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 (actually 7 weeks), 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. At the top of the left column you're able to check out other leagues, maybe scout for foreign talent, or 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.
Main Menu - Your Club
In the main menu, all information concerning your local league is collected. It's divided into "My Hattrick", "Your Club", "Your League", "Tools" and "Help". 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 your club's name, i.e. "Warrington Warriors" or "Cheltenham Chasers".
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, where you can arrange practice matches with other club owners, are an important part of the game. You can also check if other clubs have challenged you to a match, or if you've already scheduled one this week. You can also challenge other club owners through visiting their team information pages.
This is where you keep track of match orders. Next to each scheduled upcoming match you will see a link to your match order. If you have already given your orders, there will be a red tick next to the game as well, but you can continue to change your match orders until 15 minutes before 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 use? 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 "Series" and "Cup" links in the menu will allow you to search for a specific series and, of course, follow the national cup.
Main Menu - World Cup
Here you will find everything relating to Hattrick's National teams. You will find info about both the senior squad and the U-20 team. The World Cups for the senior squad and U-20 team are played in alternating seasons.
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 with general tips on how to get better at the game. This is something you have to find out for yourself, or by asking in the conferences.
The community pages are a collection of links to other homepages and websites relating to Hattrick. Many 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 no end! You can also find information about Hattrick's partnership with Expekt here.
The Community Menu
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
The "Your Club" window at the bottom left contains fast links to your club, your division and your series system. Useful on trips abroad. "Right Now" is an information window telling you what time it is and how many are currently logged into the site.
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 choice in 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 €), medium (10.000 €), or small (5.000 €) 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 € 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.
There is a wide variety of specialists available to your club. They help manage different things, but each costs you 1.500 € a week.
There's no limit to the amount of employees you can hire, but the effect of every additional specialist recedes successively. Two assistant coaches are better than one, but the effect is definitely not doubled. Having four specialists is slightly better than having two, but again doesn't double the effect. The following specialists are available:
- Goalkeeping coach: Improves your goalkeeper form, and goalkeeping skills.
- Assistant coach: Same effect as if you had a more skilled coach, meaning your outfield players' form improves and they get more out of training sessions. The coach's abilities for leadership are unaffected, though.
- 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 € 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 & sponsors
Sure, you need a good squad and a well-run club. But without a reliable crowd of devoted fans your club hardly has a future! Ultimately, the amount of fans decides the club's finances; income from home game attendance, membership fees from the supporters club, and even the amount of income you get from sponsors - it all boils down to how you handle fan relations.
The mood of your fans improves as your team wins matches (especially the important ones) and scores lots of goals. However a three-nil defeat at home isn't popular at all! The fans are fickle. One week you're a king and a hero, next week they're furious with you!The heart of your supporters club is made up of a hard-core of devoted fans. They won't abandon their team just for a few minor setbacks. But even the size of the supporters club changes in relation to club fortunes and misfortunes. A die-hard supporters club is built up over many seasons. The top teams who have been in the highest division for several seasons generally have the largest supporters clubs.
An important source of income is your sponsors. Sponsors prefer supporting a club sporting a good "image" to which they can be connected. That's why you get more money the bigger your supporters club, and the more successful your club. One or several spokespersons will also improve the club's image.
Before each season starts, the supporters will have "forgotten" how the team played last year, the old results will no longer affect their feelings. They have high hopes for the new season.
You can follow the development of supporter and sponsor attitudes under the "Economy" caption in the "Your Club" menu.
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 € 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 € 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 € you'll be given a bankruptcy warning and, as a result, you'll have severely limited access to Hattrick. If you do not return your balance to within the 500.000 € debt limit within one week 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 €, 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 €. 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: Only for those with an economist on the payroll. (Really you need lots of money in the bank or huge debts to profit from hiring an economist). Economists can only help up to the point of bankruptcy, after that you're on your own.
- Temporary income: Some things give you extra income during the week, particularly player sales, but also membership fees from new supporters (they pay 30 € 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 kits, and the player's salary. This will cost you 500 € plus a certain amount based on his skills and age. Players who are playing abroad cost their clubs an extra 20%.
