Counts as two
moves. moves.

21–76 You successfully make the tag. 31–88 You successfully make the tag.

77–79 You successfully make the tag and your part- 89–91 You successfully make the tag and your part-
ner comes in the ring a “house of fire.” Your partner ner comes in the ring a “house of fire.” Your partner
executes two offensive moves on the opponent in executes two offensive moves on the opponent in
the ring. Counts as two moves. the ring. Counts as two moves.

80–82 You successfully make the tag and your 92–94 You successfully make the tag and your
partner comes in the ring a “house of fire.” Your partner comes in the ring a “house of fire.” Your
partner executes two offensive moves on the oppo- partner executes two offensive moves on the oppo-
nent in the ring. They also punch one of the other nent in the ring. They also punch one of the other
wrestlers on the other team (in a multi-man match, wrestlers on the other team (in a multi-man match,
the puncher chooses who they punch). Counts as the puncher chooses who they punch). Counts as
three moves. three moves.

83–00 You tag, your partner enters the ring, and 95–00 You tag, your partner enters the ring, and
you perform a tag team maneuver. (Consult your you perform a tag team maneuver. (Consult the
tag team move set). tag team move set on page 25).

24 | THE SQUARED CIRCLE | [email protected]


D-RATED TEAM MOVE SET
This chart will be used for irregular tag teams or special teams who rarely tag together. It
will also be used for irregular tag combinations in a multi-man tag match. For example, if the
Rock & Roll Express are teaming with Magnum TA & Dusty Rhodes, when Ricky Morton
tags Magnum TA, that is not a tag between regular tag partners and thus would not use the
A-Rated Tag Chart that would be consulted if Morton tagged Gibson, or vice versa. When
an irregular tag (a tag to someone other than your regular partner) is attempted, you will
also use the D-Rated Tag Team Chart on page 24 to determine if it is successful. If you roll a
double-team maneuver (95-00), this page will be your tag team maneuver move set.

01-10 Double Forearm +8

11-19 Double Knee +5

20-29 Double Chop +8

30-39 Double Kick +11

40-49 Double Elbow +6

50-59 Double Punch +11

60-69 Double Clothesline +24

70-79 Double Ram Head into Turnbuckle +15

80-89 Double Ram Head into Mat +15

90-99 Three punches (Two from the wrestler tagged in and one from the wrestler
tagging out, alternating, to the opponent in the ring). Consult each wrestler’s individual
punch damage and subtract it from the opponent’s PP. Counts as three moves.

00 The wrestler coming into the ring performs their finishing maneuver (the
last maneuver in his or her individual move set) on his opponent. A pinfall attempt occurs
automatically. If the move is unrated, it is an “E” maneuver.

| JCP 1986 EDITION | 25


THE WRESTLING RAFFLE CHART (JCP 1986)
When rolling for control of the next maneuver, if both players roll the same number, they will refer
to the Wrestling Raffle Chart. This chart allows situations to occur that are outside of the regular rules
and structure of the game. Yet, these are not abnormal move set items (for the most part). These are
things that would happen in a professional wrestling match. There are efforts made in this game so
that it incorporates pro wrestling occurrences rather than just being a numbers race downward to
“pinnable” or “submittable” levels.
If there are more than two players rolling for control (in a Three Way Dance, for example), then
the Wrestling Raffle Chart would be consulted if the total players rolling minus one rolls the same
number on the control roll. In a Three Way Dance, that would be two players rolling the same number
on control. In a Fatal Four Way, that would mean this chart is consulted when three of the four players
roll the same number on the same control check.
If a booker wants to spice up the match a bit, adding some randomness, they may choose to initiate
a Wresting Raffle Chart roll at any point during the match. Again, it isn’t something we suggest doing
often, but it is an option. The wrestler in the ring with the most power points remaining is the wrestler
who will make the Wrestling Raffle Chart roll. That does not necessarily mean they will be the one to
execute the move or moves the chart directs. Many things can occur on this chart, from the benign to
the match-changing. Good luck. In the words of Jim Ross, “Business is about to pick up.” Roll the 2d10.

Pictured below: Stan “The Lariat” Hansen


(left) and Tommy “Wildfire” Rich (right)
01 The heel tag partner and manager come into the shared time together in the Georgia ter-
ring and start beating on the babyface. They are dis-
ritory before Hansen went to Minneapo-
qualified from the match. If it is a heel vs. heel match,
it is a double disqualification and neither wrestler or
lis and won the AWA Heavyweight Title
team loses singles or tag team points. If it is a babyface from Rick Martel at the end of 1985. Rich
vs. babyface match, things get out of hand and they briefly held the NWA Heavyweight Title,
brawl to the floor. Both wrestlers or teams are counted which he won from Harley Race in 1981
out. Neither loses singles or tag team points. and lost back to Race four days later.

02 Both wrestlers or teams get heated and the match


gets out of control. The wrestlers fall out of the ring in
the midst of the brawl and both are counted out. Neither
loses singles or tag team points. Double count-out.

03 Both wrestlers roll 3d10. The wrestler with the


lowest cumulative points on the rolls has been busted
wide open after getting their head rammed into the top
of the post (1d6 +35 damage). They are a bloody mess!
For the remainder of the match, they will lose one point
on the control roll. If this is a tag team or multi-person
match, it will apply to that wrestler only and not his
or her teammates. If this or 04 are rolled again in the
match and the same wrestler is busted open, the dam-
age applies but they do not lose another control point.

04 The wrestler with the most points in the match


rams the other wrestler’s head into the top of the post
(1d6 +35 damage) and busts them wide open. What
a bloody mess! The bloodied fights to get up, covered
in crimson, and jumps all over their opponent with 5
punches to the face (roll damage, counts as five moves).

26 | THE SQUARED CIRCLE | [email protected]


Both wrestlers are bloody. They each lose one 15 There is a flurry of pinning combinations:
point on control rolls for the rest of the match. In The leading wrestler – 05/10/86
a singles match, only the damage applies. The The trailing wrestler – 05/15/91
control adjustments negate one another. But in The leading wrestler – 05 /15/91
a tag team or multi-person match, the control The trailing wrestler – 05/20/96
adjustments remain. Whenever either wrestler is Pinning attempts will be rolled in that order. No
in the ring, they are –1 on their control rolls. If this damage is done, but the whole sequence takes
or 03-06 have been rolled before in the match, the four move boxes.
damage applies but the wrestler does not lose
16 The wrestler with the most points (leading
another control point. No wrestler rolling 03-04
wrestler) grounds his opponent and works on
on the Wrestling Raffle Chart can lose two control
the arm. This counts as three moves and the total
points. One is the maximum number of control
damage is 1d6 + 10.
points that can be lost per wrestler during a match.
17 The leading wrestler grounds his opponent
05 Each wrestler rolls 5d10. The wrestler with and works on the leg. This counts as three moves
the lowest cumulative points is legitimately and the total damage is 1d6 + 10.
injured. They will be out for exactly one month
and must be taken off the schedule. If they are 18 The leading wrestler grounds his opponent and
a title holder, the booker will decide how to han- works on the head with headlocks. This counts as
dle the title situation. This match is ruled a no three moves and the total damage is 1d6 + 2.
contest. Neither wrestler gains or loses points in
a singles match. If this is a tag match, the match 19-30 Booker’s Call! The booker gets to add sto-
continues and the partner must wrestle alone. If ryline to the match by creating a situation that
it is a multi-person match, the booker will decide befits the match that is taking place. They will
how to handle the situation. decide if any move boxes are used and if any
damage is done. If there are only two players, you
06-12 Each wrestler rolls 3d10. The one with the may choose to roll again.
highest cumulative total automatically wins the
next three control rolls. It’s a flurry! It counts as 31-35 Someone (booker decides) comes out to
three moves. ringside. For now, they are just observing the
match. It’s the booker’s call if they become in-
volved later at any point.
13 Lucky number 13! Take a chance? This choice
is that of the leading wrestler in the match. The
36-49 The trailing wrestler automatically wins
wrestler with the most points remaining will
the next control roll.
hit their finishing move on the opponent if they
convert a 60% roll (41-00 on 2d10). If the move is 50-55 The wrestlers in the ring bury each oth-
missed, the opponent hits their finishing move if er in a ground game, grappling and reversing
they convert an 80% roll (21-00 on 2d10). Apply moves, chain wrestling for five moves (ten in a
the damage and roll for the pin or submission. tag team match). Place an “X” in the next five
If the wrestler doesn’t have a finishing move, (or ten, whichever applies) move boxes on your
they will convert a quick pinning combination match sheet.
at 01/40/70 for the 1-2-3. It’s risky. Do you feel
lucky? If you pass up the opportunity, the raffle 56-60 The wrestlers in the ring bury each other in
roll is finished. Return to the next control roll. a ground game, grappling and reversing moves,
chain wrestling for ten moves (ten in a tag team
14 The wrestler with the lowest points remain- match, as well). Place an “X” in the next ten move
ing rolls out of the ring and time passes. The ref boxes on your match sheet.
doesn’t get through a count because they are
dealing with keeping the leading wrestler back. 61-65 Free tag! In a tag match, both wrestlers now
No moves are performed, but “Out of Ring” will have the right to tag out without having to roll for
take three move boxes with no damage. a successful tag, if the choose to do so. If this is not

| JCP 1986 EDITION | 27


a tag team or multi-person match, or if both wres- 90 The wrestler with the most points remaining
tlers choose not to tag, roll again. If one chooses to is a house of fire! They hit five punches in a row.
tag and one doesn’t, this raffle roll has been used. Roll for damage.
Return to the next control roll.
91 The wrestler with the least power points
66-70 Free tag! In a tag match, the wrestler with remaining rolls an offensive move and nails it!
the fewest power points can make a free tag if they Double the damage done to your opponent.
choose to, without having to roll for a successful
tag. If this is not a tag team or multi-person match, 92 The wrestler with the most power points
roll again. If the wrestler chooses not to tag, this remaining rolls an offensive move and nails it!
raffle roll has still occurred and we go back to the Double the damage done to your opponent.
match. Return to the next control roll.
93 The wrestler with the least amount of pow-
71 The leading wrestler hits back-to-back er points remaining rolls an offensive move
clotheslines. If the move is not in the wrestler’s and nails it! Triple the damage done to your
move set, then apply damage of 1d6 + 15 per opponent.
clothesline. This counts as two moves.
94 The wrestler with the most power points
72-84 The leading wrestler automatically wins remaining rolls an offensive move and nails it!
the next control roll. Triple the damage done to your opponent.

85 The wrestler with the lowest number of 95 The highest-ranked wrestler begins arguing
points remaining pulls out a surprise pinning with the referee over a non-call. As he does,
combination at 01/10/96 for the 1-2-3. the lowest-ranked wrestler applies a surprise
pinning combination. If he is a heel, he pulls the
tights. The pin chance is 15% (86-00 on a 2d10).
86 The wrestlers start to brawl. They each land
five punches on the other wrestler. Roll for dam-
96 In an attempt to throw the higher-ranked
age. You will mark ten move boxes on your sheet.
wrestler into the turnbuckle (use team rankings
“A punches B five times” and “B punches A five
in a tag match), the referee is knocked down
times.” If this is a tag team or multi-person match,
and appears to be out. The lowest-ranked wres-
everyone comes into the ring and starts brawling.
tler hits their finishing maneuver on the high-
Each wrestler pairs up with another and all get
est-ranked wrestler. Apply the damage. Baffled
five punches in (still, only mark ten move boxes).
that a ref isn’t counting, he counts himself: 1-2-3!
He stands up and celebrates, quickly realizing he
87 Each wrestler rolls a 1d10. The wrestler with has not won the match. A second referee makes
the highest number surprises the other with a his way to the ring to finish the match, but the
quick pinning combination. The 1-2-3 chances on first referee stumbles to his feet and disqualifies
the pin are 05/15/96. the wrestler who was going into the turnbuckle.
It’s a sketchy decision by this referee, and this
88 Each wrestler rolls a 1d10. The wrestler with feud is far from over.
the highest number surprises the other with a
quick pinning combination. The 1-2-3 chances on 97 In an attempt to throw the higher-ranked
the pin are 05/10/91. wrestler into the turnbuckle (use team rankings
in a tag match), the referee is knocked down
89 The wrestlers fight to the ground and roll out and appears to be out. The lowest-ranked wres-
to the floor where they continue brawling. Each tler hits their finishing maneuver on the high-
rolls 5d10. Whoever has the highest cumulative est-ranked wrestler. Apply the damage. Baffled
score from the five rolls crawls back into the that a ref isn’t counting, he counts himself: 1-2-3!
ring just in time and wins by count-out. In case He stands up and celebrates, quickly realizing
of a tie, roll another 1d10 each until one wrestler he has not won the match. A second referee
has more points than the other. Someone will makes his way to the ring to finish the match.
win by count-out. The opponent has recovered by this time, and

28 | THE SQUARED CIRCLE | [email protected]


Referee Tommy Young (center)
officiating a match between”The
Russian Nightmare” Nikita Koloff
(left) and “The Nature Boy” Ric
Flair (right). Though both were
heels, the two wrestled several
times throughout 1985 and
1986, including matches at the
1985 Great American Bash and
Starrcade 1986, which occurred
after Nikita’s face turn.
and could change the course
of the month.

00 The wrestlers in
the ring exchange punches
in what turns into a furious
brawl. Then, in an amazing
turn of events, the underdog
in the match (lower-ranked
the next control is rolled. wrestler or team) pulls out their finishing maneu-
98 The wrestlers in the ring exchange punches ver (final move in individual move set, individ-
in what turns into a furious brawl. Then, in an ual or, when applicable, team move set). Apply
amazing turn of events, the underdog in the the damage for the move. The underdog has a
match (lower-ranked wrestler or team) pulls 75% chance to pin the opponent (26-00 on 2d10).
out their finishing maneuver (final move in in- What an upset! But woe is the wrestler or team
dividual move set, individual or, when applica- who cannot convert at the end. [In a multi-man or
ble, team move set). Apply the damage for the team match, the lowest ranked wrestler or team
move. The underdog has a 20% chance to pin the hits the finisher on the highest-ranked wrestler or
opponent (81-00 on 2d10). Huge possibility for team].
an upset! But woe is the wrestler or team who
cannot convert at the end. [In a multi-man or tag Notes:
team match, there is chaos as all wrestlers hit
the ring at once. The lowest ranked wrestler in
the match hits the finisher on the highest-ranked • A finishing maneuver is the last one listed
wrestler not on his team]. on a Wrestler Sheet for an individual. For
a tag team, it is the last one listed in the tag
99 The wrestlers in the ring exchange punches team move set.
in what turns into a furious brawl. Then, in an • Some of the options in the wrestling raffle
amazing turn of events, the underdog in the rolls above will include opportunities for a
match (lower-ranked wrestler or team) pulls out pin that is tied to a single percentage and
their finishing maneuver (final move in individu- not a three-number 1-2-3. In such cases, the
al move set, individual or, when applicable, team first one and two counts are automatic. The
move set). Apply the damage for the move. The percentage listed is the number for the three
underdog has a one-roll 25% chance to pin the count.
opponent (76-00 on 2d10). What an upset! But • The leading wrestler is the one with the
woe is the wrestler or team who cannot convert most power points remaining at that mo-
at the end. [In a multi-man or tag team match, ment. The trailing wrestler is the one with
there is chaos as all wrestlers hit the ring at once. the fewest power points remaining at that
The lowest ranked wrestler in the match hits the moment. In a tag team match, this applies
finisher on the highest-ranked wrestler not on his only to the wrestlers who are currently the
team]. This could be a major upset in the making legal men in the match.

| JCP 1986 EDITION | 29


THROWN OUT OF THE RING
You get thrown out of the ring (TOOR). What happens next? The players roll for control. The player who
wins the control gets to decide if they will “pursue” the wrestler outside the ring (or draw the wrestler from
the inside to the outside, if control is won by the wrestler outside the ring). Or, if they are inside the ring,
they may attempt to “wait patently” inside the ring for their return. If the wrestler outside the ring follows
the patient option, they walk around for a moment to recoup, and then they attempt to get back inside the
ring. The following two charts will be used to determine the outcome, damage done, and time allotted in
moves counted. The control winner rolls 2d10. Be careful. It’s dangerous to go outside. Each of the following
actions has the time equivalent of counting as four moves.

PURSUE or DRAW OPPONENT OUT PURSUE or DRAW OPPONENT OUT


01-05 Both wrestlers fight one another, END OF 61-65 Control winner rams head into +25
exchanging punches on the outside MATCH the guard rail. Both return.
as the referee counts. They each try
to return in time, only to get pulled 66-70 Control winner rams head into +25
back outside the ring. Neither wres- mat. Both return to ring.
tler makes it in and both are count-
ed out! 71-75 Control winner drives back into +25
side of ring. Both return to ring.
06-10 Both wrestlers are on the floor, they N/A
verbally spar, and both agree to re- 76-80 Control winner rams head into +20
turn to the ring. steel post. Both return to ring.

11-20 If the control winner has a man- CHECK 81-85 Control loser rams head into +20
ager, roll on the manager’s cheat MGR steel post. Both return to ring.
move set. There will be No DQ as SHEET
the referee is distracted trying to 86-88 Control wrestler body slams op- +40
get that the control winner in the ponent on floor. Both return.
ring. The manager hits the move
(with damage listed +10 extra). The 89-92 Control wrestler suplexes oppo- +28
control winner is now in the ring nent on floor. Both return.
and the beaten wrestler is thrown
back in by the manager. If there 93-96 Control wrestler rams head into +35
are any pinfall attempts associated steel post and bloodies oppo-
with the move, roll them. If there is nent. Opponent does same.
no manager, re-roll.
97-98 Both bloodied. (Roll 2d10 to see END OF
21-40 Wrestlers exchange four punches +28 who is counted out; lowest roll MATCH
each. Both return to ring. EACH loses)

41-45 Control winner executes four +28 99 Control wrestler goes for a END OF
punches and both return to ring. roundhouse and misses. Oppo- MATCH
nent rams head into steel post
46-50 Control winner drops opponent over +30 and jumps back into the ring.
the railing and both return to ring. Control wrestler is counted out.

51-55 Control loser drops opponent over +30 00 Control wrestler piledrives END OF
railing and both return to ring. opponent on the concrete. He is MATCH
out. Control wrestler gets back
56-59 Control winner hits Back Drop on +25 in and wins by count out!
floor and both return to ring.

Control loser hits Back Drop on the


60 +20
floor. Both return to ring.

30 | THE SQUARED CIRCLE | [email protected]


MATCH TIME LIMITS
This, my friends, is not a science. If you ask me what part of this game has changed
the most over the years, the answer is easy – time limits. How do you set it up so that
there are neither too many nor too few time limit draws? The answer is that there is
no perfect system. You may choose to alter this as you play, but, as with the alteration
of any rule, we would like to know what you come up with. We are still looking for that
perfect number of move boxes used for the game. That said, we think these work pretty
well. What follows are our conclusions.

SINGLES TIME LIMIT


10 MINUTES is 50 moves.

20 MINUTES is 70 moves.

30 MINUTES is 90 moves.

60 MINUTES is 120 moves.


TAG TEAM TIME LIMIT
10 MINUTES is 100 moves.

20 MINUTES is 140 moves.

30 MINUTES is 180 moves.

60 MINUTES is 240 moves.

SIX-MAN TAG TIME LIMIT


10 MINUTES is 150 moves.

20 MINUTES is 210 moves.

30 MINUTES is 270 moves.

60 MINUTES is 360 moves.

WAIT PATIENTLY AFTER THROWN OUT OF RING


01-05 Uh-oh. After deciding to wait patiently, the wrestler inside the ring has decided to go outside and
deal with his opponent on their own terms. A brawl ensues (-30 PP for both wrestlers) and then......
Roll from the “Pursue or Draw Opponent Out” chart for next move. Counts as four total moves.

06-98 The wrestler inside the ring steps back to the turnbuckle and patiently waits for his opponent to
return. Counts as four moves.

