Difference between revisions of "Rules"
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| '''Playmaking''' || Midfield || Inner midfielders (Wingers) ((All players playing match))
| '''Playmaking''' || Midfield || Inner midfielders (Wingers) ((All players playing match))
Revision as of 18:54, 9 February 2009
The latest version of the rules can always be found at: Hattrick Rules
You perform the duties of both club owner and manager. You buy and sell players, invest the club's money in utilities like a bigger stadium, or in the youth squad. You select a team from the players who are in top form at the time, plan your tactics before the next match, decide on what sort of training is needed, and much, much more.
You can keep yourself continuously updated on the state of your team by logging on to the Hattrick website, reading your team reports and checking out the latest news on the transfer market. This is also where you give your team orders for upcoming games and where you decide on how the team will train during the week.
Applying and Activating
The first thing you need to do is apply for a team on the Hattrick site. Hattrick has a limited amount of teams available and has had a waiting list in the past. Occasionally the waiting list will take a little while, but that is much rarer nowadays.
If a Hattrick team is available, it will be activated when your application has been approved by our GameMasters. You can expect this process to take a couple of days or so. The waiting period allows us to remove applications of teams and owners previously barred from the game, or from owners submitting a second team. Duplicate applications and obviously non-serious applications are also removed.
Existing owners can lose their teams, making room for new players. There are a number of reasons why an owner is sacked. These include not giving your team orders during the last month or so, despite reminders, or because of bans due to cheating or violations of our "House Rules".
When you take charge of the team, the old players are exchanged for new ones. In addition, the bank account is reset with all old debts being cleared, a start-up sum of cash is available for use, and the stadium is remodelled. In many ways the team will be new, but you'll start off in an already existing slot in the league system. As a new manager you may need to spend some time repairing the damage caused by the previous owner.
Only teams playing in the two lowest divisions can get new owners during the season. If a team playing higher up in the series system is abandoned, it will fall through the series system until it reaches a level where a new owner can take over.
You'll find the signup form by clicking the "Join" button.
Finding your way around Hattrick
Hattrick's website can be compared to a small community, where you're able to tend to your team, communicate with other team owners, do business, and follow the matches live. Your most important tool on the site is the Main menu, on the left hand side of the screen, and the sub-menus for your club, where you'll find team reports and team orders.
Hattrick is an international game with leagues in different countries. You'll be placed in one of these leagues, and when you log in to your team, you'll automatically enter your country's league site. In the left column you're able to check out other leagues, maybe to scout for foreign talent, or to follow the Italian cup final.
Main Menu - My Hattrick
My Hattrick is your personal news page for the Hattrick world. The page has two main functions. First, it provides official messages from Hattrick to all players, like information on new services and functions, or updates on bugs and other technical problems. Make it a habit to always read the page, as this is where you'll enter once you've logged in. Second, on the right hand side of the My Hattrick page you'll find a news column dedicated entirely to your club. This is where you'll see if someone is attempting to outbid you in the transfer market, if you receive new bids for your own players, if someone has challenged you to a friendly game or if you have had an application to a Federation accepted. On rare occasions there might be personal messages from the Hattrick team here.
If you have just signed up for a Hattrick account, the email validation page is the first page you will see when you log on. We need to have your correct email address since it is needed, for example, to send you your password in case you forget it. You will not be able to get a team before you have validated your email address.
In order to become a fully licensed Hattrick Manager you need to complete the Hattrick Manager Licence Challenge (MLC). In the process, you will learn to play the game. There are a total of 24 challenges to complete in the MLC and for every step you complete, you earn money in the game. You will also gain access to more parts of Hattrick as you complete the challenges.
If you have played the game for a long time, you only need to complete 6 challenges and you will always have full access to every part of Hattrick.
Main Menu - Your Club
In the main menu, all information concerning your local league is collected. It's divided into "My Hattrick", "Your Club", "Youth" (if you choose to invest in a youth academy), "Tools", "Your League", "International", "Help", "Mobile" and "Shop". We'll start off by looking at the most important sub-menu, which is "Your Club". This is a link which will be displayed with the abbreviated form of your club's name, i.e. if your team is called "Warrington Warriors" it will say "Warrington", if it is "Cheltenham Chasers" it will say "Cheltenham".
When you click on your club name, you will automatically have your club's information page displayed in the main window. This is an official club page containing many facts concerning the club that might be of interest to you and other readers, such as what division the team is in, who owns the club, the stadium name and the region to which the club belongs. You can always get back to this page by clicking on your club's name, no matter where in the game you might be.
This is a list of your club's players and your coach. The player list is the best way to get an assessment of your squad. You'll see skills, form, TSI, leadership abilities, and information concerning bookings, suspensions, or injuries. If you need detailed information, click on the individual player to bring up his individual player page, where you can also see his salary, personality, and scoring statistics. From here you can place players on the transfer list, and set the starting bid. You'll find links to players' pages in many places around the Hattrick game, like the transfer market and the game reports. Your opponents can also see a limited overview of this same information, unless the player is transfer listed, when all details about him can be seen by everyone.
It's important to have a good strategy for your team's future development, and training is the key to this. The training updates start on Thursday, after the last of the midweek games, and continue into Friday for each country in turn. Before training starts you need to have selected what type of training the squad is to have for the week. Read more about the different alternatives in the "Training" section in this manual. This is also where you choose the intensity of training, and check out your squad's experience with different types of formations. Also, if you're unhappy with your coach and want to replace him, this is where you do it.
This is where you can check the results of old matches, and find links to the match reports. This is also where you'll find the orders for upcoming games, where you select the team, and what tactics should be used.
This page tells you more about your club's ground, and it is also where you can increase or decrease your stadium capacity. If most games are sell-outs, then you will probably want to upgrade your stadium here. However, you need to be realistic about your team's chances of promotion and success, because over-estimating ticket demand can result in large debts. You may also change your stadium name here, for a fee.
The economic report is important reading, where you'll find the forecast for the week and last week's results.
This is where you take care of staff policy matters and youth squad activities. You can hire and fire assistant coaches, physiotherapists, doctors, economists, spokespersons and others. You can also make decisions concerning youth squad activities, which is a costly project that can pay off in the long run. Between seasons, the option of changing your club name, at a cost to you financially as well as in terms of supporter loyalty, will be found here. Changing the club name will cause the fan club to shrink by a few percent as your most conservative supporters abandon the club in disgust.
Friendlies are an important part of the game, allowing you to arrange practice matches with other club owners. You can also check if other clubs have challenged you to a match, or if you've already scheduled one this week. You can challenge other club owners on their team information page.
This is where you keep track of match orders. Next to each scheduled upcoming match you will see a formation icon which you can click to give your match orders. If you have already given your orders, there will be a red tick inside this icon as well, but you can continue to change your match orders until 15 minutes prior to kick off. You can also place orders several matches ahead, which is useful if you expect to be away for a while.
The orders form looks a bit like a football pitch. The default team lineup is 4-4-2, and this is how the team will be displayed. You choose the players for each position from the scrolling menus. When you've found a formation you're happy with, you then need to decide on individual player orders. You can select if a player should play in an offensive or defensive manner. Players may be swapped around as you wish, such as a wing back becoming an extra midfielder, or an extra forward. The team would then, with these new orders, change from the default 4-4-2 lineup to 3-5-2 or 3-4-3 formation. This might be a shrewd strategy, depending on the team's experience of playing this kind of lineup. The experience they have with particular formations can be seen on the "Training" page.
The match report
The match report is the closest you get to the smell of grass and mud in Hattrick. This is where you not only get to read about the match after it is played, but can also follow it live as it unfolds. The match report is a written story, a kind of newsflash, where you get the highlights of the game. The best part of it is that it updates itself live as the match goes on, giving additional life to Hattrick on match days.
The match report also contains information on weather conditions, attendance, and of course, who's playing who and where the match is taking place. You'll find the match reports in the match schedule, under the heading telling you the team fixtures - for example, "Warrington Warriors - Cheltenham Chasers".
A lot of information can be read between the lines in the match report. A player that scores many goals is fantastic, but don't forget that he might also be receiving many brilliant passes from his teammates.
The grade report
The match report contains a link to the team's grade report, which is a description of how each individual player performed during the match. Hattrick has an open grade scale, from 0 to infinity. A player receiving a zero grade is really dire, but this rarely happens. The grades awarded are "Hattrick stars", and come in the form of full and half stars.
After the grade there's a note on what individual order or repositioning the player has been subject to during the game. The grade makes allowance for this. For instance, if a wing back is ordered to play offensively, his skill as a winger is more important to his grade, and his defensive capabilities less so, than for a wing back playing in a normal mode.
The grade report only takes into consideration how the player performed individually, and is meant as a tool for comparison between players, not teams. If, for example, the team's atmosphere was poor, or some other factor influenced the team as a whole, this won't appear in the grade report. In order to compare teams, you can use the team's performance evaluation ratings found on the match report page.
