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|How to start? Playing system Time in the game Team Calendar Challenges Finances Players||Contracts Practice Market Stadium Facilities Staff Scouting||Education center Sports academy Line-up Tactics PowerPlay TV Tournaments National team|
How to start?
Here are a few tips to make your start to PowerPlay Manager easier.
- Make sure you read the guide. You can find a lot of useful information in it. The whole guide can be found under the 'Information' menu, or you can find it in the upper right corner of the individual pages as an icon. Clicking this icon will take you to the guide referring to the screen that you currently have displayed.
- Set up your starting line-up and don't forget to set your captain too. There is nothing worse than letting a randomly generated line-up play your matches.
- Train your players in such a way, that they have suitable attributes for their position in the matches.
- Build your facilities and stadium with thought. Do not build what comes to your mind first, but make plans in advance. Bear in mind that the club needs different accessories and facilities in the early stages than in the latter stages.
Money on your account is important but only to a certain extent. Keep a certain amount of money in reserve, but invest the rest into the stadium and facilities.
Warning! If the team is in debt for more than 21 days, you will be dismissed by the team owners. After seven days in debt, you will see a message which will alert you to the poor financial situation in the club. The club's finances are checked only during the night update.
- Keep hiring staff as they have a significant influence on the facilities they work in. Do not forget to educate and train them. But beware of the fact that the better staff members also have higher salaries which could cause you financial troubles.
- The right tactics could be the difference in an otherwise close match. Do not forget to modify your tactics according to the lineup you are using and according to your next opponent.
- Playing the matches on high importance setting can enhance the performance of the team, but the players will spend more energy and they could run out of energy by the end of the season. Therefore, set the match importance with great care.
- Log into the game regularly because your team needs your leadership. If you play every match with the same lineup and tactics, you will become easy to read for your opponents. Manager who doesn't log into his team for more than 21 consecutive days will be dismissed by the team owners. Managers are always dismissed at 06:00 CET.
- Almost every game page has a brief text describing its basic features. Make the effort to read these texts from time to time, as they are written in a simplified way and they will help you understand the basic game mechanisms.
Every season lasts 16 weeks, 112 days to be exact. Each league has 22 teams, so one season has 42 match days. The league matches are played on Tuesday, Thursday and Sunday.
The league champion is promoted to a higher league. The runner-up will play in the promotion round.
Teams ranked 15th to 18th will play the runners-up from the lower divisions to avoid relegation. Teams ranked 19th to 22nd will be automatically relegated to the lower leagues and they will be replaced by the champions from these leagues.
Each league has four leagues below it where the teams from this league are relegated. If any league does not have all four leagues in the tier below but, for instance, only one, then only the team that ranked 22nd will be relegated. In such case the team ranked 21st will play in the relegation round.
At the end of the season the final ranking is determined. It is important to finish as high as possible. General sponsors and media sponsors offer more generous contracts for the upcoming season to the higher ranked teams.
The relegation/promotion round has two legs (home and away) and the team with the better aggregate score from both legs will be declared the winner. If the score is tied, the team with the higher number of away goals wins. If still tied, the second leg is followed by extra time and penalty kicks if needed. Relegation/promotion matches are played on Tuesday and Thursday of the penultimate week of the season. The team from the higher league always plays the first leg at home.
The following scoring system is used in the league:
Win: 3 points
Draw: 1 point
Loss: 0 points
If two or more teams are tied on points at the end of the regular season, the ranking is decided by the better goal difference (goals for minus goals against). If the teams are still tied, the other tie breaking criteria are higher number of goals scored and finally higher overall team rating.
System of leagues
The top level is made up of only one division. Then there are 4 divisions on the second level and the number of divisions multiplies by four with each level. Therefore, there are 16 divisions on the third level, 64 on fourth, 256 on fifth etc. The divisions are marked by a combination of Roman and Arabic numerals. For example II.3 means that it is division number three on the second level.
At the end of each season there is a league regrouping of the two lowest league levels in the selected countries. That means that the redundant leagues will be closed and the active teams will be concentrated into the lowest possible number of leagues. This regrouping is necessary in order to keep the game interesting and avoid large numbers of teams without managers. During regrouping it may happen that some teams from the lowest league level will be promoted one level higher.
Time in the game
The time displayed in the top part of the page is the Central European Time (CET) or the time of the time zone which you have selected in the account settings. The night calculation is always at 05:00 CET. The date and day of the season are just two of the things that are updated during the night calculation.
The matches are played at different times based on the location of the home team. The table below shows the match times according to country or continent.
|Country/Continent||Match time (CET)|
|Bosnia and Herzegovina||18:30|
|United States of America||22:30|
Number of players in the team
The minimum number of players on the team is 11. The maximum number is unlimited. However, if you have more than 30 players, you will have to pay a daily fee to the football association. The fee for each extra player is 5% of the combined salaries of all players. If the number of players drops below 11, you will be dismissed by the team owners. If the team doesn't have at least 8 players available to play, the match will be forfeited.
Overall team rating
The overall team rating is one of the most important indicators of the long-term performance of the team. It reflects the popularity amongst the fans and sponsors. After each season the overall team rating is reduced by 30%. The overall team rating grows with good results and all types of matches, including friendly matches, have an influence.
If a team is promoted to a league level in which it hasn't played before, its overall team rating will be reduced by only 20% at the end of the season.
The overall team rating has a significant influence on attendance and teams with higher rating generally receive better offers from general and media sponsors.
Only if you lose in regular time, the overall team rating does not increase. The exceptions are the international cup qualification matches where the rating rises even if you lose. The increase of the overall team rating is higher, if a team achieves a good result against a strong opponent.
Teams without managers
There are two kinds of teams without manager. The first kind is marked with the † symbol and it means it lost a manager for some reason. These kinds of teams are gradually relegated until they get into one of the two lowest tiers where they will be replaced by Team noname. Team noname is the second kind of team without manager. This is a vacant team which can be assigned to a new manager at any time.
If a team from one of the two lowest league tiers loses manager, usually it turns into Team noname. However, if a team has played at least two seasons with the same manager, it will be given the † symbol with no regard to the league tier. A team like this will then be replaced by Team noname during the next seasonal calculation if it is in one of the two lowest league tiers in the country.
The team strength indicator shows the strength of the starting line-up as it was at the beginning of the last league match. The Goalkeeping indicator represents the strength of the goalkeeper who started the match. All players on the field, except the goalkeeper, contribute to the strength of the team in defence, midfield and offence.
Every manager gains experience automatically by playing the game regularly. For each day that you log into your team you gain one point of manager experience. For three days of inactivity you lose a point. Until you get to 11 points you don't lose points for inactivity. Once you reach this mark you will not drop below it. The number of points that you have determines your level of experience. The higher your level, the more benefits you can enjoy. Warning! Experience is tied to your team and if you lose your team, you will have to start gathering experience from zero.
Levels of managers according to experience
|beginner||11-50||the option to buy or sell players or staff members, the option to take a loan, the option to vote for a national team manager|
|amateur||51-100||the option to take a small loan, PRO pack for 7 days, the option to run for national team manager|
|professional||101-300||the option to take a medium loan|
|veteran||301-600||the option to take a large loan|
|expert||601+||the option to take a maximum loan|
In your calendar you can see the schedule of your matches for the displayed month. After clicking one of the calendar fields you can view more options, such as the match report from the day's match, in the bigger calendar field. The whole season is scheduled during the main seasonal calculation.
