Friday Night Fights 2nd Edition (7086717)
Friday Night Fights 2nd Edition (7086717)
Friday Night Fights 2nd Edition (7086717)
WRITTEN BY ED TEIXEIRA
COVER BY PAUL KIME
NEEDED TO PLAY
THE DICE
Passing Dice
Counting Successes
Reading and Adding the Dice
Chance
How Many d6
1
2
2
2
2
FIGHTERS
Stop Box
YOUR ROLE
FIGHTER BASICS
DEFINING FIGHTERS
3
3
3
3
3
3
3
3
3
3
4
4
5
5
5
5
5
5
6
6
6
6
6
6
6
7
7
7
7
7
7
8
8
8
THE RING
Initial Placement
Moving in the Ring
9
9
Stalking Table
Boxing Table
Taking Control Table
KO Table
Recovery Table
Explaining the Fight Tables
Corner
Covering Up
Head Hunting
Injury
Injury Table
Body Injury
Head Injury
Cut
Swollen
Ropes
Zero Boxing Dice
9
9
9
9
10
10
10
10
10
11
11
11
11
11
11
11
11
12
Round Sequence
Stop Box
12
12
WHO DO I FIGHT?
13
13
13
13
13
13
14
15
15
15
15
15
16
Rounds
How Do I Win?
Ten-Point Must System
How Do I Win the Round?
Judges Decision
Judges Scoring Table
16
16
16
16
16
16
16
17
17
17
OPTIONAL RULES
17
Training
Training Table
Back Alley Brawling
Hogan Bets
Side Bets
17
17
18
18
18
STRATEGY
18
18
18
19
19
19
FIGHT TABLES
20
Stalking Table
Boxing Table
Taking Control Table
Injury Table
KO Table
Recovery Table
20
20
21
22
22
22
23
SCORE CARDS
24
INTRODUCTION
But if you cant find the answer just check out the Two
Hour Wargames Yahoo Group link below for answers to
questions and free downloads.
http://games.groups.yahoo.com/group/twohourwargames/
NEEDED TO PLAY
You will need a few things to play Friday Night Fights
(FNF for short). They are:
THE DICE
Passing Dice.
Counting Successes.
Reading and Adding the Dice.
Chance.
PASSING DICE
This way to use the dice is to roll a number of d6 and
compare each die score individually to the Target
Number. The Target Number can be Stamina (page 6) or
something entirely different.
FIGHTERS
When playing Friday Night Fights we need to keep track
of the position of each Fighter in the ring. You can do this
with miniatures, paper counters, or even coins. Weve
included some simple counters for your use.
COUNTING SUCCESSES
Another way to use the dice is by rolling them and
counting successes.
STOP!
A score of 1, 2, or 3 is a success.
A score of 4, 5, or 6 is not.
CHANCE
YOUR ROLE
FIGHTER BASICS
HOW MANY D6
How many d6 do you roll? This is found by looking in the
upper left corner of each table. There will be a number
that tells you how many d6 should be rolled. This will
usually be 2 or 1. Roll that many d6.
DEFINING FIGHTERS
Fighters are defined in the following ways:
PASSING DICE
The other way to use the Star Power d6 is rolling it to
pass versus a Stat as when rolling on the KO Table (page
22). Heres how we do it:
Is it a Star or a Grunt?
What is its Name?
What Signatures does it have?
What is its Boxing Stat?
What is its Aggression Stat?
What is its Quickness Stat?
What is its Power Stat?
What is its Stamina Stat?
How many Boxing Dice does it have?
How many Bonus Dice does it have?
What is its Skill Level?
BONUS DICE
NAME
STARS
These Fighters are you, the player. You make all the
decisions for your Fighter during the match.
SIGNATURES
GRUNTS
STAR ADVANTAGES
Being a Star in Friday Night Fights has two advantages
over the Grunts. Lets go over each one in detail.