Main Menu - Tools
The "Search" menu is where you'll find a number of functions for locating certain information within the Hattrick system. You can search by player, owner, club, region, arena or match.
The "Transfers" link takes you to the transfer pages, which are an important resource for the successful or ambitious club owner. Since the Hattrick transfer market is extremely active it's important to know exactly the type of player you require and how to find him. Therefore, the transfer pages have a search system enabling you to search for listed players by age, TSI, position, transfer deadline, or other attributes.
When you find the player you're looking for, click on his name to get more information or to place a bid. Hattrick requires that you raise the current bid by at least 1000 € (or equivalent in your currency) or at least 2%, whichever is greater. Of course, you're entitled to raise the bid by more if you want.
The HT Live system is a relatively new addition to Hattrick. From individual match pages, you can select up to 10 separate games to watch from around Hattrick. You will get automatic updates on a minute-by-minute basis while the matches are in progress.
Main Menu - Your Country
A successful club owner keeps up to date with what's happening in the Hattrick world. Who's next to move up to the highest division? What kind of tactics do top teams apply? Which teams succeed in the cup, and why? How did my friends fare in last week's round?
The "League" link, which bears your country's name, is used to navigate around Hattrick's league system. The opening page is the national information page, with a "Hall of Fame" and user statistics for the series system. You can also check out the different regions in the country, how many teams they have and which ones are the best. The "Cup" link in the menu will allow you to follow the National Cup, while the "National Team" and "U-20 Team" links will take you to information on your nation's representative teams.
Main Menu - World Cup
Here you will find everything relating to Hattrick's National teams. You will find information about both the senior squad and the U20 team, including past history. The World Cups for the senior squad and U20 team are played in alternating seasons. This is also where you will find information about the Hattrick Masters, the world club cup.
Main Menu - Help
These are Hattrick's information pages that all new site visitors can access. This is where you can read about the people behind Hattrick, the company behind Hattrick, and our plans for the future.
"Rules" and "Help" are designed to assist you in solving your problems and queries on your own, without asking any of our helpful, yet overworked, Gamemasters. The "rule of thumb" is this: Gamemasters help with administration, keeping an eye out for cheating and recovering misplaced passwords, not for general tips on how to get better at the game. This is something you have to find out for yourself, or from asking on the conferences.
From time to time, you may have a need or reason to contact the Hattrick workers. You can do this by clicking the submenu link "Contact us" under "Help" in the main menu.
The community pages are a collection of links to other homepages and web sites relating to Hattrick. Lots of teams have their own homepages, and it is something we encourage. Other teams develop CHPP tools to help Hattrick, or publish magazines and news services about the game. This pleases us to no end!
To increase interaction between our users there are several different modes of communication built into the site.
Hattrick's own mail service means you can discuss strategies with your mates, or check an opponent's self-confidence out before a cup match, without having to leave the site. You can always send messages to other club owners by visiting their own information page. All mail sent to you ends up in the mailbox.
Hattrick has its own conference system for every series and national league, as well as for the various federations. You can access these by clicking "Conferences" in the Hattrick menu. They're filled to the brim with experienced Hattrick users, and are places suitable for discussions of the deeper kind. There are conferences in many different languages.
The Hattrick Flash
The Hattrick flash is Hattrick's own news channel. If you are a member of Hattrick Supporter, this window is automatically updated once a minute. Things you might see here are notification of when you get a new mail or if someone is out-bidding you for a player.
Your Club and Right Now
In the top bar you will find quick links to your club, your series and your league - useful on trips abroad! Along with these, there is a clock with the local HT time and date and a count of how many users are currently logged into the site.
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.
Right now (until July 1st) you can use both systems at the same time, but you can only acquire one new player each week in total for your team.
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 "Your club" menu, under "The Club" 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 "Your club" menu, under "The club" caption. You will get one trainer and one scout assigned to the team. 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 squad
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.
Running a youth academy with one scout costs 10 000 US$ per week and each additional scout costs 5 000 US$. The academy does not have any specialists, they rely on their parents taking care of transport, bruises, injuries etc - which they do without any additional cost. At the same time youth academies have no income either, the only spectators are usually just parents and friends to the youth players.
Promoting an academy player to your senior squad costs 2 000 US$. 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.
There is a wide variety of specialists available to your club. They help manage different things, but each costs you 1 500 US$ a week.
You are limited to being able to hire a maximum of 255 employees of each speciality, and the effects of every additional specialist recedes successively. Two assistant coaches are better than one, but the effect is definitely not doubled. Four specialists are slightly better than two, but again doesn't double the effects. The following specialists are available:
- Goalkeeping coach: Improves your goalkeeper form and the effect of Goalkeeping training, as if you had a more skilled coach.
- Assistant coach: Like goalkeeping coaches, they help improve your outfield players' form and your players get more out of training sessions, as if you had a more skilled coach. Your coach's leadership ability is unaffected.
- Sports psychologist: Increases confidence and, to a degree, team spirit.
- Spokesperson: Improves supporter and sponsor attitude towards the club.
- Economist: If you have many debts or many funds available, you can hire an economist to reduce your interest rates, or invest your surplus.
- Physiotherapist: Reduces chances of injuries.
- Doctor: Helps injured players rehabilitate faster.
It'll cost you 1 500 US$ to fire a specialist. If you have more than ten specialists of the same kind (goalkeeping and assistant coaches are, for this purpose, counted as the same type) problems with cooperation may occur, possibly causing negative effects on the team atmosphere, economic setbacks, or similar - including a loss of training. For every specialist above the first ten, the risks and negative effects increase.
The amount of specialists employed can be checked under "The Club" caption in the "Your Club" menu. This is also where you hire and fire specialists.
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 economy. Membership fees are paid once a year, 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.
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 will be 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 a 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 economy page.
You need money to run your club. You pay the expenses and collect the income of the week every weekend. The exact time varies by league - check the league events for when your league occurs. The "Economy" page shows your budget for this week and last week's financial status. Note that all your income and expenses during the week are stacked and drawn from your account each weekend. For example, if you buy a player from the transfer list for 10 000 € the player is accessible immediately, the "temporary costs" entry is increased by 10 000 US$ but you still have the money in your account, for the time being. This also goes for income from attendance, which is paid a week after the entry (payment for cup matches is delayed by half a week).
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 may 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 economists don't credit interest over 500 000 US$, so don't count on them saving you.
Besides, you won't be allowed to purchase players if this will push your debts over 200 000 US$. When you're about to place a bid the program will take into consideration other bids you've placed, and what's been offered for your own players listed for transfer.
In other words, think twice before you get yourself into debt!
This is what the budget entries mean:
- Income from sponsors: Keep good relations with your sponsors and it will earn you a higher income.
- Income from attendance: Have you played a home match last round and/or had a match Wednesday? For details on how attendance income is calculated, look at the chapter The Arena.
- Financial income - If you have an economist on the payroll, you can receive interest on the money in your bank, as well as decrease interest paid on your loans. The maximum weekly interest you can receive is 25 000 US$. Please note that no amount of economists can save you from bankruptcy, once you've gone too deep into debt.
- Temporary income: Some things give you extra income during the week, particularly player sales, but also membership fees from new supporters (they pay 30 US$ a person) may come in. Costs for the squad - Each week you pay a sum of money for each player, this includes travelling costs, match outfits, and the player's salary. This will cost you 250 US$ plus a certain amount based on his skills and age. Players who are playing abroad will cost their clubs an extra 20%.
- Additional staff: Your specialists cost 1 500 US$ per person per week.
- Arena costs: The running and servicing of your arena - see next chapter. Note that this is a sum you pay every week regardless of whether you're at home or away.
- Investments in your youth squad: None, small, medium or large
- Interest costs: Only if you've run up debts.
- Temporary costs: Besides the purchasing of players, changing coaches, firing specialists, moving up junior players etc. costs money. All the week's one-off costs are accumulated here.
At the end of every season the sponsors hand out a bonus if their club has done well enough. Money is handed out to first, second, third and fourth place. How much depends on your place and how high up you are in the league system:
|Division I||750.000 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$||38.000 US$|
|Sixth division||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 € bonus paid for having the top scorer in a series. The money is paid out after the last 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.
The budget and all matters concerning economy can be found at - yes, you guessed it! - the "Economy" caption on "Your Club" menu.
