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The '''Manual''' tells a manager how to play the game and how it works.
The '''Manual''' tells a manager how to play the game and how it works.
Hattrick , .
Hattrick . Hattrick (). , . , , Hattrick .
=== Your overall tasks ===
=== Your overall tasks ===
Revision as of 21:45, 4 June 2009
The Manual tells a manager how to play the game and how it works.
- 1 Uvod
- 2 Players: Skills
- 3 Players: Other attributes
- 4 Lineup: The basics
- 5 Match: The basics
- 6 Training
- 7 The coach
- 8 Finances
- 9 Fans and sponsors
- 10 The arena
- 11 Staff
- 12 Lineup: Experience and confusion
- 13 Match: Set pieces and special events
- 14 Match: Tactics
- 15 Substitutions
- 16 Psychology
- 17 Youth players
- 18 The series system
- 19 The cup
- 20 Friendlies
- 21 National teams
- 22 Hattrick Masters
- 23 Appendix 1. The Hattrick Week
- 24 Appendix 2. Denominations
- 25 Appendix 3. Currencies
- 26 Appendix 4. Transfer Fees
- 27 See also
Hattrick je igra, kjer popelješ virtualno nogometno ekipo k slavi, v konkurenci z drugimi udeleženci iz celega sveta.
Hattrick je preprosta igra in preprosta za razumevanje osnov. Lahko igraš Hattrick tudi če ste se pravkar prijavili enkrat ali dvakrat tedensko (vendar upamo, da vas vidim bolj pogosto). Izziv je, ne premagati igro, ampak je v konkurenci z drugimi igralci. Čeprav konkurenčni, mnogi igralci postanejo prijatelji, kar naredi Hattrick tudi socialno igro.
Your overall tasks
You perform the duties of both manager and club owner. You plan tactics and strategy, decide what to train and select which players that should play. You buy and sell players, invest in arena improvements and much more. To be successful a good piece of advice is to form a good strategy and a long term plan. Success and glory will not come for free, after all.
Your new team
When you take charge of your team it has just got a vacant slot in any of the two lowest divisions in the Hattrick series system. To start your climb upwards you got a squad of players (some might be talented and some might not...), an arena and some money to your aid. Now it's time for you to show your magic.
Region and weather
Your team belongs to region, a region which you probably have a relation to. Regions are there so you can check out other people from the same area as you. Another important function is that each region has its own weather. No regions have better weather than others, all regions are equally good so you don't have to worry about making a bad choice.
Weather affects a couple of things, but most importantly attendance (less people will watch your games when it's raining). At the "Region" page you can see what the weather is like today and a weather forecast for tomorrow. If the sun shines today, it's more likely (compared to other weather types) that it also shines tomorrow, so weather isn't completely random.
If you want, you can change region in between seasons. It will however cost you 10 000 € and 3% of your supporters will leave your fan club.
Our best piece of advice
The best piece of advice we can give you is to read this manual. You don't need to read everything at once, just reading the first chapters to start with will give you a good clue how to play the game. If there is any other advice it would be to ask any question you may have in our forums. There is actually a forum designed just for questions.
Each player has 8 basic skills, while there are also some additional factors affecting their performance in different situations. Let's have a rundown on the various skills first:
|Stamina:||Decides how much of his ability to perform a player loses during the course of the match.|
|Playmaking:||The ability to control the ball and turn it into scoring opportunities.|
|Scoring:||The ball is supposed to go into the net.|
|Winger:||The ability to finish off scoring opportunities by advancing down the sides|
|Goalkeeping:||The ball should not make it into your own net.|
|Passing:||Players who know how to pass the decisive pass are a great help for the team’s attack.|
|Defending:||The ability to stop opponent attacks.|
|Set pieces:||The outcome of your free kicks and penalties depends on how skilled your set pieces taker is.|
How good is your player?
In real life you say a football player is a "quite ok winger" or a "really good defender" when you see him play. In Hattrick, we do the same to describe how good players are. We use denominations (and not only for players), and for players' skills the scale goes from non-existent to divine. You can see the full denomination scales in our appendix.
Different players need different skills
All players don't need to be good in all skills, but stamina is important for everyone. Sometimes it is good enough if a player is good in just one skill (other than stamina), but you will get the most out of your player if he is good on several skills. Which skills (apart from stamina) a player benefits from depends on the position he will play:
Goalkeeping is needless to say important for goalkeepers, and only goalkeepers. They also make good use out of being good defenders.
Defenders should naturally have a lot of defending. Playmaking is also beneficial, and their passing skill really makes a difference when counter-attacking (see tactic chapter).
Defending is most important, but they also benefit a lot from being good wingers. They contribute a little with their playmaking skill, and passing helps when counter-attacking.
Having good playmakers in the inner midfield positions is a key ingredient for most successful teams. They also use their passing and defending skills a lot.
Naturally profit from being good wingers, but playmaking is also important. In addition, they also use both their passing and defending skill.
Their number one task is to score goals, making scoring their number one skill. Passing is also valuable, and so is winger.
Changes in skills
The skills slowly change over time. All skills can be improved by training as long as the player lives, but as players get older they will also start losing a little of their skills. Everything about changes in skills is described in the chapter about training.
Players: Other attributes
You can see players' exact age on the player page. One Hattrick year is 112 days, which means all players are a certain age and 0-111 days.
All players have a personality. They can be nice or nasty, leaders or loners, temperamental or calm. Right now the personality does not affect much in the game, but it’s for example wise to appoint a team captain with good leader abilities. More info about how personality affects the game is found in the psychology chapter.
Experience simulates that an older player has managed to learn things not directly concerning his skills, which positively affects his actions on the field.
Total Skill Index (TSI)
Total Skill Index is a measurement of how skilled a player is. TSI increases with training and can also increase (and decrease) with form.
The better form a player is in, the better he will perform. It’s not about the physical context though, it has nothing to do with how well trained a player is. Form in Hattrick reflects a combination of aspects making it possible for, or preventing a player, from reaching his full potential – like for example how his private situation in life is at the moment.
On the player page you can see a player's "current form". It's the figure applied for matches. An "excellent" player in "wretched" form is usually worse off than a "passable" player in "solid" form for example. Current form is negatively affected by the amount of stamina training in the team; the more stamina you train (percentage-wise) the more negative effect. Training "General (form)" will on the other hand have a positive effect on form.
Additionally, there's a hidden "background form", which is used to compute where the player's form is heading. Each week, during training, the current form of every player will change, moving towards the hidden background form. Current form is not changed immediately to the figure of background form. Instead it moves in steps over several weeks, though the further away from background form they are the larger the steps will be.
After current form has been changed during training, there is a chance that background form is changed for each player. Every player has the same individual chance of having his background form change, and there is nothing you can do to influence this chance. However, when chance decrees that a player's background form will change, there are several factors that influence what the new background form will be:
- If a player has participated in a match during the week. This is very important!
- Training intensity – the harder you train, the better form in general
- Your coach – the better skilled he is, the better form in general
- Assistant coaches – Assistants also help improve form
About half of all players have a characteristic called "speciality", which has impact on matches. There are 5 different main specialities available for players: "Technical", "Quick", "Head", "Powerful" and "Unpredictable”. Every main speciality has a good and a bad side, explained in the Special Events chapter. Specialities can also be useful for certain tactic types as explained in the Tactics chapter.
Some rare specialities also exist. Their effects are more or less unknown and up to you to find out.
Sometimes players get injured. If this is the case, the injury, unless very slight, will put them on the treatment table for a couple of games. The risk of injuries increases as the team increases the intensity of training, but you can also hire physiotherapists to reduce the risk of injuries.
Older players take a longer time to heal, and doctors can be hired to help players heal faster. Players approaching their forties will have a hard time to recover at all though. Also remember that the injury times stated are only estimates - if your star forward has a week-long injury, it might take him 8 or 9 days to get fit again.
Yellow and red cards
Players may get booked or sent off during games, highly aggressive players (especially those with low honesty and lacking experience) more often than others. 2 bookings during a match will automatically lead to the player getting sent off. Getting sent off means that the player is suspended from the next competitive game. A player will also be suspended for one match after accumulating 3 bookings from competitive games during a season. Bookings from league, cup, and qualifying games are all counted as the same. If a player has already been booked twice in league matches one season, and receives another booking in a following cup match, he will be suspended from the next competitive match, regardless of if it's a league match, cup match or qualifier.
