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 — you run one team from the basic sports.
  • Premium — you run three teams from the basic sports.
  • Platinum — 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 — 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 — the instalments come off on the weekly schedule.
  • Once all installments have been paid, the loan is automatically closed on Monday at 09:00.

Finances

The club accounts for every coin. The revenue and expense breakdowns show how much money came in and went out this week, last week and over the last four weeks. Every transaction lands in exactly one category, and the lists below tell you what you will find in each of them.

Where the money comes from:

  • Matches — gate money from the fixtures you play at home. Only the host earns, and the amount is the attendance multiplied by the ticket price the sport sets: the full price in the league, 80% in a ranking match and 60% in a friendly. It is booked once the match is over.
  • Facilities — match-day takings of the arena facilities at home matches: VIP seats sold in the lounges, dining in the restaurants and bars, and merchandise sold in the shops. Every type earns separately: the lounges the more, the better the arena is filled, and the restaurants, bars and shops the more, the bigger the crowd, though each further facility of the same type adds less. Booked after every finished match.
  • Events — ticket sales from the concerts staged at your arena. The amount follows the popularity of the band, the ticket price, the length of the promotion and how often your arena has hosted a concert lately. It is booked once, when the concert ends.
  • Sponsors — the entry is waiting for its mechanism and stays empty for now.
  • Transfers — money from selling athletes. The entry is waiting for its mechanism and stays empty for now.
  • Rewards — money for results: the achievements you unlock and the trophies you take after matches and at the end of the season. The higher you reach, the bigger the reward. It is booked the moment you earn it.
  • Exchange — money from selling commodities on the commodity exchange. The amount is the selling price multiplied by the number of units sold, and the prices move every hour.
  • Other — the one-off and rare events that do not come back every week: the capital granted when the club is founded and the payout of a loan you take.

Where the money goes:

  • Matches — the bonuses paid to the athletes and employees named for the fixture, the unused substitutes included. The size follows their contract: one bonus for the match, another for winning it. They are charged after every match.
  • Marketing — the cost of promoting matches and concerts. The entry is waiting for its mechanism and stays empty for now.
  • Salaries — the wages of your athletes and staff, paid once a week of play, the severance for terminating a contract, the bonuses for the physiotherapist and the psychologist after their visits, and the seasonal bonuses for promotion and for staying up. Everything but the wages is charged as it happens.
  • Trainings — the cost of training sessions and camps, derived from the wage of the coach running them, and the flat fee for an employee course. Sessions and camps are charged once they are over, the course the moment you send the employee on it.
  • Transfers — the cost of buying athletes. The entry is waiting for its mechanism and stays empty for now.
  • Arena maintenance — the fee charged every week for simply owning the arena, following its level: the bigger the arena, the more it costs. Preparing the speedway track before a meeting belongs here too.
  • Arena development — the money invested in the building itself: raising or lowering the level of the arena, building and demolishing lounges, restaurants, bars and shops, and lengthening the speedway track. Changing the level costs more the higher you reach, and the price of facilities follows their number and whether you are putting them up or tearing them down. You pay the moment you order the work.
  • Exchange — buying commodities on the commodity exchange. The amount is the buying price multiplied by the number of units bought.
  • Other — the one-off and rare events: the instalments of the loan you are repaying, taken automatically once a week. The size of an instalment follows the amount you borrowed, the interest rate and the number of weeks of repayment.

A zero on any entry means that no money was booked there in that period. It may be that nothing happened, that the entry is still waiting for its mechanism, or that the club ran out of money and the charge was never taken.

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 arena level sets a total facility limit and a separate limit for every type (see the table below).

