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        U W C :  IT'S YOUR VISION OF WRESTLING!
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CORE

WRESTLER CARD:
  STR / TEC / CHA / RES / AWARE / STAM
  ALIGNMENT: FACE | HEEL | TWEENER
  CONDITION: FRESH | WORN | INJURED | BROKEN
  MOMENTUM: -5..+5
  FATIGUE: 0..100
  HEAT: 0..100

MANAGER CARD:
  modifies heat, recovery, interference

STABLE CARD:
  synergy matrix
  shared momentum
  betrayal threshold

MOVE CARD:
  requires stat checks
  outputs:
    damage
    heat shift
    momentum shift
    injury chance

EVENT CARD:
  interference / turn / finish / botch


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STATE

W = { stats, alignment, condition, fatigue, momentum, heat }

match_tick():
  fatigue += exertion
  momentum += crowd_response
  condition = function(fatigue, damage, RES)

injury:
  P(injury) increases with fatigue + damage - RES

alignment drift:
  crowd heat influences FACE / HEEL shift probability


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MATCH ENGINE

FOR EACH TICK:

  1. draw move
  2. resolve priority (CHA + MOMENTUM + randomness)
  3. resolve move effects
  4. apply:
       damage
       fatigue
       heat shift
       momentum shift
       injury roll
  5. check win condition


WIN CONDITIONS:

  PINFALL
  SUBMISSION
  KO (BROKEN)
  DQ (interference overflow)
  CROWD STOP (heat collapse)


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SEASONING SYSTEM

seasoning_score S:

  S += match_quality
     + crowd_heat_delta
     + critical_moments

EFFECTS:

  S ↑ :
    consistency increases
    signature moves unlock
    value increases

  ALSO:
    injury risk rises
    fatigue ceiling lowers

STATES:
  RAW
  WORKED
  SEASONED
  LEGENDARY
  BURNED-OUT


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MODIFIERS

[HEEL TURN PENDING]
  alignment drift increased

[KAYFABE FRACTURE]
  heat volatility increased

[INJURY LEGACY]
  permanent stat shift

[STABLE SYNERGY]
  tag success increased


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DECK STRUCTURE

ROSTER DECK
MOVE DECK
STORY DECK
INTERFERENCE DECK

BOOKING LOOP:

  PRE:
    assign alignment drift
    set match order

  LIVE:
    respond to heat
    inject story cards

  POST:
    calculate:
      attendance
      merch value
      critic score
      chaos index


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SCORING VECTOR

V = {
  ENTERTAINMENT,
  TECHNICAL,
  CHAOS,
  FINANCIAL,
  HEAT
}

SCORE = weighted sum(V)


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MODES

SOLO:
  roster management
  era drift
  talent aging

PVP:
  promotion war
  shared talent pool
  sabotage allowed

CO-OP:
  shared show creation
  collective scoring
  hidden objectives


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ERAS

EARLY ERA:
  high injury variance

TV ERA:
  heat amplification

INTERNET ERA:
  meta randomness

LEGACY ERA:
  lineage / descendants


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ECONOMY

market value M:

  M = f(seasoning, heat, injury history)

trade / loan / booking rights allowed


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CORE LOOP

build roster
schedule show
simulate matches
resolve outcomes
modify cards
repeat


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ASCII RING STATE

        +---------------------+
        | HEAT: 78           |
        | CROWD: ACTIVE      |
        |                     |
        |  W1 ---> MOVE ---> |
        |          \         |
        |           PINFALL  |
        |                     |
        +---------------------+

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