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Beginner's guide

How to Cyber Wrestle

From your first hello in the Arena to your first pin — what cyber wrestling is, how to find an opponent, how to write a match, the styles you can play, the eight rules that keep it fair, and how the dice commands work.

Enter the Arena

Cyber wrestling looks intimidating from the outside — a wall of starred-up regulars trading holds and trash talk — but every one of them started exactly where you are now. This guide gets you from "curious" to "first match" in about fifteen minutes, and then hands you the rules and styles the rest of the scene already plays by.

1. What is cyber wrestling?

Cyber wrestling is a match played out in text between two (or more) adults. You each play a fighter, and you take turns writing what your fighter does — the lock-up, the slam, the submission attempt, the trash talk — while your opponent writes how their fighter responds. It's improvisational fiction with a scoreboard mentality: part wrestling match, part collaboration, part competition.

The only difference from a real match is that you and your opponent aren't face to face — you're a keyboard apart. Nobody is there to see the hold land, so everything has to be written. That asks three things of you: imagination (you're building the ring, the crowd and the pain out of words), some knowledge of holds and moves, and constant attention to where the match actually is right now — your position, their last move, how hurt you're supposed to be. The rules in section 8 exist to keep those three things working for both players, and the only way to get good at them is practice. Every opponent and every match is a chance to learn something, including the ones you lose.

On Male Cyber Fighters you can play two ways (or mix them):

Matches range from clean athletic contests to flirty, adult-themed bouts. This is an adults-only (18+) space, so adult themes are welcome — but nothing is ever assumed. What happens in a match is what both fighters agreed to beforehand, and limits are sacred. If you're not sure whether someone wants something, ask. "Out of character" questions are always allowed, and always a good move.

2. Before you start (5-minute setup)

  1. Register. All you need is a username, an email address and a password. The site is free — there are no paid tiers and nothing to buy.
  2. Build your fighter's profile. Edit your profile to add a display name, a bio and a picture. Think of the bio as your fighter's entrance card: height, weight, look, attitude, what you're after. You don't need a novel — two or three lines is plenty.
  3. Tag yourself. Registering (or Edit Profile) offers four groups of Fighter Tags: your wrestling style, gear and fetishes, whether you play heel, jobber or face, and what you're into out of the ring. Pick what fits — each group has a limit, and you can change them whenever you like. They show as chips on your profile and are the fastest way for someone to find you: in the User Roster you can search for "heel", "singlet" or "vers", or filter by one tag exactly.
  4. Set your physique. Your height and weight aren't just flavor: the site derives your combat stats from them. Every fighter has an ATK (punch power — taller and heavier hits harder) and a DEF (toughness — mass that's hard to move). Big bruisers hit like trucks; lightweights are nimble and harder to wear down in other ways. If you skip the physique you'll fight as a default 5'11", 185 lb fighter (ATK 16.52 / DEF 46.53).
  5. Learn a few holds. You don't need to be a wrestling expert, but the more moves you can name the more you can say. Type /get-move random to be shown one, or /get-move for the whole SlamDB list.
  6. Read the Site Rules. Short version: respect comes first, banter is welcome, bullying is not, and there's zero tolerance for harassment or hate. You'll find the full rules, the Terms of Service and the Privacy Policy inside the site.

3. Finding an opponent

You can't wrestle alone, and the site gives you four ways to find a partner:

When you ask someone, be direct but low-pressure: "Want to do a match? I'm new — freeform or dice, either works for me." If they say no, say "no problem" and move on. Nobody owes anyone a match, and taking a "no" well is part of the culture.

