Here is a list of all the rules in the International Wrestling Federation
IWF: Rulebook of The Revolutionary Game in Fantasy Wrestling
IWF c/o Howard Sandberg, P.O. Box 541132, Flushing, NY 11354
INTRODUCTION: Welcome to the International Wrestling Federation. This is a game where you get to roleplay and participate in angles/storylines! Tired of some of the lame stuff ya see on TV? Think you can do a better job booking and writing storylines than WCW for example?! Roleplay in the IWF and even be the very own promoter of a league where you can book supercards, TV shows, etc.! Has there ever been a character you thought would make for an amazing �gimmick� or an �angle� ya always wanted to see?! Now is your chance to live out some of these wrestling dreams! If you ever have any questions, feel free to contact us at [email protected] or write us.
HOLD VALUES: As the manager, it is your duty to choose which holds you want for your particular wrestler. You must choose 8 of 30 Set-up holds, and 5 of 30 Finishers. Each hold is assigned a different value each cycle, going from 1-30 in point value. 30 being the high point value and 1 being the low. The finishers are assigned values from 31-60. With 60 being the high and 31 being the low. It is your objective to choose
holds which you think will get you the highest possible strategy total, which is a 502 for singles strats. A perfect 502 singles strategy would consist of the 23 pointer through the 30 pointer for the set-up holds, and the 56 pointer through the 60 pointer for the finisher holds.
Some important things to consider when picking the holds for your wrestler(s).
1) A hold will never be at the same hold value for 2 cycles (months) in a row.
2) A hold will never jump in value, either up or down, more than 8 points, ever.
3) There are a plethora of �garbage holds� that you will never want to pick. In the magazine you saw our Ad in, you were asked to choose from the holds that are consistently good. As a general rule, follow that.
4) You will find it helpful to plot what we call, a �hold value chart.� It is not necessary to do this, but it should aid you picking better strategy totals for your wrestlers, because you will be able to see what a particular hold does in value over time. You will find some patterns this way. For example, and purely hypothetical here, you may find that Swinging Neckbreaker (hold 28) always goes down from 24 in value. You would then most likely not want to pick it. It is not necessary to chart the holds that never hit in range from 23-30 in value.
LEAGUES: Right now the IWF has 5 leagues for its veteran managers. They are Canadian Pride Wrestling (CPW), United States Wrestling (USW), Hardcore Mexican Wrestling (HMW), Sheer Technical Wrestling (STW), and the new totally uncensored, Random Chaos Wrestling (RCW). In this league the Heavyweight Champion wins a prize of his choice each month, between money, a video game, a large plaque, or free
matches. Although you have been placed in a developmental or rookie league, you can join a veteran league at any time. However, a veteran manager can not join your rookie league until it is 6 cycles or bulletins old. This way you get a chance to craft your skills against other new managers and learn the art of picking hold values, without having seasoned veterans spoling it. Remember, you can be in as many different leagues as you want to be, as long as you purchase the minimum, which is $3 per league. The league minimum to stay active in Random Chaos Wrestling is $5 since there is prizes.
DIVISIONS: Currently the IWF has 2 divisions. CPW, HMW, and USW form the Continental Division. STW and RCW make up the Tough Guy Division. Each division has its own set of hold values. So if you use the same holds in each division, you won�t necessarily have the same strategy total. So watch how the holds go, and study those holds! You can find out what division your league is in by looking at the front page of your bulletin.
MATCHES: A very important aspect in the IWF. You can choose anyone you want for an opponent, or even tag/6 partner. You don�t need their permission. You can always challenge any/all of the 18 drones or jobbers each and every cycle. You could even challenge for one of the 5 Region belts in your league at all times. If you are a Region Champ, or Jr. Heavyweight Champ, you do not have to pay for your shot at the Heavyweight Champ the following cycle. The same holds true for wrestlers ranked in the top 5. If you are ranked 6-10, you may challenge for the Heavyweight Title, but you must mark it as such, and it costs $1. And if you are ranked 1-15, you can challenge the Jr. Heavyweight Champ for $1 as well. Any team can challenge the tag or 6 Man Champs. These cost the same as regular matches ($1).
