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Manual03 · Win the match

Match scenarios

Every condition, action, delay and conflict rule in the automatic match-scenario system.

16 min readUpdated with the live gameOpen match scenarios ↗
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  1. IF the match says this, THEN act
  2. Worked example: Crucial and Once per match
  3. Every available condition
  4. Every available action
  5. Preparation time
  6. Priority, slots and failure
  7. Worked example: protect a lead and change back
  8. Limits and safety checks
01

IF the match says this, THEN act

A scenario has one or more condition groups and one or more actions. Every condition inside a group must be true: AND. If any separate group is true, the scenario qualifies: OR. The NOT switch reverses one condition. Empty groups are not valid.

Logic controls

Priority

Lower priority number runs first. An applied tactical setting remains protected from lower-priority changes while its scenario condition stays true, including in later minutes. Simultaneous lineup interventions also respect priority.

Once per match

The scenario may fire only once. Without it, the scenario fires again only after its full condition first becomes false and later becomes true again.

Crucial

All actions are atomic: if any action is blocked, illegal or over a substitution quota, none of that scenario’s actions are applied.

Repeatable, non-crucial

Valid actions may apply independently; an invalid or lower-priority conflicting action does not undo the others.

02

Worked example: Crucial and Once per match

Scenario #1 says: IF Trailing by 1, THEN substitute player A with player B AND change mentality to Front foot.

The condition first becomes true at 0–1.

  • Crucial checked: if the substitution is blocked — for example, the substitution quota is already exhausted or player B cannot enter — neither the substitution nor Front foot is applied.
  • Crucial unchecked: the blocked substitution is skipped, but the valid change to Front foot can still be applied.
  • Once per match checked: after the first trigger at 0–1, equalising at 1–1 and later falling behind 1–2 does not trigger this scenario again.
  • Once per match unchecked: the scenario does not fire every minute while the score stays 0–1. It re-arms only after the condition becomes false at 1–1, then fires again when the condition becomes true at 1–2.
03

Every available condition

Conditions are evaluated once per match minute against the live score, current formation and current player state. Opponent-player references belong to the named next opponent and are sanitised again before kickoff.

Condition reference

Minute

True from the selected minute onward. Valid values are minute 1 through 120.

Half-time

True from the start of the second half, minute 46.

Leading by

True when your score lead is at least the selected number of goals.

Trailing by

True when your deficit is at least the selected number of goals.

Drawing

True when the scores are equal, including 0–0.

Opponent formation

Counts live players in attack, midfield or defence and compares that count with equal to, at least or at most.

  • It reacts to substitutions and position moves, not only the opponent’s starting preset.

Our player / Opponent player: on position

True only while the selected player is on the pitch; an optional position requires that exact live role.

Our player / Opponent player: injured

True after the player receives a live light injury.

Our player / Opponent player: tired

True while an outfielder is on the pitch and his fatigue factor has fallen below full strength. It uses his actual entry minute, accumulated pressing and duel work, and the same rest periods as match play, including extra time. Goalkeepers never satisfy it.

Our player / Opponent player: carded

True after a yellow card or sending-off state.

NOT

Negates any one of the conditions above—for example, “minute 70 AND NOT leading”.

04

Every available action

Actions modify the same live tactic used by the engine. A change is journalled only when it actually applies. Giving a duty back to automatic selection clears the named player for that duty.

Lineup and player actions

Substitute player

Replaces an on-pitch player with a player who started on the bench; the substitute occupies the outgoing live position.

Swap two players

Exchanges the live positions of two on-pitch players.

Move player

Moves one on-pitch player to a selected role while keeping the whole XI legal.

Change player instruction

Assigns a new order only if it is compatible with that player’s live role.

Change captain

Hands captaincy to the selected player; if he is not on the pitch when it matters, the armband falls back to the most experienced outfielder.

Change set-piece taker

Names or resets the penalty, corners/crosses or direct-free-kick duty. Different duties are independent conflict slots.

Team-tactic actions

Change duel intensity

Switches between Controlled and Balanced.

Change mentality

Selects any of the five mentality levels.