In the calendar of your opponent, you can see his/her schedule of matches. The days which you can use to challenge the team to a friendly match are marked with an icon of green football players. This icon indicates, that neither you, nor your opponent have a match scheduled for this day, and you can play each other.
You can challenge an opponent to a friendly match via his/her calendar. The days which you can use to challenge the team to a friendly match are marked with an icon of green football players. This icon indicates, that neither you, nor your opponent have a match scheduled for this day, and you can play each other. It is important to note that you cannot send a challenge for the current day. If you want to cancel a friendly match, you must do so at least two days before the match.
You can challenge your opponent to a friendly match with or without the extra time tiebreak. A match with extra time tiebreak must end in a victory of one of the teams. In case of draw, the match goes into extra time. If the match is still tied after the extra time, it is decided by the penalty shootout.
The home field advantage does not apply to friendly matches.
The revenues of a team come from several sources. The basic revenue is from ticket sales. The ticket prices are not adjustable and the ticket price is set to 100 for each league. Another source of revenue is the souvenir sale. The number of souvenirs sold depends mainly on attendance, popularity of the players and the number of fan shops at the stadium. Yet more revenue comes from general sponsor, media sponsor and VIP lounges.
Revenue from the ticket sales from a friendly match is divided equally between both teams. Ticket sale revenues from the National Cup matches are also split between both teams.
Every team has a valid contract with a general sponsor upon arrival of the new manager. The sponsorship deals for the upcoming season are negotiated at the end of each season. The club receives three offers on three consecutive days. If you accept the first offer, the club will not receive further offers. If you do not accept any of the three offers, the owners will sign a sponsorship deal with a new company on the following day even without your approval. The sum offered by the general sponsor is divided into regular weekly payments which are transfered to the club's account every Wednesday. To help you make a decision, the human resources and economic department will give their recommendation on each offer. The amount of money you get from the general sponsor is influenced mainly by: the final ranking in the recently ended season, the overall team rating and the level of the human resources and economic department. The first offer arrives on the last Thursday of the season which is day 109 of the season.
The sponsors also take into account whether your team was promoted or relegated. If your team was promoted to a higher league, you can expect better offers. On the other hand if it was relegated, the offers will be worse. Sponsors pay special attention to how your team approaches promotion or relegation matches. If they find out that your team plays these matches with significantly weakened lineup, it will reflect on their offers at the end of the season.
Taking part or qualifying for Champions' League or Cup Winners' Cup will also draw better sponsorship offers. The quality of the offer is also influenced by the level of your league.
Every time you get an offer you have the option to accept or reject it. A new offer will arrive even if you have not rejected the previous offer. The previous offer is rejected automatically upon arrival of the new offer.
As with general sponsor, the team already has a valid contract with a media sponsor upon arrival of the new manager. The media sponsorships for the upcoming season are negotiated at the end of every season. The club receives three offers on three consecutive days. If you accept the first offer, the club will not receive any further offers. If you do not accept any of the three offers, the owners will sign a contract with a new media sponsor on the following day even without your approval. The sum offered by the media sponsor is divided into regular weekly payments which are transfered to the club's account every Wednesday. To help you make a decision, the human resources and economic department will give their recommendation on each offer. The amount of money you get from the media sponsor is influenced mainly by: the final rank in the recently ended season, the overall team rating, the level of the human resources and economic department and the capacity of the stadium. Warning! The offers from media sponsors are based on the current capacity of the stadium. The sectors under construction are not taken into account. The first offer arrives on the last Thursday of the season which is day 109 of the season.
The media sponsors also take into account whether your team was promoted or relegated. If your team was promoted to a higher league, you can expect better offers. On the other hand if it was relegated, the offers will be worse. Media sponsors pay special attention to how your team approaches promotion or relegation matches. If they find out that your team plays these matches with significantly weakened lineup, it will reflect on their offers at the end of the season.
Taking part or qualifying for Champions' League or Cup Winners' Cup will also draw better offers from media sponsors. The quality of the offer is also influenced by the level of your league.
Every time you get an offer you have the option to accept or reject it. A new offer will arrive even if you have not rejected the previous offer. The previous offer is rejected automatically upon arrival of the new offer.
When the VIP lounge construction is finished, the team owners automatically lease it to some company until the end of the current season. Companies then send in new offers at the end of each season. The club will get three offers on three consecutive days. If you accept the first offer, the club will not receive further offers. If you do not accept any of the three offers, the owners will lease the VIP lounge to a new company on the following day even without your approval. VIP lounges are leased for the whole duration of the following season. The sum offered by the leaseholder will be divided into regular weekly payments, which will be transfered to the club's account each Wednesday. To help you make a decision, the human resources and economic department will give their recommendation on each offer. The amount of money you get from the lease of the VIP lounges lease is influenced mainly by: the ranking in the league, the overall team rating, the level of the human resources and economic department and the level of the stand. The first offer arrives on the last Thursday of the season which is day 109 of the season.
The VIP lounge suitors also take into account whether your team was promoted or relegated. If your team was promoted to a higher league, you can expect better offers. On the other hand if it was relegated, the offers will be worse. VIP lounge suitors pay special attention to how your team approaches key promotion or relegation matches. If they find out that your team plays these matches with significantly weakened lineup, it will reflect on their offers at the end of the season.
Taking part or qualifying for Champions' League or Cup Winners' Cup will also draw better offers from the companies for the lease of the VIP lounges. The quality of the offer is also influenced by the level of your league.
Every time you get an offer you have the option to accept or reject it. A new offer will arrive even if you have not rejected the previous offer. The previous offer is rejected automatically upon arrival of the new offer.
The teams can gain some extra funds from the prize money. The prize money is awarded for final ranking in the league and also for the leading positions in the player statistics. The prize money depends on the final rank of the team and/or player as well as the level of your league and the average overall team rating of all the teams in the league.
If you plan to build up the stadium or buy players but the financial situation is not the best, you can borrow money from the bank. You have to be careful when borrowing because the bank loans money with interest which has to be repaid as well. You can only have one loan at a time! The loan can be repaid prematurely, but only if you have sufficient amount of money on your account. The sooner you repay the loan, the less you spend on interest payments.
There are 6 types of a loan depending on the amount borrowed. For every type of loan you need to have a certain level of manager experience. The more money you want to borrow, the more manager experience you need to have.
The most important characteristics of a player are his attributes. Each player has nine basic attributes: Goalkeeping, Defence, Midfield, Offence, Shooting, Passing, Technique, Speed and Heading. Each of these attributes has its quality, which is inborn and does not change throughout the career. You can only see exact values of the quality of attributes for players who have been scouted by the scouts from your human resources and economic department. The quality of the attribute determines the ability of a player to improve the given skill. The maximum value of any player attribute is 655.
A - The value of the attribute used to determine the current abilities of the player.
B - The quality of the attribute used to determine the ability of a player to improve in the given attribute.
Players in different positions use different combination of skills. The combination of skills used by players in the centre of the field is slightly different from the combinations used on the sides of the field. Some attributes are more important for a player on the side of the defence than for a player in the middle and vice versa.
You can see the precise value of the attribute to two decimal spots by moving your mouse over the attribute in the player's profile. The quality of each attribute is displayed in grey color next to the value of the attribute. If a player is scouted, the qualities displayed are precise and green-colored.
