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  • Football Manager 2019 Touch

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    1. An Introduction

      Welcome to the Football Manager™ Touch 2019 Manual. This is designed to help familiarise you with the key areas of the game, to make you feel more comfortable as you get to grips with each module, and to hopefully be informative and educational. There are questions posed throughout that are answered to hopefully directly address any issues you might encounter or any queries you might have in your quest for glory. It is intended to appeal to the entire spectrum of football managers, from novice beginners to the most experienced. It is not designed to be an in-depth strategy guide, a ‘How to Win’ document, or anything that reveals the full depth of the hidden secrets below the surface. At the same time, however, it will hopefully give you plenty of food for thought, more than a little insight, and all the tools you need to be successful! Differences Between Versions Football Manager™ Touch 2019 is available as a standalone version on PC as well as on mobile devices. There are some small but subtle differences between the two versions of the game which are documented throughout this manual. Please be aware of these, particularly with regards to the interface and graphics. Compatibility Please refer to the following link to see the full list of supported devices. https://community.sigames.com/faq/football-manager-touch-2019/
    2. Quick Start Guide

      Having installed and launched Football Manager™ Touch 2019, you’ll understandably want to get stuck right in to a new game. The very first thing you need to do, however, is create your Manager Profile. Creating a Manager Profile The very first thing you’ll do upon starting Football Manager™ Touch 2019 is create your managerial profile. The first section concerns your biographical details, before tailoring your physical appearance, but is only available on the PC version of the game. The ‘Appearance’ section allows you to create a custom 3D face model based on an uploaded photograph. 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. Hit ‘Generate 3D model’ to watch it take effect on your managerial avatar. Alternatively, you can opt for the manual approach (which is the sole option on mobile devices) 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, clothing, attire and glasses. 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! Starting a New Game Once your profile is set up, you can get stuck in to management. The quickest way to do this is as follows: 1.       Select ‘Career’ from the Start Screen. 2.       Select your chosen team from the pop-up dialog box. 3.       Hit the ‘Quick Start’ button. Your new saved game will take a few moments to set up and, before you know it, you’ll be welcomed to your new club! What team should I manage? By default, the teams you’re presented with as options to take charge of in the Quick Start mode are from the top division in your region. Managing a bigger team gives you a theoretically greater chance of experiencing success right from the off, as they tend to have better players and more money to spend, but they will also come with loftier expectations that can be hard to maintain for a newcomer to Football Manager™ Touch. If you want to start out lower down the leagues and take charge of a smaller team, you might find the board to be a little more patient with their demands, but the depth and breadth of talent available to you might not be the same as it is at a higher level, and the resources at your disposal will almost certainly be more limited. There is no ‘right’ or ‘wrong’ team to pick at the end of the day. As long as you pay attention to the requirements of the job, and understand the tools you have to work with, you’ll be well-placed to make a flying start to your managerial career.
    3. The User Interface

      Football Manager™ Touch 2019’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 ·         The main control methods for mobile devices can be found under the ‘Touch Controls’ tab on the Preferences screen when using that version of the game. Left Clicking (PC Only): Left clicking is the primary method of navigating around a majority of computer applications and Football Manager™ Touch 2019 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 (PC Only):  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. Actions You can access specific Actions for a game object from the object’s Tab Bar or by right-clicking (long-pressing on tablet devices) on the object itself to bring up the ‘Context Menu’. Calendar By selecting 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 selecting the desired column(s) in the order of sorting you wish to see. Continue Button The Continue Button is central to Football Manager™ Touch. 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, hitting ‘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 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 on PC, or press on tablet, 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, select 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™ Touch 2019 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 ‘Filter’ button, usually located towards the top right of the main screen area or a panel. Selecting 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 selecting 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. 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 (or long press on tablet) 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. 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. Tabs Tabs are 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 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 of all game objects. Tooltips Tooltips are small windows displaying text intended to explain or describe a function. 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, or long press on tablet, 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. The world icon in the Navigation Bar opens the World Menu Popup. The popup is divided into numerous options on a hierarchical basis, beginning with ‘World’ and scaling down through continents, nations, leagues and clubs. What keyboard shortcuts are available on PC? A host of keyboard shortcuts are available by default and they can each be customised to your preference. Visit the ‘Preferences’ -> ‘Shortcuts’ screen for a comprehensive list of these shortcuts. Can I play in windowed mode? Football Manager™ Touch 2019 can be played in a range of resolutions and display modes on PC. On tablet, it will remain in full-screen mode throughout. The options available to you based on your computer or laptop can be found in the ‘Interface’ section of the ‘Preferences’ screen, and includes any windowed modes suitable for your system.
    4. Introduction to Football Manager™ 2019 Touch

      If you’re new to football, new to Football Manager™ Touch, or just fancy a little bit of a refresher on some core game principles and information, this section should provide some assistance on how best to go about your managerial career. It also contains information about some of the more complicated leagues available to manage in as well as a glossary of terms that you’re likely to encounter as you play. Beginner’s Guide Welcome to Football Manager™ 2019 Touch! 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 in the Quick Start guide to get stuck right in. Football Manager™ Touch is, as the name suggests, a football management simulation in which time advances upon hitting 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. Tutorials Football Manager™ 2019 Touch features a host of brand-new, specifically-tailored in-game tutorials designed to help you better understand some of your more common day-to-day managerial duties. Your Assistant Manager, or an appropriate member of the club hierarchy where an Assistant isn’t in place, will come to you at various junctures in your first few days and weeks on the job (and at appropriate intervals thereafter, should something happen that requires explaining) and guide you through the hows and whys of things like scouting and making transfer offers, getting to know your players, playing your first match, navigating around the game, and more. They are fully immersive and will hopefully improve your level of comfort with everything you need in order to be a success. 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 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. This is where the Tactics Tutorial should be of tremendous assistance; it will guide you through picking a playing style, formation, and first team selection. 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™ Touch and, in turn, increase your enjoyment of playing. There is 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™ Touch 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. Football Glossary In order to help new Football Manager™ Touch users 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, they 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 typical 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-line Technology: An automated camera system that is able to determine whether the ball has fully crossed the line to result in a goal. The referee is informed that the ball has fully crossed the line by way of a notification on a dedicated watch, before fans at home and in the stadium are shown a visual, computer-generated representation of the decision as it actually happened. Goal Kick: When the ball runs out of bounds at the byline, and is last touched by an opponent, 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 end 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 at 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 several 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. VAR (Video Assistant Referee): The use of technology to adjudicate controversial incidents during matches. The Video Assistant Referee is allowed to review four types of incident on video replay; goals and whether there was a violation in the build-up to it, penalties (both given and not), direct red cards, and cards issued with mistaken identity. Decisions may only be overturned if there was a clear and obvious mistake. 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 teams. 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™ Touch, 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.
    5. Inbox and News

      Inbox and News 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. How do I know what’s important and what isn’t? As a basic rule of thumb, anything that comes to your Inbox should be considered important, as it’s always going to concern you or your job as manager. However, there are some items that are more important than others, and these are indicated to you with a red accent colour and a ‘Must Respond’ label replacing the ‘Continue’ button. This means that the game cannot be advanced until you action that news item; there will always be an action for you to perform on these items, such as confirming a transfer, submitting a competition squad, or attending a meeting with the board. These are the most important items to arrive to your Inbox and each item itself will clearly outline what you need to do. News and Social Media 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. The News tab displays a broader range of stories from around the world of football. Choose a story from the left side of the screen to view it in full in a pop-out panel. How can I make sure I only see news and social media that’s relevant to me and my interests? 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; select ‘Manage’ at the bottom of this list to refine how you receive content. From here, a pop-up dialog appears with the ‘Followed Accounts’ 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 selected, indicates why you’re receiving it, and gives you the option to revise your following rules should you wish to.
    6. Managerial Home and Profile

      Profile As a manager, you have a profile in the same way as all players and staff have a profile. Your managerial attributes are displayed on the ‘Manager Profile’ section from the Home screen. The ‘Manager Profile’ section also details your personal biographical information. Your profile is directly impacted by the decisions you make as manager, whilst it also features eight characteristics, in addition to the coaching attributes found on every non-player. Those characteristics are as follows: Reputation A nice and simple one; the higher the rating, the more you’re known in the footballing world. A higher reputation can and will have a huge effect on your career; attracting interest in your services from bigger teams, attracting better players to your club, players already at the club will be more inclined to work harder and more professionally for a manager of greater repute, and many, many more situations you’ll encounter as you progress. Media Handling This attribute is representative of your dealings with the media; how you interact with journalists, how often you attend press conferences, and whether or not you keep your players happy with your responses to public questions. Attending press conferences will certainly boost the attribute, whilst delegating them to a member of your backroom staff or storming out of them altogether will see it quickly drop. Tactical Consistency If you’re the sort of manager who plays with one tactic no matter what, you’ll have a high Tactical Consistency rating. If you change between tactics on a regular basis, that number will drop. Changes are mostly determined by whether the team’s formation is different from one tactic to the next, rather than subtler changes within a formation that remains the same over a number of matches. Hands On Approach This number is mostly reflective of three key areas of the club and whether you retain control over yourself or delegate them out to your backroom staff. It focuses on team talks, scouting and training; assuming control of these, and maintaining an active role – particularly with regards to the number of scouting reports requested and the frequency of changes made to the training schedule – will see your Hands On Approach rating improve considerably. Managing Finances This is mostly reflective of the club’s financial state and the relative health of the wage budget under your stewardship of the club. If both of those are trending upwards, so will the attribute; any concerns in these areas will reduce it accordingly. Handling Team Discipline This number is plainly reflective of the number of unhappy players at the club at any given time. A tally of unhappy players will result in a lower number, whilst keeping a squad full of players with no cause for complaint will see the number increase. The attribute remains static for the first ninety days of your tenure at any club to ensure that any situations you inherit are not judged against you. Loyalty to Players This number is governed primarily by the average length of time each of your players have spent at the club under your management. If the average tenure of a player exceeds four seasons, the number increases, but if you tend to move players on within two seasons, the number decreases. Domestic Player Bias This number reflects the balance of domestic players in your squad against the total number of foreign players. The number is considerably higher if the squad is mainly comprised of domestic players. 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: Questions from the Media From time to time, you will find yourself fielding an individual question straight into your Inbox, as the media seek your thoughts on a range of matters. Your response will often elicit a reaction, be it from your own players, the opposition, another manager, or the journalist themselves.
    7. Your Squad and Team Report

