Professional Documents
Culture Documents
The Squared Circle - A Pro Wrestling Simulation Game
The Squared Circle - A Pro Wrestling Simulation Game
THE
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
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
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.
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.
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.
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
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.
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.
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 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.
“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.
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.
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.
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).
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.
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
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.
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.
20 MINUTES is 70 moves.
30 MINUTES is 90 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!
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.
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.
Wrestler-Specific Notes
Wrestler-Specific Notes
Wrestler-Specific Notes
Wrestler-Specific Notes
Wrestler-Specific Notes
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.
Wrestler-Specific Notes
Wrestler-Specific Notes
Wrestler-Specific Notes
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.
“The Outlaw”
Wrestler-Specific Notes
Wrestler-Specific Notes
Wrestler-Specific Notes
Wrestler-Specific Notes
Wrestler-Specific Notes
“Number One”
#1 Ric Flair
“ THE NATURE B OY”
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.
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: _________________
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: _________________
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: _________________
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
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
#1
RICKY MORTON AND ROBERT GIBSON
ROCK & ROLL
EXPRESS
500 RANKINGS POINTS
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.
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)
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.
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)
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.
BILL DUNDEE
Buddy Landel
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.
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.
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.
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
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.
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:
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.
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.
SPORTS
SIM
MAGAZINE
AVAILABLE TODAY!
http://www.lulu.com/spotlight/MWNPublications