The performance of a player is mostly influenced by his primary attribute - goalkeeping for a goalkeeper, defence for a defender, midfield for a midfielder and offence for forward. The other attributes influence the performance of a player to a various extent based on his position on the playing field.
Goalkeeping: This attribute is only used by the goalkeepers. It represents the ability of a goalkeeper to stop the shots from going into the net. High value of this attribute helps the goalkeeper keep a good save percentage.
Defence: This attribute is used by all the players (except the goalkeeper) to stop the opponents from scoring by not letting them create scoring chances. It is used mainly by defenders but it is also useful for midfielders and forwards. Midfielders use it more often than forwards.
Midfield: This attribute is used by all the players except the goalkeeper. Strong midfield is often the difference between winning and losing. It is used mainly by midfielders but it is also useful for defenders and forwards.
Offence: The offence attribute is needed for the players to be successful in the offensive aspect of the game. It represents the ability of players to create a scoring chance and it also represents the ratio of how often the player will shoot in a good scoring chance. Players with lower offence attribute often choose to pass even if they should rather take a shot. It is used mainly by forwards but it is also used to a certain extent by midfielders and defenders. This attribute is more important for midfielders than it is for defenders.
Shooting: The shooting attribute is important for all the players who find themselves in the situation to shoot. The higher the shooting attribute, the higher the possibility that the player will capitalize on his scoring chance. The most frequently shooting players are centre forwards. However, the shooting attribute is also important for free kicks and penalty kicks. To a certain extent this attribute also influences the quality of the cross passes as well as crosses from free kicks and corner kicks.
Passing: You cannot play football without good passing. Every player, including the goalkeeper, must be able to pass the ball. This attribute is most important for centre midfielders. On the other hand, it is least used by goalkeepers and centre forwards. Players use passing also for crosses, free kicks and corner kicks.
Technique: This attribute has a number of uses. It is needed for all players including the goalkeeper. Technique represents the ability of a player to dribble with the ball or to deceive the opponent with fake moves. It also represents the kicking technique of players which is important mainly for free kick and to a certain extent for penalty kicks. Goalkeeper needs technique to be more effective at stopping the ball. The kicking technique is also important for a player who plays the corner kick or a cross pass.
Speed: Speed is a critical part of the game. In general it can be said that the players positioned on the sides of the playing field use speed more than players in centre positions. Speed is also used by the goalkeeper in order to quickly react to crosses or shots. Speed is important for a player who delivers the cross pass and to a certain extent it is also used by the player who is on the receiving end of that cross.
Heading: It is hard to imagine football without heading. This skill is used in offence, defence and sometimes it is used in midfield too. Centre backs use this skill most often to neutralize dangerous crosses of the attacking team. On the other hand, the attackers are trying to score from these crosses and they often use their head to achieve this. Centre forwards have the best position to score with a header. For goalkeepers this attribute represents the ability to react to opponent's crosses. It is certainly not a good idea to underestimate practising this attribute for goalkeepers.
Secondary attribute usage
The table below shows the usage of secondary attributes based on the positions. The table shows only approximate influences and two attributes in the same column don't necessarily have to have the same influence. It is also important to note that every player on the pitch moves around and if he finds himself out of his usual position, he uses the attributes needed for the position in which he finds himself at that moment.
|Position||Major influence||Medium influence||Small influence|
|Goalkeeper||Technique, Speed||-||Passing, Heading|
|Side defender||Speed||Passing, Technique||Heading|
|Centre defender||-||Heading, Passing, Technique, Speed||-|
|Side midfielder||Speed||Passing, Technique||Heading|
|Centre midfielder||Passing, Technique||-||Speed, Heading|
|Side forward||Speed, Technique||Passing||Heading|
|Centre forward||Speed||Technique||Passing, Heading|
In the next table you can see the approximate influences of attributes in the individual types of plays.
|Type of play||Major influence||Medium influence||Small influence|
|Free kick||Shooting, Technique||-||Passing, Speed|
|Cross - Goalkeeper||Heading, Speed||-||-|
|Cross - Passer||-||Passing, Speed, Shooting, Technique||-|
|Cross - Shooter||Heading, Shooting||-||Speed, Technique|
|Corner kick||Passing, Technique||Shooting||-|
Some players have a preferred side, depending on which side of the pitch they like to play. Others - universals, play equally well on the right, left and in the centre. The universals are the best choice for the positions in the centre because the players in the central positions influence the play on both wings. If, for instance, you put a player who prefers to play on the right into the centre, his influence on the left wing will be somewhat decreased.
Another important characteristic of a player is his career longevity. Career longevity indicates for how long the player will be able to improve. Career longevity has seven levels. If a player reaches the lowest level (0/6), he stops improving and his attributes start decreasing. The speed of deterioration of attributes increases with age.
It should be noted, that the level of career longevity is rather approximate. This level is evaluated once in a season, in the main seasonal calculation. The value can never get higher, but it can stay at the same level repeatedly. At higher age it tends to drop faster and, apart from age, it is also influenced by random events like injuries. Thus it may in theory happen, that a player who has a very good career longevity at the beginning of his career, will stop improving at a relatively young age.
Each player has a certain level of popularity, which indicates how popular he is amongst the fans. Popularity rises with his performance and with his position in the league statistics. Popularity rises faster in the higher divisions. The levels of popularity from the lowest to the highest are: Unknown, Known, Popular, Admired, Famous, Celebrity, Worldwide Star and Superstar. There are two main advantages to having popular players on the team. They increase attendance and also souvenir sales.
Popularity of a player may also decrease. The more popular the player is, the more popularity points he loses after a bad performance. This does not apply to friendly and tournament matches which have no influence on the popularity of the players.
The energy of a player is indicated by two numbers - current energy and seasonal energy. This is displayed in the following format: e.g. 80/100. The first number indicates the current energy of a player, i.e. the energy that a player has at the given moment. The second number is the seasonal energy and it is the maximum energy that a player can reach during that season. The seasonal energy decreases as the number of matches played by the player increases. It decreases faster, if the matches are played with high importance. Therefore the seasonal energy cannot be increased. It is recharged to the maximum at the beginning of a new season, after the main seasonal calculation. The energy of a player is very important as low energy levels harm the performance of the player in the match. Each player, whose current energy has dropped after a match, regains it back to the maximum seasonal energy automatically by a regeneration process.
The decrease of current and seasonal energy of players is based on minutes played. Minutes played in the extra time are included in that.
The seasonal energy of players decreases according to the following table (based on 90 minutes played):
|Match type||Very low||Low||Normal||High||Very high|
|Friendly and tournament matches||0.02||0.05||0.10||0.20||0.30|
Note: Matches played in the league, National Cup, international cups and national team matches (except friendlies) are all competitive matches.
The players gain experience by playing minutes in matches. The more difficult the matches are, the more experience the player gains. Experience has a direct influence on the player's performance in the match.
Rating in match
Apart from the statistics, the match report contains also the rating of each player who has appeared in the match. This rating does not represent the performance of the player in that match, but his abilities and overall suitability for the position in which he started the match. The displayed rating is the combination of his experience, chemistry, energy and attributes needed for the given position. The rating is intended to help you train and use players properly.