The teams also agreed that a special bonus should be given to those who manage to promote their team to a higher level. If your team is automatically promoted from level 6 or above, you get a higher bonus than teams that reach the higher division after playing a qualifying game. If your team loses a qualifying game and stays in the lower division, no bonus at all is paid out. In league levels 7 and below, both the winners and runners-up of odd-numbered divisions gain automatic promotion without having to play a qualifying match. Even-numbered divisions after this level will have only the winners promote without qualification. The runners-up in these leagues will stay in their leagues. In divisions where two teams are promoted, the winner gets the higher bonus, while the runner up gets the lower bonus. When only one team is promoted, the winner gets the higher bonus, while the runner up doesn't get any bonus payment. All promoting teams will also get a 10% supporter bonus (similarly, demoting teams will lose 10% of their supporters).
|Level||Auto-Promoted||Promoted after qualifier|
|Top Level||525.000 US$||-----|
|Level 2||380.000 US$||120.000 US$|
|Level 3||260.000 US$||80.000 US$|
|Level 4||170.000 US$||50.000 US$|
|Level 5||100.000 US$||30.000 US$|
|Level 6||60.000 US$||20.000 US$|
|Other levels||40.000 US$||10.000 US$|
Here is an example of how the bonus system may look:
Club A wins its Division IV and is promoted without qualification to Division III. They will get 240 000 US$ in prize money for winning its Division IV and 170 000 US$ in bonus money for being promoted without qualification. Total: 410 000 US$.
Your club will start off with a small stadium, which you will have the opportunity to improve throughout your Hattrick career. You have four different types of stands to choose from, at various costs and income possibilities, attracting different types of spectators.
|Construction cost||Weekly cost||Income|
|Terrace places||45 US$||0.50 US$||6.50 US$|
|Regular seats||75 US$||0.70 US$||9.50 US$|
|Seats under a roof||90 US$||1.00 US$||13.00 US$|
|Seats in VIP lounge||300 US$||2.50 US$||32.50 US$|
As you remove stands the cost is 6.0 US$ per individual seat, regardless of type. There's also a set price of 10 000 US$ per conversion (apart from the cost per seat), regardless of how much rebuilding (or removing) there is to be done at that time.
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.
The home team takes all the income.
The home team takes two-thirds of the income and away team gets one-third
Friendlies and qualifiers
Income is split evenly.
It's a good idea to have a mix of different types of stands to offer your fans. Some people only attend matches if they can have comfortable seats, and there is the "prawn sandwich" brigade who only want to sit in fancy VIP lounges, ordering refreshments and talking business. Others prefer terraces, and might not be able to afford tickets for more expensive seats. Seats under a roof and in VIP lounges aren't affected as much by bad weather as the other types. Most people want to buy tickets to the terraces. Therefore these should be the largest in number among your seat types.
The arena won't be finished immediately as you order the conversion. It'll take some time - a week or more depending on the scope of the conversion.
To improve your stadium, go to the "Arena" caption in the "Your Club" menu. You can also rename your stadium here. This will cost you 4 000 US$ (many signs and other things will have to be replaced, you know).
Regions and weather
Besides belonging to a country, all Hattrick clubs belong to a special region as well.
In Sweden, for example, all regions correspond to our provinces, plus a Stockholm and Gothenburg region. The point is for you to select a region to which you feel you belong. It's probably the one you actually live in, or then again, you may have some other reason for choosing it.
You don't have to consider if it's smarter to choose one region over another - all regions are, and will stay, equally good.
So what difference do the regions make, then? Their most important function has to do with the weather. All matches held in the same region will have the same weather. Each region has its own weather, which is updated every day. At the "Region" caption you can see what the weather is like today in your region, and a weather forecast for tomorrow. As we all know, the weather forecast isn't always entirely accurate, but they get it right quite often. The weather isn't selected completely at random every day. It's connected to what the weather was like the day before. If there was rain today, there's a greater probability of rain tomorrow as well, compared to other types of weather.
The chances are exactly the same for rain, sunshine or anything else regardless of which region you choose. No regions have better weather than others. No region is better than any other region.
Weather affects a couple of things in Hattrick. The first is attendance - bad weather means less people may want to come out for the match. Also, several player specialties are affected by weather, read all about that next chapter.
The regions are also meant to be "fun", so a person belonging to one area can check out how many people from the same area are participating, how many are logged in, etc. Possibly, being the best club in your region might become a challenge, or trying to get as many players from one's own region into the national team. There are also regional conferences to discuss all topics concerning the regions.
If the team wants to change region (the owner might be moving?) then you have to pay 10,000 US$ and 3% of your supporters will leave your team. You can only make this move in the period between seasons.
Longitudes and latitudes may be subject to rounding errors. They are also chosen arbitrarily from within the region. Should you notice a region in the wrong place, please contact the GameMasters.
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.
A normal case
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|
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".
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 (in friendlies only right now).
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. In friendlies this season your goalkeeper also uses set pieces when defending against direct set pieces, but he can not be your set pieces taker.
Indirect set pieces (friendlies only, available in official matches from Oct 2008)
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 goals created by the team, i.e. having better attack than the opponent's defence, you can also have "special events" happen. These either affect an individual player's performance for the rest of the game or they create a goal or scoring opportunity. These are the possible Special Events:
Weather special events
Certain specialties may be better suited to certain weather condition. If a "weather event" happens, a certain player is affected for the rest of the game, and his player rating will reflect his performance accordingly.
Technical players lose Scoring and Playmaking skill in rain and gain the same skills in sun.
Powerful players gain Scoring, Defending and Playmaking skill in rain and lose Scoring in sun. They also get more tired in sun.
Quick players lose Scoring and Defending in rain, and also lose Defending in sun.
Goal special events
Unpredictable players can use their passing skill to create unexpected long passes, and their scoring skill to intercept the ball. Their unpredictability may also create unlikely scoring opportunities. If an unpredictable defender or inner midfielder has sufficiently low defence skill, they can also make an error with a pass 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 their 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.
Any player with sufficient set pieces skill and sufficient scoring skill can score from a long shot.
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 head specialists in your team, and the lower the number of 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.
When a game starts the teams' tactics for the match will be displayed in the report, unless they are using "normal" tactics.
You use the regular match order form to choose the tactic. Please note that it is not possible to set default tactics, like you can set a default team. If you don't specify a tactic for each game, then the "normal" tactics will be used.
Pressing means that all of your players try to put pressure on their opponents. They also put slightly more effort into breaking up your opponent's attacks than trying to create their own. The result is that the total number of potential chances in the game gets reduced for both teams.
The disadvantage of this tactic is that it will drain the stamina of your players faster than normal.
Two things can greatly increase your chances at successfully reducing the number of attacks in the game: the total defending skill and the total stamina of all your outfield players. If a player has the "Powerful" specialty, his defence skill counts as double for this calculation. Stamina is taken into account for each player when calculating the "pressing skill", so the more tired your players get, the less able they are to put pressure on their opponents. As always, a player with excellent stamina, or better, has sufficient stamina not to lose any of his skills during the game, at least not out of tiredness. When calculating this "Pressing skill", the experience bonus is added for each outfield player, as normal.
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.
It is perfectly possible for both teams to play Pressing. The effect on reducing the number of potential chances is cumulative and on average, the number of lost opportunities is doubled.
With Counter Attacks, when your opponent fails to score on an attack, you get a chance to make a counter-attack. Only one of the teams can use this benefit, namely the team that is not dominating the midfield. If you dominate the midfield, then you will just suffer the disadvantage (see below) of this tactic.
On the other hand, this tactic can be very useful if you have a strong defense and a good attack but your midfield is bad. This is especially so if your opponent has the opposite situation, as a good midfield and ineffective attack is a way of ensuring that you give your opponent a lot of missed chances to counter-attack on.
The disadvantage of this tactic is that you lose 7% of your midfield capacity.
Your ability to counter-attack, assuming you lose the midfield battle, depends on the total sum of the defending and passing skills of the defenders on your team. Only defenders count, so if you play a 5-4-1, you will have the defender and passing skills of 5 of your players contributing to your counter-attacking ability.
Passing skill is twice as important as defender skill when calculating your counter-attack rating!
When calculating your counter-attacking skill, an experience bonus is added for each defender, as with everything else.
If you manage to launch a counter-attack, it is reported as either a missed chance or a goal.
It should be noted that any team can experience counter-attack events, even if they don't select that tactic. Further, these "tactic-independent" counter-attacks do not require the team to have an inferior midfield. However the chances of them occurring in a non-counter-attacking team are slim.
Attack in the Middle
When using AIM, your team attempts to make more of your attacks down the centre of the pitch, at the expense of attacks on the wings. In other words, you trade attacks down the wings for attacks through the centre. You get a straight one for one exchange, so the total number of attacks remains constant.
The disadvantage of this tactic is that your wing defence gets somewhat worse.
Your ability to turn wing attacks into attacks through the middle is influenced by the total passing skill of all your outfield players. When calculating your AIM skill, an experience bonus is added for each involved player, as normal.
With an exceptional AIM skill, you will get something like 40% more attacks in the middle. To qualify for "exceptional", more is required of teams in a top level game than in a Division IV meet, and the same relative level is taken into account for the other tactic types as well. At a minimum you are guaranteed to get 20% more attack in the middle. Depending on your AIM skill, you will end up somewhere in between these two extremes.
