1. Your club
Your club, as a real football club has its own football stadium, players, coaches and assistants as well as sub junior school. Managing a team involves some costs, such as salaries, transfers, stadium building works etc. Your club must maintain financial liquidity, otherwise it will go bankrupt. You will find more details concerning the team management further on.
Teams that are about to declare bankruptcy (account balance less than :max_debit) will be able to log on for :days_debit days from the time money balance went below :max_debit.
This is to allow them to correct their bank balance - sell players, sack coaches etc. If the account balance remains below :max_debit for a period of :days_debit days, the team will be formally bankrupt, user than will be dismissed from the team, and may apply for new team in the bottom division while next log in.
Bankruptcy limit is reviewed while daily updates everyday, if money is over limit, last debit date is reset and, next time, team gets another :days_debit days.
Every club has a number of faithful fans ready to support their favourite team. The most fanatical ones subscribe to the Supporters’ Club (the total number is available in the Office menu). Irrespective of fan club size, for each match there are always additional casual spectators, depending on weather, the size of the fan club and moods among the members of the Supporters’ Club of the visitor team.
The current mood of your fans can be found in the Team menu.
There are certain groups of supporters, some of which will not attend matches if you will not provide them with the best possible conditions in the stadium. For instance, some of them may not come if there are no covered seats for them to view the game in.
Every week the supporter club size will be updated. The amount of supporters that sign up depends on league opponent supporters club members.
2. The players
Each player has 8 basic skills ranged 0 to 100. The higher the level of each skill, the better the player will perform in a given discipline.
Determines how fast the player is. This impacts the speed a player runs after the ball, and speed of movement with the ball. Faster players have a better chance of running away from the opponent, as well as catching him. Additionally keepers with a higher pace skill are more effective at challenging strikers.
This skill determines the accuracy of player’s passes (both kicks and headers). The accuracy means both the right direction and power, so that the team-mate will be able to receive the ball as easily as possible.
Players with high playmaking skill make their decisions who to pass to quicker, as well as choosing the best positioned player to pass the ball to. If your player’s playmaking skill is poor, he may start to look around for someone to pass to causing him to lose pace and therefore will be easier to tackle. Higher playmaking skill also increases a players ability to make running passes.
The higher the defending skill, the greater the chance of tackling an opponent, and the greater the distance from the opponent that a defender will be able to make a tackle. This is the skill most desirable for defenders. However both the midfielders and strikers may, thanks to their high defending skills, create an opportunity by intercepting the ball from opponent in his half. Whether a player is able to make a tackle or not is also dependent on the other player’s technique. The greater their technique, the more chance they have of dribbling past the player.
Determines the accuracy and the force of kicks. Players with higher striker skill mis-kick the ball less often (e.g. sending the ball high over the bar) and their strikes are more difficult to save. This skill is important for all players that are likely to have a striking opportunity, not just forwards.
Many of the game aspects depend on technical skills.
- skill of controlling a pass; a player with a low level of technique may fail to control even the simplest balls.
- pace of dribbling; players with poor technical skills significantly lose pace whilst moving with the ball
- skill of passing a defender with a one on one duel and controlling the ball during a feint
- chance of mis-kicking while trying to make a one-touch pass.
This skill is only useful for keepers. It determines effectiveness of saves and their quality. The higher the skill, the more often the keepers catch the ball or clears it cleverly (away from the strikers).
During the match, the players get tired. When this occurs they become less accurate as they lose some of their skills. Only playmaking remains unchanged throughout the match. The degree of fatigue is not directly dependent on length of play but on the activity of the given player. The more he runs and participates in the game the more he gets tired. Players with higher stamina will suffer less fatigue than others. Also be aware that untrained stamina goes down in time.
Additional players’ parameters
Determines whether the player can take advantage of his skills in full. Players that are out of form will perform worse than they would if they were in a higher level of form.
That value indicates how player is fresh and healthy. Players with higher fitness value better perform on matches and better train. Fitness drops after matches, and after heavy training.
For training influence information look training section.
It reflects how accurately the player will follow the tactic during the match. Tactical Discipline is based on two subskills: Experience and Team-work.
Experience is gained by playing matches. The experience level depends on the number of matches played, the percentage of activity during the matches, and the type of the match (friendly, official, national team). Players at lower levels of experience will increase the skill faster than players with higher levels.