HOW MATCHES ARE WON:
Singles: The wrestler with the highest strategy total will be declared the winner of the match. On the first page of your bulletin you can find the strategy totals of each wrestler in your league. You can check your own strategy total against others to see how you faired. If you beat another wrestler by 10 points or less, you win via your trademark hold (found on your match selection sheet, this can be any move or any name. If you
leave this blank, you will win with your 13th hold.) If you win a match by 11 points, you win via your 13th hold. If you win a match by 12 points, you win with your 12th hold. If you win a match by 13 points, you win via your 11th hold, and this patterns carried all the way down to the 1st hold. If you win any matches by 23 or more points, you win with your 1st hold.
TAG/6-MAN: We look at each hold from every wrestler on their own team. Starting at hold 1 and going down to hold 13. Whichever wrestler has the highest valued hold at a particular slot, wins that hold. For example: If Wrestler A has a 27 point hold at slot 2, nd Wrestler B has a 25 pointer at slot 2, their team would get a 27 in that slot. Based on this, if you have a tag team or six-man team, try and make sure you don�t use the same holds at the same slots. A maximum tag team strategy is 524 points (2 30 pointers, 2 29�s, 2 28�s, and 2 27�s for set-up holds and 2 60 pointers, 2 59�s, and 1 58 for finisher holds). A maximum six-man strategy is 531 points (3 30 pointers, 3 29 pointers, and 2 28 pointers for the set-up holds and 3 60 pointers and 2 59 pointers for the finisher holds.) Predicting where you think the holds will be in value in a given month will also help in making tag/six-man strategies.
HOLD VALUE CHARTS: If you would like a hold value chart right away to see what the good holds have done from the day the IWF opened, it is $1, and simply send us a note with your bulletin that you want one. If you have internet access, email us at [email protected] for a free hold value chart. These charts are VERY helpful in finding patterns that will help you pick better strategy totals for your wrestlers and enable you to beat your competition!
RECORDS: A wrestler�s record tells how many times he has won, lost, and tied. Records play an important part of ranking wrestlers. When you get your league bulletin, inside you will find a rankings page. We rank wrestlers in this way: Wrestler Wins Wrestler Losses+Title Points=Ranking Points. Wrestlers are ranked by total points, highest to lowest. Title points are added on to the wins-losses difference and are as follows: 25 pts for Heavyweight Title, 15 for Jr Heavyweight, 10 for a Battle Royal victory, 8 for Region Champs, and 5 for a tag or six-man title. Thus, rankings reward both activity of the wrestler, as well as a wrestlers� success, which is another parallel regarding actual wrestling. A win is +1 point, with a loss -1 point.
BULLETINS: Each league will has its own bulletin. In the bulletin you will find who are the champs, the current rankings, the Match Results, comments sent in by managers (and we strongly encourage managers to send in comments, particularly by email), a Promotional Report done by our staff that summarizes the league happenings, and when a commissioner is assigned, a commissioner�s report.
LEAGUE COMMISSIONERS: Within each league, the IWF will appoint someone to help �run� the league smoothly. He can hold contests, hype up feuds, do a news and rumors section, award 5 free matches to a worthy wrestler (but must have some criteria already established for doing this. He must be impartial and can�t simply give free matches to a wrestler he likes), and in some instance, award rankings points. To apply to be the commissioner in the developmental league you just joined, simply send us a report (be as creative as ya like and send to [email protected] if possible....otherwise send via snail mail).
