Sports Manager PRO

Guide

Sports Manager PRO is a free sports manager for demanding players. You run your own multi-sport club and you win by managing it better than anyone else — on the pitch and in the books. This guide walks you through what matters most: team composition, the disciplines you can play and the league format.

Plans

Access to sports teams depends on your active plan:

  • Freemium \u2014 you run one team from the basic sports.
  • Premium \u2014 you run three teams from the basic sports.
  • Platinum \u2014 you run any number of teams from the basic and additional sports (a plan of at least 3 months is required).

The special sports — tennis and MMA — have no teams and no squads, so they do not count towards the plan limit. Athletes from the club’s other sections compete in them.

Club

Loans

Loans allow the club to raise additional funds for investments, transfers or day-to-day operations. Taking a loan credits the club balance in the "Other" category, and every repaid installment debits the same category.

Loan rules:

  • You can take a loan whenever you like, as long as you are not still repaying one.
  • The standard interest rate is 5% per week, while the first loan in the club's history benefits from a promotional 3% weekly rate.
  • The interest rate is fixed for the entire term — it does not grow week by week, and the total interest cost grows linearly with the number of weeks.
  • When taking a loan, the player chooses the amount and the number of weekly installments (from 1 to 15 weeks).
  • Installments are repaid automatically every Monday at 08:00.
  • You cannot hold two loans at once \u2014 you can take a new one only after you have repaid the previous one in full.
  • You cannot pay a loan off early or faster \u2014 the instalments come off on the weekly schedule.
  • Once all installments have been paid, the loan is automatically closed on Monday at 09:00.

Arena

The arena is home to your club. You have one from the start, and it is where you play your home matches and put on concerts that top up the budget.

You can customize four facility types in the arena: lounges, restaurants, bars, and shops. Building a facility costs 100.000 EUR and demolishing one costs 25.000 EUR (25% of the build cost). All facility changes are applied in a single development that always takes 6 hours, regardless of how many facilities are affected. The maximum total number of facilities depends on the arena level.

Arena upgrades increase the capacity, lighting, parking, and facility limit. The upgrade cost starts at 1.000.000 EUR and doubles with each level. The upgrade duration depends on the level and ranges from 12 to 42 hours (see the table below).

Arena downgrades shrink the arena one level at a time. The cost is 50% of the previous level's upgrade cost, and the duration matches the upgrade time of the level being removed. When the new level's facility cap is exceeded, the excess is automatically demolished starting from the cheapest types.

Every week the club pays an arena maintenance fee based on its level, starting at 10.000 EUR per week and doubling with each level (see the table below). If the club cannot afford the fee, its reputation drops by 5% instead.

You develop the arena one thing at a time. The next job starts only once the current one is finished.

Every completed arena upgrade to a higher level raises club reputation by 3%, while a downgrade to a lower level reduces it by 1%. Facility-only changes (without a level change) do not affect reputation.

Speedway Track

A speedway or ice-speedway arena is built around a track you shape yourself. Expanding the track and preparing it are two separate jobs \u2014 you run one at a time.

Track expansion changes the track length within the 260–430 meter range in 1-meter steps. A single expansion can change the length by at most 30 meters in either direction, costs 250.000 EUR, and takes 12 hours.

Track preparation changes the surface value within the 10–90 range. A preparation costs 5.000 EUR and takes 3 hours. Values 0–9 (wet after rain) and 91–100 (slick after rain) appear only as a consequence of weather conditions. Ice speedway is ridden on ice alone, so the prepared surface never affects an ice meeting.

Surface categories shown in profiles:

  • Wet (0–9) — happens only after heavy rain.
  • Soft (10–36) — softer surface, favors riders who prefer grip over speed.
  • Normal (37–63) — balanced surface, the default racing condition.
  • Hard (64–90) — packed surface, favors riders who prefer speed over grip.
  • Slick (91–100) — happens only after rain on hard tracks.

Concert organization

Your arena hosts concerts. They earn the club money away from match day \u2014 you keep what the tickets bring in.

Choose a band, set the ticket price between 50 and 300 EUR (in steps of 10 EUR), and select a promotion length between 3 and 14 days. A longer promotion attracts a larger audience.

You can run only one concert at a time. On the day you booked, the concert goes ahead and the ticket money lands in the club account.

Band popularity (1 to 5 stars) is recalculated daily from the band concerts over the last 30 days, based on the number of concerts and their total attendance.

