Football Manager
Run your own club – from your first transfer to a sold-out stadium.
In Football Manager, every community member runs exactly one club. You buy players on your community's transfer market, expand your stadium and infrastructure, sign sponsors, develop talent in the youth academy, and compete in leagues, cups and with national teams.
The manager is directly linked to the tournament module: leagues, tables and brackets are your real community competitions. Matches aren't simulated – they're actually played, for example in a football game that exchanges line-ups and results via an interface, or reported as a result.
To play, you need a free Clanwirtschaft account and a community that has activated the game.
- Genre
- Club management
- Platform
- Browser
- Players
- 1 club per member
- Starting budget
- €5,000,000
- Squad
- 16–26 players
What makes this game stand out
- Your real matches count: goals, cards, injuries and substitutions all feed into player stats
- Your community's own transfer market – you trade among yourselves
- 12 formations, drag-and-drop line-up
- A stadium with four stand sides and 11 upgradeable facilities
- Youth academy: develop talents from age 10 and promote them to the first team at 16
- National teams: apply as national coach and call up players from every club
Football Manager: rules & gameplay
All details reflect the current state of the game. Numeric values are for game balance and may be adjusted.
Getting started
The first time you open it, your club is created automatically: “FC” plus your name, a €5,000,000 budget and 1,000 fans – with no players and no stadium yet. You can rename your club at any time. There's exactly one club per member and community.
Players, attributes & squad
- Outfield players have 7 attributes rated from 0 to 7; your community decides which attributes these are. Goalkeepers have a single goalkeeping rating from 0 to 49.
- 8 positions: goalkeeper, centre-back, right-back, left-back, midfielder, right winger, left winger, striker.
- Players are aged 16 to 36 and have a nationality. Past the age of 36, they retire.
- Market value is based on the sum of a player's attributes and their age (peaking at 26) – ranging from €25,000 to €15 million.
- Salary per season depends on strength, age and contract length.
Squad rule: 26 players maximum. You're eligible for leagues and cups once you have at least 16 players, including at least 2 goalkeepers.
Transfer market
- Every purchase also signs a contract lasting 1 to 5 seasons.
- You list your own players at a price you choose; when sold to another club, the fee goes to you.
- 10 new players hit the market at every season changeover, mostly young talents. Admins can add further players.
- When a contract expires, the player returns to the market.
Line-up & matches
You set your 11 starters and 5 substitutes by drag and drop; only a goalkeeper can play in goal. 12 formations are available: 4-4-2, 5-3-2, 5-2-3, 4-5-1, 4-3-3, 5-4-1, 3-2-5, 6-3-1, 3-5-2, 3-4-3, 4-2-4 and 4-4-2 with a sweeper.
The website doesn't simulate matches. Results come either from a connected football game that loads your line-up and reports back goals, cards, injuries and substitutions, or through the tournament module's normal result reporting. Squad strength affects attendance, sponsors and cup seeding.
Stadium, facilities & revenue
The stadium is made up of sectors on four sides. Standing places cost €100 each, seats €300, and boxes €2,000; a roof adds 40% to the price. Sectors can be expanded later.
| Facility (level 0–5) | Effect |
|---|---|
| Road and rail access, scoreboard, floodlights | higher stadium attendance |
| Food stalls, drink stalls | catering revenue per spectator |
| Fan shop | merchandise revenue per spectator |
| Training ground, player care | chance of player improvement at the season changeover |
| Academy quality, academy size | starting attributes and number of new youth players |
At every home match in a manager league, the home club collects matchday revenue. Attendance rises with your win rate, squad strength, infrastructure and fan base. Seats earn 2.5 times the standing price, and boxes 10 times.
Training & youth academy
- Passive training: at every season changeover, each player has up to a 30% chance to improve by one point – depending on the training ground and player care.
- Training camps: up to 2 per season, for outfield players or goalkeepers, levels 1 to 5. The higher the level, the more expensive it is – and the greater the improvement chance (up to 60%).
- Youth academy: 1 to 3 ten-year-old talents join at every season changeover. Individual training is unlimited.
- From age 16, you can promote a talent to the first-team squad (a 3-season contract). At 19, any talent not promoted moves to the transfer market – you receive their market value as a transfer fee.
Sponsors & fans
There are two sponsorship slots: the shirt sponsor pays per season, and pitch-side advertising pays per home match. Offers have a tier from 1 to 5, a term of 1 to 3 seasons, and require a minimum reputation based on your squad strength. Each offer can only be taken by one club – first come, first served.
Your fan base grows when your win rate is above 45% and shrinks below that, but never falls under 100.
Leagues, cups & national teams
- Leagues: admins link a league from the tournament module to the manager season. Clubs register themselves, and the fixture list is generated round-robin. A club can play in several leagues.
- Cups: single or double knockout, optionally with an entry fee and prize money. Seeding is based on squad strength.
- National teams: you apply as coach of a country that has at least 16 players with 2 goalkeepers in your community. Each country has one coach, who calls up up to 26 players of that nationality from all clubs.
Season changeover & finances
Your community's admins trigger the season changeover. Here's what happens: every player ages a year, salaries fall due, broadcast and sponsor money is paid out, fans come or go, contracts expire, youth players move up, passive training takes effect, cup prize money is paid, and the market is restocked.
Careful: your budget can go negative. That's why the finance area shows a full statement and a forecast for next season – with warnings for an undersized squad, expiring contracts and retirements.
How to get started
Activate the module
Your community activates Football Manager under “Modules” and grants members the right to play.
Build your squad
Buy at least 16 players on the transfer market, including 2 goalkeepers, and set your starting eleven.
Register and play
Register your club for league and cup, expand your stadium, and play your matches.
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