Sports Manager PRO

Guide

Sports Manager PRO is a free sports manager for demanding players. The player's goal is to gain a business and sports advantage by properly managing their own multi-sport club. This guide describes the most important gameplay elements - from team composition, through available disciplines, to the league format.

Subscription plans

Access to sports teams depends on your active subscription plan:

  • Freemium - the player can own one team from the basic sports.
  • Premium - the player can own three teams from the basic sports.
  • Platinum - the player can own any number of teams from the basic and additional sports (at least a 3-month subscription required).

The MMA team (special sport) is available to premium and platinum players who meet special loyalty conditions.

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:

  • The club can take a loan at any time, provided it has no other active loan.
  • 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.
  • A club may hold only one active loan at a time - a new one can be taken only after the previous one has been fully repaid.
  • Loans cannot be prepaid nor repaid faster than the weekly schedule.
  • Once all installments have been paid, the loan is automatically closed on Monday at 09:00.

Arena

The arena is the home venue for the club. Every club has its own arena where home matches and revenue-generating events take place.

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). Any active development can be accelerated for 25 credits to complete it immediately.

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.

Only one arena development can be in progress at a time. While a development is running, the upgrade, downgrade, and facility-change options are hidden until it completes.

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

Speedway and ice-speedway arenas expose a configurable speedway track. Track expansion and track preparation are two distinct developments — only one of them can run 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.

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

The arena can host music concerts that bring the club extra income from ticket sales.

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.

Only one concert can be in organization at a time. When the scheduled date arrives, the concert is settled and the ticket revenue is credited to the club.

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 represent the club in competitions and develop their skills through training sessions. Each athlete has physical attributes (strength, stamina, agility), mental attributes (reflexes, bravery, composure, concentration) and technical attributes (technique, experience). Condition, fitness, health, fatigue, form and morale affect the athlete's current performance.

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 - analyzes match and training data, providing insights that support strategic decisions.
  • Doctor - diagnoses player injuries and ensures their recovery to full fitness.
  • Marketing - builds the club's image, runs campaigns, and increases fan engagement.
  • Nutritionist - creates nutrition plans that improve player performance and recovery.
  • Physiotherapist - assists players in rehabilitation and helps prevent injuries.
  • Press Officer - publishes club information and maintains media relations.
  • Psychologist - supports players in building confidence, motivation, and mental stability.
  • Scout - discovers and evaluates new players, recommending potential transfers.
  • Trainer - conducts training sessions and develops player abilities to enhance performance.

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.

Basketball

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

Match squad: 12 players. Roster: 15 players.

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

Cricket

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

Match squad: 11 players. Roster: 15 players.

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 objective execution matter. Teams win by eliminating opponents or completing an objective, with the result determined by the number of maps won.

Match squad: 5 players. Roster: 8 players.

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.

Match squad: 11 players. Roster: 23 players.

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.

Match squad: 6 players. Roster: 12 players.

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.

Match squad: 14 players. Roster: 18 players.

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.

Match squad: 20 players. Roster: 25 players.

A game consists of 3 periods of 20 minutes each. In case of a tie, overtime is played.

Rugby

A contact field game where points are scored through tries and goal kicks.

Match squad: 23 players. Roster: 30 players.

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.

Match squad: 8 riders (5 seniors, 2 juniors, 1 reserve). Roster: 10 riders.

A match consists of 15 heats in a 2+2 system. Points are awarded for positions in each race, and the match result is the total of points scored.

Volleyball

A set-based game played over a net, where points are scored through successful attacks or opponent errors.

Match squad: 14 players. Roster: 18 players.

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

Beach Football

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

Match squad: 5 players. Roster: 10 players.

A match consists of 3 periods. In case of a tie, overtime is played.

Beach Volleyball

A version of volleyball played in pairs on sand, with no substitutions during the game.

Match squad: 2 players. Roster: 4 players.

A match is played to 2 sets won.

Ice Speedway

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

Match squad: 6 riders (5 regular + 1 reserve). Roster: 8 riders.

A match consists of 15 heats in a 2+2 system. The result is the total of points scored in the races.

Street Basketball

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

Match squad: 4 players (3 + 1 reserve). Roster: 6 players.

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

Tennis

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

Match squad: 3 players (2 singles + doubles). Roster: 4 players.

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

MMA

A mixed martial arts competition combining striking and grappling techniques.

Gala squad: 5 fighters. Roster: 10 fighters (selected from other teams within the club).

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

Season Calendar

Each season 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, Day 5: First league round begins.
  • Week 3: Loan window opens. Athletes can be loaned until the end of the season.
  • Weeks 7–10: Transfer window for permanent transfers and new signings.
  • End of season: All loans expire. Season statistics are archived.

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.

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.

Scouting

The scouting system allows discovering and evaluating new talent through progressive observation.

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

The transfer system enables buying, selling, and loaning athletes between teams.

Permanent transfers are available during weeks 7–10. Offers include transfer fee, signing fee, salary, and bonuses.

Loans are available from week 3 until the end of the season. The lending team can cover a percentage of the salary.

