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  • Football Manager 2018


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    1. Welcome to Football Manager™ 2018

      Welcome to Football Manager™ 2018!   Football Manager™ 2018 is the latest instalment of Sports Interactive’s football management series. We have once again strived to continue making the ultimate football simulation and we’re glad you’re a part of that.   If you’ve played any of our previous titles, then you may already class yourself as something of an expert – but there’s information in this manual for all levels of manager. If you’re new to the series, this manual, in addition to the in-game tutorial and advisor systems, aims to fully acquaint you with every aspect of Football Manager™ 2018.   Should you have a question which isn’t covered somehow by these methods, or indeed if you have something you wish to share with the team, head to our thriving community at http://community.sigames.com and you’ll find plenty of people from Sports Interactive and the Football Manager™ world to discuss things with.   You can also find out what’s new in Football Manager™ 2018 on our community forums and our range of Social Media feeds. You can find us on Twitter, Instagram, Snapchat and Facebook @footballmanager with hundreds of new features covered for you to explore before diving into your first saved game.   Installation System Requirements   Processor Graphics Memory Windows Vista, 7, 8, 8.1, 10 (64- or 32-bit) Intel Pentium 4 Intel Core AMD Athlon 2.2GHz+ NVIDIA  GeForce 9600M GT AMD/ATI Mobility Radeon HD 3650 Intel GMA X4500 256MB VRAM Direct X 9.0c compliant 2GB RAM 7GB HDD Mac OS X 10.8.5, 10.9.5, 10.10.5, 10.11.6, 10.12.5/10.13 (64-bit) Intel Core 2 – 1.8GHz+ NVIDIA GeForce 9600M GT AMD/ATI Mobility Radeon HD 3650 Intel GMA X4500 256MB VRAM Direct X 9.0c compliant OpenGL 2.1 compliant 2GB RAM 7GB HDD SteamOS, Ubuntu 14.04.5 LTS Linux (64-bit) Intel Pentium 4 Intel Core AMD Athlon 2.2GHz+ NVIDIA GeForce 9600M GT AMD/ATI Mobility Radeon HD 3650 Intel HD 3000/4000 256MB VRAM OpenGL 2.1 compliant 2GB RAM 7GB HDD       On Windows these may require the DirectX 9.0c SDK installed. Laptop versions of these chipsets may work but are not supported. Input – Keyboard & Mouse. Online play requires broadband connection.   Note: The game’s performance and/or graphical quality may differ according to your computer’s hardware and/or video card. Computers with high-performance hardware will provide the best game performance.   Installing Football Manager™ 2018 Via Steam   If you have purchased the game via Steam, follow the on-screen commands after purchasing and licensing the game. Once installed, click on ‘Play’ to launch.   Via Physical Media   Windows/Mac OS X Insert the Football Manager™ 2018 disc into your optical drive and wait for the installation process to begin. From here, follow the simple on-screen steps to install the game. You will be required to enter a licence key, which can be found on the back of the printed manual. If you have purchased digitally via a third party, they will be responsible for the delivery of your activation code. Linux Open a web browser to http://store.steampowered.com/ and click the ‘Install Steam’ link. Once installed, run Steam and select Games-Activate a Product on Steam, then enter the licence key supplied. Football Manager™ 2018 requires Steam for PC, Mac and Linux. Steam is an online system that will automatically update your game if there are patches or data updates available, and also provides exclusive downloads and “achievements” for Football Manager™ 2018 to track how you are doing in the game compared to your friends. You can also play the game on any computer that has an internet connection without needing the DVD.   Important Information Regarding Steam’s Offline Mode Football Manager™ 2018 will need Internet access for its activation process because Steam is a network-based platform. FM2018 customers that do not want Steam to connect to the Internet can launch the Steam client in ‘Offline Mode’ after installation. Internet access after installation of the game will only be needed to apply game patches or Steam updates, play online games or use any of the uploading features included in FM2018.   To set Steam to Offline Mode, please follow these instructions: 1)       Start Steam whilst being connected to the Internet. Make sure that the “Remember my password” box on the login window is checked. 2)       Verify that all game files are completely updated and that there are no current downloads on Steam (‘’Library’ -> ‘Downloads’). 3)       Launch the game(s) you would like to play offline to verify that there are no further updates to download. Shut the game(s) down and return to Steam once you have confirmed that the game(s) can be played. 4)       Go to ‘Steam’ -> ‘Settings’ and ensure that the “Don’t save account credentials on this computer’ option is NOT selected. 5)       Click on the top left ‘Steam’ menu and select ‘Go Offline’. 6)       Select ‘Restart in Offline Mode’. This will restart the Steam client and it will no longer connect to the Internet when it is launched.   If you would like to reconnect Steam to the Internet in the future to download game updates, activate new products or play multiplayer modes on your games, please select ‘Go Online’ from the top left ‘Steam’ menu.
    2. Beginner's Guide

      Welcome to Football Manager™ 2018! We’ve created a beginner’s guide to walk newcomers to the series through getting to grips with the various aspects of management, and to hopefully answer any questions that might come up along the way. Your first step will be to create your managerial profile and begin a new Career. Follow the steps provided on-screen, choose a team to manage, and hit ‘Quick Start’ to get started. Please refer to specific sections of this manual for in-depth explanations of these areas should you require them. Football Manager™ is, as the name suggests, a football management simulation in which time advances upon clicking the ‘Continue’ button found in the top corner of the screen. Although time exists as a fundamental concept, whenever the game returns from processing time forward, the ‘clock’ effectively stops for you to go about your business in as much (or as little) depth is required to action the items of the day. ‘Continue’ will move through your calendar incrementally; days become weeks, weeks become months, months become years, and so on.   Your Inbox, Your Home Your ‘Inbox’ is the central point around which your experience is built. Communication crucial to the management of your chosen team will be delivered to you in a prompt and timely fashion – the game will bring you back from processing whenever your input is required – and the majority of your key decisions and actions will be taken in response to content arriving here.   Look at things that interest you Whenever you move the mouse cursor around the screen, it will highlight people, clubs, and other entities you can click on and interact with by underlining them. Take some time to do this to familiarise yourself with the layout of various screens and with the scope of what you, as manager, are able to do, and what the consequences – both positive and negative – are.   Become familiar with the look and feel The sidebar on the left of the screen is the primary navigational tool providing you with quick access to all key areas of your team. Each screen also has a horizontal bar containing tab menus sitting below the ‘menu bar’ at the top of the screen, which features a contextual menu as well as a free text search box for swift navigation around your game world. Please refer to the User Interface section of the manual for a more detailed breakdown. After reading through the first few items in your Inbox, it makes sense to devise a tactic and pick your first team. Use the Create New Tactic option to assist you in setting up your team, then begin to select your team by selecting your desired players, per position, by clicking on each ‘Pick Player’ button. If you’d rather your Assistant Manager pick the team for you to begin with, the ‘Quick Pick’ button will select an appropriate team for the upcoming match based on player availability and fitness, as well as their suitability to each position and role. Taking the time to explore each section of the sidebar, and the many sub-options therein on each screen, will help you become far more acquainted with Football Manager™ and, in turn, increase your enjoyment of playing. There is help at hand in almost every area by clicking on the ‘?’ icon underneath the ‘Continue’ button, as well as more integrated assistance in the form of delegation/automation to and from your capable backroom staff team.   Don’t be afraid to ask for help The ‘Responsibilities’ tab on the ‘Staff’ section of the sidebar will allow you to delegate any number of tasks to your responsible and reliable backroom team. It can be advisable to do this in the short-term whilst getting to grips with the scale of your managerial task, before taking back some of the responsibility when you feel more attuned to handling them. The more you explore and the more you play, the more comfortable you’ll become with some of the more complicated areas of management, and hopefully your enjoyment will continue to increase!   Keep your players happy A happy team is a winning team, and very little is more important to your chances of success than ensuring that your players remain happy. Pay close attention to each individual (and therefore the squad’s collective) morale and personality, and be aware of their short- and long-term happiness, details of which can be found on their ‘Information’ screens. They will often come to you directly with their concerns, and how successfully you deal with them will go a long way to determining whether you succeed in your job.   Be patient! Clichés become clichés for a reason – there is inherent wisdom in there somewhere – and Rome really wasn’t built in a day. Be ambitious, but remain realistic at the same time, and understand that there is a learning curve involved here. You can enjoy Football Manager™ as a complete novice by heeding some of the advice in this guide, as well as the myriad of helping hands provided in-game, and you can in turn use the experiences you encounter in your fledgling days as a manager to sharpen your skills as you become more knowledgeable and comfortable in your surroundings.
    3. Getting Started

      Launching the Game To launch Football Manager™ 2018, double click the shortcut icon on your desktop or click ‘Play’ from within Steam.   The Start Screen When the game has loaded, you will be presented with the Start Screen. The ‘What’s New’ button details a host of information about all of the new features to be found in Football Manager™ 2018. The table below describes what the various options available to you on this screen do. Action Description Load your most recent saved game       The first option you’ll see on the screen is to pick up where you left off by loading your most recently-played saved game. You’ll see how long ago you last played it as well as the saved game name itself and details of any managers in it. Load Game Select a different saved game to load up. Join Online Game Join an Online Game.   Action Description Career Begins the process of starting a brand new game of Football Manager™ 2018. Fantasy Draft All players are released into one giant pool, allowing you and your friends to select them one at a time in a draft format. Pick your best team and go head to head with others to see who can put together the most formidable squad! Online Career Start a new saved game and host it online, inviting your friends or other participants to join in. Create-a-Club Begins the process of starting the Create-a-Club mode, which allows the manager to create their own personal unique club to manage and tailor, from kit colours and stadium details to the specifics of their playing squad.   Action Description Preferences Configure your game Preferences. Please refer to the following section for greater detail on each of the preference options. View Match Load up a saved .pkm match file and re-watch some of your greatest moments! Online Game Preferences Configure your Online Game Preferences. Please refer to the following section for greater detail on each of the preference options. Credits The people responsible for making Football Manager™ 2018. Manual Clicking on the ‘Manual’ button will load the Football Manager™ manual. Leaderboards Check out the Football Manager™ 2018 Leaderboards and see how you fare against the best around the world. Quit Exit Football Manager™ 2018 and return to your desktop. Downloads Access the Steam Workshop to download and purchase additional content. Game Preferences The following options are all found on the Preferences screens and allow you to configure how Football Manager™ 2018 acts and behaves. An asterisk next to an option indicates that this is a Tick Box option with two possible behaviour types (effectively on and off, or enabling and disabling). OVERVIEW              A general overview of the most important preferences. You can configure each of these areas in greater detail from the appropriate sub-tab within the Preferences section, or by clicking on the ‘More <Preference Type>’ option within each sub-panel on the overview screen.     GENERAL   Language Select which language you wish to play in. Currency Select which currency you wish all monetary values to be displayed in. All major currencies are represented in the game with appropriate exchange rates taken close to the release of the game. Wages Display wages in-game in either a weekly, monthly, or yearly format. Skin Select which skin you wish to play FM18 in. The Football Manager skin is the default game skin but you can also download skins created by community members and others as well. Window Mode and Resolution This list presents every possible resolution and display your PC is able to run Football Manager™ at. Size of Text & Images Select the size at which text and images are displayed. From the default, you may zoom in or out at various ratios depending on the specifications of your PC.     MATCH   This PC’s 3D Graphics Capability This rates, out of a maximum of five stars, how good your current system is at running the 3D match display.    Use sound in match Turn sounds on and off here through ticking and un-ticking this check box. You can also configure the volume of sounds in-game on a sliding scale from 0 (muted) to 10 (loudest). Use the ‘Test’ button to try out your settings.    Play background music Turns any background music on or off through ticking and un-ticking this check box. You can also configure the volume of sounds in-game on a sliding scale from 0 (muted) to 10 (loudest). Use the ‘Test’ button to try out your settings. Graphics Quality Set the level of 3D graphical detail you see on matchdays. Choose from Very High down to Very Low detail according to the capabilities of your graphics card. Highlight Mode Configure the saturation level of highlights you wish to see during matches. ‘Full Match’ will show you absolutely everything that happens; whilst ‘Comprehensive’ will show a large portion of affairs. ‘Extended’ covers a healthy chunk of proceedings, ‘Key’ shows you the notable incidents, and ‘Only Commentary’ will play the match out simply with textual descriptions.     SAVING      Enable Data Collection If you wish to allow Sports Interactive to collect certain data to help us develop our games, and use the information to help us make decisions in a more informed manner, tick this box.    Use Auto Saves Configure whether you would like to enable automatic games saves or not. Auto Save Interval (Every) Select the regularity with which you wish the game to automatically save. This can range from a single day through various increments of weeks and months, as well as having the option to save after matches. Auto Save Type Choose whether you wish to have the game save repeatedly over one single file or for it to create a series of rolling files from as few as 3 to as many as your hard drive can store by using the ‘new file for every auto save’ option.    Use auto save type when saving manually If you wish to use the auto save type settings when saving the game manually, tick this box. For example, if you have chosen ‘new file for every auto save’, it will create a new saved game file every time you save manually.     SOCIAL NETWORKS   Login/Logout of Twitter/Facebook/YouTube Sign into or logout from your Twitter, Facebook and YouTube accounts. A saved game must be loaded in order for you to do this.     YOUTUBE UPLOADS (When signed into YouTube) Resolution to Upload Match videos in Select your desired resolution for saving YouTube content from Football Manager™. Please note that saving higher resolution videos will take up more hard disk space.    Save a copy of uploaded videos in the location of your game files If you wish to retain a local copy of all uploaded YouTube content, tick this box.   INTERFACE       GENERAL   Window Mode and Resolution This list presents every possible resolution and display your PC is able to run Football Manager™ at. Size Of Text & Images Select the size at which text and images are displayed. From the default, you may zoom in or out at various ratios depending on the specifications of your PC. Rendering Mode Choose whether the game’s graphics are rendered using GPU assistance or through software. Software rendering is only recommended for computers with weak graphical capabilities and will result in some match animations being disabled.    Use kinetic scrolling Enable or disable kinetic scrolling, which slides in a smoother fashion compared to conventional scrolling. If enabled, you will then be able to configure the speed at which the scrolling occurs. Confirmation Dialogs If you wish to reset any dialog messages you have disabled during the course of playing the game, click this button and they will all return. This is a catch-all option rather than one allowing selective resets.    Show In-Game Editor in the Menu Bar If you have purchased the In-Game Editor, ticking this option will ensure it is displayed in the Menu Bar, whilst unticking it will remove it.    Display icon after items you’ve created a note for If you’ve created a note on a game object and would like a small visual indicator of having done this wherever the object appears throughout the game (typically in the form of a small coloured square towards the top corner of a linkable object), tick this option. Tooltip speed Drag the slider to configure how quickly a tooltip will display upon hovering the mouse cursor over a game object or link.    Sidebar icons-only If you want the Sidebar to only display graphical icons rather than textual descriptions, this option should be ticked. Please note that in reduced resolution modes, this will occur regardless of your selected preference.     PROCESSING   Continue Game Timeout Choose the period of time before the game will automatically continue during network and hot-seat play.    Have fewer stops in play by increasing the duration of each processing break. Tick this option if you would rather a quicker gameplay experience when multiple managers are involved; it will result in longer processing spells whilst progressing through game time much more quickly.     APPEARANCE   Skin Select which skin you wish to play FM18 in. The FM2018 skin is the default game skin and you can also download skins created by community members and others as well. Clear Cache Click this button to clear Football Manager™ 2018’s graphical cache and restore content to the default options for the selected skin.    Use caching to decrease page loading times By default, the game ‘caches’ all the skin data into one single file. Doing this allows the game to load the graphical data much quicker. However, this prevents the game from scanning for new graphical data and will instead simply load what it has cached. Therefore, if you wish to see any graphical changes or additions you have made to FM18, uncheck this box and reload the skin.    Reload skin when confirming changes in Preferences If this box is checked, when the manager clicks ‘Confirm’ on the Preferences screen, the skin will reload. This is useful for ensuring new graphics are incorporated into the skin as well as being an option for managers creating skins to save having to exit the game and reload it to view their changes.    Show screen IDs in Title Bar to assist skinning If checked, this will display every Unique ID for all items in the game. For example, on a Player Profile it will override the team/nation/position display below his name whilst this option is checked.     PLAYER SCREEN   Landing Page Configure whether you wish to be presented with the player’s Profile screen or his Attributes screen when clicking his name.    Show pictures of players (and staff) who have been generated by the game. Configure whether you wish to see pictures for generated players and staff within the game.    Display natural position only Tick this to ensure that only a player’s natural position is displayed alongside his name in the Title Bar, and not all of the other possible positions in which he can also play.    Display attributes as bar chart instead of 1-20 If you would prefer a graphical representation of a player’s attributes rather than a numeric value, tick this option.    Leave Player (or Staff) screen when you click ‘Back’ This option configures the behaviour of the ‘Back’ button when viewing player profiles. If enabled, it will take you to the last screen you visited before viewing the player’s profile. If disabled, it will simply cycle through every tab and sub-tab you’ve viewed on the player before returning to the previously visited screen.     TEAM SCREEN   Landing Page Configure whether you wish to be presented with the team’s Profile screen or their squad when clicking on their name. Display players’ attributes popup on Choose how to open a player’s attributes popup, which is accessible via the ‘i’ icon to the left of their name. Choose between a hover and a click.    Use players’ shirt name on tactics pitch Tick this box to use the name displayed on a player’s shirt rather than his actual surname on the tactics pitch (where this exists).     COMPETITION SCREEN   Landing Page Configure whether you wish to be presented with the competition’s profile screen or the league table (stage) when clicking on it.     MANAGER SCREEN      Highlight hyperlinks in inbox messages If checked, this will add a subtle underline highlight to all hyperlinks within news items for game objects such as players and teams.     SCREEN FLOW          Visit News Screen Automatically Keep this option enabled if you would like to automatically be taken to the News Screen upon continuing the game.     SCREEN FLOW Screen Flow allows you to configure a series of screens to display at determined intervals during the course of your game. For example, you can ask the game to show you the ‘English Sky Bet Championship’ ‘Overview|Stages’ ‘Every Week’ ‘During Competition’ and have it stop the game from processing during the ‘Morning’, by adding an entry with each of those settings. It is designed to aid immersion in your own personal game world and keep you abreast of what’s going on outside of your immediate league. Please note Screen Flow only appears when a saved game is loaded and the options are configurable on a per saved game basis.   SKIN COLOURS Changing these will override the default settings in whichever skin you currently have loaded. Choose a new colour by clicking on the coloured box, or if you wish to use the ‘advanced settings’ mode (by clicking the tick box on the same screen), enter the exact desired colour values.     MATCH   3D   This PC’s 3D Graphics Capability This rates, out of a maximum of five stars, how well your current system can run the 3D match display. Graphics Quality Set the level of 3D graphical detail you see on match days. Choose from Very High, High, Medium, Low or Very Low detail. Filter When the Graphics Quality is set to High or Very High, you have the option to utilise a range of filters whilst in the 3D match to enhance or aid your visual experience. Frame Rate Configure the frame rate (frames per second) at which the 3D display runs. Render Quality Choose how good the rendering level is; a higher setting results in significant visual improvements. Mesh Details Choose how detailed the 3D models are. Shadow Quality Choose the quality of shadows in the 3D match. Texture Quality Choose the quality of object textures (particularly in and around the stadium environment) in the 3D match. Anti-Aliasing Choose the anti-aliasing level to use in the 3D match; a higher setting results in smoother edges and greater clarity. Crowd Quality Choose the quality at which crowds are displayed in the 3D match. Show…          Sky Will display the sky in the background of stadiums in the 3D match display.    Weather effects Will enable visual variations in weather in the 3D match display.    Stadium Will display stadiums in the 3D match display.    Scenery Will display scenes outside of the stadium in the 3D match display.    Player(s) with/around ball Will display the name of players in the 3D match display.     IN-MATCH       Use sound in match Turn sounds on and off here through ticking and un-ticking this check box. You can also configure the volume of sounds in-game on a sliding scale from 0 (muted-) to 10 (loudest). Use the ‘Test’ button to try out your settings.    Show information popup between match highlights Tick to show the match’s information popup when there is no highlight being played.    Show match time as 0-45 minutes for each half Tick if you want to show the match time starting from zero for each half of the match.    Clicking an advertising hoarding takes you to its owner’s website If this option is enabled, advertising hoardings surrounding the pitch will be clickable, and assuming the user manager is connected to the internet, a webpage will load in their designated internet browser. If the user manager is not connected to the internet, the page will not load.    Use flashing commentary when goal is scored If enabled, when a goal is scored during a match, the text commentary bar will flash alternating team colours. To turn this off, leave the box un-ticked.    Use plain colours for commentary text Tick this option to use simple black and white colours for use in text commentary rather than the colours of the respective teams involved in any given match.    Show player condition during match Tick this option to have a visual indication of a player’s condition attached to them when watching the match in 3D.    Show pre-match introduction Tick this option to show the players emerging onto the pitch before kick-off.         HIGHLIGHTS The highlights controls can be toggled between ‘Live’ and ‘Replays’ modes.             LIVE       Highlight Mode Configure the saturation level of highlights you wish to see during matches. ‘Full Match’ will show you absolutely everything that happens; whilst ‘Comprehensive’ will show a large portion of affairs. ‘Extended’ covers a healthy chunk of proceedings, ‘Key’ shows you the notable incidents, and ‘Only Commentary’ will play the match out simply with textual descriptions. Camera Choose the camera in use by default during match action. Style When using Director mode, choose the primary camera to use. Match Speed During Highlights Toggle the speed at which the match action is displayed when highlights are playing. Match Speed Between Highlights Toggle the speed at which the match clock moves when there is no highlight to be shown.     REPLAYS   Show replays for Choose the saturation level of replays covering a host of incidents. Camera Choose the camera to be used during replays. Speed Choose the speed at which replays are played.     PROCESSING   Match scheduling options This is another series of options which is mainly used for online play. If you want all participants to play their fixtures on the same scheduled day, for example, enable that option. This can also be used in offline mode. Skip match preview in build-up to match If you wish to approach a match using the stage-by-stage ‘Match Day Experience’, ensure this is un-ticked. If you wish to just be taken to the match upon pressing ‘Go to Match’, enable it.    Speed to Process Other Teams’ Matches Depending on the capabilities of your processor you may wish to have FM17FM18 process matches from elsewhere in your football world in different ways. A more capable PC may like to have a more responsive option where these matches are processed whilst the user manager carries out whatever business they wish to. A less capable PC may however need these fixtures to be processed faster, which in turn is less responsive and cannot at times be interrupted. Check the available options and see which works best for you. When viewing matches from the Start Screen If you use the ‘View Match’ option from the Start Screen, this option allows you to configure whether you begin by viewing the final score and match stats or simply start from kickoff. Match Storage Space/MB Configure how much hard disk space you wish to commit to match storage. Allocating more storage will allow you to look back on details of full matches from further back in your saved game.       FORMATS   GENERAL   Language Select which language you wish to play in. Currency Select which currency you wish all monetary values to be displayed in. All major currencies are represented in the game with appropriate exchange rates taken close to the release of the game. Wages Display wages in-game in either a weekly, monthly, or yearly format. Temperature Display match day temperature values in Celsius (°C), Fahrenheit (°F), or Kelvin (K). Height Display Height measurements in centimetres (cm), metres (m), or feet (ft) Weight Display Weight values in kilograms (kg), pounds (lbs), or stone (st). Short/Long Distance Display short distance measurements in the match display in either metres (m) or yards (yd), and in kilometres or miles for long distances in news items. Match Odds Display pre-match odds in either fractional (15/1) or decimal (16.00) form.     DATE   Format Select which format you wish dates to be displayed. There are three options; the European standard dd/mm/yyyy; the North American standard mm/dd/yyyy; or the alternative choice of yyyy/mm/dd. Separator Select the format of your date separator; choose from a dot, slash or dash.     FINANCES   Positive Choose how you wish your currency of choice to be displayed when values are positive. Negative Choose how you wish your currency of choice to be displayed when values are negative.     NUMERIC   Decimal Symbol Choose whether to use a dot or a comma as your decimal symbol. Digit Grouping System Choose whether to use a decimal, comma or a space as your digit grouping system.   SHORTCUTS   Football Manager™ 2018 supports a large number of keyboard shortcuts. The Shortcuts screen is where you can configure exactly which screens you want a shortcut to and the keys you wish to link with it.   EXTRA FILES   This screen is where you will be able to enable/disable additional data files, such as the existing alliteration news types and board takeover files. Should you create or download such data files, they will need to be activated here through checking the tick box.   ONLINE PREFERENCES       GENERAL      Allow anyone to join your game Tick this box to run your computer as a server and allow others to join your online game freely and without prior permission being required, unless you choose to use a password. Server Name Enter the name of your server to make it identifiable to anyone you wish to join your game. Server Password Set a password for your game if you wish it to be private. Banned Managers Details of any banned managers will be stored here.     GAMEPLAY      Disable control of friendly matches If ticked, all managers will be prevented from controlling friendly matches and their assistant managers will be left in charge.    Disable following other humans If ticked, managers will not be able to follow fellow human teams for news and social content so as to prevent them from ‘spying’ on activity in order to potentially gain an advantage.    Disable importing of tactics and shortlists If ticked, all managers will be prevented from importing custom tactics and shortlists.     MATCHES      Match Scheduling Options Determine whether or not matches should be permitted to be moved for television coverage or not, or whether all matches in your online game should take place on Saturdays and Wednesdays to streamline progress. Highlight Modes Allowed Determine which highlight modes are permitted in your online game. Slowest Highlight Speed Allowed Determine the slowest highlight speed permitted in your online game. Replay Modes Allowed Determine which replay modes are permitted in your online game. Slowest Replay Speed Allowed Determine the slowest replay speed permitted in your online game.     PROCESSING      Allow the game to continue automatically in the conditions specified. In a range of game circumstances and situations, you are able to configure exactly when the game will automatically continue. This may be after a determinate amount of time, or when a percentage of clients have requested something to occur.Tick this to enable ‘Force Continue’ commands. In a range of game circumstances and situations, you are able to configure exactly when the game will automatically continue. This may be after a determinate amount of time, or when a percentage of clients have requested something to occur.To allow for fewer processing breaks during online play, ticking this will extend a single period longer, so as to allow for greater time playing the game. Create Your Football Manager The very first thing you’ll do upon booting Football Manager™ 2018 is create your managerial profile. The following options are available on the first screen concerning your biographical details. Click on the sub-option text below entering your name to open up the more advanced details pop-up menus (detailed in italics in this table). PERSONAL DETAILS DESCRIPTION Name Enter your name in the fields provided, most typically First Name followed by Surname Address me as… Select the manner in which you wish to be addressed. Certain countries have particular naming conventions which can be chosen from this option. Password If you wish to protect your actions as manager under the safeguard of a password, enter and verify it in the space provided. As with all passwords, ensure that it is secure and one you can remember, as there is no recovery system in place from Sports Interactive or SEGA. Nationalities Select your primary and (if applicable) second nationalities. Place of Birth Select the place in which you were born. Languages Spoken Select the languages you speak. Favourite Team Select your favourite team – this can influence some events in the game which interact with the chosen club and its players/staff. Other Favourite Teams Select up to three additional favourite teams. Favourite Formation Select your preferred tactical formation. Preferred Second Formation Select a host of preferred alternative formations, including those for attacking and defensive scenarios. Responsibilities Tailor the club responsibilities you wish to be in control of and the level of delegation, if any, you wish to accommodate to your backroom staff. This can be changed at any time from the Staff Responsibilities section on the ‘Staff’ menu from the sidebar in-game. Social Networks Log into your Twitter, YouTube and Facebook accounts to link them up with Football Manager™ and send your friends updates on your progress. The next stage is to tailor your physical appearance. Begin by setting your chosen gender, date of birth, height and weight before moving on to configuring the finer details of your person. The ‘Face’ section allows you to create a custom 3D face model based on an uploaded photograph. Click the button to begin this process; select a photo – the higher the quality the better the end result – or use your webcam and then adjust the dots on the PhotoFit to align with your own facial features before clicking on ‘Generate 3D model’ to watch it take effect on your managerial avatar. Alternatively, you can opt for the manual approach and use the in-game settings to build your own facial features, or use a completely randomised creation. Having completed this stage, you can then move on to customising skin and eye colours, hair (and facial hair) colour and style, plus glasses, clothing and attire. Once you’re done, that managerial profile will be available to you every time you start a new game (if you create multiple profiles you will be given the option to select the one you wish to use). It’s time to start a new game! Create a New Game Having clicked the ‘Career’ option, the initial database will load. This should typically only take a few seconds on most computers. Once it’s loaded, you will initially be presented with a list of teams to manage from the top division in the default nation for your locale, although you can change each of these from the appropriate drop-down menus (or by using the ‘Search team’ function. The database can also be changed from the top-right area of the screen should you have more than one database downloaded or installed. From here it’s as easy as picking a team and clicking on ‘Quick Start’ to get the ball rolling but, should you want to customise things further, you can click on ‘Advanced Setup’. This screen will allow you to Add and Remove leagues (by clicking the Add/Remove Leagues button), set their detail levels, refine the number of players loaded into the saved game and choose your preferred Game Start Date. This screen has a number of elements which should be given some consideration before beginning your saved game. This table describes some of them. Item Description Nations Football Manager™ 2018 features leagues from 51 different countries around the entire footballing world. Select the nations you wish to load into your saved game by checking the appropriate boxes. Do however remember that the more leagues included in a saved game, the slower the save will run. Depending on the abilities of your computer, it may be wise to restrict the number of nations you are running. Active Nations and Leagues Once a nation has been added, it will appear in the main screen area. Alongside it will be a dropdown box listing all the available playable leagues in that country. The league selected and displayed in this box will be the lowest league you will be able to manage in once the game has been created. However, by using the Add/Remove League(s) feature, this may be changed throughout the saved game. Mode Some Football Manager™ managers like to have a larger game world. The Mode selection option allows them to do this without necessarily straining their computer as much. By setting a nation to ‘View-Only’ the leagues from that country will be loaded into your saved game but you will not be able to manage there or interact with it on the same full level as a ‘Playable’ country. However, it will be present and will generate scores as if it were a standard playable league, and you can ‘upgrade’ it to fully playable by using the Add/Remove Leagues feature. Reason for Recommendation The game will automatically recommend certain combinations of leagues and divisions for inclusion in your game based on your initial choices. This is where you’ll find that reasoning. Approximate Player Count/Database Size In a similar manner to the loading of numerous leagues and nations into a save, the size of the database loaded into a save determines to some extent the level of realism the managers will experience in their saved game. Naturally, a larger database will include more players and teams from the football world, whereas a smaller one will include what are considered the core and most important items. More capable PCs will be able to handle larger databases, but less capable ones may want to consider using a smaller option. Depending on the size of database you’ve chosen to load, you will see a different number of players loaded into the saved game. For example, a small database might load 5000 players worldwide into the saved game. You also have the option to set up a custom ‘Advanced’ Database. Selecting this option presents a filter dialog which you can then select preferences from when constructing your database. For example, you may wish to load in every player from England and every player of French nationality regardless of the nation they are based in. This method allows you to be very flexible and specific when setting up your saved game. Estimated Game Speed The estimated game speed is based on your league and database configuration. Graded on a five-star scale, five stars indicating that the saved game will progress on a much quicker basis than a fewer number of stars. Game Start Date If a manager has selected a number of nations to load into their saved game, the opportunity to start on a number of various dates becomes available. This lends itself to starting saved games at unfamiliar moments. For example, loading England and Brazil into a save will allow the manager to start managing in England in December - the traditional start of season in Brazil but right in the heart of the English season. Some start dates will allow the manager a longer pre-season than the standard for the country they wish to play in, some will shorten it. Of course, it can just be left to the default option if the manager so wishes.   Advanced Options Description    Use Fake Players and Staff This tick box does pretty much exactly what it suggests. Ticking it will generate a whole world of ‘fake’ players and staff instead of using the usual and familiar names and faces.    Do not use Real Fixtures Tick this box to prevent the use of real life fixtures in for nations and leagues which use them by default. A fictional schedule will instead be created whilst retaining the same competition rules.    Do not Add Key Staff Tick this box if you do not want the game to add key backroom staff (such as Assistant Managers) to teams which do not have them.    Add Players to Playable Teams If certain playable teams are unable to fulfil particular squad requirements at the start of a new saved game, ticking this box will ensure that their playing squad will be filled out with sufficient personnel.    Disable First Window Transfer Budgets Football Manager™ typically starts a new game in the pre-season preceding the current season in the real world. The database therefore reflects this in squad lists and team transfer budgets. By disallowing transfer budgets in the first transfer window the saved game will reflect the real world more accurately than if the save allows teams to spend money it didn’t spend in real life. Simply put, this is another option to add to the realism of your saved game.    Disable Player Attribute Masking Attribute masking is a concept where certain attributes (or in some cases all) are not visible to the human manager because Football Manager™ assumes a manager of your experience and age will not necessarily know everything about every player in the world. These attributes can be revealed through scouting or interaction with the player as you progress in your career. If you wish to simply display all information and attributes from the off, tick this option.    Prevent teams which already have managers from being controlled Tick this option if you want to restrict managerial options to those clubs which do not currently have a manager employed and instead only have the option to take charge where vacancies exist.    Prevent use of the In-Game Editor If you wish to completely prevent the In-Game Editor from being used in a particular saved game, ensure this option is ticked when creating it. This action cannot be reversed once the saved game has been started. Editor Data Files If you have created or edited any nations, leagues or competitions in the Data Editor and have saved them into the Editor Data folder, they will appear here for your selection and inclusion in game. Each creation will have a tick box which, if selected, will include the desired choice in your game. Please note though, that if you include files which, for whatever reason may conflict (if for example they have been created by different managers), you may not be able to include them in your game without first resolving the issues. The issue(s) can be identified by holding the mouse cursor over the exclamation mark indicating that there is an error. Amongst the most common conflicts is that the same data has been edited in multiple files, meaning you then have to decide which file to proceed with, as only one set of changes can be made to a game object. When the game has finished loading, you will be prompted to complete your managerial profile and add a manager to the game. Choose Managerial Style The final stage of setting up your managerial profile is to decide exactly what type of manager you’ll be. You have the two traditional options available to you; you can either be a Tracksuit Manager or a Tactical Manager, and you have an allocation of points to use towards styling a particular set of attributes to create your bespoke profile. These points can be biased in whatever manner you so desire by using the ‘Style Focus’ slider in the middle of the screen and, from there, you can begin to build your own managerial profile. A small number of managerial ‘templates’ are also available for you to guide you in the general direction of the type of manager you’d like to be, with the option of further refinement through the adjusting of points still available to you thereafter. Managers with a higher level of prior playing experience will be allocated more points, as will those with higher qualifications in terms of Coaching Badges. If you’re unsure what to select, the ‘Suggest Badge/experience based on’ option will set an appropriate option for the club you’ve chosen to manage and the level at which they’re currently playing. Once you’re happy with everything, click ‘Confirm’ and begin your career!
    4. The User Interface

