Lucha Wars
Lucha Wars Rulebook
Table of Contents
Table of Contents
Components
- 8 Luchador player mats
- 8 Luchador standees
- 25 dice
- 8 Signature move dice
- 5 Dark Grey Grapple dice
- 5 Light Grey Grapple dice
- 5 White Grapple dice
- 1 Combo Dice
- 1 Tag Dice
- 8 Weapon tokens
- 2 Weapons Match guides
- 16 Health/Special Attack Markers
- 1 Ladder
- 1 Seesaw
- 1 Lone Player Token
- 1 Rule Book
Set Up for a Two Player Match
Each player takes five matching colour Grapple dice, a Luchador Player Mat and the corresponding Signature move die & standee. Then place a marker on their Starting Health and another marker at the bottom of their Special Attack Track.
Game Play
Each player places their standee in the ring. Then, "on the count of three" they both roll all five of their Grapple dice into the ring.
For dice to score, they must remain in the ring.
Grapple Dice Results
- Hit: a die showing a Hit.
- Miss: a die showing a blank face.
- Dodge: a die showing a Dodge (arrow) face.
The players check who has rolled the most Hits but they may re-roll any Dodge results before confirming the winner of the round.
Dodge
Any Dodge results can be re-rolled one time only.
If the result of a re-roll is a Dodge, it is counted as a Miss. An opponent's dice can be targeted within the ring when re-rolling Dodge results.
If the result of any round is a tie, remove any Grapple dice with 'Miss' or 'Dodge' results from the ring.
Each player then picks up their remaining Grapple dice and, on the count of three, re-rolls only those dice into the ring.
This should be repeated until one player rolls more Hits than their opponent.
End of a Round
The player who rolled the least Hits takes the difference as damage and subtracts this on their Health Track.
The player who rolled the most Hits moves their Special Attack marker up one space up on their Special Attack Track.
Player Mat
The Player Mat shows:
- Health Marker starts here and the Health Track (numbered spaces, with the Health Marker starting at the top of the track).
- Wrestler's Special Attacks, shown beside the Health Track.
- Pin Zone starts here: a marked section of the Health Track. A Pin can only be attempted while the targeted wrestler's Health Marker is within the Pin Zone.
- Special Attack Dice Indicator.
- Free Combo Attack: a player may make a free Combo Attack when their Health reaches or goes below this point (see The Red Health Zone).
- Ladder Fight-Off: the Health Marker resets to this space for a Ladder Fight-Off.
- The Special Attack Track, with the following spaces:
- Pin Attempt
- Combo Attack
- Signature Move
- Climb Ladder (Ladder Match)
- Take Weapon (Weapons Match)
- Special Attack Marker starts here
Special Attacks
Once the marker reaches an Attack icon on the Special Attack Track, the player may choose to immediately make that attack (or choose which one to make if there is more than one option). The player may choose instead to make any Special Attacks marked below their current position on the Special Attack Track. Players may make only one Special Attack in a round.
The available Special Attacks are:
- Signature Move (symbol differs for each wrestler)
- Pin: the targeted wrestler's Health Marker must be within the Pin Zone marked on their Health Track.
- Climb Ladder
- Combination (Combo) Attack
- Pick up Weapon
Once you use any of the above attacks you must reset your marker to the starting space on the track.
Signature Move
Each Wrestler has their own unique Signature Move Die marked with their character icons.
To make a Signature Move attack, roll your Wrestler's Signature Move die and apply the corresponding result.
Combination Attack
Roll the Combination Attack (Combo) Die. If the result is a Hit, roll the die again, keeping track of the total number of Hits that are rolled.
Continue doing this until either of the following occurs:
- you choose to stop rolling. Apply the total number of Hits rolled as a single attack. (The targeted opponent must reduce their Health Score by that amount).
- you roll a Miss (blank). In this case you lose all Hits previously rolled and do NO DAMAGE. Your opponent immediately counters and begins rolling the Combination attack as above.
This attack may also be countered. It is possible a run of Combination Attacks may happen before one is successful. Only the last successful Combination Attack in the chain deals any damage.
You must roll the Combination Attack die at least once in a Combination attack.
Pin Attempts
If a Player declares a PIN ATTEMPT, the targeted opponent takes FOUR of their Grapple dice and must try to escape the pin.
They have three attempts to roll three save results. (Save results are Misses or Dodges.)