STAR POWER
1/1
TABLE 2 OR 3
# SP
1
2
6
6
3
4
6
6
TABLE 4 OR 5
# SP
SIGNATURES
TABLE 1
# SP
SIGNATURES
Choose: Pick any Signature you want.
Scary: Counts a +1d6 on the Stalking, Boxing
and Taking Control Tables until the opponent
wins on the Taking Control Table for the first
time.
Fearless: Immune to Scary.
Strong Willed: Starts with 3 extra Bonus
Dice.
Resolute: Never count less than 1 success on
the Boxing and Taking Control Tables.
Charismatic: Starts each round with 2 points.
1
2
2
2
3
4
2
0
-2
-2
-2
-3
-3
4
5
-3
-4
-6
SIGNATURES
TABLE 6
# SP
1
SIGNATURES
SIGNATURES
Slow: Opponent counts +1d6 on the Stalking
Table.
Bleeder: Suffers a TKO result when pass 1d6
on the Recovery Table.
Unlucky: If ahead in the fight (winning on
rounds) will allow opponent to roll 3d6, on the
KO Table, counting the best two results.
Weak Willed: Starts with 3 less Bonus Dice.
Slow to React: Opponent counts +1d6 on the
Boxing and Taking Control Tables.
Timid: Opponent counts +1d6 on the Stalking,
Boxing and Taking Control Tables.
SIGNATURE POINTS
Each Signature is assigned a value called Signature
Points. These come into play when calculating the Skill
Level of the Fighter.
BOXING STYLES
SP
SWARMER
SP
3
2
5
STOP!
SLUGGER
Sluggers are usually big and slow and rely on that one
power punch to knock out their opponent. Sluggers can
take lots of punishment and although they throw fewer
punches the ones that land are devastating.
0
4
SIGNATURES
BOXER
Masters of defense and offense the Boxer flits in and flits
out punching from afar. Quick and mobile the Boxer does
well overall.
SP
SIGNATURES
2
5
SIGNATURES
SP
SIGNATURES
STATS
There are five Stats for each Fighter. Here they are:
CIRCUMSTANCE
MODIFIER
+1d6
SCORE
Higher than
Stat or a 6
Equal or
less than
Stat
There are two rules that concern Stats during your career.
They are:
CIRCUMSTANCE
MODIFIER
+1d6
SCORE
1
2 to 6
After every loss there is a chance that one Stat may drop
down one level. This can be a reflection of injury, poor
training, or even a temporary lack of desire. Heres how
we do it:
RESULT
STARTING STATS
RESULT
The Stat is reduced by one point if one or
more 1 has been rolled..
Stat is not increased.
BONUS DICE
Bonus Dice are additional d6 that each Fighter receives
prior to the start of each fight. Heres how we do it:
Oscar Braun has the Rage (3 SP) and Slow (-2 SP)
Signatures so add 1 to the Base Skill Level for a Skill
Level of 46.
STOP!
There are five Stats that make up your Fighter. Boxing,
Aggression and Quickness are used by rolling successes
(page 2).
If you win a fight your Stats can improve but the Stamina
Stat cannot exceed 5.
If you lose your Stats can go down.
Boxing Dice are lost as the Fighters move from table to
table but can be recovered when returning to the Stalking
Table.
Each Fighter receives Bonus Dice equal to their
Aggression plus twice their Stamina.
Adding your 5 Stats and Signature Points gives your
Fighter its Skill Level. Skill Level is used to determine
your opponents.
SKILL LEVEL
Now that you have built your Fighter we can determine its
Skill Level. Skill Level, along with Fame (page 13), is
used as part of a ranking system with a higher Skill Level
considered better than a lower Skill Level. Heres how we
do it:
THE RING
STALKING TABLE
The fight begins with both Fighters on the Stalking Table.
This represents the Fighters feeling each other out and
looking for openings in their opponents defense.
INITIAL PLACEMENT
At the start of every round and after the referee steps in
and breaks up the Fighters, place the Fighters facing each
other in the center of the ring. Place them almost in
contact.
Returning to the Stalking Table the first time ends the first
half of the round while returning for a second time ends
the round.
