Docs
π₯ People
People
Your roster is your promotionβs fuel. If your people are hot, healthy, and motivated, your shows stay strong.
Wrestlers
What matters most
- Ability drives match quality.
- Mic Skills + Charisma drive promo quality.
- Popularity boosts crowd response.
- Condition affects performance and injury risk.
- Morale affects consistency and long-term stability.
- Record is the running win-loss-draw line. It sits on the wrestler profile and in the roster list.
Booking rule of thumb
Put people in roles that match their strengths:
- Great workers in long/high-stakes matches.
- Great talkers in key promo segments.
- Rising talent in meaningful mid-card stories.
π Bookmarks
Pin a wrestler or a staff member from their row or their profile. Bookmarked names rise to the top of Roster, Staff, and External Talent. Hit Bookmarked when you only want the pins. A bookmark is your booking shortlist. The wishlist still watches contract alerts.
π₯ Wrestling Styles
Each wrestler has a style that influences how matches play out in simulation. Matching compatible styles raises the quality ceiling of a match.
| Style | Strengths |
|---|---|
| Technical | Clean, mat-based wrestling. Best in longer, more methodical matches. |
| High Flyer | Aerial offence and fast-paced action. Thrives in Ladder and fast-paced matches. |
| Powerhouse | Strength-based offence. Dominant in slow, physical matches. |
| Striker | Punch-and-kick offence. Versatile across most match types. |
| Submission | Ground-based, choke-and-lock offence. Excellent in Submission and I Quit matches. |
| Hardcore | Comfortable with weapons and chaos. Thrives in No DQ, Deathmatch, and TLC. |
| All-Rounder | Adapts to any opponent or situation. Consistent across all formats. |
| Comedy | Gets crowd reactions through humour and unconventional spots. Best in lighter segments. |
βοΈ Weight Classes
Weight class determines which titles and divisions a wrestler is eligible for.
| Weight Class | Description |
|---|---|
| Super Heavyweight | The largest competitors, big-man specialists. |
| Heavyweight | The main event standard for most promotions. |
| Cruiserweight | Lighter and faster, well-suited to high-flying and technical styles. |
| Female | Women's division competitors. |
| Hardcore | Violent specialists who thrive outside standard rules. |
When you build a title's division, the game reads a wrestler's class straight from their listed weight in pounds: 215 lbs or less is Cruiserweight, 216-299 lbs is Heavyweight, and 300 lbs or more is Super Heavyweight. Women are grouped in the Female class regardless of weight.
A wrestler's details screen also lists every division they belong to, with their current record (wins, losses, draws) in each one.
π€ Morale Levels
A wrestler's morale affects their consistency and long-term loyalty.
| Level | Effect |
|---|---|
| Excellent | Peaked, performing at their best, reliable in big moments. |
| Great | Highly motivated and consistent. |
| Good | Stable, no issues to worry about. |
| Fair | Some dissatisfaction. Keep an eye on their booking. |
| Poor | Unhappy. Risk of inconsistency or seeking other promotions. |
| Broken | Severely demotivated. Immediate attention required. |
π Staff
Staff raise your floor across the whole company. Each staff type improves a specific area of your promotion.
| Role | What They Improve |
|---|---|
| Writer | Talking segments, promos, and angle quality, also covers match pacing and production duties for your home roster. |
| Road Agent | Match pacing and production quality for travelling or guest talent (cross-promotion loans, alliance-shared wrestlers). |
| Scout | Talent pipeline and discovery recommendations. |
| Trainer | In-ring and character development for assigned talent, usually a veteran who hung up the boots. |
| Medic | Injury recovery times and at-risk assessments. |
| Commentator | Show presentation and crowd engagement. Commentators call the matches and open each show. |
| Interviewer | Segment quality for promo and interview spots. Interviewers are the only staff who can host an interview. |
| Ring Announcer | The voice in the ring. Ring announcers handle announcement, injury, and hype parts. |
| Referee | Match officiating quality, subtle but consistent boost. |
| Booker (Head Booker) | Overall card flow and match quality, also sharpens Auto Book, the company's booking IQ. |
| GM (General Manager) | Helps manage show structure and roster morale, an assigned GM can also pre-book Development shows automatically. |
| Owner | High-level promotion direction and prestige. |
| Businessperson | Financial management and sponsorship negotiation. |
Tip: Writers make a noticeable difference to non-match segments. If your promos feel flat, invest in your writing team.
