Rules for UDFA Matches


Here are the match rules:

Matches
Matches are easy to understand. Let's say Joe Blow & Mr. X are having a match. I am the ref. Here would be the dialogue:
Me: {S DDD (ding ding ding, it will also play the bell sound if you have it downloaded)
Me: MOVE (this command tells each wrestler to type a move)
Joe Blow: kick (he types his move)
Mr. X: powerbomb (he types his move)
Both moves are worth 5 points.
Me: ROLL (this command tell the wrestlers to roll; to roll, type //roll)
OnlineHost: Joe Blow rolled 2 6-sided dice: 3 6 (he rolls)
OnlineHost: Mr. X rolled 2 6-sided dice: 4 2 (he rolls)
Now, Joe Blow has a 9 and Mr. X has a 6. Joe Blow wins the 5 points.
Me: 5-0 Joe Blow (I update the score)
MOVE (this process is repeats)

Specialties

Special Types of Matches
Toughman Match- Only way you can win is by decision at 50. However, you cannot get injured in this match unless you get less than 30.
Steel Cage Match- You can climb out at 20, and the other person can only stop you if he beats your roll and it contains a 6 in it. You have 3 chances. (Eg. If the guy climbing rolls a 9, a 5-5 roll cannot stop him, but a 6-4 roll can.) If you attempt to climb and fail, you will lose 5 pts.
Tag Team Match- Just like a regular match, only the option to tag is there. You DO NOT want to get points. The lowest roller gets the 5 points. At 10 you can be subbed, and at 15 you can be pinned. Before the next move, you can TAG out by typing "tag". If you roll an 8 or above, your tag is successful, and your partner will enter the ring. If you roll a 7 or lower, you must play out the next roll in the ring. Each team gets ONE legal save. You may make a save again, but you'll get -1 on that roll.
Tornado Tag Team Match- This has rules different from a regular tag match, because all four are in the ring at the same time. When all four roll, the 2 lowest rollers will get the 5 pts. They could be on the same team or on opposite teams. Once you get 15 or 25, you can be subbed or pinned, but you must specify who you are pinning. If you fail to do so and must be reminded, you lose 2 points on the roll. Then he has the usual 3 chances to beat it. If your partner is still in the ring, and was not the lowest roller for that round, he can save the pin. He has one chance to beat that number, so the team is really getting 4 chances, not 3. You must eliminate both wrestlers on a team to win.
Royal Rumble Match- Every 3 moves, another wrestler enters the ring. Everyone in the ring moves and rolls and whoever gets the lowest roll gets five points. Once you get 15 points, you can be eliminated. Someone would have to specify as their move that they would want to eliminate you, and if they beat your roll, you have 2 chances to beat it, otherwise you are eliminated. If you are attempting an elimination on someone, and you are the lowest roller of everyone, you will get 10 points instead of 5. Which is realistic, because if someone tries to eliminate someone and fails miserably they are going to be at a disadvantage. If you end up getting 40 points, you will be eliminated by the guy who rolled the highest or the guy you tried to eliminate. You can only eliminate one wrestler per move.
Battle Royal- Everyone is in at the same time, unlike the Royal Rumble, and 10 is needed to be eligible for elimination. Elimination at the beginning consists of the lowest roller getting 5 points. Once someone has 10, they are eliminated. Once there are 4 people left, normal Battle Royal/Royal Rumble rules apply.
Ladder Match- 25 points are needed to climb up the ladder. If you succeed, he has 2 chances to knock you off. If you attempt to climb and are unsuccessful in that first roll, you will lose 10 points. If you are unsuccessful during his two chances to stop you, you lose 5. No pins, subs or decisions.
Submission Match- Submissions only...
Lion's Den Match- Submissions & decisions only count.
Nightstick Match- 15 to climb for stick; use it for 10 pts.; your move can be to steal it; Pins, subs & decisions
Table Match- 20 to send through table as move; 4 to block
Dumpster Match- 30 to throw into dumpster; 2 chances to get out
Casket Match- 25 to throw into casket; 2 chances to get out; then, he must close the lid on next roll; if other guy's next move is not to escape the casket, he will lose 3 on his roll
C-Lo Match- C-Lo has been known as a gambling dice game. However, it has ingeniously been incorporated into a match type for the UDFA. You have to roll 3-6 sided dice, using the command //roll -dice3 . Then it it measured sort of like poker, different rolls beat different rolls. The listing is below:
C-No: (1 2 3); automatic loss of 5 points
Single 1-6: When you roll 3 different numbers, you get the highest number (Eg., a 3 4 5 is called a Single 5)
Double 1-6: A number is rolled with a double number on the two other dice (Eg., a 3 3 2 is called a Double 2)
Triple 1-6: All dice read the same number (4 4 4 is a Triple 4)
C-Lo: 4 5 6, like a Royal Flush in poker, an undefeatable roll; also worth 10 points instead of the normal 5
First Blood Match- Before the match, each wrestler calls a number and they will try to roll that number throughout the match. Based upon the number is how many times you have to roll it in the match. 2 & 12 only need to be rolled once, 3 & 11 twice, 4 & 10 three times, 5 & 9 four times, 6 & 8 five times, and 7 six times. The middle numbers come out more often so you would need to roll them more times. If you roll the number, you get 1 point, if your opponent rolls your number, you get 1/2 a point. Once you roll the amount needed, you have busted your opponent open, made him bleed and thus won the match.
