¡Uncle Cucuy's Lucha Libre! - Wargame VaultLucha Libre (free wrestling or free fighting) is the...

5
¡THE WAY OF THE LUCHADOR! ¡THE WAY OF THE LUCHADOR! ¡THE WAY OF THE LUCHADOR! ¡THE WAY OF THE LUCHADOR! Lucha Libre (free wrestling or free fighting) is the Mexican art of professional wrestling. It in- cludes a variety of techniques and specialized moves. Luchadores–i. e., wrestlers (or Lucha- dor in singular)–are known for their dynamic moves and colorful masks. Luchadores are highly skilled athletes known for their physical strength, speed and agility, their rapid delivery of intricate moves and holds, as well as their dramatic high-flying ma- neuvers. The goal of a performer is to force their opponent to submit, pin them for the count of three, or throw them from the ring for the count of 20. There are also several ways Luchadores can dishonor themselves and thus be disqualified from the match. Personal honor is very important! The colorful masks of the Luchadores repre- sent the powerful totems and heroic character- istics the wrestlers come to embody. The masks can be a deeply spiritual and profound aspect of Lucha Libre, and many wrestlers will never be seen without their masks. To remove an- other Luchador's mask is the greatest dishonor one could deliver. Luchadores are either Rudos (literally rude ones or heels), the “bad guys” who bend or break the rules, or Técnicos (literally techni- cians or faces), the “good guys” who play by the rules and whose moves are much more complex and spectacular. Successful Luchadores win fame and glory for their deeds. This game was created as a quick and easy way to kill some time while simulating the glorious sport of Lucha Libre. With these rules, you can play a few rounds when- ever you have a few extra minutes, or spend an entire afternoon building up your Luchador to heroic status! ¡ UNCLE CUCUY’S LUCHA LIBRE! UNCLE CUCUY’S LUCHA LIBRE! UNCLE CUCUY’S LUCHA LIBRE! UNCLE CUCUY’S LUCHA LIBRE! Luchador Character Cards Luchador Character Cards Luchador Character Cards Luchador Character Cards You can photocopy the Luchador Character Cards from the back pages, and use the pre- made characters or create your own to have as many characters as you want. On the front of the blank cards, a faint outline is provided to help you draw your own special mask, along with a scroll for the character’s name. Charac- ter stats are recorded on the back. It’s a good idea to record all your stats in pencil, since they will change as you play. A piece of scratch pa- per will help you do the math when needed. Character Stats Character Stats Character Stats Character Stats STRENGTH measures how physically strong characters are and how much damage they can deliver through brute force. AGILITY measures how quick and flexible they are. High AGILITY makes performing com- plicated holds and high-flying moves easier. STAMINA measures how long they can keep going. When a character’s STAMINA reaches zero or below, they are totally exhausted and out of the game–i.e., they lose! ¡Uncle Cucuy’s Lucha Libre! is © J. Freels, 2009, all rights reserved. Unauthorized reproduction and distribution of the rules are forbid- den without author’s express written consent. Reproduction of Char- acter Cards is allowed and encouraged! Combat mechanics adapted from Ken St. Andre's works. Editing, and La Fusta and El Chihuahua de Plata characters by M. E. Volmar. Be sure to visit www.JFreels.com Sample file

Transcript of ¡Uncle Cucuy's Lucha Libre! - Wargame VaultLucha Libre (free wrestling or free fighting) is the...

¡THE WAY OF THE LUCHADOR!¡THE WAY OF THE LUCHADOR!¡THE WAY OF THE LUCHADOR!¡THE WAY OF THE LUCHADOR!

Lucha Libre (free wrestling or free fighting) is the Mexican art of professional wrestling. It in-cludes a variety of techniques and specialized moves. Luchadores–i. e., wrestlers (or Lucha-dor in singular)–are known for their dynamic moves and colorful masks.