You can check your players list for how many bookings your players have received before a match. A player who has accumulated 3 bookings or has been sent off in his last match will have a red card symbol on the players list, to show his suspension. The suspended players booking slate is wiped when a competitive match has been played. Also, all player slates are wiped at the end of the season. A player can't get a suspension (or get his slate wiped) from a friendly game.
Lineup: The basics
As the manager for your team you decide how your team will play and which formation to use. Before each match you submit your decision – your match order – through the order form found in the match list. Your match order needs to be submitted at least 15 minutes before the game starts. You can also make a match order a "standard setup" (which we recommend you to do for reasons of precaution). This means that Hattrick will assume this setup for future games but you can always adjust your setup according to the particular circumstances affecting matches ahead.
Starting line-up and substitutes
For each match you select your starting eleven players, your substitutes, your set pieces taker and your team captain. In the simple 4-4-2 order form you choose which player goes where from a scrolling list. In the advanced order form you choose which player goes where by drag and drop.
If one of your players gets injured, the substitute for that position will enter the pitch. If you don't have a substitute assigned to a certain position, or if the substitute is injured as well, one of the other substitutes will automatically get selected to play. If you don't have any able substitutes you'll have to continue the game with 10 players. If you're out of subs and your goalkeeper gets injured (or if you haven't named any), an outfield player will move to that spot. You can also set up conditional substitutions. See the substitutions chapter for more info. Remember that you must start your games with at least 9 players to avoid a walkover, which will lose you a week's training for all players in your squad, as well as a portion of your club's supporters. Moreover, you can't have more than 50 players in your squad.
Choosing team formation
Hattrick is built around a traditional 4-4-2 formation, but you can choose to play with another formation if you wish. To change formation you move a player to a new position on the field, you reposition him. To reposition a player, you choose his new position (extra inner/forward/central defender) in the drop down menu for that player.
For example, if you want to play 3-5-2 you reposition a defender to "extra inner" and if you want to play 5-4-1 you reposition a forward to "extra central defender". It is worth knowing that a repositioned player will not play to his full capacity and will contribute a bit less to the ratings than other players.
In the advanced match order form you choose formation in the dropdown at the top (or drag and drop a player to the position you fancy). Any repositioned player will automatically be marked in yellow for your knowledge.
You can give all your outfield players on the pitch (apart from repositioned players) individual orders. You can for example order your inner midfielder to play "defensive". This means he's still an inner midfielder, but he concentrate more on the defensive side than normal, and less on attacking. There are four individual orders, see this table for full details what they mean for each position.
|Wing back||Offensive||More Winger, somewhat more Playmaking, less Defending|
|Defensive||More Defending, less Winger, somewhat less Playmaking|
|Towards middle||More Defending to the middle, less Defending to the side, less Winger|
|Central defender||Offensive||Somewhat more Playmaking, less Defending|
|Towards wing||More Defending to the side, less Defending in the middle, a certain amount of Winger, somewhat less Playmaking|
|Winger||Offensive||More Winger, somewhat more passing, less Defending, somewhat less Playmaking|
|Defensive||More Defending, less Winger, somewhat less Playmaking and Passing|
|Towards middle||More Playmaking, less Winger, more defending in the middle, less Defending to the side, more Passing in the middle, less Passing to the side|
|Inner midfielder||Offensive||More Passing, less Defending, somewhat less Playmaking|
|Defensive||More Defending, less Passing, somewhat less Playmaking|
|Towards wing||A nice amount of Winger, somewhat less Playmaking, more Passing and Defending on the side, and less Passing/Defending in the middle|
|Forward||Defensive||A certain amount of Playmaking, more Passing (and even more Passing if Technical), less Scoring, somewhat less Winger|
|Towards wing||More Winger, more Scoring and Passing on the side, less Scoring and Passing in the middle|
Tactics and team attitude
In the order form you can also set your team's tactic (if any) and the team's attitude for that particular match. The different tactic types are described in the Match: Tactics chapter and team attitude is explained in the Psychology chapter.
Match: The basics
Finding the right lineup is one of your biggest challenges in Hattrick. In this and the other match chapters we will focus on how the players’ skills come into play in a match. This chapter will give you the basics - the most important things to know.
The basics of the match simulation
In each half a number of attacks are made, and the midfield decides which team gets each attack. The team with the strongest midfield (the team with the most ball possession) is most likely to get the largest number of attacks. When a team gets an attack it is decided what kind of attack it is. There are three types of attacks (right wing, left wing, centre), and set pieces (free kicks and penalties) also. The attacking team’s attack for that sector will then try to break through the defending team's defence for that sector.
A match has 10 basic attacks
In each match 10 basic attacks (as explained above) are made. Most of them are reported in the match report, but attacks very far from leading to goals are not reported. You may also gain additional attacks from "Special Events" and from counter-attacks. These additional attacks are described in the other two match chapters.
Home team advantage
The home team is helped by their fans. Ordinarily you have a larger percentage of possession at home than away. In a derby (when both teams are from the same region) the home team also receives this advantage, while the away team receives about half the advantage. If the game is played on neutral ground, neither team receives any advantage.
Psychology and the coach's mentality
Team spirit, confidence and team attitude affect how well your team performs. You can read all about how Hattrick simulates these in the "Psychology" chapter.
The coach's mentality (if he’s offensive, defensive or neutral) also plays a part. Read more about this in the "The coach" chapter.
Team rating is the rating you should focus on
After a match has been played, you will get a team rating for each part of the team. These ratings tell you how well different parts of your team performed in the match and these ratings are also what matters in the actual match calculation.
The match rating denominations (scale goes from non-existent to divine) are also specified in four sub-levels: very low, low, high and very high. This way it's easier to know how good your rating is within a certain step. For example a "very high solid" rating is a just a little bit worse than "very low excellent", but a lot better than "very low passable".
After a match your players receive a star rating for their performance in the match. This is what they mean:
The yellow stars show his performance in the last minute of the match.
The brown stars show how much of his average capacity he had lost at the end of the match.
Sometimes (but very rarely) a player performs better than his average at the last minute of the match, this is shown with red stars.
Please note that the star rating only rates the individual player performance on his particular position and is useful for comparing different players playing in the same position. It's not an ideal way to measure team strength. To know how your whole team performed (and compare with other teams), look at the team ratings.
Please also be aware that a repositioned player receives a rating as if he would have been non-repositioned, despite contributing less than a normal player (see basic lineup chapter).
A normal case
Shortly put, the state of the midfield decides how many opportunities your team will produce during a match. The other parts of the team will decide the probability of attacks leading to goals.
The following table will help you somewhat when you select your team. Note that it's only an approximation. Some levels of abilities following each other may mean only slight differences in performance, and for others the differences might be much larger. In addition, individual orders (see specific chapter) have not been taken into consideration.
|Part of team||Factors (most important first)|
|Midfield||Playmaking inner midfielders|
|Attack left wing||Winger left winger|
Winger left wing back
Passing left winger
Passing left inner midfielder
|Defence left wing||Defending left wing back|
Defending left central defender
Defending left winger
Defending left inner midfielder
|Attack centre||Scoring forwards|
Passing inner midfielders
|Defence centre||Defending central defenders|
Defending wing backs
Defending inner midfielders
|Attack right wing||Winger right winger|
Winger right wing back
Passing right winger
Passing right inner midfielder
|Defence right wing||Defending right wing back|
Defending right central defender
Defending right winger
Defending right inner midfielder
Every week you get to choose what kind of training you want your players to concentrate on in training sessions. The effects of the weekly training always appear during Thursday or Friday, depending on the country, so you have to change your training orders before this. Changes in players' current form and background form also occur at this time.
Player age and skill level
Younger players are in general faster learners than older players, but how much your player will learn from training also depends on the skill levels he's at – the lower the skill level the faster the training. Training on very low skill levels is many times faster than on medium skill levels, and training on very high skill levels is slower than on medium skill levels.