LEAGUE EVENT PROMOTERS: Many managers consider this the most fun aspect of the IWF. It is a unique role like the commissioner�s role, that is given to only 1 manager in each league. The Event Promoter differs from the commish in the fact the event promoter books and holds supercards, Pay-Per-View Events, or TV shows like Raw Is War. Also included in this role is describing matches, hyping and creating angles, and establishing what we call �report titles.� These titles are different than the front page titles. An Event Promoter can hold a tournament to crown the league�s World Champion, or any other title he would like to create. Then when a champ is established, the promoter can book that champ to defend his title on the promoter�s Pay-Per-Views, TV shows, etc. The main distinction between in-league �report titles� and front page titles, is with �report titles� wrestlers can potentially hold their belts for a much longer time than any front page title. An example of a great event promoter report would be in STW. If you�d like to view STW or any other league for reference or as a guide, let us know which league, and include $1 with your purchase. The report can be as long as you want it to be (if it is emailed to [email protected]), and can be up to 2 or 3 full pages typed or hand-written sent through regular snail mail. On a side note, often a manager takes both the Event Promoter role and the Commissioner�s role in the same league, and you can if you choose to do so. Like the Commish Report, if you are interested in being the Event Promoter of your league, send us a sample report. If you are given the role, you are the promoter for an infinite amount of time!
HEAVYWEIGHT CHAMP: The highest title within a league. The following cycle this champ will attempt to defend his title in a �stepladder format,� starting with the Jr Heavyweight Champ, the 5 Region Champs, the top 5 Ranked Wrestlers, and then any wrestlers ranked 6-10 that have signed (paid) to face him. The Heavyweight Champ also receives 25 rankings points!
JR. HEAVYWEIGHT CHAMP: The second highest title within a league. This Champ gets the first shot at the current Heavyweight Champ the following cycle. Any wrestler ranked 1-15 can pay to fact the Jr Heavyweight Champ. Region Champs may also challenge the Jr Heavyweight Champ for 1 dollar or as part of the match deal. The Jr. Heavyweight Champ receives 15 rankings points.
REGION CHAMPS: There are 5 Region Titles in every league. Often these regions will be dictated based on the �theme� of a league. For example, Canadian Pride Wrestling has Region Titles based on Canadian Geography. These titles are equal in worth, and each gets a free shot at the Heavyweight Champ the following cycle. Any wrestler in the league ranked anywhere, can challenge these champs for $1 apiece or as part of the match deal. Region Champs receive 8 rankings points.
BATTLE ROYAL: Each cycle (month) there is a battle royal in your respective league. It is $1 per wrestler to enter. If your wrestler wins this battle royal, he earns 10 rankings points. Joining the Battle Royal is a good way to possibly win a vacant front page title, even if your overall strategy total is not high enough to win a title. And why is that? How well you do in the battle royal depends on your FIRST 5 holds (slots 1-5). You want your best set-up holds in these slots to be successful. The Maximum Battle Royal strategy is 140 points (30, 29, 28, 27, 26). If your wrestler wins his league battle royal, he is then placed in an IWF-Wide competition we call the Ultimate Royal Championship, where he faces other battle royal winners across the IWF. If he then beats them, he wins the Ultimate Royal Title and makes the IWF Monthly Report and gets recognition throughout the entire IWF! The same holds true for the other major IWF-Wide Titles you will soon read about.
UNCLAIMED TITLES: Sometimes a wrestler wins a higher title, but no one beats him for his old belt. We call this �upgrading.� When this happens, the vacant title is awarded to the winner of the Battle Royal (if he does not already have a title). If the Battle Royal Winner does have a title, the vacant belt is awarded to the wrestler thrown out the latest in the Battle Royal that does not already have a title. If a second or third title vacancy arises, then we will award the title to the wrestler with the highest strategy total (this wrestler must not have an existing title though). In your debut cycle, we have awarded titles based on highest strategy totals within the league.
TAG/6 MAN TITLES: Any team may challenge for the tag or 6 Man Belts. We would like each tag/6 Man team to submit a �team name.� This name will be used in the bulletins, and on the front cover. This feature is purely optional, but it will make the IWF seem more realistic. If you choose to do this, make a note on the application or on the match form if you do it in the future. Each wrestler from the tag team and six-man champions receives 5 rankings points apiece.