BOXING TABLE
KO TABLE
The KO Table represents a Fighter landing solid,
damaging, punches to its opponent.
The Power Stat is used on the KO Table.
From the KO Table the Fighters will go to the Recovery
Table, return to the Taking Control Table, or go to the
Stalking Table.
ED TEIXEIRA - TWO HOUR WARGAMES 8/30/2013
9
EXPLAINING
THE FIGHT TABLES
HEAD HUNTING
Corner.
Covering Up.
Head Hunting.
Injury.
Ropes.
Zero Boxing Dice.
CORNER
When a boxer is directed to the corner he is placed in the
corner and his opponent counts +2d6 on the next Fight
Table.
COVERING UP
CUT
The Fighter has suffered a significant laceration to the
face.
INJURY
CIRCUMSTANCE
5+
4
3
2
1
+1d6
INJURY
SUCCESSES
Head Injury
Body Injury
Cut
Swelling
No injury possible.
ROPES
When a boxer is directed to the ropes he is placed on the
ropes and his opponent counts +1d6 on the next Fight
Table.
BODY INJURY
HEAD INJURY
The Fighter has received an injury to the head.
ED TEIXEIRA - TWO HOUR WARGAMES 8/30/2013
11
SWELLING
MODIFIER
STOP!
ROUND SEQUENCE
There are two parts to each round, the early portion and
the later portion. Returning to the Stalking Table signifies
the end of a portion with the second time back signifying
the end of the round.
FAME
Its all about the Fame baby. When you first start out you
have a Fame of zero. The better you do in the Ring the
higher your Fame grows. And Fame determines who you
fight. Heres how we do it:
GAINING FAME
NEXT FIGHT
CIRCUMSTANCE
MODIFIER
+1
2
3
4
5
6
LOSING FAME
Just like you gain Fame you can also lose Fame. Heres
how we do it:
GRUNT FIGHTERS
NAME
Tyrell Biggs
Jake Yates
Thomas Allen
Mike Johnson
Harry Heard
Floyd Mayflower
Joe Jellico
Armed Hassan
Tony Gerardo
Tony Gomes
Phillip Canyon
Eduardo Diaz
Enrique Paz
Leon Chadwick
Ivan Veronkova
Buster Ford
Rock Hartmann
Tyrone Wilcox
Cedric Burns
Mike Golovich
Oscar Braun
Chuck Batone
Ernesto Gonzales
Mikhail Petrov
Francesco Freitas
Reggie Teems
Tim Withers
Stuart Smith
Tony Stewart
Hector Soto
Edgar Garcia
Lamar Hart
Jack Willingham
6
6
4
5
4
4
3
4
4
4
5
3
4
3
3
3
3
4
6
6
2
3
4
3
2
2
2
2
4
3
3
3
3
5
4
5
5
5
5
4
5
5
5
5
3
4
3
2
4
4
3
3
4
3
3
2
2
5
2
4
1
4
4
3
3
2
5
5
3
4
4
2
4
4
4
3
2
5
2
5
3
3
2
3
3
2
4
2
3
1
2
1
2
5
3
4
2
3
3
5
5
5
5
5
5
4
4
4
4
4
4
4
4
5
4
4
4
3
3
4
4
4
5
3
5
4
4
3
3
3
3
3
SIGNATURE
STYLE
Scary, Resolute
Strong Willed, Steady
Resolute, Vicious
Rage, Quick Reflexes
Slippery, Quick Reflexes
Quick Reflexes, Steady
Fearless, Resolute
Vicious, Brawler
Resolute, Slippery
Agile, Brawler
Charismatic, Slippery
Brawler, Vicious
Quick Reflexes, Slippery
Bleeder, Resolute
Resilient, Steady
Rage, Quick Reflexes
Steady, Quick Reflexes
Timid, Resolute
Glass Jaw, Resolute
Agile, Steady
Weak Willed, Brawler
Slow to React, Brawler
Slow, Slippery
Brawler, Steady
Slippery, Quick Reflexes
Slippery, Quick Reflexes
Glass Jaw, Brawler
Bleeder, Brawler
Slow to React, Brawler
Slow, Weak Willed
Steady, Quick Reflexes
Unlucky, Weak Willed
Shortsighted, Brawler
Varies
Varies
Varies
Bxr Punch
Boxer
Swarmer
Varies
Slugger
Varies
Varies
Varies
Slugger
Boxer
Varies
Varies
Bxr Punch
Swarmer
Varies
Varies
Varies
Varies
Varies
Varies
Varies
Boxer
Boxer
Varies
Varies
Varies
Varies
Swarmer
Varies
Varies
24
22
21
20
19
18
17
16
16
16
16
14
13
13
13
12
11
11
11
10
10
10
10
9
9
9
8
8
8
8
7
6
6
After you have created your Fighters and are ready to fight
you will need to compare them head to head. The way to
do this is to fill out a Score Card (page 24). Take a look at
it as we go over how to fill it out.
