Claim the Throne Match Rules
The Claim The Throne stipulation is made for up to 6 competitors to participate.
6 Random Competitor Sets and their finishes
162 preset Supershow cards (6 of each number 1-27)
1 Claim the Thrown Ladder cade (2 sided)
Claim the Throne Crowd Meter Cards
BUMP OUT RULE IS IN EFFECT
SEPARATE IN PLAY PILES
TEAM UP RULE IS IN EFFECT
DQ in effect
No Count Outs
Elimination: When a player loses when the fail to Breakout of a Finish
******* SEPARATE IN PLAY PILE RULES ARE IN EFFECT IN MULTIPLAYER MATCHES!
Separate in play piles – When playing a card, you must declare which player you are attacking, you have a separate in play pile for each opponent you play against. Cards in play against a specific opponent only interact with that opponent.
BUMP OUT RULE: When any number of players roll the same number (not SKILL), their TURN ROLLS are considered 0. If all players BUMP OUT to 0 all players draw a card as if a normal BUMP occurred.
TEAM UP RULE: When a player rolls for a FINISH ROLL you may choose to TEAM UP with them, if you do when they roll the FINISH you also roll a TEAM UP ROLL, if you roll the same SKILL, you add +1 to the FINISH ROLL. When a player TEAM’S UP with a FINISH ROLL that TEAM, UP roller discards their cards from play as if they played a FINISH.
******* IN ANY MATCH WITH 3 OR MORE ACTIVE OPPONENTS THE TEAM UP RULE IS IN EFFECT, FATAL 4, BATTLE ROYAL.
PROTECTING another player: If another player does not stop a card played, you may stop the played card, after you do you must bury your entire hand.
SAVE ROLL: When another player rolls for a BREAKOUT ROLL, you may roll a SAVE ROLL with that player. If the SAVE ROLL matches the SKILL of the BREAKOUT ROLL add the total of the SAVE ROLL to the BREAKOUT ROLL.
Randomly decide a draft order for the participants.
Make sure each player is aware of the special Claim the Throne, Crowd Meter.
Separate each card by number into 27 piles by the card number in the bottom right hand corner of the card. You will have 27 piles of 6. Set those in the center of the table.
Place the 6 random Supershow Competitors in a pile on the table as well.
Set the crowd meter aside.
Start the Draft
The person who randomly received entrant number 1 chooses the competitor pile. They Choose a Competitor set then they pass the remaining pile of competitors to the player to there right. That player chooses a Competitor and then passes the remaining cards to their right. This repeats until there are no Competitor sets to choose from or all players have a Competitor.
Entrant number 2 selects a pile of cards #1-27. They Choose a card from that number pile and then they pass the remaining pile to the player to there right. That player chooses a card and then passes the remaining cards to their right. This repeats until there are no cards left to pick.
This drafting repeats to the right until all piles of cards #1-27 have been drafted. At which point all players will have a competitor card and a full 1-30 card Supershow deck.
Starting the Match:
Each player adds the competitor to the deck of drafted cards, they well shuffle 3 draw cards and begin the match at once. All six competitors will be active throughout the entire match. This is a winner take all match and is not elimination style.
Playing cards against each opponent.
In a multiplayer match to keep track of which opponents you have played cards against you must keep your cards in separate in play piles. When you play a card, you must choose which opponent you would like to play it against. It is good practice to point your cards in the direction of the play you are playing them against or use tokens as indicators. Cards in play against an opponent will only interact with cards in play against that opponent. For example, a card that says, “Draw 1 card for each you LEAD you have in play.” The player would only draw 1 card each LEAD in that in play pile.
Timing and Priority of Stops.
Since this match is winner take all, and only one player can Claim the Throne, you might find yourself in a position where multiple players would like to use a stop. The players being targets with a card has priority to play a stop, aside from this the other players must decide among-st themselves who plays a stop. If there is a tie where both players would like to play the stop, they can roll off. If the players cannot agree on the next move with a roll off, you check priority in a clockwise motion starting with the player to the right of the target opponent, each player may choose to stop the card or not. Once they decide they will not stop the card they cannot change their decision.