AIM tactic is not reported with events like counter-attacks, and lost opportunities are detailed only for the tactics above. The only indication that a player is using AIM is at the start of the game report and in the match ratings. The game, however, keeps adding a modifier throughout the match.
Attack on Wings
This works in the same way as AIM, only in reverse, meaning that you get more of your attacks on the wings.
Similarly to AIM, the disadvantage is that it weakens your middle defence.
When you use Play Creatively, there is a greater chance that special events (both positive and negative) will occur for both teams during the match. If both teams use Play Creatively, the chance for special events will be even greater.
The downside is that teams playing creatively will be less focused on the defense, thus losing some defensive ability.
Playing creatively will probably be good for SE-optimized teams (i.e. for teams that have many players with specialties).
Individual orders and repositioning
In the orders list you can set tactics for each individual position. Apart from "normal" there are two types of settings you can choose. (Note this difference, it's important!)
- Individual orders: The player stays in his ordinary position, but moves in a certain direction. For example, an inner midfielder might get a "Defensive" order. He's still an inner midfielder, contributing to playmaking, but he tends to concentrate more on the defensive side than normal, and less on attacking.
- Repositioning: The player gets a completely different position than normal. An example: "Inner midfielder 1" gets repositioned to play as an "extra central defender". He takes on the role of a centraldefender, just like an ordinary centraldefender. This means you've changed from the normal 4-4-2 lineup to a 5-3-2 tactic! Note that he's still called "Inner midfielder 1" (for ease of identification), but he plays in the position of a central defender.
It's only by repositioning players that you can switch formations from the normal 4-4-2. A team where all players receive individual "Defensive" orders is still considered a 4-4-2 lineup, albeit an extremely defensive one.
There are 4 types of individual orders possible (you don't need to memorize these, the individual orders possible for each position are evident from the orders list):
- Offensive (not possible for forwards - their normal setting is already offensive).
- Defensive (not possible for central defenders).
- Towards wing (central defenders, inner midfielders and forwards - these take on a role resembling their wing counterparts).
- Towards middle (only wingers and wing backs - makes them more like inner midfielders/central defenders).
|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 on the side and less Passing 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|
There are 3 possible repositionings:
- Extra forward
- Extra inner midfielder
- Extra central defender
Thus, you can't reposition a player as a wing back or a winger. Having two right wingers, for example, would defy logic. On the other hand you can always give your "Inner midfielder 2" an individual order to go "Towards Wing", applying some extra force there.
When you reposition a player he will act as any one of the players normally would in that position, apart from him not being able to completely optimise his game (he'll contribute slightly less as an "extra inner midfielder" than if he had been a real inner midfielder). This is because there will be too many players in the same place, getting under each other's feet.
Tactical blocking devices
In real life no team would line out with a 1-0-9 formation. This is simply because it wouldn't pay off. Accordingly, it won't pay off in Hattrick either. There are two blocking devices designed to deter you from experimenting too wildly:
- "Confusion": If you use a formation other than 4-4-2 you may find that your players are so confused by this that they play below their normal capacity. The stranger the formation, the more widespread the confusion. (This risk can be counteracted by "Routine" and "Experience" - see below). When your club experiences a confusion-based match event, a text showing the level of confusion will be displayed in the match report. The "disastrous to excellent" scale will be used to describe the level of team organisation after the event. A confusion event saying that team organisation fell to "wretched" means that it was very bad, while a drop to "solid" only had a very limited effect. Besides 4-4-2, which is guaranteed to be free of confusion, there are 6 different standard alternatives where the risks of confusion are decisively smaller than the more extreme formations:
- 4-3-3 (e.g. one of your inner midfielders or wingers has been repositioned as a forward)
- 5-3-2 (e.g. one of your inner midfielders or wingers has been repositioned as a central defender)
- 3-5-2 (e.g. one of your defenders has been repositioned as an inner midfielder)
- 4-5-1 (e.g. one of your forwards has been repositioned as an inner midfielder)
- 3-4-3 (e.g. one of your defenders has been repositioned as a forward)
- 5-4-1 (e.g. one of your forwards has been repositioned as a defender)
- The last two of these (3-4-3 and 5-4-1) are somewhat harder to pull off than the others, but all 6 of them are counted as standard alternatives.
- If confusion should occur, this will be reported during the match.
- Absence of training effect - 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 4 central defenders or 4 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).
Note that you don't have to experiment with different formations. 4-4-2 with "Normal" on all players should be considered the standard formation. When you reposition somebody there's a slight waste of his abilities in the new position that can't be exploited. A lot of gamers will, of course, believe that an unusual formation is worth the price, maybe because of the squad's capabilities, or because they believe they can outsmart an opponent.
Experience and Routine
The "experience" concept simulates that a 28 year-old, with certain abilities, has managed to learn things not directly concerning these abilities, which thus affects his actions on the field.
Here, too, we separate two concepts.
- Experience: An individual characteristic for each player.
- The team's routine, with any given formation. A characteristic concerning the team as a whole.
These characteristics are applied in three different contexts during a match:
- "Confusion": If you use a formation differing from 4-4-2, and, above all, if you choose anything other than the 6 standard alternatives (4-3-3, 5-3-2, 3-5-2, 4-5-1, 3-4-3, 5-4-1) there's an increasing risk for confusion in the team. The following decides if your team will be subject to confusion:
- If the team is used to (see below) playing with a formation, the risk decreases. This is the only function of the team's routine with a certain formation.
- If the players' accumulated experience (with a bonus for the team captain, see below) is high, the risk decreases.
- The more the formation strays from 4-4-2, the higher the risk. 4-4-2 is completely free of risk.
- A test of confusion is carried out just before the match begins. Tests can also occur during match time. If the players are confused at half-time the coach can improve the situation somewhat by giving an extra briefing.
- Nothing's more nerve-wracking than having to face a penalty contest at the end of a cup or qualifier match. At every penalty (not during regular match time, though) a test of the player's experience is made. At this point, don't send forth your shaky 17-year old debutante as the first penalty taker! The skills taken into consideration include scoring ability, set pieces ability, as well as the technical specialty for shooters, and the keeper skill for keepers.
- "Nervous situations": Very important or dramatic matches might mean that inexperienced players lose their grip on the game. This gets worse the more they lack experience. Only the team with the lowest amount of experience will be subject to this during the match.
So far, this has all been about how experience and a team's routine with a certain formation is applied. How does one acquire routine and experience, then?
The players get their experience through playing league matches, National Cup matches, matches in the Hattrick Masters, National team matches, qualifying matches and friendlies (friendlies in your own country give the players about half the experience that an international friendly does).
- League matches give a slightly random amount of experience, so you may see some short term variation in how fast a player's experience increases. This variation is random and not based on the division the game is played in.
- Cup matches give about double the amount of experience compared to league games.
The team's routine with a certain formation
Every time (here, training matches are as effective as regular ones) your team plays with one of the 6 standard alternatives (4-3-3, 5-3-2, 3-5-2, 4-5-1, 3-4-3, 5-4-1), it will acquire routine with this formation. The team always has the maximum amount of routine with 4-4-2. The team can't acquire routine with formations differing from the 6 standard alternatives, so if you want to use an extreme formation, you'll have to put your trust in your players' individual experience.
If you don't play with a certain formation, routine will decrease over time. A good idea is to always use an alternative, or switch between two alternatives. If you use more, it is not surprising that the players will get confused. Also, anytime you sell a player, you will risk losing formation experience.
The Team Captain
You can appoint a team captain for each match. When the team's total routine is calculated, the experience of each individual player is added together. After this, a figure representing the team captain's level of experience and leadership abilities is added. This is the team captain's only function, although it's quite an important one, as he may prevent your team from getting confused due to a strange choice of formation, or getting the heebie-jeebies during cup matches or qualifiers!
The team captain has to be in the starting line up. If you haven't appointed a team captain, the players will do so by drawing lots just before the game.
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.|
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:
Goalkeepers: Goalkeeping is needless to say important for goalkeepers, and only goalkeepers. They also make good use out of being good defenders.
Central 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).
Wing backs: 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.
Inner Midfielders: 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.
Wingers: Naturally profit from being good wingers, but playmaking is also important. In addition, they also use both their passing and defending skill.
Forwards: 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.
It is strongly advised to have no more than 50 players in your squad. You can have more, but you run the risk of having adverse effects on your club. Every week, you select 11 players for the match. All positions are different from each other.
The players may get injured, allowing for one of your substitutes to enter the game. A player assigned "Sub (forward)" will enter the field, should one of your forwards get injured. 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 as your regular players get injured, you'll have to continue the game with 10 players. Always remember to name a goalkeeper for the game, if you don't, an outfield player will move to the goalkeeper spot, thereby disrupting your overall tactics. Also remember that you must start your games with at least 9 players, to avoid a walk over, which will lose you a week's training for all players in your squad, as well as a portion of your club's supporters.