Barbed Wire Match- Unlike the normal 5 you get for winning a roll, you subtract the higher roll from the lower roll and that is your point. It can be from 1-10. During the match, you will get up to 3 chances to use the barbed wire, from which if you are successful, you will get double the difference (Eg. If you roll a 10, and your opponent rolls a 4, the difference is 6 so you get double, which is 12).
Boiler Room Brawl- You have to be the first one to exit the boiler room, but to do so you need 35 points. A regular move will get you the normal 5 points, but there are weapons to use in the boiler room that can get you more than that.
Crate- Use it and you will get the number of points you roll (Eg. If you roll a 9, you get 9 points)
Ladder- Use it and you get 8 points.
Paint Can- Use it and get the difference in the rolls (Eg. If you roll an 11 and he rolls a 3, you get 8 points)
Pipe- Use it for double your roll (A roll of 10 will get you 20 points)
You can use each of the four weapons only once so use them wisely, and you only get the points if you beat your opponent. And once you reach 35, you can ESCAPE and if you beat him, he has 2 to stop you. If you have 50, he will get only 1 chance to beat your escape roll.
Strap Match- You must touch all four corners, but you cannot touch the 4th corner until you have at least 20 points. You get points based on the difference of the rolls.
D50 Match- This match uses 1 50-sided die. Right before the match starts, the ref rolls that die and whatever is rolls is what the wrestlers will try to roll closest to. Example, if the ref rolls a 26, whoever rolls closest to 26 wins the 5 points. Same rules apply as normal matches.
Poker Match- This match can be a little confusing at first but you get the hang of it. You must roll 5 13-sided dice, and your hand will be viewed as a poker hand. 1s are aces, 11s are jacks, 12s are queens & 13s are kings. Normal poker rules apply, meaning Three of a Kind beats Two Pair, etc. Same rules as a normal match apply. Aces are high.
Hell in a Cell- This match uses 1 50-sided die. You get points by getting the difference in the rolls. 75 is to pin, and 150 is decision. Finishers get you double the difference.
Moat of Blood Match- Very original. The ring is surrounding by a moat of "created blood", and there are two ways to win: throw your opponent in the blood or jump out over it to dry land. When you reach 15, you can throw him in. When you reach 20, you can jump out on your own. Procedures are below:
Throw him in- Once u reach 15, u can type that as ur move. If you beat him, you have a chance to throw him in. So now you roll 2d6 THREE times, and add the rolls. Your opponent now has three rolls to save himself. Ties do NOT save you. But if the defender beats him by five, he now has a chance to throw the other guy in, and the above procedure continues. If the defender beats him by 10, he automatically reverses the motion, and throws the guy into the blood for the automatic win.
Jump out alone- Once u reach 20, you type that as your move. If you win the roll, you get a chance to jump over the moat. To do so, you roll against and must beat an 8. If you do, you jump to dry land and win the match. If you don't beat 8, your jump was unsuccessful and you fell in the blood and lose the match. If you tie an 8, you roll again, but this time you gotta beat a 9. If you tie again, u gotta beat a 10, etc...
Boxing Match- The match consists of 12 rounds. Each round consists of 3 rolls. If a boxer wins in net points that round, he gets judge's points for that round. If the difference is less than 5, he gets 1; 5-10, 2 points; 10-15, 3 points; 15 or more, 4 points. A better example is below:
Ref: 1st Round; ROLL
OnlineHost: Joe Blow rolled 2 6-sided dice: 5 1
OnlineHost: Ben Dover rolled 2 6-sided dice: 6 2 (Dover is winning in net points by +2)
Ref: ROLL
OnlineHost: Joe Blow rolled 2 6-sided dice: 6 6
OnlineHost: Ben Dover rolled 2 6-sided dice: 5 2 (Joe Blow is now winning in net points by +3)
Ref: ROLL
OnlineHost: Joe Blow rolled 2 6-sided dice: 4 4
OnlineHost: Ben Dover rolled 2 6-sided dice: 3 5 (Joe Blow ends the round with a net advantage of +3, thus getting 1 judge's point)

If a boxer wins all 3 rounds in one round, he get a KnockOut chance. The other boxer then has 2 rolls added to beat 10. If he wins all 3 round again, he has another KO chance. This time he's got 2 rolls added to beat 15. If he wins all 3 again, he wins by TKO.
You can win by KO, TKO or judge's decision. If there is no KO winner, the total points are added up and whoever has more wins the match. If it is a tie, it's a draw. If a round's net points are tied, there are simply no points awarded to either boxer for that round.
Church Match- One of the most original matches ever designed. Both wrestlers enter the Church. There is a cross in the front with a can of incense hanging from its top. The first wrestler to grab it, wins. You can reach for it at 20, and if you win the roll, he has 1 to stop you. If you are at 30, you can go for it and if you win the roll, he has no chances to stop you. You can also try for it ONCE at 10, but you'll have -2 taken from your roll, he will have 5 rolls to beat it, and if you fail, you lose 5 points (similar to a sub). But be careful, if you fail 3 times, you will be strucken down upon by the spirits and your score goes back down to 0.

Note: These matches have all been thought of by me on my own time, so if you see these match rules anywhere else, they were taken from here.

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