99-00 What in the world has happened?! After jawing with one another, both wrestlers are on the floor
fighting and tearing each other apart all the way back to the dressing room. Both are counted out!

| JCP 1986 EDITION | 31


The Squared Circle Singles Match
WRESTLER A MOVE APPLIED MOVE COUNT MOVE APPLIED WRESTLER B
The Squared Circle Tag Team Match
WRESTLER A WRESTLER B MOVE APPLIED COUNT MOVE APPLIED WRESTLER C WRESTLER D
The Squared Circle Six-Man Tag Team Match
MOVE
A B C MOVE APPLIED COUNT MOVE APPLIED D E F
The Squared Circle Battle Royal
WRESTLER ADJ
RIC FLAIR
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-07 Takedown +0
08 Snap Mare +1
09 Armbar (counts as two moves) +1
10 Hip Toss +2
11-15 Knee +3
16-19 Knee Drop +10
20 Knee Lift +4
21-22 Elbow +4
23 Elbow Drop +7
24-25 Forearm +5
26-29 Kick +7
30-52 Chop +9
53-68 Punch +7
69 Jackhammer Punch Flurry +13
70 Slap +1
71 Shoulder Block +8
“The Nature Boy” 72 Double Foot Stomp +6
Promotion: CROCKETT 1986
73* Running Knee from Behind (D) +10
Current Rank: __________________ 74 Atomic Drop +8
Current Title Held: _______________ 75 Reverse Atomic Drop +8
Specialty Match: ________________ 76-77 Knee Breaker +16
Tag Team Points: 0 78 Back Breaker +16
Manager (if any) ________________ 79 Suplex +17
Main Tag Partner: _______________ 80 Back Suplex +17
Secondary Tag Partner: __________ 81 Vertical Suplex +18
Main Feud: ____________________ 82 Throw into Turnbuckle +8
Secondary Feud: _________________
83-84 Ram Head into Turnbuckle +10
Battle Royal Adjustment: +12
85 Throw Out of Ring +12
86** Sleeper (E) +20
POWER POINTS: _____ 87** Top Rope High Crossbody (E) N/A
88 Hair Pull +0
Defensive Pinfall/Submission Levels 89 Eye Rake +1
Level 1: _______ Level 2: ________ 90 Low Blow +3
Level 3: _______ Level 4: ________ 91 Choke +7
Level 5: 0 92 Drop Over Ropes +8
93-94** Pin With Feet on Ropes (roll 99-00 to pin) N/A
95-97 Cheat (refer to the Cheat Chart) CHART
98-00** Figure Four (C, counts as four moves) +40

Wrestler-Specific Notes
1) When Ric Flair is “thrown into turnbuckle” by his opponent, there is a 25% (76-00, opponent rolls) chance he does
the “Ray Stevens bump,” flipping over the turnbuckle and walking down the side of the apron aimlessly, only to get hit
with a +16 clothesline from the opponent, causing him to fall out of the ring (no damage). He will get back into the ring.
2) When Ric Flair applies the Figure Four leg lock to an opponent, apply the damage, the four move boxes as used
in the match, and roll for submission. Then however, you will check if the opponent reverses the Figure Four on Flair
(25%, 76-00, opponent rolls). If he doesn’t reverse, roll for next control. If he does reverse it, roll for +25 damage and
mark four moves as used in the match. Flair will not submit from a reversed figure four.

36 | THE SQUARED CIRCLE | [email protected] | JCP 1986 EDITION | 36


DUSTY RHODES
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07-09 Armbar (counts as two moves) +1
10-12 Hip Toss +2
13 Knee +3
14 Knee Drop +5
15-24 Elbow +8
25-29* Elbow Drop (D) +14
30 Forearm +5
31-32 Kick +7
33-42 Chop +5
43-65 Punch +8
66-67 Leg Lock +2
68-70 Shoulder Block +6
71 Football Tackle +8
72 Back Drop +8
“The American Dream” 73 Head butt +8
74 Atomic Drop +8
Promotion: CROCKETT 1986 75-77 Clothesline +16
Current Rank: __________________ 78-79 Body Slam +15
Current Title Held: _______________ 80 Back Breaker +16
Specialty Match: ________________ 81 Suplex +17
Tag Team Points: 0 82 Belly-to-Belly Suplex +17
Manager (if any) ________________ 83-84 Throw into Turnbuckle +8
Main Tag Partner: _______________ 85 Ram Leg into Ring Post +9
Secondary Tag Partner: __________
86 Ram Head into Turnbuckle +10
Main Feud: ____________________
Secondary Feud: _________________ 87** Backslide (E) N/A
Battle Royal Adjustment: +13 88** Small Package (D) N/A
89** Boston Crab (E, counts as three moves) +20
POWER POINTS: _____ 90** Sleeper (D, counts as three moves) +25
91** Figure Four (E, counts as three moves) +25
92 Top Rope Elbow +18
Defensive Pinfall/Submission Levels
93-96* Dusty Rhodes Rolling Punches (E) +20
Level 1: _______ Level 2: ________ 97-00* Bionic Elbow (D) +20
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) When Ric Flair applies the figure four leg lock to Dusty Rhodes, the American Dream has a 40% chance (61-00,
Rhodes rolls) of reversing it. If he doesn’t reverse, roll for next control. If he does reverse it, roll for +25 damage and
mark four moves as used in the match. Flair will not submit from a reversed figure four.
2) When Dusty Rhodes dawns a mask as either “the Midnight Rider” or “Frank James” (of the James Boys, with
Magnum T.A. as “Jesse James”), he has a Clark Kent-like ability to fool everyone about his identity. Everyone, except for
Jim Cornette. No special rules apply to a masked Dusty Rhodes or Magnum T.A. other than they cannot be “suspended”
or punished as Dusty & Magnum when they are under the hoods.

| JCP 1986 EDITION | 37


NIKITA KOLOFF
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-08 Snap Mare +1
09-10 Hip Toss +2
11-14 Test of Strength +2
15-24 Knee +4
25 Knee Lift +5
26 Knee Drop +6
27 Elbow +5
28-29 Elbow Drop +8
30-33 Forearm +7
34-44 Kick +8
45 Big Boot +10
46-50 Punch +8
51-53 Shoulder Block +7
54-55 Drop Opponent Onto Ropes +6
56-60 Repeated Shoulder-to-Stomach in Corner +12
“The Russian Nightmare” 61-64 Double Axe Handle +5
65 Dropkick +10
Promotion: CROCKETT 1986 66 Flying Shoulder Block +11
Current Rank: __________________ 67-72 Body Slam +15
Current Title Held: _______________ 73 Back Breaker +16
Specialty Match: ________________ 74 Back Suplex +17
Tag Team Points: 0 75-76 Throw into Turnbuckle +8
Manager (if any) ________________ 77-81 Ram Head into Turnbuckle +10
Main Tag Partner: _______________ 82-83 Throw Out of Ring +12
Secondary Tag Partner: __________
84 Eye Rake +1
Main Feud: ____________________
Secondary Feud: _________________ 85-86 Choke +7
Battle Royal Adjustment: +8 87 Choke Opponent with Ropes +8
88-89** Bear Hug (E, counts as three moves) +18
POWER POINTS: _____ 90** Cobra Clutch (B, counts as three moves) +35
91-92 Cheat (refer to the Cheat Chart) CHART
93** 2nd Rope Russian Sickle (B) +55
Defensive Pinfall/Submission Levels
94** Top Rope Russian Sickle (B) +60
Level 1: _______ Level 2: ________ 95-00** Russian Sickle (A) +50
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) If a “00” is rolled on the move set, you have the option of making it a Russian Sickle using a Russian chain. You must
choose whether you will pursue this maneuver before you make any further rolls. To do this, Nikita Koloff has to currently
be a heel (bad guy) in your territory. If you choose to use the chain, you are assuming the referee has his back turned,
handling an issue outside the ring. The damage for a Sickle with a chain will be +75. The risk is still disqualification. After
rolling the damage, Nikita will roll to see if he is disqualified. If he rolls 01-55, he is disqualified. The ref has either turned
around in time to see the chain being used, or the chain wasn’t thrown far enough out of the ring and he sees it lying at the
edge of the mat. If Nikita rolls 56-00, he goes for the pin. The pin combination (regardless of defensive level) is 01/02/10.

2) If Nikita is hit with either a “Ram Head into Turnbuckle” or a “Piledriver,” there is a 75% chance he “no-sells” it. Nikita will
make the 2d10 roll (01-75 no sell, 76-00 take the damage). If he “no-sells” it, he rises up, flexes, and walks slowly toward
his opponent. Nikita Koloff automatically wins the next two control rolls. This can only happen three times per match,
maximum.

38 | THE SQUARED CIRCLE | [email protected]


MAGNUM T.A.
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07-09 Armbar (counts as two moves) +1
10-12 Arm Drag +2
13-15 Knee +3
16 Knee Drop +5
17-18 Elbow +4
19 Forearm +5
20-21 Kick +7
22-65 Punch +7
66 Fireman’s Carry +1
67 Double Axe Handle +4
68 Hip Toss +5
69 Shoulder Block +6
70-72 Back Drop +8
73 Back-Hand Punch +6
“The Boss” 74 Atomic Drop +8
75-77 Dropkick +10
Promotion: CROCKETT 1986 78 Clothesline +16
Current Rank: __________________ 79 Body Slam +15
Current Title Held: _______________ 80 Press Slam +18
Specialty Match: ________________ 81 Back Breaker +16
Tag Team Points: 0 82 Suplex +17
Manager (if any) ________________ 83-84 Throw into Turnbuckle +8
Main Tag Partner: _______________ 85 Ram Head into Turnbuckle +10
Secondary Tag Partner: __________
86 Throw Out of Ring +12
Main Feud: ____________________
Secondary Feud: _________________ 87 Splash +11
Battle Royal Adjustment: +8 88** Backslide (E) N/A
89** High Crossbody (E) N/A
POWER POINTS: _____ 90-91** Sunset Flip (D) N/A
92 Piledriver +30
93* 2nd Rope Superplex (E) +22
Defensive Pinfall/Submission Levels
94-95* Top Rope Double Axe Handle (E) +14
Level 1: _______ Level 2: ________ 96-00** Belly-to-Belly Suplex (A) +50
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) When Magnum T.A. dawns a mask as either “Jesse James” (of the James Boys, with Dusty Rhodes as “Frank
James”), he has a Clark Kent-like ability to fool everyone about his identity. Everyone, except for Jim Cornette. No
special rules apply to a masked Dusty Rhodes or Magnum T.A., other than they cannot be “suspended” or punished as
Dusty & Magnum when they are under the hoods.

| JCP 1986 EDITION | 39


RON GARVIN
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-07 Takedown +0
08 Armbar (counts as two moves) +1
09 Snap Mare +1
10 Arm Drag +2
11 Hip Toss +2
12-14 “Tied Him Up Like a Pretzel” +8
15 Knee Lift +4
16 Elbow +4
17 Elbow Drop +7
18 Forearm +5
19-24 Kick +7
25-26 Stomp +8
27-49 Chop +9
50-67 Punch +10
68 Slap +1
69 Leg Lock +2
“The Hands of Stone” 70 Head Scissors +2
71 Shoulder Block +6
Promotion: CROCKETT 1986
Current Rank: __________________
72-74 Back Drop +8
Current Title Held: _______________ 75-79 Head Butt +8
Specialty Match: ________________ 80 Leaping Head Butt +9
Tag Team Points: 0 81 Abdominal Stretch (counts as two moves) +8
Manager (if any) ________________ 82 Body Slam +15
Main Tag Partner: _______________ 83 Suplex +17
Secondary Tag Partner: __________ 84 Throw into Turnbuckle +8
Main Feud: ____________________ 85 Ram Head into Mat +10
Secondary Feud: _________________ 86 Throw Out of Ring +12
Battle Royal Adjustment: +6
87** Backslide (C) N/A
88** High Crossbody (E) N/A
POWER POINTS: _____ 89** Roll Up (E) N/A
90** Small Package (E) N/A
Defensive Pinfall/Submission Levels 91** Big Splash (D) +13
Level 1: _______ Level 2: ________ 92 Hair Pull +0
Level 3: _______ Level 4: ________ 93 Eye Rake +1
Level 5: 0 94 Back Rake +2
95 Choke +7
96** Sleeper (E, counts as three moves) +20
97-00** Knock Out Punch / Hands of Stone (A) +50

Wrestler-Specific Notes

40 | THE SQUARED CIRCLE | [email protected]


BARRY WINDHAM
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-07 Takedown +0
08-09 Armbar (counts as two moves) +1
10 Snap Mare +1
11-12 Arm Drag +2
13-14 Hip Toss +2
15 Knee Drop +5
16 Elbow +4
17 Elbow Drop +7
18-19 Forearm +5
20-26 Kick +7
27 Chop +5
28-62 Punch +7
63-64 Jackhammer Punch Flurry +13
65 Leg Lock +2
66 Shoulder Block +6
67 Back Drop +8
68 Leg Drop +8
69 Atomic Drop +8
Promotion: CROCKETT 1986 70 Head butt +8
Current Rank: __________________ 71-72 Abdominal Stretch (counts as three moves) +18
Current Title Held: _______________ 73-74 Dropkick +10
Specialty Match: ________________
75-76 Body Slam +15
Tag Team Points: 0
Manager (if any) ________________ 77* Power Slam (E) +17
Main Tag Partner: _______________ 78 Suplex +17
Secondary Tag Partner: __________ 79 Side Suplex +17
Main Feud: ____________________ 80 Back Suplex +17
Secondary Feud: _________________ 81 Vertical Suplex +18
Battle Royal Adjustment: +6 82-83 Throw into Turnbuckle +8
84 Ram Head into Turnbuckle +10
POWER POINTS: _____ 85** Backslide (E) N/A
86** High Crossbody (E) N/A
Defensive Pinfall/Submission Levels 87** Roll Up (E) N/A
88** Small Package (E) N/A
Level 1: _______ Level 2: ________
89-90** Sunset Flip (C) N/A
Level 3: _______ Level 4: ________
Level 5: 0
91* 2nd Rope Lariat (E) +21
92* Top Rope Punch (E) +17
93* Top Rope Dropkick (E) +20
94** Figure Four (E, counts as three moves) +25
95** Sleeper (E, counts as three moves) +20
96** Bulldog (B) +30
97-00** Flying Lariat (B) +35

Wrestler-Specific Notes

| JCP 1986 EDITION | 41


ARN ANDERSON
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07-11 Armbar (counts as three moves) +3
12 Snap Mare +1
13 Arm Drag +2
14 Hip Toss +2
15-24 Knee +3
25-27 Knee Drop +5
28-31 Elbow +4
32 Elbow Drop +7
33-34 Forearm +5
35-46 Kick +4
47-48 Nerve Hold (counts as two moves) +3
49-55 Work on the Arm (counts as three moves) +7
56-61 Stomp on the Arm +8
62-75 Punch +7
76 Slap +1
“The Enforcer” 77 Leg Lock +2
Promotion: CROCKETT 1986
78 Leg Sweep +2
Current Rank: __________________ 79 Shoulder Block +6
Current Title Held: _______________ 80 Drop Opponent Onto Ropes +6
Specialty Match: ________________ 81 Double Axe Handle +4
Tag Team Points: 80 82 Head Butt +8
Manager (if any) ________________ 83 Body Slam +15
Main Tag Partner: _______________ 84-85 Chicken-Wing Body Slam +17
Secondary Tag Partner: __________ 86 Stomach Buster +16
Main Feud: ____________________ 87 Throw into Turnbuckle +8
Secondary Feud: _________________
88 Ram Head into Turnbuckle +10
Battle Royal Adjustment: +3
89-90 Ram Arm into Post +11
91 Ram Head into Mat +10
POWER POINTS: _____ 92 Eye Rake +1
93 Choke Opponent with Ropes +7
Defensive Pinfall/Submission Levels 94-95 Cheat CHART
Level 1: _______ Level 2: ________ 96-98* Spine Buster (B) +25
Level 3: _______ Level 4: ________ 99-00** Gourd Buster (B) +35
Level 5: 0
Wrestler-Specific Notes

42 | THE SQUARED CIRCLE | [email protected]


OLE ANDERSON
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-13 Armbar (counts as three moves) +6
14-15 Snap Mare +1
16-18 Knee +3
19 Elbow +4
20 Elbow Drop +7
21-26 Forearm +5
27-56 Kick +7
57-59 Nerve Hold (counts as two moves) +3
60-68 Work on the Arm (counts as three moves) +9
69 Chop +5
70-80 Punch +7
81 Double Axe Handle +4
82 Head Butt +8
83 Body Slam +15
84 Chicken-Wing Body Slam +17
“The Rock” 85 Back Breaker +16
86 Throw into Turnbuckle +8
Promotion: CROCKETT 1986 87-88 Ram Head into Turnbuckle +10
Current Rank: __________________ 89 Ram Head into Mat +10
Current Title Held: _______________ 90 Throw Out of Ring +12
Specialty Match: ________________ 91 Hair Pull +0
Tag Team Points: 180 92 Eye Rake +1
Manager (if any) ________________ 93 Choke Opponent with Ropes +8
Main Tag Partner: _______________ 94-95 Cheat (refer to the Cheat Chart) CHEAT
Secondary Tag Partner: __________
96 Top Rope Knee to Arm +18
Main Feud: ____________________
Secondary Feud: _________________ 97* Top Rope Forearm to the Back of the Neck (D) +20
Battle Royal Adjustment: +6 98-00* Lock in the Armbar (C, counts as three moves) +25

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Wrestler-Specific Notes

| JCP 1986 EDITION | 43


WAHOO McDANIEL
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-10 Takedown +0
11-12 Armbar (counts as two moves) +1
13-18 Snap Mare +1
19-20 Arm Drag +2
21 Hip Toss +2
22 Elbow Drop +7
23-67 Chop +10
68-80 Vertical Chop +10
81 Double Chop to Throat +10
82-83 Punch +7
84 Back Drop +8
85 Atomic Drop +8
86 Body Slam +15
87 Back Breaker +16
88 Suplex +17
Promotion: CROCKETT 1986 89* Double Chicken-Wing Suplex (D) +20
Current Rank: __________________ 90-92 Throw into Turnbuckle +8
Current Title Held: _______________ 93-94 Throw Out of Ring +12
Specialty Match: ________________ 95-97 Eye Rake +1
Tag Team Points: 0 98-00** Chop Drop (C) +30
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +9

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Wrestler-Specific Notes

44 | THE SQUARED CIRCLE | [email protected]


DICK MURDOCH
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-12 Takedown +0
13-14 Armbar (counts as two moves) +1
15-16 Snap Mare +1
17-19 Arm Drag +2
20-23 Hip Toss +2
24-27 Knee +4
28-31 Knee Lift +5
32-35 Knee Drop +6
36-48 Elbow +7
49-50* Elbow Drop (D) +12
51-58 Forearm +7
59-62 Kick +9
63-70 Punch +9
71-73 Fireman’s Carry +1
74-76 Leg Lock +2
“Dirty Dick Murdoch” 77-80 Shoulder Block +6
81-82 Back Drop +8
Promotion: CROCKETT 1986 83-86 Body Slam +15
Current Rank: __________________ 87-90 Throw into Turnbuckle +8
Current Title Held: _______________ 91-94 Ram Head into Turnbuckle +10
Specialty Match: ________________ 95-96 Cheat (refer to Cheat Chart) CHART
Tag Team Points: 0 97-00** Brain Buster (B) +33
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +8

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) Dick Murdoch turns from babyface (good guy) to heel (bad guy) and back again so much that it’s nauseating. The
key to Murdoch is that he does both well, creating completely different personalities in his character. I added a “cheat”
section of the move set for those periods when he has gone heel. If you are currently using him as a babyface, re-roll
when you roll a “Cheat.” This can be applied to other wrestlers, as well. If they have a cheat option and you are using
them as a babyface, re-roll when you roll a “Cheat.”

| JCP 1986 EDITION | 45


ROAD WARRIOR HAWK
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Snap Mare +1
07-08 Hip Toss +2
09 Knee Lift +4
10-18 Forearm +7
19 Kick +7
20-23 Big Boot +9
24 Chop +5
25-47 Punch +8
48-52 Shoulder Block +6
53-54 Double Leg Drop +14
55-56 Double Axe Handle +4
57-62 Fist Drop +8
63 Dropkick +10
64-67 Flying Shoulder Block +20
68-72 Body Slam +15
73* Power Slam (E) +17
Promotion: CROCKETT 1986 74-80 Press Slam +19
Current Rank: __________________ 81-84 Shoulder Breaker +8
Current Title Held: _______________ 85 Side Suplex +17
Specialty Match: ________________ 86-87 Head Butt +8
Tag Team Points: 200 88 Throw into Turnbuckle +8
Manager (if any) ________________ 89-91 Throw Out of Ring +12
Main Tag Partner: _______________
92* 2nd Rope Clothesline (E) +25
Secondary Tag Partner: __________
Main Feud: ____________________ 93* Top Rope Clothesline (E) +30
Secondary Feud: _________________ 94-00* Clothesline (D) +20
Battle Royal Adjustment: +9

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) If Hawk is hit with either a “Ram Head into Turnbuckle” or a “Piledriver,” there is a 75% chance he “no-sells” it. Hawk
will make the 2d10 roll (01-75 no sell, 76-00 take the damage). If he “no-sells” it, he shakes it off and walks slowly
toward his opponent. Hawk automatically wins the next two control rolls. This can only happen three times per match,
maximum.

