Game plan and approaches
Every field on the Tactics tab: mentality, intensity, approach, line, channels, captain, opponent focus and crowd appeal.
On this page
- General plan and match plan
- Mentality
- Duel intensity
- Effort and fatigue
- Playing approach
- Answers to each approach
- From recovery to counterattack
- Offside line and channels
- Captain and Cut supply
- Fun Factor — the simple idea
- The legal tactical extremes
- From tactic to crowd and money
- How to read effect cards
- When tactics can win a title
General plan and match plan
The general plan is the club default. A match plan belongs only to the named fixture and leaves the general plan unchanged. Use general plan, shown while a match plan exists, deletes that match plan so the fixture inherits the general plan again; Copy loads a previously stored match setup as a starting point. Nothing is applied to a match until the complete Lineup, Tactics and Orders draft is saved.
Formation decides which football jobs exist. Team setup changes the collective risk and route. Set-piece choices govern dead balls. Player instructions specialise individual decisions, while match scenarios can replace any of these settings after kickoff.
What each layer controls
Lineup
The XI, position variants and bench available to the engine.
Tactics
Mentality, duel intensity, approach, offside line, channel choices, captain, opponent focus, Fun Factor and set pieces.
Orders
Conditional match scenarios plus one position-compatible instruction for every selected player.
Mentality
Mentality is not a goal bonus. It independently changes how much teammates help attacks and defence, how available colleagues are to block and how surplus defenders affect the shooting angle, and, for Front foot and All-out, how often advanced midfielders arrive to finish. Front foot and All-out also open the match for both teams (see below); the other mentalities do not change opportunity volume. The numbers below are the multipliers used by the live engine.
All five choices
Low block
very-defensiveThe deepest defensive setup.
- Teammates help your attacks ×0.70; they help your defence ×1.30.
- Eligible teammates’ contributions to blocking a finish ×1.30 relative to Balanced; no fifth defender needed. With five or more defenders, the surplus defenders also spoil the shot angle ×1.10.
- The offside trap, if enabled, tests only 8% of box entries.
Cautious
defensiveProtects support and box density while accepting a smaller attack.
- Teammates help your attacks ×0.89; they help your defence ×1.11.
- Eligible teammates’ contributions to blocking a finish ×1.11 relative to Balanced; no fifth defender needed. With five or more defenders, the surplus defenders also spoil the shot angle ×0.94.
- The offside trap, if enabled, tests 14% of box entries.
Balanced
normalThe neutral reference: no mentality multiplier is added or paid.
- Opportunity and assistance multipliers stay at ×1.
- Teammates’ contributions to blocking a finish are the reference (×1); each mentality multiplies every contribution, not the final block chance. With five or more defenders, the surplus defenders spoil the shot angle ×0.85, because they are not all held back.
- Advanced midfielders (OM or wingers) may arrive on 20% of relevant chances.
- The offside trap, if enabled, tests 20% of box entries.
Front foot
attackingAdds attacking support at the price of defensive help; the high line leaves space behind.
- Teammates help your attacks ×1.12; they help your defence ×0.88. Help in attack and help in defence are two shares of the same team-mates: what a mentality adds at one end it gives up at the other. It does not change how often either team attacks.
- Eligible teammates’ contributions to blocking a finish ×0.88 relative to Balanced; with five or more defenders, the surplus defenders spoil the shot angle ×0.75.
- Advanced-midfielder arrival rises to 25%; trap test rate rises to 28%.
- Run in behind finds more space behind this high line, depending on the defenders covering the receiving lane. Regain and break can launch from a less decisive midfield recovery (trigger eased by 12), with no extra multiplier to the launch chance. Any counter against this line finds fewer bodies back: −5 to the defence’s help and +7 to the attacker in the box.
All-out
very-attackingThe most attacking support and the least defensive help, with the highest line and the most space behind.
- Teammates help your attacks ×1.21; they help your defence ×0.79. Help in attack and help in defence are two shares of the same team-mates: what a mentality adds at one end it gives up at the other. It does not change how often either team attacks.
- Eligible teammates’ contributions to blocking a finish ×0.79 relative to Balanced; with five or more defenders, the surplus defenders spoil the shot angle ×0.67.
- Advanced-midfielder arrival rises to 30%; trap test rate rises to 34%.
- Run in behind finds the most space behind this line. The midfield counter trigger for Regain and break eases by 16, with no extra multiplier to the launch chance. Any counter against this line finds fewer bodies back: −10 to the defence’s help and +15 to the attacker in the box.