There are six types of general tactics that you can use. These can be described as a common intention that the team has. All tactics except "Normal" have a benefit and a disadvantage, so choose carefully.
These tactics are described in detail in Chapter 11 of the rules, Tactics.
This function only applies under special circumstances. If a cup game, qualifier or a friendly played with cup rules ends in a draw after extra time, a penalty contest is held. Before these matches you should decide the order of your penalty takers. This can be done with a special orders form. You can find it via the link at the bottom of the default orders page or in a separate section on the advanced orders page.
The player's experience, his skill at set pieces and scoring, and his specialty (if any) should be taken into consideration. The player least skilled at these abilities should be at the bottom of this list - penalty contests rarely exceed 10 penalties. Note that the first penalty taker is always the same as the one taking the set pieces during the regular game. If you change the first name on the special orders form for penalty contests, this is the same as changing the regular orders form on set pieces. The other 10 penalty takers can only be changed by using the special orders form.
As for the order of the first 5 penalty takers, this isn't important. All teams start off with five penalties each, and if the game's still a draw after this, it'll proceed with the teams taking one penalty each until it's all been decided.
If a team becomes ownerless (deserted by its human user) it will continue to use the standard lineup until this lineup is reset automatically. Such a reset is made 3 times each season: Before the mid-week games of week 1 (the first cup game), week 8 (mid-season), and week 15 (the qualifying games). When the reset is made, all ownerless teams that have had previous human owners will receive new starting players that will play in all future lineups. Ownerless teams will thus be demoted through each series, until they reach one of the two lowest divisions, where they can get a new owner. Lineup resets only apply to teams that lost their owner, not to teams that never had one.
Essentially, the coach has three abilities:
- Tactics: "Offensive", "defensive" or "neutral", affecting the teams' performance during the game. An offensive coach will improve your attack at the expense of the defence. A defensive coach will improve your defence at the expense of the attack. A neutral coach will slightly aid both attack and defence.
- Skill: A talented coach knows the right methods of training, allowing young players to improve their abilities faster. Training (see Chapter 17) becomes more effective. The skill can never be better than excellent.
- Leadership: Even if a coach is good at planning training activities, he might be a bad leader, not inspiring players to give top performances during games. The team spirit might be spoilt if the coach is a weak leader.
If your coach disappoints you, you can always get a new one. There are two different ways to go:
- Recruit a coach externally
Recruiting externally basically means that you hire a new coach. However, you first decide how good you want him to be (trainer skill and leadership) and what trainer type you want (one who favours attack, defence or is neutral).
Each combination of leadership/trainer skill has a fixed price. Then you "buy" him (he is taken from the pool of unemployed coaches - there is still no transfer list or anything like that).
- Make player coach
This alternative can be somewhat cheaper than the external recruiting - if you have a player with the right coaching material.
There are a few restrictions: The player's experience determines how good a coach he can become. Also, the more experienced he is, the lower his price for a certain skill level. Players keep their leadership (already known to you) and you do not pay for their leadership - so, if you have a very experienced player with high leadership, this can be a real bargain.
However, to prevent "day-trading" of coaches-to-be, we have another restriction: The player must have been in your squad for a season (16 weeks) to be eligible to become coach. While it will still be possible (in principle) to purchase a player in order to make him coach for a little less, it will require more than a season's foresight, and we think that in that case it is OK. In fact, we think long-term planning should pay off.
When you hire a new coach, he becomes the coach of your squad (when he arrives, which may take up to a minute after you ordered him) and the old coach stays in the squad (in case you want to keep him as player). If you don't want him, you will have to fire him. He can never become coach a second time! Also, you cannot sell a player who has become coach. This is important, as otherwise people would start trading coaches and that is not the kind of system we want. All new teams get initial coaches who are of equal skill level (weak).
All new trainers of a certain skill level are equal. That is, if you purchase a coach with passable trainer skill, he always becomes "average" passable. There is no "high passable" and "low passable", however, an excellent coach is only 1/2 step greater than a solid coach.
Coaches will slowly have their leadership skills deteriorate. Deterioration will not start until the coach has been in the club for more than a season. Our "in character" reasoning is that a coach that might seem bustling with energy and inspiration when he first arrives, after a few seasons loses some of his "edge". He has simply grown bored with the job.
Finally, once a coach reaches disastrous leadership (and that would typically take perhaps 10 seasons for a coach starting with solid leadership), the deterioration starts hitting his trainer skills instead of the depleted leadership. Let us underline that the deterioration is very slow, although it will go somewhat faster for coaches with very high leadership, so a solid leader might go down to passable after 1-2 seasons (more likely after 2 seasons or more though).
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 conferences.
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.
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 a match during the week receive 100% of the team's stamina training effect. 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 walk-over - 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)||(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||Midfield||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.
To give your players training in their right positions, practice games are always an option. This is a good way to test your regular team against new opponents, testing and training new tactics. But you can also use the system for keeping yourself with a reserve - or junior team, getting training results faster.
Friendlies are always played mid-week, at the same time as national cup matches. This means you can't play a practice game and a cup game the same week.
There are two types of friendly games: friendly game (normal) and friendly game (cup rules). If a friendly game (cup rules) ends with a draw at full time, extra time, and eventually a penalty contest is played to decide a winner. Friendlies with cup rules tend to attract a slightly larger crowd than "normal" friendlies.
This is how to issue a challenge for a friendly; find a team you want to play. If they're not playing the cup, and don't have a previous friendly commitment (the same goes for you) you can issue a challenge. You may only challenge 25 teams at a time, and as soon as one of them agrees, a game is created. After this, you can select your team from the orders list.
You can check who has challenged you and who you've challenged under the "Challenges" caption.
The crowd turnout for a friendly is considerably less than for a regular game. Confidence and team spirit are not affected, nor are supporters or their mood. Your players may get injured just as in any other game - the risk isn't reduced just because it's a friendly. The team as a whole acquires routine with any system you want to try out.
You can challenge any team in any country (unless they are still in the cup or already have a scheduled friendly, of course). You can challenge them to play at either of your arenas, or on neutral ground. When challenging a team to play at a "neutral" arena, please note that regions still apply - that is, if you play in an arena in your own region, you will still get home team advantage, even if you are listed as the away team. No matter where you choose to play, any match played against a foreign team is considered to be an international friendly.
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). Already at 6:00pm (CET) on Tuesday, your team will be leaving and they will return by 8:00am (CET) on Thursday. These times will apply regardless of where in the world you'll be traveling.
Since there is a lot of travel planning and ticket ordering that must be sorted out for a friendly, you cannot book International friendlies on Wednesdays (CET). You will have to book it by Tuesday at latest. And when you've been abroad you cannot arrange a new friendly (not even a local) until Thursday.
Obviously, flight tickets and hotels are expensive, so you need to pay USD 6,000 (or whatever equivalent in your own currency) for each International friendly. Friendlies within your own country are still free though. On the other hand, International friendlies tend to attract more spectators than regular friendlies.
An International friendly gives about a fifth of the experience that a league match gives - and a friendly within your own country gives about half as much as an International friendly.
Friendlies played on neutral grounds do not earn any money for the arena's owner. As well, if you are "collecting flags", 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.
If you are interested in a friendly match, you can look for interested clubs in the 'ads' forum located in the left menu. You can also post your interest in playing a match there!
Football's not only numbers and mathematics. It's about psychology as well. Your team has to want to win, they have to put in an effort, they have to believe in themselves. Hattrick tries to simulate this in different ways. Events, above all match results affect the team psychology. Also, all players have a "personality". They can be nice or nasty, leaders or loners, temperamental or calm, or why not cheaters or something else? Leadership is important for your appointed team captain and for your coach. Dishonest and aggressive players get booked and sent off more often.
Dishonest and aggressive players get booked and sent off more often.
Before each competitive match (non friendly), you may tell the squad how important this game is. There are three alternatives.
- "This is the most important game of the season": The players will do anything to win this one. However, during the following matches, the players won't perform at their best, due to a reduction in team spirit directly following the match.
- "This is a regular game": The players perform as usual.
- "Take it easy - next game is more important": The team will probably not perform as well as usual, but directly after the match, team spirit will increase, and they'll perform better in the next match.
"Psychology" in Hattrick is divided into two parts:
- Confidence: A team with a low amount of confidence has trouble putting their opportunities away. Normally, high confidence is a good thing, but if it gets too high, players may underestimate teams not as good as themselves. Confidence is by and large dependent on the results of previous games. Team confidence is reflected in the sector ratings as well.
- Team spirit: Partly affected by confidence, partly affected by what you have told your players about the importance of a particular game. Other things are important as well, such as the coach's leadership abilities.
You can always hire a sports psychologist to boost team spirit, and above all, confidence.
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 question is: Can they retrieve lost ground in the second half..?
In the close-season, most psychological effects are "wiped", putting the teams psychological status back to "normal".