      Football Manager™ 2018’s interface has been designed to ensure that playing the game is as friendly as possible. The following is a glossary to help explain some of the terms referred to in this manual that are commonplace in the game’s appearance. Let’s begin with a short explanation on the two main control methods.   Control Methods Left Clicking: Left clicking is the primary method of navigating around a majority of computer applications and Football Manager™ 2018 is no different. In simple terms, if you see an item of interest, click on it. The game contains a huge number of on-screen items which can be clicked on to reveal more details and information. Clickable items are identifiable in a few ways. All of them will result in the mouse cursor changing into a finger pointing icon. Some will graphically respond inside the game in the form of a hyperlink underlining or a different, darker shade of colour on a button. Click around, read through this section, and familiarise yourself with your surroundings. Right Clicking:  Right clicking brings up a Context Menu of ‘Actions’ which can be performed on a game object. It is chiefly a time-saving/power feature, allowing you to perform an action without first having to click on the item. A list will only appear where possible and should right clicking on an item not bring up anything, it’s safe to assume there is no available menu for that item.   Interface Glossary Actions You can access specific Actions for a game object from the object’s Tab Bar or by right-clicking on the object itself to bring up the ‘Context Menu’. Calendar By clicking on the current date on the Menu Bar, you can view the game Calendar. It shows the current week, indicating the current date and informing you of any pressing concerns or engagements you have in the immediate future. Column Sorting If you find that the secondary sorting on any column in the game has disappeared, you can manually reset them by holding down the Shift key and clicking the desired column(s) in the order of sorting you wish to see. Continue Button The Continue Button is central to Football Manager™. It is the conduit from which the game will progress through time. Once you have finished with all of your business for a given period of time, clicking ‘Continue’ will advance the game. It can change state depending on the game’s context. If you have a message in your Inbox which requires a response, the text label on the button will change to reflect this. Similarly, if you’re in a game with more than one manager, it will indicate the number of managers that need to continue before the game will start processing. Customisable Table Columns Any table column in the game can be customised as you see fit, in the same style as you can do in many other applications. To customise a view, select ‘Custom’ from the ‘Views’ menu and then select ‘Manage Views’. You can now select an existing view and create a copy of it. Now that you’ve done this, you are free to re-order and re-size the columns on that view as you desire. To resize a column, left-click and hold on the area between two columns and drag it in the desired direction, making it wider or narrower. Release the mouse button to set the size. To re-position a column, click and hold the header and move the mouse to where you wish to move it to, and then let go once again. Filter Many screens in Football Manager™ 2018 give you the ability to set filters which permit you to configure exactly what information you want displayed. Screens which possess this function will have a ‘Show Filters’ button, usually located towards the top right of the main screen area or a panel. Clicking it will reveal the Filters menu, with a number of options and check boxes. To set a filter, tick and un-tick the boxes until you have what you want to display. You may then hide the Filters menu again by clicking on the ‘Hide Filters’ button. Game Object A game object roughly corresponds to an item in the game database – a person or a team, for example. As a basic rule, a screen will display information about one main game object, although this screen may then hold information about many more objects – take the squad screen as an example. The main game object is the squad, but then multiple game objects – players – are found within. Help The Help system can be brought up on a number of screens by clicking on the question mark button (“?”) found towards the top right of the main screen area. Wherever this is enabled it will pop up a series of icons which when clicked (or if the mouse cursor is moved over them) will present information bubbles explaining what that particular screen element does and how to get the most out of it. Navigation Bar Whereas the Side Bar is the primary navigation tool for your own club, the Navigation Bar is likewise for the rest of the game (i.e. browsing the game world in general). The Back and Forward buttons navigate between your screen history. If you right-click on the Back or Forward buttons, the Navigation History opens. Its menu options are a list of screens you were previously on and with each option usually structured as “<name of screen>: <name of section> <name of panel>”. Panel A panel is the part of the game’s window that changes for each screen – i.e. the bit that doesn’t contain the menu or title bars or the navigational tools. You will often find multiple sub-panels within a panel. Quick Flicks Located in the title bar, the Quick Flick icons can be used to scroll quickly through the current game object. For example, if you are viewing one of your players, you can scroll back and forth alphabetically through your entire squad using these buttons. Similarly, if you are viewing a team’s squad, using the Quick Flick buttons will scroll through the squads of every team in that league. A tooltip will appear over the Quick Flick button indicating the name of the game object to be displayed if clicked. Screen A screen displays information. Normally a screen will represent a singular game object – a player or a team, for example. Each screen has a title, and one or more sections. It can also have a subtitle, although the current section determines this so it changes when the manager chooses a different section. Side Bar The primary method to navigate all the different areas within your club (or international team) is from the Side Bar. It provides shortcuts to every section related to your club, regardless of what screen/game world entity you're on. That is, if, say, you're on another club's screen, the Side Bar is still for your club (note: to navigate around the different sections/panels for any game world entity that isn't your club, you'll use its screen's Tab Bar instead). In larger resolutions, the bar includes a textual description alongside the icon, whilst in reduced screen modes, just the icon is used. The Interface section of the Game Preferences features an option for you to use just the icon when in larger resolutions, however. Notifications will appear whenever there is an item of business for you to deal with; an unread news item or a transfer offer, for example. If you're managing both a club and international team, the Side Bar has a toggle enabling a fast way to switch the state of the Side Bar to the team that has your immediate focus. Sliders Football Manager™ 2018 includes a selection of sliders. A slider control lets the manager select from a range of values by moving a bar from left to right and back, very similar to a volume control. To move a slider, simply left click and hold, move left or right, and then release. Subtitle The subtitle is a piece of text shown in a slightly smaller font adjacent to the main title for a screen. The subtitle can be used to show some supplementary details about the screen’s game object. Tab Bar The Tab Bar is used to navigate around the currently viewed screen and perform actions related to it. Every screen’s tab bar consists of a series of panels and menus that contain more panels and actions. Title The title is a piece of text intended to indicate the purpose of the screen. The title will generally be displayed in a larger font in a prominent place on the screen – most typically in the title bar. Title Bar The title bar is at the top of the window and displays the title of the current screen, as well as other information such as the manager’s name and subtitle. Search Search allows you to initiate a search (changes the state of the Title Bar into text-input state). When you've not inputted any search characters it opens a menu with related links. For example, if you're looking at a team, the related links would include one for the league the team plays in, as well as links to all teams in the same division. On the other hand, when you've typed in one or more characters, the menu will instead become populated with a list of auto-complete suggestions. Tooltips Tooltips are small windows displaying text intended to explain or describe a function available by a mouse click. They can be found in many places throughout the game and should you be unsure as to the intent of any item’s function, simply move the mouse icon over it to see if it has a Tooltip to explain things to you. View Menus Sections and screens can have one or more views which present the same information in different ways. For example, the squad list selection of the team screen allows you to look at a list of players but because there are lots of attributes for each player, it would be impossible to display them all at the same time. The solution is to allow a number of different views to display a certain few of the attributes each. World World is your shortcut to all game world entities. Clicking on the world button in the Navigation Bar opens the World Menu Popup. The popup is divided into numerous tabs. It defaults to Browser. This auto-selects the game world entity that you're on, and provides a hierarchy back up to the game's root entity (World). For example, if you’re on your own manager profile, the preceding column will be the list of teams for the league in which your team plays in, preceded by the list of competitions in the country your team plays in etc. The other tabs at the top provide hyperlink access to information and competition panels on a per continent basis. The “Nations” menu, on the other hand, provides hyperlink access to all the different screens associated with the playable nations in your save. In the ‘Bookmarks’ tab, you can create shortcuts to useful screens throughout the game, much as you would for websites in a web browser. You can read more about the World menu by clicking here.
    5. The FM Menu

      The FM Menu is what more experienced managers will remember as the ‘Options’ menu. Save Game (As) The Save Game and Save Game As options do as they suggest. Saving your game is fairly important; as it’s extremely unlikely you’ll be playing it unsaved forever. 'Save Game’ simply saves the current game over the previous iteration, whereas Save Game As allows you to choose any file to overwrite or indeed, save the game as a brand new file. There are additional Save options in the game Preferences. For more information on those, please click here. Load Game The Load Game option allows you to load an existing saved game from inside the main Football Manager™ 2018 application. If you do this whilst playing another saved game you will lose all unsaved progress. Quit to Start Screen This option allows you to return to the Start Screen from within the main Football Manager™ 2018 application. If you do this, you may be prompted to save the game first so as to not lose your unsaved progress. Quit Game and Exit Exits Football Manager™ 2018 and returns you to your desktop. New Career Game… Begins the process of starting a new game of Football Manager™2018. New Online Game… Begins the process of starting a new online game of Football Manager™2018. Preferences Configure your game preferences here. For more detail on the options found within, please click here. Add New Manager This option allows you to add a New Manager to the saved game. For more detail on this process please click here. Change Manager If you are playing a hot seat game, you can change the active manager from this section. If there is only one human manager active in the saved game this option will not be present. Add/Remove Leagues You are not restricted to playing in the leagues added upon starting a new game. From this screen you are able to add and/or remove leagues to the saved game at any point, but a league which has been added will only become active when the new season begins in that country. To remove a league or nation, simply click on the ‘-‘ icon next to its name. Detail Level The Detail Level screen allows the manager to configure their saved game even further in order to optimise performance as much as possible. The screen contains all competitions loaded into the save and allows the manager to specify which matches are processed in full detail and which will use the quick match engine and when. They can be set from various stages of competition – for example just the later stages can be set to generate in their entirety whilst the remainder of the competition is handled by the quick match engine, which is used as standard for competitions not loaded into your saved game. The option to generate the entire competition fully is available (All), as is the option to generate the entire competition with just the quick match engine (None). Leaderboards The Leaderboards allow you to compare your progress and success with other managers through the Steam network. The system is similar to the Hall of Fame approach used in previous generations of the game, where points are accumulated based on different levels of success. The better your team(s) perform, the more points you rack up and the higher you place on the Leaderboards. There are also Leaderboards for specific FM Touch Challenge modes. Hall of Fame The Hall of Fame is the home of legends. The very best managers of all time are detailed by their successes in the footballing world. It has sections for domestic success, continental success, and ultimately world-wide acclaim as well as by nationality. Will you be successful enough in your career to earn a place amongst the greats? Manual A link to the Football Manager™ 2018 manual. Print Screen If you would like to print the textual contents of a particular screen, navigate to the desired choice, then select this option. You will have the option of sending the data directly to a printer, or saving it in either a web page or a word document format. Game Status The Game Status screen displays the basic information about your saved game. It includes details of the total game time, game version, when the game was last saved, and all managers who are part of the game. Credits These are the people responsible for bringing Football Manager™ 2018 to you. A full list of credits can also be found at the rear of this manual. This section also features a number of FM Community Content Creators and other assorted fansites. About Football Manager A simple dialog box informing you of the details of the version of Football Manager™ 2018 you are currently playing. Downloads The Football Manager™ Downloads section is home to additional content to enrich your gameplay experience even further, including unlockables, third-party content through the Steam Workshop, and an In-Game Editor.
    6. The Sidebar