Duel intensity
Duel intensity changes how often a player attempts Extra Effort in a close, recoverable duel. A player never spends more effort than is needed to overturn the duel, and never more than 20 points; every point used adds 1.2% foul risk. Extra Effort is not a permanent Tackling or Aerial bonus.
Intensity choices
Controlled
controlledAttempts Extra Effort in 8% of ordinary eligible close duels.
- Fewer attempts save stamina and mean fewer effort-related fouls and dangerous restarts.
- A defender in danger inside his own box is still twice as likely to try: 16%.
Balanced
balancedAttempts Extra Effort in 12% of ordinary eligible close duels.
- More attempts than Controlled use more stamina and mean more effort-related fouls and dangerous restarts.
- A defender in danger inside his own box is twice as likely to try: 24%.
Effort and fatigue
Pressing and actual Extra Effort use each player’s stamina during the match. The game counts this extra work as equivalent playing minutes, added to the minutes he has actually played. Constitution determines when his effective skills begin to fall; its stored value never changes. The same fatigue affects midfield control, counterattack support, report warnings and the tired condition in scenarios.
Close down early adds 0.03 equivalent minutes per minute for midfielders and forwards. Flank defenders and wing backs pay 60% of that rate; centre backs pay 30%. Regain and break uses half the pressing rate. The work is paid while the instruction is active, even when low Constitution or high balls make the press less effective. Other approaches add no pressing work.
Each Extra Effort point actually used adds 0.05 equivalent minutes for that player: a +20 effort costs 1 minute. Positioning and control efforts each count, even if the player ultimately loses the duel. The cost affects his next action. Controlled saves work through fewer attempts; it does not remove the cost of an effort that happened.
Changing approach stops or changes future work; it does not erase what was already done. A player moving position pays the new role’s rate from then on. A substitute starts fresh and counts only his own minutes and efforts. Goalkeepers never become fatigued. Half-time and the rest before extra time each restore 20 minutes for players who played before that break. Fatigue still reduces skills by 1% per excess minute, capped at 50%. Penalty quality, including shootouts, ignores this fatigue.
- Over 90 minutes, full pressing adds 2.7 equivalent minutes for a midfielder or forward, 1.62 for a flank defender or wing back and 0.81 for a centre back. Regain and break adds 1.35, 0.81 and 0.405 respectively. Duel efforts are additional.
- Example without Extra Effort or Stamina ability: a midfielder with CO 45 has a budget of 65 minutes after half-time recovery. At minute 90, Standard play leaves him at 75%; continuous Close down early leaves him at 72.3%. Pressing active from minute 60 until the end adds 0.9 equivalent minutes and leaves him at 74.1%.
- These workload rates are Il Mister balance settings. Choose when to press and which players can sustain it. Pressing workload has no separate intensity control; Controlled and Balanced affect only how often players attempt Extra Effort in duels.
Playing approach
One approach changes how the side creates or prevents actions. The effects depend on the available players and the opponent’s plan. When your approach counters the opponent’s plan, it does not automatically grant extra opportunities or points in duels; the advantage appears only in the phases where the two plans meet.
The selector groups nine presets by their main role: overall plan, with the ball, without the ball, transitions or match tempo. Choose one complete preset; the phase descriptions explain its effects, not separate switches. Mentality, duel intensity and channels remain independent controls. Regain and break combines recovery with quick transitions.
Unmanaged clubs are worth reading too. Each has a house plan that follows from its own squad, judged against the other clubs of its series: a technical midfield plays Keep possession, a hard-working one plays Close down early, runners fed by good passers play Run in behind, aerial forwards get Bypass midfield; a side clearly stronger than its series goes Front foot, one clearly weaker turns Cautious or plays Regain and break, and a back line with standout positioning springs the offside trap. Many clubs simply stay on the default plan. A club plays its house approach in about 70% of its matches and the default approach in the rest, so the reports of its previous matches show a pattern, never a certainty. Clubs with a manager are never touched, and cups and friendlies are played on the default plan.
Nine approach presets
Standard play
normalThe neutral route. It adds no approach bonus or pressing cost; actual Extra Effort still uses stamina.
Adaptive shape
flexibleReads whatever the opponent does and blunts it: every opposing style recipe keeps only 60% of its effect.