- Additional staff: Your specialists cost 1.500 € 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 €||495.000 €||375.000 €||188.000 €|
|Division II||550.000 €||360.000 €||270.000 €||135.000 €|
|Division III||375.000 €||240.000 €||180.000 €||90.000 €|
|Division IV||240.000 €||150.000 €||120.000 €||60.000 €|
|Division V||150.000 €||90.000 €||75.000 €||38.000 €|
|Sixth division||90.000 €||60.000 €||45.000 €||23.000 €|
|Other divisions||60.000 €||45.000 €||30.000 €||15.000 €|
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. In leagues Level 7 and below, both the first and second team of each series are automatically promoted, and there are no qualifying matches. So, in those divisions, the winner gets the higher bonus, while the runner-up gets a little less. If your team loses a qualifying game and stays in the lower division, no bonus at all is paid out. All promoted teams will also get a 10% supporter bonus (similarly, relegated teams will lose 10% of their supporters).
|Level||Auto-Promoted||Promoted after qualifier|
|Top Level||525.000 €||-----|
|Level 2||380.000 €||120.000 €|
|Level 3||260.000 €||80.000 €|
|Level 4||170.000 €||50.000 €|
|Level 5||100.000 €||30.000 €|
|Level 6||60.000 €||20.000 €|
|Level 7||40.000 €||10.000 €|
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 € in prize money for winning its Division IV and 170.000 € in bonus money for being promoted without qualification. Total: 410.000 €.
Your club will start off with a small stadium that you will have the opportunity to improve. You have four different types of stands to choose from, at various costs and income possibilities, all attracting different types of spectators.
|Construction cost||Weekly cost||Income|
|Terrace places||60 €||0.50 €||5.50 €|
|Regular seats||100 €||0.70 €||8.00 €|
|Seats under a roof||120 €||1.00 €||11.00 €|
|Seats in VIP lounge||400 €||2.50 €||27.50 €|
As you remove stands the cost is 6 € per individual seat, regardless of type . There's also a set price of 10.000 € 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 € (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 – you can read all about that in the 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 your own region into the national team. There are also regional conferences to discuss all topics concerning the regions. If a team wants to change region (the coach might be moving?) then you have to pay 10.000 € and 3% of your supporters will leave your team.
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.
Finding the right lineup is one of your biggest challenges in Hattrick. Every player has eight different abilities. These are useful for different positions in the team and are described more thoroughly in the "Players" chapter. First of all you need to understand how a Hattrick match works, though.
In each half a number of attacks are made. The team with the strongest midfield is most likely to get the largest number of attacks. In the second half, the team's stamina starts to become important. This means that a team with a strong midfield yet lacking in fitness might dominate the first half, while the other team takes over in the second.
There are three types of attacks (right wing, left wing, centre), and set pieces (free kicks and penalties) also. Your team can also score on a "special event" (see more about this in the chapter about this below).
To score from a set piece your penalty/free kick-taker has to succeed in outwitting the opposing goalkeeper.
The home team is helped by their fans. Ordinarily you have a larger percentage of possession at home than away. Referees will tend to award the home side penalties more often than the away side…
If the match is a local derby - that is, if both teams are from the region where the game is being played - both teams will get home advantage. If neither team is from the region where the game is being played, neither team will be as inspired as when they play in front of their home crowd.
The coach's personality also plays a part. Teams sporting an attacking-minded coach are better at attacking than the same team would be if led by a more defensive coach. A neutral coach will slightly aid both attack and defence.
Team spirit and confidence are also important for how well the team performs. You can read all about how Hattrick simulates these in the "Psychology" chapter.
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 chances by using a burst of speed. This can be countered by the opposing team using a defender who is also Quick, or has sufficient defender 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 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 defenders can make mistakes. Unless the opposing attacker is also too tired, this may create a chance for the opponent.
When a game starts the team's 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 tactics. Please note that it is not possible to set default tactics, like you can set a default team. If you don't specify the tactics 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 of 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 opponents fails to score from an attack, you get a chance to launch a counter-attack. Only one of the teams can use this benefit, namely the team that is not dominating the midfield. If you are dominating 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 defence 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 from which to counter-attack.
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 ability!
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 through the middle. To qualify for "exceptional", more is required of teams in a top level game than in a Divison IV fixture, 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 through the middle. Depending on your AIM skill, you will end up somewhere in between these two extremes.