Depending on their experience level, defenders could slightly block, or at least slow down, their opponents while running to the ball. However, they will not be able to block while heading duels.
- Represents how well a coach can teach tactics and how much the player has learned with that club
- Changes during training each week like other skills, independent of the training type selected. The growth depends primarily on head coach's general appraisal. This means that it could even drop if you change to a coach with lower general appraisal.
- Depends on time played in week matches like any other skills
- Assistants help to increase team-work, but their influence is lower than on other skills
- Older players' team-work increases and decreases in slower (they are more "change resistant")
- After every transfer, team-work of the transferred player drops down to the lowest value
Hidden ability of the player to enhance his skills. Determines the efficiency of training for both a first team player and a junior training in the sub junior school.
After each season your players get older by one year. Younger players enhance their skills faster. As a player approaches his 30’s, his skills may begin to gradually deteriorate. The older a player the faster the deterioration.
Approximate value of the player dependent on his skills. This value does not represent the market value for the player if he is sold.
Specified in the contract weekly wage, also dependent on player’s skills. At the beginning of each season, the contracts are renegotiated and a new wage is determined.
Taller players will have better chances to win aerial duels when heading the ball. However, shorter players will be quicker in speeding up from a standing start (maximum speed will still be the same for players of all heights and is dependent on actual pace skill).
Player weight is visible in the 3d match viewer along with height, with taller players appearing taller and heavier players being bigger than lighter ones.
If a player is too light, they will speed up slower, as they have a lower muscle mass. In addition a player with a high weight will speed up slower, as they are too heavy. Heavy players will tire more quickly, compared to lighter players. The weight of a player will change depending on training, matches played and injury, although this has not been implemented yet.
Weight is calculated using Body Mass Index (BMI), which takes weight and height into consideration, where;
BMI = weight / (height*height)
The ideal BMI for a player is set to 23.75.
3. Player contracts and transfers
Each player in your team has signed contract with expiration date. On contract duration it is guaranteed that player wage will not change and player will not retire from club.
After contract date expire players is immediately put on the transfer list, so for players that you want keep in squad you should negotiate contract when it is close to expiry date. You can negotiate contracts when contract expires in less or equal 5 weeks.
In contract negotiations you may agree player demands about wage and contract weeks, but you may propose own. Player may than agree or reject your conditions, if he reject, next time will demand higher wage. Also, if you want to negotiate contract lenght in weeks remember to slighty increase contract wage, as if contract duration is other than that player demanded - he will demand compensation in wage. If too many times you have introduced not satisfying offer to player, his anger and expectations may raise ridiculously. Than don't worry, give him a week to calm down, than his expectations should reduce and you could negotiate again.
One of the basic ways of acquiring new players in Inter Football Manager is to buy them from other clubs. The transfer market works as an auction.
Placing a player up for sale involves a transfer fee of 2.5% of the starting price. After the transfer, the seller has to pay tax of 20% on the received price. If the player is not originally from your team and is aged 23 or under, then a further 5% of the received price will go to his original club.
After being placed up for sale, the player remains on the transfer list for one day. When the bidding expires, the player will move to the club that offers the most money for him.
If a player is not up to scratch, and you believe he isn't worth transfer listing, you may sack him, after paying player withdrawal fee, depending on player contract wage and length. If you sack a player, he will be set on the transferlist with minimum price.
Where would a team be without a coach? No where, as no progression would be made.
Your coaches enhance players’ skills during training sessions and take care of the junior team.
Each coach is graded in their training effectiveness for each of eight playing skills. These grades are valid solely for the head coach, as other coaches only need the general coach skill (see below). You should try and have your coach with the highest skill possible in the area that you intend to train.
General appraisal of a coach depends on the sum of his individual marks for training each individual skill. It is very important for assistant coaches - the higher their appraisals the more efficiently they help the main coach. Additionally, for your sub junior school you should select a coach with the highest possible general appraisal. The higher their appraisal, the quicker your juniors will improve. The training of Team-work is solely dependant on your coaches general appraisal, mostly based on the head coach but affected slightly by the assistants.
Generally, the better the coach, the higher the salary. At the beginning, you will not be able to afford a fantastic coach, unless you want your club to go bankrupt. The salary of the coach is not renegotiable - it remains at the same level throughout his contract with the club.
