Rules and help
You are the manager: you pick the Captain, draft the squad, decide before kick-off and watch the simulation. You never control athletes directly.
How a season works
Every Match Day puts you against a different rival Captain, with no repeats while rivals remain. Before kick-off you set the game plan, the squad and your action cards on the pre-match screen.
Competitions
- National League — 11 Match Days, round-robin, base difficulty and one extra substitution after three wins.
- Knockout Cup — 6 Match Days, sudden death and higher difficulty; win by 3+ goals for a bonus reroll.
- Champions League — 9 Match Days, the hardest ladder; winning the final doubles the campaign prestige.
- Endless League — no finish line, milestones every 5 Match Days and nerfs that keep escalating.
Scoring and sudden death
- Win: +3 points, cash and card offers.
- Draw: +1 point and cash, no card.
- Loss: −3 points, no card and a cumulative nerf for the rest of the season.
- Dropping to 0 points ends the season immediately.
- At the end of the calendar you must hit the competition target to win it.
Card offers (2+1)
After a win you get exactly two cards from the defeated Captain's pool and one from the open market. You keep a single card; the others are discarded.
There is one free reroll of all three offers per round. After that you can swap one specific offer for cash, at an increasing price.
Cash and economy
Cash comes from results, win streaks, active synergies and economy cards. It pays for offer swaps and for restoring squad stamina.
Nerfs (debuffs)
Each defeat adds a different nerf that lasts the whole season: lower attack, creation, defence or tempo, faster stamina drain, a slower Ultimate, a smaller hand or stronger rivals. Severity scales with the competition.
Dressing-room morale
Morale is a squad-wide value (0–100), separate from physical condition. It rises with wins and big scorelines, falls with defeats, red cards, injuries and a frozen budget, and drifts back to the middle. It shifts finishing and reaction by up to ±6%.
Transfer window
Every 2 Match Days a window opens with three deterministic offers: instant signings, a recovery week, an extra reroll and, while a nerf is active, crisis consulting. You may buy one offer per window, and buying counts as spending against Cash Pressure.
Half-time and between-round events
Every match stops at half-time: you see the score and the first-half highlights and choose one adjustment for the second — push the tempo, sit deep, a dressing-room talk (Ultimate charge), a card from your hand or an emergency substitution. Changing nothing keeps the original simulation.
Every third round brings a season event (friendly, sponsor, scout, academy, board, fans) with one decision: fitness, cash, points, rerolls, Ultimate charge or intel on your rival — always at a cost.
Synergies and Ultimates
Synergies add bonuses when the squad combines positions, traits and tactical tags. The Captain's Ultimate charges during the match according to its own condition.
Rotation, bench and sales
You have a limited number of substitutions per Match Day in the briefing. Swapping a player in when you sign a reward card does not consume that limit. Each Captain starts the run with a full XI plus two bench players, so rotation exists from Match Day one. With a full bench, signing requires selling a substitute; the card stays in your permanent collection.
Achievements, honours and events
Achievements are permanent goals checked at the end of each run (titles, campaigns, collection, Daily Challenge) and each pays prestige once. They feed an honours track: Bronze at 5, Silver at 12 and Gold at 20 achievements. The weekly Community Cup uses one shared UTC seed with a fixed Captain, a fixed competition and nine Match Days, one attempt per week, on its own leaderboard.