How a Round Is Resolved
Each round follows the sequence below:
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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.
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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.
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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
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Stat Reduction from Endurance Loss
STR, SPD, and AGL are multiplied by:
(Current Endurance ÷ Starting Endurance)
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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
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DEF_RATE Calculation
DEF_RATE = DEF × AGL
(minimum value = 1)
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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
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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.
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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%).
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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
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TKO Condition
If endurance = 0 at any point ? TKO.
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Fatigue
Each point of AGG used ? -1 endurance (fatigue).
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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).