Your coach is a human being, at some moment he may finish his coaching career. Do not be surprised when your aged coach hands you his notice and leaves for well-deserved retirement in Bermuda.
Searching for coaches
When you first start, your club will already have a coach. He will not be the best coach you could possibly have; he has been kept in the club thanks to their acquaintances amongst the previous owners of the club. However, he has one important advantage; his salary is low. You can easily sack him and look for better staff.
You can search for a coach using the coach searching form. Recruiting a new coach costs money. The more precisely you define his skills the higher the charge is. You must pay this charge, even if the search does not find a coach that fits your requirements.
A coach will arrive with skills approximately comparable to those you have chosen in the coach searching form. If he meets your expectations you can choose to accept him, contracting him to the team. Signing a contract does not involve any costs, however when a contract is terminated the coach receives his salary for the whole week. However if he does not fit your requirements you do not have to sign contract with him, you can sack him and search for another one. Sacking a coach without a signed contract does not cost anything.
Tip: Set all skills in the form to requested general appraisal when searching for assistant or junior coach (i.e. all 50 for an 50 training skill coach).
As stated earlier, sacking a coach that you have yet to assign a role is free. However once you have accepted a coach, it will cost you a weeks wages to sack that coach. If a coach is sacked, he is added to the contract list.
Once you have accepted a coach, he is added to your team personnel and can be found in training screen under the section No Assignment. This means that the coach has been hired but has yet to have been assigned a post within your club. The posts of head coach, assistant coach and sub junior coach can be taken by any of your contracted coaches. You should therefore assign the coach to the post you recruited him to fill. You are able to swap coach assignments free of charge at any time (e.g. promote your assistant coach to head coach etc.) Any coaches that have not been assigned a role will continue to receive their salaries (even if they are doing nothing!)
For the sake of your team’s development and improvement, your players must be properly trained.
The quality of training responsibility lies mostly with the main coach. The feature that counts most is his individual skills; his general appraisal does not influence the effectiveness of training. Select a head coach who has a high ability in training the skill you have chosen for the training. Decide yourself how important for you, are the other coach abilities and if you can afford to pay more for a better coach.
The assistants may be helpful to the main coach improving his training effectiveness - the better the assistant (in terms of general appraisal); the more he helps the main coach. However, do not hire too many assistants. If you hire more than 3, they will argue, resulting in training being less effective, or even lost.
Look out on players fitness value, best training get players with fitness close to 100 or equal. Players with fitness close 50 get 25% of training. Related to fitness is also boredom of training for each players skill. Players that train same skill over and over will train it worse or in some point not at all. Average value of all team players of combination of that both factors is visible below each training icon. Choose to training skills with that value 100% or close.
The hidden individual feature of each player is his talent. The more talented the player, the more he takes advantage of training and improves his skills faster. With age the ability to improve weakens, the older the player, the longer it will take his skills to improve.
Injured players, with injury more than 4 days, are not allowed (by doctors :) to training or matches.
In the training schedule you can select training for every day, in 2 hour blocks starting since 8:00 AM. That training hours aren't exact time training is executed, it is just order of executing traning - all training sessions are executed in morning update, in early morning of european time. So even if you match is shceduled on 12:00 local time, and your training starts at 14:00 at schedule, that means players are after that day training anyway.
Selected skill training
Selected skill trains all team players, excluding injured.
In this type of training, for every formation you can select, in formation training setting, which skill each formation trains.
That is the fastest type of training, but it demand that the player played a match in the selected position during the week. He will receive more formation training depending on minutes total he played in a matches, match extra time doesn't count there.
6. Sub junior school
Your club will have a sub junior school. This is where young players are coached. The juniors are young players with too little experience or skills to play in official matches.
Allocation of Places.
For your school you should allocate a set number of places some of which may be occupied by your juniors and some may be vacant to allow new juniors to come to the school. Every place generates some expenses in a daily basis 4 000 ($). The maximum number of places that could be allocated is 30. Every day new players may join the school, provided there are some vacant places. The number of new players joining the school in a week is between 0 to a maximum of 6. If the free places are not enough to allocate the applicants, some of them will be turned down, but you will never know who was rejected. They could have been a useless youth or a potential star for your team.
