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XFW

X-treme Fantasy Wrestling


Designed by James Shaw and Shane Brennan

Hello and welcome to X-treme Fantasy Wrestling the only game that allows you to be the
promoter, the manager and the wrestler of your very own wrestling organization. These rules will explain
what you have downloaded, and how to use it.
What you need
1 Normal Match Ring Board
1 Referee Sheet
2 Character Sheets
2 six sided dice
Pen and Paper
Setup
Place the ring between the two players along with the referee sheet. Each player chooses a
character. Keep a piece of paper in front of you to track how much damage you have taken.
Quick game play explanation
Each player chooses a wrestler and rolls one die for initiative, highest roll goes first (in the event
of a tie roll again). The player with the higher roll then rolls two dice matching the total of that roll to the
move selection number in the light moves column, seeing which maneuver he will be attempting. The same
player then rolls two dice adding that total to his offensive skill for an attack score. The second player then
rolls one die adding that number to his defensive skill to obtain a guard score. If the attack score is the
greater number the attack is successful and the defending player takes the appropriate damage. If the guard
score is greater or equal to the attack score the move misses and the defensive player now goes on the
offensive. Game play continues until a player is successfully pinned. All very simple right, well thats just
the basics read on theres a lot more.
The Character Sheet
Each wrestler has a character sheet (please take out the Destroyers sheet for explanation). At the
top is the wrestlers name. In the top left hand corner of the character sheet are his wrestling skills.
Offense - the ability to perform a maneuver.
Defense - the ability to block a maneuver.
Strength - used to add damage to personalized and finishing moves.
Endurance the amount of damage you can take before becoming stunned and vulnerable to heavy moves
and pin/submissions.
Pin Used to kick out of pinning attempts and break submission holds.
Also you see his height and weight (these have no effect on game play)
Below this are the Light moves, these moves are done first to stun your opponent. Below them you
see the Heavy moves list these inflict more damage to a stunned opponent. Before each maneuver is the
move selection number. After each maneuver is the amount of damage the move does (example, light move
2 punch, does one point of damage).
Looking down the list to heavy move number 4 Brain Buster we see 6 + 4 for a total of ten points
of damage (6 being the original damage and 4 being the amount of strength points added to that move to
personalize it).
Moving down we go to heavy move number 10 Top Rope Clothesline 9+1 (4) for a total damage
of ten just as before but in parenthesis is the number four. This is the amount of damage the Destroyer will
take if he misses his attack. This is known as a High Risk Maneuver.

Also in the heavy moves list we see move number 6 Throw to Ropes this move does no damage
rather it is a setup move and after a successful attack will allow the wrestler to attempt a move from the
Into The Ropes column. The same can be said for the Into the turnbuckle column except that throw into
turnbuckle does 2 points of damage (heavy move number 11). Finally we have the Pin/Submissions
column this list can be accessed instead of attempting a Heavy Move. Pinning move number 4 is his
Finishing move the Death Valley Driver this move does 17 points of damage (6 regularly plus the
Destroyers total of 11 strength points). On the right we have a picture of the Destroyer himself, and below
that we have a short history and description of the wrestler.