4. Agreeing the match (the most important two minutes)

Every good match starts with a quick negotiation before the bell. It takes two minutes and saves everyone a bad time. Cover these six things:

  1. Style — freeform, HP dice match, or a mix (dice for the outcome, free writing for the flavor). Then pick a ruleset to play inside it: pro, sub, NHB, kickboxing, catfight, erotic — the whole menu is in section 6. "Pro rules" means something completely different from "extreme", so say which.
  2. Setting & gear — ring, mats, backyard, oil pit? Trunks, singlets, jeans? Doesn't need to be fancy; "pro ring, trunks" is a complete answer.
  3. Tone & limits — how rough, how flirty, how adult? Say what you want and what's off the table. This is an adult site, so nothing needs spelling out in public — but between the two of you, everything does. Limits agreed before the match are final.
  4. Stakes (optional) — something extra on the line for the loser. Only if you both want it; "friendly, no stakes" is the default and always fine.
  5. The finish — in a freeform match, agree who wins and roughly how (pin, submission, KO — see the end of section 6). You can also play it out and decide on the fly. In a dice match, the bars decide — no negotiation needed.
  6. House rules — the small print of the match itself: how many actions in a turn, whether you signal your turn with yt, whether it's one fall or best of three, and whether either of you is time-limited ("I've got 40 minutes, keep it short").

Say it out loud in the chat — "pro rules, trunks, medium roughness, no low blows, best of two, yt at the end of every turn" takes twenty seconds to type and ends every argument before it starts. If you're playing in front of an audience, that message also tells the crowd what they're watching.

💡 New-player tip: it's completely fine — respected, even — to say "I'm new, go easy on me and tell me if I do something wrong." Veterans would rather coach a rookie for one match than watch one flounder for ten.

5. Writing the match

This is the actual craft. The scene has been writing its conventions down since the days of chat rooms and IRC, and they boil down to a handful of habits — each of which is really just the same idea in different clothes: you are writing a match with someone, not at them.

Know what counts as a move

A move (some people call it a turn) is one exchange: a bit of movement — a step in, a circle, a dodge, a roll, a run to the ropes — plus one or two actions. An action is either an attack (a punch, a kick, a pro wrestling move, a submission hold) or a block (an escape, a reversal). Two actions is already a big turn. Six isn't a turn, it's you playing the whole match by yourself.

Those are exactly the verbs the dice engine gives you, by the way — /move attack, /move submission, /move pin and /move teasing are attack, /move escape is defense, and /move recover is the bit where you're too hurt to do either.

Write attempts, not outcomes

You control your fighter — nobody else. Write what you do, and leave the result open for your opponent to answer.

✘ Marco: I gorilla-press you over my head and slam you to the mat, knocking you out cold.

✔ Marco: I hook your head and try to hoist you up for a vertical suplex, muscles straining as I lift.

The first version decides the match for both of you ("godmodding"). The second gives Ty a choice: take the suplex, block it, or counter. That back-and-forth — attempt, response, attempt — is the whole game.

Two riders on that rule. Don't make moves for your opponent even when they're small — "you trip on the bottom rope and fall" ruins the match for them and makes it one-sided. And if you land something you think they can't answer — a choke they can't reach, a submission already locked in — expect to explain why in the next line. Potentially harmful finishes especially deserve that reasoning; they're fine, unearned ones are not.

Be realistic — check your body first

Before every move, run the three checks: your physical condition, your position relative to your opponent, and your flexibility. You can't throw a clothesline while you're still flat on the mat from their takedown. You can't lock in a submission while you're the one being submitted. You can't wriggle out of a hold clean when you've been opened up and are still seeing stars. If your last line put you somewhere bad, you have to spend a turn getting out of it — that's not a punishment, it's what makes your offense mean something later.

The flip side is accepting defeat. No one is ten feet tall and bulletproof, in real life or in here, so if a move lands on you and there's no realistic answer to it, take it. Learning to lose a sequence gracefully is the single fastest way to get asked back. And if you can't follow what your opponent just wrote, ask: "OOC: how did you end up behind me?" costs nothing and beats guessing.

Sell

"Selling" is wrestling slang for reacting to what's done to you. When Marco hits a big move, Ty sells it — the stagger, the gasp, the wince. You don't have to give every move equal weight (dodge sometimes, block sometimes, that's realistic), but if you never take any damage and shrug off everything, you're "no-selling" — and word gets around. Great sellers get great matches.

Give the match rhythm

Play it like a tennis match, not a serving drill: they hit one, you answer one. Don't overwhelm an opponent with a long chain of little moves, and don't land on them before they've had the chance to react to the last one. A turn that ends with them dazed, trapped and outnumbered isn't clever, it's a dead match.

