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"It's probably no secret around here that I'm a big fan of Ring of Honor - in my opinion it's one of the best wrestling products out there at the moment. It's also not a secret that I'm a fan of rulesets in TNM. When done well, they allow a great deal of freedom while still giving you a general direction to take things in. My NDW circuit used Rick's extremely popular Old School Ruleset up until I ran out of them, then went on hiatus while I worked on the project that would eventually become LIW.

If you didn't know, LIW is based on a ruleset of my creation that's based fairly heavily on Ring of Honor's past cards - since there have only been 50 or so since ROH's founding, doing this isn't an impossible task. Anyway, as I run LIW, after every six cards I plan to post the rules I used here so that others can enjoy them as much as I have. I won't get ahead of where I am, however, because doing so would ruin the surprise of what's to come.

If you have any questions or comments, feel free to voice them.
" - Eric "Critic of the Dawn"

*****

0 - Getting started

0.1 - To start, you'll need to hire a roster of 20 wrestlers. Hire the three with the highest combination of Workrate and Charisma to 12 card contracts. The rest should be signed to 6 card contracts. Note that because these rules are for an indy fed, your roster will probably be fairly fluid at first.

0.2 - For the first year of your company's existence, you will be having one show a month. Thus, assuming you have Tweakcirc, the card multiplier should be set to 1.

0.3 - From time to time, the rules may require you to bring in a specific worker who is not under contract. Assuming the rules indicate that this is a temporary deal, you should simply bring them in using the ~ key.

0.4 - You should always attempt to maintain at least 20 workers under contract. If your roster drops under this point, hire more to 6 card contracts until you're back where you need to be.

0.5 - You'll frequently be bringing in outside workers to perform for you. If you're given the opportunity to choose who to bring in, it will specify whether you can keep them or not. In the case of workers brought in with the m key, you can choose to hire them unless otherwise specified. You don't *have to* keep them around if they don't fit the feel of your circuit, however.

0.6 - You will start off with 2 titles - A Heavyweight Title and a Tag Team Title. Several shows will pass before you determine the champions, however. Later, you'll be adding a second belt, but it won't be for quite some time.

0.7 - Once you get into your second year and onward, you will occasionally run a "double shot," which consists of two shows in one week. When this is indicated, any wrestlers who no-show the first event should be considered unavailable for the second as well.

1 - Your First Show

1.1 - You need to start things off with a bang. A heel tag team has made their way to the ring before the show starts and is causing some kind of trouble for some reason. Solve the problem by sending out your hardest hitting babyface tag team to face them in an impromptu tag team match.

1.2 - One of your top young talents will be facing off against your best available high flyer who isn't in the main event in a singles match. Take this opportunity to put on a hell of a match and introduce the crowd to one of your future stars.

1.3 - Do your best to highlight your tag team division by holding a second tag team match. You should bring in a wrestler not currently under contract as a special guest referee for this match. After the match, the losers should take out their frustrations on the referee.

1.4 - Because your promotion is just getting off the ground, you need all the help you can get. Bring in a star from another promotion for one night only and host an important match between them and a rival. This is a one-night only appearance for both wrestlers.

1.5 - In your main event, put the three wrestlers you signed to 12 card contracts in a triangle match against each other. Make it clear that these are three of the top stars in the industry, and build up the fact that there is a growing rivalry between them. Note that this should NOT be an elimination match.

1.6 - All of your wrestlers should work matches this week in an attempt to impress the fans.

2 - Round Robin

2.1 - Your first show was a major success, but you need to show the fans that what they saw wasn't just a fluke. Thus, it's imperative to put on the best show that you can.

2.2 - The loser of last week's main event was understandably frustrated by their defeat. Thus, he's issued a challenge to the other two members to face him in singles matches. The other two decided that this was a great idea, and challenged each other as well. Thus, tonight you'll have a Round Robin Tournament between the three top wrestlers in your promotion to determine which one is the best. One of the three matches in the Round Robin should open the show, one should be somewhere towards the middle, and the final one will be your main event of this show.

2.3 - Bring in two new tag teams with the m key and have them face each other. You may sign the winners of this match if you so desire. The losers should not appear again any time soon.

2.4 - Hold a rematch of the tag team contest in rule 1.3, this time with one of your standard referees.

2.5 - Hold a Triangle Tag Team match in an attempt to continue to show off your strong tag team division. You may make this an elimination match if you wish, but you don't have to.

2.6 - You should have a total of 21 wrestlers competing on this show including the mystery wrestlers, etc.

3 - Giving Appreciation

3.1 - Continue to build your tag team division by starting things off with a Triangle Tag Team Match - in this case, it should not be an elimination match. Two of the teams in this match should be the teams from rule 1.1, the third can be anyone you choose.

3.2 - Have the young up and comer from 1.2 face off against a mystery wrestler brought in with the m key. After the match, tease tension between the up and comer and a wrestler not presently under contract at ringside.

3.3 - Hold a triangle match between someone who won their match at your first show, the person they defeated, and someone one of them faced on the second show.

3.4 - Have the winner of the main event from your first show face off against a new wrestler signed for a 12 month contract. This new talent has been making waves in the industry, and will hopefully become a major player in your promotion.

3.5 - The wrestler turned referee from rule 1.3 has returned with a partner, and is looking for a tag team match. Sign both him and his partner to 6 card contracts and give them the match they want.

3.6 - The loser of your first main event is also in singles competition tonight - bring in a new wrestler with the m key, and tease an alliance between them after the match.

3.7 - Hold a Four Corners match between four of your wrestlers. One of them should be the remaining wrestler from the first show's main event.