Your Junior Players
Junior players will stay in the school a number of days to be coached. Within the junior school you can see the preferred position of a player (outfield or goalkeeper), age, general skill level which is estimated by your junior coach, and the number of days he will stay in the school, but you don't see individual skills as they remain hidden. If you want to know approximately the skills distribution before the junior is promoted. When the junior is ready to join the first team, you can promote them to the first team, where you will be able to see exactly what skills the player possesses.
The Juniors’ Coach
You need to assign a youth coach to ensure that your juniors are trained. His general appraisal will determine how quickly the juniors will improve their skills. He will also decide when a player is ready for testing in the first team line-up.
The distribution of individual skills is set for each junior when he comes to your junior team; each individual skill grows proportionally with the overall skill when your junior trains each day. Their talent and the coaches general efficiency determine how fast they develop and whether they will be valuable players after leaving the school.
7. The Match
Your team plays at least one match a day. For every match time of playing is set depending on host team country. You can change that time to any you want with a cost of tokens written on match time setting page.
Matches are played according to the rules of real world football.
Team will receive a walkover when:
- The opponent sets less than 10 players in the match (5:0),
- The tactic is removed from the tactic editor before the game and a new one is not selected (5:0),
- If both teams lineups mean the game is a walkover, the following will happen:
* 0:0 - if this is league game,
* 1:0 - if this is cup game.
Video coverage of the match
For each match you can watch TV coverage to see how your players did during the match, see their most interesting action and find out how your tactics worked.
Matches video is what actually happened while all the match, every action is generated basing on current team tactics, players skills and fatigue.
For navigation use buttons under match menu or finger move to zoom in or zoom out.
After the match the statistics for both teams are available:
- keeping the ball, possession time counted from the moment of gaining to the moment of losing. Set pieces do not count.
- playing on the given half, the time when the ball remained on one team’s half. If your team’s ratio exceeded 50%, do not celebrate - it means ithe players mainly defended rather than attacked!
- shots on goal
- efficiency of shooting, passing and defending, calculated as an average of marks for individual moves of all players (e.g. defender tackled the ball from his opponent or just attempted to then his defending skill shown during that move is taken to the total marks for the team). What he contributes depends on his defending skills, current form and whether he was successful. Even the best players mis-kick sometimes.
Remember that the marks concern the average individual performance of your players and do not take into account the fact how your players played as a team. That depends on you, specifically from the tactics you choose.
Individual after-match player marks
Upon clicking on individual marks you can see a table with marks and statistics for all players participating in the given match. The columns indicate the following:
- The mark: general mark for the player, depending on the overall performance. The more chances the player gets to take advantage of his skills the higher mark he gets. The mark depends on position; different factors are taken into account, e.g. for forwards the most important thing is the quality of his strikes (if he had any opportunities). Player’s form determines his skills utilisation so it also influences his marks.
- Time of play minute of entering / leaving the pitch
- The number of strikes on the goal
- Off. - percentage of offensive actions - time of play when the player moved with the ball, passed it, dribbled it past opponents.
- Def. - percentage of defensive actions, the time when the player tackled the opponent or chased the player moving with the ball. Note that this factor does not have to be highest for defenders - for teams constantly attacking; the most active players are midfielders or even forwards.
Summary of the most important actions, such as:
- Shots when the ball hits the bar, post or a near miss.
- Shots when the keeper had problems with saving.
- Yellow and red cards.
8. The Stadium
Every team has a stadium to host their home games. Optimizing the stadium size, stand types and ticket prices is very important to keep the team's financial health, as revenue coming from tickets is one of the main sources of income of every team.
There are four stand types:
- Grass (standing): In each sector with grass, only 100 standing spectators are allowed by the sideline.
- Terraces: Standing places made of concrete. It is the second cheapest type of stand. There are certain regulations imposed by the Football Association, restricting the size of stands with terraces. Your stadium cannot be solely made up of terraces.
- Benches: A stand with sitting places but not as comfortable as seats.
- Seats: The more expensive and luxurious stand. Building seats is more expensive than building benches, but they can bring more spectators to see the matches as some of them expect seats to sit in when watching their team.
-Size of the supporters clubs of both teams
-Fans mood of both clubs
-Weather (roofs can help in keeping attendance on raining days)
-Stadium size and stand types.