The expected audience depends on the ticket price, the band popularity, the promotion length, and how frequently concerts are organized at the arena and by the band over the last 30 days.

Arena Levels

Level Seats Lighting Parking Facilities (max) Upgrade Cost Upgrade Time Maintenance
1 1.000 200 lx 100 3 1.000.000 EUR 12 h 10.000 EUR
2 2.500 300 lx 200 6 2.000.000 EUR 12 h 20.000 EUR
3 5.000 400 lx 300 9 4.000.000 EUR 18 h 40.000 EUR
4 7.500 600 lx 450 12 8.000.000 EUR 18 h 80.000 EUR
5 10.000 800 lx 600 16 16.000.000 EUR 24 h 160.000 EUR
6 13.000 1.000 lx 750 20 32.000.000 EUR 24 h 320.000 EUR
7 16.000 1.300 lx 900 25 64.000.000 EUR 30 h 640.000 EUR
8 19.000 1.600 lx 1.050 30 128.000.000 EUR 36 h 1.280.000 EUR
9 22.000 2.000 lx 1.200 35 256.000.000 EUR 42 h 2.560.000 EUR
10 25.000 2.500 lx 1.500 40 - - 5.120.000 EUR

Athletes

Athletes play for your club and grow in training. Each one has nine attributes: physical (strength, stamina, agility), mental (reflexes, bravery, composure, concentration) and technical (technique, experience). How well an athlete plays tonight also depends on health, fatigue, training load, form and morale.

Every week the club pays its athletes their wages based on their contract salaries. If the club cannot afford them, its reputation drops by 10% instead.

Staff

Each club can employ staff to support the team:

  • Analyst — at a match they read the rivals, so you see the disposition of their athletes.
  • Doctor — at a match they lower the risk of an injury and shorten the treatment that follows.
  • Marketing — draws a bigger crowd; worth having at home, because only the host earns at the gate.
  • Nutritionist — never travels to a match; keeps the athletes on a diet that holds a healthy BMI.
  • Physiotherapist — at a match the athletes tire more slowly and come back in better shape.
  • Press Officer — after a lost league or ranking match they explain it away, so the club loses less reputation.
  • Psychologist — takes the pressure off the athletes in every league and ranking match.
  • Scout — never travels to a match; observes the athletes you point them at.
  • Trainer — at a match the athletes gain technique and experience faster.

You take three employees to a match, chosen from every specialization except the nutritionist and the scout — those two do their work between matches. Every employee you call up is paid a match bonus, so the bench is a financial decision as much as a sporting one.

A doctor earns their place with a tired squad, because the worse the condition of the athletes the higher the risk of an injury. A marketing specialist pays off at home, where the gate money is. A trainer is the pick for developing the squad, and worth the most in the league, which teaches faster than the ranking or a friendly. A physiotherapist is for a crowded calendar. And appointing a captain costs nothing at all and gives a small edge every time.

Every employee works at the level their experience has reached, on a scale from 0 to 100. A newcomer already does the job; a veteran simply does it a little better. The gap is deliberately small, so a good employee helps you without deciding the season on their own.

Every duty carried out teaches the employee something. The first duties teach them the most and the last ones the least, because what they learn is always a share of what they still have to learn.

Work tires an employee out exactly as it tires an athlete, and they shed that tiredness hour by hour between duties. A spent employee is a slightly worse employee.

Two things move an employee's mood. Wages the club cannot pay cost them morale. A week without a single duty costs them form. Both come back the moment you put them to work again.

Every week the club pays its staff their wages based on their contract salaries. If the club cannot afford them, its reputation drops by 10% instead.

Available sports

Three numbers describe the size: how many athletes compete at the same time, how many you name for the match including reserves, and how many you get with a new team. There is no upper limit — from the starting squad it only grows.

Team sports

Special sports

A special sport is contested without a team: athletes from every other discipline meet in the end-of-season tournaments.

Basketball

A scoring game based on offensive and defensive plays. The result is built over four quarters, with shooting efficiency being key.

On the field: 5. Named for the match: 12. Starting squad: 14.

A match consists of 4 quarters. The team with more points wins; a tie is decided by overtime.

Beach Football

A variation of football played on sand, favoring dynamic plays and frequent shots on goal.

On the field: 5. Named for the match: 12. Starting squad: 14.