      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, and the screens associated with it.   The Team Report is the best way to take both an at-a-glance look and a detailed study of the players available to you. It 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. Select 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. 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. How can I make best use of the information available to me? With such a wealth of information at your disposal, it might be easy to feel overwhelmed, and to not know how best to identify the real strengths and weaknesses of your squad. -          The Overview screen is by far the best place to start as it distils everything into a succinct Strength or Weakness. The words used in each item are also instructive of what, if any, action you should take next; the scale representing the level of talent being described leaves you more informed about just how much improvement can be made: Star, Excellent, Superb, Very Good, Good, Fairly Good, Decent, Useful, Low, Unsuitable -          Tailor the Squad Depth view to your own circumstances. Ensure it’s based off your primary tactic and defined roles, displays the most pertinent ratings to you (whether that be Current Ability, Best XI, etc.), and ensure the filters are set to include or exclude players in your youth teams and/or out on loan. If you configure this part of the report to your own specific needs, you’ll find it serves you a lot better. -          Use all of the screens frequently. Players develop, teams change, and every time something new happens, the data you’ve previously reviewed runs the risk of becoming outdated. Making a check of the Team Report a regular part of your managerial planning will reap long-term rewards.
    8. Player Happiness

      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. How important is it to maintain a happy squad? It cannot be stated strongly enough that the morale and happiness of your players is one of the biggest factors in whether or not you succeed as a manager. You can have the most talented players at your disposal, playing in a rock-solid tactic, but if they’re unhappy and/or have lost trust in you, they simply will not perform to their full abilities. There are few things more important to work on than the morale of your players; it really is that simple. How do I turn around an unhappy squad? This, on the other hand, is far from simple. If you suffer through a few negative results in succession, players may begin to question your judgment, and the morale of the team sinks deeper and deeper with every disappointment. Before you know it, you’re left with an unhappy squad and seemingly no way out of the hole you collectively find yourselves in. It isn’t easy to turn things around, but there are a few ways for you to get started. Changing your starting eleven to include players who aren’t quite as unhappy as others in the squad can have a tangible effect; that isn’t to say that a happy youth team player is a better choice than an unhappy first-team key player, but a finer balance of players who have better morale can help move the needle in your favour, and it’s often the case that small changes are the catalyst for long-term improvement. If one player in particular is the cause for team-wide unhappiness, selling him is often the best course of action, as the team will mostly be stronger than any one individual.
    9. Reserve Squads

      You’ve got to look after the future of your club. Your Reserve team is always available for viewing and for interaction from the tabs menu and 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 them is completely up to you. At the start of each season you will be asked by the governing football association if you wish to continue entering/enter the competitions for the Reserves. 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. Check the League Rules screens for specific information.
    10. Players

