Championship Football
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Rules...Guide to playing Championship Football...


FILLING OUT YOUR ORDERS

  • You need to return the sheet titled ORDERS and I assume you have some experience already in filling out an order form. If not then you may need to ring me on 01209-860116 for further details if anything is unclear.
  • Throughout the ORDER sheet you should use player's SQUAD NUMBERS, as shown on your PLAYING STAFF REPORT under the column headed SN.

FIRST TEAM SELECTION

  • Write players's name, write squad numbers under FTsn, write player positions under FTpos. Write Individual player commands or man-marking ( opponents reference number ) under COMMANDS.
  • FOREIGNERS and OVERSEAS LIMIT ( overseas players are shown with an 'O' on your PLAYING STAFF REPORT ) - you may play up to seven in your first 16 team, but unlimited elsewhere.

RESERVE, YOUTH and CUP TEAMS

  • Player positions are as for the first team. Write squad numbers under RESsn, YOUsn and CUPsn. Any empty slots under CUPsn means the corresponding player from the first team plays.

FRIENDLY TEAMS

  • Write squad numbers under FRIsn. Write player positions under FRIpos. Again any empty slots means that the corresponding player from the first team plays.

SUBS

  • Players can only enter the game when there is a stoppage
  • The system starts checking from SUBmin onwards, for instance, if you make SUBmin=65, then that sub wont start to be checked until 65 minutes of the game has elapsed
  • No more than a maximum of three substitutes will be used in each game, even though you can specify five

TACTICAL SUBS

  • SUBname = subs name
  • SUBsn = subs squad number
  • SUBmin = earliest times they can enter the game
  • SUBcon = sub condition code ( see list )
  • REPLsn = squad number of the player you want sub to replace
  • SUBpos = position you want sub to play ( see list )
  • POORsn = blank

SUBS FOR POOR PERFORMING PLAYERS

  • You can specify for somebody to be replaced if they are having a poor game, the system will check every time there is a stoppage following the earliest time you specify, to see if they need to be replaced. 
  • POORsn = squad number of player to be checked 
  • this sub can be combined with the tactical sub by filling in REPLsn, or by leaving REPLsn and SUBcon blank it can be used on its own

SUBS FOR INJURED PLAYERS

  • SUBname = players name
  • SUBsn = players squad number
  • leave everything else 'blank'
  • if there are no 'blanks' the system will pick the most suitable sub starting at shirt number 12 and working down the list. Who is picked depends on their preferred playing positions and their physical attributes, like height.

GOALKEEPER SUB

  • will come on if first choice goal keeper is sentoff and replace designated player REPLsn, or the system will pick who to replace if you dont specify anybody
  • or can be used as a tactical sub or poor sub as above

SUBS FOR SENTOFF PLAYERS

  • centre backs and other pivotal players need to be covered with a 90 condition. This specifies that this sub wont be used unless the player specified is sent off.
  • SUBname = players name
  • SUBsn = players squad number
  • SUBmin = 1
  • SUBcon = 90
  • REPLsn = squad number of the player you want covered
  • SUBpos = position you want them to play

VIPS

  • Write squad numbers next to the following boxes under the VIPsn column on your ORDERS
  • CAP - Captain, an inspirational player here can boost the performances of players about him
  • FRE - Offensive freekick taker. Sometimes the nearest player will take short freekicks in their own half
  • PEN - First slot is your Penalty taker during the game. The other four are only used in a Penalty Shootout
  • COR - Corner takers for both left and right
  • REP - Player to be replaced if sub GK has to come on when first choice GK is sentoff.