3.8 - Finally, the star you brought in for rule 1.4 was so impressed by your fledgling promotion that he has agreed to return for one more show. Give him the main event slot he deserves. Team him up with the high-flyer from rule 1.2, and have them face your most exciting tag team together. Once again, this star is making a one night only appearance, and will not be returning after this appearance.

3.9 - Your entire roster should work tonight's show, as you want to take advantage of the visiting star's fame to make as much of an impact as possible.

4 - Heavyweight Title Tournament, Night 1

4.1 - Tonight you are going to host a tournament to determine who will advance to fight for your Heavyweight Title next month. 16 men will enter, but only 4 will advance to next month's show, where they will compete in a Four Corners Elimination Match to determine your first Heavyweight Champion.

4.2 - Your first match should pit the wrestler who lost night 1's main event but was not pinned against a wrestler brought in with the m key.

4.3 - Your second match should feature 2 of the most exciting workers you have under contract facing off against each other. The goal here is to put on a hell of a match while determining which one should advance.

4.4 - In your third first round match, bring a wrestler in with the m key to face the young up and comer from rule 1.2. Once again, tease tension between the up and comer and the unsigned wrestler at ringside from 3.2.

4.5 - For the fourth match, bring in 2 foreign wrestlers to face each other. While touring, they heard about your promotion and want an opportunity to make an impact. They can be from any part of the world you like, but both of them will be making one-night only appearances unless one advances to next month's show. If he does, sign him to a 12 month contract.

4.6 - For the fifth match, the winner of night 1's main event will be facing off against someone with a poor win-loss record, preferably someone who has yet to earn a victory. The frequent loser is hoping to make a name for themselves at the expense of your high level talent, while your main eventer is hoping that this will be an easy victory.

4.7 - For the sixth match, the high flyer that teamed with the visiting superstar in last week's main event will face the wrestler who lost his match in rule 3.3.

4.8 - In the seventh first round match, the loser of week 1's main event (the one who was pinned, forced to submit, or DQed) will face the wrestler who lost but wasn't pinned in rule 3.3.

4.9 - In your last first round match, the debuting star from 3.4 will face a rival making a one night only appearance. You won't see this wrestler again any time soon unless he advances to next month's card. If he does, sign him to a 6 month contract.

4.10 - Your tag teams are feeling neglected what with all the focus on the singles division, and feel that your promotion needs tag team titles as well. Have a promo featuring at least 2 tag teams claiming to be the best in your promotion.

4.11 - Just four more matches to go. In your first second round match, the winner of 4.3 will face off against the winner of 4.5, with the winner of this match qualifying for the Elimination Match next month.

4.12 - Next, the winner of 4.2 will face the winner of 4.4. Once again, the winner of this match will advance and compete for the Heavyweight Title next month.

4.13 - The winner of 4.6 will face the winner of 4.7 in a second round match. Be sure to mention that someone seems to have a vested interest in seeing one of these competitors lose. Again, the winner of this match will advance to compete for the Heavyweight Title at your next show.

4.14 - In your final match for the evening, the winner of 4.8 will face the winner of 4.9. The winner of this match will be the final competitor for your Four Corners Elimination Match next month for your Heavyweight Title.

4.15 - Only the 16 men in the tournament should wrestle this evening.

5 - Heavyweight Title Tournament, Night 2

5.1 - Start things off this week with a singles match pitting one of your lower card workers against someone brought in with the m key for one night only.

5.2 - If he hasn't advanced into the Title Match tonight, team your Frequent Loser from 4.6 up with another wrestler and have them face the team that made their debut in rule 2.3 (assuming they're still around).

5.3 - One of the feuds in your promotion is really heating up. Team one of the workers with the wrestler brought in for the tournament in rule 4.2 (or his opponent if this wrestler advanced), and one with someone already under contract.

5.4 - Have your up and comer from rule 1.3 face someone who didn't wrestle in last month's tournament in singles action if he didn't make it into the finals. After the match, have a confrontation between the up and comer and the wrestler watching at ringside.

5.5 - The team which debuted in rule 3.5 wants some kind of hardcore gimmick match against the team that originally attacked the man who started out as a referee for you. Grant this request so they can get some revenge.

5.6 - The new wrestler from 3.4 is apparently very popular, and has asked you to sanction an important match for him - quite possibly with another promotion's title involved. Grant this request and present a triangle match with his two opponents making one night only appearances. If he is in tonight's main event, then give this spot to the wrestler he defeated in the second round last week.

5.7 - Hold a 6 man tag team match featuring wrestlers who aren't otherwise occupied.

5.8 - Build up a singles feud in your circuit by holding a singles match between the two participants.

5.9 - In your main event, the four men who advanced in last month's tournament will face off against each other in a Four Corners Elimination Match, with the last man standing becoming your first Heavyweight Champion. Assuming it isn't him, the loser of month 1's main event is furious at this outcome. Build up the tension that exists between his tag team and the champion as you close the show.

5.10 - Your entire roster should work this show, as it's the most important one you've put on thus far and you want to give new fans a good taste of what you're all about.

6 - First Title Defence

6.1 - For your first match, have your high flier from 1.2 face off against a wrestler who normally competes in tag team matches. After the match, have the loser issue a challenge to your champion. Your champion responds, but don't run an actual match. Simply note that he quickly overwhelms his already battered opponent.

6.2 - Have the partner of the tag team wrestler from the first match team up with the exciting tag team from rule 3.8 in a six man tag team match against 2 workers from your roster and one brought in with the m key. These three workers will form the basis of a new midcard stable in your promotion.

