August 17th, 2024 – Chuggy Update Deux

We’re probably rather overdue for one of these little update posts on site. I know we’ve been posting intermittently on the Supershow Facebook, but it’s good to get what we have currently done, and are actively doing down in a more permanent and easily accessible form. 

Hi! I’m Chugganomics, owner and head of SRGPC, your one stop shop for everything Supershow, and in the later future hopefully a hub for all information regarding SRG (Some Random Guys) Universe products whether its our humble beginnings in Supershow, to the high seas of Scallywager, to the silly little game of Rummy Gummies, or bringing it all around town to Supershow on the Go (the board game version of our beloved wrestling game.) I personally want the Performance Center to be an easily accessible portal for all rules and interactions for everything SRG related. 

Our current scope is of course to make sure we are covering all of our bases when it comes to Supershow. We are as updated as we can be; but we are missing a couple things. At this exact moment we are missing Super Lucha competitors (we have the 1-27 because of an excellent new upscaling method Kiara has tested.) We are missing an updated Rules page, as the new Anniversary booklet has been released! I look forward to a nice little sweep and clean up in regards to that. Mystery boxes are still our nightmare, but their releases are getting easier to keep track of; especially with recent assistance from the SRG B-o-double s, and his Consigliere Brian Wait_4_It Schmidt providing reliably quick images during our bouts of work. We are missing a couple images from here or there, but I’m personally not too miffed about missing them; because the text is right, and our rules are pretty spot on right now!

So… Let’s get into the first bits of our “To-Do’s” outside of the usual same old, same old. I have Aaron personally working on a Deck Builder of some sort, and I have also reached out to our dear friend and newest writer (GIVE HIM A BIG ROUND OF APPLAUSE!) Larry “Tartan Terror” Tiblis; to assist with certain things regarding the hurdles that would potentially reach us within our current system. Should we be unable to do this within our system we may be leaning on The Tartan Terror a bit more to get you guys something at the very least. 

Social Media! Bleh, yucky word. BUT Chuggy is trying to break out of the introverted shell he was born in. We want to utilize our Youtube more, and we want to utilize our Discord more; getting the game out there is key and we see what Schmidt is doing with the company youtube and think it’s great! We see Ron Talks Tabletop dedicating his Sunday’s to us and we think it’s great! Outlaw Mudcast has been going for SO LONG and Michael Kirk… We think it’s great! I want us to do more with our youtube (and this time, I genuinely mean it), and I want the PC brand to rise alongside the SRG brand. Keeping up with our Social’s… Our discord is a GREAT way to get in contact with all 3 managing bodies of SRGPC, and I vow that work made on the site will be publicly streamed in said Discord, whenever I am working from home, henceforth; because I adore all of your input and live assistance. More socials… Ko-Fi, admittedly we don’t check it much, the donations go straight to me which go back into the sites funding; if you have donated to us in the last year and you are not on our “Credits” page, please message me personally on discord and I will get your name added! If you haven’t donated to us there is no worry! The site is still in a state of “Secured Funding” despite the “strenuous state” of the current employment of the admins; and we aren’t leaving you fine folks as long as I draw breath. I will say, to cap off our little socials talk, if you want a family-friendly message to the populace in the credits, and have donated; I would like to personalize said page. 

Alright no more breaking out of my shell, back to basics. Local Play Group QR Codes. That page sucks. I’ve scaled those images to individual QR codes so many times, and it breaks them. If you’ve got a QR code for me, send it to me or Aaron personally on discord. I want to get your groups out there; but the image is too low res for me to play with. Supershow Champions page, this is managed entirely by Aaron, he is your go to “High Score Keeper.” If something changes go to him personally. Hall of Fame and the Museum! Oh me, oh my both are actually functioning. The Hall of Fame will always be updated at the time of Captain Con, and our Museum of Signatures it just waiting for more entries; I’ll be redoing my rules here sometime in the coming months to lax up on them now that we have upgraded the site a tier; and who knows maybe one day our site can exist to act as verification of certain signatures. 

Not much left on our To-Do’s if I’m being honest, it’s just putting in the effort I think… We’re going to be cleaning up all of our ruling pages once we have the Anniversary Rulebook, this scales from Community Terminology to even the Multi-Man rules… Rulings I have been seeing less of each day (Which I take as a good sign that people are doing their due diligence and checking character pages before posting). Spider we are going to be updated the same day McPeak does his cleaned up images (No more waiting 2 months for a viewable page). The only thing I foresee becoming an ever pressing issue is keeping up to date with competitors and their versions. Me, Kiara and Aaron are probably gunna have a seat come next Grand Gathering releases and really dive into what the best descriptors to move forward are… Since we’ve seen our first truly annoying instance of this problem just recently with D2 and the plethora of versions and stat lines with him; but that is a task for us; and it’s not a clear and present issue at this moment. I can tell you the problem is likely solved by all Errata/Bans go into their own page on our A-Z list, and we make separate entries per ALL gimmicks, but the question then becomes differing between a Version 1/Version 2 (Differing Logos) and Old/New (Same Logos): Especially when in regards to Faction Wars… Which hopefully this years rulings reflect Spider a bit more to assist in our decision making

Anything else… I guess we could talk personal life stuff? While I am not at liberty to doxx my fellow admins, I will always be frank with my friends, and I value all of you as such. I’ve got a little over a year left in the state me and my husband are currently living in; and sometime around this time next year we will be making active attempts to adjust our lifestyle back up North. So in this time period there will be adjustments to of course the management of the Florida Playgroup and who manages its player-base… Alongside my trusted compatriots of the Deep South Collective, Chibi, Slamilton and the TVA Commissioner. Within the next year Chugganomics will be standing down as your head at the Deep South table; and will be joining new friends and companions up in Michigan. Who knows maybe Chuggy will be Soups Up and Shovels Down by Christmas 2025.

If I can be deeply personal with you all, I appreciate everyone of you and the company you provide. If it was up to me I would be in every Monday Night Fight, Dojo Zoom, Thursday Night Fights, random Friday Pop Ups, and would be streaming matches on the daily alongside Chibi, Schmidt, and the Candy-Shop crew. It’s not just some silly dice game to me. You guys are family. Hopefully there comes a day where my mantra of comfort can fully zen out, where I can live each day hanging out with you folks. Until that day, I’m here for you guys in whatever other ways I can provide.

So yeah… That’s about it I think. More of the same, and more of the new. If you want to write for us hit me up personally on facebook or discord. If there’s something you’d like to see on the site, leave a comment down below, and we’ll see what’s possible. Keep looking beautiful and remember to keep it LFF.

August 22nd – Updates From Chuggy!

Eyo folks, just wanted to touch base on the next little set of updates we’ve just gone through and what is next on the docket! 

Currently CCV is working on finalizing all of the new updates regarding competitors, and cards. If you’ll search a portion of the newer cards you’ll see that they have published pages, they just aren’t lined up yet on our search pages. CCV is also working on finalizing the setup process for our new Advanced Search Engine. Once the setup is done Arcade Addict will be keying in every single card in the game! So please show this man some mercy in future matches this month; cuz he’s gunna be seeing triples of every card name. 

For me specifically let’s go over what I have done, then move into what I am doing next! First thing completed was the Multi-Man Rules page! Inside this page you’ll see a more player friendly breakdown of rulings and reasonings from the originators of the Multi-Man rules. Inside this page you will also have access to links to our new “Tunnel” and “Targeted” lists! These lists have been forwarded to Supershow staff to assist in making multi-man more fun for everyone! Second I have gone through every currently posted competitor (gimmick, and finishes) and added relevant rulings from something as simple as inserting a reminder of the Sharpshooter Formula (There are too many of these!); to more complex things such as Circle of the Sun in a match with more than 3 breakouts. 