A match has 3 periods. If the scores are level, you play overtime.

Beach Volleyball

A version of volleyball played in pairs on sand, with one reserve on the bench.

On the field: 2. Named for the match: 3. Starting squad: 4.

A match is played to 2 sets won.

Cricket

A competition divided into attacking and defending phases, where teams score runs in a set number of overs.

On the field: 11. Named for the match: 14. Starting squad: 15.

Teams alternate their innings. The team with the higher number of runs wins.

Esports

A round-based tactical competition in Strike Protocol, where precision, role division and map objectives decide the round. A team wins a round by eliminating the opposition or completing the map objective, and the match goes to whoever wins more maps.

On the field: 5. Named for the match: 6. Starting squad: 8.

A match is played to 2 maps won. Each map consists of a series of rounds, and the team that first reaches the required number of round wins on the map is victorious.

Football

A goal-based game founded on tactics, space control and finishing in front of the opponent's goal.

On the field: 11. Named for the match: 23. Starting squad: 25.

A match lasts 90 minutes. The team that scores more goals wins.

Futsal

An indoor variant of football with a fast pace and frequent goal-scoring opportunities. The smaller pitch forces dynamic play and intense passing exchanges.

On the field: 5. Named for the match: 14. Starting squad: 16.

A match lasts 2x20 minutes. The team that scores more goals in regulation time wins.

Handball

A fast-paced goal game with a high number of offensive plays and dynamic transitions from defense to attack.

On the field: 7. Named for the match: 16. Starting squad: 18.

A match lasts 2x30 minutes. The team with more goals wins.

Ice Hockey

A dynamic game on ice where quick formation changes, power plays and finishing in front of the opponent's goal are crucial.

On the field: 6. Named for the match: 22. Starting squad: 24.

A game has 3 periods of 20 minutes. If the scores are level, you play overtime.

Ice Speedway

A winter variant of speedway raced on ice, with scoring based on positions in each race.

On the field: 2 per heat. Named for the match: 8. Starting squad: 10.

A match runs over fifteen heats, with two riders from each team on the track every time. The result is the total of the points they score. Ice speedway follows the rules of speedway, but it is ridden on ice alone: the track surface counts for nothing and composure counts for more, because the ice is slippery.

Rugby

A contact field game. Points come from tries and kicks at goal.

On the field: 15. Named for the match: 23. Starting squad: 25.

A match lasts 80 minutes. The team that scores more points wins.

Speedway

Races held on an oval track where four riders start simultaneously, with the result built up over successive heats.

On the field: 2 per heat. Named for the match: 8. Starting squad: 10.

A match runs over fifteen heats, with two riders from each team on the track every time. Points go to the finishing places in each race, and the match result is their total.

Street Basketball

A shorter version of basketball played at a single hoop, with higher intensity and fewer players.

On the field: 3. Named for the match: 4. Starting squad: 6.

A match is played to 21 points or until the time limit expires. The team with more points wins.

Volleyball

A set-based game played over a net. A point falls on a successful attack or on an error by the opponent.

On the field: 6. Named for the match: 14. Starting squad: 16.

A match is played to 3 sets won. A set is won by the team that first reaches the required point limit.

MMA

A mixed martial arts competition combining striking and grappling techniques.

A special sport — you run neither a team nor a squad in it. The end-of-season tournaments draw athletes from the club’s other sections.

A gala consists of several bouts. The club whose fighters win more bouts wins.

Tennis

A competition based on games and sets, featuring singles and doubles matches.

A special sport — you run neither a team nor a squad in it. The end-of-season tournaments draw athletes from the club’s other sections.

A meeting consists of two singles matches and one doubles match. The team that wins at least two of the three matches wins.

Season Calendar

Each season lasts 10 weeks and follows a fixed calendar structure with training camps, league rounds, and transfer windows.

  • Week 1, Days 1–3: Training camps available. Teams can organize camps at facilities with 1–5 star ratings.
  • Week 1, Wednesday: First league round begins.
  • Weeks 7–10: Transfer window for permanent transfers and new signings. The league finishes in week 9, so the window stays open throughout the whole of week 10.
  • End of season: the game archives the final standings to team histories and athlete careers, settles bonuses, contracts and retirements, promotes and relegates teams between divisions, resets the league tables, and awards league trophies.

Training

Training sessions develop athlete attributes. Each session targets a specific attribute and is conducted by a coach.

