Here you will find the rulings as listed in the 10th Anniversary Rulebook, with further game state rulings found below the respective dividers. We would like to preface these rules with the statement that Supershow is a game of escapism. The rules are here to help guide you competitively; however if you’re just hanging out with friends do what seems most fun!
General Terms
Deck – Your deck in SRG is comprised of #1 – 30 cards, all appropriately numbered 1-30. Each deck must contain 10 Strike cards, 10 Submission cards, and 10 Grapple cards; all within their appropriately numbered slots. You are unable to play more than 1 card per numbered slot (unless a Gimmick allows you to).
Competitors – Competitors are what decide what makes you different from the opponent. Competitors come with a Gimmick, along with their own Stats. Most competitors’ stats differ in some regard, though their Gimmick is what sets them apart from the others even more. Competitors must be accompanied by a Deck, and may be accompanied with an Entrance card and a set of Spectacles.
Gimmick – Every character has a unique Gimmick that sets them apart most from all the other competitors. Gimmicks provide an inherent effect to the game that your competitor adds. For example, El Super Hombre‘s Gimmick makes all of his cards with Super in the name force the opponent to bury 2 cards in their hand. If a gimmick adds text to a card, that text is considered an effect from a gimmick.
Gimmick Timing – If a gimmick triggers during a turn roll, this will happen before a winner of the turn roll is decided. If two gimmicks would both trigger during a turn roll, the player with the higher turn roll must resolve their effect first.
If these skills are tied, a roll off with the printed skills on the skill chart will determine who resolves first; higher resolves first.
Gimmick effects can also add text to cards or trigger when cards are hit. When text is added to a card, it is always added to the bottom of the card’s text.
If a gimmick triggers when a card is hit, then after all the effects of the card resolve the gimmick is then used last.
Entrance – Entrances are cards that may be a part of any competitor, though you can only have one by default. You must have them revealed at the start of the match. When an Entrance card can not be used anymore, you must turn them over to indicate as such. Entrance cards vary from being one-time effects (such as Guest Valet or Ring Announcer) or passive effects (such as Backstage Consultation or Spectacular Run-In With the Dread Pirate Crew). For individual timing questions please check out your Entrance in our card list! Entrances are an optional component, and if it has a Start of Match effect you may do that before or after the starting hand of 3.
Spectacle Cards – Spectacle cards are cards that provide a slight narrative edge to your game-play. They provide a one-time effect that is done by the person who signed the card (implying that they are doing what the Spectacle card says. For example, Chugganomics To the Rescue!). Please note you must choose and stick with a set of Spectacle’s at the start of a tournament and may not change out of them; you must also reveal what Manager you are using at the start of match. (Valiant or Newman) These cards have varying effects and can only be played under there restrictive scenarios. For Spectacle Timing please review the cards individual notes on their respective pages.
There are two different sets of Spectacles, of which you can only use one at a time: Valiants or Newmans. The two sets tend to mirror each other, though Valiants usually give you a positive effect, while Newmans give the opponent a negative effect.
Skill Dice / Stats – In SRG, there are 6-sided dice referred to as Skill Dice that do not contain numbers, but they instead have images of certain skills. On these dice, you can roll Power, Technique, Agility, Strike, Submission, and Grapple. These skills correspond to the stats of your competitor in these given categories. For example, El Super Hombre has a Power of 10, though he struggles with his Agility of only 5.
Turn Roll – In SRG, at the start of the game and after every turn, players will compete using their Skill Dice and the Stats of their competitors in a Turn Roll. Both players will roll their Skill Dice, and the person who rolls a higher number corresponding to their competitors’ stats wins the roll. The winner of the Turn Roll will by default draw 1 card, and then play 1 card. If a Gimmick would trigger from a Turn Roll, that Gimmick will happen before either player draws for the turn roll or bump.
For example, if El Super Hombre rolled Power and The Big Shot rolled Agility, El Super Hombre’s Power of 10 beats Big Shot’s Agility of 5. However, if El Super Hombre and The Big Shot both roll Agility, they both roll a 5. As a result, they bump.
Bump – A bump occurs during Turn Rolls when both players roll the same number (not the same skill, necessarily). When this occurs, by default, both players will draw 1 card, and then they will begin a new Turn Roll. There is no limit to how many bumps may occur per Turn Roll; thus, theoretically, you can bump as many times as possible until someone wins the Turn Roll. Please note a Bump is a Turn Roll but is not a Turn. This may become relevant for cards that trigger off the first “Turn” of a game. If a Gimmick would trigger from a Turn Roll, that Gimmick will happen before either player draws for the turn roll or bump.
Strike, Submission, and Grapple (Card Types) –
These are cards in your deck noted by a Yellow/Green (Strike), Blue (Grapple), or Purple (Submission) background. When mixed with Lead, Follow Up, and Finish labels, you comprise the full specification of a card.
