Main Event Match Rules

This match type can be won by pinfall, submission or disqualification. This is a match for advanced players, with a more strategic and realistic feel. It is not recommended for players who just want a simple game.

Special Rules

At the end of any turn where there is no Referee special in play and the Ref is not distracted, a random Referee is put into play on a random player’s side. Referee specials cannot be played from any player’s hand.

During the course of the match, 0 to 2 randomly chosen Events will be put into play automatically, even if neither player has those Events in their hand or playbook. These Events do not count towards the “three Events total per match” rule, but they will respect the “one copy of each Event per match” rule. These will only happen after turn 20.

Whenever a move is countered, it is shuffled into its owner’s playbook.

All Finishers do +5 damage.

Once per match after turn 20, each Superstar can Move To Ringside (the button will appear, and will have the same effect as the similar button in Hardcore matches).

You can only pin in the ring, and only if your opponent is on the mat, or you connected with a Finisher this turn or last turn.

You get one extra turn at ringside (compared to a Normal match) before a count-out happens.

Every time you inflict a total of 7 damage on any of your opponent’s body parts, a Status special representing an injury will be put into play for your opponent. Like all Statuses, you can only have one copy of each in play on your side at a time. if you somehow removed one it would be put back again if your opponent did a total of 14 damage, 21 damage, and so on to that body part.

The Injuries

Injured Arm
When you connect with an Arm Extended, In Close or Mad Rush move, there is a 50% chance you ditch a random page from your hand.
Injured Back
When you connect with an In Close, Back to Foe or Victim Below move, there is a 50% chance you ditch a random page from your hand.
Injured Head
When you connect with a Standing Above, Behind Opponent or Head Down move, there is a 50% chance you ditch a random page from your hand.
Injured Leg
When you connect with a Leg Extended, High Risk or Hit or Miss move, there is a 50% chance you ditch a random page from your hand.

Automatic Effects

  • 4% of the time, a move will send the victim to ringside.
  • 10% of the time, a move will put the victim on the mat.
  • 40% of the time, if a move has a base damage of 5 or more, it will either receive -2, -1, +1 or +2 damage (randomly chosen).

These effects apply to non-hold and non-defensive moves. Several of these effects can happen on a single move.

Recommended Match Length

60 turns

Base Pin Chance

If the superstar being pinned has half or more of their starting HP = -100%
If the superstar has a fourth or more of their starting HP = -25%
If the superstar has a tenth or more of their starting HP = -10%
If the superstar has more than zero HP = 0%
If the superstar has zero HP = +25%

Status Bonuses

If the superstar being pinned is Stunned = +5%
Each other Status = +2% each

Momentum Bonuses

(My momentum – your momentum) x 2

In other words, twice the difference between your momentum and mine. This can be a negative number if you have less momentum than your opponent.

Last Move Bonus

If the pinning superstar connected with a Finisher this turn or last turn = +20%
If the move was a Trademark = +5%
If the move was Impact = +2%
If the move was Takedown = +2%
For each damage the move did total = +1% per point of damage (including damage bonuses)

Turn Bonus

For every 2 moves that have elapsed in the match = +1%

All pin modifiers are cumulative. If your last connected move was an Impact Trademark that did 7 damage, the Last Move bonus is worth +14%.

If the final pin chance is less than or equal to 0%, the pin will always fail. If the final pin chance is greater than 95%, it is reduced to 95%.

Failed Pin Penalty

Each time you try to pin your opponent by clicking on the Pin button, and you fail, it becomes more expensive to use that button later. You pay 1 Attitude momentum for each failed attempt. If you don’t have the momentum, you can’t use the Pin button.

Using specials or moves to pin do not effect the total nor are they effected by it. If you don’t have enough Attitude momentum to pin (because you use the Pin button too many times) but you do have a move or special that can pin, you can use them! If you use them and your opponent escapes the pin attempt, using the Pin button does not become more expensive.

Disqualifications and Warnings

You can be disqualified if you get too many warnings. You have a 5% chance per warning of being disqualified, and this is checked for when you get Warnings. You cannot be disqualified if you have 4 or less Warnings.

An example: I start with 0 Warnings. If I hit you with a Low Blow Kick, I get 3 Warnings, but have no chance of being disqualified. If I hit you with another Low Blow Kick, I now have 6 Warnings and a 30% chance of being disqualified on the spot!

Crowd Support and Move Strings

A “move string” is a series of moves that one player does to another without being countered. An example: If you are in control and I counter with a move, then hit two more moves, I have connected 3 moves in a row. If I got control from a special or from you passing, and I hit two more moves, I would only have a 2 move string.

Crowd Support is given to your opponent if you connect with the same move type twice in the same move string. For instance, if I Punch (arm extended), then Clothesline (mad rush), then Chop (arm extended) and you didn’t counter any of them, you would get Crowd Support after the Chop.