Crowd Meter – Dojo Rules

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)

Dojo Rules

Standard Meter Rules Apply

When you have “X” 🛑 cards in play, you cannot stop your opponent’s cards.

“X” is determined by Crowd Meter as Follows:
CM 0: 3
CM 1: 2
Cm 2+: 1

Crowd Meter – Florida Swamp Match

The text is vastly different on this Crowd Meter per meter value.
For an online friendly advance of meter you may roll a dice and utilize the crowd meter listed under the stat bolded, italicized and underlined.
Part of the Chugganomics Challenge

Florida Swamp Match
Swamp Fever

No Disqualifications
Crowd Meter 0
Max Handsize 8

At the start of the match shuffle all crowd meter cards and randomly place one for crowd meter.

Finish Rolls are -2, if either player has zero cards in deck, they immediately drown and lose via Special Finish.

If the crowd meter advances, randomly shuffle all crowd meter cards and redraw a new one.
Power

Florida Swamp Match Gone Catfishing

No Disqualifications
Crowd Meter 1
Max Handsize 8

Finish Rolls are +1, you may Draw a Card to end your turn instead of Burying a Card. Add the word “Fish” to your cards with “Cat” in the name for the rest of the match.

If the crowd meter advances, randomly shuffle all crowd meter cards and redraw a new one.
Technique

Florida Swamp Match
Day at the Docks

No Disqualifications
Crowd Meter 2
Max Handsize 8

Your cards with “Fish”, “Gut”, “Frog”, “Surf”, and “Splash” have the additional text “Draw 2 or +2 to your next turn roll.” Finish rolls are +.5 per these keywords in play on your board, rounded down.

If the crowd meter advances, randomly shuffle all crowd meter cards and redraw a new one.
Agility

Florida Swamp Match
Restock in the Toolshed

No Disqualifications
Crowd Meter 3
Max Handsize 8

All players reveal #1, 2, 3, 7, 8 and 9 from all locations, if these have “Stop” or 🛑 anywhere in their text they are discarded; otherwise put them into play. For the rest of the match these cards have the added text. “Your Finish Rolls are +.5”.

If the crowd meter advances, randomly shuffle all crowd meter cards and redraw a new one.
Strike

Florida Swamp Match
Rock the Boat

No Disqualifications
Crowd Meter 4
Max Handsize 8

When a player has 6 or more cards in play, their lead’s and follow-ups are also finishes. If a player has 9 or more cards in play, their finishes are unstoppable. If a player stops a finish, they may put a finish into play from discard.

If the crowd meter advances, randomly shuffle all crowd meter cards and redraw a new one.
Submission

Florida Swamp Match
My Pet Gator

No Disqualifications
Crowd Meter 5
Max Handsize 8

The Gator joins the fight. If you get 4 cards on The Gator you win by Special Finish. Stopping a card played on The Gator does not cause you to bury your hand. When you hit a non-stop against your opponent you may discard a card in play on The Gator. Finishes on the Gator do not cause a Finish Roll.

If the crowd meter advances, randomly shuffle all crowd meter cards and redraw a new one. (Cards in play against The Gator stay in play; new cards cannot be played on him until the crowd meter returns.)
Grapple

Crowd Meter – Liars Match

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)
Part of the Chugganomics Challenge

Liars Match

Max Handsize 10

Both players start the match by revealing a singles competitor. Every other card relevant to the game may be played upside down. Cards are what both players agree they are. At any point a player may call the other on a lie. The card in question is revealed. If the Player lied they lose; otherwise the liar wins.

(Tag and Trio’s cards are booked lies. Other competitors finishes are not.)

Liars Match

Max Handsize 10

+1 To Finishes
Both players start the match by revealing a singles competitor. Every other card relevant to the game may be played upside down. Cards are what both players agree they are. At any point a player may call the other on a lie. The card in question is revealed. If the Player lied they lose; otherwise the liar wins.

Liars Match

Max Handsize 10

+2 To Finishes
Both players start the match by revealing a singles competitor. Every other card relevant to the game may be played upside down. Cards are what both players agree they are. At any point a player may call the other on a lie. The card in question is revealed. If the Player lied they lose; otherwise the liar wins.

Liars Match

Max Handsize 10

+3 To Finishes
Both players start the match by revealing a singles competitor. Every other card relevant to the game may be played upside down. Cards are what both players agree they are. At any point a player may call the other on a lie. The card in question is revealed. If the Player lied they lose; otherwise the liar wins.