- Covers the press (positioning, tackle and the counters it starts), Keep possession’s retention and press break, the long-ball launch, the through-ball space, Regain and break’s counter boost and Technical freedom’s clear margin and block cut. The extra counter chance Regain and break earns against a high line stays whole.
- Always weaker than the dedicated answer: against a press it recovers about two thirds of what Keep possession does, and against counters or balls in behind about half or less of what dropping your line does. Against Standard play it has nothing to blunt.
- Lets up to two flank defenders replace weaker midfielders in midfield control.
- Can refund up to one opportunity that the formation would otherwise concede, only when a cost exists.
- Your full-backs and wing-backs give half of their usual help blocking shots in your box: joining midfield, they cannot also give full cover.
- The ball looks for the players who suit the approach: a midfielder with more Passing than his fellow midfielders receives it more often, and a forward with more Offensive Positioning and Scoring than his partners is sought more often in the box.
Technical freedom
creativeFor each midfielder, midfield control uses the higher of Passing and Ball Control.
- When heavy defensive pressure could force a hasty action, Technical freedom halves that risk.
- The side’s scheduled attacks are not reduced by an opponent’s Slow the game.
- When the opponent wins the ball in midfield, its chance of launching a counter-attack becomes ×1.25 the normal chance. This drawback does not apply when the counter-attacking side uses Slow the game.
- Unless the opponent uses Slow the game, Technical freedom cannot turn a lost reception into a successful one. Instead, once the midfielder keeps the ball, it becomes easier to escape the duel cleanly: the margin used for this check gets +5. Such an escape can unlock an advanced action; if play continues with the default short pass into the box, the reduction to the defence’s assistance is 25% greater.
- For foot shots, Technical freedom reduces each eligible team-mate’s contribution to blocking only when the finisher’s Ball Control exceeds that blocker’s Defensive Positioning. The reduction rises gradually from zero at equal skill to the full 60% when Ball Control is at least 20 higher. This applies against a back four too.
- With five or more defenders, the extra defenders also crowd the box. Technical freedom reduces each colleague’s blocking contribution and the shooting-angle penalty, using the extra defenders’ average Defensive Positioning.
- The ball looks for the players who suit the approach: a midfielder with more Ball Control than his fellow midfielders receives it more often, and a forward with more Ball Control than his partners is sought more often in the box.
Close down early
pressingPresses midfield receptions with up to +6 Defensive Positioning.
- The Defensive Positioning bonus is zero at Constitution 30, reaches full strength at 55 and is halved against high balls.
- The press also gives the player attempting the tackle a temporary Tackling bonus for that duel only. Its size depends on that player’s Tackling compared with the opponent’s Ball Control.
- At Constitution 55 or higher and against a low ball: there is no bonus when Ball Control is at least 20 above Tackling; when Ball Control is 10 higher, the bonus is +6; at equal values it is +12; and when Tackling is at least 10 above Ball Control, the bonus reaches its maximum of +18.
- Between these reference points, the bonus rises gradually. Constitution reduces it progressively to zero at 30 and allows full strength at 55, while high balls halve it.
- A ball won by the press can start a counter-attack at 60% of the Regain and break boost.
- Keep possession can neutralise the press only through sufficiently technical players. In the midfield duel, the receiver’s Ball Control is still compared with the opponent’s Tackling. As Ball Control rises relative to Tackling, the Tackling bonus supplied by the press falls and can reach zero. Keep possession adds no extra reception bonus to positioning or Ball Control against full or light pressure.
- If the receiver keeps the ball, the side can exploit the space left behind the press. The box attacker receives an advantage proportional to how well the press was beaten, up to +45 when the midfielder escapes the duel cleanly.
- Pressing increases the foul risk created by Extra Effort. In a midfield duel where the pressing bonus is active, the pressing player’s foul risk is multiplied by 1.35. This rule does not multiply every foul committed by the team.
- A press beaten cleanly leaves space behind. The side that escapes the press receives +8 to the phase advantage carried into the next pass or shot. This is not a permanent player bonus.
- Close down early uses extra stamina for every minute it remains active. The cost is highest for midfielders and forwards, lower for full-backs and wing-backs, and lowest for centre-backs. Changing approach stops future consumption but does not restore stamina already spent.
Keep possession
short-passesPatient build-up for control and a better entry pass; it needs passers who can work through pressure.
- +2 on the pass that opens the box.
- Without an opposing press, the receiver gets +2.5 to positioning and Ball Control. Against Close down early or the light press of Regain and break, this reception bonus is zero.
