How Pro Wrestling Superstar Simulates Wrestling Matches

Published on December 1, 2025

A minute-by-minute look at the engine that powers PWS.

What Is Pro Wrestling Superstar?

Pro Wrestling Superstar (PWS) is a computer-based wrestling simulator where you book matches, run shows, and watch bouts unfold through detailed, minute-by-minute play-by-play. Each wrestler behaves according to their Wrestler Card, which defines their tendencies, move choices, and in-ring style.

Whether you’re running a fantasy promotion, recreating classic bouts, or designing wrestlers of your own, PWS delivers a deep, flexible simulation grounded in authentic wrestling logic. New? Check the FAQ for setup tips and rules.

What Makes the PWS Match Engine Unique

The PWS match engine is designed to feel like real wrestling—not scripted, not random, but a dynamic blend of structure and unpredictability.

Here’s what sets it apart:

  • Minute-by-minute pacing — each round represents one minute of action.
  • Wrestler-driven behavior — every wrestler’s card determines how they act.
  • Multiple paths to finishes — pins and submissions can arise from momentum or a single dramatic roll.
  • Replay value — even the same matchup unfolds differently each time.
  • Booker freedom — you control the booking; the engine handles the action.

The end result is a system that produces believable, dramatic matches with natural flow.

Every round in PWS represents one minute of in-ring action.

See the Match Engine in Action

Watch a card play out shot-for-shot and grab the free demo to try PWS with sample wrestlers.

Buy PWS to run your first card

The Wrestler Card: Five Sub-Cards That Define a Wrestler

Each wrestler in PWS is built from a Wrestler Card composed of five sub-cards:

  1. General Card – determines initial control of each round.
  2. Offensive Card – moves and sequences when attacking.
  3. Defensive Card – counters, blocks, and evasions.
  4. ROPES Card – results triggered when action enters the ropes or turnbuckles.
  5. Specialty Card – the wrestler’s finisher, with results representing varying levels of effectiveness (higher points = more effective).

The Wrestler Card is what gives each wrestler their identity: the way they strike, counter, fly, struggle, or dominate. A wrestler built for 1979 won’t feel like a wrestler built for 2024 unless you design them that way.

How the PWS Match Engine Runs a Round (One Minute of Action)

A match in PWS unfolds one minute at a time. Each round determines momentum, move choices, counters, and whether a fall attempt becomes possible.

1. Both Wrestlers Roll on the General Card

The General Card establishes intent for the minute. Each wrestler independently rolls to determine whether they begin:

  • On Offense
  • On Defense
  • or in a situation where both attempt offense at once.

This produces three outcomes:

A) One wrestler rolls Offense, the other Defense

→ The offensive wrestler controls the minute.

B) Both wrestlers roll Offense

→ They collide in a contested exchange. Both roll on their Offensive Card, which may then trigger ROPES or Specialty sequences.

C) Both wrestlers roll Defense

→ The action resets, stalls, or becomes cautious. Both wrestlers roll on the General Card again until at least one goes on offense. This prevents dead rounds while capturing real match pacing.

2. Wrestlers Roll on Their Sub-Cards

Once control is determined, each wrestler rolls on the appropriate card:

  • Offensive Card — core attacks and momentum-building moves.
  • Defensive Card — responses, counters, or avoidance.
  • ROPES Card — triggered when an Offensive result sends action into the ropes.
  • Specialty Card — the wrestler’s finisher, expressed with varying effectiveness.
  • Specialty Match Chart — in matches like steel cage, when the result instructs it.

The Specialty Card always represents the same finishing move, but with outcomes that differ in effectiveness:

  • Lower-point versions may only weaken the opponent.
  • Higher-point versions swing the match dramatically.
  • The most effective versions often lead directly to pin attempts.

This gives finishers cinematic weight while still tying them to the wrestler’s design.