Moving onto the things that are still in progress, and we’ll end the little Chuggy update with things I’ve got planned. In progress is the Hall of Fame, we have the names of who are present there but next on my docket to spruce this up is to edit some lovely pictures provided of our famous individuals. Next up would be the Museum of Signatures, which is only waiting on a batch of processed images to be uploaded onto the site, then it will be done same day! Then we will be gladly accepting more… One thing we were missing is a large batch of your lovely signatures! I think our community page maybe made 3 signatures? We gotta get that up folks! 

So what’s next for Chuggy? Outside of having a stronger writing presence with my new Manic Mind of Chuggy series… I am looking to expand the SRGPC presence to our Youtube Channel specifically. Twitch is a great platform but CCV is the only one of the three staff with a stable enough net to run a dedicated stream. Through our Youtube we would like to upload demo videos to help new players out; we are also looking to utilize our Discord a bit more. We see both of these platforms as being underutilized for the SRG scene; and it could assist the community in being on more than facebook. I also plan on posting in our news section, a series of informative pages regarding yearly tournaments or gatherings… This part does require some assistance from outside factors though. Finally we are looking to integrate links to Local Play Groups on our site, in line with Supershows update in the works. We are a communitive effort, and having these resources in both sites helps everyone!

As always we at the Performance Center thank you for your continued support! And we look forward to working with Supershow staff to enhance both of our sites to their maximum potential and bring this game into another prosperous year. If you would like to take up a writing position with the site, please contact me or CCV on Facebook or our Discord channel we are always looking for more volunteers to bolster the content on site! Remember to Play it Forward folks, keep to the Love For Family model, and as always. Toodles~

Card Lines of the Past – Round 2

Hello once again to this weeks, Card Lines of the past where we talk about card lines and why they don’t see standard play (or at all), good optimizations for the line (based on opinion), and what we could do to update the line. I’m your hostess, Ms. Guest Referee and this week suggested on my friends facebook post, the Chest Slap Line! Lets take a look at their effects first!

Alrighty then, one thing I already noticed is slots for 7-8-9 are really jam-packed with cards that all have insanely beneficial effects. Much like the Rolling Forearm Line and the Drawin’ Dimes Line, its really difficult to pick any other kind of card to run in these slots. They each either have “your opponent discard a card from their hand or your opponent flip 4 cards.” Hand hate has been on the downfall for awhile now, I see less and less of it each day, Vampyr Bastet would benefit from at least from Duck The Clothesline, so it just goes to show even further how situational this line is. On top of it the second effect is also iffy. Tons of competitors either return cards from discard pile through gimmick or the finishers are effected by flipping, so making your opponent flip their own deck for them isn’t the best idea. In a steel cage this would shift your opponent into winning via the special finish from the crowd meter.

How could we optimize this line? Well the good news is if you’re in a ring of fire stipulation this line makes your opponent flip through at least half of their deck, and if you coupled that with competitors like Black Scorpion X and Joker Fish? You’ll have them burning at the blink of an eye. The second way we could optimize these cards are via Hand hate, competitors like Vampyr Bastet who makes them discard every time you hit a Submission card. This means that with Duck the Clothesline makes them discard 1 card and your gimmick would make them discard 1 as well. A sneaky optimization of one card is the keyword ‘face’ for Prince of Fashion decks, choose either text and return a card from your discard pile back to your hand with his gimmick. Equally another unique key word is ‘clothesline’ for Liger. The Last way we could possibly maximize this line is using them in defense towards your opponent returning a card from discard pile on top of the deck that you don’t have the stop for, however if that were the case I would run the Chop Down Line, “Stop any X. Or Each Player Flips 1”.

So what updates could we do to see this line in play more often? Well the fact that this card either way is putting a card in the discard pile, it’d be nice instead of the discard effect it could have a re-roll effect or maybe a turn roll bonus much like the Stomp-Snap Suplex-Head Crush Turning to a few players of the game even they had commented that it was just ‘situational’ and its true, unless you are playing in a ring of fire match where you wanna make your opponent run out of cards in their deck first for the special finish, running a hand hate competitor. or for the keywords.

Want me to talk about a specific line/Competitor? (one that I haven’t done already of course) Then comment! Or…Get in touch with my informant, Lucky Cat Neko! I’d love to hear what any/all my readers have to say!

Card Lines of the Past Round 1

Ladies and Gentlemen, Boys and Girls, Hailing from a small Island made of Roads. My name is Ms. Guest Referee, and I’m hear to talk about and bring awareness to the many cards of Super Show the #1 wrestling card game in the universe! Topics to be covered in all of blogs yet to come will be separated via Lines and the topics discussed about them will be, Why they are rarely (if ever) seen, good optimizations for said line (based on opinion), and what updates might help this line prosper. Starting off with the first line I could think of is the Leg Lariat Line, Lets read them over together shall we?

Now that we’ve read the line over some, lets get into the nitty gritty! Why are these stop rarely seen? Simply put, they are taking up the spots for your “Stop any X” cards and only being to stop a follow up is a huge risk to take in games of higher stakes. To be honest I feel as though the only good optimization for these cards are if you are a competitor that can launch all the skill stops at 13-14-15 as well as the See 1 Stop 1’s at 19-20-21. To me however, not being able to stop a card out if your skill meets or doesn’t beat your opponent’s skill than that’s another stop that’s dead in your deck, and even if you could decrease that skill, but those cards are also in your 19-20-21 slots. 

So either way you are taking a huge risk at not running a certain stop and even further increasing your chances at getting pinned. Let’s take another example and say, “Okay Ms. Guest Ref, say you do have all your skill stops, See 1 Stop 1’s and are running the Leg Lariat line in 25-26-27, how does that line benefit you?”

Well, considering all your stops aren’t dead, you have 3 lead stops, 6 follow up stops, and 6 cards that can stop any kind of card. It still evens out the stops, but most players would say, “But now I don’t have 9 stops that could stop finishers.” 

It’s kind of a give and take, Either you have to deal with making sure they have at least another same typing card in play in order to stop or, just play with with the usual Stop Any Line. My time playing Super Show is mostly me measuring chances and odds, statistics. What are the chances maybe if I don’t reveal those stops, my opponent might not throw the finish and throw a follow up instead, you stop it draw a card and get +2? Hopefully that card is a good card and even more hopefully you win the next turn roll and keep the steam rolling.

How could we make these cards more viable? What could we do that could make them see more gameplay without being too overpowered that other cards wont be replaced? Again Folks, these are just opinions whether they be from me or the crowd we’re all here for our love of Super Show. 

  • Make it similar to the pele kick line, “Stop a follow up X or a finish X, draw a card and your next turn roll is +1.” Realizing some of these cards might’ve come out before a lot of competitors, the +2 might be too much to stack with competitors that benefit off of stopping cards. Much like Gia De Los Muertos, Baby Brick, Belinda, Blanco Diablo, El Pollo Enmascarada just even taking a handful of people who slightly benefit off of stops now might SUPER BENEFIT if it remained the +2.
  • Make a complete rework, “Stop any X. Or Draw a card and your next turn roll is +1.” making more utilitarian stops are a good meta at the moment, much like the stops that either each player flip a card can be a good defense to returning cards to the top of the deck. This would make it so if you don’t really need the stop any, you can at least play it offensively and get a slight benefit again giving it a slight nerf with the plus roll to avoid giving too much of a bonus to other competitors that benefit from them.
  • Unfortunately another fix would be to release a competitor that somehow utilizes stops, I have people the lab rat of many test gimmicks and there was one interesting test gimmick that allowed these stops to become finish stops as a “may” ability. This would be something that would have to be severely tested, so hopefully the SRG team is ready on standby for more big brain gimmicks like this being put forward as created competitors in the future.

Thank you all for taking some time out of your busy days to take some time and read up on Ms. Guest Ref! I’ll be making columns as Idea/Suggestions come to me, but if any of you have any suggestions on what you would like to read in the future or a line that you think sees no play. Might just find your suggestion on discussion!