6.3 - Have a match between the winner of the match in 5.8 and a jobber from your circuit. Following the match, the man he's been feuding with will come out and challenge him to a match right here and right now to blow off the feud. Book this match as well.

6.4 - The feud referenced in rule 5.3 continues to heat up. Have the two wrestlers face off in a singles match this month, but be sure to indicate that the outcome has settled nothing by having the winner beat the loser senseless after the match.

6.5 - Hold a singles match between two wrestlers brought in with the m key. Sign the winner to a 6 month contract, while the loser will not appear again.

6.6 - Have one of your top tag teams face the pairing of the worker from 5.1 and a partner from your roster - the wrestler brought in for rule 3.2 if he's available. After the match, tease dissention inside the new team.

6.7 - Your up and comer from 1.2 has finally convinced your promotion to sanction a match between himself and the wrestler who has been a thorn in his side for months. The challenger will eventually sign a contract with you, but for now this is a one night only appearance.

6.8 - In your main event, your champion will make his first title defence. If your champion is not the wrestler brought in for rule 3.4, make him the challenger this week. If he is, make this title match a rematch from rule 3.4. Following the match, your champion receives a challenge from someone eliminated in the first round of the tournament who would have faced the champ in the second round had they advanced. Have your champion accept the challenge and promise to put the title on the line next month.

6.9 - Again, have your entire roster work tonight's show.

CONTRACT TIME - A lot of contracts should be coming up for review after this card. Due to your roster beginning to solidify, sign 10 of your workers to 12 month contracts and release 1 wrestler (in addition to any who choose not to resign), with the others signed to 6 month contracts.

7 - Tag Team Title Tournament

7.1 - Start this month's show off with a confrontation between the two feuding wrestlers who faced each other in rule 6.4. Have the loser of the match challenge the winner to a Streetfight later tonight.

7.2 - Tonight you will host a tag team tournament to crown your first tag team champions. This will be a basic 8 team elimination tournament. For the tournament's first match, have the alliance of the wrestler who was pinned in your first main event and the wrestler brought in for rule 3.6 facing off against your most exciting tag team.

7.3 - For the second match of the tournament, bring in a foreign tag team of your choice. This will be a one-night appearance unless they end up winning the tournament. Have them face off against the team from rule 6.6 which you teased dissent in during last month's card.

7.4 - Following the match, one member of the dissent filled team challenges the other to an immediate singles match to try to resolve their problems. Grant their challenge and let them have it out.

7.5 - For the third match of your tournament, have one of your main eventers team up with someone brought in with the m key. This new worker is here for one night only unless his team wins the tournament. They should face off against a midcard tag team from your roster.

7.6 - In the final first round tournament match, have your top face and heel tag team face each other. Just to make it more interesting, have the tag team consisting of your former referee and his partner interfere against both teams in protest of not being included in the Tournament.

7.7 - Hold both tournament semifinal matches, booking the winner of the first against the winner of the second, and the winner of the third against the winner of the fourth.

7.8 - Before you continue your tournament, you have a few singles matches to round out your card. First, have your champion defend his title against the man who challenged him in rule 6.8. Have the loser of the first show's main event and his partner both interfere against the champion (unless one of them is the Champion), and indicate that the challenger has joined their stable after the match. Give this stable a manager of your choice, and make it clear that they're aiming to make a major impact.

7.9 - Have two wrestlers brought in with the m key face each other. Both of these wrestlers will be appearing for one night only.

7.10 - Hire a new wrestler of your choice and bring him in with an 18 month contract. Have him give a promo introducing himself in which a traditional enemy (signed for 12 months) confronts him. Do not grant these two a match against each other until noted, however.

7.11 - Have the street fight you built up to at the beginning of the card between the two feuding wrestlers. Following the match, the face should try to offer a gesture of respect to his opponent, but his opponent should take advantage of it to lay him out.

7.12 - In your main event, have the finals of your Tag Team Title Tournament, with the winning team becoming your first ever tag team champions.

7.13 - Counting workers brought in especially for tonight, 26 wrestlers should be competing tonight.

8 - Fallout

8.1 - Your show should start off with a Four Corners Tag Team Match between four of your greatest tag teams. Try to put over the wrestler who wins this match strongly - in the future he will hopefully become a major singles wrestler for you.

8.2 - Bring in a new tag team of your choice and sign them to a 9 month contract. Have them face off against the team that won your opening match in an attempt to make an immediate impact.

8.3 - Book a six man tag team match featuring two tag teams that have been feuding as well as two singles wrestlers who have been feuding.

8.4 - The two wrestlers from the dissent filled tag team from 7.4 will face each other again here in a match that will blow off their feud. The stakes are so high that the losing partner will leave your promotion!

8.5 - One of the two foreign wrestlers brought in last month in rule 7.3 has agreed to one more appearance. Give him a match against your top high flier. Again, this is a one night only deal.

8.6 - Two of your wrestlers have been having an increasingly violent feud. Book them against each other in a Texas Death Match tonight.

8.7 - Bring in a new wrestler with a reputation for being an extremely dangerous competitor and sign him to a 24 month contract. This wrestler should be viewed as the hired gun of your new stable. Have him face off against your top face or heel as appropriate in a No-DQ match.

8.8 - Have your champion face off against a member of the roster in the lower half of your rankings in a non-title match this month.

8.9 - The tag team that interfered in rule 7.6 face one of the teams they interfered against in a tag team match.

8.10 - The two wrestlers that had the streetfight in 7.11 should face off again tonight. This time, add a third wrestler (preferably one with problems with both) and make it a Triangle Match.