Teams can organize training camps during the first 3 days of week 1. Higher-rated facilities improve effectiveness.

Training effectiveness depends on the coach's attributes, the athlete's workload, and the facility level. High workload reduces performance.

Health & recovery

Health, tiredness and training load are shown next to every athlete. The game combines them with build into condition, which it works out at the first whistle — nothing drives it between matches, so it is not on the profile.

Weight against height feeds into condition too. As long as the body mass index stays inside the healthy band of 18.5 to 24.9, an athlete loses nothing; every point outside the band costs 2 points of condition, the same for being underweight as for being overweight, and never more than 15 in total. It most often catches fast-growing juniors — height rises every week while weight catches up with a delay, so an athlete who has just shot up is temporarily weaker.

When an athlete rests and is available, tiredness clears within about a day, training load fades over a few days, and full health takes a few days to return.

How a match runs

A match is played live and lasts fifteen minutes. You can follow it on the match page the whole way through: the score, the events and the athlete statistics keep moving, and every fixture of the same round finishes at the same time.

Every sport runs by its own rules. Football, futsal, handball and rugby have two halves split by a break, ice hockey and beach football three periods, basketball four quarters and cricket two innings. Speedway and ice speedway are fifteen heats, while volleyball, beach volleyball, esports and street basketball play without a break.

The break between halves, periods or quarters is part of the match too. Play stops, but your orders still go through, so it is a good moment to bring a substitute on or change the tactic before the next part of the match.

The match header shows you what really tells you where the match stands: the minute and the half in football, the quarter and the clock in basketball, the period in ice hockey, the heat number in speedway, the set in volleyball or the innings in cricket. During a break you simply see Break.

In speedway and ice speedway the orders close just before every heat, and a countdown to the start appears in the header. Send your substitution or tactical order before it begins. Once the result of the heat is announced you can give orders again.

There is no extra time and no shootout. When the time runs out, the score on the board is the result, a draw included. In the league a draw will in future share the points between both teams.

Some sports finish early because there is nothing left to play: volleyball and beach volleyball once the last set is taken, esports after the last map, cricket once the target is passed, and street basketball at twenty-one points. No match, however, ever runs longer than fifteen minutes.

After the match

Every match is settled once the final whistle has gone. The club is paid for the tickets it sold, everyone who took part receives their bonuses, and the people who were on the field carry the match with them — what they learnt, how they feel about the result, how tired they are and, now and then, an injury.

Only the host earns from the match: the home club is credited with the gate money, which follows from the attendance and the ticket prices of the arena. A marketing specialist named for that competition fills the stands better, bringing up to 20% more supporters through the turnstiles — the more experienced they are, the bigger the crowd. The crowd also depends on the competition: a league match fills the stands hardest, a ranking match draws a fraction of that audience and a friendly only a handful. From a team's fourth match of the day, no more than a couple of dozen supporters are left in the stands.

Everyone named for the match, athletes and staff alike, is paid the match bonus written into their contract, plus the win bonus when the team won. The club pays them from its balance, and when it cannot afford them the bonuses go unpaid.

Every athlete and employee who took part gains experience, and athletes improve their technique on top of it. The pace depends on the competition: the league gives most, a ranking match clearly less, a friendly least. A trainer named for that competition speeds development up by as much as half, younger athletes grow faster than older ones, and the closer to the maximum, the slower each further point arrives. Learning has a daily ceiling, though: only the first three matches a team plays in one day develop anybody, and every further match that day gives neither experience nor technique.

The result moves the athletes who played: a win gives 3 points of form and 4 of morale, a draw 1 point of form, and a defeat costs 2 points of form and 4 of morale. Form and morale never fall below 10 points.

Every passage of play tires an athlete a little. An athlete already carrying an injury tires half as much again, while a physiotherapist named for that competition takes up to 40% of the fatigue away — the more experienced they are, the more they take.

A tired athlete breaks down more easily: the lower the condition at the final whistle, the higher the risk of an injury, up to 12% for an athlete with nothing left. A doctor named for that competition takes up to 60% of that risk away, the more experienced the more they take. The injury type is drawn — most often a sprain or a muscle strain, rarely a ligament tear or a fracture.

In speedway and ice speedway the meeting also leaves a track record behind. The fastest ride of the evening is compared with the record standing for that arena, that season, that track length and that surface, and beats it or leaves it alone.