Broadcast Team
Commentators, interviewers, and ring announcers are three separate jobs, and none of them covers for another. Hire at least one of each.
| Role | What they do on a show | Key Staff slot |
|---|---|---|
| Commentator | Call the matches and fights, and open every show with the broadcast intro. Only commentators sit on the commentary team. Give them a call style (Play-by-Play, Color Analyst, Comedy, Heel, Legend) and the segment feed talks like that booth. Straight Call keeps the standard lines. | Commentators |
| Interviewer | Host the Interview part in the Segment Wizard. When no interviewer is booked, the narration just says "the interviewer". | Interviewers |
| Ring Announcer | Run Announcement, Injury, and Hype parts in the Segment Wizard. | Ring Announcers |
- Interviewers and ring announcers are judged on the same PR skills: Media Handling and Social Media Savvy.
- When a promotion starts a new game with no key staff set, the game fills its Ring Announcers slot with its best ring announcers by Media Handling: two at promotion level 7 or higher, one otherwise.
- PPVs and shows can set their own ring announcers, which replace the promotion's for that event.
- Ring announcers in Key Staff grow after each show, just like the rest of your key staff.
- The Key Staff screen only offers people with the matching role for each broadcast slot. If someone with the wrong role is already in a slot, they stay listed there so you can remove them.
ποΈ Trainers and Trainees
Trainers coach individual wrestlers. Assign trainees from Staff β Trainers, from the trainer's Staff Detail page (the Trainees widget), or with the Trainer picker in a wrestler's header.
- Each trainer takes up to 4 trainees, and a wrestler can only have one trainer.
- After each match, a trainee can gain a point of Charisma, Mic Skills, or Hardcore. The chance scales with the trainer's own value in that stat, their Teaching, coaching skills, and training intensity, their morale, your training facilities, and the match rating. Trainees close to 100 in a stat grow more slowly.
- An assigned trainer also drives the trainee's weekly development. Wrestlers without one fall back to the average of your Key Staff trainers, or a low baseline if you have none.
- Releasing a wrestler, losing them to another promotion, or changing someone's role clears the pairing.
π« Wrestling Schools and the Academy
Open wrestling schools from Development β Wrestling Schools to grow your own talent.
- Pick a base and a name. A school costs $150,000 to open and $15,000 a month to run.
- Each school graduates a class on every anniversary of its opening: 2 graduates, or 3 once your Academy is level 3 or higher.
- You can run 1 school with no Academy. Each Academy level allows two more, up to 10 at level 5.
- Academy level raises each class's potential. A head trainer (any trainer on your staff) adds more, based on their Teaching.
- Press Manage on a school to rename it, pick its head trainer, see every graduate grouped by class year (with where they are now), or close it.
- Graduates sign a two-year rookie deal with you. If you run a development show they join its roster; otherwise they start in development. Their stats are visible right away. Their profile shows a Trained at badge, and their work history starts with their year at the school.
- Rival promotions run academies too. They upgrade them over time and send one graduate a year into free agency.
- The Training Gym now covers everything the old Training Facility did: +10% all-round skill growth and +10% trainer effectiveness per level. Saves that owned a Training Facility got their money back.
π€ Auto Book
The Auto Book button builds a card for you from your available roster, but it's not a dumb shuffle. Quality scales with your staff:
- A sharper Head Booker or GM (higher Booking Logic and Storytelling) means smarter pairings, less random noise, and better instincts for when to pull the trigger on a title defense.
- Writers are credited for producing matches involving your home roster; Road Agents take over for matches involving travelling or guest talent.
- If a Development show has a GM assigned, or your company has a Head Booker, that show's card gets pre-booked automatically one day ahead, no need to open Auto Book yourself.
Weak or missing staff never makes Auto Book worse than the baseline, good staff just makes it noticeably better.
π Scouting and the Fog of War
Rival wrestlers start hidden behind a Fog of War, their abilities and status
(ability, charisma, mic skills, hardcore, popularity, condition, morale) show as ???.
Fog of War is on by default; scouting is how you lift it.
- Open a rival's profile and press Get scout report to send an idle scout after them.
- Pick which scout to send. A scout can only run one mission at a time, and each rival can only be scouted by one mission at a time.
