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  • Football Manager Touch 2018 (Console)


    18 questions in this category

    1. Welcome to Football Manager™ Touch

      Football Manager™ Touch 2018 is the latest instalment of Sports Interactive’s football management series on PC, tablet devices and Nintendo Switch™. We’ve once again strived to continue making the ultimate football simulation and we’re glad you’re a part of that. If you’ve played any of our previous titles, then you may already class yourself as something of an expert – but there’s information in this manual for all levels of manager. If you’re new to the series, this manual, in addition to the help system, aims to fully acquaint you with every aspect of Football Manager™ Touch 2018.
      Should you have a question which isn’t covered somehow by these methods, or indeed if you have something you wish to share with the team, you can find us over at www.sigames.com or you can join our thriving online community at http://community.sigames.com. You can also find out what’s new in Football Manager™ Touch 2018 on our community forums and our range of Social Media feeds. You can find us on Twitter, Instagram, Snapchat and Facebook @footballmanager with hundreds of new features covered for you to explore before diving into your first saved game.
      Differences between versions
      Football Manager™ Touch 2018 is available as a standalone version on PC as well as on tablet devices and on Nintendo Switch™. There are some small but subtle differences between the multiple versions of the game which are documented throughout this manual. Please be aware of these, particularly with regards to the interface and graphics.  
    2. Beginner's Guide

      Welcome to Football Manager™ Touch 2018! We’ve created a beginner’s guide to walk newcomers to the series through getting to grips with the various aspects of management, and to hopefully answer any questions that might come up along the way.
      Your first step will be to begin a new Career, choose a team to manage and hit 'Quick Start' to get started. You may notice you can press the Y button on the JoyCon as a shortcut for the Quick Start button; there are similar button shortcuts in various places throughout the game. You will be asked to create your managerial profile during game setup. Please refer to specific sections of this manual for in-depth explanations of these areas should you require them.
      Football Manager™ Touch is, as the name suggests, a football management simulation in which time advances upon selecting the ‘Continue’ button found in the top corner of the screen or by pressing the ZR button. 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 as required to action the items of the day. ‘Continue’ will move through your calendar incrementally; days become weeks, weeks become months, months become years, and so on.
      Your Inbox, Your Home
      Your ‘Inbox’ is the central point around which your experience is built. Communication crucial to the management of your chosen team will be delivered to you in a prompt and timely fashion – the game will bring you back from processing whenever your input is required – and the majority of your key decisions and actions will be taken in response to content arriving here.
      Look at things that interest you
      Whenever you move the cursor around the screen, it will highlight people, clubs, and other entities you can select and interact with by underlining them. Touch screen controls are also available. 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 is the primary navigational tool providing you with quick access to all key areas of your team and can be viewed by pressing the L Button. Each screen also features a free text search box in the menu bar, for swift navigation around your game world. Please refer to the User Interface section of the manual for a more detailed breakdown.
      After reading through the first few items in your Inbox, it makes sense to devise a tactic and pick your first team. Use the Tactics icon on the Sidebar to go to your Tactics screen, then use the Set To Formation option in the Tactics dropdown menu to pick from several standard formations, then begin to select your team by picking your desired players, per position, by selecting each ‘Pick Player’ button. If you’d rather your Assistant Manager pick the team for you to begin with, the ‘Quick Pick’ button will select an appropriate team for the upcoming match based on player availability and fitness, as well as their suitability to each position and role.
      Taking the time to explore each section of the sidebar, and the many sub-options therein on each screen, will help you become far more acquainted with Football Manager™ Touch and, in turn, increase your enjoyment of playing. Many of your managerial tasks can be automated or delegated to and from your capable backroom staff team.
      Don’t be afraid to ask for help
      A host of responsibilities are taken care of for you; your Assistant Manager runs training and your Chief Scout automatically handles all scouting assignments. That leaves you free to focus on getting to grips with managing your team.
      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’s (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 Overview - Information screens. They will sometimes come to you directly with their concerns, and how successfully you deal with them will go a long way to determining whether or not 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.
    3. Getting Started

      The Start Screen When the game has loaded, you will be presented with the Start Screen. The table below describes what the various options available to you on this screen do. Action Description Load Last Game   The first option you’ll see on the screen is to pick up where you left off by loading your most recently-played saved game. You’ll see the name of your manager, the name of the club, and the in-game date. Load Game Select a different saved game to load up. Join Online Game Join an Online Game. Please note this is only available on the PC version.   Action Description Career Begins the process of starting a brand new game of Football Manager™ Touch 2018 career game. Create-a-Club Begins the process of starting the Create-a-Club mode, which allows the manager to create their own personal unique club to manage and tailor, from kit colours and stadium details to the specifics of their playing squad. Challenge Begins one of the pre-determined set of challenges.   Action Description Preferences Configure your game Preferences. Please refer to the following section for greater detail on each of the preference options. View Match Load up a saved .pkm match file and re-watch some of your greatest moments! Please note this is only available on the PC version. Credits The people responsible for making Football Manager™ Touch 2018. Manual Clicking on the ‘Manual’ button will load the Football Manager™ manual. Please note this option is only available on the PC and tablet versions. EULA Review the licencing agreement.   The Game Preferences Screen The following options are all found on the Preferences screen and allow you to configure how Football Manager™ Touch 2018 acts and behaves. An asterisk next to an option indicates that this is a Tick Box option with two possible behaviour types. OVERVIEW      A general overview of the most important preferences. You can configure each of these areas in greater detail from the appropriate sub-tab within the Preferences section.     FORMATS   Language Select which language you wish to play in. You’re able to select different languages for your Game Language (news items, game elements) and Data Language (players, clubs, competitions etc.) should you wish to. Currency Select which currency you wish all monetary values to be displayed in. All major currencies are represented in the game with appropriate exchange rates taken close to the release of the game. Wages Display wages in-game in either a Weekly, Monthly, or Yearly format. INTERFACE   Customise – Button Shortcut The minus button on your controller can be set as a shortcut to one of the screens listed in the dropdown menu.  * Play Background Music Change the volume of any background music by using the slider.  MATCH   Highlight Mode Configure the saturation level of highlights you wish to see during matches. ‘Full Match’ will show you absolutely everything that happens; whilst ‘Comprehensive’ will show a large portion of affairs. ‘Extended’ covers a healthy chunk of proceedings, ‘Key’ shows you the notable incidents, and ‘Only Commentary’ will play the match out simply with textual descriptions. Please note that ‘Full Match’ mode is only available on the PC version.     SAVING    * Use Auto Saves Configure whether you would like to enable automatic saves or not. Auto Save Interval (Every) Select the regularity with which you wish the game to automatically save.   TOUCH CONTROLS This section details the touchscreen-specific controls that can be used on Nintendo Switch™. You can use them throughout Football Manager™ Touch 2018, alongside the Joy-Con controls   INTERFACE       GENERAL   Confirmation Dialogs If you wish to reset any dialog messages you have disabled during the course of playing the game, click this button and they will all return. This is a catch-all option rather than one allowing selective resets. Customise – Button Shortcut The minus button on your controller can be set as a shortcut to one of the screens listed in the dropdown menu. PROCESSING   Continue Game Timeout This option lets you set the game to automatically continue after a specified interval of time if you wish to do so. * Have fewer stops in play by increasing the duration of each processing break. Tick this option if you would rather a quicker gameplay experience; it will result in longer processing spells whilst progressing through game time much more quickly.       APPEARANCE     Enable colour blind safe colours Tick this to enable a colour scheme that makes the game more accessible for people who are colour blind     PLAYER SCREEN   * Display natural position only Tick this to ensure that only a player’s natural position is displayed alongside his name in the Title Bar, and not all of the other possible positions in which he can also play. * Leave Player (or Staff) screen when you select ‘Back’ This option configures the behaviour of the ‘Back’ button when viewing player profiles. If enabled, it will take you to the last screen you visited before viewing the player’s profile. If disabled, it will simply cycle through every tab and sub-tab you’ve viewed on the player before returning to the previously visited screen.     TEAM SCREEN   Landing Page Configure whether you wish to be presented with the team’s Profile screen or their Squad when selecting their name. * Use players’ shirt name on tactics pitch In instances where a player wears a different name on the back of his shirt to his given surname/common name, ticking this option will ensure it is used.       MATCH   IN-MATCH   * Use sound in match Turn sounds on and off here through ticking and un-ticking this check box. You can also configure the volume of sounds in-game on a sliding scale from 0-10 (loudest). Use the ‘Test’ button to try out your settings. * Show information popup between match highlights Tick to show the match’s information popup when there is no highlight being played. *Show match time as 0-45 minutes for each half Tick if you want to show the match time starting from zero for each half of the match. * Use flashing commentary when a goal is scored If enabled, when a goal is scored during a match, the text commentary bar will flash alternating team colours. To turn this off, leave the box un-ticked. * Use plain colours for commentary text Tick this option to use simple black and white colours for use in text commentary rather than the colours of the respective teams involved in any given match.     HIGHLIGHTS The highlights controls can be toggled between ‘Live’ and ‘Replays’ modes.     LIVE   Highlight Mode Configure the saturation level of highlights you wish to see during matches. ‘Comprehensive’ will show a large portion of affairs. ‘Extended’ covers a healthy chunk of proceedings, ‘Key’ shows you the notable incidents, and ‘Only Commentary’ will play the match out simply with textual descriptions. Style Choose the style of camera adopted in Director mode. Camera Choose the camera in use by default during match action. Match Speed During Highlights Toggle the speed at which the match action is displayed when highlights are playing. Match Speed Between Highlights Toggle the speed at which the match clock moves when there is no highlight to be shown.     REPLAYS   Show replays for Choose the saturation level of replays covering a host of incidents. Camera Choose the camera to be used during replays. Speed Choose the speed at which replays are played.     PROCESSING   Match scheduling options This option refers to the scheduling of the matches in your career. You can allow, or disallow, them to be moved for TV broadcast, or restrict possible match days to only Saturdays and Wednesdays. * Skip match preview in build-up to match If you wish to approach a match using the stage-by-stage ‘Match Day Experience’, ensure this is un-ticked. If you wish to just be taken to the match upon pressing ‘Go to Match’, enable it. FORMATS   GENERAL   Game Language Select which language you wish to play in. Currency Select which currency you wish all monetary values to be displayed in. All major currencies are represented in the game with appropriate exchange rates taken close to the release of the game. Wages Display wages in-game in either a Weekly, Monthly, or Yearly format. Temperature Display match day temperature values in Celsius (°C), Fahrenheit (°F), or Kelvin (K). Height Display Height measurements in Centimetres (cm), Metres (m), or Feet (ft) Weight Display Weight values in Kilograms (kg), Pounds (lbs), or Stones (st). Short/Long Distance Display short distance measurements in the match display in either Metres (m) or Yards (yd), and in Kilometres (Km) or Miles (M) for long distances in news items. Match Odds Display pre-match odds in either Fractional (16/1) or Decimal (16.00) form.     DATE   Format Select which format you wish dates to be displayed in. There are three options; the European standard dd/mm/yyyy; the North American standard mm/dd/yyyy; or the alternative choice of yyyy/mm/dd. Separator Select the format of your date separator; choose from a Dot, Slash or Dash.     FINANCES   Positive Choose how you wish your currency of choice to be displayed when values are positive. Negative Choose how you wish your currency of choice to be displayed when values are negative.     NUMERIC   Decimal Symbol Choose whether to use a Dot or a Comma as your decimal symbol. Digit Grouping System Choose whether to use a Decimal, Comma or a Space as your digit grouping system.   Creating a New Game Having clicked the ‘Career’ option, the initial database will load.
      Once it’s loaded, you will initially be presented with a list of teams to manage from the top division in the default nation for your locale, although you can change each of these from the appropriate drop-down menus (or by using the ‘Search team’ function). The database can also be changed from the top-right area of the screen should you have more than one database downloaded or installed.
      From here it’s as easy as picking a team and selected ‘Quick Start’ to get the ball rolling but, should you want to customise things further, you can click on ‘Advanced Setup’. This screen will allow you to Add and Remove leagues.
      You may select leagues from up to three nations but do please note that the Estimated Game Speed will be reduced for each additional league you load.
      When you’re happy with your selections, select ‘Start Game’. Create Your Managerial Profile PERSONAL DETAILS DESCRIPTION Name Enter your name in the fields provided, most typically First Name followed by Surname Nationalities Select your primary and (if applicable) second nationalities. Favourite Team Select your favourite team – this can influence some events in the game which interact with the chosen club and its players/staff. Favourite Formation Select your preferred tactical formation. Password If you wish to protect your actions as manager under the safeguard of a password, enter and verify it in the space provided. As with all passwords, ensure that it is secure and one you can remember, as there is no recovery system in place from Sports Interactive or SEGA. Past Playing Experience Select your desired previous playing experience. The more famous you were as a footballer, the higher your reputation and standing within the game will be, and that can often afford you some initial leeway with regards to expectations. However, there is a fine balancing act involved, as you will ultimately be expected to produce winning football perhaps sooner than someone who doesn’t enjoy such notoriety within the game.     Address me as… Select the manner in which you wish to be addressed. Certain countries have particular naming conventions which can be chosen from this option   Next, select your gender, birth date, height and weight. You can then customise skin and eye colours, hair (and facial hair) colour and style, plus glasses, clothing and attire.
      Once you’re done, that managerial profile will be available to you every time you start a new game (if you create multiple profiles you will be given the option to select the one you wish to use).    
    4. The User Interface