3. Moves, Counters, and Momentum Play Out

The engine interprets both wrestlers’ rolls together:

  • A move may land cleanly.
  • A defensive roll may blunt it or reverse momentum.
  • Two offensive rolls may produce a dramatic clash.
  • A ROPES or Specialty trigger escalates the moment.
  • Points accumulate to reflect momentum and control.

These points don’t represent literal damage—they represent the wrestler’s overall advantage during that minute.

4. The Engine Checks for a Pin or Submission Attempt

After resolving the minute’s action, the engine checks if a fall attempt should occur. A pin or submission attempt can be triggered by:

1) The dice

A wrestler rolls a pin or submission attempt on:

  • their Offensive Card
  • their ROPES Card
  • their Specialty Card
  • or a Specialty Match Chart

When that happens, they immediately go for the fall. This can happen suddenly, adding dramatic unpredictability.

2) Momentum

If a wrestler dominates the minute decisively, the engine may trigger a forced pin attempt because the opponent is overwhelmed. Either way, falls feel earned—not random.

5. The Round Is Narrated

The system generates a clear, readable description summarizing:

  • who gained control,
  • what moves were attempted,
  • what landed or failed,
  • whether the ropes or finisher came into play,
  • whether a pin or submission was attempted.

This produces a natural, evolving story as the match progresses minute by minute.

Tag Team Mechanics (Always Active When Applicable)

Tag team matches introduce additional layers of drama, all handled automatically by the engine.

They include:

  • Automatic save attempts when a pin or submission occurs.
  • Natural momentum swings between team members.
  • Sequence interactions shaped by each wrestler’s card results, leading to unpredictable and exciting team dynamics.

There are no “fresh-man” or stamina-based tag rules unless a specialty match type specifies them. Tag matches rely on the same core engine but amplify the chaos of multi-wrestler action.

Injury Mechanics

Injuries are a core part of match flow. They:

  • can occur when certain move results trigger them,
  • influence how future minutes unfold,
  • add drama, risk, and long-term consequences,
  • play a larger role in certain match types, such as gimmick matches.

Injury logic is built directly into the match engine—no manual toggling required.

Optional Systems That Add Extra Depth

Some match types and settings add additional layers such as:

  • Fatigue for long or punishing matches.
  • Managers or allies who may assist or distract.
  • Priority bonuses such as special conditions or traits.
  • Specialty match rules, including cages, grudge matches, and multi-fall bouts.

These enhance the simulation without changing its core structure.

Why the System Works

Because PWS blends structure with unpredictability, matches feel:

  • Consistent — wrestlers act according to their design.
  • Distinct — every wrestler and matchup feels unique.
  • Dramatic — turning points emerge naturally.
  • Readable — minute-by-minute narration tells a clear story.
  • Replayable — no two matches unfold the same way.

It’s a system built to support both quick play and long-term fantasy booking.

See the Engine in Action

Run a match in Pro Wrestling Superstar 2.0 to experience the minute-by-minute storytelling, momentum swings, and dramatic finishes that make PWS one of the most flexible wrestling simulators available.

Ready to book your own cards and see the play-by-play? Download instantly and start simming in minutes.

Buy Pro Wrestling Superstar

PWS Match Engine FAQs

How does PWS decide when to attempt a pin?

Pins can be triggered directly from card rolls (Offensive, ROPES, Specialty, or specialty charts) or forced when a wrestler dominates the minute. The pin score then checks against the wrestler’s pin group.

Does fatigue carry over between rounds?

Fatigue is an optional system you can enable for certain match types. When it’s turned on, it accumulates across the match (and across falls in multi-fall matches that use fatigue), making late kick-outs tougher and momentum swings more dramatic.

Can I tweak how specialty matches work?

You can enable specialty rules (cage, grudge, multi-fall, etc.) that layer on top of the core engine, adding unique triggers without changing the round-by-round flow.

What determines a wrestler’s style?

Each wrestler’s five sub-cards control their tendencies. Designing those cards lets you mirror eras, promotions, and individual styles with precision.