You are on page 1of 6
INSTRUCTION (GAME EQUIPMENT 1. Rales Folder 2. Mounted Paying Board with Reference Charts and Tables 3, Boxing Action Cards (0) 4 Boxer Cards representing over 400 all-time great and current boxers 5. Seorepad 6, Pavens (three colored, wo white) 7. Swategy Cards (6 foreach player) HOW TO PLAY THE SET-UP Lay out the playing board ona table or other fat sorace. IF two are playing, iti easiest For both players to read ofthe chats onthe board if they are siting side by side Each player should take woof the pavenspeo- vided with the game and place them on the ‘squares marked" inthe Points per Round eac- tion ofthe board, These wil be used to indiate the points each fighter scores in each round, and will be adjosted as more points ae scored. The top line, "x1", is for multiples of one, while the lower line, "10", is for multiples of ten. Ifa fighter had a3" indicated in the top line, and a “T'indicatedinthe lower line, he would then have scored 23 pots. ‘Next, carefully tear apart the sheets of Boxer Cards and Boxing Action Cards It isadvisabeto separate the fighters into their respective weight classes at thistimeso that they willbe easily found when svanted for future wse, A rubber band ‘wound round each deck willbe of great benefit bere. “The Boxing Action Cards should be well suf fled and then separated into two groups oF 40 cards each, One of theses placed ase, andthe ‘other isplaced facedown onthe game boardin the space marked "Boxing Action Cards". These ‘ards will both control the action ofthe game and lat the same time serve asthe ting system, TLEBOY NOTE: For easy reference, the oltime Boxers hhave their card bordered i yellow (and because of space limitations, 20 do a few current heavyweight), They can aio be easily tld apart from the current boxers because mos ofthe ol timers have their complete records and biographies printed on the reverse side of ther cards. None of the current bosers have their biographies given. Once you have chosen the swo boxers you wish toplay with, enter their names, Control Fac tors (CF), Hitting Power (HP), Punches Landed (PL), Endurance (END), KDR 1, and Ag _ressiveness (AGG) on the scoresheet, When vs Ing the optional STRATEGY USE CHART, you will alsa wish to enter the srategies available to ‘ach fighter in the appropnate spaces. (CFB/S: To determine which CF to wse, check to sce what type of fighter your opponents. elsa boxer (8) ase thenumbe: before the slash fheisa slugger (S)usethe number after theslash, hes botershipger (B/S) bie manager (either you oF your opponent, depending upon whether or not youare playing slit) must declare prior tothe Fight which style his fighter will use for tis par ‘cular fight. HP/KI: The Hitting Power isthe number before the lash. If the fighter ta B/S and he chooses to bea sluggerhis HPisthenumber onthe ard. Ithe choose to bes boxer, reduce the HP number on the card by one, Kl wil be explained Inter END: The number on the card for Endurance is for ten rounds, Ifa 12 round fight so be fought simply mubiply the END by 1.2; fora 1S rounder multiply te END by 1.5 PnchesLandad (PL); When filingin this umber ‘besureto subtract or add your opponent's Delen- sve Ring (DEF) to your PLarea. For eample, if {your fighters PL is 1-4S, and his opponent as a DEF of ~5, the new PL becomes 1-40, Converse ly, this opponent as a DEF of +5, that would rls the PL to 150 AGG: Use the AGG number on thefghte'scard. KDR 1: Use the KDR 1 number on the fighters card (©1979 THE AVALON HILL GAME CO , BALTIMORE, MD. PRINTED IN USA ! PLAYING THE GAME Before reading. any further find the James Jeffsies and Jack Johnson cards among the heavy ‘weights ofthe old-timers, We will be using them for examples a the rules are presented TITLE BOUT is played using the unique in teraction of the Boxing Action Carde and the Boxer Cards. IMPORTANT NOTE: EACH AC- ‘TION CARD 15 USED ONLY ONCE EACH ROUND AND ONLY ONE READING IS "TAKEN FROM EACH CARD. The frst thing you do is determine the as resor atthe beginning ofthe ight. Thisis done ‘sing the Following order of priority: A. The fighter soith the higher Aggressiveness Rating as found o7 his card (AGG). B, Ifthe Agaresivenes Retngsareequal the fighter with the higher Boxer Rating wll begin the fight as the aggressor, and then ‘ach round after the fis the winner of he previous round wil be the aggressor. The Boxer Rating ithe number at thetop ofthe fighter’ card next ois name. Cf both the Aggressiveness Ratings and the Boner Ratings are equal, pick a Boxing Ac- tion Card foreach fighter and the one with the higher Random Number begins the first round as the aggressor. In each round thereafter the sobnner of the previous round wil be the aggressor. If the round soasadraw, the aggressor isthe last fighter tohavewonaround prior tothe round just complete. ‘The aggressor begins action inthe First round andif and only if he hasa higher Aggessivenest Ratingthan his opponent, he isawarded one point at the beginning. of each round. EXAMPLE: Jelisies is @ 9.AGG, and Johnson is 3 7 AGG, ‘Therefore, Jellies is awarded one point