Ranking and friendly matches

Alongside the league a team arranges its own matches at any time. The waiting room pairs you with another manager; when nobody suitable is waiting, the game fields a real team, so a match always takes place.

A ranking match counts towards the club ranking and is the competitive way to measure the squad against another manager.

A friendly match carries no ranking consequence. It is there to try a line-up, a tactic or a formation without risking the position.

Opponents are matched by team strength, the average overall rating of the athletes the match squad fields. Every ten seconds the game lines up all waiting teams by that strength and pairs neighbors, starting from the two closest to each other. A manager on the Platinum plan is served first. Teams already playing a match never enter the draw.

A Platinum manager is paired first: when several teams wait for the same rival, the draw serves the Platinum ones before everybody else.

In a friendly the manager who sends the invitation hosts. In a ranking match the lower-rated team hosts and the stronger one travels.

Home and away alternate. A team that hosted its previous match of the same kind travels to the next one, and the other way round; ranking and friendly matches are counted separately. When both teams claim the same role, the one that has been waiting longer keeps it.

An empty waiting room is not a failure. When no rival joins within the waiting window, the game arranges the match against a real team of the same sport. The daily limit still applies.

Every plan grants its own number of matches per day, counted separately for ranking and friendly matches. The limits reset at the start of the game day.

Plan Ranking matches Friendly matches
Freemium 3 0
Premium 5 3
Platinum 10 5

Ranking ladder

Every ranking match moves both teams along the ladder. Points are added for a win and taken away for a loss; they never fall below zero.

What the ladder rewards is the upset. The game measures how far the winner sat below its rival in the ranking and how much weaker its squad was, and pays out accordingly — beating a stronger, higher-placed team is worth several times more than beating one you were expected to beat.

A loss always costs less than a win pays, so one bad night never undoes a season. Climbing takes a run of results, and so does falling.

A team that plays no ranking match for two weeks starts losing a small share of its points every week, so an abandoned ladder position slowly frees itself up.

Positions are recalculated the moment points change, and the ranking board shows how many places each team moved since the previous recalculation.

Academy & youth

Athletes aged 10 to 15 belong to the academy. They train with the team and grow, but they do not play matches until they turn 16.

Every academy receives ten-year-old prospects. You either accept one, which turns them into an athlete of your team, or turn them down, which removes the offer for good.

Each competition has its own minimum age: friendly matches from 13, ranking matches from 15 and league matches from 16. The squad screen only offers the athletes old enough for the competition you are arranging.

Technique and experience grow only in matches, and the result has no bearing on it — what counts is the kind of competition. The league develops most, a ranking match in between, a friendly least.

Every win and every defeat moves the morale of the athletes who took part.

Tactics

Tactical rules let a team react automatically during league matches. Each rule answers two questions: when something happens during the match, and what the team should do in response. Rules never target a specific athlete, only match events.

When (trigger)

A trigger is the match event that activates the rule. Margin-based triggers, such as leading or trailing, also require a score difference. The available triggers depend on the sport.

  • At the start of the match
  • At the start of a new period, half, or quarter
  • At the start of a new round
  • At the start of a new heat
  • After winning a set
  • After losing a set
  • After losing a wicket
  • After conceding a goal
  • When playing with a numerical disadvantage
  • When leading by a score margin
  • When trailing by a score margin
  • When the scores are level
  • In the final minutes of the match

Then (action)

An action is the adjustment the team applies when the trigger fires. Every sport can change its tactic and pressure, while sports with reserves can also make substitutions. The available actions depend on the sport.

  • Switch to an offensive tactic
  • Switch to a balanced tactic
  • Switch to a defensive tactic
  • Increase the team pressure
  • Decrease the team pressure
  • Substitute the most tired player
  • Make an attacking substitution
  • Make a defensive substitution

Every team starts with one default rule, so it reacts to the flow of the match even before you set up your own tactics.

Orders during a match

While a match is being played the manager of a team taking part gives orders from the match page. An order is carried into the match and takes effect as soon as the sport allows, so it reaches the simulation as a plain number, not as a wish.

A newer order replaces an older one of the same kind before either takes effect. An order about a named athlete replaces only the earlier order about that same athlete, so praising one athlete never cancels a substitution of another.

The tactic switches between defensive, balanced and offensive. An offensive side pushes harder in attack and leaves more room at the back, and it tires sooner.