The 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. Instead of more attacks coming in the center, you get more of your attacks on the wings.
Similarly to AIM, the disadvantage is that it weakens your central 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 (forwards - they strengthen wing attack, central defenders and inner midfielders - these take on a role resembling their counterparts on the wings).
Towards middle (only wingers and wing backs - makes them more like inner midfielders/central defenders).
There are 3 possible repositionings:
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 organization after the event. A confusion event saying that team organization 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 midfielders has been repositioned as a forward)
5-3-2 (e.g. one of your midfielders 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 might be so total that the entire training and experience registered for the whole week does not happen. Note that this risk only occurs when you have at least 2 players more than the default in one part of the team, like 6 defenders or 4 forwards. 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. 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 teams 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 of 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. Penalty shoot-outs: Nothing's more nerve-wracking than having to face a penalty shoot-out at the end of a cup-match or qualifier. At every penalty (not during regular match time, though) a test of the players experience is carried out. 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 piece ability, as well as the technical specialty for penalty-takers, and the keeper skill for keepers. "Nervous situations": Very important or dramatic matches might mean that inexperienced players loose 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 a 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?
Experience: The players get their experience through playing league matches, national cup matches, national team matches, and friendlies (national friendlies give the players about half the experience 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 experience 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, all the individual players' experience levels are added. After this, a figure representing the team captain's level of experience and leadership abilities are 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 abilities, and there are also some additional factors affecting their performance in different situations. Let's have a rundown on the various abilities first;
Decides how much capacity a player loses during the second half of the match. This is most important for midfielders, especially the inner ones, but also for defensive forwards and offensive defenders. It's somewhat important for other players.
Every successful team needs good playmakers in the midfield, especially in the central positions. Otherwise the team won't have a lot of ball possession, which will lead to fewer scoring opportunities.
The ability to create scoring opportunities by advancing down the sides. This is obviously most useful for wingers, although wing backs also profit from it.
The ball is supposed to go into the net. The most important ability for forwards, and only forwards.
Goalkeepers aren't normally very skilled in the other areas, but they have lots of this ability.
The scorer gets the credit, but the player giving him the decisive pass is just as important. Both forwards and midfielders profit from being good at this.
The ability to stop opponent's attacks. Unconditionally the most important ability for all types of defenders. Midfielders may also put this ability to good use.
One player is appointed for set pieces. He'll take all free kicks, penalties, and in case of a penalty shoot-out, he'll take the first penalty. In all cases, lots of skill is needed in this area.
Change in abilities
The 8 abilities slowly change. They may be improved by special training (preferably combined with match training). Young players improve their abilities much more than older ones. As a player approaches the age of 30 his abilities start decreasing. This process doesn't occur constantly over time. Rather, it occurs in levels: very small decreases at a time for players around 30, considerably larger leaps for players around 35. For some reason, these decreases in abilities always surface on Mondays… Different levels of abilities are harder to maintain than others as players grow older - scoring ability is harder to maintain than goalkeeping, for instance. Read more on increasing abilities in the "Training" chapter.
It's very hard to maintain stamina above the level of "excellent" for a long period of time. All players just above the dividing line between "excellent" and the level under it are successively pressed downwards. There's a limit to how well the human body can perform.
What abilities really mean
The following tables 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 vice-versa.
The state of the midfield decides how many opportunities your team will produce during a match. The other parts of the team will decide the probability of attacks leading to goals.
