KCW
Match Type Rules

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Here is a list of rules for the different type of matches in KCW. These are the ones that I came up with just now. Other match types will be added to the list as they happen. Yes, I'll make up rules on the spot. Just like I made up these rules. If you come up with a match that isnt covered here then I'll consider adding it to my list. If it is something I really dont want in KCW all the time then I will ask that you make it a Rewrite match. Also included here are the rules for outside interference.

MATCHES:

 

One on One: Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. The wrestler with the higher total wins. This is the most common type of match in KCW.

 

Tag Team: Each wrestler adds up the total points, including bonus, wrestler type, trademark, finishing moves and tag team moves. The wrestlers on the same team add their totals together and the team with the higher total wins. All wrestler type bonus points are considered.

 

Triple Threat: Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. The wrestler with the higher total wins. All wrestler type bonus points are considered.

 

Handicap: Move order is considered here. All the wrestlers on the same team look at their first move on their list. The move with the higher point value is the one that counts. They go through all the moves like this. Then they add them all together including bonus points, each persons trademark and finishers. Tag Team moves are then added to the total. If the opponent does not have a partner then he doesnt receive any Tag Team points. The higher total wins. All wrestler type bonus points are considered.

 

HaRdcOrE: For the most part HaRdcOrE Matches are usually Rewrite matches because the HaRdcOrE title can only be won or lost by Rewrite, but if the match isn't a Rewrite match, then each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. DQs and COs don't count, pinfalls can count anywhere. The wrestler with the higher total wins.

 

Running the Gauntlet: The first match is considered a normal One on One match with each wrestler adding up the total points, including bonus, wrestler type, trademark, and finishing moves. The wrestler with the higher total wins. Each consecutive match causes the wrestler to lose 15 points.

 

Ladder: Move order is considered in this type of match. Each wrestler looks at their first move on their list. All bonus points and wrestler type are added to each individual move. The move with the higher point value wins. This continues until the first wrestler to win 6 times wins the match. Remember even though you pick ten (9-11) moves you also have trademark and finishing moves that will be counted as separate moves.

 

Elimination Singles: (Three or more single wrestlers) Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. The wrestler with the lowest total is eliminated first. All points will have to be added up again and new trademark and finishing move points will be giving after each wrestler is eliminated. This continues until there are two single wrestlers left, the match is then considered a One on One match, to determine the winner. Wrestler type bonus points are considered. 

 

Survival Series type elimination tag team: Each wrestler adds up the total points, including bonus, wrestler type, trademark, finishing moves, and tag team moves. The wrestler with the lowest total is eliminated first. For ever team member that the winning team has over the opposition they receive a 5 point bonus each. The process goes on like this until there is only one person on one of the teams. When this happens the single wrestler does not add in his tag team moves any more to his total. If there are two single wrestlers left, the match is then considered a One on One match, to determine the winner. All wrestler type bonus points are considered.

 

Battle Royal: Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. The wrestler with the highest points wins the battle royal. Wrestler type bonus points are ignored.

 

Royal Rumble type battle royal: Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. Bonus points are given to the wrestlers that draw the later numbers and negative points are given to the wrestlers that draw early numbers. The exact number depends on the number of wrestlers in the event. The wrestler with the higher total wins the Rumble. Wrestler type bonus points are ignored.

 

Cage: Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. The wrestler with the lowest total wins the cage match! Thats right, the lowest total. There isnt any DQs or CO either. The object of a cage match is to escape the cage. If pinfall only is used with a cage match, then the match goes as a normal One on One match with the higher total winning. There isnt any DQs or COs either. If the cage match is escape or pinfall, then all points from all wrestler are added together, if the number is an even number then the match will be determined by pinfall and the higher total will win. If the number is odd, then the match will be determined by escape and the lower total will win.

 

Hell in a Cell: Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. The wrestler with the higher total wins the Hell in the cell match.  There are no DQs and no COs. The Hell in the cell match is suppose to be used to prevent outside interference and escaping away from the ring, so in KCW you can not interfere in a Hell in the cell match or get out of the cell, UNLESS you come up with a cool, creative way of doing so.