Facilities work in two ways. Every facility, whatever its type, raises the attendance of home matches by 0.5%, up to 10% in total — from the twenty-first facility on the bonus no longer grows. On top of that every type earns its own money on match day. A lounge holds 25 VIP seats and every occupied seat brings in 100 EUR; all of them sell once the arena is three-quarters full, and proportionally fewer with a smaller crowd. Restaurants serve 5–10% of the crowd at 3 EUR a head, bars 15–25% at 2 EUR and shops 5–10% at 2 EUR. The first facility of those types serves the lower bound and each further one moves it towards the upper bound, adding less than the one before. The takings follow the attendance, so the league brings the most, a ranking match less and a friendly the least.

Arena upgrades increase the capacity, lighting, parking, and facility limit. The upgrade cost rises with the level, from 300.000 EUR for the second level to 2.000.000 EUR for the tenth — adding a stand to a large arena costs more per new seat than to a small one. 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. Facilities beyond the type limit of the new level are demolished automatically, and when the total limit is exceeded as well, the excess is demolished starting from the cheapest types.

Every week the club pays an arena maintenance fee based on its level, from 10.000 EUR per week at the first level up to 145.000 EUR at the tenth — the larger the arena, the less it costs per seat (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 2.5 points, 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 — 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 — 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) Lounges / restaurants / bars / shops Upgrade Cost Upgrade Time Maintenance
1 1.000 200 lx 100 3 1 / 1 / 1 / 1 300.000 EUR 12 h 10.000 EUR
2 2.500 300 lx 200 6 1 / 2 / 3 / 2 650.000 EUR 12 h 23.000 EUR
3 5.000 400 lx 300 9 1 / 3 / 4 / 3 800.000 EUR 18 h 42.000 EUR
4 7.500 600 lx 450 12 1 / 4 / 6 / 4 950.000 EUR 18 h 60.000 EUR
5 10.000 800 lx 600 16 2 / 5 / 8 / 5 1.300.000 EUR 24 h 75.000 EUR
6 13.000 1.000 lx 750 20 2 / 7 / 10 / 7 1.500.000 EUR 24 h 90.000 EUR
7 16.000 1.300 lx 900 25 3 / 9 / 12 / 9 1.700.000 EUR 30 h 105.000 EUR
8 19.000 1.600 lx 1.050 30 3 / 11 / 14 / 11 1.900.000 EUR 36 h 120.000 EUR
9 22.000 2.000 lx 1.200 35 4 / 13 / 16 / 13 2.000.000 EUR 42 h 132.000 EUR
10 25.000 2.500 lx 1.500 40 5 / 15 / 18 / 15 - - 145.000 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.

At the end of the season the club pays promotion and survival bonuses, counted from the wage of each athlete. A club that cannot afford them pays nothing and loses 20% of its reputation instead — twice as harsh as an unpaid wage.

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 soften its effects.
  • 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: 10. Starting squad: 14.

A match has 4 quarters of 10 minutes. The team with more points wins and a draw is a final result — there is no overtime. A player with a fifth foul leaves for good and the team plays with four until you bring a substitute on.

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: 10. Starting squad: 14.

A match has 3 periods of 12 minutes and a draw stands — there is no overtime or shootout. A player sent off never returns, but after two minutes, or sooner once the short side concedes, you may send a substitute into the place. The team lines up in a 1-2-1, 2-2 or 1-1-2 formation — you pick it in the lineup and can change it in the tactics panel during the match.

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 won sets. A set goes to the team that first reaches 21 points (15 in the deciding set) with a two-point lead. A toss decides the serve in the first and the deciding set, and in the others the serve alternates. A match always ends with a winner.

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.

Each team plays one innings of seven overs. A toss is held before the match and its winner bats or bowls first as the game plan says. When the first innings ends early, the second one starts after a short break. The team with more runs wins, and equal runs mean a draw. You may make three substitutions between overs: the substitute takes the replaced player’s place in the batting order and their over limit.

Esports

Tactical round-based competition in Strike Protocol, where precision, roles and carrying out the plan matter. A team wins a round by eliminating the opponents, letting a planted bomb go off or holding out until the time runs out, and map points decide the match.

