Pit Rules

The following Rules are an expanded version of the rules included with your Pit Deck, discussed and explained here in greater detail.

These Rules apply directly to 1 on 1 play. Optional rules covering advanced play styles, and multi-player Tournaments and Brawls are described below.

The Forbidden Pit arsenal is comprised of various real-life combat moves with markedly different outcomes in a real fight, so in most cases more specific rules can be found on the individual cards. Individual Cards are further discussed in the Moves section.

If a rule seems ambiguous then a common sense approach usually works. That is, if you could do it in a real fight, u can do it in the Pit.

When a card seems to conflict with any of the Rules listed below, the card takes precedence.

Overview

The Forbidden Pit is a game of lethal unarmed combat between 2 or more Fighters.

A Fight is staged in Rounds - each Round is won by using Attack Cards, either singly or in Combo to inflict PAIN and reduce opponents Health to zero. Loss of all Health means a Fighter is KO'd and loses the Round - however some moves can also inflict grievous injury or even instant Death.

PAIN and other Critical Effects can be avoided by using the right combination of valid Defense Cards to Block, Evade or Absorb damage from incoming Attacks. Under certain conditions, a defending Fighter can also use Attack Cards to neutralise and then Counter an incoming strike.

Setting Up

Each Fighter begins combat with 15 cards and 8 Health. Both attributes will change markedly as the fight progresses. Use the provided Body Chips or download Score Cards to track your performance.

Sequence of Play

Fighters play a match of 'Rock-Scissors-Paper" for first strike. A Fighter may pass at any time. If both Fighters pass twice on their initial hand, the cards are re-dealt.

1: Attack Phase

A strike is executed by laying out Attack Cards, either individually or in Combos.

Each Attack Card displays PAIN (blood drop - ) symbols to determine damage, and CRITICAL symbols to indicate other effects.

Attack Cards also list which Defense and Counter Attack cards are effective against that Attack, shown as coloured icons running down the side of each Card.

Combos are linked Attacks designed to overload defense and inflict massive damage. Combo Links are designated by a small colour spot in the topmost left of the card that acts like a suit in normal cards - any card that features the same coloured spot can be linked and played sequentially as one Attack Combo.

A card that features a Black Link can combo with any other basic colour.

Attacker can use as many Linking cards as he holds to form an Attack Combo. Additionally, when using multiple Attacks to counter a combo, all Counter Attacks must obey valid combo links.

Down Pain - Some Attacks only can be used on a prone opponent - these feature the Down Pain icon and are among the deadliest moves in the game. To use a Down Pain Attack, you must first Knock Down your foe. It is wise to stay on your feet in the Pit... 

2: Defend Phase

When all Attacks have been placed, Defender must use valid cards in his hand to defend each Attack in the order it was played. The cards that are effective against each Attack are listed down the sides of the Attack Card itself.

For a Defense to be effective it's unique ID code must be listed on the Attack card. Any Defense must be played before Counter Attacks can be used.

There are several methods of Defense.

Shutdown Cards neutralise an entire Combo and must be resolved immediately. Some Shutdown moves are Defensive Attacks which can only be played in Defense Phase. (QS, SW, LTC, RTC, TD)

Blocks feature a shield icon and either partially deflect or completely avoid damage from various strikes. (LB,RB,DB)

Evasion Cards feature a Ying-Yang icon and will completely avoid 1 Attack. (D,S,J)

Absorbtion defense allows a fighter to shrug off the damage from one or more Attacks and go on the offensive. (GU,YN)

Defensive Attacks are reactive strikes designed to turn the tables on a foe. Defensive Attacks cannot be played as a normal strike, but must be used defensively. (LBr, RBr, LDBr, RDBr, TD, RTC, LTC)

Close Counters are quick attacks that are effective defense when in-fighting. These Counter Attacks ignore combo interruptions and may be played during Defense phase - however any Attacks played during the  Counter Attack Phase must still obey colour link. (Rib and Elbow Strikes)

3: Counter Attack Phase

Counter Attacks are normal strikes that outrange or get inside an opponents guard to neutralise weaker Attacks and deal damage. Counter Attacking where possible is a good way to conserve critical Defensive cards and gain forward momentum.

Counter Attacks may only be played under the following conditions: 

1: Defend Phase is complete. Any Shutdown, Block or Evade cards used in the defense must be played before launching any Counter Attacks. Needing to Block or Evade between Attacks will interrupt a Defensive Combo. Close Counter moves like Rib and Elbow strikes may ignore this rule.

