
Match Rules
1. Match Behavior
Rule 1
If three intentional rule violations are committed, the match will be counted as a loss.
Rule 1.1
Intentional stalling, including excessive waiting, feinting, or running away from moves or jumps, is prohibited.
Rule 1.2
The first move of the match may not be a running move.
Rule 1.3
Active participation is required at all times.
→ A maximum of one taunt between moves is allowed.
Rule 1.4
You must allow your opponent to enter the ring.
Rule 1.5
The pin system for all league matches must be set to “Timing.”
2. Paybacks
Rule 2
Only one of the following Paybacks is allowed per match:
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Resiliency
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Iron Jaw
Rule 2.1
The Paybacks Soul Siphon and Bully are prohibited.
Rule 2.2
Move Thief is treated as a Signature Move and must be counterable.
3. Finisher, Signature & Pin Rules
Without Resiliency
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Rule 3.1
The first pin attempt is allowed after the 2nd Signature and 2nd Finisher. -
Rule 3.1.1
The second pin attempt is allowed after the 3rd Signature and 3rd Finisher.
With Resiliency
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Rule 3.2
The first pin attempt is allowed after the 3rd Signature and 3rd Finisher. -
Rule 3.2.1
The second pin attempt is allowed after the 4th Signature and 4th Finisher.
Rule 3.3
Pins may only be attempted immediately after a Finisher.
Rule 3.4
A minimum of 6 valid moves must occur between pin attempts.
→ Signatures and Finishers do not count
→ Simple punches and kicks do not count
Rule 3.5
A Finisher may only be applied if the opponent is able to counter it.
→ Finishers after punch combos or dodges are not allowed.
Rule 3.6
No Kip-Up or R.A.T. may be used after a Submission Finisher.
Rule 3.7
Super Finishers are prohibited.
→ These moves may be assigned as normal Finishers.
Rule 3.8
Finishers and Signatures may not be executed while carrying an opponent.
4. Submission Rules
Rule 4
Submission Finishers may only be performed after the 3rd Signature and the 6th Finisher.
5. Tag Team Matches
Rule 5.1
Payback Resiliency is not allowed in Tag Team matches.
Rule 5.2
Tag Team Finishers do not count as regular Finishers, as not all teams can perform one.
Rule 5.3
Before a pin attempt, you may only drag your opponent once to your own corner while they are on the ground.
Rule 5.4
After making a tag, the active partner must perform at least 6 moves before tagging out again.
Rule 5.5
In standard Tag Team matches, you may enter the ring a maximum of 3 times to break a pin.
Rule 5.6
Rule 5.5 does not apply if the match is:
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Opener
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Co-Main Event
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Main Event
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Contender Match
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Championship Match
Rule 5.7
In Handicap matches, the pin may be broken only once.
6. Match Types
Rule 6
Ladder, TLC, Table, Steel Cage, Casket, and Ambulance matches are treated as pin-equivalent attempts.
Rule 6.1
In Ladder and TLC matches, the attempt begins the moment the briefcase or title is touched.
Rule 6.2
Using Finishers to hang or freeze an opponent while grabbing the briefcase or title is prohibited.
Rule 6.3
In Steel Cage matches, the attempt begins once the opponent sits on the cage and attempts to climb down.
Rule 6.4
In 6-Man or 8-Man matches, the Champion may only be eliminated after at least two other superstars have been eliminated.
7. Cash-In Rules
Variation 1 – Cash-In During a Match
The briefcase may be used to enter a title match without any advantages.
Variation 2 – Cash-In After a Match
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The cash-in occurs after a match
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Match type: 2 out of 3 Falls
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After the decisive first fall:
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The Champion may be attacked until their first Signature
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Then: Signature → Finisher → immediate pin
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If the Champion kick out, the match officially begins
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The cash-in superstar starts at 2–2
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The Champion retains their previous match score
Variation 3 – Cash-In During a Match (Match Extension)
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The ongoing match is extended
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The cash-in superstar starts outside the ring
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They may cash in at any time by entering the match
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Starting score: 1–1
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Advantage:
→ The title can be won by pinning any participant, not just the Champion




