RULES FOR 4 PLAYERS

Tornado Tag Team Match
The First team to score a fall wins the match.

No counts, no DQ however if there are count outs and DQ’S see below.

Count Out: Both on either players turn, both team members must have no cards in their hand and deck to win by count out.
If a player is disqualified both players lose the match.

DOUBLE TEAM in effect.
PROTECTING PLAYER in effect.
SAVE ROLLS in effect.

Additional Rules:

Separate in play piles - When playing a card you must declare which player you are attacking, you have a separate in play pile for each opponent you play against. Cards in play against a specific opponent only interact with that opponent. 
******* SEPARATE IN PLAY PILE RULES ARE ONLY IN EFFECT IN MATCHES THAT BEGIN WITH 2 ACTIVE OPPOSING PLAYERS. TORNADO TAG / HANDICAP MATCH, TRIPLE THREAT.


All players roll for a TURN ROLL, the highest roll takes the the turn. In the case where two team members have the highest roll, both players draw a card but they must choose who starts the turn.

DOUBLE TEAM: If two team members roll the same skill for a TURN ROLL , they can choose to high five, fist bump, or too sweet in order to combine their turn roll an attack any opposing player’(s) in the order of their choosing. When a FINISH card is played resolve any FINISH, then the second double teaming player plays a card.
***If you double team with a player you may still stop his played card and PROTECT the other player or SAVE the other player. See below.

PROTECTING another player: If another player does not stop a card played, you may stop the played card, after you do resolve ALL effects from the card you must bury your entire hand. 

SAVE ROLL: When another player rolls for a BREAKOUT ROLL, you may roll a SAVE ROLL with that player. If the SAVE ROLL matches the SKILL of the BREAKOUT ROLL add the total of the SAVE ROLL to the BREAKOUT ROLL. 






Fatal Four way Match: Elimination
BUMP OUT RULE IS IN EFFECT
TEAM UP RULE IS IN EFFECT
DQ in effect
No Count Outs

Elimination: When a players loses by pin fall or disqualification they are eliminated from game and the match continues. There are no count outs in Elimination match.

BUMP OUT RULE: When any number of players roll the same number (not SKILL), their TURN ROLLS are considered 0. If all players BUMP OUT to 0 all players draw a card as if a normal BUMP occurred. 
******* IN ANY MATCH WITH 3 OR MORE ACTIVE OPPONENTS THE BUMP OUT RULE IS IN EFFECT, FATAL 4, BATTLE ROYAL, INTO THE BIRDCAGE MATCH (COMING SOON).

TEAM UP RULE: When a player rolls for a FINISH ROLL or a BREAKOUT ROLL you may choose to TEAM UP with them, if you do when they roll the FINISH OR BREAKOUT ROLL, you also roll a TEAM UP ROLL, if you roll the same SKILL, you add the VALUES of the FINISH or BREAKOUT ROLL to the TEAM UP ROLL. When the TEAM UP roll matches with a FINISH roll or causes a BREAKOUT that TEAM UP roller discards their cards from play as if they played a FINISH or BROKE OUT. 

******* IN ANY MATCH WITH 3 OR MORE ACTIVE OPPONENTS THE TEAM UP RULE IS IN EFFECT, FATAL 4, BATTLE ROYAL, INTO THE BIRDCAGE MATCH

PROTECTING another player: If another player does not stop a card played, you may stop the played card, after you do you must bury your entire hand. 

SAVE ROLL: When another player rolls for a BREAKOUT ROLL, you may roll a SAVE ROLL with that player. If the SAVE ROLL matches the SKILL of the BREAKOUT ROLL add the total of the SAVE ROLL to the BREAKOUT ROLL. 





Fatal Four way Match: First fall
BUMP OUT RULE IS IN EFFECT
TEAM UP RULE IS IN EFFECT
No Disqualifications

First Fall : The First player to score a pin fall wins the game, there are no DISQUALIFICATIONS in first fall.
BUMP OUT RULE: When any number of players roll the same number (not SKILL), their TURN ROLLS are considered 0. If all players BUMP OUT to 0 all players draw a card as if a normal BUMP occurred. 
******* IN ANY MATCH WITH 3 OR MORE ACTIVE OPPONENTS THE BUMP OUT RULE IS IN EFFECT, FATAL 4, BATTLE ROYAL, ENTER THE CHAMBER MATCH

TEAM UP RULE: When a player rolls for a FINISH ROLL or a BREAKOUT ROLL you may choose to TEAM UP with them, if you do when they roll the FINISH OR BREAKOUT ROLL, you also roll a TEAM UP ROLL, if you roll the same SKILL, you add the VALUES of the FINISH or BREAKOUT ROLL to the TEAM UP ROLL. When the TEAM UP roll matches with a FINISH roll or causes a BREAKOUT that TEAM UP roller discards their cards from play as if they played a FINISH or BROKE OUT. 