A normal case
|Part of team||Factors (most important first)|
|Midfield||Playmaking inner midfielders|
|Playmaking offensive central defenders|
|Playmaking defensive forwards|
|Playmaking offensive wing backs|
|Attack Left wing||Winger left winger|
|Passing left winger|
|Passing left inner midfielder|
|Winger left wing back|
|Defence Left wing||Goaltending Goalkeeper|
|Defending left wing back|
|Defending left central defender|
|Defending left winger|
|Defending left inner midfielder|
|Attack Centre||Scoring forwards|
|Passing inner midfielders|
|Defence Centre||Goaltending goalkeeper|
|Defending central defenders|
|Defending left and right wing backs|
|Defending inner midfielders|
|Defending left and right wingers|
|Attack Right wing||Winger right winger|
|Passing right winger|
|Passing right inner midfielder|
|Winger right wing back|
|Defence Right wing||Goaltending goalkeeper|
|Defending right wing back|
|Defending right central defender|
|Defending right winger|
|Defending right inner midfielder|
|Wing back||Offensive||More Winger, an ounce of playmaking, less Defending|
|Defensive||More Defending, less Winger|
|Centre||More Defending to the middle, less Defending to the side, less Winger|
|Central defender||Offensive||A certain amount of Midfield, less Defending|
|Towards wing||Less Defending to the middle, more Defending to the side, a certain amount of Winger|
|Winger||Offensive||More Winger, less Defending|
|Defensive||Less Winger, more Defending|
|Centre||More Midfield, less Winger, less Defending|
|Inner midfielder||Offensive||More Passing, less Defending|
|Defensive||Less Passing, more Defending|
|Towards wing||Less Midfield, more Winger|
|Forward||Defensive||A certain amount of Midfield, less Scoring|
|Towards wing||some Winger, less Scoring|
Players (not all of them, about half of them) have a characteristic called "speciality". There are 5 different specialities available for players: "Technical", "Quick", "Head", "Powerful" and "Unpredictable".Every speciality, while sounding useful, has a good and bad side. A player with good technique will place his trust in his awesome control of the ball. At times he'll run rings round a big and clumsy defender. On a really waterlogged pitch, however, he'll have problems with players placing their trust in other abilities.
The specialties have impact on matches as described in the section about "Special Events" in Chapter 10 (The Match). In addition, they can be useful for certain tactic types as described in Chapter 15 (Lineup).
It won't matter how good a player really is if he's not on form or is injured.
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. (See below.) Older players take a longer time to heal. 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. Two bookings during a match will automatically lead to the player being sent off. Being 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 the 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 subsequent cup match, he will be suspended from the next competitive match, regardless of whether 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. When a player has been suspended for one game, his bookings slate will be wiped clean. A player who has accumulated 3 bookings will have a red card symbol on the Players List, to show his suspension.
Highly aggressive players ("fiery", for instance) will be booked more often than other players. Especially if they're "not always completely honest" or lacking in experience.
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.
Players move in and out of form, and there is not a lot that can be done about this, apart from exchanging players in bad form for those in good form. You can also make sure that players with bad form get to play in friendlies, as this increases their chance of improving their form. Every player has an attribute that shows his "current form" (the real figure at the moment) and another one that is hidden, called "background form", which shows where his form is heading. The current form is the figure applied for matches, while the background form is used by the program to compute where the player's form is heading.
Each week, during training, the current form figure (simply called form) of every player will change, moving towards the hidden background form figure. The exceptions are those players where the current form is already at the exact same figure as their background form. Current form is not changed at once 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. In fact the only factor that decides whether or not the background form of a player is changed is a random chance. This means that the background form might change several weeks in a row for some players, but for other players it might not change at all for weeks.
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. The most important one is whether or not the player has played a match during the week. If he has not his new background form will probably be lower than for those that did play. This is partly because it should not pay to have an enormous squad - if you do you will soon have a large number of discontented players not receiving proper match training and being constantly out of form. Besides, having many bench-warmers on the payroll is a bad investment.
When the new background form is computed the following is taken into consideration: How hard you train (intensity of training) How good your coach is How many assistant coaches you use (and how many goalkeeping coaches you use for keepers) If a player has participated in a match during the week. This is very important! A random factor
Note that in Hattrick form doesn't mean form in a physical context. It's not about a player having trained well or not. This affects stamina. Rather, form reflects a combination of all other aspects making it possible for, or preventing a player, from reaching his full potential. A player may be off form due to a loss of self-confidence or not having scored any goals lately. Maybe he's got some private problems. You could also imagine debilitating physical factors such as colds or similar, not simulated by injuries. In the same way, players in good form at the moment are on a roll.
An "excellent" player in "wretched" form is usually worse off than a "passable" player in "solid" form.
The intensity of training affects form. Players in a squad with a high level of intensity at training are generally in better form than players from a squad with a lower level of training intensity. Players' form is also affected by what kind of special training you choose. Does this seem complicated? Remember, it's just as complicated for your opponent! You don't really need to compose the perfect team to win a game. The main issue is to assign players to positions they seem most suited for, and keep an eye on their form. Substitute players in bad form with players "on a roll". Give reserves in great form a chance to prove themselves. A simple system goes a long way.
