Rules
I'm sure most of you know the basic notions of dicing and how to roll dice in a chat(//roll for 2d6 and //roll-sides7 for 2d7). I'm also sure you know that a match begins when the ref calls for the bell which you will then move until you and your opponent do so and then he calls roll at which point you'll roll. You receive 5 points for each normal move you hit. That's about it I won't bore you anymore about these basics.
Basics and Falls - Our point system is 15-25-35-50. At 15 you can attempt a pinfall/submission on your opponent and he/she will have 5 chances(5@) to beat or tie your roll. At 25 you can attempt a pinfall/submission on your opponent and he/she will have 3 chances(3@) to beat or tie your roll. At 35 you can attempt a pinfall/submission on your opponent and he/she will have 1 chances(1@) to beat or tie your roll. At 50 you can attempt to you knockout your opponent, if you win the roll you automatically win the match.
Trademark - A new concept exclusive to us. At the end of a move(preferably a trademark move) you may tag it with TM or Trademark, signifying that you are going for your Trademark. If you win the roll, you will be awared 10 points to your score instead of the normal 5 points. Also if you are successful with your trademark, you must automatically go for your Finisher the next move, whether it be simply a normal Finisher or a Finisher into a Pinfall attempt. If you aren't successful with your trademark, you are not required to go for your Finisher the next move. The point of the Trademark to Finisher combo is to set up real situations that you would see in wrestling(ex. Bastista spinebusters someone and then picks him up and delivers the Batista Bomb, The Rock does a spinebuster on someone and then goes for the Peoples Elbow.) One trademark per person in a match unless stated otherwise.
Finisher - At the end of a move(preferably your finishing manevour) you may tag it with FIN or Finisher, signifying that you are going for your Finisher. If you win the roll, you will be awared 10 points to your score instead of the normal 5 points. Also you have the option of tagging your finisher with a pinfall attempt(FIN/PIN). If you choose to do so, you will roll using 2d7(roll-sides7). If you win the roll, you be awarded 5 points and then your opponent will attempt to beat or tie your roll according to how many points you have. In the event you roll a 7 7 or 6 7, the opponent will attempt to kickout of whatever at 12 to insure they actually have a chance to kickout. One finisher per person in a match unless stated otherwise.
High Risk - Another new concept exclusive to us. Lucha Libre is all about high flying and high risk and why should we deny the experience here? At the end of a move(preferably a high risk manevour) you may tag it with HR or High Risk, signifying that you are going for a High Risk. If you win the roll, you will be awared 10 points to your score instead of the normal 5 points. However, if you fail to win the roll you will be deducted 10 points from your score. Also to keep it fair, you must have a minimum score of 10 points to attempt a High Risk move. One high risk per person in a match unless stated otherwise.
Reversals - Just like the name suggests, reversals allow you to attempt to reverse an opponent's move. If you lose a roll and want to reverse it, simply state REV before the ref posts the score. You will then roleplay a reversal as you see fit. After you will roll once again. If you manage to tie or beat the roll your opponent rolled, your reversal will be successful. If you reversed into a normal move you will be awared five points. If you reversed into a pinfall or submission, your opponent will then try to tie or beat your roll. At the present time you can only reverse into a normal move or fall. One reversal per person in a match unless stated otherwise.
Momentum Shift - Another new concept excusive to us that we are very proud of. Ever had one of those matches where you're just getting dominated and wished you could turn it around just like that? Well, your prayer has been answered. In order to use Momentum Shift, you must have lost at least three rolls in a row. You must also have not used your Trademark or Finisher at all during the match. At the end of a move you may tag it with MS or Momentum Shift, signifying you are going for a Momentum Shift. If you win the roll, your points will be swapped with your opponent's(ex. If you were down 0-30 and use momentum shift and win the roll, you're now up 30-0). Also, you will lose your Trademark and Finisher after using Momentum Shift and will be given to your opponent. One momentum shift per person in a match unless stated otherwise.
Tag/Trios Rules - Another exclusive, this one pertaining to tag and trios matches. Once the match starts, you may not tag out unless you successfully win a roll. Why you may ask? To make things a little interesting for the most part and to keep a realistic feel to tag/trios matches. Also, each member of a tag team or trios team will have one save each. Each Tag Team/Trio will have the standard one finisher, trademark, high risk, and momentum shift. Also, a Tag Team can perform a Tag Team Finisher or TTF instead of a regular fin. When its time to roll, both members of the team will roll. If both members beat the opponent's roll, they will be awarded 10 points to their score. If one of the members beats the opponent's roll, they will be awarded 5 points. Same applies to a trio except if all three members beat the opponent's roll they will be awared 15 points.