46 | THE SQUARED CIRCLE | [email protected]


ROAD WARRIOR ANIMAL
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-07 Hip Toss +2
08-10 Elbow +4
11-13 Elbow Drop +7
14-21 Forearm +7
22-38 Kick +7
39-51 Punch +8
52-56 Shoulder Block +6
57-58 Double Leg Drop +14
59-65 Double Axe Handle +4
66 Head Butt +8
67-72 Dropkick +10
73-76 Flying Shoulder Block +20
77 Body Slam +15
78-81* Power Slam (E) +17
82-89 Press Slam +19
90 Stomach Buster +16
Promotion: CROCKETT 1986 91-94 Throw into Turnbuckle +8
Current Rank: __________________ 95 Ram Head into Turnbuckle +10
Current Title Held: _______________ 96-97 Throw Out of Ring +10
Specialty Match: ________________ 98** Bear Hug (E, counts as three moves) +18
Tag Team Points: 200 99-00* Clothesline (D) +20
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +9

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) If Animal is hit with either a “Ram Head into Turnbuckle” or a “Piledriver,” there is a 55% chance he “no-sells” it.
Animal will make the 2d10 roll (01-55 no sell, 56-00 take the damage). If he “no-sells” it, he shakes it off and walks
slowly toward his opponent. Animal automatically wins the next two control rolls. This can only happen three times per
match, maximum.

| JCP 1986 EDITION | 47


RICKY MORTON
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07-08 Armbar (counts as two moves) +1
09 Snap Mare +1
10-11 Arm Drag +2
12-13 Hip Toss +2
14 Knee +3
15 Knee Drop +5
16 Knee Lift +4
17 Elbow +4
18-24 Kick +7
25-62 Punch +9
63-64 Jackhammer Punch Flurry +13
65 Leg Lock +2
66 Flying Head Scissors +5
67 Shoulder Block +6
“Punky” 68 Back Drop +8
69 Leg Drop +8
Promotion: CROCKETT 1986 70 Double Leg Drop +10
Current Rank: __________________ 71 Monkey Flip +8
Current Title Held: _______________ 72 Abdominal Stretch (counts as three moves) +8
Specialty Match: ________________ 73 Fist Drop +11
Tag Team Points: 200 74 Reverse Atomic Drop +8
Manager (if any) ________________ 75 Head Butt +8
Main Tag Partner: _______________ 76-78 Dropkick +20
Secondary Tag Partner: __________
79 Clothesline +16
Main Feud: ____________________
Secondary Feud: _________________ 80 Body Slam +15
Battle Royal Adjustment: +2 81 Swinging Neck Breaker +16
82 Suplex +17
POWER POINTS: _____ 83 Throw into Turnbuckle +8
84 Ram Head into Turnbuckle +10
85 Throw Out of Ring +12
Defensive Pinfall/Submission Levels
86** Backslide (D) N/A
Level 1: _______ Level 2: ________ 87** High Crossbody (C) N/A
Level 3: _______ Level 4: ________ 88-89** Roll Up (D) N/A
Level 5: 0 90** Small Package (D) N/A
Wrestler-Specific Notes 91** Sunset Flip (D) N/A
92 2nd Rope Fist Drop +16
93** 2nd Rope High Crossbody (D) N/A
94* Top Rope Dropkick (D) +30
95** Top Rope High Crossbody (D) N/A
96 Top Rope Punch +19
97 Eye Rake +1
98 DDT +17
99** Sleeper (E, counts as three moves) +20
00** Figure Four (E, counts as three moves) +25

48 | THE SQUARED CIRCLE | [email protected]


ROBERT GIBSON
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-07 Takedown +0
08-12 Armbar (counts as two moves) +1
13 Snap Mare +1
14 Arm Drag +2
15-17 Hip Toss +2
18 Knee +3
19 Knee Drop +5
20 Knee Lift +4
21-22 Elbow +4
23 Forearm +5
24-30 Kick +7
31-70 Punch +7
71-75 Leg Lock +2
76 Head Scissors +2
77 Shoulder Block +6
“Hoot” 78-80 Back Drop +8
81 Atomic Drop +8
Promotion: CROCKETT 1986 82 Monkey Flip +8
Current Rank: __________________ 83 Abdominal Stretch (counts as two moves) +8
Current Title Held: _______________ 84-88 Dropkick +20
Specialty Match: ________________ 89 Body Slam +15
Tag Team Points: 330 90 Back Breaker +16
Manager (if any) ________________ 91 Suplex +17
Main Tag Partner: _______________ 92 Throw into Turnbuckle +8
Secondary Tag Partner: __________
93 Throw Out of Ring +12
Main Feud: ____________________
Secondary Feud: _________________ 94-95** Roll Up (D) N/A
Battle Royal Adjustment: +2 96** Small Package (C) N/A
97** Sunset Flip (C) N/A
POWER POINTS: _____ 98 2nd Rope Punch +12
99** Sleeper (E, counts as three moves) +20
00** Figure Four (E, counts as three moves) +25
Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Wrestler-Specific Notes

| JCP 1986 EDITION | 49


TULLY BLANCHARD
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07 Armbar (counts as two moves) +1
08 Snap Mare +1
09-10 Arm Drag +2
11 Hip Toss +2
12-24 Knee +5
25 Knee Lift +6
26-29 Knee Drop +7
30-33 Elbow +4
34-37 Elbow Drop +7
38 Forearm +5
39-47 Kick +7
48-70 Punch +9
71 Slap +1
72 Fireman’s Carry +1
73 Leg Lock +2
74 Shoulder Block +6
75 Back Drop +8
Promotion: CROCKETT 1986
Current Rank: __________________ 76 Running Knee +10
Current Title Held: _______________ 77 Reverse Atomic Drop +8
Specialty Match: ________________ 78 Body Slam +15
Tag Team Points: 100 79 Stomach Buster +16
Manager (if any) ________________ 80 Back Breaker +16
Main Tag Partner: _______________ 81 Throw into Turnbuckle +8
Secondary Tag Partner: __________ 82 Ram Head into Turnbuckle +10
Main Feud: ____________________ 83 Ram Head into Mat +10
Secondary Feud: _________________ 84-85 Throw Out of Ring +12
Battle Royal Adjustment: +3
86** High Crossbody (E) N/A
87** Roll Up (E) N/A
POWER POINTS: _____ 88 2nd Rope Double Axe Handle +9
89 Top Rope Elbow +14
Defensive Pinfall/Submission Levels 90 Hair Pull +0
Level 1: _______ Level 2: ________ 91 Eye Rake +1
Level 3: _______ Level 4: ________ 92 Choke Opponent with Ropes +7
Level 5: 0 93 Piledriver +30
94** Figure Four (E, counts as three moves) +25
95-97 Cheat (refer to the Cheat Chart) CHART
98-00** Slingshot Suplex (B) +35

Wrestler-Specific Notes
1) Tully Blanchard is a “big game” wrestler. He rises to the occasion like no other. His greatest NWA feuds were with
Dusty Rhodes and Magnum T.A., wrestlers ranked well above him. When Tully is in a match for a singles title (including
tournament matches leading to a title), add +50 power points to Tully’s starting total. Add +30 to Tully’s starting total
when he is competing as a singles wrestler on a pay-per-view or supercard. You will not add both for the same match.
Do not adjust the defensive levels when adding the points. They will still be calculated based upon the original power
point total. The adjustments add some cushion to Blanchard at the start of a big match.

50 | THE SQUARED CIRCLE | [email protected]


JIMMY GARVIN
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-09 Takedown +0
10-11 Armbar (counts as two moves) +1
12-13 Snap Mare +1
14 Fireman’s Carry +1
15 Arm Drag +2
16-28 Knee +3
29 Knee Drop +5
30 Elbow +4
31 Forearm +5
32-48 Kick +7
49 Chop +5
50-69 Punch +7
70-72 Leg Lock +2
73 Head Scissors +2
74 Shoulder Block +6
“Gorgeous Jimmy” 75-76 Back Drop +8
77 Leg Drop +8
Promotion: CROCKETT 1986 78-79 Body Slam +15
Current Rank: __________________ 80 Back Breaker +16
Current Title Held: _______________ 81 Side Suplex +17
Specialty Match: ________________ 82 Back Suplex +17
Tag Team Points: 0 83-85 Ram Head into Turnbuckle +10
Manager (if any) ________________ 86 Ram Head into Mat +10
Main Tag Partner: _______________ 87 Throw Out of Ring +12
Secondary Tag Partner: __________
88** Roll Up (E) N/A
Main Feud: ____________________
Secondary Feud: _________________ 89** Small Package (E) N/A
Battle Royal Adjustment: +1 90** Sunset Flip (E) N/A
91-92 Hair Pull +0
POWER POINTS: _____ 93 Eye Rake +1
94-95 Drop Opponent Onto Ropes +8
96-97 Cheat (refer to the Cheat Chart) CHEAT
Defensive Pinfall/Submission Levels
98-00** Brain Buster (B) +40
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Wrestler-Specific Notes

| JCP 1986 EDITION | 51


BOBBY EATON
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07-08 Armbar (counts as two moves) +1
09-11 Snap Mare +1
12 Hip Toss +2
13-17 Knee +3
18-23 Elbow +4
24 Elbow Drop +7
25-28 Forearm +5
29-39 Kick +7
40-64 Punch +7
65 Shoulder Block +6
66 Leg Drop +8
67 Abdominal Stretch (counts as three moves) +8
68 Dropkick +10
69 Body Slam +15
“Beautiful Bobby” 70 Neck Breaker +16
71 Suplex +17
Promotion: CROCKETT 1986 72 Back Suplex +17
Current Rank: __________________ 73-75 Throw into Turnbuckle +8
Current Title Held: _______________ 76-77 Ram Head into Turnbuckle +10
Specialty Match: ________________ 78-80 Throw Out of Ring +12
Tag Team Points: 300 81** Roll Up (E) N/A
Manager (if any) ________________ 82** Small Package (E) N/A
Main Tag Partner: _______________ 83* Top Rope Punch (E) +17
Secondary Tag Partner: __________
84-87* Top Rope Knee Drop (E) +17
Main Feud: ____________________
Secondary Feud: _________________ 88* Top Rope Big Splash (E) +18
Battle Royal Adjustment: +2 89* Top Rope Dropkick (E) +20
90* Top Rope Elbow (D) +19
POWER POINTS: _____ 91-95 Eye Rake +1
96 Choke +7
97-99 Cheat (refer to Cheat Chart) CHEAT
Defensive Pinfall/Submission Levels
00** Alabama Jam (C) +30
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes

52 | THE SQUARED CIRCLE | [email protected]


DENNIS CONDREY
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07 Armbar (counts as two moves) +1
08-10 Snap Mare +1
11 Arm Drag +2
12 Hip Toss +2
13-24 Knee +4
25 Knee Lift +4
26-29 Elbow +4
30 Elbow Drop +7
31 Forearm +5
32-46 Kick +7
47 Chop +5
48-49 Double Chop to the Throat +7
50-60 Punch +7
61 Leg Scissors +2
“Loverboy Dennis” 62 Shoulder Block +6
63 Back Drop +8
Promotion: CROCKETT 1986 64 Atomic Drop +8
Current Rank: __________________ 65 Abdominal Stretch (counts as three moves) +8
Current Title Held: _______________ 66-67* Clothesline (E) +17
Specialty Match: ________________ 68-71 Body Slam +15
Tag Team Points: 320 72 Power Slam +17
Manager (if any) ________________ 73 Side Slam +16
Main Tag Partner: _______________ 74 Back Breaker +16
Secondary Tag Partner: __________
75-76 Suplex +17
Main Feud: ____________________
Secondary Feud: _________________ 77 Double Chicken-Wing Suplex +16
Battle Royal Adjustment: +2 78 Throw into Turnbuckle +8
79 Ram Head into Turnbuckle +10
POWER POINTS: _____ 80 Ram Head into Mat +10
81-84 Throw Out of Ring +12
85* Roll Up (E) N/A
Defensive Pinfall/Submission Levels
86* Small Package (E) N/A
Level 1: _______ Level 2: ________ 87 Hair Pull +0
Level 3: _______ Level 4: ________ 88-89 Eye Rake +1
Level 5: 0 90-91 Choke +7
Wrestler-Specific Notes 92-93 Choke Opponent with Ropes +8
94-96 Cheat (refer to Cheat Chart) CHEAT
97 Piledriver +30
98** Boston Crab (C, counts as three moves) +30
99** Full Nelson Face Buster (C) +32
00** Brain Buster (C) +37

| JCP 1986 EDITION | 53


RICK RUDE
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07-14 Armbar (counts as two moves) +1
15-16 Snap Mare +1
17 Arm Drag +2
18-27 Knee +3
28-39 Elbow +4
40 Elbow Drop +7
41-49 Forearm +6
50-52 Kick +7
53 Big Boot +9
54-55 Chop +5
56-68 Punch +8
69 Leg Lock +2
70 Fist Drop +9
71 Atomic Drop +8
“Ravishing” 72 Dropkick +10
73-75 Clothesline +16
Promotion: CROCKETT 1986 76 Body Slam +15
Current Rank: __________________ 77 Press Slam +18
Current Title Held: _______________ 78 Chicken-Wing Body Slam +16
Specialty Match: ________________ 79 Back Breaker +16
Tag Team Points: 310 80-81 Snap Suplex +17
Manager (if any) ________________ 82-83 Back Suplex +17
Main Tag Partner: _______________ 84 Belly-to-Belly Suplex +17
Secondary Tag Partner: __________
85-88 Throw into Turnbuckle +8
Main Feud: ____________________
Secondary Feud: _________________ 89 Ram Head into Mat +10
Battle Royal Adjustment: +2 90-91 2nd Rope Elbow +9
92 Top Rope Punch +18
POWER POINTS: _____ 93 Hair Pull +0
94 Eye Rake +1
95-96 Cheat (refer to Cheat Chart) CHEAT
Defensive Pinfall/Submission Levels
97-00** Rude Awakening DDT (B) +40
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) In JCP in 1986, Rick Rude’s “Rude Awakening” was a DDT. When he went to the WWF in 1987, the move was
changed to a neck breaker maneuver. Jake “The Snake” Roberts was already using a DDT as a finisher.

54 | THE SQUARED CIRCLE | [email protected]


MANNY FERNANDEZ
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-07 Takedown +0
08-12 Armbar (counts as two moves) +1
13-14 Snap Mare +1
15-16 Arm Drag +2
17 Hip Toss +2
18-35 Knee +3
36 Knee Lift +4
37-38 Knee Drop +5
39 Elbow +4
40-43 Kick +7
44 Back Kick +7
45-48 Chop +5
49-59 Punch +7
60-65 Back-of-the-Hand Punch +7
66 Leg Lock +2
67 Shoulder Block +6
“The Raging Bull” 68 Football Tackle +9
69-71 Head Butt +8
Promotion: CROCKETT 1986 72-73 Dropkick +10
Current Rank: __________________
74 Clothesline +16
Current Title Held: _______________
Specialty Match: ________________ 75 Body Slam +15
Tag Team Points: 150 76 Side Suplex +16
Manager (if any) ________________ 77 Back Suplex +16
Main Tag Partner: _______________ 78-79 Throw into Turnbuckle +8
Secondary Tag Partner: __________ 80 Ram Head into Turnbuckle +10
Main Feud: ____________________ 81 Throw Out of Ring +12
Secondary Feud: _________________ 82** High Crossbody (E) N/A
Battle Royal Adjustment: +2 83** Roll Up (C) N/A
84** Small Package (C) N/A
POWER POINTS: _____ 85 2nd Rope Chop +10
86** 2nd Rope High Crossbody (C) N/A
Defensive Pinfall/Submission Levels 87 2nd Rope Knee Drop +10
Level 1: _______ Level 2: ________ 88 2nd Rope Punch +12
Level 3: _______ Level 4: ________ 89 2nd Rope Shoulder Block +11
Level 5: 0 90** Top Rope Flying Burrito (C) +45
91 Hair Pull +0
92-93 Cheat (refer to Cheat Chart) CHEAT
94* Figure Four (E, counts as three moves) +25
95* Half-Crab (E, counts as three moves) +20
96-97* Reverse Flying Burrito (D) +35
98-00** Flying Burrito (B) +35

Wrestler-Specific Notes

| JCP 1986 EDITION | 55


IVAN KOLOFF
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Armbar (counts as two moves) +1
07-08 Snap Mare +1
09-10 Knee +3
11 Knee Drop +5
12 Knee Lift +4
13-16 Elbow +4
17-20 Elbow Drop +7
21-29 Forearm +5
30-48 Kick +7
49 Big Boot +9
50-51 Chop +5
52 Double Chop to the Throat +7
53-72 Punch +7
73 Slap +1
74 Shoulder Block +6
“The Russian Bear” 75-78* Leg Drop (D) +8
79 Head Butt +8
Promotion: CROCKETT 1986 80 Swinging Neck Breaker +16
Current Rank: __________________ 81 Back Breaker +16
Current Title Held: _______________ 82 Back Suplex +17
Specialty Match: ________________ 83-84 Throw into Turnbuckle +8
Tag Team Points: 280 85 Ram Head into Mat +10
Manager (if any) ________________ 86-87 Throw Out of Ring +12
Main Tag Partner: _______________ 88** Roll Up (E) N/A
Secondary Tag Partner: __________
89 2nd Rope Double Axe Handle +9
Main Feud: ____________________
Secondary Feud: _________________ 90 2nd Rope Knee Drop +9
Battle Royal Adjustment: +2 91 Top Rope Double Axe Handle +14
92 Drop Opponent Onto Ropes +8
POWER POINTS: _____ 93 Hair Pull +0
94 Eye Rake +1
95 Choke +7
Defensive Pinfall/Submission Levels
96 Cheat (refer to Cheat Chart) CHEAT
Level 1: _______ Level 2: ________ 97** Cobra Clutch (C, counts as three moves) +25
Level 3: _______ Level 4: ________ 98* Cannonball (D) +23
Level 5: 0 99** 2nd Rope Russian Sickle (C) +45
00** Russian Sickle (B) +40

Wrestler-Specific Notes

56 | THE SQUARED CIRCLE | [email protected]


KHRUSHER KHRUSHCHEV
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07-14 Armbar (counts as two moves) +1
15-18 Snap Mare +1
19 Hip Toss +2
20-27 Knee +3
28-34 Forearm +5
35-45 Kick +7
46-49 Chop +5
50-72 Punch +7
73-75 Body Slam +15
76-78 Throw into Turnbuckle +8
79-81 Ram Head into Turnbuckle +10
82-86 Throw Out of Ring +12
87 Hair Pull +0
88-89 Choke +7
“The Turncoat” 90-93 Choke with Ropes +8
94-95 Cheat (refer to Cheat Chart) CHEAT
Promotion: CROCKETT 1986 96-97* Bear Hug (E, counts as three moves) +18
Current Rank: __________________ 98-99** Cobra Clutch (B, counts as three moves) +25
Current Title Held: _______________ 00** Russian Sickle (B) +40
Specialty Match: ________________
Tag Team Points: 230
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +5

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) While Khrushchev has no official stand-alone manager, per se, Ivan Koloff acts as the manager of both Khrushchev
and Nikita Koloff in singles matches. Ivan Koloff will also act as manager when Nikita and Khrusher wrestle as a tag
team.
2) Some wrestlers will use a Bear Hug to gain a submission (a two-star move), while some will use it merely as a
wear-down hold (an unstarred move). Khrushchev was somewhere in-between, thus giving the player an option of
attempting a submission if they roll control on the next move or choosing to roll another move rather than going for the
submission.

| JCP 1986 EDITION | 57


JIMMY VALIANT
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07 Armbar (counts as two moves) +1
08 Snap Mare +1
09 Arm Drag +2
10-15 Hip Toss +2
16-18 Nerve Hold (counts as two moves) +3
19-22 Elbow +4
23-24 Kick +7
25-31 Thumb to the Throat +3
32-65 Punch +7
66 Back Drop +8
67-73 Throw into Turnbuckle +8
74-77 Ram Head into Turnbuckle +10
78 Ram Head into Mat +10
79-80 Throw Out of Ring +12
“The Boogie Woogie Man” 81* Small Package (E) N/A
82 Hair Pull +0
Promotion: CROCKETT 1986 83-85 Eye Rake +1
Current Rank: __________________ 86-88 Back Rake +1
Current Title Held: _______________ 89-91 Choke +7
Specialty Match: ________________ 92-94** Sleeper (E, counts as three moves) +20
Tag Team Points: 0 95-00** Elbow Drop (C) +22
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +1

