Brawler Swarmer Clinch On 4/5/6 Wins On Tied Initiative +1 Damage To Counter Punch Damage Boxer

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Brawler Swarmer Boxer

Wins on tied initiative +1 damage to counter punch damage Clinch on 4/5/6


Special Special Special
4 4 3

Low blow Lft Hook Rgt Hook Headbutt Cross In & Out Elbow Straight
One Two
1 2 combo Lft
1 1 2 1 combo
2
Overhand
right
Jab Jab
2 1 2

Side step Upper Straight


combo Cut Rgt
2 2

Philly Shell Defense Cross-armed Defense Peek a boo Defense

Step Sway
back & move Rope
a Dope

-2 / +1 +3 -1 / +2
-2 / +1 +3 -1 / +1 -2 / +2 +3 -2 / +2
Guard Open Guard Guard
Guard Open Guard Guard Open
down (injury) down up
up (injury) up up (injury)
Double
Duck & Sidestep
counter
counter counter
-2 / +2
Guard -2 / +1 -1 / +2
Guard Guard
up
down down

BOXING
Initiative Injuries powered by

Initiative
Broken
1 1 nose
+1 head
Split Broken Bruised
5 3 2 5 3 2 forehead jaw kidney
+1 head +2 head +1 body

Gashed
6 6 eye
+1 head
Cracked
4 4 rib
+2 body

POCKET BOXING
by Pocket Sports

All rights reserved 2014


Suitable for ages 13 and up

Pocket Boxing Rules


1 BOXING
The game is fast, fun and exciting. Suitable for one or two players. A pen & paper is all you need to keep
track of damage, knock downs and rounds. 3 minute rounds for 5 rounds (if you last that long!).

3 dice represent a different style of fighter you may choose. There are also 3 different defense styles, a die
for injuries and two dice for ‘initiative’. To begin, choose one of the fighter dice & one defense dice.
The Boxer The Swarmer The Brawler
can clinch on 4/5/6 roll +1 to counter punches wins any tied initiative rolls

Philly Shell Cross armed Peek a boo


Defense Defense Defense
HEALTH & STAMINA
Each fighter starts with 50 health points that reduces each time punches deal damage during an exchange.
As soon as a fighter’s health reaches zero, a TKO is declared and the fight is over.

CONTROLLING THE FIGHT


‘Initiative’ determines who throws the first punch in any exchange. Both players will roll their ‘Initiative’ die
(Black & White) with the highest number taking control and throwing the first punch.

The exchange will continue until the fighter in control fails to land a punch (MISS), the defending fighter
avoids a punch, or the damage is less than the defense.
Ie A JAB to the HEAD worth 1 will not get through a GUARD UP - the exchange ends, return to the ‘initiative’
phase.
HEAD or BODY
The player in control will announce which part of the body (HEAD or BODY) his fighter will aim to punch. On
your fighter’s dice, you will see the type of punch being thrown and the amount of damage that may be
delivered. A ‘combo’ allows for the next punch rolled to be a double hit (damage x 2)
COVERING UP
The fighter defending himself will roll the ‘GUARD’ die to see what action he has taken.

STEP BACK / SWAY & MOVE / ROPE A DOPE - your fighter has listened to the trainer and avoided the punch.
Return to ‘initiative’ phase

GUARD UP your fighter’s gloves are covering his head


If the incoming punch was a HEAD shot, reduce the damage taken by the number indicated -1 / -2.
If the incoming punch was a BODY shot, increase the damage taken +1 /+2.

GUARD DOWN your fighter’s gloves are covering his body


If the incoming punch was a HEAD shot, increase the damage taken by the number indicated +2
If the incoming punch was a BODY shot, reduce the damage taken -2

COUNTER - your fighter has bobbed, weaved and can deliver a return counter punch that you opponent
cannot defend against. The punch and its standard damge will count. Add any damage and return to
‘initiative’ phase. DOUBLE COUNTER allows for two return punches.

OPEN - your fighter has walked right into a punch! Increase the damage taken +3
SPECIAL PUNCHES
Each fighter has one special punch that deals big damage and may cause an injury. For this to happen
however, your fighter’s punch must land combined against an OPEN defense.
Rgt Hook +3 Broken
Special punch 2 Defense is Open Open Feel the pain nose Total damge: 6
(injury) +1 head

*Note - if the fighter had nominated BODY in the above example, the BROKEN NOSE would not be
counted. Injuries are HEAD or BODY specific.

FEELING THE PAIN


When your fighter is injured, +1/+2 extra damage is immediately added to each landed punch to either
HEAD or BODY shots that occur for the remainder of the fight. There must be at least 1 damage for the +1
extra to be added. If the GUARD stops the punch, the +1 extra damage does not apply.

If you have a BROKEN NOSE, any scoring HEAD punch will increase damage by +1.
If you have a CRACKED RIB, any scoring BODY SHOT will increase damage by +2

Should you injure the same body part, damage is then increased to +2 / +3 etc. Knowing where your
opponent is hurt may change where you throw your punches!

DIRTY FIGHTING
Each fighter also has a dirty punch that delivers immediate damage, but it may come with a warning
from the referee. To determine if the Ref has seen the foul, the defending fighter may roll their initiative
die. A 5 or 6 will result in a warning. Anything less, the referee has missed it, damage counts and the
exchange continues.

If a warning is given, no points are scored for the dirty punch and the exchange stops. Return to the
‘initiative’ phase. If your fighter receives 3 warnings during the fight, he will be disqualified and lose the
fight.
HEALTH & STAMINA
Each fighter starts with 50 health points that reduces each time punches deal damage during an
exchange. As soon as a fighter’s health reaches zero, a TKO is declared.

DAZED & CONFUSED


Your opponent will be stunned anytime you deal 7 points damage during an exchange. At this point, the
‘stunned’ fighter may elect to clinch and force the referee to break the fighters apart and return to the
initiative phase. To successfully clinch your opponent you must roll a 5/6 using the BLACK die, otherwise
the exchange continues.
TEN COUNT
A knock down will occur anytime you deal 10 points damage or more. Your opponent will drop to the
canvas for a 10 count. To recover from a ten count, the fighter must roll and meet the below totals. He
may roll the initiative die twice only. If a fighter fails to meet the required dice roll, he has been knocked
out and loses the fight.

1st knock down (4) 2nd knock down (7) 3rd knock down (9) 4th knock down (11)

You can increase health points for Title fights up to 100. Have fun and remember to keep your hands up
and move your feet!

Choking Hazard - Keep Away From Small Children


Check out our other sports! www.pocketsports.com.au

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