7TH
EDITION RULEBOOK - COPYRIGHT TRIDENT GAMES 2003
The
league consists of four divisions, each containing
sixteen teams giving a total of sixty-four teams
in each league. All sixty-four teams will be controlled
by other managers from various parts of the country,
or indeed, from any part of the world. In general,
Premier Division clubs will receive higher gates
(and thus earn more cash) than those in Division
Three and will feature in most of the T.V. games,
but that is the only difference between the divisions.
At
the end of each season, the top three clubs from
divisions one, two and three will be promoted
(there are no play-offs) whilst the bottom three
clubs from the Premier, Division One and Division
Two are relegated. Each team will play the other
fifteen teams in its division twice each season
-once at home and once away, giving thirty league
matches per team per season. Three points are
awarded for a win and one for a draw.
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As well as taking part in the league, each team
will also take part in the S.L.F.A. Cup which
takes place over six rounds.
The
first round of the cup is played on week ten which
is a special week when only the cup matches will
be played. From then on any further cup rounds
are played on the same week as a league match,
on week 17, 20, 24, 29 and the final on week 31
(the last week of the season). Therefore, if your
team is still in the Cup, you will be playing
two matches on those weeks. NOTE - THERE IS NO
EXTRA CHARGE FOR THIS.
The
same squad is used for BOTH matches on these weeks.
Should any players be injured or sent off in the
first match (the league match is played before
the cup match), then our computer will automatically
choose the best replacement for him (if you have
one) for the cup match. Should a cup match end
in a draw thirty minutes extra time will be played,
followed by a penalty shoot-out if extra time
has still failed to separate the teams. There
are no replays in the cup and all matches must
be decided on that week.
The
cup draw is made on week 1 and every week after
a cup round (i.e weeks 11, 18, 21, 25 and 30).
In general, the further you progress in the cup,
the larger crowds will be. The final will be played
at your league's national stadium and will always
attract a huge crowd. The finalists are certain
to receive a large cash bonus.
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At
any time it is possible to have a maximum of fifty
players employed by your club. It is also necessary
to keep a minimum of at least seventeen players
in both your full team and youth squads. Fines
will be imposed on clubs unable to field full
sides.
On
every turn report, a full list of all players
currently employed by your club will be shown
along with their most important details. This
list is arranged into full and youth squads and
each is again arranged into player positions (i.e
goalkeepers, defenders, etc) on your weekly turn
report.
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PLAYER
NAMES AND I.D CODES |
Player's
names consist of both first and second names.
The full name can consist of no more than 25 characters
(including spaces), Before each player's name
you will also see a four or five figure number
- this is his identification (I.D) code. WHENEVER
YOU GIVE ANY CONCERNING YOUR OWN OR OPPOSING PLAYERS,
YOU SHOULD ALWAYS GIVE BOTH NAME AND I.D CODE,
FAILING TO DO SO MAY CAUSE ORDERS TO BE OMITTED.
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The
player listings you will receive on every turnsheet
will show the following details:
APPS
(Appearanes):
Shows the number of appearances this player has
made THIS SEASON for this club. Figures in brackets
show appearances as substitute. Therefore, a reading
of 10 (2) would show that this player has made
10 full appearances and two more as substitute
this season.
NOTE
- The computer does keep a record of a player's
full career appearances but these are only shown
under more detailed player reports.
G/CON
or GOALS:
Shows the number of goals conceded (for goalkeepers)
or scored THIS SEASON for this club. Again, full
career records are recorded but not shown on this
list.The next five columns show the player's main
skills. For goalkeepers these are:-
POSN
positioning
HAND handling
REFL reflexes
AGIL agility
CROSS crosses
The
following four columns show SPEED, STR. (strength),
FIT. (fitness) and FORM.
Under
all nine of these columns, a player's current
standing in that category is shown as a word,
giving a rough guide to how well he's doing in
that area.
NOTE : these are only rough guides. The computer
actually keeps very precise ratings in each area,
which may well change regularly. However, since
only a rough estimate is shown on the list, any
minor changes in a particular area will not be
obvious although the players value will be seen
to change regularly as he improves.
There are 10 different levels of ability shown
on the list : in order, they are:-
ABYS
abysmal
V/PR very poor
POOR poor
B/AV below average
AVER average
FAIR fair
GOOD good
V/GO very good
EXCE excellent
BRIL brilliant
The next heading (AGGR) shows a players aggression
This can be either CALM, AVER (average) or WILD.
Next
comes the players AGE (this will be increased
by one year at the end of every season for every
player which will also decrease his value by around
10%), then his WAGES Following this is a heading
marked CONCT (contract) This shows how long a
players contract has to run The figure will show
as two
numbers (e/g 1/13), showing first how many seasons
and then how many weeks the contract has left
to run
The
final column is DSP (disciplinary points). DSP's
are increased by 3 for every booking and 7 for
a sending off At 21 points, a player will be suspended
for a week and the club fined £10,000.
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A
player has five main skills, showing his ability
to actually use the ball well on the field. These
abilities do not change quickly, but through constant
practice and training they will gradually rise
(unless the player is doing particularly badly)
These skills are described in detail below NOTE
: Goalkeeper skills are shown separately below
the outfield player skills. The following five
descriptions apply to defenders, midfielders and
attackers only
CONTROL
- This skill reflects the players ability to control
the ball at his feet, as well as bringing the
ball under control from passes and dribbling the
ball. This ability is important to all outfield
players.
TACKLING
- The ability to cause an opponent to lose possession
of the ball, or even to gain possession from him.
Tackling Is the most important rating for a defender,
it is also very useful to midfielders but not
especially important to an attacker.
PASSING
- The ability to pass the ball precisely to a
team-mate. Also includes the ability to make crosses
into an opponents penalty area. Passing is most
important rating for midfielders and also very
useful, though not absolutely necessary, for defenders
and attackers.
HEADING
- The ability to win the ball in the air and to
head the ball precisely, either towards goal,
to a team-mate or away to a safe position. Heading
is important to all outfield players and is used
extensively both in attacking and defending.
SHOOTING
- This skill shows the amount of power and accuracy
a player can get behind the ball when striking
(with his feet) at goal. Obviously, this skill
is extremely important to attackers. It is also
very important to midfielders who share a lot
of the attacking work, but less important for
defenders, who very rarely attempt shots a goal
anyway.
A real top-class player will show good ability
in all of these areas, regardless of his position
on the pitch, but your players will still perform
well with some poor ratings, so long as their
main ratings are high. For example, your defenders
should always have good tackling and heading and
may be able to get away with poor passing and
shooting, but if you're looking to build a real
championship winning side, you should try to obtain
players who have good all-round ability.
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A
goalkeeper is a very specialised player and as
such, his five main skills vary immensely from
those described above. His other attributes however,
described below under PHYSICAL AND MENTAL ATTRIBUTES
are identical. The five goalkeeping skills are
described in detail below:
POSITIONING
: Getting into the right position for an incoming
shot is almost as important as actually saving
it, since it will subsequently be much easier
to save if the goalie's positioning is good.
HANDLING
: Getting to the ball is one thing, but actually
catching it cleanly, especially when under challenge
or catching from a powerful shot, is quite another
matter.
REFLEXES
: Although not important in all situations, reflex
saves can often be vital. When a long shot is
hit at him, a goalie doesn't need his reflexes
at all, but when quick, close shots or even deflections
cause the ball to fly at him suddenly, a reflex
save can deny a certain goal.
AGILITY
: The ability to move quickly and nimbly, in order
to reach the ball through jumping and diving.
Agility is extreme important to a goalkeeper.
CROSSES
: Although not important in all situations, the
ability to come off his line and deal with incoming
crosses neatly is a vital part of a goalkeepers
armoury.
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PHYSICAL
AND MENTAL ATTRIBUTES |
A
player's physical and mental state is extremely
important to him, no matter how good a player
he is. Attributes such as speed, strength, fitness,
form, morale, aggression and happiness are all
very important.
SPEED
- This reflects the player's sprinting speed and
will affect all aspects of his game. Being the
first to a loose ball, or outsprinting an opposing
player can be more important than actually outdoing
him for skill and a very high speed rating can
make a good player out of an otherwise indifferent
one. Speed is not especially important to goalkeepers,
although there may be occasions when it helps,
especially when coming out to clear a difficult
pass-back.