******* IN ANY MATCH WITH 3 OR MORE ACTIVE OPPONENTS THE TEAM UP RULE IS IN EFFECT, FATAL 4, BATTLE ROYAL, ENTER THE CHAMBER MATCH

PROTECTING another player: If another player does not stop a card played, you may stop the played card, after you do you must bury your entire hand. 

SAVE ROLL: When another player rolls for a BREAKOUT ROLL, you may roll a SAVE ROLL with that player. If the SAVE ROLL matches the SKILL of the BREAKOUT ROLL add the total of the SAVE ROLL to the BREAKOUT ROLL. 
 

Rules for 3 Players

Triple Threat Match: Elimination:
NO COUNT OUTS
DQ is in Effect
SEPARATE IN PLAY PILES IN EFFECT
DOUBLE TEAMS IN EFFECT (MODIFIED SEE BELOW)


Elimination: When a players loses by pin fall or disqualification they are eliminated from game and the match continues. There are no count outs in Elimination match.

If Count outs are stated at the start of the match by the GM, and a player has 0 cards in their hand and discard pile, the eliminate the remaining opponents.


Additional Rules:

Separate in play piles - When playing a card you must declare which player you are attacking, you have a separate in play pile for each opponent you play against. Cards in play against a specific opponent only interact with that opponent. 

******* SEPARATE IN PLAY PILE RULES ARE ONLY IN EFFECT IN MATCHES THAT BEGIN WITH 2 ACTIVE OPPOSING PLAYERS. TORNADO TAG / HANDICAP MATCH, TRIPLE THREAT are examples.


DOUBLE TEAM: If two players roll the same skill for a TURN ROLL AND their individual rolls would have each lost the turn roll, they can choose to high five, fist bump, or too sweet in order to combine their turn roll an attack the 3rd player who would have won the turn roll. When they do so, they both draw a card and begin their combined turn. The double teaming player who rolled the highest initial SKILL plays the first card or opts to end his turn, resolving any FINISH effects if needed, then the second double teaming player players a card.
***If you double team with a player you may still stop his played card and PROTECT the other player or SAVE the other player. See below.

PROTECTING another player: If another player does not stop a card played, you may stop the played card, after you do you must bury your entire hand. 

SAVE ROLL: When another player rolls for a BREAKOUT ROLL, you may roll a SAVE ROLL with that player. If the SAVE ROLL matches the SKILL of the BREAKOUT ROLL add the total of the SAVE ROLL to the BREAKOUT ROLL. 


TRIPLE THREAT : FIRST FALL
First Fall : The First player to score a pin fall wins the game, there are no DISQUALIFICATIONS in first fall.
COUNT OUTS in effect
No DQ
SEPARATE IN PLAY PILES IN EFFECT
DOUBLE TEAMS IN EFFECT (MODIFIED SEE BELOW)

Separate in play piles - When playing a card you must declare which player you are attacking, you have a separate in play pile for each opponent you play against. Cards in play against a specific opponent only interact with that opponent. 

******* SEPARATE IN PLAY PILE RULES ARE ONLY IN EFFECT IN MATCHES THAT BEGIN WITH 2 ACTIVE OPPOSING PLAYERS. TORNADO TAG / HANDICAP MATCH, TRIPLE THREAT.


DOUBLE TEAM: If two players roll the same skill for a TURN ROLL AND their individual rolls would have each lost the turn roll, they can choose to high five, fist bump, or too sweet in order to combine their turn roll an attack the 3rd player who would have won the turn roll. When they do so, they both draw a card and begin their combined turn. The double teaming player who rolled the highest initial SKILL plays the first card or opts to end his turn, resolving any FINISH effects if needed, then the second double teaming player players a card.
***If you double team with a player you may still stop his played card and PROTECT the other player or SAVE the other player. See below.

PROTECTING another player: If another player does not stop a card played, you may stop the played card, after you do you must bury your entire hand. 

SAVE ROLL: When another player rolls for a BREAKOUT ROLL, you may roll a SAVE ROLL with that player. If the SAVE ROLL matches the SKILL of the BREAKOUT ROLL add the total of the SAVE ROLL to the BREAKOUT ROLL. 

Handicap Match
2 players VS 1 Player.
First Fall
Separate in play piles in effect
DOUBLE TEAM in effect
PROTECTING in effect
SAVE in effect
If COUNT OUT is in effect. On either players turn if both team members have 0 cards in hand and deck they win the match by count out.
DQ is in effect.

All players roll for a TURN ROLL, the highest roll takes the the turn. In the case where two team members have the highest roll, both players draw a card but they must choose who starts the turn.

When the Handicapped player wins a turn roll, they draw 2 cards and and may play 1 card vs each opponent.

DOUBLE TEAM: If two team members roll the same skill for a TURN ROLL , they can choose to high five, fist bump, or too sweet in order to combine their turn roll an attack any opposing player in the order of their choosing. When a FINISH card is played resolve any FINISH, then the second double teaming player plays a card.
***If you double team with a player you may still stop his played card and PROTECT the other player or SAVE the other player.