      The Manager Menu, located on the Sidebar, will largely be the main point of reference as your career develops in Football Manager™ 2018. The Menu contains the majority of the key items you’ll need to regularly address. The options are discussed in great detail throughout this section. The menu can always be found on the left hand side of the screen and although it can change colour/context depending on the game object being viewed (particularly the case when viewing other teams), it remains your central hub for day-to-day management and activity. Home The Home screen provides a quick look at the important things going on with your team at the current time. Concise and necessary information on your team, players, fixtures and finances is presented on this screen and updated whenever you visit, providing a general overview of your current situation. Many of the panels are also customisable, allowing you to change the information you see. My Profile As a manager, you have a profile in the same way as all players and staff have a profile. Your managerial attributes and tendencies are displayed on the ‘Profile’ panel from the ‘My Profile’ tab. The ‘Information’ section details your personal biographical information. Over the course of a career, a manager can accomplish many things. The ‘Milestones’ section details all of these, as well as a history of the career path taken. Start a Coaching Course Should you want to improve your managerial and coaching attributes, you can request that the board sanction you to go on a coaching course by clicking the appropriate option. During the time spent on it your overall effectiveness as a part of the training programme will be reduced. The option will disappear once you have reached the maximum attainable Continental Pro Licence. Retire You may have had enough of the football world and wish to remove yourself from it altogether. Retiring will remove you from your current job (if employed) and from the game world completely. Go on Holiday If you would like to leave your team in the capable (or otherwise) hands of your Assistant Manager for a period of time whilst you take care of other business away from Football Manager™ 2018 you can ‘Go on Holiday’. The pop-up for this option allows you to ‘tell’ your Assistant Manager what he can and cannot do in your absence, and you also set a return date, which will stop Football Manager™ processing and allow you to resume control of your team. My Contract When you begin a new game in charge of a club for the first time you are given a standard one-year contract with the team. If you impress suitably in that period, you will be offered a new contract with terms you can negotiate as you see fit. There may come a time when you’ve had enough of your job and want out. If this is the case and you want to tender your resignation, you need to click on ‘Resign’ from the ‘My Contract’ menu and confirm your decision. You will immediately become unemployed and may begin looking for another job, or indeed take up an offer if you’ve resigned for that reason initially. Contract Negotiations As a part of your contract negotiations as a manager, you are able to attempt to impart your philosophies and strategies upon your board. Similarly, they may require you to attempt to implement a certain style or directive upon the club during your spell in charge, and will judge you on it accordingly. From playing style to financial management to targeting particular players in the transfer market, these negotiations make up a healthy chunk of your discussions with your employers. If you’re taking over a new club, you’ll have little option but to agree to their demands, but once you’ve garnered something of a reputation, you can ask the board to look at things from your perspective. Each philosophical agreement will have its own section within the ‘Board Confidence’ screen, so you’re always kept abreast of how your attempt at working towards success is going. When things aren’t going so well on the pitch, attempting to adhere to your promises may keep you in a job. If your team is succeeding and you’re keeping your end of the philosophical bargain, the board will become even more flexible towards you in the years to come. Promises Throughout the course of your career you will find yourself making a number of promises to both your players and to the board regarding your intentions of handling things. This screen offers an at-a-glance look at how things are progressing on each and every one, including those added as part of contract negotiations. Relationships You will also develop relationships both good and bad with people in the footballing world as your career develops. Information on those can always be found here. My History The ‘History’ section keeps a record of your key information and achievements throughout your career whilst also covering your managerial movements and activity in both conversations and in press conferences, as outlined below: Conversations, Media and Interaction with the Game World Being in your envious position as manager of a football club, the media will want their say. Managing the biggest clubs will see your actions come under constant scrutiny as the pressure on you builds from day one. Even managing smaller clubs is only just a little less forgiving – in short, you’re going to face the good and the bad sides of the media. You are able to hold private discussions with any of your players from their Interaction sub-tab, but be aware that upsetting them could impact your squad, particularly if the disgruntled player decides to go public with his grievances. You can also discuss things with your entire squad should you deem it necessary, by calling a ‘Team Meeting’ from the squad screen. Press Conferences As manager of a football club, you are prone to attention from the media. Journalists will want to gather as much information as they can, and at times won’t care how they go about obtaining it. The best source for them to piece together their stories is Press Conferences. Before and after every match you play, as well as at other select times (including the signing of a key new player), you will be invited to attend a Press Conference and answer a number of questions about everything pertaining to your stewardship of the club and your relationship with others in the football world, especially opposing managers. Each question will be presented to you with information on the source and journalist asking the question, with a number of responses available to you. There is also the option to make additional comments in your reply, but watch what you say here… Over the course of your career, you may build up relationships with journalists. Some may become more trusted, and some you might simply refuse to answer directly because of the spin placed on the resulting story. Equally, a more trusted writer might be a useful tool for you to get a point across to one of your players. You can of course leave a Press Conference at any time, calling an end to questioning and moving on with your day. A more abrupt end to proceedings can happen should you ‘Storm out’ of the press room, although this also has consequences. If, at times, you do not wish to attend the Press Conference, you can send a member of your backroom staff. Every manager in the game has a ‘Press Conference’ section in their History tab, from which you can see what was said in any press conference and any particular reactions that stemmed from it. From time to time, you will find yourself fielding an individual question straight into your Inbox, rather than in the Press Conference screen (In Football Manager™ Touch, this is the only form of question you will receive). This works in the exact same manner, but simply on a smaller scale. Notebook The ‘Notebook’, located next to the ‘History’ tab, acts as your very own in-game ‘jotter pad’, allowing you to collate your thoughts and important news into one reference area. Notes are listed in the top half of the main screen area, and the specific details and body of the notes are presented in the lower half when a note has been selected. To create a note, select the ‘Create Note’ button from the bottom of the top panel. The lower half of the screen then becomes a composition area, asking you to give your note a title and a body. Once you have notes you can edit them, duplicate them or delete them as you wish. You can also set a reminder date for notes so that they land in your Inbox on a convenient date to act as a reminder for you to do something. Inbox Your Inbox is the main hub of your game world. All important and key information relating directly to you or any part of your club will arrive here in the form of a news item. Items requiring an action Often, news items will arrive in your Inbox which require a response. These items are indicated to you with red accents and you cannot continue the game without actioning them. Such news items must be responded to before the game can be continued. Once the red indicator icon has left the news item header, that news item is considered to have been responded to in an appropriate manner. Filters In order to keep your Inbox as easy to use as possible, there are a number of Filters available to you. The ‘Search’ icon in the form of a magnifying glass at the top of the news item list allows a free text search, whilst the ‘hamburger’ menu (the icon with the three horizontal lines stacked on top of each other) to the right of it offers various filter options. Clicking one of them will edit your Inbox to display only the news items relevant to that filter, making it extremely easy to find something from an old news item, for example. Social Feed The social feed enables you to keep fully abreast of everything going on in the footballing world. Operating in a similar manner to the previous subscriptions system but now wholly tailored to function as a modern-day social network feed, any game object (player, competition, team etc.) you choose to ‘Follow’ will result in you receiving content about them in the form of a short message in the feed. Content is delivered by a range of sources; teams, competitions, media sources, journalists, and supporters. A range of supporter reaction is delivered to you by way of the club’s supporter spokesperson and adds a distinct layer of colour to the feed, ensuring you know exactly how the fans feel about the news of the day. Following an object allows you to see what you want, when you want, and perhaps more importantly ignore what you don't want. Along the right-hand side of the Social Feed screen is a list of suggested accounts to follow; click on ‘Manage’ at the bottom of this list to refine how you receive content. From here, a pop-up dialog appears with the ‘Following’ View Menu located towards the top left filtering objects by type. Each object has a ‘Social Content’ and a ‘News’ tick-box; check the former to receive social content, the latter to have appropriate news stories delivered as a part of this feed. Select both to have the best of both worlds with social being generated alongside each story. The adjacent drop-down menu allows you to further configure the frequency with which this is delivered; choose from Minimal, Normal and Extensive in increasing amounts. Finally, the ‘pen’ icon allows you to dig deeper into the specific types of news you want to receive. It is divided into sections by subject and within each is a comprehensive list of the sort of news items you can expect to receive. This extra level of management enables managers to really control their content. Each social message contains a ‘settings’ icon which, when clicked on, indicates why you’re receiving it, and gives you the option to revise your following rules should you wish to. News The News tab displays a broader range of stories from around the world of football. Click on a story from the left side of the screen to view it in full in a pop-out panel. Leagues in Focus This screen provides news and league standings on a number of leagues and divisions depending on the window mode and resolution you’re running. Each panel is configurable and can be changed to the league and/or division of your choosing, allowing you to remain fully up-to-date with the latest goings-on. Around the World Similarly, this screen provides news and stories from the wider footballing world with a panel for each continent keeping you informed. Upcoming events are also included, leaving you no reason to ever be out of the loop. Transfer Window This screen covers all of the pertinent information concerning the most recent/currently active transfer window. ‘Live’ Inbox Functionality A significant number of important actions can be handled directly in your Inbox, rather than having to go to another panel to complete them. For example, season expectations, contract offers, scouting updates and calendar reminders are all possible to handle ‘live’ when the news is delivered, allowing you to address your affairs in a clearer and quicker fashion. Squad You’ll spend much of your time poring over the Squad screen as you look to develop and mould a group of individual players into a finely-tuned machine capable of success. It’s therefore worth familiarising yourself with this particular screen. In addition to these options, you have a number of key items found in the tabs menu. These are explained in detail in this section. Players There’s no getting away from the simple fact that, no matter what you do, your players will ultimately determine your fate as a manager. Each player may, at times, have an icon (or a stack of icons, see below) next to their name with a short one, two or three-letter abbreviation indicating an action or event relating directly to them. Move the mouse cursor over these icons for a summarised explanation of what they mean, or click them to go to the relevant page explaining in detail. A stack of multiple status icons reflects that there is a series of pertinent information to be viewed. Select ‘Full Player Status’ from the ‘Views’ menu to display them fully, or click on a stack of icons to watch it expand and display in their entirety. This section provides mores details on players in Football Manager™ 2018, their profiles, their attributes, and plenty more besides. International Whenever one of your players represents the club on international duty, information regarding their performance will be added to this screen. You will be informed of match details as well as the important stuff – how long your player featured for and how he fared. From the ‘Int Friendly Availability’ screen you’ll be able to adjust instructions to international managers for your players when they’re called up for friendlies. You can allow them to play without restrictions, request they play 45 minutes at most, or withdraw them from selection altogether. Players on Loan You can keep up to date with all of the pertinent details of any loanees you might have out at other clubs from this screen. A detailed statistical breakdown of their performances is kept and recorded for your reference at any point. Extended Leave If you’ve granted any leaves of absence to players in your squad, the details of those are kept here for your ease of reference. Dynamics Part of successful team-building is ensuring that your squad comes together in the right way, developing inter-personal relationships and having the right characters to pick the team up when they’re doing badly and to keep things going when doing well. The all-new Dynamics section for Football Manager™ 2018 provides a full and comprehensive insight into the network of relationships that exist within the squad that you have put together. Overview The Overview screen gives you a top-level look at what’s going on. The Match Cohesion section shows how the relationships amongst the players are affecting the team’s performance on the pitch, the Dressing Room Atmosphere section indicates how the group as a whole currently feel whilst the Managerial Support sub-panel keeps you abreast of current levels of support for your management amongst the players. The majority of the screen is handed over to detailing any issues players might currently have whilst the club’s most influential players and social groups are also included, with links to dedicated sections providing further detail. Hierarchy This screen presents the overall squad hierarchy to you in a rough pyramid system, although the exact nature of each squad might differ in terms of the number of players residing within each section. The manager oversees everything above the hierarchy; clicking on them will display their overall Managerial Support in a side panel as well as a visual indicator of each player’s support. Team Leaders sit at the top of the pyramid and are the most influential players at the club. They typically have leadership and experience in abundance and other players will naturally gravitate towards them. Highly Influential Players are next and exhibit many of the same hallmarks as the Team Leaders do. They provide stability and bring the core of the squad together, as they will typically be more leading players than team leaders, who are generally the few who emerge from this group and take the overall lead. Influential Players have a voice that deserves to be heard and are powerful figures within the squad, but haven’t quite scaled the same heights as their more experienced, illustrious and longer-serving team-mates. Other Players make up the remainder of the group and haven’t generated enough leadership experience during their time at the club, or don’t have the requisite personality to lead, and tend to gravitate towards others at the current time. Each player’s box can be selected to provide further information about them from a pop-up panel towards the right of the main screen area. It will also highlight the primary social group they are a part of as well as everyone else within that group. You can also select the different social groups from the section at the top of the screen. Social Groups Those social groups also have their own dedicated screen for further analysis. Each group has its own sub-panel arranging the players within it into a rough hierarchy based on the overall squad hierarchy. The panel to the side of the screen indicates whether the groups within the squad live harmoniously together or whether dissention factions are beginning to form. Selected players can bring up a personalised pop-up panel regarding their information. Happiness The squad happiness screen lists each player by hierarchy group and offers a visual indication of their happiness in several areas, allowing for a quick and easy reference as to who may have concerns, and who is developing issues. In turn, you’re able to identify and action these in order to resolve them before they become an issue for the social groups or the squad as a whole. Promises represents the player’s satisfaction with any promises made towards him. Training represents the overall level of satisfaction with training. Treatment represents your actions towards the player with regards to praise, criticism, fines and discipline. Morale represents the overall player morale. Club represents the player’s feelings concerning the overall direction the club is heading in. Playing Time represents their satisfaction with how much first-team football they’re receiving. Management represents their feelings regarding your overall management, tactical decisions, team talks, and transfer market activity. Each happiness ranges from Good to Satisfied to Concerned to Internal unhappiness to Public unhappiness and finally an Unresolvable unhappiness. Team Meeting Team Meetings can be held for various reasons throughout the course of the season and will often be prompted as a suggestion by a member of your coaching staff. You’re able to get your thoughts across to your squad and gauge their feedback accordingly, with the overall aim to boost their morale and leave them in a positive frame of mind ahead of the coming fixtures. It doesn’t always go to plan though, and a manager who views things differently from the players may find themselves alienated and causing frustration amongst the squad. Tactics Configure your tactical approach and team instructions. For greater detail on Tactics and the various options available to you from this screen, please refer the Tactics section of this guide, as it contains considerably more detail. Team Report The Team Report is a comprehensive breakdown of your squad from top to bottom, with your backroom staff presenting you with all the information you will need to know to prepare and build a successful team. It is broken down into a number of sections, with an Overview panel bringing together the most important statistics in one place. Overview The Overview screen presents an immediate and detailed look at the team’s Pros and Cons in the same style as the Coach and Scout report cards do for players elsewhere in the game. Information on squad depth, attributes, goalscoring trends and on-pitch production are gathered and presented accordingly, whilst a sub-panel towards the right of the screen gives a brief overview of your Squad Depth. Squad Depth Your squad is broken down by formation and position, with each position box then displaying every player who can feature there, plus their competency in the form of a star rating. Scroll up and down the page to view the full length of the pitch and the depth available in every position. Click on the numbered person icon to the top right of each positional box to bring up a dialog presenting the information in more detail. Each position has a hierarchy of capability and suitability as well as any information regarding players you are currently scouting to play there for ease of comparison. Should you not already be scouting, a handily-placed button exists at the top right of this pop-up dialog to enable you to do just that. The ‘Filters’ button allows you to streamline or increase the number of players who appear in these lists (for example, you can include youth and reserve team players). The ‘Customisations’ toggle allows you to manually remove players from a position (if you would rather not consider a player in a given area of the team, for example) whilst the ‘Roles’ menu has four different options for the information being presented to you. To change the member of staff who compiles this part of the report, navigate to the ‘Opinion of:’ drop-down menu and select accordingly from the list of available staff. Stats This section presents a breakdown of team statistics across a wide range of areas and also highlights the best and worst performers accordingly. Facts This section presents a breakdown of statistical leaders in your team – such as the youngest and oldest players – and compares them to the leaders within your league. Comparison This section takes a number of statistics from your squad and compares them across the rest of the league to see how your charges compare. The ‘General’ tab takes miscellaneous information such as height and weight, whereas the positional breakdowns take an average of particular attributes to show strengths and weaknesses in your squad. Staff Your backroom staff will be vitally important to your success. The manager and players will get the adulation, but the people working with the players day in and day out play just as big a role. Surrounding yourself with competent Assistants, Coaches, Physiotherapists and Scouts will make your job considerably easier in the long run. Overview This section deals with your backroom staff and the wide-ranging ways in which they can make your life as manager a whole lot easier. The ‘Overview’ screen kicks things off with a visual depiction of the manner in which your entire backroom team – Coaching, Recruitment and Medical - is constructed. At the bottom of each panel is a chart displaying where they are considered to rank within the main league competition your team plays in. From the ‘Overview’ dropdown you can view any one of these areas in greater detail. Each screen displays a full list of employees in that area whilst adding a visual breakdown of their collective attributes. Responsibilities The Staff Responsibilities menu allows you to specify which members of your backroom staff are designated to carry out specific roles to do with the day-to-day running of your club. The screen is broken down into ‘Areas’, such as ‘Board’, ‘Staff Recruitment’ and ‘Contract Renewals’. Each role and responsibility is described alongside the person currently occupying that position. You can select your desired member of staff from the appropriate dropdown list, but bear in mind that certain responsibilities may only be carried out by qualified individuals amongst the backroom team and therefore some names are omitted and are unavailable. The ‘First Team’ sub-tab allows you to assign responsibility for press conferences, friendly matches and media handling to a member of your backroom team as well as other tactical and advice options. The age-group specific sub-tabs allow you to dictate who takes charge of each of those teams on the pitch with options for tactics and friendly matches. You are also able to designate areas of responsibility in the Backroom Advice section and ask particular staff amongst your ranks to deliver timely and appropriate information to you at each Backroom Meeting. Finally, you can set a number of Transfer Options from the ‘Personal Assistant’ tab. You can select what type of players are offered to you by agents by selecting the checkboxes, and from the checkbox below it, you can automatically ensure that any players you offer to clubs are placed on the Transfer List and have their status changed to ‘Not Needed’. From the same section, you are able to pre-set negotiation values for players offered out on transfer or loan deals, and loan contributions to wages from interested parties. Staff Search If you are in the market to enhance your backroom staff, configure your search conditions accordingly to uncover suitable people elsewhere and then make a move to bring them to your club. For further guidance on using search conditions and offering contracts, click on the appropriate sections of this guide. Staff Shortlist In the same way as you can retain a shortlist of players to keep your eye on for the future, you can do the same for non-players. The search controls are the same as outlined in the Player Search section of this guide, and they allow you to refine your criteria for potential additions to your backroom team, either by adding them to a shortlist for reference in the future, or beginning negotiations to bring them in right now. Job Centre If you are released from your contract by the club, you’ll probably want to find your way back into management as soon as you can. The ‘Job Centre’ screen lists all available jobs which you may apply for by selecting the club and then clicking ‘Apply’. These jobs will also appear on your Managerial Overview screen for the duration of your unemployment. You can also use the ‘Place Advert’ drop-down to find suitable candidates for vacant roles at your club. A few days after placing an advert, an Inbox item will generate with a list of applicants. Job Security The Job Security screen details the current job status of every manager in the game. If your job isn’t listed as ‘Secure’ or ‘Stable’ then you’ve got a problem. If the board aren’t pleased with your job to date you may find your job becoming ‘Insecure’. If you still fail to improve then it might become ‘Very Insecure’ and at this stage you’re close to getting the sack. Backroom Advice The staff you surround yourself with are amongst the most vital people at the club. They are, to an extent, your eyes and ears on an everyday basis. Whilst you might not be privy to everything going on, they'll be able to fill in the gaps. Through the Backroom Advice module, they share this information with you, allowing you to action it accordingly. When first taking charge of a team you will be asked how often, if at all, you wish the backroom staff to convene and present their advice to you.

