Last Update: 15 Aug 00
WCW Nitro TCG Main Page
|
WCW NITRO TRADING CARD GAME
SHORTHAND GAME RECORDING SYSTEM
Recording a game as it is being played can be a tedious procedure since many things can happen in a turn and many cards have rather lengthy full names. Yet, you may find it useful to record games in order to replay them or relive them later in order to analyze strategies or show off your big wins for friends. You may even wish to write up full narrative descriptions of your matches along with storylines and other details in order to enhance a simulation of championship matches or full wrestling cards such as PPV events.
In the interest of making this faster and easier to do, I have developed a shorthand system which can be used to quickly record a game in progress. Each card has a 4- or 5-letter abbreviated name and actions are denoted by special characters. (The shorthand symbols for each card are given on the Card List page.)
The system comes easily with only a little practice and should add only a few minutes to game play time. To illustrate the system, the following is a sample of how it would be used to record a typical game. In each case, the actual shorthand recording each turn is listed first. This is followed by a description of the turn's action and any other explanations which may aid in learning the system. You'll quickly see that the shorthand method is a very quick and concise way of recording the play-by-play of a game.
I hope you'll find this useful! Please feel free to e-mail me with any questions or comments you might have about this system.
GOLDBERG (10/M+1/Y+1/G) vs. JEFF JARRETT (8/O+1/G+1/B)
G: Sleep, N, DBlok, N, N, Spear, CtHld, Block, N, RUsls
J: FsPun, Chop, GutCk, Punch, N, DBlok, N, IWhpR
The game begins with each wrestler drawing his initial hand. (Note: Goldberg is a power move/Continue the Hold deck built around Yellow cards. Jarrett is a Punch deck.)
Goldberg (Reputation of 10, Magenta+1, Yellow+1, Green) has a starting hand of Sleeper Hold, Nitro, Desperate Block, Nitro, Nitro, Goldberg's Spear, Continue the Hold, Block, Nitro and Resistance is Useless.
Jeff Jarrett (Reputation of 8, Orange+1, Green+1, Blue) has a starting hand of Fast Punch, Chop, Gut Check, Punch, Nitro, Desperate Block, Nitro and Irish Whip to the Ropes.
G1[50/0]: ~CKaos, N, N, N [49/3]
J1[52/0]: ~N, N, N, N [51/3]
Goldberg begins Turn 1 (indicated by the first letter of the wrestler's first or last name followed by the number of the turn being played) with 50 cards in his deck and 0 Nitro in play (indicated by the slash-separated numbers inside square brackets). His initial draw is Corner Chaos. (Put a tilde '~' in front of a card symbol to represent a drawn card.) He spends his Action Points (APs) to play 3 Nitro cards and ends the turn with 49 cards in his deck and 3 Nitro in play. (Indicate card plays by listing the card symbols in the order in which they are played.)
Jarrett begins Turn 1 with 52 cards in his deck and 0 Nitro in play. His initial draw is Nitro. Jarrett also plays 3 Nitro cards. He ends his turn with 51 cards in his deck and 3 Nitro in play.
G2[49/3]: ~LNtro, ~F4Leg, ~LNtro, N [46/4]
J2[51/3]: ~RStrt, FsPun+IWhpR!1G+5 \G*7[39/4]\, Chop+RStrt!5GP+2 \G*5(Dodge)[34/4]\ [50/3]
Goldberg begins Turn 2 with 49 cards in his deck and 3 Nitro in play. His initial draw is Late Nitro. He draws two more cards and gets Figure-Four Leg Lock and another Late Nitro. His last AP is spent playing a Nitro card. He ends his turn with 46 cards in his deck and 4 Nitro in play.