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 game. 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 five 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 or qualifier ends in a draw after extra-time, a penalty shoot-out is held. Before a cup game or a qualifier, you should decide the order of your penalty takers. This can be done with a special orders form under the regular orders list.
Both the player's routine and his skill at set pieces should be taken into consideration. The player least skilled at these abilities should be at the bottom of this list - penalty shoot-outs rarely go on beyond the first 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 shoot-outs, this is the same as changing the regular orders form on set pieces. The other 10 penalty takers can only be changed around by using the special orders form.
As for the order of the first 5 penalty takers, it isn't important. All teams start off with five penalties each, and if the game is still drawn after that, it'll proceed with sudden-death penalties – each team 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 revert to a walk-over lineup (0 players). Ownerless teams will thus be relegated 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 have lost their owner, not to teams that never had one.
(Note - This behavior was recently changed, with post-reset teams now fielding a default lineup of comparable ability to a "typical" bot team.)
Essentially, the coach has three abilities:
- Tactics: "Offensive", "defensive" or "neutral", affecting the teams' performance during the game.
- 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" as there were with coaches hired under the old system. However, an excellent coach is only a half-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 to concentrate on. The effects of the week's training always appear on Thursday night, so you have to change your training orders before this. Changes in player's current form and general form also occur at this time.
Three factors decide the effects of training: the intensity of training, training type, and the coaching staff (main coach and assistants).
Intensity of training
The harder you train, the better the squad's form becomes in general, and effects from special training increase. You decide on intensity of training by supplying a number between 0 and 100.
The drawbacks of a high level of intensity are that risks for injuries increase. You'll have to decide yourself what level of intensity will suit you - do ask other managers at the conference.
Note that only current form, not background form, is affected by training. However, you can slightly counteract a slipping form tendency by a high level of training intensity. Significantly decreasing intensity can provide a 'one-time' boost to the team spirit of a team
There are 12 types of training you can choose. Most of them make your players better at something, although some may have negative side effects. The different types of training are shown in the diagram below.
If you have a good coach, special training will be more effective than if you have a bad one. Assistant coaches also increase the effect of training.
Note: For training to become its most effective, a player should normally be allowed to play the week's matches in a suitable position. Training should be combined with "live action", so to speak. Friday is the day when effects of training kick in for most leagues. At this point, it's important what position the player was in during the week. If he played in a mid-week match, his position in that game is the one that matters for the training update. If he didn't play mid-week, it's his position in the league game that's important. If he didn't play in either match, he won't be affected by the week's training activities very much at all.
Repositioned players get their match training from their new position. Players with individual orders get their match training from their normal positions.
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 who played a game during the week)|
|Set pieces||Set pieces||All|
|Crossing (Winger)||Winger||Wingers - slightly faster than other (Wing backs) ((others))|
|Shooting (Scoring)||(Outfielders) ((Others))|
|Short passes||Passing||Midfielders and forwards ((Others))|
|Playmaking||Midfield||Inner midfielders (Wingers) ((Others))|
|Through passes||Passing||Defenders and midfielders ((Others))|
|Defensive positions||Defending||(Defenders and midfielders) ((Others))|
|Wing attacks||Winger||Forwards and wingers ((Others))|
The team below trains "Defence" this week. Please note that your actual matchday may vary - Sunday refers to the weekend league match, while Wednesday is the midweek friendly/cup match.
- Adam Adams played as a defender last Sunday but missed the Wednesday game. He'll improve his defending a lot during the week.
- Bert McBert missed Sunday's game but played in the defence Wednesday. He'll improve his defending as much as Adam Adams.
- Carl Carlson plays as a forward Sunday, but as a defender Wednesday. He'll improve his defending just as much as the two players above. All three of them were defenders in their last game.
- David Davis played as a defender Sunday, but switched to forward during Wednesday's game. This confuses him enough that he only improves his defending skills as though he had played forward in both games.
- Gus O'Gumby didn't play on either Sunday or Wednesday. He doesn't improve his skill.