- Against Close down early, Ball Control versus Tackling still decides whether they keep the ball. The same Ball Control lead also cuts the press’s tackle bonus, and getting past the press gives your attacker up to +45 in the box duel that follows, in full at a clear margin and in proportion below it: the pressing side has players pushed up and its box stretched.
- A pass into the box loses quality when the passer is out-pressed: half of any shortfall of his Passing against the average Defensive Positioning and Tackling of the opponents covering that lane.
- The ball looks for the players who suit the approach: a midfielder with more Passing and Ball Control than his fellow midfielders receives it more often, and a forward with more Ball Control and Offensive Positioning than his partners is sought more often in the box.
Run in behind
through-ballsPlays into space behind the line.
- +3 delivery. The runner receives a space bonus only against Front foot (up to +18) or All-out (up to +26), before defensive coverage is counted. Against Balanced, Cautious or Low block, the extra space bonus is 0.
- Defenders close to the receiving lane reduce the space according to their Defensive Positioning and freshness. Multiply the line cap by the remaining openness squared: at 50% openness, +18 becomes +4.5 and +26 becomes +6.5. A fifth defender reduces the reward further instead of switching it off; a fresh substitute restores coverage.
- The delivery bonus remains against every line. The extra space reward requires a high line and falls as coverage improves; the receiving run still faces the offside check.
- The pass is read and cut out with a total chance between 10% and 15%, increasing with coverage; the trap is tried 2.5× as often and receives +12 on its side of the test.
- The space helps this reception. It does not also create extra scheduled chances.
- The ball looks for the players who suit the approach: a midfielder with more Offensive Positioning than his fellow midfielders receives it more often, and a forward with more Offensive Positioning than his partners is sought more often in the box.
Bypass midfield
long-ballsSends one unique direct ball into the box per forward, plus 25% of the 6 scheduled base chances, spread over the match.
- 25% of the 6 base opportunities, rounded to 2 launches, also go directly to the attackers in the box, in addition to one unique launch per forward. Same scheduled volume — they skip midfield rather than adding extra chances.
- Ordinary high-ball frequency ×3.5, capped at 65%.
- Against Close down early, the press is halved on high balls. Aerial among the direct receivers still decides those deliveries; an Aerial lead of 8 over Tackling no longer adds extra opportunities or duel points.
- Every direct launch is first contested in the air: the target’s Aerial against the best Aerial in the opposing back line, with the defender 5 points ahead at equal skill. If the defender wins, he heads it clear and the chance ends. Forwards who out-jump the back line make this a weapon; against taller defenders it costs.
- Never wins midfield control; success depends heavily on Aerial quality.
- The ball looks for the players who suit the approach: a midfielder with more Aerial than his fellow midfielders receives it more often, and a forward with more Aerial than his partners is sought more often in the box.
Slow the game
stallingCuts both teams’ scheduled opportunity volume by 33% while active.
- Personal runs, counter-attacks and captain rallies are separate sources of opportunities.
- Does not stack with the automatic slowdown when leading by 3 or more goals, even when the opponent is the side slowing play.
- Starting later shortens the time it applies; the percentage stays the same while active.
- Useful as a volume trade: it does not improve the quality of your actions.
- Raises your booking risk ×1.5.
- Technical freedom ignores the opportunity cut, but still eases off when leading by 3 or more goals.
- A scenario that starts slowing the game stays applied after an equaliser; add an explicit return scenario to change back.
Regain and break
opportunisticA half-strength press combined with transition hunting.
- Up to +3 Defensive Positioning on receptions, still dependent on Constitution and halved for high balls; the tackle part of the press also applies at half strength.
- Raises the opponent’s hasty-action risk ×1.5.
- With full support, counter chance reaches ×2.5 and the trigger margin falls to 15. Against Front foot the trigger eases by 12; against All-out, by 16. More recoveries qualify, but the high line does not multiply the launch chance. Those counters also meet fewer bodies back: +7 / +15 to the attacker in the box and −5 / −10 to the defence’s help. The extra counters come from the won duel, not from extra scheduled chances.
- Counter benefits scale with nearby support, mentality and fatigue. A fifth defender does not switch them off.
- Uses half the pressing stamina of Close down early; the work already done stays when the approach changes.
Answers to each approach
No approach is best against everything. Each one answers a particular plan, and the VIP opponent dossier matches these same answers to what a club was seen playing in its recent matches. A right answer pays most when the other side chose badly; against a side that chose well it gives nothing extra, and a much stronger squad remains the favourite.
