Game manual
What every value means: skills, player states, talents and characters.
Technical skills
PO
Saves
Goalkeeper shot-stopping and reach.
DF
Defence
Positioning, aerial and defensive duels.
CN
Tackles
Tackling, ball-winning and aggression.
PA
Passes
Passing accuracy and distribution.
RG
Playmaker
Vision, build-up and game direction.
CR
Cross
Crossing and wide delivery quality.
TC
Technique
Ball control, dribbling and first touch.
TR
Shot
Shooting power and finishing precision.
Player condition
Form:
Current performance level. Grown in the gym; drops with heavy match weeks.
Freshness:
Physical energy. Recovers by resting (low gym load), drops with heavy gym training.
Condition:
Athletic conditioning. Trained in the gym alongside form.
Build:
Height/weight vs the role optimum. Biases which skills and talents grow faster (tall → heading/defence, agile → technique).
Talents
Special abilities (max 2 per player, level 1–3). They influence match actions and appear in the commentary when decisive.
Creativity
Creates more dangerous chances from midfield.
Dribbling
Beats defenders more often. Grows faster for agile players.
Speed
More effective on counter-attacks and transitions.
Vision
Better key passes and assists.
Marking
Stronger in defensive duels and man-marking.
Reflexes
Goalkeeper: more saves, especially on penalties.
Finishing
Higher shot-to-goal conversion.
Composure
Composure in one-on-ones and penalties.
Set Pieces
More precise free kicks and penalties.
Heading
Better aerial goals and defensive headers. Grows faster for tall players.
Characters
Each player has one personality trait affecting matches and training.
Gritty
Match: +10% when losing
Training: +10% defence/tackles/shot
Training: +10% defence/tackles/shot
Ambitious
Match: +5% overall performance
Training: +8% general XP
Training: +8% general XP
Rational
Match: +5% away & more precise penalty
Training: Stable XP
Training: Stable XP
Diligent
Match: +condition, tires faster
Training: +15% general XP
Training: +15% general XP
Fair
Match: -30% card risk
Training: Normal XP, lower injury risk
Training: Normal XP, lower injury risk
Versatile
Match: lower off-role penalty
Training: +5% skill learning
Training: +5% skill learning
Inflexible
Match: +10% in role, penalty off-role
Training: +primary / -20% non-primary
Training: +primary / -20% non-primary
Introverted
Match: better under low effort
Training: -5% XP
Training: -5% XP
Charismatic
Match: aura on nearby teammates (captain)
Training: +5% XP teammates if captain
Training: +5% XP teammates if captain
Popular
Match: team morale boost
Training: +5% XP with high team form
Training: +5% XP with high team form
Consistent
Match: reduced form variance
Training: Regular XP
Training: Regular XP
Restless
Match: +10% at home, nervier away
Training: -10% XP if benched
Training: -10% XP if benched
How the game works
Squad & players
Role & position:
Each player has a natural role (GK, defence, midfield, attack). Playing out of role lowers effectiveness.
Overall (OVR):
A summary of the eight technical skills weighted for the role. Used for quick comparison, not the whole story — talents and character matter too.
Age & growth:
Young players grow faster; peak in the mid-career; decline late. Growth also depends on training load and build.
Value & contract:
Market value follows skills, age and form. Every player has a wage and a contract length that you renew before it expires.
Morale:
Rises with wins and playing time, falls with losses and bench time. Affects match performance and renewal willingness.
Training
Gym allocation:
You split each player between skill work and rest. Heavy training grows skills but burns freshness; rest recovers it.
Freshness:
A pure function of gym load: no training recovers up to +10/day, maxed-out training costs down to −10/day. Nothing else changes it.
Build (Corporatura):
Height and weight bias which skills and talents grow faster — tall players improve heading and defence, agile players improve technique and dribbling.
Coach:
A better head coach raises the whole squad’s training yield. Assistants add focus to specific areas.
Injury risk:
Heavy gym work (above half load) can injure players; the risk grows toward maximum load and is reduced by the physio room.
Tactics & formation
Formation:
Pick a module (e.g. 3-5-2, 4-4-2) and place players in zones. Auto-assign fills the best XI for the module.
Active trained tactic:
Only the single tactic you select in the formation affects the match, at its trained level. Other trained tactics give no in-match bonus.
Style & marking:
Playing style (defensive ↔ offensive) and marking (zone vs man) shift the balance of the three match phases.
Offside trap:
An aggressive line can catch attackers offside but is riskier against pace and long balls.
Matches
League fixtures:
Scheduled competitive games that award points and move the standings. These drive promotion, prizes and pressure.
Friendlies:
Optional matches to test tactics and give minutes to fringe or youth players, with no points at stake.
How a goal is decided:
Each attack resolves in three duels: midfield battle → attack vs defence → shot vs goalkeeper. Talents and freshness can tip any of the three.
Freshness in play:
Tired players contribute less in every phase, so rotation across a heavy week matters.
Youth academy
Youth sector:
Produces new prospects over time; a higher academy level yields more and better young players.
Promotion:
Promote a prospect to the senior squad once its overall and age are high enough. Too-young or too-weak players cannot be promoted yet.
Scouting the young:
Scouts estimate a prospect’s potential so you know who is worth developing.
Club, staff & scouts
Board & objectives:
The board sets season goals; meeting them keeps confidence and budget healthy.
Staff:
Coaches improve training, medical staff reduce injuries, scouts widen your view of the market.
Scouting:
Assign scouts to find transfer targets; reports reveal skills, potential and asking price.
Economy, sponsors & bank
Income & costs:
Money comes from prizes, tickets, sponsors and sales; it goes to wages, transfers, staff and upgrades.
Wages:
Paid every cycle. Keep a reserve — running out of cash for wages hurts morale and the board.
Sponsors:
Deals provide recurring income tied to your league level and performance.
Bank:
You can borrow for big investments, but loans carry interest and repayments that weigh on the budget.
Infrastructure
Stadium:
A larger stadium raises matchday income; upgrades cost money and take time.
Training centre:
Higher levels increase how fast skills and talents develop.
Youth facilities:
Better facilities improve the quantity and quality of academy prospects.
Transfer market
Buying:
Make an offer for a listed or scouted player; the selling club accepts, rejects or counters based on value and need.
Selling:
List players you don’t need to raise funds and free up wages.
Expiring contracts:
Renew key players early — a player near contract end loses value and may leave for free.