Docs
πΊ Shows and Events
Shows and Events
Shows are your week-to-week engine. Big events are where feuds peak and legacies are made.
ποΈ Weekly Shows
Use weekly cards to:
- Advance rivalries.
- Build contenders.
- Test rising talent.
- Set up your next major event.
Big Events
Save your biggest payoffs for major shows:
- Title changes
- Feud endings
- Major turns and betrayals
- Breakout wins for future stars
π§± Easy Card Structure
- Hot opener to wake up the crowd.
- Story progression in the middle.
- Strong semi-main to raise stakes.
- Main event with clear consequences.
π Booking Rhythm
- Donβt repeat the exact same match every week.
- Rotate talent to protect condition.
- Keep one clear βheadline feudβ per show.
ποΈ Building a House
Every building keeps a house draw for your promotion, from a cold open to a town that knows your name.
- The first nights in a new arena move the needle fast. Once the place is already hot, extra dates add less.
- A cold building takes a 25% hit at the gate. A regular stop fills more seats, up to a sellout. You cannot sell past the fire limit.
- Skip a building and the draw cools off. The hotter it was, the faster the regulars forget you.
- Talent from the arena's home base gets a hometown pop. Book the local hero where the crowd already knows them.
Gate Ledger
Open a show and the Gate Ledger prices the next card before you spend a dime.
- Running costs list the arena rental, the building's upkeep, a first-night setup fee the first time you play a new building, and one production bucket (lights, sound, and stage together). There is no travel or marketing bill.
- Merch sells at the venue. Every wrestler on the card moves shirts in proportion to their popularity and the crowd, and a bigger-prestige event sells more. A wrestler's shirts count once per show.
- Profit per segment shows the sponsor cheque and the merch each segment earned.
- Arena check puts your building beside the best other room on the circuit, with the rental gap and what that does to the crowd. You still change buildings from the booking screen.
- The net is the gate plus sponsors and merch, minus those costs.
- A line that eats more than 40% of the budget lights up. Hover it to see why.
- The sparkline replays the last few shows at today's prices and costs. It is a projection, not a record of what was paid.
Use the Calendar Screen
The Calendar is your control tower:
- See upcoming events in one place.
- Jump directly into event setup.
- Review past event results from earlier dates.
π€ Auto Book
Short on time or unsure where to start? Auto Book builds a card for you, and the better your staff, the better the card. Your Head Booker and GM raise the overall booking IQ, while Writers and Road Agents produce individual matches for your home roster and travelling talent respectively. See π₯ People for how staff skill translates into Auto Book quality.
π± Development Shows
Mark a show as Development to run it with prospects instead of your main roster. If that show has a GM assigned, or your company has a Head Booker, it gets pre-booked automatically a day before it airs, so it's ready without you having to open it yourself. You can still edit the card manually before it goes live.
Commentary Team
Every live show is called by a commentary team. It is resolved in this order:
- The show's own commentators (or the PPV's).
- The promotion's key-staff commentators.
- Fallback: two
COMMENTATORstaff picked from the promotion's roster.
The fallback pick is seeded by a hash of the promotion id, show name, and event date. The same two people call the entire night and re-opening the show does not reshuffle them. The fallback team is never saved. It is recomputed whenever needed, so assigning real commentators in Key Staff always takes over. If the promotion has no commentators at all, the broadcast simply runs without attributed commentary.
Call style
Give a commentator a call style and the segment feed starts talking like them. The styles are Play-by-Play, Color Analyst, Comedy, Heel, and Legend. Set it on their staff page, or on the Key Staff card next to their name while you build the booth. The night uses every style that is actually on the call, mixed in with the standard lines. A straight call (no style picked) stays on those standard lines. Saves from before call styles do not need a conversion.
Show Intro
When you start a show in Live Event, a Going live dialog opens before segment 1. The show's logo bursts onto the screen, then the dialog shows the commentary team and 2-3 broadcast-open lines, revealed one per second, with the commentators alternating (A, B, A). Press Space or Start show to begin. There are 8 intro variants in two families:
- Weekly: the "It's {dayOfWeek} and you know what that means! Welcome to {showName}!" family. Only used by regular weekly TV. The day comes from the event date.
- Arena/event: "Thank you so much for joining us, live from {arena}, it's {eventName}!" and similar. Weekly shows can draw these too. PPVs and special events use this family only.
The variant is picked from the same seeded hash, so it is stable for a given show and date.
Who Speaks What
Each random segment event (RSE) template is tagged with a voice: dialogue (first-person) or narration (third-person).
| Part type | Dialogue templates | Narration templates |
|---|---|---|
| PROMO, INTERVIEW, ANNOUNCEMENT, HYPE, CONFRONTATION, INTERRUPTION | Spoken by the talent | Called by the commentators |
| FIGHT, VIDEO_PRODUCTION, TRAINING_HIGHLIGHT, TEASER, INJURY, and all match beats | n/a | Called by the commentators |
Rules of the road:
- Scripted lines are always the booked wrestler. They are never reassigned to a commentator. In a TEASER the name and avatar are masked as "Mystery Voice", but the line is still theirs.
- Commentators alternate only on commentator beats. Talent lines do not advance the rotation, so a promo interleaved with narration never breaks the A, B, A, B order. The same rule applies in the intro.
- Fights and brawls are never "said" by the wrestlers.
- Only commentators ever join the commentary team or the intro. Interviewers and ring announcers are never pulled onto the desk.
- Narration that mentions the interviewer uses the booked interviewer's name. If no interviewer is booked it says "the interviewer", and it never borrows the ring announcer.
Staff on the card
Hover a staff icon in the booking editor or on the post-show results. Commentators, referees, writers, interviewers, and ring announcers show their name, what the job does, and the attribute that drives their quality, Rule Knowledge for a referee, Match Layout for a writer, Media Handling for the broadcast team. The same hover sits on the show-staff row at the top of the booking screen. Past-event history keeps the match result, not the staff credit, so those tooltips live on the card you just ran and on the results screen that opens when the show ends.
Ringside
Managers and other ringside companions appear next to the wrestler they accompany, both on booking cards and in the Live Event participant columns, so you can see who's at ringside for each side.
β οΈ Continuity
The card is one story. Book an injured worker, run the same match twice, hype a match you never book, or bring someone back ten minutes after you laid them out and the game will tell you, then charge the show if you do it anyway.
Warnings show up in the match wizard, the segment wizard, and a collapsible strip on the booking card. They name the talent and the item they clash with. Nothing blocks the save.
If the show still airs that way, each broken rule takes points off the segment rating, up to 20 points on any one item. The live-event scorecard lists every hit when the show ends, so you can see what the crowd punished. AI promotions pay the same penalties on their cards.
Going from a match straight into a segment (or back) is free; the same worker in two matches in a row, or two segments in a row, is not. A worker can be on three items before it counts as overbooking. Five ordinary matches an hour is fine. Dream matches and special attractions (Hell in a Cell, a chamber, a cage, a ladder match, TLC, an Iron Man) do not count toward that pace.