Apart from age and skill level there are four factors deciding the effects of training: the intensity of training, training type, the amount of stamina training, and the coaching staff (head coach and assistants).
Intensity of training
The harder you train, the better the squad's form becomes in general, and effects from training increase. You decide the intensity of training by supplying a number between 0 and 100. The drawback of a high level of intensity is that risks for injuries increase. You'll have to decide yourself what level of intensity will suit you - do ask other managers on the forums.
Significantly decreasing intensity can provide a 'one-time' boost to team spirit. Once you order your players to train with more intensity again, their team spirit will understandably drop with this news. If you want to change the training intensity please keep in mind that the new value must have been entered at the latest one update before the training update.
There are 12 types of training to choose from. All of them make your players better at something. The different types of training are shown in the table below.
If you have a good coach, training will be more effective than if you have a bad one. Assistant coaches also increase the effect of training.
Stamina must be trained every week, as a percentage of the total training of the team. Its efficiency will drop at higher intensity levels – it's better to train a little every week than a lot now and then. Older players will need more training every week to maintain a certain stamina level, which in turn means that managers will have to find the appropriate stamina training share for their particular squad and ambitions. Players that have played for at least 90 minutes during the week receive 100% of the team's stamina training effect. Players playing less than 90 minutes (subs for example) receive 75% of the effect, plus a share for each minute they've played. Other squad players (including subs who do not get to play) receive only half the effect.
Stamina training affects the overall form of your team negatively; the more stamina you train the more the negative effect on form. It should be noted that only current form, not background form, is affected by stamina training and the different training types.
The amount of training a player receives depends on how many minutes he has played for your team in a trainable position during the week. Training should be combined with "live action", so to speak A player can receive 90 minutes training during a week. Playing more than 90 minutes in a trainable position will not give him more training. Playing less, for example 50 minutes, will give him less training – in this case 50 minutes out of 90.
Repositioned players get their match training from their new position. Players with individual orders get their match training from their normal positions. If a player has played in two different positions during the week, the position that grants him the best training effect will be chosen at the update.
It doesn't matter if the player plays in a friendly game, a cup match or a league game - they're all just as effective from a training point of view. If you show up for a match, but your opponent doesn't, you will win by walkover - and your players will get full training effect, as in a normal game.
Brackets indicate small effects. Double brackets indicate very small effects.
|General (Form)||(Form)||(All players playing match)|
|Set pieces||Set pieces||All players on the pitch, 25% bonus to the set pieces taker and goalkeeper|
|Defending||Defending||Defenders ((All players playing match))|
|Scoring||Scoring||Forwards ((All players playing match))|
|Crossing (Winger)||Winger||Wingers (Wing backs) ((All players playing match))|
|Shooting||(Scoring)||(All players playing match)|
|(Set pieces )||((All players playing match))|
|Short passes||Passing||Inner midfielders, wingers and forwards ((All players playing match))|
|Playmaking||Playmaking||Inner midfielders (Wingers) ((All players playing match))|
|Through passes||Passing||Defenders, inner midfielders and wingers ((All players playing match))|
|Defensive positions||Defending||(Goalkeepers, defenders, inner midfielders and wingers) ((All players playing match))|
|Wing attacks||Winger||Forwards and wingers ((All players playing match))|
|Individual (Youth Academy only)||Valuable skill(s) for the position played in match||(All players playing match)|
The team trains "Crossing" (winger) this week. Please note that your actual match day may vary - Sunday refers to the weekend league match, while Wednesday is the midweek friendly/cup match.
- Adam Adams played 90 minutes as a winger Sunday but missed the Wednesday game. He receives 90 minutes full winger training.
- Bert McBert played 90 minutes as a winger Sunday and 90 minutes as a forward Wednesday. He also receives 90 minutes full winger training.
- Carl Carlson played 50 minutes as a winger Sunday and 90 minutes as a wing defender Wednesday. He receives 50 minutes full winger training and 40 minutes winger training with small effect.
- David Davis played 40 minutes as a winger Sunday and 90 minutes as a forward Wednesday. He receives 40 minutes full winger training and 50 minutes winger training with very small ("osmosis") effect.
- Freddie Fred plays 90 minutes as a wingback both Sunday and Wednesday. He still only receives 90 minutes winger training with small effect.
- Gus O'Gumby didn't play on either Sunday or Wednesday. He doesn't improve his skill at all.
When a player gets closer to the age of 30, he loses a little of his abilities each week. How big the decrease is depends on how old the player is and the level of skill he is at. The higher level of skill the player is at, the bigger decrease. Older players also suffer from bigger decreases than younger ones.
Players at the highest skill levels, around divine, may experience a decrease even at younger age, making further training on that particular skill less appealing.
Your coach is an important person responsible for training and inspiring your players.
Skill: A skilled coach knows the right methods to train players in order to make them better. The more talented your coach is, the more effective training will be. A coach can never be better than excellent. All new teams get a weak coach to start with.
Leadership: Apart from planning training activities, your coach is also an inspirational source for your players. Your team spirit will be better in general if your coach is a good leader.
Tactics: Your coach can be offensive, defensive or neutral, which (only) affects your team’s performance during the game. An offensive coach improves your attack at the expense of your defence and a defensive coach improves your defence at the expense of your attack. A defensive coach improves defence slightly more than an offensive improves attack, to the same expense. A neutral coach is neither offensive nor defensive, which means he doesn’t aid any team part or incur any penalties.
After your coach has been in your club for one season, his leadership skill will start to slowly deteriorate. Once your coach reaches disastrous leadership, the deterioration starts hitting his trainer skill instead.
If you are not satisfied with your coach you can either recruit an new external one or make one of your players coach. You change coach from the training caption, under "your club" menu.
Remember, all new trainers of a certain skill level are equal. If you purchase a coach with passable trainer skill for example, he always becomes "average" passable (an excellent coach is however only 1/2 step greater than a solid coach).
When you hire a new coach your old coach will remain in the team as a player, but he can never become trainer again and you can not sell him either. If you don't want to keep him, you will have to fire him.
Recruit an external coach
When you recruit a new coach you first decide what tactical type of coach you want, and then you decide how good you want him to be. Each combination of leadership and skill has a fixed price, the better trainer the higher price.
Make a player coach
When you turn a player into coach he will keep his current leadership. His experience determines how skilled he can become, and also how much the course the reach a certain skill level costs. So, if you have a very experienced player with high leadership, this can be a real bargain. The player must however have been in your squad for a season (16 weeks) before you can make him a coach.
As the club manager you are also responsible for your team's finances. You pay the expenses and collect the income of the week every weekend (check the upcoming activities for the exact time in your league), until then your income/expenses are stacked. If you for example buy a player for 10 000 US$ the player is accessible immediately, and your "temporary costs" entry is increased by 10 000 US$. On the finances page you can see your cash funds (and in parenthesis what they look like when taking the current week's entries into calculation).
Revenues and expenses
On the finances page you can see your budget for this week and last week's financial status. This is what the entries mean:
Crowd: Your income from league matches at home and mid-week matches. See the arena chapter for more information on crowd income.
Sponsors: Each week you get a sum of money from your sponsors. Check the "Fans and sponsors" chapter for more info.
Financial: If you have an accountant on the payroll, he will earn you some financial income. Note that maximum weekly sum you can get is 25 000 € (no matter how much money and how many accountants you have).
Temporary: All your one-off incomes are accumulated here, such as player sales, membership fees from supporters and prize money.
Arena: The weekly cost for running and servicing your arena. See the arena chapter for more info.
Wages: Each week you pay your players' salaries. For each player you pay 250 € plus a certain amount based on his skills and age. You pay 20% extra for players who are playing abroad.
Interest: If you're in debt you will have to pay some interest.
Temporary: All your one-off costs are accumulated here, such as player purchases, specialist firing and promoting youth players to your senior team.
Staff: Each specialist cost you 1 800 € a week.
Youth expenses: The weekly costs for your youth academy, or your weekly investment in your junior squad.