atthe beginning ofeach round, Record this under the ‘AGG column on the scoresheet, THE BASIC GAME IS A SIMPLE THREE OR FOUR STEP PROCEDURE... STEP ONE: After determining which fighter will begin the fight, flip te first Boxing Action Care and check that fighters CF number, I the CF ‘umber is lower than oF equal 10 the CF on the fighters card, that fighter is considered to bein conteal, EXAMPLE: The CF onthe Action Cardi Gand the CFon thefighterscardis 10—the fighter {sin control. Ifthe CF numbers higher thaa the CFon the fighter'scard, the Fighters considered be out of control, EXAMPLE: The CFon the Action Cardis 12 and the CF on the fighters card i 10 —the fighter is out oF conte CONTROL FACTOR CONVERSION CHART Printed below isthe Control Factor Conver- son Chart, This charts uted to change the Cox tool Factors of the fiers when two fighters of ditferent CF’ are fighting one another. See the ‘notes ttheend of the game for afurtherexplana- tion soto ‘STEP TWO: Flip the second Action Card and check the Random Number (RN). I the fighter is Incontrol apply the numberto che Action ection of fis ard, If he is out of control apply the saumber to the Action section of his opponent. This determines what action takes place EXAMPLE: Assume that Jack Johnson i in control and the RN is a 33, This meane that Johason hs landeda punch I Johnson had been ‘oat of contro, you woul have sed the RN result to check Jeffries card In thiscase, with an RN of 51, the result would have been a mssed punch, Other Possible Results Punches Missed: Indicate on scoresheet. At the ‘end ofeach round, add your fighter’ total points scored to the total of his opponents punches missed, and deduct the total from your ‘opponent's endurance. CClirching: Used ony in optional rules Ring Movement: Used only in optional rues, Fouls: A Random Number result of 79 indicates that there ia chance of afoul against the Fighter ‘corcently in control, Check the Foul Char onthe piaying board forthe proper procedure to follow. no foul results, treat a5 a mised punch. Injury: A Random Number result of 80 indicates ‘that there isa chance of jury tothe Fighter eur- rently in control. Draw another Boxing Action Card and refer t0 the Injury Chart to ee the result. fthereisno injury Weat asa missed punch Please note that all injuries, fouls, or Boul warnings should be noted onthe scoresheet nthe column headed 'Fouls/Cuts Conditions STEP THREE: Flip the next Action Card and check the CF just as you did in Step One to seit thefighter who was lat in canto remains in.con- trol Alter this simply repeat Steps Two, Three, tc. and then keep repeating tis procedure until {0 Boxing Action Cade are sed up and theround Is ended, This basic procedure is interrupted only ‘facut, knockdown, foul, o injury occurs, These ‘things wail be explained further in the rules ‘As 00m as the fet round has ended, use the second deck of 40 cards forthe second round. “Ther after that round i over, reshuffle al ofthe cards together, and divide them again ito two ‘equal decks of &0 cards, NOTE: Ifyouare inthe middle ofsome partof the basic procedure suche deterining f there isa injury, or knockdown, ef.) and al of the cards {for that round are used up, simply reshuffle the deck and continue use the cards unl that phase 's over. This would include anything that would happen after a punch landed (i other sors ‘hela cad picked is only the one showing whos in control, you shoul stop right there), andthe round would terminate immediately after a result (Gnockdowon, no knockdown, knockout, et) had been determined SCORING A lighter scores points by landing punches. At the bottom of each fighter’ card are listed a vari> ey af punches worth ether two or three points Some fighters have only two-point punches. ‘When a punch lands check the number opposite RESULT om the next Action Card and apply itto the HITTING VALUE section of the Fighter’ in- dividual card. Ths ives you the type of punch tnd the points scored. The lets °L” of "R” ‘receding the number indicate whether thefighter ‘cores with his eto right hand. EXAMPLE: Jim Jeli has a punch land, and opposite RESULT fon the next Action Card you find [-38, This ‘means that Jeffrieshas connected on alefeross. in this case worth three points. You therefore move the pawn on the Points per Round’ section of the same board to show an addition of hee points to is total. KNOCKDOWNS, ‘Wena knocksovn appears asthe RESULT of punch landed, tis means that there isa chance ‘of aknockdown, The flloing proceire fused to se if it actally occurs: A. Check numberoppesite KD onthe next ‘Aetion Card, Ifthe KD murber is higher than the HP rating on the fighter’ card score the points forthe typeof punch land- 2 ‘and continue with the base procedure (checking the CF. ete). Ifthe number is Tees hax or equal the HP rating on the fighters card refer to the KNOCKDOWN ‘AND KNOCKOUT CHART on the game board B. Checkthe KDRnumber onthenext Action Card and cross-reference it with he KDR 1 rating of he fighter soho has been hit (hese numbers run dow the left side of the KNOCKDOWN ANO_KNOCKOUT