Deck of the Week 10/24/2022

Welcome to Deck of the Week, my new series where I post a deck that has either won a tournament or title, or take a competitor and look at cards that you might want to play in their deck.

We’re going to start with my Underworld Challenger Deck from Marktoberfest IV

Competitor: Freedom Belle (Iku Zo)
Entrance: Backed by the Rack

1. Chop Down
2. Tandem Takedown
3. Double Headlock
4. Flip Kick
5. Super Hip Toss
6. Elevated Armbar
7. Drawing Dimes
8. Body Slam
9. Ricotta
10. UnAmerican Elbow Smash
11. The Crowd is Marking Out
12. All You Can Eat Ribs and Porkchops
13. Kick into the Corner
14. The Seven Seals
15. Patella Buster
16. Field of Fire
17. Overhead Strike
18. Inner Fire
19. Suppressive Fire
20. Mind Shield
21. Mind Grab
22. Cosmic Charging Splash
23. Reflective Parry
24. Psychic Grasp
25. Dodging Dash
26. Dodge
27. Force Shield
28. Freedom Rings
29. Belle Hammer
30. Belle Ringer

Notes: My goal here was simple, draw or flip cards until I had my Finishes and then use my Gimmick to spam them until Scarlet Graves ran out of stops. I included Patella Buster as another stop, bury effects to put her Spotlights back into her deck and recursion to get back stops and Finishes in case my dice couldn’t roll Strike.

Is there any competitor or deck you want to see? Email supershowdecks@gmail.com with your request.

Deck of the Week 11-14-2022 Hold the Line Harry

Hello and welcome back to Deck of the Week! This week I’ve got a real treat for you all: we have a Hold the Line Harry deck played by the man himself, which he piloted to a win in the free Sunday night event after he ran the super fun looking Create a Character event Enter the Final Dungeon. Harry’s always a blast to play against and I’m glad he agreed to share his deck with us. Lets tuck in.

Competitor: Hold the Line Harry

Entrance: Champion of Kickstarter

  1. Chop Down
  2. Tandem Takedown
  3. Double Headlock
  4. Kicks to the Gut
  5. Series of Hip Tosses
  6. Derailed
  7. Forearm Shot
  8. Marvelous Recruits
  9. Face Stretch
  10. Spear into The Final Dungeon
  11. Belly to Back Suplex
  12. Arm Breaker
  13. Charging Spear
  14. Seven Seals
  15. Steel Chained
  16. Steel City Showdown
  17. American Dragon Drop
  18. Cat Scratch
  19. Spear
  20. Catapault
  21. Beatdown in the Corner
  22. Running Face Kick
  23. Flying Face Buster
  24. Inverted Face Lock
  25. Burning Spear
  26. Double Underhook Back Buster
  27. Double Leg Lock
  28. Ruck in the Corner
  29. Flanking Maneuver
  30. The Line-Out Stretch

So with the new Spear promo from the Final Dungeon event, Harry has four cards to fuel his Strike Finish. He ran lots of flip cards to thin the deck and fuel his Gimmick and combat Derailed disruption.

Well, there we have a tournament winning deck from a great competitor playing a competitor I don’t yet own or see a lot of. Join us next week where we have the other winning deck from last week that Harry used: King Pink! And as always, if you have a deck you’d like to see built or one to show off email me at: supershowdecks@gmail.com and remember to include how you’d like to be credited or I’m just calling you Some Jobber when I post your deck.

Deck of the Week 11-21-2022 King Pink

This week’s deck is the other promised deck from Hold the Line Harry’s win streak after his event at The Final Dungeon.

Harry’s Notes: Here is the King Pink list from last night. Super aggro strikes. (The only changes from the list used to win the tournament – was the Ring of Fire Stops out and Draw Stops in) Running Blast into the Light Tubes even in non-stipulation matches is really cheeky. But I only use it to reset, usually after they have used their stops on all the other good strikes.

‘Oh – you stopped 718’ ‘Oh – you stopped break the seal’ ‘Oh – you stopped my strike finish’ How about I play Blast into the light tubes, blow up all your shit, and bury all my killer strikes to draw them again!

Competitor: King Pink

Entrance: Let’s do the Time Warp again with Dr. Dick

  1. Snap Punch
  2. Arm and Collar Tie Up
  3. Snap Headlock
  4. Snap Kick
  5. Super Hip Toss
  6. Elevated Armbar
  7. Rolling Forearm
  8. Swinging Neckbreaker
  9. Face Stretch
  10. Kickback
  11. Ring Post Bumper
  12. Pin into the Corner
  13. Break the Seal
  14. Falling Powerslam
  15. Bow and Arrow
  16. Strike Down
  17. Slammin’ PixelPlex (Side Note: I pitched the name for this card for our Pixel Palace event, Boss added the Slammin’ keyword.)
  18. Choke Hold
  19. The 718 (that’s Seven Hundred and Eighteen, Schmidt)
  20. Panic Slam
  21. Back Rake
  22. Blast into the Light Tubes
  23. Top Rope Drop
  24. Kicker Hold
  25. Spinning Elbow
  26. Back Drop
  27. Double Finger Lock
  28. Pink Splash
  29. The Drive-Thru
  30. The Rest Stop

So that’s it from helpful contributor and great competitor Hold the Line Harry for now. Join us next week for a look at a competitor I have been enjoying, Candice Larae.

Got a deck idea, winning deck, or competitor you’d like us to look at? Email me: supershowdecks@gmail.com remember to include how you’d like to be credited, all decks without included attribution will be designated the work of Some Jobber.

Deck of the Week 11-7-2022 Frequent Flyer!

I love this competitor, he’s Agility 10 and has a strong gimmick that gives him a fourth Finisher and fights hand disruption. It does cost you a Stop at #20, but that’s really a small price to pay for a surprise second Grapple Finish your opponent has to watch for. His printed Finishes key off of cards with Flying in the name, of which there are plenty to get you some deckbuilding options, and his Submission is ridiculously good since it allows you to substitute your skill rating with your opponent’s on your Finish Roll, which can make for some amazing outcomes if your opponent’s statline is opposite from yours.

Competitor: The Frequent Flyer

Entrance: I’m always a fan of Backed By The Rack if the deck doesn’t scream some other Entrance.

1. Cosmic Smash

2. Impact Drop

3. Lock Jaw

4. Flip Kick

5. Rejected!

6. Derailed!

7. Drawing Dimes (Non-Skill version)

8. Call to the Crowd (Agility Req)

9. Chugga-Chugga, Chugga-Chugga, Chugga-Chugga, Chug (Non-Skill)

10. Flying Buckeye Beatdown

11. Hello There

12. King’s Counter

13. Kick into the Corner

14. Cheat to Win

15. Single Leg Crab

16. Flying Coast to Coast

17. Lightning Helix Piledriver

18. Flying Head Scissors (Agility Req)

19. Blindside Smash

20. Airplane Slam

21. Back Rake

22. Cosmic Charging Splash

23. Cosmic Corner Throw

24. Armenian Steel Boot Shots

25. Strike a Pose, Snap a Selfie

26. Broken in Half

27. Foot on the Ropes

28. The Passport Stamp

29. Flying Nonstop

30. The Frequent Flyer Upgrade

*I posted an earlier version with 3 Skill cards, I was looking for cards with Flying and I ended up forgetting I already had two in this build.

Want to see a Competitor get built or show off your winning deck? Email me at supershowdecks@gmail.com (Be sure to note how you would like credited or else the deck will be attributed to Some Jobber)

Deck of the Week! 10-31-2022

Alright, this week I have a reader submission, which is great because it shows we’re getting read here. I’ll drop the deck straight from the Pirate’s mouth:

Competitor: Spite – Singles Champion of ArmourCon Edition Played by Simon Strauss

Entrance: I used CoK (Champion of Kickstarter) but spite doesn’t need a specific entrance.

