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๐ฌ Segments
Segments
Segments are how you control pacing, emotion, and momentum on every show.
Match Segments
Use matches to:
- Deliver in-ring action.
- Move rankings and title scenes.
- Give feuds physical escalation.
Best practice: match wrestler strengths to match type.
๐ง The Match Wizard
Matches are booked in the full-screen Match Wizard, four steps from first bell to finish:
- Setup, match type, duration, and description.
- Participants, drag wrestlers onto sides (at least two sides), put a title on the line, or create a team on the spot.
- Flow, pick the referee, then set entrance order, pacing, elimination sequence, and in-ring psychology (see Flow & Dynamics below).
- Finish, choose the outcome (a winning side, draw, no contest, or random), how it ends, any interfering party, and booking notes.
Press Space to move to the next step once the current one is valid. Hold Ctrl to highlight reachable steps, then press Ctrl+1 through Ctrl+4 to jump to that step. Leaving with unsaved details asks before discarding the draft.
Squash: on Setup, hit the Squash preset for a one-minute match. The suggestion panel then names who should take the pin, the lower-card wrestler with a pile of losses whose morale is still above poor. Click that name and the Finish step books the other side to win by pinfall.
Anonymous interference: in the Finish step (and in Gorilla Position), tick Send in anonymously when you pick an interfering party. The crowd only sees "an unknown wrestler", so the crowd pop is halved, but every active storyline the match touches gets a +6 rating bonus. A mystery attacker builds intrigue.
How it ends: pick Pinfall, Submission, DQ, Interference, or Count Out in the Finish step. Count Out is not available in stipulations with no disqualifications or count-outs (No DQ, cages, ladders and similar). For title matches, a DQ or Count Out win never moves a belt: a champion keeps it and a vacant belt stays vacant. Interference and injury finishes still change the belt, but they count as dirty finishes (less morale and popularity); a dirty finish never lowers the belt's prestige, which only reflects match quality.
For debuts, returns, retirements, and other narrative stipulations, see Special Matches.
๐๏ธ Match Types
Choose the right stipulation to tell the right story.
| Match Type | What It Does |
|---|---|
| Normal | Standard match, clean win by pinfall, submission, DQ, or count-out. |
| Elimination | Each team can have multiple members; wrestlers are eliminated one by one until one side remains. |
| Deathmatch | Extreme violence with no disqualification. High injury risk. |
| Elimination Chamber | Six competitors locked in pods. Two start; others enter over time. |
| Iron Man | Most pinfalls / submissions within a set time limit wins. |
| First Blood | First wrestler to bleed loses. |
| I Quit | First wrestler to say "I quit" loses, no pinfalls or submissions. |
| Last Man Standing | Win by keeping your opponent down for a ten-count. |
| Battle Royal | Multiple wrestlers; elimination by going over the top rope. Last one in wins. |
| Ladder | Retrieve an object suspended above the ring. Often used for title matches. |
| Steel Cage | Escape the cage or pin your opponent, no outside interference. |
| Hell in a Cell | Cage surrounds the ring and ringside area, violent, enclosed, nowhere to run. |
| TLC (Tables, Ladders, Chairs) | Retrieve a suspended object using any furniture available. |
| Submission | Win only by making your opponent tap out. Pinfalls don't count. |
| Tables | Put your opponent through a table to win. |
| No DQ | Weapons, interference, and chaos are all legal. |
Booking tip: Brutal stipulations (Deathmatch, Hell in a Cell, Last Man Standing) raise crowd heat fast but risk injuries. Save them for feud payoffs, not weekly openers.
Flow & Dynamics
When booking a match you can fine-tune how it plays out in simulation:
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Match Pace, Controls the overall tempo:
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Slow, methodical, ground-based, builds tension.
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Moderate, balanced between offence and recovery.
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Fast, high-energy, lots of near-falls.
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All-Out, non-stop action, maximum crowd response but higher fatigue.
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Match Dynamics, Controls who drives the action:
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Even, back-and-forth with no clear advantage.
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Side Dominant, one side controls most of the match.
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Back-and-Forth, momentum swings constantly.
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Entrance Type, Sets the mood before the first bell:
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Normal, standard entrance.
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Dramatic, extended entrance with extra crowd build.
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Surprise, no music, shock arrival.
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No Entrance, talent is already in the ring.
Non-Match Segments
Non-match segments shape the stories around your in-ring action. Every segment has a location that affects how it plays out.
๐ง The Segment Wizard
Non-match segments are booked in the full-screen Segment Wizard, in four steps:
- Duration, how many minutes the segment runs on the show.
- Sides, up to six sides of up to six talents each, or no sides at all for an announcement-only segment. Someone can only be on one side. Adding a managed wrestler adds their manager too. From active storylines suggests feud setups and rivals, and sides that aren't in a storyline yet get a Start Storyline button.
- Location, where it happens (in-ring, backstage, video package, and so on).
- Parts, up to eight parts, dragged into order, sharing the segment's minute budget. Some parts need at least one side, and some only exist in certain locations. Parts can carry script lines, a target, an interrupting side, a booked match, an injured wrestler, or an upcoming show to hype (Book it).