 

Casket: Or any type of match that requires you to place the wrestler into something in order to win (dumpster, buried alive, etc.): Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. The wrestler with the higher total wins the match. Some of these matches use DQs and COs while others don't. The stipulations will be determined before the match takes place.

 

Table: Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. Each wrestler then chooses one number from the Special Match List on the move selection page. This is the number of tables they plan on using on their opponents before they go for the win. The bonus points from the Special Match are then added to the finish and the wrestler with the higher point value wins. There are no DQs or COs in this match.

 

TLC: (Tables, Ladders, and Chairs)Each wrestler chooses one number from the Special Match List on the move selection page. This is the number of tables they plan on using on their opponents. Move order is considered in this type of match. Each wrestler looks at their first move on their list. All bonus points, wrestler type, and Special Match List points are added to each individual move. The move with the higher point value wins. This continues until the first wrestler to win 6 times wins the match. Remember even though you pick ten (9-11) moves you also have trademark and finishing moves that will be counted as separate moves.

 

Weapon on a Pole: Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. Each wrestler then chooses one number from the Special Match List on the move selection page. The wrestler with the higher point number gets to add his number to his total points while the wrestler with the lower point number has to subtract that many points from his total points. The wrestler with the higher total wins.

 

Lumberjack: Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. There are no COs although there is still DQs. The wrestler with the higher point total wins.

 

Barbwire/Razorwire: Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. Each wrestler then chooses one number from the Special Match List on the move selection page. The point value from the move is then subtracted from the total points of the wrestler. The wrestler with the higher point total wins.

 

Time Limit: As in, you have 3 minutes to win or else: Each wrestler adds up the total points of the first three moves on their list, do NOT include trademark, but do include bonuses, wrestler type, and finishing moves.

 

Iron Man: Each wrestler adds up the total points, including bonus, wrestler type, trademark, and finishing moves. The wrestler with the higher total wins. Each wrestler then chooses a number from the Special Match List on the move selection page. The point value is NOT added to the total. Instead the last digit of each number determines the number of points collected for the winner and the loser. In the case of a draw, the first digit is added to the winners number of points. The winner receives the higher number no matter who picked it and the loser receives the lower number. So technically the highest score possible is 18 while the lowest score is 0, although there is a way to score higher. If the draw is both zeros then the winner can only win by one point as the match has gone into Sudden Death rules.

 

If you want some crazy, Hell in the cell, loaded with weapons, with razorwire, exploding ring match, with the cell on fire and gasoline falling from the sky. Well I'll conceder if its alright in KCW and if it is, then itll be a Rewrite match, so you better have the opponents permission first and a the aboved mentioned match is already not concedered for KCW.

OUTSIDE INTERFERENCE RULES!

 

There are two types of interference. Major and Minor.

 

Major Outside interference is described as an interference that causes a lot of damage to the wrestler. For example another wrestler not involved in the match could run out and do their finishing move on an enemy wrestler or a manager could strike a wrestler with a steel chair.

 

Major Outside interference in any match cause the person being interfered on to lose their highest point valued move. If that move was an odd number the match ends as a DQ. If the move was an even number then the interfering wrestler got away with the interference and the match continues.

 

Minor Outside interference is described as an interference that causes minimum to no damage to the wrestler. Examples include a manager tripping a wrestler inside the ring, or while a wrestler is applying a submission hold on another wrestler the interfering wrestler jumps up on the apron to distract the referee or the wrestler.

 

Minor Outside interference causes the person being interfered on to lose their lowest point valued move. They can do this once without the chance of DQ.  If the interfering person does this more than once then the next lower point value move is lost. If that move, or the first move, was an odd number the match ends in a DQ. If both moves were even numbers then the interfering person got away with it. 

 

You can also just interfere in a match and let the referee see you on purpose. The match will of course then end in a DQ.

 

You can purposely get yourself DQed

You can purposely lose a match (obvious or not obvious)

You can purposely get yourself counted out.