Buildthe squad
Every player on your books has nine skills you can train and a ceiling you cannot see until a scout has watched them. They get better, they peak, and then they get old. Sign a kid for what they might become, sell a veteran while the price is still high, and carry every contract you put your name to.
Stockthe playbook
What does your team run when it can only afford pistols? That is a tactic too, and it has its own slot on the shelf. Each map gets a full buy, a force and an eco, on attack and on defence. Load a ready-made play or draw your own. On matchday the game picks from the shelf by what your five can pay for.
Callthe plays
A play is five jobs, one per role. It says who pushes and who holds, who carries the smoke, and where each crosshair rests while they wait. The readout under the map names what will go wrong before it does. Preview one round if you doubt it. Then run a batch and read the verdict.
Watchit unfold
There are no dice rolls in here. Each duel is simulated shot by shot and smoke by smoke, then played back live on the map. The round running behind this page right now is one of them. When an eco steals a round, it earned it.
Keepthe demo
Open the scoreboard after the last round for kills, deaths, damage per round and the MVP. Any match from the season can be watched again in full. Put the ones worth keeping in a folder, and they are still there when the season is gone.
Climbthe pyramid
Across five tiers, forty clubs play a full season around you, and none of them waits for you to catch up. Finish in the top two and you go up. Finish at the bottom and you go down. The Invitational comes first, the Major one day, and the game keeps every season of the climb, back to the one where your boot camp was still an internet cafe.




