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In your gameHow attributes, role fit %, tactical phases and player traits are worked out - the numbers behind scout reports and Tactics.

Glossary

How the game's numbers are actually computed - real Football Manager-style depth, derived deterministically from the same overall/6-stat rating shown on that player's trading card. Nothing here is a second, separate rating system - it's all read from the exact same source, so a player's numbers can never disagree with themselves across the site.

Your Own Club

A club you found at New Game is drawn by you - crest, three kits and a ground name - and shows that crest on every page, in the Continue overlays and in Discord. Its stars (1 to 3) set the starting reputation, its fund tier scales the opening transfer budget (0.7x, 1x or 1.5x) and its ground size sets the gate. The squad is drafted from the same pool as every other club, so a one-star club picks last. A founded club earns its way up like any other: reputation moves with results. Real clubs keep their own crests and grounds.

Scout Report Attributes

Every attribute below is derived from a player's real PAC/SHO/PAS/DRI/DEF/PHY card stats plus their position - a keeper gets Goalkeeping/Command/Distribution, everyone else gets Technical/Defending/Mental/Physical/Set Pieces. A player's own real position pulls their in-role categories up and their out-of-role categories down (a striker's Defending reads as a real weakness, a defender's Technical flair reads as a real weakness too), the same spread a real Scout Report shows.

Technical
Finishing · Long Shots · Heading · Passing · Crossing · Technique · Dribbling
Outfield players only.
Defending
Marking · Tackling · Aggression
Outfield players only - only ever blended from Defending + Physical, never Pace/Shooting/Dribbling/Passing, so a fast forward's real defending shows as a real weakness instead of getting dragged up.
Mental
Vision · Composure · Work Rate · Positioning · Decisions
Outfield players only.
Physical
Pace · Acceleration · Strength · Stamina
Outfield players only.
Set Pieces
Corners · Free Kicks · Penalties
Outfield players only - the exact same numbers /manager gameplan uses to rate every candidate taker, not a separate estimate.
Goalkeeping
Handling · Reflexes · One on Ones · Diving
Goalkeepers only.
Command
Aerial Reach · Command of Area · Communication · Positioning
Goalkeepers only.
Distribution
Kicking · Throwing · Passing
Goalkeepers only.

Attribute Colors

80+Elite
65-79Good
50-64Average
35-49Below Average
Under 35Weak

Tactical Roles & Fit %

Each role is a weighted read of the Scout Report attributes above (a Poacher weighs Finishing/Composure heavily; a Deep-Lying Playmaker weighs Vision/Passing) - a player's Fit % for a role is just that weighted average, nothing hidden. Roles are grouped by position category, shown ranked highest-fit-first anywhere a player's roles are displayed. Assigning a role to a filled slot (open its spot on the Squad page's pitch) is a real, if small, match-sim bonus too - not just a scouting readout - so picking a genuinely well-suited role for a slot is a real tactical decision, not flavor.

Goalkeepers
Goalkeeper · Sweeper Keeper
Defense
No-Nonsense Centre-Back · Ball-Playing Defender · Wing-Back
Midfield
Box-to-Box Midfielder · Deep-Lying Playmaker · Ball-Winning Midfielder · Advanced Playmaker
Forward
Poacher · Advanced Forward · Target Man · False Nine · Winger
Other
Utility Player

Tactical Phases

Nine independent dials on the Tactics page, on top of Tactical Style/In-Out of Possession above - each has exactly one real hook into match simulation and defaults to a neutral setting that changes nothing until you set it.

Build-Up Style
Short · Mixed · Long
Width
Narrow · Normal · Wide
Tempo
Patient · Direct
Defensive Line
Very Low · Low · Medium · High
Pressing Intensity
Passive · Medium · Aggressive
Defensive Shape
Stretched · Normal · Compact
Marking Style
Zonal · Mixed · Man to Man
Counter-Press
None · Short · Long
Break Speed
Slow · Medium · Fast

Player Traits

A trait shows up when a player genuinely clears a real attribute threshold (e.g. "Direct Free Kick Specialist" needs a real 75+ Free Kicks rating) - which of their eligible traits actually display is a stable pick seeded by their own player ID, so the same player always shows the same traits rather than a new random set every time you look. Most traits now carry a real, if small, mechanical bonus in matches too (e.g. "Hard Tackler" strengthens a defender, "Sweeper Keeper" a goalkeeper) - a handful stay purely descriptive, same as real Football Manager traits that are flavor, not mechanics.

Shoots From DistanceTries Killer Balls OftenLikes To Beat Man RepeatedlyGets Into Opposition AreaComes Deep To Get BallHugs The TouchlineLong Flat Throw-InArgues With OfficialsDirect Free Kick SpecialistCorner SpecialistPenalty Box PoacherPlays Short Simple PassesGets Forward Whenever PossibleHard TacklerPlays With Back To GoalSweeper Keeper

Youth Development & Mentoring

A RANKED player's card overall is already their real, proven number everywhere else on the platform, so training never touches it - it only ever moves an unproven Youth Prospect (an unranked signing) from their current overall toward their own already-shown potential range. Every real day, each Youth Prospect on your squad ticks up a little: set a Training Focus (one of their six attributes) to push that stat faster while the rest still grow a little on the side, or leave it Balanced for a slower, even spread across the board.

A Mentor - any RANKED player already on the same squad - speeds this up further: every attribute that ticks up on a training day gets an extra point while a valid mentor is assigned, on top of whatever Focus/Balanced growth would have happened anyway. A mentor stops helping the moment they leave the squad (released, or loaned elsewhere) - assign one from the Youth Development section of your Squad page, or with /manager training in Discord.