CHART). This will provide you with either a umber or the letter "K” C. If a "K" appears the fightor as Been Ienocked down, You must then check for Ienockout (eee next section inthe rls) If there iso "K’ result ther wll instead be a°8" or "5" fa" appears scored points for the fighter soho landed the punch and ‘continue withthe regular procedure. If a 5° appears use the Killer Instinct rule KILLER INSTINCT: This i used only after knockdown or a fivepoint punch has been scored. The KI number is used as follows: Count ‘out cards taken from the top ofthe pile of unused Action Cards) equal to the KJ qamber of the Fighter who fas scored the KD oF the five-point Punch, These cards are flipped up and the Ran- ddom Number i applied direty to scion without reference tothe Control Factor. While using his Killer Instinet a fighter is always aysumed toe io control When these card are used up return to ‘normal play. NOTE: If while the Killer Instint i ‘nse, another action occurs which would nor: rally cause KIto apply, ignore i. Krcannot be ‘ded cumulatively to other Kf the Killer I= Stinctisin use, and the cards run ot before all Ki is used up, the round ends immediatly unless 3 punch has already landed, in which case the results of that punch are found, and then the round ends KNOCKOUTS Every Hea fighter isknocked down there ea chance that he has been knocked out. If fighter has suffered a knockdown you must then: A. Check the KOR number on the next Box ing Action Card and the KOR rating ofthe Fghter who has been knocked down B, Using the same procedure as that used to check for 2 knockdown, crs reference the KOR number taken from the Action Card with the number taken from the fighter’ car. Cf a"K" isthe result, the fighter has been knocked out and the fight is over. Count the mumber of eards which have been used In thisround and apply that number tthe KO TIME CHART to seat what point in the round the knockout occurred, D. If a number appears the fighter was not knocked out andieback on hie fet.frsich stews check the Random Number on the next Action Card and apply it to the KNOCKDOWN COUNT. This gives the ‘count the fighter was down for and the points estarded to his opponent for the knockdown. (NOTE: KNOCKDOWN COUNT is on playing board, MORE THAN ONE KNOCK- DOWN IN A ROUND Ia fighter suceeds in knocking dows his op- ponent, and theres second knockdown chance Inthe sme round, you add hie opponent KDR2 and KDR 1 numbers together, and then use this {otal in exactly the sre way you would use the KDR when checking fora knockdown the ist. time, EXAMPLE: Jim Jefe is knocked dven in the seventh round, Later in the same round, there fs another chance for 2 knockdown. The KD number on the next Action Card is6, which sles than Jack Johnson's HP number. So now Jlrs" KDR 1 and KDR 2 numbers are added together (Gor a total of 2), and this number ip crose referenced withthe next Action Card number in the normal manser. KNOCKDOWN RECOVERY CHART “The KNOCKDOWN RECOVERY CHART is seed tose the effects of a knockdown in one round cary over into the next round. At the end ‘of any round in which a knockdown occurs be tute to check the KNOCKDOWN RECOVERY (CHART printed on the playing board. ENDURANCE |A fighters endurance is very important. It reflecishisstamina, ability to pace himself and his, ability to take a punch, Endurance i used up in toro way A. The numberof punches he misses during the fight. The numberof points the Fighter's oppo- rent scores against his. In each round ofthe fight, keep track ofthe punches each fighter misses inthe PM section of the scoresheet, At the end of each round, the ‘number of pointsthe fighter hasscoredisadded to the number of punches his opponent has mised ‘Ths total fs then subtracted from the opponent's endurance. EXAMPLE: At the end of Round One Tack Johnson has scored 13 points, and im fries ‘has missed four punches. effries initia] END was N10, Adding Johnson's points and Jeffries missed punches together, we come up with 17, whick is then subtracted from 120 to dexve 9%. This is Jeffries’ remaining BND, When his END resches0, iticwed up. USING UP ENDURANCE Once a fighters END is used up to things bapoen: A. His HP decreases by 1 each round B, His Punches Landed (PL) decreases by 1 ach round, EXAMPLE: At the end of Round 9 Jeffries has scored 1 points and Johason has missed 14 punches. This is a total of 95, which means Johnson's END is wed up. For Round. 8: Johnsoa’s HP isa 6 and his PL 1-49 don't forest opponents DER). For Round. 