8.11 - In your main event, have the leader of your new stable from 7.8 face an upper midcard wrestler of the appropriate alignment in a match with an embarrassing stipulation attached.

8.12 - Up to 36 wrestlers should wrestle in tonight's card counting those brought in specially for tonight. If you have more, give the rest the night off.

9 - Gauntlet Match

9.1 - The theme of tonight's show is that a gauntlet is going to be held to determine the top contender to your Heavyweight Title. Gauntlet matches after the first should be booked by having the Winner of the previous gauntlet match take on a new wrestler as indicated.

9.2 - For your first match, have the winner of 8.1 who you are giving a significant singles push face off against a wrestler who is fairly low in the rankings in a singles match.

9.3 - The Four Corners Tag Team Match last month proved to be extremely popular. Hold another this month to further showcase your excellent Tag Team talent.

9.4 - The first match of your Gauntlet should be the wrestler you signed to an 18 month contract in rule 7.10 against the winner of the match in rule 8.10.

9.5 - The second match in your Gauntlet should pit the winner of the first (9.4) against the wrestler who took the fall in the match in rule 8.10.

9.6 - The Third Gauntlet match should pit the winner of last match (9.5) against one of your top high fliers.

9.7 - The Fourth Gauntlet match sees the winner of 9.6 facing off against one of your the three wrestlers from the main event of your first show.

9.8 - Your Tag Team Titles will be defended for the first time in a somewhat unusual manner - in a Six Man Tag Team Match. The pairing that makes up part of your new stable should be the challengers if they're not the champions, and they should be joined by the dangerous wrestler awarded a 24 month contract in rule 8.7. Their opponents should be joined by the wrestler the stable leader faced in rule 8.11.

9.9 - Have your Heavyweight Champion face the same man he faced last month tonight, but this time the title will be on the line!

9.10 - Your Gauntlet Final should see the winner of 9.7 facing the wrestler signed to a 12 month contract in rule 3.4. The winner of this match will be recognised as the Top Contender for your Heavyweight Title.

9.11 - For your main event, have two of your top babyfaces that don't regularly team up take on a foreign tag team of your choice brought in for one night only.

9.12 - Up to 30 wrestlers should compete in tonight's show counting those brought in just for tonight.

10 - Fastpaced action

10.1 - Your champion won't be defending their title this month, so you have to put together a card full of exciting action to keep your fans interested. Among other things, the top contender crowned last month will have to defend their Top Contender Status.

10.2 - To start things off, hold a tag team match featuring the two wrestlers who fought in 6.7. One of your top High Fliers should team up with the up and comer from your roster, while the leader of your highest ranked stable will team with the outsider. Again, this appearance by the outsider will be one night only, but tease an alliance between him and the leader of your stable.

10.3 - Your champion will be in action tonight, but he won't be defending the belt. Bring in a wrestler with the m key for him to face.

10.4 - Book a tag team match between one of your top tag teams and the man who won the match in rule 8.4. Of course, he's going to need a new partner, so bring one in for him with the m key.

10.6 - One of your main attractions this month should be a huge 10-man tag team match. One side should feature members of your midcard stable, while the other should feature as many good high fliers as you can spare.

10.7 - Have the dangerous wrestler signed to a very long contract compete against a pair of jobbers in a Handicap match.

10.8 - Your feuding wrestlers who had the Streetfight in 7.11 should face off again. This time, let each of them choose a partner for a tag team match.

10.9 - The winner of your Gauntlet last month is going to take on the leader of your top stable tonight. Even though he has already wrestled, he knows that if he can come out on top, he'll get a shot at your Heavyweight Title in the future.

10.10 - In your main event, have two of your top babyfaces square off in a 30-minute Ironman Match based solely on mutual respect.

10.11 - Counting the wrestlers brought in tonight, you can have up to 32 wrestlers competing tonight.

11 - A Legendary Visitor

11.1 - Two of your wrestlers have been feuding for quite some time, and they had a tag team match last month. The feuding wrestler who lost in 10.8 should start your card off with a match against the wrestler who faced your Heavyweight Champion in 10.3.

11.2 - The two wrestlers you hired for rule 7.10 should finally face off in a singles match here tonight.

11.3 - The winning feuding wrestler from rule 10.3 should face off against a wrestler brought in with the m key. The winner of this match will go on to compete for a chance to become your new Top Contender tonight.

11.4 - The winner of your main event from last month should also face off against a wrestler brought in with the m key. Once again, the winner of this match will have a shot at becoming your new Top Contender later tonight.

11.5 - Hold a Four Corners Tag Team match to determine the Top Contenders for your Tag Team Titles. Your top face tag team, your most exciting tag team, two members of your midcard stable, and the new team formed in rule 10.2 to confront the outsider should all compete. It's up to you when you hold this title match - just make sure it's within the next 3 shows.

11.6 - The winners from 11.3 and 11.4 should face off in this match to determine your promotion's newest Top Contender.

11.7 - Your Heavyweight Champion will be defending his title tonight against the Top Contender after rule 10.9.

11.8 - Your main event should be a tag team match featuring the team that attacked your two top teams because it was left out of the Tag Team Title Tournament in rule 7.6, and the tag team worker you're giving a singles push to. Instead of his normal partner, bring in a legendary wrestler who has made a real impact in the business for one night only as his special partner.

11.9 - At least 26 workers should be wrestling on tonight's card. You may have more if you wish.

12 - Final Battle Of Year One

12.1 - After this show, you will have successfully lasted an entire year. Therefore, you should put on the best show you can to thank the fans who have made everything possible. Most of the matches are up to you.

12.2 - For your first match, the two wrestlers you brought in for rule 7.10 will be facing off against each other in a rematch from last month.