Jarrett begins Turn 2 with 51 cards in his deck and 3 Nitro in play. His initial draw is Running Start. This sets up a nice combination attack, which he begins by playing Fast Punch along with Irish Whip to the Ropes. (Indicate an attack by listing the attack card played. If the attack card is modified by one or more other cards, list them each after a plus '+' sign. Follow the list of cards used in the attack with an exclamation point '!'.) This attack has a base value of 1 point. Jarrett gets a bonus for Green Moves and adds +5 for the Irish Whip to the Ropes. (Immediately after the ! symbol, record the base value of the attack card, followed by single letters for the source of each applicable +1 bonus for move colors, "Most Nitro", and/or previous Punches. Finally, list any modifiers earned from other Move cards or Corner cards.) Goldberg ends up taking all 7 points of damage (indicated by the wrestler's one-letter ID followed by an asterisk '*' and the total number of damage cards drawn) as he draws no Thunder cards and ends the attack with 39 cards in his deck and 4 Nitro in play (all damage resolutions are marked off by putting them between backslash '\' characters). Jarrett continues by playing a Chop along with Running Start. This attack has a base value of 5 points. Jarrett gets a bonus for Green Moves plus an additional bonus for having already played a Punch card this turn. Finally, he adds +2 for the Running Start. Goldberg ends up taking only 5 points of damage as he draws a Dodge and stops the rest of the attack (indicate Thunder draws which affect damage resolution or which will go into the player's corner by listing them in parentheses). Goldberg ends the attack with 34 cards in his deck and 4 Nitro in play. Jarrett ends his turn with 50 cards in his deck and 3 Nitro in play.
G3[34/4]: ~Aysa, F4Leg!7YN \J*8(Paybk,^DBlok)[42/3]\\G*2(^Block)[31/4]\
J3[42/3]: ~N, ~MixIn, ~N, N [38/4]
Goldberg begins Turn 3 by drawing Aysa. He attacks by playing a Figure-Four Leg Lock which has a base value of 7 and is improved by Goldberg's bonus for Yellow Moves along with the "Most Nitro" bonus. Jarrett draws 8 damage cards from his deck and has to discard a Desperate Block from his hand to avoid a potential Continue the Hold (indicate cards discarded either from the hand or the corner by listing them after a caret '^'). Jarrett ends the attack with 42 cards in his deck and 3 Nitro in play. During Jarrett's damage draw, he pulled a Payback card. Goldberg takes 2 damage from his deck and discards a Block from his hand to end the attack and the turn with 31 cards in his deck and 4 Nitro in play.
Jarrett begins Turn 3 by drawing Nitro. He draws two more cards and gets Mix in Some Nitro and another Nitro. He plays a Nitro card to end his turn with 38 cards in his deck and 4 Nitro in play.
G4[31/4]: ~PDodg, PDodg, Aysa [30/4]
J4[38/4]: ~DNOut, ^DNOut(~FcPun), N, Punch!0GN \G*2[28/4]\, FcPun!1PGN \G*4[24/4]\ [36/5]
Goldberg starts Turn 4 by drawing Practiced Dodge. He strengthens his corner by playing Practiced Dodge and Aysa and ends the turn with 30 cards and 4 Nitro.
Jarrett starts Turn 4 by drawing Down but Not Out. He immediately discards that card to draw another card -- a Face Punch (indicate a "free" action or other card play done as a result of another card play by listing it in parentheses following the initial card play). He plays a Nitro card to set up another combo. Jarrett plays a Punch card, base value 0 plus Green and Nitro bonuses. Goldberg takes 2 points of damage, ending with 28 cards and 4 Nitro. Jarrett follows up with a Face Punch, base value of 1 plus Punch, Green and Nitro bonuses. Goldberg takes all 4 points and now has 24 cards and 4 Nitro. Jarrett ends the turn with 36 cards and 5 Nitro.
G5[24/4]: ~Dodge, ~Dodge, ~N, ~N [20/4]
J5[36/5]: ~FcPun, ~Gouge, Gouge!4ON \G*4(^Dodge,^Dodge)[16/4]\ [34/5]
Goldberg starts Turn 5 by drawing a Dodge card. He continues to try to draw attack cards and pulls another Dodge followed by 2 Nitro. He ends the turn with 20 cards and 4 Nitro in play.
Jarrett draws a Face Punch followed by Gouging. He attacks with the Gouging card, base value 4 plus Orange and Nitro bonuses. Goldberg takes 4 damage points and discards 2 Dodge cards from his hand. Goldberg now has 16 cards and 4 Nitro. Jarrett has 34 cards and 5 Nitro.