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes

58 | THE SQUARED CIRCLE | [email protected]


THE WARLORD
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-08 Takedown +0
09-35 Test of Strength +3
36-38 Punch +7
39-56 Shoulder Block +6
57-62 Reverse Atomic Drop +8
63-68 Press Slam +18
69-74 Throw into Turnbuckle +8
75-00** Power Slam (B) +33

Promotion: CROCKETT 1986


Current Rank: __________________
Current Title Held: _______________
Specialty Match: ________________
Tag Team Points: 0
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +8

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) The Warlord was used briefly in the summer of 1986 during the Great American Bash tour. Baby Doll was his
manager, but she never interfered. He was portrayed as a monster (a big, unstoppable beast in wrestling lingo), but
he never had a match with a competitive wrestler. His squash matches were three or four moves in duration and were
completely dominant. That is why his move set seems so outlandish. Find a way to use him only in squash matches,
battle royals, or periodic run-ins. Without quality competition, there was no way to statistically quantify his perfor-
mance in relation to other wrestlers. This was the same wrestler that would be teamed with the Barbarian later in the
Powers of Pain, but here you get the green-as-grass version.

| JCP 1986 EDITION | 59


BLACK BART
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-09 Armbar (counts as two moves) +1
10-12 Snap Mare +1
13 Knee +3
14 Knee Drop +5
15 Running Knee +6
16-19 Elbow +4
20-32 Forearm +5
33 Kick +7
34 Chop +5
35-56 Punch +7
57-58 Fist Drop +8
59-60 Shoulder Block +6
61 Back Drop +8
62 Leg Drop +8
63-66 Double Leg Drop +10
67 Double Axe Handle +4
68-74 Head Butt +8
Promotion: CROCKETT 1986 75-76 Clothesline +16
Current Rank: __________________ 77-78 Body Slam +15
Current Title Held: _______________ 79 Chicken Wing Body Slam +17
Specialty Match: ________________ 80 Back Breaker +16
Tag Team Points: 0 81 Suplex +17
Manager (if any) ________________ 82-83 Throw into Turnbuckle +8
Main Tag Partner: _______________ 84 Ram Arm into Turnbuckle +8
Secondary Tag Partner: __________
85-87 Ram Head into Turnbuckle +10
Main Feud: ____________________
Secondary Feud: _________________ 88 Ram Head into Mat +10
Battle Royal Adjustment: +4 89 Throw Out of Ring +12
90 2nd Rope Fist Drop +13
POWER POINTS: _____ 91 Drop Opponent onto Ropes +8
92 Hair Pull +0
93 Eye Rake +1
Defensive Pinfall/Submission Levels
94 Bite +2
Level 1: _______ Level 2: ________ 95 Choke +7
Level 3: _______ Level 4: ________ 96-97 Cheat (refer to Cheat Chart) CHEAT
Level 5: 0 98-00** Texas Trash Compactor [2nd Rope Leg Drop] (B) +37

Wrestler-Specific Notes
1) In 1984 Black Bart and Outlaw Ron Bass were paired together as The Long Riders in Florida (CWF). They feuded
with Barry Windham and Mike Rotunda before their departure to the WWF. Bart & Bass then moved to the Mid-Atlan-
tic territory (JCP) and were managed by J.J. Dillon. By 1986 the team was done. They are not to be confused with the
Long Riders team of Wild Bill Irwin and Scott Hogg Irwin, who appeared in the Georgia territory and the AWA.

60 | THE SQUARED CIRCLE | [email protected]


RON BASS
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-15 Takedown +0
16-17 Armbar (counts as two moves) +1
18-21 Hip Toss +2
22-39 Knee Lift +4
40-55 Elbow +4
56-59 Elbow Drop +7
60-63 Forearm +3
64-78 Punch +7
79-83 Shoulder Block +6
84-88 Body Slam +15
89-90 Throw into Turnbuckle +8
91-94 Ram Head into Turnbuckle +10
95-96 Cheat (refer to Cheat Chart) CHEAT
97-00** Iron Claw (C, counts as three moves) +30

“The Outlaw”

Promotion: CROCKETT 1986


Current Rank: __________________
Current Title Held: _______________
Specialty Match: ________________
Tag Team Points: 0
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +4

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Wrestler-Specific Notes

| JCP 1986 EDITION | 61


THE BARBARIAN
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-08 Takedown +0
09 Snap Mare +1
10-12 Knee +3
13 Elbow +4
14 Elbow Drop +7
15-17 Forearm +5
18-31 Kick +7
32-34 Big Boot +11
35 Double Foot Stomp +12
36 Chop +5
37-41 Punch +8
42 Shoulder Block +6
43 Flying Shoulder Block +11
44 Back Drop +8
45-46 Leg Drop +8
47 Double Leg Drop +12
48 Reverse Atomic Drop +8
Promotion: CROCKETT 1986 49-63 Head Butt +11
Current Rank: __________________ 64-65 Drop Kick +11
Current Title Held: _______________ 66 Body Slam +15
Specialty Match: ________________ 67-68 Power Slam +17
Tag Team Points: 80 69-73 Press Slam +18
Manager (if any) ________________ 74-78 Back Breaker +16
Main Tag Partner: _______________ 79 Throw into Turnbuckle +8
Secondary Tag Partner: __________
80 Ram Head into Mat +10
Main Feud: ____________________
Secondary Feud: _________________ 81 Throw Out of Ring +12
Battle Royal Adjustment: +8 82 2nd Rope Head Butt +16
83 2nd Rope Punch +13
POWER POINTS: _____ 84-86 Bite +3
87 Choke +7
88-89 Lifting Choke +10
Defensive Pinfall/Submission Levels
90-93 Drop Opponent onto Ropes +8
Level 1: _______ Level 2: ________ 94-95 Cheat (refer to Cheat Chart) CHEAT
Level 3: _______ Level 4: ________ 96 Bear Hug (counts as three moves) +18
Level 5: 0 97-00** Top Rope Head Butt (B) +39

Wrestler-Specific Notes

62 | THE SQUARED CIRCLE | [email protected]


SHASKA WHATLEY
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Armbar (counts as two moves) +1
07-08 Snap Mare +1
09 Hip Toss +2
10-13 Elbow +4
14-17 Elbow Drop +7
18-25 Forearm +5
26-29 Kick +7
30-63 Punch +7
64 Shoulder Block +6
65 Back Drop +8
66 Monkey Flip +8
67-80 Head Butt +11
81 Dropkick +10
82 Body Slam +15
83 Chicken-Wing Body Slam +16
84 Suplex +17
85* Back Suplex (E) +17
Promotion: CROCKETT 1986 86-87 Throw into Turnbuckle +8
Current Rank: __________________ 88-89 Ram Head into Turnbuckle +10
Current Title Held: _______________ 90 Throw Out of Ring +12
Specialty Match: ________________ 91* Roll Up (E) N/A
Tag Team Points: 250 92 Eye Rake +1
Manager (if any) ________________ 93 Bite +3
Main Tag Partner: _______________ 94 Choke +7
Secondary Tag Partner: __________
95 Drop Opponent onto Ropes +8
Main Feud: ____________________
Secondary Feud: _________________ 96 Choke with Ropes +8
Battle Royal Adjustment: +1 97-98 Cheat (refer to Cheat Chart) CHEAT
99** Flying Head Butt (C) +19
POWER POINTS: _____ 00** Superplex (B) +42

Defensive Pinfall/Submission Levels


Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) In the Spring of 1986, the wrester known as Pistol Pez Whatley did a heel turn (went from a good guy to a bad
guy) and was called Shaska Whatley. You may use either name, depending on whether he is a face or a heel. As with
other turns, if you use him as a face (good guy), disregard the cheat option and re-roll if it lands within the range for a
cheating move.

| JCP 1986 EDITION | 63


BARON VON RASCHKE
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07 Armbar (counts as two moves) +1
08-12 Snap Mare +1
13 Arm Drag +2
14 Hip Toss +2
15-17 Knee +3
18 Knee Drop +5
19 Knee Lift +4
20 Elbow +4
21-24* Elbow Drop (E) +7
25-44 Forearm +5
45-67 Kick +7
68-78 Punch +7
79 Shoulder Block +6
80 Clothesline +16
81-82 Body Slam +15
83 Back Breaker +16
Promotion: CROCKETT 1986 84 Suplex +17
Current Rank: __________________ 85 Throw into Turnbuckle +8
Current Title Held: _______________ 86-87 Ram Head into Turnbuckle +10
Specialty Match: ________________ 88* Roll Up (E) N/A
Tag Team Points: 330 89 Hair Pull +0
Manager (if any) ________________ 90-92 Eye Rake +1
Main Tag Partner: _______________ 93-94 Back Rake +1
Secondary Tag Partner: __________
95-96 Cheat (refer to Cheat Chart) CHEAT
Main Feud: ____________________
Secondary Feud: _________________ 97 Half Crab (counts as three moves) +20
Battle Royal Adjustment: +1 98-00** Iron Claw (C) +20

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes

64 | THE SQUARED CIRCLE | [email protected]


TEIJO KHAN
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-12 Takedown +0
13-19 Armbar (counts as two moves) +1
20-26 Snap Mare +1
27-34 Arm Drag +2
35-41 Hip Toss +2
42-48 Knee +3
49 Knee Lift +4
50-56 Elbow +4
57-62 Kick +7
63-66 Double Chop to the Throat +7
67-73 Chop +5
74 Punch +7
75-77 Shoulder Block +6
78-79 Body Slam +15
80 Back Breaker +16
81-83 Throw into Turnbuckle +8
84-87 Ram Head into Turnbuckle +10
Promotion: CROCKETT 1986 88-90 Throw Out of Ring +12
Current Rank: __________________ 91 Eye Rake +1
Current Title Held: _______________ 92-93 Choke +7
Specialty Match: ________________ 94 Choke with Ropes +8
Tag Team Points: 320 95-96 Cheat (refer to Cheat Chart) CHEAT
Manager (if any) ________________ 97-00** Power Slam (C) +20
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +1

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes

| JCP 1986 EDITION | 65


SAM HOUSTON
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-07 Takedown +0
08-13 Armbar (counts as two moves) +1
14-18 Arm Drag +2
19-20 Hip Toss +2
21-22 Knee +3
23 Knee Drop +5
24-30 Elbow +4
31 Forearm +5
32-34 Kick +7
35-76 Punch +7
77 Flying Head Scissors +5
78 Shoulder Block +6
79-80 Back Drop +8
81 Leg Drop +8
82 Monkey Flip +8
“Sudden” 83 Atomic Drop +8
84-88 Dropkick +19
Promotion: CROCKETT 1986 89 Body Slam +15
Current Rank: __________________ 90 Suplex +17
Current Title Held: _______________ 91-92 Throw into Turnbuckle +8
Specialty Match: ________________ 93** Backslide (E) N/A
Tag Team Points: 200 94-95** Roll Up (E) N/A
Manager (if any) ________________ 96** Sunset Flip (E) N/A
Main Tag Partner: _______________ 97** 2nd Rope High Crossbody (D) N/A
Secondary Tag Partner: __________
98-00** Bulldog (C) +29
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +1

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Wrestler-Specific Notes

66 | THE SQUARED CIRCLE | [email protected]


NELSON ROYAL
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-08 Takedown +0
09 Armbar (counts as two moves) +1
10 Snap Mare +1
11-12 Arm Drag +2
13-14 Hip Toss +2
15-21 Knee +3
22 Knee Drop +5
23-24 Knee Lift +4
25-28 Elbow +4
29-34 Forearm +5
35-44 Kick +7
45-47 Chop +5
48-90 Punch +7
91-92 Shoulder Block +6
93 Atomic Drop +8
94 Abdominal Stretch (counts as three moves) +8
95-96 Body Slam +15
Promotion: CROCKETT 1986 97-98 Ram Head into Turnbuckle +10
Current Rank: __________________ 99** Sleeper (E) +20
Current Title Held: _______________ 00** Small Package (D) N/A
Specialty Match: ________________
Tag Team Points: 250
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +1

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Wrestler-Specific Notes

| JCP 1986 EDITION | 67


BUDDY LANDEL
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-08 Takedown +0
09-14 Armbar (counts as two moves) +1
15 Hip Toss +2
16-25 Knee +6
26 Forearm +5
27-41 Kick +7
42-45 Elbow +4
46 Slap +1
47-56 Chop +7
57-72 Punch +7
73-75 Drop Kick +19
76-84 Body Slam +15
85 Throw into Turnbuckle +8
86-87 Throw Out of Ring +12
88-89 Cheat (refer to Cheat Chart) CHEAT
“The Nature Boy” 90-94 Corkscrew Elbow Drop +20
95-00** Figure Four (C, counts as three moves) +33
Promotion: CROCKETT 1986
Current Rank: __________________
Current Title Held: _______________
Specialty Match: ________________
Tag Team Points: 250
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +1

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) Even when Landel was a heel, he always challenged Ric Flair in promos (interviews). There was a constant quest
to find out just who the “real Nature Boy” was. When Landel faces Flair in a singles match, add +300 power points to
Landel’s opening total.
2) When they are not in a tag team match together, Bill Dundee serves as Buddy Landel’s manager.

68 | THE SQUARED CIRCLE | [email protected]


BILL DUNDEE
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-07 Takedown +0
08-11 Armbar (counts as two moves) +1
12-13 Snap Mare +1
14 Knee +3
15 Elbow +4
16-18 Elbow Drop +7
19-22 Forearm +5
23-47 Kick +7
48 Slap +1
49-51 Chop +5
52-77 Punch +9
78 Clothesline +16
79-82 Body Slam +15
83 Leg Breaker +16
84 Ram Head into Mat +10
“Superstar” 85-86 Throw Out of Ring +12
87 2nd Rope Double Axe Handle +9
Promotion: CROCKETT 1986 88-89* Top Rope Double Axe Handle (D) +14
Current Rank: __________________ 90 Top Rope Knee Drop +15
Current Title Held: _______________ 91-92 Hair Pull +0
Specialty Match: ________________ 93-95 Eye Rake +1
Tag Team Points: 250 96-97 Cheat (refer to Cheat Chart) CHEAT
Manager (if any) ________________ 98 Cannonball +20
Main Tag Partner: _______________ 99-00** Top Rope Cannonball (C) +30
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +1

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes

| JCP 1986 EDITION | 69


DUTCH MANTELL
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-12 Armbar (counts as two moves) +1
13-14 Snap Mare +1
15 Hip Toss +2
16-17 Knee +3
18 Knee Drop +5
19-21 Elbow +4
22-24 Elbow Drop +7
25-26 Forearm +5
27-47 Kick +7
48-84 Punch +7
85-88 Shoulder Block +6
89 Double Axe Handle +4
90 Atomic Drop +8
91 Reverse Atomic Drop +8
92 Clothesline +16
“Dirty” 93 Short-Arm Clothesline +15
94 Body Slam +15
Promotion: CROCKETT 1986 95 Suplex +17
Current Rank: __________________ 96 Snap Suplex +17
Current Title Held: _______________ 97 Ram Head into Turnbuckle +10
Specialty Match: ________________ 98** High Crossbody (E) N/A
Tag Team Points: 320 99** Roll Up (E) N/A
Manager (if any) ________________ 00* 2nd Rope Clothesline (E) +21
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +2

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes

70 | THE SQUARED CIRCLE | [email protected]


BOBBY JAGGERS
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-14 Armbar (counts as two moves) +1
15-17 Snap Mare +1
18-19 Arm Drag +2
20-21 Hip Toss +2
22-24 Knee +3
25-28 Knee Drop +5
29-44 Elbow +4
45-57 Elbow Drop +7
58-66 Kick +7
67-79 Punch +7
80-82 Shoulder Block +6
83-86 Back Drop +8
87-95 Body Slam +15
96-97 Swinging Neck Breaker +16
98 Throw into Turnbuckle +8
99-00* Lariat (D) +20

Promotion: CROCKETT 1986


Current Rank: __________________
Current Title Held: _______________
Specialty Match: ________________
Tag Team Points: 320
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +2

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes

| JCP 1986 EDITION | 71


BRAD ARMSTRONG
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-14 Takedown +0
15-26 Armbar (counts as two moves) +1
27 Snap Mare +1
28-33 Arm Drag +2
34 Hip Toss +2
35-43 Knee +3
44-45 Knee Lift +4
46 Elbow +4
47-50 Kick +7
51-70 Punch +7
71 Fireman’s Carry +1
72-74 Shoulder Block +6
75 Back Drop +8
76 Leg Lock +2
77-81 Dropkick +10
82 Clothesline +16
83 Suplex +17
Promotion: CROCKETT 1986 84-87 Throw into Turnbuckle +8
Current Rank: __________________ 88-89 Ram Head into Turnbuckle +10
Current Title Held: _______________ 90** High Crossbody (E) N/A
Specialty Match: ________________ 91** Roll Up (D) N/A
Tag Team Points: 200 92** Sunset Flip (E) N/A
Manager (if any) ________________ 93** 2nd Rope High Crossbody (D) N/A
Main Tag Partner: _______________ 94 2nd Rope Punch +12
Secondary Tag Partner: __________
95 Top Rope Dropkick +20
Main Feud: ____________________
Secondary Feud: _________________ 96-00** Russian Leg Sweep (C) +28
Battle Royal Adjustment: +1

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes

72 | THE SQUARED CIRCLE | [email protected]


TIM HORNER
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-16 Takedown +0
17-35 Armbar (counts as two moves) +1
36-41 Arm Drag +2
42-43 Hip Toss +2
44-50 Knee +3
51 Knee Lift +4
52-55 Elbow +4
56 Kick +7
57-72 Punch +7
73-75 Fireman’s Carry +1
76-78 Shoulder Block +6
79 Atomic Drop +8
80-83 Dropkick +10
84-85 Body Slam +15
86 Power Slam +17
“White Lighting” 87 Throw into Turnbuckle +8
88 Ram Head into Turnbuckle +10
Promotion: CROCKETT 1986 89-93** Roll Up (E) N/A
Current Rank: __________________ 94** Small Package (E) N/A
Current Title Held: _______________ 95** Sunset Flip (E) N/A
Specialty Match: ________________ 96-00** Roll Up with a Bridge (D) N/A
Tag Team Points: 240
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +1

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes

| JCP 1986 EDITION | 73


HECTOR GUERRERO
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-19 Armbar (counts as two moves) +1
20-21 Knee +3
22-23 Knee Drop +5
24-25 Elbow +4
26-49 Punch +7
50-51 Shoulder Block +6
52-55 Back Drop +8
56-57 Russian Leg Sweep +8
58-67 Dropkick +10
68-69 Suplex +17
70-73 Back Suplex +17
74-75 Vertical Suplex +18
76-77 Chicken-Wing Suplex +17
78-83 Throw into Turnbuckle +8
84-86 Ram Head into Turnbuckle +10
87-90** High Crossbody (E) N/A
91-92** Sunset Flip (E) N/A
Promotion: CROCKETT 1986 93-94 2nd Rope Double Axe Handle +9
Current Rank: __________________ 95-96** 2nd Rope High Crossbody (E) N/A
Current Title Held: _______________ 97-98** Top Rope High Crossbody (E) N/A
Specialty Match: ________________ 99-00 Plancha +20
Tag Team Points: 0
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +1

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes

74 | THE SQUARED CIRCLE | [email protected]


STEVE REGAL
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-08 Armbar (counts as two moves) +1
09-10 Snap Mare +1
11-12 Arm Drag +2
13 Hip Toss +2
14-17 Knee +3
18-21 Elbow +4
22-23 Elbow Drop +7
24-31 Kick +7
32-66 Punch +7
67-70 Shoulder Block +6
71 Clothesline +16
72-73 Body Slam +15
74-76 Back Breaker +16
77-80 Suplex +17
81 Throw into Turnbuckle +8
“Mr. Electricity” 82-85 Ram Head into Turnbuckle +10
86-90 Ram Head into Mat +10
Promotion: CROCKETT 1986 91 Throw Out of Ring +12
Current Rank: __________________ 92-93 Hair Pull +0
Current Title Held: _______________ 94-95 Eye Rake +1
Specialty Match: ________________ 96-97 Cheat (refer to Cheat Chart) CHEAT
Tag Team Points: 0 98** Pin With Feet on Ropes (roll 99-00 to pin) N/A
Manager (if any) ________________ 99-00** Russian Leg Sweep (C) +25
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +1