STRENGTH
- A player's physical strength can play an important
role in the modern game, which is usually played
with alot of aggression. A high strength rating
not only helps a player during the match, by helping
him to resist or dish-out hard tackling / barging
etc, but also helps him to resist injury or indeed
to cause injury. A weak player may well be prone
to many injuries, whilst stronger players should
prove more resilient. Equally a weak player is
less likely to injure an opponent than a stronger
player. This is only a general rule though, and
even the weakest of players COULD injure a strong
player through clumsy tackles etc.
FITNESS
- An extremely important factor and also one of
the most flexible of ratings, fitness will prove
vital to your team's success. Whereas the other
abilities are very slow to change, fitness can
fall or rise rapidly, depending on the amount
of play and training a player receives. It affects
ALL other skills during a match, which will drop
gradually during a game as the player becomes
more tired. Extremely fit teams will find themselves
to be much more effective during the end of games
than those with unfit players. Goalkeepers do
not tire nearly as quickly as outfield players
and as such, fitness is not of paramount importance
to them. Midfielders on the other hand, tend to
do far more running than other players and as
such, will require a higher fitness rating to
be fully effective for the whole ninety minutes.
FORM
- A player's current form will drastically affect
the way he plays. Match results will have a minor
effect on form to those players who take part
in the match. Being selected to play in matches
will also affect a players form and those who
are left out regularly may well lose their touch.
A player's morale will also have an effect on
his form and there are also random factors which
may affect him. Form can only be regained through
good results, high morale, regular match play
and perhaps a bit of luck (players will occasionally
rediscover their touch suddenly). The Counsellor
(see 'Training Staff) will also help to improve
form
AGGRESSION
- Shows a player's general behaviour on the pitch.
Calmer players are much less likely to commit
deliberate dirty tackles than those with an aggressive
temperament and are therefore less likely to be
booked or sent off. This doesn't mean that well
behaved players won't go in for crunching tackles,
but they won't deliberately attempt to injure
opponents. They are also less likely to back-chat
the ref or get involved in punch-ups / slanging
matches etc. Less aggressive players are better
for your team, since they won't too often become
suspended for bad behaviour, but the occasional
fiery player is sometimes a bonus to team, through
his ability to wind up opponents.
MORALE
- A player with very high morale will play much
more to his true abilities and put in much more
effort than a depressed player and a squad full
of such high enthusiasm will perform far more
impressively than a team low on confidence. Morale
can change very quickly indeed and is especially
influenced by match results, match appearances
and other factors such as injuries, sending-offs
etc. A player who is unhappy with his club is
also less likely to have a very high morale. When
a player changes club, through a permanent transfer
(not a loan), his morale will revert to an average
level.
HAPPINESS
- This is not a reflection of the player's overall
happiness, but instead shows his happiness WITH
YOUR CLUB. If he feels hard done by (e.g. he feels
he deserves a higher pay-packet), he will become
unsettled at the club and this may even lead to
him requesting a transfer or refusing to sign
a new contract. You should note that you will
very rarely know the happiness of your players,
unless they become really low and start complaining.
When a player moves to a new club permanently,
his happiness will revert to an average level.
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Every
player must be paid a reasonable wage every week
while he is employed at your club, regardless
of how well he plays or even if he plays at all.
What you consider to be a reasonable wage may
not be considered quite so reasonable by the player
in question and if a player thinks he is not being
paid enough he will tell you so. If you refuse
to pay a player what he considers to be a decent
wage, he will become unhappy at your club and
will request a transfer or refuse to sign a new
contract. Youth players will be paid a standing
wage of £50 every week and will not complain about
this while they remain in your youth squad. The
minimum wage for a full team player is £250, while
the maximum is £30,000 per week. With today's
inflated prices, you are likely to come across
many players on such high wages. Players do have
a fairly decent idea of how good they are and
will not usually demand unreasonable wage packets.
Increasing or decreasing a player's wages will
have a considerable bearing on his morale and
happiness with your club.
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As
an added incentive to do well, you can offer your
players a win bonus which will be paid to each
player every time they win a match Obviously,
the more you offer, the more effect this will
have. Don't expect miracles however, a win bonus
will have only a VERY minor effect on a match
and it simply isn't worth offering more than a
couple of hundred pounds per player.
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Every
player employed by your club must have signed
a legal contract before he will be allowed to
play in your team. A player who has no contract
cannot play in any matches for your club. Whenever
a player's old contract has expired, or a new
player arrives at the club, he will then be required
to sign a new contract before he can play for
your club. If he is already unhappy at the club
he may refuse to sign a new contract, in which
case you must either sell or sack him. Likewise,
if you are unhappy with the player, the same options
are open to you.
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Players
can pick up injuries at any time, either during
matches or in training. Whenever a player picks
up an injury, you will be informed immediately
and details of the injury and it's effects will
be shown. Most injuries will leave the player
unable to play until the injury clears. Most will
also limit the types of training the player can
do - for example, an injury to the leg will make
fitness, speed, ball control etc almost impossible
to train and the player will have to miss out
on these sessions until he is fit again. Full
details of all effects of an injury will be shown
in the PLAYER STATUS section of your turnsheet.
NOTE - A player can only be affected by one injury
at a time, if he picks up two injuries then only
the most serious will be considered.
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PHYSIO
AND TREATMENT FACILITIES |
Every
club will have one physiotherapist employed, who
will do his best to treat any injuries and may
occasionally speed up a player's recovery. However,
to help him do his job, you may also spend up
to £1,000,000 on special treatment equipment.
For every £100,000 you spend, the treatment facilities
at your club will be increased by one level. The
higher the level, the quicker your players SHOULD
recover from injuries
Treatment
facilities cost £250 per level per week to maintain.
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You
can receive a more detailed view of up to two
players every week by asking for manager's reports
on them. A manager's report shows a player's ratings
and history in more detail than your squad reports.
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You
should always choose 11 players for a first team
match and two substitutes. If you fail to do so
for any reason, your coach will step in and play
your best possible team (though not necessarily
the best team for that particular match). This
will deter deliberate cheating and also help your
squad should your team selection orders fail to
arrive in time for the matchday.
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Two
substitutes should be chosen if possible for every
match. Substitutes will automatically replace
any player who is injured during the match but
may also be given specific orders as to when to
come on. You may choose to bring on your sub(s)
when you are winning or losing (although they
will not come on until half-time if you give such
orders) or in a specific minute of the match.
The computer will automatically choose which player(s)
will be replaced - they will normally be of the
same position as the sub(s) and will always be
the players who appear to be flagging. You cannot
give more than one condition for a substitute
to come on - for example, you may not specify
that a sub comes on if you're losing in the 60th
minute. You may only specify, winning, losing
or a specific minute for when to bring on your
subs. Substitutes can sometimes swing a match
since they will be full of energy when they come
on and could overwhelm your opponents.
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CHANGING
A PLAYERS POSITION |
You
may change a players position permanently at any
time if you think he's more suited to that role,
but it may not work out well for him. However,
if you're not happy, you can easily change him
back to his original position again. Changing
any outfield player to a goalkeeper or a goalkeeper
into an outfield player is not possible.
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INDIVIDUAL
PLAYER MATCH ORDERS |
Along
with each team selection, you are allowed to give
two special orders to individual members of your
squad, affecting the way he plays for this match.
MAN
MARK - Order one of your players to man-mark a
specific opposing player. He will stick to his
opponent like glue and if he does a good job,
will effectively take both players out of the
match. This is very useful for negating top-class
opponents and is often seen in today's football.
Be careful though to ensure that your player is
capable of doing the job. Giving a tough task
to a poor player may end up in him taking just
himself out of the game as his opponent runs rings
around him. Also, man-marking a poor opposing
player is pointless as both your marker and the
opponent are effectively negated, benefiting neither
team. Man-marking should only be used against
really top-class opponents. Goalkeepers may not
man-mark or be man-marked. When issuing this order,
remember to specify the opposing player's I.D
code clearly in the space marked 'Opposing I.D'
on your turnsheet. The order will fail if you
miss the ID code.
WORK
HARD - Orders one of your players to put in extra
effort, running around very energetically and
putting pressure on your opponents. He will need
to be very fit to do this effectively. This order
can make your player around 20% more effective
than usual. It may be useful to order a substitute
on at half-time or early in the second half to
replace your man as he may well become worn out
by this time (although the computer will automatically
choose another player to come off if one of them
is even more tired). You cannot order a goalkeeper
to work hard. You do not need to specify any opposing
player I.D for this order.
