Player orders
A complete reference for every attacker, midfielder, defender and goalkeeper instruction.
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How individual instructions work
Player's choice preserves the ordinary decision for the role. A special order changes one particular action; it does not grant a permanent rating bonus. Attacker finishing orders normally activate on one shared 50% roll when that player reaches the shot. Driven finish is the exception and is attempted every time. Advanced midfielder orders normally need a midfield duel won by the clear margin of 25 and then pass a 50% order roll.
FW/ST normally use the ordinary box duel. Carry and finish can instead attempt a Ball Control-versus-Tackling dribble after a low delivery reaches them, including their personal chances. For OM, LW and RW, carry instructions may activate without first winning by a clear margin. If an order does not activate or its required context is absent, the player uses the ordinary action rather than losing the opportunity automatically.
Finishing instructions apply to box receptions, including when the attacker beats the offside trap or no box defender is available. A failed trap removes the defender duel, not the finishing choice: the usual 50% activation and 100% Driven finish still apply. Set pieces have their own resolution. Goalkeeper focus applies to the initial shot, not the rebound.
The position during play decides which instruction can operate. A reserve may have an instruction saved before his entry position is known; if it does not fit the role he takes, he uses the ordinary action. Full-backs and wing-backs use defender instructions, which affect their defensive box duel rather than their attacking runs.
Attacker instructions
Available to FW and ST. These orders govern the requested delivery or the final shot, including after a box reception, a personal carry or beating the offside trap.
An order that moves the goalkeeper’s Positioning does not move the save by the same amount: in the box his set-up is half the difference between his Positioning and the shooter’s reception, so each point taken off his Positioning costs him half a point in the save.
Every attacker option
Player's choice
Uses the ordinary finish selected from delivery height and the player’s Scoring/Aerial profile.
First-time finish
On the 50% attacker-order roll, shoots before the goalkeeper settles.
- The keeper’s Goalkeeper Positioning is reduced by 5.
- The shot’s miss chance is multiplied by 1.20.
Driven finish
Always attempts a power shot.
- Reduces Control by 10 for handling the initial Power Shot; Cannonball doubles that to 20. The penalty does not carry into ordinary rebound attempts.
- There is no accuracy penalty.
- The Cannonball ability adds another 15 to shot quality.
- A keeper with Velvet Touch is immune to the power shot’s Control penalty.
Aerial finish
On the 50% roll and only for a high delivery, forces a header.
- Header skill is the average of Scoring and Aerial, capped by Aerial.
- The shot’s miss chance is multiplied by 1.10.
- On a low delivery the instruction has no effect.
Dink the keeper
On the 50% roll, attempts a lob using the lob save logic.
- The shot’s miss chance is multiplied by 1.25.
- It changes which goalkeeper reflex comparison is used; it is not a flat Scoring bonus.
Wrong-foot the keeper
On the 50% roll, wins space in the positioning battle with the goalkeeper.
- Reduces keeper positioning by 12.
- A goalkeeper with Mind Reader halves the reduction to 6.
Improvise
On the 50% roll, amplifies a good entry ball’s effect on attacking assistance.
- Only helps when the pass already beats 1.5× the keeper’s Organisation.
- The favourable entry-pass shift grows by 50%.
- A keeper with Mind Reader halves that extra effect.
Call for a high ball
Requests a high delivery after this forward has been chosen to receive the ball; it does not make the team target him more often.
- Guarantees the height on ordinary deliveries. Routes that already fix the height and set-piece deliveries keep their own rules.
- If a starting forward has higher Aerial Ability than Scoring, this request is worth trying. Receiving a high ball combines Ball Control with Aerial Ability, capped at Aerial Ability; the defender also contests the delivery.
- The request does not force a header: when Aerial Ability and Scoring are within 5 points, the automatic contact is a volley; beyond that band, stronger Aerial Ability produces a header and stronger Scoring a foot finish.
- The goalkeeper can claim a high delivery before the forward receives it.
- Forcing the delivery carries a 30% bad-angle risk. On the ordinary contested route, that source reduces the shooting situation by 7; other causes of a bad angle remain.
- Skyscraper removes the bad-angle risk caused by this request, not the defender or the goalkeeper.
Call for a low ball
Guarantees a low delivery on the ordinary box-entry route.
- Carries a 30% bad-angle risk.
- Bypass midfield overrides this request on its direct launches, which are always high. Ordinary deliveries still obey it; set pieces use their own rules.
- If every attacker demands a ball and all ask for the same height, Fun Factor also falls.
Midfielder instructions
Available to DM, CM, LM, RM, OM, LW and RW. Some are also offered to advanced attackers where the action is mechanically valid. The clear-margin and activation rules above matter: selecting an instruction does not mean every possession becomes that action.
Every midfield option
Player's choice
Uses the normal reception duel and pass into the box.
Secure possession
Makes the reception safer by reducing the challenger’s Tackling contribution by 4.
- The slower, easier final ball lets the goalkeeper position 3 points better against the resulting shot.
- A midfielder using it counts as sitting deep for Fun Factor.
Killer ball
Attempts a more dangerous box pass.
- 12% of attempts are intercepted immediately.
- If not intercepted, the delivery receives +6 quality.
- Counts as a midfielder running at the box for Fun Factor.
Attack the block
Keeps the normal pass into the box and hunts a deflection if the defender stops the attack.
- It acts only after the box defender wins, so the original box attack is not sacrificed.
- It raises the ordinary chance that the intervention goes behind, but a corner is never guaranteed.
- Unlike Play for the corner, it can help through the centre as well as on a flank.
Shoot from distance
After a clear midfield win and the 50% order roll, shoots from range.
- Shot skill starts from the lower of Scoring and Passing, then adds up to 15 but never more than 50% of that base.
