Professional Documents
Culture Documents
The
Worlds
first
UCG.
Unpredictable
Card
Game.
©SRG
Universe
Inc.
2014
In
the
Supershow,
a
deck
of
custom
cards
and
dice
generates
the
back
and
forth
action
and
excitement
of
a
live
wrestling
event.
At
the
start
of
the
game
each
player
chooses
a
Competitor
and
steps
foot
into
the
Legendary
Fighting
Federation
(LFF)
ring,
where
die
rolls
and
strategic
play
create
momentum
swings
and
exhilaration
at
each
and
every
turn.
The
Supershow
utilizes
the
Lead,
Follow
Up,
Finish
game
engine,
where
players
build
up
to
their
FINISH
cards
to
make
their
opponent
submit
or
pin
them
down
for
the
3
count!To
play
FINISH
card
you
need
to
have
a
FOLLOW
UP
card
in
play.
To
play
a
FOLLOW
UP
on
your
turn
you
need
to
have
a
LEAD
card
in
play.
You
can
play
LEAD
cards
on
any
turn.
The
progression
is
LEAD,
FOLLOW
UP,
FINISH,
to
help
you
remember
this,
these
competitors
compete
in
the
Legendary
Fighting
Federation
or
L.F.F.
THE
DECKS
There
are
two
30-‐card
pre-‐constructed
decks,
numbered
1-‐30,
along
with
1
Competitor
card
for
each
deck.
There
are
also
6
CROWD
METER
cards
that
should
be
set-‐aside
at
the
start
of
the
match.
The
Supershow
deck
is
comprised
of
15
LEAD
cards,
12
FOLLOW
UP
cards
and
3
FINISH
cards.
FINISH
cards
are
specific
to
the
Competitor
you
selected
at
the
start
of
the
match.
Players
begin
the
game
by
shuffling
their
respective
decks
and
drawing
three
cards
at
the
start
of
the
match.
Whenever
a
player
draws
a
card
or
cards,
he
adds
the
top
card
of
his
deck
to
his
hand.
THE
HAND
Whenever
a
player
draws
cards
they
are
added
to
his
hand.
Cards
in
your
hand
can
be
played
on
your
turn,
or
if
they
have
a
logo
in
the
top
right
corner
of
the
text
box,
you
may
also
play
them
on
your
opponent's
turn
to
stop
one
of
his
moves.
The
maximum
number
of
cards
you
may
have
in
your
hand
is
10.
If
you
draw
cards
and
have
more
than
10
cards
in
your
hand,
(once
all
effects
have
resolved)
you
must
immediately
place
cards
from
your
hand
into
your
DISCARD
PILE
until
you
have
10
cards
in
your
hand.
THE
DISCARD
PILE
Cards
that
are
stopped
by
your
opponent,
FLIPPED,
or
discarded,
are
placed
into
your
DISCARD
PILE.
You
cannot
play
cards
in
your
DISCARD
PILE.
You
may
shuffle
cards
from
your
DISCARD
PILE
into
your
deck
or
add
them
to
your
hand
if
another
card
or
effects
allows
you
to.
IN
PLAY
When
you
play
a
card
and
your
opponent
does
not
use
a
STOP
card
(HIT
a
card),
your
card
is
placed
face
up
on
the
table
and
considered
IN
PLAY.
If
you
use
a
STOP
card
on
your
opponent,
your
opponent’s
card
is
put
in
the
DISCARD
PILE
and
your
STOP
card
is
put
IN
PLAY.
Competitor
cards
are
not
considered
IN
PLAY
THE
DICE
The
Supershow
is
played
with
a
custom
6-‐sided
die.
The
die
corresponds
with
your
Competitor
card.
P
=
Power
A
=
Agility
T
=
Technique
ST
=
Strike
SU
=
Submission
G
=
Grapple
The
six
colors
on
the
die
represent
the
six
SKILLS
on
your
Competitor
card.
Each
SKILL
has
a
number
and
the
higher
the
number
the
better.
