4-Way Singles Championship Tag Team Match
Jun 29, 2007 22:36:37 GMT -5
Post by lordofthisworld on Jun 29, 2007 22:36:37 GMT -5
Here are rules for a match in which a singles championship or title shot is on the line and the top four contenders have been broken up into two tag teams. Whichever wrestler scores the final pin wins the title. Therefore this is a match in which wrestlers will scramble to defeat their opponents AND keep their partners from grabbing the pin as well.
Four Way Singles Championship Tag Team Match
First of all, each competitor is allowed unlimited pin saves. The match is played like a normal tag team match until a pinning situation occurs. When someone attempts a pin, this is what happens:
If the wrestler getting pinned kicks out naturally, then the match goes on like normal.
But if they were to get pinned, they take 1 token right away and each player team rolls 1 die. The highest roll wins. If the defensive side wins the die roll, then the partner tries a traditional pin save. If the offensive side wins the die roll, then the tag partner runs in and stops their partner from scoring the pin and takes over on Level 3 Offense.
When any wrestler's pin rating reaches 10, then they can no longer pin save.
When defense rolls a pin save, and the result is another pin attempt that would result in a pin(for instance, a roll of 7-10 on the Pin Save chart), then each team rolls one die again and we do it all again. If defense were to keep winning in this situation (i.e. defenses pin saves, rolls 7-10, gets pinned, pin saves again, rolls 7-10 again, etc...), then they can only go through this pin save loop three times before the pin counts for good. This is to prevent an endless loop from happening.
If, for example, the defensive team is out of pin saves and the offensive team is not and there is a pin attempt, both players still roll one die. If the offensive team wins the roll, then the tag partner once again pulls his or her partner off the one getting pinned and takes over on Level 3 Offense him or herself.
However, if the defensive team wins the roll, then somehow that offensive tag partner is disabled from interfering and the original person making the pin competes the pin and wins the match.
Once again, remember that when a wrestler's pin rating reaches 10, then they can no longer pin save any more during the match, whether offensive or defensive.
This is a little confusing, but if you play through it, I think you will see that this system works very well and produces long and exciting four way title matches.
Four Way Singles Championship Tag Team Match
First of all, each competitor is allowed unlimited pin saves. The match is played like a normal tag team match until a pinning situation occurs. When someone attempts a pin, this is what happens:
If the wrestler getting pinned kicks out naturally, then the match goes on like normal.
But if they were to get pinned, they take 1 token right away and each player team rolls 1 die. The highest roll wins. If the defensive side wins the die roll, then the partner tries a traditional pin save. If the offensive side wins the die roll, then the tag partner runs in and stops their partner from scoring the pin and takes over on Level 3 Offense.
When any wrestler's pin rating reaches 10, then they can no longer pin save.
When defense rolls a pin save, and the result is another pin attempt that would result in a pin(for instance, a roll of 7-10 on the Pin Save chart), then each team rolls one die again and we do it all again. If defense were to keep winning in this situation (i.e. defenses pin saves, rolls 7-10, gets pinned, pin saves again, rolls 7-10 again, etc...), then they can only go through this pin save loop three times before the pin counts for good. This is to prevent an endless loop from happening.
If, for example, the defensive team is out of pin saves and the offensive team is not and there is a pin attempt, both players still roll one die. If the offensive team wins the roll, then the tag partner once again pulls his or her partner off the one getting pinned and takes over on Level 3 Offense him or herself.
However, if the defensive team wins the roll, then somehow that offensive tag partner is disabled from interfering and the original person making the pin competes the pin and wins the match.
Once again, remember that when a wrestler's pin rating reaches 10, then they can no longer pin save any more during the match, whether offensive or defensive.
This is a little confusing, but if you play through it, I think you will see that this system works very well and produces long and exciting four way title matches.