The Score Card is split into three areas. Going from left to
right we have the information area for the 1st Fighter, the
actual Score Card where the result of the rounds are
scored, and the information area for the 2 nd Fighter.
Continuing on
ROUNDS
JUDGES DECISION
From the time you return to the Stalking Table for the first
time until you return to the Stalking Table for the second
time is considered to be late in the round.
HOW DO I WIN?
JUDGES SCORING
The winner of the round receives ten points and the loser
receives nine points. Heres how we do it:
1-5
6 - 10
11 - 19
20+
2
3
4
5
6
7
8
9
10
11
12
HU
HU
HS
HS
E
E
E
LS
LS
LU
LU
HU
HU
HU
HS
HS
HS
E
E
E
LS
LS
HU
HU
HU
HU
HS
HS
HS
HS
E
E
LS
HU8
HU8
HU
HU
HU
HU
HU
HU
HU
HU
HU
HU8
HU8
HU8
HU
HU
HU
HU
HU
HU
HU
HU
OPTIONAL RULES
TRAINING
There may be times when your next fight is against a very
tough opponent. When this occurs you can decide to put in
some extra time at the gym and train harder than normal.
But heres the rub. If you decide to train so does your
opponent. Heres how we do it:
TRAINING
1/1
STOP!
# D6
PASSED
INJURY
2
1
SIDE BETS
During each fight other players can make similar side bets
on the two Fighters that are fighting.
STRATEGY
HOGAN BETS
With this rule we introduce betting and managing Fighters.
Hogan Bets is great for playing Friday Night Fights with
multiple players. Heres how we do it.
BONUS DICE
This is where you, the player, figures into the game.
Each boxer has a set number of Bonus Dice that can be
used during the fight. Deciding when to use or not to use
Bonus Dice is critical.
A smart player will try and read when his opponent will
use their Bonus Dice. When playing your friends think
how much their personality will influence their Bonus
Dice use. Are they risk-takers? They might just come out
swinging, trying to overpower you by using all their dice
early on. Or maybe theyre conservative by nature and
might try and conserve them for use later in the fight.
COVERING UP
Ed Teixeira 8/2013
Cover up! Yes, you can only score a result of score the
same number of successes as your opponent at best but it
may just be enough to get you to back to the Stalking
Table. And thats where you may recover all your Boxing
Dice.
There have been times when Ive been on the ropes losing
on the Taking Control Table and down a few dice only to
roll hot dice and score a KO. (Check it out on the Taking
Control Table loser passing 2d6 more). Oh yeah, that
great come from behind KO that won the fight for me.
How can I forget? Well, let me tell you
somethingfagetaboutit! It just doesnt happen that often
and in Friday Night Fights a loss or two can send you
spiraling down the ranks. Its a game of offense and
defense. Cover up!
BOX + AGG
SIGNATURE
SIGNATURE
MODIFIER
+1d6
+1d6
+1d6
+1d6
AGILE
RAGE
SCARY
SHORTSIGHTED
Opponent gains
# SUCCESSES
+1d6
+1d6
+1d6
RESULT
2+ more than
opponent.