Spectacle Type : Newman but Spite is fairly ambivalent here as well.

1- snap punch

2- arm & collar tie up

3- snap headlock

4- flash kick

5- going over the table

6- elevated armbar

7- knife edge chop

8- sweet & salty impact drop

9- split finger lock

10- can you afford this?

11- back and forth action

12- king’s counter

13- kick into the corner

14- DDT

15- Soul Burn

16- dangerous knee assault

17- American dragon drop

18- abdominal stretch

19- poison stars (skill card 10 agi/9 strike)

20- neckbreaker

21- American dragon leg lock

22- cosmic charging smash

23- back from the brink (skill card grapple 8+)

24- torso twister

25- shotgun kick

26- dodge

27- the fix is in

28- offense taken

29- hang’m from the yardarm

30- bow to the pirate queen

Notes: For the stops I’m using primarily either the draw or cage versions and the shuffle back or recursion 25-27’s. The main mechanics on the play are to push powerful and scary grapples to get my opponent to throw stops down. This sets up the finish sub as a stop option for me. Additionally there’s huge recursion options off back from the brink and the finish grapple which can grab it and restock my grapples. Rerolls are there not usually to try to win a turn roll but also more to try to lose it by enough to trigger gimmick. Poison stars and the see1stop1 19-21 are stop anys for spite when her gimmick is active.
Want to see a Competitor get built or show off your winning deck? Email me at supershowdecks@gmail.com (please include how you’d like to be credited, otherwise the deck will be attributed to Some Jobber)

Faction Wars V – Teams – Competitors and Assignments

Just Business – Valiant

Bob Dunn (Captain) as The Brain (Agility 7 Version)
John Polverino as Mr. Poppintwist
Kirk Polka as The Mark Geoff Bravo
Chris Pate as Ricky Riot
Ryon Pierce as The Mastermind
Mark Perre as Rara Perre
Sean Loeb (Specialist) as Sheepish Inquisition and Immortal Brick Brothers (Warrior Version)

Premier Players
Round 1 – Bob

The Higher Class – Valiant

James Booker (Captain) as Xecutioner V1
Funtime Bob as Scott Prime
Loudmouth Leo Larynx as Pretty Boy Snow (PBS)
Ms. Terious as Prince of Fashion
Big Match Pete as Johnny T
Matt Nelan as Colt Cabana V1
Danny Thunder (Specialist) as Higher Class V1 and Tiki Twins

The Collective – Valiant

ELIMINATED IN ROUND 3 – By The Higher Class

Chris McMillen (Captain) as Mallory the Destroyer
The Great Outdoors as Dough Nation V2
Cherie Von Danish as Cherie Von Danish
Carlos Lumbre as AJ Styles
Johnny El Dorado as The End
Ric Rocket as Jay White

The Big Guy (Specialist) as Brony Coven and Tassa & Tuossa

The Constellation – Valiant

ELIMINATED IN ROUND 3 – By Just Business

Drew Madsen (Captain) as Split
Zach Atchley as The Polverizer

Angela Kristina as Candymam
Will Priest as Bobby Ohio
Anthony Perry as Macho Manny (Foil)
Daniel Hughes as Evee Laxeaux
Dewayne Raney (Specialist) as The Good, The Bad and The Whiskey and Final Form Dick Thunderlips

Premier Players
Round 1 – Anthony
 

New Wool Order – Valiant

ELIMINATED IN ROUND 2 – By The Collective

Harvey Luster (Captain) as Fortress
Mr A1derful as The Ultimate Phighter
Lycan as Iku L.E.D.
Moxie as Captain CJ Sparra
Lord of the Dance as Rob Van Dam (RVD)
Frequent Flyer as Poppa Wheelie V1
The Cheetah (Specialist) as Star Spangled Slammers and 2 Cats 2 Purrious

Starmaker Productions – Valiant

ELIMINATED IN ROUND 2 – By The Higher Class

Everett Stephens (Captain) as The Player of the Era
Joseph Ritchie as EC3 V1
Simon Davner as Quadruple H
Jason Fasoune as The Mercenary
Split as Liger
Trey Cantrell as Theo the Greek Neo
Tartan Terror (Specialist) as Mai Girls (Trio) and Manicotti Marinara

Premier Players
Round 1 – Jason

Paradise – Newman

ELIMINATED IN ROUND 2 – By The Constellation

Dom Boughter (Captain) as Flyboy
Robert Dowdy as Pride

Aaron Sixtyfour as Matt Cardona
Eto Ortiz as Swimfiles V2
Andy Hernandez as Peter Lionheart
Franklin Clark as Zookeeper
Kai Boughter (Specialist) as First Triumvirate and McPeak Inc

Premier Players
Round 1 – Franklin

THE Big Picture – Newman

ELIMINATED IN ROUND 2 – By Just Business

Matthew Curtis Turner (Captain) as Piglet
Coach Brad as Gia De Los Muertos
Johnny Korea as Numer01

Mitchell “Mangia” as Ariel Lipstick
THE Phil Birch as Rising Sun
Eddy Fury as The Meeples Champion
Nic B Nimble (Specialist) as The Ultra Cosmic Crusaders and Big Money

The Line – Valiant

ELIMINATED IN ROUND 1 –
By The Constellation

Jonathan Thew (Captain) as Fireflash
Andrew Mecchi as The Witches Apprentice
Jeremy Steigerwald as Mikal Mosley
Ken Foushee as Johnny Supershow
Jeff Fox as Funtime Bob
Matt Barone as Jigsaw
Paul Trejo (Specialist) as Ursus and Fashion Popo

 

The Mission – Valiant

ELIMINATED IN ROUND 1 – By New Wool Order

Randy Klingfer (Captain) as Ninja Hummingbird Tytan as El Super Hombre V1 The Blinding as The Screaming Danshee The Happy Custodian as The Mad Custodian V1 Wrench Monkey as Memes Dealer Brimtime as Jebediah the Amish Assassin The Keeper (Specialist) as Bootleggers Club and D2 and The Ringleader

The Armada – Valiant

ELIMINATED IN ROUND 1 –
By The Higher Class

Simon Strauss (Captain) as Luchamaniacal Uberstar
Scott Mullholland as Agatha Mai
John Davis as Brian Cage V1
John Taylor as El Llama Emmascarada
Jack Mullholand as El Blanco Diablo V1
James Sweeney as Snake Pitt
Steven Owen (Specialist) as Warlords of the Sea and CaLLAMAty

Crimewave – Valiant

ELIMINATED IN ROUND 1 –
By Paradise

Justin Meyers (Captain) as Tetsuya Naito
Chris Engler as Bandersnatch
Brock Smith as Candice LaRae
Steve Resk as Flip Highwater
Fauxtista as New GM Calace
Dawry Irizarry as Downriver Drew
Brian Schmidt (Specialist) as The Coven (SIB Version) and Mad One

The Omit7ed – Newman

ELIMINATED IN ROUND 1 –
By The Collective

Jeff McPeak (Captain) as Matt Stevens (HOF Version)
Larry Beadnell as Anarchy Son V2
Michael Kirk as Trent?
Joshua Bryan as Amazing Red
Charlie Barkley as Ellis Taylor
Chris Tapley as Slime Girl
Mackinzie Mcpeak (Specialist) as Proving Ground and Alpaca Protection Agency

The Freakshow – Newman

ELIMINATED IN ROUND 1 –
By THE Big Picture

Dizzy La Pinta (Captain) as Wait_4_It Schmidt
Steven Overlock as Blackstar
Patrick Mulligan as Jokerfish V1
Brett Farias as Lexi the Punk Rock Pixie V2
Konstantine Matthew as White Lily V2
Bryan Sutton as The Norseman
Michael Przystarz as 3 Kings (New) and Vegas Invaders

Unionverse – Valiant

ELIMINATED IN ROUND 1 –
By Just Business

Joesph Mcgregor (Captain) as Big Bad Bobby D
Craig Brett as TVA Commisioner Drew Madsen