Change approach preset

Selects one of the nine presets for the team, including the combined Regain and break approach.

Change marking

Switches Zonal or Man-to-man for set-piece aerial defending.

Change offside trap

Turns the trap on or off.

Change preferred side

Sets Left, Center, Right or clears the preference.

Change defence focus

Focuses one channel or clears the focus; more than one side is invalid.

Cut supply

Names an eligible opposing midfielder or attacker in that class, keeping the other Cut supply slot. Clearing the target removes both. Two Cut supply actions in one scenario can name both.

05

Preparation time

A reactive instruction does not teleport instantly from the touchline. The engine queues every action in the scenario behind the longest preparation time required by that scenario. This keeps a multi-action change coherent.

If the full condition stops being true during preparation, the pending change is cancelled. Conditions are checked again immediately before application, including changes made by an earlier scenario in the same minute. The actions within one scenario are then processed together without rechecking between its own actions.

For example, falling behind at minute 60 may prepare Front foot for minute 65. If you equalise at minute 62, that pending change is cancelled. A repeatable scenario can prepare again after a new deficit; Once per match has already been used. Separate scenarios can prepare concurrently; there is no additional team-wide cooldown after application.

Live delays

1 minute

Individual player instruction, captain and set-piece-taker changes.

3 minutes

Substitution, player swap, position move and Cut supply.

5 minutes

Mentality, duel intensity, approach, marking, offside trap, preferred side and defence focus.

Immediate

Half-time changes and changes planned for an exact minute.

  • An exact-minute change is immediate only if every other condition in that group was already true in the previous minute.
  • If a score or player-state condition becomes true at that same minute, the change is reactive and keeps its normal delay.
06

Priority, slots and failure

Actions due in the same minute are sorted by scenario priority. A successfully applied action claims its player or tactic slot; a lower-priority scenario touching the same slot is skipped. Actions inside one scenario may build on each other, so a crucial scenario can substitute a player and then move or instruct that incoming player.

Applied tactical settings keep their priority while the full condition stays true. This protects mentality, approach, intensity, marking, offside, channels, Cut supply, captain, taker duties and player instructions. Substitutions, swaps and position moves execute once per trigger; an earlier player instruction does not keep that player on the pitch.

Ending the condition releases protection but does not undo a change already made. A skipped scenario is not retried automatically when the higher condition ends: a repeatable scenario needs its own condition to become false and true again. Once per match cannot retry. A higher-priority replacement also does not restore the previous setting when it ends; use an explicit return scenario.

  • Mentality conflicts with mentality; preferred side conflicts with preferred side.
  • A substitution claims both outgoing and incoming players.
  • Penalty duty does not conflict with direct-free-kick duty.
  • Duel intensity and the retired legacy attitude action share one slot.
07

Worked example: protect a lead and change back

Use two repeatable scenarios when you want to slow play while ahead and return to your starting plan after an equaliser. Leave Once per match unchecked on both.

  • Scenario 1: Minute 61 AND Leading by 1 → Slow the game. Add Cautious mentality only if you also want to defend deeper.
  • Scenario 2: Minute 61 AND NOT Leading by 1 → Standard play. If the first scenario also changed mentality, restore Balanced here.
  • These conditions are mutually exclusive. The second also covers falling behind; Drawing alone would not cover that case.
  • The return normally needs 5 minutes of preparation. If you regain the lead during preparation, it is cancelled. A later equaliser can trigger it again.
08

Limits and safety checks

A saved tactic can contain up to 30 scenarios. Each scenario can contain up to six OR groups, each group up to six AND conditions, and up to eight actions. The match can use at most three outfield substitutions and two goalkeeper substitutions.

  • Only a player who started on the bench can enter; a player who has left cannot re-enter.
  • Goalkeepers cannot take outfield positions and outfielders cannot take the goalkeeper position.
  • Every swap, move and substitution must leave a legal XI.
  • A sent-off substitute cannot enter.
  • A stale opponent-player condition removes its whole scenario before kickoff; wrong-role Cut supply actions are filtered individually.

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