COMPETITIONS

  • League competitions, which last 22 weeks, home and away basis
  • English playoffs, that last 2 weeks
  • Domestic Cup and domestic Youth Cup competitions
  • World Club Cup
  • Charity Shield
  • Italian Super Cup
  • European Champions Cup
  • UEFA Cup ( game one only )
  • European Cup Winners Cup
  • Copa Libertadores
  • International Tournament
  • International Under21 tournament

PLAYERS

  • Each player must be given a unique playing position chosen from the following list and for best results the positions you choose should compliment the tactics you choose and one of the player's preferred positions
  • It is not essential to match a player's playing position to one of his preferred positions as some players can play in more positions than are detailed, you will need to use your knowledge of real life players to decide if it will work.
  • For a list of critical skills or to see exactly how your team line up on the field of play then request an extra stats printout
  • A players POTENTIAL RATING ( PT ) gives you some idea of how high he is rated when compared to the other players in the game, with PT94 being world class potential for over 21's and PT90 being world class potential for youngsters.
  • A player's CURRENT RATING ( CR ) tells you how good he is in real life at the current time and controls how many skills a player can gain from training. For instance a player with PT90 and CR86 would be a current international who could gain about 75% of his maximum exceptional skills. If his CR86 went up to CR90 then he would be able to gain all his exceptional skills.
  • A player's WAGE RATING ( WR ) gives you some idea of how much you need to pay him in relation to your other players.
  • It is important to look after your players and if you do they will respond with better performances. Ask yourself if they mind SUNDAY TRAINING, do they need a HOLIDAY, or a new CAR, do they need a REST, take care of their SECURITY, provide adequate MEDICAL facilities and dont overcrowd TRAINING.
  • Each new player you sign may take up to ten games to SETTLE IN so dont expect the best staright away unless they are on their DEBUT or playing against one of their PREVIOUS CLUBS.
  • Ensure their WIN BONUS and CUP BONUS are both good.
  • Provide them with INTERPRETERS if they cannot speak the language.
  • You will need to find a way to combat COMPLACENCY if your side is lucky enough to be leading your division or they are Champions from the previous season.

THE FIELD OF PLAY

attack = wide/l - l/channel - centre/l - centre - centre/r - r/channel - wide/r

midfield = wide/l - l/channel - centre/l - centre - centre/r - r/channel - wide/r

defence = wide/l - l/channel - centre/l - centre - centre/r - r/channel - wide/r

goal = centre


PLAYER CODES and descriptions

  • the two letter code should be used in the fields headed FTpos,FRpos and SUBpos
  • If you are unsure where to play people then use their PREFERRED POSITIONS ( PP ) as a guide.
  • Certain skills are needed to play certain positions and these are detailed on the extra statistics reports which can be requested as special actions - see later for list.

GOAL-KEEPERS

  • GK = GOAL KEEPER = the only player allowed to handle the ball and then only inside his own area

DEFENDERS

  • LB,RB = FULL BACK = wide defenders who can also help out in central defence if under used out wide
  • CB,C2,C3 = CENTRE BACK = central defenders, usually big and strong with good heading and tackling ability. Playing two gives CB at centre left and C2 at centre right. Playing three gives C2 at centre left, CB at centre and C3 at centre right. If using three then they will cover the wider areas as well if under used in the centre.
  • SW = SWEEPER = Central defender playing behind the other defenders filling in any gaps that appear. Must be able to read the game.

MIDFIELDERS

  • LK,RK = WING BACK = full backs who like to attack, classified as midfielders.
  • AM = ANCHOR MAN = central defensive midfielder sitting in front of the back four protecting them.
  • BW,BL,BR = BALL WINNERS = destructive central midfielders who like to make tackles and pressure opponents. BW plays centre BL plays in the left channel and BR in the right channel.
  • PM,P2 = PLAY MAKER = creative central midfielders, midfield generals who sit back and control the game. Playing two gives PM at centre left and P2 at centre right.
  • DY,DL,DR = DYNAMO = midfield work horses who can attack and defend as needed. DY plays in the centre DL plays in the left channel and DR in the right channel.
  • LH,RH = WING HALF = wide midfielders who like to attack but can also help to defend.