Against Close down early: Keep possession: midfielders whose Ball Control beats the pressers’ Tackling get through, and the box behind a press is stretched. Adaptive shape blunts the press.
Against Keep possession: A press plays into their hands, especially if your midfield Tackling is not clearly better than their Ball Control. Adaptive shape blunts their game; long balls skip the midfield they want to own.
Against Run in behind: Set the offside trap, which is tried far more often against runners, and keep your line at Balanced or lower: a high line hands them space.
Against Bypass midfield: Every launch must beat your best header: centre-backs with strong Aerial win it and head it clear. Adaptive shape blunts the launches.
Against Regain and break: Stay out of Front foot and All-out: a high line hands their counters space and fewer bodies back. Adaptive shape blunts the counter boost.
Against Technical freedom: Its box edge works against any back line where its finishers’ Ball Control matches or beats your blockers’ Defensive Positioning; defenders who position better than its forwards blunt it. It also concedes counters a little more easily, which Regain and break can use.
Against Adaptive shape: It blunts whatever style you choose; a Standard plan gives it nothing to blunt.
Against Slow the game: Technical freedom ignores the slowdown.
Against Front foot or All-out: Regain and break punishes a high line: its counters meet fewer bodies back. Run in behind also finds space behind it.
Against Low block with five at the back: Technical freedom eases its blocks and, from the fifth defender on, its crowded angle too, most of all with technical forwards.
Against Offside trap: Run in behind runs straight into it; a strong defensive line makes the trap even more costly for your forwards.
From recovery to counterattack
The player who wins the ball starts the counterattack, from the recovery channel. A keeper starts centrally. The first pass can move into another channel when a teammate offers a better outlet. If the recovering player has left the pitch before the next action, a player still on the pitch takes over.
Support depends on the live formation, not the number of defenders alone. Forwards, attacking midfielders and wingers offer the strongest forward outlets; central and wide midfielders contribute, defensive midfielders and wing backs contribute less. The recovering player cannot count as his own support. Nearby players contribute more than those on the opposite flank; fatigue and a defensive mentality reduce availability. Recoveries deeper in defence need more support.
For a midfield recovery, Regain and break scales smoothly from the ordinary 20% chance toward 50%, and from a clear-score margin of 25 down to 15. Against Front foot the trigger eases by 12; against All-out, by 16 — the high line has left space behind it. This makes more recoveries eligible; it does not multiply the launch chance or guarantee a counter. Two wingers add up to 10 percentage points according to support. Technical freedom still concedes counters ×1.25 unless the breaking team uses Slow the game. These are conditional rolls after a won duel, not guaranteed counters per match.
A 5–3–2 with available forwards can therefore counterattack; adding a fifth defender no longer removes the style benefit. A tired 5–4–1 sitting deep usually offers less support. Box defenders still need Passing 30 or more, and keepers need a clear save with good Control. Their base chances of 12% and 30% are reduced in proportion to support. The keeper’s release uses Control because goalkeepers have no Passing or Aerial skill in this model.
The limits remain four midfield counters, one keeper counter and one defender counter per team. A Playmaker keeper or defender adds one to that source’s limit. The support formula is an Il Mister calibration, not an extra player skill or a new stamina charge.
Offside line and channels
These controls steer where the next action is likely to happen and how the defence distributes its positioning. They do not guarantee a route or erase the players already occupying the pitch.
Ordinary offside represents the receiver starting his run too early at the pass. Its base risk is 4% of eligible deliveries into the box, adjusted by line height, the receiver’s Offensive Positioning, the defence’s Defensive Positioning and pass quality. Positioning is weighted by fatigue. Run in behind raises this risk; the final probability stays between 0.5% and 12%. These are Il Mister balance values, not a simulation of exact player coordinates.
The prepared pass after Carry and connect puts the receiver behind the ball and tests neither ordinary offside nor the trap. Carry and finish does not test offside on the carrier’s own shot. Set pieces use their separate resolution. The report distinguishes an early run from a deliberate trap.
Offside trap
Off
Early receiving runs can still be offside. The line does not deliberately spring a trap or give away the completely free finish caused by a failed one.
On
Tests 8–34% of eligible box entries according to mentality.
- The test weighs the line’s average Defensive Positioning against the forwards’ Offensive Positioning, without any fixed advantage for the line. A strong line makes the trap a weapon; a level or weak one makes it an expensive gamble against ordinary play.