In PowerPlay Manager the maximum length of injury recovery is 28 days. However, injuries that last up to two weeks are more common. The frequency of injuries in your team is influenced by a number of factors. A team with a higher number of players will logically have more injuries. You will have less injuries and the recovery time will be shorter, if you have a high level of medical center and if you employ good physicians.
Players who have less than 6 days to full recovery have day-to-day status. These players can play, but the further away from full recovery they are, the poorer their performance in the match. You can set whether your day-to-day players should play or not play matches automatically. Warning! This setting only applies to players who get injured in the future. The setting of the currently injured players has to be changed individually for each player.
If a player gets too many yellow cards or a red card, he will not be allowed to play one or more matches. Two yellow cards in one match are not considered as a red card for the purposes of a suspension.
League (including relegation/promotion round)
|Cards||Suspension length (matches)|
|Yellow cards: 4||1|
|Yellow cards: 8||2|
|Yellow cards: 12||3|
|Yellow cards: 16||4|
|Yellow cards: 20||5|
|Yellow cards: 24||6|
|Yellow cards: 28||7|
National Cup and international competitions
|Cards||Suspension length (matches)|
|2,4,6,... yellow cards||1|
If a player doesn't serve the full length of his suspension in one season or edition of the given competition, the suspension will be carried over to the next season or edition. However, his card counter will be set to back zero. Each suspension is only valid in the competition where it was awarded and cannot be served in a different competition.
Player who is currently serving a suspension has an icon indicating this in his profile and on the Line-up page. Moving your mouse over this icon reveals the name of the competition for which the suspension is valid and the number of matches.
If a player, whose overall rating is higher than 250, is dismissed or his contract is not renewed, he will automatically go on the market. If his overall rating is lower or equals 250, the player will retire.
National team players
If a player is in the national team and his club loses its manager, the player will be sent to the market automatically, no matter what his overall rating is.
The rookie contracts with players from the sports academy are signed for a duration from 56 to 168 days. If you acquire a player from the market, the length of his contract will be the same that he had in his previous team. Each time you extend a player's contract, it is for a duration of 112 days (the duration of one season). In case you don't want to extend a player's contract, turn off the automatic contract extension in the 'Players-Contracts' page. The other option of how to dismiss a player is by terminating his contract from his player profile. However, if you terminate a contract you have to pay 50% of the remaining contract worth to the player as compensation.
Warning! The automatic contract extension is turned off when the ACE item is set to "No".
The player salary depends mainly on the value of the two highest attributes, experience, popularity and league level. Higher league means higher expenses on player salaries. Foreign players have 25% higher salaries than local players. All players are considered as local players in the continental leagues regardless of their origin.
The staff member salary depends mainly on the value of the highest attribute, and less on the value of the other attribute. Staff members from higher leagues have higher salaries.
After reaching a certain age, the players gain free agent status and they can pick from contract offers of other clubs. There are three types of free agents:
- Restricted Free Agent
A player who is 26 years old and whose contract expires in 14 days. This kind of player has the right to negotiate with other teams. His new contract will be made up of signing bonus and daily salary calculated by the standard key. The contract is signed for 336 days (3 seasons). The teams can send bids from 14 to 8 days before the contract expires. Then the current team will have 7 days to decide. It is enough for the current team to match 15% to 70% of the highest offer (the exact number depends on the number of paid out season bonuses) in order to keep the player. If the current team does not match the required amount, the player signs a contract with the highest bidder. His former team receives a compensation in the amount of 50% of the signing bonus for losing a restricted free agent.
- Group 1 Unrestricted Free Agent
A player who is 29 years old and whose contract expires in 14 days. This kind of player has the right to negotiate with other teams. His new contract will be made up of signing bonus and daily salary calculated by the standard key. The contract is signed for 336 days (3 seasons). The teams can send bids from 14 to 8 days before the contract expires. Then the current team will have 7 days to decide. It is enough for the current team to match 35% to 90% of the highest offer (the exact number depends on the number of paid out season bonuses) in order to keep the player. If the current team does not match the required amount, the player signs a contract with the highest bidder. His former team does not receive any compensation because the player is an unrestricted free agent.
- Group 2 Unrestricted Free Agent
A player who is at least 32 years old and whose contract expires in 14 days. This kind of player has the right to negotiate with other teams. His new contract will be made up of signing bonus and daily salary calculated by the standard key. The contract is signed for 112 days (1 season). The teams can send bids from 14 to 8 days before the contract expires. Then the current team will have 7 days to decide. It is enough for the current team to match 35% to 90% of the highest offer (the exact number depends on the number of paid out season bonuses) in order to keep the player. If the current team does not match the required amount, the player signs a contract with the highest bidder. His former team does not receive any compensation because the player is an unrestricted free agent.
Every season, you may pay out bonuses to a maximum of three under 25 players, who you consider core players important for the future of your club, in order to gain their loyalty. The season bonus equals 10 day salary of the player and for every such bonus, the player gives you a 5% discount on the signing bonus when he reaches free agency. This means that the maximum number of bonuses that a player can get throughout his career is 11 (from 15 to 25 years of age). This way you can get a discount of up to 55% on the signing bonus. These bonuses are not published.
There are a number of factors that influence the practice efficiency. The most important is the level of training and regeneration facilities and the quality of the staff working there. The higher the quality of the practiced attribute, the faster the improvement rate. As the career longevity decreases and the player gets older, the ability to improve decreases too. Players who play more minutes must regenerate more and therefore they will practice less after a match. Regeneration is automatic. Players who play in the match will get a smaller practice improvement on that given day in comparison to players who rested. The smaller practice improvement is compensated by the experience gained, which also has a significant influence on the performance of a player. The better the regeneration facility, the faster the players regenerate after a match and their practice deficit compared to the players who rest decreases.
Attributes are divided into offensive (offence, shooting), defensive (goalkeeping, defence) and universal (midfield, passing, technique, speed, heading). If your players practice offensive attributes, the coaches apply their attribute called offence coaching. The regeneration of these players will depend on the physiotherapists and their attribute offence regeneration. If your players practice defensive attributes, the coaches apply their attribute called defence coaching. The regeneration of these players will depend on the physiotherapists and their attribute defence regeneration. If your players practice universal attributes, the coaches apply the average value of their two attributes. The regeneration of these players will depend on the physiotherapists and the average value of their two attributes.
If you want to boost your lineup by a certain type of player or you need a staff member, market gives you the opportunity to find them. The market works as an auction, which is won by the manager who makes the highest bid. If somebody sends a new bid and there is less than one minute to deadline, then the deadline is moved by another minute. After the deadline, the transfers are done in one hour intervals, which means that you will have the player or staff member shortly after the deadline.
For every transfer there is a minimum 5% fee from the transfer price that is paid to the football association, with the minimum fee being 10,000. The 5% transfer fee is set for the first 10 players sold over the last 112 days. If your team has more than 10 players sold over the last 112 days, the fee goes up by 2% for every player sold beyond the limit. The maximum fee is 50% from the selling price. The fee is always paid by the selling team and it is paid even if there are no bidders for the player. If a player is not sold, only 5% from the starting bid price is paid (minimum 10,000 and maximum 5,000,000).
Warning! If you acquire a player, you will not be able to sell him for the next 50 days. This does not apply to players acquired from the sports academy and the original players.
The same rules about transfers apply to staff members. The numbers of sales are counted independently for players and staff members. That means that the transfer fee for selling players is not connected with the transfer fee for selling staff members.
