Getting started

Your first squad

The founding squad is enough to field a team. It is not finished: nobody in it is above OVR 300, and the market, the Store, crafting, refining and the academy are how it grows.

The numbers that bound a squad#

LimitValue
Founding squad22 players, OVR 200 to 300 each: 2 goalkeepers, 8 defenders, 8 midfielders, 4 strikers
Smallest squad18 players and 2 goalkeepers. If you are under either at season end, the game tops you up with OVR 100 fillers aged 18 to 27
Contract cap26 at Office level 1, 50 at level 20
Match squad11 starters and up to 6 on the bench
Energy to be picked20% or more
Skill capOne player's six skills never add up to more than 999

Five ways to add a player#

  • Transfers — auction lots of OVR 250 to 350, opening at the player's value and running until the displayed deadline.
  • The Store — the paid welcome packs carry a 22-year-old at OVR 300 or 400.
  • Crafting — the exact tier, age and position you want, for Scout Points: from a Rookie at OVR 300 for 275 to 325 up to a World Class player at OVR 925 for 3,800 to 4,800.
  • Refining — three players folded into one, guaranteed OVR 300 to 925 by formula.
  • The Youth Academy — one talent per season at level 1, arriving at OVR 200 to 230 with the free scout after a 480-hour search.

The Where players come from page has the detail of each route.

Rotation#

A full 90 minutes costs a player of 18 to 22 eight energy, a player of 23 to 27 ten, and a player of 28 to 33 twelve — more when he plays several matches in a row, and half in a cup match. A Recovery Centre session puts back 8 with the free Assistant physio, times 1.2 for the youngest band and 0.8 for the oldest. At level 1 there is one recovery slot and a session takes 23 hours, so you cannot recover the whole squad every day: who plays is a real decision from the first week.


See also Energy and Skills & OVR