THE
CARD
TYPES
LEADS-‐
On
your
turn,
you
may
play
LEAD
cards
without
any
other
cards
IN
PLAY.
FOLLOW
UPS-‐
On
your
turn,
you
may
play
FOLLOW
UP
cards
only
when
you
have
a
LEAD
card
IN
PLAY.
FINISHES-‐
On
your
turn,
you
may
play
FINISH
cards
only
when
you
have
a
FOLLOW
UP
card
IN
PLAY.
Your
FINISH
cards
are
specific
to
your
Competitor
and
they
allow
you
to
attempt
to
win
the
game
with
a
FINISH
ROLL
(these
cards
are
numbers
28-‐30
in
your
deck).
Each
card
has
a
MOVE
TYPE,
which
is
located
on
the
top
right
hand
side
of
the
card
and
is
color-‐coded.
Yellow
cards
are
STRIKES
Blue
cards
are
GRAPPLES
Purple
cards
are
SUBMISSIONS
YOUR
COMPETITOR
$PQZSJHIU43(6OJWFSTF *MMVTUSBUFE#Z/VOPI
Each
Supershow
Competitor
has
a
set
of
SKILLS
that
can
give
him
an
advantage
against
his
opponent.
These
SKILLS
correspond
with
your
Supershow
die.
Each
Competitor
has
a
GIMMICK
that
gives
him
a
unique
interaction
with
the
Supershow
game.
Whenever
you
roll
the
Supershow
die,
the
value
of
your
roll
always
corresponds
to
the
value
on
your
Competitor
card.
Each
Competitor
has
his
own
set
of
FINISH
cards
with
his
logo
on
the
bottom
left
hand
corner
of
the
card.
Finish
cards
are
numbered
28,
29
and
30
in
your
deck.
STARTING
THE
MATCH
For
a
one-‐on-‐one
match
Both
players
choose
a
Competitor
and
30-‐card
deck
that
includes
their
Competitor's
FINISH
cards.
They
shuffle
and
then
draw
3
cards.
The
CROWD
METER
starts
at
0.
Next,
both
players
roll
their
Supershow
die
at
the
same
time
for
a
TURN
ROLL.
The
color
rolled
relates
to
the
SKILL
number
of
the
same
color
on
your
Competitor
card.
The
player
with
the
highest
number
wins
the
TURN
ROLL.
He
draws
1
card
from
his
deck
and
starts
his
turn.
In
the
event
of
a
tie,
both
players
draw
a
card
from
their
deck
and
then
both
players
roll
again
(this
is
called
a
BUMP).
PLAYING
CARDS
ON
YOUR
TURN
On
your
turn,
you
may
play
1
card
from
your
hand.
(Reminder)
Supershow
cards
can
be
LEAD,
FOLLOW
UP
or
FINISH
cards
as
shown
in
the
top
right
hand
corner
of
each
card.
Each
card
type
has
a
different
requirement:
On
Your
Turn
LEAD
cards
may
be
played
at
any
time
during
your
turn.
FOLLOW
UP
cards
may
only
be
played
when
you
have
a
LEAD
card
IN
PLAY.
FINISH
cards
may
only
be
played
when
you
have
a
FOLLOW
UP
card
IN
PLAY.
When
you
HIT
a
FINISH
card,
you
try
to
defeat
your
opponent
with
a
FINISH
ROLL.
When
you
play
a
card
on
your
turn
don’t
act
too
fast,
as
your
opponent
can
STOP
your
cards
on
your
turn
with
cards.
When
your
opponent
does
not
stop
your
card
it
is
considered
HIT;
you
then
must
execute
its
card
text.
PLAYING
CARDS
You
may
try
to
stop
a
card
your
opponent
plays
with
a
STOP
card.
STOP
cards
have
in
the
top
right
corner
of
their
text
box.
Each
STOP
card
specifically
states
which
card
type
it
can
STOP.