2: Multiple Counter Attacks must form a valid and uninterrupted Combo. Black Links can be freely used as Counters and experienced Fighters often hold these in reserve specifically to enable devastating Counter Attack Combos.

3: Defending Fighter must completely neutralise ALL Damage from original Attack. Any hit that connects will deal PAIN and also usually STUN or KNOCK DOWN the Defender. This interrupts his focus and prevents any Counter Attacks this turn. It's all or nothing.

When these conditions are met, Counter Attacks can be used together to neutralise Combos, and even extend the Counter Attack further by adding more Linked Attacks. This strategy of extending Counter Combos is termed COUNTER OUT.

Once the Defenders cards are played, his Counter Attacks are then Defended in order or further Countered in the same way as normal Attacks.

If all Attacks are successfully avoided, then the Defending Fighter may play Attack Cards or Combos of his own and so on.

Damage

An unblocked Attack deals PAIN. Defender loses 1 Body Chip for each PAIN that remains undefended and also suffers the effects of any specific Critical POWER from the Attack.

Attacks that deal DOWN PAIN can only damage a prone opponent. Note that a Fighter who is missing a turn to get up is considered to be standing, therefore is vulnerable to regular Attacks.

Some Attacks deal PAIN based on a percentage of the victims current Health. Note that these Attacks take a Fighter to zero Body Chips, but not beyond - any Health boost gained from Kill Marks is still available to keep the wounded Fighter in the ring, albeit on his last legs...

Critical Effects

Every strike and technique is different. In addition to the PAIN, many Attacks also inflict CRITICAL EFFECTS if successful.

If a Critical Symbol is intended for prone opponents the symbol for that move is superimposed over an inverted triangle and the card will be marked with a Down designation.

Criticals are listed below with their default (standing) symbols.

StunA Stunned Defender can still Block or Evade but cannot Attack or Counter this turn allowing the Attacker to strike again. 

Two Stun hits cause Knock Down. Sometimes it may be necessary for a Fighter to absorb some PAIN in order to block a more powerful Attack, getting rattled is always better than going down.

Knockdown The victim of Knock Down is Prone and unable to Attack or Counter this turn. A Prone Defender is vulnerable to any specific Attacks which inflict DOWN PAIN ( ). 

The Defender also loses a turn getting to his feet, and can be freely attacked again as he regains his shattered composure.

BoostSome Attacks carry a Boost Bonus. These powerful blows add extra PAIN to each subsequent Linked Attack to form deadly combinations. Many attacks can also be boosted by adding a Jump card to the Attack - Jump can add up to +3 PAIN to a single unboosted strike.

Boosted strikes are Defended as normal - the extra damage is applied only if the Attack hits the target, the Boosted Pain does not need to be blocked.

Black LinkCards that feature a Black Combo Link are versatile and fluid Attacks that may be linked with any basic Combo. 

Black Links cannot be combined with Forbidden Strikes, Death Finish Strikes or Groin Kicks.

Combo ShutdownSeveral techniques have the potential to quickly and decisively counter an entire Combo before it can be fully executed. 

When a Combo Shutdown Counter Attack is played, it must be immediately defended or else the target Combo is totally Neutralised with just one card - the Attack is considered to have been cancelled by the powerful Shut Down move.

Usually if the Combo Shutdown is defended successfully then the original Attack Combo continues and must be defended as usual. However some more powerful cards (SW, QS) instantly and automatically Shutdown Combos with no Defense possible.

Death BlowSome rare strikes are immediately lethal. If a player cannot defend a Death Blow then he is killed and loses the Game. The Attacker gains one Kill Mark. Victim is Scarred.

Death FinishAlmost as dangerous, Death Finish strikes are lethal if the damage from the Attack reduces opponents health to zero. The Attacker gains one Kill Mark. Victim is Scarred.

SubmissionA successfully executed Submission hold immediately ends the round. In addition, some Submission techniques can also inflict grievous extra damage from dislocated limbs and other undesireable effects.

Break BoneBroken bones can result from several techniques. The victim of a Break Bone attack receives 1 less card on pickup for each Break inflicted. 

Broken bones heal at a rate of 1 per Round - so multiple fractures will weaken a fighter in following Rounds.

DislocationMore severe attacks, if left undefended can result in serious dislocations and compund fractures. These injuries will usually end the Round, and result in 1 less pickup next Round for every 3 PAIN inflicted by the Dislocation.

Sneak AttackSome Attacks are quick and dirty. Sneak Attacks may be played out of turn and must be immediately defended.

Note that a Sneak Attack cannot Shutdown a Combo. A Sneak Attack also may not be executed by a prone Fighter, however it can be used between opponent Attacks to regain control, or when getting up from Prone position.