FREE
ROLE - Order one of your players to play in a
'roaming' position, usually around the centre
of the field, looking to be involved with all
aspects of the game. Can be pretty tiring and
it's best if the player involved is quite fit.
Also, due to the amount of involvement the player
will get during the match, it is really only worth
giving this order to one of your best players
as a poor player receiving the ball too often
will probably have a detrimental affect on your
team. Midfielders are usually assigned this role
or sometimes attackers. Goalkeepers cannot be
ordered to play in a free role.
HACK
DOWN OPPONENT - A nasty order, similar to the
man-mark order, but far more aggressive. Your
specified player will follow a particular opponent
around during the match, reducing his effectiveness
during the game, but using aggression to intimidate
and hassle his opponent. Like the man-mark order,
it is mainly used against top-class opponents
only. You should note that there is a high chance
of your player being booked or sent-off with this
order, although there is also a chance of injuring
the opposing player and having him removed from
the match (the chance of a booking or dismissal
is somewhat higher than the chance of injuring
your opponent).
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Your
youth team is a special squad of up and coming
youngsters whose basic purpose within the game
is to develop into full time professionals.
Like
your full team squad the youth squad will play
one match every week and participate in a single
64-team league table, involving every youth team
in the game. Your youth teams opponents will always
be the youth team of your full team's opponents
that week. Therefore, although all 64 youth teams
are taking part in the same league table, your
youth squad will only actually play against the
15 youth teams of the teams in the same division
as your full squad.
Like
your full team pros, youth players will generally
improve if they are given regular matches and
win those matches. Unlike your youth squad however,
it is not up to you to choose the squad every
week. Instead, this task is left to your youth
team coach, who will generally choose the best
players, but may well give some of the less talented
players a run-out every now and then to help assess
his potential.
Youth
players are always aged 16 or 17. Once they reach
18 they will be moved up to the professional ranks.
Whilst under a youth contract (YTS) they will
be paid a mere £50 per week and will be quite
happy with this.
Youth
players will train with the rest of the squad
and should improve much more rapidly. They are
also less likely to become upset at having extra
training forced upon them. They can also make
sudden huge improvements in their skills, rising
an entire rating in one skill in a single week.
Such improvements can quickly make star players
out of otherwise ordinary looking trainees.
Should
you ever wish to promote a youth player to the
professional ranks before his 18th birthday, you
should simply say so on your turnsheet. The following
week the player will appear as a full pro with
wages decided by the board and a 31 week contract.
New
youth players can be signed from other clubs or
found by your youth scouts (see the section headed
'Training Staff).
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Your
club will employ two scouts who will operate separately
from the training staff mentioned later in these
rules. Unlike the other training staff, you cannot
alter the level of your league scouts.
The
task of your two league scouts is to scout out
players from other teams in your league, or to
scout out entire squads in your league. (Note
- Inter-league scouting will be available in a
future upgrade). If you wish to look at an individual
player, you simply state his I.D code and team
on the relevant scout line of your order sheet.
On your next turn you will receive a detailed
scout report on that player.
Alternatively,
a league scout can obtain a team list and season's
results of another team in your league, which
will show the players used by that team last week
and their results for this season. Note that you
will receive one such list every week anyway,
without needing to use your scouts, which will
detail your next weeks opponents. To obtain a
team list rather than a single player scout report,
state the team name on the scouts line of your
order sheet but leave blank the ID code section.
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There
are two main transfer markets available within
the game, the standard transfer market where the
managers of both teams agree on the terms, and
the auction market, where players are simply sold
to the highest bidder. The auction market is described
in detail below the transfer markets. Note that
bidding for a player on the auction market is
very different from bidding for a player on the
standard markets.
The
process of transferring players through the standard
transfer markets is fairly simple, but must be
carried out correctly for the deal to be processed
without complication. First of all, both managers
must agree on the transfer details and then both
must write in the IDENTICAL transfer ON THE SAME
WEEK. If both transfer orders are received by
us and both are identical, the transfer will be
carried out immediately and the player(s) involved
will be available to their new clubs on the following
week.
Several
points need to be noted :-
If
you are transferring a player within your own
league, then the transfer may only consist of
one player on each side of the deal, i.e you may
buy a player for cash, sell a player for cash
or swap a player for another player.
If
you wish to transfer players to/from other leagues
then you may transfer up to three players on either
side of the deal. For example, you could sell
one player for cash, buy three players for cash,
swap one player for three players plus cash etc.
You may also carry out a more complex deal of
this type within your own league, but due to the
complexity of the deal, it must be carried out
as an inter-league transfer. The only thing you
really need to remember when asking for an inter-league
transfer, is to include the I.D code of the team
you're dealing with. Each team has it's own unique
I.D code, which looks something like 'moa43' (the
league ID followed by the team number ID). Also,
it is important to understand that after an inter-league
deal is completed, all players bought or sold
will age one year, otherwise such deals could
be used to stop players ageing altogether (ageing
currently takes place at the end of the season
only). In a future upgrade, all players will receive
unique birthdays to make this unnecessary. If
you carry out an inter-league style deal with
a team from your own league, for example because
you wanted to do a three for one player swap,
then players will not age.Loans are also possible,
but only with clubs within your own league. As
such, only one player can be loaned in or out
with each loan deal. See the 'Directors' section
for limitations on the amounts you need to pay
for a loan deal.
IMPORTANT
NOTE - In order to stop people gaining an unfair
advantage over other players in the game through
controlling more than one team etc there are certain
'House Rules' that you must obey (see the section
at the end of these rules headed 'House Rules').
We will not allow certain players to spoil the
game for others by taking control of multiple
teams, transferring over all of the players for
free and then dropping control of the other team.
See the 'House Rules' for a detailed description
of what is allowed and what isn't. Also, see the
section marked 'DIRECTORS below for more transfer
information.
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The
transfer market is simply an advertising board,
showing a list of all players currently unwanted
by their clubs (within your own league and in
other leagues) and available for transfer. Due
to the large number of players on the transfer
list, you are currently only allowed to view a
single section (this limitation is imposed because
many players still play the game by mail, and
printing the entire transfer list on paper would
make the turns too expensive to print and post
(larger turns equal heavier postage costs)). If
and when the game becomes 100% online, these limitations
will be removed.
The
transfer market sections have two parameters.
Firstly, the position of players you wish to view
followed by a value range or special category.
The
positions must be set at 'Goalkeepers', 'Defenders',
'Midfielders', 'Attackers' or 'Random' (a random
positional set will be shown each week).
The
value/special categories are :-
Players
worth over £1,000,000
Players worth between £750,000 and £1,000,000
Players worth between £500,000 and £750,000
Players worth between £250,000 and £500,000
Players worth below £250,000
Players nearing retirement (33 or older)
Youth players
Players in your own league only
So, for example, you could set the transfer market
to view all defenders worth over £1,000,000, or
all attackers worth below £250,000, or all youth
midfielders, or all goalkeepers nearing retirement.
To change the section viewed each week, write
it on your orders sheet, or fill in the relevant
section on the 'Transfers' screen of the email
orders program.
If
you wish to make a bid for another player, then
you have a couple of choices. You could just send
the bid in by writing it on your orders sheet
or filling in the transfer bid on the transfers
screen of the email orders program. The manager
of the selling club will receive your bid when
he receives his next turn and may then get back
to you to work out a deal. Alternatively, you
could contact the other manager immediately either
through the messages section of the game or through
real-life communications such as email / phone
/ mail etc to work out a deal.
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PLACING
A PLAYER ON THE STANDARD TRANSFER MARKET |
To
place a player on the standard transfer markets,
simply write that you wish to do so on your orders-sheet,
or locate and alter the correct drop down box
on the player details page of the email orders
program (the player information page can be found
by clicking a players name on the main squad selection
screen). Remember when writing down such an order,
to specify clearly that you want this player to
go on the STANDARD transfer markets, and not on
the auction market. Once a player is placed on
the auction market you can't get him back, other
than bidding for him along with everyone else.