      Overview and Status Icons 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. 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. Selecting 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/long press 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. A player may also have one or many status flags attached to them on the Squad screen. Hold the cursor over (or long-press on Tablet) to enable them to cascade into full view. Bring up the tooltip for more information on what each of them mean; further detail is available from the Overview screen for each player as well. Positions A complete breakdown of a player’s positional ability is found on the Positional Abilities panel of a player’s Information screen. The graphical pitch displayed in this panel indicates the positions the individual can fulfil 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 more often than not. Competent – The player has enough experience and ability to put in convincing performances here on a regular basis. 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. Does it matter if I play a player out of position? Yes and no. In an ideal world, with all things equal, you’d have a player Accomplished or better in each position. They’ll be more comfortable, they’ll perform to a higher and a more consistent standard and will be less likely to be targeted as a weakness by the opposition. This isn’t to say that you can’t play someone out of position though, either on a regular basis or in times of need. For the latter, you can often plug someone in to ‘do a job’ and they’ll typically perform well enough to get by, particularly if the rest of the team is strong and the tactical structure helps to support them. Playing someone out of position longer-term, on the other hand, can work if the player’s attributes lend themselves well to the position and role assigned to them, and they’ll gradually learn and improve in that position the more they play there. This ties into the overall concept of footballing ‘universality’; the idea that any player can play in any position as long as he’s well-trained and has a certain number of fundamental attributes in place. This is much harder to commit to and make work in practice than it is in theory, but the concept of a player being used in an unfamiliar or entirely different position isn’t a new one, and it isn’t something you should necessarily shy away from if you feel it can work within the framework of your tactics. What is the tangible difference between each level of positional ability and how does that manifest itself in the match engine? Essentially, the position rating system works the same as most attributes; it operates on a 1-20 scale where, the higher the number, the more competent the player in in his execution of his duties. Natural: 19-20 Accomplished: 13-17 Competent: 10-12 Unconvincing: 6-8 Awkward: 1-5 The player’s comfort in a position acts as a direct modifier to his ability in that position. A player with 20 for any position will be able to play there without any adverse impact. The lower the rating for a position, the more the player will struggle – particularly with his Positioning and Decisions – but his versatility can help him adapt if he has a high rating for that attribute. An Introduction to Attributes It is vital to understand the importance of player attributes in Football Manager™ Touch 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. 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. How are attributes and player ability linked? The distribution of attributes across a player’s profile effectively determine his Current Ability. A player with 20 in all positive areas would be as close to the maximum ability score as possible; it wouldn’t be 100% certain as the number of positions he can play, as well as his competence with either foot, can affect the final number. Some attributes have a higher ‘weighting’ towards a player’s overall ability as they are fundamentally important to succeeding in any position. The majority of Physical attributes, as well as Anticipation, Decisions and Positioning are the most heavily rated for any position, whilst each position carries appropriate weightings for attributes crucial to performing to a high standard in that area of the pitch. The ‘Highlight Key Attributes’ button on a player’s profile offers an insight into what each of these attributes are per position. How does a one-number difference in an attribute make a difference in the match engine? The easiest way to answer this question is to reflect that it produces a more consistent and high-quality outcome with every increase up the attribute scale. A pass will be more likely to find its target, a shot will more likely be on target, a tackle will more often win the ball, etc. The combination and distribution of attributes, combined with the player’s position, also directly correlate with their ability as described above. Players with higher attributes will, typically, also have a higher ability. It applies to attributes several numbers apart as well as a single digit in difference, 11 to 12 for example. The differences are more easily noticeable when the difference is increased, but there are subtler tells when it’s reduced. Consider two identical players, but with their Decisions attributes a single digit apart. The player with the higher rating is more likely to make a better choice with every decision he makes. It’s a very basic example that doesn’t include the nuance of how game situation and other attributes affect it, but that isolated marginal gain is important over the course of ninety minutes. It could be the difference between a pass that successfully unlocks a defence that another player might not have chosen to make. The small margins, the slight advantages, add up to a much bigger advantage when applied across the entire team, and that’s how the attribute model works. How do attributes combine with each other and with external factors on a game-by-game basis? Every player has almost 40 visible playing attributes. They often work in conjunction with each other, either with another singular attribute, or in combination with many, and the total number of combinations of attributes working in a synchronised fashion is stupendous. It would be impossible to list every single possible combination, but it’s more important to understand the environment the players operate in, and how the decision-making process is made. Take one small example; a winger who has high attribute values for crossing will, on average, deliver consistently dangerous crosses into attacking positions in perfect circumstances; with the ball fully under control, and without significant pressure around him, but what happens if you then start to add in other factors? Introduce a defender closing him down, introduce a defender in the penalty area waiting to clear it, introduce a poor playing surface of unfavourable weather. Everything changes. If that player has high attributes in other areas, like pace and acceleration, dribbling and technique, for example, he’ll have more ways to succeed. Players make thousands of mental calculations in every match based around the best option available to them at any given moment, and those are based off their attributes and their all-round competency. They won’t always be right in their decision (the Decisions attribute itself plays a big role here), nor will the right decision always be the successful one. Try to think of attribute combinations ‘creating’ templates of players; athletic players, intelligent players, creative players, leaders etc. Much of this can be deciphered by using the role selector on the player’s profile; it will highlight the appropriate attributes for that role. This is not necessarily an exhaustive list – the hint is in the word ‘Key’ – but at the same time, it should be simple to understand which attributes do not work well together, or at all, by a combination of common sense and a process of elimination. Strength, for example, has nothing to do with Crossing. Positioning, as a purely defensive attribute, does not work with Finishing. Vision and Tackling are not associated as Vision refers to the opportunities a player can see open up in possession. All of these attributes are explained in more detail in this section; using the descriptions to build a foundation of knowledge of how they work will leave you better informed as to how they might interact with each other. Technical Attributes Corners This attribute reflects how well the player takes a corner kick. Crossing This indicates a player’s proficiency at crossing the ball, predominantly but not exclusively from wide areas, into dangerous goalscoring positions. Dribbling This refers to the player’s ability to run with the ball and manipulate it under close control. This is purely his proficiency at moving with the ball at his feet; his Pace, Acceleration, Agility, and Balance will all aid his dribbling in different circumstance. A player with higher ratings here will also be able to move in more directions more fluidly with the ball than someone with a lower rating. 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 the ball. A higher rating will ensure that the player can control 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 solely applies to direct shot at goal; indirect free kicks are governed by other technical attributes like Crossing. Heading This is a player’s competence in aerial situations. Heading applies to all situations with the ball in the air and is only about the player’s ability to use his head 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, or to help move the ball forward from defensive areas. Marking How well players, mainly defensive types, defend an opponent. Marking alone will see them do a good job of identifying, tracking, reacting to and denying opponents 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 Passing refers strictly to how good the player is at passing the ball to a team-mate. Vision dictates whether or not he sees different types of passing opportunity. Technique affects the quality of his execution (for example, whether the pass lands perfectly for a player to collect in stride). Passing itself, in isolation, determines how successful the player is at producing consistent success over different types of passing opportunities. Penalty Taking The ability of the player from the penalty spot. Composure is also factored into whether a player is successful with his penalty, but as part of a broader spectrum of mental attributes overall; the Penalty Taking attribute itself governs the majority of success or failure. 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, or to use their preferred foot in situations where their weaker one would appear to be easier. This in turn affects technical attributes – poorer Technique will let a player down. Mental Attributes 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, press more often, tackle harder, foul more often, and engage in the ‘darker arts’ of football such as dissent towards officials and foul play. 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. It also has a significant effect on a player’s awareness and whether they identify space for themselves to play in as well as reacting to signs of danger created by the opponent. Bravery This attribute determines 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 will compete more often in the air, contest more 50/50 or low-percentage challenges, both on the ground and in the air, and look to put their body on the line with blocks and last-ditch challenges. Composure Composure reflects he 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. In general play, they will appear to have more time on the ball, make smarter and more successful decisions with it, and generally be more aware of their surroundings in all phases of play. 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 will be more consistent on a move-by-move basis during a match. They will also react better under pressure, position themselves correctly in all phases of play, and make better judgment calls in tight situations, whilst players with lower concentration will be seen to struggle more in these areas. Decisions The ability of a player to make a correct choice the majority of the time. This attribute is important in every position, and additionally works out how likely a player is to feel under pressure at any given moment, and to make the best choice accordingly. 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. Flair governs whether or not a player is likely to choose to dribble, to take on long-range shooting opportunities or spectacular overhead kick efforts, or generally to take risks with the ball. 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 perform better when playing with them. 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 perform another action after making a pass themselves, or to move in position to receive the ball from a team-mate. 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 in defensive situations. It is not used in attacking situations; rather, it is used to determine how well a player identifies who to mark, when and how and where to mark them, and whether or not they’re in the best position within their current tactical setup. 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, becoming more individual, and not providing adequate support for their team-mates. It is also used to help decide whether or not a player opts to use one of his Player Traits ahead of a tactical instruction. Vision This refers to a player’s ability to see a potential opportunity, 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. It does not merely represent a willingness to run – something that would be inappropriate in many positions – but rather the urgency with which a player gets to where they’re supposed to be in all situations. Physical Attributes 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 consider 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, controls how long they are able to maintain it 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. A player with less Stamina will not only tire quicker, but the quality of his execution in all phases of play will decrease the more tired he becomes. It also 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. Goalkeeping Attributes 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 several 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) or coming out for interceptions. Do note, however, that a high rating only determines whether or not they try, not that they succeed. Communication How well a goalkeeper communicates with his defensive line and organises the defensive side of the team. A higher rating will be reflected in a defender’s comfort in possession near his own goal and whether or not they correctly leave the ball for the goalkeeper rather than trying to play it themselves. 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, coming for the ball outside of the area, and to generally be more involved in outfield play when losing 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. 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 make better judgments of the opponent’s speed and likely decision and result in them being more likely to make a successful decision. Reflexes This reflects how good the goalkeeper is at reacting to unpredictable events. If he has a high Reflexes rating, he will have a quicker reaction time to make more difficult saves and will anticipate a better position to make saves in general. Rushing Out How good the goalkeeper is at coming off his line to react to through balls and to narrow the angle for various shooting opportunities. 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 Throwing governs how likely a goalkeeper is to start moves, often counter-attacks, with quick throws from the ball in his hands. Some technical attributes, like First Touch and Passing, are also applicable to goalkeepers. Attribute Changes The player overview screen shows you when an attribute has either increased or decreased. The all-new Attribute Changes screen then takes this to another level, allowing you to comprehensively track the short and long-term development of every single attribute. Select the desired attribute(s) and the timespan you want to review, and those changes will be displayed in both a line graph at the top if the screen, and with exact numerical differences placed next to the attribute name itself below. A summary of the overall Technical, Mental and Physical trends completes the screen at the bottom. Player Traits Every attribute plays a part in whether or not a Player Trait is successfully used as well as being possible to learn. The full list of traits and a very brief explanation of what they do are below: Runs With Ball Down Left Increases the frequency with which a player will decide to run with the ball down the left. Runs With Ball Down Right Increases the frequency with which a player will decide to run with the ball down the right. Runs With Ball Through Centre Increases the frequency with which a player will decide to run with the ball in central areas. Gets Into Opposition Area Mostly governs how often a player makes forward runs but can be overridden by Player Instructions. Moves Into Channels Increases the frequency with which central players will move into the space between their position and a wide attacking position; also allows wide players in certain roles to move inside into that space. Gets Forward Whenever Possible Increases the frequency with which a player makes forward runs, adjusting for team mentality. Plays Short Simple Passes Reduces the directness of a player’s passing. Tries Killer Balls Often Increases the frequency with which a player will attempt through balls. Shoots From Distance Increases the likelihood of a player attempting long-range shots, particularly where his Flair attribute is greater than his Decisions attribute. Shoots With Power Increases the chances of a player opting to shoot with power over placement. Places Shots Increases the chances of a player opting to place his shots with accuracy rather than power them. Curls Ball Improves the player’s ability to curl the ball above and beyond his ability as already determined by his attributes. Likes To Round Keeper Increases the likelihood of a player looking to go around the goalkeeper in one-on-one situations. Likes To Try To Beat Offside Trap Increases the frequency with which a player will look to make runs in behind. The success is determined by his overall attribute profile. Marks Opponent Tightly Will ensure a player is set to tight marking by AI teams; improves the chances of him being successful at it if set in any team, but the overall success is still controlled by his attributes. Argues With Officials Increases the chances of a player showing dissent to match officials. Plays With Back To Goal The player will look to hold up the ball in attacking areas. Comes Deep To Get Ball Increases the frequency of a forward player dropping into midfield to get possession against a team playing with a deep defensive line. Plays One-Twos Increases the frequency with which a player will make a pass and immediately want to receive the ball again, having moved into an advantageous position. Likes To Lob Keeper Increases the likelihood of a player looking to loft the ball over the goalkeeper when presented with a chance at goal. Dictates Tempo Increases the chances of the player taking charge of typically midfield situations and using their attributes to influence the team’s performance. Attempts Overhead Kicks Increases the chances of a player attempting a spectacular overhead kick rather than a header at goal or to a team-mate when in an attacking situation. Looks For Pass Rather Than Attempting To Score Increases the chances of a player opting to give a scoring chance to a team-mate rather than take it on himself. The success of the decision will be based off the player’s attributes. Plays No Through Balls Decreases the frequency of a player looking to play through balls, adjusted for team mentality. Stops Play Increases the chances of a player simply coming to a stop in possession, primarily to assess his options. Knocks Ball Past Opponent Increases the chances of a player looking to beat his immediate opponent for sheer pace and athleticism and get into a more advantageous position. Dwells On Ball The player will take longer to make a decision when in possession. Arrives Late In Opponents Area Increases the frequency with which a player makes forward runs, adjusting for team mentality. Tries To Play Way Out Of Trouble Increases the chances of a player looking to pass or dribble against pressure in a defensive position, rather than opting for the safety-first approach of clearing the ball. Stays Back At All Times The player will make no forward runs, adjusted for team mentality. Avoids Using Weaker Foot The player will always look to use their preferred foot where possible, even if the situation would benefit them using their weaker foot. Tries Long Range Free Kicks Increases the chances of a player taking a direct shot from a free kick 35 metres or more from goal. Dives Into Tackles Increases the frequency with which a player will engage into a tackle. It does not simply mean the player ‘goes to ground’ when challenging for the ball. Does Not Dive Into Tackles Decreases the frequency with which a player will engage into a tackle. It does not simply mean the player stays on his feet when challenging for the ball. Cuts Inside From Both Wings Increases the frequency with which a player will look to attack central areas from a nominal wider starting position. Hugs Line Ensures the player will remain in wide areas of the pitch whenever possible. Hits Free Kick With Power Increases the chances of a free kick being struck with a lower, harder trajectory. Likes To Switch Ball To Other Flank Increases the frequency of a player looking to move the ball from one half of the pitch to the other. Possesses Long Flat Throw Allows the player to deliver a long throw with a low and flat trajectory, akin to a cross, in attacking areas only. Runs With Ball Often Increases the chances of a player choosing to run with the ball rather than pass it. Runs With Ball Rarely Decreases the chances of a player choosing to run with the ball, instead looking to make a pass at every turn. Uses Long Throw To Start Counter Attacks Goalkeepers only; increases the chances of them looking to make a quick throw from hand to launch a counter attack. Refrains From Taking Long Shots The player will not attempt shots at goal from outside the penalty area. Does not Move Into Channels The player will not move from central areas into space between them and the wide positions; wide players will similarly not look to come inside to operate in that same space. Cuts Inside From Left Wing Increases the chances of a player looking to move inside from the left wing and attack in central areas. Cuts Inside From Right Wing Increases the chances of a player looking to move inside from the right wing and attack in central areas. Crosses Early Increases the chances of a player crossing from a deeper position, rather than seeking to find a better opportunity higher up the pitch. Brings Ball Out of Defence Increases the likelihood of a defender running with the ball into midfield positions. Medical Centre 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, otherwise 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 is 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. 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, under ‘Medical Report’. This report provides a visual overview of their current injury status, risk assessment and injury history. Development This section 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 player traits or affiliate loans. You can also perform various interactions such as moving players between squads and player advice from here as well as the player’s overall tactical familiarity from the ‘Tactics’ section. This displays his positional versatility as indications of how integrated he has become into various facets of your tactical approach. Familiarity grows with each player’s experience at playing with various facets of the team’s instructions, as displayed on the Tactical Familiarity Levels overlay. The more often they play under these instructions – at your club or elsewhere – the more familiar they become, and the higher the overall levels become for both the individual and the team. If the tactics or team and player instructions change dramatically (for example, short passing to shorter passing won’t impact things, but short passing to more direct passing will) on a regular basis, those familiarity levels will take a hit. The full range of familiarity, on the same theoretical 1-20 scale as player attributes work (although in reality the scale between each level is considerably bigger) is as follows: Awkward: 0-5 Competent: 6-11 Accomplished: 12-18 Fluid: 19-20 How can I improve my player’s attributes and ability? A player’s development is an inexact science but there are plenty of ways you can improve your chances of helping their progress: -          Improved coaching staff The better the coach, the more impactful their attributes are on improving a player. This is particularly true with the Working With Youngsters attribute but, in general, each coaching attribute has a more profound effect on a player’s own attributes depending on how good it is. -          Improved training facilities The standard of training facilities has an impact in determining the chances of a player’s attributes developing, how close to their potential they can get, and how likely they are to continue developing overall. Better facilities will encourage a greater chance of a player realising his true potential but, like everything, it isn’t wholly decisive in and of itself. It can also help the coaching staff develop too. -          Playing time A player with greater exposure to meaningful playing time will develop better than someone who isn’t playing quite as often. Playing first-team minutes is more valuable than playing reserve or youth team football, and a young player who stagnates from his teens into his 20s without starting to play regular football stands a greater chance of not being able to reach his potential. -          Training A player will develop most through day-to-day training; his overall development is affected by the quality of the facilities and coaches, the team-mates he’s training with, the appropriateness of the schedules he’s given, whether he’s with the first team or any of the club’s sub-teams, and whether he’s tasked with additional individual work outside of the team’s sessions. The more of these that are met to as high a standard as possible, the quicker a player develops towards his full potential. -          Mentoring Young players can develop by working closely, during training, with a more experienced team-mate or team-mates within their squad. Their mental attributes and Player Traits are the only areas affected, and the entire concept is detailed more in the Training section of the manual. Interaction As a manager, you’ll find yourself interacting with players on a daily basis. A majority of these interactions are carried out from options found within a player’s Actions menu, which can be accessed from their Actions button or by right-clicking or long pressing on a player’s name. Misc – Player Comparison Take two players, similar positions; maybe they differ in age, height and weight. They’re comparable. Football Manager™ Touch 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, go 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. Misc - Find Similar Players This will scan the database in your saved game for players with a similar attribute profile to the selected player; it will return players who play in the same position and role, so as to give you a range of options that might include retraining a potential new signing to play in a new position. You can also Set a Nickname for a player, and Follow them for news to appear in the Social Feed. Contracts The contracts section allows you to ask for the Director of Football, where one is employed, to negotiate a contract renewal on your behalf, or you can opt to Release on a Free or strike a Mutual Termination if you no longer want a player’s services. The ‘Purchase Lifetime Contract’ unlockable does what it says; it will contract the player to your team until the end of his playing career. 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. Squad - Move to Reserve Squad This option allows you to assign players to your Reserve squad. 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. Squad - 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. You can also apply a series of Training options here, which are described in more detail in the Training section of this guide.
    11. Staff

