Tech Fall!

Wrestling simulation game

Tech Fall!

Wrestle head to head against the computer, or hand the device back and forth for local pass-play. Draw offensive, defensive and neutral moves, manage the clock, and rack up takedowns, back points, escapes and reversals. Folkstyle rules only.

Tech Fall! is complete. Download and play free, with optional one-time in-app purchases. Store-local pricing and live download links will appear here as soon as the App Store and Google Play listings are public.

At a glance

Price
Free to download · one-time purchases
Styles
Folkstyle
Modes
Human vs Computer, Pass & Play
Match types
Single Match or Team Competition (10 matches)
Skill levels
Rookie to National Champion

Step onto the mat

Screens from the game

Real screens from Tech Fall! — setting up a match, the mat during a period, and the move cards you play from.

Tech Fall! home screen
Tech Fall! home screen
Choosing wrestlers and match settings
Choosing wrestlers and match settings
Skill level and team match options
Skill level and team match options
A period in progress on the mat
A period in progress on the mat

See it in action

Watch Tech Fall! being played

Thirty seconds from the opening whistle of a real match: move cards, setups, shots, counters, scoring, and the match clock.

How a turn works

Play

Play a move card from your hand. Real shots like the Double Leg only land the instant after a Snap Down or Circle — shoot cold and nothing develops. Setup cards have a dashed border and never score alone; they make your next scoring move better.

Swap Moves

Redraw your whole hand when it does not fit the position. A full swap costs you the turn, so weigh it against the clock.

Defer

Pass and let the clock run. Two free defers per period — a third draws a stalling point for your opponent and hands them a shot that skips the setup requirement.

Ways to play

Human vs Computer

Take on the machine in a single match or a full ten-match team competition. The computer reacts at the speed set by your skill level.

Pass & Play

Hand the device back and forth with a friend. Pick corner names and singlet colors, then wrestle the same match from both sides.

Single Match

One match, three periods, one winner. Tied after regulation goes to sudden victory and tiebreaker periods.

Team Competition

Wrestle ten collegiate matches in sequence and track the team score across the full lineup. Decisions, major decisions, technical falls and falls all contribute.

Skill levels

The skill level controls how long you get to pick a move each turn — and how fast the computer reacts.

  1. 1

    Rookie

    20 seconds to choose each move — plenty of time to read the cards.

  2. 2

    Junior Varsity

    10 seconds per decision. The pace picks up.

  3. 3

    All-American

    5 seconds per decision. You have to know your hand.

  4. 4

    National Champion

    A random 2–6 second window every turn. The rhythm never settles, for you or the computer.

Positions

Cards are color-coded by position so it is easy to follow at a glance. Your hand switches to the right color set the moment the position changes.

Neutral

Both wrestlers are standing. Either can shoot for a takedown. Steel-blue cards show neutral and mutual-position moves.

Top

In control and attacking for back points. Teal cards appear the moment you score a takedown or reversal.

Bottom

Working to escape or reverse. Magenta cards give you genuine counters, not another shot attempt.

Scoring

The current folkstyle mode applies its scoring automatically as moves land.

Takedown
3 points
Escape
1 point
Reversal
2 points
Near Fall
2–4 points
Stalling / Penalty
1 point
Fall
Match ends — win
Riding Time (1:00+ net)
+1 point at match end (decision only)

Back points need a confirming move right after. Two clean scoring moves in a row is a near fall (2 points), a longer hold can push it to 3 or 4, and a truly dominant sequence can end the match by fall.

What stays on your device

  • No match data is sent anywhere. Tech Fall! runs entirely in this browser tab or on your device. Names, photos, match history and stats are not saved to a server.
  • Optional export. If you want to keep stats when switching phones, export a backup file and import it on the new device.
  • No accounts, no ads, no trackers. Just like every K&K FunTimes game.

Tech Fall! legal

Privacy & terms

See exactly what stays on your device, how optional names, photos, match history and team scores are handled, and the terms for using the game.

Questions, answered

Do I need an account?

No. Tech Fall! does not ask for a name, email, or any personal information. Optional names and photos stay on your device.

Is my match data sent anywhere?

No. Match history and session stats live only in your browser tab's memory. Closing the tab clears them. You can export a backup file if you want to move stats to another device.

What do setup cards do?

Moves like Snap Down, Circle, Hand Control and Leg Ride never score by themselves. They improve the odds of the real scoring move you play right after them — and real shots only land right after a Snap Down or Circle.

How does the Cradle become a fall?

One Cradle or Cross-Face Cradle exposes. A second in a row scores back points. A third in a row — before it is defended or time runs out — is an automatic fall.

What happens if the match is tied?

Overtime starts with a full 60-second Sudden Victory period: first score wins. If still tied, two 30-second tiebreaker periods follow. If still tied, criteria decide it.

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