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.
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!
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!
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.
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
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 and Ray Edd Hargus are two of almost 100 fictional wrestlers included in FACE TO THE MAT's Wrestling America Federation Card Set.
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!
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".
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.
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
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.)
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!
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
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
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