Debts and bankruptcy
There's nothing to keep you from spending money even if your balance is zero. You have a line of credit for 500 000 US$ at the bank, but you're going to have to pay some heavy interest on this borrowed money. If you run up debts amounting to 500 000 US$ you'll be given a bankruptcy warning. If you do not return your balance to within the 500 000 US$ debt limit within two weeks of your bankruptcy warning, you will be forced to leave the Hattrick series system! However, long before you reach this limit your interest costs will have become insurmountable, so stay clear of that limit! Also remember that accountants don't credit any interest at all when you're over 500 000 US$ in debt, so don't count on them saving you.
Fans and sponsors
Both sponsors and fans control important sources of income. Therefore it is strongly advised to have a good relation with them and keep their mood up - it will pay off in the end.
The members of your fan club decide a lot when it comes to your team's finances. Membership fees (30 US$ / member) are paid once per season, but more importantly their mood decides a lot when it comes to your income from arena ticket sales.
The easiest way to keep their mood up, and attract more fans, is to match (or even exceed) their expectations. Fans current mood can be seen on the fans page.
At the start of every season, fans will tell you what they expect of the team. Their expectations depend mostly on what happened last season, what fans expected then and what the outcome was.
As your team advances (or drops) in the league system, your fans will slowly get used to the new situation. If you just got promoted, fans will not expect much from you. But if you are staying put in the same division year after year, fans will have a tendency to hope for just a little more.
The season expectations in turn influence the expectations for each game. On the Fans page you can see what the fans expect from each game. Generally, fans expect more from you when you play at home.
If the match result is what they expected, they will like you in case of a win (and not become so very disappointed if expectations of a loss tallies with a defeat). If the result is better than their expectations, their mood will be even better. But if the result is worse than their expectations, it will affect their mood negatively. For the first league rounds of the season, your fans' reaction to the results will be a bit more moderate.
At the start of the season, match expectations are based on the seasonal hopes of both teams’ fans. As the season progresses, the actual league position and amount of points of both teams becomes more important. In cup matches, fans base their match expectations only on the seasonal hopes (including division level) of both teams.
Team attitude and your cash reserve influence fans
Telling your players to "Play it cool" or play the "Match of the Season" also influences the fan reaction to the match result. If the result is as expected (or better), playing it cool will reduce the positive effect and match of the season will increase the positive effect.
If the result is worse than expected, playing it cool will increase the negative effect and match of the season will reduce the negative effect.
If you have a lot of money in your cash reserve, your fans are a bit harder to please as they feel you have money to invest to reach success. Rich teams' fans react stronger to losses and weaker to wins than fans of poorer clubs. The more money your team holds, the higher significance these feelings have.
Sponsors prefer supporting a club sporting a good "image" to which they can be connected. The more successful your team is and the bigger your team's fan club is, the better image (and the more sponsor money) you’ll get. Spokespersons also help to improve the club's image. Your sponsors' mood can be seen on the finances page.
Your club will start off with a small stadium, which you will have the opportunity to improve throughout your Hattrick career. On the arena page you can see and manage all details about your arena.
Income and costs
Your arena can have four different types of stands, each having their own income possibilities and weekly upkeep costs (which you always have to pay).
|Terrace places||6.5 US$||0.5 US$|
|Regular seats||9.5 US$||0.7 US$|
|Seats under roof||18 US$||1 US$|
|Seats in VIP lounge||33 US$||2.5 US$|
In the match reports from home games you're able to see how many seats were sold in each separate type of stand. The income from matches is distributed differently between clubs depending on what type of match it is:
League matches: The home team takes all the income.
Cup matches: The home team takes two-thirds of the income and away team gets one-third.
Friendlies and qualifiers: Income is split evenly.
Your crowd appearance
How many spectators that visit your arena largely depend on your fans. Your fans' mood and the size of your fans club are the most important crowd factors. Your current position in your series, and the difference between your position and your opponent’s position are also of importance (for series games).
To some extent your opponents' fans (mood and fan club size) matters, as some of them might like to come too. Worth knowing is that people get more interested to visit your arena as the season goes by. You will in general get bigger crowds at the end of the season than in the beginning of it.
The weather then naturally also matters. Less spectators will visit your arena in bad weather, but those who come will on the other hand be more interested in buying more expensive tickets and sit under roof. It is therefore possible that your total income may be about the same for any weather, given that there enough appropriate stands.
Improving the arena
To improve your arena you order a construction company to rebuild your arena. It'll take some time - a week or more depending on the scope of the conversion. You pay a set price of 10 000 € per conversion, together with a cost for each seat you want to add or remove:
|Construction cost||Removing cost|
|Terrace places||45 US$||6 US$|
|Regular seats||75 US$||6 US$|
|Seats under roof||90 US$||6 US$|
|Seats in VIP lounge||300 US$||6 US$|
It's a good idea to have a mix of different types of stands to offer your fans. Most people want to buy tickets to the terraces, therefore these should be the largest in number among your seat types. Some people only attend matches if they can have comfortable seats (and some will also demand a roof over their seats), so you should have quite a lot of those too. There is also the "prawn sandwich" brigade who only want to sit in fancy VIP lounges, they're not that many but you may not want to forget about them. Seats under a roof and in VIP lounges aren't affected as much by bad weather as the other types.
Your staff help you manage and improve different things in your club. There are a wide variety of staff members available:
Assistant coach: Improves form and the effect of training sessions for your outfield players, as if you had a more skilled coach.
Goalkeeping coach: Improves your goalkeepers' form and the effect of Goalkeeping training.
Physiotherapist: Reduces risk of injuries.
Doctor: Helps injured players rehabilitate faster.
Sports psychologist: Increases confidence and, to a degree, team spirit.
Spokesperson: Improves sponsor and fan attitude towards the club.
Accountant: Reduces your interest rates when in debt or invests your surplus when funds are available.
The effect of every additional staff member of a certain kind recedes successively. Two are better than one and four are better than two, but the effect is definitely not doubled. It's recommended not to hire more than ten of each kind. If you have more than ten staff members of the same kind (goalkeeping and assistant coaches are counted as the same type) cooperation problems may occur. Cooperation problems cause various negative effects on team spirit, finances or even loss of training. The risks and the negative effects increase for every specialist above the first ten.
Staff management and costs
Each staff member costs you 1 800 US$ a week, and if you want to fire a staff member it will cost you 1 800 US$. You manage your staff under "The Club" caption.
Lineup: Experience and confusion
Your team can play any formation you wish, but your players might get confused and play below their ordinary capacity if you use a formation they aren't experienced with. To get the formation experience up and avoid confusion your team simply needs some practice. Apart from 4-4-2 which you always have full formation experience in, your team can get formation experience for six formations (4-3-3, 5-3-2, 3-5-2, 4-5-1, 3-4-3, 5-4-1). You gain some experience for one of the 6 pre-set formations every time you use it (friendlies and competitive games count just as much). The amount of experience you get for each formation you use is minute based (max 90 min per match), just as training. If you don't play with a certain formation, the experience will decrease over time.
If your players aren't experienced enough with a formation they risk getting confused, which negatively affects their performance. If your players' accumulated individual experience (see below) is high, the risk decreases though. So, if you want to use a formation you don't have any experience in, your players' total experience is what may save you from confusion.
If your players get confused, a text showing the current level of your team organisation will be displayed in the match report. A confusion event saying that your team organisation fell to "wretched" means that it was very bad, while a drop to "solid" only had a very limited effect. If your players are confused at half-time your coach can improve the situation somewhat by giving an extra briefing.
Extreme formations may cause loss of training
If you use an extreme formation (for example 7 defenders) the confusion caused might be so total that the training for the whole week, and any possible experience gains, from the match are lost. Note that this risk only occurs when you have at least 2 players more than the default in one part of the team, like four central defenders or four inner midfielders. The greater the overcrowding, the bigger the risk. (This is to avoid teams getting boosted training effects for strikers, for example, by playing 0-0-10).
Players' individual experience
Experience positively affects a player's actions on the field. The players get their experience through playing matches. Cup matches give about double the amount of experience compared to league games. An International friendly match gives about a fifth of the experience that a league match gives and a friendly against a team from your own country gives about half as much as an international friendly. National team matches give the most experience, followed by Hattrick Masters matches.
The amount of experience a certain player gets is minute based, just as training. A player can not gain more than 90 minutes of experience from each match.
