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Tag Team Wrestling Rules

Tag team matches involve two teams of two wrestlers working together to win the match up. One
wrestler from each team enters the ring to face one of the opposing team members. These two wrestle
normally until one player decides to tag in his partner at this time his partner continues the match. It is also
possible to for a partner to interrupt a pin fall or submission attempt. Tag team matches may be played by
two players with each player picking a team, or by four players with each player playing a wrester on each
team.
The Tag Team Match
Each player (or team of players) chooses a wrestler to start the match. These two wrestle normally
until one player chooses to make a tag. A wrestler may choose to attempt a tag at any time he has stunned
his opponent (instead of making a heavy move selection roll). You may also attempt a tag after a throw to
turnbuckle or throw to ropes providing the turnbuckle does enough damage to stun the opponent or the
throw to ropes was from the heavy move list. A tag still requires an attack roll and a guard roll. If the attack
is successful the tag is made and the partner comes in with the opponent still stunned. If the guard score is
higher meaning the tag was stopped and the defending player takes over with his light moves. In the case of
a tie on the tag attempt roll a double tag is made where both wrestlers bring in their partners, roll initiative
and continue the match.
Example
The Shooting Stars (Cosmic and Phoenix Kidd) are facing Black Gold (J.T. Wells and Sterling
Briggs). Phoenix Kidd has stunned Briggs and is attempting to tag his partner Cosmic, instead of rolling a
heavy move. Phoenix rolls an attack score of 12. Briggs attempts to stop him and rolls a guard score of 11
Phoenix makes the tag and Cosmic in to attack the stunned Briggs with a heavy move. If Briggs had rolled
a guard score of 13 or more he would have stopped the tag and attacked Phoenix with a light move. If
Briggs had rolled a guard score of 12, tying Phoenixs attack score, both men would have made the tag and
Cosmic and Wells would roll initiative to continue the match.
Pinning and Pin Saves
A pin fall occurs just as it would in a normal match with a pin selection roll followed by an attack
roll. If the pin is successful the wrestler being pinned can choose between kicking out normally, or rolling a
kick out for his partner to save him. Note this is an illegal move and can get the offending team disqualified
costing them the match. The kick out save number is calculated the same as for the wrestler being pinned
and he has three rolls to match or beat the kick out number. If the save is successful the pin is stopped and a
disqualification check must be made. If this check fails the match is over and the defending team loses the
match. If the match continues the wrestler that was being pinned is still stunned and the attacking player
may continue as normal.
Example
True Styles Josh Clemons is pinning The White Dragons Ikeshi Ijero. Ikeshi has taken 113 points
of damage and needs a kick out number of 15. Ikeshi opts to be saved by his partner Yakuza Yashido.
Yakuza took 40 points of damage earlier in the match giving him a damage penalty of 4. Add this to his pin
number of 3 and he has a kick out save number of 7. Yakuza rolls the first die, its a 3, he rolls a second
time and gets 2. He rolls his third and final time and gets a 4. (3+2+4=9) 9 is greater than the 7 needed and
Yakuza stops the pin. Now for the disqualification roll. Roll two dice and check the result against Manny
the referees tag save number of four. The roll comes up a 5 which is greater than the 4 so the match
continues.

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