The formation switches to another arrangement the sport supports. A side that keeps more athletes back defends better and attacks worse.

Praise lifts the mood of an athlete, and loosens their composure and concentration. You can praise only an athlete who is on — never one waiting on the bench.

A scolding drives the athlete on: bravery and concentration rise, the mood drops, and the athlete tires faster. You can scold only an athlete who is on.

Substitutions

Every sport follows its own rule, taken from the governing body of that sport. A substitution takes effect as soon as the sport allows one.

In esports the sixth player is the substitute, and a series is played over five maps drawn from ten. Each map rewards a different combination of the players' attributes, so the substitute is worth bringing in for the map that suits them. The substitution is applied before the next map.

In speedway and ice speedway the reserve has no programmed rides, takes at most five heats and never the nominated fifteenth, and a junior place — number 6, 7, 14 or 15 — is only ridden by a junior, that is a rider of twenty-one or younger. At a deficit of six points a side may hand one rider an extra ride as a tactical substitution, and at ten points it may send its joker out once in the match, scoring double.

In speedway and ice speedway every rider also brings a motorcycle, rated from 70 to 100. The rider sets it up themselves, so the less experienced they are the more often they get the setup wrong, while a veteran gets it close to right almost every time. The machine wears down a little with every ride, and now and then a bad batch of engine or carburettor parts gives a rider a bad spell that lasts a few rides before it is sorted out. A good motorcycle is worth a little speed and keeps the engine failures away; it never wins the meeting on its own.

Substitutions Athletes Substitutions Tactics
Basketball 7 No limit At any time
Beach Football 7 No limit At any time
Beach Volleyball 1 1 At any time
Cricket 3 3 Between units
Esports 1 1 Between units
Football 12 5 At any time
Futsal 9 No limit At any time
Handball 9 No limit At any time
Ice Hockey 16 No limit At any time
Ice Speedway 1 5 Before the unit
Rugby 8 8 At any time
Speedway 1 5 Before the unit
Street Basketball 1 No limit At any time
Volleyball 8 6 At any time

Scouting

Scouting is how you find and judge new talent — the longer a scout watches an athlete, the more you learn.

As observation progresses from 0% to 100%, more detailed information about the athlete is revealed.

Assign a scout, set search criteria, observe athletes, and receive recommendations.

Transfers

Transfers are how athletes change clubs — you buy them from another team or sell your own.

Permanent transfers are available during weeks 7–10; with the league concluded in week 9, the window stays open throughout the whole of week 10. Offers include transfer fee, signing fee, salary, and bonuses.

Achievements

An achievement is awarded automatically the moment a team reaches a milestone in the season. Every achievement is unique per team, kind and season.

  • 10 Wins
  • 50 Wins
  • Champion
  • First Win
  • Promotion
  • Top 3 Finish
  • 10 Match Unbeaten Run
  • Undefeated Season
  • 10 Match Win Streak
  • 5 Match Win Streak

Injuries

An athlete can pick up one of five kinds of injury in a match or in training. While injured they cannot take the field, and how long they are out depends on how bad the injury is.

  • Concussion
  • Fracture
  • Ligament Tear
  • Muscle Strain
  • Sprain

Candidates

Every day you get one candidate to consider. There is never more than one waiting.

Staff candidates are former athletes (age 40–45) who ended their career. Retired athletes cannot be recruited.

Athlete candidates are young talents that can be added to the team roster.

Commodity Exchange

On the commodity exchange you buy and sell gold, silver, oil, copper and uranium.

Commodity prices change every hour. Gold is the most stable, while Uranium has the highest volatility.

More stable commodities carry lower risk, while more volatile ones can bring greater profits or greater losses.

Your club can buy and sell commodities to earn money. Buy low and sell high to maximize your profits.

Heat chart — Speedway

Every heat sends out two home riders and two visitors, always alternating across the gates. The home side carries numbers 9-16 and rides in the red and blue helmet covers, the visitors carry 1-8 and ride in white and yellow. The juniors ride 6-7 away and 14-15 at home, and two heats are ridden by juniors alone. Fourteen programmed heats give each of the fourteen riders four rides, one from every gate; numbers 8 and 16 are the reserves and appear nowhere in the programme. The closing heat is nominated — each side names its two best of the evening.

