Rules Post 1:
Attribute Tests:
Attribute Tests are resolved by rolling your number and manner of attribute dice (for example, 5d10, or 8d6). Each roll of 4 or higher is a success, while those below 4 are a failure. The result of the test is the number of successes.
Attribute Test modifiers:
[Attribute Name] Damage: For each point of Damage, roll one less dice to tests in this Attribute
+/- a #. This modifier, unless otherwise mentioned, will be applied to every dice rolled.
+/- # dice. This gives bonus dice, or subtracts penalty dice, from the Attribute. Note that extra dice may be of a different kind from the Boxer's base dice.
Succeed/Fail on an unmodified #: A given roll (before modifiers) is singled out for success/failure. Usually only matters where that result wouldn't already be success/failure.
Clash Rules:
Step 1: Set each Boxer to their chosen Stance:
Unless modified by Special Moves or Special Rules, this succeeds automatically. A Boxer who lacks the necessary Stamina to pay for their Stance is instead set to Sandbag Stance.
Step 2: Box Boxers roll Speed, then compare their number of successes.
The difference between the two scores is noted. The Boxer who has the higher number of successes is said to have 'The Edge'. If the result is a tie, then neither has The Edge.
Step 3: Apply Special Move modifiers:
Apply the modifiers for any Special Moves that they are using in that Clash, or remove those for any ongoing Special Moves whose duration has ended.
If the target is not Watching For the Special Move, then it takes effect automatically. If they are, however, the Special Move will only take effect if the user scores more successes on a Cunning test than the target.
Step 4: Both Boxers roll Defenses
Note the total successes of each Boxer, this is their Clash Defense.
Protect Yourself at all times: Boxer's first defend dice each turn is an automatic success, so long as they still have at least a Defense score of 1.
Step 5: Both Boxers roll Might, the loser of Step 2's rolloff applies the Edge Penalty as a modifier to each of their dice rolls. The result is their Clash Might.
Step 6: Compare a Boxer's Clash Might with their opponent's Clash Defense.
If the Clash Might is equal to or less than the Clash Defense, no damage is inflicted.
If the Clash Might is greater than the Clash Defense, (and the attacking Boxer still has Stamina), the defending Boxer must roll on the Damage Table and apply the results.
If the Clash Might is greater than three times the Clash Defense, (and the attacking Boxer still has Stamina) the defending Boxer must roll on the Damage Table and apply the results, and is also Knocked Down, and must roll on the Knockdown Table and apply the results.
If the Clash Might is greater than five times the Clash Defense, (and the attacking Boxer still has Stamina) the defending Boxer must roll on the Damage Table and apply the results, and is also Knocked down, and must roll on the Knockdown Table and apply the results, and is also Knocked Out, and loses the fight.
The Damage Table:
Stance Effects:
If both boxers are in Defensive Stance or Sandbag Stance, then do not roll, Target simply loses one point of Stamina.
If one boxer is in Aggressive Stance, then roll twice and take the lower result on the Damage table.
If both boxers are in Aggressive Stance, then roll on the table normally.
Roll 1d10, apply to the following table:
1-6: Target loses 1 point of Stamina
7: Target loses 1 point of Stamina and suffers 1 point of Speed Damage
8: Target loses 1 point of Stamina and suffers 1 point of Speed Damage and 1 point of Might Damage
9: Target loses 1 point of Stamina and suffers 1 point of Speed Damage, 1 point of Might Damage and 1 point of Defense Damage
10: Target loses 2 points of Stamina and suffers 2 points of Speed Damage, 2 points of Might Damage and 2 points of Defense Damage
The Knockdown Table:
Roll a d10, then add 1 for each knockdown you have already taken in this fight.
1-6: No serious impact, Boxer must pay one stamina to rise
7-8: Bell rung: Boxer loses ¼ starting Stamina, must then pay one stamina to rise
9-10: Brutal Fall: Boxer loses ½ starting Stamina, must then pay one stamina to rise
11+: He's not getting up from that: Boxer will not rise without reactive Special Move
Stance List:
Sandbag Stance: The Boxer has run out of energy, and is at the mercy of their foe, or is feigning such a condition.
Cost: 0 stamina per Clash
Special Rules: The Boxer does not roll Might in the Clash, and hence cannot damage their opponent directly.
Defensive Stance: The Boxer fights evasively, taking less damage at the cost of dealing less damage. Often used by Boxers seeking Decision Victories.
Cost 1 stamina per Clash
Special Rules: None
Aggressive Stance: The Boxer chases their opponent down, dragging the Bout into a slugging match. Often used by Boxers seeking Knockout Victories.
Cost 2 stamina per Clash
Special Rules: None
(Special Move) Stance: Many Special Moves are Stances. Each of them will clearly state which of the 3 above it descends from. If the Special Move doesn't go off (most commonly because the other Boxer is Watching For it), the Boxer will enter the ancestor Stance. (A failed Turtle Stance would go to Defensive, etc).
Special Move Stances cost the same as their ancestors and have the same special rules, unless otherwise specified, in which case the Special Move's rules take precedence over the base version.
Round Rules:
Each Round consists of a Corner Phase, followed by three Clashes as described above, followed by a Judge Phase.
Corner Phase:
This is when the questers have their input. They must decide:
- What Techniques any Seconds in the Corner use.
- What Special Moves the Boxer will be Watching For in the upcoming Clashes (these can be different in each round or the same throughout)
- What Stance the Boxer will take in each of the upcoming clashes
- What Special Moves the Boxer will attempt to use in each of the upcoming Clashes.
Judge Phase:
Each Judge will apply their Criteria to the previous three Clashes, and determine who they believe won the round. They will award that Boxer 10 points, and the other Boxer 9 points, or 8 if they were knocked down. Judge Criteria will be generally hidden from the players, although RP segments may make it more apparent.
Match Endings:
If a Boxer ever has a Clash Defense of 0, there will generally (but not always) be a referee stop, which will be marked down as a loss by KO.
If a Boxer is Knocked Down and fails to pay the cost to rise, they will be counted out and lose by KO.
If a Boxer is Knocked Out they will lose by KO.
If a number of rounds determined by the Circuit (4, 8, 12 or 16) go by without the match ending, it will end in a Judge's Decision. The winner will be the one scored ahead by two out of three judges, or a draw if no Boxer meets that Criteria.