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The
auction market is a simple bidding market, where
everybody gets an equal chance to bid for any
player on the list. Whenever another team places
a player onto the auction market, he will go onto
the list for four weeks, during which teams can
bid for him as many times as they wish. At the
end of the four week period he will go to the
highest bidder for the amount bid. Be very careful
to get your bids in for a player you want before
the bidding ends - this can sometimes be deceptive
because leagues are processed on different days.
For example, you may see a player who has one
week left on the market and decide to bid for
him next week, but by the time your orders are
processed then his league will also have been
processed again so your bid will be too late.
Make sure you only bid for players who have two
weeks or more left on the list.
There
are a couple of limits on bidding for players
on the auction market. To prevent cheating, there
is an upper limit on all players but this limit
differs from player to player and is never known.
This will not be a problem if you have no intention
of cheating as the limit is very high and will
not hinder sensible bids. However, your club's
directors may also step in and put a halt to any
bids you make in order to protect the club's finances.
For example, if you're already £5,000,000 in debt
and you attempt to put in a bid for a player for
£10,000,000 then the directors will almost certainly
stop it, as they consider a debt of over £10,000,000
to be too excessive. IMPORTANT NOTE - If you are
already the current successful bidder for a player
from a pervious week, then the directors will
also consider this. For example, if your club
is £5,000,000 in debt, and you're currently the
highest bidder for a player at £3,000,000, then
the directors will consider your current debt
to be £8,000,000 as far as making further bids
goes, because you may well be the winner of that
bid. In that case, the directors would only allow
you to bid a further £2,000,000 on the auction
market. See the 'Directors' section below for
more details on director actions.
When
a player is bought off the auction market from
a different league to yours, he will age one year
as all players need to age once per season. This
will be addressed in a future issue when all players
will be given unique birthdays. At present, this
doesn't affect players bought from the auction
market from teams within your own league.
You
may only view a single section of the auction
market, with the same limits as the standard markets.
See the description of standard markets above
to understand how the different sections are arranged.
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Players
can be loaned between clubs just as easily as
buying or selling them. First of all, both managers
must agree on the loan deal and then both must
write the loan order on their turnsheets or fill
in the loan deal in the email orders program ON
THE SAME WEEK. Assuming that both sets of orders
are identical, the loaned player will appear on
both managers tumsheets from then on until one
of the clubs terminates the loan (any of the two
cubs can terminate the loan at any time). Note
that loans can currently only take place within
a league. Inter-league loans will be available
in a future upgrade.
The
team who is receiving the player on loan will
pay his wages plus a set amount of cash every
week to the club who owns the player. This amount
of cash must be an amount agreeable to both clubs
(and indeed, their directors). See the section
marked 'DIRECTORS' below to see the amounts acceptable.
The player will continue to be shown on the turnsheet
of the original club but the words 'OUT ON LOAN'
will be written across his ratings, to show that
he is not available to play until he is recalled
from the loan. The player's ratings will rise
or drop at the new dub as usual and when he eventually
returns to his old club he may well be a completely
transformed player.
Players
on loan cannot be transferred, sacked or given
new contracts until their loan has been terminated.
Also note that if a player's contract at his old
club has less than two weeks left he will automatically
be recalled from his loan.
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Your
club's directors can play a major role in the
running of your club, but their most obvious roles
in "SOCCER STAR" are to keep an eye
on the transferring of players, to give warnings
regarding the state of your bank balance and to
give your club a boost once per season with a
large cash injection.
Should
you ever attempt to sell or buy a player for more
than one and a half times his value, or less than
three quarters of his value, then the directors
of one of the clubs involved in the deal will
almost certainly step in and stop the deal, since
they will feel that their cub is losing out cash-wise
because of the deal. For example, a £1 million
player could not be sold for more than £1.5 million
or less than £750,00 without the intervention
of the directors.
In
a loan deal, the directors will expect you to
pay around five times a player's wage to the other
club every week for his services - again, anything
over 1.5 times or below 0.75 times that value
will be stooped.
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DIRECTORS
CASH INJECTIONS |
Your
directors will boost your finances once per season
with a large cash injection. This will arrive
every season, without fail. You do not need to
ask for the injection or give any orders, it will
arrive automatically. Each clubs receives their
injection on a different week, but will all receive
a single injection once per season. Which week
you receive your injection will depend upon your
placement within the league structure (not within
the league tables), so you will receive your injection
on the same week each season until you're promoted
or relegated, at which time your placement within
the league alters. The amount paid out by the
directors is totally random and is not affected
by external forces. The injection may be as low
as £1,000,000 or as high as £3,000,000.
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Although
there is no substitute for real match experience,
a player would achieve very little without regular
training. The purpose of training is to keep a
player's skills finely tuned, teach him how to
improve those skills and to teach new match techniques
(setpiece play etc).
In
"SOCCER STAR" you will have a choice
of five main training routines, each of which
covers vastly different aspects of the game. The
five routines are described in detail below:
1.
SKILLS TRAINING.
The most basic type of training, used mainly to
keep a player's ball skills finely tuned, although
it might actually improve those skills slightly.
Most of this type of training involves simple
games, such as dribbling around obstacles, games
of one-on-one, group volleyball etc. Due to the
simplicity of these games, physical contact is
kept at a minimum and therefore the chance of
picking up an injury is very slight. Skills training
should be fairly regular, otherwise you may find
your player's skills beginning to drop - especially
those who haven't had a match.
SETPIECE
/ CORNER TRAINING
In modern football, a large percentage of goals
come from setpieces, therefore it is wise to spend
some time practising such moves. This type of
training involves not only the execution of these
moves, but also how to defend against them. The
main areas practised will be the taking of free
kicks from various positions around the opponent's
penalty-box and the taking of corners. The idea,
of course, is to discover new patterns and methods
of getting the ball into the net (or keeping it
out if you're a defender). All teams have a rating
for setpieces and corners, shown on your turnsheet,
which is used in the correct situations to determine
your deadliness in such moves in a match or to
determine your skill at keeping out free-kicks
and corners by your opponent. If your opponent
has been doing more setpiece training than yourself
then he will be at a considerable advantage. Although
such training does require physical contact, most
of it should be fairly harmless, since the idea
is simply to learn methods of play rather than
actually "get stuck in". Therefore,
injuries shouldn't be too common.
3.
FITNESS TRAINING
Without doubt the most important training routine.
It is vital to keep your players in tip-top condition
and is especially important for those players
who have been left out of the first team. Without
regular fitness training your players will rapidly
lose their stamina. Fitness training consists
mainly of gym work, normally followed by a long
run. Picking up an injury in fitness training
is rather difficult, although pulled / strained
muscles are sometimes a problem.
4.
COMPETITIVE TRAINING
This involves competitive games of 5-a-side or
7-a-side football, or even full matches, where
the idea is to win the match, not to learn! Consequently
there will be plenty of physical contact and the
chances of picking up an injury are almost as
high as they would be in a proper match. Effectively,
competitive training is just like playing in a
full match and is therefore extremely useful in
keeping all skills, including fitness, up to scratch.
5.
ATTACK ON DEFENCE
In these sessions the players are split into attackers
and defenders, with the midfielders taking equal
time in both groups. The idea is simple - the
attackers must score past the defenders, trying
various routes to goal. New methods and tactics
will be attempted and if they work, can be used
in matches. This type of training affects matches
in the same way as does setpiece training - in
other words, the more training you've done in
this area, the better your tactics will be in
a match (unless your opponent has done an equal
amount of such training). The risk of injury is
not particularly high, but does sometimes occur.
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SETTING
YOUR TRAINING PATTERN |
All training will take place on weekdays - Monday
through to Friday (game time, not real time).
It is assumed that Saturdays are set aside for
match days and Sunday training is discouraged
and will not be tolerated by some players. For
each of the five training days, a space will be
provided on your order sheet to specify the type
of training that your squad will be doing. If
you're using the email orders program, a special
page is set aside for training - hit the training
icon at the top of the screen and alter the training
patterns in the drop-down boxes accordingly. Any
of the five training methods may be chosen any
number of times - for example, you may wish to
set five solid days of non-stop fitness training
to get your squad into shape.
Note
that it isn't important which order you do your
squad training. Each training session has a set
effect and it makes no difference which day it
is carried out on. There's no point rearranging
all your training patterns so that they're the
same patterns but carried out on different days
as the effects will be identical.
