Clash of Chaos and Confetti #39: Luchador! Mexican Wresting Dice

The Premise and Standings

Each week we’ll face off in a best of three series playing a different board game from our collection.  The winner claims the moniker of C&C Clash Champ for the week.  The loser eats a pin and loses their mask.. The lesser player also gets to choose the game for the next week.

We will maintain a record of wins and losses throughout the year to see who finishes 2022 as the ultimate board game champ in our household.

Our current C&C Champion is Confetti after winning last week’s Castles of Burgundy battle.

Pre-Clash Current Standings:

  • Weekly Winner: 16 Chaos – 22 Confetti
  • Individual game wins: 53 Chaos – 53 Confetti

After losing last week, Chaos has chosen Luchador! Mexican Wrestling Dice.

Each player will start by choosing a luchador to play with and a strength score card.  In a two player game, player will start with twenty-one hit points. Players will also receive four “wrestling dice” These dice have sides that represent hits, misses, blocks, counters, and pins.  

The game takes place over a series of rounds that will continue until one player is defeated.  Each round, both players will roll their four dice.  They will roll over the gameboard/wrestling ring.  Only dice that stay in the ring (are on or touching the board) will be counted this round.  All other dice will be set aside until next round.  Once the active dice are determined, players will resolve their rolls.

Misses do nothing and are removed from the ring.  Each hit roll will earn a player one roll of the hit die unless they are blocked or countered.  A block simply cancels out a hit, while a counter reverses it and gains the person playing the counter a roll of the hit die.  If a pin is rolled, a player may decide to reroll it one time, otherwise the pin will be used at the end of the round.  

*It should be noted that any unused blocks or counters are useless this round (though players may hold a block until the next round, guranting a block but also giving them one less roll). Also, once a hit has been countered, it cannot be countered again.

Once the hits have been determined, players will get to roll their hit dice to see how much damage they actually inflict on their opponents.  Depending on results, each hit can deal 1-3 points of damage.  

Before rolling their hit dice though, if a player has earned two or more hit dice rolls, they made trade two rolls for a roll of the luchador die.  This will give the player a chance at hitting a signature move.  Signature moves hit for damage, but they also come with their own risks.  The luchador die has a miss option which does no damage and an injury side which stuns the attacking player (they only roll three dice next round).  The luchador die represents the high risk, high reward style of high flying action.

If a player’s strength ever reaches zero, the game will end.

Finally, assuming no one has been knocked out, the game will move into the pin section of the round.  If any players have a pin roll and their opponent is in the red highlighted section of their strength meter (14 or below), the pin die may be rolled. If both players are eligible to roll the pin die, the player with the highest strength will go first.

The pinning player will get the yellow pin die to attempt a pin. Possible results include no pin, stunning the opponent, gaining back one health, or actually attempting a pin.  During a pin attempt, the pinned player will to roll their four wrestling dice three times as they attempt to break the pin.  They must roll three save results (blocks or counters).  Any save results should be set aside as they make their next save rolls.  If three saves are rolled, the pin in foiled.  If no, the pin is successful and the game is over.  

*If three matching blocks or counters are rolled during the first save roll, the pin is countered and now the other player must attempt to save themselves.

If no pin was made, the next pin rolls should be made if there is one, including any rolls by the same players if they had more than one pin die to resolve.

This will complete the round.  Rounds will continue until one player is either pinned or knocked out.  The remaining player will be declared the winner.

Luchador! Mexican Wrestling Dice also has advanced rules to add strength and weaknesses to players and a tag team variant to allow more character and player interactions.  However, this clash challenge will be contested under standard rules and match type.

Only one player can come out as the Lucha Legend.  It’s time to wrestle and roll!

Chaos’ Pre-Clash Thoughts:

Time to take it to the top rope and show the world what I’m made of.  I’ll go no holds barred as I take it to Confetti and come out as champ this week! 

Confetti’s Pre-Clash Thoughts:

Excited to roll some dice and beat Chaos for yet another week!

Game 1 –

Game one set Bam Bam en Fuego (Chaos) up against Lady Kabuki (Confetti).