Team captain and total experience
You can appoint a team captain for each match. Experience and leadership are important abilities for the team captain, as the captain's level in those abilities give a bonus when calculating your team's total experience – which can prevent your team from both confusion and from getting nervous in important and dramatic matches. Note that only the team with the lowest amount of experience can get nervous, and it only happens in cup matches and qualifiers.
The team captain has to be in your starting lineup. If you haven't appointed a team captain, the players will do so by drawing lots just before the game.
Cup and qualifier matches can end in a penalty shoot-out if there is still a draw after extra time. Each team will at least shoot five penalties each. Your ordinary set pieces taker will take the first penalty and you choose the rest of your penalty takers through a sub-page on the order form. When choosing the order please remember that nothing is more nerve-wracking than a penalty contest, and at every penalty (not during regular match time, though) a test of the shooter's experience is made. Apart from experience, the shooter's scoring and set pieces skills (as well as technical speciality) are taken into consideration. For keepers the keeper skill is all that matters.
Match: Set pieces and special events
In this match chapter we will move a little bit deeper and focus on two important match details: how you score from set pieces and what you can gain from "special events" (and other additional match events).
Some of your basic attacks will result in a set pieces opportunity. Just as in real football, you can earn many points by being good at set pieces. There are two types of set pieces, direct and indirect.
Direct set pieces
Direct set pieces are penalties and direct free kicks. To score, your appointed set pieces taker uses his set pieces skill to outwit the opposing goalkeeper. Your goalkeeper also uses set pieces when defending against direct set pieces, but he can not be your set pieces taker.
Indirect set pieces
About 1/3 of your set pieces chances will be indirect. Indirect set pieces are indirect free kicks, and the outcome depends on team effort. To attack you use (in order of importance) your outfield players' average scoring skill, their average set pieces skill, and your set pieces taker’s set pieces skill. To defend you use (in order of importance) your outfielders' average defending, their average set pieces, your goalkeeper's goalkeeping, and his set pieces.
Apart from the basic attacks, you can also have "special events" happen. Special events are match events depending on players' attributes, their specialities in particular, which makes it a strategy itself to compose a squad that has a good balance of player specialities. If you dominate the midfield you have a slightly higher chance to experience a special event (both positive and negative), but midfield is less important than what it is for basic attacks. There are two types of special events: Goal events (more common) can gain you additional attacks and weather events (less common) affect an individual player's performance for the rest of the game. For each special event happening in a match, the chance for another special event decreases.
Certain specialities are better suited to certain weather condition. If a weather event happens, a certain player's performance is affected for the rest of the game:
Technical players gain some Scoring and Playmaking in sun, and lose some of them in rain.
Powerful players gain some Scoring, Defending and Playmaking in the rain, and lose some Scoring in the sun. They also get more tired in the sun.
Quick players lose some Scoring and Defending in rain. They also lose some Defending in sun.
If a weather event happens you will get information about it in the match report, and the player's star rating will also reflect his performance accordingly.
Specialities (and other player attributes) can gain you additional attacks. In addition to what is listed below, the player who puts the chance away (often, but not always, the same player who creates the chance) also needs some scoring skill in order to score from these attacks.
Unpredictable players can use their passing skill to create unexpected long passes, and their scoring skill to intercept the ball. Their unpredictability itself may also create unlikely scoring opportunities. If an unpredictable defender or inner midfielder has sufficiently low defence skill, they can also make a reckless error that will give the opponent a chance to score.
Quick wingers and forwards can create a chance by using a burst of speed. This can be countered by the opposing team using a defensive player (defender or inner midfielder) who is also quick, or has sufficient defending skill to keep up.
Technical wingers and forwards can create chances if an opposing defender or inner midfielder is a head specialist.
Wingers with sufficient winger skill can create chances that will have to be finished off by another winger or a forward. If that other player is a head specialist or has sufficient scoring skill, he will be more likely to score.
Corner: To score from a corner kick, the player responsible for taking your set pieces will need to have sufficient set pieces skill and the player receiving the ball from the corner will have to have sufficient scoring skill. The higher the number of outfield head specialists in your team (your set pieces taker does not count), and the lower the number of outfield head specialists among your opponent's, the better your chances to score. Having no head specialists at all will make you very weak at defending against corners and very weak at scoring from your own corners.
Experience: experienced wingers and forwards can score using their experience. Inexperienced defenders and inner midfielders can give their opponents an extra chance.
Tiredness: Tired defensive players (defenders and inner midfielders) can make mistakes. Unless the opposing attacker is also too tired, this may create a chance for the opponent.
Other additional match events
There are also some additional events you can get in a match. The chance to get these events is not dependent on midfield strength, so the chance doesn't increase if you're dominating the midfield.
Counter-attacks: Even if you don't use the counter-attack tactic there is a slim chance that your team gets to counter. These "tactic-independent" counter-attacks do not require your team to have an inferior midfield (which otherwise is necessary to counter). See the chapter about tactics for more info about counter-attacks.
Long shots: Even if you don't use the long shot tactic there is a slim chance that your team gets a long shot opportunity. Read the tactics chapter for more info about long shots.
For each match you can order your team to use a certain tactic. Each tactic has its advantages, but also disadvantages – so choose carefully. There are six tactic types (and normal) available. If you don't specify a tactic you will play "normal". Please note that you can't set a default tactics, tactics must be specified for each game.
How well you master a tactic depends on the tactical skill for that particular tactic. This skill is calculated from different players' skills together with an experience bonus for each involved player.
Secondly, the effect of your tactical skill is also depending on the main skill of your players and your opponent's players. The main skill is the most important skill for a certain position on the pitch, see the Players: Skills chapter for more info. This means a "solid" tactical rating will for example be more effective if your (and your opponent's) players' average main skill is "solid" than if the average main skill is "titanic".
Pressing means that your players put pressure on your opponent and focus more on breaking your opponent's attacks than creating their own. Pressing could be a good option when you feel inferior and want to keep the score down.
Advantage: You can reduce the number of potential chances (for both teams) in a match.
Disadvantage: It will drain the stamina of your players faster than normal.
Tactical skill is made of: The total defending skill and the total stamina of all your outfield players. If a player has the "Powerful" speciality, his defence skill counts as double. The more tired your players get, the less able they are to put pressure on their opponents.
Whenever a potential chance is foiled by a team using the pressing tactic, it is reported in the match report. You will never find out which team could have benefited from the chance. If both teams play pressing the effect is, on average, doubled.
Counter-attacks mean you deliberately let your opponent control the ball, and as soon as they fail with an attack you try to make a fast counter-attack. Playing counter-attacks could be a good option if you have a very good defence and attack (but a bad midfield), and especially in combination with your opponent having an ineffective attack.
Advantage: You can gain additional attacks (you get the chance to counter-attack when your defence has managed to stop an opponent's attack).
Disadvantage: You lose 7% of your midfield capacity.
Tactical skill is made of:' The total sum of your defenders' passing and defending skills. Passing is twice as important as defending.
Only the team that is not dominating the midfield at the time of a failed attack is able to make use of the advantage of this tactic. If you dominate the midfield, then you will just suffer the disadvantage. All counter-attacks are reported in match report.
Attack in the middle
Attacking in the middle (AIM) means your team focuses on attacking down the centre of the pitch, at the expense of attacks on the wings. In other words, you trade wing attacks for attacks in the middle.
Advantage: Around 15-30% of your wing attacks will be converted to attacks in the middle.
Disadvantage: Your wing defence (on both sides) gets somewhat worse.
Tactical skill is made of: The total passing skill of all your outfield players.
You will not get any particular match event when using AIM. The only indication that a team is using AIM is at the start of the game report and in the match ratings.
Attack on wings
This works in the same way as "Attack in the middle", only in reverse; meaning you trade middle attacks for attacks on the wings. As there normally are less attacks in the middle than on the wings, you convert percentage-wise slightly more of them.
Advantage: Around 20-40% of your middle attacks will be converted to wing attacks.
Disadvantage: Your central defence gets somewhat worse.
Tactical skill is made of: The total passing skill of all your outfield players.
Play creatively means players try to make more use of their specialities, and other attributes.
