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UNDISPUTED action card crowd interaction

HOW TO PLAY 

THE GAME PLAYS CLOCKWISE

     ALL WRESTLERS START INSIDE THE RING

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THE LOCKUP

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EACH PLAY ROLLS A DICE. WHOEVER ROLLS THE HIGHEST WINS THE LOCKUP AND GOES FIRST. INCASE OF A TIE, PLAYS ROLL THE DICE UNTIL ONE PLAYER HAS ROLLED A HIGHER NUMBER.

EACH PLAYER WILL NOW DRAW SEVEN (7) CARDS FROM THERE DECK.

 

TURN OVERVIEW

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1. GET BACK UP, DISCARD, AND PICK UP

2. ATTACK

2a.  strikes

2b.  special moves

3. ACTION

4. END OF TURN

 

​1. DISCARD AND PICK UP PHASE 

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ON YOUR TURN, IF YOUR PLAYER IS CONCIDERED DOWN, THEY CAN NOW STAND BACK UP DURING THE DISCARD AND PICKUP PHASE.

AT THE BEGINNING OF YOUR TURN IS CALLED THE DISCARD AND PICK UP PHASE. THE PLAYER IS NOW ALLOWED TO DISCARD AS MANY CARDS THEY WISH AND PICK UP MORE CARDS TO REFILL THEIR HAND TO SEVEN (7). ONCE THE PLAYER HAS SEVEN (7) CARDS THEY MAY NOW MOVE IN TO THE ATTACK PHASE.

YOU CAN ONLY DISCARD YOUR CARDS ONLY ONCE PER TURN.

 

2.ATTACK PHASE

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WHEN PLAYING WITH MORE THEN TWO (2) PLAYERS YOU MUST ANNOUNCE TO OTHER PLAYERS WHO YOU ARE FOCUSING YOUR ATTACK ON.

 

2a. STRIKING

AT THE BEGINNING OF YOUR ATTACK PHASE, YOU MAY NOW START YOUR ATTACK BY PLACING UP TO THREE (3) STRIKE CARDS ONE AT A TIME. ALL STRIKE CARDS WILL TAKE ONE HIT POINT FROM YOUR OPPONENT.

 

2b. SPECIAL MOVE

NOW THAT YOUR STRIKE CARDS ARE NOW PLACED YOU MAY NOW PLAY ONE SPECIAL MOVE CARD TO END YOUR ATTACK PHASE. EACH CARD WILL SHOW HOW MANY HIT POINTS AN OPPONENT WILL TAKE, SOME ATTACKS MAYBE WEAKER THEN OTHERS SO PLAN YOUR MOVES AT THE RIGHT MOMENT FOR TO GIVE YOUR OPPONENT THE MOST DAMAGE YOU CAN.

IF YOU ARE THE PLAYER THAT IS BEING ATTACKED YOU MAY PLAY A REVERSE CARD AT ANYTIME WHEN BEING ATTACKED. BUT YOU SUBTRACT ANY LIFE POINTS THAT YOU ALLOW TO HIT YOU

ALSO, ONCE YOUR ATTACK PHASE IS FINISHED YOUR OPPONENT IS NOW CONCIDERED DOWN. 

 

3.ACTION PHASE

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AFTER YOUR ATTACK PHASE IS COMPLETE THE PLAYER CAN NOW PLAY ONE ACTION CARD IF AVILIBLE, STARTING WITH WHO ATTACK PHASE IT WAS. SOME OF THESE ACTION CARDS MAY HELP YOU GAIN HEALTH, THROW A PLAYER IN OR OUT OF THE RING, OR PIN YOUR OPPONENT.

 

 

4.END OF TURN

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ONCE YOUR TURN IS DONE IT IS NOW YOUR OPPONENTS TO YOUR LEFTS TURN TO BEGIN THERE TURN AND STAND UP FROM ANY ATTACK.

 

END OF GAME

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                THE GAME ENDS AT THE END OF A TURN WHEN THERE IS ONLY ONE WRESTLER REMAING WINNING BY

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KNOCKING OUT

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WHEN YOUR OPPONENT THEY REACH ZERO (0) HEALTH POINTS

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PINFALL

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WHEN A PIN CARD IS PLAYED EACH PLAYER WILL ROLL 5 ROUNDS DICE IF THE PINNING PLAYER ROLLS A HIGHTEST NUMBER 3 TIMES IN A ROW THAT PLAYER WINS.

WHEN PINNING AN OPPONENT WHO HAS LESS THEN 10 HEALTH POINTS (NUMBERS WILL BE SHOWN IN RED ON THE PLAYERS CARD) THE PINNING PLAYER CAN NOW ROLL 2 DICES AGAIN THERE 1 FOR A STRONGER PIN ATTEMPT

IF THE PINNED PLAYER IS ABLE TO WIN THE DICE ROLLS AND KICKOUT OF THE PIN THAT PLAYER WILL REGAIN 2 HEALTH POINT 

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 SUBMISSION

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SUBMISSION CARDS ARE PLAYED INSTEAD OF A SPECIAL MOVE CARD DURING THE ATTACK PHASE. IF A SUBMISSION CARD IS PLAYED THE MOVE IS PREMANITY PLACED ON THE OPPONENT AND CONTINUES EACH TURN UNTIL THEY CAN REMOVE IT BY USING A REVERSAL CARD. IF THE PLAYER DOES NOT HAVE A REVERSE CARD, THEY MUST SKIP THERE TURN AND TAKE THE DAMAGE GIVEN BY THE CARD.

 THE PLAY WHO INTIATEED THE SUBMISSION MAY CONTINUE HOLDING THE MOVE BY ALSO SKIPPING THERE TURN OR WITHDRAW THE CARD AND RELEASE THE MOVE AT ANYTIME DURING THEIR ATTACK PHASE   

IF PLAYER IS ABLE TO USE A REVERSAL CARD TO RELEASE THE SUBMISSION THEY WILL CONTINUE ONTO THERE ATTACK PHASE.

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COUNT OUT

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WHEN A PLAYER PLAYS A RING IN/OUT CARD DURING THE ACTION PHASE THEY CAN CHOOSE WHICH PLAYER TO GO INTO OR OUT OF THE RING. WHOM EVER IS PLAYED OUTSIDE THE RING WILL NOW HAVE UP TO 10 OF THAT PLAYERS TURNS TO RETURN BACK INTO THE RING. IF BTHE PLAYER DOES NOT RETURN WITHIN THE 10 TURNS THEY ARE CONCIDERED COUNTED OUT AND THE PLAYER WHO IS INSIDE THE RING WINS THE GAMES.

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