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.
Attribute Colors
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.
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.
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.
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.