Jared Bridges as Cyclone V2
Alexander Slamilton as Iku Belle
Dustin Garmon as The Oracle
Noel Torres Jr as Leader of the Postal Nation
Bobby Mother Lovin’ O-hi-o! (Specialist) as Firing Squad and Fulton and Sami

The Refinery – Valiant

ELIMINATED IN ROUND 1 –
By Starmaker Productions

Chris Pagillo (Captain) as Mr. Rey
Tim Riley as Runtime Terror
John Mathys as Nadja Mai
Collin Simon as Mr Snap V1
Ronnie Rombs as Zack Sabre Jr. V1
Joel Williams as Masked Llama
Scott Winterbauer (Specialist) as The Line and Ri Ry’s

Kongoholic Anonymous – Newman

ELIMINATED IN ROUND 0 – Freak Show Bubbled In

Branden Kong (Captain) as Jupiter
Samantha Redmond as Varius

Timothy Redmond as Diamond Danny G
Matt Hass as Sabu
Lance Eustache as The Next Supreme
Richard Rodriguez as Chair Extraordinaire
David Rios (Specialist) as Wall of Text and Terra & Venus

The Outlaws – Newman

ELIMINATED IN ROUND 0 – Unionverse Bubbled In

Michael Nichols (Captain) as Nightmare King
John Macek as Titan of the Northeast
Casey Ryan as Kenzie Paige
John Gaimari as The Wreck
Thebes Pinckney as Danhausen
Darrel Banks as Medieval Prankster
Curtis Bostick (Specialist) as The Elite and Goodnight Express

Grand Opening of SRGPC!

It's been a long time coming!

For more updates and contact with us, please join our Discord by clicking here!

Chugganomics
It is my honor to welcome you to “Version Lead” of SRGPC. Our first goal has been met, which is getting all of your lovely faces inside of the Infobase! As Version Lead progresses we have a roadmap shown below, as we want to be perfectly blunt in our intentions!

Our first goal is to finish Competitors, we do not have all of them in right now due to the overwhelming amount of tedium it takes to properly scale all the images, and place them piece by piece into their own individual pages. We shouldn’t take too long on this but Corrugated Cardboard Villain is the main force of this process; while I myself backtrack and handle rulings. We do know that we will be missing the occasional art’s/finishes/brand new cards, and that is exactly why we have made the decision to launch early. Not only is the community tantamount in our progression; but you all deserve an info-base that is efficient, and willing to adjust on the fly.

We are considering this a stress test on our server as well, since my main gripe with the previous database was horrible load times. Any loading issues you may have please contact the Cardboard Villain or I and we will compile the information and if an upgrade is needed I will NOT hesitate… Goal two of this version which is something I am working more on is regarding this Blog and finding appropriate individuals in the community to spearhead it’s discussions; just know Version Lead entails everything that makes an infobase a basic collection of data. As we move onto our Follow Up, we will be discussing the appropriate ADDITIONS to this site. Articles that will enhance your viewing pleasure; checklists; and additional items will come during this time; as these may require additional plugin’s or outside assistance.

Corrugated Cardboard Villain
Finally being awake, I wanted to put my input here.

Firstly, any and all questions, please redirect to our Discord. The website should have all #1 – 30 cards, Spectacles, Crowd Meters (except Submission Match) and Entrance cards. As of this writing, there are 192 competitors out of ~400 or so completed on the website. I estimate that they will all be done by the middle of March, worst case scenario. I believe they can be done earlier than that.

I also wanted to say that I plan to bring back and redo my Tabletop Simulator mod of SRG, using all the images shown here on the Performance Center. It has been out of date since April 2020, and has been long overdue a major update. If you want an online option that’s not just through camera, look forward to the update of the mod!

In regards to a roadmap of some sort: Obviously, looking forward to finishing up competitors, but we will surely finish work on making the site look better. As is, we’re just looking to get out the door. Aside from this, we’re trying to get a larger community project on a blog together, hoping to have the community write posts for deck lists, tournaments, player interviews, anything! If you are interested, please let us know on Discord.

For now, I hope you enjoy the website, and welcome to the newest, soon-to-be the absolute best infobase for SRG, ever!

Happy New Year: November – January Updates

Howdy folks! Been a while. I was hoping to be more punctual with updates, but I got a bit more caught up with all sorts of things than I expected to be that my schedule was struggling to keep up. Worry not though, I’m caught up with as much as I can be now! All updates shown here are after the previous October Updates post, which you can check if you wanna see what you may have missed.

Now, what’s new since my last changelog here?

Changelog

New Cards
1-30s
All of the Bob Dunn deck! Click this to view the entire decklist!
#2 – Swift Arm Wrestling
#9 – You’ve Been Naughty
#10 – Spear Into the Final Dungeon
#14 – Al13n Boot Drop
#18 – The Final Dungeon Lock
#19 – Madness Unsealed
#20 – Embrace the Madness
#22 – Let’s Roll
#22 – Triple Swing and an Elbow
#23 – Sledgehammer Slam
#23 – Soaring Through Time Potion
#23 – The Final Dungeon Driver
#24 – Cosmic Power Potion
#24 – You’ve Been Warned!

Entrances
Backstage Interview With the ACCW
Impact Is Family (New)
LFF’s Most Wanted Sharpshooters
Live Performance by Nur-D and the Band
Shoulda Been a 10!

Competitors
Alana Antoinette
Art the Seal
Colby Corino
Colossal Mike Law
Darius Carter
Diabolik
Everyone’s Enemy
Homicide
J Train (New)
Mila Mai (New)
O’Shay Edwards
Santa’s Little Helper
The Screaming Danshee
The Shogun
Sire
Split
Steve Gibki
Tommy Stillwell

McPeak Inc.
The Ugly Ducklings
Welcome to Wonderland

The Sheepish Inquisition

Everything Else
– Updated the keywords list (Art the Seal, Mila Mai V2, Diabolik, J Train V2).

– Updated Harrietta the Bearded Diva to include her missing finishers from the Freak Show Faction Pack. Went unnoticed since the launch of the website, realized by Chris Pagillo! Thanks!!

– Updated ANTagonist with the proper URL, Time Warp art, fixed finish images, and slightly updated Gimmick. Should reflect the actual release better now!

– Added an El Super Hombre alt. art by Arnav Panda,  Proving Ground’s Finish Strike, 2 new face cards for Mikal Mosley, and updated Lady Baa Baa with new finish + face card with logo.

– Various fixes to incorrect URLs for certain pages across the website.

To Be Done
– New player guides for certain formats and stipulations (in particular, multi-man, need consultation with this).
– The 8-bit alt. arts (I have scans, just needs edited).
– Add 2021 Halloween alt. art deck cards (finally got pictures of the deck! just needs edited now).
– Full Art Deck 1 (I own it,  just need to gather the cards together and scan them. note: Fly Boy + Partyin’ With the Boys are up, just not the actual alt arts from the deck themselves).
– The huge folder of alt. arts I have yet to add, sitting in a folder I am scared to touch.

Thanks for reading folks, one last thing..

THANK YOU!!

Without all the love, contributions and support you give, SRGPC wouldn’t be the website it was in 2022, nor the website it will continue to be. There aren’t many huge plans for 2023, but I’m hoping to tick off some boxes on things I’m trying to complete, and maybe add some big things. Mad Custodian nudged me to add a deck builder, so I suppose it couldn’t hurt to look into that at some point.

Though, I do want to close with a couple notes.

While not necessary, and I don’t love to push this thing, it REALLY helps.
Donate to us with a Ko-fi!!

It isn’t terribly expensive to run this site, thankfully, but every little bit helps. Keeping the lights on for a website you may use quite often can’t hurt, right? Not to mention, you’d be doing Chugganomics a favor!! We’ll still keep going as long as we can, donations or not, so don’t worry.
(click here for the Ko-fi link!)