12.3 - Have one of your top babyfaces confront the leader of your top stable in an interview segment. Turn this babyface heel during this confrontation, but don't have him join the stable. Consider having him start a group of his own if it fits your plans.

12.4 - Bring in a high flier who has previously made an appearance for your promotion for one night only and give them a match against one of your top high fliers. Afterwards, sign the high flier to a 6 month contract and have them join your midcard stable.

12.5 - Have your Heavyweight Champion defend against your top contender as determined in rule 11.6.

12.6 - In your main event, book a Four Corners Match for the top contendership for your Heavyweight Title. Include one of your top babyfaces, a former champion (if the belt has changed hands), the dangerous wrestler signed to a longterm deal, and the man who confronted the leader of your top stable earlier tonight. There will be several shows before this wrestler gets a shot, but don't forget who won.

12.7 - The rest of the card is at your discretion. Just make sure to have at least 20 wrestlers competing.

CONTRACT TIME - It's been another 6 months, and once again its time to resign some contracts. Your roster is continuing to solidify, so give 3 deserving wrestlers who are under 6 month deals a 12 month deal. Cut 2 wrestlers whose contracts have expired but who are willing to resign. Of the three wrestlers who main evented your first show, resign one to a 6 month contract, one to an 18 month contract, and the third to a 24 month contract. Give the tag team wrestler that's getting a singles push an 18 month contract. Finally, make sure that your roster is at 35 wrestlers or under. If it isn't, trim some as necessary.

IMPORTANT - Your promotion is gaining popularity now, so you can afford to put on shows a bit more frequently. Turn the card multiplier to 2 with Tweakcirc, as you'll be running approximately 2 shows a month from now on.

13 - Revenge

13.1 - You should open your show tonight with a match featuring the wrestler who debuted in rule 11.4. Book him in a match against a new wrestler of your choice - sign this new wrestler to a 12 month contract. (Perry Saturn)

13.2 - Have the winner of last show's opening match face off against the winner from the first match of the show before in singles action.

13.3 - In six man tag team action, have two of your midcard tag teams face off against each other. Have one team bring in a big name partner for one night only, while the other brings in a lesser partner. Both of these new workers are appearing for one night only. (Ron Killings & Shannon Moore)

13.4 - Have two of your hardest hitting tag teams face off in a hardcore match of some sort.

13.5 - Three of your tag teams should face each other in a Triangle Tag Team match on this show. The teams competing are up to you.

13.6 - In a Four Corners match, the loser of last month's title match should face a debuting wrestler brought in with the m key, the tag team wrestler you're pushing in singles competition, and the loser of last show's opening match.

13.7 - In your main event, two of the members of your top stable will take on two of your top wrestlers on the appropriate side of the roster in a Tag Team Match. If possible, one of the men in this match should be your Heavyweight Champion.

13.8 - Up to 30 wresters may compete tonight, including those brought in especially for tonight.

14 - Major Card

14.1 - You should promote this as being a major card, making as many marquee quality matches as possible.

14.2 - In your opener, have the wrestler who lost the fall in rule 13.6 face off against someone who won their match last month.

14.3 - Have a blowoff match between the feuding wrestlers who first faced off in rule 6.7, even if neither is under contract to you. Following this match, sign the one who has never been under contract to you to a 12 month contract. If the man he feuded against is still on your roster, consider making a tag team out of them.

14.4 - Book a tag team match between two of your low-ranked tag teams who are looking to rise through the ranks.

14.5 - One of your initial main eventers should face off against the dangerous wrestler hired with a longterm contract in rule 8.7 tonight.

14.6 - Hold a triple threat between the winner of the four corners match in rule 13.6, and two of the wrestlers (not the champion) from last show's main event.

14,7 - The winner of the triple threat match in rule 14.6 should receive an immediate title shot at your Heavyweight Champion.

14.8 - In your main event, book a 12 man tag team match between three of your top tag teams and a team featuring members of your midcard stable.

14.9 - Since tonight is a major show, have your entire roster wrestle.

15 - The Beginning...

15.1 - To start the show, have a rematch of the opener from rule 13.1.

15.2 - Hold a match between someone who hasn't been very active lately on your roster and a wrestler brought in for one night only with the m key.

15.3 - Sign a "big name" wrestler to a 12 month contract, and have a confrontation between him and the wrestler you hired with an 18 month contract way back in rule 7.10. This will be the start of a major feud which will last for some time.

15.4 - Hold a Four Corners match featuring three of your top tag teams and one of your main eventers teaming up with the wrestler who hasn't been used much lately from 15.2. The winners of this match will get a shot at the Tag Team Titles in the main event.

15.5 - The big name you signed to a long term contract should have a singles match against the wrestler who confronted him.

15.6 - Your top contender will be defending his contendership here tonight in a Four Corners Match. Aside from your top contender, you should include three from the following list: The dangerous wrestler you signed to a 24 month contract, the tag team wrestler who is getting a singles push, the wrestler who debuted in rule 13.6, and another wrestler who has debuted in the past few months. The winner will get a title shot at your next show.

15.7 - In your main event, have your tag team champions defend their titles against the winners of the match from rule 15.4.

15.8 - At least 29 wrestlers should be in action for this show, including those brought in with the m key.

16 - Night of Champions

16.1 - All of your titles should be defended tonight, and a new Top Contender for your Heavyweight Title will be crowned as well. As such, this is naturally a major show.

16.2 - Start the show off with a Four Corners match featuring two recently hired wrestlers, one wrestler from your midcard stable, and a wrestler brought in with the m key.

16.3 - Hold an interview segment where one of your promotion's most important managers is interviewed.