Wrestler Skills
Offense
Offense is used when attacking an opponent. To attack, roll two dice and add the total of the dice
to tour Offense number to obtain your Attack Score. If your attack score is greater than your opponents
Guard Score your move hits and the appropriate amount of damage is done.
Example
Destroyer is attempting a Russian leg sweep on Ikeshi Ijero. Destroyer has an offense of 5. He
rolls two dice and gets a 2 and a 5 for a total of 7. Add this to the Destroyers offense skill of 5 for an attack
score of 12 (2+5+5=12)
Defense
Defense is used to guard against an opponents attack. To do this you roll one die (a guard roll)
adding the number to your defense to obtain a guard score. If this number is greater than or equal to your
opponents attack score his move is unsuccessful and you go on the offensive. Rolling a 6 on defense allows
you to roll again adding the 6 and the new number to your defense for an even greater guard score. If you
get a 6 again you add that 6 and receive another bonus roll.
Example
Destroyer is attempting a Russian leg Sweep on Ikeshi Ijero. Destroyer has an attack score of 12.
Ikeshi has a defense of 5, he rolls one die and gets a 6. This 6 plus his defense of 5 gives him a guard score
of 11. This is less than Destroyers attack score of twelve. Normally the Destroyer would hit Ikeshi and
Ikeshi would take 5 points of damage but Ikeshi gets a bonus roll (for rolling a 6) and gets a 3 raising his
guard score to 14 (5+6+3+14). This is greater than Destroyers attack score of 12. there fore the attack
misses and Ikeshi takes no damage and goes on the offensive with a light move.
Strength
Strength is used both to personalize moves by adding damage, and to greatly increase the damage
of a finishing move. Strength can be anywhere from 2 (low strength) to 12 (exceptional strength). First
strength is divided among the moves that the character has personalized and added to the damage of that
move (no personalized move can have more than 5 strength points added to it). Second the total strength
score is added to the finishing move.
Example
Destroyer has a strength score of 11. He has 4 personalized moves. He adds 4 points of strength to
the brain buster, 3 points to the diving power bomb, 1 point to the top rope clothesline, and three points to
the into the ropes tornado back breaker using up all 11 strength points (4+3+1+3=11). Destroyer has the
death valley driver as his finishing move. He adds all 11 points to the 6 points it would normally do for a
total of 17 points of damage.
Endurance
Endurance is used to determine how much damage a wrestler can withstand before becoming
stunned. A wrestler can only be attacked by light moves until the damage done to him in one series is
greater than or equal to his endurance.
Example
Brian Blaze has an endurance of 4. He has taken a kick from the Destroyer for 2 points of damage.
The Destroyer must attempt another light move. He hits Brian Blaze with a throat chop for 2 more points of

damage equaling Blazes endurance stunning him and allowing the Destroyer to attempt a heavy move or a
pin/submission move.
Pin
The pin number is used to kick out of a pinning attempt and break a submission hold. When your
wrestler is being pinned or is out in a submission hold, first you calculate your Kick Out Number. A kick
out number is obtained by adding your wrestlers pin number and his Damage Penalty (see the chart on the
ring board). After your kick out number has been determined you must try to reach or beat that number by
rolling one die up to three times adding the sum of each roll. If you beat the kick out number on the first
roll you have kicked out before the one count, the second roll before the two count, and the third roll before
the three count. The same rules apply for a submission hold. After you are in a submission hold you first
take the damage of the hold, then calculate the your kick out number and try to escape by rolling one die up
to three times in an effort to beat or match your kick out number. Rolling a six on the third roll of a kick
out attempt will award you a bonus roll added to your total. If the bonus roll comes up a six it is added and
another bonus roll is awarded. Failure to kick out in three rolls means you have been pinned or submitted
and there fore LOST THE MATCH!
Example
Flex Harris has taken 72 points of damage in his match against the Destroyer. Flex is already
stunned and the Destroyer decides to go for a pin maneuver. He rolls one die for move selection. It comes
up a 4 the Destroyers finishing move. The Destroyers attack is successful and does 17 points of damage to
Flex before pinning him. Flexs damage total is now at 89 (17+72=89). His damage penalty is 8 added to
his pin number of 3 for a kick out number of 11. Flex then rolls one die, a 3 (referee counts one). He then
rolls again it comes up a 5, added to the three for a total of 8 (referee counts two). He rolls one last time and
gets a 2, added to the eight for a total of 10. This is not equal to or greater than his kick out number of 11.
Flex fails to kick out (referee counts three) this match is over, the Destroyer is the winner.
Example 2
Mark Critel has taken 104 points of damage in his match against Rik Osborn. Osborn is going for
his finishing move the texas clover leaf. He successfully attacks Critel and does 12 points of damage.
Raising Critels damage total to 116 (104+12=116). Critel must now try and break the hold or submit and
lose. First Critel must calculate his kick out number by adding his pin number (2) to his damage penalty
number (11) for a kick out number of 13. Critels first roll is a 2 (this doesnt look good). The second roll is
a 3 (for a total of 5, it looks like he is going to submit). The third roll is a 6 (for a total of 11 and he gets the
bonus roll). The bonus roll comes up a 2, amazing Mark Critel just barely breaks the hold and the match
continues with Osborn still on the offensive and Critel still stunned.

