Wiki/Reference/Teams

Run the whole club.

In Manager mode the club is yours: who starts, what you pay them, who you trade, which sponsor you sign and which coaches you hire. This page covers how each of those works.

Roster and lineup#

Every world sets how many players start a match and how many can sit on the bench. These are the bundled worlds' lineups.

Game typeStartersRoles
Arcade shooter4AR, SMG, Flex
Tactical shooter5Duelist, Initiator, Controller, Sentinel, Flex / IGL
Hero shooter5Tank, Damage, Support
Battle royale3IGL, Fragger, Entry, Flex
Car ball Pro3Attacker, Connector, Last Man
Basketball Pro5Guards, forwards and a center
Football Pro11Goalkeeper plus a formation of defenders, midfielders and forwards
American football Pro23Offence, defence and a kicker

Lineups have a shape as well as a size. A world can require a set mix of roles, such as exactly one goalkeeper, and your squad page reads that shape as a depth chart that flags holes and surplus at each position. It never moves your players for you; AI clubs use the same chart to decide what to sign.

Starters per match
How many players take the field. The rest wait on the bench.
Total roster size
The most players a club can carry, starters and bench together. Capped by what the world allows.
Minimum roster to play
A club with fewer signed players than this cannot take a match.
Imports allowed
How many players from outside the club's region it may sign. You and the AI follow the same limit.
Tip
All four are career settings, so you can tighten or loosen them when you start a save.

Budget and payroll#

The budget is the money you have for the season. Player wages and staff costs both come out of it.

Where money comes from

Your starting budget is set by the world and your club. During the season a sponsor pays you every week, and placing at Majors and the Championship pays prize money, of which 35% joins your budget by default.

How it changes

At each season roll the budget is reviewed. Wages inflate a little, and results, roster quality and chemistry push it up. A payroll close to or over the budget, or a budget far above the league's, pulls it back down.

Salary cap, if you want one

Off by default. Turn it on and a league-wide cap tracks what clubs actually spend. Clubs over it pay a luxury tax that grows each year in a row, and no club may go far past it. The first season is tax free.

AI clubs live by the same rules. They sign from what is left of their budget after keeping money back for empty spots, and a club over budget puts players up for sale.

Chemistry#

Chemistry is a score out of 100 that measures how well a group fits together. At the extremes it moves team strength by about 5% either way.

Role balance

The biggest part. A lineup that covers its roles beats one stacked with the same kind of player.

Pairings

Every role has a playstyle. Some playstyles work well together and some clash, so who starts next to whom matters.

Time together

A brand new group starts low and climbs quickly, nearing its best after about a season. A recent signing drags the score down for his first four weeks. One change does not reset the whole group.

Scrims, staff and mood

Scrims add chemistry on top, more against stronger opponents, and it fades if you stop scrimming. Coaches, player relationships and team morale add the rest.
Note
The in-game leader
Strategy works best with exactly one in-game leader on the field. Two or more get in each other's way, and none at all weakens whatever plan you pick.

The front office#

Everything you decide between matches.

Trades

AI clubs judge your offers on value, recent form, their own needs and contract length, and refuse to move their franchise player. A player who changes clubs is locked for 12 weeks by default.

Transfer window

Open in the off-season, during breaks and around each Major. AI clubs only move signed players while it is open, but free agents can sign any week. A deadline and a pre-Major roster lock close it early.

Extensions

A player can only be extended in the final year of his deal. Players about to retire may refuse or ask for one last year.

Scrims

Four per qualifier stage, two more for each Scouting Network upgrade, and no limit in the off-season. They build chemistry and count toward player growth.

Sponsors

One deal at a time, paid weekly. Better sponsors unlock as you win trophies or grow your fan reach, and a happy sponsor offers longer renewals.

Staff

Coaches lean your team on the same seven axes a strategy uses, and add off-field help with development, chemistry, injury resilience or recruitment.

Free agency, contracts and how players develop are covered on the Players page.

Board and directives#

You can't be sacked. If you want pressure, switch on Seasonal Directives.

  1. 01
    Turn them on
    Seasonal Directives are off by default, unless the world you are playing turns them on. You set how many you keep each season (1 to 5, default 3) and how hard they are: Relaxed, Standard or Ruthless.
  2. 02
    Pick your goals
    Each season you are dealt two more directives than you keep, drawn from the world's own ratings, wages and schedule, and you cut the ones you don't want.
  3. 03
    Get judged
    At season end, hitting or missing them moves your board standing and nudges next season's budget up or down.
Note
Coaches you hire can still be let go. Only the manager's job is safe.
Does one new signing wreck my chemistry?

No. Time together is averaged across your starters, so one arrival costs a little for a few weeks while the rest of the group keeps its history.

Why won't AI clubs trade with me mid-season?

They only move signed players while the transfer window is open: the off-season, breaks, and around each Major. You can turn the window off for your own career in the Trade Market settings.

What happens if I run out of budget?

You can't offer a wage bigger than what is left. And the more of the budget your payroll eats, the harder next season's review cuts it. With the salary cap on, going over the cap also costs luxury tax.

Can clubs move between tiers?

Yes, if the world sets up a tier ladder. A set number of clubs swap between Tier 1 and Tier 2 each season, either across the whole league or within each region.