After each roll, any successes are set aside, and the remaining dice are rolled again. If the opponent fails, they are out and lose the match.
Each time the player rolls, the other players are encouraged to shout "ONE!" (for the first roll) "TWO!" (for the second) and "THREE!" (for the third) just like the referee in a real match.
It is not possible to Pin an opponent while their Health is still in the green zone on their Health Track.
The Reverse Pin
This applies only to the first saving roll of a PIN attempt.
If the pinned player rolls 3 identical save results (3 Misses or 3 Dodges) on their first roll:
- They have reversed the PIN and their opponent must immediately take FOUR of their Grapple dice and attempt to escape the Pin.
This is the only time when a player who is still in the green zone on their Health Track can be pinned.
The Red Health Zone
Each wrestler's player mat shows a Red Health Zone marked at the bottom of the Health Track. This zone differs for each wrestler.
If a player's Health drops into this zone (and they are not knocked out as a result), they may immediately make a free Combination Attack. (This may be countered as normal.)
If a player gains Health (in Tag-Team) and escapes the red zone, the free attack applies again when next entering it.
Winning a Match
A player wins if they successfully Pin or Knockout (KO) their opponent.
Additional Rules and Match Types
Tag-Team Match
Players can pair up for a Tag-Team Match.
First decide whether both players in a team need to be eliminated for the win, or just one of them.
A single player from each team starts in the ring. Place their Luchador standee in the ring. After the resolution of each Grapple, and subsequent Special Attack/s or Combos, players have the opportunity to tag-out.
If a player wishes to tag-out, they must announce "Tag." Or they can high-five, virtual high-five, or fist-bump their Tag-Team partner. They then roll the Tag die. If the result is a 'Miss', the tag fails. Their opponent has prevented them getting out of the ring.
On a successful tag the wrestler's partner replaces them in the ring but with one less Grapple die for their first roll. (The in-coming wrestler rolls just 4 Grapple Dice in the round when they enter the ring.)
If the Tag is successful, swap the outgoing Luchador standee for the incoming Luchador standee in the ring.
As there are eight Luchadors available, it is possible to play three v three, or four v four tag-team matches. You choose!
Tag Die Results and Effects
The printed Tag Die table shows its faces as icons. The four successful-tag entries below are listed in the order printed on the rule book page (the source does not label which face is which):
- Successful Tag: The outgoing wrestler gains one Health.
- Successful Tag: The outgoing wrestler gains two Health.
- Successful Tag: The incoming wrestler gains one automatic Hit on their first Grapple (remember to roll one less die).
- Successful Tag: The outgoing wrestler gains one Health and the incoming wrestler gains one automatic Hit on their first Grapple.
- Miss/Fail: The wrestler may not leave the ring and must fight the next round with only 4 Grapple Dice before trying 'tag-out' again).
Weapons Match
Before the match, players should agree if they will use each of the eight Weapon Tokens just once in the match, or when they are exhausted, they are shuffled and re-used in the match.
Shuffle the eight Weapons Tokens and without looking at them, place one in each corner of the wrestling ring face-down.
Set the remaining Weapon Tokens nearby as they will be required during the match.
Each player (or team in tag-team) takes a Weapons Match guide.
In any round, if a player has their Special Attack Marker on or above the Weapon symbol of their Special Attack track, they can choose to pick up one of the Weapon tokens currently in the ring. This must be done blind.
The Weapon Token taken should be replaced immediately in the ring by the top unused Weapon Token.
The player can then look at their selected Token and consult the Weapons Match Guide and can declare and use their Weapon at the beginning of any following round.
If both players declare to use a weapon in the same round, the one with a Ranged Weapon goes before a player with a Hand to Hand weapon.
- Ranged Weapons: Net, T-Shirt Launcher, Bolas, Football Helmet, Seesaw.
- Hand-to-Hand Weapons: Frying Pan, Dust Lid, Oil Flask.
If both players have the same category of weapon, they take turns rolling one Grapple die, until one rolls higher than the other. i.e. A Hit beats a Dodge and a Miss. The winning player uses their weapon first.
All Weapons are 'one use only,' then discarded.
Only one weapon can be used per round by a player.
A wrestler in a Tag-Team Weapons match, who successfully tags-out, can pass any weapons in their possession to their incoming partner for use.
Lucha Wars Weapons
All weapons are ONE USE ONLY and must be discarded after they are played. (Even if the attempt to use them fails.)
