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Code Of Conduct
Glossary Of Terms
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Create A Fighter

When you first join The Boxing Game the first thing you will need to do is create a fighter for your gym. To do this first click on the Create A Fighter link at the very top. This will bring up the fighter creation page. From here you will see various options.

  • Name : In this field put the name you want your fighter to have, when you choose a name be creative, a lot of common names have been taken and the fighters name must be unique. Remember though that names that violate the CoC will result in your fighter being removed from the game. Your fighter MUST have a name.

  • Division (limit) : When you first create a fighter this is the last thing to concern yourself with except for as a reference if you are trying to create a fighter for a specific weight division.

  • Build : This is used to alter the weight of your fighter, it's his frame if you like, making a fighter with a skinny build makes him lighter, Barrel Chested makes him heavier, as you alter the build you will see your fighters weight change.

  • The Abilities : These are where you edit what your fighter is good at and how tall he is, use the plus and minus buttons to make them increase and decrease.

  • Weight : As you alter your fighters strength, agility, height and build his weight will rise and fall, this will decide what weight division he should be in.

  • Total AP's : As you edit your fighters abilities this will rise and fall, it will never go over 53. Make sure it reads 53 before you press create fighter. If you really don't mind what stats your fight gets then use the "Randomize" button and see what you get.

Once you have created a fighter check that you have

  • Given him a name

  • Used 53 APs

  • Selected a weight division.

And then press the "Create Fighter" Button.

You may use the Randomize button to randomly generate abilities.

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Division Weight Limits

Note: The safe weight limit is in parentheses. The safe weight limit is the weight that your fighter may be in order to diet down to the weight limit without penalty

  • Strawweight : 106 (111)

  • Flyweight : 112 (117)

  • Bantamweight : 118 (124)

  • Featherweight : 126 (133)

  • Lightweight : 135 (142)

  • Welterweight : 147 (154)

  • Middleweight : 160 (168)

  • Light-Heavyweight : 175 (184)

  • Cruiserweight : 200 (210)

  • Heavyweight : unlimited

Note: Although Heavyweight has no upper weight limit, strength bonuses are only in effect up to 240 pounds. Weighing more than this will give you no additional advantage over a lighter opponent.

  • Toughman : unlimited

Note: Whereas Heavyweights are restricted in strength bonuses with weight over 240, the Toughman division does not have restricted strength bonuses with weight.

If you feel that you are underweight or overweight for your division, you can change your weight class from your fighter page as the scheduler permits. You can also use change weight classes to avoid a potentially troublesome opponent. There's no rule against it.

Lastly, don't forget that when your fighter changes weight classes he relinquishes any title belts he may have.

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Fighter's Ability And Tactics

Each round is simulated using the fighters' natural abilities and tactics for the round. A fighter's natural abilities are not under the control of the fighter's manager, whereas a fighter's tactics are completely determined by the fighter's manager.

Natural Abilities, Weight, and Endurance Each fighter has five natural abilities --- speed, agility, strength, toughness, and height. For brevity, we refer to these abilities as SPD, AGL, STR, TGH, and HGT respectively.

These abilities are interpreted as follows:

  • STR - The fighter's ability to hurt his opponent.

  • SPD - The fighter's ability to land punches.

  • AGL - The fighter's ability to avoid punches.

  • TGH - The fighter's endurance and his ability to take punishment.

  • HGT - The fighter's height and reach.

Each ability has a numeric value, with 10-11 being average, and higher numbers being more desirable. Every fighter is "born" with randomly selected abilities that total 53. A HGT of 10 is interpreted as a height of six feet. Each point of HGT above or below 10 is one inch. For example, a fighter with HGT 9 would be five feet and eleven inches tall.

Each fighter also has a "weight" which is computed (in pounds) by the following formula:

WGHT = (62+HGT) * (62+HGT) * (62+HGT) * (1 + (STR-AGL)*0.015) / 2000

Weight is further modified by a fighter's build. The weight is multiplied by 1.15, 1.10, 1.05, 1, 0.95, 0.9, or 0.85 according to whether the fighter is barrel chested, stocky, broad shouldered, medium build, lean, lanky, or skinny. Note that a fighter's build has no effect on any aspect of the game, except for the calculation of his weight.