      Football Manager™ Touch 2018’s interface has been designed to ensure that playing the game is as friendly as possible. The following is a glossary to help explain some of the terms referred to in this manual that are commonplace in the game’s appearance. Access the FM menu by pressing the matching button in the top right corner of the screen, or the + button on the controller, to see the Joy-Con controls for Nintendo Switch™. Touchscreen controls can be found in the Preferences menu under Touch Controls. Interface Glossary Side Bar
      The primary method to navigate all the different areas within your club (or international team) is from the Side Bar, accessed with the L button. 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 still shows all the sections related to your club. Note that you will also have access to the different sections/panels of the other club or entity that you are viewing, via the very top entry in the Side Bar. The first thing to do is to select a section, such as Squad, Tactics or Scouting. Once you have selected a section, the tabs and sub-tabs for that section will be ready to browse through too. You can navigate using the direction buttons and pressing the A button to select a section or tab, or you can just use the cursor to choose what you want. Once you've selected the tab you wish to visit, press the L button again to close the Side Bar. 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. Actions
      If you press the R button, this opens an Actions menu on the right hand side of the screen. What is contained here varies depending on the panel you are on. If you are viewing a player, this menu contains the options to scout them, make offers, move them between squads and more. It can be navigated using either the directional buttons and using the A button to select an Action, or by using the cursor. Continue Button
      The Continue Button is central to Football Manager™. It is the conduit from which the game will progress through time. Once you have finished with all of your business for a given period of time, ‘Continue’ will advance the game. You can press the button in the top right corner of the screen using the cursor or touch screen, or simply press the ZR button on the JoyCon. 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. 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. Simply choose a date to see what you have lined up, or to take an appropriate action for that date. 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. 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. 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. Table Navigation On any panel which loads with a table of players (for example, Squad or Player Search), you will automatically be able to navigate the table view using the directional buttons without having to select it first. You can use the directional buttons to move up and down the list; pressing A will take you to the panel for the object of the currently highlighted row - e.g. Player Profile if it is a player - and pressing X will open a context menu giving you contextual actions for that player - for example, scouting a player or making an offer. Customisable Table Columns
      Most table columns 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. You can also select the '+' icon in the top right corner of a table to add new columns. To resize a column, select and drag on the area between two columns and move it in the desired direction, making it wider or narrower. Release to set the size. To re-position a column, select and drag the header and move it to where you wish to move it to, and then let go once again. Alternatively, move the cursor over a column header and press the X button to bring up the context menu for the customisable columns and select an appropriate resizing option. View Menus
      Sections and screens can have one or more views, which present the same information in different ways. For example, the Players tab on the Squad 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. Filter
      Many screens in Football Manager™ Touch 2018 give you the ability to set filters which permit you to configure exactly what information you want displayed. Screens which possess this function will have a ‘Show Filters’ button, usually located towards the top right of the main screen area or a panel. 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 ‘Show Filters’ button again. 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 name and subtitle. Title
      The title is a piece of text intended to indicate the purpose of the screen. The title will generally be displayed in a larger font in a prominent place on the screen – most typically in the title bar. Subtitle
      The subtitle is a piece of text shown in a slightly smaller font adjacent to the main title for a screen. The subtitle can be used to show some supplementary details about the screen’s game object. 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), via the Search field and World Menu. Use the ZL button to navigate back through your navigation history, and press ZL twice to navigate forward. Search
      Search allows you to initiate a free text search for any game object. 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. The FM Menu
      Pressing the + button or selecting the FM button in the Navigation Bar will open the FM menu. From here you can save and load games, go to the Preferences panel and more. Customisable shortcut
      The - button can act as a shortcut to a number of actions or panels - for example, pressing it can take you to the Home panel. You can choose what this is a shortcut for from either the Preferences panel or whenever the FM Menu is open. Tooltips
      Tooltips are small windows displaying text intended to explain or describe a function available. 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 double tap it with the touch screen or hold the cursor over it to see if it has a Tooltip to explain things to you. Sliders
      Football Manager™ Touch 2018 includes a selection of sliders. A slider control lets the manager select from a range of values by moving a bar from left to right and back, very similar to a volume control. To move a slider, simply select and hold, move left or right, and then release.
    5. The FM Menu

      The FM Menu is what more experienced managers will remember as the ‘Options’ menu. Save Game (As)
      The ‘Save Game’ and ‘Save Game (As)’ options do as they suggest. Saving your game is fairly important, as it’s extremely unlikely you’ll be playing it unsaved forever. 'Save Game’ simply saves the current game over the previous save slot, whereas ‘Save Game (As)’ allows you to choose any of the three save slots to save to. There are additional Save options in the game Preferences. Load Game
      The Load Game option allows you to load an existing saved game from inside the main Football Manager™ Touch 2018 application. If you do this whilst playing another saved game you will lose all unsaved progress. Quit to Start Screen
      This option allows you to return to the Start Screen from within the main Football Manager™ Touch 2018 application. If you do this, you may be prompted to save the game first so as to not lose your unsaved progress. Preferences
      Configure your game preferences here. Hall of Fame
      The Hall of Fame is the home of legends. The very best managers of all time are detailed by their successes in the footballing world. Will you be successful enough in your career to earn a place amongst the greats? Game Status
      The Game Status screen displays the basic information about your saved game. It includes details of the total game time, game version, when the game was last saved, and the manager that you are playing as. Credits
      These are the people responsible for bringing Football Manager™ Touch 2018 to you. A full list of credits can also be found at the rear of this manual. This section also features a number of FM Community Content Creators and other assorted fansites. About Football Manager™
      A simple dialog box informing you of the details of the version of Football Manager™ Touch 2018 you are currently playing.
    6. The Sidebar

