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Boxing Time Machine
This website converts the Avalon Hill boardgame Title Bout (1979) into a web app. The goal is to incorporate all the rules of the 1979 boardgame except strategy cards. Some of the rules as written (RAW) have been modified slightly.
Clarifications and Changes
Control Checks. Per the 1979 RAW, loss of control (in a CF check) automatically cedes control to the other boxer. This was changed in later versions of the game in which loss of control triggers alternating CF checks until control is seized. The deck had to expand from 40 to 50 cards, and there are times when multiple cards are flipped to no effect. This site uses the original 1979 rule.
Ring Position (center/corner/ropes) has been renamed Advantage (short for positional advantage). Ring Position in the RAW gives one boxer a CF addition equal to his opponent's corner/ropes rating, regardless of the particular corner or ropes location. This script instead treats that concept simply as one boxer having Advantage over the other.
Ring Movement is renamed Footwork on this site but it works the same for purpose of the Advanced Scoring Option comparing clinches vs. footwork.
Punch values. In the boardgame, some boxers have no 3-point punches at all. In this version all boxers have at least a 20-percent chance of punching for 3. This is necessary to give all boxers a chance to obtain positional advantage. (See the design notes section.)
Missed punch. In this version a punch type is determined and given a scoring value of 0.
Punch types. There is no need to designate left or right hand for punches. Jab and hook are always with the left hand; cross and uppercut with the right (reversed for southpaws). Combination punch involves both hands. This is taken into account when the boxer injures a hand: the punches thrown with that hand are devalued.
Reduced hitting effectiveness and adjusting KD1 for opponent's HP. These rules have been incorporated as written.
Southpaws. The original rules did not have any modifications for southpaw stance. Later versions added a CF deduction of 1 for the first five rounds when facing a southpaw. This site may incorporate that rule at some point, but currently it is not included. There are very few southpaw boxers in the OFS database.
Match Database Completed matches may be added to the Title Bout OFS match database. This will build a history of each boxer card in an ever-growing collection of matches. Please contact the author for more information.
The author of Title Bout OFS is Robert Morss (BGG rdmorss). Contact via geekmail with comments or questions. Acknowledgements to:
Each match-up in the Title Bout boardgame requires preparation (i.e. filling out the score sheet) before starting Round 1. But sometimes the match is over so fast that the prep time exceeds the game time (due to an early KO or TKO)! With Title Bout OFS the set-up is instantaneous and the rounds proceed as fast as desired, although it is hoped that the player will take a few minutes to read through each round's log and picture the events unfolding.
Title Bout is all about the interaction of the numbers on the boxers cards, making it perfect for converting to the computer. In this application PHP scripts are used to generate the rounds, and the state of the match is maintained in the $_SESSION super global.
Why no strategies? Because the designers warned against them in the published rules. Also because they are not necessary for our purpose in recreating imaginary boxing matches. The interest for the solitaire player is to simply see what might have happened.
The Advantage rule of this version (ex Ring Position) is mainly a change of semantics. There is also a different trigger mechanism, i.e. the only way to gain Advantage is to score a punch of 3 or more points. Once a boxer gains the Advantage, he keeps it until he loses control.
Think of advantage as a milder form of killer instinct:
Instead of card draws from an action deck, this version uses a round counter of 40 impulses, where each impulse is analogous to a card draw in the board game. There are some exceptions to this, such as when an injury or foul chance comes up and there is no result, this does not spend an impulse.
Fouls and cuts have been simplified. The program simply keeps track of cut points and foul points.
Injuries are extremely rare in the printed game: there is only one chance in 800 that an injury will occur on any action draw (1/80 x 1/10). This version uses the same calculation. The effects of an injury will be applied immediately, but the injury will not be revealed until after the fight.