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Help How a round is resolved

How a Round Is Resolved

Each round follows the sequence below:

  1. Endurance Recovery
    Each fighter regains 15% of the endurance points lost so far.

    For example: A fighter starts with 120 endurance points and ends round 3 with 90. He has lost 30 points, so between rounds he regains:
    30 × 0.15 = 4.5

    If he used fewer than 20 energy points in the previous round, he regains an additional 2% of lost endurance per unused point.

    Example: Lost endurance = 30, energy used = 18. He has 2 unused energy points, so he regains:
    2 × 0.02 × 30 = 1.2 extra points.
  2. Fighting Style Effects
    Each fighter’s chosen style modifies STR, SPD, AGL, AGG, and/or endurance in specific ways.

    • Fighting Inside: STR +1.5 and STR advantage +50%; AGL -15%. Taller fighters lose part of their height advantage.
    • Clinching:
      • If fighter has higher AGL, half the AGL advantage is lost.
      • AGL +1.5
      • If fighter has higher STR, half the STR advantage is added to AGL.
      • AGG -1; lost AGG becomes endurance recovery.
      • High DEF may result in a penalty for not breaking clinch.
    • Feinting: SPD +1.5 and SPD advantage +50%; AGG -1 (lost AGG does not convert to rest).
    • Counter-Punching:
      • If SPD advantage exists: 25% of the advantage ? fighter’s AGL 25% of the advantage ? subtracted from opponent’s AGL (max 50% of opponent AGL).
      • If SPD disadvantage: fighter’s AGL decreases by half the disadvantage.
      • AGG reduced below opponent’s AGG (never below 1); lost AGG becomes rest recovery.
    • Using the Ring: AGL +1.5 and AGL advantage +50%; STR -15%.
    • Cutting Off the Ring: Opponent’s AGL reduced by the difference in AGL (max 10% reduction). Endurance -0.25 per AGG spent.
    • Fighting Outside: Height advantage increased by 50%. STR -15%.
    • All-Out Assault: Damage dealt doubled; damage taken quadrupled. If shorter than opponent, all height advantage goes to SPD.

    All style adjustments are computed simultaneously. No ability (STR, SPD, AGL) can be reduced below 1.

  3. Height Effects
    The taller fighter gains:
    (Height difference ÷ 2) SPD
    (Height difference ÷ 2) AGL

    Style modifiers:
    • Inside or Clinching ? bonus halved
    • Outside ? bonus increased by 50%
    • Opponent uses All-Out ? taller fighter’s height bonus is applied entirely to SPD
  4. Stat Reduction from Endurance Loss
    STR, SPD, and AGL are multiplied by:
    (Current Endurance ÷ Starting Endurance)
  5. Warnings, Penalties, and Disqualifications

    If a fighter is fighting dirty:

    • 50% chance of warning
    • Warning sequence DQ chances: 10%, 20%, 40%, 80%, then automatic DQ
    • After the first warning, -1 point from the fighter each round

    If not fighting dirty:

    • 1.5% chance of an “unintentional foul” warning (never causes DQ)

    Clinching Penalty: If clinching + high DEF ? chance of penalty = (DEF²) ÷ 4

    Penalty scoring:
    • If penalized & wins round ? opponent gains 1 point
    • If penalized & loses/ties ? -1 point for penalized fighter
  6. DEF_RATE Calculation
    DEF_RATE = DEF × AGL
    (minimum value = 1)
  7. Punches Landed
    Each fighter throws:
    8 × AGG punches

    Expected punches landing:
    (8 × AGG × SPD) ÷ v(3 × Opponent DEF_RATE)

    Modifiers:

    • Head punches: -15% scored
    • Body punches: +15% scored
    • Cannot exceed 8 × AGG landed punches

  8. Damage
    Damage = POW × STR × v(AGG × SPD) ÷ Opponent DEF_RATE

    Modifiers applied successively (e.g. body blows × dirty fighting):

    • Head punches: -15%
    • Body blows: +15%
    • Dirty fighting: +10% (or +5% if warned)

    Damage is subtracted from endurance.

  9. Injuries
    Base chance:
    Injury Chance = (Damage²) ÷ 10%
    Modifiers:
    • Opponent throwing head punches ? ×1.5
    • Throwing body blows ? ×0.25

    A fighter may suffer multiple injuries in the same round.

    Aggravation: Existing injuries can worsen, with capped chances (max 50%).

  10. Knockdowns and Knockouts
    KO/Knockdown thresholds depend on TGH × 10 (starting endurance).
    • Opponent boxing opportunistically: 15% KD, 20% double KD, 25% KO
    • Head punches: 10% KD, 12.5% double KD, 15% KO
    • Body punches: 25% KD, 30% double KD, 35% KO
  11. TKO Condition
    If endurance = 0 at any point ? TKO.
  12. Fatigue
    Each point of AGG used ? -1 endurance (fatigue).
  13. Round Continuation
    If no KO/TKO occurs, move on to the next round.

Injury Effects

Injuries have types and levels (1 to 4). Levels determine severity and game impact.

  • Cuts: Damage each round = level. Cuts over eyes affect SPD and AGL.
  • Swelling: Swelling increases via aggravation; at level 3 “eye swollen shut.” Shut eye = -2 SPD, -2 AGL.
  • Nose Injuries: Level 1 = bloody nose; Level 2–3 = fractured; Level 4 = broken. Higher levels cause extra fatigue.
  • Jaw Injuries: Levels 1–3: no effect. Level 4: broken jaw ? immediate -5 endurance. If aggravated again ? TKO.

No ability can ever be reduced below 1. Injury effects begin the following round.

If injuries exceed certain damage thresholds (7+ points), the doctor may stop the fight (TKO).