G6[16/4]: ~N, ~CCG, ~Dodge, ~SWind [12/4]
J6[34/5]: ~Dodge, ~Punch, Punch!0GN \G*1(Dodge)[11/4]\, FcPun!1PGN \G*4[7/4]\ [32/5]
Goldberg is desperately trying to pull attack cards, but draws Nitro, Crowd Chants Goldberg, Dodge and Second Wind. He now has 12 cards and 4 Nitro.
Jarrett draws Dodge. He continues wearing down Goldberg by playing Punch, base value 0 plus Green and Nitro bonuses. Goldberg draws a Dodge as his first damage card. Jarrett follows up with a Face Punch for 1 point plus Punch, Green and Nitro. Goldberg takes 4 more damage and is down to 7 cards and 4 Nitro. Jarrett ends the turn looking good with 32 cards and 5 Nitro.
G7[7/4]: ~N, N, SWind(4 Dodge, SWind) [11/5]
J7[32/5]: ~N, ~N, ~DTopR, ~JeffG [28/5]
Suddenly, Goldberg sees his chance for victory and begins by drawing and playing a Nitro card. He now plays Second Wind to put 4 Dodge cards and a Second Wind back into his deck. His deck is up to 11 cards and is now very resistant to attacks. He also evens up the Nitro cards by having 5 Nitro in play.
Jarrett has no attacks to play and spends his turn drawing cards. He pulls 2 Nitro, a Dive from the Top Rope and Jeff's Guitar. His turn ends with 28 cards and 5 Nitro.
G8[11/5]: ~Sleep, N, Spear+CCG+^Aysa!10N+1 \J*10(DNOut,Block)[18/5]\, ~Dodge [9/6]
J8[18/5]: ~Missl, Missl!7G \G*0(^PDodg)[9/6]\ [17/5]
Goldberg draws a Sleeper Hold and launches his plan for victory. He plays a Nitro card to gain the upper hand in Nitro cards and then breaks out a sudden Goldberg's Spear along with Crowd Chants Goldberg and discards Aysa from his corner. Jarrett has to eat 10 damage points before drawing a Block and sees his deck dwindle down to 18 cards. During damage draws, Jarrett gets a Down but Not Out for his corner. Goldberg's Spear allows him to draw another card. He gets a Dodge and ends the turn with 9 cards and 6 Nitro.
A reeling Jarrett draws and then plays a Missile Dropkick. This forces Goldberg to discard the Practiced Dodge from his corner to stop the attack and remain at 9 cards. Jarrett ends the turn with 17 cards.
G9[9/6]: ~N, ~Dodge, RUsls [7/6]
J9[17/5]: ~Punch, ~RStrt, N, N, Special(+2AP), ~AToss, Punch+DTopR!0GN+5 \G*2(Block)[5/6]\ [14/7]
Goldberg draws a Nitro. Then, he continues his plan by drawing a card (a Dodge) and playing Resistance is Useless into his corner. He now has 7 cards and 6 Nitro.
Jarrett knows this might be his last chance for a win, so he prepares a turn that will use his Special ability. He draws a Punch followed by a Running Start. He plays 2 Nitro and uses his Special to gain 2 APs. These are used to draw another card (an Arm Toss) and attack by playing a Punch along with a Dive From the Top Rope for a potential 7 damage points. But, Goldberg draws a Block on his second card to stop the last five points and keep 5 cards in his deck. Jarrett has 14 cards remaining.
G10[5/6]: ~N, N, Sleep+LNtro+^RUsls!6Y+1 \J*8[6/7]\, Special(+1Turn,^N,^N)
G10[4/5]: ~N, N, Sleep+LNtro!6Y+1 \J loses\
Goldberg prepares the potential finisher. He draws and plays a Nitro and then attacks with a Sleeper Hold plus Late Nitro and discards the powerful Resistance is Useless. Jarrett can do nothing about it and eats all 8 points to be reduced to 6 cards. Goldberg now uses his Special to take another turn (discarding two Nitro). He begins the bonus turn by drawing and playing a Nitro and applying another Sleeper Hold along with another Late Nitro. Jarrett starts drawing his remaining cards and hopes for a timely Thunder card, but his deck is all out and he doesn't have enough in his hand to absorb the remaining damage, so Jarrett loses to a tremendous comeback by Goldberg!
Created with Allaire HomeSite 4.5 .......... Last Update: 15 Aug 00
|