Achievements

Achievements are awarded automatically when a team reaches a milestone during the season. Each achievement is unique per team, type, and season.

  • First Win — earned the first ever match victory.
  • 10 Wins — accumulated ten season wins.
  • 50 Wins — accumulated fifty season wins.
  • 5 Match Win Streak — won five matches in a row.
  • 10 Match Win Streak — won ten matches in a row.
  • Undefeated 10 Matches — went ten matches without a loss.
  • Undefeated Season — completed the entire league season without a loss.
  • Promotion — climbed to a higher league level.
  • Top 3 Finish — finished the season in the top three.
  • Champion — won the league title.

Injuries

Athletes can suffer one of five injury types during matches or training. While injured, an athlete cannot compete and recovery time depends on the severity of the injury.

English
Polski
Concussion Wstrząśnienie mózgu
Fracture Złamanie
Ligament Tear Zerwanie więzadła
Muscle Strain Naciągnięcie mięśnia
Sprain Skręcenie

Candidates

Each day, the club receives a new candidate proposal. Only one candidate is available at a time.

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

The commodity exchange allows your club to buy and sell commodities such as 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

2+2 system: each heat features 2 home riders and 2 away riders. Numbers 9–16 are home, 1–8 are away. Juniors: away 6–7, home 14–15. Heat 15 is the nominated heat.

Heat
Gate A
Gate B
Gate C
Gate D
1 9 10 1 2
2 11 12 3 4
3 13 9 5 1
4 2 3 10 11
5 5 4 12 13
6 1 11 9 3
7 15 6 14 7
8 4 12 2 10
9 6 13 5 14
10 11 5 13 3
11 6 14 7 15
12 9 1 4 12
13 16 8 15 7
14 2 6 10 14
15 N1 Home N1 Away N2 Home N2 Away

Heat chart - Ice Speedway

2+2 system: 6 riders per team (5 regular + 1 reserve). Away: 1–5 (regular), 6 (reserve). Home: 9–13 (regular), 14 (reserve). Each of the 5 regular riders has exactly 6 starts across 15 heats.

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

League schedules

The season lasts 10 weeks. Matches are played between 17:00 and 23:00. Each team plays every other team home and away (full round-robin with return matches). The second half of the season reverses the round order from the first half with home and away teams swapped.

