 |
the
Asylum | Main | Rulebook
|
|
|
|
 |
|
|

The following are a list of rules which apply During bouts taking place in the Asylum.
- During a bout, everything is legal, Striking of opponents face against the Mesh structure is legal, and as mentioned before, Gouging or 'Hooking', Biting, Scratching, and Low blows, are all perfectly legal.
- Bouts can be won in several different ways according to the situation.
- Ring Out: If a fighter is throw out/exits the Asylum at any point during a bout, he will automatically Lose.
- Knock Out: If a fighter is rendered unconscious by his opponent, and fails to get back to a vertical base before the ten count he will also lose the match.
- Submission: If a fighter indicates that he wishes to sumbit, be it through tap out, or Verbal Submission, he loses.
- If the Referee feels that a Fighter is in a dangerous situation, He has the authority to end the match, this will mean defeat for the fighter in question.
- If the Referee feels that the Fighter is in a state in which the Referee feels he should not continue, he can also end the bout.
- If the Manager/Valet of a Fighter feels their Fighter is incapable of continuing the bout, or Feels their fighter is in danger of serious injury, they may throw in the towel, this will result in a loss for their Fighter.
Within the Asylum, the foundation rules commonly apply to most basic matches, however… certain bout's are contested with different revisions to the rules which normally apply. For example, certain title matches and situations bring forth different rule sets, example's are listed as follows;
- Extreme title: Contests involving the Extreme title more often than not are by far the most brutal aspects of the Asylum, while most matches have very little rules, there are still rules set in place to ensure the safety of the fighter, the Extreme division however, is very different.
Perhaps the most evident aspect of this area, is that fighters are given the opportunity to leave the Asylum and roam freely around the ringside, and even the rest of the arena, where such acts would normally result in a loss for the fighter under normal rules, Extreme matches waver that rule, allowing the fighter to leave the Asylum at any time, bringing the opportunity to "grab some ammunition" as they do so, being able to leave the Asylum gives the fighter a far better opportunity to commandeer weapon(s) of their choice, of course, many aspects of the arena can be classed as a weapon, with dangerous terrain like steps and large drops always coming into play.
- Team Matches: Team matches are another area of the Asylum where the rules change slightly, obviously, these matches take place in a team environment where two competitors join forces to take on two fighters of opposition, all standard rules apply, ringout, knockout etc, but there is a difference, unlike conventional team matches of this nature, there is no "tag" rule, which means that all four competitors are in the Asylum at once, "tornado style" being one term for this ruling.
Another notable ruling, is that one "fall" decides the match, if one member of a team fall's victim of a ringout or knockout, his team loses the match, regardless of the state of his partner, this rule can change on occasion, should both team's request the match to be fought under "elimination" rules, in which case… both members of a team must be eliminated before the opposite team can be victorious, other variations of this match also include the addition of the extreme stipulation, where all four combatants can leave the Asylum at any time.
- The heat system: What is the heat system? The heat system, is a revised version of something originally used by Steve King, in his former tHw promotion.
The original concept of the heat system, was that it would be used as a deciding factor in matches, through hard work and good planning, additional "heat" would be added the the heat indicator beside the name of a fighter, and on the night of a match, the fighter with the most heat would ultimately have the advantage.
This idea changed however, in transit from tHw to the Asylum, now the heat bars ( Seen beside the fighters names in the fighter biographies area ) are simply indication of what kind of reaction, and how much ot it, a fighter is receiving from the crowds attenting the shows.
Red heart bars indicate that a fighter is receiving negative crowd reaction, for a character who takes great enjoyment, this is a good thing, but for a fighter who wants nothing more than to be adored by the fans, this is clear indication that he's not quite as likeable as he earlier thought, blue bars indicate that a fighter is generating positive support from the attending crowds, and grey bars indicate that the crowd reaction is in limbo between positive and negative, a mixed reaction.
Heat bars work in percentage, one heat bar indicated that 10% of the crowd are reacting in such a manor, 10 heat bars indicate that 100% of the crowd are reacting, and ultimately, ten bars is the highest reachable amount, having ten bars ultimately means that the character is extremely over with the crowd, be it as someone they love, or someone they hate.
|
|
|
 |



|
|