Lead, Follow Up, Finish – These are additional terms within your cards specifying whether a card is a Lead (can be played with no prior restrictions on your turn), a Follow Up (requires a Lead in play to use), or a Finish (requires a Follow Up in play to use). Finish cards initiate a Finish Roll when they are played.
Finish Roll – When a Finish hits, you roll your skill dice to determine what the Finish Roll is going to be. After that value is set and card effects resolve, your opponent will roll their skill dice for Breakout. In a standard match, the opponent has 3 Breakout Rolls by default.
Upon matching the number or exceeding it, you Breakout and the Crowd Meter increases by one level. Before Crowd Meter increases though, both players move their respective cards into the discard pile.
Crowd Meter – Upon successful Breakout of a Finish, the Crowd Meter will increase by one level. For each stage of the Crowd Meter, Finish cards may become stronger, or the state of the game may change. By default, the Crowd Meter starts at Level 0, and tends to end at Level 5. Crowd Meters may include all sorts of stipulations and other types of effects, so make sure to check our list of Crowd Meters if you need a reference.
Crowd Meter 0 Safety – When in a Singles Match with no stipulations, if you roll your highest “Printed” Skill for a Breakout Roll, you break out regardless of your opponent’s finish roll, or text. This is to ensure each singles match has a chance to have at least one breakout.
Maximum Hand Size – Unless otherwise stated on teh crowd meter card, the maximum handsize is 10. You may draw over 10 cards from an effect, however immediately after that entire effect resolves, you must discard down to 10 cards in your hand. This happens right away and note at the end of the turn.
Minimum Hand Size – There are effects that may reduce your maximum handsize; those effects cannot reduce your handsize below 3. This does not mean you cannot have less than 3 cards in your hand from playing, burying or discarding card, but it prevents any maximum handsize being reduced below 3. The maximum hand size cannot be reduced to less than the minimum. If you raise your minimum hand size above your maximum; it is your new maximum handsize.
Stops – Cards within a deck that contain a stop sign logo on the top right of their text may be played to, literally, stop a particular card from being played, such as a Lead Strike. When a card is stopped, it is sent to the discard pile, (Unless it is If Stopped – See Below) and the player with the Stop card gets to keep their Stop card on board. Their Stop card’s effect is used instead as well, if any.
Card’s are only played as stop’s when they stop a card. Playing a stop offensively has it simply coming in as its card type in relation to gimmicks; and then it exists as a stop on board for further application to gimmicks (Such as Gia De La Muerta, or Poppa Wheelie) and card text such as counting stops in play. (Fireball)
If Stopped Effects – Some cards have effects that happen when they are stopped. When they are stopped, they do not immediately go to the discard pile. First you will resolve the Stop, then If Stopped, then the If Stopped card will enter the discard pile. This means if the Stop or If Stopped effect can target a card in the discard pile, the If Stopped card is not a legal choice.
Flip – Flipping means to take the top card of your deck and put it into your discard pile. Cards that are flipped hit the discard pile. An effect that moves a card from the top of the deck to the discard pile but does not specify flipping is not flipping.
Bury – Burying a card is where you take a card from a location and place it on the bottom of your deck. When you force an opponent to bury from their discard pile, it is your choice of a card. If they bury from their hand, it is their choice. Burying can occur randomly as well, in which it is nobody’s choice. If a location is not specified on the card, default to the players hand.
Discarding – Discarding means to move a card from any location to the discard pile. If the location is not specified, the discarding is from a player’s hand.
Count Out – Every deck (in a standard stipulation) has an additional win condition called Count Out. This is where you have no cards in hand, no cards in Deck, and you win a Turn Roll, this causes you to win the game by Count Out, instead of a standard Pinfall.
Disqualifications – Some cards represent maneuvers that are illegal in wrestling matches. In their text, it may specify a condition that causes a disqualification. Unless a stipulation or card specifies this match has no disqualifications, when a player is disqualified they lose the match immediately.
Spotlight – Spotlight cards are cards with a spotlight symbol above their card and move type. The spotlight symbol is used to inform the player that card has an effect outside of or after it is traditionally played. This can include but is not limited to, when it is in your discard pile, hand, or in play.
Skill Requirement Cards – Skill Cards are some of the most powerful cards in the game, and are limited to 2 per deck. These typically have an “8+” notation on the bottom alongside a relevant skill. Only character that meet or exceed these skills may put that card in their deck. There also exists “=8” symbols which means your character must have exactly 8 in that skill. In the case that you see a “10/9” that is called a Class Card, and can only be used by the respective stat lines; regardless these still act as Skill Requirement Cards and count towards the limit. If there is any instance where your stat goes under the requirements (or over in the case of =8) then the card is considered blank, until you meet the requirements. (This means you can put a skill, you can’t normally use in your deck and turn it on via Skill Boosts)
Hit – A card is considered Hit when it is played from hand and it successfully resolves on board without being stopped.
Hitting Card Limit – Under normal circumstances, a player may only play 1 card a turn regardless if that card is stopped or if it hits. Some card effects or competitor gimmicks allow you to play multiple cards in a turn. You may only Hit 2 cards on your turn and once you hit 2 cards on a single turn, you cannot play any other cards that turn.