      The Manager Menu, located on the Sidebar, will largely be the main point of reference as your career develops in Football Manager™ Touch 2018. The Menu contains the majority of the key items you’ll need to regularly address. The options are discussed in great detail throughout this section. The Bar can always be brought up on the left side of the screen using the L button and it remains your central hub for day-to-day management and activity. Home The Home screen provides a quick look at the important things going on with your team at the current time. Concise and necessary information on your team, players, fixtures and finances is presented on this screen and updated whenever you visit, providing a general overview of your current situation. Manager Profile As a manager, you have a profile in the same way as all players have a profile. Your managerial attributes and tendencies are displayed on the ‘Attributes’ panel. Over the course of a career, a manager can accomplish many things. The ‘History’ section details all of these, as well as a history of the career path taken. My Contract When you begin a new game in charge of a club for the first time, you are given a standard one-year contract with the team. If you impress suitably in that period, you will be offered a new contract with terms you can negotiate as you see fit. My History The ‘My History’ section keeps a record of your key information and achievements throughout your career. There are further options available from the ‘Actions’ Menu (R button): Resign/Retire There may come a time when you’ve had enough of your job and want out. If this is the case and you want to tender your resignation, you need to select ‘Resign’ under 'Contracts' in the ‘Actions’ menu and confirm your decision. You will immediately become unemployed and may begin looking for another job, or indeed take up an offer if you’ve resigned for that reason initially. Retirement takes this one step further. You may have had enough of the football world and wish to remove yourself from it altogether. Retiring will remove you from your current job (if employed) and from the game world completely. You can find this option under 'Misc' in the 'Actions' menu. Go on Holiday If you would like to leave your team in the capable (or otherwise) hands of your Assistant Manager for a period of time whilst you take care of other business away from Football Manager™ Touch 2018 you can ‘Go on Holiday’. This can be selected from the 'Misc' tab in the 'Actions' menu. The pop-up for this option allows you to ‘tell’ your Assistant Manager what he can and cannot do in your absence, and you also set a return date, which will stop Football Manager™ Touch 2018 processing and allow you to resume control of your team. Inbox Your Inbox is the main hub of your game world. All important and key information relating directly to you or any part of your club will arrive here in the form of a news item. Items requiring an action Often, news items will arrive in your Inbox which require a response. These items are highlighted in red and you cannot continue the game without actioning them. Such news items must be responded to before the game can be continued. Once the red highlight has disappeared, that news item is considered to have been responded to in an appropriate manner Search The Search icon in the form of a magnifying glass at the top of the news item list allows a free text search. This makes it easy to find something from an old news item, for example. Social Feed The social feed enables you to keep fully abreast of everything going on in the footballing world. Operating in a similar manner to the previous subscriptions system but now wholly tailored to function as a modern-day social network feed, any game object (player, competition, team etc.) you choose to ‘Follow’ will result in you receiving content about them in the form of a short message in the feed. Content is delivered by a range of sources; teams, competitions, media sources, journalists, and supporters. A range of supporter reaction is delivered to you by way of the club’s supporter spokesperson and adds a distinct layer of colour to the feed, ensuring you know exactly how the fans feel about the news of the day. Following an object allows you to see what you want, when you want, and perhaps more importantly ignore what you don't want. Along the right-hand side of the Social Feed screen is a list of suggested accounts to follow; click on ‘Manage’ at the bottom of this list to refine how you receive content. From here, a pop-up dialog appears with the ‘Following’ View Menu located towards the top left filtering objects by type. Each object has a ‘Social Content’ and a ‘News’ tick-box; check the former to receive social content, the latter to have appropriate news stories delivered as a part of this feed. Select both to have the best of both worlds with social being generated alongside each story. The adjacent drop-down menu allows you to further configure the frequency with which this is delivered; choose from Minimal, Normal and Extensive in increasing volume. Finally, the ‘pen’ icon allows you to dig deeper into the specific types of news you want to receive. It is divided into sections by subject and within each is a comprehensive list of the sort of news items you can expect to receive. This extra level of management enables managers to really control their content. Each social message contains a ‘settings’ icon which, when clicked on, indicates why you’re receiving it, and gives you the option to revise your following rules should you wish to. Transfer Window This screen covers all of the pertinent information concerning the most recent/currently active transfer window. ‘Live’ Inbox Functionality A number of important actions can be handled directly in your Inbox, rather than having to go to another panel to complete them. For example, season expectations, contract offers, scouting updates and calendar reminders are all possible to handle ‘live’ when the news is delivered, allowing you to handle your affairs in a clearer and quicker fashion. Squad You’ll spend much of your time poring over the Squad screen as you look to develop and mould a group of individual players into a finely-tuned machine capable of success. It’s therefore worth familiarising yourself with this particular screen. In addition to these options, you have a number of key items found in the tabs menu. These are explained in detail throughout this section. Players There’s no getting away from the simple fact that, no matter what you do, your players will ultimately determine your fate as a manager. Each player may, at times, have an icon (or a stack of icons, see below) next to their name with a short one, two or three-letter abbreviation indicating an action or event relating directly to them. Move the cursor over these icons for a summarised explanation of what they mean, or click them to go to the relevant page explaining in detail. A stack of multiple status icons reflects that there is a series of pertinent information to be viewed. Select ‘Full Player Status’ from the ‘Views’ menu to display them fully, or move the cursor over a stack of icons to watch it expand and display in their entirety. This section provides mores details on players in Football Manager™ Touch 2018, their profiles, their attributes, and plenty more besides. Medical Centre This section is dedicated to all things injuries, from prevention to rehabilitation, and everything in between. Your Head Physio provides an overall assessment of the current picture regarding player fitness, with a Risk Assessment panel covering the match and training load and injury susceptibility to your squad. All injuries, and players recently recovering from injuries, are detailed at the bottom of the Medical Centre. Players on International Duty Whenever one of your players represents the club on international duty, information regarding their performance will be added to this screen. You will be informed of match details as well as the important stuff – how long your player featured for and how he fared. Tactics Configure your tactical approach and team instructions. For greater detail on Tactics and the various options available to you from this screen, please refer the Tactics section of this guide, as it contains considerably more information. Team Report The Team Report is a comprehensive breakdown of your squad from top to bottom, with your backroom staff presenting you with all the information you’ll 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. Summary The Summary 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.  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. 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. Facts This section presents a breakdown of statistical leaders in your team – such as the youngest and oldest players – and compares them to the leaders within your league. Comparison This section takes a number of statistics from your squad and compares them across the rest of the league to see how your charges compare. The ‘General’ tab takes miscellaneous information such as height and weight, whereas the positional breakdowns take an average of particular attributes to show strengths and weaknesses in your squad. Staff This section deals with your backroom staff and the wide-ranging ways in which they can make your life as manager a whole lot easier. Overview/Members A list of the non-playing staff employed by the club, with the ‘Overview’ tab providing pertinent links to interact with each of them. Job Centre If you are released from your contract by the club, you’ll probably want to find your way back into management as soon as you can. The ‘Job Centre’ screen lists all available jobs, which you may apply for by selecting the club and then selecting ‘Apply’. These jobs will also appear on your Managerial Overview screen for the duration of your unemployment. You can also use the ‘Place Advert’ drop-down to find suitable candidates for vacant roles at your club (as well as being able to do it from the Overview screen whenever a vacancy exists). A few days after placing an advert, an Inbox item will generate with a list of applicants. Job Security The Job Security screen details the current job status of every manager in the game. If your job isn’t listed as ‘Secure’ or ‘Stable’ then you’ve got a problem. If the board aren’t pleased with your job to date you may find your job becoming ‘Insecure’. If you still fail to improve then it might become ‘Very Insecure’ and at this stage you’re close to getting the sack. Training Your team’s performances on the pitch are the product of the work put in on the training ground. Developing a style requires time and patience, and by working on various elements of your tactical approach in the build-up to a match, you can reap long-term rewards. Team The Team Training screen brings together all of the various areas of your training schedule and gives an at-a-glance review of how things have generally been going. It features a breakdown of time spent on each focus area, notable training performances, the squad’s relative happiness with the work being asked of them and their overall fitness. If you deselect the option to leave your Assistant Manager in charge of training, you will begin by setting up a Default Focus and Intensity for how the team should work as a rule of thumb. Select one area for the team to generally work on, and determine how hard you want them to work at it. There are also checkboxes to set whether you want to include rest days before and after matches. Individual Whilst the focus on individual schedules has gone, you can still work on areas of individual players’ games and attempt to refine their profiles. Professional players tend to train together in groups – either as a whole team or within their general positions – on a day to day basis and work to refine a particular aspect of their game outside of this time; either scheduled by the coaches or of their own volition. The ‘Individual’ sub-tab presents your squad; select a player’s table row to allow the possibility of altering the individual training routines devised by your Assistant Manager. From here, you can set up a new Individual Training Focus or Player Trait or begin training them in a New Position. Player Overview Each player will also have an injury overview page accessible via their player profile from 'Medical Centre' under the ‘Reports’ menu. This report provides a visual overview of their current injury status, risk assessment and injury history. Schedule The schedule section contains key information about your club’s fixtures and any important dates by way of the calendar system. All - Calendar Football Manager™ Touch 2018’s calendar is a crucial point of reference for you to plan your future actions. By clicking on the date displayed on the Menu Bar, you will be presented with the next few days and anything pertinent to your stewardship of the team. Scroll back and forth in time using the directional arrows. The full calendar itself is displayed and laid out in a traditional day-by-day format. Important dates are indicated to you in either a Weekly, Monthly, or Yearly view (configurable from the ‘Views’ menu). Whichever you choose, you will have key information at your fingertips and very little excuse for forgetting to prepare for a fixture or renew a contract. Fixtures The Fixtures screen details all of your match commitments for the current season, be it for the senior team or one of the B Teams or youth teams at your particular club. Selecting the left hand side of a table row will select a fixture. If it’s a match that has already been played you will see details of that match, and if it’s a forthcoming fixture you will be given information ahead of that fixture. You can also arrange friendly fixtures from this screen. Select the ‘Arrange Friendly’ button and you will be taken to the appropriate screen listing potential fixture dates on the left, and the configuration panel on the right. Select the date from the left by clicking on an ‘Available’ option, and then choose the type of match, venue, rules and opponent from the right. The ‘Past Meetings’ link at the bottom of the information panel allows you to see all of your in-game previous meetings with your opponent. This can be done for any fixture. Competitions This screen provides an overview of the current state of affairs of all competitions your team is currently involved in. For more detail on competitions in Football Manager™ Touch 2018 overall, please see the appropriately-titled section of this guide. Scouting Your scouts are your eyes and ears in the footballing world. Whilst you’re taking control of the day-to-day management of your club, these guys are putting in the hours and the miles so you can have as much information at your disposal as possible. Please refer to the Scouting section of this manual for a detailed look at this module. Transfers This section offers you all the necessary possibilities and information for you to operate successfully in the transfer market. Transfer Centre The ‘Transfer Centre’ is a screen that allows you to see all of your transfer activity in one place and act upon any item quickly and easily. The majority of the main screen area lists all currently active or pending deals. Selecting a player by clicking on their table row gives a list of all current offers for them, allowing you to respond as you see fit, and expands in the case of multiple offers. Any active transfer clauses you’re in a position to action, either by buying or selling them for a fixed price rather than waiting it out for their conclusion, are also detailed at the top of the screen. Director of Football There are several on this screen which are to be used with regard to a Director of Football and an assignment of certain responsibilities to them. ‘Transfer Targets’ is your main working list for players you may be targeting for immediate or short-term purposes and wish to have brought in to improve the current first team squad. The ‘Unwanted List’ will feature any players you have deemed to be surplus to requirements at the club and, once the player is on here, their departure will be handled by the member of staff assigned that responsibility. The final list, the ‘Development List’, is for young players at your club who you want to be loaned out. Once on this list, the responsible person will seek to find them suitable temporary homes. ‘Suggest Transfer Targets’ will ask them to come up with a list of realistic players to target based on the criteria you choose when setting this up. The Director of Football will return with his preferred options. Any player assigned to those lists will automatically appear with the relevant reference alongside their name in the Transfer Centre to signify that the DoF has actioned that particular deal. Loans If you have any players away on loan or if you’ve brought players in on temporary arrangements, details of those deals are stored here. Clauses This section deals exclusively with financial extras involved in any transfer dealings your club has had. If, for example, you are paying for a player in instalments, the terms will be held here until such time as all payments have been met. Future percentage fees and incentive-based add-ons for both players bought and sold by the club are also found here. It can be useful to check this screen at times to remind yourself that you may still be paying for a deal you made 18 months ago and that’s where your unexplained missing £100k per month has gone. Transfer History Here you’ll be able to find a complete history of your activity in the transfer market on a season-by-season basis. Club This section deals with anything and everything pertaining to the club you’re in charge of. Profile The Club Overview screen gives you a simple and quick look at their key information. Club Details, League History, Staff, recent Results, Kits and Stadium information are all present and displayed for your perusal. Information The ‘Information’ sub-tab displays all of the information about the club’s stadium and training ground, and any other facilities they may have, such as a youth academy, as well as historical favourite staff and kit information. Training Facilities and Youth Facilities each 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… Perfect, Very Good, Good, Poor, Very Poor, Terrible …whilst there is a seven-level scale for Corporate Facilities: Top, Good, Average, Adequate, Fairly basic, Basic, None Junior Coaching has a scale of eight, which runs: Exceptional, Excellent, Good, Average, Adequate, Basic, Minimal, None And, finally, Youth Recruitment uses a nine-tier system: Extensive, Well-Established, Established, Above-average, Average, Fairly basic, Basic, Limited, None There are also five types of ‘Youth Level’, with 1 being the highest, 4 the lowest, and 0 representing that the club holds no audited status. Improving the Youth Level will result in your developmental teams being allowed to play against other teams attaining that grade as well as increasing the likelihood of being able to develop more talented youngsters and bring them through the academy ranks. Affiliated 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 here, as well as from the Board Requests screen by selecting ‘Networking -> Affiliate Club’. Depending on the size of your team, you may also request that the board ‘Look for Senior Affiliate’ to which you will act as an affiliate and benefit accordingly; primarily from the ability to receive players on loan from them, but also potentially through shared scouting, finances and facilities. Any proposed affiliations will appear under the ‘Proposed Affiliates’ option. There are a number of types of affiliation which each have their own benefits. -          A local partnership in which players are loaned. -          A local partnership in which facilities are shared. -          A national partnership in which players are loaned. -          Financial benefits for both teams. -          Benefits for the youth setup for both teams. -          The senior affiliate has first option on the affiliate club’s players. -          An international partnership in which players are loaned. -          To avoid work permit regulations. -          The senior affiliate will send youth players to the affiliate club to gain experience. -          The senior affiliate will send reserve players to the affiliate club to put them in the shop window. -          The affiliate club will receive players from the senior affiliate to aid them in their bid for promotion. -          The affiliate club will receive players from the senior affiliate to aid them in their bid to avoid relegation. -          A mutually beneficial relationship. If you have managed a club for a successful period of time your board may allow you to request a specific type of affiliation to benefit your own needs, and over an even longer period of time the board will be willing to allow you to specify a club to approach for a link-up. These options will become available to you as part of your conversations with the Board. History This section contains a comprehensive historical overview of the club, detailing their honours, league history, competition performance, key landmarks, records and a ‘best eleven’ for each season as well as all-time. Board Visit the Boardroom to interact with your employers. The screen displays an overview of your current situation at the club, but also gives an overall sense of the direction in which affairs are headed. Alongside your current confidence, you receive information on any Board Requests you may have made. Wage and Transfer budgets may also be adjusted from the Board screen. Members A list of the current board members. Confidence If you’re going to be successful in your job, it’s imperative that you satisfy the demands of the Board and the Fans – and they can be quite demanding. The Confidence bar reflects the overall reaction to each facet of your management of the club. The Board and supporters will give you their current thoughts on your progress in competitions, your financial control, individual match feedback, your transfer activity and current squad, any promises you may have made during contract negotiations, the overall dressing room atmosphere and support levels amongst the players, your tactical decisions, and an overall summary with a major highlight and criticism throw in for good measure. Confidence in your performances in these areas can be gauged by the bar displayed on the Overview screen. The bar displayed in the screenshot is a neutral opinion and is at the midway marker. As confidence in your performance grows, this bar will fill up towards the right end. If confidence disappears and people start questioning your actions, the bar will decrease towards the left. You naturally want to be aiming to have as much of every bar filled as possible. Fan opinion will be presented to you by a spokesperson from a team supporters group. They are more concerned with the on-field product as well as transfer activity, whilst the Board are more concerned with the long-term security of the club off the pitch, but will not ignore what happens on the pitch. The Confidence sub-tab goes into far greater detail in every area of your job. ‘Club Issues’ deals with agreed philosophies, playing styles and general approaches, whilst Competition and Match Performance respectively will cover your team’s on-field performances. Transfer Activity presents a look at how you’ve fared wheeling and dealing in the transfer market, whilst Tactics addresses your managerial performance on the pitch and how you set your teams up. Board Requests You will find yourself making board requests fairly often throughout the course of your career. After all, they’re ultimately the people who will determine your managerial fate and they also control the all-important funds with which you invariably aim to improve the team on and off the field. Meeting subjects are split into five main areas; Stadium, Facilities, Finance, Networking and Personal. Your performance will weigh heavily in any requests made. 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. 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. It is very much worth taking some time throughout the season to check this section thoroughly to make sure you’re fiscally responsible. Some football league authorities will punish teams who enter administration with a points deduction, and if things get really bad, creditors may take control of your team and accept any bids made on your players to alleviate the financial problems you are in. Managing Wage and Transfer Budgets You also have the option of managing your wage and transfer budgets so that you may, for example, move some funds from one area to another to maximize the benefits you are able to make from your balance. To do this, navigate to the Boardroom Overview screen (or, alternatively, the Budgets sub-panel  within the Finances Summary page) and use the ‘Budget Adjustment’ panel. Depending on the financial situation at the club, these changes may be restricted somewhat. Reserve, Development and Youth Squads You’ve got to look after the future of your club. Your Reserve (or junior age equivalent, e.g. U21) and Youth teams are always available for viewing and for interaction from the tabs menu. Your Youth Team will typically contain teenage players on youth contracts training and trying to earn a professional deal. The Reserve Team typically may contain a mixture of young professionals and older, ‘washed-up’ players who no longer cut it at the senior level, depending on the country you’re managing in. How you manage these two teams is completely up to you. At the start of each season, following automatic enrolment in your first season in charge, you will be asked by the governing football association if you wish to continue entering/enter the competitions for these teams. B Teams, however, often exist as almost separate entities and are teams competing in professional competition in their own right. As first-team manager, you of course reserve the right to be able to move players about as you see fit but they will often have their own budgets, their own transfer policy, and the rules governing when and how you can move players between squads may be different from league to league. By default, your assistant will control the day-to-day running of these teams so you can focus on the first team.
    7. League/Competition Menu