TAG/6 MAN RANKINGS: These rankings are found on the inside cover of the bulletins below the singles rankings. The rankings are used to break any potential ties. For example, let�s say two teams defeat the tag team champs by 10 points. Obviously only one team can win the belts. The team that wins it will be the team with a better tag team ranking. If neither team is ranked (you don�t have to a ranked tag team to challenge for the tag titles), point concentration will be used to break the tie.
BREAKING TIES (POINT CONCENTRATION): Sometimes, when crowning a wrestler a certain Champion, whether it be within a league or an IWF-Wide Champion, he may tie another wrestler. In the event of a tie, we have come up with a way to break it, and determine a winner. In singles competition, we look at hold 13, and whichever wrestler has the highest numbered hold value there, wins the tiebreaker and the title. If it is tied there (ex:59-59), then we move to hold 12, and so on if need be, until we find a winner. Tag and 6 Point Concentration are done in the same way.
DIVISION CHAMPIONSHIPS: Each Heavyweight Champion in a division will face off, and whoever has the highest strategy will win this major IWF-Wide Title.
WORLD CHAMPION: Now that the Division Champs are crowned, they will square off to determine the very prestigious World Champ! The World Champ gets to choose a prize option of either 25 free matches, a video game of his choosing, or a plaque.
INTERCONTINENTAL CHAMPION: Each Jr Heavyweight Champ in the IWF will face off and whoever has the highest strategy will win this coveted title. The Intercontinental Champ receives 15 free matches.
IWF-WIDE REGION CHAMPS: There will be 5 of these, and one for each region. It will be worked like this: whoever has the highest strategy total of all the East Champions (1st regional title in each league and not always called East Champion) within all leagues, will be known as the IWF-Wide East Region Champ, and the same can be said for determining the other 4 region champs.
GLOBAL CHAMPION: After the 5 IWF Region Champions are found, they will square off to determine the prestigious Global Champion (IWF-Wide Champ with highest strat). The Global Champion receives 10 free matches.
WORLD TAG/SIX-MAN: Every Tag Champ in the IWF will face off to determine the IWF World Tag Team Champions. The same for the World 6 Man Champs. Point Concentration will be used to break ties. Note that the maximum tag strategy is worth a 524, and the maximum 6 Man Strategy is worth a 531. Perfect Point Concentration for Tag starting from 1 to 13 would read: 27, 27, 28, 28, 29, 29, 30, 30, 58, 59, 59, 60, 60.
Perfect Point Concentration for 6 Man would read: 28, 28, 29, 29, 29, 30, 30, 30, 59, 59, 60, 60, 60. The World Tag and Six-Man Champions each receive 10 free matches.
DRONES: The following are the 18 �drones� or �jobbers� we have created for you to challenge in your debut, as well as each and every cycle. They serve as easy wins to build up your records and rankings points.
1) Grim Reaper 2) Hardcore Joey Cheers 3) Max Mayhem 4) Super Ninja Warrior 5) Slick Nick McGrath 6) Rumble 7) Mega-Warlord 8)Joey Funelli 9) Nightmare 10) Hotstuff Mark Mahoney 11) Demi-God 12) Johnny The Razor 13) The Winner 14) Death 15) Ultimate Wrestler 16) Trigger Man 17) Glory 18) Sgt Snake
NAME CHANGES: If you decide that your wrestler needs a new name, just send us his old name, and league, along with his new name. This only costs $1. Don�t forget to label it �Name Change� and send it in with the league in which your wrestler is in.
STRATEGY CHANGES: Each cycle there will be a section on your match selection sheet to enter your wrestlers� strategies. Since the values change every cycle, it is wise to make changes to your strategy often as well. Now, you don�t have to, but it would be wise. Because remember, since the values, change every cycle, it�s smart. Additionally, you do not have to use the same strategy on all of your wrestlers. Feel free to experiment.
