General Rules
Each player must have a 6-sided dice or dice rolling application.
Scoring Criteria: Highest score wins.
Players shake hands and then roll for color choice, Red or Green. There are three Periods with three turns of dice rolls each. Every turn, both players roll their dice to determine which move they are going to attempt and then they roll a second time to determine the techniques final quality. The wrestler's move has a base number that correlates to its real-world effectiveness. The second dice roll is added to the base number, and the total score determines the final quality of the wrestler's move. There is a potential high score of (16).
Example: Single Leg (10) + second dice roll (6) = Final quality of (16)
Wrestling starts in the Neutral/Offensive position. The highest Neutral/Offensive or possibly Defensive score wins the position. Usually, Top/Bottom. Tied scores mean there is no change. If both wrestlers roll a Defensive roll, the rolls cancel each other out and the next turn begins. Near Fall (NF) is earned when the corresponding move is more effective than the opponents, and (NF) is stated. Another dice roll determines the number of seconds the wrestler is held for back points, a roll of 5 or 6 results in a pin.
Scrambles cancel your opponent's roll and also require another dice roll. Rolling more than a Scramble number results in a successful Scramble and Top position. Rolling equal to a Scramble number results in a Stalemate and the action resets to the original position. Rolling less than a Scramble number results in a lost Scramble and then Bottom position.
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Scoring should be called out after every turn of dice rolls. (Red-Green), ex: a score of 3-0 means the Red wrestler is winning.
Both players should actively call out their dice roll, move's list, base number, and final quality every turn. Being vocal ensures the game runs efficiently.
The choice for second period is determined by a head-to-head dice roll. The winning player has the option of Top/Bottom/Neutral/Differ.
Some Top positions do not score NF, and winning these rounds results in no change to score or position. Three rolls of the same technique, in the same period, without position change, results in a stalling call. Except, when (NF) rolls a 1, 2, 3, or 4. Example: Three Stalemates in the first Period results in the Defensive wrestler receiving a stalling call. The same would apply for three unsuccessful Single Leg attempts or three Spiral Ride attempts without position change, this results in the Offensive and Top wrestler receiving a stalling call. Or, after three unsuccessful Stand Up attempts, the Bottom wrestler would receive a stalling call.
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Bottom position can result in a reversal (R), such as a successful Switch, Scramble, Roll Through, or Inside Pick. A successful Tripod or Sturdy Base results in no change. A Granby, Hip Heist, Stand Up, or Run Up results in an escape and then action in the Neutral (N) position, unless stated otherwise.​
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Overtime Rules
If the score is tied after three Regulation Periods, the match will continue into Overtime. An Overtime Period consists of three turns of dice rolls. In the first Overtime Period, the first points scored wins the match. If the score remains tied, a mandatory second and third Overtime Period will be initiated. The second Period choice is determined by a head-to-head dice roll. The winning wrestler chooses Top/Bottom/Differ. Points scored go towards the wrestler's total score. If the score remains tied after the third Overtime Period, the wrestler who held Top position the longest is declared the winner.
Example: The score is 4-4 after three Regulation Periods. Wrestlers begin Overtime in the Neutral position. After three rounds of dice rolls, no points are scored. Green wins the head-to-head dice roll. The Green wrestler chooses to begin the second Overtime Period on Bottom and escapes on the second turn. No more points are scored. (Score: 4-5) The Red wrestler chooses to begin the third Overtime Period on Bottom. The Red wrestler escapes on the first turn and no points are scored for the rest of the Period. (Score: 5-5) The Red wrestler will be declared the winner based on the criteria of maintaining the Top position the longest.
If all criteria are still tied after three Overtime Periods, begin the Overtime process again and resume the fourth Overtime Period in the Neutral position.
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At the conclusion of 1 v 1 matches, opponents should shake hands.
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Scoring Hierarchy
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Scrambles cancel the opponents roll and take priority.
Highest head-to-head score wins the position.
If the successful technique includes Near Fall (NF). A third dice roll determines the number of seconds the opponent is held on their back. A dice roll of 1 equates to one second and no points shall be given. Action will resume from the Top/Bottom position. A dice roll of 2, 3, or 4 equate to the number of seconds the opponent is held on their back and similar points will be awarded. A dice roll of 5 or 6 results in a Pin, which ends the match.
Takedowns= 3 points
Reversals= 2 points
Escapes= 1 point
Riding Time= 1 point at the end of the match
Two Stalling Calls= 1 point for the opponent ​​
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*When a wrestler from the Top position rolls a move that results in "Neutral", such as rolling a (1) Push Away -> Neutral. The Top wrestler is immediately letting the Bottom wrestler escape. Unless, the Bottom wrestler rolls a "Scramble". This is like when a Top wrestler cuts an opponent, but the Bottom wrestler grabs a leg. The Bottom wrestler should roll to decide the outcome of a Scramble.
Click this link to use the electronic BIG TCG Score Keeper.