- A caught runner loses the chance outright.
- A failed trap removes the box defender and leaves a completely free finish against the goalkeeper; the attacker still follows his finishing instruction when it activates.
- Run in behind feeds the trap: it is tried 2.5× as often and gets +12 on the defence’s side of the test.
- A sprung trap replaces the ordinary offside check on that pass. If the line does not spring it, ordinary offside risk remains.
Preferred side
No preference
Side weights come only from formation, player locations and the normal anti-streak model.
Left / Center / Right
Multiplies the chosen channel’s chance weight ×1.5, then favours a receiver already there ×1.6. On a flank, the midfielder who starts the chance already there keeps the ball.
- It is a preference, not a guarantee.
- He carries it forward himself, with a dribble, instead of passing to a teammate who is not on that flank.
- An attacking Right channel meets the opponent’s Left defensive side, and attacking Left meets defensive Right.
Defence focus
No focus
No channel receives a positioning adjustment.
Left / Center / Right
Adds +5 Defensive Positioning on the one selected side and subtracts 3 on each other side.
- These are your own defensive sides: Left faces the opponent’s Right attack, and vice versa.
- Only one side may be focused.
- The trade-off applies whenever the relevant defensive positioning is resolved.
Captain and Cut supply
Both choices are player-specific and are validated again at kickoff. The captain must be one of your fielded players. Cut supply can name one opposing midfielder (DM, CM, LM, RM, OM, LW or RW) and one opposing attacker (FW or ST) at the same time. Flank defenders cannot be named.
Captain
Named captain
His personality can change team-mates’ effective experience, discipline and the second-half rally while trailing.
- Positive traits lift experience; Team Player doubles a positive lift.
- Negative traits drag experience; Egoist doubles a negative drag.
- Charming lowers booking risk; Obnoxious raises it.
- Resolute strengthens the second-half rally; Diva weakens it.
Automatic vice-captain
If no captain is named, or the captain leaves the pitch, the most experienced outfielder takes over.
Cut supply to opponent
No specific opponent
No player-specific receiving change and no opportunity cost.
Eligible opposing midfielder
The named midfielder is half as likely to receive ordinary midfield passes. His exact share also depends on the other available receivers; his personal chance is unchanged.
- Gives the opponent one extra opportunity over a full match, before the other volume modifiers. It does not remove one of your own opportunities: an otherwise equal 12–12 opportunity budget becomes 12–13.
- The cost remains if the target is absent or substituted until the order is explicitly cleared.
- Saved references to an invalid opponent or wrong role are removed before kickoff.
Eligible opposing attacker
When he has a partner on the pitch, the named attacker is half as likely to finish in the box, to get extra Long Balls, or to take his personal chance. Isolating the only attacker has no effect.
- Does not give the opponent an extra opportunity.
- The other fielded attackers face −5 defensive assistance and +4 on the shooting angle.
- Target Striker can still find an isolated ST, with the waiting-defence tax of 8. Unique Long Balls still prefer an unused attacker first.
Fun Factor — the simple idea
Think of Fun Factor as the crowd’s entertainment score for your club. It runs from 0 to 100 and every club begins at 50. A high number means people expect enjoyable football. A low number means they expect a cautious, repetitive or time-wasting team.
Fun Factor has only one job: it helps decide how many people want to attend matches. It cannot create an opportunity, win a duel, improve a pass or shot, raise a player rating or change the result. The final score, shots, goals, player ratings and match commentary are not inputs. A defeat does not lower it because it is a defeat, and a victory does not raise it because it is a victory.
Results still matter economically, but through separate signals: points from the last five matches affect crowd demand, league position affects demand and the club’s Popularity target, and Popularity affects both demand and future sponsor offers. None of those result-driven signals is part of the Fun Factor score.
After the match, the game scores the choices actually used: formation, playing approach, Cut supply, individual instructions and Showmen on the pitch. Each bonus or penalty counts for the share of the match it was active. Substitutions and applied scenarios are included; waiting or blocked orders are not. Divas are the exception: only the valid starting XI supplies their fixed bonus, up to two.
After an official match with matchday economy, its report shows the played-plan score, each applied rule and its duration, any weaker-opponent cap and the reputation change. Only official senior matches update Fun Factor. League Cups still update it even though they create no gate income, while Youth matches do not change it. Friendlies and quick matches remain outside the season economy and do not change Fun Factor.