Hattrick is designed so that you are able to assign orders on all pages, in a suitable context. If you're checking out your stadium there's an orders list for improving your stadium on the spot. If you're checking a player you can put him up for transfer with a simple click. One orders list is more important than the others, though: the Match Orders List. This is where you decide how the team is to play in a certain match, which players should be included, who's to be captain and some other things as well. You'll find the Match Orders List on the "Upcoming Matches" page, and you can place separate orders for all scheduled games. This is a way to design a strategy for several weeks ahead, if you won't be able to coach the team at that time. A risk, though, is that you might have some injuries, suspensions or changes in form that will make you want to adjust your orders for upcoming games.
Any match order needs to be submitted at least 15 minutes before the game starts.
You don't have to place orders, though. The team will use your standard formation in upcoming games, and will train in the same way as the last round if you don't adjust anything. You can define a standard formation using the normal "Orders" page. Injured players will be automatically replaced by substitutes, as previously discussed.
The Match Orders List is built around a traditional 4-4-2-formation, where you can choose which player goes where from a scrolling list. If a player is projected to be injured and, therefore, expected to be unavailable for a game, he'll be marked in red in the menu. If you choose a player for a position, and he's already selected for another one, the player will disappear from his former position. In other words, you can't assign a player two positions.
If you wish to play a formation other than 4-4-2, this is done by moving a player. For example, to move a player from left wing back to inner midfield, you would choose the player in the left wing back box, and give him an "extra inner midfielder" position. This means you've changed your lineup to 3-5-2, playing without a left wing back. This is how you switch formations. Converting a forward into a defender would turn the formation into 5-4-1, as another example. Read more about this in Chapter 12: Individual orders and repositioning.
You also choose substitutes, the team captain and the set pieces taker from the Match Orders List. Through a sub-page to the "Match Orders" page, you choose the order of your penalty takers, should a game end in a penalty shoot-out.
We recommend that you choose a "standard setup" for your team. This is done by clicking the "Make this the standard setup" box before sending your match orders off. 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.
This is where you acquire new players and try to sell those players you don't want to keep.
In order to sell a player you have to place him on the transfer list. This is done from the page concerning the particular player, always linked to his name. In the box to your right you choose under what category the player will be "advertised", and what you're asking for him. You have to choose a category for the player to list him for transfer. You may choose any category from goalkeeper to forward, normally choosing the one best describing his qualities, of course.
You have to declare a reserve price for the player. This is the lowest amount for which you're prepared to let him go. He'll be on the transfer list 3 days before going to the club that has offered the most for him, provided somebody has bid over your reserve price.
A sold player disappears off to his new club immediately after the bidding is over. If a buyer isn't found he stays at your club. If you have placed a player on the transfer list you MAY NOT change your mind! He's there for 3 days, and that's that! Also, keep in mind that all information on the player's abilities, personality etc. will be made common knowledge when you place him on the transfer list.
You may select a player for the team even if he is on the transfer list.
After every completed deal, the player's agent, mother club, and last club will all take their cut of the sale price. The exact amount you will receive depends on how long the player has been with your club. The most you can expect is 95% (See Appendix 4 for more details). It will cost you 1 000 US$ to place a player on the transfer list, even if he isn't sold. Note: If you are selling one of your own youth players you are not considered the previous owner - but the next time he is sold you will receive previous club money (if he has played a match for your team) as well as 2% of the sale price for being the mother club. After that you will only receive money for being the mother club whenever the player is sold. The sale of a player after six days from his being pulled from the youth squad may result in a loss of team spirit.
In order to buy a player from another club you have to visit Hattrick's player market, under the "Transfers" menu. This is where you'll find out who's for sale. You can only buy players on the transfer list. You can't buy, or exchange, for that matter, players directly from another club. If you don't see a player that you like in your country's local market - you can search either an individual country or by one of eight regions, these are all available from the drop-down box on the transfer search page.
When you've found a player you want, click on his name and you'll enter his player page. This is where you may place your offer. You must raise the bid by 1000 US$ or 2%, whichever is greater.
Note that the sum of your bids plus the wages of the players you are bidding on cannot put you more than 200 000 US$ into debt.
Bids must be raised by 1 000 US$! 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. This continues until all bidders but one retire. Also, when you win a bid, if the new player does not get along with his teammates, you may see team spirit decrease. Once you have bought a player, you will immediately have to pay his first salary. This means an additional expense for each player you buy each week.
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. If the server is down, you're to blame for not acting earlier. Please also note that transfer deadlines can be extended (in the fairest possible way) in case of planned server shutdowns.
A great help when buying players is the information concerning his abilities, personality etc. You may also want to consider a player's TSI, or Total Skill Index. However, the current market value of a player may differ greatly from what his TSI might lead you to expect as, above all, it's his top ability (or abilities) that is most relevant - a player being "world class" at something and "weak" in all other abilities will fetch a higher market price than one who is solid at everything. Remember that even if current form doesn't have a lot of impact on the market value, it will matter for his next couple of games. An expensive player won't necessarily be the saviour you need to get your team out of a tight spot. If you wish, you can use the 'Transfer Compare' button in order to see what a similar player has recently been sold for on the market.
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 all bids should be in relevance to what could be considered reasonable for the player in question. Remember, it's not only prohibited to have several teams but also to "help" friends or family by buying players at inflated prices. The GameMasters are fully authorized to cancel or adjust abnormal prices, hand out fines to teams or even ban the users involved.
The Series system
The number of league levels can differ from one country to another, but the basic structure is always the same. For instance, the Dutch series system looks like this:
|1||Eredivisie (Premier League)|
|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.
The league systems in other countries are organised in the same way, even if the leagues have different names and/or fewer divisions. The season is always 16 weeks, consisting of 14 league rounds followed by one week of qualifiers and one week with no league activity.
There are 8 teams in every series, with each team playing the others twice, thus making a total of 14 rounds. The 2 teams that finish last in their series are automatically relegated, except for teams that are playing in the lowest division. The relegated teams' places will be taken by two of the best series winners from the division below them, that is, the teams with the most points. This means that half of the series winners automatically advance to a higher division, while the other series winners will have to qualify against the teams in 5th and 6th place from the division above. Of these series winners (the ones not advancing directly) the best one meets the worst 6th place team, and the worst one meets the best 5th place team. Starting at league level VII, both the winners and runners-up of odd-numbered divisions gain automatic promotion without having to play a qualifying match. Even-numbered divisions after this level will have only the winners promote without qualification.
There's only one qualifying game. The team coming from the division above, i.e. the team fighting to stay in its league, has home advantage.
All teams involved in the qualifiers are ranked, and their rank determines who plays whom. The qualifier itself determines whether the two teams swap places in their respective leagues, or not, i.e. the lower division team gets promoted and the higher division team gets relegated. For example, if a Div IV team wins its qualifier against a Div V team it stays in its division, but if it loses, they swap places. The ranking is based on, in order of importance: place in the series, points, goal difference and goals scored.
League position is calculated using, in order of importance, league points, goal difference, and goals scored. For both ranking and league position: if all of these things are equal a coin toss decides the ranking.
The top-ranked teams in each league automatically qualify for the cup. The number of teams accepted into the cup ranges from 128 to a maximum of 32,768. This means that there will always be low-ranked teams in all leagues that aren't allowed into the cup. 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.
- Matches are played mid-week. Check the league dates in your league for exact times (these can be found under Upcoming Activities on the main League page).
The first round always takes place the week before the first league game of the season. The first round opponents are announced one week before the games. Opponents for the next round are always determined immediately after the games.
- The higher-ranked team always plays away. In the semi-finals and finals, the game is played at a neutral ground.
- The highest-ranked teams are always seeded to meet the lowest-ranked teams. The team rankings are based on the league positions at the end of the previous season. This means that the ranking stays the same for the duration of the cup.
- Note: The home side gets two-thirds of the crowd revenue and the away side gets one-third. This applies to all cup matches except the semi-finals and final when the teams split the revenue 50/50. It's also true that the fans of a Division IV team will want to see a game against a higher division side, but that is not true the other way around. In general, the fans aren't very interested in the first couple of rounds of the cup, but as it goes on, attendance will increase. This means that a Division IV team going far in the cup can make a lot of money!
- The cup winner gets a 800 000 US$ prize,second place 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$. However, the real money is in crowd revenue from gate receipts.
- All cup games not settled during normal time go to extra time, and if that doesn't settle the game, there's a penalty shoot-out. Information on how to choose your penalty takers can be found in Chapter 15. During extra time, stamina becomes more important than it was during the second half of normal time. Also, teams lacking experience become even more likely to succumb to nervousness.
You'll find your cup matches under the "Leagues and Cups" link on the left hand side menu. From the Cup page you can check how many rounds have been played, and also see the games played for each round. The early rounds of a cup, however, are not displayed, because there are too many games played.
