I.S.T.C.W.F ------------------------- STANDARD GAME 2-4 PLAYERS ------------------------- STARTING THE GAME: ------------------------- EACH PLAYER IS DEALT ONE WRESTLER CARD AND THREE UTILITY CARDS. ROLL TWO D6 AND THE PLAYER WITH THE HIGHEST NUMBER GOES FIRST. ------------------------- WIN CONDITIONS: ------------------------- A PLAYER IS CONSIDERED THE WINNER AND DECLARED THE "CHAMPION OF ALL TIME AND SPACE" WHEN ALL OTHER PLAYERS STAMINA IS DEPLETED. ------------------------- HOW A TURN WORKS: ------------------------- 1.DRAW A UTILITY CARD 2.UTILITY PHASE - TIME TO ATTACH CARDS TO YOUR WRESTLER.(ONLY ONE APPAREL AND ONE WEAPON MAY BE ATTACHED TO A WRESTLER) 3.MOVE PHASE - PLAY ONE MOVE CARD UNLESS THEY CAN BE PERFORMED AS A "CHAIN COMBO" 4.END YOUR TURN ------------------------- ATTACKING: ------------------------- WHEN ATTACKING ANOTHER PLAYER YOU HAVE A FEW OPTIONS. NORMAL ATTACK: WHEN YOU HAVE NO MOVE CARDS IN YOUR HAND OR YOU ARE SAVING THEM TO PERFORM A "CHAIN COMBO" YOU MUST ROLL TWO D6 PLUS YOUR STRENGTH IF THE TOTAL IS HIGHER THEN YOUR OPPONENTS TOUGHNESS THE MOVE IS A SUCCESS. DEAL ONE DAMAGE TO YOUR OPPONENT. ATTACK WITH A WEAPON CARD: ROLL TWO D6 PLUS YOUR STRENGTH IF THE TOTAL IS HIGHER THEN YOUR OPPONENTS TOUGHNESS THE MOVE IS A SUCCESS. DEAL DAMAGE EQUAL TO THE DAMAGE ON THE WEAPON CARD TO YOUR OPPONENT. USING A MOVE CARD: ROLL TWO D6 PLUS YOUR STRENGTH IF THE TOTAL IS HIGHER THEN YOUR OPPONENTS TOUGHNESS THE MOVE IS A SUCCESS.DEAL DAMAGE EQUAL TO THE DAMAGE ON THE MOVE CARD TO YOUR OPPONENT. ------------------------- CHAIN COMBO: ------------------------- A CHAIN COMBO IS WHEN YOU PLAY MULTIPLE CARDS TOGETHER TO DEAL A LARGE AMOUNT OF DAMAGE WITH A "FINISHER", PERFORM A "FULL PROOF PIN" OR A "DEADLY SUBMISSION" FINISHER: STAGE 1 MOVE + STAGE 2 MOVE + FINISH MOVE. DEAL DAMAGE OF ALL CARDS AT ONCE AND CANNOT BE REVERSED. FULL PROOF PIN: STAGE 1 MOVE + STAGE 2 MOVE + PIN MOVE. DEAL DAMAGE OF ALL CARDS AT ONCE AND PIN OPPONENT WITH NO CHANCE TO REVERSE. DEADLY SUBMISSION: STAGE 1 MOVE + STAGE 2 MOVE + SUBMISSION MOVE. DEAL DAMAGE OF ALL CARDS AT ONCE AND SUBMIT OPPONENT WITH NO CHANCE TO REVERSE. ------------------------- CARDS: ------------------------- STARTING HAND IS THREE CARDS, HOWEVER YOU MAY HAVE UP TO FIVE CARDS IN YOUR HAND AT A TIME.IF YOU FIND YOURSELF WITH MORE THEN FIVE DISCARD UNTIL YOU MEET THE GAME REQUIREMENTS. APPRAEL: ONLY ONE MAY BE ATTACHED TO A PLAYER AT A TIME. CHAMPIONSHIPS: YOU MAY HAVE UP TO TWO TITLES ATTACHED TO EACH PLAYER. ITEM: YOU MAY KEEP IN HAND AND USE AT ANYTIME. IMMEDIATELY: CARDS DRAW THAT SAY IMMEDIATELY MUST BE PLAYED AS SOON AS THEY ARE DRAWN. WEAPON:ONLY ONE MAY BE ATTACHED TO A PLAYER AT A TIME. MOVES: ONE CARD AT A TIME CAN BE USED DURING THE PLAYER'S TURN. IF A PLAYER HAS A STAGE 1,2 AND 3 THEY CAN PERFORM A "CHAIN COMBO" AND COMBINE ALL THREE CARDS IN ONE TURN FOR A POWERFUL ATTACK. STAGE1 = "ATTACK MOVES" STAGE2 = "GRAPPLE MOVES" STAGE3 = "FINISHER,PIN OR SUBMISSION" ------------------------- PINS AND SUBMISSIONS ------------------------- PINS: WHEN PINNING A OPPONENT ROLL THE TWO D6 PLUS YOUR STRENGTH, YOUR OPPONENT WILL ROLL THE TWO D6 PLUS THEIR AGILITY. THE PLAYER WITH THE HIGHEST NUMBER WINS. IF YOUR OPPONENT DOESN'T "KICK OUT" THEN THEY LOSE THIER NEXT TURN AND ONE CHAMPIONSHIP ATTACHED TO THEM. SUBMISSIONS:WHEN SUBMITTING A OPPONENT ROLL THE TWO D6 PLUS YOUR STRENGTH, YOUR OPPONENT WILL ROLL THE TWO D6 PLUS THEIR AGILITY. THE PLAYER WITH THE HIGHEST NUMBER WINS.IF YOUR OPPONENT DOESN'T "BREAK THE HOLD" THEY LOSE THIER NEXT TURN AND TRY TO "BREAK THE HOLD" EACH TURN BEFORE THEY CAN ATTACK.AS WELL AS TAKING 2 DAMAGE EACH TURN THEY ARE IN THE HOLD. WITH THE INITIAL SUCCESSFUL ATTACK YOUR OPPONENT LOSE ONE CHAMPIONSHIP ATTACHED TO THEM. -------------------------