PLAAY.com Sports Simulation Board GamesFACE TO THE MAT Pro Wrestling Simulation Board Game
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Sample Game Play Sequence for PLAAY.com Sports Simulation Board Game
To show you how FACE TO THE MAT Pro Wrestling Entertainment simulation board game works, let's open up the box and play a few minutes of sample match.

We'll assume that you've already set up your federation. You would have already established the wrestlers you want to use as "regulars," and also made some basic decisions about managers, valets and "gangs." It's easy and fun, and completely explained in the rules. If you're using real wrestlers, you can set up your fed just like it is on TV--or, change things around the way YOU want it!

You'll need to decide on your "card" for the evening. Usually, this involves a series of five to ten individual matches. You'll also decide which celebrities are in the crowd...realizing that they could get involved at any moment!

Once your "event" is set, you place the wrestling ring playing board, markers and dice on your table, and proceed with your first match. For our demonstration, we'll choose a couple of wrestlers from the fictional "Wrestling America Federation," Randy "Super" Cooper and Ray Edd Hargus.

Before the action begins, you'll need to see if there are any story-line developments that might affect the match. (You do this before and after every match in FACE-TO-THE-MAT.)

Rolling the dice and checking the "story-line" section of the wrestling ring game board, you find that there's something simmering between these two guys! Checking the pre-match chart, we find out that "Super Cooper" has opened the TV broadcast with a blistering ridicule of Hargus, "This guy doesn't belong in a wrestling ring, he belongs in a pig farm, slopping HOGS!," you imagine he says. THAT doesn't set well with the big ol' country boy--his "grudge grade" is increased two points. (The effect of the grudge grade is fully explained in the rules, but--essentially--the higher the grudge grade, the madder and more dangerous he gets!)

Randy "Super" Cooper, from FACE TO THE MAT Pro Wrestling Simulation Game! Ray Edd Harguss, pro wrestler from FACE TO THE MAT Pro Wrestling Entertainment Simulation Board Game!
Randy "Super" Cooper and Ray Edd Hargus are two of almost 100 fictional wrestlers included in FACE TO THE MAT's Wrestling America Federation Card Set.
Now you're ready for the match to begin. There are two sections to the FACE-TO-THE-MAT Pro Wrestling ring, a corner for the favored wrestler and one for the underdog. For this match, Hargus will be the favorite and Cooper the underdog. (You could choose otherwise--it's YOUR federation, and you're the boss!) Next, you shuffle the deck of fast-action wrestling cards. And, that's it! You're ready to start!
Sample fast-action cards for FACE TO THE MAT Pro Wrestling Simulation Board Game!

You turn over the first card in the fast-action deck, and it is a "powerful" wrestler result. Is either wrestler a "powerful" wrestler? You see that "Super" Cooper is. Reading the result on the fast-action card, you find that Cooper used his power to slam Hargus into the turnbuckle. Each move or action in FACE TO THE MAT is given a point value, and each time a wrestler "hits" with a move, he gets closer to winning. A "match track" makes it easy to keep track of the points, and to visually see which wrestler is winning and by how much. In this case, you move Cooper's marker one space down the "match track".

The next fast-action card is a "specialty" result. Since BOTH wrestlers have a "specialty" move, the struggle is resolved by a simple tie-breaking procedure, explained completely in the rules. Hargus prevails THIS time, and throws Cooper out of the ring with one of his patented hay bale tosses, scoring four match points to take the advantage. You move his marker four spaces down the match track, and pick the next card. It's a "Wild Card" result.

The "Wild Card" results bring all the theatrical "show-biz" stuff into game. You go to the "Wild Card" chart in the "Highlight Center" booklet and again roll the dice--a "46" this time. Checking result "46" on the "Wild Card" chart, we discover that a couple of members of Hargus' "Good Ol' Boy" gang, "Gaylord T. Good " and "Mother Mertz," have decided this would be a good time to help their buddy put Cooper away while he's down. (Uh-oh, here they come!) THIS time, though, Cooper's having none of THAT, and Cooper abruptly pops up off he mat and gets the crowd going with a "payback" move on Hargus, scoring three points himself, and evening the match at four points each. WOO HOO!

Realistic pro wrestling action is generated quickly and easily with FACE TO THE MAT's deck of fast-action cards! Above are a few sample cards. Just shuffle the deck, and you're ready to rumble!

The next card is a "TV MOVE" card. Here's where the wrestler's TV Grades come into play, which is designed to reflect each wrestler's "fan appeal." This grade changes over the course of the wrestling season, depending on a wide variety of factors such as grudge match results, celebrity involvement, and between-match interaction. In this case, we'll say Cooper has the higher TV Grade--a grade of "C," meaning that he'd score one point with this particular card, a chin lock. (A more popular wrestler might have scored as many as four points on the same card.)

Your next card is a "Grudge Grade" card. You remember that Cooper's pre-match tirade gave Hargus the bigger axe to grind, and as a result, he blasts Cooper to the mat with one of his personal repertoire moves. OUCH! Three points for the country boy!

We'll leave the match here, with Ray Edd Hargus hovering over a dazed Super Cooper, holding a slight advantage and moving closer to a decision--although that could change in a hurry in FACE-TO-THE-MAT! You continue to flip cards in the fast action deck until one of the wrestlers' marker is all the way into the "win" area of the match track, at which point he is considered to have won the match! Often, a wrestler will have the opportunity to use his "finisher" to end the match, and, as in real pro wrestling, the more effective the "finisher," the more likely it is he'll put out his opponent. And, of course, sometimes a wild event will end the match in a TOTALLY unexpected way!

AFTER the match, you'll go again to the story line table to find out any further "plot wrinkles" for your federation. Complaints, protests, gloating, challenges, fights, chairs broken over heads, WHO KNOWS what action might break out!

Matches can be one-sided, or close...over in a hurry, or a tense, back-and-forth, drawn out WAR! And there's plenty of action BEFORE and AFTER the matches too! Best of all, a match usually takes just three to five minutes to complete in "real time," so you can finish a sull wrestling "show" in under an hour! FACE-TO-THE-MAT TV Pro Wrestling Game is a fast, simple, fun-filled, action-packed, re-creation of real pro wrestling!

©2012 PLAAY Games
Ask questions of PLAAY Games!
Questions? Comments? We're always happy to help!

How long does it take to play? Individual matches typically take only a few minutes to complete. A typical event card of eight to ten matches can easily be completed in under an hour.

Can this game be played solitaire? Yes, it's perfect for solitaire play!

Can I create my own wrestlers and characters? Yes, instructions on how to rate your own wrestlers are included in the game instructions.

How long has this game been around? FACE TO THE MAT was introduced in the mid 1990s, and was first sold in 2000.

 

S.G., Pacific Palisades, CA: "Just wanted to let you know that I received the game yesterday. I have had a chance to run a couple of practice matches and the concept is incredibly clever and I already had a classic match. I also love the presentation of the game and the ease in which to play. Thanks for the great service and what I believe will be a great game that keeps me playing for hours."