      Overview The Staff Overview screen displays the senior staff in charge of running each department of your backroom team, and provides quick-access links to customise the remit of their day-to-day activities. Staff Attributes The following details and describes how the ratings model for non-players works in Football Manager™ Touch 2019. All attributes work on the 1-20 scale where 20 is the very best whilst 1 is the lowest possible value, in the same way as Player Attributes do. Coaching Attributes Attacking Their competency and interest in coaching attacking football. This will be used to determine how likely a manager is to adopt a suitable attacking approach from game to game, how likely certain Player Traits are to be successful under their coaching, and a general attacking bias towards training, backroom advice and player evaluations. Defending The ability of the staff member to coach the defensive side of the game. Higher ratings indicate an interest and a proficiency in working well on the defensive side of the game. If the non-player in question has a higher Defending rating than Attacking, their bias when undertaking match preparation will be skewed towards the defensive side of the game, for example. Fitness This reflects a coach’s ability to work on the fitness side of the game, and to recognise potential issues before they arise during matches. 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 The ability of the individual to provide the right help (particularly in backroom advice) when appraising the players with which he works. 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. It plays a part in the recommendations given concerning the individual attribute focus for player training, as well as the intensity of the training sessions they run. Working with Youngsters How successful a coach is at working with younger players – those aged 19 and under in particular. A non-player with a high rating here will improve players they work with if given a youth team training assignment, whilst the quality of an annual youth intake is affected by the rating of the person responsible for bringing them through. It is also used to determine an individual’s interest in young footballers overall, such as Chairmen when asking the Board for improved youth facilities. Mental Attributes Adaptability Adaptability refers to how well the non-player adapts to living in a country that is not theirs. It will affect their interest in moving to another country too. 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 and the players they work with. Level of Discipline 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 (which in turn discourages players from raising complaints in private chats and other similar aspects of managing players). A lower one means the coach is a little more relaxed but also easier for players to exert a little more power and influence over. 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, with particular regard to interaction, morale, coach reports and backroom advice, as well as scheduling appropriate rest periods during training. Motivating The mental ability of a coach to motivate their players. This has an impact in player interactions, team meetings, team talks and training. Medical Attributes Physiotherapy This attribute is predominantly for use with Physiotherapists. In general, a high attribute here indicates a more accomplished Physiotherapist, but the rating is also used for fitness tests, player transfer medicals, and assessing injury proneness. 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 Attributes Judging Player Ability and Potential When employing a scout, these two attributes are the first things you should look at, but it remains valuable for all non-players, particularly coaches too. High attribute ratings in these two areas will most likely result in more accurate scouting reports and player evaluations. Judging Ability is important if you have assigned a scout to watch players you intend to bring in, are scouting upcoming opponents, or ask a coach to provide reports or advice on players in your squad. Judging Potential does much the same, but concerning the player’s long-term outlook, rather than his current situation. Tactical Knowledge The tactical knowledge possessed by a non-player. This has many uses; from opposition and team scouting to training and match preparation focus and backroom advice, a higher rating will result in both more accurate and more detailed information being passed back to you. Data Analysis Attributes 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. How does each attribute impact a player’s performance or development? A high attribute will typically deliver success more often, and more consistently, than a lower one. That means a scout with 20 for Judging Player Ability and Judging Player Potential will submit top quality reports on players that can be relied upon wholly; it means a coach with 20 for Tactical Knowledge will provide the best tactical advice, and it means a Physiotherapist with 20 for Physiotherapy will be proactive and responsive in their treatment of injuries. That much should be relatively clear from the outset, but what about staff who score 10 in these areas? How does that affect my players? In short, they become less reliable, but with that comes a few caveats. For example, if you have a Physiotherapist with 10 for Physiotherapy but the league average for staff employed in that role is 7, you have a significant advantage. The advice and treatment dispensed might not be the best it can be, but it could be the best it can be for your club, for your level and at this current time. Numbers become relative to the standard you’re playing at. A top-quality coach working with players ostensibly below his ability is worth their weight in gold; the effect they can have on your squad will be more tangible and obvious than someone working at the level suitable for their ability; you’ll be able to see it in the development of your own players, the insight you’ll have into other teams and players if it’s a quality scout, and so on. Conversely, if you have a sub-par member of staff working at a level they’re not qualified for, and is below the average for your club, for your level and at this current time, then you’ll be somewhat handicapped by their work until you’re able to upgrade that job. Staff Roles Each member of the backroom team can be assigned to train at least one squad at the club, with some roles allowing more freedom, and greater flexibility. As Manager, you can assign yourself to any of the teams at the club, whilst First Team Fitness Coaches and Goalkeeping Coaches can do the same. First Team Assistant Managers and Coaches, however, may only work with the senior squad itself, as is the case for all Reserve, Under-21, Under-19 or Under-19 staff; they may only work with their assigned age groups with one exception. If two or more squads share facilities – for example a First Team and a Reserve Team train at the same site, then the assignments are opened up for anyone from any squad to move around freely. Fitness Coaches may only work with the Strength and Aerobic categories whilst Goalkeeping Coaches may only work with the Handling Shot Stopping and Distribution categories.
    12. Tactics