Advantage: You increase the chance for special events (both positive and negative) occurring during the match.
Disadvantage: Your team defence gets somewhat worse.
Tactical skill is made of: There is no tactical skill for playing creatively, but to make good use of it a SE-optimized team (i.e. have many players with specialities) is recommended.
When playing long shots your players are instructed to rather go for a long shot than playing the whole attacking sequence through. In other words, you trade attacks through the middle and on the wing for long shots. A long shot then pits the shooter against the goalkeeper. This can be useful if you have a hard time scoring using your middle/wing attacks, and have decent shooters.
Advantage: The long shots tactic converts up to around 30% of side and middle attacks.
Disadvantage: Your wing and middle attack, as well as your midfield, get a little bit worse.
Tactical skill is made of: Your outfielders' scoring and set pieces skills. Scoring is three times more important than set pieces.
When an attack has been converted to a long shot, any defending team using the pressing tactic has a chance to steer off the shooting opportunity. If the shot is not steered off, an outfielder (inners and wingers are twice as likely) takes the shot. The quality of the shot depends on the appointed shooter's scoring and set pieces skills, and then the goalkeeper can attempt to save the shot using his goalkeeping and set pieces skills. For both shooter and keeper: A bit of both skills is needed, and it's better to have some of both skills than much of one.
All long shots are reported in the match report, including any missed or saved opportunities.
Managing a football team is not only about training and tactics, it's about psychology as well. Your team has to want to win and they have to believe in themselves. Your team psychology affects your match results, and in return your match results also affect your team psychology.
How much your squad enjoys the atmosphere in the club is of great influence. The team spirit affects your playmakers' performance on the pitch, and as a result of that how much ball possession you will get. The higher team spirit you have, the better your midfield will perform – which is reflected in the midfield sector rating. Team spirit itself can be affected by a lot of things, but in particular your coach's leadership, the team attitude you set for each match, transfers and psychologists.
Your players have to believe in themselves to perform well. A team with a low amount of confidence has trouble putting their opportunities away. High confidence is normally a good thing, but if it gets too high players may underestimate teams not as good as themselves. Team confidence is reflected in the attack sector ratings. Confidence is largely dependent on the results of previous games, but psychologists are also known to boost it.
Before each competitive match you tell your squad how important the match is. Your team attitude setting affects how much ball possession you will get. You have three alternatives:
Match of the Season: Your players will do anything to win this one. However, directly after the match the team spirit will fall, which means your players will not perform at their best for the following matches.
Normal: The players perform as usual.
Play it cool: Your players are instructed to take it easy, as there are other more important games to focus on later. Directly after the match, team spirit will increase and your players will perform better in the next matches.
All players have a personality. Dishonest and aggressive players tend to get booked and sent off more often. Leadership is important for your appointed team captain and for your coach.
Psychological match events
Events during a game may affect your team's performance. These events won't affect team spirit or confidence - only the match played. It's not unusual for a team with an enormous lead to lose their momentum or start to back off. Also, a team performing unusually badly in the first half might get a telling off from the coach during the break, making them pull themselves together.
The transfer list is where you acquire new players and try to sell those players you don't want to keep. The bid page gives you an overview over all the players you're either selling or bidding on. It also shows any transfers of former players from which you will receive money.
Selling a player
To sell a player you place him on the transfer list, which you do from the page of that particular player. You choose what price you're asking for him and he is placed on the transfer list. A player however needs to have played at least one game for your team to be transfer listed, and you can't transfer list a player more times than he has played games for your team. This restriction does not apply to players promoted from your youth team, or to players that were on your team when you first became manager. The player will be on the transfer list three days before going to the club that has offered the most, provided somebody has bid for him.
A sold player disappears off to his new club immediately after the bidding is over. Until then you can select him for matches. If a buyer isn't found he stays at your club. Remember, once you transfer list a player you can’t change your mind. If you do change your mind, the only safe way to keep the player is to buy him yourself.
Buying a player
To buy a player you visit the player market, the transfer list, under the Club menu, via the World menu or via the transfer search icon in the top right corner. You search for what kind of player you want and to make an offer you enter the page of the player by clicking on his name. You must raise the bid by 1 000 US$ or 2%, whichever is greater. If there is no current bid on the player you can bid the asking price, as long as this is equal to or greater than 1 000 US$. Note that the sum of your bids plus the wages of the players you are bidding on (you always pay a player's first salary immediately after the purchase) cannot put you more than 200 000 US$ into debt.
You may bid on a player right up until the deadline. If someone places an offer less than 3 minutes before the deadline, the deadline will be extended for another 3 minutes right on top of the point in time that the offer was made.
A great help when buying players is the information concerning his abilities, personality etc. You can also use the 'Transfer Compare' to see what a similar player has recently been sold for on the market.
The agent, the mother club and transfer fees
Placing a player on the transfer list costs 1 000 US$. After the completed deal the player's agent, mother club, and previous club will all take their cut of the sale price. On the player page you can always see how much you will keep if you sell a player. Here are the basics:
How much the agent takes depends on how long the player has been in your team.
The mother club always takes 2% of the selling price. When you're the mother club you always receive 2% each time that player is sold.
The previous club fund always takes 3% of the selling price. When you're the previous club the money you receive depends on how many matches the player played for your team.
See these tables for more info.
When you sell a youth player you are not considered the previous club. But the next time he's sold you are considered previous club, provided he has played at least one match for your senior team.
Transfers may affect team spirit
Whenever you sell or buy a player you risk a drop in team spirit. The risk increases when you sell a nice player and when you buy a nasty player. If you sell a youth player you don't risk any team spirit drop if you sell him within 6 days of him joining the senior squad.
Transfer deadlines can be extended (in the fairest possible way) in case of server shutdowns. Also keep in mind that the server might be down just as the deadline approaches. You'll be taking a chance by waiting until the last minute before making your move.
Fair Play in the Transfer Market
Good players and money are key aspects in Hattrick, which makes it very important that no teams benefit from abnormal activities on the transfer market. This means that buying players at inflated prices is prohibited. The Game Masters are fully authorized to cancel or adjust abnormal transfer prices, hand out fines to teams or even ban the users involved. If you have received a clearly inflated bid on your own player from someone, then contact the GMs immediately.
You can acquire new players for your regular squad by recruiting youth players. This can be done in two different ways:
- Recruiting a youth player from the outside directly into your senior squad by using a senior team scout.
- Starting a youth academy, recruiting talents and developing them. You can play matches against other youth teams in private or public leagues, and eventually promote your talents to the regular team.
Promoting a random player from the outside to your senior squad is a simple and effective way to acquire new players. Running a youth academy is more challenging, but may also be a lot more fun.
You can only use one system at a time. If you are running a Youth Academy, you cannot promote a youth player from the Youth Squad.
You can acquire a new player each week by moving a junior player up into the senior squad. The better the youth squad activities are, the better the chances of the junior player succeeding. You don't have any options on what kind of junior player you'll get, apart from choosing between a goalkeeper or an outfield player. Don't count on receiving top notch players each week. Most junior players you try out won't qualify for the team. If you have one or two of them moving directly up into the team you should be satisfied - think about how things work in reality!
Most clubs put a lot of money into their youth squad, but there are also those who spend less money or none at all, buying reinforcements from the transfer lists instead. However, if you do decide to build up your junior player structure, be prepared that it might take some time before your investment pays off with reasonably able juniors. You may find there's little point in moving juniors up if your youth squad status is "poor", for instance.
Every week you're allowed to make a large (20 000 US$), medium (10 000 US$), or small (5 000 US$) investment in your junior squad. Many small investments are more efficient than a few large ones. In other words, it's wise to make long-term plans - if you're willing to invest a lot of future funds into increasing junior player activities, large investments can be a way to get results quickly. If you want to build up a decent structure gradually, without spending too much money, make a small investment each week. The upkeep of the youth squad won't automatically cost you anything, but if you don't make sure of regular funding, the structure will deteriorate quite rapidly. Once the level of the youth squad has dropped, it will take a long time to raise it again.
You're only able to promote one junior player per week. If you don't change the amount, the amount invested the previous week will be drawn.
