Birdcage Match

 Birdcage Match Rules

The Birdcage stipulation is made for up to 6 competitors to participate.

Content

6 Random Competitor Sets and their finishes

162 preset Supershow cards (6 of each number 1-27)

6 entrant number cards

8 birdcage crowd meter cards

BUMP OUT RULE IS IN EFFECT

SEPARATE IN PLAY PILES

TEAM UP RULE IS IN EFFECT

DQ in effect

No Count Outs


Elimination: When a players loses when the fail to Breakout of a Finish

******* SEPARATE IN PLAY PILE RULES ARE IN EFFECT IN MULTIPLAYER MATCHES!

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. 

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. 

TEAM UP RULE: When a player rolls for a FINISH ROLL you may choose to TEAM UP with them, if you do when they roll the FINISH you also roll a TEAM UP ROLL, if you roll the same SKILL, you add +1 to the FINISH ROLL. When a player TEAM’S UP with a FINISH ROLL that TEAM UP roller discards their cards from play as if they played a FINISH.

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

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. 


Set up

Randomly Deal out entry number cards to each participant, assign seating accordingly.

Make sure each player is aware of the special Bird Cage Match, Crowd Meter.

Separate each card by number into 27 piles by the card number in the bottom right hand corner of the card. You will have 27 piles of 6. Set those on the Birdcage ring mat

Place the 6 random Supershow Competitors in a pile on the mat as well.

Set the crowd meter aside.

Start the Draft

The person who randomly received entrant number 1 chooses the competitor pile. They Choose a Competitor set then they pass the remaining pile of competitors to the player to there right. That player chooses a Competitor and then passes the remaining cards to their right. This repeats until there are no Competitor sets to choose from or all players have a Competitor.

Entrant number 2 selects a pile of cards #1-27. They Choose a card from that number pile and then they pass the remaining pile to the player to there right. That player chooses a card and then passes the remaining cards to their right. This repeats until there are no cards left to pick.

This drafting repeats to the right until all piles of cards #1-27 have been drafted. At which point all players will have a competitor card and a full 1-30 card Supershow deck.

Starting the Match:

Entrant numbers 1 and 2 start the match inside the Birdcage. Both players draw 3 cards and have their first turn roll.

Increasing the Crowd Meter for new entrants

After 6 turn rolls, (bumps included) the Crowd Meter increases by 1, and the next lowest entrant number enters the birdcage during the next turn roll. When they enter the match, they draw additional cards and their first turn roll is +2 (as stated on the Birdcage Crowd Meter cards.) This is Crowd Meter is different then other crowd meters, it does not increase after a breakout or for any other reason at some levels.

Playing cards against each opponent and Eliminating opponents.

In a multiplayer match to keep track of which opponents you have played cards against you must keep your cards in separate in play piles. When you play a card, you must choose which opponent you would like to play it against. It is good practice to point your cards in the direction of the play you are playing them against. Cards in play against a opponent will only interact with cards in play against that opponent. For example, a card that says, “Draw 1 card for each you LEAD you have in play.” The player would only draw 1 card each LEAD in that in play pile.

You eliminate a player when you hit them with a FINISH card, and they do not BREAKOUT via Breakout Rolls. When a player is eliminated all cards in play for and against that player are placed in their owners discard pile. The Match continues as normal. When a player is the only competitor left in the match, they are the winner of the Birdcage.

Rules for a Singles Match of Supershow the Game

The SRG Boss walks you through your first singles match of Supershow the Game. This video covers the basics so you can jump into the LFF and use other rules on this page to play multi-player!

Special Guest Referee Match & Accompanied to Ringside.

Special Guest Referee.

An additional Competitor is selected as the Special Guest Referee, the Special Guest Referee’s Gimmick is in effect for all Competitors in the match.

Blanking a players Gimmick will not blank the Referee’s Gimmick.

Accompanied to Ringside.

If the GM allows a player or player to be Accompanied to Ringside, that player may choose an additional Competitor different from there own, the chosen Competitors Gimmick is ADDED to your Competitors Gimmick.

The GM must specify if the Competitor that accompanies you to ringside must be a single, tag team, or trio Competitor.

Multiplayer 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 PILE RULES ARE IN EFFECT IN MULTIPLAYER MATCHES!

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. 

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

SEPERATE IN PLAY PILES

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.

******* SEPARATE IN PLAY PILE RULES ARE IN EFFECT IN MULTIPLAYER MATCHES!

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. 

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.

TEAM UP RULE: When a player rolls for a FINISH ROLL you may choose to TEAM UP with them, if you do when they roll the FINISH you also roll a TEAM UP ROLL, if you roll the same SKILL, you add +1 to the FINISH ROLL. When a player TEAM’S UP with a FINISH ROLL that TEAM UP roller discards their cards from play as if they played a FINISH.


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


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

SEPERATE IN PLAY PILES

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 ECT.

******* SEPARATE IN PLAY PILE RULES ARE IN EFFECT IN MULTIPLAYER MATCHES!

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. 

TEAM UP ROLL, if you roll the same SKILL, you add +1 to the FINISH ROLL. When a player TEAM’S UP with a FINISH ROLL that TEAM UP roller discards their cards from play as if they played a FINISH.

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


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. 

Multiplayer Rules for 3 Players

Here are the Official Rules for playing with 3 players in the Supershow.

Triple Threat Match: Elimination:
NO COUNT OUTS
DQ IS IN EFFECT
SEPARATE IN PLAY PILES IN EFFECT

TEAM UP RULE IS 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 deck at the start of the turn, they eliminate the remaining opponents.


Additional Rules:

******* SEPARATE IN PLAY PILE RULES ARE IN EFFECT IN MULTIPLAYER MATCHES!

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. 


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.


TEAM UP RULE: When a player rolls for a FINISH ROLL you may choose to TEAM UP with them, if you do when they roll the FINISH you also roll a TEAM UP ROLL, if you roll the same SKILL, you add +1 to the FINISH ROLL. When the TEAM UP roll matches with a FINISH roll that TEAM UP roller discards their cards from play as if they played a FINISH. 


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 PILE RULES ARE IN EFFECT IN MULTIPLAYER MATCHES!

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. 


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 each using single Competitors VS 1 Player using a single Competitor.
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.

Tag Team Match (3 players)

2 players each with single Competitors VS 1 Player, using either a printed Tag Team, or 2 Single Competitors. Example the Tiki Twins, printed Tag Team, or The Team of El Super Hombre and The Masked Llama.

First Fall

SEPERATE IN PLAY PILES

DOUBLE TEAM in effect for the team of 2

PROTECTING in effect for the team of 2

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.

******* SEPARATE IN PLAY PILE RULES ARE IN EFFECT IN MULTIPLAYER MATCHES!

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. 

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 tag team 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.