Luchadores are highly skilled athletes known for their physical strength, speed and agility, their rapid delivery of intricate moves and holds, as well as their dramatic high-flying ma-neuvers. The goal of a performer is to force their opponent to submit, pin them for the count of three, or throw them from the ring for the count of 20. There are also several ways Luchadores can dishonor themselves and thus be disqualified from the match. Personal honor is very important!

The colorful masks of the Luchadores repre-sent the powerful totems and heroic character-istics the wrestlers come to embody. The masks can be a deeply spiritual and profound aspect of Lucha Libre, and many wrestlers will never be seen without their masks. To remove an-other Luchador's mask is the greatest dishonor one could deliver.

Luchadores are either Rudos (literally rude ones or heels), the “bad guys” who bend or break the rules, or Técnicos (literally techni-cians or faces), the “good guys” who play by the rules and whose moves are much more complex and spectacular.

Successful Luchadores win fame and glory for their deeds.

This game was created as a quick and easy way to kill some time while simulating the glorious sport of Lucha Libre. With these rules, you can play a few rounds when-ever you have a few extra minutes, or spend an entire afternoon building up your Luchador to heroic status!

¡UNC L E C U CU Y ’S L U CH A L I B R E !U NC L E C U CU Y ’S L U CH A L I B R E !U NC L E C U CU Y ’S L U CH A L I B R E !U NC L E C U CU Y ’S L U CH A L I B R E ! Luchador Character CardsLuchador Character CardsLuchador Character CardsLuchador Character Cards

You can photocopy the Luchador Character Cards from the back pages, and use the pre-made characters or create your own to have as many characters as you want. On the front of the blank cards, a faint outline is provided to help you draw your own special mask, along with a scroll for the character’s name. Charac-ter stats are recorded on the back. It’s a good idea to record all your stats in pencil, since they will change as you play. A piece of scratch pa-per will help you do the math when needed.

Character StatsCharacter StatsCharacter StatsCharacter Stats

STRENGTH measures how physically strong characters are and how much damage they can deliver through brute force.

AGILITY measures how quick and flexible they are. High AGILITY makes performing com-plicated holds and high-flying moves easier.

STAMINA measures how long they can keep going. When a character’s STAMINA reaches zero or below, they are totally exhausted and out of the game–i.e., they lose!

¡Uncle Cucuy’s Lucha Libre! is © J. Freels, 2009, all rights reserved. Unauthorized reproduction and distribution of the rules are forbid-den without author’s express written consent. Reproduction of Char-acter Cards is allowed and encouraged! Combat mechanics adapted from Ken St. Andre's works. Editing, and La Fusta and El Chihuahua de Plata characters by M. E. Volmar. Be sure to visit www.JFreels.com Sa

mpl

e file

Creating Your Luchador CharacterCreating Your Luchador CharacterCreating Your Luchador CharacterCreating Your Luchador Character

Luchador characters begin with five dice that represent their physical Attributes of AGILITY and STRENGTH. Two dice go to STRENGTH, and two dice go to AGILITY. The last die goes to whichever Attribute the Luchador has spe-cialized in. The extra die of a Luchador more skilled in powerful moves goes to STRENGTH. If the Luchador is more skilled in complex wres-tling moves, the extra die goes to AGILITY.

All Luchadores begin with a STAMINA of 12.

Playing the GamePlaying the GamePlaying the GamePlaying the Game

When a match begins, each Luchador de-clares whether he or she is using STRENGTH or AGILITY against an opponent, and then rolls those dice. Each Luchador adds up their dice, and compares the total to their opponent’s score. The highest score wins that round, and the loser subtracts the difference between the two scores from his or her STAMINA.

Example 1: El Vortexican declares that he will use his AGILITY, and Toro Grande declares that he will use his mighty STRENGTH. El Vortexi-can has 3 dice for his AGILITY, and he rolls a 6, 1, and 2 for a total of 9. Toro Grande has 3 dice for his STRENGTH, and he rolls a 4, 5, and 3 for a total of 12! Toro Grande’s score is the high-est, so he wins the round. Since 12 is greater than 9 by 3, El Vortexican subtracts 3 from his STAMINA, retaining a STAMINA of 9.