9: Johnson's HP isa $ and his PL fel. For Round 10; Johnson's HP isa 4 and his PL are, limore rounds wereto be fought, then the Hand PL keep decreasing (down to1, fpostible, though ‘hie wil rarely fever occur until the fight i over. cuTs ‘To determine fafigherhscat his opponent, follow these steps: A, Wa punch andsfollowed by a cut (EXAM- PLE: R-(Cst-3}19), this means acut MAY have occured. B. Ifthe Cut Namber in this case 3") Is less than or equal tothe CO of the Fighter land- Ing the punch, consul the PRIMARY CUT CHART. C. Check the RN on the next Boxing Action (Card (find this number going down on the PRIMARY CUT CHART) and check the CCH rating ofthe Fighter who has been hit (go across the top of the PRIMARY CUT. (CHART to find this sumber) “The recut fs where the two numbers meet If the spaces black there ieno cut there is aletter Inthe space refer frst tothe CUT DESCRIPTION and, i necessary tothe TKO CHART FOR CUTS {both om the game board). USING THE SCORESHEET ‘The scoreshect is for the most part self explanatory. At the top you will ind spaces for the optional strategy ries, with parentheses For the strategies avalable, with boxes immediately ‘under them where you can indicate how many of each type of strategy you have actually used. Under that ia series of boxes which are used to keep track of total points scored. Note that this, doesnot inclade punches missed by one's oppo ‘nent; this is important only for endurance. ‘Under the boxes write the number of points scored in each round, This particularly impor: tant because if certain number of points are scored in one, two, oF thee rounds, there is a chance ofan automatic TKO (ste table in lower right-hand corner of game board). The "FIGHTING INSIDE EFFECT CHART sprinted fon the scoreheet merely because iti easier to read there than to rummage through the rules looking frit, and the board was already crowded with tables and charts. This chart merely shows you what to do when a fighter who is using the FIGHTING INSIDE strategy oxtined in the op- tional rleswinea round, All changes madeto the ‘opponent's ratings lexcept END) are forthe next round ony. Foule/Cuts Conditions: If fighter ect n @ particular round, put the letter symibl that in- cates what type of cut i sin this box, If he receives a warning put a "W" in the box fr each warning, andthe coranita foul put an F"inthe box. CE, HP, PL, AGG, KDR 1: In each ofthese boxes, pt the intial rating forthe fighter. often fathecase that there willbea temporary or perma- rent change fo one or several of these rating, in ‘which case you write the new rating in the ap- propriatecolumn nthe box opposite the round in ‘which it was received. EXAMPLE: In Round 103 fighter loses hs END, in round 11 hs PL is now ‘one less than it was in the previous round (going for 1-46 to 1-45, for example), anc his HP tenow also one les than it as, PM: Put a mark ie this box for each punch mised per oun. "TP + OPM: Put the total points scored plus the opponent's punches mised. This should be ‘cumulative total (in other words, add the TP + ‘OPM for one round to that of all previous rounds), and then this total equals your nppo- ‘nen’ inal END he hat lost his endurance and begins to. suffer the reductions described leewere in the rales DL J2, Re Depending upon which scoring system i being used, write how that particular judge or the referee scored the round and writen the points or HL’, or “E"if appropriate ssin- dicated in the section ofthe rules an scoring. ‘Comment, Fighters Record: This i for whatever information you wish to record on the scoresheet uch astimeof KO, ee.) for posterity, WINNING THE FIGHT “There arefour ways in which the outcome of a fight can be decided, These are A. One fighter knocks out the other. B. One fighter scores @ TKO (technical knockout) aginst the other, ther duetoa ‘cut or too much punishriet (se the TKO ‘AND CONDITION CHART for details) inflicted . One fighter wins on points, using one of the three points systems Usted on the SCORING CHART. . One fighter wine on rounds, using the Rownds System Isted on the SCORING CHART. WHICH SCORING SYSTEM. TO USE ‘The One Poin System is used in California Massachusetts, Ohio, and Texas use the 1 Point Systems. New Jersey ies the Rounds System, and ro does New York, unless theresa raw. in which caze they then refer tothe One Point Systemto determine the winner. Inallother ‘eases for fights fought in the United States use the ive-Poine System. For fights fought overseas we suggest hat you check to see what srt of scoring syste i wed in the country in question, and if notable to ind that, use the New York system of ‘The scoring systems are forthe most part sf explanatory. When the word “Check” appea beside a poin spread, this means to refer to the bottom of randomly chosen Boxing Acton Card just pall One out ofthe deck you used for the round just concluded) to find out how the judges and referescoredthe round. This should be done atthe concision of each round, "HS" of eourse means the high scorer, and “LS” means the low scorer, while means that the round wa judged even. EXAMPLE: Johnson beats Iefries by 4 point, using the Five-Point System. The chart says “Check”, which means you refer to ran domly chosen Action Card, Atthe bottom of the card you wll find the intals "71", "2", and"R", with either an “H", "L", of "E" after them, Ihe card you refered to sald "TH, J2L, Re" this ‘would mean thatthe is judge gave the round to thehigh score (lohnson), the second judge gave it to the low scorer, and th relere called the round even, You would hen immediatly write this on the scoreshee, and at the end of the fight, add up all ofthe points each fighter