Game Terms
Damage
When most moves are successful damage is done. This damage is displayed to the right of the
move on the character sheet. During play, on the piece of scrap paper, keep track of how much damage is
done to you as the match progresses (2+3=5+5=10+6=16 and so on, and so on). When you are being
pinned or a submission hold is used you will calculate the damage into the damage penalty number. Note
damage never goes away you continue to add to the total as long as the match continues.
Damage Penalty
The damage penalty is very easy to calculate. You simply drop the numerical digit to the right of
the damage total. Examples (damage =56, damage penalty =5), (damage =93, damage penalty =9),
(damage =135, damage penalty =13), (damage =04, damage penalty =0), (damage =210, damage penalty
=21) Note there is a chart on the side of the ring if you are still unsure.
Kick out Number
The kick out number is equal to the wrestlers pin number plus his damage penalty. This is used to
kick out of pinning attempts and to breakout of submission holds.

Move Selection Number


To the left of each move on the character sheet is the move selection number. When you are on the
offensive your first step is to roll two dice and learn which move you will be attempting. When attempting
a pin/submission, throw to ropes, or throw to turnbuckle, you would only roll one die for move selection.
After a move selection roll is made the move must be attempted
Light Moves
Light moves are done first to wear down your opponent until the damage done to him without a
miss is equal to or greater than his endurance. If a player blocks a move his endurance immediately
refreshes and he then becomes the offensive player. However the damage done stays until the end of the
match.
Stunning an Opponent
An opponent is stunned when he receives an uninterrupted series of damage equal to or greater
than his endurance. This usually occurs from two or three light moves but may happen after a heavy move
is reversed or a high risk maneuver misses. After your opponent is stunned you may attempt a heavy move
or go for a pin/submission hold. Once an opponent is stunned he still rolls his defense to obtain a guard
score. Once the stunned character blocks a move he is no longer stunned and he immediately goes on the
offensive.
Heavy Moves
These moves can only be done to a stunned opponent. These are the more damaging moves done
throughout the match to cause enough damage to get the pin.
Situation Moves
This term applies to any move that changes the location of the action during the match. Some
examples this are the throw to turnbuckle, and the throw to turnbuckle moves. After these moves are
successful your next move will be selected on the appropriate chart. After you perform one move from
these columns the action returns to the center of the ring. The throw out of the ring move is a slam to the
outside of the ring where you will always use the out side of the ring lists to select your moves. Outside of
the ring are the roll into the ring, and take to side situation moves. Note even though some situation moves
do no damage they still require an offensive and defensive roll.
High Risk Maneuvers
High risk refers to any move that will injure the attacking wrestler if he misses The damage if
missed is is in parenthesis after the true damage of the move.
Example
Mark Critel is attempting a T.R. (top rope) leg drop 11 damage (5 if missed) on a stunned Hank
Gallows. Marks attack score is a 9. Hank rolls a guard score of 10 and moves out of the way causing Mark
to do 5 points of damage to himself and stunning him. This allows Gallows to attempt a heavy move or
even go for the pin. (They dont call it high risk for nothing).
Reversals
A reversal happens whenever a guard score is equal to the attack score. When this happens the
damage of the move attempted plus any bonus points added for specialization is done to the attacker and
the defender takes over on offense. If the damage done is great enough to stun the opponent the defender
may go directly to his heavy moves or pin submissions column. When a situation move is reversed the
situation change still happens and the new attacker rolls on the appropriate column. If a pinning maneuver
is reversed the same damage is done and the former attacker must roll a kick out. The same applies for a
finishing move. Whatever the move all damage and bonuses are applied as if the defender performed it on
the attacker.