Five things to remember
It is a reputation
One entertaining match helps, but a club becomes known for its football only by repeating it.
It affects crowds, not football
The score changes attendance demand only. It never makes the team stronger on the pitch.
The choices actually used are measured
Each tactical choice counts for the time it was used. Thirty minutes of Slow the game in a 90-minute match costs −3.33 instead of −10.
It ignores the result
Winning, losing, goals and shots do not add or subtract Fun Factor. The choices actually used move the reputation; the result itself does not.
Today builds tomorrow
The crowd already at today’s match came because of the reputation built earlier. Today’s setup changes the rating used by future crowds.
What the crowd enjoys
Three genuine forwards
+8Field at least three FW/ST attackers.
Five or more midfielders
+6Field at least five players in midfield-zone positions.
Each overlapping wing back
+3 eachEach LWB or RWB counts separately.
No forward demands a particular ball
+4No attacker uses Call for a high ball or Call for a low ball.
Each midfielder running at the box
+2 eachOM/LW/RW or a midfielder using Killer ball, Carry and finish or Shoot from distance.
Each Showman
+3 eachCounts artistic/Showman players on the pitch, up to four.
Each Diva
+1 eachCounts players with the Diva personality in the actual starting XI, up to two. Bench players and later substitutes do not count.
What the crowd dislikes
Running down the clock
−10Use Slow the game.
Shadowing one opponent
−5Use Cut supply.
A lone forward
−8Field exactly one FW/ST attacker.
Every forward asks for the same ball
−4With multiple attackers, all use the same high/low demand order.
Each midfielder hitting it long
−2 eachEach midfielder using Go direct counts.
A midfield with one idea
−5More than one midfielder, all using the same individual order. Player’s choice/Normal counts as an order here, so an untouched midfield can trigger this line.
Each midfielder sitting deep
−2 eachEach DM or midfielder using Secure possession counts.
The legal tactical extremes
For a plan used throughout the match, the game starts at 50, then adds every reward and subtracts every penalty that applies. These examples assume the same choices and Showmen throughout. A legal formation cannot reach 0 or 100 with the current rules. The lowest possible starting setup is 10. The highest is 76 from tactics alone, 88 with four Showmen, or 90 when two starting Divas are added as well.
These are examples that explain the calculation, not advice about how to win. Mentality, duel intensity, marking, offside trap, preferred side, defence focus, captain, set pieces, defender orders and goalkeeper focus do not change Fun Factor by themselves.
Highest and lowest legal matchday scores
Maximum from tactics alone
76 / 100A legal 3-4-3 can combine two wing backs, four attacking midfielders and three forwards without triggering a boring line.
- Example XI: GK; LWB, CB, RWB; LW, CM, OM, RW; FW, FW, FW.
- Give the CM Killer ball, Carry and finish or Shoot from distance so all four midfielders count as running at the box. Keep at least two different midfield orders so “one idea” does not fire.
- Three forwards +8; two wing backs +6; no forward demand +4; four attacking midfielders +8. Total: 50 + 26 = 76.
- An attacking 3-5-2 can also reach 76: five midfielders +6 replaces the three-forward +8, while five attacking midfielders contribute +10.
Maximum including squad traits
90 / 100Add four fielded Showmen and at least two starting Divas to either 76-point tactical blueprint.
- Each Showman adds +3; only the first four count, for at most +12.
- Each Diva adds +1; only the first two in the starting XI count, for at most +2.
- Showman and Diva are player properties, not tactical switches. A player may supply both when he has the ability and the personality.
Minimum legal setup
10 / 100A deliberately extreme 5-4-1 can activate every compatible negative without receiving a positive formation bonus.
- Example XI: GK; LB, CB, CB, CB, RB; LM, DM, DM, RM; FW.
- Use Slow the game (−10) and Cut supply (−5). Give the lone forward one high/low demand so the +4 no-demand reward does not fire.
- Give all four midfielders Go direct: four long-pass penalties −8 and the uniform-order penalty −5. The two DMs add −4; the lone forward adds −8.
- Total: 50 − 10 − 5 − 8 − 8 − 5 − 4 = 10.
From tactic to crowd and money
A reputation is built slowly. The supporters already at today’s match use the Fun Factor your club had before kickoff. After the matchday gate has been calculated, the duration-weighted senior plan gives the club a new target and the old rating moves 35% toward it. This is why one attractive lineup cannot instantly fill the stadium for a big game.