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DAY
OFFS AND TEAM OUTINGS |
Forcing
your players to train constantly, every weekday
of every week may cause a general loss of morale
throughout your team, especially if results are
also going badly. Therefore, you may wish to give
your squad the occasional break, in which case
they may be given the day-off, or a special team-outing
to improve morale. Team outings cost £1,000 per
day, but will improve morale at a faster rate
than a day-off.
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On
top of the normal training that your squad is
required to do, it is also possible to give special
extra training routines to individual players.
The number of players who may be coached individually
is limited to five per week, since the player
must be coached separately for several extra hours
per week by your team trainer.
Such
training can be extremely useful as it concentrates
solely on the player at hand and his particular
capabilities. Training can be concentrated on
any one of the five main ball skills (i.e control,
passing, heading, tackling, shooting or the five
goalkeeping skills if he's a keeper) or strength,
speed or fitness.
It
should be noted that each player can only be trained
in one of these areas at a time, in other words,
you can't give one of your players two special
training routines, It is also important to realise
that many players will become annoyed at the extra
work they are being asked to do and will possibly
lose morale and happiness at your club. However,
the benefits they gain from such work should be
worth all the hassle. Special training is far
more likely to have an effect on player skills
than normal training.
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Most
training can be done on a football pitch, but
there may be times when indoor training facilities
are much more useful. Your squad may initially
have no special training facilities but these
can be improved at a cost of £50,000 per level
up to a maximum level of 10 (brilliant). Level
10 facilities include large indoor training areas
and all the latest equipment. The better your
training facilities, the more your players will
improve during training sessions. The cost of
maintaining training facilities is £250 per level
per week.
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Your
club can also employ 14 different types of training
staff to help improve your players and club situation.
There are 10 'Levels' of trainer skill, from level
1 (abysmal) to level 10 (brilliant).
The
wage paid per week to each of the 14 trainers
is calculated as follows - £(Level * Level * 100).
Therefore, a level 1 trainer (abysmal) will be
paid (1*1*100) = £100 per week. A level 5 trainer
(average) will be paid (5*5*100) = £2,500 per
week and a level 10 trainer (brilliant - the best),
will be paid (10*10*100) = £10,000 per week.
NOTE
1 - Although a level 10 trainer is paid 100 times
more than a level 1 trainer, he is still only
10 times as good. Therefore, employing very high
level trainers is really only for those with alot
of cash to spend and is certainly a risky business.
Level 1 trainers, although very slow to show any
real results, aree far more cost effective than
level 10 trainers. Be careful that you don't overspend
- employing all level 10 trainers will cost you
a grand total of £140,000 EVERY WEEK. That's over
half a million pounds per month!!
NOTE
2 - If you have a large debt with your club (over
£2,000,000 total debt, including overdraft), your
directors will limit the level of trainer allowed
to level 2 (very poor). You will not be allowed
to employ any higher level trainer until your
bank account is improved above a £2,000,000 debt.
To
employ a new trainer, simply tell us on your turnsheet
which trainer you would like to employ and which
level you would like or use the training screen
in the email orders program. You can alter training
staff at any time.
Your
trainers will be named automatically, you cannot
rename your trainers. Also, where a single player
is chosen for training, you cannot specify which
player this will be - you will have to accept
your trainers decisions (this is a limitation
imposed by mail turns as it would involve far
too much input time to do this manually. As more
players move over to email play, the option to
specify which players see which trainers each
week may be implemented).
The
different types of trainer and their abilities
are as follows -
FULL
TEAM COACH - This coach will choose a single first
team player every week and will work closely with
him, improving all of his main skills (control,
tackling etc). The full team coach will not affect
temporary ratings such as fitness or morale. The
amount of improvement to the player depends upon
the level of trainer, but it may not improve the
players value by as much as the trainers' wages
- in other words, don't expect a level 10 full
team coach, costing £10,000 per week to necessarily
add £10,000 value to the player he works with.
GOALKEEPER
COACH - Will choose one of your first team goalkeepers
and work closely with him, improving his main
goalkeeping skills (positioning, handling etc).
Otherwise, works the same as the full team coach
above.
DEFENDER
COACH - As the goalkeeper coach, except works
with a first team defender.
MIDFIELDER
COACH - As the goalkeeper coach, except works
with a first team midfielder.
ATTACKER
COACH - As the goalkeeper coach, except works
with a first team attacker.
COUNSELLOR
- Works with one of your first team players, improving
his morale, form and happiness with the club.
If these ratings are at a low level, the effect
will be much more noticeable than with a player
who is already very happy at the club.
DIETICIAN
- Works with one first team player, improving
his eating habits in an attempt to boost his strength
and fitness. A player who is currently very weak
or unfit, will benefit more than a stronger, fitter
player.
FITNESS
TRAINER - Works with one first team player, improving
his fitness. Will benefit an unfit player more
than a fitter one.
PROMOTIONS
MANAGER - Works with the clubs financial department,
looking to secure advertising contracts and promotional
events to benefit your club financially. He may
not bring in more than he's paid, so employing
him is something of a risk, but there's always
the chance that he will make a big profit for
your club.
YOUTH
TEAM COACH - Will work with a single youth team
player, improving his main skills (control, tackling
etc), He will be more effective than his first
team counterpart, the full team coach.
YOUTH
SCOUTS (YOU MAY EMPLOY UP TO THREE YOUTH SCOUTS)
- These will search local clubs, schools etc for
exciting new talent to bring into your youth squad.
Higher level scouts will find better players and
will find players more often. A space is provided
on your order form or in the email orders program,
allowing you to specify which position of players
you are looking for, or you can simply specify
'any'. If a player is spotted, the player will
appear as NEW YOUTH PLAYER in your squad details,
asking you to accept or reject the player and
to give him a name. NOTE - If a 'brilliant' player
is spotted, don't expect him to be a world-class
player from day one. He is simply 'brilliant'
compared to most 16 year olds - he may (or may
not), develop into a world class player in later
life - you'll have to sign him and find out.
Notes
on naming new players - When you name a new youth
or foreign player, you must give him a sensible
and unique name. We do not allow the names real-life
footballers or other famous people. Not only does
this spoil the atmosphere of the game, but it
causes alot of duplication as every manager attempts
to name his latest youth find after the current
England sensation. Equally, we do not allow silly
or fantasy names which would spoil the game. We
suggest that you name your players after real-life
friends or family or simply ask us to name them
for you (our computer has a large database of
names and can randomly name players).
INTERNATIONAL
SCOUT - The task of the intentional scout is to
travel abroad, looking for new talent to bring
back home to your club. You can send him to any
country in the world and you can give him a rough
estimate of the type of player you are looking
for. You may state both the position you are looking
for or just any type of player and also the general
rating you would like from ABYSMAL to BRILLIANT
(see PLAYER LISTINGS for a full list of the ten
ratings). His chances of spotting and signing
a suitable player depend very much on the country
you send him to, the quality of player you are
looking for and of course, the quality of the
intentional scout himself. Each country is different
in the quantity and quality of footballers available,
the willingness of their players to move to British
football, the prices asked for completing the
signing and the cost of travelling to and within
that country.
The
quality of football in the country needs to be
considered. Don't expect to find an abundance
of quality players in Afghanistan for example
(indeed, finding even one brilliantly rated player
in such a country is very slight as football isn't
properly established in many countries). On the
other hand, although there may be plenty of brilliant
players in France, don't expect them to want to
sign for you and even if a player does wish to
sign, you should expect to pay vastly exorbitant
prices for him from such a footballing nation.
You
should also consider the cost of the scout's trip
(each trip lasts one week). Travelling to and
from Australia for example is much more expensive
than a trip to France. Bear in mind that in game
terms, your club is based in England. Remember
that finding and signing brilliant players will
be extremely difficult and expensive and you should
only look for such players in countries with successful
football leagues or international squads (e.g
Brazil, Italy, France etc).
You'll
probably find more success looking for slightly
less good players in more obscure countries where
signing fees will be lower. Easter Europe and
the more developed African nations are usually
good hunting grounds. NOTE - You cannot send your
international scout to England, Scotland, Wales,
Northern Ireland or Southern Ireland since these
are the 'home' countries for game purposes. Also,
if the country is not listed in the games database
of 126 countries, it will be considered a 'minor
country'. The minor countries are considered a
single country and are basically poor destinations
for your scout due to low populations and unsuccessful
football leagues. Island nations such as the Bahamas,
Canary Islands etc are minor nations as well as
some of the world's more obscure countries with
tiny populations (e.g Greenland) although many
island nations with larger populations are listed
separately (e.g Cyprus, Malta, Iceland).