In the game: 5. Named for the match: 6. Starting squad: 8.

A match always consists of five maps. Each map is a series of rounds: one team attacks and tries to plant the bomb on one of two sites, the other defends, and after twelve rounds the sides swap. The team that first wins thirteen rounds takes the map, and at 12:12 the map ends in a draw. A won map is worth 2 points, a draw 1, and the whole match may end in a draw. A substitute comes on only for the next map.

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: 16. Starting squad: 25.

A match lasts 2x45 minutes and a draw stands. Every foul inside the penalty area is a penalty, and a player sent off leaves the team a player short for the rest of the match.

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: 10. Starting squad: 16.

A match lasts 2x20 minutes of effective time and a draw stands. A player sent off never returns, but after two minutes, or sooner once the short side concedes, you may send a substitute into the place.

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: 12. Starting squad: 18.

A match lasts 2x30 minutes and a draw is a final result. A player gets at most one warning and a team at most three, after which every offence costs two minutes. A third two-minute suspension or a red card means disqualification: the team plays two minutes short-handed, after which you may bring a substitute on. In the league only a direct red card brings a ban for the next match — a disqualification for a third two-minute suspension ends only the match in progress.

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. A draw stands — there is no overtime and no shootout.

Ice Speedway

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

On the track: 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: 20. Starting squad: 25.

A match lasts 80 minutes and a draw is a final result. A yellow card means ten minutes short-handed, and a second yellow or a red sends the player off for the rest of the match: after twenty minutes you may bring a replacement on, who does not use up the allowance.

Speedway

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

On the track: 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 lasts until 21 points or until the time runs out, and a draw is a final result. From the seventh team foul every defensive foul gives two free throws, and from the tenth the ball as well.

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: 12. Starting squad: 16.

A match is played to 3 won sets. A set goes to the team that first reaches 25 points (15 in the deciding set) with a two-point lead. A toss decides the serve in the first and the deciding set, in the others the serve alternates, and every set starts from the starting line-up. A substituted player comes back only in their own place, and the libero comes on only automatically for the middle blocker in the back row. A match always ends with a winner.

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.

Health, fatigue and training load recover every hour. Health always returns to 100%, even while the athlete is busy, and fatigue falls to zero. The pace depends on the athlete: a younger and stronger one gets back on his feet faster than an older one.

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 playing style 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, cricket once the target is passed, and street basketball at twenty-one points. Esports always plays all five maps. No match, however, ever runs longer than fifteen minutes.

A team has to turn up with a legal line-up. When it holds fewer athletes than the discipline requires — seven in football, six in ice hockey, volleyball and speedway, eleven in cricket, thirteen in rugby — or, in speedway, puts a rider in a place their age group may not take, the match ends in a walkover. The rival is awarded the score its discipline prescribes: 3:0 in football, 5:0 in futsal and ice hockey, 10:0 in handball and beach football, 20:0 in basketball, 28:0 in rugby, 3:0 in sets in volleyball and 40:0 in race points in speedway. Such a match hands neither side experience, fatigue or an injury, because nobody took the field. When neither team fields a legal line-up, the match ends with no winner. The lineup screen warns you of this risk when injuries or suspensions leave too few athletes able to play.

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. The arena facilities add their share: each raises the attendance by 0.5%, up to 10% in total, and every facility type earns its own money from the crowd, which also goes to the host.

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 half a point of form and 1.6 points of morale, a draw 0.1 point of form, and a defeat costs 0.4 point of form and 2.4 points of morale. Form below 70 points drifts back towards that value every day. 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.

Only the athletes who actually played are exposed: whoever stayed on the bench cannot be hurt by that match. A rested athlete still carries a small risk, and it grows with the square of the exhaustion, so the last matches of a worn-out squad are the dangerous ones. An athlete who never healed fully is far more fragile, and an inexperienced one breaks down sooner than a seasoned team-mate. A doctor named for that competition takes up to 60% of that risk away, the more experienced the more they take. Most injuries are light and take little health, while a ligament tear or a fracture is rare.