Winner scores one point and gains an advantage on the Boxing Table.
Go to Boxing Table.
1 more than
opponent.
No points scored.
Go to the Boxing Table.
Same as opponent
MODIFIER
No points scored.
Immediately re-roll on Stalking Table.
Burn half of the round.
BOXING
BOX + QWIK
SIGNATURE
MODIFIER
+1d6
+1d6
Never count less than
1 success
+1d6
+1d6
SCARY
SLOW TO REACT
Opponent gains
TIMID - Opponent gains
+1d6
# SUCCESSES
MODIFIER
Special
Special
+1d6
+1d6
+1d6
RESULT
2+ more than
opponent.
1 more than
opponent.
Same as opponent
20
CIRCUMSTANCE
TAKING CONTROL
(Looking for Successes)
SIGNATURE
MODIFIER
BRAWLER
RAGE
RESOLUTE
SCARY
SLIPPERY Only when not
in control.
SLOW TO REACT
Opponent gains
TIMID - Opponent gains
VICIOUS If in control.
# SUCCESSES
2+ more than
opponent.
+1d6
+1d6
Never count less than
1 success
+1d6
+1d6
+1d6
+1d6
+2d6
CIRCUMSTANCE
MODIFIER
+2d6
Special
+2d6
+1d6
+1d6
1 more than
opponent.
Same as
opponent
21
Special
RECOVERY
CIRCUMSTANCE
MODIFIER
+1d6
INJURY
SUCCESSES
5+
4
3
2
Head Injury
Body Injury
Cut
Swelling
SIGNATURE
MODIFIER
RESILIENT
LUCKY - Once during the fight may reroll on the KO or Recovery Table.
+1d6
Special
# D6
PASSED
2
KO
SIGNATURE
MODIFIER
+1d6
Special
CIRCUMSTANCE
+1d6
MODIFIER
# D6
+1d6
RESULT
PASSED
2
JUDGES SCORING
22
RESULT
1-5
6 - 10
11 - 19
20+
2
3
4
5
6
7
8
9
10
11
12
HU
HU
HS
HS
E
E
E
LS
LS
LU
LU
HU
HU
HU
HS
HS
HS
E
E
E
LS
LS
HU
HU
HU
HU
HS
HS
HS
HS
E
E
LS
HU8
HU8
HU
HU
HU
HU
HU
HU
HU
HU
HU
HU8
HU8
HU8
HU
HU
HU
HU
HU
HU
HU
HU
TC
SCORE CARD
KO
REC
BONUS
FIGHTER ________
NAME
1 2 3 4 5 6 7 8 9 10 STALK BOX
NAME
1 2 3 4 5 6 7 8 9 10
TC
BOXING
DICE
KO
REC
BONUS
NOTES
RD
TABLE
FIGHTER
BONUS
TOTAL
SUCCESSES
23
POINTS
ROPES
CORNER
BD +/-
NOTES
TC
BOXING
DICE
KO
REC
BONUS
FIGHTER ________
NAME
1 2 3 4 5 6 7 8 9 10 STALK BOX
NAME
1 2 3 4 5 6 7 8 9 10
TC
BOXING
DICE
KO
REC
BONUS
NOTES
FIGHTER ________
STALK BOX
TC
BOX
DICE
KO
SCORE CARD
REC
BONUS
FIGHTER ________
NAME
1 2 3 4 5 6 7 8 9 10 STALK BOX
NAME
1 2 3 4 5 6 7 8 9 10
TC
BOX
DICE
KO
REC
BONUS
NOTES
FIGHTER ________
STALK BOX
BOXING
DICE
TC
KO
BONUS
SCORE CARD
REC
NAME
1 2 3 4 5 6 7 8 9 10 STALK BOX
NAME
1 2 3 4 5 6 7 8 9 10
NOTES
24
FIGHTER ________
BOXING
DICE
TC
KO
BONUS
REC