      The League/Competition screen holds all the important information and links that will be entirely necessary for you to check regularly if you are to be successful. Keeping up to date on the very latest information from your opponents is a massive factor, and Football Manager™ Touch 2018 allows you to do this in many ways. The sections described below are all found from the tabs menu on any league or competition screen, all accessible from the competitions screen found on the sidebar (which contains details of all competitions the human manager’s team are taking part in). Overview A comprehensive overview of the competition. Profile Each competition page has a ‘Profile’ screen which offers all of the relevant competition information at-a-glance. More detailed information can be found throughout the tab and sub-tab menus, as explained in this section. Season Preview The Season Preview section projects the upcoming season, including a proposed league table with title odds, 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 the header icon once to sort it and again to sort it in reverse order. The overall menu to the top left allows you to view the table in a number of different manners. Past Positions The ‘Past Positions’ screen displays the progress of one or more teams over the course of a single season. The graph plots their round-by-round league standing and presents it in graph form. Rules The ‘Rules’ screen simply informs the manager of all the specific rules for the competition. Check this screen as early as you can to familiarise yourself with the competition(s) you will be participating in and ensure that your squad meets any criteria it needs to well in advance of the start date.     Matches Fixtures and Results The ‘Fixtures and Results’ screen displays the round by round calendar for the current season. From the date dropdown at the top, and the back/forward arrows next to it, you can freely move around each round and view the results or upcoming fixtures for the entire competition. Stats Player and Team Stats This Statistics section incorporates both the Team and Player Stats sections. On tablet, this section features a number of panels displaying the same statistics with each section customisable to the aforementioned views. Transfers This screen simply lists all transfers that have taken place involving teams in this competition. Awards Awards honour the best of the best. Each competition in Football Manager™ Touch 2018 has its own seasonal (and other) awards, the details and history of which are found on this screen. History In a similar way to the previous ‘History’ screen descriptions, the ‘Records’ screen details historical information about the competition, whilst the ‘Past Winners’ screen displays a list of the teams to win that particular competition. Once again, these records are there to be broken, so check back here regularly to see where you stand in history.
    8. World

      Upon selecting the ‘globe’ icon on your Menu Bar you’ll be presented with what used to be the ‘World Menu’, although it now appears in a browser-style series of cascading menus. From here you can find pretty much any game object as well as navigate to individual continents which in turn offer you plenty more options.
    9. Tactics