16.4 - In your top contender's match, the leader of your biggest stable (assuming he isn't involved in a title match tonight) should face off against someone from the upper midcard of the appropriate alignment. If possible, it should be the same wrestler he faced in rule 8.11.

16.5 - Have the former tag team wrestler that's been getting a singles push team up with one of your top tag teams to face the dangerous wrestler signed to a 24 month contract and two partners of your choice in a 6 Man Tag Team Match.

16.6 - Your tag team titles should be defended against the two wrestlers who blew off their feud in rule 14.3, assuming both are now under contract. If they aren't, the tag team challengers should contain whichever of them is left.

16.7 - One of the three wrestlers from rule 14.6 should face off against the member of your midcard stable that debuted in rule 12.4.

16.8 - In your main event, have your Heavyweight Champion defend his title against the top contender as determined in rule 15.6.

16.9 - At least 26 wrestlers should be in action this week, including any you bring in especially for this show with the m key, etc.

17 - Ultimate Challenge

17.1 - Start things off at this show with a match featuring two of your top ranked tag teams facing off against one another.

17.2 - Your Tag Team Champions will be defending their titles in a rematch from the title match at the last show. Both teams put on an excellent match that the fans are really buzzing about, so you have decided a rematch is in order.

17.3 - The wrestler who just began feuding with the "Big Name" two shows ago should be in action in a singles match against one of the wrestlers who debuted recently and has been making quite an impact.

17.4 - The former tag team wrestler that is getting a substantial singles push should face the leader of your top stable in a singles match.

17.5 - You have decided to give your Heavyweight Champion a major challenge this evening. He will be competing back to back in two different matches. First, have him face a wrestler brought in with the m key in a non-title singles match.

17.6 - Immediately after the non-title match, your champion must defend his title in a Four Corners Match. This match should feature him taking on the wrestler who debuted in rule 7.10 with a 12 month contract, a wrestler who debuted in the past few months and has made an impact, and a new wrestler chosen by you and signed to a 6 month contract. Again, this IS a Title Match.

17.7 - Hold a 10 man I Quit tag team match. One side should be led by a legend brought in for one night only and should feature the former tag team wrestler, a partner, and two people brought in for one night only with the m key. The other should be built around the stable which debuted recently against your top stable, with any open spaces being filled by people brought in with the m key for one night only.

17.8 - Finally, in your main event, have two of your main eventers that are not otherwise occupied face off in a 2/3 falls match.

17.9 - For this show, you should have up to 36 wrestlers in action including any brought in especially for tonight with the m key, etc.

18 - Round Robin II

18.1 - Tonight you revisit the gimmick of show 2 by presenting a one night Round Robin between three of your top wrestlers. One of these wrestlers should be the leader of your main stable. The other two are up to you, but should be main eventers or those you intend to push to the main event. The three matches should once again be at the beginning of the card, somewhere towards the middle, and in the main event slot. Most of the rest of the card is up to you this time.

18.2 - Also tonight, hold a Top Contender's Match between the wrestler you hired to an 18 month contract way back in rule 7.10 and someone from your top 5 ranked singles wrestlers (not including the champion, of course).

18.3 - Your Heavyweight Title will also be on the line this week against the top contender crowned in rule 16.4.

18.4 - Once again, the rest of the card is up to you. Use this to advance any feuds you have running and to put on a good all around show. You may have up to 32 wrestlers competing this week.

19 - Inter-promotional Night (OPTIONAL)

19.1 - Your promotion will be participating in an interpromotional card hosted by another promotion tonight. This can be with a real life promotion, or if you prefer it can be with another TNM fed. In the case of the latter, as a matter of etiquette you should get permission to run the card and possibly decide together who will win what matches.

19.2 - To start things off, hold a match between one of your top young stars and one of the other promotion's.

19.3 - Someone who participated in your shows but seldom wrestles should have a singles match against one of the other promotion's midcarders.

19.4 - Have a singles match between your top high-flyer and theirs.

19.5 - Your Heavyweight Champion should defend his title against one of their main eventers. Unless you plan on bringing in that wrestler immediately, your champion should retain.

19.6 - Another of your main eventers should have a match against another of the other promotion's.

19.7 - In the main event if possible, have two workers that appear in both of your promotion's face off in a singles match to send the fans of both feds home happy.

19.8 - At least 21 wrestlers in total should compete on tonight's show. Feel free to add as many matches as you like.

20 - A Night For New Stars

20.1 - For your first match, have someone who won their match on show 18 face off against a tag team wrestler whose partner has departed recently.

20.2 - Most of the card is up to you. Bring in at least 4 new wrestlers, 2 with the m key and 2 you select yourself and sign to 6 month deals. If you book your finishes, give some midcarders upset victories over more established wrestlers to help to shake things up.

20.3 - Your main event should feature your champion defending his title against the top contender crowned in rule 18.2.

20.4 - Make sure at least 27 wrestlers compete on tonight's show including the new ones you are going to bring in.

21 - High Stakes

21.1 - Start your show off with a match between two midcard tag teams who could use a push. Try to use the winners in a lot of matches for the next few months.

21.2 - Someone who won at your last show should face off against a new wrestler brought in with the m key. The new wrestler is appearing for one night only, however.

21.3 - Hold a tag team match featuring the two parties who began feuding way back in rule 15.3. The wrestler with the longterm contract should team up with his old enemy signed at the same time as him, while the "big name" wrestler should team with someone who has been with you for less than six months but has made a fairly major impact. To stress the importance of this feud, make this a No-DQ match.