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes

| JCP 1986 EDITION | 75


DON KERNODLE
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07 Arm Bar (counts as two moves) +1
08-10 Snap Mare +1
11 Arm Drag +2
12-14 Hip Toss +2
15 Knee +3
16-18 Knee Drop +5
19-21 Elbow +4
22-23 Elbow Drop +7
24-25 Forearm +5
26-29 Kick +7
30-60 Punch +7
61 Fireman’s Carry +1
62-63 Shoulder Block +6
64 Double Axe Handle +4
65 Atomic Drop +8
66 Head Butt +8
67 Abdominal Stretch (counts as three moves) +8
Promotion: CROCKETT 1986
68 Fist Drop +8
Current Rank: __________________
Current Title Held: _______________ 69 Dropkick +10
Specialty Match: ________________ 70-71 Clothesline +16
Tag Team Points: 245 72-75 Body Slam +15
Manager (if any) ________________ 76-79 Power Slam +17
Main Tag Partner: _______________ 80 Chicken-Wing Body Slam +16
Secondary Tag Partner: __________ 81 Back Breaker +16
Main Feud: ____________________ 82-84 Swinging Neck Breaker +16
Secondary Feud: _________________ 85 Back Suplex +17
Battle Royal Adjustment: +1 86-87 Vertical Suplex +18
88-89 Throw into Turnbuckle +8
POWER POINTS: _____ 90-91 Ram Head into Turnbuckle +10
92** Backslide (E) N/A
Defensive Pinfall/Submission Levels 93** High Crossbody (E) N/A
Level 1: _______ Level 2: ________ 94** Roll Up (E) N/A
Level 3: _______ Level 4: ________ 95-96** Small Package (E) N/A
Level 5: 0 97* 2nd Rope Dropkick (E) +15
98 Drop Opponent onto Ropes +8
99-00** The Canon [Top Rope Clothesline](C) +22

Wrestler-Specific Notes

76 | THE SQUARED CIRCLE | [email protected]


ROCKY KERNODLE
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06 Takedown +0
07-16 Armbar (counts as two moves) +1
17-23 Arm Drag +2
24-25 Knee +3
26-29 Elbow +4
30-31 Forearm +5
32-37 Kick +7
38-90 Punch +7
91 Head Scissors +2
92 Body Slam +15
93 Press Slam +18
94 Throw into Turnbuckle +8
95** High Crossbody (E) N/A
96** Roll Up (E) N/A
97** Small Package (E) N/A
98** 2nd Rope High Crossbody (E) N/A
99** Top Rope Sunset Flip (E) N/A
Promotion: CROCKETT 1986 00* Sleeper (E) +20
Current Rank: __________________
Current Title Held: _______________
Specialty Match: ________________
Tag Team Points: 250
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes

| JCP 1986 EDITION | 77


BIG BUBBA ROGERS
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-07 Hip Toss +2
08-14 Knee +3
15-19 Knee Lift +4
20-22 Elbow +4
23-25 Forearm +7
26-28 Kick +7
29-30 Big Boot +9
31-71 Punch +7
72-73 Shoulder Block +6
74-77 Body Slam +16
78-80 Throw into Turnbuckle +8
81-82 Ram Head into Turnbuckle +10
83-85 Throw Out of Ring +12
86-87 Splash +13
88-89 Big Splash +15
90-91 2nd Rope Big Splash +20
92-94** Top Rope Big Splash (C) +25
Promotion: CROCKETT 1986 95-96 Bear Hug (counts as three moves) +18
Current Rank: __________________ 97-00** The Bubba Slam [Side Slam](B) +45
Current Title Held: _______________
Specialty Match: ________________
Tag Team Points: 0
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: +12

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0 Wrestler-Specific Notes
1) As it was with the Warlord, Big Bubba Rogers was rarely used. Big Bubba was brought in by Jim Cornette as
protection. He was brought along slowly in the ring, but he was quickly used as an outside-the-ring enforcer. Later, he
entered six-man matches with Eaton and Condrey, and did some more limited work in the ring. He did face Ronnie
Garvin on the Great American Bash tour, but he was still not a regular in the ring. A good strategy would be to keep
his work limited and use him in sports where the usage is special. Bubba will have a lot of power points due to his
dominance, but overusing him will throw off the realism of booking JCP in 1986.
2) When Big Bubba is hit over the head with a chair, there is a 90% chance (11-00 on 2d10) that he no-sells it and it
does no damage.
3) It should be explained that a Splash is what Sting used to do - taking a running leap onto your opponent as they are
standing in the corner. A Big Splash is where your opponent is lying on his back and you take a running stomach-first
dive onto them. Many have done this: Earthquake, Ultimate Warrior, and many bigger men, to name a few.

78 | THE SQUARED CIRCLE | [email protected]


PAUL JONES
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-16 Knee +3
17-21 Knee Drop +5
22-26 Elbow +4
27-55 Kick +7
56-98 Punch +7
99-00 Cheat (refer to Cheat Chart) CHEAT

“Number One”

Promotion: CROCKETT 1986


Current Rank: __________________
Current Title Held: _______________
Specialty Match: ________________
Tag Team Points: 0
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: -1

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) Paul Jones is not a regular wrestler, not in 1986. His best days - and he did have good days - have passed him by
and he is working full-time as a manager. However, he did do six-man matches with his “Army,” and he did feud with
Jimmy Valiant. This is his wrestler sheet only. His manager sheet is presented further along in this book.

| JCP 1986 EDITION | 79


DENNY BROWN
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-07 Takedown +0
08-09 Armbar (counts as two moves) +1
10-13 Snap Mare +1
14-15 Arm Drag +2
16-19 Hip Toss +2
20-22 Knee +3
23 Knee Drop +5
24-26 Elbow +4
27-29 Forearm +5
30-36 Kick +7
37-76 Punch +7
77-79 Flying Head Scissors +5
80 Shoulder Block +6
81-82 Leg Drop +8
83-86 Body Slam +15
87 Suplex +17
88-91 Throw into Turnbuckle +8
Promotion: CROCKETT 1986 92-93 Ram Head into Turnbuckle +10
Current Rank: __________________ 94-95 Ram Head into Mat +10
Current Title Held: _______________ 96-98** High Crossbody (E) N/A
Specialty Match: ________________ 99-00 2nd Rope Elbow +9
Tag Team Points: 0
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) Denny Brown held the NWA Junior Heavyweight Title in 1986. He is capable of getting wins against middle-to-
bottom-tier talent. He was also used as a jobber (preliminary) talent with some of the best workers (wrestlers) in the
business. When paired with other preliminary wrestlers, he should be paired with some of the best available.

80 | THE SQUARED CIRCLE | [email protected]


MIKE JACKSON
WRESTLER MOVE SET
01-05 Grapple (counts as two moves) N/A
06-08 Takedown +0
09-11 Armbar (counts as two moves) +1
12-14 Snap Mare +1
15-17 Arm Drag +2
18-21 Hip Toss +2
22 Knee Lift +4
23 Elbow +4
24-35 Kick +7
36-70 Punch +7
71 Flying Head Scissors +5
72-77 Shoulder Block +6
78 Back Drop +8
79-82 Dropkick +10
83 Suplex +17
84-87 Throw into Turnbuckle +8
88-90 Ram Head into Turnbuckle +10
91** High Crossbody (E) N/A
Promotion: CROCKETT 1986 92-96** Roll Up (E) N/A
Current Rank: __________________ 97-99** Small Package (E) N/A
Current Title Held: _______________ 00* Figure Four (E) +20
Specialty Match: ________________
Tag Team Points: 0
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0
Wrestler-Specific Notes
1) Mike Jackson was a phenomenon. He was an Alabama-based wrestler who brought in some of the prelim wrestlers
for JCP. Like Denny Brown, he was bottom-tier, but he was a phenomenal talent. He had a knack for taking the very
best wrestlers well into the match before losing (most notably a long televised match against Ric Flair). Therefore,
when he is facing a wrestler ranked in the top five, he should have 200 power points added to his total at the
beginning of the match.

| JCP 1986 EDITION | 81


Promotion: CROCKETT 1986
TODD CHAMPION
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-13 Armbar (counts as two moves) +1
Tag Team Points: 0 14-15 Arm Drag +2
Manager (if any) ________________
16-19 Elbow +4
Main Tag Partner: _______________
20-25 Forearm +5
Secondary Tag Partner: __________
Main Feud: ____________________ 26-85 Punch +7
Secondary Feud: _________________ 86-87 Shoulder Block +6
Battle Royal Adjustment: None 88-89 Repeated Shoulder-to-Stomach in Corner +12
90-91 Back Drop +8
POWER POINTS: _____ 92-94 Body Slam +15
95-98 Throw into Turnbuckle +8
Defensive Pinfall/Submission Levels 99-00** Sunset Flip (E) N/A

Level 1: _______ Level 2: ________


Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


ROCKY KING
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06 Takedown +0
Tag Team Points: 0 07-08 Armbar (counts as two moves) +1
Manager (if any) ________________
09-12 Hip Toss +2
Main Tag Partner: _______________
13-16 Knee +3
Secondary Tag Partner: __________
Main Feud: ____________________ 17-18 Elbow +4
Secondary Feud: _________________ 19-22 Forearm +5
Battle Royal Adjustment: None 23-28 Kick +7
29-75 Punch +7
POWER POINTS: _____ 76-77 Back Drop +8
78 Leg Lock +2
Defensive Pinfall/Submission Levels 79 Leg Drop +8
80-82 Head Butt +10
Level 1: _______ Level 2: ________ 83 Body Slam +15
Level 3: _______ Level 4: ________ 84-94 Dropkick +11
Level 5: 0 95 Throw into Turnbuckle +8
96 Ram Head into Turnbuckle +10
97** High Crossbody (E) N/A
98** Sunset Flip (E) N/A
99** 2nd Rope High Crossbody (E) N/A
00* Sleeper (E) +20

82 | THE SQUARED CIRCLE | [email protected]


Promotion: CROCKETT 1986
ITALIAN STALLION
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-19 Armbar (counts as two moves) +3
Tag Team Points: 0 20 Snap Mare +1
Manager (if any) ________________
21-24 Arm Drag +2
Main Tag Partner: _______________
25 Hip Toss +2
Secondary Tag Partner: __________
Main Feud: ____________________ 26 Knee +3
Secondary Feud: _________________ 27-29 Elbow +4
Battle Royal Adjustment: None 30-36 Kick +7
37-81 Punch +7
POWER POINTS: _____ 82 Leg Drop +8
83-85 Monkey Flip +8
Defensive Pinfall/Submission Levels 86-92 Dropkick +10
93-94 Body Slam +15
Level 1: _______ Level 2: ________ 95-96 Throw into Turnbuckle +8
Level 3: _______ Level 4: ________ 97 Ram Head into Mat +10
Level 5: 0 98** High Crossbody (E) N/A
99** Roll Up (E) N/A
00 2nd Rope Double Axe Handle +9

“NIGHTHAWK” JOE COLTRANE


Promotion: CROCKETT 1986
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-15 Armbar (counts as two moves) +1
Tag Team Points: 0 16-25 Snap Mare +1
Manager (if any) ________________
26-35 Arm Drag +2
Main Tag Partner: _______________
36-45 Hip Toss +2
Secondary Tag Partner: __________
Main Feud: ____________________ 46-55 Forearm +5
Secondary Feud: _________________ 56-65 Kick +7
Battle Royal Adjustment: +1 66-75 Punch +7
76-85 Body Slam +15
POWER POINTS: _____ 86-95 Power Slam +17
96-00** Shoulder Breaker (E) +20
Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

1) Coltrane wrestled a few televised


matches in the Spring of 1986 and won
them. Shortly thereafter, he was gone
from the territory. He is included, but there
may be no good way to use him well.
Maybe as another battle royal guy?

| JCP 1986 EDITION | 83


Promotion: CROCKETT 1986
GEORGE SOUTH
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-09 Armbar (counts as two moves) +1
Tag Team Points: 0 10-11 Snap Mare +1
Manager (if any) ________________
12-13 Arm Drag +2
Main Tag Partner: _______________
14-16 Hip Toss +2
Secondary Tag Partner: __________
Main Feud: ____________________ 17-21 Knee +3
Secondary Feud: _________________ 22-25 Elbow +4
Battle Royal Adjustment: None 26-30 Forearm +5
31-37 Kick +7
POWER POINTS: _____ 38-40 Chop +5
41-74 Punch +7
Defensive Pinfall/Submission Levels 75-78 Leg Lock +2
79-80 Flying Head Scissors +5
Level 1: _______ Level 2: ________ 81-83 Shoulder Block +6
Level 3: _______ Level 4: ________ 84 Double Axe Handle +4
Level 5: 0 85 Fist Drop +8
86-91 Dropkick +10
92-94 Body Slam +15
95-97 Throw into Turnbuckle +8
98** Backslide (E) N/A
99-00 Eye Rake +1

Promotion: CROCKETT 1986


MITCH SNOW
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-38 Takedown +0
Tag Team Points: 0 39-48 Arm Drag +2
Manager (if any) ________________
49-68 Hip Toss +2
Main Tag Partner: _______________
69-89 Shoulder Block +6
Secondary Tag Partner: __________
Main Feud: ____________________ 90-00 Body Slam +15
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

84 | THE SQUARED CIRCLE | [email protected]


Promotion: CROCKETT 1986
THUNDERFOOT I
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-10 Takedown +0
Tag Team Points:80 11-13 Snap Mare +1
Manager (if any) ________________
14-24 Knee +3
Main Tag Partner: _______________
25-27 Elbow +4
Secondary Tag Partner: __________
Main Feud: ____________________ 28-43 Forearm +5
Secondary Feud: _________________ 44-56 Kick +7
Battle Royal Adjustment: None 57-72 Punch +7
73-75 Shoulder Block +6
POWER POINTS: _____ 76-86 Double Axe Handle +4
87-89 Body Slam +15
Defensive Pinfall/Submission Levels 90-97 Back Suplex +16
98-00 Eye Rake +1
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


THUNDERFOOT II
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-15 Knee +3
Tag Team Points: 80 16-25 Elbow +4
Manager (if any) ________________
26-35 Kick +7
Main Tag Partner: _______________
36-75 Punch +7
Secondary Tag Partner: __________
Main Feud: ____________________ 76-86 Repeated Shoulder-to-Stomach in Corner +12
Secondary Feud: _________________ 87-00 Eye Rake +1
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

| JCP 1986 EDITION | 85


Promotion: CROCKETT 1986
TONY ZANE
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-08 Takedown +0
Tag Team Points: 10 09-12 Armbar (counts as two moves) +1
Manager (if any) ________________
13-15 Snap Mare +1
Main Tag Partner: _______________
16-17 Knee +3
Secondary Tag Partner: __________
Main Feud: ____________________ 18-19 Elbow +4
Secondary Feud: _________________ 20-21 Elbow Drop +7
Battle Royal Adjustment: None 22-24 Forearm +5
25-28 Kick +7
POWER POINTS: _____ 29-77 Punch +7
78-79 Leg Lock +2
Defensive Pinfall/Submission Levels 80-81 Shoulder Block +6
82-83 Airplane Spin +5
Level 1: _______ Level 2: ________ 84-86 Back Drop +8
Level 3: _______ Level 4: ________ 87-90 Body Slam +15
Level 5: 0 91-93 Throw into Turnbuckle +8
94-95 Ram Head into Turnbuckle +10
96-97 Splash +11
98-99** Small Package (E) N/A
00** Sunset Flip (E) N/A

Promotion: CROCKETT 1986


VERNON DEATON
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-21 Armbar (counts as two moves) +1
Tag Team Points: 0 22-25 Snap Mare +1
Manager (if any) ________________
26-29 Arm Drag +2
Main Tag Partner: _______________
30-38 Forearm +5
Secondary Tag Partner: __________
Main Feud: ____________________ 39-93 Punch +7
Secondary Feud: _________________ 94-00 Shoulder Block +6
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

86 | THE SQUARED CIRCLE | [email protected]


Promotion: CROCKETT 1986
RANDY MULKEY
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-22 Chop +5
Tag Team Points: 80 23-90 Punch +7
Manager (if any) ________________
91-00 Throw into Turnbuckle +8
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


BILL MULKEY
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-13 Knee +3
Tag Team Points: 80 14-29 Forearm +5
Manager (if any) ________________
30-86 Punch +7
Main Tag Partner: _______________
87-91 Shoulder Block +6
Secondary Tag Partner: __________
Main Feud: ____________________ 92-95 Double Axe Handle +4
Secondary Feud: _________________ 96-00 Eye Rake +1
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

| JCP 1986 EDITION | 87


Promotion: CROCKETT 1986
GOLDEN TERROR
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-07 Snap Mare +1
Tag Team Points: 60 08-10 Hip Toss +2
Manager (if any) ________________
11-14 Knee +3
Main Tag Partner: _______________
15-16 Knee Drop +5
Secondary Tag Partner: __________
Main Feud: ____________________ 17-20 Elbow +4
Secondary Feud: _________________ 21-22 Elbow Drop +7
Battle Royal Adjustment: None 23-44 Forearm +5
45-52 Kick +7
POWER POINTS: _____ 53-76 Punch +7
77-80 Shoulder Block +6
Defensive Pinfall/Submission Levels 81-82 Body Slam +15
83-84 Clothesline +16
Level 1: _______ Level 2: ________ 85-86 Ram Head into Turnbuckle +10
Level 3: _______ Level 4: ________ 87-88** Roll Up (E) N/A
Level 5: 0 89-96 Eye Rake +1
97-00 Choke with Ropes +8

Promotion: CROCKETT 1986


GRIM REAPER
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-55 Forearm +5
Tag Team Points: 0 56-00 Kick +7
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

88 | THE SQUARED CIRCLE | [email protected]


Promotion: CROCKETT 1986
BRODIE CHASE
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-33 Knee +3
Tag Team Points: 10 34-38 Elbow +4
Manager (if any) ________________
39-54 Forearm +5
Main Tag Partner: _______________
55-59 Kick +7
Secondary Tag Partner: __________
Main Feud: ____________________ 60-00 Punch +7
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


GENE LIGON
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-09 Takedown +0
Tag Team Points: 0 10-11 Arm drag +2
Manager (if any) ________________
12-15 Knee +3
Main Tag Partner: _______________
16-23 Elbow +4
Secondary Tag Partner: __________
Main Feud: ____________________ 24-43 Forearm +5
Secondary Feud: _________________ 44-47 Kick +7
Battle Royal Adjustment: None 48-49 Chop +5
50-80 Punch +7
POWER POINTS: _____ 81-87 Shoulder Block +6
88-91 Dropkick +10
Defensive Pinfall/Submission Levels 92-97 Throw into Turnbuckle +8
98-99 2nd Rope Double Axe Handle +9
Level 1: _______ Level 2: ________ 00** High Crossbody (E) N/A
Level 3: _______ Level 4: ________
Level 5: 0

| JCP 1986 EDITION | 89


Promotion: CROCKETT 1986
MAC JEFFERS
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-10 Takedown +0
Tag Team Points: 10 11-20 Armbar (counts as two moves) +1
Manager (if any) ________________
21-32 Forearm +5
Main Tag Partner: _______________
33-36 Kick +7
Secondary Tag Partner: __________
Main Feud: ____________________ 37-40 Slap +1
Secondary Feud: _________________ 41-86 Punch +7
Battle Royal Adjustment: None 87-90 Dropkick +10
90-00 Hair Pull +0
POWER POINTS: _____
Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


JIM JEFFERS
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-17 Takedown +0
Tag Team Points: 10 18-21 Snap Mare +1
Manager (if any) ________________
22-30 Arm Drag +2
Main Tag Partner: _______________
31-34 Hip Toss +2
Secondary Tag Partner: __________
Main Feud: ____________________ 35-38 Knee +3
Secondary Feud: _________________ 39-42 Elbow +4
Battle Royal Adjustment: None 43-54 Forearm +5
55-59 Kick +7
POWER POINTS: _____ 60-92 Punch +7
93-98 Body Slam +15
Defensive Pinfall/Submission Levels 99-00 Throw into Turnbuckle +8

Level 1: _______ Level 2: ________


Level 3: _______ Level 4: ________
Level 5: 0

90 | THE SQUARED CIRCLE | [email protected]


Promotion: CROCKETT 1986
TOMMY LANE
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-36 Forearm +5
Tag Team Points: 0 37-00 Punch +7
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


