Title Bout Dice Rules Procedures:

1. You will need, a d20, 2d10s and 2d6s
2. Fill out your scoresheets as you would normally for any other regular TB fight.
3. Determine who will start the fight as per the rules and roll a the d20. If this roll is within the fighter's    CF, roll the 2d10s to see if the fighter landed, if he did roll the 2d10s again to see what kind of punch it    is.
   
   Example: Antuofermo starts a fight against Hagler because his AGG of 10 is higher than Hagler's 8. So you             would roll a d20 against Antuofermo's CF. If he rolls an 11 or lower he will be in control. He             rolls a 10, so he is in control. Then he rolls 2d10s against the action numbers on his card. His PL             rating is 1-45/45. He rolls a 36, so a punch has landed, then he rolls the 2d10 once more against             the dice roll chart to see what kind of punch it is that landed. The roll is a 63 which yields the             result: "R-44" so for Antuofermo that would be a 2 point cross. 

4. Now move the time down three clicks. One for each dice roll and just start the procedure all over again. 
   If Antuofermo rolls a 13 on his CF roll, then control moves over to Hagler.
   You then roll the 2d10s for Hagler in the same manner as explained above.

If when you are rolling in the above steps and a 99 or 100 comes up on the d10s a foul or injury may have occurred. Roll 2d10s against either the foul or injury chart. If nothing happens, score it as a missed punch.

5. Move the timer as many times as the dice are thrown to simulate the turning of the Fast Action Cards. (40    being 1 round)

6. Cuts: In the event of a result of a cut, just roll 2d10s against the cut chart.
 
7. Knockdowns. The procedure for finding knockdowns is the same only we're using dice. If a "Knockdown" result    occurs, roll a d20 against the punching fighter's HP number. If it is higher than the number, score the    points for the type of punch landed.
   If it is the same or lower than the punching fighter's HP number, roll the d20 again and refer to the    Knockdown and Knockout chart. Find the KDR1 rating of the fighter who has been hit and cross reference the    rating with the roll on the chart. 
   
   If A "K" appears the fighter has been knocked down

8. Knockouts. If a "K" appeared, roll the d20 and cross reference the number on the Knockdown and Knockout    chart with the KOR number of the fighter who has been knocked down. 
   If a "K" is the result the fighter is knocked out and the fight is over.
   If a number is the result, the fighter gets back to his feet. Roll 2d10s against the Knockdown Count Chart    to determine how long he was down and how many points his opponent scores.
   
   Example: You roll for Hagler and he gets a 26 which yields "R-(Knockdown)-77
            So you then roll the d20 and it yields a 7 which is lower than Hagler's HP rating of 11. So you             roll the d20 again and you get a 12.
            Looking at Antuofermo's KDR1 rating it is a 2. So looking at the chart and cross referencing his 2             with the die roll of 12 yields a 4 point punch, so Hagler scores 4 points.
            If you would have rolled a 14 on the d20, it would have yielded a "K". You then roll the d20 again             and cross reference it with his KOR number which is a 1.
            You roll and it is a 6 which yields a "K" which means he is knocked out and the fight is over. 
            If you roll a 9 it will yield a number. Then you roll a 46 against the Knockdown Count chart which             means Antuofermo was down for a count of 5 and Hagler scores 7 points.

Killer Instinct. Is easy and is only used after a 5 point punch or knockdown has occurred. If this happens, just roll 2 d10s the number of the fighter's KI number.   
            Example: If Hagler scores a 5 point punch against Antuofermo, roll 2d10s 9 times because Hagler's             KI number is 9.

DO NOT FORGET TO MOVE THE TIME PIECE THE NUMBER OF TIMES YOU ROLL THE DICE.