When
a
card
is
stopped,
the
stopped
card
is
placed
in
that
player's
DISCARD
PILE
and
the
STOP
card
goes
into
play.
(Notes)
You
do
not
start
your
turn
or
end
the
current
turn
when
you
play
a
STOP
card.
When
a
card
is
stopped,
a
TURN
ROLL
occurs.
(Tips)
You
may
play
FOLLOW
UP
cards
as
STOPS
even
if
you
do
not
have
a
LEAD
card
IN
PLAY
since
the
FOLLOW
UP
requirement
is
only
in
effect
on
your
turn.
WINNING
THE
MATCH
Pin
and
Submission:
When
you
HIT
a
FINISH
card,
you
attempt
to
defeat
your
opponent
with
a
FINISH
ROLL.
For
a
FINISH
ROLL:
Roll
the
Supershow
die,
that
value
is
your
FINISH
ROLL.
Your
opponent
has
3
rolls
called
BREAKOUT
ROLLS
to
BREAKOUT
of
your
FINISH.
If
any
of
his
BREAKOUT
ROLLS
are
equal
to
or
greater
than
the
FINISH
ROLL,
your
opponent
kicks
out
of
your
pin
attempt
or
grabs
the
ropes
to
break
your
submission.
When
he
BREAKS
OUT,
all
cards
IN
PLAY
are
placed
into
their
owners
DISCARD
PILES,
the
current
turn
ends
AND
the
match
continues.
The
CROWD
METER
is
+1
and
then
another
TURN
ROLL.
If
all
of
the
BREAKOUT
ROLLS
are
less
than
the
FINISH
ROLL,
the
game
ends.
Count
out:
At
the
start
of
your
turn,
if
you
have
zero
cards
in
your
hand
AND
zero
cards
in
your
deck,
you
WIN
the
match
by
count
out.
In
tournament
format,
championship
belt
cards
cannot
be
won
and
do
not
change
hands
by
Count
Out.
THE
CROWD
METER
At
the
Start
of
the
match,
the
CROWD
METER
is
set
to
0.
With
each
BREAKOUT,
the
excitement
of
the
crowd
rises,
and
the
CROWD
METER
increases
by
1.
The
value
of
the
CROWD
METER
is
added
to
all
players'
FINISH
ROLLS.
The
CROWD
METER
cards
are
used
to
keep
track
of
the
CROWD
METER.
ADDITIONAL
RULES
Mulligan:
Give
em’
the
run
around.
When
you
draw
your
opening
hand
and
you
do
not
have
a
LEAD
card,
you
may
show
your
opponent
your
starting
hand,
place
your
hand
on
the
bottom
of
your
deck,
and
draw
the
same
number
of
cards
(The
Dil-‐Kari
Rule).
Recovery:
If
you
end
your
turn
without
playing
a
card,
you
must
BURY
1
card
in
your
DISCARD
PILE
(To
BURY
is
to
put
1
card
on
the
bottom
of
your
deck).
Maximum
Hand
size:
The
maximum
number
of
cards
you
may
have
in
your
hand
is
10.
If
you
draw
cards
and
have
more
than
10
cards
in
your
hand,
(once
all
effects
have
resolved)
you
must
immediately
place
cards
from
your
hand
into
your
DISCARD
PILE
until
you
have
10
cards
in
your
hand.
GLOSSARY
BREAKOUT-‐
After
a
BREAKOUT,
all
cards
IN
PLAY
are
placed
into
their
owners’
DISCARD
PILE,
the
game
continues
and
the
turn
ends.
Another
TURN
ROLL
then
takes
place.
BREAKOUT
ROLL-‐
When
a
player
HITS
a
FINISH
card;
his
opponent
gets
3
BREAKOUT
ROLLS
to
continue
the
match.
If
any
of
his
BREAKOUT
ROLLS
are
greater
than
or
equal
to
the
FINISH
ROLL
he
BREAKS
OUTS,
all
cards
IN
PLAY
are
placed
into
their
owners’
DISCARD
PILE
and
the
game
continues.