Putting A Card Into Play – This is fundamentally different than Hitting a card. Cards that are put into play cannot be stopped and do not activate any one time effects such as Drawing or Plussing a turn. However passive effects such as boosting a skill or giving one of your stats a Roll to Hit ability do stay active. The quickest example is Volley of Strikes. If put into play you get the first effect of +1 to your strike during turn rolls but do not get the second effect which requires an outlying, non-static factor to happen.
Location of Cards When Played – When a card is played, it is considered still in your hand until your opponent stops it or it hits. Once it hits, it immediately goes into play. For example, if you have 10 cards in your hand and play a Finish, you still have 10 cards in your hand until your opponent declares it hits. Once the card is hit, it is put into play, and you now have 9 cards in hand.
Mulligan (Dil-Khari) – If your starting hand contains nothing but Follow Up’s and/or Finishes after you draw for your first turn you may initiate a Mulligan. You reveal all pertinent cards in hand and bury them in any order you choose. You then draw up to the hand that you have Mulliganed back. You only have this option on your first turn; if you decide to keep a hand of Follow Ups after your first you may not mulligan it on the second turn. Mulligans do not trigger any Gimmick, Stipulation or Card Text and cannot be barred by restrictive Card Text. (Ex. Kissing Booth) You may mulligan until you have a legal hand.
“Their are no Infinite’s in Supershow” – If any combination of effects would cause a recurring loop of actions, each effect happens 1 time and the loop stops.
Additional Game Rulings
For all rulings made on the Facebook Page, don’t hesitate to contact “Chuggy@SRGPC.net” with the specific ruling made on each character! This will help streamline fixes. This page exists to showcase generic rulings that don’t fit within the typical guidelines of the rules manual.
2020 Vision – This is the general terminology for characters who have been “Called Up” from Singles to the Tornado Tag Team Division, or have been errata’d with a new singles gimmick. The list gets larger each year and you can reference this post for all characters currently “Called Up.” To find this list please visit this link.
T-50 List – The T-50 List is a soft-booking for 2v2 matches. You can find these lists in the multi-man rules page, and the tag team crowd meter.
Project Spider – This is a Division Split for every competitor in the game that is updated every 4 months by a committee of high ranking players. Characters in the Top 32 are often universally booked outside of top level events; while the descending 64 are left to the “Underworld” Division, where bookings may continue to lock you out of certain divisions. All other competitors are “Division-Locked” and play to their listed divisions of Intergalactic (Out of this World competitors), Hardcore (Typically depicting the use of weapons, or contain a DQ finish), Global (Completely Indie based), Old School (Only consisting of characters released in Old School Packs), and United States (A versatile group that encompasses the rest of the roster). Project Spider is currently Point-Locked, to get into higher divisions your competitor earns its spots in top ranking placements during locals and weekly tournaments. You can find this list here.
The Sharpshooter Formula – To determine how the calculation on Finish cards that check for if your Finish Roll is lower or greater (i.e. Sharpshooter reading “If your Finish Roll is 7 or less it is +2”), follow this list in order.
1. Finish card effects, Including added text and stat boosts
2. Finish Roll
3. Finish Roll check
4. Crowd Meter Finish bonus (if any)
As an example, we’ll go over this exact list as if we were playing Ember Wolf whom hit Sharpshooter and had Set Up The Steel Chain in play.
1. Finish card effects (Flip 2, Add 1 Strike from Discard. *Added Text Via Gimmick* || Finish Roll is +1 *Since this is a submission and we have Setup The Steel Chain in play*)
2. Finish Roll (we’ll say we rolled 7 for this example, with Added Text this is an 8)
3. Finish Roll Check (Sharpshooter says if our Finish Roll is 7 or less it is +2, so we miss the trigger on Sharpshooter)
4. Crowd Meter Finish bonus (assuming Crowd Meter 0, so my Finish Roll ends at 8)
Re-Rolling – Re-rolling a turn roll ignores the current value and rolls the dice again for a new value. Re-rolling happens before any relevant gimmicks get to see the trigger.
“Cards” in Regards to Gimmicks – When a Gimmick refers to “Cards”, it is referring to #1 – 30 cards. Not a Gimmick, Entrances, or Spectacles.
Fail to Find – There exists only a handful of characters that don’t specify a “May” in their text to find a subset of cards and add them to hand, from a private location such as the deck. These few competitors that lack this may wording can choose to “Fail to Find” the card in their deck, even if there should be logical target.
Reduced Breakout Rolls – Some cards such as Rising Sun’s Circle of the Sun make it so an opponent has 1 breakout roll. These cards are better read to give your opponent less breakout rolls. In the case a Stipulation has more than 3 breakouts, a card like this simply “reduces” the total amount of breakout rolls from the originally intended set of 3. For example Circle of the Sun in a Last Competitor Standing Match will give your opponent 8 Breakout Rolls instead of 10.