Avalon Hills' Wrasslin?

House Rules

by Chris Baile



Ok... this works best if you have 4 people or so running wrestlers. Assuming that's the case, here's how we break it down:

One of our new rules is the addition of skill 3. As long as a wrestler with a skill 3 is mobile, they can add 1 point to any ability score they want every round... for example, they might put skill into strength during an offensive round to bodyslam an opponent, but they can put skill into weight the next round to make themselves too heavy to lift by their opponent.

When being hit with a Specialty move, the wrestler must use a Powersurge with a Block to stop it... and likewise must use a Powersurge with an interference block.

A pin can be interference reversed (assuming a referee is not used to stop the interference) Because there is really no advantage to being a good guy, (bad guys have interference, distractions, and dirty moves) we added some cards:

Good Guy Power Surge x2 (2 of these) which serves as a normal power surge for a good wrestler only if used offensively, and as a power surge x2 if used defensively.

-2 Anywhere: allows the user to recover 2 damage cards, even if pinned or in a continuing hold (only 1 per deck, usable by clean and dirty)

-3 Good Guy recovery: allows a good wrestler to recover 3 cards of damage. (2 per deck)

Small Package: A pin, but requires a Skill:2, however the strength of both wrestlers can be equal and the pin is still on. (1 per deck)

Off the Top Rope: Requires an agility of 3. Adds +1 to a maneuver.(the requirements of the maneuver must also be met.) This can be used with Specialty moves, and if used with the Out of Wrestlingcard, the target is out for 4 cards instead of 3.

Flying Body Press: Requires an agility of 2 and a skill: 1. Does the wrestler's weight for damage and is an automatic pin unless the opponent's strength is greater than or equal to the attacker's. (1 per deck)

This Will Hurt You as Much as Me: When hit with a move, the damaged wrestler may play this card and do equal damage immediately to his opponent. (1 per deck, may not be used on Specialties, wrestler must be mobile or play with a powersurge)

Roll With It! This allows a wrestler to take half damage from a move. (rounding up for uneven numbers) If used on an Auto Win, they take 2 points of damage and are still in the match. The wrestler must bemobile or have a powersurge on to use this. (1 per deck)

Reverse a Specialty: very dangerous! Can be used as a normal Reversal if needed.. if used on a continuing hold, it does 1 round worth odamage only. If used on an Auto Win, it does 4 points of damage.

Reverse a Reversal: Obvious. Also can be used as a regular reversal. If used against an Interference Reverse, it will either do damage to the wrestler's partner (if a tag team match) or to their manager (if in a singles match). If the manager is injured, that wrestler may not use interference cards for the rest of the match.

Increase 1 ability: raises any ability score by +1 for a full round. e.g. a wrestler may raise his weight from 3 to 4 to get the full effect of a Flying Body Press. Unfortunately, his weight is still 4 the next round, and if he gets bodyslammed, it's going to do more damage. This card is best used for raising skill and agility.

Out of Wrestling: a damage 3 dirty maneuver. If used on an immobile opponent, it puts them out of wrestling for the next 3 cards you wrestle. If that person had a title, most likely that title would be up for grabs (battle royal, tournament, top 2 guys wrestle for it, etc.) There are several ways to stop this: play a ref, like with any dirty maneuver, play a powersurge... you still take damage but are not out of wrestling, reverse it and put your opponent out, call a Hey Ref, Your Fool! card as follows:

Hey Ref, You Fool! Overrides all illegal cards and distractions. Anyone using an Out of Wrestling card confronted with HRYF! is disqualified. This will block a Short Count card, stop a interference or doubleteam (even if it was already stopped with a distraction) and blocks the Change Places with Partner skill (see Skills, below) I think that's it for new cards... Each person starts with 4 wrestlers, 1 skill 3 wrestler, and one cheeseball. Regular and skill 3 wrestlers have $20000 to use to buy up ability scores, skills, and special moves. Cheeseballs get $15000 to spend. Every wrestler begins with a 1 in every ability score, except skill, which is a 0. It costs $1000 to increase any ability score, except skill: 2 costs an additional $1000 and Skill: 3 costs an additional $2000. e.g. buying a skill 2 is $3000 and buying a skill 3 is $6000. The total number of ability score points may not exceed 16. Max Strength is 5, Agility 4, Skill 3, Powersurge 3, Weight 7 and Recovery 2. Players can increase their wrestler's ability scores, skills, and manuevers every time their wrestler wins 3 matches, or wrestles a total of 10 matches. They must use their own winnings.... they cannot "borrow" money from other wrestlers in the player's "stable".

Managers cost $4000. Only Heels (dirty wrestlers) can have managers.

Moves:

Power moves cost $500 for the first 2 points of damage and $1000 for each of the next 2 points... thus a 4 point power move costs $3000. The basic requirement on a Power Move is that the wrestler's strength must be equal to his opponent's strength, or his strength is equal to his opponent's weight. To save money, a wrestler can apply more requirements to a maneuver... getting back $500 for every addition. For example, a Powerslam may require: Str Opponent's Weight (+500) Agility: 2 (+1000) and does damage of 4. Because of the additional 3 requirements, it only costs $1500 to purchase. It is recommended that a maneuver not be cut any lower than half the original cost.