Remember that your players may get injured during cup matches. As in real life, playing a whole season will take its toll on the squad. Sometimes it might be a better idea to save your best players and “play it cool” by fielding the reserves. However, the cup is a good opportunity to make yourself some extra money, especially for ambitious teams in Divisions III, IV and lower. The rewards for participating definitely outweigh the risks, and there's also the matter of the glory. Every year, the best Hattrick players (the winner of the highest league and the cup final winner) get their names engraved in the "Hall of Fame".
On another note, the cup's a good opportunity for you to let your players get some valuable match training and experience.
Please note that there are no prizes nor a bonus if one of your players wins the top scorer award in the cup. Therefore the player will not have that as a memorable moment either.
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! That's right, you can now become the Sven-Göran Eriksson of your entire league, if your colleagues elect you.
The World Cup begins every second season and starts with a qualification round. 32 teams advance from this round to the playoff rounds. There are five playoff rounds, culminating in the World Cup Final.Seeding for the World Cup Qualification Round is based on ranking, which is determined by previous World Cup results.
In addition to a national A squad, each country also has an U-20 team featuring players 20 years old or younger. The U-20 World Cup begins a season after the World Cup, and follows the same format. The U-20 lads are coached by another user, who is also elected by the public.
When they have no World Cup matches scheduled, the national teams can play friendlies, in much the same way as your club does.
Each national coach is elected for 2 seasons, ending his term after the World Cup Final.Elections take place during the first two weeks of the new season.
The national coach picks players freely from those players with the same nationality as the team he is representing, and he can pick them no matter which league they currently play in. Once picked, the coach can see the same data for the national team players as you do for your own team. The squad is semi-permanent, because while the coach can add and remove players at any time, team spirit will fall somewhat each time a move is made. The purpose of this is to simulate how, in real life, national teams don't change dramatically every week as forms goes up and down. Even if Beckham has a few bad weeks for his club, he'll still be in the national squad. Anyway, using these 25 players, the national coach will pick the lineup for each game just like you do.
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. However, he does run the risk of being injured while playing for the national team.
Any player that plays in a national team game, will affect their club team as follows:
- Matches for the national team will not give the player training. The position they play in the national team is simply ignored as far as training effects are concerned. They have to play for their club, in order to get training.
- Immediately after a match for the national team, the owning club 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.
- If a player gets injured and has to leave the field in a match for his national team, instead of 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.
- The player will get experience from playing for their national team, in the same way as they do for club games.
John Doe is part of the US national team. He belongs to a club in Singapore. His base salary is 15,000 US$, so his club in Singapore pays a salary equivalent of 15000 * 1.2 = 18,000 US$ per week.
On Friday 6th, he plays for his national team. Just after the match, his club get a salary reduction of 0.33 * 18000 = 5940 US$. He will still need to play for his club to get training effects. He gets experience. There are no further effects, no fan club bonus, no sponsor income penalty for not playing for the club, or anything like that.
On Friday 13th, he plays for his national team but gets injured, and it turns out to be an estimated 3-week injury. Just after the match, his club get an insurance payback of 1.0 * 3 * 18000 = US$ 54000 (added to temporary income). The club gets no salary reduction.
Hattrick is completely free of charge. We only insist that you follow some simple rules on how to act. They're simple and pretty obvious. If you think that someone is breaking the rules, please notify the GameMasters.
It's also totally forbidden to scan pages at www.hattrick.org.
Anyone breaking these rules may be disqualified from Hattrick with immediate effect.
Note that the GameMasters have absolute authority in deciding if somebody is breaking these rules.
It is strictly prohibited for you, as a Hattrick player, to engage in any of the activities described below.
- Sending threatening, insulting or derogatory messages, by email or other means, to other players or in Hattrick's conferences. Spamming users or conferences, i.e. sending unsolicited messages like advertisements. It is also forbidden to act in a profane or otherwise abusive manner on the site, including in the conferences.
- Attempting to steal or sabotage Hattrick Ltd. property, or encouraging others to do so. This property includes the servers, software and copyright-protected material.
- Cheating in any way, such as trying to decipher the passwords of other players, or trying, in any other way, to unduly spoil the enjoyment of other players.
- Attempting to access information that is not linked on the site, or trying to post data in a similar fashion.
- Scanning the site, or creating, using or distributing applications that automate parts of the game, unless these applications are authorized by the game developers. Also, you may not automatically include parts of the site on other sites or in other applications.
- Making cheating accusations, advertising for real life goods (this includes referral links from which you may benefit), promotion of criminal activities and/or drugs, and discussing specific GM or Mod decisions. These rules apply to all areas of Hattrick.
It is strictly forbidden to navigate the site or access information from the site in any other way than:
- Navigating the site using a browser and by clicking the links.
- Using a CHPP-approved application.
This also means that you are not allowed to manually edit the address field of your browser (or any similar program or device) to access or change some specific information on the site after logging in. Failure to comply with this may result in your account being terminated by the officials.
Also note that only one team is allowed per person. It is forbidden to control extra teams by using a friend's name. The owner of a team has to be the one controlling it. Remember, the person who logs into a team account is the one deemed to control it. This means that you may not even let friends or family log in to use your team, as the team is considered private. It's also prohibited to buy players from friends at obviously inflated prices, even though you're just trying to be a nice guy! And finally, it is not allowed to give away your team to another person, since that would be unfair to people that are still waiting for a team.
For all situations not explicitly described in the rules, the HT staff members (GM, Mod, CHPP) have discretionary authority to resolve the situation within the spirit of the rules.
Please also have a look at the conference rules.
Simple, isn't it? You're playing Hattrick to have some fun. So are the other gamers. Let us all be able to do so, now and in the future.
In Hattrick there are a number of GameMasters, or GMs. These are a small group of especially skilled and responsible players who have been appointed to make sure the game works, prevent cheating and help players having various problems with their teams. The GameMasters make themselves available because they enjoy helping and they don't get paid for their work.
Hopefully, you'll only have to contact them if you have trouble logging into your team, for instance, or if you want to report a bug or cheating.
Sometimes the GameMasters will have to act, disqualifying people who cheat or break the rules of conduct for the site. If this happens to you and you believe that you have been unjustly punished, you have the right to try to explain why you think you're not guilty. But, and this is important, in Hattrick the same rules apply as on the football pitch.
The Gamemasters' decisions can be appealed to the Senior Gamemasters, whose decisions can't be contested. Please be aware that punishments that are under appeal can be increased or decreased once a final decision has been made. You may inquire as to why you have been suspended, but it's not the Gamemasters' duty to account for all their evidence. If they always revealed how they caught cheaters, discovering cheating would be much harder in the future.
The GameMasters are not obliged to prove possible cheating. On the contrary, it's the GameMasters' obligation to suspend any players they're convinced are cheating.
The GameMasters have the authority to issue several different forms of punishment, from in-game fines on your club to complete suspension from the game.
We on the Hattrick team support our staff. The GMs discuss the principles of preventing cheating with us on a regular basis, but we never involve ourselves in specific cases. The persons appointed as staff are people we have whole-hearted confidence in.
To contact a Gamemaster, please visit our contact page. Please do not use the internal HT-Mail system to contact staff for in-game matters. The internal mail is for them as managers of their clubs, not their role as staff members. Additionally, all correspondence between the staff and users is considered private and should be treated as such between yourself and the staff members.
It's forbidden to scan any page at www.hattrick.org. XML-files are provided to third party developers. In order to be granted permission to use these files you need to be approved as CHPP.
Generally, the servers are always open for business, with allowances for operational disturbances or upgrades. We always try to give due notice of service interruptions, but under extreme circumstances we might have to fix problems without the luxury of forewarning.
Sometimes unplanned events occur, such as bugs. If something that seems strange happens, email the GMs about it and we'll have a look. When we're troubleshooting we try to make it as realistic as possible, but for practical reasons a match can't be replayed. Unfair calls from referees, strange occurrences around the pitch ruining a game, and bad luck are, when all is said and done, part of the game.
The only thing you need to play is Internet access, a reasonably modern web browser, like Netscape 4.0 or Internet Explorer 4.0, and an email address.
The Hattrick team is always trying to improve the game. Functions may be added at any time, although larger changes are usually introduced between seasons. As Hattrick is a game with no actual ending point, it sometimes has to be adjusted by the developers. For example, to prevent certain types of teams from becoming invincible. In short, the developers supervise the game, sometimes having to exercise a certain amount of control. They try to achieve this as fairly and smoothly as possible, preferably giving notice of changes in good time, to help you adjust. However, sometimes changes just have to be made.
You've read the rules on behaviour, haven't you? Your only duty as a Hattrick player is to follow them. It's all about you, and us, and all the other Hattrick players having the right to be spared from a lot of problems, or having our integrity violated.