21.4 - A new Top Contender for your Heavyweight Title should be crowned in a singles match between a homegrown talent and someone high up in your singles rankings.

21.5 - In your Main Event, hold a 6 man tag team match with at least one side in the match (preferably both) being stables. If the losing team is part of a stable, then that stable must dissolve permanently.

21.6 - At least 28 wrestlers should be in action for this show, including any you bring in specially for tonight.

22 - Moving Right Along

22.1 - Your first match should be a tag team match between one of your lower card tag teams and a lower card singles wrestler looking for a partner. Bring someone in with the m key - if they win, sign the new guy to a contract.

22.2 - Hold a women's match featuring two women wrestlers. If possible, at least one should be a valet working for your promotion.

22.3 - The winner from match 21.2 should face off against a submission specialist in a Submission Match.

22.4 - The wrestler that scored the fall in your last show's main event should receive a title shot against your Heavyweight Champion. If they ARE your heavyweight champion, give the person they pinned a shot at the title.

22.5 - Once again the "big name" wrestler should face his nemesis in tag team action. The wrestler under a longterm contract should team up with the same partner as in rule 21.3, while the "big name" should team up with the leader of your top stable to face him.

22.6 - Have someone from your roster defend another promotion's title that they also hold against another wrestler who is on both rosters if possible. If it's another promotion from the boards, they should retain their title unless the person who runs it says otherwise.

22.7 - In your main event, have the former tag team wrestler that's been getting a singles push face off against someone he has a problem with in a Hardcore match of some kind.

22.8 - At least 28 wrestlers should be competing once again.

23 - Major Show

23.1 - This is a major show for you, as you are expanding into a new market and need to put on the best quality performance that you can.

23.2 - In your first match, have one of your main eventers take on a midcard member of a stable.

23.3 - Have a wrestler who debuted for you in show 20 face off against an upper midcarder who wrestles a similar style.

23.4 - Since your Heavyweight Title is being defended tonight, you need to crown a new Top Contender. Hold a Four Corners Match featuring 3 of the following: The former tag team wrestler that has been getting a push, another former tag team wrestler, someone from your top 5 rankings, and the partner of the wrestler feuding with the "big name."

23.5 - Bring in a famous wrestler who has not ever won a world title, and have him face someone on your roster and a wrestler brought in with the m key in a triangle match. Both of the new wrestlers will be appearing for one night only.

23.6 - Have the wrestler feuding with the "big name" and the big name himself face off against each other in a non-cage gimmick match of some sort.

23.7 - One of your top tag teams should receive a shot at the tag team titles tonight.

23.8 - Your Heavyweight Title will be defended in your main event. The Top Contender crowned in rule 21.4 will face off against your champion in a singles match.

23.9 - Up to 37 wrestlers should be competing at this show. As always, this includes new wrestlers brought in for this show.

24 - A New Manager

24.1 - Start things off with a Four Corners Tag Team match. Feature a high flying tag team, members of a midcard stable, a team that has been with the company since the beginning, and a team of a lower card wrestler teamed up with a partner from outside of the promotion. Hire this wrestler to a 6 month contract and bill the new tag team as a permanent grouping.

24.2 - A new manager should be debuting with your promotion at this show. Give them an interview to announce that he or she will be managing a tag team of your choice from your roster.

24.3 - Bring in two wrestlers of your choice. These wrestlers are competing for the top contendership of another promotion's title. Sign the winner to a 12 month contract.

24.4 - Your former tag team wrestler that is getting a singles push should face off against the challenger from rule 22.6 in a singles match.

24.5 - The winner of the Submission Match in rule 22.3 should take on a hardcore brawler from your roster in a singles match.

24.6 - Your top stable should attack a group of their enemies backstage to try to eliminate them once and for all as a threat.

24.7 - Hold a Four Corners match featuring someone who has been with your promotion since the beginning, someone who WAS with your promotion at the beginning but subsequently left (this is a one night only appearance), and two wrestlers who recently debuted for you.

24.8 - Over the next few months, you are going to be promoting an ongoing tournament of sorts. This will feature two Round Robins of 4 wrestlers, with the winners of each of these Round Robins eventually facing each other. Hold a qualifying match for one of the brackets tonight between two wrestlers who debuted for you recently. The rest of the entrants in this tournament are up to you, but should be people from the midcard that you'd like to elevate.

24.9 - Your Heavyweight Champion should defend his title against the top contender as crowned in rule 23.4.

24.10 - In your main event, have one of your top wrestlers team up with the former tag team wrestler that's getting a singles push (yes, he will be booked twice tonight) against the team that your new manager is managing.

24.11 - At least 29 wrestlers should be in action tonight.

CONTRACT TIME - Once again, you should have 35 or fewer wrestlers under contract by the time that you are done with contract negotiations. Increase the contracts of a tag team on your roster by 6 months (from 6 to 12, from 12 to 18, etc) and try to give them a push. Release two wrestlers who are willing to resign their contracts. One other wrestler should have the period of his contract increased by 6 months. Four wrestlers should have their contracts cut by 6 months (from 12 to 6, etc). The rest should be re-signed for the same amount of time as they were previously.

25 - Confrontation

25.1 - Start things out with a singles match between the tag team wrestler getting a substantial singles push and someone of the appropriate alignment that is very low in your singles rankings.

25.2 - In a top contender's match, have the leader of your top stable face a former champion who is still under contract to you.

25.3 - Hold a four corners singles match featuring two lower card wrestlers, a former high flying wrestler no longer under contract to you and brought back for the night, and a new wrestler of your choice signed to a 6 month contract. If the wrestler formerly from your roster wins this match, sign him to a 6 month contract as well.