Sanctions reach beyond the match, but only in the league. A red card (in handball only a direct one — a disqualification for a third two-minute suspension ends only the match), a fight in ice hockey and an exclusion for a foul in speedway mean a ban for the next league match. In football, futsal and beach soccer the fourth yellow card collected in league matches brings a ban too — after the ban the count starts from zero, and a new season clears it. Yellow cards from a match in which the athlete was sent off do not count. Cards from ranking and friendly matches cost nothing, and a suspended athlete may play in them. In the league lineup, in the squad and on the profile a suspended athlete carries the suspension icon; its hint gives the reason, the length of the ban and the matches remaining. A suspension is not a sending-off: an athlete sent off leaves the match being played, a suspended one misses the next league match.

The result moves club reputation against the class of the rival. Beating a side a class above is worth the most, holding one to a draw earns a little, and losing to a stronger rival costs nothing at all. Beating a weaker side is worth almost nothing, while losing to one is what really hurts, and a draw a favourite was expected to win costs a share too. A league match counts for almost twice a ranking one, and a friendly for a fraction. Reputation is earned in points and lost as a share of what the club already has, so it falls faster than it climbs. A press officer named for that competition talks up to 60% of a defeat away.

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.

Every match adds to the statistics of the season: the game totals eight numbers chosen for the discipline — goals, assists and saves in football, penalty minutes and plus-minus in ice hockey, the heat average and starts in speedway — and shows them in the league statistics table. The heat average is calculated from the points and rides of the whole season, never as an average of averages.

Ranking and friendly matches

Alongside the league a team arranges its own matches at any time. The waiting room pairs you with another manager — and in a friendly, when nobody suitable is waiting, the game fields a club of its own, so a friendly 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 playing style 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. In a friendly, when no rival joins within the waiting window, the game arranges the match against a club the game itself runs. A ranking match is only ever played between the teams of managers, so there the match waits for a person. 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 in matches alone. A league match teaches the most, a ranking match less, a friendly the least, and an experienced trainer speeds the whole squad up. Experience grows slightly faster than technique, and the higher an attribute stands the harder it is to raise — nobody ever reaches the top of the scale.

How much an athlete takes out of a match also depends on how they played. Their statistics are compared with everybody else on the pitch, from both teams: above the average they learn faster, below it slower. An athlete who never came on learns nothing.

Each day an athlete learns from one league match, two ranking matches and three friendlies. Further matches the same day still count as appearances but teach nothing. The counters open again at midnight.

In friendly and ranking matches the class of the rival counts: a game against a much weaker side teaches far less, and against one four times weaker it teaches nothing at all. In the league the fixture list picks the rival, so the rule does not apply there.

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

Lineup and positions

An athlete has one specialization within their sport — a goalkeeper in football, a setter in volleyball, a bowler in cricket or a sniper in esports, for example — and it never changes. In the sports played in a formation — football, futsal, handball, ice hockey, rugby and volleyball — the position for a given match is handed out by the lineup: every place carries the position of the chosen formation. You may field anyone anywhere, a goalkeeper out in the field included, but when the place asks for another specialization the athlete loses 30% of their technique and half of their experience for that match. The loss lives in that match alone and nothing is written to the athlete for good. In every other sport a place in the lineup asks for no specialization.

You set the lineup by filling places, and you can view it as a list or on the pitch. In speedway, ice speedway and esports these are numbered slots, and each one only accepts a player allowed to take it. In the other sports you fill places on the pitch and the game recognises the formation from where the players stand. When the same arrangement fits several formations, you choose one of them; an arrangement that fits none cannot be saved. Click a place to pick a player from a list with the natural players for that position at the top, or drag a player onto an occupied place to swap the two. A player removed from the lineup is left out of the matchday squad.