It'll cost the club 2 000 US$ to move a junior up.
Information on your youth squad activities can be found in the "My club" menu, under the "Youth Team" caption. This is also where you enter the amount of money you want invested into the youth squad, and where you move them up from, each week.
Having a youth academy means you will actively manage your youth team. You hire scouts, design the training and decide the line-up and tactics. Your youth team will compete in a youth league of your choice; you can for example play in a league together with your friends or colleagues. Every now and then your youth team can also play friendlies against other youth teams in the world.
Starting up a youth academy
You activate your youth academy from the "My club" menu, under "Youth team, Overview" caption. You will get one trainer and one scout assigned to the team. Any other youth funding must first be reduced to zero before this is possible.You will also get some youth players immediately to allow your youth team to play matches right away. However, those players are randomly picked boys from a local school and far from talented.
The youth league
Your youth team joins a youth league of your choice, or you can choose to create your own. A youth league can have 4, 6, 8, 12 or 16 teams, and the league can be private (the creator of the league invites people to the league) or public (free for everyone to join). To start private leagues and leagues for 12/16 teams, the league creator needs to be a Supporter. The league creator can also choose when the league matches should be played. Once a league is filled with teams it starts automatically.
When you activate your youth academy you will immediately get a youth scout assigned to the team. You choose in which region he should look for talents, and you may also tell him to look for a specific kind of player. If you tell him to look for a specific kind of player (for example wingers) he will offer you such a player most of the time, but the players will in general be worse. On the other hand there is also a bigger chance that he finds that fantastic talent in a specific search.
You may also hire additional scouts if you want, but you cannot have more than three scouts (and not less than one). Once a week, each scout will try to make you a player offer when you call him. He might come up with nothing, mostly because your request has been too specific or if the player demand in the region the scout is based in is so big that it hasn't got any youth talents at the moment. Bigger regions (user-wise) produce more youth players than smaller ones.
If you have more than one scout, you can also get a second offer (and a third if you've got three scouts) if you say no to the first one. But remember, if you choose to turn the first offer down you will never be able to reverse that decision. Once you've said no to an offer, it's definite.
Your youth academy can host a maximum of 16 players at the same time. Players joining your youth academy will be 15-17 years old. Their skills are yet to be discovered, so you will not see their skills or personalities like you do for senior players. To explore your players you have got to try them out in different positions on the pitch, to see where they play the best. To your aid you have the star rating, the scout’s comments and the trainer's report. You will also find additional hints in the match report.
Once every week your youth team plays a league match and every third week you will also have the opportunity to play a friendly game. You place your orders in advance and choose the tactic you want to play exactly as you do for your senior squad.
Youth players are in general fast learners, depending on their character. They can focus on two types of training at the same time, one primary and one secondary. The primary training has more effect than the secondary. You can choose to train the same thing (for example defending) as both primary and secondary training, but the training effect will be bigger if you choose two different training types.
Youth players receive training from both league games (full effect) and friendly games (smaller effect), so they can receive training twice the same week. The effect of training appears right after each match and one day afterwards your trainer will give you a report about what has happened in the team, with a lot of good hints about the players' progress.
Promotion to the senior team
Taking the step from the junior team to the senior squad is hard for every young talent as they feel a need to impress the coach, the senior players and the fans with their qualities. Some talents have a hard time to cope with this pressure, especially if they are promoted at a young age, and may not reach their full potential because of this.
A youth player must at least be 17 years old and have been a member of your youth academy for at least a season (112 days) before you can promote him to your senior squad. Once a player reaches 19 years old, he will no longer be able to play in matches for your youth team. He does not have to leave the youth squad, but you will not see him on the pitch again until you promote him to the main team.
When you start a youth academy you pay a one-time registration fee of 5 000 US$ out of your Club temporary costs. Running a youth academy with one scout costs 10 000 US$ per week and each additional scout costs 5 000 US$. You will also pay an additional 5 000 US$ as a signing bonus in the first week of hiring a new scout. The weekly costs for the Academy will be listed as "Youth expenses" in your weekly financial report.The academy does not have any specialists, they rely on their parents taking care of transport, bruises, injuries etc - which they do without any additional cost.At the same time youth academies have no income either, the only spectators are usually just parents and friends to the youth players.
Promoting an academy player to your senior squad costs 2 000 US$.
Apart from that the only additional cost you will get is if you tell your scout to search for players in another region, then you might have to pay for his plane ticket.
Closing the academy
If you want to deactivate your youth academy you can do that in between youth seasons or if your youth team is not a member of any youth league. You must keep your youth team for at least six weeks though.
The series system
A Hattrick season is 16 weeks long: 14 league rounds (8 teams in each series who play each other twice), one week for qualifiers and one week with no league activity. The division tree
The number of league levels can differ from one country to another, but the basic structure is always the same. For instance, the Italian series system looks like this:
1 Division I (Serie A)
4 Division II (II.1, II.2, II.3, II.4)
16 Division III (III.1, III.2, etc. to III.16)
64 Division IV (IV.1, IV.2, etc. to IV.64)
256 Division V (V.1, V.2, etc. to V.256)
1024 Division VI (VI.1, VI.2, etc. to VI.1024)
1024 Division VII (VII.1, VII.2, etc. to VII.1024)
2048 Division VIII (VIII.1, VIII.2, etc. to VIII.2048)
2048 Division IX (IX.1, IX.2, etc. to IX.2048)
4096 Division X (X.1, X.2, etc. to X.4096)
4096 Division XI (XI.1, XI.2, etc. to XI.4096)
Please note that beginning with league level VI, the series size doubles at every second level.
Promotion, relegation and qualifiers
If you win your series you will either advance directly to a higher division, or play a qualifier to promote. In divisions II-VI the series winners with the most points promote directly, the other winners have to qualify. In lower divisions all winners promote directly. In odd-numbered divisions (VII, IX etc) also the runner-ups promote directly.
Series winners who have to qualify will face a team who finished 5th or 6th in the division above. Out of the series winners that must play a qualification game, the ones with the best records meet the worst 6th place teams, and the ones with the weakest record are pitched against the best 5th place teams. The team from the higher division plays at home. If the series winner wins, the two teams swap places in the league system. If the higher division team wins, they stay in their respective series.
If you end up in place 7 or 8 you will be relegated to the division below (except for the lowest division). The demoted team with the best record (the best team out of those finishing in place 7) will swap series with the promoted team that has the strongest record. The demoted team with the worst record swaps places with the weakest team that has gained promotion.
League position and ranking
Which league position you get is determined by, in order of importance, league points, goal difference and goals scored. The league position in turn decides your ranking, which is used to determine who meets who in qualifiers and cup games. The ranking is based on, in order of importance: series level, place in the series, points, goal difference and goals scored. For both ranking and league position: if all of these things are equal a coin toss decides.
If you finish first, second, third or in fourth place you will get some prize money. How much you get depends on your place and in which division you play:
|Division I||1 275 000 US$||495 000 US$||375 000 US$||188 000 US$|
|Division II||550 000 US$||360 000 US$||270 000 US$||135 000 US$|
|Division III||375 000 US$||240 000 US$||180 000 US$||90 000 US$|
|Division IV||240 000 US$||150 000 US$||120 000 US$||60 000 US$|
|Division V||150 000 US$||90 000 US$||75 000 US$||38 000 US$|
|Division VI||90 000 US$||60 000 US$||45 000 US$||23 000 US$|
|Other divisions||60 000 US$||45 000 US$||30 000 US$||15 000 US$|
There is also a 10 000 US$ bonus paid for having the top scorer in a series. The money is paid out after the last league match of the season. If two players tie for this award, both current owners of the players will receive the award; however, if two of your own players tie, then you only receive one prize.
