Training
Training is how a skill moves. One player, one skill, one session of 23 hours, and the Coach decides how much the skill rises.
What a session is worth#
| Coach | Skill points per session | Sessions per 10 points |
|---|---|---|
| Assistant (free) | 1.0 | 10 |
| Specialist | 1.1 | 9.1 |
| Expert | 1.25 | 8 |
| Master | 1.5 | 6.7 |
A fraction left over is carried into the next session, so nothing is lost to rounding. The gain lands on the one skill you chose and shows on the Growth tab of the card.
Limits#
- One session per slot every 23 hours; 1 slot at Training Centre level 1, 2 from level 5, 3 from 10, 4 from 15, 5 at 20.
- A session costs the player 4 energy at 18 to 22, 5 at 23 to 27, 6 at 28 to 33.
- An injured player, or one already in another facility, cannot be sent to train.
- The six skills never add up to more than 999.
- One instant finish a day is free; the next costs 1, and each further one on the same day one Gem more.
What that means in practice#
With five slots and a Master coach the squad gains 7.5 skill points a day; with one slot and the free Assistant it gains 1. Against a founding squad of 22 players at OVR 200 to 300, training is for developing selected skills, not replacing recruitment — the market, crafting and refining move OVR by hundreds.
Every session spends 4, 5 or 6 energy according to age. A player trained frequently therefore needs more rest or a Recovery Centre session before a dense run of official fixtures. The Medical Centre handles check-ups and injuries; it is not the route for ordinary training recovery. Train a Player pays 150,000 and 12; Finish Training Instantly pays 100,000 and 12.
See also Training Centre and Skills & OVR