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Game guide · 24 topics

Attributes

Attributes & caps

Every player has 9 trainable attributes, each with a current value and a hidden cap.

Both run from 1 to 99, and the current value never passes the cap.

The cap is the ceiling: it is as good as this player can ever get at that skill.

Talent decides how high the caps roll when the player is created.

Until a player is fully scouted the card shows ranges instead of exact numbers (how well you know them).

Aim

Raw shooting accuracy. Higher aim wins more gunfights and lands more headshots.

Handling

Recoil and spray control. Keeps sustained fire on target, for steadier damage and holds up better at range.

Quickness

Reflexes and reaction speed. A quick player caught in the open reacts faster and eats less of the peeker’s penalty.

Awareness

Spotting and game sense. A sharper-eyed player pre-aims a wider arc and gets the jump when they’re the more aware one in a duel.

Playing IQ

Reading the round. Smarter teams rotate and re-call faster off what they’ve seen, and buy with more discipline.

Teamplay

Playing for the unit. A team player refrags sharper, avenging a teammate who dies in their sight.

Patience

Discipline holding an angle. A patient defender who is set on a position gets a stronger hold-angle edge.

Calmness

Nerve under pressure. Calm players fight better when outnumbered or last alive; panicky ones fall apart.

Utility

Grenade skill: how WELL your player throws, never how many. A sharp thrower lands grenades where the enemy is and times them to the team’s push; a poor one hits empty floor. It does not improve their aim.

Condition and character

Talent

Potential, 1–6 stars. Drives how high a player’s ceilings roll and how fast they train. It has no direct match effect itself.

Experience

Matches under the belt. A veteran is steadier, with fewer bad-day swings round to round. It never declines with age.

Leadership

On-field captaincy. Your side’s best leader tightens the team’s calling and steadies teammates’ nerves in a clutch.

Stamina

Endurance. Higher stamina means fitness drains more slowly over a match and a busy schedule.

Fitness

Match-day condition (0–100). Below 100 it dulls the whole performance; rest between games restores it.

Form

Current hot-or-cold streak. A small ± nudge to match performance.

Morale

How happy the player is. A mood indicator for now: it doesn’t yet change match performance (that wiring comes later).

Special traits

Rare perks rolled once when a player is created and never changed, each with one concrete effect. Most help you; a few cost you.

🎯 Clutch player: Ice-cold as the last player alive: clutch nerve doubled.

⚡ Entry instinct: Sharp on the first duel of every round.

🧊 Cool head: Never has an off day: no bad-form dips below their level.

🎓 Mentor: The squad’s youngest player develops faster.

⭐ Fan favourite: Draws extra ticket income while in the starting five.

Traits that cost you

A few traits work against a player, and sit on the card beside the good ones. No training removes one.

🩹 Injury prone: Tires faster after matches; cheaper to sign.

Looks, scouting and growth

Player looks

Every player has a face, shown on their card, in the roster, on the transfer market and on match scoreboards.

A face is given when the player joins the world and kept with their record. It never changes on its own, not after a transfer and not when the game adds new faces.

There are 132 faces so far, so a few players around the league will share a look.

To change one of your own, click "Edit look" on their card and pick another; Reset puts back the face they came with, Cancel drops unsaved changes. Rival clubs' players cannot be edited.

The shirt is the club's colour, not the player's: each of the 12 club colours is fixed for that club.

A player you buy turns up in your kit, and one you sell leaves in theirs (Choosing your colours).

Scouting (fog of war)

How well you know a player, from 0% to 100%.

A barely-scouted player shows wide attribute ranges, which narrow as your scouts work; coach quality sets the speed.

Fresh youth start at 12% scouted; opponents and transfer targets stay vague at 10% revealed.

Open a club from the League table to read its scouting report: its five players, its strength on every map, and its head coach (Closing a pop-up).

Your Analyst decides how sharp that report is.

Every AI club has a named head coach, who speaks for the club in Scene news.

Player development

Players grow a little every matchday, chasing their career curve toward their caps.

Growth is scaled by development quality, which is coach x facility x morale, clamped between 0.5x and 1.2x.

Playing time counts too: starting the league match is worth 1x, sitting idle 0.75x.

Playing a scrim adds +0.15 on top.

Young players with high caps grow fastest.

Aging & decline

Attributes rise and fall along fixed career curves.

Mechanical skills (Aim, Handling, Quickness) crest around 24 and fade first.

Tactical skills crest around 28 and hold on much longer.

Decline lands once at each season boundary, never in the middle of a season.

Experience never declines.

Youth recruiting

The Youth Academy signs teenage prospects, counted as a youth up to age 17.

Each signing costs €10,000.

A higher academy level allows more signings per season.

A fresh youth is barely scouted, so their caps are a wide guess until your scouts have watched them (how well you know them).

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