received from each scorer. The fighter with the most points wins, tunes there has already been a vietory from other ‘causes (sch a8 2 KO of TKO, see above. IMPORTANT NOTE ON WINNING ROUNDS The only exception tothe SCORING CHART ‘onthe game boards as follows Ifthe margin in ‘ound is between 0-5 and a knockdown has been scored by one of the fighters, there is m0 check—the fighter who has scored the knockdown automaticaly wing the round, The rearoning heres hata knockdownisso dramatic that even ina closely fought round, the scorers oF the fight are strona influenced by a knockdown, And the judges would reflect that in their sering ‘ofthe round BOXER RATINGS “The Boxer Rating i the number that appears immediately folowing the fighters name on the front of each Fighter Card. For example, Jack Johnson has a Boxer Rating of 12, and fim lefries has a Boxer Rating of 11. These ratings are pro- vided solely to give you an idea of the overall bly of one fighter versus others his weight ‘lass. A fighter who erated 3t 50 ess will rob ably never beat one who is rated 8 or higher, bt there is always a chance. “The Boxer Ratings wil be helpful in setting up tournaments, when you would seed the highest fighter against the lowest, the second highest ‘against the second lowest, et, Youean also give fighter points equa tothe Boxer Ratings of al op ponents he has beaten, and thus keep a running {otal and rank your fighters accordingly OPTIONAL RULES (Optional rues are just that. Tey are notre quired for play ofthe game, and will tend to add Somewhat to the length ofa fight. On tk other hand, they will add tothe realism ofthe game, and fn the case ofthe optional rng strategies make the game much more suitable for two players. After having mastered the basic game, {You may wish to use any oral of these options, STRATEGY Whether playing TITLE BOUT solitaire oF head-to-head, you may wish totakea more active part in “managing” your fighter by using certain strategies avallable to you. There are five bate strategies that you may employ: 1. TheCoverUp: This isa defensive strategy thats used tavold being seriously hurtor suffering TKO ina partcularround. For ‘example, f your fighter has been knocked down and you think that he might no last the round, youmay cover up fora portion ofthe round being fought or a portion oF allof the next round 2, Fighting Inside: This form of strategy isan offensive tactic designed to score points and theoretically attack your opponent's body while at the same time taking the chance that your own defenses wil be omevhat weakened, Used when points faze needed quickly 3. Fighting Outside Defensively: This strategy avoids your opponent's power and reduces hs accuracy, but iteuts down, Grastcally on your punching effec- tiveness. Good when youhavea solid lead late in the fight 4. Fighting Outside Offensively: This strategy helps avoid your opponents power and also helps deensivly, but not to the extent thet fighting outside defer- sively does its easier, however, to score points and win the round. S. Knockout: This strategy is designed to work intwo ways, used eaey inthe fight ‘whileyou fighter stil hashis endurance, it fan bring about an excellent shot at 2 knockdown and possible knockout. If sed ater your Fighters endurance isgone, the chances not nearly so great. Going in to the late rounds ofa fight and knowing you can't win on points, you may wish to foal out fora knockout. Or perhape you sre fighting an opponent with ile hiting Power and sesh to attempt an early Knockout at minimum risk to youre (becaute oF your opponents lack of power 0 you decide to open up early in the ight. ‘These are your basic choices. Inadition, you can always choose "No Strategy’, which means that your fighter sticks to his basic style, with 20 changes in any of his ratings. Before using any of the strategies, you should study che Strateny (Cards thoroughy in orderoflly understand the strengths and weaknesses of each one, for each card has both ts strong points and weak points, depending upon how itis used, HOW TO USE STRATEGY Inder to use strategy ina fight, atthe begin ‘ing ofeach round you should select the Stratery CCard you wish to use from the deck and refer to the appropriate area onthe card tofind out hee fect your strategy willhave. Ofcourse, this effect will vary depending upon your opponent's steatey, “certain cases, you will se the legend “Can not Oecur” opposite one ofthe strategies. This ‘means that if you choose the strategy at he top of the card, and your opponent chooses the one lated with “Canmot Occur” that you simply play 4 the rowd as if you had chosen a "NO STRATEGY THIS ROUND” card, If thi should fecur, you may stl use that strategy in a later rove, WHEN TO USE STRATEGY Allof the strategy options may be used at any time during the course ofthe ight, but all of therm with the exception of the Coverlip must be chosen secrelly and then revealed before the roundin which they are tobe ustd, The Cover-Up may bedecared at any time duringa round except ven Killer Intint being used. FREQUENCY OF STRATEGY USE Strategy Cards