      Tactical Templates To assist you in setting up the basic framework of a tactic, a host of templates are provided for you to use as a foundation for the way in which you want to play. Each tactical template sets a series of team and player instructions geared towards a particular style of play; once you’ve picked the one that best suits your plans (the textual descriptions on screen will help guide your choice), have a look at the various instructions set as a result to better understand what’s going on. Mentalities What are the differences between mentalities and what do they change behind the scenes? In keeping with the theme throughout this manual, mentalities – like attributes and many other in-game scales – can be thought of as being scored between 1-20. A more attacking mentality moves the score closer to 20 and represents the fact that the team is being asked to operate in a more attacking manner. Conversely, a Very Defensive mentality moves the scale much closer to the other end. Each base Mentality adjusts a number of tactical settings ‘under the hood’ combined with your Tactical instructions, including intensity of press, line of engagement, tempo, attacking width, directness and time-wasting. In turn, mentalities also affect the actions of players set to an Automatic duty; a more attacking team mentality will ask those players to be more attacking accordingly, and the same applies if you adopt a more defensive approach. Team Fluidity The number of attack, defend and support duties you set within a Formation whilst using a given Mentality will be reflected in your Team Fluidity. For example, a Balanced Mentality and a Balanced Fluidity will have three players with Defend duties, four players with Support Duties, and three players with Attack duties. Moving up and down the scale to more attacking or defensive football, and in more fluid or more rigid approaches, is determined by your distribution of duties. If you set seven players to have Attack Duties and three players with Defend duties, you’ll be playing with a Very Attacking mentality but a Very Rigid fluidity, as you haven’t provided sufficient balance within your overly-attacking setup. Balancing this with more Support duties will achieve a more fluid result, and the same rule applies across the board, so feel free to play around with your options and see what happens. Your overall Fluidity will always be indicated to you on the Tactics Overview screen. Formations What are they? A formation is the distribution of players across the pitch both in and out of possession. Football has developed to a point where the majority of teams will play either three, four or five defenders, and then split the remainder of their outfield players between midfield duties (playing in the middle of the pitch) and the attack; players who are primarily there to score goals. 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. Most teams will try to arrange them symmetrically to provide balance and options to move in either direction without becoming unpredictable, but this is not a hard and fast rule, and, indeed, many a formation is adjusted to suit the players at the manager’s disposal. Players to fit the formation or formations to fit the player? There are two very basic schools of thought on formations; pick a shape that best suits the players at your disposal, or force your best players into a preferred formation and tell them to make it work. The latter doesn’t provide much flexibility and will likely result in a certain level of compromise on how much you’re able to get out of each player, but the argument in favour of it is that if the tactic itself is structurally sound and the players do what’s asked of them, you’ll be hard to beat. The former is a more idealistic approach and allows players to fully express themselves in their best positions and roles, but it requires a fine balancing act between individual talents and the needs of the team. What am I looking at? What does the tactics screen actually represent? 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 placing players in terms of defensive positioning, 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. Roles and Duties Each role carries a textual description alongside it that explains the fundamentals of what they’ll be asked to do. An additional sentence is appended to reference what happens when the player’s duty changes. A player can have an Attack, a Defend, or a Support duty, ostensibly adjusting how attacking they’re allowed to be within the team’s overall mentality. They directly modify the player instructions to allow for a greater level of risk within the tactic, and those instructions in turn require slightly different attributes. The role selector on the player’s profile will highlight the appropriate attributes for that role and the changes in them between each distinct role. How much does it matter if I play a player in an unfamiliar role? As outlined in the similar question about playing a player out of position, there are several degrees of how much it might matter. As a rule, it won’t be quite as disadvantageous to play a player in an unfamiliar role as it would be for a different position, as the player is likely to at least still be in the same position on the pitch. The difference between a Box-to-Box Midfielder and an Attacking Playmaker isn’t as marked as the difference between a Central Defender and a Central Midfielder, for example; to use a metaphor, they’re speaking different dialects of the same language, rather than a different language altogether. That said, you end up with ever diminishing returns if you try to ask a player to adopt a role to which his attributes are not suited. Asking a Ball Winning Midfielder to operate as a Trequartista is unlikely to yield positive results as he won’t have the right attribute profile to perform the instructions set for that role. By using the ‘role selector’ on the player profile screen, you can see how much scope you have for asking a player to play a role he isn’t familiar with, and that in turn will give you some insight into how he might perform on the pitch. Will it help him learn that role faster? In short, yes. The more he plays there, the more his attributes will adjust to the requirements of the role, and as he should be training in the same role too, he becomes exposed to it on a daily basis. There is no set timeline for how long it can take for a player to learn, instead it’s depending on his familiarity with the position, the quality of the coaching staff, the similarity of the positions and roles to those he can already play (a centre-back could learn to play full-back roles quicker than a striker role, for example), and what position and role he’s set to play in training. The more of those criteria that are matched successfully, the better chance he stands of learning it properly in a quicker period of time. Team Instructions The majority of the Team Instructions come with the scope to move incrementally up and down a range of settings. Each one of these settings represents a number; the higher the number, the more likely something is to be attempted, or it will fill more of the scale to try to be more comprehensive. An explicit text instruction without a scale acts as a modifier on the percentage chance that the players will seek that option against the other options available to them. IN POSSESSION Attacking Width This controls how wide you move the ball when in possession. A wider approach stretches the field horizontally; a narrower one funnels play through the middle of the pitch. Approach Play This instructs your players where to focus their passing. Pass Into Space asks players to lead their team-mates into open spaces with their passing, rather than delivering it to their feet, in an effort to stretch the play and increase the overall tempo. They can Play Out Of Defence as well as focus their play down either flank or through the middle, and you should set this based on the strengths of your players and the weaknesses of the opposition. Passing Directness The Passing instructions above set the intention of the pass, the Directness instruction sets how it gets there. A more direct approach will see the ball played forward in a more vertical manner, with increased urgency, moving it from back to front as quickly as possible. Conversely, a less direct approach will see the ball moved patiently from side to side, probing for a way to unlock the defence. Tempo A higher tempo asks players to make more decisions in a quicker fashion, designed to capitalise on situations as they present themselves, and to force lapses in concentration. Time Wasting The higher the setting here, the more your players will look to do nothing with the ball, and will take more time over set pieces and dead balls. Final Third When you’ve got the ball into the attacking third of the pitch, there are a host of options for you to ask them to focus their play on. The end game with all of them is how the ball makes its way into shooting positions. Mixed Crosses is set by default but you can change this to focus on high, low, or near post deliveries if it suits your players and/or the circumstances. Play For Set Pieces will encourage every player to attempt to win corners, free kicks and throw-ins so as to allow the team to bring players forward from dead ball situations, attempting to command control of the match in that way. Dribbling Dribble Less makes them more likely to pass the ball, while Run At Defence increases each player’s likelihood of dribbling with it. Creative Freedom Creative Freedom is closely tied to your overall Team Fluidity. Be More Expressive increases the overall fluidity score, whilst Be More Disciplined reduces it. IN TRANSITION When possession has been lost This instructs your players how to react after losing the ball. Counter-Press will ask the players to immediately apply pressure in hope of recovering the ball as quickly as possible; Regroup is a defensive instruction asking them to fall into position and focus on defending. When possession has been won Once you’ve recovered possession, you have to decide what to do with it. Counter asks them to immediately go onto the front foot and seek to take advantage of any opportunities left by the dispossessed opponents. Hold Shape will ask the players to adopt a patient approach, keeping the ball and retaining their formation, before building an attack. Goalkeeper in possession If your goalkeeper has the ball, you can ask him to either Distribute Quickly or Slow Pace Down in order to set the tone for that phase of play, whilst you can also ask him to attempt to distribute the ball to a range of options across the length and breadth of the pitch. The type of distribution is controlled by the settings below that; Roll it Out, Throw it Long, Take Short Kicks, or Take Long Kicks. OUT OF POSSESSION Defensive Shape Line of Engagement The Line of Engagement is where the forwards in your team begin to press the opposition to try to win the ball back. In combination with the Defensive Line, it allows you to control the team’s vertical compactness out of possession. The distance between the Defensive Line and the Line of Engagement is the amount of space you’re willing to allow the opposition to potentially play in if they’re able to beat your press and move the ball into attack. Defensive Line This instructs the defenders as to how high they should position themselves when the opposition have the ball in their own half. You can also set whether or not to Use Offside Trap, although this should generally be used in tandem with a higher line, else opponents will be able to make their move from positions closer to the goal and with a reduced risk of being caught offside. Defensive Width This instructs the team how much of the width of the pitch they should attempt to defend within the structure of their formation. A wider approach will cover more of the pitch but leave larger spaces between each man; a narrower one will allow the opposition to keep the ball on the periphery of the penalty area but will then flood central areas in an attempt to protect the goal. Marking and Tackling Tight Marking will ask every player to get closer to the player nearest to them and engage in the tackle, rather than standing off them and allowing them to receive the ball without possession. Pressing Intensity The intensity of your press will dictate how successful your Defensive Transition and your Line of Engagement will be, but it also needs to fit snugly with those instructions to be possible in the first place. An intense press from a deep defensive line and a deep line of engagement is somewhat counter-productive as you’re already allowing the opposition to move up the pitch, and the forwards doing the pressing will be a long way from the rest of their team-mates. A lower intensity doesn’t mean they won’t press at all, but it does mean that they’ll do so in appropriate situations, rather than persistently and frenetically. Prevent Short GK Distribution takes this a stage further and will assign forwards to man-mark defenders who might receive the ball from a goalkeeper looking to pass the ball short, rather than kick it long. Tackling Stay On Feet asks the players to remain upright when challenging for the ball; Get Stuck In increases the chance of them going to ground to try to win it. IN TRANSITION When Goalkeeper has the Ball Roll It Out asks goalkeepers to roll the ball out to a team-mate from hand, rather than kicking it. 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 reduce 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. 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 select 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. Each instruction acts as a modifier to an instruction already set for the player by the role and duty assigned to him. When Team has the Ball Get Further Forward increases each player’s chances of making forward runs. Hold Position reduces the freedom for a player to move from his assigned position. The team’s overall Fluidity will still govern how often he does this. 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 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 instructs central players to find space between their assigned positions and the wider areas. It also allows players in some wider roles, like Raumdeuter, to move inside to exploit the same spaces. 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 turn their back towards goal and retain possession before bringing team-mates into play. 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 allows the player to run with the ball more often. 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. Take More Risks encourages players to increase the number of low-percentage through balls in the hope that one or two of them will unlock the opposition defence in a potentially decisive manner. It does not ask the player to try riskier passes than he would normally consider, though as a natural by-product of attempting more low-percentage passes, this might occur. Take Fewer Risks asks players to play fewer through balls and only attempt them when the opening is much clearer. Standard 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 Pressing Intensity determines the urgency with which the team go about trying to regain possession. A more urgent approach 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. A less urgent one instead 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 timelier 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. 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 selected 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 as high an attribute as you can in each of these specific 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 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. 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 and Composure, although these carry less weight in the overall decision-making process, and Penalty Taking as a standalone attribute is what you need to really concern yourself with. It may be that you’re forced to use players who aren’t natural penalty takers when it comes to shootouts, 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. Select 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. Match Plans and Instant Result 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 creating your Match Plans. Let’s run through one example to familiarise you with the concept: 1.       Select ‘Add Scenario’. 2.       Select a Match Strategy; for this we’ll use ‘Winning by 1+ goal’. 3.       Select the time period you want the plan to apply to. Let’s choose ‘in 70-90 mins’. 4.       We’re now in a position to ask the Match Plan to be activated when leading by at least one goal in the last twenty minutes of a match. At this stage, you now get to choose what Tactic and Mentality is deployed in these circumstances, as you seek to preserve the advantage late in a match, or perhaps kill the game by adding to the lead. 5.       Touchline Instructions may be added to complement the above. They issue new Team Instructions, as if you were making the changes in the full Tactics screen. The powerful scope at your disposal theoretically allows you to set up several plans to be automatically used throughout a match, as you have the ability to cover almost every conceivable situation. Plans can be overridden by your changes from the touchline, and the combination of the two should leave you well-positioned for anything and everything that can possibly happen over the course of ninety minutes. Should you wish to skip over the match and instead generate a result, you can use the Instant Result button. When doing so, you will be presented with a set of Match Plans for your Assistant Manager to bring into play depending on any given match scenario. 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. 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, select 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 –he’ll ideally 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. A good captain will improve the ability of every player in the team, with the potential for them to exceed their ability on occasion. A poor captain will result in those same players not playing to their full capacity. Your choice matters. 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. A breakdown of your Team Talk effectiveness, where your shots and goals have come from (and been conceded from), and detailed feedback from any match of your choice are always accessible from here. The ‘Recent Matches’ Analysis distils Positives and Negatives from your last five matches.
    13. Training