You can only have one team. If you have multiple teams, all of them will be disqualified and you will be suspended. It won't help if one of your friends registered the team: if you're the one controlling it (giving the orders) you're considered to be the owner. Only the user who applied for the team may manage the team. One more time: it is absolutely forbidden to have more than one club! Those who have tried have been disqualified. Sometimes, it might take a while before you're found out, but sooner or later you will be. By then, the tragedy will be even greater, as you'll have spent so much time on your team, just to be shamefully thrown out for cheating.
If you have any questions, contact the Gamemasters.
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
In the Hattrick database, all team and player abilities are represented by exact numerical values. However, describing a player's skill at something as 37.567 would be pretty boring and not very realistic. Instead, we use different denominations to describe these values, so one player might be "excellent" at passing the ball, while another player might be "formidable". This is how the denominations are organised:
|Category||Possible levels (highest first)|
|Player abilities etc||divine|
|Coach skills /||excellent|
|Formation experience /||excellent|
|Sponsors||Sending love poems to you|
|dancing in the streets|
|high on life|
|Fan mood||Sending love poems to you|
|dancing in the streets|
|high on life|
|Fan match expectations||Let's humiliate them|
|Piece of cake!|
|We will win|
|We are favourites|
|We have the edge|
|It will be a close affair|
|They have the edge|
|They are favourites|
|We will lose|
|We are outclassed|
|Better not show up|
|Fan season expectations||- We are so much better than this division!|
|- We have to win this season|
|- Aim for the title!|
|- We belong in the top 4|
|- A mid table finish is nice|
|- We will have to fight to stay up|
|- Every day in this division is a bonus|
|- We are not worthy of this division|
|Agreeability||beloved team member|
|Team spirit||Paradise on Earth!|
|walking on clouds|
|like the Cold War|
|Team confidence||completely exaggerated|
|Youth scout prospect||prodigious|
Appendix 3. Currencies
These are the exchange rates used in the Hattrick economy. Normally, you don't have to worry about the exchange rates at all, as all amounts are automatically translated into your own local currency. However, when you communicate with users from other leagues, it can be useful to know the exchange rates.
|Al Iraq||5||100 dinar = 50 US$|
|Al Kuwayt||25||100 dinar = 250 US$|
|Al Maghrib||1||1,000 dirhams = 100 US$|
|Al Urdun||5||100 JOD = 50 US$|
|Al Yaman||0.1||10,000 rial = 100 US$|
|Algérie||0.1||10,000 DZD = 100 US$|
|Andorra||10||100 € = 100 US$|
|Angola||0.1||10,000 kwanza = 100 US$|
|Argentina||10||100 Pesos = 100 US$|
|Azərbaycan||10||100 AZN = 100 US$|
|Bahrain||20||50 BHD = 100 US$|
|Bangladesh||0.2||5,000 taka = 100 US$|
|Barbados||5||100 BBD = 50 US$|
|Belarus||5||100,000 BYR = 50 US$|
|België||10||100 € = 100 US$|
|Benin||10||100 $ = 100 US$|
|Bolivia||1||1,000 Bs = 100 US$|
|Bosna i Hercegovina||5||100 marka = 50 US$|
|Brasil||5||100 reais = 50 US$|
|Bulgaria||5||100 lv = 50 US$|
|Cabo Verde||0.1||10,000 Esc. = 100 US$|
|Canada||5||100 C$ = 50 US$|
|Česká republika||0.25||100 Kč = 2.5 US$|
|Chile||50||20,000 Pesos = 100 US$|
|China||1||1,000 Yuan = 100 US$|
|Chinese Taipei||10||100 $ = 100 US$|
|Colombia||10||100 US$ = 100 US$|
|Costa Rica||4||250,000 Colon = 100 US$|
|Côte d’Ivoire||20||50,000 XOF = 100 US$|
|Crna Gora||10||100 € = 100 US$|
|Cymru||15||100 £ = 150 US$|
|Cyprus||10||100 € = 100 US$|
|Danmark||1||1,000 Kroner = 100 US$|
|Dawlat Qatar||10||100 $ = 100 US$|
|Deutschland||10||100 € = 100 US$|
|Ecuador||10||100 $ = 100 US$|
|Eesti||0.5||100 Krooni = 5 US$|
|El Salvador||10||100 US$ = 100 US$|
|England||15||100 £ = 150 US$|
|España||10||100 € = 100 US$|
|Føroyar||1||1,000 Kroner = 100 US$|
|France||10||100 € = 100 US$|
|Guatemala||10||100 $ = 100 US$|
|Hanguk||10||100,000 Won = 100 US$|
|Hayastan||20||50,000 dram = 100 US$|
|Hellas||10||100 € = 100 US$|
|Honduras||5||100 HNL = 50 US$|
|Hong Kong||1||1,000 HKD = 100 US$|
|Hrvatska||1||1,000 Kuna = 100 US$|
|India||0.25||100 Rupees = 2.5 US$|
|Indonesia||1||1,000,000 Rp = 100 US$|
|Iran||1||1,000,000 Rial = 100 US$|
|Ireland||10||100 € = 100 US$|
|Ísland||0.1||10,000 Ikr = 100 US$|
|Israel||2||500 NIS = 100 US$|
|Italia||10||100 € = 100 US$|
|Jamaica||0.5||100 JMD = 5 US$|
|Kazakhstan||0.1||10,000 tenge = 100 US$|
|Kenya||0.5||100 KES = 5 US$|
|Kyrgyzstan||0.2||5,000 som = 100 US$|
|Latvija||20||50 Lats = 100 US$|
|Lëtzebuerg||10||100 € = 100 US$|
|Liechtenstein||5||100 CHF = 50 US$|
|Lietuva||2.5||100 Lt = 25 US$|
|Lubnan||5||100,000 LBP = 50 US$|
|Magyarország||50||20 eFt = 100 US$|
|Makedonija||0.5||100 MKD = 5 US$|
|Malaysia||2.5||100 MYR = 25 US$|
|Malta||10||100 € = 100 US$|
|México||1||1,000 Pesos = 100 US$|
|Misr||2.5||100 E£ = 25 US$|
|Moçambique||0.4||2,500 metical = 100 US$|
|Moldova||0.5||100 lei = 5 US$|
|Mongol Uls||5||100,000 tugrik = 50 US$|
|Nederland||10||100 € = 100 US$|
|Negara Brunei Darussalam||5||100 BND = 50 US$|
|Nicaragua||0.5||100 NIO = 5 US$|
|Nigeria||0.1||10,000 kNaira = 100 US$|
|Nippon||0.1||10,000 Yen = 100 US$|
|Norge||1||1,000 Kroner = 100 US$|
|Northern Ireland||15||100 £ = 150 US$|
|Oceania||5||100 AU$ = 50 US$|
|Oman||20||50 rial = 100 US$|
|Österreich||10||100 € = 100 US$|
|Pakistan||0.2||5,000 rupee = 100 US$|
|Panamá||10||100 $ = 100 US$|
|Paraguay||2||500,000 PYG = 100 US$|
|Perú||10||100 US$ = 100 US$|
|Philippines||0.25||100 Pesos = 2.5 US$|
|Polska||2.5||100 zł = 25 US$|
|Portugal||10||100 € = 100 US$|
|Prateh Kampuchea||2.5||100,000 Riel = 25 US$|
|Prathet Thai||0.25||100 Baht = 2.5 US$|
|Republic of Ghana||10||100 cedis = 100 US$|
|Republica Dominicana||0.5||100 pesos = 5 US$|
|România||0.5||100 Lei = 5 US$|
|Rossiya||0.25||100 Roubel = 2.5 US$|
|Sakartvelo||5||100 Lari = 50 US$|
|Saudi Arabia||2.5||100 SAR = 25 US$|
|Schweiz||5||100 CHF = 50 US$|
|Scotland||15||100 £ = 150 US$|
|Sénégal||20||50,000 XOF = 100 US$|
|Shqipëria||50||20,000 lek = 100 US$|
|Singapore||5||100 SG$ = 50 US$|
|Slovenija||10||100 € = 100 US$|
|Slovensko||0.2||5,000 Sk = 100 US$|
|South Africa||1.25||100 Rand = 12.5 US$|
|Srbija||1||1,000 dinar = 100 US$|
|Suomi||10||100 € = 100 US$|
|Suriname||5||100 SRD = 50 US$|
|Suriyah||10||100 $ = 100 US$|
|Sverige||1||1,000 kr = 100 US$|
|Tanzania||10||100 $ = 100 US$|
|Tounes||7||143 Dinars = 100 US$|
|Trinidad & Tobago||1||1,000 TTD = 100 US$|
|Türkiye||10||100 TL = 100 US$|
|Ukraina||2||500 hryvnia = 100 US$|
|United Arab Emirates||4||250 Dirham = 100 US$|
|Uruguay||1||1,000 Pesos = 100 US$|
|USA||10||100 US$ = 100 US$|
|Venezuela||10||100 bolívares = 100 US$|
|Vietnam||1||1,000 dong* = 100 US$|
Appendix 4. Transfer Fees
Previous club money