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

      Your backroom staff will be vitally important to your success. The manager and players will get the adulation, but the people working with the players day in and day out play just as big a role. Surrounding yourself with a competent backroom team will make your job considerably easier in the long run. Visit the Assistant Manager section for more on that role in-depth, but the following details and describes how the ratings model for non-players works in Football Manager™ Touch 2018. All attributes work on the 1-20 scale where 20 is the very best whilst 1 is the lowest and poorest possible. Non Player Attributes ATTRIBUTE DESCRIPTION Coaching   Attacking Their competency at coaching attacking football. A higher attribute doesn’t necessarily indicate a preference for attacking football, merely that they’re quite good at it. Defending The ability of the staff member to coach the defensive side of the game. Higher ratings indicate a proficiency in working well on the defensive side of the game. Fitness This reflects a coach’s ability to work on the fitness side of the game, and as such should be one of the key attributes to look at when hiring a Fitness Coach. Mental Their mental approach to players. A coach with a good mental approach will be able to observe each individual’s state of mind and react accordingly. Tactical How tactically astute they are. More tactically astute coaches will not only be able to coach the tactical side of the game more effectively but any advice they may offer is likely to be more accurate and informative. Technical The ability of the coach to teach the technical side of the game; i.e. their work with the ball. This can be one of the hardest areas to coach and it may be that a former player is particularly useful here. Working with Youngsters How successful a coach is at working with younger players – those aged 18 and under in particular. Having a coach who is very good at nurturing young talent can be priceless if just one or two of them develop into useful players. Goalkeeper Coaching   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   Adaptability A high Adaptability attribute will enable the staff member to settle quickly in a new country but also will help a little in settling in at new clubs and new roles. The faster (i.e. higher rating) a member of staff can adapt to their new working environment, the quicker and better they can do their job. Determination The mental desire of the coach to succeed. This isn’t a coaching attribute in terms of coaching a player’s mental approach – this is the coach as an individual and their own innate drive to better themselves. Level of Discipline When employing a scout, these two attributes are the first things you should look at. High attribute ratings in these two areas will most likely result in more accurate scouting reports. Judging Ability is important if you have assigned a scout to watch players you intend to bring in or are scouting upcoming opponents. Judging Potential is more important for the scouts you intend to assign to identifying the next generation of footballing talent. At the very top levels, a rating of 15 in these attributes would be considered the minimum requirement, but as you go down the ladder, a good scout can be a highly valuable commodity. This reflects the level of discipline the coach is likely to take in their approach. A higher attribute means that the coach will take up a harder line in his approach and keep things strict. A lower one means the coach is a little more relaxed. Man Management How well the member of staff is able to deal with those around them and particularly below them. This is a mental aspect; a high attribute indicates a coach who is capable of organizing and keeping people happy. Motivating The mental ability of a coach to motivate their players. High motivation will allow the coach to suitably pump the players up not only for a big match, but also in an every-day sense – keeping a squad motivated towards achieving their goals is imperative. Medical   Physiotherapy This attribute is predominantly for use with Physiotherapists. Having a Physio with a high rating in this attribute is something you should always look to have. Other members of staff will have ratings in this area too, perhaps demonstrating versatility useful to clubs operating under smaller budgets. Sports Science This attribute is also predominantly used by members of the medical team and governs the competency of the individual to accurately manage every player’s fitness level and injury risk in such a way that they are able to keep them in condition to play regular football. Knowledge   Judging Player Ability and Potential When employing a scout, these two attributes are the first things you should look at. High attribute ratings in these two areas will most likely result in more accurate scouting reports. Judging Ability is important if you have assigned a scout to watch players you intend to bring in or are scouting upcoming opponents. Judging Potential is more important for the scouts you intend to assign to identifying the next generation of footballing talent. At the very top levels, a rating of 15 in these attributes would be considered the minimum requirement, but as you go down the ladder, a good scout can be a highly valuable commodity. Tactical Knowledge The tactical knowledge possessed by a coach. Their experiences in the game, where they’ve been and who they’ve worked with will affect the level of knowledge they have. When using this knowledge they may have ideas lesser coaches haven’t become familiar with, which is an advantage. Coach Reports You are able to get a report on any one of your own players from any coach employed on your staff at any time. On the Player Profile screen, select the ‘Coach Report’ option from their tabs menu. By default, you will be presented with a report compiled by your Assistant Manager on that player, from the dropdown to the top left of the main screen area (which holds the current staff member’s name) you can select any member of your backroom staff to make this report. Players are evaluated in several areas split into Pros and Cons, as well as their Current and Potential Abilities. A player can receive up to five stars depending on the standard expected of their team and how good they are by comparison. A player who meets the basic average standard will receive three to three and a half stars – from there it can increase to five if the player exceeds standards or fall as far as one if he fails to meet them. Some younger players may receive a silver star rating on the same scale. This will be the case where the player is not deemed comparable to more senior players and instead more fairly compares them to similarly aged players amongst a youth standard. The report also contains a complete display of the positions he can play in and an indication of where he currently stands in the squad’s overall depth within these positions. Assistant Manager Your Assistant Manager has a vitally important role to play in your managerial career. Essentially the person you employ here is your link to your squad at all times, and is a source of vital information throughout your career. A good Assistant Manager is a valuable asset and a number of managers will endeavour to work alongside the same Assistant wherever they go in their career. Your Assistant Manager is also left in charge if you wish to take a leave of absence. Throughout Football Manager™ Touch 2018, your Assistant will be available to you in a number of ways other than those detailed here, offering advice and help on your daily management of the club. Assistant Manager Feedback 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.
    11. Scouting

      Your scouts are your eyes and ears in the footballing world. Whilst you’re taking control of the day-to-day management of your club, these guys are putting in the hours and the miles so you can have as much information at your disposal as possible. Squad building is directly linked to success. To put together a group capable of achieving great things, you need to identify the right players to bring into the group, and have the right staff around you to help you do that. FMT18 introduces a brand-new Player Search and Scouting centre 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 of 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. Player Search This is where the heavy lifting is done in terms of identifying new talent and sifting the wheat from the chaff. To begin with, click the ‘New Search’ button to bring up the search dialog. This enables you to start filtering down to the exact specifications of your player search. Flick between the ‘Quick’ and ‘Advanced’ modes to find the right settings for your requirements and then select ‘OK’ to refine your results; these actions can be undertaken from the ‘Player Shortlist’ and ‘Scouted’, the latter only filtering through players you’ve actively scouted (and can subsequently be filtered by assignment from the foot of the main screen area). A host of information is presented to you on each player simply from the Overview view but perhaps the most important is the arrival of the brand-new Scout Recommendation score. This takes the scout’s report on a player and distils all of the information provided into a single number from 1-100 and, in essence, makes for a much easier comparison when attempting to weigh up the pros and cons of multiple potential targets. There will naturally be times when even this isn’t enough to separate them, meaning you have to dig even deeper to determine the best of the bunch, but it’s yet another tool at your disposal in the hunt for greatness. Staff Search If you are in the market to enhance your backroom staff, configure your search conditions accordingly to uncover suitable people elsewhere and then make a move to bring them to your club. For further guidance on using search conditions and offering contracts, click on the appropriate sections of this guide. Player 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 of time 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, highlight the player in the table or hover over them with the cursor, press the X button and select ’Add to Shortlist’. Alternatively, you can do the same from his Player Profile by selecting the same option in the Actions menu which is opened by pressing the R button. A box will pop out asking you to choose how long he remains on the shortlist. Select your choice and he’ll be added. To remove a player from your shortlist at any time, load up his profile and from the ‘Scouting’ section in the Actions menu select ‘Remove from Shortlist’. This act can be performed on multiple selections by selecting all the players you wish to remove from your shortlist using the tick icon for each player in the table, then pressing the X button 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. 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. Reports and Feedback After opening the profile of any player, opening the Sidebar and selecting ‘Reports’ from their tabs in the navigation menu 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.
    12. Players