      Team Training can be devoted to focusing on a particular area. Pick from Defending, Attacking, Possession, Technical, Tactical, Physical, Set Pieces or a Balanced approach where some work is done in all the above areas depending on need. You’re also able to delegate the responsibility to your Assistant Manager if you wish. It's necessary to remember that players can become unhappy if training isn’t meeting their needs. If you give them too much to do or unsuitable individual training, focus too heavily on one positional unit at the expense of another, or negate to work on certain attributes, it could lead to individuals becoming disillusioned with your practices and asking you to do something about it. Individual Players can be assigned new Positions and Roles to train in; they will do this automatically during training sessions. They can also be tasked with working on a ‘weaker’ area of their game, using training sessions to specifically focus on a small number of attributes that either need improving, or are heavily stressed for their position and role and therefore need further dedication. Individual training can be undertaken in the following areas: Injury Rehabilitation: Speed, Speed and Quickness, Resistance, Endurance, General (this is only applicable when a player is recovering from an injury) Set Pieces: Free Kicks, Corners, Penalty Taking, Long Throws Attributes: Quickness, Agility and Balance, Strength, Endurance, Defensive Positioning, Attacking Movement, Final Third, Shooting, Passing Mentoring Mentoring, previously a concept known as Tutoring, allows younger players to learn from more senior team-mates by working directly with them during training. A group must feature a minimum of three players before they can begin working together. The closer they are in profile, the more likely the senior player will be able to translate some of his influence onto the younger player, whilst success is also based off several factors like the senior player’s age and importance within the squad, and how well the players in the group get along. The influence is an ongoing one; the longer they spend working together in the same group, the more likely it is to succeed, but it isn’t perpetual; there will be a point where the return has been maximised and can no longer be of any use to the younger player.
    14. Scouting and Transfers

      Scouting Centre 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. FMT19’s Player Search and Scouting centre is designed to assist you in getting the absolute most out of the tools at your disposal in piecing together the puzzle. Scouting Centre Overview This is the hub of all your activity and the single reference point to return to for all your scouting and player identification business. Everything begins with the choices you make from the bar at the left of the main screen area. Scouting Responsibility: This allows you to either take charge of things yourself or delegate them to the Chief Scout. 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. Each of your scouts can undertake a single assignment at a time. The main screen area is the most important aspect of the Scouting Centre though as it’s where you go through the Latest Recommendations and action them in one of a number of ways: Discard: Dismiss the report and forget about the player. Acknowledge: Retain the player within your Scouting Centre to keep track of his progress. Get Analyst Report: If the report card hasn’t been provided by an Analyst, you can request that a member of that department files a full statistical report on 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. You can also choose to Add to Shortlist or Add as Transfer Target to continue to monitor the player, or you can Offer a Trial where appropriate. The remainder of the Overview screen is given over to more information about the player; Pros and Cons, Attributes, Positions and Roles, and Medical information, as well as an overall Recommendation on what action, if any, you should take. 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, select ‘New Search’ (or ‘Edit Search’ when a search has been made) 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 ‘OK’ to refine your results; these actions can be undertaken from both the ‘Player Search’ 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). There is also a ‘Quick Search’ drop-down menu that acts as a shortcut to refine the search results for a particular type of player based on a single criterion. A host of information is presented to you on each player simply from the Overview view but perhaps the most important is the Scout Recommendation score. This takes the scout’s report on a player and distils all 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 must 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. The ‘Players’ Assignment screen holds details of tasks to watch an individual player in action as opposed to an assignment covering a broader region, country, or competition. 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 or long press 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 ‘New Search’ button 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. Select a player and then use the ‘Scouting’ button at the bottom of the screen to get a Scout or an Analyst Report should you wish to get further information on him. 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 or long pressing 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. Reports and Feedback Selecting ‘Scout Reports’ from a player’s 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’s on assignments. 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 several 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. What is the benefit of undertaking additional scouting reports? Each time you request a scout report on a player, you unlock a little more of his profile, and get more information about him. The more information you have, the better understanding you’ll be able to put together about the player, and you can therefore make a more informed decision about whether to sign him. It typically takes three to four full matches of watching a player before your scout can put together a 100% complete report, so time becomes a factor, as well as the cost of that scout’s assignment. You might need to balance the need for comprehensive knowledge against the urgency of completing a deal, or moving in early before a market develops for the player. Making a Transfer Offer 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 the 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 non-negotiable (red), twice for semi-negotiable (orange); semi negotiable means the other party is aware that you want to insist upon it, but you might be prepared to budge if another part of the deal is sweetened), and they can be either removed by selecting the circular icon with a ‘-‘ through the centre, or removed permanently and ‘locked out’ of negotiations by selecting that option from the menu produced. There is also the facility 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, you will be informed 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 package, you can either ‘Make Offer’ and await a response which will typically arrive 24-48 hours later, or you can ‘Suggest Terms’ to negotiate ‘live’ in a bid to get your business done swiftly. In this situation, the other party in the deal will tell you what they like and dislike about the offer, with colour-coded references around the screen leading you to identify which areas need further work if you’re to strike an agreement. Making a Loan Offer 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. 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; clubs of all sizes can find a vast array of talent, particularly in the lower leagues, where long-term contracts are rare, and annual player turnover high. Selling and Loaning Players Out 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 hitting ‘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. If you are loaning a player out, 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, and there is plenty of flexibility to ensure you’re suitably compensated financially for allowing someone else to borrow one of your assets.
    15. Club Details and Board Confidence