In order to be able to buy or sell players and staff members you need to have at least 11 points of manager experience. The reason for that is to prevent possible cheating and to protect new managers from making bad decisions.
Warning: A staff member who has less than 11 days until retirement cannot be placed on the market.
Restricted and unrestricted free agents are highlighted on the market. Different rules apply to these players. You can only send 1 offer to each free agent. You don't offer the money to the team, but to the player himself as a signing bonus. The free agent accepts offers from other clubs 14 to 8 days before his contract expires. All offers are confidential.
The player picks the highest offer and then gives his current team 7 days to meet his financial demands. These may vary based on the status of the free agent and his loyalty to his current employer. Even if the player has picked your offer, it does not yet mean that he will sign with your club. Whether you acquire the player or not, depends on whether his current club meets his demands or not.
If a player receives more identical offers, he will pick the one from the team that plays in the league with the highest average overall team rating. If this is identical as well, he will pick the team with the highest overall team rating.
If you manage to acquire a restricted free agent, you sign a contract for 336 days (3 seasons) and his former team receives a compensation in the amount of 50% of the signing bonus. In case of a group 1 unrestricted free agent, the contract length is also 336 days (3 seasons), but his former team does not receive any compensation. Group 2 unrestricted free agent always signs a contract for 112 days (1 season) only.
Warning: A player who becomes a free agent in less than 8 days cannot be placed on the market (less than 22 days before the contract expires).
In the beginning, each club has a small stadium with a capacity of 400 spectators with benches in all sectors. The stadium has 8 sectors marked A through H. You can build a different type of stand in each sector with different accessories. The table below shows the overview of the types of stands and their capacities and available accessories:
|Level||Type of stand||Min capacity||Max capacity||Snack bar||Restaurant||VIP lounge||Press center||Fan shop|
|5||Small with seats||1,000||2,000||2||0||0||1||2|
|6||Medium with seats||1,200||2,400||2||1||0||2||2|
|7||Large with seats||1,600||3,600||2||1||0||2||3|
The better the stand, the bigger attendance you can expect. Of course, the prices go up with the higher levels and the construction time increases, as you can see on the next table:
|Type of stand||Min capacity||Max capacity||Min price||Max price||Construction
|Min/Max daily expenses|
|Small with seats||1,000||2,000||6,000,000||11,000,000||35-40||9-13||12,000/22,000|
|Medium with seats||1,200||2,400||10,200,000||17,400,000||41-47||11-16||20,400/34,800|
|Large with seats||1,600||3,600||16,000,000||28,500,000||48-58||14-22||32,000/57,000|
You can build various accessories on each type of stand. Snack bars and restaurants draw more people to the stadium. Fan shops increase the revenues from the souvenir sales. VIP lounges can be leased and they bring extra income to the club. Press centers allow journalists to make reports from the matches, which increases the motivation of the players and therefore their performance. Some types of accessories can only be built on the more expensive stands. If you want to build a better type of a stand, you first need to demolish all the accessories of the current stand and then the stand itself. After demolition, you will get a refund of 50% of the value of the stand and its accessories. Only then you will be able to build a new stand. Warning! During the construction works, this sector will have zero attendance.
Other stadium upgrades include car park, scoreboard, floodlights and the quality of the pitch can also be improved. All of these improvements help increase the attendance. Every level of car park represents 2,000 parking spots. You can build a maximum of 10,000 parking spots.
Accessory construction duration in days:
|Stadium upgrades||Construction duration|
The prices of accessories increase with the level of stand where they are built:
|Level of stand||Price||Daily expenses|
Prices of stadium upgrades:
|Level||Car park||Scoreboard||Pitch quality||Floodlights|
Daily expenses on the maintenance of stadium upgrades:
|Level||Car park||Scoreboard||Pitch quality||Floodlights|
The following factors influence the attendance:
- Stadium capacity
- Level of stands
- Stand accessories (mainly refreshments)
- Level of scoreboard
- Pitch quality
- Level of floodlights
- Number of parking spots
- Position of your team in the league standings
- Position of the opponent in the league standings
- League level
- Overall team rating
- Popularity of your and opponent's players
- Derby (match between teams from the same region)
An important part of a football club is its facilities. There are seven types of facilities. In the beginning every club has every facility on the first level. There are 15 levels for each type of facility and the higher levels have higher expenses on maintenance. The construction duration and the price increases with each level.
|Level of facility||Construction duration (Days)||Price||Daily expenses|
Types of facilities
- Training facility - Training facility provides conditions where players can train and practise to improve as effectively as possible. You can hire a staff member - coach to increase the influence of the training facility.
- Regeneration facility - Matches are tiring for players, so they are unable to train efficiently afterwards. By building the regeneration facility you can avoid this problem. You can hire a staff member - physiotherapist to increase the influence of the regeneration facility. A good regeneration facility and its personnel also help increase the practice efficiency of players who are not playing, but to a lesser extent.
- Human resources and economic department - Easier negotiations with the sponsors, more efficient souvenir sale, employment of better staff members or faster scouting of your own players as well as the players of your opponents is facilitated by this department. You can hire a staff member - manager to increase the influence of the human resources and economic department.
- Maintenance center - Every stadium is subject to wear and tear over time. To minimize your maintenance costs and to avoid greater damage by the fans, you need to build up a maintenance center. You can hire a staff member - stadium custodian to increase the influence of the maintenance center.
- Education center - If you would like your staff to continue in their improvement and training, you need to invest into the education center. You can hire a staff member - lecturer to increase the influence of the education center.
- Sports academy - The level of your sports academy determines how your club brings up juniors. The higher the level, the more juniors will be coming out and the better prepared they will be. Your senior players also go to the sports academy for camps where they improve their skills faster. You can hire a staff member - sporting director to increase the influence of the sports academy.
- Medical center - Injuries are a disaster for any team. To decrease the probability of injuries and to speed up the recovery of players after injuries you can build a medical center. You can hire a staff member - physician to increase the influence of the medical center.
|Level of facility||Minimum||Maximum|
The facilities have an influence even if you don't have any staff employed there. However, hiring some staff has a very strong effect on their influence. The efficiency of each facility is influenced by a maximum of two staff members. The staff member marked as head has the greater influence, while the assistant has a smaller influence. If you do not mark a staff member as head or assistant, then this person will have no influence on the efficiency of the facility.
Applicants send their applications for a job themselves and your human resources and economic department evaluates these applications once a week. The number of applicants rises with the level of the human resources and economic department. It is also influenced by your managers and their scouting efficiency. However, you are guaranteed to get at least one applicant and you could get as many as 4 applicants at the same time.
Applicants are generated at the moment when you first view them. However, if you don't view the season's last group of applicants before the end of the season, the applicants will be generated automatically just before the start of the new season.
The attributes of the applicants are influenced mainly by the level of facility that they are applying to work at. So if you have the training facility at level 10, you will get better applicants for the job of a coach than if you have the training facility at level 3. If you don't hire the applicants proposed by the human resources and economic department, then these applicants will be gone upon the arrival of new applicants.
A staff member always signs a contract for the next 112 days. In case you don't want to extend a staff member's contract, turn off the automatic contract extension in his profile or on the Staff page. You can also dismiss a staff member by terminating his contract. However, if you terminate his contract, you have to pay 50% of the remaining contract worth to the staff member as compensation. You can also unload a staff member by placing him on the market.