Week
Round
Home
Away
1 1 1 16
1 1 2 15
1 1 3 14
1 1 4 13
1 1 5 12
1 1 6 11
1 1 7 10
1 1 8 9
1 2 15 1
1 2 14 16
1 2 13 2
1 2 12 3
1 2 11 4
1 2 10 5
1 2 9 6
1 2 8 7
1 3 1 14
1 3 15 13
1 3 16 12
1 3 2 11
1 3 3 10
1 3 4 9
1 3 5 8
1 3 6 7
2 4 13 1
2 4 12 14
2 4 11 15
2 4 10 16
2 4 9 2
2 4 8 3
2 4 7 4
2 4 6 5
2 5 1 12
2 5 13 11
2 5 14 10
2 5 15 9
2 5 16 8
2 5 2 7
2 5 3 6
2 5 4 5
2 6 11 1
2 6 12 10
2 6 13 9
2 6 14 8
2 6 15 7
2 6 16 6
2 6 2 5
2 6 3 4
3 7 1 10
3 7 11 9
3 7 12 8
3 7 13 7
3 7 14 6
3 7 15 5
3 7 16 4
3 7 2 3
3 8 9 1
3 8 10 8
3 8 11 7
3 8 12 6
3 8 13 5
3 8 14 4
3 8 15 3
3 8 16 2
3 9 1 8
3 9 9 7
3 9 10 6
3 9 11 5
3 9 12 4
3 9 13 3
3 9 14 2
3 9 15 16
4 10 7 1
4 10 8 6
4 10 9 5
4 10 10 4
4 10 11 3
4 10 12 2
4 10 13 16
4 10 14 15
4 11 1 6
4 11 7 5
4 11 8 4
4 11 9 3
4 11 10 2
4 11 11 16
4 11 12 15
4 11 13 14
4 12 5 1
4 12 6 4
4 12 7 3
4 12 8 2
4 12 9 16
4 12 10 15
4 12 11 14
4 12 12 13
5 13 1 4
5 13 5 3
5 13 6 2
5 13 7 16
5 13 8 15
5 13 9 14
5 13 10 13
5 13 11 12
5 14 3 1
5 14 4 2
5 14 5 16
5 14 6 15
5 14 7 14
5 14 8 13
5 14 9 12
5 14 10 11
5 15 1 2
5 15 3 16
5 15 4 15
5 15 5 14
5 15 6 13
5 15 7 12
5 15 8 11
5 15 9 10
6 16 10 9
6 16 11 8
6 16 12 7
6 16 13 6
6 16 14 5
6 16 15 4
6 16 16 3
6 16 2 1
6 17 11 10
6 17 12 9
6 17 13 8
6 17 14 7
6 17 15 6
6 17 16 5
6 17 4 3
6 17 1 2
6 18 12 11
6 18 13 10
6 18 14 9
6 18 15 8
6 18 16 7
6 18 6 5
6 18 1 4
6 18 2 3
7 19 13 12
7 19 14 11
7 19 15 10
7 19 16 9
7 19 8 7
7 19 1 6
7 19 2 5
7 19 3 4
7 20 14 13
7 20 15 12
7 20 16 11
7 20 10 9
7 20 1 8
7 20 2 7
7 20 3 6
7 20 4 5
7 21 15 14
7 21 16 13
7 21 12 11
7 21 1 10
7 21 2 9
7 21 3 8
7 21 4 7
7 21 5 6
8 22 16 15
8 22 1 14
8 22 2 13
8 22 3 12
8 22 4 11
8 22 5 10
8 22 6 9
8 22 7 8
8 23 14 1
8 23 13 16
8 23 12 2
8 23 11 3
8 23 10 4
8 23 9 5
8 23 8 6
8 23 7 15
8 24 15 1
8 24 14 16
8 24 13 2
8 24 12 3
8 24 11 4
8 24 10 5
8 24 9 6
8 24 8 7
9 25 1 13
9 25 14 12
9 25 15 11
9 25 16 10
9 25 2 9
9 25 3 8
9 25 4 7
9 25 5 6
9 26 12 1
9 26 11 13
9 26 10 14
9 26 9 15
9 26 8 16
9 26 7 2
9 26 6 3
9 26 5 4
9 27 1 11
9 27 10 12
9 27 9 13
9 27 8 14
9 27 7 15
9 27 6 16
9 27 5 2
9 27 4 3
10 28 1 9
10 28 8 10
10 28 7 11
10 28 6 12
10 28 5 13
10 28 4 14
10 28 3 15
10 28 2 16
10 29 8 1
10 29 7 9
10 29 6 10
10 29 5 11
10 29 4 12
10 29 3 13
10 29 2 14
10 29 16 15
10 30 16 1
10 30 15 2
10 30 14 3
10 30 13 4
10 30 12 5
10 30 11 6
10 30 10 7
10 30 9 8
Week
Round
Home
Away
4 1 1 8
4 1 2 7
4 1 3 6
4 1 4 5
4 2 7 1
4 2 6 8
4 2 5 2
4 2 4 3
5 3 1 6
5 3 7 5
5 3 8 4
5 3 2 3
5 4 5 1
5 4 4 6
5 4 3 7
5 4 2 8
6 5 1 4
6 5 5 3
6 5 6 2
6 5 7 8
6 6 3 1
6 6 2 4
6 6 8 5
6 6 7 6
7 7 1 2
7 7 3 8
7 7 4 7
7 7 5 6
7 8 6 5
7 8 7 4
7 8 8 3
7 8 2 1
8 9 6 7
8 9 5 8
8 9 3 2
8 9 1 4
8 10 8 2
8 10 7 3
8 10 6 4
8 10 1 5
9 11 8 4
9 11 5 7
9 11 3 1
9 11 2 6
9 12 3 4
9 12 2 5
9 12 8 6
9 12 1 7
10 13 3 4
10 13 2 5
10 13 8 6
10 13 1 7
10 14 8 1
10 14 7 2
10 14 6 3
10 14 5 4

Specialist visits

Athletes can be sent to club specialists between matches to recover. Each visit lasts 3 hours, can be ordered once a week per athlete, and pays the specialist a bonus equal to one tenth of their weekly wage.

Visit rules:

  • A physiotherapist raises the athlete's health up to a maximum of 95%.
  • A psychologist raises the athlete's morale up to a maximum of 70%.
  • The team doctor rehabilitates injuries instantly.
  • The effectiveness scales from 1.0 to 3.0 with the specialist's experience, and every visit raises the specialist's experience slightly.

Contracts

Every athlete and employee holds a contract stored on the person. The weekly salary is paid at the start of every game week (first day, 06:00), 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.

Contract clauses:

  • Every contract runs for a set number of seasons and stores 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 - the clause will become negotiable through transfers in a future release.
  • 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 12th.
  • The relegation salary cut is a percentage reduction of the weekly wage, applied to teams finishing between 13th and 16th - and only to contracts that continue into the next season.

At the end of each season the game runs two steps. First, at 06:00, a financial settlement based on each team's final league place: promotion bonuses (1st–2nd) and survival bonuses (3rd–12th) are paid out in cash as club transactions, and a relegation salary cut (13th–16th) is applied to every contract that continues into the next season. MMA and Tennis are excluded from this settlement. Then, at 07:00, a contract settlement per person: a contract with automatic renewal is kept for another season and its salary and bonuses rise by its automatic-raise percentage, while a contract without renewal loses one season - when it reaches zero the contract expires, so an athlete becomes a free agent who leaves the club but keeps playing (future transfer-list material) and an employee retires. Careers also end with age: an active athlete retires at 45 and an active employee at 60, and their status becomes retired.

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

Employees can be sent on training to raise their experience. Training costs 10,000, can be ordered once a week and blocks the employee for 3 days. Each completed training raises the employee's experience by 1% of the remaining headroom.