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Manager Career is your own private world: four top leagues built from real players on the servers, every other club run by the game. Nothing in it moves until you do.
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Manager Career · Portal
Everything the game does, in short: how time moves, matchdays, your squad, the club's life, transfers, the board, money, youth and seasons. Every card links to the screen it's about.
Your own football world, and how time moves in it.
Manager Career is your own private world: four top leagues built from real players on the servers, every other club run by the game. Nothing in it moves until you do.
Continue, top right on every page, moves your world on one day. Matchdays come every 3 days; the days between are for training, recovery, the market and the club's life. The fast-forward button beside it skips several days at once and stops when something needs you.
A quiet day opens the Day sheet. On a matchday you choose how to play your match; on a cup day, your cup tie. Every day the squad trains and recovers.
The week ahead, what needs you, what happened around your world and how your club feels. Answer decisions right there - leave one for 2 days and your assistant picks the safe answer for you.
Run it from the touchline, or let your assistant get a result.
Before every match you see what's at stake - the table, form, the other dugout, the head-to-head. Play it live and you make up to 5 substitutions and change tactics as it happens; a quick result is played by your assistant with your team.
Before kick-off, at half-time and at full-time. Talk to the whole squad, one group or one player - how you say it (calm, assertive, passionate) matters as much as what you say, and players react differently.
Before and after matches the press asks 3 questions. What you say stays in the news for 14 days: it can fire players up or upset them, and it moves the fans and the board.
Starters lose about 22 fitness a match and recover 10 a day. A tired player loses rating, so rotate when matches come thick and fast.
Who plays, how they play, and how they get better.
Pick your eleven and your bench. A player out of position loses rating for it - the pitch shows who fits where.
Formation, roles, set pieces and style. The Data Hub keeps every match's setup and tells you whether a change worked.
How hard the squad trains decides how fast they learn your tactics, how fit they stay and how quickly young players grow. Push too hard and knocks follow.
The club doesn't stop between matches.
A player late for training, an agent calling about a bigger club, a sponsor's offer, a pundit's jibe, derby week. Every answer changes something real: a player's mood, the fans, the board's trust or the money.
Some answers are promises - a win bonus, minutes for a youngster. They're checked against what really happens in your matches, and a broken one costs you.
Unhappy players ask to talk: about playing time, their contract, their future. Answer from the Day sheet or the Dressing Room - they remember what you promised.
Every player has a mood and a role they expect. Keep the dressing room settled: unhappy players want new deals, and some ask to leave.
Deals take days, like the real thing.
Clubs trade in two windows: summer (the first few matchdays of a season) and winter (3 matchdays halfway through). Outside them you can still sign free agents and renew contracts.
A club answers your bid in 1 day (2 for its best player or a huge fee). A counter-offer waits 5 days for you. Once the fee is agreed, you still have to agree the player's personal terms.
During a window other clubs bid for your players; a bid stays on the table for 3 days. You can't sell below 11 players.
Deals run 1 to 5 years and wages follow a player's value. Releasing a player pays off half of what's left on the contract.
Your job security is the board's patience, in one number.
The board judges you against its target for the season, your results, the club's finances and the fans - from rock solid down to untenable. The Board Room shows every reason.
Fall below 35 and the board gives you an ultimatum: a points target over the next 4 matches. Meet it and trust jumps; miss it and you're dismissed. There's none in your first 6 league matchdays at a club.
Supporters react to results, derbies, what you say in the press and what the club does for them. Their mood feeds your job security - and they'll tell you what they think on the Terrace.
Other clubs can come asking for you (you have 3 days to answer). Coaching licences open bigger jobs, and if you're ever sacked the Job Centre lists every vacancy.
Spend it wisely - the board is watching the books too.
A transfer budget for fees, a wage budget for salaries, and the club's cash. Money comes in from TV, gate receipts, merchandise, sponsors and prize money.
Sponsors make offers for the club's slots. Accept within 10 days or the offer goes.
Ask the board for a bigger budget. After a request you wait 14 days before the next - 30 if they said no.
The players of tomorrow, and knowing who's really good.
Sign up to 8 free agents 19 and under into your academy - no fee, no squad place - and promote them when they're ready. In the first team, prospects up to 21 grow fastest with a focus, a mentor and minutes.
Your scouts watch regions. The better they know a player, the closer their shown rating is to the truth - an unscouted star can hide in plain sight. Give a scout a brief and they recommend the best they find.
Players grow with minutes, training and age, peak, then slow down and eventually retire. Watch who's improving in the Data Hub.
Silverware, and what happens when the season ends.
A domestic cup and the European Cup run alongside the league. Level at full time: extra time, then penalties. European rounds before the final are over two legs.
Team of the Month, Team of the Season, the Golden Boot, Manager of the Season and the Ballon d'Or.
After the last matchday comes the Season Review: the board's verdict, the awards, contracts running out. Then you start the next season from there.
What experienced managers wish they'd known on day one.