Signal the end of your turn

End every turn with yt — "your turn" — so your opponent knows the floor is theirs. It's the oldest etiquette in the game for a reason: a match where nobody knows whose go it is just sits there. (In a dice match you don't need it; the engine ends your turn for you and prints ▶️ Ty, your turn — but write it anyway if you're mixing dice and freeform in a DM.)

First person or third person — pick one

How you narrate is entirely your taste; both are acceptable all over this scene. Just know the difference:

Whichever you choose, stay consistent inside a match — switching mid-move is what makes readers lose track of who grabbed whom. And if your opponent writes in the other person, nobody is going to object: plenty of great matches are one first-person player against one third-person player.

Paint the picture

The crowd only gets what you type, so give them the rest: exclamations for pain, glee and trash talk; a line about how hurt or tired you are; your position on the mat or the apron; your fighter's thoughts. The old guides told you to use italics to foreshadow a twist, and here an asterisked aside does the same job — *his left knee is already throbbing. He'll remember that later.* — because chat shows plain text, so what you type is exactly what lands. Little hints like that are how two players steer a match toward a finish worth reading instead of wandering.

Use line breaks for drama

There's no prize for typing fast. A quick barrage hits harder spread over several lines — and your opponent then has to answer in kind, with the pain written through the reply.

Marco: I straddle your chest, holding your head down by the hair as I deliver closed-fist blows to your face.

Marco: Once!

Marco: Twice!

Marco: Three times. yt

Ty: Oomph!

Ty: Owwww!

Ty: Stopp—! Please!

Ty: You've dazed me and closed my right eye with that barrage of cheap shots. "You stinking— coughs — you'll pay for that when I get up." I struggle to rock you off my body, but I'm too weak to move you. yt

That's a whole match report in nine lines: the damage, the position, the state of the crowd, and the seed of the comeback. Match the speed of your typing to the speed of the action — short punchy lines for a flurry, one long paragraph for a submission being squeezed in.

Match their pace

Some people write one-line moves; some write paragraphs of drama. Both are fine. Read what your opponent is sending and roughly match it — length, detail and tone. A match is a conversation, not a monologue.

Need move ideas? Type /get-move random in any chat box to pull a move from the SlamDB wrestling-move database (with no name it lists them all), or /help for every command. And trash talk is half the fun — keep it in-character, playful, and about the fighter, never the person at the keyboard. If it stops being fun for someone, it stops.

6. Match styles

Cyber wrestling inherited its vocabulary — and its rulesets — from decades of fight roleplay. None of these are enforced by software; a style is a promise between two players, so agree one before the bell and the match takes care of half its own refereeing. Here's the common menu.

Clean and technical

Striking

No holds barred

Catfight and apartment styles

Erotic and sexfight

None of this is a default. This is an adults-only site, but erotic content is something you agree to, never something you inherit from joining — and "I don't do those matches" is a complete answer in the negotiation.

Formats and oddballs

How a match ends

A fourth ending exists whether you plan for it or not: the no-contest. Someone has to go, someone breaks a limit, someone stops selling — you say "NC, thanks anyway", type GG, and book the rematch.

7. Playing an HP dice match

Dice matches put a real engine under the match: every fighter starts with 100 HP and 100 stamina, moves are resolved with rolls against your ATK and DEF, and the scoreboard panel tracks it all — it appears above the chat while a match is waiting for an opponent, then opens in its own draggable window that updates with every move.

Type the commands into any chat box — the Arena, a room, or a DM. One match runs per chat at a time:

Here's how a couple of turns look in the chat:

Marco: /move attack

⚔️ Marco attacks in "ring-7" — rolled 5 (ATK 16.52 vs DEF 50.15) → 8 damage! · ▶️ Ty, your turn

Ty: I stagger back into the ropes, shaking out my arm… then bounce off and charge, trying to flatten you with a clothesline! /move attack

⚔️ Ty attacks in "ring-7" — rolled 4 (ATK 17.88 vs DEF 46.53) → 6 damage! · ▶️ Marco, your turn

The rolls land where they land — that's the fun. The dice decide who wins; you decide how it looks. Write the flavor around the result: that 8-damage hit might be a wild haymaker or a stiff kick to the gut, your call. A match ends when a fighter's HP hits zero (watch for the 🏆 line — or the rare double-KO 🤝), and you can always close one early on a story beat with /end-game.