Liars Match

Max Handsize 10

+4 To Finishes
Both players start the match by revealing a singles competitor. Every other card relevant to the game may be played upside down. Cards are what both players agree they are. At any point a player may call the other on a lie. The card in question is revealed. If the Player lied they lose; otherwise the liar wins.

Liars Match

Max Handsize 10

+5 To Finishes
Both players start the match by revealing a singles competitor. Every other card relevant to the game may be played upside down. Cards are what both players agree they are. At any point a player may call the other on a lie. The card in question is revealed. If the Player lied they lose; otherwise the liar wins.

Crowd Meter – Nursery Time Match

CREATED BY DAWRY IRIZARRY FOR PROVING GROUND 1/24/22

Nursery Time Match

DQ & Countout In Effect

Whenever you play a card with “Head,” “Shoulder,” “Knee,” and “Toe”: Draw 1 card.
Whenever you play a card with “Eye,” “Ear,” “Mouth,” or “No”: You may reroll your next turn roll.
Special Win Condition: Have all 8 of the listed keywords in play.

Crowd Meter – Run It Back Match

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)

Run It Back Match

No Count Outs
Max Handsize 10
“School Boy” and “Backslide” are Blank

When your opponent shuffles 1 or more cards from their discard pile into their deck or adds any number of cards from their discard pile to their hand, you may shuffle 1 card from your discard pile into your deck.
When your opponent ends their turn without playing a card, you may bury 1 card in your discard pile.
When your opponent stops your Lead card, draw 1 card.

Run It Back Match

No Count Outs
Max Handsize 10
“School Boy” and “Backslide” are Blank

Level 1: Finish Rolls are +1
When your opponent shuffles 1 or more cards from their discard pile into their deck or adds any number of cards from their discard pile to their hand, you may shuffle 1 card from your discard pile into your deck.
When your opponent ends their turn without playing a card, you may bury 1 card in your discard pile.
When your opponent stops your Lead card, draw 1 card.

Run It Back Match

No Count Outs
Max Handsize 10
“School Boy” and “Backslide” are Blank

Level 2: Finish Rolls are +2
When your opponent shuffles 1 or more cards from their discard pile into their deck or adds any number of cards from their discard pile to their hand, you may shuffle 1 card from your discard pile into your deck.
When your opponent ends their turn without playing a card, you may bury 1 card in your discard pile.
When your opponent stops your Lead card, draw 1 card.

Run It Back Match

No Count Outs
Max Handsize 10
“School Boy” and “Backslide” are Blank

Level 3: Finish Rolls are +3
When your opponent shuffles 1 or more cards from their discard pile into their deck or adds any number of cards from their discard pile to their hand, you may shuffle 1 card from your discard pile into your deck.
When your opponent ends their turn without playing a card, you may bury 1 card in your discard pile.
When your opponent stops your Lead card, draw 1 card.

Run It Back Match

No Count Outs
Max Handsize 10
“School Boy” and “Backslide” are Blank

Level 4: Finish Rolls are +4
When your opponent shuffles 1 or more cards from their discard pile into their deck or adds any number of cards from their discard pile to their hand, you may shuffle 1 card from your discard pile into your deck.
When your opponent ends their turn without playing a card, you may bury 1 card in your discard pile.
When your opponent stops your Lead card, draw 1 card.

Run It Back Match

No Count Outs
Max Handsize 10
“School Boy” and “Backslide” are Blank

Level 5: Finish Rolls are +5
When your opponent shuffles 1 or more cards from their discard pile into their deck or adds any number of cards from their discard pile to their hand, you may shuffle 1 card from your discard pile into your deck.
When your opponent ends their turn without playing a card, you may bury 1 card in your discard pile.
When your opponent stops your Lead card, draw 1 card.

Crowd Meter – Sketchy Backyard Ring

CREATED BY EVAN HARRIS AND JACOB DENMARK

Sketchy Backyard Ring

No Countouts
No Disqualifications
Max Handsize 12
Breakout Rolls Cannot Be Reduced

If you have “Entrance: Live Music by Bailo” revealed, your first Turn Roll is +3.
All Finishes have the added text: “Your Finish Roll is -2”.

The Ropes Are Loosening
LV 1

No Countouts
No Disqualifications
Max Handsize 11
Breakout Rolls Cannot Be Reduced

Before hitting a card with “Rope,” “Flying,” or “High” in the name, roll a safety check. If you roll Technique or Agility, your card hits. If not, your card is blank and your next Turn Roll is -2.