      Club 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. 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. Information The ‘Information’ sub-tab displays all 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 seven: Perfect, Very Good, Good, OK, Poor, Very Poor, Terrible 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. What benefit does increasing quality of various facilities have for my team? Facilities directly affect player development. An increase in quality of training facilities allows player attributes to develop more, allows them to become more likely to realise their full potential, improves the rate at which they progress, and also improves the coaching staff working there, which in turn benefits the players again. The same applies to youth facilities; the players and coaches working in this part of the club will reap many of the same benefits at a markedly more important time in their careers. Increasing the standard of Youth Recruitment, for example, each time will boost the quality of potential ability amongst players coming through into your annual youth team intake. Each time the board decide to an aspect of the club’s infrastructure, it increases in number closer to 20, like the player attributes model, and so jumping between levels roughly represents a 2-3 digit change on an average scale size of six to seven definitions. If the number of definitions is fewer, the leap between them is bigger, and vice-versa. If technology elsewhere improves at a pace you can’t keep up with, you’ll be notified that your facilities have been downgraded in their grading; they haven’t physically changed, but the standard at which they exist will have been re-evaluated. The cost of each stage of improvement depends on the standard of existing facilities, starting out smaller for minor improvements, and then into several millions for high-end adjustments. These sums are slightly more expensive when dealing with training facilities as additional investment is required for the scale of the work being done and staff requirements, and they are adjusted depending on the financial state of the country where the work is taking place. Affiliate Clubs 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 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. There are a number of types of affiliation which each have their own benefits. A local partnership in which players are loaned. - Players will be made available for loan from the senior affiliate at no cost to the lower affiliate. A local partnership in which facilities are shared. - The teams will share training facilities, typically mostly to benefit the lower affiliate. A national partnership in which players are loaned. - Players will be made available for loan from the senior affiliate at no cost to the lower affiliate. Financial benefits for both teams. - A commercial link-up, usually with an overseas team in a ‘new market’, that will boost club finances. Benefits for the youth setup for both teams. - A link-up with a foreign academy whereby players from the affiliate may appear in youth intakes. The senior affiliate has first option on the affiliate club’s players. - The senior affiliate has the right to match any transfer offer accepted for a player at the lower affiliate. An international partnership in which players are loaned. - Players will be made available for loan from the senior affiliate at no cost to the lower affiliate. To avoid work permit regulations. - Players are loaned from the senior affiliate until they’re able to acquire a nationality that doesn’t require them to qualify for a work permit. These deals are usually struck with teams in countries where the naturalisation period is shorter than average. The senior affiliate will send youth players to the affiliate club to gain experience. - Youth players at the lower affiliate will spend time training with the senior affiliate. The senior affiliate will send reserve players to the affiliate club to put them in the shop window. - The senior affiliate will send unwanted players to the lower affiliate to try to make them more attractive for a transfer offer. The affiliate club will receive players from the senior affiliate to aid them in their bid for promotion. - The lower affiliate will be sent players to aid in their promotion challenge. The affiliate club will receive players from the senior affiliate to aid them in their bid to avoid relegation. - The lower affiliate will be sent players to aid in their survival bid. A mutually beneficial relationship. - All other affiliate links where no specific reason for the relationship exists. 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. Affiliations may be cancelled for a few reasons; the most common amongst them is if the lower affiliate is promoted to play in the same division as the senior affiliate. Underuse of the affiliation – particularly with regards to loans – is another commonly-seen outcome, whilst a change in reputation between the two clubs can either cancel the deal outright, or see the senior party in the arrangement change. Board 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. 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 they 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, and Tactics provides feedback on your strategy and whether or not you’re getting the best out of the players in your current formation and tactical setup. How do I ensure the board are happy and that I keep my job? The most important thing is to ensure you’re constantly aware of board confidence, both on an Overall level and in each contributing area. A brief shortlist of things to always keep at the forefront of your attention also goes a long way to ensuring long-term success: -          Keep your players happy. -          Perform well on the pitch, in terms of both result and performances. -          Manage your finances properly. -          Don’t make excessive or unlikely board requests and demands. -          Understand your status within the club; wait until you’re established before asking for more. Keep tight control over these areas, follow the advice laid out throughout this manual, and you should be in a good position to move forward in your career. What are the different levels of board confidence and what do they mean? Untouchable In terms of the 1-20 attribute range as seen on player profiles, imagine this to register at around the 16 or above mark. This is the strongest level of confidence you can have and it means your job is as safe as can be. Very Secure We lose a couple of marks dropping to Very Secure but you’re still highly impressive and have the board’s full backing. Secure Another couple of marks drop off as we’re ‘only’ Secure now; you’re doing a good job, and the board have no concerns with your management. Stable Consider this to be just above 50%; you’re trending slightly upwards, but things are finely-poised and the next few results could swing things up or down. Insecure We’re now dropping below the mid-point threshold and your job could be in peril if you don’t start to pick up points. It’s at this point that the board might start to consider calling a meeting for you to explain yourself. Very Insecure One step down is Very Insecure; your job is now in great peril, and a win in your next fixture is of paramount importance. Precarious Anything at this level or below on the comparative attribute scale means you’re almost certainly on the verge of being sacked; the board may take action at any time, and another defeat before then will almost certain result in the termination of your contract. Under Review This is used immediately following a board takeover whilst the new Chairman evaluates the managerial situation at the club.
    16. 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. Basic 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 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. You can also adjust the budget from the Summary screen by selecting the ‘Make Budget Adjustment’ button. This is contingent on the board being happy for you to do so as well as there being sufficient funds to manipulate to your requirements. 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. Successfully managing your finances 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 Board 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. Otherwise, sensible financial management relies on you taking an active role in checking your Finances screen often, and making sure you know where money is being spent. One common area some managers struggle with is how much money leaves the club in transfer deals; just because the fee is being spread over a certain number of months doesn’t mean that the money doesn’t have to be budgeted for immediately, and then there’s the loyalty bonus or the agent fee to factor in too. A few quick transfer deals in a short space of time – or a host of contract renewals all done together – can have a major impact on your finances. If you’re on a tight budget and are struggling to keep things balanced, pay attention to player wages, money being spent on scouting, and additional payments either due to players (bonuses, clauses) or other clubs (additional transfer payments). You can often negotiate a fee with the other club to buy out that clause and stop that money from going out, and you can attempt to renegotiate more favourable terms with your own players or, if needs be, sell them.
    17. Competitions and Fixtures

      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™ Touch 2019 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). Basic Competition Information Overview A comprehensive overview of the competition, with a number of dedicated sections with a trove of content. 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 select 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 a line graph. Rules The ‘Rules’ screen 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. Some competitions feature extensive and often complicated rules and regulations and, as such, it pays to read them thoroughly to ensure you’re well on top of any and all situations that might arise. News Headlines The ‘Daily News’ page lists the current top stories, while ‘Match Preview & Reports’ get you caught up on the latest results and look forward to the next round of fixtures. ‘Transfer Rumours’ keep you up to date on the very latest transfer talk. 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. Matches Competition Review This provides a quick overview of the very latest goings-on in the competition. The latest results or forthcoming fixtures are paired with the league table so you’re up to the minute with everything you need to know. 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. Match Preview and Reports
      You’ll be able to read up on all the key information pre and post-match from all fixtures in the competition here. Stats Team and Player 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. 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. Awards Awards honour the best of the best. Each competition in Football Manager™ Touch 2019 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. Juggling The Fixture List There will inevitably be moments throughout your career – throughout most seasons of your career in truth – where fixtures come thicker and faster than you can really handle. This is where smart forward planning can pay off. Using the various schedule and fixture screens at your disposal will allow you to foresee any fixture clusters – including provisional dates for matches yet to be scheduled, such as future rounds of cup competitions – and pick your teams accordingly. Selecting a squad of players three or four matches in advance might seem unusual and at times unnecessary, but it can pay off handsomely if your best players are available for the bigger matches during a spell of congestion.
    18. Playing a 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. Team Selection If you haven’t settled on your team selection by match day, this is your final chance to put your plans into action. -          Are your players appropriate for the Positions, Roles and Duties defined in your tactics? -          Are those players fit and match sharp enough for the demands of the fixture? -          Who’s in form? Who isn’t? Does your team represent the best it can be right now? -          Do you have sufficient flexibility to change your tactic if it’s not working? -          Do you have the ability to change the game with your substitutes? -          What is the morale of the team? Are there players with higher morale not involved? Could they be a better fit for the next match? -          What does your fixture list look like? Do you need to rotate your squad? -          Are there any unhappy players who you have promised more first-team football to? -          What threats do the opposition carry? Have you successfully identified those, through opposition analysis reports, and made plans to counter them? -          How important is the match? Can you play a weakened team or give some younger players much-needed playing time? Board Confidence will tell you how important they deem the competition to be when appraising your performance. Answer all these questions before confirming your match day team selection. Being able to provide a comprehensive answer to each question will stand you with a much better chance of achieving the desired result. The Match Screen 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. 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 from the full tactics screen. 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. Stats The basic range of match stats can be accessed from here. Use the Analysis section for more in-depth coverage. 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. How can I see more of what’s going on? Widgets are custom overlay panels that enable you to view a range of information about the match as it unfolds. They can be enabled or disabled by ticking or unticking each box and repositioned by dragging them around the screen. They are extremely useful for being able to stay right up to the second on any number of stats, analysis areas, individual form, morale and fitness, and even scores and results elsewhere affecting the live league table. Managing During the Match Tactical Changes Making tactical changes during the match starts and ends with watching the match. Whatever your preferred camera view and highlight mode might be, make sure it gives you a sufficiently complete view of the action, and allows you to be aware of every development as play unfolds. The shortcut buttons allow you to make substitutions, tactical changes, mentality adjustments, touchline shouts and set opposition instructions. At every turn, you must decide whether or not your tactical instructions are: a)       Being carried out as designed, and b)      Whether the opposition are nullifying them, or c)       Whether the opposition have left something you can exploit Let’s use an example. If you’ve adopted a 4-2-3-1 formation with your AML and AMR both set to ‘Inside Forward’ Roles and instructions to ‘Cut Inside With Ball’, you should be able to clearly see each of them leaving the touchline and moving into central areas in possession. However, if the opposition have seen this, and have decided to play two DMs with the express intent of blocking the very space your AML and AMR are seeking to exploit, you have a decision to make: a)       You could change their roles to ‘Winger’, for example, and attack the opponent on the outside, potentially rendering those two DMs useless. b)      You could adjust the team’s overall playing style; if the opponent has adopted a ‘low block’ with the two DMs ahead of a deep defensive line, it might call for a more patient passing game to probe for space and lapses of concentration, or a more direct approach where long balls are pumped into the penalty area, going over the heads of the DMs. c)       You could do nothing and hope that your players are simply better than theirs, and that quality will ultimately always shine through. The same applies in reverse; if you’re stopping them from doing something, or have left an area of weakness for them to exploit, they might tweak their tactics and try to get on top that way. It’s a perpetual chess match, where each manager is seeking the upper hand, and the possibilities are nearly endless. You must know the versatility of your tactics and your players, be able to identify what’s working and what isn’t, and know when and when not to make a change. Match Stats Match Stats cover player ratings, top-level match stats like shots, possession, clear cut chances etc., and detailed totals for each player on each team in an array of areas. Summary Analysis is split into three main sections during a match, and can also be reviewed in full after each and every fixture. It is divided into Match Stats, Team Analysis, and Player Analysis, with additional information also presented in the form of Action Zones and Focus of Attacks. Team Analysis allows you to select a type of match event – shots, passes, crosses, tackles etc. – and populate a chalkboard view of them. Each event type is then further broken down into situational specific totals, and clicking on the event itself on the chalkboard pitch view allows you to either view all events linked with it (for example, a pass that led to a shot on goal), or to watch the highlight of the event itself). All of these can be filtered by Pitch Area of Direction of play. Player Analysis follows the same routine; use the ‘Views’ menu to choose the type of event, then select the event from the player and display it on the pitch. These are extremely powerful tools than can be used live during a match for instant feedback and recognition of what’s happening, or in the wake of a match when reviewing performances and planning for the future. The key information will be distilled into reports from your Data Analysis team, if you have one, but you have the power to really dig into the fine detail of your team’s performances and use it to better understand why things are happening. This, in turn, will educate you more about how your players are executing your tactical instructions, and will arm you with more information to make improvements. Assistant Manager Advice 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 regular intervals, and advise on how to remedy any problems he or she has noticed. The feedback appears on the Match Screen, and can be actioned immediately from within the pop-up itself.
    19. Enhancing Your Experience Further

