Game rules
All rules below are subject to change before the official launch after open beta testing.

Game Time
The game runs constantly with weeks, months and years accruing in the real life timeframe below:

1 game time week = 12 real time hours
1 game time month (4 weeks) = 48 real time hours (2 days)
1 game time year (12 game time months) = 24 real time days
30 game time years = 720 real time days (just under 2 years)


The final time was added to show how long in real terms a full 30 year (18 years old to 48 years old) boxers career could take, although most will obviously not last this long.
This means there is constant rearranging of world rankings as boxers are created and retire all the time. All boxers, including retired ones will be kept in a hall of fame showing career ranking points.

Fight night is weekly and therefore occurs twice a day at set times, ranking points are also calculated after each fight and the rankings for each weight class are kept upto date weekly (game time).
Wages and general maintenance are performed weekly (twice a day) to pay all game staff and complete any other weekly activities.
Birthdays and retirements are processed every game year (24 days) so all boxers and staff get older and retire at some point. You don't have that to worry about this as a manager however as you can play as long as you like and have no 'age'
The game time is shown on every page in the format "Year xx Week xx".
For example when the site first goes live the 'date' will be: Year 1 Week 1
A countdown to the next weekly cycle is shown to help schedule times to play in different countries.

Boxers
Creating a boxer
When creating a boxer you can choose a multitude of basic attributes and statistics.

Give your boxer a name and choose how old they are. This is your first decision as an 18 year old is much cheaper to sign up but is raw and has fewer natural points to spread around certain stats. Each boxer has a peak age limit before their stats start deteriorating so it is entirely possible to create a 30 year old boxer who only has 1 or 2 of his best years in front of him.

The next choice is gender, there is no real differnce here except genders can only fight in their own gender class.

Your next choice is the weight of your boxer. Choose a weight from your favourite weight category. The heavier you choose for your category means the boxer will generally have more power but be slower.

Next you get to choose the height of your boxer. The height is already restricted from your previous choice of weight, ie a big heavyweight can range from 6' to 6'7". A small featherweight can range between 5' to 5'7".

The final part of the first screen of setup is reach. Again this is restricted from the height of a boxer. Aiming to make the game as realistic as possible we don't want 6'7" featherweights with 90" reaches.

The second section of creating a boxer is choosing what style they will use. In fighters, out fighters, brawlers or a hybrid. A Maximum number of 15 points can be allocated as desired over the 3 styles.

The third and final section is to choose your starting statistic attributes. You have a maximum of between 200 and 440 points to place in different stats dependant on your chosen age. An 18 year old has 200 points to distribute and a 30 year old has 440.

Once you have created your boxer you can then start their career and try to get those stats up!

Statistics
Each boxer has 12 distinct statistics that can go up and down through their career.
The stats are:

Accuracy Defence
Aggressiveness Endurance
Chin Hitting Power
Conditioning Punching
Counter Punching Recovery
Cuts Speed

Each boxer when created also has randomly created hidden attributes which govern the maximum any given statistic listed above can reach. This may mean that one of your boxers may 'max out' their speed at 60 but their defense may got up to 100. You will know when any of your boxers reach their maximum for an attribute as your trainers will let you know the boxer has reached his potential.

Also assigned to every boxer are several other hidden atributes that cannot be altered or known. Although they may change as the boxers career progresses depending on many factors. These include:

  • Peak age of the boxer
  • Deterioration age of the boxer
  • Injury proneness
Training
Training sessions are carried out every one or two weeks in game time.

Managers who maintain the training of their boxers better will acrue more training stat increases whereas managers who do not train their boxers face the consequences of boxers stats reducing because a boxer is not training.

Each boxer must have his/her own trainer. Depending how much you spend on your trainers depends on wether training sessions are successful.

There are six types of training with each training type affecting one of two different boxer stats:

Bag work - Heavy/Speed Bag. If successful either Speed or Hitting Power can be increased.
Fitness work - Jogging/Calesthenics/Medicine ball/skipping. If successful either Recovery or Conditioning can be increased.
Technique - Focus Mitts. If successful either Defense or Counter Punching can be increased.
Sparring - If successful either Chin or Cuts can be increased.
Shadowboxing - If successful either Punching or Accuracy can be increased.
Body Sparring - If successful either Endurance or Aggressiveness can be increased.

At the end of a training session you will recieve an email from your trainer advising if it has been successful and if there has been any increase in stats and/or injuries!

Occasionaly a fight can also reward an increase in random stats. There is nothing like a good fight to gain experience.

Rank
The ranking table for each weight class in each gender is recalculated every game time week.

All boxers start with 0 rank points. These points can be added to and removed depending on results against all opposition.

Ranking is calcualted depending upon many independant factors including:

  • Type of victory
  • Points tally in a fight
  • Ranking of opposition
  • How emphatic a victory was
Weight Classes
We don't have the full list of official real life boxing weights as we wanted to limit the spread of managers over a handful of weights. We have kept the more well known weights and removed weights such as 'Junior Middleweight' or 'Mini Flyweight'.

The full list of WCBM Online weights are:

Heavyweight above 200lb
Cruiserweight 176lb to 200lb
Light Heavyweight 169lb to 175lb
Middleweight 155lb to 160lb
Welterweight 141lb to 147lb
Lightweight 131lb to 135lb
Featherweight 123lb to 126lb

The weights limits listed above are the official weights sanctioned by real life boxing boards which we have adheared to. There are weight gaps in the list (for example 127lb-130lb) as these are the weights of the classes WCBM does not use. This is all catered for when creating a boxer.
Finance
Your bank holds a weekly statement for all incomings and outgoings.
Loans may be apllied for if you are running short!
Fight purses are paid imediately after a fight.
You will get a % of any purse winnings from all your boxers but they will get the majority. For example, if you have a main title heavyweight fight worth 13 million credits you may get 1.3 of that to spend over your entire business (and all boxers). The boxer will get the remainder and that money will be shown next to his name in the rankings and cannot be spent by you.
Employees
You can employ 4 different occupations:

Trainer (A better ability will show better training progress)
Scout (A better ability will be more acurate in other boxers reports)
Physio (A better ability helps speed up injuries and recovery after fights)
Cutman (A better ability helps reduce the number and effects of cuts)

Each employee has 3 stats; age, wage and skill.

All staff skill values have a max of 100 so a 100 Cutman will be very good with cuts and a 100 trainer will give the best odds of a training session being successful. Bear in mind these stats come at a monthly price though!

When you are selecting your employees you will pay wages in advance so the employee will only join your staff if you have enough credits for one weeks wage. If your credit balance becomes too low and you are unable to pay for the next weeks wage the staff member automatically leaves you and goes back on the market.


Boxing manager game online information
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