cannot be chosen in every round, You may, however, choose them subject to the fllowing limitations 14 Round Fight—up to 5 strategie 32 Round fight—up to 6 strategies 15 Round fight—up to 7 strategies (Ofcourse these numbers are maximums. You ‘may sse one wo, reer none; it entirely upto you. STRATEGY FOR THE INDIVIDUAL FIGHTER (On each fighters card, you will find the following abbreviations: CU, for Cover-Up; KO, for Knockout; FO, for Fighting Outside; and Fl for Fighting Inside. These abbreviations will be followed by a aumber which represents how ‘many times that particular fighter may employ ‘each ype of strategy in one fight. EXAMPLE: On Tim Jefe’ card you wil find the following: F:3, FO:3, CUsoand KO: 3. During the couree of the bout, he may fight inside or outside, or go for 2 ‘knockout three times, He may not use the Cover: Up asa strategy. Place note that although there aretwo ypevo Fighting Outside, the use of ether ‘one would count against che total allowed the fighter (in this case tree, NOTE ON STRATEGY EFFECTS ‘There may be some confusion over the exact meaning of the words Increase” and Reduce” on the Strategy Cards. “Reduce” means to subtract from the boxers defense the sumber mentioned (Go a DEF of ~2 reduced by 2 becomes 4), In- eave means jest the opposite. A DEF of —2 Increased by 2 would become 0 RING POSITION Ring Postion is easy to use. Begin by putting theextea colored pawn onthe space marked sing center” in the boxing ring printed on the game ‘board. When a Boxing Action Card appears dur- Inga round and the word Check" is printed next to the legend "RING POSITION’, you check the the nee Acton Cardto see what the Ring Postion [Note that any checks for Ring Position ae in addition to whatever other readings are taken off the eards. In other words, you won't use 3 separate card to just find tering postion, Once you have determined were the action i aking place, azd moved the pawn (if necessary tothe ‘ew area, the following effects occur: AL. Ifthe fighter are in ring center, there i no change and play continues as normal. 2. Ifthe action hae shifted tthe near or far ropes, oF into one of the comers, the Fighter oho is currently in control add is ‘opponent In Corner/Oa Ropes rating 0 Ie oun Contrat Factor. This advantage remains in effect stil either net ring Dosition check is made or until a Random ‘Number dro under ACTION alsin the Ring Movement range ofthe fighter who has been trapped against the ropes or ina commer. The bettorafighterisoffthe ropes, the locer his In Comner/On Ropes rating ‘wl be and theless ofan advantage wil be ‘gained by his opponent. EXAMPLE: Jack Johnson witha Control Factor of 12 aps Jr eres agalst the ropes. Jefries In Comer/On Ropes rating is "2". Adding this number to Johnson's CF makes Johnson's new CF 1d" AS long as Jefres is on the ropes Johnson beeps the higher CF NOTE THAT A FIGHTER CAN HAVE HIS OPPONENT TRAPPED AND STILL LOSE CONTROL. This does not mean that his oppo- nent has moved away; it simply means that the ‘opponent is ightng back. Ifthe fighter who had ‘orginally rapped his opponent regains contol he stil keep the addition to his CF unless one of the two eonclions sted in #2 above is met. SPECIAL NOTE: Some copes ofthe frst edition ‘of TITLE BOUT donot have the word “Check” printed on the Boring Action Cards. To remedy this, you wish to use the RING MOVEMENT ‘option print the word “Check” on 8 of the Action Cards ae follows: 4 on cards marked “Ring Genter”, and the other 4 on any cards marked ‘with ether ring postions (but no more than one ‘ach of, for example, “Right Neutral’, “Near Ropes etc). Do not put “Check” on any cards marked witha knockdown chance. ADJUSTING THE KDR ACCORDING TO OPPONENT'S HP “This option allowsthe more powerful iter to score more knockdowns and the lighter hitter to score fewer knocksowns, This is simple to use, yet it adds more realism and accuracy to the same, Use the chat below: Ie fighter A's HP is 10 add 2 to fighter B's KDR 1 IF fighter A's HP ie 9 ad 1 to fighter B's KDR 1 le fighter A's HP is 8 or 7—no change Tf fighter A’s HP is 6 subtract from fighter B's KDR LE fighter A's HP is 5 subtract 2 from fighter B's KDRI UF fighter A's HP is subtract 3 from fighter B's KDRI IMPORTANT: Never subtract from or ato fighters KDR 2 orhis KOR, lio, no KDR 2can fever be reduced below 1 FIGHTING A BOXER OUT OF HIS NORMAL DIVISION TITLE BOUT contains fighters from all ofthe ‘major weight clases. Normally a fighter bots ‘one weight thoughout his entire career, bat o€ca- sionally a fighter outgrow a division and moves up toa higher weight clas. In very rare cases a fighter eames along who dominates to divisions the way Sugar Ray Robinson and Heney Arm- strong did (Armstrong actualy held three divi- son crowns simultaneously), TITLE BOUT has incorporated this aspect in the following manner. The primary division the Fighter boxed or boxrsinisthe one that he i isted for on his ear. inthe case of several Fighters, there are two cards available, and his primary Alvsion is noted. you wish to fight boxer ou of his division, cither one who