A power move doing weight damage costs $3000. An additional +1 to the weight damage is another $1000. Like a power move, additional requirements can be added on to cut costs.

A quick shot is $1000 per point of damage with a maximum of 4. The only requirement is that the wrestler has a Strength of 1. (But as before, more requirements can be added)

A continuing hold costs $1000 for the first point of damage and $2000 for a second point of damage. Cannot Be Reversed costs $3000. (But the Reverse a Specialty card still works) The basic requirement is that the wrestler's strength is equal to his opponent's strength, and more requirements can be added.

Adding a pin to a maneuver costs $3000. The wrestler's strength must be greater than his opponent's to use the pin. To add a Pin if Immobile to a maneuver costs $2000. (a power surge card will block a pin used in this fashion) To apply the option of switching to a pin from a continuing hold costs $4000.

A hold causing a player to lose turns costs $1000 per point of damage (with a maximum of 3 damage) and $2000 per round lost (also a maximum of 3). This requires only a strength of 1 to play, and does not have to do damage. (it can be bought as just causing an opponent to lose turns, and not do damage otherwise) A referee card will block this and that wrestler must take an admonishment like with any other illegal hold. (or bypass the admonishment a get a Ref warning) If the wrestler takes the admonishment, they lose turns equal to either the number of missed rounds or damage done by their maneuver... whichever number is higher.

Recoveries can be bought at a rate of $2000 per card removed with a maximum of 3 cards. For an addition $3000, the wrestler may recover while being pinned. Or, for an additional $3000, the wrestler may recover while in a continuing hold. They may buy both options, if they can afford it. ($12000 to recover up to 3 cards while pinned or in continuing hold!)

A Weight x2 maneuver costs $5000 and requires that the wrestler's strength is is equal to x2 his opponent's weight. It would be a good idea for a wrestler with this maneuver to buy a Power Surge x2.

Powersurge x2 (can be used for offensive or defensive purposes, unlike the regular card) costs $6000

Autowin costs $5000 plus the wrestler must buy a 4 point power maneuver (at a cost of $3000) and the requirement is that the wrestler's strength is greater than his opponent's strength. More requirements can be added, but the Str Str requirement can never be changed.

Autowin if immobile costs $3000 and can only be applied to a power move. If the wrestler this is used on plays a powersurge, the autowin does not occur. To make a specialty Usable on a Doubleteam costs $1500. To make a move Autowin on Doubleteam costs $4000 and that move must have Usable on Doubleteam already purchased.

Out of ring (self only) costs $2000. (the wrestler's opponent can waste a Powersurge and a Block to stop this)

To make a maneuver usable of opponent outside ring costs $3000 and adds an extra point of damage to it. That maneuver can only be a quick shot.

Off the Top Rope costs $3000 and adds +1 to any maneuver's damage and requires the wrestler's strength be equal to his weight. (as well as any requirements to the maneuver he wishes to combine this with) Off the Top Rope can be lowered so it requires a Strength of 1 to use, and this costs an additional $1500. Requiring agility can be added to lower the cost, at a rate of $500 per plus of agility required to use this. (maximum of 3)

Specialty Block costs $5000

Specialty Reverse costs $8000

Tag, Hey Ref, and Distraction cost $2000 each

Doubleteam, Powersurge, and Combination cost $3000 each

3 turn Powersurge costs $4000. (this raises the wrestler's strength for 3 full rounds... 3 of his offensive and 3 of his defensive.)

Long/Short Count costs $4000

Trade Places With Partner costs $4000. This is like a Tag, but can be used when the wrestler in the ring is immobile, and cannot be blocked with a Distraction card. (that might have been one of our house rules... I can't remember if the game allowed a tag team to block a Tag card with a Distraction card)

It costs $20000 to bring in a new wrestler. A player uses combined money from all his wrestlers to do this. They can also bring in a cheeseball, but what's the point, really.

A player can retire a wrestler at any time. Any unspent money generated by that wrestler can only be applied to bringing in a brand new wrestler. If a player decides to bring back a wrestler, he must wait at least 4 cards before doing so.

Here's how the money system breaks down:

MatchHow Won
Pin/SubmitCountoutDQDraw
World Title5000/10004000/200060003000/3000
US Title4000/10003000/200050002500/2500
TV Title3000/10002500/150040002000/2000
Top Ten2000/10002000/100030001500/1500
Tag Team2000/10002000/100030001500/1500
Top 201500/5001000/5001500500/500
Top 301000/5001000/5001500500/500
Top 40500/0500/0500500/500

Any changes, updates, suggestions, etc. are welcomed. I don't have the character sheets scanned up, but you can make your own if you can find the Champions book with all the different character sheets in it... it had about 5 or 6 different body types, and all you have to do is copy them, blow them up a bit, and attach them to lined paper and color them in.

Any flames and complaints will be chopped-up, broiled, and fed to the cat.


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