Heat A B C D
1 9 1 11 5
2 14 6 15 7
3 1 10 4 12
4 15 2 9 3
5 10 5 14 4
6 12 7 13 1
7 2 11 6 10
8 4 9 3 13
9 6 15 7 14
10 11 4 12 2
11 13 3 10 6
12 7 12 5 9
13 3 14 1 11
14 5 13 2 15
15 N1 Home N1 Away N2 Home N2 Away

Abbreviations

  • Heat number
    Heat number
  • Rider number
    Rider number
  • Excluded for breaking the tape
    Excluded for breaking the tape
  • Fall
    Fall
  • Exclusion
    Exclusion
  • Engine failure
    Engine failure

Heat chart — Ice Speedway

Ice speedway is ridden exactly like speedway: each side names eight riders, every heat sends out two from each, and the meeting is fourteen programmed heats plus the nominated heat at the end. The home side carries numbers 9-16, the visitors 1-8.

Heat A B C D
1 9 1 11 5
2 14 6 15 7
3 1 10 4 12
4 15 2 9 3
5 10 5 14 4
6 12 7 13 1
7 2 11 6 10
8 4 9 3 13
9 6 15 7 14
10 11 4 12 2
11 13 3 10 6
12 7 12 5 9
13 3 14 1 11
14 5 13 2 15
15 N1 Home N1 Away N2 Home N2 Away

League schedules

A league holds 14 teams that play a full double round-robin of 26 rounds. Matches are played on Mondays, Wednesdays and Fridays between 17:00 and 22:00, starting on the Wednesday of the first week; the higher the division, the later the kickoff. Each team plays every other team home and away, and the second half of the season reverses the round order from the first half with the home and away teams swapped.

Week Round Home Away
1 1 1 14
1 1 13 2
1 1 3 12
1 1 11 4
1 1 5 10
1 1 9 6
1 1 7 8
1 2 13 1
1 2 14 12
1 2 11 2
1 2 3 10
1 2 9 4
1 2 5 8
1 2 7 6
2 3 1 12
2 3 11 13
2 3 14 10
2 3 9 2
2 3 3 8
2 3 7 4
2 3 5 6
2 4 11 1
2 4 12 10
2 4 9 13
2 4 14 8
2 4 7 2
2 4 3 6
2 4 5 4
2 5 1 10
2 5 9 11
2 5 12 8
2 5 7 13
2 5 14 6
2 5 5 2
2 5 3 4
3 6 9 1
3 6 10 8
3 6 7 11
3 6 12 6
3 6 5 13
3 6 14 4
3 6 3 2
3 7 1 8
3 7 7 9
3 7 10 6
3 7 5 11
3 7 12 4
3 7 3 13
3 7 14 2
3 8 7 1
3 8 8 6
3 8 5 9
3 8 10 4
3 8 3 11
3 8 12 2
3 8 14 13
4 9 1 6
4 9 5 7
4 9 8 4
4 9 3 9
4 9 10 2
4 9 14 11
4 9 12 13
4 10 5 1
4 10 6 4
4 10 3 7
4 10 8 2
4 10 14 9
4 10 10 13
4 10 12 11
4 11 1 4
4 11 3 5
4 11 6 2
4 11 14 7
4 11 8 13
4 11 12 9
4 11 10 11
5 12 3 1
5 12 4 2
5 12 14 5
5 12 6 13
5 12 12 7
5 12 8 11
5 12 10 9
5 13 1 2
5 13 14 3
5 13 4 13
5 13 12 5
5 13 6 11
5 13 10 7
5 13 8 9
5 14 2 1
5 14 3 14
5 14 13 4
5 14 5 12
5 14 11 6
5 14 7 10
5 14 9 8
6 15 1 3
6 15 2 4
6 15 5 14
6 15 13 6
6 15 7 12
6 15 11 8
6 15 9 10
6 16 4 1
6 16 5 3
6 16 2 6
6 16 7 14
6 16 13 8
6 16 9 12
6 16 11 10
6 17 1 5
6 17 4 6
6 17 7 3
6 17 2 8
6 17 9 14
6 17 13 10
6 17 11 12
7 18 6 1
7 18 7 5
7 18 4 8
7 18 9 3
7 18 2 10
7 18 11 14
7 18 13 12
7 19 1 7
7 19 6 8
7 19 9 5
7 19 4 10
7 19 11 3
7 19 2 12
7 19 13 14
7 20 8 1
7 20 9 7
7 20 6 10
7 20 11 5
7 20 4 12
7 20 13 3
7 20 2 14
8 21 1 9
8 21 8 10
8 21 11 7
8 21 6 12
8 21 13 5
8 21 4 14
8 21 2 3
8 22 10 1
8 22 11 9
8 22 8 12
8 22 13 7
8 22 6 14
8 22 2 5
8 22 4 3
8 23 1 11
8 23 10 12
8 23 13 9
8 23 8 14
8 23 2 7
8 23 6 3
8 23 4 5
9 24 12 1
9 24 13 11
9 24 10 14
9 24 2 9
9 24 8 3
9 24 4 7
9 24 6 5
9 25 1 13
9 25 12 14
9 25 2 11
9 25 10 3
9 25 4 9
9 25 8 5
9 25 6 7
9 26 14 1
9 26 2 13
9 26 12 3
9 26 4 11
9 26 10 5
9 26 6 9
9 26 8 7