That all being said, 2022 was quite the year!!
Faction Wars’ draft this year gave us the most traffic EVER on any day this site has been live, at 3,795 hits in one day!! Looks like people were really scouring Trios + Tornado that day.

We wrap up this year’s competitor count with 504 Singles Competitors, 96 Tornados, and 43 Trios. Also, 59 Entrances!! WOW!!

And most importantly,
CORRUGATED CARDBOARD VILLAIN IS OUT!! WOO HOO!!
and Pride, too. Somebody’s gotta kick me out when I’m dumpster diving.

I’ve got Bob Dunn to thank for fully paying for Cardboard Villain. Much love to him for doing so.

Anyway, enough gloating. See you in 2023, folks!!

Is This Thing On? – April 2026

Long time no talk, Supershow. This is the Corrugated Cardboard Villain. We have a lot to discuss.

First things first: We know how outdated the site has become. We are working on a massive update of cards. We are working with over 1,000+ images and it will take some time in order to get things fully pushed. I do not have an ETA at this time when our update will be live, but I’m hoping we can be caught up with current releases in a month or two. Keyword: hoping.

In this upcoming batch of updates, please bear with us through the growing pains as we try to ensure our images are as accurate as they can be. I admittedly do not know what the most recent versions of cards are, and I’m working with what images I have to ensure the highest amount of accuracy possible. I’ll be working to correspond with all of you in the community to make sure the website’s accuracy is as precise as possible.

Secondly, some rationale of our absence. We’re a small team with busy lives outside of the PC, and I myself have particularly stepped away from the community for some time to take care of personal matters. I have admittedly grown distant as well from burnout after taking care of the website so carefully for its first 4 years, and was sad to have missed many of the goals I had for us, such as the Hall of Fame, player interviews, decklists, the whole nine yards.

I am sad to say that the scope of the website will remain as it is for now. I’m not ready to come back to the community in full swing at this time, and I’m taking my time to work through a lot of personal / financial issues of mine still. My only large goal for the future is to complete the Advanced Search feature for Tornado, Trios, and 1-30s (though 1-30s is a much, much farther off goal due to the scale of that project).

I’d like to take this time to remind the community that we are always willing to accept any help with articles, card updates, etc. As I mentioned, our team is small and we can only get so much done with our lives. That being said, your donations have not gone unnoticed during this time, and we are extremely appreciative to anyone who has supported us on Ko-fi and to friends in the community who have sent various forms of contributions such as image scans.

We are endlessly thankful to SRG themselves through this time for their commitment to contributing with us and supporting us so much through all of this time. I wouldn’t continue working on this website if I didn’t believe in the game as much as I did, and it’s clear that trust has been reciprocated back to us to provide the best database for the players.

We thank you, the community, as well for your patience. We know this has been a rough time with the site being so behind for so long, but hopefully we’ll have that corrected in due time. You have all been very encouraging through and through, and I’ll never have enough thanks to give to the countless people who helped me here.

Next blog post, I hope to come to you with news of the update being done, and I hope that post will be written up soon.

– Love For Family, Kiara, the Corrugated Cardboard Villain

Let’s Talk Shop! – Pt. 2 – Lines of Play and Memorization

Why hello again! Glad to see you back so soon for my second installation of “Let’s Talk Shop!”, a New Player Guide where we go over a lot of the bare basics to improving your skills in the ring. Today’s biggest topic will be understanding board state and making the most effective choices from hand to play, prior to this we will go over a couple memorization tips in an effort to make you all efficient card counters! (A completely legal skill in Supershow!) 

Our very first lesson today is taking a couple moments to familiarize ourselves with each set of cards you will find in a deck! 

  • 1-3 : The first three cards in the deck are most commonly associated with Stops that counter Leads. There are also turn roll boosters and draw engines on these cards. 
  • 4-6 : This set of cards are commonly associated with Stops that counter Follow Ups. The biggest thing to remember is that Apocalypse is on 4 (If you are afraid of your board blowing up you don’t want to play follow up grapples). Rejected is on 5 (If you are focused on spotlights in the discard or excel in a deck out scenario you want to avoid playing follow up submissions). Derailed is on 6 (If you have hand and board advantage Derailed will break the stalemate, if you know your opponent is running one avoid playing follow up strikes. Outside of usual stops this set also contains the “One Handed Bulldog” line which players may be running offensively, corresponding with their respective 10 stat; although these are not typically cards you need to memorize.
  • 7-9 : This set of cards is commonly associated with meshing with the core mechanics of the competitor choice. Any effect could be on this slot. 
  • 10-12 : This set of cards is commonly associated with meshing with an opponents deck theory. These cards often times fix problem areas in a deck, and are typically effect-less without another card in play.
  • 13-15 : This set of cards is commonly associated with Skill Stops, and are one of the more important lines to memorize. Players will often run two to three of these cards associated with their 10, 9 and 8 stat. Remember that Power/Grapple, Agility/Strike, and Technique/Submission all share respective slots, so if you see a Power 10, Grapple 8, they will very likely be short a stop on this slot; creating an opening. 
  • 16-18 : This set of cards are commonly regarded as the worst slot to fill in a deck, and are often bereft with staples. You will typically see a “Superkick” or “Steel City Showdown” line littered throughout these slots because they are some of the best.
  • 19-21 : This set of cards are usually filled with what the community calls a “See 1 Stop 1” or stops that see a card type in play and can stop the second card of that type to come onto board. Players often time play around these by trying to leave one slot wide open to further thread a finish. If they aren’t running a See 1 Stop 1, then they are running what the community refers to as “Toolbox” cards or cards that shut off a certain game mechanic for the opponent. 
  • 22-24 : This set of cards is similar to 7-9 and will mesh with the core mechanics of the competitor choice. Any effect could be on this slot.   
  • 25-27 : This set of cards is the last set of cards and they are associated with being “Stop Any’s” or Stops that have powerful effects when played. They are your defacto “Best Stop” in a deck. 
Understanding these core pieces of deck construction you can further generalize this information into memory tips that will assist you in bettering your play. We will start this lesson by assuming we are playing our good friend SRG Boss against my late father Big Daddy Boughter. We start by understanding our stat spread, and that we have access to 3 efficient stops on 13-15 (Running Lariat on our 10, Falling Powerslam on our 9, and Bow and arrow on our 8.) From there we look at Big Daddy and see he has access to 3 efficient stops on 13-15. (Bow and Arrow on our 10, Kick into the Corner on our 9, and Falling Powerslam on our 8.) Next we match these stats against each other to figure out which of these cards are active in the matchup. Boss will have Running Lariat, and Falling Powerslam active in the matchup, while Big Daddy will have Bow and Arrow and Kick into the corner. This means the competitors have a relatively even matchup, looking over at our enemy, Big Daddy Boughter will have 3 active stops for grapples (13, 19, 25), 2 active stops for submissions (20, and 26) and 3 active stops for strikes (15, 21, 27). So in our matchup we will be more favored in focusing our Finish Submission, or even further adjusting our line of play to block out his “See one, Stop one” on 20. We must be aware of our own shortcomings though and it’s likely Big Daddy Boughter will more likely trying to play his Finish Strike against us; so play a couple extra subs to try and turn on your own see one stop ones! It’s a bit of tit for tat, and understanding game state and what the opponent may have will help in these decisions. 
 
Just starting out in the game that is usually a daunting amount of math to keep track of, so if I may… I would love to recommend a memory tip from the Invisible Man himself, Matt Hass! This will require 3 spindowns, or dice that can count to at least 6. These dice start out at the max number of stops that can be found in the opponents deck aligned via (Strike, Grapple and Submission). As soon as a stop from one of these locales is revealed either by resolving on board, or being pitched to the discard pile, these dice tick down a number, if one goes back to hand or deck they tick back up. When the dice’s number is low, you have a higher chance of resolving your finish! 
 