      Advanced Game Setup If you want to have greater control about the setup of your new saved game, and include several more leagues than the Quick Start setup allows, then you should use the Advanced Setup option. Rather than selecting a team (although you are able to choose this at this time from the bar at the top of the screen) and getting into your saved game as quickly as possible, you can tweak and tailor things to your exact requirements here. The Active Leagues in the main screen area are available for selection; add as many as you wish after ticking the ‘Remove nation and league restrictions’ checkbox. Doing so will disable all Cross-Sync compatibility with mobile devices and ensure the saved game can only be played on PC. From here, you can then use the check boxes in the top right for each selected country to determine how many leagues from that nation are loaded in. The more leagues you include, the more players will be in your saved game, and the slower the Estimated Game Speed – indicated in the panel to the right of the screen – theoretically becomes. Switching between Playable and View-Only mode allows you to include countries in your game for the express purpose of increasing the scope of your game world; View-Only achieves this on the proviso that you cannot manage there without converting it to Playable by using the Add or Remove Leagues option within your saved game. 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. You can choose this, and the start date, from the ‘Advanced Setup’ button on the bottom of the screen. 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. Screen Flow Tucked away in ‘Preferences’ -> ‘Interface’ is the Screen Flow section. This 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. The end product is that, at weekly intervals (the start day is determined by the day you set up the Screen Flow item), you will be taken to the ‘Stages’ screen of that competition, giving you the opportunity to review whatever content you want to from that competition. Repeat the process as much as you like for as many competitions as you need to. 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. Online Play and Streaming (PC only) If you want to stream Football Manager™ 2019 Touch 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://obsproject.com/help https://www.xsplit.com/ https://help.twitch.tv/customer/en/portal/articles/2146245-broadcasting-with-gameshow 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™ 2019 Touch as your source material for your window/monitor/game capture (or equivalent), and away you go! Downloads and Unlockables The Steam Workshop is your one-stop shop for additional Football Manager™ content. You will be able to find customisable content as well as challenges and unlockables specific to Football Manager™ Touch Tablet 2019. Remove Loan Restrictions -          This abolishes all loan rules and allows you to loan as many players as you want in or out. No Transfer Windows -          This abolishes Transfer Windows and allows you to complete deals year-round. Become Unsackable -          This effectively means you will never be sacked for poor performance. Job security is guaranteed. Become National Manager -          This allows you to manage international teams from the start of a new game. Board Request -          This allows you single, one-off guaranteed successful board request. Abolish Work Permits -          This abolishes the work permit rule and ensures that players will no longer need to apply for ones in leagues where they previously would have had to. Generate Son -          This will result in your fictional son appearing in your squad. All Players Interested -          This will make every player interested in joining you. A successful transfer and contract offer will still need to be negotiated. Lift Transfer Rules -          This lifts all foreign player-related squad and matchday rules and allows you to play with no such restrictions. Unlimited Scouting -          This gives you worldwide scouting scope as well as allowing up to ten individual player scout reports to be processed for the next day. New Stadiums -          Approves the building and development of a new stadium. Enable Fog of War -          Allows the use of the Attribute Masking mode. Boost Bank Balance -          Allows you to buy additional transfer funds; you decide your level of investment. In-Game Editor -          Allows use of the In-Game Editor. Morale Boost -          Changes every player in your squad to have Superb morale. Magic Sponge -          The ‘Magic Sponge’ will instantly heal any injured player and restore them to full fitness. Dodgy Lasagne -          A bout of sickness will strike your next opponents. Lifetime Contract -          Allows you to sign a single player to a perpetual rolling contract. Remove Player Suspension -          Removes a suspension from a player for their next fixture. All Job Applications -          Ensures that all job applications are successful and result in you being offered the position. Design a Son -          This takes the ‘Son Generated’ unlockable a stage further and allows you to have input on their biographical and footballing details. Challenges There are a number of challenge situations to immerse yourself in; each challenge can be carried on upon completion into a full saved game. The Saviour Cometh Your team are embroiled in a relegation battle halfway through the season. Can you take the reins and guide them to safety? Injury Crisis Your team is swamped with injury problems, leading to most of your first team players being on the treatment table. Can you meet the board’s expectations in the league? The Invincibles You’ve gone on a long run without defeat. Can you cement your place in history by going the full season unbeaten? You can’t win anything with kids A batch of exceptional youth players has risen through the ranks and joined your first team. Can you claim silverware with a side built around this core of young, homegrown talent? Unrest at Home Your appointment as manager has left some senior players unhappy. How will you handle the dressing room and the inevitable egos within? Can you avoid being sacked before the end of the season by matching the board's expectations? Top Division Underdog Your side will be immediately promoted to the top division in their country. How will you fare as massive underdogs? Financial Storm Your club is in financial peril. Can you maintain competitiveness on the pitch whilst reducing the club's debt and wage bill off it? Rise from the Ashes You may no longer be in administration but, with no players under contract and limited resources, the start of the season looms large with plenty of work still to do. Can you assemble a squad to guide the club to safety? Fixture Pile-Up Inclement weather has resulted in the mother of all fixture pile-ups. Can you negotiate a congested fixture list for the rest of the season whilst achieving the targets set by the board? Starting from the Bottom Your team has been relegated to the bottom tier. With a squad full of unhappy players and under strict demands from the board, your task is to ensure promotion by going unbeaten in the league! Additional challenges can be created, shared and downloaded by using the Challenge Creator in the Pre-Game Editor. Fantasy Draft The fantasy draft mode allows you to build a brand-new squad from a pool of players. Every participating club takes it in turn to select a player from the pool, until the squads are complete, at which point they are pitted against one another within a league or cup format. When starting the Fantasy Draft mode you have three options; Quick Start, Create Draft or Join Draft. The quickest way to get stuck in is to join an existing Fantasy Draft game; selecting ‘Join Draft’ allows you to filter out the available online Fantasy Draft games to find the one that suits you. If you want to create your own select ‘Create Draft’. Pick your choice of Player Pool – World Pool is the default selection with a wide range of alternatives available from the Downloads section – and set the desired parameters for Squad Budget, Draft Time Round Limit, and further competition rules. Alternatively, create your own pool from the powerful options behind the ‘Create Custom Pool’ button. Once you’re in a competition you need to Create Your Club. Conjure up a name, nickname and stadium name, upload a custom logo, and settle on your home and away kit colours and styles. Choose carefully though as, once set, these are your choices for all subsequent Fantasy Draft games. After a brief wait in the lobby for all participants to fully prepare themselves the draft will begin. You have five minutes to add players from the pool to your shortlist, using the search functions and filters available, before the clock starts ticking and the draft itself gets underway. You have the option to ‘Auto Pick’ (three suggested picks will be made based on your budget and current squad, allowing you to make the final decision) or ‘Auto Draft’ (control of the draft will be handed over to your assistant), whilst ‘Finish Draft’ will appear once you’ve made all necessary selections. Once you’ve completed the draft, you need to get to grips with your squad inside the game mode, with several screens similar or identical in nature to those described throughout this manual. Good luck! Season Limit Football Manager™ 2019 Touch comes with a thirty-season (30) playing limit on tablet devices. Should you wish to continue your career beyond that point you can do so only on the PC version of the game.