ATTACKERS

  • TM = TARGET MAN = creative central attacker linking midfield and attack.
  • ST,S2 = STRIKER = highly mobile goal poaching central attackers who also like to use the channels. Playing two gives ST at centre left and S2 at centre right.
  • CF,F2 = CENTRE FORWARD = strong central attackers who will not usually go wide. Usually good in the air. Playing two gives CF at centre left and F2 at centre right.
  • LW,RW = WINGER = wide attackers who like to reach the goal line then cross but who do not defend.

TACTICS

  • Different player positions are more or less effective in some tactics ( see tactical formations for some clues ).
  • You may select tactics for friendly games, main tactics and up to seven options to augment your main tactics.
  • ZONAL DEFENCE will be employed by all players unless you specify them to man mark an opponent.
  • TACmin = earliest time tactic is to be used
  • TACcon = game condition that has to be in effect
  • TACcode = one of the following tactical codes

NON-SPECIALIST-TACTICS

  • all require a creative player to control ie AM, PM, P2 or TM
  • MIX = Mixed = defensive and/or attacking where need be, gives players equal possession.
  • DEF = Defensive = more defensive than mixed, reducing defenders and midfielders willingness to attack.
  • DEL = Defensive Long = similar to defensive with more long balls.
  • ATT = Attack = more offensive than mixed, increasing midfielders willingness to attack.
  • EXT = Extended Attack = more offensive than mixed, increasing defenders and midfielders willingness to attack.
  • ALL = All Out Attack = more offensive than mixed, with all outfield players doing nothing but attack.
  • SLO = Slow Build Up = ball possession, midfield domination with short passes across a wide midfield, using LH/RH or LK/RK, probing for an opening, controlled by PM and P2.
  • FAS = Fast Build Up = quick breaks up the middle using dynamos and strikers, all controlled by TM.
  • FAL = Fast Long = similar to Fast Build Up with more long balls.
  • FAP = Fast Pressing = similar to Fast but when possesion is lost press the opposition to get possession back, dynamos need superb stamina and willingness to defend.
  • FLY = Flying Wingers = use a target man to attack through wingers at every oppurtunity.

    SPECIALIST-TACTICS = not requiring a creative player to control, ball winners or dynamos can be used instead
    LON = Long Ball = defensive, bypass midfield straight to CF/F2 who set up breaking midfielders.
    ISF = Inside Forwards = long balls played up to CF so he can bring ST and S2 into play frequently.
    WHV = Wing Halves = attack through wing halves at every oppurtunity.
    WHL = Wing Halves Long = similar to Wing Halves with more long balls.
    WHX = Wing Halves Exchange = as for Wing Halves but occasionally the wing halves will change wings.
    WIN = Wingers = attack through wingers at every oppurtunity.
    WIL = Wingers Long = as for Wingers with more long balls.
    WIX = Wingers Exchange = as for Wingers but occasionally the wingers will change wings.
    WBK = Wing Backs = attack through wingbacks at every oppurtunity.
    WBL = Wing Backs Long = similar to Wing Backs with more long balls.
    WBX = Wing Backs Exchange = as for Wing Backs but occasionally the wing backs will change wings.

    FIXED-FORMATION-TACTICS = requiring specified player positions in order to work properly, players take longer to learn these sytems than other the systems
    CAT = Counter Attack = defensive counter attack using wing halves to breakout.
    CAL = Counter Long = similar to counter attack with more long balls.
    SAM = Samba = all out attack, using LK,RK to get forward, typical Brazilian style.
    SAL = Samba Long = similar to Samba with more long balls.
    SAS = Samba Slow = ball possession, midfield domination with short passes across a wide midfield, using LK, DL, DR and RK, probing for an opening, controlled by AM.
    SEX = Sexy Football = very fluidic, using LB,LH (interchanging), RB,RH (interchanging), CB,C2,AM,DY (interchanging with either wing half),TM (dol and dor and sometimes playing as PM) and ST or CF (very mobile).
    SEL = Sexy Long = similar to Sexy Football with more long balls.
    TOT = Total = very fluidic, attack minded, typical Dutch style,using LB,LW (interchanging), RB,RW (interchanging) (both fullbacks tucked in ), CB, ( and BW or AM),DL,DR (interchanging), CF, all controlled by a TM.
    TOL = Total Long = similar to Total Football with more long balls.
    SWE = Sweeper = SW,LK,RK,CB,C2,( and C3 or AM or BW or DY),DL,DR,ST,S2, typical German style,
    all controlled by the sweeper who plays as the creative player in defence, midfield and attack.