The last memory trick is far more mathametically inclined, and originates from playing Chugganomics himself! This trick is quite literally just card counting, and you can get better at this basic trick by playing my character. By paying attention to the card numbers that are played, and matching it to the cards left in deck and hand, you can create an arbitrary percentage in your head, that the cards remaining in their hand are actually stops. When that percentage is low, certain cards are more likely to land. By playing Chugganomics and playing it slow and paying attention to your opponents cards you can create a mental snapshot of their entire hand… Let’s go over an example, then we’ll dip into our big topic for the day!
 
You are Chugganomics VS my husband Pride, neither entrance is relevant at opening hand. Both players start by drawing 3 hidden cards, then reveal the top card of the deck. We will only care about Prides reveal, since it is the opponents responsibility to do this math on us; his revealed card is a Snap Punch. The first turn is rolled and Pride takes the first turn, drawing Snap Punch and revealing Escape Potion #9, Pride plays Cat Uprising, we do not stop it. We can immediately discern that playing a Lead Grapple will associate with it being 100% stopped, and thus if we had one in our opening hand or top deck this is now the last resort for us to advance board state. Further we understand that 7 and 9 have been shown, and the likelihood of the remaining 25 cards we are unaware of raise as being potential stops. We take the next turn roll, and because we know a Lead Grapple will be 100% stopped we opt to play a strike or submission and it resolves. This is just the start of a long match of memorizing numbers and plugging them into a mental scratch-pad; and this method benefits players that have an abstract manner of thinking… And when you move outside of playing the “extreme” version of this manner of thinking (Chugganomics), you can begin to plug in numbers that are in play, and discard, and match them to hand and deck; and you find that counting cards may of been too easy!
 
If memorizing them is too hard never be afraid to ask what is in discard, or ask if a key stop is currently shown; look at the card you want to play, and ask for relevant stops showing. For example, you want to play a follow up grapple, you may ask your opponent “What stops for a Follow Up Grapple are showing?” and the key slots you are looking to hear are 4, 13 (If the stat matters), 19, and 25. If you hear that none of these numbers are showing… And they have 10 in hand and no deck… Maybe don’t play grapples? Ever.
 
With these tips out of the way let us go over what is considered appropriate lines of play, or understanding board state. Below will be individual scenarios you could find yourselves in and I’ll go over what is likely the best thing to do in that scenario, prior to playing we will go over certain lines of “thought”. 
 
  • Because a hand typically only holds 10 cards, and a deck can contain somewhere in the ballpark of 15 stops, there has to be a give somewhere. Prioritize your stops in this order if it comes to a defensive “holding” situation. Active 13-15’s, 25-27, 19-21, 4-6, 1-3, Inactive 13-15’s. If your opponent has abandoned a line of play you should consider ditching at least 1 of the active “big boy” stops, in favor of offensive plays. 
  • If a competitor is known for having a certain “Spotlight Finish” that gives them considerable boosts you typically don’t need to hold as many answers in your hand for said stop, because the chance of it recurring is logically lower.
  • Decks that chain turns to an alarming degree through turn roll boosting (Ex. Nightmare King) often do not require a hyper defensive strategy; in these matchups you only need to usually stop the most important cards. (The Finishes) You should typically try to maximize the value on the turns you do get, by understanding the numbers they have in play; in relation to stat advantages you may have on the competitor. An offensive Rejected or Apocalypse at the right time can absolutely gimp these characters. 
  • Because your hand can only hold 10 cards, you should generally try to keep 1-3 cards that are more likely to hit. Should you come to a scenario where you are ditching for handsize, there is no advantageous reason to keep 3 finishes the opponent can stop realistically given board state; throw one of them away!
  • You should always value and respect a Decked Out scenario. Depending on your deck build a “Pass and Bury” can be both a godsend and your worst nightmare. 
  • Don’t forget your spectacles! Just because Taunt and Advise from the Sidelines are the most common spectacles used on both Valiant and Newman doesn’t mean the others don’t exist! Is the opponent trying to top-deck a card? See if Cornbread is applicable. Is Pretzel Wizard chaining Brezel Bomb? Maybe you let it resolve and use Thunderous Support From to help you break out!

Now let’s mix and match all this wonderful information together and go over the stages of gameplay and what is considered appropriate lines of play in these stages. 

  1. Stage 1 – The Beginning of the Game: Both players typically have access to a low portion of their deck, and information is purely inferred in this scenario. You can make an educated guess to cards the opponent may be playing, such as if you are against a keyword competitor you can typically know a portion of their deck before a single card is played. The appropriate line of play in a neutral state is to just keep slinging cards back and forth, while stockpiling important stops. Try to not mix and match your card types too much or you risk walling yourself in the early game. Forcing an opponent to find one line of answers while clogging their hand with others you never intend on throwing hedges the numbers in your favor early game. Should you be on the defensive because the opponent has a massive lead in the beginning be wary of the cards you are going to play and especially don’t mix and match your plays because the gap may get larger and insurmountable. If you have turn and board advantage, try to reach Stage 2 or 3 as fast as possible. 
  2. Stage 2 – Hunt For The Finish: We have survived to the mid game. Our hand is healthy, we have a couple answers here and there. It’s time to find a Finish; and subsequently find a way to recur said Finish. Observe the stops that are showing and apply it to the math you made comparing your competitors stat lines, and start making a gameplan to focus one Finish. Providing we can afford the opponent breaking out and recover appropriately we are going for the Pin. Otherwise continue searching for your key pieces, or the cards that are more likely to land. If you are stuck in Stage 1 and your opponent has entered Stage 2, consider utilizing a spectacle to bounce back into the game. 
  3. Stage 3 – Just Need The Pin: This is the late game, we have easy access to every card we care about, we have an easily recoverable board state if the opponent breaks out, or the next finish is definitely going to end the game, and we’re more likely to land it! But the game’s not over yet. Keep up the pressure, don’t lose your advantage. Often times Stage 3 is best observed as having the luxury of “Jamming” a finish. Which is where you pass and bury the same finish until it hits. The reason Rejected is a meta-defining card is it can single handedly remove a player from Stage 3. If your opponent is in Stage 3 and you are still in Stage 1 it’s a miracle that you have survived. 
Of course this is a generic layout of playing the game, you are also here for just straight up “What is the right and wrong card to play in X scenario.” And we have a couple shorter descriptors of this!
 