-Fan preferences on the different types of stands.
Not every supporter likes the same type of stand. Some fans prefer seats, others benches, some others prefer terraces and others prefer to stand on the grass. If their favorite place is sold out they are likely to buy ticket for a superior stand but they will refuse to go to an inferior stand. Depending on the weather some supporter will buy a ticket only if a roof is available in his preferred stand.
You can influence the match attendance by setting the ticket prices. Notice that if you set the prices much too high fewer supporters will come, and you can expect lower income. Same if the price is much too low, more supporters will come, but not so much to compensate for such a low price. You will get the highest income if you set the right price taking into account all the factors that affect the attendance to the match.
Of course, if your stadium is small and you expect many supporters to attend the match, more than the total number of places in the stadium, you can set a higher price to get a higher income. However you don't get so high an income compared to expanding the stadium.
To set ticket prices, go to the stadium page and tap on appropriate icon for each stand. Ticket price should be in limit 1 ($) to 1 000 ($).
Be careful when modifying the stadium. Keep in mind that the investment in the stadium is recovered slowly, so while it may be a good investment in the medium and long term, it could be difficult to afford in the short term. A small stadium means that some income may be lost from matches but a too big stadium could mean added fixed cost to the team.
Each stadium has eight sectors. In order to modify one sector you should tap construction icon on that sector in the stadium page. Then you can select the size, the type of the stands and whether the sector will be covered by a roof or not. The selected size of the sector represents the total places that will be available after the modifications are done.
After doing your selections press the calculate cost button to get a detailed list of the cost to made the necessary modifications and an estimation of the days necessary for the works. Construction times are estimated dates provided by your builders and may vary slightly from predicted. If you want the works ready for a specific date you may need some days of margin to be safe of unexpected delays.
Be aware - the price of seats grows proportionally with the size of stand. It might be cheaper to build two smaller stands than a single bigger one. On the other hand some fixed costs apply to every construction so modifications that are too small could be not a good option.
During construction work, the sector is closed and only a small number of supporters are able to stand in the arena.
Type of grass and pitch condition
The pitch condition can affect the behaviour of the ball and also has influence in the probability of injury of the players. On the pitch, in an area of weak condition, the ball may bounce in an unpredictable direction due to the unevenness of the grass, and also may jump in a direction a player didn't want when dribbling. The probability of injury will be higher on a pitch with poor condition and lower on a pitch with better condition (condition higher than 50%).
To control the pitch condition you should choose what type of grass you would like to have in your stadium. There are different types of grass, each will have a different optimum condition depending on the quality of the grass. For example, garden grass will not reach much more than 50% of condition, so it will not be as good. The condition of the grass will gradually get weaker after each match and will need time to recover. The recovery rate of the grass will depend on the weather; it will grow best when it is not too hot and not too wet.
You can accelerate the recovery of the grass through spending money on pitch maintenance. With a high maintenance level your grass will recover quicker. You have two options to increase your maintenance level. Buying a small package will increase your level by 50%, while buying a big package will set maintenance to 100%. The maintenance level will decrease a bit every day. You should apply maintenance only when you want to quickly improve your pitch condition.
You can customise what you would like your field to look like. You can choose different patterns, like vertical stripes, chequered, just blank and many others.
You can change the size of your pitch, to how big (or small), you desire within allowed limits. This feature may benefit how you use your tactics. The pitch modification will cost depending on the type of grass you have. You can select any size within the following limits:
width: between 64 and 78 m. Normal: 72 m.
height: between 95 and 110 m. Normal: 102 m.
Any combination is possible.
9. League system
The league system all the world is divided into divisions, each division consists of many leagues depending on number of teams that have been promoted to each division previous seasons.
Each league has 14 teams playing each team twice, giving 26 matches over the course of the season. The points are assigned as they are in real life leagues; so for a win, the team gets 3 points and for a draw, the team gets 1 point. The order in the table is determined based on the following (from the most important downwards):
- goal difference
- number of goals for
- the number of victories
- position in the league at the end of last season
Promotion & Relegation
The best 6 teams from leagues with available promotions will promote automatically to level up division. Teams placed 9th to 14th, excluding Division 1 and Division 0, will be relegated to lower division. After promotions/relegations leagues are generated depending on number of teams each division, league generation order is points, goal difference etc. like in league position order.