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The
actual ability of a team is obviously the most
important aspect in a match, but other factors,
in particular the styles of play employed by other
teams, can often swing a result in one team's
favour regardless of the difference in ability.
For
example, a poor quality team may often decide
to play defensively against better teams in order
to gain draws. In "SOCCER STAR" there
are a variety of different tactics and styles
that may be used in order to gain an advantage
over an opponent. The tactics used by each team
are offset against each other, so that if one
team played defensively and the other played offensively,
then neither would, in fact, gain an advantage.
On
the other hand, if both teams played offensively,
then the scoreline would almost certainly not
remain at 0-0. Note that your squad will not play
exactly the same way throughout the entire match
and may often use different styles when the opportunity
arises. For example, if you order your team to
play defensively, but they have gone a goal down
with just five minutes to go, they will break
the defensive formation and push up in an attempt
to grab an equaliser. If they succeed, they'll
then go back onto the defensive as ordered.
There
are four basic elements to a full match plan.
They are:- general tactics, aggression, attacking
style and defensive style. The different options
in each category are described below.
A.
GENERAL TACTICS
There are three general tactics possible - defensive,
balanced and offensive. Each is described below.
1
- DEFENSIVE PLAY - Your players will attempt to
contain the opposition and save their breath and
maybe catch them on the counter-break. The midfielders
will generally play a defensive role and the defenders
will NEVER attack except on comers. This tactic
will be much more effective if you play five (or
even more) defenders. The effects of playing defensively
are that both teams will have less chance of scoring
(unless your opponents have chosen an OFFENSIVE
style of play) and your team will lose energy
less quickly than usual and will therefore become
more dangerous towards the end of the match. If
you drop behind in the match, your squad will
revert to a balanced approach for the time being
in an attempt to draw level. If they manage to
do so, they will again play defensively
2
- BALANCED PLAY - This is the default option used
if you fail to give your match tactics. This style
simply means that your squad will play both offensively
AND defensively, depending on the situation, For
example, when your opponents have the ball, your
players will pull back to defend and vice versa.
It is the best all-round tactic.
3
- OFFENSIVE PLAY - This is the exact opposite
of defensive play and is a very risky to tactic
to employ, unless your squad is considerably superior
to that of your opponents. Your players will push
forward at every opportunity, leaving just enough
defenders back to mark the opposing attackers.
The risk of course, is that your opponents may
well score on the counter-break. Both sides, but
in particular the side that is playing offensively,
will have more chance of scoring. If both sides
play offensively then the goals will probably
come flooding in. On the other hand, if the other
side plays defensively, then the two tactics will
effectively negate each other. A team playing
offensively will lose energy faster than normal
and is therefore less likely to score towards
the end of the match. Note that if the squad is
unfit, they may well run out of steam altogether
and end the match defending madly. This tactic
is more effective if you play three (or even more)
attackers.
B
- AGGRESSION
You may choose four levels of aggression - NONE,
LOW MEDIUM or HIGH. The more aggressively you
play, the bigger an advantage you gain, although,
of course, if your opponent plays equally aggressively
then neither team will gain an advantage. The
disadvantage of playing aggressively is that your
players (especially the ones with a high individual
aggression rating (i.e WILD)) will be more likely
to be booked or sent off. They are also more likely
to injure opposing players during a match. The
default aggression is low.
C-
ATTACKING STYLE
There are three styles of attacking play describing
how your attacks will be built up. They are DIRECT,
WING PLAY and PASSING PLAY. The style describes
how the ball will be delivered from the defence
to the attackers. Note that it Is ALWAYS necessary
to give a choice of attacking style, even if you
intend to play defensively. After all, your squad
is certain to do at least a little bit of attacking.
Each style is described below.
1
- DIRECT APPROACH - Often referred to as the "long
ball" approach. The idea is simply to whack
the ball from defence straight up to the forwards.
Although not considered to be a particularly attractive
style of football, this method is often very successful
and can be particularly effective against sides
playing offensively. It is the easiest style of
play to implement successfully but doesn't necessary
leave your attackers with an easy goalscoring
chance. Also, against good opposing defences,
you are more than likely to lose possession of
the ball after it is whacked up-front. This is
the default style of play.
2
- WING PLAY - This style involves working the
ball down either wing and then putting a cross
into the box, where it will hopefully be met by
one of your players. Wing play is more difficult
to implement than the direct approach and may
well break down before the cross is delivered,
but when successful can cause havoc amongst the
opponent's defence. Normally a good cross will
either be caught / cleared by the goalkeeper,
cleared by the head of a defender or directed
towards goal by the head of an attacking player.
Since the build up takes some time it is often
possible for the attacking team's defenders to
get into the opponents box along with the midfielders
and attackers, thus adding more danger for the
defending team.
3
- PASSING BUILD-UP - The slowest and most difficult
style of approach. This method is also the most
deadly when carried out successfully and is most
often used today by the top Premiership clubs.
The idea is to slowly work the ball towards the
opponent's penalty area, usually involving many
passes and short runs and then to deliver a dangerous
ball through the defence for an easy goalscoring
chance. The majority of such attacks will break
down before the final ball is delivered unless
the attacking team is far more skilful than the
defending team, but when successful can put one
attacker in an excellent position for scoring.
D.
DEFENSIVE STYLE
There are three choices of defensive style - MAN
TO MAN MARKING, OFFSIDE and SWEEPER. These dictate
how your defenders will do their job. All are
described in more detail below:
1
- MAN TO MAN MARKING - This is the normal style
of defending and is the default option should
you fail to give a choice. ALL attacking opponents
will be picked up by a defending player and marked
as tightly as possible, giving the opposing team
very little room to manoeuvre. Any spare defenders
will fill gaps in the field or even double-mark
an opponent. The defenders will hardly ever look
to play offsides. This tactic will work better
with five or more defenders.
2
- OFFSIDE - This is a more risky tactic and should
only be used if you are sure of your defender's
ability. The defenders will mark the opposing
attackers as normal, but will ALWAYS look to play
them offside when the possibility arises. Most
of the time this will be successful, but it's
quite possible that your opponents will be too
quick or your defenders too slow on occasions
and your trap will fail, leaving your opponent
with a virtually open goal.
3
- SWEEPER - This is basically a mixture of the
other two defensive tactics and can be very effective
when implemented properly. One defender (the best)
will play the sweepers role, while the others
man-to-man mark any opposing attackers. The sweeper
will always try to remain the spare man in the
centre of defence, whose job it is to clear up
any loose balls at the back and to work any offside.
Note that sweepers will play offside far more
often that man-to-man marking defences. This tactic
should always be used with five defenders.
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Paper
Turns - On each week's turnsheet, there will be
a line for choosing your match tactics. To choose
your tactics, simply write the tactic for each
area in the relevant space - for example, in the
space following GENERAL, write either OFFENSIVE,
BALANCED or DEFENSIVE. Email Turns - You will
see a series of drop down boxes below the pitch
on the squad selection screen, containing your
match tactics for the following week. Simply set
these to your desired tactics.
Note
that your tactics do not carry over from week
to week and will be reset to the default options
of BALANCED - LOW - DIRECT - MARKING at the beginning
of every week. Should you fail to send in your
turnsheet, these are the tactics that will be
used.
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Your
clubs bank balance begins at £5,000,000. Cash
can be gained or lost through a variety of different
causes, but you should always try to keep your
club solvent. If your balance drops below zero,
you will be charged 1% interest weekly on your
debt and will have restrictions forced on the
spending of cash. Your directors will also become
very concerned if you remain in the red for too
long and will generally be less favourable towards
you in the future.
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To
help you stay solvent, or even to help fund other
projects (e.g transfers) you can draw an overdraft
of up to £10 million from the bank at any time.
This will be added to your bank balance the following
week although you will be charged 0.5% weekly
on the overdraft amount. However, since this is
obviously more favourable than paying 1.0% interest
on a negative bank balance, you may find it useful
to draw an overdraft to cover you in times of
need.
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Every
club will have a number of shares. These will
vary in price from week to week, depending upon
the value and success of your club. You may buy
and sell shares at any time in an attempt to make
a profit.