Each part has a Beat order list. Stack scripted lines and segment beats in the order you want them to play, drag to reorder, switch a row between line and beat, or add more from the toolbar. Every segment beat needs an actor: the talent the spot is about. Leave dialogue blank on a scripted line and the sim rolls a random beat from that part's pool instead. Pick a specific segment beat when you already know the spot, including a manager beat when a manager is on the segment. When a line or beat calls somebody out and more than one person is in the segment, that row gets its own targets picker. Leave it empty, or name several people. With only one participant, there is no target to pick. The booking card badges segments that include booked segment beats.
When you book through the Segment Wizard, each part you add (promo, confrontation, fight, teaser, and so on) drives its own narration during simulation, the live feed labels the active part so you can see the story beat you booked playing out.
Who Hosts a Part
Some parts need a staff member to run them, and each slot takes one role only:
- Announcer slot (Announcement, Injury, Hype): ring announcers only. The event's key staff ring announcers are listed first, then the rest of your ring announcers.
- Interviewer slot (Interview): interviewers only. The event's key staff interviewers are listed first, then the rest of your interviewers.
The first person in each list is picked for you when you add the part. The announcer doesn't have to be one of the segment's participants.
No other staff or wrestlers can fill in, with one exception: if your promotion has no ring announcers at all (common in older saves and legacy .db / .mdb imports), the announcer slot lists your commentators instead. If you have nobody in the role, the list reads No ring announcer on staff or No interviewer on staff, and the part can't be booked until you hire one or change a staff member's role on the Staff screen.
โ๏ธ Segment Writer
On the Parts step you can name an optional writer for the whole segment. Show writers are listed first, then the rest of your writers. Leave it on No writer when the talent can talk on their own.
If a talking part (promo, interview, confrontation, interruption, video package) puts two or more wrestlers or managers under 40 on the mic in the segment and you have not named a writer, a warning names them. Assign a writer or change who is talking and the warning goes away. It never stops you from booking the segment. A fight, announcement, or hype spot does not count as talking.
Gimmicks on the Mic
A wrestler's gimmick changes what happens around them. Segments and matches mix in lines written for each gimmick, and the line is always about the wrestler who has it: the Comedy wrestler does the comedy bit, the Monster no-sells the offence. These lines are a small share of the feed, so the regular beats still carry most of it.
Gimmicks also nudge promo and interview ratings by a few points:
- Some personas just talk well. Cult Leaders, Celebrities, Comedy acts, and Authority figures get a small lift, and Monsters and Technicians a small dip.
- Some pairings click. Authority vs Rebel is the strongest, followed by Celebrity vs Fighter, Monster vs Comedy, Monster with a Cult Leader, and Cult Leader vs Celebrity.
- Some fall flat. Two Comedy acts, two Monsters, or a Cult Leader with a Comedy act drag the segment down.
The nudge is capped, and it never lifts someone under 40 mic past the usual ceiling for a bad promo. Mic skills still decide most of the rating.
In-Ring Segments
Promo time in front of the crowd, high-visibility, high-stakes moments.
| Segment Part | Best Used For |
|---|---|
| Insult | Heels cutting promos on opponents or the crowd. |
| Threat | Challenging someone to a fight or issuing a warning. |
| Interruption | A surprise entry that crashes an ongoing segment. |
| Face-Off | Two rivals stand eye-to-eye, tension without contact. |
| Beatdown | One side attacks another to close a segment dramatically. |
| Interview | On-screen host asks questions, good for story exposition. |
| Contract Signing | Formalise a match with a table and paperwork, add a brawl for extra heat. |
| Announcement | Authority figures declare matches, reveals, or decisions. |
Backstage Segments
Moments away from the crowd, raw, unscripted-feeling drama.
| Segment Part | Best Used For |
|---|---|
| Ambush | One person attacks another backstage, escalates feuds quickly. |
| Conversation | Two people talk in private, great for heel turns and secret alliances. |
| Brawl | A chaotic backstage fight that spills through the venue. |
| Backstage Interview | Locker room interview away from the ring. |
| Announcement | Authority figures deliver news away from the ring. |
Video Package Segments
Pre-produced content that plays for the crowd, great for pacing and hype.
| Segment Part | Best Used For |
|---|---|
| Promo Video | Highlights a wrestler's character and recent story. |
| Appearance Teaser | Hints at a debut, return, or mystery figure. |
| Rivalry Summary | Recaps a feud's history before a big match. |
| Event Announcement | Hypes an upcoming show, title match, or major moment. |
Segment Pacing Tips
- Alternate energy levels (don't run five high-chaos segments in a row).
- Follow big moments with short resets, a video package or backstage segment works perfectly.
- Use in-ring interviews and face-offs to build heat before a match later on the same card.
- Make sure each segment changes something, advances a feud, shifts momentum, or plants a story seed.
๐ง Common Mistakes
- Too many long matches on one card.
- Talking segments with no storyline purpose.
- Overusing the same stars in multiple segments.
- Running brutal stipulations every week, save the big gimmicks for when they mean something.