did historically or justo se what might appen use the char below. Key to Changing Divisions Fighting one division below tormal—Add one to CCF and one to HP. Subteact one from KDR and KOR. Fighting one division above normal-Subtract ‘wwofrom CFand HP. Add two to KDR and KOR, ‘Asa rule, only fighters known to have fought cout of thelr regular weight class should do so. [Never fight a fighter more than one division above or below his primary one unless designated fom one of his cards, Alo, never reduce any area onthe fighters card to zero (0) REDUCED HITTING EFFECTIVENESS ‘After a fighter has become fatigued (in other words, his endurance has been used up) subtract ‘one point From his point total inthe est round he Isfatigued, twoin the second round, and subtract three points foreach round forthe emainder of the fight. EXAMPLE: Johnson ties in the éth round, Inthe 7th round, he scores 13 poinis. Ad- Just that to 12 points. Inthe &h round, he scores 16 points, Adjust that to 14 points. In the th ound, he scores & points. Adjust that to S points ‘And ‘so forth ‘until the ight is. over (remember—never more than 3 points per round), This represents theioss of sting from his punches ADVANCED SCORING OPTION Ring Movement and Clinching: In genera clinch Ing is usualy done when a fighter isin trouble, he, frustrated, tied or confused leis generally frowned upon by the judges. Ring movement, on the other hand, is usually indeative of contol land ring genealship. Record the number of linches and ring movements per round on a Separate shet of paper and add one point tothe fighters scoring totalin each round that he moves tore than clinches, and subtract one poin from his total ihe has clinched more than he has moved. ‘Chumplonship or Home Town Bout: The oldsay- ing goes something ike this; “You aren't given the crown, youhave totake it” Thistype of thinking has been in vogue throughout the history of box= Ing and has been especially evident in some of Ali's last fights and even Vicior Galindes’ lat ‘saveral defenes, Ifthe round ie cloe, it's goingto ‘ota the champion ‘Another trulsm, fair or unfair as it may be, is that ifs tough to win a decision im an opponents home town. Again, the close rounds just seem to so the way of the home town favorite, To ie Tstrate thin TITLE BOUT, use the regular scor- ing instructions excep that when the champion oF hometown fighter (you can designate one, if you arent refighting an historical contest) wins a round by a margin of 1-5 points, don't check as ‘you normally would, Initead assume that he has Automatically won the round (unless there was a Knockdown against him). If coring by rounds, and the champion or home town fighter wins by a margin of 3-5 points, assume he has won the round, REMEMBERI THESE OPTIONS DO NOT HAVE TO BE USED AT ALL, NOR DO THEY ‘ALL HAVE TO BE USED TOGETHER. YOU MAY USE THE ONES THAT APPEAL TO YOU OR NONE AT AL. A FEW NOTES ON PLAYING THE GAME Boner v. Slugger: Generally, player illchoose to have is fighter be boxer or a shugser depend Ingupon how wellhis opponent's fighter canan- dle one type or the other For instance, if George Foreman has 2ating of 9/11 for his CFB/S, and he's fighting Archie Moore, who canbe either a boxer ora shagger, Moore's manager will prob- ably choose to have him fight at a boxer. Even though Moores HP wouldbe reduced by one, thie would be more than offset by the reduction from 11 to 9 of Foremar's CF. Note that you cannct change from one type to another during the fight. The Control Factor: The Control Factor isthe key to TIITE BOUT. To go into great detal on how the CF was arrived at would take much oolong to explainhere; it senough tosay that the main pur- pose ofthe CFratingistokeep the better fighter in enough control and command of thefighttobring the other factors on his ead into play. Obviously a fighter’ accuracy and power, for example, are ‘realy affected by his ability to stayin control and land his punches. A fighter with an HP of 8 and a CF of 12s more dangerous overall than a Fighter with an HP of 10 but a CF of, Although the ater wil punch harder he won't get as many chances because he won't bein control as often. Regarding the moaifiation of the CF, this s essential bocause ofthe delicate balance of the same. Although a CF of 12 versus a CF of 6 will resent the player with an accurate pcture of the relative abilities of the two fighters, two 12% Fighting each other will not, because whomever ‘gets in contol will tend tostay there. Convery, two fighters each witha CFof7 il not be incon. teol enough, which will make fora rather boring battle of counterpunching. Using the conversion char willprovidethemostealisticsulteandthe ‘most enjoyable fights. ‘The Strategy Cards: Although the Strategy Cards provide. great deal of fun forthe players, andare tssential to a two-player game, it should be pointed out that TITLE BOUT ie at it heat, a Statistical gamein which the best ihter wil tend to preval. Once the Strategy Carde ae into “duced into the game the variation they will pro- duce in results wil, of necessity cause some eect ‘upon the realism of the game. On the other hand, they wil ako allove a player to out hs oppo rent, and after all, strategy i often boiled dawn to parlaying inferior talene into victory through superior use of that talent, Incidentally, the feason that the Cover-Up is nat available to all fighters is not because they were enable to doi bout because certain fighters (the great Joe Lous, for example) were 0 good on offense that if they. were forced on the defensive they sometimes had trouble merely by visi ofthe fact that they Were so anased 10. THINGS TO REMEMBER WHILE PLAYING (Check coneition chart i 20 points have been scored by one fighter during the round, Watch the 2 and 3 round totals fr a possible TKO (any two or three consecutive rounds 6 1,2,37,8, 9and soon, Lower HP and PL after stamina used up (en urance) Wa gashis opened or reopened, check for stop: page due to cut atthe end ofthe round Don't forget to add aggressiveness points to round scores if there are any 1) Remember, a fighter must bein contr! to do anything, except immediately after the oppo pent goes out of control. ‘Check ose if theres any carryover elfctin to the next round From a knockdown, Check to ste how long the fighter was down alter the knockdown, 1 When scoring, ifthe margin is 1-5 but a knockdown wasscored by one ofthe fighter’ the fighter who scored the knockdown automatically wins the round i Count your missed punches as they come off your own endurance a DESIGN CREDITS Game Design: James V. Trunzo, Thomas A. Trunzo. Game Development and Editing: B.C. Milligan, Playtesting: Arnold Blumberg. R. L. Cogeine, Mick Uhl. Alan Moon. Graphics and Layout Miligan Typesetting: Colonial Composition Printing: Monarch Services. Copyright 197%, The Avalon Hill Game Co, Baltimore, MD Printed inthe good old U.S.A, » a h Jean Baer and B.C dames JEFFRIES—11(5) 206-1221 Hoary crars: 10111 corer: 522 Herat ‘38 rKO: + KOR: END: 110 KOR} Der ss Fie FO:3 CU: 0 KO: 2 ‘ACTION. Punches Landed 1-12 Punches Mrsog: 4-62 ‘inching: 3-70 Ring Movements 71-78 ‘ou mating (4) HerTING VALI 2 ee 2630 foe Combination: 51-80 Uppercut: 63.73, In Comneridm Roper: 2 AVALON MILUTITLE BOUT 1979 Boxing Action Card RING Position: mnving center org ANT Resutt: 22 Kon: 20 AVALON HILL/TITLE BOUT 1279 ‘SUBSCRIBE TO ALLSTAR REPLAY The Magazine of Champions ALLSTAR REPLAY ts the sports. game magazine devoted to Avalon Hill Sports I lustrated games. Each colorful 36-page issue has numerous articles devoted to the play and diss sion of AH/ST sports games, as well as some fascinating historical tidbits to go with them, TITLE BOUT fans wll want to read The Fistc Scene’, designer Jim Trunzo'sboxingecolurn that appeatsineachinwve, How about an article about the White Hopes, along with individual boxer cards foreach fighter? ASR Vol Il ¢Zhasit, along ‘sith plenty of news about sports game leagues, where to find other players, and general news About all of our almost 20 sports games. $5.00 forfour issues, of $9.00 for eight, and you can be a subscriber to ALL-STAR REPLAY. Just send your check or money order made out to ‘The Avalon Hill Game Co., 4517 Harford Ra. Baltimore, MD 21234, today! IMPORTANT ABBREVIATIONS (On Boxer Card CFB/S: contro factor against a boxer/con= tual factor against» slugger HP/KI: hitting power ile instinct KDR1: knockdown rating 1 KDR 2 knockdown rating 2 (wsed ater 3 figher has been knocked down 1 time already inthe round) KOR: knockout eating CO/CH: —_cattng the other fghter/eutssscep bility hinsel TKO: technical knockout rating (used with TKO chaet) AGG: aggressiveness rating END: endurance rating DEF defense STRATEGY: Fl fighting inside, FO: fighting out- sie, CU: cover-up, KO: knockout FOULS: A,B, Cratngs used with foul chart (On Boxing Action Card CE, control factor RN: random number Re right handed punch Le lefehanded punch KD: knockdown (used with HP) KDR: knockdown (osed with knockdown chan) KOR: knockout Be judged J judge 2 Referee Hi igh corer Le low scorer LAST SECOND ADDITIONS AND CLARIFICATIONS, 1) When efezring tothe FIGHTING INSIDE EF- FECT CHART ina bout singthe Rounds System ‘of scoring, igure out the result fr that particular ‘ference af the Five Point System were in use. Inother word, determine the winner oftherourd based upon the Five Point System, and then refer tothe char. 2) When the TKO AND CONDITION chart calls for the TKO rating of a fighter, use the TKO rating ofthe fighter who hasbeen scored against {o determine if there ie 8 TKO or injury. 3) Ifthe PRIMARY CUT CHART cals fora one pointcut tobe reopened, and only two-point cuts have been scored, treat a5 no cut 4) When # warning or fol occurs, put the Ran- dom Number chosen for that ful or warning on the scoresheet nex tothe W" oF “Fas this may have some effect upon afighte's chances or dis qualification, In other words, Keep track of ‘whether there was alow blow, rabbit punch, et. 5) The FOUL CHART lists a result labeled “IN- ‘TERNATIONAL BUTT". Although it does not alfec the pay of the game tshould be noted that thie ia minor error. It should read "INTEN- TIONAL BUTT

You might also like