
Take charge of a football club and answer for everything: sign players in a market where clubs haggle for days, balance the wage bill against the board's demands, and steer matches live from the touchline. 27 leagues, 690 clubs, one season at a time.
You take over a team and you answer for it. Not just for Sunday's line-up: for the wage that fits the budget, for the kid you bring up from the academy, for the offer that lands for your best player the night before the derby.
The board hired you with an expectation — a place in the table, a run in the cup, the books in the black. Meet it and you keep the job. Fall short and there are consequences, and they arrive before the season is over.
The match unfolds and you follow it move by move. Speed it up when things are calm; pause when they tighten.
Losing on 60 minutes? Change the mentality, take off a holding midfielder, throw on another striker. But you only get five changes across three stoppages — the real rule — and burning them early leaves you with no answer when someone pulls up injured.
The manager in the other dugout is doing the same. Behind, he pushes forward; ahead, he shuts up shop. The game does not sit and wait for you.
Naming the same eleven builds understanding, and that is worth points on the pitch. Rotate too much and it breaks down. But the calendar shows no mercy: cup on Thursday, league on Sunday — and a tired starter gives you less than a fresh substitute.
Every player has morale, form and a specific role. A centre-back shoved out to full-back plays worse — the engine knows it, even when the team sheet looks right on paper.
You make the offer. The other club takes days to reply, and may come back asking for more. Meanwhile another side joins the race for the same player — and whoever offers the better project, not just the bigger fee, gets him.
Once the clubs agree, you still have to convince the player. Wages, signing fee, length of contract. He can turn you down and hold out for a move that matches his standing.
When the cash does not stretch, there are ways round it:
Pay in instalments — take the signing now and pay over time, with interest. Come up short on the due date and the debt grows, and the board hears about it.
Trigger the release clause— the club cannot refuse. But it costs, and the player still has to want the move.
Loan— split the wages, negotiate an option to buy, and bar him from playing against you.
Give up a sell-on percentage — cheaper today, and you hand over part of tomorrow's profit.
Sponsorship, TV money, gate receipts and the club shop on one side. Wages, upkeep and the instalments you took on against them. Every first of the month the balance lands — and it is the measure of what you can do in the market.
A small club does not buy a star. But it can raise one.
The kids at the training ground develop slowly. Promote too early and you hand a raw teenager to the first team; hold him back too long and you waste his best years. And at 21, anyone not promoted walks away for nothing.
You get a limited number of promotions each season. Choose well.
Brazil, England, Spain, Italy, Germany, France, Portugal, Argentina and more — 690 clubs and 15,000 players contesting their own championships, domestic cups and continental tournaments.
Clubs sign from each other, go up, go down and change managers while you look after your own. Want a lighter world? Choose which leagues the game simulates.
A full database editor ships with the game: names, squads, attributes, stadiums and images. What you build can be exported to a file and shared with other players.
Full interface in Portuguese (Brazil and Portugal), English and Spanish.