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 in a draw at full-time, extra-time and eventually a penalty shoot-out is played to decide the 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 in the cup, and don't have a previous friendly commitment (the same goes for you) you can issue a challenge. You can 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 at a 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 Portugual, the game will be played at the regular Portuguese Wednesday match time (i.e. 2.30 PM Central European Time CET). Already at midnight (CET) the night before the match, your team will be leaving for Portugal, and they will return by midnight (CET) the following night. These times (when your team is away, i.e. midnight to midnight CET) will apply regardless of where in the world you'll be travelling.
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 have to book them by Tuesday at the latest. And when you're abroad you cannot arrange a new friendly (not even a local one) until you return on Thursday.
Obviously, flight tickets and hotels are expensive, so you need to pay 6.000 € (or the 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 one-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 at neutral grounds do not earn any money for the arena's owner. As well, if you are "collecting flags", please note that matches played at 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 will earn a flag.
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 the effort; they have to believe in themselves. Hattrick tries to simulate this in different ways. Events, and 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 and agreeability are only applied to the player with the highest leadership factor, "the team leader". If this person is agreeable, the team atmosphere will be as well, and if he's nasty you might end up with a really nasty atmosphere in your squad. A coach with strong leadership abilities might counteract a disagreeable "team leader" amongst the players.
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 93% (See Appendix 4 for more details). It will cost you 1.000 € 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 1.000 € or 2% more, whichever is greater.
Note that the sum of your bids cannot put you more than 200.000 € into debt.
Bids must be raised by 1.000 €! 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.
Keep in mind that the server might be down just as the deadline is running out. 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.
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)|
Please note that divisions below league Level VI are always the same size.
The league systems in other countries are organized 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 playing in the lowest division. The relegated teams' places will be taken by two of the best series winners from the division below them – i.e., 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 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. In league Level 7 and below, the winners and runners-up gain automatic promotion without having to play a qualifying match.
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.
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 € prize,second place gets 400.000 € and the two losing semi-finalists each get 200.000 €. The losing quarter-finalists each get 100.000 € and the losing last-sixteen teams each get 50.000 €. 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:
1. Matches for the national team will not count as training for the player. 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 effects.
2. Immediately after a match for the national team, the owning club will get a salary reduction of 33-40% of the player's salary depending on whether or not he is playing in his home country or for a foreign team.
3. 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.
4. The player will gain 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 €, so his club in Singapore pays a salary equivalent of 15000 * 1.2 = 18.000 € 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 = 5.940 €. 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 = 54.000 € (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. 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 GameMasters and Moderators have discretionary authority to resolve the situation within the spirit of the 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 are final. Their decisions can't be contested. 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 GameMasters. 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 GameMasters are people we trust completely.
To contact a GameMaster, please visit our GM-pages. Please do not use the internal HT-Mail system to contact them for GM matters. Only do this by email. The internal mail is for them as managers of their clubs, not for their role as GMs. Additionally, all correspondence between the GameMasters and users is considered private and should be treated as such between yourself and the GM team.
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 in 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.
Be careful if you have a fellow manager who logs in from the same computer as you do. Notifying a GM of such a situation shouldn't hurt you.
If you have any questions, contact the GameMasters at email@example.com
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 organized:
Category Possible levels (highest first) Player abilities etc divine utopian magical mythical extra-terrestrial titanic supernatural world class magnificent brilliant outstanding formidable excellent solid passable inadequate weak poor wretched disastrous
Coach skills / Form / Leadership excellent solid passable inadequate weak poor wretched disastrous
Formation experience / Youth squad excellent solid passable inadequate weak poor wretched disastrous
Sponsors & supporters Sending love poems to you dancing in the streets high on life delirious satisfied content calm irritated furious murderous
Agreeability beloved team member popular guy sympathetic guy pleasant guy controversial person nasty fellow
Honesty saintly righteous upright honest dishonest infamous
Aggressivity tranquil calm balanced temperamental fiery
Team spirit Paradise on Earth! walking on clouds delirious satisfied content calm composed irritated furious murderous like the Cold War
Team confidence extremely exaggerated completely exaggerated slightly exaggerated wonderful strong decent poor wretched disastrous non-existent
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.