The engine takes care of turn-taking and the finish, so the freeform manners still matter inside the numbers: sell the 8 damage, don't write your opponent's reaction for them, and don't no-sell a hold just because you rolled well. Many players run a dice match with a style wrapped around it — submission holds only count if the writing earns them, or low blows stay illegal because you agreed pro rules.

8. The eight rules of cyber fighting

This is the code the whole scene runs on — older than this site, and worth knowing because veterans will expect it. Nothing here is enforced by a bot: it's enforced by whether people want to wrestle you again. (Where these rules and the Site Rules disagree, the Site Rules win — those are the ones that can get you banned.)

  1. Be realistic. No one is ten feet tall and bulletproof, and you have limits and weaknesses. Accept defeat when it comes your way — no sore losing, no refusing the count. Nobody likes wrestling someone who believes they're a superman.
  2. Check your condition, position and flexibility. Before every move, ask whether your body could actually do it from where you are right now, and whether your opponent's last move left room for it. Give them a fair chance to react or escape; don't make moves for them; ask if you didn't understand their last line; and if you land something brutal or potentially harmful, be ready to explain why it can't be countered.
  3. One or two actions per turn. Don't overwhelm your opponent with a long sequence of short moves. Tennis, not a batting cage — serve, defend, alternate, and let them have a turn.
  4. End your turn with yt. "Your turn." Your opponent is waiting for it, and without it the match stalls in the chat log forever. Dice matches print the turn signal for you.
  5. Paint the picture. Exclamations, pain, glee, trash talk; your current health and your fighter's thoughts; where you are in the ring; an italic or asterisked aside to hint at the twist you're setting up. Give the audience something to watch and steer the match toward a finish worth having.
  6. Take your time. Type the move out carefully — multiple lines if the moment deserves them. A flurry spread over four short beats is more suspenseful than one long paragraph, and it obliges your opponent to answer with real pain.
  7. Keep private things private. If you need to tell your opponent something they shouldn't hear in front of the crowd — "I've got company over, can we finish in two minutes?", or "that last move doesn't make sense, here's why" — send it as a DM instead of typing it in the room. Same as the old IM-and-whisper etiquette: sort it out quietly, then come back and keep going.
  8. Have fun. The most important rule, and the one that outranks all the others. If a match stops being fun for either of you, stop it — tap, say GG, and leave the grudge in the ring.

9. Etiquette — the golden rules

Do:

Don't:

If someone crosses a line, block them (their DMs stop), and use the Report button if it breaks the rules — admins run a zero-tolerance policy on harassment. Critique the character, never the person behind the screen. And keep long live matches out of the general Arena feed unless it's a designated match area — a custom room or your DMs is where a full match belongs.

10. After the bell

Say GG. Thank them for the match — even (especially) if you lost. Then:

Your win/loss record is whatever you say it is — the community remembers the good opponents, not the winners. Be a good opponent.

