Royal Rumble Rules

Listed here are the relevant sections of the multiplayer rules as posted on the Comic Images site with reguards to the Royal Rumble format.

SECTION ONE

First let.s establish some things:
  • Multiplayer is designed to be a little faster than other Singles formats. Just like in real WWE matches, Superstars are capable of amazing things when they do battle in greater numbers.
  • We will deal with anything here that is different from the normal rules. If it.s not mentioned here, assume the rule is the same as for normal singles competition.
  • Some Superstars, strategies and cards are going to be significantly stronger, and others significantly weaker. Getting over this now is crucial if you want to have some fun.
  1. Everybody is considered your opponent, unless stated otherwise.
  2. Maneuvers can only be played against your opponents. You can.t get cheap Fortitude by beaning your own partner with a kendo stick.
  3. When playing a Maneuver, you must declare which of your opponents you are playing it against. This is done in Step 1 of the Timing Breakdown, basically as soon as you name the Maneuver you are playing.
  4. If a card says .can only be played after. it must target the same opponent the original card targeted (if applicable.) That means if you Pump Kick Jeff Hardy, you can.t play a Knee Smash on Matt. This rule is not affected by any card that removes the .can only be played after. text.
  5. If you control an effect that reacts when an opponent plays a card type (such as Brahma Bull, or the Superstar Abilities of Raven, Crippler or Jamie Noble) the effect will only trigger if the card is played naming you as the target. (EG, Raven won.t draw a card if Matt punches Jeff in the face.)
  6. The win condition is specified at the beginning of the match. Either the first pinfall wins the match, or each player is eliminated when they are pinned.
  7. Fortitude is kept no matter who it was generated against.
  8. If a player is eliminated, all of that players cards leaves the game as well. This rule ignores the Permanent trait.
  9. Play starts with the highest Superstar Value and proceeds clockwise.
  10. Any player may reverse an Action or Activated Card Effect. The choice of whether or not to reverse is made starting with the opponent to the left of the player playing the card or ACE and continues clockwise. No matter which opponent reverses the Action, play continues clockwise as normal.
  11. When a player's turn ends, the player to his left starts the next turn.
  12. Effects that reveal a player's hand only reveals it to the player who is controlling the effect (not all of the players. For example, Kane plays Commissioner Rules on Jeff Hardy. Spike Dudley won't see what Kane sees in Jeff's hand.)
  13. Effects that require a choice (Commissioner Rules, Twisted Smile) only affect one chosen player. Effects that do not require a choice (Kane, Stratusphere) affect all players.

SECTION TWO

Battle Royal
  1. Battle Royal matches are designed to be very quick. That.s the point of it. The above basic rules are in effect, as well as the following rules.
  2. The point of this format is elimination, to be the last man standing. Your opponent is eliminated if there are 0 cards remaining in his Arsenal at any time, or you successfully play the card Throw Opponent Out of the Ring or Over the Top Rope. There are no Countouts (even through card effects.)
  3. Fortitude is shared by all players for the purpose of playing Maneuvers. Reversals and Actions must still be played using your own personal Fortitude level.
  4. Players may put into play only 1 Pre-match card, as well as any non-Stipulation non-Venue non-PPV Superstar Specific Pre-match cards. (For example, Jeff Hardy could play X-Treme Sendoff since his logo appears on it, as well as Underrated Superstar.) Cards are put into play simultaneously rather than 'played', so cards that increase or decrease Pre-match slots won't affect the game.
  5. If a player is eliminated, the opponent that caused that players elimination (or the last person to play a card targeting the eliminated player) may shuffle up to 3 cards from their Ring Area into their Arsenal, shuffle up to 10 cards from their Ringside Pile into their Arsenal, and draw up to 3 cards.
  6. Reversals deal no damage. Even RMS Reversals. They can add to Fortitude but no cards are overturned for damage.
Royal Rumble
  1. Same as above, with the exceptions below.
  2. Play starts with two randomly chosen Superstars in the Ring.
  3. Every 4th turn, another player is added to the left of the player whose turn just ended.
  4. In the case of limited table space, you can choose to cap the number of players in the Ring at one time, adding more players only when eliminations free up table space. (For example, Bob is player 11, but there is only room for 10 players at the table so Bob can.t join yet. Bob must wait until someone is eliminated and then take his place at the table.)
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