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.< |