11. Glossary

Cyber wrestling
A wrestling match played out in text between two or more adults, taking turns.
Move / turn
One exchange: a movement (step, dodge, roll, run) plus one or two actions. The unit everything else in this guide is measured in.
Action
One thing a fighter does — an attack (punch, kick, pro move, submission hold) or a defense (block, escape, reversal).
yt
"Your turn." Typed at the end of a move to hand the match over. Freeform's equivalent of the dice engine's ▶️ line.
First person / third person
The two narration habits: through your own eyes ("I grab your wrist") or as an outside observer ("Marco grabs Ty's wrist"). Both acceptable; picking one per match reads better.
Freeform
A match with no engine — both fighters just write, and the finish is agreed between them.
Dice match / HP match
A match run with the site's slash-command engine: rolls, HP and stamina bars, real move effects.
HP / Stamina
Health and energy bars, both start at 100. HP hits zero, you're down. Stamina drains as you act and refills with /move recover.
ATK / DEF
Your combat stats, derived from your profile physique — height and weight. Bigger fighters hit harder; heavier fighters are harder to hurt.
♥ Attraction
The third bar, built by teasing and submission holds. Harmless — it's flavor for the story.
IC / OOC
"In character" vs "out of character." IC is your fighter talking; OOC (often marked like "OOC: brb") is you. OOC always outranks IC.
Sell
React to a move like it hurt. Selling is what makes offense matter.
No-sell
Shrugging off everything, taking no damage. The fast way to lose opponents.
Godmodding
Writing your opponent's actions or the match's outcome for them. The other fast way to lose opponents.
Hold
A pin or submission your opponent is trapped in until they /move escape.
Pro wrestling
The clean ruleset: a referee, no body punches, kicks or low blows, and the only way to win is a three-count pin.
Sub wrestling
The technical ruleset: same restrictions, but the only way to win is a submission — "tap", "I give" or "I submit".
Accepted sub
A sub match where the submission only counts if the referee accepts it. Denied? The hold comes off and the match continues.
NHB
No holds barred — legalized strikes on top of a pro or sub match, or a style of its own. Win by pin, submission or KO; the ceiling is domination, not hospitalization.
Anything goes
Dirty, angry, spitting-and-cursing fighting that still isn't full NHB — usually a few conditions survive.
Extreme / street / brawl
The common name for full NHB: outside the ring, no rules, whatever's within reach.
Death match
The extreme end of NHB. Explicit consent only, and it stays inside the fiction.
Fistfight
Punches only — any style, nothing else. Short, sharp and bloody.
Clinch
The boxing "grab": holding the exchange while the ref breaks you, and the only grappling allowed in a boxing match.
Kickboxing
Punches and kicks only — no elbows, knees, holds or throws, and no attacks on the back.
Catfight
A fight built on what other styles ban — hair, scratches, claws, bites — often ending in a pin, submission or domination finish.
Apartment wrestling
The lighter, saner version of a fight: living room instead of a ring, agreed rules, and usually not much clothing.
Erotic
A modifier you can bolt onto any style: groping, rubbing and grinding as distraction or as the objective.
Sexfight
Sex organs against sex organs, won by sexual submission. Wrestling is just how you get into position.
Rule of the real
An opt-in sexfight convention: what happens in the match happens for real, both ways, and whether a climax is a fall is agreed beforehand.
Multi-round
Best of three, or first to three. Each round ends on a pin, submission or KO.
Image / GIF match
A turn is one short line plus an image or GIF. All vibes, no technique.
Pin / three-count
Shoulders down and controlled for three, then the ref checks the judges and the bell goes.
Submission / tap out
Conceding a hold you can't answer — or, in real life, ending anything you're not enjoying.
Knockout (KO)
Forcing unconsciousness by asphyxiation, breath control or plain damage. Mostly NHB territory.
No-contest (NC)
A match ended without a winner — someone had to go, a limit was broken, or it simply stopped working.
Trash talk / banter
Playful in-character insults. The moment it's personal, repeated, or unwelcome, it's bullying — and that's a rules problem.
Squash
A one-sided match. Fine when both fighters want it; rude when they don't.
Jobber / Heel / Face
Classic wrestling roles: the fighter who (lovingly) loses, the villain, and the hero. Pick one, or don't.
GG
"Good game." Type it after every match. Really.
Stakes
An agreed extra consequence for the loser. Optional, and always by mutual agreement.
The Arena
The public chat, bridged live with the United Gay Cyber Wrestling (UGCW) Discord server.
SlamDB
The wrestling-move database behind /get-move.

12. Your first match — the quick-start checklist

  1. Confirm you're 18+, then register and pass the age gate.
  2. Edit your profile: display name, short bio, picture, height and weight.
  3. Skim the Site Rules inside the app (Assistance can open them for you), and glance at the eight rules above.
  4. Open the Arena and say hi. Watch a match if one's running.
  5. Ask someone for a match and agree the six things: style, setting & gear, tone & limits, stakes, finish, house rules.
  6. Bell rings. One movement, one or two actions, sell what they did, talk your trash, end the line with yt. If you're going dice, type /help.
  7. Say GG, exchange one honest note, and book the rematch.

That's it — you're a cyber wrestler now. See you in the ring. 🤼