      It’s a simple fact that to be successful, you need the right players. That’s not to say you need the best players, but identifying the necessary players to suit your plans is of paramount importance. In Football Manager™ Touch 2018, players are as in-depth as they’ve ever been. This section details pretty much everything you’ll need to know about the players, interacting with them, and all the other stuff in between. Overview The ‘Profile’ screen captures a player’s key information and presents it all on one screen for quick and easy reference. Separate panels for Personal Details, Attributes, Positions and Physical condition, Player Status, Form and Bans are clear and informative, and can all be looked at in greater detail throughout the player profile. Information The Information sub-tab provides information on the player. It holds biographical information as well as detailing his personality, happiness, and what the media thinks of him. The ‘Nationalities’ section shows which countries a player is eligible to play for. Positions For players not under contract to your club, a complete breakdown of their positional ability is found on this screen. The graphical pitch displayed in this panel indicates the positions the individual is capable of fulfilling and each are colour-coded to represent a level of ability playing there. Five strengths of position are considered in addition to the player’s ‘Natural’ position: Accomplished – The player isn’t naturally at his best in this position but will perform in an accomplished and successful manner. Competent – The player has enough experience and ability to put in convincing performances here, but don’t expect any fireworks or long-term success. Unconvincing – The player is playing out of position but will be able to do a decent job for a short period. Awkward – The player isn’t likely to be particularly successful playing in this position. He may fill in for emergencies but will be struggling. Ineffectual – The player cannot play this position. You are free to play him there but he will not perform well. The panel also displays the competence of a player with both feet at the bottom of the pitch display. It also displays the number of games he has played in various positions throughout the current season. For example, a versatile player who is predominantly a Defensive Midfielder but can play at Right-Back may have 30 appearances at his primary position but 15 at Right-Back. This allows you to see potential reasons for a player’s good or bad performances and indeed, his ability to play in various roles. A player’s main position is printed in full in the title bar (presuming you have the Preferences set accordingly). Any other positions and/or sides he can play are appended with abbreviations. Any particular traits the player favours are listed on this screen, and can be altered or added to through the player’s Individual training screen. Player Attributes It is important to understand the importance of player attributes in Football Manager™ 2018 and how they affect various parts of the game, most particularly the match engine. Attributes are divided into three areas; Physical, Mental, and Technical (with Goalkeepers having their own Technical ratings). The attributes, how they react in certain situations, with each other and alone, are detailed below but it’s important first of all to outline how attributes work. Each player is rated on a scale of 1-20, 1 being absolutely terrible, and 20 being elite. Some attributes are defined as ‘Absolute’, and some as ‘Relative’. Absolute attributes are those that are locked to an individual and can’t be trained quite as easily, such as Determination and Work Rate. These are generally innate attributes specific to individuals and will typically only develop as the player matures off the field. Relative attributes are those that can be compared to other players in the football world, and can be improved on through training and player development. Physical and Technical skill sets are the main areas you’ll find relative attributes. Remember, for players that aren’t at your club and who haven’t been comprehensively scouted, attributes will appear as a range to indicate a rough idea of their ability in that area. Continued scouting will reduce the range until the attribute is clearly identified. Physical A player with strong physical attributes is one who can potentially fit into a team better than a player strong in only one area in the other attribute groups. If a player is strong in these attributes he’ll be able to play a competent game and make sure he isn’t embarrassed much, should he be less than adequately skilled because he has the required attributes to be a solid footballer. A skilled and mentally strong player who also has strong physical attributes can be considered a fantastic all-round player, as being strong in all three areas is pretty much what you look for. ATTRIBUTE DESCRIPTION Acceleration Acceleration is how quickly a player can reach top speed (pace) from a standing start. It therefore ties in very closely with the Pace attribute. Agility Agility reflects how well a player can start, stop, and move in different directions at varying levels of speed (pace). It ties in with the Pace, Acceleration and Balance attributes as they work together in the match engine, especially when a player is running with the ball. Balance Balance reflects simply how well a player can keep his balance in situations both with and without the ball. With the ball, it refers to how balanced he is running with it and evading opponents, without it, it refers to his balance when facing a player running at him, or his stability when turning/jumping. Jumping Reach Jumping Reach reflects how good a player is at reaching the ball in the air. It indicates the highest point an outfield player can reach with his head. It is not necessarily reflective of how tall a player is, but when considering his jumping ability, it makes sense to take into account the player’s height. For example, a player of 200+cm will still possess a high reach even if he is a poor jumper, and a player who measures in at 170cm will struggle to compete at the same height due to the 30cm difference in height between the two. Natural Fitness How high the player’s natural fitness is influences how well he stays fit when injured or not training. This will help to determine how quickly players recover from injury, how well they retain their physical attributes as they go past their peak, and how fast they recover between matches. Pace Pace is a player’s top speed. Whereas Acceleration reflects how quickly a player can attain their top speed, Pace is that top speed and together with Stamina and Natural Fitness, is how long they are able to maintain that pace in both short bursts and over the course of a match. A player will naturally be a shade quicker without the ball than with it. Stamina Stamina is a player’s ability to endure high-level physical activity for a long period of time. With the demands placed on a player over a full season, players with high attribute ratings for Stamina will be able to perform at their top levels for longer. It ties in directly with Natural Fitness. Strength A player’s Strength is his ability to exert his physical force on an opponent to his advantage. A player with a high Strength rating will be able to use it to his advantage against weaker opponents. Mental Ideally you’ll want every one of your players to be mentally strong. If your players have high mental attributes you’re on the right road to success – you’ll have a team of determined and committed players who will give their all for the team, whilst having a nice balance of flair and commitment. ATTRIBUTE DESCRIPTION Aggression This reflects a player’s attitude in terms of playing mentality but is not necessarily a dirtiness indicator. A more aggressive player will look to involve himself in every incident and get stuck in, perhaps at the expense of a yellow card or two. A less aggressive player may shy away from situations and merely drop into his comfort zone, waiting for the play to find him. Anticipation How well a player can predict and react to an event. If a player has a high attribute here he can read the game well and react to situations quicker than others. This attribute works well with ‘Off the Ball’. Bravery How committed and indeed, brave, a player is. Braver players will risk injury more in situations a more cautious player may shy away from. They’ll go in where it hurts and lay it on the line for the team. Composure The player’s steadiness of mind and ability, particularly with the ball.  When faced with a big goalscoring chance, or heavy pressure defensively, a player with high Composure will be able to keep his head and more often than not make an intelligent decision which is beneficial to the team. Concentration This reflects a player’s mental focus and attention to detail on an event-by-event basis. A high rating here will mean the player can keep a higher focus on proceedings for longer periods of time and be able to respond to incidents late in the game just as well as he did early on. Lower concentration will see players lose focus and perhaps become liable to mistakes at crucial times in the match. Decisions The ability of a player to make a correct choice the majority of the time. This attribute is important in every position but perhaps more so for central defenders and midfielders, who will see a lot of the ball and have a number of options when in possession. Determination A commitment to succeed both on and off the pitch. A determined player will give everything in order to win. This ties in with Bravery – players with a high attribute in one of these attributes may also be high in the other as the traits necessary are similar. Flair A natural talent for the creative and occasional unpredictability. A player with a lot of Flair will be one of the key attacking components in any team but at the same time may need tactical restraint to get the best out of him. Flair and Vision work well together. Leadership Leadership is the player’s ability to affect events or other players. Players with high Leadership will be influential on the pitch and team-mates will tend to rally around these players. Off the Ball A player’s movement without the ball. Similar to Anticipation, this is how well players, particularly attacking ones, can assess a situation and then move off the ball, making themselves available to receive a pass in a dangerous position. Positioning This attribute reflects the ability of a player to read a situation and manoeuvre themselves into the best possible location to deal with the unfolding events. Teamwork How well the player follows tactical instructions and works for and alongside his team-mates. A team full of players with a high rating here will work better as a unit. Players with lower ratings will slack off and not ‘buy in’ to the team ethos. Vision This refers to a player’s ability to see a potential opening, not necessarily exploit it. A player might be able to see something to take advantage of but also requires the technical proficiency to pull it off; this attribute governs how likely they are to visualise something developing or, in the case of a higher rating here, spot something that another player might not. Work Rate This reflects the player’s mental drive to work to his full capacities. A high rating will ensure a player wants to work his socks off from start to finish, but he will need the necessary physical attributes to actually be able to pull it off. Nonetheless, it is an admirable trait to have in your team. It does not merely represent a willingness to run – something that would be inappropriate in many positions – but rather the willingness to go above and beyond the regulation call of duty, as it were. Technical These attributes are the real meat of the football world, where the elite are separated from the very good, and the very good from the rest. These are the playing attributes, where you’ll be looking for consistent ratings across the board for most of your players, and high-end ratings for the elite players you want to add to your squad. ATTRIBUTE DESCRIPTION Corners This attribute reflects how well the player takes a corner. Taking advantage of set-pieces is important, and having a capable corner taker to put the ball into key areas is useful. Crossing This indicates a player’s proficiency at crossing the ball from wide areas into the penalty box. Dribbling This refers to the player’s ability to run with the ball and manipulate it under close control. This is purely his proficiency with the ball at his feet – his Pace, Acceleration, Agility, and Balance will all aid his dribbling in different circumstances, and whilst a higher Dribbling attribute will also help him in different situations, Dribbling alone isn’t enough to get by. Finishing The player’s ability to put the ball in the back of the net when presented with a chance. A high Finishing attribute will put the shot on target a majority of the time as a bare minimum but, compared to a player with poorer Finishing, will find the places where the goalkeeper can’t save it. This is purely the ability of the player to perform an accurate shot – Composure and Decisions will also impart on the ability of a player to score consistently. First Touch How good a player’s first touch is when receiving possession. A higher rating will ensure that the player can corral the ball quicker and put it in a useful position to then act upon. Players with lower ratings here will struggle to control the ball as adeptly and may be prone to losing the ball if closed down quickly. Free Kick Taking This reflects how good at taking free kicks the player is. It applies to both direct shots at goal and deliveries into dangerous areas from wider or deeper positions. A player who is proficient in taking free kicks can be a valuable commodity – scoring five free kicks a season and adding five more assists from them can be a huge bonus. Heading This is a player’s competence in aerial situations. Heading applies to all situations and is only about the player’s ability to head the ball well. Jumping Reach, Height, and to a lesser extent Strength all play a part in combination with heading to utilise the attribute to greater effect. Long Shots This is the player’s prowess at shooting from distance – from outside the penalty area. It is largely a stand-alone attribute but pay attention to any PPMs the player may have which complement their Long Shots rating. Long Throws The ability of the player to perform a long throw, which can be taken advantage of in attacking situations. Marking How well players, mainly defensive types, defend an opponent. Marking alone will see them do a good job if the attribute is high, but remember that other attributes – Strength, Positioning, Anticipation – will play a part in the effectiveness of the marking, as well as the comparable physical statures of the two players. Passing How good the player is at passing the ball. His Technique and passing ability will determine his success at passing over longer distances. Penalty Taking The ability of the player from the penalty spot. A player with a high rating here will be more confident and capable from 12 yards. Tackling How successful the player is at winning tackles and not conceding fouls from such situations. Players with a high Tackling rating will consistently win the ball cleanly and be a more capable defensive player. Technique Technique is the aesthetic quality of a player’s technical game – how refined they appear to be with the ball. A player with high Technique will be more likely to pull off a tricky pass or a cross-field ball with greater ease than someone less technically able. This in turn affects a number of technical attributes – poorer Technique will let a player down. Goalkeeping Goalkeepers are often referred to as a different breed. They’ve got their own set of Technical attributes in Football Manager™ Touch which are relevant only to them, and replace the standard Technical ratings (although they may have ratings in some of these areas which will remain invisible – for example, a goalkeeper who often takes penalties or free kicks could have a rating here). Also bear in mind that goalkeepers will also need suitable Physical and Mental attributes to succeed. ATTRIBUTE DESCRIPTION Aerial Reach This is the goalkeeper’s physical ability in aerial situations. Taller goalkeepers will typically have a higher rating here as they are naturally pre-disposed to being able to reach areas shorter goalkeepers cannot, but there will be exceptions. This attribute works in connection with a number of other goalkeeping attributes in order to determine proficiency in dealing with the numerous aerial situations they will encounter during a match. Command of Area This affects how well the goalkeeper takes charge of his penalty area and works with his defensive line. A goalkeeper who commands his entire box (i.e. has a high rating) will be instinctive and look to take charge of situations, especially coming for crosses (therefore working in tandem with Aerial Reach). Do note, however, that a high rating only increases his penchant for coming for crosses and not necessarily claiming them all. Communication How well a goalkeeper communicates with his defensive line and organises the defensive side of the team. A higher rating reflects a better communicator and will allow your back five (or more) to work more efficiently together, ensuring greater overall defensive stability. Eccentricity This attribute represents the likelihood of the goalkeeper to do the unexpected and typically act completely unlike a goalkeeper. Things like dribbling out of his area will be commonplace if the Eccentricity attribute is high. Handling How securely the goalkeeper holds onto the ball when making a save or coming for a loose ball. Greater Handling will be beneficial in unfavourable weather conditions, but in general a goalkeeper who doesn’t give up rebounds will be useful. Kicking The physical capability of a goalkeeper to kick the ball – this purely defines the distance he can reach with a kick from hand or from the ground. His Passing rating will define how accurate his kicks are. One on Ones The ability of the goalkeeper to do well when faced with an opponent in a one on one situation. Higher attributes will see goalkeepers attempt to impose themselves and win the ball with confidence. Reflexes This reflects how good the goalkeeper is at reacting to unpredictable events. If he has a high Reflexes rating, he will be able to respond to the unforeseen with more success and be able to pull off highlight reel saves, or clear the ball to safety. Rushing Out How good the goalkeeper is at coming off his line to react to through balls and similar situations. Goalkeepers will also benefit from having high Pace and Acceleration attributes in combination with Rushing Out. Tendency to Punch This determines whether a goalkeeper will catch the ball when he can, or whether he prefers to punch it clear. A higher rating reflects a tendency to punch most things clear, even when it may be possible to hold onto the ball. Throwing How good the goalkeeper’s distribution is with his hands. A higher rating will increase the accuracy of his throws, although Strength imparts on the distance he is able to reach. Goalkeepers also have a small number of Technical attributes which apply to them and they work in the same way they do for outfielders. Many managers prefer their goalkeeper to act as something of a defensive sweeper and ask them to be a part of developing play from the back; these attributes come into effect predominantly in these situations. Contract & Transfer The Contract and Transfer screens provide information on the player’s current contract, and any pertinent transfer information that you may want to know, such as which teams are interested in the player, whether that be a minor consideration or a full-blown major show of interest. Training This screen allows you to check up on and configure individual training details for the player. Reports The Reports section contains Coaching and (if valid) Scouting Reports on the player, as well as information from members of your backroom staff on their match performance and a complete Medical Report. Comparison Details on player comparisons, should you wish to carry them out. There is more information on this feature in this section below. History The History section contains three screens that together form a historical record of a player’s career. The ‘Career Stats’ screen is the default option when the History section is chosen – it displays a season-by-season record of a player’s league appearances and goals, and for in-game seasons contains more statistical information which is also accessible by selecting the appropriate table row. Player Interaction As a manager, you’ll find yourself interacting with players on a daily basis. Not just interaction through the direct interaction module detailed in this section, but in more minor manners, such as promoting a player from the reserve team into your senior squad. A majority of these are carried out from options found within a player’s Actions menu, which can be accessed from their Player Interaction tab or by right-clicking on a player’s name Squad - Move Players Between Squads This option allows you to assign players to various squads within a club. 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, or when he’s not performing at a higher level. 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. 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, and then from the ‘Unwanted List’ panel in the ‘Director of Football’ menu within the ‘Transfers’ screen, you can configure the particulars of any deal you’re looking for. This makes it easier to manage, maintain and keep track of the player you’re trying to get rid of. Contracts – Release on a Free/Mutual Termination If you no longer want the services of a player at the club and can’t shift him on to another team, you may want to release the player from his contract and make him a free agent. If you decide to do this, you will have to pay off the remainder of his contract, unless you agree a mutual termination with the player. Should he also want out of the club, offering him the chance to leave the club in a mutual agreement for a lower payoff or completely free of charge may be successful – but it will not be in all cases and you may end up merely making the player more stubborn and make things harder for you as he takes offence at being asked to leave. Contracts – Set For Release Selecting this option will inform your Director of Football that you no longer require the services of the player. This will result in his salary no longer counting towards your budget costs with his impending release from the club understood. Misc - Comparisons Take two players, similar positions; maybe they differ in age, height and weight, whatever. They’re comparable. Football Manager™ allows you to take two players and compare every facet of their game. The default behaviour for the Comparison section is to offer a comparison to a player you have recently viewed, so if you are intending to compare two players, select 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, where their biographical information is compared, then their attributes matched off against each other. The player on the left has one colour bar; the player on the right has a different colour. A comparison graph will indicate the differences between the two. 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 operates in the same manner as the ‘Create Player Search Filter’ used to, and when selected will scan the database in your saved game for players with a similar attribute profile to the selected player. Misc – Set Nickname If you are so inclined, this allows you to bestow a nickname upon a player.
    13. Transfers