    *** TACTICAL OPTIONS ***
    TW = TIMEWASTING = Y,N = write Y if you want to timewaste if you are winning in the last ten minutes.
    OF = OFFSIDE TRAP = Y,N = write Y to play using the offside trap, not advisable when using a sweeper or slow defenders.
    JO = JOSTLING = Y,N = write Y if you want your players to jostle opponents defensive wall at freekicks around the box.
    WA = WALL SIZE = 2 to 7 = write the number of players in your defensive wall between 2 and 7.
    H% = CROSSING = 0 to 99 = write the percentage of crosses that are played high into the box between 0 and 99.
    FB = FULLBACKS = Y,N = write Y to stand fullbacks on the goal line at corners, else they mark opponents.
    FM = FREE MOVEMENT = N,A,L,F = If losing and have only one CB then another player will move to CB, options are :-
    N = no movement, A = applies to all games, L = applies to league games only, F = applies to friendly games only

    *** SET PIECES ***
    First you need to choose a 'corner selection method' using the special action code C0 from the three given below :-
    C0 1 first corner use C1, second use C2, third use C3, fourth use C4, fifth go back to use C1 and so on.
    C0 2 first corner use C1 then C2, C3 and C4, then back to C1 again, but only change if you have no luck with the current one.
    C0 3 each corner use C1 at 50% of the time, C2 at 35%, C3 at 10% and C4 at 5%.
    Then you need choose up to four types of corner using the C1,C2,C3 and C4 special action codes. See tables for codes.
    The same is true for Penalties ( special actions P0,P1,P2,P3 and P4 ) and Freekicks ( special actions F0,F1,F2,F3 and F4 ).

    *** GAME MODIFICATIONS ***
    Mods to player positions made whilst a game is in progress. Write player name under GAMEMODname, write squad number under MODsn, write the earliest time the modification is to come into operation under MODmin, write the game condition which must be satisfied before the mod is made under MODcon and write the new position of the player concerned under MODpos.

    *** TRAINING ***
    Write your selected training codes under each of the days for both morning ( upper row ) and afternoon ( lower row ). Write the squad number of the player you have selected to receive individual ( boosted ) training under INDsn. If you want to get a quick boost in one particular area at the expense of your normal schedule then write the relevant training code under OVERRIDE, this will cause the whole squad to follow this training code for the week without you having to enter the code in each of your training slots. Set OVERRIDE to blank if you want your players to follow the daily routine you have chosen. If you choose a code for SUN and SUNX is set to N then the whole squad is called in for extra training on sunday. Set SUNX to Y if you only want the players who performed badly the previous week to be called in for extra training on Sunday. Top players dont like sunday training.

    PLAYING SCHEDULES AT MY END two sets of games run on alternate weeks as follows,
    mon - game 1 ko 3pm
    wed - game 3 ko 3pm
    fri - game development and system admin
    mon - game 2 ko 3pm
    wed - game 4 ko 3pm
    fri - game 6 ko 10am
    bank holidays on a monday will delay all games by one day, bank holidays on a friday will delay game 6 until the saturday. I will try and post the results of the games by five o'clock on match days except for game one, where the games take longer to run, when I will try to post match results by five o'clock on the tuesday.

    E-MAIL ORDERS You may send your ORDERS by e-mail if you wish but they must be here by 9am on the morning of the game and I cannot guarantee they will be included because sometimes my ISP is too busy and I cant get access, but I will try my best.