League Relative rate Currency
Al Jazair 0.1 10000 DZD = 100 US$
Al Maghrib 1 1000 dirhams = 100 US$
Al Urdun 5 100 JOD = 50 US$
Andorra 10 100 € = 100 US$
Argentina 10 100 Pesos = 100 US$
België 10 100 € = 100 US$
Bolivia 1 1000 Bs = 100 US$
Bosna i Hercegovina 5 100 marka = 50 US$
Brasil 5 100 reais = 50 US$
Bulgaria 5 100 Lev = 50 US$
Byelarus 5 10.000 BYR = 50 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 1000 Yuan = 100 US$
Chinese Taipei 10 100 $ = 100 US$
Colombia 10 100 US$ = 100 US$
Costa Rica 4 250 000 Colon = 100 US$
Cymru 15 100 £ = 150 US$
Cyprus 5 100 CYP = 50 US$
Danmark 1 1000 € = 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 1000 € = 100 US$
France 10 100 € = 100 US$
FYR Macedonia 0.5 100 MKD = 5 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 1000 HKD = 100 US$
Hrvatska 1 1000 Kuna = 100 US$
India 0.25 100 Rupees = 2.5 US$
Indonesia 1 1000 000 Rp = 100 US$
Iran 1 1000 000 Rial = 100 US$
Ireland 10 100 € = 100 US$
Ísland 0.1 10000 Ikr = 100 US$
Israel 2 500 NIS = 100 US$
Italia 10 100 € = 100 US$
Jamaica 0.5 100 JMD = 5 US$
Kazakhstan 0.1 10000 tenge = 100 US$
Kenya 0.5 100 KES = 5 US$
Kyrgyzstan 0.2 5000 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 10.000 LBP = 50 US$
Magyarország 50 20 eFt = 100 US$
Malaysia 2.5 100 MYR = 25 US$
Malta 20 50 lira = 100 US$
México 1 1000 Pesos = 100 US$
Misr 2.5 100 E£ = 25 US$
Moldova 0.5 100 lei = 5 US$
Mongol Uls 5 10.000 tugrik = 50 US$
Nederland 10 100 € = 100 US$
Nicaragua 0.5 100 NIO = 5 US$
Nigeria 0.1 10000 kNaira = 100 US$
Nippon 0.1 10000 Yen = 100 US$
Norge 1 1000 € = 100 US$
Northern Ireland 15 100 £ = 150 US$
Oceania 5 100 AU$ = 50 US$
Österreich 10 100 € = 100 US$
Pakistan 0.2 5000 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 złoty = 25 US$
Portugal 10 100 € = 100 US$
Prathet Thai 0.25 100 Baht = 2.5 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$
Senegal 20 50 000 XOF = 100 US$
Shqiperia 50 20 000 lek = 100 US$
Singapore 5 100 SG$ = 50 US$
Slovenija 10 100 € = 100 US$
Slovensko 0.2 5000 Sk = 100 US$
South Africa 1.25 100 Rand = 12.5 US$
Srbija i Crna Gora 1 1000 dinar = 100 US$
Suomi 10 100 € = 100 US$
Suriname 5 100 SRD = 50 US$
Sverige 1 1000 kr = 100 US$
Tounes 7 143 Dinars = 100 US$
Trinidad & Tobago 1 1000 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 1000 Pesos = 100 US$
USA 10 100 US$ = 100 US$
Venezuela 10 100 bolivares = 100 US$
Vietnam 1 1000 dong* = 100 US$
Appendix 4. Transfer Fees
0 days 14%
1 days 12,45%
2 days 11,95%
3 days 11,59%
4 days 11,3%
5 days 11,05%
6 days 10,83%
1 weeks 10,62%
2 weeks 9,55%
3 weeks 8,76%
4 weeks 8,12%
5 weeks 7,57%
6 weeks 7,09%
7 weeks 6,65%
8 weeks 6,24%
9 weeks 5,87%
10 weeks 5,52%
11 weeks 5,19%
12 weeks 4,88%
13 weeks 4,58%
14 weeks 4,3%
15 weeks 4,03%
16 weeks 4%
Previous club money
0 matches 0%
1 matches 0.25%
2 matches 0.5%
3 matches 1.0%
4 matches 1.5%
5 matches 2.0%
7 matches 2.5%
10 matches 3.0%
20 matches 3.5%
40 matches 4.0%