      No matter the squad you inherit, you will quickly identify holes and areas in which your team can improve. The most common method to amend these issues in the footballing world is the transfer market. Improvement may come from adding players, but your squad can also be stronger for the sale of a player. This section outlines the key aspects of wheeling and dealing in Football Manager™ Touch 2018. Buying Players To begin with, you need to identify a player you want. If you’ve identified a player from the Player Search method, or through scout reports or other means, and decide that you’d like to make him a part of your team, the first step is to select ‘Make An Offer’ from his Transfer sub-tab. The Transfer Offer screen allows you to compose your offer in as much detail as you like. Begin by deciding whether you want to make a Transfer offer or a Loan offer.  You can also offer a trial or make an enquiry from the player’s Context Menu or Tab Bar but, for the purposes of this section, we’ll deal with the two main types of offer to make. Sticking with the Transfer type, you then need to decide upon a fee for the player. The information panel to the top of the main screen area indicates the player’s current estimated valuation and any fee his club are likely to demand (if made clear). Unless the player has been transfer listed, you will usually need to bid an absolute minimum of his valuation to hold the interest of his owners, and most likely have to offer above that to get anywhere. The ‘Transfer Date’ allows you to set when the deal will go through. A lot of the time you’ll leave this as ‘Immediate’ to go through at the first possible opportunity but, should you either not have the required funds at the time, not wish to disrupt your squad, or perhaps leave the player to develop at his former team for a longer period, you can have the deal complete at the end of the current season. At the bottom of the screen you can decide whether the deal is Negotiable or not, and you can set a ‘Decision Deadline’, should you be tight for time or simply keen to get the deal done. Once you’ve set the core components of your deal, you can begin tweaking it with Additional Fees and Clauses to entice the other team into accepting. For example, you can break down the payment into instalments, or offer add-ons based on performance or international recognition. These in particular will be of interest to any prospective selling club as the potential income in months and years to come can help long term financial security and prosperity. Many aspects of a deal can be insisted upon by ‘locking’ them into place using the padlock icon (once for semi-negotiable, twice for non-negotiable), and they can be either removed by clicking on the circular icon with a ‘-‘ through the centre, or removed permanently and ‘locked out’ of negotiations by selecting that option from the menu produced by selecting it. There is also the potential to offer a player in a part-exchange deal. This will usually only be of benefit if the selling club has an interest in any of your players, which your Assistant Manager will inform you of in the comments panel at the left of the screen. Additionally, he/she will inform you of any potential needs they may have in order for you to make an informed judgment if offering a part-exchange. Use the ‘Add’ button to include players in the deal. Once you’re happy with the deal, you can either select ‘Make Offer’ and await a response which will typically arrive 24-48 hours later, or you can hit ‘Suggest Terms’ to negotiate ‘live’ in a bid to get your business done swiftly. Loans Loaning players typically benefits all parties. The player gets first team football, his owners benefit from the player either developing or not being at the team any more, and the loaning team get a player they presumably want, having offered to loan him. Note that you can offer a Playing Monthly Fee and Wage alongside a Non-Playing Monthly Fee and Wage. In essence this means that you can try to sweeten the deal by offering to pay a greater sum and/or contribution should the player not play a certain number of minutes for your first team (the rough thresholds are no minutes, every possible minute, and about halfway between the two), perhaps whilst not paying so much for the privilege of actually playing him. It could theoretically encourage a team to enter into a loan agreement with you if they are being compensated for their player not playing, but – as with all transfer negotiations – it’s a fine balancing act. When composing a loan offer you can set the duration of his spell at your club as well as your wage contribution and any fee you may offer as an incentive for his club to accept the offer. A series of clauses and loan options may then be configured; for example, if there is any intention to keep the player long-term, you can set a ‘Future Fee’ which you can meet at any time and offer the player a full time contract. You are also able to inform the player’s parent club of your intentions for him by declaring his role in the squad and the position you’re likely to play him in. If you are the loaning club, you may want to consider whether the player is able to play in matches against your club, or play in cup competitions (therefore becoming cup-tied should he return to you), and whether you may want the option to terminate the loan early. Additionally, ensuring that the player is going to play regularly and in a position you wish to see him used in is an advisable approach. Selling Players Selling players is just as fundamental a part of management as buying.  Whether you’re doing it to get rid of dead wood, or to ensure financial stability, it’s going to happen. If you receive an offer for a player from another club, you can negotiate the deal in the same way as you may have put together a bid as described in the previous section. However, if you wish to initiate the sale of a player, you have the power to set the ball rolling. From the Actions of 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. You can also exclude foreign or rival clubs to ensure you’re only allowing him to go where you see fit. 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 this screen before selecting ‘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 manage his departure. Free Agents If your club is short of money and short on numbers/talent, you’ll have to look elsewhere for your additions. The free agent market comes into play here. It’s not just for the lesser teams – the big clubs can find some top veteran or out of contract talent in these parts, especially with the Bosman ruling and pending free agents. Offering Contracts There are two situations when you’ll be offering a contract to a person – when you’re signing them or when you’re renewing the contract of a player in your squad. Both are handled almost identically – you’ll be doing the same thing in both cases. The only difference is that if you’re attempting to bring a player in from another club, the contract negotiations will be handled directly through your Inbox rather than on the Contract Offer panel. The first phase of negotiations concern offering the individual certain assurances about their time at the club. These assurances, or ‘Promises’, cover things like playing time, set piece duties, preferred shirt numbers, the captaincy, short and long-term ambitions for the club and improving the playing and non-playing personnel. Some will be more demanding than others, but they will all impact the contract discussions themselves. A pleasing set of promises may lead to more fruitful terms whereas a problematic set of preliminaries may result in an increase in demands or the deal falling through altogether. If and when you are able to come to an agreement on these promises, you can then move forward to nail down the finer points of the contract. The player or his agent will typically indicate the terms they expect to be met as a minimum, and from there it’s your call as to the offer you make. Some parties will, however, invite you to make the first move in a bid to see just how much you want to complete the deal. This is very much impacted by the promise discussions you’ll just have been through. Depending on the squad status you’ve promised the player, your board may increase or decrease the available wage accordingly – they’ll likely be willing to pay more to a key player. Set his weekly wage to something you can afford and the player will like, and attempt to set a contract length both parties can agree to. If you feel the player may need a little ‘sweetener’ of sorts to sign ahead of other clubs who may be interested, perhaps offer a Signing-On Fee or some attractive bonuses. The player may already be demanding these, so see what you can afford to match and when you’re happy, click ‘Suggest Terms’ to the player. He will indicate his stance, allowing you to either click ‘Finalise Deal’ to formally submit the offer, or to re-negotiate the terms to something he finds more favourable. You may also wish to increase the fee heading towards the Agent as part of the negotiations in an attempt to sweeten any potential deal and secure the player’s signature. Some agents will kick up a fuss about the fee they’re receiving, but others, particularly those with whom you have developed a positive relationship, will be less concerned by their bonus. During the course of negotiations, you may wish to ‘lock’ a particular part of the deal. Locks can be applied in two different ways; non-negotiable (single-tapping, displayed in red) or semi-negotiable (double-tapping, displayed in orange). Semi-negotiable indicates you are unlikely to be willing to compromise on that particular item but will do so if absolutely necessary, whilst non-negotiable offers no room for flexibility. This is your way of telling the agent and/or the player that you are unwilling to budge from the figure offered. Accordingly, this is likely to result in the other parties looking to increase other figures in the terms in order to balance things out. Keep in mind that the party you are negotiating with can also use these locks to strengthen their own position, and it will usually take a little bit of back and forth before you can conclude negotiations. If you wish to see the player’s Original Demands or his Original Contract, you can use either the ‘Reset Changes’ button or the ‘Use Existing Terms’ option. Some players will be harder to deal with than others – you can occasionally gain an insight into their mentality from the way they go about asking for terms on the Contract Offer screen – some will demand, some will require. It may also be worth checking out a player’s media history and his personality ahead of negotiations to fully prepare for what you’re going to be dealing with. Good preparation will allow contract talks to go a little more smoothly. Agents An agent’s modus operandi is to secure for their client the best contract they possibly can. Therefore, expect some tricky negotiations with players who are due to see their current deal expire, although it won’t just be limited to that. If a player is in a particularly good vein of form, or has just played a blinder, you’ll be hearing from their representative pretty quickly, with improved terms high up on the agenda. Agents may tout their clients around behind your back, looking for a new club and a better contract than they currently have. Not all of them are troublesome, of course, that would be a misrepresentation. Many are keen to work with you and the club to help extend the deals of their clients, who are undoubtedly happy playing for you, and wish to do so for some time to come. Shortlists Your shortlist allows you to collate and store a convenient list of all players you may have an interest in. You can access the Player Shortlist from the Scouting – Player Shortlist menu.
    14. The Match