Finally, a fighter's weight is slightly randomized, usually varying by 1-3 pounds from the above computation.

Weight and Strength

At the beginning of a bout, the two fighters' weights are compared. Suppose that fighter A has weight W1 and fighter B has weight W2 and that W1 > W2. Then fighter A has ((W1/W2) - 1)*10 added to his STR and fighter B has the same amount subtracted from his STR> For example, if fighter A weighs 220 pounds and his opponent weighs 200 pounds, then A would have ((220/200) - 1) * 10 = 1 point added to his STR, while his opponent loses one point of STR.

For this to apply the lighter fighter has to have a weight below the division weight. Do not mistake that to be the safe weight. As an example Cruiser has a division weight of 200 and a safe weight of 210. The lighter fighter has to have a weight below 200 in order for this equation to be used. Also the heavier fighter can only use a max of the divisions weight. So in cruiser the heavier fighter can only use up 200, any weight over that is not considered in the equation. This is not the case with the Toughman Division where there is no maximum weight limit in calculations of the strength advantage due to weight.

Each fighter also has a certain number of endurance points. A fighter begins the bout with 10 endurance points for each point of toughness. For example, a fighter with a toughness of 10 (which is average) would begin the bout with 100 endurance points. A fighter tends to lose endurance points as the bout progresses due to damage and fatigue.

Weight Divisions and Dieting

Every fighter can lose up to 5% of his body weight to make a weight limit without penalty. This is the fighter's minimum safe weight. For example, a 200 pound fighter has a minimum safe weight of 190 pounds, and a 150 pound fighter has a minimum safe weight of 142.5 pounds.

If a fighter must lose more then 5% of his body weight to make the limit for his division, then he is weakened by excessive dieting and loses a certain number of endurance points before the bout begins. (Note: This happens automatically, without any action by the manager.) The number of endurance points lost is given by the following formula:

(1 - R*R) * normal endurance

Where R is the ratio of the division's weight limit to the fighter's minimum safe weight.

For example, suppose a fighter with a toughness of 11 weighs 200 pounds and fights in the Light-Heavyweight division, where the weight limit is 175 pounds. The fighter's minimum safe weight is 190 pounds, so R is 175/190, which is approximately 0.92. The fighter normally starts a fight with 110 endurance points, but in this case he starts the fight with approximately

0.92*0.92 * 110 = 93.1 endurance points.

Note that due to the effects of fatigue, this would effectively reduce the fighter's STR, SPD, and AGL to 93/110 = 84.5% of their normal values at the start of the bout.

The effect of making weight is temporary and lasts only for one bout. The fighter immediately regains his full endurance if he moves to a higher weight division.

Also note that when a fighter loses weight to make a division, his weight for that bout (for purposes of modifying STR) is the maximum weight allowed in that division, not his usual weight. Thus, a fighter who weighs 200 pounds fighting in the Cruiserweight division would get no STR advantage from weight over a 190 pound fighter fighting in the Cruiserweight division.

Fight Plans

During a bout, each fighter selects his tactics at the beginning of each round. The fighters' tactics and natural abilities are used to determine the result of the round. A manager may send a fight plan for his fighter any time before the bout is resolved. This fight plan is used each round to determine the fighter's tactics.

There are three parts to choosing a fighter's tactics for a round.

Energy Points

First, every round a fighter divides 20 energy points between aggressiveness (AGG), power (POW), and defensiveness (DEF). The general effects are as follows:

  • AGG determines how many punches the fighter will throw in that round.

  • POW indicates how much power the fighter is putting into each blow, and how carefully the fighter is placing those blows to maximize damage.

  • DEF indicates how much effort the fighter is taking to protect himself (ducking, moving around, etc.)

Any unused energy points are used for resting.

Use of energy points is the most important part of a fighters' tactics. Any fight plan a manager submits must describe how a fighter uses energy points in each round.

If a manager does not provide a fight plan for his fighter, the fighter will use maximum defense and minimum aggression and power. The fighter is very unlikely to win. Every manager should therefore submit some kind of fight plan for his fighter, even if it very simple. Dividing energy points evenly between aggressiveness, power, and defensiveness is often a reasonable fight plan.