Every lineup place carries a label with its number or the shorthand of its position and the full name, for example "RB · Right back". When a player plays outside his natural position, the game shows a warning next to him.

Below the lineup you name the set piece takers: penalties, free kicks and corners in football and futsal, penalties and corners in beach soccer, penalties in handball, faceoffs in ice hockey and goal kicks in rugby. The named player takes them while he is on the pitch; without one, the game picks the taker. In beach soccer the fouled player always takes the free kick.

Ice hockey splits the lineup into four lines, P1 to P4, with the goalkeeper standing outside the numbered line and the backup goalkeeper taking the last place. In speedway and ice speedway places one to five (S) go to seniors, riders of 22 and older, or to juniors aged 16 to 21; place six (J) to a junior only; place seven (J) to a junior or an adept, a rider of 15 or younger; place eight (R) to the reserve. A senior never takes a junior place, and an adept takes neither a senior place nor place six. A line-up breaking these rules cannot be saved. An adept riding in place seven scores double points for the team. An adept never rides as a tactical substitute or as the joker.

Tactics

Tactical rules let a team react automatically in every match. 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. You assign every rule to the competitions you choose — league, ranking or friendly — so the same event can have one rule in the league and another in friendlies.

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
  • At the start of a new set
  • After winning a set
  • After losing a set
  • After losing a wicket
  • After taking a wicket
  • After conceding a goal
  • After scoring a goal
  • When playing with a numerical disadvantage
  • When playing with a numerical advantage
  • When player numbers are level again
  • When leading by a score margin
  • When trailing by a score margin
  • When the score gap falls below a set number of points
  • When the scores are level
  • In the final minutes of the match
  • When a player sent off may be replaced
  • When a rider cannot ride

Then (action)

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

  • Switch to an offensive playing style
  • Switch to a balanced playing style
  • Switch to a defensive playing style
  • Increase the team pressure
  • Decrease the team pressure
  • Substitute the most tired player
  • Make an attacking substitution
  • Make a defensive substitution
  • Bring a reserve on
  • Play short-handed

Every team starts with default rules: when clearly behind it goes on the attack — for example 10 points down in speedway, 3 goals in football or 2 sets in volleyball — and wherever a reserve may come on after a sending-off or an injury, it brings one on by itself. With a big lead in football, ice hockey, handball, futsal, beach soccer and rugby it switches to defence — for example 3 goals up in football — and once the gap falls below the trailing threshold, it returns to the balanced playing style. Beach volleyball, cricket and esports have no playing-style-change rule, and tennis and MMA have no rules at all. You change the rules in the Tactics section, and an order given during the match always comes before a rule. A substitution lined up by a rule appears in the orders panel, marked with the tactics icon, and you can take it back before it comes into play. A rule only makes a change the rules of the discipline allow — for example the reserve’s ride limit in speedway.

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.

You give orders in the Tactics panel on the match page. On the Orders tab you choose an Action, and the panel shows only the fields that action needs. The Game plan tab shows the tactical rules at work in this match, and a manager who is still learning tactics sees tips at the bottom of the panel. The Pending and Refused counters in the panel header show the orders waiting to be carried out and those the match turned down; click a counter to see the list.

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 playing style switches between defensive, balanced and offensive. An offensive team plays with more fighting spirit and presses harder in attack, but leaves more space at the back and tires sooner. A defensive team saves its strength and plays with more composure, but threatens the opponent less often.

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

Athlete confidence

Every athlete plays a match with a certain confidence. It starts from their morale, and during the match it is moved by your words and by the athlete's own plays. A confident athlete plays their game. An overconfident one loses vigilance and makes mistakes more easily, while an unsure one dares fewer attacks and plays cautiously. In the orders panel you see next to each name how confidently the athlete plays, and an arrow shows whether that confidence is rising or falling. Without new impulses, confidence settles back to normal over time.