The applicants can be 50 to 55 years old. Every staff member retires at the age of 61, which means you will not be able to extend his contract. Each staff member has two attributes and both of them have their own quality. You can only see exact values of the quality of attributes for staff members who have been scouted by your human resources and economic department.
Coach is a staff member that works in the training facility. His attributes are:
- Defence coaching – this attribute indicates the ability to train the defensive attributes of players (goalkeeping, defence) and it has a partial influence on the training of universal attributes of players (midfield, passing, technique, speed, heading).
- Offence coaching – this attribute indicates the ability to train the offensive attributes of players (offence, shooting) and it has a partial influence on the training of universal attributes of players (midfield, passing, technique, speed, heading).
Physiotherapist is a staff member working in the regeneration facility. His attributes are:
- Defence regeneration – this attribute indicates the ability to regenerate players, who practice defensive attributes (goalkeeping, defence) and it has a partial influence on the regeneration of players, who practice universal attributes (midfield, passing, technique, speed, heading).
- Offence regeneration – this attribute indicates the ability to regenerate players, who practice offensive attributes (offence, shooting) and it has a partial influence on the regeneration of players, who practice universal attributes (midfield, passing, technique, speed, heading).
Manager is a staff member working in the human resources and economic department. His attributes are:
- Scouting - this attribute indicates the ability to make more precise estimates on the quality of players and staff and it also influences the speed of scouting of people in the scouting queue. The attribute also indicates the ability to provide more job applicants.
- Marketing - this attribute indicates the ability to negotiate better contracts with general and media sponsors.
Stadium custodian is a staff member working in the maintenance center. His attributes are:
- Security service - this attribute indicates the ability to eliminate vandalism at the stadium and thus lower the expenses on maintenance of the stands and their accessories.
- Maintenance - this attribute indicates the ability to fix the glitches that occur in the facilities and therefore lower the expenses on the maintenance of the facilities.
Lecturer is a staff member working in the education center. His attributes are:
- Management training - this attribute indicates the ability to train the following staff members: manager, sporting director and stadium custodian.
- Practical training - this attribute indicates the ability to train the following staff members: coach, physiotherapist and physician.
Sporting director is a staff member working in the sports academy. His attributes are:
- Youth training - this attribute indicates the ability to provide more juniors coming from the sports academy. The attribute also influences the overall rating of the young prospects coming to your team for a trial.
- Player training - this attribute indicates the ability to organize training camps for more players while ensuring a higher training bonus of the camp.
Physician is a staff member working in the medical center. His attributes are:
- Prevention - this attribute indicates the ability to minimize the number of injuries to your players.
- Treatment - this attribute indicates the ability to speed up the recovery time of the injured players.
Note that if you have a facility at a higher level, the applicants for a job at this facility will likely have higher attributes!
The quality of attributes of your players and staff members are only estimated values in the beginning. The preciseness of this estimate depends on the level of your human resources and economic department and the attributes of the managers working there. The values of the attributes are precise for your players and staff members, but you can only see the overall rating of the players and staff members of your opponents.
If you want to know the exact values of the quality of attributes of your players or staff members, you need to scout them by your human resources and economic department. The data about qualities of attributes of players and staff members who are not scouted are updated regularly based on the rising level of human resources and economic department and the improvement of managers working in this department.
You can also scout players and staff members from other teams to get more information about them. To scout a player or a staff member, go to their personal profile and add them to the scouting queue. The scouting speed is determined by the level of your human resources and economic department and the managers working there. If you remove someone from the queue before his scouting is completed, you will have to scout him again from the beginning. If you move him down in the queue, the current scouting progress will be saved. The people who are scouted show exact qualities of their attributes and the players and staff members of other teams also show their exact attributes.
The staff can be trained and improved in the education center. The improvement rate of a staff member depends on the quality of the trained attribute, level of the education center and the lecturers. Lecturers can be trained in the same way as all the other staff members in this education center. The maximum value of any attribute of a staff member is 100.
Youth players train and practise in the sports academy. The sporting director regularly sends players for trials in the main team. You can sign and thus hire players who are in a trial period or you can reject them, but in that case they will never come back. Bear in mind that if you do not sign these players, they will leave when the new group of players arrives. With the growing level of your academy and the directors, there will also be more youth players coming up for trials. The maximum is 4 players in one batch.
Juniors are generated at the moment when you first view them. However, if you don't view the season's last group of juniors before the end of the season, the juniors will be generated automatically just before the start of the new season.
By building up the sports academy you make sure that young players have the best conditions possible for their development and training. The level of sports academy and its staff not only influences the number of players coming out but also their overall rating. On the other hand the average quality of these players is independent from the level of facilities and sporting directors.
Twice a season you can organize a training camp at the Sports academy. The players that you send into this camp will improve faster. The higher the level of the sports academy, the more players you can send to this camp and the faster they will improve. You can send players to the camp for a maximum of 7 days. Warning! Players in the training camp will not be able to play matches. If a random lineup is generated for the next match (for example if there are not enough healthy players), some players may return from the camp for one day to play the match. In this case they will not gain any training bonus.
Setting up your starting line-up is the key to your team's success. If you don't create your default line-up it will be randomly generated for you, which means that your team's performance will not be optimal. The line-up saved as default is applied automatically.
First you select players for the match by clicking the checkboxes next to the names of the players. These players will be added to the list on top of the screen. Then you can move them one by one with your mouse and place them on the desired positions. 10 players can be placed anywhere on the field but one player must be placed into the goalkeeper's position.
The football pitch is divided into 9 sectors: three offensive sectors, three midfield sectors and three defensive sectors. Each sector is further divided into the precise positions of the players. There are a total of 50 different positions on the pitch. One of them is reserved for the goalkeeper. The other 49 are placed into a grid with seven horizontal and seven vertical rows.
Each player has a certain area of effect and he influences the play around himself. The player has the biggest influence on the play in his sector. To a certain extent he influences the play in the adjacent sectors and his influence on the more distant sectors is very small. For example, left defender has a certain influence on the play of the midfield (especially on the left wing), on the play of the central defence and a small influence on the right defence and the left offence. His influence on the right offence is negligible.
Each position within a sector has a different area of effect. The closer the player is to the opponent's goal, the more influence he has on offence and less on defence. The closer he is to the left touchline, the bigger his influence on the left sectors and lesser on the right ones.
Apart from selecting the players with the right attributes for the given positions on the pitch, you also have to take into consideration whether you have put the players on their preferred side. Players who don't play on their preferred side, do not feel comfortable on the pitch and their performances will not be optimal.
Another important indicator is chemistry. The chemistry of players improves with the number of minutes played until it reaches 100%. Players also gain chemistry in practice, but not as efficiently as in matches and only until they reach a certain threshold. Players, who are over this threshold and don't play matches, lose chemistry every day even if they practice with the team. Players who are injured don't practice with the team and therefore lose chemistry.
Setting up substitutes is an important tactical option. You can select up to 7 substitutes. When selected, you can set a position where they could play. If a player from the starting lineup gets injured, one of the substitutes will be selected to play on his position. You can change the position of the substitute by clicking the dash symbol to the left of his name.