      Click on the ‘Reason’ button for each piece of advice to read a more detailed hypothesis for why that particular staff member believes he or she should be listened to. Applying the advice is as simple as clicking the ‘Apply All’ button should you wish to trust everything put forward, or by selecting each individual ‘tick’ icon in the ‘Apply’ column for those you want to approve. Taking no action will treat the advice as having been received but not something you want to move forward with at that point in time. There are three ways to adjust the Backroom Advice settings. At the top of each delivered inbox item the Settings icon allows you to tailor whether or not you receive a message and how frequently it arrives, as well as whether contextual advice should be forwarded in between these periods where appropriate. You can then use the same Settings icon within each sub-section to determine whether that particular area of advice should be included or not, effecting a multi-tiered configuration system. Finally, at the bottom of each message is a link to the overall Backroom Advice Settings screen. This is the all-encompassing hub of advice where you can choose who presents the information, how often and whether or not contextual advice should come along with it. Backroom Advice may be viewed and/or actioned at any point from any screen in the game by clicking upon the icon on the Actions Menu just below the Continue button. Non-Player Attributes The following details and describes how the ratings model for non-players works in Football Manager™ 2018. All attributes work on the 1-20 scale where 20 is the very best whilst 1 is the lowest possible value. ATTRIBUTE DESCRIPTION Coaching   Attacking Their competency at coaching attacking football. A higher attribute doesn’t necessarily indicate a preference for attacking football, merely that they’re quite good at it. Defending The ability of the staff member to coach the defensive side of the game. Higher ratings indicate a proficiency in working well on the defensive side of the game. Fitness This reflects a coach’s ability to work on the fitness side of the game, and as such should be one of the key attributes to look at when hiring a Physio. Goalkeeper Distribution This reflects their ability to competently coach a goalkeeper in the quality and effectiveness of their distribution. Their technical attributes – Kicking and Throwing in particular - will govern the success of their delivery, this attribute primarily deals with identifying the right player to distribute to, and the method of getting the ball there. Goalkeeper Handling This reflects their ability to coach a goalkeeper’s Handling attribute as well as impacting upon their Aerial Reach, Command of Area and Communication. Goalkeeper Shot Stopping This reflects their ability to coach a goalkeeper’s ability to stop all types of shots. A better coach will see improvements in a goalkeeper’s Reflexes and One on Ones in particular. Mental Their mental approach to players. A coach with a good mental approach will be able to observe each individual’s state of mind and react accordingly. Tactical How tactically astute they are. More tactically astute coaches will not only be able to coach the tactical side of the game more effectively but any advice they may offer is likely to be more accurate and informative. Technical The ability of the coach to teach the technical side of the game; i.e. their work with the ball. This can be one of the hardest areas to coach and it may be that a former player is particularly useful here. Working with Youngsters How successful a coach is at working with younger players – those aged 18 and under in particular. Having a coach who is very good at nurturing young talent can be priceless if just one or two of them develop into useful players. Mental   Adaptability A high Adaptability attribute will enable the staff member to settle quickly in a new country but also will help a little in settling in at new clubs and new roles. The faster (i.e. higher rating) a member of staff can adapt to their new working environment, the quicker and better they can do their job. Determination The mental desire of the coach to succeed. This isn’t a coaching attribute in terms of coaching a player’s mental approach – this is the coach as an individual and their own innate drive to better themselves. Level of Discipline When employing a scout, these two attributes are the first things you should look at. High attribute ratings in these two areas will most likely result in more accurate scouting reports. Judging Ability is important if you have assigned a scout to watch players you intend to bring in or are scouting upcoming opponents. Judging Potential is more important for the scouts you intend to assign to identifying the next generation of footballing talent. At the very top levels, a rating of 15 in these attributes would be considered the minimum requirement, but as you go down the ladder, a good scout can be a highly valuable commodity. This reflects the level of discipline the coach is likely to take in their approach. A higher attribute means that the coach will take up a harder line in his approach and keep things strict. A lower one means the coach is a little more relaxed. Man Management How well the member of staff is able to deal with those around them and particularly below them. This is a mental aspect; a high attribute indicates a coach who is capable of organizing and keeping people happy. Motivating The mental ability of a coach to motivate their players. High motivation will allow the coach to suitably pump the players up not only for a big match, but also in an every-day sense – keeping a squad motivated towards achieving their goals is imperative. Medical   Physiotherapy This attribute is predominantly for use with Physiotherapists. Having a Physio with a high rating in this attribute is something you should always look to have. Other members of staff will have ratings in this area too, perhaps demonstrating versatility useful to clubs operating under smaller budgets. Sports Science This attribute is also predominantly used by members of the medical team and governs the competency of the individual to accurately manage every player’s fitness level and injury risk in such a way that they are able to keep them in condition to play regular football. Knowledge   Judging Player Ability and Potential When employing a scout, these two attributes are the first things you should look at. High attribute ratings in these two areas will most likely result in more accurate scouting reports. Judging Ability is important if you have assigned a scout to watch players you intend to bring in or are scouting upcoming opponents. Judging Potential is more important for the scouts you intend to assign to identifying the next generation of footballing talent. At the very top levels, a rating of 15 in these attributes would be considered the minimum requirement, but as you go down the ladder, a good scout can be a highly valuable commodity. Tactical Knowledge The tactical knowledge possessed by a coach. Their experiences in the game, where they’ve been and who they’ve worked with will affect the level of knowledge they have. When using this knowledge they may have ideas lesser coaches haven’t become familiar with, which is an advantage. Data Analysis   Judging Player Data The ability of a Data Analyst to understand data concerning an individual player and interpret it in a manner useful to the manager. Judging Team Data The ability of a Data Analyst to understand data concerning a team and interpret it in a manner useful to the manager. Presenting Data The ability of a Data Analyst to present their data in an efficient and easily digestible manner to the manager and to the players. These attributes are displayed on every non-player’s profile page. In addition to this, the staff member will also have all possible roles he/she can perform, any notable tendencies they have, and their tactical preferences and contractual information displayed. Every member of staff has a Scouting Knowledge section. For more information on staff Knowledge, please refer to the Scouting section of this manual. The ‘Information’ screen displays similar biographical and personality-based information as found on the same screen for playing staff. A non-player’s tabs menu may also contain links to Scouting Assignments, Coach and Scout Reports, Team Reports and Feedback, and their Playing (if applicable) and Non-Playing career Histories. Coach Reports You are able to get a report on any one of your own players from any coach employed on your staff at any time. On the Player Profile screen, select the ‘Coach Report’ option from their tabs menu. By default, you will be presented with a report compiled by your Assistant Manager on that player, from the dropdown to the top left of the main screen area (which holds the current staff member’s name) you can select any member of your backroom staff to make this report. Players are evaluated in several areas split into Pros and Cons, and will receive a star rating from the coach submitting the report for Recommendation, Current and Potential Abilities. A player can receive up to five stars depending on the standard expected of their team and how good they are by comparison. A player who meets the basic average standard will receive three to three and a half stars – from there it can increase to five if the player exceeds standards or fall as far as one if he fails to meet them. Some younger players may receive a silver star rating on the same scale. This will be the case where the player is not deemed comparable to more senior players and instead more fairly compares them to similarly aged players amongst a youth standard. You can get information on these star ratings by holding the mouse pointer over a star wherever it appears in coaching or scouting reports to produce a tooltip. The report also contains a complete display of the positions he can play in and an indication of where he currently stands in the squad’s overall depth within these positions. Assistant Manager Your Assistant Manager has a vitally important role to play in your managerial career. Essentially, the person you employ here is your link to your squad at all times, and is a source of vital information throughout your career. A good Assistant Manager is a valuable asset and a number of managers will endeavour to work alongside the same Assistant wherever they go in their career. Indeed, should you depart a role, there will be times when your backroom staff either follow you out of the door immediately or will be willing to join you in your next position. As part of his/her duties, your Assistant provides you with feedback on your Team Talks. This can found in the ‘Team Talks’ section of the ‘Analysis’ sub-tab on the Tactics screen. They will keep track of how your players react to your pre-match, half time, and full time team talks. The information is held from the most recent match played, as your assistant logs what you said to your players and how they reacted. This can be a useful tool for you to gauge how your players react to what you say and perhaps why their performance dropped off so much after half time. Your Assistant also reports on morale and level of understanding amongst the squad – when this is high your team will perform far better than when it is at a lower level, but at the same time they lend themselves to each other – good form will result in a higher level of morale. Your Assistant Manager is also left in charge if you wish to take a leave of absence. Throughout Football Manager™ 2018, your Assistant will be available to you in a number of ways other than those detailed here, offering advice and help on your daily management of the club. On a match day, your Assistant can be more vital than ever. You have so much to deal with that at times you may not notice things, but your Assistant, with fewer responsibilities, may be more aware of these things. Your Assistant Manager will offer you detailed feedback on how the match is going at 15 minute intervals, and advise on how to remedy any problems he or she has noticed. Training Your team’s performances on the pitch are the product of the work put in on the training ground. Developing a style requires time and patience, and by working on various elements of your tactical approach in the build-up to a match, you can reap long-term rewards. Overview The Training Overview screen brings together all of the various areas of your training schedule and gives an at-a-glance review of how things have generally been going. It features a breakdown of time spent on each focus area, notable training performances, the squad’s relative happiness with the work being asked of them and their overall fitness. The Backroom Advice icon will provide you with any pertinent notes your backroom staff feel you may need to act upon with regards to training. Team The main Team Training screen is presented as below: The immediate next three weeks are laid out day-by-day in calendar form, displaying what’s planned on a weekly basis and how your match schedule falls into place around your training schedule. From here, you’re able to set up exactly how you want to approach the short and medium term fixture list. The entire focus is on the team as a group and how they work towards each match. Across the top of the screen are three main sections; General Training, Scheduling, and Match Preparation. ‘General Training’ allows you to set up a Main Focus and Intensity Level for how the team should work as a rule of thumb. Select one area for the team to generally work on, and determine how hard you want them to work at it. The ‘Scheduling’ slider tweaks how much you want to adopt a match-by-match approach compared to an overall focus on your own team. In effect, this controls how concerned you are about matching the opposition and attempting to annul their strengths or exploit their weaknesses compared to how much you want to accentuate your own team’s positives and take the initiative. Also in the 'Scheduling' section, there are checkboxes to set whether you want to include rest days before and after matches. The ‘Match Training’ section allows you to set a specific focus area to work on in the immediate days before each match. Once you’ve set up your general approach, you can then delve into the more intricate details of the weekly approach. If you decide that a particular upcoming fixture requires special attention, then you can choose to alter the Focus for that week and override your default ‘General Training’ instructions. Each Focus has its own colour code on the calendar layout, providing visual confirmation of the changes you’ve made. The day before each match (or the two days before if you move the ‘Scheduling’ slider towards ‘More Match Training’) is designated to Match Preparation. If you feel the need to deviate from your General and Weekly Focus in a bid to pay even greater attention to detail for a specific opponent, now’s the time to do so. By presenting three weeks of the schedule at a time, you’re able to keep abreast of the nuances in your fixture list and how it might affect your players. A light schedule of one match per week or fewer might invite an opportunity to work on one area with a greater intensity and can provide great progress in a short period of time. However, if you’re faced with a backlog of matches with as many as three per week, you might not have the time nor the physical capability within the squad to do anything other than work on your own game and attempt to preserve the squad’s fitness as best possible. Individual Whilst the focus on individual schedules has gone, you can still work on areas of individual players’ games and attempt to refine their profiles. Professional players tend to train together in groups – either as a whole team or within their general positions – on a day to day basis and work to refine a particular aspect of their game outside of this time; either scheduled by the coaches or of their own volition. The ‘Individual’ sub-tab presents your squad; select a player’s table row to bring up his Training Report on the right hand side of the screen. From here, you can set up a new Individual Training Focus, Player Trait, or begin training them in a New Position/Role. Advice and updates from your coaching staff are offered on the player’s training. The ‘Additional Focus’ aspect of development allows you to target a specific area of a player’s attribute profile and focus extra work on it. For example, you may have a talented defender who is lacking a bit in the heading department. In order to try and address this, you can select ‘Heading’ as an individual focus. You can keep track of the effect this is having, if any, on the player’s training screen in his ‘Development’ section. You also have the option to ask any of your coaching staff to discuss a player adopting a specific Player Trait to add to their arsenal. Perhaps you have a player with a high Free Kick Taking rating, and would like to encourage him to take these free kicks from long range. Similarly, you might have another player who has good pace and anticipation, ideal for springing the offside trap, and would like him to focus on this during training. Player Traits can also be removed; another player might have a preference for running down the left flank, but hasn’t got particularly good dribbling skills and is right footed. Therefore, it makes sense to try and remove this from his game, which can be done in the same manner as outlined above. Over the course of a few months, these players will do their best to adapt to your request and eventually you will receive an indication of success or failure in their task. Coaches The ‘Coaches’ tab controls how your coaching staff handles training. Each coach is able to work in every aspect of training, unless they are of a specific type (i.e. goalkeeping or fitness), in which case they are restricted to that area only. Each member of your backroom staff is likely to be particularly proficient in a particular aspect of training. If this is the case, it is worthwhile to assign them to this/these area(s) only. Proficiency in an aspect of training is graded on a star rating, one star being poor whilst five stars are excellent. A higher number of stars will increase the effectiveness of the training schedules on your players. A coach with high attributes in key areas who is only assigned to coach categories he/she is strong in will result in a much better training schedule. You can also assign yourself to areas of training in line with the managerial attributes chosen when creating your profile. In order for your coaches to be as useful as possible to you in your training schedules, you should endeavour to find the correct attributes required for more stars in their area of training. Strength: Coaches should have a high Fitness rating. Aerobic: Coaches should have a high Fitness rating. Tactics: Coaches should have a high Tactical rating. Ball Control: Coaches should have high ratings in Technical and Mental. Defending: Coaches should have high ratings in Defending and Tactical. Attacking: Coaches should have high ratings in Attacking and Tactical. Shooting: Coaches should have high ratings in Attacking and Technical. Shot Stopping: Coaches should have a high rating for Goalkeeper Shot Stopping. Handling: Coaches should have a high rating for Goalkeeper Handling. Distribution: Coaches should have a high rating for Goalkeeper Distribution. Youth Everything in this section applies to Youth Training. Your youth team players will train together, but bear in mind that as younger players who are still physically developing, intensities will behave differently and you may have to balance and fine-tune things a bit more accurately to get the best out of them. Your senior coaches may work with the youth team in addition to youth team coaches if you wish to give them the benefit of their strengths and experience, whilst youth players may be invited to train with the first team should you wish them to do so (by promoting them into a squad above the youth team). You have the option to delegate various elements of training to a member of your coaching staff. To do so, visit the Staff Responsibilities screen. Medical Report This section is dedicated to all things concerning the physical well-being of your players, from injury prevention to rehabilitation, and everything in between. Overview The Overview mainly provides a breakdown of players in the squad who are at risk of injury. The Head of Sports Science (where employed, else an alternative member of staff provides this information) details the work load and injury proneness of each at-risk individual and summarises how likely they might be to pick up an injury in the immediate future. The risks are colour-coded, with players in the ‘red zone’ highly likely to encounter problems unless immediate preventative action is taken. Risk Assessment The Risk Assessment sub-panel has its own dedicated screen where you can action all of the above. It features much of the same content but instead covers your entire squad whilst informing you of the upcoming fixtures and the team’s overall training workload for additional context. This Season’s Injuries This screen details every injury suffered by a player in your squad during the current season. The bar traversing the top of the main screen area provides additional information to place these injuries into context; the middle section comparing them to the rest of the league is perhaps the most important, whilst the comparison to your own injury record last season will also offer insight into whether things are getting better or getting worse. Season Summary The Season Summary section lists every player in the squad alongside the number of injuries and time spent on the sidelines as an overall summary. Player Overview Each player will also have an injury overview page accessible via their player profile from the ‘Reports’ menu. This report provides a visual overview of their current injury status, risk assessment and injury history. Schedule The schedule section contains key information about your club’s fixtures and any important dates by way of the calendar system. Calendar Football Manager™ 2018’s calendar is a crucial point of reference for you to plan your future actions. By clicking on the date displayed on the Menu Bar, you will be presented with the next few days and anything pertinent to your stewardship of the team. Scroll back and forth in time using the directional arrows. The full calendar itself is displayed and laid out in a traditional day-by-day format. Important dates are indicated to you in either a Weekly, Monthly, or Yearly view (configurable from the ‘Views’ menu). Whichever you choose, you will have key information at your fingertips and very little excuse for forgetting to prepare for a fixture or renew a contract. Events The Events screen is identical to the Calendar but displays all non-matchday event types like contract expiries, transfer window opening and closing dates, registration deadlines and competition draw notices. Reminders If you want to Create a Note on a player, team or any appropriate game object, you have the option to set a reminder date for it too. This screen will detail all set reminders. Fixtures The Fixtures screen details all of your match commitments for the current season, be it for the senior team or one of the B Teams or youth teams at your particular club. Clicking on the left hand side of a table row will select a fixture. If it’s a match that has already been played you will see details of that match, and if it’s a forthcoming fixture you will be given information ahead of that fixture. You can also arrange friendly fixtures from this screen. Click the ‘Arrange Friendly’ button and you will be taken to the appropriate screen listing potential fixture dates on the left, and the configuration panel on the right. Select the date from the left by clicking on an ‘Available’ option, and then choose the type of match, venue, rules and opponent from the right. The ‘Past Meetings’ link at the bottom of the information panel allows you to see all of your in-game previous meetings with your opponent. This can be done for any fixture. Competitions This screen provides an overview of the current state of affairs of all competitions your team is currently involved in. For more detail on competitions in Football Manager™ 2018 overall, please click here. Scouting Your scouts are your eyes and ears in the footballing world. Whilst you’re taking control of the day-to-day management of your club, these guys are putting in the hours and the miles so you can have as much information at your disposal as possible. Please refer to the Scouting section of this manual for a detailed look at this module. Transfers This section offers you all the necessary possibilities and information for you to operate successfully in the transfer market. Transfer Centre The ‘Transfer Centre’ is a screen that allows you to see all of your transfer activity in one place and act upon any item quickly and easily. The majority of the main screen area lists all currently active or pending deals. Selecting a player by clicking on their table row gives a list of all current offers for them, allowing you to respond as you see fit, and expands in the case of multiple offers. Any active transfer clauses you’re in a position to action, either by buying or selling them for a fixed price rather than waiting it out for their conclusion, are also detailed at the top of the screen. Director of Football There are a number of areas on this screen which are to be used with regard to a Director of Football and an assignment of certain responsibilities to them. ‘Transfer Targets’ is your main working list for players you may be targeting for immediate or short-term purposes and wish to have brought in to improve the current first team squad. The ‘Unwanted List’ will feature any players you have deemed to be surplus to requirements at the club and, once the player is on here, their departure will be handled by the member of staff assigned that responsibility. The final list, the ‘Development List’, is for young players at your club who you want to be loaned out. Once on this list, the responsible person will seek to find them suitable temporary homes. ‘Suggest Transfer Targets’ will ask them to come up with a list of realistic players to target based on the criteria you choose when setting this up. The Director of Football will return with his preferred options. Any player assigned to those lists will automatically appear with the relevant reference alongside their name in the Transfer Centre to signify that the DoF has actioned that particular deal. Loans If you have any players away on loan or if you’ve brought players in on temporary arrangements, details of those deals are stored here. Clauses This section deals exclusively with financial extras involved in any transfer dealings your club has had. If, for example, you are paying for a player in instalments, the terms will be held here until such time as all payments have been met. Future percentage fees and incentive-based add-ons for both players bought and sold by the club are also found here. It can be useful to check this screen at times to remind yourself that you may still be paying for a deal you made 18 months ago and that’s where your unexplained missing £100k per month has gone. Transfer History Here you’ll be able to find a complete history of your activity in the transfer market on a season-by-season basis. If you’re interested in reading about where some of the players of yesterday are now, click on the ‘Where Are They Now?’ button to generate a report. Trades and Draft Allocations In leagues where specific transfer dealings take place, such as the trade system in Major League Soccer, details of any such transactions are kept on appropriate screens for your reference. Club This section deals with anything and everything pertaining to the club (or in the case of international management, team) you’re in charge of. Profile The Club Profile screen gives you a simple and quick look at their key information. Club Details, League History, Staff, recent Results, Kits, Stadium information and Club information are all present and displayed for your perusal. General The General view takes the Profile screen and expands upon it with more detail – such as rival teams and favoured members of staff - and greater depth in each area. News A dedicated news feed with items only relating to the club or team. Facilities The ‘Facilities’ sub-tab displays all of the information about the club’s stadium and training ground, and any other facilities they may have, such as a youth academy. Training Facilities, Youth Facilities and Data Analysis Facilities all operate on a scale of ten as follows, from best to worst (if the facilities are rented, this will be displayed in parentheses): State of the Art, Excellent, Superb, Great, Good, Average, Adequate, Below Average, Basic, Poor The Stadium Condition and Pitch Condition fields exist on a scale of six… Perfect, Very Good, Good, Average, Poor, Very Poor …whilst there is a seven-level scale for Corporate Facilities: Top, Good, Average, Adequate, Fairly basic, Basic, None Junior Coaching has a scale of eight, which runs: Exceptional, Excellent, Good, Average, Adequate, Basic, Minimal, None And, finally, Youth Recruitment uses a nine-tier system: Extensive, Well-Established, Established, Above-average, Average, Fairly basic, Basic, Limited, None There are also five types of ‘Youth Level’, with 1 being the highest, 4 the lowest, and 0 representing that the club holds no audited status. Improving the Youth Level will result in your developmental teams being allowed to play against other teams attaining that grade as well as increasing the likelihood of being able to develop more talented youngsters and bring them through the academy ranks. Affiliates Teams are increasingly seeking arrangements with others in order to create mutually beneficial situations both on and off the pitch. From local relationships to international partnerships and corporate groups, the footballing world is connected like never before, and affiliations are a major part of that. Any club affiliated with yours are displayed on this screen and you are also able to begin the process of a new affiliation from here, as well as from the Board Requests screen by selecting ‘Networking -> Affiliate Club’. Depending on the size of your team, you may also request that the board ‘Look for Senior Affiliate’ to which you will act as an affiliate and benefit accordingly; primarily from the ability to receive players on loan from them, but also potentially through shared scouting, finances and facilities. Any proposed affiliations will appear under the ‘Proposed Affiliates’ option. There are a number of types of affiliation which each have their own benefits. -          A local partnership in which players are loaned. -          A local partnership in which facilities are shared. -          A national partnership in which players are loaned. -          Financial benefits for both teams. -          Benefits for the youth setup for both teams. -          The senior affiliate has first option on the affiliate club’s players. -          An international partnership in which players are loaned. -          To avoid work permit regulations. -          The senior affiliate will send youth players to the affiliate club to gain experience. -          The senior affiliate will send reserve players to the affiliate club to put them in the shop window. -          The affiliate club will receive players from the senior affiliate to aid them in their bid for promotion. -          The affiliate club will receive players from the senior affiliate to aid them in their bid to avoid relegation. -          A mutually beneficial relationship. If you have managed a club for a successful period of time your board may allow you to request a specific type of affiliation to benefit your own needs, and over an even longer period of time the board will be willing to allow you to specify a club to approach for a link-up. These options will become available to you as part of your conversations with the Board. History This section contains a comprehensive historical overview of the club, detailing their honours, league history, competition performance, key landmarks, records, managers, notes and a ‘best eleven’ for each season as well as all-time. Board Visit the Boardroom to interact with your employers. Overview The Overview screen displays an overview of your current situation at the club, but also gives an overall sense of the direction in which affairs are headed. Alongside your current confidence and the feelings and thoughts of the chairman, you receive information on any Board Requests you may have made, and can check on the maximum number of staff you’re allowed to hire by role. Wage and Transfer budgets may also be adjusted from the Overview screen. Should you have enough excess in either area, and assuming you are in generally good standing with the Board, you will be afforded the flexibility to move money from one budget to the other in order to perhaps facilitate a contract renewal or the arrival of a new signing. Move the slider bar towards either extreme to raise the appropriate budget whilst reducing the other, but note, this will always be affected by the number of ongoing negotiations. The ability to adjust these funds is limited when there are ongoing transfer negotiations or the club is in the middle of a potential takeover. Confidence If you’re going to be successful in your job, it’s imperative that you satisfy the demands of the Board and the Fans – and they can be quite demanding. The Confidence bar reflects the overall reaction to each facet of your management of the club. The Board and supporters will give you their current thoughts on your progress in competitions, your financial control, individual match feedback, your transfer activity and current squad, any promises you may have made during contract negotiations, the overall dressing room atmosphere and support levels amongst the players, your tactical decisions, and an overall summary with a major highlight and criticism throw in for good measure. Confidence in your performances in these areas can be gauged by the bar displayed on the Overview screen. The bar displayed in the screenshot is a neutral opinion and is at the midway marker. As confidence in your performance grows, this bar will fill up towards the right end. If confidence disappears and people start questioning your actions, the bar will decrease towards the left. You naturally want to be aiming to have as much of every bar filled as possible. Fan opinion will be presented to you by a spokesperson from a team supporters group. They are more concerned with the on-field product as well as transfer activity, whilst the Board are more concerned with the long-term security of the club off the pitch, but will not ignore what happens on the pitch. The Confidence sub-tab goes into far greater detail in every area of your job. ‘Club Issues’ deals with agreed philosophies, playing styles and general approaches, whilst Competition and Match Performance respectively will cover your team’s on-field performances. Transfer Activity presents a look at how you’ve fared wheeling and dealing in the transfer market. Board Meetings You will find yourself holding meetings with your employers fairly often throughout the course of your career. After all, they’re ultimately the people who will determine your managerial fate and they also control the all-important funds with which you invariably aim to improve the team on and off the field. Meeting subjects are split into six main areas; Facilities, Finances, Networking, Personal, Stadium and Staff. Your performance and your adherence to any agreed philosophies will weigh heavily in any requests made but you can also attempt to seek the upper hand in any conversation with your superiors in an effort to get your way. The ultimate trump card is the ultimatum but use it sparingly; some boards will call your bluff and expect a resignation if they’re unwilling to budge on your demands. Finances Good financial management is imperative. Your board will expect and demand it. You can be successful on the pitch but if your finances are in a perilous state you’ll be heading down a troublesome road that many teams struggle to come back from. Furthermore, with ‘fair play’ rules and restrictions coming into effect in more and more competitions, it is imperative to have a firm grasp on the club’s fiscal responsibilities. Finances These options largely deal with the day-to-day financial status of your club. The Summary screen gives you a quick and informative overview of how the club is doing; paying particular attention to any rules and regulations you are obliged to adhere to. The Income and Expenditure screens display a detailed breakdown of the money coming in and going out on a monthly and seasonal basis. The Wages screen gives an indication of where your money is being spent throughout the squad – not an individual list but an analysis by squad status, whilst the FFP tab provides a full breakdown of all relevant Financial Fair Play rules and numbers. The Debt and Loans tab contains information on all outstanding payments the club is required to make; the Sponsors and Other tab shows where and what is coming in from sponsorship streams, and finally the Projection tab offers a three-season forecast of the club’s financial situation. It is very much worth taking some time throughout the season to check this section thoroughly to make sure you’re fiscally responsible. Some football league authorities will punish teams who enter administration with a points deduction, and if things get really bad, creditors may take control of your team and accept any bids made on your players to alleviate the financial problems you are in. Managing Wage and Transfer Budgets You also have the option of managing your wage and transfer budgets so that you may, for example, move some funds from one area to another to maximize the benefits you are able to make from your balance. To do this, navigate to the Boardroom Overview screen and the ‘Budget Adjustment’ panel. Your board will indicate their thoughts on the matter and indicate any changes they are willing to allow you to make. Depending on the financial situation at the club, these changes may be restricted somewhat. Financial Fair Play An increasing number of competitions across the footballing spectrum are implementing ‘financial fair play’ rules in a bid to retain/bring back some degree of parity to their competition. If you’re involved in one, you will find regulations detailed in news items, on rule pages and on your finances screen so you can be fully abreast of the situation as it pertains to your club. It’s important to be on top of your club’s financial position as failure to adhere to rules in some leagues can lead to rather heavy punishments. Reserve, Development and Youth Squads You’ve got to look after the future of your club. Your Reserve (or junior age equivalent, e.g. U21) and Youth teams are always available for viewing and for interaction from the tabs menu. Your Youth Team will typically contain teenage players on youth contracts training and trying to earn a professional deal. The Reserve Team typically may contain a mixture of young professionals and older, ‘washed-up’ players who no longer cut it at the senior level, depending on the country you’re managing in. How you manage these two teams is completely up to you. At the start of each season (following the first season, where you are automatically enrolled) you will be asked by the governing football association if you wish to continue entering/enter the competitions for these teams. B Teams, however, often exist as almost separate entities and are teams competing in professional competition in their own right. As first-team manager, you of course reserve the right to be able to move players about as you see fit but they will often have their own budgets, their own transfer policy, and the rules governing when and how you can move players between squads may be different from league to league. You can designate a member of your backroom staff to control these teams in your Staff Responsibilities. For more information on how to do this please refer to the Staff Responsibilities section of this manual.
    7. League/Competition Menu

      The League/Competition screen holds all the important information and links that will be entirely necessary for you to check regularly if you are to be successful. Keeping up to date on the very latest information from your opponents is a massive factor, and Football Manager™ 2018 allows you to do this in many ways. The sections described below are all found from the tabs menu on any league or competition screen. They are also accessible from the competitions screen, which can be found on the sidebar (containing details of all competitions you are taking part in). Overview A comprehensive overview of the competition. Profile Each competition page has a ‘Profile’ screen which offers all of the relevant competition information at-a-glance. More detailed information can be found throughout the tab and sub-tab menus, as explained in this section. Season Preview The Season Preview section projects the upcoming season, including a proposed league table with title odds and last season’s award winners, key transfer activity which has taken place ahead of the big kick-off and the players to watch in the months ahead. Stages/League Table The League Table displays completely up-to-date standings from the competitions(s) you may be in at the time. Each table header is sortable in both A-Z and Z-A styles – simply click once on the header icon to sort it and again to sort it in reverse order. The overall menu to the top left allows you to view the table in a number of different manners. Past Positions The ‘Past Positions’ screen displays the progress of one or more teams over the course of a single season. The graph plots their round-by-round league standing and presents it in graph form. Rules The ‘Rules’ screen simply informs the manager of all the specific rules for the competition. Check this screen as early as you can to familiarise yourself with the competition(s) you will be participating in and ensure that your squad meets any criteria it needs to well in advance of the start date.     Structure This screen displays the basic competition structure, including the number of teams, promotion and relegation spots (and if so the competitions they feed into or come from). Stadiums This screen presents a list of all team stadiums within that competition ranked by capacity from highest to lowest. Scouting and Social Options You can assign a scout to the competition and follow/unfollow all news pertaining to it from these relevant options. Matches Fixtures and Results The ‘Fixtures and Results’ screen displays the round by round calendar for the current season. From the date dropdown at the top, and the back/forward arrows next to it, you can freely move around each round and view the results or upcoming fixtures for the entire competition. On a match day, the ‘Latest Scores’, ‘Goal Updates’ and ‘Live League Table’ tabs become active. Schedule The Schedule screen allows you to see at a glance the forthcoming schedule for the competition in three different calendar-style formats as well as a list as an alternative. The three calendar-style options are selectable from the ‘Views’ menu found towards the top right of the main screen area. Week View – This displays a standard weekly look at the schedule immediately ahead. Month View – This displays a standard day-by-day monthly calendar with key information highlighted when it is scheduled to occur. Year View - The year view displays a yearly calendar with no detailed events, but all dates where key information can be found are highlighted. Click on a date to view the information held. News Headlines The ‘Headlines’ page lists the ‘Top News Stories’ of the week on the left side of the screen, with the full story viewable by clicking upon any one of them, appearing in a pop-up window. An ‘Upcoming Events’ panel is featured towards the right of the main screen area as well as the most recent transfer activity in the competition. Transfer Rumours This screen rounds up all the latest news and gossip surrounding transfers for teams and players playing in the league covered. A brief summary of the story and its source are listed in a table for quick reference. Stats Player and Team Stats This Statistics section incorporates both the Team and Player Stats sections. Statistics are kept in a vast number of areas, the most important of which are displayed on the Overview pages, whilst the ‘Detailed’ versions cover affairs in a greater depth. Referees, Injuries and Suspensions The Referees Screen displays all officials who have taken charge of a fixture in the competition and details their tallies of cards and penalties awarded to home and visiting teams. Keep a check on this screen and perhaps alter your tactics depending on the referee taking charge of your next fixture. The Injury Table lists all players currently suffering from an injury who are playing for teams in a given competition. The table ranks teams by total number of injuries and also gives information on the type of ailment suffered and predicted return time. This screen is again useful when planning your line-up for upcoming games – if one of your forthcoming opponents is suffering an injury crisis you may wish to adapt your plans accordingly. Likewise, any players currently under suspension are listed on the Suspensions screen. Transfers Transfers This screen simply lists all transfers that have taken place involving teams in this competition. Draft If you’re managing in Major League Soccer, details of the upcoming draft can be found here once the order of picks have been finalised. Manager Movements This screen keeps track of all managerial movement within the competition throughout the course of its duration. Transfer Window A complete summary of everything you need to know about the transfer activity from the most recent transfer window. Awards Awards honour the best of the best. Each competition in Football Manager™ 2018 has its own seasonal (and other) awards, the details and history of which are found on this screen. History In a similar way to the previous ‘History’ screen descriptions, the ‘Competition History’ screen details historical information about the competition. Once again, these records are there to be broken, so check back here regularly to see where you stand in history.
    8. World

      Upon clicking the ‘globe’ icon on your Menu Bar you’ll be presented with what used to be the ‘World Menu’, although it now appears in a browser-style series of cascading menus. From here you can find pretty much any game object as well as navigate to individual continents which in turn offer you plenty more options. Overview View an overview profile page for each continent which contains key information regarding football in that part of the world as well as a geographic breakdown of other items within this section and a directory of media sources. Nations View all nations in a given continent in the order they appear in the World Rankings. You can also view Nation Coefficients, Nation Club Coefficients and Qualification Places from each continent’s page and on the World section you’ll find a list of all Agreements between various leagues. Competitions The Competitions menu contains direct links to all competitions from that continent. Clubs This section acts as a directory of all the teams in your saved game for the selected continent. The ‘Finances’ screen holds key financial ranking information from both the country you are currently managing in as well as the wider game world. The worldwide ‘Financial Status’ option simply ranks clubs by their overall valuation. The National Finances screen sorts clubs by a range of financial criteria. From the ‘Views’ Menu located towards the top left of the main screen area, teams may be sorted by their Estimated Value, Financial Status, Turnover, Season Ticket Price, Average Ticket Price and Average Season Ticket Price. The screen is a useful tool for you to keep up to date on the financial status of your rivals – you never know; a situation may arise where it is in your interests to exploit it. Transfers Should you wish to keep abreast of all transfer activity in your game world, the ‘Transfers’ menu is where you will find all the information you’ll need. Each column header is sortable, and the ‘Views’ Menu to the top left of the main screen area allows for the information presented to be changed to any other type of transfer deal. The ‘Filters’ menu adjacent to this allows the manager to filter the list by nation as well as the entire footballing world. Awards The ‘Awards’ menu is where you will find the worldwide player awards, such as World Player of the Year. The screen details the 1-2-3 placing of the most recent award as well as historical information for past winners. History and Retirements Football Manager™ 2018 includes a means of maintaining a snapshot of the football world as it once was. When a person, be it player or non-player, retires from playing (and in the case of players, doesn’t move into a staff role), he/she can be ‘preserved’ in the Football Manager™ 2018 Archive. By selecting ‘Keep History After Retirement’ from the ‘History’ section of a player’s Tab Bar, the individual will be kept around with a retired profile page summing up the very best of their career. The list of players who are retained can be found on this Retirements screen. Higher profile players will be retained automatically, and players can be ‘released’ from retention before their retirement by repeating the process but de-selecting the ‘Keep History After Retirement’ option. Please note this section can only be selected from the ‘World’ level.
    9. Tactics