MARK FLEMING
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-34 Armbar (counts as two moves) +1
Tag Team Points: 0 35-39 Arm Drag +2
Manager (if any) ________________
40-45 Knee +3
Main Tag Partner: _______________
46-52 Elbow +4
Secondary Tag Partner: __________
Main Feud: ____________________ 53-54 Forearm +5
Secondary Feud: _________________ 55-56 Kick +7
Battle Royal Adjustment: None 57-90 Punch +7
91-98 Leg Drop +8
POWER POINTS: _____ 99-00 Throw into Turnbuckle +8

Defensive Pinfall/Submission Levels


Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

| JCP 1986 EDITION | 91


Promotion: CROCKETT 1986
STONY BURKE
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-21 Knee +3
Tag Team Points: 0 22-29 Elbow +4
Manager (if any) ________________
30-69 Forearm +5
Main Tag Partner: _______________
70-90 Punch +7
Secondary Tag Partner: __________
Main Feud: ____________________ 91-00 Throw into Turnbuckle +8
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


BEN ALEXANDER
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-17 Snap Mare +1
Tag Team Points: 0 18-29 Knee +3
Manager (if any) ________________
30-41 Knee Drop +5
Main Tag Partner: _______________
42-53 Elbow +4
Secondary Tag Partner: __________
Main Feud: ____________________ 54-90 Punch +7
Secondary Feud: _________________ 91-00 Ram Head into Turnbuckle +10
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

92 | THE SQUARED CIRCLE | [email protected]


Promotion: CROCKETT 1986
MIKE SIMANI
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-12 Knee +3
Tag Team Points: 0 13-19 Elbow +4
Manager (if any) ________________
20-35 Forearm +5
Main Tag Partner: _______________
36-93 Punch +7
Secondary Tag Partner: __________
Main Feud: ____________________ 94-00 Eye Rake +1
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


RON ROSSI
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-00 Forearm +5
Tag Team Points: 0
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

| JCP 1986 EDITION | 93


Promotion: CROCKETT 1986
BILL TABB
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-16 Armbar (counts as two moves) +1
Tag Team Points: 0 17-24 Forearm +5
Manager (if any) ________________
25-32 Elbow +4
Main Tag Partner: _______________
33-95 Punch +7
Secondary Tag Partner: __________
Main Feud: ____________________ 96-00 Shoulder Block +6
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


LARRY CLARKE
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-29 Elbow +4
Tag Team Points: 0 30-00 Punch +7
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

94 | THE SQUARED CIRCLE | [email protected]


Promotion: CROCKETT 1986
KENT GLOVER
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-00 Punch +7
Tag Team Points: 0
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


PAUL GARNER
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-65 Forearm +5
Tag Team Points: 0 66-00 Chop +5
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

| JCP 1986 EDITION | 95


Promotion: CROCKETT 1986
ART PRITTS
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-20 Armbar (counts as two moves) +1
Tag Team Points: 0 21-80 Punch +7
Manager (if any) ________________
81-91 Shoulder Block +6
Main Tag Partner: _______________
92-00 Body Slam +15
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


DAVE SPENCER
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-00 Punch +7
Tag Team Points: 0
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

96 | THE SQUARED CIRCLE | [email protected]


Promotion: CROCKETT 1986
JACK WEATHERS
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-16 Armbar (counts as two moves) +1
Tag Team Points: 0 17-26 Arm Drag +2
Manager (if any) ________________
27-37 Elbow +4
Main Tag Partner: _______________
38-91 Punch +7
Secondary Tag Partner: __________
Main Feud: ____________________ 92-00 Eye Rake +1
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


LEE PEEK
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-26 Elbow +4
Tag Team Points: 0 27-00 Punch +7
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

| JCP 1986 EDITION | 97


Promotion: CROCKETT 1986
RANDY BARBER
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-16 Forearm +5
Tag Team Points: 0 17-90 Punch +7
Manager (if any) ________________
91-00 Eye Rake +1
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


PAT MEYERS
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-50 Takedown +0
Tag Team Points: 0 51-00 Forearm +5
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

98 | THE SQUARED CIRCLE | [email protected]


Promotion: CROCKETT 1986
ALAN MARTIN
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-20 Kick +7
Tag Team Points: 0 21-00 Punch +7
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

Promotion: CROCKETT 1986


LARRY STEPHENS
Current Rank: __________________ WRESTLER MOVE SET
Current Title Held: _______________ 01-05 Grapple (counts as two moves) N/A
Specialty Match: ________________ 06-38 Arm Drag +2
Tag Team Points: 0 39-00 Punch +7
Manager (if any) ________________
Main Tag Partner: _______________
Secondary Tag Partner: __________
Main Feud: ____________________
Secondary Feud: _________________
Battle Royal Adjustment: None

POWER POINTS: _____


Defensive Pinfall/Submission Levels
Level 1: _______ Level 2: ________
Level 3: _______ Level 4: ________
Level 5: 0

| JCP 1986 EDITION | 99


Singles Rankings and
Original Power Point Totals

#1 Ric Flair
“ THE NATURE B OY”

1000 POWER POINTS


RANK NAME OF WRESTLER POINTS 36 Bill Dundee 280
37 Bobby Jaggers 270
2 Dusty Rhodes 850 38 Teijo Khan 270
3 Nikita Koloff 800 39 Steve Regal 250
4 Magnum T.A. 790 40 Hector Guerrero 245
5 Ron Garvin 760
6 Barry Windham 750 41 Nelson Royal 240
7 Wahoo McDaniel 690 42 Denny Brown 240
8 Arn Anderson 685 43 Mike Jackson 190
9 Dick Murdoch 680 44 Rocky Kernodle 185
10 Tully Blanchard 670 45 Todd Champion 170
46 Rocky King 170
11 Hawk 660 47 Italian Stallion 170
12 Ricky Morton 650 48 Joe Coltrane 160
13 Animal 640 49 George South 150
14 Manny Fernandez 600 50 Mitch Snow 150
15 Jimmy Valiant 595
16 The Barbarian 590 51 Tony Zane 130
17 Jimmy Garvin 585 52 Thunderfoot I 120
18 Black Bart 575 53 Bill Mulkey 120
19 Ole Anderson 570 54 Golden Terror 120
20 Bobby Eaton 565 55 Thunderfoot II 110
56 Randy Mulkey 110
21 The Warlord 500 57 Vernon Deaton 110
22 Ivan Koloff 500 58 Brodie Chase 110
23 Rick Rude 490
24 Khrusher Khrushchev 480
25 Robert Gibson 460 Note: Big Bubba Rogers (760) and Paul Jones
26 Dennis Condrey 450 (210) are not ranked due to their limited use. Big
27 Buddy Landel 390 Bubba should be a very limited attraction, while
28 Ron Bass 390 also maintaining his role as Cornette’s heavy. The
29 Shaska Whatley 370 Warlord was ranked because he only wrestled
30 Brad Armstrong 350 and did not serve in any role as an enforcer
or manager. Yet, he should still be used on a
31 Sam Houston 340 limited basis. Every other wrestler not listed is a
32 Tim Horner 310 preliminary-only wrestler and will begin with 100
33 Dutch Mantell 300 power points each. They will also begin with a –1
34 Don Kernodle 295 disadvantage on control rolls. Subtract one point
35 Baron Von Raschke 290 from every control roll of those not listed (sans
Bubba and the wrestling managers).

100 | THE SQUARED CIRCLE | [email protected]


The Tag Team Sheets
What follows are tag team sheets that will be used for tag team matches only. None of the following
pages will be used in singles matches. This is an explanation of the tag team sheets.

1) The TAG TEAM RATING is the rating that will be used when the team attempts to make a tag (see
page 24). The rankings range from “A” to “D.” A “D” doesn’t necessarily denote a bad team. It also
applies to teams that do not tag together regularly, teams that are not listed in the following pages.
The Road Warriors are a “B” and not an “A” only because they don’t perform tag team maneuvers
nearly as often as the “A”-rated teams. Tag team moves should be rolled with less regularity for them.
Once again, it is not a matter of how good or popular the team is.

2) There is a generic TAG TEAM MOVE SET available for a “D” team on page 25. If the team is an A, B,
or C, they are included here, along with their accurate tag team move set.

3) The RANKING POINTS are not power points that will be used in the match. The only purpose the
ranking points serve is to rank the teams. These are the points that will change with every win or loss.

4) MAIN FEUD and SECONDARY FEUD: As is the case with singles wrestlers, not every team should
have both a main feud and a secondary feud. In fact, not every team should even have a main feud. A
feud is just that: a hot, ongoing feud between wrestlers or teams. Unless you have an ongoing storyline
brewing, leave these lines blank.

5) “ONE...OTHER.” – In the tag team move sets, you will notice lines such as this one: “One Holds, Other
Kicks.” That means that the team member already in the ring makes the tag and holds the opponent
as the wrestler entering the ring kicks the opponent. It can be assumed the one tagging out is the
“holder.”

6) What is a “WISHBONE”? It’s a maneuver usually done to a heel (bad guy) by a babyface (good
guy). With both team members in the ring and their opponent on his back, the team members each
grab one leg and either pull or fall in opposite directions, thus splitting their opponent like a wishbone.

7) If a team rolls to MAINTAIN CONTROL, the team member who just entered the ring automatically
wins the next control roll. The only team that has an option to maintain control on more than one
move are Arn & Ole Anderson, whose option allows them to maintain control for the next two moves.
Their strengths were working on the arm and controlling the match. If this were football, we would
say the Andersons were historically good at time of possession.

8) A “DOUBLE” move denotes that the two members of the team are performing the move to their
opponent at the same time, in tandem.

9) The FOUR HORSEMEN tag team move set should be used for any combination of the Four
Horsemen other than Ole & Arn Anderson, who have their own tag team sheet. The great team of Arn
Anderson & Tully Blanchard didn’t start teaming on a full-time basis until 1987. (If you’re wondering
why Lex Luger or Vladimir Pietrov aren’t included in the game, they didn’t appear in Jim Crockett
Promotions until 1987. The New Breed also appear as a tag team in 1987.) You will apply the tag team
sheet for PAUL JONES’ ARMY for any combination of Jones’s men as a tag team. There was not one
combination that was prevalent over the others. This also applies to the RUSSIANS. While it would
seem like Nikita & Ivan Koloff would be the best combination, the U.S. Tag Team Tournament and
belts were won by Ivan Koloff & Khrusher Khrushchev in 1986. Therefore, we will use the Russians’
match sheet for any combination.

| JCP 1986 EDITION | 101


ROCK AND ROLL EXPRESS
TAG TEAM MOVE SET
01-05 Maintain Control on Next Move N/A
06 One Holds, Other Lifts a Knee +6
07-18 One Holds, Other Comes Over Top with Knee +8
19-31 One Holds, Other Kicks +11
32-38 One Holds, Other Punches +11
39 One Holds, Other Does Leg Drop +12
40 One Holds, Other Dropkicks +20
41 One Lifts Opponent, Other Clotheslines Him +24
42-48 One Holds, Other Does 2nd Rope Punch +18
49 One Holds, Other Does Top Rope Stomp +27
50 One Punches, Other Does Knee Lift +19
51-52 Wishbone +15
53-61 Double Elbow +8
RICKY MORTON & ROBERT GIBSON 62-68 Double Punch +14
69-71 Double Back Hand Punch +14
Promotion: CROCKETT 1986
Tag Team Rating: A
72-74 Double Atomic Drop +16
Ranking Points: ________________ 75-77 Double Suplex +34
Current Rank: __________________ 78-80 Double Throw into Turnbuckle +16
Current Title Held: _______________ 81-00** Double Drop Kick (A) +50
Manager (if any) ________________
Main Feud: ____________________
Secondary Feud: _________________

MIDNIGHT EXPRESS
TAG TEAM MOVE SET
01-15 Maintain Control on the Next Move N/A
16-25 One Holds, Other Knees Opponent +5
26-28 One Holds, Other Forearms +8
29-33 One Holds, Other Kicks +11
34-36 One Holds, Other Does Two Kicks +21
37-39 One Holds, Other Double Chops to Throat +8
40-57 One Holds, Other Punches +11
58-60 One Slingshots into Other’s Clothesline +24
61-63 Double Shoulder Block +12
64-66 Double Back Drop +16
67-69 Double Clothesline +32
70-72 Double Throw into Turnbuckle +16
73-75 Condrey Holds, Eaton Hits Top Rope Elbow +28
BOBBY EATON & DENNIS CONDREY 76-79** One Trips, Other Shoulder Blocks into Pin (C) +9
80-00** Rocket Launcher (A) +50
Promotion: CROCKETT 1986
Tag Team Rating: A
Ranking Points: ________________
Current Rank: __________________
Current Title Held: _______________
Manager (if any) ________________
Main Feud: ____________________
Secondary Feud: _________________

102 | THE SQUARED CIRCLE | [email protected]


ROAD WARRIORS
TAG TEAM MOVE SET
01-10 Maintain Control on Next Move N/A
11-23 One Holds, Other Does 2nd Rope Punch +18
24-35 One Atomic Drops into Other’s 2nd Rope Punch +25
36-48 One Press Slams into Other’s Stomach Buster +34
49-61 Double Back Drop +16
62-74 Doomsday Device +30
75-00** Hawk Picks Up the Opponent So Animal Can +35
Do a 2nd Rope Power Slam (A)

HAWK & ANIMAL


“THE LEGION OF DOOM”
Promotion: CROCKETT 1986
Tag Team Rating: B
Ranking Points: ________________
Current Rank: __________________
Current Title Held: _______________ [In 1986, the Road Warriors hadn’t started using
Manager (if any) ________________ the Doomsday Device as a finishing move. It was
Main Feud: ____________________ sparsely used.]
Secondary Feud: _________________

THE ANDERSONS
TAG TEAM MOVE SET
01-10 Maintain Control on Next Two Moves N/A
11-26 One Holds, Other Does a Knee Drop +8
27-28 One Holds, Other Forearms +8
29-39 One Holds, Other Kicks +11
40-43 One Holds, Other Does Two Kicks +21
44-45 One Holds, Other Does Four Kicks +33
46-58 One Holds, Other Punches +12
59-67 One Holds, Other Does Two Punches +21
68-69 One Holds, Other Does a Double Axe Handle +6
70-71 Double Elbow +8
72-73 Double Forearm +10
74-75 Double Double Axe Handle +8
76-88 Double Throw into Turnbuckle +18
ARN ANDERSON & OLE ANDERSON 89-90 Four Forearms to Opponent (Two Per Anderson) +20
“THE MINNESOTA WRECKING CREW”
Promotion: CROCKETT 1986
91-99 One Holds, Other Top Rope Knee to Arm +33
Tag Team Rating: A 00 One Holds, Other Does Top Rope Double Axe Handle +21
Ranking Points: ________________
Current Rank: __________________
Current Title Held: _______________
Manager (if any) ________________
Main Feud: ____________________
Secondary Feud: _________________

| JCP 1986 EDITION | 103


THE FOUR HORSEMEN
TAG TEAM MOVE SET
01-20 Maintain Control on Next Move N/A
21-27 One Holds, Other Forearms +8
28-50 One Holds, Other Kicks +11
51-57 One Holds, Other Punches +11
58-64 Double Elbow +8
55-79 Double Throw into Turnbuckle +16
80-86 One Holds, Other Does Top Rope Knee to Arm +20
87-93 One Holds, Other Does Top Rope Elbow to Head +21
94-00 One Lifts, Arn Gives 2nd Rope Gourd Buster +40
RIC FLAIR [If this doesn’t apply because Arn Anderson
TULLY BLANCHARD isn’t in the match or Arn was neither in the
ARN ANDERSON ring nor tagged in a multi-man match, re-roll]
OLE ANDERSON

Promotion: CROCKETT 1986


Tag Team Rating: B
Ranking Points: ________________
Current Rank: __________________
Current Title Held: _______________
Manager (if any) ________________
Main Feud: ____________________
Secondary Feud: _________________

THE RUSSIANS
TAG TEAM MOVE SET
01-10 Maintain Control on Next Move N/A
11-13 One Holds, Other Forearms +8
14-25 One Holds, Other Kicks +11
26-28 One Holds, Other Punches +11
29-37 One Holds, Other Does Double Axe Handle +6
38-46 Double Elbow +8
47-84 Double Throw into Turnbuckle +16
85-87 Double Drop Opponent onto Ropes +12
88-96 One Holds, Other Does 2nd Rope Double Axe Handle +14
97 One Holds, Other Does Top Rope Double Axe Handle +21
98 One Distracts Ref, Other Chokes with Chain +27
99** One Holds, Other Does Top Rope Russian Sickle (A) +50
00** One Distracts Ref, Other Hits Top Rope +75
IVAN, NIKITA, & KHRUSHER Russian Sickle with a Chain (pin is 95%, 06-
00 on 2d10)
Promotion: CROCKETT 1986
Tag Team Rating: A
Ranking Points: ________________
Current Rank: __________________
Current Title Held: _______________
Manager (if any) ________________
Main Feud: ____________________
Secondary Feud: _________________

104 | THE SQUARED CIRCLE | [email protected]


PAUL JONES’ ARMY
TAG TEAM MOVE SET
01-20 Maintain Control on Next Move N/A
21-40 One Holds, Other Gives a Big Boot +14
41-60 Double Back Drop +16
61-80 Double Clothesline +32
81-00 Double Choke +14

PAUL JONES’ ARMY

Promotion: CROCKETT 1986


Tag Team Rating: C
Ranking Points: ________________
Current Rank: __________________
Current Title Held: _______________
Manager (if any) ________________
Main Feud: ____________________
Secondary Feud: _________________

RICK RUDE & MANNY FERNANDEZ


TAG TEAM MOVE SET
01-10 Maintain Control on Next Move N/A
11-15 One Holds, Other Elbows +6
16-35 One Holds, Other Kicks +11
36-45 One Holds, Other Punches +11
46-50 One Holds, Other Clotheslines +24
51-55 One Holds, Other Does 2nd Rope Knee Drop +15
56-70 One Holds, Other Does 2nd Rope Elbow +14
71-80 One Holds, Other Does 2nd Rope Punch +18
81-83 One Holds, Other Does 2nd Rope Double Axe Handle +14
84-86 Double Elbow +8
87-89 Double Stomach Buster +32
90-92 Double Back Breaker +32
93-97 Double Throw into Turnbuckle +16
RICK RUDE & MANNY FERNANDEZ 98-00* RR Holds, MF Does 2nd Rope Reverse Burrito (B) +40
“THE AWESOME TWOSOME”
Promotion: CROCKETT 1986
Tag Team Rating: B
Ranking Points: ________________
Current Rank: __________________
Current Title Held: _______________
Manager (if any) ________________
Main Feud: ____________________
Secondary Feud: _________________

| JCP 1986 EDITION | 105


AMERICA’S TEAM
TAG TEAM MOVE SET
01-05 Maintain Control on Next Move N/A
06-38 One Holds, Other Punches +11
39-71 DR Holds, TA Does Top Rope Double Axe Handle +21
72-00** Double Belly-to-Belly Suplex (A) +50

DUSTY RHODES & MAGNUM T.A.

