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Money

Game guide · 17 topics

Money coming in

Match payouts

League money is paid match by match, not in one lump at season end, and the Finance tab's ledger lists every line.

Every match pays an appearance fee, win or lose, which grows with your tier and your fame.

A win adds a tier-scaled bonus (€2,200 at the tier-3 reference), and your player taking match MVP adds a €1,500-based one.

Merch pays every matchday too, home or away, once you have built your Merch Line above its first level (Facilities).

Only a home match adds ticket money, and you set what a seat costs (Ticket price).

Wages go back out the same way: a slice of the season's total, every matchday.

Season bonuses

Three big one-off payouts land at season end, on top of all the match money.

Winning the league pays €45,000 at the tier-3 reference.

Promotion without the title pays €20,000.

One of your players taking Season MVP pays €15,000.

All three scale with your tier, so the same finish is worth more in a stronger league.

The cup pays its own prize on top (The Invitational).

Sponsors & tickets

Your routine income is sponsor money, ticket sales and merch, and all three grow with your fame.

The sponsor share is the guaranteed match fee, and it rises with your tier as well.

Tickets are home-match money, and you set the price yourself (Ticket price).

Merch grows with your Merch Line and your fame (Facilities).

A PR Manager lifts your sponsor money directly, and adds fame on top (Your staff).

Each Fan favourite in the starting five adds 4% to the gate (Special traits).

Ticket price

You set what a seat at a home match costs, anywhere from €5 to €60.

The Finance tab's − and + move it €5 at a time, and it starts at €15.

A higher price earns more per fan but drives some of them away, so the two pull against each other.

Your potential crowd grows with your fame, and your Arena level adds seats on top (Facilities).

The screen shows the expected crowd for the price you have picked, before you commit to it.

It only changes home matches, because tickets are the one payment an away match does not make (Match payouts).

What players cost

Wages & contracts

Every player is on a contract with a wage, and wages leave your balance every matchday.

When contracts expire at season end, they are either renewed for you or put to you on a Contract Renewals screen (who renews a contract).

Renew at the player's new wage demand, for one, two or three seasons.

Or let them go, and they leave the club for free.

You can never drop below 5 players, so the last 5 cannot be let go.

The demand follows what the player is worth, with a premium in the peak years (Player value).

Who renews a contract

Who decides an expiring contract depends on your play mode.

In Casual we renew every expiring squad contract at the season end, for 2 seasons at the wage the player asks for, and one letter names each of them.

Nobody is let go for you, and nothing is bought: the new wage is a running cost that leaves your balance every matchday.

Your player is the exception. Their contract still comes to you on the screen, so letting them go stays your decision (Your player's wage).

In Full the screen opens for the whole squad. More in Casual and Full.

Player value

The value on a player's card is what they are worth today.

It starts from current strength and adds the potential still to come, weighted by age: a teenager's ceiling counts almost in full, a thirty-year-old's barely at all.

Talent stars lift it, and so does a scarce role: an AWPer or an IGL costs more than a Support of the same strength.

Form nudges it a little, and the Injury-prone trait makes a player cheaper to sign (Special traits).

Value drives asking prices, the bids you receive and wage demands (Transfer market).

Nothing is charged until you actually buy, sell or renew.

Transfer market

The Transfers tab is the market: players change clubs there, only inside a transfer window.

The strip at the top says if a window is open, when Deadline Day or the next window comes, what you can still spend, and your squad count out of 10.

Market is home: what AI clubs sell, each card with its fair range and asking price, then your watchlist and every club by tier. You can bid on any player while a window is open, listed or not.

"Bid…" opens the bid form: your number on the fair range, the cut, the wage, the term, and the club's answer (Bids).

My club is your side: list a player at your own price and bids gather (Listings); your bids show as pending, countered or signed. Never sell below 5; the cap of 10 counts youth too.

Between windows Bid is off, but browsing and your watchlist stay. Each club row says what it can spend: Rich, Comfortable or Tight. More: windows, costs, history.

The windows and Deadline Day

Players change clubs only inside a transfer window. There are two a season.

The pre-season window runs from the season change to matchday 2. The mid-season window covers matchdays 7 and 8.

The season change is the pre-season window's first day: you start the new season from the Transfers tab, and the window stays open until matchday 2 is played.

After the window's last matchday, Deadline Day opens in Full: one screen where you pick the buyer on each listing, a lower bid allowed, and answer an open counter.

Nothing moves until you press "Close the window". A listing with no bids lapses. A counter you leave open lapses with it.

In Casual there is no screen: we decline what you left unanswered and tell you by letter (Who answers a bid). Back to Transfer market.

