Dice Cockfight Rules

Bearhugcrusher (deleted member)

2020-06-23 18:34

I would try this some time.


fr84cr

2020-06-21 12:52

WOW
Very hot


Littleguy (deleted member)

2020-06-14 09:57

Additional rules:
To keep fight going without fighter abusing the other bars early on, fighter cannot attack the same bar twice in a row (if he scores continuous turns) , except for the main COCK hp bar.


Littleguy (deleted member)

2020-06-11 07:10

This is for cock to cock action only match, no boxing or wrestling moves involved..
Both fighters will have a cock bar, other parts are optional.

For example:
- Balls
- Strength (can be use for grind attack/ test of strength)
- cockhead etc.

To keep match in a reasonable length, HP should be spread out if you have more bars.
But it can also be set in different way for jobber/heel scenario.

Flip coin to start turn, fighters pick side and the winner can have the first turn.
Then each turn will be determined by rolling dice. Use !Roll to decide, the player who gets higher number will get to attack.
Use !Damage to attack, players can target different bars eg. !damage cock / !damage balls

Cock Bar:
- when it gets down <50%, cock starts leaking
- when it get to 0 = CUM and KOed.

Optional bars rules:

Balls:
When it gets to 0, the player's defense power is lowered. The opposite opponent can add one more dice in the attack. (!damage 3d6)

Strength:
When it gets 0, the player is weakened and can only attack with 1 dice. (!damage 1d6)

Cockhead:
When it gets 0, the player's cock is dazed. The opposite opponent can get 3 free turns to attack. (OR/ AND) The player needs to use !filp to see if he can recover. Heads mean he can get back to the fight, Tails mean his cock is still stunned and the opponent can take his turn to attack without rolling dice first, until the players get to filp a head to get back.