Other SpecialsMany Attacks feature special powers or Critical Effects that are rare or unique to that card. Specific rules covering these effects can be found on the individual cards. When a card seems to conflict with any of these Rules, the card takes precedence. 

More information about Criticals can be found here.

Passing and Pickup

A Fighter may Pass at any time. If all Fighters pass twice, or a Fighter has no cards left, then new cards are dealt to replenish each fighters hand. If deck is depleted, the used cards are shuffled and redealt.

However if a Fighter empties his hand while defending a Combo, then only that fighter gets to pick up new cards.

Winning the Round

Loss of all Health and Kill Marks means Knock Out - Fighter forfeits this Round. Round is won when only one Fighter remains standing.

Fighters can also be eliminated by application of a Submission Hold, or Death.

Winning the Fight

Win conditions should be decided before the Fight begins, a simple Best-of-Three win condition allows for a quick game for 2 players. See the Optional Rules below for alternatives.

Optional Rules

For players who desire a longer Fight, or for full Tournament Battles consider using the optional rules below.

There Can Be Only One... 

In this common variant, victorious Fighters gain power from Round to Round until they reach Full Strength, while losers are scarred, humilated and violently killed (not necessarily in that order).

A Fighter who is defeated by an equal or stronger opponent is weakened and loses one Body Chip - drop to 5 Health and you forfeit the Match in disgrace and shame.

A Fighter who defeats a weaker opponent gains one Body Chip up to a maximum 15.

If the stronger Fighter is defeated, he must swap Body Chips with the underdog in humiliation - the bigger they are the harder they fall.

A supreme Fighter who achieves the Full Strength of 16 is lethal in his mastery of the killing arts - he may now choose to finish his beaten opponents with a brutal Death Blow. In the Pit this is commonly known as "Thumbs" - like ancient Emperors in the arenas of old, the victor may signal thumbs down...

Marked For Death 

A Fighter who inflicts a Death Blow during combat is awarded the dubious distinction of a Kill Mark. These are accumulated as the violence progresses, gain 3 Kill Marks to win the Fight.

Additionally each Kill Mark counts as one extra PAIN that can be endured when the chips are down, effectively providing one reserve Health per Kill Mark.

Kill Marks can keep a hardened Fighter standing when lesser beings would crumble. Attacks that would normally do 100% damage and end the Round DO NOT erode Kill Marks - the fighter still loses all Health but the extra life from any Kill Marks allow him to keep fighting. Of course another 100% PAIN attack will finish him as will raw damage from regular Attacks.

Brawling Rules

Not all fights in the Pit are mano e mano, one Complete Pit Deck can accomodate up to 8 Fighters in FFA or Rumble style combat and any number of Players in Tournament Style battles. You can purchase extra Counters or download the Official Score Cards from this site.

Free For All

Free For All battles are similar to normal fights except that there are more than 2 Fighters in the arena. This is a vicious and treacherous contest where the objective is to crush all of your weakling opponents in no-holds-barred cut-throat combat and accumulate 3 Kill Marks to win the Fight.

After initiative is decided, play moves clockwise. Fighters may Attack who they wish on their turn, Defender may immediately Defend or Counter Attack as normal.

However in FFA a Prone Fighter is not only open to his Attacker, but the nearest opponents on either side also may kick him while he's down. A Blinded Fighter is totally vulnerable - each enemy may attack the hapless victim with one Attack or Combo before his sight is restored.

Another difference in FFA - each extra Fighter in the ring equals 1 card that may be held in reserve at pickup. For example, with 5 players in the ring, each Fighter may replenish his hand when he has 3 cards remaining.

Rumble

Rumble is a variation of FFA where Fighters team up to defeat a rival gang. Fighters are divided into equal teams and may attack any opponent during their turn.

Tournament

Tournament Battle is classic Pit - a winner takes all orgy of violence and pain. In Tournaments, one-on-one Fights are organised on a rotation and Fighters are ranked according to Wins and Losses. Optional rules and Kill Marks should used in Tournament Battles.

Defeated Fighters lose Body Chips and ranking - however Fighters who are killed are eliminated from the Tournament. To Win the Tournament, a Fighter must be the last man remaining alive.

Traditionally, bouts are decided by drawing coloured straws or "Pit Sticks" but any fair method can be used. If he wishes, a Fighter can "Call Out" another Fighter before fight card is drawn - but this challenge may be freely declined without shame.

Please check back soon for free downloadable Forbidden Pit Tournament Upgrade which includes full rules and a printable Tournament Ladder in PDF form.