Despite what may seem like a long list of rules, Luchador! Mexican Wrestling Dice is actually a pretty fast paced game.  It did not take long for the competitors to start beating each other with chairs, forearm smashes, chops, and more.  

As the hit points started to dwindle away, Confetti started to assert dominance.  This is where both players diverged into their own strategies, hoping they would pay off.  Confetti committed to beating Chaos to death and chose pain over pins.  She started to rack up rolls of the hit dice.  Always one to push her luck, Confetti always chose to use the Luchador Die when she could.  

Chaos didn’t feel confident about getting the rolls he needed to earn a knockout, so he started looking to steal a victory by pinfall.  He hoped by forcing multiple pinning situations he might catch Confetti on some unlucky rolls.  He also didn’t mind the slight possibility of earning a few hit points back.

Confetti’s rolls of the luchador die came with mixed results.  She hit a few mid-level hits, but also ended up missing a few and stunning herself to boot.  Thankfully, despite Chaos’ many pin attempts, Confetti just refused to stay down for the three count.

In the end, Confetti gave the luchador die one more roll and hit a devastating “Queen of Tokyo” maneuver for seven points of damage. That just happened to be how much life Chaos had left. 

Lady Kabuki (Confetti) proved to be the true Queen of the Ring.

Game 1 Winner: Confetti by K.O.

Game 2 – 

This time it was El Charro Negro (Chaos) vs. Anita Dinamita (Confetti).

The match started similarly to the first as both competitors tried to chip away at the others’ health.  They both flirted with the idea of playing more defensively by holding blocks over, but then abandoned the idea to cause more pain.

Both wrestlers’ health fell into pin-able territory at about the same time.  While they valued the hits they could get in, neither scoffed at the chance to pin the other.  Maybe Confetti should have though since all of her pin rolls ended up as misses.  Meanwhile, Chaos successfully went for pin attempt after pin attempt.

Eventually, luck caught up with Confetti and she was unable to kick out by the count of three.  Chaos locked in the pin and the match was over!

Game 2 Winner: Chaos by Pin

Game 3 –

The final match saw La Cobra Vuelo (Chaos) against Ay Yi Yi Dolores (Confetti).

The snake initially proved a bit much for the lady of love because his hits rocked her while she could barely get in any offense.  Confetti fell into pin-able health pretty quickly, while Chaos still had plenty of strength left.  

The two kept whacking each other, but Chaos also started to go for pin rolls.  His rolls turned bittersweet though.  He couldn’t roll pin attempts which kept him from going for a win, but he also kept getting healing rolls which meant Confetti couldn’t get any closer to victory either.  Most importantly, he was staying too healthy to be pinned.

The match continued with health levels slowly dropping and pin rolls not getting the job done.  Finally, Chaos slipped into the lower health levels.  Confetti drew upon Chaos’ game one strategy and hoped to get the pin for the lucky win.  She went for pin after pin.  Chaos kept almost losing, as he needed that third roll each time to finally kick out.  

Of course, while both their strength levels decreased, Confetti’s health was in a much worse place.  Chaos ended the match with two minor hits to do the final three damage.  Confetti went down and it was all over.

Game 3 Winner: Chaos by K.O.

Your Winner and NEW C&C Clash Champion: Chaos!

Chaos’ Post-Clash Thoughts:

This game is a lot of fun as you try to strategize around dice rolls.  Those last few pin attempts on me really got my heart pounding as I was sure Confetti would steal the win.  Thankfully, everything turned out okay and I took the championship back.  I’ve said it before, I still have a long way to go to match weekly wins with Confetti, but I believe I can do it.  

Confetti’s Post-Clash Thoughts:

Boooooo – I wanted to keep my Champion and came so close to pinning Chaos in that final game. Hopefully luck will be back on my side next week.

New Standings:

Post-Clash Standings:

  • Weekly Winner: 17 Chaos – 22 Confetti
  • Individual game wins: 55 Chaos – 54 Confetti

Next Week: Flamecraft

One thought on “Clash of Chaos and Confetti #39: Luchador! Mexican Wresting Dice

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