Post by styg on Sept 21, 2023 21:42:50 GMT
Phoenix Division Match Types
Pure Rules
Each competitor has three rope breaks, which can be used to break pinfall and submission attempts by either touching the ropes or placing a body part directly beneath them. Once all three of a competitor's rope breaks are exhausted, touching the ropes or placing a body part beneath them will no longer prevent a pin or submission. Attempting to use the ropes for leverage or restraint in a pin or submission attempt will result in a rope break penalty being issued, but if both competitors have exhausted all three rope breaks, pin or submission attempts utilising the ropes are legal. Voluntarily leaving the ring (including to the apron or top turnbuckle) will incur a five count; failure to return to the ring inside that count will result in a rope break penalty. Repeatedly using closed fists to the head, neck or stomach will also result in a rope break penalty. Using any strike to the crotch will result in disqualification. If a wrestler incurs a penalty without any rope breaks left, the referee may disqualify that wrestler at their discretion. If the match is for a championship, it can change hands on a countout or disqualification.
Commonwealth Rules
As Pure Rules, but held in ten rounds of three minutes each with a thirty second break between each round, and to two out of three falls. If all ten rounds elapse without a clear winner, the match will end in a draw, and if the match is for a championship, the champion will retain.
Commonwealth Ironman Rules
As Commonwealth Rules, but instead of being to two out of three falls, the match has no fall limit and will run until the time limit expires, with the wrestler holding the most falls at that point being declared the winner.
Phoenix Submission Rules
Victory is by tapout or knockout only. However, countouts and disqualifications are in effect.
Phoenix Ironman Rules
A match with a set time limit and no fall limit, meaning the match will run until the time limit expires. The wrestler holding the most falls at that point will be declared the winner. Countouts and disqualifications are in effect; if a wrestler gets counted out or disqualified, their opponent will be awarded a fall.
Chaos Division Match Types
Chaos Rules
Similar to a deathmatch in that disqualifications and countouts are not in effect; unlike a deathmatch, pinfalls and submissions can be counted anywhere in the venue.
Chaos Submission Rules
Victory is by tapout or knockout only, with no countouts and no disqualifications. Submissions can be counted anywhere in the venue.
Chaos Ironman Rules
A match with a set time limit and no fall limit, meaning the match will run until the time limit expires. The wrestler holding the most falls at that point will be declared the winner. There are no countouts and no disqualifications, and falls count anywhere in the venue.
Concrete Cage
A steel cage match in which the cage is built onto weighted anchors, directly onto the venue floor with no ring and no padding. No countouts and no disqualifications. Falls must occur within the cage.
Shatterzone
A frame of glass panels is affixed around the sides of the apron, extending out on all four sides, with small gaps in the corners to get in and out. The only way to win is to drive your opponent through these panels from above - doing so from below doesn't count. Multi-person matches are held under elimination rules. The ring is also typically adorned with light tubes and glass panes. Falls must occur within the ring.
Double Glass Tables Match
No countouts and no disqualifications. The only way to win is to by putting an opponent through two glass panes (not necessarily at the same time). Falls count anywhere in the venue.
Doomsday Ladder Match
A ladder match variant in which, before being able to retrieve the hanging object, one must defeat all other competitors in the match by pinfall. Falls count anywhere in the venue.
High Rise Hell
A cage is set up around the ring, with a larger cell surrounding that at ringside, with a space between them. Competitors start within the ring; the victor is the one to retrieve a hanging object above the outside of the cell. Sometimes the cell door is left unlocked. In some variants, the key to the larger cell is hidden inside a clay pot hanging from its ceiling, while inside the other pots are weapons like thumbtacks and LEGO blocks.
Pure Rules
Each competitor has three rope breaks, which can be used to break pinfall and submission attempts by either touching the ropes or placing a body part directly beneath them. Once all three of a competitor's rope breaks are exhausted, touching the ropes or placing a body part beneath them will no longer prevent a pin or submission. Attempting to use the ropes for leverage or restraint in a pin or submission attempt will result in a rope break penalty being issued, but if both competitors have exhausted all three rope breaks, pin or submission attempts utilising the ropes are legal. Voluntarily leaving the ring (including to the apron or top turnbuckle) will incur a five count; failure to return to the ring inside that count will result in a rope break penalty. Repeatedly using closed fists to the head, neck or stomach will also result in a rope break penalty. Using any strike to the crotch will result in disqualification. If a wrestler incurs a penalty without any rope breaks left, the referee may disqualify that wrestler at their discretion. If the match is for a championship, it can change hands on a countout or disqualification.
Commonwealth Rules
As Pure Rules, but held in ten rounds of three minutes each with a thirty second break between each round, and to two out of three falls. If all ten rounds elapse without a clear winner, the match will end in a draw, and if the match is for a championship, the champion will retain.
Commonwealth Ironman Rules
As Commonwealth Rules, but instead of being to two out of three falls, the match has no fall limit and will run until the time limit expires, with the wrestler holding the most falls at that point being declared the winner.
Phoenix Submission Rules
Victory is by tapout or knockout only. However, countouts and disqualifications are in effect.
Phoenix Ironman Rules
A match with a set time limit and no fall limit, meaning the match will run until the time limit expires. The wrestler holding the most falls at that point will be declared the winner. Countouts and disqualifications are in effect; if a wrestler gets counted out or disqualified, their opponent will be awarded a fall.
Chaos Division Match Types
Chaos Rules
Similar to a deathmatch in that disqualifications and countouts are not in effect; unlike a deathmatch, pinfalls and submissions can be counted anywhere in the venue.
Chaos Submission Rules
Victory is by tapout or knockout only, with no countouts and no disqualifications. Submissions can be counted anywhere in the venue.
Chaos Ironman Rules
A match with a set time limit and no fall limit, meaning the match will run until the time limit expires. The wrestler holding the most falls at that point will be declared the winner. There are no countouts and no disqualifications, and falls count anywhere in the venue.
Concrete Cage
A steel cage match in which the cage is built onto weighted anchors, directly onto the venue floor with no ring and no padding. No countouts and no disqualifications. Falls must occur within the cage.
Shatterzone
A frame of glass panels is affixed around the sides of the apron, extending out on all four sides, with small gaps in the corners to get in and out. The only way to win is to drive your opponent through these panels from above - doing so from below doesn't count. Multi-person matches are held under elimination rules. The ring is also typically adorned with light tubes and glass panes. Falls must occur within the ring.
Double Glass Tables Match
No countouts and no disqualifications. The only way to win is to by putting an opponent through two glass panes (not necessarily at the same time). Falls count anywhere in the venue.
Doomsday Ladder Match
A ladder match variant in which, before being able to retrieve the hanging object, one must defeat all other competitors in the match by pinfall. Falls count anywhere in the venue.
High Rise Hell
A cage is set up around the ring, with a larger cell surrounding that at ringside, with a space between them. Competitors start within the ring; the victor is the one to retrieve a hanging object above the outside of the cell. Sometimes the cell door is left unlocked. In some variants, the key to the larger cell is hidden inside a clay pot hanging from its ceiling, while inside the other pots are weapons like thumbtacks and LEGO blocks.