Frying Pan
Place your opponent's Wrestler standee in the centre of the ring. You now have one attempt to knock the standee completely out of the ring by tossing your Special Attack die at it. If you succeed your opponent takes 4 points of damage.
T-Shirt Launcher
Place your opponent's Wrestler standee on top of one of the turnbuckles on their side of the ring. Place one of your Grapple Dice on top of the diagonally opposite turnbuckle. You now have two chances to flick your Grapple dice at their wrestler.
If you succeed with either and blast their wrestler off the turnbuckle, you have successfully hit them with the full force of the T-Shirt Launcher. They take 5 points of damage and are reduced to 3 Grapple dice for that round.
If you fail to knock them off the turnbuckle, they attack you with a big-air flying smash and your wrestler takes 2 points of damage.
Dustbin Lid
This Weapon can block up to two Hits your opponent rolls against you in this round and reflect each Hit back as 1 point of instant damage against your attacker.
If your opponent rolls no Hits, they take 1 point of damage each for any of their dice that land outside the ring in this round.
Oil Flask
Your wrestler pours oil on the ring below their opponent making their footing very tricky. You can force your opponent to re-roll up to three Grapple Dice (or one Grapple Die up to three times).
Your Grapple dice are immune from being targeted by your opponent's re-rolls in this round.
Bolas
Take two of your Grapple Dice. One at a time, place them on top of any turnbuckle and try to flick it into the ring so it comes to rest inside the Centre Circle marked on the ring. If a die touches the line at all, it is considered out of the scoring area.
If one Die lands in the scoring area, the bolas has snagged one leg of your opponent and they must fight with ONE less Grapple Dice for that round.
If both dice land in the scoring area, both of your opponent's legs are tangled and they must fight with TWO less Grapple Dice for that round.
If both Grapple dice miss the scoring area, the Bolas has missed its target and there is no effect.
Football Helmet (Flying Headbutt)
Lay your wrestler standee flat on top of a turnbuckle with the base pointing to the centre of the ring. Set your Special Attack Die on top. Then stand your opponent's standee upright on the turnbuckle diagonally opposite.
You have one chance with your finger to hit the base of your standee and try to launch the Special Attack die at your target. If you succeed and hit their standee the Flying Headbutt has connected. Your opponent takes 3 points of damage and must fight with one less Grapple Dice for that round.
Seesaw
Set the seesaw on top of the Combo Die in the centre of the ring. Stand your opponent's standee on one end of the seesaw. You must also stand your own wrestler standee somewhere in the ring.
You have one attempt with your Signature Move Dice to throw it at the other end of the seesaw to attempt to launch your opponent out of the ring. If you succeed your opponent takes 7 points of damage. If you fail, and they remain in the ring, your opponent still takes 2 points of damage.
In either case if the dice, the seesaw, or your opponent's standee knocks your wrestler standee over, you also take 4 points of damage.
Net
Take two of your opponent's Grapple Dice and their Special Attack Dice and build a stack in the centre of the ring, (one Grapple Die below and one Grapple Die above their Special Attack Die).
You now have 4 attempts to flick your Grapple Dice from the top of any turnbuckle at the target dice. If you succeed in knocking the two Grapple Dice out of the Centre circle marked on the ring, you have succeeded in throwing the Net over your opponent. Your opponent is reduced to only 1 Grapple Dice for that round as they struggle to remove the Net.
If you fail, you have missed with the Net and there is no effect.
Ladder Match
A Ladder match is one were a prize briefcase containing $100,000 is hung above the ring, and the winner is the Luchador who climbs the Ladder and retrieves it. Players use their Wrestler standees in the Ladder Match to keep track of where they are on the Ladder.
There is only one way to win a Ladder Match: reach the top of the Ladder and grab the prize! You cannot win a Ladder Match by Pinning or by a KO.
In a Ladder Match, if a player is reduced to 0 damage points, they may fight on but are permanently reduced to rolling just 3 wrestling dice for the rest of the match.
Set-Up
Assemble the Ladder and place it in the centre of the ring. Place the Luchador standees in the ring. In a Ladder match all dice are rolled outside of the ring.
Playing a Ladder Match
The game is played as normal. However, when a Luchador has moved their token up the Special Attack track to the Ladder icon, they can choose to move their Luchador standee onto the first step of the ladder. (Insert the base of your Wrestler Standee into the slot marked 1 on the ladder).
When a player moves their wrestler onto or up a rung on the ladder, their Special Attack Marker must be returned to the starting space of the Special Attack Track.