- The scout delivers 2-7 reports before fully uncovering the wrestler, better scouts (higher Judgement, plus Awareness and Consistency) finish faster, and more popular targets take longer. Each report arrives when the in-game date advances and reveals one or more stats, headline stat (ability) first. Popularity is always visible and never hidden by Fog of War. You get an inbox notification with each revealed value.
- Press Finish scouting to cancel early. Anything already discovered stays visible; the rest stays hidden.
- From External Talent, press Send scout to a base to put an idle scout on a region. The trip takes 7-14 days (sharper Judgement, Awareness, and Consistency get them home sooner). When they return, you get two or three names drawn from the wrestlers already based there, free agents and outside talent, never freshly invented prospects. The report lands in your inbox and stays on the External Talent screen. A base can only have one scout working it at a time.
Track ongoing missions in Staff β Scouts (with progress bars and a link to each target) or via the Scout Missions dashboard widget.
𧨠Morale, Fatigue, and Injuries
β Keep morale up
- Give talent regular purpose.
- Avoid constant cold losses.
- Keep major stars visible.
β Keep condition up
- Rotate talent.
- Don't stack risky match types every week.
- Rest people when needed.
β Manage injuries
- Check Medical before booking.
- Protect at-risk workers from brutal stipulations.
- Plan backup directions for key feuds.
π―οΈ Aging, Retirement, and Passing
Time catches up with everyone. Once a year, on their birthday, each person in the world may face a life event.
- Retired means a wrestler has left the ring. They can still work as staff.
- Out of the business means someone has left wrestling entirely, so they no longer work as a wrestler or as staff. Staff in their 70s and 80s become increasingly likely to leave.
- Deceased people keep a profile with their date of passing. The chance of dying rises with age.
- When someone dies, their titles are vacated, their contracts end, and they are removed from booked matches and future cards. You get a memorial note in your inbox, and a news item for the wider business.
- People on your roster or staff get priority in your inbox.
- At 70, contracted staff may warn you they are considering leaving. You can convince them to stay one more year from the inbox note.
π Contracts
- Exclusive talent belongs to one company. Talks with anyone else open only in the final 30 days, and a signed exclusive deal pulls them in immediately. A non-exclusive offer to exclusive talent waits for their deal to run out, then starts.
- Non-exclusive talent can work several companies at once. Offer them exclusive or non-exclusive terms whenever you want.
- Exclusivity and wage type are separate choices. Any deal can pay monthly (a fixed wage, paid even when they aren't booked) or per appearance (once per show worked, no matter how many segments).
- Talent always prefers monthly pay: monthly offers get better acceptance odds, and their monthly ask is about 3.25 times their per-appearance fee. Switching the wage type in the offer screen converts the figure for you.
- Switching a current worker from per-appearance to monthly at the same figure gets a counter, not a walkout.
- On a clash, the higher monthly equivalent wins, and your promotion wins a tie.
- Signing someone exclusive ends their other deals and pulls them off the other rosters.
- A non-compete is a number of months on an exclusive deal only, never more than 20% of the term. After the deal ends they can sign elsewhere, but they cannot appear until the clause runs out.
- Exclusivity costs extra: exclusive asks run about 15% above the market, and a non-compete makes them hold out for a much better wage on top.
- The offer screen warns you when talent is carrying a non-compete, and until when. A non-compete never benches talent at the company that wrote it, so renewals are safe.
- Releasing exclusive talent who carries a non-compete lets you waive it for a smaller buyout.
- Bigger AI companies sign exclusive monthly deals. Mid-size ones put top talent on monthly part-time deals. Smaller ones pay per appearance.
- Non-exclusive talent based elsewhere appears in the Roster table, tagged Part-time with their home company. Hover the tag for the fee and renewal date. In the booking panel, blocked talent show greyed out with the reason.
- The inbox tells you when a top talent's exclusive deal enters its final 30 days, and when a non-compete you were waiting on has run out.
π§© Teams and Managers
- Keep real teams active to build chemistry.
- Use managers to support wrestlers who need promo help.
- Assign a manager from Wrestler Detail (header picker) or manage a manager's client pool from Staff Detail.
- When you book a managed wrestler, their manager is auto-added to ringside, you can still remove them manually.
- Let factions create easy feud material for months.