Listings and the fair range

A listing puts one of your players up for sale at your price, with the fair range beside it: what the market thinks they are worth.

Bids gather while the window is open, up to 2 each matchday, from your tier and the tiers next to it. Price them more than 25% above the range's top and nobody comes.

A bid at or above your asking price signs at once. Anything under it waits: accept the best bid when you like, or pick the buyer on Deadline Day.

Withdraw a listing any time the window is open, at no cost. One with no bids on Deadline Day lapses; it never rolls into the next window.

You cannot list a player if the sale would leave you with fewer than 5, counting your other open listings; a listed player cannot be cut. The agent's cut comes off a sale (costs).

AI clubs list too, only a player they do not need, one per club per window, and fill that place the moment they sell (the other clubs).

Bids and the counter

You can bid on any player in the pyramid, listed or not. Type your number, and the form shows where it sits in the player's fair range.

On a listed player, a bid at or above the asking price signs the deal at once, and yours goes before that matchday's AI bids.

A lower bid gets one answer on the next matchday: the club counters with its asking price, once, and you accept or walk away. For a player nobody listed, the counter adds the unlisted premium, 20%.

One bid per player per window, and you cannot raise it. Withdraw it, and you cannot bid for that player again until the next window.

Every open bid counts against your balance, with the agent's cut on top, and against the squad cap of 10. The player has a say too: a wage demand, and a refusal to move 2 or more tiers down.

Rival clubs bid for your listed players by the same rules (Listings and the fair range, What a transfer costs).

What a transfer costs

Nobody sells at cost: an asking price is the player's value plus a markup.

A squad player carries 15%, and a club's single most valuable player 50%, so prising a star loose is expensive.

That premium works BOTH ways: when a club comes for your best player, they pay it to you.

The agent takes 7% of every deal in both directions, added on top when you buy and taken out when you sell.

So buying a player and selling them straight back always loses money: you get back roughly 87% of what you paid.

A bigger club bids a little above that, a same-tier rival a little below, and your roster cards show what each player would fetch. A player nobody listed costs the unlisted premium on top (Bids and the counter).

How the other clubs trade

Every club in the pyramid plays the same market you do.

A club lists a player it no longer needs, and fills the gap the moment they sell.

A club shops when its five fall short of what its league expects, and it looks for the role where it is weakest.

The bottom three of a table are always hunting, the middle shops when it must, and the top three only stir for a star going cheap.

Each club makes one move per window, pays about what one of its own players is worth, and never raises a bid.

They will borrow your players on loan, but they don't loan among themselves.

Transfer history

Every finished transfer leaves one record: who moved, from where to where, when, and for how much. A sale counts, and so does the new player a club signs to fill the gap. A retirement does not.

History in the Transfers tab shows your own club by default, season by season and window by window, with what you spent and what you made. Switch to Whole pyramid for every other club's transfers.

Your club's records are kept for good. The rest of the pyramid keeps this season and the last 3.

The scene news reports the bigger AI deals in your tier and the tiers next to it, and rounds up every Deadline Day (The windows and Deadline Day).

Your inbox gets one letter per deal your club made, and one Deadline Day letter listing every result: won, lost, lapsed or declined (Who answers a bid).

Who answers a bid

Who answers a bid on your player, or a counter on yours, depends on your play mode.

In Casual the market runs the same, and nothing is bought or sold for you.

What you leave unanswered when the window shuts, a bid under your asking price or a counter you never took, we decline, and one Deadline Day letter names each of them.

A bid at or above your asking price still signs at once, in both modes. That is the listing's own rule, not a choice we make for you.

In Full the Deadline Day screen opens instead, and nothing moves until you close the window (The windows and Deadline Day).

More in Casual and Full.

Owning the club

Owning your club

Every club has an owner, and at first it is not you: you start as its hired manager.

The Finance tab's Ownership panel names your owner and shows today's price (Club valuation), with a "Buy the club" button.

Buying deducts the full price from your balance in one go, exactly like any other purchase.

It is one-way and unrepeatable: once the club is yours it stays yours for the rest of the career, and the owner's yearly letter stops.

It earns the Owner achievement, one of 9, with its own crest emblem in the catalogue.

It is also what unlocks renaming the club and designing its crest (Renaming your club).

Club valuation

The valuation is what your owner would sell for today, and it moves, so it is never a fixed target.

Every club starts from €250,000.

Each point of fame adds €6,500 (Fame).

Each facility level you have built adds €14,000 (Facilities).

A stronger league adds a bonus on top: €400,000 in the top tier, down to €0 in the bottom one.

So the better you build the club, the more it costs to own it (Owning your club).

v2026.09.16.1 · bd45fdb