Weekend Warriors: Promoting



Moves     |      Promoting


You can choose any date you want to stage an event by double-tapping on it and booking up to 6 fights. Tap either side of the date line to browse through the calendar in real time. Simply touch an empty slot to fill it or tap any existing names to replace those. You can clear the slot by hitting the X in the corner, or randomly generate a fight by pressing the arrows.  It's up to you how much content you offer your fans and how often (but at least 3 fights every 2 weeks is suggested). Although a card would be booked well in advance in real life, you are free to make last minute changes in this game. On the night of the show, pressing PLAY will either start the currently highlighted fight or the nearest available one. You may enjoy playing each one, or you can set the controls to "CPU" to WATCH them. You can instantly simulate a result from the pause menu. Once a fight is over, the winner will be highlighted green and the loser red.

Depending on how popular and highly ranked the fighters are in each spot, your card will attract an increasingly large audience. Don't worry if you open up to 500 fans watching the preliminaries because the arena should fill up by the end of the night! As you'd expect, the main event is largely responsible for drawing the most people - so not putting your best fight there is a wasted opportunity. On the other hand, the preliminaries have less impact - so feel free to experiment with weaker talent there. The appeal of a fight can also be magnified by having championships on the line or settling an existing rivalry.


The more fights there are, the more you can charge for tickets. A main event is worth $5, the co-mains are worth $3 each, and the preliminaries are an extra $1 each - adding up to a maximum of $14. But it's important to strike the right balance, because you also have to pay the agreed "Purse" to any talent you use. Unlike the fighting career, they are paid whether they win or lose. Every week, your company also has "Expenses" to keep up whether you have a show or not. This is relative to how much you have in the bank, challenging you to become increasingly more successful.


It's not enough for popular stars to just "show up" because each fight on the card also has to entertain the crowd. This comes easier to talented fighters who the fans enjoy watching, but they still have to apply themselves. A fight is considered to be entertaining if it contains a lot of back-and-forth action, peppered with knock-out blows, spectacular takedowns, and clever counters. If a fight is too one-sided or stagnant, the fans may lose interest. Having a title on the line or an existing rivalry can add to the hype. The overall quality of the show will influence whether your brand's popularity goes up or down - as reflected by the TV ratings. This in turn affects how many people will come to see your product next time. As with the attendance, there is a greater responsibility on the main event to be entertaining whereas the preliminaries contribute less.


When choosing which fighters to use, you may want to consider the following stats:
- Popularity is how well known they are (though not necessarily well LIKED!). The more famous stars attract larger audiences and command larger fees. Their actions are also considered to be more entertaining.
- Striking indicates how much damage they can inflict. Good strikers are more likely to knock out opponents. Their strikes are also more entertaining to fans.
- Grappling affects how easily they can either make transitions of their own or thwart the efforts of an opponent. Good grapplers are also more likely to make opponents tap out.
- Speed refers to both how quickly they move and how swiftly they strike. Both are valuable assets in taking control of a fight, as well as entertaining an audience.
- Stamina determines how quickly their health recovers - both during a fight and between fights. An unfit athlete will not be able to perform at their best week after week, as all physical stats are filtered through their current health.
- Toughness refers to their ability to absorb punishment - such as how many shots they can take before falling down, and how quickly they can retaliate with an attack of their own. It also suggests how likely they are to submit, bleed, or get injured.

Further Reading
I regret that there is more to this game than I could ever explain here, so I hope you enjoy figuring some things out for yourself! Or you may want to join the debate on social media where any curious questions will be answered by myself or other players:


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