Promotion: CROCKETT 1986


Tag Team Rating: C
Ranking Points: ________________ [The year 1986 was the year Dusty and Magnum
Current Rank: __________________ dawned the masks and feuded with the Midnight
Current Title Held: _______________ Express as “Frank & Jesse James.” There are a
Manager (if any) ________________ lot of great booking ideas there.]
Main Feud: ____________________
Secondary Feud: _________________

BARRY WINDHAM & RON GARVIN


TAG TEAM MOVE SET
01-05 Maintain Control on Next Move N/A
06-23 One Holds, Other Kicks +11
24-41 Barry Windham Holds, Ron Garvin Chops +14
42-61 Double Elbow +8
62-82 Double Big Boot +18
83-93 One Holds, Other Does Top Rope Elbow +21
94-00** BW Holds, RG Does Top Rope Sunset Flip (C) N/A

BARRY WINDHAM & RON GARVIN

Promotion: CROCKETT 1986


Tag Team Rating: C
Ranking Points: ________________
Current Rank: __________________
Current Title Held: _______________
Manager (if any) ________________
Main Feud: ____________________
Secondary Feud: _________________

106 | THE SQUARED CIRCLE | [email protected]


THE KANSAS JAYHAWKS
TAG TEAM MOVE SET
01-05 Maintain Control on Next Move N/A
06-15 One Holds, Other Knees Opponent +5
16-35 One Holds, Other Elbows +6
36-60 One Holds, Other Kicks +11
61-70 One Holds, Other Does Double Axe Handle +6
71-76 Double Throw into Turnbuckle +16
77-91* 2nd Rope Hart Attack (Hold Up Opponent + +30
2nd Rope Clothesline)(B)
92-00** Top Rope Hart Attack (B) +35

DUTCH MANTELL & BOBBY JAGGERS

Promotion: CROCKETT 1986


Tag Team Rating: C
Ranking Points: ________________
Current Rank: __________________
Current Title Held: _______________
Manager (if any) ________________
Main Feud: ____________________
Secondary Feud: _________________

THE KERNODLES
TAG TEAM MOVE SET
01-05 Maintain Control on Next Move N/A
06-33 One Holds, Other Kicks +11
34-66 One Holds, Other Does 2nd Rope Double Axe Handle +14
67-00 One Holds, Other Does Top Rope Elbow +21

DON & ROCKY KERNODLE

Promotion: CROCKETT 1986


Tag Team Rating: C
Ranking Points: ________________
Current Rank: __________________
Current Title Held: _______________
Manager (if any) ________________
Main Feud: ____________________
Secondary Feud: _________________

| JCP 1986 EDITION | 107


BILL DUNDEE & BUDDY LANDEL
TAG TEAM MOVE SET
01-20 Maintain Control on Next Move N/A
21-55 One Holds, Other Elbows +6
56-90 One Holds, Other Kicks +11
91-00** BL Holds, BD Does Top Rope Cannonball (C) +35

Promotion: CROCKETT 1986


Tag Team Rating: C
Ranking Points: ________________
Current Rank: __________________
Current Title Held: _______________
Manager (if any) ________________
Main Feud: ____________________
Secondary Feud: _________________

LIGHTNING EXPRESS
TAG TEAM MOVE SET
01-05 Maintain Control on Next Move N/A
06-40 One Holds, Other Does Takedown +2
41-85 Double Elbow +8
86-00** One Holds, Other Does Sunset Flip (C) N/A

BRAD ARMSTRONG & TIM HORNER

Promotion: CROCKETT 1986


Tag Team Rating: C
Ranking Points: ________________
Current Rank: __________________
Current Title Held: _______________
Manager (if any) ________________
Main Feud: ____________________
Secondary Feud: _________________

108 | THE SQUARED CIRCLE | [email protected]


Tag Team Rankings and
Original Rankings Point Totals

#1
RICKY MORTON AND ROBERT GIBSON
ROCK & ROLL
EXPRESS
500 RANKINGS POINTS

RANK NAME OF WRESTLER POINTS NOTES ON TAG TEAM


470
RANKINGS:
2 Midnight Express
3 Road Warriors 460
430 1) These rankings points are for ranking only
4 The Andersons
410 and will have no bearing on the match. They
5 Rick Rude & Manny Fernandez
6 The Russians 405 will be adjusted either after every card or after
7 The Four Horsemen 400 every month (our personal preference, as not
8 America’s Team 380 to get bogged down in erasing and altering
9 Barry Windham & Ron Garvin 375 continuously, is to adjust them at the end of
10 Paul Jones’ Army 250 every scheduled month).

11 Kansas Jayhawks 230 2) If you add a new tag team to the mix, you will
12 Bill Dundee & Buddy Landel 210 have to place them somewhere on this list and
13 Lightning Express 200 they will need rankings points assigned to them.
14 The Kernodles 150 We suggest starting them lower than higher and
15 Sam Houston & Nelson Royal 100 allowing them to work their way up.
16 Denny Brown & George South 95
17 Tony Zane & Brodie Chase 90 3) To fill out the brackets for the 1986 Jim
18 Todd Champion & Mitch Snow 85 Crockett Sr. Memorial Cup tournament, JCP
19 Thunderfoot I and II 80 brought in teams from other federations, as
20 Italian Stallion & Rocky King 75 well as from around the world. This isn’t a bad
idea, if you don’t have the teams available.
21 The Mulkey Brothers 70
Some teams (e.g. Ron Garvin & Magnum T.A.)
22 Golden Terror & Grim Reaper 65
were created solely for use in the tournament.
23 Mac Jeffers & Jim Jeffers 60
That does create some variety, but doing that
with too many teams upsets the balance and
disadvantages the established teams.

4) It is possible that the team ranked #2 will


surpass the top-ranked team in rankings points,
depending on how many matches the second-
ranked team wrestles. If you choose to still rank
the title holders in the number one position,
that’s understandable – and that’s suggested.

| JCP 1986 EDITION | 109


The Managers
When a wrestler’s initial Cheat Chart roll is a “1” or a “2,” they will consult the following manager sheet
that will tell them what action is done. All the following actions are assumed to be done successfully
and without disqualification. If the wrestler has no manager, they should consult the eight-option cheat
chart on page 21 for the maneuver. Moves, it is assumed, are completed when the referee is distracted.

JIM CORNETTE J.J. DILLON


01-07 Punch Opponent +5 01-30 Forearm +4

08-47 Tennis Racket to the Stomach +17 31-40 Punch +6

48-60 Tennis Racket Jab to Face +19 41-50 Eye Rake +1

61-67* Tennis Racket Over the Head (D) +21 51-60 Choke +7

68-74* Drop Opponent on the Edge of +17 61-70* Throws Shoe into Ring for Use (B) +20
the Tennis Racket (D)
71-90* Hits Opponent with Shoe (B) +25
75-85** In a melee, Cornette is pulled +30
into the ring by an opponent and 91-00** Slips foreign object to wrestler +40
drops the tennis racket. Eaton to use (A)
or Condrey grabs the racket and
hits the opponent with it. (B)

86-94** Give Tennis Racket to Wrestler +30


in Ring to Use on Opponent (B)

95-99** Sneak into Ring, Use Racket (B) +35

00** Throw Fireball in Face (A) +50

Jim Cornette (Wrestler): 100 PP, -3 Battle Royal Adj. J.J. Dillon (Wrestler): 175 PP, -1 Battle Royal Adj.
Moves: 01-30 Slap +1, 31-70 Kick +6, 71-00 Punch Moves: 01-20 Knee +3, 21-40 Elbow +4, 41-60 Kick
+6. On Control rolls, Cornette is -1. +6, 71-90 Punch +6, 91-00 Rake Eyes +1. Control -1.

110 | THE SQUARED CIRCLE | [email protected]


PAUL JONES BABY DOLL
01-28 Forearm +5 01-33 Slap +3

29-38 Punch +7 34-66 Kick +7

39-41 Choke +7 67-00 Punch +7

42-44 Opponent Thrown Out of Ring, +10


Jones delivers an Atomic Drop,
Opponent Thrown Back into Ring

45-54 Jab Opponent with Cane/Whip +15

55-57 Cane/Whip to Throat +17

58-64 Choke with Cane/Whip +19

65-00* Hit Opponent with Cane/Whip (B) +22

Paul Jones’ wrestling move set is a separate page Baby Doll’s sheet is to be used if she ever does a heel
within the wrestler move sheets. At various points turn. As a wrestler in a six-man match against anoth-
in 1986, Jones came to the ring, separately, with a er team and their manager, she gets 100 PP. Moves:
cane and a riding whip. 01-40 Arm Drag +2, 41-90 Forearm +4, 01-00** KO
Punch +20 (B) (only vs managers can she be used)

| JCP 1986 EDITION | 111


PRECIOUS PAUL ELLERING
01-50 Gives Can of Hair Spray to Jimmy +11 01-50 Punch +7
Garvin to Be Used on Opponent
51-00 Choke +10
51-00 Sprays Opponent with Hair Spray +13

Precious was not used as a wrestler at any point in If the Road Warriors do a heel turn, you may use this
1986. She did have a feud with Sunshine in World sheet for Ellering as a cheating manager. As a wres-
Class Championship Wrestling in Dallas, and we tler, he has 100 PP, +0 Battle Royal Adj., with a move
will cross that bridge when we get to it. set of 01-20 Kick +7, 21-40 Forearm +5, 41-60 Punch
+7, 61-80 Takedown +0, 81-00 Shoulder Block +6.

112 | THE SQUARED CIRCLE | [email protected]


The Managers: STABLE-izing!
The following are the managers and their stables for Jim Crockett Promotions in 1986.

JIM CORNETTE J.J. DILLON PAUL JONES


Bobby Eaton Ric Flair The Barbarian
Dennis Condrey Tully Blanchard Shaska Whatley
Big Bubba Arn Anderson Teijo Khan
Ole Anderson Baron von Raschke
Rick Rude
Manny Fernandez

BABY DOLL PRECIOUS PAUL ELLERING


Dusty Rhodes Jimmy Garvin Hawk
Magnum T.A. Animal
The Warlord

BILL DUNDEE
Buddy Landel

A NOTE ON MANAGER AND STABLE USE:


There are good reasons to use stables. They set up six-man, eight-man, and multi-person matches
well. But as with everything, too much use can be laborious. A good booker will avoid aligning
every wrestler with a stable. It may be fun, however, to see what you can do with them. Paul Jones
was an enigma in 1986. For most of the year he feuded with Jimmy Valiant, Manny Fernandez,
Wahoo McDaniel, and a few others. They were mid-card feuds, as Valiant’s will be when they are
booked best. With the Fernandez heel turn came the soon-to-be tag team champions in Rick
Rude and Manny Fernandez, the “Awesome Twosome,” or “Ragin’ & Ravishing.” Jones was then
elevated to managing main events against the Rock & Roll Express. The point is that it can be
a fluid situation. You may even want to move managers (or wrestlers) out of action for a bit to
give everyone a break. And why not make it an angle (storyline) in the process? An injury? A
hospitalization? A “where did they go” storyline? Doing a “where did they go” is always fun because
there are numerous possibilities for what the manager could be (or who they could bring) when
they come back. As always, enjoy the possibilities. Work the angles. Build the story.

| JCP 1986 EDITION | 113


Stipulation Matches
Stipulation matches (also known as gimmick matches or concept matches) are supposed to be special
events that happen rarely. There is an excitement that builds to them because they are so rare. The Great
American Bash 1986 tour has been criticized – and I think rightly so – for being too stipulation-focused (that
was at the insistence of booker Dusty Rhodes, by the way). If seven of nine matches on the card (on a
tour lasting one month) have a special stipulation, is it special anymore? That said, they can be a boon for
the success of a federation. Currently, the WWE hosts six events with names originating from stipulation
matches: Royal Rumble, Elimination Chamber, Money in the Bank, Hell in a Cell, TLC, and Survivor Series.
They have proven quite popular.
We debated how to introduce the multitude of stipulation matches to The Squared Circle. We thought
it best to introduce them when we introduce the territory where they were used. We won’t include them
twice (cage matches, for example, are used in every territory, but we will explain rules changes).
Every stipulation match has its wrinkles and its complexities. Could we get so specific, so “lost in the
weeds,” that we lose many of the gamers in sea-depth detail? Yes. Every wrestler could have a move set
for every stipulation match in which they participated. As much as we like detail, that’s a different level
of complication for the gamer and the creator. Also remember that rules have changed over time. At one
time, in some federations, you eliminated another wrestler from a battle royal by throwing him over the
top or pinning him in the ring. Rules will reflect how they were applied to the match in this territory.
In introducing these stipulation matches to you, we hope that you believe we have handled the wrinkles
and complexities wisely. More than that, we hope they are fun to you.
As a gift to you, we have delved back into November 1985 (Starrcade, to be more specific) to include
matches that did not appear in JCP in 1986: the Mexican Death Match, the Atlanta Street Fight, and the I
Quit Match.

ATLANTA STREET FIGHT


In the JCP territory, an Atlanta Street Fight took place at the Omni in Atlanta. The rules dictate that
the wrestlers can wear anything, there are no holds barred, the wrestlers can bring weapons to the ring,
and it’s a Texas Tornado match, meaning that in a tag team match, all four wrestlers are fighting at once.
At Starrcade 1985 the Midnight Express wore tuxedos to the ring. Knowing he would bleed and wanting to
create a great visual, Dennis Condrey wore a choice white tuxedo.

1) All disqualification, count-out, and time limit rules are null and void. Win by pin or submission only.
2) If this is a tag team Atlanta Street Fight, wrestlers must pair up with another wrestler from the other
team (A vs. C, B vs. D). Each pair will alternate rolling for control. Each control roll counts as one move
(unless specified otherwise). After the tenth total move (after each pair has rolled for control five times),
the pairs switch who they are fighting (A vs. D, B vs. C).
3) If the control roll is the same, (both wrestlers roll an “8,” for example), you do not consult the Wrestling
Raffle Chart, as you would in a regular wrestling match. Rather, you consult the following chart, with the
leading wrestler (most PP left) making the roll.
01-25 Manager Cheat. Both wrestlers roll a 1d10. If the highest-rolling wrestler has a manager,
consult his or her Manager Move Set. If there is no manager, this is a hard closed-fist punch (+15).
26-35 Both roll 1d10. Winner pulls off his belt and whips opponent with it fiercely (+22)
36-50 Both roll 1d10. Winner reaches into his trunks and pulls a baggie of powder from it. It is thrown
at their opponent, temporarily blinding them (+25).
51-75 Both roll 1d10. Winner pulls out a sharp foreign object and begins to dig into the forehead of the
opponent. There will be blood! (+30)
76-98 Both roll 1d10. Winner starts pounding away at opponent with a foreign object. The opponent
is gushing blood (+40).
99-00 Both roll 1d10. Winner hits opponent in the head squarely with foreign object (+50). There is
a 50% chance for a pin (51-00 on 2d10).

4) If control rolls are both “0” in tag match, both roll 1d10. Winner consults Tag Team Move Set.

114 | THE SQUARED CIRCLE | [email protected]


BATTLE ROYAL
Battle royals are matches in which the object is to be the last man standing in the ring after all other
wrestlers have been eliminated by being thrown outside of the ring via going over the top rope. A battle
royal scoresheet has been provided on page 35. You will need to use it to conduct this match.
The number of participants is up to the booker, but a good number is 20. Unless it’s a main event on a
major show, we suggest not using the 20 best wrestlers. Vary the talent levels a bit. Keep some major stars
out of the match.
Unlike a Royal Rumble match, every wrestler starts in the ring. No one enters at timed intervals in a
pre-determined orderly fashion. You will list all the entrants under “Wrestler” and you will put their Battle
Royal Adjustment number in the “ADJ” column. The remaining columns are for rounds of rolls.
Every wrestler uses a 1d20 for their roll. Add or subtract (only a few managers have negative adjustment
scores) their adjustment number to or from their roll. After every wrestler has rolled, you will have a highest
number and a lowest number. The highest number (1d20 + adjustment) throws the lowest number out of
the ring and thus out of the match. If two wrestlers tie for the highest number, they both do the tossing. If
two wrestlers tie for the lowest number, they are both thrown out by the wrestler with the highest number.
Put an “X” in their next round to denote that they are out and will not be rolling.
There is one way that wrestlers can save themselves. No one can be thrown out if their adjusted score
(1d20 + ADJ) is a “20” or higher. What does that mean? An example follows.
Dusty Rhodes has a +13 Battle Royal Adjustment. Nikita Koloff is at +8. If it comes down to the final two,
let’s say Nikita rolls a “12” and Dusty rolls an “11.” With adjustments, that means Dusty has a “24” and Nikita
has a “20.” Nikita is not thrown out; not yet, at least. We may assume Dusty threw him over and he landed
on the mat and crawled back in, or he went through the second and third ropes and not over the top rope.
They must roll another round. Someone’s adjusted score must be below a “20” to be eliminated.

BUNKHOUSE MATCH
A Bunkhouse Match is a concept match where anything can be worn and anything goes. It is usually
more country-fied as Dusty Rhodes and the Rock & Roll Express wore cowboy boots and torn jeans to
their Bunkhouse Match with the Four Horsemen. Of course, Ric Flair wore loafers, khaki pants, and an Izod
polo shirt. This is a Texas Tornado match when it is a tag match. The rules are similar to an Atlanta Street
Fight, but with a few match-specific adjustments. The adjustments are as follows.
1) All disqualification, count-out, and time limit rules are null and void. Win by pin or submission only.
2) If this is a tag team match, there are no tags. Everyone is in at all times. Wrestlers must pair up with
another wrestler from the other team (A vs. C, B vs. D). Each pair will alternate rolling for control. Each
control roll counts as one move (unless specified otherwise). After the tenth total move (after each pair
has rolled for control five times), the pairs switch who they are fighting (A vs. D, B vs. C). This happens
after every tenth move.
3) If the control roll is the same, (both wrestlers roll an “8,” for example), you do not consult the Wrestling
Raffle Chart, as you would in a regular wrestling match. Rather, you consult the following chart, with the
leading wrestler (most PP left) making the roll.
01-25 Manager Cheat. Both wrestlers roll a 1d10. If the highest-rolling wrestler has a manager,
consult his or her Manager Move Set. If there is no manager, this is a hard closed-fist punch (+15).
26-50 Both roll 1d10. Winner pulls off his belt and whips opponent with it fiercely (+22)
51-70 Both roll 1d10. Winner pulls off a shoe/boot and starts beating opponent with it (+25).
71-85 Both roll 1d10. Winner pulls out a sharp foreign object and begins to dig into the forehead of
the opponent. There will be blood! (+30)
86-98 Both roll 1d10. Winner starts pounding away at opponent with a foreign object. The opponent is
gushing blood (+40).
99-00 Both roll 1d10. Winner hits opponent in th head squarely with foreign object (+50). There is a
50% chance for a pin (51-00 on 2d10).

4) If control rolls are both “0” in tag match, both roll 1d10. Winner consults Tag Team Move Set. After the
tag team move, the wrestlers go back to two one-on-one match-ups in the ring.

| JCP 1986 EDITION | 115


COAL MINER’S GLOVE ON A POLE MATCH
One of the more odd stipulation matches is the Coal Miner’s Glove on a Pole Match. It is what it sounds
like– there is a coal miner’s glove on a pole attached to one of the ring posts. The key is to get it down and
use it on the opponent. Apparently, a coal miner’s glove is very rugged. The match is a regular pinfall or
submission match, through it is no disqualification, no count-out, and no time-limit. Theoretically, you don’t
even have to retrieve or use the glove to win the match. Of course, in wrestling, they always do in some
way or another. But, logically, looking only at the rules, it isn’t a requirement. Here are our rules for a Coal
Miner’s Glove on a Pole Match:
1) All disqualification, count-out, and time limit rules are null and void. Win by pin or submission only.
2) As soon as your opponent is at “Defensive Level 2,” you can start attempting to retrieve the glove
from the pole. You don’t have to roll anything to do so. If you win the control roll, you can state that you are
going after the glove. You then roll the move for the glove as a “B” finishing move (using the three numbers
for a B move at your opponent’s defensive level as the climb to the glove). If you fail, it is assumed your
opponent has pulled you from the climb and you crash to the mat for +15 damage.
3) If you are able to grab the glove, there is a 20% chance (00-20) your opponent wrests it from you and
uses it on you as an “A” finishing maneuver (**) at +100 damage. There is a 70% chance (21-90) you get the
glove and use it on your opponent as an “A” finishing move (**) and +100 damage. There is a 10% chance
(91-00) that you get the glove and hit your opponent twice for an “A” finishing maneuver (**) and +150
damage.
4) After the glove has been used, it is out of the match. The wrestlers have tugged on it, and it has flown
out of the ring and is at ringside.
FIRST BLOOD MATCH
A First Blood Match was not my favorite match as it always seemed anti-climactic. There are no pinfalls
or submissions. The match ends at the first trickle of blood confirmed by the referee. Therefore, a First
Blood Match actually prevents the match being a bloodbath. While it may seem like – to quote Drew Carey
on Whose Line Is It Anyway? – “the points don’t matter,” they do. Many of the moves (that draw blood) on
the Wrestling Raffle Chart are assigned to the “current winner” or “current loser” in the match. The options
favor the current winner.
You can draw blood by a move on the Wrestling Raffle Chart or you can draw blood a few other ways. If
you roll a cheat on the Manager’s Move Set, you will roll (10%, 91-00) to see if blood was drawn as the referee
was distracted. Even on a choke, assume a foreign object to the head was used, too. You can draw blood
by moves to the head (not the back) that occur as a wrestler is outside the ring (15%, 86-00). You can also
draw blood on every punch after your fifth punch (5%, 96-00). The first to draw blood wins. There are no
disqualifications, count-outs, or time-limit draws. There are no pinfalls or submissions.
HAIR VERSUS HAIR MATCH
“The Boogie Woogie Man” Jimmy Valiant participated in a series of Hair Matches against Paul Jones’
Army in the summer of 1986. As it ended up, Valiant, Jones, and Shaska Whatley all ended up with their
heads shaved. In the 1980s, bald was not commonplace. Thank Michael Jordan and Steve Austin for that
trend. Therefore, no wrestler wanted to lose his hair in the age of “hair metal” and long, flowing locks.
There is nothing you can really do in a Hair Versus Hair Match from a dice perspective. You can’t roll to
see if the clippers shave a fine number one guard. What you can do is assume it has been demoralizing for
the wrestler who has lost his or her hair. They will lose 50 power points (and the singles ranking change
that accompanies the loss) for one month. They will regain the points and the higher ranking after one
month. If you are a booker, there are a lot of scenarios you could exhaust here, with the obvious being the
threats of revenge “when I return to form.” The wrestler doesn’t have to go away, but they definitely feel
like they have lost something valuable and they are cranky because of it.
Someone must win this type of match. There are no disqualifications, no count-outs, and no time-limit
draws. Someone must lose and someone’s head must be shaved.
Matches like these, matters of honor, should result in a demoralization of some kind, such as lost power
points and a diminished ranking.