Substitutes for the particular positions are selected as follows:
|Position in the lineup||Substitution priority|
If, for instance, the starting goalkeeper is injured, he will be replaced by the substitute with the G setting, which stands for goalkeeper. If you don't have such substitute, a player with no setting (marked by a dash) will be selected. It is a kind of universal substitute who can replace any player in the lineup. If you have no such player on the bench, the next in line is central defender, after him left defender and finally right defender. If no substitute is found in spite of this, the match will be played by a random lineup.
If you have more than one substitute assigned for the same position, than the one who is higher in the list of selected players will be picked first.
The Next match page shows, among other things, the overview of your lineup for the upcoming match and the selected tactics. The lineup and tactics must be set 60 minutes before the match at the latest. The changes made later will not be applied.
You can have up to 3 substitutions in a match (6 in a friendly match). Changing the player's position does not count as a substitution. The substitution will only take place if the given player is on the pitch at the given time and if the sub has not yet appeared on the pitch. The substitution will not take place if the sub is set for the position occupied by a different player.
You can set a condition for each substitution which must be met in order for the substitution to happen.
- Always – The substitution will take place if all the above-mentioned basic conditions have been met.
- Goal difference X or more – The substitution will take place if the goal difference from the point of view of your team equals number X or if it is better.
- Goal difference X or less – The substitution will take place if the goal difference from the point of view of your team equals number X or if it is worse.
- Send-off – The substitution will take place shortly after a player from your team has been sent off. This condition can be combined with the three previous options.
If the match is played by a random lineup for any reason, it is possible that day-to-day players will be used even if you have different settings.
Load lineup from a previous match
If you cannot create multiple lineups, you can use the feature to load a lineup from any match that your team had played over the last 7 days. Simply select a match from which you want to load the lineup on the Lineup page. The lineup is loaded exactly as it played in the given match. That means that if substitutes played in that match, they will be placed into the loaded lineup on the exact same position on which they had played. Warning! The line-up is loaded without the settings of captain, players for set pieces and substitutions.
If you have the option to create multiple lineups, you can use the copy lineup feature. If, for example, you want to create lineup A or B, that should be similar to the default lineup, you can copy the default lineup and make only small changes, depending on how much the two lineups should differ. This way you don't have to build every lineup from scratch.
To achieve good results you cannot underestimate the tactical preparation of the team. On the Tactics page you can find a number of tactical options that you can use to have a direct influence on the outcome of the match.
The importance of the match is a critical tactical option. You have to use it with care, because even though high importance makes your players play with the maximum intensity, it causes their seasonal energy to drop faster. Low importance is not that costly on the energy, but the players do not play to their full potential.
Style of play
Finding the right style of play helps you achieve better results. The key to success is knowing what style of play suits your team best. Possession football utilizes short passes and it is a very effective style of play. However, to be able to play possession football, you need to have a high quality midfield. On the other hand, long ball is advantageous if you don't have the best midfielders. Of course, you can also choose the balanced setting to employ both styles equally.
You can also adjust the style of play to your opponent. If you think he has a weakness in the midfield, you can exploit it by playing possession football. On the contrary, long ball tactics are recommended if your opponent is stronger in midfield than your team.
Tendency of attacks
You can select any number of options here. If you think your team is strong on the right wing, you can choose to lead the attacks down the right wing. On the other hand, if you think that right wing is your weak side, you can cancel the choice to lead the attacks down the right wing. It doesn't mean you will not lead any attacks down the right wing but it will significantly decrease the frequency of such attacks. If you mark all three options, all of them will be employed equally by your team.
Once again, you may decide to exploit the weakness of your opponent. Just don't forget that the opponent's right side is left side from your point of view. So if you think his right wing is weak, you can take advantage by leading the attacks down the left wing.
Intensity of play
One of the tactical options, often employed by the weaker teams, is delaying of play. If you choose this option, your players will try to delay play at every opportunity. On the other hand, the stronger teams will certainly prefer higher intensity of play. Higher intensity brings more attacks and therefore increases the chances of goals being scored.
Aggressive play increases the effectiveness of your players in one on one battles. However, it also increases the chances of fouls. This may lead to cards, free kicks or even penalty kicks. This style of play is more suitable for the less talented teams. The opposite option is cautious play which leads to fewer fouls but also to fewer battles won.
Offside trap usage
Offside trap is tactics whereby your players try to trap the attackers of the other team off side. In order to be able to use tactic effectively, you need to have good chemistry between your players and in particular between your defenders. It is enough if one defender is not in tune with the others and it may cause the offside trap to falter. A well-oiled offside trap increases the effectiveness of your defence.
Style of play in defence
Here you can choose whether your defenders will play safety first or whether they will try to support the midfield. If you want to play safety first, make sure to select the option to clear the ball out of danger. The main objective of the defenders under this tactic is to get the ball away from their own goal as soon as possible. If you want your defenders to be more creative, choose the option to retain possession and pass the ball. The defenders will try to pass the ball to the midfielders and support the forward play. This tactic increases the chances that the defender will make a mistake. If you can't decide, choose the option in the middle.
If you are on-line at the time when your team plays, you can watch the match live on PowerPlay TV. The live broadcast may start at various times depending on the country of the home team and lasts about half an hour. If you don't manage to see the match live, you can still watch the replay.
If the sounds from the live broadcast are not working, check if you have enabled plug-in module - Windows Media Player or Quicktime Player in your browser.
If this doesn't solve the problem, try the following:
1. Check the settings in Quicktime Player - specifically: Edit - Preferences - Quicktime preferences
2. Find the tab Browser - MIME Settings (bottom) and make sure the MP3 audio is checked (the sounds in the broadcast are in mp3 format)
National Cup is played in a single match knock-out system. The match day is Friday. The maximum number of teams that can enter National Cup in one country (or on one continent) is 16,384. There is no home advantage in the National Cup and the profit from the ticket sales is split equally between both teams. The defeated semifinalists meet in the battle for third place.
League Cup is played at the end of the season with a single match knock-out system. Every league has its own League Cup where the top 16 teams according to the final ranking are qualified. In every round the top seeded team plays the lowest seed, the second seed plays the second lowest seed and so on. The higher seed has the home field advantage. Because there are also placement matches, every team plays 4 matches. These matches are played on days 105, 107, 109 and 112 of the season. The League Cup champion qualifies for the SuperLeague Cup. The revenue from ticket sales for League Cup matches is divided between both teams. There are no suspensions for cards in the League Cup.
International cups is a common name for prestigious club competitions Champions' League, Cup Winners' Cup and SuperLeague Cup. Champions' League and Cup Winners' Cup are divided into 3 divisions - Europe, South America and the Rest of the World.
The European division has 96 participants. 32 teams qualify directly into the group stage and the other 64 play a two leg qualification round. The winners advance into the group stage which is played in 16 groups of 4 teams. The rest of the world division has 64 participants divided into 16 groups of 4 teams. The South American division has 32 participants divided into 8 groups of 4 teams.
The group stage is always played in a double round-robin format with home and away matches exactly as it is in the league. The home advantage applies to the group stage matches and the money from the ticket and souvenir sales goes to the home team. Every playoff match-up has two legs (home and away) and the team with the better aggregate score from both legs will move on. If the score is tied, the team with the higher number of away goals advances. If still tied, the second leg is followed by extra time and penalty kicks if needed. The final is a single match and the home advantage does not apply.