  • If your opponent is a Goliath you should almost never play a Submission. The best way to counter Colossal Smash is to never play into it.
  • If your opponent is an Assassin you should never play a second Grapple, unless your gimmick doesn’t matter to you. 
  • If your opponent has offensively played their expensive stops to try to force board advantage recalculate what cards are best to play. 
  • If your hand holds inexpensive stops, and the logical time to stop Leads or Follow Ups have passed, consider playing a stop to thin your deck and get you closer to stage 2. 
  • Never hold 3 finishes in Stage 2 or 3. You can realistically create an opening for 1 or 2 finishes in a match. The third finish is dead weight until the opponent abandons cards relating to that third finish, then re-evaluate. 
  • Learn to play your opponents cards. If you know your opponent is running Apocalypse and the board is looking dire, consider playing into it on purpose to reset game state. Either your card effect lands and you benefit, or their card effect lands and you benefit. 
  • If your opponent has a Champion of Kickstarter you can assume they have a lead Kick in deck. Your 3 is less valuable by proxy in hand. 
  • If your opponent is attempting to count out, re-evaluate cards left in their hand, abuse this information to race them; or utilize a well timed rejected and ruin their plan. 
  • Stops in a Steel Cage match are typically useless, outside of advancing board. As long as you have one answer for each Finish your goal should always be counting out first. 
  • If stopping a card leaves the opponent in a more advantageous point than letting it resolve, just let the card resolve. 
  • If you don’t know the opponents cards in hands consider baiting it with a similar slot. (Example you want to play your 22 but it is very likely they have an answer, bait it with your 16.)
  • Do not be afraid to Pass and Bury. If playing into a for sure death scenario is your only scenario, you may as well bury a card and hope the dice chain some shenanigans. Don’t help your opponent pin you. 
  • Vice versa, don’t get too comfortable passing and burying. Keep the cards running through your head, there’s a line of play somewhere that doesn’t require Vegas-level luck. 
  • When you’re in a Ring of Fire match take your time. Decking out is easier than it looks. Don’t play unnecessary deck progression. 
  • If your opponent has access to an If Stopped card they are likely holding onto it as one of their force options. 
  • If your opponent has access to an unstoppable they are likely trying to force the scenario that turns it on. 
  • Don’t be afraid of not being prepared for a weapon stipulation. Almost no one is. In the rare case someone tooled completely for a weapon stipulation is across from you then it is likely the stipulation was already a part of the entire tourney, or advertised as a primary meter on multiple rounds. In this case, you probably should have teched. 
  • When in a Psycho Circus meter the most “efficient” cards to take are stops on 1-3. The cards that will take you the furthest are your highest active skill stop, and then your two remaining stops from 25-27. The most “Florida Aggro” you can pick is Schoolboy, Slam Suplex Head Breaker Drop, and Tornado Chin Takedown. 
  • When against a Snake Pitt sometimes it is okay to just throw a card onto board. Keeping your handsize under 7, and more importantly under Snake Pitt is usually priority 1. Never throw away your 3, the Snake is hungry and he will Bite. 

To finally add an ending to this long article. I’d just like to thank you for joining me on this addition to the New Players Guide! The next session we’ll be covering the nuance of “hitting” a card, and how the terms hit, put into play, and hit a stop differ wildly. Likely to be a far shorter and easier article to write!

Let’s Talk Shop! – Pt. 3 – Hitting, Putting into Play, and Hitting a Stop

Today’s little topic for “Let’s Talk Shop!” is likely to be a far more digestible topic when compared to the massive undertaking that “Lines of Play” implies. We’re only going to keep you here for a little bit today… We are here to understand the nuance’s of hitting a card, and what that means in its most basic form. We will also be touching upon the topic of putting a card into play, and then the difference between hitting a card as a stop, and a stop existing on board. 

To start with the easiest to explain, what does it mean when a card Hits? A card is considered “Hit” when it resolves successfully. That is the basic explanation. Further breaking down this simplicity let’s take our steps from the hand to after resolution. 

  1. We want to play #7 – Forearm Shot. It is currently in hand.
  2. We declare we are going to play Forearm Shot – a Lead Strike. 
  3. The opponent determines if they want to stop our card. In this case the opponent does not have a #3 to stop us.
  4. Forearm Shot goes from “Being Played” to “Hit” and is now “In Play.” If our Gimmick has a Stat boost when one of our keywords come into play the stats are boosted at this point.
  5. Card Text will resolve in order from top to bottom, and in this specific case, the player will choose to either Draw 1 or Shuffle 4. 
  6. If our gimmick or a card effect does something reactionary (Drawing, Burying, or Turn Roll Boosting) when we hit this card, now is when this effect triggers. After all card text has resolved.  

See? Nice and easy today. Now onto what “Putting into Play” means, essentially it is a card being cheated onto the battlefield, in this case they are not able to be stopped, but only a static/standing ability would have an application aside from “being in play.” A little more complicated let’s go over two scenarios where a card is being “Put into Play” to see the differences between what effects matter the most in this scenario. 

Scenario 1 implies we are playing Big Daddy Boughter and your opponent has kicked out of Hello Gorgeous on Crowd Meter 0. Our lead in play was Fireman Carry, and our Follow Up was Nerve Hold. We have 0 cards in discard at the time of Finish roll.

  1. Big Daddy Boughter declares they are going to play Hello Gorgeous – a Finish Strike. 
  2. The opponent determines if they want to stop our card. In this case they have no stop in hand to answer our finish. 
  3. Hello Gorgeous is Hit. We first complete relevant card text, which is just stat boosts; because we have an “If an opponent breaks out” effect. 
  4. Next we roll our Finish Roll. In this case let’s say we got an 8, and our opponent kicked out on 1 with an 8. 
  5. Breakout will first clear the board. We then double back on “If an opponent breaks out” effect from Hello Gorgeous. 
  6. Fireman’s Carry is our only Lead in the discard pile so we will “Put it into Play” off of effect. 
  7. The opponent cannot stop this card, however because it is not hitting only static effects happen. 
  8. Firemans Carry does not have any relevant text that lingers, so it is just a Lead Grapple on board, with no text. 

A good way to determine if your text lingers is, if the card gives you an immediate effect (Ex. Draw 1, Turn roll +1, Shuffle 2, Your skill is +1 for the next turn roll) then your text does not linger. The next example will be with a card combination that does linger. This example will be assuming that we are playing Flyboy and we are hitting “Keeping up Foreign Relations” with a “Soaring Skateboard Smash” in the discard pile. 

  1. Flyboy declares they are going to play Keeping up with Foreign Relations – a Finish Submission. 
  2. The opponent declares they have no stop for our Finish. 
  3. Keeping up with Foreign Relations is hit, our only relevant card text at this point is stat boosts. 
  4. We roll our Finish Roll, we get a 9, the opponent breaks out on a 10. 
  5. Breakout will clear the board, and then we double back on “If an opponent breaks out” effect from Keeping up with Foreign Relations. 
  6. Soaring Skateboard Smash is our only relevant target. Despite it being a Follow Up we are able to “Put it into Play” bypassing the Lead, Follow Up, Finish formula. 
  7. Because Soaring Skateboard Smash has a lingering text the opponents gimmick is then blanked. 

In this example we have a lingering text, and a Follow Up. When a card is being “Put into Play” it actively ignores the Lead, Follow Up, Finish formula. In fact if Flyboy’s Soaring Suplex finish was in the discard pile we could also put that into play. In that example we would just get the stat boosts since they are static, and we would ignore the draw text on the card since it is not passive. We would also not get a Finish Roll in this case, because it’s good to note, a Finish Roll can only be caused by Hitting a Finish. The best way to determine if a text lingers is if it’s a raw stat boost, or the effect goes past a one time use effect.

Last but not least we will go over “Hitting a Stop” and what that means in relation to gimmicks. Our biggest keynote here is a card is only “Hit as a Stop” if played to “Stop a Card.” Otherwise it is a regular card in relation to Hitting, and a “Stop” on board for counting gimmicks. For this example we will also be adding an “If Stopped” text as a bonus! 

  1. We declare that we are going to play Kendo Stick Uprising. 
  2. Our opponent Stops it with #3 Elevated Armbar. This classifies as “Hitting a Stop” 
  3. We resolve first the text of the stop card. In this case Elevated Armbar will cause both players to Draw 1. 
  4. We then resolve the “If Stopped” text of Kendo Stick Uprising and we search our deck for a Kendo Stick card. 
  5. For gimmicks such as Gia De Los Muertos at this point Gia would draw a card for “Hitting a Stop.” 
  6. The Elevated Armbar stays on board, and is considered a “Stop in Play” for purposes of Gimmick. (Example: Fireball)

And then just a quick assumption that we are Gia (A Stop based Gimmick) playing an offensive stop…

  1. We declare that we are going to offensively play Snap Punch a Lead Strike. 
  2. The opponent does not stop it. 
  3. The card hit’s as a regular card, and both players Draw 1 for the card text. 
  4. Gia does not get to trigger gimmick for hitting this card since it was not used as a stop. 
  5. For purposes of counting Stops, the card is now considered a “Stop in Play.” 

Super easy topic today folks. There’s always a lot of finer nuance depending on Gimmicks but these basics should get you through resolving the simplest of cards… With that our next topic is going to be discussing the types of tournaments you can run into in SRG!