Target Areas

Second, a fighter may choose to throw head punches, to throw body blows, or to box opportunistically. The general effects are:

  • Head Punches: Maximizes the chance of scoring a knockout or knockdown, but minimizes the long-term damage inflicted.

  • Body Blows: Maximizes the long-term damage (i.e. loss of endurance points) inflicted, but minimizes the chance of scoring a knockdown or knockout.

  • Opportunistic: Maximizes the number of blows landed.

Fighting Styles

Third, a fighter may choose any of the following fighting styles:

  • Fighting

  • Fighting Inside

  • Clinching

  • Feinting

  • Counter-Punching

  • Using the Ring

  • Cutting Off the Ring

  • Fighting Outside

  • All-Out Assault

Fighting Dirty

In addition, a fighter may choose to fight dirty in any given round. This means intentionally throwing illegal punches, such as low blows, kidney punches, and rabbit punches. When a fighter does this, the amount of damage inflicted on his opponent increases, but he risks being penalized or even disqualified.

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Wait To Be Scheduled

The scheduler runs nightly, matching up active fighters from the same region who are within one rating point of each other, in the same weight division. If an opponent is not available in your region, the scheduler will pair you up with opponents from a different region.. The scheduler runs daily for the previous days weight divisions. All unscheduled fighters from that weight class are scheduled. This is to give fighters who just fought a chance to retire before being scheduled again. In order for fighters to be scheduled against each other they must be no more than 1 rating point apart. Additionally for pro managers to be scheduled they must have sufficient sanctioning fees in their account. The scheduler has certain "biases" that ensure it tries to give players the best gaming experience. Currently the scheduler biases are:

World Title Fights are scheduled first Regional title fights are then scheduled with junior players getting first consideration Senior managers are scheduled next, the focus is on getting a match between the two most equally matched fighters, with no thought for what region they are from or the exact skill level of the manager.

Junior managers are then scheduled, with an emphasis on making sure they fight managers with similar skill levels even if it means matching fighters who aren't exactly the same rating-wise to prevent them from getting discouraged. Where possible fighters from the same region are paired off, to foster regional competition.

Lastly, any fighters left unscheduled at this point are placed into a big "pool" of fighters and paired off by rating.

There is a "minimum" prep time that controls when the scheduler for a particular division runs, currently 3 days for pros, 2 days for amateurs and 0 days for toughman. In other words if you're a pro the Wednesday scheduler run won't set you up for a Heavyweight fight only two days away.

Every Sunday a special version of the scheduler runs which will set the fight between the two highest ranked fighters in a division or a region to a title fight if one is not already scheduled. Immediately after this the fight purses for the title fights are allocated. Fights take place at 1:00 PM EST* Monday to Saturday on the following days:

  • Monday - Strawweights and Flyweights

  • Tuesday - Bantamweights and Featherweights

  • Wednesday - Lightweights and Welterweights

  • Thursday - Middleweights and Light-Heavyweights

  • Friday - Cruiserweights and Heavyweights

  • Saturday - Toughman

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Scout Your Opponent

One of the most important things to becoming a great manager is the ability to scout your opponent so that you can design a Fight Plan that will give your fighter the win. Once your fighter is scheduled a fight you will want to check out your opponents stats by going to your Fighter's Page and clicking on the link next to the News icon.

Scouting Page Example:

  • Fighter's Name
  • State: Active
  • Pro Record: 11-6-0 (2/3)
  • Rating: 5
  • Status: 5

Fighter stands 5 feet 5 inches tall. He has a stocky build and reportedly weighs 135lbs. He is currently registered in the Lightweight division. He fights for U.S. Midwest and is managed by Manager

  • Using scouting tools such as The Fight Doctor Scouting Utility, a link you may want to save in your favorites, allows you enter your opponents stats so you can get a read out of approximately where your opponent stands as far as strength, agility, speed, and toughness.


  • The Jimster's Fight Calculator This allows you to get a good idea of where your fighter will stand using different styles and how your aggression, power may perform compared to your opponents scouted tactics. To use Jimster's Fight Calculator, you must have a program that reads .xls or Excel files for the calculations to work. Once downloaded you must rename the extension of the file from .txt to .xls for the file to open using Excel. (Spreadsheet created from Emp's Formulas)

See Fight Plan Help for further information on tactics and abilities.