Damage Penalty Bonus


After certain pin techniques a number 1 appears in brackets [+1]. These moves do no damage
instead they add additional and temporary point to the kick out number.
Example
Sean Owens has successfully performed a small package pin maneuver on Yakuza Yashido.
Yakuza has taken 73 points of damage (damage penalty of 7) and has a pin number of 3. Normally Yakuza
would have a kick out number of 10 (7+3) however the small package adds [+1] to the kick out number
raising it to an 11.

The Ring
The squared circle, yes this is where all the action takes place. Where two men step between the
ropes and only one comes out victorious.
Damage Penalty Chart
In case you were confused by this when it was explained earlier, the list in the upper left hand
corner of the ring offers simple damage penalty conversion at a glance. Damage of the wrestler is the left
hand column, and the penalty is on the right.
Side of Ring Move Lists
Some wrestlers have the situation move, out of the ring. This move does just that, it throws your
opponent out of the ring. The wrestler always lands on side one and then the attacker uses the side one
moves list to perform his next move. Roll one die to select a move and then make an attack as normal.
Moving around the ring is done when the situation moves take to side two or three are rolled during move
selection. When outside of the ring you will always use the list pertaining to the side of the ring you are on.
The situation move roll into the ring is another possible move on the list when this comes up it does no
damage. It does however, move the action back into the ring (on a successful attack roll) and the match
continues as normally. Roll into the ring is an optional situation move that can be performed before move
selection outside by the attacking wrestler. However, if it rolls up during move selection it must be done.
Optional Illegal Moves
These moves are for those who just cant play fair. They are displayed in the top right corner of the
ring board. Whenever a heavy move selection roll comes up doubles, I repeat during HEAVY MOVE
SELECTION only, you have the option to perform the corresponding illegal move. Damage is listed after
the move.
These moves do an incredible amount of damage, but the referee is watching and may disqualify
you for performing any of these moves. If you are disqualified you immediately lose the match.

The Referee
Referee Manny Steinwick has his own character sheet and now would be a good time to take it out
and explain how it works.
Disqualification
During a match certain moves may be done that will get you disqualified. These moves are listed
on Mannys sheet. After each move is a disqualification number. After an illegal move is performed
successfully roll two dice if the total is equal to or less than the appropriate score the offending character
is disqualified and loses the match.
Out of the Ring
Manny believes that the match belongs inside the ring. Therefore the out of the ring move is an
illegal move. After it is successful the attacker makes a disqualification check to see if the referee will
allow it. Out of the ring is the only list move on a character sheet that is illegal. If you do not wish to risk
being disqualified then do not select a character that does it, because, like all moves, once it rolls up it must

be attempted. Note that once the action leaves the ring there is no disqualification and anything goes until
one player rolls in another. There is also no count out.
Tag Save
This illegal maneuver will be explained later in the tag team section. For now lets just say that it
is illegal to enter the ring to save a tag team partner from a submission hold or pin count
Reversals
During an illegal move the attack may be reversed if this happens the new attacker must roll for
disqualification.
Example
Yakuza Yashido has stunned The Hangman and rolls to select a heavy move. He rolls double 1s
and chooses to go for the illegal move, hit with the chair, instead of his normal number 2 move the atomic
drop. He rolls and gets an attack score of 11. The Hangman rolls to defend and gets a guard score of 11, a
reversal. Therefore The Hangman takes the chair and hits yakuza for 10 points of damage. The Hangman
must now roll to see if he is disqualified. He rolls two dice they come a 1 and a 2 for a total of 3, lower than
Mannys chair disqualification number of 4. The Hangman is disqualified and Yakuza wins the match.
Thats not fair you say, well most wrestlers say that when they get disqualified.

Thank You
I would like to thank everyone for giving this game a try. I hope that we have succeeded in
capturing the feel of a professional wrestling match. Look for more wrestlers, tag team rules and create a
wrestler rules coming soon.

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