Once on the Ladder they continue to fight as normal, but as they are holding on with one hand, they must fight each round with only FOUR Grapple Dice.
Each time their Special Attack token reaches the Ladder icon, they may choose to move their wrestler up one more step.
Winning a Ladder Match
Once a Luchador standee reaches the top platform of the Ladder, they must fight one more round. If their opponent fails to climb to the platform in that round, the Luchador on top of the platform is the winner and claims the prize!
However, if both Luchador arrive at the platform within one round of each other, they must have a fight-off using the Combo Dice.
Ladder Fight-Off
Somebody has to lose ... and a Ladder Fight-Off is decided by a frantic back and forth battle of quick-fire Combination Attacks.
Both players place their Health Marker on the space marked with the Ladder symbol of their Health Track.
The player who made it onto the platform first rolls the Combo Die. Players follow the normal rules for Combination attacks (see Combination Attack) except that if a player decides to stop their attack and score against their opponent, the other player immediately begins their own Combination Attack.
The first player to be reduced to zero on their Health track loses, their standee falls from the platform and to the victor the spoils.
Three Player Changing Alliances
Set-Up
The Lone Player Token is required. Decide who will fight alone for the first round and for that round they hold the Lone Player Token and must fend off the attacks from the other two Wrestlers. Apply the same Grapple rules as above. Once any Dodge results have been re-rolled, the Lone Player then gets to choose how they spend their hits against the other two players.
It is possible for the Lone Player to beat both opponents in one round, or lose to one or both of them.
Once the round has been completed the Lone Player Token is passed to the next player to the left and the next round begins with that player having to fend off the other two players.
At no time during a three-player round can either of the two-player team Hit each other. However, it is a 'winner takes all' match, so during the three-player game, if the Lone Player is not Pinnable, and their partner for that round is Pinnable, they can 'of course' try to Pin them instead. Nasty!!!
If at the start of a round, the Lone Player is on 4 Health or below, their opponent's Hits do not count against their Health, but will still win them the round. The attacking player/s can only finish off the Lone Player with their Signature Move/s.
Cage Match
Set-Up
Turn the ring upside down to make The Cage. Place the two Luchador wrestler standees in the cage and begin the match in the normal Grapple way as above.
All Grapple Dice rolls apply including those landing outside the ring.
Players lose 1 Health automatically for each Miss they roll. (This indicates they have bashed themselves against the Cage during this round.)
All successful Signature Move attacks cause +1 additional damage as the Luchador are being slammed against the Cage.
Players can also decide to play the Cage variant as either a Weapons Match or Tag-Team Match, or both combined.
Lucha Academy: Solo Play
Set-Up
Select a Luchador Player Mat and matching Signature Dice and standee. Place a marker on their Starting Health and another marker at the bottom of their Special Attack Track on the 'normal side' of their Player Mat.
Randomly select 3 other Luchador Player Mats, their matching Signature move dice and standees. Choose one of them to be your first opponent. Place a marker on their Starting Health and another marker at the bottom of their Special Attack Track on the 'Solo-Play' side of their Player Mat.
Allocate one colour of 5 Grapple Dice to your opponent and another set to your Luchador. With one set in either hand at the same time roll both sets of dice into the ring. (See Game Play – Page 3.)
Dodge Results in Solo Play
As the Solo player, your main advantage is to target the opposing Luchador's dice with your re-rolls. The opposing wrestlers cannot do this in Solo play.
End of a Round
All Special Attacks, Combination Attacks, Pin Attempts and the Red Health Zone (free Combination Attack) rules above all apply for the Solo Player.
Opposing Wrestlers' Special Attacks
Each time an Opposing Wrestler wins a round, their marker moves up one space on their Special Attack Track. When the marker reaches the space with the Special Attack symbol, they will automatically make a Special Attack. (Roll the Opposing Wrestler's Special Attack Die.)
The opposing Wrestlers cannot attempt to Pin the Solo Player and cannot use Combination Attacks.
The Solo player may only be beaten by a Knock-Out. There are no Ladder Matches or Weapons matches in Solo Play.
Winning a Solo Game
Once you have knocked-out or pinned your first opponent, replace them with the next Player Mat, matching Signature Dice and Standee. Place the markers as before and then continue the match.
If you defeat all three opponents before your Luchador is knocked-out you are victorious. If not, you are defeated and should probably train harder.