116 | THE SQUARED CIRCLE | [email protected]


I QUIT MATCH
This is really a match that Magnum T.A. and Tully Blanchard made famous at Starrcade ‘85. Theirs
was a brutal I Quit Match in a steel cage. The match ends when the beaten wrestler quits. For all the
demoralization that occurs from a loss in a Hair Match, a Loser Leaves Town Match, or a fight for a
female valet, the elation from winning an I Quit Match is a strengthening factor. The booker of your
federation should make the match worth more points than would be a regular contest between the
wrestlers. Something tangible should be on the line. Depending on the size of the show and the slot of
the match, we suggest making it worth 20-40 power points.
There are no disqualifications, count-outs, or time-limit draws. There are no pinfalls.
There are two ways to make your opponent quit:
1) Submission (Except for a sleeper hold. He can’t yell “I quit!” if he is asleep.)
2) Be the first to bring your opponent down to –100 power points in the match. At –100, they quit.

MAGNUM T.A. vs. TULLY BLANCHARD: THE I QUIT MATCH

INDIAN STRAP MATCH


An Indian Strap Match is not like a Texas Bullrope Match, a Russian Chain Match, or even a Leather
Strap Match (in some territories). But, again, it seems to be different in every territory. For the purposes of
JCP in 1986, an Indian Strap Match is won when one wrestler, tied to the other wrestler, drags the opponent
around to all four turnbuckles, consecutively, touching them all. It must be consecutively; no breaks in-
between.
There are no disqualifications, count-outs, or time-limit draws. There are no pinfalls or submissions.
Your opponent must be at “Defensive Level 2” for you to begin attempting the drag-around.
You can choose to not roll a move when you win control. Instead, you can attempt turnbuckles #1 and #2.
You have to win the next control to attempt turnbuckles #3 and #4. If you do not win the next control, the
opponent has broken up the attempt. The rolls to successfully touch the turnbuckles are as follows:

Def. Level 2 Def. Level 3 Def. Level 4 Def. Level 5


Turnbuckle #1 05–00 05–00 03–00 01–00
Turnbuckle #2 30–00 27–00 24–00 21–00
Turnbuckle #3 60–00 55–00 45–00 35–00
Turnbuckle #4 90–00 80–00 70–00 60–00

If the wrestlers both roll a control of an “8,” “9,” or “0,” they do not consult the Wrestling Raffle Chart.
Instead, they consult the below chart with 2d10 for the move. Leading wrestler rolls 2d10.
01-33 Both roll 1d10. Winner punches opponent with strap rolled around his fist. (+35)
34-66 Both roll 1d10. Winner whips opponent with the strap. (+40)
67-00 Both roll 1d10. Winner chokes opponent with the strap. (+45)

The damages are supposed to be large in stipulation matches. The matches aren’t designed to be long.

| JCP 1986 EDITION | 117


MEXICAN DEATH MATCH
It’s hard to believe this, even as I explain it, but this Mexican Death Match (as wrestled by Manny
Fernandez and Abdullah the Butcher at Starrcade ‘85) is really a Sombrero on a Pole Match. You read
that correctly. There is a sombrero atop a pole. As soon as a wrestler gets the sombrero, the match ends. It
doesn’t have to be used, nor would it really do any damage. After all, it’s a sombrero.
Here are our rules for a “Mexican Death Match”:
1) All disqualification, count-out, and time limit rules are null and void. No pinfalls, no submissions. Just
the hat. You just want to get that hat.
2) As soon as your opponent is at “Defensive Level 2,” you can start attempting to retrieve the sombrero
from the pole. You don’t have to roll anything to do so. If you win the control roll, you can say you are
going after el sombrero . You then roll the move for the sombrero as a “B” finishing move (using the three
numbers for a B move at your opponent’s defensive level as the climb to the hat). If you fail, it is assumed
your opponent has pulled you from the climb and you crash to the mat for +15 damage.
... and that, my friends, is a Mexican Death Match.

SCAFFOLD MATCH
Jim Cornette calls the 1986 scaffold (also knows as Skywalker) matches some of the worst bouts
available in what was otherwise a pretty phenomenal year in JCP. After seeing them, it’s hard to argue.
The climax is the only interesting part of the match. You want to see someone fall from the scaffold. In
reality, no one falls. The wrestler who is going to take the bump finds himself hanging from the bottom of
the scaffold (to situate himself close to the ground), and then the drop. No one is thrown off the scaffold like
Mick Foley was tossed from the top of the cage at King of the Ring 1997. The trick to this match is all visual.
So, how can we bring this to dice and paper?
Let’s think about what is really happening. The scaffold isn’t very wide. Wrestling moves beyond kicks
and punches are next to impossible. There is only one purpose: throw the opponent off the scaffold. To
do this, you will build scaffold points. After you accumulate five scaffold points, your opponent has been
thrown from the scaffold. How do you build scaffold points?
1) You will roll control as normal. The wrestler winning control then rolls for their move. If the move is
an “Arm Drag,” “Hip Toss,” “Throw into Turnbuckle,” “Ram Head into Turnbuckle,” “Ram Head into Mat,” or
“Throw Out of the Ring,” you will get one scaffold point.
2) If the move roll is a 98-00, you will get one scaffold point.
3) All other moves (other than those listed above) from 01-50 are kicks and all other moves from 51-97
are punches. This is one of the few matches where damage will not be rolled. You are solely accumulating
scaffold points. I still suggest keeping a move count total, if for no other reason than keeping some sort
of match time for documentation. If you want to
keep accurate logs of the stories of each match,
you can still write down the kicks and punches
to fill out the story of the bout.
4) The wrestler who falls from the scaffold
must then make an injury roll on a 1d12. If you roll
a 01-03, that wrestler is out for one month. A roll
of 04-05 and you are out for your next scheduled
match. If the roll is a 06-12, you hurt like hell, but
you’re back for the next match.
5) If this is a tag team scaffold match, the
wrestlers will each pair up with a wrestler from
the other team. These pairs will not switch (as
they do in other matches). They will remain a
pair throughout the duration of the match. Each
pair will alternate control rolls and scaffold
points will accumulate for all four wrestlers. The
first one to five wins the match.
STARRCADE 1986 SCAFFOLD MATCH

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STEEL CAGE MATCH
The Steel Cage Match is the granddaddy of all stipulation matches. It dates back to using chicken wire
to keep opponents in the ring and foes out of it. The earliest steel cage match on record dates back to a
January 1936 card in Caruthersville, Missouri. There were two chicken wire cage matches that night in
southeast Missouri. By 1986 it had evolved into the ideal blow off (final match in a feud) match for the
territory’s most heated rivals. Ric Flair won the NWA title from Harley Race in a steel cage at Starrcade ‘83.
In July 1986, Flair lost the title to Dusty Rhodes in a steel cage match in Greensboro, NC. After regaining the
belt, it was lost again in a steel cage match to Ron Garvin in September 1987. Important feuds are settled
inside menacing steel cages.
The typical WWE cage match rules state that the winner must exit the cage, either over-the -top or
through the door. Jim Crockett Promotions and the NWA in 1986 used the more traditional rules that stated
that the match simply takes place in a steel cage. Other than that, the match still must be decided by a
pinfall or submission. No one can be counted out as the cage used then tightly enclosed the ring.

Rules for steel cage matches in 1986 JCP (we will adjust the rules to fit the other territories when territory
supplements are released):
1) Any “Throw Out of Ring” is a “Thrown into Steel Cage” with damage at +40. Roll a 1d6. If you roll a 4-6,
there is blood!
2) There are no count-outs.
3) When the two wrestlers rolling for control both roll a “9,” someone’s face is about to be rubbed into
a wall of the cage. Each should roll a 1d10. The higher roll rubs the lower roll into the cage at +25 damage.
Roll a 1d6. If you roll a 4-6, there is blood (or even more blood if the crimson has already started flowing).
4) When the two wrestlers rolling for control both roll a “0,” someone gets thrown into the cage at +40
damage. Roll a 1d6. If you roll a 4-6, there is blood (or even more blood if the crimson has already started
flowing).
5) When the two wrestlers rolling for control both roll a 1-8, they will consult the Wrestling Raffle Chart,
as in a regular match.
6) In a cage match, the manager’s options for cheating are limited. Obviously, they cannot choke the
opponent or kick the opponent. Because of that, we have created one generic chart for manager cheats
within a steel cage match. It is as follows:
01-25 Manager uses foreign object to jab opponent through the cage (+15)
26-50 While opponent is leaning against the cage, manager hits the side of the cage with a foreign
object. (+15)
51-75 The manager attempts to sneak a foreign object into the steel cage for his wrestler to use. In
doing so, the wrestler fumbles the object and removes it from the ring. (No damage)
76-00 The manager sneaks a foreign object to his wrestler. The wrestler uses it on his opponent and
slips it back out to the manager. (+40) Roll 1d6. If you roll 4-6, there is blood!
7) There really aren’t disqualifications in cage matches, unless a flurry of henchmen enter the cage
during the match. This is something your booker can do as storyline. When that does happen, there should
be a disqualification called.

As with any stipulation match, there is a tendency to overuse cage matches. As a nice piece of scheduling
advice, we suggest that you first master the art of creating a schedule and format that works. Establish the
territory before you “hot shot” (do too much too quickly or too much at one time).
I’ve always loved steel cage matches, even when the WWE does their best to ruin them by incorporating
insane plot twists and crazy finishes (e.g. Hell in a Cell 2019 with Seth Rollins versus The Fiend). There are
ways to use cage matches and they are fun to play. In the entirety of my pro wrestling fandom, this has
been my favorite stipulation match. It always felt final in some way. I knew that I could count on a legitimate
finish that would resolve something. For you, it should be that way, as well. Now, is there a good time to use
a cage match to further a storyline rather than end one? Sure. The best game bookers out there will find
myriad ways to perfect their schedules. As I mention throughout, I’m excited to hear about them all.

| JCP 1986 EDITION | 119


STREET FIGHT MATCH
A Street Fight has no disqualifications, no count-outs, no time limit draws, and no rules regarding
attire or weapons/foreign objects. Because the match is also usually a falls count anywhere match, it
helps to have a booker to guide the match around the arena. However, you can still conduct a street
fight alone by keeping it mainly in the ring and at ringside. Consult the rules for “Atlanta Street Fight”
for specifics. Quite often, the Street Fight will be named after its host city, but it doesn’t have to be.

TAPED FIST MATCH


A Taped Fist Match is ran similarly to a boxing match. There are 10 three-minute rounds, a 30-second
rest period between rounds, and a ten count can mean it is a knock out. Here are the rules for playing
a Taped Fist Match:
1) You will keep score per round. There are seven punches per round.
2) Rather than rolling a 1d10 for control, in a Taped Fist Match you will roll a 2d10. You will do this
because rolling a 99-00 on the control roll is an automatic knock-out punch. If this happens, the match
is over. If a wrestler doesn’t roll a 99-00, then the winner of the control roll applies the damage for their
punch (1d6 + their punch damage adjustment). If, somehow, both wrestlers roll a 99-00 at the same
time, they hit one another simultaneously and both men are knocked out. It’s a draw.
3) All moves are punches. If a wrestler doesn’t have a “Punch” on their move sheet, their punch
damage is +6.
4) At the end of each round, total the punch damage for both wrestlers. If both wrestlers make it to
the end of the tenth round, the wrestler who won the most rounds is he winner by decision. Why play
if your down six rounds to zero after the 6th? Because you could still hit a KO punch and it’s over.

TWO-OUT-OF-THREE-FALLS MATCH
A Two-Out-Of-Three-Falls Match is won when one wrestler or team has won two falls. Because
the wrestlers get weaker as the match progresses, we will start at different defensive levels of power
points as the match moves to the next fall. For example, if this is a 2/3 Falls match between Nikita
Koloff and Magnum T.A., you will use their original power points at the beginning of the first fall. They
will begin the second fall with only their points for “Defensive Pin/Submission Level 1.” They will begin
the third fall at their own level for “Defensive Pin Submission Level 2.” Here is an example of where
each wrestler would begin each fall:

FIRST FALL SECOND FALL THIRD FALL

NIKITA KOLOFF 800 640 480


MAGNUM T.A. 790 632 474

It doesn’t matter how far the power points decrease during a single fall. They will still revert to Level
1 (original PP x 0.8) in the second fall and Level 2 (original PP x 0.6) for the third fall.

A VISIT FROM CAPTAIN OBVIOUS...


A No DQ Match cannot have a disqualification. Therefore, if you come across a move (on the Cheat
Sheet or the Wrestling Raffle Chart, for example) that has a disqualification attached, ignore it. If it
cannot be ignored, roll again on the same chart. Usually, it will be attached to an action. Keep the
action and disregard the disqualification.
A match without a time limit means that time cannot expire. It is still a good idea to do a move
count, as it will give you more insight on approximately how long the match lasted.
In a Submission Match, the win must be by submission. There will be no attempts for a pinfall.

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PLAYER-ADDED WRESTLER NOTES

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RULE QUESTIONS & HOMEBREW IDEAS

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TITLE HISTORIES

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THE PURPOSE, THE BOOK, & THE PLEA
THE PURPOSE
One of the most valid complaints I hear about sports simulations concerns the time the games take to
play. For a dedicated player, it can seem like a full-time job to make any progress on a full-season project.
The baseball games get into the thousands and seasons go unfinished. Sometimes it’s even difficult to get
through a one-team NBA replay at 82 games.
I would offer you this challenge when playing The Squared Circle: please think differently. You’re not
playing this game to compare cumulative life versus simulation statistics and standings at the end of a
season. You’re playing this game to go on the journey, to be the pro wrestling booker and player you always
wished you could be. You’re playing to run the territory, create the schedules, figure out storylines, plan
supercards/PPVs, and see where it all leads. In all the other major sports simulations, you’re working
toward that final day. You want to see where the team and its players are after that final game. That isn’t
the point of pro wrestling. If you do quarterly PPVs, you may be working toward the PPV in a way that you
find creative, competitive, and challenging. If you’re doing monthly supershows, you’re working toward
those. Maybe you’re just working to make the next week of scheduling make sense. At first, that should
be the goal, anyway. Start small. Figure out the vibe of your territory. Plan your circuit for your territory,
town by town in a rotation with a few spot shows filled in. Create workable cards (we find five matches per
card workable, especially for a roster this comparatively small). You’re not just playing for a result. You’re
building something you’ve always wanted to build. To quote the Zen Buddhists – and former Chicago Bulls
coach Phil Jackson – “the journey is the reward.” .
What wrestling fan hasn’t once thought that they could make WWE more interesting than Vince
McMahon with a roster that talented? Now you can. Take the time to figure out how to do that. There are
no plans, yet, to create a quick-play version of this game. We could, and that may eventually happen, but
when one of the major draws of the game is the development of storylines, how can a quick-play, results-
only game work nearly as well?
What I ask you to do is not to think about how long some of these matches take to play. There is no “final
day,” no feeling of finality. Your territory can go on as long as you’d like to see it do so. Enjoy that.

THE BOOK
I suspect that many players, at our moderately advancing ages, are going to play this solitaire. That’s
fine. You can freely act as the booker. At this point in life, with my original friend group spread across the
country, I mainly play solitaire. You can easily do that, and that’s fine.
The best way to play is with someone who acts as the territory’s booker throughout one entire season
(or year, however you keep time). They would also keep the scoresheets, plan the cards, etc. There are
advantages to playing with a large group of friends with one acting as booker. You can do things with a
booker that you can’t do alone. The art of surprise cannot be fully replicated alone. With a booker, you can
have heel or face turns that surprise everyone. You can cause storyline-related events to happen before,
during, and after a match. You can plan for something to happen, something the players (wrestlers) have
to react to on the spot (similar to an RPG). It’s like having a “games master” (or Dungeon Master in D&D).
In one incarnation of this game, my friends and I planned a dirty Four Horsemen turn on Barry Windham,
who we then booted from the group, with four fingers raised high in the air. My friend playing Barry
Windham was always suspicious but was properly lulled into a false sense of security. Then it hit. Bam! You
can’t really do that playing solitaire, not with that level of psychology and surprise.
Things can turn dicey with a booker, too. When one of our friends, acting as booker, arbitrarily gave
another friend incredibly high odds to hit a match-ending DDT on another wrestler, the aggrieved player
threw a chair halfway across the room in anger. That was 1989 and we all laugh hysterically about it today,
but it was tense for a few minutes that night. That won’t happen when you play solitaire, which I guess is
a pro rather than a con. No flying chairs (not from the players, at least). Playing alone, you’ll have full and
complete control, but sometimes it’s more fun to not have control.

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THE PLEA
This is important, so please take this to heart. While I am sharing this lifelong project with you, I want
you to be a part of it. I have placed the email address at the bottom of every even-numbered page because
I want and expect you to use it. I want to hear your ideas, I want to hear your wish lists, I want to hear about
your best match, I want to hear about your ideas for scheduling, and I want to hear your questions. In fact,
I plan on placing a Q&A/FAQ section in every supplement. It will have many of the questions you ask via
email, and it will have my answers or justifications. Together, we can come up with some good ideas to
make the game an even better experience for other gamers.
There are some great communicators in the sports sim market. There are some companies whose
representatives respond to you same-day, and there are some who make it feel like Halloween year-
round because they ghost so many people. I want to be in constant communication about this game. I
plan on answering same-day when it is a legitimate question, an idea, a story of how you were creative in
scheduling, a particularly great bout, etc.
That said, I have no passion for getting involved in an endless argument about why Tim Horner is ranked
above Don Kernodle, why the Midnight Express are above the Road Warriors, or why Black Bart has a
+4 Battle Royal Adjustment rating and not a +5. I watched a great amount of that 1986 year (big events,
handhelds, TBS program, and syndicated TV). The rankings and ratings are what they are. You run the
territory now. If you’d like to change them, please do so, but I really think these rankings and ratings are
fair. So, let’s not argue about those.
There will be holes in the game. I’ll give you an example. I thought of one today. A lot of wrestlers have
“Hair Pull” as a move because they pulled their opponents hair. Yet, all three Russians are bald. How should
it be handled when someone rolls “Hair Pull” against a bald wrestler? That would be a great question I
would have been excited to receive via email because it’s legit and makes sense. My answer would be “You
go with the same damage, but you assume the wrestler pulled the tights or the attire or something other
than the hair. They used some kind of other leverage to ground the opponent.”
I’m more than happy to answer “What happens when...,” “I don’t understand how I....,” “Could you please
explain to me further how (this aspect) works....” Yes. I’d love to help.
Also, if you homebrew something , let me know. It’s possible that we may put credited homebrew ideas
as sections in future supplements, as well. Anything is possible at this point. But I want you to be a part of it
all. Please join me in that.
Thank you all. You are what will make the time and effort fulfilling. Finally, one big thank you, again, to
Chuck, Ben, Chris, Gabe, and Brent, who played this game for so many hours, constantly tweaking it years
ago. I’m glad I kept it alive as a tribute to those wonderful memories.

Ring the bell,
S.T. Patrick

SPORTS
SIM
MAGAZINE
AVAILABLE TODAY!
http://www.lulu.com/spotlight/MWNPublications

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| JCP 1986 EDITION | 137
What began as a regional pro wrestling territory in the
Mid-Atlantic states was by mid-summer 1986 competing
with the largest wrestling companies in the world. Aided
by a cable superstation out of Atlanta, Georgia, the pro
wrestling heroes of southern fans became household
names across America. The year 1986 was a peak year
from Charlotte to Greensboro, from Atlanta to Richmond,
and in millions of homes. Did you ever want to pit your
favorite wrestlers against their hated enemies? How
would you run your own battle royal? Who would be your
first world heavyweight champion? Now you can run
your own territory, draft your own stable, and create the
dream match-ups you always wanted to see. Welcome to
The Squared Circle. This ring is yours!

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