The game goal is for the heel to maintain a hold for three minutes. The jobber must try to escape. The heel applies firm, real pressure but does not aim for pain or submission.
Usually the match will be five rounds, with no less than three holds, no hold applied twice in a row. The hold must be maintained continuously, but can vary. For example during a round with the headlock the Heel can change from standing to the knees to on the ground and back. Most holds would start standing. A variation would be to limit the match to two rounds.
The Heel conducts the match. For each round he applies the hold, calls Start, then calls out One at the one-minute mark, calls out Two at the two-minute mark and calls out Three at the three-minute mark. Even if there are others in the room the Heel has the right to call the time.
Scoring. The Heel gets three points when he holds the Jobber for the full three minutes, the Jobber gets three points if he escapes before the Heel calls out One. Points for escapes in between are two for the Jobber if he escapes before the call of Two and two for the Heel if the Jobber escapes only after the Heel calls Two.
At the end of any round with a score of three, the heel applies one or a variety of holds for one minute. If the heel wins he chooses the holds, if the jobber wins he decides what hold he will be put into.
Handicapping. Where the jobber is much stronger, or after any round where the Jobber escapes before the Heel’s call of One, the Heel gets to apply a wear-down hold of his choice for one minute, examples being a full nelson or a walking headlock. Fairness means he is not applying punishing pressure but rather trying to tire the Jobber out.
As a finale at the end of the match, to keep his Heel honour, the Heel is allowed to apply three holds for one minute each, regardless of who won. Both Heel and Jobber list three holds before the match. If the Jobber wins, the heel has to apply the Jobber’s choice of holds. If the Heel wins he has the right to apply any three of the chosen six, whether his or the Jobber’s choice. If the Jobber fought in good spirit and kept to the rules, the Heel might want to reward him by going with the Jobber’s choice. But then, maybe the Jobber would be impressed if the Heel were to be tough about it.
The game envisions each wrestler keeping to one role but as a variation the two wrestlers could alternate roles, with necessary adjustments to the rules.
TX bull (21 )
2024-01-26 05:00This would be fun to do as heel or jobber honestly
IKOYOU (3 )
2023-05-24 12:58Sounds like a pretty hot challenge to me. I’d be up for it.
nu2rasln (43)
2023-05-24 05:31This sounds like a fun competition....I'd enjoy trying that out, I've never done pro holds before.
kal (2)
2023-05-23 22:18The game goal is for the heel to maintain a hold for three minutes. The jobber must try to escape. The heel applies firm, real pressure but does not aim for pain or submission.
Usually the match will be five rounds, with no less than three holds, no hold applied twice in a row. The hold must be maintained continuously, but can vary. For example during a round with the headlock the Heel can change from standing to the knees to on the ground and back. Most holds would start standing. A variation would be to limit the match to two rounds.
The Heel conducts the match. For each round he applies the hold, calls Start, then calls out One at the one-minute mark, calls out Two at the two-minute mark and calls out Three at the three-minute mark. Even if there are others in the room the Heel has the right to call the time.
Scoring. The Heel gets three points when he holds the Jobber for the full three minutes, the Jobber gets three points if he escapes before the Heel calls out One. Points for escapes in between are two for the Jobber if he escapes before the call of Two and two for the Heel if the Jobber escapes only after the Heel calls Two.
At the end of any round with a score of three, the heel applies one or a variety of holds for one minute. If the heel wins he chooses the holds, if the jobber wins he decides what hold he will be put into.
Handicapping. Where the jobber is much stronger, or after any round where the Jobber escapes before the Heel’s call of One, the Heel gets to apply a wear-down hold of his choice for one minute, examples being a full nelson or a walking headlock. Fairness means he is not applying punishing pressure but rather trying to tire the Jobber out.
As a finale at the end of the match, to keep his Heel honour, the Heel is allowed to apply three holds for one minute each, regardless of who won. Both Heel and Jobber list three holds before the match. If the Jobber wins, the heel has to apply the Jobber’s choice of holds. If the Heel wins he has the right to apply any three of the chosen six, whether his or the Jobber’s choice. If the Jobber fought in good spirit and kept to the rules, the Heel might want to reward him by going with the Jobber’s choice. But then, maybe the Jobber would be impressed if the Heel were to be tough about it.
The game envisions each wrestler keeping to one role but as a variation the two wrestlers could alternate roles, with necessary adjustments to the rules.