      Tactics. The making of a manager. Sure, you may occasionally get by on having the very best players available to you, but by and large any success you intend to have will rest largely on your tactical decisions. Setting up your tactics in Football Manager™ 2018 can be as simple or as detailed as you wish. This section details the Tactics screen and various options available to the manager. Create New Tactic Creating a new tactic allows you to tailor your approach from scratch by following a number of clear, easy to follow options, before tweaking it further within the in-depth tactical interface. To begin, for the first time, click on ‘Create New Tactic’. Formation The first step of creating a tactic is to choose a formation in which to play. Formations are discussed in greater detail later in this section, but for now select from the list of standard formations, and/or follow the instructions on-screen to drag players into a custom shape. Mentality Once you’ve got a formation, you need to choose how your team is going to approach the game in terms of Mentality. From a defensive Contain system to a full-out attacking Overload, you can set how you approach the game, with the appropriate advice available to you. The mentality will govern each player’s approach to the match, the general position of the defensive line, the tempo at which the team operates, and how aggressively they close down amongst many other things. It sets the tone for everything else you do tactically. Contain A contain mentality effectively ‘parks the bus’ in front of your own goal, seeks to restrict space for the opposition to exploit, and is a damage-limitation approach aiming to prevent goals going in rather than looking to score them. Defensive A defensive mentality isn’t quite as single-minded as a contain mentality but seeks to achieve the same end result. Players look to get behind the ball, defend in numbers, and look to make whatever they can out of direct balls to the forwards. Counter Becoming a little more adventurous, a counter mentality still treats defending as the most important team focus, but allows for a more expansive approach when possession is achieved. They will look to move the ball from front to back at speed and with longer, searching passes to carry an attacking threat without compromising their defensive solidity. Standard The comfortable middle ground for a manager; a standard mentality carefully balances defence and attack and provides the foundation upon which tactical adjustments can be made to focus on a particular strategy. Control More defensive-focused that it might sound, the control mentality expects the team to have a lot of the ball, but remains cautious with defensive positioning so as to not allow opponents to catch them on the counter attack. Players will generally be expected to pick and choose their moments to break out of the mentality and shape and exploit openings when they clearly arise. Attacking A dynamic forward-thinking mentality aiming to get the ball into the attacking third with regularity and then keep it there. Defenders will recycle the ball to allow the forwards an opportunity to rest before going again, keeping the throttle wide open, and aiming to pin the opponent back with relentless attacking play. Overload An emergency mentality where the kitchen sink is figuratively thrown in an effort to score. All defensive thinking goes out of the window and players get both themselves and the ball into attacking positions with the utmost urgency. Likely to only be used at the end of matches in which you’re trailing. Team Shape Define how structured your team’s shape should be. This effectively lays down plans for how much you want the team to stick to the mentality chosen; the more fluid your shape becomes, the more individual mentalities take over. Highly Structured A highly structured team shape effectively isolates each individual and each ‘line’ of players from one another as they focus primarily on their own responsibilities. There is little room for creativity and freedom of expression as every player is expected to perform within the limits of their instruction and nullify the opponent in their area. Structured A similar approach to the highly structured shape but without quite as much rigidity. Players are still expected to contribute to fewer phases of play than a more flexible approach and instead focus on their own mentalities and areas of the pitch first and foremost. Flexible A generally balanced approach aiming to encourage players to begin contributing to play in more than one area of the pitch. Players will involve themselves more broadly whilst making the team less compact overall. Fluid The team begins to operate as more of a unit than with the structured approach. Players increasingly contribute to multiple phases of play and, crucially, move up and down the pitch together with greater depth and unity. Very Fluid A freer and looser system allowing player mentalities to come to the fore. A very fluid team will operate with much more creative freedom and allow them to move seamlessly from defence to attack as a slick, well-oiled machine. Team Instructions You’ll then be prompted to set Team Instructions. For a complete guide as to how these work on an individual basis, head to the section further down this page. However, at this point you will be presented with a graphical interface from which to go about customising your tactical preferences. The ‘Team Shape’, ‘Defence’, ‘Build-Up’ and ‘Attack’ sections each offer visual representations of what you might seek to achieve, from customising the width of your team to working the ball into the box when in advanced situations. Team Selection, Player Roles and Player Duties With the basics of the team set up, you can now get into the detail of defining how you want the player in each position to play. Perhaps you have personnel in mind, but if not, the choice of role can impact on the sort of player you employ in that position. For example, a player assigned the ‘forward’ role can be one of many things: he can be a poacher, a deep-lying forward, a target man, an advanced forward, or a complete forward. Choose your requirements. You now also get to define player duties and freedoms. For example, you may ask your fullbacks to support the attackers, or you might want them to sit back and defend. Midfielders can be asked to defend, support or simply attack, and attacking players can be asked to drop back into supporting roles. As ever, the on-screen advice will give you the basics and the tactics analyser – toggled on and off by using the Analysis button - will assist you in selecting the best combination of roles and duties by pointing out any strengths and weaknesses in your approach. A circular icon associated with the player’s name on the tactics pitch (and adjacent to his role assignment on the team selection screen) indicates the individual’s suitability to his current role and position selection. The fuller and greener the circle is, the more suited that player is to the position, role and duty. This also takes into account his seniority within the squad (a younger player might be a better tactical fit, for example, but will often lack the experience and ability of a senior player), his overall fitness, and match sharpness. It represents the overall picture of how well a player is likely to play in any given circumstance on any given match day. Once you’re happy with your setup, make sure you save the tactic by selecting the appropriate option from the dropdown menu that appears when clicking on the button underneath the ‘Tactic’ heading. What next? Once you’ve set them up, you can still continue to tweak your settings. Clicking on an individual on the pitch graphic (from the ‘Player’ sub-tab) will allow you to re-define his role and duties, as well as those for any player playing in that position. There is a description of how each role and duty is intended to work, allowing you to make informed decisions. The Tactics Overview Screen The Tactics Overview screen is a hive of activity separated into two main sections; the squad list and the tactics pitch. An expandable/collapsible panel on the right contains all of the options allowing you to change, tweak or adjust matters; when collapsed, the squad list takes prominence on the screen, with the tactics pitch and options taking over when it’s expanded. In higher resolutions and/or full screen modes, you can pin the pitch section permanently, effectively creating a split-screen situation with both permanently visible. The ‘Quick Pick’ drop-down menu allows you to ask a member of your backroom staff to pick all or part of a match day squad on your behalf, as well as clearing down all current selections and saving particular line-ups for future use. You can also request that they pick a certain type of team depending on the needs of your squad; a side can be rotated to various degrees of fitness, or based on a set of Custom Rules you may have implemented. The default squad list ‘View’ is set to ‘Selection Info’, which provides information on match readiness, form, player status information, morale and role ability/suitability, but there are a number of different views which each provide important information for you to analyse and use as you see fit. Formations The very first thing you should take into consideration is the formation you are going to play. Or indeed, formations, because the best managers will be able to adapt their shape based on the opposition and match situation. There are two very basic schools of thought on formations – pick a shape that best suits the players at your disposal, or shoe-horn your best players into an eleven and then pick the formation based on your players. The former certainly allows for more balance, although perhaps at the expense of leaving out a talented player because he doesn’t ‘fit’. Naturally, if your best players fit into a formation that suits them all, then you should be looking to take advantage of this as much as you can. It bears noting that the formation you see on screen represents the team’s defensive shape when not in possession. The instructions you then apply to the team and to each individual will impact what they do and where they go when they do have the ball. This is particularly important to consider when positioning players in terms of defensive shape and areas of potential weakness and exposure. When a player is assigned a position, a coloured graphical indicator associated with the player’s name on the tactical pitch display will show you the suitability for that position. The colours match the Position indicators outlined elsewhere in this manual, so if a player is being played in a Natural role, the indicator will be bright green. If he is being played totally out of position, the indicator will be red. The graphical pitch display will change depending on your choice of formation. You can also manually change the formation on this display by selecting and holding on the position icon, and dragging it away from the position it currently resides in. Available positions to move this to will be indicated by a series of icons in colours indicating the player’s ability in that position. Release to place it in a new position. A host of pre-set formations are ready for selection via the dropdown menu with the tactic name on; the ‘Set to Formation’ option then lists a handful of the most prominent formations whilst also including sections covering all 3, 4, and 5 Defender formations. A 4 Defender formation has two central defenders and two full-backs; 3 and 5 Defender formations are often quite similar with the most significant difference being that the full-backs in 5 Defender formations become more advanced in 3 Defender formations and can often be found as part of the midfield instead. Analysis The ‘Analysis’ toggle on the Tactics Overview screen is designed to assist you in creating a balanced, dynamic and – most importantly – successful tactical approach to winning matches. When enabled, the tactics pitch display will be transformed to include a colour-coded grid and lines signifying links between players and positions. Red areas of the grid indicate a potential problem with your tactic. They primarily note areas of the pitch where you could encounter a problem because of a lack of players operating there; for example, if you utilise an AML and a DL but no ML, there will likely be a red section between them indicating that you are likely to witness opponents seeking to exploit the wide-open space left between the two players. Conversely, a stronger green colour represents an area of strength in which you are likely to reap rewards. A similar concept applies to the lines signifying on-pitch relationships. There are four types of link; a Strong Link is coloured green, a Good Link is a yellow/green hue as it transitions down to the orange of a Poor link, and eventually the Red of a Weak Link. Hold the cursor over a link to see the reason(s) given for the rating. You can then begin to address any weaknesses by adjusting the Team and Player Instructions, which are detailed below. Team Instructions The Team Instructions section is where you set up how your team is going to play. Begin by selecting a Mentality and a Team Shape, before refining things further by implementing a series of instructions, made easier by a series of graphical representations of what you might be aiming to achieve. The available options and configurations are described in this section. Instructions Team Shape Another opportunity to select your preferred Team Shape, ranging from Highly Structured to Very Fluid as explained earlier in this section. Tempo   Much Higher Tempo Instructs the team to go about their business in a more urgent fashion, moving the ball around quickly and decisively, using the intensity of their approach to unsettle the opposition and eventually tire them out. Higher Tempo Instructs the team to go about their business in an urgent fashion, moving the ball around quickly and decisively, using the intensity of their approach to unsettle the opposition. Normal Players will adopt a balanced tempo throughout the match, increasing it when necessary and slowing things down in appropriate situations. Lower Tempo Instructs the team to go about their business in a considered and patient manner, taking their time with the ball and often retaining possession in order to retain control of the game. Much Lower Tempo Instructs the team to go about their business in a more considered and patient manner, taking their time with the ball and often retaining possession with no great short-term purpose, with the intention to retain control of the game. Time Wasting This option is affected by the chosen team mentality. Width This allows you to set how wide you want your team to play. The available options range from Narrow through to a Balanced approach and all the way out to the extremes of as Wide as possible. Defence Defensive Line Instructs the team on the desired defensive line placement; Deeper will see them hold a line on the edge of their own penalty area, with options right through to Higher, which pushes the defence closer to the halfway line. Use Offside Trap Instructs the team to operate with the offside trap. Closing Down Instructs your players to close down the opposition to a range of intensities. At the extreme, you can ask players to be relentless in their pursuit of haranguing the opposition, whilst at the other end of the scale you might request that they sit off and afford them plenty of time and space. Prevent Short GK Distribution Instructs your forward players to press the opposition high up the field in order to stop the goalkeeper being able to distribute the ball over shorter distances to defenders and instead take risks or have to resort to a longer delivery. Use Tighter Marking Instructs players to adopt a tighter marking scheme in defensive situations where players are encouraged to stick particularly close to their assigned opponent in order to prevent them from attacking the ball. Get Stuck In Instructs your players to be aggressive and strong in the tackle. This may increase the risk of fouls and disciplinary action. Stay On Feet Instructs your players to stay on their feet when making tackles instead of going to ground. Build-Up PASSING Play Out Of Defence Encourages defenders to pass their way clear from the back rather than clear the ball long. Exploit The Left Flank Instructs your players to look to take full advantage of the left wing, perhaps due to an opposition weakness. Exploit The Right Flank Instructs your players to look to take full advantage of the right wing, perhaps due to an opposition weakness. Exploit The Middle Instructs your players to look to take full advantage of playing through the middle, perhaps due to an opposition weakness. Clear Ball To Flanks Instructs your players to look to make their clearances into wider areas to be picked up by attacking players. Pump Ball Into Box Instructs your players to launch high, long-range passes into the opposition’s penalty area. Pass Into Space Instructs your players to look to make passes into open space. PASSING DIRECTNESS Shorter Passing       Instructs your players to adopt a style of play based around shorter passing and greater ball retention. Mixed Passing Players will pick and choose when to utilise a more direct approach depending on the overall team instructions in an attempt to balance their game within the structure of the team. More Direct Passing Instructs your players to adopt a style of passing based around a quicker transition from back to front, with the ball covering long distances in a shorter amount of time. Go Route One Instructs your players to get the ball into attacking areas as quickly as possible and with the minimum of fuss. Retain Possession Instructs your players to prioritise keeping hold of the ball. CREATIVE FREEDOM Be More Expressive Allows more creative players the freedom to play the game with additional creativity and flair outside of the confines of a team's tactical setup. Be More Disciplined Asks players to play as part of a robust and focused tactical shape in order to make the team a stronger collective group. It may come at the expense of some individual expression. Attack FINAL THIRD Hit Early Crosses Instructs players to get the ball into the penalty area with early crosses as soon as they receive the ball in a position to do so. Look For Overlap Instructs your players to hold onto the ball and look for an overlapping player in support, most likely a marauding full-back. Look for Underlap Instructs full-backs to make attacking runs inside of the winger ahead of them into dangerous areas towards the middle of the pitch. Shoot On Sight Instructs your players to shoot when the opportunity arises instead of waiting for a more clear-cut opening. Work Ball Into Box Instructs your players to work hard for their opening, remaining patient and not forcing the issue, but rather retaining the ball until the breakthrough occurs. Mixed Crosses Instructs your players to deliver a varied range of crosses from the options immediately following this one. Float Crosses Instructs your players to play high, floating crosses into the penalty area with the intention for the ball to hang in the air to allow a forward to position himself sufficiently to take advantage. Whipped Crosses Instructs your players to deliver balls with pace, dip and swerve in order to make it as hard as possible for defenders to deal with them. Low Crosses Instructs your players to play quick and powerful crosses into the penalty area with the intention of catching a defender off guard against a quicker forward with good movement. DRIBBLING Run At Defence Instruct players to run at the opposition more than your tactics allow by default. Dribble Less Instruct players to adopt a pass-first mentality rather than retain possession and dribble their way into attacking situations. FREEDOM OF MOVEMENT Stick To Positions Instructs players to stick to their primary duties in their assigned position. It does not allow for fluidity of movement. Roam From Positions Instructs players to be more creative and fluid with their positional locations on the pitch, demanding sufficient tactical awareness so that one player is able to fill in for another who has roamed from his position. When one instruction is selected, it will turn green in colour. At the same time, conflicting instructions will turn red, indicating that they cannot be used in combination with the selection. For example, ‘Pump Ball Into Box’ will result in conflicts with a number of other Possession-based instructions which relate to either keeping the ball through shorter passing, or clearing the ball into wide areas. You can create various combinations of instructions and save them by using the ‘Presets’ drop-down at the bottom of the pop-up panel. Player Instructions In addition to your overall team instructions, you can designate instructions to any individual to tailor their playing style specifically. The ‘Player’ sub-tab presents a screen whereby you can configure instructions on a player-by-player basis, as well as configuring rules for anybody who happens to feature in that position in the team. For example, if you click on the Defensive Midfielder slot on the formation graphic in the left sub-panel (‘Tactic’), you will be able to customise Role, Duty and Instruction commands for the positions regardless of who plays there. You can also add members of your squad to the ‘Instructions For’ sub-panel towards the bottom left of the screen and set up further instructions on a case-by-case basis. Furthermore, selecting any of the players in the ‘Instructions For’ section allows you to quickly toggle between using the instructions set for the position or for the player. The Position/Personalised toggle switch in the panel directly underneath the player’s name achieves this. The rest of the screen is devoted to attributes and feedback on the performances of the player currently selected in that position for the team. The instructions available for assignment vary by position and are split into a number of areas but, for the convenience of finding and utilising them from the lists in this section, they have been grouped into areas of greatest similarity. When Goalkeeper has the Ball       Roll It Out Asks goalkeepers to roll the ball out to a team-mate. Throw It Long Asks goalkeepers to throw the ball to a team-mate over a slightly longer distance. Take Short Kicks Asks goalkeepers to take shorter goal kicks to a team-mate positioned close by. Take Long Kicks Asks goalkeepers to take more traditional goal kicks over longer distances. Distribute To Specific Position Asks goalkeepers to seek a pass to a designated position as their primary means of distribution. Distribute To Specific Area/Player Asks goalkeepers to distribute the ball to one specific group of players on the pitch: Full Backs, Centre Backs, Playmaker, Flanks, Target Man or over the top of the opposition defence. Slow Pace Down Asks the goalkeeper to operate at a slower tempo when in possession, perhaps to control the game or to waste time. Distribute Quickly Asks the goalkeeper to operate at a quicker tempo when in possession, perhaps to increase urgency or instigate counter attacks. When Team has the Ball       Get Further Forward Encourages players to adopt a more attacking mentality and seek to make an impact on the game in advanced areas. Hold Position Requires players to remain largely in their assigned position and rarely deviate from it. Stay Wider Encourages players, primarily those in wider areas of the pitch, to stay as close to the touchline as possible in a bid to stretch the game over the full width of the playing surface. Sit Narrower This option asks the player to stay in the central areas of the pitch, either to exploit a weakness in the opposition or to consolidate defensively in a bid to keep the opposing threats on the periphery. Move Into Channels Asks players - particularly attack-minded players - to find vertical spaces between opponents, and pull away in such a manner that a team-mate can find them with a pass, which in turn draws a defender out of position. Roam From Position Gives players the freedom to leave their designated position within a team's basic formation and instead find pockets of space in which they can be more effective. When Player has the Ball       Hold Up Ball Asks players to take a moment or two longer with the ball than they perhaps would ordinarily, slowing the pace of the game in order to gain a greater perspective over affairs. Shoot More Often Encourages players to attempt a greater number of shots when posed with potential chances, rather than looking for a pass. Shoot Less Often Asks players to retain possession and remain patient in search of a more opportune moment at which to finally shoot. Dribble More Encourages players to be more individualistic and seek to make gains by dribbling their way past opponents, rather than passing their way towards goal. Dribble Less Asks players to primarily pass the ball around and not attempt to beat opponents individually by way of taking them on. Run Wide With Ball Encourages players to move into wider areas of the pitch when in possession in a bid to stretch the opposition and disrupt their shape. Cut Inside With Ball Asks wide players to look to come into central areas when running with the ball, driving inside their opponent and heading towards the goal. Shorter Passing Asks players to adopt a shorter passing game and primarily retain the ball with a patient approach. More Risky Passes Encourages players to play low-percentage passes in the hope that one or two of them will unlock the opposition defence in a potentially decisive manner. Fewer Risky Passes Asks players to retain possession first and foremost, playing a sensible and patient passing game without unnecessarily turning possession over to the opponents. Mixed Passing Asks players to adopt a sensible style of passing correlating to the game situation. More Direct Passing Asks players to adopt a direct passing game and primarily retain get the ball into advanced areas of the pitch as quickly as possible. Cross More Often Encourages regular delivery into the penalty area from wide positions. Cross Less Often Asks players to retain possession longer rather than seek a crossing situation. Cross From Deep Asks players - most typically full-backs, although not exclusively - to set up crossing opportunities from deeper areas on the pitch rather than wait until the ball is in the attacking third. Cross From Byline Asks players to get the ball as high up the pitch as possible in wider areas before attempting to cross into the goalmouth and penalty area. Cross Aim Near Post Asks players to deliver their crosses into the near post area. Cross Aim Centre Asks players to deliver crosses into the middle of the penalty area. Cross Aim Far Post Asks players to deliver their crosses towards the far post. Cross Aim Target Man Asks players to deliver their crosses in the general direction of a designated target man. When Opposition has the Ball       Closing Down More/Much More Encourages the player to make the effort to harass any opposing player who has possession in hope of forcing a mistake and ceding the ball to them. Closing Down Less/Much Less Asks the player to stick to their position when defending and make it hard for the opponent to break them down, rather than risk being caught out of position when closing down. Tackle Harder Encourages players to be forceful and combative when challenging for possession. Ease Off Tackles Asks players to consider the ramifications of an aggressive mistimed tackle and instead will encourage them to pick their moments in a more timely fashion. Mark Tighter Asks players to stick particularly tight to their assigned opponent in defensive situations so as to limit the space they have in which to attack the ball. Mark Specific Player Focuses on a specific opponent to mark. Mark Specific Position Focuses on a specific position to mark, regardless of the player occupying it. Like the Team Instructions, there are conflicting setups which will be displayed in red when one instruction has been selected (in green). Presets are also applicable here, so you can create a series of templates to load in at your leisure. Set Pieces Selecting the ‘Set Pieces’ sub-tab will allow you to set up your dead ball instructions. Each set piece type guides you through a visual presentation of your set piece instructions and takers. Each position is visible on the pitch with a series of available icons either when clicked on or dragged away from the current position. You are able to drag an icon to another area of the pitch (only areas with an indicated ‘landing spot’ will be accepted). Good set-pieces can be the difference between winning or losing. Taking advantage of the numerous dead-ball situations which occur in matches can work massively to your benefit. Primarily you need to identify your best corner, throw-in, and free kick takers. Each of these have their own attributes, so initially look for 15 and above in these areas. If your squad isn’t blessed with any particularly capable players, consider bringing one in. Once you’ve identified potential takers, you can start narrowing the selections down. A good corner taker will also have good Crossing; naturally because they’ll be using these crossing skills to put the ball into dangerous areas. Also consider the footedness of a player – do you want your corners to be in-swinging or out-swinging? A good free-kick taker will also have good Crossing if the attempts are not direct at goal, since the free-kick will likely be put into a dangerous offensive area. If the shot is direct on goal, Long Shots may come into consideration depending on the distance, and a good Technique may be required. High Composure and Concentration are often seen in the best dead-ball specialists, so try to piece these attributes together as best you can to find the ideal free-kick takers. Throw-in takers should have a good Long Throws rating to make full use of the situation, but they’ll also need to have good ratings in Strength and Balance to get a really good throw away. When selecting Penalty takers, much of the above applies. Your regular penalty taker should have a high Penalty Taking attribute in addition to good Finishing, Composure, Concentration, and Decisions. Consider these attributes in greater scope when selecting takers for a penalty shootout. It may be that you’re forced to use players who aren’t natural penalty takers, so look at the next most important attributes – mentally strong, capable players who strike a ball well and make a good decision. Multiple players may be selected for set-piece duties in the same way as described in the Captaincy section. Left-click on the desired player’s table row; drag then drop into the appropriate set-piece menu. The ranking is hierarchical and will follow in order should the top player not be on the pitch at the time. Captains At the start of every season you will receive an item in your Inbox asking you to confirm a captain and a vice-captain for the coming season. Once selected, they will appear at the top of the ‘Captains’ panel in different colours to the rest of your squad. Note that should you change your captain during the season, the previously deposed captain, his friends and the media will want to know why, so make sure you’ve got a good reason for doing so. If you do wish to change your captain, select the newly desired player from the drop-down list. If you wish to add players in a hierarchical order of which they should take the captain’s armband, left-click their table row and drag and drop them into the list. The same method applies for re-ranking them, but you can do this from within the right hand side panel. When considering your captain, one of the primary things to look for is a high Leadership attribute. Anyone with 17 or above here should immediately be considered as a candidate, but there’s more to look at than just that. Your captain should be mentally strong enough to be a capable leader of his team-mates. On a player’s ‘Personal Information’ screen each player has a Personality trait. A ‘Born Leader’ is an ideal candidate for the captaincy. ‘Determined’ and ‘Model Professional’ are also desirable. Also consider the player’s age and experience – ideally he’ll have been at the team for a few years and been in football long enough to understand what it is to captain a team – and their place within the Team Hierarchy. A Team Leader or Leading Player is likely to serve as a better captain as they have already ascended into a leadership role within the changing room and, by and large, carry the respect of many of their team-mates with them. These criteria can change depending on the composition of your squad – a young team needs a capable captain perhaps more than a team of veterans who’ve been there and done it – but largely following this advice should put you in good stead when handing out the armband. Match Plans Where applicable and where set, your Match Plans will be carried out by your Assistant Manager depending on any given match scenario. These plans can be tailored to your own personal tastes and triggered whenever you see fit (including a host of scenario-based possibilities), allowing you a fairly dynamic range of criteria to set for action when a particular circumstance occurs. The ‘Create New’ button will take you step-by-step through a wizard to assist you in creating your Match Plans. Opposition Instructions This screen allows you to configure default opposition instructions to apply to any position on the pitch. These will be applied ahead of every match but you can tweak them before kick-off depending on the team selection and shape of each specific opponent. Alternatively, they can be delegated to the Assistant Manager. Analysis The Analysis section offers a statistical insight into your previous performances (as opposed to the Analysis section on the Overview screen, which deals with upcoming matches) whilst using certain tactics in a bid to keep you fully informed in your decision-making process. It’s split into two main sections; Recent Matches and Individual Match. Both guide you through common themes from the last five matches or from a selected match respectively, listing positives and negatives from your overall approach. The pitch features analysis points which, upon clicking, will show that relevant information on the pitch. Tactics If you’re looking to compare the success of different tactical approaches you may have taken, this screen will help you do just that. The ‘Tactics’ tab in the main screen area panel details how often a tactic has been used and chances for and against when it has been in operation. These stats are then looked at in more detail in the panel towards the right of the main screen area, with some text to explain what’s going on in the panel towards the top of the main screen area. The same applies to ‘Tactics Faced’, which will allow you to pinpoint areas in which you struggle as well as those in which you’re making some headway. Team Talk Feedback This is provided by the Assistant Manager concerning your players' reactions to talks issued. Goals This does what it says on the tin; a look at how and when your team found the back of the net, and accordingly, conceded at the other end. The ‘Goal Times’ sub-tab breaks down when the goals were scored in fifteen minute segments, whilst the ‘Goal Types’ sub-tab indicates how they came about. ‘Goal Assists’ shows the primary method of the goal’s creation. For each section, there is a visual pitch display which is divided up into areas of the pitch, allowing you to see where the goals are coming from. The pitch is split in half and in colour; the top half is in green, showing your team’s goals scored, whilst the bottom half is in red and shows the goals your team has conceded. Shots A breakdown of all shots at goal when a tactic has been utilised. Next Opponent This screen simply offers information on your historical record against the next team on your fixture list. The ‘Stat Pack’ offers a statistical look at the league and the context of the upcoming match whilst the ‘Past Meetings’ section displays the overall head-to-head record between the sides. Last Match This section presents a brief breakdown of your last outing and offers a reminder of the match stats and player ratings. Match This section allows you to fully analyse a chosen individual match as well as recent matches.
    10. Scouting

