Rules

 

Each character has 15 points to divide between three abilities: Power, Speed, and Toughness. (an ability can only have a maximum value of 10 and all three must have at least one point.)

In addition to these three abilities, characters also have 40 hit points.

 

Each turn, both players will roll 2d12. each player will add their speed score to the result. Whichever player has the highest total result gets to make an attack.

If the results are the same then the two characters clinch and both regain 2 hit points.

When an attacker is decided, they will roll 2d6. The attacker's Punching Power score is added to the result and the defender's Toughness score is subtracted from the result. Then subtract the total from the defender's health. If the result is less than 1 then the attack was blocked or evaded completely.

 

・Down Conditions

 

If a character’s health is between 15 and 40 and they received 16 or more points of damage from a single attack, they will be knocked down. The fallen fighter rolls 2d6. If the result is a 2 then they lose by KO. on a result of 3 through 6, they will regain 1 HP. On a result of 7 or more, they will regain 2 HP.

 

If a character’s health is between 10 and 14 and they received 13 or more points of damage from a single attack, they will be knocked down. The fallen fighter rolls 2d6. If the result is a 3 or less they lose by KO. on a result of 3 through 6, they will regain 1 HP. On a result of 7 or more, they will regain 2 HP.

 

If a character’s health is between 1 and 9 and they received 7 or more points of damage from a single attack, they will be knocked down. The fallen fighter rolls 2d6. If the result is a 3 or less they lose by KO. on a result of 4 through 6, they will regain 1 HP. On a result of 7 or more, they will regain 2 Hit Points.

 

When a character's health reaches 0 they will be knocked down. If the fallen fighter’s HP is -3, the fallen fighter rolls 2d6. If the result is 4 or less, then they will lose by KO. on a result of 5 through 6, they will regain 1 HP. On a result of 7 or more, they will regain 2 Hit Points.

 

If the fallen fighter’s HP is between -4 and 0 The fallen fighter rolls 2d6. If the result is 6 or less, then they will lose by KO. on a result of 7, they will regain 1 HP. On a result of 8 or more, they will regain 2 Hit Points.

 

If a fighter’s HP is reduced to -5 or lower, then they will lose by TKO immediately.

 

Each round consists of 3 combat turns. At the end of the third turn the round will end and the interval will begin. During this time, if one of the fighters attacked 2 out of the 3 turns then that fighter will receive a -1 penalty to their speed score. If a fighter attacked in all three turns then they will receive a -2 penalty to their speed score. Also during the interval, both characters will regain 2 HP.

 

■ Types of punches

 

The result of the 2d6 determines the type of punch.

The number on the left represents the result of the first dice rolled while the number in parentheses represents the second dice rolled.

 

1 Left Jab (1~3) Series of left jabs (4~6) If a player is knocked down by this punch, they will receive a -1 penalty to their Toughness score.

 

2 Left Body Blow (1~3) Right Body Blow (4~6) If a player is knocked down by this punch, they will receive a -1 penalty to their toughness score.

 

3 Straight Left (1~3) Straight Right (4~6) If a player is knocked down by this punch, they will receive a -1 penalty to their toughness score.

 

4 Left Hook (1~3) Right Hook (4~6) If a player is knocked down by this punch, they will receive a -1 penalty to their toughness score.

 

5 Left Uppercut (1~3) Right Uppercut If a player is knocked down by this punch, they will receive a -1 penalty to their toughness score.

 

6 Counterpunch (1~3) Special Move (4~6) If a fighter is knocked down by a Counterpunch, they will receive a -1 penalty to their toughness score. A fighter hit by a Special Move will always be knocked down and will receive a -2 penalty to their toughness score.

 

A Left Jab will never lower a fighter’s HP below 1 (This does not apply to the “Series of Left Jabs”)

 

A fighter’s Toughness score will never be reduced below 0. If a penalty would reduce your Toughness score below 1, then your Speed score will be reduced by that amount instead.

For example, if a fighter currently has a Toughness score of 1 and is knocked down by a special move, their Toughness score will remain at 1, but their Speed score of 5 will be reduced to 3.

A fighter’s speed value will also never be reduced below 0. If both their Toughness and Speed are reduced to 1, then they will not receive any more penalties even if they are knocked down.

 

If the match comes down to a judge's decision. The character with the most HP wins.

 

■ Advanced Rules

 

(Feel free to ignore these rules if you find them to be too complicated.)

When a player rolls 2d12 when determining who attacks and archives a result of 21 or more (Before adding modifiers), they gain the ability to use a combo attack meaning they may attack twice in one turn. If the first attack causes the defender to fall down then the combo does not occur. If the first attack does not cause the opponent to fall down then the attack gets to follow up with a second attack. Use the combined damage value of the first and second attack to determine knockdown. If an attacker succeeds in knocking down their opponent with a combo attack they will incur the Speed penalty of the more powerful of the two punches.