But there's still some figuring to do. Every fighter starts with 53 ability points, for every fight the fighter wins or loses those ability points could add up or be subtracted. A good way to judge how many ability points an opponent has is to add his Rating with his Status. In the Example it would add to 10, with the starting 53, that would be 63 Ability Points (AP's) to account for. If the opponent has KO's, then there may be more AP's. For every 4 knockouts add an AP to your opponents scouted AP's. In the Example, there would be no need to add any AP's.

This is just a rough out look on how to scout your opponents, there are still other considerations as in Speed and Toughness, Strength and Agility, bonus points, and reading past fights from your opponent to gauge his Fight Plan and Fight Plan habits. The more you scout the better you'll become at judging your opponents AP spread and Fight Plans.

Fights History

This is a listing of all the past fights of the boxer being scouted. Here you can gather information about the Fight Plan (FP) habits that your opponent may have, or track his ability points through the progression of fights.

Link To this Fighter

All fighter pages, whether their your own fighters or other managers fighters will have a way to link that fighter to Fighter Links. This is a way of keeping track of your most skilled opponents, or allows you to read in anticipation the Bout Report without knowing the outcome first.

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Sparring Partner

The Sparring Partner is for testing out your fighters using different fight plans. You can enter your fighters stats into the system and then your opponents calculated stats and run fights testing out various scenarios. You can also use it for testing out what kind of fighters you want to create and what fight plans work well for them against various other fighter types.

You should use the Sparring Partner at any time when you want to work out a good fight plan, it is easy to just throw together a plan that you think will work, but if you have time then using the Sparring Partner can make the difference between defeat and victory.

Select the weight division within which the fight should take place. This is especially important if one of the fighters' weight is greater than the maximum allowed for that weight division. (This is how the dieting for fighter's over the weight limit are calculated). Select the output format. The Statistical output format produces an HTML table for each round of the match showing the hard numbers (i.e. damage, starting and ending endurance, etc.).

The Verbose output format produces a page very similar to the current The Boxing Game Match Reports that you receive after each fight. However, statistical information is currently not included in this report.

Enter all of the information about your fighter in the fields provided.

Enter all of the calculated information about your opponents fighter in the fields provided. (Optional) Select which fighter will be your fighter during the bout. Whichever fighter you select will show (Verbose Output only) the private information that is seen in a manager's Match Report. This defaults to Fighter 1.

Click the Resolve button to resolve the sparring session.

The current version of the Sparring Partner does not check strategies before resolving a bout. If a strategy is in error, the Sparring Partner may produce strange output, such as rounds in which no punches were thrown.

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Submit A Fight Plan

A Fight Plan is a text description of what a fighter should do in a fight. Fight Plans contain instructions split out by rounds with energy point allocations, fight styles, style modifiers, and conditional statements.

Once you have scouted your opponent and designed a FP (fight plan) you can submit your FP to your fighter's page located in your gym. Every fighter has an area within his fighter's page to input a fight plan and to modify his training.

(Note: if the box that displays the current training ability reads "Random" then any ability may be given to the fighter upon a win or increase in Status.)

Also see:
Fighter's Page
Fight Plan Help

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Review The Results

A report is generated for each of your fighters fights. There are two versions of bout reports. One is generated for only the managers to see which gives the detailed report of the fight. Included in this version of the report is statistics such as fight plan used, damage taken per round and a total for the entire fight, and also your fighters abilities. The second version of this bout report is a public version that is available for anyone to read as a "scouting report". It is important to note that most of this information is partially randomized, so it is not perfectly reliable.

The report contains a round-by-round description of the bout. Here is an example of a public report for one round:

Luchini is brawling (inside)

Drew comes out fighting

...

...

...

+ Luchini belts Drew with a pair of painful jabs to the chest!!

- Drew throws a volley of crosses to the solar plexus, but Luchini takes it in the forearms

...

...

...

...

+ Luchini scores with a pair of stinging roundhouses to the solar plexus. Drew falls into a clinch.

- Drew attempts a thundering uppercut. Luchini swats it away and laughs.

...

...

...

...

...

+ Luchini lands a powering cross to the head. Drew backs into the corner.

...

...

...

...