Exposed Turnbuckles
LV 2

No Countouts
No Disqualifications
Max Handsize 10
Breakout Rolls Cannot Be Reduced

Cards with “Corner,” “Turnbuckle,” or “Ring Step” in the name have the added text: “Your opponent’s next Turn Roll is -2.”

Boards Are Exposed
LV 3

No Countouts
No Disqualifications
Max Handsize 9
Breakout Rolls Cannot Be Reduced

Cards with “Drop,” “Slam,” “Suplex,” or “Driver” in the name have the added text: “Both players bury 2 cards in their hand.”
Finish Grapples have the added text: “Your Finish Roll is +1.”

The Ropes Broke
LV 4

No Countouts
No Disqualifications
Max Handsize 8
Breakout Rolls Cannot Be Reduced

Cards with “Rope,” “Flying,” or “High” in the name have blank text. Cards with “Out of the Ring” or “Over the Top” in the name have the added text: “Your opponent randomly discards 1 card from their hand.”

The Crowd Throws Trash
LV 5

No Countouts
No Disqualifications
Max Handsize 7
Breakout Rolls Cannot Be Reduced

Before hitting a card with “Charge,” “Charging” or “Run” in the name, roll a safety check. If you roll Strike or Grapple, your card hits. If not, your card is blank and you discard 1 card you have in play. Cards with “Trash” in the name have the added text: “Your next Turn Roll is +1.”

A Flaming Table!
LV 6

No Countouts
No Disqualifications
Max Handsize 6
Breakout Rolls Cannot Be Reduced

When there is a card with “Table” in the name in play and you hit a card with “Fire” or “Burn” in the name, roll a safety check. If you roll Power, Technique or Strike, the fire has spread and your opponent may put a card with “Fire” or “Burn” in the name from their hand or discard pile into play.
When there is a card with “Fire” and “Table” in the name in play, your Finish Strikes and Grapples have the added text: “Your Finish Roll is +3.”

The Ring Collapsed!
LV 7


As soon as this Crowd Meter is reached, the ring has completely broken and every player loses. This is a not a draw, you all lose.

Crowd Meter – Stop, Drop and Roll Match

Please note “Showdown” is not an officially supported SRG term, and should not be present in any officially presented meters, gimmicks, or cards.  Showdown is only applicable to Stop, Drop and Roll.

Showdown: When a Stop is played as a Stop, you may Stop that Stop with an applicable card. This engages a “Showdown” where both players can Stop each Stop in that sequence. The person who plays a Stop last is considered the winner of the Showdown. The winner chooses one of their cards in this sequence to Resolve and all other cards in the sequence go to the discard pile. 

During a Showdown all cards supplemental text (Ex. Each player Draws 1 on a stop) except the chosen “Final Card” are considered blank until the Showdown has resolved, cards outside of the Showdown are completely blank until resolved. For purposes of Gimmick, cards in the Showdown are considered “In Play.”

(Note: Unresolved Stops are considered legal targets for Crowd Meter 2, and 3. The original card that was stopped is considered part of the Showdown and is an applicable target for Winning a Showdown.)

Stop, Drop and Roll

No Disqualifications
Max Handsize 12
Crowd Meter 0

Players in this match may initiate a “Showdown”. After a Showdown each player in the match draws a card.

Gimmicks may only trigger Once Per Turn. 

Sentences containing “If Stopped” and “Cannot be stopped” are considered blank. 

Stop, Drop and Roll

No Disqualifications
Max Handsize 12
Crowd Meter 1
Finish Rolls are +1

Players in this match may initiate a “Showdown”. The winner of a Showdown may add the bottom card of their deck to hand.

Gimmicks may only trigger Once Per Turn. 

Sentences containing “If Stopped” and “Cannot be stopped” are considered blank. 

Stop, Drop and Roll

No Disqualifications
Max Handsize 12
Crowd Meter 2
Finish Rolls are +1

Players in this match may initiate a “Showdown”. After you win a Showdown you may add 1 card from your discard pile to your hand. 

Gimmicks may only trigger Once Per Turn. 

Sentences containing “If Stopped” and “Cannot be stopped” are considered blank. 