You
may own a maximum of 30,000 shares at any time.
There is no maximum price of shares - the minimum
price is £1.00
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All
clubs will have several small sponsors which do
not concern the manager, but the club's main sponsor
should be decided by you. You can have one major
sponsor at any time. When you wish to arrange
a new sponsorship, you should say so on your turnsheet
or fill in the relevent section on the email orders
program. You should indicate the length of time
you wish to be sponsored for, between 1 and 4
seasons. The longer the length of sponsorship,
the more lucrative the deal, but you may find
it more useful to take one season sponsorships
each season in order to receive a regular lump
sum.
Sponsors
may also offer a WIN BONUS which they will pay
to you every time you win a match. If you wish
to negotiate a win bonus, you should indicate
so with your orders.
You
should always name your own sponsors, since we
cannot use the names of real companies in the
game. The name of the company has no affect on
the deal, they're all assumed to be equally rich.
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As
well as running a successful team, it is also
your job to keep your ground up to scratch. Building
new stands, improving facilities and finding the
money to finance these projects is all up to you.
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Every
ground has a total of 20 stands - 5 on each side
of the pitch (the goal ends also count the two
comer stands at their end as part of that side).
Each and every stand in your ground will be detailed
on your turnsheet and each may be demolished,
rebuilt and improved at will.
To
begin with, your ground will consist of mainly
terracing stands (unless you take control of a
team which has already been upgraded to seating).
Over time, it is possible to develop your ground
into an all-seater super stadium.
Of
course, you should bear in mind that such rebuilding
work is extremely expensive and that the bigger
you stadium is, the more it will cost to maintain.
There's no point in having an 80,000 all-seater
stadium if you're only pulling in crowds of 20,000.
Improving the size of your ground will not improve
your crowds.
Your
ground should also be given a name (max 30 characters
including spaces) and you may also name each end
of the ground to add a little atmosphere (e.g
The Kop, Stretford End etc).
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Should
you ever wish to build a new stand in your ground
you should first of all have an empty space where
an old stand has been demolished. YOU MUST DEMOLISH
AN OLD PLOT BEFORE A NEW PLOT CAN BE BUILT. Demolition
takes four weeks to complete.
At
that point, you may build any of the following
types of stand in that space.
NOTE
- All of the following stands are assumed to be
covered stands since all modern stands have roofs
- it is not possible to build uncovered stands.
Remember,
the list below describes a stand for a SINGLE
plot, not the entire side of the ground. Each
side consists of five such stands, not just one,
so if you wish to develop an entire side of the
ground, using type 20 stands for example, it would
cost you 5 * £2,350,000 = £11,750,000 and would
seat 5 * 7,500 = 37,500 people.
ALL
TERRACING STANDS
1)
250 terraces. Cost £80,000. 5 weeks to build.
2) 500 terraces. Cost £115,000. 10 weeks to build.
3) 750 terraces. Cost £145,000. 15 weeks to build.
4) 1,000 terraces. Cost £175,000. 20 weeks to
build.
5) 1,250 terraces. Cost £205,000. 25 weeks to
build.
6) 1,500 terraces. Cost £300,000. 30 weeks to
build.
MIXED
STANDS
7)
250 terraces. 250 seats. £150,000. 10 weeks to
build.
8) 500 terraces. 500 seats. £250,000. 20 weeks
to build.
9) 250 terraces. 1,000 seats. £340,000. 25 weeks
to build.
ALL
SEATER STANDS
10)
250 seats. £110,000. 5 weeks to build.
11) 500 seats. £175,000. 10 weeks to build.
12) 750 seats. £240,000. 15 weeks to build.
13) 1,000 seats. £400,000. 20 weeks to build.
14) 1,500 seats. £525,000. 25 weeks to build.
15) 2,000 seats (two tier) + 10 executive boxes.
£800,000. 30 weeks to build.
16) 3,000 seats (two tier) + 10 executive boxes.
£1,050,000. 35 weeks to build.
17) 4,000 seats (two tier) + 10 executive boxes.
£1,300,000. 40 weeks to build.
18) 5,000 seats (two tier) + 10 executive boxes.
£1,550,000. 45 weeks to build.
19) 6,000 seats (three tier) + 10 executive boxes.
£1,900,000. 50 weeks to build.
20) 7,500 seats (three tier) + 10 executive boxes.
£2,350,000. 55 weeks to build.
REFURBISHING
CURRENT STANDS |
As
well as being able to build entirely new stands,
you may also refurbish existing stands, by simply
removing or building new seats. Seats may be built
into terracing spaces at a cost of £350 per seat.
A maximum of 50 seats will be fitted / removed
per week. If you wish to fit / remove more than
this, then the stand will have to be closed down
until refurbishment is complete.
It
is important to note that each seat takes up twice
as much room as a terracing space and each stand
has a maximum space (which will be shown on your
tumsheets). Therefore, if you had a type 1 stand
with only 250 terrace spaces, you could only fit
a maximum of 125 seats into that stand.
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All
of the larger stands come equipped with executive
boxes and although these add a fair sum to the
initial price of the stand, they will quickly
pay for themselves. Each executive box will ALWAYS
bring in £500 for each home game, regardless of
how bad your support is. Executive boxes cannot
be fitted into older stands, they must be built
with a new stand.
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Due
to the problem of violence within grounds, it
has become necessary to segregate home and away
fans. This is achieved in "SOCCER STAR"
by simply making each stand available to either
HOME or AWAY fans. Of course, you should try to
fit in all fans from both sides for maximum gates,
but if you wish, you could completely ban away
fans by making all stands HOME areas only.
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Although
good stands are required to accommodate all home
and away fans, a ground can be vastly improved
by good facilities. They also help to improve
attendances at your ground. The following facilities
will all be rated on a level of 1 (Abysmal) to
10 (Brilliant).
1.
TOILETS - Adequate toilets are required by all
fans, both male and female, at all ends of the
ground. Cost to improve by one level = £5,000,
Maintenance = £25 per level per week.
2.
CLUB SHOP - Club shops make varying profits each
week, 25% of which will be added to your bank
balance, the rest being used to maintain the shop.
Cost to improve by one level = £25,000. Maintenance
= £0.
3.
REFRESHMENT STALLS - Again, these actually make
profits, although only at home match, which pay
for their maintenance as well as adding a little
to your bank balance. Cost to improve one level
- £10,000. Maintenance = £0
4.
SCOREBOARD - These range from the old fashioned
small wooden boards, barely visible from certain
parts of the ground, to huge television screens,
showing action replays etc. A level 10 scoreboard
is actually two television screens - one at each
goal end. Cost to improve by one level = £50,000,
Maintenance = £(level * level * level) per week
- e.g at level 1, maintenance would cost £1 (that
is £1 * £1 * £1). At level 10, maintenance would
cost £1,000 (that is £10 * £10 * £10)
5-
PRESS FACILITIES - These are required to accommodate
all press reporters and TV camera positions. Cost
to improve by one level = £5,000. Maintenance
= £25 per level per week.
6-
SAFETY FACILITIES - This includes fire extinguishers,
safety barriers, fire exits, safety officers etc.
Cost to improve by one level = £5,000. Maintenance
= £250 per level per week.
7-
FLOODLIGHTS - Although not required at most afternoon
matches, except in the winter, floodlights are
required for the occasional evening match (although
this is never mentioned on match reports). Cost
to improve by one level = £25,000. Maintenance
= £100 per level per week.
8.
MEDICAL FACILITIES - Includes first aid personnel,
access to the ground for ambulances etc. Cost
to improve by one level = £5,000. Maintenance
= £50 per level per week.
9.
CAR / COACH PARKING - A car-park outside the ground
is extremely useful, especially for away fans,
although rather expensive to buy. Cost to improve
by one level = £50,000. Maintenance = £25 per
level per week.
10.
DISABLED FACILITIES - Facilities for the disabled
are now a common factor at all grounds. Cost to
improve by one level = £10,000. Maintenance =
£50 per level per week.
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The
cost of entering a match for fans is an important
consideration. In general, the cheaper the entrance
cost, the more fans you will get, but the less
income you will receive. Fans will generally be
happy to pay fairly high entrance costs to Premiership
matches but will expect a much lower entrance
fee for division three matches. You may charge
different prices for terracing and seating areas.
