Combined gaming system for simulated professional wrestling
Abstract
Ninety move (6 regular rows, at least 1 down moves row, and 2 or more auxiliary rows) Hold sheets and a two to four player Combat game mechanic played therewith. The Game Characters are invented by the individual and assembled according to instructions in a manual and assembled with components included with the product. The game mechanic uses two sets of six dice, including but not neccessarily limited to: two four sided dice, two six sided dice, two eight sided dice, two ten sided dice, two twelve sided dice, and two twenty sided dice. These are to be made of two colors and those two colors only to make dice identification easier for each side, one of each type per player.
Claims
exact text as granted — not AI-modified1 . A Game mechanic utilizing two sets of at least six die and the hold sheets on claim 2 . Each player should have : one four sided dice, one six sided dice, one eight sided dice, one ten sided dice, one twelve sided dice, one twenty sided dice. The Most common dice used are the six and ten sided dice, as only the first 6 rows of moves are directly accessible in gameplay. The others rely upon Situations of various types, from the opponent being off their feet, to the player being on the top rope, or any other non-standard situation. The 6 refers to which row, and the ten to which move on that row on the hold sheet. The Players roll the Twenty Sided dice to see who goes first, and the highest roll is the attacker at the first of each game. The balance of power can be explained in a simple equation:
Damage=−energy taken from a player as a result of having moves done on him, and energy=what he has before the moves are done.
Most moves do damage, but they can do other things, such as change your location in the fight zone, or allow you to strike from a different angle and thus increase the damage you inflict. Victory cannot occur, bar a “Sudden Victory” move executed successfully, A Countout (In variations where a Dice-controlled Referee is employed), or if the Same “Referee” Disqualifies a player for using Illegal moves (Moves that are part of the game, but controlled by the actual rules, all of which risk a disqualification by the “Referee”). or when a player is outside when his opponent rolls a 10 on the countout roll, or until all the energy is gone from one player, and they are either pinned or have a submission hold deal damage to them after they are down to zero energy. So then, the object of the game is basically to drain your opponent's energy so you can set him up for A special “Finisher” and win the match
2 . “Hold Sheets” Normally consisting of up to up to six numbered rows of from 4 to 20 numbered “Regular” moves, at least 1 numbered row of “down moves”, two or more numbered auxiliary rows of “situation” moves, Character Stats which equal 20 when added together, and divided 1-6 among five areas, usually Strength, speed, bulk, Skill and Experience. For the purpose of avoiding overkill, Each Player is allotted only one six and no player may have less than 1 in any stat. Also, the bulk and speed stats correlate in the following manner:
Bulk
speed
1 =
6 or less
2 =
5 or less
3 =
4 or less
4 =
3 or less
5 =
2 or less
6 =
1
This is done to for the purpose of credibility, so as to prevent wrestlers with a high bulk rate from performing aerial moves. Some moves may have restrictons based on the stats of the character, for example, some moves may have a speed requirement. Stats are used in both offensive and defensive capabilities. When a player is attacked, he or she chooses a Stat (Usually the strongest) and rolls a dice that corresponds to that stat. On the defensive side, the Stats are used to block moves and in the case of Experience, Reverse it. The Rule of thumb is “The Higher the stat, the bigger the dice.” The winner of the dice roll (The one with the highest roll) has blocked or reversed the move if defending and has executed the move if attacking. Also included here are the Traits, abilities that can either add damage, reduce damage taken, prevent the Referee from disqualifying the player, or make it otherwise difficult for the opponent to win. Each Hold sheet gets two of these. The Moves are chosen by the player from a glossary of the various move types found in the manual, and incorporated as required, into the hold sheet.
3 . A method of claim 1 that uses a dice-powered referee to arbitrate in-play, rules-controlled “illegal moves”, designed to simulate “Bad guy” characters.
4 . A Method of claim 1 that uses a dice-controlled “outcome” roll to decide the effectiveness of moves.
5 . A method of claim 1 that uses a dice-activated list of weapons to augment the “Hold sheets” of claim 2 during gameplay.
6 . A method of claim 1 that allows four players to participate simultaneously.
7 . A Method of claim 1 that uses a dice-powered target list to more properly gauge the location of certain moves.
8 . A variant of claim 2 that uses “traits”—Special modifiers to the standard play mode, to enhance the playability of the same.
9 . A Variant of claim 2 that uses five or more stats to enhance gameplay, add to the defense and offense of the player, improve the strategic construction of the same.
10 . A Variant of claims 1 and 2 that involve both being made on a video screen for a console video game system and/or a personal computer.
11 . A Variant of claim 2 that uses a Computer program to set up the “Hold Sheet” and print it up for convenience.Join the waitlist — get patent alerts
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