The number of teams that can qualify from a specific country is determined by the ranking of countries which is calculated from the results of the teams from the given country in the last 3 seasons of the Champions' League and the Cup Winners' Cup. The biggest value is always given to the most recent season. The reigning champion from both competitions is automatically qualified for the next season and doesn't count for the country quota. If the winner of the Cup Winners' Cup qualifies also for the Champions' League, it's place in the CWC will be given to the next team in the National Cup ranking of that country.
The highest ranked teams in the top league qualify for the Champions' League. On the other hand, the most successful teams from the National Cup qualify for the Cup Winners' Cup. If the same team qualifies for both of these competitions, Champions' League has higher priority. In that case, the next team in line qualifies for the Cup Winners' Cup. If the decision has to be made between teams in 5th to 8th position in the National Cup, the higher seeded team qualifies.
The League Cup champions from all over the world and all league levels play together in the SuperLeague Cup. It is a single match knock-out competition where the home field advantage does not apply. It is played every Wednesday from the first week of the season until the winner is decided. There is also a match for third place. If a team qualifies for the SuperLeague Cup as well as for Champions' League or Cup Winners' Cup, it will forfeit its place in the SuperLeague Cup in favour of the next team in the ranking.
Credit tournaments are tournaments with the possibility to win credits. Every team that enters such a tournament must pay an entry fee. The entry fee is set by the founder of the tournament and the credits collected from the entry fees will form the prize pool. The total amount of credits from entry fees is reduced by a 10% service fee. The prize pool will be divided among the top teams based on the system predetermined by the founder. Apart from this, the founder may voluntarily donate a certain amount of credits that will be added to the prize pool. The service fee does not apply to the donation from the founder.
The creation of a credit tournament costs 50 credits. This fee is not added to the tournament prize pool. The founder selects the distribution of prizes, helpers, entry fee, number of teams and groups, playing format, starting date, match days and he/she may even set the distribution of teams into groups or pots. The founder has the right to reject any team that signs up for the tournament. The founder also has the right to have the organization fee partially refunded (maximum 40 credits), but only if the tournament starts successfully. The requested amount of credits will be deducted from the tournament prize pool.
The tournament founder can pick up to three helpers. These helpers have the same rights as the founder. They can accept or reject teams, divide them into groups or pots, upload the tournament logo, enter the tournament website, thread and info.
In case a team violates the internal rules of a tournament, the founder and his/her helpers have the right to forfeit the matches of this team. Playoff matches cannot be forfeited due to technical reasons.
If the tournament founder or his/her helper rejects a team, the entry fee that the user paid while registering will be fully refunded. However, if the founder or a helper accepts the team's participation, this decision is final and the team cannot be removed from the tournament. If the tournament does not reach the required number of teams, it will be canceled and the organization fee will be forfeit. If the founder has made a donation to the prize pool, this will be fully refunded.
One team cannot take part in two tournaments with conflicting dates. If a team signs up for two such tournaments, it will play in the one where its registration will be accepted sooner.
If a team signs up for a tournament and already has friendly matches scheduled for the same dates, the friendly matches will be automatically cancelled as soon as the tournament schedule is set. If a team qualifies for the one of the international cups, its matches in the credit tournament will be forfeit by a 0:3 score. This only applies to tournaments which have conflicting match days with the international cups. The forfeits are not automatic and they have to be done by the tournament founder or his/her helpers.
There is no home advantage in tournament matches and the money from the ticket and souvenir sales is divided equally between both teams.
The attendance, player fatigue, chemistry and experience growth in credit tournaments are the same as in regular friendly matches.
If teams are tied on points, the tie breaking procedures are applied in the following order: goal difference, higher number of goals scored and overall team rating.
The ranking of teams for playoffs is made after the preliminary round. The teams ranked first in their group will be ordered on the top based on the number of points, goal difference, higher number of goals scored, and overall team rating as the final tie breaker. The teams which ranked in lower places will be ordered in the same way. Then the playoff pairings will be determined based on this ranking. The top ranked team will play the last ranked team, the second place team will face the second last team etc. The same procedure is then used for all playoff rounds.
If the playoff is played on 2 matches, the team with the better aggregate score from both legs will move on. If the score is tied, the team with the higher number of away goals advances. If still tied, the second leg is followed by extra time and penalty kicks if needed.
Every country with its own league has its national football team. Each of these countries has an under 20 and an under 17 team in addition to the senior team. The teams are managed by the general managers elected by other managers. General managers are helped by assistant managers selected by the general managers themselves. General managers can change assistant managers without any restrictions, but they can only have one assistant at the same time.
There are two rounds of elections. During the first round, the managers can give their preferential vote to one of the candidates at any time of the season. This vote can be canceled or given to a different candidate before the end of the season. Managers can only vote in their own country and only if they fulfilled the specified criteria. There are separate elections for each age category.
The second round of elections always takes place during the first week of the season. The results of the second round are published shortly after the elections are over. The tenure of the national team general manager is two seasons. However, the local community have the option to vote whether they want to have new elections after the first season. This voting always takes place during the penultimate week of the season.
Managers who have met the defined criteria may submit a candidacy for a maximum of one national team. It is possible to run for general manager of a national team of a foreign country.
In the even seasons it is possible to sign up for candidacy for senior national team manager at any time of the season. As soon as the manager is listed as a candidate, managers from that country can send him/her preferential votes. 10 managers with the highest number of preferential votes advance into the second round.
In the odd seasons it is only possible to sign up as a candidate for a senior national team during the last week of the season and only if the community has dismissed the current national team manager or if the manager has resigned from the position.
The under 20 and under 17 national team manager elections work the same way, but their cycle begins in the odd seasons.
National team general manager can select up to 35 players for the national team during one season. Players selected for the team after the first week of the season, cannot be dismissed during that season. Players selected in the previous seasons or by a previous manager can be dismissed until the 14th day of the season. The chemistry of players dismissed from the national team is reduced to 20% of their chemistry from the time of their dismissal.
Before every friendly or qualifying match, the national team general manager can call up a maximum of 22 players who will be available on the match day. This roster must be selected at least one day before the match.
General manager can use a maximum of 22 players during the World Cup or other championship. Players may be added to the roster during the tournament until all the 22 places are filled. There is no need to call up players one day in advance during the tournaments.
The national team general manager must set the lineup and tactics before the start of the match calculation. The times of match calculation according to age category are listed in the table below in Central European Time (CET).
|Country||Senior||Under 20||Under 17|
|Bosnia and Herzegovina||18:35||16:30||16:05|
|United States of America||22:35||21:05||19:30|
Players in the national team have a training bonus, gain more experience, their popularity grows faster and they bring a share from the revenue to their club for every match they play.
Players aged 17 or less can only play in the under 17 national team. Likewise players aged 18 to 20 can only play in the under 20 national team. At the beginning of each season all players exceeding the age limit are automatically dismissed from the team. The chemistry of such players is reduced to 20% of their chemistry from the time of their dismissal and they can carry it over to the next age category.
National teams from various age categories can play friendly matches against each other.
The seasonal energy of players in the national team is independent from the seasonal energy in their club and it decreases according to the following table (based on 90 minutes played):
|Match type||Very low||Low||Normal||High||Very high|
If a player is called up for a national team match and his club plays a friendly match on the same day, the player will play for the national team and he will miss his club's match. If he is in a training camp, he will play for the national team, but he will get the training bonus for being in a training camp. If a player has a League Cup match and national team match on the same day, he may appear in both.