Here's a copy of the rules for the TNM-Multiplayer Circuits, as posted by Stephen Hutton on 4/9/99

TNM Multiplayer (TNM-MP) Rules     Version 1.0 (9th April 1999) 
created by Stephen Hutton 
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Contents 
1.....Decide who is in charge 
2.....Pick your circuit 
3.....Create your circuit on TNM 
4.....Decide on the rosters 
5.....Champions and Feuds 
6.....Scheduling, Writing and posting cards 
7.....Hiring new wrestlers 
8.....Firing wrestlers and leaving wrestlers. 
9.....Re-Newing contracts 
10....Messages between feds. 

1. Decide who is in charge! 
One player needs to the President of the TNM-MP game. He does not have to run a circuit if he does not want to. 
He makes all decisions that can not be resolved through any means. When a player is the President then 
you shall need a VP to make decisions that involve the Prez. 

2. Pick your circuit. 
There are eight circuits from around the world available and any amount of independents. 
Each player gets to pick either a major circuit or an indy. The available circuits are as follows 

North American: 
WWF, ECW, WCW 
Japan: 
NJPW, AJPW, FMW 
Mexico: 
EMLL, AAA

Not all circuits need to be taken and circuits not listed can also be 
taken (IWRG, XPW, IWA, etc) 

3. Create your circuit on TNM 
Go through the usual procedure for creating a circuit on TNM but do NOT hire any wrestlers yet. 
Make sure you have ALL wrestlers installed on your TNM, you never know when you may want to sign one. 

4. Decide on the rosters 
All circuits get to pick 30 wrestlers or less from the respective feds current rosters. 
So as of the 9th April 1999 the WWF circuit could pick: Steve Austin, Mankind, Al Snow, Paul Wight, Triple-H and 
25 others from the WWF. Change your circuit to e-mail mode to hire wrestlers so you are guaranteed the 30 you want. 
Now sign them to the following contracts.  Thanks to Rick Garrard for this suggestion: 
"10 wrestlers are signed to 12 cards 
10 wrestlers are signed to 24 cards 
6 wrestlers are signed to 36 cards 
4 wrestlers are signed to 52 cards" 
For independent feds: 
15 wrestlers are signed to 6 cards 
10 wrestlers are signed to 10 cards 
5 wrestlers are signed to 12 cards 
Once you have decided on the roster change back to regular mode and send the roster with the amount of cards 
you have signed the wrestlers on to the President. With Indy feds there is a good chance that they will have 
the same wrestlers in the roster, this is fine as Indy starts normally work with more than one fed and it is not 
unknown for wrestlers to work more than 7 dates a week. 

5. Champions and Feuds 
Set your champions as what they are currently (eg. Austin holds the World title in the WWF, Lyger holds the 
IWGP Junior Heavyweight title in NJPW) if you are running an indy then you can start as a fresh fed or 
assign champs as you want to. The same goes for feuds, for the big 8 go with the current feuds that exist in the parent federation but as the weeks go on you can develop and create your own feuds. 

6. Scheduling, Writing and posting cards 
Schedule cards as you would normally do, write them up however you like 
and post them where you want! It is upto the fed head how they decide 
results, you can either book them or let them decide themselves or even 
a mix. If you want to run an interpromotional card then you get in touch 
with the other fed head and ask them for a talent exchange. The two 
heads then decide how they want the match to be run, booked or shoot. 
You can schedule as many cards a week as you want but each card run 
takes off a card from the wrestlers contracts, try to keep in the 
flavour of the feds though, eg. WCW & WWF both promote RAW and NITRO on 
a Monday only with second shows on a Sunday and Thursday respectively. 

7. Hiring new wrestlers 
Every Sunday (or anyother day of the week) circuits may try to hirefree 
agents. Free Agents are wrestlers without a federation to wrestle in, 
you may hire upto 5 wrestlers per week, all hirings are done through the 
President or the VP. To decide if a wrestler will join the federation 
you need to roll a dice and add some modifiers to it. The modifiers are below: 
Circuit modifiers 
+2 wanted by a major fed - WCW, WWF, NJPW, AJPW 
+1 wanted by a minor fed - ECW, FMW, AAA, EMLL 
+0 wanted by an indy fed 
-1 40 or more wrestlers already in circuit 
-2 50 or more wrestlers already in circuit 
-3 60 or more wrestlers already in circuit 
Nationality modifier 
+ 1 wanted by a fed from own country (Japanese wrestler wanted by a Japanese Circuit) 

The pres will roll a normal six sided dice and add or subtract any 
modifiers as appropriate. If the result is a 5 or higer then the he 
joins the circuit. When there is more than one circuit interested in a 
wrestler make a roll for each circuit, whoever gets the highest number 
gets the wrestler, if there is a tie then the wrestler has not made up 
his mind, the circuits that tied can try again next week. 

8. Firing wrestlers and leaving wrestlers. 
Wrestlers who are fired by the fed head are placed in the free agent 
pool. Wrestler who elect not to re-new their contracts, quit or who hand 
in their notice are placed in the free agent pool once they leave the 
roster. You MUST inform the President of ALL roster changes. 

9. Re-Newing contracts 
Wrestlers who's contracts are up for re-newal will inform you of their 
intentions in your own circuit. If he wants to re-sign then he will ask 
you in your own circuit. You MUST be honest about this, there is no-way 
to prove that people are cheating but it is in the spirit of the game to 
be honest and enjoy it when your top-star leaves. It gives you a chance 
to make new talent... 

10. Messages between feds. 
At the start of the TNM-MP game the pres will send out the circuit 
roster with everyones e-mail address on it, this allows you to 
communicate between feds with out going through a medium. Every Monday a 
mail will be sent out to every fed head informing them of firings, 
hirings and anyother news that may be appropriate. If you want to set up 
interpromotional cards, talent exchanges or send a guy to another fed 
for a few months to get a gimmick makeover - it's upto you. Everything 
you can do in real life you can do in TNM-MP