- Drew throws a pair of punches to the nose, but comes up empty.

+ Luchini stuns Drew with a jab to the head. Drew stumbles and down he goes!

ONE

TWO

THREE

FOUR

FIVE

SIX

SEVEN

EIGHT

NINE

Drew climbs to his feet and the fight continues.

...

...

...

...

BELL

Luchini remains standing while the trainer wipes him down.

Drew is obviously tired.

Luchini landed 24 of 32 punches, Drew landed 8 of 24 punches.

The Judges score the round as follows:

Judge Guimond: Luchini 10-8

Judge Nelson: Luchini 10-8

Celebrity Guest: Luchini 10-8


The round begins with a rough characterization of each fighters tactics for the round. This haracterization is primarily based on each fighter's fighting style, though it will also be altered if a fighter commits more than 10 energy points to AGG, POW, or DEF.

Example:

AGG: 14/1/5 (clinch) output = Fighter flails at his opponent and ties him up. (clinching)

POW: 5/11/4 (clinch) output = Fighter grabs his opponent and pounds him. (clinching)

DEF: 5/1/14 (clinch) output = Fighter goes for a clinch as soon as the bell rings! (clinching)

The events of the fight that had the most impact on the fighters and/or score are then documented. The (+) indicates that there was damage done to the opponent. The (-) indicates that there was a punch thrown, but was not successfully landed. Whenever you see (...) in a bout report, that is the impression that there is nothing significant happening in the fight. At the end of the round a bell is rung and the condition of each fighter is described. The "condition of each fighter" is chosen from the following list:

- can't remember which corner is his.

- receives medical attention from his trainer.

- collapses limply onto his stool.

- looks exhausted.

- is slowing down.

- is obviously tired.

- grabs a water bottle and rests on his stool.

- remains standing while the trainer wipes him down.

- doesn't even want to rest!

- doesn't want to stop fighting!

Finally, the number of points recorded by each judge is reported. Also, "commentators" estimate the number of punches actually thrown and landed by each fighter during the round. Make sure to note that both the commentators punch count and judges scoring are somewhat randomized and not perfect.

A private report is much like a public report, however the manager is told exactly how many endurance points his fighter has at the beginning of each round and exactly what tactics his fighter is using each round. He is not given any additional information concerning his opponent's fighter.

How each Round is Resolved

Each Round lasts 3 minutes. At the end of each round the 3 Judges score the round on how many punches were landed & how much damage these punches inflicted on the opponent.

For Example: Fighter A uses a fight plan 4/8/8. Fighter B uses a fight plan 5/1/14 (ring). Fighter A lands 22 of 32 punches thrown. Fighter B lands 30 of 40 punches thrown.

Fighter A could quite easily have won this round due to the fact he inflicted much more damage on his opponent than he received.

Also, it is important to note that your corner will give you an indication of how they feel the fight is going.

This in NO WAY INDICATES WHAT THE JUDGES MAY OR MAY NOT HAVE SCORED.

Note: Be aware that your fight conditionals go on the advice of your corner, NOT the actual judges scores.

Also it is quite common for judges opinion on a particular round to differ.

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Awarding Of Stars And Trophies

Under some circumstances a fighter may be awarded an icon A fighter can have a maximum of 1 Icon.

As new awards are given they replace the old ones.

Icons are awarded in the following increasing order of importance.

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Previously fought for a regional title

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Former Regional Champ

Image

Previously fought for a world title

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Former World Champ

Image

Current Regional Champ





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Current World Champ





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Manager Status Levels

Managers reach different status levels as they accomplish things in their careers. These status levels are as follows:

  • Newbie - All managers start at this level

  • Rookie - A manager is promoted to rookie after he wins his first regional title

  • Journeyman - A manager is promoted to Journeyman after winning multiple regional titles

  • Veteran - A manager is promoted to Veteran after he has won a regional title in every division (Not to be confused with the Slick Willy regional domination award which requires that a manager hold a regional title in every division concurrently.)

  • Gamemaster - A manager is promoted to Gamemaster after winning his first world title

  • Elite - A manager is promoted to Elite after winning multiple world titles

  • Legend - The highest status for a manager. A manager is promoted to Legend after winning a world title in every division. The requirement that the fighters be homegrown applies.

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