      So, with everything prior now set and explained, 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. The number of days remaining before your match are indicated within the icon itself. Preparing for the Match Before you hit ‘Play’, it’s advisable to make a few checks and observations. The information made available to you on the ‘Preview’ indicates which players are unavailable from each team for the match, as well as the referee and weather, and details of historic records between the sides. Take this all into account when settling on the team you’re putting out. Consider whether you’re at home or away, your respective records, and indeed that of the opposition. Instant Result and Match Plans Should you wish to skip over the match and instead generate a result, you can use the Instant Result button, which will generate an automatic result rather than playing the match out ‘live’. 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. These plans can be tailored to your own personal tastes and triggered whenever you see fit, allowing you a fairly dynamic range of criteria to set in your absence. The Match Screen The match screen has a number of different views, all available from the Menu Bar (accessed via the L button), and a number of different items you can interact with during the match. The menu options are as follows: Pitch The Pitch View takes you to a match screen designed specifically for the 3D match view. The primary and majority focus on the screen is, as you’d expect, on the pitch and what’s going on. The scoreboard is in the very top left of the screen. The icon with a pop-up window displayed within allows you to select any number of the items usually found on the tabs menu and display them as a pop-up box in the Pitch view. These are all completely free to be positioned anywhere on the screen and can be closed at the click of the ‘x’ button towards the top right of each widget. Throughout the course of the match you will be able to make quick tactical adjustments on the fly from the Quick Tactics bar which starts in the top left of the Pitch view but can be repositioned by dragging and dropping. Along the top of the screen is the match time bar, which will log moments of note and incident for quick reference when playing the match back. Tactics Use this menu as your shortcut to make any necessary tactical changes. For more information on Tactics please click here. Analysis The Analysis section allows you to break down all of the match stats as well a number of incidents. Select different events to see them appear on the pitch graphic. Updates Get the latest event updates and latest scores from elsewhere on this screen. Options The ‘Options’ button allows you to configure the Match Speed, Highlights, Cameras and Replays amongst other items. If you’re ambitious and have some time on your hands you can view the ‘full’ match (note, this is not actually 90 minutes), extended highlights, just the key events, or none at all and watch the game with just commentary text. The ‘Camera’ option presents a list of different views from which the match can be watched. From here, you may also configure whether replays are shown or not, whether sound is on or off as well as toggle the speed of the match action, and the saturation level of highlights shown.
    15. Miscellaneous Items

      Season Limit
      Football Manager™ Touch 2018 comes with a thirty-season playing limit on Nintendo Switch™. Troubleshooting
      Should you experience a problem with Football Manager™ Touch 2018 at any time, the first plan of action should be to consult the Sports Interactive community forums at http://community.sigames.com/ where a member of the FM Team may be able to help you further.
    16. League Information

      Football Manager™ Touch 2018 features a number of leagues which, for a number of reasons, can be complicated and perhaps rather daunting for those unfamiliar with the intricacies within certain countries. Below is a beginner’s guide on how things work in some of the highest-profile examples. (Please note; all specific league rules are available from the ‘Rules’ sub-tab on the competition screen. The information provided here is intended to offer a brief and clear overview of how things work. Please also note that some rules are not used in FM Touch, with particular reference to the United States.) Australia Competition Structure Ten teams play each other three times throughout the season – which runs from mid-October until early or mid-April - to complete a total of 27 fixtures. The top six teams advance to the Finals Series. The top two teams receive a bye (allowing them to progress automatically) whilst 3rd plays 6th and 4th plays 5th for the right to advance. The top-ranked team then plays the lowest remaining seed, with the two remaining teams also squaring off as the competition adopts a straightforward Semi Final to Final knockout approach. The winning team qualifies for the Asian Champions League, as does the team which finishes top of the regular season. If the same team achieves both feats, the runner up in the Grand Final takes the second berth. Wellington Phoenix are ineligible for qualification as New Zealand belongs to the Oceania Confederation, whilst Australia belongs to the Asian Confederation. Squad/Player Eligibility Rules Squads are limited to 23 players of which two must be goalkeepers and no more than five can be foreign (i.e. from outside of Australia, or in the case of Wellington Phoenix, New Zealand). No more than twenty Over-20 players may be registered. Teams can name a maximum of five substitutes on a match day, and only three subs can be used. The Transfer Market There are two transfer windows, with the main off-season window beginning in late July and closing in late October, whilst there is a short mid-season one operating for most of January. Belgium Competition Structure The regular league phase of the Belgian Pro League is rather basic. Sixteen teams play each other home and away for a 30 game schedule. However, almost every team is then involved in a post-season playoff competition. The top six teams enter the Championship Group. Points attained during the first 30 games are halved, and each then plays the other five teams home and away for an additional ten fixtures. The winner of the Championship Group is declared Belgian champions. Second place qualifies for Champions Cup qualifying round, third gets into the EURO Cup qualifying rounds and 4th place plays off for EURO Cup qualification against the winner of the European Places Playoff. The team finishing top of the regular season, i.e. before the split, is however assured of a EURO Cup place at worst. Teams finishing 7th to 15th take part in the European Places Playoff. The teams are split into two groups, and each plays the other home and away. The team that finishes atop each of these groups then play off for the right to face the team which finishes 4th in the Championship Group for entry into the EURO Cup qualifying rounds. The side finishing 16th is relegated. The Transfer Market Belgium operates in the same way as much of Europe in the transfer market, with a traditional buying and selling approach in place to complement the club’s own youth development programme. With transfer budgets generally lower than in many European Leagues, clubs are forced to look further afield for talent and many have found success in South America, Eastern Europe and Africa. The latter has proven so successful that the league issues the Ebony Shoe Award to honour the best African player in the league every season. United States Competition Structure Twenty-two teams are split into two conferences (East and West) with a general geographical split to provide friendlier travelling schedules for away teams. Teams play 34 matches in an unbalanced schedule; each team plays an intra-conference opponent once, whilst they play teams within their own conference home and away, with the remaining fixtures ‘unbalanced’ but again versus own-conference opposition. The top two teams in each conference qualify automatically for the MLS Cup Semi Finals, whilst teams from 3rd to 6th play off for the two remaining spots; 3rd plays 6th and 4th plays 5th with the higher seed hosting for the right to continue into the post-season. From here, each conference adopts a higher vs lower seed draw. For example, if teams in 1st, 2nd, 3rd and 4th all qualify, 1st would play 4th and 2nd would play 3rd. These matches are two-legged affairs with the higher seed getting to play the second leg at home. This continues until each Conference has a champion, and they go head to head in the MLS Cup Final. The game will be hosted by the team with the higher regular season points total, rather than at a pre-determined (typically neutral, but not always) location. The two finalists qualify for the North American Champions League, alongside the winner of the MLS Supporters’ Shield (the team which finishes with the most points in the regular season) and the winner of the US Open Cup. If one team fills more than one of these berths, the qualification spot goes to the next best team in the MLS standings. The Transfer Market Domestic transfers can be completed almost year-round, with only a two-month gap between September and December where deals are prohibited. There are also two much shorter windows for foreign transfers in, between mid-February and mid-May and between early July and early August respectively. Players may be sold at any time, assuming the buying team are in an active transfer window themselves. Expansion Ahead of the 2018 season, Los Angeles FC joins MLS.
    17. Credits

      Sports Interactive Martin Allen
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      Nico Zink Sports Interactive Additional Contributions Shaila Awan
      Max Clayton-Robb
      Neil Dejyothin
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      Felix Wilkie Sports Interactive Research and Translation Africa Louis Platt and Gianluca Belfiore Argentina Facundo Delgado Asia HKFM Research Team Australia Brendan Woods Austria Wolfgang Gasparik Belarus Roman Oleshko Belgium ET Productions Brazil Paulo Freitas Bulgaria Hristo Panev Chile Pablo Tapia China HKFM Research Team Colombia Daniel Dionisi Croatia Anthony Gulin Czech Republic Tony Grasser Denmark Søren Kamp Nørbæk England Non-League Jake Laskowski, Patrick Southam, Jack Thorpe and Brian Wright England Pete Sottrel and Dean Gripton Finland Vesa Rautio France David Kergoustin, Benjamin Miquet and Ludovic Soulard Germany Daniel Bochmann Greece Periklis Triantafyllis Holland Jeroen Thyssen Hong Kong HKFM Research Team Hungary Gergely Marosi Iceland Andri Thorvaldsson India Abhishek Gujral Indonesia Gatot Eriono Ireland Mark Hill Israel Amir Naveh Italy Alberto Scotta Japan HKFM Research Team Malaysia HKFM Research Team Mexico Luis Herrera Northern Ireland Mark Hill Norway Kristian Råsberg and Lars Christian Bjørknes Peru Giancarlo Salazar Poland Mateusz Gietz and Krzysztof Sroka Portugal Bruno Luís and Carlos Bessa Romania Ovidiu Gavrilă Russia Sergey Ilinskiy Scotland Stuart Milne Serbia Dušan Stamenković Singapore HKFM Research Team Slovakia Peter Kucharik Slovenia Dušan Stamenkovic South Africa Rob Delport South Korea Philip Sung Spain Honorino Zamora Cabrerizo and David Franco Sweden Per Antonsson Switzerland Gino Campolo and Oliver Zesiger Turkey Mustafa Budak, Mehmed Burak Kural, and Mehmet Ö. Pamukçu Ukraine Andrey Kravtchenko United States Al Clark and Tristan Oberle Uruguay Kaniko Ramone Wales Adam Squire Translation Binari Sonori Chinese (Simplified and Traditional) Morten Nærbøe, Thomas Hansen, Trygve Lie and Øyvind Moltke-Hansen Norwegian Comgrad – Computer Games Distribution Czech Marcin Krygier Polish Peter Olesen and Thomas Tinglev Danish Pedro Sousa, Carlos Amaral, Rosa Nunes, Pedro Simões, Rui Matos Pereira, Luis Marciano and Carlos Pereira Portuguese Kevin Lux, Mathijs Bouman, Niels Vink and Vincent Morit Dutch Alexey Dubrovin, Evgeniy Belov and Viktor Sitkovskiy Russian Thomas Piel-Desruisseaux French Iván Abella Villar and Fernando Antonio Sopeña Spanish Alexandro Vasilas, Periklis Triantafyllis, Nikandros Pagomenos and Lazaros Amanatidis Greek Swedish Translation Group Swedish Paolo Battista, Francesco Cecchi, Elena Rossi, Marcello Saia, Vincenzo Inzerillo, Daniele Ratti and Matteo Torin Italian Aydin Akgün, Mustafa Furkan Alpay, Eren Aydemir, Mustafa Budak and Mertcan Pamuk Turkish   Musai Co., Ltd   Korean     SEGA Afroditi Madika
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      Yasir Bakth Audio “This Moment”
      Performed by Chase + Status + Blossoms
      Written by Kennard, Milton and Ogden
      Published by Universal Music Publishing Ltd & BMG Rights Management Ltd © 2017
      Courtesy of Virgin EMI Records Ltd
      Under licence from Universal Music Operations Limited
      Used with Permission. All Rights Reserved.
    18. Football Glossary

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