Specialist visits

Between matches you send athletes to the club specialists to recover. A visit to the physiotherapist takes 3 hours, one to the psychologist 2. You can order it once a week per athlete, and the specialist takes a bonus equal to one tenth of their weekly wage.

Visit rules:

  • The physiotherapist takes over from 90% health and raises it up to 100%, shedding fatigue at the same time.
  • The psychologist takes over from 70% morale and lifts it up to 100%.
  • With no physiotherapist or psychologist on the staff the visit cannot be booked at all.
  • Effectiveness grows from 1.0 to 3.0 with the experience and the morale of the specialist, and every session raises their experience a little.
  • The club doctor holds no surgery: he travels with the team to the matches and trainings you name him for, and it is there that he shortens the recovery of the injured — the higher his experience and morale, the sooner they are back.
  • An athlete and an employee alike may refuse a service at 30% morale or below, and the lower it sits the more often they do. After a refusal they refuse every time for three hours, and only then is it decided anew. A refused service costs nothing.

Contracts

Every athlete and employee holds a contract. The weekly salary is paid at the start of every game week (its first day), together with a general bonus equal to 10% of the weekly salary. A contract runs for a set number of seasons and, when a season ends, either renews or expires depending on its automatic-renewal clause.

You extend an athlete contract yourself, from the squad screen, in the action menu next to the athlete. An extension covers one season and raises the wage and the bonuses written into the deal. The athlete agrees only when their morale exceeds 80 points, and you can talk no later than the last Friday of the season — after that day no contract can be extended.

Contract clauses:

  • Every contract runs for a set number of seasons and includes the weekly salary together with a general bonus equal to 10% of that salary.
  • The automatic-raise clause is a percentage from 0 to 500% — each season the salary and bonuses grow by this amount.
  • The automatic-renewal clause keeps the contract for another season instead of letting it expire. New employees have it enabled by default and stay until retirement; new athletes do not — you will negotiate it at transfer time in the future.
  • The promotion bonus is a percentage of the weekly wage, paid in cash to players of teams finishing 1st or 2nd.
  • The survival bonus is a percentage of the weekly wage, paid in cash to players of teams finishing between 3rd and 10th.
  • The relegation salary cut is a percentage reduction of the weekly wage, applied to teams finishing between 11th and 14th — and only to contracts that continue into the next season.

When a season ends the game summarizes the finished season and prepares the next one. It archives the final standings into team histories and athlete careers, pays promotion bonuses (1st–2nd) and survival bonuses (3rd–10th) in cash and applies the relegation salary cut (11th–14th) to contracts that continue, then ages every active person by one year and settles each contract — a contract with automatic renewal is kept for another season with its salary and bonuses raised by its automatic-raise percentage, while a contract without renewal loses one season and expires once it reaches zero, so an athlete becomes a free agent who leaves the club but keeps playing and an employee retires. Ageing careers also end — an athlete retires at 45, an employee at 60, and a free agent who did not play a single match retires as well. Finally the top two teams of every league are promoted and the bottom four relegated, the league tables and player statistics reset for the new season, and league trophies are awarded to the best teams. MMA and Tennis do not take part in the leagues.

Contract termination

A club may terminate a player's or employee's contract at any time. Early termination charges a penalty equal to ten times the person's weekly wage, debited from the club balance, and the person leaves the club.

Staff training

You send employees on training to build their experience. Training costs 10.000, you can order it once a week, and it takes the employee out for 3 days. Each one completed raises their experience by 1% of the headroom left.