BURY-‐
To
place
cards
from
any
location
on
the
bottom
of
a
player’s
deck.
Example:
If
your
opponent
must
BURY
2
cards
in
his
hand,
he
must
place
2
cards
from
his
hand
on
the
bottom
of
his
deck.
CROWD
METER-‐
Starts
at
0
at
the
beginning
of
the
match
and
after
each
BREAKOUT
the
CROWD
METER
is
increased
by
1.
The
CROWD
METER
is
added
to
all
players'
FINISH
ROLLS.
DISCARD
PILE-‐
Cards
that
are
FLIPPED,
discarded
or
STOPPED
are
kept
in
the
DISCARD
PILE
face
up.
FINISH-‐
A
card
type
that
may
be
played
on
your
turn
only
when
you
have
a
FOLLOW
UP
card
IN
PLAY.
When
a
FINISH
CARD
is
HIT
a
FINISH
ROLL
is
initiated.
FINISH
ROLL-‐
When
you
HIT
a
FINISH
card,
roll
1
Supershow
die
for
your
FINISH
ROLL.
This
is
the
number
your
opponent
must
tie
or
beat
in
order
to
BREAKOUT.
FLIP-‐
Place
a
card
from
the
top
of
your
deck
into
your
DISCARD
PILE.
FOLLOW
UP-‐
A
card
type
that
may
be
played
on
your
turn
only
when
you
have
a
LEAD
card
IN
PLAY.
GIMMICK-‐
A
card
effect
listed
on
your
Competitor
card
that
you
may
use
throughout
the
match.
HIT-‐
When
you
play
a
card
and
your
opponent
does
not
use
a
STOP
card,
your
card
is
considered
HIT
and
it
goes
IN
PLAY.
IN
PLAY-‐
Cards
that
are
HIT
(not
STOPPED
by
your
opponent)
are
kept
face
up
in
front
of
you.
LEAD-‐
A
card
type
that
may
be
played
on
your
turn
without
any
requirement.
MOVE
TYPE-‐
A
cards
MOVE
TYPE
is
indicated
by
the
color
of
the
card:
Strikes
are
yellow,
Grapples
are
blue,
and
Submissions
are
purple.
SKILLS
–
SKILLS
are
listed
on
your
Competitor
card.
They
are
numbered
from
5-‐10.
Whenever
you
roll
a
Supershow
die,
the
color
on
the
die
relates
to
your
Competitor’s
SKILL
of
the
same
color.
STOP-‐
You
may
play
STOP
cards
on
your
opponent’s
turn
to
stop
a
card
he
has
played.
You
do
not
start
your
turn
or
end
your
opponent’s
turn
when
you
play
a
STOP
card.
When
a
card
is
stopped,
a
TURN
ROLL
occurs.
When
STOP
cards
are
played,
they
are
put
into
play.
MULTIPLAYER
FORMATS
The
Supershow
is
designed
to
support
multiplayer
matches
for
up
to
6-‐players.
For
2-‐player
tag
team,
4-‐player
tag
team,
4-‐player
tornado
tag
team,
or
three
player
match
rules,
please
visit
http://www.srguniverse.com/.
CREDITS
Game
Design
Steve
Resk
Play
testing.
Leonard,
Vincent
and
Michael
Battaglia,
John
Polverino,
John
Calace,
Joe
Fezza,
Chad
Gropack,
Dosmo
Thompson,
John
“Dilbert”
Rebstock,
Jordan
Hershkowitz
and
Drew
Marquez.
Artwork:
Antonio
“Nunoh”
Fernandez
Graphic
Design:
Lead:
Adam
Mandel
Sydney
Wittenberg
Editing:
John
“Dilbert”
Rebstock
and
Jennifer
Branda.
Special
thanks
to,
Legendary
Realms
in
Plainview
NY,
teamcanadaonline.net,
our
Kickstarter
backers,
and
House
Of
Glory
Wrestling.