Project Documentation

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๐ŸŽฌ 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.

๐Ÿง™ The Match Wizard

Matches are booked in the full-screen Match Wizard, four steps from first bell to finish:

  1. Setup โ€” match type, duration, and description.
  2. Participants โ€” drag wrestlers onto sides (at least two sides), put a title on the line, or create a team on the spot.
  3. Flow โ€” pick the referee, then set entrance order, pacing, elimination sequence, and in-ring psychology (see Flow & Dynamics below).
  4. Finish โ€” 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.

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.

For debuts, returns, retirements, and other narrative stipulations, see Special Matches.

๐ŸŸ๏ธ Match Types

Choose the right stipulation to tell the right story.

Match TypeWhat It Does
NormalStandard match โ€” clean win by pinfall, submission, DQ, or count-out.
EliminationEach team can have multiple members; wrestlers are eliminated one by one until one side remains.
DeathmatchExtreme violence with no disqualification. High injury risk.
Elimination ChamberSix competitors locked in pods. Two start; others enter over time.
Iron ManMost pinfalls / submissions within a set time limit wins.
First BloodFirst wrestler to bleed loses.
I QuitFirst wrestler to say "I quit" loses โ€” no pinfalls or submissions.
Last Man StandingWin by keeping your opponent down for a ten-count.
Battle RoyalMultiple wrestlers; elimination by going over the top rope. Last one in wins.
LadderRetrieve an object suspended above the ring. Often used for title matches.
Steel CageEscape the cage or pin your opponent โ€” no outside interference.
Hell in a CellCage surrounds the ring and ringside area โ€” violent, enclosed, nowhere to run.
TLC (Tables, Ladders, Chairs)Retrieve a suspended object using any furniture available.
SubmissionWin only by making your opponent tap out. Pinfalls don't count.
TablesPut your opponent through a table to win.
No DQWeapons, 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:

  • Match Pace โ€” Controls the overall tempo:

    • Slow โ€” methodical, ground-based, builds tension.
    • Moderate โ€” balanced between offence and recovery.
    • Fast โ€” high-energy, lots of near-falls.
    • All-Out โ€” non-stop action, maximum crowd response but higher fatigue.
  • Match Dynamics โ€” Controls who drives the action:

    • Even โ€” back-and-forth with no clear advantage.
    • Side Dominant โ€” one side controls most of the match.
    • Back-and-Forth โ€” momentum swings constantly.
  • Entrance Type โ€” Sets the mood before the first bell:

    • Normal โ€” standard entrance.
    • Dramatic โ€” extended entrance with extra crowd build.
    • Surprise โ€” no music, shock arrival.
    • No Entrance โ€” 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.

๐Ÿง™ The Segment Wizard

Non-match segments are booked in the full-screen Segment Wizard, in four steps:

  1. Duration โ€” how many minutes the segment runs on the show.
  2. Sides โ€” 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.
  3. Location โ€” where it happens (in-ring, backstage, video package, and so on).
  4. Parts โ€” 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).

When you book through the Segment Wizard, each part you add (promo, confrontation, fight, teaser, and so on) drives its own narration during simulation โ€” 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 TEW 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.

In-Ring Segments

Promo time in front of the crowd โ€” high-visibility, high-stakes moments.

Segment PartBest Used For
InsultHeels cutting promos on opponents or the crowd.
ThreatChallenging someone to a fight or issuing a warning.
InterruptionA surprise entry that crashes an ongoing segment.
Face-OffTwo rivals stand eye-to-eye โ€” tension without contact.
BeatdownOne side attacks another to close a segment dramatically.
InterviewOn-screen host asks questions โ€” good for story exposition.
Contract SigningFormalise a match with a table and paperwork โ€” add a brawl for extra heat.
AnnouncementAuthority figures declare matches, reveals, or decisions.

Backstage Segments

Moments away from the crowd โ€” raw, unscripted-feeling drama.

Segment PartBest Used For
AmbushOne person attacks another backstage โ€” escalates feuds quickly.
ConversationTwo people talk in private โ€” great for heel turns and secret alliances.
BrawlA chaotic backstage fight that spills through the venue.
Backstage InterviewLocker room interview away from the ring.
AnnouncementAuthority figures deliver news away from the ring.

Video Package Segments

Pre-produced content that plays for the crowd โ€” great for pacing and hype.

Segment PartBest Used For
Promo VideoHighlights a wrestler's character and recent story.
Appearance TeaserHints at a debut, return, or mystery figure.
Rivalry SummaryRecaps a feud's history before a big match.
Event AnnouncementHypes 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 โ€” 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 โ€” advances a feud, shifts momentum, or plants a story seed.

๐Ÿง  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 โ€” save the big gimmicks for when they mean something.

See Also