Stop, Drop and Roll

No Disqualifications
Max Handsize 12
Crowd Meter 3
Finish Rolls are +1

Players in this match may initiate a “Showdown”. After you win a Showdown you may search your deck or discard pile for a Stop and add it to your hand.

Gimmicks may only trigger Once Per Turn. 

Sentences containing “If Stopped” and “Cannot be stopped” are considered blank. 

Stop, Drop and Roll

No Disqualifications
Max Handsize 12
Crowd Meter 4
Finish Rolls are +1

Players in this match may initiate a “Showdown”. After you win a Showdown the card chosen to stay in play also resolves as a Finish. 

Gimmicks may only trigger Once Per Turn. 

Sentences containing “If Stopped” and “Cannot be stopped” are considered blank. 

Stop, Drop and Roll

No Disqualifications
Max Handsize 12
Crowd Meter 5
Finish Rolls are +1

Players in this match may initiate a “Showdown”. After you win a Showdown the card chosen to stay in play also resolves as a Finish.

Players get 1 Breakout Roll. 

Gimmicks may only trigger Once Per Turn. 

Sentences containing “If Stopped” and “Cannot be stopped” are considered blank. 

Four Corners of Chaos

Rules of Four Corners of Chaos

  1. This is a 4 Player Elimination Format – Eliminations are made via Pinfall or Submission
    1. Only 2 players may be “In the Ring” at any time
    2. Only players “In the Ring” may play cards and take turn rolls. 
    3. Only players “In the Ring” may trigger gimmicks.
    4. Targeted gimmicks are always against your “In Ring” opponent. 
  2. The crowd meter level only increases after a breakout. (Per standard rules)
  3. Each player draws their opening hand and performs any “Start of Match” effects at the beginning of match. 
  4. Two players are randomly entered into the ring.
  5. Every player only has a single “In Play” pile. All cards in that play pile are cleared when you tag out (or after a breakout).
  6. Ways to tag in –
    1. After a finish is hit, either player still in the ring may tag in a chosen competitor outside the ring, starting with the player who kicked out. 
    2. If a player is eliminated, a random player outside the ring is tagged in.
    3. After a bump, all outside players roll a die. If either player in the ring’s turn roll matches a skill with a player outside of the ring, they may tag in a matched player of their choice. 
  7. No saving, double teaming, or protecting. 

(Bold text indicates differences from the last level of the Crowd Meter for easier reading)

Four Corners of Chaos

No Disqualifications
No Count Outs
Max Handsize 10

After a tag in, any player entering the ring shuffles cards equal to the crowd meter +1 from their discard pile into their deck and draws until they have as many cards in hand as the other player in the ring.

If you roll your highest skill on the 3rd breakout roll, you automatically break out

Four Corners of Chaos

No Disqualifications
No Count Outs
Max Handsize 10

Level 1: Finish Rolls +1

After a tag in, any player entering the ring shuffles cards equal to the crowd meter +1 from their discard pile into their deck and draws until they have as many cards in hand as the other player in the ring.

If you roll your highest skill on the 3rd breakout roll, you automatically break out

Four Corners of Chaos

No Disqualifications
No Count Outs
Max Handsize 10

Level 2: Finish Rolls +2

After a tag in, any player entering the ring shuffles cards equal to the crowd meter +1 from their discard pile into their deck and draws until they have as many cards in hand as the other player in the ring.

If you roll your highest skill on the 3rd breakout roll, you automatically break out

Four Corners of Chaos

No Disqualifications
No Count Outs
Max Handsize 10

Level 3: Finish Rolls +3

After a tag in, any player entering the ring shuffles cards equal to the crowd meter +1 from their discard pile into their deck and draws until they have as many cards in hand as the other player in the ring.

If you roll your highest skill on the 3rd breakout roll, you automatically break out

Four Corners of Chaos

No Disqualifications
No Count Outs
Max Handsize 10

Level 4: Finish Rolls +4

After a tag in, any player entering the ring shuffles cards equal to the crowd meter +1 from their discard pile into their deck and draws until they have as many cards in hand as the other player in the ring.

If you roll your highest skill on the 3rd breakout roll, you automatically break out

Four Corners of Chaos

No Disqualifications
No Count Outs
Max Handsize 10

Level 5: Finish Rolls +5

After a tag in, any player entering the ring shuffles cards equal to the crowd meter +1 from their discard pile into their deck and draws until they have as many cards in hand as the other player in the ring.

If you roll your highest skill on the 3rd breakout roll, you automatically break out