If you promote to a higher division you get a promotion bonus on top of the prize money. Moreover, promotion will also boost your supporter club; you get 10% more supporters (similarly, if you demote you will lose 10% of your supporters).
|Series Level||Auto-Promoted series winners||Auto-promoted runner-ups||Promoted after qualifier|
|Division II||380 000 US$||120 000 US$||120 000 US$|
|Division III||260 000 US$||80 000 US$||80 000 US$|
|Division IV||170 000 US$||50 000 US$||50 000 US$|
|Division V||100 000 US$||30 000 US$||30 000 US$|
|Division VI||60 000 US$||20 000 US$||20 000 US$|
|Other divisions||40 000 US$||10 000 US$||10 000 US$|
It's a lot of prestige to win the cup, and for your fans the cup is just as important as the league. The cup is also a good opportunity to make some extra money. The big money is in the crowd revenue, so just advancing a few rounds can be a real bargain if you play in a lower division. All teams are not able to participate in the cup though. The number of teams accepted into the cup ranges from the 128 best ranked teams to the 32,768 best ranked teams, depending on how big the league is. For example, in a league with 680 teams, 512 will play in the cup. In a league with 10,920 teams, 8192 will play in the cup.
The cup is always played midweek, see the league details for the exact time in your league. The first round always takes place the week before the first league game of the season. Your opponent is announced one week in advance, for the next rounds your opponent is announced shortly after all matches for the current cup round have ended. The highest-ranked teams are always seeded to meet the lowest-ranked teams, and the higher-ranked team always plays away (neutral ground is used in the semifinals and final though). Rankings are based on the league positions at the end of the previous season and stay the same for the duration of the cup.
All cup games not settled during normal time go to extra time, where they may be decided by a golden goal (first goal wins). If they are not decided then, they go to a penalty shoot-out. For more information on how to select your penalty takers, see the chapter "Lineup: Experience and confusion".
The home side gets 2/3 of the crowd revenue and the away side gets 1/3. In the semi-finals and final the teams split the revenue 50/50. In general, fans aren't very interested in the first couple of rounds of the cup, but their interest will increase as it goes on. It's also true that the fans of a lower division team will want to see a game against a higher division side, but that is not true the other way around.
The best teams in the cup also get some prize money. The cup winner gets 800 000 US$, the runner-up gets 400 000 US$ and the two losing semi-finalists each get 200 000 US$. The losing quarter-finalists each get 100 000 US$ and the losing last-sixteen teams each get 50 000 US$. There is no top scorer award for the cup.
To give all your players training in their right positions, practice games are always an option if you’re not playing in the cup. Often it is used to let the reserves play and train, but it can also be a good way to test and train new formations and orders. Or why not challenge your best friend for a matter of honour.
Getting a friendly
The easiest way to get a friendly is to add your team to the friendly pool on the challenge page. Choose what kind of match and opponent you would like, and then the pool will automatically match your team against another team and book a friendly (as soon as you meet the criteria set by a team that matches your criteria).
To challenge a team to a friendly match, first find a team you want to play. You can have a look, or even post, in the friendly ads section for example. If the team is not playing the cup, and doesn't have a previous friendly commitment (the same goes for you), you can issue a challenge. All of your challenges (including teams who have challenged you) are shown on the "Challenges" page. As soon as a challenge is accepted the game is created, and you can select your team from the orders list.
Friendly match types
There are two types of friendly games: friendly game (normal) and friendly game (cup rules). With cup rules the match is decided after extra time (and perhaps penalties) if there's a draw after full time.
You can choose to play abroad, or invite a team from another country to your arena. If you are playing abroad, the game will be played at the arena's local match time. For example, if you are playing in Portugal, the game will be played at the regular Portuguese Wednesday match time (i.e. 9.45pm Central European Time CET). Regardless of where you'll be travelling your team will be leaving at 6:00pm (CET) on Tuesday and return by 8:00am (CET) on Thursday. International friendlies must be booked by Tuesday at the latest, and you can't book a new friendly at all until your team has returned home on Thursday.
Each travel abroad will cost you 6 000 €, but on the other hand international friendlies tend to attract more spectators.
The crowd turnout for a friendly is considerably less than for a competitive game. Friendlies with cup rules attract more than normal friendlies, and international friendless attract even more. Confidence and team spirit are not affected, nor are supporters or their mood. Moreover, the injury risk isn't reduced just because it's a friendly.
Playing on neutral ground
If you want to play a friendly without any of the team getting the home team advantage, you can choose to play on neutral ground. But if you play in an arena in your own region, you will still get the home team advantage (even if you are listed as the away team). The arena's owner will not earn any money from these friendlies.
No matter where you choose to play, any match played against a foreign team is considered to be an international friendly. Please note that matches played on neutral grounds will not earn a flag for either of the participating teams, unless the match is held in the home team's country but in a different stadium. In that case, the away team does earn a flag for its collection.
In Hattrick, just like in the real world, there are national teams competing against each other. But in Hattrick the coach of your country's national squad is elected by you! Each Hattrick country has a national A squad, but also an U-20 team featuring players 20 years old or younger. This means each country has two national coaches, both elected by the community.
The world cup format
The World Cup begins every second season and starts with a qualification round. 32 teams advance from this round to the World Cup. There are three round-robin group stages, with 4 teams to a group and the top two teams qualifying for the next stage. The final two rounds are playoff matches, beginning with the semi-finals and culminating in the World Cup Final. The U-20 World Cup begins a season after the World Cup, and follows the same format.
Seeding for World Cup Round I is based on ranking, which is determined by previous World Cup results. When no World Cup matches are scheduled, the national teams can play friendlies.
Elections are held in the beginning of the season, starting the day after the World Cup Final. Every second season you elect the national coach and every second season you elect the U-20 coach. Each coach is elected for 2 seasons, ending his term after the World Cup Final.
The national team squad
The national coach picks up to 26 players (from teams with real owners), including coach(es), freely from those players with the same nationality as the team he is representing. Once picked, the coach can see the same data for the national team players as you do for your own team.
Having a national team player
If one of your players is on the national team, his ability to play for your team will be unaffected. National games and club games are played on separate days, so you can always use him. But matches for the national team will not give your player any training. However, he does run the risk of being injured while playing for the national team.
If your player gets to play a match with the national team there are several benefits for your club:
- You will get a salary reduction of 33% or 40% of the player's salary, depending on whether he is playing in a foreign team or his home country respectively.
- The player gains a lot of experience.
- If a player gets injured and has to leave the field in a match for his national team, as well as the regular salary reduction, the club will get a compensation amounting to 100% of his base salary times the estimated number of weeks the injury is expected to last.
If you consider running for office, or if you just want more information, we recommend you to read the rules for national teams.
The Hattrick Masters is the international tournament for all Cup and League winners. It is played for four weeks, starting after round 4 each season. Matches are played at 20.00 Mondays and Thursdays.
256 teams can participate in the Masters and it is played as a straight cup with 8 rounds. The draw for each round is completely randomized, and the semifinals and the final are played on neutral grounds.
If there are not enough teams to fill up the first round completely, some lucky teams (selected randomly) will skip the first round and join the action in the second round. If any of the cup or league winners have become ownerless (or changed owner), they may not participate in the Masters.
Special tournament rules
There are some special rules that apply to the Masters:
Card and Injuries: Cards do not matter (except red cards in the game, of course), but injuries are recorded as normal.
Team Attitude: Playing "Match of the Season" (MOTS) or "Play it Cool" (PIC) will not lower/higher your team spirit as much as after a regular match. The effect during the match is the same as during a regular match though.
Training: Masters games do not count towards a player's training. But if you use an extreme formation (see chap 12), you still risk losing training.
The home and the away team split the crowd revenue 50/50. The best teams also get some prize money. The sums are exactly the same as for the national cups and are awarded to the final sixteen teams.
Appendix 1. The Hattrick Week
Something's nearly always happening at Hattrick. No matter what time of day you visit the site, thousands of users will be logged in. The transfer market never sleeps, and neither do the conferences and chat. However, some particular times are important to remember, and you can find them all on the information page for your league. To find these, visit the League page and click "League Dates". Keep in mind that the times stated here are given in Central European Time, CET, which is GMT +1:
Appendix 2. Denominations
Appendix 3. Currencies
Appendix 4. Transfer Fees
Previous club money
|0 matches 0%|
|1 matches 0,25%|
|2 matches 0,5%|
|3 matches 1,0%|
|4 matches 1,5%|
|5 matches 2,0%|
|7 matches 2,5%|
|10 matches 3,0%|
|20 matches 3,5%|
|40 matches 4,0%|