      Your scouts are your eyes and ears in the footballing world. Whilst you’re taking control of the day-to-day management of your club, these guys are putting in the hours and the miles so you can have as much information at your disposal as possible. Squad building is directly linked to success. To put together a group capable of achieving great things, you need to identify the right players to bring into the group, and have the right staff around you to help you do that. FM18 introduces a brand-new Scouting Centre designed to assist you in getting the absolute most out of the tools at your disposal in piecing together the puzzle. Scouting Packages At the heart of everything you do when it comes to player searches and scouting is the range of scouting available to you. Scouting is increasingly done within the club as part of a wide-reaching operation to refine a massive pool of players into a powerful list of potential signings, and it’s all made possible by Scouting Packages. Put simply, the better Scouting Package you have, the more players you have access to. Applicable to both senior and youth teams with separate packages, they come in different shapes and sizes, with the cost increasing the higher you go. World: The best package available covers almost every player in the world without restriction. Continental: Covers almost every player within the chosen continent, an example being Europe. Regional: Covers almost every player within the chosen region, an example being Central Europe. National: Covers almost every player within the chosen country, an example being England. Divisional plus: Covers almost every player within the chosen division PLUS the divisions either side of it in the national hierarchy, an example being EFL League One plus the EFL Championship and EFL League Two. Divisional: Covers almost every player within the chosen division, an example being the EFL Championship. Clubs without a package are restricted to only those players known by members of staff, whilst you are free to choose any package if it remains within your scouting budget, whilst also downgrading to add funds back to your budget. The scouting budget itself is used for packages as well as undertaking Assignments outside of your immediate scouting range on a per-case basis and will require monthly management to always keep your club in with a chance of keeping up. Scouting Centre This is the hub of your activity and the single reference point to return to for all of your scouting and player identification business. Everything begins with the choices you make from the bar at the top of the main screen area. Scouting Responsibility: This allows you to either take charge of things yourself or delegate them to a chosen member of your backroom staff. If delegated, scouting assignments are handled automatically, otherwise you get to decide. You will still be able to handle the recommendations yourself if these assignments are delegated. Scouting Focus: Determine the type of players you want your scouts to go out and find. A more General focus allows you to instruct the scouting team to identify players based on age, playing style, location and availability, whilst a Short-term focus instructs the Head Scout to pause all ongoing activity to find a player for a short-term or immediate need, based on those same criteria listed above. The Recruitment Team section details your current scouts and links to the Assignments Panel, whilst the Scouting Budget section displays the monthly remaining budget, which can be used for upgrading Scouting Packages and/or undertaking assignments outside of your scouting range. The Recommendations panel is the most important aspect of the Scouting Centre though as it’s where you go through the brief reports filed by your recruitment team, agents, affiliates or players directly approaching you. You can cycle through each player report before actioning it in one of four primary ways: Discard: Dismiss the report and forget about the player. Keep Scouting: Add the player to your scouting assignments to generate a full Report Card. Make Offer: Immediately begin negotiations to sign the player. Acknowledge: Retain the player within your Scouting Centre to keep track of his progress. You can also choose to Get Analyst Report, Add to Shortlist, or Add as Transfer Target to continue to monitor the player. The remainder of the Overview screen is given over to sections detailing current Transfer activity, scouting packages, and Knowledge, all of which have dedicated sections linked to from here too. Player Search This is where the heavy lifting is done in terms of identifying new talent and sifting the wheat from the chaff. To begin with, click the ‘New Search’ button to bring up the search dialog. This enables you to start filtering down to the exact specifications of your player search. Flick between the ‘Quick’ and ‘Advanced’ modes to find the right settings for your requirements and then select ‘Search Database’ to refine your results; these actions can be undertaken from both the ‘All Known Players’ and ‘Scouted’ screens, the latter only filtering through players you’ve actively scouted (and can subsequently be filtered by assignment from the foot of the main screen area). A host of information is presented to you on each player simply from the Overview view but perhaps the most important is the arrival of the brand-new Scout Recommendation score. This takes the scout’s report on a player and distils all of the information provided into a single number from 1-100 and, in essence, makes for a much easier comparison when attempting to weigh up the pros and cons of multiple potential targets. There will naturally be times when even this isn’t enough to separate them, meaning you have to dig even deeper to determine the best of the bunch, but it’s yet another tool at your disposal in the hunt for greatness. Assignments This screen lists all ongoing scout activity, featuring details of each individual’s previous, current, and future scouting assignments, and links to their reports. Shortlist It is quite likely that for one reason or another you’ll have a target you can’t currently sign, but would like to keep track of his progress and be informed of any action involving him. This is where your shortlist comes into play. The shortlist allows you to add players to it for a desired period and for that duration you will receive news to your feed whenever a key event involving that player occurs. To add a player to your shortlist, right-click and select’ Add to Shortlist’ or select the same option from the ‘Transfer’ section of his profile. A box will pop out asking you to choose how long he remains on the shortlist. Select your choice and he’ll be added. The Shortlist screen itself looks much the same as the Player Search screen but instead only features you’ve added to it. A powerful set of filters can be applied from the ‘views’ menu towards the right of the main screen area whilst the ‘Positions’ sub-tab allows you to break it down position by position (and subsequently role by role) with direct comparisons to players within your current squad. This section also allows you to ask for ‘Suggestions’ from your Director of Football or Chief Scout for additions to a given position as well as to begin a ‘New Short-Term Focus’ search. To remove a player from your shortlist at any time, load up his profile and from the ‘Transfer’ section on his tab bar select ‘Remove from Shortlist’. This act can be performed on multiple selections by selecting all the players you wish to remove from your shortlist, then right clicking and selecting the same remove option. To remove everyone at once, from the ‘Shortlists’ menu below your shortlist of players, select ‘Clear Shortlist’ and then confirm your decision. The same menu is used for saving and loading different shortlists should you wish to keep different ones for multiple purposes. Knowledge Every non-player in Football Manager™ 2018 is considered to have a certain level of knowledge about a country. Depending on their experience and where they’ve spent their career both as a player and a member of staff, they may increase their knowledge of certain areas and indeed hold knowledge about different countries and regions. The knowledge bar doesn’t necessarily equate to automatically identifying the best talent in those countries – the scout’s attributes and overall ability will play a massive part in that. What it does do is allow you to see where they will do their best work and to assign them to countries they know well. If you do choose to assign a scout to a country he/she doesn’t know, over time he/she will gain knowledge from that country. They will also progressively accumulate more knowledge the longer they reside there. The Knowledge section offers an overall indication of the club’s entire knowledge base; beginning with a world map indication the overall knowledge at the club, then a regional breakdown on the lower left sub-panel, before breaking it down into specific nations (and who holds that knowledge) on the right. Reports and Feedback Clicking on any player and selecting ‘Scout Reports’ from their Tab Bar will allow you to access the scout’s detailed reports on the player. This is the real work your scout does when he or she is out on assignment. They will file a report on the player’s strengths and weaknesses (Pros and Cons) and how he may potentially fit into your team and each time the player is watched, the information fed back will be a little more detailed and informative. The Player’s overall playing style is also featured for comparison with any scouting assignment focuses you might wish to undertake. You can keep fully appraised of how far along a scout is in assessing a player by using the tracker at the top of the screen indicating the knowledge level (%) and the remaining areas left to scout. Hold the mouse cursor over the ‘areas yet to assess’ label to view them in detail. You can view individual scout reports from the ‘View’ menu towards the upper left of the main screen area, next to the ‘Scout Report by’ label. You also have the option, when requesting for a report to be compiled, to request a highlights package from your Data Analysts. These highlights will be accessible via the Inbox Queue If you make a number of scouting requests and find your scouting team unable to handle the workload, some of those requests will be queued up until an available member of the scouting pool can be found. This screen lists those such requests. It also allows you to easily clear a number of queued scouting assignments at once.
    11. Players

      It’s a simple fact that to be successful, you need the right players. That’s not to say you need the best players, but identifying the necessary players to suit your plans is of paramount importance. In Football Manager™ 2018, players are as in-depth as they’ve ever been. This section details pretty much everything you’ll need to know about the players, interacting with them, and all the other stuff in between. ‘Information’ Icon Whenever a person – player or non-player – appears in a list, they will have a small circle with the letter ‘i’ next to their name. This is the ‘Information’ pop-up. Clicking it (or hovering over it, depending on your Preferences selection) will display a small box with their most useful biographical information and their attributes. You can also right-click on the player’s name to access the ‘Actions’ menu, allowing you to interact with the individual rather than be exposed to their full player profile. Overview The ‘Profile’ screen captures a player’s key information and presents it all on one screen for quick and easy reference. Attributes If you prefer the more traditional look and feel for the player profiles, the ‘Attributes’ option is the one for you. Read on throughout this section for a detailed explanation of every attribute. Dynamics This section holds all pertinent information about the player’s individual relationships within the squad as well as his current happiness. Visit the Dynamics section of this manual for further information on this game module. Information The Information sub-tab provides information on the player. It holds biographical information as well as detailing his personality, happiness, and what the media thinks of him. The ‘Nationalities’ section shows which countries a player is eligible to play for. The ‘Eligibility’ section, meanwhile, shows where a player was trained in terms of nation and club for various squad registration qualifications. If the player is currently eligible to add another nationality to his status, the days completed and days remaining to be served in that country before becoming eligible for citizenship are displayed here too. Positions A complete breakdown of a player’s positional ability is found on this screen. The graphical pitch displayed in this panel indicates the positions the individual is capable of fulfilling and each are colour-coded to represent a level of ability playing there. Five strengths of position are considered in addition to the player’s ‘Natural’ position: Accomplished – The player isn’t naturally at his best in this position but will perform in an accomplished and successful manner. Competent – The player has enough experience and ability to put in convincing performances here, but don’t expect any fireworks or long-term success. Unconvincing – The player is playing out of position but will be able to do a decent job for a short period. Awkward – The player isn’t likely to be particularly successful playing in this position. He may fill in for emergencies but will be struggling. Ineffectual – The player cannot play this position. You are free to play him there but he will not perform well. The panel also displays the competence of a player with both feet at the bottom of the pitch display. It also displays the number of games he has played in various positions throughout the current season. For example, a versatile player who is predominantly a Defensive Midfielder but can play at Right-Back may have 30 appearances at his primary position but 15 at Right-Back. This allows you to see potential reasons for a player’s good or bad performances and indeed, his ability to play in various roles. A player’s main position is printed in full in the title bar (presuming you have the Preferences set accordingly). Any other positions and/or sides he can play are appended with abbreviations. Any particular traits the player favours are listed on this screen, and can be altered or added to through the player’s Individual training screen. Player Attributes It is vital to understand the importance of player attributes in Football Manager™ 2018 and how they affect various parts of the game and, in particular, the match engine. Attributes are divided into three main areas -  Physical, Mental, and Technical - with Goalkeepers having their own Technical ratings. The attributes, how they react in certain situations, in combination with others as well as on a stand-alone basis, are detailed below, but it’s important first of all to outline how attributes work. Each player is rated on a scale of 1-20, 1 being absolutely terrible, and 20 being elite. Some attributes are defined as ‘Absolute’, and some as ‘Relative’. Absolute attributes are those that are locked to an individual and can’t be trained quite as easily, such as Determination and Work Rate. These are generally innate attributes specific to individuals and will typically only develop as the player matures off the field. Relative attributes are those that can be compared to other players in the football world, and can be improved on through training and player development. Physical and Technical skill sets are the main areas you’ll find relative attributes. Remember, for players that aren’t at your club and who haven’t been comprehensively scouted, attributes will appear as a range to indicate a rough idea of their ability in that area. Continued scouting will reduce the range until the attribute is clearly identified. Physical A player with strong physical attributes is one who can potentially fit into a team better than a player strong in only one area in the other attribute groups. If a player is strong in these attributes he’ll be able to play a competent game and make sure he isn’t embarrassed much, should he be less than adequately skilled because he has the required attributes to be a solid footballer. A skilled and mentally strong player who also has strong physical attributes can be considered a fantastic all-round player, as being strong in all three areas is pretty much what you look for. ATTRIBUTE DESCRIPTION Acceleration Acceleration is how quickly a player can reach top speed (pace) from a standing start. It therefore ties in very closely with the Pace attribute. Agility Agility reflects how well a player can start, stop, and move in different directions at varying levels of speed (pace). It ties in with the Pace, Acceleration and Balance attributes as they work together in the match engine, especially when a player is running with the ball. Balance Balance reflects simply how well a player can keep his balance in situations both with and without the ball. With the ball, it refers to how balanced he is running with it and evading opponents, without it, it refers to his balance when facing a player running at him, or his stability when turning/jumping. Jumping Reach Jumping Reach reflects how good a player is at reaching the ball in the air. It indicates the highest point an outfield player can reach with his head. It is not necessarily reflective of how tall a player is, but when considering his jumping ability, it makes sense to take into account the player’s height. For example, a player of 200+cm will still possess a high reach even if he is a poor jumper, and a player who measures in at 170cm will struggle to compete at the same height due to the 30cm difference in height between the two. Natural Fitness How high the player’s natural fitness is influences how well he stays fit when injured or not training. This will help to determine how quickly players recover from injury, how well they retain their physical attributes as they go past their peak, and how fast they recover between matches. Pace Pace is a player’s top speed. Whereas Acceleration reflects how quickly a player can attain their top speed, Pace is that top speed and together with Stamina and Natural Fitness, is how long they are able to maintain that pace in both short bursts and over the course of a match. A player will naturally be a shade quicker without the ball than with it. Stamina Stamina is a player’s ability to endure high-level physical activity for a long period of time. With the demands placed on a player over a full season, players with high attribute ratings for Stamina will be able to perform at their top levels for longer. It ties in directly with Natural Fitness. Strength A player’s Strength is his ability to exert his physical force on an opponent to his advantage. A player with a high Strength rating will be able to use it to his advantage against weaker opponents. Mental Ideally you’ll want every one of your players to be mentally strong. If your players have high mental attributes you’re on the right road to success – you’ll have a team of determined and committed players who will give their all for the team, whilst having a nice balance of flair and commitment. ATTRIBUTE DESCRIPTION Aggression This reflects a player’s attitude in terms of playing mentality but is not necessarily a dirtiness indicator. A more aggressive player will look to involve himself in every incident and get stuck in, perhaps at the expense of a yellow card or two. A less aggressive player may shy away from situations and merely drop into his comfort zone, waiting for the play to find him. Anticipation How well a player can predict and react to an event. If a player has a high attribute here he can read the game well and react to situations quicker than others. This attribute works well with ‘Off the Ball’. Bravery How committed and indeed, brave, a player is. Braver players will risk injury more in situations a more cautious player may shy away from. They’ll go in where it hurts and lay it on the line for the team. Composure The player’s steadiness of mind and ability, particularly with the ball.  When faced with a big goalscoring chance, or heavy pressure defensively, a player with high Composure will be able to keep his head and more often than not make an intelligent decision which is beneficial to the team. Concentration This reflects a player’s mental focus and attention to detail on an event-by-event basis. A high rating here will mean the player can keep a higher focus on proceedings for longer periods of time and remain able to respond to incidents late in the game just as well as he did early on. Lower concentration will see players lose focus and perhaps become liable to mistakes at crucial times in the match. Decisions The ability of a player to make a correct choice the majority of the time. This attribute is important in every position but perhaps more so for central defenders and midfielders, who will see a lot of the ball and have a number of different options when in possession. Determination A commitment to succeed both on and off the pitch. A determined player will give everything in order to win. This ties in with Bravery – players with a high attribute in one of these attributes may also be high in the other as the traits necessary are similar. Flair A natural talent for the creative and occasional unpredictability. A player with a lot of Flair will be one of the key attacking components in any team but at the same time may need tactical restraint to get the best out of him. Flair and Vision work well together. Leadership Leadership is the player’s ability to affect events or other players. Players with high Leadership will be influential on the pitch and team-mates will tend to rally around these players. Off the Ball A player’s movement without the ball. Similar to Anticipation, this is how well players, particularly attacking ones, can assess a situation and then move off the ball, making themselves available to receive a pass in a dangerous position. Positioning This attribute reflects the ability of a player to read a situation and manoeuvre themselves into the best possible location to deal with the unfolding events. Teamwork How well the player follows tactical instructions and works for and alongside his team-mates. A team full of players with a high rating here will work better as a unit. Players with lower ratings will slack off and not ‘buy in’ to the team ethos. Vision This refers to a player’s ability to see a potential opening, not necessarily exploit it. A player might be able to see something to take advantage of but also requires the technical proficiency to pull it off; this attribute governs how likely they are to visualise something developing or, in the case of a higher rating here, spot something that another player might not. Work Rate This reflects the player’s mental drive to work to his full capacities. A high rating will ensure a player wants to work his socks off from start to finish, but he will need the necessary physical attributes to actually be able to pull it off. Nonetheless, it is an admirable trait to have in your team. It does not merely represent a willingness to run – something that would be inappropriate in many positions – but rather the willingness to go above and beyond the regulation call of duty, as it were. Technical These attributes are the real meat of the football world, where the elite are separated from the very good, and the very good from the rest. These are the playing attributes, where you’ll be looking for consistent ratings across the board for most of your players, and high-end ratings for the elite players you want to add to your squad. ATTRIBUTE DESCRIPTION Corners This attribute reflects how well the player takes a corner. Taking advantage of set-pieces is important, and having a capable corner taker to put the ball into key areas is useful. Crossing This indicates a player’s proficiency at crossing the ball from wide areas into the penalty box. Dribbling This refers to the player’s ability to run with the ball and manipulate it under close control. This is purely his proficiency with the ball at his feet – his Pace, Acceleration, Agility, and Balance will all aid his dribbling in different circumstances, and whilst a higher Dribbling attribute will also help him in different situations, Dribbling alone isn’t enough to get by. Finishing The player’s ability to put the ball in the back of the net when presented with a chance. A high Finishing attribute will put the shot on target a majority of the time as a bare minimum but, compared to a player with poorer Finishing, will find the places where the goalkeeper can’t save it. This is purely the ability of the player to perform an accurate shot – Composure and Decisions will also impart on the ability of a player to score consistently. First Touch How good a player’s first touch is when receiving possession. A higher rating will ensure that the player can corral the ball quicker and put it in a useful position to then act upon. Players with lower ratings here will struggle to control the ball as adeptly and may be prone to losing the ball if closed down quickly. Free Kick Taking This reflects how good at taking free kicks the player is. It applies to both direct shots at goal and deliveries into dangerous areas from wider or deeper positions. A player who is proficient in taking free kicks can be a valuable commodity – scoring five free kicks a season and adding five more assists from them can be a huge bonus. Heading This is a player’s competence in aerial situations. Heading applies to all situations and is only about the player’s ability to head the ball well. Jumping Reach, Height, and to a lesser extent Strength all play a part in combination with heading to utilise the attribute to greater effect. Long Shots This is the player’s prowess at shooting from distance – from outside the penalty area. It is largely a stand-alone attribute but pay attention to any PPMs the player may have which complement their Long Shots rating. Long Throws The ability of the player to perform a long throw, which can be taken advantage of in attacking situations. Marking How well players, mainly defensive types, defend an opponent. Marking alone will see them do a good job if the attribute is high, but remember that other attributes – Strength, Positioning, Anticipation – will play a part in the effectiveness of the marking, as well as the comparable physical statures of the two players. Passing How good the player is at passing the ball. His Technique and passing ability will determine his success at passing over longer distances. Penalty Taking The ability of the player from the penalty spot. A player with a high rating here will be more confident and capable from 12 yards. Tackling How successful the player is at winning tackles and not conceding fouls from such situations. Players with a high Tackling rating will consistently win the ball cleanly and be a more capable defensive player. Technique Technique is the aesthetic quality of a player’s technical game – how refined they appear to be with the ball. A player with high Technique will be more likely to pull off a tricky pass or a cross-field ball with greater ease than someone less technically able. This in turn affects technical attributes – poorer Technique will let a player down. Goalkeeping Goalkeepers are often referred to as a different breed. They’ve got their own set of Technical attributes in Football Manager™ which are relevant only to them, and replace the standard Technical ratings (although they may have ratings in some of these areas which will remain invisible – for example, a goalkeeper who often takes penalties or free kicks could have a rating here). Also bear in mind that goalkeepers will also need suitable Physical and Mental attributes to succeed. ATTRIBUTE DESCRIPTION Aerial Reach This is the goalkeeper’s physical ability in aerial situations. Taller goalkeepers will typically have a higher rating here as they are naturally pre-disposed to being able to reach areas shorter goalkeepers cannot, but there will be exceptions. This attribute works in connection with a number of other goalkeeping attributes in order to determine proficiency in dealing with the numerous aerial situations they will encounter during a match. Command of Area This affects how well the goalkeeper takes charge of his penalty area and works with his defensive line. A goalkeeper who commands his entire box (i.e. has a high rating) will be instinctive and look to take charge of situations, especially coming for crosses (therefore working in tandem with Aerial Reach). Do note, however, that a high rating only increases his penchant for coming for crosses and not necessarily claiming them all. Communication How well a goalkeeper communicates with his defensive line and organises the defensive side of the team. A higher rating reflects a better communicator and will allow your back five (or more) to work more efficiently together, ensuring greater overall defensive stability. Eccentricity This attribute represents the likelihood of the goalkeeper to do the unexpected and typically act completely unlike a goalkeeper. Things like dribbling out of his area will be commonplace if the Eccentricity attribute is high. Handling How securely the goalkeeper holds onto the ball when making a save or coming for a loose ball. Greater Handling will be beneficial in unfavourable weather conditions, but in general a goalkeeper who doesn’t give up rebounds will be useful. Kicking The physical capability of a goalkeeper to kick the ball – this purely defines the distance he can reach with a kick from hand or from the ground. His Passing rating will define how accurate his kicks are. One on Ones The ability of the goalkeeper to do well when faced with an opponent in a one on one situation. Higher attributes will see goalkeepers attempt to impose themselves and win the ball with confidence. Reflexes This reflects how good the goalkeeper is at reacting to unpredictable events. If he has a high Reflexes rating, he will be able to respond to the unforeseen with more success and be able to pull off highlight reel saves, or clear the ball to safety. Rushing Out How good the goalkeeper is at coming off his line to react to through balls and similar situations. Goalkeepers will also benefit from having high Pace and Acceleration attributes in combination with Rushing Out. Tendency to Punch This determines whether a goalkeeper will catch the ball when he can, or whether he prefers to punch it clear. A higher rating reflects a tendency to punch most things clear, even when it may be possible to hold onto the ball. Throwing How good the goalkeeper’s distribution is with his hands. A higher rating will increase the accuracy of his throws, although Strength imparts on the distance he is able to reach. Goalkeepers also have a small number of Technical attributes which apply to them and they work in the same way they do for outfielders. Many managers prefer their goalkeeper to act as something of a defensive sweeper and ask them to be a part of developing play from the back; these attributes come into effect predominantly in these situations. Player Attributes Screen The Player Attributes sub-tab provides the most useful and important information about a player. The majority of the screen is allocated to displaying the attributes detailed here, but the screen also contains biographical information, selection details, and his current season stats broken down by competition area. If the player has a picture, it will be displayed on this screen, alongside the octagonal shaped graphic representing eight key aspects of a footballer’s game. Inside the octagon is a shape created by the abilities of the player in these areas. The closer to the edge of the octagon the shape is, the better a player is in that area, and therefore a larger shape indicates a quality all-round player. ‘Show recent attribute changes’ will alter the ‘Attributes’ view to display an up or down arrow which refer to changes in that attribute over recent weeks from training, injury, or individual development. This is done automatically on the ‘Overview’ screen by comparison. ‘Highlight key attributes for role’ allows you to select a player role and duty and have it highlight the key attributes required on their profile. If a player is also a non-player, or is currently serving in a dual capacity, his ‘Staff Attributes’ panel will become visible as a part of this section. For more information on Non-Player Attributes, please refer to the relevant section of this manual. Contract & Transfer The Contract and Transfer screens provide information on the player’s current contract, and any pertinent transfer information that you may want to know, such as which teams are interested in the player, whether that be a minor consideration or a full-blown major show of interest. Development This screen allows you to check up on and configure individual training details for the player. These details range from their schedule through to attribute changes to new positions and preferred moves or affiliate loans. Please click here for Training in far more depth. You can also perform various interactions such as tutoring, moving players between squads and player advice from here (please refer to the respective sections of this guide for more information) as well as the player’s overall tactical familiarity from the ‘Tactics’ section. This displays his positional versatility in the same way as described in the ‘Positions’ section above as well as indications of how integrated he has become into various facets of your tactical approach. Players who are increasingly comfortable in a tactic will be considerably more likely to perform well when asked. Reports The Reports section contains Coaching and (if valid) Scouting Reports on the player, as well as analysis from members of your backroom staff on their match performance and form. For more information on these Reports please click here. Interaction As a manager, you’ll find yourself interacting with players on a daily basis. Not just interaction through the direct interaction module detailed in this section, but in more minor manners, such as promoting a player from the reserve team into your senior squad. A majority of these are carried out from options found within a player’s Actions menu, which can be accessed from their Player Interaction tab or by right-clicking on a player’s name. They are described here, with the tab page preceding the interaction type. You should make sure you pay close attention to the Dynamics section, both in-game and in this manual, when interacting with players, as their reaction can and often will influence other players in the squad. Development - Move Players Between Squads This option allows you to assign players to various squads, most typically a Senior, Reserve or Under-23 or Under-21, and Youth team. As manager, you have the ultimate say in the development of a player and it’s up to you to decide when a player needs to be tested further, for when he’s not ready or performing at a higher level. You can also assign a player to a team for a period whilst he recovers from injury in order to allow him to regain his fitness at a lower level where performances and development can be considered more important than the result. You can also make a player available for the reserve team if he is part of your senior squad. Often you may want a youngster to be part of the first team and to be training with them but not have room in your match day team for him. To keep his fitness up, happiness in order, and development continuing, you should allow him to play for the reserves. Development - Move to Affiliate If your team has an affiliation and the terms allow players to be loaned between clubs, you can designate a loan to such a team from this option. It acts as a suggestion to the player, who has the final call on whether he moves or not. His decision will arrive in your Inbox usually inside 24 hours of asking him to move. Transfer – Transfer Status This screen allows you to set the squad and transfer status of a player. You can determine his role from this list of self-explanatory options: -          Key Player -          First Team -          Rotation -          Backup -          Hot Prospect* -          Youngster* -          Not Needed (* only eligible for younger players) This can be set for any member of the squad, but for those you wish to sell, you can move on to set your instructions for handling transfer offers, including desired fees and whether the player is ‘officially’ on the Transfer List. Once you’re happy with your changes, hit ‘Confirm’ to apply them. Transfer - Offer to Clubs If you no longer want the services of a player or your hand is forced into selling him, you can offer the player out to teams your Assistant feels will be most suited to the player’s ability and reputation. You can configure the terms of any potential sale in as much or little detail as you like, and can exclude any rival clubs should you not want to strengthen a hated opponent. If any team decides to take you up on your offer, you will receive a formal bid from them in your Inbox. Transfer – Add to Unwanted List If you no longer have a use for a player, you can add him to an Unwanted List from this section. You can determine whether you want to move him on for any price, for his value, or just to get rid of him in this initial stage. Then, from the ‘Unwanted List’ panel in the ‘Director of Football’ menu within the ‘Transfers’ screen, you can configure the particulars of any deal you’re looking for. This makes it easier to manage, maintain and keep track of the player you’re trying to get rid of. Contracts - Offer New Contract Offer your player a new contract from this option. Please refer to this section for information on offering contracts. Contracts – Release on a Free/Mutual Termination If you no longer want the services of a player at the club and can’t shift him on to another team, you may want to release the player from his contract and make him a free agent. If you decide to do this, you will have to pay off the remainder of his contract, unless you agree a mutual termination with the player. Should he also want out of the club, offering him the chance to leave the club in a mutual agreement for a lower payoff or completely free of charge may be successful, but it will not be in all cases and you may end up merely making the player more stubborn, in turn making things harder for you as he takes offence at being asked to leave. Interaction You can choose to speak to or about the player from this section, with a range of subjects to discuss. You might wish to praise his recent form or conduct, or you could have more stern words with him about his work in training, his recent form, or his conduct; all of which might land him on the transfer list. You can also discipline your players from this section. Exactly how much depends on your tendencies and how much trust you want to place in your players, but if any of them step out of line, you can discipline them to the tune of an official warning or a fine of one/two (maximum) week’s wages. Players can only be disciplined if they’ve committed a misdemeanour. If they act unprofessionally, are violent, are dismissed during a match, or simply haven’t put in the performance you expect them to, hit them where it hurts – their wallet. However, be warned. Excessive punishment can lead to you garnering a negative reputation; your players won’t like this and, eventually, your board won’t either. Fine too many players at once for a debatable reason and you’ll be hearing from your superiors. Manage it well, and you’ll have a squad that keeps in line. Comparison – Player Comparison Take two players, similar positions; maybe they differ in age, height and weight. They’re comparable. Football Manager™ allows you to take two players and compare every facet of their game. The default behaviour for the Comparison section is to offer a comparison to a player you have recently viewed, so if you are intending to compare two players, click to the first player’s profile screen, then the second, then choose ‘Compare With’. The comparison has different views available but by default the ‘Overview’ view is set. Here, their biographical information is compared, then their attributes matched off against each other in the form of attribute polygons. Using the comparison feature will allow you to make well-informed judgment calls on places in your squad between players or deciding on potential new signings. Comparison - Find Similar Players This operates in the same manner as the ‘Create Player Search Filter’ used to, and when clicked will scan the database in your saved game for players with a similar attribute profile to the selected player. History - Keep History After Retirement If you wish to retain a player’s career history once he has retired, ensure that this option is enabled. For more information on how this feature works, please refer to this section of this manual. Comparison This section is where you can see details on player comparisons, should you wish to carry them out. History The History section contains three screens that together form a historical record of a player’s career. The ‘Career Stats’ screen is the default option when the History section is chosen – it displays a season-by-season record of a player’s league appearances and goals. Furthermore, for in-game seasons, it contains more statistical information which is also accessible by selecting the appropriate table row. The ‘Milestones’ screen lists the time the player spent at each club in a career and any achievements he earned there. A description of the player’s life and career is available under the embedded ‘Biography’ tab. ‘Injuries’ keeps a record of all injuries sustained by the player, which can be a useful reference when considering signing or selling a player. Create Note/Notes In a similar manner to the Notebook feature detailed here, this holds all notes specific to the individual from which you are accessing this.
    12. Transfers

