Inside the
fight engine.
Configure the league, rehearse matchups, and publish official Saturday events. This is a game simulation, separate from the real-world MMA prediction model.
The key stays in this page’s memory. It is not stored in the browser. Member login remains paused.
Test a matchup.
Select roster fighters or the fictional Camp Partner. Any attribute or physical overrides below affect practice only. Practice uses the rules currently displayed in the editor, including unsaved changes.
Adjust the engine.
Every numeric rule and attribute weight is editable below. Practice tests unsaved edits; Save publishes a new version for future cards. Already-booked events keep their pinned rules. Reload replaces unsaved edits with the active version.
Settings JSON / copy or import
Export the displayed rules to this field, or paste a full rules object and load it into the editor. Imports are validated again on the server before practice or save.
Attribute & engine guide.
Skills are normalized weighted averages, then temporary camp, age, wear, fatigue and sharpness adjustments apply. Attributes are never permanently changed by a simulation. Appearance and nationality have no performance effect.
How a fight runs
- Start standing each bout. Each exchange chooses an attacker using initiative (speed, footwork and explosiveness), pace and energy.
- The game plan weights the legal actions for the current position: standing, clinch, top ground or bottom ground.
- The relevant attacking and defending skills determine a bounded success chance. A seeded random draw resolves it.
- Successful strikes damage head, body or legs. Body damage drains energy; leg damage affects standing accuracy. Ground position enables control, advances and submissions.
- Finish checks can produce KO, TKO or submission. Otherwise three judges score completed rounds. Draws are allowed.
- Between rounds, energy recovers. Damage remains. Each new round restarts standing by default; Timing → Reset standing can change that rule (1 = reset, 0 = carry position).
Physical effects, judging & limits
Age penalty: min(ageCap, max(0,youngUntil−age)×youngPerYear + max(0,age−olderAfter)×olderPerYear). Wear penalty: min(wearCap, prior official fights×wearPerFight). They reduce effective skills by their percentage values.
Reach: clamp((attacker−defender reach)×reachPerCm, ±reachCap), added to standing attack skill. In the clinch the direction reverses at half strength; on the ground there is no reach bonus. Weight adds a small damage bonus per extra pound and reduces initiative by the speed trade-off. There is no hidden bonus for picking a nationality or avatar.
Judging prioritizes damage and actual submission threats. Control adds a tiebreak contribution only inside the close-round threshold. Small seeded judge variation can split close rounds. A large effective-score margin produces a 10–8 round; extremely close rounds can be 10–10.
These are initial game rules, not a validated real-world prediction model or an exact reproduction of athletic-commission judging. No deductions, fouls, doctor stoppages or injuries are simulated in v1. Each fight ends in a decision/draw, KO, TKO or submission. Live aging, training rewards and attribute regression are separate career systems; the engine reads current age and bout wear but does not award or deduct permanent points.
Build a Saturday card.
One division; 1–10 bouts. Publish at least 14 days in advance. Each fighter can have one active booking and needs 14 days between official bouts. Rule settings pin at booking; fighters and preparation lock one hour before the event. Unsubmitted preparation uses sensible balanced defaults.
Due processing cannot run a fight early. It is safe to retry: bout IDs, locked snapshots and seeds prevent duplicate records. The unattended updater calls the same operation; page visits also catch up overdue events.