Special Dice RulesSpecial Dice RulesSpecial Dice RulesSpecial Dice Rules

DARODARODARODARO: “Doubles Add & Roll Over.” Whenever the dice show doubles, add up the total rolled, re-roll the doubles, then add the new roll to your total. You may keep re-rolling for as long as you keep rolling doubles! This rule means that you might get some very high rolls, which helps represent an incredible move on the part of your Luchador!

AUTOMATIC DAMAGE:AUTOMATIC DAMAGE:AUTOMATIC DAMAGE:AUTOMATIC DAMAGE: Whenever a player rolls a 6, their opponent automatically takes 1 point from their STAMINA in spite of whether they win the round or not. With AUTOMATIC DAMAGE, it’s possible to wear your opponent

down even when you’re not doing that well otherwise!

Glory Points (GPs)Glory Points (GPs)Glory Points (GPs)Glory Points (GPs)

Luchadores earn Glory Points for their per-formance. After each round, characters gain a GP for every point they scored.

GPs are used to build up your character into a mighty champion by buying extra dice. The GP cost for a new die is the current number of STRENGTH or AGILITY dice x 100. For every extra die bought, a character gains 5 STAM-INA points. GPs may only be cashed in after the end of a match.

At the End of a RoundAt the End of a RoundAt the End of a RoundAt the End of a Round

If a round is won using STRENGTH, contest-ants need to determine if they have enough STAMINA to continue. If all contestants may continue, they move on to the next round. A contestant whose STAMINA has fallen to zero or less, loses the match, and his or her oppo-nent is declared the winner! If the STAMINA scores of all the contestants have fallen to zero or less, the match is a draw–better luck next time, Luchadores!

A Luchador who wins a round using AGIL-ITY has managed to trap the loser in a hold.

Sam

ple

file

Alternate RulesAlternate RulesAlternate RulesAlternate Rules

TEAMSTEAMSTEAMSTEAMS: : : : the Team Leader has to declare if the team is going to try and subdue its opponents with AGILITY or to wear them down using STRENGTH. The Team Leader rolls the declared dice for his or her character, while other team members roll their dice for either STRENGTH or AGILITY, depending on how they want to help. The combined scores are compared for both sides as usual.

WEAPONSWEAPONSWEAPONSWEAPONS:::: Although it is generally consid-ered dishonorable to use weapons in the ring, sometimes a Rudo will resort to this tactic. The weapons used tend to be whatever the Lucha-dor can grab, or whatever gets thrown into the ring by someone else. To use a weapon, a Luchador must declare his or her intention to do this at the beginning of the round, and then roll one die to see which weapon was available (see table below). To determine his or her score for the round, a Luchador using a weapon must roll his or her STRENGTH dice + the Weapon Damage (shown at right as the number of dice “d” to roll and its modifiers). For example, a weapon with 1d-4 tells you to roll 1 die and then subtract 4 from the roll. Likewise, a 1d+3 weapon tells you to roll 1 die and add 3 to the roll.

StunStunStunStun

If half of a Luchador’s existing STAMINA is lost, a quick contest will determine if he or she is stunned: both players roll a single die and the highest score wins. If the player in question loses, he or she takes the difference between the two dice scores in additional damage, and loses any current hold on his or her opponent. If his or her STAMINA is still above zero, he or she may continue on to the next round as nor-mal. Players who win the contest roll are not stunned and take no additional damage.

The next round becomes a contest to deter-mine if the winner can maintain his or her hold on the loser, or if the loser can break free.

Both players roll their dice. The Luchador who has his or her foe in a hold rolls his or her STRENGTH to maintain that hold, or his or her AGILITY to maintain some kind of hold. The Lu-chador in the hold has to choose between roll-ing his or her STRENGTH to break free, or his or her AGILITY to try and break the other’s hold and gain the upper hand with a hold of his or her own.