25.4 - Your champion should face the wrestler feuding with the big name from outside your company in a non-title match.

25.5 - The tag team wrestler with the singles push referenced in rule 25.1 should face another wrestler in a singles match in what should begin a major feud for your promotion.

25.6 - Your main event should feature a top level babyface competing against a member of your promotion's top stable.

25.7 - A large portion of this card is up to you, so use it to build up rivalries that you want to pursue over the next few months.

25.8 - At least 29 wrestlers should be in action for this show.

26 - Steel Cage Match

26.1 - This show will be headlined by a steel cage match between the "big name" and the wrestler that he's feuding with. Naturally this should be a major draw, so be sure to stack the card so that you can gain some new fans.

26.2 - Start things off with a match between two wrestlers in one of your two round robins. One of them should be the wrestler that had to wrestle in a qualifying match in rule 24.8.

26.3 - You should also hold a match from the other round robin to keep things even. Be sure to hype just how important this tournament of sorts is, because the winner will be getting a major push.

26.4 - A six man tag team match should take place between members of your midcard faction and three wrestlers that have a problem with them.

26.5 - Have a rematch featuring the two men from rule 22.7, but this time make the match a straightforward singles match without a stipulation attached.

26.6 - Hold a four corners match between two traditional main eventers in your company (one of them the champion if possible), a midcarder you'd like to push, and someone who has only been with your company for a few months.

26.7 - In your main event, hold the cage match discussed earlier between your "big name" wrestler and the man he's feuding with.

26.8 - Up to 30 wrestlers can be in action for this show.

27 - Major Card

27.1 - The time has come to put together another supercard that will showcase some of your best talent and put on some incredible matches.

27.2 - Start things off with a match from one of your round robins.

27.3 - To keep things even, there should be a matchup from the other round robin as well.

27.4 - Have a tag team match between members of your midcard stable and a tag team you would consider to exemplify the hardcore style.

27.5 - On this show, you should have the big name wrestler that is feuding with one of your wrestlers and his rival choose opponents for each other. The big name wrestler should face someone from your roster, while the wrestler that is a part of your regular roster should face a past rival of the big name wrestler from whatever promotion he came from. The rival brought in from outside is only here for one night, however.

27.6 - Your Tag Team Titles should be defended in a huge 5 team battle royal. If you haven't run one of these before, select a battle royal, choose 10 men, select the participants, and it should ask if you want it to be a tag team battle royal. It should. Obviously your champions will be in this match, but the rest should feature a mixture of high and low ranked teams. The specifics are up to you.

27.7 - In the main event, your Heavyweight Champion should defend against the top contender.

27.8 - Once again, up to 30 wrestlers (including those brought in specially for tonight)

28 - Continuation

28.1 - Start things off at this show by having your champion face a lower card wrestler in a non-title match.

28.2 - You should have 3 Round Robin matches on this card, 2 from 1 bracket, and 1 from the other. Be sure to arrange it so that none of them have to wrestle twice.

28.3 - Your tag team titles are on the line tonight - have two members of a midcard stable try to capture them from your champions.

28.4 - Once again, the two wrestlers that have been feuding for quite a while should face other opponents chosen by their counterparts. Each should pick an opponent from as high up the card as possible that wrestles a similar style to his opponent.

28.5 - In your main event, have your Heavyweight Champion defend his title against one of the wrestlers from the tag team the manager brought in for card 23 is now managing.

28.6 - At least 26 wrestlers should be in action for this card.

29 - Expansion

29.1 - This show marks your expansion into a major new market, be it a large city or an entire new region. As usual, you should try to put together the best show you can to impress the fans.

29.2 - Start your show off with a Round Robin match from one of your brackets.

29.3 - Schedule a Four Corners Tag Team match featuring three of your lowest ranked teams and one debuting team of your choice. Sign both members of the new team to 6 month contracts.

29.4 - The leader of your main stable should face an opponent of the appropriate alignment from one of your Round Robins that isn't involved in a match this evening.

29.5 - Your tag team champions should put the titles on the line again on this show, this time against a midcard team which has been with your promotion for at least a year. Consider this title shot a reward for their loyalty.

29.6 - A Round Robin match from the bracket that was not used in 29.2 should also be scheduled.

29.7 - Have the longtime member of your roster that is feuding with a "big name" face off against another wrestler from your roster, preferably one with some connection to the "big name."

29.8 - In your Main Event, have your Heavyweight Champion face off against the tag team wrestler that has been getting a substantial singles push in non-title action.

29.9 - At least 25 wrestlers should be in action on this show, including the team making its debut tonight.

30 - Major Spectacle

30.1 - Open your card up with a match from one of your Round Robins.

30.2 - Book a tag team match which features a former Heavyweight Champion teaming with a relatively new partner against an established tag team from your circuit.

30.3 - Your Tag Team Titles should be on the line tonight. If they don't already have the titles, the tag team that is being managed by the manager who debuted back on show 24 should get a shot. If they ARE the champions, the tag team highest in the rankings should get a shot.

30.4 - One of the primary draws for this card is a huge Four Corners Tag Team Steel Cage match. Put three of your top teams in the cage, plus a new team of your choice. This team will be here for one night only, but remember who showed up, because you'll be using them again at some point.

30.5 - Four of your top singles wrestlers including your Heavyweight Champion should face off in a Four Corners Elimination Match. This is a non-title match, but the winner will walk away with quite a bit of prestige.

30.6 - In your Main Event, have two deserving main eventers (one that has been around since the beginning of your circuit) face off in a Top Contender's Match.

30.7 - At least 28 wrestlers should be in action on this card.

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