      No matter what squad you inherit, you will quickly identify holes and areas in which your team can improve. The most common method to amend these issues in the footballing world is the transfer market. Improvement may come from adding players, but your squad can also be stronger for the sale of a player. This section outlines the key aspects of wheeling and dealing in Football Manager™ 2018. Buying Players To begin with, you need to identify a player you want. For information on using the Player Search feature, please click here. If you’ve identified a player from this method, or through scout reports or other means, and decide that you’d like to make him a part of your team, the first step is to select ‘Make an Offer’ from his Transfer sub-tab. The Transfer Offer screen allows you to compose your offer in as much detail as you like. Begin by deciding whether you want to make a Transfer offer or a Loan offer.  You can also offer a trial or make an enquiry from the player’s Context Menu or Tab Bar, but for the purposes of this section we’ll deal with the two main types of offer to make. Sticking with the Transfer type, you then need to decide upon a fee for the player. The information panel to the top of the main screen area indicates the player’s current estimated valuation and any fee his club are likely to demand (if made clear). Unless the player has been transfer listed, you will usually need to bid an absolute minimum of his valuation to hold the interest of his owners, and most likely have to offer above that to get anywhere. The ‘Transfer Date’ allows you to set when the deal will go through. A lot of the time you’ll leave this as ‘Immediate’ to go through at the first possible opportunity but, should you not have the required funds at the time, or perhaps leave the player to develop at his former team for a longer period, you can have the deal complete at the end of the current season. At the bottom of the screen you can decide whether the deal is Negotiable or not, and you can set a ‘Decision Deadline’, should you be tight for time or simply keen to get the deal done. Once you’ve set the core components of your deal, you can begin tweaking it with Additional Fees and Clauses to entice the other team into accepting. For example, you can break down the payment into instalments, or offer add-ons based on performance or international recognition. These in particular will be of interest to any prospective selling club as the potential income in months and years to come can help long term financial security and prosperity. Many aspects of a deal can be insisted upon by ‘locking’ them into place using the padlock icon (once for semi-negotiable, twice for non-negotiable), and they can be either removed by clicking on the circular icon with a ‘-‘ through the centre, or removed permanently and ‘locked out’ of negotiations by selecting that option from the menu produced by clicking it. There is also the potential to offer a player in a part-exchange deal. This will usually only be of benefit if the selling club has an interest in any of your players, which your Assistant Manager will inform you of in the comments panel at the left of the screen. Additionally, he/she will inform you of any potential needs they may have in order for you to make an informed judgment if offering a part-exchange. Use the ‘Add’ button to include players in the deal. Once you’re happy with the deal, you can either click on ‘Make Offer’ and await a response which will typically arrive 24-48 hours later, or you can click ‘Suggest Terms’ to negotiate ‘live’ in a bid to get your business done swiftly. Loans Loaning players typically benefits all parties. The player gets first team football, his owners benefit from the player either developing or not being at the team any more, which reduces the club’s wage bill depending on the deal, and the loaning team get a player they presumably want, having offered to loan him. Note that you can offer a Playing Monthly Fee and Wage alongside a Non-Playing Monthly Fee and Wage. In essence this means that you can try to sweeten the deal by offering to pay a greater sum and/or contribution should the player not play a certain number of minutes for your first team (the rough thresholds are no minutes, every possible minute, and about halfway between the two), perhaps whilst not paying so much for the privilege of actually playing him. It could theoretically encourage a team to enter into a loan agreement with you if they are being compensated for their player not playing, but – as with all transfer negotiations – it’s a fine balancing act. When composing a loan offer you can set the duration of his spell at your club, as well as your wage contribution and any fee you may offer as an incentive for his club to accept the offer. A series of clauses and loan options may then be configured; for example, if there is any intention to keep the player long-term, you can set a ‘Future Fee’ which you can meet at any time and offer the player a full time contract. You are also able to inform the player’s parent club of your intentions for him by declaring his role in the squad and the position you’re likely to play him in. If you are the loaning club, you may want to consider whether the player is able to play in matches against your club, or play in cup competitions (therefore becoming cup-tied should he return to you), and whether you may want the option to terminate the loan early. Additionally, ensuring that the player is going to play regularly and in a position you wish to see him used in is an advisable approach. Selling Players Selling players is just as fundamental a part of management as buying.  Whether you’re doing it to get rid of dead wood, or to ensure financial stability, it’s going to happen. If you receive an offer for a player from another club, you can negotiate the deal in the same way as you may have put together a bid as described in the previous section. However, if you wish to initiate the sale of a player, you have the power to set the ball rolling. From the ‘Transfer’ tab on a player you wish to sell, select ‘Offer to Clubs’. The screen is similar to the Transfer Offer screen in appearance. Initially set the fee you’re aiming to receive for the player. Try to consider the target club(s) and what they may be able to afford. If necessary, ask for less up front and more money over a longer period of time or incentive-based payments, available from the ‘Additional Fees’ section. At the same time though, don’t forget you’re the selling club – try to get back as much value as you can. One such way is to include an additional clause. If you’re selling a young player with potential, try to include a clause where you get a certain percentage of any fee the club may sell him for in the future. If you suspect the player may not get a lot of first team football at his new club, maybe include a ‘Buy Back’ price, where you can attempt to bring the player back to your club for an agreed fee. Your Assistant Manager will send the details of any proposed deal to all clubs he deems suitable. If you don’t want a player going to a rival club, tick the appropriate check box on the Targets tab before clicking ‘Confirm’. Any interested parties will indicate as much in the days immediately following by making an offer of some kind. From here, it’s up to you to negotiate the best deal possible. Alternatively, you can add the player to an ‘Unwanted List’ and have the responsible person, e.g. your Director of Football, manage his departure. Free Agents If your club is short of money and short on numbers/talent, you’ll have to look elsewhere for your additions. The free agent market comes into play here. It’s not just for the lesser teams – the big clubs can find some top veteran or out of contract talent in these parts, especially via the Bosman ruling and pending free agents. Offering Contracts There are two situations when you’ll be offering a contract to a person – when you’re signing them or when you’re renewing the contract of a player in your squad. Both are handled almost identically – you’ll be doing the same thing in both cases. The only difference is that if you’re attempting to bring a player in from another club, the contract negotiations will be handled directly through your Inbox rather than on the Contract Offer panel. The first phase of negotiations concern offering the individual certain assurances about their time at the club. These assurances, or ‘Promises’, cover things like playing time, set piece duties, preferred shirt numbers, the captaincy, short and long-term ambitions for the club and improving the playing and non-playing personnel. Some will be more demanding than others but they will all impact the contract discussions themselves. A pleasing set of promises may lead to more fruitful terms whereas a problematic set of preliminaries may result in an increase in demands or the deal falling through altogether. When you are able to come to an agreement on these promises, you can then move forward to nail down the finer points of the contract. The player or his agent will typically indicate the terms they expect to be met as a minimum, and from there it’s your call as to the offer you make. Some parties will, however, invite you to make the first move in a bid to see just how much you want to complete the deal. This is very much impacted by the promise discussions you’ll just have been through. Depending on the squad status you’ve promised the player, your board may increase or decrease the available wage accordingly – they’ll likely be willing to pay more to a key player. Set his weekly wage to something you can afford and the player will like, and attempt to set a contract length both parties can agree to. If you feel the player may need a little ‘sweetener’ of sorts to sign ahead of other clubs who may be interested, perhaps offer a Signing-On Fee or some attractive bonuses. The player may already be demanding these, so see what you can afford to match and when you’re happy, click ‘Suggest Terms’ to the player. He will indicate his stance, allowing you to either click ‘Finalise Deal’ to formally submit the offer, or to re-negotiate the terms to something he finds more favourable. You may also wish to increase the fee heading towards the Agent as part of the negotiations in an attempt to sweeten any potential deal and secure the player’s signature. Some agents will kick up a fuss about the fee they’re receiving, but others, particularly those with whom you have developed a positive relationship, will be less concerned by their bonus. During negotiations, you may wish to ‘lock’ a particular part of the deal. Locks can be applied in two different ways; semi-negotiable (single-clicked, displayed in orange) or non-negotiable (double-clicked, displayed in red). Semi-negotiable indicates you are unlikely to be willing to compromise on that particular item but will do so if absolutely necessary, whilst non-negotiable offers no room for flexibility. This is your way of telling the agent and/or the player that you are unwilling to budge from the figure offered. Accordingly, this is likely to result in the other parties looking to increase other figures in the terms in order to balance things out. Keep in mind that the party you are negotiating with can also use these locks to strengthen their own position, and it will usually take a little bit of back and forth before you can conclude negotiations. If you wish to see the player’s Original Demands or his Original Contract, you can use either the ‘Reset Changes’ button or the ‘Use Existing Terms’ option. Some players will be harder to deal with than others – you can occasionally gain an insight into their mentality from the way they go about asking for terms on the Contract Offer screen – some will demand, some will require. It may also be worth checking out a player’s media history and his personality ahead of negotiations to fully prepare for what you’re going to be dealing with. Good preparation will allow contract talks to go a little more smoothly. Agents Each player has an ‘Agent’ section on their ‘Information’ panel. You can click on an agent to view their profile. Their biographical details are presented along with their current positive and negative relationships with managers in the game. Detailed attributes and a summation of their style will give you a better picture of the person you’re dealing with, with the majority of the main screen area being taken up by the most important part – their list of clients. Some agents may have very few clients, whilst others may be more prolific and be managing a larger group of players. As agents, their modus operandi is to secure for their client the best contract they possibly can. Therefore, expect some tricky negotiations with players who are due to see their current deal expire, although it won’t just be limited to that. If a player is in a particularly good vein of form, or has just played a blinder, you’ll be hearing from their representative pretty quickly, with improved terms high up on the agenda. Agents may tout their clients around behind your back, looking for a new club and a better contract than they currently have. Not all of them are troublesome, of course, that would be a misrepresentation. Many are keen to work with you and the club to help extend the deals of their clients, who are undoubtedly happy playing for you, and wish to do so for some time to come. You’re also sure to be approached by unfamiliar agents who will offer their players to you, attempting to secure them a transfer, which, of course, will have financial benefits for both player and agent. Shortlists Your shortlist allows you to collate and store a convenient list of all players you may have an interest in. Trading and Drafting If you have chosen to manage in Major League Soccer, you’ll find yourself less in the transfer market and instead having to negotiate trades with other teams. In addition, you’ll have the annual MLS SuperDraft to attend to. In its most basic terms, trading is like a part-exchange deal. Team A must give up some assets to Team B to get the assets they want in return. Assets include players from your roster, draft selections, allocation funds or international slots. You may add or remove items as you please using the appropriate buttons. Once you’re happy with your offer, submit it and you should hear back from the other team shortly with their decision or negotiation. The annual MLS SuperDraft is an event where all MLS teams select the best talent aged 18-22 available. Teams will pick in reverse order of the previous season’s standings but draft picks may change hands in trades throughout the season, as described previously. In the days leading up to the SuperDraft, the Draft screen will become accessible from the competition menu. It is split into three main sections. The main central panel contains all eligible players for selection, whilst the banner across the top lists the complete draft order. The summary panel on the right details the key events of the draft, including traded selections. Eligible players are those who have chosen to enter the draft from collegiate or high-school soccer. Shortly before the SuperDraft, the MLS SuperDraft Combine will take place. This is a pre-draft ‘workout’ of sorts for the best eligible players to perform and show for one last time what they can bring to potential suitors. Four teams, MLS A/B/C/D, compete in a tournament where each roster is balanced amongst draftees. Players who perform well here may not necessarily be the best available, but it’s certainly an event where stock can rise or fall for individuals so close to draft day.
    13. The Match

      So, with everything covered up to this point, it’s probably time to play a match. Match Centre The Match Centre will be accessible prior to every single fixture from the foot of the sidebar and will allow you to plan ahead in a number of ways, beginning the serious preparation with the Pre-Match Briefing. The number of days remaining before your match are indicated within the icon itself. Pre-Match Briefing On/before the day of your upcoming match, you’ll have the opportunity to sit down with your players and prepare them for the task at hand. The focus of this briefing is to emphasise the particulars of your intended tactical approach to the preliminary match squad by going through a process very similar to a team talk. Topics are divided into a range of areas including Tactics, Team and Player Instructions, Match Squad, and Opposition Instructions, and will be populated with the most common/sensible suggestions for each match situation. Selecting any one of them will present you with a pop-up displaying basic information about the topic as well as a number of statements to issue to the players. In having the chance to explain your decisions to the squad in advance, you’re able to see how well received they are, and in turn have the opportunity to make further adjustments to your plans before kick-off so as to ensure you’re as prepared as possible. Pre-Match Preview The first stage of a match day is the Pre-Match Preview. All necessary information pertaining to the upcoming fixture is laid out on screen in front of you to leave you suitably prepared for the occasion. Before you submit your team it is advisable to make a few checks and observations. The information made available to you on this screen indicates which players are unavailable from each team for the match, as well as the referee and weather, and details of historic records between the sides. Take this all into account when settling on the team you’re putting out.  Consider whether you’re at home or away, your respective records, and indeed the opposition’s. Once you’re happy with the team for the match, click the ‘Submit Team’ button to Continue the game and advance to the pre-match build-up. Approaching Kick-Off Once the teams are in they’ll be shown to you on the Team Sheet screen as the stands begin to fill up. Then it’s back into the changing room for some last-minute Opposition Instructions and the pre-match team-talk before fielding a question or two from the press in the tunnel as you head out to the touchline. The team talk is your final chance to talk to your players before kick-off, a chance to give them some final instructions and words of wisdom. What you say to them now can have a massive effect on what happens over the next 45 minutes, so choose wisely. As is the case with all interactive comments, you can assert your choice of tone over the squad. From the ‘Overall Team Talk’ panel, select a tone and appropriate comment before confirming it. You will receive feedback on what you’ve had to say in the ‘Reaction’ column, whilst a member of your backroom staff will offer their opinion on how to approach the team talk. You can set an overall team talk to the entire squad, or talk to each player individually, or a mixture of both. Alternatively, you can have your Assistant Manager take the team talk. The Match Screen The match screen has a number of different views, all available from the Menu Bar, and a number of different items you can interact with during the match. The menu options are as follows: Pitch The Pitch View takes you to a match screen designed specifically for the 3D match view. The primary and majority focus on the screen is, as you’d expect, on the pitch and what’s going on. The scoreboard is to the very top of the screen, and below in the action bar are a number of match day options designed to make your visual and managerial experience easier. For example, the ‘Settings’ button allows you to configure the Match Speed, Highlights, Cameras and Replays amongst other items. The icon with a pop-up window displayed within allows you to select any number of the items usually found on the tabs menu and display them as a pop-up box in the Pitch view. These are all completely free to be positioned anywhere on the screen and can be closed at the click of the ‘x’ button towards the top right of each widget. Throughout the course of the match you will be able to make quick tactical adjustments on the fly from the ‘Tactics menus at the top of the screen. Along the top of the screen is the match time bar, which will log moments of note and incident for quick reference when playing the match back. Tactics Use this menu as your shortcut to make any necessary tactical changes. For more information on Tactics please click here. Analysis The Analysis section allows you to break down all of the match stats as well a number of incidents. Select different events to see them appear on the pitch graphic. Updates Get the latest event updates and latest scores from elsewhere on this screen. Settings Using the match speed slider, the manager can also toggle whether replays are on or not and the saturation of highlights they receive. If you’re ambitious and have some time on your hands you can view the ‘entire’ match (note, this is not actually 90 minutes), extended highlights, just the key events, or none at all and watch the game with just commentary text. The ‘Camera’ option presents a list of different views from which the match can be watched. From here, you may also configure whether replays are shown or not, whether sound is on or off as well as toggle the speed of the match action, and the saturation level of highlights shown. Match Feed During play, a series of informative notifications will pop up on the screen as part of the Match Feed. This can range from key events in the match you’re watching to events elsewhere and advice from your assistant manager. The full range of notifications can be toggled from the ‘Match Feed Settings’ button found within the ‘Match Feed’ itself. Once you’re happy, kick off! At half and full time you will have the opportunity to offer a team-talk to your players. The half time team-talk will generally be about what has happened in the first half and what you expect to happen in the second half, whilst the full-time one will be of a reactionary nature to the result. As with your pre-match team-talk, take care in what you say to your players as it can have a strong effect on how they handle things from that moment on, particularly half-time team-talks. If, at the end of the match, you wish to save it for later viewing in the external match viewer (available from the ‘View Match’ option on the Start Screen), click ‘Save Match’ from the ‘Match Controls’ menu and you will be prompted to save the match .pkm file to My Documents\Sports Interactive\Football Manager 2018\matches.
    14. Miscellaneous Items

      Home Page Your Home Page is, by default, the same as your Manager Overview screen. The difference here is that any screen in Football Manager™ 2018 can be set as your Home Page by selecting the ‘Bookmarks’ sub-tab, which is located in the ‘World’ menu, and selecting the ‘Set this page as home page’ option. Downloads The Steam Workshop is your one-stop shop for additional Football Manager™ content. You will be able to find customisable content in the form of competitions, logos, kits, and player pictures created by third party managers and easily integrate them into your game experience. Editor The Football Manager™ Editor is a powerful application that allows the manager to modify the Football Manager™ 2018 game database. As a part of the Editor, you can edit and create competitions. For help using the editor, please visit the Community Forums at http://community.sigames.com/. In-Game Editor The Football Manager™ In-Game Editor is purchasable through Steam and allows you to make real-time edits to your saved games. Once activated, you will notice an ‘Edit’ option on various screens and in assorted Actions Menus. The ‘Edit’ option on the Title Bar will typically allow you to edit ‘hidden’ attributes and values, such as a player’s Current and Potential Abilities. The ‘Edit’ functionality found within the ‘Actions’ menu, however (click on ‘Start Editing’), will allow you to edit a person’s profile ‘live’, as you see it. For example, a player’s attributes and biographical details will turn into editable fields whilst editing is enabled, with the values open to alteration. Once you’re happy with the amendments, click on ‘Stop Editing’ from the same ‘Actions’ menu section. Social Network Integration Members of Facebook, Twitter, and YouTube are able to update their friends and contacts on how they’re doing in Football Manager™ 2018. Simply sign in with your credentials and when you hit an achievement during your career, you will have the option to post it to your status on Facebook and Twitter You also have the possibility to upload video highlights of goals to your YouTube page. From the Match Screen, you will have a list of possible videos to upload. Videos can be as simple as a single uploaded goal or as creative as a match highlights package. When playing a match, you can record a segment of play by clicking on the ‘record’ button (and then again to finish recording). You can collate a series of clips into one package and then upload the content to YouTube. Simply select the one(s) you wish to upload, and click the button to send them to YouTube, where they will be processed, allowing you to watch and share them with as many people as you want. Streaming Football Manager™ 2018 If you want to stream Football Manager™ 2018 and share your experience with a wider audience, it couldn’t be easier. The first step is to select your preferred third-party software; some well-known options include Open Broadcaster Software (OBS), XSplit Broadcaster, and Gameshow Streaming Software, and then decide upon the platform you want to stream live to. Beginner Broadcasting https://help.twitch.tv/customer/en/portal/topics/925393-beginner-broadcasting/articles Broadcasting Requirements https://help.twitch.tv/customer/en/portal/articles/1253460-broadcast-requirements Broadcasting Software https://help.twitch.tv/customer/en/portal/articles/792761-how-to-broadcast-pc-games Once you’ve installed and familiarised yourself with your choice of streaming software and how to integrate it with your desired platform, all you need to do is set Football Manager™ 2018 as your source material for your window/monitor/game capture (or equivalent), and away you go! Keyboard Shortcuts You can configure a number of keyboard shortcuts to aid your navigation around Football Manager™ 2018. You can do this from the ‘Preferences’ screen, under the ‘Shortcuts’ sub-tab. Scroll through the extensive list of screens which a shortcut can be assigned to, and either take note of the pre-set shortcut provided, or change it to one of your own preference by clicking on the ‘Add New’ button and then assigning a combination of keys. If that particular shortcut is already in use, a dialog box will pop up informing you of this clash.
    15. Multi-Manager, Online and Internet Play

      Football Manager™ 2018 isn’t just for single manager play – it supports multi-manager and online play. Hot-Seat Play Hot-seat play refers to multiple managers acting in the same single saved game on the same computer. To initiate this, the manager should first create a new game as normal. Once this has been done, to add new managers either select ‘Yes’ if/when prompted, or select ‘Add New Manager’ from the ‘Options’ Menu. Once you’re happy with the number of managers entered, play as ‘normal’. When one manager has completed their tasks for the day and has clicked ‘Continue’, the game will then move on to the next manager. When everyone has clicked ‘Continue’, the game will progress. Online Play Online play allows the manager to play Football Manager™ 2018 against other managers. To start an online game as the host, click the option to begin an Online Career. You will then be taken to the ‘Online Game Preferences’ screen to configure the options for your Online Career. Please refer to the Preferences section of this manual for information on each option. If you wish to protect your Online Career and only allow certain people access, add a Server Password and distribute it to those you wish to grant entry to. Following completion of this stage, continue creating the saved game before either informing your friends of the name of the Online Career, or awaiting people to join (in the case of an open Online Career). To join an Online Game, click the ‘Join Online Game’ menu option. You will be presented with a list of active Steam Servers and the details of each Online Game, as well as a notification as to whether they are private or not (a padlock icon). Use the ‘Search Criteria’ panel to refine the list of available games to find one to suit you, or to isolate a particular game you have been invited to join. Football Manager™ Touch also features the online Versus competition mode. You and your friends can set up a custom competition and go head-to-head solely against each other if you so wish. Additionally, if each of you wishes to pit your own custom teams against each other from your own offline career games, you can do so by exporting them and using them in your custom competition.
    16. Troubleshooting