A match is over when a Luchador’s STAMINA is reduced to zero or lower, or he or she is pinned by the other Luchador for three con-secutive rounds. The Luchador who wins the match gains an additional 100 GLORY POINTS for his or her victory.

RollRollRollRoll WeaponWeaponWeaponWeapon DamageDamageDamageDamage

1111 Belt 1d-4

2222 Bottle 1d+2

3, 43, 43, 43, 4 Chair 1d+3

5, 65, 65, 65, 6 Stick 1d

¡WEAPONS!¡WEAPONS!¡WEAPONS!¡WEAPONS!

Sam

ple

file

E X AMP L E 2 : This game is quite simple and fast-paced. It’s easy to get the hang of it once you start play-ing. Just remember to keep track of things as you go along.

El Vortexican (EV) vs. Toro Grande (TG)El Vortexican (EV) vs. Toro Grande (TG)El Vortexican (EV) vs. Toro Grande (TG)El Vortexican (EV) vs. Toro Grande (TG)

EV declares he will use his great AGILITY, and TG charges in with his STRENGTH. EV rolls a 2, 3, and 6 for a score of 11. TG rolls a 3, 4, and 4 for a score of 11–but with the DARO rule, he gets to re-roll the doubles. TG re-rolls the two fours and gets a 2 and 4. When these are added to his original roll, his score becomes 17! TG wins the round by 6 points, but loses 1 STAMINA due to AUTOMATIC DAMAGE from the 6 rolled by EV. TG loses 1 STAMINA and gains 17 GPs, and EV loses 6 STAMINA and gains 11 GPs.

Round 1 isn’t over yet though. EV lost half of his existing STAMINA, so he might be stunned. Both Luchadores roll a single die. TG rolls a 4, and EV rolls a 5. EV wins; therefore, he isn’t stunned. EV doesn’t take any additional dam-age, and both Luchadores have enough STAM-INA to continue on. The next round begins!

EV declares he will use AGILITY again, and TG chooses his STRENGTH again. EV rolls 3, 3, and 5, and with DARO, gets to re-roll the double threes. He scores a 2 and another 2–doubles again! This time he rolls a 1 and 2. EV’s total score is 18!

TG rolls a 1, 1, and 3. DARO means he re-rolls the two ones, getting a 5 and 6. His total score is 16: less than EV’s, but at least enough to in-flict 1 point of AUTOMATIC DAMAGE.

EV loses 1 STAMINA, and gains 18 GPs. TG loses 2 STAMINA and gains 16 GPs.

Both Luchadores have enough STAMINA to continue, but because EV won using AGILITY, it means that TG is in a hold!

EV declares he will use AGILITY to try and maintain a hold on TG. TG declares he will use his STRENGTH to try and break free. EV rolls a 2, 2, and 6. He re-rolls the doubles for a 1 and 6. EV’s total score is 17 with 2 AUTOMATIC DAMAGE. TG rolls 3, 5, and 6 for a score of 14 with 1 AUTOMATIC DAMAGE. EV wins the round and keeps his hold on TG! TG takes 5 from STAMINA and gains 14 GPs. EV takes 1 from STAMINA and gains 17 GPs.

TG had 9 STAMINA. He lost more than half of his existing STAMINA and needs to roll to see if he is stunned. He rolls a 1, and EV rolls a 6! TG loses this contest by 5 points, which means that he is stunned and loses that many STAM-INA points. He is less than 0 STAMINA: he is now unconscious and out of the game. EV is declared the winner, gaining an extra 100 GPs!

Sam

ple

file

¡Unc l e C u cu y ’s L u cha L i b r e R e a d y -Mad e C ha r a c t e r s ! Luchador characters are quick and easy to make. Here are some sample pre-made characters to give you ideas for drawing your own. You can also cut out the pre-made characters and play right away!

Sam

ple

file