Tag Team Wrestling Rules

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  • 8/10/2019 Tag Team Wrestling Rules

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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 wrestlenormally 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 eachteam.

    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. wrestler may choose to attempt a tag at any time he has stunnedhis opponent (instead of making a heavy move selection roll). !ou 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. tag still re"uires 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 ishigher 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.

    ExampleThe #hooting #tars ($osmic and %hoeni& 'idd) are facing lack old (*.T. +ells and #terling

    riggs). %hoeni& 'idd has stunned riggs and is attempting to tag his partner $osmic, instead of rolling a

    heavy move. %hoeni& rolls an attack score of -. riggs attempts to stop him and rolls a guard score of %hoeni& makes the tag and $osmic in to attack the stunned riggs with a heavy move. If riggs had rolled

    a guard score of or more he would have stopped the tag and attacked %hoeni& with a light move. If

    riggs had rolled a guard score of -, tying %hoeni&/s attack score, both men would have made the tag and

    $osmic and +ells would roll initiative to continue the match.

    Pinning and Pin Saves

    pin fall occurs 0ust 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 akick out for his partner to save him.Note this is an illegal move and can get the offending team disqualifiedcosting 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

    dis"ualification check must be made. If this check fails the match is over and the defending team loses thematch. If the match continues the wrestler that was being pinned is still stunned and the attacking player

    may continue as normal.

    Example

    True #tyle/s *osh $lemons is pinning The +hite 1ragon/s Ikeshi I0ero. Ikeshi has taken pointsof damage and needs a kick out number of 2. Ikeshi opts to be saved by his partner !aku3a !ashido.

    !aku3a took 45 points of damage earlier in the match giving him a damage penalty of 4. dd this to his pin

    number of and he has a kick out save number of 6. !aku3a rolls the first die, it/s a , he rolls a second

    time and gets -. 7e rolls his third and final time and gets a 4. (8-849:) : is greater than the 6 needed and!aku3a stops the pin. ;ow for the dis"ualification roll.