NEW WRESTLERS: If you feel the need at any time to create a new wrestler, this feature will only cost a dollar. Maybe you want a tag partner, stablemate, or want to try out another league. You can! Just send us your new wrestlers� name, along with the league you want him to go, and it will be all set. There is no charge for creating new wrestlers. Don�t forget to label it �Creating a New Wrestler� and address the envelope to the league you want him to join
WRESTLER LIMITS: You can be in as many leagues as you want but you can not exceed having more than 7 wrestlers in any particular league that are in. If you have more than four wrestlers and run out of room on your match selection sheet, send their information on a separate sheet of paper. Please do the same for matches if you run out of room, as well.
LEAGUE TRANSFERS AND JOINING A NEW LEAGUE: If for any reason you wish to move to another league, this will only cost you $1 per wrestler. Send us this request, and a dollar, to the league in which you want to transfer to, not the original league. Additionally, since you probably will not know what wrestlers are in a new league that you either transfer to or join, this could pose a problem. So with that said, for opponents, choose between any of the 5 region champions and an unlimited amout of drones/jobbers. If you put �random champ� or �22 random jobbers� for opponents, as an example, we will know what you want.
WHEN BULLETINS ARE SENT OUT: The IWF runs on a 4 week cycle so each league is sent out once a month. As a general rule, bulletins are sent out about 11-14 after the deadline. Of course if you decide to join a few different leagues, you will receive bulletins possibly every week, depending on when the deadline is.
INACTIVITY: If, at anytime, we notice a wrestler hasn�t sent in any matches for more than a few cycles, we have the option of �dropping,� that wrestler in order to make room for new ones. If you are inactive for one cycle you will receive a bulletin anyway. But if you are inactive two or more cycles, you will stop getting bulletins.
STABLES: This may very well be one of the most fun parts of the IWF. Stables are groups of wrestlers brought together to team up. They are recognized by �stable initials,� which go before your wrestler�s name and can be changed free of charge at anytime. You can invite other wrestlers and managers to join your stable alliance via the trash talk section of your bulletin. Of course it is not necessary to join a stable.
COMMUNICATION WITH OTHER MANAGERS/PEN PAL POLICY: Another fun, but not essential aspect of the game, is communication with other managers all over the world. Stables are sometimes formed when managers become friends with one another. Again, this is purely optional, but there is an interesting �inner circle� and other side of the IWF than can be enjoyed with other managers on a more personal level. Some managers like to �shoot the breeze� and talk about the game with others, so if at any time you�d like to get in touch with another manager, or if you like a wrestler and don�t know who his manager is, you can send us a letter that we will forward to that manager for free! It is up to you what you write and what information you exchange, and likewise, is up to the manager receiving the letter if he chooses to reply. The IWF is not liable in any way, shape or form, for anything here other than sending your letter.
MENTORS (VETERANS SHOWING YOU THE ROPES!): Sometimes it may take awhile to grasp the art of picking good strategies for your wrestlers and how you feud with other wrestlers. We have a bunch of veteran managers who would be more than happy to help out and give you any hints or tips that you may need. Who knows, maybe you�ll become friends and become a member of their stable! Again, to correspond, send us a letter and we will forward it to the manager you are looking to get in touch with. A few top managers that you may see in the �IWF Monthly Report� that you can contact are Nathan Couch and Chris Nondorf! Once again, we are not responsible for anything other than forwarding your letter.
MOVING: If you are going to move or change addresses, please let us know ahead of time, so that we can get your stuff there to you on time.
MATCH FORMS: Along with your league�s bulletin, you will get a sheet of paper, where you will list all your matches, along with your strategies. On there you will find place to enter your strategies, contests, method of payment, etc. If you need more room, please feel free to use a separate sheet of paper (what you will have to do when you get started your first cycle).