Fans will expect to pay less to stand.
Around
25% of all fans attending matches will be juveniles
or O.A.P's who pay half price (this cannot be
altered). A full breakdown of all fans, both home
and away, and the amount of income generated,
will be printed after every match. The away team
will only receive 25% of match income on a league
match, but the income is split 50/50 on cup matches.
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You
may choose the colours of your squad's home strip
and this will appear on all match reports. Since
colour clashes are not a problem to the computer,
away strips are not required. Your kit description
should be a maximum of 60 characters including
spaces.
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Your
team may be involved in ONE friendly match per
week with another club in your league. Inter-league
friendlies are not currently available but will
be made possible in a future upgrade. To arrange
a friendly, both clubs must confirm on the same
week and both must specify at which ground it
is to be played. If one club fails to confirm,
the friendly will not take place. No details of
friendly matches will be shown, only the result.
There is no financial element to a friendly match,
nor will any injuries or suspensions be carried
forward. Friendlies are just for fun although
it is possible to arrange friendly competitions
if you wish.
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If you wish to converse directly with another
manager we suggest that you obtain that managers
email address, telephone number or postal address
from them. We will NOT supply email addresses,
telephone numbers or postal addresses as some
managers prefer privacy.
There
are many advantages to direct contact, for example
you can arrange private transfers very quickly
and easily over the telephone or by email. See
the 'House Rules' for more information on direct
communication.
Alternatively
you can send messages to all other managers, or
just to a single manager each week. The message
you send will appear on the relevant managers
print-out(s) for that week only. Offensive or
abusive language will not be printed.
You
may also send a single general message each week
instead of a private message. You can send your
general message to everybody in the game or just
to the managers in your own league. General messages
may only contain 100 characters. League messages
may contain 250 characters. A message which is
too long will be cut short.
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Every
week, three matches from your league will be shown
on television - one live match and two highlighted
matches. Premiership clubs (mainly the league
leaders etc) will feature most regularly but other
clubs may also make the odd appearance. Each club
appearing on T.V will receive £500,000 for live
matches or £250,000 for highlights.
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You
may change TEAM NAMES, GROUND NAMES and STAND
NAMES on WEEK ONE of the season only. You are
NOT ALLOWED to change PLAYERS and scouts names
at any time.
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The
cup winners, runners-up and top three teams in
the Premier at the end of every season, will receive
a number of free turns in the game.
CUP WINNERS OR PREMIER CHAMPIONS 4 FREE TURNS
CUP RUNNERS UP / PREMIER 2ND PLACE / DIVISIONAL
WINNERS 3 FREE TURNS
PREMIER 3RD PLACE / DIVISIONAL RUNNERS UP 2 FREE
TURNS
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It costs £1.65 per week to play "SOCCER STAR".
Secondary teams (see below) cost only £1.15. We
occasionally run special offers with even cheaper
teams. Email teams are 25p and 15p cheaper.
Cheques
should be made payable to ''TRIDENT GAMES".
Alternatively you may pay by postal order, stamps
(FIRST CLASS STAMPS ONLY) or cash. We do not recommend
payment by cash, as it can easily be lost in the
post and we cannot be held responsible for this.
If you wish to pay in cash, try to pay in notes
(£5, £10 etc). If you must send coins, selotape
them between two pieces of card to prevent detection
in the post and to prevent them bursting through
the envelope.
It
is preferable to pay for several turns at a time,
as this avoids the need to make a payment with
every turn, saving time and trouble and possible
errors at both ends. We recommend payment for
five turns at a time (e.g a single payment of
£8.25), but any combination is acceptable. Our
computer keeps an accurate account of your payments,
which will be decreased by your turnfee with each
turn.
IMPORTANT
NOTE - IF YOUR ACCOUNT DOES NOT CONTAIN ENOUGH
MONEY TO PAY FOR A TURN, YOUR ORDERS WILL NOT
BE PROCESSED. IF YOUR ACCOUNT DROPS TO TWICE YOUR
TURNFEE BELOW ZERO, WE WILL CONSIDER YOUR MEMBERSHIP
VOID AND THE TEAM WILL BE PASSED ON TO ANOTHER
MANAGER. SHOULD YOU THEN WISH TO REJOIN "SOCCER
STAR", WE WILL REQUIRE THAT YOU PAY OFF THE
DEBT OWING.
IF
YOU WISH TO DROP OUT OF "SOCCER STAR' AT
ANY TIME, PLEASE TELL US IN WRITING OR BY EMAIL
AS SOON AS POSSIBLE. THIS WILL HELP TO AVOID ANY
PROBLEMS WITH OWING DEBTS ETC.
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TAKING
CONTROL OF EXTRA TEAMS |
From
time to time, managers will drop out of the game,
leaving some teams available for take-over by
other managers. If you are interested in taking
control of another team, whilst still maintaining
control of your original team, please write to
us, asking for details and we will assign you
another team in your league (or a different league
if you wish). Bear in mind that if you take a
team in a different league, you will require a
full printout for that team and it will be sent
to you seperately from your other teams, because
leagues are processed seperately. As such, this
new team will be charged at full price (£1.65)
regardless of how many other teams you control.
See
the section below, headed 'House Rules' for more
details on control of extra teams. WE DO NOT ALLOW
CONTROL OF EXTRA TEAMS, PURELY FOR THE BENEFIT
OF AIDING YOUR FIRST TEAM. You must play each
team fairly or you run the risk of losing your
team(s) and having your membership terminated,
or otherwise having penalties placed on your team(s).
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To
ensure fairness to all managers, and to ensure
that the game runs smoothly and quickly, we do
require that all managers pay attention to the
following rules
1.
Your league will have a 'Match-Day', the day on
which your turns are processed, which will be
announced to you when you first begin playing
"SOCCER STAR". YOU SHOULD ENSURE THAT
YOUR TURNS ARRIVE AT OUR OFFICES THE DAY BEFORE
THE MATCHDAY. All turns are processed on that
day and posted back to you the same evening. If
your turn does not arrive by the match day, we
cannot process your orders as the match has already
been played. Please do not ask for matches to
be replayed as this is not possible. To avoid
problems, always send in your turns two days before
the match-day, remembering that Sunday is not
a postal day. If your turns fails to arrive on
time, our computers will automatically take control
of your team for that week, replacing any injured
/ suspended players from the previous week and
you will receive your turn as normal. However,
all extra orders which you specified must be re-written
on your following turnsheet. If your turn has
arrived to you late, due to postal problems and
you don't have time to get your turn back to us,
you may Fax your orders (see the section below
headed Telephone / Fax) or email them to us.
2-
We do not allow managers to take control of extra
teams, purely for the purpose of transferring
all of the players to their first team in order
to gain an unfair advantage. Nor do we allow you
to take control of an extra team and then transfer
all of the players to a friends / relatives team.
We keep very precise records of all transactions
taking place in every league and will clamp down
on any such activities. We consider it to be very
unfair on the other managers if a manager gains
an advantage in this way. If you do take control
of a second team and begin transferring players
and then drop control of the team, ALL TRANSFERS
WILL BE REVERSED (costing both teams the extra
signing-on fees). There will be no compensation.
3.
If you take control of a second team, you may
not then drop the first team. This is to avoid
players taking new teams, getting fed up with
that team because they aren't good enough and
then trying another team and so on.
4.
Do not send abusive / offensive letters / phone
calls to other managers, either directly or through
us. Sending abusive mail is ILLEGAL as is making
abusive phone calls. If we receive information
that certain managers are abusing others, we may
pass the matter onto the correct authorities.
Please try to play the game in the correct spirit.
5.
Do not try to cheat in any way. We have been running
Soccer Star since 1986 and are well aware of all
methods of cheating. Cheating spoils the game
for other players and will not be tolerated. And
caught blatantly cheating will have their membership
terminated and their address will be banned from
playing the game ever again. Also, all transfers
will be reversed and the teams in question heavily
fined. In short, if you cheat, you will ruin the
game for yourself and for everybody else.
GOOD
LUCK !!
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If
you have any further questions or wish to have
anything explained in further detail, please feel
free to contact me at any time at soccerstar#soccerstar.org.uk
(replace the # with a @ symbol). You may also
contact us by mail (see address on contact page),
but email is preferable.
Copyright
2009 Trident Games / Glynn Carey.
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