Your team
The team screen is your command centre for the squad: keep an eye on contracts, plan renewals and decide who takes responsibility in set-piece situations.
Squad overview
The overview lists all your players with their contract terms. Tap a player to open his file (strength, special abilities, scouting …). By the way: every player has his own unmistakable portrait – wearing your club's kit. It follows him through the whole app, from the squad to the line-up to the match report.
You can only renew a contract when it expires at the end of the season. If you miss that, the player isn't gone: on the last season day your president renews expiring contracts on his own – but at the player's full demand. So it's the conditions that make negotiating yourself worthwhile. More under Contract negotiations.
Your squad may hold no more than 30 players, including 4 goalkeepers. You can always promote your own youth players; new players from the transfer market are only possible below the limit. Details under Transfer market.
Squad views
With the chips Team, Performance and Details you change the view of your squad. Performance lists games, goals, assists, scorer points, cards and average rating – switchable between the current season and the whole career. Details shows market value, age, transfer fee paid, remaining contract and wage, plus squad value, average age and total wages. Sort any column by tapping its header.
Vice-captain
In the Player roles tab you appoint a vice-captain next to the captain. If the captain is not on the pitch – substituted, sent off or not in the line-up – he takes over the captain's effects: the late-game boost from the 80th minute, the extended leader effect and the role as penalty fallback. In the set-piece tile he wears a hollow C.
Youth key figures
The youth tab shows at the top what your academy work has delivered so far: scouted and promoted youth players, games and goals of your home-grown players for the club, the sales income from former youth players and your three strongest graduates still active.
Contract negotiations
You can renew a contract in its final season. The player tells you his demand: wages, appearance bonus, goal bonus (goalkeepers don't ask for one) and a term. The wages are based on his strength.
How the negotiation works
With each step you push one item – wages, appearance bonus or goal bonus – down by 5 to 9%. Or you change the term by one season; 1 to 3 seasons are possible, from season day 46 at least 2. The first two steps carry no risk; after that the player may break off the talks:
| Step | Risk of the player breaking off |
|---|---|
| 1 and 2 | none |
| 3 and 4 | 20% |
| 5 and 6 | 60% |
| 7 and up | 90% |
After a break-off the player can't be approached for five days. His mood on the negotiation screen shows you which level you're on. Three Mancinis shift the ladder: with the Patron the risk starts two steps later, with the Qälix and the Veteran one step earlier. Once you're happy, you accept the current demand – the new contract applies immediately.
If you do nothing
On the last season day your president renews every expiring contract on his own: by two seasons and at the player's full demand, with no discount. So you won't lose a player just because you missed the deadline. But you pay more than necessary, and the new contract runs for two seasons straight away.
At 33, players decide to retire. Their contract can then no longer be renewed, not even by the president: when it runs out, they call it a day.
What this means for you
- Always take the two safe steps – ideally on the wages, the biggest item. That saves around 10 to 17%.
- Push your luck further only with care. A break-off is no drama because the president steps in. But if you don't manage another attempt before the end of the season, the discount is gone.
- Choose the term deliberately. Tie young development players down for a long time: their wages stay the same while their strength rises. Keep it short for older players.
- Anyone you don't want to keep is best sold before the last season day. You can still put him on the transfer market at any time afterwards – but until he is sold you pay the new, usually higher wages.
Player roles
With player roles you decide who steps up in specific situations. Per club you set:
- Captain (1 player).
- Penalty takers – up to 5, in priority order.
- Free-kick takers – up to 3.
- Corner takers – up to 3.
In the match the nominated takers step up first – in the order you chose, as long as they're on the pitch. If none is nominated (or none is currently in the line-up), the match engine picks a suitable taker automatically.
Nominate your penalty and free-kick specialists as takers – that way set pieces go to the players who convert them most reliably. A crossing specialist as corner taker pays off too.
The captain — more than set pieces
The captain isn't just a fallback set-piece taker – he brings two real effects to the pitch:
- Final-phase boost: if your captain is still on the pitch from the 80th minute (not substituted, not sent off), the whole team gets +3% line-up strength – leadership when it matters most.
- Leader, extended: if the captain also carries the Leader ability, its strength bonus applies to the entire team, not just his line.
Make an experienced, high-strength player with stamina your captain – ideally a Leader who stays on until the final whistle.
Youth & development
Alongside the first team, the team area also holds your youth. Spotting talents early and developing them through training saves a lot of money on the transfer market in the long run.
Keep your set-piece takers up to date (e.g. after transfers), negotiate expiring contracts yourself instead of leaving them to the president, and use the player file to really know your key players and their attributes.
Squad numbers
Use the Edit numbers button in the squad to give every player his own shirt number. Numbers already taken are swapped automatically when tapped — so duplicates are impossible.