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