MATCH DEALS (MORE BANG FOR YOUR BUCK!): Each cycle we will be having deals for our managers. Instead of paying 1 dollar per match with shipping and handling an additional dollar, you will have the choice to take advantage of our match steals which has shipping built into the price. The regular match deal is 26 matches for $10. The mini-match steal is 12 matches for $7. Note than once you take either of these deals, you can always get an additional incredible 4 matches for $1! This makes the match deals an even greater bargain!
METHODS OF PAYMENT: You can pay for your matches via cash, checks, or money orders. Also please do NOT send coins because they will mess up certain postal machines and we may not get your important info. Please send anything you have to the following address. The IWF address is also included on the inside of the front page of your bulletin.
IWF c/o Howard Sandberg
P.O. Box 541132
Flushing, New York 11354
LEAGUE DEADLINES: Inside your league�s bulletin you will find a date, In order to get your matches played for that cycle you�re sending them in for, it is essential that we receive your stuff before that date. It is often a good idea to mail us your stuff at least a few days before the deadline, if not more. If you realize that the deadline is rapidly approaching or the day of the deadline, you may still want to send in because it is possible we will be able to accept it. However, there are no guarantees then.
CHEATING: We at the IWF have taken careful precautions against cheating, including the no-faxing accepted rule. We are the only ones who know the hold values. If anybody is caught attempting to cheat, they face the possibility of being banned from IWF competition.
IN CONCLUSION: One of the things we strive on is customer service, so if you have any questions, comments, complaints, or anything at all, please don�t hesitate to email or IM us at [email protected]. Our email is checked regularly every day and if you send us questions to be answered, you will receive a response immediately. You can also check out our website at http://www.theiwf.com One thing the IWF encourages is comments and freedom of speech, so feel free to let �er rip, and please send us comments even if it is to just introduce yourself or wrestler initially when you join! Feel free to let your alter ego go! Our bulletins are color formatted, and the covers are embroidered in colors that exhibit the theme of the league. For example, Canadian Pride Wrestling is embroidered in red and white, with a Canadian Flag logo, and a picture of the Toronto Skyline. Good luck and we�ll see you in the ring!
LIST OF HOLDS TO CHOOSE FROM WHEN SENDING IN YOUR WRESTLERS� STRATEGIES
Set-Ups (choose 8 per wrestler)
1) Abdominal Stretch 16) Insuguri Kick
2) Back Body Drop 17) Inverted Atomic Drop
3) Big Boot 18) Pederson Roll
4) Brain Buster 19) Powerslam
5) Crucifix 20) Relentless Corner Stomp
6) Dragon Suplex 21) Reverse Kinfe Edge
7) Drop Kick 22) Samoan Drop
8) European Uppercut 23) Scissors Kick
9) Fisherman�s Suplex 24) Side Russian Leg Sweep
10) Flying Clothesline 25) Side Salto
11) Flying Forearm 26) Spinning Heel Kick
12) German Suplex 27) Superplex
13) Gutwrench suplex 28) Swinging neckbreaker
14) Heart Punch 29) Tiltawhirl Backbreaker
15) Hurricarana 30) Turnbuckle smash
FINISHING HOLDS (choose 5 of these)
31) Boston Crab 32) Butterfly Superplex
33) Chokeslam 34) Corkscrew Plancha Dive
35) Cross Face Chicken Wing 36) Double Underhook Head Drop
37) Figure Four on Ring Post 38) Fireman�s Carry Driver
39) Frog Splash 40) Gorilla Press Slam
41) Indian Death Lock 42) Inverted DDT
43) Inverted Piledriver 44) Jaw Breaker Cutter
45) Moonsault 46) Neck Drop on Chair
47) Piledriver 48) Second Rope Flying Bulldog
49) Shooting Star Press 50) Sommersault Splash
51) Springboard Drop Kick 52) Super Bomb
53) Super Kick 54) Swan Dive Head Butt
55) Texas Cloverleaf 56) Tiger bomb
57) Tope to Outside on Opponent 58) Top Rope Elbow Drop
59) Top Rope Hurricarana 60) Victory Roll