- Miss chance is ×1.50 and the shot starts from a guarded −5 position modifier.
- The inside foot is the foot towards the centre of the pitch: right foot from the left flank, left foot from the right. Left and right follow your team’s attacking direction; the flank is the side of the current move, not necessarily the player’s usual position.
- Through the centre, either preferred foot is allowed. A player who uses both feet or has the Two-Footed ability can attempt this order from either flank too.
- Without either exception, a left-footed player on the left flank or a right-footed player on the right flank does not shoot through this order; he continues with a pass into the box. The check uses the preferred foot shown in his profile.
- The keeper adds half of Interceptions above 50 to positioning.
Go direct
Adds +5 Offensive Positioning and +5 Ball Control in the midfield reception.
- Without the Deep Range ability the duel cannot count as a clear-margin win — advanced follow-ups are blocked and the reception margin is capped below the almost-free band.
- A long delivery cannot improve assistance by moving defenders; the Deep Range ability removes that drawback.
- Each midfielder using it costs Fun Factor.
Play for the corner
After a clear win on a flank and the 50% order roll, replaces the final ball with an immediate corner.
- It cannot trigger through the centre, and a move develops on its receiver’s own side: the order is offered only in a flank role (LM, RM, LW or RW).
- When it activates, the normal box attack is deliberately sacrificed and the corner is awarded immediately.
- Unlike Attack the block, it acts before any box duel and does not need a defender to win the ball.
- The corner is resolved normally with the saved set-piece plan.
Feed the striker
A passing instruction given to the player building the move — usually a midfielder — not to the ST. It directs that player’s box pass to the player currently in the ST position.
- It affects only eligible build-up actions by the player carrying the instruction. Give it to more than one eligible midfielder if you want several creators to seek the striker.
- Targeting is guaranteed after a clear midfield win; otherwise it has a 50% chance to activate.
- The order only changes the receiver. It creates no extra opportunity and adds no Scoring, Offensive Positioning or box-duel bonus.
- After receiving the pass, the ST must still resolve the ordinary contest against the defender and then beat the goalkeeper.
- If more than one ST somehow exists during a live transition, the higher-Scoring one is selected.
- The pass can reach an isolated ST, but a waiting defence applies an 8-point reception penalty.
- With no ST on the pitch, the ordinary receiver selection remains.
Carry and release
Uses Ball Control against a covering box defender’s Tackling before the box.
- On the flank, the defender on that physical channel meets the carry; a centre-back covers if that flank defender is absent. Through the middle, centre-backs have priority. If neither is available, another surviving defender covers.
- The same channel selection applies to Carry and finish. The report records the defender, BC/TA, chance and sampled draw.
- On success, the following delivery cannot be intercepted and gets +6.
- On failure, the defender clears the move.
- Hasty Action reduces the dribbler by 10.
Carry and finish
For midfielders, uses the same Ball Control-versus-Tackling carry, then keeps the shot. For FW/ST, a low delivery must first pass any interception, goalkeeper claim and offside check. With a defender available, the existing 50% order roll can then select a Ball Control-versus-Tackling dribble: success gives the existing almost-free Scoring finish and failure ends the attack. High deliveries, a beaten trap, no defender or nonactivation keep the ordinary route.
- For midfielders, success gives an almost-free finish.
- The goalkeeper cannot rush out to claim during this midfielder route.
- On failure, the defender clears.
- Counts as a midfielder running at the box for Fun Factor.
Defender instructions
Available to CB, LB, RB, LWB and RWB. These orders do not increase every duel; they alter the angle or emergency recovery after the defender has become the box challenger.
Every defender option
Player's choice
Uses the ordinary positioning, control and tackle result.
Aerial angles
Against a high delivery, has a 60% chance to steer the finisher into one bad-angle source after the duel.
Ground angles
Against a low delivery, after a perfect positioning win, has a 60% chance to create a bad angle.
- The Wall ability raises the chance to 90%.
- If the attacker already forced an awkward demanded ball, two angle sources become a really bad angle.
Cover breakthroughs
Can downgrade a completely free finisher to almost free.
- Works 50% of the time when the attacker would otherwise be completely free.
- Mind Reader provides the same recovery; order plus Mind Reader raises it to 75%.
Goalkeeper instructions
A goalkeeper focus adds one denomination, +10, to the goalkeeper skills the matching route actually uses; Control is never focus-boosted. It applies to the direct attempt, not to rebounds. Focusing one route gives no penalty elsewhere; the cost is leaving the other routes at baseline.
The Reflexes part of the focus counts in full in the save; the Positioning part counts at half, because the keeper’s set-up is half the Positioning difference.
Every goalkeeper option
Player's choice
No context-specific goalkeeper bonus.
Focus: center
+10 to Reflexes and Goalkeeper Positioning against central open-play attempts, and to Interceptions when the attempt is a lob.
Focus: flanks
The same save-skill bonus against open-play attempts arriving from a flank.
Focus: long shots
The same save-skill bonus against Shoot from distance attempts.
Focus: set pieces
The same save-skill bonus against direct set-piece attempts, penalties included; Organisation also carries the bonus into set-piece marshalling.
Orders after substitutions and moves
The match validates an instruction against the player’s live position. A substitution inherits the vacated position, not the outgoing player’s impossible role order. A scenario can then assign a compatible order to the incoming player. Moves and swaps must keep the whole XI legal, including the goalkeeper/outfield boundary.
- Attacker orders: FW and ST.
- Midfielder orders: DM, CM, LM, RM, OM, LW and RW; carry-and-finish is also valid for attacking positions.
- Defender orders: CB, LB, RB, LWB and RWB.
- Goalkeeper focus: GK only.
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