Docs
๐ญ Segment Simulation
Segment Simulation
Simulation is where your booking decisions cash in (or blow up in your face).
โถ๏ธ How It Works for Players
When you simulate segments, youโll see:
- Live match/segment commentary beats.
- Part labels on multi-part segments โ each beat shows which booked part (Promo, Fight, Interview, etc.) is playing, so narration tracks your wizard card.
- Segment performance feedback.
- Crowd response shifts.
- Injury moments when things go wrong.
Part-Driven Narration
Every booked segment part now draws its own pool of random beats. A promo part sounds like a promo; a fight part sounds like a fight โ the sim no longer mixes insult lines into a beatdown beat. Authored script lines you write in the Segment Wizard still play verbatim and take priority over random beats.
๐ฆ Gorilla Position (Live Match Control)
During match simulation, you're in the Gorilla Position โ the backstage area just behind the entrance curtain where real promoters call audibles in real time. Use these tools to steer matches on the fly.
Use Gorilla Position sparingly. Strong pre-show booking followed by smart live calls gives the best results. Overusing it can hurt momentum and crowd reaction.
Available Actions
| Action | What It Does |
|---|---|
| Change Outcome | Flip the planned winner mid-match. Use for surprise endings or when storyline direction shifts. |
| Call for Finisher | Signal a wrestler to hit their finishing move now. Boosts crowd reaction if timed well. |
| Swap Finisher | Have a different wrestler deliver the finishing spot. Useful when the original plan falls apart. |
| Early Ending | Bring the match to a close sooner than planned. Minimises wear on talent or adapts to injuries. |
| Call Interference | Send outside talent in to change the course of the match. Adds drama but may draw heat for the wrong reasons. |
| Booking Swerve | Fire a surprise plot twist mid-match โ a sudden turn, reveal, or unexpected development. |
| End Segment | Wrap up a non-match segment immediately. |
| Comic Relief | Lighten the mood with a humorous spot or beat. Resets crowd tone after intense sequences. |
| Ambush Call | Trigger a surprise attack during the segment. Great for angle advancement. |
| Disable Wrestler | Remove a participant from the action โ simulates selling an injury or pulling them from the match. |
| Keep Going | Override any automatic early-end triggers and instruct the match to continue. |
| Call Off Match | Cancel the match entirely โ no result, no winner. Treat it as an angle or an emergency stop. |
Interference Types
When you call interference, you can choose how it happens:
| Type | Effect |
|---|---|
| Run-In | A person runs in from outside and physically joins the action. |
| Distraction | Outside party distracts a competitor without direct contact. |
| Weapon Spot | A foreign object is introduced. |
| Manager Interference | The wrestler's manager gets physically involved. |
Tick Send in anonymously to hide who it is. You still pick the real wrestler, but the narration credits "an unknown wrestler". The crowd pop is halved, and every active storyline the segment touches gets a +6 rating bonus.
๐ Injury Moments
Injuries can happen during matches, especially in rougher stipulations.
When it happens:
- Check the injury report.
- Update future bookings fast.
- Use Medical to monitor recovery timelines.
Simulation Tips
- Don't book every match at maximum risk.
- Keep your biggest stars protected unless the story demands danger.
- Use post-show results to refine next week's card.
- Reserve Gorilla Position calls for moments that genuinely need them โ surprise finishes, angle pivots, or real emergency adjustments.