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RAW DEAL OFFICIAL MULTIPLAYER RULES
Welcome to the Official Raw Deal Multiplayer Rules. This is the document
you, the public, demanded. We solicited submissions and suggestions from
hardcore Raw Deal fans to make this the best, most comprehensive Multiplayer
Rules. You have spoken and we have listened.
Why make Official Multiplayer Rules? Well, we’re aware that quite
a few of you have your own home-grown ‘backyard wrestling’
style Multiplayer Rules, but we still get many emails per day asking for
rulings on Multiplayer questions. That’s one of the main reasons
why we asked for your comments up front. We want to consider all of the
possibilities and make this an amazing Raw Deal experience.
We’re going to do this in two parts. First, the basic Multiplayer.
This is going to cover games where there are 3 or more players in the
Ring, and it’s each man for himself. The end will cover such variants
as Tornado Tag, which would only require a minor rule change for each
variant.
The second part is the fun stuff. Battle Royal, Royal Rumble and other
more wacky formats will be dealt with here. This section will contain
the most exceptions and different rules, and it’s recommended for
people with a decent grasp of the existing Multiplayer Rules (and the
General Rules as well…couldn’t hurt!) More formats will be
added as requests come in.
Remember, while these rules are 'official', they're not sanctionable.
They're just for fun.
SECTION ONE
First let’s establish some things:
-Multiplayer is designed to be a little faster than other Singles formats.
Just like in real WWE matches, Superstars are capable of amazing things
when they do battle in greater numbers.
-We will deal with anything here that is different from the normal rules.
If it’s not mentioned here, assume the rule is the same as for normal
singles competition.
-Some Superstars, strategies and cards are going to be significantly stronger,
and others significantly weaker. Getting over this now is crucial if you
want to have some fun.
1. Everybody is considered your opponent, unless stated otherwise.
2. Maneuvers can only be played against your opponents. You can’t
get cheap Fortitude by beaning your own partner with a kendo stick.
3. When playing a Maneuver, you must declare which of your opponents you
are playing it against. This is done in Step 1 of the Timing Breakdown,
basically as soon as you name the Maneuver you are playing.
4. If a card says ‘can only be played after’ it must target
the same opponent the original card targeted (if applicable.) That means
if you Pump Kick Jeff Hardy, you can’t play a Knee Smash on Matt.
This rule is not affected by any card that removes the ‘can only
be played after’ text.
5. If you control an effect that reacts when an opponent plays a card
type (such as Brahma Bull, or the Superstar Abilities of Raven, Crippler
or Jamie Noble) the effect will only trigger if the card is played naming
you as the target. (EG, Raven won’t draw a card if Matt punches
Jeff in the face.)
6. The win condition is specified at the beginning of the match. Either
the first pinfall wins the match, or each player is eliminated when they
are pinned.
7. Fortitude is kept no matter who it was generated against.
8. If a player is eliminated, all of that players cards leaves the game
as well. This rule ignores the Permanent trait.
9. Play starts with the highest Superstar Value and proceeds clockwise.
10. Any player may reverse an Action or Activated Card Effect. The choice
of whether or not to reverse is made starting with the opponent to the
left of the player playing the card or ACE and continues clockwise. No
matter which opponent reverses the Action, play continues clockwise as
normal.
11. When a player's turn ends, the player to his left starts the next
turn.
12. Effects that reveal a player's hand only reveals it to the player
who is controlling the effect (not all of the players. For example, Kane
plays Commissioner Rules on Jeff Hardy. Spike Dudley won't see what Kane
sees in Jeff's hand.)
13. Effects that require a choice (Commissioner Rules, Twisted Smile)
only affect one chosen player. Effects that do not require a choice (Kane,
Stratusphere) affect all players.
14. Reversals can only be played in response to a maneuver if the maneuver
is directed at you, including Reversal cards that are played 'after a
successfully played maneuver.' (EG: If Matt Hardy Kicks Edge, Lita cannot
Over Sell it) This includes maneuvers that can affect other players, such
as Juke 'n' Jive or Airplane Spin (Throwback)
Tornado Tag
1. In Tornado Tag matches, both you and your partner are considered to
be in the Ring (active) except when noted below.
2. If you are targeted with a maneuver, your partner is considered to
be the ‘inactive’ player for the duration of that maneuver,
allowing him to play cards such as Trip or Partner Interferes.
3. Arsenal construction is the same as the regular Tag Team format, including
the shared Backlash deck.
4. Effects that Tag in your partner do nothing in this format.
5. More players per team can be added as required. All of your teammates
become inactive during rule #2 in this case.
SECTION TWO
Battle Royal
1. Battle Royal matches are designed to be very quick. That’s the
point of it. The above basic rules are in effect, as well as the following
rules.
2. The point of this format is elimination, to be the last man standing.
Your opponent is eliminated if there are 0 cards remaining in his Arsenal
at any time, or you successfully play the card Throw Opponent Out of the
Ring or Over the Top Rope. There are no Countouts (even through card effects.)
3. Fortitude is shared by all players for the purpose of playing Maneuvers.
Reversals and Actions must still be played using your own personal Fortitude
level.
4. Players may put into play only 1 Pre-match card, as well as any non-Stipulation
non-Venue non-PPV Superstar Specific Pre-match cards. (For example, Jeff
Hardy could play X-Treme Sendoff since his logo appears on it, as well
as Underrated Superstar.) Cards are put into play simultaneously rather
than 'played', so cards that increase or decrease Pre-match slots won't
affect the game.
5. If a player is eliminated, the opponent that caused that players elimination
(or the last person to play a card targeting the eliminated player) may
shuffle up to 3 cards from their Ring Area into their Arsenal, shuffle
up to 10 cards from their Ringside Pile into their Arsenal, and draw up
to 3 cards.
6. Reversals deal no damage. Even RMS Reversals. They can add to Fortitude
but no cards are overturned for damage.
Royal Rumble
1. Same as above, with the exceptions below.
2. Play starts with two randomly chosen Superstars in the Ring.
3. Every 4th turn, another player is added to the left of the player whose
turn just ended.
4. In the case of limited table space, you can choose to cap the number
of players in the Ring at one time, adding more players only when eliminations
free up table space. (For example, Bob is player 11, but there is only
room for 10 players at the table so Bob can’t join yet. Bob must
wait until someone is eliminated and then take his place at the table.)
This is what we have so far. This will no doubt expand in the future,
but we need your comments and suggestions. Email the usual suspects (askzev,
ianzu2000, both at yahoo.com) with comments.
And watch your back...
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