Praise gives an athlete confidence. It helps an unsure athlete most: they regain belief and their morale rises. An athlete who already plays confidently is easy to over-praise — they grow overconfident and lose vigilance. You can only praise a player who is in the game, never one on the bench.

A scolding takes an athlete's confidence away. Given at the right moment, when the athlete is overconfident, it restores their vigilance and lifts their morale. Scolding an athlete who plays confidently costs a little morale, and it breaks an unsure one: they lose morale and dare even fewer plays. Every further well-timed word to the same athlete lifts morale less, so it cannot be pumped up forever. You can only scold a player who is in the game.

An athlete's own plays move their confidence too. It rises after a goal in football, futsal, beach soccer and ice hockey, after a try in rugby, for a goalkeeper after a saved penalty and for a rider after a good place in a heat. A missed penalty and last place in a heat lower it, but they never push an athlete into doubt — only you can do that. Only the confidence of the athlete the play belongs to changes, never that of the whole team, so a lead does not feed itself.

Experienced athletes react more calmly: praise, scolding and their own plays move their confidence less. The captain is steadier still.

In a break of the match you can talk to the whole team once: encourage it or demand more. A team talk works like a word to every athlete at once, only softer, and by the same rules: unsure athletes need a lift and overconfident ones a firm word. The team talk is available in the disciplines with breaks in the match: football, futsal, beach soccer, handball, basketball, ice hockey, rugby and cricket.

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 and may stand in for another rider at most four times per match — every one of their rides counts. A senior reserve stands in for a rider on a senior place (1–5 and 9–13), a junior included, but not for a rider on a youth place; a junior reserve stands in for a senior or a junior but never for an adept. The reserve cannot be nominated for the fifteenth heat, but may replace a nominated rider in it. When a side trails by six points or more, every rider — the reserve included — may ride one heat in place of another once per match as a tactical substitution; at ten points or more one rider may ride one heat in place of another once per match as the joker, scoring double. A senior may not ride this way in place of a junior or an adept. Right after heat 14 each side nominates its two best riders for heat 15 — by points in the match, then bonuses, then overall rating — so there is time for a change before it starts. A rider injured in a fall or left without a working motorcycle rides no more heats: in each of them he is excluded for being late to the start, and nobody rides in his place unless you send the reserve or a tactical substitute. These are the house rules of the game's league, inspired by the Polish league.

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 5 No limit At any time
Beach Football 5 No limit At any time
Beach Volleyball 1 1 At any time
Cricket 3 3 Between units
Esports 1 3 Between units
Football 5 5 At any time
Futsal 5 No limit At any time
Handball 5 No limit At any time
Ice Hockey 16 No limit At any time
Ice Speedway 1 4 Before the unit
Rugby 5 5 At any time
Speedway 1 4 Before the unit
Street Basketball 1 No limit At any time
Volleyball 6 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. An injury takes away part of his health — the more serious it is, the more it takes — and a doctor named for the match softens the blow. The athlete stays injured and cannot take the field until his health is back at 90%; every hour the game checks who has recovered. Rehabilitation lifts health faster.

  • 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 an adept may also ride as 7 or 15, 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. The heat table shows the rider who actually rode, with his own number; when he came in for someone else, a grey note follows his name: (R) ordinary reserve, (TR) tactical reserve, (J) joker.

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
  • Bonus point for finishing right behind a team-mate
    Bonus point for finishing right behind a team-mate
  • Excluded for breaking the tape
    Excluded for breaking the tape
  • Fall
    Fall
  • Exclusion
    Exclusion
  • Engine failure
    Engine failure
  • Ordinary reserve
    Ordinary reserve
  • Tactical reserve
    Tactical reserve
  • Joker (double points)
    Joker (double points)

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: he adds a few points of health and sheds fatigue.
  • 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 softens injuries — the higher his experience and morale, the less health an injury takes.
  • 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. Only a contract that ends in the current season can be extended. 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.