For example, a new club starts at 50. A setup worth 76 moves it to 59 after one senior match. A maximum setup worth 90 moves it to 64. A very dull setup worth 10 moves it down to 36. Youth matches use the club’s existing reputation for their crowd but do not change it.
The Diva contribution is deliberately small. One starting Diva moves the unrounded reputation update by 0.35 points compared with the same setup without him; two move it by 0.70. The stored Fun Factor is then rounded to a whole number, so the visible standing change can be zero or one point depending on the rest of the calculation.
There is one fairness rule. If your squad is more than eight Strength Rating points better than the opponent, playing attractively cannot produce a target above 50. The crowd expected you to dominate. Playing boring football can still produce a target below 50.
Home and away do not carry the same weight. Most spectators are following the home club, so its Fun Factor has the bigger effect on demand. The visiting club still matters because an entertaining opponent can make a fixture more interesting, but its Fun Factor carries only 40% of the home club’s weight. This changes the size of the crowd, never what happens on the pitch.
Worked example — losing and still rising
The result and the entertainment reputation are deliberately separate calculations.
Reputation before kickoff
49This is the standing Fun Factor that helped calculate the crowd already inside the ground.
Played-plan score
55 / 100For example: five midfielders +6, no forward demand order +4, and one uniform-midfield penalty −5. Starting from 50 gives a 55-point target.
Reputation after the match
49 → 51round(49 + 0.35 × (55 − 49)) = round(51.1) = 51. The same update applies whether the club won, drew or lost.
The winner may stand still
50 → 50A winning club with a 51-point played plan moves to 50.35 and rounds back to 50. Victory itself adds no Fun Factor.
How the reputation update works
The simple version
Keep 65% of the old reputation and take 35% of the new matchday score.
The exact rule
next = round(old + 0.35 × (score − old))The result is stored as a whole number from 0 to 100.
One 76-point match from 50
50 → 59The strongest purely tactical setup adds nine standing points for the next fixture.
One 90-point match from 50
50 → 64The maximum setup with four Showmen and two starting Divas adds fourteen standing points.
One 10-point match from 50
50 → 36The minimum setup removes fourteen standing points.
Sustained extreme
Because the integer rating is rounded after every update, repeated targets from a new club settle one point inside the target: 75 for repeated 76, 89 for repeated 90 and 11 for repeated 10.
How it becomes money
Fun Factor is one part of crowd demand. Division, popularity, table position, recent form, the opponent and a small matchday variation matter too.
Why the home club counts more
It is the home club’s stadium and most people in it came to follow that team. Its reputation therefore has the strongest effect on whether people buy a ticket.
Home club reputation
0.50 + FF ÷ 100FF 50 changes nothing. At FF 80 the home multiplier is ×1.30; at FF 20 it is ×0.70.
Why the visitor still counts
A famous entertaining visitor can make a fixture feel special, while a dull visitor can make it less appealing. The effect is deliberately smaller because fewer spectators are following the away team.
Visiting club reputation
0.80 + FF ÷ 250FF 50 changes nothing. At FF 80 the visitor multiplier is ×1.12; at FF 20 it is ×0.88 — 40% of the equivalent home effect.
Capacity ceiling
Attendance is the lower of calculated demand and stadium capacity. If the ground is already sold out, extra Fun Factor raises unmet demand but cannot sell another ticket that day.
Gate income
The spectators who fit inside the ground buy tickets. The competition then splits that gate, so Fun Factor changes money only by helping to bring people through the turnstiles.
How to read effect cards
Green lines describe what the choice can buy; red lines describe the price or exposure. A dot marks a conditional effect whose size depends on skills, shape or the opponent. The card reports live mechanics, not whether the option is good for this particular squad. Open More details only when you want the numbers behind a short line.
- Begin with the action you want to improve.
- Check which skills execute that action.
- Check the stated cost and the opponent interaction.
- Use the report to verify that the expected route actually occurred.
When tactics can win a title
Your approach tells the team who receives, which path to take and which angle to use. It is not a hidden bonus. A weaker squad does not become equal just because the plan is good.
- Extra chances and extra counters still need a finish. Against a clearly stronger side, they often do not score enough to take points.
- A series plays each pair once. When two squads are close on points, that meeting can decide the champion.
- Read the opponent’s mentality, approach and offside trap in earlier reports. Then answer that plan in the meeting.
- The rest of the league does not have to punish the same mistake. The trophy can still move.
Keep exploring