      Should you experience a problem with Football Manager™ 2018 at any time, the first plan of action should be to consult the Sports Interactive community forums at http://community.sigames.com/ where a member of the FM Team may be able to help you further. Important Information regarding Anti-Virus Software and Football Manager™ Files Please note that due to the nature of Football Manager™’s files changing and updating during play, some anti-virus software can unfortunately flag these as dangerous files and by acting on them, can make your saved game corrupt or unplayable, or ruin some in-game data. It is recommended that you configure your anti-virus software to exclude all Sports Interactive folders from its scan. Please refer to your anti-virus software for information on how to do this. Alternatively, you can simply choose not to run a scan whilst Football Manager™ is loaded. Following this advice should ensure your Football Manager™ experience suffers no issues on the part of anti-virus software.
    17. League Information

      Football Manager™ 2018 features a number of leagues which, for a number of reasons, can be complicated and perhaps rather daunting for those unfamiliar with the intricacies within certain countries. Below is a beginner’s guide on how things work in some of the highest-profile examples. (Please note; all specific league rules are available from the ‘Rules’ sub-tab on the competition screen. The information provided here is intended to offer a brief and clear overview of how things work.) Australia Competition Structure Ten teams play each other three times throughout the season – which runs from mid-October until early or mid-April - to complete a total of 27 fixtures. The top six teams advance to the Finals Series. The top two teams receive a bye (allowing them to progress automatically) whilst 3rd plays 6th and 4th plays 5th for the right to advance. The top-ranked team then plays the lowest remaining seed, with the two remaining teams also squaring off as the competition adopts a straightforward Semi Final to Final knockout approach. The winning team qualifies for the Asian Champions League, as does the team which finishes top of the regular season. If the same team achieves both feats, the runner up in the Grand Final takes the second berth. Wellington Phoenix are ineligible for qualification as New Zealand belongs to the Oceania Confederation, whilst Australia belongs to the Asian Confederation. Squad/Player Eligibility Rules Squads are limited to 23 players of which two must be goalkeepers and no more than five can be foreign (i.e. from outside of Australia, or in the case of Wellington Phoenix, New Zealand). No more than twenty Over-20 players may be registered. A salary cap is in place, enforced in the region of A$2.6m per season. Teams are also able to utilise the Designated Player rules. Designating a player makes them exempt from salary cap regulations and allows teams to pay them a higher wage to increase their chances of attracting/retaining players of greater quality. The Designated Player tag can be applied to two players of any type whilst provisions are made for Mature Age Rookies; players playing in the Australian Premier League who can come in on non-contract terms for a limited spell of matches. Similarly, Guest Players may feature for a maximum of ten matches and do not need to be registered as a part of the overall squad. There is no limit on the salary a Guest Player can be paid but club are limited to a maximum of one per season. Teams can name a maximum of five substitutes on a match day, of which one must be a goalkeeper and only three subs can be used. The Transfer Market With the salary cap being relatively low and the Australian league’s reputation not quite at the levels of some of the more prestigious leagues, the transfer market is mostly reserved for identifying Designated Player targets. South American imports have been amongst the favourites of the league, but teams are just as likely to use the Designated Player tag on Australians for both the domestic and international slots. This is typically done when trying to sign a high-profile Australian international footballer who may have plied his trade overseas for much of his career. Guest Players arrive on a higher level still, with no salary restrictions and the short-term contract proving attractive to players of a more substantial worldwide profile. Otherwise, clubs are encouraged to develop their own talent and not rely on sourcing talent from elsewhere. This is evidenced in the fact that clubs cannot make offers for other players playing within the A-League. There are two transfer windows, with the main off-season window beginning in late July and closing in late October, whilst there is a short mid-season one operating for most of January. Belgium Competition Structure The regular league phase of the Belgian Pro League is rather basic. Sixteen teams play each other home and away for a 30 game schedule. However, almost every team is then involved in a post-season playoff competition. The top six teams enter the Championship Group. Points attained during the first 30 games are halved, and each then plays the other five teams home and away for an additional ten fixtures. The winner of the Championship Group is declared Belgian champions. Second place qualifies for Champions Cup qualifying round, third gets into the EURO Cup qualifying rounds and 4th place plays off for EURO Cup qualification against the winner of the European Places Playoff. The team finishing top of the regular season, i.e. before the split, is however assured of a EURO Cup place at worst. Teams finishing 7th to 15th take part in the European Places Playoff. The teams are split into two groups, and each plays the other home and away. The team that finishes atop each of these groups then play off for the right to face the team which finishes 4th in the Championship Group for entry into the EURO Cup qualifying rounds. The side finishing 16th is relegated. Squad/Player Eligibility Rules Whilst the league structure is complicated, player eligibility is not. Teams must include at least six players trained in Belgium in their match day squad, and three of the seven subs can be used. The overall squad must feature eight players classified as home-grown (developed in Belgium) and a minimum of 22 players on full-time contracts. The Transfer Market Belgium operates in the same way as much of Europe in the transfer market, with a traditional buying and selling approach in place to complement the club’s own youth development programme. With transfer budgets generally lower than in many European Leagues, clubs are forced to look further afield for talent and many have found success in South America, Eastern Europe and Africa. The latter has proven so successful that the league issues the Ebony Shoe Award to honour the best African player in the league every season. United States Competition Structure Twenty-two teams are split into two conferences (East and West) with a general geographical split to provide friendlier travelling schedules for away teams. Teams play 34 matches in an unbalanced schedule; each team plays an intra-conference opponent once, whilst they play teams within their own conference home and away, with the remaining fixtures ‘unbalanced’ but again versus own-conference opposition. The top two teams in each conference qualify automatically for the MLS Cup Semi Finals, whilst teams from 3rd to 6th play off for the two remaining spots; 3rd plays 6th and 4th plays 5th with the higher seed hosting for the right to continue into the post-season. From here, each conference adopts a higher vs lower seed draw. For example, if teams in 1st, 2nd, 3rd and 4th all qualify, 1st would play 4th and 2nd would play 3rd. These matches are two-legged affairs with the higher seed getting to play the second leg at home. This continues until each Conference has a champion, and they go head to head in the MLS Cup Final. The game will be hosted by the team with the higher regular season points total, rather than at a pre-determined (typically neutral, but not always) location. The two finalists qualify for the North American Champions League, alongside the winner of the MLS Supporters’ Shield (the team which finishes with the most points in the regular season) and the winner of the US Open Cup. If one team fills more than one of these berths, the qualification spot goes to the next best team in the MLS standings. Squad/Player Eligibility Rules Squads are limited to a maximum of 28 players, but within this there are a number of intricacies: -          A maximum of three Designated Players. -          A maximum of two non-Young Designated Players. -          A maximum of eight Internationals. -          A maximum of eight Off-Budget players. -          A maximum of six players in the squad can be marked as ‘Reserve’, i.e. younger players that count towards the salary cap. The MLS operates under a salary cap system, set at an annual total of around USD$3.845m. The top 20 paid players count towards the cap (although slots 19 and 20 do not have to be filled), and the maximum any one individual can be paid is roughly USD$480000 per season (excluding Designated Players, who only affect the salary cap up to this sum). There is a discounted salary cap impact should a player on the maximum individual salary join midway through the season, to the tune of roughly half of the usual maximum individual salary. Teams are allowed to have up to three Designated Players. These players are typically of higher profile and are largely exempt from salary cap restrictions (as above, their cap hit is equal to the maximum senior salary, depending on age) allowing teams to offer a more enticing wage in order to acquire or retain their services. Players on Generation Adidas contracts are also salary cap exempt. These are home-grown players sourced from areas local to each team and have come through their youth academy. Generation Adidas contracts can be given to as many eligible players as you want, but only two (non-Young Designated Players) may be in the first team squad at any time. When starting a game in MLS, pay particular attention to the ‘MLS contract rules information’ – in particular the Salary Cap section - news item for even more detail on the intricacies of the contract system in use. Please note that all values are as of the game’s start date and are prone to fluctuations throughout the course of a saved game. The Transfer Market There are as many as twelve ways in which an MLS team can acquire a player. Typically, European-style transfers rarely happen within the MLS itself, although teams are increasingly likely to source talent from overseas both on Senior and Designated Player contracts. These are referred to as ‘Discovery Signings’ and such deals are limited to a maximum of six players per club per season (ten for expansion teams in their debut year). The most common method of intra-league movement is trading. For more information on Trading within Football Manager™, please refer to that section of this manual. Each off-season, teams congregate at the MLS SuperDraft for the annual selection of talented collegiate footballers embarking upon their professional careers. Teams pick in reverse order of the previous season’s standings, meaning the worst teams get the greater selection of players in an attempt to aid competitive parity. For more information on Drafting within Football Manager™, please refer to the section on it elsewhere in this manual by using the search functionality. Domestic transfers can be completed almost year-round, with only a two-month gap between September and December where deals are prohibited. There are also two much shorter windows for foreign transfers in, between mid-February and mid-May and between early July and early August respectively. Players may be sold at any time, assuming the buying team are in an active transfer window themselves. Expansion Ahead of the 2018 season, Los Angeles FC will join MLS. As is traditional, the arrival of a new team will be preceded by an Expansion Draft. Each team will protect a number of players, leaving the remainder to be available for selection by the new club throughout ten rounds of drafting as they build their roster.
    18. Credits

      Sports Interactive Martin Allen
      Antonio Almeida
      Jesper Andersson
      Grant Appleyard
      Nicolas Audren
      Alex Bell
      Davide Bertoletti
      David Bonney
      Stephanie Bow
      Ciaran Brennan
      Kevin Brennan
      Neil Brock
      Robson Brown
      Archie Buck
      Michael Burling
      James Capstick
      Adam Cherry
      Stu Coleman
      Oliver Collyer
      Paul Collyer
      Rob Cooper
      David Crammond
      Joshua Crompton
      Marlon Davidson
      Stephen Davidson
      Tom Davidson
      Jack Deal
      Neil Dejyothin
      Pete Dewhirst
      Navdeep Dhanjal
      Alex Dixon
      Marc Duffy
      Antony Farley
      David Mariscal Fernández
      Keith Flannery
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      Yasir Bakth Audio “This Moment” Performed by Chase + Status + Blossoms Written by Kennard, Milton and Ogden Published by Universal Music Publishing Ltd & BMG Rights Management Ltd © 2017 Courtesy of Virgin EMI Records Ltd Under licence from Universal Music Operations Limited Used with Permission. All Rights Reserved.
    19. Football Glossary

      In order to help new Football Manager™ managers become more acquainted with the world of football, we’ve put together a glossary of some of the more common terms you might encounter. It is not exhaustive, but it is hopefully comprehensive and will be of assistance should you find yourself wondering about some of the terminology you’ve encountered playing the game. Administration: A process where a club is unable to fulfil its financial obligations and brings in temporary legal assistance in an attempt to restructure any debt. The act of ‘entering into administration’ usually comes with a punishment in the form of a points deduction or similar. The Advantage rule: Referees are given scope to allow play to continue despite an infringement if it benefits the team that suffered the transgression more than stopping the game would, thus allowing them an advantage. Affiliates: Many clubs are increasingly developing networks of multiple entities designed to be mutually beneficial in all aspects of football, ranging from player development to financial rewards. Formal affiliations between two or more teams help achieve this. Agents: Intermediaries who negotiate with clubs on behalf of players (and vice-versa). Aggregate (agg): Many competitions use two-legged ties to ensure each team gets an opportunity to play at home. These ties are settled by recording the aggregate score of both matches. If the aggregate score is tied, Away Goals, Extra Time or a Penalty Shootout are the designated tie-breakers in the majority of cases. Amateur: A player attached to a club under contract but who is not paid a salary and is, in essence, free to leave at any point. Assist: The decisive offensive act – pass, cross, header or otherwise – in creating a goal. The Away Goals rule: In some competitions, if the aggregate score is tied after two legs of play, the team that scored more goals away from home is declared the winner. The Back-pass rule: Goalkeepers are not allowed to handle any intentional pass back to them from a team-mate. If they do, an indirect free-kick is awarded to the opposition. Behind Closed Doors: Any match played where spectators are not present. The Bosman rule: Allows professional footballers to leave a club as a free agent at the end of their contract. Named after former Belgian footballer Jean-Marc Bosman, who became the first player to successfully claim the right to act as a free agent in the European Court of Justice in 1995. Board: The people tasked with overseeing the general running of the club at its highest level, including hiring and firing managers. This typically includes the chairman. Booking (also booked): See yellow card. Box-to-Box: A player with the ability to contribute at both ends of the pitch and all areas in between; the term ‘box’ is an informal term referring to each penalty area. Brace: A colloquialism referring to a player scoring two goals in a match. Byline: The extreme boundaries at each end of the pitch. Cap(s): A term used to represent an appearance made for an international team. The term originates from the historical issuing of a physical cap to any player who did so. Captain: A player designated as the team’s leader on the pitch, denoted by wearing the captain’s armband. The vice-captain serves as the captain’s deputy. Caution: See yellow card. Chairman: The most senior figure of authority at a club. Tends to hire and fire managers and is a conduit between the football and business sides of the game. Channel: The space between the central defenders and full-backs; the Player Instruction ‘Moves into Channels’ will ask an attacking player to attempt to exploit this space to his advantage. Chip: A type of pass or shot, delivered with a stabbing motion underneath the ball to give it a lofted, high trajectory over an opponent. Clean Sheet: Awarded to a goalkeeper and/or a team for preventing the opposition from scoring against them in a match. Also known as a Shutout. Clauses: An increasingly common aspect of transfer negotiations, teams will agree on conditional monies that will change hands should a player or club involved in a transfer achieve a particular landmark or milestone. They are also a part of individual contract negotiations along the same lines. Coach: A member of the manager’s non-playing staff, there are typically specialists in a particular area of football and work with players to improve their game. Corner Kick: Awarded to the attacking team when a player from the opposing team puts the ball out of play over the byline. A player from the attacking team will then typically deliver the ball from within the corner quadrant, into the penalty area, in an effort to create a goalscoring chance. Counter Attack: A team will ‘launch’ a counter-attack by taking possession from an opponent and attempting to transition from defence to attack in a swift and, often direct, manner, countering the previous attack with one of their own. Cross: The act of delivering the ball into the penalty area typically, but not exclusively, from wide areas of the pitch. Cup (competition): An elimination-style competition where matches might take place over one or two legs (fixtures) or in a group stage format. Cup (trophy): One of a number of names associated with the trophy lifted by the winning team in a conversation. Also known as silverware. Cup-tied (Cup): If a player has represented one team in a competition, he is ineligible to represent another team for the remainder of that competition’s iteration. Derby: A match between two rival teams. Director of Football (DoF): Also known as the Sporting Director or General Manager, they take responsibility for constructing a squad, leaving the manager to coach the players in a division of duties historically solely assigned to the manager. Directness: Refers to the type and style of passing adopted by a team. Direct passing involves playing the ball from back to front as quickly as possible rather than adopting a slower and more patient approach in which players move the ball across the pitch from side-to-side. Diving: A form of simulation where a player exaggerates or fabricates contact from an opponent in an effort to deceive the referee into awarding them a decision. Players found to have dived will be shown a yellow card. Dribbling: The art of running with the ball under close control. Equaliser: A goal that restores parity in a contest, e.g. to make it 1-1 from a 1-0 or 0-1 scoreline. Extra Time (ET): An additional period of thirty minutes, split into two fifteen-minute halves, used in an effort to settle a draw. Financial Fair Play (FFP): A series of rules introduced in an effort to ensure that clubs can exist on a relatively fair and even financial footing in the interests of competitive balance. Limits are typically imposed on transfer and wage expenditure in line with club income and punishments, where teams break the rules, range from fines to transfer embargoes and points deductions. Flanks: Wide areas of the pitch. Also known as wings. Formation: The organisation and structure of the eleven players selected at any given point during a match (formation identifiers do not include the goalkeeper and will hence only total ten, rather than eleven). Common formations involve four defenders, four midfielders and two forwards (4-4-2) or four defenders, three midfielders and three forwards (4-3-3). The midfield is often split into defensive and attacking units when describing formations; for example, the common 4-2-3-1 formation denotes two defensive midfielders and three attacking midfielders behind a single forward. Forward: An attacking player primarily tasked with scoring or creating goals. Also referred to as Striker (a more prototypical goalscorer) and Attacker. Free Agent: An individual without a club. Free-Kick: Awarded to a team for a transgression by an opponent outside of the respective penalty areas. -          Indirect: A free kick that cannot directly result in a goal; another player must touch the ball first before a shot can be taken. -          Direct: Can result in a goal by means of the taker immediately finding the back of the net without a touch being required by any other player. Friendly: A non-competitive match. Full-Back: The defenders tasked with operating in wide areas at right-back and left-back. Their primary responsibility is to help nullify wide attacking threats but, increasingly in the modern game, they are expected to influence matters going in the other direction too. Full Time (FT): The end of a match. Goal Kick: When the ball runs out of bounds at the byline it is returned into play in the form of a goal kick. The goalkeeper must place the ball inside the six-yard area and it cannot be touched by another player on the pitch before it leaves the penalty area. Glance: A deft touch applied to a pass or a cross – usually but not exclusively associated with headers – to use the ball with subtlety and accuracy. Goal Difference: A common tie-breaker in league standings where goals conceded are subtracted from goals scored. Group (Group Stages): Some knockout Cup competitions will include a group stage where teams are separated into smaller groups and play against each other in an elimination format. The remaining teams eventually advance to a straight knockout stage. Half Time (HT): The end of the first half. Half-volley: The act of striking a ball just after it has struck the ground. See also Volley. Hat-trick: The common term celebrating a player’s achievement in scoring three goals in a single match. Head-to-Head: A term describing a contest between two players or two teams. It can reflect a single incident or an ongoing series. Header: Using the head to connect with the ball rather than the foot or any other body part. Home-Grown (HG): The specifics of the rule will vary from competition to competition but, generally speaking, the Home-Grown rule intends to ensure that clubs include a certain number of players developed within their own country in their overall first-team squad. Injury Time: Time added onto the scheduled ninety minutes for injuries and other stoppages to play, most commonly displayed by a “+<number>” marker on the clock/in references to match time. Also known as Stoppage Time or Additional Time. League: A competition where teams are ranked by the accumulation of points from fixtures played against one another over the course of a season. Loan: A temporary transfer of a player between clubs, with him returning to the club owning his registration at the conclusion of the deal. The loaning club can, and often do, pay for the player’s services through loan fees and wage contributions, and can negotiate the option to purchase the player outright as part of the deal too. Lob: A type of pass or shot, similar to a chip, with a high trajectory over an opponent, but delivered in a defter fashion and usually from a bouncing ball. Manager: The person responsible for the day-to-day stewardship of the players in a given team. The Assistant Manager is their second-in-command and can be delegated any number of tasks to make the manager’s job easier. Marking: A defender pays close attention to an opponent by ‘marking’ him and trying to prevent him from scoring. Man-to-Man marking involves assigning each defender a specific opponent for which they are responsible, whilst Zonal marking involves defenders being assigned areas of space for which they are responsible, whether opponents venture into it or not. Near Post (also Far Post): A concept borne of positional referencing in relation to the goalposts. Incidents occurring in or around the post nearest to the action can be referred to as happening the near post, whereas incidents on the other side of play (for example, a player arriving to meet a cross on the opposite side of the pitch to where it was delivered) are said to involve the far post. Offside: A player is deemed to be offside if there is only one opponent (including the goalkeeper) between him and the opposition’s goal when a pass is played to them. A player cannot be offside in their own half of the pitch or if they are behind the ball when it is played. They can, however, also be flagged for offside if they are deemed to be interfering with an opponent despite not playing the ball. Offside Trap: A tactic whereby the defensive team looks to play in such a way that lures attacking opponents into straying offside, often through moving the defensive line higher up the pitch at the right time. One-two: A passing move between two players where the first player both gives and then immediately receives the ball back from a team-mate. Overlap: When one player runs, from deep, around the outside of a team-mate in an attacking position to advantageous effect. See also underlap. Own Goal (OG): Happens when a player accidentally scores past his own goalkeeper. Part-Time: See Semi-Professional. Penalty Area: The rectangular area drawn out in front of each goal. Goalkeepers are only permitted to handle the ball in this area, whilst any fouls committed by the defending team result in a penalty kick. Penalty Kick: A penalty kick is a free shot at goal, with only the goalkeeper to beat from twelve yards out, awarded when a foul punishable by a free kick happens inside the penalty area. Penalty Shootout: If a cup or knockout competition match, in an elimination scenario, is all-square at the end of all designated playing time (extra time or not), the contest will be decided by a penalty shootout. Each team must nominate a minimum of five players to take penalty kicks in alternating order, until a team misses enough that they can no longer out-score their opponents. If five rounds of penalties are not sufficient to decide a winner, players will continue to take in a sudden-death fashion until one team misses and the other scores. Physio(therapist): A member of a team’s medical staff tasked with providing both immediate and long-term physical treatment to a player. Playmaker: One individual in a team who is the conduit for the majority of the attacking play. He is responsible for taking charge of possession, creating chances for his team-mates, and looking to affect the match in as many ways as possible. Playoff(s): An additional stage to (typically) a league competition where a select number of teams in specified finishing positions ‘play off’ in a series of fixtures to determine an outcome, for example a league title or a promotion. Points (Pts): Three points are typically awarded for a win, with one for a draw and none for a defeat. Some leagues may operate differently; please refer to the Rules screen in-game for full clarification for each competition. Professional: A player under contract with a club and who receives a salary. See also Semi-Professional. Promotion: When a team moves up from one group or league to the next one up the hierarchical ladder due to on-field results. Red Card: A player is shown a red card and is dismissed from the field of play for seriously or persistently flouting the rules. A player who is shown a red card is said to have been sent off and will usually face a suspension. Referee: An independent arbiter assigned to enforce the rules in a match. Assistant Referees are found on each touchline; previously known as linesmen, their duties consist of judging offside decisions, whether the ball has left the bounds of play, and advising the referee on incidents he or she may not have been in position to see. Released (contracts): A player is released when his club decide that they no longer require his services and he becomes a free agent. Relegation: When a team moves down from one group or league to the next one lower down on the hierarchical ladder due to on-field results. Reserves: A team’s secondary squad, used in a number of ways. Some teams will use the Reserve team as a first-team squad overspill, whilst others will promote their best young players and use it as a bridge between the Youth Team and the first team. Route One: The art of getting the ball forward into the opposition’s defensive areas in the quickest and most efficient manner possible; playing long, high passes from back to front. Sacked: Also referred to as fired, refers to when an individual – usually a manager but can and does occur to everyone – has their contract terminated with immediate effect. Scout: A non-playing member of staff responsible for watching and reporting on players from other teams, either for upcoming opponents or for potential transfer targets. Also used as a verb to describe this act. Season: The period of time over which a league campaign takes place. Semi-Professional: A player under contract with a club and who receives a salary but only on a part-time basis. Such players typically hold down another career outside of football and have limited time to dedicate towards training and their football career overall. Set Piece: Any situation where play restarts with a dead ball (as opposed to a live ball in open play). The nature of a dead ball allows teams to set up specific routines devised to exploit the situation. Silverware: Refers to trophies awarded for success. Substitute: A player who is brought onto the pitch to replace another player. Tactics: The manner in which a team sets itself up to play a match. The formation is the foundation of a tactic, upon which team and player instructions are issued to give a team the best possible chance of winning. Team Talk: A brief talk given by the manager to his or her players before, after, and during half time in each match. The talk typically involves motivational encouragement alongside tactical direction. Terrace: An area of a stadium which does not have seats and has room for standing supporters only. Testimonial: A friendly match played out in honour of a long-serving or notable player, often featuring former colleagues and an appropriate opposition. Originally held to boost the honoured players’ finances, these occasions more commonly see charity donations occur nowadays. Through-ball: A type of pass played by the attacking team that goes straight through the opposition’s defence to a team-mate. Some teams will deploy an offside trap in an effort to catch the attacking team offside. Throw-in: A common method of restarting play; when the ball is cleared out over the touchline it is returned by means of a player using both hands to throw it from above his head back into the field of play. Transfer: The change of a player’s permanent registration between clubs. Players are often transferred for money (transfer fees) with negotiations also including clauses, bonuses and staggered payment periods. Touchline: The extreme boundaries at each edge of the pitch. Underlap: When one player runs, from deep, inside of a team-mate in an attacking position to advantageous effect. See also overlap. Volley: The act of striking a ball before it hits the ground. Wall: An obstacle of players set up by the defending team to make it more difficult for an opponent when taking a free-kick. Whip: To curl the ball with pace. Winger: A player tasked with operating primarily in and/or from wide areas – wings or flanks – of the pitch. Woodwork: A colloquialism referring to the goal frame structure of posts and crossbar. Work Permit: Some competitions require additional checks to be made before allowing players from certain locales to sign for one of its team. The most common of these is a work permit, which some foreign players will require in order to take a job in a new country and join a new team. Yellow Card: A player is shown the yellow card (also referred to as a caution or booking) for breaking one of the laws of the game. A player shown two yellow cards in the same match is then shown a red card, and players shown multiple yellow cards in the same season usually face suspensions at incremental landmarks (e.g. 5, 10, 15). Youth Team: The youngest represented age group in Football Manager™, the youth team is comprised of teenagers aiming to have a career in football. The youth team typically has an upper age limit before the players are expected to move onto the next logical step in the ladder as they develop.
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