Divisions excluded from promotions are Division 0 - there are test teams of Lite version users, unable to promote. Also may be excluded from promotion to higher Division top Division if there is only one such Division in Inter Football Manager world. Promotion / relegation / neutral spots are marked with colors on league table.
Team that users bought full version of Inter Football Manager or online subscription are automatically promoted from Division 0 to Division 1 after first login.
10. Match lineup and tactics
Selection of the line-up
For each match you should select eleven players and up to five on the bench. Players with an injury lasting longer than 7 days cannot participate in a match. The players not fully cured (less than 7 days to recovery, marked as having a slight injury) may take part in the match but will play below their full capacity. A player with 3 or more yellow cards or a red card misses one official match (you will find a red card next to his name). The players not fit for playing or penalised will not participate even if you select them to the line-up.
For each player you should select their position out of:
GK - the keeper
DEF - defender
MID - midfielder
ATT - forward
This assignment determines the way a given footballer is going to play (e.g. defenders should tackle the ball rather than try to dribble past the opponent and thus leave his team in trouble if the ball is lost). Each position has a maximum number of players that may be assigned to it. These are: 1 for GK, 5 for DEF, 5 for MID and 3 for ATT. If you play more than the maximum allowed for an area (for example 6 DEF) or do not set a lineup you will lose formation training unless you switch to stamina.
Read the help on the Training to find out how a given position trains.
If any of the teams assigns less than 10 players or deletes the tactics set for the match, the opposition team will automatically win the game. The footballers set as starters in the match from the winning team will train the same way as if the match had been held without substitutions.
During the match it may be necessary to replace a player on the pitch with one from the bench in the result of an injury. At that moment the player on the top of the substitution list for the given position goes on to the pitch.
Editing the tactics
The tactics editor can be found in the Training menu on the Line-up editing page. You can only edit your own tactics, if you do not have any you will need to copy one of the existing tactics.
Select the tactic that you want to edit. It will then appear in the football pitch to the right. To alter the tactics, drag the ball in the centre of the field with your mouse pointer by pressing the left mouse button. You will see how the players move around the pitch. They will do the same on the pitch provided their pace and stamina will allow them to. The current position of the ball indicates how the players should be lined up at the moment. If you want to change the line-up, simply drop the ball in the chosen place and place the players in the desired positions. Pay attention to whether your players change their positions smoothly with the moving ball. Improper line-up may cause that your players would not be able to reach their positions on time, making your tactics useless.
You decide yourself on the style of play that your team delivers, e.g. decide how far defenders can go during offensive actions, placing the players wide or closer to the centre of the pitch, thereby strengthening or weakening selected parts of the field etc. There are millions of potential combinations for you to use!
On pages with players’ line-up for the match and with the individual marks, the view of the applied tactics is generated. Do not be surprised if this view differs significantly from that you can see after opening you tactics in the editor as this highlights the average position of each player.
11. The shop
Here you can extend your online manager license by next months, or buy some tokens if you went out of it after rough bidding.
Here you can also exchange collected tokens to club money.
After registering team in trial version, your team is automatically raised in Division 0, that is lowest Division in the Inter Football Manager. From Division 0 you can't releagate, but also you can't promote, you play there against same trial teams of users that have just started. In that Division is high rotation of users, some new install app, some leave their teams and are replaced by other users playing on trial.
Registering team on trial is possible by mobile, after installing Inter Football Manganer Trial version or by registration on interfootballmanager.com website.
Mobile full version
If you feel ready to take your manager career more seriously, you may want to upgrade to full version of Inter Football Manganer. Your team will be automatically promoted from Division 0 to Division 1 (if is in higher Divisioin after you bought Manager License it will stay there of course). Mobile full version subscription is on infinite time and you may install it on your various mobile devices.
After purchasing Manager licence for online logon, your team, similarly like in full Mobile version, will be automatically promoted from Division 0 to Division 1 (so only if is in lower Division than Division 1). Manager licence is bought on limited time. After subscription time is expired, you may sitll log on mobile, if you have bought full mobile version also, or you may extend again online manager licence. Inactive teams are cleared after around 2 weeks, so that is the time to extend subscription and keep the same team.